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𝐂𝐇𝐀𝐍𝐍𝐄𝐋 𝐑𝐔𝐋𝐄𝐒 𝐁𝐘 @Biohazardv99 ⚠️ DISCLAIMER Only for educational and research purposes • Android reverse engineering tutorials • Open-source tools sharing #research #android #security

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Esp Skelton By Alok

// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark

//====================
//       Global
//====================
bool EspSkeleton2    = false;
ImVec4 SkeletonColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);

//====================
//     Draw Bone
//====================
struct BonePos {
    std::string name;
    Vector3 pos;
};

// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark

std::vector<BonePos> GetAllNodePositions(void* enemy) {
    static const struct { const char* name; uintptr_t offset; } bones[] = {
        {"Head",          m_HeadNode},
        {"Neck",          m_Neck},
        {"Hip",           m_HipNode},
        {"LeftShoulder",  m_LeftShoulder},
        {"RightShoulder", m_RightShoulder},
        {"LeftElbow",     m_LeftElbow},
        {"RightElbow",    m_RightElbow},
        {"LeftHand",      m_LeftHand},
        {"RightHand",     m_RightHand},
        {"LeftKnee",      m_LeftKnee},
        {"RightKnee",     m_RightKnee},
        {"LeftFoot",      m_LeftFoot},
        {"RightFoot",     m_RightFoot},
        {"Root",          m_Root},
    };

    std::vector<BonePos> result;
    result.reserve(std::size(bones));

    for (auto& b : bones) {
        void* iTransformNode = *(void**)((uintptr_t)enemy + b.offset);
        if (!iTransformNode) continue;

        void* transform = get_itransform(iTransformNode);
        if (!transform) continue;

        Vector3 pos = Transform_GetPosition(transform);
        result.push_back({ b.name, pos });
    }
    return result;
}
void DrawBones(const std::vector<BonePos>& bones, ImDrawList* drawList, float distance, float screenHeight) {
    if (distance <= 0.0f) return;

    const float lineThickness = 0.05f;
    const ImU32 boneColor     = ImGui::ColorConvertFloat4ToU32(ThemeColer);  

    auto findIdx = [&](const char* name) -> int {  
        for (int i = 0; i < (int)bones.size(); ++i)  
            if (bones[i].name == name) return i;  
        return -1;  
    };  

    std::vector<ImVec2> screen(bones.size());  
    std::vector<bool>   visible(bones.size());  

    for (size_t i = 0; i < bones.size(); ++i) {  
        Vector3 s3 = WorldToScreenPoint(mainCamera, bones[i].pos);  
        visible[i] = (s3.z > 0.0f);  
        screen[i]  = ImVec2(s3.x, screenHeight - s3.y);  
    }

    auto Line = [&](const char* a, const char* b) {  
        int ia = findIdx(a), ib = findIdx(b);  
        if (ia >= 0 && ib >= 0 && visible[ia] && visible[ib])  
            drawList->AddLine(screen[ia], screen[ib], boneColor, lineThickness);  
    };  

    Line("Neck", "Hip");  
    Line("Neck", "LeftShoulder");  
    Line("Neck", "RightShoulder");  
    Line("LeftShoulder", "LeftElbow");  
    Line("RightShoulder", "RightElbow");  
    Line("LeftElbow", "LeftHand");  
    Line("RightElbow", "RightHand");  
    Line("Hip", "LeftKnee");  
    Line("Hip", "RightKnee");  
    Line("LeftKnee", "LeftFoot");  
    Line("RightKnee", "RightFoot");

    int headIdx = findIdx("Head");
    int neckIdx = findIdx("Neck");

    if (headIdx >= 0 && neckIdx >= 0 && visible[headIdx] && visible[neckIdx]) {
        ImVec2 neckPos = screen[neckIdx];
        ImVec2 headPos = screen[headIdx];

        float dx = headPos.x - neckPos.x;
        float dy = headPos.y - neckPos.y;

        ImVec2 extendedHead = ImVec2(neckPos.x + (dx * 2.5f), neckPos.y + (dy * 2.5f));

        drawList->AddLine(neckPos, extendedHead, boneColor, lineThickness);
    }
}

// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark

//============================
// Add In Your Loop (DrawESP)
//============================
if (EspSkeleton2) {
    std::vector<BonePos> bonePositions = GetAllNodePositions(closestEnemy);
    DrawBones(bonePositions, draw, distance, screenHeight);
}

//====================
//      Offset
//====================
#define m_itransformNode (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("GCommon"), OBFUSCATE("TransformNode"), OBFUSCATE("get_transform"), 0)
static auto get_itransform(void *player) {
    auto (*_get_itransform)(void *player) = (void *(*)(void *))(m_itransformNode);
    return _get_itransform(player);
}
#define m_HeadNode (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GBKFHDFCPMD"))


#define m_Neck (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FFFPCADFFGA"))

#define m_HipNode (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("COBFGNOIPMF"))

#define m_LeftShoulder (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FFDPGNIKAEK"))

#define m_RightShoulder (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("FOELKAHABCD"))

#define m_LeftElbow (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IMLDFGHNLBP"))

#define m_RightElbow (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("DJAOGHBOBOJ"))

#define m_LeftHand (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("CLCEEJMGBGE"))

#define m_RightHand (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("JLAECGNPCHC"))

#define m_LeftKnee (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GPIBDOCMHBE"))

#define m_RightKnee (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("EMNIJJCEKDD"))

#define m_LeftFoot (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GMJLIMFHMAE"))

#define m_RightFoot (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("JMHBBGIKBNO"))

#define m_Root (uintptr_t) Il2CppGetFieldOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("IIPBIDIBJDK"))


// Update By Tony Stark
// Update By Tony Stark
// Update By Tony Stark

bool SpeedLite = false;
float CustomSpeedValue = 9.0f;
void UpdateSpeedHack() {
    if (!Enable11) return;
    void* match = Curent_Match();
    if (!match) return;
    void* local_player = GetLocalPlayer(match);
    if (!local_player) return;

    void* playerAttributes = *(void**)((uintptr_t)local_player + 0x770);
    if (!playerAttributes) return;

    float* speedPtr = (float*)((uintptr_t)playerAttributes + 0x3C8); 
    if (speedPtr) {
        if (SpeedLite) {
            *speedPtr = CustomSpeedValue;
        } else {
            *speedPtr = 1.0f;
        }
    }
}
//Credit @DxD_ALOK

0 Rᴇᴘᴏʀᴛs ᴀʀᴇ Bʟᴏᴄᴋᴇᴅ ʙʏ @teleprotectorbot 5677 Cʜᴀɴɴᴇʟs ᴀʀᴇ Sᴀᴠᴇᴅ Fʀᴏᴍ Rᴇᴘᴏʀᴛs ɪɴ Lᴀsᴛ 24 Hᴏᴜʀs

Suggest function for my src

Gn All😪❤️

Wait Some Ban Issues

@XENO009988 tg://openmessage?user_id=8920955310 tg://openmessage?user_id=8905963101 Group link https://t.me/freefireruhi Jo inki maa chodega unko mera sab project de dunga free me inki maa chodke dm karo @DxD_ALOK

Aimkill src for sell Price 500rs Dm for buy @DxD_ALOK

0 Rᴇᴘᴏʀᴛs ᴀʀᴇ Bʟᴏᴄᴋᴇᴅ ʙʏ @teleprotectorbot 5811 Cʜᴀɴɴᴇʟs ᴀʀᴇ Sᴀᴠᴇᴅ Fʀᴏᴍ Rᴇᴘᴏʀᴛs ɪɴ Lᴀsᴛ 24 Hᴏᴜʀs

New Ui Wait Mod Menu soon

photo content

Test done

Hmm

Wait Aimkill Soon Under Test

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