Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,764
5,925
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:

OoOXxXTem

Новичок
7
1
But how should I get him, can you tell me?

I really really want, brother
 
Последнее редактирование модератором:

Krotchy

Известный
Проверенный
402
386
Декомпилируйте пожалуйста.
 

Вложения

  • AIMka(AAX LBM RBM Space).cs
    21.5 KB · Просмотры: 13

LaRossa

Потрачен
429
117
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Декомпилируйте пожалуйста.
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 "==============================================================="

:Noname_287
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Noname_287

:Noname_300
0001: wait 0 ms
0B61:  samp is_local_player_spawned
004D: jump_if_false @Noname_300
0006: 0@ = 0
0BE2: raknet setup_outcoming_packet_hook @Noname_1006
0BE1: raknet setup_outcoming_rpc_hook @Noname_1289

:Noname_334
0001: wait 0 ms
00D6: if
0ADC:   test_cheat "aax"
004D: jump_if_false @Noname_806
00D6: if
0019:   0@ > 0
004D: jump_if_false @Noname_440
0006: 0@ = 0
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (OFF)" time 1000 0@ 
0002: jump @Noname_806

:Noname_440
0006: 0@ = 1
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin & Silent)" time 1000 0@ 

:Noname_509
0AB0:   key_pressed 2
004D: jump_if_false @Noname_806
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Noname_799
000A: 0@ += 1
00D6: if
0019:   0@ > 3
004D: jump_if_false @Noname_571
0006: 0@ = 1

:Noname_571
00D6: if
0039:   0@ == 1
004D: jump_if_false @Noname_651
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin & Silent)" time 1000 0@ 

:Noname_651
00D6: if
0039:   0@ == 2
004D: jump_if_false @Noname_722
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin)" time 1000 0@ 

:Noname_722
00D6: if
0039:   0@ == 3
004D: jump_if_false @Noname_795
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Silent)" time 1000 0@ 

:Noname_795
0001: wait 100 ms

:Noname_799
0002: jump @Noname_509

:Noname_806
00D6: if or
0039:   0@ == 1
0039:   0@ == 2
004D: jump_if_false @Noname_999
00D6: if or
0AB0:   key_pressed 1
0AB0:   key_pressed 17
004D: jump_if_false @Noname_999
00D6: if
0AB1: call_scm_func @Noname_1347 0 2@ 
004D: jump_if_false @Noname_999
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_999
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
00A0: store_actor 2@ position_to 6@ 7@ 8@
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@
0AB1: call_scm_func @Noname_1712 0 10@ 
00D6: if
0025:   10@ > 9@ // (float)
004D: jump_if_false @Noname_999
0AB1: call_scm_func @Noname_2924 1 2@ 
0AB1: call_scm_func @Noname_2161 3 6@ 7@ 8@ 

:Noname_999
0002: jump @Noname_334

:Noname_1006
00D6: if or
0039:   0@ == 1
0039:   0@ == 3
004D: jump_if_false @Noname_1285
0BE5: raknet 1@ = get_hook_param 1
00D6: if
0039:   1@ == 204
004D: jump_if_false @Noname_1132
00D6: if
0AB1: call_scm_func @Noname_1347 0 2@ 
004D: jump_if_false @Noname_1132
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_1132
0BE5: raknet 15@ = get_hook_param 0
0BF3: raknet 15@ = bit_stream 15@ get_data_ptr
0B2B: samp 11@ = get_player_id_by_actor_handle 2@
0C0D: struct 15@ offset 1 size 2 = 11@

:Noname_1132
00D6: if
0039:   1@ == 206
004D: jump_if_false @Noname_1285
00D6: if
0AB1: call_scm_func @Noname_1347 0 2@ 
004D: jump_if_false @Noname_1285
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_1285
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
00A0: store_actor 2@ position_to 6@ 7@ 8@
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@
0AB1: call_scm_func @Noname_1712 0 10@ 
00D6: if
0025:   10@ > 9@ // (float)
004D: jump_if_false @Noname_1285
0AB1: call_scm_func @Noname_3242 1 2@ 
0BE0: raknet hook_ret 0

:Noname_1285
0BE0: raknet hook_ret 1

:Noname_1289
00D6: if or
0039:   0@ == 1
0039:   0@ == 3
004D: jump_if_false @Noname_1343
0BE5: raknet 16@ = get_hook_param 1
00D6: if
0039:   16@ == 115
004D: jump_if_false @Noname_1343
0BE0: raknet hook_ret 0

:Noname_1343
0BE0: raknet hook_ret 1

:Noname_1347
0007: 28@ = 38.0
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

:Noname_1397
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 @Noname_1652
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false @Noname_1652
00D6: if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false @Noname_1652
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
02CB:   actor 31@ bounding_sphere_visible
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 @Noname_1652
0AB1: call_scm_func @Noname_1994 3 27@ 26@ 25@ 24@ 23@ 
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@
00D6: if
0035:   28@ >= 22@ // (float)
004D: jump_if_false @Noname_1652
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)

:Noname_1652
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false @Noname_1397
00D6: if
056D:   actor 15@ defined
004D: jump_if_false @Noname_1702
0485:   return_true
0002: jump @Noname_1704

:Noname_1702
059A:   return_false

:Noname_1704
0AB2: ret 1 15@

:Noname_1712
0470: 25@ = actor $PLAYER_ACTOR current_weapon
00D6: if or
0039:   25@ == 22
0039:   25@ == 23
0039:   25@ == 24
0039:   25@ == 26
0039:   25@ == 28
0039:   25@ == 32
004D: jump_if_false @Noname_1783
0007: 0@ = 35.0

:Noname_1783
00D6: if or
0039:   25@ == 25
0039:   25@ == 27
004D: jump_if_false @Noname_1818
0007: 0@ = 40.0

:Noname_1818
00D6: if
0039:   25@ == 29
004D: jump_if_false @Noname_1846
0007: 0@ = 45.0

:Noname_1846
00D6: if
0039:   25@ == 30
004D: jump_if_false @Noname_1874
0007: 0@ = 70.0

:Noname_1874
00D6: if
0039:   25@ == 31
004D: jump_if_false @Noname_1902
0007: 0@ = 90.0

:Noname_1902
00D6: if
0039:   25@ == 33
004D: jump_if_false @Noname_1930
0007: 0@ = 100.0

:Noname_1930
00D6: if
0039:   25@ == 34
004D: jump_if_false @Noname_1958
0007: 0@ = 320.0

:Noname_1958
00D6: if
0039:   25@ == 38
004D: jump_if_false @Noname_1986
0007: 0@ = 75.0

:Noname_1986
0AB2: ret 1 0@

:Noname_1994
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@

:Noname_2161
0087: 4@ = 0@ // (float)
0087: 5@ = 1@ // (float)
0087: 6@ = 2@ // (float)
068D: get_camera_position_to 0@ 1@ 2@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 0@ -= 4@ // (float)
0063: 1@ -= 5@ // (float)
0096: make 0@ absolute_float
0096: make 1@ absolute_float
0087: 10@ = 0@ // (float)
0087: 11@ = 1@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 0@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@ 
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@ 
0AE9: pop_float 13@
0A96: 14@ = actor $PLAYER_ACTOR struct
000A: 14@ += 1816
0A8D: 16@ = read_memory 14@ size 1 virtual_protect 0
00D6: if and
0029:   16@ >= 2
8019:   not  16@ > 7
004D: jump_if_false @Noname_2485
00D6: if
0AB1: call_scm_func @Noname_2490 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ 
004D: jump_if_false @Noname_2485
000B: 15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:Noname_2485
0AB2: ret 0

:Noname_2490
00D6: if
0039:   6@ == 5
004D: jump_if_false @Noname_2555
0007: 7@ = 0.01
0007: 8@ = 0.01
0007: 9@ = 1.5607
0007: 10@ = 1.5807
0002: jump @Noname_2660

:Noname_2555
00D6: if
0039:   6@ == 6
004D: jump_if_false @Noname_2620
0007: 7@ = 0.018
0007: 8@ = 0.02
0007: 9@ = 1.5507
0007: 10@ = 1.5907
0002: jump @Noname_2660

:Noname_2620
0007: 7@ = 0.0
0007: 8@ = 0.0
0007: 9@ = 1.5707
0007: 10@ = 1.5707

:Noname_2660
00D6: if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false @Noname_2703
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:Noname_2703
00D6: if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false @Noname_2756
0013: 5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:Noname_2756
00D6: if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false @Noname_2799
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:Noname_2799
00D6: if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false @Noname_2852
0013: 4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:Noname_2852
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
00D6: if and
8031:   not  11@ >= 0.18
0021:   11@ > -0.18
004D: jump_if_false @Noname_2914
0485:   return_true
0002: jump @Noname_2916

:Noname_2914
059A:   return_false

:Noname_2916
0AB2: ret 1 15@

:Noname_2924
00A0: store_actor 0@ position_to 1@ 2@ 3@
0604: get_Z_angle_for_point 1@ 2@ store_to 17@
0B2B: samp 8@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 8@ onfoot_data 4@
0C0D: struct 4@ offset 4 size 2 = 128
0C0D: struct 4@ offset 30 size 4 = 17@
0B40: raknet bit_stream 5@ write 207 type 0 size 1
0B40: raknet bit_stream 5@ write 4@ type 5 size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:Noname_3040
0A96: 2@ = actor $PLAYER_ACTOR struct
000A: 2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@ // (int)
00D6: if
0039:   2@ == 2
004D: jump_if_false @Noname_3109
000A: 1@ += 25

:Noname_3109
00D6: if
0039:   2@ == 3
004D: jump_if_false @Noname_3134
000A: 1@ += 36

:Noname_3134
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 @Noname_3234
0017: 1@ /= 3.043478

:Noname_3234
0AB2: ret 1 1@

:Noname_3242
0470: 3@ = actor $PLAYER_ACTOR current_weapon
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0B2B: samp 8@ = get_player_id_by_actor_handle 0@
00A0: store_actor 0@ position_to 9@ 10@ 11@
0AC8: 2@ = allocate_memory_size 40
0C0D: struct 2@ offset 0 size 1 = 1
0C0D: struct 2@ offset 1 size 2 = 8@
0C0D: struct 2@ offset 3 size 4 = 4@
0C0D: struct 2@ offset 7 size 4 = 5@
0C0D: struct 2@ 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 @Noname_3399
005B: 9@ += 22@ // (float)
0002: jump @Noname_3407

:Noname_3399
005B: 9@ += 22@ // (float)

:Noname_3407
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 @Noname_3454
005B: 10@ += 22@ // (float)
0002: jump @Noname_3462

:Noname_3454
005B: 10@ += 22@ // (float)

:Noname_3462
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 @Noname_3509
005B: 11@ += 22@ // (float)
0002: jump @Noname_3517

:Noname_3509
005B: 11@ += 22@ // (float)

:Noname_3517
0C0D: struct 2@ offset 15 size 4 = 9@
0C0D: struct 2@ offset 19 size 4 = 10@
0C0D: struct 2@ 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 2@ offset 27 size 4 = -0.052
0C0D: struct 2@ offset 31 size 4 = -0.052
0C0D: struct 2@ offset 35 size 4 = 24@
0C0D: struct 2@ 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 2@ type 5 size 40
0B8B: raknet send bit_stream 12@
0B3E: raknet delete_bit_stream 12@
0AC9: free_allocated_memory 2@
0AB1: call_scm_func @Noname_3040 0 13@ 
0B3D: raknet 12@ = new_bit_stream
0B40: raknet bit_stream 12@ write 0 type 1 size 1
0B40: raknet bit_stream 12@ write 8@ type 2 size 2
0B40: raknet bit_stream 12@ write 13@ type 4 size 4
0B40: raknet bit_stream 12@ write 3@ type 3 size 4
0B40: raknet bit_stream 12@ write 3 type 3 size 4
0B8A: raknet send_rpc 115 bit_stream 12@
0B3E: raknet delete_bit_stream 12@
09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 22@ 23@ 24@ density 20 on_actor 0@
0AB2: ret 0
 
  • Нравится
Реакции: Krotchy

D3.Pheonix

🎹
Модератор
2,868
1,647
Декомпилируйте плиз
CLEO:
{$CLEO .cs}

0000: NOP
0662: printstring "by legend2360"
0662: printstring "BlastHack - Cheating is art"

:Noname_50
0001: wait 400 ms
0AFA:  is_samp_available
004D: jump_if_false @Noname_50

:Noname_64
0001: wait 0 ms
00D6: if
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false @Noname_249
00D6: if
0AB1: call_scm_func @Noname_256 1 $PLAYER_ACTOR 1@
004D: jump_if_false @Noname_249
00D6: if and
056D:   actor 1@ defined
051A:   actor $PLAYER_ACTOR damaged_by_actor 1@
004D: jump_if_false @Noname_249
0470: 2@ = actor 1@ current_weapon
0AB1: call_scm_func @Noname_368 1 2@ 2@
0B2B: samp 3@ = get_player_id_by_actor_handle 1@
0B36: samp 4@ = get_player_nickname 3@
0AF8: samp add_message_to_chat "Вас убил {EAEAEA}%s[%d]{FF9933} из {EAEAEA}%s" color 16750899 4@ 3@ 2@
054E: clear_actor $PLAYER_ACTOR damage
0467: clear_actor $PLAYER_ACTOR last_weapon_damage

:Noname_249
0002: jump @Noname_64

:Noname_256
0A96: 1@ = actor 0@ struct
000A: 1@ += 1892
0A8D: 0@ = read_memory 1@ size 4 virtual_protect 0
00D6: if
0019:   0@ > 0
004D: jump_if_false @Noname_361
0A8D: 8@ = read_memory 12010640 size 4 virtual_protect 0
0AA8: call_function_method 4473552 struct 8@ num_params 1 pop 0 0@ 1@
00D6: if
056D:   actor 1@ defined
004D: jump_if_false @Noname_361
0AB2: ret 1 1@

:Noname_361
0AB2: ret 1 -1

:Noname_368
0AC6: 1@ = label @Noname_401 offset
0012: 0@ *= 19
005A: 1@ += 0@ // (int)
0AB2: ret 1 1@

:Noname_401
hex
"Duke" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 0 }
"Brass" 20 "Knuckles" 00 00 00 00 00 { 1 }
"Golf" 20 "Club" 00 00 00 00 00 00 00 00 00 00 { 2 }
"Nite" 20 "Stick" 00 00 00 00 00 00 00 00 00 { 3 }
"Knife" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 4 }
"Baseball" 00 00 00 00 00 00 00 00 00 00 00 { 5 }
"Shovel" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 6 }
"Pool" 20 "Cue" 00 00 00 00 00 00 00 00 00 00 00 { 7 }
"Katana" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 8 }
"Chainsaw" 00 00 00 00 00 00 00 00 00 00 00 { 9 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 10 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 11 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 12 }
"Dildo" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 13 }
"Flowers" 00 00 00 00 00 00 00 00 00 00 00 00 { 14 }
"Cane" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 15 }
"Grenade" 00 00 00 00 00 00 00 00 00 00 00 00 { 16 }
"Tear" 20 "Gas" 00 00 00 00 00 00 00 00 00 00 00 { 17 }
"Molotov" 00 00 00 00 00 00 00 00 00 00 00 00 { 18 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 19 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 20 }
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 21 }
"Pistol" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 22 }
"Silencer" 00 00 00 00 00 00 00 00 00 00 00 { 23 }
"Desert" 20 "Eagle" 00 00 00 00 00 00 00 { 24 }
"Shotgun" 00 00 00 00 00 00 00 00 00 00 00 00 { 25 }
"SawnOff" 00 00 00 00 00 00 00 00 00 00 00 00 { 26 }
"Spas12" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 27 }
"Tec9" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 28 }
"MP5" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 29 }
"AK-47" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 30 }
"M4" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 31 }
"Mac10" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 32 }
"Rifle" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 33 }
"Sniper" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 34 }
"Rocket" 20 "Launcher" 00 00 00 00 { 35 }
"HS" 20 "Rocket" 20 "Launcher" 00 { 36 }
"Flamethrower" 00 00 00 00 00 00 00 { 37 }
"Minigun" 00 00 00 00 00 00 00 00 00 00 00 00 { 38 }
"C4" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 39 }
"Detonator" 00 00 00 00 00 00 00 00 00 00 { 40 }
"Spray" 00 00 00 00 00 00 00 00 00 00 00 00 00 00 { 41 }
"Fire" 20 "Extinguisher" 00 00 { 42 }
"Camera" 00 00 00 00 00 00 00 00 00 00 00 00 00 { 43 }
"Nightvision" 00 00 00 00 00 00 00 00 { 44 }
"Infrared" 20 "Vision" 00 00 00 00 { 45 }
"Parachute" 00 00 00 00 00 00 00 00 00 00 { 46 }
end
 
Последнее редактирование:
  • Нравится
Реакции: Tankman_house

optimist228

Участник
58
6
киньте исход. код пж, при попытке открыть в санни билдере пишет "неизвестный опкод". Цель: добавление новых пунктов в меню. Спасибо
 

Вложения

  • infobar.cs
    2.8 KB · Просмотры: 12

Say Hello

Известный
46
42
проверьте пожалуйста на стиллеры
и если можно декомпирировать
Спасибо.
 

Вложения

  • CScriptEngine_update.cs
    17.4 KB · Просмотры: 10

LaRossa

Потрачен
429
117
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
проверьте пожалуйста на стиллеры
и если можно декомпирировать
Спасибо.
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
0A8C: write_memory 5488358 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 5488362 size 1 value 144 virtual_protect 1
0A8C: write_memory 5488945 size 4 value 6068968 virtual_protect 1
0A8C: write_memory 5488949 size 1 value 0 virtual_protect 1
0A8C: write_memory 5488583 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 5488587 size 1 value 144 virtual_protect 1
0A8C: write_memory 5489173 size 4 value -220338456 virtual_protect 1
0A8C: write_memory 5489177 size 1 value 255 virtual_protect 1
0AB1: call_scm_func @Noname_179 1 -165 0@ 
000E: 0@ -= 5488540
0A8C: write_memory 5488536 size 4 value 0@ virtual_protect 1
0A93: end_custom_thread
hex
B8 D0 1D 54 00 FF D0 B8 34 C2 53 00 FF E0
end

:Noname_179
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @Noname_236
0A9F: 1@ = current_thread_pointer
000A: 1@ += 16
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0062: 1@ -= 0@ // (int)
0002: jump @Noname_243
0006: 1@ = 0

:Noname_243
0AB2: ret 1 1@
 
  • Нравится
Реакции: Say Hello

Say Hello

Известный
46
42
с
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
0A8C: write_memory 5488358 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 5488362 size 1 value 144 virtual_protect 1
0A8C: write_memory 5488945 size 4 value 6068968 virtual_protect 1
0A8C: write_memory 5488949 size 1 value 0 virtual_protect 1
0A8C: write_memory 5488583 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 5488587 size 1 value 144 virtual_protect 1
0A8C: write_memory 5489173 size 4 value -220338456 virtual_protect 1
0A8C: write_memory 5489177 size 1 value 255 virtual_protect 1
0AB1: call_scm_func @Noname_179 1 -165 0@
000E: 0@ -= 5488540
0A8C: write_memory 5488536 size 4 value 0@ virtual_protect 1
0A93: end_custom_thread
hex
B8 D0 1D 54 00 FF D0 B8 34 C2 53 00 FF E0
end

:Noname_179
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @Noname_236
0A9F: 1@ = current_thread_pointer
000A: 1@ += 16
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0062: 1@ -= 0@ // (int)
0002: jump @Noname_243
0006: 1@ = 0

:Noname_243
0AB2: ret 1 1@
спасибо.но вижу hex,а AVPGameProtect ругается.так всё таки,есть ли тут стилер?
 

LaRossa

Потрачен
429
117
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
  • Нравится
Реакции: Say Hello