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𝗔𝗟𝗟 𝗦𝗥𝗖 𝟮.𝟬

𝗔𝗟𝗟 𝗦𝗥𝗖 𝟮.𝟬

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TIGER_YT_GAMER_FMG_KA_BAP_INDIAN_FLAG_BANGLADESH_FLAG_SRC_PUBLIC.7z17.55 MB

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HOW TO MAKE KILL SIGN MT MANAGER VIP - Link send karo

// Animation time static float time = 0.0f; time += 0.05f; // Update the time for the animation effect // ImGui draw list ImDrawList* pDrawList = ImGui::GetWindowDrawList(); ImVec2 p = ImGui::GetCursorScreenPos(); float width = ImGui::GetWindowWidth(); float height = ImGui::GetWindowHeight(); ImVec2 center = { p.x + width * 0.5f, p.y + height * 0.5f }; // Parameters for X shapes int numShapes = 12; // Number of X shapes (adjustable from 7 to 16) float radius = 150.0f; // Radius of rotation (larger to spread out X shapes) float angleOffset = IM_PI * 2.0f / numShapes; // The angle offset between X shapes // Center ball size float ballSize = 20.0f; // Loop to draw all the X shapes around the circle and triangles ImVec2 prevPos; // To store previous position for line connections ImVec2 firstPos; // To store first position for closing the loop for (int i = 0; i < numShapes; ++i) {     // Calculate the position of each X shape based on angle     float angle = time + i * angleOffset; // Rotate each shape     ImVec2 pos = ImVec2(center.x + cosf(angle) * radius, center.y + sinf(angle) * radius);     // Store the position of the first X shape for later use     if (i == 0) {         firstPos = pos;     }     // Generate cycling rainbow color directly here     int r = (int)(255 * fabsf(sinf(time * 1.0f + i * 0.1f)));     int g = (int)(255 * fabsf(sinf(time * 1.5f + i * 0.1f)));     int b = (int)(255 * fabsf(sinf(time * 2.0f + i * 0.1f)));     ImU32 lineColor = IM_COL32(r, g, b, 255); // Full opacity     // Draw the X shape with fat lines and cycling color     float size = 30.0f; // Size of each X     pDrawList->AddLine(ImVec2(pos.x - size, pos.y - size), ImVec2(pos.x + size, pos.y + size), lineColor, 6.0f); // Fat line     pDrawList->AddLine(ImVec2(pos.x - size, pos.y + size), ImVec2(pos.x + size, pos.y - size), lineColor, 6.0f); // Fat line     // Draw lines connecting X shapes (to make a circular shape)     if (i > 0) {         pDrawList->AddLine(pos, prevPos, lineColor, 6.0f); // Connecting line with fat line     }     // Draw small circle at the head of each X (the intersection point)     float circleRadius = 8.0f; // Radius of the small circle     pDrawList->AddCircle(pos, circleRadius, IM_COL32(r, g, b, 255), 30, 4.0f); // Small circle at the intersection     // Store the current position for the next iteration     prevPos = pos;     // Move the triangle between the X shape and the center ball     float moveFactor = 0.5f + 0.5f * sinf(time * 2.0f + i * 0.3f); // Adjusting the speed of movement     ImVec2 trianglePos = ImVec2(center.x + cosf(time + i * angleOffset) * radius * moveFactor,                                 center.y + sinf(time + i * angleOffset) * radius * moveFactor);     // Triangle color (same cycling color)     ImU32 triangleColor = IM_COL32(r, g, b, 255);     // Draw the triangle on the line between the ball and the X shape     pDrawList->AddTriangle(center, trianglePos, pos, triangleColor, 6.0f); // Triangle moving back and forth } // Optional: To close the circle, add a line connecting the last X to the first one pDrawList->AddLine(prevPos, firstPos, IM_COL32((int)(255 * fabsf(sinf(time * 1.0f))), (int)(255 * fabsf(sinf(time * 1.5f))), (int)(255 * fabsf(sinf(time * 2.0f))), 255), 6.0f); // Closing line with fat line // Draw the ball in the center pDrawList->AddCircle(center, ballSize, IM_COL32(255, 215, 0, 255), 30, 4.0f); // Ball with cycling color ##Cr :- @XPLITE

PAID PRIVATE SRC BY ALL ERRORS FIX HIGH BT :-@VIP_PATEL_OP.7z50.43 MB

UPLOAD SOON GIVE REACTION ❤️
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case 11: if (incexeffect){ long x1 = getPointer(getPointer(getPointer(getPointer(UE4 + 0x5090DC8) + 0x20) + 0x32C) + 0x380) +
case 11:
if (incexeffect){
long x1 = getPointer(getPointer(getPointer(getPointer(UE4 + 0x5090DC8) + 0x20) + 0x32C) + 0x380) + 0xC;
long x2 = getPointer(getPointer(getPointer(getPointer(UE4 + 0x5090DC8) + 0x20) + 0x32C) + 0x380) + 0x44;
long x3 = getPointer(getPointer(getPointer(getPointer(UE4 + 0x5090DC8) + 0x20) + 0x32C) + 0x380) + 0x7C;
long x4 = getPointer(getPointer(getPointer(getPointer(UE4 + 0x5090DC8) + 0x20) + 0x32C) + 0x380) + 0xB4;
writefloat(x1, 60);
writefloat(x2, 60);
writefloat(x3, 60);
writefloat(x4, 60);
}
break;
İNCE X EFFECT KOD CR : @Kayleenav

⚪White ImColor(255, 255, 255, 255) ImVec4(1.0f, 1.0f, 1.0f, 1.0f) ⚫Black ImColor(0, 0, 0, 255) ImVec4(0.0f, 0.0f, 0.0f, 1.0f) 🔴Red ImColor(255, 0, 0, 255) ImVec4(1.0f, 0.0f, 0.0f, 1.0f) 🟢Green ImColor(0, 255, 0, 255) ImVec4(0.0f, 1.0f, 0.0f, 1.0f) 🔵Blue ImColor(0, 0, 255, 255) ImVec4(0.0f, 0.0f, 1.0f, 1.0f) 🟡Yellow ImColor(255, 255, 0, 255) ImVec4(1.0f, 1.0f, 0.0f, 1.0f) 💎Cyan ImColor(0, 255, 255, 255) ImVec4(0.0f, 1.0f, 1.0f, 1.0f) 💖Magenta ImColor(255, 0, 255, 255) ImVec4(1.0f, 0.0f, 1.0f, 1.0f) ☑️Gray ImColor(128, 128, 128, 255) ImVec4(0.5f, 0.5f, 0.5f, 1.0f) 🟠Orange ImColor(255, 165, 0, 255) ImVec4(1.0f, 0.65f, 0.0f, 1.0f) 🟣Purple ImColor(128, 0, 128, 255) ImVec4(0.5f, 0.0f, 0.5f, 1.0f) 💕Pink ImColor(255, 192, 203, 255) ImVec4(1.0f, 0.75f, 0.8f, 1.0f) 🟤Brown ImColor(165, 42, 42, 255) ImVec4(0.65f, 0.165f, 0.165f, 1.0f) ONLY FOR MOD DEVELOPERS✅

Write_Float(UE4 + 0xCE8C1C, 0.0f); // ʜᴇᴀᴅsʜᴏᴛ Write_Float(UE4 + 0x102FDE8, 50.0f); // Magic Bullet Write_Float(UE4 + 0x320313C, 999.0f); // High Damage (Ultra Damage) Write_Float(UE4 + 0x4c5d3ca, 0.0f); // sky shot (Ultra Damage) Write_Float(UE4 + 0x4FEF154, 8.8411673e-21); //instant hit Write_Float(UE4 + 0x208C8D0, 0.0f);//no fog Write_Float(UE4 + 0xDB51F8, 5.0f); // cross COLLER Write_Float(UE4 + 0x12B3D84, 5.0f); // cross COLLER Write_Float(UE4 + 0x3B61890, 0.0f); // Aimbot High (assuming it's the same as Headshot or Ultra Damage) Ultra Damage Write_Float Code

LITE 27.0 SCRIPT All Features Aded

void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = nullptr;
void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot,
                 ASTExtraShootWeapon *weapon, int unk1) {
    if (Config.SilentAim.Enable) {
        ASTExtraPlayerCharacter *Target = GetTargetByPussy();
        if (Target) {
            FVector targetAimPos = Target->GetBonePos("Head", {0, 0, 0});
            targetAimPos.Z -= Config.SilentAim.AimSet;  
            FRotator aimRotation = ToRotator(start, targetAimPos);
            if (orig_shoot_event) {
                orig_shoot_event(thiz, targetAimPos, aimRotation, weapon, unk1);
                return;
            }
        }
    }
    if (orig_shoot_event) {
        orig_shoot_event(thiz, start, rot, weapon, unk1);
    }
}
Sky SHOT