PUBGM 3.5.0 | 64 BIT
GName Offset : 0xcca7020) + 0x110);
GWorld Offset : 0xccea590) - 0x20) + 0x30);
VWorld Offset : 0xd3e2bd0
VMatrix Offset : 0xd3e9a70) + 0xc0);
@learn_all_free
GName Offset : 0xcca7020) + 0x110);
GWorld Offset : 0xccea590) - 0x20) + 0x30);
VWorld Offset : 0xd3e2bd0
VMatrix Offset : 0xd3e9a70) + 0xc0);
@learn_all_free
PUBGM 3.5.0 | 64 BIT
@learn_all_free
const DWORD STExtraBaseCharacter = 0x2670;
const DWORD GameState = 0x1d8;
const DWORD AlivePlayerNum = 0xa84;
const DWORD ElapsedTime = 0x488;
const DWORD NoneAIGameTime = 0xa8c;
const DWORD PlayerNum = 0x740;
const DWORD RealPlayerNum = 0x740;
const DWORD AliveTeamNum = 0xa88;
const DWORD PlayerNumPerTeam = 0xe5c;
const DWORD GameModeID = 0xfc8;
const DWORD CurCircleWave = 0xa10;
const DWORD GameReplayType = 0x994;
const DWORD PersistentLevel = 0x30;
const DWORD NetDriver = 0x38;
const DWORD ServerConnection = 0x78;
const DWORD PlayerController = 0x30;
const DWORD AcknowledgedPawn = 0x4b0;
const DWORD RootComponent = 0x1b0;
const DWORD CurrentStates = 0xf80;
const DWORD LastUpdateVelocity = 0x2d0;
const DWORD TeamId = 0x938;
const DWORD IsBot = 0x9e9;
const DWORD Name = 0x8f0;
const DWORD Nation = 0x900;
const DWORD IsDead = 0xddc;
const DWORD PlayerUID = 0x918;
const DWORD Health = 0xdc0;
const DWORD HealthMax = 0xdc4;
const DWORD NearDeathBreath = 0x1980;
const DWORD NearDeatchComponent = 0x1960;
const DWORD BreathMax = 0x16c;
const DWORD ControlRotation = 0x468;
const DWORD ComponentVelocity = 0x260;
const DWORD CurrentVehicle = 0xe08;
const DWORD ReplicatedMovement = 0xb0;
const DWORD RelativeLocation = 0x184;
const DWORD RelativeRotation = 0x190;
const DWORD Mesh = 0x498;
const DWORD BodyAddv = 0x148;
const DWORD MinLOD = 0x874;
const DWORD CurrentWeaponReplicated = 0x500;
const DWORD WeaponManagerComponent = 0x2328;
const DWORD CurrentReloadWeapon = 0x2de8;
const DWORD ShootWeaponComponent = 0xea8;
const DWORD OwnerShootWeapon = 0x210;
const DWORD CurBulletNumInClip = 0xed0;
const DWORD CurMaxBulletNumInOneClip = 0xef0;
const DWORD ShootWeaponEntity = 0x1038;
const DWORD ShootWeaponEffectComp = 0x1040;
const DWORD CameraShakeInnerRadius = 0x260;
const DWORD CameraShakeOuterRadius = 0x1cc;
const DWORD CameraShakFalloff = 0x1d0;
const DWORD CharacterOverrideAttrs = 0x1468;
const DWORD BulletFireSpeed = 0x508;
const DWORD BulletMomentum = 0x668;
const DWORD BulletRange = 0x678;
const DWORD BaseImpactDamage = 0x660;
const DWORD VehicleDamageScale = 0x664;
const DWORD LaunchGravityScale = 0x4b0;
const DWORD ShootInterval = 0x540;
const DWORD bHasSingleFireMode = 0x5a0;
const DWORD bHasAutoFireMode = 0x5a1;
const DWORD bHasBurstFireMode = 0x5a2;
const DWORD BurstShootInterval = 0x5e0;
const DWORD ReloadRate = 0x920;
const DWORD AccessoriesVRecoilFactor = 0xb28;
const DWORD AccessoriesHRecoilFactor = 0xb2c;
const DWORD AccessoriesRecoveryFactor = 0xb30;
const DWORD ShotGunCenterPerc = 0xb94;
const DWORD ShotGunVerticalSpread = 0xb98;
const DWORD ShotGunHorizontalSpread = 0xb9c;
const DWORD GameDeviationFactor = 0xba0;
const DWORD GameDeviationAccuracy = 0xba4;
const DWORD AccessoriesDeviationFactor = 0xba8;
const DWORD VehicleWeaponDeviationAngle = 0xbbc;
const DWORD RecoilKickADS = 0xc58;
const DWORD HP = 0x2c4;
const DWORD HPMax = 0x2c0;
const DWORD Fuel = 0x33c;
const DWORD FuelMax = 0x334;
const DWORD VehicleMovement = 0x17a8;
const DWORD VehicleCommon = 0xac0;
const DWORD lastForwardSpeed = 0xb54;
const DWORD PickUpDataList = 0x888;
const DWORD STPlayerController = 0x4090;
const DWORD PlayerCameraManager = 0x4d0;
const DWORD MyHUD = 0x4c8;
const DWORD CameraCache = 0x4b0;
const DWORD ScopeFov = 0x1a74;
const DWORD ScopeCameraComp = 0x1af0;
const DWORD IsFPPGameMode = 0x908;
const DWORD HitPerform = 0x5a0;
const DWORD SwitchWeaponSpeedScale = 0x2940;
const DWORD CharacterParachuteComponent = 0x1628;
const DWORD CurrentFallSpeed = 0x1cc;
const DWORD PoseState = 0x1650;
const DWORD CharacterMovement = 0x4a0;
const DWORD SpringArmComp = 0x1ac0;
const DWORD MeshContainer = 0x18f8;
const DWORD STPlayerController1 = 0x4090;
const DWORD HitPerformData = 0x5a0;
const DWORD bIsEngineStarted = 0xa98;
const DWORD ExtraBoostFactor = 0x19c0;
const DWORD Status = 0x458;
const DWORD RelativeScale3D = 0x19c;
const DWORD ShootWeaponEntityComp = 0x1038;
const DWORD STCharacterMovement = 0x1bf8;
@learn_all_free
๐11๐ฉ3๐1
๐ท๐ผ๐ฉ๐ฎ ๐ฎ๐๐๐๐๐
๐ ๐ป๐๐๐๐๐๐๐ 3.5 64๐ฉ๐๐
1. ๆทปๅ ๅ็งป / Add Offset
#define ShootGrenade_Offset 0x5C6C1082.ๆทปๅ ๅผๅ ณ / Add Switch
// ๆณจ้
struct sConfig {
// ่ฟฝ่ธช
struct sAim
{
// Grenade่ฟฝ่ธช
bool GrenadeTrack;
// โฆโฆ
};
sAim Silent{0};
};
sConfig Config{0};3.ๆทปๅ ๅฝๆฐ / Add Function
// ๅฃฐๆๆฆดๅผนๅๅฐๅฝๆฐ็ๅๅ
// Declare the prototype of Grenade launch function
void (*ShootGrenadeBullet)(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID);
// ้ฉๅญๅฝๆฐ๏ผ็จไบไฟฎๆนๆฆดๅผนๅๅฐ้ป่พ
// Hook function, used to modify the Grenade launch logic.
void ShootGrenadeBulletHook(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID) {
// ๅฆๆๅฏ็จไบๆฆดๅผน่ฟฝ่ธช1
if (Config.Silent.GrenadeTrack) {
// ่ฎพ็ฝฎ็ธๆบ้ๅจๅๆฐไธบ0๏ผไปฅๆถ้ค้ๅจๆๆ
// Set the camera vibration parameter to 0 to eliminate the vibration effect.
GrenadeLaunchComponent->CameraShakeInnerRadius = 0.0F;
GrenadeLaunchComponent->CameraShakeOuterRadius = 0.0F;
GrenadeLaunchComponent->CameraShakFalloff = 0.0F;
// ่ฟ้ๅกซไฝ ่ชๅทฑ็
// Fill in your own here.
auto Target = ๅญ่ฟฝๆฅๅฃ();
if (Target) {
// ่ทๅ็ฎๆ ๅคด้จไฝ็ฝฎ
// Get the target head position
auto HeadPos = Target->GetBonePos(Target->HeadSocketName, FVector());
// ่ฎก็ฎๅฐๅปๆนๅ
// Calculate the shooting direction
auto ShootDirection = UKismetMathLibrary::Subtract_VectorVector(HeadPos, StartLoc);
// ๅฐๅฐๅปๆนๅ่ฝฌๆขไธบๆ่ฝฌๅจ
// Convert the shooting direction into a rotator.
StartRot = UKismetMathLibrary::Conv_VectorToRotator(ShootDirection);
}
}
// ่ฐ็จๅๅง็ๆฆดๅผนๅๅฐๅฝๆฐ
// Call the original Grenade launch function
return ShootGrenadeBullet(GrenadeLaunchComponent, StartLoc, StartRot, ShootID);
}4.่ฐ็จๅฝๆฐ / Invoking Function
// ๅผๅ ณ Switch
ImGui::Checkbox("ๆฆดๅผน่ฟฝ่ธช", &Config.Silent.GrenadeTrack);5.ๆทปๅ hook / Add Hook
// hookๅฐๅ Hook address
Tools::Hook((void *)(UE4 + ShootGrenade_Offset), (void *)ShootGrenadeBulletHook, (void **)&ShootGrenadeBullet);
1. ๆทปๅ ๅ็งป / Add Offset
#define ShootGrenade_Offset 0x5C6C1082.ๆทปๅ ๅผๅ ณ / Add Switch
// ๆณจ้
struct sConfig {
// ่ฟฝ่ธช
struct sAim
{
// Grenade่ฟฝ่ธช
bool GrenadeTrack;
// โฆโฆ
};
sAim Silent{0};
};
sConfig Config{0};3.ๆทปๅ ๅฝๆฐ / Add Function
// ๅฃฐๆๆฆดๅผนๅๅฐๅฝๆฐ็ๅๅ
// Declare the prototype of Grenade launch function
void (*ShootGrenadeBullet)(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID);
// ้ฉๅญๅฝๆฐ๏ผ็จไบไฟฎๆนๆฆดๅผนๅๅฐ้ป่พ
// Hook function, used to modify the Grenade launch logic.
void ShootGrenadeBulletHook(UGrenadeLaunchComponent* GrenadeLaunchComponent, FVector StartLoc, FRotator StartRot, uint32_t ShootID) {
// ๅฆๆๅฏ็จไบๆฆดๅผน่ฟฝ่ธช1
if (Config.Silent.GrenadeTrack) {
// ่ฎพ็ฝฎ็ธๆบ้ๅจๅๆฐไธบ0๏ผไปฅๆถ้ค้ๅจๆๆ
// Set the camera vibration parameter to 0 to eliminate the vibration effect.
GrenadeLaunchComponent->CameraShakeInnerRadius = 0.0F;
GrenadeLaunchComponent->CameraShakeOuterRadius = 0.0F;
GrenadeLaunchComponent->CameraShakFalloff = 0.0F;
// ่ฟ้ๅกซไฝ ่ชๅทฑ็
// Fill in your own here.
auto Target = ๅญ่ฟฝๆฅๅฃ();
if (Target) {
// ่ทๅ็ฎๆ ๅคด้จไฝ็ฝฎ
// Get the target head position
auto HeadPos = Target->GetBonePos(Target->HeadSocketName, FVector());
// ่ฎก็ฎๅฐๅปๆนๅ
// Calculate the shooting direction
auto ShootDirection = UKismetMathLibrary::Subtract_VectorVector(HeadPos, StartLoc);
// ๅฐๅฐๅปๆนๅ่ฝฌๆขไธบๆ่ฝฌๅจ
// Convert the shooting direction into a rotator.
StartRot = UKismetMathLibrary::Conv_VectorToRotator(ShootDirection);
}
}
// ่ฐ็จๅๅง็ๆฆดๅผนๅๅฐๅฝๆฐ
// Call the original Grenade launch function
return ShootGrenadeBullet(GrenadeLaunchComponent, StartLoc, StartRot, ShootID);
}4.่ฐ็จๅฝๆฐ / Invoking Function
// ๅผๅ ณ Switch
ImGui::Checkbox("ๆฆดๅผน่ฟฝ่ธช", &Config.Silent.GrenadeTrack);5.ๆทปๅ hook / Add Hook
// hookๅฐๅ Hook address
Tools::Hook((void *)(UE4 + ShootGrenade_Offset), (void *)ShootGrenadeBulletHook, (void **)&ShootGrenadeBullet);
โค3๐1
๐๐ Happy New Year 2025! ๐๐
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. ๐โจ
Letโs grow together, achieve our dreams, and make 2025 unforgettable! ๐ช๐
Stay tuned for exciting updates and content coming your way!
Cheers to a fantastic year ahead! ๐ฅ๐
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. ๐โจ
Letโs grow together, achieve our dreams, and make 2025 unforgettable! ๐ช๐
Stay tuned for exciting updates and content coming your way!
Cheers to a fantastic year ahead! ๐ฅ๐
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)
version 7.0.28.3837
dump created by memdumper64, credits to Kuldip Patel(KMODS)
๐คฏ1
libanogs_GL_3.6_Cfile_@gchofficial.c
20.1 MB
Anogs version 7.0.28.3837
Gl 3.6 Cfile For Bypass Dev
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
Loaded IDA Pro 9 with a dump created by UE4Dumper, credits to Kuldip Patel(KMODS)
Share With Credit
๐1๐1
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
๐1
Global 3.6 -64 bit crash fix
int hsub_1C2494(int a1) {
while(true) {
sleep(10000);
}
return osub_1C2494(a1);
}
HOOK_LIB("
Sh
โค1
Global 3.6 -32 bit crash fix
int hsub_167254(int a1) {
pthread_exit(nullptr);
}
HOOK_LIB("
๐5โค1
3.7 GLOBAL PRE RELEASE LEAK
Official Download Link โ
https://f.gbcass.com/PUBGMOBILE_Global_3.7.0_uawebsite_livik01_4EFEEC87E5.apk
Official Download Link โ
https://f.gbcass.com/PUBGMOBILE_Global_3.7.0_uawebsite_livik01_4EFEEC87E5.apk
Tg biggest Active Developer's Channel
๐ฅ9๐3๐ฅฐ2๐1
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
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
GName Fun: 0x1044bd208
GName Data: 0x1099016e0
GWorld Fun: 0x1023a9ff8
GWorld Data: 0x109d42940
GUObject: 0x109b2b4f0
LineOfsignt : 0x1059C1124
ActorArray Decry: 0x105B25158
@LearnAllFree
ๆณๆปฅ:
if (ๅๅ
) {
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.๐คโค1
4.1 64 BGMI MAIN OFFSET
sub_3A564C //Vtable
sub_330494 //Crc Calculation
sub_3315A0 //Crc Check โ๏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 ๐๐ค Gaytin
โค1