4.2.0
GL
gobject 0x10A288B80
gname_func 0x104C0F1E8
gname_data 0x10A0557E0
gworld_func 0x102A5125C
gworld_data 0x10A4A1960
VNG
gobject 0x10A199600
gname_func 0x104B79BC4
gname_data 0x109F66330
gworld_func 0x1029BD000
gworld_data 0x10A3B23E0
TW
gobject 0x10A47AF00
gname_func 0x104DAB6C4
gname_data 0x10A247940
gworld_func 0x102BEEB00
gworld_data 0x10A693CE0
KR
gobject 0x10A49BE80
gname_func 0x104DD2538
gname_data 0x10A2688A0
gworld_func 0x102C15974
gworld_data 0x10A6B4C60
By:β¬οΈ
@Dlbren92
shared from @Pubg_dev
β€2
PB4.2
GL
UWorld 0x106684010
GNames 0x104C0F1E8
hookHUD 0x108687C80
GetHUD 0x1034AAF1C
DrawText 0x10633B4E0
DrawLine 0x105F52364
DrawRectFilled 0x105F522D4
DrawCircleFilled 0x10633B94C
Engine 0x10A4A0768
BonePos 0x1031DEDEC
ProjectWorldLocationToScreen 0x105EFB82C
TW
hookHUD 0x108875BE0
GetHUD 0x1036487C0
DrawText 0x1064D79BC
DrawLine 0x1060EE840
DrawRectFilled 0x1060EE7B0
DrawCircleFilled 0x1064D7E28
Engine 0x10A692AE8
UWorld 0x1068204EC
GNames 0x104DAB6C4
BonePos 0x10337C690
ProjectWorldLocationToScreen 0x106097D08
KR
hookHUD 0x108899A70
GetHUD 0x10366F634
DrawText 0x1064FE830
DrawLine 0x1061156B4
DrawRectFilled 0x106115624
DrawCircleFilled 0x1064FEC9C
Engine 0x10A6B3A68
UWorld 0x106847360
GNames 0x104DD2538
BonePos 0x1033A3504
ProjectWorldLocationToScreen 0x1060BEB7C
VN
UWorld 0x1065EE9EC
GNames 0x104B79BC4
hookHUD 0x1085CF060
GetHUD 0x103416CC0
DrawText 0x1062A5EBC
DrawLine 0x105EBCD40
DrawRectFilled 0x105EBCCB0
DrawCircleFilled 0x1062A6328
Engine 0x10A3B11E8
BonePos 0x10314AB90
ProjectWorldLocationToScreen 0x105EBCCB0
PUBG 4.2 UE4 Engine offsets
ByοΌ@XianShaoNB
Shared from @pubg_dev
β€2
Shadow_4_2_Dump_Objc.mm
4 MB
PB 4.2 main exec dump Obj with its address
BG$MI 4.2
GName Fun 0x10454d2a4
GName Data 0x10968f080
GWorld Fun 0x102399208
GWorld data 0x109ad3a60
GUObject 0x1098bac80
by @saudgl
GL-DEV
π₯2β€1
The AI part is in Server side checks only.
There is just SDK (UE4 functions or Unreal Engine SDK) that this company has improved and added some custom functions for checking these:
1) the bullets are going to same bone
2) the player is scoping in on invisible enemies
3) the player is facing or moving towards a special AI where they intentionally mute their sound steps
4) the player is moving towards a special AI that smartly keeps itself hidden all the time but stays nearby (around 80m)
5) the player is BEE-LINING to AI or other enemies.
All of this behavior is calculated.
There are two ways to stop it.
A) The nip where the calculations originate from. So you can fake the data.
π Stop the data to reach to server about bullets accuracy and all other things relevantly as explained above
cridet to : MRKHAN6263 , UC
for who have issue in (vtable) hook , as you know its located on _CONST section.. , what happen before ios 17 .
__const was inside the __DATA segments as section .
but after ios 17 became as new segments __DATA_CONST .
and its became read only ! , but r/w when loaded then became read only . so we have new flag SG_READ_ONLY in ios 17.
πͺhow to solve it , make read/write then change what you need to change( i mean hook vtable) then make it read only as before .
note: if you leave it as read/write will crash , must be back to be read only.
@saudgl
__const was inside the __DATA segments as section .
but after ios 17 became as new segments __DATA_CONST .
and its became read only ! , but r/w when loaded then became read only . so we have new flag SG_READ_ONLY in ios 17.
πͺhow to solve it , make read/write then change what you need to change( i mean hook vtable) then make it read only as before .
note: if you leave it as read/write will crash , must be back to be read only.
@saudgl
β€1
GL-DEV
for who have issue in (vtable) hook , as you know its located on _CONST section.. , what happen before ios 17 . __const was inside the __DATA segments as section . but after ios 17 became as new segments __DATA_CONST . and its became read only ! , butβ¦
for more see this : https://youtu.be/S9FFzsF0aIA?t=683
YouTube
Demystify Mach-O
https://media.ccc.de/v/camp2023-57032-demystify_mach_o
A deep dive explaining the Mach-O executable format along side a code demo.
Apple systems can be quite obscure and archaic considering how popular and ubiquitous their devices are. Learning more aboutβ¦
A deep dive explaining the Mach-O executable format along side a code demo.
Apple systems can be quite obscure and archaic considering how popular and ubiquitous their devices are. Learning more aboutβ¦
β€βπ₯1
GL-DEV
anogs_43_beta
its NOT anti , but just file of anogs ver (((4.3)) beat next ver will come
PB GL 4.3
Gname Fun: 0x104bd8740
GName Data: 0x10a1178b0
GWorld Fun: 0x102a62208
GWorld data: 0x10a566e00
GUObject data: 10a34e980
LineOfsight fun: 105e111bc
ActorArray Decry fun: 0x105f77068
Process event Fun: 0x104d7bfc0
HUD fun: 0x1034d9828
Engine Data: 0x10a565bf0
by @saudgl
ch: @pubg_dev GL-DEV
β€7
SDK PB 4.3 , internal & external
https://github.com/saudgl/Pubg-4.3-IOS-SDK-GL
by @saudgl GL-DEV
internal sdk by wumingNB888
https://github.com/saudgl/Pubg-4.3-IOS-SDK-GL
by @saudgl GL-DEV
internal sdk by wumingNB888
GitHub
GitHub - saudgl/Pubg-4.3-IOS-SDK-GL
Contribute to saudgl/Pubg-4.3-IOS-SDK-GL development by creating an account on GitHub.
PB 4.3 GL
Yaw: 0x890
Roll: 0x898
Pitch: 0x888
lineOfSightTo: 0x7b0
by @saudgl
4.3.0
GL
gobject 0x10A34E980
gname_func 0x104bd8740
gname_data 0x10a1178b0
gworld_func 0x102A62208
gworld_data 0x10A566E00
VNG
gobject 0x10A205B00
gname_func 0x104B1AE24
gname_data 0x109FCEDF0
gworld_func 0x1029BFCBC
gworld_data 0x10A41E1C0
TW
gobject 0x10A545580
gname_func 0x104D78ADC
gname_data 0x10A30E220
gworld_func 0x102C0396C
gworld_data 0x10A75DA00
KR
gobject 0x10A566580
gname_func 0x104D9FA10
gname_data 0x10A32F280
gworld_func 0x102C2A8A0
gworld_data 0x10A77EA00
By:β¬οΈ
@Dlbren92
shared from @Pubg_dev
β€3β€βπ₯1π₯1
//PB 4.3
#ifndef PUBGOffsets_hpp
#define PUBGOffsets_hpp
#include <stdio.h>
#include <string.h>
#define kLineOfSightTo "0x7B0"
#define kPersistentLevel "0x30"
#define kActorList "0xA0"
#define kNetDriver "0x38"
#define kServerConnection "0x78"
#define kPlayerController "0x98"
#define klocalPlayerController "0x30"
#define kPawn "0x4b8"
#define kCharacter "0x4c8"
#define kControlRotation "0x4e0"
#define kMyTeam "0x940"
#define kCameraCache "0x520"
#define kViewTarget "0x10a0"
#define kPlayerCameraManager "0x548"
#define kSizeX "0x40"
#define kSizeY "0x44"
#define kHealth "0xe60"
#define kHealthMax "0xe64"
#define kNearDeathBreath "0x1b60"
#define kbDead "0xe7c"
#define kbHidden "0xe8"
#define kCurrentVehicle "0xeb0"
#define kCurrentStates "0x1058"
#define kNearDeatchComponent "0x1be8" //struct USTCharacterNearDeathComp* NearDeatchComponent;
#define kRootComponent "0x208" //struct USceneComponent* RootComponent;
#define kRepMovement "0x110"
#define kPlayerName "0x960"
#define kPlayerUID "0x988"
#define kNation "0x970"
#define kTeamID "0x998"
#define kbIsAI "0xa40"
#define kbIsMLAI "0xa41"
#define kMesh "0x510"
#define kStaticMesh "0x988"
#define kLastRenderTime "0x490"
#define kVelocity "0x18c"
#define kRelativeRotation "0x1f0"
#define kRelativeLocation "0x1e4"
#define kRelativeScale3D "0x1fc"
#define kComponentVelocity "0x2c0"
#define kbIsWeaponFiring "0x1800"
#define kWeaponManagerComponent "0x25b8"
#define kPoseState "0x1810"
#define kScopeFov "0x1c54"
#define kCurrentWeaponReplicated "0x5c8"
#define kShootWeaponEntityComponent "0x398"
#define kWeaponId "0x1e0"
#define kBulletFireSpeed "0x560"
#define kRecoilKickADS "0xcf0"
#define kGameDeviationFactor "0xc2c"
#define kShootWeaponComponent "0xf30"
#define kShootWeaponEntityComp "0x1360"
#define kShootMode "0x10d9"
#define kbIsGunADS "0x1134"
#define kVehicleCommon "0xc00"
#define kHP "0x354"
#define kHPMax "0x350"
#define kFuel "0x43c"
#define kFuelMax "0x438"
#define kPickUpDataList "0x940"
#define kGoodsID "0x38"
#define kTableName "0x8a0"
#define kFPS "0x1c4"
#define kSTBaseCharacter "0x28E0"
#define kCoord "0x1dc"
#define kHeight "0x1c8"
#define kBP_MapUIMarkManager_C "0x4270"
#define kpExtraGameState "0x338"
#define kAlivePlayerNum "0xb34"
#define kPlayerNum "0x7a8"
#define kelapsedSeconds "0x4a8"
#define kPlayerState "0x2308"
#define kKill "0x6c8"
#define kTPP "0x1c50"
#define kFPP "0x1c60"
#define kGameReplayType "0x944"
#define kPickUpAnim "0x1e28"
#define kPressingFireBtn "0x33d0"
#define kCurrentReloadWeapon "0x2b58"
#define kCachedBulletTrackComponent "0xe28"
#define wuhou "0x190"
#define kYaw "0x890"
#define kRoll "0x888"
#define kPitch "0x888"
#endif
by @AFG_iOS1
Shared from GL-DEV
β€1π1π₯1
BG 4.3 ios
GName Fun 0x1041ef544
GName Data 0x10927bc80
GWorld Fun 0x1020837fc
GWorld Data 0x1096c3a80
GUObject data 0x1094ab600
Process event 0x104392e30
LineOfsight 0x105427ffc
by @saudgl
from @Bubg_dev GL-DEV
β€1