wayking offset

s89f7ds89f7sd89

LEVEL 99 PASTER
Diamond Üye
Katılım
18 Mar 2026
Mesajlar
500
Beğeniler
152
waykingde atılan offsetlerle değiştirince direk crash atıyor çalışan offset varmı namespace atacak varmı yada source
 
waykingde atılan offsetlerle değiştirince direk crash atıyor çalışan offset varmı namespace atacak varmı yada source
waykingde atılan offsetlerle değiştirince direk crash atıyor çalışan offset varmı namespace atacak varmı yada source
Kod:
namespace offsets
{
    constexpr uint64_t GWorld = 0xA4B02F0;
    constexpr uint64_t State = GWorld;
    constexpr uint64_t ObjectArray = 0xEE2700;
    constexpr uint64_t FnamePool = 0xC33EC80;
    constexpr uint64_t FName = 0xE17570;

    constexpr uint64_t process_event = 0x103D150;
    constexpr uint64_t bone_matrix = 0x3197400;

    constexpr uint64_t fmemory_malloc = 0xC84080;
    constexpr uint64_t static_find_object = 0x108EC30;
    constexpr uint64_t static_laod_object = 0x1091140;
    
    constexpr uint64_t set_ares_outline_mode = 0x31640D0;

    constexpr uint64_t magic = 0x52A3450;

    constexpr uint64_t charm_map = 0x430;
    constexpr uint64_t projectile_component = 0x464;

    constexpr uint64_t RelativeScale3D = 0x17c;
    constexpr uint64_t TriggerVEH = 0x17C2C36;

    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;
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 = 0xa28;

    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 = 0x4DD1390;
    constexpr uint64_t get_spread_angles = 0x586BFD0;
    constexpr uint64_t to_vector_and_normalize = 0xD6AD90;
    constexpr uint64_t to_angle_and_normalize = 0xD67FB0;

    constexpr uint64_t FiringStateComp = 0x1208; // firing_state_component offset on equippable
    constexpr uint64_t get_firing_location_direction = 0x3BF2000; // function address (was wrongly named FiringStateComp before)

    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;
}
 
Kod:
namespace offsets
{
    constexpr uint64_t GWorld = 0xA4B02F0;
    constexpr uint64_t State = GWorld;
    constexpr uint64_t ObjectArray = 0xEE2700;
    constexpr uint64_t FnamePool = 0xC33EC80;
    constexpr uint64_t FName = 0xE17570;

    constexpr uint64_t process_event = 0x103D150;
    constexpr uint64_t bone_matrix = 0x3197400;

    constexpr uint64_t fmemory_malloc = 0xC84080;
    constexpr uint64_t static_find_object = 0x108EC30;
    constexpr uint64_t static_laod_object = 0x1091140;
   
    constexpr uint64_t set_ares_outline_mode = 0x31640D0;

    constexpr uint64_t magic = 0x52A3450;

    constexpr uint64_t charm_map = 0x430;
    constexpr uint64_t projectile_component = 0x464;

    constexpr uint64_t RelativeScale3D = 0x17c;
    constexpr uint64_t TriggerVEH = 0x17C2C36;

    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;
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 = 0xa28;

    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 = 0x4DD1390;
    constexpr uint64_t get_spread_angles = 0x586BFD0;
    constexpr uint64_t to_vector_and_normalize = 0xD6AD90;
    constexpr uint64_t to_angle_and_normalize = 0xD67FB0;

    constexpr uint64_t FiringStateComp = 0x1208; // firing_state_component offset on equippable
    constexpr uint64_t get_firing_location_direction = 0x3BF2000; // function address (was wrongly named FiringStateComp before)

    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;
}
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