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一个源码分享频道 频道1 https://t.me/YinLonchat 频道2 https://t.me/luluyydschat 频道3 https://t.me/rurupubgm 互管关注一下

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Variables
struct VarState {
    bool globalValue = true;
    bool userOverride = false;
    bool userOverrideSet = false;
    bool defaultValue = true; 
};

 static std::mutex g_varMutex;
static std::unordered_map<std::string, VarState> g_vars;


static const std::vector<std::string> kTrackedVarIds = {
    "CHAT",
    "BULLET",
  
  
};

static bool ParseBoolVar(const std::string& raw, bool defaultValue) {
    std::string s = raw;
    size_t start = s.find_first_not_of(" \t\r\n");
    if (start == std::string::npos) return defaultValue;
    size_t end = s.find_last_not_of(" \t\r\n");
    s = s.substr(start, end - start + 1);
    std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return std::tolower(c); });
    if (s == "false" || s == "0" || s == "off" || s == "no") return false;
    if (s == "true" || s == "1" || s == "on" || s == "yes") return true;
    return defaultValue;
}


static void FetchAllVars() {
    for (const auto& varId : kTrackedVarIds) {
        VarState state;
        {
            std::lock_guard<std::mutex> lock(g_varMutex);
            state = g_vars[varId]; 
        }

       
        std::string globalData;
        if (keyauth.getServerVar(varId, globalData, keyauth.getSessionId())) {
            state.globalValue = ParseBoolVar(globalData, state.defaultValue);
        }

       
        std::string userData;
        bool userOk = keyauth.getVar(varId, userData);
        if (userOk && !userData.empty()) {
            state.userOverride = ParseBoolVar(userData, state.defaultValue);
            state.userOverrideSet = true;
        } else if (userOk && userData.empty()) {
            state.userOverrideSet = false;
        } else {
            std::string err = keyauth.lastError();
            if (err.find("Variable not found") != std::string::npos) {
                state.userOverrideSet = false;
            }
       
        }

        std::lock_guard<std::mutex> lock(g_varMutex);
        g_vars[varId] = state;
    }
}


static bool IsEnabled(const std::string& varId) {
    std::lock_guard<std::mutex> lock(g_varMutex);
    auto it = g_vars.find(varId);
    if (it == g_vars.end()) return true; 
    return it->second.userOverrideSet ? it->second.userOverride : it->second.globalValue;
}
Use like this
ImGui::BeginDisabled(!IsEnabled("BULLET"));
ImGui::Checkbox("Bullet Track",&Config.SilentAim.Enable);
ImGui::EndDisabled();

if (!IsEnabled("BULLET")) {
ImGui::TextColored(ImVec4(1.0f, 0.5f, 0.0f, 1.0f),
         " This feature is temporarily disabled.");
}
Don't forget added FetchAllVars(); after login

By BangJO

LocalPlayer = 0x1340f370 GUObjectArray = 0x13170b50 GNativeAndroidApp = 0x12e9fba8 GName = 0xa81a304 ActorsArray = 0xd68d824

sticker.webp0.17 KB

function _G.Inventure_BangJO(Backpack)
    if not Backpack or not slua.isValid(Backpack) then
        return
    end

    if not Backpack.ItemListNet or not Backpack.ItemListNet.IncArray then
        return
    end

    local BagArray = Backpack.ItemListNet.IncArray
    local ItemCount = BagArray:Num()

    if ItemCount <= 0 or ItemCount > 500 then
        return
    end

    local bNeedRefreshBag = false
    local EBattleItemAdditionalDataType = import("EBattleItemAdditionalDataType")
    local EDataType_WeaponAvatar = EBattleItemAdditionalDataType and EBattleItemAdditionalDataType.WeaponAvatar or 7

    for j = 0, ItemCount - 1 do
        local Item = BagArray:Get(j)
        if Item and Item.Unit and Item.Unit.DefineID then
            local CurrentID = Item.Unit.DefineID.TypeSpecificID

            local NewSkinID = 0
            if getCachedWeaponSkin then
                NewSkinID = tonumber(getCachedWeaponSkin(CurrentID)) or 0
            end

            if NewSkinID > 0 then
                local AdditionalData = Item.Unit.AdditionalData
                if AdditionalData then
                    local bFoundAvatar = false
                    local dataCount = AdditionalData:Num()

                    for k = 0, dataCount - 1 do
                        local Data = AdditionalData:Get(k)
                        if Data and Data.EDataType == EDataType_WeaponAvatar then
                            if Data.IntData ~= NewSkinID then
                                Data.IntData = NewSkinID
                                AdditionalData:Set(k, Data)
                                bNeedRefreshBag = true
                            end
                            bFoundAvatar = true
                            break
                        end
                    end

                    if not bFoundAvatar and dataCount > 0 then
                        local TD = AdditionalData:Get(0) 
                        if TD then
                            TD.EDataType = EDataType_WeaponAvatar
                            TD.IntData = NewSkinID
                            TD.StringData = "" 
                            
                            AdditionalData:Add(TD)
                            bNeedRefreshBag = true
                        end
                    elseif not bFoundAvatar then
                        local NewData = {
                            EDataType = EDataType_WeaponAvatar,
                            IntData = NewSkinID,
                            StringData = ""
                        }
                        AdditionalData:Add(NewData)
                        bNeedRefreshBag = true
                    end
                end
                BagArray:Set(j, Item)
            end
        end
    end

    if bNeedRefreshBag then
        if type(Backpack.OnRep_ItemListNet) == "function" then
            Backpack:OnRep_ItemListNet()
        elseif type(Backpack.OnRep_ItemListNet) == "userdata" then
            Backpack.OnRep_ItemListNet()
        end
        log("[SkinSystem] Inventory Weapons Modded Successfully!")
    end
end

function _G.InventureInit()
    local PlayerController = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
    if not PlayerController or not slua.isValid(PlayerController) then
        return
    end
    local BC = PlayerController.GetBackpackComponent and PlayerController:GetBackpackComponent() or PlayerController.GetBackPackComponent and PlayerController:GetBackPackComponent()
    if BC and slua.isValid(BC) then
        _G.Inventure_BangJO(BC)
    end
end
enjoy for dev lua nob😂😂

Update New SDK v4.5.0 64bit Full Dump SDK in Lobby! Support GL/KR/VN/TW/BGMI
By BangJO

#define GNativeApp_Offset 0xec732c0

#define GNativeAndroidApp_Offset 0xec732e8

Script ended:
#define Gname Java 0xec73720
#GWorld Offsets: 0xf1fe880
#define VMatrix_Offsets 0xf1d5f70
#define Vworld_Offsets 0xef33f80
#define GNames_Offset 0x8939470
#define GEngine_Offset 0xf1d5f70 //UEngine
#define GEngine_Offset 0xf1d5f30 //UEngine
#define GUObject_Offset 0xef3b3f0
#define GetActorArrary_Offset 0xa6ca440
#define ProcessEvent_Offset 0x8bac0a8 //Child
#define ProcessEvent_Offset 0xa211d60 //Main
#define KillMessage_Offset 0x5e7f87c
#define ps_Global_TargetFunc 0x6e45c70
#define Gworld_Offset 0xf1fe880
#define Termination_Offsets 0x5f25500
#define Mundo_CrashFix Orginal 0x57f3a0
#define BULLET SHELL SOCK _Offset 0x97D7CA7F
#define Actors_Offset 0xa0

SDK dumper by @ByZions
Exit.

PUBGMOBILE_Global_4.5.0_uawebsite_livik01_MadTamizha.apk1399.00 MB

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Autoloader.zip4.91 MB

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+1

If(Global) {
//change these offsets for next update
#define FNamePool_Offset 0x1d0f4800
#define GUObjectArray_Offset 0x1d11b668
#define GEngine_Offset 0x1d40dff0
#define ProcessEvent_idx 69
} 
Else (Garena){
#define FNamePool_Offset 0x1CF7A440
#define GUObjectArray_Offset 0x1cfa12a8
#define GEngine_Offset 0x1D293C40
#define ProcessEvent_idx 69
}
Else (CN){
#define FNamePool_Offset 0x1CDCB8C0
#define GUObjectArrayPtr_Offset 0x1cdf2728
#define GEngine_Offset 0x1D0E50B0
#define GNativeAndroidApp_Offset 0x1c3f82c0

}

XelahotOfficial By @ByDwoz
Version garane version 1.203.37114.5401

BGMI 4.4 MY PVT JAVA BASE LOADER SRC BLACK BOX HCORE NO NEED KEY 🔑 ✅ UPDATE SOCK 64 ESP AIMBOT BT ALL WORK KING UI VIDEO

JAVAPLUS.zip8.00 MB

Pass:- 009307

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