// This file was decompiled using SASCM.ini published by GTAG (
http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'MSKILL'
0662: printstring 'Kinky.ExE'
0662: printstring 'Flapjack92'
1@ = 0
30@ = 0
31@ = 0
$0[4] = 0
:MSKILL_4D
wait 0
:MSKILL_51
wait 0
if
SAMP.ChatInputOpened
else_jump @MSKILL_69
jump @MSKILL_1B1
:MSKILL_69
if
0ADC: test_cheat "MSK"
else_jump @MSKILL_1B1
1@ = 0
$0[4] = 1
SAMP.ReadSAMPMemory(3@, 21808, 1)
SAMP.ReadSAMPMemory(4@, 23200, 3)
SAMP.ReadSAMPMemory(5@, 23472, 3)
SAMP.ReadSAMPMemory(6@, 77328, 2)
SAMP.ReadSAMPMemory(7@, 86704, 2)
SAMP.ReadSAMPMemory(8@, 80720, 2)
SAMP.ReadSAMPMemory(9@, 371415, 1)
SAMP.ReadSAMPMemory(10@, 7612591, 1)
SAMP.WriteSAMPMemory(21808, 195, 1)
SAMP.WriteSAMPMemory(23200, 12718080, 3)
SAMP.WriteSAMPMemory(23472, 12718080, 3)
SAMP.WriteSAMPMemory(77328, 50064, 2)
SAMP.WriteSAMPMemory(86704, 50064, 2)
SAMP.WriteSAMPMemory(80720, 50064, 2)
SAMP.WriteSAMPMemory(371415, 235, 1)
SAMP.WriteSAMPMemory(7612591, 144, 1)
call @MSKILL_5F7 0
print "~Y~Massivekill By ~B~Kinky.ExE ~Y~And ~G ~Flapjack92 ~R~ Is ~G~Enabled ~W~
" 5000
wait 3000
jump @MSKILL_1B8
:MSKILL_1B1
jump @MSKILL_51
:MSKILL_1B8
wait 0
:MSKILL_1BC
wait 0
call @MSKILL_5CB 0 1@
if or
1@ == 1
$0[5] == 1
else_jump @MSKILL_2AA
SAMP.WriteSAMPMemory(21808, 3@, 1)
SAMP.WriteSAMPMemory(23200, 4@, 3)
SAMP.WriteSAMPMemory(23472, 5@, 3)
SAMP.WriteSAMPMemory(77328, 6@, 2)
SAMP.WriteSAMPMemory(86704, 7@, 2)
SAMP.WriteSAMPMemory(80720, 8@, 2)
SAMP.WriteSAMPMemory(371415, 9@, 1)
print "~Y~Massivekill By ~B~Kinky.ExE ~Y~And ~Y ~Flapjack92 ~R~ Is ~R~Disabled ~W~ D:" 6000
0555: remove_weapon 24 from_actor $0[3]
$0[4] = 0
$0[5] = 0
wait 500
jump @MSKILL_4D
:MSKILL_2AA
call @MSKILL_613 3 2@ 30@ 31@ 0@ 2@ 31@ 30@
if or
0@ == 0
Actor.Dead(0@)
else_jump @MSKILL_302
print "~Y~No Peds Streamed!" 200
jump @MSKILL_485
:MSKILL_302
call @MSKILL_955 1 0@ 24@
if
24@ == 1
else_jump @MSKILL_32B
jump @MSKILL_2AA
:MSKILL_32B
if
key_down 66
else_jump @MSKILL_381
print "~P~Next Ped!" 6000
wait 500
31@ = 1
0085: 30@ = 2@ // (int)
if
31@ == 1
else_jump @MSKILL_37A
jump @MSKILL_2AA
:MSKILL_37A
jump @MSKILL_485
:MSKILL_381
call @MSKILL_48C 2 0@ 2@ 1@
call @MSKILL_5CB 0 1@
if or
1@ == 1
$0[5] == 1
else_jump @MSKILL_47E
0555: remove_weapon 24 from_actor $0[3]
SAMP.WriteSAMPMemory(21808, 3@, 1)
SAMP.WriteSAMPMemory(23200, 4@, 3)
SAMP.WriteSAMPMemory(23472, 5@, 3)
SAMP.WriteSAMPMemory(77328, 6@, 2)
SAMP.WriteSAMPMemory(86704, 7@, 2)
SAMP.WriteSAMPMemory(80720, 8@, 2)
SAMP.WriteSAMPMemory(371415, 9@, 1)
print "~Y~Massivekill By ~B~Kinky.ExE ~Y~And ~Y ~Flapjack92 ~R~ Is ~Y~Disabled ~W~ D:" 6000
$0[4] = 0
$0[5] = 0
wait 500
jump @MSKILL_4D
:MSKILL_47E
jump @MSKILL_302
:MSKILL_485
jump @MSKILL_1BC
:MSKILL_48C
wait 0
call @MSKILL_5CB 0 28@
2@ = SAMP.GetPlayerStruct(0@)
2@ += 8
readMem 3@ 2@ 4 1
3@ += 2
readMem 4@ 3@ 2 1
if or
not 2@ >= 1
not 4@ >= 1
else_jump @MSKILL_580
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0
call @MSKILL_6A1 3 10@ 11@ 12@
call @MSKILL_787 2 1 1@
0470: 13@ = actor $0[3] current_weapon
call @MSKILL_900 4 1@ 1.5 13@ 2
printf "~G~Player [%d] Is Getting Killed ~R~Massively" 60 1@
jump @MSKILL_5C3
:MSKILL_580
call @MSKILL_787 2 2 4@
printf "~G~Car [%d] Is Getting Destroyed Massively" 60 8@
:MSKILL_5C3
ret 1 1@
:MSKILL_5CB
wait 0
if
0ADC: test_cheat "MSK"
else_jump @MSKILL_5EF
1@ = 1
$0[4] = 0
:MSKILL_5EF
ret 1 1@
:MSKILL_5F7
wait 0
Actor.GiveWeaponAndAmmo($0[3], DesertEagle, 999999)
01B9: set_actor $0[3] armed_weapon_to 24
ret 0
:MSKILL_613
wait 0
0@ = 0
:MSKILL_61E
3@ = SAMP.GetActorHandleByPlayerID(0@)
if and
003B: 0@ == 1@ // (int)
2@ == 1
else_jump @MSKILL_64E
2@ -= 1
jump @MSKILL_67A
:MSKILL_64E
if and
056D: actor 3@ defined
2@ == 0
else_jump @MSKILL_67A
1@ = 0
2@ = 0
jump @MSKILL_690
:MSKILL_67A
0@ += 1
0@ > 999
else_jump @MSKILL_61E
:MSKILL_690
ret 4 3@ 0@ 2@ 1@
:MSKILL_6A1
wait 0
3@ = SAMP.GetSAMPPlayerIDByActorHandle($0[3])
3@ = SAMP.GetPlayerStruct(3@)
3@ += 24
alloc 4@ 31
memcpy 4@ 3@ 31
0C0D: struct 4@ offset 13 size 4 = 0@
0C0D: struct 4@ offset 17 size 4 = 1@
0C0D: struct 4@ offset 21 size 4 = 2@
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 218, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 31)
RakNet.LiteSend(5@)
RakNet.DeleteBitStream(5@)
free 4@
3@ = SAMP.GetSAMPPlayerIDByActorHandle($0[3])
3@ = SAMP.GetPlayerStruct(3@)
3@ += 55
alloc 4@ 68
memcpy 4@ 3@ 68
0C0D: struct 4@ offset 4 size 2 = 4
5@ = RakNet.NewBitStream()
BitStream.Write(5@, 212, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 68)
RakNet.Send(5@, 1, 7, 0)
RakNet.DeleteBitStream(5@)
free 4@
ret 0
:MSKILL_787
wait 0
0470: 19@ = actor $0[3] current_weapon
041A: 18@ = actor $0[3] weapon 19@ ammo
18@ -= 1
Actor.SetWeaponAmmo($0[3], 19@, 18@)
alloc 5@ 39
0C0D: struct 5@ offset 0 size 1 = 0@
0C0D: struct 5@ offset 1 size 2 = 1@
04C4: store_coords_to 10@ 11@ 12@ from_actor $0[3] with_offset 0.0 0.0 1.0
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
if
0@ == 1
else_jump @MSKILL_855
26@ = SAMP.GetActorHandleByPlayerID(1@)
Actor.StorePos(26@, 27@, 28@, 29@)
06BC: create_M4_shoot_from 10@ 11@ 12@ target 27@ 28@ 29@ energy 1
jump @MSKILL_881
:MSKILL_855
26@ = SAMP.GetVehicleHandleBySAMPVehicleID(1@)
Car.StorePos(26@, 27@, 28@, 29@)
06BC: create_M4_shoot_from 10@ 11@ 12@ target 27@ 28@ 29@ energy 1
:MSKILL_881
0C0D: struct 5@ offset 15 size 4 = 27@
0C0D: struct 5@ offset 19 size 4 = 28@
0C0D: struct 5@ offset 23 size 4 = 29@
0C0D: struct 5@ offset 27 size 4 = 0.005
0C0D: struct 5@ offset 31 size 4 = 0.005
0C0D: struct 5@ offset 35 size 4 = 0.005
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 224, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 39)
RakNet.LiteSend(6@)
RakNet.DeleteBitStream(6@)
free 5@
ret 0
:MSKILL_900
wait 0
4@ = RakNet.NewBitStream()
BitStream.Write(4@, 0, BS_TYPE_BOOL, 1)
BitStream.Write(4@, 0@, BS_TYPE_SHORT, 2)
BitStream.Write(4@, 1@, BS_TYPE_FLOAT, 4)
BitStream.Write(4@, 2@, BS_TYPE_INT, 4)
BitStream.Write(4@, 3@, BS_TYPE_INT, 4)
RakNet.LiteRPC(115, 4@)
RakNet.DeleteBitStream(4@)
ret 0
:MSKILL_955
wait 0
if or
056D: actor 0@ defined
not Actor.Dead(0@)
else_jump @MSKILL_97C
1@ = 0
jump @MSKILL_983
:MSKILL_97C
1@ = 1
:MSKILL_983
ret 1 1@