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المشتركون
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الإشارات الواردة والصادرة
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جذب المشتركين
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| التاريخ | نمو المشتركين | الإشارات | القنوات | |
| 23 أغسطس | 0 | |||
| 22 أغسطس | +1 | |||
| 21 أغسطس | 0 | |||
| 20 أغسطس | +1 | |||
| 19 أغسطس | +2 | |||
| 18 أغسطس | +1 | |||
| 17 أغسطس | +2 | |||
| 16 أغسطس | +1 | |||
| 15 أغسطس | 0 | |||
| 14 أغسطس | +1 | |||
| 13 أغسطس | +1 | |||
| 12 أغسطس | +1 | |||
| 11 أغسطس | +1 | |||
| 10 أغسطس | 0 | |||
| 09 أغسطس | 0 | |||
| 08 أغسطس | +2 | |||
| 07 أغسطس | +2 | |||
| 06 أغسطس | +2 | |||
| 05 أغسطس | 0 | |||
| 04 أغسطس | +1 | |||
| 03 أغسطس | +1 | |||
| 02 أغسطس | +1 | |||
| 01 أغسطس | +2 |
منشورات القناة
if (Cheat::Esp::NearbyAr) {
static FVector2D closestItemPos;
static float closestDistance = FLT_MAX;
static bool isVisible = false;
auto Actors = GetActors();
for (auto Actor : Actors) {
if (Actor->IsA(APickUpWrapperActor::StaticClass())) {
auto PickUp = (APickUpWrapperActor *)Actor;
if (Items[PickUp->DefineID.TypeSpecificID]) {
auto RootComponent = PickUp->RootComponent;
if (!RootComponent)
continue;
if (PickUp->bHidden)
continue;
float Distance = PickUp->GetDistanceTo(Cheat::localPlayer) / 100.f;
if (Distance > 100)
continue;
FVector2D itemPos;
if (WorldToScreenBone(PickUp->K2_GetActorLocation(), &itemPos)) {
std::string itemName;
uint32_t textColor = 0xFF000000;
for (const auto &category : items_data) {
for (const auto &item : category[("Items")]) {
if (item[("itemId")] == PickUp->DefineID.TypeSpecificID) {
itemName = item[("itemName")].get<std::string>();
textColor = std::stoul(item[("itemTextColor")].get<std::string>(), nullptr, 16);
break;
}
}
}
std::string distanceText = (" - ") + std::to_string(static_cast<int>(Distance)) + ("M");
std::string displayText = itemName + distanceText;
bool itemVisible = Cheat::localController->LineOfSightTo(PickUp, {0, 0, 0}, true);
if (itemVisible && Distance < closestDistance) {
closestDistance = Distance;
closestItemPos = itemPos;
isVisible = true;
}
}
}
}
}
if (isVisible) {
draw->AddLine({(float)glWidth / 2, 716}, {closestItemPos.X - 2, closestItemPos.Y}, IM_COL32(255, 0, 0, 255), 2.2f);
}
closestDistance = FLT_MAX;
isVisible = false;
}
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| 2 | "NEARBY AR SEGGS"
Added visibility+ dist🙂 | 279 |
| 3 | Show Message Based On Kills!
code:
auto PlayerState = Cheat::localPlayer->STExtraPlayerState;
if (!PlayerState)
{
return;
}
int Kills = PlayerState->Kills;
if (Kills >= 10)
{
static bool IsShowed = false;
if (!IsShowed)
{
Cheat::localController->ClientDisplayNormalTips(std::wstring(L"Maintain Your Kill"));
IsShowed = true;
}
}
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| 4 | Less Laggy Magic Bullet From Guobject Array loop
code :
void* Fuck2(void*)
{
while (true)
{
if (localPlayer != 0)
{
auto& globalObjects = SDK::UArrayProperty::GetGlobalObjects();
for (int i = 0; i < globalObjects.Num(); ++i)
{
auto object = globalObjects.GetByIndex(i);
if (object == nullptr || !object->IsA(UBodySetup::StaticClass()))
{
continue;
}
uintptr_t BodySetup = (uintptr_t)object;
if (BodySetup == 0)
{
continue;
}
#if defined(__aarch64__)
uintptr_t BoxElemsOffset = 0x38;
uintptr_t OffsetX = 0x88;
uintptr_t OffsetY = 0x8c;
uintptr_t OffsetZ = 0x90;
#else
uintptr_t BoxElemsOffset = 0x28;
uintptr_t OffsetX = 0x78;
uintptr_t OffsetY = 0x7c;
uintptr_t OffsetZ = 0x80;
#endif
uintptr_t BoxElems = *(uintptr_t *)(BodySetup + BoxElemsOffset);
if (BoxElems == 0)
{
continue;
}
float& X = *(float *)(BoxElems + OffsetX);
float& Y = *(float *)(BoxElems + OffsetY);
float& Z = *(float *)(BoxElems + OffsetZ);
if (X != 23.0f || Y != 25.0f || Z != 30.5f)
{
continue;
}
X = -350.0f;
Y = 100.0f;
Z = 99999.0f;
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(300));
}
return nullptr;
}
Version : All Versions (32 + 64)
*this can help you to minimize your lag issues
*Without Guobject loop magic bullet available you can buy from me
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| 5 | CANARY BLOCK CODE
int EngineClose() {
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == NULL)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, OBFUSCATE("AndroidThunkJava_RestartGame"),/*Engine New Restart*/OBFUSCATE("()V"));
if (method_id == NULL)
return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
bool isEngineFolderHere(const std::string& folderPath) {
return (access(folderPath.c_str(), F_OK) == 0);
}
// Canary Locaiton
void EngineCrack1() {
std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.guoshi.httpcanary");
if (isEngineFolderHere(folderPath)) {
EngineClose(); } else {}
}
void EngineCrack2() {
std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.guoshi.httpcanary.premium");
if (isEngineFolderHere(folderPath)) {
EngineClose(); } else {}
}
void EngineCrack3() {
std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sniffer");
if (isEngineFolderHere(folderPath)) {
EngineClose(); } else {}
}
void EngineCrack4() {
std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sant.canary");
if (isEngineFolderHere(folderPath)) {
EngineClose(); } else {}
}
void EngineCrack7() {
std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sanmeet");
if (isEngineFolderHere(folderPath)) {
EngineClose(); } else {}
}
Shared By : #AndroidEngine
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| 6 | Memcpy Hook From libc
Why Use This Hook?
With this memcpy hook, you no longer need to update it with every game update! It works on both 32-bit and 64-bit.
More:
In this Way You Can Hook any .PLT address of game from libc and you won't have to update it
Shared By: #Anticheat
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| 7 | YouTube Premium Only For 60₹ One Month
Dm To Buy : @AndroidEngine_Bot | 89 |
| 8 | #include <curl/curl.h>
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <dlfcn.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
// Define the font progress callback function
void font_progress(void *clientp, double dltotal, double dlnow, double ultotal, double ulnow) {
// Update the progress bar or other UI elements here
printf("Download progress: %f%%\n", (dlnow / dltotal) * 100);
}
// Define the download callback function
size_t download_callback(void *ptr, size_t size, size_t nmemb, void *data) {
// Write the downloaded data to the file
FILE *fp = (FILE *)data;
size_t written = fwrite(ptr, size, nmemb, fp);
return written;
}
// Define the getExternalFilesDir function
char *getExternalFilesDir() {
// Get the external files directory from the Android SDK
// This function is typically provided by the Android SDK
// For this example, we will use a hardcoded path
return "/sdcard/Android/data/com.example.app/files";
}
int download_file(const char *url, const char *path) {
CURL *curl;
CURLcode res = static_cast<CURLcode>(-1);
FILE *fp;
curl = curl_easy_init();
if (curl) {
fp = fopen(path, "wb");
if (fp) {
curl_easy_setopt(curl, CURLOPT_URL, url);
curl_easy_setopt(curl, CURLOPT_SSL_VERIFYPEER, 0L);
curl_easy_setopt(curl, CURLOPT_SSL_VERIFYHOST, 0L);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, fp);
curl_easy_setopt(curl, CURLOPT_NOPROGRESS, false);
curl_easy_setopt(curl, CURLOPT_XFERINFOFUNCTION, font_progress);
curl_easy_setopt(curl, CURLOPT_XFERINFODATA, NULL);
res = curl_easy_perform(curl);
fclose(fp);
}
curl_easy_cleanup(curl);
}
return res;
}
int main() {
// Download the library file
char *url = "https://website.com/libName.so";
char *path = getExternalFilesDir();
strcat(path, "/lib/libName.so");
int res = download_file(url, path);
if (res != CURLE_OK) {
printf("Download failed: %s\n", curl_easy_strerror(res));
return 1;
}
// Load the library
void *handle = dlopen(path, RTLD_LAZY);
if (!handle) {
printf("Failed to load library: %s\n", dlerror());
return 1;
}
// Use the library
// ...
// Clean up
dlclose(handle);
return 0;
}
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| 9 | Changes Logs:
- Crash Issue Fixed ✔️
Use this RULE -
*Test 3 Games in new I'd and then wait for 5 hours if I'd don't have any ban then play on good id ( if it haves flag ban then no issue continue playing in good I'd)
Key :- Y2eolbfdkLq5HT7iB6Nz
Feedback :- @AndroidEngine_Bot | 126 |
| 10 | Changes Logs:
- Crash Issue Fixed ✔️
Use this RULE -
*Test 3 Games in new I'd and then wait for 5 hours if I'd don't have any ban then play on good id ( if it haves flag ban then no issue continue playing in good I'd)
Key :- Y2eolbfdkLq5HT7iB6Nz
Feedback :- @AndroidEngine_Bot | 66 |
| 11 | Uploading Testing Version Few... Min.... | 127 |
| 12 | HAPPY BIRTHDAY AMAN
MY BABU MY BACCHA
mere bacche mere bhai ka janmdin hai sab log spam karo
" Happy Birthday Aman Bhai 🎂🎀🎉"
@AndroidEngineOwner | 170 |
| 13 | HAPPY BIRTHDAY AMAN
MY BABU MY BACCHA
mere bacche mere bhai ka janmdin hai sab log spam karo
" Happy Birthday Aman Bhai 🎂🎀🎉"
@AndroidEngineOwner | 1 |
| 14 | ShootBullerInner Func Hook For Bullet Track !
if (auto WeaponManagerComponent = Cheat::localPlayer->WeaponManagerComponent)
{
if (auto CurrentWeaponReplicated = static_cast<ASTExtraShootWeapon *>(WeaponManagerComponent->CurrentWeaponReplicated))
{
auto WeaponSlot = CurrentWeaponReplicated->GetWeaponSlot();
if (WeaponSlot == ESurviveWeaponPropSlot::SWPS_MainShootWeapon1 ||
WeaponSlot == ESurviveWeaponPropSlot::SWPS_MainShootWeapon2 ||
WeaponSlot == ESurviveWeaponPropSlot::SWPS_SubShootWeapon)
{
if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent)
{
static bool IsHooked = false;
if (IsHooked == false && ShootWeaponComponent != nullptr)
{
uintptr_t ShotBulletInnerAddr = *(uintptr_t *)(*(uintptr_t *)((uintptr_t)ShootWeaponComponent) + 0x2A0);
DobbyHook((void *)ShotBulletInnerAddr, (void *)xShootBulletInner, (void **)&ShootBulletInner);
IsHooked = true;
}
}
}
}
}
Structure:
void (*ShootBulletInner)(uintptr_t Weapon, FVector StartLoc, FRotator StartRot, int ShootID);
void xShootBulletInner(uintptr_t Weapon, FVector StartLoc, FRotator StartRot, int ShootID)
{
// Add your Own Bulletrack Logic
return ShootBulletInner(Weapon, StartLoc, StartRot, ShootID);
}
**For 64 bit Change 0x2A0 with 0x540
This is can be useful because these Offsets doesn't get changed every season
Shared By : #UnknownAntiCheat | 510 |
| 15 | Remember this Pseudocode | 488 |
| 16 | Lobby Weapon Skin!
__int64 (*Orig_CreateWeaponAndSkin)(__int64 result, int WeaponSkinID, bool bUse, bool bSync);
__int64 Hook_CreateWeaponAndSkin(__int64 result, int WeaponSkinID, bool bUse, bool bSync)
{
if (WeaponSkinID == 101004)
{
WeaponSkinID = 1101004046;
}
return Orig_CreateWeaponAndSkin(result, WeaponSkinID, bUse, bSync);
}
DobbyHook((void *)(Cheat::libUE4Base + Tools::string2Offset("0x4fadf3c")), (void *)Hook_CreateWeaponAndSkin, (void **)&Orig_CreateWeaponAndSkin); // CreateWeaponAndSkin
Game : BGMI 3.3 ARM64-V8 | 571 |
| 17 | 1Day Fix For BGMI v.3.3.0 64bit
__int64 __fastcall (*oBulletHitInfo)(__int64 result, float a2);
__int64 __fastcall hBulletHitInfo(__int64 result, float a2)
{
auto Upload = (UBulletHitInfoUploadComponent*)result;
Upload->UploadInterval = 0.1f; // 2.0f for delay hit
Upload->bEnableTssSdkAntiData = false;
Upload->bEnableTssSdkAntiDataFilter = false;
Upload->bEnableTssSdkAntiDataFilterNew = false;
Upload->bDisableDsTick = false;
Upload->bDisableDsAntiDataReport = false;
Upload->bEnableAddSPCShootData = false;
Upload->NeedSendSimpleCharacterHitData = false;
return oBulletHitInfo(result, a2);
}
Tools::Hook((void *) (UE4 + 90873760), (void *) hBulletHitInfo, (void **) &oBulletHitInfo); | 572 |
| 18 | • Vᴇʀsɪᴏɴ - 3.3.0 ✅
• Aʀᴍ - 32Bɪᴛ ✅
• Gᴀᴍᴇ - Bɢᴍɪ ✅
unsigned int libanogsSize = 0x30EDF0;
unsigned int libUE4Size = 0x793BD24;
• Vᴇʀsɪᴏɴ - 3.3.0 ✅
• Aʀᴍ - 64Bɪᴛ ✅
• Gᴀᴍᴇ - Bɢᴍɪ ✅
unsigned int libanogsSize = 0x43DB54;
unsigned int libUE4Size = 0xA7CBD94; | 680 |
| 19 | ✨Auto Menu Imgui Source✨
[ Click Here To Check Ui ]
~ Without Bypass Safe
~ 32 Bit / Aide
~ Esp / Gyro Aimbot
~ Game Version 3.3
~ Imgui / View Matrix
~ Game > BGMI
~ iPad View Added
> Source Leck By :
> @AndroidEngineOwner
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ZIP PASS - ANDROIDENGINE_3.3.0
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| 20 | لا يوجد نص... | 619 |
