Pubg Mobile bulduğum offset sourceyi injectleme

Durum
Üzgünüz bu konu cevaplar için kapatılmıştır...
je vole dans l espace
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Selamlar dün post atmıştım profesyonel oyunlara geçiş yapıcam diye, bugün offsetler sayesinde ekrana yakındaki oyuncuların yansıtıldığını öğrendim.
Sorum şu bir arkadaş bana bu offsetleri attı hazır offsetler ile başla mantığını çözünce kendin bulup kodlamaya başla dedi ve verdiği offset şu

C++:
using System;
using System.Text;
using GameOverlay.Drawing;
using GameOverlay.Windows;

namespace PUBGMESP
{
    public interface IESPForm
    {
        void Initialize();
        void Update();
    }

    public class ESPForm : IESPForm
    {
        public readonly OverlayWindow _window;
        private readonly Graphics _graphics;
        private readonly GameMemSearch _ueSearch;

        private Font _font;
        private Font _infoFont;
        private Font _bigfont;
        private SolidBrush _black;
        private SolidBrush _red;
        private SolidBrush _green;
        private SolidBrush _blue;
        private SolidBrush _orange;
        private SolidBrush _purple;
        private SolidBrush _yellow;
        private SolidBrush _white;
        private SolidBrush _transparent;
        private SolidBrush _txtBrush;
        private SolidBrush[] _randomBrush;
        private SolidBrush _boxBrush;


        private DisplayData _data;
        private int playerCount;

        // offset
        private int actorOffset, boneOffset, tmpOffset;


        public ESPForm(RECT rect, GameMemSearch ueSearch)
        {
            this._ueSearch = ueSearch;

            _window = new OverlayWindow(rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top)
            {
                IsTopmost = true,
                IsVisible = true
            };

            _window.SizeChanged += _window_SizeChanged;

            _graphics = new Graphics
            {
                MeasureFPS = true,
                Height = _window.Height,
                PerPrimitiveAntiAliasing = true,
                TextAntiAliasing = true,
                UseMultiThreadedFactories = false,
                VSync = true,
                Width = _window.Width,
                WindowHandle = IntPtr.Zero
            };

            // offset
            actorOffset = 320;
            boneOffset = 1408;
            tmpOffset = 776;
        }

        ~ESPForm()
        {
            _graphics.Dispose();
            _window.Dispose();
        }

        public void Initialize()
        {
            _window.CreateWindow();

            _graphics.WindowHandle = _window.Handle;
            _graphics.Setup();

            _font = _graphics.CreateFont("Microsoft YaHei", 10);
            _infoFont = _graphics.CreateFont("Microsoft YaHei", 12);
            _bigfont = _graphics.CreateFont("Microsoft YaHei", 18, true);

            _black = _graphics.CreateSolidBrush(0, 0, 0);
            _red = _graphics.CreateSolidBrush(255, 99, 71);
            _green = _graphics.CreateSolidBrush(Color.Green);
            _blue = _graphics.CreateSolidBrush(135, 206, 250);
            _orange = _graphics.CreateSolidBrush(255, 97, 0);
            _purple = _graphics.CreateSolidBrush(255, 105, 180);
            _yellow = _graphics.CreateSolidBrush(255, 255, 0);
            _white = _graphics.CreateSolidBrush(255, 255, 255);
            _transparent = _graphics.CreateSolidBrush(0, 0, 0, 0);
            _randomBrush = new SolidBrush[]
            {
                _orange,_red,_green,_blue,_yellow,_white,_purple
            };
            _txtBrush = _graphics.CreateSolidBrush(0, 0, 0, 0.5f);
        }

        public void UpdateData(DisplayData data)
        {
            _data = data;
        }

        public void Update()
        {
            var gfx = _graphics;
            gfx.BeginScene();
            gfx.ClearScene(_transparent);
            // Draw FPS
            //gfx.DrawTextWithBackground(_font, _red, _black, 10, 10, "FPS: " + gfx.FPS);
            // Draw Menu
            if (Settings.ShowMenu)
            {
                //gfx.FillRectangle(_menuBrush, 10f, _window.Height / 2 - 75, 180, _window.Height / 2 + 165);
                DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 - 65), );
                DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 - 50), "┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈");
                DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 - 35), "ESP Menu");
                if (Settings.PlayerESP)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 - 20), "Player ESP    (Num1) :  " + Settings.PlayerESP.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 - 20), "Player ESP    (Num1) :  " + Settings.PlayerESP.ToString());
                }
                if (Settings.PlayerBox)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 - 5), "Player Box    (Num2) :  " + Settings.PlayerBox.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 - 5), "Player Box    (Num2) :  " + Settings.PlayerBox.ToString());
                }
                if (Settings.PlayerBone)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 + 10), "Player Bone   (Num3) :  " + Settings.PlayerBone.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 10), "Player Bone   (Num3) :  " + Settings.PlayerBone.ToString());
                }
                if (Settings.PlayerLines)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 + 25), "Player Line   (Num4) :  " + Settings.PlayerLines.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 25), "Player Line   (Num4) :  " + Settings.PlayerLines.ToString());
                }
                if (Settings.PlayerHealth)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 + 40), "Player Health (Num5) :  " + Settings.PlayerHealth.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 40), "Player Health (Num5) :  " + Settings.PlayerHealth.ToString());
                }
                if (Settings.ItemESP)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 + 55), "Item ESP      (Num6) :  " + Settings.ItemESP.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 55), "Item ESP      (Num6) :  " + Settings.ItemESP.ToString());
                }
                if (Settings.VehicleESP)
                {
                    DrawShadowText(gfx, _font, _red, new Point(20f, _window.Height / 2 + 70), "Vehicle ESP   (Num7) :  " + Settings.VehicleESP.ToString());
                }
                else
                {
                    DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 70), "Vehicle ESP   (Num7) :  " + Settings.VehicleESP.ToString());
                }
                DrawShadowText(gfx, _font, _green, new Point(20f, _window.Height / 2 + 85), "┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈");
            }
            if (_data.Players.Length > 0)
            {
                playerCount = _data.Players.Length;
                DrawShadowText(gfx, _bigfont, _red, new Point(_window.Width / 2 - 40f, 40f), "Enemy near  :  " + playerCount);
            }
            // Read View Matrix
            long viewMatrixAddr = Mem.ReadMemory<int>(Mem.ReadMemory<int>(_data.ViewMatrixBase) + 32) + 512;
            D3DMatrix viewMatrix = Algorithms.ReadViewMatrix(viewMatrixAddr);
            // Draw Player ESP
            if (Settings.PlayerESP)
            {
                foreach (var player in _data.Players)
                {
                    //if (player.Health <= 0) continue;
                    if (Algorithms.WorldToScreenPlayer(viewMatrix, player.Position, out Vector3 playerScreen, out int distance, _window.Width, _window.Height))
                    {
                        // Too Far not render
                        if (distance > 500) continue;
                        float x = playerScreen.X;
                        float y = playerScreen.Y;
                        float h = playerScreen.Z;
                        float w = playerScreen.Z / 2;

                        try
                        {
                            _boxBrush = _randomBrush[player.TeamID % 7];
                        }
                        catch (IndexOutOfRangeException)
                        {
                            _boxBrush = _green;
                        }
                        //DrawShadowText(gfx,_font, _green, new Point((x - playerScreen.Z / 4) - 3, y - 15), player.Pose.ToString());

                        // Adjust Box
                        if (player.Pose == 1114636288)
                        {
                            y = playerScreen.Y + playerScreen.Z / 5;
                            h -= playerScreen.Z / 5;
                        }
                        if (player.Pose == 1112014848 || player.Status == 7)
                        {
                            y = playerScreen.Y + playerScreen.Z / 4;
                            h -= playerScreen.Z / 4;
                        }

                        // Draw Info
                        StringBuilder sb = new StringBuilder("[");
                        if (player.IsRobot)
                            sb.Append("[Robot] ");
                        sb.Append(player.Name);
                        DrawShadowText(gfx, _infoFont, _boxBrush, new Point(x + w / 2, y - 5), sb.ToString());
                        // Draw Distance
                        sb = new StringBuilder("[");
                        sb.Append(distance).Append("M]");
                        DrawShadowText(gfx, _font, _boxBrush, new Point(x + w / 2, y + 7), sb.ToString());

                        if (Settings.PlayerBox)
                        {
                            // Draw Box
                            gfx.DrawRectangle(_boxBrush, Rectangle.Create(x - playerScreen.Z / 4 - 3, y - 5, w + 3, h + 5), 1);
                        }
                        if (Settings.PlayerBone)
                        {
                            // Draw Bone
                            long tmpAddv = Mem.ReadMemory<int>(player.Address + tmpOffset);
                            long bodyAddv = tmpAddv + actorOffset;
                            long boneAddv = Mem.ReadMemory<int>(tmpAddv + boneOffset) + 48;
                            DrawPlayerBone(bodyAddv, boneAddv, w, viewMatrix, _window.Width, _window.Height);
                        }
                        if (Settings.PlayerHealth)
                        {
                            // Draw Health
                            DrawPlayerBlood((x - playerScreen.Z / 4) - 8, y - 5, h + 5, 3, player.Health);
                        }
                        if (Settings.PlayerLines)
                        {
                            // Draw Line
                            gfx.DrawLine(_white, new Line(_window.Width / 2, 0, x, y), 2);
                        }
                    }
                }
            }
            // Draw Item ESP
            if (Settings.ItemESP)
            {
                foreach (var item in _data.Items)
                {
                    if (Algorithms.WorldToScreenItem(viewMatrix, item.Position, out Vector2 itemScreen, out int distance, _window.Width, _window.Height))
                    {
                        // Too Far not render
                        if (distance > 100) continue;
                        // Draw Item
                        string disStr = string.Format("[{0}m]", distance);
                        DrawShadowText(gfx, _font, _yellow, new Point(itemScreen.X, itemScreen.Y), item.Name);
                        DrawShadowText(gfx, _font, _yellow, new Point(itemScreen.X, itemScreen.Y + 10), disStr);
                    }
                }
                foreach (var box in _data.Boxes)
                {
                    if (Algorithms.WorldToScreenItem(viewMatrix, box.Position, out Vector2 itemScreen, out int distance, _window.Width, _window.Height))
                    {
                        // Too Far not render
                        if (distance > 100) continue;
                        DrawShadowText(gfx, _font, _yellow, new Point(itemScreen.X, itemScreen.Y), "Lootbox [" + distance.ToString() + "M]");
                    }
                }
            }
            // Draw Vehicle ESP
            if (Settings.VehicleESP)
            {
                foreach (var car in _data.Vehicles)
                {
                    if (Algorithms.WorldToScreenItem(viewMatrix, car.Position, out Vector2 carScreen, out int distance, _window.Width, _window.Height))
                    {
                        // Too Far not render
                        if (distance > 300) continue;
                        string disStr = string.Format("[{0}m]", distance);
                        // Draw Car
                        DrawShadowText(gfx, _font, _blue, new Point(carScreen.X, carScreen.Y), car.Name);
                        DrawShadowText(gfx, _font, _blue, new Point(carScreen.X, carScreen.Y + 10), disStr);
                    }
                }
            }
            // Grenade alert
            foreach (var gre in _data.Grenades)
            {
                if (Algorithms.WorldToScreenItem(viewMatrix, gre.Position, out Vector2 greScreen, out int distance, _window.Width, _window.Height))
                {
                    DrawShadowText(gfx, _font, 15, _red, new Point(greScreen.X, greScreen.Y), string.Format("!!! {0} !!! [{1}M]", gre.Type.GetDescription(), distance));
                }
            }
            gfx.EndScene();
        }

        private void DrawPlayerBone(long bodyAddv, long boneAddv, float w, D3DMatrix viewMatrix, int winWidth, int winHeight)
        {
            float sightX = winWidth / 2, sightY = winHeight / 2;
            Vector3 headPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 5 * 48);
            headPos.Z += 7;
            Vector2 head;
            Algorithms.WorldToScreenBone(viewMatrix, headPos, out head, out int distance, winWidth, winHeight);
            Vector2 neck = head;
            Vector2 chest;
            Vector3 chestPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 4 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, chestPos, out chest, out distance, winWidth, winHeight);
            Vector2 pelvis;
            Vector3 pelvisPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 1 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, pelvisPos, out pelvis, out distance, winWidth, winHeight);
            Vector2 lSholder;
            Vector3 lSholderPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 11 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lSholderPos, out lSholder, out distance, winWidth, winHeight);
            Vector2 rSholder;
            Vector3 rSholderPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 32 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rSholderPos, out rSholder, out distance, winWidth, winHeight);
            Vector2 lElbow;
            Vector3 lElbowPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 12 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lElbowPos, out lElbow, out distance, winWidth, winHeight);
            Vector2 rElbow;
            Vector3 rElbowPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 33 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rElbowPos, out rElbow, out distance, winWidth, winHeight);
            Vector2 lWrist;
            Vector3 lWristPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 63 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lWristPos, out lWrist, out distance, winWidth, winHeight);
            Vector2 rWrist;
            Vector3 rWristPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 62 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rWristPos, out rWrist, out distance, winWidth, winHeight);
            Vector2 lThigh;
            Vector3 lThighPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 52 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lThighPos, out lThigh, out distance, winWidth, winHeight);
            Vector2 rThigh;
            Vector3 rThighPos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 56 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rThighPos, out rThigh, out distance, winWidth, winHeight);
            Vector2 lKnee;
            Vector3 lKneePos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 53 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lKneePos, out lKnee, out distance, winWidth, winHeight);
            Vector2 rKnee;
            Vector3 rKneePos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 57 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rKneePos, out rKnee, out distance, winWidth, winHeight);
            Vector2 lAnkle;
            Vector3 lAnklePos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 54 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, lAnklePos, out lAnkle, out distance, winWidth, winHeight);
            Vector2 rAnkle;
            Vector3 rAnklePos = Algorithms.GetBoneWorldPosition(bodyAddv, boneAddv + 58 * 48);
            Algorithms.WorldToScreenBone(viewMatrix, rAnklePos, out rAnkle, out distance, winWidth, winHeight);
            if (head.CheckFeasible() && chest.CheckFeasible() && pelvis.CheckFeasible() && lSholder.CheckFeasible()
                && rSholder.CheckFeasible() && lElbow.CheckFeasible() && rElbow.CheckFeasible() && lWrist.CheckFeasible()
                && rWrist.CheckFeasible() && lThigh.CheckFeasible() && rThigh.CheckFeasible() && lKnee.CheckFeasible()
                && rKnee.CheckFeasible() && lAnkle.CheckFeasible() && rAnkle.CheckFeasible())
            {
                _graphics.DrawCircle(_white, new Circle(head.X, head.Y, w / 6), 1);
                _graphics.DrawLine(_white, new Line(neck.X, neck.Y, chest.X, chest.Y), 1);
                _graphics.DrawLine(_white, new Line(chest.X, chest.Y, pelvis.X, pelvis.Y), 1);

                _graphics.DrawLine(_white, new Line(chest.X, chest.Y, lSholder.X, lSholder.Y), 1);
                _graphics.DrawLine(_white, new Line(chest.X, chest.Y, rSholder.X, rSholder.Y), 1);

                _graphics.DrawLine(_white, new Line(lSholder.X, lSholder.Y, lElbow.X, lElbow.Y), 1);
                _graphics.DrawLine(_white, new Line(rSholder.X, rSholder.Y, rElbow.X, rElbow.Y), 1);

                _graphics.DrawLine(_white, new Line(lElbow.X, lElbow.Y, lWrist.X, lWrist.Y), 1);
                _graphics.DrawLine(_white, new Line(rElbow.X, rElbow.Y, rWrist.X, rWrist.Y), 1);

                _graphics.DrawLine(_white, new Line(pelvis.X, pelvis.Y, lThigh.X, lThigh.Y), 1);
                _graphics.DrawLine(_white, new Line(pelvis.X, pelvis.Y, rThigh.X, rThigh.Y), 1);

                _graphics.DrawLine(_white, new Line(lThigh.X, lThigh.Y, lKnee.X, lKnee.Y), 1);
                _graphics.DrawLine(_white, new Line(rThigh.X, rThigh.Y, rKnee.X, rKnee.Y), 1);

                _graphics.DrawLine(_white, new Line(lKnee.X, lKnee.Y, lAnkle.X, lAnkle.Y), 1);
                _graphics.DrawLine(_white, new Line(rKnee.X, rKnee.Y, rAnkle.X, rAnkle.Y), 1);
            }
        }

        private void DrawShadowText(Graphics gfx, Font font, IBrush brush, Point pt, string txt)
        {
            var bpPt = new Point(pt.X - 1, pt.Y + 1);
            //var bpPt2 = new Point(pt.X + 1, pt.Y - 1);
            gfx.DrawText(font, _txtBrush, bpPt, txt);
            //gfx.DrawText(font, _txtBrush, bpPt2, txt);
            gfx.DrawText(font, brush, pt, txt);

        }
        private void DrawShadowText(Graphics gfx, Font font, float fontSize, IBrush brush, Point pt, string txt)
        {
            var bpPt = new Point();
            bpPt.X = pt.X - 1;
            bpPt.Y = pt.Y + 1;
            gfx.DrawText(font, fontSize, _txtBrush, bpPt, txt);
            gfx.DrawText(font, fontSize, brush, pt, txt);
        }

        private void DrawPlayerBlood(float x, float y, float h, float w, float fBlood)
        {
            if (fBlood > 70.0)
            {
                //FillRGB(x, y, 5, h, TextBlack);
                //FillRGB(x, y, 5, h * fBlood / 100.0, TextGreen);
                _graphics.FillRectangle(_black, Rectangle.Create(x, y, w, h));
                _graphics.FillRectangle(_green, Rectangle.Create(x, y, w, h * fBlood / 100));
            }
            if (fBlood > 30.0 && fBlood <= 70.0)
            {
                //FillRGB(x, y, 5, h, TextBlack);
                //FillRGB(x, y, 5, h * fBlood / 100.0, TextYellow);
                _graphics.FillRectangle(_black, Rectangle.Create(x, y, w, h));
                _graphics.FillRectangle(_yellow, Rectangle.Create(x, y, w, h * fBlood / 100));
            }
            if (fBlood > 0.0 && fBlood <= 30.0)
            {
                //FillRGB(x, y, 5, h, TextBlack);
                //FillRGB(x, y, 5, h * fBlood / 100.0, TextRed);
                _graphics.FillRectangle(_black, Rectangle.Create(x, y, w, h));
                _graphics.FillRectangle(_red, Rectangle.Create(x, y, w, h * fBlood / 100));
            }
        }

        private void _window_SizeChanged(object sender, OverlaySizeEventArgs e)
        {
            if (_graphics == null) return;

            if (_graphics.IsInitialized)
            {
                _graphics.Resize(e.Width, e.Height);
            }
            else
            {
                _graphics.Width = e.Width;
                _graphics.Height = e.Height;
            }
        }
    }
}

Bu offsetleri nasıl pubg mobileye inject edebilirim? Pubg mobileyi process hacker ile bulmayı biliyorum ancak nasıl inject edebileceğimi bilmiyorum, bilgili arkadaşlar umarım yardımcı olur

Not: MainForm elimde var
 
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Öncellikle Buraya Atmış Olduğun Kod C# Ve Zadten Pubg Mobil Hack Source Githubda Var
Bağlantıları görmek için lütfen Giriş Yap
Al Bak İncelle.
 
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İnternal mi? ve C++'da main form derken :D
Bu arada sana kim hazır adresleri al dedi UE4 oyunlarda adres bulmak zor iştir örnek atıyorum
GNames -> 0x6A10BAC
GWorld -> 0x6A19BA8
ViewWorld -> 0x6E6801C

Vb tarzı şu anda salladım ancak sana kim dediyse yok öyle yap bi kere source olduğu çok belli zaten nasıl inject ederim tarzı bir soru çok komik geldi dll mi inject etmek istiyorsun konuyu daha açık yazabilirdin


C++ yerine açmışsın kod C# :D
 
je vole dans l espace
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İnternal mi? ve C++'da main form derken :D
Bu arada sana kim hazır adresleri al dedi UE4 oyunlarda adres bulmak zor iştir örnek atıyorum
GNames -> 0x6A10BAC
GWorld -> 0x6A19BA8
ViewWorld -> 0x6E6801C

Vb tarzı şu anda salladım ancak sana kim dediyse yok öyle yap bi kere source olduğu çok belli zaten nasıl inject ederim tarzı bir soru çok komik geldi dll mi inject etmek istiyorsun konuyu daha açık yazabilirdin


C++ yerine açmışsın kod C# :D
Vallahi hiç bilmiyorum bu işlerde çok yeniyim discord versem yardımcı olabilirmisin
Öncellikle Buraya Atmış Olduğun Kod C# Ve Zadten Pubg Mobil Hack Source Githubda Var
Bağlantıları görmek için lütfen Giriş Yap
Al Bak İncelle.
Discord versem yardımc olabilirmisin
 
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got 0x2d8 from dumped lib and i think its wrong as 0x808 is hex of the
 
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koda emulator surum gunceleme yok yenisi gelmesse çalışmayabilir
 
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kanka valla o Arkadasina söyle seni yemis
hazir offsetle nasil prfesyonel olmayi bekliosun anlamiorum
profesyonel olmak icin Bu yapilanlari anlaman gerekio
Offsetleri anlaman lazim Hazir Offset ile nasil anlayacaksin dolaysiyla nasil Profesyonel olmayi bekliosun
Hersey ögrenmeyle sabirla oluyor
biri bi source atti diye Programlama yapamassin

Böyle hile yapanlar genelde Programlama, Reverse Enginiering .... üzere 5 ile 10 yil calistilar.
Birisi gelip su Source yi aliim de 2 dk da Hacker oliim böyle bi dünya yok .

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