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
By - @Filzer_OP
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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.
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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.
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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.
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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
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👑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;
🔥4👍3❤2🥰2🤔2
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!
By - @Filzer_OP
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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
Case 10 Bgmi 32 Bit!
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libUE4 + 0x3C9F858
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🔥5❤2👍2🥰2
6hour Limit Fixer From libhdmpve, Works WIthout Ban BGMI 32 BIT 3.2!
*It won't Work on Emulator.
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*It won't Work on Emulator.
if (Settings::Memory::LimitFix)
{
if (*(uint32_t*)(Cheat::libhdmpveBase + 0x72BC8) != 0)
{
writeBytes((uintptr_t)(Cheat::libhdmpveBase + 0x72BC8), { 0x00, 0x00, 0x00, 0x00 });
}
}
else
{
if (*(uint32_t*)(Cheat::libhdmpveBase + 0x72BC8) == 0)
{
writeBytes((uintptr_t)(Cheat::libhdmpveBase + 0x72BC8), { 0x89, 0xEA, 0x04, 0x04 });
}
}
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👍5🔥5❤2🥰2
All PlayerSecurityInfoCollector Functions, BGMI 32 BIT!
*Taken From SDK Provided By Fizz.
By - @Filzer_OP
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void StartOnPlane();// 0x36aaef0
void ReportDSPlayerDieCircleFlow();// 0x36aaedc
void RecordAirDropCount();// 0x36aaec8
void PlayerCanJump();// 0x36aaeb4
void HandleSyncCircleInfo(int Index);// 0x36aae3c
void HandleDSCharacterWin();// 0x36aae28
void HandleCharacterSafeZoneTips(float SafeZoneTime);// 0x36aadb0
void HandleCharacterDSCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index);// 0x36aaca8
void HandleCharacterCircleWaveOver(int Index);// 0x36aac30
void HandleCharacterCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index);// 0x36aab28
void HandleCharacterBlueCircleRun(float BlueCircleRunTime);// 0x36aaab0
void HandleCharacterBlueCirclePreWarning(float BlueCirclePreWarningTime);// 0x36aaa38
void HandleCharacterAttrChangedWithDetail(Actor* nowActor, FString AttrName, float ValueDelta, float ResultValue);// 0x36aa8ac
void ExitParachute();// 0x36aa898
void EnterParachute();// 0x36aa884
void EnterJumping();// 0x36aa870
void DSStartOnPlane();// 0x36aa85c
void CalculatePlayerMoveData();// 0x36aa848
void AddRecoveryItemFlow(uint32 ItemId);// 0x36aa7d0
*Taken From SDK Provided By Fizz.
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👍7❤4👏3🔥2😱2
How to Fix Bans Without Using A Single Offset!
So, for example you are using only esp and got 10y ban ingame after 3 games and you was not using any gay bypass offsets so first try to understand how your source works if you know that then you will also know that from where the ban exactly came from for example you are using imgui and to render imgui 99.99% uses eglSwapBuffers and it is patched from long time so just change the method.
Conclusion: don't fight with bans, just try to avoid them as much as you can.
By - @Filzer_OP
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So, for example you are using only esp and got 10y ban ingame after 3 games and you was not using any gay bypass offsets so first try to understand how your source works if you know that then you will also know that from where the ban exactly came from for example you are using imgui and to render imgui 99.99% uses eglSwapBuffers and it is patched from long time so just change the method.
Conclusion: don't fight with bans, just try to avoid them as much as you can.
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👍6❤2😁2😱2
Kill Message BGMI 32 Bit 3.2!
Offset:
Hook:
Function Which Was Used (So you can update it later):
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Offset:
libUE4Base + 0x2BDDBE4
Hook:
int (*orig_kill_message)(ASTExtraPlayerController* OwnerController, struct FFatalDamageParameter* FatalDamageParameter);
int hook__kill_message(ASTExtraPlayerController* OwnerController, struct FFatalDamageParameter* FatalDamageParameter)
{
if (Settings::Memory::ModSkin)
{
if (FatalDamageParameter->CauserKey == Cheat::LocalController->PlayerKey)
{
FatalDamageParameter->CauserWeaponAvatarID = EditValue;
FatalDamageParameter->CauserClothAvatarID = EditValue;
}
}
return orig_kill_message(OwnerController, FatalDamageParameter);
}
Function Which Was Used (So you can update it later):
BroadcastFatalDamageToClientWithStructNew
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❤3👍2🔥2👏1
👑𝐅𝐈𝐋𝐙𝐄𝐑 𝐆𝐀𝐌𝐈𝐍𝐆👑
For 3.1 32Bit *(float*)((uintptr_t)ShootWeaponEntityComp + 0x93C) = 0;
For 3.2 32Bit
*(float*)((uintptr_t)ShootWeaponEntityComp + oxorany(0x930)) = 0;
👍5❤2🔥2
Media is too big
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IDA PRO BYPASS PART 9 💎 !
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
Watch Part 8 Before Watching This: Part8
*Explained each and every bans on how they are caused and possible ways on how you can fix them.
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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
Watch Part 8 Before Watching This: Part8
*Explained each and every bans on how they are caused and possible ways on how you can fix them.
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Please open Telegram to view this post
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👍10❤2🔥1🥰1
Eagle View BGMI 3.2 32Bit!
Updated By - @Filzer_OP
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auto ThirdPerson = (uintptr_t)Cheat::localPlayer->SpringArmComp;
if (ThirdPerson)
{
*(float*)(ThirdPerson + 0x2CC) = 20000.0f;
}
Updated By - @Filzer_OP
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👍7😁3❤2👏2
Bypass Fov Limit SDK Based Without Loop
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if (Settings::Aimbot::BypassLimit)
{
auto PartHitComponent = Cheat::localPlayer->PartHitComponent;
if (PartHitComponent)
{
if (PartHitComponent->ConfigCollisionDistSqAngles[5].Angle != 180.0f)
{
PartHitComponent->ConfigCollisionDistSqAngles[0].Angle = 180.0f;
PartHitComponent->ConfigCollisionDistSqAngles[1].Angle = 180.0f;
PartHitComponent->ConfigCollisionDistSqAngles[2].Angle = 180.0f;
PartHitComponent->ConfigCollisionDistSqAngles[3].Angle = 180.0f;
PartHitComponent->ConfigCollisionDistSqAngles[4].Angle = 180.0f;
PartHitComponent->ConfigCollisionDistSqAngles[5].Angle = 180.0f;
}
}
}
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👍9🔥2❤1😱1
Fix Bullet Drop Issues When Enemy Going To Hills!
Applied the logic From This Thread: Link
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Applied the logic From This Thread: Link
targetAimPos.Z += Velocity.Z * BulletSpeed + 0.5f * 588.6f * BulletSpeed * BulletSpeed;
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👍4🔥2❤1
Ingame WeaponSkinWithoutLoop SDK Based!
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CurrentWeaponReplicated->syndata[7].DefineID.TypeSpecificID = weaponid;By - @Filzer_OP
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❤2👍2🔥2
lobby Modskin BGMI 32Bit!
Player:
Weapon:
*before someone call me copy paster that i have copied from anticheat, i have this from many months.
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Player:
int (*orig_lobbyPlayerSkins)(uintptr_t* a1, FItemDefineID& DefineID, int a3, bool blobby);
int hook_lobbyPlayerSkin(uintptr_t* a1, FItemDefineID& DefineID, int a3, bool blobby)
{
if (Settings::Memory::ModSkin)
{
auto LetTheMagicFold = DefineID;
if (blobby)
{
if (LetTheMagicFold.TypeSpecificID == 1400129)
{
LetTheMagicFold.TypeSpecificID = itemid;
return orig_lobbyPlayerSkins(a1, LetTheMagicFold, a3, blobby);
}
}
}
return orig_lobbyPlayerSkins(a1, DefineID, a3, blobby);
}
0x34BE75C
Weapon:
int (*orig_lobbyWeaponSkins)(int a1, int a2, char a3, char a4);
int hook_lobbyWeaponSkins(int a1, int a2, char a3, char a4)
{
if (Settings::Memory::ModSkin)
{
a2 = WeaponID;
}
return orig_lobbyWeaponSkins(a1, a2, a3, a4);
}
0x3614C48
*before someone call me copy paster that i have copied from anticheat, i have this from many months.
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❤5👍2🔥2