VALORANT External Visible Check

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Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
constexpr uintptr_t uworld_key = 0x877E4B8;
constexpr uintptr_t uworld_state = 0x877E480;

constexpr uintptr_t game_instance = 0x1A8;
constexpr uintptr_t persistent_level = 0x38;

constexpr uintptr_t local_player_array = 0x40;
constexpr uintptr_t local_player_controller = 0x38;
constexpr uintptr_t local_player_pawn = 0x460;
constexpr uintptr_t control_rotation = 0x440;

constexpr uintptr_t camera_manager = 0x478;
constexpr uintptr_t camera_position = 0x1240;
constexpr uintptr_t camera_rotation = 0x124C;
constexpr uintptr_t camera_fov = 0x1258;

constexpr uintptr_t actor_array = 0xA0;
constexpr uintptr_t actor_count = 0xB8;

constexpr uintptr_t ObjID = 0x18;//test
constexpr uintptr_t unique_id = 0x38;
constexpr uintptr_t mesh_component = 0x410 + 0x20;
constexpr uintptr_t last_render_time = 0x350;
constexpr uintptr_t last_submit_time = 0x358;
constexpr uintptr_t bone_array = 0x558;
constexpr uintptr_t bone_count = 0x560;
constexpr uintptr_t component_to_world = 0x250;
constexpr uintptr_t root_component = 0x210 + 0x20;
constexpr uintptr_t root_position = 0x164;
constexpr uintptr_t damage_handler = 0x9A8;
constexpr uintptr_t health = 0x1B0;
constexpr uintptr_t dormant = 0x100 + 0x20;
constexpr uintptr_t inventory = 0x940;
constexpr uintptr_t player_state = 0x3F0;
constexpr uintptr_t team_component = 0x5B0;
constexpr uintptr_t team_id = 0xF8;
i'll steal this
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.

Kod:
that outdated
namespace offsets {
    // global
    uint64_t uworld_key = 0x87FCD38;
    uint64_t uworld_state = 0x87FCD00;
    uint64_t line_of_sight = 0x4495E60;
    uint64_t gobject_state = 0x8657B40;
    uint64_t gobject_key = 0x8657B78;
    uint64_t bone_matrix = 0x445E190;
    
    // world
    uint64_t persistent_level = 0x38;            // world > persistent_level
    uint64_t game_instance = 0x1A8;                // world > game_instance

    // player
    uint64_t localplayers_array = 0x40;            // world > game_instance > localplayers_array
    uint64_t localplayer = 0x40;                // world > game_instance > localplayers_array[0]
    uint64_t player_controller = 0x38;            // world > game_instance > localplayers_array[0] > playercontroller
    uint64_t apawn = 0x460;                    // world > game_instance > localplayers_array[0] > playercontroller > apawn                                    // aactor > apawn

    // vector
    uint64_t root_component = 0x230;            // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component                // aactor > root_component
    uint64_t position = 0x164;                // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > position        // aactor > root_component > position
    uint64_t rotation = 0x170;                // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > rotation        // aactor > root_component > rotation
    
    // controllers
    uint64_t damage_controller = 0x9A8;            // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_controller                // aactor > damage_controller
    uint64_t camera_controller = 0x440;            // world > game_instance > localplayers_array[0] > playercontroller > camera_controller

    // camera
    uint64_t camera_position = 0x1240;            // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
    uint64_t camera_rotation = 0x124C;            // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
    uint64_t camera_fov = 0x1258;                // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
    uint64_t camera_manager = 0x478;            // world > game_instance > localplayers_array[0] > playercontroller > camera_manager


    // level > actors
    uint64_t actor_array = 0xA0;                // world > persistent_level > actor_array
    uint64_t actors_count = 0xB8;                // world > persistent_level > actors_count

    // level > actors info
    uint64_t actor_id = 0x18;                // world > persistent_level > aactor > actor_id
    uint64_t unique_id = 0x38;                // world > persistent_level > aactor > unique_id
    uint64_t team_component = 0x5B0;            // world > persistent_level > aactor > player_state > team_component
    uint64_t team_id = 0xF8;                // world > persistent_level > aactor > team_component > team_id
    uint64_t health = 0x1B0;                // world > persistent_level > aactor > damage_controller > health
    uint64_t dormant = 0x100;                // world > persistent_level > aactor > dormant
    uint64_t player_state = 0x3F0;                // world > persistent_level > aactor > player_state

    // mesh
    uint64_t mesh = 0x430;                    // world > persistent_level > aactor > mesh
    uint64_t component_to_world = 0x250;            // world > persistent_level > aactor > mesh > component_to_world
    uint64_t bone_array = 0x558;                // world > persistent_level > aactor > mesh > bone_array
    uint64_t bone_count = 0x560;                // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
}
 
Normalde internal üzerinde lineofsight kullanılarak visible check yani adamın görünüp görünmediği bakılırdı
fakat external üzerinde recently renderer kullanılarak yapılıyor.
Kod:
    bool visiblecheck2(uintptr_t mesh)
    {
        float fLastSubmitTime = read<float>(g_pid, mesh + offset::last_render_time);
        float fLastRenderTimeOnScreen = read<float>(g_pid, mesh + offset::last_submit_time);
        const float fVisionTick = 0.06f;
        return fLastRenderTimeOnScreen + fVisionTick >= fLastSubmitTime;
    }
eğer bool yanlış ise adam görünürde adam yoktur.

Bunu yapmamın nedeni oyun için yüksek fovlarda oyunlar görükmese bile externalde bir problem var actor en son duvar arkası göründüğü yer kitleniyor ve bu gayet sıkıntı bir şey.
@MrYasin 'e selamlar

ellerine sağlık
 
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