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992
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990
脚本已结束::
Cb自身头: 0x564D70
Cd自身头: 0x12FB8D70
自身结构体: 0x564D70,0x30,0x4B8
SX: 0x564D70,0x30,0x4E0
FOV: 0x564D70,0x30,0x4E4
运动内存页: 0x564D70,0x30,0x4B8,0x518
冻结加速:0x564D70,0x30,0x4B8,0x518,0xA0
人物灵魂:0x564D70,0x30,0x4B8,0x518,0x128
变速1:0x564D70,0x30,0x20,0x400,0x758
变速2:0x564D70,0x30,0x20,0x400,0x75C
变速3:0x564D70,0x30,0x20,0x400,0x760
减速:0x564D70,0x30,0x20,0x400,0x770
Cd内存广角1: 0x38ABE98 //原值1.0 修改2.5
Cd内存广角2: 0x38A6818 //原值1.0 修改2.5
Xa内存广角: 0xCE69604 //原值8.52823212e-21 修改8.47529256e-21
聚点: 0x69E4FC8 //原值8.52492339e-21 修改8.47963525e-21
无后: 0x69EC434 //原值8.95340295e-21 修改8.47694692e-21
防抖: 0x66F0B00 //原值-1119041536 修改-1119074304
瞬击: 0x6AE5E20 //原值8.95857929e-21 修改8.95671814e-21
除雾: 0xB34A28C //原值-1119853920 修改-721215457
秒趴: 0xDC035D0 //原值2.19905707e12 修改8.95671814e-21
加速: 0xCF03538 //原值8.50279631e-21 修改-3.4564993e10
射速: 0x7EFA368 //原值8.53154084e-21 修改8.47963525e-21
锁地皮: 0xCE6F460 //原值-117270918 修改-721215457
除草除树: 0xA3C2EF0 //原值-1119875082 修改-721215457
弹孔大小: 0x6D5FFE8 //原值9.21479445e-21 修改8.57951974e-21
键位消失: 0x7858C8C //原值505817734 修改506015752
视角消失: 0xCE629F4 //原值-1119641984 修改-721215457
翘腿动作: 0xCD8DE74 //原值760284459 修改-721215457
防标记①: 0x47A8C8 //原值1033081774 修改-698416192
防标记①: 0x4FA238 //原值1033081774 修改-698416192
防标记①: 0x47B464 //原值16843522 修改-698416192
防标记①: 0x4FADD4 //原值16843522 修改-698416192
PUBG 4.5.2 体验服64位输出
搜索完成,耗时: 74.4640 秒
990
脚本已结束::
/*游戏进程: PUBG MOBILE(com.tencent.igce)
版本/UID: 4.5.2/21215
生成时间: 2026-06-13 19:10:45
by.北小川 */
GNames_Offset [0x70a7b21650] -> 0x12a54650 [413.0ms]
VMatrix_Offset [0x70a8085d70] -> 0x12fb8d70 [283.0ms]
Gname_Offset [0x70a7c1b098] -> 0x12b4e098 [264.0ms]
GWorld_Offset [0x70a80accec] -> 0x12fdfcec [115.0ms]
Vworld_Offset [0x70a7c049f0] -> 0x12b379f0 [390.0ms]
#define GNames_Offset 0xa54cba4
#define GEngine_Offset 0x12fb8d70 //ULocalPlayer
#define GEngine_Offset2 0x12fde728 //UEngine
#define GUObject_Offset 0x12d1af80
#define GetActorArray_Offset 0xd39ab04
#define Process_Event_Offset 0x820ddfc
#define GNativeAndroidApp_Offset 0x12a53b28
#define Actors_Offset 0xa0
#define ShootBulletInner_Offset 0x7fd74b0
#define UpdateVolleyShootParameters_Offset 0x8066cdc
#define LaunchBP_Offsets 0x871ab60
#define LocalPlayer_Offset 0x12FB8D70 //本地玩家
#define Health_Offset 0x13067054 //生命值
#define MaxHealth_Offset 0x13067058 //最大生命值
#define Ammo_Offset 0x12a857e8 //弹药数量
#define MaxAmmo_Offset 0x166f4c6c //最大弹药
#define FOV_Offset 0x13071198 //视野角度
退出.
990
void RainbowSeparator(float thickness, int alpha) {
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) return;
ImGuiContext& g = *GImGui;
float x1 = window->DC.CursorPos.x;
float x2 = window->WorkRect.Max.x;
float y = window->DC.CursorPos.y + thickness * 0.5f;
ItemSize(ImVec2(0, thickness + g.Style.ItemSpacing.y));
float width = x2 - x1;
if (width <= 0) return;
float time = (float)ImGui::GetTime() * 3.0f;
float offset = fmodf(time * 0.1f, 1.0f);
const int SEG = 128;
for (int i = 0; i < SEG; i++) {
float t0 = (float)i / SEG;
float t1 = (float)(i + 1) / SEG;
float hue0 = fmodf(t0 - offset + 1.0f, 1.0f);
float hue1 = fmodf(t1 - offset + 1.0f, 1.0f);
ImVec4 col0, col1;
ImGui::ColorConvertHSVtoRGB(hue0, 1.0f, 1.0f, col0.x, col0.y, col0.z);
ImGui::ColorConvertHSVtoRGB(hue1, 1.0f, 1.0f, col1.x, col1.y, col1.z);
col0.w = col1.w = alpha / 255.0f;
ImU32 c0 = ImGui::ColorConvertFloat4ToU32(col0);
ImU32 c1 = ImGui::ColorConvertFloat4ToU32(col1);
float sx = x1 + t0 * width;
float ex = x1 + t1 * width;
window->DrawList->AddRectFilledMultiColor(
ImVec2(sx, y - thickness * 0.5f),
ImVec2(ex, y + thickness * 0.5f),
c0, c1, c1, c0
);
}
}
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