Season 18 offsets update

memflow_0.1.5
MisterY52 1 year ago
parent 84339ec283
commit 04b858895a

@ -5,4 +5,4 @@ UnknownCheats thread: https://www.unknowncheats.me/forum/apex-legends/406426-kvm
Bone IDs reference: https://www.unknowncheats.me/wiki/Apex_Legends_Bones_and_Hitboxes Bone IDs reference: https://www.unknowncheats.me/wiki/Apex_Legends_Bones_and_Hitboxes
Game version (Steam & Origin): v3.0.39.35 Game version (Steam & Origin): v3.0.40.25

@ -710,7 +710,7 @@ int main(int argc, char *argv[])
} }
const char* cl_proc = "client_ap.exe"; const char* cl_proc = "client_ap.exe";
const char* ap_proc = "R5Apex.exe"; const char* ap_proc = "r5apex.exe";
//const char* ap_proc = "EasyAntiCheat_launcher.exe"; //const char* ap_proc = "EasyAntiCheat_launcher.exe";
//Client "add" offset //Client "add" offset

@ -5,98 +5,98 @@
#if VERSION == STEAM #if VERSION == STEAM
#define OFFSET_ENTITYLIST 0x1e54dc8 #define OFFSET_ENTITYLIST 0x1e743a8
#define OFFSET_LOCAL_ENT 0x22048C0 + 0x8 //.?AVC_GameMovement@@ + 0x8 #define OFFSET_LOCAL_ENT 0x2224528
#define OFFSET_NAME_LIST 0xbe95d60 #define OFFSET_NAME_LIST 0xc2b0b00
#define OFFSET_THIRDPERSON 0x01de45d0 + 0x6c //thirdperson_override + 0x6c #define OFFSET_THIRDPERSON 0x01e03040 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x01799bd0 //host_timescale #define OFFSET_TIMESCALE 0x017b7f60 //host_timescale
#define OFFSET_TEAM 0x044c //m_iTeamNum #define OFFSET_TEAM 0x0480 //m_iTeamNum
#define OFFSET_HEALTH 0x043c //m_iHealth #define OFFSET_HEALTH 0x0470 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_SHIELD 0x01a0 //m_shieldHealth
#define OFFSET_NAME 0x589 //m_iName #define OFFSET_NAME 0x05c1 //m_iName
#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName #define OFFSET_SIGN_NAME 0x05b8 //m_iSignifierName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_ABS_VELOCITY 0x0170 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1A70 //CPlayer!lastVisibleTime #define OFFSET_VISIBLE_TIME 0x1AA0 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c51 //m_bZooming #define OFFSET_ZOOMING 0x1c81 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x36e8 //m_thirdPersonShoulderView #define OFFSET_THIRDPERSON_SV 0x3728 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x22bc - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8 #define OFFSET_YAW 0x22ec - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead #define OFFSET_LIFE_STATE 0x07d0 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x2750 //m_bleedoutState, >0 = knocked #define OFFSET_BLEED_OUT_STATE 0x2790 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin #define OFFSET_ORIGIN 0x017c //m_vecAbsOrigin
#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48 #define OFFSET_BONES 0x0ec8 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10e8 //CBaseAnimating!m_pStudioHdr #define OFFSET_STUDIOHDR 0x1118 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x24b8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle #define OFFSET_AIMPUNCH 0x24e8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1f50 //CPlayer!camera_origin #define OFFSET_CAMERAPOS 0x1f80 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x25b4 - 0x14 //m_ammoPoolCapacity - 0x14 #define OFFSET_VIEWANGLES 0x25e4 - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 #define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x34f4 //m_iObserverMode #define OFFSET_OBSERVER_MODE 0x3534 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3500 //m_hObserverTarget #define OFFSET_OBSERVING_TARGET 0x3540 //m_hObserverTarget
#define OFFSET_MATRIX 0x11A350 #define OFFSET_MATRIX 0x11A350
#define OFFSET_RENDER 0x743BCA0 #define OFFSET_RENDER 0x7472E00
#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons #define OFFSET_WEAPON 0x1a44 //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1F3C //CWeaponX!m_flProjectileSpeed #define OFFSET_BULLET_SPEED 0x1F6C //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1F44 //CWeaponX!m_flProjectileScale #define OFFSET_BULLET_SCALE 0x1F74 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x16b0 + 0xb8 //m_playerData + m_curZoomFOV #define OFFSET_ZOOM_FOV 0x16e0 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1634 //m_ammoInClip #define OFFSET_AMMO 0x1664 //m_ammoInClip
#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits #define OFFSET_ITEM_GLOW 0x02f0 //m_highlightFunctionBits
#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled #define OFFSET_GLOW_T1 0x292 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled #define OFFSET_GLOW_T2 0x30c //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_ENABLE 0x3f8 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x400 //2 = enabled, 5 = disabled
#elif VERSION == ORIGIN #elif VERSION == ORIGIN
#define OFFSET_ENTITYLIST 0x1e54dc8 #define OFFSET_ENTITYLIST 0x1e743a8
#define OFFSET_LOCAL_ENT 0x22048C0 + 0x8 //.?AVC_GameMovement@@ + 0x8 #define OFFSET_LOCAL_ENT 0x2224528
#define OFFSET_NAME_LIST 0xbe95d60 #define OFFSET_NAME_LIST 0xc2b0b00
#define OFFSET_THIRDPERSON 0x01de45d0 + 0x6c //thirdperson_override + 0x6c #define OFFSET_THIRDPERSON 0x01e03040 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x01799bd0 //host_timescale #define OFFSET_TIMESCALE 0x017b7f60 //host_timescale
#define OFFSET_TEAM 0x044c //m_iTeamNum #define OFFSET_TEAM 0x0480 //m_iTeamNum
#define OFFSET_HEALTH 0x043c //m_iHealth #define OFFSET_HEALTH 0x0470 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_SHIELD 0x01a0 //m_shieldHealth
#define OFFSET_NAME 0x589 //m_iName #define OFFSET_NAME 0x05c1 //m_iName
#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName #define OFFSET_SIGN_NAME 0x05b8 //m_iSignifierName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_ABS_VELOCITY 0x0170 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1A70 //CPlayer!lastVisibleTime #define OFFSET_VISIBLE_TIME 0x1AA0 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c51 //m_bZooming #define OFFSET_ZOOMING 0x1c81 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x36e8 //m_thirdPersonShoulderView #define OFFSET_THIRDPERSON_SV 0x3728 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x22bc - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8 #define OFFSET_YAW 0x22ec - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead #define OFFSET_LIFE_STATE 0x07d0 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x2750 //m_bleedoutState, >0 = knocked #define OFFSET_BLEED_OUT_STATE 0x2790 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin #define OFFSET_ORIGIN 0x017c //m_vecAbsOrigin
#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48 #define OFFSET_BONES 0x0ec8 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10e8 //CBaseAnimating!m_pStudioHdr #define OFFSET_STUDIOHDR 0x1118 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x24b8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle #define OFFSET_AIMPUNCH 0x24e8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1f50 //CPlayer!camera_origin #define OFFSET_CAMERAPOS 0x1f80 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x25b4 - 0x14 //m_ammoPoolCapacity - 0x14 #define OFFSET_VIEWANGLES 0x25e4 - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 #define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x34f4 //m_iObserverMode #define OFFSET_OBSERVER_MODE 0x3534 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3500 //m_hObserverTarget #define OFFSET_OBSERVING_TARGET 0x3540 //m_hObserverTarget
#define OFFSET_MATRIX 0x11A350 #define OFFSET_MATRIX 0x11A350
#define OFFSET_RENDER 0x743BCA0 #define OFFSET_RENDER 0x7472E00
#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons #define OFFSET_WEAPON 0x1a44 //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1F3C //CWeaponX!m_flProjectileSpeed #define OFFSET_BULLET_SPEED 0x1F6C //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1F44 //CWeaponX!m_flProjectileScale #define OFFSET_BULLET_SCALE 0x1F74 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x16b0 + 0xb8 //m_playerData + m_curZoomFOV #define OFFSET_ZOOM_FOV 0x16e0 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1634 //m_ammoInClip #define OFFSET_AMMO 0x1664 //m_ammoInClip
#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits #define OFFSET_ITEM_GLOW 0x02f0 //m_highlightFunctionBits
#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled #define OFFSET_GLOW_T1 0x292 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled #define OFFSET_GLOW_T2 0x30c //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_ENABLE 0x3f8 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x400 //2 = enabled, 5 = disabled
#endif #endif
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