DARK • BYPASS
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This Channel is not intended to violate any condition of use. Copyright Disclaimer Under Section 107 of Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting. OWNER ➠ @DARKxAZANUR
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1 974
Abi to anti cheat 15% he on hua abi se 10 sal ? Please devoloper change karo jiska bhi ha ye tapa tap ka to naam he kharab kar dia atu jhatu devoloper se banwa ke 💀
1 974
Less recoil 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::LessRecoil)
{
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
if (character && character->WeaponManagerComponent)
{
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon *>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon)
{
auto &recoil = weapon->RecoilInfo;
recoil.RecoilValueClimb *= 0.25f;
recoil.RecoilValueFail *= 0.25f;
recoil.VerticalRecoilVariation *= 0.25f;
recoil.VerticalRecoilMin *= 0.25f;
recoil.VerticalRecoilMax *= 0.25f;
}
}
}1 974
long jump 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::LongJump)
{
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
if (character && character->STCharacterMovement)
{
auto m = character->STCharacterMovement;
m->JumpZVelocity = 1200.0f;
m->GravityScale = 0.5f;
m->AirControl = 1.0f;
m->BrakingDecelerationFalling = 0.0f;
character->VerticalFallingDamageCoefficient = 0.0f;
}
}1 974
crosshair color 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>
// credits : @knoxy_dev
if (knoxy::CrosshairColor) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->WeaponManagerComponent) {
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon && weapon->CachedCrossHairComponent) {
auto ch = weapon->CachedCrossHairComponent;
static float hue = 0.0f;
hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
ch->MainTargetColor = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
}
}
}1 974
small crosshair 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::SmallCrosshair) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->WeaponManagerComponent) {
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon && weapon->CachedCrossHairComponent) {
auto ch = weapon->CachedCrossHairComponent;
auto& data = ch->CrossHairData;
for (int i = 0; i < data.Num(); i++) {
auto& icons = data[i].Crosshair;
for (int j = 0; j < icons.Num(); j++) {
icons[j].Offset = 2.0f;
icons[j].IsSpreadEnable = false;
}
}
}
}
}1 974
xhit effect 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>
// credits : @knoxy_dev
if (knoxy::XHitEffect) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->Controller) {
auto controller = reinterpret_cast<SDK::ASTExtraPlayerController*>(character->Controller);
if (controller && controller->MyHUD) {
auto hud = reinterpret_cast<SDK::ASurviveHUD*>(controller->MyHUD);
auto& hit = hud->HitPerform;
static float hue = 0.0f;
hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
SDK::FLinearColor rainbow = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
hit.HeadExtraScale = 3.0f;
hit.AddSpreadScale = 3.0f;
hit.DefaultSpread = 30.0f;
hit.HitBodyDrawColor = hit.HitHeadDrawColor = hit.HitToDyingDrawColor = hit.HitToDeathDrawColor = rainbow;
}
}
}1 974
PATCH_LIB("libanogs.so","0x1DD054","00 00 80 D2 C0 03 5F D6"); //flag PATCH_LIB("libanogs.so","0x1DD11C","00 00 80 D2 C0 03 5F D6"); //flagMY PRVT FLAG FIX OFFSETS 😘 4.4 BGMI UPDATE ENJOY 😎 Cr ~ MagnusEngineOwner 🥶
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