️ 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:

ecy_

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@SobFoX decrypt this file please
thanks!
 

SobFoX

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@SobFoX decrypt this file please
thanks!
JavaScript:
// This file was decompiled using SASCM.ini published on 2022-03-20
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE newOpcodes}

0000: NOP
0662: printstring "Car Boom ñêðèïò | 15.03.2016"
0662: printstring "Àâòîð ñêðèïòà: Ded_Fedot"
0662: printstring "Ïîñêîëüêó ìû íå çíàåì ÷òî òàêîå ñìåðòü, áîÿòüñÿ åå íåëîãè÷íî."
0662: printstring "Prime-Hack.Ru | LiteHack.Ru | BlastHack.Net"

:NONAME_174
wait 400
0AFA:
jf @NONAME_174
cleo_call @NONAME_1465 1 -203
0AF8:
hex
 0E 34 7B 46 46 44 45 30 30 7D 43 61 72 20 42 6F
 6F 6D 20 7B 46 46 46 46 46 46 7D F1 EA F0 E8 EF
 F2 20 7C 20 7B 39 30 45 41 35 33 7D 31 35 2E 30
 33 2E 32 30 31 36 04 FF 00 F8 0A 0E 20 7B 46 46
 46 46 46 46 7D C0 E2 F2 EE F0 3A 20 7B 46 46 30
 30 32 32 7D 44 65 64 5F 46 65 64 6F 74 04 FF 00
 F8 0A 0E 3D 7B 46 46 46 46 46 46 7D C0 EA F2 E8
 E2 E0 F6 E8 FF 3A 20 7B 46 46 30 30 32 32 7D 2F
 63 62 6F 6F 6D 20 7B 46 46 44 45 30 30 7D 5B 49
 44 5D 20 7B 46 46 46 46 46 46 7D E8 E3 F0 EE EA
 E0 04 FF 00 F8 0A 0E 44 7B 46 46 44 45 30 30 7D
 CF EE F1 EA EE EB FC EA F3 20 EC FB 20 ED E5 20
 E7 ED E0 E5 EC 20 F7 F2 EE 20 F2 E0 EA EE E5 20
 F1 EC E5 F0 F2 FC 2C 20 E1 EE FF F2 FC F1 FF 20
 E5 E5 20 ED E5 EB EE E3 E8 F7 ED EE 04 FF 00 34
end
mark_char_as_needed 25187
hex
 6F 6F 6D 01 28 FD FF FF
end

:NONAME_458
wait 0
if
  9@ == 1
jf @NONAME_721
Actor.StorePos($PLAYER_ACTOR, 14@, 15@, 16@)
if
   get_random_car_in_sphere_no_save_recursive 3@ = random_vehicle_near_point 14@ 15@ 16@ in_radius 120.0 find_next 0 pass_wrecked 1
jf @NONAME_721

:NONAME_528
09B3: get_car 3@ door_status 10@
if
  10@ == 0
jf @NONAME_684
Actor.StorePos(4@, 6@, 7@, 8@)
8@ += 2.0
0B2C:
0303: show_text_4numbers_highpriority GXT
0103:   actor stopped_in_car
wait 5
0B30:
0103:   actor stopped_in_car
hex
 04 00 01 00 05 C8 00
end
Car.Health(3@) = 200
Car.PutAt(3@, 6@, 7@, 8@)
cleo_call @NONAME_1041 1 3@
print_big_formatted "~w~CAR ~r~BOOM ~w~%s" time 1000 style 2 13@
9@ = 0
jump @NONAME_721

:NONAME_684
   not get_random_car_in_sphere_no_save_recursive 3@ = random_vehicle_near_point 14@ 15@ 16@ in_radius 120.0 find_next 1 pass_wrecked 1
jf @NONAME_528
jump @NONAME_721

:NONAME_721
jump -458
if
  9@ == 0
jf -1032
0B35:
Camera.Shake()
if
scan_string 0@ = scan_string 0@ format "%d" 2@
jf @NONAME_835
if
0B23:
0203:   actor on_foot
jf @NONAME_924
read_clipboard_data 2@ size 4@
0B36:
0203:   actor on_foot
get_matrix_y_angle 4@ = matrix
if
056D:   actor 4@ defined
jf -965
9@ = 1
0B43:

:NONAME_835
9@ = 0
0AF8:
hex
 0E 49 7B 46 46 44 45 30 30 7D CD E5 E2 E5 F0 ED
 FB E9 20 E2 E2 EE E4 20 EA EE EC E0 ED E4 FB 3A
 20 7B 46 46 30 30 32 32 7D 2F 63 62 6F 6F 6D 20
 7B 39 30 45 41 35 33 7D 5B 49 44 5D 20 7B 46 46
 44 45 30 30 7D E8 E3 F0 EE EA E0 04 FF 00 43 0B
end

:NONAME_924
9@ = 0
0AF8:
hex
 0E 19 7B 46 46 44 45 30 30 7D C8 E3 F0 EE EA E0
 20 ED E5 F2 20 E2 20 F1 E5 F2 E8 04 FF 00 43 0B
end

:NONAME_965
9@ = 0
0AF8:
hex
 0E 30 7B 46 46 44 45 30 30 7D C8 E3 F0 EE EA 20
 7B 39 30 45 41 35 33 7D 25 73 20 7B 46 46 44 45
 30 30 7D E2 ED E5 20 E7 EE ED FB 20 F1 F2 F0 E8
 EC E0 04 FF
end
get_matrix_y_angle 0 = matrix
hex
 00 43
end
060B: set_actor
hex
 03 1D
end
0400: store_coords_to
0B43:

:NONAME_1041
if
0B2C:
Camera.Shake()
0103:   actor stopped_in_car
jf -1445
allocate_memory 31@ = allocate_memory_size 63
0C0D:
hex
 03 1F
end
0400: store_coords_to
hex
 04 02 03 01 00 0D 0C 03 1F 00 04 02 04 02 04 00
 0D 0C 03 1F 00 04 04
end
0204:   actor 1@ near_car 780@(31@,4s) radius 2 0 sphere 780@(31@,4s) in_car
hex
 04 02 04 00 0D 0C 03 1F 00 04 06 04 02 04 00 0D
 0C 03 1F 00 04 06 04 02 04 00
end
get_vehicle_pointer 17@ = vehicle 0@
17@ += 20
read_memory 17@ = read_memory 17@ size 4 virtual_protect 0
0C0D:
hex
 03 1F 00 04 08 04 04 03 12 00 0D 00 04 08 04 04
 03 12 00 0D 0C 03 1F 00 04 0C 04
end
0400: store_coords_to 16 4 20@ from_object  with_offset  3 3328@(780@,31i)
0C0D:
hex
 03 1F 00 04 14 04 04 03
end
0015: $193(0@,6i) /=  // Note: the incorrect math opcode was used here
0000: NOP
0006:  // Note: the incorrect math opcode was used here
0000: NOP
0006:  // Note: the incorrect math opcode was used here
0000: NOP
hex
 03 18 00 03 17 00 03 16 00 0D 0C 03 1F 00 04 18
end
0017: 22@ /=   // Note: the incorrect math opcode was used here
0404:
hex
 03 18 00 0D 0C 03 1F 00 04 1C 04 00 0D 0C 03 1F
 00 04 1C 04 04 03 17 00 0D 0C 03 1F 00 04 20
end
 /= 4
hex
 03 16 00 97 0A 03 00 00 03 16 00 0A 00 03 16 00
 04 44
end
read_memory 21@ = read_memory 22@ size 4 virtual_protect 0
22@ += 4
read_memory 20@ = read_memory 22@ size 4 virtual_protect 0
22@ += 4
read_memory 19@ = read_memory 22@ size 4 virtual_protect 0
0C0D:
hex
 03 1F 00 04 24 04 04 03 15 00 0D 0C 03 1F 00 04
 28
end
 /= 4
hex
 03 14 00 0D 0C 03 1F 00 04 2C 04
end
multiply_matrices 9984@(770@,0i) = matrix  * matrix 3
hex
 03 12 00 93 00 03 11 00 03 12 00 0D 0C 03 1F 00
 04 30
end
0011: 18@ *=   // Note: the incorrect math opcode was used here
0404:
hex
 03 11 00 26 02 02 0C 00 03 11 00 0D 0C
end
0202:   actor  near_car 31@ radius 52 1 sphere 17@
0B3D:
hex
 03 1D 00 40 0B 03
end
001D:   200 > 0 // (int)
hex
 04 01 40 0B 03 1D 00 03
end
001F:   5 > 63 // (int)
0B8B:
hex
 03 1D 00 3E 0B 03 1D 00
end
free_memory 31@

:NONAME_1445
cleo_return 0
cleo_call @NONAME_1465 1 -203

:NONAME_1465
1@ -= -1246
get_this_script_struct 2@
2@ += 16
read_memory 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:NONAME_1514
0A8E: 5@ = 3@ + 4@ // int
read_memory 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = 38
bit_xor 6@ = 6@ XOR 7@
write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @NONAME_1514
cleo_return 0
hex
 8F D7 24 DA F7 93 C5 96 2C 45 9D FF 85 3C 0B 27
 3F D7 9F 47 DF 27 03 25 4A 1A 65 1E 24 3A 13 B5
 07 72 8F F2 85 66 D5 8A 2F FE 7E F5 AC FF 42 6F
 E7 CF 5F A3 DD 2C D5 02 E4 BE AB 1E 3C 1A E7 92
 7A 0E 24 BF 43 C3 35 96 BC 42 16 7E E4 7A 3A 1E
 1E 1E 1E 1E 1E 8E B5 CF 25 17 FF E5 9C C4 5D 25
 02 E3 0A 44 CF 8D DB 93 ED 9B D3 36 6C 6B F7 43
 B6 CE 45 DB 72 BC 0A 8D 47 3A 2E 85 CB 44 DC 63
 EF 6E 96 9B 5A 6F FB AE 2D 8A 23 57 1A D7 AA EE
 66 F5 97 2E EC D3 1F EC A3 62 D2 C3 EE E2 55 17
 93 EC 4D E3 3C 33 5F F7 5C 0B FF 76 3A 76 A6 8C
 5D 36 DF 1D 6A AF BD 54 1B A5 CC 8F B7 AA 83 BF
 26 B4 EC 3F A7 0C 04 CC 6B 25 76 E5 DE A6 53 5F
 AE 1F 7D 0A 34 75 AF 14 32 8A C5 96 ED 1E 07 FC
 16 8C CB BA 27 65 BB 0F 57 5E 8C D4 3F 7D 13 16
 72 5D 5A F5 B5 33 BE C5 82 EA CC 2B D2 A2 CE 73
 C3 F2 0E EA 9F 65 35 A2 95 53 4A 83 A6 03 F5 03
 CD E3 52 AB 8B 64 33 62 9F E6 35 E5 52 3B E4 3C
 CF DB 25 6E 44 7D 86 4B 0E A4 BB 93 9D A6 BA 92
 3A F7 23 75 DC DF FD 9D 6B 76 9F 8A 32 2E B3 CC
 E6 2E 3A 66 04 CF EA F4 86 9A CF AE 75 96 93 E5
 4E 75 7E B6 8B 1A F7 9D F7 07 FB C7 EF DA DB 25
 A2 3E BC 67 EC 1B C7 62 13 6D 54 96 36 6A CC 4D
 BB 2D F7 5E 0A 9A 33 4E DF E3 D3 AD
end
006A: // (int)
hex
 00
end
 

Klee

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sorry i repost this file again,can you change key to X?
 

Attachments

  • tankmode.cs
    18 KB · Views: 2

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,389
Solutions
4
Reaction score
893
Location
Israel
JavaScript:
// 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 "Äåêðèïòàíóë? Äà ìíå ïî õóé, ÷åñòíî"
4@ = 0
7@ = 0
10@ = 0
11@ = 0

:NONAME_68
   not SAMP.Available
else_jump @NONAME_89
wait 400
jump @NONAME_68

:NONAME_89
0BE2: raknet setup_outcoming_packet_hook @NONAME_1783
wait 1000
chatmsg "{A3E900}[Killer]: {FFFFFF}Óñïåøíî çàãðóæåí. Àâòîð: {A3E900}Niko" -1
chatmsg "{A3E900}[Killer]: {FFFFFF}Special for: {A3E900}Cheat-Master.Ru" -1
0B34: samp register_client_command "kill" to_label @NONAME_988

:NONAME_253
wait 0
if
  4@ == 1
else_jump @NONAME_581
call @NONAME_2086 0
TIMERA = 0

:NONAME_292
wait 0
if
056D:   actor 3@ defined
else_jump @NONAME_342
call @NONAME_1842 1 2@
call @NONAME_1741 0
jump @NONAME_395

:NONAME_342
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê ïðîïàë!" -1
7@ = 1

:NONAME_395
if
  TIMERA >= 3500
else_jump @NONAME_481
chatmsg "{A3E900}[Killer]: {FFFFFF}Âðåìÿ âûøëî, èãðîê íå óáèò!" -1
7@ = 1

:NONAME_481
if
   Actor.Dead(3@)
else_jump @NONAME_548
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê óáèò!" -1
7@ = 1

:NONAME_548
  7@ == 1
else_jump @NONAME_292
048F: actor $PLAYER_ACTOR remove_weapons
7@ = 0
4@ = 0

:NONAME_581
if
  10@ == 1
else_jump @NONAME_981
12@ = Actor.CurrentCar(3@)
call @NONAME_2086 0
TIMERA = 0

:NONAME_624
wait 0
if
056E:   car 12@ defined
else_jump @NONAME_674
call @NONAME_1842 1 2@
call @NONAME_1741 0
jump @NONAME_760

:NONAME_674
chatmsg "{A3E900}[Killer]: {FFFFFF}Ìàøèíà èãðîêà ïðîïàëà, âîçìîæíî áûëà âçîðâàíà!" -1
11@ = 1

:NONAME_760
13@ = Car.Health(12@)
if
   not 13@ >= 250
else_jump @NONAME_848
chatmsg "{A3E900}[Killer]: {FFFFFF}Ìàøèíà íà÷àëà ãîðåòü!" -1
11@ = 1

:NONAME_848
if
  TIMERA >= 4500
else_jump @NONAME_948
chatmsg "{A3E900}[Killer]: {FFFFFF}Âðåìÿ âûøëî, ìàøèíà èãðîêà íå âçîðâàëàñü!" -1
11@ = 1

:NONAME_948
  11@ == 1
else_jump @NONAME_624
048F: actor $PLAYER_ACTOR remove_weapons
11@ = 0
10@ = 0

:NONAME_981
jump @NONAME_253

:NONAME_988
   SAMP.IsCommandTyped(0@)
if
0AD4: 1@ = scan_string 0@ format "%d" 2@
else_jump @NONAME_1364
if
   SAMP.IsPlayerConnected(2@)
else_jump @NONAME_1305
3@ = SAMP.GetActorHandleByPlayerID(2@)
if
056D:   actor 3@ defined
else_jump @NONAME_1242
5@ = SAMP.GetPlayerNickname(2@)
if
   Actor.Driving(3@)
else_jump @NONAME_1167
10@ = 1
chatmsg "{A3E900}[Killer]: {FFFFFF}Âçðûâàåì ìàøèíó èãðîêà: %s[%d]" -1 5@ 2@
jump @NONAME_1235

:NONAME_1167
4@ = 1
chatmsg "{A3E900}[Killer]: {FFFFFF}Óáèâàåì èãðîêà: %s[%d]" -1 5@ 2@

:NONAME_1235
jump @NONAME_1298

:NONAME_1242
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê íå â çîíå ñòðèìà!" -1

:NONAME_1298
jump @NONAME_1357

:NONAME_1305
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê íå ïîäêëþ÷åí!" -1

:NONAME_1357
jump @NONAME_1416

:NONAME_1364
chatmsg "{A3E900}[Killer]: {FFFFFF}Ââåäèòå: /kill [id]" -1

:NONAME_1416
SAMP.CmdRet
   SAMP.IsCommandTyped(0@)
if
0AD4: 1@ = scan_string 0@ format "%d" 2@
else_jump @NONAME_1687
if
   SAMP.IsPlayerConnected(2@)
else_jump @NONAME_1628
3@ = SAMP.GetActorHandleByPlayerID(2@)
if
056D:   actor 3@ defined
else_jump @NONAME_1565
21@ = 1
chatmsg "{A3E900}[Killer]: {FFFFFF}Óáèâàåì èãðîêà: %s[%d]" -1 5@ 2@
jump @NONAME_1621

:NONAME_1565
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê íå â çîíå ñòðèìà!" -1

:NONAME_1621
jump @NONAME_1680

:NONAME_1628
chatmsg "{A3E900}[Killer]: {FFFFFF}Èãðîê íå ïîäêëþ÷åí!" -1

:NONAME_1680
jump @NONAME_1739

:NONAME_1687
chatmsg "{A3E900}[Killer]: {FFFFFF}Ââåäèòå: /kill [id]" -1

:NONAME_1739
SAMP.CmdRet

:NONAME_1741
0470: 8@ = actor $PLAYER_ACTOR current_weapon
041A: 9@ = actor $PLAYER_ACTOR weapon 8@ ammo
9@ -= 1
Actor.SetWeaponAmmo($PLAYER_ACTOR, 8@, 9@)
ret 0

:NONAME_1783
0BE5: raknet 6@ = get_hook_param 1
if or
  4@ == 1
  10@ == 1
else_jump @NONAME_1838
if
  6@ == 207
else_jump @NONAME_1838
0BE0: raknet hook_ret 0

:NONAME_1838
0BE0: raknet hook_ret 1

:NONAME_1842
9@ = SAMP.GetActorHandleByPlayerID(0@)
0470: 16@ = actor $PLAYER_ACTOR current_weapon
Actor.StorePos(9@, 13@, 14@, 15@)
alloc 5@ 40
0C0D: struct 5@ offset 0 size 1 = 1
0C0D: struct 5@ offset 1 size 2 = 0@
0C0D: struct 5@ offset 3 size 4 = 13@
0C0D: struct 5@ offset 7 size 4 = 14@
0C0D: struct 5@ offset 11 size 4 = 15@
0C0D: struct 5@ offset 15 size 4 = 13@
0C0D: struct 5@ offset 19 size 4 = 14@
0C0D: struct 5@ offset 23 size 4 = 15@
0C0D: struct 5@ offset 39 size 1 = 16@
0098: 1@ = random_float_in_ranges_0.0_to_1.0
0098: 2@ = random_float_in_ranges_0.0_to_1.0
0098: 3@ = random_float_in_ranges_0.0_to_1.0
0C0D: struct 5@ offset 27 size 4 = 1@
0C0D: struct 5@ offset 31 size 4 = 2@
0C0D: struct 5@ offset 35 size 4 = 3@
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 206, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 40)
RakNet.LiteSend(6@)
RakNet.DeleteBitStream(6@)
free 5@
ret 0

:NONAME_2086
Model.Load(#AK47)
wait 100
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, AK47, 5000)
Model.Destroy(#AK47)
ret 0
 

SobFoX

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Solutions
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Reaction score
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Location
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Help me to decryp : @SobFoX
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
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
   SAMP.Available
jf @NONAME_287
0@ = 0
21@ = 0
5@ = 0
0BE1: raknet setup_outcoming_rpc_hook @NONAME_1763
0B34: samp register_client_command "damag" to_label @NONAME_1525
0B34: samp register_client_command "kdamag" to_label @NONAME_1594
0B34: samp register_client_command "vdamag" to_label @NONAME_1663

:NONAME_372
wait 0
if
  5@ == 1
jf @NONAME_1329
if
   SAMP.IsPlayerConnected(4@)
jf @NONAME_1243
2@ = SAMP.GetActorHandleByPlayerID(4@)
if
056D:   actor 2@ defined
jf @NONAME_1166
if
00F2:   actor 2@ near_actor $PLAYER_ACTOR radius 10.0 10.0 0
jf @NONAME_1102
if
80F2:   not actor 2@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0
jf @NONAME_621
Actor.StorePos(2@, 8@, 9@, 10@)
6@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
0BBA: samp store_player 6@ onfoot_data 7@
alloc 7@ 68
0C0D: struct 7@ offset 6 size 4 = 8@
0C0D: struct 7@ offset 10 size 4 = 9@
0C0D: struct 7@ offset 14 size 4 = 10@
0C0D: struct 7@ offset 38 size 4 = 0.18
0C0D: struct 7@ offset 42 size 4 = 0.18
0C0D: struct 7@ offset 46 size 4 = 0.0
0BC0: samp send_onfoot_data 7@
free 7@

:NONAME_621
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 4@ damage 7.0 weapon 0 bodypart 9
0AD0: show_formatted_text_lowpriority "~b~FistDamager ~r~by AIR~w~~n~~b~Damage: %d" time 1000 4@
goto @NONAME_1159

:NONAME_1102
0AD0: show_formatted_text_lowpriority "~b~FistDamager ~r~by AIR~w~~n~~b~Error! Distance!" time 1000

:NONAME_1159
goto @NONAME_1236

:NONAME_1166
0AD0: show_formatted_text_lowpriority "~b~FistDamager ~r~by AIR~w~~n~~b~Error! Player is not defined!" time 1000

:NONAME_1236
goto @NONAME_1315

:NONAME_1243
0AD0: show_formatted_text_lowpriority "~b~FistDamager ~r~by AIR~w~~n~~b~Error! Player is not connected!" time 1000

:NONAME_1315
5@ = 0
2@ = 0

:NONAME_1329
if
  0@ == 1
jf @NONAME_1518
1@ = 0

:NONAME_1354
if
   SAMP.IsPlayerConnected(1@)
jf @NONAME_1496
2@ = SAMP.GetActorHandleByPlayerID(1@)
if
056D:   actor 2@ defined
jf @NONAME_1496
if
00F2:   actor 2@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0
jf @NONAME_1496
0BCB: samp send_give_damage playerid 1@ damage 7.0 weapon 0 bodypart 9
0AD0: show_formatted_text_lowpriority "~b~FistDamager (1) ~r~by AIR~w~~n~~b~Damage: %d" time 100 1@

:NONAME_1496
1@ += 1
  1@ > 1000
jf @NONAME_1354

:NONAME_1518
goto @NONAME_372

:NONAME_1525
0B12: 0@ = 0@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager (1) ~r~by AIR~w~~n~~b~State: %d" time 1000 0@
SAMP.CmdRet

:NONAME_1594
0B12: 21@ = 21@ XOR 1
0AD0: show_formatted_text_lowpriority "~b~FistDamager (2) ~r~by AIR~w~~n~~b~State: %d" time 1000 21@
SAMP.CmdRet

:NONAME_1663
   SAMP.IsCommandTyped(3@)
if
0AD4: 3@ = scan_string 3@ format "%d" 4@
jf @NONAME_1709
5@ = 1
goto @NONAME_1761

:NONAME_1709
0AD0: show_formatted_text_lowpriority "~b~FistDamager ~r~by AIR~w~~n~~b~Error! [ID]" time 1000

:NONAME_1761
SAMP.CmdRet

:NONAME_1763
if
  21@ == 1
jf @NONAME_2371
0BE5: raknet 14@ = get_hook_param 1
if
  14@ == 115
jf @NONAME_2371
0BE5: raknet 15@ = get_hook_param 0
16@ = BitStream.Read(15@, 1)
17@ = BitStream.Read(15@, 2)
18@ = BitStream.Read(15@, 3)
19@ = BitStream.Read(15@, 3)
20@ = BitStream.Read(15@, 3)
if and
  16@ == 0
  19@ == 0
   SAMP.IsPlayerConnected(17@)
jf @NONAME_2371
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0BCB: samp send_give_damage playerid 17@ damage 7.0 weapon 0 bodypart 9
0AD0: show_formatted_text_lowpriority "~b~FistDamager (2) ~r~by AIR~w~~n~~b~Damage: %d" time 1000 17@

:NONAME_2371
0BE0: raknet hook_ret 1
 

Kross

Active member
Joined
Dec 15, 2021
Messages
149
Reaction score
42
sorry i repost this file again,can you change key to X?
PHP:
{$CLEO .cs}
0000: NOP
0662: printstring "CLEO : Tank Mode"
0662: printstring "gcode: acheats.ru : blasthack.net"
thread "tankmode"

:Label84
wait 0
if 1
   Actor.Driving($PLAYER_ACTOR)
   key_down 88
jf @Label324
30@ = Actor.CurrentCar($PLAYER_ACTOR)
01EC: make_car 30@ very_heavy 1
053F: set_car 30@ tires_vulnerability 0
03F5: set_car 30@ apply_damage_rules 0
Car.SetImmunities(30@, True, True, True, True, True)
0A8C: write_memory 9867620 size 1 value 1 virtual_protect 0
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
Actor.StorePos($PLAYER_ACTOR, 28@, 27@, 26@)
if
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 10.0 find_next 0 pass_wrecked 0 //IF and SET
jf @Label324
if
803B:   not  29@ == 30@ // (int)
jf @Label261
099A: set_car 29@ collision_detection 0

:Label261
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 10.0 find_next 1 pass_wrecked 0 //IF and SET
jf @Label324
if
803B:   not  29@ == 30@ // (int)
jf @Label317
099A: set_car 29@ collision_detection 0

:Label317
jump @Label261

:Label324
if 1
   not key_down 76
056D:   actor $PLAYER_ACTOR defined
jf @Label576
if
   Actor.Driving($PLAYER_ACTOR)
jf @Label439
30@ = Actor.CurrentCar($PLAYER_ACTOR)
01EC: make_car 30@ very_heavy 0
Actor.SetImmunities($PLAYER_ACTOR, False, False, False, False, False)
053F: set_car 30@ tires_vulnerability 1
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
03F5: set_car 30@ apply_damage_rules 1
Car.SetImmunities(30@, False, False, False, False, False)
0A8C: write_memory 9867620 size 1 value 0 virtual_protect 0

:Label439
Actor.StorePos($PLAYER_ACTOR, 28@, 27@, 26@)
if
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 150.0 find_next 0 pass_wrecked 0 //IF and SET
jf @Label576
if
803B:   not  29@ == 30@ // (int)
jf @Label513
099A: set_car 29@ collision_detection 1

:Label513
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 150.0 find_next 1 pass_wrecked 0 //IF and SET
jf @Label576
if
803B:   not  29@ == 30@ // (int)
jf @Label569
099A: set_car 29@ collision_detection 1

:Label569
jump @Label513

:Label576
jump @Label84
 

Attachments

  • tankmode.cs
    570 bytes · Views: 0

sakadinh1

Member
Joined
Apr 1, 2017
Messages
11
Reaction score
1
please help me fix crash this cleo.
 

Attachments

  • pricel.cs
    21.9 KB · Views: 1

thekazaki

Member
Joined
Jan 6, 2023
Messages
8
Reaction score
1
can you decrypt this .luac?

(change file name with .luac, the forum didn't let me upload with .luac extension)
 

Attachments

  • FSUNIVERSAL.lua
    321.8 KB · Views: 7

Kross

Active member
Joined
Dec 15, 2021
Messages
149
Reaction score
42
I know it's asking too much,if you can decrypt.Thanks for listening
 

Attachments

  • ImprovedDeagleByDarkP1xel.ASI
    35.5 KB · Views: 6
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