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CLEO Release Smart ESP Boxes bY M1ZG4RD

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m1zg4rd_PL

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Hi, this is my new mod, I made it by using some snippets from Opcode.eXe

This script is drawing ESP boxes that allow you to see someone behind a wall. He can inform you if someone is in a car or is targeted by you.

[SAMP] CLEO ESP Bones Mod

Colors:

Red: Default color.
Green: If you are aiming at someone.
Blue: If someone is in a car.
White: If someone is behind a wall.

Activation: "ESPB" in game like a cheat code.

Known bugs: Doesn't work with sniper.
 

Attachments

  • SmartESP.cs
    22.4 KB · Views: 996

Monstercat

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Try this... the boxes will not disappear if you driving fast  :urtheman:

Code:
{$CLEO .cs}
0000:

0@ = 0
WHILE TRUE
    WAIT 0
    if
    0ADC: TYPING "ESP"    
    then
        if 
        0@ == 0
        then
            0@ = 1
            018C: play_sound 1083 at 0.0 0.0 0.0
            0ACD: show_text_highpriority "~W~ESP ~G~ENABLED" time 1337
        else
            0@ = 0
            018C: play_sound 1084 at 0.0 0.0 0.0
            0ACD: show_text_highpriority "~W~ESP ~R~DISABLED" time 1337  
        end
        WAIT 350
    end
    if
    0@ == 1
    then    
        0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
        000A: 29@ += 0x4
        0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
        for 30@ = 0 to 35584 step 0x100
            0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
            000A: 29@ += 0x1
            if and
            0029:  31@ >= 0x00 
            001B:  0x80 > 31@
            then 
                005A: 31@ += 30@
                if
                056D:   actor 31@ defined
                then
                    if
                    803C:  $PLAYER_ACTOR == 31@ // (int) 
                    then
                        if
                        02CB:   actor 31@ bounding_sphere_visible
                        then
                            
                            0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 31@ BONE 54 _STORE_TO  1@ 2@ 3@     // fus
                            0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 31@ BONE 1 _STORE_TO  4@ 5@ 6@    // MITTE
                            0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 31@ BONE 6 _STORE_TO 7@ 8@ 9@    // head
                            00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
                            0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 1@ 2@ 3@ store_screen_X_to 16@ 17@     // HEAD                      
                            0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 4@ 5@ 6@ store_screen_X_to 18@ 19@    // MITTE             
                            0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 7@ 8@ 9@ store_screen_X_to 20@ 21@    // FUß               
                            0063: 17@ -= 21@  // (float)                   
                            0087: 26@ = 17@ // (float)
                            26@ /= 2.5
                            03F0: enable_text_draw 1
                            if
                            06BD:   no_obstacles_between 10@ 11@ 12@ and 7@ 8@ 9@ solid 1 car 1 actor 0 object 1 particle 0
                            then
                            0AB1: @DRAW_OUTLINED_BOX 9 POS 18@ 19@ SIZE 26@ 17@ RGBA 200 255 0 255 THICKNESS 1.0
                            else
                            0AB1: @DRAW_OUTLINED_BOX 9 POS 18@ 19@ SIZE 26@ 17@ RGBA 255 0 0 255 THICKNESS 1.0
                            end
                            if
                            0457:   player $PLAYER_CHAR aiming_at_actor 31@
                            then
                            0AB1: @DRAW_OUTLINED_BOX 9 POS 18@ 19@ SIZE 26@ 17@ RGBA 255 145 0 255 THICKNESS 1.0
                            end
                            if
                            00DF:   actor 31@ driving 
                            then
                            0AB1: @DRAW_OUTLINED_BOX 9 POS 18@ 19@ SIZE 26@ 17@ RGBA 0 0 255 255 THICKNESS 1.0
                            end                        
                        end
                    end
                end
            end
        end       
    end
END









:WEAPON_DAT
0@ += 0x24 // UNKNOWN
0@ *= 0x70 // BLOCK SIZE
0@ += 0xC8AAB8
005A: 0@ += 1@  // (int)
0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0
0AB2: ret 0

{  
(FLOAT, DWORD, WORD: 4, BYTE = 1)
DAT'S:
+0x00 DWord eFireType        
[ MELE = 0, INSTANT_HIT = 1,  FIRETYPE_PROJECTILE = 2, FIRETYPE_AREA_EFFECT = 3, FIRETYPE_CAMERA = 4, FIRETYPE_USE = 5 ]
+0x04 Float targetRange      
+0x08 Float weaponRange      
+0x0C Long modelId1
+0x10 Long modelId2
+0x14 DWord weaponslot
+0x18 DWord flags
+0x1C DWord AssocGroupId
+0x20 Word MaxammoClip           
+0x22 Word damage            
+0x24 Float fireOffset x
+0x28 Float fireOffset y
+0x2C Float fireOffset z
+0x30 DWord skillLevel
+0x34 DWord req stat level to get this weapon skill level
+0x38 Float accuracy        
+0x3C Float move speed
+0x40 Float animLoop start / 30.0
+0x44 Float animLoop end / 30.0
+0x48 Float animLoop fire / 30.0
+0x4C Float animLoop2 start / 30.0
+0x50 Float animLoop2 end / 30.0
+0x54 Float animLoop2 fire / 30.0
+0x58 Float breakoutTime
+0x5C Float speed
+0x60 Float radius
+0x64 Float lifespan
+0x68 Float spread
+0x6C Byte AssocGroupId
+0x6D Byte Unknown 0
+0x6E Byte baseCombo
+0x6F Byte Unknown 1
Index 0 - 46 : Weapon 0 - 46 : Gangsta
Index 47 - 57 : Weapon 22 - 32 : Poor
Index 58 - 68 : Weapon 22 - 32 : Hitman
Index 69 : Weapon 22 : Cop
}






//0AB1: @DRAW_LINE 9 POS 10.0 10.0 _TO_ 200.0 310.0 RGBA 255 0 0 255 THICKNESS 1.0
:DRAW_LINE
0087: 11@ = 2@ // (float)
0087: 12@ = 3@ // (float)
0509: 10@ = distance_between_XY 0@ 1@ and_XY 2@ 3@
10@ -= 37.0 {REMOVE STRANGE OFFSET AT END}
0063: 2@ -= 0@ // (float) 
0063: 3@ -= 1@ // (float) 
0604: get_Z_angle_for_point 2@ 3@  store_to 9@
9@ += 84.0
005B: 0@ += 11@
0@ /= 2.0    {MITTE} // get center pos
005B: 1@ += 12@
1@ /= 2.0
03F0: enable_text_draw 1
074B: draw_texture 666 position 0@ 1@ scale 10@ 8@ angle 9@ color 4@ 5@ 6@ 7@
0AB2: 0


//0AB1: @DRAW_OUTLINED_BOX 9 POS 300.0 300.0 SIZE 50.0 50.0 RGBA 255 0 0 255 THICKNESS 0.5
:DRAW_OUTLINED_BOX
0087: 14@  = 8@ // (float)
0087: 12@ = 2@ // (float)
0087: 13@ = 3@ // (float)
12@ /= 2.0 // (float)
13@ /= 2.0 // (float)
0087: 8@  = 0@ // (float)
005B: 8@ += 2@  // (float)
0063: 8@ -= 12@  // (float) 
0087: 9@  = 0@ // (float) 
0063: 9@ -= 2@  // (float)
005B: 9@ += 12@  // (float) 
0087: 10@ = 1@ // (float)
005B: 10@ += 3@  // (float) 
0063: 10@ -= 13@  // (float) 
0087: 11@ = 1@ // (float)     by OpcodeXe
0063: 11@ -= 3@  // (float)
005B: 11@ += 13@  // (float)   
03F0: enable_text_draw 1                                    
038E: draw_box_position  8@ 1@  size 14@ 3@ RGBA 4@ 5@ 6@ 7@ //  links
038E: draw_box_position  9@ 1@  size 14@ 3@ RGBA 4@ 5@ 6@ 7@  // rechts
038E: draw_box_position  0@ 10@  size 2@ 14@ RGBA 4@ 5@ 6@ 7@  // oben 
038E: draw_box_position  0@ 11@  size 2@ 14@ RGBA 4@ 5@ 6@ 7@  // unten 
0AB2: 0







:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@
//BONE_PELVIS1 = 1,
//BONE_PELVIS,
//BONE_SPINE1,
//BONE_UPPERTORSO,
//BONE_NECK,
//BONE_HEAD2,
//BONE_HEAD1,
//BONE_HEAD,
//BONE_RIGHTUPPERTORSO = 21,
//BONE_RIGHTSHOULDER,
//BONE_RIGHTELBOW,
//BONE_RIGHTWRIST,
//BONE_RIGHTHAND,
//BONE_RIGHTTHUMB,
//BONE_LEFTUPPERTORSO = 31,
//BONE_LEFTSHOULDER,
//BONE_LEFTELBOW,
//BONE_LEFTWRIST,
//BONE_LEFTHAND,
//BONE_LEFTTHUMB,
//BONE_LEFTHIP = 41,
//BONE_LEFTKNEE,
//BONE_LEFTANKLE,
//BONE_LEFTFOOT,
//BONE_RIGHTHIP = 51,
//BONE_RIGHTKNEE,
//BONE_RIGHTANKLE,
//BONE_RIGHTFOOT











//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
:getScreenXYFrom3DCoords
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@
 

m1zg4rd_PL

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Monstercat link said:
Try this... the boxes will not disappear if you driving fast  :urtheman:

Yup, ur code is more esthetic and maybe more readable, but :WEAPON_DAT and :DRAW_LINE is not used in this script :p

Maybe removing "wait 5" will give the same effect? I don't tested this code in fast vehicles, only made it to A/D servers and some events.
 

grzeszny

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Is it possible to add some script which will recognize skins? In A/D servers there are 2 teams with 2 kinds of skins. For example everyone from Attackers team (all with same skin) have red boxes and everyone from Defenders team (all with same skin but different then Attackers) have blue boxes ?

:computer_guy:  :computer_guy:  :computer_guy:
 

rogerpro

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it crashes SAMP after enabling. i see boxes but i get a memory error:
Code:
SA-MP 0.3z
Exception At Address: 0x004048EE
Base: 0x041D0000

Registers:
EAX: 0x0044BF9A	EBX: 0x00000001	ECX: 0x04FA47C0	EDX: 0x44BF9A04
ESI: 0x04FA0828	EDI: 0x00000000	EBP: 0x00000000	ESP: 0x0028FC90
EFLAGS: 0x00010216

Stack:
+0000: 0x0AF7EE80   0x00000001   0x0048DB1C   0x44BF9A04
+0010: 0x00000000   0x0AF7EE80   0x00000000   0x00000001
+0020: 0x00000000   0x00000000   0x0AF7EE80   0x0AF7EE80
+0030: 0x00000001   0x004696B1   0x00000000   0x00000000
+0040: 0x0AF7EE80   0x00000000   0x00000001   0x019807D0
+0050: 0x00000000   0x00000001   0x00465E99   0x00000001
+0060: 0x0AF7EE80   0x019807D0   0x765729C3   0x765729A6
+0070: 0x00000061   0x00000000   0x68263040   0x0028FD84
+0080: 0x00837DD9   0xFFFFFFFF   0x00469FF7   0x00000500
+0090: 0x0AF7EE80   0x00000000   0x0046A220   0xAA4D0AD9
+00A0: 0x0000028B   0x0028FD94   0x00000000   0x00000014
+00B0: 0xFFE1E1E1   0x80808080   0xFF000000   0x0053BFCC
+00C0: 0x0000001A   0xAA490CED   0x00000000   0x7617110C
+00D0: 0x0424A916   0xAA490CED   0x04235B5D   0x0000001A
+00E0: 0xAA490CED   0x00000000   0x0DB013A8   0x0028FD6C
+00F0: 0x0028F864   0x0028FF78   0x04280AA4   0x042A2EB0
+0100: 0x00000001   0x76576C30   0x0053E986   0x00000001
+0110: 0x77A2FD45   0x77A97E9E   0x0053ECC2   0x00000001
+0120: 0x00619B71   0x0000001A   0x00000001   0x00000001
+0130: 0x0000000A   0x00748DA0   0x0000001A   0x00000001
+0140: 0x76171245   0x00000000   0x0028FF88   0x7EFDE000
+0150: 0x016F0000   0x4F2A48D8   0x016F10F0   0x00000008
+0160: 0x00000100   0x00000008   0x00000102   0x44700000
+0170: 0x44070000   0x00000000   0x00000000   0x00000780
+0180: 0x00000438   0x00000000   0x00000001   0x000900F2
+0190: 0x00000200   0x00000000   0x021C03C0   0x00079E41
+01A0: 0x000003C0   0x0000021C   0x0000002C   0x0028FE2C
+01B0: 0x00825EA4   0x76171245   0x00000000   0x7EFDE000
+01C0: 0xFFFFFFFF   0x00821D17   0x00000065   0x00000065
+01D0: 0x0028FF88   0x008246F1   0x00400000   0x00000000
+01E0: 0x01A62B53   0x0000000A   0x00000094   0x00000006
+01F0: 0x00000001   0x00001DB1   0x00000002   0x76726553
+0200: 0x20656369   0x6B636150   0x00003120   0x00000000
+0210: 0x00000000   0x00000000   0x00000000   0x00000000
+0220: 0x00000000   0x00000000   0x00000000   0x00000000
+0230: 0x00000000   0x00000000   0x00000000   0x00000000
+0240: 0x00000000   0x00000000   0x00000000   0x00000000
+0250: 0x00000000   0x00000000   0x00000000   0x00000000
+0260: 0x00000000   0x00000000   0x00000000   0x00000000
+0270: 0x00000000   0x00000000   0x00824588   0x00000000

SCM Op: 0x2BF, lDbg: 0 LastRendObj: 19479

Game Version: US 1.0

State Information: Ped Context: 0
P0 (0,0) P1 (0,0) P2 (0,0) P3 (0,0) 
P4 (0,0) P5 (0,0) P6 (0,0) P7 (0,0) 
P8 (0,0) P9 (0,0) P10 (0,0) P11 (0,0) 
P12 (0,0) P13 (0,0) P14 (0,0) P15 (0,0) 
P16 (0,0) P17 (0,0) P18 (0,0) P19 (0,0) 
P20 (0,0) P21 (0,0) P22 (0,0) P23 (0,0) 
P24 (0,0) P25 (0,0) P26 (0,0) P27 (0,0) 
P28 (0,0) P29 (0,0) P30 (0,0) P31 (0,0) 
P32 (0,0) P33 (0,0) P34 (0,0) P35 (0,0) 
P36 (0,0) P37 (0,0) P38 (0,0) P39 (0,0) 
P40 (0,0) P41 (0,0) P42 (0,0) P43 (0,0) 
P44 (0,0) P45 (0,0) P46 (0,0) P47 (0,0) 
P48 (0,0) P49 (0,0) P50 (0,0) P51 (32,0) 
P52 (0,0) P53 (0,0) P54 (0,0) P55 (0,0) 
P56 (0,0) P57 (0,0) P58 (0,0) P59 (0,0) 
P61 (0,0) P62 (0,0) P63 (0,0) 
P64 (0,0) P65 (0,0) P66 (0,0) P67 (17,542) 
P68 (0,0) P69 (0,0) P70 (0,0) P71 (0,0) 
P72 (0,0) P73 (0,0) P74 (0,0) P75 (0,0) 
P76 (0,0) P77 (0,0) P78 (0,0) P79 (0,0) 
P80 (32,0) P81 (0,0) P82 (0,0) P83 (0,0) 
P84 (0,0) P85 (0,0) P86 (0,0) P87 (0,0) 
P88 (0,0) P89 (0,0) P90 (0,0) P91 (0,0) 
P92 (0,0) P93 (0,0) P94 (0,0) P95 (0,0) 
P96 (0,0) P97 (0,0) P98 (0,0) P99 (0,0) 
P100 (0,0) P101 (0,0) P102 (0,0) P103 (0,0) 
P104 (0,0) P105 (0,0) P106 (0,0) P107 (0,0) 
P108 (0,0) P109 (0,0) P110 (0,0) P111 (17,0) 
P112 (0,0) P113 (0,0) P114 (0,0) P115 (0,0) 
P116 (0,0) P117 (0,0) P118 (0,0) P119 (0,0) 
P120 (0,0) P121 (0,0) P122 (0,0) P123 (0,0) 
P124 (0,0) P125 (0,0) P126 (0,0) P127 (0,0) 
P128 (0,0) P129 (0,0) P130 (0,0) P131 (0,0) 
P132 (0,0) P133 (0,0) P134 (0,0) P135 (0,0) 
P136 (0,0) P137 (0,0) P139 (0,0) 
P140 (0,0) P141 (0,0) P142 (0,0) P143 (0,0) 
P144 (0,0) P145 (0,0) P146 (0,0) P147 (0,0)

Can someone tell me whats wrong? i do have SAMPFUNCS 3.1.2 installed.

Rogerpro
 

laurrence_nsc

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Works well , buy my San Andreas client keeps crashing after a few minutes,  :eek:key: any solution ?
 

Swag???

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Good scripting I guess, but Nametage.CS is better. In my opinion
 

bobesin

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:not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :not_bad: :fuck_yea:
 

HeberWilson

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Why you don't release multiple objets finder for free like this :(
 

m1zg4rd_PL

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HeberWilson link said:
Why you don't release multiple objets finder for free like this :(

I decided to release multiple objects version for free soon, you only need to wait :)
 

SobFoX

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m1zg4rd link said:
Hi, this is my new mod, I made it by using some snippets from Opcode.eXe

This script is drawing ESP boxes that allow you to see someone behind a wall. He can inform you if someone is in a car or is targeted by you.

[SAMP] CLEO ESP Bones Mod

Colors:

Red: Default color.
Green: If you are aiming at someone.
Blue: If someone is in a car.
White: If someone is behind a wall.

Activation: "ESPB" in game like a cheat code.

Known bugs: Doesn't work with sniper.
Good job!
 
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