𝙈𝙪̀𝙖 𝙃𝙖̣𝙏𝙤𝙆𝙮𝙤 𝘾𝙝𝙖𝙣𝙚𝙡
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https://link4m.net/3T4w1oh2
Link FF Drip Hoạt Động Key Trên :
Key Free: https://link4m.net/3T4w1oh2
Feedback: @benamodvip
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https://www.mediafire.com/file/3phc8un9jpktq63/STRIKS+BR+V3.apk/file
FF MAX
https://www.mediafire.com/file/ar9cv00yae9jg5c/Free_Fire_MAX_2.121.1.apks/file
KEY : PS-FH7Q3U
DEVICE UNLIMITED
SUPPORT VIRTUAL & ROOT
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Vector3 get_position(uint64_t transform) {
Vector3 worldPos{0.f, 0.f, 0.f};
// UnityEngine.Object::m_CachedPtr
auto cachedPtr = mem.read<uint64_t>(transform + 0x10);
if (!cachedPtr) return worldPos;
// LDR X0, [X20,#0x38]
auto transformData = mem.read<uint64_t>(cachedPtr + 0x38);
if (!transformData) return worldPos;
// LDR W11, [X20,#0x40]
auto transformIndex = mem.read<uint32_t>(cachedPtr + 0x40);
// LDP X9, X8, [X0,#0x18]
auto matricesBase = mem.read<uint64_t>(transformData + 0x18);
// LDP X9, X8, [X0,#0x18] (X8 = indices / parentIndices)
auto indicesBase = mem.read<uint64_t>(transformData + 0x20);
if (!matricesBase || !indicesBase) return worldPos;
worldPos = mem.read<Vector3>(matricesBase + transformIndex * 0x30);
// LDR W11, [X8,X11,LSL#2]
int parentIndex = mem.read<int>(indicesBase + transformIndex * 4);
int depth = 0;
const int maxDepth = 64;
while (parentIndex >= 0 && depth++ < maxDepth) {
// MOV W10, #0x30 sizeof(TMatrix) = 0x30
auto parentMatrix = mem.read<TMatrix>(matricesBase + parentIndex * 0x30);
float qx = parentMatrix.rotation.x;
float qy = parentMatrix.rotation.y;
float qz = parentMatrix.rotation.z;
float qw = parentMatrix.rotation.w;
float sx = worldPos.x * parentMatrix.scale.x;
float sy = worldPos.y * parentMatrix.scale.y;
float sz = worldPos.z * parentMatrix.scale.z;
worldPos.x = parentMatrix.position.x + sx +
(sx * ((qy * qy * -2.f) + (qz * qz * -2.f))) +
(sy * ((qw * qz * -2.f) + (qy * qx * 2.f))) +
(sz * ((qz * qx * 2.f) + (qw * qy * 2.f)));
worldPos.y = parentMatrix.position.y + sy +
(sx * ((qx * qy * 2.f) + (qw * qz * 2.f))) +
(sy * ((qz * qz * -2.f) + (qx * qx * -2.f))) +
(sz * ((qw * qx * -2.f) + (qz * qy * 2.f)));
worldPos.z = parentMatrix.position.z + sz +
(sx * ((qw * qy * -2.f) + (qx * qz * 2.f))) +
(sy * ((qy * qz * 2.f) + (qw * qx * 2.f))) +
(sz * ((qx * qx * -2.f) + (qy * qy * -2.f)));
// LDR W11, [X8,X11,LSL#2]
parentIndex = mem.read<int>(indicesBase + parentIndex * 4);
}
return worldPos;
} get pos ff 64 bit fieds
