noobish said:It was made by opcode. It shoots automatically when your corsair pointed into the enemy (like TriggerFinger)
how do i disable or remove that?
{$CLEO .cs}
0000:
CONST
K_AIM = 6
K_JUMP = 14
END
10@ = @CalcYXCameraAngle
11@ = @SmoothAngles
12@ = @START
0661: NOP "MADE BY OPCODE.EXE"
0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE"
0661: NOP "CANT_UNDERSTAND_THE_SCRIPT? :D"
:START
IF
0ADC: test_cheat "aim"
then
IF
30@ == TRUE
THEN
30@ = FALSE
ELSE
30@ = TRUE
END
PRINTF "~r~S~w~moothAim: state %d" 1337 30@
end
IF AND
30@ == TRUE
00E1: player 0 pressed_key K_AIM
THEN
IF
0AD2: 0@ = player $PLAYER_CHAR targeted_actor //IF and SET
THEN
IF and
8118: actor 0@ dead
02CB: actor 0@ bounding_sphere_visible
THEN
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.15
0AB1: 10@ 3 for_position 1@ 2@ 3@ Y 5@ X 4@
0AB1: 11@ 3 X 4@ Y 5@ Power 6.0 as_ 4@ 5@
0A25: set_camera_on_players_X_angle 5@ Z_angle 4@
0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1 _STORE_TO 2@ 3@ 4@ // CENTER
0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 6 _STORE_TO 5@ 6@ 7@ // HEAD
0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 2@ Y 3@ Z 4@ store_screen_X_to 2@ Y_to 3@
0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 5@ Y 6@ Z 7@ store_screen_X_to 4@ Y_to 5@
03F0: enable_text_draw 1
0509: 6@ = distance_between_XY 2@ 3@ ND 4@ 5@
0087: 7@ = 6@
6@ /= 2.0
7@ *= 2.0
038E: draw_box_position 2@ 3@ size 6@ 7@ RGBA 0 0 0 100
IF
05A5: is_area_center 339.0 178.5 scale 1.0 1.0 overlaping_area_center 2@ 3@ scale 6@ 7@
THEN
8@ = 12006488
8@ += 34 // FIRE_BULLET
0A8C: write_memory 8@ size 1 value 255 virtual_protect 0
END
END
END
END
hex
0100 04 00
end
JUMP 12@
:CalcYXCameraAngle
20@ = @getYAngleBetweenPoints
21@ = @getZAngleBetweenPoints
068D: get_camera_position_to 9@ 10@ 11@
0AB1: 20@ 6 from_XYZ 0@ 1@ 2@ and_XYZ 9@ 10@ 11@ store_to 12@
0AB1: 21@ 4 from_XY 0@ 1@ and_XY 9@ 10@ store_to 13@
12@ -= 270.0
13@ -= 90.0
JUMP @SPLIT
0661: NOP "MADE BY OPCODE.EXE"
0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE"
:SPLIT
0017: 12@ /= 57.2957795
0017: 13@ /= 57.2957795
22@ = @FixRadian
23@ = @ADD_CROSSHAIR_OFFSET
0AB1: 22@ 2 12@ 13@ _AS 12@ 13@
0AB1: 23@ 2 12@ 13@ _x_ 12@ 13@
0AB2: 2 12@ 13@
:FixRadian
IF 0@ > 3.14159265359
THEN 0@ -= 6.28318530717958647693
END
IF
0@ < -3.14159265359
THEN 0@ += 6.28318530717958647693
END
IF 1@ > 3.14159265359
THEN 1@ -= 6.28318530717958647693
END
IF
1@ < -3.14159265359
THEN 1@ += 6.28318530717958647693
END
0AB2: 2 0@ 1@
:ADD_CROSSHAIR_OFFSET
0470: 31@ = actor $PLAYER_ACTOR current_weapon
IF AND
31@ >= 22
31@ <= 29
THEN
0@ -= 0.07780
1@ += 0.04253
END
IF
31@ == 32
THEN
0@ -= 0.07780
1@ += 0.04253
END
IF AND
31@ >= 30
31@ <= 31
THEN
0@ -= 0.05200
1@ += 0.02800
END
20@ = @FixRadian
IF
31@ == 33
THEN
0@ -= 0.03570 // country rifle
1@ += 0.01897 // country rifle
END
0AB1: 20@ 2 0@ 1@ _AS 0@ 1@
0AB2: 2 0@ 1@
:getYAngleBetweenPoints
0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 2@ -= 5@
0604: get_Z_angle_for_point 6@ 2@ store_to 7@
0AB2: ret 1 7@
:getZAngleBetweenPoints
0063: 0@ -= 2@
0063: 1@ -= 3@
0604: get_Z_angle_for_point 0@ 1@ store_to 4@
0AB2: ret 1 4@
:SmoothAngles
0A8D: 15@ = read_memory 0xB6F258 size 4 virtual_protect 0
0A8D: 16@ = read_memory 0xB6F248 size 4 virtual_protect 0
0063: 0@ -= 15@
0063: 1@ -= 16@
20@ = @FixRadian
0AB1: 20@ 2 0@ 1@ _AS 0@ 1@
0073: 0@ /= 2@
0073: 1@ /= 2@
005B: 0@ += 15@ // (float)
005B: 1@ += 16@ // (float)
0AB1: 20@ 2 0@ 1@ _AS 0@ 1@
0AB2: 2 0@ 1@
//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
:getScreenXYFrom3DCoords
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@
0073: 13@ /= 15@
006B: 3@ *= 12@
006B: 4@ *= 13@
0AB2: ret 2 3@ 4@
:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@
Opcode.eXe said:You just take the source code:
PHP:{$CLEO .cs} 0000: CONST K_AIM = 6 K_JUMP = 14 END 10@ = @CalcYXCameraAngle 11@ = @SmoothAngles 12@ = @START 0661: NOP "MADE BY OPCODE.EXE" 0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE" 0661: NOP "CANT_UNDERSTAND_THE_SCRIPT? :D" :START IF 0ADC: test_cheat "aim" then IF 30@ == TRUE THEN 30@ = FALSE ELSE 30@ = TRUE END PRINTF "~r~S~w~moothAim: state %d" 1337 30@ end IF AND 30@ == TRUE 00E1: player 0 pressed_key K_AIM THEN IF 0AD2: 0@ = player $PLAYER_CHAR targeted_actor //IF and SET THEN IF and 8118: actor 0@ dead 02CB: actor 0@ bounding_sphere_visible THEN 04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.15 0AB1: 10@ 3 for_position 1@ 2@ 3@ Y 5@ X 4@ 0AB1: 11@ 3 X 4@ Y 5@ Power 6.0 as_ 4@ 5@ 0A25: set_camera_on_players_X_angle 5@ Z_angle 4@ 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 1 _STORE_TO 2@ 3@ 4@ // CENTER 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 0@ BONE 6 _STORE_TO 5@ 6@ 7@ // HEAD 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 2@ Y 3@ Z 4@ store_screen_X_to 2@ Y_to 3@ 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 5@ Y 6@ Z 7@ store_screen_X_to 4@ Y_to 5@ 03F0: enable_text_draw 1 0509: 6@ = distance_between_XY 2@ 3@ ND 4@ 5@ 0087: 7@ = 6@ 6@ /= 2.0 7@ *= 2.0 038E: draw_box_position 2@ 3@ size 6@ 7@ RGBA 0 0 0 100 IF 05A5: is_area_center 339.0 178.5 scale 1.0 1.0 overlaping_area_center 2@ 3@ scale 6@ 7@ THEN 8@ = 12006488 8@ += 34 // FIRE_BULLET 0A8C: write_memory 8@ size 1 value 255 virtual_protect 0 END END END END hex 0100 04 00 end JUMP 12@ :CalcYXCameraAngle 20@ = @getYAngleBetweenPoints 21@ = @getZAngleBetweenPoints 068D: get_camera_position_to 9@ 10@ 11@ 0AB1: 20@ 6 from_XYZ 0@ 1@ 2@ and_XYZ 9@ 10@ 11@ store_to 12@ 0AB1: 21@ 4 from_XY 0@ 1@ and_XY 9@ 10@ store_to 13@ 12@ -= 270.0 13@ -= 90.0 JUMP @SPLIT 0661: NOP "MADE BY OPCODE.EXE" 0661: NOP "UGBASE.EU | YOUTUBE.COM/OPCODEXE" :SPLIT 0017: 12@ /= 57.2957795 0017: 13@ /= 57.2957795 22@ = @FixRadian 23@ = @ADD_CROSSHAIR_OFFSET 0AB1: 22@ 2 12@ 13@ _AS 12@ 13@ 0AB1: 23@ 2 12@ 13@ _x_ 12@ 13@ 0AB2: 2 12@ 13@ :FixRadian IF 0@ > 3.14159265359 THEN 0@ -= 6.28318530717958647693 END IF 0@ < -3.14159265359 THEN 0@ += 6.28318530717958647693 END IF 1@ > 3.14159265359 THEN 1@ -= 6.28318530717958647693 END IF 1@ < -3.14159265359 THEN 1@ += 6.28318530717958647693 END 0AB2: 2 0@ 1@ :ADD_CROSSHAIR_OFFSET 0470: 31@ = actor $PLAYER_ACTOR current_weapon IF AND 31@ >= 22 31@ <= 29 THEN 0@ -= 0.07780 1@ += 0.04253 END IF 31@ == 32 THEN 0@ -= 0.07780 1@ += 0.04253 END IF AND 31@ >= 30 31@ <= 31 THEN 0@ -= 0.05200 1@ += 0.02800 END 20@ = @FixRadian IF 31@ == 33 THEN 0@ -= 0.03570 // country rifle 1@ += 0.01897 // country rifle END 0AB1: 20@ 2 0@ 1@ _AS 0@ 1@ 0AB2: 2 0@ 1@ :getYAngleBetweenPoints 0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@ 0063: 2@ -= 5@ 0604: get_Z_angle_for_point 6@ 2@ store_to 7@ 0AB2: ret 1 7@ :getZAngleBetweenPoints 0063: 0@ -= 2@ 0063: 1@ -= 3@ 0604: get_Z_angle_for_point 0@ 1@ store_to 4@ 0AB2: ret 1 4@ :SmoothAngles 0A8D: 15@ = read_memory 0xB6F258 size 4 virtual_protect 0 0A8D: 16@ = read_memory 0xB6F248 size 4 virtual_protect 0 0063: 0@ -= 15@ 0063: 1@ -= 16@ 20@ = @FixRadian 0AB1: 20@ 2 0@ 1@ _AS 0@ 1@ 0073: 0@ /= 2@ 0073: 1@ /= 2@ 005B: 0@ += 15@ // (float) 005B: 1@ += 16@ // (float) 0AB1: 20@ 2 0@ 1@ _AS 0@ 1@ 0AB2: 2 0@ 1@ //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@ :GET_BONE_POS 0085: 10@ = 0@ // (int) 0085: 15@ = 1@ // (int) 1@ = 0.0 // X offset 2@ = 0.0 // Y offset {THX TO: WESSER} 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@
and remove the triggerbot function.