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Niclqs_12

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  1. client.lua: local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1 L0_1 = {} L1_1 = {} L2_1 = {} L3_1 = vector3 L4_1 = 372.8982 L5_1 = 280.748 L6_1 = 91.97 L3_1 = L3_1(L4_1, L5_1, L6_1) L2_1.Palo = L3_1 L3_1 = {} L4_1 = vector3 L5_1 = 364.1441 L6_1 = 275.8171 L7_1 = 91.97 L4_1 = L4_1(L5_1, L6_1, L7_1) L3_1.Palo = L4_1 L4_1 = {} L5_1 = vector3 L6_1 = 384.6561 L7_1 = 252.7216 L8_1 = 92.63 L5_1 = L5_1(L6_1, L7_1, L8_1) L4_1.Palo = L5_1 L1_1[1] = L2_1 L1_1[2] = L3_1 L1_1[3] = L4_1 L0_1.Posizioni = L1_1 L1_1 = false L2_1 = false L3_1 = 0 L4_1 = 0 L5_1 = Citizen L5_1 = L5_1.CreateThread function L6_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L0_2 = Config L0_2 = L0_2.TargetSystem if "ox_target" ~= L0_2 then L0_2 = Config L0_2 = L0_2.TargetSystem if "qb_target" ~= L0_2 then goto lbl_23 end end L0_2 = pairs L1_2 = L0_1.Posizioni L0_2, L1_2, L2_2, L3_2 = L0_2(L1_2) for L4_2, L5_2 in L0_2, L1_2, L2_2, L3_2 do L6_2 = addTargetForPole L7_2 = L5_2.Palo L8_2 = "pole_" L9_2 = L4_2 L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end goto lbl_94 ::lbl_23:: while true do L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 10 L0_2(L1_2) L0_2 = L1_1 if L0_2 then L0_2 = L2_1 if not L0_2 then L0_2 = L3_1 L1_2 = L4_1 if L0_2 == L1_2 then L0_2 = L3_1 if 0 ~= L0_2 then L0_2 = pairs L1_2 = L0_1.Posizioni L0_2, L1_2, L2_2, L3_2 = L0_2(L1_2) for L4_2, L5_2 in L0_2, L1_2, L2_2, L3_2 do L6_2 = GetEntityCoords L7_2 = PlayerPedId L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2() L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) L7_2 = L5_2.Palo L6_2 = L6_2 - L7_2 L6_2 = #L6_2 if L6_2 <= 1.0 then L6_2 = Drawing L6_2 = L6_2.draw3DText L7_2 = L5_2.Palo L8_2 = Config L8_2 = L8_2.Text3D L9_2 = 6 L10_2 = 1.0 L11_2 = 0.8 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) L6_2 = IsControlJustReleased L7_2 = 0 L8_2 = Config L8_2 = L8_2.DanceKey L6_2 = L6_2(L7_2, L8_2) if L6_2 then L6_2 = startPoleDance L7_2 = L5_2.Palo L6_2(L7_2) else L6_2 = IsControlJustReleased L7_2 = 0 L8_2 = Config L8_2 = L8_2.StopKey L6_2 = L6_2(L7_2, L8_2) if L6_2 then L6_2 = ClearPedTasksImmediately L7_2 = PlayerPedId L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2() L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) end end end end end end end else L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 500 L0_2(L1_2) end end ::lbl_94:: end L5_1(L6_1) function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L2_2 = vector3 L3_2 = A0_2.x L3_2 = L3_2 - 0.05 L4_2 = A0_2.y L4_2 = L4_2 - 0.3 L5_2 = A0_2.z L2_2 = L2_2(L3_2, L4_2, L5_2) L3_2 = Config L3_2 = L3_2.TargetSystem if "ox_target" == L3_2 then L3_2 = exports L3_2 = L3_2.ox_target L4_2 = L3_2 L3_2 = L3_2.addBoxZone L5_2 = {} L5_2.coords = L2_2 L6_2 = vec3 L7_2 = 0.5 L8_2 = 0.5 L9_2 = 2.0 L6_2 = L6_2(L7_2, L8_2, L9_2) L5_2.size = L6_2 L5_2.rotation = 0 L5_2.debug = false L6_2 = {} L7_2 = {} L7_2.name = A1_2 L7_2.event = "custom:event:startPoleDance" L8_2 = Config L8_2 = L8_2.Icon L7_2.icon = L8_2 L8_2 = Config L8_2 = L8_2.Text L7_2.label = L8_2 L6_2[1] = L7_2 L5_2.options = L6_2 L3_2(L4_2, L5_2) else L3_2 = Config L3_2 = L3_2.TargetSystem if "qb_target" == L3_2 then L3_2 = exports L3_2 = L3_2["qb-target"] L4_2 = L3_2 L3_2 = L3_2.AddBoxZone L5_2 = A1_2 L6_2 = L2_2 L7_2 = 0.5 L8_2 = 0.5 L9_2 = {} L9_2.name = A1_2 L9_2.heading = 0 L9_2.debugPoly = false L10_2 = L2_2.z L10_2 = L10_2 - 1.0 L9_2.minZ = L10_2 L10_2 = L2_2.z L10_2 = L10_2 + 1.0 L9_2.maxZ = L10_2 L10_2 = {} L11_2 = {} L12_2 = {} L12_2.event = "custom:event:startPoleDance" L13_2 = Config L13_2 = L13_2.Icon L12_2.icon = L13_2 L13_2 = Config L13_2 = L13_2.Text L12_2.label = L13_2 L11_2[1] = L12_2 L10_2.options = L11_2 L10_2.distance = 2.5 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) end end end addTargetForPole = L5_1 L5_1 = RegisterNetEvent L6_1 = "custom:event:startPoleDance" L5_1(L6_1) L5_1 = AddEventHandler L6_1 = "custom:event:startPoleDance" function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = vector3 L2_2 = A0_2.coords L2_2 = L2_2.x L2_2 = L2_2 + 0.05 L3_2 = A0_2.coords L3_2 = L3_2.y L3_2 = L3_2 + 0.3 L4_2 = A0_2.coords L4_2 = L4_2.z L1_2 = L1_2(L2_2, L3_2, L4_2) L2_2 = startPoleDance L3_2 = L1_2 L2_2(L3_2) end L5_1(L6_1, L7_1) function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L1_2 = PlayerPedId L1_2 = L1_2() L2_2 = LoadDict L3_2 = "mini@strip_club@pole_dance@pole_dance1" L2_2(L3_2) L2_2 = NetworkCreateSynchronisedScene L3_2 = A0_2 L4_2 = vector3 L5_2 = 0.0 L6_2 = 0.0 L7_2 = 0.0 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = 2 L6_2 = false L7_2 = true L8_2 = 1065353216 L9_2 = 0 L10_2 = 1.3 L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L3_2 = NetworkAddPedToSynchronisedScene L4_2 = L1_2 L5_2 = L2_2 L6_2 = "mini@strip_club@pole_dance@pole_dance1" L7_2 = "pd_dance_01" L8_2 = 1.5 L9_2 = -4.0 L10_2 = 1 L11_2 = 1 L12_2 = 1148846080 L13_2 = 0 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) L3_2 = NetworkStartSynchronisedScene L4_2 = L2_2 L3_2(L4_2) end startPoleDance = L5_1 function L5_1(A0_2) local L1_2, L2_2 while true do L1_2 = HasAnimDictLoaded L2_2 = A0_2 L1_2 = L1_2(L2_2) if L1_2 then break end L1_2 = Wait L2_2 = 0 L1_2(L2_2) L1_2 = RequestAnimDict L2_2 = A0_2 L1_2(L2_2) end end LoadDict = L5_1 L5_1 = setmetatable L6_1 = {} L7_1 = Drawing L5_1 = L5_1(L6_1, L7_1) Drawing = L5_1 L5_1 = Drawing L6_1 = Drawing L5_1.__index = L6_1 L5_1 = Drawing function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 L5_2 = table L5_2 = L5_2.unpack L6_2 = GetGameplayCamCoords L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 = L6_2() L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2) L8_2 = GetDistanceBetweenCoords L9_2 = L5_2 L10_2 = L6_2 L11_2 = L7_2 L12_2 = A0_2 L13_2 = 1 L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2) L9_2 = 1 L9_2 = L9_2 / L8_2 L9_2 = L9_2 * 2 L10_2 = GetGameplayCamFov L10_2 = L10_2() L11_2 = 1 L10_2 = L11_2 / L10_2 L10_2 = L10_2 * 100 L11_2 = L9_2 * L10_2 L12_2 = SetTextScale L13_2 = A3_2 * L11_2 L14_2 = A4_2 * L11_2 L12_2(L13_2, L14_2) L12_2 = SetTextFont L13_2 = A2_2 L12_2(L13_2) L12_2 = SetTextProportional L13_2 = 1 L12_2(L13_2) L12_2 = SetTextColour L13_2 = 255 L14_2 = 255 L15_2 = 255 L16_2 = 150 L12_2(L13_2, L14_2, L15_2, L16_2) L12_2 = SetTextDropshadow L13_2 = 1 L14_2 = 1 L15_2 = 1 L16_2 = 0 L17_2 = 255 L12_2(L13_2, L14_2, L15_2, L16_2, L17_2) L12_2 = SetTextEdge L13_2 = 2 L14_2 = 0 L15_2 = 0 L16_2 = 0 L17_2 = 220 L12_2(L13_2, L14_2, L15_2, L16_2, L17_2) L12_2 = SetTextDropShadow L12_2() L12_2 = SetTextOutline L12_2() L12_2 = SetTextEntry L13_2 = "STRING" L12_2(L13_2) L12_2 = SetTextCentre L13_2 = 1 L12_2(L13_2) L12_2 = AddTextComponentString L13_2 = A1_2 L12_2(L13_2) L12_2 = SetDrawOrigin L13_2 = A0_2 - 0.1 L14_2 = 0 L12_2(L13_2, L14_2) L12_2 = DrawText L13_2 = 0.0 L14_2 = 0.0 L12_2(L13_2, L14_2) L12_2 = ClearDrawOrigin L12_2() end L5_1.draw3DText = L6_1 L5_1 = Citizen L5_1 = L5_1.CreateThread function L6_1() local L0_2, L1_2, L2_2, L3_2, L4_2 while true do L0_2 = PlayerPedId L1_2 = -1 L0_2 = L0_2(L1_2) L1_2 = IsPedDeadOrDying L2_2 = L0_2 L1_2 = L1_2(L2_2) L2_1 = L1_2 L1_2 = IsPedOnFoot L2_2 = L0_2 L3_2 = true L1_2 = L1_2(L2_2, L3_2) L1_1 = L1_2 L1_2 = GetInteriorAtCoords L2_2 = 376.913 L3_2 = 275.425 L4_2 = 90.196 L1_2 = L1_2(L2_2, L3_2, L4_2) L4_1 = L1_2 L1_2 = GetInteriorFromEntity L2_2 = L0_2 L1_2 = L1_2(L2_2) L3_1 = L1_2 L1_2 = Citizen L1_2 = L1_2.Wait L2_2 = 500 L1_2(L2_2) end end L5_1(L6_1) L5_1 = 0 L6_1 = 3000 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = GetGameTimer L1_2 = L1_2() L2_2 = L5_1 L2_2 = L1_2 - L2_2 L3_2 = L6_1 if L2_2 < L3_2 then return end L2_2 = PlayerPedId L2_2 = L2_2() L3_2 = GetInteriorFromEntity L4_2 = L2_2 L3_2 = L3_2(L4_2) L4_2 = Config L4_2 = L4_2.StopKey if A0_2 == L4_2 then L4_2 = L4_1 if L3_2 == L4_2 then L4_2 = ClearPedTasksImmediately L5_2 = L2_2 L4_2(L5_2) L5_1 = L1_2 end end end L8_1 = RegisterKeyMapping L9_1 = "+stopActionGalaxy" L10_1 = "Stop dancing" L11_1 = "keyboard" L12_1 = "X" L8_1(L9_1, L10_1, L11_1, L12_1) L8_1 = RegisterCommand L9_1 = "+stopActionGalaxy" function L10_1() local L0_2, L1_2 L0_2 = L7_1 L1_2 = Config L1_2 = L1_2.StopKey L0_2(L1_2) end L11_1 = false L8_1(L9_1, L10_1, L11_1) L8_1 = RegisterCommand L9_1 = "-stopActionGalaxy" function L10_1() local L0_2, L1_2 end L11_1 = false L8_1(L9_1, L10_1, L11_1)
  2. Niclqs_12

    np4 SNR

    yes
  3. Niclqs_12

    Gabz Ballas

    It works. But only fivem :)!
  4. you cant use it in sp or cw/openiv. The files has no more the fxap-lock from fivem, but the files still encrypted and the fivem-map-loader can load them. So only for FiveM-SP or FiveM 🙂
  5. Very nice, but am I the only one who has this texture error?
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