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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0000: NOP
  6. 0661: NOP "www.UGBASE.eu"
  7. 0661: NOP "There is nothing here to copypaste :D"
  8. 0661: NOP "by OpcodeXe"
  9.  
  10. :NONAME_75
  11. wait 0
  12. SAMP.Available
  13. else_jump @NONAME_75
  14. 0AF1: write_int 20160226 to_ini_file "CLEO\OP-HaX.ini" section "AutoUpdate" key "CompileDate"
  15. Dialog.Create(4@, "----------------------------------------------------------------------")
  16. 0AB3: var 19 = 4@
  17. Dialog.SetVisible(4@, 0)
  18. Dialog.EnableCaption(4@, 1)
  19. Dialog.SetMinimized(4@, 0)
  20. Dialog.SetBackgroundColor(4@, -939524096)
  21. Dialog.AddCheckBox(4@, 0, "", 288, 4, 20, 20)
  22. Dialog.AddCheckBox(4@, 1, "", 308, 4, 20, 20)
  23. Dialog.AddStatic(4@, 2, "-----------------------------------------------------------------------------", 5, 20, 325, 20)
  24. Dialog.AddStatic(4@, 3, "{FF0000}OP-HaX by Opcode.eXe", 5, 5, 325, 20)
  25. 31@ = 40
  26. 0AC6: 29@ = label @NONAME_52640 offset
  27. 0C65: 28@ = download_url 29@ to_file "OP-HaX_info.php"
  28. 27@ = -1
  29.  
  30. :NONAME_478
  31. 27@ == -1
  32. else_jump @NONAME_511
  33. wait 0
  34. 0C66: 27@ = get_download 28@ state
  35. jump @NONAME_478
  36.  
  37. :NONAME_511
  38. 0C7D: release_download 28@
  39. if
  40. 30@ = File.Open("OP-HaX_info.php", "rt")
  41. else_jump @NONAME_621
  42. alloc 29@ 260
  43.  
  44. :NONAME_561
  45. File.ReadString(30@, 29@, 260)
  46. Dialog.AddStatic(4@, 2, 29@, 5, 31@, 325, 20)
  47. 31@ += 20
  48. File.EOF(30@)
  49. else_jump @NONAME_561
  50. free 29@
  51. File.Close(30@)
  52.  
  53. :NONAME_621
  54. if
  55. 0AAB: file_exists "OP-HaX_info.php"
  56. else_jump @NONAME_670
  57. 0B00: delete_file "OP-HaX_info.php" // IF and SET
  58.  
  59. :NONAME_670
  60. Dialog.AddStatic(4@, 2, "-----------------------------------------------------------------------------", 5, 31@, 325, 20)
  61. 31@ += 30
  62. Dialog.AddButton(4@, 17, "CHECK ACCSES", 70, 31@, 193, 30)
  63. 31@ += 30
  64. Dialog.AddStatic(4@, 2, "--------------------------------------------------------------------------", 5, 31@, 325, 20)
  65. 31@ += 45
  66. SAMP.GetScreenResolution(30@, 29@)
  67. 30@ /= 2
  68. 29@ /= 2
  69. 30@ -= 165
  70. 0085: 28@ = 31@ // (int)
  71. 28@ /= 2
  72. 0062: 29@ -= 28@ // (int)
  73. Dialog.SetRECT(4@, 30@, 29@, 330, 31@)
  74. Dialog.Create(1@, "--------------------------------------")
  75. Dialog.SetVisible(1@, 0)
  76. Dialog.EnableCaption(1@, 1)
  77. Dialog.SetMinimized(1@, 0)
  78. Dialog.SetBackgroundColor(1@, -939524096)
  79. Dialog.AddCheckBox(1@, 0, "", 158, 4, 20, 20)
  80. Dialog.AddCheckBox(1@, 1, "", 178, 4, 20, 20)
  81. Dialog.AddStatic(1@, 2, "--------------------------------------", 5, 20, 195, 20)
  82. Dialog.AddStatic(1@, 3, "{FF0000}DM FEATURES", 5, 5, 195, 20)
  83. 31@ = 40
  84. Dialog.AddCheckBox(1@, 50, "FastAimbot", 5, 31@, 200, 20)
  85. 31@ += 20
  86. Dialog.AddCheckBox(1@, 51, "Triggerbot", 5, 31@, 200, 20)
  87. 31@ += 20
  88. Dialog.AddCheckBox(1@, 52, "AimAssist", 5, 31@, 200, 20)
  89. 31@ += 20
  90. Dialog.AddCheckBox(1@, 53, "SilentAim", 5, 31@, 200, 20)
  91. 31@ += 20
  92. Dialog.AddCheckBox(1@, 60, "FlickShot", 5, 31@, 200, 20)
  93. 31@ += 20
  94. Dialog.AddCheckBox(1@, 61, "+ImpossibleHits", 5, 31@, 200, 20)
  95. 31@ += 20
  96. Dialog.AddCheckBox(1@, 57, "+Laufscript", 5, 31@, 200, 20)
  97. 31@ += 20
  98. Dialog.AddCheckBox(1@, 54, "+noSpread", 5, 31@, 200, 20)
  99. 31@ += 20
  100. Dialog.AddCheckBox(1@, 55, "+NoRelAmmo", 5, 31@, 200, 20)
  101. 31@ += 20
  102. Dialog.AddCheckBox(1@, 56, "+noStun", 5, 31@, 200, 20)
  103. 31@ += 20
  104. Dialog.AddCheckBox(1@, 58, "+CBugHelper", 5, 31@, 200, 20)
  105. 31@ += 20
  106. Dialog.AddCheckBox(1@, 59, "+AutoScroll", 5, 31@, 200, 20)
  107. 31@ += 45
  108. SAMP.GetScreenResolution(30@, 29@)
  109. 30@ /= 2
  110. 29@ /= 2
  111. 30@ -= 100
  112. 0085: 28@ = 31@ // (int)
  113. 28@ /= 2
  114. 0062: 29@ -= 28@ // (int)
  115. 30@ += 250
  116. Dialog.SetRECT(1@, 30@, 29@, 200, 31@)
  117. Dialog.Create(2@, "--------------------------------------")
  118. Dialog.SetVisible(2@, 0)
  119. Dialog.EnableCaption(2@, 1)
  120. Dialog.SetMinimized(2@, 0)
  121. Dialog.SetBackgroundColor(2@, -939524096)
  122. Dialog.AddCheckBox(2@, 0, "", 158, 4, 20, 20)
  123. Dialog.AddCheckBox(2@, 1, "", 178, 4, 20, 20)
  124. Dialog.AddStatic(2@, 2, "--------------------------------------", 5, 20, 195, 20)
  125. Dialog.AddStatic(2@, 3, "{FF0000}ESP FEATURES", 5, 5, 195, 20)
  126. 31@ = 40
  127. Dialog.AddCheckBox(2@, 62, "NameTags", 5, 31@, 200, 20)
  128. 31@ += 20
  129. Dialog.AddCheckBox(2@, 63, "TracersUP", 5, 31@, 200, 20)
  130. 31@ += 20
  131. Dialog.AddCheckBox(2@, 64, "TracersDown", 5, 31@, 200, 20)
  132. 31@ += 20
  133. Dialog.AddCheckBox(2@, 65, "2DBoxes", 5, 31@, 200, 20)
  134. 31@ += 20
  135. Dialog.AddCheckBox(2@, 66, "3DBoxes", 5, 31@, 200, 20)
  136. 31@ += 20
  137. Dialog.AddCheckBox(2@, 69, "Bones", 5, 31@, 200, 20)
  138. 31@ += 20
  139. Dialog.AddCheckBox(2@, 70, "Position", 5, 31@, 200, 20)
  140. 31@ += 20
  141. Dialog.AddCheckBox(2@, 67, "VisualHitbox", 5, 31@, 200, 20)
  142. 31@ += 20
  143. Dialog.AddCheckBox(2@, 74, "GlowFriends", 5, 31@, 200, 20)
  144. 31@ += 20
  145. Dialog.AddCheckBox(2@, 73, "DarkEnemies", 5, 31@, 200, 20)
  146. 31@ += 20
  147. Dialog.AddCheckBox(2@, 72, "LineToTarget", 5, 31@, 200, 20)
  148. 31@ += 20
  149. Dialog.AddCheckBox(2@, 76, "BoxTarget", 5, 31@, 200, 20)
  150. 31@ += 20
  151. Dialog.AddCheckBox(2@, 68, "CustomNameTags", 5, 31@, 200, 20)
  152. 31@ += 20
  153. Dialog.AddCheckBox(2@, 71, "VehicleESP", 5, 31@, 200, 20)
  154. 31@ += 20
  155. Dialog.AddCheckBox(2@, 75, "FarESP", 5, 31@, 200, 20)
  156. 31@ += 45
  157. SAMP.GetScreenResolution(30@, 29@)
  158. 30@ /= 2
  159. 29@ /= 2
  160. 30@ -= 100
  161. 0085: 28@ = 31@ // (int)
  162. 28@ /= 2
  163. 0062: 29@ -= 28@ // (int)
  164. 30@ -= 250
  165. Dialog.SetRECT(2@, 30@, 29@, 200, 31@)
  166. Dialog.Create(3@, "--------------------------------------")
  167. Dialog.SetVisible(3@, 0)
  168. Dialog.EnableCaption(3@, 1)
  169. Dialog.SetMinimized(3@, 0)
  170. Dialog.SetBackgroundColor(3@, -939524096)
  171. Dialog.AddCheckBox(3@, 0, "", 158, 4, 20, 20)
  172. Dialog.AddCheckBox(3@, 1, "", 178, 4, 20, 20)
  173. Dialog.AddStatic(3@, 2, "--------------------------------------", 5, 20, 195, 20)
  174. Dialog.AddStatic(3@, 3, "{FF0000}OPT SETTINGS", 5, 5, 195, 20)
  175. 31@ = 40
  176. Dialog.AddCheckBox(3@, 77, "{FFA600}+LagShootMode", 5, 31@, 200, 20)
  177. 31@ += 20
  178. Dialog.AddCheckBox(3@, 78, "+FriendsMode", 5, 31@, 200, 20)
  179. 31@ += 20
  180. Dialog.AddCheckBox(3@, 79, "+RainbowMode", 5, 31@, 200, 20)
  181. 31@ += 20
  182. Dialog.AddCheckBox(3@, 80, "+FastAimbotX", 5, 31@, 200, 20)
  183. 31@ += 20
  184. Dialog.AddCheckBox(3@, 81, "+FastAimOnShoot", 5, 31@, 200, 20)
  185. 31@ += 20
  186. Dialog.AddCheckBox(3@, 82, "+IgnoreTeamColor", 5, 31@, 200, 20)
  187. 31@ += 10
  188. 31@ += 20
  189. Dialog.AddStatic(3@, 4, "{FFFFFF}Prediction", 63, 31@, 195, 20)
  190. 31@ += 2
  191. Dialog.AddSlider(3@, 5, 10, 31@, 180, 40, 200)
  192. 31@ += 30
  193. Dialog.AddButton(3@, 6, "?", 80, 31@, 50, 20)
  194. 31@ += 20
  195. Dialog.AddStatic(3@, 7, "{FFFFFF}AimAssistSpeed", 45, 31@, 195, 20)
  196. 31@ += 2
  197. Dialog.AddSlider(3@, 8, 10, 31@, 180, 40, 50)
  198. 31@ += 30
  199. Dialog.AddButton(3@, 9, "?", 80, 31@, 50, 20)
  200. 31@ += 20
  201. Dialog.AddStatic(3@, 10, "{FFFFFF}FieldOfView", 58, 31@, 195, 20)
  202. 31@ += 2
  203. Dialog.AddSlider(3@, 11, 10, 31@, 180, 40, 1920)
  204. 31@ += 30
  205. Dialog.AddButton(3@, 12, "?", 80, 31@, 50, 20)
  206. 31@ += 20
  207. Dialog.AddStatic(3@, 13, "{FFFFFF}FastAimbotSmooth", 45, 31@, 195, 20)
  208. 31@ += 2
  209. Dialog.AddSlider(3@, 14, 10, 31@, 180, 40, 50)
  210. 31@ += 30
  211. Dialog.AddButton(3@, 15, "?", 80, 31@, 50, 20)
  212. 31@ += 45
  213. SAMP.GetScreenResolution(30@, 29@)
  214. 30@ /= 2
  215. 29@ /= 2
  216. 30@ -= 100
  217. 0085: 28@ = 31@ // (int)
  218. 28@ /= 2
  219. 0062: 29@ -= 28@ // (int)
  220. Dialog.SetRECT(3@, 30@, 29@, 200, 31@)
  221. 0C6A: 30@ = create_custom_thread_at_label -26082
  222. 0C6A: 30@ = create_custom_thread_at_label -49912
  223. 0C6A: 30@ = create_custom_thread_at_label -49749
  224. call @NONAME_54725 0
  225.  
  226. :NONAME_3496
  227. wait 0
  228. if
  229. not SAMP.ChatInputOpened
  230. else_jump @NONAME_3850
  231. if or
  232. key_down 189
  233. 0ADC: test_cheat "RR"
  234. else_jump @NONAME_3850
  235.  
  236. :NONAME_3535
  237. wait 0
  238. not key_down 189
  239. else_jump @NONAME_3535
  240. 0B12: 0@ = 0@ XOR 1
  241. if
  242. 0@ == 1
  243. else_jump @NONAME_3651
  244. SAMP.SetCursorMode(3)
  245. 0AB4: 30@ = var 18
  246. if
  247. 30@ == 1337
  248. else_jump @NONAME_3637
  249. Dialog.SetVisible(1@, 1)
  250. Dialog.SetVisible(2@, 1)
  251. Dialog.SetVisible(3@, 1)
  252. jump @NONAME_3644
  253.  
  254. :NONAME_3637
  255. Dialog.SetVisible(4@, 1)
  256.  
  257. :NONAME_3644
  258. jump @NONAME_3850
  259.  
  260. :NONAME_3651
  261. SAMP.ToggleCursor(0)
  262. if
  263. not Dialog.CheckBoxIsChecked(1@, 1)
  264. else_jump @NONAME_3680
  265. Dialog.SetVisible(1@, 0)
  266.  
  267. :NONAME_3680
  268. if
  269. not Dialog.CheckBoxIsChecked(2@, 1)
  270. else_jump @NONAME_3705
  271. Dialog.SetVisible(2@, 0)
  272.  
  273. :NONAME_3705
  274. 0AB4: 30@ = var 18
  275. if
  276. not 30@ == 1337
  277. else_jump @NONAME_3756
  278. if
  279. not Dialog.CheckBoxIsChecked(4@, 1)
  280. else_jump @NONAME_3756
  281. Dialog.SetVisible(4@, 0)
  282.  
  283. :NONAME_3756
  284. if
  285. not Dialog.CheckBoxIsChecked(3@, 1)
  286. else_jump @NONAME_3781
  287. Dialog.SetVisible(3@, 0)
  288.  
  289. :NONAME_3781
  290. Dialog.SetCheckBoxChecked(1@, 0, 0)
  291. Dialog.SetCheckBoxChecked(2@, 0, 0)
  292. Dialog.SetCheckBoxChecked(3@, 0, 0)
  293. Dialog.SetCheckBoxChecked(4@, 0, 0)
  294. 0AB4: 30@ = var 18
  295. if
  296. 30@ == 1337
  297. else_jump @NONAME_3850
  298. gosub @NONAME_16443
  299.  
  300. :NONAME_3850
  301. if
  302. 0@ == 1
  303. else_jump @NONAME_8906
  304. 0AB4: 31@ = var 21
  305. if
  306. 31@ == 1
  307. else_jump @NONAME_7537
  308. 0AB3: var 21 = 0
  309. Dialog.SetVisible(1@, 1)
  310. Dialog.SetVisible(2@, 1)
  311. Dialog.SetVisible(3@, 1)
  312. if
  313. 8AAB: not file_exists "CLEO\OP-HaX.ini"
  314. else_jump @NONAME_5540
  315. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbot"
  316. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Triggerbot"
  317. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AimAssist"
  318. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "SilentAim"
  319. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Laufscript"
  320. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noSpread"
  321. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noRelAmmo"
  322. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noStun"
  323. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CBugHelper"
  324. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AutoScroll"
  325. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FlickShot"
  326. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DistanceHack"
  327. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "NameTags"
  328. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersUP"
  329. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersDown"
  330. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "2DBoxes"
  331. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "3DBoxes"
  332. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Bones"
  333. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Position"
  334. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VisualHitbox"
  335. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  336. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DarkEnemies"
  337. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LineToTarget"
  338. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "BoxTarget"
  339. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CustomNameTags"
  340. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VehicleESP"
  341. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FarESP"
  342. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LagShotCalc."
  343. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FriendsMode"
  344. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "RainbowMode"
  345. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbotX"
  346. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimOnShoot"
  347. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "IgnoreSameColor"
  348. 0AF1: write_int 30 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "Prediction"
  349. 0AF1: write_int 5 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "AimAssistSpeed"
  350. 0AF1: write_int 100 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FieldOfView"
  351. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FastAimbotSmooth"
  352.  
  353. :NONAME_5540
  354. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbot"
  355. Dialog.SetCheckBoxChecked(1@, 50, 31@)
  356. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Triggerbot"
  357. Dialog.SetCheckBoxChecked(1@, 51, 31@)
  358. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AimAssist"
  359. Dialog.SetCheckBoxChecked(1@, 52, 31@)
  360. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "SilentAim"
  361. Dialog.SetCheckBoxChecked(1@, 53, 31@)
  362. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Laufscript"
  363. Dialog.SetCheckBoxChecked(1@, 57, 31@)
  364. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noSpread"
  365. Dialog.SetCheckBoxChecked(1@, 54, 31@)
  366. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noRelAmmo"
  367. Dialog.SetCheckBoxChecked(1@, 55, 31@)
  368. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noStun"
  369. Dialog.SetCheckBoxChecked(1@, 56, 31@)
  370. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CBugHelper"
  371. Dialog.SetCheckBoxChecked(1@, 58, 31@)
  372. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AutoScroll"
  373. Dialog.SetCheckBoxChecked(1@, 59, 31@)
  374. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FlickShot"
  375. Dialog.SetCheckBoxChecked(1@, 60, 31@)
  376. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DistanceHack"
  377. Dialog.SetCheckBoxChecked(1@, 61, 31@)
  378. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "NameTags"
  379. Dialog.SetCheckBoxChecked(2@, 62, 31@)
  380. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersUP"
  381. Dialog.SetCheckBoxChecked(2@, 63, 31@)
  382. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersDown"
  383. Dialog.SetCheckBoxChecked(2@, 64, 31@)
  384. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "2DBoxes"
  385. Dialog.SetCheckBoxChecked(2@, 65, 31@)
  386. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "3DBoxes"
  387. Dialog.SetCheckBoxChecked(2@, 66, 31@)
  388. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Bones"
  389. Dialog.SetCheckBoxChecked(2@, 69, 31@)
  390. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Position"
  391. Dialog.SetCheckBoxChecked(2@, 70, 31@)
  392. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VisualHitbox"
  393. Dialog.SetCheckBoxChecked(2@, 67, 31@)
  394. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  395. Dialog.SetCheckBoxChecked(2@, 74, 31@)
  396. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DarkEnemies"
  397. Dialog.SetCheckBoxChecked(2@, 73, 31@)
  398. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LineToTarget"
  399. Dialog.SetCheckBoxChecked(2@, 72, 31@)
  400. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "BoxTarget"
  401. Dialog.SetCheckBoxChecked(2@, 76, 31@)
  402. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CustomNameTags"
  403. Dialog.SetCheckBoxChecked(2@, 68, 31@)
  404. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VehicleESP"
  405. Dialog.SetCheckBoxChecked(2@, 71, 31@)
  406. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FarESP"
  407. Dialog.SetCheckBoxChecked(2@, 75, 31@)
  408. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LagShotCalc."
  409. Dialog.SetCheckBoxChecked(3@, 77, 31@)
  410. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FriendsMode"
  411. Dialog.SetCheckBoxChecked(3@, 78, 31@)
  412. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "RainbowMode"
  413. Dialog.SetCheckBoxChecked(3@, 79, 31@)
  414. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbotX"
  415. Dialog.SetCheckBoxChecked(3@, 80, 31@)
  416. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimOnShoot"
  417. Dialog.SetCheckBoxChecked(3@, 81, 31@)
  418. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Settings" key "IgnoreSameColor"
  419. Dialog.SetCheckBoxChecked(3@, 82, 31@)
  420. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Values" key "Prediction"
  421. Dialog.SliderSetValue(3@, 5, 31@)
  422. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Values" key "AimAssistSpeed"
  423. Dialog.SliderSetValue(3@, 8, 31@)
  424. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Values" key "FieldOfView"
  425. Dialog.SliderSetValue(3@, 11, 31@)
  426. 0AF0: 31@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "Values" key "FastAimbotSmooth"
  427. Dialog.SliderSetValue(3@, 14, 31@)
  428.  
  429. :NONAME_7537
  430. if
  431. not SAMP.IsCursorActive
  432. else_jump @NONAME_7554
  433. SAMP.SetCursorMode(3)
  434.  
  435. :NONAME_7554
  436. if or
  437. Dialog.IsMinimized(2@)
  438. Dialog.IsMinimized(1@)
  439. Dialog.IsMinimized(3@)
  440. Dialog.IsMinimized(4@)
  441. else_jump @NONAME_7613
  442. Dialog.SetMinimized(1@, 0)
  443. Dialog.SetMinimized(2@, 0)
  444. Dialog.SetMinimized(3@, 0)
  445. Dialog.SetMinimized(4@, 0)
  446.  
  447. :NONAME_7613
  448. if
  449. Dialog.CheckBoxIsChecked(1@, 0)
  450. else_jump @NONAME_7780
  451. 0B5E: get_cursor_pos 31@ 30@
  452. 31@ -= 167
  453. 30@ -= 30
  454. Dialog.GetRECT(1@, 29@, 28@, 27@, 26@)
  455. Dialog.SetRECT(1@, 31@, 30@, 27@, 26@)
  456. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "AimFeatures" key "PanelPosX"
  457. 0AF1: write_int 30@ to_ini_file "CLEO\OP-HaX.ini" section "AimFeatures" key "PanelPosY"
  458.  
  459. :NONAME_7780
  460. if
  461. Dialog.CheckBoxIsChecked(2@, 0)
  462. else_jump @NONAME_7947
  463. 0B5E: get_cursor_pos 31@ 30@
  464. 31@ -= 167
  465. 30@ -= 30
  466. Dialog.GetRECT(2@, 29@, 28@, 27@, 26@)
  467. Dialog.SetRECT(2@, 31@, 30@, 27@, 26@)
  468. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "ESPFeatures" key "PanelPosX"
  469. 0AF1: write_int 30@ to_ini_file "CLEO\OP-HaX.ini" section "ESPFeatures" key "PanelPosY"
  470.  
  471. :NONAME_7947
  472. if
  473. Dialog.CheckBoxIsChecked(3@, 0)
  474. else_jump @NONAME_8114
  475. 0B5E: get_cursor_pos 31@ 30@
  476. 31@ -= 167
  477. 30@ -= 30
  478. Dialog.GetRECT(3@, 29@, 28@, 27@, 26@)
  479. Dialog.SetRECT(3@, 31@, 30@, 27@, 26@)
  480. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "OPTSettings" key "PanelPosX"
  481. 0AF1: write_int 30@ to_ini_file "CLEO\OP-HaX.ini" section "OPTSettings" key "PanelPosY"
  482.  
  483. :NONAME_8114
  484. if
  485. Dialog.CheckBoxIsChecked(4@, 0)
  486. else_jump @NONAME_8271
  487. 0B5E: get_cursor_pos 31@ 30@
  488. 31@ -= 297
  489. 30@ -= 30
  490. Dialog.GetRECT(4@, 29@, 28@, 27@, 26@)
  491. Dialog.SetRECT(4@, 31@, 30@, 27@, 26@)
  492. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "OP_HaX" key "PanelPosX"
  493. 0AF1: write_int 30@ to_ini_file "CLEO\OP-HaX.ini" section "OP_HaX" key "PanelPosY"
  494.  
  495. :NONAME_8271
  496. 31@ = 50
  497.  
  498. :NONAME_8278
  499. 0AB4: 30@ = var 31@
  500. if
  501. Dialog.CheckBoxIsChecked(1@, 31@)
  502. else_jump @NONAME_8337
  503. if
  504. 30@ == 0
  505. else_jump @NONAME_8330
  506. 0AB3: var 31@ = 1
  507.  
  508. :NONAME_8330
  509. jump @NONAME_8362
  510.  
  511. :NONAME_8337
  512. if
  513. 30@ == 1
  514. else_jump @NONAME_8362
  515. 0AB3: var 31@ = 0
  516.  
  517. :NONAME_8362
  518. 31@ += 1
  519. 31@ > 61
  520. else_jump @NONAME_8278
  521. 31@ = 62
  522.  
  523. :NONAME_8390
  524. 0AB4: 30@ = var 31@
  525. if
  526. Dialog.CheckBoxIsChecked(2@, 31@)
  527. else_jump @NONAME_8449
  528. if
  529. 30@ == 0
  530. else_jump @NONAME_8442
  531. 0AB3: var 31@ = 1
  532.  
  533. :NONAME_8442
  534. jump @NONAME_8474
  535.  
  536. :NONAME_8449
  537. if
  538. 30@ == 1
  539. else_jump @NONAME_8474
  540. 0AB3: var 31@ = 0
  541.  
  542. :NONAME_8474
  543. 31@ += 1
  544. 31@ > 76
  545. else_jump @NONAME_8390
  546. 31@ = 77
  547.  
  548. :NONAME_8502
  549. 0AB4: 30@ = var 31@
  550. if
  551. Dialog.CheckBoxIsChecked(3@, 31@)
  552. else_jump @NONAME_8561
  553. if
  554. 30@ == 0
  555. else_jump @NONAME_8554
  556. 0AB3: var 31@ = 1
  557.  
  558. :NONAME_8554
  559. jump @NONAME_8586
  560.  
  561. :NONAME_8561
  562. if
  563. 30@ == 1
  564. else_jump @NONAME_8586
  565. 0AB3: var 31@ = 0
  566.  
  567. :NONAME_8586
  568. 31@ += 1
  569. 31@ > 82
  570. else_jump @NONAME_8502
  571. 0AB4: 31@ = var 23
  572. if
  573. 31@ == 6969
  574. else_jump @NONAME_8685
  575. Dialog.SliderGetValue(3@, 8, 31@)
  576. alloc 30@ 60
  577. format 30@ "%d" 31@
  578. Dialog.SetControlText(3@, 9, 30@)
  579. 0AB3: var 7 = 31@
  580. free 30@
  581.  
  582. :NONAME_8685
  583. Dialog.SliderGetValue(3@, 11, 31@)
  584. 0093: 31@ = integer 31@ to_float
  585. 0AB4: 29@ = var 10
  586. if
  587. 8045: not 31@ == 29@ // (float)
  588. else_jump @NONAME_8780
  589. alloc 30@ 60
  590. format 30@ "%0.1f" 31@
  591. Dialog.SetControlText(3@, 12, 30@)
  592. 0AB3: var 10 = 31@
  593. 0AB3: var 48 = 1
  594. free 30@
  595.  
  596. :NONAME_8780
  597. Dialog.SliderGetValue(3@, 5, 31@)
  598. 0093: 31@ = integer 31@ to_float
  599. alloc 30@ 60
  600. format 30@ "%0.1f" 31@
  601. Dialog.SetControlText(3@, 6, 30@)
  602. 0AB3: var 4 = 31@
  603. free 30@
  604. Dialog.SliderGetValue(3@, 14, 31@)
  605. 0093: 31@ = integer 31@ to_float
  606. alloc 30@ 60
  607. format 30@ "%0.1f" 31@
  608. Dialog.SetControlText(3@, 15, 30@)
  609. 0AB3: var 13 = 31@
  610. free 30@
  611.  
  612. :NONAME_8906
  613. jump @NONAME_3496
  614.  
  615. :NONAME_8913
  616. 0AC6: 0@ = label 0@ offset
  617. 0@ += 4
  618. 2@ = 0
  619.  
  620. :NONAME_8935
  621. 802D: not 2@ >= 1@ // (int)
  622. else_jump @NONAME_9018
  623. 3@ = 1
  624.  
  625. :NONAME_8957
  626. not 3@ == 0
  627. else_jump @NONAME_8997
  628. 0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
  629. 0@ += 1
  630. jump @NONAME_8957
  631.  
  632. :NONAME_8997
  633. 0@ += 3
  634. 2@ += 1
  635. jump @NONAME_8935
  636.  
  637. :NONAME_9018
  638. ret 1 0@
  639. 0@ += 36
  640. 0@ *= 112
  641. 0@ += 13150904
  642. 005A: 0@ += 1@ // (int)
  643. 0A8D: 2@ = read_memory 0@ size 3@ virtual_protect 0
  644. ret 1 2@
  645.  
  646. :NONAME_9079
  647. 0C6A: 30@ = create_custom_thread_at_label -45197
  648. 0C6A: 30@ = create_custom_thread_at_label -40428
  649. 0C6A: 30@ = create_custom_thread_at_label -11064
  650. 0C6A: 30@ = create_custom_thread_at_label -48922
  651. 0C6A: 30@ = create_custom_thread_at_label -11224
  652. 0C6A: 30@ = create_custom_thread_at_label -11385
  653. 0C6A: 30@ = create_custom_thread_at_label -11475
  654. 0C6A: 30@ = create_custom_thread_at_label -11643
  655. 0C6A: 30@ = create_custom_thread_at_label -11778
  656. 0C6A: 30@ = create_custom_thread_at_label -9662
  657. 0C6A: 30@ = create_custom_thread_at_label -23537
  658. 0C6A: 30@ = create_custom_thread_at_label -46871
  659. 0C6A: 30@ = create_custom_thread_at_label -10331
  660. return
  661. if
  662. 056D: actor 0@ defined
  663. else_jump @NONAME_9655
  664. call @NONAME_23021 2 0@ 6 28@ 27@ 26@
  665. 068D: get_camera_position_to 25@ 24@ 23@
  666. if
  667. 06BD: no_obstacles_between 25@ 24@ 23@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 1 particle 0
  668. else_jump @NONAME_9323
  669. return_true
  670. ret 0
  671.  
  672. :NONAME_9323
  673. call @NONAME_23021 2 0@ 23 28@ 27@ 26@
  674. 068D: get_camera_position_to 25@ 24@ 23@
  675. if
  676. 06BD: no_obstacles_between 25@ 24@ 23@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 1 particle 0
  677. else_jump @NONAME_9406
  678. return_true
  679. ret 0
  680.  
  681. :NONAME_9406
  682. call @NONAME_23021 2 0@ 33 28@ 27@ 26@
  683. 068D: get_camera_position_to 25@ 24@ 23@
  684. if
  685. 06BD: no_obstacles_between 25@ 24@ 23@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 1 particle 0
  686. else_jump @NONAME_9489
  687. return_true
  688. ret 0
  689.  
  690. :NONAME_9489
  691. call @NONAME_23021 2 0@ 25 28@ 27@ 26@
  692. 068D: get_camera_position_to 25@ 24@ 23@
  693. if
  694. 06BD: no_obstacles_between 25@ 24@ 23@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 1 particle 0
  695. else_jump @NONAME_9572
  696. return_true
  697. ret 0
  698.  
  699. :NONAME_9572
  700. call @NONAME_23021 2 0@ 35 28@ 27@ 26@
  701. 068D: get_camera_position_to 25@ 24@ 23@
  702. if
  703. 06BD: no_obstacles_between 25@ 24@ 23@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 1 particle 0
  704. else_jump @NONAME_9655
  705. return_true
  706. ret 0
  707.  
  708. :NONAME_9655
  709. return_false
  710. ret 0
  711. 0000: NOP
  712.  
  713. :NONAME_9664
  714. wait 0
  715. SAMP.Available
  716. else_jump @NONAME_9664
  717.  
  718. :NONAME_9677
  719. wait 0
  720. 0AB4: 31@ = var 18
  721. if
  722. 31@ == 1337
  723. else_jump @NONAME_9714
  724. jump @NONAME_9721
  725.  
  726. :NONAME_9714
  727. jump @NONAME_9677
  728.  
  729. :NONAME_9721
  730. 29@ = 0
  731.  
  732. :NONAME_9728
  733. wait 0
  734. 0AB4: 31@ = var 60
  735. if
  736. 31@ == 1
  737. else_jump @NONAME_10324
  738. if
  739. 00E1: player 0 pressed_key 6
  740. else_jump @NONAME_10324
  741. if
  742. call @NONAME_38954 0
  743. else_jump @NONAME_10324
  744. 29@ = 0
  745.  
  746. :NONAME_9802
  747. wait 10
  748. if
  749. call @NONAME_50510 0 30@ 6@ 7@ 8@
  750. else_jump @NONAME_10286
  751. 068D: get_camera_position_to 9@ 10@ 11@
  752. call @NONAME_21445 6 6@ 7@ 8@ 9@ 10@ 11@ 12@
  753. call @NONAME_21489 4 6@ 7@ 9@ 10@ 13@
  754. 12@ -= 270.0
  755. 13@ -= 90.0
  756. 12@ = Math.AngleToRad(12@)
  757. 13@ = Math.AngleToRad(13@)
  758. 0470: 14@ = actor $PLAYER_ACTOR current_weapon
  759. if and
  760. 14@ >= 22
  761. not 14@ > 29
  762. else_jump @NONAME_9995
  763. 12@ -= 0.0778
  764. 13@ += 0.04253
  765.  
  766. :NONAME_9995
  767. if
  768. 14@ == 32
  769. else_jump @NONAME_10033
  770. 12@ -= 0.0778
  771. 13@ += 0.04253
  772.  
  773. :NONAME_10033
  774. if and
  775. 14@ >= 30
  776. not 14@ > 31
  777. else_jump @NONAME_10078
  778. 12@ -= 0.052
  779. 13@ += 0.028
  780.  
  781. :NONAME_10078
  782. if
  783. 14@ == 33
  784. else_jump @NONAME_10116
  785. 12@ -= 0.0357
  786. 13@ += 0.01897
  787.  
  788. :NONAME_10116
  789. 0A8D: 15@ = read_memory 11989592 size 4 virtual_protect 0
  790. 0A8D: 16@ = read_memory 11989576 size 4 virtual_protect 0
  791. 0063: 15@ -= 13@ // (float)
  792. 0063: 16@ -= 12@ // (float)
  793. call @NONAME_21310 2 15@ 16@ 15@ 16@
  794. if and
  795. not 15@ >= 0.3
  796. 15@ > -0.3
  797. not 16@ >= 0.3
  798. 16@ > -0.3
  799. else_jump @NONAME_10286
  800. 0A8C: write_memory 11989592 size 4 value 13@ virtual_protect 0
  801. 0AB4: 31@ = var 80
  802. if
  803. 31@ == 1
  804. else_jump @NONAME_10286
  805. 0A8C: write_memory 11989576 size 4 value 12@ virtual_protect 0
  806.  
  807. :NONAME_10286
  808. 29@ += 1
  809. 29@ > 20
  810. else_jump @NONAME_9802
  811.  
  812. :NONAME_10307
  813. wait 0
  814. 80E1: not player 0 pressed_key 6
  815. else_jump @NONAME_10307
  816.  
  817. :NONAME_10324
  818. jump @NONAME_9728
  819. 0000: NOP
  820.  
  821. :NONAME_10333
  822. wait 0
  823. SAMP.Available
  824. else_jump @NONAME_10333
  825.  
  826. :NONAME_10346
  827. wait 0
  828. 0AB4: 31@ = var 61
  829. if
  830. 31@ == 1
  831. else_jump @NONAME_10954
  832. call @NONAME_11011 4 24 8 -1 4 1@
  833. call @NONAME_11011 4 23 8 -1 4 2@
  834. call @NONAME_11011 4 25 8 -1 4 3@
  835. call @NONAME_11011 4 26 8 -1 4 4@
  836. call @NONAME_11011 4 27 8 -1 4 5@
  837. call @NONAME_11011 4 28 8 -1 4 6@
  838. call @NONAME_11011 4 30 8 -1 4 7@
  839. call @NONAME_11011 4 31 8 -1 4 8@
  840. call @NONAME_11011 4 32 8 -1 4 9@
  841. wait 400
  842. call @NONAME_10961 4 24 8 999.0 4
  843. call @NONAME_10961 4 23 8 999.0 4
  844. call @NONAME_10961 4 25 8 999.0 4
  845. call @NONAME_10961 4 26 8 999.0 4
  846. call @NONAME_10961 4 27 8 999.0 4
  847. call @NONAME_10961 4 28 8 999.0 4
  848. call @NONAME_10961 4 30 8 999.0 4
  849. call @NONAME_10961 4 31 8 999.0 4
  850. call @NONAME_10961 4 32 8 999.0 4
  851.  
  852. :NONAME_10758
  853. wait 0
  854. 0AB4: 31@ = var 61
  855. 31@ == 0
  856. else_jump @NONAME_10758
  857. call @NONAME_10961 4 24 8 1@ 4
  858. call @NONAME_10961 4 23 8 2@ 4
  859. call @NONAME_10961 4 25 8 3@ 4
  860. call @NONAME_10961 4 26 8 4@ 4
  861. call @NONAME_10961 4 27 8 5@ 4
  862. call @NONAME_10961 4 28 8 6@ 4
  863. call @NONAME_10961 4 30 8 7@ 4
  864. call @NONAME_10961 4 31 8 8@ 4
  865. call @NONAME_10961 4 32 8 9@ 4
  866.  
  867. :NONAME_10954
  868. jump @NONAME_10346
  869.  
  870. :NONAME_10961
  871. 0@ += 36
  872. 0@ *= 112
  873. 0@ += 13150904
  874. 005A: 0@ += 1@ // (int)
  875. 0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0
  876. ret 0
  877.  
  878. :NONAME_11011
  879. 0@ += 36
  880. 0@ *= 112
  881. 0@ += 13150904
  882. 005A: 0@ += 1@ // (int)
  883. 0A8D: 2@ = read_memory 0@ size 3@ virtual_protect 0
  884. ret 1 2@
  885. 0000: NOP
  886.  
  887. :NONAME_11066
  888. wait 0
  889. SAMP.Available
  890. else_jump @NONAME_11066
  891. 0B34: samp register_client_command ".patchspread" to_label @NONAME_11177
  892.  
  893. :NONAME_11100
  894. wait 0
  895. 0AB4: 31@ = var 54
  896. if
  897. 31@ == 1
  898. else_jump @NONAME_11170
  899.  
  900. :NONAME_11129
  901. wait 0
  902. 0A8C: write_memory 12045768 size 4 value 0.0 virtual_protect 0
  903. 0AB4: 31@ = var 54
  904. 31@ == 0
  905. else_jump @NONAME_11129
  906.  
  907. :NONAME_11170
  908. jump @NONAME_11100
  909.  
  910. :NONAME_11177
  911. printf "Patched Bullet Spread" 1000
  912. 0A8C: write_memory 7603280 size 10 value -1869574000 virtual_protect 0
  913. SAMP.CmdRet
  914. 0000: NOP
  915.  
  916. :NONAME_11226
  917. wait 0
  918. SAMP.Available
  919. else_jump @NONAME_11226
  920.  
  921. :NONAME_11239
  922. wait 0
  923. 0AB4: 31@ = var 55
  924. if
  925. 31@ == 1
  926. else_jump @NONAME_11378
  927.  
  928. :NONAME_11268
  929. wait 0
  930. 0AB4: 31@ = var 55
  931. if
  932. 31@ == 0
  933. else_jump @NONAME_11304
  934. jump @NONAME_11365
  935.  
  936. :NONAME_11304
  937. if or
  938. 00E1: player 0 pressed_key 6
  939. key_down 2
  940. else_jump @NONAME_11345
  941. 0A8C: write_memory 9867640 size 1 value 1 virtual_protect 0
  942. jump @NONAME_11358
  943.  
  944. :NONAME_11345
  945. 0A8C: write_memory 9867640 size 1 value 0 virtual_protect 0
  946.  
  947. :NONAME_11358
  948. jump @NONAME_11268
  949.  
  950. :NONAME_11365
  951. 0A8C: write_memory 9867640 size 1 value 0 virtual_protect 0
  952.  
  953. :NONAME_11378
  954. jump @NONAME_11239
  955. 0000: NOP
  956.  
  957. :NONAME_11387
  958. wait 0
  959. SAMP.Available
  960. else_jump @NONAME_11387
  961.  
  962. :NONAME_11400
  963. wait 0
  964. 0AB4: 31@ = var 56
  965. if
  966. 31@ == 1
  967. else_jump @NONAME_11468
  968.  
  969. :NONAME_11429
  970. wait 0
  971. 0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
  972. 0AB4: 31@ = var 56
  973. 31@ == 0
  974. else_jump @NONAME_11429
  975. 0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 0
  976.  
  977. :NONAME_11468
  978. jump @NONAME_11400
  979. 0000: NOP
  980.  
  981. :NONAME_11477
  982. wait 0
  983. SAMP.Available
  984. else_jump @NONAME_11477
  985.  
  986. :NONAME_11490
  987. wait 0
  988. 0AB4: 31@ = var 57
  989. if
  990. 31@ == 1
  991. else_jump @NONAME_11636
  992. if
  993. not Actor.Stopped($PLAYER_ACTOR)
  994. else_jump @NONAME_11636
  995. if
  996. not Actor.Driving($PLAYER_ACTOR)
  997. else_jump @NONAME_11636
  998. if and
  999. not key_down 18
  1000. not key_down 2
  1001. not key_down 1
  1002. 80E1: not player 0 pressed_key 6
  1003. else_jump @NONAME_11636
  1004. if or
  1005. 00E1: player 0 pressed_key 0
  1006. 00E1: player 0 pressed_key 1
  1007. else_jump @NONAME_11636
  1008. 8@ = 12006488
  1009. 8@ += 32
  1010. 0A8C: write_memory 8@ size 1 value 255 virtual_protect 0
  1011. wait 100
  1012.  
  1013. :NONAME_11636
  1014. jump @NONAME_11490
  1015. 0000: NOP
  1016.  
  1017. :NONAME_11645
  1018. wait 0
  1019. SAMP.Available
  1020. else_jump @NONAME_11645
  1021.  
  1022. :NONAME_11658
  1023. wait 0
  1024. 0AB4: 31@ = var 58
  1025. if
  1026. 31@ == 1
  1027. else_jump @NONAME_11771
  1028. if
  1029. not Actor.Driving($PLAYER_ACTOR)
  1030. else_jump @NONAME_11771
  1031. if
  1032. call @NONAME_38954 0
  1033. else_jump @NONAME_11771
  1034. if
  1035. 02E0: actor $PLAYER_ACTOR firing_weapon
  1036. else_jump @NONAME_11771
  1037.  
  1038. :NONAME_11740
  1039. wait 0
  1040. 80E1: not player 0 pressed_key 6
  1041. else_jump @NONAME_11740
  1042. call @NONAME_12079 2 67 10
  1043.  
  1044. :NONAME_11771
  1045. jump @NONAME_11658
  1046. 0000: NOP
  1047.  
  1048. :NONAME_11780
  1049. wait 0
  1050. SAMP.Available
  1051. else_jump @NONAME_11780
  1052.  
  1053. :NONAME_11793
  1054. wait 0
  1055. 0AB4: 31@ = var 59
  1056. if
  1057. 31@ == 1
  1058. else_jump @NONAME_12072
  1059. if
  1060. not Actor.Driving($PLAYER_ACTOR)
  1061. else_jump @NONAME_12072
  1062. if
  1063. 80E1: not player 0 pressed_key 6
  1064. else_jump @NONAME_12072
  1065. if or
  1066. 00E1: player 0 pressed_key 0
  1067. 00E1: player 0 pressed_key 1
  1068. else_jump @NONAME_12072
  1069. if or
  1070. 02D8: actor $PLAYER_ACTOR current_weapon == 22
  1071. 02D8: actor $PLAYER_ACTOR current_weapon == 23
  1072. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  1073. 02D8: actor $PLAYER_ACTOR current_weapon == 26
  1074. 02D8: actor $PLAYER_ACTOR current_weapon == 27
  1075. 02D8: actor $PLAYER_ACTOR current_weapon == 28
  1076. 02D8: actor $PLAYER_ACTOR current_weapon == 29
  1077. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  1078. else_jump @NONAME_12072
  1079. 0A96: 0@ = actor $PLAYER_ACTOR struct
  1080. 0@ += 1816
  1081. 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
  1082. 0A96: 0@ = actor $PLAYER_ACTOR struct
  1083. 0@ += 1440
  1084. 1@ *= 28
  1085. 005A: 0@ += 1@ // (int)
  1086. 0@ += 8
  1087. 0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
  1088. if
  1089. not 3@ > 2
  1090. else_jump @NONAME_12072
  1091. 0470: 7@ = actor $PLAYER_ACTOR current_weapon
  1092. wait 50
  1093. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  1094. wait 50
  1095. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 7@
  1096.  
  1097. :NONAME_12072
  1098. jump @NONAME_11793
  1099.  
  1100. :NONAME_12079
  1101. if
  1102. 0AA2: 2@ = load_library "User32.dll" // IF and SET
  1103. else_jump @NONAME_12182
  1104. if
  1105. 0AA4: 2@ = get_proc_address "keybd_event" library 2@ // IF and SET
  1106. else_jump @NONAME_12182
  1107. 0AA5: call 2@ num_params 4 pop 0 0 0 0 0@
  1108. wait 1@
  1109. 0AA5: call 2@ num_params 4 pop 0 0 2 0 0@
  1110.  
  1111. :NONAME_12182
  1112. ret 0
  1113. 0000: NOP
  1114.  
  1115. :NONAME_12189
  1116. wait 0
  1117. SAMP.IsLocalPlayerSpawned
  1118. else_jump @NONAME_12189
  1119. Model.Load(#FAM1)
  1120. 038B: load_requested_models
  1121. 04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  1122. 25@ = Actor.Create(CivMale, #FAM1, 3@, 4@, 5@)
  1123. Actor.LockInCurrentPosition(25@) = True
  1124. 0619: enable_actor 25@ collision_detection 0
  1125. 0337: set_actor 25@ visibility 0
  1126.  
  1127. :NONAME_12276
  1128. wait 0
  1129. 0AB4: 0@ = var 65
  1130. if
  1131. 0@ == 1
  1132. else_jump @NONAME_13508
  1133. 0AB4: 31@ = var 16
  1134. if
  1135. 31@ == 1
  1136. else_jump @NONAME_12355
  1137.  
  1138. :NONAME_12330
  1139. wait 0
  1140. 0AB4: 31@ = var 16
  1141. 31@ == 0
  1142. else_jump @NONAME_12330
  1143.  
  1144. :NONAME_12355
  1145. if
  1146. call @NONAME_50510 0 31@ 3@ 4@ 5@
  1147. else_jump @NONAME_12426
  1148. if
  1149. 00E1: player 0 pressed_key 6
  1150. else_jump @NONAME_12412
  1151. jump @NONAME_12419
  1152.  
  1153. :NONAME_12412
  1154. 31@ = -1
  1155.  
  1156. :NONAME_12419
  1157. jump @NONAME_12433
  1158.  
  1159. :NONAME_12426
  1160. 31@ = -1
  1161.  
  1162. :NONAME_12433
  1163. Actor.PutAt(25@, 0.0, 0.0, 0.0)
  1164. 0@ = 0
  1165.  
  1166. :NONAME_12460
  1167. if
  1168. SAMP.IsPlayerConnected(0@)
  1169. else_jump @NONAME_13486
  1170. if
  1171. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  1172. else_jump @NONAME_13486
  1173. 0AB4: 2@ = var 76
  1174. if or
  1175. 2@ == 0
  1176. 803B: not 1@ == 31@ // (int)
  1177. else_jump @NONAME_13486
  1178. if and
  1179. not Actor.Dead(1@)
  1180. 02CB: actor 1@ bounding_sphere_visible
  1181. else_jump @NONAME_13486
  1182. 0665: get_actor 1@ model_to 2@
  1183. call @NONAME_23120 0 14@ 15@
  1184. call @NONAME_21702 1 2@ 16@ 17@ 18@
  1185. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 0.0 0.0 -1.0
  1186. Actor.PutAt(25@, 3@, 4@, 5@)
  1187. Actor.Angle(25@) = 14@
  1188. if or
  1189. 0597: actor 1@ crouching
  1190. Actor.Driving(1@)
  1191. else_jump @NONAME_12720
  1192. 18@ /= 2.0
  1193. if
  1194. not Actor.Driving(1@)
  1195. else_jump @NONAME_12710
  1196. 18@ -= 0.4
  1197. jump @NONAME_12720
  1198.  
  1199. :NONAME_12710
  1200. 18@ += 0.4
  1201.  
  1202. :NONAME_12720
  1203. 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 16@ 0.0 18@
  1204. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1205. call @NONAME_21749 1 2@ 16@ 17@ 18@
  1206. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 0.0 0.0 -1.0
  1207. Actor.PutAt(25@, 3@, 4@, 5@)
  1208. Actor.Angle(25@) = 14@
  1209. if or
  1210. 0597: actor 1@ crouching
  1211. Actor.Driving(1@)
  1212. else_jump @NONAME_12909
  1213. 18@ /= 2.0
  1214. if
  1215. not Actor.Driving(1@)
  1216. else_jump @NONAME_12899
  1217. 18@ -= 0.4
  1218. jump @NONAME_12909
  1219.  
  1220. :NONAME_12899
  1221. 18@ += 0.4
  1222.  
  1223. :NONAME_12909
  1224. 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 16@ 0.0 18@
  1225. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1226. call @NONAME_21937 1 2@ 16@ 17@ 18@
  1227. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 0.0 0.0 -1.0
  1228. Actor.PutAt(25@, 3@, 4@, 5@)
  1229. Actor.Angle(25@) = 14@
  1230. if or
  1231. 0597: actor 1@ crouching
  1232. Actor.Driving(1@)
  1233. else_jump @NONAME_13098
  1234. 18@ /= 2.0
  1235. if
  1236. not Actor.Driving(1@)
  1237. else_jump @NONAME_13088
  1238. 18@ -= 0.4
  1239. jump @NONAME_13098
  1240.  
  1241. :NONAME_13088
  1242. 18@ += 0.4
  1243.  
  1244. :NONAME_13098
  1245. 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 16@ 0.0 18@
  1246. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 10@, 11@)
  1247. call @NONAME_21984 1 2@ 16@ 17@ 18@
  1248. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 0.0 0.0 -1.0
  1249. Actor.PutAt(25@, 3@, 4@, 5@)
  1250. Actor.Angle(25@) = 14@
  1251. if or
  1252. 0597: actor 1@ crouching
  1253. Actor.Driving(1@)
  1254. else_jump @NONAME_13287
  1255. 18@ /= 2.0
  1256. if
  1257. not Actor.Driving(1@)
  1258. else_jump @NONAME_13277
  1259. 18@ -= 0.4
  1260. jump @NONAME_13287
  1261.  
  1262. :NONAME_13277
  1263. 18@ += 0.4
  1264.  
  1265. :NONAME_13287
  1266. 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 16@ 0.0 18@
  1267. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 12@, 13@)
  1268. 0AB4: 31@ = var 79
  1269. if
  1270. 31@ == 1
  1271. else_jump @NONAME_13368
  1272. 0AB4: 20@ = var 49
  1273. jump @NONAME_13376
  1274.  
  1275. :NONAME_13368
  1276. 20@ = SAMP.GetPlayerColor(0@)
  1277.  
  1278. :NONAME_13376
  1279. if
  1280. call @NONAME_46741 1 0@
  1281. else_jump @NONAME_13410
  1282. 20@ = -917249
  1283.  
  1284. :NONAME_13410
  1285. Render.DrawLine(6@, 7@, 8@, 9@, 1, 20@)
  1286. Render.DrawLine(8@, 9@, 10@, 11@, 1, 20@)
  1287. Render.DrawLine(10@, 11@, 12@, 13@, 1, 20@)
  1288. Render.DrawLine(12@, 13@, 6@, 7@, 1, 20@)
  1289.  
  1290. :NONAME_13486
  1291. 0@ += 1
  1292. 0@ > 1000
  1293. else_jump @NONAME_12460
  1294.  
  1295. :NONAME_13508
  1296. jump @NONAME_12276
  1297. 0000: NOP
  1298.  
  1299. :NONAME_13517
  1300. wait 0
  1301. 0AB4: 0@ = var 66
  1302. if
  1303. 0@ == 1
  1304. else_jump @NONAME_15481
  1305. 0AB4: 31@ = var 16
  1306. if
  1307. 31@ == 1
  1308. else_jump @NONAME_13596
  1309.  
  1310. :NONAME_13571
  1311. wait 0
  1312. 0AB4: 31@ = var 16
  1313. 31@ == 0
  1314. else_jump @NONAME_13571
  1315.  
  1316. :NONAME_13596
  1317. 0@ = 0
  1318.  
  1319. :NONAME_13603
  1320. if
  1321. SAMP.IsPlayerConnected(0@)
  1322. else_jump @NONAME_15459
  1323. if
  1324. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  1325. else_jump @NONAME_15459
  1326. if
  1327. 02CB: actor 1@ bounding_sphere_visible
  1328. else_jump @NONAME_15459
  1329. 0665: get_actor 1@ model_to 2@
  1330. 0AB4: 31@ = var 79
  1331. if
  1332. 31@ == 1
  1333. else_jump @NONAME_13701
  1334. 0AB4: 10@ = var 49
  1335. jump @NONAME_13709
  1336.  
  1337. :NONAME_13701
  1338. 10@ = SAMP.GetPlayerColor(0@)
  1339.  
  1340. :NONAME_13709
  1341. if
  1342. call @NONAME_46741 1 0@
  1343. else_jump @NONAME_13743
  1344. 10@ = -917249
  1345.  
  1346. :NONAME_13743
  1347. call @NONAME_21702 1 2@ 3@ 4@ 5@
  1348. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1349. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1350. call @NONAME_21796 1 2@ 3@ 4@ 5@
  1351. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1352. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1353. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1354. call @NONAME_21796 1 2@ 3@ 4@ 5@
  1355. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1356. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1357. call @NONAME_21749 1 2@ 3@ 4@ 5@
  1358. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1359. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1360. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1361. call @NONAME_21749 1 2@ 3@ 4@ 5@
  1362. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1363. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1364. call @NONAME_21853 1 2@ 3@ 4@ 5@
  1365. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1366. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1367. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1368. call @NONAME_21853 1 2@ 3@ 4@ 5@
  1369. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1370. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1371. call @NONAME_21702 1 2@ 3@ 4@ 5@
  1372. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1373. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1374. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1375. call @NONAME_21890 1 2@ 3@ 4@ 5@
  1376. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1377. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1378. call @NONAME_21984 1 2@ 3@ 4@ 5@
  1379. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1380. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1381. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1382. call @NONAME_21984 1 2@ 3@ 4@ 5@
  1383. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1384. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1385. call @NONAME_21937 1 2@ 3@ 4@ 5@
  1386. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1387. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1388. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1389. call @NONAME_21937 1 2@ 3@ 4@ 5@
  1390. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1391. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1392. call @NONAME_22041 1 2@ 3@ 4@ 5@
  1393. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1394. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1395. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1396. call @NONAME_22041 1 2@ 3@ 4@ 5@
  1397. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1398. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1399. call @NONAME_21890 1 2@ 3@ 4@ 5@
  1400. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1401. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1402. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1403. call @NONAME_21702 1 2@ 3@ 4@ 5@
  1404. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1405. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1406. call @NONAME_21890 1 2@ 3@ 4@ 5@
  1407. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1408. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1409. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1410. call @NONAME_21749 1 2@ 3@ 4@ 5@
  1411. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1412. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1413. call @NONAME_21937 1 2@ 3@ 4@ 5@
  1414. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1415. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1416. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1417. call @NONAME_21796 1 2@ 3@ 4@ 5@
  1418. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1419. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1420. call @NONAME_22041 1 2@ 3@ 4@ 5@
  1421. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1422. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1423. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1424. call @NONAME_21853 1 2@ 3@ 4@ 5@
  1425. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1426. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  1427. call @NONAME_21984 1 2@ 3@ 4@ 5@
  1428. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  1429. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  1430. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  1431.  
  1432. :NONAME_15459
  1433. 0@ += 1
  1434. 0@ > 1000
  1435. else_jump @NONAME_13603
  1436.  
  1437. :NONAME_15481
  1438. jump @NONAME_13517
  1439. 1@ = 1
  1440. if
  1441. 056D: actor 0@ defined
  1442. else_jump @NONAME_15764
  1443. 068D: get_camera_position_to 5@ 6@ 7@
  1444. 2@ = 0
  1445.  
  1446. :NONAME_15529
  1447. call @NONAME_34092 2 -15773 2@ 3@
  1448. if
  1449. 0AD4: 33@ = scan_string 3@ format "%d" 4@
  1450. else_jump @NONAME_15743
  1451. call @NONAME_23021 2 0@ 4@ 8@ 9@ 10@
  1452. 0AB4: 31@ = var 77
  1453. if
  1454. 31@ == 1
  1455. else_jump @NONAME_15692
  1456. if
  1457. 11@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
  1458. else_jump @NONAME_15692
  1459. call @NONAME_39521 1 0@ 16@ 17@ 18@
  1460. 005B: 8@ += 16@ // (float)
  1461. 005B: 9@ += 17@ // (float)
  1462. 005B: 10@ += 18@ // (float)
  1463.  
  1464. :NONAME_15692
  1465. if
  1466. 06BD: no_obstacles_between 8@ 9@ 10@ and 5@ 6@ 7@ solid 1 car 1 actor 0 object 1 particle 0
  1467. else_jump @NONAME_15743
  1468. return_true
  1469. ret 1 4@
  1470.  
  1471. :NONAME_15743
  1472. 2@ += 1
  1473. 2@ > 17
  1474. else_jump @NONAME_15529
  1475.  
  1476. :NONAME_15764
  1477. return_false
  1478. ret 1 -1
  1479. 0900: clear_object "3" last_weapon_damage
  1480. 0900: clear_object "5" last_weapon_damage
  1481. 0900: clear_object "6" last_weapon_damage
  1482. 0900: clear_object "22" last_weapon_damage
  1483. 0900: clear_object "32" last_weapon_damage
  1484. 0900: clear_object "23" last_weapon_damage
  1485. 0900: clear_object "33" last_weapon_damage
  1486. 0900: clear_object "24" last_weapon_damage
  1487. 0900: clear_object "34" last_weapon_damage
  1488. 0900: clear_object "52" last_weapon_damage
  1489. 0900: clear_object "42" last_weapon_damage
  1490. 0900: clear_object "53" last_weapon_damage
  1491. 0900: clear_object "43" last_weapon_damage
  1492. 0900: clear_object "54" last_weapon_damage
  1493. 0900: clear_object "44" last_weapon_damage
  1494. 0000: NOP
  1495. 0000: NOP
  1496.  
  1497. :NONAME_15864
  1498. wait 0
  1499. SAMP.Available
  1500. else_jump @NONAME_15864
  1501.  
  1502. :NONAME_15877
  1503. wait 0
  1504. 0AB4: 31@ = var 18
  1505. if
  1506. 31@ == 1337
  1507. else_jump @NONAME_15914
  1508. jump @NONAME_15921
  1509.  
  1510. :NONAME_15914
  1511. jump @NONAME_15877
  1512.  
  1513. :NONAME_15921
  1514. wait 0
  1515. 0AB4: 31@ = var 63
  1516. if
  1517. 31@ == 1
  1518. else_jump @NONAME_16436
  1519. 0AB4: 31@ = var 16
  1520. if
  1521. 31@ == 1
  1522. else_jump @NONAME_16000
  1523.  
  1524. :NONAME_15975
  1525. wait 0
  1526. 0AB4: 31@ = var 16
  1527. 31@ == 0
  1528. else_jump @NONAME_15975
  1529.  
  1530. :NONAME_16000
  1531. SAMP.GetScreenResolution(5@, 6@)
  1532. 6@ = 0
  1533. 5@ /= 2
  1534. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  1535. 0@ = 0
  1536.  
  1537. :NONAME_16050
  1538. if
  1539. SAMP.IsPlayerConnected(0@)
  1540. else_jump @NONAME_16414
  1541. if
  1542. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  1543. else_jump @NONAME_16414
  1544. 0AB4: 31@ = var 79
  1545. if
  1546. 31@ == 1
  1547. else_jump @NONAME_16124
  1548. 0AB4: 2@ = var 49
  1549. jump @NONAME_16132
  1550.  
  1551. :NONAME_16124
  1552. 2@ = SAMP.GetPlayerColor(0@)
  1553.  
  1554. :NONAME_16132
  1555. call @NONAME_23021 2 1@ 6 7@ 8@ 9@
  1556. 9@ += 0.25
  1557. SAMP.Convert3DCoordsToScreen(7@, 8@, 9@, 7@, 8@)
  1558. if
  1559. 02CB: actor 1@ bounding_sphere_visible
  1560. else_jump @NONAME_16414
  1561. if
  1562. call @NONAME_46741 1 0@
  1563. else_jump @NONAME_16323
  1564. 12@ = 2
  1565. SAMP.GetScreenResolution(5@, 6@)
  1566. 6@ = 0
  1567. 5@ /= 2
  1568. Render.DrawLine(5@, 6@, 7@, 8@, 12@, -917249)
  1569. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  1570. Render.DrawPolygon(7@, 8@, 4, 4, 10, 0, -16777216)
  1571. jump @NONAME_16414
  1572.  
  1573. :NONAME_16323
  1574. 12@ = 1
  1575. SAMP.GetScreenResolution(5@, 6@)
  1576. 6@ = 0
  1577. 5@ /= 2
  1578. Render.DrawLine(5@, 6@, 7@, 8@, 12@, 2@)
  1579. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  1580. Render.DrawPolygon(7@, 8@, 4, 4, 10, 0, -16777216)
  1581.  
  1582. :NONAME_16414
  1583. 0@ += 1
  1584. 0@ > 1000
  1585. else_jump @NONAME_16050
  1586.  
  1587. :NONAME_16436
  1588. jump @NONAME_15921
  1589.  
  1590. :NONAME_16443
  1591. if
  1592. Dialog.CheckBoxIsChecked(1@, 50)
  1593. else_jump @NONAME_16511
  1594. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbot"
  1595. jump @NONAME_16554
  1596.  
  1597. :NONAME_16511
  1598. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbot"
  1599.  
  1600. :NONAME_16554
  1601. if
  1602. Dialog.CheckBoxIsChecked(1@, 51)
  1603. else_jump @NONAME_16622
  1604. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Triggerbot"
  1605. jump @NONAME_16665
  1606.  
  1607. :NONAME_16622
  1608. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Triggerbot"
  1609.  
  1610. :NONAME_16665
  1611. if
  1612. Dialog.CheckBoxIsChecked(1@, 52)
  1613. else_jump @NONAME_16732
  1614. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AimAssist"
  1615. jump @NONAME_16774
  1616.  
  1617. :NONAME_16732
  1618. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AimAssist"
  1619.  
  1620. :NONAME_16774
  1621. if
  1622. Dialog.CheckBoxIsChecked(1@, 53)
  1623. else_jump @NONAME_16841
  1624. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "SilentAim"
  1625. jump @NONAME_16883
  1626.  
  1627. :NONAME_16841
  1628. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "SilentAim"
  1629.  
  1630. :NONAME_16883
  1631. if
  1632. Dialog.CheckBoxIsChecked(1@, 57)
  1633. else_jump @NONAME_16951
  1634. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Laufscript"
  1635. jump @NONAME_16994
  1636.  
  1637. :NONAME_16951
  1638. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Laufscript"
  1639.  
  1640. :NONAME_16994
  1641. if
  1642. Dialog.CheckBoxIsChecked(1@, 54)
  1643. else_jump @NONAME_17060
  1644. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noSpread"
  1645. jump @NONAME_17101
  1646.  
  1647. :NONAME_17060
  1648. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noSpread"
  1649.  
  1650. :NONAME_17101
  1651. if
  1652. Dialog.CheckBoxIsChecked(1@, 55)
  1653. else_jump @NONAME_17168
  1654. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noRelAmmo"
  1655. jump @NONAME_17210
  1656.  
  1657. :NONAME_17168
  1658. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noRelAmmo"
  1659.  
  1660. :NONAME_17210
  1661. if
  1662. Dialog.CheckBoxIsChecked(1@, 56)
  1663. else_jump @NONAME_17274
  1664. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noStun"
  1665. jump @NONAME_17313
  1666.  
  1667. :NONAME_17274
  1668. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noStun"
  1669.  
  1670. :NONAME_17313
  1671. if
  1672. Dialog.CheckBoxIsChecked(1@, 58)
  1673. else_jump @NONAME_17381
  1674. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CBugHelper"
  1675. jump @NONAME_17424
  1676.  
  1677. :NONAME_17381
  1678. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CBugHelper"
  1679.  
  1680. :NONAME_17424
  1681. if
  1682. Dialog.CheckBoxIsChecked(1@, 59)
  1683. else_jump @NONAME_17492
  1684. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AutoScroll"
  1685. jump @NONAME_17535
  1686.  
  1687. :NONAME_17492
  1688. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AutoScroll"
  1689.  
  1690. :NONAME_17535
  1691. if
  1692. Dialog.CheckBoxIsChecked(1@, 60)
  1693. else_jump @NONAME_17602
  1694. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FlickShot"
  1695. jump @NONAME_17644
  1696.  
  1697. :NONAME_17602
  1698. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FlickShot"
  1699.  
  1700. :NONAME_17644
  1701. if
  1702. Dialog.CheckBoxIsChecked(1@, 61)
  1703. else_jump @NONAME_17714
  1704. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DistanceHack"
  1705. jump @NONAME_17759
  1706.  
  1707. :NONAME_17714
  1708. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DistanceHack"
  1709.  
  1710. :NONAME_17759
  1711. if
  1712. Dialog.CheckBoxIsChecked(2@, 62)
  1713. else_jump @NONAME_17825
  1714. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "NameTags"
  1715. jump @NONAME_17866
  1716.  
  1717. :NONAME_17825
  1718. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "NameTags"
  1719.  
  1720. :NONAME_17866
  1721. if
  1722. Dialog.CheckBoxIsChecked(2@, 63)
  1723. else_jump @NONAME_17933
  1724. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersUP"
  1725. jump @NONAME_17975
  1726.  
  1727. :NONAME_17933
  1728. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersUP"
  1729.  
  1730. :NONAME_17975
  1731. if
  1732. Dialog.CheckBoxIsChecked(2@, 64)
  1733. else_jump @NONAME_18044
  1734. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersDown"
  1735. jump @NONAME_18088
  1736.  
  1737. :NONAME_18044
  1738. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersDown"
  1739.  
  1740. :NONAME_18088
  1741. if
  1742. Dialog.CheckBoxIsChecked(2@, 65)
  1743. else_jump @NONAME_18153
  1744. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "2DBoxes"
  1745. jump @NONAME_18193
  1746.  
  1747. :NONAME_18153
  1748. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "2DBoxes"
  1749.  
  1750. :NONAME_18193
  1751. if
  1752. Dialog.CheckBoxIsChecked(2@, 66)
  1753. else_jump @NONAME_18258
  1754. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "3DBoxes"
  1755. jump @NONAME_18298
  1756.  
  1757. :NONAME_18258
  1758. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "3DBoxes"
  1759.  
  1760. :NONAME_18298
  1761. if
  1762. Dialog.CheckBoxIsChecked(2@, 69)
  1763. else_jump @NONAME_18361
  1764. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Bones"
  1765. jump @NONAME_18399
  1766.  
  1767. :NONAME_18361
  1768. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Bones"
  1769.  
  1770. :NONAME_18399
  1771. if
  1772. Dialog.CheckBoxIsChecked(2@, 70)
  1773. else_jump @NONAME_18465
  1774. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Position"
  1775. jump @NONAME_18506
  1776.  
  1777. :NONAME_18465
  1778. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Position"
  1779.  
  1780. :NONAME_18506
  1781. if
  1782. Dialog.CheckBoxIsChecked(2@, 67)
  1783. else_jump @NONAME_18576
  1784. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VisualHitbox"
  1785. jump @NONAME_18621
  1786.  
  1787. :NONAME_18576
  1788. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VisualHitbox"
  1789.  
  1790. :NONAME_18621
  1791. if
  1792. Dialog.CheckBoxIsChecked(2@, 74)
  1793. else_jump @NONAME_18690
  1794. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  1795. jump @NONAME_18734
  1796.  
  1797. :NONAME_18690
  1798. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  1799.  
  1800. :NONAME_18734
  1801. if
  1802. Dialog.CheckBoxIsChecked(2@, 74)
  1803. else_jump @NONAME_18803
  1804. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  1805. jump @NONAME_18847
  1806.  
  1807. :NONAME_18803
  1808. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  1809.  
  1810. :NONAME_18847
  1811. if
  1812. Dialog.CheckBoxIsChecked(2@, 73)
  1813. else_jump @NONAME_18916
  1814. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DarkEnemies"
  1815. jump @NONAME_18960
  1816.  
  1817. :NONAME_18916
  1818. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DarkEnemies"
  1819.  
  1820. :NONAME_18960
  1821. if
  1822. Dialog.CheckBoxIsChecked(2@, 72)
  1823. else_jump @NONAME_19030
  1824. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LineToTarget"
  1825. jump @NONAME_19075
  1826.  
  1827. :NONAME_19030
  1828. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LineToTarget"
  1829.  
  1830. :NONAME_19075
  1831. if
  1832. Dialog.CheckBoxIsChecked(2@, 76)
  1833. else_jump @NONAME_19142
  1834. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "BoxTarget"
  1835. jump @NONAME_19184
  1836.  
  1837. :NONAME_19142
  1838. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "BoxTarget"
  1839.  
  1840. :NONAME_19184
  1841. if
  1842. Dialog.CheckBoxIsChecked(2@, 68)
  1843. else_jump @NONAME_19256
  1844. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CustomNameTags"
  1845. jump @NONAME_19303
  1846.  
  1847. :NONAME_19256
  1848. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CustomNameTags"
  1849.  
  1850. :NONAME_19303
  1851. if
  1852. Dialog.CheckBoxIsChecked(2@, 71)
  1853. else_jump @NONAME_19371
  1854. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VehicleESP"
  1855. jump @NONAME_19414
  1856.  
  1857. :NONAME_19371
  1858. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VehicleESP"
  1859.  
  1860. :NONAME_19414
  1861. if
  1862. Dialog.CheckBoxIsChecked(2@, 75)
  1863. else_jump @NONAME_19478
  1864. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FarESP"
  1865. jump @NONAME_19517
  1866.  
  1867. :NONAME_19478
  1868. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FarESP"
  1869.  
  1870. :NONAME_19517
  1871. if
  1872. Dialog.CheckBoxIsChecked(3@, 80)
  1873. else_jump @NONAME_19586
  1874. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbotX"
  1875. jump @NONAME_19630
  1876.  
  1877. :NONAME_19586
  1878. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbotX"
  1879.  
  1880. :NONAME_19630
  1881. if
  1882. Dialog.CheckBoxIsChecked(3@, 81)
  1883. else_jump @NONAME_19702
  1884. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimOnShoot"
  1885. jump @NONAME_19749
  1886.  
  1887. :NONAME_19702
  1888. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimOnShoot"
  1889.  
  1890. :NONAME_19749
  1891. if
  1892. Dialog.CheckBoxIsChecked(3@, 78)
  1893. else_jump @NONAME_19818
  1894. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FriendsMode"
  1895. jump @NONAME_19862
  1896.  
  1897. :NONAME_19818
  1898. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FriendsMode"
  1899.  
  1900. :NONAME_19862
  1901. if
  1902. Dialog.CheckBoxIsChecked(3@, 79)
  1903. else_jump @NONAME_19931
  1904. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "RainBowMode"
  1905. jump @NONAME_19975
  1906.  
  1907. :NONAME_19931
  1908. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "RainBowMode"
  1909.  
  1910. :NONAME_19975
  1911. if
  1912. Dialog.CheckBoxIsChecked(3@, 77)
  1913. else_jump @NONAME_20045
  1914. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LagShotCalc."
  1915. jump @NONAME_20090
  1916.  
  1917. :NONAME_20045
  1918. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LagShotCalc."
  1919.  
  1920. :NONAME_20090
  1921. if
  1922. Dialog.CheckBoxIsChecked(3@, 82)
  1923. else_jump @NONAME_20163
  1924. 0AF1: write_int 1 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "IgnoreSameColor"
  1925. jump @NONAME_20211
  1926.  
  1927. :NONAME_20163
  1928. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "IgnoreSameColor"
  1929.  
  1930. :NONAME_20211
  1931. Dialog.SliderGetValue(3@, 5, 31@)
  1932. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "Values" key "Prediction"
  1933. Dialog.SliderGetValue(3@, 8, 31@)
  1934. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "Values" key "AimAssistSpeed"
  1935. Dialog.SliderGetValue(3@, 11, 31@)
  1936. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FieldOfView"
  1937. Dialog.SliderGetValue(3@, 14, 31@)
  1938. 0AF1: write_int 31@ to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FastAimbotSmooth"
  1939. return
  1940. 0000: NOP
  1941.  
  1942. :NONAME_20434
  1943. wait 0
  1944. SAMP.Available
  1945. else_jump @NONAME_20434
  1946.  
  1947. :NONAME_20447
  1948. wait 0
  1949. 0AB4: 31@ = var 18
  1950. if
  1951. 31@ == 1337
  1952. else_jump @NONAME_20484
  1953. jump @NONAME_20491
  1954.  
  1955. :NONAME_20484
  1956. jump @NONAME_20447
  1957.  
  1958. :NONAME_20491
  1959. wait 0
  1960. 0AB4: 31@ = var 50
  1961. if
  1962. 31@ == 1
  1963. else_jump @NONAME_21303
  1964. 0AB4: 31@ = var 81
  1965. if
  1966. 31@ == 1
  1967. else_jump @NONAME_20595
  1968. if or
  1969. 00E1: player 0 pressed_key 17
  1970. 02E0: actor $PLAYER_ACTOR firing_weapon
  1971. else_jump @NONAME_20581
  1972. 30@ = 1
  1973. jump @NONAME_20588
  1974.  
  1975. :NONAME_20581
  1976. 30@ = 0
  1977.  
  1978. :NONAME_20588
  1979. jump @NONAME_20602
  1980.  
  1981. :NONAME_20595
  1982. 30@ = 1
  1983.  
  1984. :NONAME_20602
  1985. if and
  1986. 30@ == 1
  1987. 00E1: player 0 pressed_key 6
  1988. else_jump @NONAME_21303
  1989. if
  1990. call @NONAME_38954 0
  1991. else_jump @NONAME_21303
  1992. if
  1993. call @NONAME_50510 0 30@ 6@ 7@ 8@
  1994. else_jump @NONAME_21303
  1995. 068D: get_camera_position_to 9@ 10@ 11@
  1996. call @NONAME_21445 6 6@ 7@ 8@ 9@ 10@ 11@ 12@
  1997. call @NONAME_21489 4 6@ 7@ 9@ 10@ 13@
  1998. 12@ -= 270.0
  1999. 13@ -= 90.0
  2000. 12@ = Math.AngleToRad(12@)
  2001. 13@ = Math.AngleToRad(13@)
  2002. 0470: 14@ = actor $PLAYER_ACTOR current_weapon
  2003. if and
  2004. 14@ >= 22
  2005. not 14@ > 29
  2006. else_jump @NONAME_20836
  2007. 12@ -= 0.0778
  2008. 13@ += 0.04253
  2009.  
  2010. :NONAME_20836
  2011. if
  2012. 14@ == 32
  2013. else_jump @NONAME_20874
  2014. 12@ -= 0.0778
  2015. 13@ += 0.04253
  2016.  
  2017. :NONAME_20874
  2018. if and
  2019. 14@ >= 30
  2020. not 14@ > 31
  2021. else_jump @NONAME_20919
  2022. 12@ -= 0.052
  2023. 13@ += 0.028
  2024.  
  2025. :NONAME_20919
  2026. if
  2027. 14@ == 33
  2028. else_jump @NONAME_20957
  2029. 12@ -= 0.0357
  2030. 13@ += 0.01897
  2031.  
  2032. :NONAME_20957
  2033. 0AB4: 14@ = var 13
  2034. if
  2035. 14@ > 0.0
  2036. else_jump @NONAME_21133
  2037. 0A8D: 15@ = read_memory 11989592 size 4 virtual_protect 0
  2038. 0A8D: 16@ = read_memory 11989576 size 4 virtual_protect 0
  2039. 0063: 13@ -= 15@ // (float)
  2040. 0063: 12@ -= 16@ // (float)
  2041. call @NONAME_21310 2 13@ 12@ 13@ 12@
  2042. 0073: 13@ /= 14@ // (float)
  2043. 0073: 12@ /= 14@ // (float)
  2044. 0A8D: 17@ = read_memory 11989592 size 4 virtual_protect 0
  2045. 0A8D: 18@ = read_memory 11989576 size 4 virtual_protect 0
  2046. 005B: 13@ += 17@ // (float)
  2047. 005B: 12@ += 18@ // (float)
  2048. call @NONAME_21310 2 13@ 12@ 13@ 12@
  2049.  
  2050. :NONAME_21133
  2051. 0A8D: 15@ = read_memory 11989592 size 4 virtual_protect 0
  2052. 0A8D: 16@ = read_memory 11989576 size 4 virtual_protect 0
  2053. 0063: 15@ -= 13@ // (float)
  2054. 0063: 16@ -= 12@ // (float)
  2055. call @NONAME_21310 2 15@ 16@ 15@ 16@
  2056. if and
  2057. not 15@ >= 0.3
  2058. 15@ > -0.3
  2059. not 16@ >= 0.3
  2060. 16@ > -0.3
  2061. else_jump @NONAME_21303
  2062. 0A8C: write_memory 11989592 size 4 value 13@ virtual_protect 0
  2063. 0AB4: 31@ = var 80
  2064. if
  2065. 31@ == 1
  2066. else_jump @NONAME_21303
  2067. 0A8C: write_memory 11989576 size 4 value 12@ virtual_protect 0
  2068.  
  2069. :NONAME_21303
  2070. jump @NONAME_20491
  2071.  
  2072. :NONAME_21310
  2073. if
  2074. 0@ > 3.141593
  2075. else_jump @NONAME_21341
  2076. 0@ -= 6.283185
  2077.  
  2078. :NONAME_21341
  2079. if
  2080. not 0@ >= -3.141593
  2081. else_jump @NONAME_21372
  2082. 0@ += 6.283185
  2083.  
  2084. :NONAME_21372
  2085. if
  2086. 1@ > 3.141593
  2087. else_jump @NONAME_21403
  2088. 1@ -= 6.283185
  2089.  
  2090. :NONAME_21403
  2091. if
  2092. not 1@ >= -3.141593
  2093. else_jump @NONAME_21434
  2094. 1@ += 6.283185
  2095.  
  2096. :NONAME_21434
  2097. ret 2 0@ 1@
  2098.  
  2099. :NONAME_21445
  2100. 0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
  2101. 0063: 2@ -= 5@ // (float)
  2102. 0604: get_Z_angle_for_point 6@ 2@ store_to 7@
  2103. ret 1 7@
  2104.  
  2105. :NONAME_21489
  2106. 0063: 0@ -= 2@ // (float)
  2107. 0063: 1@ -= 3@ // (float)
  2108. 0604: get_Z_angle_for_point 0@ 1@ store_to 4@
  2109. ret 1 4@
  2110. 0000: NOP
  2111.  
  2112. :NONAME_21526
  2113. wait 0
  2114. SAMP.Available
  2115. else_jump @NONAME_21526
  2116.  
  2117. :NONAME_21539
  2118. wait 0
  2119. 0AB4: 31@ = var 62
  2120. if
  2121. 31@ == 1
  2122. else_jump @NONAME_21695
  2123. call @NONAME_22642 0
  2124.  
  2125. :NONAME_21578
  2126. wait 0
  2127. 0AB4: 31@ = var 16
  2128. if
  2129. 31@ == 1
  2130. else_jump @NONAME_21614
  2131. jump @NONAME_21635
  2132.  
  2133. :NONAME_21614
  2134. 0AB4: 31@ = var 62
  2135. 31@ == 0
  2136. else_jump @NONAME_21578
  2137.  
  2138. :NONAME_21635
  2139. call @NONAME_22802 0
  2140. 0AB4: 30@ = var 16
  2141. if
  2142. 30@ == 1
  2143. else_jump @NONAME_21695
  2144.  
  2145. :NONAME_21670
  2146. wait 0
  2147. 0AB4: 30@ = var 16
  2148. 30@ == 0
  2149. else_jump @NONAME_21670
  2150.  
  2151. :NONAME_21695
  2152. jump @NONAME_21539
  2153.  
  2154. :NONAME_21702
  2155. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2156. 2@ *= -1.0
  2157. ret 3 1@ 2@ 3@
  2158.  
  2159. :NONAME_21749
  2160. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2161. 1@ *= -1.0
  2162. ret 3 1@ 2@ 3@
  2163.  
  2164. :NONAME_21796
  2165. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2166. 1@ *= -1.0
  2167. 2@ *= -1.0
  2168. ret 3 1@ 2@ 3@
  2169.  
  2170. :NONAME_21853
  2171. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2172. ret 3 1@ 2@ 3@
  2173.  
  2174. :NONAME_21890
  2175. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2176. 4@ *= -1.0
  2177. ret 3 4@ 5@ 6@
  2178.  
  2179. :NONAME_21937
  2180. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2181. 5@ *= -1.0
  2182. ret 3 4@ 5@ 6@
  2183.  
  2184. :NONAME_21984
  2185. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2186. 4@ *= -1.0
  2187. 5@ *= -1.0
  2188. ret 3 4@ 5@ 6@
  2189.  
  2190. :NONAME_22041
  2191. 07E4: get_model 0@ dimensions_cornerA_to 1@ 2@ 3@ dimensions_cornerB_to 4@ 5@ 6@
  2192. ret 3 4@ 5@ 6@
  2193. 0000: NOP
  2194.  
  2195. :NONAME_22080
  2196. wait 0
  2197. SAMP.Available
  2198. else_jump @NONAME_22080
  2199.  
  2200. :NONAME_22093
  2201. wait 0
  2202. 0AB4: 31@ = var 18
  2203. if
  2204. 31@ == 1337
  2205. else_jump @NONAME_22130
  2206. jump @NONAME_22137
  2207.  
  2208. :NONAME_22130
  2209. jump @NONAME_22093
  2210.  
  2211. :NONAME_22137
  2212. wait 0
  2213. if
  2214. 0AB4: 31@ = var 64
  2215. if
  2216. 31@ == 1
  2217. else_jump @NONAME_22635
  2218. 0AB4: 31@ = var 16
  2219. if
  2220. 31@ == 1
  2221. else_jump @NONAME_22220
  2222.  
  2223. :NONAME_22195
  2224. wait 0
  2225. 0AB4: 31@ = var 16
  2226. 31@ == 0
  2227. else_jump @NONAME_22195
  2228.  
  2229. :NONAME_22220
  2230. SAMP.GetScreenResolution(5@, 6@)
  2231. 5@ /= 2
  2232. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  2233. 0@ = 0
  2234.  
  2235. :NONAME_22263
  2236. if
  2237. SAMP.IsPlayerConnected(0@)
  2238. else_jump @NONAME_22613
  2239. if
  2240. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  2241. else_jump @NONAME_22613
  2242. 0AB4: 31@ = var 79
  2243. if
  2244. 31@ == 1
  2245. else_jump @NONAME_22337
  2246. 0AB4: 2@ = var 49
  2247. jump @NONAME_22345
  2248.  
  2249. :NONAME_22337
  2250. 2@ = SAMP.GetPlayerColor(0@)
  2251.  
  2252. :NONAME_22345
  2253. call @NONAME_23021 2 1@ 1 7@ 8@ 9@
  2254. 9@ -= 0.9
  2255. SAMP.Convert3DCoordsToScreen(7@, 8@, 9@, 7@, 8@)
  2256. if
  2257. 02CB: actor 1@ bounding_sphere_visible
  2258. else_jump @NONAME_22613
  2259. if
  2260. call @NONAME_46741 1 0@
  2261. else_jump @NONAME_22529
  2262. 12@ = 2
  2263. SAMP.GetScreenResolution(5@, 6@)
  2264. 5@ /= 2
  2265. Render.DrawLine(5@, 6@, 7@, 8@, 12@, -917249)
  2266. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  2267. Render.DrawPolygon(7@, 8@, 3, 3, 10, 0, -16777216)
  2268. jump @NONAME_22613
  2269.  
  2270. :NONAME_22529
  2271. 12@ = 1
  2272. SAMP.GetScreenResolution(5@, 6@)
  2273. 5@ /= 2
  2274. Render.DrawLine(5@, 6@, 7@, 8@, 12@, 2@)
  2275. Render.DrawPolygon(5@, 6@, 20, 20, 10, 0, -16777216)
  2276. Render.DrawPolygon(7@, 8@, 3, 3, 10, 0, -16777216)
  2277.  
  2278. :NONAME_22613
  2279. 0@ += 1
  2280. 0@ > 1000
  2281. else_jump @NONAME_22263
  2282.  
  2283. :NONAME_22635
  2284. jump @NONAME_22137
  2285.  
  2286. :NONAME_22642
  2287. 0AA2: 30@ = load_library "samp.dll" // IF and SET
  2288. 0A8E: 1@ = 30@ + 457971 // int
  2289. 0A8C: write_memory 1@ size 6 value -1869574000 virtual_protect 1
  2290. 0A8E: 2@ = 30@ + 458004 // int
  2291. 0A8C: write_memory 2@ size 6 value -1869574000 virtual_protect 1
  2292. 0A8E: 3@ = 30@ + 458280 // int
  2293. 0A8C: write_memory 3@ size 2 value 37008 virtual_protect 1
  2294. 0A8E: 4@ = 30@ + 462648 // int
  2295. 0A8C: write_memory 4@ size 2 value 37008 virtual_protect 1
  2296. 0A8E: 5@ = 30@ + 462372 // int
  2297. 0A8C: write_memory 5@ size 6 value -1869574000 virtual_protect 1
  2298. 0AA3: free_library 30@
  2299. ret 0
  2300.  
  2301. :NONAME_22802
  2302. 0AA2: 30@ = load_library "samp.dll" // IF and SET
  2303. 0A8E: 1@ = 30@ + 457971 // int
  2304. 0A8C: write_memory 1@ size 4 value 24216591 virtual_protect 1
  2305. 0A8E: 2@ = 1@ + 4 // int
  2306. 0A8C: write_memory 2@ size 2 value 0 virtual_protect 1
  2307. 0A8E: 3@ = 30@ + 458004 // int
  2308. 0A8C: write_memory 3@ size 4 value 22053903 virtual_protect 1
  2309. 0A8E: 4@ = 3@ + 4 // int
  2310. 0A8C: write_memory 4@ size 2 value 0 virtual_protect 1
  2311. 0A8E: 5@ = 30@ + 458280 // int
  2312. 0A8C: write_memory 5@ size 2 value 16500 virtual_protect 1
  2313. 0A8E: 6@ = 30@ + 462648 // int
  2314. 0A8C: write_memory 6@ size 2 value 24948 virtual_protect 1
  2315. 0A8E: 7@ = 30@ + 462372 // int
  2316. 0A8C: write_memory 7@ size 4 value 24218127 virtual_protect 1
  2317. 0A8E: 8@ = 7@ + 4 // int
  2318. 0A8C: write_memory 8@ size 2 value 0 virtual_protect 1
  2319. 0AA3: free_library 30@
  2320. ret 0
  2321.  
  2322. :NONAME_23021
  2323. 0085: 10@ = 0@ // (int)
  2324. 0085: 15@ = 1@ // (int)
  2325. 1@ = 0.0
  2326. 2@ = 0.0
  2327. 3@ = 0.0
  2328. 0A96: 0@ = actor 10@ struct
  2329. 0AC7: 4@ = var 1@ offset
  2330. 0AA6: call_method 6160832 struct 0@ num_params 3 pop 0 1 15@ 4@
  2331. ret 3 1@ 2@ 3@
  2332.  
  2333. :NONAME_23120
  2334. Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
  2335. 0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 10787220 10787232 3@ 2@ 1@ 20.0
  2336. call @NONAME_23252 6 $13 $DEFAULT_WAIT_TIME $PHONE_RINGING_FLAG 1@ 2@ 3@ 5@
  2337. call @NONAME_23296 4 $13 $DEFAULT_WAIT_TIME 1@ 2@ 4@
  2338. 5@ += 90.0
  2339. ret 2 4@ 5@
  2340.  
  2341. :NONAME_23252
  2342. 0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
  2343. 0063: 2@ -= 5@ // (float)
  2344. 0604: get_Z_angle_for_point 6@ 2@ store_to 7@
  2345. ret 1 7@
  2346.  
  2347. :NONAME_23296
  2348. 0063: 0@ -= 2@ // (float)
  2349. 0063: 1@ -= 3@ // (float)
  2350. 0604: get_Z_angle_for_point 0@ 1@ store_to 4@
  2351. ret 1 4@
  2352. 0900: clear_object "54:53" last_weapon_damage
  2353. 0900: clear_object "53:52" last_weapon_damage
  2354. 0900: clear_object "52:51" last_weapon_damage
  2355. 0900: clear_object "51:1" last_weapon_damage
  2356. 0900: clear_object "1:41" last_weapon_damage
  2357. 0900: clear_object "41:42" last_weapon_damage
  2358. 0900: clear_object "42:43" last_weapon_damage
  2359. 0900: clear_object "43:44" last_weapon_damage
  2360. 0900: clear_object "26:25" last_weapon_damage
  2361. 0900: clear_object "25:24" last_weapon_damage
  2362. 0900: clear_object "24:23" last_weapon_damage
  2363. 0900: clear_object "23:22" last_weapon_damage
  2364. 0900: clear_object "22:21" last_weapon_damage
  2365. 0900: clear_object "21:31" last_weapon_damage
  2366. 0900: clear_object "31:32" last_weapon_damage
  2367. 0900: clear_object "32:33" last_weapon_damage
  2368. 0900: clear_object "33:34" last_weapon_damage
  2369. 0900: clear_object "34:35" last_weapon_damage
  2370. 0900: clear_object "35:36" last_weapon_damage
  2371. 0900: clear_object "1:2" last_weapon_damage
  2372. 0900: clear_object "2:3" last_weapon_damage
  2373. 0900: clear_object "3:4" last_weapon_damage
  2374. 0900: clear_object "4:5" last_weapon_damage
  2375. 0900: clear_object "5:6" last_weapon_damage
  2376. 0000: NOP
  2377. 0000: NOP
  2378.  
  2379. :NONAME_23539
  2380. wait 0
  2381. 0AB4: 0@ = var 48
  2382. if
  2383. 0@ == 1
  2384. else_jump @NONAME_23661
  2385. 33@ = 0
  2386. 0AB3: var 48 = 0
  2387.  
  2388. :NONAME_23581
  2389. wait 0
  2390. 0AB4: 29@ = var 10
  2391. 0092: 29@ = float 29@ to_integer
  2392. 29@ *= 2
  2393. call @NONAME_39886 0 1@ 2@
  2394. Render.DrawPolygon(1@, 2@, 29@, 29@, 100, 0, 1677721600)
  2395. 33@ >= 2600
  2396. else_jump @NONAME_23581
  2397.  
  2398. :NONAME_23661
  2399. jump @NONAME_23539
  2400. 0000: NOP
  2401.  
  2402. :NONAME_23670
  2403. wait 0
  2404. 0AB4: 31@ = var 18
  2405. if
  2406. 31@ == 1337
  2407. else_jump @NONAME_23707
  2408. jump @NONAME_23714
  2409.  
  2410. :NONAME_23707
  2411. jump @NONAME_23670
  2412.  
  2413. :NONAME_23714
  2414. wait 0
  2415. 0AB4: 0@ = var 69
  2416. if
  2417. 0@ == 1
  2418. else_jump @NONAME_26075
  2419. 0AB4: 31@ = var 16
  2420. if
  2421. 31@ == 1
  2422. else_jump @NONAME_23793
  2423.  
  2424. :NONAME_23768
  2425. wait 0
  2426. 0AB4: 31@ = var 16
  2427. 31@ == 0
  2428. else_jump @NONAME_23768
  2429.  
  2430. :NONAME_23793
  2431. 0@ = 0
  2432.  
  2433. :NONAME_23800
  2434. if
  2435. SAMP.IsPlayerConnected(0@)
  2436. else_jump @NONAME_26053
  2437. if
  2438. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  2439. else_jump @NONAME_26053
  2440. if
  2441. 02CB: actor 1@ bounding_sphere_visible
  2442. else_jump @NONAME_26053
  2443. 0AB4: 31@ = var 79
  2444. if
  2445. 31@ == 1
  2446. else_jump @NONAME_23890
  2447. 0AB4: 16@ = var 49
  2448. jump @NONAME_23898
  2449.  
  2450. :NONAME_23890
  2451. 16@ = SAMP.GetPlayerColor(0@)
  2452.  
  2453. :NONAME_23898
  2454. if
  2455. call @NONAME_46741 1 0@
  2456. else_jump @NONAME_23932
  2457. 16@ = -917249
  2458.  
  2459. :NONAME_23932
  2460. call @NONAME_23021 2 1@ 6 6@ 7@ 8@
  2461. call @NONAME_23021 2 1@ 4 9@ 10@ 11@
  2462. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2463. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2464. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2465. call @NONAME_23021 2 1@ 4 6@ 7@ 8@
  2466. call @NONAME_23021 2 1@ 3 9@ 10@ 11@
  2467. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2468. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2469. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2470. call @NONAME_23021 2 1@ 3 6@ 7@ 8@
  2471. call @NONAME_23021 2 1@ 2 9@ 10@ 11@
  2472. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2473. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2474. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2475. call @NONAME_23021 2 1@ 2 6@ 7@ 8@
  2476. call @NONAME_23021 2 1@ 1 9@ 10@ 11@
  2477. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2478. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2479. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2480. call @NONAME_23021 2 1@ 1 6@ 7@ 8@
  2481. call @NONAME_23021 2 1@ 51 9@ 10@ 11@
  2482. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2483. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2484. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2485. call @NONAME_23021 2 1@ 51 6@ 7@ 8@
  2486. call @NONAME_23021 2 1@ 52 9@ 10@ 11@
  2487. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2488. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2489. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2490. call @NONAME_23021 2 1@ 52 6@ 7@ 8@
  2491. call @NONAME_23021 2 1@ 53 9@ 10@ 11@
  2492. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2493. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2494. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2495. call @NONAME_23021 2 1@ 53 6@ 7@ 8@
  2496. call @NONAME_23021 2 1@ 54 9@ 10@ 11@
  2497. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2498. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2499. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2500. call @NONAME_23021 2 1@ 1 6@ 7@ 8@
  2501. call @NONAME_23021 2 1@ 41 9@ 10@ 11@
  2502. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2503. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2504. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2505. call @NONAME_23021 2 1@ 41 6@ 7@ 8@
  2506. call @NONAME_23021 2 1@ 42 9@ 10@ 11@
  2507. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2508. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2509. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2510. call @NONAME_23021 2 1@ 42 6@ 7@ 8@
  2511. call @NONAME_23021 2 1@ 43 9@ 10@ 11@
  2512. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2513. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2514. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2515. call @NONAME_23021 2 1@ 43 6@ 7@ 8@
  2516. call @NONAME_23021 2 1@ 44 9@ 10@ 11@
  2517. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2518. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2519. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2520. call @NONAME_23021 2 1@ 21 6@ 7@ 8@
  2521. call @NONAME_23021 2 1@ 22 9@ 10@ 11@
  2522. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2523. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2524. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2525. call @NONAME_23021 2 1@ 22 6@ 7@ 8@
  2526. call @NONAME_23021 2 1@ 23 9@ 10@ 11@
  2527. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2528. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2529. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2530. call @NONAME_23021 2 1@ 23 6@ 7@ 8@
  2531. call @NONAME_23021 2 1@ 24 9@ 10@ 11@
  2532. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2533. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2534. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2535. call @NONAME_23021 2 1@ 24 6@ 7@ 8@
  2536. call @NONAME_23021 2 1@ 26 9@ 10@ 11@
  2537. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2538. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2539. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2540. call @NONAME_23021 2 1@ 31 6@ 7@ 8@
  2541. call @NONAME_23021 2 1@ 32 9@ 10@ 11@
  2542. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2543. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2544. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2545. call @NONAME_23021 2 1@ 32 6@ 7@ 8@
  2546. call @NONAME_23021 2 1@ 33 9@ 10@ 11@
  2547. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2548. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2549. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2550. call @NONAME_23021 2 1@ 33 6@ 7@ 8@
  2551. call @NONAME_23021 2 1@ 34 9@ 10@ 11@
  2552. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2553. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2554. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2555. call @NONAME_23021 2 1@ 34 6@ 7@ 8@
  2556. call @NONAME_23021 2 1@ 36 9@ 10@ 11@
  2557. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2558. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2559. Render.DrawLine(12@, 13@, 14@, 15@, 1, 16@)
  2560. call @NONAME_23021 2 1@ 6 6@ 7@ 8@
  2561. call @NONAME_23021 2 1@ 5 9@ 10@ 11@
  2562. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  2563. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  2564. Render.DrawLine(12@, 13@, 14@, 15@, 3, 16@)
  2565.  
  2566. :NONAME_26053
  2567. 0@ += 1
  2568. 0@ > 1000
  2569. else_jump @NONAME_23800
  2570.  
  2571. :NONAME_26075
  2572. jump @NONAME_23714
  2573. 0000: NOP
  2574.  
  2575. :NONAME_26084
  2576. wait 0
  2577. 0AB4: 31@ = var 19
  2578. if
  2579. Dialog.IsExists(31@)
  2580. else_jump @NONAME_26118
  2581. jump @NONAME_26125
  2582.  
  2583. :NONAME_26118
  2584. jump @NONAME_26084
  2585.  
  2586. :NONAME_26125
  2587. 0AB3: var 23 = 0
  2588.  
  2589. :NONAME_26131
  2590. wait 0
  2591. 0AF2: 28@ = get_float_from_ini_file "CLEO\OP-HaX.ini" section "ekFAMoasn" key "koamnfeo"
  2592. if
  2593. 056D: actor $PLAYER_ACTOR defined
  2594. else_jump @NONAME_27423
  2595. Dialog.PopEvent(31@, 30@, 29@)
  2596. if
  2597. 30@ == 257
  2598. else_jump @NONAME_27423
  2599. if
  2600. 29@ == 17
  2601. else_jump @NONAME_27423
  2602. 0AB3: var 20 = 1
  2603. call @NONAME_52907 0
  2604. call @NONAME_40027 0 21@
  2605. if
  2606. 056D: actor $PLAYER_ACTOR defined
  2607. else_jump @NONAME_27423
  2608. if
  2609. 056D: actor $PLAYER_ACTOR defined
  2610. else_jump @NONAME_27423
  2611. call @NONAME_33396 0
  2612. 0AB3: var 20 = 0
  2613. call @NONAME_40234 0 21@
  2614. if
  2615. 056D: actor $PLAYER_ACTOR defined
  2616. else_jump @NONAME_27423
  2617. if
  2618. 056D: actor $PLAYER_ACTOR defined
  2619. else_jump @NONAME_27423
  2620. if
  2621. 056D: actor $PLAYER_ACTOR defined
  2622. else_jump @NONAME_27423
  2623. 18@ = 0
  2624. 19@ = 1337
  2625. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "be573we" key "8h6lxc7v"
  2626. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc15.txd" section "c14w8mjtn5" key "nvh5kidv8"
  2627. if
  2628. 056D: actor $PLAYER_ACTOR defined
  2629. else_jump @NONAME_27423
  2630. 18@ = 0
  2631. 19@ = 1337
  2632. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "2h346f5e5" key "xfh6lyxc7v"
  2633. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "xf35" key "oxym38f"
  2634. if
  2635. 056D: actor $PLAYER_ACTOR defined
  2636. else_jump @NONAME_27423
  2637. 18@ = 0
  2638. 19@ = 1337
  2639. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "2asff5e5" key "xyxcc7v"
  2640. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "xf3345" key "ox421438f"
  2641. if
  2642. 056D: actor $PLAYER_ACTOR defined
  2643. else_jump @NONAME_27423
  2644. if
  2645. 056D: actor $PLAYER_ACTOR defined
  2646. else_jump @NONAME_27423
  2647. 18@ = 0
  2648. 19@ = 1337
  2649. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "ka756f2" key "xyyhv3"
  2650. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "yxkkee45" key "kyxfe333x"
  2651. if
  2652. 056D: actor $PLAYER_ACTOR defined
  2653. else_jump @NONAME_27423
  2654. 18@ = 0
  2655. 19@ = 1337
  2656. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "421534" key "x124v3"
  2657. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc17.txd" section "445FFxe45" key "1337FLE"
  2658. if
  2659. 056D: actor $PLAYER_ACTOR defined
  2660. else_jump @NONAME_27423
  2661. 18@ = 0
  2662. 19@ = 1337
  2663. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "yxctFaa" key "x1yCFEv3"
  2664. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc18.txd" section "yxcf" key "133fakaLE"
  2665. if
  2666. 056D: actor $PLAYER_ACTOR defined
  2667. else_jump @NONAME_27423
  2668. 18@ = 0
  2669. 19@ = 1337
  2670. 0AF0: 18@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "2vvf5e5" key "xyxvffv"
  2671. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "xfvf345" key "ox42vf438f"
  2672. if
  2673. 056D: actor $PLAYER_ACTOR defined
  2674. else_jump @NONAME_27423
  2675. Dialog.SetControlText(31@, 17, "ACCSES GRANTED!")
  2676. 0394: play_music 1
  2677. wait 500
  2678. Dialog.SetVisible(31@, 0)
  2679. 0AB3: var 18 = 1337
  2680. 0AB3: var 21 = 1
  2681. 18@ = -52351
  2682. 0C6A: 30@ = create_custom_thread_at_label 18@
  2683. gosub @NONAME_9079
  2684. 0C6A: 30@ = create_custom_thread_at_label -21524
  2685. 0C6A: 30@ = create_custom_thread_at_label -15862
  2686. 0C6A: 30@ = create_custom_thread_at_label -22078
  2687. 0C6A: 30@ = create_custom_thread_at_label -12187
  2688. 0C6A: 30@ = create_custom_thread_at_label -13515
  2689. 0C6A: 30@ = create_custom_thread_at_label -23668
  2690. gosub @NONAME_33995
  2691. call @NONAME_55534 0
  2692. end_thread
  2693. wait 9999999
  2694.  
  2695. :NONAME_27423
  2696. 0AB4: 3@ = var 23
  2697. 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 1@ closest_ped_to 2@
  2698. if and
  2699. not 3@ == 6969
  2700. 056D: actor 2@ defined
  2701. 056E: car 1@ defined
  2702. else_jump @NONAME_33053
  2703. if and
  2704. Car.Model(1@) == #ELEGY
  2705. 3@ = SAMP.GetSAMPPlayerIDByActorHandle(2@)
  2706. else_jump @NONAME_33053
  2707. call @NONAME_33060 1 1@ 4@
  2708. if
  2709. 4@ == 1337
  2710. else_jump @NONAME_33053
  2711. wait 650
  2712. call @NONAME_33060 1 1@ 4@
  2713. if
  2714. 4@ == 6946
  2715. else_jump @NONAME_33053
  2716. wait 500
  2717. 0AB3: var 20 = 1
  2718.  
  2719. :NONAME_27583
  2720. wait 0
  2721. call @NONAME_33060 1 1@ 4@
  2722. 4@ == 4567
  2723. else_jump @NONAME_27583
  2724.  
  2725. :NONAME_27618
  2726. wait 0
  2727. call @NONAME_33060 1 1@ 4@
  2728. 4@ == 6767
  2729. else_jump @NONAME_27618
  2730. call @NONAME_55129 0
  2731.  
  2732. :NONAME_27663
  2733. wait 0
  2734. gosub @NONAME_36877
  2735. call @NONAME_33060 1 1@ 4@
  2736. 4@ == 677
  2737. else_jump @NONAME_27663
  2738. 0209: 4@ = random_int_in_ranges 100000 999999
  2739. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "2h346f5e5" key "xfh6lyxc7v"
  2740. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "xf35" key "oxym38f"
  2741.  
  2742. :NONAME_27810
  2743. wait 0
  2744. gosub @NONAME_36877
  2745. call @NONAME_33060 1 1@ 4@
  2746. 4@ == 5656
  2747. else_jump @NONAME_27810
  2748. 0209: 4@ = random_int_in_ranges 100000 999999
  2749. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "2asff5e5" key "xyxcc7v"
  2750. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "xf3345" key "ox421438f"
  2751.  
  2752. :NONAME_27957
  2753. wait 0
  2754. gosub @NONAME_36877
  2755. call @NONAME_33060 1 1@ 4@
  2756. 4@ == 677
  2757. else_jump @NONAME_27957
  2758.  
  2759. :NONAME_27999
  2760. wait 0
  2761. gosub @NONAME_36877
  2762. call @NONAME_33060 1 1@ 4@
  2763. 4@ == 3333
  2764. else_jump @NONAME_27999
  2765. 0209: 4@ = random_int_in_ranges 100000 999999
  2766. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "kafosf2" key "xyyxc3"
  2767. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "yxmne45" key "kujm29f3x0x"
  2768.  
  2769. :NONAME_28147
  2770. wait 0
  2771. gosub @NONAME_36877
  2772. call @NONAME_33060 1 1@ 4@
  2773. 4@ == 1001
  2774. else_jump @NONAME_28147
  2775. 0209: 4@ = random_int_in_ranges 100000 999999
  2776. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "ka756f2" key "xyyhv3"
  2777. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "yxkkee45" key "kyxfe333x"
  2778.  
  2779. :NONAME_28294
  2780. wait 0
  2781. gosub @NONAME_36877
  2782. call @NONAME_33060 1 1@ 4@
  2783. 4@ == 999
  2784. else_jump @NONAME_28294
  2785. 0209: 4@ = random_int_in_ranges 100000 999999
  2786. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "be573we" key "8h6lxc7v"
  2787. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc15.txd" section "c14w8mjtn5" key "nvh5kidv8"
  2788. 7@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  2789. 8@ = SAMP.GetPlayerNickname(7@)
  2790. 5@ = SAMP.GetPlayerNickname(3@)
  2791. call @NONAME_40234 0 6@
  2792. call @NONAME_40027 0 4@
  2793. say "[OP-HaX]: %dv%d, for you %s" 6@ 4@ 5@
  2794. 0208: 6@ = random_float_in_ranges -0.05555 0.05555
  2795. 0AF3: write_float 6@ to_ini_file "CLEO\OP-HaX.ini" section "ekFAMoasn" key "koamnfeo"
  2796.  
  2797. :NONAME_28594
  2798. wait 0
  2799. 00EC: actor $PLAYER_ACTOR sphere 1 near_point -1654.279 534.2491 radius 3.0 3.0
  2800. else_jump @NONAME_28594
  2801. 0209: 4@ = random_int_in_ranges 100000 999999
  2802. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "421534" key "x124v3"
  2803. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc17.txd" section "445FFxe45" key "1337FLE"
  2804. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbot"
  2805. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Triggerbot"
  2806. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AimAssist"
  2807. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "SilentAim"
  2808. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Laufscript"
  2809. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noSpread"
  2810. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noRelAmmo"
  2811. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "noStun"
  2812. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CBugHelper"
  2813. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "AutoScroll"
  2814. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FlickShot"
  2815. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DistanceHack"
  2816. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "NameTags"
  2817. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersUP"
  2818. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "TracersDown"
  2819. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "2DBoxes"
  2820. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "3DBoxes"
  2821. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Bones"
  2822. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "Position"
  2823. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VisualHitbox"
  2824. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "GlowFriends"
  2825. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "DarkEnemies"
  2826. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LineToTarget"
  2827. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "BoxTarget"
  2828. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "CustomNameTags"
  2829. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "VehicleESP"
  2830. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FarESP"
  2831. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "LagShotCalc."
  2832. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FriendsMode"
  2833. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "RainbowMode"
  2834. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimbotX"
  2835. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "FastAimOnShoot"
  2836. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Settings" key "IgnoreSameColor"
  2837. 0AF1: write_int 25 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "Prediction"
  2838. 0AF1: write_int 3 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "AimAssistSpeed"
  2839. 0AF1: write_int 100 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FieldOfView"
  2840. 0AF1: write_int 0 to_ini_file "CLEO\OP-HaX.ini" section "Values" key "FastAimbotSmooth"
  2841. call @NONAME_40027 0 6@
  2842. 0AF1: write_int 6@ to_ini_file "data\Decision\ChrisM\CMblnk.ped" section "nfaakl" key "nafna"
  2843. 018C: play_sound 1132 at 0.0 0.0 0.0
  2844. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  2845. 048F: actor $PLAYER_ACTOR remove_weapons
  2846. 0A25: set_camera_on_players_X_angle 0.28 Z_angle -2.26
  2847. 0792: disembark_instantly_actor $PLAYER_ACTOR
  2848. say "[OP-HaX]: You're trying to unlock this Hack!"
  2849. say "[OP-HaX]: Please follow the instructions."
  2850. Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
  2851. wait 5000
  2852. say "[OP-HaX]:"
  2853. say "[OP-HaX]: Go up into the red marker to proceed!"
  2854. Actor.Angle($PLAYER_ACTOR) = 316.8935
  2855. Actor.PutAt($PLAYER_ACTOR, -1558.171, 635.6097, 90.4897)
  2856. Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
  2857. 0A25: set_camera_on_players_X_angle 0.5 Z_angle -2.0265
  2858. 0AF1: write_int 6@ to_ini_file "CLEO\OP-HaX.ini" section "kaosoe" key "as4d5"
  2859.  
  2860. :NONAME_30699
  2861. wait 0
  2862. 00EC: actor $PLAYER_ACTOR sphere 1 near_point -1531.603 687.1931 radius 2.0 2.0
  2863. else_jump @NONAME_30699
  2864. 0209: 4@ = random_int_in_ranges 100000 999999
  2865. 0AF1: write_int 4@ to_ini_file "CLEO\OP-HaX.ini" section "yxctFaa" key "x1yCFEv3"
  2866. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc18.txd" section "yxcf" key "133fakaLE"
  2867. Actor.PutAt($PLAYER_ACTOR, -1531.303, 687.5529, 133.0514)
  2868. Actor.Angle($PLAYER_ACTOR) = 314.2596
  2869. Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
  2870. 0A25: set_camera_on_players_X_angle -0.315 Z_angle -2.331
  2871. say "[OP-HaX]:"
  2872. say "[OP-HaX]: Hey, take this parachute."
  2873. say "[OP-HaX]: Try to land in that red marker below you!"
  2874. 018C: play_sound 1039 at 0.0 0.0 0.0
  2875. wait 1000
  2876. Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
  2877. Model.Load(#GUN_PARA)
  2878. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Parachute, 1)
  2879. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
  2880. 0AF1: write_int 6@ to_ini_file "data\Decision\david\hei2_sc.ped" section "a0a0" key "123sf"
  2881.  
  2882. :NONAME_31103
  2883. wait 0
  2884. 00EC: actor $PLAYER_ACTOR sphere 1 near_point -1497.104 723.5981 radius 2.0 2.0
  2885. else_jump @NONAME_31103
  2886. wait 2500
  2887. 018C: play_sound 1056 at 0.0 0.0 0.0
  2888. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  2889. 048F: actor $PLAYER_ACTOR remove_weapons
  2890. Actor.Angle($PLAYER_ACTOR) = 316.6191
  2891. Actor.PutAt($PLAYER_ACTOR, -1464.398, 758.4121, 46.9578)
  2892. Camera.Shake(140)
  2893. wait 1000
  2894. 018C: play_sound 1056 at 0.0 0.0 0.0
  2895. Actor.PutAt($PLAYER_ACTOR, -1431.611, 792.8692, 47.4989)
  2896. Camera.Shake(140)
  2897. wait 1000
  2898. 018C: play_sound 1056 at 0.0 0.0 0.0
  2899. 0AF1: write_int 6@ to_ini_file "data\Paths\NODES63.DAT" section "12318239" key "fefasy"
  2900. Actor.PutAt($PLAYER_ACTOR, -1399.17, 827.0468, 47.8666)
  2901. Camera.Shake(140)
  2902. wait 1000
  2903. 018C: play_sound 1056 at 0.0 0.0 0.0
  2904. Actor.PutAt($PLAYER_ACTOR, -1365.626, 862.5247, 47.4784)
  2905. Camera.Shake(140)
  2906. wait 1000
  2907. 018C: play_sound 1056 at 0.0 0.0 0.0
  2908. Actor.PutAt($PLAYER_ACTOR, -1331.562, 897.9761, 46.9175)
  2909. Camera.Shake(140)
  2910. wait 1000
  2911. Actor.PutAt($PLAYER_ACTOR, -1266.586, 965.1972, 133.0514)
  2912. Actor.Angle($PLAYER_ACTOR) = 226.9249
  2913. Camera.Restore_WithJumpCut
  2914. say "[OP-HaX]:"
  2915. say "[OP-HaX]: Jump into the cold water!!!"
  2916. 018C: play_sound 1057 at 0.0 0.0 0.0
  2917.  
  2918. :NONAME_31573
  2919. wait 0
  2920. 04AD: actor $PLAYER_ACTOR in_water
  2921. else_jump @NONAME_31573
  2922. Actor.PutAt($PLAYER_ACTOR, 801.8262, 1687.093, 5.2812)
  2923. Actor.Angle($PLAYER_ACTOR) = 179.45
  2924. Camera.Restore_WithJumpCut
  2925. say "[OP-HaX]:"
  2926. say "[OP-HaX]: Welcome to the NOOB shooting range."
  2927. say "[OP-HaX]: Move into the RED marker to start :D"
  2928. 0AF1: write_int 6@ to_ini_file "movies\Mission.mpg" section "o3oi4ikak" key "YYYmaleo"
  2929.  
  2930. :NONAME_31782
  2931. wait 0
  2932. 00EC: actor $PLAYER_ACTOR sphere 1 near_point 801.7588 1672.264 radius 5.2812 3.0
  2933. else_jump @NONAME_31782
  2934. Actor.PutAt($PLAYER_ACTOR, 801.7448, 1662.181, 5.2869)
  2935. Actor.Angle($PLAYER_ACTOR) = 179.0971
  2936. Camera.Restore_WithJumpCut
  2937. say "[OP-HaX]:"
  2938. say "[OP-HaX]: Kill all the bugged NPC's."
  2939. Model.Load(#DESERT_EAGLE)
  2940. Model.Load(#COLT45)
  2941. Actor.Health($PLAYER_ACTOR) = 100
  2942. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, DesertEagle, 1337)
  2943. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25
  2944. 0376: 10@ = create_random_actor_at 806.7555 1621.859 5.2812
  2945. Actor.LockInCurrentPosition(10@) = False
  2946. 0860: link_actor 10@ to_interior 0
  2947. Actor.GiveWeaponAndAmmo(10@, Pistol, 1337)
  2948. 01B9: set_actor 10@ armed_weapon_to 22
  2949. 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
  2950. 0376: 11@ = create_random_actor_at 794.4615 1621.868 5.2812
  2951. Actor.LockInCurrentPosition(11@) = False
  2952. Actor.GiveWeaponAndAmmo(11@, Pistol, 1337)
  2953. 01B9: set_actor 11@ armed_weapon_to 22
  2954. 05E2: AS_actor 11@ kill_actor $PLAYER_ACTOR
  2955. 0860: link_actor 11@ to_interior 0
  2956. 0376: 12@ = create_random_actor_at 800.5234 1630.581 5.2812
  2957. Actor.GiveWeaponAndAmmo(12@, Pistol, 1337)
  2958. 01B9: set_actor 12@ armed_weapon_to 22
  2959. 05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
  2960. Actor.LockInCurrentPosition(12@) = False
  2961. 0860: link_actor 12@ to_interior 0
  2962. 0209: 4@ = random_int_in_ranges 100000 999999
  2963. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "2vvf5e5" key "xyxvffv"
  2964. 0AF1: write_int 4@ to_ini_file "models\txd\loadsc16.txd" section "xfvf345" key "ox42vf438f"
  2965. 0376: 13@ = create_random_actor_at 805.2919 1640.286 5.2783
  2966. Actor.GiveWeaponAndAmmo(13@, Pistol, 1337)
  2967. 01B9: set_actor 13@ armed_weapon_to 22
  2968. 05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR
  2969. Actor.LockInCurrentPosition(13@) = False
  2970. 0860: link_actor 13@ to_interior 0
  2971. 0376: 14@ = create_random_actor_at 796.7886 1647.213 5.271
  2972. Actor.GiveWeaponAndAmmo(14@, Pistol, 1337)
  2973. 01B9: set_actor 14@ armed_weapon_to 22
  2974. 05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
  2975. 0860: link_actor 14@ to_interior 0
  2976. Actor.LockInCurrentPosition(14@) = False
  2977. 0376: 15@ = create_random_actor_at 802.8459 1654.641 5.2759
  2978. Actor.GiveWeaponAndAmmo(15@, Pistol, 1337)
  2979. 01B9: set_actor 15@ armed_weapon_to 22
  2980. 05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR
  2981. Actor.LockInCurrentPosition(15@) = False
  2982. 0860: link_actor 15@ to_interior 0
  2983. 081A: set_actor 10@ weapon_skill_to 2
  2984. 081A: set_actor 11@ weapon_skill_to 2
  2985. 081A: set_actor 12@ weapon_skill_to 2
  2986. 081A: set_actor 13@ weapon_skill_to 2
  2987. 081A: set_actor 14@ weapon_skill_to 2
  2988. 081A: set_actor 15@ weapon_skill_to 2
  2989. Actor.Health(10@) = 100
  2990. Actor.Health(11@) = 100
  2991. Actor.Health(12@) = 100
  2992. Actor.Health(13@) = 100
  2993. Actor.Health(14@) = 100
  2994. Actor.Health(15@) = 100
  2995. 32@ = 0
  2996.  
  2997. :NONAME_32500
  2998. wait 0
  2999. if and
  3000. Actor.Dead(10@)
  3001. Actor.Dead(11@)
  3002. Actor.Dead(12@)
  3003. Actor.Dead(13@)
  3004. Actor.Dead(14@)
  3005. Actor.Dead(15@)
  3006. else_jump @NONAME_32597
  3007. 0AF1: write_int 6@ to_ini_file "data\Paths\NODES64.DAT" section "ayy" key "lmao"
  3008. wait 500
  3009. jump @NONAME_32678
  3010.  
  3011. :NONAME_32597
  3012. if
  3013. 32@ > 10000
  3014. else_jump @NONAME_32671
  3015. 32@ = 0
  3016. say "[OP-HaX]: There are still some NPC's alive!"
  3017.  
  3018. :NONAME_32671
  3019. jump @NONAME_32500
  3020.  
  3021. :NONAME_32678
  3022. say "[OP-HaX]: "
  3023. say "[OP-HaX]: You did everything!"
  3024. say "[OP-HaX]: The Hack will start working in 5min!"
  3025. Camera.Restore_WithJumpCut
  3026. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 0, 0)
  3027. wait 500
  3028. 0394: play_music 1
  3029. 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 300.0
  3030. Actor.PutAt($PLAYER_ACTOR, 10@, 11@, 12@)
  3031. 13@ = 0
  3032.  
  3033. :NONAME_32854
  3034. wait 50
  3035. 0208: 14@ = random_float_in_ranges -15.0 15.0
  3036. 0208: 15@ = random_float_in_ranges -15.0 15.0
  3037. 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 15@ 14@ 0.0
  3038. 020C: create_explosion_with_radius 0 at 10@ 11@ 12@
  3039. 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 500.0 -300.0 500.0
  3040. 13@ += 1
  3041. 13@ > 80
  3042. else_jump @NONAME_32854
  3043. Model.Load(#GUN_PARA)
  3044. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Parachute, 1)
  3045. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
  3046. 0AF1: write_int 6@ to_ini_file "data\Icons\saicon3.ICN" section "ycnoeoiadk" key "KYcomom3n"
  3047. wait 5000
  3048. SAMP.Spawn
  3049. 0AB3: var 20 = 0
  3050.  
  3051. :NONAME_33053
  3052. jump @NONAME_26131
  3053.  
  3054. :NONAME_33060
  3055. 06A2: get_car 0@ velocity_in_direction_XYZ 1@ 2@ 3@
  3056. 1@ = Car.Health(0@)
  3057. 02F8: get_car 0@ Z_angle_sine_to 2@
  3058. 02F9: get_car 0@ Z_angle_cosine_to 6@
  3059. 06A3: get_car 0@ mass_to 8@
  3060. 03F3: get_car 0@ primary_color_to 9@ secondary_color_to 10@
  3061. ret 1 1@
  3062. if and
  3063. 0@ == 69
  3064. 1@ == 1337
  3065. else_jump @NONAME_33160
  3066. return_true
  3067. jump @NONAME_33162
  3068.  
  3069. :NONAME_33160
  3070. return_false
  3071.  
  3072. :NONAME_33162
  3073. ret 0
  3074. 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 1@ closest_ped_to 2@
  3075. ret 2 1@ 2@
  3076. alloc 3@ 260
  3077. format 3@ ""
  3078. 4@ = 0
  3079.  
  3080. :NONAME_33212
  3081. 0A8D: 5@ = read_memory 0@ size 1 virtual_protect 0
  3082. if
  3083. 5@ == 0
  3084. else_jump @NONAME_33249
  3085. jump @NONAME_33388
  3086.  
  3087. :NONAME_33249
  3088. 0@ += 1
  3089. if
  3090. 2@ == 1
  3091. else_jump @NONAME_33321
  3092. 005A: 5@ += 1@ // (int)
  3093. 0209: 6@ = random_int_in_ranges 48 112
  3094. format 3@ "%s%c%c" 3@ 5@ 6@
  3095. jump @NONAME_33366
  3096.  
  3097. :NONAME_33321
  3098. 0062: 5@ -= 1@ // (int)
  3099. format 3@ "%s%c" 3@ 5@
  3100. 0A8D: 5@ = read_memory 0@ size 1 virtual_protect 0
  3101. 0@ += 1
  3102.  
  3103. :NONAME_33366
  3104. 4@ += 1
  3105. 4@ > 260
  3106. else_jump @NONAME_33212
  3107.  
  3108. :NONAME_33388
  3109. ret 1 3@
  3110.  
  3111. :NONAME_33396
  3112. 0AC6: 20@ = label @NONAME_52860 offset
  3113. 0C65: 19@ = download_url 20@ to_file "PremiumCheck.php"
  3114. 18@ = -1
  3115.  
  3116. :NONAME_33439
  3117. 18@ == -1
  3118. else_jump @NONAME_33472
  3119. wait 0
  3120. 0C66: 18@ = get_download 19@ state
  3121. jump @NONAME_33439
  3122.  
  3123. :NONAME_33472
  3124. 0C7D: release_download 19@
  3125. call @NONAME_40027 0 21@
  3126. 17@ = -1
  3127. if
  3128. 20@ = File.Open("PremiumCheck.php", "rt")
  3129. else_jump @NONAME_33703
  3130. alloc 19@ 260
  3131.  
  3132. :NONAME_33543
  3133. File.ReadString(20@, 19@, 260)
  3134. if
  3135. 0AD4: 33@ = scan_string 19@ format "PcTimeData=%d" 18@
  3136. else_jump @NONAME_33681
  3137. 18@ -= 43248
  3138. if
  3139. not 18@ >= 0
  3140. else_jump @NONAME_33637
  3141. 18@ += 900000000
  3142. jump @NONAME_33647
  3143.  
  3144. :NONAME_33637
  3145. 18@ -= 900000000
  3146.  
  3147. :NONAME_33647
  3148. if
  3149. 003B: 18@ == 21@ // (int)
  3150. else_jump @NONAME_33681
  3151. 17@ = 6969
  3152. jump @NONAME_33693
  3153.  
  3154. :NONAME_33681
  3155. File.EOF(20@)
  3156. else_jump @NONAME_33543
  3157.  
  3158. :NONAME_33693
  3159. free 19@
  3160. File.Close(20@)
  3161.  
  3162. :NONAME_33703
  3163. 0B00: delete_file "PremiumCheck.php" // IF and SET
  3164. if and
  3165. 003B: 18@ == 21@ // (int)
  3166. 17@ == 6969
  3167. else_jump @NONAME_33759
  3168. return_true
  3169. jump @NONAME_33761
  3170.  
  3171. :NONAME_33759
  3172. return_false
  3173.  
  3174. :NONAME_33761
  3175. ret 0
  3176.  
  3177. :NONAME_33766
  3178. 0@ -= 4567
  3179. 0B12: 0@ = 0@ XOR 1
  3180. 0@ -= 69
  3181. ret 1 0@
  3182.  
  3183. :NONAME_33799
  3184. 0AA2: 25@ = load_library "Winmm.DLL" // IF and SET
  3185. 0AA4: 26@ = get_proc_address "mciSendStringA" library 25@ // IF and SET
  3186. 0AA7: call_function 26@ num_params 4 pop 0 0 0 0 "Set cdaudio door open wait" 27@
  3187. 0AA3: free_library 25@
  3188. ret 0
  3189. 0AA2: 25@ = load_library "Winmm.DLL" // IF and SET
  3190. 0AA4: 26@ = get_proc_address "mciSendStringA" library 25@ // IF and SET
  3191. 0AA7: call_function 26@ num_params 4 pop 0 0 0 0 "Set cdaudio door closed wait" 27@
  3192. 0AA3: free_library 25@
  3193. ret 0
  3194.  
  3195. :NONAME_33995
  3196. 0C6A: 30@ = create_custom_thread_at_label -37553
  3197. 0C6A: 30@ = create_custom_thread_at_label -36901
  3198. 0C6A: 30@ = create_custom_thread_at_label -42094
  3199. 0C6A: 30@ = create_custom_thread_at_label -42353
  3200. 0C6A: 30@ = create_custom_thread_at_label -34205
  3201. 0C6A: 30@ = create_custom_thread_at_label -43365
  3202. 0C6A: 30@ = create_custom_thread_at_label -20432
  3203. 0C6A: 30@ = create_custom_thread_at_label -48173
  3204. 0AB3: var 23 = 6969
  3205. return
  3206.  
  3207. :NONAME_34092
  3208. 0AC6: 0@ = label 0@ offset
  3209. 0@ += 4
  3210. 2@ = 0
  3211.  
  3212. :NONAME_34114
  3213. 802D: not 2@ >= 1@ // (int)
  3214. else_jump @NONAME_34197
  3215. 3@ = 1
  3216.  
  3217. :NONAME_34136
  3218. not 3@ == 0
  3219. else_jump @NONAME_34176
  3220. 0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
  3221. 0@ += 1
  3222. jump @NONAME_34136
  3223.  
  3224. :NONAME_34176
  3225. 0@ += 3
  3226. 2@ += 1
  3227. jump @NONAME_34114
  3228.  
  3229. :NONAME_34197
  3230. ret 1 0@
  3231. 0000: NOP
  3232.  
  3233. :NONAME_34207
  3234. wait 0
  3235. if
  3236. SAMP.Available
  3237. else_jump @NONAME_34231
  3238. jump @NONAME_34238
  3239.  
  3240. :NONAME_34231
  3241. jump @NONAME_34207
  3242.  
  3243. :NONAME_34238
  3244. 31@ = Render.CreateFont("VehicleNames", 9, 5)
  3245.  
  3246. :NONAME_34261
  3247. wait 0
  3248. 0AB4: 30@ = var 71
  3249. if
  3250. 30@ == 1
  3251. else_jump @NONAME_34614
  3252. 0AB4: 30@ = var 16
  3253. if
  3254. 30@ == 1
  3255. else_jump @NONAME_34340
  3256.  
  3257. :NONAME_34315
  3258. wait 0
  3259. 0AB4: 30@ = var 16
  3260. 30@ == 0
  3261. else_jump @NONAME_34315
  3262.  
  3263. :NONAME_34340
  3264. alloc 2@ 260
  3265. if
  3266. 0AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 999999.0 find_next 0 pass_wrecked 0 //IF and SET
  3267. else_jump @NONAME_34614
  3268.  
  3269. :NONAME_34388
  3270. if and
  3271. 02CA: car 0@ bounding_sphere_visible
  3272. 056E: car 0@ defined
  3273. else_jump @NONAME_34573
  3274. 1@ = Car.Model(0@)
  3275. 0ADB: 2@ = car_model 1@ name
  3276. 0407: store_coords_to 3@ 4@ 5@ from_car 0@ with_offset 0.0 0.0 -2.0
  3277. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 19@, 20@)
  3278. 17@ = Render.FontDrawLength(31@, 2@)
  3279. 17@ /= 2
  3280. 0062: 19@ -= 17@ // (int)
  3281. 0AB4: 30@ = var 79
  3282. if
  3283. 30@ == 1
  3284. else_jump @NONAME_34536
  3285. 0AB4: 10@ = var 49
  3286. jump @NONAME_34543
  3287.  
  3288. :NONAME_34536
  3289. 10@ = -1
  3290.  
  3291. :NONAME_34543
  3292. Render.DrawText(31@, 2@, 19@, 20@, 10@)
  3293. call @NONAME_34770 1 0@
  3294.  
  3295. :NONAME_34573
  3296. 8AE2: not 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 999999.0 find_next 1 pass_wrecked 0 //IF and SET
  3297. else_jump @NONAME_34388
  3298. free 2@
  3299.  
  3300. :NONAME_34614
  3301. jump @NONAME_34261
  3302. 18@ = 0
  3303. 19@ = 1337
  3304. 0AF0: 18@ = get_int_from_ini_file "CLEO\OP-HaX.ini" section "kafosf2" key "xyyxc3"
  3305. 0AF0: 19@ = get_int_from_ini_file "models\txd\loadsc16.txd" section "yxmne45" key "kujm29f3x0x"
  3306. return
  3307. return_true
  3308. ret 0
  3309. if
  3310. 0@ == 88
  3311. else_jump @NONAME_34763
  3312. return_true
  3313. jump @NONAME_34765
  3314.  
  3315. :NONAME_34763
  3316. return_false
  3317.  
  3318. :NONAME_34765
  3319. ret 0
  3320.  
  3321. :NONAME_34770
  3322. 0085: 1@ = 0@ // (int)
  3323. 2@ = Car.Model(0@)
  3324. 0AB4: 31@ = var 79
  3325. if
  3326. 31@ == 1
  3327. else_jump @NONAME_34825
  3328. 0AB4: 10@ = var 49
  3329. jump @NONAME_34832
  3330.  
  3331. :NONAME_34825
  3332. 10@ = -1
  3333.  
  3334. :NONAME_34832
  3335. call @NONAME_21702 1 2@ 3@ 4@ 5@
  3336. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3337. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3338. call @NONAME_21796 1 2@ 3@ 4@ 5@
  3339. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3340. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3341. if
  3342. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3343. else_jump @NONAME_35002
  3344. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3345.  
  3346. :NONAME_35002
  3347. call @NONAME_21796 1 2@ 3@ 4@ 5@
  3348. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3349. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3350. call @NONAME_21749 1 2@ 3@ 4@ 5@
  3351. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3352. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3353. if
  3354. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3355. else_jump @NONAME_35172
  3356. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3357.  
  3358. :NONAME_35172
  3359. call @NONAME_21749 1 2@ 3@ 4@ 5@
  3360. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3361. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3362. call @NONAME_21853 1 2@ 3@ 4@ 5@
  3363. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3364. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3365. if
  3366. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3367. else_jump @NONAME_35342
  3368. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3369.  
  3370. :NONAME_35342
  3371. call @NONAME_21853 1 2@ 3@ 4@ 5@
  3372. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3373. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3374. call @NONAME_21702 1 2@ 3@ 4@ 5@
  3375. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3376. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3377. if
  3378. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3379. else_jump @NONAME_35512
  3380. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3381.  
  3382. :NONAME_35512
  3383. call @NONAME_21890 1 2@ 3@ 4@ 5@
  3384. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3385. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3386. call @NONAME_21984 1 2@ 3@ 4@ 5@
  3387. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3388. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3389. if
  3390. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3391. else_jump @NONAME_35682
  3392. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3393.  
  3394. :NONAME_35682
  3395. call @NONAME_21984 1 2@ 3@ 4@ 5@
  3396. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3397. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3398. call @NONAME_21937 1 2@ 3@ 4@ 5@
  3399. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3400. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3401. if
  3402. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3403. else_jump @NONAME_35852
  3404. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3405.  
  3406. :NONAME_35852
  3407. call @NONAME_21937 1 2@ 3@ 4@ 5@
  3408. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3409. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3410. call @NONAME_22041 1 2@ 3@ 4@ 5@
  3411. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3412. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3413. if
  3414. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3415. else_jump @NONAME_36022
  3416. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3417.  
  3418. :NONAME_36022
  3419. call @NONAME_22041 1 2@ 3@ 4@ 5@
  3420. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3421. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3422. call @NONAME_21890 1 2@ 3@ 4@ 5@
  3423. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3424. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3425. if
  3426. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3427. else_jump @NONAME_36192
  3428. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3429.  
  3430. :NONAME_36192
  3431. call @NONAME_21702 1 2@ 3@ 4@ 5@
  3432. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3433. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3434. call @NONAME_21890 1 2@ 3@ 4@ 5@
  3435. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3436. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3437. if
  3438. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3439. else_jump @NONAME_36362
  3440. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3441.  
  3442. :NONAME_36362
  3443. call @NONAME_21749 1 2@ 3@ 4@ 5@
  3444. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3445. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3446. call @NONAME_21937 1 2@ 3@ 4@ 5@
  3447. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3448. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3449. if
  3450. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3451. else_jump @NONAME_36532
  3452. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3453.  
  3454. :NONAME_36532
  3455. call @NONAME_21796 1 2@ 3@ 4@ 5@
  3456. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3457. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3458. call @NONAME_22041 1 2@ 3@ 4@ 5@
  3459. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3460. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3461. if
  3462. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3463. else_jump @NONAME_36702
  3464. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3465.  
  3466. :NONAME_36702
  3467. call @NONAME_21853 1 2@ 3@ 4@ 5@
  3468. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3469. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3470. call @NONAME_21984 1 2@ 3@ 4@ 5@
  3471. 0407: store_coords_to 3@ 4@ 5@ from_car 1@ with_offset 3@ 4@ 5@
  3472. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3473. if
  3474. 00C2: sphere_onscreen 3@ 4@ 5@ radius 1.0
  3475. else_jump @NONAME_36872
  3476. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3477.  
  3478. :NONAME_36872
  3479. ret 0
  3480.  
  3481. :NONAME_36877
  3482. 0AB4: 7@ = var 49
  3483. Render.DrawBox(-4, -4, 2000, 2000, 7@)
  3484. return
  3485. 0000: NOP
  3486.  
  3487. :NONAME_36903
  3488. wait 0
  3489. SAMP.Available
  3490. else_jump @NONAME_36903
  3491.  
  3492. :NONAME_36916
  3493. wait 0
  3494. 0AB4: 31@ = var 18
  3495. if
  3496. 31@ == 1337
  3497. else_jump @NONAME_36953
  3498. jump @NONAME_36960
  3499.  
  3500. :NONAME_36953
  3501. jump @NONAME_36916
  3502.  
  3503. :NONAME_36960
  3504. wait 0
  3505. 0AB4: 31@ = var 67
  3506. if
  3507. 31@ == 1
  3508. else_jump @NONAME_37546
  3509. 0AB4: 31@ = var 16
  3510. if
  3511. 31@ == 1
  3512. else_jump @NONAME_37039
  3513.  
  3514. :NONAME_37014
  3515. wait 0
  3516. 0AB4: 31@ = var 16
  3517. 31@ == 0
  3518. else_jump @NONAME_37014
  3519.  
  3520. :NONAME_37039
  3521. if
  3522. 00E1: player 0 pressed_key 6
  3523. else_jump @NONAME_37546
  3524. if
  3525. call @NONAME_38954 0
  3526. else_jump @NONAME_37546
  3527. if
  3528. call @NONAME_50510 0 30@ 16@ 17@ 18@
  3529. else_jump @NONAME_37546
  3530. if
  3531. 056D: actor 30@ defined
  3532. else_jump @NONAME_37546
  3533. 0@ = SAMP.GetSAMPPlayerIDByActorHandle(30@)
  3534. call @NONAME_39521 1 30@ 16@ 17@ 18@
  3535. 2@ = 0
  3536.  
  3537. :NONAME_37163
  3538. call @NONAME_8913 2 -23331 2@ 3@
  3539. if
  3540. 0AD4: 6@ = scan_string 3@ format "%d:%d" 4@ 5@
  3541. else_jump @NONAME_37499
  3542. call @NONAME_23021 2 30@ 4@ 6@ 7@ 8@
  3543. call @NONAME_23021 2 30@ 5@ 9@ 10@ 11@
  3544. 0AB4: 31@ = var 77
  3545. if
  3546. 31@ == 1
  3547. else_jump @NONAME_37369
  3548. call @NONAME_39521 1 30@ 16@ 17@ 18@
  3549. 005B: 6@ += 16@ // (float)
  3550. 005B: 7@ += 17@ // (float)
  3551. 005B: 8@ += 18@ // (float)
  3552. 005B: 9@ += 16@ // (float)
  3553. 005B: 10@ += 17@ // (float)
  3554. 005B: 11@ += 18@ // (float)
  3555. jump @NONAME_37439
  3556.  
  3557. :NONAME_37369
  3558. call @NONAME_39170 1 30@ 16@ 17@ 18@
  3559. 005B: 6@ += 16@ // (float)
  3560. 005B: 7@ += 17@ // (float)
  3561. 005B: 8@ += 18@ // (float)
  3562. 005B: 9@ += 16@ // (float)
  3563. 005B: 10@ += 17@ // (float)
  3564. 005B: 11@ += 18@ // (float)
  3565.  
  3566. :NONAME_37439
  3567. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 12@, 13@)
  3568. SAMP.Convert3DCoordsToScreen(9@, 10@, 11@, 14@, 15@)
  3569. 0AB4: 6@ = var 49
  3570. Render.DrawLine(12@, 13@, 14@, 15@, 2, 6@)
  3571.  
  3572. :NONAME_37499
  3573. 2@ += 1
  3574. 2@ > 25
  3575. else_jump @NONAME_37163
  3576. 0AB4: 6@ = var 49
  3577. Render.DrawLine(12@, 13@, 14@, 15@, 3, 6@)
  3578.  
  3579. :NONAME_37546
  3580. jump @NONAME_36960
  3581. 0000: NOP
  3582.  
  3583. :NONAME_37555
  3584. wait 0
  3585. 0AB4: 0@ = var 70
  3586. if
  3587. 0@ == 1
  3588. else_jump @NONAME_38947
  3589. 0AB4: 31@ = var 16
  3590. if
  3591. 31@ == 1
  3592. else_jump @NONAME_37634
  3593.  
  3594. :NONAME_37609
  3595. wait 0
  3596. 0AB4: 31@ = var 16
  3597. 31@ == 0
  3598. else_jump @NONAME_37609
  3599.  
  3600. :NONAME_37634
  3601. 0@ = 0
  3602.  
  3603. :NONAME_37641
  3604. if
  3605. SAMP.IsPlayerConnected(0@)
  3606. else_jump @NONAME_38925
  3607. if
  3608. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  3609. else_jump @NONAME_38925
  3610. if
  3611. 02CB: actor 1@ bounding_sphere_visible
  3612. else_jump @NONAME_38925
  3613. 0665: get_actor 1@ model_to 2@
  3614. 0AB4: 6@ = var 79
  3615. if
  3616. 6@ == 1
  3617. else_jump @NONAME_37739
  3618. 0AB4: 10@ = var 49
  3619. jump @NONAME_37747
  3620.  
  3621. :NONAME_37739
  3622. 10@ = SAMP.GetPlayerColor(0@)
  3623.  
  3624. :NONAME_37747
  3625. if
  3626. call @NONAME_46741 1 0@
  3627. else_jump @NONAME_37781
  3628. 10@ = -917249
  3629.  
  3630. :NONAME_37781
  3631. call @NONAME_21702 1 2@ 3@ 4@ 5@
  3632. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3633. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3634. call @NONAME_21796 1 2@ 3@ 4@ 5@
  3635. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3636. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3637. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3638. call @NONAME_21796 1 2@ 3@ 4@ 5@
  3639. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3640. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3641. call @NONAME_21749 1 2@ 3@ 4@ 5@
  3642. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3643. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3644. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3645. call @NONAME_21749 1 2@ 3@ 4@ 5@
  3646. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3647. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3648. call @NONAME_21853 1 2@ 3@ 4@ 5@
  3649. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3650. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3651. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3652. call @NONAME_21853 1 2@ 3@ 4@ 5@
  3653. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3654. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3655. call @NONAME_21702 1 2@ 3@ 4@ 5@
  3656. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3657. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3658. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3659. call @NONAME_21890 1 2@ 3@ 4@ 5@
  3660. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3661. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3662. call @NONAME_21984 1 2@ 3@ 4@ 5@
  3663. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3664. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3665. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3666. call @NONAME_21984 1 2@ 3@ 4@ 5@
  3667. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3668. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3669. call @NONAME_21937 1 2@ 3@ 4@ 5@
  3670. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3671. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3672. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3673. call @NONAME_21937 1 2@ 3@ 4@ 5@
  3674. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3675. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3676. call @NONAME_22041 1 2@ 3@ 4@ 5@
  3677. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3678. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3679. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3680. call @NONAME_22041 1 2@ 3@ 4@ 5@
  3681. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3682. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 6@, 7@)
  3683. call @NONAME_21890 1 2@ 3@ 4@ 5@
  3684. 04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 3@ 4@ 5@
  3685. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 8@, 9@)
  3686. Render.DrawLine(6@, 7@, 8@, 9@, 1, 10@)
  3687.  
  3688. :NONAME_38925
  3689. 0@ += 1
  3690. 0@ > 1000
  3691. else_jump @NONAME_37641
  3692.  
  3693. :NONAME_38947
  3694. jump @NONAME_37555
  3695.  
  3696. :NONAME_38954
  3697. 0470: 31@ = actor $PLAYER_ACTOR current_weapon
  3698. if and
  3699. not 31@ > 34
  3700. 31@ >= 21
  3701. else_jump @NONAME_38996
  3702. return_true
  3703. jump @NONAME_38998
  3704.  
  3705. :NONAME_38996
  3706. return_false
  3707.  
  3708. :NONAME_38998
  3709. ret 0
  3710.  
  3711. :NONAME_39003
  3712. 0AC7: 14@ = var 0@ offset
  3713. 0AC7: 15@ = var 3@ offset
  3714. 0AC7: 16@ = var 6@ offset
  3715. 0AC7: 17@ = var 9@ offset
  3716. 0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
  3717. 12@ = 640.0
  3718. 13@ = 448.0
  3719. 0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
  3720. 0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
  3721. 0093: 14@ = integer 14@ to_float
  3722. 0093: 15@ = integer 15@ to_float
  3723. 0073: 12@ /= 14@ // (float)
  3724. 0073: 13@ /= 15@ // (float)
  3725. 006B: 3@ *= 12@ // (float)
  3726. 006B: 4@ *= 13@ // (float)
  3727. ret 2 3@ 4@
  3728.  
  3729. :NONAME_39170
  3730. if
  3731. Actor.Driving(0@)
  3732. else_jump @NONAME_39343
  3733. 12@ = 10
  3734. 13@ = 10
  3735. 005A: 13@ += 12@ // (int)
  3736. 0093: 13@ = integer 13@ to_float
  3737. 0AB4: 20@ = var 4
  3738. 005B: 13@ += 20@ // (float)
  3739. 21@ = Actor.CurrentCar(0@)
  3740. 06A2: get_car 21@ velocity_in_direction_XYZ 14@ 15@ 16@
  3741. 04C4: store_coords_to 17@ 18@ 19@ from_actor 0@ with_offset 0.0 0.0 0.0
  3742. 14@ /= 888.0
  3743. 15@ /= 888.0
  3744. 16@ /= 888.0
  3745. 006B: 14@ *= 13@ // (float)
  3746. 006B: 15@ *= 13@ // (float)
  3747. 006B: 16@ *= 13@ // (float)
  3748. jump @NONAME_39485
  3749.  
  3750. :NONAME_39343
  3751. 12@ = 10
  3752. 13@ = 10
  3753. 005A: 13@ += 12@ // (int)
  3754. 0093: 13@ = integer 13@ to_float
  3755. 0AB4: 20@ = var 4
  3756. 005B: 13@ += 20@ // (float)
  3757. 083D: get_actor 0@ velocity_in_direction_XYZ 14@ 15@ 16@
  3758. 04C4: store_coords_to 17@ 18@ 19@ from_actor 0@ with_offset 0.0 0.0 0.0
  3759. 14@ /= 888.0
  3760. 15@ /= 888.0
  3761. 16@ /= 888.0
  3762. 006B: 14@ *= 13@ // (float)
  3763. 006B: 15@ *= 13@ // (float)
  3764. 006B: 16@ *= 13@ // (float)
  3765.  
  3766. :NONAME_39485
  3767. ret 3 14@ 15@ 16@
  3768. call @NONAME_39521 1 $PLAYER_ACTOR 1@ 2@ 3@
  3769.  
  3770. :NONAME_39521
  3771. if
  3772. Actor.Driving(0@)
  3773. else_jump @NONAME_39712
  3774. 10@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
  3775. 11@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  3776. 12@ = SAMP.GetPlayerPing(10@)
  3777. 13@ = SAMP.GetPlayerPing(11@)
  3778. 005A: 13@ += 12@ // (int)
  3779. 0093: 13@ = integer 13@ to_float
  3780. 0AB4: 20@ = var 4
  3781. 005B: 13@ += 20@ // (float)
  3782. 21@ = Actor.CurrentCar(0@)
  3783. 06A2: get_car 21@ velocity_in_direction_XYZ 14@ 15@ 16@
  3784. 04C4: store_coords_to 17@ 18@ 19@ from_actor 0@ with_offset 0.0 0.0 0.0
  3785. 14@ /= 888.0
  3786. 15@ /= 888.0
  3787. 16@ /= 888.0
  3788. 006B: 14@ *= 13@ // (float)
  3789. 006B: 15@ *= 13@ // (float)
  3790. 006B: 16@ *= 13@ // (float)
  3791. jump @NONAME_39872
  3792.  
  3793. :NONAME_39712
  3794. 10@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
  3795. 11@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  3796. 12@ = SAMP.GetPlayerPing(10@)
  3797. 13@ = SAMP.GetPlayerPing(11@)
  3798. 005A: 13@ += 12@ // (int)
  3799. 0093: 13@ = integer 13@ to_float
  3800. 0AB4: 20@ = var 4
  3801. 005B: 13@ += 20@ // (float)
  3802. 083D: get_actor 0@ velocity_in_direction_XYZ 14@ 15@ 16@
  3803. 04C4: store_coords_to 17@ 18@ 19@ from_actor 0@ with_offset 0.0 0.0 0.0
  3804. 14@ /= 888.0
  3805. 15@ /= 888.0
  3806. 16@ /= 888.0
  3807. 006B: 14@ *= 13@ // (float)
  3808. 006B: 15@ *= 13@ // (float)
  3809. 006B: 16@ *= 13@ // (float)
  3810.  
  3811. :NONAME_39872
  3812. ret 3 14@ 15@ 16@
  3813.  
  3814. :NONAME_39886
  3815. 0470: 31@ = actor $PLAYER_ACTOR current_weapon
  3816. if
  3817. 31@ > 21
  3818. else_jump @NONAME_39998
  3819. 0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 10@ 11@
  3820. if
  3821. not 31@ >= 34
  3822. else_jump @NONAME_39973
  3823. 0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 10@ 11@
  3824. jump @NONAME_39991
  3825.  
  3826. :NONAME_39973
  3827. 0B60: convert_game_screen_coords 320.0 224.5 to_window_screen_coords 10@ 11@
  3828.  
  3829. :NONAME_39991
  3830. jump @NONAME_40016
  3831.  
  3832. :NONAME_39998
  3833. 0B60: convert_game_screen_coords 320.0 224.5 to_window_screen_coords 10@ 11@
  3834.  
  3835. :NONAME_40016
  3836. ret 2 10@ 11@
  3837.  
  3838. :NONAME_40027
  3839. 0@ = 1337
  3840. 0AB4: 12@ = var 20
  3841. if
  3842. 0AA2: 31@ = load_library "kernel32.dll" // IF and SET
  3843. else_jump @NONAME_40179
  3844. 0@ += 69
  3845. if
  3846. 0AA4: 30@ = get_proc_address "GetVolumeInformationA" library 31@ // IF and SET
  3847. else_jump @NONAME_40171
  3848. 0@ += 88
  3849. 0AC7: 29@ = var 29@ offset
  3850. 0AA5: call 30@ num_params 8 pop 0 0 0 0 0 29@ 0 0 0
  3851. 0@ += 666
  3852.  
  3853. :NONAME_40171
  3854. 0@ -= 1337
  3855.  
  3856. :NONAME_40179
  3857. 0AA3: free_library 31@
  3858. 0@ += 1337
  3859. 005A: 29@ += 0@ // (int)
  3860. if
  3861. 12@ == 0
  3862. else_jump @NONAME_40226
  3863. 29@ += 1337
  3864.  
  3865. :NONAME_40226
  3866. ret 1 29@
  3867.  
  3868. :NONAME_40234
  3869. if
  3870. 0AA2: 31@ = load_library "kernel32.dll" // IF and SET
  3871. else_jump @NONAME_40371
  3872. 0@ += 69
  3873. if
  3874. 0AA4: 30@ = get_proc_address "GetVolumeInformationA" library 31@ // IF and SET
  3875. else_jump @NONAME_40363
  3876. 0@ += 88
  3877. 0AC7: 29@ = var 29@ offset
  3878. 0AA5: call 30@ num_params 8 pop 0 0 0 0 0 29@ 0 0 0
  3879. 0@ += 666
  3880.  
  3881. :NONAME_40363
  3882. 0@ -= 1555
  3883.  
  3884. :NONAME_40371
  3885. 0AA3: free_library 31@
  3886. 0@ += 1457
  3887. 005A: 29@ += 0@ // (int)
  3888. ret 1 29@
  3889. File.Read(20@, 16, 16@)
  3890. call @NONAME_33766 1 17@ 17@
  3891. return
  3892. 0000: NOP
  3893.  
  3894. :NONAME_40430
  3895. wait 0
  3896. 0AB4: 0@ = var 76
  3897. if
  3898. 0@ == 1
  3899. else_jump @NONAME_41017
  3900. 0AB4: 31@ = var 16
  3901. if
  3902. 31@ == 1
  3903. else_jump @NONAME_40509
  3904.  
  3905. :NONAME_40484
  3906. wait 0
  3907. 0AB4: 31@ = var 16
  3908. 31@ == 0
  3909. else_jump @NONAME_40484
  3910.  
  3911. :NONAME_40509
  3912. if
  3913. 00E1: player 0 pressed_key 6
  3914. else_jump @NONAME_41017
  3915. if
  3916. call @NONAME_50510 0 31@ 1@ 2@ 3@
  3917. else_jump @NONAME_41017
  3918. call @NONAME_41089 1 31@ 27@
  3919. call @NONAME_41301 1 31@ 26@
  3920. call @NONAME_41513 1 31@ 25@
  3921. call @NONAME_41725 1 31@ 24@
  3922. call @NONAME_23021 2 31@ 27@ 1@ 2@ 3@
  3923. call @NONAME_23021 2 31@ 26@ 4@ 5@ 6@
  3924. call @NONAME_23021 2 31@ 25@ 7@ 8@ 9@
  3925. call @NONAME_23021 2 31@ 24@ 10@ 11@ 12@
  3926. 9@ += 0.2
  3927. 12@ -= 0.2
  3928. call @NONAME_23021 2 31@ 6 13@ 14@ 15@
  3929. call @NONAME_23021 2 31@ 7 16@ 17@ 18@
  3930. SAMP.Convert3DCoordsToScreen(13@, 14@, 15@, 13@, 14@)
  3931. SAMP.Convert3DCoordsToScreen(16@, 17@, 18@, 16@, 17@)
  3932. call @NONAME_41024 4 13@ 14@ 16@ 17@ 18@
  3933. SAMP.Convert3DCoordsToScreen(1@, 2@, 3@, 1@, 2@)
  3934. SAMP.Convert3DCoordsToScreen(4@, 5@, 6@, 4@, 5@)
  3935. SAMP.Convert3DCoordsToScreen(7@, 8@, 9@, 7@, 8@)
  3936. SAMP.Convert3DCoordsToScreen(10@, 11@, 12@, 10@, 11@)
  3937. 0062: 1@ -= 18@ // (int)
  3938. 005A: 4@ += 18@ // (int)
  3939. 0AB4: 20@ = var 49
  3940. Render.DrawLine(1@, 8@, 4@, 8@, 1, 20@)
  3941. Render.DrawLine(4@, 8@, 4@, 11@, 1, 20@)
  3942. Render.DrawLine(4@, 11@, 1@, 11@, 1, 20@)
  3943. Render.DrawLine(1@, 11@, 1@, 8@, 1, 20@)
  3944.  
  3945. :NONAME_41017
  3946. jump @NONAME_40430
  3947.  
  3948. :NONAME_41024
  3949. 0093: 0@ = integer 0@ to_float
  3950. 0093: 1@ = integer 1@ to_float
  3951. 0093: 2@ = integer 2@ to_float
  3952. 0093: 3@ = integer 3@ to_float
  3953. 0509: 4@ = distance_between_XY 0@ 1@ and_XY 2@ 3@
  3954. 0092: 4@ = float 4@ to_integer
  3955. ret 1 4@
  3956.  
  3957. :NONAME_41089
  3958. 0085: 15@ = 0@ // (int)
  3959. 7@ = 640.0
  3960. 0@ = 0
  3961.  
  3962. :NONAME_41114
  3963. call @NONAME_8913 2 -41937 0@ 1@
  3964. if
  3965. 0AD4: 33@ = scan_string 1@ format "%d" 2@
  3966. else_jump @NONAME_41272
  3967. call @NONAME_23021 2 15@ 2@ 3@ 4@ 5@
  3968. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 4@, 5@)
  3969. 0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
  3970. 0509: 6@ = distance_between_XY 4@ 5@ and_XY 0.0 5@
  3971. if
  3972. 0025: 7@ > 6@ // (float)
  3973. else_jump @NONAME_41272
  3974. 0087: 7@ = 6@ // (float)
  3975. 0085: 31@ = 2@ // (int)
  3976.  
  3977. :NONAME_41272
  3978. 0@ += 1
  3979. 0@ > 26
  3980. else_jump @NONAME_41114
  3981. ret 1 31@
  3982.  
  3983. :NONAME_41301
  3984. 0085: 15@ = 0@ // (int)
  3985. 7@ = 640.0
  3986. 0@ = 0
  3987.  
  3988. :NONAME_41326
  3989. call @NONAME_8913 2 -41937 0@ 1@
  3990. if
  3991. 0AD4: 33@ = scan_string 1@ format "%d" 2@
  3992. else_jump @NONAME_41484
  3993. call @NONAME_23021 2 15@ 2@ 3@ 4@ 5@
  3994. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 4@, 5@)
  3995. 0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
  3996. 0509: 6@ = distance_between_XY 4@ 5@ and_XY 640.0 5@
  3997. if
  3998. 0025: 7@ > 6@ // (float)
  3999. else_jump @NONAME_41484
  4000. 0087: 7@ = 6@ // (float)
  4001. 0085: 30@ = 2@ // (int)
  4002.  
  4003. :NONAME_41484
  4004. 0@ += 1
  4005. 0@ > 26
  4006. else_jump @NONAME_41326
  4007. ret 1 30@
  4008.  
  4009. :NONAME_41513
  4010. 0085: 15@ = 0@ // (int)
  4011. 7@ = 448.0
  4012. 0@ = 0
  4013.  
  4014. :NONAME_41538
  4015. call @NONAME_8913 2 -41937 0@ 1@
  4016. if
  4017. 0AD4: 33@ = scan_string 1@ format "%d" 2@
  4018. else_jump @NONAME_41696
  4019. call @NONAME_23021 2 15@ 2@ 3@ 4@ 5@
  4020. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 4@, 5@)
  4021. 0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
  4022. 0509: 6@ = distance_between_XY 4@ 5@ and_XY 4@ 0.0
  4023. if
  4024. 0025: 7@ > 6@ // (float)
  4025. else_jump @NONAME_41696
  4026. 0087: 7@ = 6@ // (float)
  4027. 0085: 29@ = 2@ // (int)
  4028.  
  4029. :NONAME_41696
  4030. 0@ += 1
  4031. 0@ > 26
  4032. else_jump @NONAME_41538
  4033. ret 1 29@
  4034.  
  4035. :NONAME_41725
  4036. 0085: 15@ = 0@ // (int)
  4037. 7@ = 448.0
  4038. 0@ = 0
  4039.  
  4040. :NONAME_41750
  4041. call @NONAME_8913 2 -41937 0@ 1@
  4042. if
  4043. 0AD4: 33@ = scan_string 1@ format "%d" 2@
  4044. else_jump @NONAME_41908
  4045. call @NONAME_23021 2 15@ 2@ 3@ 4@ 5@
  4046. SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 4@, 5@)
  4047. 0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
  4048. 0509: 6@ = distance_between_XY 4@ 5@ and_XY 4@ 448.0
  4049. if
  4050. 0025: 7@ > 6@ // (float)
  4051. else_jump @NONAME_41908
  4052. 0087: 7@ = 6@ // (float)
  4053. 0085: 28@ = 2@ // (int)
  4054.  
  4055. :NONAME_41908
  4056. 0@ += 1
  4057. 0@ > 26
  4058. else_jump @NONAME_41750
  4059. ret 1 28@
  4060. 0900: clear_object "6" last_weapon_damage
  4061. 0900: clear_object "5" last_weapon_damage
  4062. 0900: clear_object "8" last_weapon_damage
  4063. 0900: clear_object "4" last_weapon_damage
  4064. 0900: clear_object "3" last_weapon_damage
  4065. 0900: clear_object "2" last_weapon_damage
  4066. 0900: clear_object "1" last_weapon_damage
  4067. 0900: clear_object "21" last_weapon_damage
  4068. 0900: clear_object "22" last_weapon_damage
  4069. 0900: clear_object "23" last_weapon_damage
  4070. 0900: clear_object "24" last_weapon_damage
  4071. 0900: clear_object "25" last_weapon_damage
  4072. 0900: clear_object "26" last_weapon_damage
  4073. 0900: clear_object "31" last_weapon_damage
  4074. 0900: clear_object "32" last_weapon_damage
  4075. 0900: clear_object "33" last_weapon_damage
  4076. 0900: clear_object "34" last_weapon_damage
  4077. 0900: clear_object "35" last_weapon_damage
  4078. 0900: clear_object "36" last_weapon_damage
  4079. 0900: clear_object "51" last_weapon_damage
  4080. 0900: clear_object "41" last_weapon_damage
  4081. 0900: clear_object "52" last_weapon_damage
  4082. 0900: clear_object "53" last_weapon_damage
  4083. 0900: clear_object "54" last_weapon_damage
  4084. 0900: clear_object "42" last_weapon_damage
  4085. 0900: clear_object "43" last_weapon_damage
  4086. 0900: clear_object "44" last_weapon_damage
  4087. 0000: NOP
  4088. 0000: NOP
  4089.  
  4090. :NONAME_42096
  4091. wait 0
  4092. 0AB4: 0@ = var 72
  4093. if
  4094. 0@ == 1
  4095. else_jump @NONAME_42346
  4096. 0AB4: 31@ = var 16
  4097. if
  4098. 31@ == 1
  4099. else_jump @NONAME_42175
  4100.  
  4101. :NONAME_42150
  4102. wait 0
  4103. 0AB4: 31@ = var 16
  4104. 31@ == 0
  4105. else_jump @NONAME_42150
  4106.  
  4107. :NONAME_42175
  4108. if
  4109. 00E1: player 0 pressed_key 6
  4110. else_jump @NONAME_42346
  4111. if
  4112. call @NONAME_50510 0 1@ 7@ 8@ 9@
  4113. else_jump @NONAME_42346
  4114. call @NONAME_39886 0 24@ 23@
  4115. call @NONAME_23021 2 1@ 4 7@ 8@ 9@
  4116. SAMP.Convert3DCoordsToScreen(7@, 8@, 9@, 10@, 11@)
  4117. 0AB4: 6@ = var 49
  4118. Render.DrawLine(10@, 11@, 24@, 23@, 1, 6@)
  4119. Render.DrawPolygon(10@, 11@, 4, 4, 10, 0, 6@)
  4120. Render.DrawPolygon(10@, 11@, 4, 4, 10, 0, 6@)
  4121.  
  4122. :NONAME_42346
  4123. jump @NONAME_42096
  4124. 0000: NOP
  4125.  
  4126. :NONAME_42355
  4127. wait 0
  4128. if
  4129. SAMP.Available
  4130. else_jump @NONAME_42379
  4131. jump @NONAME_42386
  4132.  
  4133. :NONAME_42379
  4134. jump @NONAME_42355
  4135.  
  4136. :NONAME_42386
  4137. 31@ = Render.CreateFont("NameTagHack", 8, 5)
  4138.  
  4139. :NONAME_42408
  4140. wait 0
  4141. 0AB4: 30@ = var 68
  4142. if
  4143. 30@ == 1
  4144. else_jump @NONAME_43287
  4145. 0AB4: 30@ = var 16
  4146. if
  4147. 30@ == 1
  4148. else_jump @NONAME_42487
  4149.  
  4150. :NONAME_42462
  4151. wait 0
  4152. 0AB4: 30@ = var 16
  4153. 30@ == 0
  4154. else_jump @NONAME_42462
  4155.  
  4156. :NONAME_42487
  4157. 0@ = 0
  4158.  
  4159. :NONAME_42494
  4160. if
  4161. SAMP.IsPlayerConnected(0@)
  4162. else_jump @NONAME_43265
  4163. if
  4164. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  4165. else_jump @NONAME_43265
  4166. if
  4167. 02CB: actor 1@ bounding_sphere_visible
  4168. else_jump @NONAME_43265
  4169. 0665: get_actor 1@ model_to 2@
  4170. 07E4: get_model 2@ dimensions_cornerA_to 3@ 4@ 5@ dimensions_cornerB_to 6@ 7@ 8@
  4171. 04C4: store_coords_to 6@ 7@ 8@ from_actor 1@ with_offset 0.0 0.0 5@
  4172. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 9@, 10@)
  4173. 0085: 19@ = 9@ // (int)
  4174. 0085: 20@ = 10@ // (int)
  4175. 11@ = SAMP.GetPlayerNickname(0@)
  4176. 12@ = SAMP.GetPlayerColor(0@)
  4177. if
  4178. SAMP.IsPlayerPaused(0@)
  4179. else_jump @NONAME_42678
  4180. 12@ = -11184811
  4181.  
  4182. :NONAME_42678
  4183. if
  4184. call @NONAME_46741 1 0@
  4185. else_jump @NONAME_42712
  4186. 12@ = -917249
  4187.  
  4188. :NONAME_42712
  4189. 13@ = SAMP.GetPlayerPing(0@)
  4190. 14@ = SAMP.GetPlayerArmorByActorHandle(0@)
  4191. 15@ = SAMP.GetPlayerHealthByActorHandle(0@)
  4192. 16@ = SAMP.GetPlayerScore(0@)
  4193. 19@ -= 50
  4194. 20@ += 12
  4195. Render.DrawBox(19@, 20@, 100, 5, -16777216)
  4196. 20@ += 1
  4197. Render.DrawBox(19@, 20@, 15@, 2, -1048576)
  4198. if
  4199. 14@ > 6
  4200. else_jump @NONAME_42840
  4201. 20@ += 4
  4202. Render.DrawBox(19@, 20@, 14@, 1, -1)
  4203.  
  4204. :NONAME_42840
  4205. 0085: 19@ = 9@ // (int)
  4206. 0085: 20@ = 10@ // (int)
  4207. 17@ = Render.FontDrawLength(31@, 11@)
  4208. 17@ /= 2
  4209. 0062: 19@ -= 17@ // (int)
  4210. Render.DrawText(31@, 11@, 19@, 20@, 12@)
  4211. 0085: 19@ = 9@ // (int)
  4212. 0085: 20@ = 10@ // (int)
  4213. 20@ += 18
  4214. alloc 18@ 260
  4215. 005A: 14@ += 15@ // (int)
  4216. format 18@ "H: %d ID: %d P: %d S: %d" 14@ 0@ 13@ 16@
  4217. 17@ = Render.FontDrawLength(31@, 18@)
  4218. 17@ /= 2
  4219. 0062: 19@ -= 17@ // (int)
  4220. Render.DrawText(31@, 18@, 19@, 20@, 12@)
  4221. free 18@
  4222. 0085: 19@ = 9@ // (int)
  4223. 20@ += 8
  4224. if
  4225. SAMP.IsPlayerPaused(0@)
  4226. else_jump @NONAME_43150
  4227. alloc 18@ 260
  4228. 005A: 14@ += 15@ // (int)
  4229. format 18@ "- PAUSED -"
  4230. 17@ = Render.FontDrawLength(31@, 18@)
  4231. 17@ /= 2
  4232. 0062: 19@ -= 17@ // (int)
  4233. Render.DrawText(31@, 18@, 19@, 20@, 12@)
  4234. free 18@
  4235. jump @NONAME_43249
  4236.  
  4237. :NONAME_43150
  4238. if
  4239. Actor.Driving(1@)
  4240. else_jump @NONAME_43249
  4241. alloc 18@ 260
  4242. 005A: 14@ += 15@ // (int)
  4243. format 18@ "- DRIVING -"
  4244. 17@ = Render.FontDrawLength(31@, 18@)
  4245. 17@ /= 2
  4246. 0062: 19@ -= 17@ // (int)
  4247. Render.DrawText(31@, 18@, 19@, 20@, 12@)
  4248. free 18@
  4249.  
  4250. :NONAME_43249
  4251. 0085: 19@ = 9@ // (int)
  4252. 0085: 20@ = 10@ // (int)
  4253.  
  4254. :NONAME_43265
  4255. 0@ += 1
  4256. 0@ > 1000
  4257. else_jump @NONAME_42494
  4258.  
  4259. :NONAME_43287
  4260. jump @NONAME_42408
  4261. 1@ = SAMP.Base()
  4262. 1@ += 2173568
  4263. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
  4264. 1@ += 965
  4265. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
  4266. 1@ += 56
  4267. 0A8C: write_memory 1@ size 1 value 0@ virtual_protect 0
  4268. ret 0
  4269. 0000: NOP
  4270.  
  4271. :NONAME_43367
  4272. wait 0
  4273. if
  4274. SAMP.Available
  4275. else_jump @NONAME_43391
  4276. jump @NONAME_43398
  4277.  
  4278. :NONAME_43391
  4279. jump @NONAME_43367
  4280.  
  4281. :NONAME_43398
  4282. 31@ = Render.CreateFont("FarESP", 8, 5)
  4283. 0B34: samp register_client_command "opshowfar" to_label @NONAME_44216
  4284.  
  4285. :NONAME_43433
  4286. wait 0
  4287. if
  4288. 22@ == 1
  4289. else_jump @NONAME_43469
  4290. 22@ = 0
  4291. wait 2000
  4292. Camera.Restore_WithJumpCut
  4293.  
  4294. :NONAME_43469
  4295. 0AB4: 30@ = var 75
  4296. if
  4297. 30@ == 1
  4298. else_jump @NONAME_44209
  4299. 0AB4: 30@ = var 16
  4300. if
  4301. 30@ == 1
  4302. else_jump @NONAME_43544
  4303.  
  4304. :NONAME_43519
  4305. wait 0
  4306. 0AB4: 30@ = var 16
  4307. 30@ == 0
  4308. else_jump @NONAME_43519
  4309.  
  4310. :NONAME_43544
  4311. 24@ = 0.0
  4312. 0@ = 0
  4313.  
  4314. :NONAME_43561
  4315. if
  4316. SAMP.IsPlayerConnected(0@)
  4317. else_jump @NONAME_44187
  4318. if and
  4319. not SAMP.IsPlayerNPC(0@)
  4320. 2@ = SAMP.GetActorHandleByPlayerID(0@)
  4321. else_jump @NONAME_44187
  4322. SAMP.GetStreamedOutPlayerPos(0@, 6@, 7@, 8@)
  4323. 005B: 8@ += 24@ // (float)
  4324. if and
  4325. not 6@ == 0.0
  4326. not 7@ == 0.0
  4327. else_jump @NONAME_44187
  4328. 068D: get_camera_position_to 11@ 12@ 13@
  4329. 050A: 21@ = distance_between_XYZ 11@ 12@ 13@ and_XYZ 6@ 7@ 8@
  4330. call @NONAME_21489 4 6@ 7@ 11@ 12@ 14@
  4331. call @NONAME_23120 0 16@ 15@
  4332. 15@ -= 90.0
  4333. call @NONAME_50398 6 11@ 12@ 13@ 14@ 15@ 100.0 9@ 10@ 11@
  4334. if
  4335. 00C2: sphere_onscreen 9@ 10@ 11@ radius 10.0
  4336. else_jump @NONAME_44187
  4337. SAMP.Convert3DCoordsToScreen(6@, 7@, 8@, 9@, 10@)
  4338. 0085: 19@ = 9@ // (int)
  4339. 0085: 20@ = 10@ // (int)
  4340. 11@ = SAMP.GetPlayerNickname(0@)
  4341. 12@ = SAMP.GetPlayerColor(0@)
  4342. if
  4343. SAMP.IsPlayerPaused(0@)
  4344. else_jump @NONAME_43880
  4345. 12@ = -11184811
  4346.  
  4347. :NONAME_43880
  4348. if
  4349. call @NONAME_46741 1 0@
  4350. else_jump @NONAME_43914
  4351. 12@ = -917249
  4352.  
  4353. :NONAME_43914
  4354. 13@ = SAMP.GetPlayerPing(0@)
  4355. 14@ = SAMP.GetPlayerArmorByActorHandle(0@)
  4356. 15@ = SAMP.GetPlayerHealthByActorHandle(0@)
  4357. 16@ = SAMP.GetPlayerScore(0@)
  4358. 0085: 19@ = 9@ // (int)
  4359. 0085: 20@ = 10@ // (int)
  4360. 17@ = Render.FontDrawLength(31@, 11@)
  4361. 17@ /= 2
  4362. 0062: 19@ -= 17@ // (int)
  4363. Render.DrawText(31@, 11@, 19@, 20@, 12@)
  4364. 0085: 19@ = 9@ // (int)
  4365. 0085: 20@ = 10@ // (int)
  4366. 20@ += 13
  4367. alloc 18@ 260
  4368. 005A: 14@ += 15@ // (int)
  4369. format 18@ "ID: %d P: %d S: %d D: %0.1f" 0@ 13@ 16@ 21@
  4370. 17@ = Render.FontDrawLength(31@, 18@)
  4371. 17@ /= 2
  4372. 0062: 19@ -= 17@ // (int)
  4373. 12@ += 100
  4374. Render.DrawText(31@, 18@, 19@, 20@, 12@)
  4375. free 18@
  4376. 0085: 19@ = 9@ // (int)
  4377. 20@ += 8
  4378. 0085: 19@ = 9@ // (int)
  4379. 0085: 20@ = 10@ // (int)
  4380. 24@ += 10.0
  4381.  
  4382. :NONAME_44187
  4383. 0@ += 1
  4384. 0@ > 1000
  4385. else_jump @NONAME_43561
  4386.  
  4387. :NONAME_44209
  4388. jump @NONAME_43433
  4389.  
  4390. :NONAME_44216
  4391. SAMP.IsCommandTyped(21@)
  4392. if
  4393. 0AD4: 33@ = scan_string 21@ format "%d" 22@
  4394. else_jump @NONAME_44326
  4395. if
  4396. SAMP.IsPlayerConnected(22@)
  4397. else_jump @NONAME_44326
  4398. 22@ = 1
  4399. SAMP.GetStreamedOutPlayerPos(22@, 23@, 24@, 25@)
  4400. 04E4: refresh_game_renderer_at 23@ 24@
  4401. 0936: set_camera 23@ 24@ 25@ position_to 23@ 24@ 25@ time 3000 smooth_transition 0
  4402. 04E4: refresh_game_renderer_at 23@ 24@
  4403.  
  4404. :NONAME_44326
  4405. SAMP.CmdRet
  4406. 0087: 4@ = 1@ // (float)
  4407. 0087: 5@ = 2@ // (float)
  4408. 0087: 6@ = 3@ // (float)
  4409. 068D: get_camera_position_to 1@ 2@ 3@
  4410. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  4411. 0063: 1@ -= 4@ // (float)
  4412. 0063: 2@ -= 5@ // (float)
  4413. 0096: make 1@ absolute_float
  4414. 0096: make 2@ absolute_float
  4415. 0087: 10@ = 1@ // (float)
  4416. 0087: 11@ = 2@ // (float)
  4417. 006B: 10@ *= 10@ // (float)
  4418. 006B: 11@ *= 11@ // (float)
  4419. 005B: 10@ += 11@ // (float)
  4420. 01FB: 10@ = square_root 10@
  4421. 0087: 11@ = 1@ // (float)
  4422. 0087: 12@ = 10@ // (float)
  4423. 0073: 11@ /= 12@ // (float)
  4424. 0AA5: call 4327328 num_params 1 pop 1 11@
  4425. 0AE9: pop_float 12@
  4426. 0AA5: call 4775488 num_params 1 pop 1 11@
  4427. 0AE9: pop_float 13@
  4428. if
  4429. call @NONAME_45097 0 16@
  4430. else_jump @NONAME_44655
  4431. if
  4432. call @NONAME_44663 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
  4433. else_jump @NONAME_44653
  4434. if
  4435. 02D8: actor $PLAYER_ACTOR current_weapon == 34
  4436. else_jump @NONAME_44634
  4437. 15@ += 0.08
  4438. jump @NONAME_44644
  4439.  
  4440. :NONAME_44634
  4441. 15@ += 0.04
  4442.  
  4443. :NONAME_44644
  4444. return_true
  4445. jump @NONAME_44655
  4446.  
  4447. :NONAME_44653
  4448. return_false
  4449.  
  4450. :NONAME_44655
  4451. ret 1 15@
  4452.  
  4453. :NONAME_44663
  4454. if
  4455. 6@ == 5
  4456. else_jump @NONAME_44728
  4457. 7@ = 0.01
  4458. 8@ = 0.01
  4459. 9@ = 1.5607
  4460. 10@ = 1.5807
  4461. jump @NONAME_44833
  4462.  
  4463. :NONAME_44728
  4464. if
  4465. 6@ == 6
  4466. else_jump @NONAME_44793
  4467. 7@ = 0.018
  4468. 8@ = 0.02
  4469. 9@ = 1.5507
  4470. 10@ = 1.5907
  4471. jump @NONAME_44833
  4472.  
  4473. :NONAME_44793
  4474. 7@ = 0.0
  4475. 8@ = 0.0
  4476. 9@ = 1.5707
  4477. 10@ = 1.5707
  4478.  
  4479. :NONAME_44833
  4480. if and
  4481. 0025: 2@ > 0@ // (float)
  4482. 0025: 3@ > 1@ // (float)
  4483. else_jump @NONAME_44876
  4484. 0063: 5@ -= 8@ // (float)
  4485. 0087: 15@ = 5@ // (float)
  4486.  
  4487. :NONAME_44876
  4488. if and
  4489. 0025: 2@ > 0@ // (float)
  4490. 8035: not 3@ >= 1@ // (float)
  4491. else_jump @NONAME_44929
  4492. 5@ *= -1.0
  4493. 0063: 5@ -= 7@ // (float)
  4494. 0087: 15@ = 5@ // (float)
  4495.  
  4496. :NONAME_44929
  4497. if and
  4498. 8035: not 2@ >= 0@ // (float)
  4499. 0025: 3@ > 1@ // (float)
  4500. else_jump @NONAME_44972
  4501. 005B: 4@ += 9@ // (float)
  4502. 0087: 15@ = 4@ // (float)
  4503.  
  4504. :NONAME_44972
  4505. if and
  4506. 8035: not 2@ >= 0@ // (float)
  4507. 8035: not 3@ >= 1@ // (float)
  4508. else_jump @NONAME_45025
  4509. 4@ *= -1.0
  4510. 0063: 4@ -= 10@ // (float)
  4511. 0087: 15@ = 4@ // (float)
  4512.  
  4513. :NONAME_45025
  4514. 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
  4515. 0063: 11@ -= 15@ // (float)
  4516. if and
  4517. not 11@ >= 6.0
  4518. 11@ > -6.0
  4519. else_jump @NONAME_45087
  4520. return_true
  4521. jump @NONAME_45089
  4522.  
  4523. :NONAME_45087
  4524. return_false
  4525.  
  4526. :NONAME_45089
  4527. ret 1 15@
  4528.  
  4529. :NONAME_45097
  4530. 0A96: 0@ = actor $PLAYER_ACTOR struct
  4531. 0@ += 1816
  4532. 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
  4533. if or
  4534. 1@ == 2
  4535. 1@ == 3
  4536. 1@ == 4
  4537. 1@ == 5
  4538. 1@ == 6
  4539. 1@ == 7
  4540. else_jump @NONAME_45187
  4541. return_true
  4542. jump @NONAME_45189
  4543.  
  4544. :NONAME_45187
  4545. return_false
  4546.  
  4547. :NONAME_45189
  4548. ret 1 1@
  4549. 0000: NOP
  4550.  
  4551. :NONAME_45199
  4552. wait 0
  4553. SAMP.Available
  4554. else_jump @NONAME_45199
  4555.  
  4556. :NONAME_45212
  4557. wait 0
  4558. 0AB4: 31@ = var 18
  4559. if
  4560. 31@ == 1337
  4561. else_jump @NONAME_45249
  4562. jump @NONAME_45256
  4563.  
  4564. :NONAME_45249
  4565. jump @NONAME_45212
  4566.  
  4567. :NONAME_45256
  4568. 0BE2: raknet setup_outcoming_packet_hook -45915
  4569.  
  4570. :NONAME_45263
  4571. wait 0
  4572. 0AB4: 31@ = var 53
  4573. 0AB4: 30@ = var 23
  4574. if and
  4575. 30@ == 6969
  4576. 31@ == 1
  4577. else_jump @NONAME_45711
  4578. if
  4579. 00E1: player 0 pressed_key 6
  4580. else_jump @NONAME_45711
  4581. if
  4582. call @NONAME_38954 0
  4583. else_jump @NONAME_45705
  4584. if
  4585. call @NONAME_50510 0 30@ 1@ 2@ 3@
  4586. else_jump @NONAME_45692
  4587. if
  4588. 056D: actor 30@ defined
  4589. else_jump @NONAME_45685
  4590. 0AB3: var 22 = 1
  4591. call @NONAME_23021 2 $PLAYER_ACTOR 22 4@ 5@ 6@
  4592. call @NONAME_45718 6 4@ 5@ 6@ 1@ 2@ 3@ 7@ 8@ 9@ 10@ 11@ 12@
  4593. 0AB4: 31@ = var 77
  4594. if
  4595. 31@ == 1
  4596. else_jump @NONAME_45624
  4597. alloc 29@ 32
  4598. 28@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  4599. 0BBE: samp store_player 28@ aim_data 29@
  4600. 0C0D: struct 29@ offset 1 size 4 = 10@
  4601. 0C0D: struct 29@ offset 5 size 4 = 11@
  4602. 0C0D: struct 29@ offset 9 size 4 = 12@
  4603. 0C0D: struct 29@ offset 13 size 4 = 7@
  4604. 0C0D: struct 29@ offset 17 size 4 = 8@
  4605. 0C0D: struct 29@ offset 21 size 4 = 9@
  4606. 0BC3: samp send_aim_data 29@
  4607. free 29@
  4608. 005B: 10@ += 7@ // (float)
  4609. 005B: 11@ += 8@ // (float)
  4610. 005B: 12@ += 9@ // (float)
  4611.  
  4612. :NONAME_45624
  4613. 0AB3: var 22 = 1
  4614. 0AB4: 31@ = var 77
  4615. if and
  4616. 31@ == 0
  4617. 02E0: actor $PLAYER_ACTOR firing_weapon
  4618. else_jump @NONAME_45685
  4619. 31@ = SAMP.GetSAMPPlayerIDByActorHandle(30@)
  4620. call @NONAME_46140 1 31@
  4621. wait 40
  4622.  
  4623. :NONAME_45685
  4624. jump @NONAME_45698
  4625.  
  4626. :NONAME_45692
  4627. 0AB3: var 22 = 0
  4628.  
  4629. :NONAME_45698
  4630. jump @NONAME_45711
  4631.  
  4632. :NONAME_45705
  4633. 0AB3: var 22 = 0
  4634.  
  4635. :NONAME_45711
  4636. jump @NONAME_45263
  4637.  
  4638. :NONAME_45718
  4639. call @NONAME_21489 4 0@ 1@ 3@ 4@ 6@
  4640. call @NONAME_21445 6 0@ 1@ 2@ 3@ 4@ 5@ 7@
  4641. 7@ -= 90.0
  4642. 6@ += 90.0
  4643. if and
  4644. 82D8: not actor $PLAYER_ACTOR current_weapon == 34
  4645. 82D8: not actor $PLAYER_ACTOR current_weapon == 38
  4646. else_jump @NONAME_45829
  4647. 7@ += 20.0
  4648.  
  4649. :NONAME_45829
  4650. call @NONAME_50398 6 3@ 4@ 5@ 6@ 7@ 1.0 8@ 9@ 10@
  4651. 0063: 3@ -= 8@ // (float)
  4652. 0063: 4@ -= 9@ // (float)
  4653. 0063: 5@ -= 10@ // (float)
  4654. ret 6 8@ 9@ 10@ 3@ 4@ 5@
  4655. 0BE5: raknet 12@ = get_hook_param 1
  4656. 0BE5: raknet 13@ = get_hook_param 0
  4657. if
  4658. 12@ == 203
  4659. else_jump @NONAME_46019
  4660. if
  4661. 00E1: player 0 pressed_key 6
  4662. else_jump @NONAME_46019
  4663. 0AB4: 13@ = var 53
  4664. if
  4665. 13@ == 1
  4666. else_jump @NONAME_46019
  4667. 0AB4: 13@ = var 22
  4668. if
  4669. 13@ == 1
  4670. else_jump @NONAME_46019
  4671. 0BE0: raknet hook_ret 0
  4672.  
  4673. :NONAME_46019
  4674. if
  4675. 12@ == 206
  4676. else_jump @NONAME_46123
  4677. if
  4678. 00E1: player 0 pressed_key 6
  4679. else_jump @NONAME_46123
  4680. 0AB4: 13@ = var 77
  4681. 0AB4: 12@ = var 53
  4682. if and
  4683. 12@ == 1
  4684. 13@ == 0
  4685. else_jump @NONAME_46123
  4686. 0AB4: 13@ = var 22
  4687. if
  4688. 13@ == 1
  4689. else_jump @NONAME_46123
  4690. 0BE0: raknet hook_ret 0
  4691.  
  4692. :NONAME_46123
  4693. 0BE0: raknet hook_ret 1
  4694. call @NONAME_46140 1 28@
  4695.  
  4696. :NONAME_46140
  4697. if
  4698. 7@ = SAMP.GetActorHandleByPlayerID(0@)
  4699. else_jump @NONAME_46555
  4700. 0085: 31@ = 0@ // (int)
  4701. call @NONAME_23021 2 $PLAYER_ACTOR 24 1@ 2@ 3@
  4702. call @NONAME_23021 2 7@ 3 4@ 5@ 6@
  4703. if
  4704. 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
  4705. else_jump @NONAME_46308
  4706. 0208: 18@ = random_float_in_ranges 0.001 0.0025
  4707. 0208: 19@ = random_float_in_ranges -0.001 0.001
  4708. 0208: 20@ = random_float_in_ranges 0.001 0.0025
  4709. jump @NONAME_46353
  4710.  
  4711. :NONAME_46308
  4712. 0208: 18@ = random_float_in_ranges -0.010498 -0.009887
  4713. 0208: 19@ = random_float_in_ranges 0.196411 0.18518
  4714. 0208: 20@ = random_float_in_ranges 0.694 0.63
  4715.  
  4716. :NONAME_46353
  4717. alloc 7@ 39
  4718. 0C0D: struct 7@ offset 0 size 1 = 1
  4719. 0C0D: struct 7@ offset 1 size 2 = 0@
  4720. 0C0D: struct 7@ offset 3 size 4 = 1@
  4721. 0C0D: struct 7@ offset 7 size 4 = 2@
  4722. 0C0D: struct 7@ offset 11 size 4 = 3@
  4723. 0C0D: struct 7@ offset 15 size 4 = 4@
  4724. 0C0D: struct 7@ offset 19 size 4 = 5@
  4725. 0C0D: struct 7@ offset 23 size 4 = 6@
  4726. 0C0D: struct 7@ offset 27 size 4 = 18@
  4727. 0C0D: struct 7@ offset 31 size 4 = 19@
  4728. 0C0D: struct 7@ offset 35 size 4 = 20@
  4729. 0470: 19@ = actor $PLAYER_ACTOR current_weapon
  4730. 0C0D: struct 7@ offset 39 size 1 = 19@
  4731. 0BC4: samp send_bullet_data 7@
  4732. free 7@
  4733. 0470: 7@ = actor $PLAYER_ACTOR current_weapon
  4734. call @NONAME_46560 0 8@
  4735. 0BCB: samp send_give_damage playerid 31@ damage 8@ weapon 7@ bodypart 3
  4736.  
  4737. :NONAME_46555
  4738. ret 0
  4739.  
  4740. :NONAME_46560
  4741. 0A96: 2@ = actor $PLAYER_ACTOR struct
  4742. 2@ += 1836
  4743. 0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
  4744. 0470: 0@ = actor $PLAYER_ACTOR current_weapon
  4745. 0085: 1@ = 0@ // (int)
  4746. if
  4747. 2@ == 2
  4748. else_jump @NONAME_46629
  4749. 1@ += 25
  4750.  
  4751. :NONAME_46629
  4752. if
  4753. 2@ == 3
  4754. else_jump @NONAME_46654
  4755. 1@ += 36
  4756.  
  4757. :NONAME_46654
  4758. 1@ *= 112
  4759. 1@ += 13150904
  4760. 1@ += 34
  4761. 0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
  4762. 0093: 1@ = integer 1@ to_float
  4763. if and
  4764. 0@ >= 22
  4765. not 0@ > 34
  4766. else_jump @NONAME_46733
  4767. 1@ /= 3.043478
  4768.  
  4769. :NONAME_46733
  4770. ret 1 1@
  4771.  
  4772. :NONAME_46741
  4773. 0AB4: 31@ = var 78
  4774. if and
  4775. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4776. 31@ == 1
  4777. else_jump @NONAME_46864
  4778. 0FAA:
  4779. if
  4780. SAMP.IsPlayerConnected(0@)
  4781. else_jump @NONAME_46855
  4782. 1@ = SAMP.GetPlayerNickname(0@)
  4783. 0FA4:
  4784. if
  4785. 2@ == 1
  4786. else_jump @NONAME_46846
  4787. return_true
  4788. jump @NONAME_46848
  4789.  
  4790. :NONAME_46846
  4791. return_false
  4792.  
  4793. :NONAME_46848
  4794. jump @NONAME_46857
  4795.  
  4796. :NONAME_46855
  4797. return_false
  4798.  
  4799. :NONAME_46857
  4800. jump @NONAME_46866
  4801.  
  4802. :NONAME_46864
  4803. return_false
  4804.  
  4805. :NONAME_46866
  4806. ret 0
  4807. 0000: NOP
  4808.  
  4809. :NONAME_46873
  4810. wait 0
  4811. SAMP.Available
  4812. else_jump @NONAME_46873
  4813. if
  4814. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4815. else_jump @NONAME_46924
  4816. 0FAA:
  4817.  
  4818. :NONAME_46924
  4819. 0B34: samp register_client_command ".ADDFRIEND" to_label @NONAME_47503
  4820. 0B34: samp register_client_command ".DELFRIEND" to_label @NONAME_47834
  4821. 0B34: samp register_client_command ".FRIENDS" to_label @NONAME_47293
  4822.  
  4823. :NONAME_46979
  4824. wait 0
  4825. 0AB4: 0@ = var 74
  4826. 0AB4: 1@ = var 73
  4827. if or
  4828. 1@ == 1
  4829. 0@ == 1
  4830. else_jump @NONAME_47286
  4831. if
  4832. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4833. else_jump @NONAME_47286
  4834. 1@ = 0
  4835.  
  4836. :NONAME_47065
  4837. if
  4838. SAMP.IsPlayerConnected(1@)
  4839. else_jump @NONAME_47264
  4840. 2@ = SAMP.GetPlayerNickname(1@)
  4841. 0FA4:
  4842. if
  4843. 3@ == 1
  4844. else_jump @NONAME_47190
  4845. if
  4846. 4@ = SAMP.GetActorHandleByPlayerID(1@)
  4847. else_jump @NONAME_47183
  4848. 0AB4: 0@ = var 74
  4849. if
  4850. 0@ == 1
  4851. else_jump @NONAME_47183
  4852. 0A96: 5@ = actor 4@ struct
  4853. 5@ += 300
  4854. 0A8C: write_memory 5@ size 4 value 6.0 virtual_protect 0
  4855.  
  4856. :NONAME_47183
  4857. jump @NONAME_47264
  4858.  
  4859. :NONAME_47190
  4860. if
  4861. 4@ = SAMP.GetActorHandleByPlayerID(1@)
  4862. else_jump @NONAME_47264
  4863. 0AB4: 0@ = var 73
  4864. if
  4865. 0@ == 1
  4866. else_jump @NONAME_47264
  4867. 0A96: 5@ = actor 4@ struct
  4868. 5@ += 300
  4869. 0A8C: write_memory 5@ size 4 value -6.0 virtual_protect 0
  4870.  
  4871. :NONAME_47264
  4872. 1@ += 1
  4873. 1@ > 1000
  4874. else_jump @NONAME_47065
  4875.  
  4876. :NONAME_47286
  4877. jump @NONAME_46979
  4878.  
  4879. :NONAME_47293
  4880. if
  4881. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4882. else_jump @NONAME_47501
  4883. chatmsg "{FF0000}FriendSystem: {FFFFFF} here are all your friends:" -1
  4884. 31@ = 0
  4885.  
  4886. :NONAME_47400
  4887. if
  4888. SAMP.IsPlayerConnected(31@)
  4889. else_jump @NONAME_47479
  4890. 29@ = SAMP.GetPlayerNickname(31@)
  4891. 0FA4:
  4892. if
  4893. 28@ == 1
  4894. else_jump @NONAME_47479
  4895. chatmsg "{FF0000}Name: {FFFFFF} %s" -1 29@
  4896.  
  4897. :NONAME_47479
  4898. 31@ += 1
  4899. 31@ > 1000
  4900. else_jump @NONAME_47400
  4901.  
  4902. :NONAME_47501
  4903. SAMP.CmdRet
  4904.  
  4905. :NONAME_47503
  4906. printf "~r~.addfriend: ~w~this function is not working anymore!" 1000
  4907. if
  4908. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4909. else_jump @NONAME_47832
  4910. SAMP.IsCommandTyped(31@)
  4911. if
  4912. 0AD4: 33@ = scan_string 31@ format "%d" 30@
  4913. else_jump @NONAME_47782
  4914. if
  4915. SAMP.IsPlayerConnected(30@)
  4916. else_jump @NONAME_47720
  4917. 29@ = SAMP.GetPlayerNickname(30@)
  4918. 0FA3:
  4919. printf "~r~.addfriend: ~w~Added a new Friend: %s" 1500 29@
  4920. 0FA9:
  4921. jump @NONAME_47775
  4922.  
  4923. :NONAME_47720
  4924. printf "~r~.addfriend: ~w~This player is not connected!" 1000
  4925.  
  4926. :NONAME_47775
  4927. jump @NONAME_47832
  4928.  
  4929. :NONAME_47782
  4930. printf "~r~.addfriend: ~w~You did not enter an ID!" 1000
  4931.  
  4932. :NONAME_47832
  4933. SAMP.CmdRet
  4934.  
  4935. :NONAME_47834
  4936. printf "~r~.delfriend: ~w~this function is not working anymore!" 1000
  4937. if
  4938. 0AAB: file_exists "CLEO\DynamicVars.cleo"
  4939. else_jump @NONAME_48171
  4940. SAMP.IsCommandTyped(31@)
  4941. if
  4942. 0AD4: 33@ = scan_string 31@ format "%d" 30@
  4943. else_jump @NONAME_48121
  4944. if
  4945. SAMP.IsPlayerConnected(30@)
  4946. else_jump @NONAME_48059
  4947. 29@ = SAMP.GetPlayerNickname(30@)
  4948. 0FA3:
  4949. printf "~r~.delfriend: ~w~deleted a friend from list: %s" 1500 29@
  4950. 0FA9:
  4951. jump @NONAME_48114
  4952.  
  4953. :NONAME_48059
  4954. printf "~r~.delfriend: ~w~This player is not connected!" 1000
  4955.  
  4956. :NONAME_48114
  4957. jump @NONAME_48171
  4958.  
  4959. :NONAME_48121
  4960. printf "~r~.delfriend: ~w~You did not enter an ID!" 1000
  4961.  
  4962. :NONAME_48171
  4963. SAMP.CmdRet
  4964. 0000: NOP
  4965.  
  4966. :NONAME_48175
  4967. wait 0
  4968. SAMP.Available
  4969. else_jump @NONAME_48175
  4970.  
  4971. :NONAME_48188
  4972. wait 0
  4973. 0AB4: 31@ = var 18
  4974. if
  4975. 31@ == 1337
  4976. else_jump @NONAME_48225
  4977. jump @NONAME_48232
  4978.  
  4979. :NONAME_48225
  4980. jump @NONAME_48188
  4981.  
  4982. :NONAME_48232
  4983. wait 0
  4984. 0AB4: 31@ = var 52
  4985. if
  4986. 31@ == 1
  4987. else_jump @NONAME_48384
  4988. if
  4989. 00E1: player 0 pressed_key 6
  4990. else_jump @NONAME_48384
  4991. if
  4992. call @NONAME_50510 0 30@ 1@ 2@ 3@
  4993. else_jump @NONAME_48384
  4994. if
  4995. 056D: actor 30@ defined
  4996. else_jump @NONAME_48384
  4997. 0470: 31@ = actor $PLAYER_ACTOR current_weapon
  4998. if and
  4999. not Actor.Dead(30@)
  5000. not 31@ >= 35
  5001. 31@ > 21
  5002. else_jump @NONAME_48384
  5003. call @NONAME_48391 3 1@ 2@ 3@
  5004.  
  5005. :NONAME_48384
  5006. jump @NONAME_48232
  5007.  
  5008. :NONAME_48391
  5009. 0470: 31@ = actor $PLAYER_ACTOR current_weapon
  5010. if
  5011. 31@ > 21
  5012. else_jump @NONAME_48503
  5013. 0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 10@ 11@
  5014. if
  5015. not 31@ >= 34
  5016. else_jump @NONAME_48478
  5017. 0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 10@ 11@
  5018. jump @NONAME_48496
  5019.  
  5020. :NONAME_48478
  5021. 0B60: convert_game_screen_coords 320.0 224.5 to_window_screen_coords 10@ 11@
  5022.  
  5023. :NONAME_48496
  5024. jump @NONAME_48521
  5025.  
  5026. :NONAME_48503
  5027. 0B60: convert_game_screen_coords 320.0 224.5 to_window_screen_coords 10@ 11@
  5028.  
  5029. :NONAME_48521
  5030. SAMP.Convert3DCoordsToScreen(0@, 1@, 2@, 3@, 4@)
  5031. 5@ = 1
  5032. 0093: 3@ = integer 3@ to_float
  5033. 0093: 4@ = integer 4@ to_float
  5034. 0093: 10@ = integer 10@ to_float
  5035. 0093: 11@ = integer 11@ to_float
  5036. 0509: 17@ = distance_between_XY 3@ 0.0 and_XY 10@ 0.0
  5037. if
  5038. 17@ > 5.0
  5039. else_jump @NONAME_48758
  5040. 0092: 3@ = float 3@ to_integer
  5041. 0092: 4@ = float 4@ to_integer
  5042. 0092: 10@ = float 10@ to_integer
  5043. 0092: 11@ = float 11@ to_integer
  5044. 3@ += 2
  5045. if and
  5046. 5@ == 1
  5047. 001D: 10@ > 3@ // (int)
  5048. else_jump @NONAME_48701
  5049. 0@ = 0
  5050. call @NONAME_48839 0
  5051.  
  5052. :NONAME_48701
  5053. 3@ += 2
  5054. 3@ -= 2
  5055. if and
  5056. 5@ == 1
  5057. 801D: not 10@ > 3@ // (int)
  5058. else_jump @NONAME_48758
  5059. 0@ = 0
  5060. call @NONAME_48763 0
  5061.  
  5062. :NONAME_48758
  5063. ret 0
  5064.  
  5065. :NONAME_48763
  5066. 0AA2: 31@ = load_library "user32.dll" // IF and SET
  5067. 0AA4: 30@ = get_proc_address "mouse_event" library 31@ // IF and SET
  5068. 0AB4: 5@ = var 7
  5069. 0AA5: call 30@ num_params 5 pop 0 0 0 0 5@ 0
  5070. 0AA3: free_library 31@
  5071. ret 0
  5072.  
  5073. :NONAME_48839
  5074. 0AA2: 31@ = load_library "user32.dll" // IF and SET
  5075. 0AA4: 30@ = get_proc_address "mouse_event" library 31@ // IF and SET
  5076. 0AB4: 5@ = var 7
  5077. 5@ *= -1
  5078. 0AA5: call 30@ num_params 5 pop 0 0 0 0 5@ 0
  5079. 0AA3: free_library 31@
  5080. ret 0
  5081. 0000: NOP
  5082.  
  5083. :NONAME_48924
  5084. wait 0
  5085. SAMP.Available
  5086. else_jump @NONAME_48924
  5087.  
  5088. :NONAME_48937
  5089. wait 0
  5090. 0AB4: 31@ = var 18
  5091. if
  5092. 31@ == 1337
  5093. else_jump @NONAME_48974
  5094. jump @NONAME_48981
  5095.  
  5096. :NONAME_48974
  5097. jump @NONAME_48937
  5098.  
  5099. :NONAME_48981
  5100. wait 0
  5101. 0AB4: 31@ = var 51
  5102. if
  5103. 31@ == 1
  5104. else_jump @NONAME_49676
  5105. if
  5106. 00E1: player 0 pressed_key 6
  5107. else_jump @NONAME_49676
  5108. if
  5109. call @NONAME_38954 0
  5110. else_jump @NONAME_49676
  5111. if
  5112. call @NONAME_50510 0 30@ 16@ 17@ 18@
  5113. else_jump @NONAME_49676
  5114. if
  5115. 056D: actor 30@ defined
  5116. else_jump @NONAME_49676
  5117. 29@ = SAMP.GetSAMPPlayerIDByActorHandle(30@)
  5118. call @NONAME_39521 1 30@ 16@ 17@ 18@
  5119. call @NONAME_23021 2 30@ 1 2@ 3@ 4@
  5120. call @NONAME_23021 2 30@ 6 5@ 6@ 7@
  5121. 0AB4: 31@ = var 77
  5122. if
  5123. 31@ == 1
  5124. else_jump @NONAME_49255
  5125. 005B: 2@ += 16@ // (float)
  5126. 005B: 3@ += 17@ // (float)
  5127. 005B: 4@ += 18@ // (float)
  5128. 005B: 5@ += 16@ // (float)
  5129. 005B: 6@ += 17@ // (float)
  5130. 005B: 7@ += 18@ // (float)
  5131. jump @NONAME_49325
  5132.  
  5133. :NONAME_49255
  5134. call @NONAME_39170 1 30@ 16@ 17@ 18@
  5135. 005B: 2@ += 16@ // (float)
  5136. 005B: 3@ += 17@ // (float)
  5137. 005B: 4@ += 18@ // (float)
  5138. 005B: 5@ += 16@ // (float)
  5139. 005B: 6@ += 17@ // (float)
  5140. 005B: 7@ += 18@ // (float)
  5141.  
  5142. :NONAME_49325
  5143. call @NONAME_39003 3 2@ 3@ 4@ 2@ 3@
  5144. call @NONAME_39003 3 5@ 6@ 7@ 4@ 5@
  5145. 03F0: enable_text_draw 1
  5146. 0509: 6@ = distance_between_XY 2@ 3@ and_XY 4@ 5@
  5147. 0087: 7@ = 6@ // (float)
  5148. 0AB4: 31@ = var 77
  5149. if
  5150. 31@ == 1
  5151. else_jump @NONAME_49556
  5152. 6@ /= 6.5
  5153. 7@ *= 2.15
  5154. call @NONAME_39886 0 15@ 14@
  5155. 0B5F: convert_window_screen_coords 15@ 14@ to_game_screen_coords 15@ 14@
  5156. if
  5157. 05A5: is_area_center 15@ 14@ scale 1.0 1.0 overlaping_area_center 2@ 3@ scale 6@ 7@
  5158. else_jump @NONAME_49549
  5159. 8@ = 12006488
  5160. 8@ += 34
  5161. 0A8C: write_memory 8@ size 1 value 255 virtual_protect 0
  5162.  
  5163. :NONAME_49549
  5164. jump @NONAME_49676
  5165.  
  5166. :NONAME_49556
  5167. 6@ /= 3.0
  5168. 7@ *= 2.15
  5169. call @NONAME_39886 0 15@ 14@
  5170. 0B5F: convert_window_screen_coords 15@ 14@ to_game_screen_coords 15@ 14@
  5171. if
  5172. 05A5: is_area_center 15@ 14@ scale 1.0 1.0 overlaping_area_center 2@ 3@ scale 6@ 7@
  5173. else_jump @NONAME_49676
  5174. 8@ = 12006488
  5175. 8@ += 34
  5176. 0A8C: write_memory 8@ size 1 value 255 virtual_protect 0
  5177.  
  5178. :NONAME_49676
  5179. jump @NONAME_48981
  5180. 068D: get_camera_position_to 25@ 24@ 23@
  5181. if
  5182. 06BD: no_obstacles_between 25@ 24@ 23@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 1 particle 0
  5183. else_jump @NONAME_49742
  5184. return_true
  5185. ret 0
  5186.  
  5187. :NONAME_49742
  5188. return_false
  5189. ret 0
  5190. 0000: NOP
  5191.  
  5192. :NONAME_49751
  5193. wait 0
  5194. SAMP.Available
  5195. else_jump @NONAME_49751
  5196. 04ED: load_animation "ROCKET"
  5197.  
  5198. :NONAME_49774
  5199. wait 0
  5200. 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 1@ closest_ped_to 2@
  5201. if
  5202. 056D: actor 2@ defined
  5203. else_jump @NONAME_49905
  5204. if
  5205. 3@ = SAMP.GetSAMPPlayerIDByActorHandle(2@)
  5206. else_jump @NONAME_49905
  5207. 4@ = SAMP.GetPlayerHealthByActorHandle(3@)
  5208. if and
  5209. 02D8: actor 2@ current_weapon == 2
  5210. Actor.Animation(2@) == "RocketFire"
  5211. 4@ == 63
  5212. else_jump @NONAME_49905
  5213. call @NONAME_33799 0
  5214. say "lo....."
  5215. end_thread
  5216. wait 1E10
  5217.  
  5218. :NONAME_49905
  5219. jump @NONAME_49774
  5220. 0000: NOP
  5221.  
  5222. :NONAME_49914
  5223. wait 0
  5224. 1@ = 255
  5225. 2@ = 0
  5226. 3@ = 0
  5227. 3@ = 0
  5228.  
  5229. :NONAME_49947
  5230. wait 0
  5231. gosub @NONAME_50232
  5232. 3@ += 1
  5233. 3@ > 255
  5234. else_jump @NONAME_49947
  5235. 3@ = 255
  5236. 1@ = 255
  5237.  
  5238. :NONAME_49996
  5239. wait 0
  5240. gosub @NONAME_50232
  5241. 1@ -= 1
  5242. 0 > 1@
  5243. else_jump @NONAME_49996
  5244. 1@ = 0
  5245. 2@ = 0
  5246.  
  5247. :NONAME_50042
  5248. wait 0
  5249. gosub @NONAME_50232
  5250. 2@ += 1
  5251. 2@ > 255
  5252. else_jump @NONAME_50042
  5253. 2@ = 255
  5254. 3@ = 255
  5255.  
  5256. :NONAME_50091
  5257. wait 0
  5258. gosub @NONAME_50232
  5259. 3@ -= 1
  5260. 0 > 3@
  5261. else_jump @NONAME_50091
  5262. 3@ = 0
  5263. 1@ = 0
  5264.  
  5265. :NONAME_50137
  5266. wait 0
  5267. gosub @NONAME_50232
  5268. 1@ += 1
  5269. 1@ > 255
  5270. else_jump @NONAME_50137
  5271. 1@ = 255
  5272. 2@ = 255
  5273.  
  5274. :NONAME_50186
  5275. wait 0
  5276. gosub @NONAME_50232
  5277. 2@ -= 1
  5278. 0 > 2@
  5279. else_jump @NONAME_50186
  5280. 2@ = 0
  5281. jump @NONAME_49914
  5282.  
  5283. :NONAME_50232
  5284. 0B67: render a 255 r 1@ g 2@ b 3@ to_argb 4@
  5285. 0AB3: var 49 = 4@
  5286. return
  5287. 0A9F: 32@ = current_thread_pointer
  5288. 32@ += 16
  5289. 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
  5290. 0062: 32@ -= 0@ // (int)
  5291. 0AA7: call_function 4607008 num_params 1 pop 1 32@ 33@
  5292. 005A: 32@ += 0@ // (int)
  5293. 33@ += 16
  5294. 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
  5295. 33@ += 44
  5296. 32@ = 0
  5297.  
  5298. :NONAME_50349
  5299. 0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
  5300. 33@ += 4
  5301. 32@ += 1
  5302. 32@ > 30
  5303. else_jump @NONAME_50349
  5304. ret 0
  5305.  
  5306. :NONAME_50398
  5307. 3@ *= -1.0
  5308. 02F6: 6@ = sine 3@ // (float)
  5309. 006B: 6@ *= 5@ // (float)
  5310. 005B: 0@ += 6@ // (float)
  5311. 02F7: 6@ = cosine 3@ // (float)
  5312. 006B: 6@ *= 5@ // (float)
  5313. 005B: 1@ += 6@ // (float)
  5314. 02F7: 6@ = cosine 4@ // (float)
  5315. 0073: 5@ /= 6@ // (float)
  5316. 02F6: 6@ = sine 4@ // (float)
  5317. 006B: 5@ *= 6@ // (float)
  5318. 005B: 2@ += 5@ // (float)
  5319. ret 3 0@ 1@ 2@
  5320.  
  5321. :NONAME_50510
  5322. 0AB4: 0@ = var 10
  5323. 1@ = -1
  5324. 2@ = 0.0
  5325. 3@ = 0.0
  5326. 4@ = 0.0
  5327. 31@ = 0
  5328.  
  5329. :NONAME_50561
  5330. if
  5331. SAMP.IsPlayerConnected(31@)
  5332. else_jump @NONAME_51574
  5333. if
  5334. 30@ = SAMP.GetActorHandleByPlayerID(31@)
  5335. else_jump @NONAME_51574
  5336. 28@ = 1
  5337. 0AB4: 29@ = var 82
  5338. if
  5339. 29@ == 1
  5340. else_jump @NONAME_50692
  5341. 27@ = SAMP.GetPlayerColor(31@)
  5342. 26@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5343. 25@ = SAMP.GetPlayerColor(26@)
  5344. if
  5345. 003B: 25@ == 27@ // (int)
  5346. else_jump @NONAME_50685
  5347. 28@ = 0
  5348. jump @NONAME_50692
  5349.  
  5350. :NONAME_50685
  5351. 28@ = 1
  5352.  
  5353. :NONAME_50692
  5354. if and
  5355. 28@ == 1
  5356. not SAMP.IsPlayerNPC(31@)
  5357. not SAMP.IsPlayerPaused(31@)
  5358. else_jump @NONAME_51574
  5359. if
  5360. 02CB: actor 30@ bounding_sphere_visible
  5361. else_jump @NONAME_51574
  5362. 0470: 29@ = actor $PLAYER_ACTOR current_weapon
  5363. 29@ += 36
  5364. 29@ *= 112
  5365. 29@ += 13150904
  5366. 29@ += 8
  5367. 0A8D: 28@ = read_memory 29@ size 4 virtual_protect 0
  5368. 28@ = 300.0
  5369. 068D: get_camera_position_to 27@ 26@ 25@
  5370. call @NONAME_23021 2 30@ 6 24@ 23@ 22@
  5371. 0AB4: 6@ = var 77
  5372. if and
  5373. not Actor.Dead(30@)
  5374. 6@ == 1
  5375. else_jump @NONAME_50908
  5376. call @NONAME_39521 1 30@ 7@ 8@ 9@
  5377. 005B: 24@ += 7@ // (float)
  5378. 005B: 23@ += 8@ // (float)
  5379. 005B: 22@ += 9@ // (float)
  5380.  
  5381. :NONAME_50908
  5382. 050A: 21@ = distance_between_XYZ 27@ 26@ 25@ and_XYZ 24@ 23@ 22@
  5383. if and
  5384. not Actor.Dead(30@)
  5385. 0035: 28@ >= 21@ // (float)
  5386. else_jump @NONAME_51574
  5387. if
  5388. Actor.Driving(30@)
  5389. else_jump @NONAME_50985
  5390. 20@ = 0
  5391. jump @NONAME_50992
  5392.  
  5393. :NONAME_50985
  5394. 20@ = 1
  5395.  
  5396. :NONAME_50992
  5397. 0AB4: 19@ = var 61
  5398. if or
  5399. 19@ == 1
  5400. 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 20@ actor 0 object 1 particle 0
  5401. else_jump @NONAME_51574
  5402. call @NONAME_21445 6 24@ 23@ 22@ 27@ 26@ 25@ 19@
  5403. call @NONAME_21489 4 24@ 23@ 27@ 26@ 18@
  5404. 19@ -= 270.0
  5405. 18@ -= 90.0
  5406. 19@ = Math.AngleToRad(19@)
  5407. 18@ = Math.AngleToRad(18@)
  5408. 19@ -= 0.0778
  5409. 18@ += 0.04253
  5410. 0A8D: 17@ = read_memory 11989576 size 4 virtual_protect 0
  5411. 0A8D: 16@ = read_memory 11989592 size 4 virtual_protect 0
  5412. 0063: 19@ -= 17@ // (float)
  5413. 0063: 18@ -= 16@ // (float)
  5414. if
  5415. 19@ > 3.141593
  5416. else_jump @NONAME_51235
  5417. 19@ -= 6.283185
  5418.  
  5419. :NONAME_51235
  5420. if
  5421. not 19@ >= -3.141593
  5422. else_jump @NONAME_51266
  5423. 19@ += 6.283185
  5424.  
  5425. :NONAME_51266
  5426. if
  5427. 18@ > 3.141593
  5428. else_jump @NONAME_51297
  5429. 18@ -= 6.283185
  5430.  
  5431. :NONAME_51297
  5432. if
  5433. not 18@ >= -3.141593
  5434. else_jump @NONAME_51328
  5435. 18@ += 6.283185
  5436.  
  5437. :NONAME_51328
  5438. if and
  5439. not 19@ >= 0.5
  5440. 19@ > -0.5
  5441. not 18@ >= 0.5
  5442. 18@ > -0.5
  5443. else_jump @NONAME_51574
  5444. call @NONAME_39886 0 15@ 14@
  5445. 0B5F: convert_window_screen_coords 15@ 14@ to_game_screen_coords 15@ 14@
  5446. SAMP.Convert3DCoordsToScreen(24@, 23@, 22@, 13@, 12@)
  5447. 0B5F: convert_window_screen_coords 13@ 12@ to_game_screen_coords 13@ 12@
  5448. 0509: 11@ = distance_between_XY 15@ 14@ and_XY 13@ 12@
  5449. if
  5450. 0025: 0@ > 11@ // (float)
  5451. else_jump @NONAME_51574
  5452. 13@ = 1
  5453. if
  5454. call @NONAME_46741 1 31@
  5455. else_jump @NONAME_51514
  5456. 13@ = 0
  5457.  
  5458. :NONAME_51514
  5459. if
  5460. 13@ == 1
  5461. else_jump @NONAME_51574
  5462. 0AB4: 13@ = var 23
  5463. if
  5464. 13@ == 6969
  5465. else_jump @NONAME_51574
  5466. 0085: 1@ = 30@ // (int)
  5467. 0087: 0@ = 11@ // (float)
  5468.  
  5469. :NONAME_51574
  5470. 31@ += 1
  5471. 31@ > 1000
  5472. else_jump @NONAME_50561
  5473. if
  5474. 056D: actor 1@ defined
  5475. else_jump @NONAME_52332
  5476. 068D: get_camera_position_to 31@ 30@ 29@
  5477. call @NONAME_23021 2 1@ 3 25@ 24@ 23@
  5478. 0AB4: 22@ = var 77
  5479. if
  5480. 22@ == 1
  5481. else_jump @NONAME_51744
  5482. if
  5483. 21@ = SAMP.GetSAMPPlayerIDByActorHandle(1@)
  5484. else_jump @NONAME_51737
  5485. call @NONAME_39521 1 1@ 19@ 18@ 17@
  5486. 005B: 25@ += 19@ // (float)
  5487. 005B: 24@ += 18@ // (float)
  5488. 005B: 23@ += 17@ // (float)
  5489.  
  5490. :NONAME_51737
  5491. jump @NONAME_51790
  5492.  
  5493. :NONAME_51744
  5494. call @NONAME_39170 1 1@ 19@ 18@ 17@
  5495. 005B: 25@ += 19@ // (float)
  5496. 005B: 24@ += 18@ // (float)
  5497. 005B: 23@ += 17@ // (float)
  5498.  
  5499. :NONAME_51790
  5500. 0AB4: 19@ = var 61
  5501. if or
  5502. 19@ == 1
  5503. 06BD: no_obstacles_between 31@ 30@ 29@ and 25@ 24@ 23@ solid 1 car 1 actor 0 object 1 particle 0
  5504. else_jump @NONAME_51864
  5505. return_true
  5506. ret 4 1@ 25@ 24@ 23@
  5507.  
  5508. :NONAME_51864
  5509. call @NONAME_23021 2 1@ 5 25@ 24@ 23@
  5510. 0AB4: 22@ = var 77
  5511. if
  5512. 22@ == 1
  5513. else_jump @NONAME_51985
  5514. if
  5515. 21@ = SAMP.GetSAMPPlayerIDByActorHandle(1@)
  5516. else_jump @NONAME_51978
  5517. call @NONAME_39521 1 1@ 19@ 18@ 17@
  5518. 005B: 25@ += 19@ // (float)
  5519. 005B: 24@ += 18@ // (float)
  5520. 005B: 23@ += 17@ // (float)
  5521.  
  5522. :NONAME_51978
  5523. jump @NONAME_52031
  5524.  
  5525. :NONAME_51985
  5526. call @NONAME_39170 1 1@ 19@ 18@ 17@
  5527. 005B: 25@ += 19@ // (float)
  5528. 005B: 24@ += 18@ // (float)
  5529. 005B: 23@ += 17@ // (float)
  5530.  
  5531. :NONAME_52031
  5532. if
  5533. 06BD: no_obstacles_between 31@ 30@ 29@ and 25@ 24@ 23@ solid 1 car 1 actor 0 object 1 particle 0
  5534. else_jump @NONAME_52091
  5535. return_true
  5536. ret 4 1@ 25@ 24@ 23@
  5537.  
  5538. :NONAME_52091
  5539. call @NONAME_23021 2 1@ 6 25@ 24@ 23@
  5540. 0AB4: 22@ = var 77
  5541. if
  5542. 22@ == 1
  5543. else_jump @NONAME_52212
  5544. if
  5545. 21@ = SAMP.GetSAMPPlayerIDByActorHandle(1@)
  5546. else_jump @NONAME_52205
  5547. call @NONAME_39521 1 1@ 19@ 18@ 17@
  5548. 005B: 25@ += 19@ // (float)
  5549. 005B: 24@ += 18@ // (float)
  5550. 005B: 23@ += 17@ // (float)
  5551.  
  5552. :NONAME_52205
  5553. jump @NONAME_52258
  5554.  
  5555. :NONAME_52212
  5556. call @NONAME_39170 1 1@ 19@ 18@ 17@
  5557. 005B: 25@ += 19@ // (float)
  5558. 005B: 24@ += 18@ // (float)
  5559. 005B: 23@ += 17@ // (float)
  5560.  
  5561. :NONAME_52258
  5562. if or
  5563. Actor.Driving(1@)
  5564. 06BD: no_obstacles_between 31@ 30@ 29@ and 25@ 24@ 23@ solid 1 car 1 actor 0 object 1 particle 0
  5565. else_jump @NONAME_52323
  5566. return_true
  5567. ret 4 1@ 25@ 24@ 23@
  5568.  
  5569. :NONAME_52323
  5570. return_false
  5571. jump @NONAME_52334
  5572.  
  5573. :NONAME_52332
  5574. return_false
  5575.  
  5576. :NONAME_52334
  5577. ret 4 1@ 2@ 3@ 4@
  5578. 0000: NOP
  5579.  
  5580. :NONAME_52353
  5581. wait 0
  5582. if
  5583. key_down 119
  5584. else_jump @NONAME_52404
  5585. 0AB3: var 16 = 1
  5586.  
  5587. :NONAME_52378
  5588. wait 0
  5589. not key_down 119
  5590. else_jump @NONAME_52378
  5591. wait 500
  5592. 0AB3: var 16 = 0
  5593.  
  5594. :NONAME_52404
  5595. jump @NONAME_52353
  5596. 0AA2: 10@ = load_library "Urlmon.dll" // IF and SET
  5597. 0AA4: 11@ = get_proc_address "URLDownloadToFileA" library 10@ // IF and SET
  5598. 0AA7: call_function 11@ num_params 5 pop 0 0 0 0@ 1@ 0 12@
  5599. ret 1 12@
  5600. 0AA2: 30@ = load_library "wininet.dll" // IF and SET
  5601. 0AA4: 29@ = get_proc_address "DeleteUrlCacheEntryA" library 30@ // IF and SET
  5602. 0AA5: call 29@ num_params 1 pop 0 0@
  5603. ret 0
  5604. hex
  5605. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5606. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 4F 50
  5607. 2D 48 61 58 2E 63 73 00
  5608. end
  5609. hex
  5610. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5611. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 41 75
  5612. 74 6F 55 70 64 61 74 65 2E 70 68 70 00
  5613. end
  5614.  
  5615. :NONAME_52640
  5616. hex
  5617. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5618. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 4F 50
  5619. 2D 48 61 58 5F 69 6E 66 6F 2E 70 68 70 00
  5620. end
  5621. hex
  5622. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5623. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 55 73
  5624. 65 72 73 2E 70 68 70 00
  5625. end
  5626. hex
  5627. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5628. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 43 75
  5629. 73 74 6F 6D 65 72 73 2E 70 68 70 00
  5630. end
  5631. hex
  5632. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5633. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 48 61
  5634. 73 41 63 63 73 65 73 2E 70 68 70 00
  5635. end
  5636. hex
  5637. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5638. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 53 65
  5639. 72 69 61 6C 43 68 65 63 6B 2E 70 68 70 00
  5640. end
  5641.  
  5642. :NONAME_52860
  5643. hex
  5644. 68 74 74 70 3A 2F 2F 6F 70 2E 62 69 74 71 2E 65
  5645. 75 2F 63 6C 65 6F 2F 6F 70 2D 68 61 78 2F 50 72
  5646. 65 6D 69 75 6D 43 68 65 63 6B 2E 70 68 70 00
  5647. end
  5648.  
  5649. :NONAME_52907
  5650. alloc 10@ 360
  5651. alloc 11@ 260
  5652. alloc 13@ 260
  5653. alloc 21@ 260
  5654. call @NONAME_40027 0 12@
  5655. call @NONAME_54350 0 13@
  5656. if
  5657. 0C14: strcmp string1 13@ string2 "Denni"
  5658. else_jump @NONAME_54006
  5659. 0394: play_music 1
  5660. wait 2000
  5661. 0209: 9@ = random_int_in_ranges 9000000 9999999
  5662. 0209: 8@ = random_int_in_ranges 0 5
  5663. chatmsg "{FF0000}OP-HaX: {FFFFFF} Prevented Crash! Offset: 0x%d" -1 9@
  5664. 0209: 9@ = random_int_in_ranges 9000000 9999999
  5665. 0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
  5666. if
  5667. 8@ == 0
  5668. else_jump @NONAME_53273
  5669. chatmsg "{FF0000}OP-HaX: {FFFFFF} Ops..? DynamicVars.cleo didnt load!" -1
  5670. 8@ = 1337
  5671. chatmsg "{FF0000}OP-HaX: {FFFFFF} function adress: {FF0000} 0x%d at ?" -1 9@
  5672.  
  5673. :NONAME_53273
  5674. if
  5675. 8@ == 1
  5676. else_jump @NONAME_53374
  5677. chatmsg "{FF0000}OP-HaX: {FFFFFF} OP-HaX.ini is missing the default settings!" -1
  5678. 8@ = 1337
  5679.  
  5680. :NONAME_53374
  5681. if
  5682. 8@ == 2
  5683. else_jump @NONAME_53567
  5684. chatmsg "{FF0000}OP-HaX: {FFFFFF} Ops..? DynamicVars.cleo didnt load at 0x?? because of gta_sa.exe!" -1
  5685. chatmsg "{FF0000}OP-HaX: {FFFFFF} function adress: {FF0000} 0x%d at ?" -1 9@
  5686. 8@ = 1337
  5687.  
  5688. :NONAME_53567
  5689. 0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
  5690. 0430: put_actor 55@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
  5691. if
  5692. 8@ == 3
  5693. else_jump @NONAME_53701
  5694. chatmsg "{FF0000}OP-HaX: {FFFFFF} Ops..? Try starting your gta_sa.exe as an Administrator!" -1
  5695. 8@ = 1337
  5696.  
  5697. :NONAME_53701
  5698. if
  5699. 8@ == 4
  5700. else_jump @NONAME_53869
  5701. chatmsg "{FF0000}OP-HaX: {FFFFFF} Ops..? SAMPFUNCS.asi is outdated gta_sa.exe?" -1
  5702. 8@ = 1337
  5703. chatmsg "{FF0000}OP-HaX: {FFFFFF} 0AFA return (var): {FF0000} %d " -1 9@
  5704.  
  5705. :NONAME_53869
  5706. if
  5707. 8@ == 5
  5708. else_jump @NONAME_53979
  5709. chatmsg "{FF0000}OP-HaX: {FFFFFF} Ops..? Please Reinstall OP-HaX or give admin rights!" -1
  5710. 8@ = 1337
  5711.  
  5712. :NONAME_53979
  5713. 0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
  5714. wait 6000
  5715. Actor.DestroyInstantly($PLAYER_ACTOR)
  5716. wait 1E19
  5717.  
  5718. :NONAME_54006
  5719. call @NONAME_54483 0 29@ 28@ 27@ 26@ 25@ 24@ 23@ 22@
  5720. 22@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5721. 27@ = SAMP.GetPlayerNickname(22@)
  5722. SAMP.GetCurrentServerAddress(21@, 20@)
  5723. format 11@ "[REQ][Date: %d.%d.%d, Time: %d:%d:%d]ID %d, PC: %s, Nick: %s, Srv: %s:%d" 26@ 28@ 29@ 25@ 24@ 23@ 12@ 13@ 27@ 21@ 20@
  5724. format 10@ "https:%c%cop.bitq.eu%ccleo%cop-hax%cGiveAccses.php?hwid=%s" 47 47 47 47 47 11@
  5725. 0C65: 19@ = download_url 10@ to_file "giveaccses.php"
  5726. 18@ = -1
  5727.  
  5728. :NONAME_54287
  5729. 18@ == -1
  5730. else_jump @NONAME_54320
  5731. wait 0
  5732. 0C66: 18@ = get_download 19@ state
  5733. jump @NONAME_54287
  5734.  
  5735. :NONAME_54320
  5736. 0C7D: release_download 19@
  5737. free 21@
  5738. free 10@
  5739. free 11@
  5740. free 13@
  5741. ret 0
  5742.  
  5743. :NONAME_54350
  5744. if
  5745. 0AA2: 31@ = load_library "Advapi32.dll" // IF and SET
  5746. else_jump @NONAME_54475
  5747. alloc 1@ 260
  5748. if
  5749. 0AA4: 30@ = get_proc_address "GetUserNameA" library 31@ // IF and SET
  5750. else_jump @NONAME_54457
  5751. alloc 0@ 260
  5752. 0AA5: call 30@ num_params 2 pop 0 0@ 1@
  5753. free 0@
  5754. jump @NONAME_54470
  5755.  
  5756. :NONAME_54457
  5757. format 1@ "ERROR"
  5758.  
  5759. :NONAME_54470
  5760. 0AA3: free_library 31@
  5761.  
  5762. :NONAME_54475
  5763. ret 1 1@
  5764.  
  5765. :NONAME_54483
  5766. 0AA2: 0@ = load_library "kernel32.dll" // IF and SET
  5767. 0AA4: 1@ = get_proc_address "GetLocalTime" library 0@ // IF and SET
  5768. alloc 2@ 32
  5769. 0AA5: call 1@ num_params 1 pop 0 2@
  5770. 0A8D: 3@ = read_memory 2@ size 2 virtual_protect 0
  5771. 2@ += 2
  5772. 0A8D: 4@ = read_memory 2@ size 2 virtual_protect 0
  5773. 2@ += 2
  5774. 0A8D: 5@ = read_memory 2@ size 2 virtual_protect 0
  5775. 2@ += 2
  5776. 0A8D: 6@ = read_memory 2@ size 2 virtual_protect 0
  5777. 2@ += 2
  5778. 0A8D: 7@ = read_memory 2@ size 2 virtual_protect 0
  5779. 2@ += 2
  5780. 0A8D: 8@ = read_memory 2@ size 2 virtual_protect 0
  5781. 2@ += 2
  5782. 0A8D: 9@ = read_memory 2@ size 2 virtual_protect 0
  5783. 2@ += 2
  5784. 0A8D: 10@ = read_memory 2@ size 2 virtual_protect 0
  5785. 2@ -= 30
  5786. ret 8 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@
  5787.  
  5788. :NONAME_54725
  5789. alloc 10@ 360
  5790. alloc 11@ 260
  5791. alloc 13@ 260
  5792. alloc 21@ 260
  5793. call @NONAME_40027 0 12@
  5794. call @NONAME_54350 0 13@
  5795. call @NONAME_54483 0 29@ 28@ 27@ 26@ 25@ 24@ 23@ 22@
  5796. 22@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5797. 27@ = SAMP.GetPlayerNickname(22@)
  5798. SAMP.GetCurrentServerAddress(21@, 20@)
  5799. format 11@ "[START][Date: %d.%d.%d, Time: %d:%d:%d]ID %d, PC: %s, Nick: %s, Srv: %s:%d" 26@ 28@ 29@ 25@ 24@ 23@ 12@ 13@ 27@ 21@ 20@
  5800. format 10@ "https:%c%cop.bitq.eu%ccleo%cop-hax%cGiveAccses.php?hwid=%s" 47 47 47 47 47 11@
  5801. 0C65: 19@ = download_url 10@ to_file "giveaccses.php"
  5802. 18@ = -1
  5803.  
  5804. :NONAME_55066
  5805. 18@ == -1
  5806. else_jump @NONAME_55099
  5807. wait 0
  5808. 0C66: 18@ = get_download 19@ state
  5809. jump @NONAME_55066
  5810.  
  5811. :NONAME_55099
  5812. 0C7D: release_download 19@
  5813. free 21@
  5814. free 10@
  5815. free 11@
  5816. free 13@
  5817. ret 0
  5818.  
  5819. :NONAME_55129
  5820. alloc 10@ 360
  5821. alloc 11@ 260
  5822. alloc 13@ 260
  5823. alloc 21@ 260
  5824. call @NONAME_40027 0 12@
  5825. call @NONAME_54350 0 13@
  5826. call @NONAME_54483 0 29@ 28@ 27@ 26@ 25@ 24@ 23@ 22@
  5827. 22@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5828. 27@ = SAMP.GetPlayerNickname(22@)
  5829. SAMP.GetCurrentServerAddress(21@, 20@)
  5830. format 11@ "[UNLOCK][Date: %d.%d.%d, Time: %d:%d:%d]ID %d, PC: %s, Nick: %s, Srv: %s:%d" 26@ 28@ 29@ 25@ 24@ 23@ 12@ 13@ 27@ 21@ 20@
  5831. format 10@ "https:%c%cop.bitq.eu%ccleo%cop-hax%cGiveAccses.php?hwid=%s" 47 47 47 47 47 11@
  5832. 0C65: 19@ = download_url 10@ to_file "giveaccses.php"
  5833. 18@ = -1
  5834.  
  5835. :NONAME_55471
  5836. 18@ == -1
  5837. else_jump @NONAME_55504
  5838. wait 0
  5839. 0C66: 18@ = get_download 19@ state
  5840. jump @NONAME_55471
  5841.  
  5842. :NONAME_55504
  5843. 0C7D: release_download 19@
  5844. free 21@
  5845. free 10@
  5846. free 11@
  5847. free 13@
  5848. ret 0
  5849.  
  5850. :NONAME_55534
  5851. alloc 10@ 360
  5852. alloc 11@ 260
  5853. alloc 13@ 260
  5854. alloc 21@ 260
  5855. call @NONAME_40027 0 12@
  5856. call @NONAME_54350 0 13@
  5857. call @NONAME_54483 0 29@ 28@ 27@ 26@ 25@ 24@ 23@ 22@
  5858. 22@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5859. 27@ = SAMP.GetPlayerNickname(22@)
  5860. SAMP.GetCurrentServerAddress(21@, 20@)
  5861. format 11@ "[AUTHSUCCSES][Date: %d.%d.%d, Time: %d:%d:%d]ID %d, PC: %s, Nick: %s, Srv: %s:%d" 26@ 28@ 29@ 25@ 24@ 23@ 12@ 13@ 27@ 21@ 20@
  5862. format 10@ "https:%c%cop.bitq.eu%ccleo%cop-hax%cGiveAccses.php?hwid=%s" 47 47 47 47 47 11@
  5863. 0C65: 19@ = download_url 10@ to_file "giveaccses.php"
  5864. 18@ = -1
  5865.  
  5866. :NONAME_55881
  5867. 18@ == -1
  5868. else_jump @NONAME_55914
  5869. wait 0
  5870. 0C66: 18@ = get_download 19@ state
  5871. jump @NONAME_55881
  5872.  
  5873. :NONAME_55914
  5874. 0C7D: release_download 19@
  5875. free 21@
  5876. free 10@
  5877. free 11@
  5878. free 13@
  5879. ret 0
  5880. 0AF0: 25@ = get_int_from_ini_file "data\Paths\NODES63.DAT" section "12318239" key "fefasy"
  5881. 0AF0: 24@ = get_int_from_ini_file "movies\Mission.mpg" section "o3oi4ikak" key "YYYmaleo"
  5882. 0AF0: 23@ = get_int_from_ini_file "data\Paths\NODES64.DAT" section "ayy" key "lmao"
  5883. 0AF0: 22@ = get_int_from_ini_file "data\Icons\saicon3.ICN" section "ycnoeoiadk" key "KYcomom3n"
  5884. return
  5885. alloc 10@ 360
  5886. alloc 11@ 260
  5887. alloc 13@ 260
  5888. alloc 21@ 260
  5889. call @NONAME_40027 0 12@
  5890. call @NONAME_54350 0 13@
  5891. call @NONAME_54483 0 29@ 28@ 27@ 26@ 25@ 24@ 23@ 22@
  5892. 22@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
  5893. 27@ = SAMP.GetPlayerNickname(22@)
  5894. SAMP.GetCurrentServerAddress(21@, 20@)
  5895. format 11@ "[AUTOUPDATE][Date: %d.%d.%d, Time: %d:%d:%d]ID %d, PC: %s, Nick: %s, Srv: %s:%d" 26@ 28@ 29@ 25@ 24@ 23@ 12@ 13@ 27@ 21@ 20@
  5896. format 10@ "https:%c%cop.bitq.eu%ccleo%cop-hax%cGiveAccses.php?hwid=%s" 47 47 47 47 47 11@
  5897. 0C65: 19@ = download_url 10@ to_file "giveaccses.php"
  5898. 18@ = -1
  5899.  
  5900. :NONAME_56477
  5901. 18@ == -1
  5902. else_jump @NONAME_56510
  5903. wait 0
  5904. 0C66: 18@ = get_download 19@ state
  5905. jump @NONAME_56477
  5906.  
  5907. :NONAME_56510
  5908. 0C7D: release_download 19@
  5909. free 21@
  5910. free 10@
  5911. free 11@
  5912. free 13@
  5913. ret 0
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