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JB酒伴源码

浅庭源码

密码:huSfuckup563180

铃芽户缔[ 国际服 64BIT ].zip82.12 MB

我没什么拿得出手的 全是老古董

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情雨自源.zip120.82 MB

白玫瑰 张星星.zip238.14 MB

+1
AIDE Pro_2.8.7.apk47.79 MB

花粥,马雨阳 - 盗将行.flac20.10 MB

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99互推平台 · TG 精选频道⤵️ 我们致力于发现并整理Telegram 中值得关注的优质频道📌 99团队为你提供一个更安全干净的全频道文件夹📂 ⭐️ 精选高质稳定频道收录 ⭐️ 持续更新稳定项目频道 ⭐️ 一键加入优质项目频道 点击下方文字、加入九九专属频道文件夹
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💳 下方是精选游戏小号卡网🎞
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✈️PUBG直装推荐 @HQSWMOD 赞助商🎞: 还因为没有肉特机烦恼吗 那就来看看教父肉特机 低价格 高品质 点击加入教父ROOT机频道 🔗加入99互推 @JIUJIUHUTUIBOT

if (美国子弹) { if (isValidMatch() && g_LocalPlayer->WeaponManagerComponent) { auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent; if (WeaponManagerComponent && Tools::IsPtrValid(WeaponManagerComponent)) { auto CurrentWeaponReplicated = (ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated; if (CurrentWeaponReplicated && Tools::IsPtrValid(CurrentWeaponReplicated)) { if (CurrentWeaponReplicated->IsA(ASTExtraShootWeapon::StaticClass())) { CurrentWeaponReplicated->BulletDecalScale.X = 50.0f; } } } } }

if (蹲下加速) { long int Self = getZZ(getZZ(getZZ(UE4+ 0xF1D5F70)+0x30)+0x4B8); long int rwdz = (Self)+0x1840; int 探头 = getDword(rwdz); long int rwsd = getZZ(Self+0x518)+0xce0; long int hqsdpz = Self+0x2c30; long int gx = getZZ(Self+0x518)+0x268; if(探头==1 or 探头==4) { WriteFloat(rwsd,4200); WriteFloat(hqsdpz,1.0e10); WriteFloat(gx,9999999); } else { WriteFloat(rwsd,670); WriteFloat(hqsdpz,1); WriteFloat(gx,8192); } }

if (蹲下加速) { long int Self = getZZ(getZZ(getZZ(UE4+ 0xF1D5F70)+0x30)+0x4B8); long int rwdz = (Self)+0x1840; int 探头 = getDword(rwdz); long int rwsd = getZZ(Self+0x518)+0xce0; long int hqsdpz = Self+0x2c30; long int gx = getZZ(Self+0x518)+0x268; if(探头==1 or 探头==4) { WriteFloat(rwsd,4200); WriteFloat(hqsdpz,1.0e10); WriteFloat(gx,9999999); } else { WriteFloat(rwsd,670); WriteFloat(hqsdpz,1); WriteFloat(gx,8192); } }

输出文件.lua0.01 KB

😂 复活了

圆形血量 数据如下 供开发者使用 imgui
    if (圆形血量) {
ImColor 血量颜色;
float PercentHP=(Player->Health/Player->HealthMax)*100;
int CurHP=(int)std::max(0,std::min((int)Player->Health,100));
int MaxHP=100;
血量颜色=ImColor(255,255,0,255); //字体
if(Player->Health==0.0f&&!Player->bDead){
血量颜色=ImColor(255,0,0,200);  //血量颜色
PercentHP=Player->NearDeathBreath;
if(Player->NearDeatchComponent){
MaxHP=Player->NearDeatchComponent->BreathMax;
}}
draw->AddCircleArc({HeadPosSC.x,HeadPosSC.y-80},15,{0,3.6f*PercentHP},ImColor(0,255,0,155),0,4);
std::string xl=std::to_string((int)CurHP);
auto textSize=ImGui::CalcTextSize2(xl.c_str(),0,20);
绘制字体描边(20,HeadPosSC.x-(textSize.x/2),HeadPosSC.y-(textSize.y/2)-80,血量颜色,xl.c_str());
                }

圆形血量    数据如下   供开发者使用   imgui                       if (圆形血量) { ImColor 血量颜色; float PercentHP=(Player->Health/Player->HealthMax)*100; int CurHP=(int)std::max(0,std::min((int)Player->Health,100)); int MaxHP=100; 血量颜色=ImColor(255,255,0,255); //字体 if(Player->Health==0.0f&&!Player->bDead){ 血量颜色=ImColor(255,0,0,200);  //血量颜色 PercentHP=Player->NearDeathBreath; if(Player->NearDeatchComponent){ MaxHP=Player->NearDeatchComponent->BreathMax; }} draw->AddCircleArc({HeadPosSC.x,HeadPosSC.y-80},15,{0,3.6f*PercentHP},ImColor(0,255,0,155),0,4); std::string xl=std::to_string((int)CurHP); auto textSize=ImGui::CalcTextSize2(xl.c_str(),0,20); 绘制字体描边(20,HeadPosSC.x-(textSize.x/2),HeadPosSC.y-(textSize.y/2)-80,血量颜色,xl.c_str());                 }