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.☑️
إظهار المزيد2 077
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2 078
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 AIMBOT2 078
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 weapon2 078
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 TW2 078
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
2 078
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;2 078
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
2 078
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);
}