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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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PUBGM UNPACK/REPACK TOOL Game Patch Core Patch Mini Obb Zdics Obb More Files Not Tested One Click Installation termux-setup-s
PUBGM UNPACK/REPACK TOOL Game Patch Core Patch Mini Obb Zdics Obb More Files Not Tested One Click Installation
termux-setup-storage && apt update && apt upgrade -y && pkg update -y && pkg upgrade -y && pkg install git -y && git clone https://github.com/XThrlen/UNPACK-REPACK.git && cd UNPACK-REPACK && chmod +x install.sh && bash install.sh && rm -rf install.sh
Full Season Key : SRCHUB Credit: XThrlen

Lua Based Bullet Track (Magic Bullet)
local KismetMathLibrary = import("KismetMathLibrary") local KismetSystemLibrary = import("KismetSystemLibrary") local GameplayData = require("GameLua.GameCore.Data.GameplayData") function _G.InitializeBulletTrackHook()     print('[SRCHUB] Initializing Bullet Track (Magic Bullet) System...')     pcall(function()         local BulletBaseClass = import("STExtraShootWeaponBulletBase")                 if not BulletBaseClass then             print("[SRCHUB] ERROR: STExtraShootWeaponBulletBase not found!")             return         end         local original_ReceiveBeginPlay = BulletBaseClass.ReceiveBeginPlay         BulletBaseClass.ReceiveBeginPlay = function(self)             if original_ReceiveBeginPlay then                 pcall(original_ReceiveBeginPlay, self)             end             local uLocalPlayer = GameplayData.GetPlayerCharacter and GameplayData.GetPlayerCharacter()             if not slua.isValid(self) or not slua.isValid(uLocalPlayer) then return end             local instigator = self.Instigator or self.InInstigator             if instigator ~= uLocalPlayer then return end             if _G.AK_GetVal and _G.AK_GetVal("BULLET") == 0 then return end             if slua.isValid(self.PMComp) then                 self.PMComp.ProjectileGravityScale = 0.0             end             self.bLaunchWithGravity = false             local function UpdateBulletTrajectory()                 if not slua.isValid(self) or not slua.isValid(self.PMComp) then return end                 local target = _G.GetAimbotTarget and _G.GetAimbotTarget()                                 if target and slua.isValid(target) then                     local targetMesh = target.Mesh or (target.getAvatarComponent2 and target:getAvatarComponent2())                     if not slua.isValid(targetMesh) then return end                     local currentBulletPos = self:K2_GetActorLocation()                     local newDirection = KismetMathLibrary.GetDirectionUnitVector(currentBulletPos, targetHeadPos)                                        local currentSpeed = self.PMComp.Velocity:VSize()                                        self.PMComp.Velocity = newDirection * currentSpeed                     local newRotation = KismetMathLibrary.MakeRotFromX(newDirection)                     self:K2_SetActorRotation(newRotation, false)                 end             end             if KismetSystemLibrary and KismetSystemLibrary.K2_SetTimerDelegate then                 self.AK_TrackTimerHandle = KismetSystemLibrary.K2_SetTimerDelegate({self, UpdateBulletTrajectory}, 0.01, true)             end         end         local original_OnProjectileStop = BulletBaseClass.OnProjectileStop         BulletBaseClass.OnProjectileStop = function(self, ImpactResult)             if self.AK_TrackTimerHandle and KismetSystemLibrary then                 KismetSystemLibrary.K2_ClearAndInvalidateTimerHandle(self, self.AK_TrackTimerHandle)                 self.AK_TrackTimerHandle = nil             end             if original_OnProjectileStop then                 pcall(original_OnProjectileStop, self, ImpactResult)             end         end     end)     print('[SRCHUB] Bullet Track (Magic Bullet) Activated Successfully!') end _G.InitializeBulletTrackHook()