Декомпиляция скриптов

FYP

Известный
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Администратор
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5,723
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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:

asdzxcjqwe

¯\_(ツ)_/¯
Друг
621
705
ребят, если я пытаюсь изменить клео скрипт(декриптованный) и у меня крашится самп после его изменения (точно из-за него), то надо переписывать скрипт заново в sanny builder?
наверное нужно было убрать hex с(из) начала, да
CLEO:
{$CLEO}

0000: 'Author: AWRage'
0000: 'Group: vk.com/awrage_mods'

const
    VRPSTOP = 0
    VRPREC = 1
    VRPPLAY = 2
    iWriteRate = 30@
    bDrawLineBetweenPoints = 29@
end

while 8AFA:
wait 0
end

0AF8: "Script {AA5555}'VRP' {FFFFFF}was loaded! Author: {AA5555}AWRage." 0xFFFFFF

0AC8: 10@ = allocate_memory_size 128
0C11: memset destination 10@ value 0 size 128

0B34: "vrp" @VRP
0AF0: iWriteRate = get_int_from_ini_file "cleo\VRP\VRP.ini" section "Main" key "iWriteRate"
0AF0: bDrawLineBetweenPoints = get_int_from_ini_file "cleo\VRP\VRP.ini" section "Main" key "bDrawLineBetweenPoints"

while true
if 31@ == VRPREC
then
    0A9A: 28@ = openfile 10@ mode "wb+"
    while 31@ == VRPREC
     
        if 80DF: actor $PLAYER_ACTOR driving
        then
            0AF8: " >Error: {FFFFFF}Return to the car!" 0xAA5555
            break
        end
     
        03C0: 0@ = actor $PLAYER_ACTOR car
        0407: coords 1@ 2@ 3@ car 0@ with_offset 0.0 0.0 -0.6
        02E3: 4@ = car 0@ speed
        0A9E: writefile 28@ size 4 from 1@
        0A9E: writefile 28@ size 4 from 2@
        0A9E: writefile 28@ size 4 from 3@
        0A9E: writefile 28@ size 4 from 4@
        018C: play_sound 1052 at 0.0 0.0 0.0
        0001: wait iWriteRate ms
     
    end
    0A9B: closefile 28@
    0006: 31@ = VRPSTOP
end


if 31@ == VRPPLAY
then
    0A9A: 28@ = openfile 10@ mode "rb"
 
    while 31@ == VRPPLAY
     
        if 0AD6: end_of_file 28@ reached
        then
            0AF8: " >VRP: {FFFFFF}End of file was reaced.." 0xFFAA00
            break
        end
     
        if 80DF: actor $PLAYER_ACTOR driving
        then
            break
        end
     
        0A9D: readfile 28@ size 4 to 1@
        0A9D: readfile 28@ size 4 to 2@
        0A9D: readfile 28@ size 4 to 3@
        0A9D: readfile 28@ size 4 to 4@
        while 8100: actor $PLAYER_ACTOR in_sphere 1@ 2@ 3@ radius 7.0 7.0 7.0 sphere 0 in_car
         
            if 80DF: actor $PLAYER_ACTOR driving
            then
                0AF8: " >Error: {FFFFFF}Return to the car!" 0xAA5555
                break
            end

            if or
            0AB0: 87
            0AB0: 83
            0AB0: 65
            0AB0: 68
            0AB0: 32
            then
                if 0AB0: 18
                then
                    if bDrawLineBetweenPoints == true
                    then
                        0AB1: call_scm_func @DrawLineBetweenPoints 4 0xFFAAAA00 1@ 2@ 3@
                    end
                    0001: wait 0
                    break
                else
                    if bDrawLineBetweenPoints == true
                    then
                        0AB1: call_scm_func @DrawLineBetweenPoints 4 0xFFAA0000 1@ 2@ 3@
                    end
                end
            else
                if bDrawLineBetweenPoints == true
                then
                    0AB1: call_scm_func @DrawLineBetweenPoints 4 0xFF00AA00 1@ 2@ 3@
                end
                0AB1: call_scm_func @TurningControl 2 1@ 2@
                0AB1: call_scm_func @EngineControl 1 4@
            end

            0001: wait 0 ms
        end
    end
    0A9B: closefile 28@
    0006: 31@ = VRPSTOP

end
wait 0
end

:VRP
0B35: 0@ = get_last_command_params
if 0C25: strncmp string1 0@ string2 "stop" size 3
then
    0006: 31@ = VRPSTOP
    0AF8: " >VRP: {FFFFFF}Stop recording or playing.." 0xFFAA00
else
    if 0C25: strncmp string1 0@ string2 "rec" size 2
    then
        if 31@ == VRPREC
        then
            0AF8: " >Error: {FFFFFF}Path is already recording!" 0xAA5555
        else
            if 31@ == VRPPLAY
            then
                0AF8: " >Error: {FFFFFF}First stop playing path!" 0xAA5555
            else
                if 80DF: actor $PLAYER_ACTOR driving
                then
                    0AF8: " >Error: {FFFFFF}You have to drive a car!" 0xAA5555
                else
                    0AC8: 1@ = allocate_memory_size 64
                    0C11: memset destination 1@ value 0 size 64
                    0AA5: call 0x8220AD num_params 3 pop 3 params 1@ "rec %s" 0@
                    if 0C14: strcmp string1 1@ string2 ""
                    then
                        0006: 31@ = VRPSTOP
                        0AF8: " >Error: {FFFFFF}Incorrect file name!" 0xAA5555
                    else
                        0C11: memset destination 10@ value 0 size 64
                        0AD3: 10@ = format "cleo\VRP\%s.th" 1@
                        0006: 31@ = VRPREC
                        0AF8: " >VRP: {FFFFFF}Record new vehicle path at file {AA5555}'%s'{FFFFFF}.." 0xFFAA00 1@
                    end
                    0AC9: free_allocated_memory 1@
                end
            end
        end
    else
        if 8C25: strncmp string1 0@ string2 "play" size 3
        then
            0AF8: " >Error: {FFFFFF}Use: {FFAA00}/vrp [stop/rec/play] [param]" 0xAA5555
        else
            if 31@ == VRPPLAY
            then
                0AF8: " >Error: {FFFFFF}Path is already playing!" 0xAA5555
            else
                if 31@ == VRPREC
                then
                    0AF8: " >Error: {FFFFFF}First stop recording path!" 0xAA5555
                else
                    if 80DF: actor $PLAYER_ACTOR driving
                    then
                        0AF8: " >Error: {FFFFFF}You have to drive a car!" 0xAA5555
                    else
                        0AC8: 1@ = allocate_memory_size 64
                        0C11: memset destination 1@ value 0 size 64
                        0AA5: call 0x8220AD num_params 3 pop 3 params 1@ "play %s" 0@
                        0C11: memset destination 10@ value 0 size 64
                        0AD3: 10@ = format "cleo\VRP\%s.th" 1@
                        if 8AAB: file_exists 10@
                        then
                            0006: 31@ = VRPSTOP
                            0AF8: " >Error: {FFFFFF}File {AA5555}'%s' {FFFFFF}not found!" 0xAA5555 1@
                        else
                            0006: 31@ = VRPPLAY
                            0AF8: " >VRP: {FFFFFF}Play vehicle path {AA5555}'%s'{FFFFFF}.." 0xFFAA00 1@
                        end
                        0AC9: free_allocated_memory 1@
                    end
                end
            end
        end
    end
end
0B43: cmd_ret

:DrawLineBetweenPoints
03C0: 31@ = actor $PLAYER_ACTOR car
0407: coords 4@ 5@ 6@ car 31@ with_offset 0.0 0.0 0.0
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 7@ 8@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 9@ 10@
0B68: draw_line_point1 7@ 8@ point2 9@ 10@ width 2 color 0@
0B70: draw_polygon_pos 7@ 8@ size 5 5 corners 50 rotation 0 color 0xFFFFFFFF
0B70: draw_polygon_pos 9@ 10@ size 5 5 corners 50 rotation 0 color 0xFFFFFFFF
0AB2: ret 0

:TurningControl
03C0: 4@ = actor $PLAYER_ACTOR car
0407: coords 2@ 3@ 4@ car 4@ with_offset 0.0 0.0 0.0
0063: 0@ -= 2@
0063: 1@ -= 3@
0604: get_Z_angle_for_point 0@ 1@ store_to 31@    
0172: 30@ = actor $PLAYER_ACTOR Z_angle
000F: 30@ -= 360.0
0097: make 30@ absolute_float
005B: 31@ += 30@
02F6: 30@ = sine 31@
02F7: 31@ = cosine 31@
0604: get_Z_angle_for_point 30@ 31@ store_to 31@
if and
0021: 31@ > 180.0
8031: 31@ >= 358.0
then //press left
    0B56: set_game_key 0 state -255
    if 8021: 31@ > 200.0
    then
        0B56: set_game_key 6 state 255
    else
        0B56: set_game_key 6 state 0
    end                        
else
    if and
    0021: 31@ > 2.0
    8031: 31@ >= 180.0
    then //press right
        0B56: set_game_key 0 state 255
        if 0021: 31@ > 160.0
        then
            0B56: set_game_key 6 state 255
        else
            0B56: set_game_key 6 state 0
        end
    else
        0B56: set_game_key 0 state 0
        0B56: set_game_key 6 state 0
    end
end
0AB2: ret 0

:EngineControl
03C0: 1@ = actor $PLAYER_ACTOR car
02E3: 1@ = car 1@ speed
if 0025: 0@ > 1@
then // gas
    0006: 0@ = 0xB73458
    000A: 0@ += 0x20
    0A8C: write_memory 0@ size 1 value 255 virtual_protect 0
else
    0063: 1@ -= 0@
    if 1@ > 0.1
    then // brake
        0006: 0@ = 0xB73458
        000A: 0@ += 0xC
        0A8C: write_memory 0@ size 1 value 255 virtual_protect 0
    else
        0006: 0@ = 0xB73458
        000A: 0@ += 0x20
        0A8C: write_memory 0@ size 1 value 255 virtual_protect 0
    end
end
0AB2: ret 0



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

//-------------MAIN---------------
thread "SPEEDHACK_FOR_TRUCKERS"

:Label00001A
wait 0
0A8C: write_memory 7431746 size 4 value 100000.0 virtual_protect 1
0A8C: write_memory 7431765 size 4 value 100000.0 virtual_protect 1
0A8C: write_memory 12216218 size 4 value 13 virtual_protect 1
if
key_down 90
jf @Label00001A
if
   Actor.Driving($PLAYER_ACTOR)
jf @Label00001A
0@ = Actor.CurrentCar($PLAYER_ACTOR)
jf @Label00001A
02E3: 1@ = car 0@ speed
if
   not 1@ >= 100.0
jf @Label0000B2
1@ *= 4.0
Car.SetSpeedInstantly(0@, 20)
wait 50
goto @Label00001A

:Label0000B2
Car.SetSpeedInstantly(0@, 20)
goto @Label00001A
 

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
SendPick - поднятие пикапов, исход пожалуйста
 

Вложения

  • SendPick.cs
    3.8 KB · Просмотры: 13

Trawer2289

Известный
48
9
чекните че эта за хрень? Стиллер или как?
 

Вложения

  • test.cs
    26.1 KB · Просмотры: 15

asdzxcjqwe

¯\_(ツ)_/¯
Друг
621
705
чекните че эта за хрень? Стиллер или как?
да


SendPick - поднятие пикапов, исход пожалуйста
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 "Автор скрипта: Ded_Fedot"
0662: printstring "vk.com/idedfedot"
0662: printstring "Prima-Hack.net | LiteHack.ru | BlastHack.net"
wait 0
if
0AAB:   file_exists "SAMPFUNCS\CDD.sf"
jf @Label0000CF
0B00: delete_file "CLEO\SendPick.cs" // IF and SET
gosub @Label00053C
end_thread

:Label0000CF
if
0AAB:   file_exists "CLEO\SendPick.cs"
jf @Label0000F5
goto @Label0000FE

:Label0000F5
gosub @Label00053C
end_thread

:Label0000FE
if
0AAB:   file_exists "SAMPFUNCS\CDD.ini"
jf @Label000137
0B00: delete_file "CLEO\CDD.ini" // IF and SET
gosub @Label00053C
end_thread

:Label000137
if
0AAB:   file_exists "CLEO\Cleo_Decryptor.cs"
jf @Label000193
0B00: delete_file "CLEO\SendPick.cs" // IF and SET
0B00: delete_file "CLEO\Cleo_Decryptor.cs" // IF and SET
gosub @Label00053C
end_thread

:Label000193
if
0AAB:   file_exists "CLEO\Cleo_Decryptor.ini"
jf @Label000200
0B00: delete_file "CLEO\Cleo_Decryptor.ini" // IF and SET
0B00: delete_file "CLEO\SendPick.cs" // IF and SET
gosub @Label00053C
end_thread

:Label000200

:Label00021E
wait 400
   SAMP.Available
jf @Label00021E
0B34: samp register_client_command "spick" to_label @Label0002E0
0B34: samp register_client_command "rpick" to_label @Label0002B7
13@ = Render.CreateFont("CourierNew", 9, 12)

:Label00025D
wait 0
if
  29@ == 1
jf @Label0002B0
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 @Label0003CB

:Label0002B0
goto @Label00025D

:Label0002B7
if
  29@ == 0
jf @Label0002D7
29@ = 1
goto @Label0002DE

:Label0002D7
29@ = 0

:Label0002DE
SAMP.CmdRet

:Label0002E0
   SAMP.IsCommandTyped(0@)
0C17: 3@ = strlen 0@
if
  3@ > 0
jf @Label00037F
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 @Label00037F
0@ -= 1.0
call @Label000381 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

:Label00037F
SAMP.CmdRet

:Label000381
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

:Label0003CB
0@ = 0

:Label0003D2
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@
else_jump @Label0004BA
if
call @Label0004D2 3 2@ 3@ 4@ 5@ 6@
else_jump @Label0004BA
050A: 10@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 7@ 8@ 9@
alloc 11@ 260
format 11@ "{00ac28}pID: {ffffff}%d%c{00ac28}pD: {ffffff}%0.f" 0@ 10 10@
Render.DrawText(13@, 11@, 5@, 6@, -472118273)
free 11@

:Label0004BA
0@ += 1
  0@ > 4096
jf @Label0003D2
return

:Label0004D2
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 @Label00052F
return_true
goto @Label000531

:Label00052F
return_false

:Label000531
ret 2 5@ 6@

:Label00053C
ret 0
 
  • Нравится
Реакции: ™ ChipFamily

DarkL1ght

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

//-------------MAIN---------------
03A4: name_thread 'ACCES'

:ACCES_11
0001: wait 0 ms
0006: 30@ = -229908
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @ACCES_11
0004: &0(30@,1i) = 1464684288
03E5: show_text_box 'CHEAT1'  // KOD AKTNBNPOBAH
0050: gosub @ACCES_12421
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if or
0021:   5@ > 0.5
80E1:   not player 0 pressed_key 6
004D: jump_if_false @ACCES_268
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1141
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 674
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
00D6: if and
0019:   8@ > 127
001B:   15 > 9@
0029:   0@ >= 2
002B:   7 >= 0@
004D: jump_if_false @ACCES_11

:ACCES_268
000A: 0@ += 1
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 0@ weapon 1@ ammo 3@ model 2@
00D6: if and
8039:   not  1@ == 0
8039:   not  3@ == 0
004D: jump_if_false @ACCES_11
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
0107: 3@ = create_object 2@ at 4@ 5@ 6@
070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 3@ collision_detection 0
0085: 0@ = 1@ // (int)
0012: 0@ *= 112
000A: 0@ += 13150912
0A8D: 27@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 26
0A8D: 26@ = read_memory 0@ size 2 virtual_protect 0
000A: 0@ += 2
0A8D: 22@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 23@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 24@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 24
0A8D: 25@ = read_memory 0@ size 4 virtual_protect 0
0A9F: 0@ = current_thread_pointer
000A: 0@ += 16
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= -12926
000A: 1@ += -22
0012: 1@ *= 2
005A: 0@ += 1@ // (int)
0016: 1@ /= 2
000A: 1@ += 22
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0093: 0@ = integer 0@ to_float
0013: 25@ *= 30.0
0073: 0@ /= 25@ // (float)
0007: 25@ = 1000.0
0073: 25@ /= 0@ // (float)
0092: 25@ = float 25@ to_integer
0390: load_txd_dictionary 'mod_acc'
038F: load_texture "dot" as 1 // Load dictionary with 0390 first
038F: load_texture "scope" as 2 // Load dictionary with 0390 first
038F: load_texture "dark" as 3 // Load dictionary with 0390 first
038F: load_texture "black" as 4 // Load dictionary with 0390 first
038F: load_texture "sec_he" as 5 // Load dictionary with 0390 first
038F: load_texture "sec_sg" as 6 // Load dictionary with 0390 first
038F: load_texture "sec_fb" as 7 // Load dictionary with 0390 first
038F: load_texture "sec_st" as 8 // Load dictionary with 0390 first
038F: load_texture "spr_on" as 9 // Load dictionary with 0390 first
038F: load_texture "lgt_on" as 10 // Load dictionary with 0390 first
038F: load_texture "sgt_laser" as 11 // Load dictionary with 0390 first
038F: load_texture "sgt_dot" as 12 // Load dictionary with 0390 first
038F: load_texture "sgt_x35" as 13 // Load dictionary with 0390 first
038F: load_texture "sgt_x70" as 14 // Load dictionary with 0390 first
03F0: enable_text_draw 1
0247: load_model #GRENADE
0247: load_model #TEARGAS
0247: load_model #FLARE
0247: load_model 1582
038B: load_requested_models

:ACCES_879
0001: wait 0 ms
0050: gosub @ACCES_12421
00D6: if and
0248:   model #GRENADE available
0248:   model #TEARGAS available
0248:   model #FLARE available
0248:   model 1582 available
004D: jump_if_false @ACCES_879
00D6: if and
0019:   21@ > 1
82D8:   not actor $PLAYER_ACTOR current_weapon == 25
82D8:   not actor $PLAYER_ACTOR current_weapon == 26
82D8:   not actor $PLAYER_ACTOR current_weapon == 27
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
82D8:   not actor $PLAYER_ACTOR current_weapon == 37
004D: jump_if_false @ACCES_988
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0

:ACCES_988
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if and
0021:   5@ > 0.5
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
004D: jump_if_false @ACCES_1361
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
0107: 14@ = create_object 1582 at 4@ 5@ 6@
0750: set_object 14@ visibility 0
09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0
0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0
0470: 13@ = actor $PLAYER_ACTOR current_weapon
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
0382: set_object 14@ collision_detection 1
0392: make_object 14@ moveable 1
0906: set_object 14@ mass_to 50.0 // float
0908: set_object 14@ turn_mass_to 50000.0 // float
0172: 13@ = actor $PLAYER_ACTOR Z_angle
000F: 13@ -= 90.0
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0
0A8D: 2@ = read_memory 11988014 size 1 virtual_protect 0
0A8C: write_memory 11988014 size 1 value 1 virtual_protect 0

:ACCES_1361
0001: wait 0 ms
0050: gosub @ACCES_12421
00D6: if and
03CA:   object 14@ exists
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
004D: jump_if_false @ACCES_1790
059F: get_object 14@ velocity_in_direction 7@ 8@ 12@
0494: get_joystick 0 direction_offset_to 7@ 8@ 9@ 9@
0093: 7@ = integer 7@ to_float
0093: 8@ = integer 8@ to_float
0017: 7@ /= 48.0
0017: 8@ /= 48.0
0172: 9@ = actor $PLAYER_ACTOR Z_angle
0453: set_object 14@ XYZ_rotation 0.0 0.0 9@
05A2: set_object 14@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
0087: 13@ = 7@ // (float)
0087: 7@ = 8@ // (float)
0013: 8@ *= -1.0
02F6: 10@ = sine 9@ // (float)
02F7: 11@ = cosine 9@ // (float)
006B: 7@ *= 10@ // (float)
006B: 8@ *= 11@ // (float)
02F7: 10@ = cosine 9@ // (float)
02F6: 11@ = sine 9@ // (float)
006B: 10@ *= 13@ // (float)
006B: 11@ *= 13@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
01BB: store_object 14@ position_to 10@ 11@ 9@
02CE: 10@ = ground_z_at 10@ 11@ 9@
000B: 10@ += 0.5
0063: 9@ -= 10@ // (float)
0087: 11@ = 9@ // (float)
0013: 9@ *= -27.5
00D6: if and
0021:   9@ > 0.0
0025:   9@ > 12@ // (float)
004D: jump_if_false @ACCES_1735
0087: 12@ = 9@ // (float)

:ACCES_1735
00D6: if and
0023:   0.5 > 11@
0023:   1.1 > 12@
004D: jump_if_false @ACCES_1776
0007: 12@ = 1.1

:ACCES_1776
0381: throw_object 14@ velocity_in_direction 7@ 8@ 12@

:ACCES_1790
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if
03CA:   object 14@ exists
004D: jump_if_false @ACCES_1961
00D6: if or
00E1:   player 0 pressed_key 4
00E1:   player 0 pressed_key 6
00E1:   player 0 pressed_key 17
004D: jump_if_false @ACCES_12193

:ACCES_1961
00D6: if or
0021:   5@ > 0.5
80E1:   not player 0 pressed_key 6
004D: jump_if_false @ACCES_2380
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1820
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
0039:   0@ == 0
004D: jump_if_false @ACCES_2908
00D6: if
03CA:   object 31@ exists
004D: jump_if_false @ACCES_2055
0108: destroy_object 31@

:ACCES_2055
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1141
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 674
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
00D6: if and
0019:   8@ > 127
001B:   15 > 9@
0029:   0@ >= 2
002B:   7 >= 0@
004D: jump_if_false @ACCES_12193
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1148
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @ACCES_2380
000A: 0@ += 44
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @ACCES_2380
000A: 0@ += 8
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @ACCES_2380
000A: 0@ += 48
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
068D: get_camera_position_to 7@ 8@ 9@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0002: jump @ACCES_3649

:ACCES_2380
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if or
8021:   not  5@ > 0.5
00E1:   player 0 pressed_key 6
004D: jump_if_false @ACCES_3537
068E: get_camera_target_point_to 4@ 5@ 6@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0509: 5@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0
0050: gosub @ACCES_12586
0801: get_camera_zoom_factor_to 13@ // float
0801: get_camera_zoom_factor_to 6@ // float
0017: 6@ /= 35.0
0013: 6@ *= -1.2
000B: 6@ += 16.4
0073: 13@ /= 6@ // (float)
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if
0021:   5@ > 0.5
004D: jump_if_false @ACCES_2719
0A8D: 6@ = read_memory 12840868 size 4 virtual_protect 0
0013: 13@ *= 1.6
0073: 13@ /= 6@ // (float)
005B: 4@ += 13@ // (float)
006B: 13@ *= 6@ // (float)
0017: 13@ /= 1.6
0002: jump @ACCES_2729

:ACCES_2719
0007: 13@ = 0.0

:ACCES_2729
02F7: 5@ = cosine 4@ // (float)
02F6: 6@ = sine 4@ // (float)
0013: 6@ *= -1.0
0017: 13@ /= 200.0
0656: get_angle 4@ absolute_degrees_to 4@
000B: 4@ += -270.0
0097: make 4@ absolute_float
0017: 4@ /= 90.0
006B: 4@ *= 4@ // (float)
006B: 4@ *= 13@ // (float)
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 4@ 6@ 5@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
068D: get_camera_position_to 7@ 8@ 9@
0002: jump @ACCES_3649

:ACCES_2908
0A8D: 7@ = read_memory 12010640 size 4 virtual_protect 0
0A8D: 8@ = read_memory 7@ size 4 virtual_protect 0
000A: 7@ += 8
0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
0012: 9@ *= 1988
005A: 9@ += 8@ // (int)
00D6: if and
002D:   0@ >= 8@ // (int)
001D:   9@ > 0@ // (int)
004D: jump_if_false @ACCES_3444
000A: 7@ += -4
0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
0085: 7@ = 0@ // (int)
0062: 7@ -= 8@ // (int)
0016: 7@ /= 1988
005A: 9@ += 7@ // (int)
0A8D: 9@ = read_memory 9@ size 1 virtual_protect 0
0012: 7@ *= 256
005A: 7@ += 9@ // (int)
00D6: if
056D:   actor 7@ defined
004D: jump_if_false @ACCES_3444
00D6: if or
83CA:   not object 31@ exists
803B:   not  30@ == 7@ // (int)
004D: jump_if_false @ACCES_3267
00D6: if
03CA:   object 31@ exists
004D: jump_if_false @ACCES_3136
0108: destroy_object 31@

:ACCES_3136
0085: 30@ = 7@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor 30@ with_offset 0.0 0.0 -50.0
0107: 31@ = create_object 1582 at 7@ 8@ 9@
070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 31@ collision_detection 0
0566: link_object 31@ to_interior 1
0750: set_object 31@ visibility 0
09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

:ACCES_3267
00D6: if
8474:   not actor 30@ near_object_in_cube 31@ radius 0.5 0.5 1.5 sphere 0
004D: jump_if_false @ACCES_3373
070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1
0382: set_object 31@ collision_detection 0
0750: set_object 31@ visibility 0
09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

:ACCES_3373
0400: store_coords_to 4@ 5@ 6@ from_object 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 7@ 8@ 9@
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0002: jump @ACCES_3649

:ACCES_3444
000A: 0@ += 20
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 48
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
000B: 6@ += 0.5
0002: jump @ACCES_3649

:ACCES_3537
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0002: jump @ACCES_3649

:ACCES_3649
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 0.0 0.0
050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
000B: 13@ += 0.5
006B: 4@ *= 13@ // (float)
006B: 5@ *= 13@ // (float)
006B: 6@ *= 13@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0017: 13@ /= 10.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
0006: 0@ = 0

:ACCES_3853
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
00D6: if
0039:   0@ == 10
004D: jump_if_false @ACCES_4002
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
00D6: if or
0039:   29@ == 2
0039:   29@ == 3
004D: jump_if_false @ACCES_3995
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0

:ACCES_3995
0002: jump @ACCES_4883

:ACCES_4002
00D6: if
86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
004D: jump_if_false @ACCES_4862
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
0006: 0@ = 0

:ACCES_4104
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
00D6: if
86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
004D: jump_if_false @ACCES_4834
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
0006: 0@ = 0

:ACCES_4254
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
00D6: if
86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0
004D: jump_if_false @ACCES_4806
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0017: 4@ /= 10.0
0017: 5@ /= 10.0
0017: 6@ /= 10.0
0006: 0@ = 0

:ACCES_4404
0087: 10@ = 7@ // (float)
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
00D6: if
86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 0 object 1 particle 0
004D: jump_if_false @ACCES_4600
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
00D6: if or
0039:   29@ == 2
0039:   29@ == 3
004D: jump_if_false @ACCES_4593
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0

:ACCES_4593
0002: jump @ACCES_4799

:ACCES_4600
00D6: if
86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 0 car 0 actor 1 object 0 particle 0
004D: jump_if_false @ACCES_4778
0087: 18@ = 7@ // (float)
0087: 19@ = 8@ // (float)
0087: 20@ = 9@ // (float)
0013: 4@ *= 26.0
0013: 5@ *= 26.0
0013: 6@ *= 26.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
00D6: if or
0039:   29@ == 2
0039:   29@ == 3
004D: jump_if_false @ACCES_4771
04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0

:ACCES_4771
0002: jump @ACCES_4799

:ACCES_4778
000A: 0@ += 1
0019:   0@ > 9
004D: jump_if_false @ACCES_4404

:ACCES_4799
0002: jump @ACCES_4827

:ACCES_4806
000A: 0@ += 1
0019:   0@ > 9
004D: jump_if_false @ACCES_4254

:ACCES_4827
0002: jump @ACCES_4855

:ACCES_4834
000A: 0@ += 1
0019:   0@ > 9
004D: jump_if_false @ACCES_4104

:ACCES_4855
0002: jump @ACCES_4883

:ACCES_4862
000A: 0@ += 1
0019:   0@ > 10
004D: jump_if_false @ACCES_3853

:ACCES_4883
00D6: if or
0039:   29@ == 2
0039:   29@ == 3
004D: jump_if_false @ACCES_6663
000B: 24@ += -0.1
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 24@ += 0.1
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 0.025
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 128 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 124 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 120 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 116 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 112 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 108 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 104 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 100 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 96 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 92 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 88 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 84 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 80 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 76 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 72 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 68 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 64 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 60 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 56 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 52 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 48 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 44 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 40 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 36 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 32 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 28 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 24 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 20 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 16 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 12 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 8 0 0
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 4 0 0

:ACCES_6663
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float)
0073: 5@ /= 13@ // (float)
0073: 6@ /= 13@ // (float)
00D6: if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 25
82D8:   not actor $PLAYER_ACTOR current_weapon == 26
82D8:   not actor $PLAYER_ACTOR current_weapon == 27
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
82D8:   not actor $PLAYER_ACTOR current_weapon == 37
004D: jump_if_false @ACCES_6918
0085: 0@ = 21@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 21@ // (int)
00D6: if and
0039:   0@ == 0
00E1:   player 0 pressed_key 10
004D: jump_if_false @ACCES_6830
000A: 21@ += 1

:ACCES_6830
00D6: if and
8039:   not  0@ == 0
80E1:   not player 0 pressed_key 10
004D: jump_if_false @ACCES_6918
000A: 21@ += 1
00D6: if
0039:   21@ == 2
004D: jump_if_false @ACCES_6886
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0

:ACCES_6886
00D6: if
0039:   21@ == 4
004D: jump_if_false @ACCES_6918
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
0006: 21@ = 0

:ACCES_6918
0085: 0@ = 17@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 17@ // (int)
00D6: if and
0039:   0@ == 0
00E1:   player 0 pressed_key 11
004D: jump_if_false @ACCES_6979
000A: 17@ += 1

:ACCES_6979
00D6: if and
8039:   not  0@ == 0
80E1:   not player 0 pressed_key 11
004D: jump_if_false @ACCES_7056
000A: 17@ += 1
00D6: if
0039:   17@ == 4
004D: jump_if_false @ACCES_7056
00D6: if
06B3:   searchlight 16@ active
004D: jump_if_false @ACCES_7049
06B2: destroy_searchlight 16@

:ACCES_7049
0006: 17@ = 0

:ACCES_7056
0085: 0@ = 28@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 28@ // (int)
00D6: if and
0039:   0@ == 0
00E1:   player 0 pressed_key 8
004D: jump_if_false @ACCES_7117
000A: 28@ += 1

:ACCES_7117
00D6: if and
8039:   not  0@ == 0
80E1:   not player 0 pressed_key 8
004D: jump_if_false @ACCES_7173
000A: 28@ += 1
00D6: if
0039:   28@ == 10
004D: jump_if_false @ACCES_7173
0006: 28@ = 0

:ACCES_7173
00D6: if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 25
82D8:   not actor $PLAYER_ACTOR current_weapon == 26
82D8:   not actor $PLAYER_ACTOR current_weapon == 27
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
82D8:   not actor $PLAYER_ACTOR current_weapon == 37
004D: jump_if_false @ACCES_8296
0085: 0@ = 29@ // (int)
0016: 0@ /= 2
0012: 0@ *= 2
0062: 0@ -= 29@ // (int)
00D6: if and
0039:   0@ == 0
00E1:   player 0 pressed_key 9
004D: jump_if_false @ACCES_7287
000A: 29@ += 1

:ACCES_7287
00D6: if and
8039:   not  0@ == 0
80E1:   not player 0 pressed_key 9
004D: jump_if_false @ACCES_7796
097B: play_audio_at_object 3@ event 1015
000A: 29@ += 1
00D6: if
0039:   29@ == 4
004D: jump_if_false @ACCES_7710
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
00D6: if and
0021:   5@ > 0.5
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
004D: jump_if_false @ACCES_7710
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -10.0
0107: 14@ = create_object 1582 at 4@ 5@ 6@
0750: set_object 14@ visibility 0
09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0
0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0
0470: 13@ = actor $PLAYER_ACTOR current_weapon
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
0382: set_object 14@ collision_detection 1
0392: make_object 14@ moveable 1
0906: set_object 14@ mass_to 50.0 // float
0908: set_object 14@ turn_mass_to 50000.0 // float
0172: 13@ = actor $PLAYER_ACTOR Z_angle
000F: 13@ -= 90.0
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0
0A8D: 2@ = read_memory 11988014 size 1 virtual_protect 0
0A8C: write_memory 11988014 size 1 value 1 virtual_protect 0

:ACCES_7710
00D6: if
0039:   29@ == 10
004D: jump_if_false @ACCES_7796
00D6: if and
03CA:   object 14@ exists
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
004D: jump_if_false @ACCES_7789
0A8C: write_memory 11988014 size 1 value 2@ virtual_protect 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object 14@

:ACCES_7789
0006: 29@ = 0

:ACCES_7796
00D6: if or
0039:   29@ == 4
0039:   29@ == 5
004D: jump_if_false @ACCES_7957
038D: draw_texture 3 position 40.0 224.5 size 80.0 480.0 RGBA 255 0 0 255
038D: draw_texture 1 position 200.0 224.5 size 240.0 480.0 RGBA 255 0 0 255
038D: draw_texture 1 position 440.0 224.5 size -240.0 480.0 RGBA 255 0 0 255
038D: draw_texture 3 position 600.0 224.5 size 80.0 480.0 RGBA 255 0 0 255

:ACCES_7957
00D6: if
0019:   29@ > 5
004D: jump_if_false @ACCES_8296
038D: draw_texture 4 position 40.0 224.5 size 80.0 480.0 RGBA 0 0 0 255
038D: draw_texture 2 position 200.0 104.5 size 240.0 240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 440.0 104.5 size -240.0 240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 200.0 344.5 size 240.0 -240.0 RGBA 0 0 0 255
038D: draw_texture 2 position 440.0 344.5 size -240.0 -240.0 RGBA 0 0 0 255
038D: draw_texture 4 position 600.0 224.5 size 80.0 480.0 RGBA 0 0 0 255
00D6: if or
0039:   29@ == 4
0039:   29@ == 5
004D: jump_if_false @ACCES_8214
0922: set_camera_zoom_from 50.0 to 50.0 timelimit 100 smooth_transition 1

:ACCES_8214
00D6: if or
0039:   29@ == 6
0039:   29@ == 7
004D: jump_if_false @ACCES_8255
0922: set_camera_zoom_from 20.0 to 20.0 timelimit 100 smooth_transition 1

:ACCES_8255
00D6: if or
0039:   29@ == 8
0039:   29@ == 9
004D: jump_if_false @ACCES_8296
0922: set_camera_zoom_from 10.0 to 10.0 timelimit 100 smooth_transition 1

:ACCES_8296
0A8D: 0@ = read_memory 12216169 size 1 virtual_protect 0
00D6: if
8039:   not  0@ == 0
004D: jump_if_false @ACCES_8636
00D6: if
0019:   28@ > 1
004D: jump_if_false @ACCES_8405
0085: 0@ = 28@ // (int)
0016: 0@ /= 2
000A: 0@ += 4
038D: draw_texture 0@ position 400.0 28.0 size 128.0 128.0 RGBA 255 255 255 255

:ACCES_8405
00D6: if
0019:   21@ > 1
004D: jump_if_false @ACCES_8482
0085: 0@ = 21@ // (int)
0016: 0@ /= 2
000A: 0@ += 8
038D: draw_texture 0@ position 498.0 52.0 size 128.0 128.0 RGBA 255 255 255 255

:ACCES_8482
00D6: if
0019:   17@ > 1
004D: jump_if_false @ACCES_8559
0085: 0@ = 17@ // (int)
0016: 0@ /= 2
000A: 0@ += 9
038D: draw_texture 0@ position 444.0 76.0 size 128.0 128.0 RGBA 255 255 255 255

:ACCES_8559
00D6: if
0019:   29@ > 1
004D: jump_if_false @ACCES_8636
0085: 0@ = 29@ // (int)
0016: 0@ /= 2
000A: 0@ += 10
038D: draw_texture 0@ position 412.0 70.0 size 128.0 128.0 RGBA 255 255 255 255

:ACCES_8636
00D6: if
0019:   17@ > 1
004D: jump_if_false @ACCES_9127
00D6: if
06B3:   searchlight 16@ active
004D: jump_if_false @ACCES_8675
06B2: destroy_searchlight 16@

:ACCES_8675
000B: 24@ += -0.1
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 24@ += 0.1
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 25.0
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
00D6: if and
0023:   7.5 > 12@
0031:   12@ >= 2.5
004D: jump_if_false @ACCES_8886
0007: 12@ = 7.5

:ACCES_8886
00D6: if and
0023:   2.5 > 12@
0031:   12@ >= -2.5
004D: jump_if_false @ACCES_8927
0007: 12@ = -2.5

:ACCES_8927
000B: 12@ += -2.5
005B: 12@ += 9@ // (float)
06B1: 16@ = create_searchlight_at 7@ 8@ 9@ radius 0.025 target 10@ 11@ 12@ radius 20.0
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
0017: 10@ /= 25.0
0017: 11@ /= 25.0
0017: 12@ /= 25.0
0007: 13@ = 0.0
0006: 0@ = 1

:ACCES_9049
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
000B: 13@ += 0.25
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 1023 1023 1023 radius 13@
000A: 0@ += 1
0019:   0@ > 25
004D: jump_if_false @ACCES_9049

:ACCES_9127
00D6: if or
00E1:   player 0 pressed_key 4
00E1:   player 0 pressed_key 17
004D: jump_if_false @ACCES_9911
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1816
0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
0012: 13@ *= 28
0A96: 0@ = actor $PLAYER_ACTOR struct
005A: 0@ += 13@ // (int)
000A: 0@ += 1444
0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
00D6: if and
001B:   2 > 13@
8019:   not  21@ > 1
004D: jump_if_false @ACCES_9479
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1284
0A8D: 13@ = read_memory 0@ size 2 virtual_protect 0
00D6: if
0019:   13@ > 1
004D: jump_if_false @ACCES_9479
0A8C: write_memory 0@ size 2 value 0 virtual_protect 0
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0073: 13@ /= 27@ // (float)
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@

:ACCES_9479
00D6: if and
001B:   2 > 13@
0019:   21@ > 1
001D:   33@ > 25@ // (int)
004D: jump_if_false @ACCES_9911
00D6: if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 25
82D8:   not actor $PLAYER_ACTOR current_weapon == 26
82D8:   not actor $PLAYER_ACTOR current_weapon == 27
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
82D8:   not actor $PLAYER_ACTOR current_weapon == 37
004D: jump_if_false @ACCES_9911
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0073: 13@ /= 27@ // (float)
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
06BC: create_M4_shoot_from 7@ 8@ 9@ target 10@ 11@ 12@ energy 26@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1135 at 7@ 8@ 9@
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1816
0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
0012: 13@ *= 28
0A96: 0@ = actor $PLAYER_ACTOR struct
005A: 0@ += 13@ // (int)
000A: 0@ += 1448
0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
000E: 13@ -= 1
0A8C: write_memory 0@ size 4 value 13@ virtual_protect 0
00D6: if
001B:   1 > 13@
004D: jump_if_false @ACCES_9904
000A: 0@ += -4
0A8C: write_memory 0@ size 4 value 2 virtual_protect 0

:ACCES_9904
0006: 33@ = 0

:ACCES_9911
00D6: if and
00E1:   player 0 pressed_key 19
0019:   32@ > 750
004D: jump_if_false @ACCES_12186
00D6: if
0039:   28@ == 2
004D: jump_if_false @ACCES_10556
0006: 0@ = 13144504

:ACCES_9964
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
0039:   7@ == 0
004D: jump_if_false @ACCES_10532
000A: 0@ += -13144504
0016: 0@ /= 9
000A: 0@ += 13144336
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #GRENADE at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -13144336
0012: 0@ *= 9
000A: 0@ += 13144488
0A8C: write_memory 0@ size 4 value 16 virtual_protect 0
000A: 0@ += 4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 8
0A8D: 7@ = read_memory 12045188 size 4 virtual_protect 0
000A: 7@ += 3500
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
0002: jump @ACCES_10556

:ACCES_10532
000A: 0@ += 36
0019:   0@ > 13145620
004D: jump_if_false @ACCES_9964

:ACCES_10556
00D6: if
0039:   28@ == 4
004D: jump_if_false @ACCES_11222
0006: 0@ = 13144504

:ACCES_10584
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
0039:   7@ == 0
004D: jump_if_false @ACCES_11198
000A: 0@ += -13144504
0016: 0@ /= 9
000A: 0@ += 13144336
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #TEARGAS at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
066D: 13@ = attach_particle "teargasAD" to_object 15@ with_offset 0.0 0.0 0.1 type 1
064C: make_particle 13@ visible
064F: remove_references_to_particle 13@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -13144336
0012: 0@ *= 9
000A: 0@ += 13144488
0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
000A: 0@ += 4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 8
0A8D: 7@ = read_memory 12045188 size 4 virtual_protect 0
000A: 7@ += 20000
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
0002: jump @ACCES_11222

:ACCES_11198
000A: 0@ += 36
0019:   0@ > 13145620
004D: jump_if_false @ACCES_10584

:ACCES_11222
00D6: if
0039:   28@ == 6
004D: jump_if_false @ACCES_11842
0006: 0@ = 13144504

:ACCES_11250
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
0039:   7@ == 0
004D: jump_if_false @ACCES_11818
000A: 0@ += -13144504
0016: 0@ /= 9
000A: 0@ += 13144336
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
0107: 15@ = create_object #FLARE at 7@ 8@ 9@
000B: 24@ += -0.05
069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0
0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0
09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0
0013: 4@ *= 50.0
0013: 5@ *= 50.0
0013: 6@ *= 50.0
0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
0382: set_object 15@ collision_detection 1
04D9: object 15@ set_scripted_collision_check 1
0906: set_object 15@ mass_to 1.0 // float
0908: set_object 15@ turn_mass_to 1.0 // float
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += 1.0
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
000B: 22@ += -1.0
000B: 24@ += 0.05
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
018C: play_sound 1144 at 7@ 8@ 9@
0A98: 7@ = object 15@ struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += -13144336
0012: 0@ *= 9
000A: 0@ += 13144488
0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
000A: 0@ += 4
0A96: 7@ = actor $PLAYER_ACTOR struct
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 8
0A8D: 7@ = read_memory 12045188 size 4 virtual_protect 0
000A: 7@ += 10000
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
000A: 0@ += 4
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0006: 32@ = 0
0002: jump @ACCES_11842

:ACCES_11818
000A: 0@ += 36
0019:   0@ > 13145620
004D: jump_if_false @ACCES_11250

:ACCES_11842
00D6: if
0039:   28@ == 8
004D: jump_if_false @ACCES_12186
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
0087: 10@ = 18@ // (float)
0087: 11@ = 19@ // (float)
0087: 12@ = 20@ // (float)
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
0017: 13@ /= 40.0
0073: 10@ /= 13@ // (float)
0073: 11@ /= 13@ // (float)
0073: 12@ /= 13@ // (float)
005B: 10@ += 7@ // (float)
005B: 11@ += 8@ // (float)
005B: 12@ += 9@ // (float)
0006: 0@ = 0

:ACCES_12025
0208: 4@ = random_float_in_ranges -1.5 1.5
0208: 5@ = random_float_in_ranges -1.5 1.5
0208: 6@ = random_float_in_ranges -1.5 1.5
005B: 4@ += 10@ // (float)
005B: 5@ += 11@ // (float)
005B: 6@ += 12@ // (float)
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 15
058A: create_gun_flash_from 7@ 8@ 9@ to 4@ 5@ 6@
097B: play_audio_at_object 3@ event 1157
097A: play_audio_at 7@ 8@ 9@ event 1157
000A: 0@ += 1
0019:   0@ > 7
004D: jump_if_false @ACCES_12025
0006: 32@ = 0

:ACCES_12186
0002: jump @ACCES_1361

:ACCES_12193
00D6: if
03CA:   object 31@ exists
004D: jump_if_false @ACCES_12214
0108: destroy_object 31@

:ACCES_12214
00D6: if
06B3:   searchlight 16@ active
004D: jump_if_false @ACCES_12235
06B2: destroy_searchlight 16@

:ACCES_12235
00D6: if and
0019:   21@ > 1
82D8:   not actor $PLAYER_ACTOR current_weapon == 25
82D8:   not actor $PLAYER_ACTOR current_weapon == 26
82D8:   not actor $PLAYER_ACTOR current_weapon == 27
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
82D8:   not actor $PLAYER_ACTOR current_weapon == 37
004D: jump_if_false @ACCES_12302
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1

:ACCES_12302
0108: destroy_object 3@
0249: release_model #GRENADE
0249: release_model #TEARGAS
0249: release_model #FLARE
0249: release_model 1582
00D6: if and
03CA:   object 14@ exists
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 35
82D8:   not actor $PLAYER_ACTOR current_weapon == 36
004D: jump_if_false @ACCES_12400
0A8C: write_memory 11988014 size 1 value 2@ virtual_protect 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object 14@
0687: clear_actor $PLAYER_ACTOR task

:ACCES_12400
0001: wait 0 ms
03F0: enable_text_draw 0
0391: release_textures
0001: wait 50 ms
0002: jump @ACCES_11

:ACCES_12421
00D6: if
03CA:   object 15@ exists
0AA1: return_if_false
00D6: if and
09CC:   object 15@ model_is #GRENADE
04DA:   has_object 15@ collided
0AA1: return_if_false
0A98: 8@ = object 15@ struct
0006: 0@ = 13144336

:ACCES_12469
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
00D6: if
003B:   7@ == 8@ // (int)
004D: jump_if_false @ACCES_12560
000A: 0@ += -13144336
0012: 0@ *= 9
000A: 0@ += 13144500
0A8D: 7@ = read_memory 12045188 size 4 virtual_protect 0
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
0002: jump @ACCES_12584

:ACCES_12560
000A: 0@ += 4
0019:   0@ > 13144460
004D: jump_if_false @ACCES_12469

:ACCES_12584
0051: return

:ACCES_12586
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 0.0
0073: 5@ /= 4@ // (float)
0073: 6@ /= 4@ // (float)
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 1.0
0006: 0@ = 0

:ACCES_12651
0017: 4@ /= 2.0
006B: 4@ *= 4@ // (float)
0087: 6@ = 4@ // (float)
0013: 4@ *= -1.0
000B: 4@ += 1.0
01FB: 4@ = square_root 4@
0013: 4@ *= -1.0
000B: 4@ += 1.0
006B: 4@ *= 4@ // (float)
005B: 4@ += 6@ // (float)
01FB: 4@ = square_root 4@
000A: 0@ += 1
0019:   0@ > 11
004D: jump_if_false @ACCES_12651
0013: 4@ *= 4096.0
0013: 4@ *= 180.0
0017: 4@ /= 3.141593
00D6: if
0021:   5@ > 0.0
004D: jump_if_false @ACCES_12841
0013: 4@ *= -1.0
000B: 4@ += 360.0

:ACCES_12841
0051: return
hex
32 00 2D 00 26 00 22 00 32 00 28 00 4B 00 5A 00
4B 00 4B 00 4B 00
IGNORE_UNKNOWN , хз он или нет.
 

DarkL1ght

Новичок
252
112
Стиллер Karabawkin
Код без стиллера:
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
0A8C: write_memory 5499202 size 2 value 37008 virtual_protect 1
0A8C: write_memory 5499212 size 1 value 0 virtual_protect 1
0A93: end_custom_thread
 

DarkL1ght

Новичок
252
112
Прежде чем просить декриптануть нужно не лениться и поискать по сайту, кидали ли этот код!
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 "Easy Gang / Fast Gun | Evolve-Rp | Samp-Rp"
0662: printstring "Автор скрипта | Ded_Fedot"
0662: printstring "Контакты: vk.com/idedfedot"

:Label00007A
wait 400
   SAMP.Available
else_jump @Label00007A
wait 0
if or
0AAB:   file_exists "SAMPFUNCS\CDD.sf"
0AAB:   file_exists "SAMPFUNCS\CDD.ini"
else_jump @Label0000D4
0AA5: call 8535003 num_params 3 pop 3 0 0 0
end_thread

:Label0000D4
0B34: samp register_client_command "de" to_label @Label0001ED
0B34: samp register_client_command "sd" to_label @Label0002A1
0B34: samp register_client_command "ri" to_label @Label000357
0B34: samp register_client_command "sh" to_label @Label00040A
0B34: samp register_client_command "sm" to_label @Label0004BF
0B34: samp register_client_command "ak" to_label @Label000571
0B34: samp register_client_command "m4" to_label @Label000623
0B34: samp register_client_command "gg" to_label @Label0006D3
0B34: samp register_client_command "gd" to_label @Label000774
0B34: samp register_client_command "us" to_label @Label000816
0B34: samp register_client_command "iv" to_label @Label0008B7
0B34: samp register_client_command "uv" to_label @Label00094F
0B34: samp register_client_command "gr" to_label @Label0009EB
0B34: samp register_client_command "cl" to_label @Label000A9A
0B34: samp register_client_command "mg" to_label @Label000AA9
0B34: samp register_client_command "mp" to_label @Label000ABE
0B34: samp register_client_command "hl" to_label @Label000AD3
0B34: samp register_client_command "mb" to_label @Label000AE1
0B34: samp register_client_command "un" to_label @Label000B6C
0B34: samp register_client_command "sp" to_label @Label000B7D
0B34: samp register_client_command "cr" to_label @Label000B90
0B34: samp register_client_command "sw" to_label @Label000B9A
0B34: samp register_client_command "wa" to_label @Label000BAC
0B34: samp register_client_command "in" to_label @Label000BBD
0B34: samp register_client_command "info" to_label @Label000BCE
0BDE: pause_thread 0

:Label0001ED
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00023D
gosub @Label00120C
say "/sellgun deagle %d 4 %d" 29@ 30@
jump @Label00029F

:Label00023D
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/de {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label00029F
SAMP.CmdRet

:Label0002A1
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label0002F3
gosub @Label00120C
say "/sellgun sdpistol %d 4 %d" 29@ 30@
jump @Label000355

:Label0002F3
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/sd {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label000355
SAMP.CmdRet

:Label000357
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label0003A6
gosub @Label00120C
say "/sellgun rifle %d 4 %d" 29@ 30@
jump @Label000408

:Label0003A6
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/ri {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label000408
SAMP.CmdRet

:Label00040A
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00045B
gosub @Label00120C
say "/sellgun shotgun %d 4 %d" 29@ 30@
jump @Label0004BD

:Label00045B
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/sh {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label0004BD
SAMP.CmdRet

:Label0004BF
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00050C
gosub @Label00120C
say "/sellgun smg %d 4 %d" 29@ 30@
jump @Label00056F

:Label00050C
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/smg {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label00056F
SAMP.CmdRet

:Label000571
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label0005BF
gosub @Label00120C
say "/sellgun ak47 %d 4 %d" 29@ 30@
jump @Label000621

:Label0005BF
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/ak {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label000621
SAMP.CmdRet

:Label000623
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00066F
gosub @Label00120C
say "/sellgun m4 %d 4 %d" 29@ 30@
jump @Label0006D1

:Label00066F
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/m4 {E20808}[Кол-ч] {FFFFFF}патронов" -1

:Label0006D1
SAMP.CmdRet

:Label0006D3
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00070E
say "/get guns %d" 29@
jump @Label000772

:Label00070E
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/gg {E20808}[Кол-ч] {FFFFFF}материалов" -1

:Label000772
SAMP.CmdRet

:Label000774
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label0007B0
say "/get drugs %d" 29@
jump @Label000814

:Label0007B0
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/gd {E20808}[Кол-ч] {FFFFFF}наркотиков" -1

:Label000814
SAMP.CmdRet

:Label000816
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label000851
say "/usedrugs %d" 29@
jump @Label0008B5

:Label000851
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/us {E20808}[Кол-ч] {FFFFFF}наркотиков" -1

:Label0008B5
SAMP.CmdRet

:Label0008B7
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label0008F0
say "/invite %d" 29@
jump @Label00094D

:Label0008F0
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/iv {E20808}[ID] {FFFFFF}игрока" -1

:Label00094D
SAMP.CmdRet

:Label00094F
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label00098C
say "/uninvite %d 1" 29@
jump @Label0009E9

:Label00098C
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/uv {E20808}[ID] {FFFFFF}игрока" -1

:Label0009E9
SAMP.CmdRet

:Label0009EB
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label000A2C
say "/giverank %d %d" 29@ 30@
jump @Label000A98

:Label000A2C
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/gr {E20808}[ID] {FFFFFF}игрока {E20808}[Ранг]" -1

:Label000A98
SAMP.CmdRet

:Label000A9A
say "/clist 0"
SAMP.CmdRet

:Label000AA9
say "/materials get"
SAMP.CmdRet

:Label000ABE
say "/materials put"
SAMP.CmdRet

:Label000AD3
say "/healme"
SAMP.CmdRet

:Label000AE1
   SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d" 29@
else_jump @Label000B1B
say "/members %d" 29@
jump @Label000B6A

:Label000B1B
chatmsg "{FFFFFF}Неверный ввод команды. {F3D230}Пример: {FFFFFF}/mb {E20808}[1/2]" -1

:Label000B6A
SAMP.CmdRet

:Label000B6C
say "/unloading"
SAMP.CmdRet

:Label000B7D
say "/spawnchange"
SAMP.CmdRet

:Label000B90
say "/cr"
SAMP.CmdRet

:Label000B9A
say "/switchskin"
SAMP.CmdRet

:Label000BAC
say "/warehouse"
SAMP.CmdRet

:Label000BBD
say "/inventory"
SAMP.CmdRet

:Label000BCE
0AC6: 1@ = label @Label000C28 offset
SAMP.ShowDialog(1488, "{FFFFFF}Обзор команд | Автор: {E20808}Ded_Fedot", 1@, "{FFFFFF}Закрыть", "", 0)
SAMP.CmdRet

// это СТРОКИ, а не крипт, смотреть и редактировать можно через HxD
// https://mh-nexus.de/en/hxd/
:Label000C28
hex
7B 46 33 44 32 33 30 7D 2F 64 65 20 7B 46 46 46
46 46 46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B CA
EE EB 2D F7 5D 20 7B 46 46 46 46 46 46 7D EF E0
F2 F0 EE ED EE E2 20 2D 20 44 65 73 65 72 74 45
61 67 6C 65 0A 7B 46 33 44 32 33 30 7D 2F 73 64
20 7B 46 46 46 46 46 46 7D 2D 20 7B 45 32 30 38
30 38 7D 5B CA EE EB 2D F7 5D 20 7B 46 46 46 46
46 46 7D EF E0 F2 F0 EE ED EE E2 20 2D 20 53 69
6C 65 6E 63 65 64 20 50 69 73 74 6F 6C 0A 7B 46
33 44 32 33 30 7D 2F 72 69 20 7B 46 46 46 46 46
46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B CA EE EB
2D F7 5D 20 7B 46 46 46 46 46 46 7D EF E0 F2 F0
EE ED EE E2 20 2D 20 52 69 66 6C 65 0A 7B 46 33
44 32 33 30 7D 2F 73 68 20 7B 46 46 46 46 46 46
7D 2D 20 7B 45 32 30 38 30 38 7D 5B CA EE EB 2D
F7 5D 20 7B 46 46 46 46 46 46 7D EF E0 F2 F0 EE
ED EE E2 20 2D 20 53 68 6F 74 67 75 6E 0A 7B 46
33 44 32 33 30 7D 2F 73 6D 20 7B 46 46 46 46 46
46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B CA EE EB
2D F7 5D 20 7B 46 46 46 46 46 46 7D EF E0 F2 F0
EE ED EE E2 20 2D 20 53 4D 47 0A 7B 46 33 44 32
33 30 7D 2F 61 6B 20 7B 46 46 46 46 46 46 7D 2D
20 7B 45 32 30 38 30 38 7D 5B CA EE EB 2D F7 5D
20 7B 46 46 46 46 46 46 7D EF E0 F2 F0 EE ED EE
E2 20 2D 20 41 4B 34 37 0A 7B 46 33 44 32 33 30
7D 2F 6D 34 20 7B 46 46 46 46 46 46 7D 2D 20 7B
45 32 30 38 30 38 7D 5B CA EE EB 2D F7 5D 20 7B
46 46 46 46 46 46 7D EF E0 F2 F0 EE ED EE E2 20
2D 20 4D 34 0A 7B 46 33 44 32 33 30 7D 2F 67 67
20 7B 46 46 46 46 46 46 7D 2D 20 7B 45 32 30 38
30 38 7D 5B CA EE EB 2D F7 5D 20 7B 46 46 46 46
46 46 7D EC E0 F2 E5 F0 E8 E0 EB EE E2 20 2D 20
C2 E7 FF F2 FC 20 EC E0 F2 E5 F0 E8 E0 EB FB 20
F1 EE 20 F1 EA EB E0 E4 E0 0A 7B 46 33 44 32 33
30 7D 2F 67 64 20 7B 46 46 46 46 46 46 7D 2D 20
7B 45 32 30 38 30 38 7D 5B CA EE EB 2D F7 5D 20
7B 46 46 46 46 46 46 7D ED E0 F0 EA EE F2 E8 EA
EE E2 20 2D 20 CA F3 EF E8 F2 FC 20 ED E0 F0 EA
EE F2 E8 EA E8 20 E2 20 EF F0 E8 F2 EE ED E5 0A
7B 46 33 44 32 33 30 7D 2F 75 73 20 7B 46 46 46
46 46 46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B CA
EE EB 2D F7 5D 20 7B 46 46 46 46 46 46 7D ED E0
F0 EA EE F2 E8 EA EE E2 20 2D 20 D3 EF EE F2 F0
E5 E1 E8 F2 FC 20 ED E0 F0 EA EE F2 E8 EA E8 0A
7B 46 33 44 32 33 30 7D 2F 69 76 20 7B 46 46 46
46 46 46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B 49
44 5D 20 7B 46 46 46 46 46 46 7D E8 E3 F0 EE EA
E0 20 2D 20 CF F0 E8 ED FF F2 FC 20 E8 E3 F0 EE
EA E0 20 E2 20 E1 E0 ED E4 F3 0A 7B 46 33 44 32
33 30 7D 2F 75 76 20 7B 46 46 46 46 46 46 7D 2D
20 7B 45 32 30 38 30 38 7D 5B 49 44 5D 20 7B 46
46 46 46 46 46 7D E8 E3 F0 EE EA E0 20 2D 20 D3
E2 EE EB E8 F2 FC 20 E8 E3 F0 EE EA E0 0A 7B 46
33 44 32 33 30 7D 2F 67 72 20 7B 46 46 46 46 46
46 7D 2D 20 7B 45 32 30 38 30 38 7D 5B 49 44 5D
20 7B 46 46 46 46 46 46 7D E8 E3 F0 EE EA E0 20
7B 45 32 30 38 30 38 7D 5B D0 E0 ED E3 5D 20 7B
46 46 46 46 46 46 7D 2D 20 CF EE E2 FB F1 E8 F2
FC 2F CF EE ED E8 E7 E8 F2 FC 20 E8 E3 F0 EE EA
E0 0A 7B 46 33 44 32 33 30 7D 2F 63 6C 20 7B 46
46 46 46 46 46 7D 2D 20 C2 FB EA EB FE F7 E8 F2
FC 20 EA EB E8 F1 F2 0A 7B 46 33 44 32 33 30 7D
2F 6D 67 20 7B 46 46 46 46 46 46 7D 2D 20 C2 E7
FF F2 FC 20 FF F9 E8 EA 20 F1 20 E1 EE E5 EF F0
E8 EF E0 F1 E0 EC E8 20 4C 56 41 2F 4C 53 41 0A
7B 46 33 44 32 33 30 7D 2F 6D 70 20 7B 46 46 46
46 46 46 7D 2D 20 CF EE EB EE E6 E8 F2 FC 20 FF
F9 E8 EA 20 F1 20 E1 EE E5 EF F0 E8 EF E0 F1 E0
EC E8 20 E2 20 F4 F3 F0 E3 EE ED 0A 7B 46 33 44
32 33 30 7D 2F 68 6C 20 7B 46 46 46 46 46 46 7D
2D 20 C8 F1 EF EE EB FC E7 EE E2 E0 F2 FC 20 E0
EF F2 E5 F7 EA F3 0A 7B 46 33 44 32 33 30 7D 2F
75 6E 20 7B 46 46 46 46 46 46 7D 2D 20 D0 E0 E7
E3 F0 F3 E7 E8 F2 FC 20 F4 F3 F0 E3 EE ED 20 ED
E0 20 F1 EA EB E0 E4 20 E1 E0 ED E4 FB 0A 7B 46
33 44 32 33 30 7D 2F 77 61 20 7B 46 46 46 46 46
46 7D 2D 20 CF F0 EE E2 E5 F0 E8 F2 FC 20 EA EE
EB 2D F7 20 E1 EE E5 EF F0 E8 EF E0 F1 EE E2 20
ED E0 20 F1 EA EB E0 E4 E5 20 E1 E0 ED E4 FB 0A
7B 46 33 44 32 33 30 7D 2F 6D 62 20 7B 46 46 46
46 46 46 7D 2D 20 CF F0 EE E2 E5 F0 E8 F2 FC 20
EA EE EB 2D F7 20 E8 E3 F0 EE EA EE E2 20 EE ED
EB E0 E9 ED 20 E2 20 E1 E0 ED E4 E5 0A 7B 46 33
44 32 33 30 7D 2F 73 70 20 7B 46 46 46 46 46 46
7D 2D 20 D1 EC E5 ED E8 F2 FC 20 EC E5 F1 F2 EE
20 F1 EF E0 E2 ED E0 20 28 C4 EE EC 2C 20 EA E2
E0 F0 F2 E8 F0 E0 2C 20 F0 E5 F1 EF E0 E2 ED 29
0A 7B 46 33 44 32 33 30 7D 2F 63 72 20 7B 46 46
46 46 46 46 7D 2D 20 C7 E0 E3 F0 F3 E7 E8 F2 FC
20 F4 F3 F0 F3 0A 7B 46 33 44 32 33 30 7D 2F 69
6E 20 7B 46 46 46 46 46 46 7D 2D 20 CF EE F1 EC
EE F2 F0 E5 F2 FC 20 E8 ED E2 E5 ED F2 E0 F0 FC
0A 7B 46 33 44 32 33 30 7D 2F 73 77 20 7B 46 46
46 46 46 46 7D 2D 20 CD E0 E4 E5 F2 FC 20 F4 EE
F0 EC F3 00
end

:Label00120C
30@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
return
 

DarkL1ght

Новичок
252
112
это можно вскрыть как то?
AVPGameProtect легко раскрыл это клео с 1 раза.
CLEO:
{$CLEO .cs}

var
0@:Int   // TEXTURE
1@:Float // X
2@:Float // Y
3@:Float // ANGLE
5@:Float // CX
6@:Float // CY
end

const
TEXTURE = 0@
X = 1@
Y = 2@
ANG = 3@
CURMAP = 4@v
CX = 5@
CY = 6@
TMAP = 1
TPLA = 2
TMAR = 3
TMYMAR = 4
SQR = 5
end

0000: NOP
0662: "PopandauL"

// ====================================== INI ======================================
if
0AAB:  file_exists "CLEO\map.ini"
then
0AF4: CURMAP = read_string_from_ini_file "cleo\map.ini" section "Map" key "Actual"
else
0AF5: write_string "mapsa" to_ini_file "cleo\map.ini" section "Harta" key "Actual"
0AF5: write_string "mapsa mapiv map3d mapkv" to_ini_file "cleo\map.ini" section "Map" key "Maps"
0AF4: CURMAP = read_string_from_ini_file "cleo\map.ini" section "Map" key "Actual"
end

// ====================================== LOAD =====================================
0390: load_txd_dictionary "MAP"  //
038F: load_texture CURMAP as TMAP //
038F: load_texture "PLA" as TPLA //
038F: load_texture "MAR" as TMAR //
038F: load_texture "SQUARE" as SQR //
// ====================================== SAMP =====================================
:ON1
wait 0

0826: enable_hud true   
0581: enable_radar true 
0AB1: @HideSAMPChat 1 false

if and
           Player.Defined($PLAYER_CHAR)
           0AB0: key_pressed 122
jf @ON1
:ON2
wait 0
if
             0AB0: key_pressed 122
jf @MAP1
jump @ON2                         

:MAP1
wait 0
if
           0AB0: key_pressed 122
jf @MAP3
:MAP2
wait 0
if
             0AB0: key_pressed 122
jf @ON1
jump @MAP2           

:MAP3
0826: enable_hud false  
0581: enable_radar false
0AB1: @HideSAMPChat 1 true

// ==================================== DRAW MAP ==================================
03F0: enable_text_draw true
03E3: set_texture_to_be_drawn_antialiased true
038D: draw_texture TMAP position 320.0 224.0 size 448.0 448.0 RGBA 255 255 255 175

// ================================== DRAW PLAYER =================================         
Actor.StorePos($PLAYER_ACTOR, X, Y, 3@)
ANG = Actor.Angle($PLAYER_ACTOR)
ANG -= 180.0
ANG *= -1.0 
TEXTURE = TPLA
gosub @DRAW   

// ================================== DRAW MARKER =================================
if
0AB6: store_target_marker_coords_to X Y 3@
jf @MAP1
TEXTURE = TMAR
ANG = 0       
gosub @DRAW   
jump @MAP1

// ================================== GOSUB DRAW ==================================         
:DRAW 
    for 7@ = 0 to 32
        if 0AB1: @GetMarkerPosition 1 7@ CX CY
        then
        0AB1: @Get2DScreenfrom2DMap 2 CX CY CX CY
        03F0: enable_text_draw true
        03E3: set_texture_to_be_drawn_antialiased true
        038D: draw_texture SQR position CX CY size 7.0 7.0 RGBA 255 0 0 255
        end   
    end     
0AB1: @Get2DScreenfrom2DMap 2 X Y X Y          
03F0: enable_text_draw true
03E3: set_texture_to_be_drawn_antialiased true
074B: draw_texture TEXTURE position X Y scale 10.0 10.0 angle ANG color_RGBA 255 255 255 255
return

:GetMarkerPosition
0@ *= 0xA0
0@ += 0xC7DD58
0@ += 0x30     
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 0x4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 0x1E
0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
    if and
    8043:   1@ == 0.0
    8043:   2@ == 0.0
    8043:   1@ == 1099.551025
    8043:   2@ == 1601.496948
    8043:   1@ == 2695.624023
    8043:   2@ == -1704.687988
    3@ == 1
    then
    0485:  return_true
    else
    059A:  return_false
    end
0AB2: ret 2 1@ 2@

:Get2DScreenfrom2DMap
0@ /= 13.4
0@ += 320.0
1@ /= -13.4
1@ += 224.0
0AB2: ret 2 0@ 1@

:HideSAMPChat  
3@ = 0
    if and
    0AF0: 3@ = get_int_from_ini_file "cleo\map.ini" section "SAMP" key "Chat"
    3@ == 1
    then              
    0AA2: 1@ = load_library "kernel32.dll"
    0AA4: 4@ = get_proc_address "GetModuleHandleA" library 1@
    0AA7: call_function 4@ num_params 1 pop 0 "samp.dll" 1@  
    1@ += 0x7A710
    0A8D: 2@ = read_memory 1@ size 1 virtual_protect 0
        if
        0@ == true
        then
            if
            8039:   2@ == 195
            then
            0A8C: write_memory 1@ size 1 value 0xC3 virtual_protect 1
            end
        else
            if
            8039:   2@ == 86
            then
            0A8C: write_memory 1@ size 1 value 0x56 virtual_protect 1
            end
        end
    end
0AB2: 0
 

April

Новичок
8
0
помогите сменить активацию плс
старая /cs
 

Вложения

  • carslap.cs
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