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Исходник Full aimbot code leak

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10 Апр 2017
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Use!
#include "../stdafx.h"

void aimbot::drop_current(void)
{
best_player = NULL;
my_current_aim._init(0,0,0);

if ( m_pCvars->aim_randomizer->GetBool() )
{
if ( used_bone_index >= 20 )
{
used_bone_index = 0;
}
else
{
used_bone_index += 1;
}
}
else
{
used_bone_index = m_pCvars->aim_point->GetInt();
}
return;
}

bool aimbot::is_aimbot_enabled(void)
{
entity_info* me = m_pEntList->get_local();

if( !me || !me->is_alive() )
{
return false;
}

if ( m_pCvars->aim_bot->GetInt() == 0 )
{
return false;
}

if ( m_pCvars->aim_dont_aim_duck->GetBool() )
{
if( chk_flags(me->Getflags(),FL_DUCKING) )
{
return false;
}
}

if ( !m_pEntList->local.has_no_ammo() )
{
return false;
}

if( !m_pCvars->aim_miscweapon->GetBool() && m_pEntList->local.has_misc_weapon() )
{
return false;
}

return
m_pCvars->aim_bot->GetInt() == 1 || //alltime
m_pCvars->aim_bot->GetInt() == 2 && KEYDOWN( 0x01 ) || //mouse 1
m_pCvars->aim_bot->GetInt() == 3 && KEYDOWN( 0x02 ) || //mouse 2
m_pCvars->aim_bot->GetInt() == 4 && KEYDOWN( 0x04 ) || //mouse 3
m_pCvars->aim_bot->GetInt() == 5 && KEYDOWN( 0x05 ) || //mouse 4
m_pCvars->aim_bot->GetInt() == 6 && KEYDOWN( 0x06 ); //mouse 5
}

entity_info* aimbot::get_first_avaiable(void)
{
entity_info* pl = NULL;
for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
{
//m_pExport->add_logA("player_index %i",player_index);
entity_info* pl = m_pEntList->get_entity(player_index);
if ( pl == NULL ) continue;
if ( !pl->is_a_player() ) continue;
if ( pl->is_local_player() ) continue;
if ( !pl->is_updated() ) continue;
if ( !pl->is_alive() ) continue;
if ( !check(pl) ) continue;
return pl;
}
return NULL;
}

entity_info* aimbot::get_nearest(void)
{
entity_info* thatguy = get_first_avaiable();

if ( thatguy != NULL )
{
for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
{
//m_pExport->add_logA("player_index %i",player_index);
entity_info* pl = m_pEntList->get_entity(player_index);
if ( pl == NULL ) continue;
if ( (thatguy == pl) ) continue;
if ( !pl->is_a_player() ) continue;
if ( pl->is_local_player() ) continue;
if ( !pl->is_updated() ) continue;
if ( !pl->is_alive() ) continue;
if ( !check(pl) ) continue;

//actual guy distance bigger ?
if ( pl->get_distance() < thatguy->get_distance() )
{
return pl;
}
}
}
return thatguy;
}
entity_info* aimbot::get_nearest_fov(void)
{
entity_info* thatguy = get_first_avaiable();

if ( thatguy != NULL )
{
for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
{
//m_pExport->add_logA("player_index %i",player_index);
entity_info* pl = m_pEntList->get_entity(player_index);
if ( pl == NULL ) continue;
if ( (thatguy == pl) ) continue;
if ( !pl->is_a_player() ) continue;
if ( pl->is_local_player() ) continue;
if ( !pl->is_updated() ) continue;
if ( !pl->is_alive() ) continue;
if ( !check(pl) ) continue;

//is not the nearest of my crosshair
if( pl->get_fov() <= thatguy->get_fov() )
{
return pl;
}
}
}
return thatguy;
}

entity_info* aimbot::get_lower_health(void)
{
entity_info* thatguy = get_first_avaiable();

if ( thatguy != NULL )
{
for( size_t player_index = 0; player_index < ENTITY_LIST; player_index++ )
{
//m_pExport->add_logA("player_index %i",player_index);
entity_info* pl = m_pEntList->get_entity(player_index);
if ( pl == NULL ) continue;
if ( (thatguy == pl) ) continue;
if ( !pl->is_a_player() ) continue;
if ( pl->is_local_player() ) continue;
if ( !pl->is_updated() ) continue;
if ( !pl->is_alive() ) continue;
if ( !check(pl) ) continue;

//is not the low life player
if ( pl->Gethealth() <= thatguy->Gethealth() )
{
return pl;
}
}
}
return thatguy;
}

bool aimbot::search_best_player(void)
{
entity_info* me = m_pEntList->get_local();

if ( !is_aimbot_enabled()
|| me == NULL
|| me->is_alive() == false
|| best_player != NULL )
{
return false;
}
else
{
int typeval = m_pCvars->aim_at_best_player->GetInt();
if ( typeval == 0 )
{
best_player = get_first_avaiable();

return (best_player != NULL)
? true
: false;
}
else
{
if ( typeval == 1 )
{
best_player = get_nearest();

return (best_player != NULL)
? true
: false;
}
else
{
if ( typeval == 2 )
{
best_player = get_lower_health();

return (best_player != NULL)
? true
: false;
}
else
{
if ( typeval == 3 )
{
best_player = get_nearest_fov();

return (best_player != NULL)
? true
: false;
}
else
{
best_player = NULL;
return false;
}
}
}
}
}
return false;
}

bool aimbot::is_this_visible(entity_info* target)
{
entity_info* me = m_pEntList->get_local();

if ( target == NULL || me == NULL )
{
return false;
}

if ( m_pCvars->aim_thru->GetBool() )
{
return true;
}

if ( target->is_visible() )
{
return true;
}

if ( !m_pCvars->aim_autowall->GetBool() )
{
return false;
}

Vector mr = me->GetEyesPos()._Convert<Vector>( );
Vector tg = target->GetEyesPos()._Convert<Vector>( );

Ray_t ray;
ray.Init(mr,tg);

trace_t tr;

__TRY;
valve_games_interfaces::m_pEnginetrace->TraceRay(ray,MASK_NPCWORLDSTATIC|MASK_VISIBLE_AND_NPCS|MASK_SHOT,0,&tr);
__CATCH;

if( tr.fraction >= 0.97 )
{
return true;
}

if( tr.fraction <= 0.70 )
{
return false;
}

if( tr.startsolid || tr.allsolid )
{
return false;
}

surfacedata_t* pSurfaceData = NULL;
short surf = 0;
surf = tr.surface.surfaceProps;

__TRY;
pSurfaceData = valve_games_interfaces::m_pPhysicAPI->GetSurfaceData(surf);
__CATCH;

if ( pSurfaceData->game.material == 'N'/*CHAR_TEX_SAND*/
|| pSurfaceData->game.material == 'C'/*CHAR_TEX_CONCRETE*/
|| pSurfaceData->game.material == 'D'/*CHAR_TEX_DIRT*/
|| pSurfaceData->game.material == 'F'/*CHAR_TEX_FLESH*/ )
{
return false;
}

Vector View = tg - mr;
float length = View.Length();

if( length <= 0 )
{
return false;
}

// penetrate to direction!
Vector position;
position[0] = tr.endpos[0] + Vector(View / length)[0] * 8.0f;
position[1] = tr.endpos[1] + Vector(View / length)[1] * 8.0f;
position[2] = tr.endpos[2] + Vector(View / length)[2] * 8.0f;

ray.Init(mr,position);

__TRY;
valve_games_interfaces::m_pEnginetrace->TraceRay(ray,CONTENTS_SOLID|CONTENTS_GRATE|CONTENTS_HITBOX,NULL,&tr);
__CATCH;

if( tr.fraction >= 0.97 )
{
return true;
}

if( tr.fraction <= 0.70 )
{
return false;
}

if( tr.startsolid || tr.allsolid )
{
return false;
}

surf = tr.surface.surfaceProps;

__TRY;
pSurfaceData = valve_games_interfaces::m_pPhysicAPI->GetSurfaceData(surf);
__CATCH;

if ( pSurfaceData->game.material == 'N'/*CHAR_TEX_SAND*/
|| pSurfaceData->game.material == 'C'/*CHAR_TEX_CONCRETE*/
|| pSurfaceData->game.material == 'D'/*CHAR_TEX_DIRT*/
|| pSurfaceData->game.material == 'F'/*CHAR_TEX_FLESH*/ )
{
return false;
}

if( !(target->get_distance() < m_pNospread->max_weapon_dist) )
{
return false;
}

if( 10 > (m_pNospread->damage * pow((float)m_pNospread->flBulletVelocity,(float)(tr.fraction * target->get_distance()))) )
{
return false;
}

return true;
}

bool aimbot::check(entity_info* target,bool triggerbot)
{
if( target == NULL )
{
return false;
}

entity_info* me = m_pEntList->get_local();
if( me == NULL )
{
return false;
}

int t3am = me->Getteam();
int team = target->Getteam();
if( team == -1 || t3am == -1 )
{
/*error.mdl no hitbox cuz no model :(*/
return false;
}

//check if we can
if ( m_pCvars->aim_team->GetInt() != 2 )
{
if( m_pCvars->aim_team->GetInt() == 0 && (team == t3am) )
{
return false;
}
if( m_pCvars->aim_team->GetInt() == 1 && (team != t3am) )
{
return false;
}
}

// don't waste our precious bullets
if ( m_pCvars->anti_deathmatch_spawn_protect->GetBool() )
{
if ( target->Gethealth() >= 101 )
{
return false;
}
}

// don't check / that ain't needed
if ( triggerbot == false )
{
if ( m_pCvars->aim_fov->GetFloat() <= 350 )
{
if( m_pCvars->aim_fov->GetFloat() <= target->get_fov() )
{
return false;
}
}
// can hit ?
if ( !is_this_visible(target) )
{
return false;
}
}

return true;
}

void VectorNormalize_Spinbot( vector_3d &vIn, vector_3d * vOut )
{
float flLen = vIn._length();

if( flLen == 0 )
{
vOut->_init(0,0,1);
return;
}

flLen = 1 / (flLen + FLT_EPSILON);

vOut->_init(vIn.x* flLen,vIn.y* flLen,vIn.z* flLen);
}

bool aimbot::aim_trigger_bot( vector_3d& end )
{
int val = m_pCvars->aim_triggerbot->GetInt();

// we continue if we plan to draw something
if ( !val && !m_pCvars->aim_draw_bots->GetBool() )
{
return false;
}

entity_info* me = m_pEntList->get_local();
if( me == NULL )
{
return false;
}

if( me->is_alive() == false )
{
return false;
}

vector_3d
s = me->GetEyesPos();

angles_3d
v = me->GetEyesAngle();

// w/ recoil and spread k
if ( val == 3 )
{
// why so serious? :p
if( m_pCvars->aim_norecoil->GetBool() )
{
v += m_pNospread->qreco;
}
if( m_pCvars->aim_nospread->GetBool() )
{
if ( m_pCvars->aim_manual_nospread_angles->GetBool() )
{
v += m_pNospread->qsprd;
}
else
{
v -= m_pNospread->qsprd;
}
}
}

vector_3d fw,ri,up;
v._angle_vectors(&fw,&ri,&up);

Vector vStart = s._Convert<Vector>();
Vector vEnd = vector_3d (s + (fw * 8192))._Convert<Vector>();

Ray_t ray;
ray.Init(vStart,vEnd);

trace_t tr;

__TRY;
valve_games_interfaces::m_pEnginetrace->TraceRay (ray,
MASK_NPCWORLDSTATIC|MASK_VISIBLE_AND_NPCS|MASK_SHOT
/*MASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX*/
/*CONTENTS_SOLID|CONTENTS_GRATE|CONTENTS_HITBOX*/,NULL,&tr);
__CATCH;

// to draw
end._init<Vector>(tr.endpos);

// dont go past here if you not intend to do anything else than draw
if ( !val )
{
return false;
}

if( tr.m_pEnt == NULL )
{
return false;
}

int index = tr.m_pEnt->entindex()/*index*/;
if( index < 0 )
{
return false;
}

entity_info* pl = m_pEntList->get_entity(index);

if( pl == NULL )
{
return false;
}

// dont shoot at barrels , weapons, etc...
if( pl->is_a_player() == false )
{
return false;
}

// is our enemy?
// is allowed to die?
if( check(pl,true) == false )
{
return false;
}

// not needed
// if( tr.fraction < 0.92 )
// {
// return;
// }

// this will enable aimbot / no checks
if ( val == 1 )
{
// bugged model?
int m = pl->get_max_hitboxes();
if( m == -1 )
{
return false;
}

// auto aim at that guy
// in the middle of the hitbox we point at
best_player = pl;
used_bone_index = tr.hitbox;
}

// die now thanks
return true;
}

void aimbot::spinbot( CUserCmd*cmd )
{
if( cmd == NULL )
{
return;
}

if ( !m_pCvars->aim_spinbot->GetBool() )
{
return;
}

int rand_factor = -360;
switch ( rand() % 5 )
{
case 0: rand_factor = -359.5416; break;
case 1: rand_factor = 359.5416; break;
case 2: rand_factor = -179.8137; break;
case 3: rand_factor = 179.8137; break;
case 4: rand_factor = -89.8549; break;
case 5: rand_factor = 89.8549; break;
}

angles_3d new_angles(0,0,0);
switch ( m_pCvars->aim_spinbot->GetInt() )
{
case 1:
// spin + invert view
new_angles.x = -cmd->viewangles.x;
new_angles.y = fmod(GetTickCount() / 0.001f* 360.0f, 360.0f);
new_angles.z = rand_factor;
break;
case 2:
// up / down,spin + invert view
new_angles.x = fmod(GetTickCount() / 0.001f* 60.0f, 60.0f);
new_angles.y = -cmd->viewangles.y;
new_angles.z = rand_factor;
break;
case 3:
// spin all the way out + invert view
new_angles.x = fmod(GetTickCount() / 0.001f* 60.0f, 60.0f);
new_angles.y = fmod(GetTickCount() / 0.001f* 360.0f, 360.0f);
new_angles.z = rand_factor;
break;
case 4:
// total inversion
new_angles.x = -cmd->viewangles.x;
new_angles.y = -cmd->viewangles.y;
new_angles.z = rand_factor;
break;
case 5:
// total inversion 2
new_angles.x = cmd->viewangles.x + rand_factor;
new_angles.y = cmd->viewangles.y + rand_factor;
new_angles.z = rand_factor;
break;
case 6:
// you may like pancakes?
new_angles.x = cmd->viewangles.x - rand_factor;
new_angles.y = cmd->viewangles.y + rand_factor;
new_angles.z = rand_factor;
break;
}

// current move
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;

// untouched viewangles
angles_3d viewangles(
cmd->viewangles.x,
cmd->viewangles.y,
cmd->viewangles.z);

vector_3d viewforward, viewright, viewup;
viewangles._angle_vectors(&viewforward, &viewright, &viewup);

// put our garbage instead of viewangles
cmd->viewangles = new_angles._Convert<QAngle>();

// garbage viewangles
viewangles._init(
cmd->viewangles.x,
cmd->viewangles.y,
cmd->viewangles.z);

//------------------------------------------//
// fix walking
vector_3d aimforward, aimright, aimup;
viewangles._angle_vectors(&aimforward, &aimright, &aimup);

vector_3d vForwardNorm, vRightNorm, vUpNorm;
extern void VectorNormalize_Spinbot(vector_3d&,vector_3d*);
VectorNormalize_Spinbot(viewforward, &vForwardNorm );
VectorNormalize_Spinbot(viewright , &vRightNorm );
VectorNormalize_Spinbot(viewup , &vUpNorm );

vector_3d
fw = vForwardNorm * vector_3d(forward,forward,forward),
ri = vRightNorm * vector_3d(right,right,right),
uu = vUpNorm * vector_3d(up,up,up);

// now we walk normally
cmd->forwardmove = fw._dot_product(aimforward) + ri._dot_product(aimforward) + uu._dot_product(aimforward);
cmd->sidemove = fw._dot_product(aimright) + ri._dot_product(aimright) + uu._dot_product(aimright);
cmd->upmove = fw._dot_product(aimup) + ri._dot_product(aimup) + uu._dot_product(aimup);
}

void aimbot::aiming_doit(CUserCmd* cmd)
{
if ( cmd == NULL )
{
return;
}

if( best_player == NULL )
{
return;
}

my_current_aim = get_aim_point( best_player );

if( my_current_aim._is_zero() )
{
return;
}

entity_info* me = m_pEntList->get_local();

if( me == NULL )
{
return;
}

if( !me->is_alive() )
{
return;
}

angles_3d meyes = me->GetEyesAngle();
if( meyes._is_zero() )
{
return;
}

//aim to kill
if ( aim_at_this(meyes,my_current_aim,cmd) )
{
// if triggerbot is 3 just fix inside aimbot,
// disable it for manual shot and triggerbot
int val = m_pCvars->aim_triggerbot->GetInt();
if ( val == 3 )
{
// fix angles
extern void fix_angles( CUserCmd* cmd );
fix_angles( cmd );
}
}
}

void aimbot::aiming_time(CUserCmd* cmd)
{
drop_current();

if( cmd != NULL )
{
// normal try
bool aimat = aim_trigger_bot(my_current_aim_draw);
if ( aimat )
{
// fire then,
add_flags(cmd->buttons,IN_ATTACK);
my_current_aim = my_current_aim_draw;
}

// will directly aim?
bool got = (best_player != NULL) ? true : false;
if ( got == false )
{
__TRY;
// or we will search a poor victim :p
got = search_best_player();
__CATCH;
}

// kill him already
if ( got == true )
{
__TRY;
aiming_doit(cmd);
__CATCH;
}
}

drop_current();
}

vector_3d aimbot::get_aim_point( entity_info* pl )
{
entity_info* me = m_pEntList->get_local();

if( pl == NULL || me == NULL )
{
return vector_3d(0,0,0);
}

vector_3d aimdot(0,0,0);
switch ( m_pCvars->aim_mode->GetInt() )
{
default:
case 0:
//BONE MODE
aimdot._vector_add(pl->bone_pos(used_bone_index));
break;
case 1:
//HITBOX MODE
aimdot._vector_add(pl->hitbox_pos(used_bone_index));
break;
case 2:
//VECTOR MODE
aimdot._vector_add(pl->GetAbsOrigin());
aimdot._vector_add(vector_3d(
m_pCvars->aim_vector_x->GetFloat(),
m_pCvars->aim_vector_y->GetFloat(),
m_pCvars->aim_vector_z->GetFloat()));

uint fl = pl->Getflags();
if ( fl )
{
if( !chk_flags(fl,FL_ONGROUND) )
{
aimdot._vector_add(vector_3d(0,0,25));
}
if( chk_flags(fl,FL_DUCKING) )
{
aimdot._vector_substract(vector_3d(0,0,25));
}
}
break;
}

if( m_pCvars->misc_aimbot_position_tweak->GetBool() )
{
aimdot._vector_add( vector_3d(
m_pCvars->misc_aimbot_position_tweak_x->GetFloat(),
m_pCvars->misc_aimbot_position_tweak_y->GetFloat(),
m_pCvars->misc_aimbot_position_tweak_z->GetFloat()));
}

if ( !aimdot._is_valid() || aimdot._is_zero() )
{
return vector_3d(0,0,0);
}

// only need it if it's moving & if no speedhack
if ( (pl->Getspeed() > 0 || me->Getspeed() > 0) )
{
INetChannelInfo* ntw = valve_games_interfaces::m_pEngine->GetNetChannelInfo();
if ( ntw )
{
// get latency
uint fLatency = ntw->GetLatency( FLOW_OUTGOING );
if ( fLatency > 5 && fLatency < 500 )
{
// apply predict
aimdot._vector_ma(aimdot,1 + fLatency);
}
else
{
if ( fLatency >= 499 )
{
// apply predict
aimdot._vector_ma(aimdot,1 + 500);
}
}
}
}

//aim to kill
return aimdot;
}

bool aimbot::aim_at_this(angles_3d& your_angles, vector_3d position, CUserCmd*cmd )
{
if( cmd == NULL )
{
return false;
}

if( !position._is_valid() || position._is_zero() )
{
return false;
}

entity_info* me = m_pEntList->get_local();

if ( me == NULL )
{
return false;
}

if ( me->is_alive() == false )
{
return false;
}

vector_3d aim = position;
vector_3d eyes = me->GetEyesPos();
Vector eye = eyes._Convert<Vector>();
QAngle old = cmd->viewangles;

// get aim angles
your_angles._calculate_angle(eyes,aim);

if( !your_angles._is_valid() || your_angles._is_zero() )
{
return false;
}

// slow aim is slow.
if( m_pCvars->misc_slow_aimbot_move->GetBool() )
{
angles_3d qDelta;
qDelta._init<QAngle>(your_angles._Convert<QAngle>() - cmd->viewangles);

while(qDelta.x > 180) qDelta.x -= 360;
while(qDelta.y > 180) qDelta.y -= 360;
while(qDelta.z > 180) qDelta.z -= 360;

while(qDelta.x < -180) qDelta.x += 360;
while(qDelta.y < -180) qDelta.y += 360;
while(qDelta.z < -180) qDelta.z += 360;

your_angles._init<QAngle>(
cmd->viewangles + qDelta._Convert<QAngle>() / m_pCvars->misc_slow_aimbot_move->GetFloat());

while(your_angles.x > 180) your_angles.x -= 360;
while(your_angles.y > 180) your_angles.y -= 360;
while(your_angles.z > 180) your_angles.z -= 360;

while(your_angles.x < -180) your_angles.x += 360;
while(your_angles.y < -180) your_angles.y += 360;
while(your_angles.z < -180) your_angles.z += 360;
}

// set aim angles
cmd->viewangles = your_angles._Convert<QAngle>();

// silent aim (set view yes/no)
if ( !m_pCvars->aim_silent->GetBool() )
{
QAngle bak = cmd->viewangles;
QAngle rec = bak - m_pNospread->qreco._Convert<QAngle>();

// remove visual recoil on aim , or not
if ( m_pCvars->aim_norecoil->GetInt() == 2 )
{
if( m_pCvars->misc_slow_aimbot_move->GetBool() )
{
// set aim angles
rec = bak;
}
else
{
// set aim angles , and remove punch angles
rec = bak - m_pNospread->qreco._Convert<QAngle>();
}
}
else
{
// set aim angles
rec = bak;
}

// traditional aim way
valve_games_interfaces::m_pEngine->SetViewAngles(rec);

//
// // and this too, but that's clearly not needed
// valve_games_interfaces::m_pPrediction->SetViewAngles(rec);
//
// // multiple things that are supposed to do the same action
// valve_games_interfaces::m_pRender->SetMainView(eye,rec);
//
// // we'll do that also
// valve_games_interfaces::m_pClient->SetCrosshairAngle(rec);
// one of them paint black over the screen(randomly on use),
// i let you find which one of them lulz
}

//////////////////////////////////////////////////////////////////////////
// Disconnect: Kicked by Console : [zBlock] Invalid Eye-Angles Detected.
C_BaseEntity* be = me->base_entity();

if ( be != NULL )
{
if ( hl2_offsets::m_iEyeAnglesX && hl2_offsets::m_iEyeAnglesY )
{
m_pExport->SetClass_float(be,hl2_offsets::m_iEyeAnglesX,old.x);
m_pExport->SetClass_float(be,hl2_offsets::m_iEyeAnglesY,old.y);

be->OnDataChanged( DATA_UPDATE_DATATABLE_CHANGED );
}
}

if ( !m_pCvars->aim_fire->GetBool() )
{
return true;
}

//ATTACK?
add_flags(cmd->buttons,IN_ATTACK);
return true;
}
 
Я не шарю обьясните, когда сливают такой код что с ним делать как из него сделать длл ну то есть скомпилить?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Я не шарю обьясните, когда сливают такой код что с ним делать как из него сделать длл ну то есть скомпилить?
Hit it in the visual studio (I do not know what version you have), and there you'll click "create a project" and everything:deilluminati:
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Пожалуйста, авторизуйтесь для просмотра ссылки.
why u help him? I dont want for one more p2c...
 
Чувак, можешь дать ссылку на визуал студио а то скачал ошибку выдало типо инета нет
и это не скомпилится просто так (._. )
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
why u help him? I dont want for one more p2c...
 

и это не скомпилится просто так (._. )
Так это понятно, просто у меня есть сурс перфект триггера вот не доходят руки скомпилить его
 
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