👑𝐅𝐈𝐋𝐙𝐄𝐑 𝐆𝐀𝐌𝐈𝐍𝐆👑
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local Details =
{

['Owner'] = @Filzer_OP
['Group'] = @FilzerGamingChat
['Gameplays'] = @FilzerX

}
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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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Kill Message BGMI 32 Bit 3.2!

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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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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Eagle View BGMI 3.2 32Bit!

        auto ThirdPerson = (uintptr_t)Cheat::localPlayer->SpringArmComp;
if (ThirdPerson)
{
*(float*)(ThirdPerson + 0x2CC) = 20000.0f;
}


Updated By - @Filzer_OP

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Bypass Fov Limit SDK Based Without Loop

      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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Fix Bullet Drop Issues When Enemy Going To Hills!

Applied the logic From This Thread: Link

targetAimPos.Z += Velocity.Z * BulletSpeed + 0.5f * 588.6f * BulletSpeed * BulletSpeed;


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Ingame WeaponSkinWithoutLoop SDK Based!

CurrentWeaponReplicated->syndata[7].DefineID.TypeSpecificID = weaponid;

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lobby Modskin BGMI 32Bit!

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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Ipad View BGMI 3.3 32Bit

0x5A76468

ViewMatrix BGMI 3.3 32Bit

0x89B1AB0

Correct GEngine bgmi 32bit

0x89CB344
1👍1
64 Bit ViewMatrix Pointers!

First: 0x20
Second: 0x270

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MessageBox Yes/No + all message box from here, just change method BGMI 32Bit!

int (*CMessageBoxExt)(int type, const char16_t* Caption, const char16_t* Text);


std::u16string stringToUtf16(const std::string& str) {
std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t> converter;
return converter.from_bytes(str);
}
std::unique_ptr<char16_t[]> stringToChar16Array(const std::string& str) {
std::u16string utf16str = stringToUtf16(str);
std::unique_ptr<char16_t[]> char16Array(new char16_t[utf16str.size() + 1]);
std::copy(utf16str.begin(), utf16str.end(), char16Array.get());
char16Array[utf16str.size()] = u'\0';
return char16Array;
}
int MsgBox(int Method, const std::string& Caption, const std::string& Text) {
auto caption = stringToChar16Array(Caption);
auto text = stringToChar16Array(Text);
int result = CMessageBoxExt(Method, caption.get(), text.get());
return result;
}


Example for Yes/No:

MsgBox(1, "Are You Gay?", " Yes");


libUE4 + 0x40A91E0


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https://github.com/Ant-tree/ObfuscatorNDK/releases/download/23.2.8568313/23.2.8568313.zip

Pre Compiled Ollvm Integrated to NDK, 12.09

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GEngine Was Changed in 3.3.1

GEngine BGMI 3.3.1 32Bit

libUE4 + 0x89CD3C4
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ViewMatrix Was Changed in 3.3.1

ViewMatrix BGMI 3.3.1 32Bit

libUE4 + 0x89B3B30
2
Imgui ESP Name ??? Fix

Add this font

*this font don't support all glyps, this is just an example, to fully fix it you need to add a unicode font (remember those cause lot of lag issues)

static const ImWchar FUll_range[] = { 0x01, 0xffff, 0 };

io.Fonts->AddFontFromFileTTF("/sdcard/Android/data/com.pubg.imobile/FilzerX/segoeui.ttf", 15.0f, &icons_config, FUll_range);

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Galadria X-Suit 7 Star

1407366


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Disable WeaponTss BGMI 3.3.1!

32 Bit:
*(bool*)(libUE4Base + 0x84AF79C) = false;


64 Bit:

*(bool*)(libUE4Base + 0xBC037AC) = false;


*After doing this you can edit directly BulletFireSpeed and it will work.

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GEngine Shared In Public For BGMI 3.4 32 Bit Is Wrong!

Correct GEngine BGMI 3.4 32 Bit: libUE4Base + 0x8C12FBC
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Ok i decided to finally share this!

The Real reason behind crash in driving and how to fix it!

This crash is coming because you are getting localPlayer From an inappropriate method, like getting it from acknowledgedPawn, if you are getting localplayer from there, that address gets turned in to CurrentVehicle address after sitting in any vehicle hence if you read / write any pointers in that region which is NULL will cause crash.

How to fix it - just get localPlayer From Loops.

It took me so much time to find the real reason behind it, some people uses conditions to fix it, but that's not real solution.

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Bullet Track Fake Damage Fix Converted In SDK!

CurrentWeaponReplicated->ShootMode = 2;

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