alkatrazzz
New member
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.
This line: then 0B34: samp register_client_command "w" to_label @cmd_hook
To key_pressed 113
Can someone help me? Thanks!
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!
Last edited: