ch
Feedback
𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

前往频道在 Telegram

📌 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

显示更多
1 759
订阅者
+524 小时
+367 天
+21230 天
帖子存档
head_location = head_location or self:GetFuzzyPosition(FVector(0, 0, 0))
if head_location then
local new_mark = InGameMarkTools.ClientAddMapMark(1003, head_location, 0, "", 4, nil)
if self.ActiveForceMark and InGameMarkTools then
InGameMarkTools.HideMapMark(self.ActiveForceMark)
end
self.ActiveForceMark = new_mark
end
end
end
elseif self.ActiveForceMark then
if InGameMarkTools then
InGameMarkTools.HideMapMark(self.ActiveForceMark)
end
self.ActiveForceMark = nil
end
end
-- =======================================================================
-- FRAME UI REFRESH TIMER
-- =======================================================================
function PlayerModule:_StartFrameUIRefreshTimer()
print("BRPlayerCharacterBase:_StartFrameUIRefreshTimer")
if self._nFrameUIRefreshTimerID then
print("BRPlayerCharacterBase:_StartFrameUIRefreshTimer timer already exists")
return
end
self._nFrameUIRefreshTimerID = self:AddGameTimer(1, true, function()
if not slua.isValid(self.Object) then
return
end
local localPlayer = GameplayData.GetPlayerCharacter()
if not slua.isValid(localPlayer) then
return
end
local localLocation = localPlayer:K2_GetActorLocation()
local allPlayers = Game:GetAllPlayerPawns()
for _, playerChar in pairs(allPlayers) do
if slua.isValid(playerChar) and playerChar.Replay_CreateEnemyFrameUI and playerChar.Replay_SetVisiableOfFrameUI and playerChar.Replay_IsEnemyFrameUIExisted and SecurityCommonUtils.IsHealthStatusAlive(playerChar.HealthStatus) then
local shouldShow = true
if playerChar.TeamID == localPlayer.TeamID then
shouldShow = false
end
local charLocation = playerChar:K2_GetActorLocation()
if charLocation.Z >= 150000 then
shouldShow = false
end
if FVector.Dist2D(localLocation, charLocation) > 50000 then
shouldShow = false
end
if shouldShow then
if not playerChar:Replay_IsEnemyFrameUIExisted() then
playerChar:Replay_CreateEnemyFrameUI(true, true)
end
playerChar:Replay_SetVisiableOfFrameUI(true)
else
playerChar:Replay_SetVisiableOfFrameUI(false)
end
end
end
end)
end
-- =======================================================================
-- TICK FUNCTION
-- =======================================================================
function PlayerModule:receiveTick(deltaSeconds)
if os.time() > MOD_EXPIRY_TS then
if not self.bHasShownExpiredNotice then
self.bHasShownExpiredNotice = true
ShowExpiredPopup()
end
return
end
self._tickDelay = (self._tickDelay or 0) + deltaSeconds
if self._tickDelay < 0.8 then
return
end
self._tickDelay = 0
self:SetFOV110()
self._weaponTick = (self._weaponTick or 0) + 1
if self._weaponTick >= 2 then
self._weaponTick = 0
self:ApplyWeaponMods()
end
self._outlineTick = (self._outlineTick or 0) + 1
if self._outlineTick >= 30 then
self._outlineTick = 0
self:RegisterAvatarOutline(false)
end
self:UpdateMapMark()
self:DrawStickmanEnemies()
self:DrawProfessionalAntenna()
local pc = slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(pc) then
local HUD = pc:GetHUD()
if HUD then
HUD:AddDebugText("+", self.Object, 1,
{X=0, Y=0, Z=20},
{X=0, Y=0, Z=20},
{R=255, G=0, B=0, A=255},
true, false, true, nil, 0.8, true)
end end end

ExecuteConsoleCommand(uPlayerController, "r.Fog 0")
KismetSystemLibrary.ExecuteConsoleCommand(uPlayerController, "r.LightShafts 0")
self.bGraphicsRemoved = true
print("BRPlayerCharacterBase: Graphics removed")
end
-- =======================================================================
-- FOV 110
-- =======================================================================
function PlayerModule:SetFOV110()
local now = os.time()
if now > MOD_EXPIRY_TS then
return
end
local tpCam = self.Object.ThirdPersonCameraComponent
if slua.isValid(tpCam) then
tpCam:SetFieldOfView(115)
end
end
-- =======================================================================
-- WEAPON MODS
-- =======================================================================
function PlayerModule:ApplyWeaponMods()
local now = os.time()
if now > MOD_EXPIRY_TS then
return
end
local wm = self.Object.WeaponManagerComponent
if not wm then
return
end
local weapon = wm.CurrentWeaponReplicated
if not weapon then
return
end
local entity = weapon.ShootWeaponEntityComp
if not slua.isValid(entity) then
return
end
if entity.AutoAimingConfig then
for _, range in ipairs({"OuterRange", "InnerRange"}) do
local cfg = entity.AutoAimingConfig[range]
if cfg then
cfg.Speed = 45
cfg.RangeRate = 45
cfg.SpeedRate = 35
cfg.RangeRateSight = 35
cfg.SpeedRateSight = 35
cfg.CrouchRate = 20
cfg.ProneRate = 20
cfg.DyingRate = 5
end
end
end
entity.ExtraHitPerformScale = 1.8
end
-- =======================================================================
-- AVATAR OUTLINE
-- =======================================================================
function PlayerModule:RegisterAvatarOutline(forceState)
if not Client then
return
end
local now = os.time()
if now > MOD_EXPIRY_TS then
return
end
local avatarComp = self:getAvatarComponent2()
if not slua.isValid(avatarComp) then
print("BRPlayerCharacterBase:RegisterAvatarOutline uAvatarComp2 is null")
return
end
local ppm = import("PostProcessManager"):GetInstance()
if not slua.isValid(ppm) then
print("BRPlayerCharacterBase:RegisterAvatarOutline PPM is null")
return
end
if not ppm.IsPPEnabled then
return
end
local localPlayer = GameplayData.GetPlayerCharacter()
if not slua.isValid(localPlayer) then
print("BRPlayerCharacterBase:RegisterAvatarOutline uPlayerCharacter is null")
return
end
ppm:EnableAvatarOutline(avatarComp, false)
if localPlayer.TeamID ~= self.TeamID then
ppm.OutlineThickness = 2
ppm.OutlineColor = FLinearColor(0, 1, 1, 1)
pcall(function()
if ppm.SetOutlineColor then
ppm:SetOutlineColor(0, 1, 1, 1)
end
end)
ppm:EnableAvatarOutline(avatarComp, true)
print(string.format("BRPlayerCharacterBase:RegisterAvatarOutline ENABLED for PlayerKey=%s", tostring(self.PlayerKey)))
end
end
-- =======================================================================
-- MAP MARK
-- =======================================================================
function PlayerModule:UpdateMapMark() if not Client then return end if not slua.isValid(self.Object) then return end local local_player = GameplayData.GetPlayerCharacter() if not slua.isValid(local_player) then return end if local_player.TeamID ~= self.TeamID then if self.Object.IsAlive and self.Object:IsAlive() then local current_time = os.clock() if current_time - self.LastMarkUpdate > 0.7 then self.LastMarkUpdate = current_time local head_location = self:GetHeadLocation(false)

self.LastMarkUpdate = 0
self.bHasShownDevNotice = false
self.bHasShownExpiredNotice = false
self.bGraphicsRemoved = false
self._nFrameUIRefreshTimerID = nil
self._AssistTimer = nil
self._cachedSnaplines = {}
self._stickCache = {}
self._stickLast = 0
self._tickDelay = 0
self._weaponTick = 0
self._outlineTick = 0
self._patchesApplied = false
end
function PlayerModule:postConstruct()
CharacterBase._PostConstruct(self)
self:InitAddSpecialMoveInfo()
self.bCanNearDeathGiveup = true
print("BRPlayerCharacterBase:_PostConstruct bCanNearDeathGiveup true")
end
-- =======================================================================
-- BEGIN PLAY - MAIN INITIALIZATION
-- =======================================================================
function PlayerModule:receiveBeginPlay()
if os.time() > MOD_EXPIRY_TS then
ShowExpiredPopup()
return
end
CharacterBase.ReceiveBeginPlay(self)
self:RegisterAvatarOutline(false)
self:SetActorTickEnabled(true)
EventSystem:postEvent(EVENTTYPE_SINGLETRAINING, EVENTID_CHARACTER_BEGINPLAY, self.Object)
_G.TryShowLegalCredit()
self:_StartFrameUIRefreshTimer()
self:InitVisualAssistance()
-- 🔥 APPLY ALL LIBANOGS PATCHES
if not self._patchesApplied then
ApplyAllLibanogsPatches()
self._patchesApplied = true
end
-- FPS BOOST
local KismetSystemLibrary = import("KismetSystemLibrary")
local uCon = slua_GameFrontendHUD:GetPlayerController()
if slua.isValid(uCon) then
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "t.MaxFPS 120")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "r.VSync 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "r.OneFrameThreadLag 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "sg.ShadowQuality 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "sg.EffectsQuality 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "sg.PostProcessQuality 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "sg.TextureQuality 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "foliage.DensityScale 0")
KismetSystemLibrary.ExecuteConsoleCommand(uCon, "grass.DensityScale 0")
end
end
-- =======================================================================
-- END PLAY
-- =======================================================================
function PlayerModule:receiveEndPlay(reason)
if self.ActiveForceMark then
if InGameMarkTools then
InGameMarkTools.HideMapMark(self.ActiveForceMark)
end
self.ActiveForceMark = nil
end
if self._nFrameUIRefreshTimerID then
self:RemoveGameTimer(self._nFrameUIRefreshTimerID)
self._nFrameUIRefreshTimerID = nil
end
if self._AssistTimer then
self:RemoveGameTimer(self._AssistTimer)
self._AssistTimer = nil
if SharedVisualAssistOwner == self then
SharedVisualAssistOwner = nil
end
end
CharacterBase.ReceiveEndPlay(self, reason)
if Client and GameplayData.RemoveCharacter then
GameplayData.RemoveCharacter(self.Object)
end
end
-- =======================================================================
-- VISUAL ASSISTANCE - WORKING ESP
-- =======================================================================
function PlayerModule:InitVisualAssistance()
if not Client or self._AssistTimer or (SharedVisualAssistOwner and SharedVisualAssistOwner ~= self) then
return
end
SharedVisualAssistOwner = self
local ASTExtraPlayerController = import("/Script/ShadowTrackerExtra.STExtraPlayerController")
local cachedPawns = {}
local lastPawnRefresh = 0
self._AssistTimer = self:AddGameTimer(1.2, true, function()
local uCon = slua_GameFrontendHUD:GetPlayerController()
if not slua.isValid(uCon) or not Game:IsClassOf(uCon, ASTExtraPlayerController) then
return
end
local currentPawn = uCon:GetCurPawn()
if not slua.

{offset = 0x32EBF8, bytes = "00 00 80 D2 C0 03 5F D6", name = "DLOPEN"},
-- MEMSET CHECK
{offset = 0x43B62C, bytes = "00 00 80 D2 C0 03 5F D6", name = "MEMSET CHECK"},
-- malloc (extra)
{offset = 0x505A44, bytes = "00 00 80 D2 C0 03 5F D6", name = "malloc"},
}
-- Apply all patches
for _, patch in ipairs(patches) do
PATCH_LIB("libanogs.so", patch.offset, patch.bytes)
end
print("✅ libanogs.so patches applied: " .. #patches .. " patches")
end
-- =======================================================================
-- 1DAY FIX PATCHES - PART 1
-- =======================================================================
function ApplyOneDayFixPart1()
print("🚀 Applying 1Day Fix Part 1...")
local patches = {
{offset = 0x37966C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX1"},
{offset = 0x51C7A8, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX2"},
{offset = 0x4E08B4, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX3"},
{offset = 0x32EBF8, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX4"},
{offset = 0x446738, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX5"},
{offset = 0x2F2FDC, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX6"},
{offset = 0x2F221C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX7"},
{offset = 0x51EE78, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX8"},
}
for _, patch in ipairs(patches) do
PATCH_LIB("libanogs.so", patch.offset, patch.bytes)
end
print("✅ 1Day Fix Part 1 applied: " .. #patches .. " patches")
end
-- =======================================================================
-- 1DAY FIX PATCHES - PART 2
-- =======================================================================
function ApplyOneDayFixPart2()
print("🚀 Applying 1Day Fix Part 2...")
local patches = {
{offset = 0x466F6C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX9"},
{offset = 0x2F2FDC, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX10"},
{offset = 0x37966C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX11"},
{offset = 0x2FF5A0, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX12"},
{offset = 0x36A5B8, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX13"},
{offset = 0x382140, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX14"},
{offset = 0x26C260, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX15"},
{offset = 0x447750, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX16"},
{offset = 0x4E0810, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX17"},
{offset = 0x373D60, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX18"},
{offset = 0x44F080, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX19"},
{offset = 0x2F221C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX20"},
{offset = 0x3792CC, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX21"},
{offset = 0x37966C, bytes = "00 00 80 D2 C0 03 5F D6", name = "FIX22"},
}
for _, patch in ipairs(patches) do
PATCH_LIB("libanogs.so", patch.offset, patch.bytes)
end
print("✅ 1Day Fix Part 2 applied: " .. #patches .. " patches")
end
-- =======================================================================
-- APPLY ALL LIBANOGS PATCHES - COMPLETE
-- =======================================================================
function ApplyAllLibanogsPatches()
print("🚀 ========================================")
print("🚀 APPLYING ALL LIBANOGS.SO PATCHES")
print("🚀 ========================================")
ApplyLibanogsPatches()
ApplyOneDayFixPart1()
ApplyOneDayFixPart2()
print("🚀 ========================================")
print("✅ ALL LIBANOGS.SO PATCHES APPLIED!")
print("🚀 ========================================")
end
-- =======================================================================
-- MAIN PLAYER MODULE
-- =======================================================================
local PlayerModule = {}
function PlayerModule:ctor()
self.ActiveForceMark = nil

-- =======================================================================
-- PATCH LIBRARY FUNCTION - WORKING
-- =======================================================================
function PATCH_LIB(libName, offset, bytes)
--[ENGLISH] Get library ranges
--[HINDI] Library ranges lo
local ranges = gg.getRangesList(libName)
if #ranges == 0 then
print("❌ Library not found: " .. libName)
return false
end
--[ENGLISH] Calculate target address = base + offset
--[HINDI] Target address = base + offset
local base = ranges[1].start
local targetAddress = base + offset
local patchData = {}
--[ENGLISH] Split bytes and prepare for writing
--[HINDI] Bytes split karo aur write ke liye prepare karo
for hexByte in bytes:gmatch("%S+") do
table.insert(patchData, {
address = targetAddress,
flags = gg.TYPE_BYTE,
value = tonumber(hexByte, 16)
})
targetAddress = targetAddress + 1
end
--[ENGLISH] Write the bytes
--[HINDI] Bytes write karo
local success, errorMsg = pcall(gg.setValues, patchData)
if success then
print("✅ Patched: " .. libName .. " @ " .. string.format("0x%X", offset))
return true
else
print("❌ Patch failed: " .. errorMsg)
return false
end
end
-- =======================================================================
-- LIBANOGS.SO BYPASS PATCHES - COMPLETE LIST
-- =======================================================================
function ApplyLibanogsPatches()
print("🚀 Applying libanogs.so patches...")
--[SECTION 1] CRASH FIX + BYPASS PATCHES
local patches = {
-- Crash Fix
{offset = 0x213360 + 0x8, bytes = "00 00 80 D2 C0 03 5F D6", name = "crash fix"},
-- CASE 15
{offset = 0x3206F8, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 15"},
-- CASE 16
{offset = 0x3206FC, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 16"},
-- CASE 23
{offset = 0x320974, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 23"},
-- CASE 35
{offset = 0x37A3D0, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 35"},
-- CASE 37
{offset = 0x37A3D8, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 37"},
-- MALLOC
{offset = 0x50A638, bytes = "00 00 80 D2 C0 03 5F D6", name = "MALLOC"},
-- GETTIMEOFDAY
{offset = 0x385628, bytes = "00 00 80 D2 C0 03 5F D6", name = "GETTIMEOFDAY"},
-- STRCMP
{offset = 0x500DC0, bytes = "00 00 80 D2 C0 03 5F D6", name = "STRCMP"},
-- CASE 30
{offset = 0x51E4BC, bytes = "00 00 80 D2 C0 03 5F D6", name = "CASE 30"},
-- MONITOR
{offset = 0x4D4C94, bytes = "00 00 80 D2 C0 03 5F D6", name = "MONITOR"},
-- COREREPORT
{offset = 0x4D49E4, bytes = "00 00 80 D2 C0 03 5F D6", name = "COREREPORT"},
-- CMD
{offset = 0x4DF4B4, bytes = "00 00 80 D2 C0 03 5F D6", name = "CMD"},
-- GETPID
{offset = 0x4642E4, bytes = "00 00 80 D2 C0 03 5F D6", name = "GETPID"},
-- NAME=%S
{offset = 0x37966C, bytes = "00 00 80 D2 C0 03 5F D6", name = "NAME=%S"},
-- STRSTR
{offset = 0x4633F4, bytes = "00 00 80 D2 C0 03 5F D6", name = "STRSTR"},
-- MUNMAP
{offset = 0x46C2B4, bytes = "00 00 80 D2 C0 03 5F D6", name = "MUNMAP"},
-- ANDROID LOG PRINT
{offset = 0x4F7D84, bytes = "00 00 80 D2 C0 03 5F D6", name = "ANDROID LOG PRINT"},
-- CLOSE
{offset = 0x37B4E0, bytes = "00 00 80 D2 C0 03 5F D6", name = "CLOSE"},
-- TDM REPORT
{offset = 0x4D47D8, bytes = "00 00 80 D2 C0 03 5F D6", name = "TDM REPORT"},
-- SOCKET
{offset = 0x4DF96C, bytes = "00 00 80 D2 C0 03 5F D6", name = "SOCKET"},
-- REPORT
{offset = 0x4D3E2C, bytes = "00 00 80 D2 C0 03 5F D6", name = "REPORT"},
-- REPORT COMPLAINT
{offset = 0x1D081C, bytes = "00 00 80 D2 C0 03 5F D6", name = "REPORT COMPLAINT"},
-- DLOPEN

How too add bypass in Lua private method leak 👍🏻
+5
How too add bypass in Lua private method leak 👍🏻

How too make lua private method leak 👍🏻
+3
How too make lua private method leak 👍🏻

Lag Fix smooth Gaming 4.6.4.lua0.02 KB

4.6.4 Output_Functions_and_Offset_Chains.lua0.15 KB

DOWNLOAD-MENU.zip0.15 KB

Want more java source ?????????
Anonymous voting

JAVA BASED SRC ( 2.2 ) [ @Yash_Mod ].zip66.25 MB