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π–₯𝖲𝖬 𝖒𝖧𝖀𝖠𝖳𝖲 - PML

π–₯𝖲𝖬 𝖒𝖧𝖀𝖠𝖳𝖲 - PML

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if (Config.PlayerESP.Alert360) { bool shit = false; Vector3 MyPosition, EnemyPosition; auto CurrentVehiclea = *(uintptr_t *)
if (Config.PlayerESP.Alert360) {
                            bool shit = false;
       Vector3 MyPosition, EnemyPosition;
auto CurrentVehiclea = *(uintptr_t *) (Actor + STExtraCharacter_CurrentVehicle);
if (CurrentVehiclea) {
auto RootComponent = *(uintptr_t *)(CurrentVehiclea + Actor_RootComponent);
if (RootComponent) {
MyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);}
} else {
auto RootComponent = *(uintptr_t *)(Actor + Actor_RootComponent);
if (RootComponent) {
MyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);}}
auto CurrentVehicle = *(uintptr_t *) (localPlayer + STExtraCharacter_CurrentVehicle);
if (CurrentVehicle) {
auto RootComponent = *(uintptr_t *)(CurrentVehicle + Actor_RootComponent);
if (RootComponent) {
EnemyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);}
} else {
        auto RootComponent = *(uintptr_t *)(localPlayer + Actor_RootComponent);
if (RootComponent) {
EnemyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);}}
Vector3 EntityPos = WorldToRadar(GetPOV().Rotation.Yaw, MyPosition, EnemyPosition, NULL, NULL, Vector3(glWidth, glHeight, 0), shit);
Vector3 angle = Vector3();
       Vector3 forward = Vector3((float)(glWidth / 2) - EntityPos.X, (float)(glHeight / 2) - EntityPos.Y, 0.0f);
       VectorAnglesRadar(forward, angle);
       const auto angle_yaw_rad = DEG2RAD(angle.Y + 180.f);
       const auto new_point_x = (glWidth / 2) + (55/*alert dist from me*/) / 2 * 8 * cosf(angle_yaw_rad);
       const auto new_point_y = (glHeight / 2) + (55/*alert dist from me*/) / 2 * 8 * sinf(angle_yaw_rad);
       std::array<Vector3, 3> points { Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y - ((55) / 4 + 3.5f) / 2, 0.f), Vector3(new_point_x + ((90) / 4 + 3.5f) / 4, new_point_y, 0.f), Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y + ((55) / 4 + 3.5f) / 2, 0.f)};
       RotateTriangle(points, angle.Y + 180.f);
       draw->AddTriangle(ImVec2(points.at(0).X, points.at(0).Y), ImVec2(points.at(1).X, points.at(1).Y), ImVec2(points.at(2).X, points.at(2).Y), RENK, 19.0f);
       draw->AddTriangleFilled(ImVec2(points.at(0).X, points.at(0).Y), ImVec2(points.at(1).X, points.at(1).Y), ImVec2(points.at(2).X, points.at(2).Y), RENK );
       }
Cr: @Varusbeyyy Cr: @memopml

if (MagicBullet) { if (g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS) { uintptr_t Mesh = *(uintptr_t *)((uintptr_t)g_LocalPlayer + 0x380); if (Mesh != 0) { uintptr_t Skeletal = *(uintptr_t *)(Mesh + 0x6e8); if (Skeletal != 0) { uintptr_t Asset = *(uintptr_t *)(Skeletal + 0xf0); if (Asset != 0) { uintptr_t ArraySkeletal = *(uintptr_t *)(Asset + 0x28); if (ArraySkeletal != 0) { uintptr_t SkeletalBodySetup = *(uintptr_t *)(ArraySkeletal + sizeof(uintptr_t) * 14); if (SkeletalBodySetup != 0) { uintptr_t BoxElems = *(uintptr_t *)(SkeletalBodySetup + 0x28); if (BoxElems != 0) { *(float *)(BoxElems + 0x78) = 100.0f; //X *(float *)(BoxElems + 0x7c) = 100.0f; //Y *(float *)(BoxElems + 0x80) = 200.0f; //Z } } } } } } } }
Pubgm x32 Magic Bullet Safe