️ Decrypting/Safety Check CLEO/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:

davidjohnson32

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Joined
Mar 25, 2023
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please help me decrypt them. There was a file called fxap, probably the way it was encrypted
 

Attachments

  • cl_main.lua
    14.1 KB · Views: 3
  • server_side_main.lua
    21 KB · Views: 1

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,386
Solutions
4
Reaction score
893
Location
Israel
ye
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread "STYLERGODMODE"
0662: printstring "BULLET GODMODE MADE BY STYLE[R]X"
if
0@ = SAMP.Base()
else_jump @STYLERGODMODE_69

:STYLERGODMODE_69
wait 400
   SAMP.Available
else_jump @STYLERGODMODE_69

:STYLERGODMODE_83
wait 0
if and
   not SAMP.ChatInputOpened
key_down 74
key_down 56
else_jump @STYLERGODMODE_83
print "~B~BULLETPROOF GM ~G~ENABLED" 1500

:STYLERGODMODE_143
wait 0
if
key_down 74
key_down 56
else_jump @STYLERGODMODE_143
0A8C: write_memory 9867629 size 1 value 1 virtual_protect 0
jump @STYLERGODMODE_186

:STYLERGODMODE_186
wait 0
if and
   not SAMP.ChatInputOpened
key_down 74
key_down 57
else_jump @STYLERGODMODE_186
print "~B~BULLETPROOF GM ~R~DISABLED" 1500

:STYLERGODMODE_247
wait 0
if
   not key_down 74
   not key_down 57
else_jump @STYLERGODMODE_247
0A8C: write_memory 9867629 size 1 value 0 virtual_protect 0
jump @STYLERGODMODE_83
 

Gagan69420

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Dec 27, 2022
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Greetings SobFoX, can you decrypt this mod please? Thank you in advance
 

Attachments

  • TargSysIV_by_DK22Pac.cs
    27.8 KB · Views: 5

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,386
Solutions
4
Reaction score
893
Location
Israel
Greetings SobFoX, can you decrypt this mod please? Thank you in advance
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
17@ = 34.0
24@ = 34.0
11@ = 24.0
12@ = 22.0
18@ = 30.0
28@ = 0.0

:NONAME_60
wait 0
  TIMERA > 2000
else_jump @NONAME_60

:NONAME_79
if
0AAB:   file_exists "CLEO/TargSysIV_by_DK22Pac.cs"
else_jump @NONAME_136
jump @NONAME_155
jump @NONAME_148

:NONAME_136
0ACA: show_text_box "ERROR!"
0A93: end_custom_thread

:NONAME_148
jump @NONAME_79

:NONAME_155
if
0AAB:   file_exists "models/txd/target.txd"
else_jump @NONAME_205
jump @NONAME_282
jump @NONAME_275

:NONAME_205
0ACA: show_text_box "Target.txd doesn't exists. Please put it into models/txd folder."
0A93: end_custom_thread

:NONAME_275
jump @NONAME_155

:NONAME_282
if
0AAB:   file_exists "CLEO/crosshair.ini"
else_jump @NONAME_329
jump @NONAME_409
jump @NONAME_402

:NONAME_329
0ACA: show_text_box "Crosshair.ini doesn't exists. Please put it into models/txd folder."
0A93: end_custom_thread

:NONAME_402
jump @NONAME_282

:NONAME_409
NONAME_7455()
0A8D: 0@ = read_memory 5497358 size 1 virtual_protect 0
if
   not 0@ == 144
else_jump @NONAME_463
0A8C: write_memory 5497358 size 5 value 144 virtual_protect 1

:NONAME_463
0A8D: 0@ = read_memory 5497312 size 1 virtual_protect 0
if
   not 0@ == 144
else_jump @NONAME_510
0A8C: write_memory 5497312 size 5 value 144 virtual_protect 1

:NONAME_510
if
0AAB:   file_exists "CLEO/auto_aim.iv"
else_jump @NONAME_557
run "auto_aim.iv"

:NONAME_557
0A8C: write_memory 4610707 size 4 value 2933305 virtual_protect 1

:NONAME_573
003D:
if
0ADC:   test_cheat "COPYRIGHT"
else_jump @NONAME_656
0ACA: show_text_box "Target System IV 3.2. Created by DK22Pac. Vol-GTA.com"

:NONAME_656
0AC6: 1@ = label @NONAME_10804 offset
0AA7: call_function 7542864 num_params 1 pop 1 1@ 0@
if
  0@ == -1
else_jump @NONAME_709
NONAME_7455()

:NONAME_709
if
056D:   actor $PLAYER_ACTOR defined
else_jump @NONAME_7039
0AAA: 0@ = thread 'clonecs' pointer
if
  0@ == 0
else_jump @NONAME_780
if
   Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_780
jump @NONAME_7448

:NONAME_780
if
8965:   not actor $PLAYER_ACTOR swimming
else_jump @NONAME_7039
if
86B9:   not cutscene_data_loaded
else_jump @NONAME_7039
0A8D: 0@ = read_memory 11989093 size 1 virtual_protect 0
if
   not 0@ == 1
else_jump @NONAME_7039
if or
00E1:   player 0 pressed_key 6
key_down 2
else_jump @NONAME_7039
if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
else_jump @NONAME_922
0A8C: write_memory 5831615 size 1 value 232 virtual_protect 1
0A8C: write_memory 5831616 size 4 value -7076 virtual_protect 1
jump @NONAME_7448
jump @NONAME_936

:NONAME_922
0A8C: write_memory 5831615 size 5 value 144 virtual_protect 1

:NONAME_936
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 16
82D8:   not actor $PLAYER_ACTOR current_weapon == 17
82D8:   not actor $PLAYER_ACTOR current_weapon == 18
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
82D8:   not actor $PLAYER_ACTOR current_weapon == 39
else_jump @NONAME_7039
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 40
82D8:   not actor $PLAYER_ACTOR current_weapon == 43
82D8:   not actor $PLAYER_ACTOR current_weapon == 44
82D8:   not actor $PLAYER_ACTOR current_weapon == 45
82D8:   not actor $PLAYER_ACTOR current_weapon == 46
else_jump @NONAME_7039
03F0: enable_text_draw 1
if
0AD2: 4@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_6485
0A96: 0@ = actor 4@ struct
0@ += 1348
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
1@ /= 8.0
0@ -= 4
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0073: 0@ /= 1@ // (float)
if or
  0@ == 0.0
   Actor.Dead(4@)
else_jump @NONAME_1156
5@ = 1
jump @NONAME_1163

:NONAME_1156
5@ = 0

:NONAME_1163
if
  5@ == 1
else_jump @NONAME_1267
call @NONAME_9085 0 1@
if
  1@ == 1
else_jump @NONAME_1226
NONAME_8468()
jump @NONAME_1246

:NONAME_1226
30@ = 339.0
31@ = 179.4

:NONAME_1246
NONAME_7560()
jump @NONAME_7448
jump @NONAME_1561

:NONAME_1267
if and
  0@ > 0.0
   not 0@ >= 1.0
else_jump @NONAME_1305
0@ = 61

:NONAME_1305
if and
  0@ >= 1.0
   not 0@ >= 2.0
else_jump @NONAME_1343
0@ = 62

:NONAME_1343
if and
  0@ >= 2.0
   not 0@ >= 3.0
else_jump @NONAME_1381
0@ = 63

:NONAME_1381
if and
  0@ >= 3.0
   not 0@ >= 4.0
else_jump @NONAME_1419
0@ = 64

:NONAME_1419
if and
  0@ >= 4.0
   not 0@ >= 5.0
else_jump @NONAME_1457
0@ = 65

:NONAME_1457
if and
  0@ >= 5.0
   not 0@ >= 6.0
else_jump @NONAME_1495
0@ = 66

:NONAME_1495
if and
  0@ >= 6.0
   not 0@ >= 7.0
else_jump @NONAME_1533
0@ = 67

:NONAME_1533
if
  0@ >= 7.0
else_jump @NONAME_1561
0@ = 68

:NONAME_1561
call @NONAME_9085 0 1@
if
  1@ == 1
else_jump @NONAME_1606
NONAME_8468()
jump @NONAME_1626

:NONAME_1606
30@ = 339.0
31@ = 179.4

:NONAME_1626
17@ = 0
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 0
02D8:   actor $PLAYER_ACTOR current_weapon == 1
02D8:   actor $PLAYER_ACTOR current_weapon == 2
02D8:   actor $PLAYER_ACTOR current_weapon == 3
02D8:   actor $PLAYER_ACTOR current_weapon == 4
02D8:   actor $PLAYER_ACTOR current_weapon == 5
else_jump @NONAME_1693
17@ = 1

:NONAME_1693
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 9
02D8:   actor $PLAYER_ACTOR current_weapon == 6
02D8:   actor $PLAYER_ACTOR current_weapon == 7
02D8:   actor $PLAYER_ACTOR current_weapon == 8
02D8:   actor $PLAYER_ACTOR current_weapon == 37
02D8:   actor $PLAYER_ACTOR current_weapon == 41
02D8:   actor $PLAYER_ACTOR current_weapon == 42
else_jump @NONAME_1760
17@ = 1

:NONAME_1760
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 10
02D8:   actor $PLAYER_ACTOR current_weapon == 11
02D8:   actor $PLAYER_ACTOR current_weapon == 12
02D8:   actor $PLAYER_ACTOR current_weapon == 13
02D8:   actor $PLAYER_ACTOR current_weapon == 14
02D8:   actor $PLAYER_ACTOR current_weapon == 15
else_jump @NONAME_1820
17@ = 1

:NONAME_1820
18@ = 0
if
  17@ == 1
else_jump @NONAME_4698
if or
   Actor.Animation($PLAYER_ACTOR) == "Fight2Idle"
   Actor.Animation($PLAYER_ACTOR) == "FightA1"
   Actor.Animation($PLAYER_ACTOR) == "FightA2"
   Actor.Animation($PLAYER_ACTOR) == "FightA3"
   Actor.Animation($PLAYER_ACTOR) == "FightA_block"
   Actor.Animation($PLAYER_ACTOR) == "FightA_G"
   Actor.Animation($PLAYER_ACTOR) == "FightA_M"
else_jump @NONAME_1971
18@ = 1

:NONAME_1971
if or
   Actor.Animation($PLAYER_ACTOR) == "FightSh_BWD"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_FWD"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_Left"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_Right"
   Actor.Animation($PLAYER_ACTOR) == "Player_Sneak"
   Actor.Animation($PLAYER_ACTOR) == "Player_Sneak_walkstart"
   Actor.Animation($PLAYER_ACTOR) == "spraycan_fire"
else_jump @NONAME_2132
18@ = 1

:NONAME_2132
if or
   Actor.Animation($PLAYER_ACTOR) == "DILDO_2"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_3"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_block"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_G"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_Hit_2"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_Hit_3"
else_jump @NONAME_2264
18@ = 1

:NONAME_2264
if or
   Actor.Animation($PLAYER_ACTOR) == "DAM_armL_frmLT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_armR_frmBK"
   Actor.Animation($PLAYER_ACTOR) == "DAM_armR_frmFT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_armR_frmRT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegL_frmBK"
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegL_frmFT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegL_frmLT"
else_jump @NONAME_2429
18@ = 1

:NONAME_2429
if or
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegR_frmRT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_stomach_frmBK"
   Actor.Animation($PLAYER_ACTOR) == "DAM_stomach_frmFT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_stomach_frmLT"
   Actor.Animation($PLAYER_ACTOR) == "DAM_stomach_frmRT"
   Actor.Animation($PLAYER_ACTOR) == "FLOOR_hit"
   Actor.Animation($PLAYER_ACTOR) == "FLOOR_hit_f"
else_jump @NONAME_2598
18@ = 1

:NONAME_2598
if or
   Actor.Animation($PLAYER_ACTOR) == "HitA_1"
   Actor.Animation($PLAYER_ACTOR) == "HitA_2"
   Actor.Animation($PLAYER_ACTOR) == "HitA_3"
   Actor.Animation($PLAYER_ACTOR) == "Hit_back"
   Actor.Animation($PLAYER_ACTOR) == "Hit_behind"
   Actor.Animation($PLAYER_ACTOR) == "Hit_front"
   Actor.Animation($PLAYER_ACTOR) == "HIT_GUN_BUTT"
else_jump @NONAME_2722
18@ = 1

:NONAME_2722
if or
   Actor.Animation($PLAYER_ACTOR) == "KO_shot_face"
   Actor.Animation($PLAYER_ACTOR) == "KO_shot_front"
   Actor.Animation($PLAYER_ACTOR) == "KO_shot_stom"
   Actor.Animation($PLAYER_ACTOR) == "KO_skid_back"
   Actor.Animation($PLAYER_ACTOR) == "KO_skid_front"
   Actor.Animation($PLAYER_ACTOR) == "KO_spin_L"
   Actor.Animation($PLAYER_ACTOR) == "KO_spin_R"
else_jump @NONAME_2869
18@ = 1

:NONAME_2869
if or
   Actor.Animation($PLAYER_ACTOR) == "KILL_KNIFE_PLAYER"
   Actor.Animation($PLAYER_ACTOR) == "WEAPON_KNIFEIDLE"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_1"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_2"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_3"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_4"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_BLOCK"
else_jump @NONAME_3008
18@ = 1

:NONAME_3008
if or
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_HIT_2"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_HIT_3"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_PART"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_1"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_2"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_3"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_BLOCK"
else_jump @NONAME_3143
18@ = 1

:NONAME_3143
if or
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_M"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_SPAR"
   Actor.Animation($PLAYER_ACTOR) == "HITC_1"
   Actor.Animation($PLAYER_ACTOR) == "HITC_2"
   Actor.Animation($PLAYER_ACTOR) == "HITC_3"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_1"
else_jump @NONAME_3266
18@ = 1

:NONAME_3266
if or
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_BLOCK"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_G"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_M"
   Actor.Animation($PLAYER_ACTOR) == "HITB_1"
   Actor.Animation($PLAYER_ACTOR) == "HITB_2"
   Actor.Animation($PLAYER_ACTOR) == "HITB_3"
else_jump @NONAME_3390
18@ = 1

:NONAME_3390
if or
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_BLOCK"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_G"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_M"
   Actor.Animation($PLAYER_ACTOR) == "HITB_1"
   Actor.Animation($PLAYER_ACTOR) == "HITB_2"
   Actor.Animation($PLAYER_ACTOR) == "HITB_3"
else_jump @NONAME_3514
18@ = 1

:NONAME_3514
if or
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_3"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_G"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_M"
   Actor.Animation($PLAYER_ACTOR) == "HITD_1"
   Actor.Animation($PLAYER_ACTOR) == "HITD_2"
   Actor.Animation($PLAYER_ACTOR) == "HITD_3"
else_jump @NONAME_3634
18@ = 1

:NONAME_3634
if or
   Actor.Animation($PLAYER_ACTOR) == "HIT_FIGHKICK"
   Actor.Animation($PLAYER_ACTOR) == "HIT_FIGHKICK_B"
   Actor.Animation($PLAYER_ACTOR) == "BAT_1"
   Actor.Animation($PLAYER_ACTOR) == "BAT_2"
   Actor.Animation($PLAYER_ACTOR) == "BAT_3"
   Actor.Animation($PLAYER_ACTOR) == "BAT_4"
   Actor.Animation($PLAYER_ACTOR) == "BAT_BLOCK"
else_jump @NONAME_3756
18@ = 1

:NONAME_3756
if or
   Actor.Animation($PLAYER_ACTOR) == "BAT_HIT_3"
   Actor.Animation($PLAYER_ACTOR) == "BAT_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "BAT_M"
   Actor.Animation($PLAYER_ACTOR) == "BAT_PART"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_1"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_2"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_3"
else_jump @NONAME_3871
18@ = 1

:NONAME_3871
if or
   Actor.Animation($PLAYER_ACTOR) == "CSAW_HIT_2"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_HIT_3"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_PART"
   Actor.Animation($PLAYER_ACTOR) == "IDLE_CSAW"
   Actor.Animation($PLAYER_ACTOR) == "WEAPON_CSAW"
   Actor.Animation($PLAYER_ACTOR) == "WEAPON_CSAWLO"
   Actor.Animation($PLAYER_ACTOR) == "FLOWER_ATTACK"
else_jump @NONAME_4013
18@ = 1

:NONAME_4013
if or
   Actor.Animation($PLAYER_ACTOR) == "FightShB"
   Actor.Animation($PLAYER_ACTOR) == "FightShf"
   Actor.Animation($PLAYER_ACTOR) == "FLOWER_ATTACK_M"
   Actor.Animation($PLAYER_ACTOR) == "FLOWER_HIT"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_G"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_HIT_1"
   Actor.Animation($PLAYER_ACTOR) == "BAT_HIT_1"
else_jump @NONAME_4146
18@ = 1

:NONAME_4146
if or
   Actor.Animation($PLAYER_ACTOR) == "BAT_HIT_2"
   Actor.Animation($PLAYER_ACTOR) == "FIGHKICK"
   Actor.Animation($PLAYER_ACTOR) == "FIGHKICK_B"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_1"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_2"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_2"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTB_3"
else_jump @NONAME_4272
18@ = 1

:NONAME_4272
if or
   Actor.Animation($PLAYER_ACTOR) == "KILL_PARTIAL"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_BLOCKING"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTC_G"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_1"
   Actor.Animation($PLAYER_ACTOR) == "FIGHTD_2"
   Actor.Animation($PLAYER_ACTOR) == "DILDO_1"
else_jump @NONAME_4407
18@ = 1

:NONAME_4407
if or
   Actor.Animation($PLAYER_ACTOR) == "spraycan_full"
   Actor.Animation($PLAYER_ACTOR) == "DAM_armL_frmBK"
   Actor.Animation($PLAYER_ACTOR) == "DAM_armL_frmFK"
   Actor.Animation($PLAYER_ACTOR) == "HIT_L"
   Actor.Animation($PLAYER_ACTOR) == "HIT_R"
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegR_frmBK"
   Actor.Animation($PLAYER_ACTOR) == "DAM_LegR_frmFT"
else_jump @NONAME_4553
18@ = 1

:NONAME_4553
if or
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_G"
   Actor.Animation($PLAYER_ACTOR) == "KNIFE_HIT_1"
   Actor.Animation($PLAYER_ACTOR) == "getup"
   Actor.Animation($PLAYER_ACTOR) == "getup_front"
else_jump @NONAME_4633
18@ = 1

:NONAME_4633
if
  18@ == 1
else_jump @NONAME_4678
11@ = 34.0
12@ = 30.0
jump @NONAME_4698

:NONAME_4678
11@ = 24.0
12@ = 22.0

:NONAME_4698
089F: get_actor 4@ pedtype_to 24@
call @NONAME_9311 1 4@ 25@
if
  25@ == 1
else_jump @NONAME_4769
13@ = 225
14@ = 70
15@ = 80
jump @NONAME_4976

:NONAME_4769
if
  25@ == 2
else_jump @NONAME_4816
13@ = 80
14@ = 225
15@ = 80
jump @NONAME_4976

:NONAME_4816
if or
  24@ == 7
  24@ == 9
  24@ == 10
  24@ == 11
  24@ == 12
  24@ == 13
  24@ == 14
else_jump @NONAME_4905
13@ = 225
14@ = 70
15@ = 80
jump @NONAME_4976

:NONAME_4905
if
  24@ == 8
else_jump @NONAME_4952
13@ = 80
14@ = 225
15@ = 80
jump @NONAME_4976

:NONAME_4952
13@ = 255
14@ = 255
15@ = 255

:NONAME_4976
if
  17@ == 1
else_jump @NONAME_5008
17@ = 0
jump @NONAME_6161

:NONAME_5008
if and
82D8:   not actor 4@ current_weapon == 0
82D8:   not actor 4@ current_weapon == 1
82D8:   not actor 4@ current_weapon == 43
82D8:   not actor 4@ current_weapon == 46
else_jump @NONAME_5796
if
051A:   actor 4@ damaged_by_actor $PLAYER_ACTOR
else_jump @NONAME_5431
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 22
02D8:   actor $PLAYER_ACTOR current_weapon == 23
02D8:   actor $PLAYER_ACTOR current_weapon == 24
02D8:   actor $PLAYER_ACTOR current_weapon == 25
02D8:   actor $PLAYER_ACTOR current_weapon == 26
02D8:   actor $PLAYER_ACTOR current_weapon == 27
else_jump @NONAME_5139
11@ = 34.0
12@ = 30.0

:NONAME_5139
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
02D8:   actor $PLAYER_ACTOR current_weapon == 33
02D8:   actor $PLAYER_ACTOR current_weapon == 38
else_jump @NONAME_5198
11@ = 34.0
12@ = 30.0

:NONAME_5198
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28
02D8:   actor $PLAYER_ACTOR current_weapon == 29
02D8:   actor $PLAYER_ACTOR current_weapon == 32
else_jump @NONAME_5424
if
00E1:   player 0 pressed_key 17
else_jump @NONAME_5414
if or
074F:   actor $PLAYER_ACTOR ped_event == 12
   Actor.Animation($PLAYER_ACTOR) == "UZI_RELOAD"
else_jump @NONAME_5299
28@ = 0.0
jump @NONAME_5407

:NONAME_5299
28@ += 0.1
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_5376
11@ = 34.0

:NONAME_5376
if
  12@ > 30.0
else_jump @NONAME_5407
12@ = 30.0

:NONAME_5407
jump @NONAME_5424

:NONAME_5414
28@ = 0.0

:NONAME_5424
jump @NONAME_5789

:NONAME_5431
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 22
02D8:   actor $PLAYER_ACTOR current_weapon == 23
02D8:   actor $PLAYER_ACTOR current_weapon == 24
02D8:   actor $PLAYER_ACTOR current_weapon == 25
02D8:   actor $PLAYER_ACTOR current_weapon == 26
02D8:   actor $PLAYER_ACTOR current_weapon == 27
else_jump @NONAME_5504
11@ = 24.0
12@ = 22.0

:NONAME_5504
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
02D8:   actor $PLAYER_ACTOR current_weapon == 33
02D8:   actor $PLAYER_ACTOR current_weapon == 38
else_jump @NONAME_5563
11@ = 24.0
12@ = 22.0

:NONAME_5563
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28
02D8:   actor $PLAYER_ACTOR current_weapon == 29
02D8:   actor $PLAYER_ACTOR current_weapon == 32
else_jump @NONAME_5789
if
00E1:   player 0 pressed_key 17
else_jump @NONAME_5779
if or
074F:   actor $PLAYER_ACTOR ped_event == 12
   Actor.Animation($PLAYER_ACTOR) == "UZI_RELOAD"
else_jump @NONAME_5664
28@ = 0.0
jump @NONAME_5772

:NONAME_5664
28@ += 0.1
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_5741
11@ = 34.0

:NONAME_5741
if
  12@ > 30.0
else_jump @NONAME_5772
12@ = 30.0

:NONAME_5772
jump @NONAME_5789

:NONAME_5779
28@ = 0.0

:NONAME_5789
jump @NONAME_6161

:NONAME_5796
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 22
02D8:   actor $PLAYER_ACTOR current_weapon == 23
02D8:   actor $PLAYER_ACTOR current_weapon == 24
02D8:   actor $PLAYER_ACTOR current_weapon == 25
02D8:   actor $PLAYER_ACTOR current_weapon == 26
02D8:   actor $PLAYER_ACTOR current_weapon == 27
else_jump @NONAME_5869
11@ = 24.0
12@ = 22.0

:NONAME_5869
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
02D8:   actor $PLAYER_ACTOR current_weapon == 33
02D8:   actor $PLAYER_ACTOR current_weapon == 38
else_jump @NONAME_5928
11@ = 24.0
12@ = 22.0

:NONAME_5928
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28
02D8:   actor $PLAYER_ACTOR current_weapon == 29
02D8:   actor $PLAYER_ACTOR current_weapon == 32
else_jump @NONAME_6154
if
00E1:   player 0 pressed_key 17
else_jump @NONAME_6144
if or
074F:   actor $PLAYER_ACTOR ped_event == 12
   Actor.Animation($PLAYER_ACTOR) == "UZI_RELOAD"
else_jump @NONAME_6029
28@ = 0.0
jump @NONAME_6137

:NONAME_6029
28@ += 0.1
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_6106
11@ = 34.0

:NONAME_6106
if
  12@ > 30.0
else_jump @NONAME_6137
12@ = 30.0

:NONAME_6137
jump @NONAME_6154

:NONAME_6144
28@ = 0.0

:NONAME_6154
jump @NONAME_6471

:NONAME_6161
0AC6: 3@ = label @NONAME_10796 offset
0A8C: write_memory 3@ size 4 value 11@ virtual_protect 1
3@ += 4
0A8C: write_memory 3@ size 4 value 12@ virtual_protect 1
NONAME_7798()
0AC6: 3@ = label @NONAME_10796 offset
0A8D: 22@ = read_memory 3@ size 4 virtual_protect 0
3@ += 4
0A8D: 23@ = read_memory 3@ size 4 virtual_protect 0
22@ /= 1.04
23@ /= 1.04
03E3: set_texture_to_be_drawn_antialiased 1
0342: set_text_draw_centered 1
0AF0: 24@ = get_int_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Use"
if
   not 24@ == 0
else_jump @NONAME_6442
0AF2: 24@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_X"
0AF2: 25@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_Y"
006B: 22@ *= 24@ // (float)
006B: 23@ *= 25@ // (float)

:NONAME_6442
038D: draw_texture 0@ position 30@ 31@ size 22@ 23@ RGBA 13@ 14@ 15@ 255

:NONAME_6471
NONAME_7560()
jump @NONAME_7039

:NONAME_6485
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28
02D8:   actor $PLAYER_ACTOR current_weapon == 29
02D8:   actor $PLAYER_ACTOR current_weapon == 32
else_jump @NONAME_6961
if
00E1:   player 0 pressed_key 17
else_jump @NONAME_6809
if or
074F:   actor $PLAYER_ACTOR ped_event == 12
   Actor.Animation($PLAYER_ACTOR) == "UZI_RELOAD"
else_jump @NONAME_6694
28@ = 0.0
28@ += 0.2
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_6656
11@ = 34.0

:NONAME_6656
if
  12@ > 30.0
else_jump @NONAME_6687
12@ = 30.0

:NONAME_6687
jump @NONAME_6802

:NONAME_6694
28@ += 0.2
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_6771
11@ = 34.0

:NONAME_6771
if
  12@ > 30.0
else_jump @NONAME_6802
12@ = 30.0

:NONAME_6802
jump @NONAME_6927

:NONAME_6809
28@ = 0.0
28@ += 0.2
11@ = 24.0
12@ = 22.0
005B: 11@ += 28@ // (float)
005B: 12@ += 28@ // (float)
if
  11@ > 34.0
else_jump @NONAME_6896
11@ = 34.0

:NONAME_6896
if
  12@ > 30.0
else_jump @NONAME_6927
12@ = 30.0

:NONAME_6927
30@ = 339.0
31@ = 179.4
NONAME_7560()
jump @NONAME_7039

:NONAME_6961
call @NONAME_9085 0 1@
if
  1@ == 0
else_jump @NONAME_7039
11@ = 24.0
12@ = 22.0
30@ = 339.0
31@ = 179.4
NONAME_7560()

:NONAME_7039
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "SwKey" key "Use"
if
   not 29@ == 0
else_jump @NONAME_7448
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "SwKey" key "Key1on"
if
   not 29@ == 1000
else_jump @NONAME_7182
if
key_down 29@
else_jump @NONAME_7182
0A8C: write_memory 11988014 size 1 value 0 virtual_protect 1

:NONAME_7182
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "SwKey" key "Key2on"
if
   not 29@ == 1000
else_jump @NONAME_7270
if
key_down 29@
else_jump @NONAME_7270
0A8C: write_memory 11988014 size 1 value 0 virtual_protect 1

:NONAME_7270
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "SwKey" key "Key1off"
if
   not 29@ == 1000
else_jump @NONAME_7359
if
key_down 29@
else_jump @NONAME_7359
0A8C: write_memory 11988014 size 1 value 1 virtual_protect 1

:NONAME_7359
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "SwKey" key "Key2off"
if
   not 29@ == 1000
else_jump @NONAME_7448
if
key_down 29@
else_jump @NONAME_7448
0A8C: write_memory 11988014 size 1 value 1 virtual_protect 1

:NONAME_7448
jump @NONAME_573

:NONAME_7455
0390: load_txd_dictionary 'target'
0@ = 60
1@ = 1131

:NONAME_7481
format 30@s '%d' 1@
038F: load_texture 30@s as 0@ // Load dictionary with 0390 first
0@ += 1
1@ += 1
  1@ > 1139
else_jump @NONAME_7481
0B12: 30@ = 30@ XOR 30@
0B12: 31@ = 31@ XOR 31@
return

:NONAME_7560
03E3: set_texture_to_be_drawn_antialiased 1
0342: set_text_draw_centered 1
0AF0: 24@ = get_int_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Use"
if
   not 24@ == 0
else_jump @NONAME_7732
0AF2: 24@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_X"
0AF2: 25@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_Y"
006B: 11@ *= 24@ // (float)
006B: 12@ *= 25@ // (float)

:NONAME_7732
038D: draw_texture 60 position 30@ 31@ size 11@ 12@ RGBA 255 255 255 255
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 69 position 30@ 31@ size 1.4 1.1 RGBA 255 255 255 220
return

:NONAME_7798
0A96: 21@ = actor 4@ struct
21@ += 1352
0A8D: 21@ = read_memory 21@ size 4 virtual_protect 0
if
  21@ > 0.0
else_jump @NONAME_8466
21@ /= 12.5
if
   not 21@ >= 1.0
else_jump @NONAME_7885
21@ = 61

:NONAME_7885
if and
  21@ >= 1.0
   not 21@ >= 2.0
else_jump @NONAME_7923
21@ = 62

:NONAME_7923
if and
  21@ >= 2.0
   not 21@ >= 3.0
else_jump @NONAME_7961
21@ = 63

:NONAME_7961
if and
  21@ >= 3.0
   not 21@ >= 4.0
else_jump @NONAME_7999
21@ = 64

:NONAME_7999
if and
  21@ >= 4.0
   not 21@ >= 5.0
else_jump @NONAME_8037
21@ = 65

:NONAME_8037
if and
  21@ >= 5.0
   not 21@ >= 6.0
else_jump @NONAME_8075
21@ = 66

:NONAME_8075
if and
  21@ >= 6.0
   not 21@ >= 7.0
else_jump @NONAME_8113
21@ = 67

:NONAME_8113
if
  21@ >= 7.0
else_jump @NONAME_8141
21@ = 68

:NONAME_8141
call @NONAME_9085 0 1@
if
  1@ == 1
else_jump @NONAME_8186
NONAME_8468()
jump @NONAME_8206

:NONAME_8186
30@ = 339.0
31@ = 179.4

:NONAME_8206
0AC6: 3@ = label @NONAME_10796 offset
0A8D: 22@ = read_memory 3@ size 4 virtual_protect 0
3@ += 4
0A8D: 23@ = read_memory 3@ size 4 virtual_protect 0
22@ /= 1.3173
23@ /= 1.3173
03E3: set_texture_to_be_drawn_antialiased 1
0342: set_text_draw_centered 1
0AF0: 24@ = get_int_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Use"
if
   not 24@ == 0
else_jump @NONAME_8439
0AF2: 24@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_X"
0AF2: 25@ = get_float_from_ini_file "cleo\crosshair.ini" section "Multiplier" key "Mul_Y"
006B: 22@ *= 24@ // (float)
006B: 23@ *= 25@ // (float)

:NONAME_8439
038D: draw_texture 21@ position 30@ 31@ size 22@ 23@ RGBA 35 35 200 150

:NONAME_8466
return

:NONAME_8468
0A8D: 29@ = read_memory 11988014 size 1 virtual_protect 0
if
  29@ == 0
else_jump @NONAME_8546
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "Bones" key "Mode2"
jump @NONAME_8585

:NONAME_8546
0AF0: 29@ = get_int_from_ini_file "cleo\crosshair.ini" section "Bones" key "Mode1"

:NONAME_8585
call @NONAME_8802 2 4@ 29@ 1@ 2@ 3@
call @NONAME_8637 3 1@ 2@ 3@ 30@ 31@
return

:NONAME_8637
18@ = 1
0A9F: 19@ = current_thread_pointer
call @NONAME_8870 2 19@ 0 14@
call @NONAME_8870 2 19@ 3 15@
call @NONAME_8870 2 19@ 6 16@
call @NONAME_8870 2 19@ 9 17@
call @NONAME_8870 2 19@ 12 18@
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@
call @NONAME_8978 2 3@ 4@ 3@ 4@
ret 2 3@ 4@

:NONAME_8802
0A96: 0@ = actor 0@ struct
0A9F: 6@ = current_thread_pointer
call @NONAME_8870 2 6@ 2 5@
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 1@ 5@
ret 3 2@ 3@ 4@

:NONAME_8870
if
   not 0@ == 0
else_jump @NONAME_8963
1@ *= 4
0A8E: 2@ = 0@ + 220 // int
if
  2@ == 1
else_jump @NONAME_8941
1@ += 10783072
jump @NONAME_8956

:NONAME_8941
005A: 1@ += 0@ // (int)
1@ += 60

:NONAME_8956
jump @NONAME_8970

:NONAME_8963
1@ = 0

:NONAME_8970
ret 1 1@

:NONAME_8978
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
ret 2 0@ 1@

:NONAME_9085
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 0
02D8:   actor $PLAYER_ACTOR current_weapon == 1
02D8:   actor $PLAYER_ACTOR current_weapon == 2
02D8:   actor $PLAYER_ACTOR current_weapon == 3
02D8:   actor $PLAYER_ACTOR current_weapon == 4
02D8:   actor $PLAYER_ACTOR current_weapon == 5
02D8:   actor $PLAYER_ACTOR current_weapon == 6
else_jump @NONAME_9160
0@ = 1
ret 1 0@

:NONAME_9160
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 7
02D8:   actor $PLAYER_ACTOR current_weapon == 8
02D8:   actor $PLAYER_ACTOR current_weapon == 9
02D8:   actor $PLAYER_ACTOR current_weapon == 37
02D8:   actor $PLAYER_ACTOR current_weapon == 41
02D8:   actor $PLAYER_ACTOR current_weapon == 42
else_jump @NONAME_9228
0@ = 1
ret 1 0@

:NONAME_9228
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 10
02D8:   actor $PLAYER_ACTOR current_weapon == 11
02D8:   actor $PLAYER_ACTOR current_weapon == 12
02D8:   actor $PLAYER_ACTOR current_weapon == 13
02D8:   actor $PLAYER_ACTOR current_weapon == 14
02D8:   actor $PLAYER_ACTOR current_weapon == 15
else_jump @NONAME_9296
0@ = 1
ret 1 0@

:NONAME_9296
0@ = 0
ret 1 0@

:NONAME_9311
089F: get_actor 0@ pedtype_to 1@
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Use"
if
   not 2@ == 0
else_jump @NONAME_10058
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type1"
if
   not 2@ == 1000
else_jump @NONAME_9476
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9476
25@ = 2
ret 1 25@

:NONAME_9476
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type2"
if
   not 2@ == 1000
else_jump @NONAME_9573
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9573
25@ = 2
ret 1 25@

:NONAME_9573
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type3"
if
   not 2@ == 1000
else_jump @NONAME_9670
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9670
25@ = 2
ret 1 25@

:NONAME_9670
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type4"
if
   not 2@ == 1000
else_jump @NONAME_9767
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9767
25@ = 2
ret 1 25@

:NONAME_9767
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type5"
if
   not 2@ == 1000
else_jump @NONAME_9864
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9864
25@ = 2
ret 1 25@

:NONAME_9864
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type6"
if
   not 2@ == 1000
else_jump @NONAME_9961
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_9961
25@ = 2
ret 1 25@

:NONAME_9961
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpGreen" key "Type7"
if
   not 2@ == 1000
else_jump @NONAME_10058
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10058
25@ = 2
ret 1 25@

:NONAME_10058
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Use"
if
   not 2@ == 0
else_jump @NONAME_10781
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type1"
if
   not 2@ == 1000
else_jump @NONAME_10211
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10211
25@ = 1
ret 1 25@

:NONAME_10211
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type2"
if
   not 2@ == 1000
else_jump @NONAME_10306
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10306
25@ = 1
ret 1 25@

:NONAME_10306
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type3"
if
   not 2@ == 1000
else_jump @NONAME_10401
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10401
25@ = 1
ret 1 25@

:NONAME_10401
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type4"
if
   not 2@ == 1000
else_jump @NONAME_10496
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10496
25@ = 1
ret 1 25@

:NONAME_10496
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type5"
if
   not 2@ == 1000
else_jump @NONAME_10591
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10591
25@ = 1
ret 1 25@

:NONAME_10591
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type6"
if
   not 2@ == 1000
else_jump @NONAME_10686
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10686
25@ = 1
ret 1 25@

:NONAME_10686
0AF0: 2@ = get_int_from_ini_file "cleo\crosshair.ini" section "AddTpRed" key "Type7"
if
   not 2@ == 1000
else_jump @NONAME_10781
if
003B:   1@ == 2@ // (int)
else_jump @NONAME_10781
25@ = 1
ret 1 25@

:NONAME_10781
25@ = 0
ret 1 25@
 

roei11222233

New member
Joined
Apr 2, 2023
Messages
2
Reaction score
0

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.p
please help :)
 

Attachments

  • main.lua
    8.4 KB · Views: 8
  • main2.lua
    5.4 KB · Views: 2

harrisonsmith221

New member
Joined
Apr 2, 2023
Messages
2
Reaction score
0

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.
please help me decrypt them.
 

Attachments

  • client.lua
    5.4 KB · Views: 3
  • server.lua
    8.4 KB · Views: 1

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,386
Solutions
4
Reaction score
893
Location
Israel
decrypt this please :)
aa.cs:
JavaScript:
// 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
wait 0
   SAMP.Available
else_jump @NONAME_2

:NONAME_15
wait 0
if
056D:   actor $PLAYER_ACTOR defined
else_jump @NONAME_310
wait 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

:NONAME_79
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
else_jump @NONAME_285
005A: 31@ += 30@ // (int)
if and
803B:   not  31@ == $PLAYER_ACTOR // (int)
056D:   actor 31@ defined
else_jump @NONAME_285
0@ = SAMP.GetSAMPPlayerIDByActorHandle(31@)
8@ = SAMP.GetPlayerNickname(0@)
9@ = SAMP.GetPlayerColor(0@)
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.StorePos(31@, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
if
   not 7@ > 3.0
else_jump @NONAME_285
if and
   not SAMP.ChatInputOpened
key_down 103
else_jump @NONAME_285
say "/bauda %d" 0@
wait 1000

:NONAME_285
30@ += 256
  30@ > 35584
else_jump @NONAME_79

:NONAME_310
jump @NONAME_15
ac.cs:
JavaScript:
// 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
wait 0
   SAMP.Available
jf @NONAME_2

:NONAME_15
wait 0
if
056D:   actor $PLAYER_ACTOR defined
jf @NONAME_308
wait 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

:NONAME_79
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @NONAME_283
005A: 31@ += 30@ // (int)
if and
803B:   not  31@ == $PLAYER_ACTOR // (int)
056D:   actor 31@ defined
jf @NONAME_283
0@ = SAMP.GetSAMPPlayerIDByActorHandle(31@)
8@ = SAMP.GetPlayerNickname(0@)
9@ = SAMP.GetPlayerColor(0@)
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.StorePos(31@, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
if
   not 7@ > 3.0
jf @NONAME_283
if and
   not SAMP.ChatInputOpened
key_down 100
jf @NONAME_283
say "/ant %d" 0@
wait 1000

:NONAME_283
30@ += 256
  30@ > 35584
jf @NONAME_79

:NONAME_308
goto @NONAME_15
 
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