flexlayn
Silver Üye
- Katılım
- 14 Tem 2025
- Mesajlar
- 64
- Beğeniler
- 4
HOCAM BU OFFSETLERİN GÜNCEL HALLERİ LAZIM ATABİLİİCEK VAR MI OFFSETLER BUNLAR
#pragma once
namespace Offsets
{
constexpr auto
State = 0x8C38CC0, //uworld_state
Key = State + 0x38,//stade + key
relative_rotation = 0x170,
ProcessEvent = 0x3366F10,
StaticFindObject = 0x337B4D0,
gobj_state = 0x8ABAA80,
gobj_key = gobj_state + 0x38,
Pointer = 0x80,
SkinChanger = 0x23A1460,
StaticLoadObject = 0x34453a0,
TriggerVEH = 0x1A89ED0,//pakman offset
bone_matrix = 0x4A41D80,
PlayerCameraManager = 0x478,//aPlayerCameraManager
ChamsOffset = 0x1190,
portrait_map = 0x1150, //UCharacterPortraitMinimapComponent_C
character_map = portrait_map + 0x8, // UCharacterCharacterMinimapComponent_C
Inventory = 0x9a0, //struct UAresInventory* Inventory;
get_spread_values_fn = 0x2489E40,//Needs new offset
get_spread_angles_fn = 0x2B26CE0,//Needs new offset
get_firing_location_and_direction_fn = 0x296a090,//Needs new offset
to_vector_and_normalize_fn = 0x314B130,//Needs new offset
to_angle_and_normalize_fn = 0x3145030,//Needs new offset
FiringStateComp = 0x1010,
StabilityComponent = 0x418,
CurrentEquippable = 0x240; //struct AAresEquippable* CurrentEquippable;
}
#pragma once
namespace Offsets
{
constexpr auto
State = 0x8C38CC0, //uworld_state
Key = State + 0x38,//stade + key
relative_rotation = 0x170,
ProcessEvent = 0x3366F10,
StaticFindObject = 0x337B4D0,
gobj_state = 0x8ABAA80,
gobj_key = gobj_state + 0x38,
Pointer = 0x80,
SkinChanger = 0x23A1460,
StaticLoadObject = 0x34453a0,
TriggerVEH = 0x1A89ED0,//pakman offset
bone_matrix = 0x4A41D80,
PlayerCameraManager = 0x478,//aPlayerCameraManager
ChamsOffset = 0x1190,
portrait_map = 0x1150, //UCharacterPortraitMinimapComponent_C
character_map = portrait_map + 0x8, // UCharacterCharacterMinimapComponent_C
Inventory = 0x9a0, //struct UAresInventory* Inventory;
get_spread_values_fn = 0x2489E40,//Needs new offset
get_spread_angles_fn = 0x2B26CE0,//Needs new offset
get_firing_location_and_direction_fn = 0x296a090,//Needs new offset
to_vector_and_normalize_fn = 0x314B130,//Needs new offset
to_angle_and_normalize_fn = 0x3145030,//Needs new offset
FiringStateComp = 0x1010,
StabilityComponent = 0x418,
CurrentEquippable = 0x240; //struct AAresEquippable* CurrentEquippable;
}