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Max-Q

Novice Cheater
  • Content Count

    3,023
  • Joined

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Posts posted by Max-Q


  1. On 8/9/2020 at 4:01 PM, Jameslink91 said:

    update bro plz

     

    On 8/9/2020 at 11:24 PM, Mandark said:

    Ty

     

    On 8/4/2020 at 10:26 AM, Tywonka said:

    Best 

    Updated to 4.93. I have recovered some of the lost data, and i have managed to get back the Radar hack and weapon drop hack, thanks to @bR34KrEnjoy while they are working also.

    • Like 1
    • Thanks 1

  2. On 8/6/2020 at 3:19 PM, VeronTan said:

    Trying this one out noww

     

    *Edit: This works really well and is seamless. 10/10. Played 20 matches and won 20 matches WHEWWWWW

     

    10 hours ago, IScripted said:

    Can you update please? New version is out ❤️❤️

     

    20 hours ago, xiazhongxing said:

    Please update the new version

     

    21 hours ago, ET240 said:

    @Max-Q please assist on the update 2.6

    thanks in advance

    Update completed to v 0.2.6. I didn't had time  to test and tag me if any features dont work.


  3. 5 hours ago, L O V A said:

    @Max-Q  i have been doing that but when i make package no luck or i picked wrong class

     

    can i share the work with you?

    How you want. But you can just post the ss with the error compile, then if need you can send over. 

    You can use also live offset patcher to do much faster things in a game, and test offsets, to avoid compiling everytime.


  4. Or just find the fov in the player class or in camera class from the dump and modify the float value(slider or just simple modification). Or search field of view inside dump and find the right class, if there isn't in player class or camera class. Example of a camera class where fov can be modified 

    // Namespace: 
    [RequireComponent] // RVA: 0x1002C437C Offset: 0x2C437C
    [VoodooPresetSourceAttribute] // RVA: 0x1002C437C Offset: 0x2C437C
    public class vp_FPCamera : vp_Component // TypeDefIndex: 14388
    {
    	// Fields
    	public vp_FPController FPController; // 0x98
    	private vp_FPInput m_FPInput; // 0xA0
    	[CompilerGeneratedAttribute] // RVA: 0x1002F1C0C Offset: 0x2F1C0C
    	private IAimController <AimController>k__BackingField; // 0xA8
    	public Vector2 MouseSensitivity; // 0xB0
    	public int MouseSmoothSteps; // 0xB8
    	public float MouseSmoothWeight; // 0xBC
    	public bool MouseAcceleration; // 0xC0
    	public float MouseAccelerationThreshold; // 0xC4
    	public float MouseAccelerationForce; // 0xC8
    	protected Vector2 m_MouseMove; // 0xCC
    	protected List<Vector2> m_MouseSmoothBuffer; // 0xD8
    	public float RenderingFieldOfView; // 0xE0
    	public float RenderingZoomDamping; // 0xE4
    	protected float m_FinalZoomTime; // 0xE8
    	public Vector3 PositionOffset; // 0xEC
    	public float PositionGroundLimit; // 0xF8
    	public float PositionSpringStiffness; // 0xFC
    	public float PositionSpringDamping; // 0x100
    	public float PositionSpring2Stiffness; // 0x104
    	public float PositionSpring2Damping; // 0x108
    	public float PositionKneeling; // 0x10C
    	public int PositionKneelingSoftness; // 0x110
    	protected vp_Spring m_PositionSpring; // 0x118
    	protected vp_Spring m_PositionSpring2; // 0x120
    	protected bool m_DrawCameraCollisionDebugLine; // 0x128
    	public Vector2 RotationPitchLimit; // 0x12C
    	public Vector2 RotationYawLimit; // 0x134
    	public float RotationSpringStiffness; // 0x13C
    	public float RotationSpringDamping; // 0x140
    	public float RotationKneeling; // 0x144
    	public int RotationKneelingSoftness; // 0x148
    	public float RotationStrafeRoll; // 0x14C
    	protected float m_Pitch; // 0x150
    	protected float m_Yaw; // 0x154
    	protected vp_Spring m_RotationSpring; // 0x158
    	protected Vector2 m_InitialRotation; // 0x160
    	public float ShakeSpeed; // 0x168
    	public Vector3 ShakeAmplitude; // 0x16C
    	protected Vector3 m_Shake; // 0x178
    	public Vector4 BobRate; // 0x184
    	public Vector4 BobAmplitude; // 0x194
    	public float BobInputVelocityScale; // 0x1A4
    	public float BobMaxInputVelocity; // 0x1A8
    	public bool BobRequireGroundContact; // 0x1AC
    	protected float m_LastBobSpeed; // 0x1B0
    	protected Vector4 m_CurrentBobAmp; // 0x1B4
    	protected Vector4 m_CurrentBobVal; // 0x1C4
    	protected float m_BobSpeed; // 0x1D4
    	public vp_FPCamera.BobStepDelegate BobStepCallback; // 0x1D8
    	public float BobStepThreshold; // 0x1E0
    	protected float m_LastUpBob; // 0x1E4
    	protected bool m_BobWasElevating; // 0x1E8
    	protected Vector3 m_CameraCollisionStartPos; // 0x1EC
    	protected Vector3 m_CameraCollisionEndPos; // 0x1F8
    	protected RaycastHit m_CameraHit; // 0x204
    	public float HeadImpactMultiplier; // 0x230
    	[ObsoleteAttribute] // RVA: 0x1002F1C1C Offset: 0x2F1C1C
    	public Vector2 AttackRecoil; // 0x234
    	[CompilerGeneratedAttribute] // RVA: 0x1002F1C2C Offset: 0x2F1C2C
    	private Vector2 <AttackRecoilNew>k__BackingField; // 0x23C
    	private vp_FPAutoAimFovHelper autoAimHelper; // 0x248
    	private FOVRecalculator fovRecalculator; // 0x250
    	private vp_FPMSPlayerEventHandler m_Player; // 0x258
    	private ShellShockEffectController m_ShellShock; // 0x260
    	private Camera cachedCamera; // 0x268
    	private int shakeIndex; // 0x270
    
    	// Properties
    	public bool IsMouseMoved { get; }
    	public IAimController AimController { get; set; }
    	public Vector2 AttackRecoilNew { get; set; }
    	private float renderingFieldOfViewWithAutoAim { get; }
    	public bool DrawCameraCollisionDebugLine { get; set; }
    	private vp_FPMSPlayerEventHandler Player { get; }
    	public Vector2 Angle { get; set; }
    	public Vector3 Forward { get; }
    	public float Pitch { get; set; }
    	public float Yaw { get; set; }
    	protected virtual Vector2 OnValue_Rotation { get; set; }
    	protected virtual Vector3 OnValue_Forward { get; }
    
    	// Methods
    	public bool get_IsMouseMoved() { } // RVA: 0x101EED8E4 Offset: 0x1EED8E4
    	[CompilerGeneratedAttribute] // RVA: 0x10033A490 Offset: 0x33A490
    	public IAimController get_AimController() { } // RVA: 0x101EEDA90 Offset: 0x1EEDA90
    	[CompilerGeneratedAttribute] // RVA: 0x10033A4A0 Offset: 0x33A4A0
    	private void set_AimController(IAimController value) { } // RVA: 0x101EEDA98 Offset: 0x1EEDA98
    	[CompilerGeneratedAttribute] // RVA: 0x10033A4B0 Offset: 0x33A4B0
    	public Vector2 get_AttackRecoilNew() { } // RVA: 0x101EEDAA0 Offset: 0x1EEDAA0
    	[CompilerGeneratedAttribute] // RVA: 0x10033A4C0 Offset: 0x33A4C0
    	public void set_AttackRecoilNew(Vector2 value) { } // RVA: 0x101EEDAAC Offset: 0x1EEDAAC
    	private float get_renderingFieldOfViewWithAutoAim() { } // RVA: 0x101EEDAB8 Offset: 0x1EEDAB8
    	public bool get_DrawCameraCollisionDebugLine() { } // RVA: 0x101EEDB80 Offset: 0x1EEDB80
    	public void set_DrawCameraCollisionDebugLine(bool value) { } // RVA: 0x101EEDB88 Offset: 0x1EEDB88
    	private vp_FPMSPlayerEventHandler get_Player() { } // RVA: 0x101EEDB90 Offset: 0x1EEDB90
    	public Vector2 get_Angle() { } // RVA: 0x101EEDCF0 Offset: 0x1EEDCF0
    	public void set_Angle(Vector2 value) { } // RVA: 0x101EEDD24 Offset: 0x1EEDD24
    	public Vector3 get_Forward() { } // RVA: 0x101EEDDCC Offset: 0x1EEDDCC
    	public float get_Pitch() { } // RVA: 0x101EED96C Offset: 0x1EED96C
    	public void set_Pitch(float value) { } // RVA: 0x101EED974 Offset: 0x1EED974
    	public float get_Yaw() { } // RVA: 0x101EEDE00 Offset: 0x1EEDE00
    	public void set_Yaw(float value) { } // RVA: 0x101EEDD4C Offset: 0x1EEDD4C
    	protected override void Awake() { } // RVA: 0x101EEDE08 Offset: 0x1EEDE08
    	protected override void OnEnable() { } // RVA: 0x101EEEAAC Offset: 0x1EEEAAC
    	protected override void OnDisable() { } // RVA: 0x101EEEE00 Offset: 0x1EEEE00
    	protected override void Start() { } // RVA: 0x101EEEEC0 Offset: 0x1EEEEC0
    	protected override void Init() { } // RVA: 0x101EEEF18 Offset: 0x1EEEF18
    	public void ManualUpdate() { } // RVA: 0x101EEEF1C Offset: 0x1EEEF1C
    	protected override void FixedUpdate() { } // RVA: 0x101EEEFD4 Offset: 0x1EEEFD4
    	protected override void LateUpdate() { } // RVA: 0x101EEF06C Offset: 0x1EEF06C
    	private void UpdateCameraRotation() { } // RVA: 0x101EEF070 Offset: 0x1EEF070
    	protected virtual void DoCameraCollision() { } // RVA: 0x101EEF5D0 Offset: 0x1EEF5D0
    	public virtual void AddForce(Vector3 force) { } // RVA: 0x101EEFAEC Offset: 0x1EEFAEC
    	public virtual void AddForce(float x, float y, float z) { } // RVA: 0x101EEFB44 Offset: 0x1EEFB44
    	public virtual void AddForce2(Vector3 force) { } // RVA: 0x101EEFB98 Offset: 0x1EEFB98
    	public void AddForce2(float x, float y, float z) { } // RVA: 0x101EEFBF0 Offset: 0x1EEFBF0
    	public virtual void AddRollForce(float force) { } // RVA: 0x101EEFC44 Offset: 0x1EEFC44
    	public virtual void AddRotationForce(Vector3 force) { } // RVA: 0x101EEFCFC Offset: 0x1EEFCFC
    	public void AddRotationForce(float x, float y, float z) { } // RVA: 0x101EEFD54 Offset: 0x1EEFD54
    	public void UpdateCamera(float mouseX, float mouseY) { } // RVA: 0x101EEEFA4 Offset: 0x1EEEFA4
    	protected virtual void UpdateMouseLook(float mouseX, float mouseY) { } // RVA: 0x101EEFDA8 Offset: 0x1EEFDA8
    	protected virtual void UpdateZoom() { } // RVA: 0x101EF0434 Offset: 0x1EF0434
    	public virtual void Zoom() { } // RVA: 0x101EF05A4 Offset: 0x1EF05A4
    	public virtual void SnapZoom() { } // RVA: 0x101EF05D4 Offset: 0x1EF05D4
    	protected virtual void UpdateShakes() { } // RVA: 0x101EF069C Offset: 0x1EF069C
    	protected virtual void UpdateBob() { } // RVA: 0x101EF081C Offset: 0x1EF081C
    	protected virtual void DetectBobStep(float speed, float upBob) { } // RVA: 0x101EF0DC0 Offset: 0x1EF0DC0
    	protected virtual void UpdateSwaying() { } // RVA: 0x101EF1128 Offset: 0x1EF1128
    	protected virtual void UpdateSprings() { } // RVA: 0x101EF127C Offset: 0x1EF127C
    	public virtual void DoBomb(Vector3 positionForce, float minRollForce, float maxRollForce) { } // RVA: 0x101EF12E8 Offset: 0x1EF12E8
    	public override void Refresh() { } // RVA: 0x101EF1360 Offset: 0x1EF1360
    	public virtual void SnapSprings() { } // RVA: 0x101EF169C Offset: 0x1EF169C
    	public virtual void StopSprings() { } // RVA: 0x101EF1860 Offset: 0x1EF1860
    	public virtual void Stop() { } // RVA: 0x101EF18C0 Offset: 0x1EF18C0
    	public virtual void SetRotation(Vector2 eulerAngles, bool stop = True, bool resetInitialRotation = True) { } // RVA: 0x101EF1910 Offset: 0x1EF1910
    	protected virtual void OnMessage_FallImpact(float impact) { } // RVA: 0x101EF19E8 Offset: 0x1EF19E8
    	protected virtual void OnMessage_HeadImpact(float impact) { } // RVA: 0x101EF1BB8 Offset: 0x1EF1BB8
    	public void BombShake(BombShakeArgs args) { } // RVA: 0x101EF1CF0 Offset: 0x1EF1CF0
    	protected virtual void OnStart_Zoom() { } // RVA: 0x101EF1DC4 Offset: 0x1EF1DC4
    	protected virtual bool CanStart_Run() { } // RVA: 0x101EF1E7C Offset: 0x1EF1E7C
    	protected virtual Vector2 get_OnValue_Rotation() { } // RVA: 0x101EF1F78 Offset: 0x1EF1F78
    	protected virtual void set_OnValue_Rotation(Vector2 value) { } // RVA: 0x101EF1FAC Offset: 0x1EF1FAC
    	protected virtual void OnMessage_Stop() { } // RVA: 0x101EF1FD4 Offset: 0x1EF1FD4
    	protected virtual Vector3 get_OnValue_Forward() { } // RVA: 0x101EF1FE4 Offset: 0x1EF1FE4
    	private void OnMouseControllerChanged() { } // RVA: 0x101EEEB74 Offset: 0x1EEEB74
    	public void ResetSmoothBuffer() { } // RVA: 0x101EF1FE8 Offset: 0x1EF1FE8
    	public void .ctor() { } // RVA: 0x101EF2048 Offset: 0x1EF2048
    }

    This float can be modified to get fov modification : "private float get_renderingFieldOfViewWithAutoAim() { } // RVA: 0x101EEDAB8 Offset: 0x1EEDAB8"

    • Like 1

  5. 350x350bb.jpg
    Modded/Hacked App: Shadowgun War Games - PvP FPS by MADFINGER Games, a.s.
    Bundle ID: com.madfingergames.wargames.shooter
    iTunes Store Link: https://apps.apple.com/us/app/shadowgun-war-games-pvp-fps/id1483602174?uo=4&at=1010lce4


    Mod Requirements:
    - Jailbroken iPhone/iPad/iPod Touch.
    - iFile / Filza / iFunBox / iTools or any other file managers for iOS.
    - Cydia Substrate or Substitute.
    - PreferenceLoader (from Cydia or Sileo).

    Uninstall any other hack with Q-vision before installing this.
    Hack Features:
    - Q-vision - with weapon and player Outline
    - Infinite ammo
    - No spread
    - No time between shots
    - Move before match starts


    -

    Not responsible for further bans. Cheat is undetectable for now.


    Non-Jailbroken & No Jailbreak required hack(s): https://iosgods.com/forum/79-no-jailbreak-section/
    Modded Android APK(s): https://iosgods.com/forum/68-android-section/
    For more fun, check out the Club(s): https://iosgods.com/clubs/


    iOS Hack Download Link:

    Hidden Content

      Reply to this topic to see the hidden content. More info


    Installation Instructions:
    STEP 1: Download the .deb Cydia hack file from the link above.
    STEP 2: Copy the file over to your iDevice using any of the file managers mentioned above or skip this step if you're downloading from your iDevice.
    STEP 3: Using iFile or Filza, browse to where you saved the downloaded .deb file and tap on it.
    STEP 4: Once you tap on the file, you will then need to press on 'Installer' or 'Install' from the options on your screen.
    STEP 5: Let iFile / Filza finish the cheat installation. Make sure it successfully installs, otherwise see the note below.
    STEP 6: Now open your iDevice settings and scroll down until you see the settings for this cheat and tap on it. If the hack is a Mod Menu, the cheat features can be toggled in-game.
    STEP 7: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

     

    NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, post your feedback below and help out other fellow members that are encountering issues.


    Credits:
    - @Max-Q

    - @bR34Kr


    Cheat Video/Screenshots:

    N/A

    • Like 27
    • Thanks 9
    • Upvote 1
    • Agree 3
    • Informative 3
    • Winner 9

  6. 2 hours ago, X204 said:

    Thanks , I got more but can’t release it will ruin the game 😂

    😂Lol no pls. Now isnt ruined. 😂😂Damn. Old times when i was using shmoo’s aimbot! I was playing in banned server , full of hackers. Killing them instant. 5-6 in 2 sec with a sniper riffle. Underground hackers i was killing. them with the infinite launchers. Man, that was so much laughing! Too bad it isnt played anymore, its still a great game.😅😅😅

    • Like 6
    • Haha 2
    • Upvote 2
    • Agree 1
    • Winner 1

  7. giphy.gif?cid=ecf05e47d95711370e419dbbb8

    New Tool created by John Coates to decrypt/crack ios apps or binaries.

    This new tool doesnt need to open the game in order to complete the decryption.  giphy.gif?cid=ecf05e4752e7a236c103065842

    It cracks a binary of 60mb in 2 sec, the tool is very fast.

    Its still in beta release probably more work for improvement will be done, but for who wants to use it now ill post the usage commands.

    DOWNLOAD LINK https://github.com/JohnCoates/flexdecrypt/releases/download/1.1/flexdecrypt.deb

    Install,respring  then open terminal, login user. Then lets crack a game with command:

    flexdecrypt  "BinaryPath/BinaryName" 

    IMG-2748.png   IMG-2747.png

    (ex. codmobile)

    IMG-2749.pngIMG-2750.png

    flexdecrypt /private/var/containers/Bundle/Application/99160C03-4F16-4E0D-AA25-FED69E7DB386/cod.app/cod

    The binary cracked is founded in   /private/var/tmp

    Github Page: https://github.com/JohnCoates/flexdecrypt

    Credits JohnCoates

     

    • Like 4
    • Winner 2
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