Sdk based slow motion!
By - @Filzer_OP
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localPlayer->STPlayerController->AcknowledgedPawn->CustomTimeDilation = 0.08f;By - @Filzer_OP
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π5π2β€1
100% No Recoil Sdk Based!
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*(float *)ShootWeaponEntityComp->UnknownData16 = 0.0f; // Less Recoil
ShootWeaponEntityComp->RecoilKickADS = 0.0f; // No Shake 1
ShootWeaponEntityComp->AnimationKick = 0.0f; // No Shake 2
ShootWeaponEntityComp->GameDeviationFactor = 0.0f; // Static Croshair
ShootWeaponEntityComp->ShotGunCenterPerc = 0.0f; // No Spread 1
ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f; // No Spread 2
ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f; // No Spread 3
ShootWeaponEntityComp->AccessoriesVRecoilFactor = 0.0f; // More Accuracy 1
ShootWeaponEntityComp->AccessoriesHRecoilFactor = 0.0f; // More Accuracy 2
ShootWeaponEntityComp->AccessoriesRecoveryFactor = 0.0f; // More Accuracy 3
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π4π€2β€1π1
Best instant hit from libue4
It's the only working instant hit from the leaked instant hits of 32 bit bgmi i am not telling there are no other instant hit offsets this is just the one which actually works from the leaked 10-15 offsets
Note it's not same as my current one my one based on decryption of bulletfirespeed
0x58ED144 : 00 00 00 00
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It's the only working instant hit from the leaked instant hits of 32 bit bgmi i am not telling there are no other instant hit offsets this is just the one which actually works from the leaked 10-15 offsets
Note it's not same as my current one my one based on decryption of bulletfirespeed
0x58ED144 : 00 00 00 00
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π6
Media is too big
VIEW IN TELEGRAM
IDA PRO BYPASS PART 6!
Watch Part 1 Before Watching This: PART1
Watch Part 2 Before Watching This: PART2
Watch Part 3 Before Watching This: PART3
Watch Part 4 Before Watching This: PART4
Watch Part 5 Before Watching This: PART5
*The most demanded topic on how to fix termination ban and find memory checks (given a hook used by me personally but remember it needs other things with it to fully fix bans i only showed the direction going in that is your job)
By - @Filzer_OP
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Watch Part 1 Before Watching This: PART1
Watch Part 2 Before Watching This: PART2
Watch Part 3 Before Watching This: PART3
Watch Part 4 Before Watching This: PART4
Watch Part 5 Before Watching This: PART5
*The most demanded topic on how to fix termination ban and find memory checks (given a hook used by me personally but remember it needs other things with it to fully fix bans i only showed the direction going in that is your job)
By - @Filzer_OP
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π13β€7π€6
Custom sleep in milliseconds for threads!
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void customSleep(int milliseconds)
{
std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
}customSleep(100); //100 milliseconds For More Cheats Related Stuffs,
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π2
ππ
πππππ πππππππ
IDA PRO BYPASS PART 6! Watch Part 1 Before Watching This: PART1 Watch Part 2 Before Watching This: PART2 Watch Part 3 Before Watching This: PART3 Watch Part 4 Before Watching This: PART4 Watch Part 5 Before Watching This: PART5 *The most demanded topicβ¦
Share the video to your friends guys, just forward it if someone really wants to get real knowledge just recommend him to start from part 1 definitely he will save his time watching my parts rather than others so called "how to make antiban bypass bgmi new method" xD
β€4π2
Bgmi 32 bit UE4 Offsets
Coronalabs:
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Coronalabs:
0x40264FC : 00 00 A0 E3 1E FF 2F E1
Fix Stuck:0x2629AC8 : 00 00 00 00
0x2629AD4 : 00 00 00 00
No Grass:0x42B8488 : 00 00 00 00
90 Fps & Ultra HD:0x2E86EC4 : 05 00 A0 E3 1E FF 2F E1
0x2E87044 : 5A 00 A0 E3 1E FF 2F E1
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π3π€1
BGMI 32 BIT IMGUI ESP OFFSETS 100% Real
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#define ProccesEvent_Offset 0x57E7DC8By - @Filzer_OP
#define GNames_Offset 0x437A13C
#define GEngine_Offset 0x849CCC8
#define GUObject_Offset 0x87C7980
#define GNativeAndroidApp_Offset 0x84910F8
#define GetActorArray 0x5C4E990
#define Actors_Offset 0x70
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π2β€1π₯1
libhdmpve.so
3.4 MB
load your own shared lib in bgmi 2.8 32 bit as there is no useless lib in the game now,
push this lib in the game libs folder and also push your own shared lib with exact same name "libfilzer.so" and it will get load enjoy
by - @Filzer_OP
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push this lib in the game libs folder and also push your own shared lib with exact same name "libfilzer.so" and it will get load enjoy
by - @Filzer_OP
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β€2π1
32 bit auto flash 60% booster
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if (flashauto)
{
if(localPlayer->Energy.EnergyCurrent >= 60.0f)
{
g_LocalPlayer->StandHalfHeight = 77.0f;
g_LocalPlayer->CrouchHalfHeight = 50.0f;
Write_Float(g_UE4 + 0x608698C, 22.5);
Write_Float(g_UE4 + 0x59C6FAC, 0.155);
}
else{
g_LocalPlayer->StandHalfHeight = 88.0f;
g_LocalPlayer->CrouchHalfHeight = 60.0f;
Write_Float(g_UE4 + 0x608698C, 25.72529029846);
Write_Float(g_UE4 + 0x59C6FAC, 9.99999997e-7);
}
}
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π1
Esp skeleton glitch fix:
change
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change
pelvis to Pelvis
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π±2β€1π1
peek god view updated just change
just replace that line with this
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just replace that line with this
auto lund = *(int *)(*(int *)(*(int *)(g_UE4 + 0x8651A34) + 0x0) + 0x354) + 0x158;
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π4
Lib Base Headshot No fake Damage
By - @Filzer_OP
*You can also add magic bullet offset and edit him with -99999 for better experience
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if (Settings::Memory::MagicBullet)
{
Write<float>((Cheat::libUE4Base + 0x5E1BA78), ((float)Settings::Memory::MagicBulletValue * 10.0f));
}By - @Filzer_OP
*You can also add magic bullet offset and edit him with -99999 for better experience
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π3β€2
Auto Parachute 32 Bit Bgmi 2.8
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if (Settings::Memory::FastLand)
{
auto fuckyes = *(int *)(*(int *)(*(int *)(Cheat::libUE4Base + Cheat::localPlayer_Offset) + 0x0) + 0x1018) + 0x2D4;
if (*(int *)fuckyes == 1 && GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime != 0.100f)
{
GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime = 0.100f;
}
if (*(int *)fuckyes != 1 && GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime != 0.00050000002f)
{
GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime = 0.00050000002f;
}
}
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π3β€2π±1
Hide Your Return Value From IDA PRO!
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return (int)string2Offset(OBFUSCATE("0x0"));
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π3π3
Login Crash Fix or getting randomly crash in-game Fix!
"
"
*It won't give termination I have tested and also using it
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"
opcode_crash" this thread was earlier doing that but now its not getting called so,"
scan1" block this thread in case 16 and crash will be fixed!*It won't give termination I have tested and also using it
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π6β€2π2
Calcshootrot For 2.8 Bgmi 32bit!
*Tested*
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*Tested*
libUE4 + 0x32AACC4By - @Filzer_OP
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π2π1
Case 35 Real Workflow explained!
So, suppose case 35 got called with size 69 and at the same time you will also notice that case 37 having size 69 too, so what happens case 35 prepares data for case 37 and if your case 35 having size 69 then whenever you fire a bullet the case 37 will always return 69 unless until case 35 size is changed. So in short changing anything in case 35 will directly/indirectly effect case 37 too.
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Case 37 - libanogs + 0x8E68A (2.8 32 BIT, Case 1 and Case 35 Children)
So, suppose case 35 got called with size 69 and at the same time you will also notice that case 37 having size 69 too, so what happens case 35 prepares data for case 37 and if your case 35 having size 69 then whenever you fire a bullet the case 37 will always return 69 unless until case 35 size is changed. So in short changing anything in case 35 will directly/indirectly effect case 37 too.
By - @Filzer_OP
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π13π₯2β€1
Return 0 and Return 0LL in 64 BIT!
Return 0:
Return 0LL:
By - @Filzer_OP
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Return 0:
00 00 80 D2 C0 03 5F D6 //return 0Return 0LL:
E0 03 1F 2A C0 03 5F D6 //return 0LLBy - @Filzer_OP
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π5π€2
Less Trees & No Grass 2.8 32 BGMI!
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libUE4 + 0x42B8488 : 00 00 00 00 // No Grass
libUE4 + 0x5BAF9BC : 00 00 00 00 // Less Tress
By - @Filzer_OP
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π2π€2
Access BulletFireSpeed to make perfect aim prediction (BGMI / PUBGM 32 Bit)
*Add this code in shoot event
and instead of
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*Add this code in shoot event
and instead of
BulletRange put this BulletFireSpeedauto ShootWeaponEntity = thiz->ShootWeaponEntityComponent;By - @Filzer_OP
auto BulletFireSpeed = *(float*)((uintptr_t)ShootWeaponEntity + 0x408);
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π6π3