CLEO Help Unknown opcode at

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energetic

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Hey guys,

When i open a .cs file i recieve this error:

Unknown opcode at 4156 offset 2443.

Then i try to ignore unknown and i get this error:

Access violation at address 00540BA1 in module 'sanny.exe'. Read of address 0312C000.

:me_gusta:

Any help?

EDIT: Added the 2 cleo's i am talking about.
 

Attachments

  • MassiveKill.cs
    26.3 KB · Views: 43
  • MassiveKill2.cs
    22.4 KB · Views: 39

0B36

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Click on the "gear" icon on the extreme right in SB and activate "IGNORE_UNKNOWN", then try opening the file again.
 

|]_ReT1neX_[|

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0B36 link said:
Click on the "gear" icon on the extreme right in SB and activate "IGNORE_UNKNOWN", then try opening the file again.


energetic link said:
Hey guys,

When i open a .cs file i recieve this error:

Unknown opcode at 4156 offset 2443.

Then i try to ignore unknown and i get this error:

Access violation at address 00540BA1 in module 'sanny.exe'. Read of address 0312C000.

:me_gusta:

Any help?
 

|]_ReT1neX_[|

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energetic link said:
Thanks for the reply's guys,

i added the 2 cleo's from which i would like to take a look inside.

Kind regards

Unfortunately for you, these cleos are crypted, you can't do anything about it

Anyway, you can try asking Kinky.ExE or Flapjack themselves to give you the source.  :imoverit:
 
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They're not crypted, sanny builder decompiled them just fine.

// 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~ :D" 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@
 

|]_ReT1neX_[|

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springfield link said:
They're not crypted, sanny builder decompiled them just fine.

// 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~ :D" 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@

:celeral_spitting: BUT....... BUT............................. How? :yuno: I tried it and it was not able to decompile them  :red_eyes:

:eek:hgodwhy:  :eek:key:
 

0B36

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Once checked ignore_unknown, load the cleo and if it asks you to decompile the file or not, click NO, instead of YES. That's how it works sometimes.
 
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