// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0BE2: raknet setup_outcoming_packet_hook -1883
0000: NOP
wait 0
SAMP.Available
else_jump @Noname_24
$4 = 0
$5 = 49
$6 = 49
jump @Noname_65
wait 0
if
not key_down 101
else_jump @Noname_98
jump @Noname_65
jump @Noname_170
0C6A: 0@ = create_custom_thread_at_label -387
0C6A: 25@ = create_custom_thread_at_label -1728
$4 = 1
printf "Silent Aim by ~l~ Izd4T ~g~ ON" 1000
wait 500
wait 0
if and
not $5 == 0
:Noname_170
key_down 102
else_jump @Noname_203
$5 -= 1
if and
not $5 == 49
key_down 100
:Noname_203
else_jump @Noname_232
$5 += 1
if and
not $6 == 0
key_down 104
:Noname_232
else_jump @Noname_261
$6 -= 1
if and
not $6 == 49
key_down 98
:Noname_261
else_jump @Noname_290
$6 += 1
if
not key_down 101
else_jump @Noname_319
:Noname_290
jump @Noname_170
jump @Noname_380
0C6E: destroy_custom_thread 0@
0C6E: destroy_custom_thread 25@
$4 = 0
printf "Silent Aim by ~l~ Izd4T ~r~ OFF" 1000
wait 500
jump @Noname_65
wait 0
0@ = -1
0@ += 1
not 0@ == 1001
:Noname_398
else_jump @Noname_387
if and
SAMP.IsPlayerConnected(0@)
not SAMP.IsPlayerPaused(0@)
not SAMP.IsPlayerNPC(0@)
else_jump @Noname_398
1@ = SAMP.GetActorHandleByPlayerID(0@)
if and
056D: actor $PLAYER_ACTOR defined
056D: actor 1@ defined
else_jump @Noname_398
Actor.StorePos(1@, 2@, 3@, 4@)
SAMP.Convert3DCoordsToScreen(2@, 3@, 4@, 5@, 6@)
call @Noname_778 2 5@ 6@ 7@
7@ == 1
else_jump @Noname_398
0470: 12@ = actor $PLAYER_ACTOR current_weapon
call @Noname_920 0 11@
call @Noname_1637 2 $PLAYER_ACTOR 25 5@ 6@ 7@
call @Noname_1637 2 1@ 11@ 8@ 9@ 10@
06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @Noname_398
call @Noname_1690 6 8@ 9@ 10@ 2@ 3@ 4@ 8@ 9@ 10@
0004: $7 = 0@ // Note: the incorrect math opcode was used here
0005: $8 = 5@ // Note: the incorrect math opcode was used here
0005: $9 = 6@ // Note: the incorrect math opcode was used here
0005: $10 = 7@ // Note: the incorrect math opcode was used here
0005: $12 = 2@ // Note: the incorrect math opcode was used here
0005: $13 = 3@ // Note: the incorrect math opcode was used here
0005: $23 = 4@ // Note: the incorrect math opcode was used here
0005: $28 = 8@ // Note: the incorrect math opcode was used here
0005: $30 = 9@ // Note: the incorrect math opcode was used here
0005: $36 = 10@ // Note: the incorrect math opcode was used here
0004: $37 = 12@ // Note: the incorrect math opcode was used here
jump @Noname_398
SAMP.GetScreenResolution(2@, 3@)
0006: 10@ = 2@ // Note: the incorrect math opcode was used here
0006: 20@ = 3@ // Note: the incorrect math opcode was used here
2@ /= 100
3@ /= 100
006E: 2@ *= $5 // (int)
006E: 3@ *= $6 // (int)
0062: 10@ -= 2@ // (int)
0062: 20@ -= 3@ // (int)
if and
001D: 0@ > 2@ // (int)
001D: 1@ > 3@ // (int)
001D: 10@ > 0@ // (int)
001D: 20@ > 1@ // (int)
else_jump @Noname_905
2@ = 1
jump @Noname_912
2@ = 0
ret 1 2@
:Noname_905
0209: 15@ = random_int_in_ranges 0 27
if
15@ == 0
else_jump @Noname_954
0@ = 6
if
15@ == 1
else_jump @Noname_979
0@ = 7
if
15@ == 2
else_jump @Noname_1004
0@ = 8
if
15@ == 3
else_jump @Noname_1029
0@ = 5
if
15@ == 4
else_jump @Noname_1054
0@ = 4
if
15@ == 5
else_jump @Noname_1079
0@ = 21
if
15@ == 6
else_jump @Noname_1104
0@ = 31
if
15@ == 7
else_jump @Noname_1129
0@ = 22
if
15@ == 8
else_jump @Noname_1154
0@ = 32
if
15@ == 9
else_jump @Noname_1179
0@ = 3
if
15@ == 10
else_jump @Noname_1204
0@ = 23
if
15@ == 11
else_jump @Noname_1229
0@ = 33
if
15@ == 12
else_jump @Noname_1254
0@ = 1
if
15@ == 13
else_jump @Noname_1279
0@ = 51
if
15@ == 14
else_jump @Noname_1304
0@ = 41
if
15@ == 15
else_jump @Noname_1329
0@ = 24
if
15@ == 16
else_jump @Noname_1354
0@ = 34
if
15@ == 17
else_jump @Noname_1379
0@ = 25
if
15@ == 18
else_jump @Noname_1404
0@ = 35
if
15@ == 19
else_jump @Noname_1429
0@ = 26
if
15@ == 20
else_jump @Noname_1454
0@ = 36
if
15@ == 21
else_jump @Noname_1479
0@ = 52
if
15@ == 22
else_jump @Noname_1504
0@ = 42
if
15@ == 23
else_jump @Noname_1529
0@ = 53
if
15@ == 24
else_jump @Noname_1554
0@ = 43
if
15@ == 25
else_jump @Noname_1579
0@ = 54
if
15@ == 26
else_jump @Noname_1604
0@ = 44
if
15@ == 27
else_jump @Noname_1629
0@ = 2
ret 1 0@
0A96: 25@ = actor 0@ struct
0AC7: 26@ = var 26@ offset
0AA6: call_method 6177408 struct 25@ num_params 3 pop 0 1 1@ 26@
ret 3 26@ 27@ 28@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
ret 3 3@ 4@ 5@
wait 0
SAMP.GetScreenResolution(1@, 2@)
0006: 10@ = 1@ // Note: the incorrect math opcode was used here
0006: 20@ = 2@ // Note: the incorrect math opcode was used here
1@ /= 100
2@ /= 100
0006: 0@ = $5 // Note: the incorrect math opcode was used here
006A: 1@ *= 0@ // (int)
0006: 0@ = $6 // Note: the incorrect math opcode was used here
006A: 2@ *= 0@ // (int)
0062: 10@ -= 1@ // (int)
0062: 20@ -= 2@ // (int)
0006: 3@ = 10@ // Note: the incorrect math opcode was used here
0006: 4@ = 20@ // Note: the incorrect math opcode was used here
0062: 3@ -= 1@ // (int)
0062: 4@ -= 2@ // (int)
Render.DrawBorderedBox(1@, 2@, 3@, 4@, 1677743564, 1, -939524096)
jump @Noname_1728
0BE5: raknet 0@ = get_hook_param 1
if and
0@ == 206
$4 == 1
else_jump @Noname_2105
0BE5: raknet 0@ = get_hook_param 0
1@ = BitStream.GetReadOffset(0@)
2@ = BitStream.GetWriteOffset(0@)
BitStream.SetWriteOffset(0@, 8)
BitStream.Write(0@, 1, BS_TYPE_BYTE, 1)
BitStream.Write(0@, $7, BS_TYPE_SHORT, 2)
BitStream.Write(0@, $8, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $9, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $10, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $12, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $13, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $23, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $28, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $30, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $36, BS_TYPE_FLOAT, 4)
BitStream.Write(0@, $37, BS_TYPE_BYTE, 1)
BitStream.SetWriteOffset(0@, 2@)
BitStream.SetReadOffset(0@, 1@)
0BE0: raknet hook_ret 0