Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,732
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:

enrique newskii

Потрачен
24
23
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
pls
 

Вложения

  • FPSupACH.cs
    25.5 KB · Просмотры: 7
  • Нравится
Реакции: ers

XpoM1x

Известный
12
0
Сделайте декомпиляцию, спасибо.
 

Вложения

  • ScriptAS.cs
    17.3 KB · Просмотры: 4

asdzxcjqwe

¯\_(ツ)_/¯
Друг
621
705
только для изучения, не для компиляции. скрипт не большой, ты можешь его переписать по подобию декомпилированной версии
если нужно только что-то изменить/убрать, то кидай скрипт в тему Помощь в изменении скриптов с описанием того, что нужно изменить.

Дайте исходник please
 

Вложения

  • new_train_bot (decrypted).txt
    4.6 KB · Просмотры: 10
  • AutoAction (decrypted).txt
    5.1 KB · Просмотры: 5
  • SilentAim.lua
    8.6 KB · Просмотры: 13
  • Нравится
Реакции: Skitzoid

Beams

Известный
8
0
Помогите с этим пожалуйста)
 

Вложения

  • test.luac
    74.2 KB · Просмотры: 7

ToGoRo

Известный
80
6
Декриптните последний код
 

Вложения

  • HeadshotAimbot.cs
    6 KB · Просмотры: 4

Unnecess4ry

Известный
875
482
Вскройте последний код
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'Aimbot'
0006: 30@ = 0
0006: 31@ = 8
0006: 32@ = 600

:Aimbot_33
0001: wait 0 ms
00D6: if
0050: gosub @Aimbot_2827
004D: jump_if_false @Aimbot_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
0008: $4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
000C: $4 -= -6145

:Aimbot_135
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 2
004D: jump_if_false @Aimbot_200
0050: gosub @Aimbot_672
00D6: if
056D:   actor $5 defined
004D: jump_if_false @Aimbot_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
0002: jump @Aimbot_225

:Aimbot_200
00D6: if
0050: gosub @Aimbot_2827
004D: jump_if_false @Aimbot_135
0002: jump @Aimbot_911

:Aimbot_225
0001: wait 0 ms
00D6: if and
056D:   actor $5 defined
8118:   not actor $5 dead
0AB0:   key_pressed 2
004D: jump_if_false @Aimbot_861
00D6: if
0449:   actor $5 in_a_car
004D: jump_if_false @Aimbot_427
00D6: if
0039:   30@ == 1
004D: jump_if_false @Aimbot_395
03C0: 0@ = actor $5 car
0A97: 1@ = car 0@ struct
000A: 1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if or
0039:   1@ == 0
0039:   1@ == 9
004D: jump_if_false @Aimbot_395
00D6: if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
004D: jump_if_false @Aimbot_395
0002: jump @Aimbot_510

:Aimbot_395
00D6: if
8039:   not  31@ == 8
004D: jump_if_false @Aimbot_420
0006: 31@ = 8

:Aimbot_420
0002: jump @Aimbot_454

:Aimbot_427
00D6: if
803B:   not  31@ == 29@ // (int)
004D: jump_if_false @Aimbot_454
0085: 31@ = 29@ // (int)

:Aimbot_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v 
0AB1: call_scm_func @Aimbot_1492 3 0@ 1@ 2@ 
0050: gosub @Aimbot_2895
0002: jump @Aimbot_225

:Aimbot_510
0001: wait 0 ms
00D6: if and
056D:   actor $5 defined
8118:   not actor $5 dead
0AB0:   key_pressed 2
004D: jump_if_false @Aimbot_861
00D6: if and
0039:   30@ == 1
0449:   actor $5 in_a_car
004D: jump_if_false @Aimbot_225
03C0: 0@ = actor $5 car
00D6: if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
004D: jump_if_false @Aimbot_225
0050: gosub @Aimbot_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @Aimbot_1492 3 0@ 1@ 2@ 
0050: gosub @Aimbot_2895
0002: jump @Aimbot_510

:Aimbot_672
0001: wait 0 ms
0AB1: call_scm_func @Aimbot_970 0 0@ $5 
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Aimbot_859
03C0: 1@ = actor $PLAYER_ACTOR car
00D6: if
803B:   not  1@ == 0@ // (int)
004D: jump_if_false @Aimbot_859
046C: $5 = car 0@ driver
00D6: if
856D:   not actor $5 defined
004D: jump_if_false @Aimbot_859
01E9: 2@ = car 0@ num_passengers
00D6: if
0019:   2@ > 0
004D: jump_if_false @Aimbot_859
01EA: 3@ = car 0@ max_passengers
0006: 4@ = 0

:Aimbot_800
00D6: if
8431:   not car 0@ passenger_seat_free 4@
004D: jump_if_false @Aimbot_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
0002: jump @Aimbot_859

:Aimbot_837
000A: 4@ += 1
001D:   4@ > 3@ // (int)
004D: jump_if_false @Aimbot_800

:Aimbot_859
0051: return

:Aimbot_861
0001: wait 0 ms
018C: play_sound 1058 at 0.0 0.0 0.0
0004: $5 = 0
0085: 31@ = 29@ // (int)
0001: wait 100 ms
0002: jump @Aimbot_135

:Aimbot_911
0001: wait 0 ms
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
0002: jump @Aimbot_33

:Aimbot_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v 
000B: 4@ += 0.3
00D6: if or
0039:   1@ == 53
0039:   1@ == 55
004D: jump_if_false @Aimbot_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0 
0002: jump @Aimbot_1289

:Aimbot_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
0013: 11@ *= 300.0
0013: 12@ *= 300.0
0013: 13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)

:Aimbot_1289
0006: 1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@ 
0006: 14@ = 0
0006: 15@ = 0
00D6: if
8039:   not  1@ == 0
004D: jump_if_false @Aimbot_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
00D6: if
0039:   2@ == 2
004D: jump_if_false @Aimbot_1436
0AEB: 14@ = car_struct 1@ handle
0002: jump @Aimbot_1481

:Aimbot_1436
00D6: if
0039:   2@ == 3
004D: jump_if_false @Aimbot_1481
00D6: if
803B:   not  1@ == 0@ // (int)
004D: jump_if_false @Aimbot_1481
0AEA: 15@ = actor_struct 1@ handle

:Aimbot_1481
0AB2: ret 2 14@ 15@

:Aimbot_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
00D6: if or
0039:   6@ == 53
0039:   6@ == 55
004D: jump_if_false @Aimbot_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
0007: 6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
0007: 8@ = 0.5
0063: 8@ -= 9@ // (float)
000B: 8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
0007: 7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 8@ 
0007: 7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
0007: 8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 9@ 
0007: 8@ = 3.141593
0063: 8@ -= 9@ // (float)
0002: jump @Aimbot_1938

:Aimbot_1910
0007: 7@ = 3.141593
0017: 7@ /= 2.0
0087: 8@ = 7@ // (float)

:Aimbot_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@ 
0AA7: call_function $4 num_params 0 pop 0 9@ 
0013: 3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@ 
0AA7: call_function $4 num_params 0 pop 0 10@ 
0007: 11@ = 3.141593
0017: 11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
0013: 10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: ret 0

:Aimbot_2077
0A97: 1@ = car 0@ struct
000A: 1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if
0039:   1@ == 0
004D: jump_if_false @Aimbot_2233
0AB1: call_scm_func @Aimbot_2528 2 0@ 5 10@ 11@ 12@ 
0AB1: call_scm_func @Aimbot_2528 2 0@ 7 13@ 14@ 15@ 
0AB1: call_scm_func @Aimbot_2528 2 0@ 2 16@ 17@ 18@ 
0AB1: call_scm_func @Aimbot_2528 2 0@ 4 19@ 20@ 21@ 
0006: 2@ = 3
0002: jump @Aimbot_2288

:Aimbot_2233
0AB1: call_scm_func @Aimbot_2650 2 0@ 4 10@ 11@ 12@ 
0AB1: call_scm_func @Aimbot_2650 2 0@ 5 13@ 14@ 15@ 
0006: 2@ = 1

:Aimbot_2288
0005: $9 = 1000000.0
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0006: 3@ = 0

:Aimbot_2319
00D6: if
8496:   not tire 3@ on_car 0@ deflated
004D: jump_if_false @Aimbot_2504
0006: 7@ = 3
006A: 7@ *= 3@ // (int)
0006: 8@ = 1
0006: 9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
00D6: if
0026:   $9 > 1@ // (float)
004D: jump_if_false @Aimbot_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)

:Aimbot_2504
000A: 3@ += 1
001D:   3@ > 2@ // (int)
004D: jump_if_false @Aimbot_2319
0051: return

:Aimbot_2528
0006: 2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
000A: 1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@

:Aimbot_2650
0006: 2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
000A: 1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
000A: 2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
000A: 2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
000A: 2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v 
0AB2: ret 3 2@ 3@ 4@

:Aimbot_2827
00D6: if and
0019:   32@ > 600
0AB0:   key_pressed 164
0AB0:   key_pressed 49
004D: jump_if_false @Aimbot_2891
0006: 32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485:   return_true
0002: jump @Aimbot_2893

:Aimbot_2891
059A:   return_false

:Aimbot_2893
0051: return

:Aimbot_2895
00D6: if
0019:   32@ > 200
004D: jump_if_false @Aimbot_3680
00D6: if
0AB0:   key_pressed 49
004D: jump_if_false @Aimbot_3141
00D6: if
0039:   29@ == 1
004D: jump_if_false @Aimbot_2961
0006: 29@ = 54
0002: jump @Aimbot_3096

:Aimbot_2961
00D6: if
0039:   29@ == 21
004D: jump_if_false @Aimbot_2993
0006: 29@ = 8
0002: jump @Aimbot_3096

:Aimbot_2993
00D6: if
0039:   29@ == 31
004D: jump_if_false @Aimbot_3025
0006: 29@ = 26
0002: jump @Aimbot_3096

:Aimbot_3025
00D6: if
0039:   29@ == 41
004D: jump_if_false @Aimbot_3057
0006: 29@ = 36
0002: jump @Aimbot_3096

:Aimbot_3057
00D6: if
0039:   29@ == 51
004D: jump_if_false @Aimbot_3089
0006: 29@ = 44
0002: jump @Aimbot_3096

:Aimbot_3089
000E: 29@ -= 1

:Aimbot_3096
0050: gosub @Aimbot_3682
0006: 32@ = 0
00D6: if
8449:   not actor $5 in_a_car
004D: jump_if_false @Aimbot_3134
0085: 31@ = 29@ // (int)

:Aimbot_3134
0002: jump @Aimbot_3680

:Aimbot_3141
00D6: if
0AB0:   key_pressed 50
004D: jump_if_false @Aimbot_3368
00D6: if
0039:   29@ == 8
004D: jump_if_false @Aimbot_3188
0006: 29@ = 21
0002: jump @Aimbot_3323

:Aimbot_3188
00D6: if
0039:   29@ == 26
004D: jump_if_false @Aimbot_3220
0006: 29@ = 31
0002: jump @Aimbot_3323

:Aimbot_3220
00D6: if
0039:   29@ == 36
004D: jump_if_false @Aimbot_3252
0006: 29@ = 41
0002: jump @Aimbot_3323

:Aimbot_3252
00D6: if
0039:   29@ == 44
004D: jump_if_false @Aimbot_3284
0006: 29@ = 51
0002: jump @Aimbot_3323

:Aimbot_3284
00D6: if
0039:   29@ == 54
004D: jump_if_false @Aimbot_3316
0006: 29@ = 1
0002: jump @Aimbot_3323

:Aimbot_3316
000A: 29@ += 1

:Aimbot_3323
0050: gosub @Aimbot_3682
0006: 32@ = 0
00D6: if
8449:   not actor $5 in_a_car
004D: jump_if_false @Aimbot_3361
0085: 31@ = 29@ // (int)

:Aimbot_3361
0002: jump @Aimbot_3680

:Aimbot_3368
00D6: if
0AB0:   key_pressed 160
004D: jump_if_false @Aimbot_3529
0AC8: 22@ = allocate_memory_size 10
00D6: if
0039:   30@ == 1
004D: jump_if_false @Aimbot_3437
0006: 30@ = 0
0AD3: 22@ = format "Normal" 
0002: jump @Aimbot_3457

:Aimbot_3437
0006: 30@ = 1
0AD3: 22@ = format "Wheel" 

:Aimbot_3457
0006: 32@ = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@ 
0AC9: free_allocated_memory 22@
0002: jump @Aimbot_3680

:Aimbot_3529
00D6: if or
0AB0:   key_pressed 81
0AB0:   key_pressed 69
004D: jump_if_false @Aimbot_3680
00D6: if
0AB0:   key_pressed 81
004D: jump_if_false @Aimbot_3577
0004: $10 = 0
0002: jump @Aimbot_3584

:Aimbot_3577
0004: $10 = 1

:Aimbot_3584
0005: $9 = 320.0
0004: $12 = 0
0AB1: call_scm_func @Aimbot_5057 2 12010640 -5222 
00D6: if
056D:   actor $12 defined
004D: jump_if_false @Aimbot_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
0006: 32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0

:Aimbot_3680
0051: return

:Aimbot_3682
0AC8: 22@ = allocate_memory_size 25
00D6: if
0039:   29@ == 1
004D: jump_if_false @Aimbot_3734
0AD3: 22@ = format "BONE_PELVIS1" 
0002: jump @Aimbot_5000

:Aimbot_3734
00D6: if
0039:   29@ == 2
004D: jump_if_false @Aimbot_3778
0AD3: 22@ = format "BONE_PELVIS" 
0002: jump @Aimbot_5000

:Aimbot_3778
00D6: if
0039:   29@ == 3
004D: jump_if_false @Aimbot_3822
0AD3: 22@ = format "BONE_SPINE1" 
0002: jump @Aimbot_5000

:Aimbot_3822
00D6: if
0039:   29@ == 4
004D: jump_if_false @Aimbot_3870
0AD3: 22@ = format "BONE_UPPERTORSO" 
0002: jump @Aimbot_5000

:Aimbot_3870
00D6: if
0039:   29@ == 5
004D: jump_if_false @Aimbot_3912
0AD3: 22@ = format "BONE_NECK" 
0002: jump @Aimbot_5000

:Aimbot_3912
00D6: if
0039:   29@ == 6
004D: jump_if_false @Aimbot_3955
0AD3: 22@ = format "BONE_HEAD2" 
0002: jump @Aimbot_5000

:Aimbot_3955
00D6: if
0039:   29@ == 7
004D: jump_if_false @Aimbot_3998
0AD3: 22@ = format "BONE_HEAD1" 
0002: jump @Aimbot_5000

:Aimbot_3998
00D6: if
0039:   29@ == 8
004D: jump_if_false @Aimbot_4040
0AD3: 22@ = format "BONE_HEAD" 
0002: jump @Aimbot_5000

:Aimbot_4040
00D6: if
0039:   29@ == 21
004D: jump_if_false @Aimbot_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO" 
0002: jump @Aimbot_5000

:Aimbot_4093
00D6: if
0039:   29@ == 22
004D: jump_if_false @Aimbot_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER" 
0002: jump @Aimbot_5000

:Aimbot_4144
00D6: if
0039:   29@ == 23
004D: jump_if_false @Aimbot_4192
0AD3: 22@ = format "BONE_RIGHTELBOW" 
0002: jump @Aimbot_5000

:Aimbot_4192
00D6: if
0039:   29@ == 24
004D: jump_if_false @Aimbot_4240
0AD3: 22@ = format "BONE_RIGHTWRIST" 
0002: jump @Aimbot_5000

:Aimbot_4240
00D6: if
0039:   29@ == 25
004D: jump_if_false @Aimbot_4287
0AD3: 22@ = format "BONE_RIGHTHAND" 
0002: jump @Aimbot_5000

:Aimbot_4287
00D6: if
0039:   29@ == 26
004D: jump_if_false @Aimbot_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB" 
0002: jump @Aimbot_5000

:Aimbot_4335
00D6: if
0039:   29@ == 31
004D: jump_if_false @Aimbot_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO" 
0002: jump @Aimbot_5000

:Aimbot_4387
00D6: if
0039:   29@ == 32
004D: jump_if_false @Aimbot_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER" 
0002: jump @Aimbot_5000

:Aimbot_4437
00D6: if
0039:   29@ == 33
004D: jump_if_false @Aimbot_4484
0AD3: 22@ = format "BONE_LEFTELBOW" 
0002: jump @Aimbot_5000

:Aimbot_4484
00D6: if
0039:   29@ == 34
004D: jump_if_false @Aimbot_4531
0AD3: 22@ = format "BONE_LEFTWRIST" 
0002: jump @Aimbot_5000

:Aimbot_4531
00D6: if
0039:   29@ == 35
004D: jump_if_false @Aimbot_4577
0AD3: 22@ = format "BONE_LEFTHAND" 
0002: jump @Aimbot_5000

:Aimbot_4577
00D6: if
0039:   29@ == 36
004D: jump_if_false @Aimbot_4624
0AD3: 22@ = format "BONE_LEFTTHUMB" 
0002: jump @Aimbot_5000

:Aimbot_4624
00D6: if
0039:   29@ == 41
004D: jump_if_false @Aimbot_4669
0AD3: 22@ = format "BONE_LEFTHIP" 
0002: jump @Aimbot_5000

:Aimbot_4669
00D6: if
0039:   29@ == 42
004D: jump_if_false @Aimbot_4715
0AD3: 22@ = format "BONE_LEFTKNEE" 
0002: jump @Aimbot_5000

:Aimbot_4715
00D6: if
0039:   29@ == 43
004D: jump_if_false @Aimbot_4762
0AD3: 22@ = format "BONE_LEFTANKLE" 
0002: jump @Aimbot_5000

:Aimbot_4762
00D6: if
0039:   29@ == 44
004D: jump_if_false @Aimbot_4808
0AD3: 22@ = format "BONE_LEFTFOOT" 
0002: jump @Aimbot_5000

:Aimbot_4808
00D6: if
0039:   29@ == 51
004D: jump_if_false @Aimbot_4854
0AD3: 22@ = format "BONE_RIGHTHIP" 
0002: jump @Aimbot_5000

:Aimbot_4854
00D6: if
0039:   29@ == 52
004D: jump_if_false @Aimbot_4901
0AD3: 22@ = format "BONE_RIGHTKNEE" 
0002: jump @Aimbot_5000

:Aimbot_4901
00D6: if
0039:   29@ == 53
004D: jump_if_false @Aimbot_4949
0AD3: 22@ = format "BONE_RIGHTANKLE" 
0002: jump @Aimbot_5000

:Aimbot_4949
00D6: if
0039:   29@ == 54
004D: jump_if_false @Aimbot_4996
0AD3: 22@ = format "BONE_RIGHTFOOT" 
0002: jump @Aimbot_5000

:Aimbot_4996
00D6: if

:Aimbot_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@ 
0AC9: free_allocated_memory 22@
0051: return

:Aimbot_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
000E: 3@ -= 1
0006: 4@ = 0

:Aimbot_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
000A: 2@ += 1
00D6: if and
0019:   0@ > 0
8029:   not  0@ >= 128
004D: jump_if_false @Aimbot_5195
0085: 5@ = 4@ // (int)
0012: 5@ *= 256
005A: 0@ += 5@ // (int)
0050: gosub 1@

:Aimbot_5195
000A: 4@ += 1
001D:   4@ > 3@ // (int)
004D: jump_if_false @Aimbot_5121
0AB2: ret 0
00D6: if and
02CB:   actor 0@ bounding_sphere_visible
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int)
8118:   not actor 0@ dead
004D: jump_if_false @Aimbot_5507
00A0: store_actor 0@ position_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
00D6: if
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
004D: jump_if_false @Aimbot_5507
00D6: if
87D6:   not  0@ == $5 // @ == $ (int)
004D: jump_if_false @Aimbot_5507
00D6: if
0038:   $10 == 0
004D: jump_if_false @Aimbot_5381
0007: 11@ = 0.0
0007: 12@ = 320.0
0002: jump @Aimbot_5401

:Aimbot_5381
0007: 11@ = 320.0
0007: 12@ = 640.0

:Aimbot_5401
0AB1: call_scm_func @Aimbot_5509 3 5@ 6@ 7@ 8@ 9@ 
00D6: if and
0035:   8@ >= 11@ // (float)
0035:   12@ >= 8@ // (float)
004D: jump_if_false @Aimbot_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
00D6: if
0036:   $9 >= 10@ // (float)
004D: jump_if_false @Aimbot_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)

:Aimbot_5507
0051: return

:Aimbot_5509
0AB1: call_scm_func @Aimbot_6064 1 0 12@ 
0AB1: call_scm_func @Aimbot_6064 1 3 13@ 
0AB1: call_scm_func @Aimbot_6064 1 6 14@ 
0AB1: call_scm_func @Aimbot_6064 1 9 15@ 
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@ 
0AB1: call_scm_func @Aimbot_5957 2 3@ 4@ 3@ 4@ 
0AB2: ret 2 3@ 4@
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
0013: 3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
0007: 6@ = 1.0
0017: 0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
0007: 7@ = 1.0
0017: 1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @Aimbot_6064 1 9 13@ 
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@ 
000A: 12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
000A: 12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
000A: 12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: ret 3 14@ 15@ 16@

:Aimbot_5957
0007: 2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
0007: 3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@

:Aimbot_6064
0A9F: 1@ = current_thread_pointer
0012: 0@ *= 4
0A8E: 2@ = 1@ + 220 // int
00D6: if
0039:   2@ == 1
004D: jump_if_false @Aimbot_6122
000A: 0@ += 10783072
0002: jump @Aimbot_6137

:Aimbot_6122
005A: 0@ += 1@ // (int)
000A: 0@ += 60

:Aimbot_6137
0AB2: ret 1 0@