SC19 CLEO Custom Wall Hack

loganhackerdff

Известный
Автор темы
868
519
Версия SA-MP
  1. 0.3.7 (R1)
Custom Wall Hack
Вх с большим функционалом.
Функции:
Показывать ники
Показывать кости
Показывать линии
Показывать ид скина
Показывать Информацию о авто
Показывать Оружие
Активация:
/cwh - настройки
F3 - включить / выключить
Автор - @loganhackerdff
1.png
2.png
3.png
Требования:
Cleo 4.1+
SF 5.4.1

Upds:
20.10.19 - bug fix
 

Вложения

  • Custom Wall Hack.cs
    47.2 KB · Просмотры: 2,141
Последнее редактирование:

_razor

t.me/sssecretway | ТГК: t.me/razor_code
Всефорумный модератор
1,949
3,212
Палится на фрапсе - скринах??
Кинь полный код.
Конечно палится, это обычный рендер
Палится на фрапсе - скринах??
Кинь полный код.
CLEO:
{$CLEO}
thread "CWH"
wait 15000                                                                                                                                                           
chatmsg "Custom {61ffe7}Wall Hack {42e8f4}by {FFC300}LoganHacker {00ff00}Loaded" 0xFF61BC
log "{FF61BC}Custom {61ffe7}Wall Hack {42e8f4}by {FFC300}LoganHacker {00ff00}Loaded"
0B6D: render 31@ = create_font "Tahoma" height 14 flags  0x4
alloc 11@ 64
alloc 12@ 64
0B5A: get_screen_resolution 2@ 3@
0016: 2@ /= 2
0016: 3@ /= 2
000E: 2@ -= 125
000E: 3@ -= 115                 


0B80: dialog 1@ = create "Custom Wall Hack"
0B84: dialog 1@ set_pos_XY 2@ 3@  size 250 215
0B93: dialog 1@ set_background_color -2013265920

0B82: dialog 1@ add_button id 8 text "Закрыть" pos_XY 61 165 size 128 30


0B83: dialog 1@ add_checkbox id 1 text "НикНеймы" pos_XY 15 5 size 128  25
0B83: dialog 1@ add_checkbox id 2 text "Линии" pos_XY 15 30 size 128  25
0B83: dialog 1@ add_checkbox id 3 text "Кости" pos_XY 15 55 size 128  25
0B83: dialog 1@ add_checkbox id 4 text "Оружие" pos_XY 15 80 size 128  25
0B83: dialog 1@ add_checkbox id 5 text "Скин" pos_XY 15 105 size 128  25
0B83: dialog 1@ add_checkbox id 6 text "Авто" pos_XY 15 130 size 128  25

0B86: dialog 1@ set_visible 0
2@ = 0
3@ = 0
if 0AAB:   file_exists "CLEO\cwh.ini"
gf @create
gosub @set 

0B34: samp register_client_command "cwh" to_label @cwh
                    
:loop
wait 0
if 0B81: dialog 1@ pop_event_to 0 control_id_to 3@
then
  if 3@ == 1
  then
     if 0B92:  dialog 1@ checkbox 1 is_checked
     then
      0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "NameTags"
     else
     0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "NameTags"
     end
     else
        if 3@ == 2
        then
         if 0B92:  dialog 1@ checkbox 2 is_checked
          then
          0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Lines"
          else
          0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Lines"
          end
         else
            if 3@ == 3
            then
               if 0B92:  dialog 1@ checkbox 3 is_checked
               then
               0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Bones"
               else
               0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Bones"
               end 
            else
               if 3@ == 4
               then
                   if 0B92:  dialog 1@ checkbox 4 is_checked 
                   then
                   0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Guns"
                   else
                   0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Guns"
                   end
               else
                   if 3@ == 5
                   then 
                      if 0B92:  dialog 1@ checkbox 5 is_checked 
                      then 
                      0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Skin"
                      else
                      0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Skin"
                      end
                       else
                         if 3@ == 6
                         then
                           if 0B92:  dialog 1@ checkbox 6 is_checked
                           then
                           0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Car"
                           else
                           0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Car"
                           end
                           else                         
                          if 3@ == 8
                          then
                          0B5D: samp toggle_cursor 0                               
                          0B86: dialog 1@ set_visible 0
                end                                   
              end 
           end
        end
      end
    end
  end
end

 0AB0:   key_pressed 114
jf @loop
    
:loop2                                                   
wait 0
 8AB0:   key_pressed 114
jf @loop2
            

0B12: 2@ = 2@ XOR 1
if 2@ == 1
then
0ACD: show_text_highpriority "Custom Wall Hack ~g~ON" time 300
//chatmsg  "Custom Wall Hack {00ff00}ON" 0xffffff
  if 0B92:  dialog 1@ checkbox 1 is_checked
  then
  call @whon 0
  end
0AF0: 4@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Money" 
    
0AF0: 5@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Lines" 

0AF0: 6@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Bones"

0AF0: 7@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Guns"

0AF0: 8@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Skin"        // 10 - font 11 allo

0AF0: 9@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Car"
                                      
0C6A: 10@ = create_custom_thread_at_label @whlabel 5@ 6@ 7@ 8@ 9@ 8@ 8@ 8@ 8@ 8@ 31@  11@ 12@


else
call @whoff 0
0ACD: show_text_highpriority "Custom Wall Hack ~r~OFF" time 300

//chatmsg  "Custom Wall Hack {ff0000}OFF" 0xffffff
0C6E: destroy_custom_thread 10@
 
end

jump @loop
                
:whoff
0AA2: 30@ = load_library "samp.dll" // IF and SET
0A8E: 1@ = 30@ + 457971 // int
0A8C: write_memory 1@ size 4 value 24216591 virtual_protect 1
0A8E: 2@ = 1@ + 4 // int
0A8C: write_memory 2@ size 2 value 0 virtual_protect 1
0A8E: 3@ = 30@ + 458004 // int
0A8C: write_memory 3@ size 4 value 22053903 virtual_protect 1
0A8E: 4@ = 3@ + 4 // int
0A8C: write_memory 4@ size 2 value 0 virtual_protect 1
0A8E: 5@ = 30@ + 458280 // int
0A8C: write_memory 5@ size 2 value 16500 virtual_protect 1
0A8E: 6@ = 30@ + 462648 // int
0A8C: write_memory 6@ size 2 value 24948 virtual_protect 1
0A8E: 7@ = 30@ + 462372 // int
0A8C: write_memory 7@ size 4 value 24218127 virtual_protect 1
0A8E: 8@ = 7@ + 4 // int
0A8C: write_memory 8@ size 2 value 0 virtual_protect 1
0AA3: free_library 30@
ret 0 

:whon
0AA2: 30@ = load_library "samp.dll" // IF and SET
0A8E: 1@ = 30@ + 457971 // int
0A8C: write_memory 1@ size 6 value -1869574000 virtual_protect 1
0A8E: 2@ = 30@ + 458004 // int
0A8C: write_memory 2@ size 6 value -1869574000 virtual_protect 1
0A8E: 3@ = 30@ + 458280 // int
0A8C: write_memory 3@ size 2 value 37008 virtual_protect 1
0A8E: 4@ = 30@ + 462648 // int
0A8C: write_memory 4@ size 2 value 37008 virtual_protect 1
0A8E: 5@ = 30@ + 462372 // int
0A8C: write_memory 5@ size 6 value -1869574000 virtual_protect 1
0AA3: free_library 30@ 
ret 0                     

 


  
 
:get_AmmoInClip
0470: 1@ = actor 0@ current_weapon
041A: 2@ = actor 0@ weapon 1@ ammo
0A96: 3@ = actor 0@ struct
0A8E: 1@ = 3@ + 0x0718
0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
1@ *= 0x1C
0A8E: 2@ = 3@ + 0x5A0
005a: 2@ += 1@
2@ += 0x8
0A8D: 9@ = read_memory 2@ size 4 virtual_protect 0
ret 1 9@



:CPed__getBonePosition // 0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 21@ iBoneID 1 | store_to 22@ 23@ 24@
0A96: 25@ = actor 0@ struct
0AC7: 26@ = var 26@ offset
0AA6: call_method 0x5E4280 struct 25@ num_params 3 pop 0 updateSkinBones 1 BoneID 1@ outPosition 26@ // CPed__getBonePosition
0AB2: ret 3 X 26@ Y 27@ Z 28@

//               0   1  2  3  4  5  6
:drawline //7 29@ 1@ 2@ 3@ 4@ 5@ 6@
0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
0B68: render draw_line_point1 1@ 2@ point2 3@ 4@ width 1 color 0@
ret 0       

:create
0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "NameTags"
0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Lines"
0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Bones"
0AF1: write_int 1 to_ini_file "cleo\cwh.ini" section "Settings" key "Guns"
0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Skin"
0AF1: write_int 0 to_ini_file "cleo\cwh.ini" section "Settings" key "Car"
return



:set
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "NameTags"
if 3@ == 1
then
0B9E: dialog 1@ checkbox 1 set_checked 1
end
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Lines" 
if 3@ == 1
then
0B9E: dialog 1@ checkbox 2 set_checked 1
end
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Bones"
if 3@ == 1
then
0B9E: dialog 1@ checkbox 3 set_checked 1
end
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Guns"
if 3@ == 1
then
0B9E: dialog 1@ checkbox 4 set_checked 1
end
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Skin"
if 3@ == 1
then
0B9E: dialog 1@ checkbox 5 set_checked 1
end
0AF0: 3@ = get_int_from_ini_file "cleo\cwh.ini" section "Settings" key "Car"
if 3@ == 1
then
0B9E: dialog 1@ checkbox 6 set_checked 1
end
return
      
:whlabel
wait 0
for 31@ = 0 to 1000
  if 0B23:  samp is_player_connected 31@
  then
   30@ = Samp.GetActorHandleByPlayerID(31@)
   if 056D:   actor 30@ defined
   then
      if 02CB:   actor 30@ bounding_sphere_visible
      then
      // lets GO!
      if 0@ == 1
      then
      0B37: samp 29@ = get_player_color 31@
      0B66: render argb 29@ to_a 0 r 24@ g 25@ b 26@
      0B67: render a 255 r 24@ g 25@ b 26@ to_argb 29@
      00A0: store_actor $PLAYER_ACTOR position_to 24@ 25@ 26@
      00A0: store_actor 30@ position_to 17@ 18@ 19@
      0B55: convert_3D_coords 24@ 25@ 26@ to_screen 24@ 25@
      0B55: convert_3D_coords 17@ 18@ 19@ to_screen 17@ 18@
      0B68: render draw_line_point1 24@ 25@ point2 17@ 18@ width 1 color 29@
      0B70: render draw_polygon_pos 24@ 25@ size 3 3 corners 7 rotation 0 color 29@ 
      0B70: render draw_polygon_pos 17@ 18@  size 3 3 corners 7 rotation 0 color 29@
      end
      if 1@ == 1
      then // fucking bones
      0B37: samp 29@ = get_player_color 31@
      0B66: render argb 29@ to_a 0 r 24@ g 25@ b 26@
      0B67: render a 255 r 24@ g 25@ b 26@ to_argb 29@
      
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 6 | store_to 17@ 18@ 19@  // head
      0B55: convert_3D_coords 17@ 18@ 19@ to_screen 17@ 18@
      0B70: render draw_polygon_pos 17@ 18@  size 5 5 corners 10 rotation 0 color 29@ 
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 6 | store_to 17@ 18@ 19@  // head
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 4 | store_to 24@ 25@ 26@ // шея
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 4 | store_to 17@ 18@ 19@// шея
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 22 | store_to 24@ 25@ 26@  // r pl
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 22 | store_to 17@ 18@ 19@  // r pl
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 23 | store_to 24@ 25@ 26@ // r lokot
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 23 | store_to 17@ 18@ 19@ // r lokot
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 24 | store_to 24@ 25@ 26@  // r ruka
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 4 | store_to 17@ 18@ 19@ // шея
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 32 | store_to 24@ 25@ 26@  // r pl
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 32 | store_to 17@ 18@ 19@  // r pl
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 33 | store_to 24@ 25@ 26@  // r lokot
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 33 | store_to 17@ 18@ 19@  // r lokot
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 34 | store_to 24@ 25@ 26@  // r ruka
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 4 | store_to 17@ 18@ 19@ // шея
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 1 | store_to 24@ 25@ 26@
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 1 | store_to 17@ 18@ 19@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 52 | store_to 24@ 25@ 26@  // r koleno
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 52 | store_to 17@ 18@ 19@ // r koleno
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 53 | store_to 24@ 25@ 26@ // r noga
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 53 | store_to 17@ 18@ 19@// r noga
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 54 | store_to 24@ 25@ 26@   // r stopa
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 1 | store_to 17@ 18@ 19@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 42 | store_to 24@ 25@ 26@  // r koleno
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 42 | store_to 17@ 18@ 19@ // r koleno
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 43 | store_to 24@ 25@ 26@ // r noga
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 43 | store_to 17@ 18@ 19@// r noga
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 44 | store_to 24@ 25@ 26@   // r stopa
      0AB1: call_scm_func @drawline 7 29@ 17@ 18@ 19@ 24@ 25@ 26@
      end
      if 2@ == 1
      then                                 // 10 - font 11 allo
      0B37: samp 29@ = get_player_color 31@
      0B66: render argb 29@ to_a 0 r 24@ g 25@ b 26@
      0B67: render a 255 r 24@ g 25@ b 26@ to_argb 29@
      0AB1: call_scm_func @getweapon 2 30@ 11@ returnto 11@
      0AB1: call_scm_func @CPed__getBonePosition 2 ActorHandle 30@ iBoneID 22 | store_to 24@ 25@ 26@ // r pl
      0B55: convert_3D_coords 24@ 25@ 26@ to_screen 24@ 25@
      24@ += 10 
      25@ -= 20
      
      0B6F: render font 10@ draw_text 11@ pos 24@ 25@ color 29@
      end
      if 3@ == 1
      then
      0665: get_actor 30@ model_to 26@
      format 11@ = "Skin %d" 26@
      25@ += 20
      0B6F: render font 10@ draw_text 11@ pos 24@ 25@ color 29@
      end
      if 4@ == 1
      then
       25@ += 20
       call @carname 3 30@ 11@ 12@ retto 11@
       0B6F: render font 10@ draw_text 11@ pos 24@ 25@ color 29@
      end 
  end
end
end
end
jump @whlabel

:carname // 30@ 12@
if 00DF:   actor 0@ driving
then
03C0:  7@ = actor 0@ car   
0B2C: samp 3@ = get_vehicle_id_by_car_handle 7@
0441: 6@ = car 7@ model
0ADB: 2@ = car_model 6@ name
//0ADE: 2@ = text_by_GXT_entry 1@ // 2@ = name 3@ = id 5@ = health
0227: 5@ = car 7@ health
format 1@ = "%s [id %d] [HP %d]" 2@ 3@ 5@
else
format 1@ = "Onfoot" 
end
ret 1 1@

:cwh
0B79: samp set_chat_input_enabled 0
0B86: dialog 1@ set_visible 1
0B8D: samp set_cursor_mode 2
samp.CmdRet()

:getweapon                                                   
0470: 28@ = actor 0@ current_weapon
if 28@ == 0
then
format 1@ = "Fist"   

ret 1 1@
end
if 28@ == 1
then
format 1@ = "Brass Knuckles"
ret 1 1@
end
if 28@ == 2
then
format 1@ = "Golf club"

ret 1 1@
end
if 28@ == 3
then
format 1@ = "Nite stick"

ret 1 1@
end
if 28@ == 4
then
format 1@ = "Knife" 

ret 1 1@
end
if 28@ == 5
then
format 1@ = "Baseball bat"

ret 1 1@
end
if 28@ == 6
then
format 1@ = "Shovel"

ret 1 1@
end
if 28@ == 7
then                   
format 1@ = "Pool cue" 

ret 1 1@
end
if 28@ == 8
then                 
format 1@ = "Katana" 

ret 1 1@
end
if 28@ == 9
then
format 1@ = "Chainsaw"

ret 1 1@
end
if 28@ == 10
then
format 1@ = "dildo"

ret 1 1@
end
if 28@ == 11
then
format 1@ = "dildo" 

ret 1 1@
end
if 28@ == 12
then
format 1@ = "dildo" 

ret 1 1@
end
if 28@ == 13
then
format 1@ = "dildo"

ret 1 1@
end
if 28@ == 14
then
format 1@ = "Flowers"

ret 1 1@
end
if 28@ == 15
then
format 1@ = "Cane" 

ret 1 1@
end                       
if 28@ == 16
then
format 1@ = "Grenade" 

ret 1 1@
end
if 28@ == 17
then
format 1@ = "Tear Gas"

ret 1 1@
end
if 28@ == 18
then
format 1@ = "Molotov"   

ret 1 1@
end
if 28@ == 22
then
format 1@ = "9mm"

ret 1 1@
end
if 28@ == 23
then
format 1@ = "Silenced 9mm"

ret 1 1@
end
if 28@ == 24
then
format 1@ = "Desert Eagle" 

ret 1 1@
end
if 28@ == 25
then
format 1@ = "Shotgun"           

ret 1 1@
end
if 28@ == 26
then
format 1@ = "Sawnoff" 

ret 1 1@
end
if 28@ == 27
then

format 1@ = "Combat" 

ret 1 1@
end
if 28@ == 28
then
format 1@ = "Uzi"     

ret 1 1@
end
if 28@ == 29
then
format 1@ = "MP5"   
 
ret 1 1@
end
if 28@ == 30
then
format 1@ = "AK-47"

ret 1 1@
end
if 28@ == 31
then
format 1@ = "M4" 

ret 1 1@
end
if 28@ == 32
then
format 1@ = "Tec-9" 

ret 1 1@
end
if 28@ == 33
then
format 1@ = "Country Rifle"   

ret 1 1@
end
if 28@ == 34
then
format 1@ = "Sniper Rifle"

ret 1 1@
end
if 28@ == 35
then
format 1@ = "RPG"       

ret 1 1@
end
if 28@ == 36
then
format 1@ = "Rocket"

ret 1 1@
end
if 28@ == 37
then
format 1@ = "Flamethrower"

ret 1 1@
end
if 28@ == 38
then
format 1@ = "Minigun" 

ret 1 1@
end
if 28@ == 39
then    //32
format 1@ = "Satchel Charge"
ret 1 1@
end
if 28@ == 40
then
format 1@ = "Detonator"

ret 1 1@
end
if 28@ == 41
then

format 1@ = "Spraycan"

ret 1 1@
end
if 28@ == 42
then

format 1@ = "Fire Extinguisher"

ret 1 1@
end
if 28@ == 43
then

format 1@ = "Camera"

ret 1 1@
end
if or
28@ == 44                                                                             
28@ == 45
then
format 1@ "Goggles"
end
ret 1 1@
if 28@ == 46
then   
format 1@ "Parachute"
end
ret 1 1@
   /*
:getweapon                                                   
0470: 28@ = actor 0@ current_weapon
if 28@ == 0
then
format 1@ = "Fist"   

ret 1 1@
end
if 28@ == 1
then
format 1@ = "Brass Knuckles"
ret 1 1@
end
if 28@ == 2
then
format 1@ = "Golf club"

ret 1 1@
end
if 28@ == 3
then
format 1@ = "Nite stick"

ret 1 1@
end
if 28@ == 4
then
format 1@ = "Knife" 

ret 1 1@
end
if 28@ == 5
then
format 1@ = "Baseball bat"

ret 1 1@
end
if 28@ == 6
then
format 1@ = "Shovel"

ret 1 1@
end
if 28@ == 7
then                   
format 1@ = "Pool cue" 

ret 1 1@
end
if 28@ == 8
then                 
format 1@ = "Katana" 

ret 1 1@
end
if 28@ == 9
then
format 1@ = "Chainsaw"

ret 1 1@
end
if 28@ == 10
then
format 1@ = "dildo"

ret 1 1@
end
if 28@ == 11
then
format 1@ = "dildo" 

ret 1 1@
end
if 28@ == 12
then
format 1@ = "dildo" 

ret 1 1@
end
if 28@ == 13
then
format 1@ = "dildo"

ret 1 1@
end
if 28@ == 14
then
format 1@ = "Flowers"

ret 1 1@
end
if 28@ == 15
then
format 1@ = "Cane" 

ret 1 1@
end                       
if 28@ == 16
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Grenade %d" 10@

ret 1 1@
end
if 28@ == 17
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Tear Gas %d" 10@

ret 1 1@
end
if 28@ == 18
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Molotov %d" 10@   

ret 1 1@
end
if 28@ == 22
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "9mm %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 23
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Silenced 9mm %d/%d" 9@ 10@

ret 1 1@
end
if 28@ == 24
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Desert Eagle %d/%d" 9@ 10@ //format 1@ = "Desert eagle %d/%d" 9@ 10@     

ret 1 1@
end
if 28@ == 25
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Shotgun %d" 10@             

ret 1 1@
end
if 28@ == 26
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Sawnoff %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 27
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Combat %d/%d" 9@ 10@   

ret 1 1@
end
if 28@ == 28
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Uzi %d/%d" 9@ 10@       

ret 1 1@
end
if 28@ == 29
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "MP5 %d/%d" 9@ 10@   
 
ret 1 1@
end
if 28@ == 30
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "AK-47 %d/%d" 9@ 10@   

ret 1 1@
end
if 28@ == 31
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "M4 %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 32
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Tec-9 %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 33
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Country Rifle %d" 10@ 

ret 1 1@
end
if 28@ == 34
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Sniper Rifle %d" 10@ 

ret 1 1@
end
if 28@ == 35
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "RPG %d" 10@       

ret 1 1@
end
if 28@ == 36
then
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Rocket %d" 10@ 

ret 1 1@
end
if 28@ == 37
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Flamethrower %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 38
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Minigun %d/%d" 9@ 10@   

ret 1 1@
end
if 28@ == 39
then    //32
041A: 10@ = actor 0@ weapon 28@ ammo
format 1@ = "Satchel Charge %d" 10@ 

ret 1 1@
end
if 28@ == 40
then
format 1@ = "Detonator"

ret 1 1@
end
if 28@ == 41
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Spraycan %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 42
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Fire Extinguisher %d/%d" 9@ 10@ 

ret 1 1@
end
if 28@ == 43
then
0AB1: call @get_AmmoInClip 1 0@ rett 9@
041A: 10@ = actor 0@ weapon 28@ ammo
0062: 10@ -= 9@
format 1@ = "Camera %d/%d" 9@ 10@ 

ret 1 1@
end
if or
28@ == 44                                                                             
28@ == 45
then
format 1@ "Goggles"
end
ret 1 1@
if 28@ == 46
then   
format 1@ "Parachute"
end
ret 1 1@
 

Donattello Desquise

Известный
35
5
А есть беспалевный какой нить? :D
надите пазязя - именно для фрапс - кроме ультрухи
 

Rinatik

Новичок
20
2
К чему этот вопрос? Чтобы искать запрятанных npc за короткое время.
 

vyacheslavooov

Новичок
5
1
Custom Wall Hack
Вх с большим функционалом.
Функции:
Показывать ники
Показывать кости
Показывать линии
Показывать ид скина
Показывать Информацию о авто
Показывать Оружие
Активация:
/cwh - настройки
F3 - включить / выключить
Автор - @loganhackerdff
Требования:
Cleo 4.1+
SF 5.4.1


Куда скинуть сам файл?
В игре есть меню чита , но сами функции чита не работают :(