1 034
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1 034
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😂😂
1 034
Update New SDK v4.5.0 64bit
Full Dump SDK in Lobby!
Support GL/KR/VN/TW/BGMI
By BangJO
1 034
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! 😎
1 034
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❤️💯
1 034
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❤️💯
1 034
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_naufal1 034
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❤️
1 034
GNames_Offset = 0xA4F1750
GUObject_Offset = 0x12CA7280
GetActorArray_Offset = 0xD33A264
GNativeApp_Offset = 0x129DFB28
PostRender_Offset = 0xD1A03BC
ReceiveDrawHUD_Offset = 0xDD506C0
By BangJO❤️💯
1 034
Repost from Mad Tamizha
Beta 4.5.1 Update ✅
Link x64 : http://k.gjacky.com/1375135419/230/apkupdate/4.5.1.21195/1375135419_230_4.5.1.21195_20260609101320_2142722974_apkupdate.apk
1 034
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🫦
