Проверка скриптов и плагинов на вредоносное ПО

lemonager

Известный
Автор темы
Всефорумный модератор
809
1,720
Версия SA-MP
  1. Любая
nX15Ep5.png

eNo5cSj.png

Общая тема для просьб о помощи проверки скриптов, плагинов и приложений.
Теперь не нужно создавать много отдельных тем о помощи с проверкой.

Рекомендации:
  1. Ставить к себе в игру что-либо с темы крайне не рекомендуется, если файл не был проверен опытным пользователем или Вы в нём сомневаетесь.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
eNo5cSj.png

qJTRxhB.png
 

Ottosm

Известный
340
154
Проверьте на стиллеры
 

Вложения

  • ArizonaC_TD.cs
    12.4 KB · Просмотры: 4

barjik

Известный
462
191
check pls
оставьте исходник, если не сложно
 

Вложения

  • ]OP[Surfly.cs
    19.9 KB · Просмотры: 4

ollydbg

Известный
163
115
check pls
оставьте исходник, если не сложно
Чист.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread "$PLAYER_ACTOR"
0662: printstring "MADE BY OPCODEEXE"
0662: printstring ":D:D:D:D"
0662: printstring "WWW.YOUTUBE.COM/TVOPCODEEXE"

:Label81
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 88
0AB0:   key_pressed 18
004D: jump_if_false @Label81
0006: 29@ = 0
0006: 28@ = 0
04ED: load_animation "FALL_SKYDIVE"
0A96: 11@ = actor $PLAYER_ACTOR struct
0A8E: 3@ = 11@ + 1132 // int
0A8E: 4@ = 11@ + 1360 // int
0A8E: 5@ = 11@ + 1364 // int
018C: play_sound 1083 at 0.0 0.0 0.0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY ACTIVATED." time 2000

:Label247
0001: wait 0 ms
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @Label247

:Label266
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @Label1794
0001: wait 0 ms
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @Label1345
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1978
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@
0662: printstring "FYPS SPEECALCULATION"
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0013: 8@ *= 1.001
0013: 9@ *= 1.001
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0A8D: 7@ = read_memory 5@ size 4 virtual_protect 0
0013: 6@ *= 15.0
0013: 7@ *= 15.0
005B: 8@ += 6@ // (float)
005B: 9@ += 7@ // (float)
0662: printstring "END"
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @Label611
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label611
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @Label701
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label701
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @Label791
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label791
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @Label881
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label881
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @Label1003
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label912

:Label912
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)
005B: 10@ += 25@ // (float)

:Label1003
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Label1028
000B: 10@ += 20.0

:Label1028
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label1189
000B: 10@ += 0.2
00D6: if or
0AB0:   key_pressed 65
0AB0:   key_pressed 68
0AB0:   key_pressed 83
0AB0:   key_pressed 87
004D: jump_if_false @Label1182
04ED: load_animation "FALL_SKYDIVE"
04ED: load_animation "PARACHUTE"
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
018C: play_sound 1131 at 0.0 0.0 0.0
0002: jump @Label1189

:Label1182
0002: jump @Label1189

:Label1189
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label1222
000B: 10@ += 0.1
0002: jump @Label1222

:Label1222
00D6: if and
0019:   29@ > 3
0AB0:   key_pressed 18
004D: jump_if_false @Label1305
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0017: 8@ /= 1.5
0017: 9@ /= 1.5
0017: 10@ /= 1.5
000B: 10@ += 0.4
0006: 29@ = 0

:Label1305
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0A8C: write_memory 3@ size 1 value 0 virtual_protect 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1

:Label1345
00D6: if
0611:   actor $PLAYER_ACTOR performing_animation "KO_SKID_BACK"
004D: jump_if_false @Label1423
0812: AS_actor $PLAYER_ACTOR perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0687: clear_actor $PLAYER_ACTOR task

:Label1423
00D6: if
0AB0:   key_pressed 121
004D: jump_if_false @Label1780
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if and
0019:   29@ > 20
056E:   car 0@ defined
004D: jump_if_false @Label1780
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
00AB: put_car 0@ at 23@ 24@ 25@
0172: 25@ = actor $PLAYER_ACTOR Z_angle
0001: wait 0 ms
036A: put_actor $PLAYER_ACTOR in_car 0@
0175: set_car 0@ Z_angle_to 25@
0ACD: show_text_highpriority "[F10] ~R~E~W~NTERED..." time 1022
0001: wait 0 ms
0006: 29@ = 0
02EB: restore_camera_with_jumpcut
0002: jump @Label1780

:Label1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1780
00D6: if and
0019:   29@ > 20
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @Label1780
0ACD: show_text_highpriority "[F10] ~R~R~W~EMOVED..." time 1022
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 23@ 24@ 25@
0001: wait 0 ms
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1771
099A: set_car 0@ collision_detection 1

:Label1771
02EB: restore_camera_with_jumpcut
0006: 29@ = 0

:Label1780
000A: 29@ += 1
0002: jump @Label266

:Label1794
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY DEACTIVATED." time 2000
0001: wait 100 ms
018C: play_sound 1084 at 0.0 0.0 0.0
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
0687: clear_actor $PLAYER_ACTOR task
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1918
099A: set_car 0@ collision_detection 1

:Label1918
0001: wait 20 ms
8AB0:   not key_pressed 88
004D: jump_if_false @Label1918
0ACD: show_text_highpriority "~R~INFO: ~W~ MADE BY OPCODEEXE." time 950
0002: jump @Label81

:Label1978
03C0: 0@ = actor $PLAYER_ACTOR car
03AB: set_car 0@ strong 1
099A: set_car 0@ collision_detection 0
0A30: repair_car 0@
01EC: make_car 0@ very_heavy 1
07DA: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_body
07DB: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0175: set_car 0@ Z_angle_to 7@
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @Label2220
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2220
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @Label2331
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 -0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2331
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @Label2442
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset -0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2442
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @Label2553
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2553
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Label2664
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2664
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @Label2775
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 -0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2775
00D6: if and
0019:   29@ > 6
0AB0:   key_pressed 18
004D: jump_if_false @Label2807
04BA: set_car 0@ speed_to 0.0

:Label2807
0002: jump @Label1423
Чист.
Проверьте на стиллеры
Чист.
 
Последнее редактирование: