Help with cleo script

StrikeBot420

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Hello can someone can edit this cleo. Aim working when owner online in server but if he offline not work can someone help me ?

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

03A4: name_thread "$PLAYER_ACTOR"



:PLAYER_ACTOR_19

0001: wait 0 ms

0AFA:  is_samp_available

004D: jump_if_false @PLAYER_ACTOR_19

0006: 17@ = -2460

0006: 16@ = -2338

0006: 15@ = -1500

0006: 14@ = -431

0B34: samp register_client_command "aim" to_label @$PLAYER_ACTOR_2388

0006: 25@ = 0

0001: wait 10000 ms



:$PLAYER_ACTOR_96

0001: wait 0 ms

00D6: if

0B61:  samp is_local_player_spawned

004D: jump_if_false @$PLAYER_ACTOR_254

0AB1: call_scm_func 17@ 0 18@

00D6: if or

0039:   18@ == 1

0039:   18@ == 2

0039:   18@ == 3

0039:   18@ == 4

004D: jump_if_false @$PLAYER_ACTOR_254

0AF8: samp add_message_to_chat "Leidimas naudotis {00FF00}< Aim > {FFFF00}duotas! Aktyvuoti su: {00FF00}/aim" color -256

0002: jump @$PLAYER_ACTOR_261



:$PLAYER_ACTOR_254

0002: jump @$PLAYER_ACTOR_96



:$PLAYER_ACTOR_261

0001: wait 0 ms

00D6: if

0039:   25@ == 1

004D: jump_if_false @$PLAYER_ACTOR_405

0AB1: call_scm_func 16@ 4 24 56 2.0 4

00D6: if

0AB0:   key_pressed 2

004D: jump_if_false @$PLAYER_ACTOR_398

00D6: if

0AB1: call_scm_func 15@ 1 50.0 24@

004D: jump_if_false @$PLAYER_ACTOR_398

00D6: if

0AD2: 23@ = player $PLAYER_CHAR targeted_actor //IF and SET

004D: jump_if_false @$PLAYER_ACTOR_384

0AB1: call_scm_func 14@ 2 23@ 18@

0002: jump @$PLAYER_ACTOR_398



:$PLAYER_ACTOR_384

0AB1: call_scm_func 14@ 2 24@ 18@



:$PLAYER_ACTOR_398

0002: jump @$PLAYER_ACTOR_424



:$PLAYER_ACTOR_405

0AB1: call_scm_func 16@ 4 24 56 1.0 4



:$PLAYER_ACTOR_424

0002: jump @$PLAYER_ACTOR_261

0006: 10@ = -2030

0006: 11@ = -877

0006: 12@ = -670

00D6: if and

8118:   not actor 0@ dead

8B5C:   not samp is_player 0@ paused

02CB:   actor 0@ bounding_sphere_visible

004D: jump_if_false @$PLAYER_ACTOR_665

00D6: if

0AB1: call_scm_func 10@ 2 0@ 1@

004D: jump_if_false @$PLAYER_ACTOR_665

068D: get_camera_position_to 4@ 5@ 6@

04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.0

00D6: if

06BD:   no_obstacles_between 7@ 8@ 9@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 1 particle 0

004D: jump_if_false @$PLAYER_ACTOR_665

0AB1: call_scm_func 11@ 3 7@ 8@ 9@ 5@ 4@

0AB1: call_scm_func 12@ 2 5@ 4@ 5@ 4@

00D6: if

0AB0:   key_pressed 1

004D: jump_if_false @$PLAYER_ACTOR_665

0A8C: write_memory 11989592 size 4 value 4@ virtual_protect 0



:$PLAYER_ACTOR_665

0AB2: 0 ret

00D6: if

8031:   not  0@ >= -0.2

004D: jump_if_false @$PLAYER_ACTOR_768

0087: 3@ = 0@ // (float)

0013: 3@ *= 10.0

0C0A: math 3@ = ceil 3@ // (float)

0013: 3@ *= -1.0

000F: 3@ -= 1.0

0C09: math 4@ = power 1.47 3@ // (float)

0017: 4@ /= 1000.0

005B: 1@ += 4@ // (float)



:$PLAYER_ACTOR_768

00D6: if

0021:   0@ > 0.2

004D: jump_if_false @$PLAYER_ACTOR_866

0087: 3@ = 0@ // (float)

0013: 3@ *= -10.0

0C0A: math 3@ = ceil 3@ // (float)

0013: 3@ *= -1.0

000F: 3@ -= 1.0

0C09: math 4@ = power 1.67 3@ // (float)

0017: 4@ /= 1000.0

005B: 1@ += 4@ // (float)



:$PLAYER_ACTOR_866

0AB2: 2 0@ 1@ ret

0006: 20@ = -1421

0006: 21@ = -1465

068D: get_camera_position_to 9@ 10@ 11@

0AB1: call_scm_func 20@ 6 0@ 1@ 2@ 9@ 10@ 11@ 12@

0AB1: call_scm_func 21@ 4 0@ 1@ 9@ 10@ 13@

000F: 12@ -= 270.0

000F: 13@ -= 90.0

0017: 12@ /= 57.29578

0017: 13@ /= 57.29578

0006: 22@ = -1071

0006: 23@ = -1206

0AB1: call_scm_func 22@ 2 12@ 13@ 12@ 13@

0AB1: call_scm_func 23@ 2 12@ 13@ 12@ 13@

0AB2: 2 12@ 13@ ret

00D6: if

0021:   0@ > 3.141593

004D: jump_if_false @$PLAYER_ACTOR_1102

000F: 0@ -= 6.283185



:$PLAYER_ACTOR_1102

00D6: if

8031:   not  0@ >= -3.141593

004D: jump_if_false @$PLAYER_ACTOR_1133

000B: 0@ += 6.283185



:$PLAYER_ACTOR_1133

00D6: if

0021:   1@ > 3.141593

004D: jump_if_false @$PLAYER_ACTOR_1164

000F: 1@ -= 6.283185



:$PLAYER_ACTOR_1164

00D6: if

8031:   not  1@ >= -3.141593

004D: jump_if_false @$PLAYER_ACTOR_1195

000B: 1@ += 6.283185



:$PLAYER_ACTOR_1195

0AB2: 2 0@ 1@ ret

0470: 31@ = actor $PLAYER_ACTOR current_weapon

00D6: if and

0029:   31@ >= 22

8019:   not  31@ > 29

004D: jump_if_false @$PLAYER_ACTOR_1259

000F: 0@ -= 0.0778

000B: 1@ += 0.04253



:$PLAYER_ACTOR_1259

00D6: if

0039:   31@ == 32

004D: jump_if_false @$PLAYER_ACTOR_1297

000F: 0@ -= 0.0778

000B: 1@ += 0.04253



:$PLAYER_ACTOR_1297

00D6: if and

0029:   31@ >= 30

8019:   not  31@ > 31

004D: jump_if_false @$PLAYER_ACTOR_1342

000F: 0@ -= 0.052

000B: 1@ += 0.028



:$PLAYER_ACTOR_1342

0006: 20@ = -1071

00D6: if

0039:   31@ == 33

004D: jump_if_false @$PLAYER_ACTOR_1390

000F: 0@ -= 0.0357

000B: 1@ += 0.01897



:$PLAYER_ACTOR_1390

0AB1: call_scm_func 20@ 2 0@ 1@ 0@ 1@

0AB2: 2 0@ 1@ ret

0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@

0063: 2@ -= 5@ // (float)

0604: get_Z_angle_for_point 6@ 2@ store_to 7@

0AB2: 1 7@ ret

0063: 0@ -= 2@ // (float)

0063: 1@ -= 3@ // (float)

0604: get_Z_angle_for_point 0@ 1@ store_to 4@

0AB2: 1 4@ ret

0087: 28@ = 0@ // (float)

0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0

000A: 29@ += 4

0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0

0006: 30@ = 0



:$PLAYER_ACTOR_1548

0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0

000A: 29@ += 1

00D6: if and

0029:   31@ >= 0

001B:   128 > 31@

004D: jump_if_false @$PLAYER_ACTOR_1803

005A: 31@ += 30@ // (int)

00D6: if

056D:   actor 31@ defined

004D: jump_if_false @$PLAYER_ACTOR_1803

00D6: if

803C:   not  $PLAYER_ACTOR == 31@ // (int)

004D: jump_if_false @$PLAYER_ACTOR_1803

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@

00D6: if and

02CB:   actor 31@ bounding_sphere_visible

06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0

004D: jump_if_false @$PLAYER_ACTOR_1803

0AB1: call_scm_func @$PLAYER_ACTOR_1863 3 27@ 26@ 25@ 24@ 23@

0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@

00D6: if

0035:   28@ >= 22@ // (float)

004D: jump_if_false @$PLAYER_ACTOR_1803

0087: 28@ = 22@ // (float)

0087: 15@ = 31@ // (float)



:$PLAYER_ACTOR_1803

000A: 30@ += 256

0019:   30@ > 35584

004D: jump_if_false @$PLAYER_ACTOR_1548

00D6: if

056D:   actor 15@ defined

004D: jump_if_false @$PLAYER_ACTOR_1853

0485:   return_true

0002: jump @$PLAYER_ACTOR_1855



:$PLAYER_ACTOR_1853

059A:   return_false



:$PLAYER_ACTOR_1855

0AB2: 1 15@ ret



:$PLAYER_ACTOR_1863

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@

0007: 12@ = 640.0

0007: 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: 2 3@ 4@ ret

0006: TIMERB = 1

0665: get_actor 0@ model_to 30@

00D6: if

0039:   1@ == 1

004D: jump_if_false @$PLAYER_ACTOR_2109

00D6: if or

0039:   30@ == 105

0039:   30@ == 106

0039:   30@ == 107

0039:   30@ == 65

004D: jump_if_false @$PLAYER_ACTOR_2109

0006: TIMERB = 0



:$PLAYER_ACTOR_2109

00D6: if

0039:   1@ == 2

004D: jump_if_false @$PLAYER_ACTOR_2174

00D6: if or

0039:   30@ == 102

0039:   30@ == 103

0039:   30@ == 104

0039:   30@ == 195

004D: jump_if_false @$PLAYER_ACTOR_2174

0006: TIMERB = 0



:$PLAYER_ACTOR_2174

00D6: if

0039:   1@ == 3

004D: jump_if_false @$PLAYER_ACTOR_2239

00D6: if or

0039:   30@ == 124

0039:   30@ == 125

0039:   30@ == 126

0039:   30@ == 169

004D: jump_if_false @$PLAYER_ACTOR_2239

0006: TIMERB = 0



:$PLAYER_ACTOR_2239

00D6: if

0039:   1@ == 4

004D: jump_if_false @$PLAYER_ACTOR_2304

00D6: if or

0039:   30@ == 117

0039:   30@ == 118

0039:   30@ == 120

0039:   30@ == 263

004D: jump_if_false @$PLAYER_ACTOR_2304

0006: TIMERB = 0



:$PLAYER_ACTOR_2304

00D6: if

0039:   TIMERB == 1

004D: jump_if_false @$PLAYER_ACTOR_2331

0485:   return_true

0002: jump @$PLAYER_ACTOR_2333



:$PLAYER_ACTOR_2331

059A:   return_false



:$PLAYER_ACTOR_2333

0AB2: 0 ret

000A: 0@ += 36

0012: 0@ *= 112

000A: 0@ += 13150904

005A: 0@ += 1@ // (int)

0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0

0AB2: 0 ret



:$PLAYER_ACTOR_2388

0B12: 25@ = 25@ XOR 1

00D6: if

0039:   25@ == 1

004D: jump_if_false @$PLAYER_ACTOR_2440

0ACD: show_text_highpriority "Aim: ~g~ON" time 1500

0002: jump @$PLAYER_ACTOR_2458



:$PLAYER_ACTOR_2440

0ACD: show_text_highpriority "Aim: ~r~OFF" time 1500



:$PLAYER_ACTOR_2458

0B43: samp cmd_ret

0006: 17@ = 0

0006: 19@ = 0

0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0

000A: 29@ += 4

0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0

0006: 30@ = 0



:$PLAYER_ACTOR_2514

0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0

000A: 29@ += 1

00D6: if and

0029:   31@ >= 0

001B:   128 > 31@

004D: jump_if_false @$PLAYER_ACTOR_2813

005A: 31@ += 30@ // (int)

00D6: if and

803B:   not  31@ == $PLAYER_ACTOR // (int)

056D:   actor 31@ defined

004D: jump_if_false @$PLAYER_ACTOR_2813

0B2B: samp 20@ = get_player_id_by_actor_handle 31@

0B36: samp 21@ = get_player_nickname 20@

00D6: if or

0C29: $4 = stristr string1 21@ string2 "Edvincik_Savas"

0C29: $4 = stristr string1 21@ string2 "Edvin_Moroz"

0C29: $4 = stristr string1 21@ string2 "Edvin_Gopnik"

0C29: $4 = stristr string1 21@ string2 "Zdanka_Tawer"

0C29: $4 = stristr string1 21@ string2 "Audi_Rulit"

004D: jump_if_false @$PLAYER_ACTOR_2813

0006: 18@ = -2846

0665: get_actor 31@ model_to 23@

0AB1: call_scm_func 18@ 2 19@ 23@ 19@

0665: get_actor $PLAYER_ACTOR model_to 23@

0AB1: call_scm_func 18@ 2 17@ 23@ 17@

00D6: if

803B:   not  17@ == 19@ // (int)

004D: jump_if_false @$PLAYER_ACTOR_2813

0006: 19@ = 0



:$PLAYER_ACTOR_2813

000A: 30@ += 256

0019:   30@ > 35584

004D: jump_if_false @$PLAYER_ACTOR_2514

0AB2: 1 19@ ret

00D6: if or

0039:   1@ == 105

0039:   1@ == 106

0039:   1@ == 107

0039:   1@ == 65

004D: jump_if_false @$PLAYER_ACTOR_2892

0006: 0@ = 1



:$PLAYER_ACTOR_2892

00D6: if or

0039:   1@ == 102

0039:   1@ == 103

0039:   1@ == 104

0039:   1@ == 195

004D: jump_if_false @$PLAYER_ACTOR_2939

0006: 0@ = 2



:$PLAYER_ACTOR_2939

00D6: if or

0039:   1@ == 124

0039:   1@ == 125

0039:   1@ == 126

0039:   1@ == 169

004D: jump_if_false @$PLAYER_ACTOR_2986

0006: 0@ = 3



:$PLAYER_ACTOR_2986

00D6: if or

0039:   1@ == 117

0039:   1@ == 118

0039:   1@ == 120

0039:   1@ == 263

004D: jump_if_false @$PLAYER_ACTOR_3033

0006: 0@ = 4



:$PLAYER_ACTOR_3033

0AB2: 1 0@ ret
 
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