// Game -> GameManager -> EntityList -> INDEX -> Entity -> EntityInfo -> MainComponent ->
#define OFFSET_MAINCOMPONENT_ESPCHAIN1 0x30
#define OFFSET_ESPCHAIN1_ESPCHAIN2 0x78 // ESPCHAIN1 ->
#define OFFSET_ESPCHAIN2_ESPCHAIN3 0x2E4 // ESPCHAIN2 ->
DWORD_PTR entityInfo = RPM<DWORD_PTR>(entity + OFFSET_ENTITY_ENTITYINFO);
DWORD_PTR mainComponent = RPM<DWORD_PTR>(entityInfo + OFFSET_ENTITYINFO_MAINCOMPONENT);
DWORD_PTR espChain1 = RPM<DWORD_PTR>(mainComponent + OFFSET_MAINCOMPONENT_ESPCHAIN1);
DWORD_PTR espChain2 = RPM<DWORD_PTR>(espChain1 + OFFSET_ESPCHAIN1_ESPCHAIN2);
int espChain3 = RPM<int>(espChain2 + OFFSET_ESPCHAIN2_ESPCHAIN3);
if (espChain3 == 0 || espChain3 == 1)
{
WPM<int>(espChain2 + OFFSET_ESPCHAIN2_ESPCHAIN3, 1);
}
auto entityInfo = *Engine::Memory::Ptr<void**>(lEntity, OFFSET_ENTITY_ENTITYINFO);
if (!Engine::Memory::IsValidPtr(entityInfo))
return;
auto mainComponent = *Engine::Memory::Ptr<void**>(entityInfo, OFFSET_ENTITYINFO_MAINCOMPONENT);
if (!Engine::Memory::IsValidPtr(mainComponent))
return;
auto espChain1 = *Engine::Memory::Ptr<void**>(mainComponent, OFFSET_MAINCOMPONENT_ESPCHAIN1);
if (!Engine::Memory::IsValidPtr(espChain1))
return;
auto espChain2 = *Engine::Memory::Ptr<void**>(espChain1, OFFSET_ESPCHAIN1_ESPCHAIN2);
if (!Engine::Memory::IsValidPtr(espChain2))
return;
*Engine::Memory::Ptr<int*>(espChain2, OFFSET_ESPCHAIN2_ESPCHAIN3) = 1;
sağ olyazılımcı olsam kesin anlardımnysee eline sağlık diyelim
Pointerları bulup yaparsanız banada paslayınGuzel oldu bu kardeş hemen arkadaşa bir denettiriyim
elinide çalışan rainbow esp wall aimlock vb hile varmıGuzel oldu bu kardeş hemen arkadaşa bir denettiriyim
hocam elinizde çalışan rainbow hilesi varmı acabaYok çünkü yapmayı bilmiyoruz değil, elimizde çalışan bir bypass yöntemi yok. Ama gene de eline sağlık.
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