CLEO Help Trigger Indicator

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JaggerJam

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Hello fellows, I used an open source triggerbot for sniper which uses the distance between the bones to calculate area where if sniper is on player to shoot (like 05A5. So the problem is that I can't find the depth of the skin and this is a little bit annoying when the snippet doesn't return true result.

So I want to improve the indicator to show exactly if the sniper is on player. Actually problem doesn't persist when I'm face to face on player, bcs I'm getting the full range. Can anyone help me?


Snippet:

Code:
:target
{
0ab1: call @target 1 {pHandle}0@
}
Actor.StorePos(0@, 31@, 30@, 29@)
Actor.StorePos($PLAYER_ACTOR, 28@, 27@, 26@)
if and
02CB:   actor 0@ bounding_sphere_visible
06BD:   no_obstacles_between 31@ 30@ 29@ and 28@ 27@ 26@ solid 1 car 0 actor 0 object 0 particle 0
then
    0A96: 15@ = actor 0@ struct
   
    0AC7: 16@ = var 16@ offset
    0AA6: call_method 0x5E4280 struct 15@ num_params 3 pop 0 1 26 16@ // 16@ 17@ 18@ x y z
    0B55: convert_3D_coords 16@ 17@ 18@ to_screen 16@ 17@
    0B5F: convert_window_screen_coords 16@ 17@ to_game_screen_coords 19@ 20@ // 22
   
    0AC7: 16@ = var 16@ offset
    0AA6: call_method 0x5E4280 struct 15@ num_params 3 pop 0 1 34 16@ // 16@ 17@ 18@ x y z
    0B55: convert_3D_coords 16@ 17@ 18@ to_screen 16@ 17@
    0B5F: convert_window_screen_coords 16@ 17@ to_game_screen_coords 16@ 17@ // 32
   
    0509: 21@ = distance_between_XY 16@ 17@ 19@ 20@ //21@ - WIGHT
   
    0AC7: 16@ = var 16@ offset
    0AA6: call_method 0x5E4280 struct 15@ num_params 3 pop 0 1 54 16@ // 16@ 17@ 18@ x y z
    0B55: convert_3D_coords 16@ 17@ 18@ to_screen 16@ 17@
    0B5F: convert_window_screen_coords 16@ 17@ to_game_screen_coords 19@ 20@ // 22
   
    0AC7: 16@ = var 16@ offset
    0AA6: call_method 0x5E4280 struct 15@ num_params 3 pop 0 1 6 16@ // 16@ 17@ 18@ x y z
    0B55: convert_3D_coords 16@ 17@ 18@ to_screen 16@ 17@
    0B5F: convert_window_screen_coords 16@ 17@ to_game_screen_coords 16@ 17@ // 32
   
    0509: 22@ = distance_between_XY 16@ 17@ 19@ 20@ //22@ - HEIGHT
   
    0AC7: 16@ = var 16@ offset
    0AA6: call_method 0x5E4280 struct 15@ num_params 3 pop 0 1 3 16@ // 16@ 17@ 18@ x y z
    0B55: convert_3D_coords 16@ 17@ 18@ to_screen 16@ 17@
    0B5F: convert_window_screen_coords 16@ 17@ to_game_screen_coords 16@ 17@ // 32
    {16@ 17@ 21@ 22@}
    0B5E: get_cursor_pos 5@ 4@
   
    16@ -= 320.0
    17@ -= 224.0
    0097: make 16@ absolute_float
    0097: make 17@ absolute_float
    21@ /= 2.0
    22@ /= 2.0
   
   
    if and
    8035: 16@ <= 21@
    8035: 17@ <= 22@
    then
        ret_t
    else
        ret_f
    end
else
    ret_f
end
ret 0

P.S. Have tried to use the coords of 3D ESP box, but the box itself is very big and I'm getting false "trigger". Also found some info about the Z angle, but idk how to implement this.
 

JaggerJam

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I decrypted OP-Hax a little, but there is a really mess )) Have tried to understand it, but some call functions are unreadable.. @Opcode.eXe can you help me?

Code:
:$OpcodeXe_2156
wait 0
0BFD: 31@ = get_global_var "Triggerbot"
if
  31@ == 1
else_jump @$OpcodeXe_2874
0BFD: 30@ = get_global_var "TrigKeySET"
if
key_down 30@
else_jump @$OpcodeXe_2874
0BFD: 30@ = get_global_var "TargetActorHandle"
0BFD: 29@ = get_global_var "TargetActorPlayerID"
if and
   SAMP.IsPlayerConnected(29@)
056D:   actor 30@ defined
else_jump @$OpcodeXe_2874
if
856D:   not actor 30@ defined
else_jump @$OpcodeXe_2372
chatmsg "Warning: Triggerbot ERROR! handle: %d, ID %d" -1 30@ 29@

:$OpcodeXe_2372
call @$OpcodeXe_12639 1 29@ 1@ 2@ 3@
call @$OpcodeXe_11757 2 30@ 1 4@ 5@ 6@
call @$OpcodeXe_11757 2 30@ 6 7@ 8@ 9@
005B: 4@ += 1@ // (float)
005B: 5@ += 2@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 1@ // (float)
005B: 8@ += 2@ // (float)
005B: 9@ += 3@ // (float)
SAMP.Convert3DCoordsToScreen(4@, 5@, 6@, 4@, 5@)
SAMP.Convert3DCoordsToScreen(7@, 8@, 9@, 7@, 8@)
0B5F: convert_window_screen_coords 4@ 5@ to_game_screen_coords 4@ 5@
0B5F: convert_window_screen_coords 7@ 8@ to_game_screen_coords 7@ 8@
0509: 9@ = distance_between_XY 4@ 5@ and_XY 7@ 8@
0087: 10@ = 9@ // (float)
9@ /= 4.0
10@ *= 2.1
call @$OpcodeXe_9426 0 11@ 12@
0B5F: convert_window_screen_coords 11@ 12@ to_game_screen_coords 11@ 12@
11@ += 0.5
12@ += 1.0
if
05A5:   is_area_center 11@ 12@ scale 15.0 15.0 overlaping_area_center 4@ 5@ scale 9@ 10@
else_jump @$OpcodeXe_2874
15@ = 1
0BFD: 13@ = get_global_var ">OnLowRecoil"
if
  13@ == 1
else_jump @$OpcodeXe_2774
0A8D: 14@ = read_memory 12045768 size 4 virtual_protect 0
if
  14@ > 1.5
else_jump @$OpcodeXe_2774
15@ = 0

:$OpcodeXe_2774
0BFD: 13@ = get_global_var ">setNoRecoil"
if
  13@ == 1
else_jump @$OpcodeXe_2827
0A8C: write_memory 12045768 size 4 value 0.0 virtual_protect 0

:$OpcodeXe_2827
if
  15@ == 1
else_jump @$OpcodeXe_2874
13@ = 12006488
13@ += 34
0A8C: write_memory 13@ size 1 value 255 virtual_protect 0
 
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