Skin Aimbot with FOV

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15
2
Can somebody add small FoV to this aimbot so it looks legit? ( ( Is it even possible ) )
@randazzo
@Laine_prikol



Код:
// 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 "SKIN AIMBOT BY OPCODEEXE"
0662: printstring "ĎĹĐĹÄĹËĘŔ [CM]TSUNAMI"
31@ = 0

:NONAME_62
wait 0
if
key_down 20
else_jump @NONAME_186
if
  31@ == 0
else_jump @NONAME_146
printf "" 1500
018C: play_sound 1083 at 0.0 0.0 0.0
31@ = 1
wait 200
jump @NONAME_186

:NONAME_146
printf "" 1500
018C: play_sound 1058 at 0.0 0.0 0.0
31@ = 0
wait 200

:NONAME_186
jump @NONAME_193

:NONAME_193
wait 0
if and
  31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_62

:NONAME_223
wait 0
if and
056D:   actor 2@ defined
key_down 82
else_jump @NONAME_193
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
else_jump @NONAME_193
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@ = 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
else_jump @NONAME_531
call @NONAME_538 4 2@ 6@ 7@ 8@

:NONAME_531
jump @NONAME_223

:NONAME_538
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 @NONAME_1272 0 16@
else_jump @NONAME_833
if
call @NONAME_838 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @NONAME_833
15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_833
ret 0

:NONAME_838
if
  6@ == 5
else_jump @NONAME_903
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_1008

:NONAME_903
if
  6@ == 6
else_jump @NONAME_968
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_1008

:NONAME_968
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_1008
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @NONAME_1051
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_1051
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @NONAME_1104
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_1104
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
else_jump @NONAME_1147
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1147
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
else_jump @NONAME_1200
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1200
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 @NONAME_1262
return_true
jump @NONAME_1264

:NONAME_1262
return_false

:NONAME_1264
ret 1 15@

:NONAME_1272
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 @NONAME_1362
return_true
jump @NONAME_1364

:NONAME_1362
return_false

:NONAME_1364
ret 1 1@
 
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Why you won't address opcodeexe
 
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