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Untagged Release skinAimbot [Updated]

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Soks

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Can you make it work with widescreen.asi please?  :sadpepe:
 

Forever18

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Re: <img class=

so nice but :D  can you remove the grenn thiny when i sight on sniper ?
 

maximko

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Guetra link said:
Can you change the key at F9 please ty.

// 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
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0

:$SPRINGFIELD_UGBASE_41
wait 0
if
key_down 120
else_jump @$SPRINGFIELD_UGBASE_160
if
  31@ == 0
else_jump @$SPRINGFIELD_UGBASE_122
printf "Aimbot ~g~enabled" 1000
31@ = 1
wait 200
jump @$SPRINGFIELD_UGBASE_160

:$SPRINGFIELD_UGBASE_122
printf "Aimbot ~r~disabled" 1000
31@ = 0
wait 200

:$SPRINGFIELD_UGBASE_160
if
  31@ == 1
else_jump @$SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8:  not actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_224
call @$SPRINGFIELD_UGBASE_280 1 2@
jump @$SPRINGFIELD_UGBASE_273

:$SPRINGFIELD_UGBASE_224
if and
02D8:  actor $PLAYER_ACTOR current_weapon == 34
call @$SPRINGFIELD_UGBASE_1963 1 150.0 2@
else_jump @$SPRINGFIELD_UGBASE_273
call @$SPRINGFIELD_UGBASE_280 1 2@

:$SPRINGFIELD_UGBASE_273
jump @$SPRINGFIELD_UGBASE_41

:$SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:  actor 2@ defined
00E1:  player 0 pressed_key 6
else_jump @$SPRINGFIELD_UGBASE_585
if and
  not Actor.Dead(2@)
02CB:  actor 2@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
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)
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_563
call @$SPRINGFIELD_UGBASE_590 1 2@

:$SPRINGFIELD_UGBASE_563
call @$SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

:$SPRINGFIELD_UGBASE_585
ret 0

:$SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
else_jump @$SPRINGFIELD_UGBASE_653
30@ = 1

:$SPRINGFIELD_UGBASE_653
if
  not 31@ >= 6.0
else_jump @$SPRINGFIELD_UGBASE_681
30@ = 0

:$SPRINGFIELD_UGBASE_681
if
  30@ == 0
else_jump @$SPRINGFIELD_UGBASE_709
31@ += 0.05

:$SPRINGFIELD_UGBASE_709
if
  30@ == 1
else_jump @$SPRINGFIELD_UGBASE_737
31@ -= 0.05

:$SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
call @$SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
ret 0

:$SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@ 
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@ 
0AE9: pop_float 13@
if
call @$SPRINGFIELD_UGBASE_1863 0 16@
else_jump @$SPRINGFIELD_UGBASE_1302
if
call @$SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
else_jump @$SPRINGFIELD_UGBASE_1302
if
call @$SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
else_jump @$SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:$SPRINGFIELD_UGBASE_1302
ret 0

:$SPRINGFIELD_UGBASE_1307
if
06BD:  no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @$SPRINGFIELD_UGBASE_1357
return_true
jump @$SPRINGFIELD_UGBASE_1359

:$SPRINGFIELD_UGBASE_1357
return_false

:$SPRINGFIELD_UGBASE_1359
ret 0

:$SPRINGFIELD_UGBASE_1364
if
  6@ == 5
else_jump @$SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @$SPRINGFIELD_UGBASE_1599

:$SPRINGFIELD_UGBASE_1429
if
  6@ == 6
else_jump @$SPRINGFIELD_UGBASE_1559
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
else_jump @$SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @$SPRINGFIELD_UGBASE_1552

:$SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:$SPRINGFIELD_UGBASE_1552
jump @$SPRINGFIELD_UGBASE_1599

:$SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:$SPRINGFIELD_UGBASE_1599
if and
0025:  2@ > 0@ // (float)
0025:  3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:$SPRINGFIELD_UGBASE_1642
if and
0025:  2@ > 0@ // (float)
8035:  not  3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:$SPRINGFIELD_UGBASE_1695
if and
8035:  not  2@ >= 0@ // (float)
0025:  3@ > 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:$SPRINGFIELD_UGBASE_1738
if and
8035:  not  2@ >= 0@ // (float)
8035:  not  3@ >= 1@ // (float)
else_jump @$SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:$SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
  not 11@ >= 0.18
  11@ > -0.18
else_jump @$SPRINGFIELD_UGBASE_1853
return_true
jump @$SPRINGFIELD_UGBASE_1855

:$SPRINGFIELD_UGBASE_1853
return_false

:$SPRINGFIELD_UGBASE_1855
ret 1 15@

:$SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
else_jump @$SPRINGFIELD_UGBASE_1953
return_true
jump @$SPRINGFIELD_UGBASE_1955

:$SPRINGFIELD_UGBASE_1953
return_false

:$SPRINGFIELD_UGBASE_1955
ret 1 1@

:$SPRINGFIELD_UGBASE_1963
28@ = 0.0

:$SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:$SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
else_jump @$SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:  actor 31@ defined
else_jump @$SPRINGFIELD_UGBASE_2299
if
803C:  not  $PLAYER_ACTOR == 31@ // (int)
else_jump @$SPRINGFIELD_UGBASE_2299
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
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
  not Actor.Driving(31@)
  not Actor.Dead(31@)
02CB:  actor 31@ bounding_sphere_visible
else_jump @$SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
call @$SPRINGFIELD_UGBASE_2356 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 @$SPRINGFIELD_UGBASE_2299
ret 1 31@

:$SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
else_jump @$SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:  28@ > 0@ // (int)
else_jump @$SPRINGFIELD_UGBASE_1973
ret 1 -1

:$SPRINGFIELD_UGBASE_2356
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@
 

jeton007

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I tried this yesterday and it really was amazing to use mostly with sniper
 

Anondreamer

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Could somebody make it little  bit more silent? So it will be on for some time and for some time off?  :somuchwin:
 

iLost

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Could you help me ?
Change the activation code to F11 (122) .
I've tried , but it wrote "Springfield_ugbase_41" or more than it .
 

Lalajani

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K7DHTN0.png


Crash when aim and what is sampfuncs
 

Creepy

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springfield link said:
So here's an updated skin aimbot(no 180* spins).

- works for SNIPER
- more accurate.

Activation/Deactivation: F12

Can someone kindly change the activation / deactivation to left alt please? I'm begging you
 

Creepy

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springfield link said:
So here's an updated skin aimbot(no 180* spins).

- works for SNIPER
- more accurate.

Activation/Deactivation: F12
When i wanna change the activation key to 17 or 18, sannybuilder always gives me error say "Illegal char in the identifier $SPRINGFIELD_UGBASE_41"
What can i to solve this? Please help
[member=111]springfield[/member]
 

ubirock

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Hi Guys.
Please help me !
I have a problem with run my game, When i play game, Game crash on around 70% . I search in google engine, The frist website, Is your website, I click it, Then i do the works writed in that post. But my problem not fixed. Please help me guys. How can i fix this bug?
> I have samp 0.3.7Z .
 

PoeticGangster

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One of my Favorite Skin aimbots. Other than ProAim. Nice job Dude . KEEP IT UP  :urtheman:
 
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