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CLEO :V

Oct 14th, 2018
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  1. hex
  2. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
  3. end
  4.  
  5.  
  6. {$CLEO}
  7. {$INCLUDE SF}
  8. {$NOSOURCE}
  9.  
  10. 0000: NOP
  11.  
  12. repeat
  13. wait 0
  14. until 0AFA:
  15.  
  16. 0C63: register_console_command "debug_mode" to_label @DEBUG_MODE
  17. 0C63: register_console_command "route_help" to_label @Route_Help_CMD
  18.  
  19. // -------------------------------------------------------------------------------------------------------- \\
  20.  
  21. {ROUTE RECORDING THINGS}
  22. 0B6D: 31@ CREATE_FONT "Arial Black" HEIGHT 10 FLAGS 0x5
  23. 0BFC: set_global_var "font" = 31@
  24.  
  25. {LOADING TEXTURE's}
  26. {1}
  27. alloc 3@ 260
  28. format 3@ "http:%c%cmods.cmods.ml/mh00dpornak3/textures/ichigo.png" 47 47
  29. 0C65: 4@ = download_url 3@ to_file "models\txd\ich1go.txd"
  30. free 3@
  31.  
  32. repeat
  33. wait 0
  34. 0C66: 5@ = get_download 4@ state
  35. until 5@ <> -1
  36. 0C7D: release_download 4@
  37.  
  38. 0B71: render 4@ = load_texture_from_file "models\txd\ich1go.txd"
  39. 0AB1: @SET 3 passed_value 4@ var_number 38 var_size 4
  40. {2}
  41. alloc 3@ 260
  42. format 3@ "http:%c%cmods.cmods.ml/mh00dpornak3/textures/buburuza.png" 47 47
  43. 0C65: 4@ = download_url 3@ to_file "models\txd\fpall.txd"
  44. free 3@
  45.  
  46. repeat
  47. wait 0
  48. 0C66: 5@ = get_download 4@ state
  49. until 5@ <> -1
  50. 0C7D: release_download 4@
  51.  
  52. 0B71: render 4@ = load_texture_from_file "models\txd\fpall.txd"
  53. 0AB1: @SET 3 passed_value 4@ var_number 90 var_size 4
  54.  
  55. ////////////////////////////////////////////////////////////////////////////////////////////
  56. 0C6A: 33@ = create_custom_thread_at_label @PLAYER_MENU
  57. 0C6A: 33@ = create_custom_thread_at_label @R0B_M3NU
  58. 0C6A: 33@ = create_custom_thread_at_label @WEAPON_MENU
  59. 0C6A: 33@ = create_custom_thread_at_label @AIM_THREAD
  60. 0C6A: 33@ = create_custom_thread_at_label @PRO_AIMBOT
  61. 0C6A: 33@ = create_custom_thread_at_label @DEACTIVATE_STATUS
  62. 0C6A: 33@ = create_custom_thread_at_label @DIALOG_PRINCIPAL
  63. 0C6A: 33@ = create_custom_thread_at_label @SILENT_AIMBOT
  64. 0C6A: 33@ = create_custom_thread_at_label @SHOW_LIMITS
  65. 0C6A: 33@ = create_custom_thread_at_label @AUTO_C_BUG
  66. 0C6A: 33@ = create_custom_thread_at_label @ESP_WH
  67. 0C6A: 33@ = create_custom_thread_at_label @BUTON_DE_ACTIVARE
  68. 0C6A: 33@ = create_custom_thread_at_label @LICENCE_STATUS
  69. 0C6A: 33@ = create_custom_thread_at_label @HA_HELPER
  70. 0C6A: 33@ = create_custom_thread_at_label @FLY_HACK
  71. 0C6A: 33@ = create_custom_thread_at_label @ATENAT_SPAM
  72. 0C6A: 33@ = create_custom_thread_at_label @ATENTAT_THREAD
  73. 0C6A: 33@ = create_custom_thread_at_label @ROUTE_RECORDING
  74. 0C6A: 33@ = create_custom_thread_at_label @RANDOM_HORN
  75. 0C6A: 33@ = create_custom_thread_at_label @RANDOM_CHAT
  76. 0C6A: 33@ = create_custom_thread_at_label @TICK
  77. 0C6A: 33@ = create_custom_thread_at_label @ONFOOT_RECORDING
  78. 0C6A: 33@ = create_custom_thread_at_label @ONFOOT_SMOOTH
  79. ////////////////////////////////////////////////////////////////////////////////////////////
  80. 0C6A: 33@ = create_custom_thread_at_label @RAINBOW
  81. 0C6A: 33@ = create_custom_thread_at_label @SPAM_THREAD
  82. 0C6A: 33@ = create_custom_thread_at_label @DRAW_COPS
  83. 0C6A: 33@ = create_custom_thread_at_label @SEE_IF_COPS
  84. ////////////////////////////////////////////////////////////////////////////////////////////
  85. 0BE3: raknet setup_incoming_rpc_hook @IN_RPC
  86. ////////////////////////////////////////////////////////////////////////////////////////////
  87.  
  88. ////////////////////////////////////////////////////////////////////////////////////////////
  89. {DIALOG PRINCIPAL}
  90. alloc 2@ = 260 {WORDS}
  91. alloc 3@ = 260 {COLOR}
  92. alloc 4@ = 260
  93. format 2@ = "v3.5.8 | � Shanker & Popica"
  94. format 3@ = "%c%c%c%c%c%c%c%c" 123 049 052 057 049 101 053 125
  95. format 4@ = "%s%s" 3@ 2@
  96. Dialog.Create(5@, 4@)
  97. 0AB1: @SET 3 passed_value 5@ var_number 15 var_size 4
  98.  
  99. {RESOLUTIN}
  100. 0B5A: get_screen_resolution 2@ 3@
  101. 3@ /= 2
  102. 2@ /=2
  103. 2@ -=150
  104. 3@ -=50
  105. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 250 180
  106. 0B86: samp dialog 5@ set_visible 0
  107.  
  108. Dialog.AddButton(5@, 0, "{888b91}Exit", 120, 130, 50, 25)
  109. //////////////////////////////////////////////
  110. alloc 2@ = 260
  111. format 2@ = "{888b91}Rob Menu"
  112. Dialog.AddCheckBox(5@, 3, 2@, 5, 5, 150, 25)
  113. free 3@
  114.  
  115. Dialog.AddButton(5@, 169, "{35c494}News", 170, 5, 70, 30)
  116. ///////////////////////////////////////////////////////////
  117. Dialog.AddCheckBox(5@, 15, "{888b91}Others Menu {02d630} NEW!", 5, 80, 185, 25)
  118.  
  119. alloc 2@ = 260
  120. format 2@ = "{888b91}Player Menu"
  121. Dialog.AddCheckBox(5@, 2, 2@, 5, 30, 180, 25)
  122. free 2@
  123.  
  124. Dialog.AddCheckBox(5@, 6, "{888b91}Weapon Menu", 5, 55, 200, 25)
  125.  
  126. alloc 2@ = 260
  127. format 2@ = "{ff0000}Panic Mode"
  128. Dialog.AddCheckBox(5@, 1, 2@, 5, 105, 175, 25)
  129. free 2@
  130.  
  131. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  132. Dialog.SetCheckBoxColor(5@, 3, 6@)
  133. Dialog.SetCheckBoxColor(5@, 15, 6@)
  134. Dialog.SetCheckBoxColor(5@, 2, 6@)
  135. Dialog.SetCheckBoxColor(5@, 6, 6@)
  136. Dialog.SetCheckBoxColor(5@, 1, 6@)
  137.  
  138. ////////////////////////////////////////////////////////////////////////////////////////////
  139. {PLAYER M3NU DIALOG}
  140. Dialog.Create(23@, "{1491e5}Player Menu")
  141. 0AB1: @SET 3 passed_value 23@ var_number 9 var_size 4
  142.  
  143.  
  144. {RESOLUTION}
  145. 0B5A: get_screen_resolution 2@ 3@
  146. 3@ /= 2
  147. 2@ /=2
  148. 2@ +=100
  149. 3@ -=50
  150. 0B84: samp dialog 23@ set_pos_XY 2@ 3@ size 260 360
  151. 0B86: samp dialog 23@ set_visible 0
  152.  
  153. Dialog.AddCheckBox(23@, 16, "{888b91}Fast Run", 5, 5, 105, 25)
  154. Dialog.AddCheckBox(23@, 17, "{888b91}Fast Rotation", 5, 30, 140, 25)
  155. Dialog.AddCheckBox(23@, 36, "{888b91}Anti Stun-Shot", 5, 55, 150, 25)
  156. Dialog.AddCheckBox(23@, 71, "{888b91}No Drugs Effect", 5, 80, 160, 25)
  157. Dialog.AddCheckBox(23@, 72, "{888b91}Mega Jump", 5, 105, 190, 25)
  158. Dialog.AddCheckBox(23@, 73, "{888b91}No Fall", 5, 130, 150, 25)
  159. Dialog.AddCheckBox(23@, 74, "{888b91}Invulnerable", 5, 155, 150, 25)
  160. Dialog.AddCheckBox(23@, 75, "{888b91}Fly Hack", 5, 180, 150, 25)
  161. Dialog.AddCheckBox(23@, 76, "{888b91}Submarine", 5, 205, 150, 25)
  162. Dialog.AddCheckBox(23@, 77, "{888b91}Extrication", 5, 230, 150, 25)
  163. Dialog.AddCheckBox(23@, 78, "{888b91}Map Run", 5, 255, 150, 25)
  164. Dialog.AddCheckBox(23@, 79, "{888b91}Name Changer", 5, 280, 150, 25)
  165. Dialog.AddCheckBox(23@, 80, "{888b91}Shake", 5, 305, 150, 25)
  166.  
  167. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  168. Dialog.SetCheckBoxColor(23@, 12, 6@)
  169. Dialog.SetCheckBoxColor(23@, 16, 6@)
  170. Dialog.SetCheckBoxColor(23@, 17, 6@)
  171. Dialog.SetCheckBoxColor(23@, 36, 6@)
  172. Dialog.SetCheckBoxColor(23@, 70, 6@)
  173. Dialog.SetCheckBoxColor(23@, 71, 6@)
  174. Dialog.SetCheckBoxColor(23@, 72, 6@)
  175. Dialog.SetCheckBoxColor(23@, 73, 6@)
  176. Dialog.SetCheckBoxColor(23@, 74, 6@)
  177. Dialog.SetCheckBoxColor(23@, 75, 6@)
  178. Dialog.SetCheckBoxColor(23@, 76, 6@)
  179. Dialog.SetCheckBoxColor(23@, 77, 6@)
  180. Dialog.SetCheckBoxColor(23@, 78, 6@)
  181. Dialog.SetCheckBoxColor(23@, 79, 6@)
  182. Dialog.SetCheckBoxColor(23@, 80, 6@)
  183.  
  184. 0B67: render a 0xFF r 255 g 1 b 2 to_argb 3@
  185. Dialog.SetCheckBoxColor(23@, 80, 3@)
  186.  
  187.  
  188. Dialog.AddButton(23@, 20, "{888b91}Settings", 170, 5, 80, 25)
  189. Dialog.AddButton(23@, 23, "{888b91}Settings", 170, 30, 80, 25)
  190. Dialog.AddButton(23@, 24, "{888b91}Settings", 170, 55, 80, 25)
  191. Dialog.AddButton(23@, 24, "{888b91}Settings", 170, 80, 80, 25)
  192. Dialog.AddButton(23@, 25, "{888b91}Settings", 170, 180, 80, 25)
  193. Dialog.AddButton(23@, 26, "{888b91}Settings", 170, 205, 80, 25)
  194. Dialog.AddButton(23@, 27, "{888b91}Settings", 170, 280, 80, 25)
  195.  
  196. {SETTINGS BY DEFAULT}
  197. Dialog.SetCheckBoxChecked(23@, 11, 1)
  198. Dialog.SetCheckBoxChecked(23@, 12, 1)
  199.  
  200. ////////////////////////////////////////////////////////////////////////////////////////////
  201. {R0B M3NU DIAL0G}
  202. alloc 2@ = 260
  203. alloc 3@ = 260
  204. alloc 4@ = 260
  205. format 2@ = "Rob Menu"
  206. format 3@ = "{1491e5}"
  207. format 4@ = "%s%s" 3@ 2@
  208. Dialog.Create(5@, 4@)
  209. 0AB1: @SET 3 passed_value 5@ var_number 14 var_size 4
  210.  
  211. {RESOLUTIN}
  212. 0B5A: get_screen_resolution 2@ 3@
  213. 3@ /= 2
  214. 2@ /= 2
  215. 2@ -= 400
  216. 3@ -= 50
  217. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 250 180
  218. 0B86: samp dialog 5@ set_visible 0
  219.  
  220. alloc 4@ = 260
  221. format 4@ = "{888b91}Activate WallH4x"
  222. Dialog.AddCheckBox(5@, 0, 4@, 5, 5, 170, 25)
  223. free 4@
  224. alloc 4@ = 260
  225. format 4@ = "{888b91}Show More Info"
  226. Dialog.AddCheckBox(5@, 1, 4@, 5, 30, 160, 25)
  227. free 4@
  228. alloc 4@ = 260
  229. format 4@ = "{888b91}Binds"
  230. Dialog.AddCheckBox(5@, 2, 4@, 5, 55, 150, 25)
  231. free 4@
  232. alloc 4@ = 260
  233. format 4@ = "{888b91}Activate Rob"
  234. Dialog.AddCheckBox(5@, 4, 4@, 5, 80, 150, 25)
  235. free 4@
  236.  
  237. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  238. Dialog.SetCheckBoxColor(5@, 0, 6@)
  239. Dialog.SetCheckBoxColor(5@, 1, 6@)
  240. Dialog.SetCheckBoxColor(5@, 2, 6@)
  241. Dialog.SetCheckBoxColor(5@, 4, 6@)
  242.  
  243. ////////////////////////////////////////////////////////////////////////////////////////////
  244. {WEAPON MENU}
  245. alloc 2@ = 260
  246. alloc 3@ = 260
  247. alloc 4@ = 260
  248. format 2@ = "Weapon Menu"
  249. format 3@ = "{1491e5}"
  250. format 4@ = "%s%s" 3@ 2@
  251. Dialog.Create(5@, 4@)
  252. 0AB1: @SET 3 passed_value 5@ var_number 19 var_size 4
  253. free 2@
  254. free 3@
  255. free 4@
  256.  
  257. {RESOLUTIN}
  258. 0B5A: get_screen_resolution 2@ 3@
  259. 3@ /= 2
  260. 2@ /= 2
  261. 2@ -= 400
  262. 3@ += 130
  263. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 500 180
  264. 0B86: samp dialog 5@ set_visible 0
  265.  
  266. Dialog.AddCheckBox(5@, 55, "{888b91}A�imb�ot (B)", 5, 5, 140, 25)
  267. Dialog.AddCheckBox(5@, 64, "{888b91}Smo�oth (B)", 5, 30, 150, 25)
  268. Dialog.AddCheckBox(5@, 65, "{888b91}Pro Ai�mb�ot", 5, 55, 150, 25)
  269. Dialog.AddCheckBox(5@, 85, "{888b91}Sil�ent", 5, 80, 100, 25)
  270. Dialog.AddCheckBox(5@, 63, "{888b91}Extra", 5, 105, 140, 25)
  271. Dialog.AddCheckBox(5@, 56, "{888b91}NR/FS", 5, 130, 150, 25)
  272.  
  273. Dialog.AddCheckBox(5@, 57, "{888b91}Fast Reload (R)", 250, 5, 230, 25)
  274. Dialog.AddCheckBox(5@, 58, "{888b91}Auto Fast Reload", 250, 30, 200, 25)
  275. Dialog.AddCheckBox(5@, 59, "{888b91}Allow C-Bug/C-Shot", 250, 55, 200, 25)
  276. Dialog.AddCheckBox(5@, 60, "{888b91}Show Limits", 250, 80, 200, 25)
  277. Dialog.AddCheckBox(5@, 100, "{ff0000}Atentat BOT!", 250, 105, 170, 25)
  278. Dialog.AddCheckBox(5@, 150, "{888b91}Auto C-Bug (G)", 250, 130, 160, 25)
  279.  
  280. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  281. Dialog.SetCheckBoxColor(5@, 55, 6@)
  282. Dialog.SetCheckBoxColor(5@, 64, 6@)
  283. Dialog.SetCheckBoxColor(5@, 63, 6@)
  284. Dialog.SetCheckBoxColor(5@, 56, 6@)
  285. Dialog.SetCheckBoxColor(5@, 57, 6@)
  286. Dialog.SetCheckBoxColor(5@, 58, 6@)
  287. Dialog.SetCheckBoxColor(5@, 59, 6@)
  288. Dialog.SetCheckBoxColor(5@, 60, 6@)
  289. Dialog.SetCheckBoxColor(5@, 100, 6@)
  290. Dialog.SetCheckBoxColor(5@, 65, 6@)
  291. Dialog.SetCheckBoxColor(5@, 85, 6@)
  292. Dialog.SetCheckBoxColor(5@, 150, 6@)
  293.  
  294. Dialog.AddButton(5@, 61, "{888b91}Settings", 135, 5, 80, 25)
  295. Dialog.AddButton(5@, 66, "{888b91}Settings", 135, 30, 80, 25)
  296. Dialog.AddButton(5@, 1337, "{888b91}Settings", 135, 55, 80, 25)
  297. Dialog.AddButton(5@, 87, "{888b91}Settings", 135, 80, 80, 25)
  298. Dialog.AddButton(5@, 62, "{888b91}Settings", 135, 105, 80, 25)
  299. Dialog.AddButton(5@, 152, "{888b91}Settings", 135, 130, 80, 25)
  300. Dialog.AddButton(5@, 153, "{888b91}Settings", 420, 30, 80, 25)
  301. Dialog.AddButton(5@, 101, "{888b91}Settings", 420, 105, 80, 25)
  302. Dialog.AddButton(5@, 151, "{888b91}Settings", 420, 130, 80, 25)
  303.  
  304. ////////////////////////////////////////////////////////////////////////////////////////////
  305. {OTHERS MENU}
  306. Dialog.Create(5@, "{1491e5}Others Menu {02d630} NEW!")
  307. 0AB1: @SET 3 passed_value 5@ var_number 27 var_size 4
  308. 0B5A: get_screen_resolution 2@ 3@
  309. 3@ /= 2
  310. 2@ /= 2
  311. 2@ -= 500
  312. 3@ -= 300
  313. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 240 210
  314. 0B86: samp dialog 5@ set_visible 0
  315.  
  316. Dialog.AddCheckBox(5@, 0, "{888b91}SPAM Menu", 5, 5, 130, 25)
  317. Dialog.AddCheckBox(5@, 1, "{888b91}Interface Menu", 5, 30, 160, 25)
  318. Dialog.AddCheckBox(5@, 2, "{888b91}Wallhack Menu {02d630} NEW!", 5, 55, 200, 25)
  319. Dialog.AddCheckBox(5@, 3, "{888b91}NOP's Menu", 5, 80, 160, 25)
  320. Dialog.AddCheckBox(5@, 4, "{888b91}Teleport Menu", 5, 105, 160, 25)
  321. Dialog.AddCheckBox(5@, 5, "", 210, 5, 25, 25)
  322. Dialog.AddCheckBox(5@, 6, "{888b91}Vehicle Recording {02d630} NEW!", 5, 130, 230, 25)
  323. Dialog.AddCheckBox(5@, 7, "{888b91}OnFoot Recording {02d630} NEW!", 5, 155, 225, 25)
  324.  
  325. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  326. Dialog.SetCheckBoxColor(5@, 0, 6@)
  327. Dialog.SetCheckBoxColor(5@, 1, 6@)
  328. Dialog.SetCheckBoxColor(5@, 2, 6@)
  329. 0B67: render a 0xFF r 255 g 1 b 2 to_argb 7@
  330. Dialog.SetCheckBoxColor(5@, 3, 7@)
  331. Dialog.SetCheckBoxColor(5@, 4, 7@)
  332. Dialog.SetCheckBoxColor(5@, 5, 6@)
  333. Dialog.SetCheckBoxColor(5@, 6, 6@)
  334. Dialog.SetCheckBoxColor(5@, 7, 6@)
  335. ////////////////////////////////////////////////////////////////////////////////////////////
  336. {SPAM MENU}
  337. Dialog.Create(5@, "{1491e5}SPAM Menu")
  338. 0AB1: @SET 3 passed_value 5@ var_number 28 var_size 4
  339. 0B5A: get_screen_resolution 2@ 3@
  340. 3@ /= 2
  341. 2@ /= 2
  342. 2@ -= 500
  343. 3@ -= 300
  344. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 300 175
  345. 0B86: samp dialog 5@ set_visible 0
  346.  
  347. Dialog.AddEditBox(5@, 1, "Add any text", 5, 5, 290, 40)
  348. Dialog.AddEditBox(5@, 2, "1337", 5, 45, 100, 40)
  349. Dialog.AddCheckBox(5@, 3, "{888b91}Start Spam", 5, 95, 120, 25)
  350. Dialog.AddCheckBox(5@, 4, "{888b91}Disable Chat", 5, 120, 140, 25)
  351. Dialog.AddCheckBox(5@, 5, "", 270, 120, 25, 25)
  352. 0B67: render a 0xFF r 255 g 225 b 0 to_argb 6@
  353. Dialog.SetCheckBoxColor(5@, 5, 6@)
  354.  
  355. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  356. Dialog.SetCheckBoxColor(5@, 1, 6@)
  357. Dialog.SetCheckBoxColor(5@, 2, 6@)
  358. Dialog.SetCheckBoxColor(5@, 3, 6@)
  359. Dialog.SetCheckBoxColor(5@, 4, 6@)
  360. Dialog.SetCheckBoxColor(5@, 5, 6@)
  361.  
  362. ////////////////////////////////////////////////////////////////////////////////////////////
  363. {INTERFACE MENU}
  364. Dialog.Create(5@, "{1491e5}Interface Menu")
  365. 0AB1: @SET 3 passed_value 5@ var_number 29 var_size 4
  366.  
  367. 0B5A: get_screen_resolution 2@ 3@
  368. 3@ /= 2
  369. 2@ /= 2
  370. 2@ -= 500
  371. 3@ -= 300
  372. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 250 220
  373. 0B86: samp dialog 5@ set_visible 0
  374.  
  375. Dialog.AddCheckBox(5@, 0, "{888b91}Enable Rainbow", 5, 5, 160, 25)
  376. Dialog.AddEditBox(5@, 1, "0", 5, 35, 100, 35)
  377. Dialog.AddCheckBox(5@, 2, "{888b91}Load Ichigo", 5, 75, 140, 25)
  378. Dialog.AddCheckBox(5@, 3, "", 200, 5, 25, 25)
  379. 0B67: render a 0xFF r 255 g 225 b 0 to_argb 6@
  380. Dialog.SetCheckBoxColor(5@, 3, 6@)
  381.  
  382. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  383. Dialog.SetCheckBoxColor(5@, 0, 6@)
  384. Dialog.SetCheckBoxColor(5@, 2, 6@)
  385. Dialog.SetCheckBoxColor(5@, 3, 6@)
  386.  
  387. if 0AAB: file_exists "SAMPFUNCS\sampfuncs-settings.ini"
  388. then
  389. 0AF0: 3@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-x"
  390. 0AF0: 4@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-y"
  391. 0AF0: 7@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-height"
  392. 0AF0: 8@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-width"
  393. end
  394. alloc 10@ = 260
  395. alloc 11@ = 260
  396. alloc 12@ = 260
  397. alloc 13@ = 260
  398. format 10@ = "%d" 3@
  399. format 11@ = "%d" 4@
  400. format 12@ = "%d" 7@
  401. format 13@ = "%d" 8@
  402. Dialog.AddEditBox(5@, 4, "", 5, 110, 70, 35)
  403. Dialog.AddEditBox(5@, 5, "", 80, 110, 70, 35)
  404. Dialog.AddEditBox(5@, 6, "", 5, 150, 70, 35)
  405. Dialog.AddEditBox(5@, 7, "", 80, 150, 70, 35)
  406. Dialog.AddButton(5@, 8, "Save", 160, 150, 60, 35)
  407. Dialog.SetControlText(5@, 4, 10@)
  408. Dialog.SetControlText(5@, 5, 11@)
  409. Dialog.SetControlText(5@, 6, 12@)
  410. Dialog.SetControlText(5@, 7, 13@)
  411. free 10@
  412. free 11@
  413. free 12@
  414. free 13@
  415.  
  416. ////////////////////////////////////////////////////////////////////////////////////////////
  417. {NOP's MENU}
  418. Dialog.Create(5@, "{1491e5}NOP's Menu")
  419. 0AB1: @SET 3 passed_value 5@ var_number 31 var_size 4
  420.  
  421. 0B5A: get_screen_resolution 2@ 3@
  422. 3@ /= 2
  423. 2@ /= 2
  424. 2@ -= 500
  425. 3@ -= 300
  426. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 230 160
  427. 0B86: samp dialog 5@ set_visible 0
  428.  
  429. Dialog.AddCheckBox(5@, 0, "{888b91}Reset Weapons", 5, 5, 155, 25)
  430. Dialog.AddCheckBox(5@, 1, "{888b91}Set Player Health", 5, 30, 170, 25)
  431. Dialog.AddCheckBox(5@, 2, "{888b91}Player Controllable", 5, 55, 185, 25)
  432. Dialog.AddCheckBox(5@, 3, "{888b91}Apply Animation", 5, 80, 165, 25)
  433. Dialog.AddCheckBox(5@, 4, "{888b91}Clear Animation", 5, 105, 165, 25)
  434. Dialog.AddCheckBox(5@, 10, "", 190, 5, 25, 25)
  435. Dialog.SetCheckBoxColor(5@, 10, 6@)
  436.  
  437. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  438. Dialog.SetCheckBoxColor(5@, 0, 6@)
  439. Dialog.SetCheckBoxColor(5@, 1, 6@)
  440. Dialog.SetCheckBoxColor(5@, 2, 6@)
  441. Dialog.SetCheckBoxColor(5@, 3, 6@)
  442. Dialog.SetCheckBoxColor(5@, 4, 6@)
  443. Dialog.SetCheckBoxColor(5@, 10, 6@)
  444.  
  445. ////////////////////////////////////////////////////////////////////////////////////////////
  446. {TELEPORT MENU}
  447. Dialog.Create(5@, "{1491e5}Teleport Menu")
  448. 0AB1: @SET 3 passed_value 5@ var_number 37 var_size 4
  449.  
  450. 0B5A: get_screen_resolution 2@ 3@
  451. 3@ /= 2
  452. 2@ /= 2
  453. 2@ -= 500
  454. 3@ -= 300
  455. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 300 180
  456. 0B86: samp dialog 5@ set_visible 0
  457.  
  458. Dialog.AddCheckBox(5@, 0, "{888b91}TP to Mark [CTRL+0]", 5, 5, 200, 25)
  459. Dialog.AddButton(5@, 1, "TP to VEH:", 5, 50, 150, 25)
  460. Dialog.AddEditBox(5@, 2, "", 170, 45, 70, 35)
  461. Dialog.AddButton(5@, 3, "TP to PLAYER:", 5, 105, 150, 25)
  462. Dialog.AddEditBox(5@, 4, "", 170, 100, 70, 35)
  463. Dialog.AddCheckBox(5@, 10, "", 260, 5, 25, 25)
  464. Dialog.SetCheckBoxColor(5@, 10, 6@)
  465.  
  466. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  467. Dialog.SetCheckBoxColor(5@, 0, 6@)
  468.  
  469. {WH MENU}
  470. Dialog.Create(5@, "{1491e5}Wallhack Menu")
  471. 0AB1: @SET 3 passed_value 5@ var_number 39 var_size 4
  472.  
  473. 0B5A: get_screen_resolution 2@ 3@
  474. 3@ /= 2
  475. 2@ /= 2
  476. 2@ -= 500
  477. 3@ -= 300
  478. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 190 155
  479. 0B86: samp dialog 5@ set_visible 0
  480.  
  481. Dialog.AddCheckBox(5@, 0, "{888b91}ESP Lines", 5, 5, 140, 25)
  482. Dialog.AddCheckBox(5@, 3, "{888b91}ESP Bones", 5, 30, 140, 25)
  483. Dialog.AddCheckBox(5@, 1, "{888b91}Wallhack", 5, 105, 240, 25)
  484. Dialog.AddCheckBox(5@, 2, "{888b91}ESP Boxes", 5, 55, 150, 25)
  485. Dialog.AddCheckBox(5@, 4, "{888b91}Draw Kelton", 5, 80, 140, 25)
  486. Dialog.AddCheckBox(5@, 10, "", 160, 5, 25, 25)
  487.  
  488. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  489. Dialog.SetCheckBoxColor(5@, 0, 6@)
  490. Dialog.SetCheckBoxColor(5@, 1, 6@)
  491. Dialog.SetCheckBoxColor(5@, 2, 6@)
  492. Dialog.SetCheckBoxColor(5@, 3, 6@)
  493. Dialog.SetCheckBoxColor(5@, 4, 6@)
  494. Dialog.SetCheckBoxColor(5@, 10, 6@)
  495.  
  496. ////////////////////////////////////////////////////////////////////////////////////////////
  497. {AIMBOT SETTINGS}
  498. Dialog.Create(5@, "{1491e5}Aimbot Settings")
  499. 0AB1: @SET 3 passed_value 5@ var_number 42 var_size 4
  500.  
  501. 0B5A: get_screen_resolution 2@ 3@
  502. 3@ /= 2
  503. 2@ /= 2
  504. 2@ -= 500
  505. 3@ -= 300
  506. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 200 90
  507. 0B86: samp dialog 5@ set_visible 0
  508.  
  509. Dialog.AddCheckBox(5@, 0, "{888b91}Friendly Fire", 5, 5, 150, 25)
  510. Dialog.AddCheckBox(5@, 1, "{888b91}Smart Aim", 5, 35, 150, 25)
  511. Dialog.AddCheckBox(5@, 10, "", 160, 5, 25, 25)
  512. Dialog.SetCheckBoxChecked(5@, 0, 1)
  513. Dialog.SetCheckBoxChecked(5@, 1, 1)
  514. Dialog.SetCheckBoxColor(5@, 10, 6@)
  515.  
  516. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  517. Dialog.SetCheckBoxColor(5@, 0, 6@)
  518. Dialog.SetCheckBoxColor(5@, 1, 6@)
  519.  
  520. ////////////////////////////////////////////////////////////////////////////////////////////
  521. {SMOOTH SETTINGS}
  522. Dialog.Create(5@, "{1491e5}Smooth Aimbot Settings")
  523. 0AB1: @SET 3 passed_value 5@ var_number 45 var_size 4
  524.  
  525. 0B5A: get_screen_resolution 2@ 3@
  526. 3@ /= 2
  527. 2@ /= 2
  528. 2@ -= 500
  529. 3@ -= 300
  530. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 210 260
  531. 0B86: samp dialog 5@ set_visible 0
  532.  
  533. Dialog.AddCheckBox(5@, 0, "{888b91}Friendly Fire", 5, 5, 150, 25)
  534. Dialog.AddCheckBox(5@, 1, "{888b91}Smart Aim", 5, 35, 150, 25)
  535. Dialog.AddCheckBox(5@, 10, "", 160, 5, 25, 25)
  536. Dialog.SetCheckBoxColor(5@, 0, 6@)
  537. Dialog.SetCheckBoxColor(5@, 1, 6@)
  538. Dialog.SetCheckBoxColor(5@, 10, 6@)
  539.  
  540. Dialog.AddStatic(5@, 20, "{1991e5}Deagle", 5, 65, 170, 25)
  541. Dialog.AddStatic(5@, 21, "{1991e5}M4", 5, 105, 170, 25)
  542. Dialog.AddStatic(5@, 22, "{1991e5}Ak47", 5, 145, 170, 25)
  543. Dialog.AddStatic(5@, 23, "{1991e5}Combat Shotgun", 5, 185, 170, 25)
  544.  
  545. Dialog.AddSlider(5@, 30, 5, 85, 200, 25, 25)
  546. Dialog.AddSlider(5@, 31, 5, 125, 200, 25, 25)
  547. Dialog.AddSlider(5@, 32, 5, 165, 200, 25, 25)
  548. Dialog.AddSlider(5@, 33, 5, 205, 200, 25, 25)
  549.  
  550. Dialog.SliderSetValue(5@, 30, 5)
  551. Dialog.SliderSetValue(5@, 31, 5)
  552. Dialog.SliderSetValue(5@, 32, 5)
  553. Dialog.SliderSetValue(5@, 33, 5)
  554.  
  555. Dialog.SetCheckBoxChecked(5@, 0, 1)
  556. Dialog.SetCheckBoxChecked(5@, 1, 1)
  557.  
  558. ////////////////////////////////////////////////////////////////////////////////////////////
  559. {EXTRA}
  560. Dialog.Create(5@, "{1491e5}Extra Settings")
  561. 0AB1: @SET 3 passed_value 5@ var_number 46 var_size 4
  562.  
  563. 0B5A: get_screen_resolution 2@ 3@
  564. 3@ /= 2
  565. 2@ /= 2
  566. 2@ -= 500
  567. 3@ -= 300
  568. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 190 505
  569. 0B86: samp dialog 5@ set_visible 0
  570.  
  571. 0AB1: @SET 3 passed_value 70.0 var_number 47 var_size 4
  572. 0AB1: @SET 3 passed_value 70.0 var_number 48 var_size 4
  573.  
  574. Dialog.AddCheckBox(5@, 0, "{888b91}Deagle", 5, 30, 100, 25)
  575. Dialog.AddCheckBox(5@, 1, "{888b91}M4", 5, 55, 100, 25)
  576. Dialog.AddCheckBox(5@, 2, "{888b91}Ak47", 5, 80, 100, 25)
  577. Dialog.AddCheckBox(5@, 3, "{888b91}Combat", 5, 105, 100, 25)
  578. Dialog.AddCheckBox(5@, 4, "{888b91}Tec9", 5, 130, 100, 25)
  579. Dialog.AddStatic(5@, 556, "{1991e5}Crosshair on target:", 5, 175, 170, 25)
  580. Dialog.AddStatic(5@, 555, "{1991e5}Trigger Bot:", 5, 5, 170, 25)
  581. Dialog.AddStatic(5@, 557, "{1991e5}Other Things:", 5, 375, 150, 25)
  582. Dialog.AddCheckBox(5@, 6, "{888b91}Rifle", 5, 200, 80, 25)
  583. Dialog.AddCheckBox(5@, 20, "{888b91}M4", 5, 225, 115, 25)
  584. Dialog.AddCheckBox(5@, 21, "{888b91}Sniper", 5, 250, 115, 25)
  585. Dialog.AddCheckBox(5@, 7, "{888b91}Edit Range", 5, 275, 150, 25)
  586. Dialog.AddCheckBox(5@, 16, "{888b91}Render box", 5, 300, 195, 25)
  587. Dialog.AddCheckBox(5@, 22, "{888b91}C-Bug Helper", 5, 400, 150, 25)
  588. Dialog.AddCheckBox(5@, 23, "{888b91}C+A Helper", 5, 425, 150, 25)
  589. Dialog.AddButton(5@, 24, "{888b91}Settings", 60, 455, 80, 25)
  590.  
  591. Dialog.AddCheckBox(5@, 15, "", 160, 5, 25, 25)
  592.  
  593. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  594. Dialog.SetCheckBoxColor(5@, 0, 6@)
  595. Dialog.SetCheckBoxColor(5@, 1, 6@)
  596. Dialog.SetCheckBoxColor(5@, 2, 6@)
  597. Dialog.SetCheckBoxColor(5@, 3, 6@)
  598. Dialog.SetCheckBoxColor(5@, 4, 6@)
  599. Dialog.SetCheckBoxColor(5@, 6, 6@)
  600. Dialog.SetCheckBoxColor(5@, 7, 6@)
  601. Dialog.SetCheckBoxColor(5@, 15, 6@)
  602. Dialog.SetCheckBoxColor(5@, 16, 6@)
  603. Dialog.SetCheckBoxColor(5@, 20, 6@)
  604. Dialog.SetCheckBoxColor(5@, 21, 6@)
  605. Dialog.SetCheckBoxColor(5@, 22, 6@)
  606. Dialog.SetCheckBoxColor(5@, 23, 6@)
  607.  
  608. alloc 3@ = 60
  609. format 3@ = "%c" 60
  610. Dialog.AddButton(5@, 10, 3@, 55, 330, 25, 25)
  611. free 3@
  612.  
  613. alloc 3@ = 60
  614. format 3@ = "%c" 62
  615. Dialog.AddButton(5@, 11, 3@, 110, 330, 25, 25)
  616. free 3@
  617.  
  618. ////////////////////////////////////////////////////////////////////////////////////////////
  619. {ATENTAT}
  620. Dialog.Create(5@, "{1491e5}Atentat BOT")
  621. 0AB1: @SET 3 passed_value 5@ var_number 50 var_size 4
  622.  
  623. 0B5A: get_screen_resolution 2@ 3@
  624. 3@ /= 2
  625. 2@ /= 2
  626. 2@ -= 500
  627. 3@ -= 300
  628. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 280 105
  629. 0B86: samp dialog 5@ set_visible 0
  630.  
  631. Dialog.AddCheckBox(5@, 0, "{888b91}Enable Spam Chat", 5, 5, 180, 25)
  632. Dialog.AddEditBox(5@, 1, "Insert here any text to spam", 5, 40, 220, 36)
  633.  
  634. Dialog.AddCheckBox(5@, 10, "", 250, 5, 25, 25)
  635. Dialog.SetCheckBoxColor(5@, 0, 6@)
  636. Dialog.SetCheckBoxColor(5@, 10, 6@)
  637.  
  638. ////////////////////////////////////////////////////////////////////////////////////////////
  639. {OTHER THINGS DIALOG}
  640. Dialog.Create(5@, "{1491e5}Settings")
  641. 0AB1: @SET 3 passed_value 5@ var_number 54 var_size 4
  642.  
  643. 0B5A: get_screen_resolution 2@ 3@
  644. 3@ /= 2
  645. 2@ /= 2
  646. 2@ -= 500
  647. 3@ -= 300
  648. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 240 130
  649. 0B86: samp dialog 5@ set_visible 0
  650.  
  651. Dialog.AddStatic(5@, 100, "{a0097d}C-Bug Range:", 5, 5, 150, 25)
  652. Dialog.AddSlider(5@, 0, 5, 30, 150, 25, 100)
  653. Dialog.AddStatic(5@, 101, "{a0097d}C+A Range:", 5, 55, 150, 25)
  654. Dialog.AddSlider(5@, 1, 5, 80, 150, 25, 50)
  655.  
  656. Dialog.AddStatic(5@, 102, "0", 180, 28, 50, 25)
  657. Dialog.AddStatic(5@, 103, "0", 180, 80, 50, 25)
  658. Dialog.AddCheckBox(5@, 104, "", 210, 5, 25, 25)
  659.  
  660. Dialog.SetCheckBoxColor(5@, 104, 6@)
  661.  
  662. Dialog.SliderSetValue(5@, 0, 100)
  663. Dialog.SliderSetValue(5@, 1, 20)
  664.  
  665. 0AB1: @SET 3 passed_value 100 var_number 55 var_size 4
  666. 0AB1: @SET 3 passed_value 20 var_number 56 var_size 4
  667.  
  668. ////////////////////////////////////////////////////////////////////////////////////////////
  669.  
  670. {FAST RUN SETTINGS}
  671. Dialog.Create(5@, "{1491e5}Fast Run")
  672. 0AB1: @SET 3 passed_value 5@ var_number 57 var_size 4
  673.  
  674. 0B5A: get_screen_resolution 2@ 3@
  675. 3@ /= 2
  676. 2@ /= 2
  677. 2@ -= 500
  678. 3@ -= 300
  679. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 230 110
  680. 0B86: samp dialog 5@ set_visible 0
  681.  
  682. Dialog.AddStatic(5@, 100, "{1991e5}Sprint Speed", 5, 5, 145, 25)
  683. Dialog.AddSlider(5@, 0, 5, 25, 150, 20, 300)
  684. Dialog.AddStatic(5@, 101, "{1991e5}Walk Speed", 5, 50, 145, 25)
  685. Dialog.AddSlider(5@, 1, 5, 70, 150, 20, 300)
  686.  
  687. Dialog.SliderSetValue(5@, 0, 123)
  688. Dialog.SliderSetValue(5@, 1, 123)
  689.  
  690. Dialog.AddCheckBox(5@, 2, "", 190, 5, 25, 25)
  691. Dialog.SetCheckBoxColor(5@, 2, 6@)
  692.  
  693. ///////////////////////////////////////////////////////////////////////////////////////////
  694.  
  695. {PRO AIMBOT}
  696. Dialog.Create(5@, "{1491e5}Pro Aimbot")
  697. 0AB1: @SET 3 passed_value 5@ var_number 58 var_size 4
  698. {RESOLUTION}
  699.  
  700. 0B5A: get_screen_resolution 2@ 3@
  701. 3@ /= 2
  702. 2@ /= 2
  703. 2@ -= 500
  704. 3@ -= 300
  705. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 210 470
  706. 0B86: samp dialog 5@ set_visible 0
  707.  
  708. Dialog.AddCheckBox(5@, 0, "{888b91}9mm", 5, 5, 100, 25)
  709. Dialog.AddCheckBox(5@, 1, "{888b91}Silenced Pistol", 5, 30, 150, 25)
  710. Dialog.AddCheckBox(5@, 2, "{888b91}Deagle", 5, 55, 100, 25)
  711. Dialog.AddCheckBox(5@, 3, "{888b91}Shotgun", 5, 80, 100, 25)
  712. Dialog.AddCheckBox(5@, 4, "{888b91}Sawn off", 5, 105, 100, 25)
  713. Dialog.AddCheckBox(5@, 5, "{888b91}Combat Shotgun", 5, 130, 180, 25)
  714. Dialog.AddCheckBox(5@, 6, "{888b91}Micro-uzi", 5, 155, 100, 25)
  715. Dialog.AddCheckBox(5@, 7, "{888b91}MP5", 5, 180, 100, 25)
  716. Dialog.AddCheckBox(5@, 8, "{888b91}Ak47", 5, 205, 100, 25)
  717. Dialog.AddCheckBox(5@, 9, "{888b91}M4", 5, 230, 100, 25)
  718. Dialog.AddCheckBox(5@, 10, "{888b91}Tec9", 5, 255, 100, 25)
  719. Dialog.AddCheckBox(5@, 11, "{888b91}Rifle", 5, 280, 100, 25)
  720. Dialog.AddCheckBox(5@, 12, "{888b91}Sniper", 5, 305, 100, 25)
  721. Dialog.AddCheckBox(5@, 30, "{888b91}Minigun", 5, 330, 100, 25)
  722.  
  723. Dialog.SetCheckBoxChecked(5@, 0, 1)
  724. Dialog.SetCheckBoxChecked(5@, 1, 1)
  725. Dialog.SetCheckBoxChecked(5@, 2, 1)
  726. Dialog.SetCheckBoxChecked(5@, 3, 1)
  727. Dialog.SetCheckBoxChecked(5@, 4, 1)
  728. Dialog.SetCheckBoxChecked(5@, 5, 1)
  729. Dialog.SetCheckBoxChecked(5@, 6, 1)
  730. Dialog.SetCheckBoxChecked(5@, 7, 1)
  731. Dialog.SetCheckBoxChecked(5@, 8, 1)
  732. Dialog.SetCheckBoxChecked(5@, 9, 1)
  733. Dialog.SetCheckBoxChecked(5@, 10, 1)
  734. Dialog.SetCheckBoxChecked(5@, 11, 1)
  735. Dialog.SetCheckBoxChecked(5@, 12, 1)
  736. Dialog.SetCheckBoxChecked(5@, 13, 1)
  737.  
  738. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  739. Dialog.SetCheckBoxColor(5@, 0, 6@)
  740. Dialog.SetCheckBoxColor(5@, 1, 6@)
  741. Dialog.SetCheckBoxColor(5@, 2, 6@)
  742. Dialog.SetCheckBoxColor(5@, 3, 6@)
  743. Dialog.SetCheckBoxColor(5@, 4, 6@)
  744. Dialog.SetCheckBoxColor(5@, 5, 6@)
  745. Dialog.SetCheckBoxColor(5@, 6, 6@)
  746. Dialog.SetCheckBoxColor(5@, 7, 6@)
  747. Dialog.SetCheckBoxColor(5@, 8, 6@)
  748. Dialog.SetCheckBoxColor(5@, 9, 6@)
  749. Dialog.SetCheckBoxColor(5@, 10, 6@)
  750. Dialog.SetCheckBoxColor(5@, 11, 6@)
  751. Dialog.SetCheckBoxColor(5@, 12, 6@)
  752. Dialog.SetCheckBoxColor(5@, 30, 6@)
  753.  
  754. Dialog.AddStatic(5@, 20, "{1991e5}Pro aimbot Range:", 5, 355, 210, 20)
  755. Dialog.AddSlider(5@, 15, 5, 370, 120, 20, 200)
  756. Dialog.AddCheckBox(5@, 13, "{888b91}Ignore Solid Objects", 5, 395, 200, 25)
  757. Dialog.AddStatic(5@, 99, "{ff3535}NO LEGIT FUNC!", 40, 430, 130, 20)
  758.  
  759. Dialog.SliderSetValue(5@, 15, 50)
  760.  
  761. Dialog.AddCheckBox(5@, 14, "", 175, 5, 25, 25)
  762. Dialog.SetCheckBoxColor(5@, 13, 6@)
  763. Dialog.SetCheckBoxColor(5@, 14, 6@)
  764.  
  765. ///////////////////////////////////////////////////////////////////////////////////////////
  766. {FAST ROTATION}
  767. Dialog.Create(5@, "{1491e5}Fast Rotation")
  768. 0AB1: @SET 3 passed_value 5@ var_number 61 var_size 4
  769. {RESOLUTION}
  770.  
  771. 0B5A: get_screen_resolution 2@ 3@
  772. 3@ /= 2
  773. 2@ /= 2
  774. 2@ -= 500
  775. 3@ -= 300
  776. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 200 65
  777. 0B86: samp dialog 5@ set_visible 0
  778.  
  779. Dialog.AddStatic(5@, 0, "{1991e5}Fast Rotation: ", 5, 5, 170, 20)
  780. Dialog.AddSlider(5@, 1, 5, 25, 100, 20, 300)
  781.  
  782. Dialog.SliderSetValue(5@, 1, 123)
  783.  
  784. Dialog.AddCheckBox(5@, 2, "", 170, 5, 25, 25)
  785. Dialog.SetCheckBoxColor(5@, 2, 6@)
  786. ///////////////////////////////////////////////////////////////////////////////////////////
  787. {SILENT AIMBOT}
  788. Dialog.Create(5@, "{1491e5}Silent Aimbot")
  789. 0AB1: @SET 3 passed_value 5@ var_number 77 var_size 4
  790.  
  791. {RESOLUTIN}
  792. 0B5A: get_screen_resolution 2@ 3@
  793. 3@ /= 2
  794. 2@ /= 2
  795. 2@ -= 500
  796. 3@ -= 300
  797. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 265 660
  798. 0B86: samp dialog 5@ set_visible 0
  799.  
  800. Dialog.AddCheckBox(5@, 0, "{888b91}9mm", 5, 5, 100, 25)
  801. Dialog.AddCheckBox(5@, 1, "{888b91}Silenced Pistol", 5, 30, 150, 25)
  802. Dialog.AddCheckBox(5@, 2, "{888b91}Deagle", 5, 55, 100, 25)
  803. Dialog.AddCheckBox(5@, 3, "{888b91}Shotgun", 5, 80, 100, 25)
  804. Dialog.AddCheckBox(5@, 4, "{888b91}Sawn off", 5, 105, 100, 25)
  805. Dialog.AddCheckBox(5@, 5, "{888b91}Combat Shotgun", 5, 130, 180, 25)
  806. Dialog.AddCheckBox(5@, 6, "{888b91}Micro-uzi", 5, 155, 100, 25)
  807. Dialog.AddCheckBox(5@, 7, "{888b91}MP5", 5, 180, 100, 25)
  808. Dialog.AddCheckBox(5@, 8, "{888b91}Ak47", 5, 205, 100, 25)
  809. Dialog.AddCheckBox(5@, 9, "{888b91}M4", 5, 230, 100, 25)
  810. Dialog.AddCheckBox(5@, 10, "{888b91}Tec9", 5, 255, 100, 25)
  811. Dialog.AddCheckBox(5@, 11, "{888b91}Rifle", 5, 280, 100, 25)
  812. Dialog.AddCheckBox(5@, 12, "{888b91}Sniper", 5, 305, 100, 25)
  813. Dialog.AddCheckBox(5@, 13, "{888b91}Minigun", 5, 330, 100, 25)
  814.  
  815. Dialog.SetCheckBoxChecked(5@, 0, 1)
  816. Dialog.SetCheckBoxChecked(5@, 1, 1)
  817. Dialog.SetCheckBoxChecked(5@, 2, 1)
  818. Dialog.SetCheckBoxChecked(5@, 3, 1)
  819. Dialog.SetCheckBoxChecked(5@, 4, 1)
  820. Dialog.SetCheckBoxChecked(5@, 5, 1)
  821. Dialog.SetCheckBoxChecked(5@, 6, 1)
  822. Dialog.SetCheckBoxChecked(5@, 7, 1)
  823. Dialog.SetCheckBoxChecked(5@, 8, 1)
  824. Dialog.SetCheckBoxChecked(5@, 9, 1)
  825. Dialog.SetCheckBoxChecked(5@, 10, 1)
  826. Dialog.SetCheckBoxChecked(5@, 11, 1)
  827. Dialog.SetCheckBoxChecked(5@, 12, 1)
  828. Dialog.SetCheckBoxChecked(5@, 13, 1)
  829. /////////////////////////////////////////////
  830. Dialog.AddCheckBox(5@, 14, "{888b91}Through Walls", 5, 375, 250, 25)
  831. Dialog.AddCheckBox(5@, 15, "{888b91}Friendly Fire", 5, 400, 150, 25)
  832. /////////////////////////////////////////////
  833. Dialog.AddStatic(5@, 16, "{1991e5}Rage Mode Range:", 5, 430, 200, 20)
  834. Dialog.AddSlider(5@, 17, 5, 450, 140, 20, 400)
  835. /////////////////////////////////////////////
  836. Dialog.AddCheckBox(5@, 18, "", 235, 5, 25, 25)
  837.  
  838. Dialog.AddCheckBox(5@, 19, "{888b91}Legit Mode [Range 10-40]", 5, 490, 240, 25)
  839. Dialog.AddStatic(5@, 20, "{1991e5}Legit Range:", 5, 525, 170, 20)
  840. Dialog.AddSlider(5@, 21, 5, 545, 140, 20, 40)
  841. Dialog.AddStatic(5@, 22, "{1991e5}Hit Chance:", 5, 565, 200, 20)
  842. Dialog.AddSlider(5@, 23, 5, 585, 140, 20, 100)
  843. Dialog.AddCheckBox(5@, 24, "{888b91}B-Zone HA Helper", 5, 610, 180, 25)
  844. Dialog.AddButton(5@, 25, "{888b91}Settings", 180, 610, 80, 25)
  845.  
  846. Dialog.SliderSetValue(5@, 21, 30)
  847. Dialog.SliderSetValue(5@, 23, 50)
  848.  
  849. 0B67: render a 0xFF r 25 g 145 b 229 to_argb 6@
  850. Dialog.SetCheckBoxColor(5@, 0, 6@)
  851. Dialog.SetCheckBoxColor(5@, 1, 6@)
  852. Dialog.SetCheckBoxColor(5@, 2, 6@)
  853. Dialog.SetCheckBoxColor(5@, 3, 6@)
  854. Dialog.SetCheckBoxColor(5@, 4, 6@)
  855. Dialog.SetCheckBoxColor(5@, 5, 6@)
  856. Dialog.SetCheckBoxColor(5@, 6, 6@)
  857. Dialog.SetCheckBoxColor(5@, 7, 6@)
  858. Dialog.SetCheckBoxColor(5@, 8, 6@)
  859. Dialog.SetCheckBoxColor(5@, 9, 6@)
  860. Dialog.SetCheckBoxColor(5@, 10, 6@)
  861. Dialog.SetCheckBoxColor(5@, 11, 6@)
  862. Dialog.SetCheckBoxColor(5@, 12, 6@)
  863. Dialog.SetCheckBoxColor(5@, 13, 6@)
  864. Dialog.SetCheckBoxColor(5@, 14, 6@)
  865. Dialog.SetCheckBoxColor(5@, 15, 6@)
  866. Dialog.SetCheckBoxColor(5@, 18, 6@)
  867. Dialog.SetCheckBoxColor(5@, 19, 6@)
  868. Dialog.SetCheckBoxColor(5@, 24, 6@)
  869.  
  870. // 0B67: render a 0xFF r 255 g 1 b 9 to_argb 4@
  871. // Dialog.SetCheckBoxColor(5@, 14, 4@)
  872.  
  873. {DEFAULT SILENT AIMBOT SETTINGS}
  874. 0AB1: @SET 3 passed_value 1 var_number 63 var_size 4 // ActiveStatus
  875. 0AB1: @SET 3 passed_value 30.0 var_number 64 var_size 4 // HookDistance
  876. 0AB1: @SET 3 passed_value 1 var_number 65 var_size 4 // AnyDistance
  877. 0AB1: @SET 3 passed_value 0 var_number 66 var_size 4 // WallShot
  878. 0AB1: @SET 3 passed_value 1 var_number 67 var_size 4 // WeaponsUpdate
  879. 0AB1: @SET 3 passed_value 0 var_number 68 var_size 4 // RandomShot
  880. 0AB1: @SET 3 passed_value 1 var_number 69 var_size 4 // SendRPC
  881. 0AB1: @SET 3 passed_value 0 var_number 70 var_size 4 // ModelGroup
  882. 0AB1: @SET 3 passed_value 1 var_number 71 var_size 4 // DrawBlood
  883. 0AB1: @SET 3 passed_value 120 var_number 72 var_size 4 // BllodDensity
  884. 0AB1: @SET 3 passed_value 0 var_number 73 var_size 4 // AutoActivation
  885. 0AB1: @SET 3 passed_value 1 var_number 74 var_size 4 // ActivationMode
  886. 0AB1: @SET 3 passed_value -1 var_number 75 var_size 4 // GameKey
  887. 0AB1: @SET 3 passed_value 1 var_number 76 var_size 4 // ShowMessages
  888.  
  889. 0BE2: raknet setup_outcoming_packet_hook @PACKET_SYNC_HOOK
  890. /////////////////////////////////////////////////////////////////////////
  891.  
  892. ///////////////////////////////////////////////////////////////////////////////////////////
  893. {AUTO C BUG}
  894. Dialog.Create(5@, "{1491e5}Auto C-Bug")
  895. 0AB1: @SET 3 passed_value 5@ var_number 81 var_size 4
  896.  
  897. {RESOLUTIN}
  898. 0B5A: get_screen_resolution 2@ 3@
  899. 3@ /= 2
  900. 2@ /= 2
  901. 2@ -= 500
  902. 3@ -= 300
  903. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 230 70
  904. 0B86: samp dialog 5@ set_visible 0
  905.  
  906. Dialog.AddStatic(5@, 0, "Auto C-Bug Speed:", 5, 5, 190, 20)
  907. Dialog.AddSlider(5@, 1, 5, 25, 140, 20, 600)
  908. Dialog.AddCheckBox(5@, 2, "", 200, 5, 25, 25)
  909.  
  910. Dialog.SetCheckBoxColor(5@, 2, 6@)
  911. ///////////////////////////////////////////////////////////////////////////////////////////
  912. {NO DRUGS EFFECT}
  913. Dialog.Create(5@, "{1491e5}No Drugs Effect")
  914. 0AB1: @SET 3 passed_value 5@ var_number 82 var_size 4
  915.  
  916. {RESOLUTIN}
  917. 0B5A: get_screen_resolution 2@ 3@
  918. 3@ /= 2
  919. 2@ /= 2
  920. 2@ -= 500
  921. 3@ -= 300
  922. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 210 55
  923. 0B86: samp dialog 5@ set_visible 0
  924.  
  925. Dialog.AddCheckBox(5@, 0, "{888b91}Anti Freeze", 5, 5, 170, 25)
  926. Dialog.AddCheckBox(5@, 2, "", 180, 5, 25, 25)
  927.  
  928. Dialog.SetCheckBoxColor(5@, 0, 6@)
  929. Dialog.SetCheckBoxColor(5@, 2, 6@)
  930. ///////////////////////////////////////////////////////////////////////////////////////////
  931. {SUBMARINE}
  932. Dialog.Create(5@, "{1491e5}Submarine")
  933. 0AB1: @SET 3 passed_value 5@ var_number 83 var_size 4
  934.  
  935. {RESOLUTIN}
  936. 0B5A: get_screen_resolution 2@ 3@
  937. 3@ /= 2
  938. 2@ /= 2
  939. 2@ -= 500
  940. 3@ -= 300
  941. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 300 80
  942. 0B86: samp dialog 5@ set_visible 0
  943.  
  944. Dialog.AddCheckBox(5@, 0, "{888b91}Cars can drive on water", 5, 5, 245, 25)
  945. Dialog.AddCheckBox(5@, 1, "{888b91}You can walk under water", 5, 30, 240, 25)
  946. Dialog.AddCheckBox(5@, 2, "", 270, 5, 25, 25)
  947.  
  948. Dialog.SetCheckBoxColor(5@, 0, 6@)
  949. Dialog.SetCheckBoxColor(5@, 1, 6@)
  950. Dialog.SetCheckBoxColor(5@, 2, 6@)
  951. ///////////////////////////////////////////////////////////////////////////////////////////
  952. {NAME CHANGER}
  953. Dialog.Create(5@, "{1491e5}Local Name Changer")
  954. 0AB1: @SET 3 passed_value 5@ var_number 84 var_size 4
  955.  
  956. {RESOLUTIN}
  957. 0B5A: get_screen_resolution 2@ 3@
  958. 3@ /= 2
  959. 2@ /= 2
  960. 2@ -= 500
  961. 3@ -= 300
  962. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 400 270
  963. 0B86: samp dialog 5@ set_visible 0
  964.  
  965. Dialog.AddStatic(5@, 0, "Press 'Check' and open console", 5, 5, 250, 25)
  966. Dialog.AddButton(5@, 1, "Check", 5, 30, 80, 25)
  967. Dialog.AddStatic(5@, 2, "Enter the textdraw id in the box to change his name", 5, 55, 365, 25)
  968. Dialog.AddEditBox(5@, 3, "", 5, 80, 80, 36)
  969. Dialog.AddStatic(5@, 4, "Enter in the box the new name", 5, 115, 250, 25)
  970. Dialog.AddEditBox(5@, 5, "", 5, 140, 200, 36)
  971. Dialog.AddButton(5@, 6, "Change Name", 215, 145, 165, 25)
  972. Dialog.AddStatic(5@, 7, "Enter in the next box your new name", 5, 180, 280, 25)
  973. Dialog.AddEditBox(5@, 8, "", 5, 205, 200, 36)
  974. Dialog.AddButton(5@, 9, "Change Name", 215, 210, 165, 25)
  975.  
  976. Dialog.AddCheckBox(5@, 10, "", 370, 5, 25, 25)
  977. Dialog.SetCheckBoxColor(5@, 10, 6@)
  978. ///////////////////////////////////////////////////////////////////////////////////////////
  979. {HA HELPER}
  980. Dialog.Create(5@, "{1491e5}B-Zone Hitmen Helper")
  981. 0AB1: @SET 3 passed_value 5@ var_number 86 var_size 4
  982.  
  983. {RESOLUTIN}
  984. 0B5A: get_screen_resolution 2@ 3@
  985. 3@ /= 2
  986. 2@ /= 2
  987. 2@ -= 500
  988. 3@ -= 300
  989. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 220 140
  990. 0B86: samp dialog 5@ set_visible 0
  991.  
  992. Dialog.AddStatic(5@, 0, "Press U to send RPC", 5, 5, 180, 20)
  993. Dialog.AddStatic(5@, 1, "Minimum distance:", 5, 30, 200, 20)
  994. Dialog.AddEditBox(5@, 2, "300", 5, 50, 60, 36)
  995. Dialog.AddCheckBox(5@, 3, "{888b91}Through Walls", 5, 90, 150, 25)
  996. Dialog.AddCheckBox(5@, 4, "", 190, 5, 25, 25)
  997.  
  998. Dialog.SetCheckBoxColor(5@, 3, 6@)
  999. Dialog.SetCheckBoxColor(5@, 4, 6@)
  1000. ///////////////////////////////////////////////////////////////////////////////////////////
  1001. {NR/FS}
  1002. Dialog.Create(5@, "{1491e5}No Reload - Fast Shot")
  1003. 0AB1: @SET 3 passed_value 5@ var_number 88 var_size 4
  1004.  
  1005. {RESOLUTIN}
  1006. 0B5A: get_screen_resolution 2@ 3@
  1007. 3@ /= 2
  1008. 2@ /= 2
  1009. 2@ -= 500
  1010. 3@ -= 300
  1011. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 330 210
  1012. 0B86: samp dialog 5@ set_visible 0
  1013.  
  1014. Dialog.AddCheckBox(5@, 1, "{888b91}No Reload + Fast Shot", 5, 5, 230, 25)
  1015. Dialog.AddCheckBox(5@, 2, "{888b91}Bypass Anti Ammo Cheat", 5, 30, 230, 25)
  1016. Dialog.AddCheckBox(5@, 3, "", 300, 5, 25, 25)
  1017. Dialog.AddStatic(5@, 4, "Use NR/FS on:", 5, 60, 150, 20)
  1018. Dialog.AddCheckBox(5@, 5, "{888b91}Rifle", 5, 90, 100, 25)
  1019. Dialog.AddCheckBox(5@, 6, "{888b91}Sniper", 5, 115, 100, 25)
  1020. Dialog.AddCheckBox(5@, 7, "{888b91}RPG", 5, 140, 100, 25)
  1021. Dialog.AddStatic(5@, 8, "{f44242}Note: {a59191}You can not disable the other weapons!", 5, 170, 330, 20)
  1022.  
  1023. Dialog.SetCheckBoxChecked(5@, 5, 1)
  1024. Dialog.SetCheckBoxChecked(5@, 6, 1)
  1025. Dialog.SetCheckBoxChecked(5@, 7, 1)
  1026.  
  1027. Dialog.SetCheckBoxColor(5@, 1, 6@)
  1028. Dialog.SetCheckBoxColor(5@, 2, 6@)
  1029. Dialog.SetCheckBoxColor(5@, 3, 6@)
  1030. Dialog.SetCheckBoxColor(5@, 5, 6@)
  1031. Dialog.SetCheckBoxColor(5@, 6, 6@)
  1032. Dialog.SetCheckBoxColor(5@, 7, 6@)
  1033.  
  1034. ///////////////////////////////////////////////////////////////////////////////////////////
  1035. {AUTO FAST RELOAD}
  1036. Dialog.Create(5@, "{1491e5}Auto Fast Reload")
  1037. 0AB1: @SET 3 passed_value 5@ var_number 89 var_size 4
  1038.  
  1039. {RESOLUTIN}
  1040. 0B5A: get_screen_resolution 2@ 3@
  1041. 3@ /= 2
  1042. 2@ /= 2
  1043. 2@ -= 500
  1044. 3@ -= 300
  1045. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 210 280
  1046. 0B86: samp dialog 5@ set_visible 0
  1047.  
  1048. Dialog.AddCheckBox(5@, 0, "{888b91}9mm", 5, 5, 100, 25)
  1049. Dialog.AddCheckBox(5@, 1, "{888b91}Silenced 9mm", 5, 30, 160, 25)
  1050. Dialog.AddCheckBox(5@, 2, "{888b91}Desert Eagle", 5, 55, 160, 25)
  1051. Dialog.AddCheckBox(5@, 3, "{888b91}Sawnoff Shotgun", 5, 80, 180, 25)
  1052. Dialog.AddCheckBox(5@, 4, "{888b91}Combat Shotgun", 5, 105, 180, 25)
  1053. Dialog.AddCheckBox(5@, 5, "{888b91}Micro SMG", 5, 130, 120, 25)
  1054. Dialog.AddCheckBox(5@, 6, "{888b91}MP5", 5, 155, 100, 25)
  1055. Dialog.AddCheckBox(5@, 7, "{888b91}Ak-47", 5, 180, 100, 25)
  1056. Dialog.AddCheckBox(5@, 8, "{888b91}M4", 5, 205, 100, 25)
  1057. Dialog.AddCheckBox(5@, 9, "{888b91}Tec9", 5, 230, 100, 25)
  1058.  
  1059. Dialog.AddCheckBox(5@, 10, "", 180, 5, 25, 25)
  1060.  
  1061. Dialog.SetCheckBoxColor(5@, 0, 6@)
  1062. Dialog.SetCheckBoxColor(5@, 1, 6@)
  1063. Dialog.SetCheckBoxColor(5@, 2, 6@)
  1064. Dialog.SetCheckBoxColor(5@, 3, 6@)
  1065. Dialog.SetCheckBoxColor(5@, 4, 6@)
  1066. Dialog.SetCheckBoxColor(5@, 5, 6@)
  1067. Dialog.SetCheckBoxColor(5@, 6, 6@)
  1068. Dialog.SetCheckBoxColor(5@, 7, 6@)
  1069. Dialog.SetCheckBoxColor(5@, 8, 6@)
  1070. Dialog.SetCheckBoxColor(5@, 9, 6@)
  1071. Dialog.SetCheckBoxColor(5@, 10, 6@)
  1072.  
  1073. Dialog.SetCheckBoxChecked(5@, 0, 1)
  1074. Dialog.SetCheckBoxChecked(5@, 1, 1)
  1075. Dialog.SetCheckBoxChecked(5@, 2, 1)
  1076. Dialog.SetCheckBoxChecked(5@, 3, 1)
  1077. Dialog.SetCheckBoxChecked(5@, 4, 1)
  1078. Dialog.SetCheckBoxChecked(5@, 5, 1)
  1079. Dialog.SetCheckBoxChecked(5@, 6, 1)
  1080. Dialog.SetCheckBoxChecked(5@, 7, 1)
  1081. Dialog.SetCheckBoxChecked(5@, 8, 1)
  1082. Dialog.SetCheckBoxChecked(5@, 9, 1)
  1083. ///////////////////////////////////////////////////////////////////////////////////////////
  1084. {FLY HACK}
  1085. Dialog.Create(5@, "{1491e5}Fly Hack")
  1086. 0AB1: @SET 3 passed_value 5@ var_number 91 var_size 4
  1087.  
  1088. {RESOLUTIN}
  1089. 0B5A: get_screen_resolution 2@ 3@
  1090. 3@ /= 2
  1091. 2@ /= 2
  1092. 2@ -= 500
  1093. 3@ -= 300
  1094. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 230 280
  1095. 0B86: samp dialog 5@ set_visible 0
  1096.  
  1097. Dialog.AddCheckBox(5@, 0, "{888b91}Disable Animations", 5, 5, 170, 25)
  1098. Dialog.AddStatic(5@ , 1, "{b3ba78}Usage:", 5, 30, 150, 20)
  1099. Dialog.AddStatic(5@, 2, " - WASD - Move", 5, 55, 150, 20)
  1100. Dialog.AddStatic(5@, 3, " - Shift - DOWN", 5, 80, 150, 20)
  1101. Dialog.AddStatic(5@, 4, " - Space - UP", 5, 105, 150, 20)
  1102. Dialog.AddStatic(5@, 5, "{b51313}Notes:", 5, 130, 300, 20)
  1103. Dialog.AddStatic(5@, 6, " - once you ticked the checkbox", 5, 155, 300, 20)
  1104. Dialog.AddStatic(5@, 7, "type FLY to pause/resume", 5, 180, 300, 20)
  1105. Dialog.AddCheckBox(5@, 8, "{888b91}Fly Hack - onfoot", 5, 205, 200, 25)
  1106. Dialog.AddCheckBox(5@, 9, "{888b91}Fly Hack - Vehicle", 5, 230, 200, 25)
  1107. Dialog.AddCheckBox(5@, 10, "", 200, 5, 25, 25)
  1108.  
  1109. Dialog.SetCheckBoxColor(5@, 0, 6@)
  1110. Dialog.SetCheckBoxColor(5@, 8, 6@)
  1111. Dialog.SetCheckBoxColor(5@, 9, 6@)
  1112. Dialog.SetCheckBoxColor(5@, 10, 6@)
  1113.  
  1114. Dialog.SetCheckBoxChecked(5@, 8, 1)
  1115. Dialog.SetCheckBoxChecked(5@, 9, 1)
  1116. ////////////////////////////////////////////////////////////////////////////////////////////
  1117. {ROUTE RECORDING}
  1118. Dialog.Create(5@, "{1491e5}Route Recording")
  1119. 0AB1: @SET 3 passed_value 5@ var_number 93 var_size 4
  1120.  
  1121. {RESOLUTIN}
  1122. 0B5A: get_screen_resolution 2@ 3@
  1123. 3@ /= 2
  1124. 2@ /= 2
  1125. 2@ -= 500
  1126. 3@ -= 300
  1127. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 260 650
  1128. 0B86: samp dialog 5@ set_visible 0
  1129.  
  1130. Dialog.AddStatic(5@, 0, "{f44242}Vehicle Recording Usage:", 5, 5, 185, 20)
  1131. Dialog.AddStatic(5@, 1, " - Press O to start/stop recording", 5, 30, 235, 20)
  1132. Dialog.AddStatic(5@, 2, " - Press P to start/stop playing", 5, 55, 230, 20)
  1133. Dialog.AddStatic(5@, 3, "the path", 5, 80, 100, 20)
  1134. Dialog.AddCheckBox(5@, 4, "{888b91}Activate Route Recording", 5, 105, 240, 25)
  1135. Dialog.AddCheckBox(5@, 7, "{888b91}Activate Random Horn", 5, 130, 220, 25)
  1136. Dialog.AddCheckBox(5@, 8, "{888b91}Activate Random Chat", 5, 155, 220, 25)
  1137. Dialog.AddCheckBox(5@, 5, "{888b91}NOP SetPlayerHealth", 5, 180, 200, 25)
  1138. Dialog.AddCheckBox(5@, 6, "", 225, 5, 25, 25)
  1139. Dialog.AddStatic(5@, 11, "{f44242}Choose what to do if an admin", 5, 205, 230, 20)
  1140. Dialog.AddStatic(5@, 12, "{f44242}appears (3/3 warning level):", 5, 230, 230, 20)
  1141. Dialog.AddCheckBox(5@, 13, "{888b91}Deactivate Route Recording", 5, 255, 250, 25)
  1142. Dialog.AddCheckBox(5@, 14, "{888b91}Fake Crash", 5, 280, 150, 25)
  1143. Dialog.AddCheckBox(5@, 28, "{888b91}Fake Kick", 5, 305, 150, 25)
  1144. Dialog.AddCheckBox(5@, 15, "{888b91}Quit Game (/Q)", 5, 330, 200, 25)
  1145. Dialog.AddStatic(5@, 16, "{f44242}Choose what to do if your warning", 5, 355, 250, 20)
  1146. Dialog.AddStatic(5@, 17, "{f44242}level increase by 33% or 66%", 5, 380, 250, 20)
  1147. Dialog.AddCheckBox(5@, 18, "{888b91}Answer and continue", 5, 405, 250, 25)
  1148. Dialog.AddStatic(5@, 19, "Depending on the warning level,", 5, 435, 250, 20)
  1149. Dialog.AddStatic(5@, 20, "choose what to send to chat", 5, 455, 200, 20)
  1150. Dialog.AddEditBox(5@, 21, "Text_1 Text_2", 5, 480, 200, 36)
  1151. Dialog.AddEditBox(5@, 22, "Text_1 Text_2", 5, 520, 200, 36)
  1152. Dialog.AddStatic(5@, 23, "{f44242}33%", 220, 485, 200, 20)
  1153. Dialog.AddStatic(5@, 24, "{f44242}66%", 220, 525, 200, 20)
  1154. Dialog.AddCheckBox(5@, 25, "{888b91}Activate Night Mode", 5, 560, 200, 25)
  1155. Dialog.AddStatic(5@, 26, "{f44242}Tips: {bfc1aa} To avoid false warnings,", 5, 590, 230, 20)
  1156. Dialog.AddStatic(5@, 27, "{bfc1aa}tog all possible chats!", 5, 605, 230, 20)
  1157.  
  1158. Dialog.SetCheckBoxColor(5@, 4, 6@)
  1159. Dialog.SetCheckBoxColor(5@, 5, 6@)
  1160. Dialog.SetCheckBoxColor(5@, 6, 6@)
  1161. Dialog.SetCheckBoxColor(5@, 7, 6@)
  1162. Dialog.SetCheckBoxColor(5@, 8, 6@)
  1163. Dialog.SetCheckBoxColor(5@, 13, 6@)
  1164. Dialog.SetCheckBoxColor(5@, 14, 6@)
  1165. Dialog.SetCheckBoxColor(5@, 15, 6@)
  1166. Dialog.SetCheckBoxColor(5@, 18, 6@)
  1167. Dialog.SetCheckBoxColor(5@, 25, 6@)
  1168. Dialog.SetCheckBoxColor(5@, 28, 6@)
  1169. ////////////////////////////////////////////////////////////////////////////////////////////
  1170. {ONFOOT RECORDING}
  1171. Dialog.Create(5@, "{1491e5}Route Recording")
  1172. 0AB1: @SET 3 passed_value 5@ var_number 101 var_size 4
  1173.  
  1174. {RESOLUTIN}
  1175. 0B5A: get_screen_resolution 2@ 3@
  1176. 3@ /= 2
  1177. 2@ /= 2
  1178. 2@ -= 500
  1179. 3@ -= 300
  1180. 0B84: samp dialog 5@ set_pos_XY 2@ 3@ size 260 605
  1181. 0B86: samp dialog 5@ set_visible 0
  1182.  
  1183. Dialog.AddStatic(5@, 0, "{f44242}OnFoot Recording Usage:", 5, 5, 185, 20)
  1184. Dialog.AddStatic(5@, 1, " - Press O to start/stop recording", 5, 30, 235, 20)
  1185. Dialog.AddStatic(5@, 2, " - Press P to start/stop playing", 5, 55, 230, 20)
  1186. Dialog.AddStatic(5@, 3, "the path", 5, 80, 100, 20)
  1187. Dialog.AddCheckBox(5@, 4, "{888b91}Activate Route Recording", 5, 105, 240, 25)
  1188. Dialog.AddCheckBox(5@, 5, "{888b91}NOP SetPlayerHealth", 5, 130, 200, 25)
  1189. Dialog.AddCheckBox(5@, 6, "", 230, 5, 25, 25)
  1190. Dialog.AddStatic(5@, 11, "{f44242}Choose what to do if an admin", 5, 155, 230, 20)
  1191. Dialog.AddStatic(5@, 12, "{f44242}appears (3/3 warning level):", 5, 180, 230, 20)
  1192. Dialog.AddCheckBox(5@, 13, "{888b91}Deactivate Route Recording", 5, 205, 250, 25)
  1193. Dialog.AddCheckBox(5@, 14, "{888b91}Fake Crash", 5, 230, 150, 25)
  1194. Dialog.AddCheckBox(5@, 28, "{888b91}Fake Kick", 5, 255, 150, 25)
  1195. Dialog.AddCheckBox(5@, 15, "{888b91}Quit Game (/Q)", 5, 280, 200, 25)
  1196. Dialog.AddStatic(5@, 16, "{f44242}Choose what to do if your warning", 5, 305, 250, 20)
  1197. Dialog.AddStatic(5@, 17, "{f44242}level increase by 33% or 66%", 5, 330, 250, 20)
  1198. Dialog.AddCheckBox(5@, 18, "{888b91}Answer and continue", 5, 355, 250, 25)
  1199. Dialog.AddStatic(5@, 19, "Depending on the warning level,", 5, 385, 250, 20)
  1200. Dialog.AddStatic(5@, 20, "choose what to send to chat", 5, 405, 200, 20)
  1201. Dialog.AddEditBox(5@, 21, "Text_1 Text_2", 5, 435, 200, 36)
  1202. Dialog.AddEditBox(5@, 22, "Text_1 Text_2", 5, 470, 200, 36)
  1203. Dialog.AddStatic(5@, 23, "{f44242}33%", 220, 440, 200, 20)
  1204. Dialog.AddStatic(5@, 24, "{f44242}66%", 220, 480, 200, 20)
  1205. Dialog.AddCheckBox(5@, 25, "{888b91}Activate Sprint Mode", 5, 510, 200, 25)
  1206. Dialog.AddStatic(5@, 26, "{f44242}Tips: {bfc1aa} To avoid false warnings,", 5, 535, 230, 20)
  1207. Dialog.AddStatic(5@, 27, "{bfc1aa}tog all possible chats!", 5, 560, 230, 20)
  1208.  
  1209. Dialog.SetCheckBoxColor(5@, 4, 6@)
  1210. Dialog.SetCheckBoxColor(5@, 5, 6@)
  1211. Dialog.SetCheckBoxColor(5@, 6, 6@)
  1212. Dialog.SetCheckBoxColor(5@, 13, 6@)
  1213. Dialog.SetCheckBoxColor(5@, 14, 6@)
  1214. Dialog.SetCheckBoxColor(5@, 15, 6@)
  1215. Dialog.SetCheckBoxColor(5@, 18, 6@)
  1216. Dialog.SetCheckBoxColor(5@, 25, 6@)
  1217. Dialog.SetCheckBoxColor(5@, 28, 6@)
  1218. ///////////////////////////////////////////////////////////////////////////////////////////
  1219. {DEFAULTS} {bypassing bug if panic mode}
  1220. 0AB1: @SET 3 passed_value 1 var_number 53 var_size 4
  1221.  
  1222. ////////////////////////////////////////////////////////////////////////////////////////////
  1223.  
  1224. 0C63: register_console_command "SET_PASSWORD" to_label @SET_PASSWORD
  1225.  
  1226. 0330: set_player $PLAYER_CHAR infinite_run 1
  1227.  
  1228. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1229. while true
  1230. wait 0
  1231. ////////////////
  1232. if 0AAB: file_exists "CLEO\Admin_Mode.ini"
  1233. then 0B00: delete_file "CLEO\Admin_Mode.ini"
  1234. end
  1235. ////////////////
  1236.  
  1237. 0AB1: @GET 2 var_number 29 var_size 4 receiver 16@
  1238. if Dialog.CheckBoxIsChecked(16@, 2)
  1239. then
  1240. 0AB1: @GET 2 var_number 38 var_size 4 receiver 6@
  1241. 0B67: render a 0xFF r 255 g 255 b 255 to_argb 9@
  1242. 0B5F: convert_window_screen_coords 455 900 to_game_screen_coords 3@ 4@
  1243. if 0AAB: file_exists "SAMPFUNCS\sampfuncs-settings.ini"
  1244. then
  1245. 0AF0: 3@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-x"
  1246. 0AF0: 4@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-y"
  1247. 0AF0: 5@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-height"
  1248. 0AF0: 7@ = get_int_from_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-width"
  1249. Render.DrawTexture(6@, 3@, 4@, 5@, 7@, 1.0, 9@)
  1250. else
  1251. alloc 3@ = 100
  1252. alloc 4@ = 100
  1253. alloc 5@ = 100
  1254. alloc 7@ = 100
  1255. Dialog.GetControlText(16@, 4, 3@)
  1256. Dialog.GetControlText(16@, 5, 4@)
  1257. Dialog.GetControlText(16@, 6, 5@)
  1258. Dialog.GetControlText(16@, 7, 7@)
  1259. 0C1A: 3@ = atoi 3@
  1260. 0C1A: 4@ = atoi 4@
  1261. 0C1A: 5@ = atoi 5@
  1262. 0C1A: 7@ = atoi 7@
  1263. Render.DrawTexture(6@, 3@, 4@, 5@, 7@, 1.0, 9@)
  1264. free 3@
  1265. free 4@
  1266. free 5@
  1267. free 7@
  1268. end
  1269. if Dialog.PopEvent(16@, -1, 17@)
  1270. then
  1271. if 17@ == 8
  1272. then
  1273. alloc 3@ = 100
  1274. alloc 4@ = 100
  1275. alloc 5@ = 100
  1276. alloc 7@ = 100
  1277. Dialog.GetControlText(16@, 4, 3@)
  1278. Dialog.GetControlText(16@, 5, 4@)
  1279. Dialog.GetControlText(16@, 6, 5@)
  1280. Dialog.GetControlText(16@, 7, 7@)
  1281. 0C1A: 3@ = atoi 3@
  1282. 0C1A: 4@ = atoi 4@
  1283. 0C1A: 5@ = atoi 5@
  1284. 0C1A: 7@ = atoi 7@
  1285. Render.DrawTexture(6@, 3@, 4@, 5@, 7@, 1.0, 9@)
  1286. 0AF1: write_int 3@ to_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-x"
  1287. 0AF1: write_int 4@ to_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-y"
  1288. 0AF1: write_int 5@ to_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-height"
  1289. 0AF1: write_int 7@ to_ini_file "SAMPFUNCS\sampfuncs-settings.ini" section "settings" key "texture-1-width"
  1290. free 3@
  1291. free 4@
  1292. free 5@
  1293. free 7@
  1294. end
  1295. end
  1296. end
  1297.  
  1298. 0AB1: @GET 2 var_number 28 var_size 4 receiver 16@
  1299. if Dialog.IsVisible(16@)
  1300. then
  1301. if and
  1302. 0B21: samp is_chat_opened
  1303. Dialog.CheckBoxIsChecked(16@, 4)
  1304. then 0B79: samp set_chat_input_enabled 0
  1305. end
  1306. 0B8E: samp 1@ = get_cursor_mode
  1307. if not 1@ == 2
  1308. then 0B8D: samp set_cursor_mode 2
  1309. end
  1310. end
  1311.  
  1312. 0AB1: @GET 2 var_number 28 var_size 4 receiver 16@
  1313. if Dialog.IsVisible(16@)
  1314. then 0B8D: samp set_cursor_mode 2
  1315. end
  1316.  
  1317. 0AB1: @GET 2 var_number 8 var_size 4 receiver 10@
  1318. if
  1319. 10@ == 1
  1320. then
  1321. for 3@ = 0 to 2500 step 1
  1322. if
  1323. 0C5D: samp textdraw 3@ is_exists
  1324. then
  1325. alloc 5@ 260
  1326. 0C5A: samp textdraw 3@ get_string_to 5@
  1327. if
  1328. 0C29: 33@ = stristr string1 5@ string2 "~"
  1329. then
  1330. wait 100
  1331. 0BCA: samp send_click_textdraw 3@
  1332. end
  1333. free 5@
  1334. end
  1335. end
  1336. end
  1337. end
  1338. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1339. :BUTON_DE_ACTIVARE
  1340. while true
  1341. wait 0
  1342. /////////////////////////////////////////////////
  1343. {LICENSE TIME REMOVE}
  1344. 0AB1: @GET 2 var_number 15 var_size 4 receiver 3@
  1345. if and
  1346. not Dialog.IsVisible(3@)
  1347. 0C5D: samp textdraw 1513 is_exists
  1348. then 0C5E: samp textdraw 1513 delete
  1349. end
  1350. /////////////////////////////////////////////////
  1351. 0AB1: @GET 2 var_number 53 var_size 4 receiver 3@
  1352. if and
  1353. 3@ == 1
  1354. 0C89: key_just_pressed 0x23
  1355. then
  1356. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  1357. if Dialog.IsVisible(5@)
  1358. then
  1359. 0AB1: @GET 2 var_number 46 var_size 4 receiver 7@
  1360. Dialog.SetCheckBoxChecked(7@, 7, 0)
  1361. wait 5
  1362. 0AB1: @GET 2 var_number 27 var_size 4 receiver 16@
  1363. Dialog.SetVisible(5@, 0)
  1364. 0B8D: samp set_cursor_mode 0
  1365. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  1366. 0AB1: @GET 2 var_number 19 var_size 4 receiver 7@
  1367. Dialog.SetVisible(7@, 0)
  1368. 0AB1: @GET 2 var_number 27 var_size 4 receiver 7@
  1369. Dialog.SetVisible(7@, 0)
  1370. 0AB1: @GET 2 var_number 28 var_size 4 receiver 7@
  1371. Dialog.SetVisible(7@, 0)
  1372. 0AB1: @GET 2 var_number 50 var_size 4 receiver 7@
  1373. Dialog.SetVisible(7@, 0)
  1374. 0AB1: @GET 2 var_number 57 var_size 4 receiver 7@
  1375. Dialog.SetVisible(7@, 0)
  1376. else
  1377. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  1378. 0B86: dialog 5@ set_visible 1
  1379. 0B8D: samp set_cursor_mode 2
  1380. end
  1381. end
  1382. end
  1383. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1384. :RAINBOW
  1385. while true
  1386. wait 0
  1387. 0AB1: @GET 2 var_number 29 var_size 4 receiver 16@
  1388. if not Dialog.CheckBoxIsChecked(16@, 0)
  1389. then
  1390. 0C5C: samp textdraw 0 get_letter_size -1 -1 color 1@
  1391. if not 1@ == -12303105
  1392. then
  1393. 0C5C: samp textdraw 0 get_letter_size 1@ 2@ color -1
  1394. 0C52: samp textdraw 0 set_letter_size 1@ 2@ color -12303105
  1395. 0C5C: samp textdraw 2 get_letter_size 1@ 2@ color -1
  1396. 0C52: samp textdraw 2 set_letter_size 1@ 2@ color -1973791
  1397. 0C5C: samp textdraw 3 get_letter_size 1@ 2@ color -1
  1398. 0C52: samp textdraw 3 set_letter_size 1@ 2@ color -1
  1399. 0C5C: samp textdraw 2054 get_letter_size 1@ 2@ color -1
  1400. 0C52: samp textdraw 2054 set_letter_size 1@ 2@ color -1
  1401. 0C5C: samp textdraw 2055 get_letter_size 1@ 2@ color -1
  1402. 0C52: samp textdraw 2055 set_letter_size 1@ 2@ color -1
  1403. 0C5C: samp textdraw 2056 get_letter_size 1@ 2@ color -1
  1404. 0C52: samp textdraw 2056 set_letter_size 1@ 2@ color -1
  1405. 0C5C: samp textdraw 2057 get_letter_size 1@ 2@ color -1
  1406. 0C52: samp textdraw 2057 set_letter_size 1@ 2@ color -12303105
  1407. 0C5C: samp textdraw 2059 get_letter_size 1@ 2@ color -1
  1408. 0C52: samp textdraw 2059 set_letter_size 1@ 2@ color -1
  1409.  
  1410. 0A8C: write_memory 0xBAB22C size 4 value -14870092 virtual_protect 0
  1411. 0A8C: write_memory 0xBAB230 size 4 value -13866954 virtual_protect 0
  1412. 0A8C: write_memory 0xBAB238 size 4 value -930900 virtual_protect 0
  1413. 0A8C: write_memory 0xBAB240 size 4 value -16777216 virtual_protect 0
  1414. 0A8C: write_memory 0xBAB244 size 4 value -15703408 virtual_protect 0
  1415. 0A8C: write_memory 0xBAB24C size 4 value -6908266 virtual_protect 0
  1416. 0A8C: write_memory 0xBAB258 size 4 value -10239774 virtual_protect 0
  1417. end
  1418. end
  1419.  
  1420. if Dialog.CheckBoxIsChecked(16@, 0)
  1421. then
  1422. 1@ = 255
  1423. 2@ = 255
  1424. 3@ = 0
  1425. repeat
  1426. wait 0
  1427. 2@ -= 10
  1428. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1429. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1430. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1431. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1432. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1433. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1434. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1435. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1436. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1437. for 6@ = 0 to 2400
  1438. if and
  1439. 0C5D: samp textdraw 6@ is_exists
  1440. not 6@ == 1513
  1441. then
  1442. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1443. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1444. end
  1445. end
  1446. until 2@ <= 5
  1447.  
  1448. 1@ = 255
  1449. 2@ = 0
  1450. 3@ = 0
  1451. repeat
  1452. wait 0
  1453. 3@ += 10
  1454. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1455. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1456. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1457. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1458. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1459. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1460. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1461. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1462. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1463. for 6@ = 0 to 2400
  1464. if and
  1465. 0C5D: samp textdraw 6@ is_exists
  1466. not 6@ == 1513
  1467. then
  1468. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1469. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1470. end
  1471. end
  1472. until 3@ >= 250
  1473.  
  1474. 1@ = 255
  1475. 2@ = 0
  1476. 3@ = 255
  1477. repeat
  1478. wait 0
  1479. 1@ -= 10
  1480. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1481. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1482. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1483. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1484. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1485. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1486. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1487. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1488. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1489. for 6@ = 0 to 2400
  1490. if and
  1491. 0C5D: samp textdraw 6@ is_exists
  1492. not 6@ == 1513
  1493. then
  1494. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1495. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1496. end
  1497. end
  1498. until 1@ <= 5
  1499.  
  1500. 1@ = 0
  1501. 2@ = 0
  1502. 3@ = 255
  1503. repeat
  1504. wait 0
  1505. 2@ += 10
  1506. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1507. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1508. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1509. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1510. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1511. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1512. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1513. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1514. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1515. for 6@ = 0 to 2400
  1516. if and
  1517. 0C5D: samp textdraw 6@ is_exists
  1518. not 6@ == 1513
  1519. then
  1520. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1521. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1522. end
  1523. end
  1524. until 2@ >= 250
  1525.  
  1526. 1@ = 0
  1527. 2@ = 255
  1528. 3@ = 255
  1529. repeat
  1530. wait 0
  1531. 3@ -= 10
  1532. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1533. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1534. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1535. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1536. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1537. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1538. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1539. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1540. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1541. for 6@ = 0 to 2400
  1542. if and
  1543. 0C5D: samp textdraw 6@ is_exists
  1544. not 6@ == 1513
  1545. then
  1546. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1547. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1548. end
  1549. end
  1550. until 3@ <= 5
  1551.  
  1552. 1@ = 0
  1553. 2@ = 255
  1554. 3@ = 0
  1555. repeat
  1556. wait 0
  1557. 1@ += 10
  1558. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1559. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1560. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1561. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1562. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1563. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1564. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1565. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1566. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1567. for 6@ = 0 to 2400
  1568. if and
  1569. 0C5D: samp textdraw 6@ is_exists
  1570. not 6@ == 1513
  1571. then
  1572. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1573. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1574. end
  1575. end
  1576. until 1@ >= 250
  1577.  
  1578. 1@ = 255
  1579. 2@ = 255
  1580. 3@ = 0
  1581. repeat
  1582. wait 0
  1583. 2@ -= 10
  1584. 0B67: render a 0xFF r 3@ g 2@ b 1@ to_argb 17@
  1585. 0A8C: write_memory 0xBAB22C size 4 value 17@ virtual_protect 0
  1586. 0A8C: write_memory 0xBAB230 size 4 value 17@ virtual_protect 0
  1587. 0A8C: write_memory 0xBAB238 size 4 value 17@ virtual_protect 0
  1588. 0A8C: write_memory 0xBAB240 size 4 value 17@ virtual_protect 0
  1589. 0A8C: write_memory 0xBAB244 size 4 value 17@ virtual_protect 0
  1590. 0A8C: write_memory 0xBAB24C size 4 value 17@ virtual_protect 0
  1591. 0A8C: write_memory 0xBAB258 size 4 value 17@ virtual_protect 0
  1592. 0B67: render a 0xFF r 1@ g 2@ b 3@ to_argb 17@
  1593. for 6@ = 0 to 2400
  1594. if and
  1595. 0C5D: samp textdraw 6@ is_exists
  1596. not 6@ == 1513
  1597. then
  1598. 0C5C: samp textdraw 6@ get_letter_size 7@ 8@ color -1
  1599. 0C52: samp textdraw 6@ set_letter_size 7@ 8@ color 17@
  1600. end
  1601. end
  1602. until 2@ <= 250
  1603. end
  1604. end
  1605. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1606. :LICENCE_STATUS
  1607. while true
  1608. wait 5000
  1609. 9@ = File.Open("cleo\cleo_text\Position.path", "rb")
  1610. 0A9D: readfile 9@ size 16 to 1@
  1611. 0A9D: readfile 9@ size 16 to 2@
  1612. 0AC8: 3@ = allocate_memory_size 260
  1613. 0AD3: 3@ = format "acc_%d" 1@
  1614.  
  1615.  
  1616. 0AC8: 1@ = allocate_memory_size 660
  1617. 0B2B: samp 6@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  1618. 6@ = SAMP.GetPlayerNickname(6@)
  1619. 0AD3: 1@ = format "http:%c%cmodsfunctions.cmods.ml/logina.php?nick=%s&pass=%d&add=0&nick_a=%s" 47 47 3@ 2@ 6@
  1620. 0C65: 2@ = download_url 1@ to_file "Accunt632.file"
  1621.  
  1622. repeat
  1623. wait 0
  1624. 0C66: 3@ = get_download 2@ state
  1625. until 3@ <> -1
  1626. 0C7D: release_download 2@
  1627.  
  1628. 4@ = File.Open("Accunt632.file", "rb")
  1629. 0AC8: 5@ = allocate_memory_size 260
  1630. File.ReadString(4@, 5@, 660)
  1631. File.ReadString(4@, 5@, 660)
  1632. File.ReadString(4@, 5@, 660)
  1633.  
  1634. alloc 24@ = 660
  1635. 0C13: strcpy destination 24@ source 5@
  1636.  
  1637. File.Close(4@)
  1638. 0B00: delete_file "Accunt632.file" // IF and SET
  1639.  
  1640.  
  1641.  
  1642. 0AB1: @GET 2 var_number 85 var_size 4 receiver 14@
  1643. if 14@ == 1
  1644. then
  1645. chatmsg "Link: %s" -1 1@
  1646. chatmsg "Strcpy string: %s" -1 24@
  1647. chatmsg "String: %s" -1 5@
  1648. end
  1649.  
  1650. 0AC9: free_allocated_memory 1@
  1651.  
  1652. {UPDATE LICENSE TIME ON MENU}
  1653. for 15@ = 0 to 6
  1654. if 0C2A: 6@ = strchr 5@ char 0x20
  1655. then 0A8C: write_memory 6@ size 1 value 0x5F virtual_protect 0
  1656. end
  1657. end
  1658. 0C48: samp textdraw 1513 create 5@ pos 160.0 180.0
  1659. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 2@
  1660. 0C4D: samp textdraw 1513 set_shadow 1 color 2@
  1661. 0C5C: samp textdraw 1513 get_letter_size 1@ 2@ color -1
  1662. 0B67: render a 0xFF r 244 g 197 b 66 to_argb 3@
  1663. 0C52: samp textdraw 1513 set_letter_size 1@ 2@ color 3@
  1664.  
  1665. gosub @CHECK_TEXT
  1666. if 5@ == 1
  1667. then
  1668. {PLAYER MENU}
  1669. 0AB1: @GET 2 var_number 9 var_size 4 receiver 3@
  1670. 0AB1: @GET 2 var_number 19 var_size 4 receiver 3@
  1671. 0AB1: @GET 2 var_number 14 var_size 4 receiver 3@
  1672. 0AB1: @SET 3 passed_value 1 var_number 80 var_size 4
  1673. 0AB1: @GET 2 var_number 77 var_size 4 receiver 3@
  1674. printf "Cheats deactivated! You must type 'renew' in console to activate it 4free!" 4000
  1675. else
  1676. 0AB1: @GET 2 var_number 9 var_size 1 receiver 3@
  1677. 0AB1: @GET 2 var_number 19 var_size 1 receiver 3@
  1678. 0AB1: @GET 2 var_number 14 var_size 1 receiver 3@
  1679. 0AB1: @SET 3 passed_value 0 var_number 80 var_size 4
  1680. 0AB1: @GET 2 var_number 77 var_size 1 receiver 3@
  1681. end
  1682.  
  1683. 0AB1: @GET 2 var_number 15 var_size 4 receiver 3@
  1684. if Dialog.CheckBoxIsChecked(3@, 1)
  1685. then 004E:
  1686. end
  1687. free 24@
  1688. end
  1689. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1690. :SEE_IF_COPS
  1691. while true
  1692. wait 0
  1693. 0AB1: @GET 2 var_number 4 var_size 4 receiver 10@
  1694. 0AB1: @GET 2 var_number 8 var_size 4 receiver 11@
  1695. if and
  1696. 10@ == 1
  1697. 11@ == 1
  1698. then
  1699. wait 500
  1700. for 3@ = 0 to 999
  1701. if
  1702. SAMP.IsPlayerConnected(3@)
  1703. then
  1704. 4@ = SAMP.GetActorHandleByPlayerID(3@)
  1705. if
  1706. 056D: actor 4@ defined
  1707. then
  1708. 0B37: samp 10@ = get_player_color 3@
  1709. if or
  1710. 10@ == 0x1e519d
  1711. 10@ == 0xff1e519d
  1712. then
  1713. 5@ += 1
  1714. 0B25: samp 10@ = get_player_health 3@
  1715. 0B26: samp 11@ = get_player_armor 3@
  1716. int 10@
  1717. int 11@
  1718. int 15@ += 10@
  1719. int 16@ += 11@
  1720. end
  1721. end
  1722. 0B2B: samp 0@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  1723. 0B25: samp 1@ = get_player_health 0@
  1724. 0B26: samp 11@ = get_player_armor 0@
  1725. alloc 2@ = 600
  1726. format 2@ "Health:_%d" 1@
  1727. 0C48: samp textdraw 1020 create 2@ pos 1.0 250.0
  1728. 0C5C: samp textdraw 1020 get_letter_size 24@ 25@ color -1
  1729. 0B67: render a 0xFF r 255 g 34 b 5 to_argb 22@
  1730. 0C52: samp textdraw 1020 set_letter_size 24@ 25@ color 22@
  1731. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 22@
  1732. 0C4D: samp textdraw 1020 set_shadow 1 color 22@
  1733. 0C4C: samp textdraw 1020 set_style 2
  1734. free 2@
  1735.  
  1736. alloc 2@ = 600
  1737. format 2@ "Armor:_%d" 11@
  1738. 0C48: samp textdraw 1021 create 2@ pos 1.0 260.0
  1739. 0B67: render a 0xFF r 175 g 166 b 166 to_argb 22@
  1740. 0C52: samp textdraw 1021 set_letter_size 24@ 25@ color 22@
  1741. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 22@
  1742. 0C4D: samp textdraw 1021 set_shadow 1 color 22@
  1743. 0C4C: samp textdraw 1021 set_style 2
  1744. free 2@
  1745.  
  1746. alloc 2@ = 600
  1747. format 2@ "Cops:_%d" 5@
  1748. 0C48: samp textdraw 1022 create 2@ pos 1.0 270.0
  1749. 0B67: render a 0xFF r 59 g 0 b 255 to_argb 22@
  1750. 0C52: samp textdraw 1022 set_letter_size 24@ 25@ color 22@
  1751. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 22@
  1752. 0C4D: samp textdraw 1022 set_shadow 1 color 22@
  1753. 0C4C: samp textdraw 1022 set_style 2
  1754. free 2@
  1755. if
  1756. 5@ >= 1
  1757. then
  1758. alloc 2@ = 600
  1759. format 2@ "Cops_HP:_%d" 15@
  1760. 0C48: samp textdraw 1023 create 2@ pos 1.0 280.0
  1761. 0B67: render a 0xFF r 255 g 34 b 5 to_argb 22@
  1762. 0C52: samp textdraw 1023 set_letter_size 24@ 25@ color 22@
  1763. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 22@
  1764. 0C4D: samp textdraw 1023 set_shadow 1 color 22@
  1765. 0C4C: samp textdraw 1023 set_style 2
  1766. free 2@
  1767.  
  1768. alloc 2@ = 600
  1769. format 2@ "Cops_Armor:_%d" 16@
  1770. 0C48: samp textdraw 1024 create 2@ pos 1.0 290.0
  1771. 0B67: render a 0xFF r 175 g 166 b 166 to_argb 22@
  1772. 0C52: samp textdraw 1024 set_letter_size 24@ 25@ color 22@
  1773. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 22@
  1774. 0C4D: samp textdraw 1024 set_shadow 1 color 22@
  1775. 0C4C: samp textdraw 1024 set_style 2
  1776. free 2@
  1777. else
  1778. if
  1779. not 5@ >= 1
  1780. then
  1781. if or
  1782. 0C5D: samp textdraw 1023 is_exists
  1783. 0C5D: samp textdraw 1024 is_exists
  1784. then
  1785. 0C5E: samp textdraw 1023 delete
  1786. 0C5E: samp textdraw 1024 delete
  1787. end
  1788. end
  1789. end
  1790. end
  1791. end
  1792. 5@ = 0
  1793. 15@ = 0
  1794. 16@ = 0
  1795. end
  1796. end
  1797. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1798. :DRAW_COPS
  1799. while true
  1800. wait 0
  1801. //////////////////////////////////////////////////////////
  1802. if 30@ == 0
  1803. then
  1804. 21@ = Render.CreateFont("Arial", 12, 15)
  1805. 0AB1: @SET 3 passed_value 21@ var_number 40 var_size 4
  1806. 30@ = 1
  1807. end
  1808. //////////////////////////////////////////////////////////
  1809. 0AB1: @GET 2 var_number 3 var_size 4 receiver 10@
  1810. 0AB1: @GET 2 var_number 8 var_size 4 receiver 11@
  1811. 0AB1: @GET 2 var_number 14 var_size 4 receiver 12@
  1812. //////////////////////////////////////////////////////////
  1813. if or
  1814. 11@ == 0
  1815. not Dialog.CheckBoxIsChecked(12@, 1)
  1816. then
  1817. if or
  1818. 0C5D: samp textdraw 1020 is_exists
  1819. 0C5D: samp textdraw 1021 is_exists
  1820. 0C5D: samp textdraw 1022 is_exists
  1821. 0C5D: samp textdraw 1023 is_exists
  1822. 0C5D: samp textdraw 1024 is_exists
  1823. then
  1824. 0C5E: samp textdraw 1020 delete
  1825. 0C5E: samp textdraw 1021 delete
  1826. 0C5E: samp textdraw 1022 delete
  1827. 0C5E: samp textdraw 1023 delete
  1828. 0C5E: samp textdraw 1024 delete
  1829. end
  1830. end
  1831. //////////////////////////////////////////////////////////
  1832. if and
  1833. 10@ == 1
  1834. 11@ == 1
  1835. then
  1836. for 0@ = 0 to 999
  1837. if SAMP.IsPlayerConnected(0@)
  1838. then
  1839. 15@ = SAMP.GetPlayerColor(0@)
  1840. if or
  1841. 15@ == 0x1e519d
  1842. 15@ == 0xff1e519d
  1843. then
  1844. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  1845. if 056D: actor 1@ defined
  1846. then
  1847. if 02CB: actor 1@ bounding_sphere_visible
  1848. then
  1849. 00A0: store_actor 1@ position_to 2@ 3@ 4@
  1850. 00A0: store_actor $PLAYER_ACTOR position_to 12@ 13@ 14@
  1851. 050A: 15@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 12@ 13@ 14@
  1852. if 15@ >= 53.4
  1853. then
  1854. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 5@ 6@
  1855. 8@ = SAMP.GetPlayerNickname(0@)
  1856. 0B25: samp 9@ = get_player_health 0@
  1857. 0B26: samp 10@ = get_player_armor 0@
  1858.  
  1859. {TEXT 1}
  1860. alloc 7@ = 600
  1861. format 7@ "{1e519d}%s {d12727}%dHP {a08d8d}%dArmor" 8@ 9@ 10@
  1862. 0B67: render a 0xff r 225 g 225 b 225 to_argb 11@
  1863. Render.DrawText(21@, 7@, 5@, 6@, 11@)
  1864. free 7@
  1865.  
  1866. {TEXT 2}
  1867. 00A0: store_actor $PLAYER_ACTOR position_to 12@ 13@ 14@
  1868. 050A: 15@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 12@ 13@ 14@
  1869. alloc 7@ = 600
  1870. if 00DF: actor 1@ driving
  1871. then format 7@ "{cca600}Distance: {bc654d}%0.1fm - {34c93e}driving" 15@
  1872. else format 7@ "{cca600}Distance: {bc654d}%0.1fm - {34c93e}on foot" 15@
  1873. end
  1874. 6@ += 15
  1875. Render.DrawText(21@, 7@, 5@, 6@, 11@)
  1876. free 7@
  1877. else
  1878. 00A0: store_actor 1@ position_to 2@ 3@ 4@
  1879. 00A0: store_actor $PLAYER_ACTOR position_to 12@ 13@ 14@
  1880. 050A: 15@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 12@ 13@ 14@
  1881. if and
  1882. 86BD: no_obstacles_between 2@ 3@ 4@ and 12@ 13@ 14@ solid 1 car 0 actor 0 object 0 particle 0
  1883. not 15@ >= 53.4
  1884. then
  1885. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 5@ 6@
  1886. 8@ = SAMP.GetPlayerNickname(0@)
  1887. 0B25: samp 9@ = get_player_health 0@
  1888. 0B26: samp 10@ = get_player_armor 0@
  1889.  
  1890. {TEXT 1}
  1891. alloc 7@ = 600
  1892. format 7@ "{1e519d}%s {d12727}%dHP {a08d8d}%dArmor" 8@ 9@ 10@
  1893. 0B67: render a 0xff r 225 g 225 b 225 to_argb 11@
  1894. Render.DrawText(21@, 7@, 5@, 6@, 11@)
  1895. free 7@
  1896.  
  1897. {TEXT 2}
  1898. 00A0: store_actor $PLAYER_ACTOR position_to 12@ 13@ 14@
  1899. 050A: 15@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 12@ 13@ 14@
  1900. alloc 7@ = 600
  1901. if and
  1902. 00DF: actor 1@ driving
  1903. 84A9: actor 1@ driving_heli
  1904. 84AB: actor 1@ driving_plane
  1905. then
  1906. format 7@ "{cca600}Distance: {bc654d}%0.1fm - {34c93e}driving" 15@
  1907. else
  1908. if and
  1909. 80DF: actor 1@ driving
  1910. 84A9: actor 1@ driving_heli
  1911. 84AB: actor 1@ driving_plane
  1912. then format 7@ "{cca600}Distance: {bc654d}%0.1fm - {34c93e}on foot" 15@
  1913. end
  1914. end
  1915. if or
  1916. 04A9: actor 1@ driving_heli
  1917. 04AB: actor 1@ driving_plane
  1918. then format 7@ "{cca600}Distance: {bc654d}%0.1fm - {34c93e}flying" 15@
  1919. end
  1920. 6@ += 15
  1921. Render.DrawText(21@, 7@, 5@, 6@, 11@)
  1922. free 7@
  1923. end
  1924. end
  1925. end
  1926. end
  1927. end
  1928. end
  1929. end
  1930. end
  1931. end
  1932. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  1933. :DIALOG_PRINCIPAL
  1934. while true
  1935. wait 0
  1936. {WHILE DIALOG IS VISIBLE}
  1937. 0AB1: @GET 2 var_number 27 var_size 4 receiver 5@
  1938. if Dialog.IsVisible(5@)
  1939. then
  1940. if Dialog.CheckBoxIsChecked(5@, 5)
  1941. then
  1942. 0B5E: get_cursor_pos 3@ 4@
  1943. 3@ -= 220
  1944. 4@ -= 30
  1945. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  1946. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  1947. end
  1948. end
  1949. /////////////////////////////////////////////////
  1950. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  1951. if Dialog.IsVisible(5@)
  1952. then
  1953. 0B8E: samp 0@ = get_cursor_mode
  1954. if not 0@ == 2
  1955. then 0B8D: samp set_cursor_mode 2
  1956. end
  1957.  
  1958. if Dialog.PopEvent(5@, 1@, 2@)
  1959. then
  1960. if 2@ == 0
  1961. then
  1962. 0AB1: @GET 2 var_number 27 var_size 4 receiver 16@
  1963. Dialog.SetVisible(5@, 0)
  1964. 0B8D: samp set_cursor_mode 0
  1965. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  1966. 0AB1: @GET 2 var_number 19 var_size 4 receiver 7@
  1967. Dialog.SetVisible(7@, 0)
  1968. 0AB1: @GET 2 var_number 27 var_size 4 receiver 7@
  1969. Dialog.SetVisible(7@, 0)
  1970. 0AB1: @GET 2 var_number 28 var_size 4 receiver 7@
  1971. Dialog.SetVisible(7@, 0)
  1972. 0C5E: samp textdraw 1035 delete
  1973. 0C5E: samp textdraw 1036 delete
  1974. 0AB1: @GET 2 var_number 46 var_size 4 receiver 7@
  1975. Dialog.SetCheckBoxChecked(7@, 7, 0)
  1976. 0AB1: @GET 2 var_number 57 var_size 4 receiver 7@
  1977. Dialog.SetVisible(7@, 0)
  1978. end
  1979. if 2@ == 169
  1980. then
  1981. 0AB1: @GET 2 var_number 27 var_size 4 receiver 16@
  1982. Dialog.SetVisible(5@, 0)
  1983. 0B8D: samp set_cursor_mode 0
  1984. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  1985. 0AB1: @GET 2 var_number 19 var_size 4 receiver 7@
  1986. Dialog.SetVisible(7@, 0)
  1987. 0AB1: @GET 2 var_number 27 var_size 4 receiver 7@
  1988. Dialog.SetVisible(7@, 0)
  1989. 0AB1: @GET 2 var_number 28 var_size 4 receiver 7@
  1990. Dialog.SetVisible(7@, 0)
  1991. 0AB1: @GET 2 var_number 50 var_size 4 receiver 7@
  1992. Dialog.SetVisible(7@, 0)
  1993. 0AB1: @GET 2 var_number 46 var_size 4 receiver 7@
  1994. Dialog.SetCheckBoxChecked(7@, 7, 0)
  1995. 0AB1: @GET 2 var_number 57 var_size 4 receiver 7@
  1996. Dialog.SetVisible(7@, 0)
  1997. 0C5E: samp textdraw 1035 delete
  1998. 0C5E: samp textdraw 1036 delete
  1999. 0AC6: 4@ = label @Credits offset
  2000. SAMP.ShowDialog(7777, "{1991e5}Shanker v3", 4@, "Exit", "", 0)
  2001. end
  2002. end
  2003.  
  2004. if Dialog.CheckBoxIsChecked(5@, 2)
  2005. then
  2006. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  2007. Dialog.SetVisible(6@, 1)
  2008. else
  2009. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  2010. if Dialog.IsVisible(6@)
  2011. then Dialog.SetVisible(6@, 0)
  2012. end
  2013. end
  2014.  
  2015. if Dialog.CheckBoxIsChecked(5@, 3)
  2016. then
  2017. 0AB1: @GET 2 var_number 14 var_size 4 receiver 7@
  2018. Dialog.SetVisible(7@, 1)
  2019. else
  2020. 0AB1: @GET 2 var_number 14 var_size 4 receiver 7@
  2021. if Dialog.IsVisible(7@)
  2022. then Dialog.SetVisible(7@, 0)
  2023. end
  2024. end
  2025.  
  2026. if Dialog.CheckBoxIsChecked(5@, 6)
  2027. then
  2028. 0AB1: @GET 2 var_number 19 var_size 4 receiver 7@
  2029. Dialog.SetVisible(7@, 1)
  2030. else
  2031. 0AB1: @GET 2 var_number 19 var_size 4 receiver 7@
  2032. if Dialog.IsVisible(7@)
  2033. then Dialog.SetVisible(7@, 0)
  2034. end
  2035. end
  2036.  
  2037. if Dialog.CheckBoxIsChecked(5@, 1)
  2038. then
  2039. Dialog.SetCheckBoxChecked(5@, 2, 0)
  2040. Dialog.SetCheckBoxChecked(5@, 3, 0)
  2041. 0B86: dialog 5@ set_visible 0
  2042.  
  2043. 0AB1: @SET 3 passed_value 0 var_number 1 var_size 4
  2044. 0AB1: @SET 3 passed_value 0 var_number 2 var_size 4
  2045. 0AB1: @SET 3 passed_value 0 var_number 3 var_size 4
  2046. 0AB1: @SET 3 passed_value 0 var_number 4 var_size 4
  2047. 0AB1: @SET 3 passed_value 0 var_number 8 var_size 4
  2048.  
  2049. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  2050. 0B86: dialog 6@ set_visible 0
  2051.  
  2052. {PLAYER MENU}
  2053. for 5@ = 0 to 100
  2054. Dialog.SetCheckBoxChecked(6@, 5@, 0)
  2055. END
  2056.  
  2057. {WEAPON MENU}
  2058. 0AB1: @GET 2 var_number 19 var_size 4 receiver 6@
  2059. 0B86: dialog 6@ set_visible 0
  2060. for 5@ = 0 to 200
  2061. Dialog.SetCheckBoxChecked(6@, 5@, 0)
  2062. END
  2063.  
  2064. {ROB MENU}
  2065. 0AB1: @GET 2 var_number 14 var_size 4 receiver 3@
  2066. Dialog.SetCheckBoxChecked(3@, 4, 0)
  2067.  
  2068. {WALL HACK MENU}
  2069. 0AB1: @GET 2 var_number 39 var_size 4 receiver 6@
  2070. Dialog.SetVisible(6@, 0)
  2071. for 5@ = 0 to 100
  2072. Dialog.SetCheckBoxChecked(6@, 5@, 0)
  2073. END
  2074.  
  2075. {OTHERS MENU}
  2076. 0AB1: @GET 2 var_number 27 var_size 4 receiver 7@
  2077. Dialog.SetVisible(7@, 0)
  2078. for 5@ = 0 to 100
  2079. Dialog.SetCheckBoxChecked(7@, 5@, 0)
  2080. END
  2081.  
  2082. 0AB1: @GET 2 var_number 28 var_size 4 receiver 7@
  2083. Dialog.SetCheckBoxChecked(7@, 3, 0)
  2084. Dialog.SetVisible(7@, 0)
  2085.  
  2086. 0AB1: @GET 2 var_number 29 var_size 4 receiver 7@
  2087. Dialog.SetCheckBoxChecked(7@, 0, 0)
  2088. Dialog.SetCheckBoxChecked(7@, 2, 0)
  2089. Dialog.SetVisible(7@, 0)
  2090.  
  2091. 0AB1: @GET 2 var_number 31 var_size 4 receiver 7@
  2092. Dialog.SetVisible(7@, 0)
  2093.  
  2094. 0AB1: @GET 2 var_number 37 var_size 4 receiver 7@
  2095. Dialog.SetVisible(7@, 0)
  2096.  
  2097. 0AB1: @GET 2 var_number 42 var_size 4 receiver 7@
  2098. Dialog.SetVisible(7@, 0)
  2099.  
  2100. 0AB1: @GET 2 var_number 45 var_size 4 receiver 7@
  2101. Dialog.SetVisible(7@, 0)
  2102.  
  2103. 0AB1: @GET 2 var_number 46 var_size 4 receiver 7@
  2104. Dialog.SetVisible(7@, 0)
  2105. for 5@ = 0 to 200
  2106. Dialog.SetCheckBoxChecked(7@, 5@, 0)
  2107. END
  2108.  
  2109. 0AB1: @GET 2 var_number 50 var_size 4 receiver 7@
  2110. Dialog.SetVisible(7@, 0)
  2111.  
  2112. 0AB1: @GET 2 var_number 57 var_size 4 receiver 7@
  2113. Dialog.SetVisible(7@, 0)
  2114.  
  2115. alloc 9@ = 600
  2116. format 9@ = "Panic Mode ..."
  2117. 0C48: samp textdraw 1600 create 9@ pos 325.0 200.0
  2118. free 9@
  2119. 0C5C: samp textdraw 1600 get_letter_size 1@ 2@ color -1
  2120. 0B67: render a 0xFF r 255 g 0 b 0 to_argb 4@
  2121. 0C52: samp textdraw 1600 set_letter_size 1@ 2@ color 4@
  2122.  
  2123. 0AB1: @SET 3 passed_value 0 var_number 53 var_size 4
  2124.  
  2125. 0AB1: @GET 2 var_number 54 var_size 4 receiver 7@
  2126. Dialog.SetVisible(7@, 0)
  2127.  
  2128. 0C64: unregister_console_command "renew"
  2129. 0C64: unregister_console_command "debug_mode"
  2130. 0C64: unregister_console_command "route_help"
  2131.  
  2132. wait 5000
  2133. 0C5E: samp textdraw 1600 delete
  2134. 0C5C: samp textdraw 0 get_letter_size 1@ 2@ color -1
  2135. 0C52: samp textdraw 0 set_letter_size 1@ 2@ color -12303105
  2136. 0C5C: samp textdraw 2 get_letter_size 1@ 2@ color -1
  2137. 0C52: samp textdraw 2 set_letter_size 1@ 2@ color -1973791
  2138. 0C5C: samp textdraw 3 get_letter_size 1@ 2@ color -1
  2139. 0C52: samp textdraw 3 set_letter_size 1@ 2@ color -1
  2140. 0C5C: samp textdraw 2054 get_letter_size 1@ 2@ color -1
  2141. 0C52: samp textdraw 2054 set_letter_size 1@ 2@ color -1
  2142. 0C5C: samp textdraw 2055 get_letter_size 1@ 2@ color -1
  2143. 0C52: samp textdraw 2055 set_letter_size 1@ 2@ color -1
  2144. 0C5C: samp textdraw 2056 get_letter_size 1@ 2@ color -1
  2145. 0C52: samp textdraw 2056 set_letter_size 1@ 2@ color -1
  2146. 0C5C: samp textdraw 2057 get_letter_size 1@ 2@ color -1
  2147. 0C52: samp textdraw 2057 set_letter_size 1@ 2@ color -12303105
  2148. 0C5C: samp textdraw 2059 get_letter_size 1@ 2@ color -1
  2149. 0C52: samp textdraw 2059 set_letter_size 1@ 2@ color -1
  2150.  
  2151. 0A8C: write_memory 0xBAB22C size 4 value -14870092 virtual_protect 0
  2152. 0A8C: write_memory 0xBAB230 size 4 value -13866954 virtual_protect 0
  2153. 0A8C: write_memory 0xBAB238 size 4 value -930900 virtual_protect 0
  2154. 0A8C: write_memory 0xBAB240 size 4 value -16777216 virtual_protect 0
  2155. 0A8C: write_memory 0xBAB244 size 4 value -15703408 virtual_protect 0
  2156. 0A8C: write_memory 0xBAB24C size 4 value -6908266 virtual_protect 0
  2157. 0A8C: write_memory 0xBAB258 size 4 value -10239774 virtual_protect 0
  2158.  
  2159. 0C5E: samp textdraw 1020 delete
  2160. 0C5E: samp textdraw 1021 delete
  2161. 0C5E: samp textdraw 1022 delete
  2162. 0C5E: samp textdraw 1023 delete
  2163. 0C5E: samp textdraw 1024 delete
  2164. 0C5E: samp textdraw 1035 delete
  2165. 0C5E: samp textdraw 1036 delete
  2166. 0B8D: samp set_cursor_mode 0
  2167.  
  2168. 0C62: exec_console_command "clear"
  2169. log "SAMPFUNCS v5.3.3 release #19 (SA-MP 0.3.7) loaded. Base address: 0x5E350000."
  2170. log "Compiled: Aug 8 2016 13:19:58"
  2171. log "Initializing opcodes..."
  2172. log "Opcodes initialized successfully. Total opcodes count: 382."
  2173. log "samp.dll base addres: 0x05AC0000"
  2174. log "Installing hooks:"
  2175. log "Hook command process input installed."
  2176. log "Hook on dialog response installed."
  2177. log "Hook init netgame installed."
  2178. log "Hook QuitGameHook installed."
  2179. log "All hooks installed."
  2180. log "Direct3DDevice9 hook installed."
  2181. log "Hook RakPeer::HandleRPCPacket installed."
  2182. log "Initializing SAMP data..."
  2183. log "Info initialized."
  2184. log "Pools initialized."
  2185. log "Player pool initialized."
  2186. log "Vehicle pool initialized."
  2187. log "Chat initialized."
  2188. log "Input initialized."
  2189. log "Death list initialized."
  2190. log "Dialog initialized."
  2191. log "Misc data initialized."
  2192. log "Scoreboard initialized."
  2193. log "RakNet initialized."
  2194. log "=========================================="
  2195. log " SAMPFUNCS v5.3.3 release #19 (SA-MP 0.3.7)"
  2196. log " Compiled: Aug 8 2016 13:18:13"
  2197. log " "
  2198. log " Author: FYP"
  2199. log " "
  2200. log "Active developers: FYP, SR_Team, EXPORT"
  2201. log " "
  2202. log "Past developers and special thanks:"
  2203. log " MogAika, urShadow, legend2360, NarutoUA, Dark_Knight"
  2204. log " "
  2205. log "Website: http:/%cblast.hk" 47
  2206. log " BlastHack � 2013 - 2016"
  2207. log "=========================================="
  2208. log "SAMPFUNCS v5.3.3 release #19 (SA-MP 0.3.7) completely loaded!"
  2209.  
  2210. 004E: end_thread
  2211. end
  2212.  
  2213. if Dialog.CheckBoxIsChecked(5@, 15)
  2214. then
  2215. 0AB1: @GET 2 var_number 27 var_size 4 receiver 16@
  2216. Dialog.SetVisible(16@, 1) {OTHERS MENU CHECKBOXES}
  2217.  
  2218. {SPAM MENU}
  2219. if Dialog.CheckBoxIsChecked(16@, 0)
  2220. then
  2221. 0AB1: @GET 2 var_number 28 var_size 4 receiver 14@
  2222. Dialog.SetVisible(14@, 1)
  2223. if Dialog.CheckBoxIsChecked(14@, 5)
  2224. then
  2225. 0B5E: get_cursor_pos 3@ 4@
  2226. 3@ -= 280
  2227. 4@ -= 150
  2228. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2229. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2230. end
  2231. else
  2232. 0AB1: @GET 2 var_number 28 var_size 4 receiver 14@
  2233. Dialog.SetVisible(14@, 0)
  2234. end
  2235.  
  2236. {INTERFACE MENU}
  2237. if Dialog.CheckBoxIsChecked(16@, 1)
  2238. then
  2239. 0AB1: @GET 2 var_number 29 var_size 4 receiver 14@
  2240. Dialog.SetVisible(14@, 1)
  2241. if Dialog.CheckBoxIsChecked(14@, 3)
  2242. then
  2243. 0B5E: get_cursor_pos 3@ 4@
  2244. 3@ -= 210
  2245. 4@ -= 30
  2246. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2247. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2248. end
  2249. else
  2250. 0AB1: @GET 2 var_number 29 var_size 4 receiver 14@
  2251. Dialog.SetVisible(14@, 0)
  2252. end
  2253.  
  2254. {WALLHACK MENU}
  2255. if Dialog.CheckBoxIsChecked(16@, 2)
  2256. then
  2257. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  2258. Dialog.SetVisible(14@, 1)
  2259. if Dialog.CheckBoxIsChecked(14@, 10)
  2260. then
  2261. 0B5E: get_cursor_pos 3@ 4@
  2262. 3@ -= 170
  2263. 4@ -= 30
  2264. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2265. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2266. end
  2267. else
  2268. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  2269. Dialog.SetVisible(14@, 0)
  2270. end
  2271.  
  2272. {NOP'S MENU}
  2273. if Dialog.CheckBoxIsChecked(16@, 3)
  2274. then
  2275. 0AB1: @GET 2 var_number 31 var_size 4 receiver 14@
  2276. Dialog.SetVisible(14@, 1)
  2277. if Dialog.CheckBoxIsChecked(14@, 10)
  2278. then
  2279. 0B5E: get_cursor_pos 3@ 4@
  2280. 3@ -= 200
  2281. 4@ -= 30
  2282. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2283. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2284. end
  2285. else
  2286. 0AB1: @GET 2 var_number 31 var_size 4 receiver 14@
  2287. Dialog.SetVisible(14@, 0)
  2288. end
  2289.  
  2290. {TELEPORT MENU}
  2291. if Dialog.CheckBoxIsChecked(16@, 4)
  2292. then
  2293. 0AB1: @GET 2 var_number 37 var_size 4 receiver 14@
  2294. Dialog.SetVisible(14@, 1)
  2295. if Dialog.CheckBoxIsChecked(14@, 10)
  2296. then
  2297. 0B5E: get_cursor_pos 3@ 4@
  2298. 3@ -= 270
  2299. 4@ -= 30
  2300. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2301. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2302. end
  2303. if Dialog.PopEvent(14@, -1, 11@)
  2304. then
  2305. if 11@ == 1
  2306. then
  2307. alloc 13@ = 260
  2308. Dialog.GetControlText(14@, 2, 13@)
  2309. 0C1A: 13@ = atoi 13@
  2310. 0AFF: samp 7@ = car_handle_by_samp_vehicle_id 13@
  2311. if 056E: car 7@ defined
  2312. then
  2313. 00AA: store_car 7@ position_to 22@ 23@ 24@
  2314. 00A1: put_actor $PLAYER_ACTOR at 22@ 23@ 24@
  2315. end
  2316. free 13@
  2317. end
  2318. if 11@ == 3
  2319. then
  2320. alloc 13@ = 260
  2321. Dialog.GetControlText(14@, 4, 13@)
  2322. 0C1A: 13@ = atoi 13@
  2323. 0B20: samp 7@ = actor_handle_by_samp_player_id 13@
  2324. if 056D: actor 7@ defined
  2325. then
  2326. 00A0: store_actor 7@ position_to 22@ 23@ 24@
  2327. 00A1: put_actor $PLAYER_ACTOR at 22@ 23@ 24@
  2328. end
  2329. free 13@
  2330. end
  2331. end
  2332. else
  2333. 0AB1: @GET 2 var_number 37 var_size 4 receiver 14@
  2334. Dialog.SetVisible(14@, 0)
  2335. end
  2336.  
  2337. {ROUTE RECORDING}
  2338. if Dialog.CheckBoxIsChecked(16@, 6)
  2339. then
  2340. 0AB1: @GET 2 var_number 93 var_size 4 receiver 14@
  2341. if not Dialog.IsVisible(14@)
  2342. then Dialog.SetVisible(14@, 1)
  2343. end
  2344. else
  2345. 0AB1: @GET 2 var_number 93 var_size 4 receiver 14@
  2346. if Dialog.IsVisible(14@)
  2347. then Dialog.SetVisible(14@, 0)
  2348. end
  2349. end
  2350.  
  2351. {onfoot ROUTE RECORDING}
  2352. if Dialog.CheckBoxIsChecked(16@, 7)
  2353. then
  2354. 0AB1: @GET 2 var_number 101 var_size 4 receiver 14@
  2355. if not Dialog.IsVisible(14@)
  2356. then Dialog.SetVisible(14@, 1)
  2357. end
  2358. if Dialog.CheckBoxIsChecked(14@, 6)
  2359. then
  2360. 0B5E: get_cursor_pos 3@ 4@
  2361. 3@ -= 240
  2362. 4@ -= 30
  2363. Dialog.GetRECT(14@, -1, -1, 1@, 2@)
  2364. Dialog.SetRECT(14@, 3@, 4@, 1@, 2@)
  2365. end
  2366. else
  2367. 0AB1: @GET 2 var_number 101 var_size 4 receiver 14@
  2368. if Dialog.IsVisible(14@)
  2369. then Dialog.SetVisible(14@, 0)
  2370. end
  2371. end
  2372. else
  2373. 0AB1: @GET 2 var_number 27 var_size 4 receiver 16@
  2374. Dialog.SetVisible(16@, 0)
  2375. end
  2376. end
  2377.  
  2378. // WHILE PRINCIPAL DIALOG NOT VISIBLE
  2379.  
  2380. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  2381. if Dialog.CheckBoxIsChecked(14@, 1)
  2382. then
  2383. 0AA2: 30@ = load_library "samp.dll" // IF and SET
  2384. 0A8E: 1@ = 30@ + 457971 // int
  2385. 0A8C: write_memory 1@ size 6 value -1869574000 virtual_protect 1
  2386. 0A8E: 2@ = 30@ + 458004 // int
  2387. 0A8C: write_memory 2@ size 6 value -1869574000 virtual_protect 1
  2388. 0A8E: 3@ = 30@ + 458280 // int
  2389. 0A8C: write_memory 3@ size 2 value 37008 virtual_protect 1
  2390. 0A8E: 4@ = 30@ + 462648 // int
  2391. 0A8C: write_memory 4@ size 2 value 37008 virtual_protect 1
  2392. 0A8E: 5@ = 30@ + 462372 // int
  2393. 0A8C: write_memory 5@ size 6 value -1869574000 virtual_protect 1
  2394. 0AA3: free_library 30@
  2395. else
  2396. 0AA2: 30@ = load_library "samp.dll" // IF and SET
  2397. 0A8E: 1@ = 30@ + 457971 // int
  2398. 0A8C: write_memory 1@ size 4 value 24216591 virtual_protect 1
  2399. 0A8E: 2@ = 1@ + 4 // int
  2400. 0A8C: write_memory 2@ size 2 value 0 virtual_protect 1
  2401. 0A8E: 3@ = 30@ + 458004 // int
  2402. 0A8C: write_memory 3@ size 4 value 22053903 virtual_protect 1
  2403. 0A8E: 4@ = 3@ + 4 // int
  2404. 0A8C: write_memory 4@ size 2 value 0 virtual_protect 1
  2405. 0A8E: 5@ = 30@ + 458280 // int
  2406. 0A8C: write_memory 5@ size 2 value 16500 virtual_protect 1
  2407. 0A8E: 6@ = 30@ + 462648 // int
  2408. 0A8C: write_memory 6@ size 2 value 24948 virtual_protect 1
  2409. 0A8E: 7@ = 30@ + 462372 // int
  2410. 0A8C: write_memory 7@ size 4 value 24218127 virtual_protect 1
  2411. 0A8E: 8@ = 7@ + 4 // int
  2412. 0A8C: write_memory 8@ size 2 value 0 virtual_protect 1
  2413. 0AA3: free_library 30@
  2414. end
  2415.  
  2416. 0AB1: @GET 2 var_number 28 var_size 4 receiver 14@
  2417. if Dialog.CheckBoxIsChecked(14@, 3)
  2418. then
  2419. 0AB1: @SET 3 passed_value 1 var_number 30 var_size 4
  2420. else
  2421. 0AB1: @SET 3 passed_value 0 var_number 30 var_size 4
  2422. end
  2423.  
  2424. 0AB1: @GET 2 var_number 31 var_size 4 receiver 14@
  2425. if Dialog.CheckBoxIsChecked(14@, 0)
  2426. then
  2427. 0AB1: @SET 3 passed_value 1 var_number 32 var_size 4
  2428. else
  2429. 0AB1: @SET 3 passed_value 0 var_number 32 var_size 4
  2430. end
  2431. if Dialog.CheckBoxIsChecked(14@, 1)
  2432. then
  2433. 0AB1: @SET 3 passed_value 1 var_number 33 var_size 4
  2434. else
  2435. 0AB1: @SET 3 passed_value 0 var_number 33 var_size 4
  2436. end
  2437. if Dialog.CheckBoxIsChecked(14@, 2)
  2438. then
  2439. 0AB1: @SET 3 passed_value 1 var_number 34 var_size 4
  2440. else
  2441. 0AB1: @SET 3 passed_value 0 var_number 34 var_size 4
  2442. end
  2443. if Dialog.CheckBoxIsChecked(14@, 3)
  2444. then
  2445. 0AB1: @SET 3 passed_value 1 var_number 35 var_size 4
  2446. else
  2447. 0AB1: @SET 3 passed_value 0 var_number 35 var_size 4
  2448. end
  2449. if Dialog.CheckBoxIsChecked(14@, 4)
  2450. then
  2451. 0AB1: @SET 3 passed_value 1 var_number 36 var_size 4
  2452. else
  2453. 0AB1: @SET 3 passed_value 0 var_number 36 var_size 4
  2454. end
  2455.  
  2456. 0AB1: @GET 2 var_number 37 var_size 4 receiver 14@
  2457. if Dialog.CheckBoxIsChecked(14@, 0)
  2458. then
  2459. if and
  2460. 0AB0: key_pressed 0x11
  2461. 0AB0: key_pressed 0x30
  2462. then
  2463. 0AB6: store_target_marker_coords_to 22@ 23@ 24@
  2464. 00A1: put_actor $PLAYER_ACTOR at 22@ 23@ 24@
  2465. end
  2466. end
  2467.  
  2468.  
  2469. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  2470. if
  2471. not Dialog.IsVisible(5@)
  2472. then
  2473. 0AB1: @GET 2 var_number 9 var_size 4 receiver 6@
  2474. if Dialog.IsVisible(6@)
  2475. then Dialog.SetVisible(6@, 0)
  2476. end
  2477. 0AB1: @GET 2 var_number 19 var_size 4 receiver 6@
  2478. if Dialog.IsVisible(6@)
  2479. then Dialog.SetVisible(6@, 0)
  2480. end
  2481. 0AB1: @GET 2 var_number 27 var_size 4 receiver 6@
  2482. if Dialog.IsVisible(6@)
  2483. then Dialog.SetVisible(6@, 0)
  2484. end
  2485. 0AB1: @GET 2 var_number 28 var_size 4 receiver 6@
  2486. if Dialog.IsVisible(6@)
  2487. then Dialog.SetVisible(6@, 0)
  2488. end
  2489. 0AB1: @GET 2 var_number 29 var_size 4 receiver 6@
  2490. if Dialog.IsVisible(6@)
  2491. then Dialog.SetVisible(6@, 0)
  2492. end
  2493. 0AB1: @GET 2 var_number 31 var_size 4 receiver 6@
  2494. if Dialog.IsVisible(6@)
  2495. then Dialog.SetVisible(6@, 0)
  2496. end
  2497. 0AB1: @GET 2 var_number 37 var_size 4 receiver 6@
  2498. if Dialog.IsVisible(6@)
  2499. then Dialog.SetVisible(6@, 0)
  2500. end
  2501. 0AB1: @GET 2 var_number 39 var_size 4 receiver 6@
  2502. if Dialog.IsVisible(6@)
  2503. then Dialog.SetVisible(6@, 0)
  2504. end
  2505. 0AB1: @GET 2 var_number 42 var_size 4 receiver 6@
  2506. if Dialog.IsVisible(6@)
  2507. then Dialog.SetVisible(6@, 0)
  2508. end
  2509. 0AB1: @GET 2 var_number 45 var_size 4 receiver 6@
  2510. if Dialog.IsVisible(6@)
  2511. then Dialog.SetVisible(6@, 0)
  2512. end
  2513. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  2514. if Dialog.IsVisible(6@)
  2515. then Dialog.SetVisible(6@, 0)
  2516. end
  2517. 0AB1: @GET 2 var_number 50 var_size 4 receiver 6@
  2518. if Dialog.IsVisible(6@)
  2519. then Dialog.SetVisible(6@, 0)
  2520. end
  2521. end
  2522. end
  2523. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2524. :SPAM_THREAD
  2525. while true
  2526. wait 0
  2527. 0AB1: @GET 2 var_number 30 var_size 4 receiver 6@
  2528. if 6@ == 1
  2529. then
  2530. 0AB1: @GET 2 var_number 28 var_size 4 receiver 14@
  2531.  
  2532. alloc 12@ = 600
  2533. Dialog.GetControlText(14@, 1, 12@)
  2534. say "%s" 12@
  2535. free 12@
  2536.  
  2537. alloc 12@ = 260
  2538. Dialog.GetControlText(14@, 2, 12@)
  2539. 0C1A: 12@ = atoi 12@
  2540. wait 12@
  2541. free 12@
  2542. end
  2543. end
  2544. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2545. :R0B_M3NU
  2546. while true
  2547. wait 0
  2548. 0AB1: @GET 2 var_number 14 var_size 4 receiver 5@
  2549. 0AB1: @GET 2 var_number 8 var_size 4 receiver 10@
  2550. if
  2551. 10@ == 1
  2552. then
  2553. 0B67: render a 0xFF r 0 g 255 b 135 to_argb 6@
  2554. Dialog.SetCheckBoxColor(5@, 4, 6@)
  2555. else
  2556. 0B67: render a 0xFF r 85 g 115 b 100 to_argb 6@
  2557. Dialog.SetCheckBoxColor(5@, 4, 6@)
  2558. end
  2559.  
  2560. if
  2561. Dialog.CheckBoxIsChecked(5@, 4)
  2562. then
  2563. 0AB1: @GET 2 var_number 8 var_size 4 receiver 10@
  2564. Dialog.SetCheckBoxChecked(5@, 4, 0)
  2565. if
  2566. 10@ == 1
  2567. then
  2568. 0AB1: @SET 3 passed_value 0 var_number 8 var_size 4
  2569. 0C5E: samp textdraw 1020 delete
  2570. 0C5E: samp textdraw 1021 delete
  2571. 0C5E: samp textdraw 1022 delete
  2572. 0C5E: samp textdraw 1023 delete
  2573. 0C5E: samp textdraw 1024 delete
  2574. else
  2575. 0AB1: @SET 3 passed_value 1 var_number 8 var_size 4
  2576. end
  2577. end
  2578.  
  2579. if
  2580. Dialog.CheckBoxIsChecked(5@, 0)
  2581. then
  2582. 0AB1: @SET 3 passed_value 1 var_number 3 var_size 4
  2583. else
  2584. 0AB1: @SET 3 passed_value 0 var_number 3 var_size 4
  2585.  
  2586. end
  2587.  
  2588. if
  2589. Dialog.CheckBoxIsChecked(5@, 1)
  2590. then
  2591. 0AB1: @SET 3 passed_value 1 var_number 4 var_size 4
  2592. else
  2593. 0AB1: @SET 3 passed_value 0 var_number 4 var_size 4
  2594. end
  2595.  
  2596. if and
  2597. Dialog.CheckBoxIsChecked(5@, 2)
  2598. 0AB0: key_pressed 0x33
  2599. then
  2600. say "/grab"
  2601. wait 500
  2602. else
  2603. if and
  2604. Dialog.CheckBoxIsChecked(5@, 2)
  2605. 0AB0: key_pressed 0x34
  2606. then
  2607. say "/drop"
  2608. wait 500
  2609. end
  2610. end
  2611.  
  2612.  
  2613. if
  2614. Dialog.IsVisible(5@)
  2615. then
  2616. 0AB1: @GET 2 var_number 15 var_size 4 receiver 6@
  2617. if
  2618. not Dialog.IsVisible(6@)
  2619. then
  2620. Dialog.SetVisible(5@, 0)
  2621. end
  2622. end
  2623. end
  2624. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2625. :SILENT_AIMBOT
  2626. while true
  2627. wait 0
  2628. 0AB1: @GET 2 var_number 77 var_size 4 receiver 0@
  2629. if Dialog.IsVisible(0@)
  2630. then
  2631. if Dialog.CheckBoxIsChecked(0@, 18)
  2632. then
  2633. 0B5E: get_cursor_pos 3@ 4@
  2634. 3@ -= 245
  2635. 4@ -= 30
  2636. Dialog.GetRECT(0@, -1, -1, 1@, 2@)
  2637. Dialog.SetRECT(0@, 3@, 4@, 1@, 2@)
  2638. end
  2639.  
  2640. Dialog.SliderGetValue(0@, 17, 1@)
  2641. 0093: 1@ = integer 1@ to_float
  2642. alloc 2@ = 260
  2643. format 2@ = "{1991e5}Rage Mode Range: %0.1f" 1@
  2644. Dialog.SetControlText(0@, 16, 2@)
  2645. free 2@
  2646. 0AB1: @SET 3 passed_value 1@ var_number 64 var_size 4 // HookDistance
  2647.  
  2648. Dialog.SliderGetValue(0@, 21, 1@)
  2649. 0093: 1@ = integer 1@ to_float
  2650. alloc 2@ = 260
  2651. format 2@ = "{1991e5}Legit Mode Range: %0.1f" 1@
  2652. Dialog.SetControlText(0@, 20, 2@)
  2653. free 2@
  2654. if Dialog.CheckBoxIsChecked(0@, 19) // Legit Mode CheckBox
  2655. then 0AB1: @SET 3 passed_value 1@ var_number 64 var_size 4 // HookDistance
  2656. end
  2657.  
  2658. Dialog.SliderGetValue(0@, 23, 1@)
  2659. alloc 2@ = 260
  2660. format 2@ = "{1991e5}Hit Chance: %d%c" 1@ 37
  2661. Dialog.SetControlText(0@, 22, 2@)
  2662. free 2@
  2663. 0AB1: @SET 3 passed_value 1@ var_number 79 var_size 4 // Hit Change
  2664.  
  2665. if Dialog.CheckBoxIsChecked(0@, 15)
  2666. then 0AB1: @SET 3 passed_value 1 var_number 70 var_size 4 // ModelGroup
  2667. else 0AB1: @SET 3 passed_value 0 var_number 70 var_size 4 // ModelGroup
  2668. end
  2669. if Dialog.CheckBoxIsChecked(0@, 14)
  2670. then 0AB1: @SET 3 passed_value 1 var_number 66 var_size 4 // WallShot
  2671. else 0AB1: @SET 3 passed_value 0 var_number 66 var_size 4 // WallShot
  2672. end
  2673.  
  2674. /////////////////////////////////////////////////////////////////////////
  2675. 0AB1: @GET 2 var_number 86 var_size 4 receiver 1@
  2676. if Dialog.CheckBoxIsChecked(1@, 4)
  2677. then
  2678. 0B5E: get_cursor_pos 3@ 4@
  2679. 3@ -= 200
  2680. 4@ -= 30
  2681. Dialog.GetRECT(1@, -1, -1, 5@, 6@)
  2682. Dialog.SetRECT(1@, 3@, 4@, 5@, 6@)
  2683. end
  2684.  
  2685. alloc 2@ = 560
  2686. alloc 3@ = 560
  2687. Dialog.GetControlText(1@, 2, 2@)
  2688. 0C1A: 2@ = atoi 2@
  2689. format 3@ = "Minimum distance: %dm" 2@
  2690. 0093: 2@ = integer 2@ to_float
  2691. 0AB1: @SET 3 passed_value 2@ var_number 87 var_size 4
  2692. Dialog.SetControlText(1@, 1, 3@)
  2693. free 2@
  2694. free 3@
  2695.  
  2696. 0AB1: @GET 2 var_number 77 var_size 4 receiver 1@
  2697. if Dialog.PopEvent(1@, -1, 12@)
  2698. then
  2699. if 12@ == 25
  2700. then
  2701. 0AB1: @GET 2 var_number 86 var_size 4 receiver 15@
  2702. if Dialog.IsVisible(15@)
  2703. then Dialog.SetVisible(15@, 0)
  2704. else Dialog.SetVisible(15@, 1)
  2705. end
  2706. end
  2707. end
  2708. end
  2709. //////////////////////////////////////////////////////////////
  2710. {HIDE DIALOGS}
  2711. if Dialog.IsVisible(0@)
  2712. then
  2713. 0AB1: @GET 2 var_number 15 var_size 4 receiver 3@
  2714. if not Dialog.IsVisible(3@)
  2715. then Dialog.SetVisible(0@, 0)
  2716. end
  2717. end
  2718. if Dialog.IsVisible(15@)
  2719. then
  2720. 0AB1: @GET 2 var_number 15 var_size 4 receiver 3@
  2721. if not Dialog.IsVisible(3@)
  2722. then Dialog.SetVisible(15@, 0)
  2723. end
  2724. end
  2725. 0AB1: @GET 2 var_number 19 var_size 4 receiver 5@
  2726. if Dialog.CheckBoxIsChecked(5@, 85)
  2727. then 0AB1: @SET 3 passed_value 1 var_number 63 var_size 4 // Activate
  2728. else 0AB1: @SET 3 passed_value 0 var_number 63 var_size 4 // Activate
  2729. end
  2730. end
  2731. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2732. :DEACTIVATE_STATUS
  2733. while true
  2734. wait 0
  2735. 0AB1: @GET 2 var_number 80 var_size 4 receiver 3@
  2736. if 3@ == 1
  2737. then
  2738. {PLAYER MENU}
  2739. 0AB1: @GET 2 var_number 9 var_size 4 receiver 3@
  2740. for 5@ = 0 to 100
  2741. Dialog.SetCheckBoxChecked(3@, 5@, 0)
  2742. END
  2743. {WEAPON MENU}
  2744. 0AB1: @GET 2 var_number 19 var_size 4 receiver 3@
  2745. for 5@ = 0 to 200
  2746. Dialog.SetCheckBoxChecked(3@, 5@, 0)
  2747. END
  2748. {ROB MENU}
  2749. 0AB1: @GET 2 var_number 14 var_size 4 receiver 3@
  2750. Dialog.SetCheckBoxChecked(3@, 4, 0)
  2751. {OTHERS MENU}
  2752. 0AB1: @GET 2 var_number 39 var_size 4 receiver 3@
  2753. for 5@ = 0 to 100
  2754. Dialog.SetCheckBoxChecked(3@, 5@, 0)
  2755. END
  2756. end
  2757. end
  2758. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2759. :WEAPON_MENU
  2760. while true
  2761. wait 0
  2762. {AUTO FAST RELOAD}
  2763. 0AB1: @GET 2 var_number 89 var_size 4 receiver 7@
  2764. if Dialog.IsVisible(7@)
  2765. then
  2766. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  2767. if not Dialog.IsVisible(8@)
  2768. then Dialog.SetVisible(7@, 0)
  2769. end
  2770. end
  2771. if Dialog.IsVisible(7@)
  2772. then
  2773. if Dialog.CheckBoxIsChecked(7@, 10)
  2774. then
  2775. 0B5E: get_cursor_pos 3@ 4@
  2776. 3@ -= 190
  2777. 4@ -= 30
  2778. Dialog.GetRECT(7@, -1, -1, 1@, 2@)
  2779. Dialog.SetRECT(7@, 3@, 4@, 1@, 2@)
  2780. end
  2781. end
  2782. {NR/FS}
  2783. 0AB1: @GET 2 var_number 88 var_size 4 receiver 7@
  2784. if Dialog.IsVisible(7@)
  2785. then
  2786. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  2787. if not Dialog.IsVisible(8@)
  2788. then Dialog.SetVisible(7@, 0)
  2789. end
  2790. end
  2791. if Dialog.IsVisible(7@)
  2792. then
  2793. if Dialog.CheckBoxIsChecked(7@, 3)
  2794. then
  2795. 0B5E: get_cursor_pos 3@ 4@
  2796. 3@ -= 310
  2797. 4@ -= 30
  2798. Dialog.GetRECT(7@, -1, -1, 1@, 2@)
  2799. Dialog.SetRECT(7@, 3@, 4@, 1@, 2@)
  2800. end
  2801. end
  2802. {PRO-AIMBOT}
  2803. 0AB1: @GET 2 var_number 58 var_size 4 receiver 7@
  2804. if Dialog.isVisible(7@)
  2805. then
  2806. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  2807. if not Dialog.IsVisible(8@)
  2808. then Dialog.SetVisible(7@, 0)
  2809. end
  2810. end
  2811. if Dialog.IsVisible(7@)
  2812. then
  2813. {MOVE}
  2814. if Dialog.CheckBoxIsChecked(7@, 14)
  2815. then
  2816. 0B5E: get_cursor_pos 3@ 4@
  2817. 3@ -= 185
  2818. 4@ -= 30
  2819. Dialog.GetRECT(7@, -1, -1, 1@, 2@)
  2820. Dialog.SetRECT(7@, 3@, 4@, 1@, 2@)
  2821. end
  2822. {SETTINGS}
  2823. Dialog.SliderGetValue(7@, 15, 10@)
  2824. alloc 11@ = 260
  2825. format 11@ = "{1991e5}Pro aimbot range: %d" 10@
  2826. Dialog.SetControlText(7@, 20, 11@)
  2827. free 11@
  2828. 0AB1: @SET 3 passed_value 10@ var_number 60 var_size 4
  2829. end
  2830. ///////////////////////////////////////////////////////////
  2831. {EXTRA}
  2832. 0AB1: @GET 2 var_number 54 var_size 4 receiver 7@
  2833. if Dialog.IsVisible(7@)
  2834. then
  2835. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  2836. if not Dialog.IsVisible(8@)
  2837. then Dialog.SetVisible(7@, 0)
  2838. end
  2839. end
  2840. ///////////////////////////////////////////////////////////
  2841. if Dialog.IsVisible(7@)
  2842. then
  2843. Dialog.SliderGetValue(7@, 0, 10@)
  2844. Dialog.SliderGetValue(7@, 1, 11@)
  2845. 0AB1: @SET 3 passed_value 10@ var_number 55 var_size 4
  2846. 0AB1: @SET 3 passed_value 11@ var_number 56 var_size 4
  2847. alloc 12@ = 260
  2848. alloc 13@ = 260
  2849. format 12@ = "%dm" 10@
  2850. format 13@ = "%dm" 11@
  2851. Dialog.SetControlText(7@, 102, 12@)
  2852. Dialog.SetControlText(7@, 103, 13@)
  2853. free 12@
  2854. free 13@
  2855. if Dialog.CheckBoxIsChecked(7@, 104)
  2856. then
  2857. 0B5E: get_cursor_pos 3@ 4@
  2858. 3@ -= 220
  2859. 4@ -= 30
  2860. Dialog.GetRECT(7@, -1, -1, 1@, 2@)
  2861. Dialog.SetRECT(7@, 3@, 4@, 1@, 2@)
  2862. end
  2863. end
  2864. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  2865. {C-BUG HELPER}
  2866. if Dialog.CheckBoxIsChecked(6@, 22)
  2867. then
  2868. if and
  2869. 0AB0: key_pressed 0x02
  2870. 0AB0: key_pressed 0x01
  2871. 0AB0: key_pressed 0x43
  2872. then
  2873. if or
  2874. 0611: actor $PLAYER_ACTOR performing_animation "run_player"
  2875. 0611: actor $PLAYER_ACTOR performing_animation "GunMove_R"
  2876. 0611: actor $PLAYER_ACTOR performing_animation "GunMove_L"
  2877. then
  2878. if 0AB1: @GET_TARGET_ACTOR 0 0@
  2879. then
  2880. if 056D: actor 0@ defined
  2881. then
  2882. if and
  2883. 02CB: actor 0@ bounding_sphere_visible
  2884. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  2885. 8611: actor 0@ performing_animation "RUN_CIVI"
  2886. 8611: actor 0@ performing_animation "RUN_PLAYER"
  2887. then
  2888. if 8118: actor 0@ dead
  2889. then
  2890. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 3 _STORE_TO 3@ 4@ 5@
  2891. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 3@ 4@
  2892. 0509: 5@ = distance_between_XY 339.0 179.0 and_XY 3@ 4@
  2893. 0AB1: @GET 2 var_number 55 var_size 4 receiver 7@
  2894. 0093: 7@ = integer 7@ to_float
  2895. if 8035: 5@ >= 7@ // (float)
  2896. then
  2897. 04C4: store_coords_to 5@ 6@ 7@ from_actor 0@ with_offset 0.0 0.0 0.0
  2898. 0AB1: @AIM_AT_POS 4 XYZ: 5@ 6@ 7@ ADD_CAMERA_OFFSET 0.04632
  2899. end
  2900. end
  2901. end
  2902. end
  2903. end
  2904. end
  2905. end
  2906. end
  2907. {C+A Helper}
  2908. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  2909. if Dialog.CheckBoxIsChecked(6@, 23)
  2910. then
  2911. if and
  2912. 0AB0: key_pressed 0x02
  2913. 0AB0: key_pressed 0x01
  2914. 0AB0: key_pressed 0x43
  2915. then
  2916. if 0AB1: @GET_TARGET_ACTOR 0 0@
  2917. then
  2918. if 056D: actor 0@ defined
  2919. then
  2920. if and
  2921. 02CB: actor 0@ bounding_sphere_visible
  2922. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  2923. 8611: actor 0@ performing_animation "RUN_CIVI"
  2924. 8611: actor 0@ performing_animation "RUN_PLAYER"
  2925. then
  2926. if 8118: actor 0@ dead
  2927. then
  2928. if and
  2929. 8611: actor $PLAYER_ACTOR performing_animation "run_player"
  2930. 8611: actor $PLAYER_ACTOR performing_animation "GunMove_R"
  2931. 8611: actor $PLAYER_ACTOR performing_animation "GunMove_L"
  2932. then
  2933. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 3 _STORE_TO 3@ 4@ 5@
  2934. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 3@ 4@
  2935. 0509: 5@ = distance_between_XY 339.0 179.0 and_XY 3@ 4@
  2936. 0AB1: @GET 2 var_number 56 var_size 4 receiver 7@
  2937. 0093: 7@ = integer 7@ to_float
  2938. if 8035: 5@ >= 7@ // (float)
  2939. then
  2940. 0AB1: @GET 2 var_number 56 var_size 4 receiver 7@
  2941. 0093: 7@ = integer 7@ to_float
  2942. 04C4: store_coords_to 5@ 6@ 7@ from_actor 0@ with_offset 0.0 0.0 0.0
  2943. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  2944. 050A: 11@ = distance_between_XYZ 8@ 9@ 10@ and_XYZ 5@ 6@ 7@
  2945. if 11@ > 7.5
  2946. then 0AB1: @AIM_AT_POS 4 XYZ: 5@ 6@ 7@ ADD_CAMERA_OFFSET 0.04632
  2947. end
  2948. end
  2949. end
  2950. end
  2951. end
  2952. end
  2953. end
  2954. end
  2955. end
  2956.  
  2957. /////////////////////////////////////////////////
  2958. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  2959. 0AB1: @GET 2 var_number 19 var_size 4 receiver 9@
  2960. if Dialog.CheckBoxIsChecked(9@, 63)
  2961. then
  2962. if or
  2963. Dialog.CheckBoxIsChecked(6@, 6)
  2964. Dialog.CheckBoxIsChecked(6@, 20)
  2965. Dialog.CheckBoxIsChecked(6@, 21)
  2966. then
  2967. if or
  2968. 02D8: actor $PLAYER_ACTOR current_weapon == 33
  2969. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  2970. 02D8: actor $PLAYER_ACTOR current_weapon == 34
  2971. then
  2972. 0AB1: @GET 2 var_number 15 var_size 4 receiver 4@
  2973. if and
  2974. key_down 0x01
  2975. not Dialog.IsVisible(4@)
  2976. then
  2977. if 0AB1: @GET_TARGET_ACTOR 0 30@
  2978. then
  2979. if 056D: actor 30@ defined
  2980. then
  2981. if 02CB: actor 30@ bounding_sphere_visible
  2982. then
  2983. ///////////////////////////////////////////////////////////////////////////////////////////////
  2984. 00A0: store_actor 30@ position_to 3@ 4@ 5@
  2985. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 6 _STORE_TO 14@ 15@ 16@ // HEAD
  2986. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 1 _STORE_TO $x $y 5@ // CENTER1
  2987. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 3 _STORE_TO 3@ 4@ $z // CENTER3
  2988. 000F: 5@ -= 0.1
  2989. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 6@ Y_to 7@
  2990. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 6 _STORE_TO 3@ 4@ 5@ // HEAD
  2991. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 8@ Y_to 9@
  2992. 0063: 9@ -= 7@ // (float)
  2993. 0013: 9@ *= 2.3
  2994. 0087: 8@ = 9@ // (float)
  2995. 0017: 8@ /= 2.5
  2996. 8@ -= 5.0
  2997. 9@ -= 5.0
  2998. ///////////////////////////////////////////////////////////////////////////////////////////////
  2999. Actor.StorePos(30@, 20@, 21@, 22@)
  3000. 0B55: convert_3D_coords 20@ 21@ 22@ to_screen 4@ 5@
  3001. 0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
  3002. ///////////////////////////////////////////////////////////////////////////////////////////////
  3003. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  3004. if Dialog.CheckBoxIsChecked(6@, 16)
  3005. then
  3006. 03F0: enable_text_draw 1
  3007. 038E: draw_box_position 4@ 5@ size 8@ 9@ RGBA 250 0 0 100
  3008. end
  3009. ///////////////////////////////////////////////////////////////////////////////////////////////
  3010. 0AB1: @GET 2 var_number 47 var_size 4 receiver 12@
  3011. 0AB1: @GET 2 var_number 48 var_size 4 receiver 13@
  3012. ///////////////////////////////////////////////////////////////////////////////////////////////
  3013. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  3014. if and
  3015. 05A5: is_area_center 4@ 5@ scale 8@ 9@ overlaping_area_center 340.0 180.0 scale 12@ 13@
  3016. 02D8: actor $PLAYER_ACTOR current_weapon == 33
  3017. Dialog.CheckBoxIsChecked(6@, 6)
  3018. then
  3019. 04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset 0.0 0.0 0.0
  3020. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.019322
  3021. end
  3022. ///////////////////////////////////////////////////////////////////////////////////////////////
  3023. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  3024. if and
  3025. 05A5: is_area_center 4@ 5@ scale 8@ 9@ overlaping_area_center 340.0 180.0 scale 12@ 13@
  3026. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  3027. Dialog.CheckBoxIsChecked(6@, 20)
  3028. then
  3029. 04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset 0.0 0.0 0.0
  3030. 04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  3031. 050A: 20@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 20@ 21@ 22@
  3032. if 20@ >= 40.0
  3033. then
  3034. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.0273
  3035. end
  3036. end
  3037. ///////////////////////////////////////////////////////////////////////////////////////////////
  3038. if and
  3039. 05A5: is_area_center 4@ 5@ scale 8@ 9@ overlaping_area_center 320.0 220.0 scale 12@ 13@
  3040. 02D8: actor $PLAYER_ACTOR current_weapon == 34
  3041. Dialog.CheckBoxIsChecked(6@, 21)
  3042. then
  3043. 04C4: store_coords_to 1@ 2@ 3@ from_actor 30@ with_offset 0.0 0.0 0.0
  3044. 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  3045. 050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  3046. if and
  3047. 7@ > 1.0
  3048. not 7@ > 100.0
  3049. then
  3050. printf "%f" 500 7@
  3051. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET -0.001
  3052. end
  3053. if and
  3054. 7@ > 100.0
  3055. not 7@ > 150.0
  3056. then
  3057. printf "%f" 500 7@
  3058. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.000
  3059. end
  3060. if and
  3061. 7@ > 150.0
  3062. not 7@ > 200.0
  3063. then
  3064. printf "%f" 500 7@
  3065. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.00015
  3066. end
  3067. if and
  3068. 7@ > 200.0
  3069. not 7@ > 250.0
  3070. then
  3071. printf "%f" 500 7@
  3072. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.00027
  3073. end
  3074. if and
  3075. 7@ > 250.0
  3076. not 7@ > 300.0
  3077. then
  3078. printf "%f" 500 7@
  3079. 0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.00040
  3080. end
  3081. end
  3082. ///////////////////////////////////////////////////////////////////////////////////////////////
  3083. end
  3084. end
  3085. end
  3086. end
  3087. end
  3088. END
  3089. end
  3090. /////////////////////////////////////////////////
  3091. 0AB1: @GET 2 var_number 46 var_size 4 receiver 6@
  3092. 0AB1: @GET 2 var_number 19 var_size 4 receiver 9@
  3093. if and
  3094. not Dialog.IsVisible(6@)
  3095. Dialog.CheckBoxIsChecked(6@, 16)
  3096. Dialog.CheckBoxIsChecked(9@, 63)
  3097. key_down 0x02
  3098. then
  3099. if or
  3100. 02D8: actor $PLAYER_ACTOR current_weapon == 33
  3101. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  3102. then
  3103. 0AB1: @GET 2 var_number 47 var_size 4 receiver 8@
  3104. 0AB1: @GET 2 var_number 48 var_size 4 receiver 9@
  3105. 03F0: enable_text_draw 1
  3106. 038E: draw_box_position 340.0 180.0 size 8@ 9@ RGBA 0 0 0 100
  3107. if 0AB1: @GET_TARGET_ACTOR 0 30@
  3108. then
  3109. 0B2B: samp 30@ = get_player_id_by_actor_handle 30@
  3110. 0B25: samp 20@ = get_player_health 30@
  3111. 30@ = SAMP.GetPlayerNickname(30@)
  3112. alloc 25@ = 260
  3113. format 25@ = "Current_Target: %s[HP:%d]" 30@ 20@
  3114. 0C48: samp textdraw 1650 create 25@ pos 200.0 200.0
  3115. 0B67: render a 0xFf r 0 g 0 b 0 to_argb 25@
  3116. 0C4D: samp textdraw 1650 set_shadow 1 color 25@
  3117. 0C5C: samp textdraw 1650 get_letter_size 25@ 26@ color -1
  3118. 0B67: render a 0xFF r 200 g 25 b 25 to_argb 27@
  3119. 0C52: samp textdraw 1650 set_letter_size 25@ 26@ color 27@
  3120. free 25@
  3121. end
  3122. else
  3123. if 02D8: actor $PLAYER_ACTOR current_weapon == 34
  3124. then
  3125. 0AB1: @GET 2 var_number 47 var_size 4 receiver 8@
  3126. 0AB1: @GET 2 var_number 48 var_size 4 receiver 9@
  3127. 03F0: enable_text_draw 1
  3128. 038E: draw_box_position 320.0 220.0 size 8@ 9@ RGBA 0 0 0 100
  3129. if 0AB1: @GET_TARGET_ACTOR 0 30@
  3130. then
  3131. 0B2B: samp 30@ = get_player_id_by_actor_handle 30@
  3132. 0B25: samp 20@ = get_player_health 30@
  3133. 30@ = SAMP.GetPlayerNickname(30@)
  3134. alloc 25@ = 260
  3135. format 25@ = "Current_Target: %s[HP:%d]" 30@ 20@
  3136. 0C48: samp textdraw 1650 create 25@ pos 200.0 200.0
  3137. 0B67: render a 0xFf r 0 g 0 b 0 to_argb 25@
  3138. 0C4D: samp textdraw 1650 set_shadow 1 color 25@
  3139. 0C5C: samp textdraw 1650 get_letter_size 25@ 26@ color -1
  3140. 0B67: render a 0xFF r 200 g 25 b 25 to_argb 27@
  3141. 0C52: samp textdraw 1650 set_letter_size 25@ 26@ color 27@
  3142. free 25@
  3143. end
  3144. end
  3145. end
  3146. else
  3147. if 0C5D: samp textdraw 1650 is_exists
  3148. then 0C5E: samp textdraw 1650 delete
  3149. end
  3150. end
  3151. /////////////////////////////////////////////////
  3152. if Dialog.IsVisible(6@)
  3153. then
  3154. if Dialog.CheckBoxIsChecked(6@, 15)
  3155. then
  3156. 0B5E: get_cursor_pos 3@ 4@
  3157. 3@ -= 170
  3158. 4@ -= 30
  3159. Dialog.GetRECT(6@, -1, -1, 1@, 2@)
  3160. Dialog.SetRECT(6@, 3@, 4@, 1@, 2@)
  3161. end
  3162. if Dialog.CheckBoxIsChecked(6@, 7)
  3163. then
  3164. 0AB1: @GET 2 var_number 47 var_size 4 receiver 8@
  3165. 0AB1: @GET 2 var_number 48 var_size 4 receiver 9@
  3166. 03F0: enable_text_draw 1
  3167. 038E: draw_box_position 340.0 180.0 size 8@ 9@ RGBA 0 0 0 100
  3168.  
  3169. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  3170. Dialog.SetMinimized(8@, 1)
  3171. 0AB1: @GET 2 var_number 19 var_size 4 receiver 8@
  3172. Dialog.SetMinimized(8@, 1)
  3173. 0AB1: @GET 2 var_number 9 var_size 4 receiver 8@
  3174. Dialog.SetMinimized(8@, 1)
  3175. 0AB1: @GET 2 var_number 14 var_size 4 receiver 8@
  3176. Dialog.SetMinimized(8@, 1)
  3177. else
  3178. 0AB1: @GET 2 var_number 15 var_size 4 receiver 8@
  3179. Dialog.SetMinimized(8@, 0)
  3180. 0AB1: @GET 2 var_number 19 var_size 4 receiver 8@
  3181. Dialog.SetMinimized(8@, 0)
  3182. 0AB1: @GET 2 var_number 14 var_size 4 receiver 8@
  3183. Dialog.SetMinimized(8@, 0)
  3184. 0AB1: @GET 2 var_number 9 var_size 4 receiver 8@
  3185. Dialog.SetMinimized(8@, 0)
  3186. end
  3187. //////////////////////////////////////////////////
  3188. if Dialog.PopEvent(6@, -1, 4@)
  3189. then
  3190. // POPA EVENT
  3191. if 4@ == 10
  3192. then
  3193. 0AB1: @GET 2 var_number 47 var_size 4 receiver 8@
  3194. 0AB1: @GET 2 var_number 48 var_size 4 receiver 9@
  3195. 8@ -= 5.0
  3196. 9@ -= 5.0
  3197. 0AB1: @SET 3 passed_value 8@ var_number 47 var_size 4
  3198. 0AB1: @SET 3 passed_value 9@ var_number 48 var_size 4
  3199. end
  3200. if 4@ == 11
  3201. then
  3202. 0AB1: @GET 2 var_number 47 var_size 4 receiver 8@
  3203. 0AB1: @GET 2 var_number 48 var_size 4 receiver 9@
  3204. 8@ += 5.0
  3205. 9@ += 5.0
  3206. 0AB1: @SET 3 passed_value 8@ var_number 47 var_size 4
  3207. 0AB1: @SET 3 passed_value 9@ var_number 48 var_size 4
  3208. end
  3209. if 4@ == 24
  3210. then
  3211. 0AB1: @GET 2 var_number 54 var_size 4 receiver 7@
  3212. if Dialog.IsVisible(7@)
  3213. then Dialog.SetVisible(7@, 0)
  3214. else Dialog.SetVisible(7@, 1)
  3215. end
  3216. end
  3217. end
  3218. end
  3219. ////////////////////////////////////////////////////////////////////////////////////////////////////
  3220. 0AB1: @GET 2 var_number 45 var_size 4 receiver 6@
  3221. if Dialog.IsVisible(6@)
  3222. then
  3223. Dialog.SliderGetValue(6@, 30, 7@)
  3224. Dialog.SliderGetValue(6@, 31, 8@)
  3225. Dialog.SliderGetValue(6@, 32, 9@)
  3226. Dialog.SliderGetValue(6@, 33, 10@)
  3227. /////////
  3228. if 7@ < 5
  3229. then
  3230. Dialog.SliderSetValue(6@, 30, 5)
  3231. alloc 12@ = 260
  3232. format 12@ = "{1991e5}Deagle: %d%c Smooth" 7@ 37
  3233. Dialog.SetControlText(6@, 20, 12@)
  3234. free 12@
  3235. end
  3236. /////////
  3237. if 8@ < 5
  3238. then
  3239. Dialog.SliderSetValue(6@, 31, 5)
  3240. alloc 12@ = 260
  3241. format 12@ = "{1991e5}Deagle: %d%c Smooth" 8@ 37
  3242. Dialog.SetControlText(6@, 21, 12@)
  3243. free 12@
  3244. end
  3245. /////////
  3246. if 9@ < 5
  3247. then
  3248. Dialog.SliderSetValue(6@, 32, 5)
  3249. alloc 12@ = 260
  3250. format 12@ = "{1991e5}Deagle: %d%c Smooth" 9@ 37
  3251. Dialog.SetControlText(6@, 22, 12@)
  3252. free 12@
  3253. end
  3254. /////////
  3255. if 10@ < 5
  3256. then
  3257. Dialog.SliderSetValue(6@, 33, 5)
  3258. alloc 12@ = 260
  3259. format 12@ = "{1991e5}Deagle: %d%c Smooth" 10@ 37
  3260. Dialog.SetControlText(6@, 23, 12@)
  3261. free 12@
  3262. end
  3263. ///////////////////////////////////
  3264. alloc 12@ = 260
  3265. format 12@ = "{1991e5}Deagle: %d%c Smooth" 7@ 37
  3266. Dialog.SetControlText(6@, 20, 12@)
  3267. free 12@
  3268. ///////////////////////////////////
  3269. alloc 12@ = 260
  3270. format 12@ = "{1991e5}M4: %d%c Smooth" 8@ 37
  3271. Dialog.SetControlText(6@, 21, 12@)
  3272. free 12@
  3273. ///////////////////////////////////
  3274. alloc 12@ = 260
  3275. format 12@ = "{1991e5}Ak47: %d%c Smooth" 9@ 37
  3276. Dialog.SetControlText(6@, 22, 12@)
  3277. free 12@
  3278. ///////////////////////////////////
  3279. alloc 12@ = 260
  3280. format 12@ = "{1991e5}Combat: %d%c Smooth" 10@ 37
  3281. Dialog.SetControlText(6@, 23, 12@)
  3282. free 12@
  3283. ///////////////////////////////////
  3284. if Dialog.CheckBoxIsChecked(6@, 10)
  3285. then
  3286. 0B5E: get_cursor_pos 3@ 4@
  3287. 3@ -= 170
  3288. 4@ -= 30
  3289. Dialog.GetRECT(6@, -1, -1, 1@, 2@)
  3290. Dialog.SetRECT(6@, 3@, 4@, 1@, 2@)
  3291. end
  3292. end
  3293. //////////////////////////////////////////////////
  3294. 0AB1: @GET 2 var_number 19 var_size 4 receiver 6@
  3295. if Dialog.PopEvent(6@, 10@, 11@)
  3296. then
  3297. if 11@ == 1337
  3298. then
  3299. 0AB1: @GET 2 var_number 58 var_size 4 receiver 15@
  3300. if Dialog.IsVisible(15@)
  3301. then Dialog.SetVisible(15@, 0)
  3302. else Dialog.SetVisible(15@, 1)
  3303. end
  3304. end
  3305. if 11@ == 61
  3306. then
  3307. 0AB1: @GET 2 var_number 42 var_size 4 receiver 15@
  3308. if Dialog.IsVisible(15@)
  3309. then Dialog.SetVisible(15@, 0)
  3310. else Dialog.SetVisible(15@, 1)
  3311. end
  3312. end
  3313. if 11@ == 66
  3314. then
  3315. 0AB1: @GET 2 var_number 45 var_size 4 receiver 15@
  3316. if Dialog.IsVisible(15@)
  3317. then Dialog.SetVisible(15@, 0)
  3318. else Dialog.SetVisible(15@, 1)
  3319. end
  3320. end
  3321. if 11@ == 62
  3322. then
  3323. 0AB1: @GET 2 var_number 46 var_size 4 receiver 15@
  3324. if Dialog.IsVisible(15@)
  3325. then Dialog.SetVisible(15@, 0)
  3326. else Dialog.SetVisible(15@, 1)
  3327. end
  3328. end
  3329. if 11@ == 101
  3330. then
  3331. 0AB1: @GET 2 var_number 50 var_size 4 receiver 15@
  3332. if Dialog.IsVisible(15@)
  3333. then Dialog.SetVisible(15@, 0)
  3334. else Dialog.SetVisible(15@, 1)
  3335. end
  3336. end
  3337. if 11@ == 87
  3338. then
  3339. 0AB1: @GET 2 var_number 77 var_size 4 receiver 15@
  3340. if Dialog.IsVisible(15@)
  3341. then Dialog.SetVisible(15@, 0)
  3342. else Dialog.SetVisible(15@, 1)
  3343. end
  3344. end
  3345. if 11@ == 151
  3346. then
  3347. 0AB1: @GET 2 var_number 81 var_size 4 receiver 15@
  3348. if Dialog.IsVisible(15@)
  3349. then Dialog.SetVisible(15@, 0)
  3350. else Dialog.SetVisible(15@, 1)
  3351. end
  3352. end
  3353. if 11@ == 152
  3354. then
  3355. 0AB1: @GET 2 var_number 88 var_size 4 receiver 15@
  3356. if Dialog.IsVisible(15@)
  3357. then Dialog.SetVisible(15@, 0)
  3358. else Dialog.SetVisible(15@, 1)
  3359. end
  3360. end
  3361. if 11@ == 153
  3362. then
  3363. 0AB1: @GET 2 var_number 89 var_size 4 receiver 15@
  3364. if Dialog.IsVisible(15@)
  3365. then Dialog.SetVisible(15@, 0)
  3366. else Dialog.SetVisible(15@, 1)
  3367. end
  3368. end
  3369. end
  3370.  
  3371. 0AB1: @GET 2 var_number 19 var_size 4 receiver 8@
  3372. if Dialog.IsVisible(8@)
  3373. then
  3374. 0AB1: @GET 2 var_number 42 var_size 4 receiver 15@
  3375. if Dialog.CheckBoxIsChecked(15@, 10)
  3376. then
  3377. 0B5E: get_cursor_pos 3@ 4@
  3378. 3@ -= 170
  3379. 4@ -= 30
  3380. Dialog.GetRECT(15@, -1, -1, 1@, 2@)
  3381. Dialog.SetRECT(15@, 3@, 4@, 1@, 2@)
  3382. end
  3383. end
  3384.  
  3385. //////////////////////////////////////////////////////////////////////////////////////////////
  3386. if Dialog.CheckBoxIsChecked(6@, 63)
  3387. then
  3388. 0AB1: @GET 2 var_number 46 var_size 4 receiver 18@
  3389. if and
  3390. Dialog.CheckBoxIsChecked(18@, 0)
  3391. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  3392. then
  3393. 0A8D: 0@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3394. 0@ += 0x79C
  3395. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  3396. if 1@ > 0
  3397. then
  3398. 2@ = 0xB73458
  3399. 2@ += 34
  3400. 0A8C: write_memory 2@ size 4 value 255 virtual_protect 0
  3401. wait 100
  3402. 0A8D: 3@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3403. 3@ += 0x79C
  3404. 0A8C: write_memory 3@ size 4 value 0 virtual_protect 0
  3405. end
  3406. end
  3407. if and
  3408. Dialog.CheckBoxIsChecked(18@, 1)
  3409. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  3410. then
  3411. 0A8D: 0@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3412. 0@ += 0x79C
  3413. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  3414. if 1@ > 0
  3415. then
  3416. 2@ = 0xB73458
  3417. 2@ += 34
  3418. 0A8C: write_memory 2@ size 4 value 255 virtual_protect 0
  3419. wait 100
  3420. 0A8D: 3@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3421. 3@ += 0x79C
  3422. 0A8C: write_memory 3@ size 4 value 0 virtual_protect 0
  3423. end
  3424. end
  3425. if and
  3426. Dialog.CheckBoxIsChecked(18@, 2)
  3427. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  3428. then
  3429. 0A8D: 0@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3430. 0@ += 0x79C
  3431. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  3432. if 1@ > 0
  3433. then
  3434. 2@ = 0xB73458
  3435. 2@ += 34
  3436. 0A8C: write_memory 2@ size 4 value 255 virtual_protect 0
  3437. wait 100
  3438. 0A8D: 3@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3439. 3@ += 0x79C
  3440. 0A8C: write_memory 3@ size 4 value 0 virtual_protect 0
  3441. end
  3442. end
  3443. if and
  3444. Dialog.CheckBoxIsChecked(18@, 3)
  3445. 02D8: actor $PLAYER_ACTOR current_weapon == 27
  3446. then
  3447. 0A8D: 0@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3448. 0@ += 0x79C
  3449. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  3450. if 1@ > 0
  3451. then
  3452. 2@ = 0xB73458
  3453. 2@ += 34
  3454. 0A8C: write_memory 2@ size 4 value 255 virtual_protect 0
  3455. wait 100
  3456. 0A8D: 3@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3457. 3@ += 0x79C
  3458. 0A8C: write_memory 3@ size 4 value 0 virtual_protect 0
  3459. end
  3460. end
  3461. if and
  3462. Dialog.CheckBoxIsChecked(18@, 4)
  3463. 02D8: actor $PLAYER_ACTOR current_weapon == 32
  3464. then
  3465. 0A8D: 0@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3466. 0@ += 0x79C
  3467. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  3468. if 1@ > 0
  3469. then
  3470. 2@ = 0xB73458
  3471. 2@ += 34
  3472. 0A8C: write_memory 2@ size 4 value 255 virtual_protect 0
  3473. wait 100
  3474. 0A8D: 3@ = read_memory 0xB6F3B8 size 4 virtual_protect 0
  3475. 3@ += 0x79C
  3476. 0A8C: write_memory 3@ size 4 value 0 virtual_protect 0
  3477. end
  3478. end
  3479. end
  3480. //////////////////////////////////////////////////////////////////////////////////////////////////////
  3481. if Dialog.CheckBoxIsChecked(6@, 56)
  3482. then
  3483. 0AB1: @GET 2 var_number 88 var_size 4 receiver 18@
  3484. if Dialog.CheckBoxIsChecked(18@, 1)
  3485. then
  3486. 0470: 5@ = actor $PLAYER_ACTOR current_weapon
  3487. if 5@ == 33
  3488. then
  3489. if Dialog.CheckBoxIsChecked(18@, 5)
  3490. then
  3491. 0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
  3492. 0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
  3493. 0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
  3494. 0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
  3495. 0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
  3496. 0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
  3497. else
  3498. 0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
  3499. 0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
  3500. 0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
  3501. 0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
  3502. 0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
  3503. 0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
  3504. end
  3505. end
  3506. if 5@ == 34
  3507. then
  3508. if Dialog.CheckBoxIsChecked(18@, 6)
  3509. then
  3510. 0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
  3511. 0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
  3512. 0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
  3513. 0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
  3514. 0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
  3515. 0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
  3516. else
  3517. 0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
  3518. 0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
  3519. 0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
  3520. 0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
  3521. 0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
  3522. 0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
  3523. end
  3524. end
  3525. if or
  3526. 5@ == 35
  3527. 5@ == 36
  3528. then
  3529. if Dialog.CheckBoxIsChecked(18@, 7)
  3530. then
  3531. 0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
  3532. 0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
  3533. 0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
  3534. 0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
  3535. 0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
  3536. 0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
  3537. else
  3538. 0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
  3539. 0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
  3540. 0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
  3541. 0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
  3542. 0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
  3543. 0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
  3544. end
  3545. end
  3546. if and
  3547. not 5@ == 33
  3548. not 5@ == 34
  3549. not 5@ == 35
  3550. not 5@ == 36
  3551. then
  3552. 0A8C: write_memory 7600773 size 1 value 144 virtual_protect 1
  3553. 0A8C: write_memory 7600815 size 1 value 144 virtual_protect 1
  3554. 0A8C: write_memory 7600816 size 2 value 37008 virtual_protect 1
  3555. 0A8C: write_memory 7612591 size 1 value 144 virtual_protect 1
  3556. 0A8C: write_memory 7612646 size 1 value 144 virtual_protect 1
  3557. 0A8C: write_memory 7612647 size 2 value 37008 virtual_protect 1
  3558. end
  3559. else
  3560. 0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
  3561. 0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
  3562. 0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
  3563. 0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
  3564. 0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
  3565. 0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
  3566. end
  3567. else
  3568. 0A8C: write_memory 7600773 size 1 value 72 virtual_protect 1
  3569. 0A8C: write_memory 7600815 size 1 value 255 virtual_protect 1
  3570. 0A8C: write_memory 7600816 size 2 value 3150 virtual_protect 1
  3571. 0A8C: write_memory 7612591 size 1 value 72 virtual_protect 1
  3572. 0A8C: write_memory 7612646 size 1 value 255 virtual_protect 1
  3573. 0A8C: write_memory 7612647 size 2 value 3150 virtual_protect 1
  3574. end
  3575.  
  3576. if Dialog.CheckBoxIsChecked(6@, 57)
  3577. then
  3578. if 0AB0: key_pressed 82
  3579. then
  3580. 0470: 5@ = actor $PLAYER_ACTOR current_weapon
  3581. {SLOT 2}
  3582. if or
  3583. 5@ == 22
  3584. 5@ == 23
  3585. 5@ == 24
  3586. then
  3587. if 5@ == 22
  3588. then 7@ = 34
  3589. end
  3590. if 5@ == 23
  3591. then 7@ = 17
  3592. end
  3593. if 5@ == 24
  3594. then 7@ = 7
  3595. end
  3596. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3597. 0@ += 0x5E0
  3598. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3599. end
  3600. {SLOT 3}
  3601. if or
  3602. 5@ == 25
  3603. 5@ == 26
  3604. 5@ == 27
  3605. then
  3606. if 5@ == 26
  3607. then 7@ = 4
  3608. end
  3609. if 5@ == 27
  3610. then 7@ = 7
  3611. end
  3612. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3613. 0@ += 0x5FC
  3614. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3615. end
  3616. {SLOT 5}
  3617. if or
  3618. 5@ == 30
  3619. 5@ == 31
  3620. then
  3621. if 5@ == 30
  3622. then 7@ = 30
  3623. end
  3624. if 5@ == 31
  3625. then 7@ = 50
  3626. end
  3627. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3628. 0@ += 0x634
  3629. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3630. end
  3631. {SLOT 4}
  3632. if or
  3633. 5@ == 28
  3634. 5@ == 29
  3635. 5@ == 32
  3636. then
  3637. if 5@ == 28
  3638. then 7@ = 100
  3639. end
  3640. if 5@ == 29
  3641. then 7@ = 30
  3642. end
  3643. if 5@ == 32
  3644. then 7@ = 100
  3645. end
  3646. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3647. 0@ += 0x618
  3648. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3649. end
  3650. end
  3651. end
  3652.  
  3653. if Dialog.CheckBoxIsChecked(6@, 58)
  3654. then
  3655. 0470: 5@ = actor $PLAYER_ACTOR current_weapon
  3656. {SLOT 2}
  3657. if 8AB0: key_pressed 82
  3658. then
  3659. if or
  3660. 5@ == 22
  3661. 5@ == 23
  3662. 5@ == 24
  3663. then
  3664. 0AB1: @GET 2 var_number 89 var_size 4 receiver 15@
  3665. if 5@ == 22
  3666. then
  3667. if Dialog.CheckBoxIsChecked(15@, 0)
  3668. then 7@ = 34
  3669. else continue
  3670. end
  3671. end
  3672. if 5@ == 23
  3673. then
  3674. if Dialog.CheckBoxIsChecked(15@ , 1)
  3675. then 7@ = 17
  3676. else continue
  3677. end
  3678. end
  3679. if 5@ == 24
  3680. then
  3681. if Dialog.CheckBoxIsChecked(15@ , 2)
  3682. then 7@ = 7
  3683. else continue
  3684. end
  3685. end
  3686. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3687. 0@ += 0x5E0
  3688. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3689. end
  3690. end
  3691. {SLOT 3}
  3692. if 8AB0: key_pressed 82
  3693. then
  3694. if or
  3695. 5@ == 25
  3696. 5@ == 26
  3697. 5@ == 27
  3698. then
  3699. 0AB1: @GET 2 var_number 89 var_size 4 receiver 15@
  3700. if 5@ == 26
  3701. then
  3702. if Dialog.CheckBoxIsChecked(15@, 3)
  3703. then 7@ = 4
  3704. else continue
  3705. end
  3706. end
  3707. if 5@ == 27
  3708. then
  3709. if Dialog.CheckBoxIsChecked(15@, 4)
  3710. then 7@ = 7
  3711. else continue
  3712. end
  3713. end
  3714. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3715. 0@ += 0x5FC
  3716. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3717. end
  3718. end
  3719. {SLOT 4}
  3720. if 8AB0: key_pressed 82
  3721. then
  3722. if or
  3723. 5@ == 28
  3724. 5@ == 29
  3725. 5@ == 32
  3726. then
  3727. 0AB1: @GET 2 var_number 89 var_size 4 receiver 15@
  3728. if 5@ == 28
  3729. then
  3730. if Dialog.CheckBoxIsChecked(15@, 5)
  3731. then 7@ = 100
  3732. else continue
  3733. end
  3734. end
  3735. if 5@ == 29
  3736. then
  3737. if Dialog.CheckBoxIsChecked(15@, 6)
  3738. then 7@ = 30
  3739. else continue
  3740. end
  3741. end
  3742. if 5@ == 32
  3743. then
  3744. if Dialog.CheckBoxIsChecked(15@, 9)
  3745. then 7@ = 100
  3746. else continue
  3747. end
  3748. end
  3749. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3750. 0@ += 0x618
  3751. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3752. end
  3753. end
  3754. {SLOT 5}
  3755. if 8AB0: key_pressed 82
  3756. then
  3757. if or
  3758. 5@ == 30
  3759. 5@ == 31
  3760. then
  3761. 0AB1: @GET 2 var_number 89 var_size 4 receiver 15@
  3762. if 5@ == 30
  3763. then
  3764. if Dialog.CheckBoxIsChecked(15@, 7)
  3765. then 7@ = 30
  3766. else continue
  3767. end
  3768. end
  3769. if 5@ == 31
  3770. then
  3771. if Dialog.CheckBoxIsChecked(15@, 8)
  3772. then 7@ = 50
  3773. else continue
  3774. end
  3775. end
  3776. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  3777. 0@ += 0x634
  3778. 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
  3779. end
  3780. end
  3781. end
  3782.  
  3783. if Dialog.CheckBoxIsChecked(6@, 59)
  3784. then
  3785. 0AB1: @SET 3 passed_value 1 var_number 6 var_size 4
  3786. else
  3787. 0AB1: @SET 3 passed_value 0 var_number 6 var_size 4
  3788. end
  3789.  
  3790. if Dialog.CheckBoxIsChecked(6@, 60)
  3791. then
  3792. 0AB1: @SET 3 passed_value 1 var_number 26 var_size 4
  3793. else
  3794. 0AB1: @SET 3 passed_value 0 var_number 26 var_size 4
  3795. end
  3796.  
  3797. 0AB1: @GET 2 var_number 50 var_size 4 receiver 15@
  3798. if Dialog.CheckBoxIsChecked(15@, 10)
  3799. then
  3800. 0B5E: get_cursor_pos 3@ 4@
  3801. 3@ -= 260
  3802. 4@ -= 30
  3803. Dialog.GetRECT(15@, -1, -1, 1@, 2@)
  3804. Dialog.SetRECT(15@, 3@, 4@, 1@, 2@)
  3805. end
  3806. end
  3807.  
  3808. :PACKET_SYNC_HOOK
  3809. 0001: wait 0
  3810. 0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
  3811. if 0@ == PACKET_BULLET_SYNC
  3812. then
  3813. 0AB1: @GET 2 var_number 19 var_size 4 receiver 1@
  3814. if Dialog.CheckBoxIsChecked(1@, 56)
  3815. then
  3816. 0AB1: @GET 2 var_number 88 var_size 4 receiver 2@
  3817. if Dialog.CheckBoxIsChecked(2@, 1)
  3818. then
  3819. if Dialog.CheckBoxIsChecked(2@, 2)
  3820. then
  3821. 0470: 3@ = actor $PLAYER_ACTOR current_weapon
  3822. if or
  3823. 3@ == 33
  3824. 3@ == 34
  3825. 3@ == 35
  3826. 3@ == 36
  3827. then 0114: set_actor $PLAYER_ACTOR weapon 3@ add_ammo -1
  3828. end
  3829. end
  3830. end
  3831. end
  3832. end
  3833. 0BE5: raknet 2@ = get_hook_param PARAM_BITSTREAM
  3834. 0BE5: raknet 3@ = get_hook_param PARAM_PACKETID
  3835. if 3@ == PACKET_WEAPONS_UPDATE
  3836. then
  3837. 0AB1: @GET 2 var_number 63 var_size 4 receiver 5@
  3838. 0AB1: @GET 2 var_number 67 var_size 4 receiver 6@
  3839. if and
  3840. 5@ == 1
  3841. 6@ == 1
  3842. then
  3843. 0AB1: @GET 2 var_number 14 var_size 4 receiver 19@
  3844. call @InTarget 1 19@ ret_to 25@
  3845. if 25@ <> 1
  3846. then
  3847. 0AB1: @GET 2 var_number 78 var_size 4 receiver 19@
  3848. 0BF3: raknet 4@ = bit_stream 2@ get_data_ptr
  3849. 0B2B: samp 26@ = get_player_id_by_actor_handle 19@
  3850. 0C0D: struct 4@ offset 1 size 2 = 26@
  3851. end
  3852. end
  3853. end
  3854. if 3@ == PACKET_BULLET_SYNC
  3855. then
  3856. 0AB1: @GET 2 var_number 63 var_size 4 receiver 5@
  3857. if 5@ == 1
  3858. then
  3859. 0AB1: @GET 2 var_number 64 var_size 4 receiver 12@
  3860. 0AB1: @GET 2 var_number 66 var_size 4 receiver 13@
  3861. 0AB1: @GET 2 var_number 70 var_size 4 receiver 14@
  3862. 0AB1: @GET 2 var_number 76 var_size 4 receiver 15@
  3863. 0AB1: @GET 2 var_number 65 var_size 4 receiver 16@
  3864.  
  3865. 0AB1: @GET_AIM_TARGET_ACTOR_2 5 IN_RADIUS_FROM_CROSSHAIR 12@ WallShot 13@ ModelGroup 14@ ShowMessages_DISABLED 15@ AnyDistance 16@ _STORE_TO 7@
  3866. if 7@ <> -1
  3867. then 0AB1: @SET 3 passed_value LastTargetHandle 7@ var_number 78 var_size 4
  3868. end
  3869.  
  3870. 0AB1: @GET 2 var_number 78 var_size 4 receiver 7@
  3871. if and
  3872. 7@ <> -1
  3873. 056D: actor 7@ defined
  3874. then
  3875. 0AB1: @GET 2 var_number 68 var_size 4 receiver 6@
  3876. if 6@ == 0
  3877. then
  3878. 0AB1: @GET 2 var_number 71 var_size 4 receiver 16@
  3879. 0AB1: @GET 2 var_number 65 var_size 4 receiver 17@
  3880. 0AB1: @GET 2 var_number 72 var_size 4 receiver 18@
  3881. 0AB1: @GET 2 var_number 78 var_size 4 receiver 19@
  3882. 0AB1: @GET 2 var_number 69 var_size 4 receiver 20@
  3883.  
  3884. 0AB1: @GET 2 var_number 77 var_size 4 receiver 9@ // Silent Aimbot Dialog
  3885. if Dialog.CheckBoxIsChecked(9@, 19) // Legit Mode Box
  3886. then
  3887. 0AB1: @GET 2 var_number 79 var_size 4 receiver 10@ // Hit Change
  3888. 0209: 11@ = random_int_in_ranges 1 100
  3889. if 802D: 11@ >= 10@ // (int)
  3890. then wait 0
  3891. else 0BE0: raknet hook_ret false
  3892. end
  3893. end
  3894.  
  3895. if not Dialog.CheckBoxIsChecked(9@, 14)
  3896. then
  3897. 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
  3898. 00A0: store_actor 19@ position_to 6@ 7@ 8@
  3899. if 06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0
  3900. then
  3901. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 19@ BONE 3 _STORE_TO 3@ 4@ 5@
  3902. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 3@ 4@
  3903. gosub @VALID_CROSSHAIR returned to 5@
  3904.  
  3905. 0AB1: @GET 2 var_number 64 var_size 4 receiver 12@
  3906. if 8035: 5@ >= 12@ // (float)
  3907. then
  3908. //////////////////////////////////////////////////
  3909. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  3910. 0AB1: @GET 2 var_number 77 var_size 4 receiver 15@
  3911. //////////////////////////////////////////////////
  3912. gosub @WEAPON_CHECK_SILENT
  3913. 0BE0: raknet hook_ret false
  3914. end
  3915. end
  3916. else
  3917. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 19@ BONE 3 _STORE_TO 3@ 4@ 5@
  3918. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 3@ 4@
  3919. gosub @VALID_CROSSHAIR returned to 5@
  3920.  
  3921. 0AB1: @GET 2 var_number 64 var_size 4 receiver 12@
  3922. if 8035: 5@ >= 12@ // (float)
  3923. then
  3924. //////////////////////////////////////////////////
  3925. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  3926. 0AB1: @GET 2 var_number 77 var_size 4 receiver 15@
  3927. //////////////////////////////////////////////////
  3928. gosub @WEAPON_CHECK_SILENT
  3929. 0BE0: raknet hook_ret false
  3930. end
  3931. END
  3932.  
  3933. end
  3934. end
  3935. end
  3936. end
  3937. 0BE0: raknet hook_ret true
  3938.  
  3939. :InTarget
  3940. wait 0
  3941. 0A96: 2@ = actor $PLAYER_ACTOR struct
  3942. 0A8E: 1@ = 2@ + 0x79C
  3943. 0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
  3944. if 003B: 2@ == 0@
  3945. then ret 1 1
  3946. end
  3947. ret 1 -1
  3948.  
  3949. :GET_AIM_TARGET_ACTOR_2
  3950. 0001: wait 0
  3951. FOR 28@ = 0.0 TO 0@ STEP 8.0
  3952. 0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
  3953. 000A: 29@ += 0x4
  3954. 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
  3955. for 30@ = 0 to 35584 step 0x100
  3956. 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
  3957. 000A: 29@ += 0x1
  3958. if and
  3959. 0029: 31@ >= 0x00
  3960. 001B: 0x80 > 31@
  3961. then 005A: 31@ += 30@
  3962. if 056D: actor 31@ defined
  3963. then
  3964. if 803C: $PLAYER_ACTOR == 31@
  3965. then
  3966. 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
  3967. 068D: get_camera_position_to 24@ 23@ 22@
  3968. 8@ = SAMP.GetSAMPPlayerIDByActorHandle(31@)
  3969. if and
  3970. 8118: not actor 31@ dead
  3971. 02CB: actor 31@ bounding_sphere_visible
  3972. not SAMP.IsPlayerPaused(8@)
  3973. then
  3974. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  3975. 0AB1: call_scm_func @getScreenXYFrom3DCoords_2 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  3976. 0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
  3977. if 0035: 28@ >= 15@
  3978. then
  3979. if 1@ == 0
  3980. then
  3981. if 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 1
  3982. then wait 0
  3983. else continue
  3984. end
  3985. end
  3986. /////////////////////////////////////////////////////////////////////////////////
  3987. if 4@ == 0
  3988. then
  3989. var
  3990. 9@ : Float
  3991. 20@ : Float
  3992. end
  3993. 0509: 9@ = distance_between_XY 10@ 11@ and_XY 24@ 23@
  3994. call @ValidDistance 0 ret_to 20@
  3995. ///////////////////////////////////////////////////////////////////
  3996. if 9@ >= 20@
  3997. then continue
  3998. end
  3999. end
  4000. //////////////////////////////////////////////////////////////////
  4001. if 2@ <> 0
  4002. then
  4003. 0AB1: call @ModelGroup 3 2@ 31@ 3@ ret_to 6@
  4004. if 6@ == 1
  4005. then 7@ = 1
  4006. else 7@ = 0
  4007. end
  4008. else 7@ = 1
  4009. end
  4010. ////////////////////////////////////////////////////////////////
  4011. if 7@ == 1
  4012. then 0AB2: 1 31@
  4013. else continue
  4014. end
  4015. end
  4016. end
  4017. end
  4018. end
  4019. end
  4020. end
  4021. END
  4022. 0AB2: 1 -1
  4023.  
  4024. :getScreenXYFrom3DCoords_2
  4025. 0001: wait 0
  4026. 0AC7: 14@ = var 0@ offset
  4027. 0AC7: 15@ = var 3@ offset
  4028. 0AC7: 16@ = var 6@ offset
  4029. 0AC7: 17@ = var 9@ offset
  4030. 0AA5: call 0x70CE30 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
  4031. 0007: 12@ = 640.0
  4032. 0007: 13@ = 448.0
  4033. 0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
  4034. 0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
  4035. 0093: 14@ = integer 14@ to_float
  4036. 0093: 15@ = integer 15@ to_float
  4037. 0073: 12@ /= 14@
  4038. 0073: 13@ /= 15@
  4039. 006B: 3@ *= 12@
  4040. 006B: 4@ *= 13@
  4041. 0AB2: ret 2 3@ 4@
  4042.  
  4043. :ModelGroup
  4044. 0001: wait 0
  4045. 18@ = 1
  4046. if 0@ <> 0
  4047. then
  4048. 0665: get_actor 1@ model_to 17@
  4049. if 0@ == 1
  4050. then
  4051. if or
  4052. 17@ == 105
  4053. 17@ == 106
  4054. 17@ == 107
  4055. then 18@ = 0
  4056. end
  4057. end
  4058. if 0@ == 2
  4059. then
  4060. if or
  4061. 17@ == 102
  4062. 17@ == 103
  4063. 17@ == 104
  4064. then 18@ = 0
  4065. end
  4066. end
  4067. if 0@ == 3
  4068. then
  4069. if or
  4070. 17@ == 114
  4071. 17@ == 115
  4072. 17@ == 116
  4073. then 18@ = 0
  4074. end
  4075. end
  4076. if 0@ == 4
  4077. then
  4078. if or
  4079. 17@ == 108
  4080. 17@ == 109
  4081. 17@ == 110
  4082. then 18@ = 0
  4083. end
  4084. end
  4085. if 0@ == 5
  4086. then
  4087. if or
  4088. 17@ == 173
  4089. 17@ == 174
  4090. 17@ == 175
  4091. then 18@ = 0
  4092. end
  4093. end
  4094. if 0@ == 6
  4095. then
  4096. if or
  4097. 17@ == 111
  4098. 17@ == 112
  4099. 17@ == 125
  4100. 17@ == 126
  4101. 17@ == 127
  4102. then 18@ = 0
  4103. end
  4104. end
  4105. if 0@ == 7
  4106. then
  4107. if or
  4108. 17@ == 113
  4109. 17@ == 124
  4110. then 18@ = 0
  4111. end
  4112. end
  4113. if 0@ == 8
  4114. then
  4115. if or
  4116. 17@ == 121
  4117. 17@ == 122
  4118. 17@ == 123
  4119. 17@ == 117
  4120. 17@ == 118
  4121. 17@ == 120
  4122. then 18@ = 0
  4123. end
  4124. end
  4125. if 18@ == 0
  4126. then
  4127. if 2@ == 1
  4128. then print "~g~Friendly ~r~Fire!" 500
  4129. end
  4130. end
  4131. end
  4132. 0AB2: ret 1 18@
  4133.  
  4134. :SendSilentBullet
  4135. 0001: wait 0
  4136. 00A0: store_actor 3@ position_to 9@ 10@ 11@
  4137. 00A0: store_actor $PLAYER_ACTOR position_to 19@ 5@ 6@
  4138. ////////////////////////////////////////////////////
  4139. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  4140. 0B2B: samp 8@ = get_player_id_by_actor_handle 3@
  4141. 0AC8: 17@ = allocate_memory_size 40
  4142. 0C0D: struct 17@ offset 0 size 1 = 1
  4143. 0C0D: struct 17@ offset 1 size 2 = 8@
  4144. 0C0D: struct 17@ offset 3 size 4 = 19@
  4145. 0C0D: struct 17@ offset 7 size 4 = 5@
  4146. 0C0D: struct 17@ offset 11 size 4 = 6@
  4147. /////////////////////////////////////////
  4148. 0C0D: struct 17@ offset 15 size 4 = 9@
  4149. 0C0D: struct 17@ offset 19 size 4 = 10@
  4150. 0C0D: struct 17@ offset 23 size 4 = 11@
  4151. /////////////////////////////////////////
  4152. 0098: 22@ = random_float 0.0 _to_ 0.6
  4153. 0098: 23@ = random_float 0.0 _to_ 0.4
  4154. 0098: 24@ = random_float 0.0 _to_ 0.5
  4155. /////////////////////////////////////////
  4156. 0063: 28@ = 22@
  4157. 0063: 29@ = 23@
  4158. 0063: 30@ = 24@
  4159. /////////////////////////////////////////
  4160. 0209: 27@ = random 1 to_ 10
  4161. if 27@ >= 5
  4162. then
  4163. 22@ = -0.2
  4164. 0063: 22@ -= 28@
  4165. end
  4166. /////////////////////////////////////////
  4167. 0209: 27@ = random 1 to_ 10
  4168. if 27@ >= 5
  4169. then
  4170. 23@ = -0.2
  4171. 0063: 23@ -= 29@
  4172. end
  4173. /////////////////////////////////////////
  4174. 0209: 27@ = random 1 to_ 10
  4175. if 27@ >= 5
  4176. then
  4177. 24@ = -0.2
  4178. 0063: 24@ -= 30@
  4179. end
  4180. /////////////////////////////////////////
  4181. 0C0D: struct 17@ offset 27 size 4 = 22@
  4182. 0C0D: struct 17@ offset 31 size 4 = 23@
  4183. 0C0D: struct 17@ offset 35 size 4 = 24@
  4184. /////////////////////////////////////////
  4185. 0C0D: struct 17@ offset 39 size 1 = 25@
  4186. 0B3D: raknet 12@ = new_bit_stream
  4187. 0B40: raknet bit_stream 12@ write 206 type BS_TYPE_BYTE size 1
  4188. 0B40: raknet bit_stream 12@ write 17@ type BS_TYPE_ARRAY size 40
  4189. 0B8B: raknet send bit_stream 12@
  4190. 0B3E: raknet delete_bit_stream 12@
  4191. 0AC9: free_allocated_memory 17@
  4192. if 0@ == 1
  4193. then
  4194. 0209: 21@ = random 1 to_ 3
  4195. 0209: 16@ = random 1 to_ 3
  4196. 0209: 28@ = random 1 to_ 3
  4197. 09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 21@ 16@ 18@ density 2@ on_actor 3@
  4198. end
  4199. if 4@ == 1
  4200. then 0AB1: call @Detour 1 8@
  4201. end
  4202. 0AB2: ret 0
  4203.  
  4204. :DamageConvert
  4205. 0001: wait 0
  4206. var
  4207. 1@ : Float
  4208. end
  4209. 0470: 0@ = actor $PLAYER_ACTOR current_weapon
  4210. if or
  4211. 0@ == 22
  4212. 0@ == 29
  4213. then 1@ = 8.25
  4214. end
  4215. if 0@ == 23
  4216. then 1@ = 13.200000762939453125
  4217. end
  4218. if or
  4219. 0@ == 28
  4220. 0@ == 32
  4221. then 1@ = 6.6000003814697265625
  4222. end
  4223. if or
  4224. 0@ == 30
  4225. 0@ == 31
  4226. then 1@ = 9.90000057220458984375
  4227. end
  4228. if 0@ == 33
  4229. then 1@ = 24.7500019073486328125
  4230. end
  4231. if 0@ == 34
  4232. then 1@ = 41.25
  4233. end
  4234. if or
  4235. 0@ == 24
  4236. 0@ == 38
  4237. then 1@ = 46.200000762939453125
  4238. end
  4239. if or
  4240. 0@ == 25
  4241. 0@ == 26
  4242. then 1@ = 49.50000286102294921875
  4243. end
  4244. if 0@ == 27
  4245. then 1@ = 39.600002288818359375
  4246. end
  4247. 0AB2: ret 1 1@
  4248.  
  4249. :GiveTakeDamageRPC
  4250. 0001: wait 0
  4251. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  4252. 0209: 15@ = random_int_in_ranges 3 9
  4253. 0B3D: raknet 4@ = new_bit_stream
  4254. 0B40: raknet bit_stream 4@ write 0 type BS_TYPE_BOOL size 1
  4255. 0B40: raknet bit_stream 4@ write 0@ type BS_TYPE_SHORT size 2
  4256. 0B40: raknet bit_stream 4@ write 1@ type BS_TYPE_FLOAT size 4
  4257. 0B40: raknet bit_stream 4@ write 25@ type BS_TYPE_INT size 4
  4258. 0B40: raknet bit_stream 4@ write 15@ type BS_TYPE_INT size 4
  4259. 0B8A: raknet send_rpc 115 bit_stream 4@
  4260. 0B3E: raknet delete_bit_stream 4@
  4261. 0AB2: ret 0
  4262.  
  4263. :Detour
  4264. 0001: wait 0
  4265. 0AB1: call @DamageConvert 0 return_to 13@
  4266. 0AB1: call @GiveTakeDamageRPC 2 0@ 13@
  4267. 0AB2: ret 0
  4268.  
  4269. :ValidDistance
  4270. wait 0
  4271. 0470: 25@ = actor $PLAYER_ACTOR current_weapon
  4272. if or
  4273. 25@ == 22
  4274. 25@ == 23
  4275. 25@ == 24
  4276. 25@ == 26
  4277. 25@ == 28
  4278. 25@ == 32
  4279. then 0@ = 35.0
  4280. end
  4281. if or
  4282. 25@ == 25
  4283. 25@ == 27
  4284. then 0@ = 40.0
  4285. end
  4286. if 25@ == 29
  4287. then 0@ = 45.0
  4288. end
  4289. if 25@ == 30
  4290. then 0@ = 70.0
  4291. end
  4292. if 25@ == 31
  4293. then 0@ = 90.0
  4294. end
  4295. if 25@ == 33
  4296. then 0@ = 100.0
  4297. end
  4298. if 25@ == 34
  4299. then 0@ = 320.0
  4300. end
  4301. if 25@ == 38
  4302. then 0@ = 75.0
  4303. end
  4304. ret 1 0@
  4305. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4306. :FLY_HACK
  4307. while true
  4308. wait 0
  4309. {DIALOG THINGS}
  4310. 0AB1: @GET 2 var_number 15 var_size 4 receiver 12@
  4311. if not Dialog.IsVisible(12@)
  4312. then
  4313. 0AB1: @GET 2 var_number 91 var_size 4 receiver 5@
  4314. if Dialog.IsVisible(5@)
  4315. then Dialog.SetVisible(5@, 0)
  4316. end
  4317. end
  4318.  
  4319. 0AB1: @GET 2 var_number 91 var_size 4 receiver 5@
  4320. if Dialog.CheckBoxIsChecked(5@, 10)
  4321. then
  4322. 0B5E: get_cursor_pos 3@ 4@
  4323. 3@ -= 210
  4324. 4@ -= 30
  4325. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4326. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4327. end
  4328.  
  4329. 0AB1: @GET 2 var_number 9 var_size 4 receiver 0@
  4330. if Dialog.CheckBoxIsChecked(0@, 75)
  4331. then
  4332. if 0ADC: TYPING "FLY"
  4333. then
  4334. 0AB1: @GET 2 var_number 92 var_size 4 receiver 0@
  4335. if 0@ == 0
  4336. then
  4337. 0AB1: @SET 3 passed_value 1 var_number 92 var_size 4
  4338. 018C: play_sound 1083 at 0.0 0.0 0.0
  4339. 0ACD: show_text_highpriority "~R~Surfly ~w~ ENABLED." time 1337
  4340. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  4341. 0AB1: @DISABLE_VELOCITY_Z_LIMIT 1 TRUE
  4342. wait 500
  4343. else
  4344. 0AB1: @SET 3 passed_value 0 var_number 92 var_size 4
  4345. 018C: play_sound 1084 at 0.0 0.0 0.0
  4346. 0ACD: show_text_highpriority "~R~Surfly ~w~ DISABLED." time 1337
  4347. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  4348. 0AB1: @DISABLE_VELOCITY_Z_LIMIT 1 FALSE
  4349. wait 500
  4350. end
  4351. end
  4352. 0AB1: @GET 2 var_number 92 var_size 4 receiver 0@
  4353. if 0@ == 1
  4354. then
  4355. 0AB1: @GET 2 var_number 91 var_size 4 receiver 16@
  4356. if and
  4357. 80DF: actor $PLAYER_ACTOR driving
  4358. Dialog.CheckBoxIsChecked(16@, 8)
  4359. then
  4360. 0AB1: @GET_LOOKING_ANGLE 0 STORE_TO 1@
  4361. Actor.Angle($PLAYER_ACTOR) = 1@
  4362. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 1@ 2@ 3@
  4363.  
  4364. if 0AB0: 87 // W
  4365. then
  4366. 0AB1: @CREATE_VELOCITY_IN_LOOKING_DIRECTION 1 POWER 0.2 _STORE_TO 4@ 5@ 6@
  4367. 005B: 1@ += 4@ // (float)
  4368. 005B: 2@ += 5@ // (float)
  4369. 005B: 3@ += 6@ // (float)
  4370. end
  4371. if 0AB0: 65 // A
  4372. then
  4373. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET -1.0 0.0 0.0 STORE_TO 4@ 5@ 6@
  4374. 005B: 1@ += 4@ // (float)
  4375. 005B: 2@ += 5@ // (float)
  4376. 005B: 3@ += 6@ // (float)
  4377. end
  4378. if 0AB0: 83 // S
  4379. then
  4380. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 0.0 -1.0 0.0 STORE_TO 4@ 5@ 6@
  4381. 005B: 1@ += 4@ // (float)
  4382. 005B: 2@ += 5@ // (float)
  4383. 005B: 3@ += 6@ // (float)
  4384. end
  4385. if 0AB0: 68 // D
  4386. then
  4387. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 1.0 0.0 0.0 STORE_TO 4@ 5@ 6@
  4388. 005B: 1@ += 4@ // (float)
  4389. 005B: 2@ += 5@ // (float)
  4390. 005B: 3@ += 6@ // (float)
  4391. end
  4392. if 0AB0: 16 // SHIFT
  4393. then
  4394. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 0.0 0.0 -1.0 STORE_TO 4@ 5@ 6@
  4395. 005B: 1@ += 4@ // (float)
  4396. 005B: 2@ += 5@ // (float)
  4397. 005B: 3@ += 6@ // (float)
  4398. end
  4399. if 0AB0: 32 // SPACE
  4400. then
  4401. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 0.0 0.0 1.0 STORE_TO 4@ 5@ 6@
  4402. 005B: 1@ += 4@ // (float)
  4403. 005B: 2@ += 5@ // (float)
  4404. 005B: 3@ += 6@ // (float)
  4405. end
  4406. if and
  4407. 32@ > 50
  4408. 0AB0: 18 // ALT
  4409. then
  4410. 32@ = 0
  4411. 1@ /= 1.9
  4412. 2@ /= 1.9
  4413. 3@ /= 1.9
  4414. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 0.0 0.0 0.2 STORE_TO 4@ 5@ 6@
  4415. 005B: 1@ += 4@ // (float)
  4416. 005B: 2@ += 5@ // (float)
  4417. 005B: 3@ += 6@ // (float)
  4418. end
  4419. if 0818: actor $PLAYER_ACTOR in_air
  4420. then
  4421. if and
  4422. 8AB0: 0x57 // W
  4423. 8AB0: 0x41 // A
  4424. 8AB0: 0x53 // S
  4425. 8AB0: 0x44 // D
  4426. 8AB0: 0x10 // SHIFT
  4427. 8AB0: 0x20 // SPACE
  4428. then
  4429. 0AB1: @CREATE_VELOCITY 4 FROM ACTOR $PLAYER_ACTOR _TO_OFFSET 0.0 0.0 0.045 STORE_TO 4@ 5@ 6@
  4430. 005B: 1@ += 4@ // (float)
  4431. 005B: 2@ += 5@ // (float)
  4432. 005B: 3@ += 6@ // (float)
  4433. 0AB1: @GET 2 var_number 91 var_size 4 receiver 28@
  4434. if not Dialog.CheckBoxIsChecked(28@, 0)
  4435. then
  4436. 04ED: load_animation "FALL_SKYDIVE"
  4437. 04ED: load_animation "PARACHUTE"
  4438. 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  4439. end
  4440. end
  4441. end
  4442.  
  4443. 0AB1: @GET 2 var_number 91 var_size 4 receiver 28@
  4444. if not Dialog.CheckBoxIsChecked(28@, 0)
  4445. then
  4446. if or
  4447. 0AB0: 0x57 // W
  4448. 0AB0: 0x41 // A
  4449. 0AB0: 0x53 // S
  4450. 0AB0: 0x44 // D
  4451. then
  4452. 04ED: load_animation "Swim_Under"
  4453. 04ED: load_animation "SWIM"
  4454. 0812: AS_actor $PLAYER_ACTOR perform_animation "Swim_Tread" IFP "SWIM" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  4455. end
  4456. end
  4457.  
  4458. if or
  4459. Actor.Animation($PLAYER_ACTOR) == "FALL_fall"
  4460. Actor.Animation($PLAYER_ACTOR) == "KO_skid_back"
  4461. Actor.Animation($PLAYER_ACTOR) == "KO_skid_front"
  4462. then 0792: disembark_instantly_actor $PLAYER_ACTOR
  4463. end
  4464.  
  4465. 0AB1: @DISABLE_GROUND_COLLISION_FOR_VELOCITY 0
  4466. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 1, 1)
  4467. 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 1@ 2@ 3@
  4468. end
  4469.  
  4470. 0AB1: @GET 2 var_number 91 var_size 4 receiver 16@
  4471. if and
  4472. 00DF: actor $PLAYER_ACTOR driving
  4473. Dialog.CheckBoxIsChecked(16@, 9)
  4474. then
  4475. 1@ = Actor.CurrentCar($PLAYER_ACTOR)
  4476. 03AB: set_car 1@ strong 1
  4477. 099A: set_car 1@ collision_detection 1
  4478. 0A30: repair_car 1@
  4479. 01EC: make_car 1@ very_heavy 1
  4480. 07DA: set_car 1@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_body
  4481. 07DB: set_car 1@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
  4482. 0AB1: @GET_LOOKING_ANGLE 0 STORE_TO 2@
  4483. Car.Angle(1@) = 2@
  4484. if 0AB0: 87 // W
  4485. then
  4486. Car.StorePos(1@, 3@, 4@, 5@)
  4487. 0407: store_coords_to 6@ 7@ 8@ from_car 1@ with_offset 0.0 0.03 0.0
  4488. 0063: 6@ -= 3@ // (float)
  4489. 0063: 7@ -= 4@ // (float)
  4490. 07D5: set_car 1@ velocity_in_direction_XYZ 6@ 7@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4491. end
  4492. if 0AB0: 83 // S
  4493. then
  4494. Car.StorePos(1@, 3@, 4@, 5@)
  4495. 0407: store_coords_to 6@ 7@ 8@ from_car 1@ with_offset 0.0 -0.03 0.0
  4496. 0063: 6@ -= 3@ // (float)
  4497. 0063: 7@ -= 4@ // (float)
  4498. 07D5: set_car 1@ velocity_in_direction_XYZ 6@ 7@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4499. end
  4500.  
  4501. if 0AB0: 68 // D
  4502. then
  4503. Car.StorePos(1@, 3@, 4@, 5@)
  4504. 0407: store_coords_to 6@ 7@ 8@ from_car 1@ with_offset 0.03 0.0 0.0
  4505. 0063: 6@ -= 3@ // (float)
  4506. 0063: 7@ -= 4@ // (float)
  4507. 07D5: set_car 1@ velocity_in_direction_XYZ 6@ 7@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4508. end
  4509.  
  4510. if 0AB0: 65 // A
  4511. then
  4512. Car.StorePos(1@, 3@, 4@, 5@)
  4513. 0407: store_coords_to 6@ 7@ 8@ from_car 1@ with_offset -0.03 0.0 0.0
  4514. 0063: 6@ -= 3@ // (float)
  4515. 0063: 7@ -= 4@ // (float)
  4516. 07D5: set_car 1@ velocity_in_direction_XYZ 6@ 7@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4517. end
  4518.  
  4519. if 0AB0: 32 // space
  4520. then 07D5: set_car 1@ velocity_in_direction_XYZ 0.0 0.0 0.03 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4521. end
  4522. if 0AB0: 16 // shift
  4523. then 07D5: set_car 1@ velocity_in_direction_XYZ 0.0 0.0 -0.03 rotation_velocitiesXY 0.0 0.0 unk 0.0
  4524. end
  4525. if 0AB0: 18 // ALT
  4526. then Car.SetSpeedInstantly(1@, 0.0)
  4527. end
  4528. end
  4529. end
  4530. else
  4531. 0AB1: @GET 2 var_number 9 var_size 4 receiver 0@
  4532. if and
  4533. not Dialog.CheckBoxIsChecked(0@, 75)
  4534. not Dialog.CheckBoxIsChecked(0@, 74)
  4535. not 6@ == 0
  4536. then
  4537. 6@ = 0
  4538. 0AB1: @SET 3 passed_value 0 var_number 92 var_size 4
  4539. 018C: play_sound 1084 at 0.0 0.0 0.0
  4540. 0ACD: show_text_highpriority "~R~Surfly ~w~ DISABLED." time 1337
  4541. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  4542. 0AB1: @DISABLE_VELOCITY_Z_LIMIT 1 FALSE
  4543. wait 500
  4544. end
  4545. end
  4546. end
  4547. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4548. :HA_HELPER
  4549. while true
  4550. wait 0
  4551. 0AB1: @GET 2 var_number 77 var_size 4 receiver 9@ // Silent Aimbot Dialog
  4552. if Dialog.CheckBoxIsChecked(9@, 24)
  4553. then
  4554. if 0C5D: samp textdraw 2050 is_exists
  4555. then
  4556. alloc 1@ = 660
  4557. 0C5A: samp textdraw 2050 get_string_to 1@
  4558. for 2@ = 0 to 999
  4559. if and
  4560. SAMP.IsPlayerConnected(2@)
  4561. 02D8: actor $PLAYER_ACTOR current_weapon == 34
  4562. then
  4563. 3@ = SAMP.GetPlayerNickname(2@)
  4564. if 0C29: 4@ = stristr string1 3@ string2 1@
  4565. then
  4566. 5@ = SAMP.GetActorHandleByPlayerID(2@)
  4567. if and
  4568. 056D: actor 5@ defined
  4569. 80DF: actor $PLAYER_ACTOR driving
  4570. then
  4571. 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
  4572. 00A0: store_actor 5@ position_to 9@ 10@ 11@
  4573. 0AB1: @GET 2 var_number 86 var_size 4 receiver 21@
  4574. if Dialog.CheckBoxIsChecked(21@, 3)
  4575. then wait 0
  4576. else
  4577. if 06BD: no_obstacles_between 6@ 7@ 8@ and 9@ 10@ 11@ solid 1 car 0 actor 0 object 0 particle 0
  4578. then wait 0
  4579. else continue
  4580. end
  4581. end
  4582. 050A: 12@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
  4583. 0AB1: @GET 2 var_number 87 var_size 4 receiver 6@
  4584. if and
  4585. 0035: 12@ >= 6@ // (float)
  4586. key_down 0x55
  4587. 8118: actor 5@ dead
  4588. then
  4589. 0114: set_actor $PLAYER_ACTOR weapon 34 add_ammo -1
  4590. 0AB1: call @SendSilentBullet 5 DrawBlood 0 AnyDistance 1 BloodDensity 0 LastTargetHandle 5@ SendRPC_STANDARD_VALUE 1
  4591. if key_down 0x02
  4592. then 0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x22
  4593. end
  4594. 0BE0: raknet hook_ret false
  4595. wait 1000
  4596. end
  4597. end
  4598. end
  4599. end
  4600. END
  4601. free 1@
  4602. end
  4603. end
  4604. end
  4605. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4606. :PLAYER_MENU
  4607. while true
  4608. wait 0
  4609. {ROUTE RECORDING DIALOG}
  4610. 0AB1: @GET 2 var_number 15 var_size 4 receiver 12@
  4611. if not Dialog.IsVisible(12@)
  4612. then
  4613. 0AB1: @GET 2 var_number 93 var_size 4 receiver 5@
  4614. if Dialog.IsVisible(5@)
  4615. then Dialog.SetVisible(5@, 0)
  4616. end
  4617. end
  4618.  
  4619. 0AB1: @GET 2 var_number 93 var_size 4 receiver 5@
  4620. if Dialog.IsVisible(5@)
  4621. then
  4622. if Dialog.CheckBoxIsChecked(5@, 6)
  4623. then
  4624. 0B5E: get_cursor_pos 3@ 4@
  4625. 3@ -= 235
  4626. 4@ -= 30
  4627. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4628. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4629. end
  4630. end
  4631.  
  4632. {DIALOG THINGS}
  4633. 0AB1: @GET 2 var_number 9 var_size 4 receiver 12@
  4634. if not Dialog.IsVisible(12@)
  4635. then
  4636. 0AB1: @GET 2 var_number 61 var_size 4 receiver 5@
  4637. if Dialog.IsVisible(5@)
  4638. then Dialog.SetVisible(5@, 0)
  4639. end
  4640. end
  4641.  
  4642. if Dialog.IsVisible(12@)
  4643. then
  4644. {FAST ROTATION THINGS}
  4645. 0AB1: @GET 2 var_number 61 var_size 4 receiver 5@
  4646. if Dialog.IsVisible(5@)
  4647. then
  4648. Dialog.SliderGetValue(5@, 1, 1@)
  4649. if 1@ < 1
  4650. then 1@ = 1
  4651. end
  4652. 0093: 1@ = integer 1@ to_float
  4653. 1@ /= 10.0
  4654. alloc 2@ = 260
  4655. format 2@ = "{1991e5}Fast Rotation: {c41d78} %0.1f" 1@
  4656. Dialog.SetControlText(5@, 0, 2@)
  4657. free 2@
  4658.  
  4659. end
  4660. if Dialog.CheckBoxIsChecked(5@, 2)
  4661. then
  4662. 0B5E: get_cursor_pos 3@ 4@
  4663. 3@ -= 180
  4664. 4@ -= 30
  4665. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4666. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4667. end
  4668.  
  4669. {FAST RUN THINGS}
  4670. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4671. if Dialog.IsVisible(5@)
  4672. then
  4673. Dialog.SliderGetValue(5@, 0, 15@)
  4674. Dialog.SliderGetValue(5@, 1, 16@)
  4675. 0093: 15@ = integer 15@ to_float
  4676. 0093: 16@ = integer 16@ to_float
  4677. 15@ /= 100.0
  4678. 16@ /= 100.0
  4679. alloc 17@ = 260
  4680. alloc 18@ = 260
  4681. format 17@ = "{1991e5}Sprint Speed: {c41d78} %0.2fx" 15@
  4682. format 18@ = "{1991e5}Walk Speed: {c41d78} %0.2fx" 16@
  4683. Dialog.SetControlText(5@, 100, 17@)
  4684. Dialog.SetControlText(5@, 101, 18@)
  4685. free 17@
  4686. free 18@
  4687. end
  4688. if Dialog.CheckBoxIsChecked(5@, 2)
  4689. then
  4690. 0B5E: get_cursor_pos 3@ 4@
  4691. 3@ -= 200
  4692. 4@ -= 30
  4693. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4694. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4695. end
  4696.  
  4697. {NO DRUGS EFFECT THINGS}
  4698. 0AB1: @GET 2 var_number 82 var_size 4 receiver 5@
  4699. if Dialog.CheckBoxIsChecked(5@, 2)
  4700. then
  4701. 0B5E: get_cursor_pos 3@ 4@
  4702. 3@ -= 190
  4703. 4@ -= 30
  4704. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4705. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4706. end
  4707.  
  4708. {SUBMARINE THINGS}
  4709. 0AB1: @GET 2 var_number 83 var_size 4 receiver 5@
  4710. if Dialog.CheckBoxIsChecked(5@, 2)
  4711. then
  4712. 0B5E: get_cursor_pos 3@ 4@
  4713. 3@ -= 280
  4714. 4@ -= 30
  4715. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4716. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4717. end
  4718.  
  4719. {LOCAL NAME CHANGE THINGS}
  4720. 0AB1: @GET 2 var_number 84 var_size 4 receiver 5@
  4721. if Dialog.CheckBoxIsChecked(5@, 10)
  4722. then
  4723. 0B5E: get_cursor_pos 3@ 4@
  4724. 3@ -= 380
  4725. 4@ -= 30
  4726. Dialog.GetRECT(5@, -1, -1, 1@, 2@)
  4727. Dialog.SetRECT(5@, 3@, 4@, 1@, 2@)
  4728. end
  4729. if Dialog.PopEvent(5@, -1, 6@)
  4730. then
  4731. 0AB1: @GET 2 var_number 9 var_size 4 receiver 7@
  4732. if and
  4733. 6@ == 1
  4734. Dialog.CheckBoxIsChecked(7@, 79)
  4735. then
  4736. log "{ff0000}---------------------------------------------"
  4737. for 0@ = 0 to 2500
  4738. if 0C5D: samp textdraw 0@ is_exists
  4739. then
  4740. alloc 1@ = 1000
  4741. alloc 2@ = 1000
  4742. 0C5A: samp textdraw 0@ get_string_to 1@
  4743. format 2@ = "{17aa1f}Found: {997e7e}Textdraw ID: {f2dcdc}%d {997e7e}String: {f2dcdc}%s" 0@ 1@
  4744. log 2@
  4745. free 1@
  4746. free 2@
  4747. end
  4748. END
  4749. end
  4750. if and
  4751. 6@ == 6
  4752. Dialog.CheckBoxIsChecked(7@, 79)
  4753. then
  4754. alloc 0@ = 1000
  4755. alloc 1@ = 1000
  4756. Dialog.GetControlText(5@, 3, 0@)
  4757. Dialog.GetControlText(5@, 5, 1@)
  4758. if 0AD4: 33@ = scan_string 0@ format "%d" 3@
  4759. then 0C50: samp textdraw 3@ set_string 1@
  4760. end
  4761. free 0@
  4762. free 1@
  4763. end
  4764. if and
  4765. 6@ == 9
  4766. Dialog.CheckBoxIsChecked(7@, 79)
  4767. then
  4768. alloc 0@ = 1000
  4769. Dialog.GetControlText(5@, 8, 0@)
  4770. 0B29: samp set_local_name 0@
  4771. free 0@
  4772. end
  4773. end
  4774.  
  4775. // {FIX CURSOR}
  4776. 0B8E: samp 1@ = get_cursor_mode
  4777. if not 1@ == 2
  4778. then 0B8D: samp set_cursor_mode 2
  4779. end
  4780.  
  4781. // {BUTTONS}
  4782. if Dialog.PopEvent(12@, 24@, 25@)
  4783. then
  4784. if 25@ == 20
  4785. then
  4786. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4787. if Dialog.IsVisible(5@)
  4788. then Dialog.SetVisible(5@, 0)
  4789. else Dialog.SetVisible(5@, 1)
  4790. end
  4791. end
  4792. if 25@ == 23
  4793. then
  4794. 0AB1: @GET 2 var_number 61 var_size 4 receiver 5@
  4795. if Dialog.IsVisible(5@)
  4796. then Dialog.SetVisible(5@, 0)
  4797. else Dialog.SetVisible(5@, 1)
  4798. end
  4799. end
  4800. if 25@ == 24
  4801. then
  4802. 0AB1: @GET 2 var_number 82 var_size 4 receiver 5@
  4803. if Dialog.IsVisible(5@)
  4804. then Dialog.SetVisible(5@, 0)
  4805. else Dialog.SetVisible(5@, 1)
  4806. end
  4807. end
  4808. if 25@ == 25
  4809. then
  4810. 0AB1: @GET 2 var_number 91 var_size 4 receiver 5@
  4811. if Dialog.IsVisible(5@)
  4812. then Dialog.SetVisible(5@, 0)
  4813. else Dialog.SetVisible(5@, 1)
  4814. end
  4815. end
  4816. if 25@ == 26
  4817. then
  4818. 0AB1: @GET 2 var_number 83 var_size 4 receiver 5@
  4819. if Dialog.IsVisible(5@)
  4820. then Dialog.SetVisible(5@, 0)
  4821. else Dialog.SetVisible(5@, 1)
  4822. end
  4823. end
  4824. if 25@ == 27
  4825. then
  4826. 0AB1: @GET 2 var_number 84 var_size 4 receiver 5@
  4827. if Dialog.IsVisible(5@)
  4828. then Dialog.SetVisible(5@, 0)
  4829. else Dialog.SetVisible(5@, 1)
  4830. end
  4831. end
  4832. end
  4833. end
  4834.  
  4835.  
  4836. {WHILE DIALOG IS NOT VISIBLE}
  4837. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  4838. if not Dialog.IsVisible(5@)
  4839. then
  4840. 0AB1: @GET 2 var_number 82 var_size 4 receiver 6@
  4841. if Dialog.IsVisible(6@)
  4842. then Dialog.SetVisible(6@, 0)
  4843. end
  4844. 0AB1: @GET 2 var_number 83 var_size 4 receiver 6@
  4845. if Dialog.IsVisible(6@)
  4846. then Dialog.SetVisible(6@, 0)
  4847. end
  4848. 0AB1: @GET 2 var_number 84 var_size 4 receiver 6@
  4849. if Dialog.IsVisible(6@)
  4850. then Dialog.SetVisible(6@, 0)
  4851. end
  4852. end
  4853.  
  4854. if Dialog.CheckBoxIsChecked(12@, 16)
  4855. then
  4856. if or
  4857. 0AB0: key_pressed 0x20
  4858. 0AB0: key_pressed 0x11
  4859. then
  4860. {SPRINT}
  4861. if 0611: actor $PLAYER_ACTOR performing_animation "run_civi"
  4862. then
  4863. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4864. Dialog.SliderGetValue(5@, 0, 15@)
  4865. 0093: 15@ = integer 15@ to_float
  4866. 15@ /= 100.0
  4867. 0393: actor $PLAYER_ACTOR perform_animation "sprint_panic" at 15@ times_normal_rate
  4868. end
  4869. if 0611: actor $PLAYER_ACTOR performing_animation "run_player"
  4870. then
  4871. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4872. Dialog.SliderGetValue(5@, 0, 15@)
  4873. 0093: 15@ = integer 15@ to_float
  4874. 15@ /= 100.0
  4875. 0393: actor $PLAYER_ACTOR perform_animation "sprint_civi" at 15@ times_normal_rate
  4876. end
  4877. if 0611: actor $PLAYER_ACTOR performing_animation "WALK_player"
  4878. then
  4879. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4880. Dialog.SliderGetValue(5@, 1, 15@)
  4881. 0093: 15@ = integer 15@ to_float
  4882. 15@ /= 100.0
  4883. 0393: actor $PLAYER_ACTOR perform_animation "WALK_player" at 15@ times_normal_rate
  4884. end
  4885. end
  4886. if and
  4887. 8AB0: key_pressed 0x20
  4888. 0AB0: key_pressed 0x57
  4889. then
  4890. {WALK}
  4891. if 0611: actor $PLAYER_ACTOR performing_animation "run_player"
  4892. then
  4893. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4894. Dialog.SliderGetValue(5@, 1, 15@)
  4895. 0093: 15@ = integer 15@ to_float
  4896. 15@ /= 100.0
  4897. 0393: actor $PLAYER_ACTOR perform_animation "run_player" at 15@ times_normal_rate
  4898. end
  4899. if 0611: actor $PLAYER_ACTOR performing_animation "WALK_player"
  4900. then
  4901. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4902. Dialog.SliderGetValue(5@, 1, 15@)
  4903. 0093: 15@ = integer 15@ to_float
  4904. 15@ /= 100.0
  4905. 0393: actor $PLAYER_ACTOR perform_animation "WALK_player" at 15@ times_normal_rate
  4906. end
  4907. if 0611: actor $PLAYER_ACTOR performing_animation "run_civi"
  4908. then
  4909. 0AB1: @GET 2 var_number 57 var_size 4 receiver 5@
  4910. Dialog.SliderGetValue(5@, 1, 15@)
  4911. 0093: 15@ = integer 15@ to_float
  4912. 15@ /= 100.0
  4913. 0393: actor $PLAYER_ACTOR perform_animation "run_civi" at 15@ times_normal_rate
  4914. end
  4915. end
  4916. end
  4917.  
  4918. if Dialog.CheckBoxIsChecked(12@, 17)
  4919. then
  4920. if 0118: actor $PLAYER_ACTOR dead
  4921. then
  4922. repeat
  4923. wait 0
  4924. until 0184: actor $PLAYER_ACTOR health >= 50
  4925. wait 1000
  4926. end
  4927. 0AB1: @GET 2 var_number 61 var_size 4 receiver 10@
  4928. Dialog.SliderGetValue(10@, 1, 5@)
  4929. 0093: 5@ = integer 5@ to_float
  4930. 5@ /= 10.0
  4931. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  4932. 0@ += 0x560
  4933. 0A8C: write_memory 0@ size 4 value 5@ virtual_protect 0
  4934. end
  4935.  
  4936. if Dialog.CheckBoxIsChecked(12@, 36)
  4937. then 0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
  4938. else 0946: set_actor $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 0
  4939. end
  4940.  
  4941. if Dialog.CheckBoxIsChecked(12@, 71)
  4942. then
  4943. 0B2D: write samp_memory 0x163D0 value 0xC390 size 2
  4944. 0B2D: write samp_memory 0x15490 value 0xC390 size 2
  4945. 0B2D: write samp_memory 0x16BF0 value 0xC390 size 2
  4946. 0B2D: write samp_memory 0x65408 value 0x9090 size 2
  4947. else
  4948. 0B2D: write samp_memory 0x163D0 value 0xE981 size 2
  4949. 0B2D: write samp_memory 0x15490 value 0xE976 size 2
  4950. 0B2D: write samp_memory 0x16BF0 value 0xE997 size 2
  4951. 0B2D: write samp_memory 0x65408 value 0x0C50 size 2
  4952. end
  4953.  
  4954. if Dialog.CheckBoxIsChecked(12@, 72)
  4955. then 0A8C: write_memory 0x96916C size 4 value 1 virtual_protect 0
  4956. else 0A8C: write_memory 0x96916C size 4 value 0 virtual_protect 0
  4957. end
  4958.  
  4959. if Dialog.CheckBoxIsChecked(12@, 73)
  4960. then
  4961. if or
  4962. Actor.Animation($PLAYER_ACTOR) == "KO_SKID_BACK"
  4963. Actor.Animation($PLAYER_ACTOR) == "FALL_COLLAPSE"
  4964. then
  4965. 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
  4966. Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
  4967. end
  4968. end
  4969.  
  4970. if Dialog.CheckBoxIsChecked(12@, 76)
  4971. then
  4972. 0AB1: @GET 2 var_number 83 var_size 4 receiver 5@
  4973. if Dialog.CheckBoxIsChecked(5@, 0)
  4974. then
  4975. 0A8C: write_memory 0x969152 size 1 value 1 virtual_protect 0
  4976. else 0A8C: write_memory 0x969152 size 1 value 0 virtual_protect 0
  4977. end
  4978. if Dialog.CheckBoxIsChecked(5@, 1)
  4979. then
  4980. 0A8C: write_memory 0x005E2009 size 4 value 0xC483C031 virtual_protect 1
  4981. 0A8C: write_memory 0x005E200D size 1 value 0x10 virtual_protect 1
  4982. 0A8C: write_memory 0x006A8C52 size 4 value 0xC483C031 virtual_protect 1
  4983. 0A8C: write_memory 0x006A8C56 size 1 value 0x10 virtual_protect 1
  4984. else
  4985. 0A8C: write_memory 0x005E2009 size 4 value 236905192 virtual_protect 1
  4986. 0A8C: write_memory 0x005E200D size 1 value 0 virtual_protect 1
  4987. 0A8C: write_memory 0x006A8C52 size 4 value 28482024 virtual_protect 1
  4988. 0A8C: write_memory 0x006A8C56 size 1 value 0 virtual_protect 1
  4989. end
  4990. else
  4991. 0A8C: write_memory 0x969152 size 1 value 0 virtual_protect 0
  4992. 0A8C: write_memory 0x005E2009 size 4 value 236905192 virtual_protect 1
  4993. 0A8C: write_memory 0x005E200D size 1 value 0 virtual_protect 1
  4994. 0A8C: write_memory 0x006A8C52 size 4 value 28482024 virtual_protect 1
  4995. 0A8C: write_memory 0x006A8C56 size 1 value 0 virtual_protect 1
  4996. end
  4997.  
  4998. if Dialog.CheckBoxIsChecked(12@, 74)
  4999. then
  5000. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  5001. 0A8C: write_memory 4928287 size 6 value -1869574000 virtual_protect 1
  5002. else
  5003. // Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  5004. 0A8C: write_memory 4928287 size 1 value 137 virtual_protect 1
  5005. 0A8C: write_memory 4928288 size 1 value 150 virtual_protect 1
  5006. 0A8C: write_memory 4928289 size 1 value 64 virtual_protect 1
  5007. 0A8C: write_memory 4928290 size 1 value 5 virtual_protect 1
  5008. 0A8C: write_memory 4928291 size 1 value 0 virtual_protect 1
  5009. 0A8C: write_memory 4928292 size 1 value 0 virtual_protect 1
  5010. end
  5011.  
  5012. if Dialog.CheckBoxIsChecked(12@, 77)
  5013. then
  5014. if 095D: actor $PLAYER_ACTOR stuck_under_car
  5015. then
  5016. 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@
  5017. 2@ += 3.0
  5018. 00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
  5019. end
  5020. end
  5021.  
  5022. if Dialog.CheckBoxIsChecked(12@, 78)
  5023. then
  5024. 0A8C: write_memory 7087961 size 1 value 1 virtual_protect 1
  5025. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@
  5026. 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  5027. 005B: 1@ += 4@ // (float)
  5028. 005B: 2@ += 5@ // (float)
  5029. 005B: 3@ += 6@ // (float)
  5030. 02CE: 3@ = ground_z_at 1@ 2@ 9999.0
  5031. 3@ += 1.0
  5032. 0A96: 4@ = actor $PLAYER_ACTOR struct
  5033. 4@ += 20
  5034. 0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
  5035. 4@ += 48
  5036. 0A8C: write_memory 4@ size 4 value 1@ virtual_protect 0
  5037. 4@ += 4
  5038. 0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
  5039. 4@ += 4
  5040. 0A8C: write_memory 4@ size 4 value 3@ virtual_protect 0
  5041. 068E: get_camera_target_point_to 30@ 29@ 28@
  5042. 068D: get_camera_position_to 27@ 26@ 25@
  5043. 0063: 30@ -= 27@ // (float)
  5044. 0063: 29@ -= 26@ // (float)
  5045. 0604: get_Z_angle_for_point 30@ 29@ store_to 24@
  5046. Actor.Angle($PLAYER_ACTOR) = 24@
  5047. else 0A8C: write_memory 7087961 size 1 value 0 virtual_protect 1
  5048. end
  5049. end
  5050. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5051. :SHOW_LIMITS
  5052. while true
  5053. wait 0
  5054. if 30@ == 0
  5055. then
  5056. 29@ = Render.CreateFont("Arial", 24, 15)
  5057. 30@ = 1
  5058. end
  5059. 0AB1: @GET 2 var_number 26 var_size 4 receiver 15@
  5060. if 15@ == 1
  5061. then
  5062. for 0@ = 0 to 999
  5063. if SAMP.IsPlayerConnected(0@)
  5064. then
  5065. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  5066. if 056D: actor 1@ defined
  5067. then
  5068. if 02CB: actor 1@ bounding_sphere_visible
  5069. then
  5070. 0B37: samp 5@ = get_player_color 0@
  5071. 0B2B: samp 6@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  5072. 0B37: samp 6@ = get_player_color 6@
  5073. if 803B: 5@ == 6@ // (int)
  5074. then
  5075. 00A0: store_actor 1@ position_to 2@ 3@ 4@
  5076. 00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
  5077. 050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
  5078. if not 8@ >= 150.0
  5079. then
  5080. 0470: 9@ = actor $PLAYER_ACTOR current_weapon
  5081. if and
  5082. 9@ == 24
  5083. not 8@ > 35.2
  5084. then
  5085. alloc 10@ = 50
  5086. format 10@ "*"
  5087. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5088. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5089. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5090. free 10@
  5091. else
  5092. if and
  5093. 9@ == 24
  5094. not 9@ == 0
  5095. 8@ > 35.2
  5096. then
  5097. alloc 10@ = 50
  5098. format 10@ "*"
  5099. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5100. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5101. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5102. free 10@
  5103. end
  5104. end
  5105. if and
  5106. 9@ == 27
  5107. not 8@ > 42.0
  5108. then
  5109. alloc 10@ = 50
  5110. format 10@ "*"
  5111. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5112. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5113. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5114. free 10@
  5115. else
  5116. if and
  5117. 9@ == 27
  5118. not 9@ == 0
  5119. 8@ > 42.0
  5120. then
  5121. alloc 10@ = 50
  5122. format 10@ "*"
  5123. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5124. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5125. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5126. free 10@
  5127. end
  5128. end
  5129. if and
  5130. 9@ == 31
  5131. not 8@ > 90.3
  5132. then
  5133. alloc 10@ = 50
  5134. format 10@ "*"
  5135. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5136. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5137. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5138. free 10@
  5139. else
  5140. if and
  5141. 9@ == 31
  5142. not 9@ == 0
  5143. 8@ > 90.3
  5144. then
  5145. alloc 10@ = 50
  5146. format 10@ "*"
  5147. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5148. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5149. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5150. free 10@
  5151. end
  5152. end
  5153. if and
  5154. 9@ == 33
  5155. not 8@ > 100.4
  5156. then
  5157. alloc 10@ = 50
  5158. format 10@ "*"
  5159. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5160. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5161. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5162. free 10@
  5163. else
  5164. if and
  5165. 9@ == 33
  5166. not 9@ == 0
  5167. 8@ > 100.4
  5168. then
  5169. alloc 10@ = 50
  5170. format 10@ "*"
  5171. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5172. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5173. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5174. free 10@
  5175. end
  5176. end
  5177. if and
  5178. 9@ == 32
  5179. not 8@ > 36.0
  5180. then
  5181. alloc 10@ = 50
  5182. format 10@ "*"
  5183. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5184. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5185. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5186. free 10@
  5187. else
  5188. if and
  5189. 9@ == 32
  5190. not 9@ == 0
  5191. 8@ > 36.0
  5192. then
  5193. alloc 10@ = 50
  5194. format 10@ "*"
  5195. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5196. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5197. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5198. free 10@
  5199. end
  5200. end
  5201. if and
  5202. 9@ == 30
  5203. not 8@ > 70.3
  5204. then
  5205. alloc 10@ = 50
  5206. format 10@ "*"
  5207. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5208. 0B67: render a 0xFF r 16 g 163 b 48 to_argb 4@
  5209. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5210. free 10@
  5211. else
  5212. if and
  5213. 9@ == 30
  5214. not 9@ == 0
  5215. 8@ > 70.3
  5216. then
  5217. alloc 10@ = 50
  5218. format 10@ "*"
  5219. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 2@ 3@
  5220. 0B67: render a 0xFF r 224 g 22 b 22 to_argb 4@
  5221. Render.DrawText(29@, 10@, 2@, 3@, 4@)
  5222. free 10@
  5223. end
  5224. end
  5225. end
  5226. end
  5227. end
  5228. end
  5229. end
  5230. end
  5231. end
  5232. end
  5233. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5234. :AIM_THREAD
  5235. while true
  5236. wait 0
  5237. if 30@ == 0
  5238. then
  5239. const
  5240. ActiveStatusAimbot = 29@
  5241. end
  5242. 30@ = 1
  5243. end
  5244. //////////////////////////////////////////////////
  5245. 0AB1: @GET 2 var_number 19 var_size 4 receiver 6@
  5246. if and
  5247. 0AB0: key_pressed 0x42
  5248. 8B21: samp is_chat_opened
  5249. 8C7E: is_console_active
  5250. then
  5251. if or
  5252. Dialog.CheckBoxIsChecked(6@, 55)
  5253. Dialog.CheckBoxIsChecked(6@, 64)
  5254. then
  5255. if ActiveStatusAimbot == 1
  5256. then
  5257. ActiveStatusAimbot = 0
  5258. printf "~R~Off" 2000
  5259. wait 500
  5260. else
  5261. ActiveStatusAimbot = 1
  5262. printf "~G~ON" 2000
  5263. wait 500
  5264. end
  5265. end
  5266. end
  5267. //////////////////////////////////////////////////
  5268. if and
  5269. ActiveStatusAimbot == 1
  5270. Dialog.CheckBoxIsChecked(6@, 55)
  5271. then
  5272. if 0AD2: 0@ = player $PLAYER_CHAR targeted_actor
  5273. then
  5274. 0B2B: samp 18@ = get_player_id_by_actor_handle 0@
  5275. if and
  5276. 056D: actor 0@ defined
  5277. // 8611: actor 0@ performing_animation "SPRINT_CIVI"
  5278. // 8611: actor 0@ performing_animation "RUN_CIVI"
  5279. // 8611: actor 0@ performing_animation "RUN_PLAYER"
  5280. 8B5C: samp is_player 18@ paused
  5281. then
  5282. if 8118: actor 0@ dead
  5283. then
  5284. if 02CB: actor 0@ bounding_sphere_visible
  5285. then
  5286. 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
  5287. 00A0: store_actor 0@ position_to 4@ 5@ 6@
  5288. if 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
  5289. then
  5290. while 0AB0: key_pressed 0x02
  5291. wait 0
  5292. //////////////////////////////////////////////////
  5293. if and
  5294. 0AB0: key_pressed 0x42
  5295. 8B21: samp is_chat_opened
  5296. 8C7E: is_console_active
  5297. then
  5298. if ActiveStatusAimbot == 1
  5299. then
  5300. ActiveStatusAimbot = 0
  5301. printf "~R~Off" 2000
  5302. wait 500
  5303. else
  5304. ActiveStatusAimbot = 1
  5305. printf "~G~ON" 2000
  5306. wait 500
  5307. end
  5308. end
  5309. //////////////////////////////////////////////////
  5310. 0B2B: samp 18@ = get_player_id_by_actor_handle 0@
  5311. if 056D: actor 0@ defined
  5312. then
  5313. if and
  5314. ActiveStatusAimbot == 1
  5315. 8B5C: samp is_player 18@ paused
  5316. then
  5317. if 8118: actor 0@ dead
  5318. then
  5319. if 02CB: actor 0@ bounding_sphere_visible
  5320. then
  5321. 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
  5322. 00A0: store_actor 0@ position_to 4@ 5@ 6@
  5323. if 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
  5324. then
  5325. 0AD2: 5@ = player $PLAYER_CHAR targeted_actor
  5326. if 003B: 0@ == 5@
  5327. then
  5328. ////////////////////////////////////////////////////
  5329. 0AB1: @GET 2 var_number 42 var_size 4 receiver 25@
  5330. if and
  5331. Dialog.CheckBoxIsChecked(25@, 0)
  5332. Dialog.CheckBoxIsChecked(25@, 1)
  5333. then
  5334. 0B2B: samp 15@ = get_player_id_by_actor_handle 0@
  5335. 0B2B: samp 16@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  5336. 0B37: samp 17@ = get_player_color 15@
  5337. 0B37: samp 18@ = get_player_color 16@
  5338. if and
  5339. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  5340. 8611: actor 0@ performing_animation "RUN_CIVI"
  5341. 8611: actor 0@ performing_animation "RUN_PLAYER"
  5342. 803B: 17@ == 18@ // (int)
  5343. then
  5344. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5345. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5346. Actor.StorePos(0@, 19@, 20@, 21@)
  5347. if and
  5348. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5349. 15@ <= 15.621159
  5350. then
  5351. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5352. else
  5353. if and
  5354. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5355. not 15@ <= 15.621159
  5356. then
  5357. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5358. end
  5359. end
  5360.  
  5361. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5362. then 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5363. end
  5364. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5365. end
  5366. end
  5367.  
  5368. ////////////////////////////////////////////////////
  5369. if and
  5370. not Dialog.CheckBoxIsChecked(25@, 0)
  5371. not Dialog.CheckBoxIsChecked(25@, 1)
  5372. then
  5373. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5374. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5375. Actor.StorePos(0@, 19@, 20@, 21@)
  5376. if and
  5377. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5378. 15@ <= 15.621159
  5379. then
  5380. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5381. else
  5382. if and
  5383. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5384. not 15@ <= 15.621159
  5385. then
  5386. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5387. end
  5388. end
  5389.  
  5390. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5391. then 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5392. end
  5393. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5394. end
  5395.  
  5396. ////////////////////////////////////////////////////
  5397. if and
  5398. Dialog.CheckBoxIsChecked(25@, 0)
  5399. not Dialog.CheckBoxIsChecked(25@, 1)
  5400. then
  5401. 0B2B: samp 15@ = get_player_id_by_actor_handle 0@
  5402. 0B2B: samp 16@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  5403. 0B37: samp 17@ = get_player_color 15@
  5404. 0B37: samp 18@ = get_player_color 16@
  5405. if
  5406. 803B: 17@ == 18@ // (int)
  5407. then
  5408. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5409. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5410. Actor.StorePos(0@, 19@, 20@, 21@)
  5411. if and
  5412. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5413. 15@ <= 15.621159
  5414. then
  5415. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5416. else
  5417. if and
  5418. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5419. not 15@ <= 15.621159
  5420. then
  5421. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5422. end
  5423. end
  5424.  
  5425. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5426. then 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5427. end
  5428. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5429. end
  5430. end
  5431.  
  5432. if and
  5433. not Dialog.CheckBoxIsChecked(25@, 0)
  5434. Dialog.CheckBoxIsChecked(25@, 1)
  5435. then
  5436. if and
  5437. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  5438. 8611: actor 0@ performing_animation "RUN_CIVI"
  5439. 8611: actor 0@ performing_animation "RUN_PLAYER"
  5440. then
  5441. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5442. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5443. Actor.StorePos(0@, 19@, 20@, 21@)
  5444. if and
  5445. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5446. 15@ <= 15.621159
  5447. then
  5448. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5449. else
  5450. if and
  5451. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5452. not 15@ <= 15.621159
  5453. then
  5454. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5455. end
  5456. end
  5457.  
  5458. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5459. then 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5460. end
  5461. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5462. end
  5463. end
  5464. end
  5465. end
  5466. end
  5467. end
  5468. end
  5469. end
  5470. end
  5471. end
  5472. end
  5473. end
  5474. end
  5475. end
  5476. end
  5477. 0AB1: @GET 2 var_number 19 var_size 4 receiver 6@
  5478. if and
  5479. Dialog.CheckBoxIsChecked(6@, 64)
  5480. ActiveStatusAimbot == 1
  5481. then
  5482. if 0AD2: 0@ = player $PLAYER_CHAR targeted_actor
  5483. then
  5484. 0B2B: samp 18@ = get_player_id_by_actor_handle 0@
  5485. if and
  5486. 056D: actor 0@ defined
  5487. 8B5C: samp is_player 18@ paused
  5488. then
  5489. if 8118: actor 0@ dead
  5490. then
  5491. if 02CB: actor 0@ bounding_sphere_visible
  5492. then
  5493. 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
  5494. 00A0: store_actor 0@ position_to 4@ 5@ 6@
  5495. if 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
  5496. then
  5497. while 0AB0: key_pressed 0x02
  5498. wait 0
  5499. //////////////////////////////////////////////////
  5500. if and
  5501. 0AB0: key_pressed 0x42
  5502. 8B21: samp is_chat_opened
  5503. 8C7E: is_console_active
  5504. then
  5505. if ActiveStatusAimbot == 1
  5506. then
  5507. ActiveStatusAimbot = 0
  5508. printf "~R~Off" 2000
  5509. wait 500
  5510. else
  5511. ActiveStatusAimbot = 1
  5512. printf "~G~ON" 2000
  5513. wait 500
  5514. end
  5515. end
  5516. //////////////////////////////////////////////////
  5517. 0B2B: samp 18@ = get_player_id_by_actor_handle 0@
  5518. if 056D: actor 0@ defined
  5519. then
  5520. if and
  5521. ActiveStatusAimbot == 1
  5522. 8B5C: samp is_player 18@ paused
  5523. then
  5524. if 8118: actor 0@ dead
  5525. then
  5526. if 02CB: actor 0@ bounding_sphere_visible
  5527. then
  5528. 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
  5529. 00A0: store_actor 0@ position_to 4@ 5@ 6@
  5530. if 06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
  5531. then
  5532. 0AD2: 5@ = player $PLAYER_CHAR targeted_actor
  5533. if 003B: 0@ == 5@
  5534. then
  5535. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5536. //////////////////////////////////////////////////////////////////
  5537. if and
  5538. Dialog.CheckBoxIsChecked(25@, 0)
  5539. Dialog.CheckBoxIsChecked(25@, 1)
  5540. then
  5541. 0B2B: samp 15@ = get_player_id_by_actor_handle 0@
  5542. 0B2B: samp 16@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  5543. 0B37: samp 17@ = get_player_color 15@
  5544. 0B37: samp 18@ = get_player_color 16@
  5545. if and
  5546. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  5547. 8611: actor 0@ performing_animation "RUN_CIVI"
  5548. 8611: actor 0@ performing_animation "RUN_PLAYER"
  5549. 803B: 17@ == 18@ // (int)
  5550. then
  5551. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5552. Actor.StorePos(0@, 19@, 20@, 21@)
  5553. if 15@ <= 15.621159
  5554. then
  5555. if or
  5556. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5557. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5558. then
  5559. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5560. Dialog.SliderGetValue(25@, 31, 26@)
  5561. 0093: 26@ = integer 26@ to_float
  5562. gosub @Aim_Position
  5563. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5564. end
  5565. else
  5566. if not 15@ <= 15.621159
  5567. then
  5568. if or
  5569. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5570. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5571. then
  5572. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5573. Dialog.SliderGetValue(25@, 31, 26@)
  5574. 0093: 26@ = integer 26@ to_float
  5575. gosub @Aim_Position
  5576. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5577. end
  5578. end
  5579. end
  5580.  
  5581. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5582. then
  5583. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5584. Dialog.SliderGetValue(25@, 30, 26@)
  5585. 0093: 26@ = integer 26@ to_float
  5586. gosub @Aim_Position
  5587. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5588. end
  5589. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5590. end
  5591. end
  5592. //////////////////////////////////////////////////////////////////
  5593. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5594. if and
  5595. not Dialog.CheckBoxIsChecked(25@, 0)
  5596. not Dialog.CheckBoxIsChecked(25@, 1)
  5597. then
  5598. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5599. Actor.StorePos(0@, 19@, 20@, 21@)
  5600. if 15@ <= 15.621159
  5601. then
  5602. if or
  5603. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5604. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5605. then
  5606. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5607. Dialog.SliderGetValue(25@, 31, 26@)
  5608. 0093: 26@ = integer 26@ to_float
  5609. gosub @Aim_Position
  5610. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5611. end
  5612. else
  5613. if not 15@ <= 15.621159
  5614. then
  5615. if or
  5616. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5617. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5618. then
  5619. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5620. Dialog.SliderGetValue(25@, 31, 26@)
  5621. 0093: 26@ = integer 26@ to_float
  5622. gosub @Aim_Position
  5623. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5624. end
  5625. end
  5626. end
  5627.  
  5628. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5629. then
  5630. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5631. Dialog.SliderGetValue(25@, 30, 26@)
  5632. 0093: 26@ = integer 26@ to_float
  5633. gosub @Aim_Position
  5634. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5635. end
  5636. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5637. end
  5638. //////////////////////////////////////////////////////////////////
  5639. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5640. if and
  5641. Dialog.CheckBoxIsChecked(25@, 0)
  5642. not Dialog.CheckBoxIsChecked(25@, 1)
  5643. then
  5644. 0B2B: samp 15@ = get_player_id_by_actor_handle 0@
  5645. 0B2B: samp 16@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  5646. 0B37: samp 17@ = get_player_color 15@
  5647. 0B37: samp 18@ = get_player_color 16@
  5648. if
  5649. 803B: 17@ == 18@ // (int)
  5650. then
  5651. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5652. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5653. Actor.StorePos(0@, 19@, 20@, 21@)
  5654. if 15@ <= 15.621159
  5655. then
  5656. if or
  5657. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5658. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5659. then
  5660. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5661. Dialog.SliderGetValue(25@, 31, 26@)
  5662. 0093: 26@ = integer 26@ to_float
  5663. gosub @Aim_Position
  5664. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5665. end
  5666. else
  5667. if not 15@ <= 15.621159
  5668. then
  5669. if or
  5670. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5671. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5672. then
  5673. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5674. Dialog.SliderGetValue(25@, 31, 26@)
  5675. 0093: 26@ = integer 26@ to_float
  5676. gosub @Aim_Position
  5677. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5678. end
  5679. end
  5680. end
  5681.  
  5682. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5683. then
  5684. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5685. Dialog.SliderGetValue(25@, 30, 26@)
  5686. 0093: 26@ = integer 26@ to_float
  5687. gosub @Aim_Position
  5688. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5689. end
  5690. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5691. end
  5692. end
  5693. //////////////////////////////////////////////////////////////////
  5694. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5695. if and
  5696. not Dialog.CheckBoxIsChecked(25@, 0)
  5697. Dialog.CheckBoxIsChecked(25@, 1)
  5698. then
  5699. if and
  5700. 8611: actor 0@ performing_animation "SPRINT_CIVI"
  5701. 8611: actor 0@ performing_animation "RUN_CIVI"
  5702. 8611: actor 0@ performing_animation "RUN_PLAYER"
  5703. then
  5704. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5705. 050A: 10@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
  5706. Actor.StorePos(0@, 19@, 20@, 21@)
  5707. if 15@ <= 15.621159
  5708. then
  5709. if or
  5710. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5711. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5712. then
  5713. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5714. Dialog.SliderGetValue(25@, 31, 26@)
  5715. 0093: 26@ = integer 26@ to_float
  5716. gosub @Aim_Position
  5717. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0253
  5718. end
  5719. else
  5720. if not 15@ <= 15.621159
  5721. then
  5722. if or
  5723. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  5724. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  5725. then
  5726. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5727. Dialog.SliderGetValue(25@, 31, 26@)
  5728. 0093: 26@ = integer 26@ to_float
  5729. gosub @Aim_Position
  5730. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.0273
  5731. end
  5732. end
  5733. end
  5734.  
  5735. if 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5736. then
  5737. 0AB1: @GET 2 var_number 45 var_size 4 receiver 25@
  5738. Dialog.SliderGetValue(25@, 30, 26@)
  5739. 0093: 26@ = integer 26@ to_float
  5740. gosub @Aim_Position
  5741. 0AB1: @AIM_AT_POS 4 XYZ: 19@ 20@ 21@ ADD_CAMERA_OFFSET 0.04253
  5742. end
  5743. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5744. end
  5745. end
  5746. end
  5747. end
  5748. end
  5749. end
  5750. end
  5751. end
  5752. end
  5753. end
  5754. end
  5755. end
  5756. end
  5757. end
  5758. end
  5759. end
  5760. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5761. :AUTO_C_BUG
  5762. while true
  5763. wait 0
  5764.  
  5765. 0AB1: @GET 2 var_number 19 var_size 4 receiver 0@
  5766. if Dialog.CheckBoxIsChecked(0@, 150)
  5767. then
  5768. 0AB1: @GET 2 var_number 81 var_size 4 receiver 1@
  5769. Dialog.SliderGetValue(1@, 1, 2@)
  5770. if 2@ < 240
  5771. then
  5772. Dialog.SliderSetValue(1@, 1, 240)
  5773. 2@ = 240
  5774. end
  5775. alloc 3@ = 260
  5776. format 3@ = "Auto C-Bug Speed: %d ms" 2@
  5777. Dialog.SetControlText(1@, 0, 3@)
  5778. free 3@
  5779. end
  5780.  
  5781. 0AB1: @GET 2 var_number 19 var_size 4 receiver 0@
  5782. 0AB1: @GET 2 var_number 81 var_size 4 receiver 1@
  5783. if and
  5784. Dialog.IsVisible(1@)
  5785. not Dialog.IsVisible(0@)
  5786. then Dialog.SetVisible(1@, 0)
  5787. end
  5788.  
  5789. if Dialog.CheckBoxIsChecked(1@, 2)
  5790. then
  5791. 0B5E: get_cursor_pos 3@ 4@
  5792. 3@ -= 210
  5793. 4@ -= 30
  5794. Dialog.GetRECT(1@, -1, -1, 5@, 6@)
  5795. Dialog.SetRECT(1@, 3@, 4@, 5@, 6@)
  5796. end
  5797.  
  5798. if Dialog.CheckBoxIsChecked(0@, 150)
  5799. then
  5800. if and
  5801. key_down 0x47
  5802. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  5803. 8B21: samp is_chat_opened
  5804. 8C7E: is_console_active
  5805. then
  5806. 0A8D: 0@ = read_memory 0xB6F5F0 size 4 virtual_protect 0
  5807. 0@ += 0x5E0
  5808. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
  5809. if 0@ <> 0
  5810. then
  5811. 0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x22
  5812. 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
  5813. 3@ -= 1.0
  5814. 00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@
  5815. 0AB1: @GET 2 var_number 81 var_size 4 receiver 1@
  5816. Dialog.SliderGetValue(1@, 1, 2@)
  5817. wait 2@
  5818. end
  5819. end
  5820. end
  5821.  
  5822. end
  5823. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5824. :ESP_WH
  5825. while true
  5826. wait 0
  5827. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  5828. if Dialog.CheckBoxIsChecked(14@, 2)
  5829. then
  5830. if and
  5831. Dialog.CheckBoxIsChecked(14@, 2)
  5832. not Actor.Driving($PLAYER_ACTOR)
  5833. then
  5834. for 0@ = 0 to 999
  5835. if SAMP.IsPlayerConnected(0@)
  5836. then
  5837. 30@ = SAMP.GetActorHandleByPlayerID(0@)
  5838. if 056D: actor 30@ defined
  5839. then
  5840. if 02CB: actor 30@ bounding_sphere_visible
  5841. then
  5842. if 00F2: actor 30@ near_actor $PLAYER_ACTOR radius 200.0 200.0 sphere 0
  5843. then
  5844. 00A0: store_actor 30@ position_to 3@ 4@ 5@
  5845. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 6 _STORE_TO 14@ 15@ 16@ // HEAD
  5846. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 1 _STORE_TO $x $y 5@ // CENTER1
  5847. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 3 _STORE_TO 3@ 4@ $z // CENTER3
  5848. 000F: 5@ -= 0.1
  5849. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 6@ Y_to 7@
  5850. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 30@ BONE 6 _STORE_TO 3@ 4@ 5@ // HEAD
  5851. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 3@ Y 4@ Z 5@ store_screen_X_to 8@ Y_to 9@
  5852. 0063: 9@ -= 7@ // (float)
  5853. 0013: 9@ *= 2.3
  5854. 0087: 8@ = 9@ // (float)
  5855. 0017: 8@ /= 2.5
  5856.  
  5857. 0AB1: @DRAW_OUTLINED_BOX 9 POS 6@ 7@ SIZE 8@ 9@ RGBA 244 128 66 255 THICKNESS 1.0
  5858. Actor.StorePos(30@, 19@, 20@, 21@)
  5859. end
  5860. end
  5861. end
  5862. end
  5863. end
  5864. end
  5865. end
  5866. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  5867. if Dialog.CheckBoxIsChecked(14@, 0)
  5868. then
  5869. for 0@ = 0 to 999
  5870. if SAMP.IsPlayerConnected(0@)
  5871. then
  5872. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  5873. if 056D: actor 1@ defined
  5874. then
  5875. if 02CB: actor 1@ bounding_sphere_visible
  5876. then
  5877. 0889: store_actor $PLAYER_ACTOR center_of_body_position_to 2@ 3@ 4@
  5878. 0889: store_actor 1@ center_of_body_position_to 5@ 6@ 7@
  5879. 0B55: convert_3D_coords 2@ 3@ 4@ to_screen 8@ 9@
  5880. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 10@ 11@
  5881. 0AB1: call_scm_func @DRAW_LINE 4 XY_ACTOR 8@ 9@ XY_TARGET 10@ 11@
  5882. end
  5883. end
  5884. end
  5885. END
  5886. end
  5887. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  5888. if Dialog.CheckBoxIsChecked(14@, 3)
  5889. then
  5890. for 0@ = 0 to 999
  5891. if SAMP.IsPlayerConnected(0@)
  5892. then
  5893. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  5894. if 056D: actor 1@ defined
  5895. then
  5896. if 02CB: actor 1@ bounding_sphere_visible
  5897. then
  5898. 0AB1: call @RENDER_GAT 1 TARGET 1@
  5899. 0AB1: call @RENDER_MANA_DREAPTA 1 TARGET 1@
  5900. 0AB1: call @RENDER_MANA_STANGA 1 TARGET 1@
  5901. 0AB1: call @RENDER_CENTRU 1 TARGET 1@
  5902. 0AB1: call @RENDER_PICIOR_STANG 1 TARGET 1@
  5903. 0AB1: call @RENDER_PICIOR_DREPT 1 TARGET 1@
  5904. end
  5905. end
  5906. end
  5907. END
  5908. end
  5909. 0AB1: @GET 2 var_number 39 var_size 4 receiver 14@
  5910. if Dialog.CheckBoxIsChecked(14@, 4)
  5911. then
  5912. for 0@ = 0 to 999
  5913. if SAMP.IsPlayerConnected(0@)
  5914. then
  5915. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  5916. if 056D: actor 1@ defined
  5917. then
  5918. if 02CB: actor 1@ bounding_sphere_visible
  5919. then 0AB1: call @DRAW_TEXTURE 1 TARGET 1@
  5920. end
  5921. end
  5922. end
  5923. END
  5924. end
  5925. end
  5926. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5927. :PRO_AIMBOT
  5928. while true
  5929. wait 0
  5930. 0AB1: @GET 2 var_number 19 var_size 4 receiver 0@
  5931. if Dialog.CheckBoxIsChecked(0@, 65)
  5932. then
  5933. if 0AB0: key_pressed 2
  5934. then
  5935. 0AB1: @GET 2 var_number 60 var_size 4 receiver 15@
  5936. 0093: 15@ = integer 15@ to_float
  5937. 0AB1: @GET_AIM_TARGET_ACTOR 1 IN_RADIUS_FROM_CROSSHAIR 15@ _STORE_TO 0@
  5938. if 056D: actor 0@ defined
  5939. then
  5940. while true
  5941. wait 0
  5942. if 856D: actor 0@ defined
  5943. then break
  5944. end
  5945. 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.3
  5946. 068D: get_camera_position_to 4@ 5@ 6@
  5947.  
  5948. 0AB1: @GET 2 var_number 58 var_size 4 receiver 25@
  5949. if Dialog.CheckBoxIsChecked(25@, 13)
  5950. then 16@ = 0
  5951. else 16@ = 1
  5952. end
  5953. if or
  5954. 00DF: actor 0@ driving
  5955. 0118: actor 0@ dead
  5956. 82CB: actor 0@ bounding_sphere_visible
  5957. 8AB0: key_pressed 2
  5958. 86BD: obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 16@ car 0 actor 0 object 0 particle 0
  5959. then break
  5960. end
  5961.  
  5962. gosub @RENDER_THINGS
  5963.  
  5964. 03F0: enable_text_draw 1
  5965. 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
  5966. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 coords_XYZ 1@ 2@ 3@ store_to 4@ 5@
  5967. 0087: 1@ = 4@ // (float)
  5968. 005B: 1@ += 31@ // (float)
  5969. 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
  5970. 0087: 1@ = 4@ // (float)
  5971. 0063: 1@ -= 31@ // (float)
  5972. 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
  5973. 0087: 1@ = 5@ // (float)
  5974. 005B: 1@ += 31@ // (float)
  5975. 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
  5976. 0087: 1@ = 5@ // (float)
  5977. 0063: 1@ -= 31@ // (float)
  5978. 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
  5979.  
  5980. if 0AB0: 1
  5981. then
  5982. gosub @CHECK_CURRENT_WEAPON
  5983. end
  5984. END
  5985. end
  5986. end
  5987. end
  5988. end
  5989. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  5990. :IN_RPC
  5991. {NOP SetPlayerHealth RouteRecording}
  5992. 0AB1: @GET 2 var_number 93 var_size 4 receiver 2@
  5993. 0AB1: @GET 2 var_number 101 var_size 4 receiver 3@
  5994. if or
  5995. Dialog.CheckBoxIsChecked(2@, 5)
  5996. Dialog.CheckBoxIsChecked(3@, 5)
  5997. then
  5998. 0BE5: raknet 0@ = get_hook_param 1
  5999. if 0@ == 14
  6000. then 0BE0: raknet hook_ret 0
  6001. end
  6002. end
  6003. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6004. {NoDrugsEffect - NOP FreezePalyer}
  6005. 0AB1: @GET 2 var_number 82 var_size 4 receiver 2@
  6006. 0AB1: @GET 2 var_number 9 var_size 4 receiver 3@
  6007. if and
  6008. Dialog.CheckBoxIsChecked(2@, 0)
  6009. Dialog.CheckBoxIsChecked(3@, 71)
  6010. then
  6011. 0BE5: raknet 0@ = get_hook_param 1
  6012. if 0@ == 15
  6013. then 0BE0: raknet hook_ret 0
  6014. end
  6015. end
  6016. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6017. {ALLOW C-BUG/C-SHOT}
  6018. 0AB1: @GET 2 var_number 6 var_size 4 receiver 10@
  6019. if
  6020. 10@ == 1
  6021. then
  6022. 0BE5: raknet 0@ = get_hook_param 1
  6023. if or
  6024. 0@ == 67
  6025. 0@ == 73
  6026. then 0BE0: raknet hook_ret 0
  6027. end
  6028. end
  6029. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6030. {SILENT AIMBOT CHOOSE WEAPON}
  6031. 0BE5: raknet 10@ = get_hook_param PARAM_PACKETID
  6032. if 10@ == 115
  6033. then
  6034. 0AB1: @GET 2 var_number 63 var_size 4 receiver 5@
  6035. if 5@ == 1
  6036. then
  6037. 0470: 1@ = actor $PLAYER_ACTOR current_weapon
  6038. if 1@ == 22
  6039. then
  6040. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6041. if Dialog.CheckBoxIsChecked(2@, 0)
  6042. then 0BE0: raknet hook_ret false
  6043. else 0BE0: raknet hook_ret true
  6044. end
  6045. end
  6046. if 1@ == 23
  6047. then
  6048. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6049. if Dialog.CheckBoxIsChecked(2@, 1)
  6050. then 0BE0: raknet hook_ret false
  6051. else 0BE0: raknet hook_ret true
  6052. end
  6053. end
  6054. if 1@ == 24
  6055. then
  6056. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6057. if Dialog.CheckBoxIsChecked(2@, 2)
  6058. then 0BE0: raknet hook_ret false
  6059. else 0BE0: raknet hook_ret true
  6060. end
  6061. end
  6062. if 1@ == 25
  6063. then
  6064. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6065. if Dialog.CheckBoxIsChecked(2@, 3)
  6066. then 0BE0: raknet hook_ret false
  6067. else 0BE0: raknet hook_ret true
  6068. end
  6069. end
  6070. if 1@ == 26
  6071. then
  6072. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6073. if Dialog.CheckBoxIsChecked(2@, 4)
  6074. then 0BE0: raknet hook_ret false
  6075. else 0BE0: raknet hook_ret true
  6076. end
  6077. end
  6078. if 1@ == 27
  6079. then
  6080. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6081. if Dialog.CheckBoxIsChecked(2@, 5)
  6082. then 0BE0: raknet hook_ret false
  6083. else 0BE0: raknet hook_ret true
  6084. end
  6085. end
  6086. if 1@ == 28
  6087. then
  6088. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6089. if Dialog.CheckBoxIsChecked(2@, 6)
  6090. then 0BE0: raknet hook_ret false
  6091. else 0BE0: raknet hook_ret true
  6092. end
  6093. end
  6094. if 1@ == 29
  6095. then
  6096. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6097. if Dialog.CheckBoxIsChecked(2@, 7)
  6098. then 0BE0: raknet hook_ret false
  6099. else 0BE0: raknet hook_ret true
  6100. end
  6101. end
  6102. if 1@ == 30
  6103. then
  6104. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6105. if Dialog.CheckBoxIsChecked(2@, 8)
  6106. then 0BE0: raknet hook_ret false
  6107. else 0BE0: raknet hook_ret true
  6108. end
  6109. end
  6110. if 1@ == 31
  6111. then
  6112. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6113. if Dialog.CheckBoxIsChecked(2@, 9)
  6114. then 0BE0: raknet hook_ret false
  6115. else 0BE0: raknet hook_ret true
  6116. end
  6117. end
  6118. if 1@ == 32
  6119. then
  6120. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6121. if Dialog.CheckBoxIsChecked(2@, 10)
  6122. then 0BE0: raknet hook_ret false
  6123. else 0BE0: raknet hook_ret true
  6124. end
  6125. end
  6126. if 1@ == 33
  6127. then
  6128. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6129. if Dialog.CheckBoxIsChecked(2@, 11)
  6130. then 0BE0: raknet hook_ret false
  6131. else 0BE0: raknet hook_ret true
  6132. end
  6133. end
  6134. if 1@ == 34
  6135. then
  6136. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6137. if Dialog.CheckBoxIsChecked(2@, 12)
  6138. then 0BE0: raknet hook_ret false
  6139. else 0BE0: raknet hook_ret true
  6140. end
  6141. end
  6142. if 1@ == 38
  6143. then
  6144. 0AB1: @GET 2 var_number 77 var_size 4 receiver 2@
  6145. if Dialog.CheckBoxIsChecked(2@, 13)
  6146. then 0BE0: raknet hook_ret false
  6147. else 0BE0: raknet hook_ret true
  6148. end
  6149. end
  6150. end
  6151. end
  6152. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6153. {RouteRecoring Security System}
  6154. 0AB1: @GET 2 var_number 93 var_size 4 receiver 29@
  6155. 0AB1: @GET 2 var_number 101 var_size 4 receiver 30@
  6156. if or
  6157. Dialog.CheckBoxIsChecked(29@, 4)
  6158. Dialog.CheckBoxIsChecked(30@, 4)
  6159. then
  6160. gosub @CHECK_STATUS
  6161. if 5@ == 1
  6162. then
  6163. gosub @SECURITY_SYSTEM
  6164. 0BE5: raknet 0@ = get_hook_param 1
  6165. if 0@ == 93
  6166. then
  6167. 0BE5: raknet 1@ = get_hook_param 0
  6168. 0BE7: raknet 2@ = bit_stream_read 1@ type 3
  6169. 0BE7: raknet 3@ = bit_stream_read 1@ type 3
  6170. 0AC8: 4@ = allocate_memory_size 145
  6171. 0BE8: raknet bit_stream 1@ read_array 4@ size 3@
  6172. 0C0D: struct 4@ offset 3@ size 1 = 0
  6173.  
  6174. if 0AD4: 30@ = scan_string 4@ format "%*s: %*s" //IF and SET
  6175. then
  6176. if 0C2A: 5@ = strchr 4@ char 0x3A
  6177. then
  6178. 0AC8: 6@ = allocate_memory_size 600
  6179. 0C13: strcpy destination 6@ source 5@
  6180. if 0C2A: 7@ = strchr 6@ char 0x20
  6181. then
  6182. /////////////////////////////////////////////////////////////////////////////////
  6183. if and
  6184. Dialog.CheckBoxIsChecked(29@, 25)
  6185. 8C2B: 8@ = strpbrk string 4@ control "$"
  6186. then
  6187. 0AB1: @GET 2 var_number 98 var_size 4 receiver 25@
  6188. 25@ += 1
  6189. 0AB1: @SET 3 passed_value 25@ var_number 98 var_size 4
  6190. end
  6191. /////////////////////////////////////////////////////////////////////////////////
  6192. {COND 1}
  6193. if or
  6194. 0C2B: 8@ = strpbrk string 7@ control "E"
  6195. 0C2B: 8@ = strpbrk string 7@ control "e"
  6196. then
  6197. if or
  6198. 0C2B: 8@ = strpbrk string 7@ control "S"
  6199. 0C2B: 8@ = strpbrk string 7@ control "s"
  6200. then
  6201. if or
  6202. 0C2B: 8@ = strpbrk string 7@ control "T"
  6203. 0C2B: 8@ = strpbrk string 7@ control "t"
  6204. then
  6205. if or
  6206. 0C2B: 8@ = strpbrk string 7@ control "I"
  6207. 0C2B: 8@ = strpbrk string 7@ control "i"
  6208. then
  6209. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6210. 28@ += 1
  6211. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6212. 0BE0: raknet hook_ret 1
  6213. end
  6214. end
  6215. end
  6216. end
  6217. /////////////////////////////////////////////////////////////////////////////////
  6218. {COND 2}
  6219. if or
  6220. 0C2B: 8@ = strpbrk string 7@ control "S"
  6221. 0C2B: 8@ = strpbrk string 7@ control "s"
  6222. then
  6223. if or
  6224. 0C2B: 8@ = strpbrk string 7@ control "P"
  6225. 0C2B: 8@ = strpbrk string 7@ control "p"
  6226. then
  6227. if or
  6228. 0C2B: 8@ = strpbrk string 7@ control "U"
  6229. 0C2B: 8@ = strpbrk string 7@ control "u"
  6230. then
  6231. if or
  6232. 0C2B: 8@ = strpbrk string 7@ control "N"
  6233. 0C2B: 8@ = strpbrk string 7@ control "n"
  6234. then
  6235. if or
  6236. 0C2B: 8@ = strpbrk string 7@ control "E"
  6237. 0C2B: 8@ = strpbrk string 7@ control "e"
  6238. then
  6239. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6240. 28@ += 1
  6241. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6242. 0BE0: raknet hook_ret 1
  6243. end
  6244. end
  6245. end
  6246. end
  6247. end
  6248. /////////////////////////////////////////////////////////////////////////////////
  6249. {COND 3}
  6250. if or
  6251. 0C2B: 8@ = strpbrk string 7@ control "R"
  6252. 0C2B: 8@ = strpbrk string 7@ control "r"
  6253. then
  6254. if or
  6255. 0C2B: 8@ = strpbrk string 7@ control "A"
  6256. 0C2B: 8@ = strpbrk string 7@ control "a"
  6257. then
  6258. if or
  6259. 0C2B: 8@ = strpbrk string 7@ control "S"
  6260. 0C2B: 8@ = strpbrk string 7@ control "s"
  6261. then
  6262. if or
  6263. 0C2B: 8@ = strpbrk string 7@ control "P"
  6264. 0C2B: 8@ = strpbrk string 7@ control "p"
  6265. then
  6266. if or
  6267. 0C2B: 8@ = strpbrk string 7@ control "U"
  6268. 0C2B: 8@ = strpbrk string 7@ control "u"
  6269. then
  6270. if or
  6271. 0C2B: 8@ = strpbrk string 7@ control "N"
  6272. 0C2B: 8@ = strpbrk string 7@ control "n"
  6273. then
  6274. if or
  6275. 0C2B: 8@ = strpbrk string 7@ control "D"
  6276. 0C2B: 8@ = strpbrk string 7@ control "d"
  6277. then
  6278. if or
  6279. 0C2B: 8@ = strpbrk string 7@ control "E"
  6280. 0C2B: 8@ = strpbrk string 7@ control "e"
  6281. then
  6282. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6283. 28@ += 1
  6284. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6285. 0BE0: raknet hook_ret 1
  6286. end
  6287. end
  6288. end
  6289. end
  6290. end
  6291. end
  6292. end
  6293. end
  6294. ////////////////////////////////////////////////////////////////////////////////
  6295. {COND 4}
  6296. if or
  6297. 0C2B: 8@ = strpbrk string 7@ control "C"
  6298. 0C2B: 8@ = strpbrk string 7@ control "c"
  6299. then
  6300. if or
  6301. 0C2B: 8@ = strpbrk string 7@ control "E"
  6302. 0C2B: 8@ = strpbrk string 7@ control "e"
  6303. then
  6304. if or
  6305. 0C2B: 8@ = strpbrk string 7@ control "V"
  6306. 0C2B: 8@ = strpbrk string 7@ control "v"
  6307. then
  6308. if or
  6309. 0C2B: 8@ = strpbrk string 7@ control "A"
  6310. 0C2B: 8@ = strpbrk string 7@ control "a"
  6311. then
  6312. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6313. 28@ += 1
  6314. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6315. 0BE0: raknet hook_ret 1
  6316. end
  6317. end
  6318. end
  6319. end
  6320. ////////////////////////////////////////////////////////////////////////////////
  6321. {COND 5}
  6322. if or
  6323. 0C2B: 8@ = strpbrk string 7@ control "O"
  6324. 0C2B: 8@ = strpbrk string 7@ control "o"
  6325. then
  6326. if or
  6327. 0C2B: 8@ = strpbrk string 7@ control "R"
  6328. 0C2B: 8@ = strpbrk string 7@ control "r"
  6329. then
  6330. if or
  6331. 0C2B: 8@ = strpbrk string 7@ control "I"
  6332. 0C2B: 8@ = strpbrk string 7@ control "i"
  6333. then
  6334. if or
  6335. 0C2B: 8@ = strpbrk string 7@ control "C"
  6336. 0C2B: 8@ = strpbrk string 7@ control "c"
  6337. then
  6338. if or
  6339. 0C2B: 8@ = strpbrk string 7@ control "E"
  6340. 0C2B: 8@ = strpbrk string 7@ control "e"
  6341. then
  6342. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6343. 28@ += 1
  6344. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6345. 0BE0: raknet hook_ret 1
  6346. end
  6347. end
  6348. end
  6349. end
  6350. end
  6351. ////////////////////////////////////////////////////////////////////////////////
  6352. {COND 6 - must be refacuta}
  6353. 0B2B: samp 6@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  6354. 5@ = SAMP.GetPlayerNickname(6@)
  6355. alloc 8@ = 600
  6356. alloc 9@ = 600
  6357. alloc 10@ = 600
  6358. format 8@ = "%s?" 5@
  6359. format 9@ = "%s ?" 5@
  6360. format 10@ = "%s" 5@
  6361. if or
  6362. 0C29: 5@ = stristr string1 7@ string2 8@
  6363. 0C29: 5@ = stristr string1 7@ string2 9@
  6364. 0C29: 5@ = stristr string1 7@ string2 10@
  6365. then
  6366. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6367. 28@ += 1
  6368. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6369. end
  6370. free 8@
  6371. free 9@
  6372. free 10@
  6373. ////////////////////////////////////////////////////////////////////////////////
  6374. {COND 7 - must be refacuta}
  6375. if 0C29: 5@ = stristr string1 4@ string2 "{FFFF45}<< Admin PM"
  6376. then
  6377. 0AB1: @GET 2 var_number 94 var_size 4 receiver 28@
  6378. 28@ += 1
  6379. 0AB1: @SET 3 passed_value 28@ var_number 94 var_size 4
  6380. end
  6381. end
  6382. 0AC9: free_allocated_memory 6@
  6383. end
  6384. end
  6385. 0AC9: free_allocated_memory 4@
  6386. end
  6387. end
  6388. else
  6389. if 0C5D: samp textdraw 680 is_exists
  6390. then
  6391. 0AB1: @SET 3 passed_value 0 var_number 97 var_size 4
  6392. 0C5E: samp textdraw 680 delete
  6393. end
  6394. end
  6395. 0BE0: raknet hook_ret 1
  6396.  
  6397. :SETTINGS
  6398. 0AB1: @GET 2 var_number 15 var_size 4 receiver 5@
  6399. 0B86: dialog 5@ set_visible 1
  6400. 0B8D: samp set_cursor_mode 2
  6401. SAMP.CmdRet()
  6402.  
  6403. :SET
  6404. 0AC6: 3@ = get_label_pointer @MEMORY
  6405. int 1@ *= 4
  6406. int 3@ += 1@
  6407. 0A8C: write memory 3@ size 2@ value 0@ virtual_protect 0
  6408. ret 0
  6409.  
  6410. :GET
  6411. 0AC6: 3@ = get_label_pointer @MEMORY
  6412. int 0@ *= 4
  6413. int 3@ += 0@
  6414. 0A8D: 2@ read_memory 3@ size 1@ virtual_protect 0
  6415. ret 1 2@
  6416.  
  6417. :MEMORY
  6418. hex
  6419. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6420. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6421. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6422. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6423. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6424. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6425. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6426. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6427. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6428. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6429. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6430. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6431. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6432. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6433. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6434. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6435. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6436. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6437. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6438. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6439. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6440. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6441. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6442. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6443. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6444. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6445. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6446. 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  6447. end
  6448.  
  6449. :SET_PASSWORD
  6450. 0B35: samp 4@ = get_last_command_params
  6451. if
  6452. 0AD4: 32@ = scan_string 4@ format "%*s"
  6453. then
  6454. alloc 25@ = 260
  6455. 0C13: strcpy destination 25@ source 4@
  6456. 0C17: 2@ = strlen 4@
  6457. if
  6458. 2@ >= 3
  6459. then
  6460. if
  6461. 0C29: 32@ = stristr string1 4@ string2 "t"
  6462. then
  6463. printf "fara t in parola" 4000
  6464. else
  6465. //////////////////////////////////////////////////////////////
  6466. 9@ = File.Open("cleo\cleo_text\Position.path", "rb")
  6467. 0A9D: readfile 9@ size 16 to 1@
  6468. 0A9D: readfile 9@ size 16 to 2@
  6469. 0AC8: 3@ = allocate_memory_size 260
  6470. 0AD3: 3@ = format "acc_%d" 1@
  6471. //////////////////////////////////////////////////////////////
  6472. 0B2B: samp 0@ = get_player_id_by_actor_handle $PLAYER_ACTOR
  6473. 0@ = SAMP.GetPlayerNickname(0@)
  6474. //////////////////////////////////////////////////////////////
  6475. alloc 5@ = 260
  6476. format 5@ "http:%c%cmodsfunctions.cmods.ml/login.php?check=1369&pass=%d&nick=%s&mode=10&passx=%s" 47 47 2@ 3@ 25@
  6477. 0C65: 6@ = download_url 5@ to_file "Parola_6.file"
  6478. free 3@
  6479. free 5@
  6480. repeat
  6481. wait 0
  6482. 0C66: 7@ = get_download 6@ state
  6483. until 7@ <> -1
  6484. 0C7D: release_download 6@
  6485. 0B00: delete_file "Parola_6.file" // IF and SET
  6486. //////////////////////////////////////////////////////////////
  6487.  
  6488. alloc 3@ = 260
  6489. format 3@ = "Your_new_password:_%s" 25@
  6490. 0C48: samp textdraw 1510 create 3@ pos 400.0 200.0
  6491. 0C48: samp textdraw 1511 create "Now_you_have_to_relog!_[IMPORTANT]" pos 400.0 210.0
  6492. free 3@
  6493. //////////////////////////////////////////////////////////////
  6494. 0C5C: samp textdraw 1510 get_letter_size 15@ 16@ color -1
  6495. 0B67: render a 0xFF r 145 g 200 b 60 to_argb 17@
  6496. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 18@
  6497. //////////////////////////////////////////////////////////////
  6498. 0C4D: samp textdraw 1510 set_shadow 1 color 18@
  6499. 0C52: samp textdraw 1510 set_letter_size 15@ 16@ color 17@
  6500. 0C4D: samp textdraw 1511 set_shadow 1 color 18@
  6501. 0C52: samp textdraw 1511 set_letter_size 15@ 16@ color 17@
  6502. //////////////////////////////////////////////////////////////
  6503. end
  6504. else
  6505. printf "denied" 4000
  6506. end
  6507. else
  6508. print "3>" 4000
  6509. end
  6510. cmdret
  6511.  
  6512. :AIM_AT_POS
  6513. 0087: 8@ = 3@
  6514. 068D: get_camera_position_to 3@ 4@ 5@
  6515. 0063: 0@ -= 3@
  6516. 0063: 1@ -= 4@
  6517. 0604: get_Z_angle_for_point 0@ 1@ store_to 6@
  6518. 6@ -= 90.0
  6519. 0017: 6@ /= 57.2957795
  6520. 005B: 6@ += 8@ // (float)
  6521. 0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
  6522. 0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
  6523. 0AB2: 0
  6524.  
  6525. :FAKE_KEYPRESS
  6526. 1@ = 0xB73458
  6527. 005A: 1@ += 0@ // (int)
  6528. 0A8C: write_memory 1@ size 1 value 255 virtual_protect 0
  6529. 0AB2: ret 0
  6530.  
  6531. :GET_BONE_POS
  6532. 0085: 10@ = 0@ // (int)
  6533. 0085: 15@ = 1@ // (int)
  6534. 1@ = 0.0
  6535. 2@ = 0.0
  6536. 3@ = 0.0
  6537. 0A96: 0@ = actor 10@ struct
  6538. 0AC7: 4@ = var 1@ offset
  6539. 0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@
  6540. 0AB2: ret 3 1@ 2@ 3@
  6541.  
  6542. :DRAW_OUTLINED_BOX
  6543. 0087: 14@ = 8@ // (float)
  6544. 0087: 12@ = 2@ // (float)
  6545. 0087: 13@ = 3@ // (float)
  6546. 12@ /= 2.0 // (float)
  6547. 13@ /= 2.0 // (float)
  6548. 0087: 8@ = 0@ // (float)
  6549. 005B: 8@ += 2@ // (float)
  6550. 0063: 8@ -= 12@ // (float)
  6551. 0087: 9@ = 0@ // (float)
  6552. 0063: 9@ -= 2@ // (float)
  6553. 005B: 9@ += 12@ // (float)
  6554. 0087: 10@ = 1@ // (float)
  6555. 005B: 10@ += 3@ // (float)
  6556. 0063: 10@ -= 13@ // (float)
  6557. 0087: 11@ = 1@ // (float)
  6558. 0063: 11@ -= 3@ // (float)
  6559. 005B: 11@ += 13@ // (float)
  6560. 03F0: enable_text_draw 1
  6561. 038E: draw_box_position 8@ 1@ size 14@ 3@ RGBA 244 128 66 255 {STANGA}
  6562. 038E: draw_box_position 9@ 1@ size 14@ 3@ RGBA 244 128 66 255 {DREAPTA}
  6563. 038E: draw_box_position 0@ 10@ size 2@ 14@ RGBA 244 128 66 255 {SUS}
  6564. 038E: draw_box_position 0@ 11@ size 2@ 14@ RGBA 244 128 66 255 {JOS}
  6565. 0AB2: 0
  6566.  
  6567. :getScreenXYFrom3DCoords
  6568. 0AC7: 14@ = var 0@ offset
  6569. 0AC7: 15@ = var 3@ offset
  6570. 0AC7: 16@ = var 6@ offset
  6571. 0AC7: 17@ = var 9@ offset
  6572. 0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
  6573. 0007: 12@ = 640.0
  6574. 0007: 13@ = 448.0
  6575. 0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
  6576. 0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
  6577. 0093: 14@ = integer 14@ to_float
  6578. 0093: 15@ = integer 15@ to_float
  6579. 0073: 12@ /= 14@
  6580. 0073: 13@ /= 15@
  6581. 006B: 3@ *= 12@
  6582. 006B: 4@ *= 13@
  6583. 0AB2: ret 2 3@ 4@
  6584.  
  6585. :AIM_POSITION
  6586. Actor.StorePos(0@, 19@, 20@, 21@)
  6587. /////////////////////////////////////////////////////////
  6588. 083D: get_actor 0@ velocity_in_direction_XYZ 22@ 23@ 24@
  6589. /////////////////////////////////////////////////////////
  6590. 22@ /= 100.0
  6591. 27@ = 60.0
  6592. 0073: 27@ /= 26@ // (float)
  6593. 006B: 22@ *= 27@ // (float)
  6594. 005B: 19@ += 22@ // (float)
  6595. ////////////////////////////
  6596. 23@ /= 100.0
  6597. 27@ = 60.0
  6598. 0073: 27@ /= 26@ // (float)
  6599. 006B: 23@ *= 27@ // (float)
  6600. 005B: 20@ += 23@ // (float)
  6601. ////////////////////////////
  6602. 24@ /= 100.0
  6603. 27@ = 60.0
  6604. 0073: 27@ /= 26@ // (float)
  6605. 006B: 24@ *= 27@ // (float)
  6606. 005B: 21@ += 24@ // (float)
  6607. /////////////////////////////////////////////////////////
  6608. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 15@ 16@ 17@
  6609. /////////////////////////////////////////////////////////
  6610. 15@ /= 100.0
  6611. 27@ = 60.0
  6612. 0073: 27@ /= 26@ // (float)
  6613. 006B: 15@ *= 27@ // (float)
  6614. 0063: 19@ -= 15@ // (float)
  6615. ////////////////////////////
  6616. 16@ /= 100.0
  6617. 27@ = 60.0
  6618. 0073: 27@ /= 26@ // (float)
  6619. 006B: 16@ *= 27@ // (float)
  6620. 0063: 20@ -= 16@ // (float)
  6621. ////////////////////////////
  6622. 17@ /= 100.0
  6623. 27@ = 60.0
  6624. 0073: 27@ /= 26@ // (float)
  6625. 006B: 17@ *= 27@ // (float)
  6626. 0063: 21@ -= 17@ // (float)
  6627. return
  6628.  
  6629. :GET_TARGET_ACTOR
  6630. 28@ = 640.0
  6631. 0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
  6632. 000A: 29@ += 0x4
  6633. 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
  6634. for 30@ = 0 to 35584 step 0x100
  6635. 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
  6636. 000A: 29@ += 0x1
  6637. if and
  6638. 0029: 31@ >= 0x00
  6639. 001B: 0x80 > 31@
  6640. then
  6641. 005A: 31@ += 30@
  6642. if
  6643. 056D: actor 31@ defined
  6644. then
  6645. if
  6646. 803C: $PLAYER_ACTOR == 31@ // (int)
  6647. then
  6648. 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
  6649. 068D: get_camera_position_to 24@ 23@ 22@
  6650. if and
  6651. 02CB: actor 31@ bounding_sphere_visible
  6652. 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0
  6653. then
  6654. 0AB1: @getScreenXYFrom3DCoords 3 3D_coords_X 27@ Y 26@ Z 25@ store_screen_X_to 24@ Y_to 23@
  6655. if 02D8: actor $PLAYER_ACTOR current_weapon == 33
  6656. then
  6657. 0509: 22@ = distance_between_XY 330.0 190.0 and_XY 24@ 23@
  6658. else
  6659. if or
  6660. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  6661. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  6662. then 0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@
  6663. else
  6664. if 02D8: actor $PLAYER_ACTOR current_weapon == 34
  6665. then 0509: 22@ = distance_between_XY 316.0 228.0 and_XY 24@ 23@
  6666. end
  6667. end
  6668. end
  6669. if
  6670. 0035: 28@ >= 22@ // (float)
  6671. then
  6672. 0087: 28@ = 22@ // (float)
  6673. 0087: 15@ = 31@ // (float)
  6674. 12@ = 1337
  6675. end
  6676. end
  6677. end
  6678. end
  6679. end
  6680. end
  6681. if 12@ == 1337
  6682. then
  6683. 12@ = 0
  6684. if 056D: actor 15@ defined
  6685. then
  6686. 0485: return_true
  6687. else
  6688. 059A: return_false
  6689. end
  6690. end
  6691. 0AB2: 1 15@
  6692.  
  6693. :crosshair_coords
  6694. 0A8D: 23@ = read_memory 0xC9C040 size 4 virtual_protect 0 //x screen
  6695. 0A8D: 24@ = read_memory 0xC9C044 size 4 virtual_protect 0 //y screen
  6696. 0A8D: 25@ = read_memory 0xB6EC14 size 4 virtual_protect 0
  6697. 0A8D: 26@ = read_memory 0xB6EC10 size 4 virtual_protect 0
  6698. 0093: 22@ = integer 23@ to_float@
  6699. 006F: 22@ *= 25@
  6700. 0093: 29@ = integer 23@ to_float
  6701. 29@ *= 0.0015625
  6702. 29@ *= 64.0
  6703. 29@ *= 0.2
  6704. 29@ *= 0.1
  6705. 0063: 22@ -= 29@ // (float)
  6706. ///////
  6707. 0093: 10@ = integer 24@ to_float
  6708. 006F: 10@ *= 26@
  6709. 0093: 11@ = integer 24@ to_float
  6710. 11@ *= 0.002232143
  6711. 11@ *= 64.0
  6712. 11@ *= 0.2
  6713. 11@ *= 0.1
  6714. 0063: 10@ -= 11@ // (float)
  6715. ret 2 22@ 10@
  6716.  
  6717.  
  6718. :GET_AIMING_POS // PASTE THIS AT THE END OF THE SCRIPT
  6719. Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
  6720. 0A9F: 5@ = current_thread_pointer
  6721. 5@ += 80
  6722. 0A8E: 6@ = 5@ + 12 // int
  6723. 0AA6: call_method 5327216 11989032 num_params 6 pop 0 6@ 5@ 3@ 2@ 1@ 4@
  6724. if
  6725. 86BD: not no_obstacles_between 1@ 2@ 3@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 1 particle 0
  6726. else_jump @ADD
  6727. jump @END_POS
  6728.  
  6729. :ADD
  6730. 4@ += 1.0
  6731. if
  6732. 4@ > 250.0
  6733. else_jump @GET_AIMING_POS
  6734.  
  6735. :END_POS
  6736. 0@ = 0.0
  6737. 1@ = 0.0
  6738. 2@ = 0.0
  6739. 005B: 0@ += 8@ // (float)
  6740. 005B: 1@ += 9@ // (float)
  6741. 005B: 2@ += 10@ // (float)
  6742. 4@ = 0.0 // RESET THE AIM RADIUS
  6743. return
  6744.  
  6745. :Credits
  6746. hex
  6747. "{a7a899}CMDs: {c9d160}'route_help' (Dialog must be closed)" A
  6748. " " A
  6749. "{a7a899}Developers:{c9d160} Shanker & Popica" A
  6750. " " A
  6751. "{a7a899}Script Developer: {c9d160}Shanker" A
  6752. "{a7a899}Website Developer: {c9d160}Popica" A
  6753. " " A
  6754. "{a7a899}Special Thanks to: {c9d160}Byonic, Opcode.eXe, Opc0d3r, monday, springfield" A
  6755. "{a7a899}Thanks for testing, reporting bugs and feedback: {c9d160}Crack.eXe, Jackus, HawKing" A
  6756. " " A
  6757. "{a7a899}Visit {a4ad3e}http:/�/cmods.ml/ {a7a899}�for more informations!" 0
  6758. end
  6759.  
  6760. :Route_Help
  6761. hex
  6762. "{ce214f}Credits:" A
  6763. "{5283d8}Vehicle Recording original by: {a6ad9c}Opcode.eXe" A
  6764. "{5283d8}Security System: {a6ad9c}Shanker" A
  6765. " " A
  6766. "{5283d8}{ce214f}Now, how to use it?" A
  6767. "{5283d8}You must tick 'Activate Route Recording before you start/stop recording/playing the path" A
  6768. "{5283d8}To avoid false warnings you must tog all possible chats!!!" A
  6769. " " A
  6770. "{5283d8}{ce214f}How to use the security system based on your current warning level? (33/66)" A
  6771. "{5283d8}The cheat will say Text_1 or Text_2 (50/50 chance) if your warning level increase to 33" A
  6772. "{5283d8}The cheat will say Text_1 or Text_2 from the second box if your warning level increase to 66" A
  6773. "{5283d8}You can check both 'Answer and continue' and one of the 3/3 warning level CheckBoxes!" A
  6774. "{5283d8}Important: The cheat will scan only two strings(words xD) from the boxes" A
  6775. " " A
  6776. "{5283d8}{ce214f}What is Night Mode?" A
  6777. "{5283d8}Night Mode is a security system which check how much chat RCPs the server send to you in the" A
  6778. "{5283d8}last 60 seconds. If this is higher or equal w/ 5 your game will (Fake)Crash,Kick or /Q" A
  6779. "{5283d8}(depending on what did you ticked on the 3/3 warning level, if you ticked nothing," A
  6780. "{5283d8}it will be randomised)" A
  6781. " " A
  6782. "{ce214f}What chats should i turn off?" A
  6783. "{5283d8}News, Newbie Chat, Advertisments, Faction Chat, Event Chat, Admin Punishments" A
  6784. " " A
  6785. "{5283d8}Security system works only for RO servers! Please report any bug you find, shanker#5776 @Discord" 0
  6786. end
  6787.  
  6788. :GET_AIM_TARGET_ACTOR
  6789. FOR 28@ = 0.0 TO 0@ STEP 8.0
  6790. 0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
  6791. 000A: 29@ += 0x4
  6792. 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
  6793. for 30@ = 0 to 35584 step 0x100
  6794. 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
  6795. 000A: 29@ += 0x1
  6796. if and
  6797. 0029: 31@ >= 0x00
  6798. 001B: 0x80 > 31@
  6799. then
  6800. 005A: 31@ += 30@
  6801. if
  6802. 056D: actor 31@ defined
  6803. then
  6804. if
  6805. 803C: $PLAYER_ACTOR == 31@ // (int)
  6806. then
  6807. 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
  6808. 068D: get_camera_position_to 24@ 23@ 22@
  6809.  
  6810. 0AB1: @GET 2 var_number 58 var_size 4 receiver 4@
  6811. if Dialog.CheckBoxIsChecked(4@, 13)
  6812. then 16@ = 0
  6813. else 16@ = 1
  6814. end
  6815. if and
  6816. 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 16@ car 0 actor 0 object 0 particle 0
  6817. 80DF: actor 31@ driving
  6818. 8118: actor 31@ dead
  6819. 02CB: actor 31@ bounding_sphere_visible
  6820. then
  6821. {Combat Shotgun - Micro SMG - MP5}
  6822. if or
  6823. 02D8: actor $PLAYER_ACTOR current_weapon == 27
  6824. 02D8: actor $PLAYER_ACTOR current_weapon == 28
  6825. 02D8: actor $PLAYER_ACTOR current_weapon == 29
  6826. then
  6827. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  6828. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  6829. 0509: 15@ = distance_between_XY 318.0 191.0 and_XY 13@ 14@
  6830. if 0035: 28@ >= 15@ // (float)
  6831. then 0AB2: 1 31@
  6832. end
  6833. end
  6834.  
  6835. {M4 - AK47}
  6836. if or
  6837. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  6838. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  6839. then
  6840. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  6841. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  6842. 0509: 15@ = distance_between_XY 333.0 191.0 and_XY 13@ 14@
  6843. if 0035: 28@ >= 15@ // (float)
  6844. then 0AB2: 1 31@
  6845. end
  6846. end
  6847.  
  6848. {9mm - DEAGLE - Silenced - Shotgun - Sawnoff Shotgun - Tec9 - Minigun}
  6849. if or
  6850. 02D8: actor $PLAYER_ACTOR current_weapon == 22
  6851. 02D8: actor $PLAYER_ACTOR current_weapon == 23
  6852. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  6853. 02D8: actor $PLAYER_ACTOR current_weapon == 25
  6854. 02D8: actor $PLAYER_ACTOR current_weapon == 26
  6855. 02D8: actor $PLAYER_ACTOR current_weapon == 32
  6856. 02D8: actor $PLAYER_ACTOR current_weapon == 38
  6857. then
  6858. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  6859. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  6860. 0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
  6861. if 0035: 28@ >= 15@ // (float)
  6862. then 0AB2: 1 31@
  6863. end
  6864. end
  6865.  
  6866. {SNIPER}
  6867. if 02D8: actor $PLAYER_ACTOR current_weapon == 34
  6868. then
  6869. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  6870. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  6871. 0509: 15@ = distance_between_XY 316.0 228.0 and_XY 13@ 14@
  6872. if 0035: 28@ >= 15@ // (float)
  6873. then 0AB2: 1 31@
  6874. end
  6875. end
  6876.  
  6877. {RIFLE}
  6878. if 02D8: actor $PLAYER_ACTOR current_weapon == 33
  6879. then
  6880. 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
  6881. 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
  6882. 0509: 15@ = distance_between_XY 330.0 190.0 and_XY 13@ 14@
  6883. if 0035: 28@ >= 15@ // (float)
  6884. then 0AB2: 1 31@
  6885. end
  6886. end
  6887. end
  6888. end
  6889. end
  6890. end
  6891. end
  6892. END
  6893. 0AB2: ret 1 -1
  6894.  
  6895. :TELEPORT
  6896. 0A96: 4@ = actor 0@ struct
  6897. 4@ += 20
  6898. 0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
  6899. 4@ += 48 // X
  6900. 0A8C: write_memory 4@ size 4 value 1@ virtual_protect 0 // X
  6901. 4@ += 4 // Y
  6902. 0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0 // Y
  6903. 4@ += 4 // Z
  6904. 0A8C: write_memory 4@ size 4 value 3@ virtual_protect 0 // Z
  6905. 0AB2: ret 0
  6906.  
  6907. :RENDER_THINGS
  6908. if 0AB0: key_pressed 1
  6909. then
  6910. 29@ = 55
  6911. 28@ = 255
  6912. 27@ = 1.5
  6913. else
  6914. 29@ = 255
  6915. 28@ = 55
  6916. 27@ = 1.0
  6917. end
  6918. return
  6919.  
  6920. :GET_AIMING_POSITION
  6921. Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
  6922. 0A9F: 5@ = current_thread_pointer
  6923. 5@ += 80
  6924. 0A8E: 6@ = 5@ + 12 // int
  6925. 4@ = 2.5
  6926. 0AA6: call_method 5327216 11989032 num_params 6 pop 0 6@ 5@ 3@ 2@ 1@ 4@
  6927. 0AB2: ret 3 8@ 9@ 10@
  6928.  
  6929. :CHECK_CURRENT_WEAPON
  6930. 0470: 5@ = actor $PLAYER_ACTOR current_weapon
  6931. 0AB1: @GET 2 var_number 58 var_size 4 receiver 10@
  6932. if 5@ == 22
  6933. then
  6934. if Dialog.CheckBoxIsChecked(10@, 0)
  6935. then
  6936. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6937. 3@ -= 0.4
  6938. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6939. end
  6940. end
  6941. if 5@ == 23
  6942. then
  6943. if Dialog.CheckBoxIsChecked(10@, 1)
  6944. then
  6945. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6946. 3@ -= 0.4
  6947. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6948. end
  6949. end
  6950. if 5@ == 24
  6951. then
  6952. if Dialog.CheckBoxIsChecked(10@, 2)
  6953. then
  6954. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6955. 3@ -= 0.4
  6956. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6957. end
  6958. end
  6959. if 5@ == 25
  6960. then
  6961. if Dialog.CheckBoxIsChecked(10@, 3)
  6962. then
  6963. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6964. 3@ -= 0.4
  6965. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6966. end
  6967. end
  6968. if 5@ == 26
  6969. then
  6970. if Dialog.CheckBoxIsChecked(10@, 4)
  6971. then
  6972. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6973. 3@ -= 0.4
  6974. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6975. end
  6976. end
  6977. if 5@ == 27
  6978. then
  6979. if Dialog.CheckBoxIsChecked(10@, 5)
  6980. then
  6981. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6982. 3@ -= 0.4
  6983. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6984. end
  6985. end
  6986. if 5@ == 28
  6987. then
  6988. if Dialog.CheckBoxIsChecked(10@, 6)
  6989. then
  6990. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  6991. 3@ -= 0.4
  6992. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  6993. end
  6994. end
  6995. if 5@ == 29
  6996. then
  6997. if Dialog.CheckBoxIsChecked(10@, 7)
  6998. then
  6999. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7000. 3@ -= 0.4
  7001. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7002. end
  7003. end
  7004. if 5@ == 30
  7005. then
  7006. if Dialog.CheckBoxIsChecked(10@, 8)
  7007. then
  7008. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7009. 3@ -= 0.4
  7010. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7011. end
  7012. end
  7013. if 5@ == 31
  7014. then
  7015. if Dialog.CheckBoxIsChecked(10@, 9)
  7016. then
  7017. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7018. 3@ -= 0.4
  7019. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7020. end
  7021. end
  7022. if 5@ == 32
  7023. then
  7024. if Dialog.CheckBoxIsChecked(10@, 10)
  7025. then
  7026. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7027. 3@ -= 0.4
  7028. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7029. end
  7030. end
  7031. if 5@ == 33
  7032. then
  7033. if Dialog.CheckBoxIsChecked(10@, 11)
  7034. then
  7035. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7036. 3@ -= 0.4
  7037. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7038. end
  7039. end
  7040. if 5@ == 34
  7041. then
  7042. if Dialog.CheckBoxIsChecked(10@, 12)
  7043. then
  7044. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7045. 3@ -= 0.4
  7046. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7047. end
  7048. end
  7049. if 5@ == 38
  7050. then
  7051. if Dialog.CheckBoxIsChecked(10@, 30)
  7052. then
  7053. 0AB1: @GET_AIMING_POSITION 0 _STORE_TO 1@ 2@ 3@
  7054. 3@ -= 0.4
  7055. 0AB1: @TELEPORT 4 ACTOR 0@ TO 1@ 2@ 3@ WITHOUT RESET
  7056. end
  7057. end
  7058. return
  7059.  
  7060. :WEAPON_CHECK_SILENT
  7061. if 25@ == 22
  7062. then
  7063. if Dialog.CheckBoxIsChecked(15@, 0) // 9mm
  7064. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7065. else 0BE0: raknet hook_ret true
  7066. end
  7067. end
  7068. if 25@ == 23
  7069. then
  7070. if Dialog.CheckBoxIsChecked(15@, 1) // Silenced Pistol
  7071. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7072. else 0BE0: raknet hook_ret true
  7073. end
  7074. end
  7075. if 25@ == 24
  7076. then
  7077. if Dialog.CheckBoxIsChecked(15@, 2) // Deagle
  7078. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7079. else 0BE0: raknet hook_ret true
  7080. end
  7081. end
  7082. if 25@ == 25
  7083. then
  7084. if Dialog.CheckBoxIsChecked(15@, 3) // Shotgun
  7085. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7086. else 0BE0: raknet hook_ret true
  7087. end
  7088. end
  7089. if 25@ == 26
  7090. then
  7091. if Dialog.CheckBoxIsChecked(15@, 4) // Sawnoff Shotgun
  7092. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7093. else 0BE0: raknet hook_ret true
  7094. end
  7095. end
  7096. if 25@ == 27
  7097. then
  7098. if Dialog.CheckBoxIsChecked(15@, 5) // Combat Shotgun
  7099. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7100. else 0BE0: raknet hook_ret true
  7101. end
  7102. end
  7103. if 25@ == 28
  7104. then
  7105. if Dialog.CheckBoxIsChecked(15@, 6) // Micro SMG
  7106. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7107. else 0BE0: raknet hook_ret true
  7108. end
  7109. end
  7110. if 25@ == 29
  7111. then
  7112. if Dialog.CheckBoxIsChecked(15@, 7) // MP5
  7113. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7114. else 0BE0: raknet hook_ret true
  7115. end
  7116. end
  7117. if 25@ == 30
  7118. then
  7119. if Dialog.CheckBoxIsChecked(15@, 8) // AK47
  7120. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7121. else 0BE0: raknet hook_ret true
  7122. end
  7123. end
  7124. if 25@ == 31
  7125. then
  7126. if Dialog.CheckBoxIsChecked(15@, 9) // M4
  7127. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7128. else 0BE0: raknet hook_ret true
  7129. end
  7130. end
  7131. if 25@ == 32
  7132. then
  7133. if Dialog.CheckBoxIsChecked(15@, 10) // Tec9
  7134. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7135. else 0BE0: raknet hook_ret true
  7136. end
  7137. end
  7138. if 25@ == 33
  7139. then
  7140. if Dialog.CheckBoxIsChecked(15@, 11) // Rifle
  7141. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7142. else 0BE0: raknet hook_ret true
  7143. end
  7144. end
  7145. if 25@ == 34
  7146. then
  7147. if Dialog.CheckBoxIsChecked(15@, 12) // Sniper
  7148. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7149. else 0BE0: raknet hook_ret true
  7150. end
  7151. end
  7152. if 25@ == 38
  7153. then
  7154. if Dialog.CheckBoxIsChecked(15@, 13) // Minigun
  7155. then 0AB1: call @SendSilentBullet 5 DrawBlood 16@ AnyDistance 17@ BloodDensity 18@ LastTargetHandle 19@ SendRPC_STANDARD_VALUE 20@
  7156. else 0BE0: raknet hook_ret true
  7157. end
  7158. end
  7159. return
  7160.  
  7161. :VALID_CROSSHAIR
  7162. if or
  7163. 02D8: actor $PLAYER_ACTOR current_weapon == 22
  7164. 02D8: actor $PLAYER_ACTOR current_weapon == 23
  7165. 02D8: actor $PLAYER_ACTOR current_weapon == 24
  7166. 02D8: actor $PLAYER_ACTOR current_weapon == 25
  7167. 02D8: actor $PLAYER_ACTOR current_weapon == 26
  7168. 02D8: actor $PLAYER_ACTOR current_weapon == 32
  7169. 02D8: actor $PLAYER_ACTOR current_weapon == 38
  7170. then 0509: 5@ = distance_between_XY 339.0 179.0 and_XY 3@ 4@
  7171. end
  7172. if or
  7173. 02D8: actor $PLAYER_ACTOR current_weapon == 30
  7174. 02D8: actor $PLAYER_ACTOR current_weapon == 31
  7175. then 0509: 5@ = distance_between_XY 333.0 191.0 and_XY 3@ 4@
  7176. end
  7177. if or
  7178. 02D8: actor $PLAYER_ACTOR current_weapon == 27
  7179. 02D8: actor $PLAYER_ACTOR current_weapon == 28
  7180. 02D8: actor $PLAYER_ACTOR current_weapon == 29
  7181. then 0509: 5@ = distance_between_XY 318.0 191.0 and_XY 3@ 4@
  7182. end
  7183. if 02D8: actor $PLAYER_ACTOR current_weapon == 34
  7184. then 0509: 5@ = distance_between_XY 316.0 228.0 and_XY 3@ 4@
  7185. end
  7186. if 02D8: actor $PLAYER_ACTOR current_weapon == 33
  7187. then 0509: 5@ = distance_between_XY 330.0 190.0 and_XY 3@ 4@
  7188. end
  7189. return
  7190.  
  7191. :CHECK_TEXT
  7192. if or
  7193. 0C29: 33@ = stristr string1 24@ string2 "You must activate it"
  7194. 0C29: 33@ = stristr string1 24@ string2 "JEGOSULE"
  7195. then 5@ = 1
  7196. else 5@ = 0
  7197. end
  7198. return
  7199.  
  7200. :DEBUG_MODE
  7201. SAMP.IsCommandTyped(0@)
  7202. if 0C29: 33@ = stristr string1 0@ string2 "penis123"
  7203. then 0AB1: @SET 3 passed_value 1 var_number 85 var_size 4
  7204. else
  7205. 0AB1: @SET 3 passed_value 0 var_number 85 var_size 4
  7206. printf "wrong password" 5000
  7207. end
  7208. CMDRET
  7209.  
  7210. :DRAW_LINE
  7211. 0B67: render a 0xFF r 23 g 106 b 239 to_argb 4@
  7212. Render.DrawLine(0@, 1@, 2@, 3@, 2, 4@)
  7213. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 4@
  7214. Render.DrawPolygon(0@, 1@, 10, 10, 10, 10, 4@)
  7215. Render.DrawPolygon(2@, 3@, 10, 10, 10, 10, 4@)
  7216. ret 0
  7217.  
  7218. :DRAW_TEXTURE
  7219. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 6 _STORE_TO 1@ 2@ 3@
  7220. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7221. 0B67: render a 0xFF r 255 g 255 b 255 to_argb 3@
  7222. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 6 _STORE_TO 4@ 5@ 6@
  7223. 068D: get_camera_position_to 7@ 8@ 9@
  7224. 050A: 10@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 7@ 8@ 9@
  7225. 10@ /= 22.0
  7226. 11@ = 32.0
  7227. 0073: 11@ /= 10@ // (float)
  7228. 0092: 11@ = float 11@ to_integer
  7229. 0085: 13@ = 11@ // (int)
  7230. 13@ /= 2
  7231. 0062: 1@ -= 13@ // (int)
  7232. 0062: 2@ -= 13@ // (int)
  7233. 0AB1: @GET 2 var_number 90 var_size 4 receiver 29@
  7234. Render.DrawTexture(29@, 1@, 2@, 11@, 11@, 0.0, 3@)
  7235. ret 0
  7236.  
  7237. :RENDER_GAT
  7238. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 8 _STORE_TO 1@ 2@ 3@
  7239. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 4 _STORE_TO 4@ 5@ 6@
  7240. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7241. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7242. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7243. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7244. end
  7245. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7246. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7247. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7248. ret 0
  7249.  
  7250. :RENDER_MANA_DREAPTA
  7251. {LINE 1}
  7252. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 4 _STORE_TO 1@ 2@ 3@
  7253. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 22 _STORE_TO 4@ 5@ 6@
  7254. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7255. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7256. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7257. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7258. end
  7259. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7260. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7261. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7262. {LINE 2}
  7263. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 23 _STORE_TO 5@ 6@ 7@
  7264. 00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
  7265. if 06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 0 particle 0
  7266. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7267. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7268. end
  7269. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
  7270. Render.DrawLine(3@, 4@, 5@, 6@, 2, 30@)
  7271. {LINE 3}
  7272. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 24 _STORE_TO 1@ 2@ 3@
  7273. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7274. if 06BD: no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7275. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7276. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7277. end
  7278. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7279. Render.DrawLine(5@, 6@, 1@, 2@, 2, 30@)
  7280. ret 0
  7281.  
  7282. :RENDER_MANA_STANGA
  7283. {LINE 1}
  7284. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 4 _STORE_TO 1@ 2@ 3@
  7285. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 32 _STORE_TO 4@ 5@ 6@
  7286. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7287. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7288. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7289. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7290. end
  7291. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7292. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7293. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7294. {LINE 2}
  7295. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 33 _STORE_TO 5@ 6@ 7@
  7296. 00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
  7297. if 06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 0 particle 0
  7298. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7299. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7300. end
  7301. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
  7302. Render.DrawLine(3@, 4@, 5@, 6@, 2, 30@)
  7303. {LINE 3}
  7304. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 34 _STORE_TO 1@ 2@ 3@
  7305. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7306. if 06BD: no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7307. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7308. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7309. end
  7310. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7311. Render.DrawLine(5@, 6@, 1@, 2@, 2, 30@)
  7312. ret 0
  7313.  
  7314. :RENDER_CENTRU
  7315. {LINE 1}
  7316. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 4 _STORE_TO 1@ 2@ 3@
  7317. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 3 _STORE_TO 4@ 5@ 6@
  7318. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7319. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7320. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7321. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7322. end
  7323. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7324. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7325. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7326. {LINE 2}
  7327. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 2 _STORE_TO 5@ 6@ 7@
  7328. 00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
  7329. if 06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 0 particle 0
  7330. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7331. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7332. end
  7333. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
  7334. Render.DrawLine(3@, 4@, 5@, 6@, 2, 30@)
  7335. {LINE 3}
  7336. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1 _STORE_TO 1@ 2@ 3@
  7337. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7338. if 06BD: no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7339. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7340. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7341. end
  7342. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7343. Render.DrawLine(5@, 6@, 1@, 2@, 2, 30@)
  7344. ret 0
  7345.  
  7346. :RENDER_PICIOR_STANG
  7347. {LINE 1}
  7348. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1 _STORE_TO 1@ 2@ 3@
  7349. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 52 _STORE_TO 4@ 5@ 6@
  7350. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7351. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7352. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7353. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7354. end
  7355. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7356. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7357. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7358. {LINE 2}
  7359. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 53 _STORE_TO 5@ 6@ 7@
  7360. 00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
  7361. if 06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 0 particle 0
  7362. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7363. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7364. end
  7365. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
  7366. Render.DrawLine(3@, 4@, 5@, 6@, 2, 30@)
  7367. {LINE 3}
  7368. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 54 _STORE_TO 1@ 2@ 3@
  7369. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7370. if 06BD: no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7371. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7372. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7373. end
  7374. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7375. Render.DrawLine(5@, 6@, 1@, 2@, 2, 30@)
  7376. ret 0
  7377.  
  7378. :RENDER_PICIOR_DREPT
  7379. {LINE 1}
  7380. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1 _STORE_TO 1@ 2@ 3@
  7381. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 42 _STORE_TO 4@ 5@ 6@
  7382. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7383. if 06BD: no_obstacles_between 4@ 5@ 6@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7384. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7385. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7386. end
  7387. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7388. 0B55: convert_3D_coords 4@ 5@ 6@ to_screen 3@ 4@
  7389. Render.DrawLine(1@, 2@, 3@, 4@, 2, 30@)
  7390. {LINE 2}
  7391. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 43 _STORE_TO 5@ 6@ 7@
  7392. 00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@
  7393. if 06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 0 particle 0
  7394. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7395. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7396. end
  7397. 0B55: convert_3D_coords 5@ 6@ 7@ to_screen 5@ 6@
  7398. Render.DrawLine(3@, 4@, 5@, 6@, 2, 30@)
  7399. {LINE 3}
  7400. 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 44 _STORE_TO 1@ 2@ 3@
  7401. 00A0: store_actor $PLAYER_ACTOR position_to 7@ 8@ 9@
  7402. if 06BD: no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 0 particle 0
  7403. then 0B67: render a 0xFF r 38 g 193 b 64 to_argb 30@
  7404. else 0B67: render a 0xFF r 214 g 49 b 74 to_argb 30@
  7405. end
  7406. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 1@ 2@
  7407. Render.DrawLine(5@, 6@, 1@, 2@, 2, 30@)
  7408. ret 0
  7409.  
  7410. :CREATE_VELOCITY
  7411. 04C4: store_coords_to 4@ 5@ 6@ from_actor 0@ with_offset 1@ 2@ 3@
  7412. Actor.StorePos(0@, 7@, 8@, 9@)
  7413. 0063: 4@ -= 7@ // (float)
  7414. 0063: 5@ -= 8@ // (float)
  7415. 0063: 6@ -= 9@ // (float)
  7416. 0AB2: RET 3 4@ 5@ 6@
  7417.  
  7418. :CREATE_VELOCITY_IN_LOOKING_DIRECTION
  7419. 0087: 13@ = 0@ // (float)
  7420. Actor.StorePos($PLAYER_ACTOR, 20@, 21@, 22@)
  7421. 068D: get_camera_position_to 24@ 25@ 26@
  7422. 0063: 20@ -= 24@ // (float)
  7423. 0063: 21@ -= 25@ // (float)
  7424. 0063: 22@ -= 26@ // (float)
  7425. Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
  7426. 006B: 20@ *= 13@ // (float)
  7427. 006B: 21@ *= 13@ // (float)
  7428. 006B: 22@ *= 13@ // (float)
  7429. 005B: 22@ += 13@ // (float)
  7430. 005B: 0@ += 20@ // (float)
  7431. 005B: 1@ += 21@ // (float)
  7432. 005B: 2@ += 22@ // (float)
  7433. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  7434. 0063: 0@ -= 3@ // (float)
  7435. 0063: 1@ -= 4@ // (float)
  7436. 0063: 2@ -= 5@ // (float)
  7437. 0AB2: RET 3 0@ 1@ 2@
  7438.  
  7439. :DISABLE_VELOCITY_Z_LIMIT
  7440. if
  7441. 0@ == 1
  7442. then
  7443. 0A8C: write_memory 0x5E91CE size 1 value 0x90 virtual_protect 1
  7444. 0A8C: write_memory 0x5E91CF size 1 value 0x90 virtual_protect 1
  7445. 0A8C: write_memory 0x5E91D0 size 1 value 0x90 virtual_protect 1
  7446. 0A8C: write_memory 0x5E91D1 size 1 value 0x90 virtual_protect 1
  7447. 0A8C: write_memory 0x5E91D2 size 1 value 0x90 virtual_protect 1
  7448. 0A8C: write_memory 0x5E91D3 size 1 value 0x90 virtual_protect 1
  7449. 0A8C: write_memory 0x5E91D4 size 1 value 0x90 virtual_protect 1
  7450. else
  7451. if
  7452. 0@ == 0
  7453. then
  7454. 0A8C: write_memory 0x5E91CE size 1 value 0xC7 virtual_protect 1
  7455. 0A8C: write_memory 0x5E91CF size 1 value 0x46 virtual_protect 1
  7456. 0A8C: write_memory 0x5E91D0 size 1 value 0x4C virtual_protect 1
  7457. 0A8C: write_memory 0x5E91D1 size 1 value 0 virtual_protect 1
  7458. 0A8C: write_memory 0x5E91D2 size 1 value 0 virtual_protect 1
  7459. 0A8C: write_memory 0x5E91D3 size 1 value 0x80 virtual_protect 1
  7460. 0A8C: write_memory 0x5E91D4 size 1 value 0x3E virtual_protect 1
  7461. end
  7462. end
  7463. 0AB2: ret 0
  7464.  
  7465. :DISABLE_GROUND_COLLISION_FOR_VELOCITY
  7466. 0A96: 23@ = actor $PLAYER_ACTOR struct
  7467. 0A8E: 22@ = 23@ + 0x46C
  7468. 0A8C: write_memory 22@ size 1 value 0 virtual_protect 0 // ONFOOT STATE = AIR
  7469. //if
  7470. //0184: actor $PLAYER_ACTOR health >= 1
  7471. //then
  7472. // 0A96: 23@ = actor $PLAYER_ACTOR struct
  7473. // 0A8E: 22@ = 23@ + 0x46D
  7474. // 0A8C: write_memory 22@ size 1 value 3 virtual_protect 0 // JUMP STATE = ONFOOT
  7475. //end
  7476. 0AB2: ret 0
  7477.  
  7478. :GET_LOOKING_ANGLE
  7479. 068D: get_camera_position_to 2@ 3@ 4@
  7480. 068E: get_camera_target_point_to 5@ 6@ 7@
  7481. 0063: 5@ -= 2@ // (float)
  7482. 0063: 6@ -= 3@ // (float)
  7483. 0604: get_Z_angle_for_point 5@ 6@ store_to 7@
  7484. 0AB2: ret 1 7@
  7485.  
  7486. :ATENAT_SPAM
  7487. while true
  7488. wait 0
  7489. 0AB1: @GET 2 var_number 50 var_size 4 receiver 0@
  7490. if Dialog.CheckBoxIsChecked(0@, 0)
  7491. then
  7492. alloc 1@ = 1000
  7493. Dialog.GetControlText(0@, 1, 1@)
  7494. 2@ += 1
  7495. say "%s x%d" 1@ 2@
  7496. free 1@
  7497. wait 1000
  7498. else 2@ = 0
  7499. end
  7500. end
  7501.  
  7502. :ATENTAT_THREAD
  7503. while true
  7504. wait 0
  7505. {ATENTAT}
  7506. 0AB1: @GET 2 var_number 19 var_size 4 receiver 15@
  7507. if Dialog.CheckBoxIsChecked(15@, 100)
  7508. then
  7509. for 0@ = 0 to 999
  7510. if SAMP.IsPlayerConnected(0@)
  7511. then
  7512. 1@ = SAMP.GetActorHandleByPlayerID(0@)
  7513. if 056D: actor 1@ defined
  7514. then
  7515. if 8118: actor 1@ dead
  7516. then 0AB1: call @SendSilentBullet 5 DrawBlood 0 AnyDistance 1 BloodDensity 1 LastTargetHandle 1@ SendRPC_STANDARD_VALUE 1
  7517. end
  7518. end
  7519. end
  7520. END
  7521. end
  7522. end
  7523.  
  7524. :ROUTE_RECORDING
  7525. while true
  7526. wait 0
  7527. 0AB1: @GET 2 var_number 93 var_size 4 receiver 15@
  7528. if Dialog.CheckBoxIsChecked(15@, 4)
  7529. then
  7530. if 00DF: actor $PLAYER_ACTOR driving
  7531. then
  7532. {RECORDING}
  7533. if and
  7534. 0C89: key_just_pressed 80
  7535. 8B21: samp is_chat_opened
  7536. 8C7E: is_console_active
  7537. then 0AB1: @SET 3 passed_value 1 var_number 97 var_size 4
  7538. end
  7539.  
  7540. if and
  7541. 8B21: NOT_CHAT_OPEN
  7542. 0AB0: 79 {O}
  7543. then
  7544. repeat
  7545. wait 0
  7546. until 8AB0: 79 {O}
  7547.  
  7548. 32@ = 0
  7549.  
  7550. printf "Vehicle Recording: recording a new path!!" 3000
  7551. 03C0: 0@ = actor $PLAYER_ACTOR car
  7552. 0407: 1@ 2@ 3@ CAR 0@ w_OFFSET 0.0 0.0 0.0
  7553. 018A: 29@ = create_checkpoint_at 1@ 2@ 3@
  7554.  
  7555.  
  7556. 0A9A: 31@ = openfile "CLEO\cleo_saves\File.file" mode "wb+"
  7557.  
  7558. repeat
  7559. wait 0
  7560. if 80DF: actor $PLAYER_ACTOR driving
  7561. then
  7562. printf "Vehicle Recording: just saved ur ass from a crash. Recording failed." 3000
  7563. break
  7564. end
  7565. 0AB1: @DRAW_TEXT_RECORDING 0
  7566.  
  7567. if 32@ > 200
  7568. then
  7569. 32@ = 0
  7570. 03C0: 0@ = actor $PLAYER_ACTOR car
  7571. 0407: 1@ 2@ 3@ CAR 0@ w_OFFSET 0.0 0.0 0.0
  7572. 02E3: 4@ = car 0@ speed
  7573. 0A9E: writefile 31@ size 16 from 1@
  7574. 018C: play_sound 1052 at 0.0 0.0 0.0
  7575. end
  7576. until 0AB0: 79
  7577.  
  7578. 0164: disable_marker 29@
  7579.  
  7580. 0A9B: closefile 31@
  7581. printf "Vehicle Recording: recording has been stopped." 3000
  7582. repeat
  7583. wait 0
  7584. until 8AB0: 79 {O}
  7585. end
  7586.  
  7587. {PLAYING PATH}
  7588. if 8B21: NOT_CHAT_OPEN
  7589. then
  7590. 0AB1: @GET 2 var_number 97 var_size 4 receiver 30@
  7591. if or
  7592. 30@ == 1
  7593. 0AB0: 80 {P}
  7594. then
  7595. {LOOP 1}
  7596. repeat
  7597. wait 0
  7598. until 8AB0: 80 {p}
  7599.  
  7600. if 0AAB: file_exists "CLEO\cleo_saves\File.file"
  7601. then
  7602. printf "Vehicle Recording: playing the path now!" 3000
  7603.  
  7604. 0A9A: 31@ = openfile "CLEO\cleo_saves\File.file" mode "rb"
  7605.  
  7606. {LOOP 2}
  7607. repeat
  7608. wait 0
  7609. if 80DF: actor $PLAYER_ACTOR driving
  7610. then
  7611. printf "Vehicle Recording: just saved ur ass from a crash." 3000
  7612. break
  7613. end
  7614.  
  7615. if and
  7616. 8B21: NOT_CHAT_OPEN
  7617. 0AB0: 80 {p}
  7618. then break
  7619. end
  7620.  
  7621. 03C0: 0@ = actor $PLAYER_ACTOR car
  7622.  
  7623. 0A9D: readfile 31@ size 4 to 1@
  7624. 0A9D: readfile 31@ size 4 to 2@
  7625. 0A9D: readfile 31@ size 4 to 3@
  7626. 0A9D: readfile 31@ size 4 to 4@
  7627. 0A9D: readfile 31@ size 4 to 1@
  7628. 0A9D: readfile 31@ size 4 to 2@
  7629. 0A9D: readfile 31@ size 4 to 3@
  7630. 0A9D: readfile 31@ size 4 to 4@
  7631.  
  7632. {LOOP 3}
  7633. repeat
  7634. wait 0
  7635.  
  7636. 0AB1: @GET 2 var_number 97 var_size 4 receiver 30@
  7637. if 30@ == 0
  7638. then
  7639. 0AB1: @GET 2 var_number 93 var_size 4 receiver 30@
  7640. Dialog.SetCheckBoxChecked(30@, 4, 0)
  7641. {WARNING LEVEL}
  7642. 0AB1: @SET 3 passed_value 0 var_number 94 var_size 4
  7643. {ANTI SPAM SECURITY WORDS}
  7644. 0AB1: @SET 3 passed_value 0 var_number 95 var_size 4
  7645. 0AB1: @SET 3 passed_value 0 var_number 96 var_size 4
  7646. {NIGHT MODE}
  7647. 0AB1: @SET 3 passed_value 0 var_number 98 var_size 4
  7648. break
  7649. end
  7650.  
  7651. if 80DF: actor $PLAYER_ACTOR driving
  7652. then
  7653. printf "Vehicle Recording: just saved ur ass from a crash." 3000
  7654. 0AB1: @SET 3 passed_value 0 var_number 97 var_size 4
  7655. break
  7656. end
  7657. if and
  7658. 0AB0: 80 {p}
  7659. 8B21: samp is_chat_opened
  7660. then
  7661. 0AB1: @SET 3 passed_value 0 var_number 97 var_size 4
  7662. printf "Vehicle Recording: disabled looping." 3000
  7663. break
  7664. end
  7665. 0AB1: @DRAW_TEXT_PLAYING 0
  7666. 0407: 6@ 7@ 8@ CAR 0@ w_OFFSET 0.0 0.0 0.0
  7667. 0AB1: call_scm_func @turning_mechanism 4 1@ 2@ 6@ 7@
  7668. 02E3: 5@ = car 0@ speed
  7669.  
  7670. if 0025: 5@ > 4@ // (float)
  7671. then 0AB1: @BRAKE 0
  7672. else 0AB1: @GAS 0
  7673. end
  7674.  
  7675. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 9@ 10@
  7676. 0B55: convert_3D_coords 6@ 7@ 8@ to_screen 11@ 12@
  7677. if
  7678. 00C2: sphere_onscreen 1@ 2@ 3@ radius 5.0
  7679. then
  7680. 0B68: render draw_line_point1 11@ 12@ point2 9@ 10@ width 2 color 0xFFFF0000
  7681. 0B70: render draw_polygon_pos 9@ 10@ size 10 10 corners 14 rotation 0 color 0xFF000000
  7682. 0B70: render draw_polygon_pos 11@ 12@ size 10 10 corners 14 rotation 0 color 0xFF000000
  7683. end
  7684. until 0100: actor $PLAYER_ACTOR in_sphere 1@ 2@ 3@ radius 3.0 3.0 3.0 sphere 0 in_car
  7685.  
  7686. until 0AD6: end_of_file 31@ reached
  7687.  
  7688. printf "Vehicle Recording: playing has been stopped!" 3000
  7689. 0A9B: closefile 31@
  7690.  
  7691. repeat
  7692. wait 0
  7693. if and
  7694. 8B21: samp is_chat_opened
  7695. 8AB0: 80 {p}
  7696. then 5@ = 1
  7697. end
  7698. until 5@ == 1
  7699. end
  7700. end
  7701. end
  7702. end
  7703. end
  7704. end
  7705.  
  7706. :BRAKE
  7707. 0@ = 0xB73458
  7708. 0@ += 0xC
  7709. 0A8C: write_memory 0@ size 1 value 255 virtual_protect 0
  7710. 0AB2: 0
  7711.  
  7712. :GAS
  7713. 0@ = 0xB73458
  7714. 0@ += 0x20
  7715. 0A8C: write_memory 0@ size 1 value 255 virtual_protect 0
  7716. 0AB2: 0
  7717.  
  7718. :getZAngleBetweenPoints
  7719. 0063: 0@ -= 2@
  7720. 0063: 1@ -= 3@
  7721. 0604: get_Z_angle_for_point 0@ 1@ store_to 4@
  7722. 0AB2: 1 4@
  7723.  
  7724. :DRAW_TEXT_PLAYING
  7725. if
  7726. 00DF: actor $PLAYER_ACTOR driving
  7727. then
  7728. 03C0: 0@ = actor $PLAYER_ACTOR car
  7729. 0407: 1@ 2@ 3@ CAR 0@ w_OFFSET 0.0 0.0 0.0
  7730. 0BFD: 31@ = get_global_var "font"
  7731. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  7732. 0B6B: 6@ = FONT 31@ TEXT "PLAYING" LENGTH
  7733. 6@ /= 2
  7734. 0062: 4@ -= 6@
  7735. 0B6F: FONT 31@ DRAW_TEXT "PLAYING" POS 4@ 5@ COLOR 0xFFFF0000
  7736. end
  7737. 0AB2: 0
  7738.  
  7739. :DRAW_TEXT_RECORDING
  7740. if
  7741. 00DF: actor $PLAYER_ACTOR driving
  7742. then
  7743. 03C0: 0@ = actor $PLAYER_ACTOR car
  7744. 0407: 1@ 2@ 3@ CAR 0@ w_OFFSET 0.0 0.0 0.0
  7745. 0BFD: 31@ = get_global_var "font"
  7746. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  7747. 0B6B: 6@ = FONT 31@ TEXT "RECORDING" LENGTH
  7748. 6@ /= 2
  7749. 0062: 4@ -= 6@
  7750. 0B6F: FONT 31@ DRAW_TEXT "RECORDING" POS 4@ 5@ COLOR 0xFFFF0000
  7751. end
  7752. 0AB2: 0
  7753.  
  7754. :turning_mechanism
  7755. 0AB1: @getZAngleBetweenPoints 4 from_XY 0@ 1@ and_XY 2@ 3@ store_to 31@
  7756. 0172: 30@ = actor $PLAYER_ACTOR Z_angle
  7757. 30@ -= 360.0
  7758. 0097: make 30@ absolute_float
  7759. 005B: 31@ += 30@
  7760. 02F6: 30@ = sine 31@
  7761. 02F7: 31@ = cosine 31@
  7762. 0604: get_Z_angle_for_point 30@ 31@ store_to 31@
  7763. if and
  7764. 0021: 31@ > 180.0
  7765. 0023: 355.0 > 31@
  7766. then //press left
  7767. 0B56: set_game_key 0 state -255
  7768. //0B56: set_game_key 16 state 255
  7769. if
  7770. 0023: 200.0 > 31@
  7771. then
  7772. 0B56: set_game_key 6 state 255
  7773. else
  7774. 0B56: set_game_key 6 state 0
  7775. end
  7776. else
  7777. if and
  7778. 0021: 31@ > 5.0
  7779. 0033: 180.0 >= 31@ //lower or equal
  7780. then //press right
  7781. 0B56: set_game_key 0 state 255
  7782. //0B56: set_game_key 16 state 255
  7783. if
  7784. 0021: 31@ > 160.0
  7785. then
  7786. 0B56: set_game_key 6 state 255
  7787. else
  7788. 0B56: set_game_key 6 state 0
  7789. end
  7790. else
  7791. 0B56: set_game_key 0 state 0
  7792. 0B56: set_game_key 6 state 0
  7793. //0B56: set_game_key 16 state 255
  7794. end
  7795. end
  7796. 0AB2: ret 0
  7797.  
  7798. :RANDOM_HORN
  7799. while true
  7800. wait 0
  7801. 0AB1: @GET 2 var_number 93 var_size 4 receiver 0@
  7802. if and
  7803. Dialog.CheckBoxIsChecked(0@, 4)
  7804. Dialog.CheckBoxIsChecked(0@, 7)
  7805. then
  7806. 0209: 1@ = random_int_in_ranges 10 120
  7807. 1@ *= 1000
  7808.  
  7809. 32@ = 0
  7810. 0209: 2@ = random_int_in_ranges 200 3000
  7811. repeat
  7812. wait 0
  7813. 0B56: set_game_key 18 state 255
  7814. until 002D: 32@ >= 2@ // (int)
  7815. wait 1@
  7816. end
  7817. end
  7818.  
  7819. :RANDOM_CHAT
  7820. while true
  7821. wait 0
  7822. 0AB1: @GET 2 var_number 93 var_size 4 receiver 0@
  7823. if and
  7824. Dialog.CheckBoxIsChecked(0@, 4)
  7825. Dialog.CheckBoxIsChecked(0@, 8)
  7826. then
  7827. 0209: 1@ = random_int_in_ranges 10 120
  7828. 1@ *= 1000
  7829.  
  7830. 0209: 2@ = random_int_in_ranges 1 5
  7831. if 2@ == 1
  7832. then say "/stats"
  7833. end
  7834. if 2@ == 2
  7835. then say "/helpers"
  7836. end
  7837. if 2@ == 3
  7838. then say "/c ."
  7839. end
  7840. if 2@ == 4
  7841. then say "/f ."
  7842. end
  7843.  
  7844. wait 1@
  7845. end
  7846. end
  7847.  
  7848. :SECURITY_SYSTEM
  7849. ///////////////////////////////////////////////////
  7850. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  7851. alloc 1@ = 600
  7852. if 2@ == 0
  7853. then format 1@ = "Route_Recording: Admin_Alert_Level:_0%c" 37
  7854. end
  7855. if 2@ == 1
  7856. then format 1@ = "Route_Recording: Admin_Alert_Level:_33%c" 37
  7857. end
  7858. if 2@ == 2
  7859. then format 1@ = "Route_Recording: Admin_Alert_Level:_66%c" 37
  7860. end
  7861. if 2@ >= 3
  7862. then format 1@ = "Route_Recording: Admin_Alert_Level:_100%c" 37
  7863. end
  7864. ///////////////////////////////////////////////////
  7865. 0C48: samp textdraw 680 create 1@ pos 500.0 200.0
  7866. free 1@
  7867. ///////////////////////////////////////////////////
  7868. if or
  7869. 2@ == 0
  7870. 2@ == 1
  7871. then 0B67: render a 0xFF r 165 g 240 b 10 to_argb 5@
  7872. end
  7873. if 2@ == 2
  7874. then 0B67: render a 0xFF r 240 g 190 b 10 to_argb 5@
  7875. end
  7876. if 2@ >= 3
  7877. then 0B67: render a 0xFF r 240 g 10 b 10 to_argb 5@
  7878. end
  7879. ///////////////////////////////////////////////////
  7880. 0C5C: samp textdraw 680 get_letter_size 6@ 7@ color -1
  7881. 0C52: samp textdraw 680 set_letter_size 6@ 7@ color 5@
  7882. 0B67: render a 0xFF r 0 g 0 b 0 to_argb 5@
  7883. 0C4D: samp textdraw 680 set_shadow 1 color 5@
  7884. ///////////////////////////////////////////////////
  7885. {SECURITY SYSTEM}
  7886. {vehicle-33%}
  7887. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  7888. if 2@ == 1
  7889. then
  7890. 0AB1: @GET 2 var_number 93 var_size 4 receiver 3@
  7891. 0AB1: @GET 2 var_number 95 var_size 4 receiver 4@
  7892. if and
  7893. Dialog.CheckBoxIsChecked(3@, 18)
  7894. 4@ == 0
  7895. then
  7896. alloc 4@ = 600
  7897. Dialog.GetControlText(3@, 21, 4@)
  7898. 0AD4: 30@ = scan_string 4@ format "%s %s" 5@v 10@v //IF and SET
  7899. //////////////////////////////////////////////////////////////
  7900. wait 2000
  7901. 0209: 20@ = random_int_in_ranges 1 3
  7902. {WORD 1}
  7903. if 20@ == 1
  7904. then say "%s" 5@v
  7905. end
  7906. {WORD 2}
  7907. if 20@ == 2
  7908. then say "%s" 10@v
  7909. end
  7910. free 4@
  7911. 0AB1: @SET 3 passed_value 1 var_number 95 var_size 4
  7912. end
  7913. end
  7914. {onfoot-33%}
  7915. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  7916. if 2@ == 1
  7917. then
  7918. 0AB1: @GET 2 var_number 101 var_size 4 receiver 3@
  7919. 0AB1: @GET 2 var_number 95 var_size 4 receiver 4@
  7920. if and
  7921. Dialog.CheckBoxIsChecked(3@, 18)
  7922. 4@ == 0
  7923. then
  7924. alloc 4@ = 600
  7925. Dialog.GetControlText(3@, 21, 4@)
  7926. 0AD4: 30@ = scan_string 4@ format "%s %s" 5@v 10@v //IF and SET
  7927. //////////////////////////////////////////////////////////////
  7928. 0209: 20@ = random_int_in_ranges 1 3
  7929. {WORD 1}
  7930. if 20@ == 1
  7931. then say "%s" 5@v
  7932. end
  7933. {WORD 2}
  7934. if 20@ == 2
  7935. then say "%s" 10@v
  7936. end
  7937. free 4@
  7938. 0AB1: @SET 3 passed_value 1 var_number 95 var_size 4
  7939. end
  7940. end
  7941. {vehicle-66%}
  7942. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  7943. if 2@ == 2
  7944. then
  7945. 0AB1: @GET 2 var_number 93 var_size 4 receiver 3@
  7946. 0AB1: @GET 2 var_number 96 var_size 4 receiver 4@
  7947. if and
  7948. Dialog.CheckBoxIsChecked(3@, 18)
  7949. 4@ == 0
  7950. then
  7951. alloc 4@ = 600
  7952. Dialog.GetControlText(3@, 22, 4@)
  7953. 0AD4: 30@ = scan_string 4@ format "%s %s" 5@v 10@v //IF and SET
  7954. //////////////////////////////////////////////////////////////
  7955. wait 2000
  7956. 0209: 20@ = random_int_in_ranges 1 3
  7957. {WORD 1}
  7958. if 20@ == 1
  7959. then say "%s" 5@v
  7960. end
  7961. {WORD 2}
  7962. if 20@ == 2
  7963. then say "%s" 10@v
  7964. end
  7965. free 4@
  7966. 0AB1: @SET 3 passed_value 1 var_number 96 var_size 4
  7967. end
  7968. end
  7969. {onfoot-66%}
  7970. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  7971. if 2@ == 2
  7972. then
  7973. 0AB1: @GET 2 var_number 101 var_size 4 receiver 3@
  7974. 0AB1: @GET 2 var_number 96 var_size 4 receiver 4@
  7975. if and
  7976. Dialog.CheckBoxIsChecked(3@, 18)
  7977. 4@ == 0
  7978. then
  7979. alloc 4@ = 600
  7980. Dialog.GetControlText(3@, 22, 4@)
  7981. 0AD4: 30@ = scan_string 4@ format "%s %s" 5@v 10@v //IF and SET
  7982. //////////////////////////////////////////////////////////////
  7983. 0209: 20@ = random_int_in_ranges 1 3
  7984. {WORD 1}
  7985. if 20@ == 1
  7986. then say "%s" 5@v
  7987. end
  7988. {WORD 2}
  7989. if 20@ == 2
  7990. then say "%s" 10@v
  7991. end
  7992. free 4@
  7993. 0AB1: @SET 3 passed_value 1 var_number 96 var_size 4
  7994. end
  7995. end
  7996. ////////////////////////////////////////////////////////////////
  7997. 0AB1: @GET 2 var_number 93 var_size 4 receiver 4@
  7998. 0AB1: @GET 2 var_number 101 var_size 4 receiver 5@
  7999. ////////////////////////////////////////////////////////////////
  8000. {3/3 WARNING - DEACTIVATE ROUTE RECORDING}
  8001. if or
  8002. Dialog.CheckBoxIsChecked(4@, 13)
  8003. Dialog.CheckBoxIsChecked(5@, 13)
  8004. then
  8005. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  8006. if 2@ >= 3
  8007. then
  8008. 0AB1: @SET 3 passed_value 0 var_number 97 var_size 4
  8009. 0AB1: @SET 3 passed_value 0 var_number 100 var_size 4
  8010. Dialog.SetCheckBoxChecked(5@, 4, 0)
  8011. end
  8012. end
  8013. {3/3 WARNING - FAKE CRASH}
  8014. if or
  8015. Dialog.CheckBoxIsChecked(4@, 14)
  8016. Dialog.CheckBoxIsChecked(5@, 14)
  8017. then
  8018. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  8019. if 2@ >= 3
  8020. then 0B28: samp disconnect_with_reason 1
  8021. end
  8022. end
  8023. {3/3 WARNING - FAKE KICK}
  8024. if or
  8025. Dialog.CheckBoxIsChecked(4@, 28)
  8026. Dialog.CheckBoxIsChecked(5@, 28)
  8027. then
  8028. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  8029. if 2@ >= 3
  8030. then
  8031. 0AB1: call @FakeKick 0
  8032. end
  8033. end
  8034. {3/3 WARNING - QUIT GAME}
  8035. if or
  8036. Dialog.CheckBoxIsChecked(4@, 15)
  8037. Dialog.CheckBoxIsChecked(5@, 15)
  8038. then
  8039. 0AB1: @GET 2 var_number 94 var_size 4 receiver 2@
  8040. if 2@ >= 3
  8041. then 0B28: samp disconnect_with_reason 0
  8042. end
  8043. end
  8044. {NIGHT MODE}
  8045. if or
  8046. Dialog.CheckBoxIsChecked(4@, 25)
  8047. Dialog.CheckBoxIsChecked(5@, 25)
  8048. then
  8049. 0AB1: @GET 2 var_number 98 var_size 4 receiver 2@
  8050. if 2@ >= 5
  8051. then 0AB1: @SET 3 passed_value 3 var_number 94 var_size 4
  8052. end
  8053. end
  8054. return
  8055.  
  8056. :TICK
  8057. while true
  8058. wait 0
  8059. 0AB1: @GET 2 var_number 93 var_size 4 receiver 0@
  8060. if Dialog.CheckBoxIsChecked(0@, 4)
  8061. then
  8062. if or
  8063. Dialog.CheckBoxIsChecked(0@, 13)
  8064. Dialog.CheckBoxIsChecked(0@, 14)
  8065. Dialog.CheckBoxIsChecked(0@, 15)
  8066. Dialog.CheckBoxIsChecked(0@, 18)
  8067. Dialog.CheckBoxIsChecked(0@, 25)
  8068. Dialog.CheckBoxIsChecked(0@, 28)
  8069. then
  8070. {WARNING LEVEL}
  8071. 0AB1: @SET 3 passed_value 0 var_number 94 var_size 4
  8072. {ANTI SPAM SECURITY WORDS}
  8073. 0AB1: @SET 3 passed_value 0 var_number 95 var_size 4
  8074. 0AB1: @SET 3 passed_value 0 var_number 96 var_size 4
  8075. {NIGHT MODE}
  8076. 0AB1: @SET 3 passed_value 0 var_number 98 var_size 4
  8077. wait 60000
  8078. end
  8079. end
  8080. 0AB1: @GET 2 var_number 101 var_size 4 receiver 0@
  8081. if Dialog.CheckBoxIsChecked(0@, 4)
  8082. then
  8083. if or
  8084. Dialog.CheckBoxIsChecked(0@, 13)
  8085. Dialog.CheckBoxIsChecked(0@, 14)
  8086. Dialog.CheckBoxIsChecked(0@, 15)
  8087. Dialog.CheckBoxIsChecked(0@, 18)
  8088. Dialog.CheckBoxIsChecked(0@, 25)
  8089. Dialog.CheckBoxIsChecked(0@, 28)
  8090. then
  8091. {WARNING LEVEL}
  8092. 0AB1: @SET 3 passed_value 0 var_number 94 var_size 4
  8093. {ANTI SPAM SECURITY WORDS}
  8094. 0AB1: @SET 3 passed_value 0 var_number 95 var_size 4
  8095. 0AB1: @SET 3 passed_value 0 var_number 96 var_size 4
  8096. {NIGHT MODE}
  8097. 0AB1: @SET 3 passed_value 0 var_number 98 var_size 4
  8098. wait 60000
  8099. end
  8100. end
  8101. end
  8102.  
  8103. :FakeKick
  8104. 0AA2: 0@ = load_library "samp.dll"
  8105. 0@ += 0x58C0
  8106. 0AA5: call 0@ num_params 2 pop 0 0 65535
  8107. ret 0
  8108.  
  8109. :Route_Help_CMD
  8110. 0AC6: 0@ = label @Route_Help offset
  8111. SAMP.ShowDialog(7777, "{1991e5}Vehicle Recording", 0@, "Exit", "", 0)
  8112. cmdret
  8113.  
  8114. :ONFOOT_RECORDING
  8115. while true
  8116. wait 0
  8117.  
  8118. {RECORDING}
  8119. 0AB1: @GET 2 var_number 99 var_size 4 receiver 20@
  8120. if 20@ == 1
  8121. then
  8122. printf "Vehicle Recording: recording a new path!!" 3000
  8123. 0A9A: 31@ = openfile "CLEO\cleo_saves\File_2.file" mode "wb+"
  8124.  
  8125. 32@ = 0
  8126. repeat
  8127. wait 0
  8128.  
  8129. if 32@ > 200
  8130. then
  8131. 32@ = 0
  8132. 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@
  8133. 0A9E: writefile 31@ size 16 from 0@
  8134. end
  8135.  
  8136. 0AB1: @GET 2 var_number 99 var_size 4 receiver 20@
  8137. until not 20@ == 1
  8138. 0A9B: closefile 31@
  8139.  
  8140. printf "Vehicle Recording: recording has been stopped." 3000
  8141. end
  8142.  
  8143. {PLAYING}
  8144. 0AB1: @GET 2 var_number 100 var_size 4 receiver 21@
  8145. if 21@ == 1
  8146. then
  8147. printf "OnFoot Recording: playing the path now!" 3000
  8148.  
  8149. 0A9A: 31@ = openfile "CLEO\cleo_saves\File_2.file" mode "rb"
  8150.  
  8151. repeat
  8152. wait 0
  8153.  
  8154. 0A9D: readfile 31@ size 4 to 1@
  8155. 0A9D: readfile 31@ size 4 to 2@
  8156. 0A9D: readfile 31@ size 4 to 3@
  8157. 0A9D: readfile 31@ size 4 to 4@
  8158. 0A9D: readfile 31@ size 4 to 1@
  8159. 0A9D: readfile 31@ size 4 to 2@
  8160. 0A9D: readfile 31@ size 4 to 3@
  8161. 0A9D: readfile 31@ size 4 to 4@
  8162.  
  8163. repeat
  8164. wait 0
  8165.  
  8166. 0373: set_camera_directly_behind_player
  8167. 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
  8168. 0AB1: call_scm_func @TURNING_MECHANISM 4 File_Position 1@ 2@ Current_Position 6@ 7@
  8169.  
  8170. 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 9@ 10@
  8171. 0B55: convert_3D_coords 6@ 7@ 8@ to_screen 11@ 12@
  8172. if 00C2: sphere_onscreen 1@ 2@ 3@ radius 5.0
  8173. then
  8174. 0B68: render draw_line_point1 11@ 12@ point2 9@ 10@ width 2 color 0xFFFF0000
  8175. 0B70: render draw_polygon_pos 9@ 10@ size 10 10 corners 14 rotation 0 color 0xFF000000
  8176. 0B70: render draw_polygon_pos 11@ 12@ size 10 10 corners 14 rotation 0 color 0xFF000000
  8177. end
  8178.  
  8179. /////////////////////
  8180. 0AB1: @GET 2 var_number 100 var_size 4 receiver 21@
  8181. if not 21@ == 1
  8182. then
  8183. printf "OnFoot Recording: playing has been stopped!" 3000
  8184. break
  8185. end
  8186. /////////////////////
  8187. until 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.0 2.0 2.0 on_foot
  8188.  
  8189. 0AB1: @GET 2 var_number 100 var_size 4 receiver 21@
  8190. if not 21@ == 1
  8191. then
  8192. printf "OnFoot Recording: playing has been stopped!" 3000
  8193. break
  8194. end
  8195.  
  8196. until 0AD6: end_of_file 31@ reached
  8197. 0A9B: closefile 31@
  8198. printf "OnFoot Recording: playing has been stopped!" 3000
  8199.  
  8200. end
  8201. end
  8202.  
  8203. :TURNING_MECHANISM_ONFOOT
  8204. 0AB1: @getZAngleBetweenPoints 4 from_XY 0@ 1@ and_XY 2@ 3@ store_to 31@
  8205. 0172: 30@ = actor $PLAYER_ACTOR Z_angle
  8206. 30@ -= 360.0
  8207. 0097: make 30@ absolute_float
  8208. 005B: 31@ += 30@
  8209. 02F6: 30@ = sine 31@
  8210. 02F7: 31@ = cosine 31@
  8211. 0604: get_Z_angle_for_point 30@ 31@ store_to 31@
  8212. if and
  8213. 0021: 31@ > 180.0
  8214. 0023: 355.0 > 31@
  8215. then
  8216. 0B56: set_game_key 0 state -255
  8217. if 0023: 200.0 > 31@
  8218. then 0B56: set_game_key 6 state 255
  8219. else 0B56: set_game_key 6 state 0
  8220. end
  8221. else
  8222. if and
  8223. 0021: 31@ > 5.0
  8224. 0033: 180.0 >= 31@
  8225. then
  8226. 0B56: set_game_key 0 state 255
  8227. if 0021: 31@ > 160.0
  8228. then 0B56: set_game_key 6 state 255
  8229. else 0B56: set_game_key 6 state 0
  8230. end
  8231. else
  8232. 0B56: set_game_key 0 state 0
  8233. 0B56: set_game_key 6 state 0
  8234. end
  8235. end
  8236. 0AB2: ret 0
  8237.  
  8238. :ONFOOT_SMOOTH {moving smooth}
  8239. while true
  8240. wait 0
  8241. 0AB1: @GET 2 var_number 101 var_size 4 receiver 0@
  8242. if not Dialog.CheckBoxIsChecked(0@, 4)
  8243. then
  8244. 0AB1: @SET 3 passed_value 0 var_number 99 var_size 4
  8245. 0AB1: @SET 3 passed_value 0 var_number 100 var_size 4
  8246. end
  8247. if Dialog.IsVisible(0@)
  8248. then
  8249. 0AB1: @GET 2 var_number 15 var_size 4 receiver 1@
  8250. if not Dialog.IsVisible(1@)
  8251. then Dialog.SetVisible(0@, 0)
  8252. end
  8253. end
  8254. if and
  8255. Dialog.CheckBoxIsChecked(0@, 25)
  8256. Dialog.CheckBoxIsChecked(0@, 4)
  8257. then
  8258. 0AB1: @GET 2 var_number 100 var_size 4 receiver 1@
  8259. if 1@ == 1
  8260. then 0B56: set_game_key 16 state 255
  8261. end
  8262. end
  8263. if Dialog.CheckBoxIsChecked(0@, 4)
  8264. then
  8265. if 0C89: key_just_pressed 0x4F
  8266. then
  8267. 0AB1: @GET 2 var_number 99 var_size 4 receiver 0@
  8268. if 0@ == 1
  8269. then 0AB1: @SET 3 passed_value 0 var_number 99 var_size 4
  8270. else 0AB1: @SET 3 passed_value 1 var_number 99 var_size 4
  8271. end
  8272. end
  8273. if 0C89: key_just_pressed 0x50
  8274. then
  8275. 0AB1: @GET 2 var_number 100 var_size 4 receiver 0@
  8276. if 0@ == 1
  8277. then 0AB1: @SET 3 passed_value 0 var_number 100 var_size 4
  8278. else 0AB1: @SET 3 passed_value 1 var_number 100 var_size 4
  8279. end
  8280. end
  8281. 0AB1: @GET 2 var_number 100 var_size 4 receiver 0@
  8282. if 0@ == 1
  8283. then 0B56: set_game_key 1 state -255
  8284. end
  8285. end
  8286. end
  8287.  
  8288. :CHECK_STATUS
  8289. 0AB1: @GET 2 var_number 93 var_size 4 receiver 29@
  8290. if or
  8291. Dialog.CheckBoxIsChecked(29@, 13)
  8292. Dialog.CheckBoxIsChecked(29@, 14)
  8293. Dialog.CheckBoxIsChecked(29@, 28)
  8294. Dialog.CheckBoxIsChecked(29@, 15)
  8295. Dialog.CheckBoxIsChecked(29@, 18)
  8296. Dialog.CheckBoxIsChecked(29@, 25)
  8297. then 5@ = 1
  8298. else
  8299. 0AB1: @GET 2 var_number 101 var_size 4 receiver 29@
  8300. if or
  8301. Dialog.CheckBoxIsChecked(29@, 13)
  8302. Dialog.CheckBoxIsChecked(29@, 14)
  8303. Dialog.CheckBoxIsChecked(29@, 28)
  8304. Dialog.CheckBoxIsChecked(29@, 15)
  8305. Dialog.CheckBoxIsChecked(29@, 18)
  8306. then 5@ = 1
  8307. end
  8308. end
  8309. return
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