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𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

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📌 Educational & Research Purpose Only 🔍 Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse 📚 For knowledge & awareness only MODs & Kernel Resources.☑️

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المشتركون
+1024 ساعات
+677 أيام
+24030 أيام
أرشيف المشاركات
SAGAR-PUBGM-SDK-4.4.zip4.48 MB

if (AimBot[1]) {
    ASTExtraPlayerCharacter *Target = GetTargetForAim();            
    if (Target) {
        if (localPlayer->bIsWeaponFiring || localPlayer->bIsGunADS) {
            FVector targetAimPos = Target->GetBonePos("neck_01", {});
            targetAimPos.Z -= 1.2;

            if (auto WeaponManagerComponent = localPlayer->WeaponManagerComponent) {
                auto PropSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
                if (auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated) {
                    if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent) {
                        if (auto ShootWeaponEntityComponent = ShootWeaponComponent->ShootWeaponEntityComponent) {

                            if (localPlayer->bIsGunADS && localPlayer->bIsWeaponFiring) {
                                float dist = localPlayer->GetDistanceTo(Target) / 100.f;
                                targetAimPos.Z -= dist * 1.3f;
                            }

                            if (localPlayer->bIsWeaponFiring) {
                                // Camera position & target direction
                                FVector gunlocation = localPlayerController->PlayerCameraManager->CameraCache.POV.Location;
                                FVector dir = targetAimPos - gunlocation;

                                // Normalize
                                float len = sqrtf(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z);
                                if (len > 0.001f) {
                                    dir.X /= len;
                                    dir.Y /= len;
                                    dir.Z /= len;
                                }

                                // Convert direction → pitch & yaw
                                FRotator aimrotation;
                                aimrotation.Yaw   = atan2f(dir.Y, dir.X) * (180.f / PI);
                                aimrotation.Pitch = atan2f(dir.Z, sqrtf(dir.X * dir.X + dir.Y * dir.Y)) * (180.f / PI);
                                aimrotation.Roll  = 0;

                                FRotator gunrotaton = localPlayerController->PlayerCameraManager->CameraCache.POV.Rotation;

                                FRotator deltaRotation;
                                deltaRotation.Pitch = aimrotation.Pitch - gunrotaton.Pitch;
                                deltaRotation.Yaw   = aimrotation.Yaw - gunrotaton.Yaw;
                                deltaRotation.Roll  = 0;

                                clampAngles(deltaRotation);

                                // Smooth aim
                                float smoothFactor = (localPlayer->bIsGunADS) ? 4.0f : 3.0f;
                                deltaRotation.Pitch /= smoothFactor;
                                deltaRotation.Yaw   /= smoothFactor;

                                localPlayerController->AddYawInput(deltaRotation.Yaw);
                                localPlayerController->AddPitchInput(deltaRotation.Pitch);
                            }
                        }
                    }
                }
            }
        }
    }
}
FIX AIMBOT

if(CexyGun){
    auto WeaponManagerComponent = localPlayer->WeaponManagerComponent;
    if (WeaponManagerComponent) {
        auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
        if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) {
            auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
            if (CurrentWeaponReplicated) {
                auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
                auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
                if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
                    if (BigGun) {
                        CurrentWeaponReplicated->RootComponent->RelativeScale3D.Y = Gun_Size;
                        CurrentWeaponReplicated->RootComponent->RelativeScale3D.Z = Gun_Size;
                        CurrentWeaponReplicated->RootComponent->RelativeScale3D.X = Gun_Size;
                    }}}}}}
//Menü

ImGui::Checkbox("Big Gun", &CexyGun);

if (CexyGun) {
    ImGui::SameLine();
    ImGui::SliderFloat("Gun Size", &Gun_Size, 0.5f, 5.0f, "%.2f");
}
Big weapon

Phxsy Visibility Judgement Also working in NON root Java DynamicTargetSelector DynamicTargetSelector = priority-based bone targeting with automatic fallback to visible bones and seamless return when the primary bone is visible again
gWorld: 0x96F9E6C gName: 0x91C8DA4
BGMI GL KR VNG TW

KNGY集成SDK_(v4.4.0)_64Bit.zip4.63 MB

Repost from N/a
+3
🇻🇳PUBG VN Official APK 4.4 |•| 64 BIT ORIGINAL 🐔 APK

𝐏𝐔𝐁𝐆 𝐌𝐎𝐁𝐈𝐋𝐄 4.4.0 𝐗64 𝐁𝐈𝐓
#define ACharacter_Mesh 0x510 
#define AStaticMeshComponent_StaticMesh 0x9a8 
#define AActor_RootComponent 0x208 
#define USceneComponent_RelativeLocation 0x1e4 
#define USceneComponent_ComponentVelocity 0x2c0 
#define AUAEPlayerController_PlayerKey 0x980 
#define AUAECharacter_PlayerName 0x960 
#define AUAECharacter_PlayerKey 0x980 
#define AUAECharacter_TeamID 0x998 
#define AUAECharacter_bIsAI 0xa40 
#define ASTExtraCharacter_Health 0xe60 
#define ASTExtraCharacter_HealthMax 0xe64 
#define ASTExtraCharacter_bDead 0xe7c 
#define ASTExtraBaseCharacter_WeaponManagerComponent 0x25c8 
#define ASTExtraBaseCharacter_NearDeatchComponent 0x1bf8 
#define ASTExtraBaseCharacter_NearDeathBreath 0x1c10 
#define UWeaponManagerComponent_CurrentWeaponReplicated 0x5c8 
#define USTCharacterNearDeathComp_BreathMax 0x1cc 
#define USTCharacterNearDeathComp_Breath 0x204 
#define ASTExtraShootWeapon_ShootWeaponComponent 0xf80 
#define ASTExtraShootWeaponComponent_ShootWeaponEntityComponent 0x398 
#define ASTExtraShootWeapon_ShootWeaponEntityComp 0x1360 
#define UShootWeaponEntity_BulletFireSpeed 0x560 
#define APlayerController_PlayerCameraManager 0x548 
#define APlayerCameraManager_CameraCacheEntry 0x520 
#define ASTExtraPlayerController_bIsPressingFireBtn 0x3858 
#define ASTExtraVehicleBase_VehicleShapeType 0x70d 
#define AController_ControlRotation 0x4e0 


uintptr_t Position = 0x00000; 
uintptr_t RootComponent = 0x208; 
uintptr_t SkeletalMeshComponent = 0x510; 
uintptr_t FixAttachInfoList = 0x00000; 
uintptr_t MinLOD = 0x9a8; 
uintptr_t Health = 0xe60; 
uintptr_t bDead = 0xe7c; 
uintptr_t PlayerName = 0x960; 
uintptr_t TeamID = 0x998; 
uintptr_t Role = 0x1a8; 
uintptr_t bIsAI = 0xa40; 
uintptr_t ActorChildren = 0x1f8; 
uintptr_t WeaponEntityComp = 0x7e8; 
uintptr_t DrawShootLineTime = 0x134;
uintptr_t UploadInterval = 0x170;
uintptr_t CurBulletNumInClip = 0x0;
uintptr_t bIsGunADS = 0x1134; 
uintptr_t bIsWeaponFiring = 0x1818; 
uintptr_t Controller = 0x4e8;
uintptr_t ControlRotation = 0x4e0; 
uintptr_t WeaponManagerComponent = 0x25c8; 
uintptr_t CurrentWeaponReplicated = 0x5c8; 
uintptr_t ShootWeaponEntityComp = 0x1360; 
uintptr_t BulletFireSpeed = 0x560; 
uintptr_t AccessoriesVRecoilFactor = 0xbc8; 
uintptr_t AccessoriesHRecoilFactor = 0xbd0; 
uintptr_t AccessoriesRecoveryFactor = 0xbcc; 
uintptr_t RecoilKickADS = 0xcf0; 
uintptr_t ExtraHitPerformScale = 0xcf8; 
uintptr_t ShootInterval = 0x5a0; 
uintptr_t GameDeviationFactor = 0xc2c; 
uintptr_t AnimationKick = 0xcf4; 
uintptr_t SwitchWeaponSpeedScale = 0x2bfc; 
uintptr_t FieldOfView = 0x39c; 

int bDead = 0xe7c; 
int health = 0xe60; 
int teamID = 0x998; 
int isBot = 0xa40; 
int name = 0x960; 
int me = 0x1a8;
int headLoc = 0x00000;
int locationPntr = 0x208;
int boneStruct = 0x510;
int boneMatrix = 0x208;
int bonePntr = 0x9a8;
int bonechest = 4;
int bonepelvis = 2;
int weaponBase = 0x1f8;
int weaponValidation = 0x138;
int weaponValidationValue = 2;
int ammo = 0x72122d4
int weaponIDPntr = 0x7e8;
int weaponID = 0x1e0;
int isGunADS = 0x1134;
int isGunFiring = 0x1818;
int Controller = 0x4e8;
int Rotator = 0x4e0;
;
4.4.0 𝐄𝐗𝐓𝐄𝐑𝐍𝐀𝐋 𝐎𝐅𝐅𝐒𝐄𝐓 𝐏𝐔𝐁𝐆 𝐌𝐎𝐁𝐈𝐋𝐄 𝐗64

4.4.0 𝐏𝐔𝐁𝐆 𝐌𝐎𝐁𝐈𝐋𝐄 64 𝐁𝐈𝐓 𝐄𝐒𝐏 𝐎𝐅𝐅𝐒𝐄𝐓 Gname Offset: 0xE776400) + 0x110); GWorld Offset: 0xECF575C - 0x20)
4.4.0 𝐏𝐔𝐁𝐆 𝐌𝐎𝐁𝐈𝐋𝐄 64 𝐁𝐈𝐓 𝐄𝐒𝐏 𝐎𝐅𝐅𝐒𝐄𝐓
Gname Offset: 0xE776400) + 0x110); GWorld Offset: 0xECF575C - 0x20) + 0x30); VMatrix Offset: 0xECCBC70) + 0xc0); Vworld Offset: 0xEA2A2D0 #define GNames_Offset 0x85DBCEC #define GEngine_Offset 0xECCBC70 //UEngine #define GEngine_Offset 0xECF15C0 //ULocalPlayer #define GUObject Offset: 0xEA30C8C #define GetActorArray_Offset 0xA34A0D0 #define CanvasMap_Offset 0xEA2A2D0 #define GNativeAndroidApp_Offset 0xe79af36 #define Actors_Offset 0xA0 #define Postrender_Offset 0xA253214 #define K2_DrawText_Offset: 0xA8453EA;

+2
PUBG_(v4.4.0)_64Bit.zip11.25 MB

+1
PUBG 4.4 VNG 64 BIT.APK

Repost from Global Source Ch
Sock #define Gname Java 0xe833500 #define Gworld_Offset 0xedb1640

Gname Offset: 0xE776400) + 0x110); GWorld Offset: 0xECF575C - 0x20) + 0x30); VMatrix Offset: 0xECCBC70) + 0xc0); Vworld Offset: 0xEA2A2D0 //FOR GLOBAL #define GNames_Offset 0x85DBCEC #define GEngine_Offset 0xECCBC70 //UEngine #define GEngine_Offset 0xECF15C0 //ULocalPlayer #define GUObject Offset: 0xEA30C8C #define GetActorArray_Offset 0xA34A0D0 #define CanvasMap_Offset 0xEA2A2D0 #define GNativeAndroidApp_Offset 0xE775F90 #define Actors_Offset 0xA0 #define Postrender_Offset 0xA253214 #define K2_DrawText_Offset 0xA8453EA

VNG SİGN KİLL.apk106.57 MB

VNG_(v4.4.0)_64Bit.zip8.69 MB

if (Config.PlayerESP.Alert) { bool shit = false; FVector MyPosition, EnemyPosition; ASTExtraVehicleBase * CurrentVehiclea = Player->CurrentVehicle; if (CurrentVehiclea) { MyPosition = CurrentVehiclea->RootComponent->RelativeLocation; } else { MyPosition = Player->RootComponent->RelativeLocation; } ASTExtraVehicleBase * CurrentVehicle = localPlayer->CurrentVehicle; if (CurrentVehicle) { EnemyPosition = CurrentVehicle->RootComponent->RelativeLocation; } else { EnemyPosition = localPlayer->RootComponent->RelativeLocation; } FVector EntityPos = WorldToRadar(localController->PlayerCameraManager->CameraCache.POV.Rotation.Yaw, MyPosition, EnemyPosition, NULL, NULL, Vector3(glWidth, glHeight, 0), shit); FVector angle = FVector(); Vector3 forward = Vector3((float)(glWidth / 2) - EntityPos.X, (float)(glHeight / 2) - EntityPos.Y, 0.0f); VectorAnglesRadar(forward, angle); const auto angle_yaw_rad = DEG2RAD(angle.Y + 180.f); const auto new_point_x = (glWidth / 2) + (55/*alert dist from me*/) / 2 * 8 * cosf(angle_yaw_rad); const auto new_point_y = (glHeight / 2) + (55/*alert dist from me*/) / 2 * 8 * sinf(angle_yaw_rad); std::array<Vector3, 3> points { Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y - ((55) / 4 + 3.5f) / 2, 0.f), Vector3(new_point_x + ((90) / 4 + 3.5f) / 4, new_point_y, 0.f), Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y + ((55) / 4 + 3.5f) / 2, 0.f)}; std::string s; s += std::to_string((int)Distance); auto textSize = ImGui::CalcTextSize(s.c_str(), 0, ((float) density / 20.0f)); draw->AddText(NULL, ((float) density / 20.0f), {new_point_x - (textSize.x / 2), new_point_y + 7.f}, IM_COL32(255,255,255,255), s.c_str()); RotateTriangle(points, angle.Y + 180.f); draw->AddCircle(ImVec2(new_point_x, new_point_y), 13.0f, IM_COL32(255,255,255,255)); draw->AddCircleFilled(ImVec2(new_point_x, new_point_y), 8.0f, AlertColor); }