[CLEO] Проверка на стиллер[Быстро проверяю] - Страница 3 - Форум Cheat-Master.ru
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[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.

Прикрепления: 7460068.png (14.6 Kb)


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
Новичок
Статус: Offline
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
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