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#include <cmath>
#include <cstdlib>
//t.me/Paster_SRC
void FloatingOrbsEffect() {
    ImDrawList* drawList = ImGui::GetWindowDrawList();
    float deltaTime = ImGui::GetIO().DeltaTime;
    deltaTime = ImClamp(deltaTime, 1.0f / 60.0f, 1.0f / 30.0f);//t.me/Paster_SRC

    const ImVec2 winPos = ImGui::GetWindowPos();
    const ImVec2 winSize = ImGui::GetWindowSize();

    static const int numOrbs = 80;
    static ImVec2 orbPositions[numOrbs];
    static float orbSpeeds[numOrbs];
    static float orbSizes[numOrbs];
    static float orbGlow[numOrbs];
    static bool initialized = false;//t.me/Paster_SRC

    if (!initialized) {
        for (int i = 0; i < numOrbs; ++i) {
            orbPositions[i] = ImVec2(
                winPos.x + winSize.x * (float(rand()) / RAND_MAX),
                winPos.y + winSize.y * (float(rand()) / RAND_MAX)
            );
            orbSpeeds[i] = 20.0f + (rand() % 30);
            orbSizes[i] = 5.0f + (rand() % 5);
            orbGlow[i] = float(rand()) / RAND_MAX;
        }
        initialized = true;
    }
    for (int i = 0; i < numOrbs; ++i) {
        orbGlow[i] += deltaTime;
        float alpha = 0.5f + 0.5f * sinf(orbGlow[i] * 3.0f);
        ImU32 col = ImGui::ColorConvertFloat4ToU32(ImVec4(1.0f, 0.8f, 0.2f, alpha));//t.me/Paster_SRC
        drawList->AddCircleFilled(orbPositions[i], orbSizes[i], col);
        orbPositions[i].y -= orbSpeeds[i] * deltaTime;//t.me/Paster_SRC
        if (orbPositions[i].y < winPos.y) {
            orbPositions[i].y = winPos.y + winSize.y;
            orbPositions[i].x = winPos.x + winSize.x * (float(rand()) / RAND_MAX);
        }//t.me/Paster_SRC
    }
}
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.txt

int (*original_AInputQueue_getEvent)(AInputQueue*, AInputEvent**); int hooked_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** event) { int result = original_AInputQueue_getEvent(queue, event); if (result >= 0 && *event) {// EagleEyePro int32_t type = AInputEvent_getType(*event); if (type == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(*event) & AMOTION_EVENT_ACTION_MASK; int32_t pointerIndex = (AMotionEvent_getAction(*event) & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; // Get raw touch coordinates float rawX = AMotionEvent_getX(*event, pointerIndex); float rawY = AMotionEvent_getY(*event, pointerIndex); // Map touch coordinates to ImGui's coordinate system float scaledX = (rawX * glWidth) / screenWidth; float scaledY = (rawY * glHeight) / screenHeight; ImGuiIO& io = ImGui::GetIO(); switch (action) {// EagleEyePro case AMOTION_EVENT_ACTION_DOWN: case AMOTION_EVENT_ACTION_POINTER_DOWN: io.MousePos = ImVec2(scaledX, scaledY); // Map touch to ImGui coordinates io.MouseDown[0] = true; break; case AMOTION_EVENT_ACTION_UP: case AMOTION_EVENT_ACTION_POINTER_UP: io.MousePos = ImVec2(scaledX, scaledY); // Map touch to ImGui coordinates io.MouseDown[0] = false; break; case AMOTION_EVENT_ACTION_MOVE: io.MousePos = ImVec2(scaledX, scaledY); // Update the mouse position break; default: break; }// EagleEyePro } } return result; }
Tools::Hook((void *) DobbySymbolResolver(OBFUSCATE("/system/lib64/libandroid.so"), OBFUSCATE("AInputQueue_getEvent")), (void *) hooked_AInputQueue_getEvent, (void **) &original_AInputQueue_getEvent); // Touch

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if (Mbullet) {   
         auto objs = UObject::GetGlobalObjects();
            auto objs = UObject::GetGlobalObjects();
            for (int i = 0; i < objs.Num(); i++)
            {
                auto Object = objs.GetByIndex(i);
                if (isObjectInvalid(Object))
                    continue;

                if (Object->IsA(UBodySetup::StaticClass()))
                {
                    auto BodySetup = (UBodySetup *)Object;

                    if (BodySetup)
                    {
                        FKAggregateGeom *AggGeomPtr = (FKAggregateGeom *)(uintptr_t(BodySetup) + 0x28);
                        FKAggregateGeom AggGeom = *AggGeomPtr;
                        auto BoxElems = AggGeom.BoxElems;
                        for (int i = 0; i < BoxElems.Num(); i++)
                        {
                            if (!(BoxElems[i].X == 23.0f && BoxElems[i].Y == 10.0f && BoxElems[i].Z == 16.0f))
                            {
                                if (BoxElems[i].X == 23.0f)
                                {
                                    BoxElems[i].X = 100.0f;
                                    BoxElems[i].Y = 120.0f;
                                    BoxElems[i].Z = 170.0f;
                                }
                            }
                        }
                    }
                }
            } //
            }

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ImGUI Menu leaked by nearcode password : 1111
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