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𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

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Repost from Global Source Ch
Sock #define Gname Java 0xe833500 #define Gworld_Offset 0xedb1640

Gname Offset: 0xE776400) + 0x110); GWorld Offset: 0xECF575C - 0x20) + 0x30); VMatrix Offset: 0xECCBC70) + 0xc0); Vworld Offset: 0xEA2A2D0 //FOR GLOBAL #define GNames_Offset 0x85DBCEC #define GEngine_Offset 0xECCBC70 //UEngine #define GEngine_Offset 0xECF15C0 //ULocalPlayer #define GUObject Offset: 0xEA30C8C #define GetActorArray_Offset 0xA34A0D0 #define CanvasMap_Offset 0xEA2A2D0 #define GNativeAndroidApp_Offset 0xE775F90 #define Actors_Offset 0xA0 #define Postrender_Offset 0xA253214 #define K2_DrawText_Offset 0xA8453EA

VNG SİGN KİLL.apk106.57 MB

VNG_(v4.4.0)_64Bit.zip8.69 MB

if (Config.PlayerESP.Alert) { bool shit = false; FVector MyPosition, EnemyPosition; ASTExtraVehicleBase * CurrentVehiclea = Player->CurrentVehicle; if (CurrentVehiclea) { MyPosition = CurrentVehiclea->RootComponent->RelativeLocation; } else { MyPosition = Player->RootComponent->RelativeLocation; } ASTExtraVehicleBase * CurrentVehicle = localPlayer->CurrentVehicle; if (CurrentVehicle) { EnemyPosition = CurrentVehicle->RootComponent->RelativeLocation; } else { EnemyPosition = localPlayer->RootComponent->RelativeLocation; } FVector EntityPos = WorldToRadar(localController->PlayerCameraManager->CameraCache.POV.Rotation.Yaw, MyPosition, EnemyPosition, NULL, NULL, Vector3(glWidth, glHeight, 0), shit); FVector angle = FVector(); Vector3 forward = Vector3((float)(glWidth / 2) - EntityPos.X, (float)(glHeight / 2) - EntityPos.Y, 0.0f); VectorAnglesRadar(forward, angle); const auto angle_yaw_rad = DEG2RAD(angle.Y + 180.f); const auto new_point_x = (glWidth / 2) + (55/*alert dist from me*/) / 2 * 8 * cosf(angle_yaw_rad); const auto new_point_y = (glHeight / 2) + (55/*alert dist from me*/) / 2 * 8 * sinf(angle_yaw_rad); std::array<Vector3, 3> points { Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y - ((55) / 4 + 3.5f) / 2, 0.f), Vector3(new_point_x + ((90) / 4 + 3.5f) / 4, new_point_y, 0.f), Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y + ((55) / 4 + 3.5f) / 2, 0.f)}; std::string s; s += std::to_string((int)Distance); auto textSize = ImGui::CalcTextSize(s.c_str(), 0, ((float) density / 20.0f)); draw->AddText(NULL, ((float) density / 20.0f), {new_point_x - (textSize.x / 2), new_point_y + 7.f}, IM_COL32(255,255,255,255), s.c_str()); RotateTriangle(points, angle.Y + 180.f); draw->AddCircle(ImVec2(new_point_x, new_point_y), 13.0f, IM_COL32(255,255,255,255)); draw->AddCircleFilled(ImVec2(new_point_x, new_point_y), 8.0f, AlertColor); }

@ImGuiUiMaker By @Snake_Cheats.zip15.59 MB

Src EagleEyePro64Bit By @Snake_Cheats .zip28.77 MB

Src Bankai By@Snake_Cheats.zip8.92 MB

// Define the health color (RGBA) // Green color with moderate transparency (78) Config.ColorsESP.Health = CREATE_COLOR(0, 23
// Define the health color (RGBA) // Green color with moderate transparency (78) Config.ColorsESP.Health = CREATE_COLOR(0, 230, 0, 78); if (Config.PlayerESP.Health && Player && Player->HealthMax > 0) { // Clamp current health between 0 and MaxHealth to prevent UI glitches int CurHP = (int)std::max(0, std::min((int)Player->Health, (int)Player->HealthMax)); int MaxHP = (int)Player->HealthMax; // Check if the player is currently visible to the local player bool IsVisible = localController->LineOfSightTo(Player, {0, 0, 0}, true); // Calculate health bar height or width ratio float healthPercentage = (float)CurHP / (float)MaxHP; // Logic for drawing the ESP health bar would go here // e.g., DrawBar(pos, healthPercentage, Config.ColorsESP.Health); }