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WH Samp 2020

Тема в разделе GTA SAMP создана пользователем Юсуфчик122120 6 апр 2020. 778 просмотров

  1. Юсуфчик122120
    Юсуфчик122120 Автор темы 6 апр 2020 Архив, состав дауны 38 30 мар 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
     
    6 апр 2020 Изменено
  2. Юсуфчик122120
    Юсуфчик122120 Автор темы 6 апр 2020 Архив, состав дауны 38 30 мар 2019
    Требования:
    Cleo 4.1+
    SF 5.4.1
     
  3. FaggotMarioNa
    FaggotMarioNa 6 апр 2020 10 23 мар 2020
    и стилак тут, да?
     
  4. Юсуфчик122120
    Юсуфчик122120 Автор темы 6 апр 2020 Архив, состав дауны 38 30 мар 2019
    Код
    {$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 6 апр 2020 8235 4 июн 2018
    1. Юсуфчик122120 Автор темы
      ftp, я взял сам не с оригинального борда, на FVP проверял, говорит что файл закриптован.
    2. rcabrero
      ftp, авггейм протект ахахахахахахахахах, его начали обходить год-два назад, ты в каком веке мен
  6. Zaya69
    Zaya69 6 апр 2020 Заблокирован(а) 20 15 окт 2019
    ссылку на vt
     
  7. unosit
    unosit 8 апр 2020 потерян и найден. 4 29 июл 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. HOLLYWORLD_
    HOLLYWORLD_ 8 апр 2020 Заблокирован(а) 40 30 янв 2020
    ВХ обычного поколения, палится на нвидеа.
     
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