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​"Disclaimer: The content shared in this channel is for informational and educational purposes only. We do not claim ownership of all materials; credits belong to the original creators. If you are the owner of any material posted here and believe it infri
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@OAI_P Postrender.zip
20 MB
β€’ new input touch support all android
β€’ input no need any update support (arm64-v8a + armeabi-v7a)
β€’ SmoothSrc (No any lags)
β€’ no need g_app to update the touch screen
β€’ add music in the src (the music no need g_app to active)
β€’ and others ....ect

Password : Postrender by @OAI_P
😭 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 β†’ 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 fixβœ…
GL KR TWN VNG βœ…
64 bitβœ…


CR:- #Nabeelnav7
❀2
PATCH_LIB("libanogs.so", HezwΔ±nEnc("0x51FA80"), "C0 03 5F D6");
PATCH_LIB("libanogs.so", HezwΔ±nEnc("0x373064"), "1F 20 03 D5");

Safe crash fix
if(g_FlyBypass && Object->IsA(ASTExtraPlayerCharacter::StaticClass())){
auto p = (ASTExtraPlayerCharacter*)Object;
// bCheatFlying bitfield @ 0x0584
uint8_t* ptr = (uint8_t*)p + 0x0584;
*ptr &= ~(1 << 0);
}
ANTICHEAT β€” GameMode Bypass

if(g_ACBypass && Object->IsA(ASTExtraGameMode::StaticClass())){
auto gm = (ASTExtraGameMode*)Object;
gm->bEnableServerAntiCheat = false;
gm->bServerSecurityCheckOnlyWhenDriverOn = false;
gm->bEnableAntiCheat = false;
}
ANTICHEAT = Unlimited Stamina 

if(g_UnlimStamina && Object->IsA(ASTExtraPlayerCharacter::StaticClass())){
auto p = (ASTExtraPlayerCharacter*)Object;
if(p->StaminaComponent){
p->StaminaComponent->CurrentStamina = p->StaminaComponent->MaxStamina;
}
}
ANTICHEAT = NO FALL DAMAGE SDK BASE 

if(g_NoFallDamage && Object->IsA(ASTExtraPlayerCharacter::StaticClass())){
auto p = (ASTExtraPlayerCharacter*)Object;
p->FallDamageScale = 0.0f;
}
SDKM
Vertical Angle:ULocalPlayer,0x30,0x4B8,0x4E0
Horizontal Angle:ULocalPlayer,0x30,0x4B8,0x4E0
Global Time Dilation:ULocalPlayer,0x30,0x4B8,0xE4
Character Soul 1:ULocalPlayer,0x30,0x4B8,0xE8
Character Jump:ULocalPlayer,0x30,0x4B8,0x5E0
8D Judgment:ULocalPlayer,0x30,0x4B8,0x1058
ADS Judgment:ULocalPlayer,0x30,0x4B8,0x1134
Micro Acceleration:ULocalPlayer,0x30,0x4B8,0x1168
479.5:ULocalPlayer,0x30,0x4B8,0x116C
Firing Judgment:ULocalPlayer,0x30,0x4B8,0x1818
Posture Judgment:ULocalPlayer,0x30,0x4B8,0x1828
Quick Prone:ULocalPlayer,0x30,0x4B8,0x1998
Pickup Radius:ULocalPlayer,0x30,0x4B8,0x1E8C
First-Person Judgment:ULocalPlayer,0x30,0x4B8,0x20E8
Wheel Forward/Back:ULocalPlayer,0x30,0x4B8,0x24BC
Wheel Left/Right:ULocalPlayer,0x30,0x4B8,0x24BC
Pickup Height:ULocalPlayer,0x30,0x4B8,0x25C0,0x204
Wall Pickup:ULocalPlayer,0x30,0x4B8,0x25C0,0x208
Peek Left/Right:ULocalPlayer,0x30,0x4B8,0x2B02
Peeking Judgment:ULocalPlayer,0x30,0x4B8,0x2B04
Instant Weapon Switch:ULocalPlayer,0x30,0x4B8,0x2BFC
Stand Half Height:ULocalPlayer,0x30,0x4B8,0x2D00
Crouch Half Height:ULocalPlayer,0x30,0x4B8,0x2D04
Prone Half Height:ULocalPlayer,0x30,0x4B8,0x2D08
Beautified Pointer:ULocalPlayer,0x30,0x4B8,0x2E50,0x3E8
Character Rotation:ULocalPlayer,0x30,0x4B8,0x1F0
Character Scale X:ULocalPlayer,0x30,0x4B8,0x1FC
Character Scale Y:ULocalPlayer,0x30,0x4B8,0x1FC
Character Scale Z:ULocalPlayer,0x30,0x4B8,0x1FC
Skeletal Animation Speed:ULocalPlayer,0x30,0x4B8,0xC80
Coordinate Pointer:ULocalPlayer,0x30,0x4B8,0x208
Punching Judgment Pointer:ULocalPlayer,0x30,0x4B8,0xFA8
Character Soul 2:ULocalPlayer,0x30,0x4B8,0x518,0x12A
Velocity X:ULocalPlayer,0x30,0x4B8,0x518,0x18C
Velocity Y:ULocalPlayer,0x30,0x4B8,0x518,0x18C
Velocity Z:ULocalPlayer,0x30,0x4B8,0x518,0x18C
Gravity Scale:ULocalPlayer,0x30,0x4B8,0x518,0x214
Max Step Height:ULocalPlayer,0x30,0x4B8,0x518,0x218
Jump Z Velocity:ULocalPlayer,0x30,0x4B8,0x518,0x21C
Movement Mode:ULocalPlayer,0x30,0x4B8,0x518,0x22C
479.5:ULocalPlayer,0x30,0x4B8,0x518,0x254
60000:ULocalPlayer,0x30,0x4B8,0x518,0x260
8192:ULocalPlayer,0x30,0x4B8,0x518,0x268
Landing Recoil:ULocalPlayer,0x30,0x4B8,0x518,0x270
2048:ULocalPlayer,0x30,0x4B8,0x518,0x27C
0.05:ULocalPlayer,0x30,0x4B8,0x518,0x28C
Use Controller Desired Rotation:ULocalPlayer,0x30,0x4B8,0x518,0x2B8
Push Force Factor:ULocalPlayer,0x30,0x4B8,0x518,0x2E4
Anti Stuck:ULocalPlayer,0x30,0x4B8,0x518,0x448
240:ULocalPlayer,0x30,0x4B8,0x518,0x610
670:ULocalPlayer,0x30,0x4B8,0x518,0xC90
Static Aspect Ratio:ζœͺζ‰Ύεˆ°εη§»
Third-Person FOV:ULocalPlayer,0x30,0x4B8,0x1D50,0x39C
Scope FOV:ULocalPlayer,0x30,0x4B8,0x1D70,0x39C
Camera FOV:ULocalPlayer,0x30,0x4B8,0x1D40,0x39C
Weapon ID:ULocalPlayer,0x30,0x4B8,0x2A90,0x1E0
Instant Switch Weapon:ULocalPlayer,0x30,0x4B8,0x2A90,0x248
Instant Putaway Weapon:ULocalPlayer,0x30,0x4B8,0x2A90,0x24C
Instant Fire Speed:ULocalPlayer,0x30,0x4B8,0x2A90,0x560
Weapon Fire Rate:ULocalPlayer,0x30,0x4B8,0x2A90,0x5A0
Weapon Accuracy:ULocalPlayer,0x30,0x4B8,0x2A90,0xC2C
Shotgun Vertical Spread:ULocalPlayer,0x30,0x4B8,0x2A90,0xC38
Shotgun Horizontal Spread:ULocalPlayer,0x30,0x4B8,0x2A90,0xC3C
Arm Recoil Control:ULocalPlayer,0x30,0x4B8,0x2A90,0xCEC
ADS Recoil Control:ULocalPlayer,0x30,0x4B8,0x2A90,0xCF0
Hip Fire Recoil:ULocalPlayer,0x30,0x4B8,0x2A90,0xCF4
Instant ADS Time:ULocalPlayer,0x30,0x4B8,0x2A90,0xC98
Hit Effect Scale:ULocalPlayer,0x30,0x4B8,0x2A90,0xCF8
No Recoil Pointer:ULocalPlayer,0x30,0x4B8,0x2A90,0xF78
Crosshair Rotation Angle:ULocalPlayer,0x30,0x4B8,0x2A90,0x3B0
Crosshair RGB Color:ULocalPlayer,0x30,0x4B8,0x18A8
Vehicle Fixed Camera:ULocalPlayer,0x30,0x4B8,0xA30
Vehicle Forward/Back Key:ULocalPlayer,0x30,0x4B8,0xB81
Vehicle Left/Right Key:ULocalPlayer,0x30,0x4B8,0xB81
Vehicle Brake Key:ULocalPlayer,0x30,0x4B8,0xB81
Vehicle Horn Key:ULocalPlayer,0x30,0x4B8,0xBC9
Vehicle Coordinate Pointer:ULocalPlayer,0x30,0x4B8,0x1E10,0x280
Memory Range A23:ULocalPlayer,0x30,0x4B8,0x998,0x138;

SDKM
❀1
__int64 __fastcall (*osub_53a7444)(ASTExtraPlayerController *a1, FFatalDamageParameter *a2);
__int64 __fastcall sub_53a7444(ASTExtraPlayerController *a1, FFatalDamageParameter *a2)
{
if (a1->PlayerKey == a2->CauserKey) {
a2->CauserClothAvatarID = new_Skin.XSuits; //1406469;

int WeaponID = g_LocalPlayer->WeaponManagerComponent-> CurrentWeaponReplicated->GetWeaponID();
if (WeaponID == 101004) {
a2 -> CauserWeaponAvatarID = new_Skin.M416_1;
}
else if (WeaponID == 101003) {
a2 -> CauserWeaponAvatarID = new_Skin.Scar;
}
else if (WeaponID == 101001) {
a2 -> CauserWeaponAvatarID = new_Skin.AKM;
}
else if (WeaponID == 101006) {
a2 -> CauserWeaponAvatarID = new_Skin.AUG;
}
else if (WeaponID == 101005) {
a2 -> CauserWeaponAvatarID = new_Skin.Groza;
}
else if (WeaponID == 105002) {
a2 -> CauserWeaponAvatarID = new_Skin.DP28;
}
else if (WeaponID == 105001) {
a2 -> CauserWeaponAvatarID = new_Skin.M249;
}
else if (WeaponID == 101008) {
a2 -> CauserWeaponAvatarID = new_Skin.M762;
}
else if (WeaponID == 102005) {
a2 -> CauserWeaponAvatarID = new_Skin.Bizon;
}
else if (WeaponID == 103001) {
a2 -> CauserWeaponAvatarID = new_Skin.K98;
}
else if (WeaponID == 103002) {
a2 -> CauserWeaponAvatarID = new_Skin.M24;
}
else if (WeaponID == 103003) {
a2 -> CauserWeaponAvatarID = new_Skin.AWM;
}
else if (WeaponID == 102004) {
a2 -> CauserWeaponAvatarID = new_Skin.Thompson;
}
else if (WeaponID == 101102) {
a2 -> CauserWeaponAvatarID = new_Skin.ACE32;
}
else if (WeaponID == 102002) {
a2 -> CauserWeaponAvatarID = new_Skin.UMP;
}
else if (WeaponID == 102001) {
a2 -> CauserWeaponAvatarID = new_Skin.UZI;
}
else if (WeaponID == 101002) {
a2 -> CauserWeaponAvatarID = new_Skin.M16A4;
}
}
return osub_53a7444(a1, a2);
}

Tools::Hook((void *) (UE4 + 0x53a7444), (void *) sub_53a7444, (void **) &osub_53a7444);

KillMessage! All Pubgm 4.4.0 x64

BGMI 3.4.0 | 64 BIT

GNames_Offset Offset : 0x6f5d0b0
GEngine_Offset Offset : 0xc839f70 //ULocalPlayer
GEngine_Offset Offset : 0xc85aa78 //UEngine
GUObject_Offset Offset : 0xc603b70
GetActorArray_Offset Offset : 0x0
Canvas_Map_Offset Offset : 0xc23b320
Process_Event_Offset Offset : 0x71bc2a8 //Child
Process_Event_Offset Offset : 0x8729368 //Main
GNativeAndroidApp_Offset Offset : 0xc178f88
Actors_Offset Offset : 0xa0


PUBGM 4.40 OFFEST

DEVELOPER Nabeelnav4
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VIEW IN TELEGRAM
SDK PEEK BASED GODVIEW

USceneComponent *MeshContainer = localPlayer->MeshContainer;
if(MeshContainer)
{
if (localPlayer->IsClientPeeking)
{
if (!localPlayer->IsPeekLeft)
{
MeshContainer->RelativeLocation.Y = 160.f;
}
else
{
MeshContainer->RelativeLocation.Y = -160.f;
}
}
else
{
MeshContainer->RelativeLocation.Y = 0.f;
}
}



Credits : Nabeelnav4
No credit = fak mother gay father gay βœ…

GAME PUBGM _4.4
#include <windows.h>
#include <stdio.h>

//Hook MessageBoxA
typedef int (WINAPI* MessageBoxA_t)(HWND, LPCSTR, LPCSTR, UINT);
MessageBoxA_t originalMessageBoxA = NULL;

int WINAPI hookedMessageBoxA(HWND hWnd, LPCSTR lpText, LPCSTR lpCaption, UINT uType) {
printf("MessageBox %s\n", lpText);
return originalMessageBoxA(hWnd, "Hooked!", lpCaption, uType);
}

void installHook() {
originalMessageBoxA = (MessageBoxA_t)GetProcAddress(GetModuleHandleA("user32.dll"), "MessageBoxA");