𝗔𝗟𝗟 𝗦𝗥𝗖 𝟮.𝟬
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// 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 :- @XPLITEcase 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
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