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Publicaciones del Canal
if (Cheat::Esp::NearbyAr) {
            static FVector2D closestItemPos;
            static float closestDistance = FLT_MAX;
            static bool isVisible = false;

            auto Actors = GetActors();
            for (auto Actor : Actors) {
                if (Actor->IsA(APickUpWrapperActor::StaticClass())) {

                    auto PickUp = (APickUpWrapperActor *)Actor;
                    if (Items[PickUp->DefineID.TypeSpecificID]) {
                        auto RootComponent = PickUp->RootComponent;
                        if (!RootComponent)
                            continue;

                        if (PickUp->bHidden)
                            continue;

                        float Distance = PickUp->GetDistanceTo(Cheat::localPlayer) / 100.f;

                        if (Distance > 100)
                            continue;

                        FVector2D itemPos;

                        if (WorldToScreenBone(PickUp->K2_GetActorLocation(), &itemPos)) {
                            std::string itemName;
                            uint32_t textColor = 0xFF000000;

                            for (const auto &category : items_data) {
                                for (const auto &item : category[("Items")]) {
                                    if (item[("itemId")] == PickUp->DefineID.TypeSpecificID) {
                                        itemName = item[("itemName")].get<std::string>();
                                        textColor = std::stoul(item[("itemTextColor")].get<std::string>(), nullptr, 16);
                                        break;
                                    }
                                }
                            }

                            std::string distanceText = (" - ") + std::to_string(static_cast<int>(Distance)) + ("M");
                            std::string displayText = itemName + distanceText;

                          
                            bool itemVisible = Cheat::localController->LineOfSightTo(PickUp, {0, 0, 0}, true);

                        
                            if (itemVisible && Distance < closestDistance) {
                                closestDistance = Distance;
                                closestItemPos = itemPos;
                                isVisible = true;
                            }
                        }
                    }
                }
            }

            if (isVisible) {
                draw->AddLine({(float)glWidth / 2, 716}, {closestItemPos.X - 2, closestItemPos.Y}, IM_COL32(255, 0, 0, 255), 2.2f);
            }

           
            closestDistance = FLT_MAX;
            isVisible = false;
        }
Shared By : #JarvisXm Share With Credit 💙🚀 Join For More Source Codes
Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC

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"NEARBY AR SEGGS" Added visibility+ dist🙂
"NEARBY AR SEGGS" Added visibility+ dist🙂
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Show Message Based On Kills! code: auto PlayerState = Cheat::localPlayer->STExtraPlayerState; if (!PlayerState) {     return; } int Kills = PlayerState->Kills; if (Kills >= 10) {     static bool IsShowed = false;     if (!IsShowed)     {         Cheat::localController->ClientDisplayNormalTips(std::wstring(L"Maintain Your Kill"));         IsShowed = true;     } } Shared By : #Anticheat Share With Credit 💙🚀 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
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Less Laggy Magic Bullet From Guobject Array loop code : void* Fuck2(void*) {     while (true)     {         if (localPlayer != 0)         {             auto& globalObjects = SDK::UArrayProperty::GetGlobalObjects();             for (int i = 0; i < globalObjects.Num(); ++i)             {                 auto object = globalObjects.GetByIndex(i);                 if (object == nullptr || !object->IsA(UBodySetup::StaticClass()))                 {                     continue;                 }                 uintptr_t BodySetup = (uintptr_t)object;                 if (BodySetup == 0)                 {                     continue;                 } #if defined(__aarch64__)                 uintptr_t BoxElemsOffset = 0x38;                 uintptr_t OffsetX = 0x88;                 uintptr_t OffsetY = 0x8c;                 uintptr_t OffsetZ = 0x90; #else                 uintptr_t BoxElemsOffset = 0x28;                 uintptr_t OffsetX = 0x78;                 uintptr_t OffsetY = 0x7c;                 uintptr_t OffsetZ = 0x80; #endif                 uintptr_t BoxElems = *(uintptr_t *)(BodySetup + BoxElemsOffset);                 if (BoxElems == 0)                 {                     continue;                 }                 float& X = *(float *)(BoxElems + OffsetX);                 float& Y = *(float *)(BoxElems + OffsetY);                 float& Z = *(float *)(BoxElems + OffsetZ);                 if (X != 23.0f || Y != 25.0f || Z != 30.5f)                 {                     continue;                 }                 X = -350.0f;                 Y = 100.0f;                 Z = 99999.0f;             }         }         std::this_thread::sleep_for(std::chrono::milliseconds(300));     }     return nullptr; } Version : All Versions (32 + 64) *this can help you to minimize your lag issues *Without Guobject loop magic bullet available you can buy from me Shared By : #Anticheat Share With Credit 💙🚀 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
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CANARY BLOCK CODE int EngineClose() { JavaVM* java_vm = g_App->activity->vm; JNIEnv* java_env = NULL; jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); if (jni_return == JNI_ERR) return -1; jni_return = java_vm->AttachCurrentThread(&java_env, NULL); if (jni_return != JNI_OK) return -2; jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); if (native_activity_clazz == NULL) return -3; jmethodID method_id = java_env->GetMethodID(native_activity_clazz, OBFUSCATE("AndroidThunkJava_RestartGame"),/*Engine New Restart*/OBFUSCATE("()V")); if (method_id == NULL) return -4; java_env->CallVoidMethod(g_App->activity->clazz, method_id); jni_return = java_vm->DetachCurrentThread(); if (jni_return != JNI_OK) return -5; return 0; } bool isEngineFolderHere(const std::string& folderPath) { return (access(folderPath.c_str(), F_OK) == 0); } // Canary Locaiton void EngineCrack1() { std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.guoshi.httpcanary"); if (isEngineFolderHere(folderPath)) { EngineClose(); } else {} } void EngineCrack2() { std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.guoshi.httpcanary.premium"); if (isEngineFolderHere(folderPath)) { EngineClose(); } else {} } void EngineCrack3() { std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sniffer"); if (isEngineFolderHere(folderPath)) { EngineClose(); } else {} } void EngineCrack4() { std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sant.canary"); if (isEngineFolderHere(folderPath)) { EngineClose(); } else {} } void EngineCrack7() { std::string folderPath = OBFUSCATE("/storage/emulated/0/Android/data/com.sanmeet"); if (isEngineFolderHere(folderPath)) { EngineClose(); } else {} } Shared By : #AndroidEngine Share With Credit 💙🚀 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
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Memcpy Hook From libc Why Use This Hook? With this memcpy hook, you no longer need to update it with every game update! It works on both 32-bit and 64-bit. More: In this Way You Can Hook any .PLT address of game from libc and you won't have to update it Shared By: #Anticheat Share With Credit 💙🚀 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
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YouTube Premium Only For 60₹ One Month Dm To Buy : @AndroidEngine_Bot
89
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#include <curl/curl.h> #include <android/asset_manager.h> #include <android/asset_manager_jni.h> #include <dlfcn.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <unistd.h> // Define the font progress callback function void font_progress(void *clientp, double dltotal, double dlnow, double ultotal, double ulnow) {     // Update the progress bar or other UI elements here     printf("Download progress: %f%%\n", (dlnow / dltotal) * 100); } // Define the download callback function size_t download_callback(void *ptr, size_t size, size_t nmemb, void *data) {     // Write the downloaded data to the file     FILE *fp = (FILE *)data;     size_t written = fwrite(ptr, size, nmemb, fp);     return written; } // Define the getExternalFilesDir function char *getExternalFilesDir() {     // Get the external files directory from the Android SDK     // This function is typically provided by the Android SDK     // For this example, we will use a hardcoded path     return "/sdcard/Android/data/com.example.app/files"; } int download_file(const char *url, const char *path) {     CURL *curl;     CURLcode res = static_cast<CURLcode>(-1);     FILE *fp;     curl = curl_easy_init();     if (curl) {         fp = fopen(path, "wb");         if (fp) {             curl_easy_setopt(curl, CURLOPT_URL, url);             curl_easy_setopt(curl, CURLOPT_SSL_VERIFYPEER, 0L);             curl_easy_setopt(curl, CURLOPT_SSL_VERIFYHOST, 0L);             curl_easy_setopt(curl, CURLOPT_WRITEDATA, fp);             curl_easy_setopt(curl, CURLOPT_NOPROGRESS, false);             curl_easy_setopt(curl, CURLOPT_XFERINFOFUNCTION, font_progress);             curl_easy_setopt(curl, CURLOPT_XFERINFODATA, NULL);             res = curl_easy_perform(curl);             fclose(fp);         }         curl_easy_cleanup(curl);     }     return res; } int main() {     // Download the library file     char *url = "https://website.com/libName.so";     char *path = getExternalFilesDir();     strcat(path, "/lib/libName.so");     int res = download_file(url, path);     if (res != CURLE_OK) {         printf("Download failed: %s\n", curl_easy_strerror(res));         return 1;     }     // Load the library     void *handle = dlopen(path, RTLD_LAZY);     if (!handle) {         printf("Failed to load library: %s\n", dlerror());         return 1;     }     // Use the library     // ...     // Clean up     dlclose(handle);     return 0; } Share With Credit 💙🚀 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
509
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Changes Logs: - Crash Issue Fixed ✔️ Use this RULE - *Test 3 Games in new I'd and then wait for 5 hours if I'd don't have any ban then play on good id ( if it haves flag ban then no issue continue playing in good I'd) Key :- Y2eolbfdkLq5HT7iB6Nz Feedback :- @AndroidEngine_Bot
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Changes Logs: - Crash Issue Fixed ✔️ Use this RULE - *Test 3 Games in new I'd and then wait for 5 hours if I'd don't have any ban then play on good id ( if it haves flag ban then no issue continue playing in good I'd) Key :- Y2eolbfdkLq5HT7iB6Nz Feedback :- @AndroidEngine_Bot
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Uploading Testing Version Few... Min....
Uploading Testing Version Few... Min....
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HAPPY BIRTHDAY AMAN MY BABU MY BACCHA mere bacche mere bhai ka janmdin hai sab log spam karo " Happy Birthday Aman Bhai 🎂🎀🎉" @AndroidEngineOwner
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HAPPY BIRTHDAY AMAN MY BABU MY BACCHA mere bacche mere bhai ka janmdin hai sab log spam karo " Happy Birthday Aman Bhai 🎂🎀🎉" @AndroidEngineOwner
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ShootBullerInner Func Hook For Bullet Track ! if (auto WeaponManagerComponent = Cheat::localPlayer->WeaponManagerComponent) {     if (auto CurrentWeaponReplicated = static_cast<ASTExtraShootWeapon *>(WeaponManagerComponent->CurrentWeaponReplicated))     {         auto WeaponSlot = CurrentWeaponReplicated->GetWeaponSlot();         if (WeaponSlot == ESurviveWeaponPropSlot::SWPS_MainShootWeapon1 ||             WeaponSlot == ESurviveWeaponPropSlot::SWPS_MainShootWeapon2 ||             WeaponSlot == ESurviveWeaponPropSlot::SWPS_SubShootWeapon)         {             if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent)             {                 static bool IsHooked = false;                 if (IsHooked == false && ShootWeaponComponent != nullptr)                 {                     uintptr_t ShotBulletInnerAddr = *(uintptr_t *)(*(uintptr_t *)((uintptr_t)ShootWeaponComponent) + 0x2A0);                     DobbyHook((void *)ShotBulletInnerAddr, (void *)xShootBulletInner, (void **)&ShootBulletInner);                     IsHooked = true;                 }             }         }     } } Structure: void (*ShootBulletInner)(uintptr_t Weapon, FVector StartLoc, FRotator StartRot, int ShootID); void xShootBulletInner(uintptr_t Weapon, FVector StartLoc, FRotator StartRot, int ShootID) {   // Add your Own Bulletrack Logic    return ShootBulletInner(Weapon, StartLoc, StartRot, ShootID); } **For 64 bit Change 0x2A0 with 0x540 This is can be useful because these Offsets doesn't get changed every season Shared By : #UnknownAntiCheat
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Remember this Pseudocode
Remember this Pseudocode
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Lobby Weapon Skin! __int64 (*Orig_CreateWeaponAndSkin)(__int64 result, int WeaponSkinID, bool bUse, bool bSync); __int64 Hook_CreateWeaponAndSkin(__int64 result, int WeaponSkinID, bool bUse, bool bSync) {    if (WeaponSkinID == 101004)    {       WeaponSkinID = 1101004046;    }             return Orig_CreateWeaponAndSkin(result, WeaponSkinID, bUse, bSync); }     DobbyHook((void *)(Cheat::libUE4Base + Tools::string2Offset("0x4fadf3c")), (void *)Hook_CreateWeaponAndSkin, (void **)&Orig_CreateWeaponAndSkin); // CreateWeaponAndSkin Game : BGMI 3.3 ARM64-V8
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1Day Fix For BGMI v.3.3.0 64bit __int64 __fastcall (*oBulletHitInfo)(__int64 result, float a2); __int64 __fastcall hBulletHitInfo(__int64 result, float a2) {      auto Upload = (UBulletHitInfoUploadComponent*)result;   Upload->UploadInterval = 0.1f; // 2.0f for delay hit      Upload->bEnableTssSdkAntiData = false;      Upload->bEnableTssSdkAntiDataFilter = false;      Upload->bEnableTssSdkAntiDataFilterNew = false;   Upload->bDisableDsTick = false;      Upload->bDisableDsAntiDataReport = false;   Upload->bEnableAddSPCShootData = false;   Upload->NeedSendSimpleCharacterHitData = false;       return oBulletHitInfo(result, a2); } Tools::Hook((void *) (UE4 + 90873760), (void *) hBulletHitInfo, (void **) &oBulletHitInfo);
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• Vᴇʀsɪᴏɴ - 3.3.0 ✅ • Aʀᴍ - 32Bɪᴛ ✅ • Gᴀᴍᴇ - Bɢᴍɪ ✅ unsigned int libanogsSize = 0x30EDF0; unsigned int libUE4Size = 0x793BD24; • Vᴇʀsɪᴏɴ - 3.3.0 ✅ • Aʀᴍ - 64Bɪᴛ ✅ • Gᴀᴍᴇ - Bɢᴍɪ ✅ unsigned int libanogsSize = 0x43DB54; unsigned int libUE4Size = 0xA7CBD94;
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✨Auto Menu Imgui Source✨    [ Click Here To Check Ui ] ~ Without Bypass Safe ~ 32 Bit / Aide ~ Esp / Gyro Aimbot ~ Game Version 3.3 ~ Imgui / View Matrix ~ Game > BGMI ~ iPad View Added > Source Leck By : > @AndroidEngineOwner Share With Credit 💙🚀 ZIP PASS - ANDROIDENGINE_3.3.0 Join For More Source Codes Join -> @BMC_VIP_SRC Join -> @BMC_VIP_SRC
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