Azyth 团队开源/通知频道
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AZYTH团队开源与交流频道 全网互管1k+资源分享频道 AZYTH团队长期收各路人才 联系 @sad1881
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SGYYDSNB(__int64 __fastcall ,sub_202520,(__int64 a1, int *a2, char *a3, __int64 a4, _QWORD *a5))
{
    if (!a1 || !a5)
    {//
        *a5 = 0;
        *(_DWORD *)(a1 + 1) = 0;
        return 0LL;
    }//SGYYDSN
    return osub_202520(a1, a2, a3, a4, a5);
}

修复客户端终止问题
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XYNNACORE JAVA.zip
52.1 MB
To change the cheat menu, simply delete the white color and add black
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BRPlayerCharacterBase.lua
406.2 KB
Ultimate Skin Lua
updates automatically
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Media is too big
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Ultimate Skin Lua
updates automatic
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__int64 __fastcall (*o_sub_35E2DC)(__int64 a1, _DWORD* a2, void** a3, char a4);

__int64 __fastcall h_sub_35E2DC(__int64 a1, _DWORD* a2, void** a3, char a4)
{
    *a2 = 0;
    *a3 = malloc(0xFF);
    memset(*a3, 0, 0xFF);

    return 1LL;
    }

HOOK_LIB("libanogs.so", "0x35E2DC", h_sub_35E2DC, o_sub_35E2DC);

Bypass Search and Validate Buffer Entry 64-bit
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mixware.zip
13.9 MB
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@kunkuaishanbot
困困快删Bot 正在进行优化
新增两种关键词触发方式
优化ORC AI识图 优化响应速度
在更新期间可能出现无法删除问题 这是因为服务器已经关停 机器人读不到消息 等待恢复即可恢复正常
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RED ZONE WARNING BY @LUCKY_HUB_DEV.zip
1 KB
密码 @LUCKY_HUB_DEV
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这就是Env网络验证吗 怎么我用ai逆向连一轮都没抗住 果真是安全🔒 不是您跟我说 能破解Env的人还没出生吗
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我管你什么验证那个验证的 来了全给你破了😒
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为什么18pm全断货啊 官方店也没货 全特么断货 蓝色不好看 也特么没买 😭😭 世界为什么要这样对我
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我手机都要炸了😡😡
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稍后开源点我自己的东西
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SRPatch_2.0.0.zip
7 MB
SRPatch 一款优质杀签工具
kill sign
支持64位
拥有许多绕过签名保护

解压密码 @SGYYDS886
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出售UE4防禁网,真实有效 @SGYYDSN @SGYYDSNBot
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__int64 (*osub_46EFD0)(_DWORD *a1, unsigned __int8 *a2, unsigned int a3, char a4) = nullptr;
__int64 __fastcall hsub_46EFD0(_DWORD *a1, unsigned __int8 *a2, unsigned int a3, char a4)
{
if (!a1 || !a2)
return 0xFFFFFFFF;
return osub_46EFD0(a1, a2, a3, a4);
}

unsigned __int64 __fastcall (*osub_397138)(int a1, __int64 a2, __int64 *a3, int a4, long double a5);
unsigned __int64 __fastcall hsub_397138(int a1, __int64 a2, __int64 *a3, int a4, long double a5)
{
if (!a2)
return 0;
if (a1 == 1 || a1 == 12 || a1 == 13 || a1 == 14)
return 0;
return osub_397138(a1, a2, a3, a4, a5);
}

shadowhook_hook_func_addr((void*)(anogs + 0x46EFD0), (void *)hsub_46EFD0, (void **) &osub_46EFD0);
shadowhook_hook_func_addr((void*)(anogs + 0x397138), (void *)hsub_397138, (void **) &osub_397138);
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被喵预警完整代码
if (被瞄预警)
{
// 1. 缓存结构(保留)
struct Target { char name[32]; char weapon[32]; float dist; };
static std::array<Target, 8> cache;
static size_t count = 0;

// 2. 定时器(保留,控制检测频率)
static float timer = 0.0f;
timer += GetDeltaTime();
if (timer >= 0.1f)
{
timer = 0.0f;
count = 0;

auto Actors = getActors();
for (auto Actor : Actors)
{
if (count >= 8) break;
if (isObjectInvalid(Actor)) continue;
if (!Actor->IsA(ASTExtraPlayerCharacter::StaticClass())) continue;

auto Enemy = (ASTExtraPlayerCharacter*)Actor;
// 跳过自己、死亡、队友(保留基础过滤,可根据需求删)
if (Enemy == g_LocalPlayer Enemy->bDead Enemy->Health <= 0.0f || Enemy->TeamID == g_LocalController->TeamID)
continue;

// 3. 核心:计算敌人视角方向 + 敌人→你的方向(无视掩体)
FVector EPos = Enemy->RootComponent->RelativeLocation;
SDK::FRotator ControlRot = Enemy->GetControlRotation();
const float kPi = 3.14159265358979323846f;
float YawRad = ControlRot.Yaw * kPi / 180.0f;
float PitchRad = ControlRot.Pitch * kPi / 180.0f;

FVector EDir;
EDir.X = cos(YawRad) * cos(PitchRad);
EDir.Y = sin(YawRad) * cos(PitchRad);
EDir.Z = sin(PitchRad);

FVector MPos = g_LocalPlayer->RootComponent->RelativeLocation;
FVector ToMe = { MPos.X - EPos.X, MPos.Y - EPos.Y, MPos.Z - EPos.Z };

// 4. 归一化方向向量(去掉距离过近检测,即使贴脸也计算)
float lenSq = ToMe.X * ToMe.X + ToMe.Y * ToMe.Y + ToMe.Z * ToMe.Z;
if (lenSq < 1e-6f) continue; // 极端情况(几乎重合),避免除以0
float invLen = 1.0f / sqrtf(lenSq);
ToMe.X *= invLen;
ToMe.Y *= invLen;
ToMe.Z *= invLen;

// 5. 仅用点积判断视角是否对准(无视掩体)
float dot = EDir.X * ToMe.X + EDir.Y * ToMe.Y + EDir.Z * ToMe.Z;
// 阈值0.99619对应~5°,可自己调(值越近1,角度越小)
if (dot < 0.99619f) continue;

// 6. 填充缓存(保留)
strncpy(cache[count].name, Enemy->PlayerName.ToString(), 31);
const char* w = "拳头";
if (auto WMC = Enemy->WeaponManagerComponent)
if (auto CW = (ASTExtraShootWeapon*)WMC->CurrentWeaponReplicated)
w = 枪械信息((int)CW->GetWeaponID());
strncpy(cache[count].weapon, w, 31);
cache[count].dist = sqrtf(lenSq) * 0.01f; // 距离计算保留
++count;
}
}

// 7. 绘制缓存(保留,按原逻辑画)
const float lineH = 20.0f;
float y = glHeight * 0.25f;
for (size_t i = 0; i < count; ++i)
{
char line[128];
snprintf(line, sizeof(line), "%s 使用 %s 瞄准您 %.0fM",
cache[i].name, cache[i].weapon, cache[i].dist);

ImVec2 sz = ImGui::CalcTextSize(line, nullptr, 26.0f);
ImVec2 pos = ImVec2(glWidth * 0.5f - sz.x * 0.5f, y + i * lineH);

float x = pos.x;
auto Draw = [&](const char* txt, ImU32 col) {
draw->AddText(nullptr, 23.0f, ImVec2(x, pos.y), col, txt);
x += ImGui::CalcTextSize(txt).x;
};
Draw(cache[i].name, IM_COL32(0,180,255,255));
Draw(" 使用 ", IM_COL32(255,255,255,255));
Draw(cache[i].weapon, IM_COL32(255,0,0,255));
Draw(" 瞄准您 ", IM_COL32(255,255,255,255));
char d[16]; snprintf(d, sizeof(d), "%.0f米", cache[i].dist);
Draw(d, IM_COL32(255,255,0,255));
}
}


被喵前置加Drawesp上面
float GetDeltaTime() {
static float lastTime = 0.0f;
float currentTime = (float)clock() / CLOCKS_PER_SEC;
float delta = currentTime - lastTime;
lastTime = currentTime;
return delta;
}


被喵修复代码
if (Enemy == g_LocalPlayer Enemy->bDead Enemy->Health <= 0.0f || Enemy->TeamID == g_LocalController->TeamID)

真正的被瞄准预警 无缺少
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