CLEO Help Fake Sync

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Fr0z3n

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Hello, do someone have snippet for sending fake sync position with cords.
 

ajom

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REQUIRES SAMPFUNCS
Code:
:SendOnfootFakePosition // call @SendOnfootFakePosition 3 _XYZ 0@ 1@ 2@
{
// struct stOnFootData ( size = 68 )
// uint16_t sLeftRightKeys;
// uint16_t sUpDownKeys; + 2
// uint16_t sKeys; + 4
// float fPosition[3]; + 6
// float fQuaternion[4]; + 18
// uint8_t byteHealth; + 34
// uint8_t byteArmor; + 35
// uint8_t byteCurrentWeapon; + 36
// uint8_t byteSpecialAction; + 37
// float fMoveSpeed[3]; + 38
// float fSurfingOffsets[3]; + 50
// uint16_t sSurfingVehicleID; + 62
// uint16_t iCurrentAnimationID; + 64
// uint16_t AnimFlags; + 66
}
    0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
    0AC8: 4@ = allocate_memory_size 68
    0BBA: samp store_player 3@ onfoot_data 4@
   
    0C0D: struct 4@ offset 6 size 4 = 0@
    0C0D: struct 4@ offset 10 size 4 = 1@
    0C0D: struct 4@ offset 14 size 4 = 2@
   
    0BC0: samp send_onfoot_data 4@
    0AC9: free_allocated_memory 4@
0ab2: 0

Code:
:SendInCarFakePosition // call @SendInCarFakePosition 3 _XYZ 0@ 1@ 2@
{
// struct stInCarData ( size = 63 )
// uint16_t sVehicleID;
// uint16_t sLeftRightKeys; + 2
// uint16_t sUpDownKeys; + 4
// uint16_t sKeys; + 6
// float fQuaternion[4]; + 8
// float fPosition[3]; + 24
// float fMoveSpeed[3]; + 36
// float fVehicleHealth; + 48
// uint8_t bytePlayerHealth; + 52
// uint8_t byteArmor; + 53
// uint8_t byteCurrentWeapon; + 54
// uint8_t byteSiren; + 55
// uint8_t byteLandingGearState; + 56
// uint16_t sTrailerID; + 57
// float fTrainSpeed; + 59
}
    0B2B: samp 3@ = get_player_id_by_actor_handle $PLAYER_ACTOR
    0AC8: 4@ = allocate_memory_size 63
    0BBB: samp store_player 3@ incar_data 4@
   
    0C0D: struct 4@ offset 24 size 4 = 0@
    0C0D: struct 4@ offset 28 size 4 = 1@
    0C0D: struct 4@ offset 32 size 4 = 2@
   
    0BC1: samp send_incar_data 4@
    0AC9: free_allocated_memory 4@
0ab2: 0
 
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