️ 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:
Joined
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Location
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you can decypt please
It's not encrypted at all idiot
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE ini}
{$USE newOpcodes}

thread "FAKEBULLETS"

:FAKEBULLETS_15
wait 0
   SAMP.Available
jf @FAKEBULLETS_15
25@ = 0
0B34: samp register_client_command "HMO" to_label @FAKEBULLETS_248

:FAKEBULLETS_47
wait 0
if
  25@ == 1
jf @FAKEBULLETS_130
27@ = 0

:FAKEBULLETS_76
if
26@ = SAMP.GetActorHandleByPlayerID(27@)
jf @FAKEBULLETS_108
call @FAKEBULLETS_566 1 27@

:FAKEBULLETS_108
27@ += 1
  27@ > 1000
jf @FAKEBULLETS_76

:FAKEBULLETS_130
wait 0
if
key_down 46
jf @FAKEBULLETS_241
if
  25@ == 0
jf @FAKEBULLETS_207
wait 75
25@ = 1
print "~G~HMOBULLET ON" time 500
jump @FAKEBULLETS_241

:FAKEBULLETS_207
wait 75
25@ = 0
print "~R~HMOBULLET OFF" time 500

:FAKEBULLETS_241
jump @FAKEBULLETS_47

:FAKEBULLETS_248
wait 0
   SAMP.IsCommandTyped(20@)
if
0AD4: 21@ = scan_string 20@ format "%D" 22@
jf @FAKEBULLETS_531
if
23@ = SAMP.GetActorHandleByPlayerID(22@)
jf @FAKEBULLETS_524
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@

:FAKEBULLETS_524
jump @FAKEBULLETS_564

:FAKEBULLETS_531
chatmsg "USAGE: /HMO [PLAYER ID]" color -6750038

:FAKEBULLETS_564
SAMP.CmdRet

:FAKEBULLETS_566
9@ = SAMP.GetActorHandleByPlayerID(0@)
0209: 16@ = random_int_in_ranges 38 39
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
Actor.StorePos(9@, 13@, 14@, 15@)
SAMP.SetGameKeyState(17, 255)
alloc 5@ = allocate_memory_size 40
0C0D: struct 5@ offset 0 size 1 = 1
0C0D: struct 5@ offset 1 size 2 = 0@
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
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@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.5
0BC4: samp send_bullet_data 5@
free 5@
SAMP.SetGameKeyState(17, 0)
ret 0
 
Joined
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JavaScript:
script_name("Player Crasher")
script_author("Mr_XyZz")
require("moonloader")

slot1 = false
slot2 = false
slot3 = false
slot4 = false
slot5 = false
slot6 = false

function main()
    while not isSampAvailable() do
        wait(0)
    end

    sampRegisterChatCommand("fcrash", uv0)

    while true do
        wait(0)
    end
end

function slot3()
    uv0 = not uv0

    if uv1 then
        sampAddChatMessage("{ff0000}[MrXCrasher]: {ffff00}On-Foot Crasher Now Is OFF", -1)

        uv1 = false
    else
        sampAddChatMessage("{ff0000}[MrXCrasher]: {ffff00}On-Foot Crasher Now Is ON", -1)

        uv1 = true
    end
end

function onReceiveRpc(slot0, slot1)
    if uv0 and slot0 == 13 then
        return false
    end

    if uv0 and slot0 == 87 then
        return false
    end
end

require("lib.samp.events").onSendPlayerSync = function (slot0)
    if uv0 then
        uv1 = not uv1
        samp_create_sync_data("aim").camMode = 0
    end

    if uv1 then
        sendSpectator(uv2)
    end

    if uv0 then
        uv3 = not uv3

        if uv3 then
            slot1 = samp_create_sync_data("player")
            slot1.weapon = 40
            slot1.keysData = 128

            slot1.send()
            printStringNow("~r~Player Crasher", 500)

            return false
        end
    end
end

function sendSpectator(slot0)
    if uv0 then
        slot1 = samp_create_sync_data("aim")
        slot1.camMode = 51

        slot1.send()
    end
end

function samp_create_sync_data(slot0, slot1)
    slot2 = require("ffi")
    slot3 = require("sampfuncs")
    slot4 = require("samp.raknet")
    slot7 = "struct " .. ({
        player = {
            "PlayerSyncData",
            slot4.PACKET.PLAYER_SYNC,
            sampStorePlayerOnfootData
        },
        vehicle = {
            "VehicleSyncData",
            slot4.PACKET.VEHICLE_SYNC,
            sampStorePlayerIncarData
        },
        passenger = {
            "PassengerSyncData",
            slot4.PACKET.PASSENGER_SYNC,
            sampStorePlayerPassengerData
        },
        aim = {
            "AimSyncData",
            slot4.PACKET.AIM_SYNC,
            sampStorePlayerAimData
        },
        trailer = {
            "TrailerSyncData",
            slot4.PACKET.TRAILER_SYNC,
            sampStorePlayerTrailerData
        },
        unoccupied = {
            "UnoccupiedSyncData",
            slot4.PACKET.UNOCCUPIED_SYNC
        },
        bullet = {
            "BulletSyncData",
            slot4.PACKET.BULLET_SYNC
        },
        spectator = {
            "SpectatorSyncData",
            slot4.PACKET.SPECTATOR_SYNC
        }
    })[slot0][1]
    slot9 = tonumber(slot2.cast("uintptr_t", slot2.new(slot7 .. "*", slot2.new(slot7, {}))))

    if (slot1 or true) and slot6[3] then
        slot11, slot12 = nil

        if slot1 == true then
            slot11, slot12 = sampGetPlayerIdByCharHandle(PLAYER_PED)
        else
            slot12 = tonumber(slot1)
        end

        slot10(slot12, slot9)
    end

    return setmetatable({
        send = function ()
            slot0 = raknetNewBitStream()

            raknetBitStreamWriteInt8(slot0, uv0[2])
            raknetBitStreamWriteBuffer(slot0, uv1, uv2.sizeof(uv3))
            raknetSendBitStreamEx(slot0, uv4.HIGH_PRIORITY, uv4.UNRELIABLE_SEQUENCED, 1)
            raknetDeleteBitStream(slot0)
        end
    }, {
        __index = function (slot0, slot1)
            return uv0[slot1]
        end,
        __newindex = function (slot0, slot1, slot2)
            uv0[slot1] = slot2
        end
    })
end

function emul_rpc(slot0, slot1)
    slot2 = require("samp.events.bitstream_io")
    slot3 = require("samp.events.handlers")
    slot4 = require("samp.events.extra_types")
    slot7 = {
        Int32Array3 = true,
        PlayerScorePingMap = true
    }

    if ({
        onInitGame = {
            139
        },
        onPlayerJoin = {
            "int16",
            "int32",
            "bool8",
            "string8",
            137
        },
        onPlayerQuit = {
            "int16",
            "int8",
            138
        },
        onRequestClassResponse = {
            "bool8",
            "int8",
            "int32",
            "int8",
            "vector3d",
            "float",
            "Int32Array3",
            "Int32Array3",
            128
        },
        onRequestSpawnResponse = {
            "bool8",
            129
        },
        onSetPlayerName = {
            "int16",
            "string8",
            "bool8",
            11
        },
        onSetPlayerPos = {
            "vector3d",
            12
        },
        onSetPlayerPosFindZ = {
            "vector3d",
            13
        },
        onSetPlayerHealth = {
            "float",
            14
        },
        onTogglePlayerControllable = {
            "bool8",
            15
        },
        onPlaySound = {
            "int32",
            "vector3d",
            16
        },
        onSetWorldBounds = {
            "float",
            "float",
            "float",
            "float",
            17
        },
        onGivePlayerMoney = {
            "int32",
            18
        },
        onSetPlayerFacingAngle = {
            "float",
            19
        },
        onGivePlayerWeapon = {
            "int32",
            "int32",
            22
        },
        onSetPlayerTime = {
            "int8",
            "int8",
            29
        },
        onSetToggleClock = {
            "bool8",
            30
        },
        onPlayerStreamIn = {
            "int16",
            "int8",
            "int32",
            "vector3d",
            "float",
            "int32",
            "int8",
            32
        },
        onSetShopName = {
            "string256",
            33
        },
        onSetPlayerSkillLevel = {
            "int16",
            "int32",
            "int16",
            34
        },
        onSetPlayerDrunk = {
            "int32",
            35
        },
        onCreate3DText = {
            "int16",
            "int32",
            "vector3d",
            "float",
            "bool8",
            "int16",
            "int16",
            "encodedString4096",
            36
        },
        onSetRaceCheckpoint = {
            "int8",
            "vector3d",
            "vector3d",
            "float",
            38
        },
        onPlayAudioStream = {
            "string8",
            "vector3d",
            "float",
            "bool8",
            41
        },
        onRemoveBuilding = {
            "int32",
            "vector3d",
            "float",
            43
        },
        onCreateObject = {
            44
        },
        onSetObjectPosition = {
            "int16",
            "vector3d",
            45
        },
        onSetObjectRotation = {
            "int16",
            "vector3d",
            46
        },
        onDestroyObject = {
            "int16",
            47
        },
        onPlayerDeathNotification = {
            "int16",
            "int16",
            "int8",
            55
        },
        onSetMapIcon = {
            "int8",
            "vector3d",
            "int8",
            "int32",
            "int8",
            56
        },
        onRemoveVehicleComponent = {
            "int16",
            "int16",
            57
        },
        onRemove3DTextLabel = {
            "int16",
            58
        },
        onPlayerChatBubble = {
            "int16",
            "int32",
            "float",
            "int32",
            "string8",
            59
        },
        onUpdateGlobalTimer = {
            "int32",
            60
        },
        onShowDialog = {
            "int16",
            "int8",
            "string8",
            "string8",
            "string8",
            "encodedString4096",
            61
        },
        onDestroyPickup = {
            "int32",
            63
        },
        onLinkVehicleToInterior = {
            "int16",
            "int8",
            65
        },
        onSetPlayerArmour = {
            "float",
            66
        },
        onSetPlayerArmedWeapon = {
            "int32",
            67
        },
        onSetSpawnInfo = {
            "int8",
            "int32",
            "int8",
            "vector3d",
            "float",
            "Int32Array3",
            "Int32Array3",
            68
        },
        onSetPlayerTeam = {
            "int16",
            "int8",
            69
        },
        onPutPlayerInVehicle = {
            "int16",
            "int8",
            70
        },
        onSetPlayerColor = {
            "int16",
            "int32",
            72
        },
        onDisplayGameText = {
            "int32",
            "int32",
            "string32",
            73
        },
        onAttachObjectToPlayer = {
            "int16",
            "int16",
            "vector3d",
            "vector3d",
            75
        },
        onInitMenu = {
            76
        },
        onShowMenu = {
            "int8",
            77
        },
        onHideMenu = {
            "int8",
            78
        },
        onCreateExplosion = {
            "vector3d",
            "int32",
            "float",
            79
        },
        onShowPlayerNameTag = {
            "int16",
            "bool8",
            80
        },
        onAttachCameraToObject = {
            "int16",
            81
        },
        onInterpolateCamera = {
            "bool",
            "vector3d",
            "vector3d",
            "int32",
            "int8",
            82
        },
        onGangZoneStopFlash = {
            "int16",
            85
        },
        onApplyPlayerAnimation = {
            "int16",
            "string8",
            "string8",
            "bool",
            "bool",
            "bool",
            "bool",
            "int32",
            86
        },
        onClearPlayerAnimation = {
            "int16",
            87
        },
        onSetPlayerSpecialAction = {
            "int8",
            88
        },
        onSetPlayerFightingStyle = {
            "int16",
            "int8",
            89
        },
        onSetPlayerVelocity = {
            "vector3d",
            90
        },
        onSetVehicleVelocity = {
            "bool8",
            "vector3d",
            91
        },
        onServerMessage = {
            "int32",
            "string32",
            93
        },
        onSetWorldTime = {
            "int8",
            94
        },
        onCreatePickup = {
            "int32",
            "int32",
            "int32",
            "vector3d",
            95
        },
        onMoveObject = {
            "int16",
            "vector3d",
            "vector3d",
            "float",
            "vector3d",
            99
        },
        onEnableStuntBonus = {
            "bool",
            104
        },
        onTextDrawSetString = {
            "int16",
            "string16",
            105
        },
        onSetCheckpoint = {
            "vector3d",
            "float",
            107
        },
        onCreateGangZone = {
            "int16",
            "vector2d",
            "vector2d",
            "int32",
            108
        },
        onPlayCrimeReport = {
            "int16",
            "int32",
            "int32",
            "int32",
            "int32",
            "vector3d",
            112
        },
        onGangZoneDestroy = {
            "int16",
            120
        },
        onGangZoneFlash = {
            "int16",
            "int32",
            121
        },
        onStopObject = {
            "int16",
            122
        },
        onSetVehicleNumberPlate = {
            "int16",
            "string8",
            123
        },
        onTogglePlayerSpectating = {
            "bool32",
            124
        },
        onSpectatePlayer = {
            "int16",
            "int8",
            126
        },
        onSpectateVehicle = {
            "int16",
            "int8",
            127
        },
        onShowTextDraw = {
            134
        },
        onSetPlayerWantedLevel = {
            "int8",
            133
        },
        onTextDrawHide = {
            "int16",
            135
        },
        onRemoveMapIcon = {
            "int8",
            144
        },
        onSetWeaponAmmo = {
            "int8",
            "int16",
            145
        },
        onSetGravity = {
            "float",
            146
        },
        onSetVehicleHealth = {
            "int16",
            "float",
            147
        },
        onAttachTrailerToVehicle = {
            "int16",
            "int16",
            148
        },
        onDetachTrailerFromVehicle = {
            "int16",
            149
        },
        onSetWeather = {
            "int8",
            152
        },
        onSetPlayerSkin = {
            "int32",
            "int32",
            153
        },
        onSetInterior = {
            "int8",
            156
        },
        onSetCameraPosition = {
            "vector3d",
            157
        },
        onSetCameraLookAt = {
            "vector3d",
            "int8",
            158
        },
        onSetVehiclePosition = {
            "int16",
            "vector3d",
            159
        },
        onSetVehicleAngle = {
            "int16",
            "float",
            160
        },
        onSetVehicleParams = {
            "int16",
            "int16",
            "bool8",
            161
        },
        onChatMessage = {
            "int16",
            "string8",
            101
        },
        onConnectionRejected = {
            "int8",
            130
        },
        onPlayerStreamOut = {
            "int16",
            163
        },
        onVehicleStreamIn = {
            164
        },
        onVehicleStreamOut = {
            "int16",
            165
        },
        onPlayerDeath = {
            "int16",
            166
        },
        onPlayerEnterVehicle = {
            "int16",
            "int16",
            "bool8",
            26
        },
        onUpdateScoresAndPings = {
            "PlayerScorePingMap",
            155
        },
        onSetObjectMaterial = {
            84
        },
        onSetObjectMaterialText = {
            84
        },
        onSetVehicleParamsEx = {
            "int16",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            24
        },
        onSetPlayerAttachedObject = {
            "int16",
            "int32",
            "bool",
            "int32",
            "int32",
            "vector3d",
            "vector3d",
            "vector3d",
            "int32",
            "int32",
            113
        }
    })[slot0] then
        slot9 = raknetNewBitStream()

        if not ({
            onShowTextDraw = true,
            onSetObjectMaterialText = true,
            onVehicleStreamIn = true,
            onSetObjectMaterial = true,
            onInitMenu = true,
            onInitGame = true,
            onCreateObject = true
        })[slot0] then
            if #slot8 - 1 > 0 then
                for slot14 = 1, slot10 do
                    if slot7[slot8[slot14]] then
                        slot4[slot15].write(slot9, slot1[slot14])
                    else
                        slot2[slot15].write(slot9, slot1[slot14])
                    end
                end
            end
        elseif slot0 == "onInitGame" then
            slot3.on_init_game_writer(slot9, slot1)
        elseif slot0 == "onCreateObject" then
            slot3.on_create_object_writer(slot9, slot1)
        elseif slot0 == "onInitMenu" then
            slot3.on_init_menu_writer(slot9, slot1)
        elseif slot0 == "onShowTextDraw" then
            slot3.on_show_textdraw_writer(slot9, slot1)
        elseif slot0 == "onVehicleStreamIn" then
            slot3.on_vehicle_stream_in_writer(slot9, slot1)
        elseif slot0 == "onSetObjectMaterial" then
            slot3.on_set_object_material_writer(slot9, slot1, 1)
        elseif slot0 == "onSetObjectMaterialText" then
            slot3.on_set_object_material_writer(slot9, slot1, 2)
        end

        raknetEmulRpcReceiveBitStream(slot8[#slot8], slot9)
        raknetDeleteBitStream(slot9)
    end
end
 

Gaminex

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Joined
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can you decrypt these please
 

Attachments

  • slash.cs
    110.1 KB · Views: 2
  • kill.cs
    7.5 KB · Views: 3

FrannDzs

Member
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Jan 26, 2019
Messages
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Hi, can you decomp this cleo? please.
Respect.
 

Attachments

  • NSM2.cs
    228 KB · Views: 4

Cessjl

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decrypt pls
 

Attachments

  • platformdetect.lua
    198.7 KB · Views: 6

Gaminex

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can somebody open this cleo?
 

Attachments

  • Yamato Ghost.cs
    26.7 KB · Views: 3
Joined
Jul 14, 2015
Messages
1,392
Solutions
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Reaction score
894
Location
Israel
can somebody open this cleo?
JavaScript:
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

thread 'DEVIL'

:DEVIL_11
wait 0
if and
   Player.Defined($PLAYER_CHAR)
   Player.Defined($PLAYER_ACTOR)
jf @DEVIL_11
if and
key_down 78
   not Actor.Driving($PLAYER_ACTOR)
jf @DEVIL_11
04ED: load_animation "DEVIL"
04ED: load_animation "NARUTO"
Model.Load(1582)
Model.Load(#GUN_BOXBIG)
038B: load_requested_models
jump @DEVIL_94

:DEVIL_94
wait 0
if
04ED: load_animation "DEVIL"
04ED: load_animation "NARUTO"
   Model.Available(1582)
   Model.Available(#GUN_BOXBIG)
jf @DEVIL_94
023C: load_special_actor '3' as 4 // models 290-299
038B: load_requested_models
023D:   special_actor 4 loaded
023C: load_special_actor '6' as 3 // models 290-299
038B: load_requested_models
023D:   special_actor 3 loaded
09C7: change_player $PLAYER_CHAR model_to #SPECIAL04
0812: AS_actor $PLAYER_ACTOR perform_animation "DE1" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 700
0169: set_fade_color_RGB 126 233 255
fade 0 time 10
wait 30
fade 1 time 85
$4 = Audiostream.Load("CLEO\MP3\0.MP3")
Audiostream.PerformAction($4, 1)
Object.Create(1@, #GUN_BOXBIG, 7@, 8@, 9@)
0750: set_object 1@ visibility 1
Object.CollisionDetection(1@, False)
070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
wait 300
$5 = Audiostream.Load("CLEO\MP3\1.MP3")
Audiostream.PerformAction($5, 1)
Object.Destroy(1@)
Model.Destroy(#GUN_BOXBIG)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
04C4: store_coords_to $6 $7 $8 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
$9 = Actor.Angle($PLAYER_ACTOR)
0812: AS_actor $PLAYER_ACTOR perform_animation "DE2" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
023C: load_special_actor '5' as 2 // models 290-299
038B: load_requested_models
023D:   special_actor 2 loaded
wait 100
Camera.Shake(50)
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
jump @DEVIL_551

:DEVIL_551
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 -0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 -0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 -0.3 0.5 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 -0.3 0.5 flag 1
064C: make_particle $28 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 1.4 -0.5 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 1.3 0.0 -0.5 flag 1
064C: make_particle $36 visible
0669: $37 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -1.4 -0.5 flag 1
064C: make_particle $37 visible
0669: $38 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.5 0.0 -0.5 flag 1
064C: make_particle $38 visible
0669: $41 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.0 0.9 -0.5 flag 1
064C: make_particle $41 visible
0669: $44 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.8 0.9 -0.5 flag 1
064C: make_particle $44 visible
0669: $46 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.0 -0.9 -0.5 flag 1
064C: make_particle $46 visible
0669: $47 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.8 -0.9 -0.5 flag 1
064C: make_particle $47 visible
wait 10
0669: $53 = attach_particle "GUAN" to_actor $PLAYER_ACTOR with_offset 0.0 -0.1 0.6 flag 1
064C: make_particle $53 visible
0669: $55 = attach_particle "GUAN2" to_actor $PLAYER_ACTOR with_offset 0.25 -0.4 2.5 flag 1
064C: make_particle $55 visible
0669: $56 = attach_particle "QUAN" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.6 flag 1
064C: make_particle $56 visible
0669: $58 = attach_particle "QUAN2" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.6 flag 1
064C: make_particle $58 visible
Actor.SetImmunities($10, True, True, True, True, True)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0812: AS_actor $10 perform_animation "DE3" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 1500
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $55
0650: destroy_particle $53
0650: destroy_particle $56
0650: destroy_particle $58
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
0650: destroy_particle $37
0650: destroy_particle $38
0650: destroy_particle $41
0650: destroy_particle $44
0650: destroy_particle $46
0650: destroy_particle $47
Audiostream.PerformAction($5, 0)
Audiostream.Release($5)
Audiostream.PerformAction($4, 0)
Audiostream.Release($4)

:DEVIL_1516
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
0650: destroy_particle $59
09C7: change_player $PLAYER_CHAR model_to #SPECIAL04
wait 0
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
Object.Create(1@, #GUN_BOXBIG, 7@, 8@, 9@)
0750: set_object 1@ visibility 1
Object.CollisionDetection(1@, False)
070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_1" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_1" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
gosub @DEVIL_3908
jump @DEVIL_2175

:DEVIL_2175
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_2" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_2" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
gosub @DEVIL_5325
jump @DEVIL_2708

:DEVIL_2708
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_3" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_3" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
gosub @DEVIL_6422
jump @DEVIL_3241

:DEVIL_3241
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.8 0.6 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.8 0.6 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_4" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_4" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
gosub @DEVIL_7762
jump @DEVIL_3774

:DEVIL_3774
wait 0
Player.CanMove($PLAYER_CHAR, True)
jump @DEVIL_3792

:DEVIL_3792
if
jump @DEVIL_3803

:DEVIL_3803
wait 0
if
key_down 78
jf @DEVIL_1516
wait 800
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
Object.Destroy(1@)
0650: destroy_particle $59
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
Model.Destroy(#GUN_BOXBIG)
Actor.SetImmunities($PLAYER_ACTOR, False, False, False, False, False)
04EF: release_animation "DEVIL"
04EF: release_animation "NARUTO"
wait 1500
jump @DEVIL_11

:DEVIL_3908
wait 300
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 3.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.5 0.7 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.5 3.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.7 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 3.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.3 0.7 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.3 3.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.7 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 3.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.1 0.7 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.1 3.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 3.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.1 0.0 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.1 3.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 3.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.3 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.3 3.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.4 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.4 3.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.5 3.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.6 0.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.6 3.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.7 0.0 0.9
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.7 3.5 0.9
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.8 0.0 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.8 3.5 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.9 0.0 1.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.9 3.5 1.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.0 0.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.0 3.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 150
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_5325
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.0 3.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.8 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.8 3.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 3.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 3.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 3.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.8 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 3.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 1.1 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 3.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.4 0.8 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.4 3.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.6 0.7 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.6 3.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.8 0.0 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.8 3.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.0 0.0 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.0 3.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.2 0.0 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.2 3.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.4 0.0 -0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.4 3.5 -0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 150
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_6422
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.4 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.4 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.2 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.2 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.0 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.8 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.8 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.6 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.6 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.4 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.4 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.2 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.2 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.0 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.8 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.8 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.6 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.6 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.5 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.5 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
wait 10
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 1.5 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 -1.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.9 2.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.9 -2.0 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.4 2.5 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.4 -2.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.9 3.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.9 -3.0 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.4 3.5 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 2.4 -3.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 100
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_7762
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.1 0.8 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.1 4.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.8 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 4.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.1 1.8 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.1 4.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 4.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.3 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.3 4.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 4.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.5 4.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 4.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.7 0.0 0.9
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.7 4.5 0.9
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.8 0.0 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.8 4.5 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.9 0.0 1.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.9 4.5 1.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.0 4.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 850
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
Object.Destroy(1@)
0650: destroy_particle $59
Model.Destroy(#GUN_BOXBIG)
wait 0
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return
 

Jimmy Ciculs

Active member
Joined
Mar 3, 2020
Messages
31
Reaction score
4
Location
?
Can u decrypt it for me ?
Thanks
 

Attachments

  • RapidFire.cs
    26.3 KB · Views: 2
Joined
Jul 14, 2015
Messages
1,392
Solutions
4
Reaction score
894
Location
Israel
Can u decrypt it for me ?
Thanks
JavaScript:
// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}

0662: printstring "MADE BY FYP & FLAPJACK92"
script_name "RAPID_FIRE"

:RAPID_FIRE_42
wait 0
if and
   Player.Defined($PLAYER_CHAR)
test_cheat "RAPID"
jf @RAPID_FIRE_42
print_string_now "RAPID2(ALLGUNS+CROUCHFIX)BY FYP & FLAPJACK92 ON!" time 7000
jump @RAPID_FIRE_133

:RAPID_FIRE_133
wait 0
write_memory 7600773 size 1 value 144 virtual_protect 1
write_memory 7600815 size 1 value 144 virtual_protect 1
write_memory 7600816 size 2 value 37008 virtual_protect 1
write_memory 7612591 size 1 value 144 virtual_protect 1
write_memory 7612646 size 1 value 144 virtual_protect 1
write_memory 7612647 size 2 value 37008 virtual_protect 1
write_memory 13157576 size 4 value 11 virtual_protect 1
write_memory 13157580 size 4 value 11 virtual_protect 1
write_memory 13157584 size 4 value 11 virtual_protect 1
write_memory 13157588 size 4 value 11 virtual_protect 1
write_memory 13157592 size 4 value 11 virtual_protect 1
write_memory 13157596 size 4 value 11 virtual_protect 1
write_memory 13157456 size 4 value 1000.0 virtual_protect 1
write_memory 13157464 size 4 value 11 virtual_protect 1
write_memory 13157466 size 4 value 11 virtual_protect 1
write_memory 13157468 size 4 value 11 virtual_protect 1
write_memory 13157471 size 4 value 11 virtual_protect 1
write_memory 13157473 size 4 value 11 virtual_protect 1
write_memory 13157475 size 4 value 11 virtual_protect 1
write_memory 13157477 size 4 value 11 virtual_protect 1
write_memory 13157479 size 4 value 11 virtual_protect 1
write_memory 13157481 size 4 value 11 virtual_protect 1
write_memory 13157483 size 4 value 11 virtual_protect 1
write_memory 13157485 size 4 value 11 virtual_protect 1
write_memory 13158024 size 4 value 11 virtual_protect 1
write_memory 13158028 size 4 value 11 virtual_protect 1
write_memory 13158032 size 4 value 11 virtual_protect 1
write_memory 13158036 size 4 value 11 virtual_protect 1
write_memory 13158040 size 4 value 11 virtual_protect 1
write_memory 13158044 size 4 value 11 virtual_protect 1
write_memory 13158133 size 4 value 11 virtual_protect 1
write_memory 13158137 size 4 value 11 virtual_protect 1
write_memory 13158141 size 4 value 11 virtual_protect 1
write_memory 13158145 size 4 value 11 virtual_protect 1
write_memory 13158149 size 4 value 11 virtual_protect 1
write_memory 13158153 size 4 value 11 virtual_protect 1
write_memory 13158157 size 4 value 11 virtual_protect 1
write_memory 13158161 size 4 value 11 virtual_protect 1
write_memory 13158247 size 4 value 11 virtual_protect 1
write_memory 13158251 size 4 value 11 virtual_protect 1
write_memory 13158255 size 4 value 11 virtual_protect 1
write_memory 13158259 size 4 value 11 virtual_protect 1
write_memory 13158263 size 4 value 11 virtual_protect 1
write_memory 13158267 size 4 value 11 virtual_protect 1
write_memory 13158271 size 1 value 11 virtual_protect 1
write_memory 13158360 size 4 value 11 virtual_protect 1
write_memory 13158364 size 4 value 11 virtual_protect 1
write_memory 13158368 size 4 value 11 virtual_protect 1
write_memory 13158372 size 4 value 11 virtual_protect 1
write_memory 13158376 size 4 value 11 virtual_protect 1
write_memory 13158380 size 4 value 11 virtual_protect 1
write_memory 13158585 size 4 value 11 virtual_protect 1
write_memory 13158589 size 3 value 11 virtual_protect 1
write_memory 13158592 size 4 value 11 virtual_protect 1
write_memory 13158596 size 4 value 11 virtual_protect 1
write_memory 13158600 size 4 value 11 virtual_protect 1
write_memory 13158604 size 4 value 11 virtual_protect 1
write_memory 13158608 size 4 value 11 virtual_protect 1
write_memory 13154746 size 1 value 11 virtual_protect 1
write_memory 13154748 size 2 value 0 virtual_protect 1
write_memory 13154750 size 4 value 11 virtual_protect 1
write_memory 13154754 size 4 value 11 virtual_protect 1
write_memory 13154758 size 3 value 11 virtual_protect 1
write_memory 13154762 size 1 value 11 virtual_protect 1
write_memory 13154770 size 2 value 11 virtual_protect 1
write_memory 13154774 size 4 value 11 virtual_protect 1
write_memory 13154778 size 4 value 11 virtual_protect 1
write_memory 13154782 size 4 value 11 virtual_protect 1
write_memory 13154786 size 2 value 11 virtual_protect 1
write_memory 13154788 size 2 value 0 virtual_protect 1
write_memory 13154790 size 4 value 11 virtual_protect 1
write_memory 13154794 size 4 value 11 virtual_protect 1
write_memory 13154798 size 2 value 11 virtual_protect 1
write_memory 13154667 size 4 value 11 virtual_protect 1
write_memory 13154671 size 4 value 11 virtual_protect 1
write_memory 13154675 size 2 value 11 virtual_protect 1
write_memory 13154677 size 4 value 11 virtual_protect 1
write_memory 13154681 size 6 value 11 virtual_protect 1
write_memory 13154687 size 2 value 11 virtual_protect 1
write_memory 13157932 size 4 value 11 virtual_protect 1
write_memory 13157800 size 4 value 11 virtual_protect 1
write_memory 13157804 size 4 value 11 virtual_protect 1
write_memory 13157808 size 4 value 11 virtual_protect 1
write_memory 13157812 size 4 value 11 virtual_protect 1
write_memory 13157816 size 4 value 11 virtual_protect 1
write_memory 13157820 size 4 value 11 virtual_protect 1
write_memory 13157680 size 4 value 1000.0 virtual_protect 1
write_memory 13157688 size 4 value 11 virtual_protect 1
write_memory 13157692 size 4 value 11 virtual_protect 1
write_memory 13157696 size 4 value 11 virtual_protect 1
write_memory 13157700 size 4 value 11 virtual_protect 1
write_memory 13157704 size 4 value 11 virtual_protect 1
write_memory 13157708 size 4 value 11 virtual_protect 1
write_memory 13158472 size 4 value 11 virtual_protect 1
write_memory 13158464 size 4 value 1000.0 virtual_protect 1
write_memory 13158476 size 4 value 11 virtual_protect 1
write_memory 13158480 size 4 value 11 virtual_protect 1
write_memory 13158484 size 4 value 11 virtual_protect 1
write_memory 13158488 size 4 value 11 virtual_protect 1
write_memory 13158492 size 4 value 11 virtual_protect 1
write_memory 13157912 size 4 value 11 virtual_protect 1
write_memory 13157912 size 4 value 11 virtual_protect 1
write_memory 13157916 size 4 value 11 virtual_protect 1
write_memory 13157920 size 4 value 11 virtual_protect 1
write_memory 13157924 size 4 value 11 virtual_protect 1
write_memory 13157928 size 4 value 11 virtual_protect 1
jump @RAPID_FIRE_42
 
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