️ Decrypting/Safety Check CLEO/AHK/LUA/SF/ASI/DLL


Here you can send files and they will be decrypted(cleo/lua/ahk) !

CLEO / LUA / AHK files can have their encryption removed
In full / in part



The SF / ASI / DLL file will be mainly tested
It is not possible to extract code in an orderly manner from files programmed in C ++
Here you will find out if a file is safe and what it does.
 
Last edited:

Ram_Bo

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Attachments

  • caucadinkcao.cs
    2 KB · Views: 3
  • autoAG.cs
    1.9 KB · Views: 2
  • autoguard.cs
    1.7 KB · Views: 2
  • bangiap.cs
    2.2 KB · Views: 2

SobFoX

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autoguard.cs

JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

hex
 B0 A3 9E 8A 8B 90 98 8A 9E 8D 9B D1 9C 8C B2 FF
 F9 2A
end
0006:  // Note: the incorrect math opcode was used here
hex
 6C F5 9D F9 F1 00 FF FF FE FF FB FF FD FF F9 ED
end
0004:  // Note: the incorrect math opcode was used here
0000: NOP
wait 8500
wait 0
if
0ADC:   test_cheat "M"
jf -66
if
  30@ == 0
jf -59
30@ = 1
jump -66
30@ = 0
if
  30@ == 1
jf -136
alloc 6@ = allocate_memory_size 1024
format 6@ = format "/chapnhan aogiap"
call -1103 1 6@
30@ = 0
jump @NONAME_7
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -330
31@ += 2804240
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
31@ += 306
0@ *= 252
005A: 31@ += 0@ // (int)
0A8E: 30@ = 31@ + 32 // int
0A8E: 29@ = 31@ + 4 // int
0A8E: 28@ = 31@ + 244 // int
0A8D: 27@ = read_memory 28@ size 4 virtual_protect 0
0A8E: 26@ = 31@ + 248 // int
0A8D: 25@ = read_memory 26@ size 1 virtual_protect 0
if

:NONAME_325
   not 25@ > 0
jf -313
24@ = 0
jump @NONAME_325
0A8D: 24@ = read_memory 26@ size 4 virtual_protect 0
0AA3: free_library 31@
ret 4 30@ 29@ 27@ 24@
5@ = 0
call -809 1 0@ 31@
30@ = 0
0085: 29@ = 0@ // (int)
005A: 29@ += 30@ // (int)
0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1
if
003B:   28@ == 1@ // (int)
jf -431
5@ = 1
if
  5@ == 0
jf -468
0A8C: write_memory 3@ size 1 value 28@ virtual_protect 1
3@ += 1
if
003B:   28@ == 2@ // (int)
jf -494
5@ = 0
30@ += 1
001D:   30@ > 31@ // (int)
jf -377
0A8C: write_memory 3@ size 1 value 0 virtual_protect 1
ret 0
call -809 1 0@ 31@
call -809 1 1@ 30@
if
001D:   30@ > 31@ // (int)
jf -592
return_false
ret 1 0
31@ -= 1
26@ = 0
29@ = 0
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)
jf -746
26@ += 1
if

:NONAME_739
002D:   26@ >= 30@ // (int)
jf @NONAME_739
return_true
0062: 24@ -= 30@ // (int)
24@ += 1

:NONAME_771
ret 1 24@
jump -778
if
  26@ > 0
jf @NONAME_771
29@ -= 1
26@ = 0
29@ += 1
001D:   29@ > 31@ // (int)
jf -613
return_false
ret 1 0
1@ = 0
0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
if
   not 2@ == 0
jf -875
0@ += 1
1@ += 1
  1@ > 1024
jf -816
ret 1 1@
30@ = 0
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -1095
31@ += 296

:NONAME_964
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1430451322
jf @NONAME_964
30@ = 1
if
  29@ == 1505954964
jf -992
30@ = 2
if
  29@ == 1516908848
jf -1020
30@ = 3
31@ -= 8

:NONAME_1067
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1544241731
jf @NONAME_1067
30@ = 4
if
  29@ == 1574307533
jf -1095
30@ = 5
ret 1 30@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf -1239
0A8E: 21@ = 20@ + 2804244 // int
0A8D: 22@ = read_memory 21@ size 4 virtual_protect 0
0A8E: 26@ = 22@ + 8 // int
0A8D: 27@ = read_memory 26@ size 4 virtual_protect 0
0A8E: 24@ = 20@ + 544768 // int
hex
 A8 0A 03 18 00 03 1B 00 04 02 04 00 04 00 03 E8
 CC
end
 

SobFoX

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Location
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bangiap.cs
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

hex
 B0 A3 9D 9E 91 98 96 9E 8F D1 9C 8C B2 FF F9 0B
 08 00 00 6C F5 9D F9 F9 0B 08 00 00 6C F5 9D F9
 F1 00 FF FF FE FF FB FF FD FF F9 D0
end
0006:  // Note: the incorrect math opcode was used here
0000: NOP
wait 8500
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf -322
if
0ADC:   test_cheat "G"
jf -322
if
call -329 0 31@
jf -322
04C4: store_coords_to 30@ 29@ 28@ from_actor 31@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 27@ 26@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0509: 23@ = distance_between_XY 30@ 29@ and_XY 27@ 26@
if
   not 23@ > 8.0
jf -322
if
call -626 1 31@ 24@
jf -322
if
call -1335 1 24@ 23@
jf -322
if
call -1084 1 24@ 22@
jf -322
if or
   not 23@ >= 101.0
   not 22@ >= 100.0
jf -322
alloc 21@ = allocate_memory_size 1024
format 21@ = format "/bangiap %d 100" 24@
call -1586 1 21@
jump -7
20@ = 600.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf -566
005A: 31@ += 30@ // (int)
if and
056D:   actor 31@ defined
803B:   not  31@ == $PLAYER_ACTOR // (int)
jf -566
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor 31@ with_offset 0.0 0.0 0.0
0509: 10@ = distance_between_XY 4@ 5@ and_XY 7@ 8@
if
0025:   20@ > 10@ // (float)
jf -566
0087: 20@ = 10@ // (float)
8085:   not 2@ = 31@ // (int)
30@ += 256
  30@ > 35584
jf -379
if
056D:   actor 2@ defined
jf -616
return_true
jump -618
return_false
ret 1 2@
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -1077
31@ += 2804260
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf -1077
31@ += 990
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf -1077
31@ += 8
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf -1077
if
003B:   0@ == $PLAYER_ACTOR // (int)
jf -823
0A8E: 30@ = 31@ + 0 // int
0A8D: 28@ = read_memory 30@ size 2 virtual_protect 0
ret 1 28@
jump -1077
0A8E: 29@ = 31@ + 34 // int
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
28@ = 0
27@ = 4
006A: 27@ *= 28@ // (int)
0A8E: 26@ = 31@ + 38 // int
005A: 26@ += 27@ // (int)
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf -1055
26@ += 8
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf -1055
26@ += 4
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf -1055
26@ += 68
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf -1055
if
003B:   0@ == 26@ // (int)
jf -1055
return_true
ret 1 28@
28@ += 1
001D:   28@ > 29@ // (int)
jf -852
return_false
ret 0
if
0AA2: 1@ = load_library "samp.dll" // IF and SET
jf -1327
1@ += 2804260
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 990
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0@ *= 4
0@ += 38
005A: 1@ += 0@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf -1325
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf -1316
1@ += 432
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

:NONAME_1318
if
  1@ >= 0
jf -1307
return_true
jump -1309
return_false
jump @NONAME_1318
return_false
jump -1327
return_false
ret 1 1@
if
0AA2: 1@ = load_library "samp.dll" // IF and SET
jf -1578
1@ += 2804260
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 990
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0@ *= 4
0@ += 38
005A: 1@ += 0@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf -1576
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf -1567
1@ += 428
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

:NONAME_1569
if
  1@ >= 0
jf -1558
return_true
jump -1560
return_false
jump @NONAME_1569
return_false
jump -1578
return_false
ret 1 1@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf -1722
0A8E: 21@ = 20@ + 2804244 // int
0A8D: 22@ = read_memory 21@ size 4 virtual_protect 0
0A8E: 26@ = 22@ + 8 // int
0A8D: 27@ = read_memory 26@ size 4 virtual_protect 0
0A8E: 24@ = 20@ + 544768 // int
0AA8: call_function_method 24@ struct 27@ num_params 2 pop 0 0 0@
 

SobFoX

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Joined
Jul 14, 2015
Messages
1,023
Solutions
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Location
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autoAG.cs
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

hex
 B0 A3 9E 8A 8B 90 BE B8 D1 9C 8C B2 FF F9
end
06C1: create_searchlight
hex
 00 6C F5 9D F9 F1 00 FF FF FE FF FB FF FD FF F9
end
0587: enable_car
0000: NOP
0100:   actor in_car
hex
 05 34 21 01
end
0400: store_coords_to
if
   Player.Defined($PLAYER_CHAR)
jf -290
alloc 0@ = allocate_memory_size 1024
alloc 1@ = allocate_memory_size 1024
call -297 1 99 0@ 1@ 2@ 3@
alloc 4@ = allocate_memory_size 1024
call -501 4 0@ 123 125 4@
alloc 5@ = allocate_memory_size 1024
format 5@ = format "su dung /chapnhan aogiap de nhan ao giap."

:NONAME_189
if
call -686 2 4@ 5@ 6@
jf @NONAME_189
7@ = 1
04DD: 8@ = actor $PLAYER_ACTOR armour
if
   not 8@ >= 21
jf -290
if
  7@ == 1
jf -290
wait 200
alloc 9@ = allocate_memory_size 1024
format 9@ = format "/chapnhan aogiap"
call -1257 1 9@
7@ = 0
jump @NONAME_7
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -484
31@ += 2804240
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
31@ += 306
0@ *= 252
005A: 31@ += 0@ // (int)
0A8E: 30@ = 31@ + 32 // int
0A8E: 29@ = 31@ + 4 // int
0A8E: 28@ = 31@ + 244 // int
0A8D: 27@ = read_memory 28@ size 4 virtual_protect 0
0A8E: 26@ = 31@ + 248 // int
0A8D: 25@ = read_memory 26@ size 1 virtual_protect 0
if
   not 25@ > 0
jf -467
24@ = 0
jump -479
0A8D: 24@ = read_memory 26@ size 4 virtual_protect 0
0AA3: free_library 31@
ret 4 30@ 29@ 27@ 24@
5@ = 0
call -963 1 0@ 31@
30@ = 0
0085: 29@ = 0@ // (int)
005A: 29@ += 30@ // (int)
0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1
if
003B:   28@ == 1@ // (int)
jf -585
5@ = 1

:NONAME_622
if
  5@ == 0
jf @NONAME_622
0A8C: write_memory 3@ size 1 value 28@ virtual_protect 1
3@ += 1
if
003B:   28@ == 2@ // (int)
jf -648
5@ = 0
30@ += 1
001D:   30@ > 31@ // (int)
jf -531
0A8C: write_memory 3@ size 1 value 0 virtual_protect 1
ret 0
call -963 1 0@ 31@
call -963 1 1@ 30@
if
001D:   30@ > 31@ // (int)

:NONAME_767
jf -746
return_false
ret 1 0
31@ -= 1
26@ = 0
29@ = 0
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)
jf -900
26@ += 1
if
002D:   26@ >= 30@ // (int)
jf -893
return_true
0062: 24@ -= 30@ // (int)
24@ += 1
ret 1 24@
jump -932
if
  26@ > 0
jf -925
29@ -= 1
26@ = 0
29@ += 1
001D:   29@ > 31@ // (int)
jf @NONAME_767
return_false
ret 1 0
1@ = 0
0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
if
   not 2@ == 0
jf -1029
0@ += 1
1@ += 1
  1@ > 1024
jf -970
ret 1 1@
30@ = 0
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -1249
31@ += 296
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1430451322
jf -1118
30@ = 1
if
  29@ == 1505954964
jf -1146
30@ = 2
if
  29@ == 1516908848
jf -1174
30@ = 3
31@ -= 8
0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1
if
  29@ == 1544241731
jf -1221
30@ = 4
if
  29@ == 1574307533
jf -1249
30@ = 5
ret 1 30@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf -1393
0A8E: 21@ = 20@ + 2804244 // int
0A8D: 22@ = read_memory 21@ size 4 virtual_protect 0
0A8E: 26@ = 22@ + 8 // int
0A8D: 27@ = read_memory 26@ size 4 virtual_protect 0
0A8E: 24@ = 20@ + 544768 // int
hex
 A8 0A 03 18 00 03 1B 00 04 02 04 00 04 00 03 00
 00 03 00 00
end
 

SobFoX

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Joined
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Messages
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Location
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caucadinkcao.cs
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

hex
 B0 A3 9C 9E 8A 9C 9E 9B 96 91 94 9C 9E 90 D1 9C
 8C B2 FF F9
end
0749: reset_group_decision_maker
hex
 00 6C F5 9D F9 F1 00 FF FF FE FF FB FF FD FF F9
 09 06 00 00
end
thread 'XEDAP'
wait 1000
if
   Player.Defined($PLAYER_CHAR)
jf -454
alloc 0@ = allocate_memory_size 1024
alloc 1@ = allocate_memory_size 1024
call -647 1 99 0@ 1@ 2@ 3@
alloc 4@ = allocate_memory_size 1024
call -851 4 0@ 123 125 4@
alloc 5@ = allocate_memory_size 1024
format 5@ = format "Ban chua mua can cau"
if
call -1036 2 4@ 5@ 6@
jf -454
wait 300
alloc 6@ = allocate_memory_size 1024
format 6@ = format "/char stop"
call -1387 1 6@
wait 500
alloc 7@ = allocate_memory_size 1024
format 7@ = format "/char play muacancau"
call -1387 1 7@
wait 5000
alloc 8@ = allocate_memory_size 1024
format 8@ = format "/char stop"
call -1387 1 8@
wait 300
alloc 9@ = allocate_memory_size 1024
format 9@ = format "/char repeat cauca"
call -1387 1 9@
wait 500
alloc 10@ = allocate_memory_size 1024
format 10@ = format "/char play cauca"
call -1387 1 10@
wait 100
call -461 2 89 255
wait 10
call -461 2 89 0
30@ = 0
jump -11
2@ = 12004552

:XEDAP_514
0@ *= 2
005A: 2@ += 0@ // (int)
if
  0@ == 1
jf @XEDAP_514
2@ = 12006424
if
  0@ == 2
jf -542
2@ = 12006425
0A8C: write_memory 2@ size 1 value 1@ virtual_protect 0
ret 0
if
0AA2: 10@ = load_library "samp.dll" // IF and SET
jf -642
0A8E: 11@ = 10@ + 2804192 // int
0A8D: 12@ = read_memory 11@ size 4 virtual_protect 0
0A8E: 11@ = 10@ + 458960 // int
0AA8: call_function_method 11@ struct 12@ num_params 1 pop 0 0@ $4
ret 0
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf -834
31@ += 2804240
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
31@ += 306
0@ *= 252
005A: 31@ += 0@ // (int)
0A8E: 30@ = 31@ + 32 // int
0A8E: 29@ = 31@ + 4 // int
0A8E: 28@ = 31@ + 244 // int
0A8D: 27@ = read_memory 28@ size 4 virtual_protect 0
0A8E: 26@ = 31@ + 248 // int
0A8D: 25@ = read_memory 26@ size 1 virtual_protect 0
if
   not 25@ > 0
jf -817
24@ = 0
jump -829
0A8D: 24@ = read_memory 26@ size 4 virtual_protect 0
0AA3: free_library 31@
ret 4 30@ 29@ 27@ 24@
5@ = 0
call -1313 1 0@ 31@
30@ = 0
0085: 29@ = 0@ // (int)
005A: 29@ += 30@ // (int)
0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1
if
003B:   28@ == 1@ // (int)
jf -935
5@ = 1
if
  5@ == 0
jf -972
0A8C: write_memory 3@ size 1 value 28@ virtual_protect 1
3@ += 1
if
003B:   28@ == 2@ // (int)
jf -998
5@ = 0
30@ += 1
001D:   30@ > 31@ // (int)
jf -881
0A8C: write_memory 3@ size 1 value 0 virtual_protect 1
ret 0
call -1313 1 0@ 31@
call -1313 1 1@ 30@
if
001D:   30@ > 31@ // (int)
jf -1096
return_false
ret 1 0
31@ -= 1
26@ = 0
29@ = 0
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)
jf -1250
26@ += 1
if
002D:   26@ >= 30@ // (int)
jf -1243
return_true
0062: 24@ -= 30@ // (int)
24@ += 1
ret 1 24@
jump -1282
if
  26@ > 0
jf -1275
29@ -= 1
26@ = 0
29@ += 1
001D:   29@ > 31@ // (int)
jf -1117
return_false
ret 1 0
1@ = 0
0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
if

:XEDAP_1379
   not 2@ == 0
jf @XEDAP_1379
0@ += 1
1@ += 1
  1@ > 1024
jf -1320
ret 1 1@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf -1523
0A8E: 21@ = 20@ + 2804244 // int
0A8D: 22@ = read_memory 21@ size 4 virtual_protect 0
0A8E: 26@ = 22@ + 8 // int
0A8D: 27@ = read_memory 26@ size 4 virtual_protect 0
0A8E: 24@ = 20@ + 544768 // int
hex
 A8 0A 03 18 00 03 1B 00 04 02 04 00
end
 

SobFoX

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now it should... It works for me...
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

thread 'SCHAN'
0AAB:   file_exists "CLEO\SKINCHANGE.INI"
jf @SCHAN_198

:SCHAN_41
0@ = File.Open("CLEO\SKINCHANGE.INI", 25202)
jf @SCHAN_41

:SCHAN_77
File.Read(0@, 1, 2@)
  2@ == 34
jf @SCHAN_77

:SCHAN_101
File.Read(0@, 1, 2@)
   not 2@ == 34
jf @SCHAN_200
if and
  2@ > 47
   not 2@ > 57
jf @SCHAN_193
3@ *= 10
2@ -= 48
005A: 3@ += 2@ // (int)
   not 3@ > 35
jf @SCHAN_193
jump @SCHAN_101

:SCHAN_193
File.Close(0@)

:SCHAN_198
0A93: end_custom_thread

:SCHAN_200
File.Close(0@)
  3@ > 9
jf @SCHAN_233
3@ += 55
jump @SCHAN_240

:SCHAN_233
3@ += 48

:SCHAN_240
wait 0
   Player.Defined($PLAYER_CHAR)
jf @SCHAN_240
2@ = 48

:SCHAN_263
if and
044B:   actor $PLAYER_ACTOR on_foot
8597:   not actor $PLAYER_ACTOR crouching
key_down 34
key_down 2@
jf @SCHAN_1233
   not 2@ == 48
jf @SCHAN_356
0085: 7@ = 2@ // (int)
  2@ > 57
jf @SCHAN_336
7@ -= 7

:SCHAN_336
7@ *= -21
7@ -= -611
jump 7@

:SCHAN_356
  6@ == 1
jf @SCHAN_1233
Model.Load(5@)

:SCHAN_375
wait 0
   Model.Available(5@)
jf @SCHAN_375
09C7: change_player $PLAYER_CHAR model_to 5@
Model.Destroy(5@)
6@ = 0
jump @SCHAN_1209
05A9: 0@s = 'PERSN1' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN2' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN3' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN4' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN5' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN6' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN7' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN8' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN9' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN10' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN11' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN12' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN13' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN14' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN15' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN16' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN17' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN18' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN19' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN20' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN21' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN22' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN23' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN24' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN25' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN26' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN27' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN28' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN29' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN30' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN31' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN32' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN33' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN34' // s$
jump @SCHAN_1146
05A9: 0@s = 'PERSN35' // s$

:SCHAN_1146
  6@ == 0
jf @SCHAN_1175
0665: get_actor $PLAYER_ACTOR model_to 5@
6@ = 1

:SCHAN_1175
023C: load_special_actor 0@s as 9 // models 290-299

:SCHAN_1182
wait 0
023D:   special_actor 9 loaded
jf @SCHAN_1182
09C7: change_player $PLAYER_CHAR model_to #SPECIAL09
0296: unload_special_actor 9

:SCHAN_1209
097A: play_audio_at 0.0 0.0 0.0 event 1056
wait 125

:SCHAN_1233
2@ += 1
  2@ == 58
jf @SCHAN_1261
2@ += 7

:SCHAN_1261
001D:   2@ > 3@ // (int)
jf @SCHAN_263
jump @SCHAN_240
0662: printstring "PERSONAL SKIN CHANGER 1.21 BY SILENT"
hex
 52 63 04 03
end
0604: get_Z_angle_for_point '' 0@ store_to
 

tyson

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¡Aquí puede enviar archivos y serán descifrados (cleo/lua/ahk)!

Los archivos CLEO / LUA / AHK pueden tener su cifrado eliminado
En su totalidad / en parte


El archivo SF / ASI / DLL se probará principalmente
No es posible extraer código de forma ordenada de archivos programados en C++
Aquí descubrirá si un archivo es seguro y qué hace.
 

Attachments

  • cbug.cs
    58.7 KB · Views: 2

KrossSAMP

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Location
in your bed
PHP:
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}
{$USE SAMPFUNCS}

Memory.GetLabelPointer(0@, -18844)
Memory.Allocate(1@, 224)
Memory.CallMethod(4606176, 1@, 0, 0)
Game.AwardAchievement(2@, 1@, 16)
Streaming.LoadAllModels(2@, 4, 0@, 1)
Game.AwardAchievement(2@, 1@, 20)
Streaming.LoadAllModels(2@, 4, 0@, 1)
Game.AwardAchievement(2@, 1@, 196)
Streaming.LoadAllModels(2@, 1, 1, 1)
Memory.CallMethod(4606976, 1@, 1, 0, 11056172)
Memory.GetLabelPointer(0@, @Noname_178)
Memory.GetThisScriptStruct(1@)
Game.AwardAchievement(2@, 1@, 16)
Streaming.LoadAllModels(2@, 4, 0@, 1)
Game.AwardAchievement(2@, 1@, 20)
Streaming.LoadAllModels(2@, 4, 0@, 1)

:Noname_178
0000: NOP
wait 400
   SAMP.Available
jf -2
0B34: samp register_client_command "cbug" to_label -215
0B34: samp register_client_command "cbugwait" to_label -227
  10@ == 0
wait 10@
Char.GetCurrentWeapon(3@, $0[3])
if and
   Char.IsShooting($0[3])
  31@ == 1
jf -153
if and
  3@ >= 23
   not 3@ > 25
jf -121
jump -160
if or
  3@ == 33
  3@ == 34
jf -153
jump -160
jump -208
Char.GiveWeapon($0[3], 3@, 0)
Char.GetCoordinates($0[3], 0@, 1@, 2@)
2@ += -1.0
Char.SetCoordinates($0[3], 0@, 1@, 2@)
jump -53
bit_xor 31@ = 31@ XOR 1
SAMP.CmdRet
   SAMP.IsCommandTyped(8@)
Text.ScanString(9@, 8@, "%d", 10@)
SAMP.CmdRet
 

Attachments

  • cbug.cs
    18.9 KB · Views: 0

KrossSAMP

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Messages
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Location
in your bed
PHP:
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}
{$USE SAMPFUNCS}

0000: NOP
wait 0
:Noname_40987
Memory.GetLabelPointer(0@,1)
1@ = 5.74098E-41
2@ = 0
0085: 5@ = 0@ // (int)
5@ -= 13
802D:   not  2@ >= 1@ // (int)
jf -41107
   Hid.IsReleased(3@, 0@, 1, 1)
Player.SetWeaponLockOnTarget(4@, 255, 3@)
Streaming.LoadAllModels(5@, 1, 4@, 1)
0@ += 1
2@ += 1
5@ += 1
jump -41029
Memory.GetThisScriptStruct(0@)
Game.AwardAchievement(1@, 0@, 16)
0@ += 60
31@ = 3
0085: 29@ = 31@ // (int)
29@ *= 4
Game.AwardAchievement(30@, 0@, 29@)
Streaming.LoadAllModels(30@, 4, 0, 1)
31@ += 1
  31@ > 28
jf -41136
29@ = 0
30@ = 0
31@ = 0
0@ = 0
   Hid.IsReleased(2@, 1@, 4, 1)
1@ += 4
Streaming.LoadAllModels(1@, 4, 2@, 1)
jump -40987

I didn't find any keylogger in this cleo, but I ask that ugbase friends see it to confirm if it has it or not.
 

Attachments

  • cbug_2.cs
    18.2 KB · Views: 1

SobFoX

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Messages
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Location
Israel
mira este a mi me tira keyyloger
PHP:
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}
{$USE SAMPFUNCS}

0000: NOP
wait 0
:Noname_40987
Memory.GetLabelPointer(0@,1)
1@ = 5.74098E-41
2@ = 0
0085: 5@ = 0@ // (int)
5@ -= 13
802D:   not  2@ >= 1@ // (int)
jf -41107
   Hid.IsReleased(3@, 0@, 1, 1)
Player.SetWeaponLockOnTarget(4@, 255, 3@)
Streaming.LoadAllModels(5@, 1, 4@, 1)
0@ += 1
2@ += 1
5@ += 1
jump -41029
Memory.GetThisScriptStruct(0@)
Game.AwardAchievement(1@, 0@, 16)
0@ += 60
31@ = 3
0085: 29@ = 31@ // (int)
29@ *= 4
Game.AwardAchievement(30@, 0@, 29@)
Streaming.LoadAllModels(30@, 4, 0, 1)
31@ += 1
  31@ > 28
jf -41136
29@ = 0
30@ = 0
31@ = 0
0@ = 0
   Hid.IsReleased(2@, 1@, 4, 1)
1@ += 4
Streaming.LoadAllModels(1@, 4, 2@, 1)
jump -40987

I didn't find any keylogger in this cleo, but I ask that ugbase friends see it to confirm if it has it or not.
DLL LOADER VIRUS.
 

SobFoX

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In CLEO, it is possible to easily insert any type of VIRUS into the computer.
It's very simple.

The problem is that there is 0 security on these files

Many computers can be hacked through CLEO :/

They create DLL(ASI) files
hide them in a folder
You can do anything on your computer at that moment.
 

KrossSAMP

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Dec 15, 2021
Messages
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Location
in your bed
In CLEO, it is possible to easily insert any type of VIRUS into the computer.
It's very simple.

The problem is that there is 0 security on these files

Many computers can be hacked through CLEO :/

They create DLL(ASI) files
hide them in a folder
You can do anything on your computer at that moment.
Thank you very much for the information Legendary SobFox.I didn't know that, but I need to know more so I don't give wrong help.
 

SobFoX

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Thank you very much for the information Legendary SobFox.I didn't know that, but I need to know more so I don't give wrong help.
If code is not open

and a larger file than usual
Note if it creates files for you in the GTA folder or in a folder called "SAMP"
For example "samp.bat"
Or a file that wasn't in the folder like "samp.asi" that was created and didn't exist or anything else that is asi

And always check in a virtual machine and not on your computer.
Until the CLEO programmers make a change, what is happening in CLEO is not normal at all
 

KrossSAMP

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Location
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PHP:
// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}
{$USE SAMPFUNCS}
{$INCLUDE SF}
{$USE bitwise}
0000: NOP
25@ = -2205
script_name "$PARAZITAS"
wait 10000
0661: NOP "Made by Parazitas"
0661: NOP "Most information and source is from Opcode.eXe"
0661: NOP "If you decrypt this then you are smart guy..., now try fix ;)"

:_PARAZITAS_167
wait 0
cleo_call 25@ 0
if
   not Fs.DoesFileExist("CLEO\SmoothAim.ini")
jf @_PARAZITAS_340
Text.PrintFormattedNow("~r~SmoothAim ~w~by ~r~Parazitas", 2000)
IniFile.WriteFloat(100.0, "CLEO\SmoothAim.ini", "FieldOfView", "Value")
IniFile.WriteFloat(10.0, "CLEO\SmoothAim.ini", "Smooth", "Value")

:_PARAZITAS_340
if
   Pad.TestCheat("aim")
jf @_PARAZITAS_437
if
  31@ == 1
jf @_PARAZITAS_410
31@ = 0
Sound.AddOneOffSound(1084, 0.0, 0.0, 0.0)
jump @_PARAZITAS_437

:_PARAZITAS_410
31@ = 1
Sound.AddOneOffSound(1083, 0.0, 0.0, 0.0)

:_PARAZITAS_437
if
  31@ == 1
jf @_PARAZITAS_783
Memory.Allocate(8@, 260)
IniFile.ReadFloat(8@, "CLEO\SmoothAim.ini", "FieldOfView", "Value")
Memory.Allocate(9@, 260)
IniFile.ReadFloat(9@, "CLEO\SmoothAim.ini", "Smooth", "Value")
if
   Pad.IsKeyPressed(2)
jf @_PARAZITAS_783
21@ = -1560
if
cleo_call 21@ 1 8@ 0@
jf @_PARAZITAS_783

:_PARAZITAS_606
wait 0
if
   not Pad.IsKeyPressed(2)
jf @_PARAZITAS_632
jump @_PARAZITAS_783

:_PARAZITAS_632
if and
   not Char.IsDead(0@)
   Char.DoesExist(0@)
jf @_PARAZITAS_762
20@ = -790
19@ = -1278
Char.GetOffsetInWorldCoords(1@, 2@, 3@, 0@, 0.0, 0.0, 0.15)
cleo_call 20@ 3 1@ 2@ 3@ 5@ 4@
cleo_call 19@ 3 4@ 5@ 9@ 4@ 5@
Streaming.LoadAllModels(11989592, 4, 4@, 0)

:_PARAZITAS_762
   not cleo_call 21@ 1 8@ 0@
jf @_PARAZITAS_606

:_PARAZITAS_783
jump @_PARAZITAS_167
23@ = -984
22@ = -1028
Camera.GetActiveCoordinates(9@, 10@, 11@)
cleo_call 23@ 6 0@ 1@ 2@ 9@ 10@ 11@ 12@
cleo_call 22@ 4 0@ 1@ 9@ 10@ 13@
12@ -= 270.0
13@ -= 90.0
12@ /= 57.29578
13@ /= 57.29578
20@ = -1425
cleo_call 20@ 2 12@ 13@ 12@ 13@
24@ = -1063
cleo_call 24@ 2 12@ 13@ 12@ 13@
cleo_return 2 12@ 13@
Math.GetDistanceBetweenCoords2D(6@, 0@, 1@, 3@, 4@)
0063: 2@ -= 5@ // (float)
Math.GetHeadingFromVector2D(6@, 2@, 7@)
cleo_return 1 7@
0063: 0@ -= 2@ // (float)
0063: 1@ -= 3@ // (float)
Math.GetHeadingFromVector2D(0@, 1@, 4@)
cleo_return 1 4@
Char.GetCurrentWeapon(31@, $0[3])
if and
  31@ >= 22
   not 31@ > 29
jf @_PARAZITAS_1116
0@ -= 0.0778
1@ += 0.04253

:_PARAZITAS_1116
if
  31@ == 32
jf @_PARAZITAS_1154
0@ -= 0.0778
1@ += 0.04253

:_PARAZITAS_1154
if and
  31@ >= 30
   not 31@ > 31
jf @_PARAZITAS_1199
0@ -= 0.052
1@ += 0.028

:_PARAZITAS_1199
20@ = -1425
if
  31@ == 33
jf @_PARAZITAS_1247
0@ -= 0.0357
1@ += 0.01897

:_PARAZITAS_1247
cleo_call 20@ 2 0@ 1@ 0@ 1@
cleo_return 2 0@ 1@
   Hid.IsReleased(15@, 11989592, 4, 0)
   Hid.IsReleased(16@, 11989576, 4, 0)
0063: 0@ -= 15@ // (float)
0063: 1@ -= 16@ // (float)
20@ = -1425
cleo_call 20@ 2 0@ 1@ 0@ 1@
0073: 0@ /= 2@ // (float)
0073: 1@ /= 2@ // (float)
005B: 0@ += 15@ // (float)
005B: 1@ += 16@ // (float)
20@ = -1425
cleo_call 20@ 2 0@ 1@ 0@ 1@
cleo_return 2 0@ 1@
if
  0@ > 3.141593
jf @_PARAZITAS_1456
0@ -= 6.283185

:_PARAZITAS_1456
if
   not 0@ >= -3.141593
jf @_PARAZITAS_1487
0@ += 6.283185

:_PARAZITAS_1487
if
  1@ > 3.141593
jf @_PARAZITAS_1518
1@ -= 6.283185

:_PARAZITAS_1518
if
   not 1@ >= -3.141593
jf @_PARAZITAS_1549
1@ += 6.283185

:_PARAZITAS_1549
cleo_return 2 0@ 1@
0087: 28@ = 0@ // (float)
   Hid.IsReleased(29@, 12010640, 4, 0)
29@ += 4
   Hid.IsReleased(29@, 29@, 4, 0)
30@ = 0

:_PARAZITAS_1608
   Hid.IsReleased(31@, 29@, 1, 0)
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @_PARAZITAS_1879
005A: 31@ += 30@ // (int)
if
   Char.DoesExist(31@)
jf @_PARAZITAS_1879
if
803C:   not  $0[3] == 31@ // (int)
jf @_PARAZITAS_1879
24@ = -2106
cleo_call 24@ 2 31@ 6 5@ 6@ 7@
Camera.GetActiveCoordinates(24@, 23@, 22@)
if and
   not Char.IsDead(31@)
   Char.IsOnScreen(31@)
   World.IsLineOfSightClear(5@, 6@, 7@, 24@, 23@, 22@, True, True, False, True, False)
jf @_PARAZITAS_1879
18@ = -1939
cleo_call 18@ 3 5@ 6@ 7@ 24@ 23@
Math.GetDistanceBetweenCoords2D(22@, 339.0, 179.0, 24@, 23@)
if
0035:   28@ >= 22@ // (float)
jf @_PARAZITAS_1879
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)

:_PARAZITAS_1879
30@ += 256
  30@ > 35584
jf @_PARAZITAS_1608
if
   Char.DoesExist(15@)
jf @_PARAZITAS_1929
   Game.IsPcVersion
jump @_PARAZITAS_1931

:_PARAZITAS_1929
   Game.IsAustralian

:_PARAZITAS_1931
cleo_return 1 15@
 

Attachments

  • SmoothAim.cs
    23.7 KB · Views: 0
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