DARK • BYPASS
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نمایش بیشتر1 977
مشترکین
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+157 روز
+8130 روز
آرشیو پست ها
1 978
🧬 ONLINE PANEL & PANEL FILES AVAILABLE ONLY FOR DEVELOPER 🧬
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1 978
🤪 PUBG Mobile Version: 4.4.0 🌐Official Website App 🗓Released Date : 11 .05.2026 @darkxdevoloper @darkxdevoloper @darkxdevoloper
1 978
PATCH_LIB("libanogs.so", "0x1DB944", "00 00 80 D2 C0 03 5F D6"); // Crash Fixer
32-bit
Crash Fixer and stop Investigation into imgui
Fix Termination
Developer : #Nabeelnav71 978
if(CexyGun){
auto WeaponManagerComponent = localPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
if (BigGun) {
CurrentWeaponReplicated->RootComponent->RelativeScale3D.Y = Gun_Size;
CurrentWeaponReplicated->RootComponent->RelativeScale3D.Z = Gun_Size;
CurrentWeaponReplicated->RootComponent->RelativeScale3D.X = Gun_Size;
}}}}}}
//Menü
ImGui::Checkbox("Big Gun", &CexyGun);
if (CexyGun) {
ImGui::SameLine();
ImGui::SliderFloat("Gun Size", &Gun_Size, 0.5f, 5.0f, "%.2f");
}
Big weapon
Developer #Nabeelnav71 978
__int64 (*osub_1D081C)(__int64 a1, __int64 a2, __int64 a3, __int64 a4) = 0;
__int64 __fastcall hsub_1D081C(__int64 a1, __int64 a2, __int64 a3, __int64 a4)
{
return 0;
}
HOOK_LIB("libanogs.so", "0x1D081C", hsub_1D081C, osub_1D081C);
Report fix✅
GL KR TWN VNG ✅
64 bit✅
CR:- #Nabeelnav71 978
if (AimBot[1]) {
ASTExtraPlayerCharacter *Target = GetTargetForAim();
if (Target) {
if (localPlayer->bIsWeaponFiring || localPlayer->bIsGunADS) {
FVector targetAimPos = Target->GetBonePos("neck_01", {});
targetAimPos.Z -= 1.2;
if (auto WeaponManagerComponent = localPlayer->WeaponManagerComponent) {
auto PropSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if (auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated) {
if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent) {
if (auto ShootWeaponEntityComponent = ShootWeaponComponent->ShootWeaponEntityComponent) {
if (localPlayer->bIsGunADS && localPlayer->bIsWeaponFiring) {
float dist = localPlayer->GetDistanceTo(Target) / 100.f;
targetAimPos.Z -= dist * 1.3f;
}
if (localPlayer->bIsWeaponFiring) {
// Camera position & target direction
FVector gunlocation = localPlayerController->PlayerCameraManager->CameraCache.POV.Location;
FVector dir = targetAimPos - gunlocation;
// Normalize
float len = sqrtf(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z);
if (len > 0.001f) {
dir.X /= len;
dir.Y /= len;
dir.Z /= len;
}
// Convert direction → pitch & yaw
FRotator aimrotation;
aimrotation.Yaw = atan2f(dir.Y, dir.X) * (180.f / PI);
aimrotation.Pitch = atan2f(dir.Z, sqrtf(dir.X * dir.X + dir.Y * dir.Y)) * (180.f / PI);
aimrotation.Roll = 0;
FRotator gunrotaton = localPlayerController->PlayerCameraManager->CameraCache.POV.Rotation;
FRotator deltaRotation;
deltaRotation.Pitch = aimrotation.Pitch - gunrotaton.Pitch;
deltaRotation.Yaw = aimrotation.Yaw - gunrotaton.Yaw;
deltaRotation.Roll = 0;
clampAngles(deltaRotation);
// Smooth aim
float smoothFactor = (localPlayer->bIsGunADS) ? 4.0f : 3.0f;
deltaRotation.Pitch /= smoothFactor;
deltaRotation.Yaw /= smoothFactor;
localPlayerController->AddYawInput(deltaRotation.Yaw);
localPlayerController->AddPitchInput(deltaRotation.Pitch);
}
}
}
}
}
}
}
}
FIX AIMBOT
Cr:- #Nabeelnav71 978
Test skin 1s fix
PATCH_LIB("libUE4.so", "0x6c081cc", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7bb19d0", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7d50e38", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
Credit : #Nabeelnav71 978
😭 Mundo Base Crash Fixer 🌟
static void SigSegvHandler(int sig, siginfo_t* info, void* context) {
LOGE("SIGSEGV caught!");
LOGE("Fault address: %p", info->si_addr);
_exit(0); // prevent infinite crash loop
}
static void InstallSigHandlers() {
struct sigaction sa{};
sa.sa_flags = SA_SIGINFO;
sa.sa_sigaction = SigSegvHandler;
sigemptyset(&sa.sa_mask);
sigaction(SIGSEGV, &sa, nullptr);
sigaction(SIGABRT, &sa, nullptr);
sigaction(SIGBUS, &sa, nullptr);
}
//By Yahdikallah
//Cr Remover = MF
Credit: #Nabeelnav71 978
0x67866e4 1F 20 03 D5
0x5952f70 00 00 80 D2 C0 03 5F D6
0x5aeef64 00 00 80 D2 C0 03 5F D6
0x5bfe3e4 00 00 80 D2 C0 03 5F D6
0x6c50334 00 00 80 D2 C0 03 5F D6
0x5bfd0fc 00 00 80 D2 C0 03 5F D6
0x62b7a1c 00 00 80 D2 C0 03 5F D6
PATCH_LIB("libanogs.so","0x1DEA8C","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x41CBC4","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x4B03BC","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x4C9C48","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x505A44","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x507938","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x50C1F8","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x51E4BC","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x51EE78","00 00 80 D2 C0 03 5F D6");
PATCH_LIB("libanogs.so","0x37FD78","00 00 80 D2 C0 03 5F D6");
0x228168
0x33049
0x3315A0
0x338680
0x373064
0x3A564C
0x51FA80
Dominator Dump1 978
Anyone Have Vps I am looking to Give Free Encryption Bot For All users , for it to run I need Vps If anyone can give contact me
@ZENINXOP
1 978
__int64 (*osub_1D081C)(__int64 a1, __int64 a2, __int64 a3, __int64 a4) = 0;
__int64 __fastcall hsub_1D081C(__int64 a1, __int64 a2, __int64 a3, __int64 a4)
{
return 0;
}
HOOK_LIB("libanogs.so", "0x1D081C", hsub_1D081C, osub_1D081C);
Report fix✅
GL KR TWN VNG ✅
64 bit✅
CR:- #Nabeelnav71 978
if (AimBot[1]) {
ASTExtraPlayerCharacter *Target = GetTargetForAim();
if (Target) {
if (localPlayer->bIsWeaponFiring || localPlayer->bIsGunADS) {
FVector targetAimPos = Target->GetBonePos("neck_01", {});
targetAimPos.Z -= 1.2;
if (auto WeaponManagerComponent = localPlayer->WeaponManagerComponent) {
auto PropSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if (auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated) {
if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent) {
if (auto ShootWeaponEntityComponent = ShootWeaponComponent->ShootWeaponEntityComponent) {
if (localPlayer->bIsGunADS && localPlayer->bIsWeaponFiring) {
float dist = localPlayer->GetDistanceTo(Target) / 100.f;
targetAimPos.Z -= dist * 1.3f;
}
if (localPlayer->bIsWeaponFiring) {
// Camera position & target direction
FVector gunlocation = localPlayerController->PlayerCameraManager->CameraCache.POV.Location;
FVector dir = targetAimPos - gunlocation;
// Normalize
float len = sqrtf(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z);
if (len > 0.001f) {
dir.X /= len;
dir.Y /= len;
dir.Z /= len;
}
// Convert direction → pitch & yaw
FRotator aimrotation;
aimrotation.Yaw = atan2f(dir.Y, dir.X) * (180.f / PI);
aimrotation.Pitch = atan2f(dir.Z, sqrtf(dir.X * dir.X + dir.Y * dir.Y)) * (180.f / PI);
aimrotation.Roll = 0;
FRotator gunrotaton = localPlayerController->PlayerCameraManager->CameraCache.POV.Rotation;
FRotator deltaRotation;
deltaRotation.Pitch = aimrotation.Pitch - gunrotaton.Pitch;
deltaRotation.Yaw = aimrotation.Yaw - gunrotaton.Yaw;
deltaRotation.Roll = 0;
clampAngles(deltaRotation);
// Smooth aim
float smoothFactor = (localPlayer->bIsGunADS) ? 4.0f : 3.0f;
deltaRotation.Pitch /= smoothFactor;
deltaRotation.Yaw /= smoothFactor;
localPlayerController->AddYawInput(deltaRotation.Yaw);
localPlayerController->AddPitchInput(deltaRotation.Pitch);
}
}
}
}
}
}
}
}
FIX AIMBOT
Cr:- #Nabeelnav71 978
Test skin 1s fix
PATCH_LIB("libUE4.so", "0x6c081cc", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7bb19d0", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7d50e38", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
Credit : #Nabeelnav71 978
😭 Mundo Base Crash Fixer 🌟
static void SigSegvHandler(int sig, siginfo_t* info, void* context) {
LOGE("SIGSEGV caught!");
LOGE("Fault address: %p", info->si_addr);
_exit(0); // prevent infinite crash loop
}
static void InstallSigHandlers() {
struct sigaction sa{};
sa.sa_flags = SA_SIGINFO;
sa.sa_sigaction = SigSegvHandler;
sigemptyset(&sa.sa_mask);
sigaction(SIGSEGV, &sa, nullptr);
sigaction(SIGABRT, &sa, nullptr);
sigaction(SIGBUS, &sa, nullptr);
}
//By Yahdikallah
//Cr Remover = MF
Credit: #Nabeelnav71 978
SAGAR-PUBGM-SDK-4.4.zip
PUBGM_GL RAM 64 BIT SDK VERSION_4.4
NEW UPDATE SDK VERSION
ORIGINAL SDK ENJOY
PASSWORD @SagarModsOfficial