- Katılım
- 15 Mar 2024
- Mesajlar
- 2,530
- Beğeniler
- 405
- Yaş
- 23
Kod:
uintptr_t Mesh = 0x4e8; // 12.05
uintptr_t portrait_map = 0x1210;// 12.05 unchanged // CharacterPortraitMinimapComponent
uintptr_t character_map = 0x1218; // 12.05 unchanged // ShooterCharacterMinimapComponent
constexpr uint64_t PlayerState = 0x480; // 12.05
constexpr uint64_t PlatformPlayer = 0x06A0; // 12.05
constexpr uint64_t CompetetiveTier = 0x068C; // 12.05
constexpr uint64_t AccountLevel = 0x075C; // 12.05
constexpr uint64_t Inventory = 0x09A8; // 12.05 0xC08->0x09A8
constexpr uint64_t Equippable = 0x248; // 12.05 unchanged
constexpr uint64_t State = 0xC0CC120; // 12.05 0xBF713A0->0xC0CC120
std::uintptr_t process_event = 0x1af6470; // 12.05 0x1AF16E0->0x1af6470
std::uintptr_t static_find_object = 0x1b1f7c0; // 12.05 0x1B211B0->0x1b1f7c0
std::uintptr_t static_load_object = 0x1B232F0; // 12.05 0x1B24CE0->0x1B232F0
std::uint64_t MagicOffsets = 0x46C4660; // ret.asm based
std::uintptr_t play_finisher_effect = 0x61367D0; // 12.05 0x61367D0-> // { 0x61dae00, 0x7758db0 };
std::uintptr_t set_ares_outline = 0x40064f0; // 12.05 0x3FF9000->0x40064f0
std::uintptr_t bone_matrix = 0x4071d70; // 12.05 0x4065DB0->0x4071d70
std::uintptr_t MarkDirtRenderState = 0x16f5ba0; // 12.05 0x1F2B051->0x16f5ba0
std::uintptr_t fmemory_malloc = 0x16d7bc0; // 12.05 0x16B5950->0x16d7bc0
std::uintptr_t OwningGameInstance = 0x1D8; // 12.05 unchanged
std::uintptr_t Triggerveh = 0x170f4b6; // 12.05 0x16ED186->0x170f4b6
std::uintptr_t get_spread_values = 0x6e95e00; // 12.05 0x61D0110->0x6e95e00
std::uintptr_t get_spread_angles = 0x627b290; // 12.05 0x6D6E8B0->0x627b290
std::uintptr_t get_firing_location_direction = 0x6A41070; // 12.05 0x6949E00->0x6A41070
std::uintptr_t tovector_and_normalize = 0x17d7350; // 12.05 0x17B4EC0->0x17d7350
std::uintptr_t toangle_and_normalize = 0x17d1b50; // 12.05 0x17AF6C0->0x17d1b50
constexpr uint64_t camerapos = 900;
constexpr uint64_t camerafov = 930;
constexpr uint64_t camerarot = 918;
std::uintptr_t bone_array = 0x738; // 12.05 0x730->0x738
std::uintptr_t bone_cout = bone_array + 0x8;
std::uintptr_t real_time_dormant = 0x101;
//struct UTexture* InventoryIcon;
std::uintptr_t InventoryIcon = 0xdc0; // 12.05 unchecked might be 0x0EB0->0xdc0
// Class Engine.SkinnedMeshComponent
std::uintptr_t bForceWireframe = 0x906; // 12.05 0x8fe->0x906
std::uintptr_t wireframe_num_1 = 0xC0; // 12.05 unchanged
std::uintptr_t skin_data_assets = 0xf70; // 12.05 0xDC8->0xf70
std::uintptr_t skin_pointer = 0x3a8; // 12.05 0x3a0->0x3a8
std::uintptr_t skin_pointer_2 = 0xB0; // 12.05 unchanged
std::uintptr_t skin_pointer_3 = 0x80; // 12.05 unchanged
std::uintptr_t defuse_percentage = 0x05D0; // 12.05 unchanged
std::uintptr_t bomb_time_remaining = 0x05A8; // 12.05 unchanged
std::uintptr_t viewport_world = 0x78;
std::uintptr_t uworld_pointer = 0x80;
std::uintptr_t draw_transition = 0x68;
--------------
