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BangJO Proff[Z]

BangJO Proff[Z]

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Немає даних24 години
-47 днів
Немає даних30 день
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By BangJO

hey para dev indo, ajarin saya tentang ini dong..😍
hey para dev indo, ajarin saya tentang ini dong..😍

BETA_4.6.4_SignKill x64

GEngine_Offset = 0x135C7118 //UEngine
GNames_Offset = 0xA90E6E0
GUObject_Offset = 0x13302950
GetActorArray_Offset = 0xD789D2C
Process_Event_Offset = 0xACCCAAC
GNativeApp_Offset = 0x1302FCA8
ReceiveDrawHUD_Offset = 0xE1B1AE8

LuaLoadBuffer_Offset = 0xedb6e0c
LuaPCall_Offset = 0xed929d0
By BangJO💋

give me new Signkill👌

GEngine_Offset = 0x13560e70 //UlocalPlayer
GEngine_Offset = 0x13586938 //UEngine
GNames_Offset = 0xA8D3EEC
GUObject_Offset = 0x132C2560
GetActorArray_Offset = 0xD747D90
Process_Event_Offset = 0xACCCD54
GNativeApp_Offset = 0x12FEFC28
PostRender_Offset = 0xDA90B80
ReceiveDrawHUD_Offset = 0xE16CD48

LuaLoadBuffer_Offset = 0xed6f3c4
LuaPCall_Offset = 0xed4af88
By BangJO❤

GEngine_Offset = 0x134e7ff0 //UlocalPlayer
GEngine_Offset 0x1350dab8 //UEngine
GNames_Offset = 0xA896590
GUObject_Offset = 0x13249760
GetActorArray_Offset = 0xD70D910
Process_Event_Offset = 0xAC8F95C
GNativeApp_Offset = 0x12F77C28
PostRender_Offset = 0xD574670
ReceiveDrawHUD_Offset = 0xE133E18

LuaLoadBuffer_Offset = 0xed36224
LuaPCall_Offset = 0xed11de8
LuaLoad_Offset = 0xed100ee 
By BangJO❤️

PUBGM_BETA(v4.6.1)_64Bit.7z7.12 MB

BETA
BETA

😂😂😂😂😂

function _G.Inventure_BangJO(Backpack)
    if not Backpack or not slua.isValid(Backpack) then
        return
    end

    if not Backpack.ItemListNet or not Backpack.ItemListNet.IncArray then
        return
    end

    local BagArray = Backpack.ItemListNet.IncArray
    local ItemCount = BagArray:Num()

    if ItemCount <= 0 or ItemCount > 500 then
        return
    end

    local bNeedRefreshBag = false
    local EBattleItemAdditionalDataType = import("EBattleItemAdditionalDataType")
    local EDataType_WeaponAvatar = EBattleItemAdditionalDataType and EBattleItemAdditionalDataType.WeaponAvatar or 7

    for j = 0, ItemCount - 1 do
        local Item = BagArray:Get(j)
        if Item and Item.Unit and Item.Unit.DefineID then
            local CurrentID = Item.Unit.DefineID.TypeSpecificID

            local NewSkinID = 0
            if getCachedWeaponSkin then
                NewSkinID = tonumber(getCachedWeaponSkin(CurrentID)) or 0
            end

            if NewSkinID > 0 then
                local AdditionalData = Item.Unit.AdditionalData
                if AdditionalData then
                    local bFoundAvatar = false
                    local dataCount = AdditionalData:Num()

                    for k = 0, dataCount - 1 do
                        local Data = AdditionalData:Get(k)
                        if Data and Data.EDataType == EDataType_WeaponAvatar then
                            if Data.IntData ~= NewSkinID then
                                Data.IntData = NewSkinID
                                AdditionalData:Set(k, Data)
                                bNeedRefreshBag = true
                            end
                            bFoundAvatar = true
                            break
                        end
                    end

                    if not bFoundAvatar and dataCount > 0 then
                        local TD = AdditionalData:Get(0) 
                        if TD then
                            TD.EDataType = EDataType_WeaponAvatar
                            TD.IntData = NewSkinID
                            TD.StringData = "" 
                            
                            AdditionalData:Add(TD)
                            bNeedRefreshBag = true
                        end
                    elseif not bFoundAvatar then
                        local NewData = {
                            EDataType = EDataType_WeaponAvatar,
                            IntData = NewSkinID,
                            StringData = ""
                        }
                        AdditionalData:Add(NewData)
                        bNeedRefreshBag = true
                    end
                end
                BagArray:Set(j, Item)
            end
        end
    end

    if bNeedRefreshBag then
        if type(Backpack.OnRep_ItemListNet) == "function" then
            Backpack:OnRep_ItemListNet()
        elseif type(Backpack.OnRep_ItemListNet) == "userdata" then
            Backpack.OnRep_ItemListNet()
        end
        log("[SkinSystem] Inventory Weapons Modded Successfully!")
    end
end

function _G.InventureInit()
    local PlayerController = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
    if not PlayerController or not slua.isValid(PlayerController) then
        return
    end
    local BC = PlayerController.GetBackpackComponent and PlayerController:GetBackpackComponent() or PlayerController.GetBackPackComponent and PlayerController:GetBackPackComponent()
    if BC and slua.isValid(BC) then
        _G.Inventure_BangJO(BC)
    end
end
enjoy for dev lua nob😂😂

oke no problem in v4.5.0👍👍❤️😘😘

Update New SDK v4.5.0 64bit Full Dump SDK in Lobby! Support GL/KR/VN/TW/BGMI
By BangJO

Repost from Mad Tamizha
🤪 PUBG Mobile Version: 4.5.0 🌐Type: Android | Official Website App 🗓Released Date : 08.07.2026
✉️Telegram Channel : https://t.me/MadTamizha https://t.me/MadTamizha
➡️Share with everyone fast ☀️ ⚡️ Share now & let friends update! 😎

V4.5.0 arrives in 4 hours Stay tuned !!!
V4.5.0 arrives in 4 hours Stay tuned !!!