DARK • BYPASS
الذهاب إلى القناة على Telegram
Architect of Code | Developer | Reverse Engineer 🔬 Reverse Engineering & Android 💻 C/C++ | Programming 🛠️ Projects & Experiments 📚 Educational Content 🚀 Welcome to DARK SRC By:- @darkxazanur
إظهار المزيد2 526
المشتركون
-224 ساعات
+127 أيام
+19130 أيام
أرشيف المشاركات
2 528
Game Version: BGMI 4.6 [Latest]🎯
Diffrent Render Hook
Skins Added
Arm: 64BIT🎁
Features]💋
1.Max Skins Fully
2.Smooth Esp
3. Power Full Aimbot
4. Power Full Bullet Track
Many More.....
Password:
@MadSrcLeakers
Ui Link: up
Warning 🏃 Don't Forget to Give Credit /Joining Channel , Otherwise No Private Stuff Will Be Leaked Next Time.
https://t.me/darkxdevoloper2 528
Bhai log aap sab ko free m WITHOUT BYPASS safe source provide kra ra fir bhai aap log 10 - 15 user add n kr skte ?
2 528
𝐏𝐮𝐛𝐠𝐦 𝐅𝐥𝐚𝐬𝐡 4.6.1 𝐱64 𝐁𝐢𝐭
#define 𝗥𝗲𝗰𝗲𝗶𝘃𝗲𝗗𝗿𝗮𝘄𝗛𝘂𝗱_𝗢𝗳𝗳𝘀𝗲𝘁: 0xAFA034C
#define 𝗕𝗿𝗼𝗮𝗱𝗖𝗮𝘀𝘁𝗙𝗮𝘁𝗮𝗹𝗗𝗮𝗺𝗮𝗴𝗲𝗧𝗼𝗖𝗹𝗶𝗲𝗻𝘁𝗪𝗶𝘁𝗵𝗦𝘁𝗿𝘂𝗰𝘁𝗡𝗲𝘄_𝗢𝗳𝗳𝘀𝗲𝘁: 0x6775FE4
#define 𝗖𝗿𝗲𝗮𝘁𝗲𝗪𝗲𝗮𝗽𝗼𝗻𝗔𝗻𝗱𝗦𝗸𝗶𝗻_𝗢𝗳𝗳𝘀𝗲𝘁: 0x669FF6C;
𝗙𝗶𝗻𝗱 𝗕𝘆:- @Manish8x @Darkxdevoloper @Darkxdevoloper @Darkxdevoloper
2 528
fampay gateway source available no need merchant account directly receive the payment and sell you stuff without verifying yourself all process is automatic and fully verified only intrusted people can Dm and ask for trial
Contact ~ @ZENINXOP
2 528
void FixBlackScreen() {
system("rm -rf /data/data/com.pubg.imobile/shared_prefs");
system("mkdir /data/data/com.pubg.imobile/shared_prefs");
system("chmod 777 /data/data/com.pubg.imobile/shared_prefs");
system("rm -rf /data/data/com.pubg.imobile/files");
system("rm -rf /data/data/com.pubg.imobile/databases");
system("rm -rf /data/data/com.pubg.imobile/files/login-identifier.txt");
system("rm -rf /data/data/com.pubg.imobile/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Intermediate");
system("rm -rf /data/data/com.pubg.imobile/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Intermediate");
system("rm -rf /data/data/com.pubg.imobile/files/TGPA");
system("rm -rf /data/data/com.pubg.imobile/files/TGPA");
system("rm -rf /data/data/com.pubg.imobile/files/ProgramBinaryCache");
system("rm -rf /data/data/com.pubg.imobile/files/ProgramBinaryCache");
system("chmod -R 000 /data/data/com.pubg.imobile/files/ano_tmp/ano.ano3.dat");
}
FixBlackScreen();
Add your main CPP Automatically I'd longuot2 528
Enjoy | Account Logout Code
if (ImGui::Button("Logout Account", ImVec2(ImGui::GetContentRegionAvailWidth(), 0)));
{
system(OBFUSCATE("rm -f /storage/emulated/0/Android/data/com.tencent.ig/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Saved/SaveGames/logininfoFile.json"));
system(OBFUSCATE("rm -f /storage/emulated/0/Android/data/com.pubg.krmobile/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Saved/SaveGames/logininfoFile.json"));
system(OBFUSCATE("rm -f /storage/emulated/0/Android/data/com.vng.pubgmobile/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Saved/SaveGames/logininfoFile.json"));
system(OBFUSCATE("rm -f /storage/emulated/0/Android/data/com.rekoo.pubgm/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/Saved/SaveGames/logininfoFile.json"));
}2 528
Old code
// Bullet Teleport SDK
std::vector<ASTExtraShootWeaponBulletBase*> WeaponBullets;
GetAllActors(WeaponBullets);
for (ASTExtraShootWeaponBulletBase* Bullet : WeaponBullets)
{
if (!Bullet)
continue;
if (TargetPlayer && TargetPlayer->RootComponent)
{
// Get target head position
FVector TargetHead = TargetPlayer->GetBonePos("Head", {});
// Access bullet root component
USceneComponent* BulletRootComponent =
reinterpret_cast<USceneComponent*>(Bullet->RootComponent);
// Force camera to target head
g_LocalController->PlayerCameraManager->CameraCache.POV.Location = TargetHead;
// Teleport bullet to target head
// Only Real Devs Knows How To Use This
Memory::Write<FVector>((uintptr_t)BulletRootComponent + 0x160, TargetHead);
}
}2 528
if (totalEnemies + totalBots > 0) {
s = std::to_string(totalEnemies + totalBots);
} else {
s = "0";
}
// Text size & scale
float fontSize = (float)density / 12.0f;
auto textSize = ImGui::CalcTextSize2(s.c_str(), 0, fontSize);
// Positioning
float posX = (glWidth / 2.0f) - (textSize.x / 2.0f);
float posY = 65.0f;
// Box padding
float paddingX = 10.0f;
float paddingY = 5.0f;
// Box rectangle
ImVec2 boxMin(posX - paddingX, posY - paddingY);
ImVec2 boxMax(posX + textSize.x + paddingX, posY + textSize.y + paddingY);
// Draw box (outline + fill)
draw->AddRectFilled(boxMin, boxMax, IM_COL32(0, 0, 0, 255), 5.0f); // Black fill
draw->AddRect(boxMin, boxMax, IM_COL32(255, 215, 0, 255), 3.0f, 0, 0); // Gold outline
// Text outline for clarity
draw->AddText(NULL, fontSize, ImVec2(posX + 1, posY + 1), IM_COL32_BLACK, s.c_str());
draw->AddText(NULL, fontSize, ImVec2(posX - 1, posY - 1), IM_COL32_BLACK, s.c_str());
// Main text (bright red)
draw->AddText(NULL, fontSize, ImVec2(posX, posY), IM_COL32(255, 0, 0, 255), s.c_str());
}}2 528
Leaking this code
if (Sikis && localPlayer) {
UCharacterMovementComponent* CharacterMovement = g_LocalPlayer->CharacterMovement;
if (CharacterMovement) {
CharacterMovement->JumpZVelocity = 2500.0f;
CharacterMovement->GravityScale = 0.3f;
CharacterMovement->AirControl = 5.0f;
}
}
Old codes