About:DeAMX (Decompiler)
#8

Well Decompiled script won't output as the original .pwn is. Even though if it decompiles not as original .pwn, our script is leaked(If decompiled doesn't gives well, some of the script could be leaked).
So I want to know if DeAMX doesn't decompile includes, couldn't we create our script as an include and then include it to a pawn file and compile?
So it gets protected, right?


pawn Code:
#include <myscript>
//Inside 'myscript' include, I've my necessary script codes.
public OnPlayerConnect(playerid)
{
   GivePlayerMoney(playerid, 10);
   return 1;
}
If DeAMX doesn't decompile includes, couldn't we protect our script by using it as an include in case of giving our .amx file for a test?
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Messages In This Thread
About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:19
Re: About:DeAMX (Decompiler) - by Romel - 28.10.2012, 04:27
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:30
Re: About:DeAMX (Decompiler) - by XtremeR - 28.10.2012, 04:54
Re: About:DeAMX (Decompiler) - by [HK]Ryder[AN] - 28.10.2012, 05:14
Re: About:DeAMX (Decompiler) - by Mark™ - 28.10.2012, 05:20
Re: About:DeAMX (Decompiler) - by Jarnu - 28.10.2012, 05:21
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 05:29
Re: About:DeAMX (Decompiler) - by Emmet_ - 28.10.2012, 05:52
Re: About:DeAMX (Decompiler) - by rjjj - 28.10.2012, 05:53
Re: About:DeAMX (Decompiler) - by AndreT - 28.10.2012, 10:02
Re: About:DeAMX (Decompiler) - by Mauzen - 28.10.2012, 11:45
Re: About:DeAMX (Decompiler) - by Y_Less - 28.10.2012, 12:39
Re: About:DeAMX (Decompiler) - by [GF]Sasino97 - 06.01.2013, 10:25

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