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Clarification: we do not encourage violating the rules and regulations of any game. What we present here is all for the purpose of education, experimentation and testing. Chat Arabic: https://t.me/+mecGwFshKVkxZTFk, CH: https://t.me/+1txE55VyGGY4YTU0

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El país no está especificadoTecnologías y Aplicaciones39 581
1 202
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Archivo de publicaciones
GL-DEV
1 202
virtal iOS , Jailbroken any ver for testing . its very good but one day for 75$

GL-DEV
1 202

GL-DEV
1 202
image-1712657864.webp0.80 KB

GL-DEV
1 202
Happy Eid - Bonne Fête - İyi Bayramlar - عید مبارک - عید شما مبارک - Selamat Hari Raya - Selamat Hari Raya - Feliz Eid - Frohes Eid - Buon Eid - 开斋节快乐 - イードおめでとう - С праздником Ид! - ঈদ মোবারক - Barka da Sallah - Heri ya Eid - Gëzuar Bajramin - اختر مو مبارک شه - جەژنتان پیرۆز بێت - ஈத் முபாரக் - ईद मुबारक.

GL-DEV
1 202
BG 4.3 ios
GName Fun 0x1041ef544
GName Data 0x10927bc80
GWorld Fun 0x1020837fc
GWorld Data 0x1096c3a80
GUObject data 0x1094ab600
Process event 0x104392e30

by @saudgl
from GL-DEV

GL-DEV
1 202
PB 4.3
#ifndef PUBGOffsets_hpp
#define PUBGOffsets_hpp

#include <stdio.h>
#include <string.h>

#define kLineOfSightTo "0x7B0"

#define kPersistentLevel "0x30"        
#define kActorList "0xA0"
#define kNetDriver "0x38"                
#define kServerConnection "0x78"          
#define kPlayerController "0x98"          
#define klocalPlayerController "0x30"

#define kPawn "0x4b8"                   
#define kCharacter "0x4c8"            
#define kControlRotation "0x4e0"         

#define kMyTeam "0x940"                   

#define kCameraCache "0x520"            
#define kViewTarget "0x10a0"              

#define kPlayerCameraManager "0x548"      

#define kSizeX "0x40"
#define kSizeY "0x44"

#define kHealth "0xe60"                    
#define kHealthMax "0xe64"                  
#define kNearDeathBreath "0x1b60"
#define kbDead "0xe7c"                      
#define kbHidden "0xe8"                    
#define kCurrentVehicle "0xeb0"             
#define kCurrentStates "0x1058"
#define kNearDeatchComponent "0x1be8" //struct USTCharacterNearDeathComp* NearDeatchComponent;

#define kRootComponent "0x208"    //struct USceneComponent* RootComponent;
#define kRepMovement "0x110"               

#define kPlayerName "0x960"                 
#define kPlayerUID "0x988"                  
#define kNation "0x970"                     
#define kTeamID "0x998"                     
#define kbIsAI "0xa40"                         
#define kbIsMLAI "0xa41"                    
#define kMesh "0x510"                       
#define kStaticMesh "0x988"                 
#define kLastRenderTime "0x490"             
#define kVelocity "0x18c"                   

#define kRelativeRotation "0x1f0"
#define kRelativeLocation "0x1e4"           
#define kRelativeScale3D "0x1fc"            
#define kComponentVelocity "0x2c0"          

#define kbIsWeaponFiring "0x1800"           
#define kWeaponManagerComponent "0x25b8"    
#define kPoseState "0x1810"                 
#define kScopeFov "0x1c54"                  

#define kCurrentWeaponReplicated "0x5c8"    
#define kShootWeaponEntityComponent "0x398" 
#define kWeaponId "0x1e0"                   

#define kBulletFireSpeed "0x560"            
#define kRecoilKickADS "0xcf0"              
#define kGameDeviationFactor "0xc2c"        

#define kShootWeaponComponent "0xf30"       
#define kShootWeaponEntityComp "0x1360"     
#define kShootMode "0x10d9"
#define kbIsGunADS "0x1134"                 

#define kVehicleCommon "0xc00"              
#define kHP "0x354"                         
#define kHPMax "0x350"                      
#define kFuel "0x43c"                       
#define kFuelMax "0x438"                    

#define kPickUpDataList "0x940"             
#define kGoodsID "0x38"  
#define kTableName "0x8a0"                  

#define kFPS "0x1c4"
#define kSTBaseCharacter "0x28E0"
#define kCoord "0x1dc"
#define kHeight "0x1c8"  

#define kBP_MapUIMarkManager_C "0x4270"     
#define kpExtraGameState "0x338"            
#define kAlivePlayerNum "0xb34"             
#define kPlayerNum "0x7a8"              
#define kelapsedSeconds "0x4a8"           

#define kPlayerState "0x2308"             
#define kKill "0x6c8"                       

#define kTPP "0x1c50"                       
#define kFPP "0x1c60"                      

#define kGameReplayType "0x944"
#define kPickUpAnim "0x1e28"

#define kPressingFireBtn "0x33d0"

#define kCurrentReloadWeapon "0x2b58"  
#define kCachedBulletTrackComponent "0xe28"  
#define wuhou "0x190"  

#define kYaw "0x890"                  
#define kRoll "0x888"                 
#define kPitch "0x888"

#endif

by @AFG_iOS1
Shared from GL-DEV

GL-DEV
1 202
4.3.0

GL
gobject 0x10A34E980
gname_func 0x104C0F1E8
gname_data 0x10A0557E0
gworld_func 0x102A62208
gworld_data 0x10A566E00


VNG
gobject 0x10A205B00
gname_func 0x104B1AE24
gname_data 0x109FCEDF0
gworld_func 0x1029BFCBC
gworld_data 0x10A41E1C0

TW 
gobject 0x10A545580
gname_func 0x104D78ADC
gname_data 0x10A30E220
gworld_func 0x102C0396C
gworld_data 0x10A75DA00


KR
gobject 0x10A566580
gname_func 0x104D9FA10
gname_data 0x10A32F280
gworld_func 0x102C2A8A0
gworld_data 0x10A77EA00

By:⬇️
@Dlbren92
shared from @Pubg_dev

GL-DEV
1 202
PB 4.3 Shadow OBJC , Classes

GL-DEV
1 202
PB 4.3 GL
Yaw:   0x890
Roll:  0x898
Pitch: 0x888

lineOfSightTo: 0x7b0
by @saudgl

GL-DEV
1 202
SDK PB 4.3 , internal & external https://github.com/saudgl/Pubg-4.3-IOS-SDK-GL by @saudgl GL-DEV

GL-DEV
1 202
PB GL 4.3
Gname Fun: 0x104bd8740
GName Data: 0x10a1178b0
GWorld Fun: 0x102a62208
GWorld data: 0x10a566e00
GUObject data: 10a34e980
LineOfsignt fun: 105e111bc
ActorArray Decry fun: 0x105f77068
Process event Fun: 0x104d7bfc0
HUD fun: 0x1034d9828
Engine Data: 0x10a565bf0

by @saudgl 
ch: @pubg_dev GL-DEV

GL-DEV
1 202
its NOT anti , but just file of anogs ver (((4.3)) beat next ver will come

GL-DEV
1 202
anogs_43_beta4.88 MB

GL-DEV
1 202
ShadowTrackerExtraBeat43_ios.zip66.64 MB

GL-DEV
1 202

GL-DEV
1 202
for who have issue in (vtable) hook , as you know its located on _CONST section.. , what happen before ios 17 . __const was inside the __DATA segments as section . but after ios 17 became as new segments __DATA_CONST . and its became read only ! , but r/w when loaded then became read only . so we have new flag SG_READ_ONLY in ios 17. 💪how to solve it , make read/write then change what you need to change then make read only . note: if you leave it as read/write will crash , must be back to be read only. @saudgl

GL-DEV
1 202
The AI part is in Server side checks only.
There is just SDK (UE4 functions or Unreal Engine SDK) that this company has improved and added some custom functions for checking these:

1) the bullets are going to same bone
2) the player is scoping in on invisible enemies
3) the player is facing or moving towards a special AI where they intentionally mute their sound steps
4) the player is moving towards a special AI that smartly keeps itself hidden all the time but stays nearby (around 80m)
5) the player is BEE-LINING to AI or other enemies.

All of this behavior is calculated.
There are two ways to stop it.

A) The nip where the calculations originate from. So you can fake the data.
😎 Stop the data to reach to server about bullets accuracy and all other things relevantly as explained above
cridet to : MRKHAN6263 , UC

GL-DEV
1 202
4.2 offsets for all versions but not BG$MI