libanort.so
1.3 MB
PUBGM BETA 4.0.1 32BIT
@IMGUIMODMENU
Extrenal Gname_Offsets 0xA892F84 + 0x88
Extrenal GWorld_Offsets 0xACCCA68 + 0x3C
Extrenal Vworld_Offsets 0xAA77820
Extrenal VMatrix_Offsets 0xAA7CD20 - 0x7C
PostRender : 0x6fe7d34
K2_DrawText : 0x7570f50
K2_DrawLine : 0x7570bf4
K2_DrawTexture : 0x7628804
#define GNames_Offset 0x50b07f0
#define GUobject_Offset 0xaa71e38
#define Process_Event_Offset 0x6c43d90//Main
#define Process_Event_Skins 0x5344674//Child
#define GNativeApp_Offset 0xa892914
#define GetActorArray_Offset 0x70e2958
#define KillMessage_Offset 0x37ab2a8
#define ShootEvent_Offset 0x38ff840
#define Unlock120Fps_Offset 0x33f6100
#define UnlockHDR_Offset 0x33111d0
#define Lobby_Skin_Player_Offset 0x3a744b0
#define eglSwapBuffers 0x77cfecc
Actors_Offset : 0x70
๐๐๐๐ ๐ ๐๐ ๐๐๐๐
@IMGUIMODMENU
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PUBGM BETA Offset 4.0.4 32 bit
DWORD Gname_Offsets 0xA909084 + 0x88
DWORD GWorld_Offsets 0xAD43CBC + 0x3C
DWORD Vworld_Offsets 0xA966770
DWORD VMatrix_Offsets 0xA96BC70 - 0x7C
#define GNames_Offset 0x5111970
#define GUobject_Offset 0xAAE9058
#define GNativeApp_Offset 0xA908A14
#define GetActorArray_Offset 0x71442C8
#define ProcessEvent_Child_Offset 0x6CA4CC0
#define ProcessEvent_Main_Offset 0x53A5A04
#define ShootEvent_Offset 0x39459A0
#define Actors_Offset 0x70
โค4๐1
LSYYDS7_(v4.0.0)_64Bit.zip
9.7 MB
Global x64 SDK For 4.0.0
C
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C
#define GNames_Offset 0x803e0a4
#define GEngine_Offset 0xea79a90 //UEngine
#define GEngine_Offset 0xea54a70 //ULocalPlayer
#define GUObject_Offset 0xe72d1e0
#define GetActorArray_Offset 0xa17d95c
#define CanvasMap_Offset 0xe5528b0
#define ProcessEvent_Offset 0x82a2064 //Child
#define ProcessEvent_Offset 0x9ce3fc4 //Main
#define GNativeAndroidApp_Offset 0xe47e480
#define Actors_Offset 0xa0
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PUBGM_(v4.0.0)_32Bit.zip
9.6 MB
#define GNames_Offset 0x4e66410
#define GUobject_Offset 0xa6d3a18
#define Process_Event_Offset 0x69CED80
#define Process_Event_Skins 0x50cfa04
#define GNativeApp_Offset 0xa4f3414
#define GetActorArray_Offset 0x6e6e388
#define ShootEvent_Offset 0x369a900
#define DWORD Gname Offsets 0xa4f3a84 + 0x88๏ผ
#define DWORD GWorld Offsets 0xa92e63c + 0x3c๏ผ
#define DWORD VMatrix Offsets 0xa6d9400 - 0x7c๏ผ
#define Actors_Offset : 0x70
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FULL FIX BGMI 4.0 64 BIT SDK_64Bit.zip
9.8 MB
Gname Offsets: 0xdb6e3f0
GWorld Offsets: 0xdd10c90
VMatrix Offsets: 0xe1444f0
Vworld Offsets: 0xe13d6c0
#define GNames_Offset 0x7db72cc
#define GEngine_Offset 0xe1444f0 //UEngine
#define GEngine_Offset 0xe1444b0 //ULocalPlayer
#define GUObject_Offset 0xde1cc60
#define GetActorArray_Offset 0x9ef55ec
#define CanvasMap_Offset 0xe13d6c0
#define KillMessage_Offset 0x5a408dc
#define ProcessEvent_Offset 0x801a3bc //Child
BGMI_32_BIT_SDK_4.1 (3).zip
4.5 MB
BGMI SDK 4.1.1 | 32 BIT
#define GEngine_Offset_VMatrix = 0x9f15350; // UlocalPlayer(VMatrix)
#define GEngine_Offset_UEngine = 0x9fb7640; // UEngine
#define GNames_Offset = 0x4dd3df0; // GNames
#define GUObject_Offset = 0x9da5cf8;
#define GetActorArray_Offset = 0x6c3d79c;
#define Process_Event_Offset = 0x678ed60; // Child
#define Process_Event_Offset = 0x503bf84; // Main
#define GNativeAndroidApp_Offset = 0x9bbdea8;
#define Actors_Offset = 0x70;
#define PlayerController_Offset = 0x8121af8;
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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;๏ปฟ
PUBGM x32 4.3.0 Useful Offset
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SHANKS_PUBGM_(v4.3.0)_64Bit.zip
10.3 MB
SDK 4.3.0 64Bit
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Gname Offsets: 0xe498300
GWorld Offsets: 0xe641be8
VMatrix Offsets: 0xe9ea4f0
Vworld Offsets: 0xe756fe8
#define GNames_Offset 0x83de2d4
#define GUObject_Offset 0xe74e0f0
#define GEngine_Offset 0xe9ea4f0 //UlocalPlayer
#define GEngine_Offset 0xea10468 //UEngine
#define GetActorArray_Offset 0xa136bfc
#define GNativeAndroidApp_Offset 0xe497e98
#define KillMessage_Offset 0x61AD09C
#define ProcessEvent_Offset 0x8643c3c //Child
#define ProcessEvent_Offset 0x9c83fcc //Main
#define ShootBulletInner 0x6A36040
#define PostRer_Offset 0xa041e5c
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BGMI_(v4.3.0)_64Bit.zip
10.3 MB
BGMI 4.3 FULL FIXED SDK + OFFSET....
๐๐๐ป๐ด๐ถ๐ป๐ฒ_๐ข๐ณ๐ณ๐๐ฒ๐: 0xe1f87f0 //๐จ๐๐ผ๐ฐ๐ฎ๐น
๐๐๐ป๐ด๐ถ๐ป๐ฒ_๐ข๐ณ๐ณ๐๐ฒ๐: 0xe21e768 //๐จ๐๐ป๐ด๐ถ๐ป๐ฒ
#define GNames_Offset 0x819D504
#define GUObject_Offset 0xDF5C3E0
#define GNativeApp_Offset 0xDCA6210
#define ActorArray_Offset 0x9EF4990
#define ActorArray_Offsetv2 0x9ef4908
#define Process_Event_Offset 0x8402184
๐2_๐๐ฟ๐ฎ๐๐ง๐ฒ๐ ๐ ๐ข๐ณ๐ณ๐๐ฒ๐: 0xa3e4cdc
๐ฃ๐ผ๐๐_๐ฅ๐ฒ๐ป๐ฑ๐ฒ๐ฟ ๐ข๐ณ๐ณ๐๐ฒ๐: 0x9dffbf0
๐ฆ๐๐ฟ๐น๐ฒ๐ป_๐ฆ๐ธ๐ถ๐ป ๐ข๐ณ๐ณ๐๐ฒ๐: 0xc25df70
๐๐ด๐น๐ฆ๐๐ฎ๐ฝ๐๐๐ณ๐ณ๐ฒ๐ฟ๐ ๐ข๐ณ๐ณ๐๐ฒ๐: 0xc25f8f0
#define Func8_Offset 0x790AC40
#define MessageBoxExt_Offset 0x7FC531C
#define PostRender_Offset 0x9DFFBF0
#define ShootBulletInner_Offset 0x6811D04
Write<float>(UE4 + 0x5B216DC, 8.47963525e-21); // small cross
<float>(UE4 + 0x9C85AE4, 8.95671814e-21); // instant hit
BGMI 4.3 64 BiT
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// --- [ FAST PARACHUTE BUTTON ] ---
ImGui::TableNextColumn();
if (ImGui::Checkbox("FAST PARACHUTE", &Config.FastPara)) {
if (Config.FastPara) {
PATCH_LIB("libUE4.so", ADDR_FastPara, "00 00 80 D2 C0 03 5F D6");
} else {
RESTORE_LIB("libUE4.so", ADDR_FastPara);
}
}Add this in first place #include side โฌ๏ธ
#define ADDR_FastPara 0x3E38FB1โค2
// --- [ NO FOG / CLEAR VISION ] ---
ImGui::TableNextColumn();
if (ImGui::Checkbox("NO FOG / CLEAR", &Config.NoFog)) {
if (Config.NoFog) {
PATCH_LIB("libUE4.so", ADDR_NoFog, "C0 03 5F D6");
} else {
RESTORE_LIB("libUE4.so", ADDR_NoFog);
}
}
}Add this in first place #include side โฌ๏ธ
#define ADDR_NoFog 0x3DBE326โค6