CLEO Help obsler aim [snipit][not fix]

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Forever15

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guys can you fix this code??  when i turn off the panic key and i want to turn it back it doest work any more  please fix it and post the attachment ty

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database/) on 24.2.2014
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
0001: wait 2000
03A4: script_name "AIMBOT"
03F0: use_text_commands 1
31@ = 0

:AIMBOT_28
0001: wait 0
00D6: if
0AB0:   is_key_pressed 122
004D: goto_if_false @AIMBOT_74
0AD1: print_formatted_now "PANIC KEY PRESSED" time 1000  
0A93: terminate_this_custom_script

:AIMBOT_74
00D6: if
0AB0:   is_key_pressed 123
004D: goto_if_false @AIMBOT_205
00D6: if
  31@ == 0
004D: goto_if_false @AIMBOT_159
0AD1: print_formatted_now "AIMBOT LOW FOV ~G~ENABLED" time 1000  
31@ = 1
0001: wait 200
0002: goto @AIMBOT_205

:AIMBOT_159
0AD1: print_formatted_now "AIMBOT LOW FOV ~R~DISABLED" time 1000  
31@ = 0
0001: wait 200

:AIMBOT_205
00D6: if
  31@ == 1
004D: goto_if_false @AIMBOT_318
00D6: if and
0AD2:   get_char_player_is_targeting $PLAYER_CHAR store_to 2@
82D8:   not is_char_holding_weapon $PLAYER_ACTOR weapon 34
004D: goto_if_false @AIMBOT_269
0AB1: call @AIMBOT_325 1 2@  
0002: goto @AIMBOT_318

:AIMBOT_269
00D6: if and
02D8:   is_char_holding_weapon $PLAYER_ACTOR weapon 34
0AB1: call @AIMBOT_2001 1 150.0 2@  
004D: goto_if_false @AIMBOT_318
0AB1: call @AIMBOT_325 1 2@  

:AIMBOT_318
0002: goto @AIMBOT_28

:AIMBOT_325
0085: 2@ = 0@ // (int)
00D6: if and
056D:   does_char_exist 2@
00E1:   is_button_pressed 0 button 6
004D: goto_if_false @AIMBOT_630
00D6: if and
8118:   not is_char_dead 2@
02CB:   is_char_on_screen 2@
004D: goto_if_false @AIMBOT_630
0A96: get_char_pointer 2@ store_to 6@
6@ += 68
0A8D: read_memory 6@ size 4 vp 0 store_to 3@
6@ += 4
0A8D: read_memory 6@ size 4 vp 0 store_to 4@
6@ += 4
0A8D: read_memory 6@ size 4 vp 0 store_to 5@
00A0: get_char_coordinates 2@ store_to 6@ 7@ 8@
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = int_to_float 10@
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
00D6: if
02D8:   is_char_holding_weapon $PLAYER_ACTOR weapon 34
004D: goto_if_false @AIMBOT_608
0AB1: call @AIMBOT_635 1 2@  

:AIMBOT_608
0AB1: call @AIMBOT_1006 4 2@ 6@ 7@ 8@  

:AIMBOT_630
0AB2: ret 0

:AIMBOT_635
31@ = 6.0
29@ = 255
27@ = 1.0
00D6: if
  31@ > 8.0
004D: goto_if_false @AIMBOT_691
30@ = 1

:AIMBOT_691
00D6: if
   not 31@ >= 6.0
004D: goto_if_false @AIMBOT_719
30@ = 0

:AIMBOT_719
00D6: if
  30@ == 0
004D: goto_if_false @AIMBOT_747
31@ += 0.05

:AIMBOT_747
00D6: if
  30@ == 1
004D: goto_if_false @AIMBOT_775
31@ -= 0.05

:AIMBOT_775
04C4: get_offset_from_char_in_world_coords 0@ offset 0.0 0.0 0.0 store_to 1@ 2@ 3@
0AB1: call @AIMBOT_2366 3 1@ 2@ 3@ 4@ 5@  
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_rect 1@ 5@ size 27@ 8.0 colour 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_rect 1@ 5@ size 27@ 8.0 colour 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_rect 4@ 1@ size 8.0 27@ colour 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_rect 4@ 1@ size 8.0 27@ colour 28@ 29@ 25 255
0AB2: ret 0

:AIMBOT_1006
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_active_camera_coordinates 1@ 2@ 3@
04C4: get_offset_from_char_in_world_coords $PLAYER_ACTOR offset 0.0 0.0 0.0 store_to 7@ 8@ 9@
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: abs_var_float 1@
0096: abs_var_float 2@
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: sqrt 10@ store_to 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call_function 4327328 num_params 1 pop 1 11@  
0AE9: pop_float 12@
0AA5: call_function 4775488 num_params 1 pop 1 11@  
0AE9: pop_float 13@
00D6: if
0AB1: call @AIMBOT_1901 0 16@  
004D: goto_if_false @AIMBOT_1340
00D6: if
0AB1: call @AIMBOT_1402 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@  
004D: goto_if_false @AIMBOT_1340
00D6: if
0AB1: call @AIMBOT_1345 6 4@ 5@ 6@ 7@ 8@ 9@  
004D: goto_if_false @AIMBOT_1340
15@ += 0.0387
0A8C: write_memory 11989592 size 4 val 15@ vp 0

:AIMBOT_1340
0AB2: ret 0

:AIMBOT_1345
00D6: if
06BD:   is_line_of_sight_clear 3@ 4@ 5@ to 0@ 1@ 2@ buildings 1 cars 0 chars 0 objects 0 particles 0
004D: goto_if_false @AIMBOT_1395
0485: is_pc_version
0002: goto @AIMBOT_1397

:AIMBOT_1395
059A:  return_false

:AIMBOT_1397
0AB2: ret 0

:AIMBOT_1402
00D6: if
  6@ == 5
004D: goto_if_false @AIMBOT_1467
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
0002: goto @AIMBOT_1637

:AIMBOT_1467
00D6: if
  6@ == 6
004D: goto_if_false @AIMBOT_1597
00D6: if
02D8:   is_char_holding_weapon $PLAYER_ACTOR weapon 34
004D: goto_if_false @AIMBOT_1550
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
0002: goto @AIMBOT_1590

:AIMBOT_1550
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:AIMBOT_1590
0002: goto @AIMBOT_1637

:AIMBOT_1597
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:AIMBOT_1637
00D6: if and
0025:   2@ > 0@
0025:   3@ > 1@
004D: goto_if_false @AIMBOT_1680
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:AIMBOT_1680
00D6: if and
0025:   2@ > 0@
8035:   not  3@ >= 1@
004D: goto_if_false @AIMBOT_1733
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:AIMBOT_1733
00D6: if and
8035:   not  2@ >= 0@
0025:   3@ > 1@
004D: goto_if_false @AIMBOT_1776
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:AIMBOT_1776
00D6: if and
8035:   not  2@ >= 0@
8035:   not  3@ >= 1@
004D: goto_if_false @AIMBOT_1829
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:AIMBOT_1829
0A8D: read_memory 11989592 size 4 vp 0 store_to 11@
0063: 11@ -= 15@ // (float)
00D6: if and
   not 11@ >= 0.18
  11@ > -0.18
004D: goto_if_false @AIMBOT_1891
0485: is_pc_version
0002: goto @AIMBOT_1893

:AIMBOT_1891
059A:  return_false

:AIMBOT_1893
0AB2: ret 1 15@

:AIMBOT_1901
0A96: get_char_pointer $PLAYER_ACTOR store_to 0@
0@ += 1816
0A8D: read_memory 0@ size 1 vp 0 store_to 1@
00D6: if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
004D: goto_if_false @AIMBOT_1991
0485: is_pc_version
0002: goto @AIMBOT_1993

:AIMBOT_1991
059A:  return_false

:AIMBOT_1993
0AB2: ret 1 1@

:AIMBOT_2001
28@ = 25
0A8D: read_memory 12010640 size 4 vp 0 store_to 29@
29@ += 4
0A8D: read_memory 29@ size 4 vp 0 store_to 29@
30@ = 0

:AIMBOT_2048
0A8D: read_memory 29@ size 1 vp 0 store_to 31@
29@ += 1
00D6: if and
  31@ >= 0
  128 > 31@
004D: goto_if_false @AIMBOT_2334
005A: 31@ += 30@ // (int)
00D6: if
056D:   does_char_exist 31@
004D: goto_if_false @AIMBOT_2334
00D6: if
803C:   not  $PLAYER_ACTOR == 31@
004D: goto_if_false @AIMBOT_2334
04C4: get_offset_from_char_in_world_coords 31@ offset 0.0 0.0 0.0 store_to 27@ 26@ 25@
068D: get_active_camera_coordinates 24@ 23@ 22@
00D6: if and
06BD:   is_line_of_sight_clear 27@ 26@ 25@ to 24@ 23@ 22@ buildings 1 cars 0 chars 0 objects 0 particles 0
80DF:   not is_char_in_any_car 31@
8118:   not is_char_dead 31@
02CB:   is_char_on_screen 31@
004D: goto_if_false @AIMBOT_2334
04C4: get_offset_from_char_in_world_coords 31@ offset 0.0 0.0 0.0 store_to 10@ 11@ 12@
0AB1: call @AIMBOT_2366 3 10@ 11@ 12@ 13@ 14@  
0509: get_distance_between_coords_2d 339.1 179.1 and 13@ 14@ store_to 15@
00D6: if
0035:   28@ >= 15@
004D: goto_if_false @AIMBOT_2334
0AB2: ret 1 31@

:AIMBOT_2334
30@ += 256
  30@ > 35584
004D: goto_if_false @AIMBOT_2048
0AB2: ret 1 -1

:AIMBOT_2366
0AC7: get_var_pointer 0@ store_to 14@
0AC7: get_var_pointer 3@ store_to 15@
0AC7: get_var_pointer 6@ store_to 16@
0AC7: get_var_pointer 9@ store_to 17@
0AA5: call_function 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@  
12@ = 640.0
13@ = 448.0
0A8D: read_memory 12677188 size 4 vp 0 store_to 14@
0A8D: read_memory 12677192 size 4 vp 0 store_to 15@
0093: 14@ = int_to_float 14@
0093: 15@ = int_to_float 15@
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@
 
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Forever15 said:
but when i pres f11 to turn off then press f12 again no activision showed up

You press once F12 to activate, then press F12 again to deactivate. If you want to unload the script, press F11(panic).
 

Opcode.eXe

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springfield said:
Forever15 said:
but when i pres f11 to turn off then press f12 again no activision showed up

You press once F12 to activate, then press F12 again to deactivate. If you want to unload the script, press F11(panic).

Forever15 is a bit slow in thinking.. and his IQ is also a bit.. uhmmm :imoverit:
 
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