demirbabadede
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- 13 Ocak 2025
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beyler instalocker source kod lazım olabilen atabilirmi
pardon ozur dilerimbaslıgı neden
instalocker source code
yaptın arıyorum yazsana sonuna
cok eskı bu versıyonu calısmıyorucden aldım calısıyormu bilmiyorum
Valorant Internal | Agent Instalocker
Code:
sdk:
- namespace negrumdaddy
- {
- namespace insta_lock_agents
- {
- uobject* astra = nullptr;
- uobject* breach = nullptr;
- uobject* brimstone = nullptr;
- uobject* chamber = nullptr;
- uobject* cypher = nullptr;
- uobject* fade = nullptr;
- uobject* jett = nullptr;
- uobject* kayo = nullptr;
- uobject* killjoy = nullptr;
- uobject* neon = nullptr;
- uobject* omen = nullptr;
- uobject* phoenix = nullptr;
- uobject* raze = nullptr;
- uobject* reyna = nullptr;
- uobject* sage = nullptr;
- uobject* skye = nullptr;
- uobject* sova = nullptr;
- uobject* viper = nullptr;
- uobject* yoru = nullptr;
- uobject* gekko = nullptr;
- void run()
- {
- auto enc_astra = Encrypt(L"Default__Rift_PrimaryAsset_C");
- astra = uobject::find_object(enc_astra.decrypt(), reinterpret_cast<uobject*>(-1)), enc_astra.clear();
- auto enc_breach = Encrypt(L"Default__Breach_PrimaryAsset_C");
- breach = uobject::find_object(enc_breach.decrypt(), reinterpret_cast<uobject*>(-1)), enc_breach.clear();
- auto enc_brimstone = Encrypt(L"Default__Sarge_PrimaryAsset_C");
- brimstone = uobject::find_object(enc_brimstone.decrypt(), reinterpret_cast<uobject*>(-1)), enc_brimstone.clear();
- auto enc_chamber = Encrypt(L"Default__Deadeye_PrimaryAsset_C");
- chamber = uobject::find_object(enc_chamber.decrypt(), reinterpret_cast<uobject*>(-1)), enc_chamber.clear();
- auto enc_cypher = Encrypt(L"Default__Gumshoe_PrimaryAsset_C");
- cypher = uobject::find_object(enc_cypher.decrypt(), reinterpret_cast<uobject*>(-1)), enc_cypher.clear();
- auto enc_fade = Encrypt(L"Default__BountyHunter_PrimaryAsset_C");
- fade = uobject::find_object(enc_fade.decrypt(), reinterpret_cast<uobject*>(-1)), enc_fade.clear();
- auto enc_jett = Encrypt(L"Default__Wushu_PrimaryAsset_C");
- jett = uobject::find_object(enc_jett.decrypt(), reinterpret_cast<uobject*>(-1)), enc_jett.clear();
- auto enc_kayo = Encrypt(L"Default__Grenadier_PrimaryAsset_C");
- kayo = uobject::find_object(enc_kayo.decrypt(), reinterpret_cast<uobject*>(-1)), enc_kayo.clear();
- auto enc_killjoy = Encrypt(L"Default__Killjoy_PrimaryAsset_C");
- killjoy = uobject::find_object(enc_killjoy.decrypt(), reinterpret_cast<uobject*>(-1)), enc_killjoy.clear();
- auto enc_neon = Encrypt(L"Default__Sprinter_PrimaryAsset_C");
- neon = uobject::find_object(enc_neon.decrypt(), reinterpret_cast<uobject*>(-1)), enc_neon.clear();
- auto enc_omen = Encrypt(L"Default__Wraith_PrimaryAsset_C");
- omen = uobject::find_object(enc_omen.decrypt(), reinterpret_cast<uobject*>(-1)), enc_omen.clear();
- auto enc_phoenix = Encrypt(L"Default__Phoenix_PrimaryAsset_C");
- phoenix = uobject::find_object(enc_phoenix.decrypt(), reinterpret_cast<uobject*>(-1)), enc_phoenix.clear();
- auto enc_raze = Encrypt(L"Default__Clay_PrimaryAsset_C");
- raze = uobject::find_object(enc_raze.decrypt(), reinterpret_cast<uobject*>(-1)), enc_raze.clear();
- auto enc_reyna = Encrypt(L"Default__Vampire_PrimaryAsset_C");
- reyna = uobject::find_object(enc_reyna.decrypt(), reinterpret_cast<uobject*>(-1)), enc_reyna.clear();
- auto enc_sage = Encrypt(L"Default__Thorne_PrimaryAsset_C");
- sage = uobject::find_object(enc_sage.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sage.clear();
- auto enc_skye = Encrypt(L"Default__guide_PrimaryAsset_C");
- skye = uobject::find_object(enc_skye.decrypt(), reinterpret_cast<uobject*>(-1)), enc_skye.clear();
- auto enc_sova = Encrypt(L"Default__Hunter_PrimaryAsset_C");
- sova = uobject::find_object(enc_sova.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sova.clear();
- auto enc_viper = Encrypt(L"Default__Pandemic_PrimaryAsset_C");
- viper = uobject::find_object(enc_viper.decrypt(), reinterpret_cast<uobject*>(-1)), enc_viper.clear();
- auto enc_yoru = Encrypt(L"Default__Stealth_PrimaryAsset_C");
- yoru = uobject::find_object(enc_yoru.decrypt(), reinterpret_cast<uobject*>(-1)), enc_yoru.clear();
- auto enc_gekko = Encrypt(L"Default__AggroBot_PrimaryAsset_C");
- gekko = uobject::find_object(enc_gekko.decrypt(), reinterpret_cast<uobject*>(-1)), enc_gekko.clear();
- }
- uobject* get_agent_object(int id)
- {
- if (id == 0) return astra;
- else if (id == 1) return breach;
- else if (id == 2) return brimstone;
- else if (id == 3) return chamber;
- else if (id == 4) return cypher;
- else if (id == 5) return fade;
- else if (id == 6) return jett;
- else if (id == 7) return kayo;
- else if (id == 8) return killjoy;
- else if (id == 9) return neon;
- else if (id == 10) return omen;
- else if (id == 11) return phoenix;
- else if (id == 12) return raze;
- else if (id == 13) return reyna;
- else if (id == 14) return sage;
- else if (id == 15) return skye;
- else if (id == 16) return sova;
- else if (id == 17) return viper;
- else if (id == 18) return yoru;
- else if (id == 19) return gekko;
- else return nullptr;
- }
- }
- namespace insta_lock
- {
- int old_time = NULL;
- int agent_counter = 0;
- void agent_roulette(controller* controller) {
- auto _class = find_obj(L"ShooterGame.PregamePlayerController");
- if (math::class_is_child_of(controller->class_private, _class))
- if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
- if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
- if (!pregame_view_model->is_local_player_locked_in())
- {
- if (!old_time) old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
- int current_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
- if (current_time > old_time)
- {
- old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() + 50;
- pregame_view_controller->select_character(insta_lock_agents::get_agent_object(agent_counter));
- agent_counter++;
- if (agent_counter >= 20)
- agent_counter = 0;
- }
- }
- else if (global::misc::config.bRandomAgent == true)
- global::misc::config.bRandomAgent = false;
- }
- void run(controller* controller)
- {
- if (global::misc::config.bRandomAgent)
- agent_roulette(controller);
- if (global::misc::config.bInstaLock) {
- auto _class = find_obj(L"ShooterGame.PregamePlayerController");
- if (math::class_is_child_of(controller->class_private, _class))
- if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
- if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
- if (!pregame_view_model->is_local_player_locked_in())
- if (insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent))
- {
- pregame_view_controller->lock_character(insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent));
- global::misc::config.bInstaLock = false;
- }
- }
- }
- }
- }
Code:
- class pregame_view_model : public uobject {
- public:
- bool is_local_player_locked_in()
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewModel.IsLocalPlayerLockedIn");
- if (function == nullptr)
- return false;
- struct
- {
- bool return_value;
- } params;
- this->process_event(function, ¶ms);
- return params.return_value;
- }
- };
- class pregame_view_controller : public uobject {
- public:
- pregame_view_model* get_pregame_view_model() {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.GetViewModel");
- if (function == nullptr)
- return nullptr;
- struct
- {
- pregame_view_model* return_value;
- } params;
- this->process_event(function, ¶ms);
- return params.return_value;
- }
- void lock_character(uobject* agent)
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.LockCharacter");
- if (function == nullptr)
- return;
- struct
- {
- uobject* agent;
- } params = { agent };
- this->process_event(function, ¶ms);
- }
- void select_character(uobject* agent)
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.SelectCharacter");
- if (function == nullptr)
- return;
- struct
- {
- uobject* agent;
- } params = { agent };
- this->process_event(function, ¶ms);
- }
- };
bunu denedim çok eski bu calısmıyorucden aldım calısıyormu bilmiyorum
Valorant Internal | Agent Instalocker
Code:
sdk:
- namespace negrumdaddy
- {
- namespace insta_lock_agents
- {
- uobject* astra = nullptr;
- uobject* breach = nullptr;
- uobject* brimstone = nullptr;
- uobject* chamber = nullptr;
- uobject* cypher = nullptr;
- uobject* fade = nullptr;
- uobject* jett = nullptr;
- uobject* kayo = nullptr;
- uobject* killjoy = nullptr;
- uobject* neon = nullptr;
- uobject* omen = nullptr;
- uobject* phoenix = nullptr;
- uobject* raze = nullptr;
- uobject* reyna = nullptr;
- uobject* sage = nullptr;
- uobject* skye = nullptr;
- uobject* sova = nullptr;
- uobject* viper = nullptr;
- uobject* yoru = nullptr;
- uobject* gekko = nullptr;
- void run()
- {
- auto enc_astra = Encrypt(L"Default__Rift_PrimaryAsset_C");
- astra = uobject::find_object(enc_astra.decrypt(), reinterpret_cast<uobject*>(-1)), enc_astra.clear();
- auto enc_breach = Encrypt(L"Default__Breach_PrimaryAsset_C");
- breach = uobject::find_object(enc_breach.decrypt(), reinterpret_cast<uobject*>(-1)), enc_breach.clear();
- auto enc_brimstone = Encrypt(L"Default__Sarge_PrimaryAsset_C");
- brimstone = uobject::find_object(enc_brimstone.decrypt(), reinterpret_cast<uobject*>(-1)), enc_brimstone.clear();
- auto enc_chamber = Encrypt(L"Default__Deadeye_PrimaryAsset_C");
- chamber = uobject::find_object(enc_chamber.decrypt(), reinterpret_cast<uobject*>(-1)), enc_chamber.clear();
- auto enc_cypher = Encrypt(L"Default__Gumshoe_PrimaryAsset_C");
- cypher = uobject::find_object(enc_cypher.decrypt(), reinterpret_cast<uobject*>(-1)), enc_cypher.clear();
- auto enc_fade = Encrypt(L"Default__BountyHunter_PrimaryAsset_C");
- fade = uobject::find_object(enc_fade.decrypt(), reinterpret_cast<uobject*>(-1)), enc_fade.clear();
- auto enc_jett = Encrypt(L"Default__Wushu_PrimaryAsset_C");
- jett = uobject::find_object(enc_jett.decrypt(), reinterpret_cast<uobject*>(-1)), enc_jett.clear();
- auto enc_kayo = Encrypt(L"Default__Grenadier_PrimaryAsset_C");
- kayo = uobject::find_object(enc_kayo.decrypt(), reinterpret_cast<uobject*>(-1)), enc_kayo.clear();
- auto enc_killjoy = Encrypt(L"Default__Killjoy_PrimaryAsset_C");
- killjoy = uobject::find_object(enc_killjoy.decrypt(), reinterpret_cast<uobject*>(-1)), enc_killjoy.clear();
- auto enc_neon = Encrypt(L"Default__Sprinter_PrimaryAsset_C");
- neon = uobject::find_object(enc_neon.decrypt(), reinterpret_cast<uobject*>(-1)), enc_neon.clear();
- auto enc_omen = Encrypt(L"Default__Wraith_PrimaryAsset_C");
- omen = uobject::find_object(enc_omen.decrypt(), reinterpret_cast<uobject*>(-1)), enc_omen.clear();
- auto enc_phoenix = Encrypt(L"Default__Phoenix_PrimaryAsset_C");
- phoenix = uobject::find_object(enc_phoenix.decrypt(), reinterpret_cast<uobject*>(-1)), enc_phoenix.clear();
- auto enc_raze = Encrypt(L"Default__Clay_PrimaryAsset_C");
- raze = uobject::find_object(enc_raze.decrypt(), reinterpret_cast<uobject*>(-1)), enc_raze.clear();
- auto enc_reyna = Encrypt(L"Default__Vampire_PrimaryAsset_C");
- reyna = uobject::find_object(enc_reyna.decrypt(), reinterpret_cast<uobject*>(-1)), enc_reyna.clear();
- auto enc_sage = Encrypt(L"Default__Thorne_PrimaryAsset_C");
- sage = uobject::find_object(enc_sage.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sage.clear();
- auto enc_skye = Encrypt(L"Default__guide_PrimaryAsset_C");
- skye = uobject::find_object(enc_skye.decrypt(), reinterpret_cast<uobject*>(-1)), enc_skye.clear();
- auto enc_sova = Encrypt(L"Default__Hunter_PrimaryAsset_C");
- sova = uobject::find_object(enc_sova.decrypt(), reinterpret_cast<uobject*>(-1)), enc_sova.clear();
- auto enc_viper = Encrypt(L"Default__Pandemic_PrimaryAsset_C");
- viper = uobject::find_object(enc_viper.decrypt(), reinterpret_cast<uobject*>(-1)), enc_viper.clear();
- auto enc_yoru = Encrypt(L"Default__Stealth_PrimaryAsset_C");
- yoru = uobject::find_object(enc_yoru.decrypt(), reinterpret_cast<uobject*>(-1)), enc_yoru.clear();
- auto enc_gekko = Encrypt(L"Default__AggroBot_PrimaryAsset_C");
- gekko = uobject::find_object(enc_gekko.decrypt(), reinterpret_cast<uobject*>(-1)), enc_gekko.clear();
- }
- uobject* get_agent_object(int id)
- {
- if (id == 0) return astra;
- else if (id == 1) return breach;
- else if (id == 2) return brimstone;
- else if (id == 3) return chamber;
- else if (id == 4) return cypher;
- else if (id == 5) return fade;
- else if (id == 6) return jett;
- else if (id == 7) return kayo;
- else if (id == 8) return killjoy;
- else if (id == 9) return neon;
- else if (id == 10) return omen;
- else if (id == 11) return phoenix;
- else if (id == 12) return raze;
- else if (id == 13) return reyna;
- else if (id == 14) return sage;
- else if (id == 15) return skye;
- else if (id == 16) return sova;
- else if (id == 17) return viper;
- else if (id == 18) return yoru;
- else if (id == 19) return gekko;
- else return nullptr;
- }
- }
- namespace insta_lock
- {
- int old_time = NULL;
- int agent_counter = 0;
- void agent_roulette(controller* controller) {
- auto _class = find_obj(L"ShooterGame.PregamePlayerController");
- if (math::class_is_child_of(controller->class_private, _class))
- if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
- if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
- if (!pregame_view_model->is_local_player_locked_in())
- {
- if (!old_time) old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
- int current_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count();
- if (current_time > old_time)
- {
- old_time = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()).count() + 50;
- pregame_view_controller->select_character(insta_lock_agents::get_agent_object(agent_counter));
- agent_counter++;
- if (agent_counter >= 20)
- agent_counter = 0;
- }
- }
- else if (global::misc::config.bRandomAgent == true)
- global::misc::config.bRandomAgent = false;
- }
- void run(controller* controller)
- {
- if (global::misc::config.bRandomAgent)
- agent_roulette(controller);
- if (global::misc::config.bInstaLock) {
- auto _class = find_obj(L"ShooterGame.PregamePlayerController");
- if (math::class_is_child_of(controller->class_private, _class))
- if (pregame_view_controller* pregame_view_controller = controller->get_pregame_view_controller())
- if (pregame_view_model* pregame_view_model = pregame_view_controller->get_pregame_view_model())
- if (!pregame_view_model->is_local_player_locked_in())
- if (insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent))
- {
- pregame_view_controller->lock_character(insta_lock_agents::get_agent_object(global::misc::config.iInstaLockAgent));
- global::misc::config.bInstaLock = false;
- }
- }
- }
- }
- }
Code:
- class pregame_view_model : public uobject {
- public:
- bool is_local_player_locked_in()
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewModel.IsLocalPlayerLockedIn");
- if (function == nullptr)
- return false;
- struct
- {
- bool return_value;
- } params;
- this->process_event(function, ¶ms);
- return params.return_value;
- }
- };
- class pregame_view_controller : public uobject {
- public:
- pregame_view_model* get_pregame_view_model() {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.GetViewModel");
- if (function == nullptr)
- return nullptr;
- struct
- {
- pregame_view_model* return_value;
- } params;
- this->process_event(function, ¶ms);
- return params.return_value;
- }
- void lock_character(uobject* agent)
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.LockCharacter");
- if (function == nullptr)
- return;
- struct
- {
- uobject* agent;
- } params = { agent };
- this->process_event(function, ¶ms);
- }
- void select_character(uobject* agent)
- {
- uobject* function = find_obj(L"ShooterGame.PregameViewController.SelectCharacter");
- if (function == nullptr)
- return;
- struct
- {
- uobject* agent;
- } params = { agent };
- this->process_event(function, ¶ms);
- }
- };
externallı yapmak dassak istiyor2-3 mactan sonra ban yicen kanka externalli instalocker kullansana hem hileyle oynarsın
normalde ınternalı yapmak dasak ıster ama srcler yayıldı ınsanlara oyle gelıyorbunu denedim çok eski bu calısmıyor
up
externallı yapmak dassak istiyor
evet externalın srcsi cıksa zaten pub olcak udligi kalmıcak riot buna gore onlemler alıcaknormalde ınternalı yapmak dasak ıster ama srcler yayıldı ınsanlara oyle gelıyor
bunu denedim çok eski bu calısmıyor
up
externallı yapmak dassak istiyor
#pragma once
#include "functions.hpp"
#include <iostream>
#include <vector>
#include <string>
namespace features
{
namespace insta_lock_agents
{
inline uobject* agents[30] = { nullptr }; // updated count
inline void run()
{
const wchar_t* names[] = {
L"", // 0: None
L"Default__Wushu_PrimaryAsset_C", // 1: Jett
L"Default__Clay_PrimaryAsset_C", // 2: Raze
L"Default__Breach_PrimaryAsset_C", // 3: Breach...
