️ 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:

SobFoX

Expert
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Location
Israel
you can decypt please
It's not encrypted at all idiot
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE ini}
{$USE newOpcodes}

thread "FAKEBULLETS"

:FAKEBULLETS_15
wait 0
   SAMP.Available
jf @FAKEBULLETS_15
25@ = 0
0B34: samp register_client_command "HMO" to_label @FAKEBULLETS_248

:FAKEBULLETS_47
wait 0
if
  25@ == 1
jf @FAKEBULLETS_130
27@ = 0

:FAKEBULLETS_76
if
26@ = SAMP.GetActorHandleByPlayerID(27@)
jf @FAKEBULLETS_108
call @FAKEBULLETS_566 1 27@

:FAKEBULLETS_108
27@ += 1
  27@ > 1000
jf @FAKEBULLETS_76

:FAKEBULLETS_130
wait 0
if
key_down 46
jf @FAKEBULLETS_241
if
  25@ == 0
jf @FAKEBULLETS_207
wait 75
25@ = 1
print "~G~HMOBULLET ON" time 500
jump @FAKEBULLETS_241

:FAKEBULLETS_207
wait 75
25@ = 0
print "~R~HMOBULLET OFF" time 500

:FAKEBULLETS_241
jump @FAKEBULLETS_47

:FAKEBULLETS_248
wait 0
   SAMP.IsCommandTyped(20@)
if
0AD4: 21@ = scan_string 20@ format "%D" 22@
jf @FAKEBULLETS_531
if
23@ = SAMP.GetActorHandleByPlayerID(22@)
jf @FAKEBULLETS_524
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@
call @FAKEBULLETS_566 1 22@

:FAKEBULLETS_524
jump @FAKEBULLETS_564

:FAKEBULLETS_531
chatmsg "USAGE: /HMO [PLAYER ID]" color -6750038

:FAKEBULLETS_564
SAMP.CmdRet

:FAKEBULLETS_566
9@ = SAMP.GetActorHandleByPlayerID(0@)
0209: 16@ = random_int_in_ranges 38 39
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
Actor.StorePos(9@, 13@, 14@, 15@)
SAMP.SetGameKeyState(17, 255)
alloc 5@ = allocate_memory_size 40
0C0D: struct 5@ offset 0 size 1 = 1
0C0D: struct 5@ offset 1 size 2 = 0@
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
0C0D: struct 5@ offset 15 size 4 = 13@
0C0D: struct 5@ offset 19 size 4 = 14@
0C0D: struct 5@ offset 23 size 4 = 15@
0C0D: struct 5@ offset 39 size 1 = 16@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.5
0BC4: samp send_bullet_data 5@
free 5@
SAMP.SetGameKeyState(17, 0)
ret 0
 

SobFoX

Expert
Joined
Jul 14, 2015
Messages
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Location
Israel
JavaScript:
script_name("Player Crasher")
script_author("Mr_XyZz")
require("moonloader")

slot1 = false
slot2 = false
slot3 = false
slot4 = false
slot5 = false
slot6 = false

function main()
    while not isSampAvailable() do
        wait(0)
    end

    sampRegisterChatCommand("fcrash", uv0)

    while true do
        wait(0)
    end
end

function slot3()
    uv0 = not uv0

    if uv1 then
        sampAddChatMessage("{ff0000}[MrXCrasher]: {ffff00}On-Foot Crasher Now Is OFF", -1)

        uv1 = false
    else
        sampAddChatMessage("{ff0000}[MrXCrasher]: {ffff00}On-Foot Crasher Now Is ON", -1)

        uv1 = true
    end
end

function onReceiveRpc(slot0, slot1)
    if uv0 and slot0 == 13 then
        return false
    end

    if uv0 and slot0 == 87 then
        return false
    end
end

require("lib.samp.events").onSendPlayerSync = function (slot0)
    if uv0 then
        uv1 = not uv1
        samp_create_sync_data("aim").camMode = 0
    end

    if uv1 then
        sendSpectator(uv2)
    end

    if uv0 then
        uv3 = not uv3

        if uv3 then
            slot1 = samp_create_sync_data("player")
            slot1.weapon = 40
            slot1.keysData = 128

            slot1.send()
            printStringNow("~r~Player Crasher", 500)

            return false
        end
    end
end

function sendSpectator(slot0)
    if uv0 then
        slot1 = samp_create_sync_data("aim")
        slot1.camMode = 51

        slot1.send()
    end
end

function samp_create_sync_data(slot0, slot1)
    slot2 = require("ffi")
    slot3 = require("sampfuncs")
    slot4 = require("samp.raknet")
    slot7 = "struct " .. ({
        player = {
            "PlayerSyncData",
            slot4.PACKET.PLAYER_SYNC,
            sampStorePlayerOnfootData
        },
        vehicle = {
            "VehicleSyncData",
            slot4.PACKET.VEHICLE_SYNC,
            sampStorePlayerIncarData
        },
        passenger = {
            "PassengerSyncData",
            slot4.PACKET.PASSENGER_SYNC,
            sampStorePlayerPassengerData
        },
        aim = {
            "AimSyncData",
            slot4.PACKET.AIM_SYNC,
            sampStorePlayerAimData
        },
        trailer = {
            "TrailerSyncData",
            slot4.PACKET.TRAILER_SYNC,
            sampStorePlayerTrailerData
        },
        unoccupied = {
            "UnoccupiedSyncData",
            slot4.PACKET.UNOCCUPIED_SYNC
        },
        bullet = {
            "BulletSyncData",
            slot4.PACKET.BULLET_SYNC
        },
        spectator = {
            "SpectatorSyncData",
            slot4.PACKET.SPECTATOR_SYNC
        }
    })[slot0][1]
    slot9 = tonumber(slot2.cast("uintptr_t", slot2.new(slot7 .. "*", slot2.new(slot7, {}))))

    if (slot1 or true) and slot6[3] then
        slot11, slot12 = nil

        if slot1 == true then
            slot11, slot12 = sampGetPlayerIdByCharHandle(PLAYER_PED)
        else
            slot12 = tonumber(slot1)
        end

        slot10(slot12, slot9)
    end

    return setmetatable({
        send = function ()
            slot0 = raknetNewBitStream()

            raknetBitStreamWriteInt8(slot0, uv0[2])
            raknetBitStreamWriteBuffer(slot0, uv1, uv2.sizeof(uv3))
            raknetSendBitStreamEx(slot0, uv4.HIGH_PRIORITY, uv4.UNRELIABLE_SEQUENCED, 1)
            raknetDeleteBitStream(slot0)
        end
    }, {
        __index = function (slot0, slot1)
            return uv0[slot1]
        end,
        __newindex = function (slot0, slot1, slot2)
            uv0[slot1] = slot2
        end
    })
end

function emul_rpc(slot0, slot1)
    slot2 = require("samp.events.bitstream_io")
    slot3 = require("samp.events.handlers")
    slot4 = require("samp.events.extra_types")
    slot7 = {
        Int32Array3 = true,
        PlayerScorePingMap = true
    }

    if ({
        onInitGame = {
            139
        },
        onPlayerJoin = {
            "int16",
            "int32",
            "bool8",
            "string8",
            137
        },
        onPlayerQuit = {
            "int16",
            "int8",
            138
        },
        onRequestClassResponse = {
            "bool8",
            "int8",
            "int32",
            "int8",
            "vector3d",
            "float",
            "Int32Array3",
            "Int32Array3",
            128
        },
        onRequestSpawnResponse = {
            "bool8",
            129
        },
        onSetPlayerName = {
            "int16",
            "string8",
            "bool8",
            11
        },
        onSetPlayerPos = {
            "vector3d",
            12
        },
        onSetPlayerPosFindZ = {
            "vector3d",
            13
        },
        onSetPlayerHealth = {
            "float",
            14
        },
        onTogglePlayerControllable = {
            "bool8",
            15
        },
        onPlaySound = {
            "int32",
            "vector3d",
            16
        },
        onSetWorldBounds = {
            "float",
            "float",
            "float",
            "float",
            17
        },
        onGivePlayerMoney = {
            "int32",
            18
        },
        onSetPlayerFacingAngle = {
            "float",
            19
        },
        onGivePlayerWeapon = {
            "int32",
            "int32",
            22
        },
        onSetPlayerTime = {
            "int8",
            "int8",
            29
        },
        onSetToggleClock = {
            "bool8",
            30
        },
        onPlayerStreamIn = {
            "int16",
            "int8",
            "int32",
            "vector3d",
            "float",
            "int32",
            "int8",
            32
        },
        onSetShopName = {
            "string256",
            33
        },
        onSetPlayerSkillLevel = {
            "int16",
            "int32",
            "int16",
            34
        },
        onSetPlayerDrunk = {
            "int32",
            35
        },
        onCreate3DText = {
            "int16",
            "int32",
            "vector3d",
            "float",
            "bool8",
            "int16",
            "int16",
            "encodedString4096",
            36
        },
        onSetRaceCheckpoint = {
            "int8",
            "vector3d",
            "vector3d",
            "float",
            38
        },
        onPlayAudioStream = {
            "string8",
            "vector3d",
            "float",
            "bool8",
            41
        },
        onRemoveBuilding = {
            "int32",
            "vector3d",
            "float",
            43
        },
        onCreateObject = {
            44
        },
        onSetObjectPosition = {
            "int16",
            "vector3d",
            45
        },
        onSetObjectRotation = {
            "int16",
            "vector3d",
            46
        },
        onDestroyObject = {
            "int16",
            47
        },
        onPlayerDeathNotification = {
            "int16",
            "int16",
            "int8",
            55
        },
        onSetMapIcon = {
            "int8",
            "vector3d",
            "int8",
            "int32",
            "int8",
            56
        },
        onRemoveVehicleComponent = {
            "int16",
            "int16",
            57
        },
        onRemove3DTextLabel = {
            "int16",
            58
        },
        onPlayerChatBubble = {
            "int16",
            "int32",
            "float",
            "int32",
            "string8",
            59
        },
        onUpdateGlobalTimer = {
            "int32",
            60
        },
        onShowDialog = {
            "int16",
            "int8",
            "string8",
            "string8",
            "string8",
            "encodedString4096",
            61
        },
        onDestroyPickup = {
            "int32",
            63
        },
        onLinkVehicleToInterior = {
            "int16",
            "int8",
            65
        },
        onSetPlayerArmour = {
            "float",
            66
        },
        onSetPlayerArmedWeapon = {
            "int32",
            67
        },
        onSetSpawnInfo = {
            "int8",
            "int32",
            "int8",
            "vector3d",
            "float",
            "Int32Array3",
            "Int32Array3",
            68
        },
        onSetPlayerTeam = {
            "int16",
            "int8",
            69
        },
        onPutPlayerInVehicle = {
            "int16",
            "int8",
            70
        },
        onSetPlayerColor = {
            "int16",
            "int32",
            72
        },
        onDisplayGameText = {
            "int32",
            "int32",
            "string32",
            73
        },
        onAttachObjectToPlayer = {
            "int16",
            "int16",
            "vector3d",
            "vector3d",
            75
        },
        onInitMenu = {
            76
        },
        onShowMenu = {
            "int8",
            77
        },
        onHideMenu = {
            "int8",
            78
        },
        onCreateExplosion = {
            "vector3d",
            "int32",
            "float",
            79
        },
        onShowPlayerNameTag = {
            "int16",
            "bool8",
            80
        },
        onAttachCameraToObject = {
            "int16",
            81
        },
        onInterpolateCamera = {
            "bool",
            "vector3d",
            "vector3d",
            "int32",
            "int8",
            82
        },
        onGangZoneStopFlash = {
            "int16",
            85
        },
        onApplyPlayerAnimation = {
            "int16",
            "string8",
            "string8",
            "bool",
            "bool",
            "bool",
            "bool",
            "int32",
            86
        },
        onClearPlayerAnimation = {
            "int16",
            87
        },
        onSetPlayerSpecialAction = {
            "int8",
            88
        },
        onSetPlayerFightingStyle = {
            "int16",
            "int8",
            89
        },
        onSetPlayerVelocity = {
            "vector3d",
            90
        },
        onSetVehicleVelocity = {
            "bool8",
            "vector3d",
            91
        },
        onServerMessage = {
            "int32",
            "string32",
            93
        },
        onSetWorldTime = {
            "int8",
            94
        },
        onCreatePickup = {
            "int32",
            "int32",
            "int32",
            "vector3d",
            95
        },
        onMoveObject = {
            "int16",
            "vector3d",
            "vector3d",
            "float",
            "vector3d",
            99
        },
        onEnableStuntBonus = {
            "bool",
            104
        },
        onTextDrawSetString = {
            "int16",
            "string16",
            105
        },
        onSetCheckpoint = {
            "vector3d",
            "float",
            107
        },
        onCreateGangZone = {
            "int16",
            "vector2d",
            "vector2d",
            "int32",
            108
        },
        onPlayCrimeReport = {
            "int16",
            "int32",
            "int32",
            "int32",
            "int32",
            "vector3d",
            112
        },
        onGangZoneDestroy = {
            "int16",
            120
        },
        onGangZoneFlash = {
            "int16",
            "int32",
            121
        },
        onStopObject = {
            "int16",
            122
        },
        onSetVehicleNumberPlate = {
            "int16",
            "string8",
            123
        },
        onTogglePlayerSpectating = {
            "bool32",
            124
        },
        onSpectatePlayer = {
            "int16",
            "int8",
            126
        },
        onSpectateVehicle = {
            "int16",
            "int8",
            127
        },
        onShowTextDraw = {
            134
        },
        onSetPlayerWantedLevel = {
            "int8",
            133
        },
        onTextDrawHide = {
            "int16",
            135
        },
        onRemoveMapIcon = {
            "int8",
            144
        },
        onSetWeaponAmmo = {
            "int8",
            "int16",
            145
        },
        onSetGravity = {
            "float",
            146
        },
        onSetVehicleHealth = {
            "int16",
            "float",
            147
        },
        onAttachTrailerToVehicle = {
            "int16",
            "int16",
            148
        },
        onDetachTrailerFromVehicle = {
            "int16",
            149
        },
        onSetWeather = {
            "int8",
            152
        },
        onSetPlayerSkin = {
            "int32",
            "int32",
            153
        },
        onSetInterior = {
            "int8",
            156
        },
        onSetCameraPosition = {
            "vector3d",
            157
        },
        onSetCameraLookAt = {
            "vector3d",
            "int8",
            158
        },
        onSetVehiclePosition = {
            "int16",
            "vector3d",
            159
        },
        onSetVehicleAngle = {
            "int16",
            "float",
            160
        },
        onSetVehicleParams = {
            "int16",
            "int16",
            "bool8",
            161
        },
        onChatMessage = {
            "int16",
            "string8",
            101
        },
        onConnectionRejected = {
            "int8",
            130
        },
        onPlayerStreamOut = {
            "int16",
            163
        },
        onVehicleStreamIn = {
            164
        },
        onVehicleStreamOut = {
            "int16",
            165
        },
        onPlayerDeath = {
            "int16",
            166
        },
        onPlayerEnterVehicle = {
            "int16",
            "int16",
            "bool8",
            26
        },
        onUpdateScoresAndPings = {
            "PlayerScorePingMap",
            155
        },
        onSetObjectMaterial = {
            84
        },
        onSetObjectMaterialText = {
            84
        },
        onSetVehicleParamsEx = {
            "int16",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            "int8",
            24
        },
        onSetPlayerAttachedObject = {
            "int16",
            "int32",
            "bool",
            "int32",
            "int32",
            "vector3d",
            "vector3d",
            "vector3d",
            "int32",
            "int32",
            113
        }
    })[slot0] then
        slot9 = raknetNewBitStream()

        if not ({
            onShowTextDraw = true,
            onSetObjectMaterialText = true,
            onVehicleStreamIn = true,
            onSetObjectMaterial = true,
            onInitMenu = true,
            onInitGame = true,
            onCreateObject = true
        })[slot0] then
            if #slot8 - 1 > 0 then
                for slot14 = 1, slot10 do
                    if slot7[slot8[slot14]] then
                        slot4[slot15].write(slot9, slot1[slot14])
                    else
                        slot2[slot15].write(slot9, slot1[slot14])
                    end
                end
            end
        elseif slot0 == "onInitGame" then
            slot3.on_init_game_writer(slot9, slot1)
        elseif slot0 == "onCreateObject" then
            slot3.on_create_object_writer(slot9, slot1)
        elseif slot0 == "onInitMenu" then
            slot3.on_init_menu_writer(slot9, slot1)
        elseif slot0 == "onShowTextDraw" then
            slot3.on_show_textdraw_writer(slot9, slot1)
        elseif slot0 == "onVehicleStreamIn" then
            slot3.on_vehicle_stream_in_writer(slot9, slot1)
        elseif slot0 == "onSetObjectMaterial" then
            slot3.on_set_object_material_writer(slot9, slot1, 1)
        elseif slot0 == "onSetObjectMaterialText" then
            slot3.on_set_object_material_writer(slot9, slot1, 2)
        end

        raknetEmulRpcReceiveBitStream(slot8[#slot8], slot9)
        raknetDeleteBitStream(slot9)
    end
end
 

Gaminex

Member
Joined
Jul 28, 2022
Messages
11
Reaction score
0
can you decrypt these please
 

Attachments

  • slash.cs
    110.1 KB · Views: 2
  • kill.cs
    7.5 KB · Views: 3

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
can you decrypt these please
It doesn't even load.
Tested with both CLEO 4.1 and later versions.

You will have to give more details what it is and if it belongs to mobile GTFO
 

FrannDzs

Member
Joined
Jan 26, 2019
Messages
19
Reaction score
3
Hi, can you decomp this cleo? please.
Respect.
 

Attachments

  • NSM2.cs
    228 KB · Views: 4

Cessjl

New member
Joined
Oct 3, 2022
Messages
1
Reaction score
0
decrypt pls
 

Attachments

  • platformdetect.lua
    198.7 KB · Views: 6

Gaminex

Member
Joined
Jul 28, 2022
Messages
11
Reaction score
0
can somebody open this cleo?
 

Attachments

  • Yamato Ghost.cs
    26.7 KB · Views: 3

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
can somebody open this cleo?
JavaScript:
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}

thread 'DEVIL'

:DEVIL_11
wait 0
if and
   Player.Defined($PLAYER_CHAR)
   Player.Defined($PLAYER_ACTOR)
jf @DEVIL_11
if and
key_down 78
   not Actor.Driving($PLAYER_ACTOR)
jf @DEVIL_11
04ED: load_animation "DEVIL"
04ED: load_animation "NARUTO"
Model.Load(1582)
Model.Load(#GUN_BOXBIG)
038B: load_requested_models
jump @DEVIL_94

:DEVIL_94
wait 0
if
04ED: load_animation "DEVIL"
04ED: load_animation "NARUTO"
   Model.Available(1582)
   Model.Available(#GUN_BOXBIG)
jf @DEVIL_94
023C: load_special_actor '3' as 4 // models 290-299
038B: load_requested_models
023D:   special_actor 4 loaded
023C: load_special_actor '6' as 3 // models 290-299
038B: load_requested_models
023D:   special_actor 3 loaded
09C7: change_player $PLAYER_CHAR model_to #SPECIAL04
0812: AS_actor $PLAYER_ACTOR perform_animation "DE1" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 700
0169: set_fade_color_RGB 126 233 255
fade 0 time 10
wait 30
fade 1 time 85
$4 = Audiostream.Load("CLEO\MP3\0.MP3")
Audiostream.PerformAction($4, 1)
Object.Create(1@, #GUN_BOXBIG, 7@, 8@, 9@)
0750: set_object 1@ visibility 1
Object.CollisionDetection(1@, False)
070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
wait 300
$5 = Audiostream.Load("CLEO\MP3\1.MP3")
Audiostream.PerformAction($5, 1)
Object.Destroy(1@)
Model.Destroy(#GUN_BOXBIG)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
04C4: store_coords_to $6 $7 $8 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
$9 = Actor.Angle($PLAYER_ACTOR)
0812: AS_actor $PLAYER_ACTOR perform_animation "DE2" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
023C: load_special_actor '5' as 2 // models 290-299
038B: load_requested_models
023D:   special_actor 2 loaded
wait 100
Camera.Shake(50)
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
jump @DEVIL_551

:DEVIL_551
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 -0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 -0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 -0.3 0.5 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 -0.3 0.5 flag 1
064C: make_particle $28 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 1.4 -0.5 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 1.3 0.0 -0.5 flag 1
064C: make_particle $36 visible
0669: $37 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -1.4 -0.5 flag 1
064C: make_particle $37 visible
0669: $38 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.5 0.0 -0.5 flag 1
064C: make_particle $38 visible
0669: $41 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.0 0.9 -0.5 flag 1
064C: make_particle $41 visible
0669: $44 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.8 0.9 -0.5 flag 1
064C: make_particle $44 visible
0669: $46 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -1.0 -0.9 -0.5 flag 1
064C: make_particle $46 visible
0669: $47 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.8 -0.9 -0.5 flag 1
064C: make_particle $47 visible
wait 10
0669: $53 = attach_particle "GUAN" to_actor $PLAYER_ACTOR with_offset 0.0 -0.1 0.6 flag 1
064C: make_particle $53 visible
0669: $55 = attach_particle "GUAN2" to_actor $PLAYER_ACTOR with_offset 0.25 -0.4 2.5 flag 1
064C: make_particle $55 visible
0669: $56 = attach_particle "QUAN" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.6 flag 1
064C: make_particle $56 visible
0669: $58 = attach_particle "QUAN2" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.6 flag 1
064C: make_particle $58 visible
Actor.SetImmunities($10, True, True, True, True, True)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0812: AS_actor $10 perform_animation "DE3" IFP_file "NARUTO" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
wait 1500
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $55
0650: destroy_particle $53
0650: destroy_particle $56
0650: destroy_particle $58
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
0650: destroy_particle $37
0650: destroy_particle $38
0650: destroy_particle $41
0650: destroy_particle $44
0650: destroy_particle $46
0650: destroy_particle $47
Audiostream.PerformAction($5, 0)
Audiostream.Release($5)
Audiostream.PerformAction($4, 0)
Audiostream.Release($4)

:DEVIL_1516
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
0650: destroy_particle $59
09C7: change_player $PLAYER_CHAR model_to #SPECIAL04
wait 0
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
Object.Create(1@, #GUN_BOXBIG, 7@, 8@, 9@)
0750: set_object 1@ visibility 1
Object.CollisionDetection(1@, False)
070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_1" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_1" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
gosub @DEVIL_3908
jump @DEVIL_2175

:DEVIL_2175
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_2" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_2" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
gosub @DEVIL_5325
jump @DEVIL_2708

:DEVIL_2708
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.3 1.0 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.3 1.0 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_3" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_3" IFP_file "DEVIL" 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
gosub @DEVIL_6422
jump @DEVIL_3241

:DEVIL_3241
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
if
key_down 73
jf @DEVIL_3774
Actor.Create($10, 23, #SPECIAL02, $6, $7, $8)
0619: enable_actor $10 collision_detection 0
0489: set_actor $10 muted 1
Actor.Angle($10) = $9
Object.Create(4@, 1582, 7@, 8@, 9@)
Actor.SetImmunities($10, True, True, True, True, True)
Object.SetImmunities(4@, True, True, True, True, True)
Object.CollisionDetection(4@, False)
04D9: object 4@ set_scripted_collision_check 0
08D2: object 4@ scale_model 0.01
Object.Angle(4@) = $9
Model.Destroy(1582)
069B: attach_object 4@ to_actor $PLAYER_ACTOR with_offset 0.0 -0.2 0.3 rotation 0.0 0.0 0.0
04F4: put_actor $10 into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 0.0 lock_weapon 0
0669: $23 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.2 -0.2 flag 1
064C: make_particle $23 visible
0669: $28 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 0.3 0.3 flag 1
064C: make_particle $28 visible
0669: $12 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.5 0.8 0.6 flag 1
064C: make_particle $12 visible
0669: $13 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.4 0.8 0.6 flag 1
064C: make_particle $13 visible
0669: $30 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset 0.1 0.2 0.2 flag 1
064C: make_particle $30 visible
0669: $36 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.2 0.2 0.2 flag 1
064C: make_particle $36 visible
0812: AS_actor $10 perform_animation "DEVIL_4" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor $PLAYER_ACTOR perform_animation "DEVIL_4" IFP_file "DEVIL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
gosub @DEVIL_7762
jump @DEVIL_3774

:DEVIL_3774
wait 0
Player.CanMove($PLAYER_CHAR, True)
jump @DEVIL_3792

:DEVIL_3792
if
jump @DEVIL_3803

:DEVIL_3803
wait 0
if
key_down 78
jf @DEVIL_1516
wait 800
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
Object.Destroy(1@)
0650: destroy_particle $59
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
Model.Destroy(#GUN_BOXBIG)
Actor.SetImmunities($PLAYER_ACTOR, False, False, False, False, False)
04EF: release_animation "DEVIL"
04EF: release_animation "NARUTO"
wait 1500
jump @DEVIL_11

:DEVIL_3908
wait 300
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 3.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.5 0.7 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.5 3.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.7 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 3.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.3 0.7 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.3 3.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.7 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 3.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.1 0.7 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.1 3.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 3.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.1 0.0 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.1 3.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 3.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.3 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.3 3.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.4 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.4 3.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.5 3.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.6 0.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.6 3.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.7 0.0 0.9
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.7 3.5 0.9
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.8 0.0 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.8 3.5 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.9 0.0 1.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.9 3.5 1.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.0 0.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.0 3.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 150
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_5325
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.0 3.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.8 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.8 3.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 3.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 3.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 3.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.8 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 3.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 1.1 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 3.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.4 0.8 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.4 3.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.6 0.7 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.6 3.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.8 0.0 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.8 3.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.0 0.0 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.0 3.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.2 0.0 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.2 3.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -1.4 0.0 -0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -1.4 3.5 -0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 150
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_6422
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.4 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.4 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.2 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.2 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 2.0 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.8 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.8 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.6 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.6 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.4 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.4 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.2 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.2 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 1.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 1.0 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.8 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.8 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.6 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.6 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.0 0.5 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -2.0 0.5 -0.6
06BC: create_M4_shoot_from $76 $77 $78 target $60 $61 $63 energy 30
wait 10
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 1.5 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 -1.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.9 2.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.9 -2.0 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.4 2.5 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.4 -2.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.9 3.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.9 -3.0 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 2.4 3.5 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 2.4 -3.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 100
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return

:DEVIL_7762
wait 500
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 -0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 -0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.2 0.8 0.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.2 4.5 0.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset -0.1 0.8 0.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset -0.1 4.5 0.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.0 0.8 0.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.0 4.5 0.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.1 1.8 0.3
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.1 4.5 0.3
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.2 0.0 0.4
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.2 4.5 0.4
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.3 0.0 0.5
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.3 4.5 0.5
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.4 0.0 0.6
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.4 4.5 0.6
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.7
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.5 4.5 0.7
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.6 0.0 0.8
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.6 4.5 0.8
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.7 0.0 0.9
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.7 4.5 0.9
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.8 0.0 1.0
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.8 4.5 1.0
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 0.9 0.0 1.1
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 0.9 4.5 1.1
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
04C4: store_coords_to $60 $61 $63 from_actor $PLAYER_ACTOR with_offset 1.0 0.0 1.2
04C4: store_coords_to $76 $77 $78 from_actor $PLAYER_ACTOR with_offset 1.0 4.5 1.2
06BC: create_M4_shoot_from $60 $61 $63 target $76 $77 $78 energy 30
wait 850
Actor.DestroyInstantly($10)
Object.Destroy(4@)
Model.Destroy(1582)
Object.Destroy(1@)
0650: destroy_particle $59
Model.Destroy(#GUN_BOXBIG)
wait 0
09C7: change_player $PLAYER_CHAR model_to #SPECIAL03
Actor.SetImmunities($PLAYER_ACTOR, True, True, True, True, True)
0669: $59 = attach_particle "VIREE" to_actor $PLAYER_ACTOR with_offset -0.1 -0.1 0.0 flag 1
064C: make_particle $59 visible
0650: destroy_particle $23
0650: destroy_particle $28
0650: destroy_particle $12
0650: destroy_particle $13
0650: destroy_particle $30
0650: destroy_particle $36
return
 

Jimmy Ciculs

Active member
Joined
Mar 3, 2020
Messages
33
Reaction score
4
Location
?
Can u decrypt it for me ?
Thanks
 

Attachments

  • RapidFire.cs
    26.3 KB · Views: 3

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
Can u decrypt it for me ?
Thanks
JavaScript:
// This file was decompiled using SASCM.ini published on 2021-07-05
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
{$USE file}
{$USE ini}
{$USE newOpcodes}

0662: printstring "MADE BY FYP & FLAPJACK92"
script_name "RAPID_FIRE"

:RAPID_FIRE_42
wait 0
if and
   Player.Defined($PLAYER_CHAR)
test_cheat "RAPID"
jf @RAPID_FIRE_42
print_string_now "RAPID2(ALLGUNS+CROUCHFIX)BY FYP & FLAPJACK92 ON!" time 7000
jump @RAPID_FIRE_133

:RAPID_FIRE_133
wait 0
write_memory 7600773 size 1 value 144 virtual_protect 1
write_memory 7600815 size 1 value 144 virtual_protect 1
write_memory 7600816 size 2 value 37008 virtual_protect 1
write_memory 7612591 size 1 value 144 virtual_protect 1
write_memory 7612646 size 1 value 144 virtual_protect 1
write_memory 7612647 size 2 value 37008 virtual_protect 1
write_memory 13157576 size 4 value 11 virtual_protect 1
write_memory 13157580 size 4 value 11 virtual_protect 1
write_memory 13157584 size 4 value 11 virtual_protect 1
write_memory 13157588 size 4 value 11 virtual_protect 1
write_memory 13157592 size 4 value 11 virtual_protect 1
write_memory 13157596 size 4 value 11 virtual_protect 1
write_memory 13157456 size 4 value 1000.0 virtual_protect 1
write_memory 13157464 size 4 value 11 virtual_protect 1
write_memory 13157466 size 4 value 11 virtual_protect 1
write_memory 13157468 size 4 value 11 virtual_protect 1
write_memory 13157471 size 4 value 11 virtual_protect 1
write_memory 13157473 size 4 value 11 virtual_protect 1
write_memory 13157475 size 4 value 11 virtual_protect 1
write_memory 13157477 size 4 value 11 virtual_protect 1
write_memory 13157479 size 4 value 11 virtual_protect 1
write_memory 13157481 size 4 value 11 virtual_protect 1
write_memory 13157483 size 4 value 11 virtual_protect 1
write_memory 13157485 size 4 value 11 virtual_protect 1
write_memory 13158024 size 4 value 11 virtual_protect 1
write_memory 13158028 size 4 value 11 virtual_protect 1
write_memory 13158032 size 4 value 11 virtual_protect 1
write_memory 13158036 size 4 value 11 virtual_protect 1
write_memory 13158040 size 4 value 11 virtual_protect 1
write_memory 13158044 size 4 value 11 virtual_protect 1
write_memory 13158133 size 4 value 11 virtual_protect 1
write_memory 13158137 size 4 value 11 virtual_protect 1
write_memory 13158141 size 4 value 11 virtual_protect 1
write_memory 13158145 size 4 value 11 virtual_protect 1
write_memory 13158149 size 4 value 11 virtual_protect 1
write_memory 13158153 size 4 value 11 virtual_protect 1
write_memory 13158157 size 4 value 11 virtual_protect 1
write_memory 13158161 size 4 value 11 virtual_protect 1
write_memory 13158247 size 4 value 11 virtual_protect 1
write_memory 13158251 size 4 value 11 virtual_protect 1
write_memory 13158255 size 4 value 11 virtual_protect 1
write_memory 13158259 size 4 value 11 virtual_protect 1
write_memory 13158263 size 4 value 11 virtual_protect 1
write_memory 13158267 size 4 value 11 virtual_protect 1
write_memory 13158271 size 1 value 11 virtual_protect 1
write_memory 13158360 size 4 value 11 virtual_protect 1
write_memory 13158364 size 4 value 11 virtual_protect 1
write_memory 13158368 size 4 value 11 virtual_protect 1
write_memory 13158372 size 4 value 11 virtual_protect 1
write_memory 13158376 size 4 value 11 virtual_protect 1
write_memory 13158380 size 4 value 11 virtual_protect 1
write_memory 13158585 size 4 value 11 virtual_protect 1
write_memory 13158589 size 3 value 11 virtual_protect 1
write_memory 13158592 size 4 value 11 virtual_protect 1
write_memory 13158596 size 4 value 11 virtual_protect 1
write_memory 13158600 size 4 value 11 virtual_protect 1
write_memory 13158604 size 4 value 11 virtual_protect 1
write_memory 13158608 size 4 value 11 virtual_protect 1
write_memory 13154746 size 1 value 11 virtual_protect 1
write_memory 13154748 size 2 value 0 virtual_protect 1
write_memory 13154750 size 4 value 11 virtual_protect 1
write_memory 13154754 size 4 value 11 virtual_protect 1
write_memory 13154758 size 3 value 11 virtual_protect 1
write_memory 13154762 size 1 value 11 virtual_protect 1
write_memory 13154770 size 2 value 11 virtual_protect 1
write_memory 13154774 size 4 value 11 virtual_protect 1
write_memory 13154778 size 4 value 11 virtual_protect 1
write_memory 13154782 size 4 value 11 virtual_protect 1
write_memory 13154786 size 2 value 11 virtual_protect 1
write_memory 13154788 size 2 value 0 virtual_protect 1
write_memory 13154790 size 4 value 11 virtual_protect 1
write_memory 13154794 size 4 value 11 virtual_protect 1
write_memory 13154798 size 2 value 11 virtual_protect 1
write_memory 13154667 size 4 value 11 virtual_protect 1
write_memory 13154671 size 4 value 11 virtual_protect 1
write_memory 13154675 size 2 value 11 virtual_protect 1
write_memory 13154677 size 4 value 11 virtual_protect 1
write_memory 13154681 size 6 value 11 virtual_protect 1
write_memory 13154687 size 2 value 11 virtual_protect 1
write_memory 13157932 size 4 value 11 virtual_protect 1
write_memory 13157800 size 4 value 11 virtual_protect 1
write_memory 13157804 size 4 value 11 virtual_protect 1
write_memory 13157808 size 4 value 11 virtual_protect 1
write_memory 13157812 size 4 value 11 virtual_protect 1
write_memory 13157816 size 4 value 11 virtual_protect 1
write_memory 13157820 size 4 value 11 virtual_protect 1
write_memory 13157680 size 4 value 1000.0 virtual_protect 1
write_memory 13157688 size 4 value 11 virtual_protect 1
write_memory 13157692 size 4 value 11 virtual_protect 1
write_memory 13157696 size 4 value 11 virtual_protect 1
write_memory 13157700 size 4 value 11 virtual_protect 1
write_memory 13157704 size 4 value 11 virtual_protect 1
write_memory 13157708 size 4 value 11 virtual_protect 1
write_memory 13158472 size 4 value 11 virtual_protect 1
write_memory 13158464 size 4 value 1000.0 virtual_protect 1
write_memory 13158476 size 4 value 11 virtual_protect 1
write_memory 13158480 size 4 value 11 virtual_protect 1
write_memory 13158484 size 4 value 11 virtual_protect 1
write_memory 13158488 size 4 value 11 virtual_protect 1
write_memory 13158492 size 4 value 11 virtual_protect 1
write_memory 13157912 size 4 value 11 virtual_protect 1
write_memory 13157912 size 4 value 11 virtual_protect 1
write_memory 13157916 size 4 value 11 virtual_protect 1
write_memory 13157920 size 4 value 11 virtual_protect 1
write_memory 13157924 size 4 value 11 virtual_protect 1
write_memory 13157928 size 4 value 11 virtual_protect 1
jump @RAPID_FIRE_42
 
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