КОДЫ IMGUI
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IMGUI PUBGM (+other) leaks codes for free use About channels - t.me/aboutpubgm Offer - @iHOWi_DM_Bot or @gzloy
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+1730 дней
Архив постов
323
– Aimbot Glitch Fix On Scope
if(Settings::Aimbot::MemoryAimbot) {
FRotator CurrentRotation = *(FRotator*)(Globals::localController + Offsets::Mem::ControlRotation);
FRotator AimControlRotationAdditive = *(FRotator*)(Globals::localPlayer.Address + Offsets::Mem::AimControlRotationAdditive);
FRotator DesiredRotation = Rotation;
DesiredRotation.Pitch -= AimControlRotationAdditive.Pitch;
DesiredRotation.Yaw -= AimControlRotationAdditive.Yaw;
DesiredRotation.Roll -= AimControlRotationAdditive.Roll;
FRotator DeltaRotation;
DeltaRotation.Yaw = DesiredRotation.Yaw - CurrentRotation.Yaw;
DeltaRotation.Pitch = DesiredRotation.Pitch - CurrentRotation.Pitch;
DeltaRotation.Roll = DesiredRotation.Roll - CurrentRotation.Roll;
DeltaRotation = Algorithm::NormalizeRotator(DeltaRotation);
using InputStructure = void(*)(uintptr_t, float);
InputStructure((*(uintptr_t**)Globals::localPlayer.Address)[Offsets::VTable::AddControllerYawInput])(Globals::localPlayer.Address, DeltaRotation.Yaw);
InputStructure((*(uintptr_t**)Globals::localPlayer.Address)[Offsets::VTable::AddControllerPitchInput])(Globals::localPlayer.Address, DeltaRotation.Pitch);
}
– Use This 2 Fix The Bug Glitch
Cr - idk
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if (Config.PlayerESP.info) { std::string s; s += "--- MATCH STATISTICS ---\n"; s += "Total Alive : " + std::to_string(*(int*)(Actor + 0x5b4)) + "\n"; s += "Real Players : " + std::to_string(*(int*)(Actor + 0x430)) + "\n"; s += "Teams Left : " + std::to_string(*(int*)(Actor + 0x5b8)) + "\n"; int totalSeconds = *(int*)(Actor + 0x308); int minutes = totalSeconds / 60; int seconds = totalSeconds % 60; char timeBuf[32]; snprintf(timeBuf, sizeof(timeBuf), "Match Time : %02d:%02d", minutes, seconds); s += timeBuf; float infoFontSize = (float)density / 22.0f; ImVec2 infoPos = ImVec2(50.0f, glHeight / 2.0f); // Positioned on the left middle // Draw semi-transparent background for info ImVec2 infoSize = ImGui::CalcTextSize2(s.c_str(), 0, infoFontSize); draw->AddRectFilled( {infoPos.x - 10, infoPos.y - 10}, {infoPos.x + infoSize.x + 10, infoPos.y + infoSize.y + 10}, IM_COL32(0, 0, 0, 120), 8.0f ); //@paster_src draw->AddText(NULL, infoFontSize, infoPos, IM_COL32(0, 255, 255, 255), s.c_str()); }
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представляю вам AstroGram 2.0 (обновление) это ПК версия, что он умеет и какие у него функции? Порт AyuGram/ExteraGram на ПК • Просмотр даты создания аккаунта • Просмотр айди канала/чата/аккаунта • Открыта функция звонков в 🇷🇺 • Скрытие статуса печатает/кружок/голосовые/стикеры и прочее • Скрытие статуса онлайн • Скрытие просмотра сообщений • Возможность сохранения одноразовых фото • Возможность сьемки/сохранения контента в закрытых чатах и каналах • Возможность подмены геолокации •Встроенный AI запросы не кончаются • Возможность скачивать истории • Временное фото/видео/голосовое/кружок не удаляются после просмотра •хорошая оптимизация •без вылетов без лагов Что нового что изменилось? Поменял API от ИИ Исправил баги и ошибки теперь все работает чётко, у некоторых может не запустится. очень старался и долго тратил на него время поддержите меня Кстати вес файла максимально сжал чтобы меньше весил и не занимал много памяти.
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classes.dex/com/epicgames.ue4/GameActivity
•Search:
android_id
•Replace: notification_id
By @ByDwoz
Channel info t.me/pastersrc
323
Bullet Track on UpdateVolley offset
0x377407C - 32bit 4.1
64bit offset in file
Channel info t.me/pastersrc no reaction = gay👀 reaction = not gay👀
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Мда
How?:
Потому что ты сюда не скинул, я скинул за тебя
Долбоеб сообщение редактируй
АСтрохолоп:
Зази член
How?:
Я хуесос
Astro:
Перемирие
How?:
Согласен
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if (Config.Plane) { if (Actors[i]->IsA(AAirDropPlane::StaticClass())) { auto AirDropPlane = (AAirDropPlane *) Actors[i]; auto RootComponent = AirDropPlane->RootComponent; if (!RootComponent) continue; float Distance = AirDropPlane->GetDistanceTo(localPlayer) / 100.f; if (Distance <= 1000.0f) { FVector2D AirDropPlanePos; if (W2S(AirDropPlane->K2_GetActorLocation(), &AirDropPlanePos)) { std::string s = "Plane"; s += " "; s += std::to_string((int) Distance); s += "m"; draw->AddText(NULL, ((float) density / 25.0f), {AirDropPlanePos.X, AirDropPlanePos.Y}, IM_COL32(255, 255, 255, 255), s.c_str()); }}} Gl/kr/vn/bgmi 32/64 safe
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if (CodedByDarwin)
{
if (auto GameState = GetWorld()->GameState; GameState && GameState->IsA(ASTExtraGameStateBase::StaticClass()))
{
auto ExtraGameState = (ASTExtraGameStateBase*)GameState;
ExtraGameState->bIngoreDamage = true; // Disable damage
}
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++)
{
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object))
continue;
if (Object->IsA(UDamageDrivenMeshChanger::StaticClass()))
{
auto playerChar = (UDamageDrivenMeshChanger*)Object;
playerChar->MaxHealth = 9999999.0f;
playerChar->HPPercentage = 1.0f; // 0.0 - 1.0
playerChar->SetHPPercentage(1.0f);
playerChar->OnRep_HPPercentage();
}
if (Object->IsA(ASTExtraCharacter::StaticClass()))
{
auto extraChar = (ASTExtraCharacter*)Object;
extraChar->HealthMax = 9999999.0f;
extraChar->Health = 9999999.0f;
extraChar->OnRep_HealthMax();
extraChar->OnRep_Health(0.0f); // PrevHealth = 0
}
if (Object->IsA(ASTExtraPlayerState::StaticClass()))
{
auto playerState = (ASTExtraPlayerState*)Object;
playerState->PlayerHealthMax = 9999999.0f;
playerState->PlayerHealth = 9999999.0f;
playerState->OnHealthChange();
}
}
if (g_LocalPlayer && g_LocalPlayer->IsA(ASTExtraCharacter::StaticClass()))
{
auto localChar = (ASTExtraCharacter*)g_LocalPlayer;
localChar->HealthMax = 9999999.0f;
localChar->Health = 9999999.0f;
localChar->OnRep_HealthMax();
localChar->OnRep_Health(0.0f);
}
}
Credit : t.me/DalwinOfficial323
if (FastReload)
{
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent &&
WeaponManagerComponent->CurrentWeaponReplicated &&
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent &&
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent->ShootWeaponEntityComponent)
{
auto ShootWeaponEntityComponent =
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
->ShootWeaponComponent->ShootWeaponEntityComponent;
// Remove all reload delays, animation speedups, and reload durations.
// =====================================================================
ShootWeaponEntityComponent->ReloadRate = 0.1f;
ShootWeaponEntityComponent->ReloadDurationStart = 0.1f;
ShootWeaponEntityComponent->ReloadDurationStartTacticalOffset= 0.1f;
ShootWeaponEntityComponent->ReloadDurationLoop = 0.1f;
ShootWeaponEntityComponent->ReloadDurationEnd = 0.1f;
ShootWeaponEntityComponent->ReloadTime = 0.1f;
ShootWeaponEntityComponent->ReloadTimeTactical = 0.1f;
ShootWeaponEntityComponent->ReloadTimeMagOut = 0.1f;
ShootWeaponEntityComponent->ReloadTimeMagOutTactical = 0.1f;
ShootWeaponEntityComponent->ReloadTimeMagIn = 0.1f;
ShootWeaponEntityComponent->ReloadTimeMagInTactical = 0.1f;
ShootWeaponEntityComponent->PostReloadTime = 0.1f;
// Disable animations and resource cost reloading
// =====================================================================
ShootWeaponEntityComponent->ReloadWithNoCost = true;
ShootWeaponEntityComponent->bNeedMagAnimationWhenReload = true;
ShootWeaponEntityComponent->InitAutoReloadLock = false;
}
}
Credit : t.me/DalwinOfficial323
if (QuickChange)
{
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent &&
WeaponManagerComponent->CurrentWeaponReplicated &&
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)->ShootWeaponComponent &&
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
->ShootWeaponComponent->ShootWeaponEntityComponent)
{
auto ShootWeaponEntityComponent =
((ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated)
->ShootWeaponComponent->ShootWeaponEntityComponent;
ShootWeaponEntityComponent->SwitchFromBackpackToIdleTime = CarValues;
ShootWeaponEntityComponent->SwitchFromIdleToBackpackTime = CarValues;
}
}
Credit : t.me/DalwinOfficial323
if (YourStateMent)
{
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++)
{
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object))
continue;
if (Object->IsA(ASTExtraPlayerCharacter::StaticClass()))
{
auto playerChar = (ASTExtraPlayerCharacter*)Object;
if (playerChar == g_LocalPlayer)
continue;
auto Mesh = playerChar->Mesh;
if (Mesh && !isObjectInvalid(Mesh))
{
static float cnt = 0.0f;
float r = cos(cnt) * .5f + .5f;
float g = cos(cnt - 2.f * 3.14 / 3.f) * .5f + .5f;
float b = cos(cnt - 4.f * 3.14 / 3.f) * .5f + .5f;
if (cnt >= FLT_MAX) cnt = 0.0f;
else cnt += 0.01f;
// OUTLINE COLORFUL
Mesh->SetDrawIdeaOutline(true);
Mesh->SetIdeaOutlineNew(true);
Mesh->SetIdeaOutlineOcclusionHighlight(true);
Mesh->OverrideIdeaOutlineThickness(true, 2.0f);
Mesh->OverrideIdeaOutlineColor(true, FLinearColor(r, g, b, 1.f));
// WALLHACK EFFECT
Mesh->SetDrawDyeing(true);
Mesh->SetVisibleDyeingColor(FLinearColor(0.0f, 1.0f, 0.0f, 0.5f));
Mesh->SetOccludedDyeingColor(FLinearColor(1.0f, 0.0f, 0.0f, 0.7f));
Mesh->SetRenderCustomDepth(true);
}
}
}
}
Credit : t.me/DalwinOfficial323
Repost from AstroLeakss
PATCH_LIB("libanogs.so", "0xEBD20", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xF1D47", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0x77FAD0", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xEBC6C", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0xF1D2C", "00 00 80 D2 C0 03 5F D6"); PATCH_LIB("libanogs.so", "0x77F9FA", "00 00 80 D2 C0 03 5F D6"); Data3 By Astro Join for more @astroleakss
323
#include <jni.h>
#include <unistd.h>
#include <sys/mman.h>
#include <dirent.h>
#include <string.h>
#include <fstream>
#include <vector>
#include <android/log.h>
#define LOG_TAG "NetErrror_Kernel_Bypass"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, __VA_ARGS__)
struct LibRegion {
uintptr_t start;
uintptr_t end;
};
LibRegion find_library_memory(const char* lib_name) {
LibRegion region = {0, 0};
std::ifstream maps("/proc/self/maps");
std::string line;
while (std::getline(maps, line)) {
if (line.find(lib_name) != std::string::npos && line.find("r-xp") != std::string::npos) {
uintptr_t s, e;
sscanf(line.c_str(), "%lx-%lx", &s, &e);
region.start = s;
region.end = e;
break;
}
}
return region;
}
void apply_patch(uintptr_t addr, const uint8_t* val, size_t size) {
uintptr_t page_size = sysconf(_SC_PAGESIZE);
uintptr_t page_start = addr & ~(page_size - 1);
mprotect((void*)page_start, page_size * 2, PROT_READ | PROT_WRITE | PROT_EXEC);
memcpy((void*)addr, val, size);
mprotect((void*)page_start, page_size * 2, PROT_READ | PROT_EXEC);
__builtin___clear_cache((char*)addr, (char*)(addr + size));
}
void silence_anogs_logic(const char* lib_name) {
LibRegion lib = find_library_memory(lib_name);
if (lib.start == 0) return;
const uint8_t t_svc[] = {0x00, 0xDF};
const uint8_t t_nop[] = {0x00, 0xBF};
const uint8_t a_svc[] = {0x00, 0x00, 0x00, 0xEF};
const uint8_t a_nop[] = {0x00, 0xF0, 0x20, 0xE3};
for (uintptr_t i = lib.start; i < lib.end - 4; i += 2) {
if (memcmp((void*)i, t_svc, 2) == 0) {
apply_patch(i, t_nop, 2);
}
if (i % 4 == 0 && memcmp((void*)i, a_svc, 4) == 0) {
apply_patch(i, a_nop, 4);
}
}
uintptr_t offsets[] = {0x3AA54C, 0x3AA558, 0x3AA570};
uint8_t ret_zero_arm[] = {0x00, 0x00, 0xA0, 0xE3, 0x1E, 0xFF, 0x2F, 0xE1};
for (uintptr_t off : offsets) {
apply_patch(lib.start + off, ret_zero_arm, 8);
}
}
extern "C" JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) {
LOGD("NetErrror System Starting...");
silence_anogs_logic("libanogs.so");
return JNI_VERSION_1_6;
}
ReadMemory block PUBGM Code 4.1
Thanks @Im_you_STRAX
Channel info t.me/pastersrc no reaction = gay👀 reaction = not gay👀
