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⚡ ONLY ESP
⚡ BULLET TRACK
⚡ ESP + SMALL CROSSHAIR
⚡ AIMBOT SAFE
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脚本已结束::
Cd内存广角1: 0x39A2E68 //原值1.0 修改2.5
Cd内存广角2: 0x399D718 //原值1.0 修改2.5Cd内存广角2: 0x399D7F4 //原值1.0 修改2.5
Xa内存广角: 0xD15D618 //原值8.52823212e-21 修改8.47529256e-21
聚点: 0x6BA7DC4 //原值8.52492339e-21 修改8.47963525e-21
无后: 0x6BAF2A8 //原值8.95340295e-21 修改8.47694692e-21
瞬击: 0x6CAF950 //原值8.95857929e-21 修改8.95671814e-21
除雾: 0xB620B44 //原值-1119853920 修改-721215457
射速: 0x80DB3B4 //原值8.53154084e-21 修改8.47963525e-21
秒趴: 0xDEFB384 //原值2.19905707e12 修改8.95671814e-21
以前的工具我早就不玩pubg了1 841
-- ============ LUA BULLET TRACK (FireComponent Hook) ============
_G.Mod_MagicBullet = _G.Mod_MagicBullet or false
function _G.EnableMagicBulletHook()
if _G.MagicBulletHooked then return end
pcall(function()
local FireComponent = require("GameLua.Mod.BaseMod.GamePlay.Weapon.FireComponent")
if FireComponent then
local origFire = FireComponent.Fire
function FireComponent:Fire(...)
if _G.Mod_MagicBullet then
-- Get local player
local lp = GameplayData.GetPlayerCharacter()
if slua.isValid(lp) then
-- Find nearest enemy
local enemies = GameplayData.GetAllPlayerCharacters()
local nearestEnemy = nil
local nearestDist = 999999
if enemies then
for _, enemy in pairs(enemies) do
if slua.isValid(enemy) and enemy.TeamID ~= lp.TeamID then
if enemy.IsAlive and enemy:IsAlive() then
local dist = lp:GetDistanceTo(enemy)
if dist < nearestDist then
nearestDist = dist
nearestEnemy = enemy
end
end
end
end
end
if nearestEnemy then
local headPos = nearestEnemy:GetHeadLocation(false)
if headPos then
-- Store for FireComponent to use
_G.MagicTargetHead = headPos
_G.MagicTargetEnemy = nearestEnemy
end
end
end
end
local result
if origFire then
result = origFire(self, ...)
end
return result
end
_G.MagicBulletHooked = true
end
end)
end
function v0_0.ApplyMagicBulletWeapon(a0_mb)
if not Client then return end
if not _G.Mod_MagicBullet then return end
pcall(function()
local weapon = a0_mb.Object:GetCurrentWeapon()
if not slua.isValid(weapon) then return end
local shootEnt = weapon.ShootWeaponEntity_GEN_VARIABLE or weapon.ShootWeaponEntity
if not slua.isValid(shootEnt) then return end
if shootEnt.BulletFireSpeed then
shootEnt.BulletFireSpeed = 500000
end
if shootEnt.BulletTravelingSimulateParam then
shootEnt.BulletTravelingSimulateParam.BulletSpeed = 500000
shootEnt.BulletTravelingSimulateParam.BulletRange = 500000
shootEnt.BulletTravelingSimulateParam.BulletGravity = 0
shootEnt.BulletTravelingSimulateParam.BulletDrop = 0
end
if shootEnt.FireConfig then
shootEnt.FireConfig.BulletSpeed = 500000
shootEnt.FireConfig.BulletGravity = 0
end
shootEnt.BulletDropAmount = 0
shootEnt.BulletDropGravity = 0
shootEnt.HitScanRange = 500000
if _G.MagicTargetEnemy and slua.isValid(_G.MagicTargetEnemy) then
local headPos = _G.MagicTargetEnemy:GetHeadLocation(false)
if headPos and shootEnt.SetTargetLocation then
shootEnt:SetTargetLocation(headPos)
end
end
end)
end`
❤️Credit: Weow
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