️ 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:

Gaminex

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can you decrypt this cleo please?
 

Attachments

  • Black_Panther.cs
    148.7 KB · Views: 8

Serenityy

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Hey, can u decrypt this cleo? I want to translate and modify some code stuff.
 

Attachments

  • Accessories.cs
    18.7 KB · Views: 5

SobFoX

Expert
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Jul 14, 2015
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Hey, can u decrypt this cleo? I want to translate and modify some code stuff.
JavaScript:
// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE CLEO+}
{$USE file}

0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:NONAME_287
wait 0
0AFA:
jf @NONAME_287
allocate_memory 0@ = allocate_memory_size 600000
allocate_memory 6@ = allocate_memory_size 600
allocate_memory 12@ = allocate_memory_size 256
0C11:
Camera.Shake()
600000 = 780@v
0006: 0 = 600  // Note: the incorrect math opcode was used here
0C11:
0C03:
0400: store_coords_to
117637126 =
hex
 04 FF
end
8@ = 0
13@ = -1
if
does_file_exist "CLEO\Object"
jf @NONAME_428
cleo_call @NONAME_11597 2 600 6@
jump @NONAME_444

:NONAME_428
cleo_call @NONAME_11516 2 600 6@

:NONAME_444
0BE1:
hex
 01 EC F1 FF FF E3 0B 01 37 F5 FF FF
end

:NONAME_458
wait 0
0B61:
jf @NONAME_458
cleo_call @NONAME_10866 3 6@ 0 0@
cleo_call @NONAME_10866 3 6@ 1 0@
cleo_call @NONAME_10866 3 6@ 2 0@
cleo_call @NONAME_10866 3 6@ 3 0@
cleo_call @NONAME_10866 3 6@ 4 0@
cleo_call @NONAME_10866 3 6@ 5 0@
cleo_call @NONAME_10866 3 6@ 6 0@
cleo_call @NONAME_10866 3 6@ 7 0@
cleo_call @NONAME_10866 3 6@ 8 0@
cleo_call @NONAME_10866 3 6@ 9 0@
0B34:
hex
 0E 07 61 6F 62 6A 65 63 74 01 3F F6 FF FF F8 0A
 0E 40 5B 41 63 63 65 73 73 6F 72 69 65 73 20 7B
 43 43 30 30 30 30 7D 62 79 20 41 49 52 7B 33 33
 46 46 33 33 7D 5D 3A 20 7B 46 46 46 46 46 46 7D
 4C 6F 61 64 65 64 21 20 28 2F 61 6F 62 6A 65 63
 74 29 01 33 FF 33 00 00
end

:NONAME_741
wait 0
if
0B3C:
hex
 05 B7 71 03
end
10@ += 0
jf @NONAME_866
if
  9@ == 1
jf @NONAME_828
0085: 8@ = 10@ // (int)
13@ = -1
cleo_call @NONAME_6201 2 7@ 10@ 7@
jump @NONAME_849

:NONAME_828
7@ = -1
8@ = 0
13@ = -1

:NONAME_849
0C11:
0C03:
0400: store_coords_to 7@
hex
 05 00 01 02 00 06 46 F6 FF FF D6
end
0400: store_coords_to 7@
0B3C:
hex
 05 B8 71 03
end
10@ += 0
jf @NONAME_1554
if
  9@ == 1
jf @NONAME_1496
if
  10@ == 0
jf @NONAME_1235
cleo_call @NONAME_10102 16 7@ 8@ 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 7@ 8@ 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
0B2B:
0C02:
0300:
hex
 09 00
end
if
003B:   7@ == 9@ // (int)
jf @NONAME_1187
cleo_call -10350 17 6@ 0 8@ 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call @NONAME_11516 2 600 6@
cleo_call -3659 3 0@ 7@ 29111 7@
0B49:
   Car.HasHydraulics()
8@ = 0
13@ = -1
jump @NONAME_1489

:NONAME_1235
if
  10@ == 1
jf @NONAME_1286
13@ = -1
cleo_call @NONAME_6632 2 7@ 8@ 7@
jump @NONAME_1489

:NONAME_1286
if
  10@ == 2
jf @NONAME_1337
13@ = -1
cleo_call @NONAME_6839 2 7@ 8@ 7@
jump @NONAME_1489

:NONAME_1337
0B2B:
0C02:
0300:
hex
 09 00
end
if
003B:   7@ == 9@ // (int)
jf @NONAME_1468
if
  10@ == 3
jf @NONAME_1423
cleo_call -10316 1 8@
7@ = -1
8@ = 0
13@ = -1
jump @NONAME_1461
if
  10@ == 4
jf @NONAME_1461
cleo_call @NONAME_7045 1 8@
13@ = -1

:NONAME_1461
jump @NONAME_1489
7@ = -1
8@ = 0
13@ = -1

:NONAME_1489
jump @NONAME_1537

:NONAME_1496
cleo_call -3659 3 0@ 7@ 29111 7@
0B49:
   Car.HasHydraulics()
8@ = 0
13@ = -1

:NONAME_1537
0C11:
0C03:
0400: store_coords_to 29111 7@
hex
 05 00 01 02 00 06 46 F6 FF FF D6
end
0400: store_coords_to 29111 7@
0B3C:
hex
 05 B9 71 03
end
0 += 12@
jf -1732
if
  9@ == 1
jf @NONAME_1685
if
cleo_call @NONAME_8198 1 12@ 13@
jf @NONAME_1652
cleo_call -3659 3 0@ 13@ 29115 13@
jump @NONAME_1678

:NONAME_1652
13@ = -1
cleo_call @NONAME_6632 2 7@ 8@ 7@

:NONAME_1678
jump -1715

:NONAME_1685
13@ = -1
cleo_call @NONAME_6201 2 7@ 8@ 7@
0B49:
hex
 04 01 11 0C 03 0C 00 04 00 05 00 01 02 00 06 46
 F6 FF FF
end

:NONAME_1732
if
0B3C:
hex
 05 BA 71 03
end
0 += 12@
jf @NONAME_1910
if
  9@ == 1
jf @NONAME_1863
if
cleo_call @NONAME_8198 1 12@ 13@
jf @NONAME_1830
cleo_call -3659 3 0@ 13@ 29116 13@
jump @NONAME_1856

:NONAME_1830
13@ = -1
cleo_call @NONAME_6839 2 7@ 8@ 7@

:NONAME_1856
jump -1893

:NONAME_1863
13@ = -1
cleo_call @NONAME_6201 2 7@ 8@ 7@
0B49:
hex
 04 02 11 0C 03 0C 00 04 00 05 00 01 02 00 06 46
 F6 FF FF
end

:NONAME_1910
if
0B3C:
hex
 05 BB 71 03
end
10@ += 0
jf -2027
if
  9@ == 1
jf @NONAME_1980
cleo_call @NONAME_11058 6 0@ 6@ 7@ 13@ 8@ 10@

:NONAME_1980
13@ = -1
cleo_call @NONAME_6201 2 7@ 8@ 7@
0B49:
hex
 04 01 11 0C 03 0C 00 04 00 05 00 01 02 00 06 46
 F6 FF FF
end

:NONAME_2027
if
0B3C:
hex
 05 BC 71 03
end
10@ += 0
jf @NONAME_2144
if
  9@ == 1
jf @NONAME_2097
cleo_call @NONAME_11058 6 0@ 6@ 13@ 7@ 10@ 8@

:NONAME_2097
13@ = -1
cleo_call @NONAME_6201 2 7@ 8@ 7@
0B49:
hex
 04 02 11 0C 03 0C 00 04 00 05 00 01 02 00 06 46
 F6 FF FF
end

:NONAME_2144
if
0B3C:
hex
 05 BD 71 03
end
0 += 12@
jf @NONAME_2307
if
  9@ == 1
jf @NONAME_2260
if
cleo_call @NONAME_8334 3 12@ 7@ 8@ 13@
jf @NONAME_2253
cleo_call -10316 1 8@
7@ = -1
8@ = 0
13@ = -1

:NONAME_2253
jump @NONAME_2290

:NONAME_2260
13@ = -1
cleo_call @NONAME_6201 2 7@ 8@ 7@
0B49:
0404:

:NONAME_2290
0C11:
0C03:
0400: store_coords_to 7@
hex
 05 00 01 02 00 06 46 F6 FF FF D6
end
0400: store_coords_to 7@
0B3C:
hex
 05 BE 71 03
end
10@ += 0
jf @NONAME_2490
if
  9@ == 1
jf @NONAME_2470
10@ += 1
cleo_call @NONAME_10102 16 7@ 8@ 1 13@ 10@ 0.0 0.0 0.0 0.0 0.0 0.0 1.0 1.0 1.0 0 0
cleo_call -10316 1 8@
7@ = -1
8@ = 0
13@ = -1
jump @NONAME_2490

:NONAME_2470
13@ = -1
cleo_call @NONAME_7045 1 8@

:NONAME_2490
jump @NONAME_741
0B35:
0203:   actor on_foot
if
scan_string 2@ = scan_string 2@ format "%d" 3@
jf -2654
if
cleo_call @NONAME_11433 1 3@
jf @NONAME_2604
13@ = -1
cleo_call -3659 3 0@ 3@ 29111 7@
0B49:
   Car.HasHydraulics()
0C11:
0C03:
0400: store_coords_to 29111 7@
hex
 05 00 01 02 00 06 A9 F5 FF FF F8 0A 0E 21 5B CE
 F8 E8 E1 EA E0 5D 20 7B 46 46 46 46 46 46 7D C8
 E3 F0 EE EA 20 ED E5 20 E2 20 F1 E5 F2 E8 21 01
 2D 2D BE FF 00 02 00 06 39 F5 FF FF
end

:NONAME_2654
0AF8:
hex
 0E 2B 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D C8 F1 EF EE EB FC E7 F3 E9 F2 E5 3A 20
 2F 61 6F 62 6A 65 63 74 20 5B 69 64 5D 01 2D 2D
 BE FF 00 2B
end
020B: explode_car $192(3@,6i)
get_matrix_y_angle 3 = matrix
hex
 04 FF
end
cleo_call -3659 3 0@ 3@ 29111 7@
0B49:
   Car.HasHydraulics()
0C11:
0C03:
0400: store_coords_to 29111 7@
0005: 199560003 = 1  // Note: the incorrect math opcode was used here
0103:   actor stopped_in_car
if
  1@ == 113
jf -2834
0BE5:
hex
 04 00 03 01 00
end
if
cleo_call @NONAME_8881 3 0@ 1@ 6@
jf -2827
0BE0:
hex
 04 00 02 00 06 F0 F1 FF FF
end

:NONAME_2834
if
  1@ == 163
jf @NONAME_3600
0BE5:
hex
 04 00 03 01 00 E7 0B
end
0103:   actor stopped_in_car
hex
 04 02 03 01 00
end
cleo_call -10350 17 0@ 1@ 0 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 1 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 2 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 3 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 4 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 5 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 6 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 7 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 8 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0
cleo_call -10350 17 0@ 1@ 9 0 0 0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0 0

:NONAME_3600
0BE0:
hex
 04 01 E5 0B 04 01 03 0B 00
end
if
  11@ == 116
jf -3655
0BE5:
hex
 04 00 03 0B 00
end
cleo_call @NONAME_9661 3 6@ 11@ 0@

:NONAME_3655
0BE0:
hex
 04 01
end

:NONAME_3659
if
cleo_call @NONAME_11433 1 1@
jf @NONAME_6186
allocate_memory 19@ = allocate_memory_size 4096
allocate_memory 3@ = allocate_memory_size 96
0B36:
0103:   actor stopped_in_car
0403:
hex
 00 D3 0A 03
end
Camera.Shake("{BFBBBA}ְךסוססףאנ (%s[%d])")
0403:
0300:
wait
cleo_call @NONAME_10579 3 0@ 1@ 0 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_3905
string_format 19@ = string_format "{B03131}[1]{FFFFFF} ׁכמע 0%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 9 10
jump @NONAME_3978

:NONAME_3905
string_format 19@ = string_format "{B03131}[1]{FFFFFF} ׁכמע 0%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 9 6@ 10

:NONAME_3978
cleo_call @NONAME_10579 3 0@ 1@ 1 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_4141
string_format 19@ = string_format "%s{B03131}[2]{FFFFFF} ׁכמע 1%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_4219

:NONAME_4141
string_format 19@ = string_format "%s{B03131}[2]{FFFFFF} ׁכמע 1%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_4219
cleo_call @NONAME_10579 3 0@ 1@ 2 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_4382
string_format 19@ = string_format "%s{B03131}[3]{FFFFFF} ׁכמע 2%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_4460

:NONAME_4382
string_format 19@ = string_format "%s{B03131}[3]{FFFFFF} ׁכמע 2%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_4460
cleo_call @NONAME_10579 3 0@ 1@ 3 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_4623
string_format 19@ = string_format "%s{B03131}[4]{FFFFFF} ׁכמע 3%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_4701

:NONAME_4623
string_format 19@ = string_format "%s{B03131}[4]{FFFFFF} ׁכמע 3%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_4701
cleo_call @NONAME_10579 3 0@ 1@ 4 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_4864
string_format 19@ = string_format "%s{B03131}[5]{FFFFFF} ׁכמע 4%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_4942

:NONAME_4864
string_format 19@ = string_format "%s{B03131}[5]{FFFFFF} ׁכמע 4%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_4942
cleo_call @NONAME_10579 3 0@ 1@ 5 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_5105
string_format 19@ = string_format "%s{B03131}[6]{FFFFFF} ׁכמע 5%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_5183

:NONAME_5105
string_format 19@ = string_format "%s{B03131}[6]{FFFFFF} ׁכמע 5%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_5183
cleo_call @NONAME_10579 3 0@ 1@ 6 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_5346
string_format 19@ = string_format "%s{B03131}[7]{FFFFFF} ׁכמע 6%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_5424

:NONAME_5346
string_format 19@ = string_format "%s{B03131}[7]{FFFFFF} ׁכמע 6%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_5424
cleo_call @NONAME_10579 3 0@ 1@ 7 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_5587
string_format 19@ = string_format "%s{B03131}[8]{FFFFFF} ׁכמע 7%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_5665

:NONAME_5587
string_format 19@ = string_format "%s{B03131}[8]{FFFFFF} ׁכמע 7%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_5665
cleo_call @NONAME_10579 3 0@ 1@ 8 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_5828
string_format 19@ = string_format "%s{B03131}[9]{FFFFFF} ׁכמע 8%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]%c" 19@ 9 10
jump @NONAME_5906

:NONAME_5828
string_format 19@ = string_format "%s{B03131}[9]{FFFFFF} ׁכמע 8%c{FFFFFF}[{10FF00}%d{FFFFFF}]%c" 19@ 9 6@ 10

:NONAME_5906
cleo_call @NONAME_10579 3 0@ 1@ 9 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  6@ == 0
jf @NONAME_6066
string_format 19@ = string_format "%s{B03131}[10]{FFFFFF} ׁכמע 9%c{FFFFFF}[{FF100C}ֿףסעמ{FFFFFF}]" 19@ 9
jump @NONAME_6141

:NONAME_6066
string_format 19@ = string_format "%s{B03131}[10]{FFFFFF} ׁכמע 9%c{FFFFFF}[{10FF00}%d{FFFFFF}]" 19@ 9 6@

:NONAME_6141
0B3B:
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT
hex
 03 13 00 0E 05 C2 FB E1 EE F0 0E 06 CE F2 EC E5
 ED E0 04 04
end
free_memory 19@
free_memory 3@
jump @NONAME_6193

:NONAME_6186
1@ = -1
cleo_return 1 1@

:NONAME_6201
if
cleo_call @NONAME_11433 1 0@
jf @NONAME_6617
allocate_memory 2@ = allocate_memory_size 4096
allocate_memory 3@ = allocate_memory_size 96
0B36:
Camera.Shake()
0403:
hex
 00 D3 0A 03
end
Camera.Shake("{BFBBBA}ׁכמע[%d] (%s[%d])")
0103:   actor stopped_in_car
0403:
0300:
0000: NOP
hex
 00 D3 0A 03
end
jump "{B03131}[1]{FFFFFF} ׁםע מבתוךע%c"
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[2]{FFFFFF} ֺמןטנמגאע ךמלף-עמ%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[3]{FFFFFF} ֺמןטנמגאע ף ךמדמ-עמ"
0203:   actor on_foot
hex
 00 2B
end
020B: explode_car $192(4@,214i)
hex
 04 00
end
003B:   0@ == 4@ // (int)
jf @NONAME_6573
string_format 2@ = string_format "%s%c{B03131}[4]{FFFFFF} ׀והאךעטנמגאע%c" 2@ 10 10
string_format 2@ = string_format "%s%c{B03131}[5]{FFFFFF} ׁמחהאע םמגי" 2@ 10
0B3B:
hex
 05 B8 71 03
end
Camera.Shake(2@)
hex
 0E 05 C2 FB E1 EE F0 0E 05 CD E0 E7 E0
end
04E4: refresh_game_renderer_at &2761 2@
free_memory 3@
jump @NONAME_6624

:NONAME_6617
0@ = -1
cleo_return 1 0@

:NONAME_6632
if
cleo_call @NONAME_11433 1 0@
jf @NONAME_6824
allocate_memory 2@ = allocate_memory_size 96
0B36:
Camera.Shake()
0303: show_text_4numbers_highpriority GXT
string_format 2@ = string_format "{BFBBBA}ׁכמע[%d] (%s[%d])" 1@ 3@ 0@
0B3B:
hex
 05 B9 71 03
end
jump "ֲגוהטעו ID טדנמךא, ךמעמנמלף ץמעטעו ךמןטנמגאע מבתוךע טח גבנאםםמדמ סכמעא:"
hex
 0E 05 C2 FB E1 EE F0 0E 05 CD E0 E7 E0
end
04E4: refresh_game_renderer_at 33753801
jump @NONAME_6831

:NONAME_6824
0@ = -1
cleo_return 1 0@

:NONAME_6839
if
cleo_call @NONAME_11433 1 0@
jf @NONAME_7030
allocate_memory 2@ = allocate_memory_size 96
0B36:
Camera.Shake()
0303: show_text_4numbers_highpriority GXT
string_format 2@ = string_format "{BFBBBA}ׁכמע[%d] (%s[%d])" 1@ 3@ 0@
0B3B:
hex
 05 BA 71 03
end
jump "ֲגוהטעו ID טדנמךא, ף ךמעמנמדמ ץמעטעו ךמןטנמגאע מבתוךע ג גבנאםםי סכמע:"
hex
 0E 05 C2 FB E1 EE F0 0E 05 CD E0 E7 E0
end
04E4: refresh_game_renderer_at 33753801
jump @NONAME_7037

:NONAME_7030
0@ = -1
cleo_return 1 0@

:NONAME_7045
allocate_memory 1@ = allocate_memory_size 96
string_format 1@ = string_format "{BFBBBA}ׁכמע[%d]" 0@
0B3B:
hex
 05 BD 71 03
end
wait "ֲגוהטעו ID למהוכט אךסוססףאנא ט קאסע עוכא (1-18) (קונוח חאןעף‏): (ֿנטלונ: 19921,5)"
hex
 0E 05 C2 FB E1 EE F0 0E 05 CD E0 E7 E0
end
04E4: refresh_game_renderer_at 16976585
cleo_return 0

:NONAME_7198
allocate_memory 3@ = allocate_memory_size 96
allocate_memory 2@ = allocate_memory_size 4096
string_format 3@ = string_format "{BFBBBA}׳אסע עוכא [ׁכמע: %d, ModelID: %d]" 0@ 1@
string_format 2@ = string_format "{B03131}[1]{FFFFFF} ׁןטםא%c" 10
string_format 2@ = string_format "%s{B03131}[2]{FFFFFF} ֳמכמגא%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[3]{FFFFFF} ֿכוקמ כוגמי נףךט%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[4]{FFFFFF} ֿכוקמ ןנאגמי נףךט%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[5]{FFFFFF} ֻוגא נףךא%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[6]{FFFFFF} ֿנאגא נףךא%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[7]{FFFFFF} ֻוגמו בוהנמ%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[8]{FFFFFF} ֿנאגמו בוהנמ%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[9]{FFFFFF} ֻוגא םמדא%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[10]{FFFFFF} ֿנאגא םמדא%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[11]{FFFFFF} ֿנאגא דמכום%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[12]{FFFFFF} ֻוגא דמכום%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[13]{FFFFFF} ֻוגמו ןנוהןכוקו%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[14]{FFFFFF} ֿנאגמו ןנוהןכוקו%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[15]{FFFFFF} ֻוגא ךכ‏קטצא (ןכוקמ)%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[16]{FFFFFF} ֿנאגא ךכ‏קטצא (ןכוקמ)%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[17]{FFFFFF} ״ו%c" 2@ 10
string_format 2@ = string_format "%s{B03131}[18]{FFFFFF} ׳וכ‏סע" 2@
0B3B:
hex
 05 BE 71 03
end
Camera.Shake(2@)
hex
 0E 05 C2 FB E1 EE F0 0E 06 CE F2 EC E5 ED E0 04
 02
end
free_memory 3@
free_memory 2@
cleo_return 0

:NONAME_8198
if
scan_string 2@ = scan_string 0@ format "%d" 1@
jf -8317
if
cleo_call @NONAME_11433 1 1@
jf @NONAME_8258
0485:   return_true
jump -8310

:NONAME_8258
1@ = -1
0AF8:
hex
 0E 21 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D C8 E3 F0 EE EA 20 ED E5 20 E2 20 F1 E5
 F2 E8 21 01 2D 2D BE FF 00 9A
end
0205:   actor
hex
 06 7A DF FF
end
06FF:   any_ped_near_actor
0103:   actor stopped_in_car
hex
 04 FF 9A 05
end
cleo_return 1 1@

:NONAME_8334
if
scan_string 7@ = scan_string 0@ format "%d" 3@
jf @NONAME_8800
if
scan_string 7@ = scan_string 0@ format "%d,%d" 3@ 4@
jf @NONAME_8645
if and
  3@ >= 0
   not 3@ > 999999
07DE:   model 3@ exists // versionB
  4@ >= 1
   not 4@ > 18
jf @NONAME_8523
cleo_call @NONAME_10102 16 1@ 2@ 1 3@ 4@ 0.0 0.0 0.0 0.0 0.0 0.0 1.0 1.0 1.0 0 0
0485:   return_true
jump @NONAME_8631

:NONAME_8523
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 4D 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D CC EE E4 E5 EB FC 20 25 64 20 E8 EB E8
 20 F7 E0 F1 F2 FC 20 F2 E5 EB E0 20 25 64 20 ED
 E5 20 F1 F3 F9 E5 F1 F2 E2 F3 E5 F2 21 20 28 CF
 F0 E8 EC E5 F0 3A 20 31 39 39 32 31 2C 35 29 01
 2D 2D BE FF
end
0303: show_text_4numbers_highpriority GXT
0403:
0000: NOP
059A:   return_false

:NONAME_8631
3@ = -1
jump @NONAME_8793

:NONAME_8645
if and
  3@ >= 0
   not 3@ > 999999
07DE:   model 3@ exists // versionB
jf @NONAME_8701
cleo_call @NONAME_7198 2 2@ 3@
jump @NONAME_8791

:NONAME_8701
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 39 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D CC EE E4 E5 EB FC 20 25 64 20 ED E5 20
 F1 F3 F9 E5 F1 F2 E2 F3 E5 F2 21 20 28 CF F0 E8
 EC E5 F0 3A 20 31 39 39 32 31 29 01 2D 2D BE FF
end
0303: show_text_4numbers_highpriority GXT
0600:   actor stopped_on_foot
0303: show_text_4numbers_highpriority GXT
hex
 04 FF
end

:NONAME_8791
059A:   return_false

:NONAME_8793
jump -8873

:NONAME_8800
3@ = -1
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 29 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D C2 FB 20 ED E5 20 F3 EA E0 E7 E0 EB E8
 20 49 44 20 EC EE E4 E5 EB E8 21 01 2D 2D BE FF
 00 9A 05 B2 0A 04 01 03
end
Camera.Shake()

:NONAME_8881
0BE7:
0103:   actor stopped_in_car
hex
 04 02 03 03 00 E7 0B
end
0103:   actor stopped_in_car
0304:
0403:
hex
 00 E7 0B 03
end
wait 1
0503: create_actor_on_rope_with_pedtype
0BE7:
0103:   actor stopped_in_car
0304:
0603: AS_actor
0BE7:
0103:   actor stopped_in_car
0304:
0703: set_tags_painted_percentage_at
0BE7:
0103:   actor stopped_in_car
0404:
   Car.HasHydraulics()
0BE7:
0103:   actor stopped_in_car
0404:
0903: NOP
hex
 00 E7 0B 03
end
wait 4
0A03:   unknown_gang_war_in_progress
hex
 00 E7 0B 03
end
wait 4
move_directory
0BE7:
0103:   actor stopped_in_car
0404:
0C03:
hex
 00 E7 0B 03
end
wait 4
get_matrix_y_angle 1 = matrix
0BE7:
0103:   actor stopped_in_car
0404:
perlin_noise
0BE7:
0103:   actor stopped_in_car
0404:
hex
 03 0F 00 E7 0B 03
end
wait 4
hex
 03 10 00 E7 0B 03
end
wait 3
hex
 03 11 00 E7 0B 03
end
wait 3
hex
 03 12 00 2B
end
020B: explode_car $192(19@,214i)
hex
 04 00
end
003B:   3@ == 19@ // (int)
jf -9359
if
  6@ == 0
jf -9213
cleo_call @NONAME_10579 3 2@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 19@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
0485:   return_true
jump -9352
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call -10350 17 2@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_11516 2 600 2@
059A:   return_false
jump @NONAME_9656
if
  6@ == 0
jf @NONAME_9593
cleo_call @NONAME_10579 3 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  3@ == 0
jf @NONAME_9526
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
059A:   return_false
jump @NONAME_9586

:NONAME_9526
cleo_call @NONAME_10102 16 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
0485:   return_true

:NONAME_9586
jump @NONAME_9656

:NONAME_9593
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
059A:   return_false

:NONAME_9656
cleo_return 0
0B2B:
0C02:
0300:
hex
 13 00 E7 0B
end
0103:   actor stopped_in_car
0304:
0303: show_text_4numbers_highpriority GXT
0BE7:
0103:   actor stopped_in_car
0304:
0403:
hex
 00 D6
end
0400: store_coords_to 4@ 5@ 6@ from_object
  3@ == 1
jf -9979
0BE7:
0103:   actor stopped_in_car
0304:
0603: AS_actor
0BE7:
0103:   actor stopped_in_car
0304:
0703: set_tags_painted_percentage_at
0BE7:
0103:   actor stopped_in_car
0404:
   Car.HasHydraulics()
0BE7:
0103:   actor stopped_in_car
0404:
0903: NOP
hex
 00 E7 0B 03
end
wait 4
0A03:   unknown_gang_war_in_progress
hex
 00 E7 0B 03
end
wait 4
move_directory
0BE7:
0103:   actor stopped_in_car
0404:
0C03:
hex
 00 E7 0B 03
end
wait 4
get_matrix_y_angle 1 = matrix
0BE7:
0103:   actor stopped_in_car
0404:
perlin_noise
0BE7:
0103:   actor stopped_in_car
0404:
hex
 03 0F 00 E7 0B 03
end
wait 4
hex
 03 10 00 E7 0B 03
end
wait 3
hex
 03 11 00 E7 0B 03
end
wait 3
hex
 03 12 00 B1 0A 06 92 D7 FF FF 04 11
end
0203:   actor on_foot
hex
 03 13 00 03
end
1 = 6@
0703: set_tags_painted_percentage_at
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010: 17@ *= 18@  // Note: the incorrect math opcode was used here
hex
 00 B1 0A 06 92 D7 FF FF 04 11
end
Camera.Shake()
4@ = 1
0603: AS_actor
0703: set_tags_painted_percentage_at
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010: 17@ *= 18@  // Note: the incorrect math opcode was used here
hex
 00 B1 0A 06 04 D3 FF FF
end
0204:   actor 600 near_car 0@ radius in_car
jump -10097

:NONAME_9979
cleo_call @NONAME_10579 3 0@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 19@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_return 0

:NONAME_10102
0B3D:
hex
 03 1E 00 40 0B 03
end
001E:   0@ > 2 // (int)
hex
 04 02 40 0B 03 1E 00 03
end
wait 3
0404:
0B40:
hex
 03 1E 00 03
end
jump 1
hex
 04 01 40 0B 03 1E 00 03
end
Camera.Shake(3)
0404:
0B40:
hex
 03 1E 00 03
end
0004: 3 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0005: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0006: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0007: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0008: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0009: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000A: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000B: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000C: 4 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000D: 4 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000E: 3 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000F: 3 -= 4  // Note: the incorrect math opcode was used here
0BF6:
hex
 04 71 03 1E 00 3E 0B 03 1E 00
end
cleo_return 0

:NONAME_10316
0B3D:
hex
 03 1E 00 40 0B 03
end
001E:   0@ > 3 // (int)
0404:
0BF6:
hex
 04 74 03 1E 00 3E 0B 03 1E 00
end
cleo_return 0

:NONAME_10350
if and
  2@ >= 0
   not 2@ > 9
jf -10574
1@ *= 600
005A: 0@ += 1@ // (int)
2@ *= 60
005A: 0@ += 2@ // (int)
0C1E:
Camera.Shake()
4 = 3@
0C1E:
Camera.Shake()
hex
 04 01 04 04 03 04 00 1E 0C
end
Camera.Shake()
hex
 04 02 04 04 03 05 00 1E 0C
end
Camera.Shake()
0304:
0404:
0603: AS_actor
0C1E:
Camera.Shake()
0404:
0404:
0703: set_tags_painted_percentage_at
0C1E:
Camera.Shake()
0504:
0404:
   Car.HasHydraulics()
0C1E:
Camera.Shake()
hex
 04 06 04 04 03 09 00 1E 0C
end
Camera.Shake()
hex
 04 07 04 04 03 0A 00 1E 0C
end
Camera.Shake()
hex
 04 08 04 04 03 0B 00 1E 0C
end
Camera.Shake()
hex
 04 09 04 04 03 0C 00 1E 0C
end
Camera.Shake()
0A04: NOP
0404:
get_matrix_y_angle 12@ = matrix
0C1E:
Camera.Shake()
copy_file 4 to 14@
0C1E:
Camera.Shake()
0C04:
0404:
hex
 03 0F 00 1E
end
030C: progress_made =
hex
 00 04 0D 04 04 03 10 00 B2
end
0400: store_coords_to 5@ 6@ 7@ from_object  with_offset s$1

:NONAME_10579
if and
  2@ >= 0
   not 2@ > 9
jf -10819
0085: 17@ = 1@ // (int)
17@ *= 600
005A: 0@ += 17@ // (int)
0085: 17@ = 2@ // (int)
17@ *= 60
005A: 0@ += 17@ // (int)
0C1D:
Camera.Shake()
4 = 3@
0C1D:
Camera.Shake()
hex
 04 01 04 04 03 04 00 1D 0C
end
Camera.Shake()
hex
 04 02 04 04 03 05 00 1D 0C
end
Camera.Shake()
0304:
0404:
0603: AS_actor
0C1D:
Camera.Shake()
0404:
0404:
0703: set_tags_painted_percentage_at
0C1D:
Camera.Shake()
0504:
0404:
   Car.HasHydraulics()
0C1D:
Camera.Shake()
hex
 04 06 04 04 03 09 00 1D 0C
end
Camera.Shake()
hex
 04 07 04 04 03 0A 00 1D 0C
end
Camera.Shake()
hex
 04 08 04 04 03 0B 00 1D 0C
end
Camera.Shake()
hex
 04 09 04 04 03 0C 00 1D 0C
end
Camera.Shake()
0A04: NOP
0404:
get_matrix_y_angle 12@ = matrix
0C1D:
Camera.Shake()
copy_file 4 to 14@
0C1D:
Camera.Shake()
0C04:
0404:
hex
 03 0F 00 1D
end
030C: progress_made =
hex
 00 04 0D 04 04 03 10 00 B2
end
0400: store_coords_to 5@ 6@ 7@ from_object  with_offset s$897 3@ 4@
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010:  // Note: the incorrect math opcode was used here

:NONAME_10866
0B2B:
0C02:
0300:
hex
 03 00
end
cleo_call @NONAME_10579 3 0@ 0 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 3@ 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call -10350 17 2@ 3@ 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_return 0

:NONAME_11058
if and
  4@ >= 0
   not 4@ > 9
  5@ >= 0
   not 5@ > 9
jf @NONAME_11428
if
cleo_call @NONAME_11433 1 2@
jf @NONAME_11428
if
cleo_call @NONAME_11433 1 3@
jf @NONAME_11428
cleo_call @NONAME_10579 3 0@ 2@ 4@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call -10350 17 0@ 3@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call @NONAME_10102 16 3@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
0B2B:
0C02:
0300:
hex
 14 00
end
if
003B:   3@ == 20@ // (int)
jf @NONAME_11428
cleo_call -10350 17 1@ 0 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call @NONAME_11516 2 600 1@

:NONAME_11428
cleo_return 0

:NONAME_11433
if and
  0@ >= 0
   not 0@ > 1000
jf @NONAME_11509
0B2B:
0C02:
0300:
hex
 01 00
end
if or
003B:   0@ == 1@ // (int)
0B23:
Camera.Shake()
jf @NONAME_11500
0485:   return_true
jump @NONAME_11502

:NONAME_11500
059A:   return_false

:NONAME_11502
jump @NONAME_11511

:NONAME_11509
059A:   return_false

:NONAME_11511
cleo_return 0

:NONAME_11516
call_function_return 8532696 num_params 2 pop 2 "wb" "CLEO\Object" 3@
call_function_return 8533620 num_params 4 pop 4 3@ 0@ 1 1@ 2@
call_function_return 8532363 num_params 1 pop 1 3@ 2@
cleo_return 0

:NONAME_11597
call_function_return 8532696 num_params 2 pop 2 "rb" "CLEO\Object" 3@
call_function_return 8533281 num_params 4 pop 4 3@ 0@ 1 1@ 2@
call_function_return 8532363 num_params 1 pop 1 3@ 2@
cleo_return 0
hex
 06 73 7B 42 30 33 31 33 31 7D 5B 35 5D 7B 46 46
 46 46 46 46 7D 20 CB E5 E2 E0 FF 20 F0 F3 EA E0
 25 63
end
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[6]{FFFFFF} ֿנאגא נףךא%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[7]{FFFFFF} ֻוגמו בוהנמ%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[8]{FFFFFF} ֿנאגמו בוהנמ%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[9]{FFFFFF} ֻוגא םמדא%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[10]{FFFFFF} ֿנאגא םמדא%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[11]{FFFFFF} ֿנאגא דמכום%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[12]{FFFFFF} ֻוגא דמכום%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[13]{FFFFFF} ֻוגמו ןנוהןכוקו%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[14]{FFFFFF} ֿנאגמו ןנוהןכוקו%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[15]{FFFFFF} ֻוגא ךכ‏קטצא (ןכוקמ)%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[16]{FFFFFF} ֿנאגא ךכ‏קטצא (ןכוקמ)%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[17]{FFFFFF} ״ו%c"
0203:   actor on_foot
0A04: NOP
hex
 00 D3 0A 03
end
jump "%s{B03131}[18]{FFFFFF} ׳וכ‏סע"
0203:   actor on_foot
hex
 00 3B 0B 05 BE 71
end
0303: show_text_4numbers_highpriority GXT
0203:   actor on_foot
hex
 0E 05 C2 FB E1 EE F0 0E 06 CE F2 EC E5 ED E0 04
 02
end
free_memory 3@
free_memory 2@
cleo_return 0
if
scan_string 2@ = scan_string 0@ format "%d" 1@
jf -8317
if
cleo_call @NONAME_11433 1 1@
jf @NONAME_8258
0485:   return_true
jump -8310
1@ = -1
0AF8:
hex
 0E 21 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D C8 E3 F0 EE EA 20 ED E5 20 E2 20 F1 E5
 F2 E8 21 01 2D 2D BE FF 00 9A
end
0205:   actor
hex
 06 7A DF FF
end
06FF:   any_ped_near_actor
0103:   actor stopped_in_car
hex
 04 FF 9A 05
end
cleo_return 1 1@
if
scan_string 7@ = scan_string 0@ format "%d" 3@
jf @NONAME_8800
if
scan_string 7@ = scan_string 0@ format "%d,%d" 3@ 4@
jf @NONAME_8645
if and
  3@ >= 0
   not 3@ > 999999
07DE:   model 3@ exists // versionB
  4@ >= 1
   not 4@ > 18
jf @NONAME_8523
cleo_call @NONAME_10102 16 1@ 2@ 1 3@ 4@ 0.0 0.0 0.0 0.0 0.0 0.0 1.0 1.0 1.0 0 0
0485:   return_true
jump @NONAME_8631
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 4D 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D CC EE E4 E5 EB FC 20 25 64 20 E8 EB E8
 20 F7 E0 F1 F2 FC 20 F2 E5 EB E0 20 25 64 20 ED
 E5 20 F1 F3 F9 E5 F1 F2 E2 F3 E5 F2 21 20 28 CF
 F0 E8 EC E5 F0 3A 20 31 39 39 32 31 2C 35 29 01
 2D 2D BE FF
end
0303: show_text_4numbers_highpriority GXT
0403:
0000: NOP
059A:   return_false
3@ = -1
jump @NONAME_8793
if and
  3@ >= 0
   not 3@ > 999999
07DE:   model 3@ exists // versionB
jf @NONAME_8701
cleo_call @NONAME_7198 2 2@ 3@
jump @NONAME_8791
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 39 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D CC EE E4 E5 EB FC 20 25 64 20 ED E5 20
 F1 F3 F9 E5 F1 F2 E2 F3 E5 F2 21 20 28 CF F0 E8
 EC E5 F0 3A 20 31 39 39 32 31 29 01 2D 2D BE FF
end
0303: show_text_4numbers_highpriority GXT
0600:   actor stopped_on_foot
0303: show_text_4numbers_highpriority GXT
hex
 04 FF 9A 05
end
jump -8873
3@ = -1
cleo_call @NONAME_7045 1 2@
0AF8:
hex
 0E 29 5B CE F8 E8 E1 EA E0 5D 20 7B 46 46 46 46
 46 46 7D C2 FB 20 ED E5 20 F3 EA E0 E7 E0 EB E8
 20 49 44 20 EC EE E4 E5 EB E8 21 01 2D 2D BE FF
 00 9A 05 B2 0A 04 01 03
end
Camera.Shake()
0BE7:
0103:   actor stopped_in_car
hex
 04 02 03 03 00 E7 0B
end
0103:   actor stopped_in_car
0304:
0403:
hex
 00 E7 0B 03
end
wait 1
0503: create_actor_on_rope_with_pedtype
0BE7:
0103:   actor stopped_in_car
0304:
0603: AS_actor
0BE7:
0103:   actor stopped_in_car
0304:
0703: set_tags_painted_percentage_at
0BE7:
0103:   actor stopped_in_car
0404:
   Car.HasHydraulics()
0BE7:
0103:   actor stopped_in_car
0404:
0903: NOP
hex
 00 E7 0B 03
end
wait 4
0A03:   unknown_gang_war_in_progress
hex
 00 E7 0B 03
end
wait 4
move_directory
0BE7:
0103:   actor stopped_in_car
0404:
0C03:
hex
 00 E7 0B 03
end
wait 4
get_matrix_y_angle 1 = matrix
0BE7:
0103:   actor stopped_in_car
0404:
perlin_noise
0BE7:
0103:   actor stopped_in_car
0404:
hex
 03 0F 00 E7 0B 03
end
wait 4
hex
 03 10 00 E7 0B 03
end
wait 3
hex
 03 11 00 E7 0B 03
end
wait 3
hex
 03 12 00 2B
end
020B: explode_car $192(19@,214i)
hex
 04 00
end
003B:   3@ == 19@ // (int)
jf -9359
if
  6@ == 0
jf -9213
cleo_call @NONAME_10579 3 2@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 19@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
0485:   return_true
jump -9352
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call -10350 17 2@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_11516 2 600 2@
059A:   return_false
jump @NONAME_9656
if
  6@ == 0
jf @NONAME_9593
cleo_call @NONAME_10579 3 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
if
  3@ == 0
jf @NONAME_9526
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
059A:   return_false
jump @NONAME_9586
cleo_call @NONAME_10102 16 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
0485:   return_true
jump @NONAME_9656
cleo_call -10350 17 0@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
059A:   return_false
cleo_return 0
0B2B:
0C02:
0300:
hex
 13 00 E7 0B
end
0103:   actor stopped_in_car
0304:
0303: show_text_4numbers_highpriority GXT
0BE7:
0103:   actor stopped_in_car
0304:
0403:
hex
 00 D6
end
0400: store_coords_to 4@ 5@ 6@ from_object
  3@ == 1
jf -9979
0BE7:
0103:   actor stopped_in_car
0304:
0603: AS_actor
0BE7:
0103:   actor stopped_in_car
0304:
0703: set_tags_painted_percentage_at
0BE7:
0103:   actor stopped_in_car
0404:
   Car.HasHydraulics()
0BE7:
0103:   actor stopped_in_car
0404:
0903: NOP
hex
 00 E7 0B 03
end
wait 4
0A03:   unknown_gang_war_in_progress
hex
 00 E7 0B 03
end
wait 4
move_directory
0BE7:
0103:   actor stopped_in_car
0404:
0C03:
hex
 00 E7 0B 03
end
wait 4
get_matrix_y_angle 1 = matrix
0BE7:
0103:   actor stopped_in_car
0404:
perlin_noise
0BE7:
0103:   actor stopped_in_car
0404:
hex
 03 0F 00 E7 0B 03
end
wait 4
hex
 03 10 00 E7 0B 03
end
wait 3
hex
 03 11 00 E7 0B 03
end
wait 3
hex
 03 12 00 B1 0A 06 92 D7 FF FF 04 11
end
0203:   actor on_foot
hex
 03 13 00 03
end
1 = 6@
0703: set_tags_painted_percentage_at
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010: 17@ *= 18@  // Note: the incorrect math opcode was used here
hex
 00 B1 0A 06 92 D7 FF FF 04 11
end
Camera.Shake()
4@ = 1
0603: AS_actor
0703: set_tags_painted_percentage_at
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010: 17@ *= 18@  // Note: the incorrect math opcode was used here
hex
 00 B1 0A 06 04 D3 FF FF
end
0204:   actor 600 near_car 0@ radius in_car
jump -10097
cleo_call @NONAME_10579 3 0@ 0 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 19@ 4@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_return 0
0B3D:
hex
 03 1E 00 40 0B 03
end
001E:   0@ > 2 // (int)
hex
 04 02 40 0B 03 1E 00 03
end
wait 3
0404:
0B40:
hex
 03 1E 00 03
end
jump 1
hex
 04 01 40 0B 03 1E 00 03
end
Camera.Shake(3)
0404:
0B40:
hex
 03 1E 00 03
end
0004: 3 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0005: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0006: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0007: 4 = 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0008: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
0009: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000A: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000B: 4 += 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000C: 4 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000D: 4 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000E: 3 -= 4  // Note: the incorrect math opcode was used here
0B40:
hex
 03 1E 00 03
end
000F: 3 -= 4  // Note: the incorrect math opcode was used here
0BF6:
hex
 04 71 03 1E 00 3E 0B 03 1E 00
end
cleo_return 0
0B3D:
hex
 03 1E 00 40 0B 03
end
001E:   0@ > 3 // (int)
0404:
0BF6:
hex
 04 74 03 1E 00 3E 0B 03 1E 00
end
cleo_return 0
if and
  2@ >= 0
   not 2@ > 9
jf -10574
1@ *= 600
005A: 0@ += 1@ // (int)
2@ *= 60
005A: 0@ += 2@ // (int)
0C1E:
Camera.Shake()
4 = 3@
0C1E:
Camera.Shake()
hex
 04 01 04 04 03 04 00 1E 0C
end
Camera.Shake()
hex
 04 02 04 04 03 05 00 1E 0C
end
Camera.Shake()
0304:
0404:
0603: AS_actor
0C1E:
Camera.Shake()
0404:
0404:
0703: set_tags_painted_percentage_at
0C1E:
Camera.Shake()
0504:
0404:
   Car.HasHydraulics()
0C1E:
Camera.Shake()
hex
 04 06 04 04 03 09 00 1E 0C
end
Camera.Shake()
hex
 04 07 04 04 03 0A 00 1E 0C
end
Camera.Shake()
hex
 04 08 04 04 03 0B 00 1E 0C
end
Camera.Shake()
hex
 04 09 04 04 03 0C 00 1E 0C
end
Camera.Shake()
0A04: NOP
0404:
get_matrix_y_angle 12@ = matrix
0C1E:
Camera.Shake()
copy_file 4 to 14@
0C1E:
Camera.Shake()
0C04:
0404:
hex
 03 0F 00 1E
end
030C: progress_made =
hex
 00 04 0D 04 04 03 10 00 B2
end
0400: store_coords_to 5@ 6@ 7@ from_object  with_offset s$1
if and
  2@ >= 0
   not 2@ > 9
jf -10819
0085: 17@ = 1@ // (int)
17@ *= 600
005A: 0@ += 17@ // (int)
0085: 17@ = 2@ // (int)
17@ *= 60
005A: 0@ += 17@ // (int)
0C1D:
Camera.Shake()
4 = 3@
0C1D:
Camera.Shake()
hex
 04 01 04 04 03 04 00 1D 0C
end
Camera.Shake()
hex
 04 02 04 04 03 05 00 1D 0C
end
Camera.Shake()
0304:
0404:
0603: AS_actor
0C1D:
Camera.Shake()
0404:
0404:
0703: set_tags_painted_percentage_at
0C1D:
Camera.Shake()
0504:
0404:
   Car.HasHydraulics()
0C1D:
Camera.Shake()
hex
 04 06 04 04 03 09 00 1D 0C
end
Camera.Shake()
hex
 04 07 04 04 03 0A 00 1D 0C
end
Camera.Shake()
hex
 04 08 04 04 03 0B 00 1D 0C
end
Camera.Shake()
hex
 04 09 04 04 03 0C 00 1D 0C
end
Camera.Shake()
0A04: NOP
0404:
get_matrix_y_angle 12@ = matrix
0C1D:
Camera.Shake()
copy_file 4 to 14@
0C1D:
Camera.Shake()
0C04:
0404:
hex
 03 0F 00 1D
end
030C: progress_made =
hex
 00 04 0D 04 04 03 10 00 B2
end
0400: store_coords_to 5@ 6@ 7@ from_object  with_offset s$897 3@ 4@
   Car.HasHydraulics()
0903: NOP
0300:
000A: 11@ += 12@  // Note: the incorrect math opcode was used here
get_matrix_y_angle 12@ = matrix
perlin_noise
hex
 03 0F 00 03
end
0010:  // Note: the incorrect math opcode was used here
0B2B:
0C02:
0300:
hex
 03 00
end
cleo_call @NONAME_10579 3 0@ 0 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call @NONAME_10102 16 3@ 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_call -10350 17 2@ 3@ 1@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@
cleo_return 0
if and
  4@ >= 0
   not 4@ > 9
  5@ >= 0
   not 5@ > 9
jf @NONAME_11428
if
cleo_call @NONAME_11433 1 2@
jf @NONAME_11428
if
cleo_call @NONAME_11433 1 3@
jf @NONAME_11428
cleo_call @NONAME_10579 3 0@ 2@ 4@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call -10350 17 0@ 3@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call @NONAME_10102 16 3@ 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
0B2B:
0C02:
0300:
hex
 14 00
end
if
003B:   3@ == 20@ // (int)
jf @NONAME_11428
cleo_call -10350 17 1@ 0 5@ 6@ 7@ 8@ 9@ 10@ 11@ 12@ 13@ 14@ 15@ 16@ 17@ 18@ 19@
cleo_call @NONAME_11516 2 600 1@
cleo_return 0
if and
  0@ >= 0
   not 0@ > 1000
jf @NONAME_11509
0B2B:
0C02:
0300:
hex
 01 00
end
if or
003B:   0@ == 1@ // (int)
0B23:
Camera.Shake()
jf @NONAME_11500
0485:   return_true
jump @NONAME_11502
059A:   return_false
jump @NONAME_11511
059A:   return_false
cleo_return 0
call_function_return 8532696 num_params 2 pop 2 "wb" "CLEO\Object" 3@
call_function_return 8533620 num_params 4 pop 4 3@ 0@ 1 1@ 2@
call_function_return 8532363 num_params 1 pop 1 3@ 2@
cleo_return 0
call_function_return 8532696 num_params 2 pop 2 "rb" "CLEO\Object" 3@
call_function_return 8533281 num_params 4 pop 4 3@ 0@ 1 1@ 2@
call_function_return 8532363 num_params 1 pop 1 3@ 2@
cleo_return 0
1@ = 1.636436E-41
2@ = 0

:NONAME_15910
get_this_script_struct 0@
0@ += 16
read_memory 0@ = read_memory 0@ size 4 virtual_protect 1
005A: 2@ += 0@ // (int)
0A8E: 5@ = 2@ + 5.906473E-42 // int
read_memory 3@ = read_memory 5@ size 1 virtual_protect 1
write_memory 2@ size 1 value 3@ virtual_protect 1
0062: 2@ -= 0@ // (int)
2@ += 1
001D:   2@ > 1@ // (int)
jf @NONAME_15910
5@ = 0
4@ = 0
3@ = 0
2@ = 0
get_this_script_struct 0@
0@ += 16
read_memory 1@ = read_memory 0@ size 4 virtual_protect 1
0@ += 4
write_memory 0@ size 4 value 1@ virtual_protect 1
hex
 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4
 89 0D 82 56 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08
 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC
 C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A
 E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB
 B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2
 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77
 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59 BD 02 74 58
 FB BC BC 19 47 CB F8 E6 78 1B E8 EC 78 1C CB 08
 DB 34 54 57 6A A4 A4 87 68 5C CB DA 3A 74 58 A4
 B8 77 A5 1D 35 72 54 B7 37 08 9A B9 C3 2C 66 17
 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA
 DC 06 A4 F4 89 0D 82 56 BD BB 5B 35 B7 5A 92 18
 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7
 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C
 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3
 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC
 46 CA 35 F2 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D
 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59
 BD 02 74 58 FB BC BC 19 47 CB F8 E6 78 1B E8 EC
 78 1C CB 08 DB 34 54 57 6A A4 A4 87 68 5C CB DA
 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7 37 08 9A B9
 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4
 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56 BD BB 5B 35
 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D
 3B 15 3C B7 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8
 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC
 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB
 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B 09 BB 59 13
 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03
 BB D5 F6 59 BD 02 74 58 FB BC BC 19 47 CB F8 E6
 78 1B E8 EC 78 1C CB 08 DB 34 54 57 6A A4 A4 87
 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7
 37 08 9A B9 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04
 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56
 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA
 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC C8 EB 43 47
 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C
 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A
 A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B
 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14
 F7 55 13 03 BB D5 F6 59 BD 02 74 58 FB BC BC 19
 47 CB F8 E6 78 1B E8 EC 78 1C CB 08 DB 34 54 57
 6A A4 A4 87 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D
 35 72 54 B7 37 08 9A B9 C3 2C 66 17 C6 53 F3 46
 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4
 89 0D 82 56 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08
 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC
 C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A
 E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB
 B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2
 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77
 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59 BD 02 74 58
 FB BC BC 19 47 CB F8 E6 78 1B E8 EC 78 1C CB 08
 DB 34 54 57 6A A4 A4 87 68 5C CB DA 3A 74 58 A4
 B8 77 A5 1D 35 72 54 B7 37 08 9A B9 C3 2C 66 17
 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA
 DC 06 A4 F4 89 0D 82 56 BD BB 5B 35 B7 5A 92 18
 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7
 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C
 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3
 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC
 46 CA 35 F2 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D
 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59
 BD 02 74 58 FB BC BC 19 47 CB F8 E6 78 1B E8 EC
 78 1C CB 08 DB 34 54 57 6A A4 A4 87 68 5C CB DA
 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7 37 08 9A B9
 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4
 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56 BD BB 5B 35
 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D
 3B 15 3C B7 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8
 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC
 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB
 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B 09 BB 59 13
 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03
 BB D5 F6 59 BD 02 74 58 FB BC BC 19 47 CB F8 E6
 78 1B E8 EC 78 1C CB 08 DB 34 54 57 6A A4 A4 87
 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7
 37 08 9A B9 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04
 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56
 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA
 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC C8 EB 43 47
 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C
 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A
 A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B
 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14
 F7 55 13 03 BB D5 F6 59 BD 02 74 58 FB BC BC 19
 47 CB F8 E6 78 1B E8 EC 78 1C CB 08 DB 34 54 57
 6A A4 A4 87 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D
 35 72 54 B7 37 08 9A B9 C3 2C 66 17 C6 53 F3 46
 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4
 89 0D 82 56 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08
 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC
 C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A
 E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB
 B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2
 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77
 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59 BD 02 74 58
 FB BC BC 19 47 CB F8 E6 78 1B E8 EC 78 1C CB 08
 DB 34 54 57 6A A4 A4 87 68 5C CB DA 3A 74 58 A4
 B8 77 A5 1D 35 72 54 B7 37 08 9A B9 C3 2C 66 17
 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA
 DC 06 A4 F4 89 0D 82 56 BD BB 5B 35 B7 5A 92 18
 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7
 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C
 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3
 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC
 46 CA 35 F2 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D
 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59
 BD 02 74 58 FB BC BC 19 47 CB F8 E6 78 1B E8 EC
 78 1C CB 08 DB 34 54 57 6A A4 A4 87 68 5C CB DA
 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7 37 08 9A B9
 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4
 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56 BD BB 5B 35
 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D
 3B 15 3C B7 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8
 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC
 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB
 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B 09 BB 59 13
 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03
 BB D5 F6 59 BD 02 74 58 FB BC BC 19 47 CB F8 E6
 78 1B E8 EC 78 1C CB 08 DB 34 54 57 6A A4 A4 87
 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7
 37 08 9A B9 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04
 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56
 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA
 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC C8 EB 43 47
 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C
 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A
 A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B
 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14
 F7 55 13 03 BB D5 F6 59 BD 02 74 58 FB BC BC 19
 47 CB F8 E6 78 1B E8 EC 78 1C CB 08 DB 34 54 57
 6A A4 A4 87 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D
 35 72 54 B7 37 08 9A B9 C3 2C 66 17 C6 53 F3 46
 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4
 89 0D 82 56 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08
 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7 3D 14 66 FC
 C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C 63 E7 98 1A
 E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3 C6 23 36 BB
 B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC 46 CA 35 F2
 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D 7B B2 9C 77
 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59 BD 02 74 58
 FB BC BC 19 47 CB F8 E6 78 1B E8 EC 78 1C CB 08
 DB 34 54 57 6A A4 A4 87 68 5C CB DA 3A 74 58 A4
 B8 77 A5 1D 35 72 54 B7 37 08 9A B9 C3 2C 66 17
 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4 C6 8D 3A DA
 DC 06 A4 F4 89 0D 82 56 BD BB 5B 35 B7 5A 92 18
 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D 3B 15 3C B7
 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8 49 52 BC 2C
 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC 45 AC E9 C3
 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB 0C 22 6C EC
 46 CA 35 F2 DC 25 86 4B 09 BB 59 13 4C F3 AD 6D
 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03 BB D5 F6 59
 BD 02 74 58 FB BC BC 19 47 CB F8 E6 78 1B E8 EC
 78 1C CB 08 DB 34 54 57 6A A4 A4 87 68 5C CB DA
 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7 37 08 9A B9
 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04 8B 2B 73 F4
 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56 BD BB 5B 35
 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA 1C CC DA 4D
 3B 15 3C B7 3D 14 66 FC C8 EB 43 47 27 C3 C6 F8
 49 52 BC 2C 63 E7 98 1A E8 C9 D5 5C 7C EA 42 AC
 45 AC E9 C3 C6 23 36 BB B4 4B 4C 8A A2 A2 67 CB
 0C 22 6C EC 46 CA 35 F2 DC 25 86 4B 09 BB 59 13
 4C F3 AD 6D 7B B2 9C 77 B6 F9 E3 14 F7 55 13 03
 BB D5 F6 59 BD 02 74 58 FB BC BC 19 47 CB F8 E6
 78 1B E8 EC 78 1C CB 08 DB 34 54 57 6A A4 A4 87
 68 5C CB DA 3A 74 58 A4 B8 77 A5 1D 35 72 54 B7
 37 08 9A B9 C3 2C 66 17 C6 53 F3 46 E7 17 B8 04
 8B 2B 73 F4 C6 8D 3A DA DC 06 A4 F4 89 0D 82 56
 BD BB 5B 35 B7 5A 92 18 4A 6B B3 08 B9 D9 17 AA
 1C CC DA 4D 3B 15 3C B7 C0 01 84 7C 3F 38 FE 48
 3F 48 40 19 70 24 32 92 72 73 55 25 C7 DD 74 49
 C8 B8 5D 6B 95 62 06 0E FF 00
end
get_label_pointer 0@ = label -13
1@ = 2.637804E-41
2@ = 0
0085: 5@ = 0@ // (int)
5@ -= 13
get_label_pointer 6@ = label @NONAME_18837
8@ = 0
802D:   not  2@ >= 1@ // (int)
jf -19039
read_memory 3@ = read_memory 0@ size 1 virtual_protect 1
read_memory 7@ = read_memory 6@ size 1 virtual_protect 1
bit_xor 4@ = 3@ XOR 7@
write_memory 5@ size 1 value 4@ virtual_protect 1
0@ += 1
2@ += 1
5@ += 1
if
   not 8@ == 15
jf -18900
6@ += 1
8@ += 1
jump -18917
get_this_script_struct 0@
0A8E: 1@ = 0@ + 16 // int
0@ += 60
31@ = 3

:NONAME_19068
0085: 29@ = 31@ // (int)
29@ *= 4
0A8E: 30@ = 0@ + 29@ // int
write_memory 30@ size 4 value 0 virtual_protect 1
31@ += 1
  31@ > 28
jf -19068
29@ = 0
30@ = 0
31@ = 0
0@ = 0
read_memory 2@ = read_memory 1@ size 4 virtual_protect 1
1@ += 4
write_memory 1@ size 4 value 2@ virtual_protect 1
0000: NOP
hex
 00 5F 5F 53 42 46 54 52
end
 
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This is something you gave me, what does it do and why did my friend say it's a virus?
 

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  • Mikes_CnR.sf
    80 KB · Views: 11

SobFoX

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This is something you gave me, what does it do and why did my friend say it's a virus?
Your friend told you this because his girlfriend caught him cheating came with the gardener in the garden because he has a big *** =)

This cheat is great, do you know why? Because I built it, you are welcome to enjoy it
 

Gaminex

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sorry in advance.....
but there must be has some commands to do animation in the cleo(i put the original mod below)
and i didn't find any opcode which thats the command to do animation in the .txt you sent.
and the animations has specific name tho ......cant find its keywords in the .txt :(

but if what you sent is really the result of the decryption of the cleo so.... thank you so much for your help!


here's the mod so you can check it(which is contain the encrypted cleo)
 

Attachments

  • Black Panther MOD v1.0.rar
    1 MB · Views: 11

KeyCap

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hi there can you help me with this cleo?
 

Attachments

  • Macros.cs
    37.9 KB · Views: 4

HHiepz

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can you help me
 

Attachments

  • capchaAuto.cs
    5.3 KB · Views: 4
  • dvAuto.cs
    3.5 KB · Views: 3

SobFoX

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can you help me
capchaAuto.cs - detect stealer

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

0000: NOP
wait 10000
  21@ == 0
  20@ == 0

:NONAME_21
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @NONAME_174
call @NONAME_1936 0 27@
alloc 28@ = allocate_memory_size 1024
format 28@ = format "Prisoner_kody"
if
call @NONAME_2769 2 27@ 28@
jf @NONAME_174
if
0ADC:   test_cheat "DAOVANG"
jf @NONAME_174
30@ = 1
printf "~W~Auto Dao Vang: ~G~ON...." time 2000

:NONAME_174
if
  30@ == 1
jf @NONAME_1929
if
call @NONAME_2358 0
jf @NONAME_1929
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
call @NONAME_2470 0 0@ 1@ 2@
if and
  11@ > 828.5889
  11@ > 841.5224
  841.5224 > 1@
jf @NONAME_411

:NONAME_287
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 652.0699 841.5224 -42.9609
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 1...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 652.0699 841.5224 radius 1.5 1.5 on_foot
jf @NONAME_287

:NONAME_411
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
if and
  1@ > 841.5224
  841.5224 > 11@
jf @NONAME_580

:NONAME_456
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 652.0699 841.5224 -42.9609
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 2...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 652.0699 841.5224 radius 1.5 1.5 on_foot
jf @NONAME_456

:NONAME_580
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
if and
  10@ > 584.7635
  584.7635 > 0@
jf @NONAME_749

:NONAME_625
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 586.4691 898.3253 -44.2568
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 3...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 586.4691 898.3253 radius 1.5 1.5 on_foot
jf @NONAME_625

:NONAME_749
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
if and
  0@ > 584.7635
  584.7635 > 10@
jf @NONAME_918

:NONAME_794
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 586.4691 898.3253 -44.2568
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 4...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 586.4691 898.3253 radius 1.5 1.5 on_foot
jf @NONAME_794

:NONAME_918
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
if and
  -34.2574 > 12@
  2@ > -34.2374
jf @NONAME_1087

:NONAME_963
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 632.0477 949.0371 -35.2882
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 5...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 632.0477 949.0371 radius 1.5 1.5 on_foot
jf @NONAME_963

:NONAME_1087
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
if and
  12@ > -35.8574
  -35.8574 > 2@
jf @NONAME_1256

:NONAME_1132
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 632.0477 949.0371 -35.2882
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 6...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 632.0477 949.0371 radius 1.5 1.5 on_foot
jf @NONAME_1132

:NONAME_1256
if and
  10@ > 611.134
  11@ > 882.3679
  611.134 > 0@
  882.3679 > 1@
jf @NONAME_1431

:NONAME_1307
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 611.134 882.3679 -42.9609
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 7...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 611.134 882.3679 radius 1.5 1.5 on_foot
jf @NONAME_1307

:NONAME_1431
if and
  0@ > 611.134
  1@ > 882.3679
  611.134 > 10@
  882.3679 > 11@
jf @NONAME_1606

:NONAME_1482
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 611.134 882.3679 -42.9609
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 8...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 611.134 882.3679 radius 1.5 1.5 on_foot
jf @NONAME_1482

:NONAME_1606
if and
  10@ > 615.0057
  882.0898 > 11@
  1@ > 882.0898
  615.0057 > 0@
jf @NONAME_1781

:NONAME_1657
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 611.134 882.3679 -42.9609
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING 9...." time 100
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 611.134 882.3679 radius 1.5 1.5 on_foot
jf @NONAME_1657

:NONAME_1781
wait 0
call @NONAME_2597 2 87 255
call @NONAME_2597 2 32 255
call @NONAME_2639 3 0@ 1@ 2@
0AD0: show_formatted_text_lowpriority "~W~Bot: ~G~WORKING...." time 100 21@
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 1.5 1.5 on_foot
jf @NONAME_1781
call @NONAME_2597 2 87 0
call @NONAME_2597 2 32 0
wait 1000

:NONAME_1929
jump @NONAME_21

:NONAME_1936
call @NONAME_2138 0 0@
if
0AA2: 1@ = load_library "samp.dll" // IF and SET
jf @NONAME_2130
if
  0@ == 1
jf @NONAME_2006
0A8E: 2@ = 1@ + 2202223 // int

:NONAME_2006
if
  0@ == 2
jf @NONAME_2037
0A8E: 2@ = 1@ + 2202231 // int

:NONAME_2037
if
  0@ == 3
jf @NONAME_2068
0A8E: 2@ = 1@ + 2802055 // int

:NONAME_2068
if
  0@ == 4
jf @NONAME_2099
0A8E: 2@ = 1@ + 2547775 // int

:NONAME_2099
if
  0@ == 5
jf @NONAME_2130
0A8E: 2@ = 1@ + 2548079 // int

:NONAME_2130
ret 1 2@

:NONAME_2138
30@ = 0
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf @NONAME_2350
31@ += 296
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1430451322
jf @NONAME_2219
30@ = 1

:NONAME_2219
if
  29@ == 1505954964
jf @NONAME_2247
30@ = 2

:NONAME_2247
if
  29@ == 1516908848
jf @NONAME_2275
30@ = 3

:NONAME_2275
31@ -= 8
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1544241731
jf @NONAME_2322
30@ = 4

:NONAME_2322
if
  29@ == 1574307533
jf @NONAME_2350
30@ = 5

:NONAME_2350
ret 1 30@

:NONAME_2358
if
0AA2: 0@ = load_library "samp.dll" // IF and SET
jf @NONAME_2465
0A8E: 1@ = 0@ + 2804284 // int
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0A8E: 2@ = 1@ + 77 // int
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
if
  2@ == 1
jf @NONAME_2458
return_true
jump @NONAME_2460

:NONAME_2458
return_false

:NONAME_2460
0AA3: free_library 0@

:NONAME_2465
ret 0

:NONAME_2470
if
0AA2: 0@ = load_library "samp.dll" // IF and SET
jf @NONAME_2583
0A8E: 1@ = 0@ + 2804284 // int
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 53
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
0AA3: free_library 0@

:NONAME_2583
ret 3 2@ 3@ 4@

:NONAME_2597
2@ = 12004552
0@ *= 2
005A: 2@ += 0@ // (int)
0A8C: write_memory 2@ size 1 value 1@ virtual_protect 0
ret 0

:NONAME_2639
0087: 8@ = 3@ // (float)
068D: get_camera_position_to 3@ 4@ 5@
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0604: get_Z_angle_for_point 0@ 1@ store_to 6@
6@ -= 90.0
6@ /= 57.29578
005B: 6@ += 8@ // (float)
0A8D: 7@ = read_memory 11989576 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0661: NOP "by Opcode.eXe | UGBASE.EU"
ret 0

:NONAME_2769
7@ = 0

:NONAME_2776
0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
0A8D: 3@ = read_memory 1@ size 1 virtual_protect 0
0@ += 1
1@ += 1
if
003B:   2@ == 3@ // (int)
jf @NONAME_2887
if and
  2@ == 0
  3@ == 0
jf @NONAME_2865
return_true
ret 0

:NONAME_2865
7@ += 1
  7@ > 1024
jf @NONAME_2776

:NONAME_2887
return_false
ret 0
if
key_down 0@
jf @NONAME_2982

:NONAME_2910
wait 0
print "~R~RESTART: ~w~AutoDaoVang.CS" time 100
   not key_down 0@
jf @NONAME_2910
run "AutoDaoVang.cs"
end_thread

:NONAME_2982
ret 0
 
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