Декомпиляция скриптов

Тема в разделе "Помощь", создана пользователем FYP, 14 авг 2017.

  1. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    // 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
    0662: printstring "Fast Get Drugs: Evolve-Rp"
    0662: printstring "Автор скрипта: Ded_Fedot"
    0662: printstring "Контакты: vk.com/idedfedot"
    
    :Label000059
    0001: wait 400 ms
    0AFA:  is_samp_available
    004D: jump_if_false @Label000059
    0001: wait 0 ms
    00D6: if or
    0AAB:   file_exists "SAMPFUNCS\CDD.sf"
    0AAB:   file_exists "SAMPFUNCS\CDD.ini"
    004D: jump_if_false @Label0000D1
    0AA5: call 8535003 num_params 3 pop 3 0 0 0
    004E: end_thread
    
    :Label0000D1
    0B34: samp register_client_command "gdr" to_label @Label0002ED
    0B34: samp register_client_command "gdr_off" to_label @Label000440
    
    :Label00010B
    0001: wait 0 ms
    00D6: if
    0039:   9@ == 1
    004D: jump_if_false @Label0002E6
    0AF8: samp add_message_to_chat "{52DE47}[Внимание] {FFFFFF}Вы хотите купить {FF0000}%d {FFFFFF}грамм наркотиков, для отмены введите {FFE434}/gdr_off" color -1 12@
    0AF8: samp add_message_to_chat "{FF0000}[Внимание] {FFFFFF}Если вас устраивает количество наркотиков, покиньте интерьер" color -1
    0002: jump @Label000222
    
    :Label000222
    0001: wait 0 ms
    00D6: if
    0039:   9@ == 0
    004D: jump_if_false @Label000246
    0006: 9@ = 0
    0002: jump @Label0002E6
    
    :Label000246
    0001: wait 0 ms
    077E: get_active_interior_to 5@
    00D6: if
    0039:   5@ == 0
    004D: jump_if_false @Label000222
    0B2B: samp 6@ = get_player_id_by_actor_handle $PLAYER_ACTOR
    0AC8: 7@ = allocate_memory_size 68
    0BBA: samp store_player 6@ onfoot_data 7@
    0C0D: struct 7@ offset 6 size 4 = 323.01
    0C0D: struct 7@ offset 10 size 4 = 1118.423
    0C0D: struct 7@ offset 14 size 4 = 1083.883
    0BC0: samp send_onfoot_data 7@
    0AC9: free_allocated_memory 7@
    0AF9: samp say_msg "/get drugs %d" 12@
    0006: 9@ = 0
    
    :Label0002E6
    0002: jump @Label00010B
    
    :Label0002ED
    0B35: samp 10@ = get_last_command_params
    00D6: if
    0AD4: 11@ = scan_string 10@ format "%d" 12@
    004D: jump_if_false @Label0003B1
    077E: get_active_interior_to 8@
    00D6: if
    0019:   8@ > 0
    004D: jump_if_false @Label000341
    018C: play_sound 1139 at 0.0 0.0 0.0
    0006: 9@ = 1
    0B43: samp cmd_ret
    
    :Label000341
    0AF8: samp add_message_to_chat "{FF0000}[Ошибка] {FFFFFF}Нельзя использовать на улице" color -1
    018C: play_sound 1138 at 0.0 0.0 0.0
    0B43: samp cmd_ret
    
    :Label0003B1
    0AF8: samp add_message_to_chat "{FF0000}[Ошибка] {FFFFFF}Неверный ввод команды. Пример: {FFE434}/gdr {FFFFFF}[Кол-ч]" color -1
    018C: play_sound 1138 at 0.0 0.0 0.0
    0B43: samp cmd_ret
    
    :Label000440
    0AF8: samp add_message_to_chat "{52DE47}[Внимание] {FFFFFF}Вы отменили заказ на покупку наркотиков" color -1
    018C: play_sound 1138 at 0.0 0.0 0.0
    0006: 9@ = 0
    0B43: samp cmd_ret
    000E: 1@ -= -92
    0A9F: 2@ = current_thread_pointer
    000A: 2@ += 16
    0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
    0062: 3@ -= 0@ // (int)
    0006: 4@ = 0
    
    :Label0004F5
    0A8E: 5@ = 3@ + 4@ // int
    0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
    0006: 7@ = -92
    0A8F: 6@ = 255 - 6@ // int
    0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
    000A: 4@ += 1
    001D:   4@ > 1@ // (int)
    004D: jump_if_false @Label0004F5
    0AB2: ret 0
    // 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 "AIR"
    
    :Label000007
    0001: wait 0 ms
    0AFA:  is_samp_available
    004D: jump_if_false @Label000007
    0001: wait 14050 ms
    00D6: if
    0AAB:   file_exists "cleo\SetGaemka.ini"
    004D: jump_if_false @Label000063
    0AF0: 1@ = get_int_from_ini_file "cleo\SetGaemka.ini" section "GM" key "KEY"
    0002: jump @Label0000A8
    
    :Label000063
    0AF5: write_string "98" to_ini_file "cleo\SetGaemka.ini" section "GM" key "KEY"
    0AF0: 1@ = get_int_from_ini_file "cleo\SetGaemka.ini" section "GM" key "KEY"
    
    :Label0000A8
    0AF8: samp add_message_to_chat "[PrivateGM (Gaemka) by AIR]: {FFFFFF}Loaded!" color 3394611 
    0AF8: samp add_message_to_chat "[PrivateGM (Gaemka) by AIR]: {FFFFFF}БИНЧ збс ин зе ворлд (www.youtube.com/user/MrBench7777)" color 3394611 
    
    :Label000144
    0001: wait 0 ms
    00D6: if and
    0256:   player $PLAYER_CHAR defined
    0AB0:   key_pressed 1@
    004D: jump_if_false @Label000144
    hex
    04 00
    end
    00D6: if
    00DF:   actor $PLAYER_ACTOR driving
    004D: jump_if_false @Label0026F9
    03C0: 0@ = actor $PLAYER_ACTOR car
    02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
    053F: set_car 0@ tires_vulnerability 0
    02AA: set_car 0@ immune_to_nonplayer 1
    03F5: set_car 0@ apply_damage_rules 0
    02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
    0BE3: raknet setup_incoming_rpc_hook @Label0027B0
    0C48: samp textdraw 1 create "." pos 1.0 1.0
    0C4C: samp textdraw 1 set_style 2
    0002: jump @Label002726
    
    :Label0026F9
    02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
    0BE3: raknet setup_incoming_rpc_hook @Label0027B0
    0C48: samp textdraw 1 create "." pos 1.0 1.0
    0C4C: samp textdraw 1 set_style 2
    
    :Label002726
    0001: wait 0 ms
    00D6: if
    8AB0:   not key_pressed 1@
    004D: jump_if_false @Label002726
    00D6: if
    00DF:   actor $PLAYER_ACTOR driving
    004D: jump_if_false @Label00278F
    02AC: set_car 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0
    053F: set_car 0@ tires_vulnerability 1
    02AA: set_car 0@ immune_to_nonplayer 0
    03F5: set_car 0@ apply_damage_rules 1
    02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
    0BE3: raknet setup_incoming_rpc_hook @Label0027C9
    0C5E: samp textdraw 1 delete
    0002: jump @Label000144
    
    :Label00278F
    02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
    0BE3: raknet setup_incoming_rpc_hook @Label0027C9
    0C5E: samp textdraw 1 delete
    0002: jump @Label000144
    
    :Label0027B0
    0BE5: raknet 3@ = get_hook_param 1
    0039:   3@ == 14
    004D: jump_if_false @Label0027C9
    0BE0: raknet hook_ret 0
    
    :Label0027C9
    0BE0: raknet hook_ret 1
     
    #1086 ™ ChipFamily, 11 июл 2018 в 21:04
    Последнее редактирование: 11 июл 2018 в 21:33
  2. Vasyaas

    Vasyaas Новичок

    Регистрация:
    1 июл 2018
    Сообщения:
    2
    Симпатии:
    1
  3. Dawidos

    Dawidos Постоянный участник

    Регистрация:
    26 сен 2017
    Сообщения:
    88
    Симпатии:
    16
  4. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Ну и к чему скрин?, файл сам кинь
     
  5. x3wt

    x3wt Постоянный участник

    Регистрация:
    25 июн 2018
    Сообщения:
    72
    Симпатии:
    22
  6. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Код открыт.
    // 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
    0B2D: write_samp_memory offset 2964549 value 0 size 2
    0B61:  samp is_local_player_spawned
    004D: jump_if_false @Label000002
    
    :Label00001A
    0001: wait 0 ms
    00D6: if and
    0AB0:   key_pressed 18
    0AB0:   key_pressed 106
    004D: jump_if_false @Label00003E
    0B28: samp disconnect_with_reason 1
    0001: wait 16000 ms
    0B27: samp set_gamestate 1
    
    :Label00003E
    0002: jump @Label00001A
    
     
  7. Dawidos

    Dawidos Постоянный участник

    Регистрация:
    26 сен 2017
    Сообщения:
    88
    Симпатии:
    16
    1
     

    Вложения:

    • bron.cs
      Размер файла:
      24,5 КБ
      Просмотров:
      3
  8. GangsterFlowers

    GangsterFlowers Знающий

    Регистрация:
    2 дек 2017
    Сообщения:
    280
    Симпатии:
    48
    Стиллер.
     
  9. Dawidos

    Dawidos Постоянный участник

    Регистрация:
    26 сен 2017
    Сообщения:
    88
    Симпатии:
    16
    Я вкурсе
     
  10. murakami

    murakami Участник

    Регистрация:
    16 авг 2015
    Сообщения:
    11
    Симпатии:
    0
    이것은 일반적인 방법으로 디 컴파일 할 수 없습니다. 나는 누군가 그것을 할 수 있다고 생각한다.
     

    Вложения:

    • ahk.exe
      Размер файла:
      988 КБ
      Просмотров:
      1
  11. TheGood11

    TheGood11 Постоянный участник

    Регистрация:
    6 май 2018
    Сообщения:
    98
    Симпатии:
    5
    Можете проверить, стиллера и вирусов нету? И если код открытый, скиньте плиз)
     

    Вложения:

    • sbot.cracked.cs
      Размер файла:
      7,2 КБ
      Просмотров:
      3
    • antiCapch.cs
      Размер файла:
      1,6 КБ
      Просмотров:
      3
  12. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    sbot.cracked.cs (код открыт. стилеров и вирусов нету)
    // 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
    0B34: samp register_client_command "sbot" to_label @Label001872
    0B34: samp register_client_command "stp" to_label @Label001A29
    0BE3: raknet setup_incoming_rpc_hook @Label001AD1
    0AAC: 29@ = load_audiostream "CLEO\Alarm.wav"
    0006: 31@ = 0
    0006: 17@ = 0
    0006: 26@ = 0
    0006: 16@ = 0
    
    :Label000060
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 1
    004D: jump_if_false @Label000060
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label000060
    0AC8: 14@ = allocate_memory_size 96
    0BD8: samp get_dialog_caption 14@
    00D6: if
    0C18: 19@ = strstr string1 14@ string2 "Капча"
    004D: jump_if_false @Label0000CE
    0AC9: free_allocated_memory 14@
    
    :Label0000B0
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label0000C7
    0001: wait 500 ms
    0002: jump @Label0000B0
    
    :Label0000C7
    0002: jump @Label000187
    
    :Label0000CE
    0AC9: free_allocated_memory 14@
    00D6: if
    0039:   15@ == 3
    004D: jump_if_false @Label0000EC
    0002: jump @Label001505
    
    :Label0000EC
    0B4E: samp 8@ = get_current_dialog_id
    0001: wait 100 ms
    0BC9: samp send_dialog_response dialog 8@ button 1 listitem 17@ input ""
    0001: wait 100 ms
    00D6: if
    0039:   15@ == 0
    004D: jump_if_false @Label00011E
    0002: jump @Label000060
    
    :Label00011E
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label000138
    0B47: samp close_current_dialog_with_button 0
    0001: wait 50 ms
    0002: jump @Label00011E
    
    :Label000138
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 1
    004D: jump_if_false @Label000060
    00D6: if
    0039:   15@ == 1
    004D: jump_if_false @Label000167
    0002: jump @Label0002B4
    
    :Label000167
    00D6: if
    0039:   15@ == 2
    004D: jump_if_false @Label000180
    0002: jump @Label000187
    
    :Label000180
    0002: jump @Label000138
    
    :Label000187
    0001: wait 0 ms
    0001: wait 500 ms
    00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
    
    :Label00019E
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0001BB
    0002: jump @Label001847
    
    :Label0001BB
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0001D4
    0002: jump @Label0017F7
    
    :Label0001D4
    05D3: AS_actor $PLAYER_ACTOR goto_point 1477.829 -1349.427 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1477.829 -1349.427 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label00019E
    
    :Label00021D
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00023A
    0002: jump @Label001847
    
    :Label00023A
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000253
    0002: jump @Label0017F7
    
    :Label000253
    05D3: AS_actor $PLAYER_ACTOR goto_point 20@ 21@ 22@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 20@ 21@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label00021D
    0001: wait 1000 ms
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label000187
    0006: 15@ = 0
    0002: jump @Label000060
    
    :Label0002B4
    0001: wait 0 ms
    0006: 15@ = 0
    00D6: if
    0039:   31@ == 1
    004D: jump_if_false @Label000060
    00D6: if
    0039:   26@ == 1
    004D: jump_if_false @Label0002EA
    0002: jump @Label0013C4
    
    :Label0002EA
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000307
    0002: jump @Label001847
    
    :Label000307
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000320
    0002: jump @Label0017F7
    
    :Label000320
    05D3: AS_actor $PLAYER_ACTOR goto_point 1472.516 -1348.551 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.516 -1348.551 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0002EA
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    00D6: if
    0031:   0@ >= 1476.0
    004D: jump_if_false @Label000779
    
    :Label0003D7
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0003F4
    0002: jump @Label001847
    
    :Label0003F4
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label00040D
    0002: jump @Label0017F7
    
    :Label00040D
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0003D7
    
    :Label000456
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000473
    0002: jump @Label001847
    
    :Label000473
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label00048C
    0002: jump @Label0017F7
    
    :Label00048C
    05D3: AS_actor $PLAYER_ACTOR goto_point 1478.619 -1339.241 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1478.619 -1339.241 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000456
    00D6: if and
    0039:   17@ == 5
    8021:   not  1@ > -1342.0
    004D: jump_if_false @Label000570
    
    :Label0004F1
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00050E
    0002: jump @Label001847
    
    :Label00050E
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000527
    0002: jump @Label0017F7
    
    :Label000527
    05D3: AS_actor $PLAYER_ACTOR goto_point 1478.442 -1346.286 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1478.442 -1346.286 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0004F1
    
    :Label000570
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00058D
    0002: jump @Label001847
    
    :Label00058D
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0005A6
    0002: jump @Label0017F7
    
    :Label0005A6
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label000570
    
    :Label0005E5
    0031:   1@ >= -1348.0
    004D: jump_if_false @Label000674
    0001: wait 200 ms
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000614
    0002: jump @Label0017F7
    
    :Label000614
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    0002: jump @Label0005E5
    
    :Label000674
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000691
    0002: jump @Label001847
    
    :Label000691
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0006AA
    0002: jump @Label0017F7
    
    :Label0006AA
    05D3: AS_actor $PLAYER_ACTOR goto_point 1477.654 -1340.39 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1477.654 -1340.39 radius 1.7 1.7 on_foot
    004D: jump_if_false @Label000674
    
    :Label0006F3
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000710
    0002: jump @Label001847
    
    :Label000710
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000729
    0002: jump @Label0017F7
    
    :Label000729
    05D3: AS_actor $PLAYER_ACTOR goto_point 1472.672 -1342.246 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.672 -1342.246 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0006F3
    0002: jump @Label001076
    
    :Label000779
    00D6: if
    8021:   not  0@ > 1472.0
    004D: jump_if_false @Label000DB1
    00D6: if
    8021:   not  1@ > -1337.0
    004D: jump_if_false @Label000AAA
    
    :Label0007A3
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0007C0
    0002: jump @Label001847
    
    :Label0007C0
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0007D9
    0002: jump @Label0017F7
    
    :Label0007D9
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0007A3
    
    :Label000822
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00083F
    0002: jump @Label001847
    
    :Label00083F
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000858
    0002: jump @Label0017F7
    
    :Label000858
    05D3: AS_actor $PLAYER_ACTOR goto_point 1470.09 -1340.646 113.1323 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.09 -1340.646 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000822
    
    :Label0008A1
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0008BE
    0002: jump @Label001847
    
    :Label0008BE
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0008D7
    0002: jump @Label0017F7
    
    :Label0008D7
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label0008A1
    
    :Label000916
    0031:   1@ >= -1348.0
    004D: jump_if_false @Label0009A5
    0001: wait 200 ms
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000945
    0002: jump @Label0017F7
    
    :Label000945
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    0002: jump @Label000916
    
    :Label0009A5
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0009C2
    0002: jump @Label001847
    
    :Label0009C2
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0009DB
    0002: jump @Label0017F7
    
    :Label0009DB
    05D3: AS_actor $PLAYER_ACTOR goto_point 1470.09 -1340.646 113.1323 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.09 -1340.646 radius 1.7 1.7 on_foot
    004D: jump_if_false @Label0009A5
    
    :Label000A24
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000A41
    0002: jump @Label001847
    
    :Label000A41
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000A5A
    0002: jump @Label0017F7
    
    :Label000A5A
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000A24
    0002: jump @Label000DAA
    
    :Label000AAA
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000AC7
    0002: jump @Label001847
    
    :Label000AC7
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000AE0
    0002: jump @Label0017F7
    
    :Label000AE0
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.014 -1332.483 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.014 -1332.483 radius 3.0 3.0 on_foot
    004D: jump_if_false @Label000AAA
    
    :Label000B29
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000B46
    0002: jump @Label001847
    
    :Label000B46
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000B5F
    0002: jump @Label0017F7
    
    :Label000B5F
    05D3: AS_actor $PLAYER_ACTOR goto_point 1470.466 -1334.603 113.1323 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.466 -1334.603 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000B29
    
    :Label000BA8
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000BC5
    0002: jump @Label001847
    
    :Label000BC5
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000BDE
    0002: jump @Label0017F7
    
    :Label000BDE
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label000BA8
    
    :Label000C1D
    0031:   1@ >= -1348.0
    004D: jump_if_false @Label000CAC
    0001: wait 200 ms
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000C4C
    0002: jump @Label0017F7
    
    :Label000C4C
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    0002: jump @Label000C1D
    
    :Label000CAC
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000CC9
    0002: jump @Label001847
    
    :Label000CC9
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000CE2
    0002: jump @Label0017F7
    
    :Label000CE2
    05D3: AS_actor $PLAYER_ACTOR goto_point 1470.466 -1334.603 113.1323 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.466 -1334.603 radius 1.6 1.6 on_foot
    004D: jump_if_false @Label000CAC
    
    :Label000D2B
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000D48
    0002: jump @Label001847
    
    :Label000D48
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000D61
    0002: jump @Label0017F7
    
    :Label000D61
    05D3: AS_actor $PLAYER_ACTOR goto_point 1475.11 -1334.507 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.11 -1334.507 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000D2B
    
    :Label000DAA
    0002: jump @Label001076
    
    :Label000DB1
    00D6: if and
    8021:   not  0@ > 1473.0
    0031:   0@ >= 1472.0
    8021:   not  1@ > -1336.0
    0031:   1@ >= -1345.0
    004D: jump_if_false @Label000DEE
    0007: 0@ = 1472.3
    
    :Label000DEE
    00D6: if and
    8021:   not  1@ > -1333.0
    0031:   1@ >= -1334.0
    0031:   0@ >= 1472.0
    004D: jump_if_false @Label000E1E
    0006: 16@ = 4
    
    :Label000E1E
    00D6: if and
    8021:   not  1@ > -1345.0
    0031:   1@ >= -1347.0
    004D: jump_if_false @Label000EC3
    0006: 16@ = 3
    
    :Label000E44
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000E61
    0002: jump @Label001847
    
    :Label000E61
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000E7A
    0002: jump @Label0017F7
    
    :Label000E7A
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.21 -1343.777 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.21 -1343.777 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000E44
    
    :Label000EC3
    00D6: if and
    8021:   not  1@ > -1336.0
    0031:   1@ >= -1341.0
    8021:   not  0@ > 1473.0
    004D: jump_if_false @Label000F72
    0006: 16@ = 5
    
    :Label000EF3
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000F10
    0002: jump @Label001847
    
    :Label000F10
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000F29
    0002: jump @Label0017F7
    
    :Label000F29
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.84 -1338.404 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.84 -1338.404 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label000EF3
    
    :Label000F72
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label000F8F
    0002: jump @Label001847
    
    :Label000F8F
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label000FA8
    0002: jump @Label0017F7
    
    :Label000FA8
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label000F72
    
    :Label000FE7
    0031:   1@ >= -1348.0
    004D: jump_if_false @Label001076
    0001: wait 200 ms
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001016
    0002: jump @Label0017F7
    
    :Label001016
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    0002: jump @Label000FE7
    
    :Label001076
    0001: wait 100 ms
    00D6: if
    0039:   31@ == 1
    004D: jump_if_false @Label001847
    00D6: if
    0039:   16@ == 3
    004D: jump_if_false @Label00111D
    
    :Label00109E
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0010BB
    0002: jump @Label001847
    
    :Label0010BB
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0010D4
    0002: jump @Label0017F7
    
    :Label0010D4
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.21 -1343.777 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.21 -1343.777 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label00109E
    
    :Label00111D
    00D6: if
    0039:   16@ == 4
    004D: jump_if_false @Label0011B5
    
    :Label00112F
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00114C
    0002: jump @Label001847
    
    :Label00114C
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001165
    0002: jump @Label0017F7
    
    :Label001165
    05D3: AS_actor $PLAYER_ACTOR goto_point 1475.187 -1334.638 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.187 -1334.638 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label00112F
    0006: 16@ = 0
    
    :Label0011B5
    00D6: if
    0039:   16@ == 5
    004D: jump_if_false @Label00124D
    
    :Label0011C7
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0011E4
    0002: jump @Label001847
    
    :Label0011E4
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0011FD
    0002: jump @Label0017F7
    
    :Label0011FD
    05D3: AS_actor $PLAYER_ACTOR goto_point 1475.072 -1340.625 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.072 -1340.625 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label0011C7
    0006: 16@ = 0
    
    :Label00124D
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label00126A
    0002: jump @Label001847
    
    :Label00126A
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001283
    0002: jump @Label0017F7
    
    :Label001283
    05D3: AS_actor $PLAYER_ACTOR goto_point 1474.117 -1350.768 113.1303 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.117 -1350.768 radius 3.0 3.0 on_foot
    004D: jump_if_false @Label00124D
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    0001: wait 200 ms
    
    :Label00132A
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label001347
    0002: jump @Label001847
    
    :Label001347
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001360
    0002: jump @Label0017F7
    
    :Label001360
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label00132A
    00D6: if
    0039:   15@ == 3
    004D: jump_if_false @Label0013B8
    0002: jump @Label001505
    
    :Label0013B8
    0001: wait 200 ms
    0002: jump @Label001847
    
    :Label0013C4
    0001: wait 100 ms
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    00D6: if and
    8021:   not  0@ > 1468.0
    0031:   1@ >= -1337.0
    004D: jump_if_false @Label00144A
    0007: 0@ = 1468.0
    
    :Label00144A
    00D6: if and
    8021:   not  0@ > 1473.0
    0031:   0@ >= 1472.0
    8021:   not  1@ > -1342.0
    0031:   1@ >= -1345.0
    004D: jump_if_false @Label001487
    0007: 0@ = 1472.6
    
    :Label001487
    0B21:     samp is_chat_opened
    004D: jump_if_false @Label00149B
    0001: wait 100 ms
    0002: jump @Label001487
    
    :Label00149B
    00D6: if
    0039:   31@ == 1
    004D: jump_if_false @Label001847
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label0014C6
    0002: jump @Label0017F7
    
    :Label0014C6
    00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 111.6
    00D6: if
    0039:   15@ == 3
    004D: jump_if_false @Label0014EF
    0002: jump @Label001505
    
    :Label0014EF
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label0013C4
    0002: jump @Label000060
    
    :Label001505
    0001: wait 100 ms
    0006: 15@ = 0
    
    :Label001510
    0001: wait 100 ms
    00D6: if
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.379 -1360.721 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label001510
    
    :Label00153A
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label001557
    0002: jump @Label001847
    
    :Label001557
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001570
    0002: jump @Label0017F7
    
    :Label001570
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label0015C3
    0AC8: 14@ = allocate_memory_size 96
    0BD7: samp get_dialog_text 14@
    00D6: if
    0C18: 19@ = strstr string1 14@ string2 "одиночн"
    004D: jump_if_false @Label0015BA
    0AC9: free_allocated_memory 14@
    0002: jump @Label0016E8
    0002: jump @Label0015C3
    
    :Label0015BA
    0AC9: free_allocated_memory 14@
    0B47: samp close_current_dialog_with_button 0
    
    :Label0015C3
    05D3: AS_actor $PLAYER_ACTOR goto_point 1472.173 -1366.373 11.8828 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.173 -1366.373 radius 2.0 2.0 on_foot
    004D: jump_if_false @Label00153A
    
    :Label00160C
    0001: wait 0 ms
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label001629
    0002: jump @Label001847
    
    :Label001629
    00D6: if
    0039:   15@ == 5
    004D: jump_if_false @Label001642
    0002: jump @Label0017F7
    
    :Label001642
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label00169A
    0AC8: 14@ = allocate_memory_size 96
    0BD7: samp get_dialog_text 14@
    00D6: if
    0C18: 19@ = strstr string1 14@ string2 "одиночн"
    004D: jump_if_false @Label00168C
    0AC9: free_allocated_memory 14@
    0002: jump @Label0016E8
    0002: jump @Label00169A
    
    :Label00168C
    0AC9: free_allocated_memory 14@
    0001: wait 500 ms
    0B47: samp close_current_dialog_with_button 0
    
    :Label00169A
    05D3: AS_actor $PLAYER_ACTOR goto_point 1475.801 -1360.516 11.8828 mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.801 -1360.516 radius 0.5 0.5 on_foot
    004D: jump_if_false @Label00160C
    0001: wait 500 ms
    
    :Label0016E8
    0001: wait 0 ms
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label001510
    0AC8: 14@ = allocate_memory_size 96
    0BD7: samp get_dialog_text 14@
    00D6: if
    0C18: 19@ = strstr string1 14@ string2 "одиночн"
    004D: jump_if_false @Label00172F
    0AC9: free_allocated_memory 14@
    0002: jump @Label00173F
    
    :Label00172F
    0AC9: free_allocated_memory 14@
    0B47: samp close_current_dialog_with_button 0
    0002: jump @Label001510
    
    :Label00173F
    0B47: samp close_current_dialog_with_button 1
    0001: wait 3000 ms
    0006: 32@ = 0
    0085: 33@ = 32@ // (int)
    0012: 33@ *= 56
    000A: 33@ += 13103448
    000A: 33@ += 16
    0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
    000A: 33@ += 4
    0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
    
    :Label0017A1
    0001: wait 0 ms
    05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
    0B56: set_game_key 1 state -128
    0B56: set_game_key 16 state 255
    02EB: restore_camera_with_jumpcut
    00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
    004D: jump_if_false @Label0017A1
    0006: 17@ = 0
    0001: wait 500 ms
    0002: jump @Label000060
    
    :Label0017F7
    0001: wait 0 ms
    0006: 31@ = 0
    00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
    05D3: AS_actor $PLAYER_ACTOR goto_point 4@ 5@ 6@ mode 7 time -1 ms // versionA
    0AAD: set_mp3 29@ perform_action 1
    0001: wait 5000 ms
    0AAD: set_mp3 29@ perform_action 0
    0001: wait 100 ms
    0A92: create_custom_thread "sbot.cs"
    0A93: end_custom_thread
    
    :Label001847
    0001: wait 0 ms
    00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
    05D3: AS_actor $PLAYER_ACTOR goto_point 4@ 5@ 6@ mode 7 time -1 ms // versionA
    0002: jump @Label000060
    
    :Label001872
    0B35: samp 25@ = get_last_command_params
    0AD4: 25@ = scan_string 25@ format "%d" 18@
    00D6: if
    0029:   18@ >= 1
    004D: jump_if_false @Label0018A8
    000E: 18@ -= 1
    0085: 17@ = 18@ // (int)
    
    :Label0018A8
    00D6: if
    0039:   31@ == 0
    004D: jump_if_false @Label0019D1
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label001989
    0AC8: 14@ = allocate_memory_size 96
    0BD8: samp get_dialog_caption 14@
    00D6: if
    0C18: 19@ = strstr string1 14@ string2 "Материалы"
    004D: jump_if_false @Label001941
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Скрипт запущен" color 16777215
    0006: 15@ = 0
    0006: 31@ = 1
    0330: set_player $PLAYER_CHAR infinite_run 1
    0002: jump @Label001982
    
    :Label001941
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Возьмите диалог с материалами" color 16777215
    
    :Label001982
    0002: jump @Label0019CA
    
    :Label001989
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Возьмите диалог с материалами" color 16777215
    
    :Label0019CA
    0002: jump @Label001A27
    
    :Label0019D1
    0006: 31@ = 0
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Скрипт остановлен" color 16777215
    0330: set_player $PLAYER_CHAR infinite_run 0
    0001: wait 500 ms
    0A92: create_custom_thread "sbot.cs"
    0A93: end_custom_thread
    
    :Label001A27
    0B43: samp cmd_ret
    
    :Label001A29
    0B35: samp 25@ = get_last_command_params
    0AD4: 25@ = scan_string 25@ format "%d" 26@
    00D6: if
    0039:   26@ == 1
    004D: jump_if_false @Label001A92
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Включен режим телепорта" color 16777215
    0002: jump @Label001ACF
    
    :Label001A92
    0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Включен режим бега" color 16777215
    0006: 26@ = 0
    
    :Label001ACF
    0B43: samp cmd_ret
    
    :Label001AD1
    0BE5: raknet 11@ = get_hook_param 0
    0BE5: raknet 12@ = get_hook_param 1
    00D6: if and
    0039:   31@ == 1
    0039:   12@ == 93
    004D: jump_if_false @Label001C1C
    0BE7: raknet 13@ = bit_stream_read 11@ type 3
    0BE7: raknet 9@ = bit_stream_read 11@ type 3
    0AB1: call_scm_func @Label001C20 2 257 1 10@
    0BE8: raknet bit_stream 11@ read_array 10@ size 9@
    00D6: if
    0C18: 19@ = strstr string1 10@ string2 "отправляйтесь к метке"
    004D: jump_if_false @Label001B61
    0006: 15@ = 1
    0002: jump @Label001C1C
    
    :Label001B61
    00D6: if
    0C18: 19@ = strstr string1 10@ string2 "Вы выполнили всю работу"
    004D: jump_if_false @Label001B9B
    0006: 15@ = 3
    0002: jump @Label001C1C
    
    :Label001B9B
    00D6: if
    0C18: 19@ = strstr string1 10@ string2 "Данный процесс уже завершен"
    004D: jump_if_false @Label001C1C
    0006: 15@ = 2
    00D6: if
    0029:   17@ >= 7
    004D: jump_if_false @Label001BF2
    0006: 17@ = 0
    0002: jump @Label001BF9
    
    :Label001BF2
    000A: 17@ += 1
    
    :Label001BF9
    0002: jump @Label001C1C
    00D6: if
    0039:   13@ == -6732289
    004D: jump_if_false @Label001C1C
    0006: 15@ = 5
    
    :Label001C1C
    0BE0: raknet hook_ret 1
    
    :Label001C20
    005A: 0@ += 1@ // (int)
    0AC8: 2@ = allocate_memory_size 0@
    0C11: memset destination 2@ value 0 size 0@
    0AB2: ret 1 2@
    0007: 12@ = 9999.0
    0006: 0@ = 0
    0085: 1@ = 0@ // (int)
    0012: 1@ *= 56
    000A: 1@ += 13103448
    000A: 1@ += 16
    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@
    
    antiCapch.cs (код открыт. стилеров и вирусов нету)
    // 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
    0AB1: call_scm_func @Label0005FE 0 3@
    000A: 3@ += 380716
    0A8C: write_memory 3@ size 4 value -1869574000 virtual_protect 1
    000A: 3@ += 4
    0A8C: write_memory 3@ size 1 value 144 virtual_protect 1
    000A: 3@ += 9
    0A8C: write_memory 3@ size 4 value -1869574000 virtual_protect 1
    000A: 3@ += 4
    0A8C: write_memory 3@ size 1 value 144 virtual_protect 1
    0AAC: 29@ = load_audiostream "CLEO\SBOT\alarm.wav"
    0AC8: 19@ = allocate_memory_size 96
    
    :Label000090
    0001: wait 0 ms
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label0000D9
    0001: wait 100 ms
    0BD8: samp get_dialog_caption 19@
    00D6: if
    0C18: 11@ = strstr string1 19@ string2 "Капча"
    004D: jump_if_false @Label0000D4
    0006: 30@ = 1
    0002: jump @Label0000E4
    
    :Label0000D4
    0001: wait 2000 ms
    
    :Label0000D9
    0001: wait 100 ms
    0002: jump @Label000090
    
    :Label0000E4
    0001: wait 0 ms
    0AC8: 2@ = allocate_memory_size 1024
    0AC8: 17@ = allocate_memory_size 96
    0AC8: 18@ = allocate_memory_size 4096
    0C11: memset destination 17@ value 0 size 96
    0C11: memset destination 18@ value 0 size 4096
    
    :Label000112
    0001: wait 0 ms
    00D6: if
    0A9A: 1@ = openfile "CLEO\SBOT\1.txt" mode "rt" // IF and SET
    004D: jump_if_false @Label000112
    0001: wait 100 ms
    
    :Label00013F
    00D6: if
    0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
    004D: jump_if_false @Label000165
    0C15: strcat destination 18@ source 17@
    0C11: memset destination 17@ value 0 size 96
    
    :Label000165
    0AD6:   end_of_file 1@ reached
    004D: jump_if_false @Label00013F
    0A9B: closefile 1@
    0BD7: samp get_dialog_text 2@
    0001: wait 100 ms
    00D6: if
    0C18: 1@ = strstr string1 18@ string2 2@
    004D: jump_if_false @Label0001B8
    0B4B: samp set_current_dialog_editbox_text "1"
    0001: wait 100 ms
    0B47: samp close_current_dialog_with_button 1
    0AC9: free_allocated_memory 2@
    0AC9: free_allocated_memory 17@
    0AC9: free_allocated_memory 18@
    0002: jump @Label0005AC
    
    :Label0001B8
    0C11: memset destination 18@ value 0 size 4096
    
    :Label0001C2
    0001: wait 0 ms
    00D6: if
    0A9A: 1@ = openfile "CLEO\SBOT\2.txt" mode "rt" // IF and SET
    004D: jump_if_false @Label0001C2
    0001: wait 100 ms
    
    :Label0001EF
    00D6: if
    0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
    004D: jump_if_false @Label000215
    0C15: strcat destination 18@ source 17@
    0C11: memset destination 17@ value 0 size 96
    
    :Label000215
    0AD6:   end_of_file 1@ reached
    004D: jump_if_false @Label0001EF
    0A9B: closefile 1@
    0BD7: samp get_dialog_text 2@
    0001: wait 100 ms
    00D6: if
    0C18: 1@ = strstr string1 18@ string2 2@
    004D: jump_if_false @Label000268
    0B4B: samp set_current_dialog_editbox_text "2"
    0001: wait 100 ms
    0B47: samp close_current_dialog_with_button 1
    0AC9: free_allocated_memory 2@
    0AC9: free_allocated_memory 17@
    0AC9: free_allocated_memory 18@
    0002: jump @Label0005AC
    
    :Label000268
    0C11: memset destination 18@ value 0 size 4096
    
    :Label000272
    0001: wait 0 ms
    00D6: if
    0A9A: 1@ = openfile "CLEO\SBOT\3.txt" mode "rt" // IF and SET
    004D: jump_if_false @Label000272
    0001: wait 100 ms
    
    :Label00029F
    00D6: if
    0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
    004D: jump_if_false @Label0002C5
    0C15: strcat destination 18@ source 17@
    0C11: memset destination 17@ value 0 size 96
    
    :Label0002C5
    0AD6:   end_of_file 1@ reached
    004D: jump_if_false @Label00029F
    0A9B: closefile 1@
    0BD7: samp get_dialog_text 2@
    0001: wait 100 ms
    00D6: if
    0C18: 1@ = strstr string1 18@ string2 2@
    004D: jump_if_false @Label000318
    0B4B: samp set_current_dialog_editbox_text "3"
    0001: wait 100 ms
    0B47: samp close_current_dialog_with_button 1
    0AC9: free_allocated_memory 2@
    0AC9: free_allocated_memory 17@
    0AC9: free_allocated_memory 18@
    0002: jump @Label0005AC
    
    :Label000318
    0C11: memset destination 18@ value 0 size 4096
    
    :Label000322
    0001: wait 0 ms
    00D6: if
    0A9A: 1@ = openfile "CLEO\SBOT\4.txt" mode "rt" // IF and SET
    004D: jump_if_false @Label000322
    0001: wait 100 ms
    
    :Label00034F
    00D6: if
    0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
    004D: jump_if_false @Label000375
    0C15: strcat destination 18@ source 17@
    0C11: memset destination 17@ value 0 size 96
    
    :Label000375
    0AD6:   end_of_file 1@ reached
    004D: jump_if_false @Label00034F
    0A9B: closefile 1@
    0BD7: samp get_dialog_text 2@
    0001: wait 100 ms
    00D6: if
    0C18: 1@ = strstr string1 18@ string2 2@
    004D: jump_if_false @Label0003C8
    0B4B: samp set_current_dialog_editbox_text "4"
    0001: wait 100 ms
    0B47: samp close_current_dialog_with_button 1
    0AC9: free_allocated_memory 2@
    0AC9: free_allocated_memory 17@
    0AC9: free_allocated_memory 18@
    0002: jump @Label0005AC
    
    :Label0003C8
    0001: wait 100 ms
    0001: wait 0 ms
    0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Капча не найдена" color 16777215
    0001: wait 50 ms
    0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Жду ответа на капчу" color 16777215
    0AC0: audiostream 29@ loop 1
    0AAD: set_mp3 29@ perform_action 1
    
    :Label00044D
    0001: wait 0 ms
    00D6: if
    0B4C:  samp is_dialog_active -1
    004D: jump_if_false @Label000467
    0002: jump @Label00044D
    
    :Label000467
    0AAD: set_mp3 29@ perform_action 0
    0AC8: 33@ = allocate_memory_size 63
    0B4A: samp 33@ = get_current_dialog_editbox_text
    0AD4: 18@ = scan_string 33@ format "%d" 16@
    0001: wait 50 ms
    00D6: if or
    8019:   not  16@ > 0
    0029:   16@ >= 5
    004D: jump_if_false @Label0004E1
    0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Ошибка в ответе" color 16777215
    0002: jump @Label0005AC
    
    :Label0004E1
    0006: 30@ = 0
    0AC8: 12@ = allocate_memory_size 1024
    0AC8: 11@ = allocate_memory_size 128
    0AC8: 10@ = allocate_memory_size 128
    0AD3: 11@ = format "CLEO\SBOT\%d.txt" 16@
    0001: wait 100 ms
    
    :Label00051F
    0001: wait 0 ms
    00D6: if
    0A9A: 10@ = openfile 11@ mode "at" // IF and SET
    004D: jump_if_false @Label00051F
    0BD7: samp get_dialog_text 12@
    0001: wait 200 ms
    0AD8: write_string_to_file 10@ from 12@ //IF and SET
    0001: wait 200 ms
    0A9B: closefile 10@
    0001: wait 100 ms
    0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {FFFFFF}Вопрос сохранен" color 16777215
    0AC9: free_allocated_memory 12@
    0AC9: free_allocated_memory 11@
    0AC9: free_allocated_memory 10@
    0001: wait 500 ms
    0AC9: free_allocated_memory 33@
    0002: jump @Label000090
    
    :Label0005AC
    0001: wait 100 ms
    0002: jump @Label000090
    0A93: end_custom_thread
    0085: 30@ = 20@ // (int)
    000A: 30@ += 2203916
    0A8D: 31@ = read_memory 30@ size 4 virtual_protect 1
    0085: 30@ = 20@ // (int)
    000A: 30@ += 638256
    0AA6: call_method 30@ struct 31@ num_params 3 pop 0 0 0 0
    0051: return
    
    :Label0005FE
    0AA2: 0@ = load_library "kernel32.dll" // IF and SET
    0AA4: 1@ = get_proc_address "GetModuleHandleA" library 0@ // IF and SET
    0AA7: call_function 1@ num_params 1 pop 0 "samp.dll" 2@
    0AA3: free_library 0@
    0AB2: ret 1 2@
    
     
    TheGood11 нравится это.
  13. Madrasso

    Madrasso Интересующийся

    Регистрация:
    27 июл 2016
    Сообщения:
    124
    Симпатии:
    0
    Декомпильните xD, если могете)) Проверить просто, сможете, нет
     

    Вложения:

    • Health_DRP.exe
      Размер файла:
      1,4 МБ
      Просмотров:
      2
  14. Phanh

    Phanh Участник

    Регистрация:
    17 мар 2017
    Сообщения:
    11
    Симпатии:
    0
    Please help me change my code to SA-MP 0.3 DL
    // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
    {$CLEO .cs}
    
    //-------------MAIN---------------
    thread "map"
    0000: NOP
    wait 2000
    if
    0AAB:   file_exists "CLEO\map.ini"
    else_jump @MAP_163
    0AF4: 4@v = read_string_from_ini_file "cleo\map.ini" section "MAP" key "file"
    0AF0: 28@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "key"
    0AF0: 29@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "alpha"
    0AF0: 27@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "toggle"
    
    :MAP_163
    0390: load_txd_dictionary "MAP"
    038F: load_texture 4@v as 1 // Load dictionary with 0390 first
    038F: load_texture "pla" as 2 // Load dictionary with 0390 first
    038F: load_texture "MAR" as 3 // Load dictionary with 0390 first
    
    :MAP_195
    wait 0
    0AB1: call_scm_func @MAP_1452 1 0 
    if and
      27@ == 1
    0AB0:   key_pressed 28@
    else_jump @MAP_279
    0AB1: call_scm_func @MAP_1122 0 30@ 
    if
      30@ == 0
    else_jump @MAP_279
    0B12: 31@ = 31@ XOR 1
    wait 100
    
    :MAP_279
    if and
      31@ == 1
      27@ == 1
    else_jump @MAP_329
    0AB1: call_scm_func @MAP_1452 1 1 
    0AB1: call_scm_func @MAP_415 1 29@ 
    
    :MAP_329
    if and
      27@ == 0
    0AB0:   key_pressed 28@
    else_jump @MAP_408
    0AB1: call_scm_func @MAP_1122 0 30@ 
    if
      30@ == 0
    else_jump @MAP_408
    0AB1: call_scm_func @MAP_1452 1 1 
    0AB1: call_scm_func @MAP_415 1 29@ 
    
    :MAP_408
    jump @MAP_195
    
    :MAP_415
    03F0: enable_text_draw 1
    03E3: set_texture_to_be_drawn_antialiased 1
    038D: draw_texture 1 position 320.0 224.0 size 448.0 448.0 RGBA 255 255 255 0@
    0AB1: call_scm_func @MAP_709 0 23@ 24@ 25@ 
    if and
       not 23@ == 0.0
       not 24@ == 0.0
    else_jump @MAP_516
    gosub @MAP_931
    
    :MAP_516
    0A8D: 30@ = read_memory 13098730 size 1 virtual_protect 0
    if
      30@ == 1
    else_jump @MAP_605
    0AB1: call_scm_func @MAP_1205 0 23@ 24@ 25@ 
    if and
       not 23@ == 0.0
       not 24@ == 0.0
    else_jump @MAP_605
    gosub @MAP_931
    
    :MAP_605
    Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
    3@ = Actor.Angle($PLAYER_ACTOR)
    3@ -= 180.0
    3@ *= -1.0
    0@ = 2
    gosub @MAP_1036
    if
    0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET
    else_jump @MAP_704
    0@ = 3
    3@ = 0
    gosub @MAP_1036
    
    :MAP_704
    0AB2: ret 0
    
    :MAP_709
    12@ = 9999.0
    0@ = 0
    
    :MAP_726
    0085: 1@ = 0@ // (int)
    1@ *= 56
    1@ += 13103448
    1@ += 16
    0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 4
    0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 4
    0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
    Actor.StorePos($PLAYER_ACTOR, 5@, 6@, 7@)
    050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
    if
    0025:   12@ > 8@ // (float)
    else_jump @MAP_896
    0087: 12@ = 8@ // (float)
    0087: 9@ = 2@ // (float)
    0087: 10@ = 3@ // (float)
    0087: 11@ = 4@ // (float)
    
    :MAP_896
    0@ += 1
      0@ > 31
    else_jump @MAP_726
    0AB2: ret 3 9@ 10@ 11@
    
    :MAP_931
    23@ /= 13.4
    23@ += 320.0
    24@ /= -13.4
    24@ += 224.0
    03F0: enable_text_draw 1
    03E3: set_texture_to_be_drawn_antialiased 1
    038E: draw_box_position 23@ 24@ size 6.0 6.0 RGBA 0 0 0 255
    038E: draw_box_position 23@ 24@ size 5.0 5.0 RGBA 255 0 0 255
    return
    
    :MAP_1036
    1@ /= 13.4
    1@ += 320.0
    2@ /= -13.4
    2@ += 224.0
    03F0: enable_text_draw 0
    03E3: set_texture_to_be_drawn_antialiased 1
    074B: draw_texture 0@ position 1@ 2@ scale 10.0 10.0 angle 3@ color_RGBA 255 255 255 255
    return
    
    :MAP_1122
    0AA2: 1@ = load_library "samp.dll" // IF and SET
    1@ += 2203880
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 8
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 4
    0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
    0AB2: ret 1 1@
    
    :MAP_1205
    10@ = 13098328
    6@ = 0
    
    :MAP_1222
    0085: 14@ = 6@ // (int)
    14@ *= 160
    0A8E: 13@ = 10@ + 14@ // int
    0A8E: 11@ = 13@ + 48 // int
    0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0
    0A8E: 11@ = 13@ + 52 // int
    0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0
    0A8E: 11@ = 13@ + 56 // int
    0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0
    if and
       not 3@ == 0.0
       not 4@ == 0.0
    else_jump @MAP_1417
    if or
      3@ == 1099.551
      4@ == 1601.497
      5@ == 11.44687
      3@ == 2695.624
      4@ == -1704.688
      5@ == 10.844
    else_jump @MAP_1438
    
    :MAP_1417
    6@ += 1
      6@ > 32
    else_jump @MAP_1222
    
    :MAP_1438
    0AB2: ret 3 3@ 4@ 5@
    
    :MAP_1452
    0AA2: 1@ = load_library "samp.dll" // IF and SET
    1@ += 2203876
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 8
    if
      0@ == 1
    else_jump @MAP_1532
    0A8C: write_memory 1@ size 4 value 0 virtual_protect 1
    jump @MAP_1543
    
    :MAP_1532
    0A8C: write_memory 1@ size 4 value 2 virtual_protect 1
    
    :MAP_1543
    0AB2: ret 0 
     
  15. Dawidos

    Dawidos Постоянный участник

    Регистрация:
    26 сен 2017
    Сообщения:
    88
    Симпатии:
    16
    `
     

    Вложения:

  16. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Код открыт. просто открой скрипт через SannyBuilder. код скинуть сюда не могу, ибо очень большой. и за этого нельзя вставить его сюда
     
  17. GangsterFlowers

    GangsterFlowers Знающий

    Регистрация:
    2 дек 2017
    Сообщения:
    280
    Симпатии:
    48
    В Sanny Builder > На иконку нажми настройки, IGNORE UNKLOWN И Кидай в него скрипт не закрывая Sanny Builder.
     
  18. TheGood11

    TheGood11 Постоянный участник

    Регистрация:
    6 май 2018
    Сообщения:
    98
    Симпатии:
    5
    Проверьте на стиллеры и вирусы пожалуйста)
     

    Вложения:

  19. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Стиллер.
    [​IMG]
     
  20. AndreyAAAA3

    AndreyAAAA3 Новичок

    Регистрация:
    2 май 2018
    Сообщения:
    3
    Симпатии:
    0
    Декомпилируйте или объясните как это сделать (в ютубе нифига не нашел)
     

    Вложения:

    • TramBot_v3.cs
      Размер файла:
      23,3 КБ
      Просмотров:
      3
  21. Vasyaas

    Vasyaas Новичок

    Регистрация:
    1 июл 2018
    Сообщения:
    2
    Симпатии:
    1
    Хз как вставлять сюда, держи.
     

    Вложения:

    • TramBot_v33.txt
      Размер файла:
      22,3 КБ
      Просмотров:
      3
    AndreyAAAA3 нравится это.
  22. AndreyAAAA3

    AndreyAAAA3 Новичок

    Регистрация:
    2 май 2018
    Сообщения:
    3
    Симпатии:
    0
    если не секрет скажи как разшифровал
     
  23. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    AVP Game Protect
     
  24. aim.lua

    aim.lua Участник

    Регистрация:
    18 авг 2017
    Сообщения:
    11
    Симпатии:
    1
    Помогите плз
     

    Вложения:

    • PurpleMoney.cs
      Размер файла:
      1,5 КБ
      Просмотров:
      2
  25. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    // 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
    00D6: if
    0AFA:  is_samp_available
    004D: jump_if_false @Label000002
    0A8C: write_memory 12235312 size 4 value 9371793 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9699478 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9830553 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10027164 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10485923 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10682534 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11010219 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11206829 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11534515 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11665589 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11993274 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 12189885 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 12189885 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11993274 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11665589 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11534515 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11206829 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 11010219 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10682534 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10485923 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 10027164 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9830553 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9830553 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9699478 virtual_protect 1
    0001: wait 100 ms
    0A8C: write_memory 12235312 size 4 value 9371793 virtual_protect 1
    0001: wait 100 ms
    0002: jump @Label000002
     
  26. AlfacH

    AlfacH Активный участник

    Регистрация:
    2 мар 2014
    Сообщения:
    45
    Симпатии:
    12
    decrypt pls
     

    Вложения:

  27. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    // 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
    0001: wait 3000 ms
    0AF8: samp add_message_to_chat "[Skill Master] {FFFFFF}Активация{f95757}/{FFFFFF}Деактивация: {f95757}/sk{FFFFFF}. Автор: {6afb6a}garden" color 16412784 
    0B34: samp register_client_command "sk" to_label @Label0001EC
    
    :Label000091
    0001: wait 0 ms
    00D6: if
    0039:   30@ == 1
    004D: jump_if_false @Label0000F6
    00D6: if or
    02D8:   actor $PLAYER_ACTOR current_weapon == 23
    02D8:   actor $PLAYER_ACTOR current_weapon == 24
    02D8:   actor $PLAYER_ACTOR current_weapon == 25
    02D8:   actor $PLAYER_ACTOR current_weapon == 29
    02D8:   actor $PLAYER_ACTOR current_weapon == 30
    02D8:   actor $PLAYER_ACTOR current_weapon == 31
    004D: jump_if_false @Label0000F6
    0B2B: samp 6@ = get_player_id_by_actor_handle $PLAYER_ACTOR
    0AB1: call_scm_func @Label0000FD 1 6@ 
    0001: wait 777 ms
    
    :Label0000F6
    0002: jump @Label000091
    
    :Label0000FD
    00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
    00A0: store_actor $PLAYER_ACTOR position_to 13@ 14@ 15@
    0470: 19@ = actor $PLAYER_ACTOR current_weapon
    041A: 18@ = actor $PLAYER_ACTOR weapon 19@ ammo
    000E: 18@ -= 1
    017B: set_actor $PLAYER_ACTOR weapon 19@ ammo_to 18@
    0AC8: 5@ = allocate_memory_size 40
    0C0D: struct 5@ offset 0 size 1 = 1
    0C0D: struct 5@ offset 1 size 2 = 0@
    0C0D: struct 5@ offset 3 size 4 = 10@
    0C0D: struct 5@ offset 7 size 4 = 11@
    0C0D: struct 5@ offset 11 size 4 = 12@
    0C0D: struct 5@ offset 15 size 4 = 13@
    0C0D: struct 5@ offset 19 size 4 = 14@
    0C0D: struct 5@ offset 23 size 4 = 15@
    0C0D: struct 5@ offset 27 size 4 = 0.0
    0C0D: struct 5@ offset 31 size 4 = 0.0
    0C0D: struct 5@ offset 35 size 4 = 0.0
    0470: 6@ = actor $PLAYER_ACTOR current_weapon
    0C0D: struct 5@ offset 39 size 1 = 6@
    0BC4: samp send_bullet_data 5@
    0AB2: ret 0
    
    :Label0001EC
    00D6: if
    0039:   30@ == 0
    004D: jump_if_false @Label000238
    0006: 30@ = 1
    0AF8: samp add_message_to_chat "[Skill Master]{FFFFFF} Активирован" color 16412784 
    0002: jump @Label00026D
    
    :Label000238
    0006: 30@ = 0
    0AF8: samp add_message_to_chat "[Skill Master]{FFFFFF} Деактивирован" color 16412784 
    
    :Label00026D
    0B43: samp cmd_ret
    
     
  28. carson.barclay

    carson.barclay Новичок

    Регистрация:
    8 авг 2017
    Сообщения:
    2
    Симпатии:
    0
  29. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Asking about the decompilation of .asi, .sf, .dll, .exe is almost useless, often such requests remain unanswered and it is unlikely that this will give you anything. You can try it yourself, IDA Pro is at your service.
     
    carson.barclay нравится это.
  30. Qsany

    Qsany Свой человек

    Регистрация:
    9 апр 2017
    Сообщения:
    302
    Симпатии:
    53
    plz
     

    Вложения:

    • antiafk.cs
      Размер файла:
      20,3 КБ
      Просмотров:
      1
  31. imring

    imring колечконуп
    Всефорумный модератор

    Регистрация:
    3 авг 2016
    Сообщения:
    1.263
    Симпатии:
    675
    {$CLEO}
    0000: nop
    if not 0@ = SAMP.Base()
    then 0A93: end_custom_thread
    end
    while not SAMP.Available()
    wait 200
    end
    0AF8: samp add_message_to_chat "{C71585}[AntiAFK]: {FF0000}by {7CFC00}Bladee Herrera" color -1
    0B34: samp register_client_command "antiafk" to_label @cmd
    while true
    wait 0
    
    if 10@ == 1 // Åñëè ìû àêòèâèðîâàëè ñêðèïò
    then
    0@ = 0
    wait 0
    27@ -= 1.0
    SAMP.ReadSAMPMemory(6@, 82384, 2)
    SAMP.WriteSAMPMemory(82384, 50064, 2)
    0A8C: write_memory 7634870 size 1 value 16843009 virtual_protect 1
    0A8C: write_memory 7635034 size 1 value 16843009 virtual_protect 1
    0A8C: write_memory 7623723 size 8 value -1869574000 virtual_protect 1
    0C11: memset destination 7623723 value 144 size 8
    0C11: memset destination 5499528 value 144 size 6
    19@ = 0
    2@ += 100
    wait 0 
    wait 5000
    0@ += 1
      0@ > 4048
        0C72: set_virtual_key 0x57 down true
        wait 500
        0C72: set_virtual_key 0x57 down false
        wait 500
            0C72: set_virtual_key 0x44 down true
            wait 500
            0C72: set_virtual_key 0x44 down false
            wait 500
                0C72: set_virtual_key 0x53 down true
                wait 500
                0C72: set_virtual_key 0x53 down false
                wait 500
                    0C72: set_virtual_key 0x41 down true
                    wait 500
                    0C72: set_virtual_key 0x41 down false
                    wait 500
                        0AF9: samp say_msg "/time"
                        wait 250000
    wait 5000
    0@ += 1
      0@ > 4048
      0AF9: samp say_msg "/usedrugs 2"
      wait 1000
        end
    end
    :cmd
    0B12: 10@ = 10@ XOR 1
    if 10@ == 1
    then
    0AF8: samp add_message_to_chat "AntiAFK Activated" color -1
    chatmsg "{FF0000}NoAFK {191970} ON" -1
    end
    if 10@ == 0
    then
    0AF8: samp add_message_to_chat "AntiAFK Deactivated" color -1
    end
    Samp.CmdRet()
     
    Qsany нравится это.
  32. DeppieDoww

    DeppieDoww Новичок

    Регистрация:
    2 июл 2018
    Сообщения:
    2
    Симпатии:
    0
    Позязя
    // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
    {$CLEO .cs}
    
    //-------------MAIN---------------
    hex
    C6 0A 01 D9 FF FF FF 03 00 00 85 00 03 05 00 03
    00 00 0E 00 03 05 00 04 27 06 00 03 01 00 04 00
    02 00 01 E1 B8 FF FF E8 24 2F F7 D1 D1 D1 2D 2E
    2E AB 2E 2D 2B 2E 2D 2E 2E 20 2E 2D 2B 2E 2A 09
    28 2E 2D 2F 2E 2A 2E 2C 2E 2F B1 97 D1 D1 B3 D7
    DF EE EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC B3 D7 DF C8 9C A8 F1 87 9A EB F1 A7 BA FF B2
    BE BC FE B8 B5 E0 E2 E9 E0 E1 E0 E5 E9 E2 B3 D7
    DF C0 9C A8 F1 82 BA A8 A1 B4 EB F1 B9 B0 B2 BA
    B4 A2 E9 B3 D7 DF C6 96 A3 BE A4 A1 F1 87 9A EB
    F1 A7 BA FF B2 BE BC FE B3 A8 8E B0 B8 A3 B3 D7
    DF FE 9C A8 F1 88 BE A4 85 A4 B3 B4 F1 92 B9 B0
    BF BF B4 BD EB F1 A6 A6 A6 FF A8 BE A4 A5 A4 B3
    B4 FF B2 BE BC FE A2 A1 B0 B2 B4 B3 BC A9 B0 B8
    A3 B3 D7 DF C4 90 BD BD F1 A3 B8 B6 B9 A5 A2 F1
    A3 B4 A2 B4 A3 A7 B4 B5 F1 78 B3 D7 DF EE EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC EC
    EC EC EC EC EC EC EC EC EC EC EC EC EC D0 D1 D5
    D1 2B DB 9C D1 D0 30 2F 2E 2E D0 D1 D5 D1 07 D1
    D5 D2 0E 51 D3 DD D1 F0 5A 61 DB D5 80 B0 DA 9C
    D1 D0 AC 2F 2E 2E C3 D9 D3 DD D1 DF D9 99 98 85
    8E 86 90 9D 9A DF D2 81 94 95 D7 D1 D1 11 91 D5
    D1 D5 D0 D5 D0 D5 D1 D5 D0 42 D2 D3 DD D1 DF D9
    99 98 85 8E 86 90 9D 9A D7 D1 D1 41 90 D0 D1 D5
    B5 D3 D1 D0 05 2F 2E 2E 87 90
    end
    hex
    83 D1 22 D3 D1 D1 90 B2 A5 B8 A7 B4 8E 98 BF A5
    B4 A3 B8 BE A3 D1 FA D1 D1 D1 90 B2 A5 B8 A7 B4
    8E 98 BF A5 B4 A3 B8 BE A3 8E 9F B0 BC B4 D1 25
    25 3F 3E 3F 28 22 2B 3E 25 21 2A 23 3F 27 3F 22
    22 25 25 2D 28 3F 2C 24 22 2D 20 2A 27 22 2A 2F
    26 26 2D 20
     
  33. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    Сам скрипт скинь, а не код.
     
  34. DeppieDoww

    DeppieDoww Новичок

    Регистрация:
    2 июл 2018
    Сообщения:
    2
    Симпатии:
    0
     

    Вложения:

    • CBIV SUKA.cs
      Размер файла:
      17,9 КБ
      Просмотров:
      2
  35. ™ ChipFamily

    ™ ChipFamily По ту сторону надежды
    Проверенный

    Регистрация:
    21 фев 2018
    Сообщения:
    947
    Симпатии:
    310
    // 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
    
    :Label00012C
    0001: wait 0 ms
    00D6: if and
    80DF:   not actor $PLAYER_ACTOR driving
    8B21:   not samp is_chat_opened
    0AB0:   key_pressed 81
    0B61:  samp is_local_player_spawned
    004D: jump_if_false @Label000183
    0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_WALK" IFP "PED" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB
    0393: actor $PLAYER_ACTOR perform_animation "HIT_WALK" at 18.0 times_normal_rate
    0001: wait 100 ms
    
    :Label000183
    0002: jump @Label00012C
     
    DeppieDoww нравится это.