|
[CLEO] Проверка на стиллер[Быстро проверяю]
|
|
| fabio9953 |
Дата: Суббота, 20.02.2016, 00:20 | Сообщение # 31
|
Новичок
Сообщений: 28
Статус: Offline
|
1. Название Cleo/ASI: Jump Car 2. Ссылка на скачивание скрипта: http://rghost.ru/8kzztwPPX 3. Пожелание: Удачи
|
|
|
|
|
| Calvin_Clein |
Дата: Суббота, 20.02.2016, 18:33 | Сообщение # 32
|
Боец
Сообщений: 162
Статус: Offline
|
1. Название Cleo/ASI: CarRecovery 2. Ссылка на скачивание скрипта: https://yadi.sk/i/UJM6UmBNi5YSj 3. Пожелание: Удачи тебе родной)
|
|
|
|
|
| Colonhack[CM] |
Дата: Суббота, 20.02.2016, 20:31 | Сообщение # 33
|
ТЫЖ ПРОГРОМИСТ
Сообщений: 128
Статус: Offline
|
fabio9953,
Код // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$CLEO .cs}
//-------------MAIN--------------- 0000: NOP
:NONAME_2 wait 10 0AB4: 1@ = var 6 if and not 1@ == 1 0AB0: key_pressed 114 Actor.Driving($PLAYER_ACTOR) jf @NONAME_2 03C0: 0@ = actor $PLAYER_ACTOR car 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.2 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 200 jump @NONAME_2
Добавлено (20.02.2016, 20:31) --------------------------------------------- Calvin_Clein, Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- 0000: NOP
:NONAME_2 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_2 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2 if key_down 46 else_jump @NONAME_2 0@ = Actor.CurrentCar($PLAYER_ACTOR) 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 Car.PutAt(0@, 1@, 2@, 3@) wait 200 jump @NONAME_2
Любой дурак сможет написать код, который поймет машина. Хорошие программисты пишут код, который сможет понять человек. ©Martin Fowler
|
|
|
|
|
| StreetkaJ |
Дата: Понедельник, 22.02.2016, 00:09 | Сообщение # 34
|
Любитель
Сообщений: 38
Статус: Offline
|
1. Название Cleo/ASI: SenSvix 2. Ссылка на скачивание скрипта: http://rghost.ru/8rJV2mkN2 3. Пожелание: Удачки ^^
|
|
|
|
|
| Circumflex |
Дата: Понедельник, 22.02.2016, 04:30 | Сообщение # 35
|
Новичок
Сообщений: 7
Статус: Offline
|
1. Название Cleo/ASI: narkov0 2. Ссылка на скачивание скрипта: http://rghost.ru/87c7nQN2Q 3. Пожелание: Целую в пузико)
Сообщение отредактировал Circumflex - Понедельник, 22.02.2016, 04:30 |
|
|
|
|
| Colonhack[CM] |
Дата: Понедельник, 22.02.2016, 10:07 | Сообщение # 36
|
ТЫЖ ПРОГРОМИСТ
Сообщений: 128
Статус: Offline
|
StreetkaJ, Стилля Добавлено (22.02.2016, 10:07) --------------------------------------------- Circumflex, Чист.
Любой дурак сможет написать код, который поймет машина. Хорошие программисты пишут код, который сможет понять человек. ©Martin Fowler
|
|
|
|
|
| Calvin_Clein |
Дата: Понедельник, 22.02.2016, 12:38 | Сообщение # 37
|
Боец
Сообщений: 162
Статус: Offline
|
1. Название Cleo/ASI: SetColorcar 2. Ссылка на скачивание скрипта: https://yadi.sk/d/KgmYQvpRk3zy8 3. Пожелание: Спасибо большое за эту тему. Удачи. И кстати прошлый CLEO который ты проверил,Я так и не понял. Код открыт, то есть Стиллера нет?
|
|
|
|
|
| Colonhack[CM] |
Дата: Понедельник, 22.02.2016, 13:26 | Сообщение # 38
|
ТЫЖ ПРОГРОМИСТ
Сообщений: 128
Статус: Offline
|
Calvin_Clein, Врядли в открытый код подсунут стиллер, я не помню что за скрипт я тебе проверил, возможно я вскрыл его исходник. ЗюЫ. Да, тот скрипт который ты кидал, был чист
Скрипт чист! Проверенно: aSteal, CDecryptor
Любой дурак сможет написать код, который поймет машина. Хорошие программисты пишут код, который сможет понять человек. ©Martin Fowler
Сообщение отредактировал Colonhack[CM] - Понедельник, 22.02.2016, 13:29 |
|
|
|
|
| Tyler65 |
Дата: Понедельник, 22.02.2016, 14:43 | Сообщение # 39
|
Любитель
Сообщений: 49
Статус: Offline
|
1. Название Cleo/ASI: b1-b6 2. Ссылка на скачивание скрипта: Yandex Link 3. Пожелание: чмок в пупок :3
1. Название Cleo/ASI: aim 2. Ссылка на скачивание скрипта: Yandex Link 3. Пожелание: Чмок ещё разок :3
|
|
|
|
|
| Andrei_Caan |
Дата: Понедельник, 22.02.2016, 15:19 | Сообщение # 40
|
1yywb0
Сообщений: 48
Статус: Offline
|
asda
|
|
|
|
|
| andre500 |
Дата: Понедельник, 22.02.2016, 15:32 | Сообщение # 41
|
|
|
1. Название Cleo/ASI: Imm.cs 2. Ссылка на скачивание скрипта: http://rghost.ru/8F2ZZrJHZ 3. Пожелание: Интересно посмотреть, как ты проверяешь)
|
|
|
|
|
| Bravo1337 |
Дата: Понедельник, 22.02.2016, 17:39 | Сообщение # 42
|
Бывалый
Сообщений: 322
Статус: Offline
|
1. Название Cleo/ASI: (Там много файлов) FastConnect от сампхака 2. Ссылка на скачивание скрипта: http://sh.st/bFlQM ( Все файлы в корневую папку с игрой надо кидать, как он говорит , если понадобится ) 3. Пожелание: Удачи тебе огромной. Постарайся)
WebMoney - R931318595109 YandexMoney - 410012588951177 Цель: Набрать 250 репутации [Выполнено] Набрать 500 репутации [Выполнено] Набрать 750 репутации [Выполнено] Набрать 1000 репутации [Не Выполнено] Получить 5 наград [Не Выполнено]
|
|
|
|
|
| Ernesto_Rafael_Guevara |
Дата: Понедельник, 22.02.2016, 18:23 | Сообщение # 43
|
Новичок
Сообщений: 5
Статус: Offline
|
1. Название Cleo/ASI: Fast Connect 2. Ссылка на скачивание скрипта: http://rghost.ru/7KXkL4Zpb 3. Пожелание: Просто проверить на стилер
|
|
|
|
|
| Tropical |
Дата: Понедельник, 22.02.2016, 18:41 | Сообщение # 44
|
Бывалый
Сообщений: 431
Статус: Offline
|
1. Название Cleo/ASI: Текст 2. Ссылка на скачивание скрипта: http://rghost.ru/8BHwNGPlD - ХП в цифрах http://rghost.ru/887RYxdpT - Название улиц на худе
3. Пожелание: Удачи
Сваливаю от сюда.
|
|
|
|
|
| Colonhack[CM] |
Дата: Понедельник, 22.02.2016, 21:02 | Сообщение # 45
|
ТЫЖ ПРОГРОМИСТ
Сообщений: 128
Статус: Offline
|
Tyler65, 1 скрипт - Чист
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
0662: printstring "SYSTEMAIN.3DN.RU" 03A4: name_thread "FASTWALK" 0001: wait 0 ms 0007: 0@ = 1.0 0007: 1@ = 1.0 0006: 3@ = 0
//Lab-63 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false {Lab}-63 0001: wait 0 ms 0393: actor $PLAYER_ACTOR perform_animation "WALK_PLAYER" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHFWD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNCROUCHBWD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_BWD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_FWD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_L" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "GUNMOVE_R" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "JOG_FEMALEA" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "JOG_MALEA" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_CIVI" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_FAT" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_FATOLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_GANG1" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_OLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_WUZI" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SPRINT_WUZI" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_CIVI" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_DRUNK" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_FAT" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_FATOLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG1" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_GANG2" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_OLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_SHUFFLE" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ARMED" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START_CSAW" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_START_ROCKET" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_WUZI" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNFATOLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKBUSY" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKFATOLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKNORM" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKOLD" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKPRO" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSEXY" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_WALKSHOP" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_1ARMED" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SPRINT_PANIC" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWAT_RUN" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_ARMED" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_CSAW" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WALK_ROCKET" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUN" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNBUSY" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNPANIC" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "WOMAN_RUNSEXY" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "FATSPRINT" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "CLIMB_IDLE" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "CLIMB_PULL" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SPRINT_CIVI" at 1@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWIM_BREAST" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWIM_DIVE_UNDER" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "SWIM_GLIDE" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "MUSCLERUN" at 0@ times_normal_rate 0393: actor $PLAYER_ACTOR perform_animation "MUSCLESPRINT" at 0@ times_normal_rate 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 49 004D: jump_if_false {Lab}-1685 0007: 0@ = 1.0 0007: 1@ = 1.0 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-1685 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 50 004D: jump_if_false {Lab}-1748 0007: 0@ = 1.1 0007: 1@ = 1.2 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-1748 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 51 004D: jump_if_false {Lab}-1811 0007: 0@ = 1.2 0007: 1@ = 1.3 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-1811 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 52 004D: jump_if_false {Lab}-1874 0007: 0@ = 1.3 0007: 1@ = 1.3 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-1874 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 53 004D: jump_if_false {Lab}-1937 0007: 0@ = 1.4 0007: 1@ = 1.4 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-1937 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 54 004D: jump_if_false {Lab}-2000 0007: 0@ = 1.5 0007: 1@ = 1.5 018C: play_sound 1056 at 0.0 0.0 0.0 0001: wait 5 ms
//Lab-2000 00D6: if and 0AB0: key_pressed 66 0AB0: key_pressed 48 004D: jump_if_false {Lab}-2122 00D6: if 0039: 3@ == 0 004D: jump_if_false {Lab}-2083 0330: set_player $PLAYER_CHAR infinite_run 1 018C: play_sound 1056 at 0.0 0.0 0.0 0006: 3@ = 1 0001: wait 1000 ms 0002: jump {Lab}-2122
//Lab-2083 0330: set_player $PLAYER_CHAR infinite_run 0 018C: play_sound 1056 at 0.0 0.0 0.0 0006: 3@ = 0 0001: wait 1000 ms
//Lab-2122 0002: jump {Lab}-63 0045: &70 == // (float)
2 скрипт - Чист
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
0000: NOP 0662: printstring "VK.COM/A.KIRILLOV_OFF" 0662: printstring "GOD AIM" 0006: 31@ = 0
//Lab-45 0001: wait 0 ms 00D6: if 0AB0: key_pressed 106 004D: jump_if_false {Lab}-148 00D6: if 0039: 31@ == 0 004D: jump_if_false {Lab}-118 0AD1: show_formatted_text_highpriority "AIM ~G~ON" time 1500 0006: 31@ = 1 0001: wait 200 ms 0002: jump {Lab}-148
//Lab-118 0AD1: show_formatted_text_highpriority "AIM ~R~OFF" time 1500 0006: 31@ = 0 0001: wait 200 ms
//Lab-148 0002: jump {Lab}-155
//Lab-155 0001: wait 0 ms 00D6: if and 0039: 31@ == 1 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET 004D: jump_if_false {Lab}-45
//Lab-185 0001: wait 0 ms 00D6: if and 056D: actor 2@ defined 0AB0: key_pressed 1 004D: jump_if_false {Lab}-155 00D6: if and 8118: not actor 2@ dead 02CB: actor 2@ bounding_sphere_visible 004D: jump_if_false {Lab}-155 0A96: 6@ = actor 2@ struct 000A: 6@ += 68 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0 000A: 6@ += 4 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0 000A: 6@ += 4 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0 00A0: store_actor 2@ position_to 6@ 7@ 8@ 0006: 10@ = 35 0093: 10@ = integer 10@ to_float 0007: 12@ = 17.0 0017: 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) 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 00D6: if 06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0 004D: jump_if_false {Lab}-493 0AB1: call_scm_func {Lab}-500 4 2@ 6@ 7@ 8@
//Lab-493 0002: jump {Lab}-185
//Lab-500 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@ 00D6: if 0AB1: call_scm_func {Lab}-1234 0 16@ 004D: jump_if_false {Lab}-795 00D6: if 0AB1: call_scm_func {Lab}-800 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ 004D: jump_if_false {Lab}-795 000B: 15@ += 0.0389 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
//Lab-795 0AB2: ret 0
//Lab-800 00D6: if 0039: 6@ == 5 004D: jump_if_false {Lab}-865 0007: 7@ = 0.01 0007: 8@ = 0.01 0007: 9@ = 1.5607 0007: 10@ = 1.5807 0002: jump {Lab}-970
//Lab-865 00D6: if 0039: 6@ == 6 004D: jump_if_false {Lab}-930 0007: 7@ = 0.018 0007: 8@ = 0.02 0007: 9@ = 1.5507 0007: 10@ = 1.5907 0002: jump {Lab}-970
//Lab-930 0007: 7@ = 0.0 0007: 8@ = 0.0 0007: 9@ = 1.5707 0007: 10@ = 1.5707
//Lab-970 00D6: if and 0025: 2@ > 0@ // (float) 0025: 3@ > 1@ // (float) 004D: jump_if_false {Lab}-1013 0063: 5@ -= 8@ // (float) 0087: 15@ = 5@ // (float)
//Lab-1013 00D6: if and 0025: 2@ > 0@ // (float) 8035: not 3@ >= 1@ // (float) 004D: jump_if_false {Lab}-1066 0013: 5@ *= -1.0 0063: 5@ -= 7@ // (float) 0087: 15@ = 5@ // (float)
//Lab-1066 00D6: if and 8035: not 2@ >= 0@ // (float) 0025: 3@ > 1@ // (float) 004D: jump_if_false {Lab}-1109 005B: 4@ += 9@ // (float) 0087: 15@ = 4@ // (float)
//Lab-1109 00D6: if and 8035: not 2@ >= 0@ // (float) 8035: not 3@ >= 1@ // (float) 004D: jump_if_false {Lab}-1162 0013: 4@ *= -1.0 0063: 4@ -= 10@ // (float) 0087: 15@ = 4@ // (float)
//Lab-1162 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0 0063: 11@ -= 15@ // (float) 00D6: if and 8031: not 11@ >= 0.18 0021: 11@ > -0.18 004D: jump_if_false {Lab}-1224 0485: return_true 0002: jump {Lab}-1226
//Lab-1224 059A: return_false
//Lab-1226 0AB2: ret 1 15@
//Lab-1234 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1816 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 00D6: if or 0039: 1@ == 2 0039: 1@ == 3 0039: 1@ == 4 0039: 1@ == 5 0039: 1@ == 6 0039: 1@ == 7 004D: jump_if_false {Lab}-1324 0485: return_true 0002: jump {Lab}-1326
//Lab-1324 059A: return_false
//Lab-1326 0AB2: ret 1 1@
Все CLEO-скрипты были проверенны с помощью: CDecryptor, aSteal, WireShark. Все ASI-скрипты были проверенны с помощью: aSteal, WireShark.Добавлено (22.02.2016, 21:02) --------------------------------------------- andre500, Чист
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
03F0: enable_text_draw 1 0006: 25@ = 300 0006: 10@ = 1000 0050: gosub {Lab}-1723
//Lab-27 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false {Lab}-76 00D6: if 816B: not fading 004D: jump_if_false {Lab}-76 0AB1: call_scm_func {Lab}-83 1 10@ 10@
//Lab-76 0002: jump {Lab}-27
//Lab-83 0001: wait 0 ms 0050: gosub {Lab}-158 0118: actor $PLAYER_ACTOR dead 004D: jump_if_false {Lab}-83 052C: set_player $PLAYER_CHAR drunk_visuals 0 0332: set_actor $PLAYER_ACTOR bleeding 0 016A: fade 1 time 1500 015D: set_gamespeed 1.0 0006: 10@ = 1000 0006: 25@ = 300 0AB2: ret 1 10@
//Lab-158 0001: wait 0 ms 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false {Lab}-299 00D6: if 0118: actor $PLAYER_ACTOR dead 004D: jump_if_false {Lab}-196 0051: return
//Lab-196 03C0: 2@ = actor $PLAYER_ACTOR car 0A97: 0@ = car 2@ struct 000A: 0@ += 1424 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0039: 1@ == 9 004D: jump_if_false {Lab}-292 02E3: 3@ = car 2@ speed 0092: 3@ = float 3@ to_integer 0016: 3@ /= 15 0AB1: call_scm_func {Lab}-1635 2 3@ 10@ 10@
//Lab-292 0002: jump {Lab}-1633
//Lab-299 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 47 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0039: 0@ == 3 004D: jump_if_false {Lab}-370 0006: 3@ = 1 0AB1: call_scm_func {Lab}-1635 2 3@ 10@ 10@
//Lab-370 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1332 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0039: 0@ == 7 004D: jump_if_false {Lab}-437 0006: 5@ = 2 0050: gosub {Lab}-1682 0002: jump {Lab}-469
//Lab-437 00D6: if 0039: 0@ == 6 004D: jump_if_false {Lab}-469 0006: 5@ = 1 0050: gosub {Lab}-1682
//Lab-469 00D6: if 0039: 0@ == 0 004D: jump_if_false {Lab}-521 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-521 000A: 10@ += 2
//Lab-521 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1132 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0039: 0@ == 0 004D: jump_if_false {Lab}-642 0209: 4@ = random_int_in_ranges 0 6 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-642 0209: 4@ = random_int_in_ranges 0 3 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-635 000E: 10@ -= 3 0002: jump {Lab}-642
//Lab-635 000A: 10@ += 3
//Lab-642 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@ 00D6: if 8039: not 0@ == -1 004D: jump_if_false {Lab}-776 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 -3.0 0.0 00D6: if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 2.5 2.5 2.5 004D: jump_if_false {Lab}-776 0209: 4@ = random_int_in_ranges 0 4 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-776 000E: 10@ -= 3
//Lab-776 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@ 00D6: if 8039: not 1@ == -1 004D: jump_if_false {Lab}-959 00A0: store_actor 1@ position_to 2@ 3@ 4@ 00D6: if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 1.5 1.5 1.5 004D: jump_if_false {Lab}-959 00D6: if 82F2: not actor 1@ model == 79 004D: jump_if_false {Lab}-952 00D6: if 82F2: not actor 1@ model == 79 004D: jump_if_false {Lab}-938 0209: 4@ = random_int_in_ranges 0 4 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-931 000E: 10@ -= 1
//Lab-931 0002: jump {Lab}-945
//Lab-938 000E: 10@ -= 1
//Lab-945 0002: jump {Lab}-959
//Lab-952 000E: 10@ -= 1
//Lab-959 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false {Lab}-1087 03C0: 2@ = actor $PLAYER_ACTOR car 0A97: 0@ = car 2@ struct 000A: 0@ += 1272 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0039: 0@ == 1 004D: jump_if_false {Lab}-1087 0209: 4@ = random_int_in_ranges 0 4 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1087 02E3: 1@ = car 2@ speed 0092: 1@ = float 1@ to_integer 0016: 1@ /= 15 0063: 10@ -= 1@ // (float)
//Lab-1087 0A8D: 2@ = read_memory 13112096 size 4 virtual_protect 0 00D6: if 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false {Lab}-1478 00D6: if or 0039: 2@ == 8 0039: 2@ == 16 004D: jump_if_false {Lab}-1228 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 47 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 8039: not 0@ == 3 004D: jump_if_false {Lab}-1221 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1221 000E: 10@ -= 1
//Lab-1221 0002: jump {Lab}-1478
//Lab-1228 00D6: if or 0039: 2@ == 0 0039: 2@ == 5 0039: 2@ == 6 0039: 2@ == 10 0039: 2@ == 11 0039: 2@ == 13 0039: 2@ == 14 004D: jump_if_false {Lab}-1374 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 47 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 8039: not 0@ == 3 004D: jump_if_false {Lab}-1367 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1367 000A: 10@ += 1
//Lab-1367 0002: jump {Lab}-1478
//Lab-1374 00D6: if or 0039: 2@ == 17 0039: 2@ == 18 004D: jump_if_false {Lab}-1478 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 47 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 8039: not 0@ == 3 004D: jump_if_false {Lab}-1478 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1478 000A: 10@ += 1
//Lab-1478 00D6: if 0101: actor $PLAYER_ACTOR in_sphere 1172.588 -1327.781 15.4034 radius 1.0 1.0 1.0 sphere 0 stopped 004D: jump_if_false {Lab}-1617 010B: 1@ = player $PLAYER_CHAR money 00D6: if 0029: 1@ >= 10000 004D: jump_if_false {Lab}-1617 00D6: if 00E1: player 0 pressed_key 10 004D: jump_if_false {Lab}-1617 0A8D: 3@ = read_memory 12231794 size 4 virtual_protect 0 00D6: if 0039: 3@ == 0 004D: jump_if_false {Lab}-1617 0109: player $PLAYER_CHAR money = -10000 000A: 10@ += 50
//Lab-1617 0AB1: call_scm_func {Lab}-1739 1 10@ 10@
//Lab-1633 0051: return
//Lab-1635 0001: wait 0 ms 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1674 0062: 10@ -= 3@ // (int)
//Lab-1674 0AB2: ret 1 10@
//Lab-1682 0001: wait 0 ms 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-1721 005A: 10@ += 5@ // (int)
//Lab-1721 0051: return
//Lab-1723 0AC6: 29@ = label {Lab}-2468 offset 0A92: create_custom_thread 30@
//Lab-1739 0001: wait 0 ms 00D6: if 8029: not 10@ >= 300 004D: jump_if_false {Lab}-1812 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-1812 0226: 1@ = actor $PLAYER_ACTOR health 000E: 1@ -= 1 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-1812 00D6: if 8029: not 10@ >= 100 004D: jump_if_false {Lab}-1853 0226: 1@ = actor $PLAYER_ACTOR health 000E: 1@ -= 1 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-1853 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-1894 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-1894 00D6: if 8029: not 10@ >= 500 004D: jump_if_false {Lab}-2008 0209: 4@ = random_int_in_ranges 0 33 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-2008 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 09B8: create_blood_gush_at 1@ 2@ 3@ with_offset 0.0 0.0 0.0 density 20 on_actor $PLAYER_ACTOR 0226: 1@ = actor $PLAYER_ACTOR health 000E: 1@ -= 4 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-2008 00D6: if 8029: not 10@ >= 200 004D: jump_if_false {Lab}-2073 0209: 4@ = random_int_in_ranges 0 7 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-2073 016A: fade 0 time 1500 0001: wait 500 ms 016A: fade 1 time 1500
//Lab-2073 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-2114 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-2114 00D6: if and 8029: not 10@ >= 1600 0019: 10@ > 1300 004D: jump_if_false {Lab}-2191 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-2191 0226: 1@ = actor $PLAYER_ACTOR health 000A: 1@ += 1 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-2191 00D6: if and 8029: not 10@ >= 1900 0019: 10@ > 1600 004D: jump_if_false {Lab}-2268 0209: 4@ = random_int_in_ranges 0 4 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-2268 0226: 1@ = actor $PLAYER_ACTOR health 000A: 1@ += 1 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-2268 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-2309 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-2309 00D6: if and 8029: not 10@ >= 2300 0019: 10@ > 1900 004D: jump_if_false {Lab}-2351 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
//Lab-2351 00D6: if and 0019: 10@ > 2300 8029: not 10@ >= 2500 004D: jump_if_false {Lab}-2393 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 1
//Lab-2393 00D6: if 0019: 10@ > 3000 004D: jump_if_false {Lab}-2427 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 0 CP 1 MP 1
//Lab-2427 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-2483 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-2468 hex 43 4C 45 4F 5C 53 74 65 61 6C 65 72 2E 73 00 D6 end 0400: store_coords_to 1 1 20 from_object 0019: 10@ > 700 004D: jump_if_false {Lab}-2524 0006: 25@ = 290 015D: set_gamespeed 1.0 052C: set_player $PLAYER_CHAR drunk_visuals 0
//Lab-2524 00D6: if and 0019: 10@ > 600 8029: not 10@ >= 700 004D: jump_if_false {Lab}-2573 0006: 25@ = 280 015D: set_gamespeed 1.0 052C: set_player $PLAYER_CHAR drunk_visuals 50
//Lab-2573 00D6: if and 0019: 10@ > 500 8029: not 10@ >= 600 004D: jump_if_false {Lab}-2750 0006: 25@ = 270 015D: set_gamespeed 0.9 052C: set_player $PLAYER_CHAR drunk_visuals 90 0209: 4@ = random_int_in_ranges 0 40 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-2750 04ED: load_animation "ON_LOOKERS" 00D6: if 04EE: animation "ON_LOOKERS" loaded 004D: jump_if_false {Lab}-2750 0812: AS_actor $PLAYER_ACTOR perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 0001: wait 1000 ms 04EF: release_animation "LKUP_LOOP"
//Lab-2750 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-2791 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-2791 00D6: if and 8029: not 10@ >= 400 0019: 10@ > 300 004D: jump_if_false {Lab}-2924 0006: 25@ = 260 015D: set_gamespeed 0.8 052C: set_player $PLAYER_CHAR drunk_visuals 120 0209: 4@ = random_int_in_ranges 0 15 00D6: if 0039: 4@ == 15 004D: jump_if_false {Lab}-2924 0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 0001: wait 1500 ms 04EF: release_animation "IDLE_TIRED"
//Lab-2924 00D6: if and 8029: not 10@ >= 200 0019: 10@ > 100 004D: jump_if_false {Lab}-3058 0006: 25@ = 230 0209: 4@ = random_int_in_ranges 0 20 00D6: if 0039: 4@ == 15 004D: jump_if_false {Lab}-3036 0812: AS_actor $PLAYER_ACTOR perform_animation "GAS_CWR" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 0001: wait 1500 ms 04EF: release_animation "GAS_CWR"
//Lab-3036 0332: set_actor $PLAYER_ACTOR bleeding 0 015D: set_gamespeed 0.7 052C: set_player $PLAYER_CHAR drunk_visuals 150
//Lab-3058 00D6: if and 8029: not 10@ >= 100 0019: 10@ > 0 004D: jump_if_false {Lab}-3113 0006: 25@ = 200 052C: set_player $PLAYER_CHAR drunk_visuals 200 015D: set_gamespeed 0.5 0332: set_actor $PLAYER_ACTOR bleeding 1
//Lab-3113 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-3147 0AB2: ret 1 10@
//Lab-3147 00D6: if 8029: not 10@ >= 0 004D: jump_if_false {Lab}-3203 0006: 10@ = 0 052C: set_player $PLAYER_CHAR drunk_visuals 250 0226: 1@ = actor $PLAYER_ACTOR health 000E: 1@ -= 1 0223: set_actor $PLAYER_ACTOR health_to 1@
//Lab-3203 0226: 1@ = actor $PLAYER_ACTOR health 00D6: if 8029: not 1@ >= 3 004D: jump_if_false {Lab}-3244 0223: set_actor $PLAYER_ACTOR health_to 0 0AB2: ret 1 10@
//Lab-3244 00D6: if 8029: not 10@ >= 1000 004D: jump_if_false {Lab}-3396 0209: 4@ = random_int_in_ranges 0 25@ 00D6: if 0039: 4@ == 43 004D: jump_if_false {Lab}-3396 0209: 4@ = random_int_in_ranges 0 5 00D6: if 0039: 4@ == 1 004D: jump_if_false {Lab}-3324 0625: decrease_integer_stat 22 by 2
//Lab-3324 00D6: if 0039: 4@ == 2 004D: jump_if_false {Lab}-3348 0625: decrease_integer_stat 23 by 2
//Lab-3348 00D6: if 0006: 4@ = 3 004D: jump_if_false {Lab}-3372 0625: decrease_integer_stat 24 by 2
//Lab-3372 00D6: if 0006: 4@ = 4 004D: jump_if_false {Lab}-3396 0625: decrease_integer_stat 21 by 3
//Lab-3396 0AB2: ret 1 10@
Bravo1337, Смотри на фото кликабельно, crashes.asi - Говорит, что стиллер, но я бы доверял saMods. Loader.asi - Говорит, что чист
Ernesto_Rafael_Guevara, Скрипт чист, код открыт
Tropical, 1 скрипт - Чист
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
0000: NOP
//Lab-2 0001: wait 0 ms 00D6: if 0256: player 0 defined 004D: jump_if_false {Lab}-2 00D6: if 0AB0: key_pressed 106 0002: jump {Lab}-36
//Lab-36 0001: wait 0 ms 03F0: enable_text_draw 1 0226: 0@ = actor $PLAYER_ACTOR health 03E4: set_text_draw_align_right 1 033F: set_text_draw_letter_size 0.2 0.5 0340: set_text_draw_RGBA 255 250 250 255 081C: draw_text_outline 1 RGBA 0 0 0 0 045A: draw_text_1number 582.0 69.0 GXT 'NUMBER' number 0@ 00D6: if 8AB0: not key_pressed 106 004D: jump_if_false {Lab}-2 0002: jump {Lab}-36 hex 45 00
2 скрипт - Чист
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
0006: 9@ = 0 0006: 11@ = 0 0006: 12@ = 0 0006: 15@ = 1 0006: 17@ = 0 0000: NOP
//Lab-37 0001: wait 0 ms 0050: gosub {Lab}-171 0050: gosub {Lab}-226 0050: gosub {Lab}-288 0050: gosub {Lab}-337 00D6: if or 0039: 9@ == 1 0039: 11@ == 1 0039: 12@ == 1 0039: 15@ == 0 004D: jump_if_false {Lab}-119 03F0: enable_text_draw 0 0002: jump {Lab}-164
//Lab-119 00D6: if and 80DF: not actor $PLAYER_ACTOR driving 00E1: player $PLAYER_CHAR pressed_key 4 004D: jump_if_false {Lab}-153 03F0: enable_text_draw 0 0002: jump {Lab}-164
//Lab-153 03F0: enable_text_draw 1 0050: gosub {Lab}-413
//Lab-164 0002: jump {Lab}-37
//Lab-171 0A8D: 8@ = read_memory 11989093 size 4 virtual_protect 0 00D6: if 0039: 8@ == 1 004D: jump_if_false {Lab}-217 0006: 9@ = 1 0002: jump {Lab}-224
//Lab-217 0006: 9@ = 0
//Lab-224 0051: return
//Lab-226 0A8D: 10@ = read_memory 9873356 size 4 virtual_protect 0 00D6: if or 0039: 10@ == 1 0039: 10@ == 2 004D: jump_if_false {Lab}-279 0006: 11@ = 1 0002: jump {Lab}-286
//Lab-279 0006: 11@ = 0
//Lab-286 0051: return
//Lab-288 00D6: if 06B9: cutscene_data_loaded 004D: jump_if_false {Lab}-328 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false {Lab}-321 0006: 12@ = 1
//Lab-321 0002: jump {Lab}-335
//Lab-328 0006: 12@ = 0
//Lab-335 0051: return
//Lab-337 0A8D: 13@ = read_memory 12216172 size 4 virtual_protect 0 0A8D: 14@ = read_memory 12231675 size 4 virtual_protect 0 00D6: if and 0039: 13@ == 2 0039: 14@ == 0 004D: jump_if_false {Lab}-404 0006: 15@ = 0 0002: jump {Lab}-411
//Lab-404 0006: 15@ = 1
//Lab-411 0051: return
//Lab-413 0050: gosub {Lab}-581 00D6: if 0039: 17@ == 0 004D: jump_if_false {Lab}-572 0050: gosub {Lab}-627 0050: gosub {Lab}-657 00D6: if or 05AD: s$93 == 'LA' // s$ == short 05AD: s$93 == 'SF' // s$ == short 05AD: s$93 == 'VE' // s$ == short 004D: jump_if_false {Lab}-519 05A9: s$93 = 'CT' // s$
//Lab-519 00D6: if 05AD: s$93 == 'SAN_AND' // s$ == short 004D: jump_if_false {Lab}-558 05A9: s$93 = 'CN' // s$
//Lab-558 0050: gosub {Lab}-957 0002: jump {Lab}-579
//Lab-572 0050: gosub {Lab}-1067
//Lab-579 0051: return
//Lab-581 077E: get_active_interior_to 16@ 00D6: if 0039: 16@ == 0 004D: jump_if_false {Lab}-618 0006: 17@ = 0 0002: jump {Lab}-625
//Lab-618 0006: 17@ = 1
//Lab-625 0051: return
//Lab-627 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@ 0843: get_zone_at 1@ 2@ 3@ nameA_to s$93 // 8-byte string 0051: return
//Lab-657 0050: gosub {Lab}-1007 00D6: if 0039: 7@ == 0 004D: jump_if_false {Lab}-696 05A9: s$95 = 'CS' // s$
//Lab-696 00D6: if 0039: 7@ == 1 004D: jump_if_false {Lab}-728 05A9: s$95 = 'LA' // s$
//Lab-728 00D6: if 0039: 7@ == 2 004D: jump_if_false {Lab}-760 05A9: s$95 = 'SF' // s$
//Lab-760 00D6: if 0039: 7@ == 3 004D: jump_if_false {Lab}-792 05A9: s$95 = 'VE' // s$
//Lab-792 00D6: if 05AD: s$93 == 'SAN_AND' // s$ == short 004D: jump_if_false {Lab}-831 05A9: s$95 = 'SAN_AND' // s$
//Lab-831 00D6: if 05AD: s$93 == 'LA' // s$ == short 004D: jump_if_false {Lab}-870 05A9: s$95 = 'LA' // s$
//Lab-870 00D6: if 05AD: s$93 == 'SF' // s$ == short 004D: jump_if_false {Lab}-909 05A9: s$95 = 'SF' // s$
//Lab-909 00D6: if 05AD: s$93 == 'VE' // s$ == short 004D: jump_if_false {Lab}-948 05A9: s$95 = 'VE' // s$
//Lab-948 0050: gosub {Lab}-1017 0051: return
//Lab-957 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.3 1.1 0342: set_text_draw_centered 1 081C: draw_text_outline 1 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 326.0 GXT s$93 0051: return
//Lab-1007 0842: 7@ = player $PLAYER_CHAR town_number 0051: return
//Lab-1017 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.3 1.1 0342: set_text_draw_centered 1 081C: draw_text_outline 1 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 316.0 GXT s$95 0051: return
//Lab-1067 0050: gosub {Lab}-1090 0050: gosub {Lab}-1100 0050: gosub {Lab}-1017 0051: return
//Lab-1090 094B: v$99 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 0051: return
//Lab-1100 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.3 1.1 0342: set_text_draw_centered 1 081C: draw_text_outline 1 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 326.0 GXT v$99 0051: return hex 45 00
Все CLEO-скрипты были проверенны с помощью: CDecryptor, aSteal, WireShark. Все ASI-скрипты были проверенны с помощью: aSteal, WireShark.
Любой дурак сможет написать код, который поймет машина. Хорошие программисты пишут код, который сможет понять человек. ©Martin Fowler
|
|
|
|
|