DARK • BYPASS
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Architect of Code | Developer | Reverse Engineer

🔬 Reverse Engineering & Android
💻 C/C++ | Programming
🛠️ Projects & Experiments
📚 Educational Content

🚀 Welcome to DARK SRC

By:- @darkxazanur
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GNames_Offset Offset : 0x44c7b30
GEngine_Offset Offset : 0x8d029d0 //UEngine
GEngine_Offset Offset : 0x9218ea0 //UlocalPlayer
GUObject_Offset Offset : 0x907abf8
GetActorArray_Offset Offset : 0x5fd9ff8
Canvas_Map_Offset Offset : 0x8eb7278
Process_Event_Offset Offset : 0x5b6ed6c //Child
Process_Event_Offset Offset : 0x472c904 //Main
GNativeAndroidApp_Offset Offset : 0x8eb6be8
Actors_Offset Offset : 0x70

Offset 32bit 4.3

Credit : #Nabeelnav7
__int64 __fastcall (*sub_1E9308)(_DWORD *a1, unsigned __int8 *a2, int a3); //memory tree
__int64 __fastcall hsub_1E9308(_DWORD *a1, unsigned __int8 *a2, int a3)
{
if ( *(_DWORD *)a2 == 67324752 )
{ ( *(_DWORD *)a2 == 67109633 );}
else
return sub_1E9308(a1,a2,a3);
}

Credit : #Nabeelnav7
ImGui Safe Auto Menu Private SRC Leak .zip
54.2 MB
Auto Menu SRC Without Bypass Safe
Private Imgui base safe Src 64BIT 4.3

    >  Support BGMI  4.3<

      > Ui :- CLICK HERE  <

✅Aʀᴄʜɪᴛᴇᴄᴛᴜʀᴇ - 64Bɪᴛ 4.3
✅ Bullet Track No Fake damge
✅AimBot Fixed
✅Uɪ Tʏᴘᴇ - ImGui
✅Nᴏ Lᴀɢ ~ Nᴏ Cʀᴀsʜ
✅No Ban Full Safe
✅Encryption Also Added
✅AntiCrack SRC
------------------------------------------------
Password:- koi password nahi ❌
USE PVT KILL SING SAFE✅
------------------------------------------------
❤3🔥1
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🤣2
DARK • BYPASS
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Phxsy Visibility Judgement Also working in NON root Java

DynamicTargetSelector
DynamicTargetSelector = priority-based bone targeting with automatic fallback to visible bones and seamless return when the primary bone is visible again

gWorld: 0x96F9E6C
gName: 0x91C8DA4


BGMI GL KR VNG TW
𝐁𝐄𝐓𝐀 𝐏𝐔𝐁𝐆𝐌 4.4.4 𝐱32

#define GNames_Offset 0x512d660
#define GUObject_Offset 0xa5e0094
#define GNativeAndroidApp_Offset 0xa3f7fa4
#define GetActorArray_Offset 0x6c66488
#define ProcessEvent_Offset 0x67a6588
#define ULocalPlayer_CD 0xa7cd0a0
#define ULocalPlayer_CB 0x3d50a0
#define Actors_Offset 0x70

#define LineOfSightTo_Offset 0x6a61ea0
#define ShootBulletInner_Offset 0x386c2c0
#define UpdateVolleyShootParameters_Offset 0x38c27c8
#define GetMuzzleTransform_Offset 0x38865b0
#define ClientOnDamageToOther_Offset 0x30719b8
#define BroadcastFatalDamageToClientWithStructNew_Offset 0x304ad38
#define GetMovementBase_Offset 0x28ca99c
#define GetCameraRotation_Offset 0x6e84684
#define GetCameraLocation_Offset 0x6e846a0
#define GetAccessoriesVRecoilFactor_Offset 0x388a0fc
#define GetAccessoriesHRecoilFactor_Offset 0x388a1a4

#define LineOfSightTo_Idx 246
#define ShootBulletInner_Idx 174
#define UpdateVolleyShootParameters_Idx 161
#define GetMuzzleTransform_Idx 314
#define ClientOnDamageToOther_Idx 961
#define BroadcastFatalDamageToClientWithStructNew_Idx 1001
#define GetMovementBase_Idx 236;


Developer : #Nabeelnav7
❤2
Live stream started
PATCH_LIB("libanort.so", "0x18EE", "h 15 00 00 0A");
PATCH_LIB("libanort.so", "0x1473", "h 15 00 00 0A");

Developer #Nabeelnav7
64 BIT TERMINATION FIXER
❤1
PATCH_LIB("libanogs.so","0x48C8A4","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xBA7B4","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xBA6A0","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xBA4C0","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xBEA08","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3BF4C4","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3BFD40","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3B8F64","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3FD53C","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x1D55F4","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3E9864","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3BF240","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3BF114","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3B9930","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3AFEB8","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xC0E74","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xF3D94","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xEB124","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xB7CE4","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3FC148","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3BEFCC","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3FB67C","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3D88EC","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3D90C0","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0xEA74C ","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3FC360","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x9BB5C","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x9B6C0","\x00\x00\xA0\xE3");
PATCH_LIB("libanogs.so","0x3FD2B4","\x00\x00\xA0\xE3");



Developer : #Nabeelnav7

Bgmi 64 BIT all bans fixed with aimbot
❤3
Android-Mod-Menu-Sagar-main.zip
18.6 MB
Android-Mod-Menu-Sagar-main.zip

BGMI 64 BIT SRC 4.3
ANDROID 10 TO 16 supported
PASSWORD : @Nabeelnav7

Support Android up to Android 16. ARMv7 and ARM64 are supported.
❤4
SAGAR-PUBGM-SDK-4.4.zip
4.5 MB
SAGAR-PUBGM-SDK-4.4.zip

PUBGM_GL RAM 64 BIT SDK VERSION_4.4

NEW UPDATE SDK VERSION
ORIGINAL SDK ENJOY

PASSWORD @SagarModsOfficial
😭 Mundo Base Crash Fixer 🌟

static void SigSegvHandler(int sig, siginfo_t* info, void* context) {
LOGE("SIGSEGV caught!");
LOGE("Fault address: %p", info->si_addr);
_exit(0); // prevent infinite crash loop
}

static void InstallSigHandlers() {
struct sigaction sa{};
sa.sa_flags = SA_SIGINFO;
sa.sa_sigaction = SigSegvHandler;
sigemptyset(&sa.sa_mask);

sigaction(SIGSEGV, &sa, nullptr);
sigaction(SIGABRT, &sa, nullptr);
sigaction(SIGBUS, &sa, nullptr);
}
//By Yahdikallah
//Cr Remover = MF

Credit: #Nabeelnav7
Test skin 1s fix

PATCH_LIB("libUE4.so", "0x6c081cc", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7bb19d0", "00 00 80 D2 C0 03 5F D6"); //1 second fixed
PATCH_LIB("libUE4.so", "0x7d50e38", "00 00 80 D2 C0 03 5F D6"); //1 second fixed


Credit : #Nabeelnav7
if (AimBot[1]) {
ASTExtraPlayerCharacter *Target = GetTargetForAim();
if (Target) {
if (localPlayer->bIsWeaponFiring || localPlayer->bIsGunADS) {
FVector targetAimPos = Target->GetBonePos("neck_01", {});
targetAimPos.Z -= 1.2;

if (auto WeaponManagerComponent = localPlayer->WeaponManagerComponent) {
auto PropSlot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if (auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated) {
if (auto ShootWeaponComponent = CurrentWeaponReplicated->ShootWeaponComponent) {
if (auto ShootWeaponEntityComponent = ShootWeaponComponent->ShootWeaponEntityComponent) {

if (localPlayer->bIsGunADS && localPlayer->bIsWeaponFiring) {
float dist = localPlayer->GetDistanceTo(Target) / 100.f;
targetAimPos.Z -= dist * 1.3f;
}

if (localPlayer->bIsWeaponFiring) {
// Camera position & target direction
FVector gunlocation = localPlayerController->PlayerCameraManager->CameraCache.POV.Location;
FVector dir = targetAimPos - gunlocation;

// Normalize
float len = sqrtf(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z);
if (len > 0.001f) {
dir.X /= len;
dir.Y /= len;
dir.Z /= len;
}

// Convert direction → pitch & yaw
FRotator aimrotation;
aimrotation.Yaw = atan2f(dir.Y, dir.X) * (180.f / PI);
aimrotation.Pitch = atan2f(dir.Z, sqrtf(dir.X * dir.X + dir.Y * dir.Y)) * (180.f / PI);
aimrotation.Roll = 0;

FRotator gunrotaton = localPlayerController->PlayerCameraManager->CameraCache.POV.Rotation;

FRotator deltaRotation;
deltaRotation.Pitch = aimrotation.Pitch - gunrotaton.Pitch;
deltaRotation.Yaw = aimrotation.Yaw - gunrotaton.Yaw;
deltaRotation.Roll = 0;

clampAngles(deltaRotation);

// Smooth aim
float smoothFactor = (localPlayer->bIsGunADS) ? 4.0f : 3.0f;
deltaRotation.Pitch /= smoothFactor;
deltaRotation.Yaw /= smoothFactor;

localPlayerController->AddYawInput(deltaRotation.Yaw);
localPlayerController->AddPitchInput(deltaRotation.Pitch);
}
}
}
}
}
}
}
}

FIX AIMBOT

Cr:- #Nabeelnav7
__int64 (*osub_1D081C)(__int64 a1, __int64 a2, __int64 a3, __int64 a4) = 0;

__int64 __fastcall hsub_1D081C(__int64 a1, __int64 a2, __int64 a3, __int64 a4)
{
return 0;
}
HOOK_LIB("libanogs.so", "0x1D081C", hsub_1D081C, osub_1D081C);

Report fix✅
GL KR TWN VNG ✅
64 bit✅


CR:- #Nabeelnav7
❤1🤣1