Champions once again! 🇮🇳🏆
Massive congratulations to Team India for lifting the T20 World Cup 2026! Incredible talent, fearless cricket, and a billion hearts celebrating together. This victory will be remembered for years.
Proud moment for every Indian! 💙 #TeamIndia #T20WC2026
Massive congratulations to Team India for lifting the T20 World Cup 2026! Incredible talent, fearless cricket, and a billion hearts celebrating together. This victory will be remembered for years.
Proud moment for every Indian! 💙 #TeamIndia #T20WC2026
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🔒 ACCESS UPDATE – ONLY3RB SKINS
Due to security reasons and system protection, ONLY3RB SKINS is now operating on a REFERRAL-ONLY access system.
This decision helps us maintain:
• Detection prevention
• Library scan protection
• Behaviour monitoring
• A safer and more controlled community
We are prioritizing trusted users, high-value customers, YouTubers, and content creators who require a stable and secure experience.
Keys will only be provided to users who are:
• Referred by an existing member
• Recommended by a a trusted user
Messages from unknown or non-referred users may not receive a response.
If you want access, ask an existing member to refer you and include their username when contacting us.
— ONLY3RB SKINS
Due to security reasons and system protection, ONLY3RB SKINS is now operating on a REFERRAL-ONLY access system.
This decision helps us maintain:
• Detection prevention
• Library scan protection
• Behaviour monitoring
• A safer and more controlled community
We are prioritizing trusted users, high-value customers, YouTubers, and content creators who require a stable and secure experience.
Keys will only be provided to users who are:
• Referred by an existing member
• Recommended by a a trusted user
Messages from unknown or non-referred users may not receive a response.
If you want access, ask an existing member to refer you and include their username when contacting us.
— ONLY3RB SKINS
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#define ACharacter_Mesh 0x510
#define AStaticMeshComponent_StaticMesh 0x990
#define AActor_RootComponent 0x208
#define USceneComponent_RelativeLocation 0x1e4
#define USceneComponent_ComponentVelocity 0x2c0
#define AUAEPlayerController_PlayerKey 0x980
#define AUAECharacter_PlayerName 0x960
#define AUAECharacter_PlayerKey 0x980
#define AUAECharacter_TeamID 0x998
#define AUAECharacter_bIsAI 0xa40
#define ASTExtraCharacter_Health 0xe60
#define ASTExtraCharacter_HealthMax 0xe64
#define ASTExtraCharacter_bDead 0xe7c
#define ASTExtraBaseCharacter_WeaponManagerComponent 0x25b8
#define ASTExtraBaseCharacter_NearDeatchComponent 0x1be8
#define ASTExtraBaseCharacter_NearDeathBreath 0x1c00
#define UWeaponManagerComponent_CurrentWeaponReplicated 0x5c8
#define USTCharacterNearDeathComp_BreathMax 0x1cc
#define USTCharacterNearDeathComp_Breath 0x204
#define ASTExtraShootWeapon_ShootWeaponComponent 0xf80
#define ASTExtraShootWeaponComponent_ShootWeaponEntityComponent 0x398
#define ASTExtraShootWeapon_ShootWeaponEntityComp 0x1360
#define UShootWeaponEntity_BulletFireSpeed 0x560
#define APlayerController_PlayerCameraManager 0x548
#define APlayerCameraManager_CameraCacheEntry 0x520
#define ASTExtraPlayerController_bIsPressingFireBtn 0x3868
#define ASTExtraVehicleBase_VehicleShapeType 0x70d
#define AController_ControlRotation 0x4e0
uintptr_t GWorld = 0xe498300;
uintptr_t GNames = 0xe498308;
uintptr_t ViewMatrix = 0xe9ea4f0;
uintptr_t Position = 0x218;
uintptr_t RootComponent = 0x208;
uintptr_t SkeletalMeshComponent = 0x510;
uintptr_t FixAttachInfoList = 0x200;
uintptr_t MinLOD = 0x990;
uintptr_t Health = 0xe60;
uintptr_t bDead = 0xe7c;
uintptr_t PlayerName = 0x960;
uintptr_t TeamID = 0x998;
uintptr_t Role = 0x1a8;
uintptr_t bIsAI = 0xa40;
uintptr_t ObserverCameraFPPMode = 0x72d0;
uintptr_t ActorChildren = 0x1f8;
uintptr_t WeaponEntityComp = 0x7e0;
uintptr_t DrawShootLineTime = 0x134;
uintptr_t UploadInterval = 0x170;
uintptr_t CurBulletNumInClip = 0x0;
uintptr_t bIsGunADS = 0x1134;
uintptr_t bIsWeaponFiring = 0x1800;
uintptr_t Controller = 0x4e8;
uintptr_t ControlRotation = 0x4e0;
uintptr_t WeaponManagerComponent = 0x25b8;
uintptr_t CurrentWeaponReplicated = 0x5c8;
uintptr_t ShootWeaponEntityComp = 0x1360;
uintptr_t BulletFireSpeed = 0x560;
uintptr_t AccessoriesVRecoilFactor = 0xbc8;
uintptr_t AccessoriesHRecoilFactor = 0xbd0;
uintptr_t AccessoriesRecoveryFactor = 0xbcc;
uintptr_t RecoilKickADS = 0xcf0;
uintptr_t ExtraHitPerformScale = 0xcf8;
uintptr_t ShootInterval = 0x5a0;
uintptr_t GameDeviationFactor = 0xc2c;
uintptr_t AnimationKick = 0xcf4;
uintptr_t SwitchWeaponSpeedScale = 0x2bec;
uintptr_t FieldOfView = 0x39c;
int bDead = 0xe7c;
int health = 0xe60;
int teamID = 0x998;
int isBot = 0xa40;
int name = 0x960;
int me = 0x1a8;
int headLocPntr = 0x72d0;
int headLoc = 0x218;
int locationPntr = 0x208;
int boneStruct = 0x510;
int boneMatrix = 0x208;
int bonePntr = 0x990;
int bonechest = 4;
int bonepelvis = 2;
int weaponBase = 0x1f8;
int weaponValidation = 0x138;
int weaponValidationValue = 2;
int ammo = 0x70e5238
int weaponIDPntr = 0x7e0;
int weaponID = 0x1e0;
int isGunADS = 0x1134;
int isGunFiring = 0x1800;
int Controller = 0x4e8;
int Rotator = 0x4e0;;
PUBGM x64 4.3.0 Useful Offset
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#define ACharacter_Mesh 0x3f0
#define AStaticMeshComponent_StaticMesh 0x7e4
#define AActor_RootComponent 0x1b0
#define USceneComponent_RelativeLocation 0x178
#define USceneComponent_ComponentVelocity 0x250
#define AUAEPlayerController_PlayerKey 0x738
#define AUAECharacter_PlayerName 0x720
#define AUAECharacter_PlayerKey 0x738
#define AUAECharacter_TeamID 0x748
#define AUAECharacter_bIsAI 0x7d4
#define ASTExtraCharacter_Health 0xae8
#define ASTExtraCharacter_HealthMax 0xaec
#define ASTExtraCharacter_bDead 0xb00
#define ASTExtraBaseCharacter_WeaponManagerComponent 0x1d70
#define ASTExtraBaseCharacter_NearDeatchComponent 0x1550
#define ASTExtraBaseCharacter_NearDeathBreath 0x1560
#define UWeaponManagerComponent_CurrentWeaponReplicated 0x4bc
#define USTCharacterNearDeathComp_BreathMax 0x164
#define USTCharacterNearDeathComp_Breath 0x18c
#define ASTExtraShootWeapon_ShootWeaponComponent 0xca0
#define ASTExtraShootWeaponComponent_ShootWeaponEntityComponent 0x2d0
#define ASTExtraShootWeapon_ShootWeaponEntityComp 0xf8c
#define UShootWeaponEntity_BulletFireSpeed 0x484
#define APlayerController_PlayerCameraManager 0x410
#define APlayerCameraManager_CameraCacheEntry 0x420
#define ASTExtraPlayerController_bIsPressingFireBtn 0x2bcc
#define ASTExtraVehicleBase_VehicleShapeType 0x549
#define AController_ControlRotation 0x3c8
uintptr_t GWorld = 0xA5BD59C;
uintptr_t GNames = 0xA1CF494;
uintptr_t ViewMatrix = 0xA5A14A4;
uintptr_t Position = 0x1b0;
uintptr_t RootComponent = 0x1b0;
uintptr_t SkeletalMeshComponent = 0x3f0;
uintptr_t FixAttachInfoList = 0x1a0;
uintptr_t MinLOD = 0x7e4;
uintptr_t Health = 0xae8;
uintptr_t bDead = 0xb00;
uintptr_t PlayerName = 0x720;
uintptr_t TeamID = 0x748;
uintptr_t Role = 0x160;
uintptr_t bIsAI = 0x7d4;
uintptr_t ActorChildren = 0x1a4;
uintptr_t WeaponEntityComp = 0x620;
uintptr_t DrawShootLineTime = 0x134;
uintptr_t UploadInterval = 0x170;
uintptr_t CurBulletNumInClip = 0x0;
uintptr_t bIsGunADS = 0xcf4;
uintptr_t bIsWeaponFiring = 0x1200;
uintptr_t Controller = 0x3cc;
uintptr_t ControlRotation = 0x3c8;
uintptr_t WeaponManagerComponent = 0x1d70;
uintptr_t CurrentWeaponReplicated = 0x4bc;
uintptr_t ShootWeaponEntityComp = 0xf8c;
uintptr_t BulletFireSpeed = 0x484;
uintptr_t AccessoriesVRecoilFactor = 0x9c4;
uintptr_t AccessoriesHRecoilFactor = 0x9cc;
uintptr_t AccessoriesRecoveryFactor = 0x9c8;
uintptr_t RecoilKickADS = 0xad8;
uintptr_t ExtraHitPerformScale = 0xae0;
uintptr_t ShootInterval = 0x4b4;
uintptr_t GameDeviationFactor = 0xa18;
uintptr_t AnimationKick = 0xadc;
uintptr_t SwitchWeaponSpeedScale = 0x21f0;
uintptr_t FieldOfView = 0x31c;
int bDead = 0xb00;
int health = 0xae8;
int teamID = 0x748;
int isBot = 0x7d4;
int name = 0x720;
int me = 0x160;
int headLoc = 0x1b0;
int locationPntr = 0x1b0;
int boneStruct = 0x3f0;
int boneMatrix = 0x1b0;
int bonePntr = 0x7e4;
int bonechest = 4;
int bonepelvis = 2;
int weaponBase = 0x1a4;
int weaponValidation = 0xf0;
int weaponValidationValue = 2;
int ammo = 0x3e18a70
int weaponIDPntr = 0x620;
int weaponID = 0x168;
int isGunADS = 0xcf4;
int isGunFiring = 0x1200;
int Controller = 0x3cc;
int Rotator = 0x3c8;
PUBGM x32 4.3.0 Useful Offset
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------------------------------------------
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