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Repost from 三水水的小窝❤️
PUBGM手游64位和32位的杀签包
说明 :无日韩
https://1841773285.share.123pan.cn/123pan/SMLrTd-Z3uOd
4.7底包64and32
by - STOM
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#define Gname_Offset 0xF6962D0
#define World_Offset 0xFC3CBD8
#define VMatrix_Offset 0xFC16A70
#define Vworld_Offset 0xF9731A0
#define GNames_Offset 0x9007ED0
#define GUObject_Offset 0xF97A670
#define GEngine_Offset 0xFC3CA70 //世界头
#define GEngine_Offset 0xFC16A70 //自CD头
#define Engine_Offset_CB 0x580A70 //自身CB头
#define GetActorArray_Offset 0xADD1ABC
#define GNativeAndroidApp_Offset 0xF6957A8
#define ProcessEvent_Offset 0xA90DC54 //Main
#define ProcessEvent_Offset 0x927E5A4 //Child
#define Actors_Offset 0xA0
#define PostRer_Offset 0xACD86A4
#define KillMessage_Offset 0x62F4868
#define LaunchBP_Offsets 0x7A1E35C
#define K2_DrawLine_Offset 0xB2DF4A8
#define K2_DrawText_Offset 0xB2DF738
#define K2_DrawTextrue_Offset 0xB2DF52C
#define LineOfSightTo_Offset 0xABCCAD4
#define UpdateVolleyShootParameters_Offset 0x735F948
#define ShootBulletInner_Offset 0x73072FC //Shoot
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#define Gname_Offset 0xF6CA2D0
#define World_Offset 0xFC70BD8
#define VMatrix_Offset 0xFC4AA70
#define Vworld_Offset 0xF9A71A0
#define GNames_Offset 0x901BED0
#define GUObject_Offset 0xF9AE670
#define GEngine_Offset 0xFC70A70 //世界头
#define GEngine_Offset 0xFC4AA70 //自CD头
#define Engine_Offset_CB 0x580A70 //自身CB头
#define GetActorArray_Offset 0xADE5ABC
#define GNativeAndroidApp_Offset 0xF6C97A8
#define ProcessEvent_Offset 0xA921C54 //Main
#define ProcessEvent_Offset 0x92925A4 //Child
#define Actors_Offset 0xA0
#define PostRer_Offset 0xACEC6A4
#define KillMessage_Offset 0x6308868
#define LaunchBP_Offsets 0x7A3235C
#define K2_DrawLine_Offset 0xB2F34C8
#define K2_DrawText_Offset 0xB2F3758
#define K2_DrawTextrue_Offset 0xB2F354C
#define LineOfSightTo_Offset 0xABE0AD4
#define UpdateVolleyShootParameters_Offset 0x7373948
#define ShootBulletInner_Offset 0x731B2FC //Shoot
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Bgmi Sdk Based Magic Bullet
if (Config.PlayerESP.MagicBullet) {
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
if (Config.PlayerESP.MagicBullet) {
ShootWeaponEntityComp->BulletRange = 99999.0f;
}
}
}
}
}