FILZER_(v3.0)_32Bit.zip
3.7 MB
SDK Generator Done!
*Gand me dhal lo ab apna sdk gen
*its fully fixed and esp also showing
*this couldnt be possible without the help of @GanjaOP
*Gand me dhal lo ab apna sdk gen
*its fully fixed and esp also showing
*this couldnt be possible without the help of @GanjaOP
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BGMI SDK 3.0 32 Bit.zip
3.4 MB
Best SDK Specially Generated For BGMI, it only haves 510 files and all features will work. less files = less lag, public sdk haves 800 files because they are generated inside global lol
By - @Filzer_OP
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👍3❤1
Auto Fire Without Process Event!
*now kids will come and say auto fire can be done without process event, just try it once and you will get crash 🤣
*Its same offset which i posted for HUD without process event
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*now kids will come and say auto fire can be done without process event, just try it once and you will get crash 🤣
*Its same offset which i posted for HUD without process event
int (*orig_sub_6582170)(DWORD *a1, int a2, int a3);
int __fastcall hook_sub_6582170(DWORD *a1, int a2, int a3)
{
if(a1)
{
AutoFireThread();
}
return orig_sub_6582170(a1, a2, a3);
}
Hook((void *)(Cheat::libUE4Base + 0x6582170), (void *)hook_sub_6582170, (void **)&orig_sub_6582170);
By - @Filzer_OP
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👍2❤1😱1
Draw IMGUI through Game Renderer Thread!
*make sure you are using libue4 crc checks bypass from memcpy to avoid bans, its much safer than eglSwapBuffers Then.
*This Code Is for BGMI 3.0 32Bit, can be easily updated to 64 bit too.
Offset:
Hook Code:
Hook:
By - @Filzer_OP
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*make sure you are using libue4 crc checks bypass from memcpy to avoid bans, its much safer than eglSwapBuffers Then.
*This Code Is for BGMI 3.0 32Bit, can be easily updated to 64 bit too.
Offset:
uintptr_t Renderer_Offset1 = oxorany(0x66D6498);
Hook Code:
int (*orig_renderer_thread)(int *a1, int a2);
int __fastcall hook_renderer_thread(int *a1, int a2)
{
EGLDisplay dpy = reinterpret_cast<EGLDisplay>(*(DWORD *)(*a1 + 48));
EGLSurface surface = reinterpret_cast<EGLSurface>(*(DWORD *)(*a1 + 64));
//Your Rest Code
return orig_renderer_thread(a1, a2);
Hook:
Hook((void *)(Cheat::libUE4Base + Cheat::Renderer_Offset1), (void *)hook_renderer_thread, (void **)&orig_renderer_thread);
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👍7🤔2❤1🔥1
👑𝐅𝐈𝐋𝐙𝐄𝐑 𝐆𝐀𝐌𝐈𝐍𝐆👑
Draw IMGUI through Game Renderer Thread! *make sure you are using libue4 crc checks bypass from memcpy to avoid bans, its much safer than eglSwapBuffers Then. *This Code Is for BGMI 3.0 32Bit, can be easily updated to 64 bit too. Offset: uintptr_t Renderer_Offset1…
UnKnoWnCheaTs
Draw IMGUI Through Game Renderer Thread!
*make sure you are using libue4 crc checks bypass from memcpy to avoid bans, its much safer than eglSwapBuffers Then. *This Code Is for BGMI 3.0 32Bit
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Media is too big
VIEW IN TELEGRAM
IDA PRO BYPASS PART 8!
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
Watch Part 6 Before Watching This: PART6
Watch Part 7 Before Watching This: PART7
Video On YT: Link
*How To Fix Ban From UE4, what is BulletHitInfoUploadComponent, how does it works, how to fix bans from it, and many more about it, explained a bit about PlayerSecurityInfoCollector too.
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
Watch Part 6 Before Watching This: PART6
Watch Part 7 Before Watching This: PART7
Video On YT: Link
*How To Fix Ban From UE4, what is BulletHitInfoUploadComponent, how does it works, how to fix bans from it, and many more about it, explained a bit about PlayerSecurityInfoCollector too.
By - @Filzer_OP
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👍18❤9🤔3🌚3🥰2😱1
Memcpy Size for 64 bit no crash android BGMI!
anogs :
ue4 :
By - @Filzer_OP
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anogs :
0x3FD4E9ue4 :
0xAABB1E0By - @Filzer_OP
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👍2❤1
No Grass And Less Trees BGMI 3.1 32Bit!
No Grass:
Less Trees:
By - @Filzer_OP
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No Grass:
0x452A0E8Less Trees:
0x5EB1044By - @Filzer_OP
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❤1
CoronaLabs BGMI 3.1 32Bit
By - @Filzer_OP
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libUE4 + 0x41B284CBy - @Filzer_OP
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❤1
Lobby Crash Fix BGMI 3.1 32Bit!
*it wont trigger any ban
*if still crash then use these from case 16
"
libanogs +
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*it wont trigger any ban
*if still crash then use these from case 16
"
opcode_crash", "zygisk", "root"libanogs +
0xBB47C : return 0By - @Filzer_OP
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👍5🥰2❤1
Old libanogs + 0x31880 (Offline fix) which got removed have been discovered.
Its In libhdmpve.so + 0x15C7F8 (BGMI 32 Bit)
First to discover it in whole telegram
By - @Filzer_OP & @dnvterror
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Its In libhdmpve.so + 0x15C7F8 (BGMI 32 Bit)
First to discover it in whole telegram
By - @Filzer_OP & @dnvterror
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❤2👍1
Lib Base Headshot No fake Damage 3.1 BGMI 32 BIT
*You can also add magic bullet offset and edit him with -99999 for better experience
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if (Settings::Memory::MagicBullet)By - @Filzer_OP
{
Write<float>((Cheat::libUE4Base + 0x6131E68), ((float)Settings::Memory::MagicBulletValue * 10.0f));
}
*You can also add magic bullet offset and edit him with -99999 for better experience
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👍3❤1🔥1
Unlimited Ammo BGMI 32 Bit!
*you must have extended quick draw mag to make it work
*you can also make it work with extended mag by changing define id
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auto testx = (ASTExtraShootWeapon*)Cheat::localPlayer->WeaponManagerComponent->CurrentWeaponReplicated;
auto xxx = testx->ShootWeaponEntityComp;
UBackpackUtils* Utils = (UBackpackUtils*)UBackpackUtils::StaticClass();
EItemStoreArea test;
EBattleItemDisuseReason adsds;
FBattleItemUseTarget testttt;
EBattleItemUseReason sssssss;
auto items = Utils->GetAllItemsInBackpack(Cheat::LocalController->BackpackComponent, 1, test);
for (int o = 0; o < items.Num(); o++)
{
if (items[o].DefineID.TypeSpecificID == 204013)
{
Cheat::LocalController->ServerDisuseItem(items[o].DefineID, adsds);
std::this_thread::sleep_for(std::chrono::milliseconds(2000));
Cheat::LocalController->ServerUseItem(items[o].DefineID, testttt, sssssss);
}
}
*(unsigned short*)((uintptr_t)xxx + 0x5C0) = 257;
*you must have extended quick draw mag to make it work
*you can also make it work with extended mag by changing define id
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👍9❤1😱1
All Emulators Crash fix (which get after just starting game for 7,8 seconds or even after entereing match)
*Fully Tested.
libanogs +
combine it with case 16 as well if encountring more crash.
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*Fully Tested.
libanogs +
0x116BEC : return 0combine it with case 16 as well if encountring more crash.
By - @Filzer_OP
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👍5❤1🥰1
ViewMatrix In Internal Cheat!
This can be used to fix your cartoonish esp.
*i havent wrriten this code from scratch but i am the second person (i dont know if anyone else have done it) to convert it in internal and am the first person to leak it so i will keep the credits.
By - @Filzer_OP
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This can be used to fix your cartoonish esp.
FVector Screen;
int distanceX;
DWORD ViewMatrixPtr = *(DWORD *)(Cheat::libUE4Base + 0x8D5AF00);
DWORD ViewMatrixBase = *(DWORD *)(ViewMatrixPtr + 32); // 32 Is Static
D3DMatrix ViewMatrix = *(D3DMatrix *)(ViewMatrixBase + 512); // 512 Is Static
auto rootc = Player->RootComponent;
FVector PlayerPos = *(FVector *)((uintptr_t)rootc + 0x160);
if (!WorldToScreenPlayer(PlayerPos, Screen, &distanceX, ViewMatrix))
continue;struct D3DMatrix
{
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
};
bool WorldToScreenPlayer(FVector pos, FVector &screen, int *distance, D3DMatrix viewMatrix)
{
screen = {};
*distance = 0;
float screenW = (viewMatrix._14 * pos.X) + (viewMatrix._24 * pos.Y) + (viewMatrix._34 * pos.Z + viewMatrix._44);
if (screenW < 0.0001f)
return false;
*distance = (screenW / 100);
float screenY = (viewMatrix._12 * pos.X) + (viewMatrix._22 * pos.Y) + (viewMatrix._32 * (pos.Z + 85) + viewMatrix._42);
float screenX = (viewMatrix._11 * pos.X) + (viewMatrix._21 * pos.Y) + (viewMatrix._31 * pos.Z + viewMatrix._41);
screen.Y = (Cheat::ImGui_X::glHeight / 2.f) - (Cheat::ImGui_X::glHeight / 2.f) * screenY / screenW;
screen.X = (Cheat::ImGui_X::glWidth / 2.f) + (Cheat::ImGui_X::glWidth / 2.f) * screenX / screenW;
float y1 = (Cheat::ImGui_X::glHeight / 2.f) - (viewMatrix._12 * pos.X + viewMatrix._22 * pos.Y + viewMatrix._32 * (pos.Z - 95) + viewMatrix._42) * (Cheat::ImGui_X::glHeight / 2.f) / screenW;
screen.Z = y1 - screen.Y;
return !(screen.X == 0 && screen.Y == 0 && screen.Z == 0);
}*i havent wrriten this code from scratch but i am the second person (i dont know if anyone else have done it) to convert it in internal and am the first person to leak it so i will keep the credits.
By - @Filzer_OP
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👍7🥰3❤2
CoronaLabs Used by me personally, enjoy.
https://www.unknowncheats.me/forum/pubg-mobile/630572-coronalabs-higgsboson.html#post4039236
https://www.unknowncheats.me/forum/pubg-mobile/630572-coronalabs-higgsboson.html#post4039236
❤2🥰2
👑𝐅𝐈𝐋𝐙𝐄𝐑 𝐆𝐀𝐌𝐈𝐍𝐆👑
Less Recoil SDK Based! memset(&ShootWeaponEntityComp->RecoilInfo, 0, sizeof(ShootWeaponEntityComp->RecoilInfo)); or *(float *)((uintptr_t)ShootWeaponEntityComp + 0x934) = 0; By - @Filzer_OP For More Cheats Related Stuffs, Join - @FilzerGaming
For 3.1 32Bit
*(float*)((uintptr_t)ShootWeaponEntityComp + 0x93C) = 0;
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Grow up bro atleast dont use chat gpt here,
Load font in internal imgui externally simplest way.
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Load font in internal imgui externally simplest way.
io.Fonts->AddFontFromFileTTF("/sdcard/Android/data/com.pubg.imobile/FilzerX/calibri.ttf", 15.5f, &font_cfg, io.Fonts->GetGlyphRangesDefault());By - @Filzer_OP
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👍4❤2🔥2🌚2
X Hit 3.2 BGMI 32 BIT!
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auto MyHUD = *(int*)((uintptr_t)Cheat::LocalController + 0x394);
if (MyHUD)
{
auto XHitAddr = *(int*)((uintptr_t)MyHUD + 0x438);
float EditXhit = ((float)Settings::Memory::XhitValue * 10.0f);
if (*(float*)((uintptr_t)XHitAddr + 0xC) != EditXhit)
{
*(float*)((uintptr_t)XHitAddr + 0xC) = EditXhit;
*(float*)((uintptr_t)XHitAddr + 0x48) = EditXhit;
*(float*)((uintptr_t)XHitAddr + 0x84) = EditXhit;
*(float*)((uintptr_t)XHitAddr + 0xC0) = EditXhit;
}
}
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👍4🔥3❤2🥰2