️ 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:

Forever18

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can someone fully compile this?
 

Attachments

  • coloredtracers-master.zip
    11.8 KB · Views: 5

Wyatt_.

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Decrypt please, thanks SobFox!

if not work change extension to .luac thanks!
 

Attachments

  • FSO VER 6.0.1 BY F0RE3T (1).lua
    97.5 KB · Views: 2

SobFoX

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Wyatt_.

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decrypt please!

Very good SobFox!!!!

PD: anti_muerte.lua change extension to .luac, this other .lua only.
 

Attachments

  • Fix_Marcador_Checkpoints_byJoseSamp.lua
    15 KB · Views: 2
  • anti_muerte.lua
    11.8 KB · Views: 7

Ram_Bo

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help me translate the source code
 

Attachments

  • bangiap.cs
    2.2 KB · Views: 1

Ram_Bo

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hãy dịch nó cho tôi
 

Attachments

  • caucadinkcao.cs
    2 KB · Views: 1

SobFoX

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help me translate the source code
hãy dịch nó cho tôi

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}

//-------------MAIN---------------
hex
 B0 A3 9D 9E 91 98 96 9E 8F D1 9C 8C B2 FF F9 0B
 08 00 00 6C F5 9D F9 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 @NONAME_322
if
0ADC:   test_cheat "G"
jf @NONAME_322
if
call @NONAME_329 0 31@
jf @NONAME_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 @NONAME_322
if
call @NONAME_626 1 31@ 24@
jf @NONAME_322
if
call @NONAME_1335 1 24@ 23@
jf @NONAME_322
if
call @NONAME_1084 1 24@ 22@
jf @NONAME_322
if or
   not 23@ >= 101.0
   not 22@ >= 100.0
jf @NONAME_322
alloc 21@ 1024
format 21@ "/bangiap %d 100" 24@
call @NONAME_1586 1 21@
goto @NONAME_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 @NONAME_566
005A: 31@ += 30@ // (int)
if and
056D:   actor 31@ defined
803B:   not  31@ == $PLAYER_ACTOR // (int)
jf @NONAME_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 @NONAME_566
0087: 20@ = 10@ // (float)
8085:   not 2@ = 31@ // (int)
30@ += 256
  30@ > 35584
jf @NONAME_379
if
056D:   actor 2@ defined
jf @NONAME_616
return_true
goto @NONAME_618
return_false
ret 1 2@
if
0AA2: 31@ = load_library "samp.dll" // IF and SET
jf @NONAME_1077
31@ += 2804260
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf @NONAME_1077
31@ += 990
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf @NONAME_1077
31@ += 8
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0
if
  31@ > 0
jf @NONAME_1077
if
003B:   0@ == $PLAYER_ACTOR // (int)
jf @NONAME_823
0A8E: 30@ = 31@ + 0 // int
0A8D: 28@ = read_memory 30@ size 2 virtual_protect 0
ret 1 28@
goto @NONAME_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 @NONAME_1055
26@ += 8
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf @NONAME_1055
26@ += 4
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf @NONAME_1055
26@ += 68
0A8D: 26@ = read_memory 26@ size 4 virtual_protect 0
if
  26@ > 0
jf @NONAME_1055
if
003B:   0@ == 26@ // (int)
jf @NONAME_1055
return_true
ret 1 28@
28@ += 1
001D:   28@ > 29@ // (int)
jf @NONAME_852
return_false
ret 0
if
0AA2: 1@ = load_library "samp.dll" // IF and SET
jf @NONAME_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 @NONAME_1325
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf @NONAME_1316
1@ += 432
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

:NONAME_1318
if
  1@ >= 0
jf @NONAME_1307
return_true
goto @NONAME_1309
return_false
goto @NONAME_1318
return_false
goto @NONAME_1327
return_false
ret 1 1@
if
0AA2: 1@ = load_library "samp.dll" // IF and SET
jf @NONAME_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 @NONAME_1576
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ > 0
jf @NONAME_1567
1@ += 428
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

:NONAME_1569
if
  1@ >= 0
jf @NONAME_1558
return_true
goto @NONAME_1560
return_false
goto @NONAME_1569
return_false
goto @NONAME_1578
return_false
ret 1 1@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf @NONAME_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
hex
 00 00
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}

//-------------MAIN---------------
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 @XEDAP_454
alloc 0@ 1024
alloc 1@ 1024
call @XEDAP_647 1 99 0@ 1@ 2@ 3@
alloc 4@ 1024
call @XEDAP_851 4 0@ 123 125 4@
alloc 5@ 1024
format 5@ "Ban chua mua can cau"
if
call @XEDAP_1036 2 4@ 5@ 6@
jf @XEDAP_454
wait 300
alloc 6@ 1024
format 6@ "/char stop"
call @XEDAP_1387 1 6@
wait 500
alloc 7@ 1024
format 7@ "/char play muacancau"
call @XEDAP_1387 1 7@
wait 5000
alloc 8@ 1024
format 8@ "/char stop"
call @XEDAP_1387 1 8@
wait 300
alloc 9@ 1024
format 9@ "/char repeat cauca"
call @XEDAP_1387 1 9@
wait 500
alloc 10@ 1024
format 10@ "/char play cauca"
call @XEDAP_1387 1 10@
wait 100
call @XEDAP_461 2 89 255
wait 10
call @XEDAP_461 2 89 0
30@ = 0
goto @XEDAP_11
2@ = 12004552

:XEDAP_514
0@ *= 2
005A: 2@ += 0@ // (int)
if
  0@ == 1
jf @XEDAP_514
2@ = 12006424
if
  0@ == 2
jf @XEDAP_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 @XEDAP_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 @XEDAP_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 @XEDAP_817
24@ = 0
goto @XEDAP_829
0A8D: 24@ = read_memory 26@ size 4 virtual_protect 0
0AA3: free_library 31@
ret 4 30@ 29@ 27@ 24@
5@ = 0
call @XEDAP_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 @XEDAP_935
5@ = 1
if
  5@ == 0
jf @XEDAP_972
0A8C: write_memory 3@ size 1 value 28@ virtual_protect 1
3@ += 1
if
003B:   28@ == 2@ // (int)
jf @XEDAP_998
5@ = 0
30@ += 1
001D:   30@ > 31@ // (int)
jf @XEDAP_881
0A8C: write_memory 3@ size 1 value 0 virtual_protect 1
ret 0
call @XEDAP_1313 1 0@ 31@
call @XEDAP_1313 1 1@ 30@
if
001D:   30@ > 31@ // (int)
jf @XEDAP_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 @XEDAP_1250
26@ += 1
if
002D:   26@ >= 30@ // (int)
jf @XEDAP_1243
return_true
0062: 24@ -= 30@ // (int)
24@ += 1
ret 1 24@
goto @XEDAP_1282
if
  26@ > 0
jf @XEDAP_1275
29@ -= 1
26@ = 0
29@ += 1
001D:   29@ > 31@ // (int)
jf @XEDAP_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 @XEDAP_1320
ret 1 1@
if
0AA2: 20@ = load_library "samp.dll" // IF and SET
jf @XEDAP_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
 04 00
AutoTruck.cs
JavaScript:
{$CLEO .cs}



0000: NOP



wait 8500

 



while true

wait 0



if 0256:   player $PLAYER_CHAR defined

then
        if 0ADC:   test_cheat "OPERA" // if press keys O AND N

        then

            31@ = true // send enable bot

            0AD1: show_formatted_text_highpriority "~W~Bot: ~G~ON...." time 2000
        end

        end




if 31@ == true

then // 1
      06D5: 33@ = create_racing_checkpoint_at -1550.1885 122.7782 3.5547 point_to -1550.1885 122.7782 3.5547 type 2 radius 1.0
    if

    00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1550.1885 122.7782 radius 3.0 3.0 on_foot // start position

    then // 2

        repeat

        wait 0
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x125 state 255
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x57 state 255

        0AB1: @CAMERA_AT_POS 3 XYZ: -1559.1333 115.5229 3.5547

        until 00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1559.1333 115.5229 radius 1.0 1.0 on_foot    /// repeat until reach position      cho cau ca 1

        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x57 state 0
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x125 state 0
        
         if

    00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1559.1333 115.5229  radius 2.0 2.0 on_foot // start position

    then // 3
        repeat

        wait 0
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x125 state 255
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x57 state 255

        0AB1: @CAMERA_AT_POS 3 XYZ: -1592.8903 104.8584 3.5495

        until 00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1592.8903 104.8584 radius 1.0 1.0 on_foot    /// repeat until reach position      cho cau ca 1

        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x57 state 0
        0AB1: @Set_Virtual_Key 2 KeyOffSet 0x125 state 0
         if

                    00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1592.8903 104.8584 radius 1.0 1.0 on_foot // if reached position

                    then // 4 , so we have 4 - then , that means  we need 4 end
                       0AB1: @Set_Virtual_Key 2 KeyOffSet 0x121 state 255  // len xe
                        wait 100
                         0AB1: @Set_Virtual_Key 2 KeyOffSet 0x121 state 0
                           wait 5000
                            0AC8: 21@ = allocate_memory_size 1024
                            0AD3: 21@ = format "/car engine"
                            0AB1: @PROCESS_CHAT_INPUT 1 InputText 21@
                             wait 1000
                               0AC8: 23@ = allocate_memory_size 1024
                            0AD3: 23@ = format "/layhang"
                            0AB1: @PROCESS_CHAT_INPUT 1 InputText 23@
                            0AC8: 20@ = allocate_memory_size 1024
                            0AD3: 20@ = format "/vr play layhangrgame"
                            0AB1: @PROCESS_CHAT_INPUT 1 InputText 20@ 
                              repeat

                    wait 0
                  
                    until 00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1633.7009 52.4061 radius 3.0 3.0 on_foot    /// repeat until reach position  cho cau ca 4   
                    
                      if

                     00EC: actor $PLAYER_ACTOR 0 near_point -1633.7009 52.4061 radius 3.0 3.0    // if reached position

                then // 5
                  repeat
                    wait 0         
                    until 0AB1: @isDialogOpen 0 
                       wait 500
                   0AB1: @Set_current_dialog_list_item 1 ItemNumber 6
                   0AB1: @CLOSE_DIALOG 1 Button 1 // 0 = Left , 1 = Right
                          wait 500
            0AB1: @CLOSE_DIALOG 1 Button 1 //
              wait 16000
                                 if
                   0AB1: call @is_cp_active 0
                then
        0AB1:call @get_cp_pos 0 X 1@ Y 2@ Z 3@
                0AC8: 17@ = allocate_memory_size 1024
                0AD3: 17@ = format "{FFFFFF}Toa do giao Truck : {00FF00}%f %f %f" 1@ 2@ 3@
                 0AB1: @Chatmsg 2 text 17@ color 0xFF00FF00
                  wait 500
                  0AC8: 18@ = allocate_memory_size 1024
                0AD3: 18@ = format "Thuc hien Path ChuckinBuger."
                 0AB1: @Chatmsg 2 text 18@ color 0xFF00FF00 
                    0AC8: 22@ = allocate_memory_size 1024
                            0AD3: 22@ = format "/vr play chukinbuger"
                            0AB1: @PROCESS_CHAT_INPUT 1 InputText 22@ 
                                   end
                               end
                            end
                        end
                    end
                end
            end
                  
                  
                  
                  
                  
                  
                  
                  
                    
:CLOSE_DIALOG
{
    0.3.DL
    0AB1: @CLOSE_DIALOG 1 Button 0 // 0 = Left , 1 = 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
 


:Set_Virtual_Key

{

    255 = true

    0 = false

    0AB1: @Set_Virtual_Key 2 KeyOffSet 0x57 state 255

}

2@ = 0xB72CC8

0@ *= 2

005A: 2@ += 0@  // (int)

0A8C: write_memory 2@ size 1 value 1@ virtual_protect 0

0AB2: ret 0



//0AB1: @AIM_AT_POS 3 XYZ: 1@ 2@ 3@

:CAMERA_AT_POS

0087: 8@ = 3@

068D: get_camera_position_to 3@ 4@ 5@

0063: 0@ -= 3@

0063: 1@ -= 4@

0604: get_Z_angle_for_point 0@ 1@ store_to 6@

6@ -= 90.0

0017: 6@ /= 57.2957795 

005B: 6@ += 8@  // (float)                 

0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0

0A25: set_camera_on_players_X_angle 7@ Z_angle 6@

0661: "by Opcode.eXe | UGBASE.EU"

0AB2: 0




:get_samp_version_id

// 0AB1: @get_samp_version_id 0 _returned: ID 16@

30@ = 0

IF 0AA2: 31@ = load_library "samp.dll" // IF and SET

THEN

    31@ += 0x128

    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1

    IF 29@ == 0x5542F47A

    THEN // 0.3.7 R1

        30@ = 1

    END



    IF 29@ == 0x59C30C94

    THEN // 0.3.7 R2

        30@ = 2

    END



    IF 29@ == 0x5A6A3130

    THEN // 0.3.DL

        30@ = 3

    END



    31@ -= 8 // reading samp.dll + 0x120

    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 1



    IF 29@ == 0x5C0B4243

    THEN // 0.3.7 R3

        30@ = 4

    END



    IF 29@ == 0x5DD606CD

    THEN // 0.3.7 R4

        30@ = 5

    END

END

0AB2: ret 1 30@

 

:lowercase

0AA5: call 0x718740 num_params 1 pop 1 0@

0AB2: 0



:cmpString1andString2

{

    Example: 0AB1: @cmpString1andString2 2 String1 1@ String2 2@

    In: 0@, 1@ - strings

    Out: result 0/1

}

for 7@ = 0 to 1024

    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0

    0A8D: 3@ = read_memory 1@ size 1 virtual_protect 0

    0@ += 1

    1@ += 1

    if 003B: 2@ == 3@

    jf break

    if and

    2@ == 0

    3@ == 0

    then

        0485: return_true

        ret 0

    end

end

059A: return_false

ret 0

:PROCESS_CHAT_INPUT
{
    0.3.DL
    Ex.:
    0AB1: @PROCESS_CHAT_INPUT 1 InputText 0@
}
IF 0AA2: 20@ = "samp.dll"
THEN
    0A8E: 21@ = 20@ + 0x2ACA14            // SAMP_CHAT_INPUT_INFO_OFFSET
    0A8D: 22@ = readMem 21@ sz 4 vp 0     // pChatInput;
    0A8E: 26@ = 22@ + 0x8                // pChatInput->pEditBox;
    0A8D: 27@ = readMem 26@ sz 4 vp 0     // pEditBox;
  
    0A8E: 24@ = 20@ + 0x85000 // CDXUTEditBox::SetText
 
    0AA8: call_function_method 24@ struct 27@ num_params 2 pop 0 _bSelected 0 _pszText 0@ _retVal 6@
  
    0A8E: 25@ = 20@ + 0x69410 // PROCESS_INPUT
    0AA8: call_function_method 25@ struct 22@ num_params 0 pop 0 _retVal 7@
END
0AB2: 0

:is_cp_active
{
    0.3.DL
}
IF 0AA2: 0@ = loadlib "samp.dll"
THEN
    0A8E: 1@ = 0@ + 0x2ACA3C // SAMP_MISC_INFO
    0A8D: 1@ = readMem 1@ sz 4 vp 0
    0A8E: 2@ = 1@ + 0x4D
    0A8D: 2@ = readMem 2@ sz 4 vp 0
    IF 2@ == TRUE
    THEN 0485:  return_true
    ELSE 059A:  return_false
    END
    0AA3: freelib 0@
END
0AB2: ret 0

:get_cp_pos
{
    0.3.DL
}
IF 0AA2: 0@ = loadlib "samp.dll"
THEN
    0A8E: 1@ = 0@ + 0x2ACA3C // SAMP_MISC_INFO
    0A8D: 1@ = readMem 1@ sz 4 vp 0
    1@ += 0x35
    0A8D: 2@ = readMem 1@ sz 4 vp 0
    1@ += 0x4
    0A8D: 3@ = readMem 1@ sz 4 vp 0
    1@ += 0x4
    0A8D: 4@ = readMem 1@ sz 4 vp 0
    0AA3: freelib 0@
END
0AB2: ret 3 2@ 3@ 4@

:Chatmsg
{
    0.3.DL
    0AB1: @Chatmsg 2 text 1@ color -1
}
IF 0AA2: 31@ = "samp.dll"
THEN
    0A8E: 30@ = 31@ + 0x2ACA10            // SAMP_CHAT_INFO_OFFSET (DL)
    0A8D: 30@ = readMem 30@ sz 4 vp 0     // pChat;
    0A8E: 29@ = 31@ + 0x67650             // FUNC_ADDTOCHATWND (DL)
    IF 1@ == -1
    THEN 1@ = 0xFFFFFFFF
    ELSE IF 1@ < 0
    THEN 1@ = 0xFFFFFFFF
    END
    END
    0AA6: call 29@ struct 30@ num_params 5 pop 0 params 0 1@ 0 0@ 8
END
0AB2: 0

:Set_current_dialog_list_item
{
    0.3.DL
    0AB1: @Set_current_dialog_list_item 1 ItemNumber 1
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x1C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x443
0A8C: write_memory 1@ size 1 value 0@ virtual_protect 0
0AB2: 0

    
:isDialogOpen
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
    0485: dialog_open
else
    059A: dialog_closed
end
0AB2: ret 0
 

Klee

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please decrypt and tell me how to activate this cleo
 

Attachments

  • tankmode.cs
    18 KB · Views: 1

SobFoX

Expert
Joined
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please decrypt and tell me how to activate this cleo
try on "L"
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "CLEO : Tank Mode"
0662: printstring "gcode: acheats.ru : blasthack.net"
thread "tankmode"
wait 0
if and
   Actor.Driving($PLAYER_ACTOR)
key_down 76
else_jump @TANKMODE_324
30@ = Actor.CurrentCar($PLAYER_ACTOR)
01EC: make_car 30@ very_heavy 1
053F: set_car 30@ tires_vulnerability 0
03F5: set_car 30@ apply_damage_rules 0
Car.SetImmunities(30@, 1, 1, 1, 1, 1)
0A8C: write_memory 9867620 size 1 value 1 virtual_protect 0
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
Actor.StorePos($PLAYER_ACTOR, 28@, 27@, 26@)
if
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 10.0 find_next 0 pass_wrecked 0 //IF and SET
else_jump @TANKMODE_324
if
803B:   not  29@ == 30@ // (int)
else_jump @TANKMODE_261
099A: set_car 29@ collision_detection 0
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 10.0 find_next 1 pass_wrecked 0 //IF and SET
else_jump @TANKMODE_324
if
803B:   not  29@ == 30@ // (int)
else_jump @TANKMODE_317
099A: set_car 29@ collision_detection 0
jump @TANKMODE_261
if and
   not key_down 76

:TANKMODE_317
056D:   actor $PLAYER_ACTOR defined
else_jump @TANKMODE_576
if
   Actor.Driving($PLAYER_ACTOR)
else_jump @TANKMODE_439
30@ = Actor.CurrentCar($PLAYER_ACTOR)
01EC: make_car 30@ very_heavy 0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
053F: set_car 30@ tires_vulnerability 1
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
03F5: set_car 30@ apply_damage_rules 1
Car.SetImmunities(30@, 0, 0, 0, 0, 0)
0A8C: write_memory 9867620 size 1 value 0 virtual_protect 0
Actor.StorePos($PLAYER_ACTOR, 28@, 27@, 26@)
if
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 150.0 find_next 0 pass_wrecked 0 //IF and SET
else_jump @TANKMODE_576
if
803B:   not  29@ == 30@ // (int)
else_jump @TANKMODE_513
099A: set_car 29@ collision_detection 1
0AE2: 29@ = random_vehicle_near_point 28@ 27@ 26@ in_radius 150.0 find_next 1 pass_wrecked 0 //IF and SET
else_jump @TANKMODE_576
if
803B:   not  29@ == 30@ // (int)
else_jump @TANKMODE_569
099A: set_car 29@ collision_detection 1
jump @TANKMODE_513
jump @TANKMODE_84
 

yatogami

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Please decrypt this file or make activation not in numpad keyboard
Thanks.
 

Attachments

  • ammo2000PLUS.cs
    17.8 KB · Views: 0

SPAcEGHOsT

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Location
???

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.
¿This is safe?
 

Attachments

  • hud.asi
    335.5 KB · Views: 3
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