instalocker source code

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instalocker source code​


yaptın arıyorum yazsana sonuna
 
2-3 mactan sonra ban yicen kanka externalli instalocker kullansana hem hileyle oynarsın
 
ucden aldım calısıyormu bilmiyorum
Valorant Internal | Agent Instalocker

Code:
  1. namespace negrumdaddy
  2. {
  3. namespace insta_lock_agents
  4. {
  5. uobject* astra = nullptr;
  6. uobject* breach = nullptr;
  7. uobject* brimstone = nullptr;
  8. uobject* chamber = nullptr;
  9. uobject* cypher = nullptr;
  10. uobject* fade = nullptr;
  11. uobject* jett = nullptr;
  12. uobject* kayo = nullptr;
  13. uobject* killjoy = nullptr;
  14. uobject* neon = nullptr;
  15. uobject* omen = nullptr;
  16. uobject* phoenix = nullptr;
  17. uobject* raze = nullptr;
  18. uobject* reyna = nullptr;
  19. uobject* sage = nullptr;
  20. uobject* skye = nullptr;
  21. uobject* sova = nullptr;
  22. uobject* viper = nullptr;
  23. uobject* yoru = nullptr;
  24. uobject* gekko = nullptr;
  25. void run()
  26. {
  27. auto enc_astra = Encrypt(L"Default__Rift_PrimaryAsset_C");
  28. astra = uobject::find_object(enc_astra.decrypt(), reinterpret_cast<uobject*>(-1)), enc_astra.clear();
  29. auto enc_breach = Encrypt(L"Default__Breach_PrimaryAsset_C");
  30. breach = uobject::find_object(enc_breach.decrypt(), reinterpret_cast<uobject*>(-1)), enc_breach.clear();
  31. auto enc_brimstone = Encrypt(L"Default__Sarge_PrimaryAsset_C");
  32. brimstone = uobject::find_object(enc_brimstone.decrypt(), reinterpret_cast<uobject*>(-1)), enc_brimstone.clear();
  33. auto enc_chamber = Encrypt(L"Default__Deadeye_PrimaryAsset_C");
  34. chamber = uobject::find_object(enc_chamber.decrypt(), reinterpret_cast<uobject*>(-1)), enc_chamber.clear();
  35. auto enc_cypher = Encrypt(L"Default__Gumshoe_PrimaryAsset_C");
  36. cypher = uobject::find_object(enc_cypher.decrypt(), reinterpret_cast<uobject*>(-1)), enc_cypher.clear();
  37. auto enc_fade = Encrypt(L"Default__BountyHunter_PrimaryAsset_C");
  38. fade = uobject::find_object(enc_fade.decrypt(), reinterpret_cast<uobject*>(-1)), enc_fade.clear();
  39. auto enc_jett = Encrypt(L"Default__Wushu_PrimaryAsset_C");
  40. jett = uobject::find_object(enc_jett.decrypt(), reinterpret_cast<uobject*>(-1)), enc_jett.clear();
  41. auto enc_kayo = Encrypt(L"Default__Grenadier_PrimaryAsset_C");
  42. kayo = uobject::find_object(enc_kayo.decrypt(), reinterpret_cast<uobject*>(-1)), enc_kayo.clear();
  43. auto enc_killjoy = Encrypt(L"Default__Killjoy_PrimaryAsset_C");
  44. killjoy = uobject::find_object(enc_killjoy.decrypt(), reinterpret_cast<uobject*>(-1)), enc_killjoy.clear();
  45. auto enc_neon = Encrypt(L"Default__Sprinter_PrimaryAsset_C");
  46. neon = uobject::find_object(enc_neon.decrypt(), reinterpret_cast<uobject*>(-1)), enc_neon.clear();
  47. auto enc_omen = Encrypt(L"Default__Wraith_PrimaryAsset_C");
  48. omen = uobject::find_object(enc_omen.decrypt(), reinterpret_cast<uobject*>(-1)), enc_omen.clear();
  49. auto enc_phoenix = Encrypt(L"Default__Phoenix_PrimaryAsset_C");
  50. phoenix = uobject::find_object(enc_phoenix.decrypt(), reinterpret_cast<uobject*>(-1)), enc_phoenix.clear();
  51. auto enc_raze = Encrypt(L"Default__Clay_PrimaryAsset_C");
  52. raze = uobject::find_object(enc_raze.decrypt(), reinterpret_cast<uobject*>(-1)), enc_raze.clear();
  53. auto enc_reyna = Encrypt(L"Default__Vampire_PrimaryAsset_C");
  54. reyna = uobject::find_object(enc_reyna.decrypt(), reinterpret_cast<uobject*>(-1)), enc_reyna.clear();
  55. auto enc_sage = Encrypt(L"Default__Thorne_PrimaryAsset_C");
  56. sage = uobject::find_object(enc_sage.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sage.clear();
  57. auto enc_skye = Encrypt(L"Default__guide_PrimaryAsset_C");
  58. skye = uobject::find_object(enc_skye.decrypt(), reinterpret_cast<uobject*>(-1)), enc_skye.clear();
  59. auto enc_sova = Encrypt(L"Default__Hunter_PrimaryAsset_C");
  60. sova = uobject::find_object(enc_sova.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sova.clear();
  61. auto enc_viper = Encrypt(L"Default__Pandemic_PrimaryAsset_C");
  62. viper = uobject::find_object(enc_viper.decrypt(), reinterpret_cast<uobject*>(-1)), enc_viper.clear();
  63. auto enc_yoru = Encrypt(L"Default__Stealth_PrimaryAsset_C");
  64. yoru = uobject::find_object(enc_yoru.decrypt(), reinterpret_cast<uobject*>(-1)), enc_yoru.clear();
  65. auto enc_gekko = Encrypt(L"Default__AggroBot_PrimaryAsset_C");
  66. gekko = uobject::find_object(enc_gekko.decrypt(), reinterpret_cast<uobject*>(-1)), enc_gekko.clear();
  67. }
  68. uobject* get_agent_object(int id)
  69. {
  70. if (id == 0) return astra;
  71. else if (id == 1) return breach;
  72. else if (id == 2) return brimstone;
  73. else if (id == 3) return chamber;
  74. else if (id == 4) return cypher;
  75. else if (id == 5) return fade;
  76. else if (id == 6) return jett;
  77. else if (id == 7) return kayo;
  78. else if (id == 8) return killjoy;
  79. else if (id == 9) return neon;
  80. else if (id == 10) return omen;
  81. else if (id == 11) return phoenix;
  82. else if (id == 12) return raze;
  83. else if (id == 13) return reyna;
  84. else if (id == 14) return sage;
  85. else if (id == 15) return skye;
  86. else if (id == 16) return sova;
  87. else if (id == 17) return viper;
  88. else if (id == 18) return yoru;
  89. else if (id == 19) return gekko;
  90. else return nullptr;
  91. }
  92. }
  93. namespace insta_lock
  94. {
  95. int old_time = NULL;
  96. int agent_counter = 0;
  97. void agent_roulette(controller* controller) {
  98. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  99. if (math::class_is_child_of(controller->class_private, _class))
  100. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  101. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  102. if (!pregame_view_model->is_local_player_locked_in())
  103. {
  104. if (!old_time) old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
  105. int current_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
  106. if (current_time > old_time)
  107. {
  108. old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() + 50;
  109. pregame_view_controller->select_character(insta_lock_agents::get_agent_object(agent_counter));
  110. agent_counter++;
  111. if (agent_counter >= 20)
  112. agent_counter = 0;
  113. }
  114. }
  115. else if (global::misc::config.bRandomAgent == true)
  116. global::misc::config.bRandomAgent = false;
  117. }
  118. void run(controller* controller)
  119. {
  120. if (global::misc::config.bRandomAgent)
  121. agent_roulette(controller);
  122. if (global::misc::config.bInstaLock) {
  123. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  124. if (math::class_is_child_of(controller->class_private, _class))
  125. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  126. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  127. if (!pregame_view_model->is_local_player_locked_in())
  128. if (insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent))
  129. {
  130. pregame_view_controller->lock_character(insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent));
  131. global::misc::config.bInstaLock = false;
  132. }
  133. }
  134. }
  135. }
  136. }
sdk:
Code:
  1. class pregame_view_model : public uobject {
  2. public:
  3. bool is_local_player_locked_in()
  4. {
  5. uobject* function = find_obj(L"ShooterGame.PregameViewModel.IsLocalPlayerLockedIn");
  6. if (function == nullptr)
  7. return false;
  8. struct
  9. {
  10. bool return_value;
  11. } params;
  12. this->process_event(function, &params);
  13. return params.return_value;
  14. }
  15. };
  16. class pregame_view_controller : public uobject {
  17. public:
  18. pregame_view_model* get_pregame_view_model() {
  19. uobject* function = find_obj(L"ShooterGame.PregameViewController.GetViewModel");
  20. if (function == nullptr)
  21. return nullptr;
  22. struct
  23. {
  24. pregame_view_model* return_value;
  25. } params;
  26. this->process_event(function, &params);
  27. return params.return_value;
  28. }
  29. void lock_character(uobject* agent)
  30. {
  31. uobject* function = find_obj(L"ShooterGame.PregameViewController.LockCharacter");
  32. if (function == nullptr)
  33. return;
  34. struct
  35. {
  36. uobject* agent;
  37. } params = { agent };
  38. this->process_event(function, &params);
  39. }
  40. void select_character(uobject* agent)
  41. {
  42. uobject* function = find_obj(L"ShooterGame.PregameViewController.SelectCharacter");
  43. if (function == nullptr)
  44. return;
  45. struct
  46. {
  47. uobject* agent;
  48. } params = { agent };
  49. this->process_event(function, &params);
  50. }
  51. };
 
ucden aldım calısıyormu bilmiyorum
Valorant Internal | Agent Instalocker

Code:
  1. namespace negrumdaddy
  2. {
  3. namespace insta_lock_agents
  4. {
  5. uobject* astra = nullptr;
  6. uobject* breach = nullptr;
  7. uobject* brimstone = nullptr;
  8. uobject* chamber = nullptr;
  9. uobject* cypher = nullptr;
  10. uobject* fade = nullptr;
  11. uobject* jett = nullptr;
  12. uobject* kayo = nullptr;
  13. uobject* killjoy = nullptr;
  14. uobject* neon = nullptr;
  15. uobject* omen = nullptr;
  16. uobject* phoenix = nullptr;
  17. uobject* raze = nullptr;
  18. uobject* reyna = nullptr;
  19. uobject* sage = nullptr;
  20. uobject* skye = nullptr;
  21. uobject* sova = nullptr;
  22. uobject* viper = nullptr;
  23. uobject* yoru = nullptr;
  24. uobject* gekko = nullptr;

  25. void run()
  26. {
  27. auto enc_astra = Encrypt(L"Default__Rift_PrimaryAsset_C");
  28. astra = uobject::find_object(enc_astra.decrypt(), reinterpret_cast<uobject*>(-1)), enc_astra.clear();

  29. auto enc_breach = Encrypt(L"Default__Breach_PrimaryAsset_C");
  30. breach = uobject::find_object(enc_breach.decrypt(), reinterpret_cast<uobject*>(-1)), enc_breach.clear();

  31. auto enc_brimstone = Encrypt(L"Default__Sarge_PrimaryAsset_C");
  32. brimstone = uobject::find_object(enc_brimstone.decrypt(), reinterpret_cast<uobject*>(-1)), enc_brimstone.clear();

  33. auto enc_chamber = Encrypt(L"Default__Deadeye_PrimaryAsset_C");
  34. chamber = uobject::find_object(enc_chamber.decrypt(), reinterpret_cast<uobject*>(-1)), enc_chamber.clear();

  35. auto enc_cypher = Encrypt(L"Default__Gumshoe_PrimaryAsset_C");
  36. cypher = uobject::find_object(enc_cypher.decrypt(), reinterpret_cast<uobject*>(-1)), enc_cypher.clear();

  37. auto enc_fade = Encrypt(L"Default__BountyHunter_PrimaryAsset_C");
  38. fade = uobject::find_object(enc_fade.decrypt(), reinterpret_cast<uobject*>(-1)), enc_fade.clear();

  39. auto enc_jett = Encrypt(L"Default__Wushu_PrimaryAsset_C");
  40. jett = uobject::find_object(enc_jett.decrypt(), reinterpret_cast<uobject*>(-1)), enc_jett.clear();

  41. auto enc_kayo = Encrypt(L"Default__Grenadier_PrimaryAsset_C");
  42. kayo = uobject::find_object(enc_kayo.decrypt(), reinterpret_cast<uobject*>(-1)), enc_kayo.clear();

  43. auto enc_killjoy = Encrypt(L"Default__Killjoy_PrimaryAsset_C");
  44. killjoy = uobject::find_object(enc_killjoy.decrypt(), reinterpret_cast<uobject*>(-1)), enc_killjoy.clear();

  45. auto enc_neon = Encrypt(L"Default__Sprinter_PrimaryAsset_C");
  46. neon = uobject::find_object(enc_neon.decrypt(), reinterpret_cast<uobject*>(-1)), enc_neon.clear();

  47. auto enc_omen = Encrypt(L"Default__Wraith_PrimaryAsset_C");
  48. omen = uobject::find_object(enc_omen.decrypt(), reinterpret_cast<uobject*>(-1)), enc_omen.clear();

  49. auto enc_phoenix = Encrypt(L"Default__Phoenix_PrimaryAsset_C");
  50. phoenix = uobject::find_object(enc_phoenix.decrypt(), reinterpret_cast<uobject*>(-1)), enc_phoenix.clear();

  51. auto enc_raze = Encrypt(L"Default__Clay_PrimaryAsset_C");
  52. raze = uobject::find_object(enc_raze.decrypt(), reinterpret_cast<uobject*>(-1)), enc_raze.clear();

  53. auto enc_reyna = Encrypt(L"Default__Vampire_PrimaryAsset_C");
  54. reyna = uobject::find_object(enc_reyna.decrypt(), reinterpret_cast<uobject*>(-1)), enc_reyna.clear();

  55. auto enc_sage = Encrypt(L"Default__Thorne_PrimaryAsset_C");
  56. sage = uobject::find_object(enc_sage.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sage.clear();

  57. auto enc_skye = Encrypt(L"Default__guide_PrimaryAsset_C");
  58. skye = uobject::find_object(enc_skye.decrypt(), reinterpret_cast<uobject*>(-1)), enc_skye.clear();

  59. auto enc_sova = Encrypt(L"Default__Hunter_PrimaryAsset_C");
  60. sova = uobject::find_object(enc_sova.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sova.clear();

  61. auto enc_viper = Encrypt(L"Default__Pandemic_PrimaryAsset_C");
  62. viper = uobject::find_object(enc_viper.decrypt(), reinterpret_cast<uobject*>(-1)), enc_viper.clear();

  63. auto enc_yoru = Encrypt(L"Default__Stealth_PrimaryAsset_C");
  64. yoru = uobject::find_object(enc_yoru.decrypt(), reinterpret_cast<uobject*>(-1)), enc_yoru.clear();

  65. auto enc_gekko = Encrypt(L"Default__AggroBot_PrimaryAsset_C");
  66. gekko = uobject::find_object(enc_gekko.decrypt(), reinterpret_cast<uobject*>(-1)), enc_gekko.clear();
  67. }

  68. uobject* get_agent_object(int id)
  69. {
  70. if (id == 0) return astra;
  71. else if (id == 1) return breach;
  72. else if (id == 2) return brimstone;
  73. else if (id == 3) return chamber;
  74. else if (id == 4) return cypher;
  75. else if (id == 5) return fade;
  76. else if (id == 6) return jett;
  77. else if (id == 7) return kayo;
  78. else if (id == 8) return killjoy;
  79. else if (id == 9) return neon;
  80. else if (id == 10) return omen;
  81. else if (id == 11) return phoenix;
  82. else if (id == 12) return raze;
  83. else if (id == 13) return reyna;
  84. else if (id == 14) return sage;
  85. else if (id == 15) return skye;
  86. else if (id == 16) return sova;
  87. else if (id == 17) return viper;
  88. else if (id == 18) return yoru;
  89. else if (id == 19) return gekko;
  90. else return nullptr;
  91. }
  92. }

  93. namespace insta_lock
  94. {
  95. int old_time = NULL;
  96. int agent_counter = 0;

  97. void agent_roulette(controller* controller) {
  98. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  99. if (math::class_is_child_of(controller->class_private, _class))
  100. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  101. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  102. if (!pregame_view_model->is_local_player_locked_in())
  103. {
  104. if (!old_time) old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
  105. int current_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();

  106. if (current_time > old_time)
  107. {
  108. old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() + 50;
  109. pregame_view_controller->select_character(insta_lock_agents::get_agent_object(agent_counter));

  110. agent_counter++;
  111. if (agent_counter >= 20)
  112. agent_counter = 0;

  113. }
  114. }
  115. else if (global::misc::config.bRandomAgent == true)
  116. global::misc::config.bRandomAgent = false;
  117. }

  118. void run(controller* controller)
  119. {
  120. if (global::misc::config.bRandomAgent)
  121. agent_roulette(controller);

  122. if (global::misc::config.bInstaLock) {
  123. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  124. if (math::class_is_child_of(controller->class_private, _class))
  125. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  126. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  127. if (!pregame_view_model->is_local_player_locked_in())
  128. if (insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent))
  129. {
  130. pregame_view_controller->lock_character(insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent));
  131. global::misc::config.bInstaLock = false;
  132. }

  133. }
  134. }
  135. }
  136. }
sdk:
Code:
  1. class pregame_view_model : public uobject {
  2. public:
  3. bool is_local_player_locked_in()
  4. {
  5. uobject* function = find_obj(L"ShooterGame.PregameViewModel.IsLocalPlayerLockedIn");

  6. if (function == nullptr)
  7. return false;

  8. struct
  9. {
  10. bool return_value;
  11. } params;

  12. this->process_event(function, &params);

  13. return params.return_value;
  14. }
  15. };

  16. class pregame_view_controller : public uobject {
  17. public:
  18. pregame_view_model* get_pregame_view_model() {
  19. uobject* function = find_obj(L"ShooterGame.PregameViewController.GetViewModel");

  20. if (function == nullptr)
  21. return nullptr;

  22. struct
  23. {
  24. pregame_view_model* return_value;
  25. } params;

  26. this->process_event(function, &params);

  27. return params.return_value;
  28. }

  29. void lock_character(uobject* agent)
  30. {
  31. uobject* function = find_obj(L"ShooterGame.PregameViewController.LockCharacter");

  32. if (function == nullptr)
  33. return;

  34. struct
  35. {
  36. uobject* agent;
  37. } params = { agent };

  38. this->process_event(function, &params);
  39. }

  40. void select_character(uobject* agent)
  41. {
  42. uobject* function = find_obj(L"ShooterGame.PregameViewController.SelectCharacter");

  43. if (function == nullptr)
  44. return;

  45. struct
  46. {
  47. uobject* agent;
  48. } params = { agent };

  49. this->process_event(function, &params);
  50. }
  51. };
cok eskı bu versıyonu calısmıyor
 
ucden aldım calısıyormu bilmiyorum
Valorant Internal | Agent Instalocker

Code:
  1. namespace negrumdaddy
  2. {
  3. namespace insta_lock_agents
  4. {
  5. uobject* astra = nullptr;
  6. uobject* breach = nullptr;
  7. uobject* brimstone = nullptr;
  8. uobject* chamber = nullptr;
  9. uobject* cypher = nullptr;
  10. uobject* fade = nullptr;
  11. uobject* jett = nullptr;
  12. uobject* kayo = nullptr;
  13. uobject* killjoy = nullptr;
  14. uobject* neon = nullptr;
  15. uobject* omen = nullptr;
  16. uobject* phoenix = nullptr;
  17. uobject* raze = nullptr;
  18. uobject* reyna = nullptr;
  19. uobject* sage = nullptr;
  20. uobject* skye = nullptr;
  21. uobject* sova = nullptr;
  22. uobject* viper = nullptr;
  23. uobject* yoru = nullptr;
  24. uobject* gekko = nullptr;

  25. void run()
  26. {
  27. auto enc_astra = Encrypt(L"Default__Rift_PrimaryAsset_C");
  28. astra = uobject::find_object(enc_astra.decrypt(), reinterpret_cast<uobject*>(-1)), enc_astra.clear();

  29. auto enc_breach = Encrypt(L"Default__Breach_PrimaryAsset_C");
  30. breach = uobject::find_object(enc_breach.decrypt(), reinterpret_cast<uobject*>(-1)), enc_breach.clear();

  31. auto enc_brimstone = Encrypt(L"Default__Sarge_PrimaryAsset_C");
  32. brimstone = uobject::find_object(enc_brimstone.decrypt(), reinterpret_cast<uobject*>(-1)), enc_brimstone.clear();

  33. auto enc_chamber = Encrypt(L"Default__Deadeye_PrimaryAsset_C");
  34. chamber = uobject::find_object(enc_chamber.decrypt(), reinterpret_cast<uobject*>(-1)), enc_chamber.clear();

  35. auto enc_cypher = Encrypt(L"Default__Gumshoe_PrimaryAsset_C");
  36. cypher = uobject::find_object(enc_cypher.decrypt(), reinterpret_cast<uobject*>(-1)), enc_cypher.clear();

  37. auto enc_fade = Encrypt(L"Default__BountyHunter_PrimaryAsset_C");
  38. fade = uobject::find_object(enc_fade.decrypt(), reinterpret_cast<uobject*>(-1)), enc_fade.clear();

  39. auto enc_jett = Encrypt(L"Default__Wushu_PrimaryAsset_C");
  40. jett = uobject::find_object(enc_jett.decrypt(), reinterpret_cast<uobject*>(-1)), enc_jett.clear();

  41. auto enc_kayo = Encrypt(L"Default__Grenadier_PrimaryAsset_C");
  42. kayo = uobject::find_object(enc_kayo.decrypt(), reinterpret_cast<uobject*>(-1)), enc_kayo.clear();

  43. auto enc_killjoy = Encrypt(L"Default__Killjoy_PrimaryAsset_C");
  44. killjoy = uobject::find_object(enc_killjoy.decrypt(), reinterpret_cast<uobject*>(-1)), enc_killjoy.clear();

  45. auto enc_neon = Encrypt(L"Default__Sprinter_PrimaryAsset_C");
  46. neon = uobject::find_object(enc_neon.decrypt(), reinterpret_cast<uobject*>(-1)), enc_neon.clear();

  47. auto enc_omen = Encrypt(L"Default__Wraith_PrimaryAsset_C");
  48. omen = uobject::find_object(enc_omen.decrypt(), reinterpret_cast<uobject*>(-1)), enc_omen.clear();

  49. auto enc_phoenix = Encrypt(L"Default__Phoenix_PrimaryAsset_C");
  50. phoenix = uobject::find_object(enc_phoenix.decrypt(), reinterpret_cast<uobject*>(-1)), enc_phoenix.clear();

  51. auto enc_raze = Encrypt(L"Default__Clay_PrimaryAsset_C");
  52. raze = uobject::find_object(enc_raze.decrypt(), reinterpret_cast<uobject*>(-1)), enc_raze.clear();

  53. auto enc_reyna = Encrypt(L"Default__Vampire_PrimaryAsset_C");
  54. reyna = uobject::find_object(enc_reyna.decrypt(), reinterpret_cast<uobject*>(-1)), enc_reyna.clear();

  55. auto enc_sage = Encrypt(L"Default__Thorne_PrimaryAsset_C");
  56. sage = uobject::find_object(enc_sage.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sage.clear();

  57. auto enc_skye = Encrypt(L"Default__guide_PrimaryAsset_C");
  58. skye = uobject::find_object(enc_skye.decrypt(), reinterpret_cast<uobject*>(-1)), enc_skye.clear();

  59. auto enc_sova = Encrypt(L"Default__Hunter_PrimaryAsset_C");
  60. sova = uobject::find_object(enc_sova.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sova.clear();

  61. auto enc_viper = Encrypt(L"Default__Pandemic_PrimaryAsset_C");
  62. viper = uobject::find_object(enc_viper.decrypt(), reinterpret_cast<uobject*>(-1)), enc_viper.clear();

  63. auto enc_yoru = Encrypt(L"Default__Stealth_PrimaryAsset_C");
  64. yoru = uobject::find_object(enc_yoru.decrypt(), reinterpret_cast<uobject*>(-1)), enc_yoru.clear();

  65. auto enc_gekko = Encrypt(L"Default__AggroBot_PrimaryAsset_C");
  66. gekko = uobject::find_object(enc_gekko.decrypt(), reinterpret_cast<uobject*>(-1)), enc_gekko.clear();
  67. }

  68. uobject* get_agent_object(int id)
  69. {
  70. if (id == 0) return astra;
  71. else if (id == 1) return breach;
  72. else if (id == 2) return brimstone;
  73. else if (id == 3) return chamber;
  74. else if (id == 4) return cypher;
  75. else if (id == 5) return fade;
  76. else if (id == 6) return jett;
  77. else if (id == 7) return kayo;
  78. else if (id == 8) return killjoy;
  79. else if (id == 9) return neon;
  80. else if (id == 10) return omen;
  81. else if (id == 11) return phoenix;
  82. else if (id == 12) return raze;
  83. else if (id == 13) return reyna;
  84. else if (id == 14) return sage;
  85. else if (id == 15) return skye;
  86. else if (id == 16) return sova;
  87. else if (id == 17) return viper;
  88. else if (id == 18) return yoru;
  89. else if (id == 19) return gekko;
  90. else return nullptr;
  91. }
  92. }

  93. namespace insta_lock
  94. {
  95. int old_time = NULL;
  96. int agent_counter = 0;

  97. void agent_roulette(controller* controller) {
  98. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  99. if (math::class_is_child_of(controller->class_private, _class))
  100. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  101. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  102. if (!pregame_view_model->is_local_player_locked_in())
  103. {
  104. if (!old_time) old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
  105. int current_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();

  106. if (current_time > old_time)
  107. {
  108. old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() + 50;
  109. pregame_view_controller->select_character(insta_lock_agents::get_agent_object(agent_counter));

  110. agent_counter++;
  111. if (agent_counter >= 20)
  112. agent_counter = 0;

  113. }
  114. }
  115. else if (global::misc::config.bRandomAgent == true)
  116. global::misc::config.bRandomAgent = false;
  117. }

  118. void run(controller* controller)
  119. {
  120. if (global::misc::config.bRandomAgent)
  121. agent_roulette(controller);

  122. if (global::misc::config.bInstaLock) {
  123. auto _class = find_obj(L"ShooterGame.PregamePlayerController");
  124. if (math::class_is_child_of(controller->class_private, _class))
  125. if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
  126. if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
  127. if (!pregame_view_model->is_local_player_locked_in())
  128. if (insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent))
  129. {
  130. pregame_view_controller->lock_character(insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent));
  131. global::misc::config.bInstaLock = false;
  132. }

  133. }
  134. }
  135. }
  136. }
sdk:
Code:
  1. class pregame_view_model : public uobject {
  2. public:
  3. bool is_local_player_locked_in()
  4. {
  5. uobject* function = find_obj(L"ShooterGame.PregameViewModel.IsLocalPlayerLockedIn");

  6. if (function == nullptr)
  7. return false;

  8. struct
  9. {
  10. bool return_value;
  11. } params;

  12. this->process_event(function, &params);

  13. return params.return_value;
  14. }
  15. };

  16. class pregame_view_controller : public uobject {
  17. public:
  18. pregame_view_model* get_pregame_view_model() {
  19. uobject* function = find_obj(L"ShooterGame.PregameViewController.GetViewModel");

  20. if (function == nullptr)
  21. return nullptr;

  22. struct
  23. {
  24. pregame_view_model* return_value;
  25. } params;

  26. this->process_event(function, &params);

  27. return params.return_value;
  28. }

  29. void lock_character(uobject* agent)
  30. {
  31. uobject* function = find_obj(L"ShooterGame.PregameViewController.LockCharacter");

  32. if (function == nullptr)
  33. return;

  34. struct
  35. {
  36. uobject* agent;
  37. } params = { agent };

  38. this->process_event(function, &params);
  39. }

  40. void select_character(uobject* agent)
  41. {
  42. uobject* function = find_obj(L"ShooterGame.PregameViewController.SelectCharacter");

  43. if (function == nullptr)
  44. return;

  45. struct
  46. {
  47. uobject* agent;
  48. } params = { agent };

  49. this->process_event(function, &params);
  50. }
  51. };
bunu denedim çok eski bu calısmıyor

up

2-3 mactan sonra ban yicen kanka externalli instalocker kullansana hem hileyle oynarsın
externallı yapmak dassak istiyor
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
bunu denedim çok eski bu calısmıyor

up


externallı yapmak dassak istiyor
 

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