Декомпиляция скриптов

FYP

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Автор темы
Администратор
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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:

#saniwe

глаза пофикси
218
107
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
решено
 
Последнее редактирование:

клешь рояль

Известный
1,255
550
Открыт
CLEO:
hex
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
end
{$CLEO}
0000:
thread "astap"

:samp_msg
wait 0
0AFA:  is_samp_available
jf @samp_msg
0AF8: samp add_message_to_chat "{F85EFC}[AutoMed]: {FFFFFF}óñïåøíî çàãðóæåí! {F85EFC}Àâòîð: {FFFFFF}astap_" color 16777215

:med1
wait 0
if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1156.71 -1341.17 radius 1.0 1.0 on_foot    // ïàëàòà 1       
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1154.53 -1341.17 radius 1.0 1.0 on_foot    // ïàëàòà 1
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1154.56 -1348.39 radius 1.0 1.0 on_foot    // ïàëàòà 1
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1156.67 -1348.38 radius 1.0 1.0 on_foot    // ïàëàòà 1
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1173.66 -1348.38 radius 1.0 1.0 on_foot    // ïàëàòà 2
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1175.79 -1348.37 radius 1.0 1.0 on_foot    // ïàëàòà 2
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1173.74 -1341.17 radius 1.0 1.0 on_foot    // ïàëàòà 2
jf @med2
0AF9: samp say_msg "/med"
wait 1500
jump @med1

:med2
wait 0
if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1175.89 -1341.16 radius 1.0 1.0 on_foot    // ïàëàòà 2      
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1156.61 -1358.18 radius 1.0 1.0 on_foot    // ïàëàòà 3
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1154.48 -1358.19 radius 1.0 1.0 on_foot    // ïàëàòà 3
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1154.58 -1350.97 radius 1.0 1.0 on_foot    // ïàëàòà 3
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1156.67 -1350.98 radius 1.0 1.0 on_foot    // ïàëàòà 3
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1173.70 -1351.00 radius 1.0 1.0 on_foot    // ïàëàòà 4
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1175.82 -1350.98 radius 1.0 1.0 on_foot    // ïàëàòà 4
jf @med3
0AF9: samp say_msg "/med"
wait 1500
jump @med1

:med3
wait 0
if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1175.87 -1358.20 radius 1.0 1.0 on_foot    // ïàëàòà 4      
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1173.70 -1358.20 radius 1.0 1.0 on_foot    // ïàëàòà 4
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1171.29 -1366.00 radius 1.0 1.0 on_foot    // ïàëàòà 5
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1166.47 -1365.96 radius 1.0 1.0 on_foot    // ïàëàòà 5
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1161.65 -1366.00 radius 1.0 1.0 on_foot    // ïàëàòà 5
jf @med1
0AF9: samp say_msg "/med"
wait 1500
jump @med1
 
  • Нравится
Реакции: Hakimov676

Big Baby Tape

Известный
186
41
Есть ли стиллер?
И сложно ли проверять заскриптованые скрипты?
 

Вложения

  • SAIM.cs
    87.6 KB · Просмотры: 6

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Есть ли стиллер?
И сложно ли проверять заскриптованые скрипты?
Склеен со стиллером если не ошибаюсь. вот код скрипта, без стиллера.
CLEO:
{$CLEO .cs}
{$INCLUDE SF}
0000:
/*
    // ~~~~~~~~~ UPDATE LOG v7.5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + Добавлен параметр FriendlyGroup для указания модельной группы скинов союзников
    + Параметр RandomChance заменен на RandomShot теперь по дефолту шанс на попадание 2 к 3.
    + Исправлен рандом шот (работал не точно)
    + Параметр ShowMesseges так же отключает и сообщение о дружественном огне
    + Исправлен параметр TargetPointer (Из-за него часто не пускало дамаг)
    + Сделаны рандомные части тела при попаданиях
    + Исправлен баг с созданием конфига только после релога
    + Добавлена команда /recfg для перезагрузки конфига
    + Исправлен баг с параметром шот дистанс (Работал не точно)
    + Теперь даже при другом режиме активации команда /reaper всегда доступна
    + Исправлен баг с двойной отправкой рпц на выдачу урона когда вы сами попадаете в скин
*/
//////////////////////////////////////////////////////////////////////////////////////
repeat
wait 0
until SAMP.Available()
//////////////////////////////////////////////////////////////////////////////////////
var
    $CFG: array 16 of Integer
end
//////////////////////////////////////////////////////////////////////////////////////
const
    ActiveStatus = 31@
    LastTargetHandle = 28@
    HookDistance = $CFG[0]
    ShotDistance = $CFG[1]
    TargetPointer = $CFG[2]
    CamBack = $CFG[3]
    WallShot = $CFG[4]
    ValidCamera = $CFG[5]
    RandomShot = $CFG[6]
    SendRPC = $CFG[7]
    ModelGroup = $CFG[8]
    DrawBlood = $CFG[9]
    BloodDensity = $CFG[10] 
    AutoActivation = $CFG[11]
    ActivationMode = $CFG[12]
    GameKey = $CFG[13]
    ShowMessages = $CFG[14]
    FriendlyGroup = $CFG[15]
end
/////////////////////////////////////////////////////////////////////////////////////////
gosub @DefaultVarInit
gosub @Config
0093: 12@ = integer HookDistance to_float
0093: 13@ = integer ShotDistance to_float
0AB1: call @AutoMark 2 AutoActivation ActiveStatus ret_to ActiveStatus
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
0B34: samp register_client_command "reaper" to_label @cmd_hook
0B34: samp register_client_command "recfg" to_label @cmd2_hook
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
0BE1: raknet setup_outcoming_rpc_hook @MyRPC_Hook
0BE2: raknet setup_outcoming_packet_hook @PACKET_SYNC_HOOK
print "~g~Silent Aim ~r~v7.5 ~w~by ~p~0pc0d3R" time 3000
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
while true
wait 0
    if SAMP.Available()
    then
        if 0B61: samp is_local_player_spawned
        then
            if TargetPointer == 1
            then
                if key_down 2
                then 0AB1: @GET_AIM_TARGET_ACTOR 2 IN_RADIUS_FROM_CROSSHAIR 12@ WallShot _STORE_TO 11@
                end
                if and
                    ActiveStatus == 1
                    11@ <> -1
                    056D: actor 11@ defined
                    key_down 2
                then
                    Marker.Disable(8@)
                    8@ = Marker.CreateAboveActor(11@)
                    Marker.SetColor(8@, 0xFFAFFB)
                else Marker.Disable(8@)
                end
            end
            if GameKey <> -1
            then
                if ActivationMode == 2
                then
                    if key_down GameKey
                    then
                        0B12: ActiveStatus = ActiveStatus XOR 1
                        if ShowMessages == 1
                        then
                            if ActiveStatus == 1
                            then print "~y~Silent AIM ~w~by ~p~0pc0d3R - ~g~Activated" time 1000
                            else print "~y~Silent AIM ~w~by ~p~0pc0d3R - ~r~Deactivated" time 1000
                            end
                        end
                        wait 228
                    end
                end
                if ActivationMode == 3
                then 0AB1: call @HookKeyModer 3 GameKey ShowMessages ActiveStatus ret_to ActiveStatus
                end
            end
        end
    end
end
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:cmd_hook
if 0B61: samp is_local_player_spawned
then
    if ShowMessages == 1
    then
        if ActiveStatus == 0
        then print "~y~Silent AIM ~w~by ~p~0pc0d3R - ~g~Activated" time 3000
        else print "~y~Silent AIM ~w~by ~p~0pc0d3R - ~r~Deactivated" time 3000
        end
    end
0B12: ActiveStatus = ActiveStatus XOR 1
end
0B43: samp cmd_ret
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:cmd2_hook
if 0B61: samp is_local_player_spawned
then
    if 0AAB: file_exists "CLEO\AimConfig_v7.5[by_0pc0d3R].ini"
    then
        0AF0: HookDistance = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "HookDistance"
        0AF0: ShotDistance = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
        0AF0: TargetPointer = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "TargetPointer"
        0AF0: CamBack = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "CamBack"
        0AF0: WallShot = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
        0AF0: ValidCamera = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ValidCamera"
        0AF0: RandomShot = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
        0AF0: SendRPC = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "SendRPC"
        0AF0: ModelGroup = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ModelGroup"
        0AF0: DrawBlood = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
        0AF0: BloodDensity = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
        0AF0: AutoActivation = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
        0AF0: ActivationMode = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ActivationMode"
        0AF0: GameKey = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "GameKey"
        0AF0: ShowMessages = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShowMessages"
        0AF0: FriendlyGroup = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "FriendlyGroup"
        print "~w~Config file was successfully ~g~Reloaded" time 1556
    else print "~r~Error! ~w~Config file doesn`t exist!" time 1556
    end
end
0B43: samp cmd_ret
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:HookKeyModer
0001: wait 0
if key_down 0@
then 2@ = 1
else 2@ = 0
end
if 1@ == 1
then
    if 2@ == 1
    then print "~g~Active" time 50
    end
end
0AB2: ret 1 2@
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:AutoMark
0001: wait 0
if 0@ == 1
then 0B12: 1@ = 1@ XOR 1
end
0AB2: ret 1 1@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:DamageConvert
0001: wait 0
0A96: 2@ = actor $PLAYER_ACTOR struct
2@ += 0x72C
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@
if 2@ == 2
then 1@ += 25
end
if 2@ == 3
then 1@ += 36
end
1@ *= 112
1@ += 13150904
1@ += 0x22
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
0@ <> 25
0@ <> 26
0@ <> 27
0@ <= 34
then 1@ /= 3.0434782608695652173913043478261
end
0AB2: ret 1 1@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:GiveTakeDamageRPC
0001: wait 0
0470: 25@ = actor $PLAYER_ACTOR current_weapon
0209: 15@ = random_int_in_ranges 3 9
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 0 type BS_TYPE_BOOL size 1
0B40: raknet bit_stream 4@ write 0@ type BS_TYPE_SHORT size 2
0B40: raknet bit_stream 4@ write 1@ type BS_TYPE_FLOAT size 4
0B40: raknet bit_stream 4@ write 25@ type BS_TYPE_INT size 4
0B40: raknet bit_stream 4@ write 15@ type BS_TYPE_INT size 4
0B8A: raknet send_rpc 115 bit_stream 4@  
0B3E: raknet delete_bit_stream 4@
0AB2: ret 0
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:Detour
0001: wait 0
0AB1: call @DamageConvert 0 return_to 13@
0AB1: call @GiveTakeDamageRPC 2 0@ 13@
0AB2: ret 0    
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:SendSilentBullet
0001: wait 0  
00A0: store_actor 3@ position_to 9@ 10@ 11@
00A0: store_actor $PLAYER_ACTOR position_to 19@ 5@ 6@
////////////////////////////////////////////////////
var
    15@ : float
    1@ : float
end
0509: 15@ = distance_between_XY 19@ 5@ and_XY 9@ 10@
////////////////////////////////////////////////////
if 15@ <= 1@
then
    0470: 25@ = actor $PLAYER_ACTOR current_weapon
    0B2B: samp 8@ = get_player_id_by_actor_handle 3@
    0AC8: 17@ = allocate_memory_size 40
    0C0D: struct 17@ offset 0 size 1 = 1
    0C0D: struct 17@ offset 1 size 2 = 8@
    0C0D: struct 17@ offset 3 size 4 = 19@
    0C0D: struct 17@ offset 7 size 4 = 5@
    0C0D: struct 17@ offset 11 size 4 = 6@
    /////////////////////////////////////////
    0C0D: struct 17@ offset 15 size 4 = 9@
    0C0D: struct 17@ offset 19 size 4 = 10@
    0C0D: struct 17@ offset 23 size 4 = 11@
    /////////////////////////////////////////
    0098: 22@ = random_float 0.0 _to_ 0.5
    0098: 23@ = random_float 0.0 _to_ 0.5
    0098: 24@ = random_float 0.0 _to_ 0.5
    /////////////////////////////////////////
    0063: 28@ = 22@
    0063: 29@ = 23@
    0063: 30@ = 24@
    /////////////////////////////////////////
    0209: 27@ = random 1 to_ 10
    if 27@ >= 5
    then
        22@ = -0.1
        0063: 22@ -= 28@
    end
    /////////////////////////////////////////
    0209: 27@ = random 1 to_ 10
    if 27@ >= 5
    then
        23@ = -0.1
        0063: 23@ -= 29@
    end
    /////////////////////////////////////////
    0209: 27@ = random 1 to_ 10
    if 27@ >= 5
    then
        24@ = -0.1
        0063: 24@ -= 30@
    end
    /////////////////////////////////////////
    0C0D: struct 17@ offset 27 size 4 = 22@
    0C0D: struct 17@ offset 31 size 4 = 23@
    0C0D: struct 17@ offset 35 size 4 = 24@
    /////////////////////////////////////////
    0C0D: struct 17@ offset 39 size 1 = 25@
    0B3D: raknet 12@ = new_bit_stream
    0B40: raknet bit_stream 12@ write 206 type BS_TYPE_BYTE size 1  
    0B40: raknet bit_stream 12@ write 17@ type BS_TYPE_ARRAY size 40
    0B8B: raknet send bit_stream 12@
    0B3E: raknet delete_bit_stream 12@
    0AC9: free_allocated_memory 17@
    if 0@ == 1
    then
        0209: 21@ = random 1 to_ 3
        0209: 16@ = random 1 to_ 3
        0209: 28@ = random 1 to_ 3
        09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 21@ 16@ 18@ density 2@ on_actor 3@
    end
    if 4@ == 1
    then 0AB1: call @Detour 1 8@
    end
end
0AB2: ret 0
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:ModelGroup
0001: wait 0
18@ = 1
if 0@ <> 0
then
    0665: get_actor 1@ model_to 17@
    if 0@ == 1
    then
        if or
            17@ == 105
            17@ == 106
            17@ == 107
        then 18@ = 0
        end
    end
    if 0@ == 2
    then
        if or
            17@ == 102
            17@ == 103
            17@ == 104
        then 18@ = 0
        end
    end
    if 0@ == 3
    then
        if or
            17@ == 114
            17@ == 115
            17@ == 116
        then 18@ = 0
        end
    end
    if 0@ == 4
    then
        if or
            17@ == 108
            17@ == 109
            17@ == 110
        then 18@ = 0
        end
    end
    if 0@ == 5
    then
        if or
            17@ == 173
            17@ == 174
            17@ == 175
        then 18@ = 0
        end
    end
    if 0@ == 6
    then
        if or
            17@ == 111
            17@ == 112
            17@ == 125
            17@ == 126
            17@ == 127
        then 18@ = 0
        end
    end
    if 0@ == 7
    then
        if or
            17@ == 113
            17@ == 124
        then 18@ = 0
        end
    end
    if 0@ == 8
    then
        if or
            17@ == 121
            17@ == 122
            17@ == 123
            17@ == 117
            17@ == 118
            17@ == 120
        then 18@ = 0
        end
    end
    if 18@ == 0
    then
        if 2@ == 1
        then print "~g~Friendly ~r~Fire!" 500
        end
    end
end
0AB2: ret 1 18@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:PrepareToAIM
0001: wait 0
if 1@ == 1
then
    Actor.StorePos(0@, 2@, 3@, 4@)
    0AB1: call @CameraToPlayer 4 2@ 3@ 4@ 0.04253
end
0AB2: ret 0     
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:CameraToPlayer
0001: wait 0
0087: 8@ = 3@
068D: get_camera_position_to 3@ 4@ 5@
0063: 0@ -= 3@
0063: 1@ -= 4@
0604: get_Z_angle_for_point 0@ 1@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795         
005B: 6@ += 8@                    
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0AB2: ret 0
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:CamRestorer
0001: wait 0
0AB1: call @CameraToPlayer 4 0@ 1@ 2@ 0.04253
0AB2: ret 0
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:MyRPC_Hook
0001: wait 0
0BE5: raknet 10@ = get_hook_param PARAM_PACKETID
if 10@ == 115
then
    if ActiveStatus == 1
    then 0BE0: raknet hook_ret false
    end
end
0BE0: raknet hook_ret true
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:PACKET_SYNC_HOOK
0001: wait 0
0BE5: raknet 2@ = get_hook_param PARAM_BITSTREAM
0BE5: raknet 3@ = get_hook_param PARAM_PACKETID
if 3@ == PACKET_WEAPONS_UPDATE
then
    if and
        ActiveStatus == 1
        056D: actor LastTargetHandle defined
    then
        0BF3: raknet 4@ = bit_stream 2@ get_data_ptr
        0B2B: samp 26@ = get_player_id_by_actor_handle LastTargetHandle
        0C0D: struct 4@ offset 1 size 2 = 26@
        0BEA: raknet bit_stream 2@ reset_write_pointer
        0B40: raknet bit_stream 2@ write 4@ type BS_TYPE_ARRAY size 6
    end 
end
if 3@ == PACKET_BULLET_SYNC
then
    if ActiveStatus == 1
    then
        0AB1: @GET_AIM_TARGET_ACTOR 2 IN_RADIUS_FROM_CROSSHAIR 12@ WallShot _STORE_TO 7@
        if 7@ <> -1
        then 008A: LastTargetHandle = 7@
        end
        if and
            LastTargetHandle <> -1
            056D: actor LastTargetHandle defined
        then
            if FriendlyGroup == 0
            then 0AB1: call @ModelGroup 3 ModelGroup LastTargetHandle ShowMessages ret_to 6@
            else
                0AB1: call @ModelGroup 3 ModelGroup LastTargetHandle ShowMessages ret_to 16@
                0AB1: call @ModelGroup 3 FriendlyGroup LastTargetHandle ShowMessages ret_to 17@
                if or
                    16@ <> 1
                    17@ <> 1
                then 6@ = 0
                else 6@ = 1
                end
            end
            if 6@ == 1
            then
                var
                    15@ : float
                    27@ : float
                    21@ : float
                    19@ : float
                end
                068E: get_camera_target_point_to 15@ 27@ 21@
                if RandomShot == 0
                then
                    0AB1: call @PrepareToAIM 2 LastTargetHandle ValidCamera
                    0AB1: call @SendSilentBullet 5 DrawBlood 13@ BloodDensity LastTargetHandle SendRPC
                    if and
                        ValidCamera == 1
                        CamBack == 1
                    then 0AB1: call @CamRestorer 3 15@ 27@ 21@
                    end
                else       
                    0209: 19@ = random_int_in_ranges 1 3
                    if 19@ >= 2
                    then
                        0AB1: call @PrepareToAIM 2 LastTargetHandle ValidCamera
                        0AB1: call @SendSilentBullet 5 DrawBlood 13@ BloodDensity LastTargetHandle SendRPC
                        if and
                            ValidCamera == 1
                            CamBack == 1
                        then 0AB1: call @CamRestorer 3 15@ 27@ 21@
                        end
                    end
                end
                0BE0: raknet hook_ret false
            end
        end
    end
end
0BE0: raknet hook_ret true
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:GET_AIM_TARGET_ACTOR
0001: wait 0
FOR 28@ = 0.0 TO 0@ STEP 8.0
    0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
    000A: 29@ += 0x4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    for 30@ = 0 to 35584 step 0x100
        0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
        000A: 29@ += 0x1
        if and
            0029:  31@ >= 0x00
            001B:  0x80 > 31@
        then 005A: 31@ += 30@
        if 056D:  actor 31@ defined
        then
            if 803C: $PLAYER_ACTOR == 31@
            then
                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@
                if and
                    1@ == 0
                    06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 1
                then
                    if and
                        8118:  actor 31@ dead
                        02CB:  actor 31@ bounding_sphere_visible
                    then
                        04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
                        0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
                        0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
                        if 0035:  28@ >= 15@
                        then 0AB2: 1 31@  
                        end
                    end
                end
                if 1@ == 1
                then
                    if and
                        8118:  actor 31@ dead
                        02CB:  actor 31@ bounding_sphere_visible
                    then
                        04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
                        0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
                        0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
                        if 0035:  28@ >= 15@
                        then 0AB2: 1 31@  
                        end
                    end
                end
            end
            end
        end
    end
END
0AB2: 1 -1
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:getScreenXYFrom3DCoords
0001: wait 0
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:DefaultVarInit
HookDistance = 60
ShotDistance = 120
TargetPointer = 0
CamBack = 0
WallShot = 1
ValidCamera = 0
RandomShot = 0
SendRPC = 1
ModelGroup = 0
DrawBlood = 1
BloodDensity = 120
AutoActivation = 0
ActivationMode = 1
GameKey = -1
ShowMessages = 1
FriendlyGroup = 0
return
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:Config
if 0AAB: file_exists "CLEO\AimConfig_v7.5[by_0pc0d3R].ini"
then             
    0AF0: HookDistance = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "HookDistance"
    0AF0: ShotDistance = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
    0AF0: TargetPointer = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "TargetPointer"
    0AF0: CamBack = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "CamBack"
    0AF0: WallShot = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
    0AF0: ValidCamera = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ValidCamera"
    0AF0: RandomShot = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
    0AF0: SendRPC = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "SendRPC"
    0AF0: ModelGroup = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ModelGroup"
    0AF0: DrawBlood = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
    0AF0: BloodDensity = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
    0AF0: AutoActivation = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
    0AF0: ActivationMode = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ActivationMode"
    0AF0: GameKey = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "GameKey"
    0AF0: ShowMessages = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShowMessages"
    0AF0: FriendlyGroup = get_int_from_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "FriendlyGroup"
else
    0AF1: write_int HookDistance to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "HookDistance"
    0AF1: write_int ShotDistance to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
    0AF1: write_int TargetPointer to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "TargetPointer"
    0AF1: write_int CamBack to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "CamBack"
    0AF1: write_int WallShot to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
    0AF1: write_int ValidCamera to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ValidCamera"
    0AF1: write_int RandomShot to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
    0AF1: write_int SendRPC to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "SendRPC"
    0AF1: write_int ModelGroup to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ModelGroup"
    0AF1: write_int DrawBlood to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
    0AF1: write_int BloodDensity to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
    0AF1: write_int AutoActivation to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
    0AF1: write_int ActivationMode to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ActivationMode"
    0AF1: write_int GameKey to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "GameKey"
    0AF1: write_int ShowMessages to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "ShowMessages"
    0AF1: write_int FriendlyGroup to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "Settings" key "FriendlyGroup"
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    0AF5: write_string "1" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Grove"
    0AF5: write_string "2" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Ballas"
    0AF5: write_string "3" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Aztec"
    0AF5: write_string "4" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Vagos"
    0AF5: write_string "5" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Rifa"
    0AF5: write_string "6" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "RM"
    0AF5: write_string "7" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "LCN"
    0AF5: write_string "8" to_ini_file "CLEO\AimConfig_v7.5[by_0pc0d3R].ini" section "ModelGroups" key "Yakuza"
end
return
/////////////////////////////////// Happy End ! ////////////////////////////////////////////////////////////////////////////////////////////////
 

connor.bloodz

Новичок
8
0
Пацаны можете пожалуйста декриптануть?
Буду очень благодарен
 

Вложения

  • NES.cs
    17.3 KB · Просмотры: 10

™ ChipFamily

По ту сторону надежды.
5,144
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connor.bloodz

Новичок
8
0
А можно вопрос? Почему я тогда не могу открыть через Sunny Builder? Пишет неверный опкод 0B4E по адерессу 69
Другие клео открывает а этот почему то не открывает
Просто я хочу сменить кнопку активации и не могу зайти через санни билдер
 
Последнее редактирование:

™ ChipFamily

По ту сторону надежды.
5,144
1,983
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
  • Нравится
Реакции: connor.bloodz