Learn_All_Free๐Ÿ‡ฎ๐Ÿ‡ณ
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๐‘ท๐‘ผ๐‘ฉ๐‘ฎ ๐‘ฎ๐’“๐’†๐’๐’‚๐’…๐’† ๐‘ป๐’“๐’‚๐’„๐’Œ๐’Š๐’๐’ˆ 3.5 64๐‘ฉ๐’Š๐’•

1. ๆทปๅŠ ๅ็งป / Add Offset
#define ShootGrenade_Offset 0x5C6C1082.ๆทปๅŠ ๅผ€ๅ…ณ / Add Switch
// ๆณจ้‡Š
struct sConfig {
// ่ฟฝ่ธช
struct sAim
{
// Grenade่ฟฝ่ธช
bool GrenadeTrack;
// โ€ฆโ€ฆ
};
sAim Silent{0};
};
sConfig Config{0};3.ๆทปๅŠ ๅ‡ฝๆ•ฐ / Add Function
// ๅฃฐๆ˜Žๆฆดๅผนๅ‘ๅฐ„ๅ‡ฝๆ•ฐ็š„ๅŽŸๅž‹
// Declare the prototype of Grenade launch function
void (*ShootGrenadeBullet)(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID);
// ้’ฉๅญๅ‡ฝๆ•ฐ๏ผŒ็”จไบŽไฟฎๆ”นๆฆดๅผนๅ‘ๅฐ„้€ป่พ‘
// Hook function, used to modify the Grenade launch logic.
void ShootGrenadeBulletHook(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID) {
// ๅฆ‚ๆžœๅฏ็”จไบ†ๆฆดๅผน่ฟฝ่ธช1
if (Config.Silent.GrenadeTrack) {
// ่ฎพ็ฝฎ็›ธๆœบ้œ‡ๅŠจๅ‚ๆ•ฐไธบ0๏ผŒไปฅๆถˆ้™ค้œ‡ๅŠจๆ•ˆๆžœ
// Set the camera vibration parameter to 0 to eliminate the vibration effect.
GrenadeLaunchComponent->CameraShakeInnerRadius = 0.0F;
GrenadeLaunchComponent->CameraShakeOuterRadius = 0.0F;
GrenadeLaunchComponent->CameraShakFalloff = 0.0F;
// ่ฟ™้‡Œๅกซไฝ ่‡ชๅทฑ็š„
// Fill in your own here.
auto Target = ๅญ่ฟฝๆŽฅๅฃ();
if (Target) {
// ่Žทๅ–็›ฎๆ ‡ๅคด้ƒจไฝ็ฝฎ
// Get the target head position
auto HeadPos = Target->GetBonePos(Target->HeadSocketName, FVector());
// ่ฎก็ฎ—ๅฐ„ๅ‡ปๆ–นๅ‘
// Calculate the shooting direction
auto ShootDirection = UKismetMathLibrary::Subtract_VectorVector(HeadPos, StartLoc);
// ๅฐ†ๅฐ„ๅ‡ปๆ–นๅ‘่ฝฌๆขไธบๆ—‹่ฝฌๅ™จ
// Convert the shooting direction into a rotator.
StartRot = UKismetMathLibrary::Conv_VectorToRotator(ShootDirection);
}
}
// ่ฐƒ็”จๅŽŸๅง‹็š„ๆฆดๅผนๅ‘ๅฐ„ๅ‡ฝๆ•ฐ
// Call the original Grenade launch function
return ShootGrenadeBullet(GrenadeLaunchComponent, StartLoc, StartRot, ShootID);
}4.่ฐƒ็”จๅ‡ฝๆ•ฐ / Invoking Function
// ๅผ€ๅ…ณ Switch
ImGui::Checkbox("ๆฆดๅผน่ฟฝ่ธช", &Config.Silent.GrenadeTrack);5.ๆทปๅŠ hook / Add Hook
// hookๅœฐๅ€ Hook address
Tools::Hook((void *)(UE4 + ShootGrenade_Offset), (void *)ShootGrenadeBulletHook, (void **)&ShootGrenadeBullet);
โค3๐Ÿ˜1
๐ŸŽ‰๐ŸŒŸ Happy New Year 2025! ๐ŸŒŸ๐ŸŽ‰
To all our amazing members, thank you for being part of this journey!
May this year bring you happiness, success, and countless reasons to smile. ๐ŸŒˆโœจ
Letโ€™s grow together, achieve our dreams, and make 2025 unforgettable! ๐Ÿ’ช๐Ÿš€
Stay tuned for exciting updates and content coming your way!
Cheers to a fantastic year ahead! ๐Ÿฅ‚๐ŸŽŠ
libanogs_GL_3.6_Dump.so
6.5 MB
New Anogs
version 7.0.28.3837

dump created by memdumper64, credits to Kuldip Patel(KMODS)
๐Ÿคฏ1
libanogs_GL_3.6_Cfile_@gchofficial.c
20.1 MB
Anogs version 7.0.28.3837
Gl 3.6 Cfile For Bypass Dev
libUE4_GL_64_3.6.0._IDA_@gchofficial.i64.zip
464.2 MB
PUBG GL 3.6
Loaded IDA Pro 9 with a dump created by UE4Dumper, credits to Kuldip Patel(KMODS)

Share With Credit
๐Ÿ‘1๐Ÿ˜1
SDK32.txt
6 MB
3.6 PUBGM 32 BIT SDK DUMP
Strings32.txt
6 MB
3.6 PUBGM 32 BIT STRING DUMP
Objects32.txt
16.3 MB
3.6 PUBGM 32 BIT OBJECT DUMP
SDKw32.txt
414.2 KB
3.6 PUBGM 32 BIT SDKw DUMP
๐Ÿ‘1
Dump_Skin_3.6.cpp
1.5 MB
PUBGM 3.6 SKIN DUMP
English language
๐Ÿ‘4๐Ÿ˜1
Global 3.6 -64 bit crash fix



int (*osub_1C2494)(int a1);
int hsub_1C2494(int a1) {
while(true) {
sleep(10000);
}
return osub_1C2494(a1);
}


HOOK_LIB("
libanort.so", "0x1C2494", hsub_1C2494, osub_1C2494);
Sh
โค1
Global 3.6 -32 bit crash fix


int (*osub_167254)(int a1);
int hsub_167254(int a1) {
pthread_exit(nullptr);
}

HOOK_LIB("
libanort.so", "0x167255", hsub_167254, osub_167254);
๐Ÿ‘5โค1
3.7 GLOBAL PRE RELEASE LEAK
Official Download Link โœ…
https://f.gbcass.com/PUBGMOBILE_Global_3.7.0_uawebsite_livik01_4EFEEC87E5.apk
Tg biggest Active Developer's Channel
๐Ÿ”ฅ9๐Ÿ˜3๐Ÿฅฐ2๐Ÿ‘1
BGMI 64 BIT 4.1.0

GName Offset : 0xdc28570) + 0x110);
GWorld Offset : 0xdc73f50) - 0x20) + 0x30);
VMatrix Offset : 0xe18ba70) + 0xc0);
GNames_Offset Offset : 0x7f6284c
GEngine_Offset Offset : 0xe18ba70 //ULocalPlayer
GEngine_Offset Offset : 0xe1b16a8 //UEngine
GUObject_Offset Offset : 0xdedff70
GetActorArray_Offset Offset : 0x9f8c6a0
Canvas_Map_Offset Offset : 0xdd01240
Process_Event_Offset Offset : 0x81c5160 //Child
Process_Event_Offset Offset : 0x9ae522c //Main
GNativeAndroidApp_Offset Offset : 0xdc28100
Actors_Offset Offset : 0xa0

@LearnAllFree
BGMI 4.1 IOS

GName Fun: 0x1044bd208
GName Data: 0x1099016e0
GWorld Fun: 0x1023a9ff8
GWorld Data: 0x109d42940
GUObject: 0x109b2b4f0
LineOfsignt : 0x1059C1124
ActorArray Decry: 0x105B25158

@LearnAllFree
ๆณ›ๆปฅ:
if (ๅ‘ๅ…‰) {
auto objs = UObject::GetGlobalObjects();
for (int i = 0; i < objs.Num(); i++)
{
auto Object = objs.GetByIndex(i);
if (isObjectInvalid(Object))
continue;

if (Object->IsA(UPrimitiveComponent ::StaticClass())) {
auto playerChar = (UPrimitiveComponent *) Object;
static float cnt = 0.0f;
float r = cos(cnt) * .5f + .5f;
float g = cos(cnt - 2.f * 3.14 / 3.f) * .5f + .5f;
float b = cos(cnt - 4.f * 3.14 / 3.f) * .5f + .5f;
if (cnt >= FLT_MAX) {
cnt = 0.0f;
} else {
cnt += 0.01f;
}
playerChar->SetDrawIdeaOutline(true);
playerChar->SetIdeaOutlineNew(true);
playerChar->SetIdeaOutlineOcclusionHighlight(true);
playerChar->OverrideIdeaOutlineThickness(true, 1);
playerChar->OverrideIdeaOutlineColor(true,FLinearColor(r, g, b, 1.f));

}
}
}
//yu.๐Ÿ’ค
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4.1 64 BGMI MAIN OFFSET

sub_3A564C //Vtable
sub_330494 //Crc Calculation
sub_3315A0 //Crc Check โœ”๏ธ

sub_37C904 //Segment Checks
sub_49AA00 //Crc-32
sub_3F99E8 //FIX 10 YEAR
sub_3FC5C8 //FIX 10 YEAR
sub_32165C //FIX OFFLINE BAN

sub_4B5E78 //FIX OFFLINE DETECTION
0x239614 //variable For Offline
Happy new year ๐ŸŽ†๐Ÿค Gaytin
โค1