CLEO Help Aimbot speedlock/ Script Edit

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SpriteCodeine

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Basically I've got this .cs in my hands which I did NOT create.
It runs smooth I have no issues on the running part.
The problem I have is that when I aim someone the speed to reach the target is slow, slower than what I want it to be.
I tried myself to edit this with no success, unfortunately I'm not a pro coder. I'll give you the full script below and hopefully someone of you could help me out with this. All I want to know is where the line that includes the tracking speed is.
Furthermore, If you could also point out where the line of the "auto-fire" is It'd be very great.


// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
10@ = -618
11@ = -1306
12@ = -124
0661: NOP "MADE BY OPCODE.EXE"
0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE"
0661: NOP "CANT_UNDERSTAND_THE_SCRIPT? :D"
if
0ADC:   test_cheat "aim"
else_jump @NONAME_217
if
  30@ == 1
else_jump @NONAME_174
30@ = 0
jump @NONAME_181
:NONAME_174
30@ = 1
:NONAME_181
0AD1: show_formatted_text_highpriority "~r~S~w~moothAim: state %d" time 1337 30@ 
:NONAME_217
if and
  30@ == 1
00E1:   player 0 pressed_key 6
else_jump @NONAME_609
if
0AD2: 0@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_609
if and
   not Actor.Dead(0@)
02CB:   actor 0@ bounding_sphere_visible
else_jump @NONAME_609
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.15
0AB1: call_scm_func 10@ 3 1@ 2@ 3@ 5@ 4@ 
0AB1: call_scm_func 11@ 3 4@ 5@ 6.0 4@ 5@ 
0A25: set_camera_on_players_X_angle 5@ Z_angle 4@
0AB1: call_scm_func @NONAME_1610 2 0@ 1 2@ 3@ 4@ 
0AB1: call_scm_func @NONAME_1610 2 0@ 6 5@ 6@ 7@ 
0AB1: call_scm_func @NONAME_1443 3 2@ 3@ 4@ 2@ 3@ 
0AB1: call_scm_func @NONAME_1443 3 5@ 6@ 7@ 4@ 5@ 
03F0: enable_text_draw 1
0509: 6@ = distance_between_XY 2@ 3@ and_XY 4@ 5@
0087: 7@ = 6@ // (float)
6@ /= 2.0
7@ *= 2.0
038E: draw_box_position 2@ 3@ size 6@ 7@ RGBA 0 0 0 100
if
05A5:   is_area_center 339.0 178.5 scale 1.0 1.0 overlaping_area_center 2@ 3@ scale 6@ 7@
else_jump @NONAME_609
8@ = 12006488
8@ += 34
0A8C: write_memory 8@ size 1 value 255 virtual_protect 0
:NONAME_609
hex
 01 00 04 00
end
jump 12@
20@ = -1227
21@ = -1271
068D: get_camera_position_to 9@ 10@ 11@
0AB1: call_scm_func 20@ 6 0@ 1@ 2@ 9@ 10@ 11@ 12@ 
0AB1: call_scm_func 21@ 4 0@ 1@ 9@ 10@ 13@ 
12@ -= 270.0
13@ -= 90.0
jump @NONAME_786
0661: NOP "MADE BY OPCODE.EXE"
0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE"
:NONAME_786
12@ /= 57.29578
13@ /= 57.29578
22@ = -877
23@ = -1012
0AB1: call_scm_func 22@ 2 12@ 13@ 12@ 13@ 
0AB1: call_scm_func 23@ 2 12@ 13@ 12@ 13@ 
0AB2: ret 2 12@ 13@
if
  0@ > 3.141593
else_jump @NONAME_908
0@ -= 6.283185
:NONAME_908
if
   not 0@ >= -3.141593
else_jump @NONAME_939
0@ += 6.283185
:NONAME_939
if
  1@ > 3.141593
else_jump @NONAME_970
1@ -= 6.283185
:NONAME_970
if
   not 1@ >= -3.141593
else_jump @NONAME_1001
1@ += 6.283185
:NONAME_1001
0AB2: ret 2 0@ 1@
0470: 31@ = actor $PLAYER_ACTOR current_weapon
if and
  31@ >= 22
   not 31@ > 29
else_jump @NONAME_1065
0@ -= 0.0778
1@ += 0.04253
:NONAME_1065
if
  31@ == 32
else_jump @NONAME_1103
0@ -= 0.0778
1@ += 0.04253
:NONAME_1103
if and
  31@ >= 30
   not 31@ > 31
else_jump @NONAME_1148
0@ -= 0.052
1@ += 0.028
:NONAME_1148
20@ = -877
if
  31@ == 33
else_jump @NONAME_1196
0@ -= 0.0357
1@ += 0.01897
:NONAME_1196
0AB1: call_scm_func 20@ 2 0@ 1@ 0@ 1@ 
0AB2: ret 2 0@ 1@
0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 2@ -= 5@ // (float)
0604: get_Z_angle_for_point 6@ 2@ store_to 7@
0AB2: ret 1 7@
0063: 0@ -= 2@ // (float)
0063: 1@ -= 3@ // (float)
0604: get_Z_angle_for_point 0@ 1@ store_to 4@
0AB2: ret 1 4@
0A8D: 15@ = read_memory 11989592 size 4 virtual_protect 0
0A8D: 16@ = read_memory 11989576 size 4 virtual_protect 0
0063: 0@ -= 15@ // (float)
0063: 1@ -= 16@ // (float)
20@ = -877
0AB1: call_scm_func 20@ 2 0@ 1@ 0@ 1@ 
0073: 0@ /= 2@ // (float)
0073: 1@ /= 2@ // (float)
005B: 0@ += 15@ // (float)
005B: 1@ += 16@ // (float)
0AB1: call_scm_func 20@ 2 0@ 1@ 0@ 1@ 
0AB2: ret 2 0@ 1@
:NONAME_1443
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@
:NONAME_1610
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0
2@ = 0.0
3@ = 0.0
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 6160832 struct 0@ num_params 3 pop 0 1 15@ 4@ 
0AB2: ret 3 1@ 2@ 3@
 

SpriteCodeine

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There is not updated version of it. If you mean the sticky thread its outdated[0.3z] and it crashes. If that's not the bot you are talking about please drop a link below.
 

0x32789

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its made by opcode, 0661: NOP "CANT_UNDERSTAND_THE_SCRIPT? Big Grin"
his scripts are just so hard to understand.. he uses everything by memory, even his key presses are done by writing memory..
I think you need some super pro like spring field or 0x688 to help you out with this script.
 

SpriteCodeine

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0x32789 said:
its made by opcode, 0661: NOP "CANT_UNDERSTAND_THE_SCRIPT? Big Grin"
his scripts are just so hard to understand.. he uses everything by memory, even his key presses are done by writing memory..
I think you need some super pro like spring field or 0x688 to help you out with this script.

Well that's the original reason I posted this help request. I hope they bother helping me out a bit.
 
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