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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

Need mod apk with BT
Anonymous voting

You are indeed a pro dev and BangJO is just a noob and copypasteπŸ‘ŒπŸ˜

//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

Leteess BTπŸ‘Œ
Leteess BTπŸ‘Œ

For ShootBulletInner Idx i find SoonπŸ™

Simple
Tools::Hook((void *) (UE4 + OffsetShootBulletInner), (void *) shoot_event, (void **) &orig_shoot_event);
By BangJO

For BT Beta Version
ShootBulletInner : 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

πŸ˜‚
πŸ˜‚

ProcessEvent Changed in pubg 3.5 Process_Event_Offset : 0x7afc7ec x64 Idx : 76 x64

SDK PUBGM BETA 3.5.1 | 32 BIT
GNames_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