es
Feedback
π…π„π€π“π”π‘π„π’π“πˆπ‚ π‹π„π€πŠπ’

π…π„π€π“π”π‘π„π’π“πˆπ‚ π‹π„π€πŠπ’

Ir al canal en Telegram

πŸ“Œ Educational & Research Purpose Only πŸ” Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse πŸ“š For knowledge & awareness only MODs & Kernel Resources.β˜‘οΈ

Mostrar mΓ‘s
1 851
Suscriptores
+2024 horas
+417 dΓ­as
+22430 dΓ­as
Archivo de publicaciones
BHAI JITNE BHI PAID KILL USER HAI 1 BJE SABKA SOLUTION FIX KRWAUNGA KRIPIYA DM ME SPAM NA KARE πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ» OWNER - BABA TILLU πŸ‘πŸ»πŸŽ

Repost from CODE LEAKS
-- ============ LUA BULLET TRACK (FireComponent Hook) ============
_G.Mod_MagicBullet = _G.Mod_MagicBullet or false

function _G.EnableMagicBulletHook()
  if _G.MagicBulletHooked then return end
  
  pcall(function()
    local FireComponent = require("GameLua.Mod.BaseMod.GamePlay.Weapon.FireComponent")
    
    if FireComponent then
      local origFire = FireComponent.Fire
      
      function FireComponent:Fire(...)
        if _G.Mod_MagicBullet then
          -- Get local player
          local lp = GameplayData.GetPlayerCharacter()
          if slua.isValid(lp) then
            -- Find nearest enemy
            local enemies = GameplayData.GetAllPlayerCharacters()
            local nearestEnemy = nil
            local nearestDist = 999999
            
            if enemies then
              for _, enemy in pairs(enemies) do
                if slua.isValid(enemy) and enemy.TeamID ~= lp.TeamID then
                  if enemy.IsAlive and enemy:IsAlive() then
                    local dist = lp:GetDistanceTo(enemy)
                    if dist < nearestDist then
                      nearestDist = dist
                      nearestEnemy = enemy
                    end
                  end
                end
              end
            end
            
          
            if nearestEnemy then
              local headPos = nearestEnemy:GetHeadLocation(false)
              if headPos then
                -- Store for FireComponent to use
                _G.MagicTargetHead = headPos
                _G.MagicTargetEnemy = nearestEnemy
              end
            end
          end
        end
        
      
        local result
        if origFire then
          result = origFire(self, ...)
        end
        return result
      end
      
      _G.MagicBulletHooked = true
    end
  end)
end

function v0_0.ApplyMagicBulletWeapon(a0_mb)
  if not Client then return end
  if not _G.Mod_MagicBullet then return end
  
  pcall(function()
    local weapon = a0_mb.Object:GetCurrentWeapon()
    if not slua.isValid(weapon) then return end
    
    local shootEnt = weapon.ShootWeaponEntity_GEN_VARIABLE or weapon.ShootWeaponEntity
    if not slua.isValid(shootEnt) then return end
    
    if shootEnt.BulletFireSpeed then
      shootEnt.BulletFireSpeed = 500000
    end
    
    if shootEnt.BulletTravelingSimulateParam then
      shootEnt.BulletTravelingSimulateParam.BulletSpeed = 500000
      shootEnt.BulletTravelingSimulateParam.BulletRange = 500000
      shootEnt.BulletTravelingSimulateParam.BulletGravity = 0
      shootEnt.BulletTravelingSimulateParam.BulletDrop = 0
    end
    
    if shootEnt.FireConfig then
      shootEnt.FireConfig.BulletSpeed = 500000
      shootEnt.FireConfig.BulletGravity = 0
    end
    
    shootEnt.BulletDropAmount = 0
    shootEnt.BulletDropGravity = 0
    shootEnt.HitScanRange = 500000
    
    if _G.MagicTargetEnemy and slua.isValid(_G.MagicTargetEnemy) then
      local headPos = _G.MagicTargetEnemy:GetHeadLocation(false)
      if headPos and shootEnt.SetTargetLocation then
        shootEnt:SetTargetLocation(headPos)
      end
    end
  end)
end
Cr -- idk
πŸ“₯By @TrnDravix πŸ“₯Join Our Chat Group πŸ‘Ή πŸ“₯Join @Code_leak

Repost from CODE LEAKS
Check it your self
Cr -- idk
πŸ“₯By @TrnDravix πŸ“₯Join Our Chat Group πŸ‘Ή πŸ“₯Join @Code_leak

βœ— SKIPPED (820 Blocks): Jin files/blocks me koi badlaav (changes) nahi hue the, ya jinka size original allocation slot se bad
βœ— SKIPPED (820 Blocks): Jin files/blocks me koi badlaav (changes) nahi hue the, ya jinka size original allocation slot se bada ho raha tha, unhe tool ne safe rakhte hue original block data par hi retain (skip) kar diya hai taaki game crash ya corrupt na ho

βœ“ FITTED (1256 Blocks - 60.5%): Jo files ya blocks aapne edit/modify kiye the, unka naya data compressed hoke original block
βœ“ FITTED (1256 Blocks - 60.5%): Jo files ya blocks aapne edit/modify kiye the, unka naya data compressed hoke original block space me safely fit ho gaya hai. In sabhi 1256 blocks ko naye custom assets/data se successfull repack kar diya gaya hai.

2 Rα΄‡α΄˜α΄Κ€α΄›s ᴀʀᴇ BΚŸα΄α΄„α΄‹α΄‡α΄… ʙʏ @teleprotectorbot 520 CΚœα΄€Ι΄Ι΄α΄‡ΚŸs ᴀʀᴇ Sᴀᴠᴇᴅ Fʀᴏᴍ Rα΄‡α΄˜α΄Κ€α΄›s ΙͺΙ΄ Lα΄€sα΄› 24 Hα΄α΄œΚ€s