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WH Samp 2020

Thread in GTA SAMP created by Юсуфчик122120 Apr 6, 2020. 784 views

  1. Юсуфчик122120
    Юсуфчик122120 Topic starter Apr 6, 2020 Архив, состав дауны 37 Mar 30, 2019
    Версия SA-MP
    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
     
  2. Юсуфчик122120
    Юсуфчик122120 Topic starter Apr 6, 2020 Архив, состав дауны 37 Mar 30, 2019
    Требования:
    Cleo 4.1+
    SF 5.4.1
     
  3. FaggotMarioNa
    и стилак тут, да?
     
  4. Юсуфчик122120
    Юсуфчик122120 Topic starter Apr 6, 2020 Архив, состав дауны 37 Mar 30, 2019
    Code
    {$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@
     
  5. ftp
    ftp Apr 6, 2020 8236 Jun 4, 2018
    1. Фиолетовый_inactive118377
      ftp, Ждём админов чтобы проверили
    2. Юсуфчик122120 Topic starter
      ftp, я взял сам не с оригинального борда, на FVP проверял, говорит что файл закриптован.
    3. rcabrero
      ftp, авггейм протект ахахахахахахахахах, его начали обходить год-два назад, ты в каком веке мен
  6. Zaya69
    Zaya69 Apr 6, 2020 Banned 20 Oct 15, 2019
    ссылку на vt
     
  7. unosit
    unosit Apr 8, 2020 потерян и найден. 4 Jul 29, 2019
    норм вроде, для тех кто думает стилак, скажу по-секрету, на дворе две тыще двадцатый без понедельника двадцать первый.
    стилаки уже не актуальны, даже на самом левом нубо рп стоит гугл ща.
     
  8. renameduser_2958387
    renameduser_2958387 Apr 8, 2020 Banned 39 Jan 30, 2020
    ВХ обычного поколения, палится на нвидеа.
     
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