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水源 [源码分享]

水源 [源码分享]

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泛滥源码和分享资源 有问题联系 @qpgbw666

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base (1).apk9.05 MB

出售img不追独家渲染 @xinleiDW

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解决追风.h0.00 KB

nike引擎版本.zip18.01 MB

evisu源码

稳定旁路

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5块的源
5块的源

jni(2).zip22.80 MB

if(原地自杀){ g_LocalPlayer->STPlayerController->RPC_GiveUpGame(); } if(全图下雨){ g_LocalPlayer->STPlayerController->SetIsRainy(true); }else{ g_LocalPlayer->STPlayerController->SetIsRainy(false); } if(全图下雪){ g_LocalPlayer->STPlayerController->SetIsSnowy(true); }else{ g_LocalPlayer->STPlayerController->SetIsSnowy(false); } if (人物旋转) { USceneComponent* MeshContainer = localPlayer->MeshContainer; MeshContainer->RelativeRotation = { 0,DanceValue ,0 }; DanceValue += DancerValue; if (DanceValue >= 360.0f) DanceValue = 0.0f; DanceValue += 旋转速度;//速度 } if(枪械变大){ auto WeaponManagerComponent = localPlayer->WeaponManagerComponent; if (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 (枪械变大) { CurrentWeaponReplicated->RootComponent->RelativeScale3D.Y = 枪械模型; CurrentWeaponReplicated->RootComponent->RelativeScale3D.Z = 枪械模型; CurrentWeaponReplicated->RootComponent->RelativeScale3D.X = 枪械模型; } } } } } } if (枪械据点) { auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent; if (WeaponManagerComponent) { auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated; if (CurrentWeaponReplicated) { auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp; auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp; if (ShootWeaponEntityComp && ShootWeaponEffectComp) { if (枪械据点) { ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f; ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f; ShootWeaponEntityComp->GameDeviationFactor = 0.0f; ShootWeaponEntityComp->GameDeviationAccuracy = 0.0f; ShootWeaponEntityComp->CrossHairInitialSize = 0.0f; ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f; ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f; }}}}}

互管dd @synb886n

if (Config.PlayerESP.HideEsp) { SetWindowDisplayAffinity(MyWnd, WDA_EXCLUDEFROMCAPTURE); } else { SetWindowDisplayAffinity(MyWnd, WDA_NONE); } Hide ESP Recording Imgu code 💠 #include <Windows.h> #include "imgui.h" bool isRecording = false; void CaptureScreenFrame() { HDC hScreenDC = GetDC(NULL); HDC hMemoryDC = CreateCompatibleDC(hScreenDC); int screenWidth = GetSystemMetrics(SM_CXSCREEN); int screenHeight = GetSystemMetrics(SM_CYSCREEN); HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, screenWidth, screenHeight); SelectObject(hMemoryDC, hBitmap); BitBlt(hMemoryDC, 0, 0, screenWidth, screenHeight, hScreenDC, 0, 0, SRCCOPY); SaveBitmapToFile(hBitmap, "screen_frame.bmp"); DeleteDC(hMemoryDC); ReleaseDC(NULL, hScreenDC); DeleteObject(hBitmap); } void RenderUI() { ImGui::Begin("Main Window"); if (ImGui::Button("Toggle Recording")) { isRecording = !isRecording; } ImGui::End(); if (isRecording) { CaptureScreenFrame(); } } int main() { while (/* main loop condition */) { RenderUI(); ImGui::Render(); } return 0; } Hide esp while Recording

陈雪泛滥极品美化源.zip30.80 MB

ImGui::Columns(2); // 创建两列布局 if (ImGui::BeginChild("子菜单1", ImVec2(0, 0), true, ImGuiWindowFlags_None)) { ImGui::Text("祈愿故梦 [第
ImGui::Columns(2); // 创建两列布局 if (ImGui::BeginChild("子菜单1", ImVec2(0, 0), true, ImGuiWindowFlags_None)) { ImGui::Text("祈愿故梦 [第一个菜单] 分组1"); } ImGui::EndChild(); ImGui::NextColumn(); // 切换到下一列 if (ImGui::BeginChild("子菜单2", ImVec2(0, 0), true, ImGuiWindowFlags_None)) { ImGui::Text("祈愿故梦 [第一个菜单] 分组2"); } ImGui::EndChild(); ImGui::Columns(1); // 回到单列布局 来自搬运

水源泛滥源码 需要教程的 @qpgbw666 主频道 @EVISUnb886
水源泛滥源码 需要教程的 @qpgbw666 主频道 @EVISUnb886

密码:陈雪NB