Activation/Desactivation: 0
You can shoot them while on invisible sometimes because it's not totally Sync. pffh:
Only 100% sync is when you are invisible, by the way about amins they can see while spectating.
HavE FuN
Author: SR_team
Source Decompiled:
You can shoot them while on invisible sometimes because it's not totally Sync. pffh:
Only 100% sync is when you are invisible, by the way about amins they can see while spectating.
HavE FuN
Author: SR_team
Source Decompiled:
Code:
// This file was decompiled using SASCM.INI published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$VERSION 3.1.1000}
{$CLEO .cs}
//-------------MAIN---------------
03A4: name_thread "OnfootData"
0001: wait 3000 ms
:OnfootData_19
0001: wait 0 ms
00D6: if
0AB0: key_pressed 48
004D: jump_if_false @OnfootData_19
:OnfootData_38
0001: wait 0 ms
8AB0: not key_pressed 48
004D: jump_if_false @OnfootData_38
0AB1: call_scm_func @OnfootData_510 0 0@
000A: 0@ += 16864
0A8D: 28@ = read_memory 0@ size 1 virtual_protect 1
0A8C: write_memory 0@ size 1 value 195 virtual_protect 1
00A0: store_actor $PLAYER_ACTOR position_to 25@ 26@ 27@
0ACD: show_text_highpriority "Invisible On." time 3000
0002: jump @OnfootData_265
:OnfootData_139
0001: wait 0 ms
00A0: store_actor $PLAYER_ACTOR position_to 21@ 22@ 23@
0509: 20@ = distance_between_XY 21@ 22@ and_XY 25@ 26@
00D6: if
8021: not 20@ > 40.1
004D: jump_if_false @OnfootData_265
00D6: if
0AB0: key_pressed 48
004D: jump_if_false @OnfootData_139
:OnfootData_210
0001: wait 0 ms
8AB0: not key_pressed 48
004D: jump_if_false @OnfootData_210
0A8C: write_memory 0@ size 1 value 28@ virtual_protect 1
0ACD: show_text_highpriority "Invisible Off." time 3000
0002: jump @OnfootData_19
:OnfootData_265
0001: wait 0 ms
0A8C: write_memory 0@ size 1 value 28@ virtual_protect 1
00A0: store_actor $PLAYER_ACTOR position_to 25@ 26@ 27@
02CE: 24@ = ground_z_at 25@ 26@ 27@
000F: 24@ -= 25.0
0A96: 4@ = actor $PLAYER_ACTOR struct
000A: 4@ += 20
0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
000A: 4@ += 48
0A8C: write_memory 4@ size 4 value 25@ virtual_protect 0
000A: 4@ += 4
0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0
000A: 4@ += 4
0A8C: write_memory 4@ size 4 value 24@ virtual_protect 0
0001: wait 30 ms
0A8C: write_memory 0@ size 1 value 195 virtual_protect 1
0A96: 4@ = actor $PLAYER_ACTOR struct
000A: 4@ += 20
0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
000A: 4@ += 48
0A8C: write_memory 4@ size 4 value 25@ virtual_protect 0
000A: 4@ += 4
0A8C: write_memory 4@ size 4 value 26@ virtual_protect 0
000A: 4@ += 4
0A8C: write_memory 4@ size 4 value 27@ virtual_protect 0
0002: jump @OnfootData_139
:OnfootData_510
0AA2: 31@ = load_library "kernel32.dll" // IF and SET
0AA4: 30@ = get_proc_address "GetModuleHandleA" library 31@ // IF and SET
0AA7: call_function 30@ 1 pop 0 "samp.dll" 0@
0AB2: ret 1 0@