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[CLEO] Skinless aim on skin

Thread in SAMP Cheats created by MuerteCow May 9, 2018. (bumped Apr 2, 2025) 6490 views

  1. ezbooz
    ezbooz Sep 3, 2018 994 Mar 29, 2018
    isa228, КОД ОТКРЫТ, АЛЕ!!! :facepalm: Ты понимаешь что это значит?
     
  2. Cirkc
    Cirkc Sep 3, 2018 [ROAD to Эксперт <3] 82 Feb 28, 2018
    блять, так не качай, чё ты тут какую то хуйню несешь, тебя никто не заставляет
     
  3. MuerteCow
    MuerteCow Topic starter Sep 3, 2018
    ты че попутал что ли? где ты ******* видишь? ГЛАЗА РАЗУЙ НАПИСАНО "ФАЙЛ ЗАКРИПТОВАН" но *******а нету
     
  4. Cirkc
    Cirkc Sep 3, 2018 [ROAD to Эксперт <3] 82 Feb 28, 2018
    вот дауны же, скачают программы свои, а пользоваться не умеют нихера, и не понимают
     
  5. Retrl
    Retrl Sep 3, 2018 $uicideboy$ in heart <3 0 Feb 27, 2017
  6. MuerteCow
    MuerteCow Topic starter Sep 3, 2018
    Только что проверил даже такой надписи не вышло ЛУЛ ты походу файл заменил :facepalm:
     
  7. ezbooz
    ezbooz Sep 3, 2018 994 Mar 29, 2018
  8. Retrl
    Retrl Sep 3, 2018 $uicideboy$ in heart <3 0 Feb 27, 2017
    ezbooz, как посмотреть исходный код файла , если под криптом ?
     
  9. ezbooz
    ezbooz Sep 3, 2018 994 Mar 29, 2018
    Retrl, декриптуй, если надо, то воть исходник
    Code

    {$CLEO .cs}


    0000: NOP
    wait 2000
    thread "$SPRINGFIELD_UGBASE"
    03F0: enable_text_draw 1
    31@ = 0

    :$SPRINGFIELD_UGBASE_41
    wait 0
    if
    key_down 123
    else_jump @$SPRINGFIELD_UGBASE_160
    if
    31@ == 0
    else_jump @$SPRINGFIELD_UGBASE_122
    printf "Aimbot ~g~enabled" 1000
    31@ = 1
    wait 200
    jump @$SPRINGFIELD_UGBASE_160

    :$SPRINGFIELD_UGBASE_122
    printf "Aimbot ~r~disabled" 1000
    31@ = 0
    wait 200

    :$SPRINGFIELD_UGBASE_160
    if
    31@ == 1
    else_jump @$SPRINGFIELD_UGBASE_273
    if and
    0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
    82D8: not actor $PLAYER_ACTOR current_weapon == 34
    else_jump @$SPRINGFIELD_UGBASE_224
    call @$SPRINGFIELD_UGBASE_280 1 2@
    jump @$SPRINGFIELD_UGBASE_273

    :$SPRINGFIELD_UGBASE_224
    if and
    02D8: actor $PLAYER_ACTOR current_weapon == 34
    call @$SPRINGFIELD_UGBASE_1963 1 150.0 2@
    else_jump @$SPRINGFIELD_UGBASE_273
    call @$SPRINGFIELD_UGBASE_280 1 2@

    :$SPRINGFIELD_UGBASE_273
    jump @$SPRINGFIELD_UGBASE_41

    :$SPRINGFIELD_UGBASE_280
    0085: 2@ = 0@ // (int)
    if and
    056D: actor 2@ defined
    00E1: player 0 pressed_key 6
    else_jump @$SPRINGFIELD_UGBASE_585
    if and
    not Actor.Dead(2@)
    02CB: actor 2@ bounding_sphere_visible
    else_jump @$SPRINGFIELD_UGBASE_585
    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@ = 5
    11@ = 5
    005A: 10@ += 11@ // (int)
    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)
    if
    02D8: actor $PLAYER_ACTOR current_weapon == 34
    else_jump @$SPRINGFIELD_UGBASE_563
    call @$SPRINGFIELD_UGBASE_590 1 2@

    :$SPRINGFIELD_UGBASE_563
    call @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

    :$SPRINGFIELD_UGBASE_585
    ret 0

    :$SPRINGFIELD_UGBASE_590
    31@ = 6.0
    29@ = 255
    28@ = 55
    27@ = 1.0
    if
    31@ > 8.0
    else_jump @$SPRINGFIELD_UGBASE_653
    30@ = 1

    :$SPRINGFIELD_UGBASE_653
    if
    not 31@ >= 6.0
    else_jump @$SPRINGFIELD_UGBASE_681
    30@ = 0

    :$SPRINGFIELD_UGBASE_681
    if
    30@ == 0
    else_jump @$SPRINGFIELD_UGBASE_709
    31@ += 0.05

    :$SPRINGFIELD_UGBASE_709
    if
    30@ == 1
    else_jump @$SPRINGFIELD_UGBASE_737
    31@ -= 0.05

    :$SPRINGFIELD_UGBASE_737
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
    call @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
    0087: 1@ = 4@ // (float)
    005B: 1@ += 31@ // (float)
    038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
    0087: 1@ = 4@ // (float)
    0063: 1@ -= 31@ // (float)
    038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
    0087: 1@ = 5@ // (float)
    005B: 1@ += 31@ // (float)
    038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
    0087: 1@ = 5@ // (float)
    0063: 1@ -= 31@ // (float)
    038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
    ret 0

    :$SPRINGFIELD_UGBASE_968
    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 $PLAYER_ACTOR with_offset 0.0 0.0 0.0
    0063: 1@ -= 4@ // (float)
    0063: 2@ -= 5@ // (float)
    0096: make 1@ absolute_float
    0096: make 2@ absolute_float
    0087: 10@ = 1@ // (float)
    0087: 11@ = 2@ // (float)
    006B: 10@ *= 10@ // (float)
    006B: 11@ *= 11@ // (float)
    005B: 10@ += 11@ // (float)
    01FB: 10@ = square_root 10@
    0087: 11@ = 1@ // (float)
    0087: 12@ = 10@ // (float)
    0073: 11@ /= 12@ // (float)
    0AA5: call 4327328 num_params 1 pop 1 11@
    0AE9: pop_float 12@
    0AA5: call 4775488 num_params 1 pop 1 11@
    0AE9: pop_float 13@
    if
    call @$SPRINGFIELD_UGBASE_1863 0 16@
    else_jump @$SPRINGFIELD_UGBASE_1302
    if
    call @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
    else_jump @$SPRINGFIELD_UGBASE_1302
    if
    call @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
    else_jump @$SPRINGFIELD_UGBASE_1302
    15@ += 0.0387
    0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

    :$SPRINGFIELD_UGBASE_1302
    ret 0

    :$SPRINGFIELD_UGBASE_1307
    if
    06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
    else_jump @$SPRINGFIELD_UGBASE_1357
    return_true
    jump @$SPRINGFIELD_UGBASE_1359

    :$SPRINGFIELD_UGBASE_1357
    return_false

    :$SPRINGFIELD_UGBASE_1359
    ret 0

    :$SPRINGFIELD_UGBASE_1364
    if
    6@ == 5
    else_jump @$SPRINGFIELD_UGBASE_1429
    7@ = 0.011
    8@ = 0.011
    9@ = 1.5595
    10@ = 1.582
    jump @$SPRINGFIELD_UGBASE_1599

    :$SPRINGFIELD_UGBASE_1429
    if
    6@ == 6
    else_jump @$SPRINGFIELD_UGBASE_1559
    if
    02D8: actor $PLAYER_ACTOR current_weapon == 34
    else_jump @$SPRINGFIELD_UGBASE_1512
    7@ = 0.039
    8@ = 0.039
    9@ = 1.532
    10@ = 1.61
    jump @$SPRINGFIELD_UGBASE_1552

    :$SPRINGFIELD_UGBASE_1512
    7@ = 0.02
    8@ = 0.02
    9@ = 1.5507
    10@ = 1.5907

    :$SPRINGFIELD_UGBASE_1552
    jump @$SPRINGFIELD_UGBASE_1599

    :$SPRINGFIELD_UGBASE_1559
    7@ = -0.003
    8@ = -0.003
    9@ = 1.572
    10@ = 1.568

    :$SPRINGFIELD_UGBASE_1599
    if and
    0025: 2@ > 0@ // (float)
    0025: 3@ > 1@ // (float)
    else_jump @$SPRINGFIELD_UGBASE_1642
    0063: 5@ -= 8@ // (float)
    0087: 15@ = 5@ // (float)

    :$SPRINGFIELD_UGBASE_1642
    if and
    0025: 2@ > 0@ // (float)
    8035: not 3@ >= 1@ // (float)
    else_jump @$SPRINGFIELD_UGBASE_1695
    5@ *= -1.0
    0063: 5@ -= 7@ // (float)
    0087: 15@ = 5@ // (float)

    :$SPRINGFIELD_UGBASE_1695
    if and
    8035: not 2@ >= 0@ // (float)
    0025: 3@ > 1@ // (float)
    else_jump @$SPRINGFIELD_UGBASE_1738
    005B: 4@ += 9@ // (float)
    0087: 15@ = 4@ // (float)

    :$SPRINGFIELD_UGBASE_1738
    if and
    8035: not 2@ >= 0@ // (float)
    8035: not 3@ >= 1@ // (float)
    else_jump @$SPRINGFIELD_UGBASE_1791
    4@ *= -1.0
    0063: 4@ -= 10@ // (float)
    0087: 15@ = 4@ // (float)

    :$SPRINGFIELD_UGBASE_1791
    0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
    0063: 11@ -= 15@ // (float)
    if and
    not 11@ >= 0.18
    11@ > -0.18
    else_jump @$SPRINGFIELD_UGBASE_1853
    return_true
    jump @$SPRINGFIELD_UGBASE_1855

    :$SPRINGFIELD_UGBASE_1853
    return_false

    :$SPRINGFIELD_UGBASE_1855
    ret 1 15@

    :$SPRINGFIELD_UGBASE_1863
    0A96: 0@ = actor $PLAYER_ACTOR struct
    0@ += 1816
    0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
    if or
    1@ == 2
    1@ == 3
    1@ == 4
    1@ == 5
    1@ == 6
    1@ == 7
    else_jump @$SPRINGFIELD_UGBASE_1953
    return_true
    jump @$SPRINGFIELD_UGBASE_1955

    :$SPRINGFIELD_UGBASE_1953
    return_false

    :$SPRINGFIELD_UGBASE_1955
    ret 1 1@

    :$SPRINGFIELD_UGBASE_1963
    28@ = 0.0

    :$SPRINGFIELD_UGBASE_1973
    0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
    29@ += 4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    30@ = 0

    :$SPRINGFIELD_UGBASE_2013
    0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
    29@ += 1
    if and
    31@ >= 0
    128 > 31@
    else_jump @$SPRINGFIELD_UGBASE_2299
    005A: 31@ += 30@ // (int)
    if
    056D: actor 31@ defined
    else_jump @$SPRINGFIELD_UGBASE_2299
    if
    803C: not $PLAYER_ACTOR == 31@ // (int)
    else_jump @$SPRINGFIELD_UGBASE_2299
    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@
    if and
    06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
    not Actor.Driving(31@)
    not Actor.Dead(31@)
    02CB: actor 31@ bounding_sphere_visible
    else_jump @$SPRINGFIELD_UGBASE_2299
    04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
    call @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
    0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
    if
    0035: 28@ >= 15@ // (float)
    else_jump @$SPRINGFIELD_UGBASE_2299
    ret 1 31@

    :$SPRINGFIELD_UGBASE_2299
    30@ += 256
    30@ > 35584
    else_jump @$SPRINGFIELD_UGBASE_2013
    28@ += 8.0
    001D: 28@ > 0@ // (int)
    else_jump @$SPRINGFIELD_UGBASE_1973
    ret 1 -1

    :$SPRINGFIELD_UGBASE_2356
    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)
    ret 2 3@ 4@

     
  10. isa228
    isa228 Sep 3, 2018 живем один раз 27 Jul 20, 2018
    Ладно сорян пацаны, не знал
     
  11. Retrl
    Retrl Sep 3, 2018 $uicideboy$ in heart <3 0 Feb 27, 2017
    ezbooz, а смысл его криптовали ?
     
  12. KOHHOP
    KOHHOP Sep 3, 2018 Banned 251 Sep 1, 2018
    Файл закриптован...
     
  13. ezbooz
    ezbooz Sep 3, 2018 994 Mar 29, 2018
    KOHHOP, нууу, а что дальше-то? :roflanSad:
     
  14. KOHHOP
    KOHHOP Sep 3, 2018 Banned 251 Sep 1, 2018
    Просто :D поддержать разговор :D
     
  15. Retrl
    Retrl Sep 3, 2018 $uicideboy$ in heart <3 0 Feb 27, 2017
    ezbooz, есть разница если я буду юзать этот скрипт под криптом или без ?
     
  16. ezbooz
    ezbooz Sep 3, 2018 994 Mar 29, 2018
    Retrl, этот скрипт даже не закриптован..
     
  17. MuerteCow
    MuerteCow Topic starter Sep 3, 2018
    нет, как правило такие авторы как спрингфилд криптуют файлы чтоб их код не пошёл в паблик.
     
  18. MuerteCow
    MuerteCow Topic starter Sep 3, 2018
    некоторые моменты кода закриптованы(защита от слива кода)
     
  19. ezbooz
    ezbooz Oct 22, 2018 994 Mar 29, 2018
    MuerteCow, не заметил там hex-а. Вроде полностью открытый
     
  20. fake228_inactive184841
    юзайте Antistealer от darkpixel с бластхака (не реклама). он хотя бы точнее чем AVP
     
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