randyonline
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- Katılım
- 27 Haz 2022
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i'll steal thisconstexpr 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
that outdated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.eğer bool yanlış ise adam görünürde adam yoktur.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; }
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