Valorant Offsets 13.02 + SDK

SDK :
VT :

Offsets :

namespace offsets


{

constexpr uint64_t GWorld = 0xcec8500;
constexpr uint64_t State = GWorld;

constexpr uint64_t ObjectArray = 0xce898c0;
constexpr uint64_t FnamePool = 0xcfd0d00;
constexpr uint64_t FName = 0xE17570;

constexpr uint64_t process_event = 0x1E7F6C0;
constexpr uint64_t bone_matrix = 0x433DBD0;

constexpr uint64_t fmemory_malloc = 0x1A8C8E0;
constexpr uint64_t static_find_object = 0x1EA5EF0;
constexpr uint64_t static_laod_object = 0x1EA9650;
constexpr uint64_t static_load_object = 0x1EA9650;

constexpr uint64_t set_ares_outline_mode = 0x42D47F0;
constexpr uint64_t set_ares_outline = 0x42D47F0;

constexpr uint64_t magic = 0x52A3450;

constexpr uint64_t charm_map = 0x440;
constexpr uint64_t DataAssetToEquippableCharmMap = 0x440;
constexpr uint64_t charm_instance = 0x440;
constexpr uint64_t projectile_component = 0x464;

constexpr uint64_t RelativeScale3D = 0x17c;
constexpr uint64_t TriggerVEH = 0x1AC3106;

constexpr uint64_t DefuseTimer = 0x05D0;
constexpr uint64_t defuse_percentage = 0x05D0;
constexpr uint64_t Timer = 0x05A8;
constexpr uint64_t bomb_time_remaining = 0x05A8;

constexpr uint64_t relative_rotation = 0x170;
constexpr uint64_t cameramaneger = 0x528;
constexpr uint64_t mesh = 0x4F0;

// Not: Normalde bunlar hex olur (0x900)
constexpr uint64_t camerapos = 0x17C0;
constexpr uint64_t camerafov = 0x17F0;
constexpr uint64_t camerarot = 0x17D8;

constexpr uint64_t game_instance = 0x1D8;
constexpr uint64_t OwningGameInstance = 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 = 0x394;

// === FINISHER ===
constexpr uint64_t play_finisher_effect = 0x6995B50;

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 = 0x768;
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 = 0x120;
constexpr uint64_t get_skin_chroma_data_asset = 0x120;
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 = 0xF0;
constexpr uint64_t skins = 0x168;
constexpr uint64_t possible_levels = 0x150;
constexpr uint64_t possible_levels1 = 0x10A;
constexpr uint64_t possible_levels2 = 0x10A;
constexpr uint64_t possible_chromas = 0x140;

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 InventoryIcon = 0xdc0;

constexpr uint64_t font = 0x98;

constexpr uint64_t skymeshcomponent = 0x290;
constexpr uint64_t sky_mesh_component = 0x290;

// === MESHES ===
constexpr uint64_t mesh1p = 0xF50;
constexpr uint64_t mesh3p = 0xF90; // No Mesh3P on ShooterCharacter; 3P mesh is Character::Mesh=0x4F0
constexpr uint64_t mesh1p_overlay = 0xF58;
constexpr uint64_t mesh_cosmetic_3p = 0xF60;
constexpr uint64_t mesh3p_mids = 0xFA0;

constexpr uint64_t coolchams = 0x418;

constexpr uint64_t mesh1pgun = 0xDE0; // AresEquippable::Mesh1P
constexpr uint64_t mesh3pgun = 0xDF0; // AresEquippable::Mesh3P

constexpr uint64_t fresnelcomponent = 0xA98;
constexpr uint64_t BlindManagerComponent = 0xa28;

constexpr uint64_t flashend = 0x10;

constexpr uint64_t WireFrame = 0x8fe;
constexpr uint64_t wireframe_num = 0x8fe;

constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t wireframe_num_1 = 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 = 0xFB0;
constexpr uint64_t skin_data_assets = 0xFB0;

constexpr uint64_t viewport_world = 0x80;
constexpr uint64_t uworld_pointer = 0x80;

constexpr uint64_t SetCameraPOVHook = 0xD7;
constexpr uint64_t set_pov_hook = 0xD7;

constexpr uint64_t viewport_gameinstance = 0x88;

constexpr uint64_t get_spread_values = 0x6A33D20;
constexpr uint64_t get_spread_angles = 0x766D070;

constexpr uint64_t to_vector_and_normalize = 0x1B85180;
constexpr uint64_t tovector_and_normalize = 0x1B85180;

constexpr uint64_t to_angle_and_normalize = 0x1B7FC70;
constexpr uint64_t toangle_and_normalize = 0x1B7FC70;

constexpr uint64_t FiringStateComp = 0x1228;
constexpr uint64_t firing_state_component = 0x1228;
constexpr uint64_t get_firing_location_direction = 0x71C8430;

constexpr uint64_t seed_data = 0x4A0;
constexpr uint64_t seed_dataadd = 0xD8;
constexpr uint64_t unknown_pad = 0xD8;
constexpr uint64_t stability_component = 0x490;

constexpr uint64_t error_power = 0x49c;
constexpr uint64_t error_retries = 0x470;

constexpr uint64_t Inventory = 0xC08;
constexpr uint64_t inventory = 0xC08;

constexpr uint64_t Equippable = 0x248;
constexpr uint64_t equippable = 0x248;

constexpr uint64_t AccountLevel = 0x066C;
constexpr uint64_t HideAccountLevel = 0x0668;

constexpr uint64_t player_state = 0x488;

constexpr uint64_t PlatformPlayer = 0x6A0;
constexpr uint64_t Rootcomponent = 0x290;
constexpr uint64_t root_position = 0x170;
constexpr uint64_t CameraRadar = 0x1F90;

constexpr uint64_t real_time_dormant = 0x101;
constexpr uint64_t CameraCachePrivate = 0x17B0;
constexpr uint64_t competitive_tier = 0x734;
constexpr uint64_t SpawnedCharacter = 0xBC0;
constexpr uint64_t AddedEyeHeight = 0x10A0;
constexpr uint64_t StandingEyeOffset = 0x10A4;
constexpr uint64_t CrouchingEyeOffset = 0x10A8;
constexpr uint64_t mesh1p_mids = 0xFB0;
constexpr uint64_t mesh1p_overlay_mids = 0xFC0;

constexpr uint64_t draw_transition = 99; // VTable Index
}
Are the packs working? Are the offsets correct?

SDK :
VT :

Offsets :

namespace offsets


{

constexpr uint64_t GWorld = 0xcec8500;
constexpr uint64_t State = GWorld;

constexpr uint64_t ObjectArray = 0xce898c0;
constexpr uint64_t FnamePool = 0xcfd0d00;
constexpr uint64_t FName = 0xE17570;

constexpr uint64_t process_event = 0x1E7F6C0;
constexpr uint64_t bone_matrix = 0x433DBD0;

constexpr uint64_t fmemory_malloc = 0x1A8C8E0;
constexpr uint64_t static_find_object = 0x1EA5EF0;
constexpr uint64_t static_laod_object = 0x1EA9650;
constexpr uint64_t static_load_object = 0x1EA9650;

constexpr uint64_t set_ares_outline_mode = 0x42D47F0;
constexpr uint64_t set_ares_outline = 0x42D47F0;

constexpr uint64_t magic = 0x52A3450;

constexpr uint64_t charm_map = 0x440;
constexpr uint64_t DataAssetToEquippableCharmMap = 0x440;
constexpr uint64_t charm_instance = 0x440;
constexpr uint64_t projectile_component = 0x464;

constexpr uint64_t RelativeScale3D = 0x17c;
constexpr uint64_t TriggerVEH = 0x1AC3106;

constexpr uint64_t DefuseTimer = 0x05D0;
constexpr uint64_t defuse_percentage = 0x05D0;
constexpr uint64_t Timer = 0x05A8;
constexpr uint64_t bomb_time_remaining = 0x05A8;

constexpr uint64_t relative_rotation = 0x170;
constexpr uint64_t cameramaneger = 0x528;
constexpr uint64_t mesh = 0x4F0;

// Not: Normalde bunlar hex olur (0x900)
constexpr uint64_t camerapos = 0x17C0;
constexpr uint64_t camerafov = 0x17F0;
constexpr uint64_t camerarot = 0x17D8;

constexpr uint64_t game_instance = 0x1D8;
constexpr uint64_t OwningGameInstance = 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 = 0x394;

// === FINISHER ===
constexpr uint64_t play_finisher_effect = 0x6995B50;

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 = 0x768;
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 = 0x120;
constexpr uint64_t get_skin_chroma_data_asset = 0x120;
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 = 0xF0;
constexpr uint64_t skins = 0x168;
constexpr uint64_t possible_levels = 0x150;
constexpr uint64_t possible_levels1 = 0x10A;
constexpr uint64_t possible_levels2 = 0x10A;
constexpr uint64_t possible_chromas = 0x140;

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 InventoryIcon = 0xdc0;

constexpr uint64_t font = 0x98;

constexpr uint64_t skymeshcomponent = 0x290;
constexpr uint64_t sky_mesh_component = 0x290;

// === MESHES ===
constexpr uint64_t mesh1p = 0xF50;
constexpr uint64_t mesh3p = 0xF90; // No Mesh3P on ShooterCharacter; 3P mesh is Character::Mesh=0x4F0
constexpr uint64_t mesh1p_overlay = 0xF58;
constexpr uint64_t mesh_cosmetic_3p = 0xF60;
constexpr uint64_t mesh3p_mids = 0xFA0;

constexpr uint64_t coolchams = 0x418;

constexpr uint64_t mesh1pgun = 0xDE0; // AresEquippable::Mesh1P
constexpr uint64_t mesh3pgun = 0xDF0; // AresEquippable::Mesh3P

constexpr uint64_t fresnelcomponent = 0xA98;
constexpr uint64_t BlindManagerComponent = 0xa28;

constexpr uint64_t flashend = 0x10;

constexpr uint64_t WireFrame = 0x8fe;
constexpr uint64_t wireframe_num = 0x8fe;

constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t wireframe_num_1 = 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 = 0xFB0;
constexpr uint64_t skin_data_assets = 0xFB0;

constexpr uint64_t viewport_world = 0x80;
constexpr uint64_t uworld_pointer = 0x80;

constexpr uint64_t SetCameraPOVHook = 0xD7;
constexpr uint64_t set_pov_hook = 0xD7;

constexpr uint64_t viewport_gameinstance = 0x88;

constexpr uint64_t get_spread_values = 0x6A33D20;
constexpr uint64_t get_spread_angles = 0x766D070;

constexpr uint64_t to_vector_and_normalize = 0x1B85180;
constexpr uint64_t tovector_and_normalize = 0x1B85180;

constexpr uint64_t to_angle_and_normalize = 0x1B7FC70;
constexpr uint64_t toangle_and_normalize = 0x1B7FC70;

constexpr uint64_t FiringStateComp = 0x1228;
constexpr uint64_t firing_state_component = 0x1228;
constexpr uint64_t get_firing_location_direction = 0x71C8430;

constexpr uint64_t seed_data = 0x4A0;
constexpr uint64_t seed_dataadd = 0xD8;
constexpr uint64_t unknown_pad = 0xD8;
constexpr uint64_t stability_component = 0x490;

constexpr uint64_t error_power = 0x49c;
constexpr uint64_t error_retries = 0x470;

constexpr uint64_t Inventory = 0xC08;
constexpr uint64_t inventory = 0xC08;

constexpr uint64_t Equippable = 0x248;
constexpr uint64_t equippable = 0x248;

constexpr uint64_t AccountLevel = 0x066C;
constexpr uint64_t HideAccountLevel = 0x0668;

constexpr uint64_t player_state = 0x488;

constexpr uint64_t PlatformPlayer = 0x6A0;
constexpr uint64_t Rootcomponent = 0x290;
constexpr uint64_t root_position = 0x170;
constexpr uint64_t CameraRadar = 0x1F90;

constexpr uint64_t real_time_dormant = 0x101;
constexpr uint64_t CameraCachePrivate = 0x17B0;
constexpr uint64_t competitive_tier = 0x734;
constexpr uint64_t SpawnedCharacter = 0xBC0;
constexpr uint64_t AddedEyeHeight = 0x10A0;
constexpr uint64_t StandingEyeOffset = 0x10A4;
constexpr uint64_t CrouchingEyeOffset = 0x10A8;
constexpr uint64_t mesh1p_mids = 0xFB0;
constexpr uint64_t mesh1p_overlay_mids = 0xFC0;

constexpr uint64_t draw_transition = 99; // VTable Index
}
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SDK :
VT :

Offsets :

namespace offsets


{

constexpr uint64_t GWorld = 0xcec8500;
constexpr uint64_t State = GWorld;

constexpr uint64_t ObjectArray = 0xce898c0;
constexpr uint64_t FnamePool = 0xcfd0d00;
constexpr uint64_t FName = 0xE17570;

constexpr uint64_t process_event = 0x1E7F6C0;
constexpr uint64_t bone_matrix = 0x433DBD0;

constexpr uint64_t fmemory_malloc = 0x1A8C8E0;
constexpr uint64_t static_find_object = 0x1EA5EF0;
constexpr uint64_t static_laod_object = 0x1EA9650;
constexpr uint64_t static_load_object = 0x1EA9650;

constexpr uint64_t set_ares_outline_mode = 0x42D47F0;
constexpr uint64_t set_ares_outline = 0x42D47F0;

constexpr uint64_t magic = 0x52A3450;

constexpr uint64_t charm_map = 0x440;
constexpr uint64_t DataAssetToEquippableCharmMap = 0x440;
constexpr uint64_t charm_instance = 0x440;
constexpr uint64_t projectile_component = 0x464;

constexpr uint64_t RelativeScale3D = 0x17c;
constexpr uint64_t TriggerVEH = 0x1AC3106;

constexpr uint64_t DefuseTimer = 0x05D0;
constexpr uint64_t defuse_percentage = 0x05D0;
constexpr uint64_t Timer = 0x05A8;
constexpr uint64_t bomb_time_remaining = 0x05A8;

constexpr uint64_t relative_rotation = 0x170;
constexpr uint64_t cameramaneger = 0x528;
constexpr uint64_t mesh = 0x4F0;

// Not: Normalde bunlar hex olur (0x900)
constexpr uint64_t camerapos = 0x17C0;
constexpr uint64_t camerafov = 0x17F0;
constexpr uint64_t camerarot = 0x17D8;

constexpr uint64_t game_instance = 0x1D8;
constexpr uint64_t OwningGameInstance = 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 = 0x394;

// === FINISHER ===
constexpr uint64_t play_finisher_effect = 0x6995B50;

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 = 0x768;
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 = 0x120;
constexpr uint64_t get_skin_chroma_data_asset = 0x120;
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 = 0xF0;
constexpr uint64_t skins = 0x168;
constexpr uint64_t possible_levels = 0x150;
constexpr uint64_t possible_levels1 = 0x10A;
constexpr uint64_t possible_levels2 = 0x10A;
constexpr uint64_t possible_chromas = 0x140;

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 InventoryIcon = 0xdc0;

constexpr uint64_t font = 0x98;

constexpr uint64_t skymeshcomponent = 0x290;
constexpr uint64_t sky_mesh_component = 0x290;

// === MESHES ===
constexpr uint64_t mesh1p = 0xF50;
constexpr uint64_t mesh3p = 0xF90; // No Mesh3P on ShooterCharacter; 3P mesh is Character::Mesh=0x4F0
constexpr uint64_t mesh1p_overlay = 0xF58;
constexpr uint64_t mesh_cosmetic_3p = 0xF60;
constexpr uint64_t mesh3p_mids = 0xFA0;

constexpr uint64_t coolchams = 0x418;

constexpr uint64_t mesh1pgun = 0xDE0; // AresEquippable::Mesh1P
constexpr uint64_t mesh3pgun = 0xDF0; // AresEquippable::Mesh3P

constexpr uint64_t fresnelcomponent = 0xA98;
constexpr uint64_t BlindManagerComponent = 0xa28;

constexpr uint64_t flashend = 0x10;

constexpr uint64_t WireFrame = 0x8fe;
constexpr uint64_t wireframe_num = 0x8fe;

constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t wireframe_num_1 = 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 = 0xFB0;
constexpr uint64_t skin_data_assets = 0xFB0;

constexpr uint64_t viewport_world = 0x80;
constexpr uint64_t uworld_pointer = 0x80;

constexpr uint64_t SetCameraPOVHook = 0xD7;
constexpr uint64_t set_pov_hook = 0xD7;

constexpr uint64_t viewport_gameinstance = 0x88;

constexpr uint64_t get_spread_values = 0x6A33D20;
constexpr uint64_t get_spread_angles = 0x766D070;

constexpr uint64_t to_vector_and_normalize = 0x1B85180;
constexpr uint64_t tovector_and_normalize = 0x1B85180;

constexpr uint64_t to_angle_and_normalize = 0x1B7FC70;
constexpr uint64_t toangle_and_normalize = 0x1B7FC70;

constexpr uint64_t FiringStateComp = 0x1228;
constexpr uint64_t firing_state_component = 0x1228;
constexpr uint64_t get_firing_location_direction = 0x71C8430;

constexpr uint64_t seed_data = 0x4A0;
constexpr uint64_t seed_dataadd = 0xD8;
constexpr uint64_t unknown_pad = 0xD8;
constexpr uint64_t stability_component = 0x490;

constexpr uint64_t error_power = 0x49c;
constexpr uint64_t error_retries = 0x470;

constexpr uint64_t Inventory = 0xC08;
constexpr uint64_t inventory = 0xC08;

constexpr uint64_t Equippable = 0x248;
constexpr uint64_t equippable = 0x248;

constexpr uint64_t AccountLevel = 0x066C;
constexpr uint64_t HideAccountLevel = 0x0668;

constexpr uint64_t player_state = 0x488;

constexpr uint64_t PlatformPlayer = 0x6A0;
constexpr uint64_t Rootcomponent = 0x290;
constexpr uint64_t root_position = 0x170;
constexpr uint64_t CameraRadar = 0x1F90;

constexpr uint64_t real_time_dormant = 0x101;
constexpr uint64_t CameraCachePrivate = 0x17B0;
constexpr uint64_t competitive_tier = 0x734;
constexpr uint64_t SpawnedCharacter = 0xBC0;
constexpr uint64_t AddedEyeHeight = 0x10A0;
constexpr uint64_t StandingEyeOffset = 0x10A4;
constexpr uint64_t CrouchingEyeOffset = 0x10A8;
constexpr uint64_t mesh1p_mids = 0xFB0;
constexpr uint64_t mesh1p_overlay_mids = 0xFC0;

constexpr uint64_t draw_transition = 99; // VTable Index
}
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