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КОДЫ IMGUI

КОДЫ IMGUI

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IMGUI PUBGM (+other) leaks codes for free use All channels info - t.me/aboutpubgm

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Telegram code by @RKOFFICIAL808 Password : @pastersrc
Channel info t.me/pastersrc

– Aimbot Glitch Fix On Scope         if(Settings::Aimbot::MemoryAimbot) {           FRotator CurrentRotation = *(FRotator*)(Globals::localController + Offsets::Mem::ControlRotation);           FRotator AimControlRotationAdditive = *(FRotator*)(Globals::localPlayer.Address + Offsets::Mem::AimControlRotationAdditive);           FRotator DesiredRotation = Rotation;           DesiredRotation.Pitch -= AimControlRotationAdditive.Pitch;           DesiredRotation.Yaw -= AimControlRotationAdditive.Yaw;           DesiredRotation.Roll -= AimControlRotationAdditive.Roll;           FRotator DeltaRotation;           DeltaRotation.Yaw = DesiredRotation.Yaw - CurrentRotation.Yaw;           DeltaRotation.Pitch = DesiredRotation.Pitch - CurrentRotation.Pitch;           DeltaRotation.Roll = DesiredRotation.Roll - CurrentRotation.Roll;           DeltaRotation = Algorithm::NormalizeRotator(DeltaRotation);           using InputStructure = void(*)(uintptr_t, float);           InputStructure((*(uintptr_t**)Globals::localPlayer.Address)[Offsets::VTable::AddControllerYawInput])(Globals::localPlayer.Address, DeltaRotation.Yaw);           InputStructure((*(uintptr_t**)Globals::localPlayer.Address)[Offsets::VTable::AddControllerPitchInput])(Globals::localPlayer.Address, DeltaRotation.Pitch);         } – Use This 2 Fix The Bug Glitch Cr - idk

if (Config.PlayerESP.info) { std::string s; s += "--- MATCH STATISTICS ---\n"; s += "Total Alive : " + std::to_string(*(int*)
if (Config.PlayerESP.info) {     std::string s;     s += "--- MATCH STATISTICS ---\n";     s += "Total Alive    : " + std::to_string(*(int*)(Actor + 0x5b4)) + "\n";     s += "Real Players   : " + std::to_string(*(int*)(Actor + 0x430)) + "\n";     s += "Teams Left     : " + std::to_string(*(int*)(Actor + 0x5b8)) + "\n";         int totalSeconds = *(int*)(Actor + 0x308);     int minutes = totalSeconds / 60;     int seconds = totalSeconds % 60;     char timeBuf[32];     snprintf(timeBuf, sizeof(timeBuf), "Match Time    : %02d:%02d", minutes, seconds);     s += timeBuf;     float infoFontSize = (float)density / 22.0f;     ImVec2 infoPos = ImVec2(50.0f, glHeight / 2.0f); // Positioned on the left middle         // Draw semi-transparent background for info     ImVec2 infoSize = ImGui::CalcTextSize2(s.c_str(), 0, infoFontSize);     draw->AddRectFilled(         {infoPos.x - 10, infoPos.y - 10},         {infoPos.x + infoSize.x + 10, infoPos.y + infoSize.y + 10},         IM_COL32(0, 0, 0, 120), 8.0f     ); //@paster_src     draw->AddText(NULL, infoFontSize, infoPos, IM_COL32(0, 255, 255, 255), s.c_str()); }

представляю вам AstroGram 2.0 (обновление) это ПК версия, что он умеет и какие у него функции? Порт AyuGram/ExteraGram на ПК • Просмотр даты создания аккаунта • Просмотр айди канала/чата/аккаунта • Открыта функция звонков в 🇷🇺 • Скрытие статуса печатает/кружок/голосовые/стикеры и прочее • Скрытие статуса онлайн • Скрытие просмотра сообщений • Возможность сохранения одноразовых фото • Возможность сьемки/сохранения контента в закрытых чатах и каналах • Возможность подмены геолокации •Встроенный AI запросы не кончаются • Возможность скачивать истории • Временное фото/видео/голосовое/кружок не удаляются после просмотра •хорошая оптимизация •без вылетов без лагов Что нового что изменилось? Поменял API от ИИ Исправил баги и ошибки теперь все работает чётко, у некоторых может не запустится.  очень старался и долго тратил на него время поддержите меня Кстати вес файла максимально сжал чтобы меньше весил и не занимал много памяти.

imgui_notify.h0.09 KB

Repost from SykruCheats
YtMursleen vip code 🤣🤣 CR @Autohdm

Repost from SykruCheats
photo content

classes.dex/com/epicgames.ue4/GameActivity •Search: android_id •Replace: notification_id By @ByDwoz Channel info t.me/pasters
classes.dex/com/epicgames.ue4/GameActivity •Search: android_id •Replace: notification_id By @ByDwoz
Channel info t.me/pastersrc

Skin id 4.2

New Update Volley 64bit 4.2 - 0x6929094 32bit 4.2 - 0x3791F44

Bullet Track on UpdateVolley offset 0x377407C - 32bit 4.1 64bit offset in file
Channel info t.me/pastersrc no reaction = gay👀 reaction = not gay👀

Мда How?: Потому что ты сюда не скинул, я скинул за тебя Долбоеб сообщение редактируй АСтрохолоп: Зази член How?: Я хуесос Astro: Перемирие How?: Согласен

if (Config.Plane) { if (Actors[i]->IsA(AAirDropPlane::StaticClass())) { auto AirDropPlane = (AAirDropPlane *) Actors[i]; auto RootComponent = AirDropPlane->RootComponent; if (!RootComponent) continue; float Distance = AirDropPlane->GetDistanceTo(localPlayer) / 100.f; if (Distance <= 1000.0f) { FVector2D AirDropPlanePos; if (W2S(AirDropPlane->K2_GetActorLocation(), &AirDropPlanePos)) { std::string s = "Plane"; s += " "; s += std::to_string((int) Distance); s += "m"; draw->AddText(NULL, ((float) density / 25.0f), {AirDropPlanePos.X, AirDropPlanePos.Y}, IM_COL32(255, 255, 255, 255), s.c_str()); }}} Gl/kr/vn/bgmi 32/64 safe

if (CodedByDarwin)
{
    if (auto GameState = GetWorld()->GameState; GameState && GameState->IsA(ASTExtraGameStateBase::StaticClass()))
    {
        auto ExtraGameState = (ASTExtraGameStateBase*)GameState;
        ExtraGameState->bIngoreDamage = true; // Disable damage
    }

    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++)
    {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;

        if (Object->IsA(UDamageDrivenMeshChanger::StaticClass()))
        {
            auto playerChar = (UDamageDrivenMeshChanger*)Object;
            playerChar->MaxHealth = 9999999.0f;
            playerChar->HPPercentage = 1.0f; // 0.0 - 1.0
            playerChar->SetHPPercentage(1.0f);
            playerChar->OnRep_HPPercentage();
        }

        if (Object->IsA(ASTExtraCharacter::StaticClass()))
        {
            auto extraChar = (ASTExtraCharacter*)Object;
            
            extraChar->HealthMax = 9999999.0f;
            extraChar->Health = 9999999.0f;
            extraChar->OnRep_HealthMax();
            extraChar->OnRep_Health(0.0f); // PrevHealth = 0
        }

        if (Object->IsA(ASTExtraPlayerState::StaticClass()))
        {
            auto playerState = (ASTExtraPlayerState*)Object;
            
            playerState->PlayerHealthMax = 9999999.0f;
            playerState->PlayerHealth = 9999999.0f;
            playerState->OnHealthChange();
        }
    }

    if (g_LocalPlayer && g_LocalPlayer->IsA(ASTExtraCharacter::StaticClass()))
    {
        auto localChar = (ASTExtraCharacter*)g_LocalPlayer;
        localChar->HealthMax = 9999999.0f;
        localChar->Health = 9999999.0f;
        localChar->OnRep_HealthMax();
        localChar->OnRep_Health(0.0f);
    }
}

Credit : t.me/DalwinOfficial

if (FastReload)
{
    auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
    if (WeaponManagerComponent &&
        WeaponManagerComponent->CurrentWeaponReplicated &&
        ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent &&
        ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent->ShootWeaponEntityComponent)
    {
        auto ShootWeaponEntityComponent =
            ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
                ->ShootWeaponComponent->ShootWeaponEntityComponent;

        // Remove all reload delays, animation speedups, and reload durations.
        // =====================================================================
        ShootWeaponEntityComponent->ReloadRate                      = 0.1f;
        ShootWeaponEntityComponent->ReloadDurationStart              = 0.1f;
        ShootWeaponEntityComponent->ReloadDurationStartTacticalOffset= 0.1f;
        ShootWeaponEntityComponent->ReloadDurationLoop               = 0.1f;
        ShootWeaponEntityComponent->ReloadDurationEnd                = 0.1f;
        ShootWeaponEntityComponent->ReloadTime                       = 0.1f;
        ShootWeaponEntityComponent->ReloadTimeTactical               = 0.1f;
        ShootWeaponEntityComponent->ReloadTimeMagOut                 = 0.1f;
        ShootWeaponEntityComponent->ReloadTimeMagOutTactical         = 0.1f;
        ShootWeaponEntityComponent->ReloadTimeMagIn                  = 0.1f;
        ShootWeaponEntityComponent->ReloadTimeMagInTactical          = 0.1f;
        ShootWeaponEntityComponent->PostReloadTime                   = 0.1f;

        // Disable animations and resource cost reloading
        // =====================================================================
        ShootWeaponEntityComponent->ReloadWithNoCost                 = true;
        ShootWeaponEntityComponent->bNeedMagAnimationWhenReload      = true;
        ShootWeaponEntityComponent->InitAutoReloadLock               = false;
    }
}

Credit : t.me/DalwinOfficial

if (QuickChange)
{  
    auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
    if (WeaponManagerComponent &&
        WeaponManagerComponent->CurrentWeaponReplicated &&
        ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent &&
        ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
            ->ShootWeaponComponent->ShootWeaponEntityComponent)
    {
        auto ShootWeaponEntityComponent =
            ((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
                ->ShootWeaponComponent->ShootWeaponEntityComponent;

        ShootWeaponEntityComponent->SwitchFromBackpackToIdleTime = CarValues;
        ShootWeaponEntityComponent->SwitchFromIdleToBackpackTime = CarValues;
    }
}

Credit : t.me/DalwinOfficial

if (YourStateMent)
{
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++)
    {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;

        if (Object->IsA(ASTExtraPlayerCharacter::StaticClass())) 
        {
            auto playerChar = (ASTExtraPlayerCharacter*)Object;
            
            if (playerChar == g_LocalPlayer)
                continue;

            auto Mesh = playerChar->Mesh;
            if (Mesh && !isObjectInvalid(Mesh))
            {
                static float cnt = 0.0f;
                float r = cos(cnt) * .5f + .5f;
                float g = cos(cnt - 2.f * 3.14 / 3.f) * .5f + .5f;
                float b = cos(cnt - 4.f * 3.14 / 3.f) * .5f + .5f;
                
                if (cnt >= FLT_MAX) cnt = 0.0f;
                else cnt += 0.01f;
                
                // OUTLINE COLORFUL
                Mesh->SetDrawIdeaOutline(true);
                Mesh->SetIdeaOutlineNew(true);
                Mesh->SetIdeaOutlineOcclusionHighlight(true);
                Mesh->OverrideIdeaOutlineThickness(true, 2.0f);
                Mesh->OverrideIdeaOutlineColor(true, FLinearColor(r, g, b, 1.f));
                
                // WALLHACK EFFECT
                Mesh->SetDrawDyeing(true);
                Mesh->SetVisibleDyeingColor(FLinearColor(0.0f, 1.0f, 0.0f, 0.5f));
                Mesh->SetOccludedDyeingColor(FLinearColor(1.0f, 0.0f, 0.0f, 0.7f));
                Mesh->SetRenderCustomDepth(true);
            }
        }
    }
}

Credit : t.me/DalwinOfficial

Repost from AstroLeakss
PATCH_LIB("libanogs.so", "0xEBD20", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xF1D47", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0x77FAD0", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xEBC6C", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xF1D2C", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0x77F9FA", "00 00 80 D2 C0 03 5F D6"); Data3 By Astro Join for more @astroleakss

#include <jni.h>
#include <unistd.h>
#include <sys/mman.h>
#include <dirent.h>
#include <string.h>
#include <fstream>
#include <vector>
#include <android/log.h>

#define LOG_TAG "NetErrror_Kernel_Bypass"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, __VA_ARGS__)

struct LibRegion {
    uintptr_t start;
    uintptr_t end;
};

LibRegion find_library_memory(const char* lib_name) {
    LibRegion region = {0, 0};
    std::ifstream maps("/proc/self/maps");
    std::string line;
    while (std::getline(maps, line)) {
        if (line.find(lib_name) != std::string::npos && line.find("r-xp") != std::string::npos) {
            uintptr_t s, e;
            sscanf(line.c_str(), "%lx-%lx", &s, &e);
            region.start = s;
            region.end = e;
            break;
        }
    }
    return region;
}

void apply_patch(uintptr_t addr, const uint8_t* val, size_t size) {
    uintptr_t page_size = sysconf(_SC_PAGESIZE);
    uintptr_t page_start = addr & ~(page_size - 1);
    mprotect((void*)page_start, page_size * 2, PROT_READ | PROT_WRITE | PROT_EXEC);
    memcpy((void*)addr, val, size);
    mprotect((void*)page_start, page_size * 2, PROT_READ | PROT_EXEC);
    __builtin___clear_cache((char*)addr, (char*)(addr + size));
}

void silence_anogs_logic(const char* lib_name) {
    LibRegion lib = find_library_memory(lib_name);
    if (lib.start == 0) return;

    const uint8_t t_svc[] = {0x00, 0xDF};
    const uint8_t t_nop[] = {0x00, 0xBF};
    const uint8_t a_svc[] = {0x00, 0x00, 0x00, 0xEF};
    const uint8_t a_nop[] = {0x00, 0xF0, 0x20, 0xE3};

    for (uintptr_t i = lib.start; i < lib.end - 4; i += 2) {
        if (memcmp((void*)i, t_svc, 2) == 0) {
            apply_patch(i, t_nop, 2);
        }
        if (i % 4 == 0 && memcmp((void*)i, a_svc, 4) == 0) {
            apply_patch(i, a_nop, 4);
        }
    }

    uintptr_t offsets[] = {0x3AA54C, 0x3AA558, 0x3AA570};
    uint8_t ret_zero_arm[] = {0x00, 0x00, 0xA0, 0xE3, 0x1E, 0xFF, 0x2F, 0xE1}; 
    
    for (uintptr_t off : offsets) {
        apply_patch(lib.start + off, ret_zero_arm, 8);
    }
}

extern "C" JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) {
    LOGD("NetErrror System Starting...");
    silence_anogs_logic("libanogs.so");
    return JNI_VERSION_1_6;
}
ReadMemory block PUBGM Code 4.1 Thanks @Im_you_STRAX
Channel info t.me/pastersrc no reaction = gay👀 reaction = not gay👀