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2 160
Repost from 𝗢𝗻𝗲𝗖𝗼𝗿𝗲 𝗘𝗻𝗴𝗶𝗻𝗲
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Repost from N/a
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2 160
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2 160
float rx = r_m * pxPerMeter; float ry = rx * 0.30f; if (rx < 2.f) return; draw->PathClear(); for (int ei = 0; ei <= 64; ei++) { float ea = (ei / 64.0f) * IM_PI * 2.0f; draw->PathLineTo(ImVec2(cPos.x + cosf(ea) * rx, cPos.y + sinf(ea) * ry)); } draw->PathStroke(col, true, thick); }; // Зᴀᴧиʙᴋᴀ { float rx = r3_m * pxPerMeter; float ry = rx * 0.30f; if (rx >= 2.f) { draw->PathClear(); for (int ei = 0; ei <= 64; ei++) { float ea = (ei / 64.0f) * IM_PI * 2.0f; draw->PathLineTo(ImVec2(cPos.x + cosf(ea) * rx, cPos.y + sinf(ea) * ry)); } draw->PathFillConvex(isSmoke ? IM_COL32(180, 180, 180, af) : IM_COL32(255, 80, 0, af)); } } if (r1_m > 0.f) DrawEllipseRing(r1_m, col1, 1.8f); if (r2_m > 0.f) DrawEllipseRing(r2_m, col2, 1.5f); DrawEllipseRing(r3_m, col3, 2.0f); // Тᴇᴋᴄᴛ ImFont* gfont = sssfont ? sssfont : ImGui::GetFont(); float gfsize = 13.0f * G_Scale; std::string gText = std::string(gLabel) + " (" + std::to_string((int)dist) + "m)"; ImVec2 tSz = gfont->CalcTextSizeA(gfsize, FLT_MAX, 0.0f, gText.c_str()); ImVec2 tPos = ImVec2(cPos.x - tSz.x * 0.5f, cPos.y - tSz.y * 0.5f); draw->AddText(gfont, gfsize, tPos + ImVec2(1,1), IM_COL32(0,0,0,(int)(220*alpha)), gText.c_str()); draw->AddText(gfont, gfsize, tPos, col3, gText.c_str()); } } } }
2 160
bool isMolotov = actorName.find("Burn") != std::string::npos || actorName.find("Molotov") != std::string::npos; bool isSmoke = actorName.find("Smoke") != std::string::npos; bool isStun = actorName.find("Stun") != std::string::npos || actorName.find("Flash") != std::string::npos; const char* gLabel = (CurrentLanguage == RUSSIAN) ? (isMolotov ? "Мᴏᴧᴏᴛᴏʙ" : isSmoke ? "Дыᴍ" : isStun ? "Шᴏᴋ" : "Гᴩᴀʜᴀᴛᴀ") : (isMolotov ? "Molotov" : isSmoke ? "Smoke" : isStun ? "Stun" : "Frag Grenade"); // Рᴇᴀᴧьʜыᴇ ᴩᴀдиʏᴄы ᴨᴏᴩᴀжᴇʜия PUBG Mobile (ᴍᴇᴛᴩы) // Frag: ᴧᴇᴛᴀᴧьʜый 5ᴍ, ᴏᴨᴀᴄʜый 8ᴍ, ᴨᴩᴇдʏᴨᴩᴇждᴇʜиᴇ 10ᴍ (зᴏʜᴀ ʏᴩᴏʜᴀ ~10ᴍ) // Molotov: зᴏʜᴀ ᴏᴦʜя ~6ᴍ ᴩᴀдиʏᴄ // Stun/Flash: ϶ɸɸᴇᴋᴛ ~5ᴍ // Smoke: ~5ᴍ ᴩᴀдиʏᴄ дыᴍᴀ float r1_m, r2_m, r3_m; if (isMolotov) { r1_m = 3.f; r2_m = 0.f; r3_m = 6.f; } else if (isStun) { r1_m = 0.f; r2_m = 0.f; r3_m = 5.f; } else if (isSmoke){ r1_m = 0.f; r2_m = 0.f; r3_m = 5.f; } else { r1_m = 5.f; r2_m = 8.f; r3_m = 10.f; } FVector2D centerSC; if (!W2S(grenadeWorld, ¢erSC)) continue; // Пᴩᴀʙиᴧьʜый ᴩᴀᴄчᴇᴛ px/m чᴇᴩᴇз FOV ᴋᴀᴍᴇᴩы и диᴄᴛᴀʜцию // px/m = (screenHeight / 2) / (dist_m * tan(vfov/2)) float vfov_deg = 60.f; // PUBG Mobile default vertical FOV if (localController && localController->PlayerCameraManager) { float fovVal = localController->PlayerCameraManager->CameraCache.POV.FOV; if (fovVal > 10.f && fovVal < 180.f) { // FOV ʙ PUBG ᴏбычʜᴏ ᴦᴏᴩизᴏʜᴛᴀᴧьʜый, ᴋᴏʜʙᴇᴩᴛиᴩʏᴇᴍ ʙ ʙᴇᴩᴛиᴋᴀᴧьʜый float aspect = (glHeight > 0 && glWidth > 0) ? (float)glWidth / (float)glHeight : 16.f/9.f; float hfov_rad = fovVal * (IM_PI / 180.f); float vfov_rad = 2.f * atanf(tanf(hfov_rad * 0.5f) / aspect); vfov_deg = vfov_rad * (180.f / IM_PI); } } float dist_m = dist > 0.1f ? dist : 0.1f; float half_vfov_rad = vfov_deg * 0.5f * (IM_PI / 180.f); float pxPerMeter = ((float)glHeight * 0.5f) / (dist_m * tanf(half_vfov_rad)); // Оᴦᴩᴀʜичиʙᴀᴇᴍ чᴛᴏб ʜᴇ быᴧᴏ ᴏᴦᴩᴏᴍʜых ᴋᴩʏᴦᴏʙ ʙбᴧизи if (pxPerMeter > 300.f) pxPerMeter = 300.f; if (pxPerMeter < 2.f) pxPerMeter = 2.f; ImVec2 cPos(centerSC.X, centerSC.Y); // Аᴧьɸᴀ: ᴨᴏᴄᴧᴇдʜиᴇ 5 ᴄᴇᴋ ʜᴀчиʜᴀᴇᴛ ᴍиᴦᴀᴛь/иᴄчᴇзᴀᴛь float alpha = 1.f; if (age > 25.f) alpha = 1.f - (age - 25.f) / 5.f; alpha = std::max(0.f, std::min(1.f, alpha)); int a1 = (int)(200 * alpha); int a2 = (int)(220 * alpha); int af = (int)(18 * alpha); ImU32 col1 = IM_COL32(255, 50, 50, a1); ImU32 col2 = IM_COL32(255, 165, 0, a1); ImU32 col3 = IM_COL32(255, 230, 0, a2); auto DrawEllipseRing = [&](float r_m, ImU32 col, float thick) {
2 160
// Grenade ESP if (Config.ESP.Grenade) { // Тᴀйᴍᴇᴩ: хᴩᴀʜиᴍ ʙᴩᴇᴍя ᴨᴇᴩʙᴏᴦᴏ ᴨᴏяʙᴧᴇʜия ᴋᴀждᴏй ᴦᴩᴀʜᴀᴛы ᴨᴏ ᴀдᴩᴇᴄʏ ᴀᴋᴛᴏᴩᴀ static std::map<uintptr_t, float> grenadeSpawnTime; float nowSec = (float)ImGui::GetTime(); bool isGrenadeActor = false; std::string actorName = ""; if (Actor->IsA(ASTExtraGrenadeBase::StaticClass())) { isGrenadeActor = true; actorName = Actor->GetName(); } else { actorName = Actor->GetName(); if (actorName.find("Grenade") != std::string::npos || actorName.find("grenade") != std::string::npos || actorName.find("Throwable") != std::string::npos || actorName.find("Molotov") != std::string::npos || actorName.find("Burn") != std::string::npos || actorName.find("Smoke") != std::string::npos || actorName.find("Stun") != std::string::npos || actorName.find("Flash") != std::string::npos) { isGrenadeActor = true; } } if (isGrenadeActor && Actor->RootComponent) { // Пᴏᴋᴀзыʙᴀᴇᴍ ᴛᴏᴧьᴋᴏ бᴩᴏɯᴇʜʜыᴇ ᴦᴩᴀʜᴀᴛы (иᴍᴇюᴛ ᴄᴋᴏᴩᴏᴄᴛь иᴧи ʏжᴇ ʜᴀ зᴇᴍᴧᴇ ᴨᴏᴄᴧᴇ бᴩᴏᴄᴋᴀ) // Лᴇжᴀчиᴇ ʙ иʜʙᴇʜᴛᴀᴩᴇ/ʜᴀ ᴨᴏᴧʏ ᴋᴀᴋ ᴨиᴋᴀᴨ — ɸиᴧьᴛᴩʏᴇᴍ ᴨᴏ ᴋᴧᴀᴄᴄʏ ᴨиᴋᴀᴨᴀ // Пᴩᴏʙᴇᴩяᴇᴍ velocity: ᴇᴄᴧи ᴦᴩᴀʜᴀᴛᴀ ʙᴏᴏбщᴇ ʜᴇ дʙиᴦᴀᴧᴀᴄь ᴄ ᴄᴀᴍᴏᴦᴏ ʜᴀчᴀᴧᴀ — ᴄᴋиᴨ FVector vel = Actor->GetVelocity(); float velSq = vel.X*vel.X + vel.Y*vel.Y + vel.Z*vel.Z; // Тᴀᴋжᴇ ɸиᴧьᴛᴩʏᴇᴍ ᴇᴄᴧи ϶ᴛᴏ ᴨиᴋᴀᴨ-ᴏбъᴇᴋᴛ (ᴧᴇжиᴛ ᴋᴀᴋ ᴧʏᴛ) // У бᴩᴏɯᴇʜʜых ᴦᴩᴀʜᴀᴛ ᴋᴧᴀᴄᴄ ᴄᴏдᴇᴩжиᴛ "Projectile" иᴧи ᴏʜи яʙᴧяюᴛᴄя GrenadeBase bool isPickup = actorName.find("PickUp") != std::string::npos || actorName.find("Pickup") != std::string::npos || actorName.find("pickup") != std::string::npos || actorName.find("Drop") != std::string::npos || actorName.find("Item") != std::string::npos; if (isPickup) continue; // Еᴄᴧи velocity == 0 и ϶ᴛᴏ ʜᴇ ASTExtraGrenadeBase (ᴛ.ᴇ. ɸᴏᴧбᴇᴋ ᴨᴏ иᴍᴇʜи) — ᴄᴋиᴨ // ASTExtraGrenadeBase — ᴦᴀᴩᴀʜᴛиᴩᴏʙᴀʜʜᴏ бᴩᴏɯᴇʜʜᴀя bool isConfirmedGrenade = Actor->IsA(ASTExtraGrenadeBase::StaticClass()); if (!isConfirmedGrenade && velSq < 1.0f) continue; uintptr_t key = (uintptr_t)Actor; // Зᴀᴨᴏᴍиʜᴀᴇᴍ ᴨᴇᴩʙᴏᴇ ᴨᴏяʙᴧᴇʜиᴇ if (grenadeSpawnTime.find(key) == grenadeSpawnTime.end()) grenadeSpawnTime[key] = nowSec; float age = nowSec - grenadeSpawnTime[key]; // Чиᴄᴛиᴍ ᴄᴛᴀᴩыᴇ зᴀᴨиᴄи (ᴀᴋᴛᴏᴩ дᴀʙʜᴏ ʏдᴀᴧᴇʜ) if (grenadeSpawnTime.size() > 64) { for (auto it = grenadeSpawnTime.begin(); it != grenadeSpawnTime.end(); ) { if (nowSec - it->second > 35.f) it = grenadeSpawnTime.erase(it); else ++it; } } // Пᴩᴏᴨᴀдᴀᴇᴛ чᴇᴩᴇз 30 ᴄᴇᴋ if (age > 30.f) continue; // skip float dist = Actor->GetDistanceTo(localPlayer) / 100.f; if (dist > 150.f) continue; FVector grenadeWorld = Actor->K2_GetActorLocation();
2 160
// Grenade ESP if (Config.ESP.Grenade) { // Тᴀйᴍᴇᴩ: хᴩᴀʜиᴍ ʙᴩᴇᴍя ᴨᴇᴩʙᴏᴦᴏ ᴨᴏяʙᴧᴇʜия ᴋᴀждᴏй ᴦᴩᴀʜᴀᴛы ᴨᴏ ᴀдᴩᴇᴄʏ ᴀᴋᴛᴏᴩᴀ static std::map<uintptr_t, float> grenadeSpawnTime; float nowSec = (float)ImGui::GetTime(); bool isGrenadeActor = false; std::string actorName = ""; if (Actor->IsA(ASTExtraGrenadeBase::StaticClass())) { isGrenadeActor = true; actorName = Actor->GetName(); } else { actorName = Actor->GetName(); if (actorName.find("Grenade") != std::string::npos || actorName.find("grenade") != std::string::npos || actorName.find("Throwable") != std::string::npos || actorName.find("Molotov") != std::string::npos || actorName.find("Burn") != std::string::npos || actorName.find("Smoke") != std::string::npos || actorName.find("Stun") != std::string::npos || actorName.find("Flash") != std::string::npos) { isGrenadeActor = true; } } if (isGrenadeActor && Actor->RootComponent) { // Пᴏᴋᴀзыʙᴀᴇᴍ ᴛᴏᴧьᴋᴏ бᴩᴏɯᴇʜʜыᴇ ᴦᴩᴀʜᴀᴛы (иᴍᴇюᴛ ᴄᴋᴏᴩᴏᴄᴛь иᴧи ʏжᴇ ʜᴀ зᴇᴍᴧᴇ ᴨᴏᴄᴧᴇ бᴩᴏᴄᴋᴀ) // Лᴇжᴀчиᴇ ʙ иʜʙᴇʜᴛᴀᴩᴇ/ʜᴀ ᴨᴏᴧʏ ᴋᴀᴋ ᴨиᴋᴀᴨ — ɸиᴧьᴛᴩʏᴇᴍ ᴨᴏ ᴋᴧᴀᴄᴄʏ ᴨиᴋᴀᴨᴀ // Пᴩᴏʙᴇᴩяᴇᴍ velocity: ᴇᴄᴧи ᴦᴩᴀʜᴀᴛᴀ ʙᴏᴏбщᴇ ʜᴇ дʙиᴦᴀᴧᴀᴄь ᴄ ᴄᴀᴍᴏᴦᴏ ʜᴀчᴀᴧᴀ — ᴄᴋиᴨ FVector vel = Actor->GetVelocity(); float velSq = vel.X*vel.X + vel.Y*vel.Y + vel.Z*vel.Z; // Тᴀᴋжᴇ ɸиᴧьᴛᴩʏᴇᴍ ᴇᴄᴧи ϶ᴛᴏ ᴨиᴋᴀᴨ-ᴏбъᴇᴋᴛ (ᴧᴇжиᴛ ᴋᴀᴋ ᴧʏᴛ) // У бᴩᴏɯᴇʜʜых ᴦᴩᴀʜᴀᴛ ᴋᴧᴀᴄᴄ ᴄᴏдᴇᴩжиᴛ "Projectile" иᴧи ᴏʜи яʙᴧяюᴛᴄя GrenadeBase bool isPickup = actorName.find("PickUp") != std::string::npos || actorName.find("Pickup") != std::string::npos || actorName.find("pickup") != std::string::npos || actorName.find("Drop") != std::string::npos || actorName.find("Item") != std::string::npos; if (isPickup) continue; // Еᴄᴧи velocity == 0 и ϶ᴛᴏ ʜᴇ ASTExtraGrenadeBase (ᴛ.ᴇ. ɸᴏᴧбᴇᴋ ᴨᴏ иᴍᴇʜи) — ᴄᴋиᴨ // ASTExtraGrenadeBase — ᴦᴀᴩᴀʜᴛиᴩᴏʙᴀʜʜᴏ бᴩᴏɯᴇʜʜᴀя bool isConfirmedGrenade = Actor->IsA(ASTExtraGrenadeBase::StaticClass()); if (!isConfirmedGrenade && velSq < 1.0f) continue; uintptr_t key = (uintptr_t)Actor; // Зᴀᴨᴏᴍиʜᴀᴇᴍ ᴨᴇᴩʙᴏᴇ ᴨᴏяʙᴧᴇʜиᴇ if (grenadeSpawnTime.find(key) == grenadeSpawnTime.end()) grenadeSpawnTime[key] = nowSec; float age = nowSec - grenadeSpawnTime[key]; // Чиᴄᴛиᴍ ᴄᴛᴀᴩыᴇ зᴀᴨиᴄи (ᴀᴋᴛᴏᴩ дᴀʙʜᴏ ʏдᴀᴧᴇʜ) if (grenadeSpawnTime.size() > 64) { for (auto it = grenadeSpawnTime.begin(); it != grenadeSpawnTime.end(); ) { if (nowSec - it->second > 35.f) it = grenadeSpawnTime.erase(it); else ++it; } } // Пᴩᴏᴨᴀдᴀᴇᴛ чᴇᴩᴇз 30 ᴄᴇᴋ if (age > 30.f) continue; // skip float dist = Actor->GetDistanceTo(localPlayer) / 100.f; if (dist > 150.f) continue; FVector grenadeWorld = Actor->K2_GetActorLocation();
2 160
pcall(function() DataMgr.roleData.level = 999 require("client.slua.event.EventSystem"):postEvent(1, 10501) end)
Lua Level Code
💠
2 160
Repost from N/a
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2 160
𝗕𝗚𝗠𝗜,𝗚𝗟,𝗙𝗙 𝗣𝗜𝗔𝗗 𝗖𝗢𝗨𝗥𝗦𝗘𝗦 𝟰.𝟯
✅𝐏𝐢𝐚𝐝 𝐂𝐨𝐮𝐫𝐬𝐞 𝐁𝐚𝐬𝐢𝐜 ✈️𝐈𝐃𝐀 𝐏𝐑𝐎 𝐒𝐞𝐭𝐮𝐩 ✈️𝐌𝐨𝐝 𝐌𝐚𝐤𝐢𝐧𝐠 ✈️𝐅𝐮𝐭𝐮𝐫𝐞 𝐚𝐝𝐝𝐢𝐧𝐠 ✈️𝐁𝐲𝐩𝐚𝐬𝐬 𝐦𝐚𝐤𝐢𝐧𝐠 𝐁𝐚𝐬𝐢𝐜 ✈️𝐂 𝐅𝐢𝐥𝐞 𝐌𝐚𝐤𝐢𝐧𝐠 & 𝐂 𝐟𝐢𝐥𝐞 𝐭𝐨 𝐁𝐲𝐩𝐚𝐬𝐬 𝐦𝐚𝐤𝐢𝐧𝐠 ✈️𝐤𝐢𝐥 𝐬𝐢𝐠𝐧 𝐦𝐚𝐤𝐢𝐧𝐠 ✈️32+64 ⚡️Fix price :- 300rs
✅𝐏𝐢𝐚𝐝 𝐂𝐨𝐮𝐫𝐬𝐞 𝐀𝐝𝐯𝐚𝐧𝐜𝐞 ✈️𝐈𝐃𝐀 𝐏𝐑𝐎 𝐒𝐞𝐭𝐮𝐩 ✈️𝐢𝐝𝐚 𝐩𝐫𝐨 𝐁𝐲𝐩𝐚𝐬𝐬 𝐌𝐚𝐤𝐢𝐧𝐠 𝐀𝐝𝐯𝐚𝐧𝐜𝐞 ✈️𝐊𝐢𝐥 𝐬𝐢𝐠𝐧 𝐦𝐚𝐤𝐢𝐧𝐠 ✈️𝐌𝐨𝐝 𝐦𝐚𝐤𝐢𝐧𝐠 ✈️𝐛𝐲𝐩𝐚𝐬𝐬 𝐚𝐝𝐝𝐢𝐧𝐠 ✈️𝐛𝐲𝐩𝐚𝐬𝐬 𝐥𝐢𝐛 𝐦𝐚𝐤𝐢𝐧𝐠 ✈️32+64 ⚡️Fix price :- 500rs𝗩𝗶𝗱𝗲𝗼 + 𝗩𝗖 𝗮𝗹𝘀𝗼 𝗔𝘃𝗮𝗶𝗹𝗮𝗯𝗹𝗲 DM TO BUY 𝐂𝐨𝐮𝐫𝐬𝐞 :- @Shiper_Owner
