π₯π²π¬ π’π§π€π π³π² - PML
Closed channel
No data
Subscribers
-124 hours
+47 days
+1530 days
Posts Archive
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: @memopmlif (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