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g_LocalPlayer = localPlayer; g_PlayerController = localPlayerController; // TOTAL int totalPlayers = totalEnemies + totalBots; // π₯ PLAYER NA HO TOH KUCH DRAW NAHI HOGA if (totalPlayers <= 0) return; // TEXT BUFFER char textBuffer[64]; sprintf( textBuffer, "E:%d B:%d T:%d", totalEnemies, totalBots, totalPlayers ); // SCREEN float screenWidth = Canvas->SizeX; // ============================== // π₯ GLASS STYLE BLOCK // ============================== // BOX SIZE float rectWidth = 185.0f; float rectHeight = 34.0f; // POSITION float centerX = screenWidth / 2.0f; float posY = 42.0f; FVector2D rectPos( centerX - rectWidth / 2.0f, posY ); // ============================== // π₯ SHADOW // ============================== DrawFilledRect( Canvas, FVector2D(rectPos.X + 2.5f, rectPos.Y + 2.5f), rectWidth, rectHeight, FLinearColor(0.f, 0.f, 0.f, 0.20f) ); // ============================== // π₯ MAIN GLASS BACKGROUND // ============================== DrawFilledRect( Canvas, rectPos, rectWidth, rectHeight, FLinearColor(0.08f, 0.08f, 0.08f, 0.28f) ); // ============================== // π₯ TOP LIGHT EFFECT // ============================== DrawFilledRect( Canvas, FVector2D(rectPos.X + 1.5f, rectPos.Y + 1.5f), rectWidth - 3.0f, 8.0f, FLinearColor(1.f, 1.f, 1.f, 0.06f) ); // ============================== // π₯ BORDER // ============================== FLinearColor borderColor = FLinearColor( 1.f, 1.f, 1.f, 0.30f ); DrawLine( Canvas, rectPos, FVector2D(rectPos.X + rectWidth, rectPos.Y), 1.3f, borderColor ); DrawLine( Canvas, FVector2D(rectPos.X, rectPos.Y + rectHeight), FVector2D(rectPos.X + rectWidth, rectPos.Y + rectHeight), 1.3f, borderColor ); DrawLine( Canvas, rectPos, FVector2D(rectPos.X, rectPos.Y + rectHeight), 1.3f, borderColor ); DrawLine( Canvas, FVector2D(rectPos.X + rectWidth, rectPos.Y), FVector2D(rectPos.X + rectWidth, rectPos.Y + rectHeight), 1.3f, borderColor ); // ============================== // π₯ INNER GLOW // ============================== DrawLine( Canvas, FVector2D(rectPos.X + 1, rectPos.Y + 1), FVector2D(rectPos.X + rectWidth - 1, rectPos.Y + 1), 1.0f, FLinearColor(0.4f, 0.8f, 1.f, 0.08f) ); // ============================== // π₯ FONT // ============================== tslFontUI->LegacyFontSize = 15.f; // ============================== // π₯ TEXT POSITION // ============================== FVector2D textPos( centerX - 56.0f, rectPos.Y + 7.0f ); // ============================== // π₯ TEXT // ============================== DrawOutlinedTextFPS( Canvas, textBuffer, textPos, FLinearColor(1.f, 1.f, 1.f, 1.f), FLinearColor(0.f, 0.f, 0.f, 1.f), false ); } }
ALVISIA_TOOL_PRO_v1.0.zip3.62 MB
ALVISIA_MAGIC_FINAL.zip4.24 KB
static float cnt = 0.0f;
const float RainbowSpeed = 8.0f;
const int RainbowColorCount = 7;
const float FullCircle = 360.0f;
const float IncrementValue = 0.02f;
FLinearColor rainbowColors[RainbowColorCount] = {
FLinearColor(1.0f, 0.0f, 0.0f, 1.0f),
FLinearColor(1.0f, 0.5f, 0.0f, 1.0f),
FLinearColor(1.0f, 1.0f, 0.0f, 1.0f),
FLinearColor(0.0f, 1.0f, 0.0f, 1.0f),
FLinearColor(0.0f, 0.0f, 1.0f, 1.0f),
FLinearColor(0.5f, 0.0f, 1.0f, 1.0f),
FLinearColor(1.0f, 0.0f, 1.0f, 1.0f)
};
int rainbowColorIndex = static_cast<int>(fmod(cnt * RainbowSpeed, RainbowColorCount));
FLinearColor color1 = rainbowColors[rainbowColorIndex];
FLinearColor color2 = rainbowColors[(rainbowColorIndex + 1) % RainbowColorCount];
float rainbowPhase = fmod(cnt * RainbowSpeed, 1.0f);
FLinearColor interpolatedColor = FLinearColor(
color1.R + (color2.R - color1.R) * rainbowPhase,
color1.G + (color2.G - color1.G) * rainbowPhase,
color1.B + (color2.B - color1.B) * rainbowPhase, 1.0f);
Data::localController->CrossHairColor = interpolatedColor;
if (cnt >= FullCircle) {
cnt = 0.0f;
} else {
cnt += IncrementValue;
}
}
Rainbow Crosshair Code π
Imgui Supported, other src I don't know
Build Frida on Android
By Abhi
How hard can it be to build Frida natively on Android in Termux (without NDK)?https://qbtau.in/posts/building_frida_on_termux/
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