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Postlar arxiv
1 974
Abi to anti cheat 15% he on hua abi se 10 sal ? Please devoloper change karo jiska bhi ha ye tapa tap ka to naam he kharab kar dia atu jhatu devoloper se banwa ke 💀
1 974
Less recoil 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::LessRecoil)
{
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
if (character && character->WeaponManagerComponent)
{
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon *>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon)
{
auto &recoil = weapon->RecoilInfo;
recoil.RecoilValueClimb *= 0.25f;
recoil.RecoilValueFail *= 0.25f;
recoil.VerticalRecoilVariation *= 0.25f;
recoil.VerticalRecoilMin *= 0.25f;
recoil.VerticalRecoilMax *= 0.25f;
}
}
}1 974
long jump 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::LongJump)
{
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter *>(localPlayer);
if (character && character->STCharacterMovement)
{
auto m = character->STCharacterMovement;
m->JumpZVelocity = 1200.0f;
m->GravityScale = 0.5f;
m->AirControl = 1.0f;
m->BrakingDecelerationFalling = 0.0f;
character->VerticalFallingDamageCoefficient = 0.0f;
}
}1 974
crosshair color 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>
// credits : @knoxy_dev
if (knoxy::CrosshairColor) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->WeaponManagerComponent) {
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon && weapon->CachedCrossHairComponent) {
auto ch = weapon->CachedCrossHairComponent;
static float hue = 0.0f;
hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
ch->MainTargetColor = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
}
}
}1 974
small crosshair 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
// credits : @knoxy_dev
if (knoxy::SmallCrosshair) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->WeaponManagerComponent) {
auto weapon = reinterpret_cast<SDK::ASTExtraShootWeapon*>(character->WeaponManagerComponent->CurrentWeaponReplicated);
if (weapon && weapon->CachedCrossHairComponent) {
auto ch = weapon->CachedCrossHairComponent;
auto& data = ch->CrossHairData;
for (int i = 0; i < data.Num(); i++) {
auto& icons = data[i].Crosshair;
for (int j = 0; j < icons.Num(); j++) {
icons[j].Offset = 2.0f;
icons[j].IsSpreadEnable = false;
}
}
}
}
}1 974
xhit effect 4.4 BGMI SDK Based:
#pragma once
#include "SDK.hpp"
#include <cmath>
// credits : @knoxy_dev
if (knoxy::XHitEffect) {
auto character = reinterpret_cast<SDK::ASTExtraBaseCharacter*>(localPlayer);
if (character && character->Controller) {
auto controller = reinterpret_cast<SDK::ASTExtraPlayerController*>(character->Controller);
if (controller && controller->MyHUD) {
auto hud = reinterpret_cast<SDK::ASurviveHUD*>(controller->MyHUD);
auto& hit = hud->HitPerform;
static float hue = 0.0f;
hue += 0.01f; if (hue > 6.28f) hue = 0.0f;
SDK::FLinearColor rainbow = { (sin(hue) + 1.0f) / 2.0f, (sin(hue + 2.09f) + 1.0f) / 2.0f, (sin(hue + 4.18f) + 1.0f) / 2.0f, 1.0f };
hit.HeadExtraScale = 3.0f;
hit.AddSpreadScale = 3.0f;
hit.DefaultSpread = 30.0f;
hit.HitBodyDrawColor = hit.HitHeadDrawColor = hit.HitToDyingDrawColor = hit.HitToDeathDrawColor = rainbow;
}
}
}1 974
PATCH_LIB("libanogs.so","0x1DD054","00 00 80 D2 C0 03 5F D6"); //flag PATCH_LIB("libanogs.so","0x1DD11C","00 00 80 D2 C0 03 5F D6"); //flagMY PRVT FLAG FIX OFFSETS 😘 4.4 BGMI UPDATE ENJOY 😎 Cr ~ MagnusEngineOwner 🥶
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