Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,763
5,906
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Общая тема для просьб о помощи в декомпиляциии и декриптованиии скриптов, плагинов и приложений.
Запрещено просить о декомпиляции/декриптовании софта, выставленного на продажу на нашем сайте.

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

LinkelnAweil

Участник
122
7
Плиз, 2 скрипта декриптаните
 

Вложения

  • AlcatrazExit By SaMMpeR v.3.2.cs
    21.8 KB · Просмотры: 9
  • intp (1).cs
    20.3 KB · Просмотры: 8

™ ChipFamily

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

Вложения

  • AlcatrazExit By SaMMpeR v.3.2.txt
    3.4 KB · Просмотры: 8
  • intp.txt
    55.6 KB · Просмотры: 10

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пожалуйста dectypt
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 на места: Evolve-Rp"
0662: printstring "Автор скрипта: Ded_Fedot"
0662: printstring "Контакты: vk.com/idedfedot"

:Label00006B
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00006B
0001: wait 0 ms
00D6: if or
0AAB:   file_exists "SAMPFUNCS\CDD.sf"
0AAB:   file_exists "SAMPFUNCS\CDD.ini"
004D: jump_if_false @Label0000C4
0AA5: call 8535003 num_params 3 pop 3 0 0 0 
004E: end_thread

:Label0000C4
0B34: samp register_client_command "evtp" to_label @Label0011F8
0B2E: 0@ = read_samp_memory offset 19728 size 2
0B2E: 3@ = read_samp_memory offset 49232 size 2

:Label0000E7
0001: wait 0 ms
00D6: if
0B3C:  samp is_dialog_responded id 8228 button 1@ list_item 2@ input_text 0
004D: jump_if_false @Label0011F1
00D6: if
0039:   1@ == 1
004D: jump_if_false @Label0011F1
00D6: if
0039:   2@ == 1
004D: jump_if_false @Label0001A0
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1481.094 -1771.76 18.7958
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0001A0
00D6: if
0039:   2@ == 2
004D: jump_if_false @Label00022B
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1413.211 -1790.517 14.4356
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label00022B
00D6: if
0039:   2@ == 3
004D: jump_if_false @Label0002B6
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1411.523 -1699.577 12.5395
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0002B6
00D6: if
0039:   2@ == 4
004D: jump_if_false @Label000341
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -2029.788 -120.5188 34.1692
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000341
00D6: if
0039:   2@ == 5
004D: jump_if_false @Label0003CC
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2165.948 -1671.178 14.0732
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0003CC
00D6: if
0039:   2@ == 6
004D: jump_if_false @Label000457
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2595.226 2790.526 9.8203
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000457
00D6: if
0039:   2@ == 7
004D: jump_if_false @Label0004E2
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -1989.899 1117.758 53.4687
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0004E2
00D6: if
0039:   2@ == 9
004D: jump_if_false @Label00056D
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 461.7078 -1500.823 30.045
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label00056D
00D6: if
0039:   2@ == 10
004D: jump_if_false @Label0005F8
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -1694.174 951.2224 23.8906
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0005F8
00D6: if
0039:   2@ == 11
004D: jump_if_false @Label000683
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1368.919 -1279.642 12.5469
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000683
00D6: if
0039:   2@ == 12
004D: jump_if_false @Label00070E
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -2625.761 208.2346 3.8125
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label00070E
00D6: if
0039:   2@ == 13
004D: jump_if_false @Label000799
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2159.545 943.0937 9.8203
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000799
00D6: if
0039:   2@ == 15
004D: jump_if_false @Label000824
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1172.077 -1323.239 14.4028
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000824
00D6: if
0039:   2@ == 16
004D: jump_if_false @Label0008AF
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -2664.63 639.9489 13.4531
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0008AF
00D6: if
0039:   2@ == 17
004D: jump_if_false @Label00093A
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1607.21 1815.241 9.8203
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label00093A
00D6: if
0039:   2@ == 18
004D: jump_if_false @Label0009C5
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1568.618 -1689.971 5.2187
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0009C5
00D6: if
0039:   2@ == 19
004D: jump_if_false @Label000A50
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -1594.212 716.1782 -3.9062
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000A50
00D6: if
0039:   2@ == 20
004D: jump_if_false @Label000ADB
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -2442.98 494.3464 491.1183
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000ADB
00D6: if
0039:   2@ == 21
004D: jump_if_false @Label000B66
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -1373.045 498.8765 10.1953
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000B66
00D6: if
0039:   2@ == 22
004D: jump_if_false @Label000BF1
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 340.5772 1949.143 21.0173
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000BF1
00D6: if
0039:   2@ == 24
004D: jump_if_false @Label000C7C
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1456.132 2773.383 9.8203
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000C7C
00D6: if
0039:   2@ == 25
004D: jump_if_false @Label000D07
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 937.0802 1733.14 7.8516
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000D07
00D6: if
0039:   2@ == 26
004D: jump_if_false @Label000D92
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1455.915 750.992 10.0234
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000D92
00D6: if
0039:   2@ == 27
004D: jump_if_false @Label000E1D
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2495.233 -1690.913 13.7656
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000E1D
00D6: if
0039:   2@ == 28
004D: jump_if_false @Label000EA8
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2770.686 -1628.723 11.1775
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000EA8
00D6: if
0039:   2@ == 29
004D: jump_if_false @Label000F33
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2650.701 -2021.837 13.1766
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000F33
00D6: if
0039:   2@ == 30
004D: jump_if_false @Label000FBE
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 2185.797 -1815.228 12.5469
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label000FBE
00D6: if
0039:   2@ == 31
004D: jump_if_false @Label001049
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 1667.46 -2106.939 13.0723
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label001049
00D6: if
0039:   2@ == 32
004D: jump_if_false @Label0010D4
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 681.5682 -473.346 15.5363
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0010D4
00D6: if
0039:   2@ == 33
004D: jump_if_false @Label00115F
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at -255.1496 2603.362 61.8582
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label00115F
00D6: if
0039:   2@ == 34
004D: jump_if_false @Label0011EA
04D7: set_actor $PLAYER_ACTOR locked 1
0B2D: write_samp_memory offset 19728 value 50064 size 2
0B2D: write_samp_memory offset 49232 value 50064 size 2
0001: wait 1000 ms
0AFB: samp request_class 4
0001: wait 1000 ms
00A1: put_actor $PLAYER_ACTOR at 662.7566 1716.422 6.1875
0001: wait 2000 ms
04D7: set_actor $PLAYER_ACTOR locked 0
0B2D: write_samp_memory offset 19728 value 0@ size 2
0B2D: write_samp_memory offset 49232 value 3@ size 2
018C: play_sound 1139 at 0.0 0.0 0.0

:Label0011EA
0002: jump @Label0011F1

:Label0011F1
0002: jump @Label0000E7

:Label0011F8
0AC6: 29@ = label @Label00124C offset
0B3B: samp show_dialog id 8228 caption "Телепорт {FF1A1A}Evolve-Rp" text 29@ button_1 "{FFFFFF}Выбрать" button_2 "{FFFFFF}Закрыть" style 2
0B43: samp cmd_ret

:Label00124C
hex
7B 41 45 41 45 41 45 7D C2 E0 E6 ED FB E5 3A 0A
7B 46 46 46 46 46 46 7D 31 2E 20 CC FD F0 E8 FF
0A 7B 46 46 46 46 46 46 7D 32 2E 20 CC FD F0 E8
FF 20 7B 46 46 45 46 30 30 7D 28 D7 E5 F0 ED FB
E9 20 F5 EE E4 29 0A 7B 46 46 46 46 46 46 7D 33
2E 20 C1 E0 ED EA 0A 7B 46 46 46 46 46 46 7D 34
2E 20 C0 E2 F2 EE F8 EA EE EB E0 0A 7B 46 46 46
46 46 46 7D 35 2E 20 CD E0 F0 EA EE EF F0 E8 F2
EE ED 0A 7B 46 46 46 46 46 46 7D 36 2E 20 CF E5
E8 ED F2 E1 EE EB 0A 7B 46 46 46 46 46 46 7D 37
2E 20 D6 E5 F0 EA EE E2 FC 0A 7B 46 46 43 34 30
30 7D CC E0 E3 E0 E7 E8 ED FB 3A 0A 7B 46 46 46
46 46 46 7D 38 2E 20 CC E0 E3 E0 E7 E8 ED 20 EE
E4 E5 E6 E4 FB 20 CB D1 0A 7B 46 46 46 46 46 46
7D 39 2E 20 CC E0 E3 E0 E7 E8 ED 20 EE E4 E5 E6
E4 FB 20 D1 D4 0A 7B 46 46 46 46 46 46 7D 31 30
2E 20 CC E0 E3 E0 E7 E8 ED 20 EE F0 F3 E6 E8 FF
20 CB 43 0A 7B 46 46 46 46 46 46 7D 31 31 2E 20
CC E0 E3 E0 E7 E8 ED 20 EE F0 F3 E6 E8 FF 20 D1
D4 0A 7B 46 46 46 46 46 46 7D 31 32 2E 20 CC E0
E3 E0 E7 E8 ED 20 EE F0 F3 E6 E8 FF 20 CB C2 0A
7B 46 46 31 41 31 41 7D C1 E0 E7 FB 20 EE F0 E3
E0 ED E8 E7 E0 F6 E8 E9 3A 0A 7B 46 46 46 46 46
46 7D 31 33 2E 20 CC E5 E4 E8 EA E8 20 CB D1 0A
7B 46 46 46 46 46 46 7D 31 34 2E 20 CC E5 E4 E8
EA E8 20 D1 D4 0A 7B 46 46 46 46 46 46 7D 31 35
2E 20 CC E5 E4 E8 EA E8 20 CB C2 0A 7B 46 46 46
46 46 46 7D 31 36 2E 20 CF EE EB E8 F6 E8 FF 20
CB D1 0A 7B 46 46 46 46 46 46 7D 31 37 2E 20 CF
EE EB E8 F6 E8 FF 20 D1 D4 0A 7B 46 46 46 46 46
46 7D 31 38 2E 20 D4 C1 D0 0A 7B 46 46 46 46 46
46 7D 31 39 2E 20 C0 E2 E8 E0 ED EE F1 E5 F6 20
7B 46 46 45 46 30 30 7D 28 CE F0 F3 E6 E5 E9 EA
E0 29 0A 7B 46 46 46 46 46 46 7D 32 30 2E 20 C7
EE ED E0 20 35 31 20 7B 46 46 45 46 30 30 7D 28
D1 EA EB E0 E4 29 0A 7B 34 33 41 33 45 34 7D C1
E0 ED E4 FB 20 7B 46 46 46 46 46 46 7D 2F 20 7B
34 33 41 33 45 34 7D CC E0 F4 E8 E8 20 7B 46 46
46 46 46 46 7D 2F 20 7B 34 33 41 33 45 34 7D C1
E0 E9 EA E5 F0 FB 3A 0A 7B 46 46 46 46 46 46 7D
32 31 2E 20 59 61 6B 75 7A 61 0A 7B 46 46 46 46
46 46 7D 32 32 2E 20 D0 F3 F1 F1 EA E0 FF 20 EC
E0 F4 E8 FF 0A 7B 46 46 46 46 46 46 7D 32 33 2E
20 4C 61 20 43 6F 63 61 20 4E 6F 73 74 72 61 0A
7B 46 46 46 46 46 46 7D 32 34 2E 20 7B 35 39 41
39 33 37 7D 47 72 6F 76 65 20 53 74 72 65 65 74
0A 7B 46 46 46 46 46 46 7D 32 35 2E 20 7B 46 46
44 34 32 35 7D 56 61 67 6F 73 0A 7B 46 46 46 46
46 46 7D 32 36 2E 20 7B 44 39 34 33 45 34 7D 42
61 6C 6C 61 73 0A 7B 46 46 46 46 46 46 7D 32 37
2E 20 7B 30 30 38 36 39 30 7D 52 69 66 61 0A 7B
46 46 46 46 46 46 7D 32 38 2E 20 7B 30 30 44 43
45 43 7D 41 7A 74 65 63 61 73 0A 7B 46 46 46 46
46 46 7D 32 39 2E 20 4D 6F 6E 67 6F 6C 73 20 4D
43 0A 7B 46 46 46 46 46 46 7D 33 30 2E 20 4D 6F
6E 67 6F 6C 73 20 4D 43 0A 7B 46 46 46 46 46 46
7D 33 31 2E 20 57 61 72 6C 6F 63 6B 73 20 4D 43
0A 7B 46 46 46 46 46 46 7D 2D 2D 2D 2D 2D 2D 2D
2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D
2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D 2D
2D 2D 0A 7B 46 46 46 46 46 46 7D C0 E2 F2 EE F0
3A 20 7B 46 46 31 41 31 41 7D 44 65 64 5F 46 65
64 6F 74 0A 7B 46 46 46 46 46 46 7D CA EE ED F2
E0 EA F2 FB 3A 20 7B 46 37 46 46 30 30 7D 76 6B
2E 63 6F 6D 2F 69 64 65 64 66 65 64 6F 74 0A 7B
46 46 46 46 46 46 7D CA EE ED F2 E0 EA F2 FB 3A
20 7B 46 37 46 46 30 30 7D 62 6C 61 73 74 2E 68
6B 2F 6D 65 6D 62 65 72 73 2F 38 37 31 00
end
000E: 1@ -= -5662
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

:Label0016CA
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
0006: 7@ = -67
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 @Label0016CA
0AB2: ret 0
 

Qsany

Потрачен
464
147
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Плиз
 

Вложения

  • cs.cs
    879 байт · Просмотры: 4

madrasso

Потрачен
883
325
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кто может пере-собрать luac скрипт в lua ?
 

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кто может пере-собрать luac скрипт в lua ?
Кидай. но только код будет не полный.
Код открыт.
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
03A4: name_thread "krest"

:Label00000B
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00000B
0AC6: 1@ = label @Label000071 offset
0C8C: render 0@ = load_texture_from_file_in_memory 1@ size 766
0001: wait 2000 ms
03E3: set_texture_to_be_drawn_antialiased 1
0B5A: get_screen_resolution 2@ 3@
000E: 2@ -= 128
000E: 3@ -= 145

:Label00004E
0001: wait 0 ms
0B73: render draw_texture 0@ pos 2@ 3@ size 128 128 rotation 0.0 color -1
0002: jump @Label00004E

:Label000071
hex
89 50 4E 47 0D 0A
end
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 "CLEO : ARP Fake Nick"
0662: printstring "gcode: acheats.ru : blasthack.net"
03A4: name_thread "fnickarp"
00D6: if
8AF7:   not samp 33@ = get_base
004D: jump_if_false @Label00006A
0A93: end_custom_thread
0001: wait 400 ms
0AFA:  is_samp_available
004D: jump_if_false @Label00006A
0B80: dialog 23@ = create "{ccff00}ARP Fake Nick"
0B5A: get_screen_resolution 29@ 28@
0016: 29@ /= 2
0016: 28@ /= 2
000E: 29@ -= 142
000E: 28@ -= 120
0B84: dialog 23@ set_pos_XY 29@ 28@ size 285 170
0B82: dialog 23@ add_button id 4 text "Далее" pos_XY 90 105 size 110 30
0B91: dialog 23@ add_static id 2 text "Введите новый ник:" pos_XY 21 13 size 245 25
0B88: dialog 23@ add_editbox id 3 text "" pos_XY 21 48 size 245 40
0B86: dialog 23@ set_visible 0
0B34: samp register_client_command "fnick" to_label @Label000211
0001: wait 0 ms
0039:   30@ == 1
004D: jump_if_false @Label00020A
0001: wait 0 ms
0B36: samp 24@ = get_player_nickname 25@
0B86: dialog 23@ set_visible 1
0AC8: 29@ = allocate_memory_size 16
0001: wait 0 ms
0B5D: samp toggle_cursor 1
0B81: dialog 23@ pop_event_to 22@ control_id_to 22@
00D6: if
0039:   22@ == 4
004D: jump_if_false @Label0001A1
0B89: dialog 23@ get_control 3 text_to 29@
0B94: dialog 23@ set_control 3 text ""
0B86: dialog 23@ set_visible 0
0B5D: samp toggle_cursor 0
0002: jump @Label0001A8
0002: jump @Label000157
0001: wait 0 ms
00D6: if

:Label0001A1
0AB0:   key_pressed 49
004D: jump_if_false @Label0001F5
0AF8: samp add_message_to_chat "%s сменил имя на %s" color 13434624 24@ 29@
0AB1: call_scm_func @Label00023F 2 25@ 29@
0002: jump @Label0001FC
0002: jump @Label0001A8
0006: 30@ = 0
0002: jump @Label00012F
0002: jump @Label00012B
0B35: samp 26@ = get_last_command_params
00D6: if and
0AD4: 26@ = scan_string 26@ format "%d" 25@
0B23:  samp is_player_connected 25@
004D: jump_if_false @Label00023D
0006: 30@ = 1
0B43: samp cmd_ret
0C17: 3@ = strlen 1@
0B24: samp 2@ = get_player_struct_ptr 0@
000A: 2@ += 8
0C11: memset destination 2@ value 0 size 16
0C10: memcpy destination 2@ source 1@ size 3@
000A: 2@ += 16
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0
0AB2: ret 0
hex
48 45
end
 

Вложения

  • AdminTools.txt
    471.7 KB · Просмотры: 14

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Заранее спасибо
CLEO:
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0001: wait 1000 ms
0006: 0@ = 0
0006: 2@ = 0
00D6: if
0AAB:   file_exists "CLEO\AutoHealme.ini"
004D: jump_if_false @Label000137
0AF0: 3@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_1" //IF and SET
0AF0: 4@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_2" //IF and SET
0AF0: 5@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeySbiv" //IF and SET
0AF0: 6@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0AF0: 7@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET
0002: jump @Label000324

:Label000137
0AF1: write_int 65 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_1" //IF and SET
0AF1: write_int 72 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_2" //IF and SET
0AF1: write_int 72 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeySbiv" //IF and SET
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET
0AF0: 3@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_1" //IF and SET
0AF0: 4@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeyHealme_2" //IF and SET
0AF0: 5@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "KeySbiv" //IF and SET
0AF0: 6@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0AF0: 7@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET

:Label000324
00D6: if and
0029:   6@ >= 1
8019:   not  6@ > 0
004D: jump_if_false @Label0003A9
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0AF0: 6@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0002: jump @Label0003B1

:Label0003A9
0085: 0@ = 6@ // (int)

:Label0003B1
00D6: if and
0029:   7@ >= 1
8019:   not  6@ > 0
004D: jump_if_false @Label000432
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET
0AF0: 7@ = get_int_from_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET
0002: jump @Label00043A

:Label000432
0085: 2@ = 7@ // (int)

:Label00043A
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 3@
0AB0:   key_pressed 4@
004D: jump_if_false @Label00052F
0001: wait 100 ms
00D6: if
0039:   0@ == 0
004D: jump_if_false @Label0004CF
0006: 0@ = 1
0ACD: show_text_highpriority "AutoHealme by Niko~n~~g~Enabled" time 1500
0AF1: write_int 1 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET
0002: jump @Label00052F

:Label0004CF
0006: 0@ = 0
0ACD: show_text_highpriority "AutoHealme by Niko~n~~g~Disabled" time 1500
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "HealmeState" //IF and SET

:Label00052F
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label00063A
00D6: if
0AB0:   key_pressed 72
004D: jump_if_false @Label00063A
0001: wait 100 ms
00D6: if
0039:   2@ == 0
004D: jump_if_false @Label0005D3
0006: 2@ = 1
0ACD: show_text_highpriority "AutoHeamle + Sbiv~n~by Niko~n~~g~Enabled" time 1500
0AF1: write_int 1 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET
0002: jump @Label00063A

:Label0005D3
0006: 2@ = 0
0ACD: show_text_highpriority "AutoHeamle + Sbiv~n~by Niko~n~~g~Disabled" time 1500
0AF1: write_int 0 to_ini_file "CLEO\AutoHealme.ini" section "AutoHealme" key "SbivState" //IF and SET

:Label00063A
00D6: if
0039:   0@ == 1
004D: jump_if_false @Label0006B0
0226: 1@ = actor $PLAYER_ACTOR health
00D6: if
8029:   not  1@ >= 40
004D: jump_if_false @Label0006B0
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @Label0006B0
00D6: if
0039:   2@ == 1
004D: jump_if_false @Label0006A4
0050: gosub @Label000703
0001: wait 100 ms
0687: clear_actor $PLAYER_ACTOR task
0001: wait 2000 ms
0002: jump @Label0006B0

:Label0006A4
0050: gosub @Label000703
0001: wait 2000 ms

:Label0006B0
0002: jump @Label00043A

:Label0006B7
0AA2: 31@ = load_library "kernel32.dll" // IF and SET
0AA4: 30@ = get_proc_address "GetModuleHandleA" library 31@ // IF and SET
0AA7: call_function 30@ num_params 1 pop 0 "samp.dll" 0@ 
0AB2: ret 1 0@

:Label000703
0AB1: call_scm_func @Label0006B7 0 1@ 
000A: 1@ += 416864
0AA5: call 1@ num_params 1 pop 0 "/healme" 
0051: return
 
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Lun

Потрачен
175
35
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Декомпилируйте пожалуйсто
 

Вложения

  • Inv.cs
    18.6 KB · Просмотры: 5