Help script

reshworkas

Известный
Автор темы
139
2
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
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0

:SPRINGFIELD_UGBASE_41
wait 0
if
key_down 123
else_jump @SPRINGFIELD_UGBASE_160
if
  31@ == 0
else_jump @SPRINGFIELD_UGBASE_122
//printf "Aimbot ~g~enabled" 1000
31@ = 1
wait 200
jump @SPRINGFIELD_UGBASE_160

:SPRINGFIELD_UGBASE_122
//printf "Aimbot ~r~disabled" 1000
31@ = 0
wait 200

:SPRINGFIELD_UGBASE_160
if
  31@ == 1
else_jump @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
else_jump @SPRINGFIELD_UGBASE_224
call @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273

:SPRINGFIELD_UGBASE_224
if and
02D8:   actor $PLAYER_ACTOR current_weapon == 34
call @SPRINGFIELD_UGBASE_1963 1 150.0 2@
else_jump @SPRINGFIELD_UGBASE_273
call @SPRINGFIELD_UGBASE_280 1 2@

:SPRINGFIELD_UGBASE_273
jump @SPRINGFIELD_UGBASE_41

:SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:   actor 2@ defined
00E1:   player 0 pressed_key 6
else_jump @SPRINGFIELD_UGBASE_585
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
else_jump @SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
else_jump @SPRINGFIELD_UGBASE_563
call @SPRINGFIELD_UGBASE_590 1 2@

:SPRINGFIELD_UGBASE_563
call @SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

:SPRINGFIELD_UGBASE_585
ret 0

:SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
else_jump @SPRINGFIELD_UGBASE_653
30@ = 1

:SPRINGFIELD_UGBASE_653
if
   not 31@ >= 6.0
else_jump @SPRINGFIELD_UGBASE_681
30@ = 0

:SPRINGFIELD_UGBASE_681
if
  30@ == 0
else_jump @SPRINGFIELD_UGBASE_709
31@ += 0.05

:SPRINGFIELD_UGBASE_709
if
  30@ == 1
else_jump @SPRINGFIELD_UGBASE_737
31@ -= 0.05

:SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
call @SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
ret 0

:SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
call @SPRINGFIELD_UGBASE_1863 0 16@
else_jump @SPRINGFIELD_UGBASE_1302
if
call @SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @SPRINGFIELD_UGBASE_1302
if
call @SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
else_jump @SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:SPRINGFIELD_UGBASE_1302
ret 0

:SPRINGFIELD_UGBASE_1307
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @SPRINGFIELD_UGBASE_1357
return_true
jump @SPRINGFIELD_UGBASE_1359

:SPRINGFIELD_UGBASE_1357
return_false

:SPRINGFIELD_UGBASE_1359
ret 0

:SPRINGFIELD_UGBASE_1364
if
  6@ == 5
else_jump @SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1429
if
  6@ == 6
else_jump @SPRINGFIELD_UGBASE_1559
if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
else_jump @SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @SPRINGFIELD_UGBASE_1552

:SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:SPRINGFIELD_UGBASE_1552
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:SPRINGFIELD_UGBASE_1599
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1642
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1695
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1738
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
else_jump @SPRINGFIELD_UGBASE_1853
return_true
jump @SPRINGFIELD_UGBASE_1855

:SPRINGFIELD_UGBASE_1853
return_false

:SPRINGFIELD_UGBASE_1855
ret 1 15@

:SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
else_jump @SPRINGFIELD_UGBASE_1953
return_true
jump @SPRINGFIELD_UGBASE_1955

:SPRINGFIELD_UGBASE_1953
return_false

:SPRINGFIELD_UGBASE_1955
ret 1 1@

:SPRINGFIELD_UGBASE_1963
28@ = 0.0

:SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
else_jump @SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:   actor 31@ defined
else_jump @SPRINGFIELD_UGBASE_2299
if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
else_jump @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
   not Actor.Driving(31@)
   not Actor.Dead(31@)
02CB:   actor 31@ bounding_sphere_visible
else_jump @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
call @SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:   28@ >= 15@ // (float)
else_jump @SPRINGFIELD_UGBASE_2299
ret 1 31@

:SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
else_jump @SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:   28@ > 0@ // (int)
else_jump @SPRINGFIELD_UGBASE_1973
ret 1 -1

:SPRINGFIELD_UGBASE_2356
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
ret 2 3@ 4@


CLEO:
// This file was decompiled using SASCM.ini published on 2022-03-20

{$CLEO}
0000: NOP

2@ = 1

:LOOP
wait 0

//----this is a place for tests---
//----check if player is defined---
//----check if player is driving---

if 0AB0: key_pressed 120 //F9
then
  if 2@ == 1
    then 2@ = 0
    else 2@ = 1
  end
  while 0AB0: key_pressed 120 //F9
    wait 0
  end
end

if 2@ == 1
else_jump @LOOP

wait 0
if
  is_key_pressed 82
jf @NONAME_77
if

:NONAME_77
wait 0
if
  get_char_player_is_targeting 2@ = player $PLAYER_CHAR
jf @NONAME_77

:NONAME_100
wait 0
if and
056D:   actor 2@ defined
  is_key_pressed 2
jf @NONAME_77
if and
  not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
jf @NONAME_77
get_ped_pointer 6@ = ped 2@
6@ += 68
read_memory 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
read_memory 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
read_memory 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
jf @NONAME_408
cleo_call @NONAME_415 4 2@ 6@ 7@ 8@

:NONAME_408
jump @NONAME_100

:NONAME_415
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
call_function 4327328 num_params 1 pop 1 11@
pop_float 12@
call_function 4775488 num_params 1 pop 1 11@
pop_float 13@
if
cleo_call @NONAME_1149 0 16@
jf @NONAME_710
if
cleo_call @NONAME_715 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @NONAME_710
15@ += 0.0389
write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_710
cleo_return 0

:NONAME_715
if
  6@ == 5
jf @NONAME_780
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_885

:NONAME_780
if
  6@ == 6
jf @NONAME_845
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_885

:NONAME_845
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_885
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_928
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_928
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_981
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_981
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_1024
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1024
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_1077
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1077
read_memory 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
jf @NONAME_1139
0485:   return_true
jump @NONAME_1141

:NONAME_1139
059A:   return_false

:NONAME_1141
cleo_return 1 15@

:NONAME_1149
get_ped_pointer 0@ = ped $PLAYER_ACTOR
0@ += 1816
read_memory 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @NONAME_1239
0485:   return_true
jump @NONAME_1241

:NONAME_1239
059A:   return_false


This second code I sent you, I want you to leave the same activation and deactivation method as the first one I sent you, please.

:NONAME_1241
cleo_return 1 1@

jump @LOOP

This second code I sent you, I want you to leave the same activation and deactivation method as the first one I sent you, please.

I want you to leave the activation and deactivation method the same as the first code in the second code that works the same way

@D3.Pheonix help

@MAHEKEH

Help
 
Последнее редактирование:

D3.Pheonix

🎹
Модератор
2,817
1,599
this shit is not working properly, next time give us source (better .cs file), without your commits, cause it's not nice ...

CLEO:
{$CLEO}
0000: NOP

:NONAME_77
wait 0

if
key_down 123
then
    if 31@ == 1
    then
    31@ = 0
    print "aimdBot ~r~deactivated" 500
    else
    31@ = 1
    print "aimBot ~g~activated" 500
    end
    wait 200
end

if and
31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
jf @NONAME_77

:NONAME_100
wait 0
if and
056D:   actor 2@ defined
  key_down 2
jf @NONAME_77
if and
  not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
jf @NONAME_77
0A96: 6@ = actor 2@ struct
//get_ped_pointer 6@ = ped 2@
6@ += 68
0A8D: read_memory 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: read_memory 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: read_memory 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
jf @NONAME_408
call @NONAME_415 4 2@ 6@ 7@ 8@

:NONAME_408
jump @NONAME_100

:NONAME_415
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call_function 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call_function 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
call @NONAME_1149 0 16@
jf @NONAME_710
if
call @NONAME_715 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @NONAME_710
15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_710
ret 0

:NONAME_715
if
  6@ == 5
jf @NONAME_780
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_885

:NONAME_780
if
  6@ == 6
jf @NONAME_845
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_885

:NONAME_845
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_885
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_928
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_928
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_981
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_981
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_1024
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1024
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_1077
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1077
0A8D: read_memory 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
jf @NONAME_1139
0485:   return_true
jump @NONAME_1141

:NONAME_1139
059A:   return_false

:NONAME_1141
ret 1 15@

:NONAME_1149
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: read_memory 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @NONAME_1239
0485:   return_true
jump @NONAME_1241

:NONAME_1239
059A:   return_false

:NONAME_1241
ret 1 1@
 

reshworkas

Известный
Автор темы
139
2
this shit is not working properly, next time give us source (better .cs file), without your commits, cause it's not nice ...

CLEO:
{$CLEO}
0000: NOP

:NONAME_77
wait 0

if
key_down 123
then
    if 31@ == 1
    then
    31@ = 0
    print "aimdBot ~r~deactivated" 500
    else
    31@ = 1
    print "aimBot ~g~activated" 500
    end
    wait 200
end

if and
31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
jf @NONAME_77

:NONAME_100
wait 0
if and
056D:   actor 2@ defined
  key_down 2
jf @NONAME_77
if and
  not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
jf @NONAME_77
0A96: 6@ = actor 2@ struct
//get_ped_pointer 6@ = ped 2@
6@ += 68
0A8D: read_memory 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: read_memory 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: read_memory 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
jf @NONAME_408
call @NONAME_415 4 2@ 6@ 7@ 8@

:NONAME_408
jump @NONAME_100

:NONAME_415
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call_function 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call_function 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
call @NONAME_1149 0 16@
jf @NONAME_710
if
call @NONAME_715 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @NONAME_710
15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_710
ret 0

:NONAME_715
if
  6@ == 5
jf @NONAME_780
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_885

:NONAME_780
if
  6@ == 6
jf @NONAME_845
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_885

:NONAME_845
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_885
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_928
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_928
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_981
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_981
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
jf @NONAME_1024
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1024
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @NONAME_1077
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1077
0A8D: read_memory 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
jf @NONAME_1139
0485:   return_true
jump @NONAME_1141

:NONAME_1139
059A:   return_false

:NONAME_1141
ret 1 15@

:NONAME_1149
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: read_memory 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @NONAME_1239
0485:   return_true
jump @NONAME_1241

:NONAME_1239
059A:   return_false

:NONAME_1241
ret 1 1@
thanks