Декомпиляция скриптов

FYP

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


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

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

Jlaksm

Новичок
17
0
Вскойте пж и напишите есть ли стиллер
 

Вложения

  • [0.3.7]SkillMaster.cs
    13.1 KB · Просмотры: 8
  • bot.cs
    45.1 KB · Просмотры: 8
  • SetBot.ini
    1.1 KB · Просмотры: 6
  • AntiStan[Insert + Z] (в папку клео) .cs
    17.3 KB · Просмотры: 33

hnnssy

Известный
Друг
2,684
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AVP Gameproject Показывает такое:
1471420553_fe05af93d9.jpg

Санни билдером открыл вроде. Вот код: Может быть стиллер?
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
if
8AA2:   not 0@ = load_library "SAMP.DLL" // IF and SET
else_jump @NONAME_28
0A93: end_custom_thread

:NONAME_28
0AA3: free_library 0@
wait 5000
call @NONAME_173 1 0@ 1@
call @NONAME_203 1 1@ 2@

:NONAME_70
wait 0
0C89:  key_just_pressed 114
else_jump @NONAME_70
call @NONAME_231 1 2@ 3@ 4@ 5@
call @NONAME_311 4 2@ 500.0 0 1

:NONAME_129
wait 0
0C89:  key_just_pressed 114
else_jump @NONAME_129
call @NONAME_311 4 2@ 3@ 4@ 5@
jump @NONAME_70

:NONAME_173
0@ += 2203896
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1
ret 1 0@

:NONAME_203
0@ += 965
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1
ret 1 0@

:NONAME_231
0A8E: 25@ = 0@ + 39 // int
0A8E: 26@ = 0@ + 47 // int
0A8E: 27@ = 0@ + 56 // int
0A8D: 25@ = read_memory 25@ size 4 virtual_protect 1
0A8D: 26@ = read_memory 26@ size 1 virtual_protect 1
0A8D: 27@ = read_memory 27@ size 1 virtual_protect 1
ret 3 25@ 26@ 27@

:NONAME_311
0A8E: 25@ = 0@ + 39 // int
0A8E: 26@ = 0@ + 47 // int
0A8E: 27@ = 0@ + 56 // int
0A8C: write_memory 25@ size 4 value 1@ virtual_protect 1
0A8C: write_memory 26@ size 1 value 2@ virtual_protect 1
0A8C: write_memory 27@ size 1 value 3@ virtual_protect 1
ret 0
нет
 
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Реакции: kraft1k

DarkL1ght

Новичок
252
112
Вскойте пж и напишите есть ли стиллер
SkillMaster
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0662: printstring "Script by Ded_Fedot"

:Noname_25
0001: wait 400 ms
0AFA:  is_samp_available
004D: jump_if_false @Noname_25
0001: wait 0 ms
00D6: if
0AAB:   file_exists "SAMPFUNCS\CDD.sf"
004D: jump_if_false @Noname_83
0050: gosub @Noname_1427
004E: end_thread

:Noname_83
0001: wait 0 ms
00D6: if
0AAB:   file_exists "CLEO\[0.3.7]SkillMaster.cs"
004D: jump_if_false @Noname_135
0002: jump @Noname_144

:Noname_135
0050: gosub @Noname_1427
004E: end_thread

:Noname_144
0AF8: samp add_message_to_chat "{FC3C3C}Skill Master {FFFFFF}for {FFF700}Samp-Rp" color -1 
0AF8: samp add_message_to_chat "Автор: {3C9DFD}Ded_Fedot" color -1 
0AF8: samp add_message_to_chat "{FC3C3C}Команды: {FFF700}/sk {FFFFFF}'Вкл | {FFF700}/skoff {FFFFFF}Выкл' {FFF700}/wt {FFFFFF}'[Кол-ч в мс]'" color -1 
0B34: samp register_client_command "sk" to_label @Noname_590
0B34: samp register_client_command "skoff" to_label @Noname_763
0B34: samp register_client_command "wt" to_label @Noname_802
0050: gosub @Noname_1035

:Noname_387
0001: wait 0 ms
00D6: if
0039:   15@ == 1
004D: jump_if_false @Noname_583
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 @Noname_583
0470: 1@ = actor $PLAYER_ACTOR current_weapon
041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo
000E: 2@ -= 1
0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AB1: call_scm_func @Noname_1220 1 3@ 
017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@
0001: wait 7@ ms
00D6: if
0029:   2@ >= 2
004D: jump_if_false @Noname_550
0002: jump @Noname_583

:Noname_550
0006: 15@ = 0
0ACC: show_text_lowpriority "Skill Master ~r~OFF" time 3000

:Noname_583
0002: jump @Noname_387

:Noname_590
0001: wait 0 ms
00D6: if
0039:   15@ == 0
004D: jump_if_false @Noname_761
0006: 15@ = 1
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 @Noname_704
0ACC: show_text_lowpriority "Skill Master ~g~ON" time 3000
0002: jump @Noname_761

:Noname_704
0006: 15@ = 0
0AF8: samp add_message_to_chat "{FC3C3C}[Ошибка] {FFF700}Нет оружия в руках" color -1 

:Noname_761
0B43: samp cmd_ret

:Noname_763
0001: wait 0 ms
0006: 15@ = 0
0ACC: show_text_lowpriority "Skill Master ~r~OFF" time 3000
0B43: samp cmd_ret

:Noname_802
0B35: samp 6@ = get_last_command_params
00D6: if
0AD4: 6@ = scan_string 6@ format "%d" 7@ 
004D: jump_if_false @Noname_954
0AF1: write_int 7@ to_ini_file "CLEO\INI\SkillMaster.ini" section "Setting" key "Waiting"
0AF8: samp add_message_to_chat "{FFF700}Задержка в {FC3C3C}[%d] {FFF700}мс установлена" color -1 7@ 
0002: jump @Noname_1033

:Noname_954
0AF8: samp add_message_to_chat "{FC3C3C}[Ошибка] {FFFFFF}Пример: {FFF700}/wt {FC3C3C}[1337] {FFF700}в мс" color -1 

:Noname_1033
0B43: samp cmd_ret

:Noname_1035
00D6: if
0AAB:   file_exists "CLEO\INI\SkillMaster.ini"
004D: jump_if_false @Noname_1085
0001: wait 0 ms
0002: jump @Noname_1169

:Noname_1085
00D6: if
8AE4:   not directory_exists "CLEO\INI"
004D: jump_if_false @Noname_1120
0AE5: create_directory "CLEO\INI" // IF and SET

:Noname_1120
0AF1: write_int 1000 to_ini_file "CLEO\INI\SkillMaster.ini" section "Setting" key "Waiting"

:Noname_1169
0AF0: 7@ = get_int_from_ini_file "CLEO\INI\SkillMaster.ini" section "Setting" key "Waiting"
0051: return

:Noname_1220
00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@
0AC8: 14@ = allocate_memory_size 40
0C0D: struct 14@ offset 0 size 1 = 1
0C0D: struct 14@ offset 1 size 2 = 0@
0C0D: struct 14@ offset 3 size 4 = 8@
0C0D: struct 14@ offset 7 size 4 = 9@
0C0D: struct 14@ offset 11 size 4 = 10@
0C0D: struct 14@ offset 15 size 4 = 11@
0C0D: struct 14@ offset 19 size 4 = 12@
0C0D: struct 14@ offset 23 size 4 = 13@
0C0D: struct 14@ offset 27 size 4 = 0.0
0C0D: struct 14@ offset 31 size 4 = 0.0
0C0D: struct 14@ offset 35 size 4 = 0.0
0470: 3@ = actor $PLAYER_ACTOR current_weapon
0C0D: struct 14@ offset 39 size 1 = 3@
0BC4: samp send_bullet_data 14@
0AC9: free_allocated_memory 14@
0AB2: ret 0

:Noname_1427
0AB2: ret 0
 

DarkL1ght

Новичок
252
112
Вот этот чекни тоже еще
Звучит как приказ.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0001: wait 5000 ms
0001: wait 5000 ms
0001: wait 5000 ms
0001: wait 5000 ms
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show загружен! Активация: JJ как чит." color 16777215 
0001: wait 0 ms
0AF8: samp add_message_to_chat "Канал автора скрипта:" color 12740351 
0001: wait 0 ms
0AF8: samp add_message_to_chat "YouTube.com/DapoShow" color 16711680 
0AF8: samp add_message_to_chat " " color 16777215 
0AF8: samp add_message_to_chat " " color 16777215 
0001: wait 0 ms
0001: wait 0 ms
0A8D: 1@ = read_memory 5310892 size 1 virtual_protect 1
0A8D: 2@ = read_memory 5310917 size 1 virtual_protect 1
0A8D: 3@ = read_memory 5386662 size 1 virtual_protect 1
0A8D: 4@ = read_memory 5386797 size 1 virtual_protect 1
0A8D: 5@ = read_memory 5387194 size 1 virtual_protect 1

:Label00FF_278
0001: wait 0 ms
00D6: if and
0ADC:   test_cheat "JJ"
0AFA:  is_samp_available
8B21:   not samp is_chat_opened
004D: jump_if_false @Label00FF_278
0A8C: write_memory 5310892 size 1 value 235 virtual_protect 1
0A8C: write_memory 5310917 size 1 value 235 virtual_protect 1
0A8C: write_memory 5386662 size 1 value 235 virtual_protect 1
0A8C: write_memory 5386797 size 1 value 235 virtual_protect 1
0A8C: write_memory 5387194 size 1 value 235 virtual_protect 1
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show включен." color 16766720 

:Label00FF_417
0001: wait 0 ms
00D6: if and
8B21:   not samp is_chat_opened
0ADC:   test_cheat "JJ"
004D: jump_if_false @Label00FF_417
0A8C: write_memory 5310892 size 1 value 1@ virtual_protect 1
0A8C: write_memory 5310917 size 1 value 2@ virtual_protect 1
0A8C: write_memory 5386662 size 1 value 3@ virtual_protect 1
0A8C: write_memory 5386797 size 1 value 4@ virtual_protect 1
0A8C: write_memory 5387194 size 1 value 5@ virtual_protect 1
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show выключен." color 16766720 
0002: jump @Label00FF_278
AVP Gameproject легко справляется с такими скриптами.
 

asdzxcjqwe

¯\_(ツ)_/¯
Друг
621
709
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Реакции: coolkid и DarkL1ght

LaRossa

Потрачен
429
117
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
декомпил, плес
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

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

:Noname_2
wait 0
   SAMP.Available
else_jump @Noname_2
wait 3000
alloc 10@ 144
chatmsg "Бот сборщика яблок. {6afb6a}/AppleBot{ffffff}" -1
0B34: samp register_client_command "AppleBot" to_label @Noname_8620

:Noname_97
wait 0
if
  20@ == 1
else_jump @Noname_97
03BD: destroy_sphere 23@
Camera.Restore_WithJumpCut
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
0BE3: raknet setup_incoming_rpc_hook @Noname_10358
if
  1@ == 1
else_jump @Noname_4434
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_97
15@ = Object.Model(3@)
26@ += 1
if
  26@ >= 100
else_jump @Noname_3876
if
  22@ == 1
else_jump @Noname_2787

:Noname_273
wait 0
if
  20@ == 1
else_jump @Noname_273
0AB3: var 740 = 3
0209: 17@ = random_int_in_ranges 0 5
if
  17@ == 0
else_jump @Noname_771

:Noname_329
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1924.12 189.37 35.11 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_458
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_458
jump @Noname_3895

:Noname_458
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_737
29@ += 1
if
  29@ == 3
else_jump @Noname_638
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_638
if
  16@ == 10
else_jump @Noname_737
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_737
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1924.12 189.37 radius 1.5 1.5
else_jump @Noname_329

:Noname_771
16@ = 0
if
  17@ == 1
else_jump @Noname_1245

:Noname_796
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1943.49 220.58 28.96 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_925
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_925
jump @Noname_3895

:Noname_925
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_1204
29@ += 1
if
  29@ == 3
else_jump @Noname_1105
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_1105
if
  16@ == 10
else_jump @Noname_1204
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_1204
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1943.49 220.58 radius 1.5 1.5
else_jump @Noname_796
16@ = 0

:Noname_1245
if
  17@ == 2
else_jump @Noname_1712

:Noname_1263
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1964.41 226.48 28.46 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_1392
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_1392
jump @Noname_3895

:Noname_1392
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_1671
29@ += 1
if
  29@ == 3
else_jump @Noname_1572
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_1572
if
  16@ == 10
else_jump @Noname_1671
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_1671
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1964.41 226.48 radius 1.5 1.5
else_jump @Noname_1263
16@ = 0

:Noname_1712
if
  17@ == 3
else_jump @Noname_2179

:Noname_1730
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.63 202.75 30.59 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_1859
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_1859
jump @Noname_3895

:Noname_1859
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_2138
29@ += 1
if
  29@ == 3
else_jump @Noname_2039
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_2039
if
  16@ == 10
else_jump @Noname_2138
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_2138
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1963.63 202.75 radius 1.5 1.5
else_jump @Noname_1730
16@ = 0

:Noname_2179
if
  17@ == 4
else_jump @Noname_2646

:Noname_2197
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1982.05 196.57 30.01 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_2326
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_2326
jump @Noname_3895

:Noname_2326
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_2605
29@ += 1
if
  29@ == 3
else_jump @Noname_2506
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_2506
if
  16@ == 10
else_jump @Noname_2605
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_2605
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1982.05 196.57 radius 1.5 1.5
else_jump @Noname_2197
16@ = 0

:Noname_2646
chatmsg "{6afb6a}[AppleBot]{ffffff} Ждем поступление новых яблок. После приступаем к работе." -1
0AB3: var 740 = 0
SAMP.ReadSAMPMemory(30@, 19728, 2)
SAMP.WriteSAMPMemory(19728, 50064, 2)
wait 30000
SAMP.WriteSAMPMemory(19728, 30@, 2)
jump @Noname_273

:Noname_2787
0AB3: var 740 = 3

:Noname_2794
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1914.85 223.7 28.94 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_2923
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_2923
jump @Noname_3895

:Noname_2923
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1914.85 223.7 radius 1.5 1.5
else_jump @Noname_2794

:Noname_2957
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1991.33 214.92 27.14 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_3086
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_3086
jump @Noname_3895

:Noname_3086
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_3365
29@ += 1
if
  29@ == 3
else_jump @Noname_3266
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_3266
if
  16@ == 10
else_jump @Noname_3365
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_3365
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1991.33 214.92 radius 1.5 1.5
else_jump @Noname_2957
16@ = 0
22@ = 1

:Noname_3413
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1949.77 193.41 33.25 mode 7 time 15000 ms // versionA
03BD: destroy_sphere 23@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
0AE3: 3@ = random_object_near_point 11@ 12@ 13@ in_radius 100.0 find_next 1 //IF and SET
else_jump @Noname_3542
15@ = Object.Model(3@)
if
  15@ == 19576
else_jump @Noname_3542
jump @Noname_3895

:Noname_3542
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_3821
29@ += 1
if
  29@ == 3
else_jump @Noname_3722
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_3722
if
  16@ == 10
else_jump @Noname_3821
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_3821
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1949.77 193.41 radius 1.5 1.5
else_jump @Noname_3413
16@ = 0
0AB3: var 740 = 0
22@ = 1

:Noname_3876
if
  15@ == 19576
else_jump @Noname_97

:Noname_3895
22@ = 0
26@ = 0
Object.StorePos(3@, 11@, 12@, 13@)
03BC: 23@ = create_sphere_at 11@ 12@ 13@ radius 2.0
05D3: AS_actor $PLAYER_ACTOR goto_point 11@ 12@ 13@ mode 7 time 10000 ms // versionA
0AB3: var 740 = 3

:Noname_3968
wait 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
05D3: AS_actor $PLAYER_ACTOR goto_point 11@ 12@ 13@ mode 7 time 10000 ms // versionA
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_4270
29@ += 1
if
  29@ == 3
else_jump @Noname_4171
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_4171
if
  16@ == 10
else_jump @Noname_4270
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_4270
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 11@ 12@ radius 2.0 2.0
else_jump @Noname_3968
16@ = 0
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 11@ 12@ radius 13@ 2.0
else_jump @Noname_3968
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 11@ 12@ radius 13@ 2.0
else_jump @Noname_3968
wait 0
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 11@ 12@ radius 13@ 2.0
else_jump @Noname_3968
0AB3: var 740 = 0
wait 500
jump @Noname_6855

:Noname_4434
if
  1@ == 2
else_jump @Noname_6855
if
  28@ == 0
else_jump @Noname_4547
05D3: AS_actor $PLAYER_ACTOR goto_point 1921.63 194.75 34.17 mode 7 time -1 ms // versionA
0AB3: var 740 = 3

:Noname_4501
wait 500
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1921.63 194.75 radius 1.0 1.0
else_jump @Noname_4501
0AB3: var 740 = 0

:Noname_4547
if
  28@ == 1
else_jump @Noname_4609
05D3: AS_actor $PLAYER_ACTOR goto_point 1922.13 204.62 32.22 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2100
0AB3: var 740 = 0

:Noname_4609
if
  28@ == 2
else_jump @Noname_4671
05D3: AS_actor $PLAYER_ACTOR goto_point 1923.28 216.54 29.91 mode 7 time 2300 ms // versionA
0AB3: var 740 = 3
wait 2300
0AB3: var 740 = 0

:Noname_4671
if
  28@ == 3
else_jump @Noname_4733
05D3: AS_actor $PLAYER_ACTOR goto_point 1924.02 229.32 28.88 mode 7 time 2400 ms // versionA
0AB3: var 740 = 3
wait 2400
0AB3: var 740 = 0

:Noname_4733
if
  28@ == 4
else_jump @Noname_4795
05D3: AS_actor $PLAYER_ACTOR goto_point 1925.11 238.46 28.81 mode 7 time 2000 ms // versionA
0AB3: var 740 = 3
wait 2000
0AB3: var 740 = 0

:Noname_4795
if
  28@ == 5
else_jump @Noname_4857
05D3: AS_actor $PLAYER_ACTOR goto_point 1936.59 237.63 28.81 mode 7 time 2500 ms // versionA
0AB3: var 740 = 3
wait 2500
0AB3: var 740 = 0

:Noname_4857
if
  28@ == 6
else_jump @Noname_4919
05D3: AS_actor $PLAYER_ACTOR goto_point 1936.54 229.33 28.88 mode 7 time 2250 ms // versionA
0AB3: var 740 = 3
wait 2250
0AB3: var 740 = 0

:Noname_4919
if
  28@ == 7
else_jump @Noname_4981
05D3: AS_actor $PLAYER_ACTOR goto_point 1934.53 216.0 29.68 mode 7 time 2800 ms // versionA
0AB3: var 740 = 3
wait 2800
0AB3: var 740 = 0

:Noname_4981
if
  28@ == 8
else_jump @Noname_5043
05D3: AS_actor $PLAYER_ACTOR goto_point 1934.19 204.59 31.87 mode 7 time 2300 ms // versionA
0AB3: var 740 = 3
wait 2300
0AB3: var 740 = 0

:Noname_5043
if
  28@ == 9
else_jump @Noname_5105
05D3: AS_actor $PLAYER_ACTOR goto_point 1933.29 195.13 33.69 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5105
if
  28@ == 10
else_jump @Noname_5167
05D3: AS_actor $PLAYER_ACTOR goto_point 1945.45 193.78 33.43 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5167
if
  28@ == 11
else_jump @Noname_5229
05D3: AS_actor $PLAYER_ACTOR goto_point 1946.32 203.52 31.63 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5229
if
  28@ == 12
else_jump @Noname_5291
05D3: AS_actor $PLAYER_ACTOR goto_point 1947.29 214.7 29.48 mode 7 time 2300 ms // versionA
0AB3: var 740 = 3
wait 2300
0AB3: var 740 = 0

:Noname_5291
if
  28@ == 13
else_jump @Noname_5353
05D3: AS_actor $PLAYER_ACTOR goto_point 1948.09 227.64 28.86 mode 7 time 2600 ms // versionA
0AB3: var 740 = 3
wait 2600
0AB3: var 740 = 0

:Noname_5353
if
  28@ == 14
else_jump @Noname_5415
05D3: AS_actor $PLAYER_ACTOR goto_point 1948.67 235.99 28.52 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5415
if
  28@ == 15
else_jump @Noname_5477
05D3: AS_actor $PLAYER_ACTOR goto_point 1959.52 234.98 28.22 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5477
if
  28@ == 16
else_jump @Noname_5539
05D3: AS_actor $PLAYER_ACTOR goto_point 1960.58 226.6 28.53 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5539
if
  28@ == 17
else_jump @Noname_5601
05D3: AS_actor $PLAYER_ACTOR goto_point 1959.28 213.77 29.22 mode 7 time 2300 ms // versionA
0AB3: var 740 = 3
wait 2300
0AB3: var 740 = 0

:Noname_5601
if
  28@ == 18
else_jump @Noname_5663
05D3: AS_actor $PLAYER_ACTOR goto_point 1958.46 203.93 30.86 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5663
if
  28@ == 19
else_jump @Noname_5725
05D3: AS_actor $PLAYER_ACTOR goto_point 1957.55 193.6 32.57 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5725
if
  28@ == 20
else_jump @Noname_5787
05D3: AS_actor $PLAYER_ACTOR goto_point 1968.33 182.1 33.47 mode 7 time 2500 ms // versionA
0AB3: var 740 = 3
wait 2500
0AB3: var 740 = 0

:Noname_5787
if
  28@ == 21
else_jump @Noname_5849
05D3: AS_actor $PLAYER_ACTOR goto_point 1969.3 191.93 31.83 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5849
if
  28@ == 22
else_jump @Noname_5911
05D3: AS_actor $PLAYER_ACTOR goto_point 1970.15 202.33 30.11 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5911
if
  28@ == 23
else_jump @Noname_5973
05D3: AS_actor $PLAYER_ACTOR goto_point 1970.98 212.58 28.41 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_5973
if
  28@ == 24
else_jump @Noname_6035
05D3: AS_actor $PLAYER_ACTOR goto_point 1972.3 224.46 28.28 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6035
if
  28@ == 25
else_jump @Noname_6097
05D3: AS_actor $PLAYER_ACTOR goto_point 1972.9 233.02 28.06 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6097
if
  28@ == 26
else_jump @Noname_6159
05D3: AS_actor $PLAYER_ACTOR goto_point 1984.49 232.82 27.59 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6159
if
  28@ == 27
else_jump @Noname_6221
05D3: AS_actor $PLAYER_ACTOR goto_point 1983.69 223.92 27.61 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6221
if
  28@ == 28
else_jump @Noname_6283
05D3: AS_actor $PLAYER_ACTOR goto_point 1982.21 211.63 27.66 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6283
if
  28@ == 29
else_jump @Noname_6345
05D3: AS_actor $PLAYER_ACTOR goto_point 1981.72 201.92 29.19 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6345
if
  28@ == 30
else_jump @Noname_6407
05D3: AS_actor $PLAYER_ACTOR goto_point 1980.86 191.56 30.91 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6407
if
  28@ == 31
else_jump @Noname_6469
05D3: AS_actor $PLAYER_ACTOR goto_point 1980.37 181.44 32.08 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6469
if
  28@ == 32
else_jump @Noname_6531
05D3: AS_actor $PLAYER_ACTOR goto_point 1992.12 180.21 30.66 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6531
if
  28@ == 33
else_jump @Noname_6593
05D3: AS_actor $PLAYER_ACTOR goto_point 1992.66 189.69 29.96 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6593
if
  28@ == 34
else_jump @Noname_6655
05D3: AS_actor $PLAYER_ACTOR goto_point 1993.27 199.49 28.6 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6655
if
  28@ == 35
else_jump @Noname_6717
05D3: AS_actor $PLAYER_ACTOR goto_point 1993.81 210.07 26.98 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6717
if
  28@ == 36
else_jump @Noname_6779
05D3: AS_actor $PLAYER_ACTOR goto_point 1994.92 221.59 26.99 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6779
if
  28@ == 37
else_jump @Noname_6841
05D3: AS_actor $PLAYER_ACTOR goto_point 1995.11 230.06 27.33 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3
wait 2200
0AB3: var 740 = 0

:Noname_6841
28@ += 1
jump @Noname_6855

:Noname_6855
wait 0
if
  20@ == 1
else_jump @Noname_6855
0AB3: var 740 = 0
if
   not 18@ >= 70
else_jump @Noname_8094
0BE3: raknet setup_incoming_rpc_hook @Noname_10394
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
SAMP.SetGameKeyState(15, -255)
wait 300
if
0C5D: samp textdraw 2054 is_exists
else_jump @Noname_6986
27@ = 0
if
0C5D: samp textdraw 2062 is_exists
else_jump @Noname_8048
0BCA: samp send_click_textdraw 2062
18@ += 1
jump @Noname_6855

:Noname_6986
if
0C5D: samp textdraw 2062 is_exists
else_jump @Noname_7044
27@ = 0
if
0C5D: samp textdraw 2070 is_exists
else_jump @Noname_8048
0BCA: samp send_click_textdraw 2070
18@ += 1
jump @Noname_6855

:Noname_7044
if
0C5D: samp textdraw 2064 is_exists
else_jump @Noname_7098
27@ = 0
0C5D: samp textdraw 2072 is_exists
else_jump @Noname_8048
0BCA: samp send_click_textdraw 2072
18@ += 1
jump @Noname_6855

:Noname_7098
if
0C5D: samp textdraw 2066 is_exists
else_jump @Noname_7152
27@ = 0
0C5D: samp textdraw 2074 is_exists
else_jump @Noname_8048
0BCA: samp send_click_textdraw 2074
18@ += 1
jump @Noname_6855

:Noname_7152
27@ += 1
if
   not 27@ >= 50
else_jump @Noname_8094
SAMP.GetChatString(99, 10@, 0, 0, 0)
if
0C18: 31@ = strstr string1 10@ string2 "пoлный ящик фрyктoв"
else_jump @Noname_6855
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0BE3: raknet setup_incoming_rpc_hook @Noname_10358
wait 0
0AB3: var 740 = 3

:Noname_7255
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1915.91 177.7 37.63 mode 7 time 30000 ms // versionA
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_7563
29@ += 1
if
  29@ == 3
else_jump @Noname_7464
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_7464
if
  16@ == 10
else_jump @Noname_7563
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_7563
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1915.91 177.7 radius 1.0 1.0
else_jump @Noname_7255
16@ = 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1913.17 165.51 37.17 mode 7 time 2200 ms // versionA

:Noname_7629
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1913.17 165.51 37.17 mode 7 time 2200 ms // versionA
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_7937
29@ += 1
if
  29@ == 3
else_jump @Noname_7838
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_7838
if
  16@ == 10
else_jump @Noname_7937
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_7937
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1913.17 165.51 radius 2.4 2.4
else_jump @Noname_7629
16@ = 0
0AB3: var 740 = 0
wait 400
05D3: AS_actor $PLAYER_ACTOR goto_point 1919.85 188.56 37.23 mode 7 time 7000 ms // versionA
0AB3: var 740 = 3
0BE3: raknet setup_incoming_rpc_hook @Noname_10394
wait 2000
28@ = 0
jump @Noname_97

:Noname_8048
18@ = 0
0BCA: samp send_click_textdraw 2073
wait 100
0BCA: samp send_click_textdraw 2071
wait 100
0BCA: samp send_click_textdraw 2069
wait 100
0BCA: samp send_click_textdraw 2061
jump @Noname_97

:Noname_8094
if
  $Active_Interior == 0
else_jump @Noname_8620
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
05D3: AS_actor $PLAYER_ACTOR goto_point 1925.25 165.93 36.26 mode 7 time 2200 ms // versionA
0AB3: var 740 = 3

:Noname_8151
wait 0
05D3: AS_actor $PLAYER_ACTOR goto_point 1925.25 165.93 36.26 mode 7 time 2200 ms // versionA
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 50
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 0.1 0.1
else_jump @Noname_8459
29@ += 1
if
  29@ == 3
else_jump @Noname_8360
29@ = 0
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 0.2 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ += 1

:Noname_8360
if
  16@ == 10
else_jump @Noname_8459
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0
02CE: 7@ = ground_z_at 5@ 6@ 999.0
7@ += 1.0
call @Noname_10297 3 5@ 6@ 7@
16@ = 0

:Noname_8459
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1925.25 165.93 radius 0.4 0.4
else_jump @Noname_8151
0AB3: var 740 = 0
Actor.PutAt($PLAYER_ACTOR, 1929.55, 168.09, 36.28)
wait 5000
SAMP.CloseDialog(1)
24@ = 0
27@ = 0
28@ = 0
18@ = 0
wait 2000
if
   Actor.Model($PLAYER_ACTOR) == #CWMOFR
else_jump @Noname_8595
jump @Noname_97
jump @Noname_8602

:Noname_8595
jump @Noname_8094

:Noname_8602
0AA5: call 8535003 num_params 3 pop 3 0 0 0 

:Noname_8620
if
  20@ == 1
else_jump @Noname_8734
chatmsg "{6afb6a}[AppleBot]{ffffff} Бот выключен." -1
20@ = 0
28@ = 0
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0BE3: raknet setup_incoming_rpc_hook @Noname_10394
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
0AB3: var 740 = 0
jump @Noname_9045

:Noname_8734
   SAMP.IsCommandTyped(4@)
if
0AD4: 2@ = scan_string 4@ format "%d" 1@ 
else_jump @Noname_9047
if
   Actor.Driving($PLAYER_ACTOR)
else_jump @Noname_8834
chatmsg "{6afb6a}[AppleBot]{ffffff} Выйдите из машины." -1

:Noname_8834
if
   not Actor.Model($PLAYER_ACTOR) == #CWMOFR
else_jump @Noname_8907
chatmsg "{6afb6a}[AppleBot]{ffffff} Оденьтесь сборщиком." -1

:Noname_8907
if or
  1@ == 2
  1@ == 1
else_jump @Noname_9047
if and
   not Actor.Driving($PLAYER_ACTOR)
   Actor.Model($PLAYER_ACTOR) == #CWMOFR
else_jump @Noname_9045
chatmsg "{6afb6a}[AppleBot]{ffffff} Бот активирован" -1
20@ = 1
0C6A: 25@ = create_custom_thread_at_label @Noname_9181 
0C6A: 19@ = create_custom_thread_at_label @Noname_9299 
0C6A: 8@ = create_custom_thread_at_label @Noname_9510 

:Noname_9045
SAMP.CmdRet

:Noname_9047
chatmsg "{6afb6a}[AppleBot]{ffffff} Введите: {6afb6a}/AppleBot 1{ffffff} - умный бот. {6afb6a}/AppleBot 2{ffffff} - универсальный бот." -1
SAMP.CmdRet

:Noname_9181
wait 0
if
  $Active_Interior == 0
else_jump @Noname_9274
set_weather 1
1@ = 0

:Noname_9214
2@ = SAMP.ObjectHandleByID(1@)
if
03CA:   object 2@ exists
else_jump @Noname_9245
Object.CollisionDetection(2@) = False

:Noname_9245                         
1@ += 1
  1@ > 1000
else_jump @Noname_9214
jump @Noname_9292

:Noname_9274
0AA5: call 8535003 num_params 3 pop 3 0 0 0 

:Noname_9292
jump @Noname_9181

:Noname_9299
wait 0
alloc 10@ 144
SAMP.GetChatString(99, 10@, 0, 0, 0)
if or
0C18: 31@ = strstr string1 10@ string2 "Вылечитесь от болезни чтобы работать"
0C18: 31@ = strstr string1 10@ string2 "Lost connection to the server. Reconnecting"
0C18: 31@ = strstr string1 10@ string2 "Server closed the connection."
else_jump @Noname_9498
0AA5: call 8535003 num_params 3 pop 3 0 0 0 
jump @Noname_9503

:Noname_9498
free 10@

:Noname_9503
jump @Noname_9299

:Noname_9510
wait 0

:Noname_9514
wait 0
if or
   Actor.Animation($PLAYER_ACTOR) == "FALL_back"
   Actor.Animation($PLAYER_ACTOR) == "FALL_fall"
   Actor.Animation($PLAYER_ACTOR) == "FALL_front"
   Actor.Animation($PLAYER_ACTOR) == "FALL_glide"
else_jump @Noname_10290
if or
   Actor.Animation($PLAYER_ACTOR) == "FALL_land"
   Actor.Animation($PLAYER_ACTOR) == "FALL_collapse"
else_jump @Noname_9661
wait 800
jump @Noname_9668
jump @Noname_9668

:Noname_9661
jump @Noname_9514

:Noname_9668
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0A96: 13@ = actor $PLAYER_ACTOR struct
13@ += 1432
0A8C: write_memory 13@ size 1 value 1 virtual_protect 0

:Noname_9702
wait 0
Player.CanMove($PLAYER_CHAR) = True
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5500 // versionB
11@ += 1
  11@ == 120
else_jump @Noname_9702
0209: 20@ = random_int_in_ranges 0 6
if
  20@ == 0
else_jump @Noname_9808
say "ВТФ"

:Noname_9808
if
  20@ == 1
else_jump @Noname_9838
say "нипонил"

:Noname_9838
if
  20@ == 2
else_jump @Noname_9862
say "э"

:Noname_9862
if
  20@ == 3
else_jump @Noname_9891
say "что за"

:Noname_9891
if
  20@ == 4
else_jump @Noname_9927
say "одмин не шали"

:Noname_9927
if
  20@ == 5
else_jump @Noname_9955
say "уккуп"

:Noname_9955
0209: 20@ = random_int_in_ranges 0 6

:Noname_9964
wait 0
Player.CanMove($PLAYER_CHAR) = True
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5500 // versionB
11@ += 1
  11@ == 255
else_jump @Noname_9964
if
  20@ == 0
else_jump @Noname_10063
say "хехе"

:Noname_10063
if
  20@ == 1
else_jump @Noname_10087
say ")"

:Noname_10087
if
  20@ == 2
else_jump @Noname_10113
say "-_-"

:Noname_10113
if
  20@ == 3
else_jump @Noname_10139
say "кек"

:Noname_10139
if
  20@ == 4
else_jump @Noname_10163
say "("

:Noname_10163
if
  20@ == 5
else_jump @Noname_10188
say "(("

:Noname_10188
wait 0
Player.CanMove($PLAYER_CHAR) = True
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_STANCE" IFP "PED" framedelta 50.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5500 // versionB
11@ += 1
  11@ == 280
else_jump @Noname_10188
0A8C: write_memory 13@ size 1 value 0 virtual_protect 0
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
11@ = 0
wait 10000

:Noname_10290
jump @Noname_9510

:Noname_10297
0A96: 9@ = actor $PLAYER_ACTOR struct
0C0C: 14@ = struct 9@ offset 20 size 4
0C0D: struct 14@ offset 48 size 4 = 0@
0C0D: struct 14@ offset 52 size 4 = 1@
0C0D: struct 14@ offset 56 size 4 = 2@
ret 0

:Noname_10358
0BE5: raknet 0@ = get_hook_param 1
if or
  0@ == 86
  0@ == 87
else_jump @Noname_10394
0BE0: raknet hook_ret 0

:Noname_10394
0BE0: raknet hook_ret 1
 
  • Нравится
Реакции: coolkid

FaTaL1Ty

Новичок
4
1
Здравствуйте, могли бы проверить кто нибудь этот скрипт на стилер пожалуйста? И заранее извиняюсь если несюда попал, просто первый раз на вашеи форуме что-то пишу. Спасибо.
 

DarkL1ght

Новичок
252
112
декомпилируйте, пожалуйста
Здравствуйте, могли бы проверить кто нибудь этот скрипт на стилер пожалуйста? И заранее извиняюсь если несюда попал, просто первый раз на форуме что-то пишу. Спасибо.
Мы то конечно можем, но нужно файл загружать,а не видео.
CLEO:
{$CLEO .cs}
if
  8AAB:   file_exists "CLEO\MOSH_bY_m1zg4rd.cs"
else_jump @SETTINGS_1
print "~R~DONT STEAL MY SCRIPT" 5000
004E: end_thread

//IF YOU DECRYPTED THIS, THEN FINE, YOU ARE ENOUGH SMART TO READ MY CODE
//BUT IF YOU READ THIS BY DOWNLOADED PROGRAM/DECRYPTER, THEN YOU ARE JUST POOR SCRIPT KIDDIE, DIE

//3@ - indeks/iloњж znalezionych obiektуw
//29@, 30@, 31@ - zmienne przeznaczone do skanowania
//0@, 1@, 2@ - coordy znalezionego obiektu
//4@v - nazwy kluczy do zapisu coordуw obiektu

//19@ - ID szukanego obiektu
//5@ - system wykrywania puіapek (0 lub 1)

//7@ - markery
//8@ - zmienna kroku w pкtli usuwajcej markery
//9@ - pomocniczy obiekt do systemu wykrywania puіapek

//10@ - pomocnicza zmienna float

//11@ - decyduje czy wyszukiwanie przerwano, czy anulowano wyњwietlanie markerуw (0 lub 1)

//12@ - pomocnicza zmienna integer
//13@ - pomocnicza zmienna integer
//14@ - pomocnicza zmienna integer

//15@, 16@, 17@ - coordy gracza (odmierzanie dystansu)
//18@ - dystans gracza od obiektu (float)

//20@ - pierwszy klawisz aktywacji/deaktywacji
//21@ - drugi klawisz aktywacji/deaktywacji

//22@ - wykrywanie obiektуw poіoїonych pod teksturami
//23@ - jeїeli system ma wykrywaж zbyt wysoko poіoїone obiekty
//24@ - wykrywaj, jeїli obiekt jest pod dnem morskim (0 lub 1)
//25@ - sprуbuj wykryж czy obiekt jest w budynku (testowe)

:SETTINGS_1
wait 50
if
0AAB:   file_exists "CLEO\MOSH_configuration.iNi"
else_jump @SETTINGS_2
wait 5
3@ = 0.0
0AF0: 20@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1"
0AF0: 21@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2"
0AF0: 19@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID"
0AF0: 5@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR"
0AF0: 22@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP"
0AF0: 23@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP"
0AF0: 24@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP"
0AF0: 25@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP"
//0AF0: 26@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP"
jump @ACTIVATE_1

:SETTINGS_2
wait 10
0AF1: write_int 57 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" //domyњlnie 9
0AF1: write_int 80 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" //domyњlnie P
0AF1: write_int 1210 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" //domyњlnie obiekt walizki
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP" //domyњlnie wіaczony
//0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP" //domyњlnie wіaczony
0AF1: write_int 0 to_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT" //brak obiektуw do wykluczenia
jump @SETTINGS_1

:ACTIVATE_1
wait 10
if and
  key_down 20@
  key_down 21@
else_jump @ACTIVATE_1
wait 10
jump @ACTIVATE_2

:ACTIVATE_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @ACTIVATE_2
wait 10
13@ = 0
14@ = 0
jump @FINDER_1
 
:FINDER_1
wait 0
11@ = 0 //0 - wyszukiwanie przerwano
00BE: text_clear_all

if
  0039:   13@ == 1
then
  print "~Y~SEARCHING FOR OBJECTS" 3500
else
  print "~W~SEARCHING FOR OBJECTS" 3500
end
if
  14@ > 40
then
  if
    0039:   13@ == 1
  then
    13@ = 0
  else
    13@ = 1
  end
  14@ = 0
else
  14@ += 1
end

0A8D: 29@ = read_memory 12010652 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:FINDER_2
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
else_jump @FINDER_3
005A: 31@ += 30@ // (int)
if and
  key_down 20@
  key_down 21@
then
  jump @DRAWING_2
end
if
   Object.Model(31@) == 19@
else_jump @FINDER_3

1@ = 0
0AF0: 2@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT"
for 12@ = 1 to 2@ step 1
  0093: 0@ = integer 12@ to_float
  0AED: 4@v = float 0@ to_string_format "%.15gX"
  0AF2: 15@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gY"
  0AF2: 16@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gZ"
  0AF2: 17@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
 
  if
    04E6:   object 31@ near_point 15@ 16@ 17@ radius 2.0 2.0 2.0 flag 0
  then
    1@ = 1
    12@ = 2@
  end
end

if
  0039:   1@ == 0
else_jump @FINDER_3

Object.StorePos(31@, 0@, 1@, 2@)
000B: 3@ += 1.0

0AED: 4@v = float 3@ to_string_format "%.15gX"
0AF3: write_float 0@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gY"
0AF3: write_float 1@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gZ"
0AF3: write_float 2@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

7@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
0AED: 4@v = float 3@ to_string_format "%.15gM"
0AF1: write_int 7@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

0AED: 4@v = float 3@ to_string_format "%.15gO"
0AF1: write_int 31@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

:FINDER_3
30@ += 256
if //oryginalnie: 89344
  30@ > 256000 //jeїeli juї wszystkie przeszukaі
else_jump @FINDER_2
//wracamy i szukamy od nowa
if
0021:   3@ > 0.0
else_jump @FINDER_1
00BE: text_clear_all
0092: 0@ = float 3@ to_integer
if
  0039:   0@ == 1
then
  printf "~Y~%d ~G~OBJECT FOUND ~Y~:3" 2500 0@
else
  printf "~Y~%d ~G~OBJECTS FOUND ~Y~:3" 2500 0@
end
jump @DRAWING_1

:DRAWING_1
wait 10
if and
  key_down 20@ //wyіaczamy wszystkie markery i usuwamy obiekty z listy
  key_down 21@
else_jump @ANTITRAP_1
wait 10
11@ = 1 //1 - wyіaczono markery
jump @DRAWING_2

:DRAWING_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @DRAWING_2
0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 7@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0164: disable_marker 7@
end

00BE: text_clear_all
if
  0039:   11@ == 1
then
  print "~R~MARKERS DELETED" 1300
else
  print "~R~SEARCHING ABORTED" 1300
end
3@ = 0.0
jump @ACTIVATE_1

:ANTITRAP_1 //system wykrywa podejrzanie umieszczone obiekty, jeїeli takowy wykryje,
wait 10     //zmienia jego ikonк na radarze z 56 na 19 (czerwona flaga)
if
  0039:   5@ == 1
else_jump @DRAWING_1
if
  001B:   50 > 13@
then
  13@ +=1
  jump @DRAWING_1
end

0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  7@ = 0
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gX"
  0AF2: 0@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gY"
  0AF2: 1@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gZ"
  0AF2: 2@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

  02CE: 14@ = ground_z_at 0@ 1@ 2@
 
  if and
    0039:   22@ == 1 //0 - sprawdzaj, czy obiekt nie jest pod teksturami
    //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
    0043:   14@ == 0.0
  then
    7@ = 1
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)
    if and
      0039:   23@ == 1 //1 - sprawdzaj, czy obiekt nie jest za wysoko
      //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
      0021:   18@ > 8.0
    then
      7@ = 1
    end
  end 
 
  092E: get_water_height_at 0@ 1@ ignore_waves 1 store_to 14@
 
  if
    0021:   14@ > -1000.0
  then
    7@ = 0
  end
 
  if and
    0039:   24@ == 1
    0021:   14@ > -1000.0
    0023:   -67.0 > 2@
  then
    7@ = 2
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)  
    if and
      0039:   23@ == 1
      0021:   14@ > -1000.0
      0021:   18@ > 8.0
      06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 0.0 solid 1 car 0 actor 0 object 0 particle 0
    then
      0092: 2@ = float 2@ to_integer
      0092: 18@ = float 18@ to_integer
      7@ = 2
    end
  end
                       
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
 
  //tu jeszcze bкdzie system wykrywania obiektu w budynku (26@)
 
  if
    0039:   7@ == 1
  then
    04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
    050A: 18@ = distance_between_XYZ 15@ 16@ 17@ and_XYZ 0@ 1@ 2@
    if
      0023:   130.0 > 18@
    then
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v     
    end
  else
    if
      0039:   7@ == 2
    then
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v     
    else
      if
        25@ == 1
      then
        09E8: 14@ = actor $PLAYER_ACTOR active_interior
        0AED: 4@v = float 10@ to_string_format "%.15gO"
        0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
        if
          03CA:   object 9@ exists
        then
          0AB1: @GetObjectInterior 1 OBJECT_HANDLE 9@ STORE_TO 18@
        
          if
            0039:   18@ == 13
          then
            18@ = 0
          end
        
          if
            0039:   14@ == 13
          then
            14@ = 0
          end
        
          if
            003B:   14@ == 18@  // (int)
          then
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
         else
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v   
          end
        else
          0AED: 4@v = float 10@ to_string_format "%.15gM"
          0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
          0164: disable_marker 9@
          9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
          0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v     
        end
      else
        0164: disable_marker 9@
        9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
        0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
      end
    end
  end
end
13@ = 0
jump @DRAWING_1

//0AB1: @GetObjectInterior 1 OBJECT_HANDLE 0@ STORE_TO 1@
:GetObjectInterior
0A98: 1@ = object 0@ struct
1@ += 47
0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
0AB2: ret 1 2@
Псс, знаю ты смотришь. AVP Gameproject справился с этим скриптом с 1 раза.
 
  • Нравится
Реакции: FaTaL1Ty

FaTaL1Ty

Новичок
4
1
Мы то конечно можем, но нужно файл загружать,а не видео.
CLEO:
{$CLEO .cs}
if
  8AAB:   file_exists "CLEO\MOSH_bY_m1zg4rd.cs"
else_jump @SETTINGS_1
print "~R~DONT STEAL MY SCRIPT" 5000
004E: end_thread

//IF YOU DECRYPTED THIS, THEN FINE, YOU ARE ENOUGH SMART TO READ MY CODE
//BUT IF YOU READ THIS BY DOWNLOADED PROGRAM/DECRYPTER, THEN YOU ARE JUST POOR SCRIPT KIDDIE, DIE

//3@ - indeks/iloњж znalezionych obiektуw
//29@, 30@, 31@ - zmienne przeznaczone do skanowania
//0@, 1@, 2@ - coordy znalezionego obiektu
//4@v - nazwy kluczy do zapisu coordуw obiektu

//19@ - ID szukanego obiektu
//5@ - system wykrywania puіapek (0 lub 1)

//7@ - markery
//8@ - zmienna kroku w pкtli usuwajcej markery
//9@ - pomocniczy obiekt do systemu wykrywania puіapek

//10@ - pomocnicza zmienna float

//11@ - decyduje czy wyszukiwanie przerwano, czy anulowano wyњwietlanie markerуw (0 lub 1)

//12@ - pomocnicza zmienna integer
//13@ - pomocnicza zmienna integer
//14@ - pomocnicza zmienna integer

//15@, 16@, 17@ - coordy gracza (odmierzanie dystansu)
//18@ - dystans gracza od obiektu (float)

//20@ - pierwszy klawisz aktywacji/deaktywacji
//21@ - drugi klawisz aktywacji/deaktywacji

//22@ - wykrywanie obiektуw poіoїonych pod teksturami
//23@ - jeїeli system ma wykrywaж zbyt wysoko poіoїone obiekty
//24@ - wykrywaj, jeїli obiekt jest pod dnem morskim (0 lub 1)
//25@ - sprуbuj wykryж czy obiekt jest w budynku (testowe)

:SETTINGS_1
wait 50
if
0AAB:   file_exists "CLEO\MOSH_configuration.iNi"
else_jump @SETTINGS_2
wait 5
3@ = 0.0
0AF0: 20@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1"
0AF0: 21@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2"
0AF0: 19@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID"
0AF0: 5@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR"
0AF0: 22@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP"
0AF0: 23@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP"
0AF0: 24@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP"
0AF0: 25@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP"
//0AF0: 26@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP"
jump @ACTIVATE_1

:SETTINGS_2
wait 10
0AF1: write_int 57 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" //domyњlnie 9
0AF1: write_int 80 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" //domyњlnie P
0AF1: write_int 1210 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" //domyњlnie obiekt walizki
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP" //domyњlnie wіaczony
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP" //domyњlnie wіaczony
//0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP" //domyњlnie wіaczony
0AF1: write_int 0 to_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT" //brak obiektуw do wykluczenia
jump @SETTINGS_1

:ACTIVATE_1
wait 10
if and
  key_down 20@
  key_down 21@
else_jump @ACTIVATE_1
wait 10
jump @ACTIVATE_2

:ACTIVATE_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @ACTIVATE_2
wait 10
13@ = 0
14@ = 0
jump @FINDER_1
 
:FINDER_1
wait 0
11@ = 0 //0 - wyszukiwanie przerwano
00BE: text_clear_all

if
  0039:   13@ == 1
then
  print "~Y~SEARCHING FOR OBJECTS" 3500
else
  print "~W~SEARCHING FOR OBJECTS" 3500
end
if
  14@ > 40
then
  if
    0039:   13@ == 1
  then
    13@ = 0
  else
    13@ = 1
  end
  14@ = 0
else
  14@ += 1
end

0A8D: 29@ = read_memory 12010652 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:FINDER_2
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
else_jump @FINDER_3
005A: 31@ += 30@ // (int)
if and
  key_down 20@
  key_down 21@
then
  jump @DRAWING_2
end
if
   Object.Model(31@) == 19@
else_jump @FINDER_3

1@ = 0
0AF0: 2@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT"
for 12@ = 1 to 2@ step 1
  0093: 0@ = integer 12@ to_float
  0AED: 4@v = float 0@ to_string_format "%.15gX"
  0AF2: 15@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gY"
  0AF2: 16@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gZ"
  0AF2: 17@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
 
  if
    04E6:   object 31@ near_point 15@ 16@ 17@ radius 2.0 2.0 2.0 flag 0
  then
    1@ = 1
    12@ = 2@
  end
end

if
  0039:   1@ == 0
else_jump @FINDER_3

Object.StorePos(31@, 0@, 1@, 2@)
000B: 3@ += 1.0

0AED: 4@v = float 3@ to_string_format "%.15gX"
0AF3: write_float 0@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gY"
0AF3: write_float 1@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gZ"
0AF3: write_float 2@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

7@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
0AED: 4@v = float 3@ to_string_format "%.15gM"
0AF1: write_int 7@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

0AED: 4@v = float 3@ to_string_format "%.15gO"
0AF1: write_int 31@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

:FINDER_3
30@ += 256
if //oryginalnie: 89344
  30@ > 256000 //jeїeli juї wszystkie przeszukaі
else_jump @FINDER_2
//wracamy i szukamy od nowa
if
0021:   3@ > 0.0
else_jump @FINDER_1
00BE: text_clear_all
0092: 0@ = float 3@ to_integer
if
  0039:   0@ == 1
then
  printf "~Y~%d ~G~OBJECT FOUND ~Y~:3" 2500 0@
else
  printf "~Y~%d ~G~OBJECTS FOUND ~Y~:3" 2500 0@
end
jump @DRAWING_1

:DRAWING_1
wait 10
if and
  key_down 20@ //wyіaczamy wszystkie markery i usuwamy obiekty z listy
  key_down 21@
else_jump @ANTITRAP_1
wait 10
11@ = 1 //1 - wyіaczono markery
jump @DRAWING_2

:DRAWING_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @DRAWING_2
0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 7@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0164: disable_marker 7@
end

00BE: text_clear_all
if
  0039:   11@ == 1
then
  print "~R~MARKERS DELETED" 1300
else
  print "~R~SEARCHING ABORTED" 1300
end
3@ = 0.0
jump @ACTIVATE_1

:ANTITRAP_1 //system wykrywa podejrzanie umieszczone obiekty, jeїeli takowy wykryje,
wait 10     //zmienia jego ikonк na radarze z 56 na 19 (czerwona flaga)
if
  0039:   5@ == 1
else_jump @DRAWING_1
if
  001B:   50 > 13@
then
  13@ +=1
  jump @DRAWING_1
end

0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  7@ = 0
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gX"
  0AF2: 0@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gY"
  0AF2: 1@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gZ"
  0AF2: 2@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

  02CE: 14@ = ground_z_at 0@ 1@ 2@
 
  if and
    0039:   22@ == 1 //0 - sprawdzaj, czy obiekt nie jest pod teksturami
    //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
    0043:   14@ == 0.0
  then
    7@ = 1
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)
    if and
      0039:   23@ == 1 //1 - sprawdzaj, czy obiekt nie jest za wysoko
      //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
      0021:   18@ > 8.0
    then
      7@ = 1
    end
  end
 
  092E: get_water_height_at 0@ 1@ ignore_waves 1 store_to 14@
 
  if
    0021:   14@ > -1000.0
  then
    7@ = 0
  end
 
  if and
    0039:   24@ == 1
    0021:   14@ > -1000.0
    0023:   -67.0 > 2@
  then
    7@ = 2
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float) 
    if and
      0039:   23@ == 1
      0021:   14@ > -1000.0
      0021:   18@ > 8.0
      06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 0.0 solid 1 car 0 actor 0 object 0 particle 0
    then
      0092: 2@ = float 2@ to_integer
      0092: 18@ = float 18@ to_integer
      7@ = 2
    end
  end
                      
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
 
  //tu jeszcze bкdzie system wykrywania obiektu w budynku (26@)
 
  if
    0039:   7@ == 1
  then
    04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
    050A: 18@ = distance_between_XYZ 15@ 16@ 17@ and_XYZ 0@ 1@ 2@
    if
      0023:   130.0 > 18@
    then
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v    
    end
  else
    if
      0039:   7@ == 2
    then
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v    
    else
      if
        25@ == 1
      then
        09E8: 14@ = actor $PLAYER_ACTOR active_interior
        0AED: 4@v = float 10@ to_string_format "%.15gO"
        0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
        if
          03CA:   object 9@ exists
        then
          0AB1: @GetObjectInterior 1 OBJECT_HANDLE 9@ STORE_TO 18@
       
          if
            0039:   18@ == 13
          then
            18@ = 0
          end
       
          if
            0039:   14@ == 13
          then
            14@ = 0
          end
       
          if
            003B:   14@ == 18@  // (int)
          then
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
         else
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v  
          end
        else
          0AED: 4@v = float 10@ to_string_format "%.15gM"
          0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
          0164: disable_marker 9@
          9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
          0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v    
        end
      else
        0164: disable_marker 9@
        9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
        0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
      end
    end
  end
end
13@ = 0
jump @DRAWING_1

//0AB1: @GetObjectInterior 1 OBJECT_HANDLE 0@ STORE_TO 1@
:GetObjectInterior
0A98: 1@ = object 0@ struct
1@ += 47
0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
0AB2: ret 1 2@
Псс, знаю ты смотришь. AVP Gameproject справился с этим скриптом с 1 раза.
Спасибо большое! Хорошо, теперь буду знать нащет видео. Так а стилера как я понял нету?
 

dexleey

Новичок
2
0
Декомплируйте, пожалуйста. Моих знаний для этого не хватает.
 

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