CLEO Help Decrypt this?

CLEO related
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Zin

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Ok so I want to take a look inside this cleo mod because when I install it, it crashes my game and simply does not work I wanna open it but when I open it it's just blank IDK if this means it's crypted but I wanna see if I can fix the bug or use the coordinates he has used in his cleo to maybe make my own.

http://www.gtainside.com/en/sanandreas/mods/80724-crosshair-for-aerial-combat-vehicles/

I tried using a cleo decrypter but it didn't work so anyone know how to decrypt this?
 

WaTTi

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here is the source, i did this time ago idk why the fuck i used t3k cryptor in this shit.

Code:
// Made by www.youtube.com/jhgr16
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'pene'
0390: load_txd_dictionary "PAMIRA" 
038F: load_texture "MIRA" as 1 // Load dictionary with 0390 first
038F: load_texture "MIRA4" as 2
038F: load_texture "MIRA2" as 3 // Load dictionary with 0390 first 
038F: load_texture "MIRA3" as 4

if
0AAB:   file_exists "CLEO\aircraftaim.ini"
then
0AF0: 23@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "red"
0AF0: 24@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "green"
0AF0: 25@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "blue"
0AF0: 26@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "transparency"
0AF0: 27@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "crosshair1"
0AF0: 28@ = get_int_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "crosshair2"
0AF2: 29@ = get_float_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "size"
0AF2: 30@ = get_float_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "size2"
0AF2: 31@ = get_float_from_ini_file "cleo\aircraftaim.ini" section "CROSSHAIR" key "distance"
else
23@ = 255
24@ = 255
25@ = 255
26@ = 255
27@ = 3
28@ = 4
29@ = 27.0
30@ = 27.0
end
15@ = 1
32@ = 1

:start
wait 0
if and
15@ == 1
player.Defined(0)
then
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA    
00DD:   actor $PLAYER_ACTOR driving_car_with_model #RUSTLER
    then
    if
    32@ == 1
    then
    print "~B~Vehicles crosshair by ~W~ ~Y~jhgr16~W~" time 3500 
    32@ = 0
    end
    0@ = Actor.CurrentCar($PLAYER_ACTOR)  
    $incar = 1
    077D: 1@ = car 0@ x_angle 
    077D: 1@ = car 0@ x_angle 
    077D: 1@ = car 0@ x_angle    
    0174: 2@ = car 0@ Z_angle
    00AA: store_car 0@ position_to 3@ 4@ 5@
    03F0: enable_text_draw 1
    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 2@ Y_Angle 1@ Distance 31@ Return_XYZ_To 6@ 7@ 8@
    if 
    86BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 1 object 1 particle 0
    then
    0AB1: call_scm_func @getCollisionBetweenPoints 17 from 3@ 4@ 5@ to 6@ 7@ 8@ solid 1 car 0 actor 1 object 1 particle 0 cartyre 0 water 1 ignore_entity 0x0 see_through 0 camera_objects 0 shoot_through 0 store_to 20@ 21@ 22@ distance_to $caca2 entity_to $caca
    0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X X 20@ Y 21@ Z 22@ store_screen_X_to 9@ Y_to 10@
    else 
    0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X X 6@ 7@ 8@ store_screen_X_to 9@ Y_to 10@
    end
    if or  
    00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA
    00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
    then
    038D: draw_texture 27@ position 9@ 10@ size 29@ 29@ RGBA 23@ 24@ 25@ 26@
    else
    038D: draw_texture 28@ position 9@ 10@ size 30@ 30@ RGBA 23@ 24@ 25@ 26@
    end
    else
        if
        $incar == 1
        then                              
            if or
            80DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR
            80DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
            80DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA
            80DD:   actor $PLAYER_ACTOR driving_car_with_model #RUSTLER
            then
            03F0: 0
            $incar = 0
            end
        else
        end
    end
end
jump @start

:getScreenXYFrom3DCoords // ugbase
0AA7: call_function 0x70CE30 num_params 6 pop 6 clipNear 1 clipFar 1 yMult 7@s xMult 6@s outVector 2@s inVector 0@s result 29@
0073: 2@ /= 6@
0073: 2@ /= 4@
0073: 3@ /= 7@
0073: 3@ /= 4@
2@ *= 640.0
3@ *= 448.0
0AB2: ret 2 2@ 3@


:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
{    
    Return:
        PosX-InFrontOf
        PosY-InFrontOf
        PosZ-InFrontOf
        
    Example: 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@

}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@     
 
:getCollisionBetweenPoints // GTA FORUMS
{
 Parameters:
   Passed:
     0@ - start point X
     1@ - start point Y
     2@ - start point Z
     3@ - end point X
     4@ - end point Y
     5@ - end point Z
     6@ - is solid
     7@ - is car
     8@ - is actor
     9@ - is object
     10@ - is particle
     11@ - is car tyre
     12@ - is water
     13@ - entity to ignore (offset)
     14@ - no see-through stuff
     15@ - no camera objects
     16@ - no shoot-through stuff
   Result:
     17@ - collision point X
     18@ - collision point Y
     19@ - collision point Z
     20@ - distance
     21@ - entity

 Example:
   0AB1: call_scm_func @getCollisionBetweenPoints 17 from 0.0 0.0 0.0 to 1.0 0.0 0.0 solid 0 car 1 actor 0 object 0 particle 0 cartyre 1 water 0 ignore_entity 0x0 see_through 0 camera_objects 0 shoot_through 0 store_to 1@ 2@ 3@ distance_to 4@ entity_to 5@ 
}
if 
 13@ <> 0x0 
then
 0A8C: write_memory 0xB7CD68 size 4 value 13@ virtual_protect 0 
end
0A8C: write_memory 0xB7CD70 size 1 value 11@ virtual_protect 0 
0A9F: 26@ = current_thread_pointer
0AB1: call_scm_func @getLocalVarOffset 2 thread 26@ var 0 store_to 22@ 
0AB1: call_scm_func @getLocalVarOffset 2 thread 26@ var 3 store_to 23@ 
0AB1: call_scm_func @getLocalVarOffset 2 thread 26@ var 17 store_to 24@ 
0AB1: call_scm_func @getLocalVarOffset 2 thread 26@ var 21 store_to 25@ 
0AA7: call_function 0x56BA00 num_params 12 pop 12 bIgnoreShootThroughStuff 16@ bIgnoreSomeObjectsForCamera 15@ bIgnoreSeeThroughStuff 14@ bDummy 10@ bObject 9@ bActor 8@ bCar 7@ bBuilding 6@ pEntity 25@ pPoint 24@ pTarget 23@ pOrigin 22@ bReturn 31@ // CWorld__ProcessLineOfSight
if 
 13@ <> 0x0 
then
 0A8C: write_memory 0xB7CD68 size 4 value 0x0 virtual_protect 0 
end
if 
 31@ <> 0 
then
 if and
   17@ <> 0.0 
   18@ <> 0.0 
   19@ <> 0.0 
 then
   050A: 20@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 17@ 18@ 19@ 
   if 
     12@ == 1 
   then
     0A9F: 26@ = current_thread_pointer
     0AB1: call_scm_func @getLocalVarOffset 2 thread 26@ var 27 store_to 30@ 
     0AA7: call_function 0x6E61B0 num_params 7 pop 7 pPoint 30@ fTargetZ 5@ fTargetY 4@ fTargetX 3@ fOriginZ 2@ fOriginY 1@ fOriginX 0@ bResult 31@ // CWorld__TestLineAgainstWater
     if 
       31@ <> 0  
     then
       0087: 17@ = 27@ 
       0087: 18@ = 28@ 
       0087: 19@ = 29@ 
       050A: 20@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 27@ 28@ 29@ 
     end
   end
   0AB2: ret 5 17@ 18@ 19@ 20@ 21@ 
 end
end
0AB2: ret 5 3@ 4@ 5@ 0.0 0x0 


:getLocalVarOffset
{
 Parameters:
   Passed:
     0@ - thread pointer
     1@ - var number
   Result:
     1@ - var value

 Example:
   0AB1: call_scm_func @getLocalVarOffset 2 thread 0@ var 0 store_to 1@ 
}
if 
 0@ <> 0 
then
 1@ *= 0x4 
 0A8E: 2@ = 0@ + 0xDC // mission flag
 if 
   2@ == 1 
 then
   1@ += 0xA48960 // mission locals
 else
   005A: 1@ += 0@ 
   1@ += 0x3C 
 end
else
 1@ = 0 
end
0AB2: ret 1 1@
 

Zin

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Ok thanks for the source so I recompiled that code and fixed the errors the compiler gave me and when I enter aerial vehicle get lots of errors in chat and insta-crash. But it's a step closer than before which was just not even being able to get into the game.
 
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