es
Feedback

Β‘No caigas en manos de tramposos! Telemetrio encuentra y marca estos canales πŸ‘‰ Si quieres ver la etiqueta, suscrΓ­bete

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
2 068
Suscriptores
+1024 horas
+677 dΓ­as
+24030 dΓ­as
Archivo de publicaciones
g_LocalPlayer = localPlayer; g_PlayerController = localPlayerController; // TOTAL int totalPlayers = totalEnemies + totalBots; // πŸ”₯ PLAYER NA HO TOH KUCH DRAW NAHI HOGA if (totalPlayers <= 0)     return; // TEXT BUFFER char textBuffer[64]; sprintf(     textBuffer,     "E:%d  B:%d  T:%d",     totalEnemies,     totalBots,     totalPlayers ); // SCREEN float screenWidth = Canvas->SizeX; // ============================== // πŸ”₯ GLASS STYLE BLOCK // ============================== // BOX SIZE float rectWidth  = 185.0f; float rectHeight = 34.0f; // POSITION float centerX = screenWidth / 2.0f; float posY = 42.0f; FVector2D rectPos(     centerX - rectWidth / 2.0f,     posY ); // ============================== // πŸ”₯ SHADOW // ============================== DrawFilledRect(     Canvas,     FVector2D(rectPos.X + 2.5f, rectPos.Y + 2.5f),     rectWidth,     rectHeight,     FLinearColor(0.f, 0.f, 0.f, 0.20f) ); // ============================== // πŸ”₯ MAIN GLASS BACKGROUND // ============================== DrawFilledRect(     Canvas,     rectPos,     rectWidth,     rectHeight,     FLinearColor(0.08f, 0.08f, 0.08f, 0.28f) ); // ============================== // πŸ”₯ TOP LIGHT EFFECT // ============================== DrawFilledRect(     Canvas,     FVector2D(rectPos.X + 1.5f, rectPos.Y + 1.5f),     rectWidth - 3.0f,     8.0f,     FLinearColor(1.f, 1.f, 1.f, 0.06f) ); // ============================== // πŸ”₯ BORDER // ============================== FLinearColor borderColor = FLinearColor(     1.f,     1.f,     1.f,     0.30f ); DrawLine(     Canvas,     rectPos,     FVector2D(rectPos.X + rectWidth, rectPos.Y),     1.3f,     borderColor ); DrawLine(     Canvas,     FVector2D(rectPos.X, rectPos.Y + rectHeight),     FVector2D(rectPos.X + rectWidth, rectPos.Y + rectHeight),     1.3f,     borderColor ); DrawLine(     Canvas,     rectPos,     FVector2D(rectPos.X, rectPos.Y + rectHeight),     1.3f,     borderColor ); DrawLine(     Canvas,     FVector2D(rectPos.X + rectWidth, rectPos.Y),     FVector2D(rectPos.X + rectWidth, rectPos.Y + rectHeight),     1.3f,     borderColor ); // ============================== // πŸ”₯ INNER GLOW // ============================== DrawLine(     Canvas,     FVector2D(rectPos.X + 1, rectPos.Y + 1),     FVector2D(rectPos.X + rectWidth - 1, rectPos.Y + 1),     1.0f,     FLinearColor(0.4f, 0.8f, 1.f, 0.08f) ); // ============================== // πŸ”₯ FONT // ============================== tslFontUI->LegacyFontSize = 15.f; // ============================== // πŸ”₯ TEXT POSITION // ============================== FVector2D textPos(     centerX - 56.0f,     rectPos.Y + 7.0f ); // ============================== // πŸ”₯ TEXT // ============================== DrawOutlinedTextFPS(     Canvas,     textBuffer,     textPos,     FLinearColor(1.f, 1.f, 1.f, 1.f),     FLinearColor(0.f, 0.f, 0.f, 1.f),     false ); } }

static float cnt = 0.0f;
                const float RainbowSpeed = 8.0f;
                const int RainbowColorCount = 7;
                const float FullCircle = 360.0f;
                const float IncrementValue = 0.02f;

                FLinearColor rainbowColors[RainbowColorCount] = {
                    FLinearColor(1.0f, 0.0f, 0.0f, 1.0f),
                    FLinearColor(1.0f, 0.5f, 0.0f, 1.0f),
                    FLinearColor(1.0f, 1.0f, 0.0f, 1.0f),
                    FLinearColor(0.0f, 1.0f, 0.0f, 1.0f),
                    FLinearColor(0.0f, 0.0f, 1.0f, 1.0f),
                    FLinearColor(0.5f, 0.0f, 1.0f, 1.0f),
                    FLinearColor(1.0f, 0.0f, 1.0f, 1.0f)
                };

                int rainbowColorIndex = static_cast<int>(fmod(cnt * RainbowSpeed, RainbowColorCount));
                FLinearColor color1 = rainbowColors[rainbowColorIndex];
                FLinearColor color2 = rainbowColors[(rainbowColorIndex + 1) % RainbowColorCount];
                float rainbowPhase = fmod(cnt * RainbowSpeed, 1.0f);
                FLinearColor interpolatedColor = FLinearColor(
                                                     color1.R + (color2.R - color1.R) * rainbowPhase,
                                                     color1.G + (color2.G - color1.G) * rainbowPhase,
                                                     color1.B + (color2.B - color1.B) * rainbowPhase, 1.0f);
                Data::localController->CrossHairColor = interpolatedColor;

                if (cnt >= FullCircle) {
                    cnt = 0.0f;
                } else {
                    cnt += IncrementValue;
                }
            }
Rainbow Crosshair Code 🌈
Imgui Supported, other src I don't know

Build Frida on Android By Abhi
How hard can it be to build Frida natively on Android in Termux (without NDK)?
https://qbtau.in/posts/building_frida_on_termux/

π˜π˜œπ˜•π˜›π˜Œπ˜™_π˜šπ˜™π˜Š_π˜”π˜ˆπ˜•π˜œ_π˜”π˜ˆπ˜π˜π˜ˆ_𝘟_π˜—π˜™π˜ˆπ˜‰π˜π˜™_π˜”π˜–π˜‹π˜š.zip28.85 MB

π˜šπ˜™π˜Š π˜‰π˜  π˜”π˜ˆπ˜π˜π˜ˆ π˜›π˜Œπ˜ˆπ˜”.7z21.24 MB