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المشتركون
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-97 أيام
-3630 أيام
أرشيف المشاركات
PATCH_LIB("libUE4.so ","0xadd4910", " 00 00 80 D2 C0 03 5F D6");//imp.eglTerminate PATCH_LIB("libUE4.so ","0xadd3ce0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKDelReportData PATCH_LIB("libUE4.so ","0xadd3cd0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKGetReportData PATCH_LIB("libUE4.so ","0xadd3c80", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKGetReportData2 PATCH_LIB("libUE4.so ","0xadd3c70", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKInit PATCH_LIB("libUE4.so ","0xadd3d00", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKIoctl PATCH_LIB("libUE4.so ","0xadd3cb0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnPause PATCH_LIB("libUE4.so ","0xadd3cf0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnRecvData PATCH_LIB("libUE4.so ","0xadd3cc0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnRecvSignature PATCH_LIB("libUE4.so ","0xadd3ca0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnResume PATCH_LIB("libUE4.so ","0xadd3c90", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKSetUserInfoWork Bypass 64 bgmi By@mr_manny01
auto VTable = (void **) ShootWeaponComponent->VTable;
// CHANGE22222 add lambda function f_mprotect
auto f_mprotect = [](uintptr_t addr, size_t len, int32_t prot) -> int32_t {
static_assert(PAGE_SIZE == 4096);
constexpr size_t page_size = static_cast<size_t>(PAGE_SIZE);
void* start = reinterpret_cast<void*>(addr & -page_size);
uintptr_t end = (addr + len + page_size - 1) & -page_size;
return mprotect(start, end - reinterpret_cast<uintptr_t>(start), prot);
};
if (VTable && (VTable[shoot_event_idx] != shoot_event)) {
orig_shoot_event = decltype(orig_shoot_event)(
VTable[shoot_event_idx]);
// CHANGE22222 add call of f_mprotect
f_mprotect((uintptr_t)(&VTable[shoot_event_idx]), sizeof(uintptr_t), PROT_READ | PROT_WRITE);
VTable[shoot_event_idx] = (void *) shoot_event;
}
}
}
}
}
}
Join @KNIGHTMODSSRCS
Bullet Track Fake Damage Fix With Full Source
SilentAim_Offset;
void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = 0;
bool qwcifqvs86y8fify = false;
void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) {
if (Config.SilentAim.Enable) {
ASTExtraPlayerCharacter *Target = GetTargetByPussy();
if (Target) {
bool triggerOk = false;
if (Config.AimBot.Trigger != EAimTrigger::None) {
if (Config.AimBot.Trigger == EAimTrigger::Shooting) {
triggerOk = g_LocalPlayer->bIsWeaponFiring;
} else if (Config.AimBot.Trigger == EAimTrigger::Scoping) {
triggerOk = g_LocalPlayer->bIsFPPOnVehicle;
} else if (Config.AimBot.Trigger == EAimTrigger::Any) {
triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS;
}
} else triggerOk = true;
if (triggerOk) {
FVector targetAimPos = Target->GetBonePos("Head", {});
if (Config.AimBot.Target == EAimTarget::Chest) {
targetAimPos.Z -= 25.0f;
}
UShootWeaponEntity *ShootWeaponEntityComponent = thiz->ShootWeaponEntityComponent;
if (ShootWeaponEntityComponent) {
ASTExtraVehicleBase *CurrentVehicle = Target->CurrentVehicle;
if (CurrentVehicle) {
FVector LinearVelocity = CurrentVehicle->ReplicatedMovement.LinearVelocity;
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange;
targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(LinearVelocity, timeToTravel));
} else {
FVector Velocity = Target->GetVelocity();
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange;
targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(Velocity, timeToTravel));
}
FVector fDir = UKismetMathLibrary::Subtract_VectorVector(targetAimPos, start);
FRotator sex = UKismetMathLibrary::Conv_VectorToRotator(fDir);
rot = sex;
if (Config.Recoil) {
if (g_LocalPlayer->bIsGunADS) {
if (g_LocalPlayer->bIsWeaponFiring) {
float dist = g_LocalPlayer->GetDistanceTo(Target) / 100.f;
targetAimPos.Z -= dist * Config.Recc;
}}}
}
}
}
}
return orig_shoot_event(thiz, start, rot, weapon, unk1);
}
if (Config.SilentAim.Enable) {
auto WeaponManagerComponent = localPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto propSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if ((int) propSlot.GetValue() >= 1 && (int) propSlot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent;
if (ShootWeaponComponent) {
int shoot_event_idx = 168;
Repost from 𝐊𝐍𝐈𝐆𝐇𝐓 𝐌𝐎𝐃𝐒 𝐒𝐑𝐂𝐒
Bullet Track Fake Damage Fix With Full Source
SilentAim_Offset;
void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = 0;
bool qwcifqvs86y8fify = false;
void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) {
if (Config.SilentAim.Enable) {
ASTExtraPlayerCharacter *Target = GetTargetByPussy();
if (Target) {
bool triggerOk = false;
if (Config.AimBot.Trigger != EAimTrigger::None) {
if (Config.AimBot.Trigger == EAimTrigger::Shooting) {
triggerOk = g_LocalPlayer->bIsWeaponFiring;
} else if (Config.AimBot.Trigger == EAimTrigger::Scoping) {
triggerOk = g_LocalPlayer->bIsFPPOnVehicle;
} else if (Config.AimBot.Trigger == EAimTrigger::Any) {
triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS;
}
} else triggerOk = true;
if (triggerOk) {
FVector targetAimPos = Target->GetBonePos("Head", {});
if (Config.AimBot.Target == EAimTarget::Chest) {
targetAimPos.Z -= 25.0f;
}
UShootWeaponEntity *ShootWeaponEntityComponent = thiz->ShootWeaponEntityComponent;
if (ShootWeaponEntityComponent) {
ASTExtraVehicleBase *CurrentVehicle = Target->CurrentVehicle;
if (CurrentVehicle) {
FVector LinearVelocity = CurrentVehicle->ReplicatedMovement.LinearVelocity;
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange;
targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(LinearVelocity, timeToTravel));
} else {
FVector Velocity = Target->GetVelocity();
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange;
targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(Velocity, timeToTravel));
}
FVector fDir = UKismetMathLibrary::Subtract_VectorVector(targetAimPos, start);
FRotator sex = UKismetMathLibrary::Conv_VectorToRotator(fDir);
rot = sex;
if (Config.Recoil) {
if (g_LocalPlayer->bIsGunADS) {
if (g_LocalPlayer->bIsWeaponFiring) {
float dist = g_LocalPlayer->GetDistanceTo(Target) / 100.f;
targetAimPos.Z -= dist * Config.Recc;
}}}
}
}
}
}
return orig_shoot_event(thiz, start, rot, weapon, unk1);
}
if (Config.SilentAim.Enable) {
auto WeaponManagerComponent = localPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto propSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if ((int) propSlot.GetValue() >= 1 && (int) propSlot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent;
if (ShootWeaponComponent) {
int shoot_event_idx = 168;
PATCH_LIB("libUE4.so ","0xadd32a0", " 00 00 80 D2 C0 03 5F D6");//ZSt9terminatev One opset all ban fixer now now you change 😂
if (Config.HighRisk.Magic)
{
auto EnemyList = *(uintptr_t *)((uintptr_t)Game + 0x1234); // Hypothetical pointer to enemy list
int EnemyCount = *(int *)(Game + 0x1238); // Hypothetical pointer to enemy count
for (int i = 0; i < EnemyCount; ++i)
{
auto Enemy = *(uintptr_t *)(EnemyList + i * sizeof(uintptr_t));
if (Enemy != 0)
{
bool isInCover = *(bool *)(Enemy + 0x164); // Hypothetical flag for cover status
if (isInCover)
{
*(float *)(Enemy + 0x260) = 0.0f; // Hypothetical health offset, setting to zero to kill
}
}
}
}
Full power code magic 😘
Loader crash v3 fix offset ✅
Anogs :- 3C8A6C
Anogs :- 3C8034 --- use both
Edit :- C0 03 5F D6
64bit bgmi 3.4
By@mr_manny01
