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anyone who has tested this let me know if it is without ban then i will implement it on pubgm
Moded lib BGMI v3.4.0 32bit
supported :ESP AIMBOT BULLET TRACK supported mod apk's
Moded By BangJO
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//Hook
void (*orig_LaunchBP)(ASTExtraShootWeaponBulletBase* pObj, float Speed, AActor* InOwningWeapon, AActor* InInstigator, FTransform* InTrans, FTransform* OutTrans);
void hook_LaunchBP(ASTExtraShootWeaponBulletBase* pObj, float Speed, AActor* InOwningWeapon, AActor* InInstigator, FTransform* InTrans, FTransform* OutTrans) {
if (Config.SilentAim.Enable) {
ASTExtraPlayerCharacter* Target = GetTargetFoBT();
if (Target) {
bool triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS;
if (triggerOk) {
FVector targetAimPos = Target->GetBonePos("Head", {});
auto CurrentWeaponReplicated = pObj->OwningShootWeapon;
if (CurrentWeaponReplicated) {
CurrentWeaponReplicated->ShootMode = EShootWeaponShootMode::SWST_TraceTarget;
auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent;
if (ShootWeaponComponent) {
ASTExtraVehicleBase* CurrentVehicle = Target->CurrentVehicle;
float dist = g_LocalPlayer->GetDistanceTo(Target);
FVector Velocity = CurrentVehicle ? CurrentVehicle->ReplicatedMovement.LinearVelocity : Target->GetVelocity();
float timeToTravel = dist / CurrentWeaponReplicated->GetBulletFireSpeedFromEntity();
targetAimPos = targetAimPos + (Velocity * timeToTravel);
FRotator AimRotation = ToRotator1(OutTrans->Translation, targetAimPos);
OutTrans->Rotation = RotatorToQuat(AimRotation);
}
}
}
}
}
orig_LaunchBP(pObj, Speed, InOwningWeapon, InInstigator, InTrans, OutTrans);
}
//Thread
Tools::Hook((void *) (UE4 + 0x350171C), (void *)hook_LaunchBP, (void **) &orig_LaunchBP); //PUBGMx32
By BangJO
//Struc
FQuat RotatorToQuat(FRotator rotator) {
float DEG_TO_RAD = M_PI / 180.f;
float pitch = rotator.Pitch * DEG_TO_RAD * 0.5f;
float yaw = rotator.Yaw * DEG_TO_RAD * 0.5f;
float roll = rotator.Roll * DEG_TO_RAD * 0.5f;
float sinPitch = sin(pitch);
float cosPitch = cos(pitch);
float sinYaw = sin(yaw);
float cosYaw = cos(yaw);
float sinRoll = sin(roll);
float cosRoll = cos(roll);
FQuat quat;
quat.X = sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw;
quat.Y = cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw;
quat.Z = cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw;
quat.W = cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw;
return quat;
}
By BangJO
//Struc
FRotator ToRotator1(FVector start, FVector target) {
FVector direction = target - start;
float hyp = sqrt(direction.X * direction.X + direction.Y * direction.Y);
FRotator newViewAngle;
newViewAngle.Pitch = -atan2(direction.Z, hyp) * (180.f / M_PI);
newViewAngle.Yaw = atan2(direction.Y, direction.X) * (180.f / M_PI);
newViewAngle.Roll = 0.0f;
return newViewAngle;
}
By BangJO
LaunchBP UE4 Offset BGMI 3.4 32 Bit
UE4 + 0x33CC0DC
LaunchBP UE4 Offset PUBGM 3.4 32 Bit
UE4 + 0x350171C
By BangJO
SDK PUBGM BETA 3.5.2 | 32 BIT
uintptr_t ShortEvent_Offset = 53820400; //Hook For BT
uintptr_t GNames_Offset = 76348252;
uintptr_t GEngine_Offset = 161235504; //UlocalPlayer(VMatrix)
uintptr_t GEngine_Offset = 161345548; //UEngine
uintptr_t GUObject_Offset = 143165576;
uintptr_t GetActorArray_Offset = 107075672;
uintptr_t Process_Event_Offset = 79047636;
uintptr_t GNativeAndroidApp_Offset = 157348536;
By BangJO
Simple
Tools::Hook((void *) (UE4 + OffsetShootBulletInner), (void *) shoot_event, (void **) &orig_shoot_event);
By BangJO
For BT Beta VersionShootBulletInner : 0x3342170 Beta v3.5.1 32bit ShootBulletInner : 0x3353BF0 Beta v3.5.2 32bit
By BangJO
PUBGM 32BIT
Tools::Hook((void *) (UE4 + 0x3105ADC), (void *) sub_3105ADC, (void **) &orig_sub_3105ADC);
BGMI 32BIT
Tools::Hook((void *) (UE4 + 0x2F95C04), (void *) sub_3105ADC, (void **) &orig_sub_3105ADC);
By BangJO
int (*orig_sub_3105ADC)(uintptr_t* a1, FItemDefineID& DefineID, int a3);
int sub_3105ADC(uintptr_t* a1, FItemDefineID& DefineID, int a3)
{
if (preferences.Outfit)
{
auto BangJO = DefineID;
if (BangJO.TypeSpecificID == 403003 || BangJO.TypeSpecificID == 1405269 || BangJO.TypeSpecificID == 1400129)
{
BangJO.TypeSpecificID = new_Skin.XSuits;
return orig_sub_3105ADC(a1, BangJO, a3);
}
}
return orig_sub_3105ADC(a1, DefineID, a3);
}
Lobby Player Skin! All Pubgm 3.4.0 32bit
ProcessEvent Changed in pubg 3.5
Process_Event_Offset : 0x7afc7ec x64
Idx :
76 x64SDK PUBGM BETA 3.5.1 | 32 BITGNames_Offset :
0x48b47ec
GEngine_Offset : 0x999ee90 //UlocalPlayer(VMatrix)
GEngine_Offset : 0x99b9c8c //UEngine
GUObject_Offset : 0x8888888
GetActorArray_Offset : 0x66017b8
Process_Event_Offset : 0x617bc3c //Child
GNativeAndroidApp_Offset : 0x95ea2b8
Actors_Offset : 0x70
By BangJO
