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Repost from N/a
photo content

يازان على ما اضن

اهدر بكونتك ولا اخرج تقود

Repost from N/a
NEW UPDATE ESP BOX ESP LINE BOTTUN ESP SKELETON FF MAX WORK SHIZUKU RUN , android 10 soon coming SOON WILL BE LEAK IT REACT TO SUPPORT ME OWNER PAPAZOXS USER PaPaZoXs PASS PrOxY use in second id safe

PaPaZoXs NewUpdate Virson safe ?.

voice Bot Coming soon and will be leak it .
+1
voice Bot Coming soon and will be leak it .

w10

give reaction

You want leak player join game for modifi skin baner avatar emote etc....

(the its freefire .go file)

Or movment

you want to leak emote ?

package message


import "encoding/binary"

func (w *Writer) iceWallState(s IceWallState) {
 w.U32(s.ID)
 w.I32(s.WallType)
 w.I32(s.HP)
 w.vec3i(r1000(s.Pos.X), r1000(s.Pos.Y), r1000(s.Pos.Z))
 w.I16(r100(s.Rot.X))
 w.I16(r100(s.Rot.Y))
 w.I16(r100(s.Rot.Z))
 w.I16(r100(s.Rot.W))
 w.U16(s.MovePlatformID)
 w.U32(s.RepID)
 w.Bool(s.HealthExtra)
 w.Bool(s.Flag)
}

type IceWallState struct {
 ID             uint32
 WallType       int32
 HP             int32
 Pos            Vec3
 Rot            Quat
 MovePlatformID uint16
 RepID          uint32
 HealthExtra    bool
 Flag           bool
}

func AddIcewall(s IceWallState, state byte) []byte {
 w := &Writer{}
 w.iceWallState(s)
 w.U8(state)
 return w.B
}

func ResyncIcewalls(walls []IceWallState) []byte {
 w := &Writer{}
 w.I16(int16(len(walls)))
 for _, s := range walls {
  w.iceWallState(s)
 }
 return w.B
}

func RemoveIcewall(id uint32) []byte {
 w := &Writer{}
 w.U32(id)
 return w.B
}

type PlaceIcewallReq struct {
 Unique         uint32
 WallType       int32
 Pos            Vec3 
 Rot            Quat
 MovePlatformID byte
}

func ParsePlaceIcewallReq(payload []byte) (PlaceIcewallReq, bool) {
 if len(payload) < 29 {
  return PlaceIcewallReq{}, false
 }
 return PlaceIcewallReq{
  Unique:   binary.LittleEndian.Uint32(payload[0:]),
  WallType: int32(binary.LittleEndian.Uint32(payload[4:])),
  Pos: Vec3{
   X: float64(int32(binary.LittleEndian.Uint32(payload[8:]))) / 1000,
   Y: float64(int32(binary.LittleEndian.Uint32(payload[12:]))) / 1000,
   Z: float64(int32(binary.LittleEndian.Uint32(payload[16:]))) / 1000,
  },
  Rot: Quat{
   X: float64(int16(binary.LittleEndian.Uint16(payload[20:]))) / 100,
   Y: float64(int16(binary.LittleEndian.Uint16(payload[22:]))) / 100,
   Z: float64(int16(binary.LittleEndian.Uint16(payload[24:]))) / 100,
   W: float64(int16(binary.LittleEndian.Uint16(payload[26:]))) / 100,
  },
  MovePlatformID: payload[28],
 }, true
}

type IcewallDamageReq struct {
 WallID uint32
 Damage uint32
 Weapon uint32
}

func ParseIcewallDamageReq(payload []byte) (IcewallDamageReq, bool) {
 if len(payload) < 10 {
  return IcewallDamageReq{}, false
 }
 r := IcewallDamageReq{
  WallID: binary.LittleEndian.Uint32(payload[0:]),
  Damage: binary.LittleEndian.Uint32(payload[6:]),
 }
 if len(payload) >= 22 {
  r.Weapon = binary.LittleEndian.Uint32(payload[18:])
 }
 return r, true
}

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