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 СКАЧАТЬ vt - https://www.virustotal.com/gui/file...7f2ab4976fef89c15a2ea185ced92e17d8c/detection
FaggotMarioNa, VT - https://www.virustotal.com/gui/file...7f2ab4976fef89c15a2ea185ced92e17d8c/detection
{$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@ 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@
Возможно *******, проверяйте через AVPGameprotect. Оригинальный скрипт с другого борда 47кб, а тут 78кб.
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.