Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,726
GVWUrNJ.png
eNo5cSj.png


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

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

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код открыт.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

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

:Label000002
0001: wait 0 ms
0B2D: write_samp_memory offset 2964549 value 0 size 2
0B61:  samp is_local_player_spawned
004D: jump_if_false @Label000002

:Label00001A
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 18
0AB0:   key_pressed 106
004D: jump_if_false @Label00003E
0B28: samp disconnect_with_reason 1
0001: wait 16000 ms
0B27: samp set_gamestate 1

:Label00003E
0002: jump @Label00001A
 

murakami

Известный
131
13
이것은 일반적인 방법으로 디 컴파일 할 수 없습니다. 나는 누군가 그것을 할 수 있다고 생각한다.
 

Вложения

  • ahk.exe
    988 KB · Просмотры: 4

TheGood11

Участник
173
10
Можете проверить, стиллера и вирусов нету? И если код открытый, скиньте плиз)
 

Вложения

  • sbot.cracked.cs
    7.2 KB · Просмотры: 9
  • antiCapch.cs
    1.6 KB · Просмотры: 15

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Можете проверить, стиллера и вирусов нету? И если код открытый, скиньте плиз)
sbot.cracked.cs (код открыт. стилеров и вирусов нету)
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

:Label000002
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label000002
0B34: samp register_client_command "sbot" to_label @Label001872
0B34: samp register_client_command "stp" to_label @Label001A29
0BE3: raknet setup_incoming_rpc_hook @Label001AD1
0AAC: 29@ = load_audiostream "CLEO\Alarm.wav"
0006: 31@ = 0
0006: 17@ = 0
0006: 26@ = 0
0006: 16@ = 0

:Label000060
0001: wait 0 ms
00D6: if
0039:   31@ == 1
004D: jump_if_false @Label000060
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label000060
0AC8: 14@ = allocate_memory_size 96
0BD8: samp get_dialog_caption 14@
00D6: if
0C18: 19@ = strstr string1 14@ string2 "Капча"
004D: jump_if_false @Label0000CE
0AC9: free_allocated_memory 14@

:Label0000B0
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label0000C7
0001: wait 500 ms
0002: jump @Label0000B0

:Label0000C7
0002: jump @Label000187

:Label0000CE
0AC9: free_allocated_memory 14@
00D6: if
0039:   15@ == 3
004D: jump_if_false @Label0000EC
0002: jump @Label001505

:Label0000EC
0B4E: samp 8@ = get_current_dialog_id
0001: wait 100 ms
0BC9: samp send_dialog_response dialog 8@ button 1 listitem 17@ input ""
0001: wait 100 ms
00D6: if
0039:   15@ == 0
004D: jump_if_false @Label00011E
0002: jump @Label000060

:Label00011E
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label000138
0B47: samp close_current_dialog_with_button 0
0001: wait 50 ms
0002: jump @Label00011E

:Label000138
0001: wait 0 ms
00D6: if
0039:   31@ == 1
004D: jump_if_false @Label000060
00D6: if
0039:   15@ == 1
004D: jump_if_false @Label000167
0002: jump @Label0002B4

:Label000167
00D6: if
0039:   15@ == 2
004D: jump_if_false @Label000180
0002: jump @Label000187

:Label000180
0002: jump @Label000138

:Label000187
0001: wait 0 ms
0001: wait 500 ms
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@

:Label00019E
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0001BB
0002: jump @Label001847

:Label0001BB
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0001D4
0002: jump @Label0017F7

:Label0001D4
05D3: AS_actor $PLAYER_ACTOR goto_point 1477.829 -1349.427 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1477.829 -1349.427 radius 2.0 2.0 on_foot
004D: jump_if_false @Label00019E

:Label00021D
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00023A
0002: jump @Label001847

:Label00023A
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000253
0002: jump @Label0017F7

:Label000253
05D3: AS_actor $PLAYER_ACTOR goto_point 20@ 21@ 22@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 20@ 21@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label00021D
0001: wait 1000 ms
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label000187
0006: 15@ = 0
0002: jump @Label000060

:Label0002B4
0001: wait 0 ms
0006: 15@ = 0
00D6: if
0039:   31@ == 1
004D: jump_if_false @Label000060
00D6: if
0039:   26@ == 1
004D: jump_if_false @Label0002EA
0002: jump @Label0013C4

:Label0002EA
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000307
0002: jump @Label001847

:Label000307
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000320
0002: jump @Label0017F7

:Label000320
05D3: AS_actor $PLAYER_ACTOR goto_point 1472.516 -1348.551 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.516 -1348.551 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0002EA
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
00D6: if
0031:   0@ >= 1476.0
004D: jump_if_false @Label000779

:Label0003D7
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0003F4
0002: jump @Label001847

:Label0003F4
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label00040D
0002: jump @Label0017F7

:Label00040D
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0003D7

:Label000456
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000473
0002: jump @Label001847

:Label000473
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label00048C
0002: jump @Label0017F7

:Label00048C
05D3: AS_actor $PLAYER_ACTOR goto_point 1478.619 -1339.241 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1478.619 -1339.241 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000456
00D6: if and
0039:   17@ == 5
8021:   not  1@ > -1342.0
004D: jump_if_false @Label000570

:Label0004F1
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00050E
0002: jump @Label001847

:Label00050E
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000527
0002: jump @Label0017F7

:Label000527
05D3: AS_actor $PLAYER_ACTOR goto_point 1478.442 -1346.286 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1478.442 -1346.286 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0004F1

:Label000570
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00058D
0002: jump @Label001847

:Label00058D
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0005A6
0002: jump @Label0017F7

:Label0005A6
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label000570

:Label0005E5
0031:   1@ >= -1348.0
004D: jump_if_false @Label000674
0001: wait 200 ms
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000614
0002: jump @Label0017F7

:Label000614
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
0002: jump @Label0005E5

:Label000674
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000691
0002: jump @Label001847

:Label000691
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0006AA
0002: jump @Label0017F7

:Label0006AA
05D3: AS_actor $PLAYER_ACTOR goto_point 1477.654 -1340.39 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1477.654 -1340.39 radius 1.7 1.7 on_foot
004D: jump_if_false @Label000674

:Label0006F3
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000710
0002: jump @Label001847

:Label000710
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000729
0002: jump @Label0017F7

:Label000729
05D3: AS_actor $PLAYER_ACTOR goto_point 1472.672 -1342.246 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.672 -1342.246 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0006F3
0002: jump @Label001076

:Label000779
00D6: if
8021:   not  0@ > 1472.0
004D: jump_if_false @Label000DB1
00D6: if
8021:   not  1@ > -1337.0
004D: jump_if_false @Label000AAA

:Label0007A3
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0007C0
0002: jump @Label001847

:Label0007C0
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0007D9
0002: jump @Label0017F7

:Label0007D9
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0007A3

:Label000822
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00083F
0002: jump @Label001847

:Label00083F
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000858
0002: jump @Label0017F7

:Label000858
05D3: AS_actor $PLAYER_ACTOR goto_point 1470.09 -1340.646 113.1323 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.09 -1340.646 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000822

:Label0008A1
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0008BE
0002: jump @Label001847

:Label0008BE
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0008D7
0002: jump @Label0017F7

:Label0008D7
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label0008A1

:Label000916
0031:   1@ >= -1348.0
004D: jump_if_false @Label0009A5
0001: wait 200 ms
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000945
0002: jump @Label0017F7

:Label000945
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
0002: jump @Label000916

:Label0009A5
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0009C2
0002: jump @Label001847

:Label0009C2
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0009DB
0002: jump @Label0017F7

:Label0009DB
05D3: AS_actor $PLAYER_ACTOR goto_point 1470.09 -1340.646 113.1323 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.09 -1340.646 radius 1.7 1.7 on_foot
004D: jump_if_false @Label0009A5

:Label000A24
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000A41
0002: jump @Label001847

:Label000A41
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000A5A
0002: jump @Label0017F7

:Label000A5A
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.799 -1340.468 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.799 -1340.468 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000A24
0002: jump @Label000DAA

:Label000AAA
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000AC7
0002: jump @Label001847

:Label000AC7
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000AE0
0002: jump @Label0017F7

:Label000AE0
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.014 -1332.483 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.014 -1332.483 radius 3.0 3.0 on_foot
004D: jump_if_false @Label000AAA

:Label000B29
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000B46
0002: jump @Label001847

:Label000B46
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000B5F
0002: jump @Label0017F7

:Label000B5F
05D3: AS_actor $PLAYER_ACTOR goto_point 1470.466 -1334.603 113.1323 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.466 -1334.603 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000B29

:Label000BA8
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000BC5
0002: jump @Label001847

:Label000BC5
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000BDE
0002: jump @Label0017F7

:Label000BDE
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label000BA8

:Label000C1D
0031:   1@ >= -1348.0
004D: jump_if_false @Label000CAC
0001: wait 200 ms
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000C4C
0002: jump @Label0017F7

:Label000C4C
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
0002: jump @Label000C1D

:Label000CAC
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000CC9
0002: jump @Label001847

:Label000CC9
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000CE2
0002: jump @Label0017F7

:Label000CE2
05D3: AS_actor $PLAYER_ACTOR goto_point 1470.466 -1334.603 113.1323 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1470.466 -1334.603 radius 1.6 1.6 on_foot
004D: jump_if_false @Label000CAC

:Label000D2B
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000D48
0002: jump @Label001847

:Label000D48
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000D61
0002: jump @Label0017F7

:Label000D61
05D3: AS_actor $PLAYER_ACTOR goto_point 1475.11 -1334.507 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.11 -1334.507 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000D2B

:Label000DAA
0002: jump @Label001076

:Label000DB1
00D6: if and
8021:   not  0@ > 1473.0
0031:   0@ >= 1472.0
8021:   not  1@ > -1336.0
0031:   1@ >= -1345.0
004D: jump_if_false @Label000DEE
0007: 0@ = 1472.3

:Label000DEE
00D6: if and
8021:   not  1@ > -1333.0
0031:   1@ >= -1334.0
0031:   0@ >= 1472.0
004D: jump_if_false @Label000E1E
0006: 16@ = 4

:Label000E1E
00D6: if and
8021:   not  1@ > -1345.0
0031:   1@ >= -1347.0
004D: jump_if_false @Label000EC3
0006: 16@ = 3

:Label000E44
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000E61
0002: jump @Label001847

:Label000E61
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000E7A
0002: jump @Label0017F7

:Label000E7A
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.21 -1343.777 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.21 -1343.777 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000E44

:Label000EC3
00D6: if and
8021:   not  1@ > -1336.0
0031:   1@ >= -1341.0
8021:   not  0@ > 1473.0
004D: jump_if_false @Label000F72
0006: 16@ = 5

:Label000EF3
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000F10
0002: jump @Label001847

:Label000F10
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000F29
0002: jump @Label0017F7

:Label000F29
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.84 -1338.404 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.84 -1338.404 radius 2.0 2.0 on_foot
004D: jump_if_false @Label000EF3

:Label000F72
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label000F8F
0002: jump @Label001847

:Label000F8F
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label000FA8
0002: jump @Label0017F7

:Label000FA8
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label000F72

:Label000FE7
0031:   1@ >= -1348.0
004D: jump_if_false @Label001076
0001: wait 200 ms
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001016
0002: jump @Label0017F7

:Label001016
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
0002: jump @Label000FE7

:Label001076
0001: wait 100 ms
00D6: if
0039:   31@ == 1
004D: jump_if_false @Label001847
00D6: if
0039:   16@ == 3
004D: jump_if_false @Label00111D

:Label00109E
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0010BB
0002: jump @Label001847

:Label0010BB
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0010D4
0002: jump @Label0017F7

:Label0010D4
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.21 -1343.777 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.21 -1343.777 radius 2.0 2.0 on_foot
004D: jump_if_false @Label00109E

:Label00111D
00D6: if
0039:   16@ == 4
004D: jump_if_false @Label0011B5

:Label00112F
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00114C
0002: jump @Label001847

:Label00114C
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001165
0002: jump @Label0017F7

:Label001165
05D3: AS_actor $PLAYER_ACTOR goto_point 1475.187 -1334.638 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.187 -1334.638 radius 2.0 2.0 on_foot
004D: jump_if_false @Label00112F
0006: 16@ = 0

:Label0011B5
00D6: if
0039:   16@ == 5
004D: jump_if_false @Label00124D

:Label0011C7
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0011E4
0002: jump @Label001847

:Label0011E4
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0011FD
0002: jump @Label0017F7

:Label0011FD
05D3: AS_actor $PLAYER_ACTOR goto_point 1475.072 -1340.625 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.072 -1340.625 radius 2.0 2.0 on_foot
004D: jump_if_false @Label0011C7
0006: 16@ = 0

:Label00124D
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label00126A
0002: jump @Label001847

:Label00126A
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001283
0002: jump @Label0017F7

:Label001283
05D3: AS_actor $PLAYER_ACTOR goto_point 1474.117 -1350.768 113.1303 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.117 -1350.768 radius 3.0 3.0 on_foot
004D: jump_if_false @Label00124D
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
0001: wait 200 ms

:Label00132A
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label001347
0002: jump @Label001847

:Label001347
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001360
0002: jump @Label0017F7

:Label001360
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label00132A
00D6: if
0039:   15@ == 3
004D: jump_if_false @Label0013B8
0002: jump @Label001505

:Label0013B8
0001: wait 200 ms
0002: jump @Label001847

:Label0013C4
0001: wait 100 ms
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0
00D6: if and
8021:   not  0@ > 1468.0
0031:   1@ >= -1337.0
004D: jump_if_false @Label00144A
0007: 0@ = 1468.0

:Label00144A
00D6: if and
8021:   not  0@ > 1473.0
0031:   0@ >= 1472.0
8021:   not  1@ > -1342.0
0031:   1@ >= -1345.0
004D: jump_if_false @Label001487
0007: 0@ = 1472.6

:Label001487
0B21:     samp is_chat_opened
004D: jump_if_false @Label00149B
0001: wait 100 ms
0002: jump @Label001487

:Label00149B
00D6: if
0039:   31@ == 1
004D: jump_if_false @Label001847
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label0014C6
0002: jump @Label0017F7

:Label0014C6
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 111.6
00D6: if
0039:   15@ == 3
004D: jump_if_false @Label0014EF
0002: jump @Label001505

:Label0014EF
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label0013C4
0002: jump @Label000060

:Label001505
0001: wait 100 ms
0006: 15@ = 0

:Label001510
0001: wait 100 ms
00D6: if
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1474.379 -1360.721 radius 2.0 2.0 on_foot
004D: jump_if_false @Label001510

:Label00153A
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label001557
0002: jump @Label001847

:Label001557
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001570
0002: jump @Label0017F7

:Label001570
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label0015C3
0AC8: 14@ = allocate_memory_size 96
0BD7: samp get_dialog_text 14@
00D6: if
0C18: 19@ = strstr string1 14@ string2 "одиночн"
004D: jump_if_false @Label0015BA
0AC9: free_allocated_memory 14@
0002: jump @Label0016E8
0002: jump @Label0015C3

:Label0015BA
0AC9: free_allocated_memory 14@
0B47: samp close_current_dialog_with_button 0

:Label0015C3
05D3: AS_actor $PLAYER_ACTOR goto_point 1472.173 -1366.373 11.8828 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1472.173 -1366.373 radius 2.0 2.0 on_foot
004D: jump_if_false @Label00153A

:Label00160C
0001: wait 0 ms
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label001629
0002: jump @Label001847

:Label001629
00D6: if
0039:   15@ == 5
004D: jump_if_false @Label001642
0002: jump @Label0017F7

:Label001642
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label00169A
0AC8: 14@ = allocate_memory_size 96
0BD7: samp get_dialog_text 14@
00D6: if
0C18: 19@ = strstr string1 14@ string2 "одиночн"
004D: jump_if_false @Label00168C
0AC9: free_allocated_memory 14@
0002: jump @Label0016E8
0002: jump @Label00169A

:Label00168C
0AC9: free_allocated_memory 14@
0001: wait 500 ms
0B47: samp close_current_dialog_with_button 0

:Label00169A
05D3: AS_actor $PLAYER_ACTOR goto_point 1475.801 -1360.516 11.8828 mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1475.801 -1360.516 radius 0.5 0.5 on_foot
004D: jump_if_false @Label00160C
0001: wait 500 ms

:Label0016E8
0001: wait 0 ms
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label001510
0AC8: 14@ = allocate_memory_size 96
0BD7: samp get_dialog_text 14@
00D6: if
0C18: 19@ = strstr string1 14@ string2 "одиночн"
004D: jump_if_false @Label00172F
0AC9: free_allocated_memory 14@
0002: jump @Label00173F

:Label00172F
0AC9: free_allocated_memory 14@
0B47: samp close_current_dialog_with_button 0
0002: jump @Label001510

:Label00173F
0B47: samp close_current_dialog_with_button 1
0001: wait 3000 ms
0006: 32@ = 0
0085: 33@ = 32@ // (int)
0012: 33@ *= 56
000A: 33@ += 13103448
000A: 33@ += 16
0A8D: 0@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 1@ = read_memory 33@ size 4 virtual_protect 0
000A: 33@ += 4
0A8D: 2@ = read_memory 33@ size 4 virtual_protect 0

:Label0017A1
0001: wait 0 ms
05D3: AS_actor $PLAYER_ACTOR goto_point 0@ 1@ 2@ mode 7 time -1 ms // versionA
0B56: set_game_key 1 state -128
0B56: set_game_key 16 state 255
02EB: restore_camera_with_jumpcut
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 0.5 0.5 on_foot
004D: jump_if_false @Label0017A1
0006: 17@ = 0
0001: wait 500 ms
0002: jump @Label000060

:Label0017F7
0001: wait 0 ms
0006: 31@ = 0
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
05D3: AS_actor $PLAYER_ACTOR goto_point 4@ 5@ 6@ mode 7 time -1 ms // versionA
0AAD: set_mp3 29@ perform_action 1
0001: wait 5000 ms
0AAD: set_mp3 29@ perform_action 0
0001: wait 100 ms
0A92: create_custom_thread "sbot.cs"
0A93: end_custom_thread

:Label001847
0001: wait 0 ms
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
05D3: AS_actor $PLAYER_ACTOR goto_point 4@ 5@ 6@ mode 7 time -1 ms // versionA
0002: jump @Label000060

:Label001872
0B35: samp 25@ = get_last_command_params
0AD4: 25@ = scan_string 25@ format "%d" 18@
00D6: if
0029:   18@ >= 1
004D: jump_if_false @Label0018A8
000E: 18@ -= 1
0085: 17@ = 18@ // (int)

:Label0018A8
00D6: if
0039:   31@ == 0
004D: jump_if_false @Label0019D1
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label001989
0AC8: 14@ = allocate_memory_size 96
0BD8: samp get_dialog_caption 14@
00D6: if
0C18: 19@ = strstr string1 14@ string2 "Материалы"
004D: jump_if_false @Label001941
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Скрипт запущен" color 16777215
0006: 15@ = 0
0006: 31@ = 1
0330: set_player $PLAYER_CHAR infinite_run 1
0002: jump @Label001982

:Label001941
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Возьмите диалог с материалами" color 16777215

:Label001982
0002: jump @Label0019CA

:Label001989
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Возьмите диалог с материалами" color 16777215

:Label0019CA
0002: jump @Label001A27

:Label0019D1
0006: 31@ = 0
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Скрипт остановлен" color 16777215
0330: set_player $PLAYER_CHAR infinite_run 0
0001: wait 500 ms
0A92: create_custom_thread "sbot.cs"
0A93: end_custom_thread

:Label001A27
0B43: samp cmd_ret

:Label001A29
0B35: samp 25@ = get_last_command_params
0AD4: 25@ = scan_string 25@ format "%d" 26@
00D6: if
0039:   26@ == 1
004D: jump_if_false @Label001A92
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Включен режим телепорта" color 16777215
0002: jump @Label001ACF

:Label001A92
0AF8: samp add_message_to_chat "{269BD8}[S-BOT]: {ffffff} Включен режим бега" color 16777215
0006: 26@ = 0

:Label001ACF
0B43: samp cmd_ret

:Label001AD1
0BE5: raknet 11@ = get_hook_param 0
0BE5: raknet 12@ = get_hook_param 1
00D6: if and
0039:   31@ == 1
0039:   12@ == 93
004D: jump_if_false @Label001C1C
0BE7: raknet 13@ = bit_stream_read 11@ type 3
0BE7: raknet 9@ = bit_stream_read 11@ type 3
0AB1: call_scm_func @Label001C20 2 257 1 10@
0BE8: raknet bit_stream 11@ read_array 10@ size 9@
00D6: if
0C18: 19@ = strstr string1 10@ string2 "отправляйтесь к метке"
004D: jump_if_false @Label001B61
0006: 15@ = 1
0002: jump @Label001C1C

:Label001B61
00D6: if
0C18: 19@ = strstr string1 10@ string2 "Вы выполнили всю работу"
004D: jump_if_false @Label001B9B
0006: 15@ = 3
0002: jump @Label001C1C

:Label001B9B
00D6: if
0C18: 19@ = strstr string1 10@ string2 "Данный процесс уже завершен"
004D: jump_if_false @Label001C1C
0006: 15@ = 2
00D6: if
0029:   17@ >= 7
004D: jump_if_false @Label001BF2
0006: 17@ = 0
0002: jump @Label001BF9

:Label001BF2
000A: 17@ += 1

:Label001BF9
0002: jump @Label001C1C
00D6: if
0039:   13@ == -6732289
004D: jump_if_false @Label001C1C
0006: 15@ = 5

:Label001C1C
0BE0: raknet hook_ret 1

:Label001C20
005A: 0@ += 1@ // (int)
0AC8: 2@ = allocate_memory_size 0@
0C11: memset destination 2@ value 0 size 0@
0AB2: ret 1 2@
0007: 12@ = 9999.0
0006: 0@ = 0
0085: 1@ = 0@ // (int)
0012: 1@ *= 56
000A: 1@ += 13103448
000A: 1@ += 16
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@
antiCapch.cs (код открыт. стилеров и вирусов нету)
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

:Label000002
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label000002
0AB1: call_scm_func @Label0005FE 0 3@
000A: 3@ += 380716
0A8C: write_memory 3@ size 4 value -1869574000 virtual_protect 1
000A: 3@ += 4
0A8C: write_memory 3@ size 1 value 144 virtual_protect 1
000A: 3@ += 9
0A8C: write_memory 3@ size 4 value -1869574000 virtual_protect 1
000A: 3@ += 4
0A8C: write_memory 3@ size 1 value 144 virtual_protect 1
0AAC: 29@ = load_audiostream "CLEO\SBOT\alarm.wav"
0AC8: 19@ = allocate_memory_size 96

:Label000090
0001: wait 0 ms
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label0000D9
0001: wait 100 ms
0BD8: samp get_dialog_caption 19@
00D6: if
0C18: 11@ = strstr string1 19@ string2 "Капча"
004D: jump_if_false @Label0000D4
0006: 30@ = 1
0002: jump @Label0000E4

:Label0000D4
0001: wait 2000 ms

:Label0000D9
0001: wait 100 ms
0002: jump @Label000090

:Label0000E4
0001: wait 0 ms
0AC8: 2@ = allocate_memory_size 1024
0AC8: 17@ = allocate_memory_size 96
0AC8: 18@ = allocate_memory_size 4096
0C11: memset destination 17@ value 0 size 96
0C11: memset destination 18@ value 0 size 4096

:Label000112
0001: wait 0 ms
00D6: if
0A9A: 1@ = openfile "CLEO\SBOT\1.txt" mode "rt" // IF and SET
004D: jump_if_false @Label000112
0001: wait 100 ms

:Label00013F
00D6: if
0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
004D: jump_if_false @Label000165
0C15: strcat destination 18@ source 17@
0C11: memset destination 17@ value 0 size 96

:Label000165
0AD6:   end_of_file 1@ reached
004D: jump_if_false @Label00013F
0A9B: closefile 1@
0BD7: samp get_dialog_text 2@
0001: wait 100 ms
00D6: if
0C18: 1@ = strstr string1 18@ string2 2@
004D: jump_if_false @Label0001B8
0B4B: samp set_current_dialog_editbox_text "1"
0001: wait 100 ms
0B47: samp close_current_dialog_with_button 1
0AC9: free_allocated_memory 2@
0AC9: free_allocated_memory 17@
0AC9: free_allocated_memory 18@
0002: jump @Label0005AC

:Label0001B8
0C11: memset destination 18@ value 0 size 4096

:Label0001C2
0001: wait 0 ms
00D6: if
0A9A: 1@ = openfile "CLEO\SBOT\2.txt" mode "rt" // IF and SET
004D: jump_if_false @Label0001C2
0001: wait 100 ms

:Label0001EF
00D6: if
0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
004D: jump_if_false @Label000215
0C15: strcat destination 18@ source 17@
0C11: memset destination 17@ value 0 size 96

:Label000215
0AD6:   end_of_file 1@ reached
004D: jump_if_false @Label0001EF
0A9B: closefile 1@
0BD7: samp get_dialog_text 2@
0001: wait 100 ms
00D6: if
0C18: 1@ = strstr string1 18@ string2 2@
004D: jump_if_false @Label000268
0B4B: samp set_current_dialog_editbox_text "2"
0001: wait 100 ms
0B47: samp close_current_dialog_with_button 1
0AC9: free_allocated_memory 2@
0AC9: free_allocated_memory 17@
0AC9: free_allocated_memory 18@
0002: jump @Label0005AC

:Label000268
0C11: memset destination 18@ value 0 size 4096

:Label000272
0001: wait 0 ms
00D6: if
0A9A: 1@ = openfile "CLEO\SBOT\3.txt" mode "rt" // IF and SET
004D: jump_if_false @Label000272
0001: wait 100 ms

:Label00029F
00D6: if
0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
004D: jump_if_false @Label0002C5
0C15: strcat destination 18@ source 17@
0C11: memset destination 17@ value 0 size 96

:Label0002C5
0AD6:   end_of_file 1@ reached
004D: jump_if_false @Label00029F
0A9B: closefile 1@
0BD7: samp get_dialog_text 2@
0001: wait 100 ms
00D6: if
0C18: 1@ = strstr string1 18@ string2 2@
004D: jump_if_false @Label000318
0B4B: samp set_current_dialog_editbox_text "3"
0001: wait 100 ms
0B47: samp close_current_dialog_with_button 1
0AC9: free_allocated_memory 2@
0AC9: free_allocated_memory 17@
0AC9: free_allocated_memory 18@
0002: jump @Label0005AC

:Label000318
0C11: memset destination 18@ value 0 size 4096

:Label000322
0001: wait 0 ms
00D6: if
0A9A: 1@ = openfile "CLEO\SBOT\4.txt" mode "rt" // IF and SET
004D: jump_if_false @Label000322
0001: wait 100 ms

:Label00034F
00D6: if
0AD7: read_string_from_file 1@ to 17@ size 95 // IF and SET
004D: jump_if_false @Label000375
0C15: strcat destination 18@ source 17@
0C11: memset destination 17@ value 0 size 96

:Label000375
0AD6:   end_of_file 1@ reached
004D: jump_if_false @Label00034F
0A9B: closefile 1@
0BD7: samp get_dialog_text 2@
0001: wait 100 ms
00D6: if
0C18: 1@ = strstr string1 18@ string2 2@
004D: jump_if_false @Label0003C8
0B4B: samp set_current_dialog_editbox_text "4"
0001: wait 100 ms
0B47: samp close_current_dialog_with_button 1
0AC9: free_allocated_memory 2@
0AC9: free_allocated_memory 17@
0AC9: free_allocated_memory 18@
0002: jump @Label0005AC

:Label0003C8
0001: wait 100 ms
0001: wait 0 ms
0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Капча не найдена" color 16777215
0001: wait 50 ms
0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Жду ответа на капчу" color 16777215
0AC0: audiostream 29@ loop 1
0AAD: set_mp3 29@ perform_action 1

:Label00044D
0001: wait 0 ms
00D6: if
0B4C:  samp is_dialog_active -1
004D: jump_if_false @Label000467
0002: jump @Label00044D

:Label000467
0AAD: set_mp3 29@ perform_action 0
0AC8: 33@ = allocate_memory_size 63
0B4A: samp 33@ = get_current_dialog_editbox_text
0AD4: 18@ = scan_string 33@ format "%d" 16@
0001: wait 50 ms
00D6: if or
8019:   not  16@ > 0
0029:   16@ >= 5
004D: jump_if_false @Label0004E1
0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {ffffff} Ошибка в ответе" color 16777215
0002: jump @Label0005AC

:Label0004E1
0006: 30@ = 0
0AC8: 12@ = allocate_memory_size 1024
0AC8: 11@ = allocate_memory_size 128
0AC8: 10@ = allocate_memory_size 128
0AD3: 11@ = format "CLEO\SBOT\%d.txt" 16@
0001: wait 100 ms

:Label00051F
0001: wait 0 ms
00D6: if
0A9A: 10@ = openfile 11@ mode "at" // IF and SET
004D: jump_if_false @Label00051F
0BD7: samp get_dialog_text 12@
0001: wait 200 ms
0AD8: write_string_to_file 10@ from 12@ //IF and SET
0001: wait 200 ms
0A9B: closefile 10@
0001: wait 100 ms
0AF8: samp add_message_to_chat "{269BD8}[D-Bot]: {FFFFFF}Вопрос сохранен" color 16777215
0AC9: free_allocated_memory 12@
0AC9: free_allocated_memory 11@
0AC9: free_allocated_memory 10@
0001: wait 500 ms
0AC9: free_allocated_memory 33@
0002: jump @Label000090

:Label0005AC
0001: wait 100 ms
0002: jump @Label000090
0A93: end_custom_thread
0085: 30@ = 20@ // (int)
000A: 30@ += 2203916
0A8D: 31@ = read_memory 30@ size 4 virtual_protect 1
0085: 30@ = 20@ // (int)
000A: 30@ += 638256
0AA6: call_method 30@ struct 31@ num_params 3 pop 0 0 0 0
0051: return

:Label0005FE
0AA2: 0@ = load_library "kernel32.dll" // IF and SET
0AA4: 1@ = get_proc_address "GetModuleHandleA" library 0@ // IF and SET
0AA7: call_function 1@ num_params 1 pop 0 "samp.dll" 2@
0AA3: free_library 0@
0AB2: ret 1 2@
 
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Реакции: TheGood11

madrasso

Потрачен
883
324
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Декомпильните xD, если могете)) Проверить просто, сможете, нет
 

Вложения

  • Health_DRP.exe
    1.4 MB · Просмотры: 6

Phanh

Новичок
17
0
Please help me change my code to SA-MP 0.3 DL
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 "map"
0000: NOP
wait 2000
if
0AAB:   file_exists "CLEO\map.ini"
else_jump @MAP_163
0AF4: 4@v = read_string_from_ini_file "cleo\map.ini" section "MAP" key "file"
0AF0: 28@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "key"
0AF0: 29@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "alpha"
0AF0: 27@ = get_int_from_ini_file "cleo\map.ini" section "MAP" key "toggle"

:MAP_163
0390: load_txd_dictionary "MAP"
038F: load_texture 4@v as 1 // Load dictionary with 0390 first
038F: load_texture "pla" as 2 // Load dictionary with 0390 first
038F: load_texture "MAR" as 3 // Load dictionary with 0390 first

:MAP_195
wait 0
0AB1: call_scm_func @MAP_1452 1 0 
if and
  27@ == 1
0AB0:   key_pressed 28@
else_jump @MAP_279
0AB1: call_scm_func @MAP_1122 0 30@ 
if
  30@ == 0
else_jump @MAP_279
0B12: 31@ = 31@ XOR 1
wait 100

:MAP_279
if and
  31@ == 1
  27@ == 1
else_jump @MAP_329
0AB1: call_scm_func @MAP_1452 1 1 
0AB1: call_scm_func @MAP_415 1 29@ 

:MAP_329
if and
  27@ == 0
0AB0:   key_pressed 28@
else_jump @MAP_408
0AB1: call_scm_func @MAP_1122 0 30@ 
if
  30@ == 0
else_jump @MAP_408
0AB1: call_scm_func @MAP_1452 1 1 
0AB1: call_scm_func @MAP_415 1 29@ 

:MAP_408
jump @MAP_195

:MAP_415
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 1 position 320.0 224.0 size 448.0 448.0 RGBA 255 255 255 0@
0AB1: call_scm_func @MAP_709 0 23@ 24@ 25@ 
if and
   not 23@ == 0.0
   not 24@ == 0.0
else_jump @MAP_516
gosub @MAP_931

:MAP_516
0A8D: 30@ = read_memory 13098730 size 1 virtual_protect 0
if
  30@ == 1
else_jump @MAP_605
0AB1: call_scm_func @MAP_1205 0 23@ 24@ 25@ 
if and
   not 23@ == 0.0
   not 24@ == 0.0
else_jump @MAP_605
gosub @MAP_931

:MAP_605
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
3@ = Actor.Angle($PLAYER_ACTOR)
3@ -= 180.0
3@ *= -1.0
0@ = 2
gosub @MAP_1036
if
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET
else_jump @MAP_704
0@ = 3
3@ = 0
gosub @MAP_1036

:MAP_704
0AB2: ret 0

:MAP_709
12@ = 9999.0
0@ = 0

:MAP_726
0085: 1@ = 0@ // (int)
1@ *= 56
1@ += 13103448
1@ += 16
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
Actor.StorePos($PLAYER_ACTOR, 5@, 6@, 7@)
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
if
0025:   12@ > 8@ // (float)
else_jump @MAP_896
0087: 12@ = 8@ // (float)
0087: 9@ = 2@ // (float)
0087: 10@ = 3@ // (float)
0087: 11@ = 4@ // (float)

:MAP_896
0@ += 1
  0@ > 31
else_jump @MAP_726
0AB2: ret 3 9@ 10@ 11@

:MAP_931
23@ /= 13.4
23@ += 320.0
24@ /= -13.4
24@ += 224.0
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 23@ 24@ size 6.0 6.0 RGBA 0 0 0 255
038E: draw_box_position 23@ 24@ size 5.0 5.0 RGBA 255 0 0 255
return

:MAP_1036
1@ /= 13.4
1@ += 320.0
2@ /= -13.4
2@ += 224.0
03F0: enable_text_draw 0
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 0@ position 1@ 2@ scale 10.0 10.0 angle 3@ color_RGBA 255 255 255 255
return

:MAP_1122
0AA2: 1@ = load_library "samp.dll" // IF and SET
1@ += 2203880
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
0AB2: ret 1 1@

:MAP_1205
10@ = 13098328
6@ = 0

:MAP_1222
0085: 14@ = 6@ // (int)
14@ *= 160
0A8E: 13@ = 10@ + 14@ // int
0A8E: 11@ = 13@ + 48 // int
0A8D: 3@ = read_memory 11@ size 4 virtual_protect 0
0A8E: 11@ = 13@ + 52 // int
0A8D: 4@ = read_memory 11@ size 4 virtual_protect 0
0A8E: 11@ = 13@ + 56 // int
0A8D: 5@ = read_memory 11@ size 4 virtual_protect 0
if and
   not 3@ == 0.0
   not 4@ == 0.0
else_jump @MAP_1417
if or
  3@ == 1099.551
  4@ == 1601.497
  5@ == 11.44687
  3@ == 2695.624
  4@ == -1704.688
  5@ == 10.844
else_jump @MAP_1438

:MAP_1417
6@ += 1
  6@ > 32
else_jump @MAP_1222

:MAP_1438
0AB2: ret 3 3@ 4@ 5@

:MAP_1452
0AA2: 1@ = load_library "samp.dll" // IF and SET
1@ += 2203876
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
if
  0@ == 1
else_jump @MAP_1532
0A8C: write_memory 1@ size 4 value 0 virtual_protect 1
jump @MAP_1543

:MAP_1532
0A8C: write_memory 1@ size 4 value 2 virtual_protect 1

:MAP_1543
0AB2: ret 0
 

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.

TheGood11

Участник
173
10
Проверьте на стиллеры и вирусы пожалуйста)
 

Вложения

  • dbot Diamond RP.rar
    7.3 KB · Просмотры: 5

AndreyAAAA3

Новичок
3
0
Декомпилируйте или объясните как это сделать (в ютубе нифига не нашел)
 

Вложения

  • TramBot_v3.cs
    23.3 KB · Просмотры: 8