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Codebreakerhack🙊

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PATCH_LIB("libUE4.so ","0xadd4910", " 00 00 80 D2 C0 03 5F D6");//imp.eglTerminate PATCH_LIB("libUE4.so ","0xadd3ce0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKDelReportData PATCH_LIB("libUE4.so ","0xadd3cd0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKGetReportData PATCH_LIB("libUE4.so ","0xadd3c80", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKGetReportData2 PATCH_LIB("libUE4.so ","0xadd3c70", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKInit PATCH_LIB("libUE4.so ","0xadd3d00", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKIoctl PATCH_LIB("libUE4.so ","0xadd3cb0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnPause PATCH_LIB("libUE4.so ","0xadd3cf0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnRecvData PATCH_LIB("libUE4.so ","0xadd3cc0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnRecvSignature PATCH_LIB("libUE4.so ","0xadd3ca0", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKOnResume PATCH_LIB("libUE4.so ","0xadd3c90", " 00 00 80 D2 C0 03 5F D6");//imp.AnoSDKSetUserInfo
Work Bypass 64 bgmi By@mr_manny01

Bypass_Src.zip8.74 MB

KHEL LO BGMI AB 😂😂 #Bgmi_wale_pagal_ho_gaye_hai
KHEL LO BGMI AB 😂😂 #Bgmi_wale_pagal_ho_gaye_hai

auto VTable = (void **) ShootWeaponComponent->VTable; // CHANGE22222 add lambda function f_mprotect auto f_mprotect = [](uintptr_t addr, size_t len, int32_t prot) -> int32_t { static_assert(PAGE_SIZE == 4096); constexpr size_t page_size = static_cast<size_t>(PAGE_SIZE); void* start = reinterpret_cast<void*>(addr & -page_size); uintptr_t end = (addr + len + page_size - 1) & -page_size; return mprotect(start, end - reinterpret_cast<uintptr_t>(start), prot); }; if (VTable && (VTable[shoot_event_idx] != shoot_event)) { orig_shoot_event = decltype(orig_shoot_event)( VTable[shoot_event_idx]); // CHANGE22222 add call of f_mprotect f_mprotect((uintptr_t)(&VTable[shoot_event_idx]), sizeof(uintptr_t), PROT_READ | PROT_WRITE); VTable[shoot_event_idx] = (void *) shoot_event; } } } } } } Join @KNIGHTMODSSRCS

Bullet Track Fake Damage Fix With Full Source SilentAim_Offset; void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = 0; bool qwcifqvs86y8fify = false; void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) { if (Config.SilentAim.Enable) { ASTExtraPlayerCharacter *Target = GetTargetByPussy(); if (Target) { bool triggerOk = false; if (Config.AimBot.Trigger != EAimTrigger::None) { if (Config.AimBot.Trigger == EAimTrigger::Shooting) { triggerOk = g_LocalPlayer->bIsWeaponFiring; } else if (Config.AimBot.Trigger == EAimTrigger::Scoping) { triggerOk = g_LocalPlayer->bIsFPPOnVehicle; } else if (Config.AimBot.Trigger == EAimTrigger::Any) { triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS; } } else triggerOk = true; if (triggerOk) { FVector targetAimPos = Target->GetBonePos("Head", {}); if (Config.AimBot.Target == EAimTarget::Chest) { targetAimPos.Z -= 25.0f; } UShootWeaponEntity *ShootWeaponEntityComponent = thiz->ShootWeaponEntityComponent; if (ShootWeaponEntityComponent) { ASTExtraVehicleBase *CurrentVehicle = Target->CurrentVehicle; if (CurrentVehicle) { FVector LinearVelocity = CurrentVehicle->ReplicatedMovement.LinearVelocity; float dist = g_LocalPlayer->GetDistanceTo(Target); auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange; targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(LinearVelocity, timeToTravel)); } else { FVector Velocity = Target->GetVelocity(); float dist = g_LocalPlayer->GetDistanceTo(Target); auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange; targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(Velocity, timeToTravel)); } FVector fDir = UKismetMathLibrary::Subtract_VectorVector(targetAimPos, start); FRotator sex = UKismetMathLibrary::Conv_VectorToRotator(fDir); rot = sex; if (Config.Recoil) { if (g_LocalPlayer->bIsGunADS) { if (g_LocalPlayer->bIsWeaponFiring) { float dist = g_LocalPlayer->GetDistanceTo(Target) / 100.f; targetAimPos.Z -= dist * Config.Recc; }}} } } } } return orig_shoot_event(thiz, start, rot, weapon, unk1); } if (Config.SilentAim.Enable) { auto WeaponManagerComponent = localPlayer->WeaponManagerComponent; if (WeaponManagerComponent) { auto propSlot = WeaponManagerComponent->GetCurrentUsingPropSlot(); if ((int) propSlot.GetValue() >= 1 && (int) propSlot.GetValue() <= 3) { auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated; if (CurrentWeaponReplicated) { auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent; if (ShootWeaponComponent) { int shoot_event_idx = 168;

Bullet Track Fake Damage Fix With Full Source SilentAim_Offset; void (*orig_shoot_event)(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, void *unk1, int unk2) = 0; bool qwcifqvs86y8fify = false; void shoot_event(USTExtraShootWeaponComponent *thiz, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) { if (Config.SilentAim.Enable) { ASTExtraPlayerCharacter *Target = GetTargetByPussy(); if (Target) { bool triggerOk = false; if (Config.AimBot.Trigger != EAimTrigger::None) { if (Config.AimBot.Trigger == EAimTrigger::Shooting) { triggerOk = g_LocalPlayer->bIsWeaponFiring; } else if (Config.AimBot.Trigger == EAimTrigger::Scoping) { triggerOk = g_LocalPlayer->bIsFPPOnVehicle; } else if (Config.AimBot.Trigger == EAimTrigger::Any) { triggerOk = g_LocalPlayer->bIsWeaponFiring || g_LocalPlayer->bIsGunADS; } } else triggerOk = true; if (triggerOk) { FVector targetAimPos = Target->GetBonePos("Head", {}); if (Config.AimBot.Target == EAimTarget::Chest) { targetAimPos.Z -= 25.0f; } UShootWeaponEntity *ShootWeaponEntityComponent = thiz->ShootWeaponEntityComponent; if (ShootWeaponEntityComponent) { ASTExtraVehicleBase *CurrentVehicle = Target->CurrentVehicle; if (CurrentVehicle) { FVector LinearVelocity = CurrentVehicle->ReplicatedMovement.LinearVelocity; float dist = g_LocalPlayer->GetDistanceTo(Target); auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange; targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(LinearVelocity, timeToTravel)); } else { FVector Velocity = Target->GetVelocity(); float dist = g_LocalPlayer->GetDistanceTo(Target); auto timeToTravel = dist / ShootWeaponEntityComponent->BulletRange; targetAimPos = UKismetMathLibrary::Add_VectorVector(targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(Velocity, timeToTravel)); } FVector fDir = UKismetMathLibrary::Subtract_VectorVector(targetAimPos, start); FRotator sex = UKismetMathLibrary::Conv_VectorToRotator(fDir); rot = sex; if (Config.Recoil) { if (g_LocalPlayer->bIsGunADS) { if (g_LocalPlayer->bIsWeaponFiring) { float dist = g_LocalPlayer->GetDistanceTo(Target) / 100.f; targetAimPos.Z -= dist * Config.Recc; }}} } } } } return orig_shoot_event(thiz, start, rot, weapon, unk1); } if (Config.SilentAim.Enable) { auto WeaponManagerComponent = localPlayer->WeaponManagerComponent; if (WeaponManagerComponent) { auto propSlot = WeaponManagerComponent->GetCurrentUsingPropSlot(); if ((int) propSlot.GetValue() >= 1 && (int) propSlot.GetValue() <= 3) { auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated; if (CurrentWeaponReplicated) { auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent; if (ShootWeaponComponent) { int shoot_event_idx = 168;

Crackers And Dumpers Gamd Fatt Jayegi Butt Na Crack Hoga Na Dump...

sdk Bypas.apk

Need mod 👍
Need mod 👍

https://t.me/Tonvex_bot?start=5509692667 TonVex - Ваш Путь к Финансовой Независимости.

Need new mod
Anonymous voting

New mod coming 👍

0x2EEADFBE 0x6447ECC 0xBF997F0 0xB97A648 Bypass 😂😂😂 done 👍 Admin Server

Log free one update done 👍

PATCH_LIB("libUE4.so ","0xadd32a0", " 00 00 80 D2 C0 03 5F D6");//ZSt9terminatev One opset all ban fixer now now you change 😂

if (Config.HighRisk.Magic) { auto EnemyList = *(uintptr_t *)((uintptr_t)Game + 0x1234); // Hypothetical pointer to enemy list int EnemyCount = *(int *)(Game + 0x1238); // Hypothetical pointer to enemy count for (int i = 0; i < EnemyCount; ++i) { auto Enemy = *(uintptr_t *)(EnemyList + i * sizeof(uintptr_t)); if (Enemy != 0) { bool isInCover = *(bool *)(Enemy + 0x164); // Hypothetical flag for cover status if (isInCover) { *(float *)(Enemy + 0x260) = 0.0f; // Hypothetical health offset, setting to zero to kill } } } } Full power code magic 😘

Any need One of object for fix Terminate 👍 UE4 ❤️

Loader crash v3 fix offset ✅ Anogs :- 3C8A6C Anogs :- 3C8034 --- use both Edit :- C0 03 5F D6 64bit bgmi 3.4 By@mr_manny01

How To Add Main.cpp ddos Bot