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07/03/2015

Player Crasher (with weapon) v2.0 by Mr.Ze SOURCE

Player Crasher v2.0 by Mr.Ze


v1.5


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{$CLEO}
{$INCLUDE SF}

0000: NOP

0B34: samp register_client_command "CrashDebug" to_label @Debugger
24@ = 0
0B34: samp register_client_command "Crash" to_label @Crasher
0B2E: 10@ = read_samp_memory offset 0x41E0 size 1


WHILE TRUE
wait 0
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
    0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
    000A: 29@ += 0x1
    if and
        0029:  31@ >= 0x00 
        001B:  0x80 > 31@
    then 
        005A: 31@ += 30@
    end
end
if 25@ == 1
then
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 999999999.999999999
0B2D: write_samp_memory offset 0x41E0 value 0xC3 size 1
call @SENDONFOOTFAKEPOSITION 3 6@ 7@ 8@
call @SENDFAKEBULLET 1 31@ // 31@ = player id
end
end


:Debugger
wait 0
0B12: 24@ = 24@ XOR 1
if 24@ == 1
then
    0B2D: write_samp_memory offset 0x41E0 value 0xC3 size 1
    call @SENDONFOOTFAKEPOSITION 3 6@ 7@ 8@ 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {00bfdb}Successfully debugged!" color 12517890
    SAMP.Spawn()
    0AF6: samp spawn_player
    04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -999999999.999999999
    00A1: put_actor $PLAYER_ACTOR at 6@ 7@ 8@
    0972: put_actor $PLAYER_ACTOR at 6@ 7@ 8@ no_offset
    wait 1337
    print "Your character has been debugged." 3000
    00BA: show_text_styled GXT "Your character has been debugged." time 3000 style 2  // Beefy Baron
    wait 3130
    print "RELOG" 3000
    00BA: show_text_styled GXT "RELOG" time 3000 style 2  // Beefy Baron
    0B2D: write_samp_memory offset 0x41E0 value 10@ size 1
end
0B43: samp cmd_ret 

:Crasher
0B12: 25@ = 25@ XOR 1
if 25@ == 1
then 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {FFFF00}Activated" color 12517890
    Model.Load(#minigun)
    01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 999999
else 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {FFFF00}Deactivated" color 12517890
    0555: remove_weapon 38 from_actor $PLAYER_ACTOR
    Model.Destroy(#minigun)
    0B2D: write_samp_memory offset 0x41E0 value 10@ size 1 
end
0B43: samp cmd_ret


:SENDONFOOTFAKEPOSITION
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR) 
3@ = SAMP.GetPlayerStruct(3@)    
3@ += 55
0AC8: 4@ = allocate_memory_size 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@ 
0B3D: raknet 5@ = new_bit_stream
0B40: raknet bit_stream 5@ write PACKET_PLAYER_SYNC type BS_TYPE_BYTE size 1 
0B40: raknet bit_stream 5@ write 4@ type BS_TYPE_ARRAY size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: 0

:SENDFAKEBULLET
alloc 5@ 39 
0C0D: struct 5@ offset 0 size 1 = 1 
0C0D: struct 5@ offset 1 size 2 = 31@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.0
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 224, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 39)
RakNet.LiteSend(6@)
RakNet.DeleteBitStream(6@)
free 5@ 
ret 0

Yes, I am releasing the source to my own script. Why? Because it has already got leaked, and now you see it in SF plugins, in s0beits, and everywhere. It's slowly getting patched, but this might just get it patched faster. Compile and enjoy while you can.

Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 Player Crasher v2.0 by Mr.Ze SOURCE COMPILED AND RELEASED v1.5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15...

FastKill by SR_Team SOURCE

FastKill by SR_Team
SOURCE




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{$CLEO .cs}

thread "SR_team" 
wait 3000 

:SR_team_31
wait 0 
if and
key_down 81 
00E1:   player 0 pressed_key 6 
0AD2: 1@ = player $PLAYER_CHAR targeted_actor //IF and SET 
0457:   player $PLAYER_CHAR aiming_at_actor 1@ 
   not SAMP.ChatInputOpened
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SR_team_31 
SAMP.SetGameKeyState(17, 255)
Actor.StorePos(1@, 13@, 14@, 15@)
0087: 12@ = 15@ // (float) 
12@ += 0.5 
0@ = SAMP.GetSAMPPlayerIDByActorHandle(1@)
alloc 5@ 39 
0C0D: struct 5@ offset 0 size 1 = 1 
0C0D: struct 5@ offset 1 size 2 = 0@ 
0C0D: struct 5@ offset 3 size 4 = 13@ 
0C0D: struct 5@ offset 7 size 4 = 14@ 
0C0D: struct 5@ offset 11 size 4 = 12@ 
0C0D: struct 5@ offset 15 size 4 = 13@ 
0C0D: struct 5@ offset 19 size 4 = 14@ 
0C0D: struct 5@ offset 23 size 4 = 15@ 
0C0D: struct 5@ offset 27 size 4 = 0.0 
0C0D: struct 5@ offset 31 size 4 = 0.0 
0C0D: struct 5@ offset 35 size 4 = 0.0 
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 224, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 39)
RakNet.LiteSend(6@)
RakNet.DeleteBitStream(6@)
free 5@ 
SAMP.SetGameKeyState(17, 0)
jump @SR_team_31 




Mr.Ze
5 SourceHack: March 2015 FastKill by SR_Team SOURCE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34...

Checkpoint BOT by Opcode.eXe SOURCE

Checkpoint BOT by Opcode.eXe
SOURCE




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{$CLEO .cs}

thread "MADE_BY_OPCODEXE" 
0662: printstring "www.youtube.com/OpcodeXe" 
0662: printstring "GO" 

:MADE_BY_OPCODEXE_69
wait 0 
if 
   Player.Defined(0)
else_jump @MADE_BY_OPCODEXE_69 

:MADE_BY_OPCODEXE_88
wait 0 
if 
0ADC:   test_cheat "GO" 
else_jump @MADE_BY_OPCODEXE_261 
if 
  31@ == 0 
else_jump @MADE_BY_OPCODEXE_197 
31@ = 1 
018C: play_sound 1083 at 0.0 0.0 0.0 
print "Checkpoint BOT by OpcodeXe ON" 1337 
jump @MADE_BY_OPCODEXE_261 

:MADE_BY_OPCODEXE_197
31@ = 0 
018C: play_sound 1084 at 0.0 0.0 0.0 
print "Checkpoint BOT by OpcodeXe OFF" 1337 

:MADE_BY_OPCODEXE_261
if 
  31@ == 1 
else_jump @MADE_BY_OPCODEXE_88 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MADE_BY_OPCODEXE_88 
0A8D: 1@ = read_memory 13099016 size 4 virtual_protect 0 
0A8D: 2@ = read_memory 13099020 size 4 virtual_protect 0 
0A8D: 3@ = read_memory 13099024 size 4 virtual_protect 0 
if and
   not 1@ == 0.0 
   not 2@ == 0.0 
   not 3@ == 0.0 
else_jump @MADE_BY_OPCODEXE_516 
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 4@ 5@ and_XY 1@ 2@ 
0AD0: show_formatted_text_lowpriority "~w~[INFO]~w~ CHECKPOINT FOUND! ~r~%f ~w~ meters left!" time 100 7@  
0@ = Actor.CurrentCar($PLAYER_ACTOR)
Car.SetMaxSpeed(0@, 100.0)
Car.SetToPsychoDriver(0@)
0704: car 0@ drive_to 1@ 2@ 3@ 
jump @MADE_BY_OPCODEXE_88 

:MADE_BY_OPCODEXE_516
print "~r~[WARNING]: ~w~ NO CHECKPOINT FOUND..." 1337 
jump @MADE_BY_OPCODEXE_88




Mr.Ze
5 SourceHack: March 2015 Checkpoint BOT by Opcode.eXe SOURCE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31...

noSpread by Opcode.eXe modified by SeGma SOURCE

noSpread by Opcode.eXe modified by SeGma
SOURCE




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{$CLEO}

0000: NOP 
 
31@ = 0 
:NONAME_123
wait 0 
if 
0ADC:   test_cheat "SPREAD" 
jf @NONAME_365 
if 
  31@ == 0 
jf @NONAME_269 
0ACD: show_text_highpriority "noSPREAD on." time 1337 
22@ = 22 

:NONAME_192
0AB1: call_scm_func @NONAME_372 4 22@ 56 2.0 4  
22@ += 1 
  22@ > 32 
jf @NONAME_192 
018C: play_sound 1083 at 0.0 0.0 0.0 
31@ = 1 
jump @NONAME_365 

:NONAME_269
0ACD: show_text_highpriority "noSPREAD off" time 1337 
22@ = 22 

:NONAME_295
0AB1: call_scm_func @NONAME_372 4 22@ 56 1.0 4  
22@ += 1 
  22@ > 32 
jf @NONAME_295 
018C: play_sound 1084 at 0.0 0.0 0.0 
31@ = 0 

:NONAME_365
jump @NONAME_123 

:NONAME_372
0@ += 36 
0@ *= 112 
0@ += 13150904 
005A: 0@ += 1@ // (int) 
0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0 
0AB2: ret 0




Mr.Ze
5 SourceHack: March 2015 noSpread by Opcode.eXe modified by SeGma SOURCE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27...

06/03/2015

ARP TP by DubStep_ SOURCE

ARP TP by DubStep_
SOURCE





// 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 
0662: printstring "Made by DS_" 
thread "Label__0" 

:Label__0_29
wait 0 
   SAMP.Available
else_jump @Label__0_29 
chatmsg "[ARP TP]: {ffffff}by DubStep_ started. Special for K0tenok" 65280 
SAMP.GetScreenResolution(10@, 11@)
10@ /= 2 
10@ += 150 
11@ /= 2 
Dialog.Create(0@, "{808080}Teleport by DubStep_{909080} for K0tenok")
Dialog.SetRECT(0@, 10@, 11@, 410, 310)
Dialog.AddListBox(0@, 10, 5, 5, 400, 250)
Dialog.ListBoxInsertElement(0@, 10, "Ěŕăŕçčí Îäĺćäű LS", 4@, -1)
Dialog.ListBoxInsertElement(0@, 10, "Ěŕăŕçčí Îäĺćäű SF", 4@, -1)
Dialog.ListBoxInsertElement(0@, 10, "Ěŕăŕçčí Îđóćč˙ LS", 4@, -1)
Dialog.ListBoxInsertElement(0@, 10, "Ěŕăŕçčí Îđóćč˙ LV", 4@, -1)
Dialog.ListBoxInsertElement(0@, 10, "Ěŕăŕçčí Îđóćč˙ SF", 4@, -1)
Dialog.ListBoxInsertElement(0@, 10, "Ę ěĺňęĺ íŕ ęŕđňĺ", 4@, -1)
Dialog.AddButton(0@, 0, "Ňĺëĺďîđň", 220, 260, 100, 30)
Dialog.AddButton(0@, 1, "Çŕęđűňü", 90, 260, 100, 30)
Dialog.SetVisible(0@, 0)
0B34: samp register_client_command "tpkot" to_label @Label__0_662 

:Label__0_487
wait 0 
if 
   Dialog.IsVisible(0@)
else_jump @Label__0_655 
SAMP.SetCursorMode(3)
if 
   Dialog.PopEvent(0@, 1@, 2@)
else_jump @Label__0_655 
if 
  1@ == 1794 
else_jump @Label__0_565 
Dialog.ListBoxGetSelectedAndCount(0@, 2@, 3@, 0)

:Label__0_565
if 
  1@ == 257 
else_jump @Label__0_655 
if 
  2@ == 0 
else_jump @Label__0_626 
Dialog.SetVisible(0@, 0)
SAMP.SetCursorMode(0)
call @Label__0_735 1 3@ 

:Label__0_626
if 
  2@ == 1 
else_jump @Label__0_655 
Dialog.SetVisible(0@, 0)
SAMP.SetCursorMode(0)

:Label__0_655
jump @Label__0_487 

:Label__0_662
if 
   Dialog.IsVisible(0@)
else_jump @Label__0_696 
Dialog.SetVisible(0@, 0)
SAMP.SetCursorMode(0)
jump @Label__0_733 

:Label__0_696
Dialog.SetVisible(0@, 1)
11@ += 90 
10@ += 100 
call @Label__0_1166 2 10@ 11@ 

:Label__0_733
SAMP.CmdRet

:Label__0_735
if 
  0@ == 0 
else_jump @Label__0_783 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, 459.2712, -1501.217, 30.0387)

:Label__0_783
if 
  0@ == 1 
else_jump @Label__0_831 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, -1696.772, 949.9268, 23.8906)

:Label__0_831
if 
  0@ == 2 
else_jump @Label__0_879 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, 1365.783, -1279.804, 12.5469)

:Label__0_879
if 
  0@ == 3 
else_jump @Label__0_927 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, 2156.103, 943.2082, 9.8203)

:Label__0_927
if 
  0@ == 4 
else_jump @Label__0_975 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, -2626.02, 212.4472, 3.6146)

:Label__0_975
if 
  0@ == 5 
else_jump @Label__0_1154 
if 
0AB6: store_target_marker_coords_to 10@ 11@ 12@ // IF and SET 
else_jump @Label__0_1103 
call @Label__0_1159 0 
Actor.PutAt($PLAYER_ACTOR, 10@, 11@, 12@)
2@ = 0 

:Label__0_1046
wait 0 
0AB6: store_target_marker_coords_to 10@ 11@ 12@ // IF and SET 
Actor.PutAt($PLAYER_ACTOR, 10@, 11@, 12@)
2@ += 1 
  2@ > 50 
else_jump @Label__0_1046 
jump @Label__0_1154 

:Label__0_1103
chatmsg "[ARP TP]: {ffffff}ďîńňŕâü ěĺňęó íŕ ęŕđňĺ!" 65280 

:Label__0_1154
ret 0 

:Label__0_1159
SAMP.Spawn
ret 0 

:Label__0_1166
0AA2: 2@ = load_library "user32.dll" // IF and SET 
0AA4: 3@ = get_proc_address "SetCursorPos" library 2@ // IF and SET 
0AA5: call 3@ num_params 2 pop 0 1@ 0@  
ret 0 



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 ARP TP by DubStep_ SOURCE // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-datab...

TP (without kick) by Ta4ir modified by SlonoBoyko SOURCE

TP by Ta4ir modified by SlonoBoyko
SOURCE





thread "TP"
0000: NOP

repeat
wait 0
until Samp.Available()
0B34: samp register_client_command "tpmenu" to_label @tpmenu

repeat     
wait 0
    if 30@ == 1
    then
    0B80: dialog 3@ = create "TP by Ta4ir (Modified by SlonoBoyko)"
    0AB1: call_scm_func @set_dialog_pos 3 3@ 300 350
    0B82: dialog 3@ add_button id 0 text "Řŕőňŕ" pos_XY 5 5 size 95 25
    0B82: dialog 3@ add_button id 1 text "Çŕâîä" pos_XY 5 30 size 95 25
    0B82: dialog 3@ add_button id 2 text "Ăđóç÷čę" pos_XY 5 55 size 95 25
    0B82: dialog 3@ add_button id 3 text "Đŕçâ.Ďđîä." pos_XY 5 80 size 95 25
    0B82: dialog 3@ add_button id 4 text "Ěýđč˙ LS" pos_XY 5 105 size 95 25
    0B82: dialog 3@ add_button id 5 text "Ěýđč˙ SF" pos_XY 5 130 size 95 25
    0B82: dialog 3@ add_button id 6 text "Ěýđč˙ LV" pos_XY 5 155 size 95 25
    0B82: dialog 3@ add_button id 7 text "LSPD" pos_XY 5 180 size 95 25
    0B82: dialog 3@ add_button id 8 text "SFPD" pos_XY 5 205 size 95 25
    0B82: dialog 3@ add_button id 9 text "LVPD" pos_XY 5 230 size 95 25
    0B82: dialog 3@ add_button id 10 text "Hosp. LS" pos_XY 5 255 size 95 25
    0B82: dialog 3@ add_button id 11 text "Hosp. SF" pos_XY 5 280 size 95 25
    0B82: dialog 3@ add_button id 12 text "Hosp. LV" pos_XY 5 305 size 95 25
    0B82: dialog 3@ add_button id 13 text "Ballas" pos_XY 100 5 size 95 25
    0B82: dialog 3@ add_button id 14 text "Grove" pos_XY 100 30 size 95 25
    0B82: dialog 3@ add_button id 15 text "Aztecas" pos_XY 100 55 size 95 25
    0B82: dialog 3@ add_button id 16 text "Vagos" pos_XY 100 80 size 95 25
    0B82: dialog 3@ add_button id 17 text "Rifa" pos_XY 100 105 size 95 25
    0B82: dialog 3@ add_button id 18 text "LCN" pos_XY 100 130 size 95 25
    0B82: dialog 3@ add_button id 19 text "Yakuza" pos_XY 100 155 size 95 25
    0B82: dialog 3@ add_button id 20 text "Rus.mafia" pos_XY 100 180 size 95 25
    0B82: dialog 3@ add_button id 21 text "FBI" pos_XY 100 205 size 95 25
    0B82: dialog 3@ add_button id 22 text "ŔĎ" pos_XY 100 230 size 95 25
    0B82: dialog 3@ add_button id 23 text "LSFM" pos_XY 100 255 size 95 25
    0B82: dialog 3@ add_button id 24 text "SFFM" pos_XY 100 280 size 95 25
    0B82: dialog 3@ add_button id 25 text "LVFM" pos_XY 100 305 size 95 25
    0B82: dialog 3@ add_button id 26 text "TV" pos_XY 195 5 size 95 25
    0B82: dialog 3@ add_button id 27 text "ŃÂ" pos_XY 195 30 size 95 25
    0B82: dialog 3@ add_button id 28 text "ÂĚÔ" pos_XY 195 55 size 95 25
    0B82: dialog 3@ add_button id 29 text "ÂÂŃ" pos_XY 195 80 size 95 25
    0B82: dialog 3@ add_button id 30 text "Âîĺíęîě." pos_XY 195 105 size 95 25
    0B82: dialog 3@ add_button id 31 text "Ŕâňîřęîëŕ" pos_XY 195 130 size 95 25
    0B82: dialog 3@ add_button id 32 text "Ěĺňęŕ" pos_XY 195 155 size 95 25
    0B82: dialog 3@ add_button id 33 text "Exit" pos_XY 195 180 size 95 25
    0B8D: samp set_cursor_mode 2
        while 0B87: dialog 3@ is_visible
        wait 0
        
        {=====Ďĺđĺíîń=====}
            if 0AB0: key_pressed 1 
            then 
            0B5E: get_cursor_pos 28@ 27@
            0B85: samp dialog 3@ get_position_to 26@ 25@ size_to 0@ 0@
                if and 
                001D: 28@ > 26@ 
                001D: 27@ > 25@ 
                then 
                26@ += 340 
                25@ += 20 
                    if and 
                    001D: 26@ > 28@ 
                    001D: 25@ > 27@ 
                    then 
                    26@ -= 340
                    25@ -= 20 
                    0062: 28@ -= 26@ 
                    0062: 27@ -= 25@ 
                        while 0AB0: key_pressed 1 
                        wait 0 
                        0B5E: get_cursor_pos 26@ 25@
                        0062: 26@ -= 28@ 
                        0062: 25@ -= 27@ 
                        0B84: samp dialog 3@ set_pos_XY 26@ 25@ size 300 350  
                        end 
                    end 
                end 
            end 
        {=================}
            if 0B81: dialog 3@ pop_event_to 4@ {id ńîáűňč˙} control_id_to 2@ {id ęîěďîíĺíňŕ}
            then
                if 2@ == 32
                then
                    if 0AB6: store_target_marker_coords_to 4@ 5@ 6@ // IF and SET
                    then
                    0AB1: call_scm_func @TP 3 4@ 5@ 6@ // Ňĺëĺďîđňčđóĺě
                    wait 0
                    0AB6: store_target_marker_coords_to 4@ 5@ 6@ // IF and SET
                    Actor.PutAt($PLAYER_ACTOR, 4@, 5@, 6@)
                    0B86: dialog 3@ set_visible false
                    0B8D: samp set_cursor_mode 0
                    30@ = 0
                    else
                    0AF8: samp add_message_to_chat "Îřčáęŕ! Íĺîáőîäčěî ďîńňŕâčňü ěĺňęó íŕ ęŕđňĺ" color 0xff0000
                    end
                else
                    if 2@ == 33
                    then
                    0B86: dialog 3@ set_visible false
                    0B8D: samp set_cursor_mode 0
                    30@ = 0   
                    else
                    0AB1: call_scm_func @coords 1 2@ 4@ 5@ 6@ // Ďîëó÷ŕĺě ęîîđäčíŕňű
                    0AB1: call_scm_func @TP 3 4@ 5@ 6@ // Ňĺëĺďîđňčđóĺě 
                    0B86: dialog 3@ set_visible false
                    0B8D: samp set_cursor_mode 0
                    30@ = 0   
                    end
                end
            end
        end
    end
until false

:tpmenu
if 30@ == 0
then
30@ = 1
end
0B43: samp cmd_ret

:set_dialog_pos // [0@ = dialog id] [1@ = size x] [2@ = size y]
0B5A: get_screen_resolution 3@ 4@ 
3@ /= 2
4@ /= 2
1@ /= 2
2@ /= 2
0063: 3@ -= 1@
0063: 4@ -= 2@  
1@ *= 2
2@ *= 2
0B84: dialog 0@ set_pos_XY 3@ 4@ size 1@ 2@ 
0AB2: ret 0

:TP {x} {y} {z}
SAMP.Spawn()
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
0AB2: ret 0 

:coords {but }
if 0@ == 0 // waxta
then
1@ = -1893.5366 
2@ = -1602.8402 
3@ = 21.7500
end

if 0@ == 1 // Çŕâîä
then
1@ = -129.7006
2@ = -339.2880
3@ = 1.4297
end

if 0@ == 2 // Ăđóç÷čę
then
1@ = 2158.5872
2@ = -2316.2393
3@ = 15.8181
end

if 0@ == 3 // Đŕçâ. ďđîä.
then
1@ = 2286.1265
2@ = -2312.2734
3@ = 13.5413
end

if 0@ == 4 // Ěýđč˙ ËŃ
then
1@ = 1505.3599 
2@ = -1753.9567 
3@ = 13.5469
end

if 0@ == 5 // Ěýđč˙ ŃÔ
then
1@ = -2768.9116
2@ = 361.9172
3@ = 4.4738
end

if 0@ == 6 // Ěýđč˙ ËÂ
then
1@ = 2389.1733
2@ = 2423.1089
3@ = 10.8125
end

if 0@ == 7 // lSPD
then
1@ = 1553.6309
2@ = -1671.4644
3@ = 13.5562
end

if 0@ == 8 // SFPD
then
1@ = -1601.9305
2@ = 717.2076
3@ = 11.3774
end

if 0@ == 9 // LVPD
then
1@ = 2281.3735
2@ = 2428.8369
3@ = 10.8203
end

if 0@ == 10  // Hosp LS
then
1@ = 1180.3518
2@ = -1305.7943
3@ = 13.7950
end

if 0@ == 11 // Hosp SF
then
1@ = -2680.4097
2@ = 637.1298
3@ = 14.4531
end

if 0@ == 12 // Hosp LV
then
1@ = 1592.6801
2@ = 1816.8179
3@ = 10.8203
end

if 0@ == 13 // ballas
then
1@ = 2017.0066
2@ = -1109.5461
3@ = 26.2031
end

if 0@ == 14 // grove
then
1@ = 2465.0613
2@ = -1710.5726
3@ = 13.5022
end

if 0@ == 15 // aztec
then
1@ = 2170.1987
2@ = -1728.4161
3@ = 13.5409
end

if 0@ == 16 // vaginos
then
1@ = 2766.8125
2@ = -1178.2269
3@ = 69.4036
end

if 0@ == 17 // Rifa
then
1@ = 2786.8208
2@ = -1898.5823
3@ = 11.0657
end

if 0@ == 18 // LCN
then
1@ = 1432.5754
2@ = 2733.1392
3@ = 10.8203
end

if 0@ == 19 // Yakuza
then
1@ = 2549.2310
2@ = 1842.1932
3@ = 10.8203
end

if 0@ == 20 // Rus. Maf
then
1@ = 985.8802
2@ = 1690.6359
3@ = 9.1081
end

if 0@ == 21 // FBI
then
1@ = -2374.7913
2@ = 484.8788
3@ = 29.7990
end

if 0@ == 22 // AP
then
1@ = 951.6120
2@ = -893.6904
3@ = 45.7656
end

if 0@ == 23 // LSFM
then
1@ = 1630.1149
2@ = -1650.5219
3@ = 22.5156
end

if 0@ == 24 // SFFM
then
1@ = -1838.0138
2@ = 587.2550
3@ = 35.1641
end

if 0@ == 25 // LVFM
then
1@ = 2101.2039
2@ = 2359.7285
3@ = 11.2422
end

if 0@ == 26 // TV
then
1@ = 1785.4913
2@ = -1307.5454
3@ = 13.6968
end

if 0@ == 27 // CÂ
then
1@ = 397.0686
2@ = 1918.8665
3@ = 17.6406
end

if 0@ == 28 // ÂĚÔ
then
1@ = -2334.5613
2@ = 2367.3196
3@= 5.6221
end

if 0@ == 29 // ÂÂŃ
then
1@ = 495.6856
2@ = 2603.2561
3@ = 61.5528
end

if 0@ == 30 // Âîĺíęîě
then
1@ = 1139.3917
2@ = 1382.6759
3@ = 10.8203
end

if 0@ == 31 // Ŕâňîřęîëŕ
then
1@ = -2040.5258
2@ = -104.4789
3@ = 35.1719
end

0AB2: ret 3 1@ 2@ 3@



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 TP by Ta4ir modified by SlonoBoyko SOURCE thread "TP" 0000: NOP repeat wait 0 until Samp.Available() 0B34: samp regi...

SH-Gun by SR_Team SOURCE

SH-Gun by SR_Team
SOURCE





{$CLEO .cs}

0000: NOP 
wait 5000 
if 
0@ = SAMP.Base()
else_jump @Noname_40 
0A93: end_custom_thread 

:Noname_40
   not SAMP.Available
else_jump @Noname_60 
wait 100 
jump @Noname_40 

:Noname_60
wait 0 
if                                   // Remove this        if             so that you can
0AAB:   file_exists "CLEO\Gun.cs"    // Remove this        check          change the name
else_jump @Noname_1370               // And this           jump           of the script
0B34: samp register_client_command "gun" to_label @Noname_343 
0B34: samp register_client_command "gpth" to_label @Noname_998 
chatmsg "[SH-gun]: {AAAAAA}Weapon cheat for {22FF22}Silent-Hack.ru {6666FF}loaded! {FF9977}Author: {FF0000}SR_team" 6750054 

:Noname_230
wait 0 
0470: 1@ = actor $PLAYER_ACTOR current_weapon 
if and
key_down 71 
key_down 17 
   not SAMP.ChatInputOpened
   not 1@ == 0 
else_jump @Noname_230 
0555: remove_weapon 1@ from_actor $PLAYER_ACTOR 
chatmsg "[SH-gun]: Weapons {6666FF}%d {22FF22}removed." 6750054 1@ 
jump @Noname_230 

:Noname_343
   SAMP.IsCommandTyped(0@)
0C17: 1@ = strlen 0@ 
if and
  1@ > 0 
   not 1@ > 46 
else_jump @Noname_992 
0AD4: 0@ = scan_string 0@ format "%d %d" 1@ 2@  
wait 0 
if 
  2@ > 0 
else_jump @Noname_992 
Model.Load(#GUN_DILDO1)
Model.Load(#GUN_DILDO2)
Model.Load(#GUN_VIBE1)
Model.Load(#GUN_VIBE2)
Model.Load(#FLOWERA)
Model.Load(#GUN_CANE)
Model.Load(#BRASSKNUCKLE)
Model.Load(#GOLFCLUB)
Model.Load(#NITESTICK)
Model.Load(#KNIFECUR)
Model.Load(#BAT)
Model.Load(#SHOVEL)
Model.Load(#POOLCUE)
Model.Load(#KATANA)
Model.Load(#CHNSAW)
Model.Load(#GRENADE)
Model.Load(#TEARGAS)
Model.Load(#MOLOTOV)
Model.Load(#COLT45)
Model.Load(#SILENCED)
Model.Load(#DESERT_EAGLE)
Model.Load(#CHROMEGUN)
Model.Load(#SAWNOFF)
Model.Load(#SHOTGSPA)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
Model.Load(#TEC9)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#CUNTGUN)
Model.Load(#SNIPER)
Model.Load(#ROCKETLA)
Model.Load(#HEATSEEK)
Model.Load(#FLAME)
Model.Load(#MINIGUN)
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(#SPRAYCAN)
Model.Load(#FIRE_EX)
Model.Load(#CAMERA)
Model.Load(#NVGOGGLES)
Model.Load(#IRGOGGLES)
Model.Load(#GUN_PARA)
wait 200 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, 1@, 2@)            // Your script literally just gives weapons, no patches, nothing
wait 100 
Model.Destroy(#GUN_DILDO1)
Model.Destroy(#GUN_DILDO2)
Model.Destroy(#GUN_VIBE1)
Model.Destroy(#GUN_VIBE2)
Model.Destroy(#FLOWERA)
Model.Destroy(#GUN_CANE)
Model.Destroy(#BRASSKNUCKLE)
Model.Destroy(#GOLFCLUB)
Model.Destroy(#NITESTICK)
Model.Destroy(#KNIFECUR)
Model.Destroy(#BAT)
Model.Destroy(#SHOVEL)
Model.Destroy(#POOLCUE)
Model.Destroy(#KATANA)
Model.Destroy(#CHNSAW)
Model.Destroy(#GRENADE)
Model.Destroy(#TEARGAS)
Model.Destroy(#MOLOTOV)
Model.Destroy(#COLT45)
Model.Destroy(#SILENCED)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SAWNOFF)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MP5LNG)
Model.Destroy(#TEC9)
Model.Destroy(#AK47)
Model.Destroy(#M4)
Model.Destroy(#CUNTGUN)
Model.Destroy(#SNIPER)
Model.Destroy(#ROCKETLA)
Model.Destroy(#HEATSEEK)
Model.Destroy(#FLAME)
Model.Destroy(#MINIGUN)
Model.Destroy(#SATCHEL)
Model.Destroy(#BOMB)
Model.Destroy(#SPRAYCAN)
Model.Destroy(#FIRE_EX)
Model.Destroy(#CAMERA)
Model.Destroy(#NVGOGGLES)
Model.Destroy(#IRGOGGLES)
Model.Destroy(#GUN_PARA)
chatmsg "[SH-gun]: {FF0000}SR_team {22FF22}gave you weapons {6666FF}%d {22FF22}and {6666FF}%d {22FF22}bullets." 6750054 1@ 2@    // Yeah cool

:Noname_992
wait 0 
SAMP.CmdRet

:Noname_998
wait 400 
if 
  9@ == 0 
else_jump @Noname_1247 
9@ = 1 
chatmsg "[SH-gun]: Armory patch included." 6750054  // Nah
SAMP.ReadSAMPMemory(3@, 21808, 1)
wait 10 
SAMP.ReadSAMPMemory(4@, 23200, 3)
wait 20 
SAMP.ReadSAMPMemory(5@, 77328, 2)
wait 30 
SAMP.ReadSAMPMemory(6@, 86704, 2)
wait 40 
SAMP.ReadSAMPMemory(7@, 80720, 2)
wait 50 
SAMP.ReadSAMPMemory(8@, 87024, 2)
wait 60 
SAMP.WriteSAMPMemory(21808, 195, 1)
SAMP.WriteSAMPMemory(23200, 12718080, 3)
SAMP.WriteSAMPMemory(77328, 50064, 2)
SAMP.WriteSAMPMemory(86704, 50064, 2)
SAMP.WriteSAMPMemory(80720, 50064, 2)
SAMP.WriteSAMPMemory(87024, 50064, 2)
jump @Noname_230 

:Noname_1247
wait 0 
9@ = 0 
chatmsg "[SH-gun]: Armory patch off." 6750054       // Nah
SAMP.WriteSAMPMemory(21808, 3@, 1)
SAMP.WriteSAMPMemory(23200, 4@, 3)
SAMP.WriteSAMPMemory(77328, 5@, 2)
SAMP.WriteSAMPMemory(86704, 6@, 2)
SAMP.WriteSAMPMemory(80720, 7@, 2)
SAMP.WriteSAMPMemory(87024, 8@, 2)
jump @Noname_230 

:Noname_1370
wait 0 
chatmsg "Script {FF66FF}'SH-Gun'{66FF66} is renamed." 6750054  // Yeah, but now that we have the source, we can just edit it
wait 3000 
chatmsg "Restore original name, for next play." 6750054  // No.
wait 4000 
chatmsg "Game close." 6750054    // Sure
wait 1500 
0AA5: call 8535003 num_params 3 pop 3 0 0 0   // Yeah, this closes your game
jump @Noname_1370 // Why is this jump here when you're going to close the game anyway?




Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 SH-Gun by SR_Team SOURCE {$CLEO .cs} 0000: NOP wait 5000 if 0@ = SAMP.Base() else_jump @Noname_40 0A93: end_custom_thread ...

House Checker by SlonoBoyko SOURCE

House Checker by SlonoBoyko
SOURCE





 {$CLEO .cs}

0000: NOP 

:Noname_17
wait 0 
   SAMP.Available
else_jump @Noname_17 

:Noname_30
wait 0 
   SAMP.IsLocalPlayerSpawned
else_jump @Noname_30 
chatmsg "{FFFF00}[House Checker] by slonoboyko | {9B30FF}To activate script , enter {00FF00} /hcheck" 16768685 
0B34: samp register_client_command "hcheck" to_label @Noname_332 

:Noname_159
wait 0 
if 
  0@ == 1 
else_jump @Noname_325 
if 
call @Noname_506 1 1273 2@ 
else_jump @Noname_325 
0BD1: samp send_picked_up_pickup 2@ 
call @Noname_709 2 13 1000 
chatmsg "{FFFF00}[House Checker] by slonoboyko | {00FF00}In the area of stream a free house" 16768685 
wait 4000 

:Noname_325
jump @Noname_159 

:Noname_332
wait 0 
if 
  0@ == 0 
else_jump @Noname_432 
0@ = 1 
chatmsg "{FFFF00}[House Checker] by slonoboyko | {00FF00}Enable" 16768685 
jump @Noname_504 

:Noname_432
0@ = 0 
chatmsg "{FFFF00}[House Checker] by slonoboyko | {FF0000}Disable" 16768685 

:Noname_504
SAMP.CmdRet

:Noname_506
0BB9: samp 1@ = get_pickup_pool_ptr 
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 
if 
  2@ > 0 
else_jump @Noname_700 
0A8E: 2@ = 1@ + 4 // int 
0A8E: 3@ = 1@ + 61444 // int 
4@ = 0 

:Noname_571
0A90: 5@ = 4@ * 4 // int 
005A: 5@ += 2@ // (int) 
0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0 
if 
   not 5@ == 0 
else_jump @Noname_678 
0A90: 5@ = 4@ * 20 // int 
005A: 5@ += 3@ // (int) 
0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0 
if 
003B:   5@ == 0@ // (int) 
else_jump @Noname_678 
return_true 
ret 1 4@ 

:Noname_678
4@ += 1 
  4@ > 4095 
else_jump @Noname_571 

:Noname_700
return_false 
ret 1 -1 

:Noname_709
if 
0AA2: 2@ = load_library "User32.dll" // IF and SET 
else_jump @Noname_812 
if 
0AA4: 2@ = get_proc_address "keybd_event" library 2@ // IF and SET 
else_jump @Noname_812 
0AA5: call 2@ num_params 4 pop 0 0 0 0 0@  
wait 1@ 
0AA5: call 2@ num_params 4 pop 0 0 2 0 0@  

:Noname_812
ret 0 



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 House Checker by SlonoBoyko SOURCE {$CLEO .cs} 0000: NOP :Noname_17 wait 0 SAMP.Available else_jump @Noname_17 :Nonam...

Multiple Objects Search Hack by m1zg4rd SOURCE

Multiple Objects Search Hack by m1zg4rd
SOURCE



Original:
{$CLEO .cs}
if
  8AAB:   file_exists "CLEO\MOSH_bY_m1zg4rd.cs"
else_jump @SETTINGS_1
print "~R~DONT STEAL MY SCRIPT" 5000
004E: end_thread

//IF YOU DECRYPTED THIS, THEN FINE, YOU ARE ENOUGH SMART TO READ MY CODE
//BUT IF YOU READ THIS BY DOWNLOADED PROGRAM/DECRYPTER, THEN YOU ARE JUST POOR SCRIPT KIDDIE, DIE

//3@ - indeks/ilość znalezionych obiektów
//29@, 30@, 31@ - zmienne przeznaczone do skanowania
//0@, 1@, 2@ - coordy znalezionego obiektu
//4@v - nazwy kluczy do zapisu coordów obiektu

//19@ - ID szukanego obiektu
//5@ - system wykrywania pułapek (0 lub 1)

//7@ - markery
//8@ - zmienna kroku w pętli usuwajcej markery
//9@ - pomocniczy obiekt do systemu wykrywania pułapek

//10@ - pomocnicza zmienna float

//11@ - decyduje czy wyszukiwanie przerwano, czy anulowano wyświetlanie markerów (0 lub 1)

//12@ - pomocnicza zmienna integer
//13@ - pomocnicza zmienna integer
//14@ - pomocnicza zmienna integer

//15@, 16@, 17@ - coordy gracza (odmierzanie dystansu)
//18@ - dystans gracza od obiektu (float)

//20@ - pierwszy klawisz aktywacji/deaktywacji
//21@ - drugi klawisz aktywacji/deaktywacji

//22@ - wykrywanie obiektów położonych pod teksturami
//23@ - jeżeli system ma wykrywać zbyt wysoko położone obiekty
//24@ - wykrywaj, jeżli obiekt jest pod dnem morskim (0 lub 1)
//25@ - spróbuj wykryć czy obiekt jest w budynku (testowe)

:SETTINGS_1
wait 50 
if 
0AAB:   file_exists "CLEO\MOSH_configuration.iNi" 
else_jump @SETTINGS_2
wait 5 
3@ = 0.0
0AF0: 20@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" 
0AF0: 21@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" 
0AF0: 19@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" 
0AF0: 5@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR"
0AF0: 22@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP"
0AF0: 23@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP"
0AF0: 24@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP"
0AF0: 25@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP"
//0AF0: 26@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP"
jump @ACTIVATE_1

:SETTINGS_2
wait 10 
0AF1: write_int 57 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" //domyślnie 9
0AF1: write_int 80 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" //domyślnie P
0AF1: write_int 1210 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" //domyślnie obiekt walizki
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP" //domyślnie właczony 
//0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP" //domyślnie właczony
0AF1: write_int 0 to_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT" //brak obiektów do wykluczenia
jump @SETTINGS_1

:ACTIVATE_1
wait 10
if and
  key_down 20@
  key_down 21@
else_jump @ACTIVATE_1
wait 10
jump @ACTIVATE_2

:ACTIVATE_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @ACTIVATE_2
wait 10
13@ = 0
14@ = 0
jump @FINDER_1 
  
:FINDER_1
wait 0 
11@ = 0 //0 - wyszukiwanie przerwano
00BE: text_clear_all

if
  0039:   13@ == 1
then
  print "~Y~SEARCHING FOR OBJECTS" 3500
else
  print "~W~SEARCHING FOR OBJECTS" 3500
end
if
  14@ > 40
then
  if
    0039:   13@ == 1
  then
    13@ = 0
  else
    13@ = 1
  end
  14@ = 0
else
  14@ += 1
end

0A8D: 29@ = read_memory 12010652 size 4 virtual_protect 0 
29@ += 4 
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 
30@ = 0 

:FINDER_2
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 
29@ += 1 
if and
  31@ >= 0 
  128 > 31@ 
else_jump @FINDER_3 
005A: 31@ += 30@ // (int)
if and
  key_down 20@
  key_down 21@
then
  jump @DRAWING_2 
end
if 
   Object.Model(31@) == 19@
else_jump @FINDER_3 

1@ = 0
0AF0: 2@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT"
for 12@ = 1 to 2@ step 1
  0093: 0@ = integer 12@ to_float
  0AED: 4@v = float 0@ to_string_format "%.15gX"
  0AF2: 15@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gY"
  0AF2: 16@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gZ"
  0AF2: 17@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  
  if
    04E6:   object 31@ near_point 15@ 16@ 17@ radius 2.0 2.0 2.0 flag 0
  then
    1@ = 1
    12@ = 2@
  end
end

if 
  0039:   1@ == 0 
else_jump @FINDER_3

Object.StorePos(31@, 0@, 1@, 2@)
000B: 3@ += 1.0

0AED: 4@v = float 3@ to_string_format "%.15gX"
0AF3: write_float 0@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gY"
0AF3: write_float 1@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gZ"
0AF3: write_float 2@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

7@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
0AED: 4@v = float 3@ to_string_format "%.15gM"
0AF1: write_int 7@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

0AED: 4@v = float 3@ to_string_format "%.15gO"
0AF1: write_int 31@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

:FINDER_3
30@ += 256
if //oryginalnie: 89344 
  30@ > 256000 //jeżeli już wszystkie przeszukał
else_jump @FINDER_2
//wracamy i szukamy od nowa
if
0021:   3@ > 0.0
else_jump @FINDER_1
00BE: text_clear_all
0092: 0@ = float 3@ to_integer
if
  0039:   0@ == 1
then
  printf "~Y~%d ~G~OBJECT FOUND ~Y~:3" 2500 0@
else
  printf "~Y~%d ~G~OBJECTS FOUND ~Y~:3" 2500 0@
end
jump @DRAWING_1

:DRAWING_1
wait 10
if and
  key_down 20@ //wyłaczamy wszystkie markery i usuwamy obiekty z listy
  key_down 21@
else_jump @ANTITRAP_1
wait 10
11@ = 1 //1 - wyłaczono markery
jump @DRAWING_2

:DRAWING_2
wait 10
if and
  key_up 20@
  key_up 21@
else_jump @DRAWING_2
0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 7@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0164: disable_marker 7@
end

00BE: text_clear_all 
if
  0039:   11@ == 1
then
  print "~R~MARKERS DELETED" 1300
else
  print "~R~SEARCHING ABORTED" 1300
end
3@ = 0.0
jump @ACTIVATE_1

:ANTITRAP_1 //system wykrywa podejrzanie umieszczone obiekty, jeżeli takowy wykryje,
wait 10     //zmienia jego ikonę na radarze z 56 na 19 (czerwona flaga)
if
  0039:   5@ == 1  
else_jump @DRAWING_1
if
  001B:   50 > 13@
then
  13@ +=1
  jump @DRAWING_1
end

0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  7@ = 0
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gX"
  0AF2: 0@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gY"
  0AF2: 1@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gZ"
  0AF2: 2@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

  02CE: 14@ = ground_z_at 0@ 1@ 2@
  
  if and
    0039:   22@ == 1 //0 - sprawdzaj, czy obiekt nie jest pod teksturami
    //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
    0043:   14@ == 0.0
  then
    7@ = 1
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)
    if and
      0039:   23@ == 1 //1 - sprawdzaj, czy obiekt nie jest za wysoko
      //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
      0021:   18@ > 8.0
    then
      7@ = 1
    end  
  end   
  
  092E: get_water_height_at 0@ 1@ ignore_waves 1 store_to 14@
  
  if
    0021:   14@ > -1000.0
  then
    7@ = 0
  end
  
  if and
    0039:   24@ == 1
    0021:   14@ > -1000.0
    0023:   -67.0 > 2@
  then
    7@ = 2
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)    
    if and
      0039:   23@ == 1
      0021:   14@ > -1000.0
      0021:   18@ > 8.0
      06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 0.0 solid 1 car 0 actor 0 object 0 particle 0
    then
      0092: 2@ = float 2@ to_integer
      0092: 18@ = float 18@ to_integer
      7@ = 2
    end
  end 
                         
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  
  //tu jeszcze będzie system wykrywania obiektu w budynku (26@)
  
  if
    0039:   7@ == 1 
  then 
    04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
    050A: 18@ = distance_between_XYZ 15@ 16@ 17@ and_XYZ 0@ 1@ 2@ 
    if
      0023:   130.0 > 18@
    then 
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
    end
  else
    if
      0039:   7@ == 2
    then 
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
    else
      if
        25@ == 1
      then
        09E8: 14@ = actor $PLAYER_ACTOR active_interior
        0AED: 4@v = float 10@ to_string_format "%.15gO"
        0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
        if
          03CA:   object 9@ exists
        then 
          0AB1: @GetObjectInterior 1 OBJECT_HANDLE 9@ STORE_TO 18@
          
          if
            0039:   18@ == 13
          then
            18@ = 0
          end
          
          if
            0039:   14@ == 13
          then
            14@ = 0
          end
          
          if
            003B:   14@ == 18@  // (int)
          then
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
         else
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v  
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v     
          end
        else
          0AED: 4@v = float 10@ to_string_format "%.15gM"
          0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
          0164: disable_marker 9@
          9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
          0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
        end
      else  
        0164: disable_marker 9@
        9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
        0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
      end
    end  
  end
end
13@ = 0
jump @DRAWING_1

//0AB1: @GetObjectInterior 1 OBJECT_HANDLE 0@ STORE_TO 1@
:GetObjectInterior 
0A98: 1@ = object 0@ struct
1@ += 47
0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
0AB2: ret 1 2@

Replaced key_up:
{$CLEO .cs}
if
  8AAB:   file_exists "CLEO\MOSH_bY_m1zg4rd.cs"
else_jump @SETTINGS_1
print "~R~DONT STEAL MY SCRIPT" 5000
004E: end_thread

//IF YOU DECRYPTED THIS, THEN FINE, YOU ARE ENOUGH SMART TO READ MY CODE
//BUT IF YOU READ THIS BY DOWNLOADED PROGRAM/DECRYPTER, THEN YOU ARE JUST POOR SCRIPT KIDDIE, DIE

//3@ - indeks/ilość znalezionych obiektów
//29@, 30@, 31@ - zmienne przeznaczone do skanowania
//0@, 1@, 2@ - coordy znalezionego obiektu
//4@v - nazwy kluczy do zapisu coordów obiektu

//19@ - ID szukanego obiektu
//5@ - system wykrywania pułapek (0 lub 1)

//7@ - markery
//8@ - zmienna kroku w pętli usuwajcej markery
//9@ - pomocniczy obiekt do systemu wykrywania pułapek

//10@ - pomocnicza zmienna float

//11@ - decyduje czy wyszukiwanie przerwano, czy anulowano wyświetlanie markerów (0 lub 1)

//12@ - pomocnicza zmienna integer
//13@ - pomocnicza zmienna integer
//14@ - pomocnicza zmienna integer

//15@, 16@, 17@ - coordy gracza (odmierzanie dystansu)
//18@ - dystans gracza od obiektu (float)

//20@ - pierwszy klawisz aktywacji/deaktywacji
//21@ - drugi klawisz aktywacji/deaktywacji

//22@ - wykrywanie obiektów położonych pod teksturami
//23@ - jeżeli system ma wykrywać zbyt wysoko położone obiekty
//24@ - wykrywaj, jeżli obiekt jest pod dnem morskim (0 lub 1)
//25@ - spróbuj wykryć czy obiekt jest w budynku (testowe)

:SETTINGS_1
wait 50 
if 
0AAB:   file_exists "CLEO\MOSH_configuration.iNi" 
else_jump @SETTINGS_2
wait 5 
3@ = 0.0
0AF0: 20@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" 
0AF0: 21@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" 
0AF0: 19@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" 
0AF0: 5@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR"
0AF0: 22@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP"
0AF0: 23@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP"
0AF0: 24@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP"
0AF0: 25@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP"
//0AF0: 26@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP"
jump @ACTIVATE_1

:SETTINGS_2
wait 10 
0AF1: write_int 57 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_1" //domyślnie 9
0AF1: write_int 80 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "ACTIVATE_2" //domyślnie P
0AF1: write_int 1210 to_ini_file "CLEO\MOSH_configuration.iNi" section "SETTINGS" key "OBJECT_ID" //domyślnie obiekt walizki
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "ACTIVATE_DETECTOR" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "UNDERGROUND_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HEIGHT_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "SEABED_TRAP" //domyślnie właczony 
0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "INTERIOR_TRAP" //domyślnie właczony 
//0AF1: write_int 1 to_ini_file "CLEO\MOSH_configuration.iNi" section "TRAP_DETECTOR" key "HOUSE_TRAP" //domyślnie właczony
0AF1: write_int 0 to_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT" //brak obiektów do wykluczenia
jump @SETTINGS_1

:ACTIVATE_1
wait 10
if and
  key_down 20@
  key_down 21@
else_jump @ACTIVATE_1
wait 10
jump @ACTIVATE_2

:ACTIVATE_2
wait 10
if and
  not key_down 20@
  not key_down 21@
else_jump @ACTIVATE_2
wait 10
13@ = 0
14@ = 0
jump @FINDER_1 
  
:FINDER_1
wait 0 
11@ = 0 //0 - wyszukiwanie przerwano
00BE: text_clear_all

if
  0039:   13@ == 1
then
  print "~Y~SEARCHING FOR OBJECTS" 3500
else
  print "~W~SEARCHING FOR OBJECTS" 3500
end
if
  14@ > 40
then
  if
    0039:   13@ == 1
  then
    13@ = 0
  else
    13@ = 1
  end
  14@ = 0
else
  14@ += 1
end

0A8D: 29@ = read_memory 12010652 size 4 virtual_protect 0 
29@ += 4 
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 
30@ = 0 

:FINDER_2
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 
29@ += 1 
if and
  31@ >= 0 
  128 > 31@ 
else_jump @FINDER_3 
005A: 31@ += 30@ // (int)
if and
  key_down 20@
  key_down 21@
then
  jump @DRAWING_2 
end
if 
   Object.Model(31@) == 19@
else_jump @FINDER_3 

1@ = 0
0AF0: 2@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key "COUNT"
for 12@ = 1 to 2@ step 1
  0093: 0@ = integer 12@ to_float
  0AED: 4@v = float 0@ to_string_format "%.15gX"
  0AF2: 15@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gY"
  0AF2: 16@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  0AED: 4@v = float 0@ to_string_format "%.15gZ"
  0AF2: 17@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "BLACKLIST" key 4@v
  
  if
    04E6:   object 31@ near_point 15@ 16@ 17@ radius 2.0 2.0 2.0 flag 0
  then
    1@ = 1
    12@ = 2@
  end
end

if 
  0039:   1@ == 0 
else_jump @FINDER_3

Object.StorePos(31@, 0@, 1@, 2@)
000B: 3@ += 1.0

0AED: 4@v = float 3@ to_string_format "%.15gX"
0AF3: write_float 0@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gY"
0AF3: write_float 1@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
0AED: 4@v = float 3@ to_string_format "%.15gZ"
0AF3: write_float 2@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

7@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
0AED: 4@v = float 3@ to_string_format "%.15gM"
0AF1: write_int 7@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

0AED: 4@v = float 3@ to_string_format "%.15gO"
0AF1: write_int 31@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

:FINDER_3
30@ += 256
if //oryginalnie: 89344 
  30@ > 256000 //jeżeli już wszystkie przeszukał
else_jump @FINDER_2
//wracamy i szukamy od nowa
if
0021:   3@ > 0.0
else_jump @FINDER_1
00BE: text_clear_all
0092: 0@ = float 3@ to_integer
if
  0039:   0@ == 1
then
  printf "~Y~%d ~G~OBJECT FOUND ~Y~:3" 2500 0@
else
  printf "~Y~%d ~G~OBJECTS FOUND ~Y~:3" 2500 0@
end
jump @DRAWING_1

:DRAWING_1
wait 10
if and
  key_down 20@ //wyłaczamy wszystkie markery i usuwamy obiekty z listy
  key_down 21@
else_jump @ANTITRAP_1
wait 10
11@ = 1 //1 - wyłaczono markery
jump @DRAWING_2

:DRAWING_2
wait 10
if and
  not key_down 20@
  not key_down 21@
else_jump @DRAWING_2
0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 7@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0164: disable_marker 7@
end

00BE: text_clear_all 
if
  0039:   11@ == 1
then
  print "~R~MARKERS DELETED" 1300
else
  print "~R~SEARCHING ABORTED" 1300
end
3@ = 0.0
jump @ACTIVATE_1

:ANTITRAP_1 //system wykrywa podejrzanie umieszczone obiekty, jeżeli takowy wykryje,
wait 10     //zmienia jego ikonę na radarze z 56 na 19 (czerwona flaga)
if
  0039:   5@ == 1  
else_jump @DRAWING_1
if
  001B:   50 > 13@
then
  13@ +=1
  jump @DRAWING_1
end

0092: 13@ = float 3@ to_integer
for 8@ = 1 to 13@ step 1
  7@ = 0
  008F: 10@ = integer 8@ to_float
  0AED: 4@v = float 10@ to_string_format "%.15gX"
  0AF2: 0@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gY"
  0AF2: 1@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  0AED: 4@v = float 10@ to_string_format "%.15gZ"
  0AF2: 2@ = get_float_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v

  02CE: 14@ = ground_z_at 0@ 1@ 2@
  
  if and
    0039:   22@ == 1 //0 - sprawdzaj, czy obiekt nie jest pod teksturami
    //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
    0043:   14@ == 0.0
  then
    7@ = 1
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)
    if and
      0039:   23@ == 1 //1 - sprawdzaj, czy obiekt nie jest za wysoko
      //06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 14@ solid 1 car 0 actor 0 object 0 particle 0
      0021:   18@ > 8.0
    then
      7@ = 1
    end  
  end   
  
  092E: get_water_height_at 0@ 1@ ignore_waves 1 store_to 14@
  
  if
    0021:   14@ > -1000.0
  then
    7@ = 0
  end
  
  if and
    0039:   24@ == 1
    0021:   14@ > -1000.0
    0023:   -67.0 > 2@
  then
    7@ = 2
  else
    0087: 18@ = 2@ // (float)
    0063: 18@ -= 14@  // (float)    
    if and
      0039:   23@ == 1
      0021:   14@ > -1000.0
      0021:   18@ > 8.0
      06BD:   no_obstacles_between 0@ 1@ 2@ and 0@ 1@ 0.0 solid 1 car 0 actor 0 object 0 particle 0
    then
      0092: 2@ = float 2@ to_integer
      0092: 18@ = float 18@ to_integer
      7@ = 2
    end
  end 
                         
  0AED: 4@v = float 10@ to_string_format "%.15gM"
  0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
  
  //tu jeszcze będzie system wykrywania obiektu w budynku (26@)
  
  if
    0039:   7@ == 1 
  then 
    04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
    050A: 18@ = distance_between_XYZ 15@ 16@ 17@ and_XYZ 0@ 1@ 2@ 
    if
      0023:   130.0 > 18@
    then 
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
    end
  else
    if
      0039:   7@ == 2
    then 
      0164: disable_marker 9@
      9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
      0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
    else
      if
        25@ == 1
      then
        09E8: 14@ = actor $PLAYER_ACTOR active_interior
        0AED: 4@v = float 10@ to_string_format "%.15gO"
        0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
        if
          03CA:   object 9@ exists
        then 
          0AB1: @GetObjectInterior 1 OBJECT_HANDLE 9@ STORE_TO 18@
          
          if
            0039:   18@ == 13
          then
            18@ = 0
          end
          
          if
            0039:   14@ == 13
          then
            14@ = 0
          end
          
          if
            003B:   14@ == 18@  // (int)
          then
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
         else
            0AED: 4@v = float 10@ to_string_format "%.15gM"
            0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v  
            0164: disable_marker 9@
            9@ = Marker.CreateIconAndSphere(19, 0@, 1@, 2@)
            0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v     
          end
        else
          0AED: 4@v = float 10@ to_string_format "%.15gM"
          0AF0: 9@ = get_int_from_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
          0164: disable_marker 9@
          9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
          0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v       
        end
      else  
        0164: disable_marker 9@
        9@ = Marker.CreateIconAndSphere(56, 0@, 1@, 2@)
        0AF1: write_int 9@ to_ini_file "CLEO\MOSH_configuration.iNi" section "TEMP" key 4@v 
      end
    end  
  end
end
13@ = 0
jump @DRAWING_1

//0AB1: @GetObjectInterior 1 OBJECT_HANDLE 0@ STORE_TO 1@
:GetObjectInterior 
0A98: 1@ = object 0@ struct
1@ += 47
0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
0AB2: ret 1 2@


Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 Multiple Objects Search Hack by m1zg4rd SOURCE Original: {$CLEO .cs} if 8AAB: file_exists "CLEO\MOSH_bY_m1zg4rd.cs...

D-Warp(v0.1) by D.Kay SOURCE

D-Warp(v0.1) by D.Kay
SOURCE



Original:
 // 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 
thread "D-Stats" 
0662: printstring "UGBASE.EU" 
0662: printstring "YOLO" 
0662: printstring "YOLO" 
0662: printstring "YOLO" 
wait 0 
0B34: samp register_client_command "pwarp" to_label @D-Stats_319 
0B34: samp register_client_command "vwarp" to_label @D-Stats_635 
0B34: samp register_client_command "vspec" to_label @D-Stats_966 
0B34: samp register_client_command "spec_off" to_label @D-Stats_1258 
0B34: samp register_client_command "wback" to_label @D-Stats_1266 
31@ = 0 

:D-Stats_134
wait 0 
if 
  31@ == 1 
else_jump @D-Stats_134 
31@ = 0 
SAMP.CmdRet
Actor.StorePos($0[3], 20@, 21@, 22@)
04C4: store_coords_to 5@ 6@ 7@ from_actor 4@ with_offset 0.0 -1.0 -0.7 
wait 0 
Actor.PutAt($0[3], 5@, 6@, 7@)
29@ = Actor.Angle(4@)
Actor.Angle($0[3]) = 29@
chatmsg "{4960F5}[D-WARP]: Typed {FF0000}/wback {4960F5} to get back." 12566463 
jump @D-Stats_134 

:D-Stats_319
wait 0 
   SAMP.IsCommandTyped(0@)
if 
0AD4: 1@ = scan_string 0@ format "%d %d" 2@  
else_jump @D-Stats_414 
if 
   SAMP.IsPlayerConnected(2@)
else_jump @D-Stats_562 
4@ = SAMP.GetActorHandleByPlayerID(2@)
if 
056D:   actor 4@ defined 
else_jump @D-Stats_480 
31@ = 1 
SAMP.CmdRet
jump @D-Stats_134 

:D-Stats_414
wait 0 
chatmsg "{4960F5}[D-WARP]: /pgoto {FF0000}<PlayerID>" 12566463 
31@ = 0 
SAMP.CmdRet

:D-Stats_480
wait 0 
chatmsg "{4960F5}[D-WARP]: Player {FF0000}is not streamed in." 12451840 
31@ = 0 
SAMP.CmdRet
jump @D-Stats_134 

:D-Stats_562
wait 0 
chatmsg "{4960F5}[D-WARP]: {FF0000}Invaild player ID" 12451840 
SAMP.CmdRet
31@ = 0 
jump @D-Stats_134 

:D-Stats_635
   SAMP.IsCommandTyped(9@)
if 
0AD4: $0[4] = scan_string 9@ format "%d" 12@  
else_jump @D-Stats_910 
11@ = SAMP.GetVehicleHandleBySAMPVehicleID(12@)
if 
056E:   car 11@ defined 
else_jump @D-Stats_825 
Actor.StorePos($0[3], 20@, 21@, 22@)
0407: store_coords_to 13@ 14@ 15@ from_car 11@ with_offset 0.0 -1.0 -1.0 
Actor.PutAt($0[3], 13@, 14@, 15@)
chatmsg "{4960F5}[D-WARP]: Typed {FF0000}/wback {4960F5} to get back." 12566463 
jump @D-Stats_903 

:D-Stats_825
chatmsg "{4960F5}[D-WARP]: {FF0000}Vehicle Is Not Streamed in / Not Available" 12451840 

:D-Stats_903
jump @D-Stats_964 

:D-Stats_910
chatmsg "{4960F5}[D-WARP]: /vgoto {FF0000}<VehicleID>" 12566463 

:D-Stats_964
SAMP.CmdRet

:D-Stats_966
wait 0 
   SAMP.IsCommandTyped(10@)
if 
0AD4: $0[4] = scan_string 10@ format "%d" 17@  
else_jump @D-Stats_1201 
16@ = SAMP.GetVehicleHandleBySAMPVehicleID(17@)
if 
056E:   car 16@ defined 
else_jump @D-Stats_1123 
19@ = Car.Health(16@)
Camera.OnVehicle(16@, 3, 1)
chatmsg "{4960F5}[D-VSPEC]: {FF0000}Vehicle [ID: %d], [Health: %d]" 12451840 17@ 19@ 
jump @D-Stats_1194 

:D-Stats_1123
chatmsg "{4960F5}[D-VSPEC]: Vehicle Is Not Streamed in / Not Available" 12451840 

:D-Stats_1194
jump @D-Stats_1256 

:D-Stats_1201
chatmsg "{4960F5}[D-VSPEC]: /vspec {FF0000}<VehicleID>" 12566463 

:D-Stats_1256
SAMP.CmdRet

:D-Stats_1258
wait 0 
Camera.Restore_WithJumpCut
SAMP.CmdRet

:D-Stats_1266
wait 0 
Actor.PutAt($0[3], 20@, 21@, 22@)
SAMP.CmdRet


Compilable:
 // 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 
thread "D_Stats" 
0662: printstring "UGBASE.EU" 
0662: printstring "YOLO" 
0662: printstring "YOLO" 
0662: printstring "YOLO" 
wait 0 
0B34: samp register_client_command "pwarp" to_label @D_Stats_319 
0B34: samp register_client_command "vwarp" to_label @D_Stats_635 
0B34: samp register_client_command "vspec" to_label @D_Stats_966 
0B34: samp register_client_command "spec_off" to_label @D_Stats_1258 
0B34: samp register_client_command "wback" to_label @D_Stats_1266 
31@ = 0 

:D_Stats_134
wait 0 
if 
  31@ == 1 
else_jump @D_Stats_134 
31@ = 0 
SAMP.CmdRet
Actor.StorePos($0[3], 20@, 21@, 22@)
04C4: store_coords_to 5@ 6@ 7@ from_actor 4@ with_offset 0.0 -1.0 -0.7 
wait 0 
Actor.PutAt($0[3], 5@, 6@, 7@)
29@ = Actor.Angle(4@)
Actor.Angle($0[3]) = 29@
chatmsg "{4960F5}[D-WARP]: Typed {FF0000}/wback {4960F5} to get back." 12566463 
jump @D_Stats_134 

:D_Stats_319
wait 0 
   SAMP.IsCommandTyped(0@)
if 
0AD4: 1@ = scan_string 0@ format "%d %d" 2@  
else_jump @D_Stats_414 
if 
   SAMP.IsPlayerConnected(2@)
else_jump @D_Stats_562 
4@ = SAMP.GetActorHandleByPlayerID(2@)
if 
056D:   actor 4@ defined 
else_jump @D_Stats_480 
31@ = 1 
SAMP.CmdRet
jump @D_Stats_134 

:D_Stats_414
wait 0 
chatmsg "{4960F5}[D-WARP]: /pgoto {FF0000}<PlayerID>" 12566463 
31@ = 0 
SAMP.CmdRet

:D_Stats_480
wait 0 
chatmsg "{4960F5}[D-WARP]: Player {FF0000}is not streamed in." 12451840 
31@ = 0 
SAMP.CmdRet
jump @D_Stats_134 

:D_Stats_562
wait 0 
chatmsg "{4960F5}[D-WARP]: {FF0000}Invaild player ID" 12451840 
SAMP.CmdRet
31@ = 0 
jump @D_Stats_134 

:D_Stats_635
   SAMP.IsCommandTyped(9@)
if 
0AD4: $0[4] = scan_string 9@ format "%d" 12@  
else_jump @D_Stats_910 
11@ = SAMP.GetVehicleHandleBySAMPVehicleID(12@)
if 
056E:   car 11@ defined 
else_jump @D_Stats_825 
Actor.StorePos($0[3], 20@, 21@, 22@)
0407: store_coords_to 13@ 14@ 15@ from_car 11@ with_offset 0.0 -1.0 -1.0 
Actor.PutAt($0[3], 13@, 14@, 15@)
chatmsg "{4960F5}[D-WARP]: Typed {FF0000}/wback {4960F5} to get back." 12566463 
jump @D_Stats_903 

:D_Stats_825
chatmsg "{4960F5}[D-WARP]: {FF0000}Vehicle Is Not Streamed in / Not Available" 12451840 

:D_Stats_903
jump @D_Stats_964 

:D_Stats_910
chatmsg "{4960F5}[D-WARP]: /vgoto {FF0000}<VehicleID>" 12566463 

:D_Stats_964
SAMP.CmdRet

:D_Stats_966
wait 0 
   SAMP.IsCommandTyped(10@)
if 
0AD4: $0[4] = scan_string 10@ format "%d" 17@  
else_jump @D_Stats_1201 
16@ = SAMP.GetVehicleHandleBySAMPVehicleID(17@)
if 
056E:   car 16@ defined 
else_jump @D_Stats_1123 
19@ = Car.Health(16@)
Camera.OnVehicle(16@, 3, 1)
chatmsg "{4960F5}[D-VSPEC]: {FF0000}Vehicle [ID: %d], [Health: %d]" 12451840 17@ 19@ 
jump @D_Stats_1194 

:D_Stats_1123
chatmsg "{4960F5}[D-VSPEC]: Vehicle Is Not Streamed in / Not Available" 12451840 

:D_Stats_1194
jump @D_Stats_1256 

:D_Stats_1201
chatmsg "{4960F5}[D-VSPEC]: /vspec {FF0000}<VehicleID>" 12566463 

:D_Stats_1256
SAMP.CmdRet

:D_Stats_1258
wait 0 
Camera.Restore_WithJumpCut
SAMP.CmdRet

:D_Stats_1266
wait 0 
Actor.PutAt($0[3], 20@, 21@, 22@)
SAMP.CmdRet



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 D-Warp(v0.1) by D.Kay SOURCE Original: // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com...

MultiSprunkGuard by xzytro modified by Wade SOURCE

MultiSprunkGuard by xzytro modified by Wade
SOURCE





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

//-------------MAIN---------------
thread 'MSPRUNKGUARDX16' 
0662: printstring "ANILTURE SAYS HI" 

:MSPRUNKGUARDX16_39
wait 200 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MSPRUNKGUARDX16_39 
if and
key_down 101 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MSPRUNKGUARDX16_39 
Model.Load(1775)

:MSPRUNKGUARDX16_85
wait 0 
if 
   Model.Available(1775)
else_jump @MSPRUNKGUARDX16_85 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 5.0 
31@ = Object.Create(1775, 1@, 2@, 3@)
30@ = Object.Create(1775, 1@, 2@, 3@)
29@ = Object.Create(1775, 1@, 2@, 3@)
28@ = Object.Create(1775, 1@, 2@, 3@)
27@ = Object.Create(1775, 1@, 2@, 3@)
26@ = Object.Create(1775, 1@, 2@, 3@)
25@ = Object.Create(1775, 1@, 2@, 3@)
24@ = Object.Create(1775, 1@, 2@, 3@)
23@ = Object.Create(1775, 1@, 2@, 3@)
22@ = Object.Create(1775, 1@, 2@, 3@)
21@ = Object.Create(1775, 1@, 2@, 3@)
20@ = Object.Create(1775, 1@, 2@, 3@)
19@ = Object.Create(1775, 1@, 2@, 3@)
18@ = Object.Create(1775, 1@, 2@, 3@)
17@ = Object.Create(1775, 1@, 2@, 3@)
16@ = Object.Create(1775, 1@, 2@, 3@)
print "~W~SPRUNK GUARD ~G~ENABLED" 1200 
0566: link_object 31@ to_interior 11 
0566: link_object 30@ to_interior 11 
0566: link_object 29@ to_interior 11 
0566: link_object 28@ to_interior 11 
0566: link_object 27@ to_interior 11 
0566: link_object 26@ to_interior 11 
0566: link_object 25@ to_interior 11 
0566: link_object 24@ to_interior 11 
0566: link_object 23@ to_interior 11 
0566: link_object 22@ to_interior 11 
0566: link_object 21@ to_interior 11 
0566: link_object 20@ to_interior 11 
0566: link_object 19@ to_interior 11 
0566: link_object 18@ to_interior 11 
0566: link_object 17@ to_interior 11 
0566: link_object 16@ to_interior 11 
069B: attach_object 31@ to_actor $PLAYER_ACTOR with_offset 2.5 2.5 0.0 rotation 0.0 0.0 145.0 
069B: attach_object 30@ to_actor $PLAYER_ACTOR with_offset 1.25 2.5 0.0 rotation 0.0 0.0 180.0 
069B: attach_object 29@ to_actor $PLAYER_ACTOR with_offset 0.0 2.5 0.0 rotation 0.0 0.0 180.0 
069B: attach_object 28@ to_actor $PLAYER_ACTOR with_offset -1.25 2.5 0.0 rotation 0.0 0.0 180.0 
069B: attach_object 27@ to_actor $PLAYER_ACTOR with_offset -2.5 2.5 0.0 rotation 0.0 0.0 -135.0 
069B: attach_object 26@ to_actor $PLAYER_ACTOR with_offset -2.5 1.25 0.0 rotation 0.0 0.0 -90.0 
069B: attach_object 25@ to_actor $PLAYER_ACTOR with_offset -2.5 0.0 0.0 rotation 0.0 0.0 -90.0 
069B: attach_object 24@ to_actor $PLAYER_ACTOR with_offset -2.5 -1.25 0.0 rotation 0.0 0.0 -90.0 
069B: attach_object 23@ to_actor $PLAYER_ACTOR with_offset -2.5 -2.5 0.0 rotation 0.0 0.0 -45.0 
069B: attach_object 22@ to_actor $PLAYER_ACTOR with_offset -1.25 -2.5 0.0 rotation 0.0 0.0 0.0 
069B: attach_object 21@ to_actor $PLAYER_ACTOR with_offset 2.5 0.0 0.0 rotation 0.0 0.0 90.0 
069B: attach_object 20@ to_actor $PLAYER_ACTOR with_offset 2.5 -1.25 0.0 rotation 0.0 0.0 90.0 
069B: attach_object 19@ to_actor $PLAYER_ACTOR with_offset 2.5 -2.5 0.0 rotation 0.0 0.0 45.0 
069B: attach_object 18@ to_actor $PLAYER_ACTOR with_offset 1.25 -2.5 0.0 rotation 0.0 0.0 0.0 
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 -2.5 0.0 rotation 0.0 0.0 0.0 
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 2.5 1.25 0.0 rotation 0.0 0.0 90.0 
wait 0 
Model.Destroy(1775)
jump @MSPRUNKGUARDX16_1175 

:MSPRUNKGUARDX16_1175
wait 0 
if 
8184:   not actor $PLAYER_ACTOR health >= 1 
else_jump @MSPRUNKGUARDX16_1333 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
print "~W~YOU ~R~DIED,~W~SPRUNK GUARD ~R~DISABLED" 2000 
jump @MSPRUNKGUARDX16_39 

:MSPRUNKGUARDX16_1333
if and
key_down 66 
key_down 83 
else_jump @MSPRUNKGUARDX16_1398 
print "~W~SPRUNK GUARD TOGGLE : ~G~AUTO" 2000 
jump @MSPRUNKGUARDX16_1538 

:MSPRUNKGUARDX16_1398
wait 0 
if 
key_down 102 
else_jump @MSPRUNKGUARDX16_1175 
print "~W~SPRUNK GUARD ~R~DISABLED" 1200 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
jump @MSPRUNKGUARDX16_39 

:MSPRUNKGUARDX16_1538
wait 0 
if 
8184:   not actor $PLAYER_ACTOR health >= 1 
else_jump @MSPRUNKGUARDX16_1696 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
print "~W~YOU ~R~DIED,~W~SPRUNK GUARD ~R~DISABLED" 2000 
jump @MSPRUNKGUARDX16_39 

:MSPRUNKGUARDX16_1696
wait 300 
Object.CollisionDetection(30@) = False
Object.CollisionDetection(29@) = False
Object.CollisionDetection(28@) = False
Object.CollisionDetection(27@) = False
Object.CollisionDetection(26@) = False
Object.CollisionDetection(25@) = False
Object.CollisionDetection(24@) = False
Object.CollisionDetection(23@) = False
Object.CollisionDetection(22@) = False
Object.CollisionDetection(21@) = False
Object.CollisionDetection(20@) = False
Object.CollisionDetection(19@) = False
Object.CollisionDetection(18@) = False
Object.CollisionDetection(17@) = False
Object.CollisionDetection(16@) = False
wait 0 
if 
key_down 102 
else_jump @MSPRUNKGUARDX16_1946 
print "~W~SPRUNK GUARD ~R~DISABLED" 1200 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
jump @MSPRUNKGUARDX16_39 

:MSPRUNKGUARDX16_1946
wait 0 
if 
8184:   not actor $PLAYER_ACTOR health >= 1 
else_jump @MSPRUNKGUARDX16_2104 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
print "~W~YOU ~R~DIED,~W~SPRUNK GUARD ~R~DISABLED" 2000 
jump @MSPRUNKGUARDX16_39 

:MSPRUNKGUARDX16_2104
wait 500 
Object.CollisionDetection(30@) = True
Object.CollisionDetection(29@) = True
Object.CollisionDetection(28@) = True
Object.CollisionDetection(27@) = True
Object.CollisionDetection(26@) = True
Object.CollisionDetection(25@) = True
Object.CollisionDetection(24@) = True
Object.CollisionDetection(23@) = True
Object.CollisionDetection(22@) = True
Object.CollisionDetection(21@) = True
Object.CollisionDetection(20@) = True
Object.CollisionDetection(19@) = True
Object.CollisionDetection(18@) = True
Object.CollisionDetection(17@) = True
Object.CollisionDetection(16@) = True
wait 0 
if 
key_down 102 
else_jump @MSPRUNKGUARDX16_1538 
print "~W~SPRUNK GUARD ~R~DISABLED" 1200 
Object.Destroy(31@)
Object.Destroy(30@)
Object.Destroy(29@)
Object.Destroy(28@)
Object.Destroy(27@)
Object.Destroy(26@)
Object.Destroy(25@)
Object.Destroy(24@)
Object.Destroy(23@)
Object.Destroy(22@)
Object.Destroy(21@)
Object.Destroy(20@)
Object.Destroy(19@)
Object.Destroy(18@)
Object.Destroy(17@)
Object.Destroy(16@)
jump @MSPRUNKGUARDX16_39



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 MultiSprunkGuard by xzytro modified by Wade SOURCE // This file was decompiled using SASCM.ini published by GTAG (http://gtag....

FPS-Boost by Niko SOURCE

FPS-Boost by Niko
SOURCE





{$CLEO .cs}

0000: NOP 
0662: printstring "Äĺęđčďňŕíóë? ß ňŕę č äóěŕë." 

:Noname_48
   not SAMP.Available
else_jump @Noname_69 
wait 400 
jump @Noname_48 

:Noname_69
wait 1000 
chatmsg "{91FF00}[FPS-Boost]: {FFFFFF}Óńďĺříî çŕăđóćĺí. Ŕâňîđ: {91FF00}Niko" -1 
0@ = 1 

:Noname_154
wait 0 
if 
  0@ == 1 
else_jump @Noname_288 
0A8C: write_memory 12216212 size 1 value 0 virtual_protect 1 
0A8C: write_memory 11120212 size 1 value 0 virtual_protect 1 
0A8C: write_memory 12216340 size 1 value 0 virtual_protect 1 
0A8C: write_memory 12216200 size 4 value 1064094925 virtual_protect 1 
if 
0AA2: 1@ = load_library "samp.dll" // IF and SET 
else_jump @Noname_288 
1@ += 416448 
0A8C: write_memory 1@ size 5 value -1869574000 virtual_protect 1 
0@ = 0 

:Noname_288
jump @Noname_154 



Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 FPS-Boost by Niko SOURCE {$CLEO .cs} 0000: NOP 0662: printstring "Äĺęđčďňŕíóë? ß ňŕę č äóěŕë." :Noname_48 not ...

05/03/2015

CheckPointDrive by Niko SOURCE

CheckPointDrive by Niko
SOURCE





 {$CLEO .cs}

0000: NOP 

5@ = 0

:Noname_2
wait 400 
   SAMP.Available
else_jump @Noname_2 
wait 1000 
chatmsg "{A3E900}[CheckPointDrive]: {FFFFFF}Успешно загружен. Автор: {A3E900}Niko" -1 
2@ = File.Open("CLEO\niko.cpp", "wt")
0AD9: write_formatted_text "int main()%c" in_file 2@ 10  
0AD9: write_formatted_text "{%c" in_file 2@ 10  
0AD9: write_formatted_text "system(%cstart iexplore http:%c%cyoutube.com/channel/UCAbKRhcAireyReVdXRE1dkQ%c);%c" in_file 2@ 34 47 47 34 10  
0AD9: write_formatted_text "return 0;%c" in_file 2@ 10  
0AD9: write_formatted_text "}%c" in_file 2@ 10  
File.Close(2@)
0B34: samp register_client_command "cpd" to_label @Noname_467 
0B34: samp register_client_command "niko" to_label @Noname_629 

:Noname_324
wait 0 
if 
  5@ == 1 
else_jump @Noname_460 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @Noname_460 
6@ = Actor.CurrentCar($PLAYER_ACTOR)
call @Noname_693 0 0@ 1@ 2@ 
Car.SetMaxSpeed(6@, 35.0)
02CE: 2@ = ground_z_at 0@ 1@ 999.0 
Car.SetDriverBehaviour(6@, FollowRoad)
00AE: set_car 6@ traffic_behaviour_to 2 
0423: set_car 6@ improved_handling_to 2.0 // (float) 
03AB: set_car 6@ strong 1 
Car.DriveTo(6@, 0@, 1@, 2@)

:Noname_460
jump @Noname_324 

:Noname_467
0B12: 5@ = 5@ XOR 1 
if 
  5@ == 1 
else_jump @Noname_564 
chatmsg "{A3E900}[CheckPointDrive]: {FFFFFF}Включен" -1 
0A8C: write_memory 9867596 size 1 value 1 virtual_protect 1 
jump @Noname_627 

:Noname_564
chatmsg "{A3E900}[CheckPointDrive]: {FFFFFF}Выключен" -1 
0A8C: write_memory 9867596 size 1 value 0 virtual_protect 1 

:Noname_627
SAMP.CmdRet

:Noname_629
wait 0 
0DC7: 1@ = new c_script 
0DC8:  c_script 1@ load_from "niko.cpp" is_file 1 
0DC9:  c_script 1@ compile 
0DCB:  c_script 1@ run argc 0 args 0 
0DCC:  c_script 1@ delete 
0B00: delete_file "CLEO\niko.cpp" // IF and SET 
SAMP.CmdRet

:Noname_693
12@ = 9999.0 
0@ = 0 

:Noname_710
0085: 1@ = 0@ // (int) 
1@ *= 56 
1@ += 13103448 
1@ += 16 
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 4 
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0 
1@ += 4 
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0 
Actor.StorePos($PLAYER_ACTOR, 5@, 6@, 7@)
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@ 
if 
0025:   12@ > 8@ // (float) 
else_jump @Noname_880 
0087: 12@ = 8@ // (float) 
0087: 9@ = 2@ // (float) 
0087: 10@ = 3@ // (float) 
0087: 11@ = 4@ // (float) 

:Noname_880
0@ += 1 
  0@ > 31 
else_jump @Noname_710 
ret 3 9@ 10@ 11@
 




Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 CheckPointDrive by Niko SOURCE {$CLEO .cs} 0000: NOP 5@ = 0 :Noname_2 wait 400 SAMP.Available else_jump @Noname_2 wai...

02/03/2015

Troll22 by Vingt-Deux SOURCE

Troll22 by Vingt-Deux
SOURCE





 {$CLEO}
0000: NOP
0B34: samp register_client_command "pos" to_label @savepos
0B34: samp register_client_command "delpos" to_label @cancel
0B34: samp register_client_command "troll22" to_label @info
0B34: samp register_client_command "hp" to_label @hp
0B34: samp register_client_command "lag" to_label @lag
0B34: samp register_client_command "bomb" to_label @bomb
0B34: samp register_client_command "count" to_label @count



thread "Troll22"
 if
   8AF7: get_samp_base_to 0@
 then
     0A93: end_custom_thread
 end
 repeat
     wait 400
 until 0AFA: is_samp_structures_available


:First
wait 0
if 31@ == 1
then
    for 6@ = 0 to 1500
        if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
        then
            if
            00DB:   actor $PLAYER_ACTOR in_car 0@
            then
            wait 0
            else
            046C: 2@ = car 0@ driver
                if
                056D:   actor 2@ defined
                then
                0AB1: @Distance_player_car 2 Player $PLAYER_ACTOR Car 0@  Distance_store_to 1@
                    if 0023: 50.0 > 1@
                    then
                    099A: set_car 0@ collision_detection 0
                    end 
                end  
            end          
        end      
    end
end


if 30@ == 5
then
jump @hp_ID
end

if 30@ == 11
then
jump @lagall
end

if 30@ == 12
then
jump @bomber
end

if
30@ == 2
jf @First
0B2E: 21@ = read_samp_memory 0x12D60 size 2
0B2D: write samp_memory 0x12D60 value 0xC390 size 2
0B2E: 22@ = read_samp_memory 0x13FA0 size 2
0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
0B2E: 23@ = read_samp_memory 0x4830 size 1
0B2D: write samp_memory 0x4830 value 0xC3 size 1
3@ += 5.000
5@ += 100.555
015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0
3@ -= 5.000
5@ -= 100.555
0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2
5@ += 80.555
for 6@ = 0 to 1500
    if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
    then
        if
        00DB:   actor $PLAYER_ACTOR in_car 0@
        then 0@ = 0
        end
            if
            056E:   car 0@ defined
            then
            046C: 2@ = car 0@ driver
                if
                056D:   actor 2@ defined
                then
                33@ = 0
                    repeat
                    wait 0    
                    0224: set_car 0@ health_to 0
                    00AB: put_car 0@ at 3@ 4@ 5@
                    0AB1: @SYNC_VEHICLE 1 HANDLE 0@
                    until 33@ > 300
                5@ += 3.000
                end   
            end                  
    end      
end

14@ = Actor.CurrentCar($PLAYER_ACTOR)
0407: store_coords_to 11@ 12@ 13@ from_car 14@ with_offset 0.0 0.0 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@
for 6@ = 0 to 1500
    if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
    then
    046C: 2@ = car 0@ driver
        if
        056D:   actor 2@ defined
        then
        0AB1: @SYNC_VEHICLE 1 HANDLE 0@
        0AB1: @SYNC_VEHICLE 1 HANDLE 0@
        0AB1: @SYNC_VEHICLE 1 HANDLE 0@
        0AB1: @SYNC_VEHICLE 1 HANDLE 0@
        0AB1: @SYNC_VEHICLE 1 HANDLE 0@
        end                    
    end 
end  
036A: put_actor $PLAYER_ACTOR in_car 14@
wait 4700
015A: restore_camera
0B2D: write samp_memory 0x12D60 value 21@ size 2
0B2D: write samp_memory 0x13FA0 value 22@ size 2
0B2D: write samp_memory 0x4830 value 23@ size 1
30@ = 0
jump @First
 

:hp_ID
wait 0 
33@ = 0  
20@ *= 10
0B2E: 21@ = read_samp_memory 0x12D60 size 2
0B2D: write samp_memory 0x12D60 value 0xC390 size 2
0B2E: 22@ = read_samp_memory 0x13FA0 size 2
0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
0B2E: 23@ = read_samp_memory 0x4830 size 1
0B2D: write samp_memory 0x4830 value 0xC3 size 1
repeat
wait 0
0224: set_car 0@ health_to 20@                 
0AB1: @SYNC_VEHICLE 1 HANDLE 0@
until 33@ > 300
0B2D: write samp_memory 0x12D60 value 21@ size 2
0B2D: write samp_memory 0x13FA0 value 22@ size 2
0B2D: write samp_memory 0x4830 value 23@ size 1
30@ = 0
jump @First


:lagall
wait 0
0B2E: 21@ = read_samp_memory 0x12D60 size 2
0B2D: write samp_memory 0x12D60 value 0xC390 size 2
0B2E: 22@ = read_samp_memory 0x13FA0 size 2
0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
0B2E: 23@ = read_samp_memory 0x4830 size 1
0B2D: write samp_memory 0x4830 value 0xC3 size 1
for 6@ = 0 to 1500
    if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
    then
    00AB: put_car 0@ at 3@ 4@ 5@              
    0AB1: @SYNC_VEHICLE 1 HANDLE 0@            
    end      
end

0087: 7@ = 5@ // (float)

for 6@ = 0 to 1500
    if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
    then
    00AB: put_car 0@ at 3@ 4@ 7@
    7@ += 1.0                         
    end      
end
0B2D: write samp_memory 0x12D60 value 21@ size 2
0B2D: write samp_memory 0x13FA0 value 22@ size 2
0B2D: write samp_memory 0x4830 value 23@ size 1
30@ = 1
jump @First

:bomber // 0@ = player id
wait 0
0B2E: 21@ = read_samp_memory 0x12D60 size 2
0B2D: write samp_memory 0x12D60 value 0xC390 size 2
0B2E: 22@ = read_samp_memory 0x13FA0 size 2
0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
0B2E: 23@ = read_samp_memory 0x4830 size 1
0B2D: write samp_memory 0x4830 value 0xC3 size 1

00A0: store_actor 0@ position_to 3@ 4@ 5@
5@ += 100.0
29@ = 0
for 6@ = 0 to 1500
    if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
    then
        if 
        8119:   car 28@ wrecked //if not wrecked
        then
        046C: 2@ = car 28@ driver
            if
            056D:   actor 2@ defined
            then
            wait 0
            else
            29@++  
            00AB: put_car 28@ at 3@ 4@ 5@
            0224: set_car 28@ health_to 150
            0175: set_car 28@ Z_angle_to 359.0
            0AB1: @SYNC_VEHICLE 1 HANDLE 28@ 
            wait 50         
            end
            
            if 29@ == 1
            then
            3@ += 3.0
            else 
                if 29@ == 2
                then
                3@ -= 3.0
                4@ += 3.0
                else
                    if 29@ == 3
                    then
                    3@ -= 3.0
                    4@ -= 3.0
                    else
                        if 29@ == 4
                        then
                        3@ += 3.0
                        4@ -= 3.0
                        end
                    end     
                end      
            end
        end        
    end
    
    if 29@ > 4
    then break
    end  
end

0B2D: write samp_memory 0x12D60 value 21@ size 2
0B2D: write samp_memory 0x13FA0 value 22@ size 2
0B2D: write samp_memory 0x4830 value 23@ size 1
30@ = 0
jump @First





//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands
//commands//commands//commands//commands//commands//commands



:hp
wait 0
//if
//00DF:   actor $PLAYER_ACTOR driving
//then
0B35: samp 25@ = get_last_command_params
    if
    0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 20@ //IF and SET
    then
    0B20: samp 27@ = actor_handle_by_samp_player_id 24@ 
        if
        056D:   actor 27@ defined
        then
            if
            00DF:   actor 27@ driving
            then
            0@ = Actor.CurrentCar(27@)
            30@ = 5            
            else
            0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
            0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Äŕííűé čăđîę äîëćĺí áűňü çŕ đóë¸ě." color 0xFFFFFFFF
            end
        else
        0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
        0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Äŕííűé čăđîę äŕëĺęî îň âŕń čëč ĺăî íĺň â ńĺňč." color 0xFFFFFFFF    
        end
    else
    0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
    0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Čńďîëüçóéňĺ {FFFF66}/hp [ID âîäčňĺë˙] [Ęîë-âî ŐĎ]." color 0xFFFFFFFF            
    end
//else
//0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
//0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Âű äîëćíű áűňü çŕ đóë¸ě." color 0xFFFFFFFF
//end
Samp.CmdRet


:savepos
wait 0
03BD: destroy_sphere 7@
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
03BC: 7@ = create_sphere_at 3@ 4@ 5@ radius 15.0
018C: play_sound 1052 at 0.0 0.0 0.0
29@ = 0
for 6@ = 0 to 1500
    if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
    then 
    046C: 2@ = car 28@ driver
        if
        056D:   actor 2@ defined
        then
        29@++          
        end
    end
end
if
00DF:   actor $PLAYER_ACTOR driving
then
29@ -= 1
end
0AD1: show_formatted_text_highpriority "Position ~g~saved" time 1000
0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Çŕí˙ňűő ňđŕíńďîđňíűő ńđĺäńňâ â çîíĺ âčäčěîńňč:{FFFF66} %d." color 0xFFFFFFFF 29@
30@ = 1
Samp.CmdRet

:cancel
wait 0
03BD: destroy_sphere 7@
018C: play_sound 1053 at 0.0 0.0 0.0
0AD1: show_formatted_text_highpriority "Position ~r~deleted" time 1000
3@ = 0.0
4@ = 0.0
5@ = 0.0
30@ = 0
Samp.CmdRet

:count
wait 0
29@ = 0
for 6@ = 0 to 1500
    if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
    then 
    046C: 2@ = car 28@ driver
        if
        056D:   actor 2@ defined
        then
        29@++          
        end
    end
end
if
00DF:   actor $PLAYER_ACTOR driving
then
29@ -= 1
end
0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Çŕí˙ňűő ňđŕíńďîđňíűő ńđĺäńňâ â çîíĺ âčäčěîńňč:{FFFF66} %d." color 0xFFFFFFFF 29@ 
Samp.CmdRet


:lag
0AD1: show_formatted_text_highpriority "Lags ~g~enabled" time 2000
wait 0
if 30@ == 1
then
30@ = 11
03BD: destroy_sphere 7@
else
0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Ńíŕ÷ŕëŕ ńîőđŕíčňĺ ďîçčöčţ. Čńďîëüçóéňĺ {FFFF66}/pos." color 0xFFFFFFFF 
end
Samp.CmdRet

:bomb
0AD1: show_formatted_text_highpriority "Bomber ~g~enabled" time 2000
wait 0
0B35: samp 25@ = get_last_command_params
    if
    0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
    then
        if
        0B20: samp 0@ = actor_handle_by_samp_player_id 24@
        then       
        30@ = 12 
        03BD: destroy_sphere 7@
        else
        0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
        0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Äŕííűé čăđîę äŕëĺęî îň âŕń čëč ĺăî íĺň â ńĺňč." color 0xFFFFFFFF   
        end           
    else
    0AD1: show_formatted_text_highpriority "~r~ERROR" time 1000
    0AF8: samp add_message_to_chat "{006600}[22 TROLL]: {3399CC}Íĺčçâĺńňíŕ˙ ęîěŕíäŕ. Čńďîëüçóéňĺ {FFFF66}/bomb [ID čăđîęŕ]." color 0xFFFFFFFF                
    end
Samp.CmdRet




:info
wait 0
0AF8: samp add_message_to_chat "{006600}[__________Ęîěŕíäű:__________]" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/pos - {3399CC}(Ńîőđŕíčňü ďîçčöčţ)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/delpos - {3399CC}(Óäŕëčňü ńîőđŕíĺííóţ ďîçčöčţ)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/count - {3399CC}(Ďîęŕçŕňü ęîëč÷ĺńňâî çŕí˙ňűő ňđŕíńďîđňíűő ńđĺäńňâ)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/hp [ID âîäčňĺë˙] [ŐĎ ňđŕíńďîđňŕ] - {3399CC}(Äŕňü ŐĎ ňđŕíńďîđňó)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/lag - {3399CC}(Ňĺëĺďîđňčđóĺň âĺńü ňđŕíńďîđň â óęŕçŕííóţ ďîçčöčţ. Âńĺ âîęđóă íŕ÷číŕţň ëŕăŕňü)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFF66}/bomb [ID čăđîęŕ] - {3399CC} (Ňĺëĺďîđňčđóĺň 4 ňđŕńďîđňíűő ńđĺäńňâŕ íŕ čăđîęŕ č âçđűâŕĺň čő)" color 0xFFFFFFFF
Samp.CmdRet










//FUNCTIONS
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//

//0AB1: @DistanceActorActor 2 Actor_handle 0@ Actor_handle 1@
:DistanceActorActor
00A0: store_actor 0@ position_to 2@ 3@ 4@
00A0: store_actor 1@ position_to 5@ 6@ 7@
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
0AB2: ret 1 8@  

const
PACKET_VEHICLE_SYNC = 219
BS_TYPE_BYTE = 0
BS_TYPE_ARRAY = 5
end

//0AB1: @SYNC_VEHICLE 1 HANDLE 0@
:SYNC_VEHICLE
IF
0B2C: 1@ = get_vehicle_id_by_car_handle 0@
THEN  
    0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
    0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
    0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys; 
    0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
    0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;        
    0A97: 17@ = car 0@ struct  
    17@ += 0x14
    0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
    0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@        
    0C0D: struct 31@ offset 8  size 4   = 18@
    0C0D: struct 31@ offset 12 size 4   = 19@
    0C0D: struct 31@ offset 16 size 4   = 20@
    0C0D: struct 31@ offset 20 size 4   = 21@ 
    0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
    0C0D: struct 31@ offset 24 size 4   = 24@
    0C0D: struct 31@ offset 28 size 4   = 23@
    0C0D: struct 31@ offset 32 size 4   = 22@    
    0A97: 22@ = car 0@ struct
    22@ += 68   //Snippet by OpcodeXe
    0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
    0C0D: struct 31@ offset 36  size 4   = 21@
    0C0D: struct 31@ offset 40  size 4   = 20@
    0C0D: struct 31@ offset 44  size 4   = 19@    
    0227: 18@ = car 0@ health
    0093: 17@ = integer 18@ to_float    
    0C0D: struct 31@ offset 48  size 4   = 17@  // car hp
    0226: 17@ = actor $PLAYER_ACTOR health
    0C0D: struct 31@ offset 52  size 1   = 17@   // PLAYER
    04DD: 16@ = actor $PLAYER_ACTOR armour
    0C0D: struct 31@ offset 53  size 1   = 16@   // ARMOUR
    0C0D: struct 31@ offset 54  size 1   = 0   // weapon    
    0C0D: struct 31@ offset 55  size 1   = 0   // siren
    0C0D: struct 31@ offset 56  size 1   = 0   
    0C0D: struct 31@ offset 57  size 2   = 0   
    0C0D: struct 31@ offset 59  size 4   = 0.0 // train speed    
    0B3D: raknet 29@ = new_bit_stream
    0B40: raknet bit_stream 29@ write PACKET_VEHICLE_SYNC type BS_TYPE_BYTE size 1
    0B40: raknet bit_stream 29@ write 31@ type BS_TYPE_ARRAY size 63
    0B8B: raknet send bit_stream 29@
    0B3E: raknet delete_bit_stream 29@
    0AC9: free_allocated_memory 31@
END
0AB2: 0

:Quaternion_get 
0C0C: 1@ = struct 0@ offset 0 size 4
0C0C: 2@ = struct 0@ offset 4 size 4
0C0C: 3@ = struct 0@ offset 8 size 4
0C0C: 4@ = struct 0@ offset 16 size 4
0C0C: 5@ = struct 0@ offset 20 size 4
0C0C: 6@ = struct 0@ offset 24 size 4
0C0C: 7@ = struct 0@ offset 32 size 4
0C0C: 8@ = struct 0@ offset 36 size 4
0C0C: 9@ = struct 0@ offset 40 size 4
 
005B: 10@ = 1@
005B: 10@ += 5@
005B: 10@ += 9@
 
if 0021: 10@ > 0.0
then
0007: 0@ = 0.5
000B: 10@ += 1.0
01FB: sqrt 10@ store_to 10@
0073: 0@ /= 10@  //s
0007: 15@ = 0.25
0073: 15@ /= 0@ //w
005B: 16@ = 8@  //x
0063: 16@ -= 6@
006B: 16@ *= 0@
005B: 17@ = 3@  //y
0063: 17@ -= 7@
006B: 17@ *= 0@
005B: 18@ = 4@  //z
0063: 18@ -= 2@
006B: 18@ *= 0@
else if and
    0025: 1@ > 5@
    0025: 1@ > 9@
    then
    0007: 0@ = 2.0
    0007: 10@ = 1.0
    005B: 10@ += 1@
    0063: 10@ -= 5@
    0063: 10@ -= 9@
    01FB: sqrt 10@ store_to 10@
    006B: 0@ *= 10@ //s
    005B: 15@ = 8@ //w
    0063: 15@ -= 6@
    0073: 15@ /= 0@
    0007: 16@ = 0.25 //x
    006B: 16@ *= 0@
    005B: 17@ = 2@
    005B: 17@ += 4@
    0073: 17@ /= 0@
    005B: 18@ = 3@
    005B: 18@ += 7@
    0073: 18@ /= 0@
    else if 0025: 5@ > 9@
        then
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 5@
        0063: 10@ -= 1@
        0063: 10@ -= 9@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 3@ //w
        0063: 15@ -= 7@
        0073: 15@ /= 0@
        005B: 16@ = 2@ //x
        005B: 16@ += 4@
        0073: 16@ /= 0@
        0007: 17@ = 0.25 //y
        006B: 17@ *= 0@
        005B: 18@ = 6@  //z
        005B: 18@ += 8@
        0073: 18@ /= 0@
        else
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 9@
        0063: 10@ -= 1@
        0063: 10@ -= 5@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 4@ //w
        0063: 15@ -= 2@
        0073: 15@ /= 0@
        005B: 16@ = 3@ //x
        005B: 16@ += 7@
        0073: 16@ /= 0@
        005B: 17@ = 6@  //y
        005B: 17@ += 8@
        0073: 17@ /= 0@
        0007: 18@ = 0.25 //z
        006B: 18@ *= 0@
        end
    end
end           
0AB2: ret 4 15@ 16@ 17@ 18@


//0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@
:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@

//0AB1: @RUN_CLEO 8 AT LINE @Box_Actor_Timed TIME 1000 Actor_handle 1@ RGBA 0 204 0 255 THICKNESS 2.0
:RUN_CLEO
0A9F: 32@ = current_thread_pointer
000A: 32@ += 0x10
0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
0062: 32@ -= 0@
0AA7: call_function 0x464C20 num_params 1 pop 1 32@ 33@
005A: 32@ += 0@
000A: 33@ += 0x10
0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
000A: 33@ += 0x2C
for 32@ = 0 to 30
    0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
    000A: 33@ += 4
end
0AB2: ret 0 

:Distance_player_car
00A0: store_actor 0@ position_to 2@ 3@ 4@
00AA: store_car 1@ position_to 5@ 6@ 7@
050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
0AB2: ret 1 8@







//////////////////////////////////////////////////////////////////////
//SEARCH
//////////////////////////////////////////////////////////////////////
//SEARCH
//////////////////////////////////////////////////////////////////////
//SEARCH

{

:CLEO_search
0000: NOP
0AC8: 21@ = 260
0AC8: 22@ = 260
0AC8: 23@ = 260
0AC8: 24@ = 260
0AC8: 25@ = 260
0AC8: 26@ = 260
0AC8: 27@ = 260
0AC8: 19@ = 260
0AC8: 18@ = 260  
0B34: samp register_client_command "s1" to_label @search1
0B34: samp register_client_command "s2" to_label @search2
0B34: samp register_client_command "s3" to_label @search3
0B34: samp register_client_command "s4" to_label @search4
0B34: samp register_client_command "s5" to_label @search5
0B34: samp register_client_command "s6" to_label @search6
0B34: samp register_client_command "s7" to_label @search7
0B34: samp register_client_command "s8" to_label @search8
0B34: samp register_client_command "s9" to_label @search9  
0B34: samp register_client_command "sswitch" to_label @cancelsearch 
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
10@ = 1

:SE_First
wait 0
if 10@ == 0
then
jump @SE_First
end

if
056D:   actor $PLAYER_ACTOR defined
jf @SE_First
28@ = 0

if 1@ == 1
then   
0AB1: @Draw_name 2 Name 21@ Display_offset 28@
end
 
if 2@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 22@ Display_offset 28@
end  

if 3@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 23@ Display_offset 28@
end  

if 4@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 24@ Display_offset 28@
end  

if 5@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 25@ Display_offset 28@
end  

if 6@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 26@ Display_offset 28@
end  

if 7@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 27@ Display_offset 28@
end  

if 8@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 19@ Display_offset 28@
end  

if 9@ == 1
then
28@ += 19
0AB1: @Draw_name 2 Name 18@ Display_offset 28@
end  
jump @SE_First


     

:search1
wait 0
0B35: samp 29@ = get_last_command_params //
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 21@ source 29@
1@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
1@ = 0
end
samp.CmdRet

:search2
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 22@ source 29@
2@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
2@ = 0
end
samp.CmdRet  

:search3
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 23@ source 29@
3@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
3@ = 0
end
samp.CmdRet
 
:search4
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 24@ source 29@
4@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
4@ = 0
end
samp.CmdRet

:search5
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 25@ source 29@
5@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
5@ = 0
end
samp.CmdRet

:search6
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 26@ source 29@
6@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
6@ = 0
end
samp.CmdRet

:search7
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 27@ source 29@
7@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
7@ = 0
end
samp.CmdRet


:search8
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 19@ source 29@
8@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
8@ = 0
end
samp.CmdRet

:search9
wait 0
0B35: samp 29@ = get_last_command_params //5 = victim's name
if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
then     
0C13: strcpy destination 18@ source 29@
9@ = 1    
else  
//0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
9@ = 0
end
samp.CmdRet 

:cancelsearch         
wait 0
0B12: 10@ = 10@ XOR 1
samp.CmdRet


 

//0AB1: @Draw_name 2 Name 0@ Display_offset y@ Is_player_near_store_to 1@
:Draw_name 
0AC8: 7@ = allocate_memory_size 260
5@ = 0   
//0AC8: 0@ = allocate_memory_size 64
//06D2: 0@v = "EatMySmoke"  // @v = string
//0AD3: 0@ = format "%s" 0@    
0B5A: get_screen_resolution 30@ 31@ //int
30@ /= 10
30@ *= 8
31@ /= 2
005A: 31@ += 1@
           
for 3@ = 0 to 300
    if 0B23:  samp is_player_connected 3@
    then 
    0B36: samp 4@ = get_player_nickname 3@  
        if
        0C14: strcmp string1 4@ string2 0@     
        then
        5@ = 1
        03F0: enable_text_draw 1 
        0AD3: 8@v = format "ID:%d" 3@
            if 
            0B20: samp 2@ = actor_handle_by_samp_player_id 3@
            then
                if
                0B5C:  samp is_player 3@ paused
                then
                0AD3: 8@v = format "ID:%d [AFK]" 3@
                end 
                
                if
                0449:   actor 2@ in_a_car
                then
                27@ = Actor.CurrentCar(2@)
                046C: 28@ = car 27@ driver
                    if 003B:  28@ == 2@ 
                    then  
                    03F0: enable_text_draw 1                 
                    0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
                    30@ += 170
                    0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
                    30@ -= 170 
                        if
                        02CB:   actor 2@ bounding_sphere_visible
                        then
                        00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
                        0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
                        03F0: enable_text_draw 1
                        26@ -= 25
                        25@ -= 70
                        0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
                        25@ += 130
                        0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
                        25@ -= 130 
                        end
                    else
                    03F0: enable_text_draw 1
                    0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
                    30@ += 170
                    0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
                    30@ -= 170 
                        if
                        02CB:   actor 2@ bounding_sphere_visible
                        then
                        00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
                        0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
                        03F0: enable_text_draw 1
                        26@ -= 25
                        25@ -= 70
                        0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
                        25@ += 130
                        0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
                        25@ -= 130 
                        end
                    end    
                else
                03F0: enable_text_draw 1
                0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
                30@ += 170
                0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
                30@ -= 170 
                    if
                    02CB:   actor 2@ bounding_sphere_visible
                    then
                    00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
                    0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
                    03F0: enable_text_draw 1
                    25@ -= 70
                    26@ -= 25
                    0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
                    25@ += 130
                    0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
                    25@ -= 130 
                    end    
                end 
            else
            //if not streamed in
            03F0: enable_text_draw 1
            0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
            30@ += 170
            0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
            30@ -= 170 
            end         
        end
    end                      
end 
if
5@ == 0
then
//if offline
03F0: enable_text_draw 1
0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x000000 shadow 1  
end
0AC9: free_allocated_memory 7@
0AB2: ret 0


}
 




Hacked and decrypted by Mr.Ze
5 SourceHack: March 2015 Troll22 by Vingt-Deux SOURCE {$CLEO} 0000: NOP 0B34: samp register_client_command "pos" to_label @savepos 0B34: samp...
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