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پیام صوتی01:31

Repost from THUNDER VIP SETUP
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PUBG AOS_Beta3.5 VERSION 3.5 64 BIT JOIN @THUNDER_MOD_SETUP

Uploading 3.5 beta version

3.5 beta version done ✅

Also soon auto menu with defrant feature...... Manual menu already safe✅ Haters crying more & more 。°(°¯᷄◠¯᷅°)°。😭

Remember😂❗️

Dekho koi kitna bhi jale Or bhoke fir bhi thunder apni aukaad dikha hi deta ha tg par now an almost 60℅ tg using 32 bit right now bcz of me ✅bus thoda or shame honedo wo sab ko dokhega 👍 Or bola tha na i know ko kan aega? Agar yaad hoto 😂

BGMI 3.4 32 BIT SAFE SOURCE AVAILABLE NO OFFLINE BAN NO ONLINE BAN FULL SAFE ✅ PRICE FIX 1.5K DON'T AURG IN DM @THUNDEROWNERX HATERS JALI 🔥 KYA! 😂

Anexity Source 3.4.0 Gl-kr twn 3.4 64 Bit Leak by-tw1Zz Pass SLIL @Tw1ZzSRC join @Thunder_Bgmi_Src

BGMI 3.4 32 BIT SAFE SOURCE AVAILABLE NO OFFLINE BAN NO ONLINE BAN FULL SAFE ✅ PRICE FIX 1.5K DON'T AURG IN DM @THUNDEROWNERX HATERS JALI 🔥 KYA! 😂

BGMI 3.4 32 BIT SAFE SOURCE AVAILABLE NO OFFLINE BAN NO ONLINE BAN ✅ PRICE FIX 1.5K DON'T AURG IN DM @THUNDEROWNERX

photo content

Chalo choro abhi raat hogai ha baad mein karte hai show off

Ha heaters lo 32 bit bina bypass ka bhi safe kar or bypass se bhi ab kya kahoge ? Tg par badi src sale ho rahi ha 5k 6k 4k 😂
Ha heaters lo 32 bit bina bypass ka bhi safe kar or bypass se bhi ab kya kahoge ? Tg par badi src sale ho rahi ha 5k 6k 4k 😂ok 👌

IF YOU'RE MATRIX OFFSET ESP NOT WORK THAN USE THIS AUTO MATRIX 100℅ HERE D3DMatrix QuatToMatrix(const FQuat &quat) { D3DMatrix mat; float magnitude = std::sqrt(quat.X * quat.X + quat.Y * quat.Y + quat.Z * quat.Z + quat.W * quat.W); float qx = quat.X / magnitude; float qy = quat.Y / magnitude; float qz = quat.Z / magnitude; float qw = quat.W / magnitude; float xx = qx * qx; float xy = qx * qy; float xz = qx * qz; float xw = qx * qw; float yy = qy * qy; float yz = qy * qz; float yw = qy * qw; float zz = qz * qz; float zw = qz * qw; mat._11 = 1.0f - 2.0f * (yy + zz); mat._12 = 2.0f * (xy - zw); mat._13 = 2.0f * (xz + yw); mat._14 = 0.0f; mat._21 = 2.0f * (xy + zw); mat._22 = 1.0f - 2.0f * (xx + zz); mat._23 = 2.0f * (yz - xw); mat._24 = 0.0f; mat._31 = 2.0f * (xz - yw); mat._32 = 2.0f * (yz + xw); mat._33 = 1.0f - 2.0f * (xx + yy); mat._34 = 0.0f; mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f; mat._44 = 1.0f; return mat; } struct Matrix { float m[4][4]; }; Matrix GetMatrix() { static UCanvas* Canvas = nullptr; if (Canvas == nullptr) { Canvas = UObject::FindObject<UCanvas>("Canvas Transient.DebugCanvasObject"); } if (!Canvas) { return Matrix{}; } uintptr_t lodalele; #if defined(LP64) lodalele = 0x270; #else lodalele = 0x200; #endif return *(Matrix*)((uintptr_t)Canvas + lodalele); } bool WorldToScreenPlayer(FVector pos, FVector &screen, int *distance) { Matrix ViewMatrix = GetMatrix(); screen = {}; *distance = 0; float screenW = (ViewMatrix.m[0][3] * pos.X) + (ViewMatrix.m[1][3] * pos.Y) + (ViewMatrix.m[2][3] * pos.Z + ViewMatrix.m[3][3]); if (screenW < 0.0001f) return false; *distance = (screenW / 100); float screenY = (ViewMatrix.m[0][1] * pos.X) + (ViewMatrix.m[1][1] * pos.Y) + (ViewMatrix.m[2][1] * (pos.Z + 85) + ViewMatrix.m[3][1]); float screenX = (ViewMatrix.m[0][0] * pos.X) + (ViewMatrix.m[1][0] * pos.Y) + (ViewMatrix.m[2][0] * pos.Z + ViewMatrix.m[3][0]); screen.Y = (glHeight / 2.f) - (glHeight / 2.f) * screenY / screenW; screen.X = (glWidth / 2.f) + (glWidth / 2.f) * screenX / screenW; float y1 = (glHeight / 2.f) - (ViewMatrix.m[0][1] * pos.X + ViewMatrix.m[1][1] * pos.Y + ViewMatrix.m[2][1] * (pos.Z - 95) + ViewMatrix.m[3][1]) * (glHeight / 2.f) / screenW; screen.Z = y1 - screen.Y; return !(screen.X == 0 && screen.Y == 0 && screen.Z == 0); } bool WorldToScreenBone(FVector Position, FVector2D *Screen) { Matrix ViewMatrix = GetMatrix(); float ScreenW = (ViewMatrix.m[0][3] * Position.X) + (ViewMatrix.m[1][3] * Position.Y) + (ViewMatrix.m[2][3] * Position.Z + ViewMatrix.m[3][3]); if (ScreenW < 0.0001f) return false; ScreenW = 1 / ScreenW; float SightX = (glWidth / 2); float SightY = (glHeight / 2); Screen->X = SightX + (ViewMatrix.m[0][0] * Position.X + ViewMatrix.m[1][0] * Position.Y + ViewMatrix.m[2][0] * Position.Z + ViewMatrix.m[3][0]) * ScreenW * SightX; Screen->Y = SightY - (ViewMatrix.m[0][1] * Position.X + ViewMatrix.m[1][1] * Position.Y + ViewMatrix.m[2][1] * Position.Z + ViewMatrix.m[3][1]) * ScreenW * SightY; return true; } ALL BITS 32BIT+64BIT JOIN @THUNDER_BGMI_SRC DON'T DM FOR HOW TO ADD

Today or tonight whole tg are same .... Samjhne wale samjh hae honge ..This is hint or alert!

Ajeebo gareebo time chal guys kal mere ammi ke mama ko death hogai shame ko fir ratan tata ji ki ab iska birthday agya ha matlab kabhi aisa din jata ha ji kya kahe

Happy Birthday to Pavel Durov 💥✉️
Happy Birthday to Pavel Durov 💥✉️

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