Updated Offsets 4/7/2026

Korath

Platinum Üye
Katılım
13 Şub 2026
Mesajlar
168
Beğeniler
49
İletişim
// Main
DWORD dwLocalPlayer = 0x2563888; // localplayer
DWORD dwEntityList = 0x612c5e8; // entitylist
DWORD OFFSET_VIEWRENDER = 0x3c73920; // viewrender
DWORD OFFSET_MATRIX = 0x11a350; // matrix
DWORD OFFSET_NAME_LIST = 0x8b26c80; // namelist


// Player
DWORD m_iTeamNum = 0x334; // m_iTeamNum
DWORD m_iName = 0x479; // m_iname
DWORD m_iHealth = 0x324; // m_health
DWORD m_iMaxHealth = 0x468; // m_health
DWORD OFFSET_SHIELD = 0x1a0;// m_shield
DWORD OFFSET_MAX_SHIELD = 0x1a4; // m_shield
DWORD m_flVisible = 0x1a64; // CPlayer!lastVisibleTime 0x1a54
DWORD OFFSET_BLEED_OUT_STATE = 0x27c0; // m_bleedoutState
DWORD OFFSET_LIFE_STATE = 0x690; // m_lifeState
DWORD OFFSET_ORIGIN = 0x17c; // origin
DWORD OFFSET_CAMERAPOS = 0x1fc4; //CPlayer!camera_origin 0x1fc4
DWORD OFFSET_ABS_VELOCITY = 0x170; //velo
DWORD OFFSET_BONES = 0xdb8 + 0x48;// bone 0xda8 + 0x48
DWORD OFFSET_AIMPUNCH = 0x2518; /// m_vecPunchWeapon_Angle
DWORD OFFSET_VIEWANGLES = 0x2600; // m_ammoPoolCapacity
DWORD OFFSET_BREATH_ANGLES = OFFSET_VIEWANGLES - 0x10;
DWORD OFFSET_FLAGS = 0xc8; // m_fFlags
DWORD armor_type = 0x4854; // m_armorType 0x485c
DWORD OFFSET_m_xp = 0x388c; // 0x380c m_xp


// Weapon & Projectiles
DWORD OFFSET_WEAPON = 0x19C4; // m_latestPrimaryWeapons 0x19C4
DWORD OFFSET_WEAPON_NAME = 0x15f0; //[RecvTable.DT_WeaponX]->m_weaponNameIndex //0x1818

DWORD OFFSET_BULLET_SPEED = 0x28A8; // //weapon_base + projectile_launch_speed
DWORD OFFSET_BULLET_SCALE = 0x28A8 + 0x8; // weapon_base + projectile_gravity_scale
DWORD OFFSET_ZOOM_FOV = 0x1724; //
DWORD OFFSET_AMMO = 0x15e0; // m_ammoInClip
DWORD OFF_OFFHAND_WEAPON = 0x19d4; // m_latestNonOffhandWeapons 0x19a4
DWORD View_model = 0x2e00; // m_hViewModels 0x2e68

// Grapple
DWORD OFFSET_GRAPPLE = 0x2e08; // m_grapple
DWORD OFFSET_GRAPPLE_ACTIVE = 0x2e90;
DWORD OFFSET_GRAPPLE_ATTACHED = 0x48;

// Actions / Input
DWORD OFFSET_IN_ATTACK = 0x3c74b88;
DWORD IN_JUMP = 0x3f39270;
DWORD OFFSET_in_speed = 0x3d3e098;
DWORD OFFSET_IN_DUCK = 0x3c75538;
DWORD OFFSET_in_forward = 0x03f393b8;
DWORD OFFSET_in_use = 0x03f392f0;
DWORD skin = 0xd68; // m_nSkin


// Traversal / Wallrun
DWORD OFFSET_TIME_BASE = 0x2168; //m_currentFramePlayer.timeBase
DWORD OFFSET_TRAVERSAL_START_TIME = 0x2bd4; //m_traversalStartTime
DWORD OFFSET_TRAVERSAL_PROGRESS = 0x2bcc; // m_traversalProgress
DWORD OFFSET_WALL_RUN_START_TIME = 0x370c; // m_wallRunStartTime
DWORD OFFSET_WALL_RUN_CLEAR_TIME = 0x3710; // m_wallRunClearTime

// Misc / Debug
DWORD OFF_STUDIOHDR = 0x1000;
DWORD crossPlay_Enabled = 0x1d7ebd0;
DWORD showfps_enabled = 0x1dd7290 + 0x6c;


[photo]

 
// Main
DWORD dwLocalPlayer = 0x2563888; // localplayer
DWORD dwEntityList = 0x612c5e8; // entitylist
DWORD OFFSET_VIEWRENDER = 0x3c73920; // viewrender
DWORD OFFSET_MATRIX = 0x11a350; // matrix
DWORD OFFSET_NAME_LIST = 0x8b26c80; // namelist


// Player
DWORD m_iTeamNum = 0x334; // m_iTeamNum
DWORD m_iName = 0x479; // m_iname
DWORD m_iHealth = 0x324; // m_health
DWORD m_iMaxHealth = 0x468; // m_health
DWORD OFFSET_SHIELD = 0x1a0;// m_shield
DWORD OFFSET_MAX_SHIELD = 0x1a4; // m_shield
DWORD m_flVisible = 0x1a64; // CPlayer!lastVisibleTime 0x1a54
DWORD OFFSET_BLEED_OUT_STATE = 0x27c0; // m_bleedoutState
DWORD OFFSET_LIFE_STATE = 0x690; // m_lifeState
DWORD OFFSET_ORIGIN = 0x17c; // origin
DWORD OFFSET_CAMERAPOS = 0x1fc4; //CPlayer!camera_origin 0x1fc4
DWORD OFFSET_ABS_VELOCITY = 0x170; //velo
DWORD OFFSET_BONES = 0xdb8 + 0x48;// bone 0xda8 + 0x48
DWORD OFFSET_AIMPUNCH = 0x2518; /// m_vecPunchWeapon_Angle
DWORD OFFSET_VIEWANGLES = 0x2600; // m_ammoPoolCapacity
DWORD OFFSET_BREATH_ANGLES = OFFSET_VIEWANGLES - 0x10;
DWORD OFFSET_FLAGS = 0xc8; // m_fFlags
DWORD armor_type = 0x4854; // m_armorType 0x485c
DWORD OFFSET_m_xp = 0x388c; // 0x380c m_xp


// Weapon & Projectiles
DWORD OFFSET_WEAPON = 0x19C4; // m_latestPrimaryWeapons 0x19C4
DWORD OFFSET_WEAPON_NAME = 0x15f0; //[RecvTable.DT_WeaponX]->m_weaponNameIndex //0x1818

DWORD OFFSET_BULLET_SPEED = 0x28A8; // //weapon_base + projectile_launch_speed
DWORD OFFSET_BULLET_SCALE = 0x28A8 + 0x8; // weapon_base + projectile_gravity_scale
DWORD OFFSET_ZOOM_FOV = 0x1724; //
DWORD OFFSET_AMMO = 0x15e0; // m_ammoInClip
DWORD OFF_OFFHAND_WEAPON = 0x19d4; // m_latestNonOffhandWeapons 0x19a4
DWORD View_model = 0x2e00; // m_hViewModels 0x2e68

// Grapple
DWORD OFFSET_GRAPPLE = 0x2e08; // m_grapple
DWORD OFFSET_GRAPPLE_ACTIVE = 0x2e90;
DWORD OFFSET_GRAPPLE_ATTACHED = 0x48;

// Actions / Input
DWORD OFFSET_IN_ATTACK = 0x3c74b88;
DWORD IN_JUMP = 0x3f39270;
DWORD OFFSET_in_speed = 0x3d3e098;
DWORD OFFSET_IN_DUCK = 0x3c75538;
DWORD OFFSET_in_forward = 0x03f393b8;
DWORD OFFSET_in_use = 0x03f392f0;
DWORD skin = 0xd68; // m_nSkin


// Traversal / Wallrun
DWORD OFFSET_TIME_BASE = 0x2168; //m_currentFramePlayer.timeBase
DWORD OFFSET_TRAVERSAL_START_TIME = 0x2bd4; //m_traversalStartTime
DWORD OFFSET_TRAVERSAL_PROGRESS = 0x2bcc; // m_traversalProgress
DWORD OFFSET_WALL_RUN_START_TIME = 0x370c; // m_wallRunStartTime
DWORD OFFSET_WALL_RUN_CLEAR_TIME = 0x3710; // m_wallRunClearTime

// Misc / Debug
DWORD OFF_STUDIOHDR = 0x1000;
DWORD crossPlay_Enabled = 0x1d7ebd0;
DWORD showfps_enabled = 0x1dd7290 + 0x6c;


[photo]


e.s cs2 ofsetleride verirmisin
 

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