CLEO Help HELP CHANGE COMPATIBILITY OF CLEO

CLEO related
Status
Not open for further replies.

boyastig

Member
Joined
Apr 24, 2020
Messages
7
Reaction score
0
Location
Ph
This is an autopaycheck for 0.3DL. Can someone make this available for 0.3.7-R2? It would be a great help, please.

Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    for 10@ = 95 to 99
        0AC8: 0@ = allocate_memory_size 144
        0AB1: @getChatEntryText 1 id 10@ to 0@
        0AC8: 1@ = allocate_memory_size 144
        0AD3: 1@ = format "/signcheck"
        if
        0AB1: @IfTextContains 2 mainTextPointer 0@ pieceToFindPointer 1@ _returnedPointer 2@
        then
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "/signcheck"
            0AB1: @SEND_CMD 1 text 3@
            wait 180000 // anti spam
        end
    end
end

end

:getChatEntryText
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x2ACA10
    0A8D: 1@ readMem 1@ sz 4 vp 0
    1@ += 0x132
    0@ *= 0xFC
    005A: 1@ += 0@
    1@ += 0x20
    0AA3: 1@
END
0AB2: ret 1 1@

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)  
    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)  
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end          
end

059A:  return_false
0AB2: ret 1 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@

:SAY
//0AB1: @SAY 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x5860 // FUNC_SAY
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0


:Chatmsg
//0AB1: @Chatmsg 2 color 0xFF00FF00 text 0@
IF 0AA2: 2@ = "samp.dll"
THEN
    0085: 3@ = 2@
    3@ += 0x2ACA10 // SAMP_CHAT_INFO_OFFSET
    0A8D: 3@ = readMem 3@ sz 4 vp 1
    0085: 4@ = 2@
    4@ += 0x67650 // FUNC_ADDTOCHATWND
    0AA6: call 4@ struct 3@ num_params 5 pop 0 params 0 0@ 0 1@ 8
END
0AB2: 0

:SEND_CMD
//0AB1: @SEND_CMD 1 text 0@
IF 0AA2: 1@ = "samp.dll"
THEN
    1@ += 0x69340 // FUNC_SEND_CMD
    0AA5: call 1@ num_param 1 pop 0 0@
END
0AB2: 0

Code:
{$CLEO .cs}

0000:

wait 8500

while true
wait 0

if
0256:   player $PLAYER_CHAR defined
then
    if
    0AB1:  @isDialogOpen 0 _Return: dType 0@ dId 1@
    then
        IF
        0AB1: @GetDialogCaption 0 _Return: Caption 2@
        THEN
            0AC8: 3@ = allocate_memory_size 260
            0AD3: 3@ = format "Sign check"  // Dialog caption to find
            if
            0AB1: @IfTextContains 2 mainTextPointer 2@ pieceToFindPointer 3@ _returnedPointer 4@
            then                
                0AC8: 5@ = allocate_memory_size 512
                0AB1: @getDialogText 0 _Return: Text 5@
                0AC8: 6@ = allocate_memory_size 260
                0AB1: @get_digits_to_print param_count 2 text 5@ memory_to_store_digits_as_text 6@
                0209: 7@ = random_int_in_ranges 1500 3000
                wait 7@
                0AB1: @SetDialogInputEditBoxText 1 => text 6@
                0AB1: @CloseCurrentDialogWithButton 1 Button 1
            end
        end
    end
end

end

:isDialogOpen
{
    0.3.DL
}
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
    0A8E: 3@ = 1@ + 0x2C //dialogType
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    0A8E: 4@ = 1@ + 0x30 //dialogId
    0A8D: 4@ = readMem 4@ sz 4 vp 0
    0485: dialog_open
    0AB2: ret 2 3@ 4@
else 059A: dialog_closed
end
0AB2: ret 2 -1 -1

:GetDialogCaption
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog open
then
    0A8E: 3@ = 1@ + 0x40 //DialogCaptionOffset
    0485: dialog_open
    0AB2: ret 1 3@
else
    059A:  dialog closed
end
0AB2: ret 0

:GetDialogText
{
    0.3.DL
}
0AA2: 1@ = "samp.dll"
1@ += 0x2AC9E0
0A8D: 1@ = readMem 1@ sz 4 vp 0
0A8E: 2@ = 1@ + 0x28 //DialogOpenOffset
0A8D: 2@ = readMem 2@ sz 4 vp 0
if 2@ == 1 // Dialog active
then
    0A8E: 3@ = 1@ + 0x2C //DialogTypeOffset
    0A8D: 3@ = readMem 3@ sz 4 vp 0
    if or
    3@ == 0 // DIALOG_STYLE_MSGBOX
    3@ == 1 // DIALOG_STYLE_INPUT
    3@ == 3 // DIALOG_STYLE_PASSWORD
    then
        0A8E: 4@ = 1@ + 0x34 // DialogTextOffset
        0A8D: 4@ = readMem 4@ sz 4 vp 0
        0485: dialog_open
        0AB2: ret 1 4@
    else 059A:  dialog closed
    end
end
0AB2: ret 0

:IfTextContains
{
    0@ - the main text
    1@ - piece of text to be found within the main text
}
0AB1: @strlen 1 strPtr 0@ _length 31@
0AB1: @strlen 1 strPtr 1@ _length 30@

//initial length check (the phrase can't be longer than the main text)
if 001D:   30@ > 31@  // (int)
then
059A:  return_false
0AB2: ret 1 0
end

31@ -= 1
26@ = 0 // counter of the same chars in a row
for 29@ = 0 to 31@ // for each char of the main text  (29@ = index)  
    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)  
    then
    26@++
        if 002D:   26@ >= 30@  // (int)
        then
        0485:  return_true
        0062: 24@ -= 30@  // (int)
        24@ += 1
        0AB2: ret 1 24@
        end
    else
        if 26@ > 0
        then
        29@-- //check the same char again and assume it's the begining of the string but only if there was matching parts before (otherwise it would go back all the time and make infinite loop)
        end
    26@ = 0
    end          
end

059A:  return_false
0AB2: ret 1 0

:get_digits_to_print
{
    0@ = text
    1@ = pointer to memory where digits will be stored as text
}
0AB1: @strlen 1 string 0@ _return: 31@
    for 30@ = 0 to 31@
        0085: 29@ = 0@ // copy pointer
        005A: 29@ += 30@  // add offset (as the loop progresses it becomes pointers to first-last character)
        0A8D: 28@ = read_memory 29@ size 1 virtual_protect 1 // 28@ is the ascii number representing character
        if and
        28@ >= 0x30 // '0'
        28@ <= 0x39 // '9'
        then
        0A8C: write_memory 1@ size 1 value 28@ virtual_protect 1
        1@ += 1 // move to next address
        end
    end
0A8C: write_memory 1@ size 1 value 0 virtual_protect 1 // null-termination
0AB2: ret 0

:strlen
{
    Example: 0AB1: @strlen 1 string 1@ return: 3@
    In: 0@ - text;
    Out: 1@ - size;
}
for 1@ = 0 to 1024
    0A8D: 2@ = read_memory 0@ size 1 virtual_protect 0
    if not 2@ == 0
    jf break
    0@ += 1
end
0AB2: ret 1 1@      

:SetDialogInputEditBoxText
{
    0.3.DL
    0AB1: @SetDialogInputEditBoxText 1 => text 0@
}
if 0AA2: 2@ = "samp.dll"
then
    0A8E: 3@ = 2@ + 0x2AC9E0            // SAMP_DIALOG_INFO_OFFSET (R1)
    0A8D: 3@ = readMem 3@ sz 4 vp 0     // pDialog;
    0A8E: 4@ = 3@ + 0x24                // pDialog->pEditBox;
    0A8D: 4@ = readMem 4@ sz 4 vp 0     // pEditBox;
 
    0A8E: 5@ = 2@ + 0x85000 // CDXUTEditBox::GetText (offset for 0.3.7 R1)
 
    // CDXUTEditBox::SetText takes 2 params
    // 1 - pointer to zero terminated string
    // 2 - bool, if text is to be selected or not
 
    0AA8: call_function_method 5@ struct 4@ num_params 2 pop 0 _bSelected 0 _pszText 0@ _retVal 6@
end
0AB2: 0

:CloseCurrentDialogWithButton
{
    0.3.DL
    0AB1: @CloseCurrentDialogWithButton 1 Button 0 // 1 = Left , 0 = 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
* Details (add more details to your request): I need it to be compatible with 0.3.7 - R2


* On/off key (specify it): AUTO
 
Status
Not open for further replies.
Top