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