👑𝐅𝐈𝐋𝐙𝐄𝐑 𝐆𝐀𝐌𝐈𝐍𝐆👑
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705 photos
67 videos
63 files
49 links
local Details =
{

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

}
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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;

By - @Filzer_OP

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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
🌚3👍2😁21
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.

By - @Filzer_OP

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Bullet Track Fake Damage Fix Converted In SDK!

CurrentWeaponReplicated->ShootMode = 2;

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Decryption of Less Recoil Offsets!


AccessoriesVRecoilFactor, AccessoriesHRecoilFactor, AccessoriesRecoveryFactor are now encrypted and if you want to use them you must decrypt it

Encrypted Offsets:


                  SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesVRecoilFactor + 0xC), 0);
SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesHRecoilFactor + 0xC), 0);
SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesRecoveryFactor + 0xC), 0);


Write Your own decryption logic (hint: its same as instant hit decryption)

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Almost All Reasons Of 1Day Violating Ban!

1. Modifying Anogs Text Segment / UE4 Text Segment.
2. Root Detection.
3. Signature Kill Detection.
4. Stopping Heartbeats Completely.
5. Maybe few more which I couldn't remember right now.

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DeadBox Without Process Event!


This code was originally made by me and my freind (Ganja), but ganja is chutiya as we know, he shared it to someone (i wont tell his name), and that guy shared it to more people's, and almost everyone haves it now, without knowing who actually made it, so am leaking it officially.

if (Actor->IsA(APlayerTombBox::StaticClass())) {
auto TombBoxx = (APlayerTombBox*)Actor;
if (TombBoxx && TombBoxx->DamageCauser && TombBoxx->TargetPlayer && localPlayerController)
{
if (TombBoxx->DamageCauser->PlayerKey == localPlayerController->PlayerKey)
{
if (std::find(AlreadyChangedSet.begin(), AlreadyChangedSet.end(), TombBoxx->TargetPlayer->PlayerKey) == AlreadyChangedSet.end())
{
auto DeadBoxAvatarCompPtr = *(uintptr_t*)((uintptr_t)TombBoxx + 0x4E0); //DeadBoxAvatarComponent_BP_C* DeadBoxAvatarComponent_BP
if (DeadBoxAvatarCompPtr)
{
PreChangeItemAvatar(DeadBoxAvatarCompPtr, EditValue);
AlreadyChangedSet.push_back(TombBoxx->TargetPlayer->PlayerKey);
return;
}
}
}
}
}


You Must Add this in HUD Thread, Else you will get crash.


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LaunchBP UE4 Offset BGMI 3.4 32 Bit

libUE4Base + 0x33CC0DC


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GetCurrentRealTime FPS!

SDK Based:

UScriptHelperClient::GetFPS();


Offset Based (BGMI 3.4 32Bit):

float FPS = *(float*)(libUE4Base + 0x8C13034);


External Based (BGMI 3.4 32Bit):

float FPS = RPM<float>(libUE4Base + 0x8C13034);


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PUBGM 3.5 32 Bit Offsets!

Gnames - 0x4686D14
GUObject - 0x9459CD8
GNativeAndroid - 0x929CDB4
GetActorArray - 0x63AB6A8
GEngine - 0x966619C
IpadView - 0x60B8948
ShootBulletInner - 0x30E6FA0

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