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Panel Name: SENIOR GIRL Developer/Creator: ANSHI Features listed in the panel: Β· 40% DRAG AIMBOT Β· CHARACTERS HOLO RED Β· SENIOR BYPASS Β· 40% SNIPER BALAUS Β· REPORT CLEAR POWER BY:- ANSHI SETUP:-CLICK HERE FF MAX:-CLICK HERE

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Boom Shaka - Krsna.mp33.59 MB

π€πˆππ‚π‘π€πƒ π‚π‹πˆπ„ππ“ 𝐍𝐎𝐍- π‘πŽπŽπ“ βœ… 𝐍𝐎𝐍-π‘πŽπŽπ“ βœ… π’π‡πˆπ™π”πŠπ” 𝐒𝐄𝐓𝐔𝐏 πŸ”‘ πŠπ„π˜ :- FREE-KEY-10D ⚠️ πˆπ… π‚πŽπππ„π‚π“πˆπŽπ π…π€πˆπ‹π„πƒ 𝐔𝐒𝐄 πˆππƒπŽππ„π’πˆπ€π 𝐕𝐏𝐍 πƒπŽππ“ 𝐔𝐒𝐄 𝐄𝐒𝐏 ππ€πŒπ‘, 𝐄𝐒𝐏 𝐓𝐀𝐑𝐆𝐄𝐓 AINCRAD NON ROOT βœ…

Sab updated project he ab kuch nhi bacha mere pe

Madrchod~Aimkill.h

//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

VILLAIN.zip175.83 MB