Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,763
5,906
GVWUrNJ.png
eNo5cSj.png


Общая тема для просьб о помощи в декомпиляциии и декриптованиии скриптов, плагинов и приложений.
Запрещено просить о декомпиляции/декриптовании софта, выставленного на продажу на нашем сайте.

Рекомендации:
  1. Сначала воспользуйтесь поиском по теме и по форуму, возможно его в декомпилированном виде или с исходным кодом уже выкладывали у нас на сайте.
  2. Попытайтесь декомпилировать самостоятельно: CLEO - декриптор, декомпилятор; AHK - распаковщик .exe; LuaJIT - декомпилятор1, декомпилятор2.
  3. Просить о декомпиляции .asi, .sf, .dll, .exe почти бесполезно, часто такие просьбы остаются без ответа и вряд ли вам это что-то даст. Можете попробовать сами, IDA Pro или Ghidra к вашим услугам.
    • Это не касается .exe, которые являются скомпилированными AutoHotKey-скриптами (.ahk).
  4. Добавьте название скрипта к сообщению, если оно известно - это поможет другим пользователям найти его с помощью поиска.
  5. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и скорее всего будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
 
Последнее редактирование:

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Дайте код)) Спасибо заранее.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Label00011F
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00011F
0006: 0@ = 0
0006: 21@ = 0
0BE1: raknet setup_outcoming_rpc_hook @Label0002C9
0B34: samp register_client_command "damag" to_label @Label000239
0B34: samp register_client_command "kdamag" to_label @Label000281

:Label00015E
0001: wait 0 ms
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000232
0006: 1@ = 0

:Label00017B
00D6: if
0B23:  samp is_player_connected 1@
004D: jump_if_false @Label00021C
0B20: samp 2@ = actor_handle_by_samp_player_id 1@
00D6: if
056D:   actor 2@ defined
004D: jump_if_false @Label00021C
00D6: if and
8B5C:   not samp is_player 1@ paused
8118:   not actor 2@ dead
00F2:   actor 2@ near_actor $PLAYER_ACTOR radius 2.0 2.0 0
004D: jump_if_false @Label00021C
0BCB: samp send_give_damage playerid 1@ damage 6.6 weapon 0 bodypart 5
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (1) ~r~by AIR~w~~n~~b~Damage: %d" time 300 1@
0001: wait 350 ms

:Label00021C
000A: 1@ += 1
0019:   1@ > 1000
004D: jump_if_false @Label00017B

:Label000232
0002: jump @Label00015E

:Label000239
0B12: 0@ = 0@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (1) ~r~by AIR~w~~n~~b~State: %d" time 1000 0@
0B43: samp cmd_ret

:Label000281
0B12: 21@ = 21@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (2) ~r~by AIR~w~~n~~b~State: %d" time 1000 21@
0B43: samp cmd_ret

:Label0002C9
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label0003AB
0BE5: raknet 14@ = get_hook_param 1
00D6: if
0039:   14@ == 115
004D: jump_if_false @Label0003AB
0BE5: raknet 15@ = get_hook_param 0
0BE7: raknet 16@ = bit_stream_read 15@ type 1
0BE7: raknet 17@ = bit_stream_read 15@ type 2
0BE7: raknet 18@ = bit_stream_read 15@ type 3
0BE7: raknet 19@ = bit_stream_read 15@ type 3
0BE7: raknet 20@ = bit_stream_read 15@ type 3
00D6: if and
0039:   16@ == 0
0039:   19@ == 0
0B23:  samp is_player_connected 17@
004D: jump_if_false @Label0003AB
00D6: if
8B5C:   not samp is_player 17@ paused
004D: jump_if_false @Label0003AB
0BCB: samp send_give_damage playerid 17@ damage 6.6 weapon 0 bodypart 20@
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (2) ~r~by AIR~w~~n~~b~Damage: %d" time 1000 17@
0BE0: raknet hook_ret 0

:Label0003AB
0BE0: raknet hook_ret 1
 
Последнее редактирование:

NoNameCoder

Известный
40
12
Ну дааааайте декрипт пожааааалуйстааа
 

Вложения

  • DMINZZ.cs
    56.4 KB · Просмотры: 8

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Label00011F
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00011F
0006: 0@ = 0
0BE3: raknet setup_incoming_rpc_hook @Label0005AF
0BE2: raknet setup_outcoming_packet_hook @Label0005E2
0B34: samp register_client_command "ratp" to_label @Label0001EA
0B34: samp register_client_command "ztp" to_label @Label000343
0AF8: samp add_message_to_chat "[Teleport {CC00FF}for NuBO RP {CC0000}by AIR{33FF33}]: {FFFFFF}Loaded! (/ratp; /ztp)" color 3407667 

:Label0001B8
0001: wait 0 ms
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label0001E3
0001: wait 3000 ms
0006: 0@ = 0
04D7: set_actor $PLAYER_ACTOR locked 0
0C83: samp force_onfoot_sync

:Label0001E3
0002: jump @Label0001B8

:Label0001EA
00D6: if
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET
004D: jump_if_false @Label0002E2
0006: 0@ = 1
0B32: samp send_spawn
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label000227
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@

:Label000227
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET
04E4: refresh_game_renderer_at 1@ 2@
03CB: set_rendering_origin_at 1@ 2@ 3@
000B: 3@ += 500.0
02CE: 3@ = ground_z_at 1@ 2@ 3@
00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@
04BB: select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
0BCF: samp send_interior_change 0
01B4: set_player $PLAYER_CHAR can_move 1
0B32: samp send_spawn
02EB: restore_camera_with_jumpcut
0C83: samp force_onfoot_sync
0AF8: samp add_message_to_chat "[Teleport {CC00FF}for NuBO RP {CC0000}by AIR{33FF33}]: {FFFFFF}Teleported!" color 3407667 
0002: jump @Label000341

:Label0002E2
0AF8: samp add_message_to_chat "[Teleport {CC00FF}for NuBO RP {CC0000}by AIR{33FF33}]: {FFFFFF}Put a mark on the map!" color 3407667 

:Label000341
0B43: samp cmd_ret

:Label000343
00D6: if
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET
004D: jump_if_false @Label0004DA
0006: 0@ = 1
04D7: set_actor $PLAYER_ACTOR locked 1
04E4: refresh_game_renderer_at 1@ 2@
03CB: set_rendering_origin_at 1@ 2@ 3@
000B: 3@ += 500.0
02CE: 3@ = ground_z_at 1@ 2@ 3@
00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label0003BE
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 5@ 6@ 7@

:Label0003BE
04E4: refresh_game_renderer_at 5@ 6@
03CB: set_rendering_origin_at 5@ 6@ 7@

:Label0003D1
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label0003FB
0AB1: call_scm_func @Label00053B 3 5@ 6@ 7@ 
0002: jump @Label000410

:Label0003FB
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 5@ 6@ 7@
0002: jump @Label00042B

:Label000410
000F: 7@ -= 0.94
8031:   not  7@ >= -100.0
004D: jump_if_false @Label0003D1

:Label00042B
0AB1: call_scm_func @Label00053B 3 5@ 6@ -101.0 
04E4: refresh_game_renderer_at 1@ 2@
03CB: set_rendering_origin_at 1@ 2@ 3@
00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@
04BB: select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
0BCF: samp send_interior_change 0
01B4: set_player $PLAYER_CHAR can_move 1
02EB: restore_camera_with_jumpcut
0C83: samp force_onfoot_sync
0C83: samp force_onfoot_sync
0C83: samp force_onfoot_sync
0AF8: samp add_message_to_chat "[Teleport {CC00FF}for NuBO RP {CC0000}by AIR{33FF33}]: {FFFFFF}Teleported!" color 3407667 
0002: jump @Label000539

:Label0004DA
0AF8: samp add_message_to_chat "[Teleport {CC00FF}for NuBO RP {CC0000}by AIR{33FF33}]: {FFFFFF}Put a mark on the map!" color 3407667 

:Label000539
0B43: samp cmd_ret

:Label00053B
0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 3@ onfoot_data 4@
0C0D: struct 4@ offset 6 size 4 = 0@
0C0D: struct 4@ offset 10 size 4 = 1@
0C0D: struct 4@ offset 14 size 4 = 2@
0C0D: struct 4@ offset 38 size 4 = 0.0
0C0D: struct 4@ offset 42 size 4 = 0.0
0C0D: struct 4@ offset 46 size 4 = -0.939
0BC0: samp send_onfoot_data 4@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:Label0005AF
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label0005DE
0BE5: raknet 4@ = get_hook_param 1
00D6: if
0039:   4@ == 12
004D: jump_if_false @Label0005DE
0BE0: raknet hook_ret 0

:Label0005DE
0BE0: raknet hook_ret 1

:Label0005E2
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000612
0BE5: raknet 8@ = get_hook_param 1
00D6: if
0039:   8@ == 207
004D: jump_if_false @Label000612
0BE0: raknet hook_ret 0

:Label000612
0BE0: raknet hook_ret 1
 

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Парни, декрипт пожалуйста.
CLEO:
{$CLEO}
0000: NOP

var
30@ : Integer
31@ : Integer
end


repeat
wait 0
until samp.Available()
:ttr
wait 0
if
0AAB:  file_exists "SmartHooks.ini"
then
chatmsg "{269BD8}[Checker]: {ffffff} Óäàëèòå SmartHooks" 0xFFFFFF
0B28: samp disconnect_with_reason 0
end_thread
end
if
0AAB:  file_exists "CLEO\hact.txt"
then
0B00: delete_file "CLEO\hact.txt"
end
0AA7: call_function 0x81E532 num_params 8 pop 0 | FALSE FALSE FALSE FALSE 31@v FALSE FALSE FALSE | 10@ |
wait 599
0AC6: 1@ = label @url_fileupdateinfo offset // Ñäåëàåì ãðåøîê è ïåðåîïðåäåëèì ïåðåìåííóþ
0C65: 1@ = download_url 1@ to_file "Cleo\hact.txt"
0AB1: call_scm_func @download_check_status 1 download_n 1@ status_to 2@
0C7D: release_download 1@ // Îñâîáîæäàåì, ò.ê. ñêà÷èâàíèå çàâåðøåíî
30@ = 31@
:ttr2
wait 0
if
0A9A: 0@ = openfile "Cleo\hact.txt" mode "rt"
jf @ttr2
wait 100
0AC8: 2@ = allocate_memory_size 4096
0C11: memset destination 2@ value 0 size 4096
0AC8: 3@ = allocate_memory_size 96
repeat
            if 0AD7: read_string_from_file 0@ to 3@ size 95 // ???????? ?????? ?? ????? ? ????? + ?????????, ?????? ?? ?????? ??????
            then
                0C15: strcat destination 2@ source 3@ // ???????????? ?????? ?? ??????? ??????
                0C11: memset destination 3@ value 0 size 96 // ??????? ?????, ????? ??? ????????? ?????? ?? ?????? ?????-?? ?????? ??????????
                end
until 0AD6: end_of_file 0@ reached
wait 100
0A9B: closefile 0@
wait 100
0B00: delete_file "Cleo\hact.txt"  // IF and SET
0AC8: 0@ = allocate_memory_size 96
0AD3: 0@ = FORMAT "%d" 31@
wait 100
if
0C18: 19@ = strstr string1 2@ string2 0@
then
jump @Home0
end
free 3@
free 2@
0B3B: samp show_dialog id 1 caption "Îøèáêà àêòèâàöèè" text "Ñîîáùèòå êîä èç ÷àòëîãà ïðîäàâöó" button_1 "îê" button_2 "" style 0
wait 50
chatmsg "{269BD8}[Checker]: {FFFFFF}Êîä àêòèâàöèè: %d" color -1 params 31@
0B28: samp disconnect_with_reason 0
0A93: end_custom_thread
return



:Home0
0BB9: samp 0@ = get_pickup_pool_ptr

:Home
wait 0
if key_down 109
jf @Business
print "~w~House CHECKER ~G~ON!" 1000
wait 200

:Home2
wait 0
1@ = 0

:Home2_5
if key_down 109
then
print "~w~House CHECKER ~R~OFF!" 1000
wait 200
jump @Home
end
if 2@ = SAMP.PickupHandleByID(1@)
else_jump @Home5
0A90: 2@ = 1@ * 20 // int
2@ += 61444
000A: 2@ += 0@  // Note: the incorrect math opcode was used here
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
if or
3@ == 1273
3@ == 19524
else_jump @Home5
0C0C: 3@ = struct 2@ offset 8 size 4
0C0C: 4@ = struct 2@ offset 12 size 4
0C0C: 5@ = struct 2@ offset 16 size 4
5@ -= 1.5
31@=1
Actor.StorePos($PLAYER_ACTOR, 6@, 7@, 8@)
050A: 9@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 6@ 7@ 8@
if 9@ <= 40.0
jf @Home5
0C8F: samp process_chat_input "/evicting"
if Actor.Driving($PLAYER_ACTOR)
then
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 3@ 4@ 5@
else
actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
end
30@ = 0
repeat
wait 0
until 0B4C:  samp is_dialog_active -1
0B4E: samp 33@ = get_current_dialog_id
0BC9: samp send_dialog_response dialog 33@ button 1 listitem -1 input ""

:Home3
wait 0
if
key_down 109
then
print "~w~House CHECKER ~R~OFF!" 1000
31@=0
wait 200
free 11@
jump @Home
end
SAMP.CloseDialog(1)
jump @Home3

:Home5
1@ += 1
  1@ > 4096
else_jump @Home2_5
jump @Home2

:Business
wait 0
if key_down 106
jf @Home
print "~w~Business CHECKER ~G~ON!" 1000
0AC8: 11@ = allocate_memory_size 256
wait 200

:Business2
wait 0
FOR 10@ = 0 TO {MAX_3DTEXTS}2048 [STEP = 1]
if key_down 106
then
print "~w~Business CHECKER ~R~OFF!" 1000
free 11@
wait 200
jump @Business
end
    IF 0B46:     samp 3d_text 10@ defined
    THEN
    0C46: samp get_3d_text_info_by_id 10@ string_ptr 11@ color 12@ position 3@ 4@ 5@ view_distance 16@ show_behind_walls 17@ attached_to_player 18@ attached_to_vehicle 19@
      if 0C18: 20@ = strstr string1 11@ string2 "Âëàäåëåö: {FFFFFF}íåò"
        then
            00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
            050A: 9@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 6@ 7@ 8@
            if 9@ <= 40.0
            then
            free 11@
            5@ -= 1.5
            31@=1
                if Actor.Driving($PLAYER_ACTOR)
                then
                    0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 3@ 4@ 5@
                else
                    actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
                end
                30@ = 0
                repeat
                    wait 0
                until 0B4C:  samp is_dialog_active -1
                0B4E: samp 33@ = get_current_dialog_id
                0BC9: samp send_dialog_response dialog 33@ button 0 listitem -1 input ""
                jump @Business3
            end
        end
    END
END
jump @Business2

:Business3
wait 0
if
key_down 106
then
print "~w~Business CHECKER ~R~OFF!" 1000
free 11@
wait 200
31@=0
jump @Business
end
SAMP.CloseDialog(0)
jump @Business3

:download_check_status // Äëÿ ïðîâåðêè ñòàòóñà çàãðóçêè(ò.ê. ýòà ÷àñòü áóäåò èñïîëüçîâàòüñÿ áîëåå, ÷åì 1 ðàç)
// call @download_check_status 1 download_n 0@
1@ = -1
while 1@ == -1 // Ñêà÷èâàíèå âñ¸ åù¸ â ïðîöåññå
    wait 0
    0C66: 1@ = get_download 0@ state // Ïîëó÷àåì ñòàòóñ çàãðóçêè
end
0AB2: ret 1 1@ // Âîçâðàùàåì ñòàòóñ çàðóçêè

:url_fileupdateinfo // Ò.ê. â Sanny Builder èíà÷å íèêàê íå ïîäðóæèòüñÿ ñî ñëåøàìè â ñòðîêàõ, ïðèäåòñÿ êàê íèòü òàê
// Çäåñü õðàíèòñÿ URL íà äàííûå ñ îáíîâëåíèåì
hex
    "http:" "/" "/" "west-cs.at.ua/hact.txt" 00
end
 
  • Нравится
Реакции: NoNameCoder

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Label00011F
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00011F
0006: 0@ = 0
0006: 21@ = 0
0BE1: raknet setup_outcoming_rpc_hook @Label0002C9
0B34: samp register_client_command "damag" to_label @Label000239
0B34: samp register_client_command "kdamag" to_label @Label000281

:Label00015E
0001: wait 0 ms
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000232
0006: 1@ = 0

:Label00017B
00D6: if
0B23:  samp is_player_connected 1@
004D: jump_if_false @Label00021C
0B20: samp 2@ = actor_handle_by_samp_player_id 1@
00D6: if
056D:   actor 2@ defined
004D: jump_if_false @Label00021C
00D6: if and
8B5C:   not samp is_player 1@ paused
8118:   not actor 2@ dead
00F2:   actor 2@ near_actor $3 radius 2.0 2.0 0
004D: jump_if_false @Label00021C
0BCB: samp send_give_damage playerid 1@ damage 6.6 weapon 0 bodypart 5
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (1) ~r~by AIR~w~~n~~b~Damage: %d" time 300 1@ 
0001: wait 350 ms

:Label00021C
000A: 1@ += 1
0019:   1@ > 1000
004D: jump_if_false @Label00017B

:Label000232
0002: jump @Label00015E

:Label000239
0B12: 0@ = 0@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (1) ~r~by AIR~w~~n~~b~State: %d" time 1000 0@ 
0B43: samp cmd_ret

:Label000281
0B12: 21@ = 21@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (2) ~r~by AIR~w~~n~~b~State: %d" time 1000 21@ 
0B43: samp cmd_ret

:Label0002C9
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label0003AB
0BE5: raknet 14@ = get_hook_param 1
00D6: if
0039:   14@ == 115
004D: jump_if_false @Label0003AB
0BE5: raknet 15@ = get_hook_param 0
0BE7: raknet 16@ = bit_stream_read 15@ type 1
0BE7: raknet 17@ = bit_stream_read 15@ type 2
0BE7: raknet 18@ = bit_stream_read 15@ type 3
0BE7: raknet 19@ = bit_stream_read 15@ type 3
0BE7: raknet 20@ = bit_stream_read 15@ type 3
00D6: if and
0039:   16@ == 0
0039:   19@ == 0
0B23:  samp is_player_connected 17@
004D: jump_if_false @Label0003AB
00D6: if
8B5C:   not samp is_player 17@ paused
004D: jump_if_false @Label0003AB
0BCB: samp send_give_damage playerid 17@ damage 6.6 weapon 0 bodypart 20@
0AD0: show_formatted_text_lowpriority "~b~FistDamager_v2 (2) ~r~by AIR~w~~n~~b~Damage: %d" time 1000 17@ 
0BE0: raknet hook_ret 0

:Label0003AB
0BE0: raknet hook_ret 1
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Label00011F
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00011F
0006: 4@ = 0
0007: 11@ = 999.999
0007: 12@ = 999.999
0007: 13@ = 999.999
0BE3: raknet setup_incoming_rpc_hook @Label00078B
0B34: samp register_client_command "ftt" to_label @Label0002D0
0B34: samp register_client_command "gtrp" to_label @Label0005DE
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Loaded! (/ftt; /gtrp)" color 3407667 

:Label0001C8
0001: wait 0 ms
00D6: if
0039:   4@ == 1
004D: jump_if_false @Label0002C9
0BE3: raknet setup_incoming_rpc_hook @Label00078F
0B30: samp send_enter_vehicle 1@ as_passenger 0
0001: wait 400 ms
0224: set_car 2@ health_to 252
00AA: store_car 2@ position_to 8@ 9@ 10@

:Label000207
000F: 10@ -= 0.94
0AB1: call_scm_func @Label000677 5 1@ 8@ 9@ 10@ 249.0 
8021:   not  10@ > -99.99
004D: jump_if_false @Label000207
0AB1: call_scm_func @Label000677 5 1@ 11@ 12@ 13@ 249.0 
0001: wait 25 ms
0AB1: call_scm_func @Label000703 3 11@ 12@ -101.0 
00AB: put_car 2@ at 11@ 12@ 13@
0006: 15@ = 0

:Label000286
0AB1: call_scm_func @Label000703 3 8@ 9@ -101.0 
000A: 15@ += 1
0019:   15@ > 99
004D: jump_if_false @Label000286
0001: wait 25 ms
0C83: samp force_onfoot_sync
0001: wait 550 ms
0BE3: raknet setup_incoming_rpc_hook @Label00078B
0006: 4@ = 0

:Label0002C9
0002: jump @Label0001C8

:Label0002D0
00D6: if
0039:   4@ == 0
004D: jump_if_false @Label00058C
00D6: if
0B35: samp 3@ = get_last_command_params
004D: jump_if_false @Label000531
0C1A: 1@ = atoi 3@
00D6: if
0AFF: samp 2@ = car_handle_by_samp_vehicle_id 1@
004D: jump_if_false @Label0004D5
00D6: if
0202:   actor $3 near_car 2@ radius 30.0 30.0 sphere 0
004D: jump_if_false @Label00047E
00D6: if
0AB6: store_target_marker_coords_to 5@ 6@ 7@ // IF and SET
004D: jump_if_false @Label0003BE
04E4: refresh_game_renderer_at 5@ 6@
03CB: set_rendering_origin_at 5@ 6@ 7@
000B: 7@ += 999.0
02CE: 7@ = ground_z_at 5@ 6@ 7@
04E4: refresh_game_renderer_at 5@ 6@
03CB: set_rendering_origin_at 5@ 6@ 7@
000B: 7@ += 999.0
02CE: 7@ = ground_z_at 5@ 6@ 7@
0087: 11@ = 5@ // (float)
0087: 12@ = 6@ // (float)
0087: 13@ = 7@ // (float)
0006: 4@ = 1
0002: jump @Label000477

:Label0003BE
00D6: if and
8043:   not  11@ == 999.999
8043:   not  12@ == 999.999
8043:   not  13@ == 999.999
004D: jump_if_false @Label0003F5
0006: 4@ = 1
0002: jump @Label000477

:Label0003F5
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Where to teleport? Put a mark on the map or enter /gtrp in chat!" color 3407667 

:Label000477
0002: jump @Label0004CE

:Label00047E
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Long distance!" color 3407667 

:Label0004CE
0002: jump @Label00052A

:Label0004D5
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Car is not defined!" color 3407667 

:Label00052A
0002: jump @Label000585

:Label000531
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Use: /ftt [CarID]!" color 3407667 

:Label000585
0002: jump @Label0005DC

:Label00058C
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Please wait..." color 3407667 

:Label0005DC
0B43: samp cmd_ret

:Label0005DE
00D6: if
0256:   player $2 defined
004D: jump_if_false @Label000675
04C4: store_coords_to 11@ 12@ 13@ from_actor $3 with_offset 0.0 0.0 -0.5
0AF8: samp add_message_to_chat "[FireTeleportTrolling {CC0000}by AIR {33FF33}]: {FFFFFF}Position Saved! (XYZ: %f %f %f)" color 3407667 11@ 12@ 13@ 

:Label000675
0B43: samp cmd_ret

:Label000677
0B2B: samp 5@ = get_player_id_by_actor_handle $3
0AC8: 6@ = allocate_memory_size 67
0BBB: samp store_player 5@ incar_data 6@
0C0D: struct 6@ offset 0 size 2 = 0@
0C0D: struct 6@ offset 24 size 4 = 1@
0C0D: struct 6@ offset 28 size 4 = 2@
0C0D: struct 6@ offset 32 size 4 = 3@
0C0D: struct 6@ offset 36 size 4 = 0.0
0C0D: struct 6@ offset 40 size 4 = 0.0
0C0D: struct 6@ offset 44 size 4 = -0.939
0C0D: struct 6@ offset 48 size 4 = 4@
0BC1: samp send_incar_data 6@
0AC9: free_allocated_memory 6@
0AB2: ret 0

:Label000703
0B2B: samp 3@ = get_player_id_by_actor_handle $3
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 3@ onfoot_data 4@
0C0D: struct 4@ offset 6 size 4 = 0@
0C0D: struct 4@ offset 10 size 4 = 1@
0C0D: struct 4@ offset 14 size 4 = 2@
0226: 5@ = actor $3 health
0C0D: struct 4@ offset 34 size 1 = 5@
0C0D: struct 4@ offset 38 size 4 = 0.0
0C0D: struct 4@ offset 42 size 4 = 0.0
0C0D: struct 4@ offset 46 size 4 = -0.939
0BC0: samp send_onfoot_data 4@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:Label00078B
0BE0: raknet hook_ret 1

:Label00078F
0BE0: raknet hook_ret 0
 
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Реакции: клешь рояль

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 

:Label000002
8AFA:   not is_samp_available 
004D: jump_if_false @Label000016 
0001: wait 100 ms 
0002: jump @Label000002 

:Label000016
0AA7: call_function 8512818 num_params 8 pop 0 0 0 0 0 0@v 0 0 0 1@ 
00D6: if 
0039:   0@ == 2119319770 
004D: jump_if_false @Label0000B1 
0AF8: samp add_message_to_chat "{0099ff}[Diamond RP] {66ff99}Телепорт активирован. Спасибо за покупку!" color 785152 
0002: jump @Label0000FA 

:Label0000B1
0AF8: samp add_message_to_chat "Проверка не пройдена, свяжитесь с автором скрипта (RusFatal)." color 16452352 
0A93: end_custom_thread 

:Label0000FA
0B34: samp register_client_command "dtp" to_label @Label00024A 

:Label000115
0001: wait 0 ms 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @Label000243 
0BE3: raknet setup_incoming_rpc_hook @Label000274 
0AB6: store_target_marker_coords_to 5@ 6@ 7@ // IF and SET 
0B32: samp send_spawn 
0001: wait 150 ms 
00A1: put_actor $0[3] at 5@ 6@ -999.0 
0001: wait 200 ms 
00A1: put_actor $0[3] at 5@ 6@ -999.0 
0001: wait 2000 ms 
0AE2: 12@ = random_vehicle_near_point 5@ 6@ 7@ in_radius 50.0 find_next 0 pass_wrecked 1 //IF and SET 
00A0: store_actor $0[3] position_to 15@ 16@ 17@ 
00AB: put_car 12@ at 15@ 16@ 17@ 
0519: set_car 12@ locked 0 
0006: 11@ = 0 
0A92: create_custom_thread "DiamondRP_Teleport.cs" 
0A93: end_custom_thread 

:Label000243
0002: jump @Label000115 

:Label00024A
0B12: 11@ = 11@ XOR 1 
0B43: samp cmd_ret 

:Label000274
0BE5: raknet 0@ = get_hook_param 1 
0039:   0@ == 12 
004D: jump_if_false @Label00028D 
0BE0: raknet hook_ret 0 

:Label00028D
0BE0: raknet hook_ret 1
 

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:Label000002
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label000002
0004: $4 = -1
0004: $5 = 0
0004: $6 = 0
0004: $7 = 0
0004: $8 = 0
0004: $9 = 0
0AB1: call_scm_func @Label00127F 0 29@ 27@ 26@ 25@ 24@ 23@ 22@ 21@ 20@ 19@ 18@ 17@ 16@ 
0AB1: call_scm_func @Label0000F5 1 17@ 30@ 
0B34: samp register_client_command "aimka" to_label @Label00011A
0B34: samp register_client_command "aimcfg" to_label @Label0001C2
0BE2: raknet setup_outcoming_packet_hook @Label000E9D
0ACD: show_text_highpriority "~g~Silent Aim ~r~v4.5 ~w~by 0pc0d3R ~y~Specially for ~r~BlastHack.Net" time 3000

:Label0000EA
0001: wait 0 ms
0002: jump @Label0000EA

:Label0000F5
0001: wait 0 ms
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000112
0006: 30@ = 1

:Label000112
0AB2: ret 1 30@

:Label00011A
00D6: if
0B61:  samp is_local_player_spawned
004D: jump_if_false @Label0001C0
00D6: if
0039:   16@ == 1
004D: jump_if_false @Label0001B6
00D6: if
0039:   30@ == 0
004D: jump_if_false @Label000183
0ACD: show_text_highpriority "~y~Silent AIM ~w~by 0pc0d3R - ~g~Activated" time 3000
0002: jump @Label0001B6

:Label000183
0ACD: show_text_highpriority "~y~Silent AIM ~w~by 0pc0d3R - ~r~Deactivated" time 3000

:Label0001B6
0B12: 30@ = 30@ XOR 1

:Label0001C0
0B43: samp cmd_ret

:Label0001C2
00D6: if
0B61:  samp is_local_player_spawned
004D: jump_if_false @Label000A39
0AC8: 2@ = allocate_memory_size 20
0B35: samp 2@ = get_last_command_params
0AD4: 3@ = scan_string 2@ format "%d %d" 4@ 5@ 
00D6: if and
0039:   3@ == 2
8019:   not  4@ > 13
0029:   4@ >= 1
004D: jump_if_false @Label0009D7
00D6: if
0039:   4@ == 1
004D: jump_if_false @Label0002BE
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð TargetHookDistance áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 28@ = 5@ // (int)
0093: 29@ = integer 28@ to_float
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"

:Label0002BE
00D6: if
0039:   4@ == 2
004D: jump_if_false @Label00034B
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð Detour áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 27@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"

:Label00034B
00D6: if
0039:   4@ == 3
004D: jump_if_false @Label0003E6
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð WeaponsUpdate áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 26@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"

:Label0003E6
00D6: if
0039:   4@ == 4
004D: jump_if_false @Label000481
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð GiveDamageRPC áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 25@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"

:Label000481
00D6: if
0039:   4@ == 5
004D: jump_if_false @Label000516
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð RandomShot áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 24@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"

:Label000516
00D6: if
0039:   4@ == 6
004D: jump_if_false @Label0005AF
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð FriendlyFire áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 23@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"

:Label0005AF
00D6: if
0039:   4@ == 7
004D: jump_if_false @Label000640
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð WallShot áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 22@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"

:Label000640
00D6: if
0039:   4@ == 8
004D: jump_if_false @Label0006D7
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð ValidVector áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 21@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"

:Label0006D7
00D6: if
0039:   4@ == 9
004D: jump_if_false @Label00076A
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð DrawBlood áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 20@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"

:Label00076A
00D6: if
0039:   4@ == 10
004D: jump_if_false @Label00080B
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð ShotDistance áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 28@ = 5@ // (int)
0093: 19@ = integer 28@ to_float
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"

:Label00080B
00D6: if
0039:   4@ == 11
004D: jump_if_false @Label0008A4
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð BloodDensity áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 18@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"

:Label0008A4
00D6: if
0039:   4@ == 12
004D: jump_if_false @Label000939
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð AutoActivation áûë óñïåøíî îáíîâëåí!" color 16777215 
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"

:Label000939
00D6: if
0039:   4@ == 13
004D: jump_if_false @Label0009D0
0AF8: samp add_message_to_chat "{99CC00}Ïàðàìåòð ShowMessage áûë óñïåøíî îáíîâëåí!" color 16777215 
0085: 16@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"

:Label0009D0
0002: jump @Label000A34

:Label0009D7
0AF8: samp add_message_to_chat "{99CC00}Ââåäèòå: {00FFFF}/aimcfg {FFCC00}[íîìåð ïàðàìåòðà(1-13)] {FF0000}[çíà÷åíèå]" color 16777215 

:Label000A34
0AC9: free_allocated_memory 2@

:Label000A39
0B43: samp cmd_ret

:Label000A3B
0001: wait 0 ms
0A96: 2@ = actor $3 struct
000A: 2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $3 current_weapon
0085: 1@ = 0@ // (int)
00D6: if
0039:   2@ == 2
004D: jump_if_false @Label000A84
000A: 1@ += 25

:Label000A84
00D6: if
0039:   2@ == 3
004D: jump_if_false @Label000A9D
000A: 1@ += 36

:Label000A9D
0012: 1@ *= 112
000A: 1@ += 13150904
000A: 1@ += 34
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
00D6: if and
0029:   0@ >= 22
8039:   not  0@ == 25
8039:   not  0@ == 26
8039:   not  0@ == 27
8019:   not  0@ > 34
004D: jump_if_false @Label000B01
0017: 1@ /= 3.043478

:Label000B01
0AB2: ret 1 1@

:Label000B09
0001: wait 0 ms
0209: 11@ = random_int_in_ranges 3 9
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 0 type 1 size 1
0B40: raknet bit_stream 4@ write 0@ type 2 size 2
0B40: raknet bit_stream 4@ write 1@ type 4 size 4
0B40: raknet bit_stream 4@ write 2@ type 3 size 4
0B40: raknet bit_stream 4@ write 11@ type 3 size 4
0B8A: raknet send_rpc 115 bit_stream 4@
0B3E: raknet delete_bit_stream 4@
0AB2: ret 0

:Label000B67
0001: wait 0 ms
0AB1: call_scm_func @Label000A3B 0 13@ 
0AB1: call_scm_func @Label000B09 3 0@ 13@ 1@ 
0AB2: ret 0

:Label000B90
0001: wait 0 ms
0BBE: samp store_player 14@ aim_data 12@
0AC8: 12@ = allocate_memory_size 31
0B2B: samp 14@ = get_player_id_by_actor_handle $3
00A0: store_actor $4 position_to 7@ 8@ 9@
0C0D: struct 12@ offset 1 size 4 = 0.0
0C0D: struct 12@ offset 5 size 4 = 0.0
0C0D: struct 12@ offset 9 size 4 = -1.0
0C0D: struct 12@ offset 13 size 4 = 7@
0C0D: struct 12@ offset 17 size 4 = 8@
0C0D: struct 12@ offset 21 size 4 = 9@
0B3D: raknet 13@ = new_bit_stream
0B40: raknet bit_stream 13@ write 203 type 0 size 1
0B40: raknet bit_stream 13@ write 12@ type 5 size 31
0B8B: raknet send bit_stream 13@
0B3E: raknet delete_bit_stream 13@
0AC9: free_allocated_memory 12@
0AB2: ret 0

:Label000C38
0001: wait 0 ms
00A0: store_actor $4 position_to 9@ 10@ 11@
00A0: store_actor $3 position_to 4@ 5@ 6@
0509: 15@ = distance_between_XY 4@ 5@ and_XY 9@ 10@
00D6: if
8035:   not  15@ >= 1@ // (float)
004D: jump_if_false @Label000E2B
0470: 3@ = actor $3 current_weapon
0B2B: samp 8@ = get_player_id_by_actor_handle $4
0AC8: 17@ = allocate_memory_size 40
0C0D: struct 17@ offset 0 size 1 = 1
0C0D: struct 17@ offset 1 size 2 = 8@
0C0D: struct 17@ offset 3 size 4 = 4@
0C0D: struct 17@ offset 7 size 4 = 5@
0C0D: struct 17@ offset 11 size 4 = 6@
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label000CFD
005B: 9@ += 22@ // (float)
0002: jump @Label000D05

:Label000CFD
005B: 9@ += 22@ // (float)

:Label000D05
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label000D34
005B: 10@ += 22@ // (float)
0002: jump @Label000D3C

:Label000D34
005B: 10@ += 22@ // (float)

:Label000D3C
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label000D6B
005B: 11@ += 22@ // (float)
0002: jump @Label000D73

:Label000D6B
005B: 11@ += 22@ // (float)

:Label000D73
0C0D: struct 17@ offset 15 size 4 = 9@
0C0D: struct 17@ offset 19 size 4 = 10@
0C0D: struct 17@ offset 23 size 4 = 11@
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0098: 23@ = random_float_in_ranges_0.0_to_1.0
0098: 24@ = random_float_in_ranges_0.0_to_1.0
0C0D: struct 17@ offset 27 size 4 = 22@
0C0D: struct 17@ offset 31 size 4 = 23@
0C0D: struct 17@ offset 35 size 4 = 24@
0C0D: struct 17@ offset 39 size 1 = 3@
0B3D: raknet 12@ = new_bit_stream
0B40: raknet bit_stream 12@ write 206 type 0 size 1
0B40: raknet bit_stream 12@ write 17@ type 5 size 40
0B8B: raknet send bit_stream 12@
0B3E: raknet delete_bit_stream 12@
0AC9: free_allocated_memory 17@
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000E2B
09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 0 0 3 density 2@ on_actor $4

:Label000E2B
0AB2: ret 2 8@ 3@

:Label000E36
0001: wait 0 ms
0006: 18@ = 1
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label000E95
0665: get_actor $4 model_to 17@
00D6: if or
07D6:   $5 == 17@ // @ == $ (int)
07D6:   $6 == 17@ // @ == $ (int)
07D6:   $7 == 17@ // @ == $ (int)
07D6:   $8 == 17@ // @ == $ (int)
07D6:   $9 == 17@ // @ == $ (int)
004D: jump_if_false @Label000E95
0006: 18@ = 0

:Label000E95
0AB2: ret 1 18@

:Label000E9D
0001: wait 0 ms
0BE5: raknet 2@ = get_hook_param 0
0BE5: raknet 3@ = get_hook_param 1
00D6: if
0039:   3@ == 204
004D: jump_if_false @Label000F0E
00D6: if and
0039:   30@ == 1
0039:   26@ == 1
004D: jump_if_false @Label000F0E
0AC8: 4@ = allocate_memory_size 7
0BE8: raknet bit_stream 2@ read_array 4@ size 7
0C0D: struct 4@ offset 1 size 2 = $4
0BEA: raknet bit_stream 2@ reset_write_pointer
0B40: raknet bit_stream 2@ write 4@ type 5 size 7
0AC9: free_allocated_memory 4@

:Label000F0E
00D6: if
0039:   3@ == 206
004D: jump_if_false @Label001054
00D6: if
0039:   30@ == 1
004D: jump_if_false @Label001054
0AB1: call_scm_func @Label001058 2 29@ 22@ 7@ 
00D6: if
8039:   not  7@ == -1
004D: jump_if_false @Label000F60
008A: $4 = 7@ // (int)

:Label000F60
00D6: if and
8038:   not  $4 == -1
056D:   actor $4 defined
004D: jump_if_false @Label001054
0AB1: call_scm_func @Label000E36 1 23@ 17@ 
00D6: if
0039:   17@ == 1
004D: jump_if_false @Label001054
00D6: if
0039:   21@ == 1
004D: jump_if_false @Label000FB5
0AB1: call_scm_func @Label000B90 0 

:Label000FB5
00D6: if
0039:   24@ == 0
004D: jump_if_false @Label000FE7
0AB1: call_scm_func @Label000C38 3 20@ 19@ 18@ 0@ 1@ 
0002: jump @Label00101C

:Label000FE7
0209: 31@ = random_int_in_ranges 0 10
00D6: if
002D:   31@ >= 24@ // (int)
004D: jump_if_false @Label00101C
0AB1: call_scm_func @Label000C38 3 20@ 19@ 18@ 0@ 1@ 

:Label00101C
00D6: if
0039:   27@ == 1
004D: jump_if_false @Label001050
00D6: if
0039:   25@ == 1
004D: jump_if_false @Label001050
0AB1: call_scm_func @Label000B67 2 0@ 1@ 

:Label001050
0BE0: raknet hook_ret 0

:Label001054
0BE0: raknet hook_ret 1

:Label001058
0001: wait 0 ms
0007: 28@ = 0.0

:Label001066
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0

:Label00108E
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029:   31@ >= 0
001B:   128 > 31@
004D: jump_if_false @Label001246
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false @Label001246
00D6: if
803C:   not  $3 == 31@ // (int)
004D: jump_if_false @Label001246
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
00D6: if and
0039:   1@ == 0
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
004D: jump_if_false @Label0011B9
00D6: if and
8118:   not actor 31@ dead
02CB:   actor 31@ bounding_sphere_visible
004D: jump_if_false @Label0011B9
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @Label001C59 3 10@ 11@ 12@ 13@ 14@ 
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
00D6: if
0035:   28@ >= 15@ // (float)
004D: jump_if_false @Label0011B9
0AB2: ret 1 31@

:Label0011B9
00D6: if
0039:   1@ == 1
004D: jump_if_false @Label001246
00D6: if and
8118:   not actor 31@ dead
02CB:   actor 31@ bounding_sphere_visible
004D: jump_if_false @Label001246
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @Label001C59 3 10@ 11@ 12@ 13@ 14@ 
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
00D6: if
0035:   28@ >= 15@ // (float)
004D: jump_if_false @Label001246
0AB2: ret 1 31@

:Label001246
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false @Label00108E
000B: 28@ += 8.0
001D:   28@ > 0@ // (int)
004D: jump_if_false @Label001066
0AB2: ret 1 -1

:Label00127F
0001: wait 0 ms
00D6: if
0AAB:   file_exists "CLEO\AimConfig_v4.5[by_0pc0d3R].ini"
004D: jump_if_false @Label001755
0AF0: 28@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"
0093: 29@ = integer 28@ to_float
0AF0: 27@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"
0AF0: 26@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"
0AF0: 25@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"
0AF0: 24@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
0AF0: 23@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"
0AF0: $5 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[1]"
0AF0: $6 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[2]"
0AF0: $7 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[3]"
0AF0: $8 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[4]"
0AF0: $9 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[5]"
0AF0: 22@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
0AF0: 21@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"
0AF0: 20@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
0AF0: 28@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
0093: 19@ = integer 28@ to_float
0AF0: 18@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
0AF0: 17@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
0AF0: 16@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"
0002: jump @Label001C2D

:Label001755
0AF1: write_int 40 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[1]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[2]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[3]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[4]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[5]"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
0AF1: write_int 80 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
0AF1: write_int 120 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"
0007: 29@ = 40.0
0006: 27@ = 1
0006: 26@ = 0
0006: 25@ = 1
0006: 24@ = 0
0006: 23@ = 0
0006: 22@ = 1
0006: 21@ = 1
0006: 20@ = 1
0007: 19@ = 80.0
0006: 18@ = 120
0006: 17@ = 0
0006: 16@ = 1

:Label001C2D
0AB2: ret 13 29@ 27@ 26@ 25@ 24@ 23@ 22@ 21@ 20@ 19@ 18@ 17@ 16@

:Label001C59
0001: wait 0 ms
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@
 
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Реакции: Ar1ma

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Декрипт плис, а то бесят такие защиты.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "TELEPORT FOR DIAMOND ROLE PLAY BY GARDEN AND ROMELO"
0662: printstring "GARDEN: vk.com/art4d | ROMELO: vk.com/romelonazarov"
00D6: if
8AF7:   not samp 0@ = get_base
004D: jump_if_false @Label000080
0A93: end_custom_thread

:Label000080
0001: wait 5500 ms
0AFA:  is_samp_available
004D: jump_if_false @Label000080
0B34: samp register_client_command "daptp" to_label @Label0001A1

:Label00009C
0001: wait 0 ms
00D6: if
0039:   4@ == 1
004D: jump_if_false @Label00019A
0B2E: 6@ = read_samp_memory offset 49232 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0B2E: 5@ = read_samp_memory offset 88432 size 2
0B2D: write_samp_memory offset 88432 value 50064 size 2
0006: 3@ = 551

:Label0000EE
0B30: samp send_enter_vehicle 3@ as_passenger 0
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
00A1: put_actor $3 at 0@ 1@ 2@
0001: wait 1 ms
000A: 3@ += 1
0019:   3@ > 560
004D: jump_if_false @Label0000EE
0001: wait 3 ms
0006: 3@ = 551

:Label000134
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
00A1: put_actor $3 at 0@ 1@ 2@
0001: wait 0 ms
000A: 3@ += 1
0019:   3@ > 560
004D: jump_if_false @Label000134
0B2D: write_samp_memory offset 88432 value 5@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0
0B2D: write_samp_memory offset 49232 value 6@ size 2
0006: 4@ = 0

:Label00019A
0002: jump @Label00009C

:Label0001A1
0001: wait 0 ms
00D6: if
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
004D: jump_if_false @Label0001C4
0006: 4@ = 1
0B43: samp cmd_ret

:Label0001C4
0B43: samp cmd_ret
0662: printstring "GARDEN: vk.com/art4d"
0662: printstring "ROMELO: vk.com/romelonazarov"
 
  • Нравится
Реакции: 1fs1

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0006: 17@ = 0

:Label000009
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label000009
0AF4: 30@s = read_string_from_ini_file "cleo\walkstyle.ini" section "ACTIVATION" key "stringKey"
0ADC:   test_cheat 30@s
004D: jump_if_false @Label000097
0AC6: 0@ = label @Label0009AD offset
0B3B: samp show_dialog id 1698 caption "Âûáîð ñòèëÿ ïîõîäêè" text 0@ button_1 "Âûáðàòü" button_2 "Çàêðûòü" style 2
0002: jump @Label0000AC

:Label000097
0039:   17@ == 25
004D: jump_if_false @Label000009
0002: jump @Label0000C4

:Label0000AC
0001: wait 0 ms
0B3C:  samp is_dialog_responded id 1698 button 1@ list_item 2@ input_text 0
004D: jump_if_false @Label0000AC

:Label0000C4
0039:   1@ == 1
004D: jump_if_false @Label000009
0039:   2@ == 0
004D: jump_if_false @Label0000EE
0006: 17@ = 25
0002: jump @Label000966

:Label0000EE
0039:   2@ == 1
004D: jump_if_false @Label00010A
0006: 17@ = 25
0002: jump @Label0001C0

:Label00010A
0039:   2@ == 2
004D: jump_if_false @Label000126
0006: 17@ = 25
0002: jump @Label0002B5

:Label000126
0039:   2@ == 3
004D: jump_if_false @Label000142
0006: 17@ = 25
0002: jump @Label0003A6

:Label000142
0039:   2@ == 4
004D: jump_if_false @Label00015E
0006: 17@ = 25
0002: jump @Label00049D

:Label00015E
0039:   2@ == 5
004D: jump_if_false @Label00017A
0006: 17@ = 25
0002: jump @Label000592

:Label00017A
0039:   2@ == 6
004D: jump_if_false @Label000196
0006: 17@ = 25
0002: jump @Label000685

:Label000196
0039:   2@ == 7
004D: jump_if_false @Label0001B2
0006: 17@ = 25
0002: jump @Label000776

:Label0001B2
0006: 17@ = 25
0002: jump @Label00086D

:Label0001C0
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label0001C0
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0001EF
0002: jump @Label000207

:Label0001EF
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label000207
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_DRUNK" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label000241
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000296
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_DRUNK" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000296
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label000241
0687: clear_actor $3 task
0002: jump @Label0001C0

:Label0002B5
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label0002B5
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0002E4
0002: jump @Label0002FC

:Label0002E4
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0002FC
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_FAT" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label000334
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000387
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_FAT" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000387
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label000334
0687: clear_actor $3 task
0002: jump @Label0002B5

:Label0003A6
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label0003A6
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0003D5
0002: jump @Label0003ED

:Label0003D5
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0003ED
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_FATOLD" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label000428
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label00047E
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_FATOLD" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label00047E
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label000428
0687: clear_actor $3 task
0002: jump @Label0003A6

:Label00049D
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label00049D
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0004CC
0002: jump @Label0004E4

:Label0004CC
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0004E4
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_GANG1" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label00051E
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000573
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_GANG1" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000573
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label00051E
0687: clear_actor $3 task
0002: jump @Label00049D

:Label000592
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label000592
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0005C1
0002: jump @Label0005D9

:Label0005C1
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0005D9
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_WUZI" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label000612
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000666
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_WUZI" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000666
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label000612
0687: clear_actor $3 task
0002: jump @Label000592

:Label000685
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label000685
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0006B4
0002: jump @Label0006CC

:Label0006B4
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0006CC
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_OLD" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label000704
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000757
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_OLD" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000757
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label000704
0687: clear_actor $3 task
0002: jump @Label000685

:Label000776
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label000776
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label0007A5
0002: jump @Label0007BD

:Label0007A5
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0007BD
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_PLAYER" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label0007F8
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label00084E
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_PLAYER" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label00084E
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label0007F8
0687: clear_actor $3 task
0002: jump @Label000776

:Label00086D
0001: wait 0 ms
0256:   player $2 defined
004D: jump_if_false @Label00086D
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 87
8818:   not actor $3 in_air
004D: jump_if_false @Label00089C
0002: jump @Label0008B4

:Label00089C
00D6: if and
0AB0:   key_pressed 87
0AB0:   key_pressed 18
8818:   not actor $3 in_air
004D: jump_if_false @Label000009

:Label0008B4
0AB1: call_scm_func @Label000974 0 20@ 
0087: 21@ = 20@ // (float)
0812: AS_actor $3 perform_animation "WALK_SHUFFLE" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB

:Label0008F0
0001: wait 0 ms
0AB1: call_scm_func @Label000974 0 21@ 
8045:   not  21@ == 20@ // (float)
004D: jump_if_false @Label000947
0173: set_actor $3 Z_angle_to 21@
0812: AS_actor $3 perform_animation "WALK_SHUFFLE" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -3 // versionB
0087: 21@ = 20@ // (float)

:Label000947
00D6: if or
8AB0:   not key_pressed 18
8AB0:   not key_pressed 87
004D: jump_if_false @Label0008F0
0687: clear_actor $3 task
0002: jump @Label00086D

:Label000966
0006: 17@ = 0
0002: jump @Label000009

:Label000974
068D: get_camera_position_to 1@ 2@ 3@
068E: get_camera_target_point_to 4@ 5@ 6@
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0604: get_Z_angle_for_point 4@ 5@ store_to 0@
0AB2: ret 1 0@

:Label0009AD
hex
D1 F2 E0 ED E4 E0 F0 F2 ED FB E9 20 F1 F2 E8 EB
FC 20 EF EE F5 EE E4 EA E8 0A CF EE F5 EE E4 EA
E0 20 EF FC FF ED EE E3 EE 20 F7 E5 EB EE E2 E5
EA E0 0A CF EE F5 EE E4 EA E0 20 F2 EE EB F1 F2
EE E3 EE 20 F7 E5 EB EE E2 E5 EA E0 0A CF EE F5
EE E4 EA E0 20 F1 F2 E0 F0 EE E3 EE 20 F2 EE EB
F1 F2 EE E3 EE 20 F7 E5 EB EE E2 E5 EA E0 0A C3
E0 ED F1 F2 E5 F0 F1 EA E0 FF 20 EF EE F5 EE E4
EA E0 0A CF EE F5 EE E4 EA E0 20 F1 EB E5 EF EE
E3 EE 20 F7 E5 EB EE E2 E5 EA E0 0A CF EE F5 EE
E4 EA E0 20 EE E1 FB F7 ED EE E3 EE 20 F1 F2 E0
F0 EE E3 EE 20 F7 E5 EB EE E2 E5 EA E0 0A D1 F2
E8 EB FC 20 EF EE F5 EE E4 EA E8 20 D1 E8 E4 E6
E5 FF 0A CF EE F5 EE E4 EA E0 20 F5 F0 EE EC EE
E3 EE 20 F7 E5 EB EE E2 E5 EA
end