CLEO Help register_client_command to key_pressed

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alkatrazzz

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I am translating some texts from this script. But I would like to change the deactivation and activation scheme. Instead of writing I would like to just click.

JavaScript:
{$CLEO .cs}
{$INCLUDE SF}
0000: 
/*
    // ~~~~~~~~~ UPDATE LOG v7.0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + Ïàðàìåòð AntiFIX âûðåçàí
    + Ïàðàìåòð GiveDamageRPC âûðåçàí è àâòîìàòèçèðîâàí
    + Äîáàâëåí íîâûé ïàðàìåòð ValidCamera
    + Äîáàâëåí íîâûé ïàðàìåòð CamBack
    + Äîáàâëåí íîâûé ïàðàìåòð TargetPointer
    + Ïàðàìåòð FriendlyFire çàìåíåí íà SendRPC
    + Äîáàâëåíà ôè÷à "Óêàçàòåëü æåðòâû" êîòîðàÿ ðèñóåò êîíóñ íàä æåðòâîé
    + Äîáàâëåíû íîâûå ìåòîäû äëÿ îáõîäà ðàçíûõ àíòè÷èòîâ
    + Ñäåëàíà åùå áîëüøàÿ âàëèäíîñòü ñòðåëüáû è îòïðàâêè ïóëü
    + Ñäåëàíî ïîÿâëåíèå áðûçã êðîâè â ðàíäîìíûõ ÷àñòÿõ òåëà 
    + Èñïðàâëåí áàã ñ êëàâèøíîé ñèñ-ìîé àêòèâàöèè 
    + Ñìåíåío èìÿ êîìàíäû äëÿ àêòèâàöèè/äåàêòèâàöèè íà /reaper
    + Óáðàí ïàðàìåòð RandomShot, òåïåðü åñëè RandomChance = 0 òî îí âûêëþ÷åí
    + Äîáàâëåíà ïîäñêàçêà ïî íîìåðàõ ìîäåëüíûõ ãðóï â êîíôèãóðàöèþ àèìà
*/
//////////////////////////////////////////////////////////////////////////////////////
repeat
wait 0
until SAMP.Available()
//////////////////////////////////////////////////////////////////////////////////////
const
    ActiveStatus = 31@
    LastTargetHandle = 28@
    HookDistance = 29@
    ShotDistance = 30@
    TargetPointer = 25@
    CamBack = 26@
    WallShot = 22@
    ValidCamera = 24@
    RandomChance = 13@
    SendRPC = 23@
    ModelGroup = 12@
    DrawBlood = 20@
    BloodDensity = 18@     
    AutoActivation = 17@
    ActivationMode = 10@
    GameKey = 9@
    ShowMessages = 16@
end 
/////////////////////////////////////////////////////////////////////////////////////////
0AB1: call @DefaultVarInit 0 returned 29@ 26@ 30@ 25@ 22@ 24@ 13@ 23@ 12@ 20@ 18@ 17@ 10@ 9@ 16@ 
0AB1: call @Config 0 returned 29@ 26@ 30@ 25@ 22@ 24@ 13@ 23@ 12@ 20@ 18@ 17@ 10@ 9@ 16@
0AB1: call @AutoMark 2 AutoActivation ActiveStatus ret_to ActiveStatus
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if ActivationMode == 1
then 0B34: samp register_client_command "w" to_label @cmd_hook
end
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
0BE2: raknet setup_outcoming_packet_hook @PACKET_SYNC_HOOK
print "~g~Ativado ~r~TECLA -> ~p~W" time 3000
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
while true
wait 0
    if SAMP.Available()
    then
        if 0B61: samp is_local_player_spawned
        then
            if TargetPointer == 1
            then
                if key_down 2
                then 0AB1: @GET_AIM_TARGET_ACTOR 2 IN_RADIUS_FROM_CROSSHAIR HookDistance WallShot _STORE_TO 7@
                end
                if and
                    ActiveStatus == 1
                    7@ <> -1
                    056D: actor 7@ defined
                    key_down 2
                then
                    Marker.Disable(8@)
                    8@ = Marker.CreateAboveActor(7@)
                    Marker.SetColor(8@, 0xFFAFFB)
                else Marker.Disable(8@)
                end 
            end
            if GameKey <> -1
            then 
                if ActivationMode == 2
                then 
                    if key_down GameKey
                    then
                        0B12: ActiveStatus = ActiveStatus XOR 1
                        if ShowMessages == 1
                        then
                            if ActiveStatus == 1
                            then print "~y~A" time 1000
                            else print "~r~D" time 1000
                            end 
                        end
                        wait 228 
                    end 
                end
                if ActivationMode == 3
                then 0AB1: call @HookKeyModer 3 GameKey ShowMessages ActiveStatus ret_to ActiveStatus
                end
            end 
        end
    end
end
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:cmd_hook
if 0B61: samp is_local_player_spawned
then
    if ShowMessages == 1
    then
        if ActiveStatus == 0
        then print "~y~A" time 3000
        else print "~y~D" time 3000
        end 
    end  
0B12: ActiveStatus = ActiveStatus XOR 1
end
0B43: samp cmd_ret
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:HookKeyModer
0001: wait 0
if key_down 0@
then 2@ = 1
else 2@ = 0
end
if 1@ == 1
then
    if 2@ == 1
    then print "~g~Active" time 50
    end 
end 
0AB2: ret 1 2@
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:AutoMark
0001: wait 0
if 0@ == 1
then 0B12: 1@ = 1@ XOR 1
end 
0AB2: ret 1 1@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:DamageConvert
0001: wait 0   
0A96: 2@ = actor $PLAYER_ACTOR struct
2@ += 0x72C
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
0085: 1@ = 0@
if 2@ == 2
then 1@ += 25
end
if 2@ == 3
then 1@ += 36
end
1@ *= 112
1@ += 13150904
1@ += 0x22
0A8D: 1@ = read_memory 1@ size 2 virtual_protect 0
0093: 1@ = integer 1@ to_float
if and
0@ >= 22
0@ <> 25
0@ <> 26
0@ <> 27
0@ <= 34
then 1@ /= 3.0434782608695652173913043478261
end 
0AB2: ret 1 1@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:GiveTakeDamageRPC
0001: wait 0
0B3D: raknet 4@ = new_bit_stream 
0470: 25@ = actor $PLAYER_ACTOR current_weapon
0B40: raknet bit_stream 4@ write 0 type BS_TYPE_BOOL size 1
0B40: raknet bit_stream 4@ write 0@ type BS_TYPE_SHORT size 2 
0B40: raknet bit_stream 4@ write 1@ type BS_TYPE_FLOAT size 4
0B40: raknet bit_stream 4@ write 25@ type BS_TYPE_INT size 4
0B40: raknet bit_stream 4@ write 3 type BS_TYPE_INT size 4 
0B8A: raknet send_rpc 115 bit_stream 4@     
0B3E: raknet delete_bit_stream 4@
0AB2: ret 0 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:Detour
0001: wait 0
0AB1: call @DamageConvert 0 return_to 13@
0AB1: call @GiveTakeDamageRPC 2 0@ 13@
0AB2: ret 0       
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:SendSilentBullet
0001: wait 0     
00A0: store_actor 3@ position_to 9@ 10@ 11@
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@
0509: 15@ = distance_between_XY 4@ 5@ and_XY 9@ 10@
if 8035: 15@ >= 1@
then
    0470: 25@ = actor $PLAYER_ACTOR current_weapon
    0B2B: samp 8@ = get_player_id_by_actor_handle 3@
    0AC8: 17@ = allocate_memory_size 40
    0C0D: struct 17@ offset 0 size 1 = 1
    0C0D: struct 17@ offset 1 size 2 = 8@
    0C0D: struct 17@ offset 3 size 4 = 4@
    0C0D: struct 17@ offset 7 size 4 = 5@ 
    0C0D: struct 17@ offset 11 size 4 = 6@
    /////////////////////////////////////////
    0C0D: struct 17@ offset 15 size 4 = 9@ 
    0C0D: struct 17@ offset 19 size 4 = 10@
    0C0D: struct 17@ offset 23 size 4 = 11@
    /////////////////////////////////////////
    0098: 22@ = random_float 0.0 _to_ 0.5
    0098: 23@ = random_float 0.0 _to_ 0.5
    0098: 24@ = random_float 0.0 _to_ 0.5
    /////////////////////////////////////////
    0063: 28@ = 22@
    0063: 29@ = 23@
    0063: 30@ = 24@
    /////////////////////////////////////////
    0099: 27@ = random 0 to_ 10
    if 27@ >= 5
    then 
        22@ = -0.1
        0063: 22@ -= 28@
    end
    /////////////////////////////////////////
    0099: 27@ = random 0 to_ 10
    if 27@ >= 5
    then 
        23@ = -0.1
        0063: 23@ -= 29@
    end
    /////////////////////////////////////////
    0099: 27@ = random 0 to_ 10
    if 27@ >= 5
    then 
        24@ = -0.1
        0063: 24@ -= 30@
    end
    /////////////////////////////////////////
    0C0D: struct 17@ offset 27 size 4 = 22@ 
    0C0D: struct 17@ offset 31 size 4 = 23@
    0C0D: struct 17@ offset 35 size 4 = 24@ 
    /////////////////////////////////////////
    0C0D: struct 17@ offset 39 size 1 = 25@ 
    0B3D: raknet 12@ = new_bit_stream 
    0B40: raknet bit_stream 12@ write 206 type BS_TYPE_BYTE size 1     
    0B40: raknet bit_stream 12@ write 17@ type BS_TYPE_ARRAY size 40
    0B8B: raknet send bit_stream 12@
    0B3E: raknet delete_bit_stream 12@
    0AC9: free_allocated_memory 17@
    if 0@ == 1
    then 
        0099: 21@ = random 1 to_ 3
        0099: 16@ = random 1 to_ 3
        0099: 28@ = random 1 to_ 3
        09B8: create_blood_gush_at 9@ 10@ 11@ with_offset 21@ 16@ 18@ density 2@ on_actor 3@
    end
end
0AB2: ret 1 8@ 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:ModelGroup
0001: wait 0   
18@ = 1
if 0@ <> 0
then 
    0665: get_actor 1@ model_to 17@
    if 0@ == 1
    then 
        if or
            17@ == 105 
            17@ == 106 
            17@ == 107 
        then 18@ = 0
        end
    end
    if 0@ == 2
    then 
        if or
            17@ == 102 
            17@ == 103 
            17@ == 104 
        then 18@ = 0
        end
    end
    if 0@ == 3
    then 
        if or
            17@ == 114 
            17@ == 115 
            17@ == 116 
        then 18@ = 0
        end
    end
    if 0@ == 4
    then 
        if or
            17@ == 108 
            17@ == 109 
            17@ == 110 
        then 18@ = 0
        end
    end
    if 0@ == 5
    then 
        if or
            17@ == 173 
            17@ == 174 
            17@ == 175 
        then 18@ = 0
        end
    end
    if 0@ == 6
    then 
        if or
            17@ == 111 
            17@ == 112 
            17@ == 125 
            17@ == 126 
            17@ == 127 
        then 18@ = 0
        end
    end
    if 0@ == 7
    then 
        if or
            17@ == 113 
            17@ == 124
        then 18@ = 0
        end
    end
    if 0@ == 8
    then 
        if or
            17@ == 121 
            17@ == 122 
            17@ == 123 
            17@ == 117 
            17@ == 118 
            17@ == 120  
        then 18@ = 0
        end
    end
    if 18@ == 0
    then print "~G~Friendly Fire!" 1000
    end
end
0AB2: ret 1 18@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:PrepareToAIM
0001: wait 0
if 1@ == 1
then
    Actor.StorePos(0@, 2@, 3@, 4@)
    0AB1: call @CameraToPlayer 4 2@ 3@ 4@ 0.04253
end
0AB2: ret 0        
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:CameraToPlayer
0001: wait 0
0087: 8@ = 3@
068D: get_camera_position_to 3@ 4@ 5@
0063: 0@ -= 3@
0063: 1@ -= 4@
0604: get_Z_angle_for_point 0@ 1@ store_to 6@
6@ -= 90.0
0017: 6@ /= 57.2957795            
005B: 6@ += 8@                       
0A8D: 7@ = read_memory 0xB6F248 size 4 virtual_protect 0
0A25: set_camera_on_players_X_angle 7@ Z_angle 6@
0AB2: ret 0   
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 
:CamRestorer
0001: wait 0
0AB1: call @CameraToPlayer 4 0@ 1@ 2@ 0.04253
0AB2: ret 0 
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 
:PACKET_SYNC_HOOK
0001: wait 0
0BE5: raknet 2@ = get_hook_param PARAM_BITSTREAM
0BE5: raknet 3@ = get_hook_param PARAM_PACKETID
if 3@ == PACKET_WEAPONS_UPDATE
then
    if and
        ActiveStatus == 1 
        056D: actor LastTargetHandle defined
    then
        0BF3: raknet 4@ = bit_stream 2@ get_data_ptr
        0B2B: samp 26@ = get_player_id_by_actor_handle LastTargetHandle
        0C0D: struct 4@ offset 1 size 2 = 26@
        0BEA: raknet bit_stream 2@ reset_write_pointer
        0B40: raknet bit_stream 2@ write 4@ type BS_TYPE_ARRAY size 6
    end    
end   
if 3@ == PACKET_BULLET_SYNC
then
    if ActiveStatus == 1
    then 
        0AB1: @GET_AIM_TARGET_ACTOR 2 IN_RADIUS_FROM_CROSSHAIR HookDistance WallShot _STORE_TO 7@
        if 7@ <> -1
        then 008A: LastTargetHandle = 7@
        end
        if and
            LastTargetHandle <> -1
            056D: actor LastTargetHandle defined
        then 
            0AB1: call @ModelGroup 2 ModelGroup LastTargetHandle ret_to 6@
            if 6@ == 1
            then
                var
                    15@ : float
                    27@ : float
                    21@ : float
                end 
                068E: get_camera_target_point_to 15@ 27@ 21@
                if RandomChance == 0
                then 
                    0AB1: call @PrepareToAIM 2 LastTargetHandle ValidCamera
                    0AB1: call @SendSilentBullet 4 DrawBlood ShotDistance BloodDensity LastTargetHandle ret_to 0@
                else
                    0209: 19@ = random_int_in_ranges 0 10
                    if 002D: 19@ >= RandomChance
                    then
                        0AB1: call @PrepareToAIM 2 LastTargetHandle ValidCamera
                        0AB1: call @SendSilentBullet 4 DrawBlood ShotDistance BloodDensity LastTargetHandle ret_to 0@
                    end 
                end
                if SendRPC == 1
                then 0AB1: call @Detour 1 0@
                end
                if and
                    ValidCamera == 1
                    CamBack == 1
                then 0AB1: call @CamRestorer 3 15@ 27@ 21@
                end 
                0BE0: raknet hook_ret false
            end
        end
    end
end
0BE0: raknet hook_ret true
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:GET_AIM_TARGET_ACTOR
0001: wait 0
FOR 28@ = 0.0 TO 0@ STEP 8.0
    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@
            then
                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
                    1@ == 0
                    06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 1
                then   
                    if and
                        8118:  actor 31@ dead
                        02CB:  actor 31@ bounding_sphere_visible
                    then
                        04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0 
                        0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
                        0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
                        if 0035:  28@ >= 15@ 
                        then 0AB2: 1 31@     
                        end
                    end
                end
                if 1@ == 1
                then   
                    if and
                        8118:  actor 31@ dead
                        02CB:  actor 31@ bounding_sphere_visible
                    then
                        04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ 0.0 0.0 0.0 
                        0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 10@ Y 11@ Z 12@ store_screen_X_to 13@ Y_to 14@
                        0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
                        if 0035:  28@ >= 15@ 
                        then 0AB2: 1 31@     
                        end
                    end
                end
            end
            end
        end
    end
END
0AB2: 1 -1
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:getScreenXYFrom3DCoords
0001: wait 0
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 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@ 
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:DefaultVarInit
HookDistance = 60.0
ShotDistance = 120.0
TargetPointer = 0
CamBack = 0
WallShot = 1
ValidCamera = 0
RandomChance = 0
SendRPC = 1
ModelGroup = 0
DrawBlood = 1
BloodDensity = 120
AutoActivation = 0
ActivationMode = 1
GameKey = -1
ShowMessages = 1
ret 15 29@ 26@ 30@ 25@ 22@ 24@ 13@ 23@ 12@ 20@ 18@ 17@ 10@ 9@ 16@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
:Config
if 0AAB: file_exists "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" 
then 
    0AF0: 28@ = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "HookDistance" 
    0093: HookDistance = integer 28@ to_float 
    0AF0: 19@ = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ShotDistance" 
    0093: ShotDistance = integer 19@ to_float 
    0AF0: TargetPointer = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "TargetPointer"
    0AF0: CamBack = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "CamBack"  
    0AF0: WallShot = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "WallShot" 
    0AF0: ValidCamera = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ValidCamera" 
    0AF0: RandomChance = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "RandomChance" 
    0AF0: SendRPC = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "SendRPC" 
    0AF0: ModelGroup = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ModelGroup" 
    0AF0: DrawBlood = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "DrawBlood" 
    0AF0: BloodDensity = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "BloodDensity" 
    0AF0: AutoActivation = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "AutoActivation" 
    0AF0: ActivationMode = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ActivationMode"
    0AF0: GameKey = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "GameKey" 
    0AF0: ShowMessages = get_int_from_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ShowMessages" 
else
    0AF1: write_int 60 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "HookDistance" 
    0AF1: write_int 120 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ShotDistance" 
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "TargetPointer"
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "CamBack" 
    0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "WallShot" 
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ValidCamera" 
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "RandomChance" 
    0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "SendRPC" 
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ModelGroup" 
    0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "DrawBlood" 
    0AF1: write_int 120 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "BloodDensity" 
    0AF1: write_int 0 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "AutoActivation" 
    0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ActivationMode"
    0AF1: write_int -1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "GameKey" 
    0AF1: write_int 1 to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "Settings" key "ShowMessages"
    //////////////////////////////////////////////////////////////////////////////////////////////////////////
    0AF5: write_string "1" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Grove"
    0AF5: write_string "2" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Ballas"
    0AF5: write_string "3" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Aztec"
    0AF5: write_string "4" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Vagos"
    0AF5: write_string "5" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Rifa"
    0AF5: write_string "6" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "RM"
    0AF5: write_string "7" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "LCN"
    0AF5: write_string "8" to_ini_file "CLEO\AimConfig_v7.0[by_0pc0d3R].ini" section "ModelGroups" key "Yakuza"
end 
ret 15 29@ 26@ 30@ 25@ 22@ 24@ 13@ 23@ 12@ 20@ 18@ 17@ 10@ 9@ 16@
/////////////////////////////////// Happy End ! ////////////////////////////////////////////////////////////////////////////////////////////////

This line: then 0B34: samp register_client_command "w" to_label @cmd_hook

To key_pressed 113

Can someone help me? Thanks!
 
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