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Battle-royale shooter

Apex Legends

Development

“Read the ring, read the fight, close the gap.”

The Apex module ships a full aim stack, per-legend movement automation, per-attachment recoil control, and next-zone prediction as one overlay. Every legend’s weapon curves and movement quirks are calibrated server-side; you don’t tune, you play.

This module is under active development. Every feature listed below is a live snapshot of what’s currently in source — the page updates automatically on every deploy. Keys publish in the store the moment the module clears validation.

Feature enumeration

What the module does for the player.

Every category below is a live snapshot of what’s currently in source — each collapsible section holds the exact features, capability limits, and configurable knobs that ship with the module right now. The list updates automatically on every deploy.

Aim assistance

6 features

PSilent + standard aimbot, per-legend calibrated.

  • Perfect Silent Aim (PSilent) — snap-locks at trigger, invisible on screen (configurable FOV 0–180°, per-legend smoothing, hold / toggle / free-look)
  • Standard aimbot — arc-based, per-legend curves (target priority: nearest / lowest-shield / hostile-only / by-legend rank)
  • Bone selection — head / neck / chest / weapon (disarm) / feet (kick)
  • Aim prediction — per-weapon projectile drop + target-velocity + ping compensation
  • Auto-scope on ADS + auto-reload-cancel + auto-heat-shield-pop on knockdown
  • Trigger-bot with configurable delay and thirst-key modifier

Visibility (ESP)

7 features

Full stack including squad-state read.

  • Enemy chams (5 modes) with squad-color coding
  • Ping-count / crouch-state / shield-armor tier through walls
  • Downed vs. finished with revive-timer countdown
  • Third-party detection with ETA to your engagement
  • Grenade + arc-star + thermite trajectory + impact-radius preview
  • Loadout preview (weapons, attachments, tactical charges, ult%) for every enemy in vision
  • Loot-tier chams on ground items filtered by min-rarity

Movement automation

5 features

Every legend’s tech, on tap.

  • Tap-strafe assist calibrated per-legend movement inertia
  • Slide-jump chain prompts with keypress timing
  • Wall-bounce trajectory preview with landing marker
  • Zip-line + jump-pad + Valk-ult timing indicators
  • Auto-lurch / auto-neo-strafe with configurable direction lock

Recoil / spread control

4 features

Zero-recoil per weapon, per attachment.

  • Per-weapon zero-recoil profiles — recalculated per attachment (barrel / stock / mag / hop-up)
  • Recoil-scale slider (0–1.0) for tunable stealth
  • No-spread on hip-fire
  • Auto-burst mode with per-weapon RPM cap

Zone / rotation intel

4 features

The circle is predictable to you first.

  • Next-zone prediction with confidence band (weighted from POI heat)
  • Safe-path suggestion avoiding known squad contacts
  • Beacon usage advisor (which one is worth the risk)
  • Ring-damage timer with regen offset per shield tier

Configuration surface

4 features

Cloud-synced across every session.

  • Multi-profile support, cloud-synced across sessions
  • Per-legend loadout presets with auto-swap on select-legend
  • Global hotkeys rebindable per feature (mouse + keyboard + gamepad)
  • Every feature independently toggleable mid-match without reload

AIM STACK 6 features

Marketing site opens with 'a full aim stack, per-legend calibrated'.

Perfect Silent Aim (PSilent)

Trigger-only snap-lock resolved server-side, never rotates the view on screen. Per-legend smoothing curves are shipped with the profile — Wraith kicks harder mid-phase, Horizon holds tighter mid-lift.

Standard Aimbot (visible)

Arc-based rotation with per-legend curves — the same view SetViewAngles path the game already uses. Priority list rebuilt every Tick()from EntitySnapshot (health, shield tier, distanceToLocal, teamId)

Bone selection

Which hitbox the aim stack resolves onto. Pulled straight from ListBones()— head is default per Combat.GetBonePriorityList; 'weapon' disarms, 'feet' kicks for tap-strafe cancels.

Aim prediction

Per-weapon projectile drop from WeaponSnapshot.muzzleVelocity (R-99 hitscan skips drop; Kraber, bow, Wingman use it)crossed with EntitySnapshot.velocity and Env.GetGlobalPhysics gravity. Ping compensation feeds Combat.PredictImpact.

Auto-scope / auto-reload-cancel / auto heat-shield

Fires SetViewAngles delta + IInput.SimulateKey on ADS start, cancels reload gesture the moment AnimationState.gesture leaves the reload enum, and pops a heat-shield the same tick life-state flips to 'downed'.

Trigger-bot

Fires on visible-bone crossing raycast Thirst-key modifier switches priority to knocked enemies only, respecting the Entities DOWNED state flag.

VISIBILITY / ESP 7 features

Marketing 'full stack including squad-state read'. Draws through IRenderProvider using EntitySnapshot (health, maxHealth for evo scaling, shield tier via mech read, teamId for squad color, distanceToLocal). Loadout preview reads WeaponSnapshot + AbilityState per remote entity.

Enemy chams

Rendered per-frame from WorldToScreen for every non-friendly entity with squad-color coding pulled from teamId. Five modes covering low-vis flat fill through PBR-ish textured wireframe.

Squad-state readout (ping / crouch / shield tier)

For every seen enemy: ping-count icon, crouch flag from EntitySnapshot.stateFlags & CROUCHED, and shield tier from ApexShieldSwapWindow.currentShieldTier drawn as 1-4 chamfered pips.

Downed vs finished — revive countdown

ENTITY_FLAG_DEAD + lifeStateOff (0x0798)resolves knocked vs thirsted. Revive timer estimated from AnimationState.gesture=revive + progress ramping to 1.0 at ~6.0s.

Third-party detection

Any squad whose predicted path (velocity + wishDir cross-timed with GetClientTime)closes within N metres of your engagement is flagged. ETA is a mono readout drawn above the mini-map.

Grenade / arc-star / thermite trajectory

Env.ProjectileCount + GetProjectile is walked each frame; arc drawn from projectile.position along its velocity with per-type impact-radius rings (arc-star sticks, thermite burn zone)

Loadout preview

Per remote entity: active WeaponSnapshot.weaponName + attach hash, tactical charges from ApexAbilityState.tacCooldownRemaining ultCharge percent, and inventory shield count from Env.LocalInventoryCount projected onto each squad card.

Loot-tier chams

Env.WorldItemCount + GetWorldItem gives every ground item; rarity resolved from itemId. Deathbox items keep the owner squad color so you know whose gear it is.

MOVEMENT TECH 7 features

Adapter's movement_tech mechanic — the core Apex differentiator. Reads m_vecVelocityOff / boostTimerOff / wishDirOff, sets techFlags and writes perfect velocity vectors inside techWindow. Marketing calls it 'every legend's tech, on tap'.

Tap-strafe assist

Overrides wishDirOff mid-air within the tapstrafe window. Per-legend inertia calibration applies each legend's true air-drag constant (Octane and Pathfinder read differently from Gibraltar)

Slide-jump chain prompts

Crossing AnimationState (slide gesture + progress)with GetClientTime, the overlay flashes the exact keypress window on the HUD — no writes, pure timing coach for legit-look use.

Wall-bounce trajectory preview

PredictImpact + Env.GetEntityPhysics simulates the bounce vector using current m_vecVelocity + boostTimer, drawing the landing marker.

Superglide force

Bound to mech-param 'apex:movement_tech:boostScale' — inside techWindow writes perfect to m_vecVelocityOff. This is the crown-city glide made deterministic.

Mantle boost abuse

Force-writes boostTimerOff += techWindow*0.8 inside the mantle_peak window so the ledge-vault always exits at peak velocity.

Auto-lurch / neo-strafe

Simulates the lurch-key press through IInput.SimulateKey at the frame boundary that maximises air-strafe velocity. Direction lock keeps ADS smooth when firing mid-strafe (feeds recoil laser)

Movement desync

Repeated small pos+vel deltas each Tick keep the server model behind the client model (APEX_MOVEMENT_DESYNC). Loud — flagged with diagonal warning stripes.

RECOIL / SPREAD CONTROL 5 features

Marketing 'zero-recoil per weapon, per attachment'. Adapter recoil_override reads patternProgress/currentKick/timeSinceLastShot from WeaponX, zeroes kick and can hijack the pattern table inside laserOverrideWindow.

Per-weapon zero-recoil profiles

Per WeaponSnapshot.weaponClassId (R-99=0x2A shipped, R-301, Volt, CAR, Flatline etc), a recalculated table is pushed to weaponPatternTableOff. Recalculates automatically on attach change.

Recoil-scale slider (stealth)

Multiplies the pattern-table override instead of zeroing it — leaves visible micro-recoil so replays look plausible. Ties directly to mech-param 'apex:recoil_override:scale'.

No-spread on hip-fire

Writes zero into WeaponSnapshot.spread inside the fire tick window. Only fires when ENTITY_STATE_AIMING is NOT set to keep ADS behaviour untouched.

Auto-burst mode (RPM cap)

Overrides WeaponSnapshot.fireRate on a per-weapon RPM cap. Simulates trigger release / re-press through IInput.SimulateKey — used to sit exactly under a spectate detection threshold.

Laser override (pattern hijack)

APEX_RECOIL_LASER_FORCE. Inside laserOverrideWindow writes currentKick=(0,0)and patternProgress=0.0, then rewrites the table slot at weaponPatternTableOff+idx to 0.0f — turns any full-auto into a hitscan laser beam. Combos with Superglide for air-laser beams.

LEGEND ABILITY TIMING 5 features

Adapter's legend_ability mechanic — ApexAbilityState (tac/ult cooldowns, phaseWindow, ultCharge, abilityTargetOverride). Every action wired: force_tactical, phase_window_abuse, ult_ready, extend_active, stim_infinite. This is the section the marketing description calls 'every legend's ... quirks are calibrated server-side'.

Wraith phase-window extend

When ApexAbilityState.phaseWindow > 0 writes duration = phaseWindow + mech-param 'phaseExtend'. Turns Wraith Q into a walkable god window instead of a 3s dash.

Tactical CD force (force_tactical)

Writes tacCooldownOff = 0.0f every N ticks. Works for every legend — Bloodhound scan every 1s, Bang smoke every 1s, Caustic barrel every 1s. cdZero=true from --mech-params.

Ultimate ready / auto-ult

Reads ultChargeOff — surfaces a mono '[ULT 100%]' HUD chip and can force ultCooldownOff to 0 when ultCharge hits 100. Optional auto-cast on knock or on ring-close.

Stim / Octane infinite (stim_infinite)

Zeroes the stim self-damage tick and refreshes the stim cooldown each frame while the stim anim is active. Marked creative-exploit.

Horizon reposition / target override

Uses ApexAbilityState.abilityTargetOverride + APEX_ABILITY_TARGET_OVERRIDE to place the lift exactly on your crosshair-world position Also works for Ash tether and Rampart wall.

SHIELD & INVENTORY WINDOWS 5 features

Adapter's shield_swap + inventory mechanics — ApexShieldSwapWindow (currentShieldTier, swapAnimTimeRemaining, fastSwapWindow, dupeShieldId)and Env.LocalInventory. Actions: fast_swap, bypass_anim_lock, evo_instant, swap_dupe, heal_dupe, stack_abuse, ammo_spoof.

Fast shield swap (anim-lock bypass)

Writes shieldSwapTimeOff = 0.001f the moment swapAnimTimeRemaining > 0.008. Batteries and cells drop to a single-frame swap; the swap window is drawn as a mono countdown chip.

Evo instant tier-up

APEX_SHIELD_INSTA_SWAP + writes m_shieldTierOff = target. Bumps evo from 2 to 3 without earning the 150 damage. Loud when spectated — kept off-by-default.

Shield swap dupe (creative)

Inside fastSwapWindow, writes equip + qty*dupeMult so both the old and new shield remain in inventory. Uses --mech-params dupeMult.

Heal / med dupe

InventoryItem.quantity is rewritten to floor(orig * dupeMult)while the use-anim gesture is active. Applies to syringes, med-kits, cells and batteries.

Ammo / stack spoof

Writes stack size on ammo InventoryItem after a pickup event. Cross-checked against LocalInventoryCount to avoid overflow desync that resets the whole slot server-side.

120rnd

ZONE / ROTATION INTEL 5 features

Marketing 'the circle is predictable to you first'. Adapter zone_timing mechanic wires ring_predict / banner_grab / deathbox_fastloot / ring_snipe. State ships as a ApexZoneState-shaped POD (radius, shrinkTime, safePos, APEX_ZONE_SHRINK_FORCE / APEX_ZONE_GOD)

Next-zone prediction

Draws the predicted next ring on the minimap with a confidence band. Confidence weighted from POI heat + squad-density + ring-history.

Safe-path routing

A* over the ring-safe corridor, edges weighted by squad-contact heat. Squads whose EntitySnapshot.distanceToLocal is closing are treated as blockers. Drawn as a chamfered dashed path.

Beacon usage advisor

Given local position + known enemy positions + current ring stage, ranks each Recon beacon by 'reward - risk'. Uses ApexAbilityState for Bloodhound/Crypto/Pathfinder to decide whether you even need it.

Ring-damage timer + regen offset per tier

Ring damage from current stage × time-in-ring cross-referenced with shield-regen-tier so you know exactly how many seconds of ring you can eat before crit.

Ring snipe / deathbox fast-loot (creative)

APEX_ZONE_SHRINK_FORCE + APEX_ZONE_GOD. Writes wishDirOff along zs->velocity (ring center), forces low shrink value, and fast-loots deathboxes by flagging the box open+empty in a single tick. Cross with Wraith phase for safe snipe inside the ring.

CONFIG / TOKEN / MECH-PARAMS 5 features

Marketing 'cloud-synced across every session' + operator-tier backend gating. Reflects rip-token / rip-backend surface Live-toggle mid-match without reload is a core promise.

Multi-profile (cloud-synced)

Each profile is a full-adapter state bundle. Cloud-synced across every operator-linked seat. Selecting a profile hot-swaps the mech-params blob passed to ExecuteMechanicAction.

Per-legend loadout auto-swap

When AbilityState.legendId changes at legend-select, the profile block for that legend loads: aim smoothing curve, movement inertia scale, ability trigger keybinds — all bound to that legend's card in the panel.

Global hotkey rebind

Every toggle in the panel exposes a rebindable hotkey (mouse, keyboard, gamepad). Chords like LSHIFT+X supported. Bindings are per-profile, cloud-synced.

Mid-match live-toggle

Every feature is independently toggleable without a reload — no DLL reinject, no game restart. The panel writes into the running IGameContext between Tick()calls.

Backend token / mech-params HUD

Live readout of the token feature-list and the current --mech-params blob Fields greyed if the operator profile doesn't grant that mechanic.

TAB cycle · SPACE toggleESC closespec: apex.json · T-0DC1