Code:
:SAMPGetActorHandleByPlayerID // 0AB1: @SAMPGetActorHandleByPlayerID 1 _PlayerID 0@ _StoreActorHandle 25@
if 0AA2: 31@ = load_dynamic_library "samp.dll" // pSAMPBase // no need to Free Memory
then
31@ += 0x21A0F8
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // stSAMPInfo
if 31@ > 0
then
31@ += 0x3CD
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // stSAMPPools
if 31@ > 0
then
31@ += 0x18
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // stPlayerPool
if 31@ > 0
then
0A8D: 30@ = read_memory 31@ size 4 virtual_protect 0 // ulMaxPlayerIDStreamedOnly
if 002D: 30@ >= 0@ // within the max streamed ID
then
31@ += 0x4
0A8D: 30@ = read_memory 31@ size 2 virtual_protect 0 // sLocalPlayerID
if 003B: 0@ == 30@ // Same ID
then
0485: return_true
0AB2: cleo_return 1 $PLAYER_ACTOR
else
31@ += 0x2A // pRemotePlayer[0]
0A90: 30@ = 0@ * 4
005A: 31@ += 30@ // pRemotePlayer[0@]
0A8E: 30@ = 31@ + 0xFB0 // iIsListed[0@]
0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 // iIsListed
if 30@ == true
then
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // pRemotePlayer
if 31@ > 0
then
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // pPlayerData
if 31@ > 0
then
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // pSAMP_Actor
if 31@ > 0
then
31@ += 0x44
0A8D: 31@ = read_memory 31@ size 4 virtual_protect 0 // pGTA_PedHandle
if 056D: actor 31@ defined
then
0485: return_true
0AB2: cleo_return 1 31@
end
end
end
end
end
end
end
end
end
end
end
059A: return_false
0AB2: cleo_return 1 -1
Type the word BLINK, and you will teleport on Streamed Player 4
Code:
{$CLEO}
0000:
while true
wait 0
if 0ADC: test_cheat "BLINK"
then
if 0AB1: @SAMPGetActorHandleByPlayerID 1 _PlayerID 4 _StoreActorHandle 1@ // get Actor Handle of player ID "4"
then
00A0: store_actor 1@ position_to 0@ 1@ 2@
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
0ACD: show_text_highpriority "~g~TP Successful!" time 1000
else 0ACD: show_text_highpriority "~r~Player not Streamed!" time 1000
end
end
end
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