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so=gg.getRangesList('libunity.so')[1].start
setvalue(so + "0x877C3B8", 32, "h 1F 20 03 D5 E0 03 13 AA")
gg.toast("Wallhack On")
// Esp Skeleton
if (is_Skeleton) {
try {
if (!pawn) return;
auto m_HeadBone = *(Transform**)((uintptr_t)pawn + 0x2F8);
auto m_SpineBone = *(Transform**)((uintptr_t)pawn + 0x1C18);
auto m_NeckBone = *(Transform**)((uintptr_t)pawn + 0x1C20);
auto m_HipsBone = *(Transform**)((uintptr_t)pawn + 0x1C28);
auto m_LeftAnkleBone = *(Transform**)((uintptr_t)pawn + 0x1C30);
auto m_RightAnkleBone = *(Transform**)((uintptr_t)pawn + 0x1C38);
if (!m_HeadBone !m_SpineBone !m_NeckBone !m_HipsBone !m_LeftAnkleBone || !m_RightAnkleBone)
return;
auto mainCamera = Camera::get_main();
if (!mainCamera) return;
Vector3 headPos = m_HeadBone->get_position();
Vector3 spinePos = m_SpineBone->get_position();
Vector3 neckPos = m_NeckBone->get_position();
Vector3 hipsPos = m_HipsBone->get_position();
Vector3 leftAnklePos = m_LeftAnkleBone->get_position();
Vector3 rightAnklePos = m_RightAnkleBone->get_position();
Vector3 headSc = mainCamera->WorldToScreenPoint(headPos);
Vector3 spineSc = mainCamera->WorldToScreenPoint(spinePos);
Vector3 neckSc = mainCamera->WorldToScreenPoint(neckPos);
Vector3 hipsSc = mainCamera->WorldToScreenPoint(hipsPos);
Vector3 leftAnkleSc = mainCamera->WorldToScreenPoint(leftAnklePos);
Vector3 rightAnkleSc = mainCamera->WorldToScreenPoint(rightAnklePos);
if (headSc.z <= 0 spineSc.z <= 0 neckSc.z <= 0 hipsSc.z <= 0 leftAnkleSc.z <= 0 || rightAnkleSc.z <= 0)
return;
draw->AddCircle(ImVec2(headSc.x, glHeight - headSc.y), 5.0f, is_Color, 12);
draw->AddLine(ImVec2(headSc.x, glHeight - headSc.y), ImVec2(neckSc.x, glHeight - neckSc.y), is_Color);
draw->AddLine(ImVec2(neckSc.x, glHeight - neckSc.y), ImVec2(spineSc.x, glHeight - spineSc.y), is_Color);
draw->AddLine(ImVec2(spineSc.x, glHeight - spineSc.y), ImVec2(hipsSc.x, glHeight - hipsSc.y), is_Color);
draw->AddLine(ImVec2(hipsSc.x, glHeight - hipsSc.y), ImVec2(leftAnkleSc.x, glHeight - leftAnkleSc.y), is_Color);
draw->AddLine(ImVec2(hipsSc.x, glHeight - hipsSc.y), ImVec2(rightAnkleSc.x, glHeight - rightAnkleSc.y), is_Color);
} catch (...) {
return;
}
}
Skeleton no arm☹️
