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MemoryPatch::createWithHex(_Libanogs, 0x500D20, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500690, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500858, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x5009C0, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500ABC, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500AEC, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500B7C, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x500C20, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x505000, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x505010, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x505020, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x107824, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x50F508, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x50F5A0, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x50F618, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x513788, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x513790, "00 00 80 D2 C0 03 5F D6").Modify();
MemoryPatch::createWithHex(_Libanogs, 0x513798, "00 00 80 D2 C0 03 5F D6").Modify();

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🎮 ANTS EXTERNAL SUPPORT 🎮 ✅ Free Fire Max [x64] ✅ Version Name: 2.127.1 ✅ Version Code: 2019118047

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Free Fire Max External Offsets Version: 2.127.1 Version Code: 2019118047 ARM : 64 bit
#pragma once
#include <cstdint>

namespace Offsets {

    // Hardcoded & Base Offsets
    constexpr uintptr_t MPJBGDJJJMJ       = 0x660;
    constexpr uintptr_t Transform         = 0x10;
    constexpr uintptr_t LPEIEILIKGC       = 0x7D8;
    constexpr uintptr_t GameFacadeOffset  = 0xB4C41A0;

    // Player Body Offsets
    constexpr uintptr_t GetPlayerHeadTF   = 0x640;
    constexpr uintptr_t GetPlayerNeck     = 0x648;
    constexpr uintptr_t GetPlayerHipTF    = 0x658;
    constexpr uintptr_t GetPlayerPeTF     = 0x668;
    constexpr uintptr_t HeadCollider      = 0x6D8;
    constexpr uintptr_t PlayerAttributes  = 0x708;
    constexpr uintptr_t AvatarManager     = 0x710;
    constexpr uintptr_t IsDeadFlag        = 0x7C;
    constexpr uintptr_t IsAiming          = 0x344;
    constexpr uintptr_t PlayerRotation    = 0x5B4;
    constexpr uintptr_t DeadStateObject   = 0x2290;

    // Sub-Structures & Status Offsets
    constexpr uintptr_t FastReload        = 0xD9;
    constexpr uintptr_t KnockState        = 0x80;
    constexpr uintptr_t UmaAvatarSimple   = 0x138;
    constexpr uintptr_t UmaAvatarActive   = 0x101;
    constexpr uintptr_t UmaData           = 0x28;
    constexpr uintptr_t UmaDataStatus     = 0x81;

    // Camera & Aiming Offsets
    constexpr uintptr_t AimingInfo        = 0xDD0;
    constexpr uintptr_t RecoilModifier    = 0x10;
    constexpr uintptr_t AimDirection      = 0x40;
    constexpr uintptr_t BulletStartPos    = 0x4C;
    constexpr uintptr_t FollowCamera      = 0x630;
    constexpr uintptr_t MainCamera        = 0x388;
    constexpr uintptr_t MatrixWrapper     = 0x100;

    // Game Engine & Match Offsets
    constexpr uintptr_t GameFacade_P2     = 0xB8;
    constexpr uintptr_t BaseGame          = 0x8;
    constexpr uintptr_t TimeService       = 0x20;
    constexpr uintptr_t TimeScale         = 0x2C;
    constexpr uintptr_t M_Match           = 0x90;
    constexpr uintptr_t MatchIsRunning    = 0xCC;
    constexpr uintptr_t LocalPlayer       = 0xD8;
    constexpr uintptr_t PlayerDictionary  = 0xC0;

    // Unity Transform Matrix Offsets
    constexpr uintptr_t TransformObj      = 0x10;
    constexpr uintptr_t MatrixBuffer      = 0x18;
    constexpr uintptr_t MatrixIndices     = 0x20;
    constexpr uintptr_t MatrixData        = 0x38;
    constexpr uintptr_t TransformIndex    = 0x40;
    constexpr uintptr_t MatrixTranslation = 0x80;
    constexpr uintptr_t MatrixPosition    = 0x90;
    constexpr uintptr_t MatrixRotation    = 0xA0;
}