Mobile2 Global (Ue4-Pointer) Pointer Adresleri

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Mobile2 Global hile adresleri ve pointleri vs

C++:
#pragma once
struct Mobile2Global
{
    DWORD UWorld = 0x0427F288;
    // UWorld
    DWORD GameInstance = 0x188;
    DWORD LocalPlayers = 0x50;
    DWORD PlayerController = 0x38;
    DWORD Pawn = 0x258;
    // UWorld Helper
    DWORD CapsuleComponent = 0x298;
    DWORD RootComponent = 0x138;
    // Character
    DWORD playerLowSpeed = 0x75C; // Player Movement Speed
    DWORD turnSpeed = 0x744; // Player Rotate Speed
    DWORD cameraZoomSpeed = 0x740; // Camera Zoom Speed
    // NoClip | CapsuleComponent
    DWORD BodyInstanceObjectType = 0x2F6; // NoClip Type
    DWORD BodyInstanceCollisionEnabled = 0x2F8; // NoClip
    // Player | RootComponent (Float)
    DWORD PlayerCoordsY = 0x1E8;
    DWORD PlayerCoordsX = 0x1E4;
    DWORD PlayerCoordsZ = 0x1E0;
    // Player Slace | RootComponent (Float)
    DWORD RelativeScale3DX = 0x13C;
    DWORD RelativeScale3DY = 0x140;
    DWORD RelativeScale3DZ = 0x144;
    // Others
    DWORD CustomTimeDilation = 0xA0; // Character Speed
    DWORD bCanBeDamaged = 0x62;
    DWORD bActorEnableCollision = 0x64;
    DWORD animSpeed = 0x74C;
    DWORD TargetDROP = 0x5D8;
    DWORD ViewportClient = 0x78;
    DWORD SkillDist = 0x5AC;
    DWORD IsDead = 0x770;
    DWORD MaxWalkSpeedCrouched = 0x1A0;
    DWORD PlayerCameraManager = 0x2C0;
    DWORD PlayerCameraManagerClass = 0x2C8;
    __forceinline Mobile2Global* operator->() { return this; }
};
struct Servers
{
    Mobile2Global Mobile2Global;
    __forceinline Servers* operator->() { return this; }
};
inline Servers Client;
 

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