[CLEO] Some snippets

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Parazitas

God
Joined
Jan 2, 2017
Messages
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Location
Lithuania
SAMP SET GAME STATE
PHP:
:SetGameState
{
    0.3.7 R1
    0AB1: @SetGameState 1 GameState 9
    GAMESTATE_WAIT_CONNECT = 9,
    GAMESTATE_CONNECTING = 15,
    GAMESTATE_AWAIT_JOIN = 13,
    GAMESTATE_CONNECTED = 14
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A0F8 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3BD // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
PHP:
:SetGameState
{
    0.3.7 R2
    0AB1: @SetGameState 1 GameState 9
    GAMESTATE_WAIT_CONNECT = 9,
    GAMESTATE_CONNECTING = 15,
    GAMESTATE_AWAIT_JOIN = 13,
    GAMESTATE_CONNECTED = 14
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A100 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3B9 // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
PHP:
:SetGameState
{
    0.3.7 R3
    0AB1: @SetGameState 1 GameState 1
    GAMESTATE_WAIT_CONNECT = 1,
    GAMESTATE_CONNECTING = 6,
    GAMESTATE_AWAIT_JOIN = 2,
    GAMESTATE_CONNECTED = 5
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26E8DC // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
PHP:
:SetGameState
{
    0.3.7 R4 v1-2
    0AB1: @SetGameState 1 GameState 1
    GAMESTATE_WAIT_CONNECT = 1,
    GAMESTATE_CONNECTING = 6,
    GAMESTATE_AWAIT_JOIN = 2,
    GAMESTATE_CONNECTED = 5
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
PHP:
:SetGameState
{
    0.3.7 R5
    0AB1: @SetGameState 1 GameState 1
    GAMESTATE_WAIT_CONNECT = 1,
    GAMESTATE_CONNECTING = 6,
    GAMESTATE_AWAIT_JOIN = 2,
    GAMESTATE_CONNECTED = 5
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EB94 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
PHP:
:SetGameState
{
    0.3.DL
    0AB1: @SetGameState 1 GameState 1
    GAMESTATE_WAIT_CONNECT = 1,
    GAMESTATE_CONNECTING = 6,
    GAMESTATE_AWAIT_JOIN = 2,
    GAMESTATE_CONNECTED = 5
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_GAME_STATE_OFFSET
    0A8C: writeMem 31@ sz 1 vl 0@ vp 0
END
0AB2: 0
 

Parazitas

God
Joined
Jan 2, 2017
Messages
3,112
Solutions
5
Reaction score
878
Location
Lithuania
Method to check Attached object and get its Handle

0.3.7 R1
PHP:
:isAttachedObjectExist
{
    0.3.7 - R1
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A0F8 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x18 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x22 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 - R1
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A0F8 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3CD // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x18 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x22 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.7 R2
PHP:
:isAttachedObjectExist
{
    0.3.7 - R2
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A100 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3C5 // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 - R2
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x21A100 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3C5 // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.7 R3
PHP:
:isAttachedObjectExist
{
    0.3.7 - R3
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26E8DC // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x2F3A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 - R3
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26E8DC // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x2F3A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.7 R4 v1
PHP:
:isAttachedObjectExist
{
    0.3.7 R4 v1
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x2A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 R4 v1
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x2A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.7 R4 v2
PHP:
:isAttachedObjectExist
{
    0.3.7 R4 v2
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 R4 v2
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.7 R5
PHP:
:isAttachedObjectExist
{
    0.3.7 - R5
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EB94 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.7 - R5
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x26EB94 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x104 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@

0.3.DL
PHP:
:isAttachedObjectExist
{
    0.3.DL
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @isAttachedObjectExist 1 ID: 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x4C // SAMP_ATTACHED_OBJECT_EXIST
    005A: 31@ += 0@  // (int)
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF 31@ > 0
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 0

:GetAttachedObjectHandle
{
    0.3.DL
    MAX ATTACHED OBJECTS = 10
    IF 0AB1: @GetAttachedObjectHandle 1 ID: 0@ _Returned: Handle 1@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 31@ = readmem 31@ sz 4 vp 0
    31@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x0 // SAMP_ACTOR_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0@ *= 4
    0@ += 0x27C // SAMP_OBJECT_STURCT_OFFSET
    005A: 31@ += 0@  // (int)
    0A8D: 30@ readMem 31@ sz 1 vp 0
    IF 30@ > 0
    THEN 
        0485:  return_true
        0A8D: 31@ readMem 31@ sz 4 vp 0
        31@ += 0x44 // SAMP_OBJECT_HANDLE_OFFSET 
        0A8D: 31@ readMem 31@ sz 4 vp 0
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 31@
 

Parazitas

God
Joined
Jan 2, 2017
Messages
3,112
Solutions
5
Reaction score
878
Location
Lithuania
Code return:
Weapon ID you were damaged with


PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7 R1
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x21A0F8 // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3CD // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x18 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x22 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x0 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7 R2
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x21A100 // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3C5 // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x0 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7 R3
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x26E8DC // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x2F3A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x0 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7 R4-1
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x2A // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x104 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7 R4-2
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x26EA0C // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x104 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.7  R5
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x26EB94 // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x4 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x26 // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x104 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@
PHP:
:SAMPGetLocalPlayerDamageType
{
    0.3.DL
    0AB1: @SAMPGetLocalPlayerDamageType 0 _Returned: DamageType 0@
}
IF 0AA2: 1@ = "samp.dll"
THEN  
    1@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x3DE // SAMP_POOLS_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x8 // SAMP_POOL_PLAYER_OFFSET
    0A8D: 1@ = readmem 1@ sz 4 vp 0
    1@ += 0x1E // SAMP_LOCAL_PLAYER_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x0 // SAMP_UNKNOW_OFFSET
    0A8D: 1@ readMem 1@ sz 2 vp 0
    1@ += 0x40 // SAMP_LOCAL_PLAYER_STRUCT_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x760 // SAMP_LOCAL_PLAYER_DAMAGE_TYPE_OFFSET
    0A8D: 1@ readMem 1@ sz 4 vp 0
    IF NOT 1@ == 255 // NOT DAMAGED
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
END
0AB2: ret 1 1@

Weapon IDs:

  1. WeaponSlot.type
  2. (Slot0: No Weapon) (Slot2: Handguns)
  3. 0 - Fist 22 - Pistol
  4. 1 - Brass Knuckles 23 - Silenced Pistol
  5. (Slot1: Melee) 24 - Desert Eagle
  6. 2 - Golf Club (Slot3: Shotguns)
  7. 3 - Nitestick 25 - Shotgun
  8. 4 - Knife 26 - Sawn-Off Shotgun
  9. 5 - Baseball Bat 27 - SPAS-12
  10. 6 - Shovel (Slot4: Sub-Machineguns)
  11. 7 - Pool Cue 28 - Micro Uzi
  12. 8 - Katana 29 - MP5
  13. 9 - Chainsaw 32 - TEC-9
  14. 15 - Cane
  15. (Slot5: Machineguns) (Slot10: Gifts)
  16. 30 - AK47 14 - Flowers
  17. 31 - M4 (Slot9:Special1)
  18. (Slot6: Rifles) 42 - Fire Extinguisher
  19. 33 - Country Rifle 43 - Camera
  20. 34 - Sniper Rifle (Slot11:Special2)
  21. (Slot7: Heavy Weapons) 44 - NV Goggles
  22. 35 - Rocket Launcher 45 - IR Goggles
  23. 36 - Heat Seaking RPG 46 - Parachute
  24. 37 - Flame Thrower (Slot12: Detonators)
  25. 38 - Minigun 40 - Detonator(for remote explosives)
  26. (Slot8: Projectiles)
  27. 16 - Grenade
  28. 18 - Molotov Cocktail
  29. 39 - Remote Explosives
  30. (No slot: Fired from hunter / hydra / missile launcher)
  31. (This type is stored in the rocket pool as rocket type, but is the continuation of this list)
  32. 19 - Normal rockets
  33. 20 - Heatseeking rockets
  34. 58 - Flares
 

Parazitas

God
Joined
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Messages
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Location
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Check if Windows is minimized or not
PHP:
:isWindowMinimized
{
    0AB1: @isWindowMinimized 0
}
0A8D: 31@ = read_memory 0xC97C1C size 4 virtual_protect 0 // window handle pointer
0A8D: 30@ = read_memory 0x85825C size 4 virtual_protect 0 // IsIconic call function pointer
0AA7: call_function 30@ num_params 1 pop 0 WindowHandle 31@ _Returned: State 29@
IF 29@ > 0
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AB2: 1 29@
 

Parazitas

God
Joined
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Messages
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Location
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Two Functions:
1. Get current vehicle ID.
2. Get current vehicle number plate.
PHP:
:SAMPGetCurrentVehicleID
{
    0.3.DL
    0AB1: @SAMPGetCurrentVehicleID 0 _Returned: VehicleID 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_PPOOLS_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0xC // SAMP_PPOOL_VEHICLE_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ -= 0x14 // SAMP_CURRENT_VEHICLE_ID_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    IF AND
    NOT 31@ == 65535
    31@ >= 0
    00DF:   actor $PLAYER_ACTOR in_car
    THEN 0AB2: ret 1 31@
    END
END
0AB2: ret 0
PHP:
:SAMPGetCurrentVehicleNumberPlate
{
    0.3.DL
    0AB1: @SAMPGetCurrentVehicleNumberPlate 0 _Returned: NumberPlate 0@
}
IF 0AA2: 31@ = "samp.dll"
THEN
    31@ += 0x2ACA24 // SAMP_INFO_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0x3DE // SAMP_PPOOLS_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    31@ += 0xC // SAMP_PPOOL_VEHICLE_OFFSET
    0A8D: 31@ readMem 31@ sz 4 vp 0
    0085: 29@ = 31@ // COPY MEMORY
    29@ -= 0x14 // SAMP_CURRENT_VEHICLE_ID_OFFSET
    0A8D: 29@ readMem 29@ sz 4 vp 0
    IF AND
    NOT 29@ == 65535
    29@ >= 0
    00DF:   actor $PLAYER_ACTOR in_car
    THEN
        29@ *= 0x4 // VEHICLE_ID * 0x4
        29@ += 0x1134
        005A: 31@ += 29@
        0A8D: 31@ = readMem 31@ sz 4 vp 0
        31@ += 0x93 // SAMP_VEHICLE_NUMBER_PLATE_OFFSET
        0A8D: 30@ = readMem 31@ sz 1 vp 0
        IF 30@ > 0
        THEN 0485:  return_true
        ELSE
            059A:  return_false
            31@ = 0
        END
    END
END
0AB2: ret 1 31@
 
Last edited:

Parazitas

God
Joined
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Messages
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Solutions
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Location
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For those who using Gta Go To AI for walking to checkpoint.
Snippet below will be usefull.

PHP:
:GetPlayerActorGoToTaskID
// 0AB1: @GetPlayerActorGoToTaskID 0 _Returned: TaskStatus 0@
0A8D: 31@ = read_memory 0xC0B1FC size 2 virtual_protect 0 // Read to Get Task ID
IF NOT 31@ == 65535
THEN 0AB2: ret 1 31@
END
0AB2: ret 1 0
PHP:
:GetPlayerActorGoToTaskStatus
// 0AB1: @GetPlayerActorGoToTaskStatus 0 _Returned: TaskStatus 0@
0A8D: 31@ = read_memory 0xC0B1FC size 2 virtual_protect 0 // Read to Get Task ID
062E: get_actor $PLAYER_ACTOR task 31@ status_store_to 30@ // ret 7 if not found
IF NOT 30@ == 7
THEN 0AB2: ret 1 30@
ELSE 0AB2: ret 1 0
END
0AB2: ret 0
 
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