offsetler hakkında bilgi

Cancan1234

Platinum Üye
Katılım
25 Ocak 2026
Mesajlar
100
Beğeniler
8
bu offsetlerin güncel halini nerde bulabilirim


constexpr uint64_t camerapos = 0x11e0;
constexpr uint64_t camerafov = 0x11d0;
constexpr uint64_t camerarot = 0x11ec;
namespace Offsets {
uintptr_t Mesh = 0x460;
uintptr_t portrait_map = 0x1210;
uintptr_t character_map = 0x1218;
constexpr uint64_t PlayerState = 0x480;
constexpr uint64_t PlatformPlayer = 0x6a0;
constexpr uint64_t CompetetiveTier = 0x6C0;
constexpr uint64_t AccountLevel = 0x73c;
constexpr uint64_t get_ping = 0x464;
constexpr uint64_t RiotName = 0xb8;
constexpr uint64_t RelativeScale3D = 0x17c;
constexpr uint64_t WireFrame = 0x8FE;
constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t WireFrame3 = 0xff;
constexpr uint64_t Inventory = 0xc08;
constexpr uint64_t Equippable = 0x248;


// Core Offset
constexpr uint64_t State = 0xBDE72D0;
std::uintptr_t process_event = 0x1A4D0C0;
std::uintptr_t static_find_object = 0x1A78380;
std::uintptr_t static_load_object = 0x1A7BEB0;
std::uint64_t MagicOffsets = 0x46C4660;
std::uintptr_t play_finisher_effect = 0x6066D40;
std::uintptr_t set_ares_outline = 0x3F62B80;
std::uintptr_t bone_matrix = 0x3FCEA10;
std::uintptr_t MarkDirtRenderState = 0x1F2B051;
std::uintptr_t fmemory_malloc = 0x1626F70;
std::uintptr_t OwningGameInstance = 0x1A0;
std::uintptr_t Triggerveh = 0x165E746;
// 0x19be2f0
// No spread offsets
std::uintptr_t get_spread_values = 0x60F8AA0;
std::uintptr_t get_spread_angles = 0x6C74E00;
std::uintptr_t get_firing_location_direction = 0x68667A0; //get_firing
std::uintptr_t tovector_and_normalize = 0x17265D0; //to_vector
std::uintptr_t toangle_and_normalize = 0x1720DD0; //to_angle
std::uintptr_t error_power = 0x49c;
std::uintptr_t error_retries = 0x470;
std::uintptr_t firing_state_component = 0x1230;
std::uintptr_t seed_data = 0x4a0;
constexpr uint64_t camerapos = 900;
constexpr uint64_t camerafov = 930;
constexpr uint64_t camerarot = 918;
std::uintptr_t seed_addsomeshit = 0xD8;//https://dumpspace.spuckwaffel.com/Games/?hash=81c67bd2&type=classes&idx=UFiringStateComponent&member=NetworkedRandomNumberGeneratorComponent
std::uintptr_t stability_component = 0x490; //https://dumpspace.spuckwaffel.com/Games/?hash=81c67bd2&type=classes&idx=UFiringStateComponent&member=RegisteredStabilityComponent

// Mesh Components
constexpr uint64_t Mesh3pGun = 0xe18;
constexpr uint64_t mesh1pgun = 0xe08;


inline uintptr_t Gun_CosmeticMesh1P = 0x1188;
inline uintptr_t Gun_SecondaryMagazine1P = 0x1170;
inline uintptr_t Gun_Magazine1P = 0x11d0;
inline uintptr_t Gun_BulletComponent = 0x11d8;
inline uintptr_t Gun_Magazine3P = 0x1318;
inline uintptr_t Bullet_PrimaryBulletArray = 0x130;
inline uintptr_t Melee_OffhandMesh1P = 0x1220;

std::uintptr_t death_reaction_component_offset = 0xc98;
std::uintptr_t montage_effect_override_offset = 0x100;
std::uintptr_t montage_effect_override_context_offset = 0x108;

std::uintptr_t skyboxmeshcomponent = 0x288;

std::uintptr_t mesh1p = 0xf30;
std::uintptr_t mesh1p_overlay = 0xf38;

std::uintptr_t Mesh3P = 0xF40;

std::uintptr_t mesh_cosmetic_3p = 0xF40; //
std::uintptr_t thirdpersoncosmetic = 0xF40; //

std::uintptr_t bone_cout = 0x730 + 0x8;
std::uintptr_t real_time_dormant = 0x101;

std::uintptr_t mesh3p_mids = 0xf88;

std::uintptr_t mesh1p_mids = 0xf98;

std::uintptr_t Mesh1POverlayMIDs = 0xfa8;



std::uintptr_t RightHandWeaponAttachName = 0x1008;
std::uintptr_t LeftHandWeaponAttachName = 0x1008;
//struct UTexture* InventoryIcon;
std::uintptr_t InventoryIcon = 0xdc0;

// Class Engine.SkinnedMeshComponent
std::uintptr_t bForceWireframe = 0x8fe;
std::uintptr_t wireframe_num = 0x8fe;
std::uintptr_t wireframe_num_1 = 0xC0;
std::uintptr_t ClipX = 0x0038;
std::uintptr_t ClipY = 0x003C;
//Spike Timer/Etc
std::uintptr_t defuse_percentage = 0x05D0; //https://dumpspace.spuckwaffel.com/Games/?hash=81c67bd2&type=classes&idx=APlantedBomb_C&member=DefuseProgress
std::uintptr_t bomb_time_remaining = 0x05A8; ///https://dumpspace.spuckwaffel.com/Games/?hash=81c67bd2&type=classes&idx=APlantedBomb_C&member=TimeRemainingToExplode
std::uintptr_t viewport_world = 0x80;

std::uintptr_t uworld_pointer = 0x80;
std::uintptr_t draw_transition = 0x68;
std::uintptr_t hook_transition = 0x63; // up 4.02.2026
}
 

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