[ 源码 ] - ZERO资源分享
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纯粹分享公益资源 投稿联系 @Helsaubw ZERO公益直装 @ZeroCheatNB Only sharing useful sources , if you want to post the sources , please contact @Helsaubw ZERO MOD PUBG : @ZeroCheatNB
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1 796
Repost from N/a
😀❗️❗️❗️❗️❗️😀
👑轩少互推团队-轩少主互推
✔️打造全网频道最多最质量互推
✔️轩少互推公益宣传 【宝贝回家公益宣传系列】 愿所有丢失的孩子都能找到自己的家庭❤️1️⃣PLC免费开户社工频道 2️⃣轩少改文件主频道 3️⃣需要空余位置の联系 ⭐TG大牛频道效率互推👍 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道
全网最质量效率可查🕠🕠即可 不打空头支票 效率随时看 点击下方链接可以查看互推效率🌟https://t.me/xsovo88/6416?single 🥰参加质量互推联系 @sizzp ❌账号双向联系 @XShutui886_bot
1 796
Repost from PLC户籍猎手(全网唯一真实)-『独立思考,明辨是非』
🙈PLC免费开盒助手
⭐(进不去请关闭vpn)
⚠️开戶专用⚠️
✔️下载去报复曾经那些看不起你的
❗️PLC户籍猎手❗️
🥰秒杀市面上的空壳社工
🙈搭载最新信息库
⭐【点击我查看具体功能介绍】
🥰售后客服 @xuanshaonb886_bot
官方频道 @plcshegong
1 796
Repost from N/a
😀❗️❗️❗️❗️❗️😀
👑轩少互推团队-轩少主互推
✔️打造全网频道最多最质量互推
✔️轩少互推公益宣传 【宝贝回家公益宣传系列】 愿所有丢失的孩子都能找到自己的家庭❤️1️⃣PLC免费开户社工频道 2️⃣轩少改文件主频道 3️⃣需要空余位置の联系 ⭐TG大牛频道效率互推👍 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道
全网最质量效率可查🕠🕠即可 不打空头支票 效率随时看 点击下方链接可以查看互推效率🌟https://t.me/xsovo88/6416?single 🥰参加质量互推联系 @sizzp ❌账号双向联系 @XShutui886_bot
1 796
💠 Backpack Skin Lua
pcall(function()
local ok, WIIB = pcall(require, "GameLua.Mod.BaseMod.Client.Backpack.WeaponInfoItemBase")
if not ok or not WIIB or not WIIB.__inner_impl then return end
if _G.BackpackSkinHooked then return end
local old_UpdateWeaponAppearanceInfo = WIIB.__inner_impl.UpdateWeaponAppearanceInfo
WIIB.__inner_impl.UpdateWeaponAppearanceInfo = function(self, TypeSpecificID, BattleData, DragOrigin)
local ItemData = rawGetTableData("Item", TypeSpecificID)
if not ItemData then
return old_UpdateWeaponAppearanceInfo(self, TypeSpecificID, BattleData, DragOrigin)
end
local skin_id = _G.get_skin_id(TypeSpecificID)
if not skin_id or not _G.SkinLoadedCache or not _G.SkinLoadedCache[skin_id] then
return old_UpdateWeaponAppearanceInfo(self, TypeSpecificID, BattleData, DragOrigin)
end
if self.__last_skin_applied == skin_id then
return
end
self.__last_skin_applied = skin_id
old_UpdateWeaponAppearanceInfo(self, skin_id, BattleData, DragOrigin)
pcall(function()
self.TypeSpecificIDTemp = TypeSpecificID
self.ItemID = TypeSpecificID
if self.UIRoot then
self.UIRoot.ItemID = TypeSpecificID
if self.UIRoot.TextBlock_WeaponName and ItemData.ItemName then
self.UIRoot.TextBlock_WeaponName:SetText(ItemData.ItemName)
end
end
if self.UpdateBullet then
self:UpdateBullet()
end
if self.UpdateWeaponAttachment then
self:UpdateWeaponAttachment()
end
end)
end
_G.BackpackSkinHooked = true
end)
🏆1 796
+1
💠 Wide View Lua
local TARGET_AXIS = 0
local function getLocalPlayer()
local ok_ui, UIUtil = pcall(require, "client.common.ui_util")
if not ok_ui or not UIUtil or not UIUtil.GetGameInstance then return nil end
local WorldContextObject = UIUtil.GetGameInstance()
if not WorldContextObject then return nil end
local ok_g, UGameplayStatics = pcall(import, "GameplayStatics")
if not ok_g or not UGameplayStatics then return nil end
local PlayerController = UGameplayStatics.GetPlayerController(WorldContextObject, 0)
if not PlayerController then return nil end
local LP = PlayerController.Player
if not LP then return nil end
if slua and slua.isValid and not slua.isValid(LP) then return nil end
return LP
end
local function applyWideView()
local LP = getLocalPlayer()
if not LP then return false end
if LP.AspectRatioAxisConstraint ~= TARGET_AXIS then
LP.AspectRatioAxisConstraint = TARGET_AXIS
end
return true
end
local applied_once = false
local function tick()
if applyWideView() then applied_once = true end
end
pcall(tick)
local frameCount = 0
local ok_hud, hud = pcall(require, "game_frontend_hud")
if ok_hud and hud and hud.SetSluaTickListener then
hud.SetSluaTickListener(function()
frameCount = frameCount + 1
if not applied_once then
if frameCount % 30 == 0 then pcall(tick) end
else
if frameCount % 120 == 0 then pcall(applyWideView) end
end
end)
end
if ok_hud and hud then
if hud.SetPostSwitchLobbyEntryListener then
hud.SetPostSwitchLobbyEntryListener(function() pcall(applyWideView) end)
end
if hud.SetPostSwitchGameStatusListener then
hud.SetPostSwitchGameStatusListener(function() pcall(applyWideView) end)
end
end1 796
Repost from PLC户籍猎手(全网唯一真实)-『独立思考,明辨是非』
🙈PLC免费开盒助手
⭐(进不去请关闭vpn)
⚠️开戶专用⚠️
✔️下载去报复曾经那些看不起你的
❗️PLC户籍猎手❗️
🥰秒杀市面上的空壳社工
🙈搭载最新信息库
⭐【点击我查看具体功能介绍】
🥰售后客服 @xuanshaonb886_bot
官方频道 @plcshegong
1 796
Repost from N/a
😀❗️❗️❗️❗️❗️😀
👑轩少互推团队-轩少主互推
✔️打造全网频道最多最质量互推
✔️轩少互推公益宣传 【宝贝回家公益宣传系列】 愿所有丢失的孩子都能找到自己的家庭❤️1️⃣PLC免费开户社工频道 2️⃣轩少改文件主频道 3️⃣需要空余位置の联系 ⭐TG大牛频道效率互推👍 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道 点击我加入TG挂圈大牛频道
全网最质量效率可查🕠🕠即可 不打空头支票 效率随时看 点击下方链接可以查看互推效率🌟https://t.me/xsovo88/6416?single 🥰参加质量互推联系 @sizzp ❌账号双向联系 @XShutui886_bot
1 796
🎁 BGMI 4.4 SKIN SRC
📱 Support AIDE
🖼️ Picture : Click Here
🎮 bits : 64Bit
❤️ A2Z ALL SKINS Added
❤️ All SDK Features Added
🛡 System [ Mods ]
😀 Android 17 Support
⌛ Version : 4.4.0
---------------------------------------
🔓 Password -
https://t.me/LuciusData
---------------------------------------
❤️Credit: Lucius Data
By @Kong_Mods_Owner Join Our Chat Group ✅ Join @SRC_HUB
1 796
🎁 PUBGM PREMIUM SRC
📱 Support AIDE
🖼️ Picture : Click Here
🎮 bits : 64Bit
❤️ A2Z ALL SKINS Added
❤️ All Hooks & Files Added
🛡 System [ Mods ]
😀 Android 17 Support
⌛ Version : 4.4.0
---------------------------------------
🔓 Password -
https://t.me/LuciusData
---------------------------------------
❤️Credit: Lucius Data
By @Kong_Mods_Owner Join Our Chat Group ✅ Join @SRC_HUB
1 796
int (*oSubImpact)(ASTEShootWeaponBulletImpactEffect* a1, double* a2, _DWORD* a3, TEnumAsByte<EPhysicalSurface> HitSurfaceType, float a5, float x, float y, float z);
int hSubImpact(ASTEShootWeaponBulletImpactEffect* a1, double* a2, _DWORD* a3,
TEnumAsByte<EPhysicalSurface> HitSurfaceType,
float a5, float x, float y, float z)
{
if (a1 && a1->RootComponent &&
g_LocalController && g_LocalPlayer && g_LocalPlayer->Mesh &&
CurrentTarget.Player && DataFull.SilentV3)
{
FVector baseTargetPos = CurrentTarget.HeadPosition;
FVector magnetImpact = baseTargetPos;
if (CurrentTarget.bUsedAutoMagnet && DataFull.AutoMagnet) {
magnetImpact.X += CurrentTarget.AutoMagnetOffset.X;
magnetImpact.Z += CurrentTarget.AutoMagnetOffset.Z;
magnetImpact.Y += CurrentTarget.AutoMagnetOffset.Y;
FVector magnetOffset = magnetImpact - baseTargetPos;
FVector localPos = g_LocalPlayer->K2_GetActorLocation();
FVector newImpactPos = localPos + magnetOffset;
Memory::Write<FVector>((uintptr_t)a1->RootComponent + 0x160, newImpactPos);
}
}
return oSubImpact(a1, a2, a3, HitSurfaceType, a5, x, y, z);
}1 796
if (Config["LobbyWeapon::ENABLE"]){
if (pFunc->GetFullName() == "FunctionShadowTrackerExtraLobbyWeaponManagerComponentCreateWeaponAndSkin"){
auto Params = (ULobbyWeaponManagerComponent_CreateWeaponAndSkin_Params*)pArgs;
if (Params) {
if (Params->WeaponSkinID == 101004 && Config["Skin::M416"] > 0)
Params->WeaponSkinID = new_Skin.M416_1;
if (Params->WeaponSkinID == 101001 && Config["Skin::AKM"] > 0)
Params->WeaponSkinID = new_Skin.AKM;
if (Params->WeaponSkinID == 101003 && Config["Skin::Scar"] > 0)
Params->WeaponSkinID = new_Skin.Scar;
if (Params->WeaponSkinID == 101008 && Config["Skin::M762"] > 0)
Params->WeaponSkinID = new_Skin.M762;
if (Params->WeaponSkinID == 101102 && Config["Skin::ACE32"] > 0)
Params->WeaponSkinID = new_Skin.ACE32;
if (Params->WeaponSkinID == 101002 && Config["Skin::M16A4"] > 0)
Params->WeaponSkinID = new_Skin.M16A4;
if (Params->WeaponSkinID == 101006 && Config["Skin::AUG"] > 0)
Params->WeaponSkinID = new_Skin.AUG;
if (Params->WeaponSkinID == 101005 && Config["Skin::Groza"] > 0)
Params->WeaponSkinID = new_Skin.Groza;
if (Params->WeaponSkinID == 103003 && Config["Skin::AWM"] > 0)
Params->WeaponSkinID = new_Skin.AWM;
if (Params->WeaponSkinID == 103002 && Config["Skin::M24"] > 0)
Params->WeaponSkinID = new_Skin.M24;
if (Params->WeaponSkinID == 103001 && Config["Skin::KAR98"] > 0)
Params->WeaponSkinID = new_Skin.K98;
if (Params->WeaponSkinID == 102105 && Config["Skin::P90"] > 0)
Params->WeaponSkinID = new_Skin.P90;
if (Params->WeaponSkinID == 102004 && Config["Skin::Thompson"] > 0)
Params->WeaponSkinID = new_Skin.Thompson;
if (Params->WeaponSkinID == 102005 && Config["Skin::Bizon"] > 0)
Params->WeaponSkinID = new_Skin.Bizon;
if (Params->WeaponSkinID == 102002 && Config["Skin::UMP"] > 0)
Params->WeaponSkinID = new_Skin.UMP;
if (Params->WeaponSkinID == 102001 && Config["Skin::UZI"] > 0)
Params->WeaponSkinID = new_Skin.UZI;
if (Params->WeaponSkinID == 102003 && Config["Skin::Vector"] > 0)
Params->WeaponSkinID = new_Skin.Vctor;
if (Params->WeaponSkinID == 105002 && Config["Skin::DP28"] > 0)
Params->WeaponSkinID = new_Skin.DP28;
if (Params->WeaponSkinID == 105001 && Config["Skin::M249"] > 0)
Params->WeaponSkinID = new_Skin.M249;
if (Params->WeaponSkinID == 108004 && Config["Skin::PAN"] > 0)
Params->WeaponSkinID = new_Skin.Pan;}}}