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update by Royalsrcall ✅Special imgui Smooth 🎁 SRC ImGui 🖼 Picture  : CLICK HERE ⚙️ All Errors Fixed 📌 bits : x64 Added kar crash fix Bypass 📂Nᴏ Lᴀɢ ~ Nᴏ Cʀᴀsʜ 😼Version : 3.9.0 🔰Added BT new 🔐 Password -  @SOURCE_LEAKER UPDATE By @TP_OP_1 Join Our Chat Group ✅ Join @SOURCE_LEAKER x @Royalsrcall

BT 👋

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[
T ] BEST SKIN ADD SRC 3.8 [ 64 BIT ] UI [ check ] 😶‍🌫 ESP 😶‍🌫 LINE 😶‍🌫 HEALTH 😶‍🌫 NAME 😶‍🌫 AIM BOT 😍 ADD BYPASS.CPP PVT 🙊 ALL SKINS X SUT 🙊 ALL SKINS GUN'S 🔫
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3.8 64 BIT
3.8 64 BIT

#define OBFUSCATE
std::vector<MemoryPatch> memoryPatches;
std::vector<uint64_t> offsetVector;
uintptr_t string2Offset(const char *c) {
    int base = 16;
    static_assert(sizeof(uintptr_t) == sizeof(unsigned long)
    || sizeof(uintptr_t) == sizeof(unsigned long long),
    "Please add string to handle conversion for this architecture.");
    if (sizeof(uintptr_t) == sizeof(unsigned long)) {
        return strtoul(c, nullptr, base);
    }
    return strtoull(c, nullptr, base);
}.
void patchOffset(const char *fileName, uint64_t offset, std::string hexBytes, bool isOn) {
    MemoryPatch patch = MemoryPatch::createWithHex(fileName, offset, hexBytes);
    if (std::find(offsetVector.begin(), offsetVector.end(), offset) != offsetVector.end()) {
        std::vector<uint64_t>::iterator itr = std::find(offsetVector.begin(), offsetVector.end(), offset);
        patch = memoryPatches[std::distance(offsetVector.begin(), itr)];
    } else {
        memoryPatches.push_back(patch);
        offsetVector.push_back(offset);
            }
    if (!patch.isValid()) {
        LOGE(OBFUSCATE("Failing offset: 0x%llu, please re-check the hex"), offset);
        return;
    }
    if (isOn) {
        if (!patch.Modify()) {
            LOGE(OBFUSCATE("Something went wrong while patching this offset: 0x%llu"), offset);
        }
    } else {
        if (!patch.Restore()) {
            LOGE(OBFUSCATE("Something went wrong while restoring this offset: 0x%llu"), offset);
        }
    }
}


#define PATCH(offset, hex) patchOffset(targetLibName, string2Offset(OBFUSCATE(offset)), OBFUSCATE(hex), true)
#define PATCH_LIB(lib, offset, hex) patchOffset(OBFUSCATE(lib), string2Offset(OBFUSCATE(offset)), OBFUSCATE(hex), true)
PATCH_LIB real It's working Join @source_leaker

if (Config.HighRisk.Fly) {
  auto objs = UObject::GetGlobalObjects();
                for (int i = 0; i < objs.Num(); i++) {
                    auto Object = objs.GetByIndex(i);
                        if (isObjectInvalid(Object))
                            continue;


                if (Config.HighRisk.Fly) {
                    if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
                       auto playerChar = (ASTExtraBaseCharacter *) Object;           
                       playerChar->SwitchWeaponSpeedScale = 0.0f;
                    }
                }
        }
        } 
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Update 3.9 Update by huntersrc Join @source_leaker

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🎁 How to adds bypass in Src Loader ⬜️Online Bypass #⃣Support IDE & aide & Studio 🖼 Picture  : CLICK HERE 🎮 bits : 32bit+64bit 🛡 System main.cpp --------------------------------------- 🔐 Password - @Source_SsS  🔛 --------------------------------------- 📝 Credit :  احمد العراب ⚙️ ⚠️ Join  :  @source_leaker ⚠️ Join  :  @source_leaker --------------------------------------- Share With Credits ⭐

How to Find Offstat Detection Using Tarmex Like: GNAME GWORLD GVIEWS
Termex
cd /sdcard
ls
mv libUE4.so $HOME
ls
pkg install radare2
rabin2 -s libUE4.so >> symbol.txt && mv symbol.txt /sdcard
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+1
AIM ON / OFF PNG 🚀🎖️ Credit CODE_LEAK
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@Crozn_Xd this project is by @crzn_fatihh He did a good job, adding things that are useful for developers in the field of "ImGui interfaces", such as the "easy scroll" feature and many other features. Join @source_leaker

Password
tg:@paster_src
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😒 Password ▶️ @HEZWINSRC 💀 UI 😐 😎 Channel 👉 @source_leaker

photo content

void SkinWeapon(AActor* player)
{
    if (!player) return;

    auto weapon = player->GetEquippedWeapon();
    if (!weapon) return;

    
    weapon->WeaponID = 1101001089; // Glacier Akm

    
    weapon->SkinID = 1101001089; // Glacier m416

    //  high LOD rendering
    auto mesh = player->GetMeshComponent();
    if (mesh)
    {
        SetSkinnedMeshForceLOD(mesh, 1);
        SetSkinnedMeshMinLOD(mesh, 1);
    }
}
Give credit :: d_cbz 🟢🟢 Don't dm how to use if you are pro dev then you can add very easily ⏪⏪⏪
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