eLwtx
Platinum Üye
- Katılım
- 16 Kas 2023
- Mesajlar
- 150
- Beğeniler
- 45
- İletişim


alın beyler hayrına
sdk:
C++:
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;
}
}
}
}
}
sdk:
C++:
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);
}
};