Mira perfeita mas com cor fraca

    Compartilhe

    Convidado
    Convidado

    Mira perfeita mas com cor fraca

    Mensagem por Convidado em Qui 11 Jun 2015, 02:00

    Oi essa mira:

    // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
    {$CLEO .cs}

    //-------------MAIN---------------
    0000: NOP
    31@ = 6.0

    :NONAME_12
    wait 0
    gosub @NONAME_1200
    if
    15@ == 1
    else_jump @NONAME_711
    if
    0AB0: key_pressed 2
    else_jump @NONAME_711
    0AB1: call_scm_func @NONAME_807 1 400.0 0@
    if
    056D: actor 0@ defined
    else_jump @NONAME_711

    :NONAME_90
    wait 0
    if
    856D: not actor 0@ defined
    else_jump @NONAME_117
    jump @NONAME_711

    :NONAME_117
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.3
    068D: get_camera_position_to 4@ 5@ 6@
    if or
    Actor.Driving(0@)
    Actor.Dead(0@)
    82CB: not actor 0@ bounding_sphere_visible
    8AB0: not key_pressed 2
    86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
    else_jump @NONAME_224
    jump @NONAME_711

    :NONAME_224
    if
    0AB0: key_pressed 1
    else_jump @NONAME_271
    29@ = 55
    28@ = 255
    27@ = 1.5
    jump @NONAME_296

    :NONAME_271
    29@ = 255
    28@ = 55
    27@ = 1.0

    :NONAME_296
    if
    31@ > 8.0
    else_jump @NONAME_324
    30@ = 1

    :NONAME_324
    if
    not 31@ >= 6.0
    else_jump @NONAME_352
    30@ = 0

    :NONAME_352
    if
    30@ == 0
    else_jump @NONAME_380
    31@ += 0.05

    :NONAME_380
    if
    30@ == 1
    else_jump @NONAME_408
    31@ -= 0.05

    :NONAME_408
    03F0: enable_text_draw 1
    04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
    0AB1: call_scm_func @NONAME_1444 3 1@ 2@ 3@ 4@ 5@
    0087: 1@ = 4@ // (float)
    005B: 1@ += 31@ // (float)
    038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
    0087: 1@ = 4@ // (float)
    0063: 1@ -= 31@ // (float)
    038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
    0087: 1@ = 5@ // (float)
    005B: 1@ += 31@ // (float)
    038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
    0087: 1@ = 5@ // (float)
    0063: 1@ -= 31@ // (float)
    038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
    if
    0AB0: key_pressed 1
    else_jump @NONAME_704
    0AB1: call_scm_func @NONAME_1349 0 1@ 2@ 3@
    3@ -= 0.4
    0AB1: call_scm_func @NONAME_718 4 0@ 1@ 2@ 3@

    :NONAME_704
    jump @NONAME_90

    :NONAME_711
    jump @NONAME_12

    :NONAME_718
    0A96: 4@ = actor 0@ struct
    4@ += 20
    0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
    4@ += 48
    0A8C: write_memory 4@ size 4 value 1@ virtual_protect 0
    4@ += 4
    0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
    4@ += 4
    0A8C: write_memory 4@ size 4 value 3@ virtual_protect 0
    0AB2: ret 0

    :NONAME_807
    28@ = 0.0

    :NONAME_817
    0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
    29@ += 4
    0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
    30@ = 0

    :NONAME_857
    0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
    29@ += 1
    if and
    31@ >= 0
    128 > 31@
    else_jump @NONAME_1143
    005A: 31@ += 30@ // (int)
    if
    056D: actor 31@ defined
    else_jump @NONAME_1143
    if
    803C: not $PLAYER_ACTOR == 31@ // (int)
    else_jump @NONAME_1143
    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
    06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
    not Actor.Driving(31@)
    not Actor.Dead(31@)
    02CB: actor 31@ bounding_sphere_visible
    else_jump @NONAME_1143
    04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
    0AB1: call_scm_func @NONAME_1444 3 10@ 11@ 12@ 13@ 14@
    0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
    if
    0035: 28@ >= 15@ // (float)
    else_jump @NONAME_1143
    0AB2: ret 1 31@

    :NONAME_1143
    30@ += 256
    30@ > 35584
    else_jump @NONAME_857
    28@ += 8.0
    001D: 28@ > 0@ // (int)
    else_jump @NONAME_817
    0AB2: ret 1 -1

    :NONAME_1200
    if
    0ADC: test_cheat "AIM"
    else_jump @NONAME_1347
    if
    15@ == 0
    else_jump @NONAME_1292
    15@ = 1
    018C: play_sound 1083 at 0.0 0.0 0.0
    0ACD: show_text_highpriority "PRO-AIM ENABLED" time 1337
    jump @NONAME_1342

    :NONAME_1292
    15@ = 0
    018C: play_sound 1084 at 0.0 0.0 0.0
    0ACD: show_text_highpriority "PRO-AIM DISABLED" time 1337

    :NONAME_1342
    wait 350

    :NONAME_1347
    return

    :NONAME_1349
    Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
    0A9F: 5@ = current_thread_pointer
    5@ += 80
    0A8E: 6@ = 5@ + 12 // int
    4@ = 2.5
    0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 6@ 5@ 3@ 2@ 1@ 4@
    0AB2: ret 3 8@ 9@ 10@

    :NONAME_1444
    0AC7: 14@ = var 0@ offset
    0AC7: 15@ = var 3@ offset
    0AC7: 16@ = var 6@ offset
    0AC7: 17@ = var 9@ offset
    0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
    12@ = 640.0
    13@ = 448.0
    0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
    0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
    0093: 14@ = integer 14@ to_float
    0093: 15@ = integer 15@ to_float
    0073: 12@ /= 14@ // (float)
    0073: 13@ /= 15@ // (float)
    006B: 3@ *= 12@ // (float)
    006B: 4@ *= 13@ // (float)
    0AB2: ret 2 3@ 4@

    Ela é perfeita efunciona 100% mas será que daria pra trocar o ponto que marca o local onde o player está durante o disparo?
    Ela fica assim:



    Quando vc mira no player fica um quadrado verde no player e tá bom assim.
    Quando vc atira fica um quadrado vermelho onde o player estiver na minha visão mas o quadrado é tão sutil que eu as vezes nem enxergo ele porque estou no meio do tiroteio então será que teria como trocar o quadrado vermelho por essa magem:



    ou pelo menos por esse:



    Obrigado.

    Convidado
    Convidado

    Re: Mira perfeita mas com cor fraca

    Mensagem por Convidado em Qui 11 Jun 2015, 02:15

    Desculpem-me pelo engano. Obrigado.

      Data/hora atual: Ter 27 Jun 2017, 21:20