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:

bereg101

Участник
55
0
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

0000: NOP
0662: printstring "Автор скрипта: Ded_Fedot"
0662: printstring "vk.com/idedfedot"
0662: printstring "Prima-Hack.net | LiteHack.ru | BlastHack.net"
0AB1: call_scm_func @Noname_2811 1 -113
hex
 FD 46 4D ED BA B3 B3 48 4D 4D CC B3 B3 B3 4C B2
 B3 B7 B3 02 B9 B2 BC 4A 4C 4C B7 B2 B2 DE 4C 4C
 4C B3 09 DF DB DF 74 D5 D1 CF 8C 9E 92 8F 99 8A
 91 9C 8C 83 9C 9B 9B F1 AC B9 92 DF DE EE 20 20
 20 DF D4 D1 CF 9C 93 9A 90 83 8C BA B1 BB 8F B6
 BC B4 F1 BC AC 8F DF DE 1B 25 20 20 91 DF 09 DF
 DB DF 74 D5 D1 CF 9C 93 9A 90 83 8C BA B1 BB 8F
 B6 BC B4 F1 BC AC 92 DF DE D4 20 20 20 DD DF DE
 DD 20 20 20 8F DF DE 1B 25 20 20 91 DF 09 DF DB
 DF 74 D5 D1 CE 8C 9E 92 8F 99 8A 91 9C 8C 83 9C
 9B 9B F1 B6 B1 B6 92 DF DE 16 21 20 20 DF D4 D1
 D3 9C 93 9A 90 83 9C 9B 9B F1 B6 B1 B6 8F DF DE
 1B 25 20 20 91 DF 09 DF DB DF 74 D5 D1 C9 9C 93
 9A 90 83 9C B3 BA B0 80 9B BA BC AD A6 AF AB B0
 AD F1 BC AC 92 DF DE B2 21 20 20 DF D4 D1 CF 9C
 93 9A 90 83 8C BA B1 BB 8F B6 BC B4 F1 BC AC DF
 D4 D1 C9 9C 93 9A 90 83 9C B3 BA B0 80 9B BA BC
 AD A6 AF AB B0 AD F1 BC AC 8F DF DE 1B 25 20 20
 91 DF 09 DF DB DF 74 D5 D1 C8 9C 93 9A 90 83 9C
 B3 BA B0 80 9B BA BC AD A6 AF AB B0 AD F1 B6 B1
 B6 92 DF DE DF 21 20 20 DF D4 D1 C8 9C 93 9A 90
 83 9C B3 BA B0 80 9B BA BC AD A6 AF AB B0 AD F1
 B6 B1 B6 DF D4 D1 CF 9C 93 9A 90 83 8C BA B1 BB
 8F B6 BC B4 F1 BC AC 8F DF DE 1B 25 20 20 91 DF
 02 B9 B2 BC 4A 4C 4C B7 B2 B2 DE 4C 4C 4C B3 FD
 46 4D ED BA B3 B3 48 4D 4D CC B3 B3 B3 4C FD 46
 4D ED B6 B3 B3 48 4D 4D AE B1 B3 B3 4C B2 B3 B6
 23 B2 49 B9 FE B3 B2 51 4E 4C 4C 87 B8 BD B6 C0
 C3 DA D0 D8 B2 93 4E 4C 4C 87 B8 BD B6 C1 C3 DA
 D0 D8 B2 FA 4E 4C 4C DE B8 BD B9 F0 DC C6 C1 DA
 D6 C1 FD D6 C4 B7 BA B7 BF B0 BE B3 B2 B3 B7 B3
 65 B3 B7 B3 8A B3 B0 AE B3 B7 B2 FE B3 B2 E3 4E
 4C 4C 41 B9 BD A2 F0 FF F6 FC EF E0 D6 DD D7 E3
 DA D0 D8 9D DA DD DA BD BA 7E 53 42 41 43 5D 5A
 59 5B BD BA 77 5B 42 41 53 5E 45 5B 4C B0 AF B3
 B5 B3 B0 AC B3 B0 AF B3 E3 B3 B2 86 4F 4C 4C B1
 B3 B2 10 4E 4C 4C 65 B3 B7 B3 8A B3 B0 AE B3 B7
 B3 FE B3 B2 9A 4E 4C 4C B5 B3 B0 AE B3 B7 B2 B1
 B3 B2 91 4E 4C 4C B5 B3 B0 AE B3 B7 B3 F0 B8 86
 B8 B0 B3 B3 A4 BF B0 B3 B3 B0 B0 B3 65 B3 B7 B3
 AA B3 B0 B0 B3 B7 B3 FE B3 B2 32 4F 4C 4C 67 B9
 B0 B3 B3 BD B1 96 D7 B0 B3 B3 B0 B0 B3 B3 E2 B8
 B0 B0 B3 B0 B7 B3 E8 B5 B0 B7 B3 B0 B3 B3 B0 B2
 B3 B0 B1 B3 65 B3 B7 B3 6C 33 B1 BF B3 FE B3 B2
 32 4F 4C 4C BC B3 B0 B3 B3 B5 B3 B3 B9 B2 CC 4F
 4C 4C B7 B0 B0 B3 B3 B0 B2 B3 B0 B1 B3 B3 62 B8
 B0 B0 B3 7C B9 BD AF CD D4 CD E0 F0 E1 FA E3 E7
 93 CD C4 CD F1 EA 93 CD C1 CD F7 F6 F7 EC F5 F6
 F7 FC E7 B6 5B B0 B7 B1 B3 F0 B8 F0 B8 98 B8 B1
 BF B3 B0 B5 B3 7B B9 B7 F7 B0 B4 B3 09 B8 B0 B5
 B3 B0 B4 B3 BE BF B0 B4 B3 B7 B5 B7 B7 B0 B3 B3
 BE BF B0 B4 B3 B7 B9 B7 B7 B0 B2 B3 BE BF B0 B4
 B3 B7 BD B7 B7 B0 B1 B3 73 B8 B0 B4 B3 7A B9 B0
 B4 B3 01 B9 B7 B3 B3 B5 B3 B0 B3 B3 B7 B3 43 B0
 B7 B2 E2 B8 B0 B3 B3 B0 B2 B3 E8 B5 B0 B2 B3 B0
 B1 B3 B0 B0 B3 B0 B7 B3 13 B3 B1 BF B3 B0 B4 B3
 B0 BB B3 B0 BA B3 65 B3 B7 B3 4D B3 B1 BF B3 B0
 B1 B3 B0 B0 B3 B0 B7 B3 B0 AF B3 B0 AF B3 B0 AF
 B3 B7 B3 FE B3 B2 F5 48 4C 4C 65 B3 B7 B3 02 B9
 B2 9D 48 4C 4C B7 B0 B0 B1 B3 B0 B0 B3 B0 B7 B3
 B0 B6 B3 B0 B5 B3 B3 FE B3 B2 F5 48 4C 4C B9 B6
 B0 B1 B3 B0 B0 B3 B0 B7 B3 B0 B4 B3 B0 BB B3 B0
 BA B3 B0 B9 B3 7B B9 B6 B7 B2 B0 B8 B3 60 B9 B0
 B8 B3 BD 82 C8 83 83 D2 D0 81 8B CE C3 FA F7 89
 93 C8 D5 D5 D5 D5 D5 D5 CE 96 D7 96 D0 C8 83 83
 D2 D0 81 8B CE C3 F7 89 93 C8 D5 D5 D5 D5 D5 D5
 CE 96 83 9D D5 B0 B3 B3 B7 B9 B0 B9 B3 B3 DC B8
 B0 BE B3 B0 B8 B3 B0 B6 B3 B0 B5 B3 B2 4C B8 6F
 50 7A B9 B0 B8 B3 B9 B3 B0 B3 B3 B7 B2 AA B3 B0
 B3 B3 B6 B3 A3 FE B3 B2 9D 4F 4C 4C E2 B3 E6 B8
 B0 B3 B3 B0 B2 B3 B0 B1 B3 B0 B6 B3 B0 B5 B3 65
 B3 B7 B7 92 33 B0 B6 B3 B5 B3 B3 93 F7 92 33 B0
 B5 B3 B5 B3 B3 43 F0 82 B3 B0 B6 B3 B5 B3 B3 B3
 B3 82 B3 B0 B5 B3 B5 B3 B3 B3 B3 71 B3 B0 B3 B3
 B0 B2 B3 B0 B1 B3 B5 B3 B3 B3 B3 FE B3 B2 62 49
 4C 4C 36 B7 B1 B3 B2 7C 49 4C 4C 29 B6 01 B9 B7
 B1 B0 B6 B3 B0 B5 B3 B3 01 B9 B7 B3 B3 FD 46 4D
 ED B6 B3 B3 48 4D 4D AE B1 B3 B3 4C
end
0AB1: call_scm_func @Noname_2811 1 -113
000E: 1@ -= -802
0A9F: 2@ = current_thread_pointer
000A: 2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
0006: 4@ = 0

:Noname_1424
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
0006: 7@ = 44
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
000A: 4@ += 1
001D:   4@ > 1@ // (int)
004D: jump_if_false @Noname_1424
0AB2: ret 0
hex
 1A 46 0D 67 54 44 53 C5 25 47 E6 25 14 47 35 77
 2D D4 E3 CF F7 15 36 E5 DF 1C D5 22 F3 02 57 4B
 BE 5A 1A 85 83 EB CA 3B 96 37 D4 C7 85 F5 65 95
 0A 76 15 6A BD 0D DA 7F BE F2 77 9D 0B E5 92 B3
 7B 1A ED DB 1E AD 45 8B AF 27 74 DA 1F 5F 37 3A
 23 52 16 8F 32 62 1C 25 2B 2D C5 C4 74 D7 A4 92
 FC 23 02 0E 26 A3 FA 1F DC 8C 6B BB 6C 5D 8B 8B
 25 66 F7 4B 3D 44 DC D3 AB B5 0B F2 FC 13 B4 33
 F2 23 E5 04 84 BF CA B2 9D D2 CA 67 12 92 AD 82
 0C EE 92 A3 3F B2 4C 13 CB AD C6 12 CE C7 06 6F
 DA FD E2 9E 66 AB 5D 8A BA A3 6C 5C 76 C5 F5 B3
 BD 94 6B FB CF 24 1E 6C 9D 4F 1C 16 12 D7 DD 6B
 6B 37 BF 87 B7 1D 2A 67 BF CC C3 64 2C CE 5F BC
 FA B7 46 04 DB FB 64 C3 C5 ED 6B 05 8B 22 1F E3
 CD 13 0C 22 C4 03 E5 77 3E EF DA 93 44 9D 36 DD
 0B E3 D7 03 55 4A FA 0A BB 57 BE AA F5 95 B2 5B
 44 8D 33 9A 0F BE CF EA 7C 0B 82 2E B2 EB B5 EC
 DA 0E 00 03
end
0001: wait -349 ms
0A9F: 2@ = current_thread_pointer
000A: 2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
0006: 4@ = 0

:Noname_1826
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
0006: 7@ = 108
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
000A: 4@ += 1
001D:   4@ > 1@ // (int)
004D: jump_if_false @Noname_1826
0AB2: ret 0
hex
 15 1A 8B 66 57 E3 FD FD A3 53 83 46 E4 9F 94 FE
 4D 42 7C 74 53 02 CC DD 52 2F 73 A3 4A CE 73 47
 DF 9A 26 63 84 85 37 4F A6 17 2C E7 B4 FE AD 16
 A3 D5 23 DD 6D 74 1F E5 65 EF AC 46 ED C4 8A 9F
 3D 32 AD D6 17 73 EA B5 8E BA BA 75 DA E5 BA E4
 C7 F7 6A D2 97 9F FB C5 03 E3 FF B6 EF BE 17 BB
 62 C6 8D CC B2 D5 DA 0E DD BA 24 B6 DE 8B F4 2C
 A5 DA BB 52 BD B3 D4 C6 CC 5D 84 8C 57 4B 12 DB
 16 B4 FB E6 25 65 6D 22 DF 76 BA FE 7B CC 1F 5B
 C6 6B BD 6F 62 2D 63 BE B3 65 42 26 AD AB 3C 52
 BD CB 6B 47 F7 3B F4 72 2C 1E F6 65 2B 83 95 EA
 C2 CE ED CD 1A 12 2D CE 6E AC D6 72 14 66 7F 0E
 84 E6 07 76 B7 3C C2 F4 47 6D 4A 6D 13 A4 0A 57
 EC 5D 77 5F F6 F7 AA DD 85 7E 86 0F 0D F3 B5 6C
 C5 7B 14 EA 6B CF EA A4 75 FC AD CE 85 B4 DF 17
 D2 F5 D4 0B EE 73 9B 05 2C 1D F6 45 CF 7F D6 B5
 AB 1E FE 03 83 E7 B6 D2 A2 FA 1F 73 A3 AE EC D7
 9F 32 6A 3F E4 0C C5 97 A5 6A 4B 4B 4C DE 7E E4
 A2 8E D3 A3 E3 36 FD DA 7B CA 36 9F D7 AC A3 EC
 56 9C 12 E3 2A C7 6B 92 4D AA AF 93 CA 6C FC 73
 B5 CD 73 4C A6 2E 06 DC 16 2E E7 47 E5 CC 67 54
 3F D5 44 9A FE AC 06 FB D5 0A 87 65 E4 6B E7 82
 96 3D 7F 54 2C 6D 0E 07 B7 7D 57 A2 6E 3C D4 22
 8D 56 34 A7 44 6F 8C 6C F3 F4 22 0B E2 76 34 0F
 8E 26 2C 05 E7 D7 6C 3D E2 EF 94 C3 0D 5A DB E3
 3A 6D 9A 77 13 1D 4C 95 0A E5 76 FF 3D 4C AF 33
 CA 7F DA 4C 1F 7B DB E7 5A 2E 56 A2 92 FE BC B2
 9D 23 72 FF F7 0A DB 2D B4 03 05 EE 17 D5 F7 66
 3B 13 7C 15 72 A5 3C 55 7F 75 0E 35 95 0C AE B3
 56 05 4B 0A 93 EE 5A A6 CE DE 36 1A 64 06 14 54
 1D 4D 37 47 F6 5D BB 36 3E 7D BB 47 2C 0E 00 03
end
0001: wait -383 ms
0A9F: 2@ = current_thread_pointer
000A: 2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
0006: 4@ = 0

:Noname_2448
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
0006: 7@ = 99
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
000A: 4@ += 1
001D:   4@ > 1@ // (int)
004D: jump_if_false @Noname_2448
0AB2: ret 0
hex
 65 A7 84 27 4C 4B 34 86 14 85 6D 4D CA B7 AB 32
 0E 5E 1A 86 9F 13 BF 53 BA BD 0B 93 D6 AE 8F 9B
 1B 7D 02 7D FC BC 0B 62 32 6C AB 62 EE CB 7E 22
 8E 3F CC 5E 6A EF E3 1A 56 3C 8D B4 6F 83 74 B3
 7F 23 8D E2 7A 0F F6 74 C7 E3 B3 23 9B 94 12 DE
 D4 94 6E 84 D3 85 B5 EE A3 0B 77 46 A6 5C 4F 6C
 9D DB 42 C5 7E 7C 96 0B 5C E4 34 3A 67 E2 53 82
 EB 6B B7 7A BF 5D 4D 3E 64 76 DB 5A A6 46 A4 37
 2F BE 7B 9A B6 3E 9D F6 56 3C 94 83 6E 8E 2E D5
 94 EE 94 23 46 3A 8A EA E3 36 83 1F 14 7A AB FD
 83 F3 B3 2F 5B CB CE 16 87 BD AF ED 23 5D 9D AC
 7C 5F 1D 24 1D 05 74 DE 42 4C 93 BF 85 8E 32 AF
 9F B4 62 DC 14 CE 53 47 2B DE 8D 5C 7B 76 5A 0B
 D2 A2 53 7C 6F 1F 36 56 32 B3 36 23 EB F3 1B 8B
 ED CF F3 DE C5 DF 92 2A 66 A5 77 0E 4D 07 BD ED
 32 55 75 32 8F 46 46 73 4C 76 9D FD CD 46 6A 17
 6F 74 2C FA 25 6D 7A B4 3D BE 47 D5 E7 75 5B 96
 15 86 CC 55 95 67 FA 42 66 E6 74 0E 00 03
end
0001: wait -1246 ms
0A9F: 2@ = current_thread_pointer
000A: 2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
0006: 4@ = 0

:Noname_2860
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
0006: 7@ = 76
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
000A: 4@ += 1
001D:   4@ > 1@ // (int)
004D: jump_if_false @Noname_2860
0AB2: ret 0
hex
 12 BC 16 5E FA 2D 07 C7 EC 3F 2F DD 3A 5F 62 E2
 9F 33 7B E2 FA 4D A2 2A 45 B7 15 43 8C 9F 3F 22
 CA F4 A7 0D 57 D6 72 36 84 0F C2 72 93 E7 B3 1E
 62 7A E4 27 1D 02 C2 9F 0E 44 B2 22 46 D7 6F 92
 05 76
end
00BB: show_text_lowpriority GXT
0000: NOP
А хекс нельзя расшифровать? Просто я не знаю как его использовать. Если вдруг понял в какую переменную передается значение то скажи
 
Последнее редактирование:

©Ded_Fedot

КГБ
2,139
1,263
А хекс нельзя расшифровать? Просто я не знаю как его использовать. Если вдруг понял в какую переменную передается значение то скажи
Код:
0B34: samp register_client_command "spick" to_label @Noname_288
0B34: samp register_client_command "rpick" to_label @Noname_247
13@ = Render.CreateFont("Courier New", 9, 12)

:Noname_157
wait 0
if
  29@ == 1
jf @Noname_240 
0AF2: 28@ = get_float_from_ini_file "CLEO\SendPick.ini" section "Настройки" key "Дистанция"
0006: 31@ = 28@  // Note: the incorrect math opcode was used here
gosub @Noname_523

:Noname_240
goto @Noname_157

:Noname_247
if
  29@ == 0
jf @Noname_279
29@ = 1
goto @Noname_286

:Noname_279
29@ = 0

:Noname_286
SAMP.CmdRet

:Noname_288
   SAMP.IsCommandTyped(0@)
0C17: 3@ = strlen 0@
if
  3@ > 0
jf @Noname_447
0AD4: 0@ = scan_string 0@ format "%d" 3@ 
4@ = SAMP.PickupHandleByID(3@)
065B: store_pickup 4@ position_to 0@ 1@ 2@
if
   not Actor.Driving($PLAYER_ACTOR)
jf @Noname_447
0@ -= 1.0
call @Noname_449 3 0@ 1@ 2@
0BD1: samp send_picked_up_pickup 3@
0ACF: show_formatted_styled_text "~g~SCRIPT ~w~BY ~r~DED_FEDOT" time 1000 style 2 
SAMP.CmdRet

:Noname_447
SAMP.CmdRet

:Noname_449
6@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
alloc 7@ 68
0BBA: samp store_player 6@ onfoot_data 7@
0C0D: struct 7@ offset 6 size 4 = 0@
0C0D: struct 7@ offset 10 size 4 = 1@
0C0D: struct 7@ offset 14 size 4 = 2@
0BC0: samp send_onfoot_data 7@
free 7@
ret 0

:Noname_523
0@ = 0

:Noname_530
03F0: enable_text_draw 1
1@ = SAMP.PickupHandleByID(0@)
065B: store_pickup 1@ position_to 2@ 3@ 4@
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 28@ 28@ 28@
jf @Noname_762
if
call @Noname_786 3 2@ 3@ 4@ 5@ 6@
jf @Noname_762
050A: 10@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 7@ 8@ 9@
call @GetPickupModelbySampID 1 0@ ret 21@
if
    21@ == 1273
jf @Noname_803
alloc 11@ 512
format 11@ "{00df0f}Свободный дом%c{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 10 0@ 10 21@ 10 10@ 
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@
goto @Noname_762

:Noname_803
if
    21@ == 1272
jf @Noname_800
alloc 11@ 512
format 11@ "{009cdf}Купленный дом%c{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 10 0@ 10 21@ 10 10@  
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@
goto @Noname_762

:Noname_800
alloc 11@ 512
format 11@ "{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 0@ 10 21@ 10 10@
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@

:Noname_762
0@ += 1
  0@ > 4096
jf @Noname_530
return

:Noname_786
SAMP.Convert3DCoordsToScreen(0@, 1@, 2@, 5@, 6@)
if and
   not 5@ > 640.0
   not 6@ > 480.0
  5@ >= 0.0
  6@ >= 0.0
00C2:   sphere_onscreen 0@ 1@ 2@ radius 0.0
jf @Noname_879
return_true
goto @Noname_881

:Noname_879
return_false

:Noname_881
ret 2 5@ 6@

:Noname_1174
0AB2: ret 0 

:GetPickupModelbySampID
0BB9: samp 21@ = get_pickup_pool_ptr
0@ *= 20
0@ += 61444
005A: 21@ += 0@
0A8D: 21@ = read_memory 21@ size 4 virtual_protect 0
ret 1 21@
 
  • Нравится
Реакции: bereg101 и DarkL1ght

DarkL1ght

Новичок
252
112
Код:
0B34: samp register_client_command "spick" to_label @Noname_288
0B34: samp register_client_command "rpick" to_label @Noname_247
13@ = Render.CreateFont("Courier New", 9, 12)

:Noname_157
wait 0
if
  29@ == 1
jf @Noname_240
0AF2: 28@ = get_float_from_ini_file "CLEO\SendPick.ini" section "Настройки" key "Дистанция"
0006: 31@ = 28@  // Note: the incorrect math opcode was used here
gosub @Noname_523

:Noname_240
goto @Noname_157

:Noname_247
if
  29@ == 0
jf @Noname_279
29@ = 1
goto @Noname_286

:Noname_279
29@ = 0

:Noname_286
SAMP.CmdRet

:Noname_288
   SAMP.IsCommandTyped(0@)
0C17: 3@ = strlen 0@
if
  3@ > 0
jf @Noname_447
0AD4: 0@ = scan_string 0@ format "%d" 3@
4@ = SAMP.PickupHandleByID(3@)
065B: store_pickup 4@ position_to 0@ 1@ 2@
if
   not Actor.Driving($PLAYER_ACTOR)
jf @Noname_447
0@ -= 1.0
call @Noname_449 3 0@ 1@ 2@
0BD1: samp send_picked_up_pickup 3@
0ACF: show_formatted_styled_text "~g~SCRIPT ~w~BY ~r~DED_FEDOT" time 1000 style 2
SAMP.CmdRet

:Noname_447
SAMP.CmdRet

:Noname_449
6@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
alloc 7@ 68
0BBA: samp store_player 6@ onfoot_data 7@
0C0D: struct 7@ offset 6 size 4 = 0@
0C0D: struct 7@ offset 10 size 4 = 1@
0C0D: struct 7@ offset 14 size 4 = 2@
0BC0: samp send_onfoot_data 7@
free 7@
ret 0

:Noname_523
0@ = 0

:Noname_530
03F0: enable_text_draw 1
1@ = SAMP.PickupHandleByID(0@)
065B: store_pickup 1@ position_to 2@ 3@ 4@
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 28@ 28@ 28@
jf @Noname_762
if
call @Noname_786 3 2@ 3@ 4@ 5@ 6@
jf @Noname_762
050A: 10@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 7@ 8@ 9@
call @GetPickupModelbySampID 1 0@ ret 21@
if
    21@ == 1273
jf @Noname_803
alloc 11@ 512
format 11@ "{00df0f}Свободный дом%c{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 10 0@ 10 21@ 10 10@
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@
goto @Noname_762

:Noname_803
if
    21@ == 1272
jf @Noname_800
alloc 11@ 512
format 11@ "{009cdf}Купленный дом%c{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 10 0@ 10 21@ 10 10@ 
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@
goto @Noname_762

:Noname_800
alloc 11@ 512
format 11@ "{00df0f}pID: {ffffff}%d%c{00df0f}mID: {ffffff}%d%c{00df0f}pD: {ffffff}%0.f" 0@ 10 21@ 10 10@
Render.DrawText(13@, 11@, 5@, 6@, -1)
free 11@

:Noname_762
0@ += 1
  0@ > 4096
jf @Noname_530
return

:Noname_786
SAMP.Convert3DCoordsToScreen(0@, 1@, 2@, 5@, 6@)
if and
   not 5@ > 640.0
   not 6@ > 480.0
  5@ >= 0.0
  6@ >= 0.0
00C2:   sphere_onscreen 0@ 1@ 2@ radius 0.0
jf @Noname_879
return_true
goto @Noname_881

:Noname_879
return_false

:Noname_881
ret 2 5@ 6@

:Noname_1174
0AB2: ret 0

:GetPickupModelbySampID
0BB9: samp 21@ = get_pickup_pool_ptr
0@ *= 20
0@ += 61444
005A: 21@ += 0@
0A8D: 21@ = read_memory 21@ size 4 virtual_protect 0
ret 1 21@
Код который выложил автор всегда превосходит декомпилированный ;D
 
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Реакции: MAHEKEH

qojqva

Известный
56
2
decompile
 

Вложения

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DarkL1ght

Новичок
252
112
Код открыт
CLEO:
{$CLEO .cs}

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

:Noname_2
wait 500
   SAMP.Available
else_jump @Noname_2

:Noname_16
wait 0
if and
   not SAMP.ChatInputOpened
key_down 88
else_jump @Noname_16
wait 0
say "/healme"
wait 150
0812: AS_actor $PLAYER_ACTOR perform_animation "HANDSUP" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
wait 250
say "/f hikaru legendary [+100HP]"
wait 0
if
   not key_down 88
else_jump @Noname_16
jump @Noname_16
if
   not key_down 82
else_jump @Noname_210

:Noname_210 // Note: a jump to this label will crash the game
 

DarkL1ght

Новичок
252
112
заранее благодарен
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

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

:Noname_300
0001: wait 0 ms
0B61:  samp is_local_player_spawned
004D: jump_if_false @Noname_300
0006: 0@ = 0
0BE2: raknet setup_outcoming_packet_hook @Noname_1005
0BE1: raknet setup_outcoming_rpc_hook @Noname_1288

:Noname_334
0001: wait 0 ms
00D6: if
0ADC:   test_cheat "rr"
004D: jump_if_false @Noname_805
00D6: if
0019:   0@ > 0
004D: jump_if_false @Noname_439
0006: 0@ = 0
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (OFF)" time 1000 0@ 
0002: jump @Noname_805

:Noname_439
0006: 0@ = 1
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin & Silent)" time 1000 0@ 

:Noname_508
0AB0:   key_pressed 2
004D: jump_if_false @Noname_805
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Noname_798
000A: 0@ += 1
00D6: if
0019:   0@ > 3
004D: jump_if_false @Noname_570
0006: 0@ = 1

:Noname_570
00D6: if
0039:   0@ == 1
004D: jump_if_false @Noname_650
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin & Silent)" time 1000 0@ 

:Noname_650
00D6: if
0039:   0@ == 2
004D: jump_if_false @Noname_721
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Skin)" time 1000 0@ 

:Noname_721
00D6: if
0039:   0@ == 3
004D: jump_if_false @Noname_794
0AD0: show_formatted_text_lowpriority "~g~[Aim ~r~by AIR~g~]: ~y~State: %d (Silent)" time 1000 0@ 

:Noname_794
0001: wait 100 ms

:Noname_798
0002: jump @Noname_508

:Noname_805
00D6: if or
0039:   0@ == 1
0039:   0@ == 2
004D: jump_if_false @Noname_998
00D6: if or
0AB0:   key_pressed 1
0AB0:   key_pressed 17
004D: jump_if_false @Noname_998
00D6: if
0AB1: call_scm_func @Noname_1346 0 2@ 
004D: jump_if_false @Noname_998
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_998
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
00A0: store_actor 2@ position_to 6@ 7@ 8@
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@
0AB1: call_scm_func @Noname_1711 0 10@ 
00D6: if
0025:   10@ > 9@ // (float)
004D: jump_if_false @Noname_998
0AB1: call_scm_func @Noname_2923 1 2@ 
0AB1: call_scm_func @Noname_2160 3 6@ 7@ 8@ 

:Noname_998
0002: jump @Noname_334

:Noname_1005
00D6: if or
0039:   0@ == 1
0039:   0@ == 3
004D: jump_if_false @Noname_1284
0BE5: raknet 1@ = get_hook_param 1
00D6: if
0039:   1@ == 204
004D: jump_if_false @Noname_1131
00D6: if
0AB1: call_scm_func @Noname_1346 0 2@ 
004D: jump_if_false @Noname_1131
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_1131
0BE5: raknet 15@ = get_hook_param 0
0BF3: raknet 15@ = bit_stream 15@ get_data_ptr
0B2B: samp 11@ = get_player_id_by_actor_handle 2@
0C0D: struct 15@ offset 1 size 2 = 11@

:Noname_1131
00D6: if
0039:   1@ == 206
004D: jump_if_false @Noname_1284
00D6: if
0AB1: call_scm_func @Noname_1346 0 2@ 
004D: jump_if_false @Noname_1284
00D6: if
8118:   not actor 2@ dead
004D: jump_if_false @Noname_1284
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
00A0: store_actor 2@ position_to 6@ 7@ 8@
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@
0AB1: call_scm_func @Noname_1711 0 10@ 
00D6: if
0025:   10@ > 9@ // (float)
004D: jump_if_false @Noname_1284
0AB1: call_scm_func @Noname_3241 1 2@ 
0BE0: raknet hook_ret 0

:Noname_1284
0BE0: raknet hook_ret 1

:Noname_1288
00D6: if or
0039:   0@ == 1
0039:   0@ == 3
004D: jump_if_false @Noname_1342
0BE5: raknet 16@ = get_hook_param 1
00D6: if
0039:   16@ == 115
004D: jump_if_false @Noname_1342
0BE0: raknet hook_ret 0

:Noname_1342
0BE0: raknet hook_ret 1

:Noname_1346
0007: 28@ = 38.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0

:Noname_1396
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029:   31@ >= 0
001B:   128 > 31@
004D: jump_if_false @Noname_1651
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false @Noname_1651
00D6: if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false @Noname_1651
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
00D6: if and
02CB:   actor 31@ bounding_sphere_visible
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
004D: jump_if_false @Noname_1651
0AB1: call_scm_func @Noname_1993 3 27@ 26@ 25@ 24@ 23@ 
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@
00D6: if
0035:   28@ >= 22@ // (float)
004D: jump_if_false @Noname_1651
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)

:Noname_1651
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false @Noname_1396
00D6: if
056D:   actor 15@ defined
004D: jump_if_false @Noname_1701
0485:   return_true
0002: jump @Noname_1703

:Noname_1701
059A:   return_false

:Noname_1703
0AB2: ret 1 15@

:Noname_1711
0470: 25@ = actor $PLAYER_ACTOR current_weapon
00D6: if or
0039:   25@ == 22
0039:   25@ == 23
0039:   25@ == 24
0039:   25@ == 26
0039:   25@ == 28
0039:   25@ == 32
004D: jump_if_false @Noname_1782
0007: 0@ = 35.0

:Noname_1782
00D6: if or
0039:   25@ == 25
0039:   25@ == 27
004D: jump_if_false @Noname_1817
0007: 0@ = 40.0

:Noname_1817
00D6: if
0039:   25@ == 29
004D: jump_if_false @Noname_1845
0007: 0@ = 45.0

:Noname_1845
00D6: if
0039:   25@ == 30
004D: jump_if_false @Noname_1873
0007: 0@ = 70.0

:Noname_1873
00D6: if
0039:   25@ == 31
004D: jump_if_false @Noname_1901
0007: 0@ = 90.0

:Noname_1901
00D6: if
0039:   25@ == 33
004D: jump_if_false @Noname_1929
0007: 0@ = 100.0

:Noname_1929
00D6: if
0039:   25@ == 34
004D: jump_if_false @Noname_1957
0007: 0@ = 320.0

:Noname_1957
00D6: if
0039:   25@ == 38
004D: jump_if_false @Noname_1985
0007: 0@ = 75.0

:Noname_1985
0AB2: ret 1 0@

:Noname_1993
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@

:Noname_2160
0087: 4@ = 0@ // (float)
0087: 5@ = 1@ // (float)
0087: 6@ = 2@ // (float)
068D: get_camera_position_to 0@ 1@ 2@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 0@ -= 4@ // (float)
0063: 1@ -= 5@ // (float)
0096: make 0@ absolute_float
0096: make 1@ absolute_float
0087: 10@ = 0@ // (float)
0087: 11@ = 1@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 0@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@ 
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@ 
0AE9: pop_float 13@
0A96: 14@ = actor $PLAYER_ACTOR struct
000A: 14@ += 1816
0A8D: 16@ = read_memory 14@ size 1 virtual_protect 0
00D6: if and
0029:   16@ >= 2
8019:   not  16@ > 7
004D: jump_if_false @Noname_2484
00D6: if
0AB1: call_scm_func @Noname_2489 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ 
004D: jump_if_false @Noname_2484
000B: 15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:Noname_2484
0AB2: ret 0

:Noname_2489
00D6: if
0039:   6@ == 5
004D: jump_if_false @Noname_2554
0007: 7@ = 0.01
0007: 8@ = 0.01
0007: 9@ = 1.5607
0007: 10@ = 1.5807
0002: jump @Noname_2659

:Noname_2554
00D6: if
0039:   6@ == 6
004D: jump_if_false @Noname_2619
0007: 7@ = 0.018
0007: 8@ = 0.02
0007: 9@ = 1.5507
0007: 10@ = 1.5907
0002: jump @Noname_2659

:Noname_2619
0007: 7@ = 0.0
0007: 8@ = 0.0
0007: 9@ = 1.5707
0007: 10@ = 1.5707

:Noname_2659
00D6: if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false @Noname_2702
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:Noname_2702
00D6: if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false @Noname_2755
0013: 5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:Noname_2755
00D6: if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false @Noname_2798
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:Noname_2798
00D6: if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false @Noname_2851
0013: 4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:Noname_2851
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
00D6: if and
8031:   not  11@ >= 0.18
0021:   11@ > -0.18
004D: jump_if_false @Noname_2913
0485:   return_true
0002: jump @Noname_2915

:Noname_2913
059A:   return_false

:Noname_2915
0AB2: ret 1 15@

:Noname_2923
00A0: store_actor 0@ position_to 1@ 2@ 3@
0604: get_Z_angle_for_point 1@ 2@ store_to 17@
0B2B: samp 8@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 8@ onfoot_data 4@
0C0D: struct 4@ offset 4 size 2 = 128
0C0D: struct 4@ offset 30 size 4 = 17@
0B40: raknet bit_stream 5@ write 207 type 0 size 1
0B40: raknet bit_stream 5@ write 4@ type 5 size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:Noname_3039
0A96: 2@ = actor $PLAYER_ACTOR struct
000A: 2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@ // (int)
00D6: if
0039:   2@ == 2
004D: jump_if_false @Noname_3108
000A: 1@ += 25

:Noname_3108
00D6: if
0039:   2@ == 3
004D: jump_if_false @Noname_3133
000A: 1@ += 36

:Noname_3133
0012: 1@ *= 112
000A: 1@ += 13150904
000A: 1@ += 34
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
00D6: if and
0029:   0@ >= 22
8039:   not  0@ == 25
8039:   not  0@ == 26
8039:   not  0@ == 27
8019:   not  0@ > 34
004D: jump_if_false @Noname_3233
0017: 1@ /= 3.043478

:Noname_3233
0AB2: ret 1 1@

:Noname_3241
0470: 3@ = actor $PLAYER_ACTOR current_weapon
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0B2B: samp 8@ = get_player_id_by_actor_handle 0@
00A0: store_actor 0@ position_to 9@ 10@ 11@
0AC8: 2@ = allocate_memory_size 40
0C0D: struct 2@ offset 0 size 1 = 1
0C0D: struct 2@ offset 1 size 2 = 8@
0C0D: struct 2@ offset 3 size 4 = 4@
0C0D: struct 2@ offset 7 size 4 = 5@
0C0D: struct 2@ offset 11 size 4 = 6@
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Noname_3398
005B: 9@ += 22@ // (float)
0002: jump @Noname_3406

:Noname_3398
005B: 9@ += 22@ // (float)

:Noname_3406
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Noname_3453
005B: 10@ += 22@ // (float)
0002: jump @Noname_3461

:Noname_3453
005B: 10@ += 22@ // (float)

:Noname_3461
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
00D6: if
0039:   21@ == 1
004D: jump_if_false @Noname_3508
005B: 11@ += 22@ // (float)
0002: jump @Noname_3516

:Noname_3508
005B: 11@ += 22@ // (float)

:Noname_3516
0C0D: struct 2@ offset 15 size 4 = 9@
0C0D: struct 2@ offset 19 size 4 = 10@
0C0D: struct 2@ offset 23 size 4 = 11@
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0098: 23@ = random_float_in_ranges_0.0_to_1.0
0098: 24@ = random_float_in_ranges_0.0_to_1.0
0C0D: struct 2@ offset 27 size 4 = -0.052
0C0D: struct 2@ offset 31 size 4 = -0.052
0C0D: struct 2@ offset 35 size 4 = 24@
0C0D: struct 2@ offset 39 size 1 = 3@
0B3D: raknet 12@ = new_bit_stream
0B40: raknet bit_stream 12@ write 206 type 0 size 1
0B40: raknet bit_stream 12@ write 2@ type 5 size 40
0B8B: raknet send bit_stream 12@
0B3E: raknet delete_bit_stream 12@
0AC9: free_allocated_memory 2@
0AB1: call_scm_func @Noname_3039 0 13@ 
0B3D: raknet 12@ = new_bit_stream
0B40: raknet bit_stream 12@ write 0 type 1 size 1
0B40: raknet bit_stream 12@ write 8@ type 2 size 2
0B40: raknet bit_stream 12@ write 13@ type 4 size 4
0B40: raknet bit_stream 12@ write 3@ type 3 size 4
0B40: raknet bit_stream 12@ write 3 type 3 size 4
0B8A: raknet send_rpc 115 bit_stream 12@
0B3E: raknet delete_bit_stream 12@
09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 22@ 23@ 24@ density 20 on_actor 0@
0AB2: ret 0
 

asdzxcjqwe

¯\_(ツ)_/¯
Друг
621
709
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 "Телепорт по метке: Arizona Role Play"
0662: printstring "Автор: Ded_Fedot"
0662: printstring "Контакты: vk.com/idedfedot"

:Label00005C
wait 0
   SAMP.Available
jf @Label00005C

:Label000069
wait 0
0AF0: 5@ = get_int_from_ini_file "CLEO\ARZTP.ini" section "Ded_Fedot" key "key_pressed"
if and
   not SAMP.ChatInputOpened
key_down 5@
0AB6: store_target_marker_coords_to 6@ 7@ 8@ // IF and SET
   Actor.Driving($PLAYER_ACTOR)
jf @Label0004A0
0C72: set_virtual_key 71 down 1
12@ = Actor.CurrentCar($PLAYER_ACTOR)
04C4: store_coords_to 9@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
wait 500
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 9@ 10@ 11@
wait 500
0430: put_actor $PLAYER_ACTOR into_car 12@ passenger_seat 0
04E4: refresh_game_renderer_at 6@ 7@
Camera.SetAtPos(6@, 7@, 8@)
02CE: 8@ = ground_z_at 6@ 7@ 500.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 6@ 7@ 8@
printf "~w~TELEPORT ~g~SUCCESSFUL~n~~y~BY ~p~DED_FEDOT" 3000
0C72: set_virtual_key 71 down 0

:Label0004A0
goto @Label000069
 

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
decompile
tam hex
 

Вложения

  • decrp.cs
    15.4 KB · Просмотры: 12