️ Decrypting/Safety Check CLEO/SF/ASI/DLL


Here you can send files and they will be decrypted(cleo/lua/ahk) !

CLEO / LUA / AHK files can have their encryption removed
In full / in part



The SF / ASI / DLL file will be mainly tested
It is not possible to extract code in an orderly manner from files programmed in C ++
Here you will find out if a file is safe and what it does.
 
Last edited:

TeRmminaTo[R]

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Please someone, i tried everything ive failed.
 

Attachments

  • gamefixer (1).cs
    59 KB · Views: 1

rodrygo

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Can someone edit this cleo, change the activation key to (DEL or key46) and put the following damage to the damage reducer
1713705313836.png
 

Attachments

  • ReductorDeDaños.cs
    18.5 KB · Views: 0

peladott

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decrypting this, idk if has stealers
 

Attachments

  • amade.cs
    25.4 KB · Views: 5
  • notdown.asi
    79.5 KB · Views: 4
  • antipuno.cs
    25.2 KB · Views: 4

fahrein

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decrypt pls
 

SobFoX

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Location
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decrypt pls
JavaScript:
require("lib.sampfuncs")
require("lib.moonloader")

slot0 = require("lib.samp.events")
slot1 = false
slot2 = -1
slot3 = 0
slot4 = 0
slot5 = 0
slot6 = false

function reset()
    uv0 = false
    uv1 = 0
    uv2 = 0
    uv3 = 0
end

function main()
    while not isSampAvailable() do
        wait(0)
    end

    sampRegisterChatCommand("dm", function (slot0)
        if slot0 == "" then
            reset()

            return
        end

        if uv0 then
            sampAddChatMessage("LUA: \\xc2\\xfb \\xf3\\xe6\\xe5 \\xe0\\xea\\xf2\\xe8\\xe2\\xe8\\xf0\\xee\\xe2\\xe0\\xeb\\xe8 \\xe4\\xe0\\xec\\xe0\\xe3\\xe5\\xf0. \\xc2\\xe2\\xe5\\xe4\\xe8\\xf2\\xe5 {FFFF00}/dm{007FFF} \\xe5\\xf9\\xe5 \\xf0\\xe0\\xe7 \\xe4\\xeb\\xff \\xe4\\xe5\\xe0\\xea\\xf2\\xe8\\xe2\\xe0\\xf6\\xe8\\xe8.", 32767)

            return
        end

        uv0 = true
        uv1 = tonumber(slot0)

        lua_thread.create(function ()
            while true do
                if not uv0 then
                    break
                end

                slot3 = 0

                sampSendGiveDamage(uv1, 7, slot3, 3)

                for slot3 = 1, 10 do
                    setGameKeyState(17, 255)
                    wait(1)
                end

                sampSendGiveDamage(uv1, 7, 0, 3)
                wait(500)
            end

            reset()
        end)
    end)

    function uv2.onSendPlayerSync(slot0)
        if uv0 then
            slot1, slot2 = sampGetCharHandleBySampPlayerId(uv1)

            if slot1 then
                slot3, slot4, slot5 = getCharCoordinates(slot2)
                slot6 = -1

                if ((uv2 == 0 or uv3 == 0 or uv4 == 0) and 0 or math.sqrt((slot3 - uv2)^2 + (slot4 - uv3)^2 + (slot5 - uv4)^2)) > 50 then
                    reset()
                    sampAddChatMessage("LUA: \\xc8\\xe3\\xf0\\xee\\xea \\xef\\xe5\\xf0\\xe5\\xe4\\xe2\\xe8\\xe3\\xe0\\xe5\\xf2\\xf1\\xff \\xf1\\xeb\\xe8\\xf8\\xea\\xee\\xec \\xe1\\xfb\\xf1\\xf2\\xf0\\xee, \\xe4\\xe0\\xec\\xe0\\xe3\\xe5\\xf0 \\xe0\\xe2\\xf2\\xee\\xec\\xe0\\xf2\\xe8\\xf7\\xe5\\xf1\\xea\\xe8 \\xe2\\xfb\\xea\\xeb\\xfe\\xf7\\xe5\\xed.", 32767)
                end

                slot0.position.x = slot3
                slot0.position.y = slot4
                slot0.position.z = slot5 - 2
                uv2 = slot3
                uv3 = slot4
                uv4 = slot5

                if getCharHealth(slot2) == 0 then
                    reset()
                    sampAddChatMessage("LUA: \\xc8\\xe3\\xf0\\xee\\xea {FFFF00}" .. sampGetPlayerNickname(uv1) .. "{007FFF} [ID {FFFF00}" .. uv1 .. "{007FFF}] \\xf3\\xe1\\xe8\\xf2.", 32767)
                end
            else
                sampAddChatMessage("LUA: \\xc8\\xe3\\xf0\\xee\\xea \\xed\\xe5\\xe4\\xee\\xf1\\xf2\\xf3\\xef\\xe5\\xed, \\xe4\\xe0\\xec\\xe0\\xe3\\xe5\\xf0 \\xe0\\xe2\\xf2\\xee\\xec\\xe0\\xf2\\xe8\\xf7\\xe5\\xf1\\xea\\xe8 \\xe2\\xfb\\xea\\xeb\\xfe\\xf7\\xe5\\xed.", 32767)
                reset()
            end
        end
    end

    sampRegisterChatCommand("sdm", function ()
        uv0 = not uv0

        sampAddChatMessage("LUA: \\xc0\\xed\\xf2\\xe8\\xf1\\xeb\\xe0\\xef\\xef\\xe5\\xf0 " .. (uv0 and "{00CC00}\\xe0\\xea\\xf2\\xe8\\xe2\\xe8\\xf0\\xee\\xe2\\xe0\\xed" or "{CC0000}\\xe4\\xe5\\xe0\\xea\\xf2\\xe8\\xe2\\xe8\\xf0\\xee\\xe2\\xe0\\xed") .. "{007FFF}.", 32767)
    end)

    function uv2.onSetPlayerPos(slot0)
        slot1, slot2, slot3 = getCharCoordinates(PLAYER_PED)
        slot4 = math.sqrt((slot1 - slot0.x)^2 + (slot2 - slot0.y)^2 + (slot3 - slot0.z)^2)

        if uv0 and slot4 > 1 and slot4 < 50 then
            sampAddChatMessage("LUA: \\xc0\\xe4\\xec\\xe8\\xed \\xef\\xee\\xef\\xfb\\xf2\\xe0\\xeb\\xf1\\xff \\xf1\\xeb\\xe0\\xef\\xed\\xf3\\xf2\\xfc \\xe2\\xe0\\xf1.", 32767)

            return false
        end
    end
end
 

SobFoX

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Location
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decrypting this, idk if has stealers
airpuno.cs
JavaScript:
{$CLEO .cs}
{$USE CLEO+}
{$USE file}
{$USE newOpcodes}

nop
write_debug "FASTERANIMS BY SAMPHACK"
script_name "SAMPHACK_CHEATER"
goto @SAMPHACK_CHEATER_56

:SAMPHACK_CHEATER_56
wait 0
if and
  is_key_pressed 88
  is_key_pressed 90
goto_if_false @SAMPHACK_CHEATER_56
print_string_now "FASTER ANIMS: ~G~ ACTIVATED" time 1000
wait 1000
add_one_off_sound 0.0 at 0.0 0.0 1139
goto @SAMPHACK_CHEATER_145

:SAMPHACK_CHEATER_145
wait 0
if and
  not is_key_pressed 88
  not is_key_pressed 90
goto_if_false @SAMPHACK_CHEATER_1853
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAND" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_GLIDE" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "KO_SKID_BACK" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_1" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_2" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_3" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_BLOCK" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_G" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTA_M" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTIDLE" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSHB" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSHF" at 10.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSH_BWD" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSH_FWD" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSH_LEFT" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTSH_RIGHT" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_1" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_2" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_3" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_BLOCK" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_G" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_IDLE" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTB_M" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITB_1" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITB_2" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITB_3" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_1" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_2" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_3" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_BLOCK" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_BLOCKING" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_G" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_IDLE" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_M" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTC_SPAR" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITC_1" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITC_2" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITC_3" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_1" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_2" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_3" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_BOCK" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_G" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_IDLE" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTD_M" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITD_1" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITD_2" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HITD_3" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTKICK" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "FIGHTKICK_B" at 100.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HIT_FIGHTKICK" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "HIT_FIGHTKICK_B" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "WALK_PLAYER" at 2.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 2.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CROUCH_ROLL_R" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CROUCH_ROLL_L" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_IDLE" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_JUMP" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_JUMP2FALL" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_JUMP_B" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_PULL" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_STAND" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "CLIMB_STAND_FINISH" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_GLIDE" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAND" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_BREAST" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_DIVE_UNDER" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_GLIDE" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_JUMPOUT" at 1.0
set_char_anim_speed $PLAYER_ACTOR perform_animation "SWIM_UNDER" at 1.0
set_char_uses_upperbody_damage_anims_only $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 1
set_char_uses_upperbody_damage_anims_only $PLAYER_ACTOR actions_uninterupted_by_weapon_fire 0
goto @SAMPHACK_CHEATER_145

:SAMPHACK_CHEATER_1853
print_string_now "FASTER ANIMS: ~R~ DEACTIVATED" time 1000
wait 228
add_one_off_sound 0.0 at 0.0 0.0 1139
goto @SAMPHACK_CHEATER_56
 

Saam

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Argentina
If anyone can decrypt it god will bless you ! <333
Please, please
PHP:
function main()
    while not isSampAvailable() do wait(100) end
    sampRegisterChatCommand('tprasala',command)
    while true do wait(0) end end

function command()
    bool,x,y,z = getTargetBlipCoordinates()
    if bool then setCharCoordinates(playerPed,x,y,z) end end
 

Stef

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Can you please decrypt this and tell me if it's safe?
 

Attachments

  • Teleport (1).cs
    17.9 KB · Views: 1

Saam

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Messages
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Location
Argentina
i need this code. plsss
Stealer, clean code here
PHP:
script_name('map renderer')
script_author('[RAF]Pavel')
script_description('lets you view the map without the pause menu by pressing M, as well as teleport to any point on the map by clickng on it with left mouse button with chat open')
local SE = require 'lib.samp.events'
local key = require 'lib.vkeys'
local font_flag = require('moonloader').font_flag
local arial = renderCreateFont('Arial', 15, font_flag.BOLD + font_flag.BORDER)

local is_map_being_rendered = false
local map_texture = false
local marker_table = {}

function main()
    if not doesDirectoryExist("moonloader/map") then
        createDirectory("moonloader/map")
    end
    while true do
        wait(40)
        if isKeyDown(key.VK_NUMPAD0) and not sampIsChatInputActive() and not sampIsDialogActive() and not sampIsScoreboardOpen() then
            while isKeyDown(key.VK_NUMPAD0) do wait(80) end
            renderMap()
        end
    end
    repeat wait(0) until isSampAvailable()
    while true do
        wait(0)
    end
end

function onScriptTerminate(s, quitGame)
    if not quitGame and s == thisScript() then
        for _, marker in ipairs(marker_table) do
            marker = nil
        end
        marker_table = nil
        map_texture = nil
        is_map_being_rendered = nil
    end
end

function SE.onMarkersSync(markers)
    for _, marker in ipairs(marker_table) do
        marker.active = false
    end
    for i, marker in ipairs(markers) do
        marker_table[i] = {playerId = marker.playerId, active = marker.active, coords = marker.coords}
    end
    return markers
end

function renderMap(mode)
    if not is_map_being_rendered then
        is_map_being_rendered = true
        lua_thread.create(function()
            if not map_texture then
                if not doesFileExist("moonloader/map/map.png") then
                    sampAddChatMessage("please add a map image file named 'map.png' to moonloader/map", 0xFF0000)
                    is_map_being_rendered = false
                    return
                end
                map_texture = renderLoadTextureFromFile("moonloader/map/map.png")
            end
            local sx, sy, map_size, multiplier, top_x, bottom_x, top_y, bottom_y, posx, posy, posz, world_x, world_y, x, y, color
            local cursor_x, cursor_y, cursor_world_x, cursor_world_y, cursor_world_z, player_max_id
            local closest_player, closest_distance, closest_x, closest_y, closest_z, distance
            while is_map_being_rendered do
                if not sampIsDialogActive() and not sampIsScoreboardOpen() then
                    posx, posy, posz = getCharCoordinates(playerPed)
                    sx, sy = getScreenResolution()
                    map_size = math.floor(sy * 0.8)
                    multiplier = map_size / 6000
                    top_x = sx / 2 - map_size / 2
                    bottom_x = top_x + map_size
                    top_y = sy * 0.1
                    bottom_y = top_y + map_size
                    renderDrawTexture(map_texture, top_x, top_y, map_size, map_size, 0, 0xFFFFFFFF)
                    closest_player = -1
                    closest_distance = math.huge
                    if sampIsCursorActive() then
                        cursor_x, cursor_y = getCursorPos()
                    end
                    player_max_id = sampGetMaxPlayerId(false)
                    for _, marker in ipairs(marker_table) do
                        if marker.active == true and sampIsPlayerConnected(marker.playerId) then
                            world_x, world_y = limitToMap(unsignedToSigned(marker.coords.x), unsignedToSigned(marker.coords.y))
                            x = top_x + (world_x + 3000) * multiplier
                            y = top_y + map_size - (world_y + 3000) * multiplier
                            color = 0xFF000000 + sampGetPlayerColor(marker.playerId) % 0x1000000
                            distance = getDistanceBetweenCoords2d(x, y, cursor_x, cursor_y)
                            if distance < 500 then
                                closest_distance = distance
                                closest_player = marker.playerId
                                closest_x, closest_y, closest_z = unsignedToSigned(marker.coords.x), unsignedToSigned(marker.coords.y), unsignedToSigned(marker.coords.z)
                            end
                            if unsignedToSigned(marker.coords.z) > posz + 5 then
                                renderDrawPolygon(x, y, 21, 21, 3, 0, 0xFF000000)
                                renderDrawPolygon(x, y, 15, 15, 3, 0, color)
                            elseif unsignedToSigned(marker.coords.z) < posz - 5 then
                                renderDrawPolygon(x, y, 21, 21, 3, 180, 0xFF000000)
                                renderDrawPolygon(x, y, 15, 15, 3, 180, color)
                            else
                                renderDrawBox(x - 6, y - 6, 12, 12, 0xFF000000)
                                renderDrawBox(x - 5, y - 5, 10, 10, color)
                            end
                        end
                    end
                    posx, posy = limitToMap(posx, posy)
                    x = top_x + (posx + 3000) * multiplier
                    y = top_y + map_size - (posy + 3000) * multiplier
                    renderDrawLine(x + 5, top_y, x + 5, bottom_y, 5, 0xFF000000)
                    renderDrawLine(top_x, y, bottom_x, y, 5, 0xFF000000)
                    renderDrawLine(x + 2, top_y - 2, x + 2, bottom_y - 2, 2, 0xFF00FF00)
                    renderDrawLine(top_x - 2, y, bottom_x - 2, y, 2, 0xFF00FF00)
                    
                    if sampIsCursorActive() then
                        cursor_world_x, cursor_world_y, cursor_world_z = (cursor_x - top_x) / multiplier - 3000, (top_y + map_size - cursor_y) / multiplier - 3000, getGroundZFor3dCoord(cursor_world_x, cursor_world_y, 600) + 1
                        if closest_distance < 10 then
                            cursor_world_x, cursor_world_y, cursor_world_z = closest_x, closest_y + 2, closest_z + 1
                            renderFontDrawText(arial, '[' .. closest_player .. '] ' .. sampGetPlayerNickname(closest_player), cursor_x, cursor_y - 25, 0xFF000000 + sampGetPlayerColor(closest_player) % 0x1000000)
                        end
                        if isKeyDown(key.VK_LBUTTON) then
                            setCharCoordinates(playerPed, cursor_world_x, cursor_world_y, cursor_world_z)
                        end
                    end
                end
                wait(0)
            end
        end)
    else
        is_map_being_rendered = false
    end
end

function unsignedToSigned(x)
    if x > 32767 then
        return x - 65536
    end
    return x
end

function limitToMap(x, y)
    if x > 3000 then
        x = 3000
    elseif x < -3000 then
        x = -3000
    end
    if y > 3000 then
        y = 3000
    elseif y < -3000 then
        y = -3000
    end
    return x, y
end
 
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