when i do /aim its start laging or i take a gun its start lag game when i have +80 fps
Can u help me and do a normal ? i will be verry thanks for who help
CODE
Can u help me and do a normal ? i will be verry thanks for who help
CODE
Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
thread "THREAD_NAME__"
:THREAD_NAME___19
wait 0
SAMP.Available
jf @THREAD_NAME___19
17@ = -2460
16@ = -2338
15@ = -1500
14@ = -431
0B34: samp register_client_command "aim" to_label @THREAD_NAME___2388
25@ = 0
wait 10000
:THREAD_NAME___96
wait 0
if
SAMP.IsLocalPlayerSpawned
jf @THREAD_NAME___254
call 17@ 0 18@
if or
18@ == 1
18@ == 2
18@ == 3
18@ == 4
jf @THREAD_NAME___254
chatmsg "Leidimas naudotis {00FF00}< Aim > {FFFF00}duotas! Aktyvuoti su: {00FF00}/aim" -256
goto @THREAD_NAME___261
:THREAD_NAME___254
goto @THREAD_NAME___96
:THREAD_NAME___261
wait 0
if
25@ == 1
jf @THREAD_NAME___405
call 16@ 4 24 56 2.0 4
if
key_down 2
jf @THREAD_NAME___398
if
call 15@ 1 50.0 24@
jf @THREAD_NAME___398
if
0AD2: 23@ = player $PLAYER_CHAR targeted_actor //IF and SET
jf @THREAD_NAME___384
call 14@ 2 23@ 18@
goto @THREAD_NAME___398
:THREAD_NAME___384
call 14@ 2 24@ 18@
:THREAD_NAME___398
goto @THREAD_NAME___424
:THREAD_NAME___405
call 16@ 4 24 56 1.0 4
:THREAD_NAME___424
goto @THREAD_NAME___261
10@ = -2030
11@ = -877
12@ = -670
if and
not Actor.Dead(0@)
not SAMP.IsPlayerPaused(0@)
02CB: actor 0@ bounding_sphere_visible
jf @THREAD_NAME___665
if
call 10@ 2 0@ 1@
jf @THREAD_NAME___665
068D: get_camera_position_to 4@ 5@ 6@
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.0
if
06BD: no_obstacles_between 7@ 8@ 9@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 1 particle 0
jf @THREAD_NAME___665
call 11@ 3 7@ 8@ 9@ 5@ 4@
call 12@ 2 5@ 4@ 5@ 4@
if
key_down 1
jf @THREAD_NAME___665
0A8C: write_memory 11989592 size 4 value 4@ virtual_protect 0
:THREAD_NAME___665
ret 0
if
not 0@ >= -0.2
jf @THREAD_NAME___768
0087: 3@ = 0@ // (float)
3@ *= 10.0
3@ = Math.Ceil(3@)
3@ *= -1.0
3@ -= 1.0
4@ = Math.Power(1.47, 3@)
4@ /= 1000.0
005B: 1@ += 4@ // (float)
:THREAD_NAME___768
if
0@ > 0.2
jf @THREAD_NAME___866
0087: 3@ = 0@ // (float)
3@ *= -10.0
3@ = Math.Ceil(3@)
3@ *= -1.0
3@ -= 1.0
4@ = Math.Power(1.67, 3@)
4@ /= 1000.0
005B: 1@ += 4@ // (float)
:THREAD_NAME___866
ret 2 0@ 1@
20@ = -1421
21@ = -1465
068D: get_camera_position_to 9@ 10@ 11@
call 20@ 6 0@ 1@ 2@ 9@ 10@ 11@ 12@
call 21@ 4 0@ 1@ 9@ 10@ 13@
12@ -= 270.0
13@ -= 90.0
12@ /= 57.29578
13@ /= 57.29578
22@ = -1071
23@ = -1206
call 22@ 2 12@ 13@ 12@ 13@
call 23@ 2 12@ 13@ 12@ 13@
ret 2 12@ 13@
if
0@ > 3.141593
jf @THREAD_NAME___1102
0@ -= 6.283185
:THREAD_NAME___1102
if
not 0@ >= -3.141593
jf @THREAD_NAME___1133
0@ += 6.283185
:THREAD_NAME___1133
if
1@ > 3.141593
jf @THREAD_NAME___1164
1@ -= 6.283185
:THREAD_NAME___1164
if
not 1@ >= -3.141593
jf @THREAD_NAME___1195
1@ += 6.283185
:THREAD_NAME___1195
ret 2 0@ 1@
0470: 31@ = actor $PLAYER_ACTOR current_weapon
if and
31@ >= 22
not 31@ > 29
jf @THREAD_NAME___1259
0@ -= 0.0778
1@ += 0.04253
:THREAD_NAME___1259
if
31@ == 32
jf @THREAD_NAME___1297
0@ -= 0.0778
1@ += 0.04253
:THREAD_NAME___1297
if and
31@ >= 30
not 31@ > 31
jf @THREAD_NAME___1342
0@ -= 0.052
1@ += 0.028
:THREAD_NAME___1342
20@ = -1071
if
31@ == 33
jf @THREAD_NAME___1390
0@ -= 0.0357
1@ += 0.01897
:THREAD_NAME___1390
call 20@ 2 0@ 1@ 0@ 1@
ret 2 0@ 1@
0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 2@ -= 5@ // (float)
0604: get_Z_angle_for_point 6@ 2@ store_to 7@
ret 1 7@
0063: 0@ -= 2@ // (float)
0063: 1@ -= 3@ // (float)
0604: get_Z_angle_for_point 0@ 1@ store_to 4@
ret 1 4@
0087: 28@ = 0@ // (float)
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:THREAD_NAME___1548
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
jf @THREAD_NAME___1803
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
jf @THREAD_NAME___1803
if
803C: not $PLAYER_ACTOR == 31@ // (int)
jf @THREAD_NAME___1803
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
02CB: actor 31@ bounding_sphere_visible
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0
jf @THREAD_NAME___1803
call @THREAD_NAME___1863 3 27@ 26@ 25@ 24@ 23@
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@
if
0035: 28@ >= 22@ // (float)
jf @THREAD_NAME___1803
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)
:THREAD_NAME___1803
30@ += 256
30@ > 35584
jf @THREAD_NAME___1548
if
056D: actor 15@ defined
jf @THREAD_NAME___1853
return_true
goto @THREAD_NAME___1855
:THREAD_NAME___1853
return_false
:THREAD_NAME___1855
ret 1 15@
:THREAD_NAME___1863
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
ret 2 3@ 4@
33@ = 1
0665: get_actor 0@ model_to 30@
if
1@ == 1
jf @THREAD_NAME___2109
if or
30@ == 105
30@ == 106
30@ == 107
30@ == 65
jf @THREAD_NAME___2109
33@ = 0
:THREAD_NAME___2109
if
1@ == 2
jf @THREAD_NAME___2174
if or
30@ == 102
30@ == 103
30@ == 104
30@ == 195
jf @THREAD_NAME___2174
33@ = 0
:THREAD_NAME___2174
if
1@ == 3
jf @THREAD_NAME___2239
if or
30@ == 124
30@ == 125
30@ == 126
30@ == 169
jf @THREAD_NAME___2239
33@ = 0
:THREAD_NAME___2239
if
1@ == 4
jf @THREAD_NAME___2304
if or
30@ == 117
30@ == 118
30@ == 120
30@ == 263
jf @THREAD_NAME___2304
33@ = 0
:THREAD_NAME___2304
if
33@ == 1
jf @THREAD_NAME___2331
return_true
goto @THREAD_NAME___2333
:THREAD_NAME___2331
return_false
:THREAD_NAME___2333
ret 0
0@ += 36
0@ *= 112
0@ += 13150904
005A: 0@ += 1@ // (int)
0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0
ret 0
:THREAD_NAME___2388
0B12: 25@ = 25@ XOR 1
if
25@ == 1
jf @THREAD_NAME___2440
print "Aim: ~g~ON" 1500
goto @THREAD_NAME___2458
:THREAD_NAME___2440
print "Aim: ~r~OFF" 1500
:THREAD_NAME___2458
SAMP.CmdRet
17@ = 0
19@ = 0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:THREAD_NAME___2514
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
jf @THREAD_NAME___2813
005A: 31@ += 30@ // (int)
if and
803B: not 31@ == $PLAYER_ACTOR // (int)
056D: actor 31@ defined
jf @THREAD_NAME___2813
20@ = SAMP.GetSAMPPlayerIDByActorHandle(31@)
21@ = SAMP.GetPlayerNickname(20@)
if or
0C29: $4 = stristr string1 21@ string2 "Edvincik_Savas"
0C29: $4 = stristr string1 21@ string2 "Edvin_Moroz"
0C29: $4 = stristr string1 21@ string2 "Edvin_Gopnik"
0C29: $4 = stristr string1 21@ string2 "Zdanka_Tawer"
0C29: $4 = stristr string1 21@ string2 "Audi_Rulit"
jf @THREAD_NAME___2813
18@ = -2846
0665: get_actor 31@ model_to 23@
call 18@ 2 19@ 23@ 19@
0665: get_actor $PLAYER_ACTOR model_to 23@
call 18@ 2 17@ 23@ 17@
if
803B: not 17@ == 19@ // (int)
jf @THREAD_NAME___2813
19@ = 0
:THREAD_NAME___2813
30@ += 256
30@ > 35584
jf @THREAD_NAME___2514
ret 1 19@
if or
1@ == 105
1@ == 106
1@ == 107
1@ == 65
jf @THREAD_NAME___2892
0@ = 1
:THREAD_NAME___2892
if or
1@ == 102
1@ == 103
1@ == 104
1@ == 195
jf @THREAD_NAME___2939
0@ = 2
:THREAD_NAME___2939
if or
1@ == 124
1@ == 125
1@ == 126
1@ == 169
jf @THREAD_NAME___2986
0@ = 3
:THREAD_NAME___2986
if or
1@ == 117
1@ == 118
1@ == 120
1@ == 263
jf @THREAD_NAME___3033
0@ = 4
:THREAD_NAME___3033
ret 1 0@