Open Source Rust offsets 24.03.2026

ZynexCheat

Gold Üye
Katılım
22 Eyl 2021
Mesajlar
275
Beğeniler
30
İletişim
Kod:
// Dumper Made by mert325
// Steam Data from DumpTime
// Game: Rust
// Last Update: 24.03/2026 At 01:22:47
// Dumped for build id: 22277172
namespace Offsets
{
    namespace BaseNetworkable
    {
        constexpr auto BaseNetworkable_C    = 0xd81cd78;
        constexpr auto static_fields        = 0xb8;
        constexpr auto wrapper_class_ptr    = 0x28;
        constexpr auto parent_static_fields = 0x10;
        constexpr auto entity               = 0x10;
    }
 
    namespace ListComponent_Projectile
    {
        constexpr auto ListComponent_Projectile_C = 0xd82f8d0;
        constexpr auto static_fields              = 0xb8;
        constexpr auto instance                   = 0x8;
        constexpr auto instance_two               = 0x10;
    }
 
    namespace Convar_Admin
    {
        constexpr auto TypeInfo = 0xd7e98f0;
    }
 
    namespace Convar_Graphics
    {
        constexpr auto TypeInfo = 0xd82eef0;
    }
 
    namespace SingletonClimate
    {
        constexpr auto Climate_C      = 0xd7e82c0;
        constexpr auto static_fields  = 0xb8;
        constexpr auto Instance       = 0x10;
    }
 
    namespace ActiveItem
    {
        constexpr auto clActiveItem = 0x4e0;
    }
 
    
    namespace ItemIcon
    {
        constexpr auto ItemIcon_C   = 0xd7db618;
        constexpr auto Static_fields         = 0xb8;
        constexpr auto Instance         = 0x38;
    }
 
    namespace Camera
    {
        constexpr auto MainCamera_C   = 0xd810e78;
        constexpr auto Chain1         = 0xb8;
        constexpr auto Chain2         = 0x78;
        constexpr auto Chain3         = 0x10;
    }
 
    namespace Il2Cpp
    {
        constexpr auto GetHandle = 0xdb1b840;
    }
 
    namespace BasePlayer
    {
        constexpr auto playerNames               = 0x630;
        constexpr auto PlayerEyes                = 0x690;
        constexpr auto PlayerInventory           = 0x388;
        constexpr auto PlayerInput               = 0x6f0;
        constexpr auto PlayerMovement            = 0x508;
        constexpr auto PlayerModel               = 0x2a8;
        constexpr auto playerFlags               = 0x620;
        constexpr auto ModelState = 0x0;
        constexpr auto currentTeam               = 0x4b0;
        constexpr auto clActiveItem              = 0x4e0;
        constexpr auto clothingBlocksAiming      = 0x704;
        constexpr auto clothingMoveSpeedReduction = 0x708;
        constexpr auto UserID                    = 0x660;
    }
 
    namespace world
    {
        constexpr auto ItemClass                = 0x1d8;
    }
 
    namespace PlayerModel
    {
        constexpr auto Position             = 0x1f8;
        constexpr auto Velocity             = 0x204;
        constexpr auto newVelocity          = 0x21c;
        constexpr auto Rotation             = 0x228;
        constexpr auto GestureConfig               = 0x3b0;
        constexpr auto IsNpc__BackingField               = 0x3dd;
        constexpr auto __Multimesh          = 0x288;
    }
 
    namespace ModelState
    {
        constexpr auto Flags               = 0x0;
        constexpr auto WaterLevel               = 0x0;
    }
 
    namespace SkinnedMultiMeshRenderers
    {
        constexpr auto Renderers__BackingField               = 0x50;
    }
 
    namespace PlayerInventory
    {
        constexpr auto ItemContainer   = 0x30;
        constexpr auto ContainerBelt   = 0x38;
        constexpr auto ContainerWear   = 0x58;
    }
 
    namespace Item
    {
        constexpr auto ItemList                = 0x50;
        constexpr auto ItemDefinition           = 0xa0;
        constexpr auto Amount                   = 0x94;
        constexpr auto CurrentHealth            = 0x84;
        constexpr auto MaxHealth                = 0x90;
        constexpr auto ammoCount                = 0xc8;
        constexpr auto HeldEntity               = 0x30;
        constexpr auto HeldEntity1              = 0x58;
        constexpr auto ItemUID                  = 0xa8;
    }
 
    namespace HeldEntity
    {
        constexpr auto ViewModel = 0x260;
    }
 
    namespace BaseViewModel
    {
        constexpr auto IronSights = 0x80;
        constexpr auto AnimationEvents = 0xa8;
        constexpr auto ViewmodelBob = 0x90;
        constexpr auto ViewmodelSway = 0x98;
    }
 
    namespace BaseEntity
    {
        constexpr auto model  = 0xe8;
        constexpr auto Bounds = 0xc0;
        constexpr auto flags  = 0xf0;
    }
 
    namespace BaseCombatEntity
    {
        constexpr auto LifeState    = 0x268;
    }
 
    namespace ItemDefinition
    {
        constexpr auto shortname    = 0x28;
        constexpr auto itemid       = 0x20;
        constexpr auto displayName  = 0x40;
        constexpr auto ItemMod  = 0x170;
    }
 
    namespace Translate_Phrase
    {
        constexpr auto English                = 0x20;
    }
 
    namespace ItemModWearable
    {
        constexpr auto blocksAiming  = 0x5c;
        constexpr auto occlusionType = 0x58;
    }
 
    namespace AttackEntity
    {
        constexpr auto repeatDelay = 0x28c;
        constexpr auto deployDelay = 0x288;
    }
 
    namespace BaseProjectile
    {
        constexpr auto reloadTime             = 0x370;
        constexpr auto recoil                 = 0x3a0;
        constexpr auto primaryMagazine        = 0x378;
        constexpr auto aimconePenalty         = 0x3b8;
        constexpr auto aimCone                = 0x3a8;
        constexpr auto aimconePenaltyPerShot  = 0x3b8;
        constexpr auto aimSway                = 0x398;
        constexpr auto aimSwaySpeed           = 0x39c;
        constexpr auto stancePenaltyScale     = 0x3c8;
        constexpr auto aimConePenaltyMax      = 0x3bc;
        constexpr auto automatic              = 0x330;
        constexpr auto hipAimCone             = 0x3b4;
        constexpr auto isBurstWeapon          = 0x3d7;
        constexpr auto canChangeFireModes     = 0x3d8;
        constexpr auto internalBurstFireRateScale = 0x3e0;
        constexpr auto IsReloading            = 0x41c;
    }
 
    namespace Projectile
    {
        constexpr auto initialVelocity        = 0x28;
        constexpr auto thickness              = 0x3c;
        constexpr auto velocity               = 0x15c;
        constexpr auto position               = 0x168;
        constexpr auto sentPosition           = 0x180;
        constexpr auto previousPosition       = 0x18c;
        constexpr auto previousVelocity       = 0x198;
        constexpr auto projectileID           = 0x130;
        constexpr auto owner                  = 0x1e8;
        constexpr auto hitTest                = 0x118;
    }
 
    namespace HitTest
    {
        constexpr auto HitTransform           = 0x18;
        constexpr auto HitEntity              = 0x88;
    }
 
    namespace RecoilProperties
    {
        constexpr auto recoilYawMin  = 0x18;
        constexpr auto recoilYawMax = 0x1c;
        constexpr auto recoilPitchMin  = 0x20;
        constexpr auto recoilPitchMax  = 0x24;
        constexpr auto aimconeCurveScale = 0x60;
        constexpr auto newRecoilOverride  = 0x80;
    }
 
    namespace HackableLockedCrate
    {
        constexpr auto TimerText = 0x3d0;
    }
 
    namespace BuildingPrivlidge
    {
        constexpr auto UpkeepTime = 0x3c4;
    }
 
    namespace PatrolHelicopter
    {
        constexpr auto weakspots = 0x410;
    }
 
    namespace CompoundBowWeapon
    {
        constexpr auto stringHoldDurationMax = 0x470;
        constexpr auto movementPenaltyRampUpTime = 0x480;
    }
 
    namespace FlintStrikeWeapon
    {
        constexpr auto successFraction = 0x458;
        constexpr auto _didSparkThisFrame = 0x468;
    }
 
    namespace BowWeapon
    {
        constexpr auto attackReady = 0x458;
        constexpr auto nopullback = 0x45c;
    }
 
    namespace RustStorage
    {
        constexpr auto BaseViewModel           = 0xd7ab1b8;
        constexpr auto BaseViewModel_ListPTR   = 0xa8;
        constexpr auto TOD_Sky                 = 0xd791f28;
        constexpr auto TOD_Sky_Instance        = 0x50;
    }
 
}


Decryptionları konu mesaj uzunluğundan dolayı paylaşamadım ihtiyacı olan iletişime geçsin.
 
ah rustum ahh o kadar boku çıktıki ai developerler bile offsets aramıyo artık
 
dumperi kendim yazdım günlerimi aldı o nedenle paylaşmayı düşünmüyorum ücretli satabilirim istersen yada buradan güncel offsetlere ulaşabilirsin
dsotum benimde kendime ait dumperım var ama bazı yerlerde şifrelenmiş offfsetleri cekemiyor
 
Kod:
// Dumper Made by mert325
// Steam Data from DumpTime
// Game: Rust
// Last Update: 24.03/2026 At 01:22:47
// Dumped for build id: 22277172
namespace Offsets
{
    namespace BaseNetworkable
    {
        constexpr auto BaseNetworkable_C    = 0xd81cd78;
        constexpr auto static_fields        = 0xb8;
        constexpr auto wrapper_class_ptr    = 0x28;
        constexpr auto parent_static_fields = 0x10;
        constexpr auto entity               = 0x10;
    }
 
    namespace ListComponent_Projectile
    {
        constexpr auto ListComponent_Projectile_C = 0xd82f8d0;
        constexpr auto static_fields              = 0xb8;
        constexpr auto instance                   = 0x8;
        constexpr auto instance_two               = 0x10;
    }
 
    namespace Convar_Admin
    {
        constexpr auto TypeInfo = 0xd7e98f0;
    }
 
    namespace Convar_Graphics
    {
        constexpr auto TypeInfo = 0xd82eef0;
    }
 
    namespace SingletonClimate
    {
        constexpr auto Climate_C      = 0xd7e82c0;
        constexpr auto static_fields  = 0xb8;
        constexpr auto Instance       = 0x10;
    }
 
    namespace ActiveItem
    {
        constexpr auto clActiveItem = 0x4e0;
    }
 
   
    namespace ItemIcon
    {
        constexpr auto ItemIcon_C   = 0xd7db618;
        constexpr auto Static_fields         = 0xb8;
        constexpr auto Instance         = 0x38;
    }
 
    namespace Camera
    {
        constexpr auto MainCamera_C   = 0xd810e78;
        constexpr auto Chain1         = 0xb8;
        constexpr auto Chain2         = 0x78;
        constexpr auto Chain3         = 0x10;
    }
 
    namespace Il2Cpp
    {
        constexpr auto GetHandle = 0xdb1b840;
    }
 
    namespace BasePlayer
    {
        constexpr auto playerNames               = 0x630;
        constexpr auto PlayerEyes                = 0x690;
        constexpr auto PlayerInventory           = 0x388;
        constexpr auto PlayerInput               = 0x6f0;
        constexpr auto PlayerMovement            = 0x508;
        constexpr auto PlayerModel               = 0x2a8;
        constexpr auto playerFlags               = 0x620;
        constexpr auto ModelState = 0x0;
        constexpr auto currentTeam               = 0x4b0;
        constexpr auto clActiveItem              = 0x4e0;
        constexpr auto clothingBlocksAiming      = 0x704;
        constexpr auto clothingMoveSpeedReduction = 0x708;
        constexpr auto UserID                    = 0x660;
    }
 
    namespace world
    {
        constexpr auto ItemClass                = 0x1d8;
    }
 
    namespace PlayerModel
    {
        constexpr auto Position             = 0x1f8;
        constexpr auto Velocity             = 0x204;
        constexpr auto newVelocity          = 0x21c;
        constexpr auto Rotation             = 0x228;
        constexpr auto GestureConfig               = 0x3b0;
        constexpr auto IsNpc__BackingField               = 0x3dd;
        constexpr auto __Multimesh          = 0x288;
    }
 
    namespace ModelState
    {
        constexpr auto Flags               = 0x0;
        constexpr auto WaterLevel               = 0x0;
    }
 
    namespace SkinnedMultiMeshRenderers
    {
        constexpr auto Renderers__BackingField               = 0x50;
    }
 
    namespace PlayerInventory
    {
        constexpr auto ItemContainer   = 0x30;
        constexpr auto ContainerBelt   = 0x38;
        constexpr auto ContainerWear   = 0x58;
    }
 
    namespace Item
    {
        constexpr auto ItemList                = 0x50;
        constexpr auto ItemDefinition           = 0xa0;
        constexpr auto Amount                   = 0x94;
        constexpr auto CurrentHealth            = 0x84;
        constexpr auto MaxHealth                = 0x90;
        constexpr auto ammoCount                = 0xc8;
        constexpr auto HeldEntity               = 0x30;
        constexpr auto HeldEntity1              = 0x58;
        constexpr auto ItemUID                  = 0xa8;
    }
 
    namespace HeldEntity
    {
        constexpr auto ViewModel = 0x260;
    }
 
    namespace BaseViewModel
    {
        constexpr auto IronSights = 0x80;
        constexpr auto AnimationEvents = 0xa8;
        constexpr auto ViewmodelBob = 0x90;
        constexpr auto ViewmodelSway = 0x98;
    }
 
    namespace BaseEntity
    {
        constexpr auto model  = 0xe8;
        constexpr auto Bounds = 0xc0;
        constexpr auto flags  = 0xf0;
    }
 
    namespace BaseCombatEntity
    {
        constexpr auto LifeState    = 0x268;
    }
 
    namespace ItemDefinition
    {
        constexpr auto shortname    = 0x28;
        constexpr auto itemid       = 0x20;
        constexpr auto displayName  = 0x40;
        constexpr auto ItemMod  = 0x170;
    }
 
    namespace Translate_Phrase
    {
        constexpr auto English                = 0x20;
    }
 
    namespace ItemModWearable
    {
        constexpr auto blocksAiming  = 0x5c;
        constexpr auto occlusionType = 0x58;
    }
 
    namespace AttackEntity
    {
        constexpr auto repeatDelay = 0x28c;
        constexpr auto deployDelay = 0x288;
    }
 
    namespace BaseProjectile
    {
        constexpr auto reloadTime             = 0x370;
        constexpr auto recoil                 = 0x3a0;
        constexpr auto primaryMagazine        = 0x378;
        constexpr auto aimconePenalty         = 0x3b8;
        constexpr auto aimCone                = 0x3a8;
        constexpr auto aimconePenaltyPerShot  = 0x3b8;
        constexpr auto aimSway                = 0x398;
        constexpr auto aimSwaySpeed           = 0x39c;
        constexpr auto stancePenaltyScale     = 0x3c8;
        constexpr auto aimConePenaltyMax      = 0x3bc;
        constexpr auto automatic              = 0x330;
        constexpr auto hipAimCone             = 0x3b4;
        constexpr auto isBurstWeapon          = 0x3d7;
        constexpr auto canChangeFireModes     = 0x3d8;
        constexpr auto internalBurstFireRateScale = 0x3e0;
        constexpr auto IsReloading            = 0x41c;
    }
 
    namespace Projectile
    {
        constexpr auto initialVelocity        = 0x28;
        constexpr auto thickness              = 0x3c;
        constexpr auto velocity               = 0x15c;
        constexpr auto position               = 0x168;
        constexpr auto sentPosition           = 0x180;
        constexpr auto previousPosition       = 0x18c;
        constexpr auto previousVelocity       = 0x198;
        constexpr auto projectileID           = 0x130;
        constexpr auto owner                  = 0x1e8;
        constexpr auto hitTest                = 0x118;
    }
 
    namespace HitTest
    {
        constexpr auto HitTransform           = 0x18;
        constexpr auto HitEntity              = 0x88;
    }
 
    namespace RecoilProperties
    {
        constexpr auto recoilYawMin  = 0x18;
        constexpr auto recoilYawMax = 0x1c;
        constexpr auto recoilPitchMin  = 0x20;
        constexpr auto recoilPitchMax  = 0x24;
        constexpr auto aimconeCurveScale = 0x60;
        constexpr auto newRecoilOverride  = 0x80;
    }
 
    namespace HackableLockedCrate
    {
        constexpr auto TimerText = 0x3d0;
    }
 
    namespace BuildingPrivlidge
    {
        constexpr auto UpkeepTime = 0x3c4;
    }
 
    namespace PatrolHelicopter
    {
        constexpr auto weakspots = 0x410;
    }
 
    namespace CompoundBowWeapon
    {
        constexpr auto stringHoldDurationMax = 0x470;
        constexpr auto movementPenaltyRampUpTime = 0x480;
    }
 
    namespace FlintStrikeWeapon
    {
        constexpr auto successFraction = 0x458;
        constexpr auto _didSparkThisFrame = 0x468;
    }
 
    namespace BowWeapon
    {
        constexpr auto attackReady = 0x458;
        constexpr auto nopullback = 0x45c;
    }
 
    namespace RustStorage
    {
        constexpr auto BaseViewModel           = 0xd7ab1b8;
        constexpr auto BaseViewModel_ListPTR   = 0xa8;
        constexpr auto TOD_Sky                 = 0xd791f28;
        constexpr auto TOD_Sky_Instance        = 0x50;
    }
 
}


Decryptionları konu mesaj uzunluğundan dolayı paylaşamadım ihtiyacı olan iletişime geçsin.
hocam yeni dump gelirmi
 

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