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DARK • BYPASS

DARK • BYPASS

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This Channel is not intended to violate any condition of use. Copyright Disclaimer Under Section 107 of Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting. OWNER ➠ @DARKxAZANUR

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Ase

Jaat ka ni sakta bhai 10 year

Jaat ka rebranding h chutiye 😂

Kimd h ye

Pata ni bhai direct 10 sal 💀

Tier reset ke baad toh ye gayab hojayega tg se ya name change karlega loader ka

Sala abhi kiska ban aa rha h 😂😂😂

Abi to anti cheat 15% he on hua abi se 10 sal ? Please devoloper change karo jiska bhi ha ye tapa tap ka to naam he kharab ka
Abi to anti cheat 15% he on hua abi se 10 sal ? Please devoloper change karo jiska bhi ha ye tapa tap ka to naam he kharab kar dia atu jhatu devoloper se banwa ke 💀

Less recoil 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"

// credits : @knoxy_dev
if (knoxy::LessRecoil)
{
    auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
    if (character && character->WeaponManagerComponent)
    {
        auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon *>(character->WeaponManagerComponent->CurrentWeaponReplicated);
        if (weapon)
        {
            auto &recoil = weapon->RecoilInfo;
            recoil.RecoilValueClimb *= 0.25f;
            recoil.RecoilValueFail *= 0.25f;
            recoil.VerticalRecoilVariation *= 0.25f;
            recoil.VerticalRecoilMin *= 0.25f;
            recoil.VerticalRecoilMax *= 0.25f;
        }
    }
}

sdk anticheat disabler 4.4 BGMI

long jump 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"

// credits : @knoxy_dev
if (knoxy::LongJump)
{
    auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
    if (character && character->STCharacterMovement)
    {
        auto m = character->STCharacterMovement;

        m->JumpZVelocity = 1200.0f;
        m->GravityScale = 0.5f;
        m->AirControl = 1.0f;
        m->BrakingDecelerationFalling = 0.0f;
        character->VerticalFallingDamageCoefficient = 0.0f;
    }
}

crosshair color 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>

// credits : @knoxy_dev
if (knoxy::CrosshairColor) {
    auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
    if (character && character->WeaponManagerComponent) {
        auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
        if (weapon && weapon->CachedCrossHairComponent) {
            auto ch = weapon->CachedCrossHairComponent;
            static float hue = 0.0f;
            hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
            ch->MainTargetColor = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
        }
    }
}

small crosshair 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"

// credits : @knoxy_dev
if (knoxy::SmallCrosshair) {
    auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
    if (character && character->WeaponManagerComponent) {
        auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
        if (weapon && weapon->CachedCrossHairComponent) {
            auto ch = weapon->CachedCrossHairComponent;
            auto& data = ch->CrossHairData;
            for (int i = 0; i < data.Num(); i++) {
                auto& icons = data[i].Crosshair;
                for (int j = 0; j < icons.Num(); j++) {
                    icons[j].Offset = 2.0f;
                    icons[j].IsSpreadEnable = false;
                }
            }
        }
    }
}

xhit effect 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>

// credits : @knoxy_dev
if (knoxy::XHitEffect) {
    auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
    if (character && character->Controller) {
        auto controller = reinterpret_cast<SDK::ASTExtraPlayerController*>(character->Controller);
        if (controller && controller->MyHUD) {
            auto hud = reinterpret_cast<SDK::ASurviveHUD*>(controller->MyHUD);
            auto& hit = hud->HitPerform;
            static float hue = 0.0f;
            hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
            SDK::FLinearColor rainbow = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
            hit.HeadExtraScale = 3.0f;
            hit.AddSpreadScale = 3.0f;
            hit.DefaultSpread = 30.0f;
            hit.HitBodyDrawColor = hit.HitHeadDrawColor = hit.HitToDyingDrawColor = hit.HitToDeathDrawColor = rainbow;
        }
    }
}

Vc on

Also 😂

Repost from N/a
Starlite core xynna shemale 4.4 10 year
Starlite core xynna shemale 4.4 10 year

Anti chud on Ban type Violation 1D 7D

PATCH_LIB("libanogs.so","0x1DD054","00 00 80 D2 C0 03 5F D6"); //flag PATCH_LIB("libanogs.so","0x1DD11C","00 00 80 D2 C0 03 5F D6"); //flag
MY PRVT FLAG FIX OFFSETS 😘 4.4 BGMI UPDATE ENJOY 😎 Cr ~ MagnusEngineOwner 🥶