gProject + Botter + Subscripts by gc0de
SOURCE
Hacked and decrypted by Mr.Ze
CLEO source and decryption defined true!
{$CLEO .cs}
thread 'SilentAIM'
:SilentAIM_19
not SAMP.Available
else_jump @SilentAIM_39
wait 100
jump @SilentAIM_19
:SilentAIM_39
chatmsg "[SilentAIM]: {FFFFFF}Ŕâňîđ {FF4444}SR_team{FFFFFF}." 4474111
if
8AAB: not file_exists "CLEO\AIM.cfg"
else_jump @SilentAIM_421
0AF1: write_int 1 to_ini_file "CLEO\AIM.cfg" section "Mode" key "Easy"
0AF1: write_int 2 to_ini_file "CLEO\AIM.cfg" section "Key" key "Target"
0AF1: write_int 70 to_ini_file "CLEO\AIM.cfg" section "Key" key "OnFoot"
0AF1: write_int 16 to_ini_file "CLEO\AIM.cfg" section "Key" key "InCar"
0AF1: write_int 1 to_ini_file "CLEO\AIM.cfg" section "Rander" key "Label"
0AF5: write_string "O" to_ini_file "CLEO\AIM.cfg" section "Rander" key "Lsymbol"
0AF1: write_int 1 to_ini_file "CLEO\AIM.cfg" section "Rander" key "Target"
0AF5: write_string "+" to_ini_file "CLEO\AIM.cfg" section "Rander" key "Tsymbol"
0AF1: write_int 2 to_ini_file "CLEO\AIM.cfg" section "Shot" key "WallIgn"
:SilentAIM_421
0AF0: 13@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Key" key "Target"
0DBA: 20@ = new_cleo_thread from_label -4896
0DBA: 20@ = new_cleo_thread from_label -5876
:SilentAIM_473
wait 0
if
key_down 13@
else_jump @SilentAIM_2889
0AF0: 17@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Mode" key "Easy"
if
17@ == 0
else_jump @SilentAIM_1734
call @SilentAIM_2896 1 40.0 0@
if
056D: actor 0@ defined
else_jump @SilentAIM_1727
1@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
:SilentAIM_584
wait 0
2@ = SAMP.GetPlayerHealthByActorHandle(1@)
if and
056D: actor 0@ defined
not SAMP.IsPlayerNPC(1@)
2@ > 0
else_jump @SilentAIM_1708
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_679
0AF0: 6@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Key" key "OnFoot"
jump @SilentAIM_710
:SilentAIM_679
0AF0: 6@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Key" key "InCar"
:SilentAIM_710
04C4: store_coords_to 3@ 4@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 9@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0470: 12@ = actor $PLAYER_ACTOR current_weapon
if and
06BD: no_obstacles_between 9@ 10@ 11@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 1 particle 0
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_984
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_879
call @SilentAIM_3285 3 3@ 4@ 5@
call @SilentAIM_3995 0
jump @SilentAIM_898
:SilentAIM_879
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_898
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 9@ 10@ 11@ 12@
call @SilentAIM_4667 2 1@ 12@
call @SilentAIM_4749 1 12@
jump @SilentAIM_1701
:SilentAIM_984
0AF0: 14@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Shot" key "WallIgn"
0087: 11@ = 5@ // (float)
11@ += 10.0
if and
14@ == 1
06BD: no_obstacles_between 3@ 4@ 11@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 1 particle 0
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_1387
SAMP.ReadSAMPMemory(15@, 16864, 1)
SAMP.WriteSAMPMemory(16864, 195, 1)
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_1217
call @SilentAIM_3285 3 3@ 4@ 5@
16@ = 0
:SilentAIM_1156
call @SilentAIM_3550 3 3@ 4@ 11@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_1156
call @SilentAIM_3995 0
jump @SilentAIM_1287
:SilentAIM_1217
16@ = 0
:SilentAIM_1224
call @SilentAIM_3692 3 3@ 4@ 11@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_1224
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_1287
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 3@ 4@ 11@ 12@
call @SilentAIM_4667 2 1@ 12@
wait 5
SAMP.WriteSAMPMemory(16864, 15@, 1)
call @SilentAIM_4749 1 12@
jump @SilentAIM_1701
:SilentAIM_1387
if and
14@ == 2
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_1701
SAMP.ReadSAMPMemory(15@, 16864, 1)
SAMP.WriteSAMPMemory(16864, 195, 1)
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_1538
call @SilentAIM_3285 3 3@ 4@ 5@
16@ = 0
:SilentAIM_1477
call @SilentAIM_3550 3 3@ 4@ 5@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_1477
call @SilentAIM_3995 0
jump @SilentAIM_1608
:SilentAIM_1538
16@ = 0
:SilentAIM_1545
call @SilentAIM_3692 3 3@ 4@ 5@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_1545
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_1608
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 3@ 4@ 5@ 12@
call @SilentAIM_4667 2 1@ 12@
wait 5
SAMP.WriteSAMPMemory(16864, 15@, 1)
call @SilentAIM_4749 1 12@
:SilentAIM_1701
jump @SilentAIM_1715
:SilentAIM_1708
jump @SilentAIM_473
:SilentAIM_1715
not key_down 13@
else_jump @SilentAIM_584
:SilentAIM_1727
jump @SilentAIM_2889
:SilentAIM_1734
call @SilentAIM_2896 1 160.0 0@
if
056D: actor 0@ defined
else_jump @SilentAIM_2889
1@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
2@ = SAMP.GetPlayerHealthByActorHandle(1@)
if and
056D: actor 0@ defined
not SAMP.IsPlayerNPC(1@)
2@ > 0
else_jump @SilentAIM_2889
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_1867
0AF0: 6@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Key" key "OnFoot"
jump @SilentAIM_1898
:SilentAIM_1867
0AF0: 6@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Key" key "InCar"
:SilentAIM_1898
04C4: store_coords_to 3@ 4@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 9@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0470: 12@ = actor $PLAYER_ACTOR current_weapon
if and
06BD: no_obstacles_between 9@ 10@ 11@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 1 particle 0
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_2172
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_2067
call @SilentAIM_3285 3 3@ 4@ 5@
call @SilentAIM_3995 0
jump @SilentAIM_2086
:SilentAIM_2067
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_2086
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 9@ 10@ 11@ 12@
call @SilentAIM_4667 2 1@ 12@
call @SilentAIM_4749 1 12@
jump @SilentAIM_2889
:SilentAIM_2172
0AF0: 14@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Shot" key "WallIgn"
0087: 11@ = 5@ // (float)
11@ += 10.0
if and
14@ == 1
06BD: no_obstacles_between 3@ 4@ 11@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 1 particle 0
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_2575
SAMP.ReadSAMPMemory(15@, 16864, 1)
SAMP.WriteSAMPMemory(16864, 195, 1)
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_2405
call @SilentAIM_3285 3 3@ 4@ 5@
16@ = 0
:SilentAIM_2344
call @SilentAIM_3550 3 3@ 4@ 11@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_2344
call @SilentAIM_3995 0
jump @SilentAIM_2475
:SilentAIM_2405
16@ = 0
:SilentAIM_2412
call @SilentAIM_3692 3 3@ 4@ 11@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_2412
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_2475
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 3@ 4@ 11@ 12@
call @SilentAIM_4667 2 1@ 12@
wait 5
SAMP.WriteSAMPMemory(16864, 15@, 1)
call @SilentAIM_4749 1 12@
jump @SilentAIM_2889
:SilentAIM_2575
if and
14@ == 2
not SAMP.IsPlayerPaused(1@)
key_down 6@
else_jump @SilentAIM_2889
SAMP.ReadSAMPMemory(15@, 16864, 1)
SAMP.WriteSAMPMemory(16864, 195, 1)
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SilentAIM_2726
call @SilentAIM_3285 3 3@ 4@ 5@
16@ = 0
:SilentAIM_2665
call @SilentAIM_3550 3 3@ 4@ 5@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_2665
call @SilentAIM_3995 0
jump @SilentAIM_2796
:SilentAIM_2726
16@ = 0
:SilentAIM_2733
call @SilentAIM_3692 3 3@ 4@ 5@
wait 30
16@ += 1
16@ > 5
else_jump @SilentAIM_2733
call @SilentAIM_4101 3 3@ 4@ 5@
:SilentAIM_2796
call @SilentAIM_3410 2 7@ 1@
call @SilentAIM_4373 8 1@ 3@ 4@ 5@ 3@ 4@ 5@ 12@
call @SilentAIM_4667 2 1@ 12@
wait 5
SAMP.WriteSAMPMemory(16864, 15@, 1)
call @SilentAIM_4749 1 12@
:SilentAIM_2889
jump @SilentAIM_473
:SilentAIM_2896
28@ = 0.0
:SilentAIM_2906
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:SilentAIM_2946
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @SilentAIM_3228
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @SilentAIM_3228
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @SilentAIM_3228
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 0 car 0 actor 0 object 0 particle 0
not Actor.Dead(31@)
else_jump @SilentAIM_3228
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
SAMP.Convert3DCoordsToScreen(10@, 11@, 12@, 13@, 14@)
0B5F: convert_window_screen_coords 13@ 14@ to_game_screen_coords 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @SilentAIM_3228
ret 1 31@
:SilentAIM_3228
30@ += 256
30@ > 35584
else_jump @SilentAIM_2946
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @SilentAIM_2906
ret 1 -1
:SilentAIM_3285
6@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
6@ = SAMP.GetPlayerStruct(6@)
6@ += 24
alloc 9@ 31
0C10: memcpy destination 9@ source 6@ size 31
0C0D: struct 9@ offset 13 size 4 = 0@
0C0D: struct 9@ offset 17 size 4 = 1@
0C0D: struct 9@ offset 21 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 218, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 9@, BS_TYPE_ARRAY, 31)
RakNet.LiteSend(5@)
RakNet.DeleteBitStream(5@)
free 9@
ret 0
:SilentAIM_3410
alloc 9@ 7
0C0D: struct 9@ offset 0 size 2 = 1@
0C0C: 1@ = struct 9@ offset 2 size 1
0C0D: struct 9@ offset 2 size 1 = 1@
0C0C: 0@ = struct 9@ offset 3 size 2
0C0D: struct 9@ offset 3 size 2 = 0@
0C0C: 7@ = struct 9@ offset 5 size 2
0C0D: struct 9@ offset 5 size 2 = 7@
8@ = RakNet.NewBitStream()
BitStream.Write(8@, 222, BS_TYPE_BYTE, 1)
BitStream.Write(8@, 9@, BS_TYPE_ARRAY, 7)
RakNet.LiteSend(8@)
RakNet.DeleteBitStream(8@)
free 9@
ret 0
:SilentAIM_3550
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 55
alloc 4@ 68
0C10: memcpy destination 4@ source 3@ size 68
0C0D: struct 4@ offset 4 size 2 = 4
0C0D: struct 4@ offset 6 size 4 = 0@
0C0D: struct 4@ offset 10 size 4 = 1@
0C0D: struct 4@ offset 14 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 212, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 68)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
ret 0
:SilentAIM_3692
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 6@ closest_ped_to 8@
046C: 7@ = car 6@ driver
if
003C: $PLAYER_ACTOR == 7@ // (int)
else_jump @SilentAIM_3864
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 201
alloc 4@ 63
0C10: memcpy destination 4@ source 3@ size 63
0C0D: struct 4@ offset 24 size 4 = 0@
0C0D: struct 4@ offset 28 size 4 = 1@
0C0D: struct 4@ offset 32 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 219, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 63)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
jump @SilentAIM_3990
:SilentAIM_3864
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 123
alloc 4@ 24
0C10: memcpy destination 4@ source 3@ size 24
0C0D: struct 4@ offset 12 size 4 = 0@
0C0D: struct 4@ offset 16 size 4 = 1@
0C0D: struct 4@ offset 20 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 216, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 24)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
:SilentAIM_3990
ret 0
:SilentAIM_3995
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 55
alloc 4@ 68
0C10: memcpy destination 4@ source 3@ size 68
0C0D: struct 4@ offset 4 size 2 = 4
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 212, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 68)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
ret 0
:SilentAIM_4101
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 6@ closest_ped_to 8@
046C: 7@ = car 6@ driver
if
003C: $PLAYER_ACTOR == 7@ // (int)
else_jump @SilentAIM_4248
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 201
alloc 4@ 63
0C10: memcpy destination 4@ source 3@ size 63
0C0D: struct 4@ offset 6 size 2 = 4
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 219, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 63)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
jump @SilentAIM_4368
:SilentAIM_4248
call @SilentAIM_3285 3 0@ 1@ 2@
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 123
alloc 4@ 24
0C10: memcpy destination 4@ source 3@ size 24
0C0D: struct 4@ offset 10 size 2 = 4
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 216, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 24)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
:SilentAIM_4368
ret 0
:SilentAIM_4373
050A: 11@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
if and
7@ >= 22
not 7@ > 42
not 7@ == 39
not 7@ == 40
not 11@ > 160.0
else_jump @SilentAIM_4662
041A: 10@ = actor $PLAYER_ACTOR weapon 7@ ammo
10@ -= 1
Actor.SetWeaponAmmo($PLAYER_ACTOR, 7@, 10@)
alloc 9@ 39
0C0D: struct 9@ offset 0 size 1 = 1
0C0D: struct 9@ offset 1 size 2 = 0@
0C0D: struct 9@ offset 3 size 4 = 4@
0C0D: struct 9@ offset 7 size 4 = 5@
0C0D: struct 9@ offset 11 size 4 = 6@
0C0D: struct 9@ offset 15 size 4 = 1@
0C0D: struct 9@ offset 19 size 4 = 2@
0C0D: struct 9@ offset 23 size 4 = 3@
0C0D: struct 9@ offset 27 size 4 = 0.025
0C0D: struct 9@ offset 31 size 4 = 0.025
0C0D: struct 9@ offset 35 size 4 = 0.05
8@ = RakNet.NewBitStream()
BitStream.Write(8@, 224, BS_TYPE_BYTE, 1)
BitStream.Write(8@, 9@, BS_TYPE_ARRAY, 39)
RakNet.LiteSend(8@)
RakNet.DeleteBitStream(8@)
free 8@
:SilentAIM_4662
ret 0
:SilentAIM_4667
2@ = RakNet.NewBitStream()
BitStream.Write(2@, 0, BS_TYPE_BOOL, 1)
BitStream.Write(2@, 0@, BS_TYPE_SHORT, 2)
BitStream.Write(2@, 0.3, BS_TYPE_FLOAT, 4)
BitStream.Write(2@, 1@, BS_TYPE_SHORT, 1)
BitStream.Write(2@, 2, BS_TYPE_INT, 1)
RakNet.LiteRPC(115, 2@)
RakNet.DeleteBitStream(2@)
ret 0
:SilentAIM_4749
if or
0@ == 23
0@ == 24
0@ == 25
0@ == 33
0@ == 34
else_jump @SilentAIM_4807
wait 750
jump @SilentAIM_4891
:SilentAIM_4807
if or
0@ == 26
0@ == 27
0@ == 22
else_jump @SilentAIM_4851
wait 250
jump @SilentAIM_4891
:SilentAIM_4851
if or
0@ == 37
0@ == 38
else_jump @SilentAIM_4887
wait 40
jump @SilentAIM_4891
:SilentAIM_4887
wait 125
:SilentAIM_4891
ret 0
20@ = Render.CreateFont("Calibri", 12, 4)
:SilentAIM_4914
wait 0
0AF0: 5@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Rander" key "Label"
if and
5@ == 1
key_down 2
else_jump @SilentAIM_5480
0AF0: 17@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Mode" key "Easy"
if
17@ == 0
else_jump @SilentAIM_5272
call @SilentAIM_5487 1 40.0 0@
if
056D: actor 0@ defined
else_jump @SilentAIM_5265
1@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
:SilentAIM_5065
wait 0
2@ = SAMP.GetPlayerHealthByActorHandle(1@)
if and
056D: actor 0@ defined
not SAMP.IsPlayerNPC(1@)
2@ > 0.0
else_jump @SilentAIM_5237
04C4: store_coords_to 3@ 4@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0
SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 7@, 8@)
7@ -= 5
8@ -= 10
alloc 9@ 2
0AF4: 9@ = read_string_from_ini_file "CLEO\AIM.cfg" section "Rander" key "Lsymbol"
Render.DrawText(20@, 9@, 7@, 8@, -5046507)
jump @SilentAIM_5249
:SilentAIM_5237
free 9@
jump @SilentAIM_4914
:SilentAIM_5249
not key_down 2
else_jump @SilentAIM_5065
free 9@
:SilentAIM_5265
jump @SilentAIM_5480
:SilentAIM_5272
call @SilentAIM_5487 1 160.0 0@
if
056D: actor 0@ defined
else_jump @SilentAIM_5480
1@ = SAMP.GetSAMPPlayerIDByActorHandle(0@)
2@ = SAMP.GetPlayerHealthByActorHandle(1@)
if and
056D: actor 0@ defined
not SAMP.IsPlayerNPC(1@)
2@ > 0.0
else_jump @SilentAIM_5475
04C4: store_coords_to 3@ 4@ 5@ from_actor 0@ with_offset 0.0 0.0 0.0
SAMP.Convert3DCoordsToScreen(3@, 4@, 5@, 7@, 8@)
7@ -= 5
8@ -= 10
alloc 9@ 2
0AF4: 9@ = read_string_from_ini_file "CLEO\AIM.cfg" section "Rander" key "Lsymbol"
Render.DrawText(20@, 9@, 7@, 8@, -5046507)
:SilentAIM_5475
free 9@
:SilentAIM_5480
jump @SilentAIM_4914
:SilentAIM_5487
28@ = 0.0
:SilentAIM_5497
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:SilentAIM_5537
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @SilentAIM_5819
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @SilentAIM_5819
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @SilentAIM_5819
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 0 car 0 actor 0 object 0 particle 0
not Actor.Dead(31@)
else_jump @SilentAIM_5819
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
SAMP.Convert3DCoordsToScreen(10@, 11@, 12@, 13@, 14@)
0B5F: convert_window_screen_coords 13@ 14@ to_game_screen_coords 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @SilentAIM_5819
ret 1 31@
:SilentAIM_5819
30@ += 256
30@ > 35584
else_jump @SilentAIM_5537
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @SilentAIM_5497
ret 1 -1
0@ = Render.CreateFont("Calibri", 12, 4)
:SilentAIM_5894
wait 0
0AF0: 5@ = get_int_from_ini_file "CLEO\AIM.cfg" section "Rander" key "Target"
if and
5@ == 1
key_down 2
else_jump @SilentAIM_6086
0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 1@ 2@
alloc 4@ 2
0AF4: 4@ = read_string_from_ini_file "CLEO\AIM.cfg" section "Rander" key "Tsymbol"
3@ = Render.FontDrawLength(0@, 4@)
0063: 2@ -= 3@ // (float)
3@ /= 2
0063: 1@ -= 3@ // (float)
:SilentAIM_6050
wait 0
Render.DrawText(0@, 4@, 1@, 2@, -1)
not key_down 2
else_jump @SilentAIM_6050
free 4@
:SilentAIM_6086
jump @SilentAIM_5894
{$CLEO .cs}
thread "SR_team"
wait 7000
chatmsg "[Kicker]: {FFFFFF}Ŕâňîđ {FF4444}SR_team{FFFFFF}. Ńďĺöčŕëüíî äë˙ {44FF44}Silent-Hack.ru{FFFFFF}. /sk IdPlayer IdCar" 4474111
0B34: samp register_client_command "sk" to_label @SR_team_422
:SR_team_166
wait 0
if
31@ == 1
else_jump @SR_team_415
31@ = 0
9@ = 0
:SR_team_202
04C4: store_coords_to 3@ 4@ 5@ from_actor 1@ with_offset 0.0 0.0 -1.0
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
Car.StorePos(2@, 6@, 7@, 8@)
050A: 0@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 10@ 11@ 12@
if and
not 0@ > 30.0
Actor.Driving($PLAYER_ACTOR)
else_jump @SR_team_334
call @SR_team_941 3 6@ 7@ 8@
jump @SR_team_353
:SR_team_334
call @SR_team_1073 3 6@ 7@ 8@
:SR_team_353
call @SR_team_622 4 2@ 3@ 4@ 5@
wait 30
print "Processed" 35
9@ += 1
9@ > 9
else_jump @SR_team_202
:SR_team_415
jump @SR_team_166
:SR_team_422
SAMP.IsCommandTyped(0@)
if
0AD4: 0@ = scan_string 0@ format "%d %d" 1@ 2@
else_jump @SR_team_569
1@ = SAMP.GetActorHandleByPlayerID(1@)
2@ = SAMP.GetVehicleHandleBySAMPVehicleID(2@)
if and
056D: actor 1@ defined
056E: car 2@ defined
else_jump @SR_team_511
31@ = 1
jump @SR_team_562
:SR_team_511
chatmsg "[Kicker]: {FFFFFF}Íĺ íŕéäĺí čăđîę čëč ęŕđ" 4474111
:SR_team_562
jump @SR_team_620
:SR_team_569
chatmsg "[Kicker]: {FFFFFF}Íĺâĺđíűé ôîđěŕň ęîěŕíäű" 4474111
:SR_team_620
SAMP.CmdRet
:SR_team_622
7@ = SAMP.GetSAMPVehicleIDByCarHandle(0@)
Car.PutAt(0@, 1@, 2@, 3@)
alloc 4@ 67
0C0D: struct 4@ offset 0 size 2 = 7@
0C0D: struct 4@ offset 2 size 1 = 1
0C0D: struct 4@ offset 3 size 4 = -1.0
0C0D: struct 4@ offset 7 size 4 = -0.01
0C0D: struct 4@ offset 11 size 4 = 0.05
0C0D: struct 4@ offset 15 size 4 = 0.09
0C0D: struct 4@ offset 19 size 4 = -1.0
0C0D: struct 4@ offset 23 size 4 = 0.02
0C0D: struct 4@ offset 27 size 4 = 1@
0C0D: struct 4@ offset 31 size 4 = 2@
0C0D: struct 4@ offset 35 size 4 = 3@
0C0D: struct 4@ offset 39 size 4 = 0.0
0C0D: struct 4@ offset 43 size 4 = 0.0
0C0D: struct 4@ offset 47 size 4 = 400.0
0C0D: struct 4@ offset 51 size 4 = 0.0
0C0D: struct 4@ offset 55 size 4 = 0.0
0C0D: struct 4@ offset 59 size 4 = 0.0
0C0D: struct 4@ offset 63 size 4 = 1000.0
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 214, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 67)
RakNet.LiteSend(5@)
RakNet.DeleteBitStream(5@)
free 4@
ret 0
:SR_team_941
4@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
4@ = SAMP.GetPlayerStruct(4@)
4@ += 201
alloc 5@ 63
0C10: memcpy destination 5@ source 4@ size 63
0C0D: struct 5@ offset 24 size 4 = 0@
0C0D: struct 5@ offset 28 size 4 = 1@
0C0D: struct 5@ offset 32 size 4 = 2@
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 219, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 63)
RakNet.Send(6@, 1, 7, 0)
RakNet.DeleteBitStream(6@)
free 5@
ret 0
:SR_team_1073
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
3@ = SAMP.GetPlayerStruct(3@)
3@ += 55
alloc 4@ 68
0C10: memcpy destination 4@ source 3@ size 68
0C0D: struct 4@ offset 6 size 4 = 0@
0C0D: struct 4@ offset 10 size 4 = 1@
0C0D: struct 4@ offset 14 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 212, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 68)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
ret 0