auto scroll (2-2)

Opcode.eXe

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Uhm.. ??
Get your current weapon id and check if its a sawn off
then get your current ammo in gun and check if its 2
then let go rightclick, scroll up, and scroll down, force rightclick again
done
 
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Parazitas

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Old code
Code:
{$CLEO .cs}

0000: NOP 
thread "TEST" 
wait 2000 

0B34: "mycmd" @OK


:TEST_23
wait 0 
if and
   13@ == TRUE
   SAMP.Available
   SAMP.IsLocalPlayerSpawned
jf @TEST_23
print "~w~SCROLL ~g~ON" 1337
wait 500 
goto @TEST_56 

:TEST_56
wait 0 
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8E: 1@ = 0@ + 0x0718
0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
1@ *= 0x1C
0A8E: 2@ = 0@ + 0x5A0
005a: 2@ += 1@
2@ += 0x8
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
if and 
2@ == 2
0491:   actor $PLAYER_ACTOR has_weapon 26
jf @TEST_160
0470: 5@ = actor $PLAYER_ACTOR current_weapon 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
wait 100 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 5@  
goto @TEST_56 

:TEST_160
wait 0 
if 
13@ == FALSE
jf @TEST_56
print "~w~SCROLL ~r~OFF" 1337
wait 500
goto @TEST_23

:OK
0B12: 13@ = 13@ XOR TRUE

0B43:
 
D

Deleted member 34507

Guest
// Maybe this can help you..
C++:
if (cheat_state->_generic.AutoScroll == 1)

    {



        static bool state_of_weapon = false;



        actor_info *ped = actor_info_get(ACTOR_SELF, NULL);

        static DWORD timer = 0;



        if (ped->weapon[3].id == 26 && ped->weapon[3].ammo_clip <= 2)

        {

            if (KEY_DOWN(VK_RBUTTON))

                return;



            if (GetTickCount() - 450 > timer) // 450 = Delay

            {



                if (state_of_weapon == false)

                {

                    pPedSelf->SetCurrentWeaponSlot(eWeaponSlot(0));

                    state_of_weapon = true;

                    timer = GetTickCount();

                }

                else

                {

                    if (state_of_weapon == true)

                    {

                        pPedSelf->SetCurrentWeaponSlot(eWeaponSlot(3));

                        state_of_weapon = false;

                        timer = GetTickCount();

                    }

                }

            }

        }

    }
 
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