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#define ORIGIN 1
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#define STEAM 2
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#define VERSION STEAM
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x18da3d8
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#define OFFSET_LOCAL_ENT 0x1c89a38 //LocalPlayer
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#define OFFSET_NAME_LIST 0x8133270
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#define OFFSET_TEAM 0x450 //m_iTeamNum
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#define OFFSET_HEALTH 0x440 //m_iHealth
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#define OFFSET_SHIELD 0x170 //m_shieldHealth
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#define OFFSET_NAME 0x589 //m_iName
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#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName
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#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
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#define OFFSET_VISIBLE_TIME 0x1A4C
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#define OFFSET_ZOOMING 0x1b41 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x25e8 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
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#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1e30
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#define OFFSET_VIEWANGLES 0x248c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x408b8e8
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#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1e50
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#define OFFSET_BULLET_SCALE 0x1e58
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#define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
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#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
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#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
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#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x18da3d8
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#define OFFSET_LOCAL_ENT 0x1c89a38 //LocalPlayer
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#define OFFSET_NAME_LIST 0x8133270
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#define OFFSET_TEAM 0x450 //m_iTeamNum
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#define OFFSET_HEALTH 0x440 //m_iHealth
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#define OFFSET_SHIELD 0x170 //m_shieldHealth
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#define OFFSET_NAME 0x589 //m_iName
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#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName
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#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
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#define OFFSET_VISIBLE_TIME 0x1A4C
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#define OFFSET_ZOOMING 0x1b41 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x25e8 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
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#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1e30
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#define OFFSET_VIEWANGLES 0x248c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x408b8e8
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#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1e50
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#define OFFSET_BULLET_SCALE 0x1e58
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#define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
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#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
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#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
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#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled
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#endif
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