VALORANT offsets

HYDRO

Uzman Üye
Katılım
29 May 2023
Mesajlar
882
Beğeniler
275
//copy pasta offsets here
namespace offsets
{
std::ptrdiff_t uworld_pointer = 0x60; //UWorld*
std::ptrdiff_t uworld_state = 0x705A640; // game_base (Pointer: 0x60)
std::ptrdiff_t uworld_key = 0x918250038; // game_base
std::ptrdiff_t g_object_state = 0x8FEFDC0; // game_base
std::ptrdiff_t g_object_key = 0x8FEFDC038; // game_base
std::ptrdiff_t line_of_sight = 0x4ABCA90; // game_base
std::ptrdiff_t bone_matrix = 0x4A893B0; // game_base

// veh deref
std::ptrdiff_t pakman_offset = 0x1B67F90; // deref_pointer_in_game_space_fn -

// world
std::ptrdiff_t persistent_level = 0x38; // world > persistent_level
std::ptrdiff_t game_instance = 0x1A0; // world > game_instance

// player
std::ptrdiff_t localplayers_array = 0x40; // world > game_instance > localplayers_array
std::ptrdiff_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
std::ptrdiff_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
std::ptrdiff_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn

// vector
std::ptrdiff_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
std::ptrdiff_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position

// controllers
std::ptrdiff_t damage_handler = 0x9e0; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
std::ptrdiff_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller

// camera
std::ptrdiff_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
std::ptrdiff_t camera_rotation = 0x120C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
std::ptrdiff_t camera_fov = 0x3ec; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
std::ptrdiff_t camera_manager = 0x510; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager


// level > actors
std::ptrdiff_t actor_array = 0xA0; // world > persistent_level > actor_array
std::ptrdiff_t actors_count = 0x18; // world > persistent_level > actors_count

// level > actors info
std::ptrdiff_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
std::ptrdiff_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
std::ptrdiff_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component
std::ptrdiff_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
std::ptrdiff_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
std::ptrdiff_t dormant = 0x100; // world > persistent_level > aactor > dormant
std::ptrdiff_t player_state = 0x3F0; // world > persistent_level > aactor > player_state

// mesh
std::ptrdiff_t control_rotation = 0x440;
std::ptrdiff_t mesh = 0x430; // world > persistent_level > aactor > mesh
std::ptrdiff_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
std::ptrdiff_t bone_array = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
std::ptrdiff_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
std::ptrdiff_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
std::ptrdiff_t last_render_time = 0x374; // world > persistent_level > aactor -> mesh -> last_render_time

// chams / glow chams : method1 - BlackMax97
std::ptrdiff_t outline_modee = 0x330; // mesh > outline_mode
std::ptrdiff_t attach_children = 0x110; // mesh > attach_children
std::ptrdiff_t attach_children_count = 0x118; // mesh > attach_children + 0x8

// chams / glow chams : method2 - unknownjunks
std::ptrdiff_t outline_component = 0x1128; // actor > outline_component3p
std::ptrdiff_t outline_mode = 0x2B1; // outline_component3p > outline_mode

// chams / glow chams colors
std::ptrdiff_t outline_ally_color = 0x9044340; // game_base
std::ptrdiff_t outline_enemy_color = 0x9045C20; // game_base

// minimap
std::ptrdiff_t portrait_minimap_component = 0x10c0; // actor > portrait_minimap_component
std::ptrdiff_t character_minimap_component = 0x10c8; // actor > character_minimap_component
std::ptrdiff_t local_observer = 0x530; // minimap_component > local_observer
std::ptrdiff_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?
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
githupta bırı guncel paylasıyordu sankı
 
kanka :p githubda güncel paylaşıyorlar dünupdate olanı bugün değilde yakın zamanda atarlar
 
Yok mu bilen?
Parası neyse vereceğim amq
 
Son düzenleme:
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
@Lem bu bılır benı korkutma dc den dıycemde dc adresım kapandı Olcy :D
 
Clienti dumpla ida ile aç ve offsetleri hüplet
Hazır offset beklerseniz update geldiğinde ortada kalırsınız bir şeyleri hazırdan almak yerine öğrenmek daha iyi.
 

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