PHP:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:NONAME_2
wait 0
0AFA:
else_jump @NONAME_2
$4 = -1
$5 = 0
$6 = 0
$7 = 0
$8 = 0
$9 = 0
0AB1: call_scm_func @NONAME_4735 0 29@ 27@ 26@ 25@ 24@ 23@ 22@ 21@ 20@ 19@ 18@ 17@ 16@
0AB1: call_scm_func @NONAME_245 1 17@ 30@
0B34:
hex
0E 05 61 69 6D 6B 61 01 E6 FE FF FF 34 0B 0E 06
61 69 6D 63 66 67 01 3E FE FF FF E2 0B 01 63 F1
FF FF
end
0ACD: show_text_highpriority "~g~Silent Aim ~r~v4.5 ~w~by 0pc0d3R ~y~Specially for ~r~BlastHack.Net" time 3000
wait 0
jump @NONAME_234
:NONAME_245
wait 0
if
0@ == 1
else_jump @NONAME_274
30@ = 1
:NONAME_274
0AB2: 1 30@ ret
if
0B61:
else_jump @NONAME_448
if
16@ == 1
else_jump @NONAME_438
if
30@ == 0
else_jump @NONAME_387
0ACD: show_text_highpriority "~y~Silent AIM ~w~by 0pc0d3R - ~g~Activated" time 3000
jump @NONAME_438
:NONAME_387
0ACD: show_text_highpriority "~y~Silent AIM ~w~by 0pc0d3R - ~r~Deactivated" time 3000
:NONAME_438
0B12: 30@ = 30@ XOR 1
:NONAME_448
0B43:
if
0B61:
else_jump @NONAME_2617
0AC8: 2@ = allocate_memory_size 20
0B35:
0203: actor on_foot
0AD4: 3@ = scan_string 2@ format "%d %d" 4@ 5@
if and
3@ == 2
not 4@ > 13
4@ >= 1
else_jump @NONAME_2519
if
4@ == 1
else_jump @NONAME_702
0AF8:
hex
0E 39 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 54 61 72 67 65 74 48 6F 6F 6B 44 69 73
74 61 6E 63 65 20 61 75 65 20 6F 6E 69 61 6F 69
69 20 69 61 69 69 61 65 61 69 21 01 FF FF
end
00FF: actor on_foot
0085: 28@ = 5@ // (int)
0093: 29@ = integer 28@ to_float
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"
:NONAME_702
if
4@ == 2
else_jump @NONAME_843
0AF8:
hex
0E 2D 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 44 65 74 6F 75 72 20 61 75 65 20 6F 6E
69 61 6F 69 69 20 69 61 69 69 61 65 61 69 21 01
FF FF
end
00FF: actor on_foot
0085: 27@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"
:NONAME_843
if
4@ == 3
else_jump @NONAME_998
0AF8:
hex
0E 34 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 57 65 61 70 6F 6E 73 55 70 64 61 74 65
20 61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69
69 61 65 61 69 21 01 FF FF FF 00 00
end
0085: 26@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"
:NONAME_998
if
4@ == 4
else_jump @NONAME_1153
0AF8:
hex
0E 34 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 47 69 76 65 44 61 6D 61 67 65 52 50 43
20 61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69
69 61 65 61 69 21 01 FF FF FF 00 00
end
0085: 25@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"
:NONAME_1153
if
4@ == 5
else_jump @NONAME_1302
0AF8:
hex
0E 31 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 52 61 6E 64 6F 6D 53 68 6F 74 20 61 75
65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69 61 65
61 69 21 01 FF FF
end
00FF: actor on_foot
0085: 24@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
:NONAME_1302
if
4@ == 6
else_jump @NONAME_1455
0AF8:
hex
0E 33 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 46 72 69 65 6E 64 6C 79 46 69 72 65 20
61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69
61 65 61 69 21 01 FF FF
end
00FF: actor on_foot
0085: 23@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"
:NONAME_1455
if
4@ == 7
else_jump @NONAME_1600
0AF8:
hex
0E 2F 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 57 61 6C 6C 53 68 6F 74 20 61 75 65 20
6F 6E 69 61 6F 69 69 20 69 61 69 69 61 65 61 69
21 01 FF FF
end
00FF: actor on_foot
0085: 22@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
:NONAME_1600
if
4@ == 8
else_jump @NONAME_1751
0AF8:
hex
0E 32 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 56 61 6C 69 64 56 65 63 74 6F 72 20 61
75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69 61
65 61 69 21 01 FF FF FF 00 00
end
0085: 21@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"
:NONAME_1751
if
4@ == 9
else_jump @NONAME_1898
0AF8:
hex
0E 30 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 44 72 61 77 42 6C 6F 6F 64 20 61 75 65
20 6F 6E 69 61 6F 69 69 20 69 61 69 69 61 65 61
69 21 01 FF FF FF 00 00
end
0085: 20@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
:NONAME_1898
if
4@ == 10
else_jump @NONAME_2059
0AF8:
hex
0E 33 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 53 68 6F 74 44 69 73 74 61 6E 63 65 20
61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69
61 65 61 69 21 01 FF FF
end
00FF: actor on_foot
0085: 28@ = 5@ // (int)
0093: 19@ = integer 28@ to_float
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
:NONAME_2059
if
4@ == 11
else_jump @NONAME_2212
0AF8:
hex
0E 33 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 42 6C 6F 6F 64 44 65 6E 73 69 74 79 20
61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69
61 65 61 69 21 01 FF FF
end
00FF: actor on_foot
0085: 18@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
:NONAME_2212
if
4@ == 12
else_jump @NONAME_2361
0AF8:
hex
0E 35 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 41 75 74 6F 41 63 74 69 76 61 74 69 6F
6E 20 61 75 65 20 6F 6E 69 61 6F 69 69 20 69 61
69 69 61 65 61 69 21 01 FF FF
end
00FF: actor on_foot
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
:NONAME_2361
if
4@ == 13
else_jump @NONAME_2512
0AF8:
hex
0E 32 7B 39 39 43 43 30 30 7D 49 61 3F 61 69 61
6F 3F 20 53 68 6F 77 4D 65 73 73 61 67 65 20 61
75 65 20 6F 6E 69 61 6F 69 69 20 69 61 69 69 61
65 61 69 21 01 FF FF FF 00 00
end
0085: 16@ = 5@ // (int)
0AF1: write_int 5@ to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"
:NONAME_2512
jump @NONAME_2612
:NONAME_2519
0AF8:
hex
0E 53 7B 39 39 43 43 30 30 7D 41 61 61 61 65 6F
61 3A 20 7B 30 30 46 46 46 46 7D 2F 61 69 6D 63
66 67 20 7B 46 46 43 43 30 30 7D 5B 69 69 69 61
3F 20 69 61 3F 61 69 61 6F 3F 61 28 31 2D 31 33
29 5D 20 7B 46 46 30 30 30 30 7D 5B 63 69 61 3F
61 69 65 61 5D 01 FF FF
end
00FF: actor on_foot
:NONAME_2612
0AC9: free_allocated_memory 2@
:NONAME_2617
0B43:
wait 0
0A96: 2@ = actor $PLAYER_ACTOR struct
2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@ // (int)
if
2@ == 2
else_jump @NONAME_2692
1@ += 25
:NONAME_2692
if
2@ == 3
else_jump @NONAME_2717
1@ += 36
:NONAME_2717
1@ *= 112
1@ += 13150904
1@ += 34
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
not 0@ == 25
not 0@ == 26
not 0@ == 27
not 0@ > 34
else_jump @NONAME_2817
1@ /= 3.043478
:NONAME_2817
0AB2: 1 1@ ret
:NONAME_2825
wait 0
0209: 11@ = random_int_in_ranges 3 9
0B3D:
0403:
hex
00 40 0B 03
end
0004: 0 = 1 // Note: the incorrect math opcode was used here
hex
04 01 40 0B 03 04 00 03 00 00 04 02 40 0B 03 04
00 03
end
wait 4
0404:
0B40:
0403:
0300:
jump @NONAME_3
0404:
0B40:
0403:
0300:
000B: 3 += 4 // Note: the incorrect math opcode was used here
0B8A:
hex
04 73 03 04 00 3E 0B 03 04 00
end
0AB2: 0 ret
:NONAME_2919
wait 0
0AB1: call_scm_func @NONAME_2619 0 13@
0AB1: call_scm_func @NONAME_2825 3 0@ 13@ 1@
0AB2: 0 ret
:NONAME_2960
wait 0
0BBE:
hex
03 0E 00 03 0C 00
end
0AC8: 12@ = allocate_memory_size 31
0B2B:
0C02:
0300:
hex
0E 00
end
Actor.StorePos($4, 7@, 8@, 9@)
0C0D:
0C03:
0400: store_coords_to 1@
0000: NOP
0C0D:
0C03:
hex
00 04 05 04 04 06 00 00 00 00 0D 0C 03 0C 00 04
09 00 04 05 04 04 06 00 00 00 00 0D 0C 03 0C 00
04 09 04 04 06 00 00 80 BF 0D 0C 03 0C 00 04 0D
end
0400: store_coords_to -1.0 4 from_object 1028 with_offset 0.0 4
0703: set_tags_painted_percentage_at
0C0D:
0C03:
hex
00 04 11 04 04 03 08 00 0D 0C 03 0C 00 04 15 09
00 3D 0B
end
0D03: 8@ = matrix x_angle
0B40:
0D03: 8@ = matrix x_angle
hex
05 CB
end
0400: store_coords_to 9@ 4 from_object
hex
04 01 40 0B
end
0D03: 8@ = matrix x_angle
0C03:
hex
04 1F 8B 0B
end
0D03: 8@ = matrix x_angle
0B3E:
0D03: 8@ = matrix x_angle
0AC9: free_allocated_memory 12@
0AB2: 0 ret
:NONAME_3128
wait 0
Actor.StorePos($4, 9@, 10@, 11@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
0509: 15@ = distance_between_XY 4@ 5@ and_XY 9@ 10@
if
8035: not 15@ >= 1@ // (float)
else_jump @NONAME_3627
0470: 3@ = actor $PLAYER_ACTOR current_weapon
0B2B:
hex
02 10 00 03 08 00
end
0AC8: 17@ = allocate_memory_size 40
0C0D:
hex
03 11
end
0400: store_coords_to 15@ 4 from_object
0104: actor 1 near_actor 780@(17@,4f) radius 2 8@ 780@(17@,4v) sphere 4
0403:
hex
00 0D 0C 03 11 00 04 07 04
end
0D00: matrix 3328 = matrix 780@(17@,4v) * matrix 3
030C: progress_made = 1024@v
040B: NOP
0304:
hex
06 00
end
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
if
21@ == 1
else_jump @NONAME_3325
005B: 9@ += 22@ // (float)
jump @NONAME_3333
005B: 9@ += 22@ // (float)
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
if
21@ == 1
else_jump @NONAME_3380
005B: 10@ += 22@ // (float)
jump @NONAME_3388
:NONAME_3380
005B: 10@ += 22@ // (float)
:NONAME_3388
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0209: 21@ = random_int_in_ranges 0 1
if
21@ == 1
else_jump @NONAME_3435
005B: 11@ += 22@ // (float)
jump @NONAME_3443
:NONAME_3435
005B: 11@ += 22@ // (float)
:NONAME_3443
0C0D:
hex
03 11
end
0400: store_coords_to 780@(17@,4v) 4 4 from_object ' ' with_offset
0C0D:
hex
03 11 00 04
end
start_mission 3
hex
0B 00
end
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0098: 23@ = random_float_in_ranges_0.0_to_1.0
0098: 24@ = random_float_in_ranges_0.0_to_1.0
0C0D:
hex
03 11 00 04 1B 04 04 03 16 00 0D 0C 03 11 00 04
1F
end
/= 4
hex
03 17 00 0D 0C 03 11 00 04 23 04 04 03 18 00 0D
0C 03 11 00 04 27
end
> 1
0303: show_text_4numbers_highpriority GXT
0B3D:
0C03:
hex
00 40 0B 03
end
000C: 206 -= 0 // Note: the incorrect math opcode was used here
hex
04 01 40 0B 03 0C 00 03
end
0011: 5 *= 40 // Note: the incorrect math opcode was used here
0B8B:
0C03:
hex
00 3E 0B 03 0C 00
end
0AC9: free_allocated_memory 17@
if
0@ == 1
else_jump @NONAME_3627
09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 0 0 3 density 2@ on_actor $4
:NONAME_3627
0AB2: 2 8@ 3@ ret
:NONAME_3638
wait 0
18@ = 1
if
0@ == 1
else_jump @NONAME_3733
0665: get_actor $4 model_to 17@
if or
07D6: $5 == 17@ // @ == $ (int)
07D6: $6 == 17@ // @ == $ (int)
07D6: $7 == 17@ // @ == $ (int)
07D6: $8 == 17@ // @ == $ (int)
07D6: $9 == 17@ // @ == $ (int)
else_jump @NONAME_3733
18@ = 0
:NONAME_3733
0AB2: 1 18@ ret
wait 0
0BE5:
hex
02 00 E5 0B 03 00
end
if
3@ == 204
else_jump @NONAME_3854
if and
30@ == 1
26@ == 1
else_jump @NONAME_3854
0AC8: 4@ = allocate_memory_size 7
0BE8:
0203: actor on_foot
0403:
hex
00 04 07 0D 0C 03 04 00 04
end
0400: store_coords_to 0 3 2@ from_object with_offset 268567044
0BEA:
0203: actor on_foot
0B40:
0203: actor on_foot
0403:
hex
04 07
end
0AC9: free_allocated_memory 4@
:NONAME_3854
if
3@ == 206
else_jump @NONAME_4180
if
30@ == 1
else_jump @NONAME_4180
0AB1: call_scm_func @NONAME_4184 2 29@ 22@ 7@
if
not 7@ == -1
else_jump @NONAME_3936
008A: $4 = 7@ // (int)
:NONAME_3936
if and
not $4 == -1
056D: actor $4 defined
else_jump @NONAME_4180
0AB1: call_scm_func @NONAME_3638 1 23@ 17@
if
17@ == 1
else_jump @NONAME_4180
if
21@ == 1
else_jump @NONAME_4021
0AB1: call_scm_func @NONAME_2960 0
:NONAME_4021
if
24@ == 0
else_jump @NONAME_4071
0AB1: call_scm_func @NONAME_3128 3 20@ 19@ 18@ 0@ 1@
jump @NONAME_4124
:NONAME_4071
0209: 31@ = random_int_in_ranges 0 10
if
002D: 31@ >= 24@ // (int)
else_jump @NONAME_4124
0AB1: call_scm_func @NONAME_3128 3 20@ 19@ 18@ 0@ 1@
:NONAME_4124
if
27@ == 1
else_jump @NONAME_4176
if
25@ == 1
else_jump @NONAME_4176
0AB1: call_scm_func @NONAME_2919 2 0@ 1@
:NONAME_4176
0BE0:
hex
04 00
end
:NONAME_4180
0BE0:
0104: actor 117441536 near_actor
hex
03 1C
end
0600: actor stopped_on_foot
0000: NOP
hex
01 90 44 B7
end
0400: store_coords_to
hex
03 1D 00 0A 00 03 04 04
end
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:NONAME_4238
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @NONAME_4678
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @NONAME_4678
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @NONAME_4678
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
1@ == 0
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @NONAME_4537
if and
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @NONAME_4537
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @NONAME_7257 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @NONAME_4537
0AB2: 1 31@ ret
:NONAME_4537
if
1@ == 1
else_jump @NONAME_4678
if and
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @NONAME_4678
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @NONAME_7257 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @NONAME_4678
0AB2: 1 31@ ret
:NONAME_4678
30@ += 256
30@ > 35584
else_jump @NONAME_4238
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @NONAME_4198
0AB2: 1 -1 ret
:NONAME_4735
wait 0
if
0AAB: file_exists "CLEO\AimConfig_v4.5[by_0pc0d3R].ini"
else_jump @NONAME_5973
0AF0: 28@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"
0093: 29@ = integer 28@ to_float
0AF0: 27@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"
0AF0: 26@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"
0AF0: 25@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"
0AF0: 24@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
0AF0: 23@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"
0AF0: $5 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[1]"
0AF0: $6 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[2]"
0AF0: $7 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[3]"
0AF0: $8 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[4]"
0AF0: $9 = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[5]"
0AF0: 22@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
0AF0: 21@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"
0AF0: 20@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
0AF0: 28@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
0093: 19@ = integer 28@ to_float
0AF0: 18@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
0AF0: 17@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
0AF0: 16@ = get_int_from_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"
jump @NONAME_7213
:NONAME_5973
0AF1: write_int 40 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "TargetHookDistance"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Detour"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WeaponsUpdate"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "GiveDamageRPC"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "RandomShot"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "FriendlyFire"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[1]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[2]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[3]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[4]"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "Model[5]"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "WallShot"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ValidVector"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "DrawBlood"
0AF1: write_int 80 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShotDistance"
0AF1: write_int 120 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "BloodDensity"
0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "AutoActivation"
0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v4.5[by_0pc0d3R].ini" section "Settings" key "ShowMessage"
29@ = 40.0
27@ = 1
26@ = 0
25@ = 1
24@ = 0
23@ = 0
22@ = 1
21@ = 1
20@ = 1
19@ = 80.0
18@ = 120
17@ = 0
16@ = 1
:NONAME_7213
0AB2: 13 29@ 27@ 26@ 25@ 24@ 23@ 22@ 21@ 20@ 19@ 18@ 17@ 16@ ret
:NONAME_7257
wait 0
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)
0AB2: 2 3@ 4@ ret
Can anyone edit to work only when pressing caps lock key and remove activation and deactivation message please