Hide Your Return Value From IDA PRO!
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return (int)string2Offset(OBFUSCATE("0x0"));
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👍3😁3
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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👍6❤2😁2
Calcshootrot For 2.8 Bgmi 32bit!
*Tested*
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*Tested*
libUE4 + 0x32AACC4By - @Filzer_OP
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👍2🌚1
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.
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👍13🔥2❤1
Return 0 and Return 0LL in 64 BIT!
Return 0:
Return 0LL:
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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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👍5🤔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
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👍2🤔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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👍6😁3
CoronaLabs 64 Bit 2.8 BGMI !
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0x6AD5AF4 : E0 03 1F 2A C0 03 5F D6 //return 0LLBy - @Filzer_OP
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👍2😱2🔥1
Get Our Player Current Total Finishes (Kills) 2.8 BGMI 32 Bit!
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c++
auto PlayerState = Cheat::localPlayer->PlayerState;
auto Kills = *(int *)((uintptr_t)PlayerState + 0x4F8);
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👍4
Knock speed SDK Based!
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Cheat::localPlayer->SpeedScale = (float)Settings::Others::KnockSpeedValue;
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👍4
BulletHitInfoUploadComponent Qmemcpy Caller Patch BGMI 32 BIT 2.8!
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PATCH_LIB("libUE4.so", "0x31E4D50", "00 F0 20 E3");By - @Filzer_OP
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👍4
Coronalabs 2.9 32Bit BGMI!
0x4193C70
*just uploaded if anyone still needs this shit
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0x4193C70
*just uploaded if anyone still needs this shit
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90 fps and UHD Bgmi 2.9 32 bit
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HOOK_LIB("libUE4.so", "0x2F22248", hook_sub_2F22248, orig_sub_2F22248); // 90 Fps
HOOK_LIB("libUE4.so", "0x2F223E0", hook_sub_2F223E0, orig_sub_2F223E0); // UHDBy - @Filzer_OP
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👍2😁2
Random Crossair Color For All PUBG/BGMI 32 Bit
*Use Your Own Random Color Generator Logic.
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LinearColor RandomColorop = RandomColor();
*(LinearColor *)((uintptr_t)Cheat::LocalController + 0x1008) = RandomColorop;
*Use Your Own Random Color Generator Logic.
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🔥3👍1
Termination Reason From Case 35!
0x18 size is totatly patched and is forcing the termination avoid it!
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0x18 size is totatly patched and is forcing the termination avoid it!
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👍6
Full Game Flash For BGMI 2.9 32Bit!
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uintptr_t PlayerSpeed_Offset = 0x5BFF370;
uintptr_t GameSpeed_Offset = 0x62C1FCC;
if (Settings::Memory::FlashManual && *(float *)(Cheat::libUE4Base + Cheat::PlayerSpeed_Offset) != 0.085f)
{
Cheat::localPlayer->StandHalfHeight = 77.0f;
Cheat::localPlayer->CrouchHalfHeight = 50.0f;
Write<float>(Cheat::libUE4Base + Cheat::GameSpeed_Offset, 22.2);
Write<float>(Cheat::libUE4Base + Cheat::PlayerSpeed_Offset, 0.085f);
}
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👍5❤1😱1
Just add this condition to fix your memcpy ban (if you are getting bans from memcpy)
Memcpy wont trigger bans then.
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Size > 0x10000Memcpy wont trigger bans then.
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👍6
Weapon Pos For Weapon Based Vis Check
*There are many more ways better than this I have just gived one of them
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auto CurrentWeaponReplicated = (ASTExtraShootWeapon *)Cheat::localPlayer->WeaponManagerComponent->CurrentWeaponReplicated;
auto RootComp= CurrentWeaponReplicated->RootComponent;
auto WeaponPos = *(FVector*)((uintptr_t)RootComp + 0x150));*There are many more ways better than this I have just gived one of them
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👍2
Just a info!
90% of tg people's think sdk based stuffs are much safer than ue4 stuffs, this is a pure misleading info by some kids let me tell you why, if you are changing from SDK that means you are changing in memory region of anonymous which everyone knows gives the ban most quickly.
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90% of tg people's think sdk based stuffs are much safer than ue4 stuffs, this is a pure misleading info by some kids let me tell you why, if you are changing from SDK that means you are changing in memory region of anonymous which everyone knows gives the ban most quickly.
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👏2
Crouch Based Flash!
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c++
auto PlayerStatesX = *(uint64_t *)((uintptr_t)Cheat::localPlayer + 0xB48);
if (PlayerStatesX <= 19 && ((1 << PlayerStatesX) & 0xB0000) != 0)
{
// Flash On
}
else
{
// Flash Off
}
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😁5
X Effect No need to Update 32 Bit
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{
auto MyHUD = *(int *)((uintptr_t)Cheat::LocalController + 0x36C);
auto XHitAddr = *(int *)((uintptr_t)MyHUD + 0x410);
float EditXhit = ((float)Settings::Memory::XhitValue * 500.0f);
LinearColor RandomColorop = RandomColor();
if (Settings::Memory::XhitValue == 1)
{
EditXhit = 10.0f;
}
*(float *)((uintptr_t)XHitAddr + 0xC) = EditXhit;
*(float *)((uintptr_t)XHitAddr + 0x48) = EditXhit;
*(float *)((uintptr_t)XHitAddr + 0x84) = EditXhit;
*(float *)((uintptr_t)XHitAddr + 0xC0) = EditXhit;
*(LinearColor *)((uintptr_t)MyHUD + 0x410 + 0x30) = RandomColorop;
}By - @Filzer_OP
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👍4