CLEO Help 0BE0: raknet hook_ret 1

CLEO related
Status
Not open for further replies.

Roadworks

Member
Joined
Apr 10, 2013
Messages
7
Reaction score
0
Could anyone describe what the operation 

Code:
0BE0: raknet hook_ret 1


does? I have looked up the opcode (http://blast.hk/wiki/opcodes:0be0) but I am still uncertain of what is going off here. 

I'm asking because I was investigating how the "anti skin aim" released in ghetto tawer v2.cs works, I've commented it with what I believe to be going on below (though my comments are probably wrong)

Code:
:Noname_14627
0002: jump @Noname_2213								// some bullshit regarding loop to check if the local player is dead or nah
00D6: if			
0B92:  dialog 1@ checkbox 10 is_checked						// if anti-skin aim is enabled
004D: jump_if_false @Noname_15219					
0BE5: raknet 8@ = get_hook_param 1						// get packet_id from raknet 
00D6: if	
0039:   8@ == 207								// if packet_id == 207 (player sync data)
004D: jump_if_false @Noname_15219
0A96: 8@ = actor $PLAYER_ACTOR struct						// get local player? 		
0C0C: 9@ = struct 8@ offset 1420 size 4						// get ??
00D6: if
0039:   9@ == 0									// if the result of ^ == 0
004D: jump_if_false @Noname_15207
0006: 8@ = 0									// start a loop from player id 0
 
:Noname_14724
00D6: if			
0B20: samp 9@ = actor_handle_by_samp_player_id 8@				// get player_id actor
004D: jump_if_false @Noname_14885						// go to Noname_14885 (increments player_id 8@)
00D6: if
02D8:   actor 9@ current_weapon == 34						// if they're wielding a sniper
004D: jump_if_false @Noname_14885						// go to Noname_14885 (increments player_id 8@)
00D6: if or
0611:   actor 9@ performing_animation "RIFLE_CROUCHFIRE"			// if the actor from player_id is performing rifle animations...
0611:   actor 9@ performing_animation "RIFLE_FIRE"
0611:   actor 9@ performing_animation "RIFLE_FIRE_POOR"
004D: jump_if_false @Noname_14845						// if not, we need to disable the green triangle on their head, jump to Noname_14845
0BE0: raknet hook_ret 1
0002: jump @Noname_14885
 
:Noname_14845
00D6: if
0104:   actor 9@ near_actor $PLAYER_ACTOR radius 1.2 1.2 1.2 sphere 0		// check if the actor is within range of us
004D: jump_if_false @Noname_14885						// if not, go to the next player 
0BE0: raknet hook_ret 1								// mysterious code that disables the green triangle?
 
:Noname_14885
000A: 8@ += 1									// increment
0019:   8@ > 1000								// stop at 1000 players
004D: jump_if_false @Noname_14724						// not at 1000 players so keep disabling the triangle for them
00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@

Thanks
 
Joined
Feb 18, 2005
Messages
2,965
Reaction score
273
SF hooks allow you intercept data(rpcs/packets) before they are processed by samp, so by return true/1 you allow the data to be processed by the game, returning false/1 will discard the data.
 

Roadworks

Member
Joined
Apr 10, 2013
Messages
7
Reaction score
0
springfield said:
SF hooks allow you intercept data(rpcs/packets) before they are processed by samp, so by return true/1 you allow the data to be processed by the game, returning false/1 will discard the data.

I see--that's helpful.

I think this snippet works by causing some kind of desync between players because there are some other adverse effects such as when you crouch you go invisible sometimes, and players can partially walk through you etc.

Thanks!
 
Status
Not open for further replies.
Top