𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒
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📌 Educational & Research Purpose Only 🔍 Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse 📚 For knowledge & awareness only MODs & Kernel Resources.☑️
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PUBGM UNPACK/REPACK TOOL
Game Patch
Core Patch
Mini Obb
Zdics Obb
More Files Not Tested
One Click Installation
termux-setup-storage && apt update && apt upgrade -y && pkg update -y && pkg upgrade -y && pkg install git -y && git clone https://github.com/XThrlen/UNPACK-REPACK.git && cd UNPACK-REPACK && chmod +x install.sh && bash install.sh && rm -rf install.sh
Full Season Key : SRCHUB
Credit: XThrlen2 067
Lua Based Bullet Track (Magic Bullet)
local KismetMathLibrary = import("KismetMathLibrary") local KismetSystemLibrary = import("KismetSystemLibrary") local GameplayData = require("GameLua.GameCore.Data.GameplayData") function _G.InitializeBulletTrackHook() print('[SRCHUB] Initializing Bullet Track (Magic Bullet) System...') pcall(function() local BulletBaseClass = import("STExtraShootWeaponBulletBase") if not BulletBaseClass then print("[SRCHUB] ERROR: STExtraShootWeaponBulletBase not found!") return end local original_ReceiveBeginPlay = BulletBaseClass.ReceiveBeginPlay BulletBaseClass.ReceiveBeginPlay = function(self) if original_ReceiveBeginPlay then pcall(original_ReceiveBeginPlay, self) end local uLocalPlayer = GameplayData.GetPlayerCharacter and GameplayData.GetPlayerCharacter() if not slua.isValid(self) or not slua.isValid(uLocalPlayer) then return end local instigator = self.Instigator or self.InInstigator if instigator ~= uLocalPlayer then return end if _G.AK_GetVal and _G.AK_GetVal("BULLET") == 0 then return end if slua.isValid(self.PMComp) then self.PMComp.ProjectileGravityScale = 0.0 end self.bLaunchWithGravity = false local function UpdateBulletTrajectory() if not slua.isValid(self) or not slua.isValid(self.PMComp) then return end local target = _G.GetAimbotTarget and _G.GetAimbotTarget() if target and slua.isValid(target) then local targetMesh = target.Mesh or (target.getAvatarComponent2 and target:getAvatarComponent2()) if not slua.isValid(targetMesh) then return end local currentBulletPos = self:K2_GetActorLocation() local newDirection = KismetMathLibrary.GetDirectionUnitVector(currentBulletPos, targetHeadPos) local currentSpeed = self.PMComp.Velocity:VSize() self.PMComp.Velocity = newDirection * currentSpeed local newRotation = KismetMathLibrary.MakeRotFromX(newDirection) self:K2_SetActorRotation(newRotation, false) end end if KismetSystemLibrary and KismetSystemLibrary.K2_SetTimerDelegate then self.AK_TrackTimerHandle = KismetSystemLibrary.K2_SetTimerDelegate({self, UpdateBulletTrajectory}, 0.01, true) end end local original_OnProjectileStop = BulletBaseClass.OnProjectileStop BulletBaseClass.OnProjectileStop = function(self, ImpactResult) if self.AK_TrackTimerHandle and KismetSystemLibrary then KismetSystemLibrary.K2_ClearAndInvalidateTimerHandle(self, self.AK_TrackTimerHandle) self.AK_TrackTimerHandle = nil end if original_OnProjectileStop then pcall(original_OnProjectileStop, self, ImpactResult) end end end) print('[SRCHUB] Bullet Track (Magic Bullet) Activated Successfully!') end _G.InitializeBulletTrackHook()
