️ 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
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
Can you help me with this cleo, I suspect that it has a keylogger, thanks.
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
wait 2000
call @NONAME_2295 0

:NONAME_30
wait 1000
if and
   Player.Defined($PLAYER_CHAR)
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible
else_jump @NONAME_30
NONAME_70()
jump @NONAME_135

:NONAME_70
3@ = 0
4@ = 0
2@ = 0
5@ = 0
19@ = 0
6@ = 0
12@ = 0
24@ = -1
1@ = 0
return

:NONAME_135
wait 0
0A8C: write_memory 13156172 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153372 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157404 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158636 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156284 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153484 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157516 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156396 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153596 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157628 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156508 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153708 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157740 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156620 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153820 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157852 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156732 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153932 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157964 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156844 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154044 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158076 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156956 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154156 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158188 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157068 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154268 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158300 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157180 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154380 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158412 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157292 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154492 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158524 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154604 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157404 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154716 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13155164 size 4 value 9999.9 virtual_protect 1

:NONAME_747
wait 0
NONAME_786()
NONAME_909()
NONAME_974()
NONAME_1649()
jump @NONAME_747

:NONAME_786
16@ = Actor.Health($PLAYER_ACTOR)
04DD: 29@ = actor $PLAYER_ACTOR armour
005A: 16@ += 29@ // (int)
0085: 4@ = 2@ // (int)
0062: 4@ -= 16@ // (int)
if and
001D:   2@ > 16@ // (int)
  4@ > 1
else_jump @NONAME_892
005A: 3@ += 4@ // (int)
5@ += 1
6@ = 1
7@ = 250
8@ = 203.0

:NONAME_892
0085: 2@ = 16@ // (int)
4@ = 0
return

:NONAME_909
if
02E0:   actor $PLAYER_ACTOR firing_weapon
else_jump @NONAME_939
1@ = 1
TIMERB = 0

:NONAME_939
if
  TIMERB > 1000
else_jump @NONAME_972
1@ = 0
26@ = 1

:NONAME_972
return

:NONAME_974
9@ = Actor.Health($PLAYER_ACTOR)
if
  9@ > 0
else_jump @NONAME_1268
if
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_1032
call @NONAME_2507 1 22@

:NONAME_1032
if and
  1@ == 1
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_1261
call @NONAME_1799 0 23@ 28@ 17@
if
   not 23@ == -1
else_jump @NONAME_1254
005A: 17@ += 28@ // (int)
if
803B:   not  23@ == 24@ // (int)
else_jump @NONAME_1145
0085: 18@ = 17@ // (int)
0085: 24@ = 23@ // (int)
26@ = 1

:NONAME_1145
0085: 21@ = 18@ // (int)
0062: 21@ -= 17@ // (int)
if
  21@ > 2
else_jump @NONAME_1246
if
  26@ == 1
else_jump @NONAME_1218
20@ = 0
19@ = 0
26@ = 0

:NONAME_1218
NONAME_1270()
NONAME_1372()
NONAME_1467()
NONAME_1562()

:NONAME_1246
0085: 18@ = 17@ // (int)

:NONAME_1254
jump @NONAME_1268

:NONAME_1261
24@ = -1

:NONAME_1268
return

:NONAME_1270
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
else_jump @NONAME_1370
if
  21@ == 7
else_jump @NONAME_1320
21@ += 3

:NONAME_1320
if
  21@ == 14
else_jump @NONAME_1345
21@ -= 4

:NONAME_1345
if
  21@ == 16
else_jump @NONAME_1370
21@ -= 6

:NONAME_1370
return

:NONAME_1372
if
02D8:   actor $PLAYER_ACTOR current_weapon == 24
else_jump @NONAME_1465
if
  21@ == 49
else_jump @NONAME_1415
21@ -= 3

:NONAME_1415
if
  21@ == 42
else_jump @NONAME_1440
21@ += 4

:NONAME_1440
if
  21@ == 51
else_jump @NONAME_1465
21@ -= 5

:NONAME_1465
return

:NONAME_1467
if
02D8:   actor $PLAYER_ACTOR current_weapon == 33
else_jump @NONAME_1560
if
  21@ == 21
else_jump @NONAME_1510
21@ += 4

:NONAME_1510
if
  21@ == 28
else_jump @NONAME_1535
21@ -= 3

:NONAME_1535
if
  21@ == 30
else_jump @NONAME_1560
21@ -= 5

:NONAME_1560
return

:NONAME_1562
005A: 20@ += 21@ // (int)
19@ += 1
12@ = 1
13@ = 250
14@ = 203.0
if
03D0:   wav 1 loaded
else_jump @NONAME_1621
040D: unload_wav 1

:NONAME_1621
03CF: load_wav 17802 as 1

:NONAME_1628
wait 0
03D0:   wav 1 loaded
else_jump @NONAME_1628
03D1: play_wav 1
return

:NONAME_1649
if
  6@ == 1
else_jump @NONAME_1723
8@ -= 0.3
7@ -= 2
if
  7@ == 0
else_jump @NONAME_1723
3@ = 0
6@ = 0
5@ = 0

:NONAME_1723
if
  12@ == 1
else_jump @NONAME_1797
14@ -= 0.3
13@ -= 2
if
  13@ == 0
else_jump @NONAME_1797
12@ = 0
24@ = -1
26@ = 1

:NONAME_1797
return

:NONAME_1799
call @NONAME_2139 0 1@
1@ += 353
0A8D: 2@ = read_memory 1@ size 2 virtual_protect 0
if
   not 2@ == 65535
else_jump @NONAME_1957
call @NONAME_1968 1 2@ 3@
0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0
4@ += 440
0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0
4@ += 4
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0092: 10@ = float 5@ to_integer
0092: 11@ = float 6@ to_integer
ret 3 2@ 10@ 11@
jump @NONAME_1968

:NONAME_1957
ret 3 -1 -1 -1

:NONAME_1968
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 46
0@ *= 4
005A: 3@ += 0@ // (int)
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:NONAME_2139
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 34
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:NONAME_2295
0AA2: 0@ = load_library "samp.dll" // IF and SET
0085: 1@ = 0@ // (int)
1@ += 2203876
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 1
0085: 2@ = 0@ // (int)
2@ += 409616
0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 -4129023 0 "KMF - Damage Informer - {00FAFF}0.3.7" 8
0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 -4129023 0 "Creado por: {00FAFF}Kewl, Rasta, Renko. Editado: Hidend" 8
ret 0

:NONAME_2507
call @NONAME_2950 1 0@ 1@
0470: 2@ = actor $PLAYER_ACTOR current_weapon
if or
  2@ == 22
  2@ == 23
  2@ == 24
  2@ == 26
  2@ == 28
  2@ == 32
else_jump @NONAME_2639
if
  1@ > 35.0
else_jump @NONAME_2626
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2639

:NONAME_2626
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2639
if or
  2@ == 25
  2@ == 27
else_jump @NONAME_2719
if
  1@ > 40.0
else_jump @NONAME_2706
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2719

:NONAME_2706
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2719
if
  2@ == 29
else_jump @NONAME_2792
if
  1@ > 45.0
else_jump @NONAME_2779
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2792

:NONAME_2779
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2792
if or
  2@ == 30
  2@ == 31
else_jump @NONAME_2872
if
  1@ > 50.0
else_jump @NONAME_2859
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2872

:NONAME_2859
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2872
if
  2@ == 33
else_jump @NONAME_2945
if
  1@ > 60.0
else_jump @NONAME_2932
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2945

:NONAME_2932
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2945
ret 0

:NONAME_2950
Actor.StorePos(0@, 1@, 2@, 3@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
ret 1 7@
 

Parazitas

God
Staff member
Joined
Jan 2, 2017
Messages
3,315
Solutions
7
Reaction score
935
Location
Lithuania
JavaScript:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
wait 2000
call @NONAME_2295 0

:NONAME_30
wait 1000
if and
   Player.Defined($PLAYER_CHAR)
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible
else_jump @NONAME_30
NONAME_70()
jump @NONAME_135

:NONAME_70
3@ = 0
4@ = 0
2@ = 0
5@ = 0
19@ = 0
6@ = 0
12@ = 0
24@ = -1
1@ = 0
return

:NONAME_135
wait 0
0A8C: write_memory 13156172 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153372 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157404 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158636 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156284 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153484 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157516 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156396 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153596 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157628 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156508 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153708 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157740 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156620 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153820 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157852 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156732 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13153932 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157964 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156844 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154044 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158076 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13156956 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154156 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158188 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157068 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154268 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158300 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157180 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154380 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158412 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157292 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154492 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13158524 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154604 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13157404 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13154716 size 4 value 9999.9 virtual_protect 1
0A8C: write_memory 13155164 size 4 value 9999.9 virtual_protect 1

:NONAME_747
wait 0
NONAME_786()
NONAME_909()
NONAME_974()
NONAME_1649()
jump @NONAME_747

:NONAME_786
16@ = Actor.Health($PLAYER_ACTOR)
04DD: 29@ = actor $PLAYER_ACTOR armour
005A: 16@ += 29@ // (int)
0085: 4@ = 2@ // (int)
0062: 4@ -= 16@ // (int)
if and
001D:   2@ > 16@ // (int)
  4@ > 1
else_jump @NONAME_892
005A: 3@ += 4@ // (int)
5@ += 1
6@ = 1
7@ = 250
8@ = 203.0

:NONAME_892
0085: 2@ = 16@ // (int)
4@ = 0
return

:NONAME_909
if
02E0:   actor $PLAYER_ACTOR firing_weapon
else_jump @NONAME_939
1@ = 1
TIMERB = 0

:NONAME_939
if
  TIMERB > 1000
else_jump @NONAME_972
1@ = 0
26@ = 1

:NONAME_972
return

:NONAME_974
9@ = Actor.Health($PLAYER_ACTOR)
if
  9@ > 0
else_jump @NONAME_1268
if
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_1032
call @NONAME_2507 1 22@

:NONAME_1032
if and
  1@ == 1
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_1261
call @NONAME_1799 0 23@ 28@ 17@
if
   not 23@ == -1
else_jump @NONAME_1254
005A: 17@ += 28@ // (int)
if
803B:   not  23@ == 24@ // (int)
else_jump @NONAME_1145
0085: 18@ = 17@ // (int)
0085: 24@ = 23@ // (int)
26@ = 1

:NONAME_1145
0085: 21@ = 18@ // (int)
0062: 21@ -= 17@ // (int)
if
  21@ > 2
else_jump @NONAME_1246
if
  26@ == 1
else_jump @NONAME_1218
20@ = 0
19@ = 0
26@ = 0

:NONAME_1218
NONAME_1270()
NONAME_1372()
NONAME_1467()
NONAME_1562()

:NONAME_1246
0085: 18@ = 17@ // (int)

:NONAME_1254
jump @NONAME_1268

:NONAME_1261
24@ = -1

:NONAME_1268
return

:NONAME_1270
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
else_jump @NONAME_1370
if
  21@ == 7
else_jump @NONAME_1320
21@ += 3

:NONAME_1320
if
  21@ == 14
else_jump @NONAME_1345
21@ -= 4

:NONAME_1345
if
  21@ == 16
else_jump @NONAME_1370
21@ -= 6

:NONAME_1370
return

:NONAME_1372
if
02D8:   actor $PLAYER_ACTOR current_weapon == 24
else_jump @NONAME_1465
if
  21@ == 49
else_jump @NONAME_1415
21@ -= 3

:NONAME_1415
if
  21@ == 42
else_jump @NONAME_1440
21@ += 4

:NONAME_1440
if
  21@ == 51
else_jump @NONAME_1465
21@ -= 5

:NONAME_1465
return

:NONAME_1467
if
02D8:   actor $PLAYER_ACTOR current_weapon == 33
else_jump @NONAME_1560
if
  21@ == 21
else_jump @NONAME_1510
21@ += 4

:NONAME_1510
if
  21@ == 28
else_jump @NONAME_1535
21@ -= 3

:NONAME_1535
if
  21@ == 30
else_jump @NONAME_1560
21@ -= 5

:NONAME_1560
return

:NONAME_1562
005A: 20@ += 21@ // (int)
19@ += 1
12@ = 1
13@ = 250
14@ = 203.0
if
03D0:   wav 1 loaded
else_jump @NONAME_1621
040D: unload_wav 1

:NONAME_1621
03CF: load_wav 17802 as 1

:NONAME_1628
wait 0
03D0:   wav 1 loaded
else_jump @NONAME_1628
03D1: play_wav 1
return

:NONAME_1649
if
  6@ == 1
else_jump @NONAME_1723
8@ -= 0.3
7@ -= 2
if
  7@ == 0
else_jump @NONAME_1723
3@ = 0
6@ = 0
5@ = 0

:NONAME_1723
if
  12@ == 1
else_jump @NONAME_1797
14@ -= 0.3
13@ -= 2
if
  13@ == 0
else_jump @NONAME_1797
12@ = 0
24@ = -1
26@ = 1

:NONAME_1797
return

:NONAME_1799
call @NONAME_2139 0 1@
1@ += 353
0A8D: 2@ = read_memory 1@ size 2 virtual_protect 0
if
   not 2@ == 65535
else_jump @NONAME_1957
call @NONAME_1968 1 2@ 3@
0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0
4@ += 440
0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0
4@ += 4
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0092: 10@ = float 5@ to_integer
0092: 11@ = float 6@ to_integer
ret 3 2@ 10@ 11@
jump @NONAME_1968

:NONAME_1957
ret 3 -1 -1 -1

:NONAME_1968
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 46
0@ *= 4
005A: 3@ += 0@ // (int)
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:NONAME_2139
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 34
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:NONAME_2295
0AA2: 0@ = load_library "samp.dll" // IF and SET
0085: 1@ = 0@ // (int)
1@ += 2203876
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 1
0085: 2@ = 0@ // (int)
2@ += 409616
0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 -4129023 0 "KMF - Damage Informer - {00FAFF}0.3.7" 8
0AA6: call_method 2@ struct 3@ num_params 5 pop 0 0 -4129023 0 "Creado por: {00FAFF}Kewl, Rasta, Renko. Editado: Hidend" 8
ret 0

:NONAME_2507
call @NONAME_2950 1 0@ 1@
0470: 2@ = actor $PLAYER_ACTOR current_weapon
if or
  2@ == 22
  2@ == 23
  2@ == 24
  2@ == 26
  2@ == 28
  2@ == 32
else_jump @NONAME_2639
if
  1@ > 35.0
else_jump @NONAME_2626
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2639

:NONAME_2626
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2639
if or
  2@ == 25
  2@ == 27
else_jump @NONAME_2719
if
  1@ > 40.0
else_jump @NONAME_2706
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2719

:NONAME_2706
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2719
if
  2@ == 29
else_jump @NONAME_2792
if
  1@ > 45.0
else_jump @NONAME_2779
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2792

:NONAME_2779
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2792
if or
  2@ == 30
  2@ == 31
else_jump @NONAME_2872
if
  1@ > 50.0
else_jump @NONAME_2859
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2872

:NONAME_2859
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2872
if
  2@ == 33
else_jump @NONAME_2945
if
  1@ > 60.0
else_jump @NONAME_2932
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
jump @NONAME_2945

:NONAME_2932
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:NONAME_2945
ret 0

:NONAME_2950
Actor.StorePos(0@, 1@, 2@, 3@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
ret 1 7@
@Hidend Looks like you been editing this code.
 

Ram_Bo

Member
Joined
Aug 5, 2022
Messages
22
Reaction score
3
giúp mình xóa dãy số phía sau bảng tên với 1674097706049.png
 

Attachments

  • SpawN-copycode-team_2.asi
    182.5 KB · Views: 4

Isee

Member
Joined
Oct 6, 2014
Messages
15
Reaction score
0
pls decrypt and check if safe :confused:
 

Attachments

  • bindkillstat.zip
    591.7 KB · Views: 5

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
pls decrypt and check if safe :confused:
This is what I was able to get out for you, they seem to be fine overall. You can use anti stealer in your folder to be more safe and also you can ask blasthack for help with this believe they can break it down better they are messing with lua more
 

Attachments

  • SA Bind.lua
    738.5 KB · Views: 4

Klee

Member
Joined
Feb 8, 2022
Messages
6
Reaction score
1
Location
Londom
can you decrypt and change command to /.anti
 

Attachments

  • anti.lua
    10 KB · Views: 5

aPELAobr

Active member
Joined
Jan 13, 2015
Messages
185
Reaction score
0
anti afk.png

It's possible to avoid this anti-afk? Basically when it appears i have to click on "visualizar" (visualize) and then click on the number (in this case it's 4) where it's a piece of different color (list number 4 in the "08E69L")
 

aPELAobr

Active member
Joined
Jan 13, 2015
Messages
185
Reaction score
0
View attachment 5710

It's possible to avoid this anti-afk? Basically when it appears i have to click on "visualizar" (visualize) and then click on the number (in this case it's 4) where it's a piece of different color (list number 4 in the "08E69L")

pls ignore i was intend to post in help but accidentally posted here while i was lookin for those decrypts o_O
 

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
All it does is put your mouse at a certain point on the screen and click
 

aPELAobr

Active member
Joined
Jan 13, 2015
Messages
185
Reaction score
0
Look for this file on your computer "C:\\kernelx86.dll"
And send it here, let's see how much junk he put on your computer

It is an executable that probably injects some dll, lua or even cleo that has several server-specific cheats (like job bots) but it is paid. I have some friends who use it. Apparently they put your HWID on a whitelist so you have access. Anyway I am also concerned about the security of this. I looked for the dll but could not find it. I used the voidtools Everything Software
 

SobFoX

Expert
Joined
Jul 14, 2015
Messages
1,463
Solutions
5
Reaction score
916
Location
Israel
It is an executable that probably injects some dll, lua or even cleo that has several server-specific cheats (like job bots) but it is paid. I have some friends who use it. Apparently they put your HWID on a whitelist so you have access. Anyway I am also concerned about the security of this. I looked for the dll but could not find it. I used the voidtools Everything Software
Tell me something I don't know.
But as I told you before, you can download and run files on your computer whenever he wants, he has the highest access available.
I wouldn't use something like that in your place :X
 
Top