Помогите клео изменить.

Валеас

Новичок
Автор темы
7
1
Такой вопрос. Можно ли из esp по человеку сделать esp по определенному id?
Буду благодарен за любую помощь.
19315 id объекта

А вот сам скрипт:
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0662: printstring "Made by Opcode.eXe"
0662: printstring "www.youtu.be/thT14ZrBfjo"
0662: printstring "ugbase.eu"
0@ = 0

:NONAME_72
wait 0
if
0ADC: test_cheat "ESP"
jf @NONAME_232
if
0@ == 0
jf @NONAME_175
0@ = 1
018C: play_sound 1083 at 0.0 0.0 0.0
0ACD: show_text_highpriority "~r~ESP-BOX ~w~ ENABLED" time 1337
jump @NONAME_232

:NONAME_175
0@ = 0
018C: play_sound 1084 at 0.0 0.0 0.0
0ACD: show_text_highpriority "~r~ESP-BOX ~w~ DISABLED" time 1337

:NONAME_232
if
0@ == 1
jf @NONAME_633
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:NONAME_290
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
jf @NONAME_608
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
jf @NONAME_608
if
803C: not $PLAYER_ACTOR == 31@ // (int)
jf @NONAME_608
if
02CB: actor 31@ bounding_sphere_visible
jf @NONAME_608
0AB1: call_scm_func @NONAME_893 2 31@ 54 1@ 2@ 3@
0AB1: call_scm_func @NONAME_893 2 31@ 1 4@ 5@ 6@
0AB1: call_scm_func @NONAME_893 2 31@ 6 7@ 8@ 9@
0AB1: call_scm_func @NONAME_992 3 1@ 2@ 3@ 16@ 17@
0AB1: call_scm_func @NONAME_992 3 4@ 5@ 6@ 18@ 19@
0AB1: call_scm_func @NONAME_992 3 7@ 8@ 9@ 20@ 21@
0063: 17@ -= 21@ // (float)
0087: 26@ = 17@ // (float)
26@ /= 2.5
03F0: enable_text_draw 1
0AB1: call_scm_func @NONAME_640 9 18@ 19@ 26@ 17@ 255 0 0 255 1.0

:NONAME_608
30@ += 256
30@ > 35584
jf @NONAME_290

:NONAME_633
jump @NONAME_72

:NONAME_640
0087: 14@ = 8@ // (float)
0087: 12@ = 2@ // (float)
0087: 13@ = 3@ // (float)
12@ /= 2.0
13@ /= 2.0
0087: 8@ = 0@ // (float)
005B: 8@ += 2@ // (float)
0063: 8@ -= 12@ // (float)
0087: 9@ = 0@ // (float)
0063: 9@ -= 2@ // (float)
005B: 9@ += 12@ // (float)
0087: 10@ = 1@ // (float)
005B: 10@ += 3@ // (float)
0063: 10@ -= 13@ // (float)
0087: 11@ = 1@ // (float)
0063: 11@ -= 3@ // (float)
005B: 11@ += 13@ // (float)
03F0: enable_text_draw 1
038E: draw_box_position 8@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@
038E: draw_box_position 9@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@
038E: draw_box_position 0@ 10@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@
038E: draw_box_position 0@ 11@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@
0AB2: ret 0

:NONAME_893
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0
2@ = 0.0
3@ = 0.0
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 6160832 struct 0@ num_params 3 pop 0 1 15@ 4@
0AB2: ret 3 1@ 2@ 3@

:NONAME_992
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)
0AB2: ret 2 3@ 4@