HYDRO
Uzman Üye
- Katılım
- 29 May 2023
- Mesajlar
- 882
- Beğeniler
- 275
//copy pasta offsets here
namespace offsets
{
std:trdiff_t uworld_pointer = 0x60; //UWorld*
std:trdiff_t uworld_state = 0x705A640; // game_base (Pointer: 0x60)
std:trdiff_t uworld_key = 0x918250038; // game_base
std:trdiff_t g_object_state = 0x8FEFDC0; // game_base
std:trdiff_t g_object_key = 0x8FEFDC038; // game_base
std:trdiff_t line_of_sight = 0x4ABCA90; // game_base
std:trdiff_t bone_matrix = 0x4A893B0; // game_base
// veh deref
std:trdiff_t pakman_offset = 0x1B67F90; // deref_pointer_in_game_space_fn -
// world
std:trdiff_t persistent_level = 0x38; // world > persistent_level
std:trdiff_t game_instance = 0x1A0; // world > game_instance
// player
std:trdiff_t localplayers_array = 0x40; // world > game_instance > localplayers_array
std:trdiff_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
std:trdiff_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
std:trdiff_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn
// vector
std:trdiff_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
std:trdiff_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position
// controllers
std:trdiff_t damage_handler = 0x9e0; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
std:trdiff_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller
// camera
std:trdiff_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
std:trdiff_t camera_rotation = 0x120C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
std:trdiff_t camera_fov = 0x3ec; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
std:trdiff_t camera_manager = 0x510; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager
// level > actors
std:trdiff_t actor_array = 0xA0; // world > persistent_level > actor_array
std:trdiff_t actors_count = 0x18; // world > persistent_level > actors_count
// level > actors info
std:trdiff_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
std:trdiff_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
std:trdiff_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component
std:trdiff_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
std:trdiff_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
std:trdiff_t dormant = 0x100; // world > persistent_level > aactor > dormant
std:trdiff_t player_state = 0x3F0; // world > persistent_level > aactor > player_state
// mesh
std:trdiff_t control_rotation = 0x440;
std:trdiff_t mesh = 0x430; // world > persistent_level > aactor > mesh
std:trdiff_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
std:trdiff_t bone_array = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
std:trdiff_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
std:trdiff_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
std:trdiff_t last_render_time = 0x374; // world > persistent_level > aactor -> mesh -> last_render_time
// chams / glow chams : method1 - BlackMax97
std:trdiff_t outline_modee = 0x330; // mesh > outline_mode
std:trdiff_t attach_children = 0x110; // mesh > attach_children
std:trdiff_t attach_children_count = 0x118; // mesh > attach_children + 0x8
// chams / glow chams : method2 - unknownjunks
std:trdiff_t outline_component = 0x1128; // actor > outline_component3p
std:trdiff_t outline_mode = 0x2B1; // outline_component3p > outline_mode
// chams / glow chams colors
std:trdiff_t outline_ally_color = 0x9044340; // game_base
std:trdiff_t outline_enemy_color = 0x9045C20; // game_base
// minimap
std:trdiff_t portrait_minimap_component = 0x10c0; // actor > portrait_minimap_component
std:trdiff_t character_minimap_component = 0x10c8; // actor > character_minimap_component
std:trdiff_t local_observer = 0x530; // minimap_component > local_observer
std:trdiff_t is_visible = 0x501; // minimap_component > is_visible
}
Üst kısımdaki offset'lerin güncel dünkü yama ile güncellenenlerini nasıl bulabilirim veya olan birisi bana iletebilir mi?
namespace offsets
{
std:trdiff_t uworld_pointer = 0x60; //UWorld*
std:trdiff_t uworld_state = 0x705A640; // game_base (Pointer: 0x60)
std:trdiff_t uworld_key = 0x918250038; // game_base
std:trdiff_t g_object_state = 0x8FEFDC0; // game_base
std:trdiff_t g_object_key = 0x8FEFDC038; // game_base
std:trdiff_t line_of_sight = 0x4ABCA90; // game_base
std:trdiff_t bone_matrix = 0x4A893B0; // game_base
// veh deref
std:trdiff_t pakman_offset = 0x1B67F90; // deref_pointer_in_game_space_fn -
Linkleri görebilmek için kayıt olmanız gerekmektedir
// world
std:trdiff_t persistent_level = 0x38; // world > persistent_level
std:trdiff_t game_instance = 0x1A0; // world > game_instance
// player
std:trdiff_t localplayers_array = 0x40; // world > game_instance > localplayers_array
std:trdiff_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
std:trdiff_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
std:trdiff_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn
// vector
std:trdiff_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
std:trdiff_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position
// controllers
std:trdiff_t damage_handler = 0x9e0; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
std:trdiff_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller
// camera
std:trdiff_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
std:trdiff_t camera_rotation = 0x120C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
std:trdiff_t camera_fov = 0x3ec; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
std:trdiff_t camera_manager = 0x510; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager
// level > actors
std:trdiff_t actor_array = 0xA0; // world > persistent_level > actor_array
std:trdiff_t actors_count = 0x18; // world > persistent_level > actors_count
// level > actors info
std:trdiff_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
std:trdiff_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
std:trdiff_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component
std:trdiff_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
std:trdiff_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
std:trdiff_t dormant = 0x100; // world > persistent_level > aactor > dormant
std:trdiff_t player_state = 0x3F0; // world > persistent_level > aactor > player_state
// mesh
std:trdiff_t control_rotation = 0x440;
std:trdiff_t mesh = 0x430; // world > persistent_level > aactor > mesh
std:trdiff_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
std:trdiff_t bone_array = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
std:trdiff_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
std:trdiff_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
std:trdiff_t last_render_time = 0x374; // world > persistent_level > aactor -> mesh -> last_render_time
// chams / glow chams : method1 - BlackMax97
std:trdiff_t outline_modee = 0x330; // mesh > outline_mode
std:trdiff_t attach_children = 0x110; // mesh > attach_children
std:trdiff_t attach_children_count = 0x118; // mesh > attach_children + 0x8
// chams / glow chams : method2 - unknownjunks
std:trdiff_t outline_component = 0x1128; // actor > outline_component3p
std:trdiff_t outline_mode = 0x2B1; // outline_component3p > outline_mode
// chams / glow chams colors
std:trdiff_t outline_ally_color = 0x9044340; // game_base
std:trdiff_t outline_enemy_color = 0x9045C20; // game_base
// minimap
std:trdiff_t portrait_minimap_component = 0x10c0; // actor > portrait_minimap_component
std:trdiff_t character_minimap_component = 0x10c8; // actor > character_minimap_component
std:trdiff_t local_observer = 0x530; // minimap_component > local_observer
std:trdiff_t is_visible = 0x501; // minimap_component > is_visible
}
Üst kısımdaki offset'lerin güncel dünkü yama ile güncellenenlerini nasıl bulabilirim veya olan birisi bana iletebilir mi?