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BangJO Proff[Z]

BangJO Proff[Z]

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function _G.Inventure_BangJO(Backpack)
    if not Backpack or not slua.isValid(Backpack) then
        return
    end

    if not Backpack.ItemListNet or not Backpack.ItemListNet.IncArray then
        return
    end

    local BagArray = Backpack.ItemListNet.IncArray
    local ItemCount = BagArray:Num()

    if ItemCount <= 0 or ItemCount > 500 then
        return
    end

    local bNeedRefreshBag = false
    local EBattleItemAdditionalDataType = import("EBattleItemAdditionalDataType")
    local EDataType_WeaponAvatar = EBattleItemAdditionalDataType and EBattleItemAdditionalDataType.WeaponAvatar or 7

    for j = 0, ItemCount - 1 do
        local Item = BagArray:Get(j)
        if Item and Item.Unit and Item.Unit.DefineID then
            local CurrentID = Item.Unit.DefineID.TypeSpecificID

            local NewSkinID = 0
            if getCachedWeaponSkin then
                NewSkinID = tonumber(getCachedWeaponSkin(CurrentID)) or 0
            end

            if NewSkinID > 0 then
                local AdditionalData = Item.Unit.AdditionalData
                if AdditionalData then
                    local bFoundAvatar = false
                    local dataCount = AdditionalData:Num()

                    for k = 0, dataCount - 1 do
                        local Data = AdditionalData:Get(k)
                        if Data and Data.EDataType == EDataType_WeaponAvatar then
                            if Data.IntData ~= NewSkinID then
                                Data.IntData = NewSkinID
                                AdditionalData:Set(k, Data)
                                bNeedRefreshBag = true
                            end
                            bFoundAvatar = true
                            break
                        end
                    end

                    if not bFoundAvatar and dataCount > 0 then
                        local TD = AdditionalData:Get(0) 
                        if TD then
                            TD.EDataType = EDataType_WeaponAvatar
                            TD.IntData = NewSkinID
                            TD.StringData = "" 
                            
                            AdditionalData:Add(TD)
                            bNeedRefreshBag = true
                        end
                    elseif not bFoundAvatar then
                        local NewData = {
                            EDataType = EDataType_WeaponAvatar,
                            IntData = NewSkinID,
                            StringData = ""
                        }
                        AdditionalData:Add(NewData)
                        bNeedRefreshBag = true
                    end
                end
                BagArray:Set(j, Item)
            end
        end
    end

    if bNeedRefreshBag then
        if type(Backpack.OnRep_ItemListNet) == "function" then
            Backpack:OnRep_ItemListNet()
        elseif type(Backpack.OnRep_ItemListNet) == "userdata" then
            Backpack.OnRep_ItemListNet()
        end
        log("[SkinSystem] Inventory Weapons Modded Successfully!")
    end
end

function _G.InventureInit()
    local PlayerController = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
    if not PlayerController or not slua.isValid(PlayerController) then
        return
    end
    local BC = PlayerController.GetBackpackComponent and PlayerController:GetBackpackComponent() or PlayerController.GetBackPackComponent and PlayerController:GetBackPackComponent()
    if BC and slua.isValid(BC) then
        _G.Inventure_BangJO(BC)
    end
end
enjoy for dev lua nob😂😂

oke no problem in v4.5.0👍👍❤️😘😘

Update New SDK v4.5.0 64bit Full Dump SDK in Lobby! Support GL/KR/VN/TW/BGMI
By BangJO

Repost from Mad Tamizha
🤪 PUBG Mobile Version: 4.5.0 🌐Type: Android | Official Website App 🗓Released Date : 08.07.2026
✉️Telegram Channel : https://t.me/MadTamizha https://t.me/MadTamizha
➡️Share with everyone fast ☀️ ⚡️ Share now & let friends update! 😎

V4.5.0 arrives in 4 hours Stay tuned !!!
V4.5.0 arrives in 4 hours Stay tuned !!!

😊😊😊
😊😊😊

GNames_Offset = 0xA5A1F38
GUObject_Offset = 0x12D84B80
GetActorArray_Offset = 0xD3EA0FC
Process_Event_Offset = 0xA940F4C
GNativeApp_Offset = 0x12ABBBA8
PostRender_Offset = 0xD250504
ReceiveDrawHUD_Offset = 0xDDFFA5C

LuaLoadBuffer_Offset = 0xeaa7bc0
LuaPCall_Offset = 0xea84108
By BangJO❤️💯

By BangJO❤️

❤️💯🥰

GNames_Offset = 0xA54CBA4
GUObject_Offset = 0x12D1AF80
GetActorArray_Offset = 0xD39AB04
Process_Event_Offset = 0xA940F4C
GNativeApp_Offset = 0x12A53B28
PostRender_Offset = 0xD20079C
ReceiveDrawHUD_Offset = 0xDDB30E4

LuaLoadBuffer_Offset = 0xEA5B8B0
LuaPCall_Offset = 0xEA37DF8
LuaLoad_Offset = 0xEA361B0
By BangJO❤️💯

Repost from ZMODS OFFICIAL
🔥 DFM TRIAL KEY AVAILABLE 🔥 This is a Trial Key for DFM 🙂 🔑 Key: EJ5fYqQ9guG8IASnpDhx 🎮 Game : DFM Garena ⏳ Duration : 1 Day 📱 Available for UNLIMITED Devices ━━━━━━━━━━━━━━━━━━ apk : https://t.me/c/3884908296/275 🛡 PLAY SAFE 👌❤️ 💬 For Reseller or Buy Access Key: DM → @ardi_naufal

😅😅😅 gak iso main
😅😅😅 gak iso main

photo content

void Lua_Thread()
{
    while (!UE4)
        std::this_thread::sleep_for(std::chrono::seconds(2));

#if defined(__LP64__) || defined(__aarch64__)
    // 64-bit GL/KR/TW
    Lua::luaL_loadbufferx_Ptr = reinterpret_cast<decltype(Lua::luaL_loadbufferx_Ptr)>(UE4 + 0xB15A778);
    Lua::lua_pcall_Ptr        = reinterpret_cast<decltype(Lua::lua_pcall_Ptr)>(UE4 + 0xB136F68);
    Lua::sub_BA003F8_Ptr      = reinterpret_cast<decltype(Lua::sub_BA003F8_Ptr)>(UE4 + 0xBE47EE8);
    Lua::lua_tostring_Ptr     = reinterpret_cast<decltype(Lua::lua_tostring_Ptr)>(UE4 + 0xB135388);
#else
    // 32-bit GL/KR/TW
    Lua::luaL_loadbufferx_Ptr = reinterpret_cast<decltype(Lua::luaL_loadbufferx_Ptr)>(UE4 + 0x79A4F8C);
    Lua::lua_pcall_Ptr        = reinterpret_cast<decltype(Lua::lua_pcall_Ptr)>(UE4 + 0x797E660);
    Lua::sub_BA003F8_Ptr      = reinterpret_cast<decltype(Lua::sub_BA003F8_Ptr)>(UE4 + 0x863F768);
    Lua::lua_tostring_Ptr     = reinterpret_cast<decltype(Lua::lua_tostring_Ptr)>(UE4 + 0x797C7A4);
#endif

    for (int i = 0; i < 60; i++)
    {
        std::this_thread::sleep_for(std::chrono::seconds(5));

        void* L = Lua::GetLuaState();
        if (!L)
            continue;

        if (Lua::ExecuteLuaScript(L, mySkinLuaScript, "SkinSystem"))
            return;
    }
}
By BangJO❤️

GNames_Offset = 0xA4F1750
GUObject_Offset = 0x12CA7280
GetActorArray_Offset = 0xD33A264
GNativeApp_Offset = 0x129DFB28
PostRender_Offset = 0xD1A03BC
ReceiveDrawHUD_Offset = 0xDD506C0
By BangJO❤️💯

void* gViewport = 0;
UWorld* GetWorld()
{
    auto viewport = (uintptr_t)gViewport;
    if (!viewport)
        return nullptr;

    return *(UWorld**)(viewport + 0x78);
}

//Hook
int64_t (*osub_A253214)(void*, int64_t);
int64_t sub_A253214(void* a1, int64_t a2)
{
    if (a1) gViewport = a1;

    return osub_A253214(a1, a2);
}
By BangJO🫦