I'm trying to remove audio and text when activating cleo, but after modifying the game crash when targeting enemy
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
03A4: name_thread 'Aimbot'
0006: 30@ = 0
0006: 31@ = 8
0006: TIMERA = 600
:AIMBOT_33
0001: wait 0 ms
00D6: if
0050: gosub @AIMBOT_2827
004D: jump_if_false @AIMBOT_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
0008: $4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
000C: $4 -= -6145
:AIMBOT_135
0001: wait 0 ms
00D6: if
0AB0: key_pressed 2
004D: jump_if_false @AIMBOT_200
0050: gosub @AIMBOT_672
00D6: if
056D: actor $5 defined
004D: jump_if_false @AIMBOT_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
0002: jump @AIMBOT_225
:AIMBOT_200
00D6: if
0050: gosub @AIMBOT_2827
004D: jump_if_false @AIMBOT_135
0002: jump @AIMBOT_911
:AIMBOT_225
0001: wait 0 ms
00D6: if and
056D: actor $5 defined
8118: not actor $5 dead
0AB0: key_pressed 2
004D: jump_if_false @AIMBOT_861
00D6: if
0449: actor $5 in_a_car
004D: jump_if_false @AIMBOT_427
00D6: if
0039: 30@ == 1
004D: jump_if_false @AIMBOT_395
03C0: 0@ = actor $5 car
0A97: 1@ = car 0@ struct
000A: 1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if or
0039: 1@ == 0
0039: 1@ == 9
004D: jump_if_false @AIMBOT_395
00D6: if or
8496: not tire 0 on_car 0@ deflated
8496: not tire 1 on_car 0@ deflated
8496: not tire 2 on_car 0@ deflated
8496: not tire 3 on_car 0@ deflated
004D: jump_if_false @AIMBOT_395
0002: jump @AIMBOT_510
:AIMBOT_395
00D6: if
8039: not 31@ == 8
004D: jump_if_false @AIMBOT_420
0006: 31@ = 8
:AIMBOT_420
0002: jump @AIMBOT_454
:AIMBOT_427
00D6: if
803B: not 31@ == 29@ // (int)
004D: jump_if_false @AIMBOT_454
0085: 31@ = 29@ // (int)
:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
0050: gosub @AIMBOT_2895
0002: jump @AIMBOT_225
:AIMBOT_510
0001: wait 0 ms
00D6: if and
056D: actor $5 defined
8118: not actor $5 dead
0AB0: key_pressed 2
004D: jump_if_false @AIMBOT_861
00D6: if and
0039: 30@ == 1
0449: actor $5 in_a_car
004D: jump_if_false @AIMBOT_225
03C0: 0@ = actor $5 car
00D6: if or
8496: not tire 0 on_car 0@ deflated
8496: not tire 1 on_car 0@ deflated
8496: not tire 2 on_car 0@ deflated
8496: not tire 3 on_car 0@ deflated
004D: jump_if_false @AIMBOT_225
0050: gosub @AIMBOT_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
0050: gosub @AIMBOT_2895
0002: jump @AIMBOT_510
:AIMBOT_672
0001: wait 0 ms
0AB1: call_scm_func @AIMBOT_970 0 0@ $5
00D6: if
056E: car 0@ defined
004D: jump_if_false @AIMBOT_859
03C0: 1@ = actor $PLAYER_ACTOR car
00D6: if
803B: not 1@ == 0@ // (int)
004D: jump_if_false @AIMBOT_859
046C: $5 = car 0@ driver
00D6: if
856D: not actor $5 defined
004D: jump_if_false @AIMBOT_859
01E9: 2@ = car 0@ num_passengers
00D6: if
0019: 2@ > 0
004D: jump_if_false @AIMBOT_859
01EA: 3@ = car 0@ max_passengers
0006: 4@ = 0
:AIMBOT_800
00D6: if
8431: not car 0@ passenger_seat_free 4@
004D: jump_if_false @AIMBOT_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
0002: jump @AIMBOT_859
:AIMBOT_837
000A: 4@ += 1
001D: 4@ > 3@ // (int)
004D: jump_if_false @AIMBOT_800
:AIMBOT_859
0051: return
:AIMBOT_861
0001: wait 0 ms
018C: play_sound 1058 at 0.0 0.0 0.0
0004: $5 = 0
0085: 31@ = 29@ // (int)
0001: wait 100 ms
0002: jump @AIMBOT_135
:AIMBOT_911
0001: wait 0 ms
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
0002: jump @AIMBOT_33
:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v
000B: 4@ += 0.3
00D6: if or
0039: 1@ == 53
0039: 1@ == 55
004D: jump_if_false @AIMBOT_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0
0002: jump @AIMBOT_1289
:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
0013: 11@ *= 300.0
0013: 12@ *= 300.0
0013: 13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)
:AIMBOT_1289
0006: 1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@
0006: 14@ = 0
0006: 15@ = 0
00D6: if
8039: not 1@ == 0
004D: jump_if_false @AIMBOT_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
00D6: if
0039: 2@ == 2
004D: jump_if_false @AIMBOT_1436
0AEB: 14@ = car_struct 1@ handle
0002: jump @AIMBOT_1481
:AIMBOT_1436
00D6: if
0039: 2@ == 3
004D: jump_if_false @AIMBOT_1481
00D6: if
803B: not 1@ == 0@ // (int)
004D: jump_if_false @AIMBOT_1481
0AEA: 15@ = actor_struct 1@ handle
:AIMBOT_1481
0AB2: 2 14@ 15@ ret
:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
00D6: if or
0039: 6@ == 53
0039: 6@ == 55
004D: jump_if_false @AIMBOT_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
0007: 6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
0007: 8@ = 0.5
0063: 8@ -= 9@ // (float)
000B: 8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
0007: 7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0
0AA7: call_function $4 num_params 0 pop 0 8@
0007: 7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
0007: 8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0
0AA7: call_function $4 num_params 0 pop 0 9@
0007: 8@ = 3.141593
0063: 8@ -= 9@ // (float)
0002: jump @AIMBOT_1938
:AIMBOT_1910
0007: 7@ = 3.141593
0017: 7@ /= 2.0
0087: 8@ = 7@ // (float)
:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@
0AA7: call_function $4 num_params 0 pop 0 9@
0013: 3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@
0AA7: call_function $4 num_params 0 pop 0 10@
0007: 11@ = 3.141593
0017: 11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
0013: 10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: 0 ret
:AIMBOT_2077
0A97: 1@ = car 0@ struct
000A: 1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if
0039: 1@ == 0
004D: jump_if_false @AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2528 2 0@ 5 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 7 13@ 14@ 15@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 2 16@ 17@ 18@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 4 19@ 20@ 21@
0006: 2@ = 3
0002: jump @AIMBOT_2288
:AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2650 2 0@ 4 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2650 2 0@ 5 13@ 14@ 15@
0006: 2@ = 1
:AIMBOT_2288
0005: $9 = 1000000.0
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0006: 3@ = 0
:AIMBOT_2319
00D6: if
8496: not tire 3@ on_car 0@ deflated
004D: jump_if_false @AIMBOT_2504
0006: 7@ = 3
006A: 7@ *= 3@ // (int)
0006: 8@ = 1
0006: 9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
00D6: if
0026: $9 > 1@ // (float)
004D: jump_if_false @AIMBOT_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)
:AIMBOT_2504
000A: 3@ += 1
001D: 3@ > 2@ // (int)
004D: jump_if_false @AIMBOT_2319
0051: return
:AIMBOT_2528
0006: 2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
000A: 1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: 3 2@ 3@ 4@ ret
:AIMBOT_2650
0006: 2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
000A: 1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
000A: 2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
000A: 2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
000A: 2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
000A: 1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v
0AB2: 3 2@ 3@ 4@ ret
:AIMBOT_2827
00D6: if and
0019: TIMERA > 600
0AB0: key_pressed 164
0AB0: key_pressed 49
004D: jump_if_false @AIMBOT_2891
0006: TIMERA = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485: return_true
0002: jump @AIMBOT_2893
:AIMBOT_2891
059A: return_false
:AIMBOT_2893
0051: return
:AIMBOT_2895
00D6: if
0019: TIMERA > 200
004D: jump_if_false @AIMBOT_3680
00D6: if
0AB0: key_pressed 49
004D: jump_if_false @AIMBOT_3141
00D6: if
0039: 29@ == 1
004D: jump_if_false @AIMBOT_2961
0006: 29@ = 54
0002: jump @AIMBOT_3096
:AIMBOT_2961
00D6: if
0039: 29@ == 21
004D: jump_if_false @AIMBOT_2993
0006: 29@ = 8
0002: jump @AIMBOT_3096
:AIMBOT_2993
00D6: if
0039: 29@ == 31
004D: jump_if_false @AIMBOT_3025
0006: 29@ = 26
0002: jump @AIMBOT_3096
:AIMBOT_3025
00D6: if
0039: 29@ == 41
004D: jump_if_false @AIMBOT_3057
0006: 29@ = 36
0002: jump @AIMBOT_3096
:AIMBOT_3057
00D6: if
0039: 29@ == 51
004D: jump_if_false @AIMBOT_3089
0006: 29@ = 44
0002: jump @AIMBOT_3096
:AIMBOT_3089
000E: 29@ -= 1
:AIMBOT_3096
0050: gosub @AIMBOT_3682
0006: TIMERA = 0
00D6: if
8449: not actor $5 in_a_car
004D: jump_if_false @AIMBOT_3134
0085: 31@ = 29@ // (int)
:AIMBOT_3134
0002: jump @AIMBOT_3680
:AIMBOT_3141
00D6: if
0AB0: key_pressed 50
004D: jump_if_false @AIMBOT_3368
00D6: if
0039: 29@ == 8
004D: jump_if_false @AIMBOT_3188
0006: 29@ = 21
0002: jump @AIMBOT_3323
:AIMBOT_3188
00D6: if
0039: 29@ == 26
004D: jump_if_false @AIMBOT_3220
0006: 29@ = 31
0002: jump @AIMBOT_3323
:AIMBOT_3220
00D6: if
0039: 29@ == 36
004D: jump_if_false @AIMBOT_3252
0006: 29@ = 41
0002: jump @AIMBOT_3323
:AIMBOT_3252
00D6: if
0039: 29@ == 44
004D: jump_if_false @AIMBOT_3284
0006: 29@ = 51
0002: jump @AIMBOT_3323
:AIMBOT_3284
00D6: if
0039: 29@ == 54
004D: jump_if_false @AIMBOT_3316
0006: 29@ = 1
0002: jump @AIMBOT_3323
:AIMBOT_3316
000A: 29@ += 1
:AIMBOT_3323
0050: gosub @AIMBOT_3682
0006: TIMERA = 0
00D6: if
8449: not actor $5 in_a_car
004D: jump_if_false @AIMBOT_3361
0085: 31@ = 29@ // (int)
:AIMBOT_3361
0002: jump @AIMBOT_3680
:AIMBOT_3368
00D6: if
0AB0: key_pressed 160
004D: jump_if_false @AIMBOT_3529
0AC8: 22@ = allocate_memory_size 10
00D6: if
0039: 30@ == 1
004D: jump_if_false @AIMBOT_3437
0006: 30@ = 0
0AD3: 22@ = format "Normal"
0002: jump @AIMBOT_3457
:AIMBOT_3437
0006: 30@ = 1
0AD3: 22@ = format "Wheel"
:AIMBOT_3457
0006: TIMERA = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@
0AC9: free_allocated_memory 22@
0002: jump @AIMBOT_3680
:AIMBOT_3529
00D6: if or
0AB0: key_pressed 81
0AB0: key_pressed 69
004D: jump_if_false @AIMBOT_3680
00D6: if
0AB0: key_pressed 81
004D: jump_if_false @AIMBOT_3577
0004: $10 = 0
0002: jump @AIMBOT_3584
:AIMBOT_3577
0004: $10 = 1
:AIMBOT_3584
0005: $9 = 320.0
0004: $12 = 0
0AB1: call_scm_func @AIMBOT_5057 2 12010640 -5222
00D6: if
056D: actor $12 defined
004D: jump_if_false @AIMBOT_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
0006: TIMERA = 0
018C: play_sound 1057 at 0.0 0.0 0.0
:AIMBOT_3680
0051: return
:AIMBOT_3682
0AC8: 22@ = allocate_memory_size 25
00D6: if
0039: 29@ == 1
004D: jump_if_false @AIMBOT_3734
0AD3: 22@ = format "BONE_PELVIS1"
0002: jump @AIMBOT_5000
:AIMBOT_3734
00D6: if
0039: 29@ == 2
004D: jump_if_false @AIMBOT_3778
0AD3: 22@ = format "BONE_PELVIS"
0002: jump @AIMBOT_5000
:AIMBOT_3778
00D6: if
0039: 29@ == 3
004D: jump_if_false @AIMBOT_3822
0AD3: 22@ = format "BONE_SPINE1"
0002: jump @AIMBOT_5000
:AIMBOT_3822
00D6: if
0039: 29@ == 4
004D: jump_if_false @AIMBOT_3870
0AD3: 22@ = format "BONE_UPPERTORSO"
0002: jump @AIMBOT_5000
:AIMBOT_3870
00D6: if
0039: 29@ == 5
004D: jump_if_false @AIMBOT_3912
0AD3: 22@ = format "BONE_NECK"
0002: jump @AIMBOT_5000
:AIMBOT_3912
00D6: if
0039: 29@ == 6
004D: jump_if_false @AIMBOT_3955
0AD3: 22@ = format "BONE_HEAD2"
0002: jump @AIMBOT_5000
:AIMBOT_3955
00D6: if
0039: 29@ == 7
004D: jump_if_false @AIMBOT_3998
0AD3: 22@ = format "BONE_HEAD1"
0002: jump @AIMBOT_5000
:AIMBOT_3998
00D6: if
0039: 29@ == 8
004D: jump_if_false @AIMBOT_4040
0AD3: 22@ = format "BONE_HEAD"
0002: jump @AIMBOT_5000
:AIMBOT_4040
00D6: if
0039: 29@ == 21
004D: jump_if_false @AIMBOT_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO"
0002: jump @AIMBOT_5000
:AIMBOT_4093
00D6: if
0039: 29@ == 22
004D: jump_if_false @AIMBOT_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER"
0002: jump @AIMBOT_5000
:AIMBOT_4144
00D6: if
0039: 29@ == 23
004D: jump_if_false @AIMBOT_4192
0AD3: 22@ = format "BONE_RIGHTELBOW"
0002: jump @AIMBOT_5000
:AIMBOT_4192
00D6: if
0039: 29@ == 24
004D: jump_if_false @AIMBOT_4240
0AD3: 22@ = format "BONE_RIGHTWRIST"
0002: jump @AIMBOT_5000
:AIMBOT_4240
00D6: if
0039: 29@ == 25
004D: jump_if_false @AIMBOT_4287
0AD3: 22@ = format "BONE_RIGHTHAND"
0002: jump @AIMBOT_5000
:AIMBOT_4287
00D6: if
0039: 29@ == 26
004D: jump_if_false @AIMBOT_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB"
0002: jump @AIMBOT_5000
:AIMBOT_4335
00D6: if
0039: 29@ == 31
004D: jump_if_false @AIMBOT_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO"
0002: jump @AIMBOT_5000
:AIMBOT_4387
00D6: if
0039: 29@ == 32
004D: jump_if_false @AIMBOT_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER"
0002: jump @AIMBOT_5000
:AIMBOT_4437
00D6: if
0039: 29@ == 33
004D: jump_if_false @AIMBOT_4484
0AD3: 22@ = format "BONE_LEFTELBOW"
0002: jump @AIMBOT_5000
:AIMBOT_4484
00D6: if
0039: 29@ == 34
004D: jump_if_false @AIMBOT_4531
0AD3: 22@ = format "BONE_LEFTWRIST"
0002: jump @AIMBOT_5000
:AIMBOT_4531
00D6: if
0039: 29@ == 35
004D: jump_if_false @AIMBOT_4577
0AD3: 22@ = format "BONE_LEFTHAND"
0002: jump @AIMBOT_5000
:AIMBOT_4577
00D6: if
0039: 29@ == 36
004D: jump_if_false @AIMBOT_4624
0AD3: 22@ = format "BONE_LEFTTHUMB"
0002: jump @AIMBOT_5000
:AIMBOT_4624
00D6: if
0039: 29@ == 41
004D: jump_if_false @AIMBOT_4669
0AD3: 22@ = format "BONE_LEFTHIP"
0002: jump @AIMBOT_5000
:AIMBOT_4669
00D6: if
0039: 29@ == 42
004D: jump_if_false @AIMBOT_4715
0AD3: 22@ = format "BONE_LEFTKNEE"
0002: jump @AIMBOT_5000
:AIMBOT_4715
00D6: if
0039: 29@ == 43
004D: jump_if_false @AIMBOT_4762
0AD3: 22@ = format "BONE_LEFTANKLE"
0002: jump @AIMBOT_5000
:AIMBOT_4762
00D6: if
0039: 29@ == 44
004D: jump_if_false @AIMBOT_4808
0AD3: 22@ = format "BONE_LEFTFOOT"
0002: jump @AIMBOT_5000
:AIMBOT_4808
00D6: if
0039: 29@ == 51
004D: jump_if_false @AIMBOT_4854
0AD3: 22@ = format "BONE_RIGHTHIP"
0002: jump @AIMBOT_5000
:AIMBOT_4854
00D6: if
0039: 29@ == 52
004D: jump_if_false @AIMBOT_4901
0AD3: 22@ = format "BONE_RIGHTKNEE"
0002: jump @AIMBOT_5000
:AIMBOT_4901
00D6: if
0039: 29@ == 53
004D: jump_if_false @AIMBOT_4949
0AD3: 22@ = format "BONE_RIGHTANKLE"
0002: jump @AIMBOT_5000
:AIMBOT_4949
00D6: if
0039: 29@ == 54
004D: jump_if_false @AIMBOT_4996
0AD3: 22@ = format "BONE_RIGHTFOOT"
0002: jump @AIMBOT_5000
:AIMBOT_4996
00D6: if
:AIMBOT_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@
0AC9: free_allocated_memory 22@
0051: return
:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
000E: 3@ -= 1
0006: 4@ = 0
:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
000A: 2@ += 1
00D6: if and
0019: 0@ > 0
8029: not 0@ >= 128
004D: jump_if_false @AIMBOT_5195
0085: 5@ = 4@ // (int)
0012: 5@ *= 256
005A: 0@ += 5@ // (int)
0050: gosub 1@
:AIMBOT_5195
000A: 4@ += 1
001D: 4@ > 3@ // (int)
004D: jump_if_false @AIMBOT_5121
0AB2: 0 ret
00D6: if and
02CB: actor 0@ bounding_sphere_visible
87D6: not 0@ == $PLAYER_ACTOR // @ == $ (int)
8118: not actor 0@ dead
004D: jump_if_false @AIMBOT_5507
00A0: store_actor 0@ position_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
00D6: if
06BD: no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
004D: jump_if_false @AIMBOT_5507
00D6: if
87D6: not 0@ == $5 // @ == $ (int)
004D: jump_if_false @AIMBOT_5507
00D6: if
0038: $10 == 0
004D: jump_if_false @AIMBOT_5381
0007: 11@ = 0.0
0007: 12@ = 320.0
0002: jump @AIMBOT_5401
:AIMBOT_5381
0007: 11@ = 320.0
0007: 12@ = 640.0
:AIMBOT_5401
0AB1: call_scm_func @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@
00D6: if and
0035: 8@ >= 11@ // (float)
0035: 12@ >= 8@ // (float)
004D: jump_if_false @AIMBOT_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
00D6: if
0036: $9 >= 10@ // (float)
004D: jump_if_false @AIMBOT_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)
:AIMBOT_5507
0051: return
:AIMBOT_5509
0AB1: call_scm_func @AIMBOT_6064 1 0 12@
0AB1: call_scm_func @AIMBOT_6064 1 3 13@
0AB1: call_scm_func @AIMBOT_6064 1 6 14@
0AB1: call_scm_func @AIMBOT_6064 1 9 15@
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
0AB1: call_scm_func @AIMBOT_5957 2 3@ 4@ 3@ 4@
0AB2: 2 3@ 4@ ret
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
0013: 3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
0007: 6@ = 1.0
0017: 0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
0007: 7@ = 1.0
0017: 1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @AIMBOT_6064 1 9 13@
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@
000A: 12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
000A: 12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
000A: 12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: 3 14@ 15@ 16@ ret
:AIMBOT_5957
0007: 2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
0007: 3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: 2 0@ 1@ ret
:AIMBOT_6064
0A9F: 1@ = current_thread_pointer
0012: 0@ *= 4
0A8E: 2@ = 1@ + 220 // int
00D6: if
0039: 2@ == 1
004D: jump_if_false @AIMBOT_6122
000A: 0@ += 10783072
0002: jump @AIMBOT_6137
:AIMBOT_6122
005A: 0@ += 1@ // (int)
000A: 0@ += 60
:AIMBOT_6137
0AB2: 1 0@ ret
hex
83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3´
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