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nandoy

aimlock skin . cs

Nov 29th, 2014
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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0000: NOP
  6. 0662: printstring "Www.Youtube.Com/OpcodeXe"
  7. 0662: printstring "COMPILED BY OPCODEXE"
  8.  
  9. :NONAME_54
  10. wait 0
  11. if
  12. 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
  13. else_jump @NONAME_54
  14.  
  15. :NONAME_77
  16. wait 0
  17. if and
  18. 056D: actor 2@ defined
  19. 0AB0: key_pressed 2
  20. else_jump @NONAME_54
  21. if and
  22. not Actor.Dead(2@)
  23. 02CB: actor 2@ bounding_sphere_visible
  24. else_jump @NONAME_54
  25. 0A96: 6@ = actor 2@ struct
  26. 6@ += 68
  27. 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
  28. 6@ += 4
  29. 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
  30. 6@ += 4
  31. 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
  32. Actor.StorePos(2@, 6@, 7@, 8@)
  33. 10@ = 35
  34. 0093: 10@ = integer 10@ to_float
  35. 12@ = 17.0
  36. 12@ /= 360.0
  37. 006B: 3@ *= 12@ // (float)
  38. 006B: 4@ *= 12@ // (float)
  39. 006B: 5@ *= 12@ // (float)
  40. 006B: 3@ *= 10@ // (float)
  41. 006B: 4@ *= 10@ // (float)
  42. 006B: 5@ *= 10@ // (float)
  43. 005B: 6@ += 3@ // (float)
  44. 005B: 7@ += 4@ // (float)
  45. 005B: 8@ += 5@ // (float)
  46. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  47. if
  48. 06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
  49. else_jump @NONAME_385
  50. 0AB1: call_scm_func @NONAME_392 4 2@ 6@ 7@ 8@
  51.  
  52. :NONAME_385
  53. jump @NONAME_77
  54.  
  55. :NONAME_392
  56. 0087: 4@ = 1@ // (float)
  57. 0087: 5@ = 2@ // (float)
  58. 0087: 6@ = 3@ // (float)
  59. 068D: get_camera_position_to 1@ 2@ 3@
  60. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  61. 0063: 1@ -= 4@ // (float)
  62. 0063: 2@ -= 5@ // (float)
  63. 0096: make 1@ absolute_float
  64. 0096: make 2@ absolute_float
  65. 0087: 10@ = 1@ // (float)
  66. 0087: 11@ = 2@ // (float)
  67. 006B: 10@ *= 10@ // (float)
  68. 006B: 11@ *= 11@ // (float)
  69. 005B: 10@ += 11@ // (float)
  70. 01FB: 10@ = square_root 10@
  71. 0087: 11@ = 1@ // (float)
  72. 0087: 12@ = 10@ // (float)
  73. 0073: 11@ /= 12@ // (float)
  74. 0AA5: call 4327328 num_params 1 pop 1 11@
  75. 0AE9: pop_float 12@
  76. 0AA5: call 4775488 num_params 1 pop 1 11@
  77. 0AE9: pop_float 13@
  78. if
  79. 0AB1: call_scm_func @NONAME_1126 0 16@
  80. else_jump @NONAME_687
  81. if
  82. 0AB1: call_scm_func @NONAME_692 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
  83. else_jump @NONAME_687
  84. 15@ += 0.0389
  85. 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
  86.  
  87. :NONAME_687
  88. 0AB2: ret 0
  89.  
  90. :NONAME_692
  91. if
  92. 6@ == 5
  93. else_jump @NONAME_757
  94. 7@ = 0.01
  95. 8@ = 0.01
  96. 9@ = 1.5607
  97. 10@ = 1.5807
  98. jump @NONAME_862
  99.  
  100. :NONAME_757
  101. if
  102. 6@ == 6
  103. else_jump @NONAME_822
  104. 7@ = 0.018
  105. 8@ = 0.02
  106. 9@ = 1.5507
  107. 10@ = 1.5907
  108. jump @NONAME_862
  109.  
  110. :NONAME_822
  111. 7@ = 0.0
  112. 8@ = 0.0
  113. 9@ = 1.5707
  114. 10@ = 1.5707
  115.  
  116. :NONAME_862
  117. if and
  118. 0025: 2@ > 0@ // (float)
  119. 0025: 3@ > 1@ // (float)
  120. else_jump @NONAME_905
  121. 0063: 5@ -= 8@ // (float)
  122. 0087: 15@ = 5@ // (float)
  123.  
  124. :NONAME_905
  125. if and
  126. 0025: 2@ > 0@ // (float)
  127. 8035: not 3@ >= 1@ // (float)
  128. else_jump @NONAME_958
  129. 5@ *= -1.0
  130. 0063: 5@ -= 7@ // (float)
  131. 0087: 15@ = 5@ // (float)
  132.  
  133. :NONAME_958
  134. if and
  135. 8035: not 2@ >= 0@ // (float)
  136. 0025: 3@ > 1@ // (float)
  137. else_jump @NONAME_1001
  138. 005B: 4@ += 9@ // (float)
  139. 0087: 15@ = 4@ // (float)
  140.  
  141. :NONAME_1001
  142. if and
  143. 8035: not 2@ >= 0@ // (float)
  144. 8035: not 3@ >= 1@ // (float)
  145. else_jump @NONAME_1054
  146. 4@ *= -1.0
  147. 0063: 4@ -= 10@ // (float)
  148. 0087: 15@ = 4@ // (float)
  149.  
  150. :NONAME_1054
  151. 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
  152. 0063: 11@ -= 15@ // (float)
  153. if and
  154. not 11@ >= 0.18
  155. 11@ > -0.18
  156. else_jump @NONAME_1116
  157. 0485: return_true
  158. jump @NONAME_1118
  159.  
  160. :NONAME_1116
  161. 059A: return_false
  162.  
  163. :NONAME_1118
  164. 0AB2: ret 1 15@
  165.  
  166. :NONAME_1126
  167. 0A96: 0@ = actor $PLAYER_ACTOR struct
  168. 0@ += 1816
  169. 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
  170. if or
  171. 1@ == 2
  172. 1@ == 3
  173. 1@ == 4
  174. 1@ == 5
  175. 1@ == 6
  176. 1@ == 7
  177. else_jump @NONAME_1216
  178. 0485: return_true
  179. jump @NONAME_1218
  180.  
  181. :NONAME_1216
  182. 059A: return_false
  183.  
  184. :NONAME_1218
  185. 0AB2: ret 1 1@
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