{$CLEO .cs}
{$USE bitwise}
{$USE SAMPFUNCS}
{$INCLUDE SF}
0000: NOP
0@ = 0
:NONAME_9
not SAMP.Available
jf @NONAME_30
wait 400
jump @NONAME_9
:NONAME_30
wait 1000
0AFA: is_samp_available
chatmsg "{A3E900}[BulletRebuff]: {FFFFFF}Óñïåøíî çàãðóæåí. Àâòîð: {A3E900}Niko" -1
chatmsg "{A3E900}[BulletRebuff]: {FFFFFF}Ñïåöèàëüíî äëÿ ñàéòà: {A3E900}SAmods.ru" -1
0B34: samp register_client_command "brr" to_label @NONAME_264
0B34: samp register_client_command "b" to_label @NONAME_394
0BE4: raknet setup_incoming_packet_hook -415
0C74: 8@ = create_timer_interval 5 on_label -686
0C78: set_timer 8@ active 0
alloc 14@ 32
0BDE: pause_thread 0
:NONAME_264
0B12: 0@ = 0@ XOR 1
if
0@ == 1
jf @NONAME_345
chatmsg "{A3E900}[BulletRebuff]: {FFFFFF}Âêëþ÷åí" -1
jump @NONAME_392
:NONAME_345
chatmsg "{A3E900}[BulletRebuff]: {FFFFFF}Âûêëþ÷åí" -1
:NONAME_392
SAMP.CmdRet
:NONAME_394
format 14@ "Òåñò"
0C78: set_timer 8@ active 1
SAMP.CmdRet
if
0@ == 1
jf @NONAME_682
0BE5: raknet 1@ = get_hook_param 1
if
1@ == 206
jf @NONAME_682
0BE5: raknet 2@ = get_hook_param 0
alloc 3@ 40
BitStream.IgnoreBits(2@, 8)
4@ = BitStream.Read(2@, 2)
BitStream.ReadArray(2@, 3@, 40)
5@ = SAMP.GetSAMPPlayerIDByActorHandle($0[3])
0C0C: 6@ = struct 3@ offset 1 size 2
0C0C: 7@ = struct 3@ offset 39 size 1
if
003B: 6@ == 5@ // (int)
jf @NONAME_677
01B9: set_actor $0[3] armed_weapon_to 7@
call @NONAME_774 2 4@ 7@
call @NONAME_1015 0 16@
0BCB: samp send_give_damage playerid 4@ damage 16@ weapon 7@ bodypart 0
alloc 15@ 24
15@ = SAMP.GetPlayerNickname(4@)
format 14@ "Èãðîê: %s[%d] ñòðåëÿåò â âàñ" 15@ 4@
9@ = 0
0C78: set_timer 8@ active 1
free 15@
:NONAME_677
free 3@
:NONAME_682
0BE0: raknet hook_ret 1
0B60: convert_game_screen_coords 638.0 0.0 to_window_screen_coords 11@ 12@
13@ = Render.FontDrawLength(10@, 14@)
0062: 11@ -= 13@ // (int)
Render.DrawText(10@, 14@, 11@, 12@, -1)
9@ += 1
if
9@ == 150
jf @NONAME_772
0C78: set_timer 8@ active 0
:NONAME_772
SAMP.CmdRet
:NONAME_774
alloc 2@ 40
0C0D: struct 2@ offset 0 size 1 = 1
0C0D: struct 2@ offset 1 size 2 = 0@
Actor.StorePos($0[3], 3@, 4@, 5@)
0C0D: struct 2@ offset 3 size 4 = 3@
0C0D: struct 2@ offset 7 size 4 = 4@
0C0D: struct 2@ offset 11 size 4 = 5@
6@ = SAMP.GetActorHandleByPlayerID(0@)
Actor.StorePos(6@, 7@, 8@, 9@)
0C0D: struct 2@ offset 15 size 4 = 7@
0C0D: struct 2@ offset 19 size 4 = 8@
0C0D: struct 2@ offset 23 size 4 = 9@
0C0D: struct 2@ offset 27 size 4 = 0.0
0C0D: struct 2@ offset 31 size 4 = 0.0
0C0D: struct 2@ offset 35 size 4 = 0.5
0C0D: struct 2@ offset 39 size 1 = 1@
10@ = RakNet.NewBitStream()
RakNet.Write(10@, 206, 0, 1)
RakNet.Write(10@, 2@, 5, 40)
RakNet.LiteSend(10@)
RakNet.DeleteBitStream(10@)
free 2@
ret 0
:NONAME_1015
0A96: 2@ = actor $0[3] struct
2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $0[3] current_weapon
0085: 1@ = 0@ // (int)
if
2@ == 2
jf @NONAME_1084
1@ += 25
:NONAME_1084
if
2@ == 3
jf @NONAME_1109
1@ += 36
:NONAME_1109
1@ *= 112
1@ += 13150904
1@ += 34
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
not 0@ == 25
not 0@ == 26
not 0@ == 27
not 0@ > 34
jf @NONAME_1209
1@ /= 3.043478
:NONAME_1209
ret 1 1@
jump @NONAME_9