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Untagged Release [Christmas]SilentRange

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MrChristmas

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Joined
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Messages
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26
hi

/.silentaim to activate
if you shoot without holding RMB you can hit people from much greater distance (can't remember how far)
you can modify the fov by chaning 29@ (43.0 is somehow legit)
very old project of mine so not sure how it was actually made (couple of [modified?]snippets were used for sure and maybe a base code)
-won't work on servers with custom sync and no idea how detectable it is nowadays.
only for skinhit



Source:
Code:
{$CLEO .cs}
{$INCLUDE SF}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//WSTEP\\
//     \\
//Skompilowany - Mr.Christmas

// hf :)

//29@ = Zasieg 3D cordu
//27@ = Ustawienia detoru

//26@ = Korekcja Quatu
//25@ = Obrazenia RPC

//24@ = Losowe Pociski
//23@ = Przyjacielski Pocisk

//DOMYSLNE USTAWIENIA\\
//                   \\
//29@ = 43.0 
//27@ = 1

//26@ = 1
//25@ = 1

//24@ = 1
//23@ = 1 
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
0000:
repeat
0001: wait 0
until 0AFA: is_samp_available    
0AB1: call @Konfiguracja 0 29@ 27@ 26@ 25@ 24@ 23@
0B34: samp register_client_command ".silentaim" to_label @WlaczanieWylaczanie
0BE2: raknet setup_outcoming_packet_hook @SynchronizacjaPakietow
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF 
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF
while true
0001: wait 0
end

:WlaczanieWylaczanie
if 0B61: samp is_local_player_spawned
then
if 30@ == 0
then 
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[PL] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}zostal {00FF00}Wlaczony!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[ENG] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}has been {00FF00}Activated!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
else 
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[PL] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}zostal {FF0000}Wylaczony!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[ENG] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}has been {FF0000}Dectivated!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF 
end   
0B12: 30@ = 30@ XOR 1
end
0B43: samp cmd_ret

:KonwertorDMG
0001: wait 0
0A96: 2@ = actor $PLAYER_ACTOR struct
2@ += 0x72C
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@
if 2@ == 2
then 1@ += 25
end
if 2@ == 3
then 1@ += 36
end
1@ *= 112
1@ += 13150904
1@ += 0x22
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
0@ <> 25
0@ <> 26
0@ <> 27
0@ <= 34
then 1@ /= 3.0434782608695652173913043478261
end 
0AB2: ret 1 1@

:ObrazeniaRPC
0001: wait 0
0B3D: raknet 4@ = new_bit_stream 
0B40: raknet bit_stream 4@ write 0 type BS_TYPE_BOOL size 1
0B40: raknet bit_stream 4@ write 0@ type BS_TYPE_SHORT size 2 
0B40: raknet bit_stream 4@ write 1@ type BS_TYPE_FLOAT size 4
0B40: raknet bit_stream 4@ write 2@ type BS_TYPE_INT size 4
0B40: raknet bit_stream 4@ write 3 type BS_TYPE_INT size 4   
0B8A: raknet send_rpc 115 bit_stream 4@     
0B3E: raknet delete_bit_stream 4@
0AB2: ret 0 

:Detor
0001: wait 0
0AB1: call @KonwertorDMG 0 return_to 13@
0AB1: call @ObrazeniaRPC 3 0@ 13@ 1@ 
0AB2: ret 0

:PakietOnFoot
0001: wait 0
00A0: store_actor 0@ position_to 1@ 2@ 3@
0604: get_Z_angle_for_point 1@ 2@ store_to 17@
0B2B: samp 8@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 8@ onfoot_data 4@
0C0D: struct 4@ offset 30 size 4 = 17@  
0B40: raknet bit_stream 5@ write PACKET_PLAYER_SYNC type BS_TYPE_BYTE size 1     
0B40: raknet bit_stream 5@ write 4@ type BS_TYPE_ARRAY size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:PociskDlaClienta
0001: wait 0
0470: 3@ = actor $PLAYER_ACTOR current_weapon
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0B2B: samp 8@ = get_player_id_by_actor_handle 0@
00A0: store_actor 0@ position_to 9@ 10@ 11@
0AC8: 2@ = allocate_memory_size 40
0C0D: struct 2@ offset 0 size 1 = 1
0C0D: struct 2@ offset 1 size 2 = 8@
0C0D: struct 2@ offset 3 size 4 = 4@
0C0D: struct 2@ offset 7 size 4 = 5@ 
0C0D: struct 2@ offset 11 size 4 = 6@
0098: 22@ = random_float 0.0 _to_ 0.2 
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 9@ += 22@
else 005B: 9@ -= 22@
end
0098: 22@ = random_float 0.0 _to_ 0.2
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 10@ += 22@
else 005B: 10@ -= 22@
end
0098: 22@ = random_float 0.0 _to_ 0.2
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 1@ += 22@
else 005B: 1@ -= 22@
end
0C0D: struct 2@ offset 15 size 4 = 9@ 
0C0D: struct 2@ offset 19 size 4 = 10@
0C0D: struct 2@ offset 23 size 4 = 11@
0098: 22@ = random_float 0.0 _to_ 0.2 
0098: 23@ = random_float 0.0 _to_ 0.2
0098: 24@ = random_float 0.0 _to_ 0.2
0C0D: struct 2@ offset 27 size 4 = 22@ 
0C0D: struct 2@ offset 31 size 4 = 23@
0C0D: struct 2@ offset 35 size 4 = 24@ 
0C0D: struct 2@ offset 39 size 1 = 3@ 
0B3D: raknet 12@ = new_bit_stream 
0B40: raknet bit_stream 12@ write 206 type BS_TYPE_BYTE size 1     
0B40: raknet bit_stream 12@ write 2@ type BS_TYPE_ARRAY size 40
0B8B: raknet send bit_stream 12@
0B3E: raknet delete_bit_stream 12@
0AC9: free_allocated_memory 2@
0AB2: ret 2 8@ 3@

:FilterKoloru
0001: wait 0
if 0@ == 1
then
0B2B: samp 22@ = get_player_id_by_actor_handle 1@
0B2B: samp 21@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B37: samp 20@ = get_player_color 22@
0B37: samp 19@ = get_player_color 21@
if 0085: 20@ == 19@
then 18@ = 1
end
end
if and 
0@ == 1
18@ == 0 
then 17@ = 1
end
if 0@ == 0
then 17@ = 1
end
0AB2: ret 1 17@

:SynchronizacjaPakietow
0001: wait 0
0BE5: raknet 2@ = get_hook_param PARAM_BITSTREAM
0BE5: raknet 3@ = get_hook_param PARAM_PACKETID
if 3@ == PACKET_BULLET_SYNC
then
if 30@ == 1
then
0AB1: @NamiezonyGracz 1 IN_RADIUS_FROM_CROSSHAIR 29@ _STORE_TO 7@
if 7@ <> -1
then
0AB1: call @FilterKoloru 2 23@ 7@ 17@
if 17@ == 1
then
if 27@ == 1
then
if 26@ == 1
then 0AB1: call @PakietOnFoot 1 7@
end
end 
if 24@ == 0
then 0AB1: call @PociskDlaClienta 1 7@ ret_to 0@ 1@
else
0209: 31@ = random_int_in_ranges 0 10
if 002D: 31@ >= 24@
then 0AB1: call @PociskDlaClienta 1 7@ ret_to 0@ 1@
end 
end
if 27@ == 1
then 
if 25@ == 1
then 0AB1: call @Detor 2 0@ 1@
end
end
0BE0: raknet hook_ret false
end
end
end
end
0BE0: raknet hook_ret true

:NamiezonyGracz //by Opcode.eXe
0001: wait 0
FOR 28@ = 0.0 TO 0@ STEP 8.0
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 0x1
if and
0029:  31@ >= 0x00
001B:  0x80 > 31@
then
005A: 31@ += 30@
if
056D:  actor 31@ defined
then
if
803C: $PLAYER_ACTOR == 31@
then
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and 
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
80DF:  actor 31@ driving
8118:  actor 31@ dead
02CB:  actor 31@ bounding_sphere_visible
then
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0 
0AB1: call_scm_func @KordyXY3D 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:  28@ >= 15@ 
then
0AB2: 1 31@     
end 
end
end
end
end
end
END
0AB2: 1 -1

:Konfiguracja
0001: wait 0
29@ = 43.0
27@ = 1
26@ = 1
25@ = 1
24@ = 1
23@ = 1
0AB2: ret 6 29@ 27@ 26@ 25@ 24@ 23@ 

:KordyXY3D //by Opcode.eXe
0001: wait 0
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@
 

Attachments

  • [Christmas]SilentRange.cs
    29.2 KB · Views: 343

Kross

Active member
Joined
Dec 15, 2021
Messages
149
Reaction score
42
PHP:
{$CLEO .cs}
{$INCLUDE SF}
{$USE SAMPFUNCS}
{$USE bitwise}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//WSTEP\\
//     \\
//Skompilowany - Mr.Christmas

// hf :)

//29@ = Zasieg 3D cordu
//27@ = Ustawienia detoru

//26@ = Korekcja Quatu
//25@ = Obrazenia RPC

//24@ = Losowe Pociski
//23@ = Przyjacielski Pocisk

//DOMYSLNE USTAWIENIA\\
//                   \\
//29@ = 43.0
//27@ = 1

//26@ = 1
//25@ = 1

//24@ = 1
//23@ = 1
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
30@ = 1
30@ == 1
0000:
repeat
0001: wait 0
until 0AFA: is_samp_available   
0AB1: call @Konfiguracja 0 29@ 27@ 26@ 25@ 24@ 23@
0B34: samp register_client_command ".silentaim" to_label @WlaczanieWylaczanie
0BE2: raknet setup_outcoming_packet_hook @SynchronizacjaPakietow
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FFA500}[Christmas]SilentRange.cs has been {00FF00}Loaded! {FF1493}[By: Mr.Christmas]" color 0xFFFFFF
while true
0001: wait 0
end

:WlaczanieWylaczanie
if 0B61: samp is_local_player_spawned
then
if 30@ == 0
then
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[PL] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}zostal {00FF00}Wlaczony!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[ENG] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}has been {00FF00}Activated!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
else
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[PL] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}zostal {FF0000}Wylaczony!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
0AF8: samp add_message_to_chat "{FF1493}[ENG] {000000}| {FFA500}[Christmas]SilentRange.cs {000000}| {FFA500}has been {FF0000}Dectivated!" color 0xFFFFFF
0AF8: samp add_message_to_chat "{000000}----------------------------------------------------------------------" color 0xFFFFFF
end   
0B12: 30@ = 30@ XOR 1
end
0B43: samp cmd_ret

:KonwertorDMG
0001: wait 0
0A96: 2@ = actor $PLAYER_ACTOR struct
2@ += 0x72C
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@
if 2@ == 2
then 1@ += 25
end
if 2@ == 3
then 1@ += 36
end
1@ *= 112
1@ += 13150904
1@ += 0x22
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
0@ <> 25
0@ <> 26
0@ <> 27
0@ <= 34
then 1@ /= 3.0434782608695652173913043478261
end
0AB2: ret 1 1@

:ObrazeniaRPC
0001: wait 0
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 0 type BS_TYPE_BOOL size 1
0B40: raknet bit_stream 4@ write 0@ type BS_TYPE_SHORT size 2
0B40: raknet bit_stream 4@ write 1@ type BS_TYPE_FLOAT size 4
0B40: raknet bit_stream 4@ write 2@ type BS_TYPE_INT size 4
0B40: raknet bit_stream 4@ write 3 type BS_TYPE_INT size 4   
0B8A: raknet send_rpc 115 bit_stream 4@     
0B3E: raknet delete_bit_stream 4@
0AB2: ret 0

:Detor
0001: wait 0
0AB1: call @KonwertorDMG 0 return_to 13@
0AB1: call @ObrazeniaRPC 3 0@ 13@ 1@
0AB2: ret 0

:PakietOnFoot
0001: wait 0
00A0: store_actor 0@ position_to 1@ 2@ 3@
0604: get_Z_angle_for_point 1@ 2@ store_to 17@
0B2B: samp 8@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 4@ = allocate_memory_size 68
0BBA: samp store_player 8@ onfoot_data 4@
0C0D: struct 4@ offset 30 size 4 = 17@ 
0B40: raknet bit_stream 5@ write PACKET_PLAYER_SYNC type BS_TYPE_BYTE size 1     
0B40: raknet bit_stream 5@ write 4@ type BS_TYPE_ARRAY size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: ret 0

:PociskDlaClienta
0001: wait 0
0470: 3@ = actor $PLAYER_ACTOR current_weapon
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0B2B: samp 8@ = get_player_id_by_actor_handle 0@
00A0: store_actor 0@ position_to 9@ 10@ 11@
0AC8: 2@ = allocate_memory_size 40
0C0D: struct 2@ offset 0 size 1 = 1
0C0D: struct 2@ offset 1 size 2 = 8@
0C0D: struct 2@ offset 3 size 4 = 4@
0C0D: struct 2@ offset 7 size 4 = 5@
0C0D: struct 2@ offset 11 size 4 = 6@
0098: 22@ = random_float 0.0 _to_ 0.2
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 9@ += 22@
else 005B: 9@ -= 22@
end
0098: 22@ = random_float 0.0 _to_ 0.2
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 10@ += 22@
else 005B: 10@ -= 22@
end
0098: 22@ = random_float 0.0 _to_ 0.2
0209: 21@ = random_int_in_ranges 0 1
if 21@ == 1
then 005B: 1@ += 22@
else 005B: 1@ -= 22@
end
0C0D: struct 2@ offset 15 size 4 = 9@
0C0D: struct 2@ offset 19 size 4 = 10@
0C0D: struct 2@ offset 23 size 4 = 11@
0098: 22@ = random_float 0.0 _to_ 0.2
0098: 23@ = random_float 0.0 _to_ 0.2
0098: 24@ = random_float 0.0 _to_ 0.2
0C0D: struct 2@ offset 27 size 4 = 22@
0C0D: struct 2@ offset 31 size 4 = 23@
0C0D: struct 2@ offset 35 size 4 = 24@
0C0D: struct 2@ offset 39 size 1 = 3@
0B3D: raknet 12@ = new_bit_stream
0B40: raknet bit_stream 12@ write 206 type BS_TYPE_BYTE size 1     
0B40: raknet bit_stream 12@ write 2@ type BS_TYPE_ARRAY size 40
0B8B: raknet send bit_stream 12@
0B3E: raknet delete_bit_stream 12@
0AC9: free_allocated_memory 2@
0AB2: ret 2 8@ 3@

:FilterKoloru
0001: wait 0
if 0@ == 1
then
0B2B: samp 22@ = get_player_id_by_actor_handle 1@
0B2B: samp 21@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B37: samp 20@ = get_player_color 22@
0B37: samp 19@ = get_player_color 21@
if 0085: 20@ == 19@
then 18@ = 1
end
end
if and
0@ == 1
18@ == 0
then 17@ = 1
end
if 0@ == 0
then 17@ = 1
end
0AB2: ret 1 17@

:SynchronizacjaPakietow
0001: wait 0
0BE5: raknet 2@ = get_hook_param PARAM_BITSTREAM
0BE5: raknet 3@ = get_hook_param PARAM_PACKETID
if 3@ == PACKET_BULLET_SYNC
then
if 30@ == 1
then
0AB1: @NamiezonyGracz 1 IN_RADIUS_FROM_CROSSHAIR 29@ _STORE_TO 7@
if 7@ <> -1
then
0AB1: call @FilterKoloru 2 23@ 7@ 17@
if 17@ == 1
then
if 27@ == 1
then
if 26@ == 1
then 0AB1: call @PakietOnFoot 1 7@
end
end
if 24@ == 0
then 0AB1: call @PociskDlaClienta 1 7@ ret_to 0@ 1@
else
0209: 31@ = random_int_in_ranges 0 10
if 002D: 31@ >= 24@
then 0AB1: call @PociskDlaClienta 1 7@ ret_to 0@ 1@
end
end
if 27@ == 1
then
if 25@ == 1
then 0AB1: call @Detor 2 0@ 1@
end
end
0BE0: raknet hook_ret false
end
end
end
end
0BE0: raknet hook_ret true

:NamiezonyGracz //by Opcode.eXe
0001: wait 0
FOR 28@ = 0.0 TO 0@ STEP 8.0
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 0x1
if and
0029:  31@ >= 0x00
001B:  0x80 > 31@
then
005A: 31@ += 30@
if
056D:  actor 31@ defined
then
if
803C: $PLAYER_ACTOR == 31@
then
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
80DF:  actor 31@ driving
8118:  actor 31@ dead
02CB:  actor 31@ bounding_sphere_visible
then
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0
0AB1: call_scm_func @KordyXY3D 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:  28@ >= 15@
then
0AB2: 1 31@     
end
end
end
end
end
end
END
0AB2: 1 -1

:Konfiguracja
0001: wait 0
29@ = 43.0
27@ = 1
26@ = 1
25@ = 1
24@ = 1
23@ = 1
0AB2: ret 6 29@ 27@ 26@ 25@ 24@ 23@

:KordyXY3D //by Opcode.eXe
0001: wait 0
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@

automatic activation for anyone interested
 

Attachments

  • [Christmas]SilentRange.cs
    29.3 KB · Views: 47
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