- Katılım
- 22 May 2021
- Mesajlar
- 1,473
- Beğeniler
- 333
09.08.2023 tarihli güncell offsetler
C++:
uintptr uworld = 0xEE9ED98;
uintptr FName = 0xEEB2C80;
uintptr ViewPoint = 0xEDC66E0;
uintptr Gameinstance = 0x1b8;
uintptr LocalPlayers = 0x38;
uintptr PlayerController = 0x30;
uintptr LocalPawn = 0x338;
uintptr PlayerState = 0x2b0;
uintptr RootComponet = 0x198;
uintptr GameState = 0x158;
uintptr PersistentLevel = 0x30;
uintptr ActorCount = 0xA0;
uintptr Cameramanager = 0x348;
uintptr AActor = 0x98;
uintptr CurrentActor = 0x8;
uintptr Mesh = 0x318;
uintptr Revivefromdbnotime = 0x46b8;
uintptr TeamId = 0x10D0;
uintptr ActorTeamId = 0x10C8;
uintptr IsDBNO = 0x872;
uintptr Bonecache = 0x648;
uintptr LocalActorPos = 0x128;
uintptr ComponetToWorld = 0x240;
uintptr BoneArray = 0x600;
uintptr Velocity = 0xb8;
uintptr PawnPrivate = 0x308;
uintptr PlayerArray = 0x2a8;
uintptr relativelocation = 0x128;
uintptr UCharacterMovementComponent = 0x318;
uintptr entity_actor = 0x310;
uintptr bIsReloadingWeapon = 0x358;
uintptr GlobalAnimRateScale = 0xA80;
uintptr CurrentWeapon = 0x948;
C++:
struct CamewaDescwipsion
{
Vector3 Location;
Vector3 Rotation;
float FieldOfView;
char Useless[0x18];
}; Camera vCamera;
CamewaDescwipsion GetCamera()
{
char v1; // r8
CamewaDescwipsion ViewPoint = ReadBizzy<CamewaDescwipsion>(base_address + 0xEDC66E0);
BYTE* v2 = (BYTE*)&ViewPoint;
int i; // edx
__int64 result; // rax
v1 = 0x40;
for (i = 0; i < 0x40; ++i)
{
*v2 ^= v1;
result = (unsigned int)(i + 0x17);
v1 += i + 0x17;
v2++;
}
return ViewPoint;
}
C++:
Vector3 GetBoneWithRotation(uintptr_t mesh, int bone_id)
{
uintptr_t bone_array = ReadBizzy<uintptr_t>(mesh + OFFSETS::BoneArray);
if (bone_array == NULL) bone_array = ReadBizzy<uintptr_t>(mesh + OFFSETS::BoneArray + 0x10);
FTransform bone = ReadBizzy<FTransform>(bone_array + (bone_id * 0x60));
FTransform component_to_world = ReadBizzy<FTransform>(mesh + OFFSETS::ComponentToWorld);
D3DMATRIX matrix = MatrixMultiplication(bone.ToMatrixWithScale(), component_to_world.ToMatrixWithScale());
return Vector3(matrix._41, matrix._42, matrix._43);
}
C++:
D3DXMATRIX Matrix(Vector3 rot, Vector3 origin = Vector3(0, 0, 0))
{
float radPitch = (rot.x * float(M_PI) / 180.f);
float radYaw = (rot.y * float(M_PI) / 180.f);
float radRoll = (rot.z * float(M_PI) / 180.f);
float SP = sinf(radPitch);
float CP = cosf(radPitch);
float SY = sinf(radYaw);
float CY = cosf(radYaw);
float SR = sinf(radRoll);
float CR = cosf(radRoll);
D3DMATRIX matrix;
matrix.m[0][0] = CP * CY;
matrix.m[0][1] = CP * SY;
matrix.m[0][2] = SP;
matrix.m[0][3] = 0.f;
matrix.m[1][0] = SR * SP * CY - CR * SY;
matrix.m[1][1] = SR * SP * SY + CR * CY;
matrix.m[1][2] = -SR * CP;
matrix.m[1][3] = 0.f;
matrix.m[2][0] = -(CR * SP * CY + SR * SY);
matrix.m[2][1] = CY * SR - CR * SP * SY;
matrix.m[2][2] = CR * CP;
matrix.m[2][3] = 0.f;
matrix.m[3][0] = origin.x;
matrix.m[3][1] = origin.y;
matrix.m[3][2] = origin.z;
matrix.m[3][3] = 1.f;
return matrix;
}
C++:
Vector3 ProjectWorldToScreen(Vector3 WorldLocation)
{
CamewaDescwipsion ViewPoint = GetCamera();
D3DMATRIX tempMatrix = Matrix(ViewPoint.Rotation);
Vector3 vAxisX = Vector3(tempMatrix.m[0][0], tempMatrix.m[0][1], tempMatrix.m[0][2]);
Vector3 vAxisY = Vector3(tempMatrix.m[1][0], tempMatrix.m[1][1], tempMatrix.m[1][2]);
Vector3 vAxisZ = Vector3(tempMatrix.m[2][0], tempMatrix.m[2][1], tempMatrix.m[2][2]);
Vector3 vDelta = WorldLocation - ViewPoint.Location;
Vector3 vTransformed = Vector3(vDelta.Dot(vAxisY), vDelta.Dot(vAxisZ), vDelta.Dot(vAxisX));
if (vTransformed.z < 1.f)
vTransformed.z = 1.f;
return Vector3((Width / 2.0f) + vTransformed.x * (((Width / 2.0f) / tanf(ViewPoint.FieldOfView * (float)M_PI / 360.f))) / vTransformed.z, (Height / 2.0f) - vTransformed.y * (((Width / 2.0f) / tanf(ViewPoint.FieldOfView * (float)M_PI / 360.f))) / vTransformed.z, 0);
}
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