BangJO FOLDERS(OnlyDev?)
الذهاب إلى القناة على Telegram
لا توجد بيانات
المشتركون
-1824 ساعات
-407 أيام
-4430 أيام
أرشيف المشاركات
SDK PUBGM INDIA 3.6.0 | 64 BITPostRender :
0x94bd68c
K2_DrawText : 0x9a7fa60
K2_DrawLine : 0x9a7f7d0
ShootBulletInner_Offset : 0x5e28298 (Shoot_Event)
LaunchBP_Offset : 0x641bfcc
CalcShootRot_Offset : 0x5e6ee64
CreateWeaponAndSkin_Offset : 0x56423f8 (Lobby Weapon Skin)
SlotAvatarComponent_Offset : 0x4efd18c (Lobby Player Skin)
FatalDamageParameter_Offset : 0x56e96dc (KillMess)
GNames_Offset : 0x7543d4c
GEngine_Offset : 0xd5b34f0 //ULocalPlayer
GEngine_Offset : 0xd5d84e8 //UEngine
GUObject_Offset : 0x9999990
GetActorArray_Offset : 0x95ac7ac
Process_Event_Offset : 0x77a698c
GNativeAndroidApp_Offset : 0xd00d3d0
Actors_Offset : 0xa0
By BangJO
SDK PUBGM INDIA 3.6.0 | 64 BITPostRender :
0x94bd68c
K2_DrawText : 0x9a7fa60
K2_DrawLine : 0x9a7f7d0
ShootBulletInner_Offset : 0x5e28298 (Shoot_Event)
LaunchBP_Offset : 0x641bfcc
CalcShootRot_Offset : 0x5e6ee64
CreateWeaponAndSkin_Offset : 0x56423f8 (Lobby Weapon Skin)
SlotAvatarComponent_Offset : 0x4efd18c (Lobby Player Skin)
FatalDamageParameter_Offset : 0x56e96dc (KillMess)
GNames_Offset : 0x7543d4c
GEngine_Offset : 0xd5b34f0 //ULocalPlayer
GEngine_Offset : 0xd5d84e8 //UEngine
GUObject_Offset : 0x9999990
GetActorArray_Offset : 0x95ac7ac
Process_Event_Offset : 0x77a698c
GNativeAndroidApp_Offset : 0xd00d3d0
Actors_Offset : 0xa0
By BangJO
New Code For Bullet Tracking
FRotator VectorToRotator(FVector rotation) {
float hyp = sqrt(rotation.X * rotation.X + rotation.Y * rotation.Y);
FRotator newViewAngle = {0};
newViewAngle.Pitch = -atan(rotation.Z / hyp) * (180.f / (float) 3.14159265358979323846);
newViewAngle.Yaw = atan(rotation.Y / rotation.X) * (180.f / (float) 3.14159265358979323846);
newViewAngle.Roll = (float) 0.f;
if (rotation.X >= 0.f)
newViewAngle.Yaw += 180.0f;
return newViewAngle;
}
FMinimalViewInfo GetPOV() {
auto localController = g_LocalController;
if (localController) {
auto PlayerCameraManager = localController->PlayerCameraManager;
if (PlayerCameraManager) {
FCameraCacheEntry CameraCache = PlayerCameraManager->CameraCache;
return CameraCache.POV;
}
}
return {};
}
void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = 0;
void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) {
if (thiz != 0) {
if (Config.SilentAim.Enable) {
ASTExtraPlayerCharacter *Target = GetTargetForAimBot();
if (Target) {
bool triggerOk = false;
if (Config.SilentAim.Trigger != EAimTrigger::None) {
if (Config.SilentAim.Trigger == EAimTrigger::Shooting) {
triggerOk = g_LocalPlayer->bIsWeaponFiring;
} else if (Config.SilentAim.Trigger == EAimTrigger::Scoping) {
triggerOk = g_LocalPlayer->bIsGunADS;
} else if (Config.SilentAim.Trigger == EAimTrigger::Both) {
triggerOk = g_LocalPlayer->bIsWeaponFiring && g_LocalPlayer->bIsGunADS;
} else if (Config.SilentAim.Trigger == EAimTrigger::Any) {
triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS;
}
} else triggerOk = true;
if (triggerOk) {
FVector targetAimPos = Target->GetBonePos("Head", {});
if (Config.SilentAim.Target == EAimTarget::Chest) {
targetAimPos.Z -= 25.0f;
}
auto ShootWeaponEntityComponent = thiz->OwnerShootWeapon;
if (ShootWeaponEntityComponent) {
ASTExtraVehicleBase *CurrentVehicle = Target->CurrentVehicle;
if (CurrentVehicle) {
FVector LinearVelocity = CurrentVehicle->ReplicatedMovement.LinearVelocity;
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->GetBulletFireSpeedFromEntity();
targetAimPos -= LinearVelocity * timeToTravel;
} else {
FVector Velocity = Target->GetVelocity();
float dist = g_LocalPlayer->GetDistanceTo(Target);
auto timeToTravel = dist / ShootWeaponEntityComponent->GetBulletFireSpeedFromEntity();
targetAimPos += Velocity * timeToTravel;
}
}
FVector localPos = GetPOV().Location;
rot = VectorToRotator(start - targetAimPos);
}
}
}
}
return orig_shoot_event(thiz, start, rot, weapon, unk1);
}
Tools::Hook((void *) (UE4 + 0x5FE98D4), (void *) shoot_event, (void **) &orig_shoot_event);
All Pubgm v3.6.0 x64CreateWeaponAndSkin_Offset :
0x5802c98 (Lobby Weapon Skin)
SlotAvatarComponent_Offset : 0x50bcd04 (Lobby Player Skin)
FatalDamageParameter_Offset : 0x58aa9e0 (KillMess)
ShootBulletInner_Offset : 0x5fe98d4 (Shoot_Event)
LaunchBP_Offset : 0x65dd608
CalcShootRot_Offset : 0x60304a0
By BangJO
SDK PUBGM 3.6.0 | 64 BITSupport GL/KR/VN/TW PostRender :
0x9699738
K2_DrawText : 0x9c5bb0c
K2_DrawLine : 0x9c5b87c
GNames_Offset : 0x771e2b4
GEngine_Offset : 0xdc10ff0 //ULocalPlayer
GEngine_Offset : 0xdc35fe8 //UEngine
GUObject_Offset : 0x9999990
GetActorArray_Offset : 0x9788858
Process_Event_Offset : 0x7981c68
GNativeAndroidApp_Offset : 0xd66ae50
Actors_Offset : 0xa0
By BangJO
Special New Year 2025
PUBG Global [Z] Mods
Version : v3.5.0
Game Type : 64bit
➠ ESP ✓
➠ AIMBOT ✓
➠ HACK ✓
👉Without Login Key👈
By BangJO[Z] CHANNEL OFFICIAL
PUBG Mobile 3.6 Update is around the corner with a lots of new content. Ahead of major 3.6 update, PUBG Mobile Releases a patch with fixes of ongoing issues. PUBG Mobile 3.6 Update Release date has not been announced yet by officials.
PUBG MOBILE will be updated on January 3 without stopping service. Players logged into the game will not be affected. Check out the changes coming with the new update
The brand new patch will fix an issue that caused certain wall structures to rotate and shift from their original position after the creation gets published.
Repost from [Z] CHANNEL OFFICIAL
TRIAL ZMODS
Game: PUBG / 1D
License:
VIPx1Dxuxk4YFpfzUjmZVJ
Available for 1000 Devices
Duration will start when license is logged in.
DOWNLOAD V9 GLOBAL FIRST
DOWNLOAD V9 VIETNAM
DOWNLOAD KOREAN AND TAIWAM V9
SEND FEEDBACK @ARDI_NAUFAL
✅GLOBAL SAFE
✅KOREA SAFE
✅TAIWAN SAFE
✅VIETNAM SAFE
BY BangJO
