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0x_

Wtf I'm not new....
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First of all, make sure you read the forum rules
Second, you're in the
CLEO section, don't request exe/dll or others files.

Copy/paste this simple form in a new reply and just fill it out.

Code:
* Name of the mod (if the mod doesn't exist, you don't have to tell one):
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):
* What do you want (the most important part, explain this carefully)
* Details (add more details to your request)
* On/off key (specify it):

The name should also be somehow related to the mod, so others that may look for the same thing find it easier.
Try your best to explain what you really want and need.
 
Last edited:
Voting on this suggestion has been paused.

Ahadkhan123

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Apr 8, 2020
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Location
Pakistan
* Name of the mod (if the mod doesn't exist, you don't have to tell one):Hitmarker
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):youtube
* What do you want (the most important part, explain this carefully): I want hitmarker mod as it is in chicago dm's script.
* Details (add more details to your request)
you can see this video and know that what kind of hitmarker i requests.
* On/off key (specify it):dont need on/off key
 

Lukaluka1812

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Dec 23, 2018
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* Name of the mod (if the mod doesn't exist, you don't have to tell one):Hitmarker
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):youtube
* What do you want (the most important part, explain this carefully): I want hitmarker mod as it is in chicago dm's script.
* Details (add more details to your request)
you can see this video and know that what kind of hitmarker i requests.
* On/off key (specify it):dont need on/off key

need same, but on samp 0.3.dl (without sampfuncs)
 

ItsRobinson

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Nov 16, 2017
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* Name of the mod (if the mod doesn't exist, you don't have to tell one):-
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):-
* What do you want (the most important part, explain this carefully)I need cleo scritp that would write all account names into txt file when i login.
* Details (add more details to your request)Cleo script that would write all accounts that i logged in to txt file.
* On/off key (specify it):Auto
PHP:
{$CLEO}
0000: NOP
repeat
    wait 0
until 0B61:

wait 5000

0AB1: @logAllPlayers 0

while true
    wait 0
end

:logAllPlayers
alloc 10@ 25
FOR 0@ = 0 TO 9999
    if
        0B23: samp is_player_connected 0@
    then
        0A9A: 1@ = openfile "cleo\playerNames.txt" mode "at+"
        0B36: samp 10@ = get_player_nickname 0@
        0AD9: write_formatted_text "%s%c" in_file 1@ 10@ 0xA  //0xA = new line
        0A9B: closefile 1@    
    end     
END
free 10@
0AB2: ret 0

This won't print your name into the logs
 
Joined
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Location
Vietnam
* Name of the mod (if the mod doesn't exist, you don't have to tell one):hide all for youtube video
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):-
* What do you want (the most important part, explain this carefully)It will hide hud, name, repfam, etc like press F10
* Details (add more details to your request): It will hide hud, name, repfam, etc
* On/off key (specify it): F3
* Version: 0.3DL + No SAMPFUNCS
 

Parazitas

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Location
Lithuania
* Name of the mod (if the mod doesn't exist, you don't have to tell one):hide all for youtube video
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):-
* What do you want (the most important part, explain this carefully)It will hide hud, name, repfam, etc like press F10
* Details (add more details to your request): It will hide hud, name, repfam, etc
* On/off key (specify it): F3
* Version: 0.3DL + No SAMPFUNCS
PHP:
{$CLEO .cs}

0000:

REPEAT
    WAIT 0
UNTIL 0AA2: 0@ = "samp.dll"

WHILE TRUE
WAIT 0

IF 0ADC:   test_cheat "7"
THEN
    IF 31@ == FALSE
    THEN
        31@ = TRUE
        0ACD: show_text_highpriority "CleanScreen:~G~ ON" time 1000 
    ELSE
        31@ = FALSE
        0ACD: show_text_highpriority "CleanScreen:~R~ OFF" time 1000
        0AB1: @SetSettings 5 SampDLL 0@ ShowNameTags 1 HideRadarHudChatEtc 2 ShowScoreBoard 0 ScoreBoardTextPosition 60.0
    END
END

IF 31@ == TRUE
THEN
    0AB1: @SetSettings 5 SampDLL 0@ ShowNameTags 0 HideRadarHudChatEtc 0 ShowScoreBoard 1 ScoreBoardTextPosition 1250.0
END

END   

:SetSettings
0A8E: 31@ = 0@ + 0x2ACA24 // SAMP_INFO_OFFSET
0A8D: 31@ = readMem 31@ sz 4 vp 0
000A: 31@ += 0x3D5 // SETTINGS_OFFSET
0A8D: 31@ = readMem 31@ sz 4 vp 0  
000A: 31@ += 0x38 // SHOW_NAME_TAGS_OFFSET
0A8C: writeMem 31@ sz 1 vl 1@ vp 0

0A8E: 30@ = 0@ + 0x2ACA10 // RADAR_HUD_CHATBOX_ETC_OFFSET
0A8D: 30@ = readMem 30@ sz 4 vp 0
000A: 30@ += 0x8 
0A8C: writeMem 30@ sz 1 vl 2@ vp 0

0A8E: 29@ = 0@ + 0x2AC9DC // SAMP_SCOREBOARD_INFO_OFFSET
0A8D: 29@ = readMem 29@ size 4 vp 0
0A8C: writeMem 29@ sz 4 vl 3@ vp 0
0A8E: 28@ = 29@ + 0xC // SAMP_SCOREBOARD_TEXT_POSITON_OFFSET
0A8C: writeMem 28@ sz 4 vl 4@ vp 0
0AB2: RET 0
 
Last edited:
Joined
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Location
Vietnam
PHP:
{$CLEO .cs}

0000:

REPEAT
    WAIT 0
UNTIL 0AA2: 0@ = "samp.dll"

WHILE TRUE
WAIT 0

IF 0ADC:   test_cheat "7"
THEN
    IF 31@ == FALSE
    THEN
        31@ = TRUE
        0ACD: show_text_highpriority "CleanScreen:~G~ ON" time 1000
    ELSE
        31@ = FALSE
        0ACD: show_text_highpriority "CleanScreen:~R~ OFF" time 1000
        0AB1: @SetSettings 5 SampDLL 0@ ShowNameTags 1 HideRadarHudChatEtc 2 ShowScoreBoard 0 ScoreBoardTextPosition 60.0
    END
END

IF 31@ == TRUE
THEN
    0AB1: @SetSettings 5 SampDLL 0@ ShowNameTags 0 HideRadarHudChatEtc 0 ShowScoreBoard 1 ScoreBoardTextPosition 1250.0
END

END  

:SetSettings
0A8E: 31@ = 0@ + 0x2ACA24 // SAMP_INFO_OFFSET
0A8D: 31@ = readMem 31@ sz 4 vp 0
000A: 31@ += 0x3D5 // SETTINGS_OFFSET
0A8D: 31@ = readMem 31@ sz 4 vp 0 
000A: 31@ += 0x38 // SHOW_NAME_TAGS_OFFSET
0A8C: writeMem 31@ sz 1 vl 1@ vp 0

0A8E: 30@ = 0@ + 0x2ACA10 // RADAR_HUD_CHATBOX_ETC_OFFSET
0A8D: 30@ = readMem 30@ sz 4 vp 0
000A: 30@ += 0x8
0A8C: writeMem 30@ sz 1 vl 2@ vp 0

0A8E: 29@ = 0@ + 0x2AC9DC // SAMP_SCOREBOARD_INFO_OFFSET
0A8D: 29@ = readMem 29@ size 4 vp 0
0A8C: writeMem 29@ sz 4 vl 3@ vp 0
0A8E: 28@ = 29@ + 0xC // SAMP_SCOREBOARD_TEXT_POSITON_OFFSET
0A8C: writeMem 28@ sz 4 vl 4@ vp 0
0AB2: RET 0
@Parazitas Still repfam
BMD70Lp.png
 

NovatoSamp123

Member
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Apr 28, 2020
Messages
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Location
Colombia
* Name of the mod (if the mod doesn't exist, you don't have to tell one):
Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):-
* What do you want (the most important part, explain this carefully)that I send car by car to a part of the map I mean to do tp car plus the pj and to do cosillion at the same time
* Details (add more details to your request): to lag when I collide
* On/off key (specify it): F3
* Version: 0.3.7 R1 + SAMPFUNCS
 

georgegg

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Joined
Jan 18, 2015
Messages
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Reaction score
0
* Name of the mod (if the mod doesn't exist, you don't have to tell one): -
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): http://ugbase.eu/index.php?threads/private-messages-to-everyone.13385/
* What do you want (the most important part, explain this carefully) it's don't working, need cleo a send private messages to everyone
* Details (add more details to your request) the text will be written in game
ex:
* On/off key (specify it): -
 

Au_Phu

Active member
Joined
Jun 20, 2019
Messages
34
Reaction score
2
Location
Nothing
* Name of the mod (if the mod doesn't exist, you don't have to tell one):hide all for youtube video
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):-
* What do you want (the most important part, explain this carefully)It will hide hud, name, repfam, etc like press F10
* Details (add more details to your request): It will hide hud, name, repfam, etc
* On/off key (specify it): F3
* Version: 0.3DL + No SAMPFUNCS
Press F7
 

dzintars098

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Joined
Jan 10, 2014
Messages
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Reaction score
0
* Name of the mod (if the mod doesn't exist, you don't have to tell one): Train Drive
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): Like opcodes checkpoint.cs but for trains and working
* What do you want (the most important part, explain this carefully) I wan't auto driver for trains who drives train till Race Checkpoint, stays there for 11 seconds and goes to next Race Check point
* Details (add more details to your request) I wan't auto driver with train, for example like This - Video link but working with Race Checkpoints
* On/off key (specify it): /train
 

boyastig

Member
Joined
Apr 24, 2020
Messages
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0
Location
Ph
* Name of the mod (if the mod doesn't exist, you don't have to tell one): AUTOPAYCHECK
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): http://ugbase.eu/index.php?threads/types-of-sign-check-and-sources-etc.21704/ ((This one works but it crashes my game very often, like 1-2 hours of playing time ))
* What do you want (the most important part, explain this carefully): I have this version of autopaycheck but it is only compatible to 0.3DL.


Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    for 10@ = 95 to 99
        0AC8: 0@ = allocate_memory_size 144
        0AB1: @getChatEntryText 1 id 10@ to 0@
        0AC8: 1@ = allocate_memory_size 144
        0AD3: 1@ = format "/signcheck"
        if
        0AB1: @IfTextContains 2 mainTextPointer 0@ pieceToFindPointer 1@ _returnedPointer 2@
        then
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "/signcheck"
            0AB1: @SEND_CMD 1 text 3@
            wait 180000 // anti spam
        end
    end
end

end

:getChatEntryText
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x2ACA10
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x132
    0@ *= 0xFC
    005A: 1@ += 0@
    1@ += 0x20
    0AA3: 1@
END
0AB2: ret 1 1@

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)   
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
    
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)   
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end           
end
 
059A:  return_false
0AB2: ret 1 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@

:SAY
//0AB1: @SAY 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x5860 // FUNC_SAY
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0


:Chatmsg
//0AB1: @Chatmsg 2 color 0xFF00FF00 text 0@
IF 0AA2: 2@ = "samp.dll"
THEN
    0085: 3@ = 2@
    3@ += 0x2ACA10 // SAMP_CHAT_INFO_OFFSET
    0A8D: 3@ = readMem 3@ sz 4 vp 1
    0085: 4@ = 2@
    4@ += 0x67650 // FUNC_ADDTOCHATWND
    0AA6: call 4@ struct 3@ num_params 5 pop 0 params 0 0@ 0 1@ 8
END
0AB2: 0

:SEND_CMD
//0AB1: @SEND_CMD 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x69340 // FUNC_SEND_CMD
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0

Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    if
    0AB1:  @isDialogOpen 0 _Return: dType 0@ dId 1@
    then
        IF
        0AB1: @GetDialogCaption 0 _Return: Caption 2@
        THEN
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "Sign check"  // Dialog caption to find
            if
            0AB1: @IfTextContains 2 mainTextPointer 2@ pieceToFindPointer 3@ _returnedPointer 4@
            then                 
                0AC8: 5@ = allocate_memory_size 512
                0AB1: @getDialogText 0 _Return: Text 5@
                0AC8: 6@ = allocate_memory_size 260
                0AB1: @get_digits_to_print param_count 2 text 5@ memory_to_store_digits_as_text 6@ 
                0209: 7@ = random_int_in_ranges 1500 3000 
                wait 7@
                0AB1: @SetDialogInputEditBoxText 1 => text 6@
                0AB1: @CloseCurrentDialogWithButton 1 Button 1
            end
        end
    end
end

end

:isDialogOpen
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1
then
    0A8E: 3@ = 1@ + 0x2C //dialogType
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    0A8E: 4@ = 1@ + 0x30 //dialogId
    0A8D: 4@ = readMem 4@ sz 4 vp 0
    0485: dialog_open
    0AB2: ret 2 3@ 4@
else 059A: dialog_closed
end
0AB2: ret 2 -1 -1

:GetDialogCaption
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog open
then
    0A8E: 3@ = 1@ + 0x40 //DialogCaptionOffset
    0485: dialog_open
    0AB2: ret 1 3@
else
    059A:  dialog closed
end
0AB2: ret 0

:GetDialogText
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog active
then
    0A8E: 3@ = 1@ + 0x2C //DialogTypeOffset
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    if or
    3@ == 0 // DIALOG_STYLE_MSGBOX
    3@ == 1 // DIALOG_STYLE_INPUT
    3@ == 3 // DIALOG_STYLE_PASSWORD
    then
        0A8E: 4@ = 1@ + 0x34 // DialogTextOffset
        0A8D: 4@ = readMem 4@ sz 4 vp 0
        0485: dialog_open
        0AB2: ret 1 4@
    else 059A:  dialog closed
    end
end
0AB2: ret 0

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)   
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
    
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)   
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end           
end
 
059A:  return_false
0AB2: ret 1 0

:get_digits_to_print
{
    0@ = text
    1@ = pointer to memory where digits will be stored as text
}
0AB1: @strlen 1 string 0@ _return: 31@
    for 30@ = 0 to 31@ 
        0085: 29@ = 0@ // copy pointer
        005A: 29@ += 30@  // add offset (as the loop progresses it becomes pointers to first-last character)
        0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1 // 28@ is the ascii number representing character
        if and
        28@ >= 0x30 // '0'
        28@ <= 0x39 // '9'
        then
        0A8C: write_memory 1@ size 1 value 28@ virtual_protect 1
        1@ += 1 // move to next address
        end
    end
0A8C: write_memory 1@ size 1 value 0 virtual_protect 1 // null-termination
0AB2: ret 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@       

:SetDialogInputEditBoxText
{
    0.3.DL
    0AB1: @SetDialogInputEditBoxText 1 => text 0@
}
if 0AA2: 2@ = "samp.dll"
then
    0A8E: 3@ = 2@ + 0x2AC9E0            // SAMP_DIALOG_INFO_OFFSET (R1)
    0A8D: 3@ = readMem 3@ sz 4 vp 0     // pDialog;
    0A8E: 4@ = 3@ + 0x24                // pDialog->pEditBox;
    0A8D: 4@ = readMem 4@ sz 4 vp 0     // pEditBox;
  
    0A8E: 5@ = 2@ + 0x85000 // CDXUTEditBox::GetText (offset for 0.3.7 R1)
  
    // CDXUTEditBox::SetText takes 2 params
    // 1 - pointer to zero terminated string
    // 2 - bool, if text is to be selected or not
  
    0AA8: call_function_method 5@ struct 4@ num_params 2 pop 0 _bSelected 0 _pszText 0@ _retVal 6@
end
0AB2: 0

:CloseCurrentDialogWithButton
{
    0.3.DL
    0AB1: @CloseCurrentDialogWithButton 1 Button 0 // 1 = Left , 0 = Right
}
IF 0AA2: 10@ = "samp.dll"
THEN 
    0A8E: 11@ = 10@ + 0x2AC9E0 // SAMP_DIALOG_INFO_OFFSET
    0A8D: 12@ = readMem 11@ sz 4 vp 0
    0A8E: 11@ = 10@ + 0x700D0 //SAMP_DIALOG_CLOSE
    0AA8: call_function_method 11@ struct 12@ num_params 1 pop 0 0@ $NOT_USED
END
0AB2: 0
* Details (add more details to your request): I need it to be compatible with 0.3.7 - R2


* On/off key (specify it): AUTO
 

Attachments

  • ASC-6.cs
    20.9 KB · Views: 7
  • Auto-Type-Signcheck-Digit.cs
    24.2 KB · Views: 12

Parazitas

God
Staff member
Joined
Jan 2, 2017
Messages
3,315
Solutions
7
Reaction score
935
Location
Lithuania
* Name of the mod (if the mod doesn't exist, you don't have to tell one): AUTOPAYCHECK
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): http://ugbase.eu/index.php?threads/types-of-sign-check-and-sources-etc.21704/ ((This one works but it crashes my game very often, like 1-2 hours of playing time ))
* What do you want (the most important part, explain this carefully): I have this version of autopaycheck but it is only compatible to 0.3DL.
Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    for 10@ = 95 to 99
        0AC8: 0@ = allocate_memory_size 144
        0AB1: @getChatEntryText 1 id 10@ to 0@
        0AC8: 1@ = allocate_memory_size 144
        0AD3: 1@ = format "/signcheck"
        if
        0AB1: @IfTextContains 2 mainTextPointer 0@ pieceToFindPointer 1@ _returnedPointer 2@
        then
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "/signcheck"
            0AB1: @SEND_CMD 1 text 3@
            wait 180000 // anti spam
        end
    end
end

end

:getChatEntryText
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x2ACA10
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x132
    0@ *= 0xFC
    005A: 1@ += 0@
    1@ += 0x20
    0AA3: 1@
END
0AB2: ret 1 1@

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)  
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
   
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)  
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end          
end

059A:  return_false
0AB2: ret 1 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@

:SAY
//0AB1: @SAY 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x5860 // FUNC_SAY
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0


:Chatmsg
//0AB1: @Chatmsg 2 color 0xFF00FF00 text 0@
IF 0AA2: 2@ = "samp.dll"
THEN
    0085: 3@ = 2@
    3@ += 0x2ACA10 // SAMP_CHAT_INFO_OFFSET
    0A8D: 3@ = readMem 3@ sz 4 vp 1
    0085: 4@ = 2@
    4@ += 0x67650 // FUNC_ADDTOCHATWND
    0AA6: call 4@ struct 3@ num_params 5 pop 0 params 0 0@ 0 1@ 8
END
0AB2: 0

:SEND_CMD
//0AB1: @SEND_CMD 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x69340 // FUNC_SEND_CMD
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0

Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    if
    0AB1:  @isDialogOpen 0 _Return: dType 0@ dId 1@
    then
        IF
        0AB1: @GetDialogCaption 0 _Return: Caption 2@
        THEN
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "Sign check"  // Dialog caption to find
            if
            0AB1: @IfTextContains 2 mainTextPointer 2@ pieceToFindPointer 3@ _returnedPointer 4@
            then                
                0AC8: 5@ = allocate_memory_size 512
                0AB1: @getDialogText 0 _Return: Text 5@
                0AC8: 6@ = allocate_memory_size 260
                0AB1: @get_digits_to_print param_count 2 text 5@ memory_to_store_digits_as_text 6@
                0209: 7@ = random_int_in_ranges 1500 3000
                wait 7@
                0AB1: @SetDialogInputEditBoxText 1 => text 6@
                0AB1: @CloseCurrentDialogWithButton 1 Button 1
            end
        end
    end
end

end

:isDialogOpen
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1
then
    0A8E: 3@ = 1@ + 0x2C //dialogType
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    0A8E: 4@ = 1@ + 0x30 //dialogId
    0A8D: 4@ = readMem 4@ sz 4 vp 0
    0485: dialog_open
    0AB2: ret 2 3@ 4@
else 059A: dialog_closed
end
0AB2: ret 2 -1 -1

:GetDialogCaption
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog open
then
    0A8E: 3@ = 1@ + 0x40 //DialogCaptionOffset
    0485: dialog_open
    0AB2: ret 1 3@
else
    059A:  dialog closed
end
0AB2: ret 0

:GetDialogText
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog active
then
    0A8E: 3@ = 1@ + 0x2C //DialogTypeOffset
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    if or
    3@ == 0 // DIALOG_STYLE_MSGBOX
    3@ == 1 // DIALOG_STYLE_INPUT
    3@ == 3 // DIALOG_STYLE_PASSWORD
    then
        0A8E: 4@ = 1@ + 0x34 // DialogTextOffset
        0A8D: 4@ = readMem 4@ sz 4 vp 0
        0485: dialog_open
        0AB2: ret 1 4@
    else 059A:  dialog closed
    end
end
0AB2: ret 0

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)  
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
   
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)  
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end          
end

059A:  return_false
0AB2: ret 1 0

:get_digits_to_print
{
    0@ = text
    1@ = pointer to memory where digits will be stored as text
}
0AB1: @strlen 1 string 0@ _return: 31@
    for 30@ = 0 to 31@
        0085: 29@ = 0@ // copy pointer
        005A: 29@ += 30@  // add offset (as the loop progresses it becomes pointers to first-last character)
        0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1 // 28@ is the ascii number representing character
        if and
        28@ >= 0x30 // '0'
        28@ <= 0x39 // '9'
        then
        0A8C: write_memory 1@ size 1 value 28@ virtual_protect 1
        1@ += 1 // move to next address
        end
    end
0A8C: write_memory 1@ size 1 value 0 virtual_protect 1 // null-termination
0AB2: ret 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@      

:SetDialogInputEditBoxText
{
    0.3.DL
    0AB1: @SetDialogInputEditBoxText 1 => text 0@
}
if 0AA2: 2@ = "samp.dll"
then
    0A8E: 3@ = 2@ + 0x2AC9E0            // SAMP_DIALOG_INFO_OFFSET (R1)
    0A8D: 3@ = readMem 3@ sz 4 vp 0     // pDialog;
    0A8E: 4@ = 3@ + 0x24                // pDialog->pEditBox;
    0A8D: 4@ = readMem 4@ sz 4 vp 0     // pEditBox;
 
    0A8E: 5@ = 2@ + 0x85000 // CDXUTEditBox::GetText (offset for 0.3.7 R1)
 
    // CDXUTEditBox::SetText takes 2 params
    // 1 - pointer to zero terminated string
    // 2 - bool, if text is to be selected or not
 
    0AA8: call_function_method 5@ struct 4@ num_params 2 pop 0 _bSelected 0 _pszText 0@ _retVal 6@
end
0AB2: 0

:CloseCurrentDialogWithButton
{
    0.3.DL
    0AB1: @CloseCurrentDialogWithButton 1 Button 0 // 1 = Left , 0 = Right
}
IF 0AA2: 10@ = "samp.dll"
THEN
    0A8E: 11@ = 10@ + 0x2AC9E0 // SAMP_DIALOG_INFO_OFFSET
    0A8D: 12@ = readMem 11@ sz 4 vp 0
    0A8E: 11@ = 10@ + 0x700D0 //SAMP_DIALOG_CLOSE
    0AA8: call_function_method 11@ struct 12@ num_params 1 pop 0 0@ $NOT_USED
END
0AB2: 0
* Details (add more details to your request): I need it to be compatible with 0.3.7 - R2
* On/off key (specify it): AUTO

PHP:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if 0256:   player $PLAYER_CHAR defined
then
    for 10@ = 95 to 99
        0AC8: 0@ = allocate_memory_size 144
        0AB1: @getChatEntryText 1 id 10@ to 0@
        0AC8: 1@ = allocate_memory_size 144
        0AD3: 1@ = format "/signcheck"
        if
        0AB1: @IfTextContains 2 mainTextPointer 0@ pieceToFindPointer 1@ _returnedPointer 2@
        then
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "/signcheck"
            0AB1: @SEND_CMD 1 text 3@
            wait 180000 // anti spam
        end
    end
end

end

:getChatEntryText
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x21A0EC
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x132
    0@ *= 0xFC
    005A: 1@ += 0@
    1@ += 0x20
    0AA3: 1@
END
0AB2: ret 1 1@

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)   
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
    
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)   
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end           
end
 
059A:  return_false
0AB2: ret 1 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@

:SEND_CMD
//0AB1: @SEND_CMD 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x65D30 // FUNC_SEND_CMD
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0

PHP:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    if
    0AB1:  @isDialogOpen 0 _Return: dType 0@ dId 1@
    then
        if
        0AB1: @GetDialogCaption 0 _Return: Caption 2@
        then
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "Sign check"  // Dialog caption to find
            if
            0AB1: @IfTextContains 2 mainTextPointer 2@ pieceToFindPointer 3@ _returnedPointer 4@
            then                 
                0AC8: 5@ = allocate_memory_size 512
                0AB1: @getDialogText 0 _Return: Text 5@
                0AC8: 6@ = allocate_memory_size 260
                0AB1: @get_digits_to_print param_count 2 text 5@ memory_to_store_digits_as_text 6@ 
                0209: 7@ = random_int_in_ranges 1500 3000 
                wait 7@
                0AB1: @SetDialogInputEditBoxText 1 => text 6@
                0AB1: @CloseCurrentDialogWithButton 1 Button 1
            end
        end
    end
end

end

:isDialogOpen
0AA2: 1@ = "samp.dll"
1@ += 0x21A0C0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1
then
    0A8E: 3@ = 1@ + 0x2C //dialogType
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    0A8E: 4@ = 1@ + 0x30 //dialogId
    0A8D: 4@ = readMem 4@ sz 4 vp 0
    0485: dialog_open
    0AB2: ret 2 3@ 4@
else 059A: dialog_closed
end
0AB2: ret 2 -1 -1

:GetDialogCaption
0AA2: 1@ = "samp.dll"
1@ += 0x21A0C0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog open
then
    0A8E: 3@ = 1@ + 0x40 //DialogCaptionOffset
    0485: dialog_open
    0AB2: ret 1 3@
else
    059A:  dialog closed
end
0AB2: ret 0

:GetDialogText
0AA2: 1@ = "samp.dll"
1@ += 0x21A0C0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog active
then
    0A8E: 3@ = 1@ + 0x2C //DialogTypeOffset
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    if or
    3@ == 0 // DIALOG_STYLE_MSGBOX
    3@ == 1 // DIALOG_STYLE_INPUT
    3@ == 3 // DIALOG_STYLE_PASSWORD
    then
        0A8E: 4@ = 1@ + 0x34 // DialogTextOffset
        0A8D: 4@ = readMem 4@ sz 4 vp 0
        0485: dialog_open
        0AB2: ret 1 4@
    else 059A:  dialog closed
    end
end
0AB2: ret 0

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)   
    0085: 24@ = 0@ // (int)
    005A: 24@ += 29@  // (int)
    0A8D: 28@ = read_memory 24@ size 1 virtual_protect 0
    
    0085: 23@ = 1@ // (int)
    005A: 23@ += 26@  // (int)
    0A8D: 27@ = read_memory 23@ size 1 virtual_protect 0

    if 003B:   28@ == 27@  // (int)   
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end           
end
 
059A:  return_false
0AB2: ret 1 0

:get_digits_to_print
{
    0@ = text
    1@ = pointer to memory where digits will be stored as text
}
0AB1: @strlen 1 string 0@ _return: 31@
    for 30@ = 0 to 31@ 
        0085: 29@ = 0@ // copy pointer
        005A: 29@ += 30@  // add offset (as the loop progresses it becomes pointers to first-last character)
        0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1 // 28@ is the ascii number representing character
        if and
        28@ >= 0x30 // '0'
        28@ <= 0x39 // '9'
        then
        0A8C: write_memory 1@ size 1 value 28@ virtual_protect 1
        1@ += 1 // move to next address
        end
    end
0A8C: write_memory 1@ size 1 value 0 virtual_protect 1 // null-termination
0AB2: ret 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@       

:SetDialogInputEditBoxText
{
    0.3.DL
    0AB1: @SetDialogInputEditBoxText 1 => text 0@
}
if 0AA2: 2@ = "samp.dll"
then
    0A8E: 3@ = 2@ + 0x21A0C0            // SAMP_DIALOG_INFO_OFFSET 
    0A8D: 3@ = readMem 3@ sz 4 vp 0     // pDialog;
    0A8E: 4@ = 3@ + 0x24                // pDialog->pEditBox;
    0A8D: 4@ = readMem 4@ sz 4 vp 0     // pEditBox;
  
    0A8E: 5@ = 2@ + 0x81000 // CDXUTEditBox::GetText 
  
    // CDXUTEditBox::SetText takes 2 params
    // 1 - pointer to zero terminated string
    // 2 - bool, if text is to be selected or not
  
    0AA8: call_function_method 5@ struct 4@ num_params 2 pop 0 _bSelected 0 _pszText 0@ _retVal 6@
end
0AB2: 0

:CloseCurrentDialogWithButton
{
    0.3.DL
    0AB1: @CloseCurrentDialogWithButton 1 Button 0 // 1 = Left , 0 = Right
}
IF 0AA2: 10@ = "samp.dll"
THEN 
    0A8E: 11@ = 10@ + 0x21A0C0 // SAMP_DIALOG_INFO_OFFSET
    0A8D: 12@ = readMem 11@ sz 4 vp 0
    0A8E: 11@ = 10@ + 0x6C0F0  //SAMP_DIALOG_CLOSE
    0AA8: call_function_method 11@ struct 12@ num_params 1 pop 0 0@ $NOT_USED
END
0AB2: 0
 

under19

New member
Joined
Jun 9, 2020
Messages
1
Reaction score
0
Location
Argentina
* Name of the mod (if the mod doesn't exist, you don't have to tell one): Weapon Finder
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): I don't remember now but I think you already know.
* What do you want (the most important part, explain this carefully): The Jul 8, 2019 a guy asked you if you could remake a Weapon Finder (http://ugbase.eu/index.php?threads/closed-accepting-request.20630/page-2), you remade it and now I tried to use it but it seems that it works for 5 minutes or some and then it stops working. I'd be so greateful if you could look into it and solve this issue.
* Details (add more details to your request): It has to be for 0.3.DL samp version.
* On/off key (specify it): That one itself is already set at K+3, I think it's fine like that.
 

Florianionut

New member
Joined
Feb 19, 2020
Messages
1
Reaction score
0
Location
Cluj
* Name of the mod (if the mod doesn't exist, you don't have to tell one): Custom Sensibility for each weapon or at least for deagle combat rifles tec9 m4
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): yes, I saw a video with the presentation of this mod which is also private and which very few people have
* What do you want (the most important part, explain this carefully): I want a way to let you put a different sensitivity to your weapons, higher or lower, which when you re-enter the game to keep its settings for each weapon
* Details (add more details to your request)
* On/off key (specify it):automatic or an interface to help you set your sensitivity to weapons
 

Puskitas96

New member
Joined
Jan 4, 2019
Messages
3
Reaction score
0
* Name of the mod (if the mod doesn't exist, you don't have to tell one):IDK only exist in sobeit projects
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):Only Sobeit have this, see video
Cleo Request
* What do you want (the most important part, explain this carefully)I just want to keep the trailer attached to me at certain times so that the cleo can be turned on or off like it does in the sobeit please.
* Details (add more details to your request)Only i like to on/off the cleo to keep the trailer with me.
* On/off key (specify it): / or -
 

derPro1337

Member
Joined
Oct 14, 2014
Messages
7
Reaction score
0
* Name of the mod (if the mod doesn't exist, you don't have to tell one): Healhack
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not):
* What do you want (the most important part, explain this carefully) Healhack against all bulltes for SKINSHOT
* Details (add more details to your request) Healhack against all bulltes for SKINSHOT
* On/off key (specify it): Mousebutton4
 

KewkHacker

Member
Joined
Apr 26, 2020
Messages
10
Reaction score
0
Location
Serbia
* Name of the mod (if the mod doesn't exist, you don't have to tell one):Spray everyone.cs
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): I just got idea
* What do you want (the most important part, explain this carefully): I want etc. type /spray and then every streamed player get on spray animation.
* Details (add more details to your request): When they get on spray animation they wont be able to shoot so it will be easy kill, also if someone can make it doesnt make dmg on them if cant make with giving dmg.
* On/off key (specify it): However i will change it thanks
 

Kukic

New member
Joined
Oct 17, 2018
Messages
1
Reaction score
0
* Name of the mod (if the mod doesn't exist, you don't have to tell one):damager.cs
* Where you saw it (not the server, we mean if you saw any videos/screenshots about it or not): /
* What do you want (the most important part, explain this carefully) i want someone help me to change weapon on damager,its Fire Extinguisher now so can you guys help me to change it to like Flamethrower,Tear Gas or smth like that (available for that script) *On some servers are fixed for Spray Can,Fire Extinguisher and Knife.
* Details (add more details to your request) /
* On/off key (specify it): i will change it
This is the source
CSS:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:NONAME_2
   not SAMP.Available
else_jump @NONAME_22
wait 0
jump @NONAME_2

:NONAME_22
0B34: samp register_client_command "kule" to_label @NONAME_368
0B34: samp register_client_command "gasi" to_label @NONAME_380

:NONAME_51
wait 0
if
  31@ == 1
else_jump @NONAME_280
0@ = 0

:NONAME_80
11@ = SAMP.GetActorHandleByPlayerID(0@)
29@ = SAMP.GetPlayerColor(0@)
if and
056D:   actor 11@ defined
   not Actor.Dead(11@)
   not SAMP.IsPlayerPaused(0@)
else_jump @NONAME_258
Actor.StorePos($PLAYER_ACTOR, 20@, 21@, 22@)
Actor.StorePos(11@, 23@, 24@, 25@)
050A: 26@ = distance_between_XYZ 20@ 21@ 22@ and_XYZ 23@ 24@ 25@
if
  25.0 >= 26@
else_jump @NONAME_258
call @NONAME_287 4 0@ 0.0 42 3
12@ = SAMP.GetPlayerNickname(0@)
wait 10

:NONAME_258
0@ += 1
  0@ > 1000
else_jump @NONAME_80

:NONAME_280
jump @NONAME_51

:NONAME_287
10@ = RakNet.NewBitStream()
BitStream.Write(10@, 0, BS_TYPE_BOOL, 1)
BitStream.Write(10@, 0@, BS_TYPE_SHORT, 2)
BitStream.Write(10@, 1@, BS_TYPE_INT, 4)
BitStream.Write(10@, 2@, BS_TYPE_INT, 4)
BitStream.Write(10@, 3@, BS_TYPE_INT, 4)
RakNet.LiteRPC(115, 10@)
RakNet.DeleteBitStream(10@)
ret 0

:NONAME_368
0B12: 31@ = 31@ XOR 1
SAMP.CmdRet

:NONAME_380
chatmsg "Seca je zavrsena." -1
run "seca.cs"
0A93: end_custom_thread
SAMP.CmdRet
 
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