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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.
Simple copychat with autoresponse Dictionary from which to find word elements = { "Calcium": "Ca", "Hydrogen": "H", "Helium": "He" } most credits to a russian guy, russian are always crazy import pymem, re, example from pymem import Pymem FUNC_SAMP_SENDSAY = 0x57F0 SAMP_FIRST_CHAT_MESSAGE_OFFSET = 0x152 SAMP_CHAT_MESSAGE_SIZE = 0xFC ADDR_SAMP_CHATMSG_PTR = 0x21A0E4 SAMP_MAX_CHAT_MESSAGES = 99 class findproc: def __init__(self) -> None: self.process = Pymem("gta_sa.exe") self.module = pymem.process.module_from_name( self.process.process_handle, "samp.dll" ).lpBaseOfDll def close(self) -> None: self.process.close_process() class API: def __init__(self...
Like before on the 0.3z version, here you can share updated offset's / structures / infos about samp 0.3.7 RC's. SAMP_INFO_OFFSET - Tested (0.3.7-RC1) (0x688) "samp.dll"+0x215B40 SAMP_INFO_OFFSET + 0x3C8 = RakClientInterface PTR SAMP_CHAT_INFO_OFFSET - Tested (0.3.7-RC1) (0x688) "samp.dll"+0x215B2C "samp.dll"+0x62C10 = FUNC_ADDTOCHATWND cmon kye i'm tired :( Packet ID's (by 0x688): ID_AUTH_KEY = 12 ID_PLAYER_SYNC = 207 ID_AIM_SYNC = 203 ID_VEHICLE_SYNC = 200 ID_STATS_UPDATE = 205 ID_BULLET_SYNC = 206 Structures / Structs SAMP_INFO - Tested (0.3.7-RC1) (povargek) struct stSAMP { #pragma pack( 1 )   uint8_t              byteUnk[0x20];   char              szIP[257];   char              szHostname[255];   void             ...
Hello, does anyone have the Gta Sa Keep Window Running memory address? I have found this one on the forum, but it isn't working: 0x747FB6 size 1 value 0x1010101 I am looking for this, but updated:
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pRakClientInterface offset of 0.3.7 is 0x3c9 . Does someone know an offset of 0.3DL?
I would like to adjust the sound volume used in audio.asi(or audio.dll), does anyone know the volume offset?
Hi. I download Chat++ but it's not working for me. It's not even opening box where is Copy and other shiet. So can someone help how to use it or something. Adding file which is not working for me...
Many of you probably C+P'ed the "addClientCommand" out of mod_sa, it's easy to use and has one annoying thing to it.. It is the internal SA:MP limit of commands, you can actually bypass this pretty easy and do your own "command handler" which will also classify you as !337 l33t hax0r. First you need to know how SA:MP handles commands, basically if the input text of the editcontrol on the chatgui contains a "/" it scans through the internal list of commands and if it can't find one it'll send the request to the server. This is where we come in, it's actually pretty easy to go between the call and do your own magic. Today I will present you how, you should have a little experience tho I won't bother explaining everything here. Step one...
I can't post this in "reuqest" since i "don't have privileges". I'm looking for a directx keypress so i can type 0xA and send the A key (not actually), does anybody have the address?
Sup Boys, I coded a small CLEO and made that people wont take any damage from my bullets (returning the 206 packet false). It works very well for Lagcompon (Skinshot) but for some reason I can't explain to myself my bullets still do damage on lagcompoff servers. Am I forgetting any important packets that I also need to interrupt for lagcompoff? e: just realized that there is no bullet sync for lagcompoff, im retarded. greetz
:not_bad: Stolen from a russian website  :urtheman: :iknowwhatyoudid: :ppffh:
Some things you could know: SA:MP has NO HDD BAN there is just a simple hash which can be changed w/o problems (gpci) Ways to change it: http://ugbase.eu/forum47.html SA:MP trusts the client in almost every situation. The SA:MP Version check consists of a string which is changeable and will allow you to connect to servers with this check enabled. You can't hack users accounts w/o any script/web based vuln. You can't bake cakes with SA:MP it can't even do the simplest thing for you (objects are pre-baked! not by sa-mp tho). Some things you absolutely should know: Stop, oh please stop it in the name of all developers ask for "player/server crashers" finding one of them is hard and no they are not just made THEY ARE ACTUALLY >worked<...
Hey, just dumpin'. float fWindowW = 1024.0f; // input your window width here float fWindowH = 768.0f; // input your window height here float fX = ((fWindowW*(*(float*)0xB6EC14))) - ((fWindowW * 0.0015625f * 64.0f * 0.2f)) * 0.1f; float fY = ((fWindowH*(*(float*)0xB6EC10))) - ((fWindowH * 0.002232143f * 64.0f * 0.2f)) * 0.1f; Sniper is just w/2, h/2. @springfield @monday @€verycleoguy : Could convert this to CLEO and post in the respective section.
These are from old mod(s), you should figure out how to use them yourself so it's just a plain dump replace the functions needed and you have nice nametags with weapon icons :0 Ask questions if you have some. If someone gets them working for themselves then don't be shy post it and brag! if (settings.Nametags) {     SAMPHelper::RequestPingUpdates();     void* pPlayerTags = (void*)(*(DWORD*)(dwSAMPBase + 0x21A0B0));     void(__thiscall *CPlayerTags__Draw)(void *_this, CVector *position, char *text, DWORD color, float dist, BYTE unk, int unk1) =         ((void(__thiscall *)(void *_this, CVector *position, char *text, DWORD color, float dist, BYTE renderPause, int unk1))(dwSAMPBase + 0x686C0));     void(__thiscall...
Just a lil dump for me and other people ;) Anti Carjack (0x688): samp.dll + 0x12AE0 set first 3 bytes to 0xC2 0x08 0x08 or NOP 5 bytes from samp.dll + 0x12B77. [hr] Disable Chat Rendering (0x688): samp.dll + 0x64230 set first byte to 0xC3 [hr] Chat Stuff (0x688): samp.dll + 0x21A0E4 = chatclass ptr chatclass + 0x132 = array of chat "messages" (a struct containing various informations) thoughts: the array has a total size of 25286 bytes if we take now an internal limit from the rendering loop (100) and divide it the sum is 252 bytes = one entry has 252 bytes (0xFC) Not finished struct: struct chatmsg { int unk; //0x0 char unk1[28]; //0x4 char msg[144]; //0x20 char unk3[64]; //0xB0 int sometype; //0xF0 DWORD color...
Memory Addresses Ok, so one thing before we start: *please add more addresses when you find; Now, what I found and I think would be interesting: [2]0x58DB60 - get current wanted on MP //PopandauL [1]0xC7DEEA - is any checkpoint active (3rd checkpoint in the pool) //PopandauL [4]0x859014 - changes the value of how deep you can fall down the map //Opcode.eXe [4]0xB7CDB4 - sprinting time left //springfield [4]0xB7CDE0 - breathing time left //springfield [1]0x747FB6 - 0x1010101/ 0 - gta sa keep window //Opcode.eXe [1]0x74805A - 0x1010101/ 0 - cursor running //Opcode.eXe [8]0x74542B - 0x6F6F6F70/ 0x5051FF15 - no game pausing //Opcode.eXe [1]0xB7CD98 -+0x474 - make ped visible (4) or invisible (6) //springfield
Like before on the 0.3x version, here you can share updated offset's (mainly for m0d-s0beit). You can find the "stSAMP / SA:MP Info" at the following Place: SAMP_INFO_OFFSET - Tested (0.3z-RC1) (0x688) "samp.dll"+0x211A58
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