İnceleniyor Valorant Offset

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arwezxd

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Katılım
15 Tem 2025
Mesajlar
526
Beğeniler
139
Yaş
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İletişim
ProcessEvent: 0x1AF6470

StaticFindObject: 0x1B1F7C0
StaticLoadObject: 0x1B232F0
BoneMatrix: 0x4071D70
SetOutlineMode: 0x40064F0
FMemoryMalloc: 0x16D7BC0
PlayFinisher: 0x61DAE00
get_spread_values: 0x6E95E00
get_spread_angles: 0x627B290
tovector_and_normalize: 0x17D7350
toangle_and_normalize: 0x17D1B50
GetFiringLocationAndDirection: 0x6A41070
TriggerVeh: 0x170F4B6
gworld: 0xC0CC120
fname_pool: 0xC25FB80


yapay zeka ile proje yapmak isteyen arkadaşlar için değerleri yerine direk adresleri bıraktım uğraşmayın diye
 
C++:
namespace offsets
{
    constexpr uint64_t State = 0xC0CC120;
    constexpr uint64_t fmemory_malloc = 0x16D7BC0;
    constexpr uint64_t static_find_object = 0x1B1F7C0;
    constexpr uint64_t static_laod_object = 0x1B232F0;
    constexpr uint64_t process_event = 0x1AF6470;
    constexpr uint64_t bone_matrix = 0x4071D70;
    constexpr uint64_t set_ares_outline_mode = 0x40064F0;
    constexpr uint64_t magic = 0x46C4660;
    constexpr uint64_t charm_map = 0x430;
    constexpr uint64_t projectile_component = 0x464;
    constexpr uint64_t RelativeScale3D = 0x17c;
    constexpr uint64_t TriggerVEH = 0x16943C6;
    constexpr uint64_t DefuseTimer = 0x05D0;
    constexpr uint64_t Timer = 0x05A8;
    constexpr uint64_t relative_rotation = 0x170;
    constexpr uint64_t cameramaneger = 0x520;
    constexpr uint64_t mesh = 0x430;
    constexpr uint64_t camerapos = 900;
    constexpr uint64_t camerafov = 930;
    constexpr uint64_t camerarot = 918;
    constexpr uint64_t game_instance = 0x1D8;
    constexpr uint64_t local_players = 0x40;
    constexpr uint64_t viewport_client = 0x80;
    constexpr uint64_t engine = 0x28;
    constexpr uint64_t local_controller = 0x38;
    constexpr uintptr_t mesh_fp_flag = 0x364;
    // FINISHER
    constexpr uint64_t play_finisher_effect = 0x61DAE00;
    constexpr uint64_t death_reaction_component_offset = 0xc98 + 0x10;
    constexpr uint64_t montage_effect_override_offset = 0x100;
    constexpr uint64_t montage_effect_override_context_offset = 0x108;
    constexpr uint64_t bone_cout = 0x740;
    constexpr uint64_t mtkv = 0x37;
    constexpr uint64_t object_class = 0x10;
    constexpr uint64_t super_class = 0x48;
    // skins
    constexpr uint64_t get_skin_levels = 0x88;
    constexpr uint64_t get_skin_data_asset = 0x108;
    constexpr uint64_t get_skin_chroma_data_asset = 0x108;
    constexpr uint64_t get_charm_data_asset = 0x68;
    constexpr uint64_t get_charm_level_data_asset = 0x70;
    constexpr uint64_t get_charm_level = 0xe0;
    constexpr uint64_t equippable_models = 0xe8;
    constexpr uint64_t skins = 0x150;
    constexpr uint64_t possible_levels = 0x138;
    constexpr uint64_t possible_levels1 = 0xfe;
    constexpr uint64_t possible_levels2 = 0xf2;
    constexpr uint64_t possible_chromas = 0x128;
    constexpr uint64_t get_screen_size1 = 0x48;
    constexpr uint64_t get_screen_size2 = 0x4c;
    constexpr uint64_t fr3scomp = 0xcd0;
    constexpr uint64_t was_invisible = 0xc8b;
    constexpr uint64_t inventory_icon = 0xdc0;
    constexpr uint64_t font = 0x98;
    constexpr uint64_t skymeshcomponent = 0x288;
    constexpr uint64_t mesh1p = 0xf30;
    constexpr uint64_t mesh3p = 0xf00;
    constexpr uint64_t mesh1p_overlay = 0xf38;
    constexpr uint64_t mesh_cosmetic_3p = 0xef8;
    constexpr uint64_t coolchams = 0x418;
    constexpr uint64_t mesh1pgun = 0xe08;
    constexpr uint64_t fresnelcomponent = 0x860;
    constexpr uint64_t BlindManagerComponent = 0xa18;
    constexpr uint64_t flashend = 0x10;
    constexpr uint64_t WireFrame = 0x906;
    constexpr uint64_t WireFrame2 = 0xc0;
    constexpr uint64_t WireFrame3 = 0xff;
    constexpr uint64_t skin_pointer = 0x3a8;
    constexpr uint64_t skin_pointer_2 = 0xB0;
    constexpr uint64_t skin_pointer_3 = 0x80;
    constexpr uint64_t skin_data_asset = 0xDC8;
    constexpr uint64_t viewport_world = 0x80;
    constexpr uint64_t SetCameraPOVHook = 0xD7;
    constexpr uint64_t viewport_gameinstance = 0x88;
    constexpr uint64_t get_spread_values = 0x627B290;
    constexpr uint64_t get_spread_angles = 0x6E95E00;
    constexpr uint64_t to_vector_and_normalize = 0x17D7350;
    constexpr uint64_t to_angle_and_normalize = 0x17D1B50;
    constexpr uint64_t FiringStateComp = 0x1208;
    constexpr uint64_t seed_data = 0x4A0;
    constexpr uint64_t seed_dataadd = 0xD8;
    constexpr uint64_t stability_component = 0x490;
    constexpr uint64_t error_power = 0x49c;
    constexpr uint64_t error_retries = 0x470;
    constexpr uint64_t Inventory = 0x998;
    constexpr uint64_t Equippable = 0x248;
    constexpr uint64_t AccountLevel = 0x066C;
    constexpr uint64_t HideAccountLevel = 0x0668;
    constexpr uint64_t player_state = 0x480;
    constexpr uint64_t PlatformPlayer = 0x6A0;
    constexpr uint64_t Rootcomponent = 0x288;
    constexpr uint64_t root_position = 0x170;
    constexpr uint64_t CameraRadar = 0x1F90;
}
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
12.06 gelecek hala offset atıyolar
 
C++:
namespace offsets
{
    constexpr uint64_t State = 0xC0CC120;
    constexpr uint64_t fmemory_malloc = 0x16D7BC0;
    constexpr uint64_t static_find_object = 0x1B1F7C0;
    constexpr uint64_t static_laod_object = 0x1B232F0;
    constexpr uint64_t process_event = 0x1AF6470;
    constexpr uint64_t bone_matrix = 0x4071D70;
    constexpr uint64_t set_ares_outline_mode = 0x40064F0;
    constexpr uint64_t magic = 0x46C4660;
    constexpr uint64_t charm_map = 0x430;
    constexpr uint64_t projectile_component = 0x464;
    constexpr uint64_t RelativeScale3D = 0x17c;
    constexpr uint64_t TriggerVEH = 0x16943C6;
    constexpr uint64_t DefuseTimer = 0x05D0;
    constexpr uint64_t Timer = 0x05A8;
    constexpr uint64_t relative_rotation = 0x170;
    constexpr uint64_t cameramaneger = 0x520;
    constexpr uint64_t mesh = 0x430;
    constexpr uint64_t camerapos = 900;
    constexpr uint64_t camerafov = 930;
    constexpr uint64_t camerarot = 918;
    constexpr uint64_t game_instance = 0x1D8;
    constexpr uint64_t local_players = 0x40;
    constexpr uint64_t viewport_client = 0x80;
    constexpr uint64_t engine = 0x28;
    constexpr uint64_t local_controller = 0x38;
    constexpr uintptr_t mesh_fp_flag = 0x364;
    // FINISHER
    constexpr uint64_t play_finisher_effect = 0x61DAE00;
    constexpr uint64_t death_reaction_component_offset = 0xc98 + 0x10;
    constexpr uint64_t montage_effect_override_offset = 0x100;
    constexpr uint64_t montage_effect_override_context_offset = 0x108;
    constexpr uint64_t bone_cout = 0x740;
    constexpr uint64_t mtkv = 0x37;
    constexpr uint64_t object_class = 0x10;
    constexpr uint64_t super_class = 0x48;
    // skins
    constexpr uint64_t get_skin_levels = 0x88;
    constexpr uint64_t get_skin_data_asset = 0x108;
    constexpr uint64_t get_skin_chroma_data_asset = 0x108;
    constexpr uint64_t get_charm_data_asset = 0x68;
    constexpr uint64_t get_charm_level_data_asset = 0x70;
    constexpr uint64_t get_charm_level = 0xe0;
    constexpr uint64_t equippable_models = 0xe8;
    constexpr uint64_t skins = 0x150;
    constexpr uint64_t possible_levels = 0x138;
    constexpr uint64_t possible_levels1 = 0xfe;
    constexpr uint64_t possible_levels2 = 0xf2;
    constexpr uint64_t possible_chromas = 0x128;
    constexpr uint64_t get_screen_size1 = 0x48;
    constexpr uint64_t get_screen_size2 = 0x4c;
    constexpr uint64_t fr3scomp = 0xcd0;
    constexpr uint64_t was_invisible = 0xc8b;
    constexpr uint64_t inventory_icon = 0xdc0;
    constexpr uint64_t font = 0x98;
    constexpr uint64_t skymeshcomponent = 0x288;
    constexpr uint64_t mesh1p = 0xf30;
    constexpr uint64_t mesh3p = 0xf00;
    constexpr uint64_t mesh1p_overlay = 0xf38;
    constexpr uint64_t mesh_cosmetic_3p = 0xef8;
    constexpr uint64_t coolchams = 0x418;
    constexpr uint64_t mesh1pgun = 0xe08;
    constexpr uint64_t fresnelcomponent = 0x860;
    constexpr uint64_t BlindManagerComponent = 0xa18;
    constexpr uint64_t flashend = 0x10;
    constexpr uint64_t WireFrame = 0x906;
    constexpr uint64_t WireFrame2 = 0xc0;
    constexpr uint64_t WireFrame3 = 0xff;
    constexpr uint64_t skin_pointer = 0x3a8;
    constexpr uint64_t skin_pointer_2 = 0xB0;
    constexpr uint64_t skin_pointer_3 = 0x80;
    constexpr uint64_t skin_data_asset = 0xDC8;
    constexpr uint64_t viewport_world = 0x80;
    constexpr uint64_t SetCameraPOVHook = 0xD7;
    constexpr uint64_t viewport_gameinstance = 0x88;
    constexpr uint64_t get_spread_values = 0x627B290;
    constexpr uint64_t get_spread_angles = 0x6E95E00;
    constexpr uint64_t to_vector_and_normalize = 0x17D7350;
    constexpr uint64_t to_angle_and_normalize = 0x17D1B50;
    constexpr uint64_t FiringStateComp = 0x1208;
    constexpr uint64_t seed_data = 0x4A0;
    constexpr uint64_t seed_dataadd = 0xD8;
    constexpr uint64_t stability_component = 0x490;
    constexpr uint64_t error_power = 0x49c;
    constexpr uint64_t error_retries = 0x470;
    constexpr uint64_t Inventory = 0x998;
    constexpr uint64_t Equippable = 0x248;
    constexpr uint64_t AccountLevel = 0x066C;
    constexpr uint64_t HideAccountLevel = 0x0668;
    constexpr uint64_t player_state = 0x480;
    constexpr uint64_t PlatformPlayer = 0x6A0;
    constexpr uint64_t Rootcomponent = 0x288;
    constexpr uint64_t root_position = 0x170;
    constexpr uint64_t CameraRadar = 0x1F90;
}
gene yapmış yapacağını
 
C++:
namespace offsets
{
    constexpr uint64_t State = 0xC0CC120;
    constexpr uint64_t fmemory_malloc = 0x16D7BC0;
    constexpr uint64_t static_find_object = 0x1B1F7C0;
    constexpr uint64_t static_laod_object = 0x1B232F0;
    constexpr uint64_t process_event = 0x1AF6470;
    constexpr uint64_t bone_matrix = 0x4071D70;
    constexpr uint64_t set_ares_outline_mode = 0x40064F0;
    constexpr uint64_t magic = 0x46C4660;
    constexpr uint64_t charm_map = 0x430;
    constexpr uint64_t projectile_component = 0x464;
    constexpr uint64_t RelativeScale3D = 0x17c;
    constexpr uint64_t TriggerVEH = 0x16943C6;
    constexpr uint64_t DefuseTimer = 0x05D0;
    constexpr uint64_t Timer = 0x05A8;
    constexpr uint64_t relative_rotation = 0x170;
    constexpr uint64_t cameramaneger = 0x520;
    constexpr uint64_t mesh = 0x430;
    constexpr uint64_t camerapos = 900;
    constexpr uint64_t camerafov = 930;
    constexpr uint64_t camerarot = 918;
    constexpr uint64_t game_instance = 0x1D8;
    constexpr uint64_t local_players = 0x40;
    constexpr uint64_t viewport_client = 0x80;
    constexpr uint64_t engine = 0x28;
    constexpr uint64_t local_controller = 0x38;
    constexpr uintptr_t mesh_fp_flag = 0x364;
    // FINISHER
    constexpr uint64_t play_finisher_effect = 0x61DAE00;
    constexpr uint64_t death_reaction_component_offset = 0xc98 + 0x10;
    constexpr uint64_t montage_effect_override_offset = 0x100;
    constexpr uint64_t montage_effect_override_context_offset = 0x108;
    constexpr uint64_t bone_cout = 0x740;
    constexpr uint64_t mtkv = 0x37;
    constexpr uint64_t object_class = 0x10;
    constexpr uint64_t super_class = 0x48;
    // skins
    constexpr uint64_t get_skin_levels = 0x88;
    constexpr uint64_t get_skin_data_asset = 0x108;
    constexpr uint64_t get_skin_chroma_data_asset = 0x108;
    constexpr uint64_t get_charm_data_asset = 0x68;
    constexpr uint64_t get_charm_level_data_asset = 0x70;
    constexpr uint64_t get_charm_level = 0xe0;
    constexpr uint64_t equippable_models = 0xe8;
    constexpr uint64_t skins = 0x150;
    constexpr uint64_t possible_levels = 0x138;
    constexpr uint64_t possible_levels1 = 0xfe;
    constexpr uint64_t possible_levels2 = 0xf2;
    constexpr uint64_t possible_chromas = 0x128;
    constexpr uint64_t get_screen_size1 = 0x48;
    constexpr uint64_t get_screen_size2 = 0x4c;
    constexpr uint64_t fr3scomp = 0xcd0;
    constexpr uint64_t was_invisible = 0xc8b;
    constexpr uint64_t inventory_icon = 0xdc0;
    constexpr uint64_t font = 0x98;
    constexpr uint64_t skymeshcomponent = 0x288;
    constexpr uint64_t mesh1p = 0xf30;
    constexpr uint64_t mesh3p = 0xf00;
    constexpr uint64_t mesh1p_overlay = 0xf38;
    constexpr uint64_t mesh_cosmetic_3p = 0xef8;
    constexpr uint64_t coolchams = 0x418;
    constexpr uint64_t mesh1pgun = 0xe08;
    constexpr uint64_t fresnelcomponent = 0x860;
    constexpr uint64_t BlindManagerComponent = 0xa18;
    constexpr uint64_t flashend = 0x10;
    constexpr uint64_t WireFrame = 0x906;
    constexpr uint64_t WireFrame2 = 0xc0;
    constexpr uint64_t WireFrame3 = 0xff;
    constexpr uint64_t skin_pointer = 0x3a8;
    constexpr uint64_t skin_pointer_2 = 0xB0;
    constexpr uint64_t skin_pointer_3 = 0x80;
    constexpr uint64_t skin_data_asset = 0xDC8;
    constexpr uint64_t viewport_world = 0x80;
    constexpr uint64_t SetCameraPOVHook = 0xD7;
    constexpr uint64_t viewport_gameinstance = 0x88;
    constexpr uint64_t get_spread_values = 0x627B290;
    constexpr uint64_t get_spread_angles = 0x6E95E00;
    constexpr uint64_t to_vector_and_normalize = 0x17D7350;
    constexpr uint64_t to_angle_and_normalize = 0x17D1B50;
    constexpr uint64_t FiringStateComp = 0x1208;
    constexpr uint64_t seed_data = 0x4A0;
    constexpr uint64_t seed_dataadd = 0xD8;
    constexpr uint64_t stability_component = 0x490;
    constexpr uint64_t error_power = 0x49c;
    constexpr uint64_t error_retries = 0x470;
    constexpr uint64_t Inventory = 0x998;
    constexpr uint64_t Equippable = 0x248;
    constexpr uint64_t AccountLevel = 0x066C;
    constexpr uint64_t HideAccountLevel = 0x0668;
    constexpr uint64_t player_state = 0x480;
    constexpr uint64_t PlatformPlayer = 0x6A0;
    constexpr uint64_t Rootcomponent = 0x288;
    constexpr uint64_t root_position = 0x170;
    constexpr uint64_t CameraRadar = 0x1F90;
}
cs2 ofset varmı reis
 
ProcessEvent: 0x1AF6470

StaticFindObject: 0x1B1F7C0
StaticLoadObject: 0x1B232F0
BoneMatrix: 0x4071D70
SetOutlineMode: 0x40064F0
FMemoryMalloc: 0x16D7BC0
PlayFinisher: 0x61DAE00
get_spread_values: 0x6E95E00
get_spread_angles: 0x627B290
tovector_and_normalize: 0x17D7350
toangle_and_normalize: 0x17D1B50
GetFiringLocationAndDirection: 0x6A41070
TriggerVeh: 0x170F4B6
gworld: 0xC0CC120
fname_pool: 0xC25FB80


yapay zeka ile proje yapmak isteyen arkadaşlar için değerleri yerine direk adresleri bıraktım uğraşmayın diye
gameloop pubg mobile offsets var mi yoksa da nasil bulabilirim
 
ProcessEvent: 0x1AF6470

StaticFindObject: 0x1B1F7C0
StaticLoadObject: 0x1B232F0
BoneMatrix: 0x4071D70
SetOutlineMode: 0x40064F0
FMemoryMalloc: 0x16D7BC0
PlayFinisher: 0x61DAE00
get_spread_values: 0x6E95E00
get_spread_angles: 0x627B290
tovector_and_normalize: 0x17D7350
toangle_and_normalize: 0x17D1B50
GetFiringLocationAndDirection: 0x6A41070
TriggerVeh: 0x170F4B6
gworld: 0xC0CC120
fname_pool: 0xC25FB80


yapay zeka ile proje yapmak isteyen arkadaşlar için değerleri yerine direk adresleri bıraktım uğraşmayın diye
aga nası çekiyonuz offsetleri böyle
 

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