LAKIYA X MOD
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Sri Lanka Developer Team ✅✅✅🇱🇰 All Type Src Marker And All Hooking Mark , Dump Marker DEV OF LAKIYA x MODS | LAKIYA X MODS 🔥🔥 ALL MY FRIEND RESPECT 😊💓
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C+++
#pragma once
// ============================================================================
// LxmModsDiamond — Unlimited Diamond
//
// 1) In jni/LAKIYAxMOD.cpp add: #include "LxmModsDiamond.h"
Testing done deta
// LxmModsDiamondApply(localPlayer);
// ============================================================================
#include <cstdint>
#include "Class.h"
#include "obfuscate.h"
bool LakiyaXmodSwitch(const char* label, bool* v);
LxmModsDiamond = false;
static inline int LxmModsDiamondValue = 10000;
static void* getFn = nullptr;
static void* setFn = nullptr;
}
static inline void LxmModsDiamondApply(void* target) {
if (!LxmModsDiamond || !target) return;
auto& D = LxmModsDiamondDetail;
if (!D.getFn) {
D.getFn = (void*)Il2CppGetMethodOffset(
OBFUSCATE("Assembly-CSharp.dll"),
OBFUSCATE(""),
OBFUSCATE("Account"),
OBFUSCATE("get_Diamond"),
0);
D.setFn = (void*)Il2CppGetMethodOffset(
OBFUSCATE("Assembly-CSharp.dll"),
OBFUSCATE(""),
OBFUSCATE("Account"),
OBFUSCATE("set_Diamond"),
1);
}
if (!D.getFn || !D.setFn) return;
using GetFn = int (*)(void*);
using SetFn = void (*)(void*, int);
auto get = reinterpret_cast<GetFn>(D.getFn);
auto set = reinterpret_cast<SetFn>(D.setFn);
// Refill every frame -> never drops.
if (get(target) < LxmModsDiamondValue)
set(target, LxmModsDiamondValue);
}
static inline void DrawLxmModsDiamondUI() {
LakiyaXmodSwitch("Unlimited Diamond", &LxmModsDiamond);
}645
C++
#pragma once
// ============================================================================
// LxmModsGranite — Unlimited Granite
//
// 1) In jni/LAKIYAxMOD.cpp add: #include "LxmModsGranite.h"
// 2) Add to the mods tab UI: DrawLxmModsGraniteUI();
// 3) Call from the local-player update path:
// LxmModsGraniteApply(localPlayer);
// ============================================================================
//#include no idea
bool LakiyaXmodSwitch(const char* label, bool* v);
// Replace the old "bool LxmModsGranite" declaration with these.
static inline bool LxmModsGranite = false;
static inline int LxmModsGraniteValue = 999999999;
namespace LxmModsGraniteDetail {
// --- CHANGE THESE TO MATCH THE GAME -----------------------------------------
// DLL / NS / CLASS = where granite lives (e.g. Account, PlayerData, GameData)
// GETTER / SETTER = its property methods
// ---------------------------------------------------------------------------
static void* getFn = nullptr;
static void* setFn = nullptr;
} // namespace LxmModsGranite
static inline void LxmModsGraniteApply(void* target) {
if (!LxmModsGranite || !target) return;
auto& D = LxmModsGraniteDetail;
if (!D.getFn) {
D.getFn = (void*)Il2CppGetMethodOffset(
OBFUSCATE("Assembly-CSharp.dll"),
OBFUSCATE(""),
OBFUSCATE("Player"),
OBFUSCATE("get_Granite"),
0);
D.setFn = (void*)Il2CppGetMethodOffset(
OBFUSCATE("Assembly-CSharp.dll"),
OBFUSCATE(""),
OBFUSCATE("Player"),
OBFUSCATE("set_Granite"),
1);
}
if (!D.getFn || !D.setFn) return;
using GetFn = int (*)(void*);
using SetFn = void (*)(void*, int);
auto get = reinterpret_cast<GetFn>(D.getFn);
auto set = reinterpret_cast<SetFn>(D.setFn);
// Top it back up every frame -> never runs out.
if (get(target) < LxmModsGraniteValue)
set(target, LxmModsGraniteValue);
}
static inline void DrawLxmModsGraniteUI() {
LakiyaXmodSwitch("Unlimited Granite", &LxmModsGranite);
}645
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