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🚨 ATTENTION! 🚨 We are opening spots for Monite Migul free fire product resellers! 💰 📌 What you get: ✔ Access to an exclusive Panel ✔ A full management panel ✔ Support to start selling 💸 Minimum investment: 100 to start ⚠ Don’t apply if you don’t have the funds ready. dms him @vanhdzsss Or @Leminhanh2512

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Please share me crack sonic and lol for leak it 😔🤣
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You suck dick kabra or what?
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and now you say “fluck is trash”
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you dont remember the times when you suck my dick? hhhh
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Немає тексту...
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Fluck is trash guys
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Mike please bypass hshshshsh
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sticker.webp
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Fluck External Antiblack/Antiban. iOS 16-18.7.1 -26.0.1 ib @zexisyy
Fluck External Antiblack/Antiban. iOS 16-18.7.1 -26.0.1 ib @zexisyy
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Magnet / Telekill 8m and Fly will be added to external soon.
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IB external Fluck - Aimbot - Aimsilent - ESP line/box/count @zexisyy for API / Project details
IB external Fluck - Aimbot - Aimsilent - ESP line/box/count @zexisyy for API / Project details
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aimkilltakeob54.h
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domain_assembly_open = (void *(*)(void *, const char *))dlsym(h, "il2cpp_domain_assembly_open"); assembly_get_image = (void *(*)(void *))dlsym(h, "il2cpp_assembly_get_image"); domain_get_assemblies = (void *(*)(void *, size_t *))dlsym(h, "il2cpp_domain_get_assemblies"); break; } } if (!object_new !class_from_name !domain_get || !assembly_get_image) return nullptr; void *domain = domain_get(); if (!domain) return nullptr; auto tryImage = [&](void *image) -> void * { if (!image) return nullptr; void *klass = class_from_name(image, namesp, klassName); if (!klass && namesp && namesp[0]) klass = class_from_name(image, "", klassName); return klass ? object_new(klass) : nullptr; }; if (domain_assembly_open) { const char *asmNames[] = {"Assembly-CSharp", "Assembly-CSharp.dll", nullptr}; for (int i = 0; asmNames[i]; i++) { void *assembly = domain_assembly_open(domain, asmNames[i]); if (!assembly) continue; void *obj = tryImage(assembly_get_image(assembly)); if (obj) return obj; } } if (domain_get_assemblies) { size_t n = 0; void **asms = (void **)domain_get_assemblies(domain, &n); for (size_t i = 0; asms && i < n; i++) { if (!asms[i]) continue; void *obj = tryImage(assembly_get_image(asms[i])); if (obj) return obj; } } return nullptr; } static void *AimkillVectorToNetPMF(const Vector3 &v) { Il2CppVec3HFA h = {v.x, v.y, v.z}; return ((void ()(Il2CppVec3HFA))getRealOffset(OFF_Vector3_ToNetPMF))(h); } static void AimkillFillSendPacket(void *packet, void *local, void *target, const AimkillHitCtx &ctx) { if (!packet !local !target || !game_sdk) return; uint32_t targetNetId = ctx.sendHitNetId ? ctx.sendHitNetId : AimkillSendHitNetId(target); uint32_t localNetId = AimkillPlayerNetId(local); void *weaponOnHand = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local); uint32_t weaponUniqueId = weaponOnHand ? *(uint32_t *)((uintptr_t)weaponOnHand + OFF_Weapon_UniqueID) : 0; int weaponDataID = ctx.weaponDataID > 0 ? ctx.weaponDataID : AimkillWeaponDataId(weaponOnHand); int rawDmg = AimkillRawWeaponDamage(weaponOnHand); if (rawDmg <= 0) rawDmg = ctx.baseDamage; if (rawDmg <= 0) return; if (rawDmg > 65535) rawDmg = 65535; int targetHp = game_sdk->GetHp(target); if (targetHp < 0) targetHp = 0; void *simTimer = ((void *(*)())getRealOffset(OFF_CurrentGameSimulationTimer))(); uint32_t simTick = simTimer ? *(uint32_t *)((uintptr_t)simTimer + 0x20) : 0; float realtime = ((float (*)())getRealOffset(OFF_Time_realtimeSinceStartup))(); *(uint32_t *)((uintptr_t)packet + 0x14) = targetNetId; *(uint16_t *)((uintptr_t)packet + 0x18) = (uint16_t)(rawDmg & 0xFFFF); *(uint16_t *)((uintptr_t)packet + 0x1A) = (uint16_t)(rawDmg & 0xFFFF); *(uint32_t *)((uintptr_t)packet + 0x1C) = (uint32_t)targetHp; *(uint32_t *)((uintptr_t)packet + 0x20) = localNetId; *(int *)((uintptr_t)packet + 0x24) = weaponDataID; *(uint32_t *)((uintptr_t)packet + 0x28) = weaponUniqueId; *(uint8_t *)((uintptr_t)packet + 0x2C) = 1; *(uint8_t *)((uintptr_t)packet + 0x2D) = 0; *(uint8_t *)((uintptr_t)packet + 0x2E) = 0; *(uint8_t *)((uintptr_t)packet + 0x2F) = 0; *(uint32_t *)((uintptr_t)packet + 0x30) = simTick; *(void **)((uintptr_t)packet + 0x38) = AimkillVectorToNetPMF(ctx.firePos); *(void **)((uintptr_t)packet + 0x40) = AimkillVectorToNetPMF(ctx.hitPos); *(void **)((uintptr_t)packet + 0x48) = ctx.checkParams; *(uint64_t *)((uintptr_t)packet + 0x50) = 0x3f80000000000000ULL; *(uint64_t *)((uintptr_t)packet + 0x58) = 0; *(uint32_t *)((uintptr_t)packet + 0x60) = 0; *(uint32_t *)((uintptr_t)packet + 0x64) = 0; *(float *)((uintptr_t)packet + 0x70) = realtime; *(uint8_t *)((uintptr_t)packet + 0x74) = 0; } static bool AimkillBuildCheckParams(void *local, void *target, AimkillHitCtx &ctx) { if (!local !target !ctx.weaponOnHand !ctx.
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Vector3 toTgt = hp - cam; float tl = sqrtf(toTgt.x * toTgt.x + toTgt.y * toTgt.y + toTgt.z * toTgt.z); if (tl < 1e-3f) return; toTgt.x /= tl; toTgt.y /= tl; toTgt.z /= tl; Vector3 nudged = hp + toTgt * (tl * 0.5f); Transform_INTERNAL_SetPosition(ht, Vvector3(nudged.x, nudged.y, nudged.z)); } static int AimkillBulkPassesForVis(int nVis) { if (nVis <= 1) return 2; if (nVis >= 4) return 7; return 3; } static void AimkillBulkSwap(void *local, int bulkPasses) { if (!local || bulkPasses <= 0) return; if (bulkPasses > 7) bulkPasses = 7; void (*fn)(void *, int, bool, void ) = (void ()(void *, int, bool, void *))getRealOffset(OFF_SwapWeaponInt); for (int pass = 0; pass < bulkPasses; pass++) { for (int slot = 0; slot < 4; slot++) { if (fn) fn(local, slot, true, nullptr); else SwapWeapon(local, slot, true); } } for (int slot = 0; slot <= 2; slot++) { if (AimkillTryEquipGunSlot(local, slot)) break; } } static void *AimkillPickClosest(void *local, void **visList, int nVis) { if (!localn pool; } staticnVis <= 0) return nullptr; Vector3 lp = getPosition(local); void *best = visList[0]; float bestD = 1e9f; for (int i = 0; i < nVis; i++) { void *e = visList[i]; if (!e) continue; float d = Vector3::Distance(lp, getPosition(e)); if (d < bestD) { bestD = d; best = e; } } return best; } static bool AimkillStrikeEnemy(void *local, void *target) { if (!local || !target) return false; void *weapon = GetWeaponOnHand(local); void *pool = AimkillGetHitPool(local); if (!weapon !pool !AimkillWeaponIsGun(weapon)) return false; AimkillHitCtx ctx; if (!AimkillPrepareHit(local, target, ctx)) return false; return AimkillDeliverHit(local, target, ctx); } static void AimkillTick(void *match, void *local) { Dictionary<uint8_t *, void **> *players = *(Dictionary<uint8_t *, void **> **)((long)match + OFF_Match_Players); if (!players) return; std::vector<void **> vals = players->getValues(); constexpr int kMaxSnap = 64; void *visible[kMaxSnap]; int nVis = 0; for (size_t i = 0; i < vals.size() && nVis < kMaxSnap; i++) { void *enemy = vals[i]; if (!enemy) continue; if (!AimkillCanHitEnemy(enemy, local)) continue; visible[nVis++] = enemy; } if (!nVis) { g_AimkillLockTarget = nullptr; return; } if (!AimkillWeaponIsGun(GetWeaponOnHand(local))) { for (int slot = 0; slot < 3; slot++) { if (AimkillTryEquipGunSlot(local, slot)) break; } } void *weapon = GetWeaponOnHand(local); if (!weapon || !AimkillWeaponIsGun(weapon)) return; void *pool = AimkillGetHitPool(local); if (!pool) return; void *aimTarget = AimkillPickClosest(local, visible, nVis); if (aimTarget) { AimkillSilentAimA(local, aimTarget); AimkillSilentAimB(local, aimTarget); g_AimkillLockTarget = aimTarget; } AimkillPrimeFramePool(local, weapon, pool); void *firstHit = nullptr; for (int i = 0; i < nVis; i++) { void *enemy = visible[i]; if (!firstHit) firstHit = enemy; AimkillStrikeEnemy(local, enemy); } g_AimkillLockTarget = firstHit; } void Aimkill() { if (!Vars.AimKill) { AimkillSyncSendFlags(false); g_AimkillLockTarget = nullptr; return; } AimkillSyncSendFlags(true); if (!Vars.Enable) return; g_TakeDamageHackLive = true; if (!AimkillInGameReady()) return; void *match = game_sdk->Curent_Match(); if (!match) return; void *local = GetLocalPlayer(match); if (!local || !game_sdk->Component_GetTransform(local)) return; AimkillTick(match, local); }
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struct AimkillHitCtx { void *weaponOnHand = nullptr; int weaponDataID = -1; int baseDamage = 0; Vector3 firePos{}; Vector3 hitPos{}; void *damageInfo = nullptr; monoList<float *> *checkParams = nullptr; COW_GamePlay_IHAAMHPPLMG_o playerID{}; uint32_t sendHitNetId = 0; uint32_t packetTargetId = 0; uint32_t targetNetId = 0; }; static void AimkillFillDamageInfo(void *damageInfo, const AimkillHitCtx &ctx) { if (!damageInfo) return; *(int *)((char *)damageInfo + 0x10) = ctx.baseDamage; *(int *)((char *)damageInfo + 0x14) = 1; void *headStr = AimkillIl2CppStringNew("Head"); if (headStr) *(void **)((char *)damageInfo + 0x18) = headStr; *(uint8_t *)((char *)damageInfo + 0x20) = 0; *(COW_GamePlay_IHAAMHPPLMG_o *)((char *)damageInfo + 0x28) = ctx.playerID; *(void **)((char *)damageInfo + 0x40) = ctx.weaponOnHand; *(int *)((char *)damageInfo + 0x48) = ctx.weaponDataID; *(float *)((char *)damageInfo + 0x4C) = ctx.firePos.x; *(float *)((char *)damageInfo + 0x50) = ctx.firePos.y; *(float *)((char *)damageInfo + 0x54) = ctx.firePos.z; *(float *)((char *)damageInfo + 0x58) = ctx.hitPos.x; *(float *)((char *)damageInfo + 0x5C) = ctx.hitPos.y; *(float *)((char *)damageInfo + 0x60) = ctx.hitPos.z; *(float *)((char *)damageInfo + 0x64) = ctx.hitPos.x; *(float *)((char *)damageInfo + 0x68) = ctx.hitPos.y; *(float *)((char *)damageInfo + 0x6C) = ctx.hitPos.z; *(uint16_t *)((char *)damageInfo + 0x70) = 0; *(uint8_t *)((char *)damageInfo + 0x72) = 0; } static bool AimkillPrepareHit(void *local, void *target, AimkillHitCtx &ctx) { if (!local !target !game_sdk) return false; ctx.weaponOnHand = GetWeaponOnHand(local); if (!ctx.weaponOnHand) return false; ctx.weaponDataID = AimkillWeaponDataId(ctx.weaponOnHand); if (ctx.weaponDataID <= 0) ctx.weaponDataID = GetWeapon(ctx.weaponOnHand); int weaponDmg = AimkillRawWeaponDamage(ctx.weaponOnHand); if (weaponDmg <= 0) return false; ctx.baseDamage = weaponDmg; if (ctx.weaponDataID <= 0) return false; void *headCol = get_HeadCollider(target); if (!headCol) return false; if (!AimkillGetFireHitPos(local, target, &ctx.firePos, &ctx.hitPos)) return false; void *objectPool = AimkillGetHitPool(local); if (!objectPool) return false; AimkillPrimeWeaponPool(local, ctx.weaponOnHand, objectPool); ctx.playerID = *(PlayerID *)((uintptr_t)local + OFF_Player_PlayerID); ctx.damageInfo = AimkillNewDamageInfo(); if (!ctx.damageInfo) ctx.damageInfo = AimkillLiveDamageInfo(local); if (!ctx.damageInfo) ctx.damageInfo = AimkillGlobalDamageInfo(); if (!ctx.damageInfo) return false; AimkillFillDamageInfo(ctx.damageInfo, ctx); AimkillFillHitPool(objectPool, headCol, ctx.hitPos, ctx.firePos); void *attackInstance = GKHECDLGAJA(local, objectPool); if (!attackInstance) return false; ctx.checkParams = LCLHHHKFCFP(ctx.weaponOnHand, attackInstance, headCol, false, ctx.damageInfo); if (!ctx.checkParams) return false; ctx.sendHitNetId = AimkillSendHitNetId(target); ctx.packetTargetId = AimkillPacketTargetId(target); ctx.targetNetId = ctx.sendHitNetId; return ctx.sendHitNetId != 0; } static void *AimkillIl2CppObjectNew(const char *namesp, const char *klassName) { static void *(*object_new)(void *) = nullptr; static void *(*class_from_name)(void *, const char *, const char *) = nullptr; static void *(*domain_get)() = nullptr; static void *(*domain_assembly_open)(void *, const char *) = nullptr; static void *(*assembly_get_image)(void *) = nullptr; static void *(*domain_get_assemblies)(void *, size_t *) = nullptr; if (!object_new) { for (uint32_t i = 0; i < _dyld_image_count(); i++) { const char *nm = _dyld_get_image_name(i); if (!nm || !strstr(nm, "UnityFramework")) continue; void *h = dlopen(nm, RTLD_NOLOAD); if (!h) h = dlopen(nm, RTLD_NOW); if (!h) break; object_new = (void *(*)(void *))dlsym(h, "il2cpp_object_new"); class_from_name = (void *(*)(void *, const char *, const char *))dlsym(h, "il2cpp_class_from_name"); domain_get = (void *(*)())dlsym(h, "il2cpp_domain_get");
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damageInfo) return false; void *pool = AimkillGetHitPool(local); void *headCol = get_HeadCollider(target); if (!pool !headCol) return false; AimkillFillHitPool(pool, headCol, ctx.hitPos, ctx.firePos); AimkillWeaponPrimePoolKO(ctx.weaponOnHand, pool); void *attackInstance = GKHECDLGAJA(local, pool); if (!attackInstance) return false; ctx.checkParams = LCLHHHKFCFP(ctx.weaponOnHand, attackInstance, headCol, false, ctx.damageInfo); return ctx.checkParams != nullptr; } static bool AimkillDeliverTakeDamagePath(void *local, void *target, AimkillHitCtx &ctx) { void *weapon = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local); if (!weapon || !ctx.sendHitNetId) return false; void *damageInfo = AimkillNewDamageInfo(); if (!damageInfo) return false; int weaponDmg = AimkillRawWeaponDamage(weapon); if (weaponDmg <= 0) return false; COW_GamePlay_IHAAMHPPLMG_o damager = *(COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)local + OFF_Player_PlayerID); ctx.baseDamage = weaponDmg; ctx.playerID = damager; ctx.damageInfo = damageInfo; AimkillFillDamageInfo(ctx.damageInfo, ctx); if (!AimkillBuildCheckParams(local, target, ctx)) return false; StartFiring(local, weapon); ((void (*)(void *, monoList<float *> *, uint32_t))getRealOffset(OFF_SendHit))( weapon, ctx.checkParams, ctx.sendHitNetId); Player_TakeDamage(target, ctx.baseDamage, damager, ctx.damageInfo, ctx.weaponDataID, ctx.firePos, ctx.hitPos, ctx.checkParams, nullptr, 0); AimkillStopFire(local, weapon); AimkillSynsSwapWeapon(local); return true; } static bool AimkillDeliverSendPath(void *local, void *target, AimkillHitCtx &ctx) { void *weapon = ctx.weaponOnHand ? ctx.weaponOnHand : GetWeaponOnHand(local); if (!weapon || !ctx.sendHitNetId) return false; void *damageInfo = AimkillNewDamageInfo(); if (!damageInfo) return false; int weaponDmg = AimkillRawWeaponDamage(weapon); if (weaponDmg <= 0) return false; ctx.baseDamage = weaponDmg; ctx.playerID = *(COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)local + OFF_Player_PlayerID); ctx.damageInfo = damageInfo; AimkillFillDamageInfo(ctx.damageInfo, ctx); void *packet = AimkillNewTakeDamagePacket(local); if (!packet) return false; if (!AimkillBuildCheckParams(local, target, ctx)) return false; AimkillFillSendPacket(packet, local, target, ctx); StartFiring(local, weapon); ((void (*)(void *, monoList<float *> *, uint32_t))getRealOffset(OFF_SendHit))( weapon, ctx.checkParams, ctx.sendHitNetId); ((void (*)(uint32_t, void *, uint8_t, bool))getRealOffset(OFF_GameFacade_Send))( (uint32_t)RUDP_TAKE_DAMAGE, packet, 2, false); AimkillStopFire(local, weapon); AimkillSynsSwapWeapon(local); return true; } static bool AimkillDeliverHit(void *local, void *target, AimkillHitCtx &ctx) { bool ok = false; if (AimkillPrepLosClear(target)) ok = AimkillDeliverTakeDamagePath(local, target, ctx) ok; if (aimkillsSend && AimkillPrepLosClear(target)) ok = AimkillDeliverSendPath(local, target, ctx) ok; return ok; } static void AimkillSilentAimA(void *local, void *target) { if (!local !target !game_sdk) return; void *ht = GetHeadTF(target); if (!ht) return; Vector3 head = game_sdk->get_position(ht); Vector3 cam = AimkillLockCameraOrigin(local); if (cam.x == 0 && cam.y == 0 && cam.z == 0) cam = getPosition(local); Vector3 dir = head - cam; float dist = sqrtf(dir.x * dir.x + dir.y * dir.y + dir.z * dir.z); if (dist <= 0.5f) return; Quaternion look = GetRotationToTheLocation(head, 0.0f, cam); Player_SetAimRotation(local, look, true); float step = dist > 10.f ? 10.f : dist; float scale = step / dist; Il2CppVec3HFA aimDir = {dir.x * scale, dir.y * scale, dir.z * scale}; typedef Il2CppVec3HFA (*MLIKKFn)(void *, Il2CppVec3HFA, int, float); MLIKKFn mlikk = (MLIKKFn)getRealOffset(OFF_Player_MLIKKCIHJEC); if (mlikk) mlikk(local, aimDir, 0, 0.f); } static void AimkillSilentAimB(void *local, void *primary) { if (!localvoid **)((uintpt!game_sdk) return; Vector3 cam = AimkillLockCameraOrigin(local); void *ht = GetHeadTF(primary); if (!ht) return; Vector3 hp = game_sdk->get_position(ht);
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static void *AimkillNewDamageInfo() { void *info = AimkillIl2CppObjectNew("COW.GamePlay", "GLLLEDKLLDA"); if (!info) info = calloc(1, 0x90); return info; } static void AimkillPrimeWeaponPool(void *local, void *weapon, void pool) { if (!local !weapon !pool) return; ((bool ()(void *, void *))getRealOffset(OFF_Weapon_ApplyHitInfo))(weapon, pool); } static void AimkillPrimeFramePool(void *local, void *weapon, void pool) { if (!local !weapon !pool) return; ((bool ()(void *, void *))getRealOffset(OFF_Weapon_ApplyHitInfo))(weapon, pool); ((void ()(void *))getRealOffset(OFF_get_LastAimingInfoFromWeapon))(local); void *(*makePacket)(void *) = (void ()(void *))getRealOffset(OFF_AttackableEntity_MNLNIMBDCNP); if (makePacket) makePacket(local); } static uint32_t AimkillPlayerNetId(void *player) { if (!player) return 0; COW_GamePlay_IHAAMHPPLMG_o *pid = (COW_GamePlay_IHAAMHPPLMG_o *)((uintptr_t)player + OFF_Player_PlayerID); if (!pid) return 0; uint32_t id = ((uint32_t (*)(COW_GamePlay_IHAAMHPPLMG_o *))getRealOffset(OFF_PlayerID_ToNetId))(pid); if (!id) id = pid->PAOLNBLAPJH; if (!id) id = pid->BLDIFPJGDCI; return id; } static uint32_t AimkillSendHitNetId(void *target) { return AimkillPlayerNetId(target); } static uint32_t AimkillPacketTargetId(void target) { if (!target) return 0; uint32_t id = ((uint32_t ()(void *))getRealOffset(OFF_GetAttackableID))(target); if (id) return id; return AimkillSendHitNetId(target); } static int AimkillLethalDamage(void *target, int weaponDamage) { if (!target || !game_sdk) return weaponDamage > 0 ? weaponDamage : 200; int hp = game_sdk->GetHp(target); int maxHp = game_sdk->get_MaxHP(target); int killDmg = hp; if (maxHp > killDmg) killDmg = maxHp; if (killDmg <= 0) killDmg = weaponDamage; if (killDmg <= 0) killDmg = 200; return killDmg; } static void *AimkillLiveDamageInfo(void *local) { if (!local) return nullptr; void *attrs = *(void **)((uintptr_t)local + OFF_Player_Attributes); if (!attrs) return nullptr; void *calc = *(void **)((uintptr_t)attrs + OFF_PlayerAttributes_DamageCalc); if (!calc) return nullptr; return *(void **)((uintptr_t)calc + OFF_DamageCalc_DamageInfo); } static void AimkillSynsSwapWeapon(void *local) { if (!local) return; void *weapon = GetWeaponOnHand(local); if (!weapon) return; uint32_t uniqueId = *(uint32_t *)((uintptr_t)weapon + OFF_Weapon_UniqueID); uint32_t localNetId = AimkillPlayerNetId(local); if (!localNetId) return; void *packet = AimkillIl2CppObjectNew("message", "JDIHDLDIMCK"); if (packet) { *(uint32_t *)((uintptr_t)packet + 0x14) = localNetId; *(uint32_t *)((uintptr_t)packet + 0x18) = uniqueId; ((void (*)(uint32_t, void *, uint8_t, bool))getRealOffset(OFF_GameFacade_Send))( (uint32_t)RUDP_CHANGE_INVENTORY_ON_HAND, packet, 2, false); return; } void *invMgr = ((void *(*)(void *))getRealOffset(OFF_GetInventoryManager))(local); if (invMgr) { bool (*syncChange)(void *, uint32_t, uint32_t) = (bool (*)(void *, uint32_t, uint32_t))getRealOffset(OFF_SyncChangeWeapon); if (syncChange && syncChange(invMgr, localNetId, uniqueId)) return; } static uint8_t slotFlip = 0; slotFlip ^= 1; SwapWeapon(local, (int)slotFlip, true); } static bool AimkillTryEquipGunSlot(void *local, int slot) { if (!local slot < 0 slot > 2) return false; SwapWeapon(local, slot, true); return AimkillWeaponIsGun(GetWeaponOnHand(local)); } static void AimkillDoFrameSwap(void *local) { if (!local) return; static bool seeded = false; if (!seeded) { srand((unsigned)time(nullptr)); seeded = true; } int first = rand() % 3; if (AimkillTryEquipGunSlot(local, first)) { AimkillSynsSwapWeapon(local); return; } for (int slot = 0; slot < 3; slot++) { if (slot == first) continue; if (AimkillTryEquipGunSlot(local, slot)) { AimkillSynsSwapWeapon(local); return; } } }
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