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๐ค๐ค๐ค๐ค ๐ค๐ค๐ค๐ค ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐๐๐๐๐๐ https://t.me/for_Developers ๐๐๐๐๐๐ JOIN ALL PRO DEVS ๐๐
void *new_PostRender(UGameViewportClient* ViewportClient, UCanvas* Canvas) {
RenderESP(Canvas, Canvas->SizeX, Canvas->SizeY);
return orig_PostRender(ViewportClient, Canvas);
}
Tools::Hook((void *)(UE4 + 0x9bec764), (void *)new_PostRender, (void **)&orig_PostRender);
Join @SOURCE_LEAKERShoot_Event 0x62f9640
UpdateVolley 0x63454a8
LaunchBP 0x6926ca0
Bgmรฎ 3.9
64Bit
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if (Config.Small) {
auto WeaponManagerComponent = localPlayer->WeaponManagerComponent; if//@mrreo50 (WeaponManagerComponent) {
auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot(); if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated; if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp; if (ShootWeaponEntityComp &&
ShootWeaponEffectComp) {
if (Config.Small) {ShootWeaponEntityComp->GameDeviationFactor = 0.0f;}
}}}}}
Minimize indicator codeJoin @SOURCE_LEAKER
if (Config.FLASHV3) {
UCharacterMovementComponent *CharacterMovement = g_LocalPlayer->CharacterMovement;//@mrreo50
if (CharacterMovement) {
g_LocalPlayer->CustomTimeDilation = 3.0f;}
g_LocalPlayer->CustomTimeDilation = 3.0f;
}
Code SpeedJoin @SOURCE_LEAKER
if (Config.AimBot.Target == EAimTarget::Chest){
targetAimPos.Z -= 29.55f;
targetAimPos.Y -= 1.224f;}
Aim chest code for aimbotJoin @SOURCE_LEAKER
if (FLASH) {
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++) {
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object))
continue;
if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
auto playerChar = (ASTExtraBaseCharacter *) Object;
g_LocalPlayer->STPlayerController->AcknowledgedPawn->CustomTimeDilation = FLASH1; }}}
auto td = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() - t1;
std::this_thread::sleep_for(std::chrono::milliseconds(std::max(std::min(0LL, SLEEP_TIME - td), SLEEP_TIME))); }}
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