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Owner - @kittiyakulexe Channel Create - December 3 2025 Group Chat : https://t.me/kuydumxdev Dear Telegram Team, Educational IL2CPP/game dev tutorials  • Open-source tools sharing #research #android #security ⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ ✅

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کشور مشخص نشده استفناوری و برنامه‌ها45 871
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آرشیو پست ها
// Speed Joystick OB55 Updated by @Kuydum

bool SpeedJoystick = false;

bool (*IsFoldWingGliding)(void *player);
bool _IsFoldWingGliding(void *player) {
    if (player != NULL) {
        void* CurrentMatch = Curent_Match();
        if (CurrentMatch != nullptr) {
            void* LocalPlayer = GetLocalPlayer(CurrentMatch);
            if (LocalPlayer != nullptr) {
                if (SpeedJoystick) {
                    return true;
                }
            }
        }
    }
    return IsFoldWingGliding(player);
}
static int (*EAAIGDDHDDD)(...);
static int _EAAIGDDHDDD(void* LIEFAJCMHEP) {
    void* CurrentMatch = Curent_Match();
    if (CurrentMatch != nullptr) {
        void* LocalPlayer = GetLocalPlayer(CurrentMatch);
        if (LocalPlayer != nullptr) {
            if (SpeedJoystick) {
                return 1;
            }
        }
    }
    return EAAIGDDHDDD(LIEFAJCMHEP);
}

DobbyHook((void*)Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IsFoldWingGliding"), 0), (void*)_IsFoldWingGliding, (void**)&IsFoldWingGliding);
    
DobbyHook((void*)Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("message"), OBFUSCATE("LMCBHLCPAJD"), OBFUSCATE("EAAIGDDHDDD"), 1), (void*)_EAAIGDDHDDD, (void**)&EAAIGDDHDDD);

What feature should we update next? 🤔🤔

// New skeleton offset by @KuydumMods
// Dll : Assembly-CSharp.dll
// Namespace: COW.GamePlay
internal class Player : AttackableEntity, NMICHHPBJKH, FOFLCPGGGPJ, IFFHGDAPPEB, IReusableObjectOwner, JHJKNDNMGKL, MIJFNIMBAAD
{
    // Fields
    protected ITransformNode GBKFHDFCPMD; // 0x6a8   // Head
 protected ITransformNode COBFGNOIPMF; // 0x6b0   // Hip
 protected ITransformNode FFFPCADFFGA; // 0x6b8   // Spine
    protected ITransformNode IIPBIDIBJDK; // 0x6d0   // Root
    protected ITransformNode GPIBDOCMHBE; // 0x6e0   // Left Ankle 
 protected ITransformNode EMNIJJCEKDD; // 0x6e8   // Right Ankle
 protected ITransformNode GMJLIMFHMAE; // 0x6f0   // Left Toe
 protected ITransformNode JMHBBGIKBNO; // 0x6f8   // Right Toe
 protected ITransformNode FFDPGNIKAEK; // 0x710   // Left Shoulder
 protected ITransformNode FOELKAHABCD; // 0x718   // Right Shoulder
 protected ITransformNode JLAECGNPCHC; // 0x720   // Right Hand
 protected ITransformNode CLCEEJMGBGE; // 0x728   // Left Hand
 protected ITransformNode DJAOGHBOBOJ; // 0x730   // Right ForeArm
 protected ITransformNode IMLDFGHNLBP; // 0x738   // Left ForeArm
}

// New skeleton offset by @KuydumMods
// Dll : Assembly-CSharp.dll
// Namespace: COW.GamePlay
internal class Player : AttackableEntity, NMICHHPBJKH, FOFLCPGGGPJ, IFFHGDAPPEB, IReusableObjectOwner, JHJKNDNMGKL, MIJFNIMBAAD
{
    // Fields
    protected ITransformNode GBKFHDFCPMD; // 0x6a8   // Head
 protected ITransformNode COBFGNOIPMF; // 0x6b0   // Hip
 protected ITransformNode FFFPCADFFGA; // 0x6b8   // Spine
    protected ITransformNode IIPBIDIBJDK; // 0x6d0   // Root
    protected ITransformNode BMGCHFGEDDA; // 0x680   // Left Ankle 
 protected ITransformNode AGHJLIMNPJA; // 0x688   // Right Ankle
 protected ITransformNode FDMBKCKMODA; // 0x690   // Left Toe
 protected ITransformNode CKABHDJDMAP; // 0x698   // Right Toe
 protected ITransformNode LIBEIIIAGIK; // 0x6b0   // Left Shoulder
 protected ITransformNode HDEPJIBNIIK; // 0x6b8   // Right Shoulder
 protected ITransformNode NJDDAPKPILB; // 0x6c0   // Right Hand
 protected ITransformNode JHIBMHEMJOL; // 0x6c8   // Left Hand
 protected ITransformNode JBACCHNMGNJ; // 0x6d0   // Right ForeArm
 protected ITransformNode FGECMMJKFNC; // 0x6d8   // Left ForeArm
}

Esp weapon or skeleton first??
Anonymous voting

// Loop in LateUpdate or Other 
UpdateAutoFire();
UpdateFastFire();

// Fast Fire Update OB55 

bool FastFire = false;
float fastFireTimer = 0.0f;
bool fastIsFiring = false;

void UpdateFastFire() {
    void *CurrentMatch = Curent_Match();
    void *LocalPlayer = GetLocalPlayer(CurrentMatch);
    void *WeaponHand = GetWeaponOnHand1(LocalPlayer);
    if (!Enable || !CurrentMatch || !LocalPlayer || !WeaponHand) return;
    
    rapidFireTimer += ImGui::GetIO().DeltaTime;
    bool manualFiring = get_IsFiring(LocalPlayer);
   
    if (FastFire && LocalPlayer && manualFiring && WeaponHand != nullptr) {
        if (fastFireTimer >= (get_Delay(WeaponHand) * 0.3f)) {
            StartFiring(WeaponHand);
            fastFireTimer = 0.0f;
            fastIsFiring = true;
        }
    } else {
        if (fastFireTimer) {
            StopFire(WeaponHand);
            fastIsFiring = false;
        }
    }
}

#define offset_StopFire (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("NFFJEBKJCAK"), 0)
static void StopFire(void *weapon_instance) {
    if (!weapon_instance) return;
    auto _StopFire = (void (*)(void *))(offset_StopFire);
    _StopFire(weapon_instance);
}

#define offset_StartFiringer (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("ALJMFCJMDCF"), 0)
static void StartFiring(void *weapon_instance) {
    if (!weapon_instance) return;
    auto _StartFire = (void (*)(void *))(offset_StartFiringer);
    _StartFire(weapon_instance);
}

#define offset_get_Delay (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("GGKJGKMMPEH"), 0)
static float get_Delay(void *pthis) {    
    return ((float (*)(void *))(offset_get_Delay))(pthis);
}

// Fast Fire V2 Update @KuydumMods
bool AutoFireV2 = false;
float FiringDelay = 0.5f;  // << Fire Speed

void UpdateAutoFire() {
    void *CurrentMatch = Curent_Match();
    void *enemy = EnemyVisible();
    void *local_player = GetLocalPlayer(CurrentMatch);
    void *WeaponHand = GetWeaponOnHand1(local_player);
    if (!Enable || !WeaponHand || !enemy || ! local_player || !CurrentMatch) return;
  
    bool IsFiring = get_IsFiring(local_player);  
    static bool isFiring = false;
    static float fireTimer = 0.0f;
    fireTimer += ImGui::GetIO().DeltaTime;
 
    if (AutoFireV2 && enemy && local_player) {
        if (isEnemyInRangeWeapon(local_player, enemy, WeaponHand)) {
            if (fireTimer >= FiringDelay) {
                StartFiring(WeaponHand);
                fireTimer = 0.0f;
                isFiring = true;
            }
        } else {
            if (isFiring) {
                StopFire(WeaponHand);
                isFiring = false;
            }
        }
    } else {
        if (isFiring) {
            StopFire(WeaponHand);
            isFiring = false;
        }
    }
}

\\ Offset Update OB55
#define offset_StopFire (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("NFFJEBKJCAK"), 0)
static void StopFire(void *weapon_instance) {
    if (!weapon_instance) return;
    auto _StopFire = (void (*)(void *))(offset_StopFire);
    _StopFire(weapon_instance);
}

#define offset_StartFiringer (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("HBIBDMMOOOK"), OBFUSCATE("ALJMFCJMDCF"), 0)
static void StartFiring(void *weapon_instance) {
    if (!weapon_instance) return;
    auto _StartFire = (void (*)(void *))(offset_StartFiringer);
    _StartFire(weapon_instance);
}

NEW SRC OB55 @KuydumMods.zip21.93 MB