es
Feedback

Β‘No caigas en manos de tramposos! Telemetrio encuentra y marca estos canales πŸ‘‰ Si quieres ver la etiqueta, suscrΓ­bete

𝗦π—₯𝗖 π—­π—’π—‘π—˜ π“†ˆ

𝗦π—₯𝗖 π—­π—’π—‘π—˜ π“†ˆ

Ir al canal en Telegram
576
Suscriptores
+524 horas
+2157 dΓ­as
+38030 dΓ­as
Archivo de publicaciones
Aimbot lite blacklistfixed.txt

bool ShurikenKill = false; void UpdateShurikenKill(void* localPlayer) { if (!localPlayer) return; void* playerAttributes = *(void**)((uintptr_t)localPlayer + 0x770); if (playerAttributes) { float* buffDamagePtr = (float*)((uintptr_t)playerAttributes + 0x128); if (ShurikenKill) { *buffDamagePtr = 9014280192.0f; } else { *buffDamagePtr = 1.0f; } } } //Lateupdate UpdateShurikenKill(localPlayer); //Fixed

Pass :- https://t.me/XINOXXR Credit @DxD_ALOK P2077KNG 9.1.2 src

Bas ai se function Making ka video pada he wo bhi leak kar dunga Aaj raat πŸ‘

//FAKE DAMGE FIXED AUTOKILL

#define offset_GetWeaponOnHand11 (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GetWeaponOnHand"), 0)
static void *GetWeaponOnHand11(void *localPlayer) {
    if (!localPlayer) return nullptr;
    return ((void *(*)(void *))(offset_GetWeaponOnHand11))(localPlayer);
}

#define offset_StopFire1 (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("NFFJEBKJCAK"), 0)
static void StopFire1(void *weapon_instance) {
    if (!weapon_instance) return;
    ((void (*)(void *))(offset_StopFire1))(weapon_instance);
}

#define offset_StartFiringer1 (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("ALJMFCJMDCF"), 0)
static void StartFiring1(void *weapon_instance) {
    if (!weapon_instance) return;
    ((void (*)(void *))(offset_StartFiringer1))(weapon_instance);
}


void* GetEnemyThroughWall(void* match, void* localPlayer) {
    if (!match  !localPlayer  !Startgs) return nullptr;

    float shortestDistance = 99999.0f;
    void* closestEnemy = nullptr;

    auto players = *(MyDictionary**)((uintptr_t)match + ListPlayer);
    if (!players || !players->entries) return nullptr;

    auto entries = players->entries;
    Vector3 camPos = CameraMain(localPlayer);

    for (int u = 0; u < players->count; u++) {
        DictionaryEntry& entry = entries->vector[u];
        if (entry.hashCode < 0) continue;

        void* Player = entry.value;
        if (!Player || Player == localPlayer) continue;

        if (!get_isLocalTeam(Player)
            && !get_IsDieing(Player)
            && get_MaxHP(Player) > 0
            && !get_God(Player)) {

            Vector3 PlayerPos = GetHeadPosition(Player);
            float distance = Vector3::Distance(camPos, PlayerPos);
            if (distance > Aimdis) continue;

            Vector3 targetDir = Vector3::Normalized(PlayerPos - camPos);
            float angle = Vector3::Angle(targetDir, GetForward(Component_GetTransform(Camera_main()))) * 100.0f;

            if (angle <= AimLockFov && angle < shortestDistance) {
                if (!AimLockThroughWall && !IsVisible(Player)) continue;

                shortestDistance = angle;
                closestEnemy = Player;
            }
        }
    }
    return closestEnemy;
}

void AimLockLogic(void* localPlayer, void* match) {
    if (!AimLock || !localPlayer) return;

    void* target = nullptr;

    if (AimLockThroughWall) {
        target = GetEnemyThroughWall(match, localPlayer);
    } else {
        target = EnemyVisible(match);
    }

    if (target) {
        LockedEnemy = target;
        LockedEnemyTime = (float)ImGui::GetTime();
    } else {
        float now = (float)ImGui::GetTime();
        if (LockedEnemy && (now - LockedEnemyTime) < LOCK_MEMORY_TIME) {
            if (LockedEnemy && get_MaxHP(LockedEnemy) > 0 && !get_IsDieing(LockedEnemy)) {
                target = LockedEnemy;
            } else {
                LockedEnemy = nullptr;
            }
        }
    }

    if (!target) return;

    Vector3 enemyPos = GetHeadPosition(target);
    enemyPos.y += 0.08f;
    Vector3 camPos = CameraMain(localPlayer);

    Quaternion targetRot = GetRotationToLocation(enemyPos, AimLockSpeed, camPos);
    set_aim(localPlayer, targetRot);
}

void CustomFireRateLogic(void* localPlayer, void* lockedEnemy) {
    if (!CustomFireRate  !localPlayer  !lockedEnemy) return;

    void* WeaponHand = GetWeaponOnHand11(localPlayer);
    if (!WeaponHand) return;

    if (!AimLockThroughWall) {
        if (!IsVisible(lockedEnemy)) return;
    }

    float now = (float)ImGui::GetTime();
    float interval = FireRateMs / 1000.0f;
    if (now - lastFireTime < interval) return;
    lastFireTime = now;

    int burst = (int)ShotsPerBurst;
    for (int i = 0; i < burst; i++) {
        StartFiring1(WeaponHand);
        StopFire1(WeaponHand);
    }
}

//lateupdate 

CustomFireRateLogic(localPlayer, lockedEnemy);

nepdon_vip_freeze_fix_source.zip