VerifySpoof
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namespace offsets
{
DWORD uWorld = 0x5c3df77c; // gameloop
DWORD gNames = 0x5C69EE04; // gameloop
DWORD PersistentLevel = 0x20;
DWORD NetDriver = 0x24;
DWORD ServerConnection = 0x60;
DWORD PlayerController = 0x20;
DWORD AcknowledgedPawn = 0x330;
DWORD PlayerCameraManager = 0x340;
DWORD CameraCache = 0x350;
DWORD Mesh = 0x320;
DWORD CachedComponentSpaceTransforms = 0x744;
DWORD RootComponent = 0x150;
DWORD CurrWeapon = 0x1834;
DWORD RelativeLocation = 352; // Player location
DWORD bDead = 0x978;
DWORD Nation = 0x654;
DWORD PlayerName = 0x648;
DWORD TeamID = 0x670;
DWORD CurrentStates = 0xa90;
DWORD Health = 0x93c;
DWORD HealthMax = 0x940;
DWORD bIsAI = 0x6e8; //isbot
DWORD VehicleCommon = 0x6a0;
DWORD HP = 0x1b4;
DWORD HPMax = 0x1b0;
DWORD FuelMax = 0x1c8;
DWORD Fuel = 0x1cc;
DWORD PoseState = 0xea0;
DWORD ScopeFov = 0x10f4;
DWORD PickUpDataList = 0x664;
DWORD TypeSpecificID = 0x4;
DWORD CurBulletNumInClip = 0x9d0;
DWORD CurMaxBulletNumInOneClip = 0x9e4;
DWORD NearDeathBreath = 0x101c; // player Health Knocked
DWORD bIsGunADS = 0xad5;
DWORD bIsWeaponFiring = 0xe90;
DWORD RelativeRotation = 0x12c;
DWORD ComponentVelocity = 0x1b0;
DWORD BulletFireSpeed = 0x3d4;
DWORD ShootWeaponEntity = 0xae0;
DWORD AccessoriesVRecoilFactor = 0x804;
DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
FVector AngularVelocity;//[Offset: 0xc, Size: 12]
FVector Location;//[Offset: 0x18, Size: 12]
FRotator Rotation;//[Offset: 0x24, Size: 12]
bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};
0 : Root
1 : pelvis
2 : spine_01
3 : spine_02
4 : spine_03
5 : neck_01
6 : Head
7 : hair_01
8 : hair_02
9 : hair_03
10 : hair_04
11 : clavicle_l
12 : upperarm_l
13 : lowerarm_l
14 : hand_l
15 : thumb_01_l
16 : thumb_02_l
17 : thumb_03_l
18 : index_01_l
19 : index_02_l
20 : index_03_l
21 : middle_01_l
22 : middle_02_l
23 : middle_03_l
24 : ring_01_l
25 : ring_02_l
26 : ring_03_l
27 : pinky_01_l
28 : pinky_02_l
29 : pinky_03_l
30 : item_l
31 : lowerarm_twist_01_l
32 : clavicle_r
33 : upperarm_r
34 : lowerarm_r
35 : hand_r
36 : thumb_01_r
37 : thumb_02_r
38 : thumb_03_r
39 : index_01_r
40 : index_02_r
41 : index_03_r
42 : middle_01_r
43 : middle_02_r
44 : middle_03_r
45 : ring_01_r
46 : ring_02_r
47 : ring_03_r
48 : pinky_01_r
49 : pinky_02_r
50 : pinky_03_r
51 : item_r
52 : lowerarm_twist_01_r
53 : thigh_l
54 : calf_l
55 : foot_l
56 : ball_l
57 : thigh_r
58 : calf_r
59 : foot_r
60 : ball_r
61 : ik_hand_root
62 : ik_hand_gun
63 : ik_hand_r
64 : ik_hand_l
65 : None
bool isPlayer(std::string type)
{
if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
|| type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
|| type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
|| type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
|| type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
|| type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
|| type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
|| type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
)
return true;
else
return false;
return false;
}
what is this?Kod:namespace offsets { DWORD uWorld = 0x5c3df77c; // gameloop DWORD gNames = 0x5C69EE04; // gameloop DWORD PersistentLevel = 0x20; DWORD NetDriver = 0x24; DWORD ServerConnection = 0x60; DWORD PlayerController = 0x20; DWORD AcknowledgedPawn = 0x330; DWORD PlayerCameraManager = 0x340; DWORD CameraCache = 0x350; DWORD Mesh = 0x320; DWORD CachedComponentSpaceTransforms = 0x744; DWORD RootComponent = 0x150; DWORD CurrWeapon = 0x1834; DWORD RelativeLocation = 352; // Player location DWORD bDead = 0x978; DWORD Nation = 0x654; DWORD PlayerName = 0x648; DWORD TeamID = 0x670; DWORD CurrentStates = 0xa90; DWORD Health = 0x93c; DWORD HealthMax = 0x940; DWORD bIsAI = 0x6e8; //isbot DWORD VehicleCommon = 0x6a0; DWORD HP = 0x1b4; DWORD HPMax = 0x1b0; DWORD FuelMax = 0x1c8; DWORD Fuel = 0x1cc; DWORD PoseState = 0xea0; DWORD ScopeFov = 0x10f4; DWORD PickUpDataList = 0x664; DWORD TypeSpecificID = 0x4; DWORD CurBulletNumInClip = 0x9d0; DWORD CurMaxBulletNumInOneClip = 0x9e4; DWORD NearDeathBreath = 0x101c; // player Health Knocked DWORD bIsGunADS = 0xad5; DWORD bIsWeaponFiring = 0xe90; DWORD RelativeRotation = 0x12c; DWORD ComponentVelocity = 0x1b0; DWORD BulletFireSpeed = 0x3d4; DWORD ShootWeaponEntity = 0xae0; DWORD AccessoriesVRecoilFactor = 0x804; DWORD ReplicatedMovement = 0x88; } //ReplicatedMovement struct RepMovement { FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed FVector AngularVelocity;//[Offset: 0xc, Size: 12] FVector Location;//[Offset: 0x18, Size: 12] FRotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] };
Kod:0 : Root 1 : pelvis 2 : spine_01 3 : spine_02 4 : spine_03 5 : neck_01 6 : Head 7 : hair_01 8 : hair_02 9 : hair_03 10 : hair_04 11 : clavicle_l 12 : upperarm_l 13 : lowerarm_l 14 : hand_l 15 : thumb_01_l 16 : thumb_02_l 17 : thumb_03_l 18 : index_01_l 19 : index_02_l 20 : index_03_l 21 : middle_01_l 22 : middle_02_l 23 : middle_03_l 24 : ring_01_l 25 : ring_02_l 26 : ring_03_l 27 : pinky_01_l 28 : pinky_02_l 29 : pinky_03_l 30 : item_l 31 : lowerarm_twist_01_l 32 : clavicle_r 33 : upperarm_r 34 : lowerarm_r 35 : hand_r 36 : thumb_01_r 37 : thumb_02_r 38 : thumb_03_r 39 : index_01_r 40 : index_02_r 41 : index_03_r 42 : middle_01_r 43 : middle_02_r 44 : middle_03_r 45 : ring_01_r 46 : ring_02_r 47 : ring_03_r 48 : pinky_01_r 49 : pinky_02_r 50 : pinky_03_r 51 : item_r 52 : lowerarm_twist_01_r 53 : thigh_l 54 : calf_l 55 : foot_l 56 : ball_l 57 : thigh_r 58 : calf_r 59 : foot_r 60 : ball_r 61 : ik_hand_root 62 : ik_hand_gun 63 : ik_hand_r 64 : ik_hand_l 65 : None
Kod:bool isPlayer(std::string type) { if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C" || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C" || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C" || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C" || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C" || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C" || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C" || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C" ) return true; else return false; return false; }
how to use those codes?Kod:namespace offsets { DWORD uWorld = 0x5c3df77c; // gameloop DWORD gNames = 0x5C69EE04; // gameloop DWORD PersistentLevel = 0x20; DWORD NetDriver = 0x24; DWORD ServerConnection = 0x60; DWORD PlayerController = 0x20; DWORD AcknowledgedPawn = 0x330; DWORD PlayerCameraManager = 0x340; DWORD CameraCache = 0x350; DWORD Mesh = 0x320; DWORD CachedComponentSpaceTransforms = 0x744; DWORD RootComponent = 0x150; DWORD CurrWeapon = 0x1834; DWORD RelativeLocation = 352; // Player location DWORD bDead = 0x978; DWORD Nation = 0x654; DWORD PlayerName = 0x648; DWORD TeamID = 0x670; DWORD CurrentStates = 0xa90; DWORD Health = 0x93c; DWORD HealthMax = 0x940; DWORD bIsAI = 0x6e8; //isbot DWORD VehicleCommon = 0x6a0; DWORD HP = 0x1b4; DWORD HPMax = 0x1b0; DWORD FuelMax = 0x1c8; DWORD Fuel = 0x1cc; DWORD PoseState = 0xea0; DWORD ScopeFov = 0x10f4; DWORD PickUpDataList = 0x664; DWORD TypeSpecificID = 0x4; DWORD CurBulletNumInClip = 0x9d0; DWORD CurMaxBulletNumInOneClip = 0x9e4; DWORD NearDeathBreath = 0x101c; // player Health Knocked DWORD bIsGunADS = 0xad5; DWORD bIsWeaponFiring = 0xe90; DWORD RelativeRotation = 0x12c; DWORD ComponentVelocity = 0x1b0; DWORD BulletFireSpeed = 0x3d4; DWORD ShootWeaponEntity = 0xae0; DWORD AccessoriesVRecoilFactor = 0x804; DWORD ReplicatedMovement = 0x88; } //ReplicatedMovement struct RepMovement { FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed FVector AngularVelocity;//[Offset: 0xc, Size: 12] FVector Location;//[Offset: 0x18, Size: 12] FRotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] };
Kod:0 : Root 1 : pelvis 2 : spine_01 3 : spine_02 4 : spine_03 5 : neck_01 6 : Head 7 : hair_01 8 : hair_02 9 : hair_03 10 : hair_04 11 : clavicle_l 12 : upperarm_l 13 : lowerarm_l 14 : hand_l 15 : thumb_01_l 16 : thumb_02_l 17 : thumb_03_l 18 : index_01_l 19 : index_02_l 20 : index_03_l 21 : middle_01_l 22 : middle_02_l 23 : middle_03_l 24 : ring_01_l 25 : ring_02_l 26 : ring_03_l 27 : pinky_01_l 28 : pinky_02_l 29 : pinky_03_l 30 : item_l 31 : lowerarm_twist_01_l 32 : clavicle_r 33 : upperarm_r 34 : lowerarm_r 35 : hand_r 36 : thumb_01_r 37 : thumb_02_r 38 : thumb_03_r 39 : index_01_r 40 : index_02_r 41 : index_03_r 42 : middle_01_r 43 : middle_02_r 44 : middle_03_r 45 : ring_01_r 46 : ring_02_r 47 : ring_03_r 48 : pinky_01_r 49 : pinky_02_r 50 : pinky_03_r 51 : item_r 52 : lowerarm_twist_01_r 53 : thigh_l 54 : calf_l 55 : foot_l 56 : ball_l 57 : thigh_r 58 : calf_r 59 : foot_r 60 : ball_r 61 : ik_hand_root 62 : ik_hand_gun 63 : ik_hand_r 64 : ik_hand_l 65 : None
Kod:bool isPlayer(std::string type) { if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C" || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C" || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C" || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C" || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C" || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C" || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C" || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C" ) return true; else return false; return false; }
how offsets workKod:namespace offsets { DWORD uWorld = 0x5c3df77c; // gameloop DWORD gNames = 0x5C69EE04; // gameloop DWORD PersistentLevel = 0x20; DWORD NetDriver = 0x24; DWORD ServerConnection = 0x60; DWORD PlayerController = 0x20; DWORD AcknowledgedPawn = 0x330; DWORD PlayerCameraManager = 0x340; DWORD CameraCache = 0x350; DWORD Mesh = 0x320; DWORD CachedComponentSpaceTransforms = 0x744; DWORD RootComponent = 0x150; DWORD CurrWeapon = 0x1834; DWORD RelativeLocation = 352; // Player location DWORD bDead = 0x978; DWORD Nation = 0x654; DWORD PlayerName = 0x648; DWORD TeamID = 0x670; DWORD CurrentStates = 0xa90; DWORD Health = 0x93c; DWORD HealthMax = 0x940; DWORD bIsAI = 0x6e8; //isbot DWORD VehicleCommon = 0x6a0; DWORD HP = 0x1b4; DWORD HPMax = 0x1b0; DWORD FuelMax = 0x1c8; DWORD Fuel = 0x1cc; DWORD PoseState = 0xea0; DWORD ScopeFov = 0x10f4; DWORD PickUpDataList = 0x664; DWORD TypeSpecificID = 0x4; DWORD CurBulletNumInClip = 0x9d0; DWORD CurMaxBulletNumInOneClip = 0x9e4; DWORD NearDeathBreath = 0x101c; // player Health Knocked DWORD bIsGunADS = 0xad5; DWORD bIsWeaponFiring = 0xe90; DWORD RelativeRotation = 0x12c; DWORD ComponentVelocity = 0x1b0; DWORD BulletFireSpeed = 0x3d4; DWORD ShootWeaponEntity = 0xae0; DWORD AccessoriesVRecoilFactor = 0x804; DWORD ReplicatedMovement = 0x88; } //ReplicatedMovement struct RepMovement { FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed FVector AngularVelocity;//[Offset: 0xc, Size: 12] FVector Location;//[Offset: 0x18, Size: 12] FRotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] };
Kod:0 : Root 1 : pelvis 2 : spine_01 3 : spine_02 4 : spine_03 5 : neck_01 6 : Head 7 : hair_01 8 : hair_02 9 : hair_03 10 : hair_04 11 : clavicle_l 12 : upperarm_l 13 : lowerarm_l 14 : hand_l 15 : thumb_01_l 16 : thumb_02_l 17 : thumb_03_l 18 : index_01_l 19 : index_02_l 20 : index_03_l 21 : middle_01_l 22 : middle_02_l 23 : middle_03_l 24 : ring_01_l 25 : ring_02_l 26 : ring_03_l 27 : pinky_01_l 28 : pinky_02_l 29 : pinky_03_l 30 : item_l 31 : lowerarm_twist_01_l 32 : clavicle_r 33 : upperarm_r 34 : lowerarm_r 35 : hand_r 36 : thumb_01_r 37 : thumb_02_r 38 : thumb_03_r 39 : index_01_r 40 : index_02_r 41 : index_03_r 42 : middle_01_r 43 : middle_02_r 44 : middle_03_r 45 : ring_01_r 46 : ring_02_r 47 : ring_03_r 48 : pinky_01_r 49 : pinky_02_r 50 : pinky_03_r 51 : item_r 52 : lowerarm_twist_01_r 53 : thigh_l 54 : calf_l 55 : foot_l 56 : ball_l 57 : thigh_r 58 : calf_r 59 : foot_r 60 : ball_r 61 : ik_hand_root 62 : ik_hand_gun 63 : ik_hand_r 64 : ik_hand_l 65 : None
Kod:bool isPlayer(std::string type) { if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C" || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C" || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C" || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C" || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C" || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C" || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C" || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C" ) return true; else return false; return false; }
bro what is offsetsKod:namespace offsets { DWORD uWorld = 0x5c3df77c; // gameloop DWORD gNames = 0x5C69EE04; // gameloop DWORD PersistentLevel = 0x20; DWORD NetDriver = 0x24; DWORD ServerConnection = 0x60; DWORD PlayerController = 0x20; DWORD AcknowledgedPawn = 0x330; DWORD PlayerCameraManager = 0x340; DWORD CameraCache = 0x350; DWORD Mesh = 0x320; DWORD CachedComponentSpaceTransforms = 0x744; DWORD RootComponent = 0x150; DWORD CurrWeapon = 0x1834; DWORD RelativeLocation = 352; // Player location DWORD bDead = 0x978; DWORD Nation = 0x654; DWORD PlayerName = 0x648; DWORD TeamID = 0x670; DWORD CurrentStates = 0xa90; DWORD Health = 0x93c; DWORD HealthMax = 0x940; DWORD bIsAI = 0x6e8; //isbot DWORD VehicleCommon = 0x6a0; DWORD HP = 0x1b4; DWORD HPMax = 0x1b0; DWORD FuelMax = 0x1c8; DWORD Fuel = 0x1cc; DWORD PoseState = 0xea0; DWORD ScopeFov = 0x10f4; DWORD PickUpDataList = 0x664; DWORD TypeSpecificID = 0x4; DWORD CurBulletNumInClip = 0x9d0; DWORD CurMaxBulletNumInOneClip = 0x9e4; DWORD NearDeathBreath = 0x101c; // player Health Knocked DWORD bIsGunADS = 0xad5; DWORD bIsWeaponFiring = 0xe90; DWORD RelativeRotation = 0x12c; DWORD ComponentVelocity = 0x1b0; DWORD BulletFireSpeed = 0x3d4; DWORD ShootWeaponEntity = 0xae0; DWORD AccessoriesVRecoilFactor = 0x804; DWORD ReplicatedMovement = 0x88; } //ReplicatedMovement struct RepMovement { FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed FVector AngularVelocity;//[Offset: 0xc, Size: 12] FVector Location;//[Offset: 0x18, Size: 12] FRotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] };
Kod:0 : Root 1 : pelvis 2 : spine_01 3 : spine_02 4 : spine_03 5 : neck_01 6 : Head 7 : hair_01 8 : hair_02 9 : hair_03 10 : hair_04 11 : clavicle_l 12 : upperarm_l 13 : lowerarm_l 14 : hand_l 15 : thumb_01_l 16 : thumb_02_l 17 : thumb_03_l 18 : index_01_l 19 : index_02_l 20 : index_03_l 21 : middle_01_l 22 : middle_02_l 23 : middle_03_l 24 : ring_01_l 25 : ring_02_l 26 : ring_03_l 27 : pinky_01_l 28 : pinky_02_l 29 : pinky_03_l 30 : item_l 31 : lowerarm_twist_01_l 32 : clavicle_r 33 : upperarm_r 34 : lowerarm_r 35 : hand_r 36 : thumb_01_r 37 : thumb_02_r 38 : thumb_03_r 39 : index_01_r 40 : index_02_r 41 : index_03_r 42 : middle_01_r 43 : middle_02_r 44 : middle_03_r 45 : ring_01_r 46 : ring_02_r 47 : ring_03_r 48 : pinky_01_r 49 : pinky_02_r 50 : pinky_03_r 51 : item_r 52 : lowerarm_twist_01_r 53 : thigh_l 54 : calf_l 55 : foot_l 56 : ball_l 57 : thigh_r 58 : calf_r 59 : foot_r 60 : ball_r 61 : ik_hand_root 62 : ik_hand_gun 63 : ik_hand_r 64 : ik_hand_l 65 : None
Kod:bool isPlayer(std::string type) { if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C" || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C" || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C" || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C" || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C" || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C" || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C" || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C" ) return true; else return false; return false; }
bunlar hilenin oyun içinden çekildiği işlenip hile yapmaya yaradığın kodlarnedir bu kodlar napılacakki bunlarla
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