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πŸ“Œ Educational & Research Purpose Only πŸ” Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse πŸ“š For knowledge & awareness only MODs & Kernel Resources.β˜‘οΈ

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if (ByHAXBEYPublicXEffet) {    kFox::SetSearchRange(RegionType::ALL); kFox::MemorySearch( "10.0", Type::TYPE_FLOAT);// @NASHEDI_SRC kFox::MemoryOffset( "46.0", 4, Type::TYPE_FLOAT); kFox::MemoryWrite( "1999", 0, Type::TYPE_FLOAT); // Sincerely, (CNC - MANAGEMENT)"    LOGI("HAXBEY PUBLIC X-FC!");    kFox::ClearResult();     } // 120FPS + NO CRASH
PUBLIC X-EFFECT 32/64X 120FPS+ NO CRASH

Vehicle Tracking
void (*orig_shoot_event)(USTExtraShootWeaponComponent *a1, FVector start, FRotator rot, void *unk1, int unk2) = 0; bool qwcifqvs86y8fify = false; void shoot_event(USTExtraShootWeaponComponent *a1, FVector start, FRotator rot, ASTExtraShootWeapon *weapon, int unk1) { if (Config.SilentAim.Enable) { ASTExtraVehicleBase* TargetVehicle = nullptr; float minDistance = std::numeric_limits<float>::infinity(); auto Actors = getActors(); auto localPlayer = g_LocalPlayer; auto localController = g_LocalController; if (localPlayer && localController) { FVector viewLocation = localPlayer->GetBonePos("Head", {}); viewLocation.Z += 10.f; for (int i = 0; i < Actors.size(); ++i) { auto Actor = Actors[i]; if (isObjectInvalid(Actor)) continue; if (Actor->IsA(ASTExtraVehicleBase::StaticClass())) { auto Vehicle = (ASTExtraVehicleBase*)Actor; if (!Vehicle->RootComponent) continue; if (Config.SilentAim.VisCheck) { if (!localController->LineOfSightTo(Vehicle, viewLocation, true)) continue; } float dist = localPlayer->GetDistanceTo(Vehicle); if (dist < minDistance) { minDistance = dist; TargetVehicle = Vehicle; } } } } if (TargetVehicle) { bool triggerOk = false; if (Config.SilentAim.Trigger != EAimTrigger::None) { if (Config.SilentAim.Trigger == EAimTrigger::Shooting) { triggerOk = localPlayer->bIsWeaponFiring; } else if (Config.SilentAim.Trigger == EAimTrigger::Scoping) { triggerOk = localPlayer->bIsFPPOnVehicle; } else if (Config.SilentAim.Trigger == EAimTrigger::Both) { triggerOk = localPlayer->bIsWeaponFiring && localPlayer->bIsGunADS; } else if (Config.SilentAim.Trigger == EAimTrigger::Any) { triggerOk = localPlayer->bIsWeaponFiring || localPlayer->bIsGunADS; } } else { triggerOk = true; } if (triggerOk) { // βœ… Ψ§Ψ³ΨͺΨ¨Ψ―Ψ§Ω„ GetActorLocation β†’ K2_GetActorLocation FVector targetAimPos = TargetVehicle->K2_GetActorLocation(); targetAimPos.Z += 50.0f; // @FeaturesticLeaks UShootWeaponEntity* ShootWeaponEntityComponent = a1->ShootWeaponEntityComponent; if (ShootWeaponEntityComponent) { FVector Velocity = TargetVehicle->ReplicatedMovement.LinearVelocity; float dist = localPlayer->GetDistanceTo(TargetVehicle); auto timeToTravel = dist / ShootWeaponEntityComponent->BulletFireSpeed; targetAimPos = UKismetMathLibrary::Add_VectorVector( targetAimPos, UKismetMathLibrary::Multiply_VectorFloat(Velocity, timeToTravel) ); FVector fDir = UKismetMathLibrary::Subtract_VectorVector(targetAimPos, start); FRotator aimRot = UKismetMathLibrary::Conv_VectorToRotator(fDir); rot = aimRot; } } } } return orig_shoot_event(a1, start, rot, weapon, unk1); }