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Clarification: we do not encourage violating the rules and regulations of any game. What we present here is all for the purpose of education, experimentation and testing. Chat Arabic: https://t.me/+mecGwFshKVkxZTFk, CH: https://t.me/+1txE55VyGGY4YTU0
БольшеСтрана не указанаТехнологии и приложения39 581
1 202
Подписчики
-124 часа
-47 дней
+3130 день
Архив постов
1 202
Happy Eid - Bonne Fête - İyi Bayramlar - عید مبارک - عید شما مبارک - Selamat Hari Raya - Selamat Hari Raya - Feliz Eid - Frohes Eid - Buon Eid - 开斋节快乐 - イードおめでとう - С праздником Ид! - ঈদ মোবারক - Barka da Sallah - Heri ya Eid - Gëzuar Bajramin - اختر مو مبارک شه - جەژنتان پیرۆز بێت - ஈத் முபாரக் - ईद मुबारक.
1 202
BG 4.3 ios
GName Fun 0x1041ef544 GName Data 0x10927bc80 GWorld Fun 0x1020837fc GWorld Data 0x1096c3a80 GUObject data 0x1094ab600 Process event 0x104392e30 by @saudgl from GL-DEV
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PB 4.3
#ifndef PUBGOffsets_hpp
#define PUBGOffsets_hpp
#include <stdio.h>
#include <string.h>
#define kLineOfSightTo "0x7B0"
#define kPersistentLevel "0x30"
#define kActorList "0xA0"
#define kNetDriver "0x38"
#define kServerConnection "0x78"
#define kPlayerController "0x98"
#define klocalPlayerController "0x30"
#define kPawn "0x4b8"
#define kCharacter "0x4c8"
#define kControlRotation "0x4e0"
#define kMyTeam "0x940"
#define kCameraCache "0x520"
#define kViewTarget "0x10a0"
#define kPlayerCameraManager "0x548"
#define kSizeX "0x40"
#define kSizeY "0x44"
#define kHealth "0xe60"
#define kHealthMax "0xe64"
#define kNearDeathBreath "0x1b60"
#define kbDead "0xe7c"
#define kbHidden "0xe8"
#define kCurrentVehicle "0xeb0"
#define kCurrentStates "0x1058"
#define kNearDeatchComponent "0x1be8" //struct USTCharacterNearDeathComp* NearDeatchComponent;
#define kRootComponent "0x208" //struct USceneComponent* RootComponent;
#define kRepMovement "0x110"
#define kPlayerName "0x960"
#define kPlayerUID "0x988"
#define kNation "0x970"
#define kTeamID "0x998"
#define kbIsAI "0xa40"
#define kbIsMLAI "0xa41"
#define kMesh "0x510"
#define kStaticMesh "0x988"
#define kLastRenderTime "0x490"
#define kVelocity "0x18c"
#define kRelativeRotation "0x1f0"
#define kRelativeLocation "0x1e4"
#define kRelativeScale3D "0x1fc"
#define kComponentVelocity "0x2c0"
#define kbIsWeaponFiring "0x1800"
#define kWeaponManagerComponent "0x25b8"
#define kPoseState "0x1810"
#define kScopeFov "0x1c54"
#define kCurrentWeaponReplicated "0x5c8"
#define kShootWeaponEntityComponent "0x398"
#define kWeaponId "0x1e0"
#define kBulletFireSpeed "0x560"
#define kRecoilKickADS "0xcf0"
#define kGameDeviationFactor "0xc2c"
#define kShootWeaponComponent "0xf30"
#define kShootWeaponEntityComp "0x1360"
#define kShootMode "0x10d9"
#define kbIsGunADS "0x1134"
#define kVehicleCommon "0xc00"
#define kHP "0x354"
#define kHPMax "0x350"
#define kFuel "0x43c"
#define kFuelMax "0x438"
#define kPickUpDataList "0x940"
#define kGoodsID "0x38"
#define kTableName "0x8a0"
#define kFPS "0x1c4"
#define kSTBaseCharacter "0x28E0"
#define kCoord "0x1dc"
#define kHeight "0x1c8"
#define kBP_MapUIMarkManager_C "0x4270"
#define kpExtraGameState "0x338"
#define kAlivePlayerNum "0xb34"
#define kPlayerNum "0x7a8"
#define kelapsedSeconds "0x4a8"
#define kPlayerState "0x2308"
#define kKill "0x6c8"
#define kTPP "0x1c50"
#define kFPP "0x1c60"
#define kGameReplayType "0x944"
#define kPickUpAnim "0x1e28"
#define kPressingFireBtn "0x33d0"
#define kCurrentReloadWeapon "0x2b58"
#define kCachedBulletTrackComponent "0xe28"
#define wuhou "0x190"
#define kYaw "0x890"
#define kRoll "0x888"
#define kPitch "0x888"
#endif
by @AFG_iOS1
Shared from GL-DEV1 202
4.3.0 GL gobject 0x10A34E980 gname_func 0x104C0F1E8 gname_data 0x10A0557E0 gworld_func 0x102A62208 gworld_data 0x10A566E00 VNG gobject 0x10A205B00 gname_func 0x104B1AE24 gname_data 0x109FCEDF0 gworld_func 0x1029BFCBC gworld_data 0x10A41E1C0 TW gobject 0x10A545580 gname_func 0x104D78ADC gname_data 0x10A30E220 gworld_func 0x102C0396C gworld_data 0x10A75DA00 KR gobject 0x10A566580 gname_func 0x104D9FA10 gname_data 0x10A32F280 gworld_func 0x102C2A8A0 gworld_data 0x10A77EA00 By:⬇️ @Dlbren92 shared from @Pubg_dev
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SDK PB 4.3 , internal & external
https://github.com/saudgl/Pubg-4.3-IOS-SDK-GL
by @saudgl GL-DEV
1 202
PB GL 4.3
Gname Fun: 0x104bd8740 GName Data: 0x10a1178b0 GWorld Fun: 0x102a62208 GWorld data: 0x10a566e00 GUObject data: 10a34e980 LineOfsignt fun: 105e111bc ActorArray Decry fun: 0x105f77068 Process event Fun: 0x104d7bfc0 HUD fun: 0x1034d9828 Engine Data: 0x10a565bf0 by @saudgl ch: @pubg_dev GL-DEV
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for who have issue in (vtable) hook , as you know its located on _CONST section.. , what happen before ios 17 .
__const was inside the __DATA segments as section .
but after ios 17 became as new segments __DATA_CONST .
and its became read only ! , but r/w when loaded then became read only . so we have new flag SG_READ_ONLY in ios 17.
💪how to solve it , make read/write then change what you need to change then make read only .
note: if you leave it as read/write will crash , must be back to be read only.
@saudgl
1 202
The AI part is in Server side checks only. There is just SDK (UE4 functions or Unreal Engine SDK) that this company has improved and added some custom functions for checking these: 1) the bullets are going to same bone 2) the player is scoping in on invisible enemies 3) the player is facing or moving towards a special AI where they intentionally mute their sound steps 4) the player is moving towards a special AI that smartly keeps itself hidden all the time but stays nearby (around 80m) 5) the player is BEE-LINING to AI or other enemies. All of this behavior is calculated. There are two ways to stop it. A) The nip where the calculations originate from. So you can fake the data. 😎 Stop the data to reach to server about bullets accuracy and all other things relevantly as explained above cridet to : MRKHAN6263 , UC
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