Open Source pubg güncel offsetler

AcaciaUNO

Platinum Üye
Katılım
29 Eki 2022
Mesajlar
133
Beğeniler
16
namespace off {

uint64_t UWorld = 0x12498C38;
uint64_t Decrypt = 0x109A1328;

uint64_t GNames = 0x1272C470;
uint32_t ElementsPerChunk = 0x3E4C;

uint32_t CurrentLevel = 0x800;
uint32_t GameInstance = 0x3B0;

uint32_t LocalPlayers = 0xF0;
uint32_t Actors = 0x38;

uint32_t PlayerController = 0x38;
uint32_t AcknowledgedPawn = 0x4A8;
uint32_t PlayerCameraManager = 0x4D0;

uint32_t RootComponent = 0x308;

uint32_t HealthFlag = 0;
uint32_t Health1 = 0;
uint32_t Health2 = 0;
uint32_t Health3 = 0;
uint32_t Health4 = 0;
uint32_t Health5 = 0;
uint32_t Health6 = 0;

uint64_t HealthXorKey0 = 0;
uint64_t HealthXorKey1 = 0;
uint64_t HealthXorKey2 = 0;
uint64_t HealthXorKey3 = 0;
uint64_t HealthXorKey4 = 0;
uint64_t HealthXorKey5 = 0;
uint64_t HealthXorKey6 = 0;
uint64_t HealthXorKey7 = 0;
uint64_t HealthXorKey8 = 0;
uint64_t HealthXorKey9 = 0;
uint64_t HealthXorKey10 = 0;
uint64_t HealthXorKey11 = 0;
uint64_t HealthXorKey12 = 0;
uint64_t HealthXorKey13 = 0;
uint64_t HealthXorKey14 = 0;
uint64_t HealthXorKey15 = 0;

// Player Info
uint32_t GroggyHealth = 0x1530; // Knocked health
uint32_t LastTeamNum = 0x2B18; // Team number
uint32_t CharacterName = 0x1E00;
uint32_t SpectatedCount = 0x11BC;
uint32_t Gender = 0xB48; //bool is Female or not

uint32_t Mesh = 0x4A0;
uint32_t StaticMesh = 0xAE8; // BoneArray
uint32_t ComponentToWorld = 0x320;

uint32_t ComponentLocation = 0x330;
uint32_t ComponentVelocity = 0x23C;

// Camera
uint32_t CameraFov = 0xA2C;
uint32_t CameraPos = 0xA30;
uint32_t CameraRot = 0xA10;

// Weapon InitialSpeed
uint32_t WeaponProcessor = 0x968;
uint32_t EquippedWeapons = 0x208;
uint32_t CurrentWeaponIndex = 0x319;
uint32_t WeaponTrajectoryData = 0x11A8;
uint32_t TrajectoryConfig = 0x108;

// Recoil
uint32_t AnimScriptInstance = 0xE30;
uint32_t ControlRotation_CP = 0x654;
uint32_t RecoilADSRotation_CP = 0x824;
uint32_t LeanLeftAlpha_CP = 0x69C;
uint32_t LeanRightAlpha_CP = 0x6A0;

// Vehicles
uint32_t VehicleRiderComponent = 0x20E0;
uint32_t LastVehiclePawn = 0x270;
uint32_t ReplicatedMovement = 0xD0;
uint32_t SeatIndex = 0x230;

// Rendering
uint64_t LastSubmitTime = 0x758;
uint64_t LastRenderTimeOnScreen = 0x75C;

// Physics
uint32_t bAlwaysCreatePhysicsState = 0x488;
}

uint64_t OBJECT_ID = 0X20;

DWORD DecryptCIndex(DWORD value)
{
return ((((value) ^ 0x7360F24) << 25) | (((value) ^ 0x7360F24u) >> 7) & 0x1FF0000) ^ __ROR4__((value) ^ 0x7360F24, 23) ^ 0xB621EC05;
}

uint64_t OBJECT_ID_2 = 0X1C;

DWORD DecryptCIndex_2(DWORD value)
{
return ((((value) ^ 0x221A03AC) << 31) | (((value) ^ 0x221A03ACu) >> 1) & 0x7FFF0000) ^ __ROR4__((value) ^ 0x221A03AC, 17) ^ 0x12082DD7;
}
 
güncel offsetler bunlar fakat nasıl kullancağımı bilmiyorum sadece esp yapmak istiyorum yardımcı olabilecek discorddan ekleyebilir mi (dufloth)
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
namespace off {

uint64_t UWorld = 0x12498C38;
uint64_t Decrypt = 0x109A1328;

uint64_t GNames = 0x1272C470;
uint32_t ElementsPerChunk = 0x3E4C;

uint32_t CurrentLevel = 0x800;
uint32_t GameInstance = 0x3B0;

uint32_t LocalPlayers = 0xF0;
uint32_t Actors = 0x38;

uint32_t PlayerController = 0x38;
uint32_t AcknowledgedPawn = 0x4A8;
uint32_t PlayerCameraManager = 0x4D0;

uint32_t RootComponent = 0x308;

uint32_t HealthFlag = 0;
uint32_t Health1 = 0;
uint32_t Health2 = 0;
uint32_t Health3 = 0;
uint32_t Health4 = 0;
uint32_t Health5 = 0;
uint32_t Health6 = 0;

uint64_t HealthXorKey0 = 0;
uint64_t HealthXorKey1 = 0;
uint64_t HealthXorKey2 = 0;
uint64_t HealthXorKey3 = 0;
uint64_t HealthXorKey4 = 0;
uint64_t HealthXorKey5 = 0;
uint64_t HealthXorKey6 = 0;
uint64_t HealthXorKey7 = 0;
uint64_t HealthXorKey8 = 0;
uint64_t HealthXorKey9 = 0;
uint64_t HealthXorKey10 = 0;
uint64_t HealthXorKey11 = 0;
uint64_t HealthXorKey12 = 0;
uint64_t HealthXorKey13 = 0;
uint64_t HealthXorKey14 = 0;
uint64_t HealthXorKey15 = 0;

// Player Info
uint32_t GroggyHealth = 0x1530; // Knocked health
uint32_t LastTeamNum = 0x2B18; // Team number
uint32_t CharacterName = 0x1E00;
uint32_t SpectatedCount = 0x11BC;
uint32_t Gender = 0xB48; //bool is Female or not

uint32_t Mesh = 0x4A0;
uint32_t StaticMesh = 0xAE8; // BoneArray
uint32_t ComponentToWorld = 0x320;

uint32_t ComponentLocation = 0x330;
uint32_t ComponentVelocity = 0x23C;

// Camera
uint32_t CameraFov = 0xA2C;
uint32_t CameraPos = 0xA30;
uint32_t CameraRot = 0xA10;

// Weapon InitialSpeed
uint32_t WeaponProcessor = 0x968;
uint32_t EquippedWeapons = 0x208;
uint32_t CurrentWeaponIndex = 0x319;
uint32_t WeaponTrajectoryData = 0x11A8;
uint32_t TrajectoryConfig = 0x108;

// Recoil
uint32_t AnimScriptInstance = 0xE30;
uint32_t ControlRotation_CP = 0x654;
uint32_t RecoilADSRotation_CP = 0x824;
uint32_t LeanLeftAlpha_CP = 0x69C;
uint32_t LeanRightAlpha_CP = 0x6A0;

// Vehicles
uint32_t VehicleRiderComponent = 0x20E0;
uint32_t LastVehiclePawn = 0x270;
uint32_t ReplicatedMovement = 0xD0;
uint32_t SeatIndex = 0x230;

// Rendering
uint64_t LastSubmitTime = 0x758;
uint64_t LastRenderTimeOnScreen = 0x75C;

// Physics
uint32_t bAlwaysCreatePhysicsState = 0x488;
}

uint64_t OBJECT_ID = 0X20;

DWORD DecryptCIndex(DWORD value)
{
return ((((value) ^ 0x7360F24) << 25) | (((value) ^ 0x7360F24u) >> 7) & 0x1FF0000) ^ __ROR4__((value) ^ 0x7360F24, 23) ^ 0xB621EC05;
}

uint64_t OBJECT_ID_2 = 0X1C;

DWORD DecryptCIndex_2(DWORD value)
{
return ((((value) ^ 0x221A03AC) << 31) | (((value) ^ 0x221A03ACu) >> 1) & 0x7FFF0000) ^ __ROR4__((value) ^ 0x221A03AC, 17) ^ 0x12082DD7;
}
emu mu mobile mi steam mi
 

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