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@ -5,11 +5,11 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x1b2c6e8
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#define OFFSET_LOCAL_ENT 0x1edd7e8 //LocalPlayer //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbbdc630
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#define OFFSET_THIRDPERSON 0x01b11020 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x014c72c0 //host_timescale
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#define OFFSET_ENTITYLIST 0x1b37938
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#define OFFSET_LOCAL_ENT 0x01ee8b70 + 0x8 //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbc9ec10
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#define OFFSET_THIRDPERSON 0x01b1c6d0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x014d2910 //host_timescale
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#define OFFSET_TEAM 0x044c //m_iTeamNum
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#define OFFSET_HEALTH 0x043c //m_iHealth
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@ -17,32 +17,32 @@
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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 0x1a70 //CPlayer!lastVisibleTime
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#define OFFSET_VISIBLE_TIME 0x1a78 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c51 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36c8 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22ac - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
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#define OFFSET_YAW 0x22b4 - 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_BLEED_OUT_STATE 0x2738 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2740 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48
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#define OFFSET_STUDIOHDR 0x10f0 //CBaseAnimating!m_pStudioHdr
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#define OFFSET_AIMPUNCH 0x24a8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_AIMPUNCH 0x24b0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f48 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x25a4 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_VIEWANGLES 0x25ac - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34d4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34e0 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x7665f38
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#define OFFSET_RENDER 0x7677288
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#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ef0 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1ef8 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x16b8 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1670 //m_ammoInClip
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#define OFFSET_WEAPON 0x1a1c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f18 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f20 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x16c0 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1644 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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@ -53,11 +53,11 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x1b2c6e8
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#define OFFSET_LOCAL_ENT 0x1edd7e8 //LocalPlayer //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbbdc630
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#define OFFSET_THIRDPERSON 0x01b11020 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x014c72c0 //host_timescale
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#define OFFSET_ENTITYLIST 0x1b37938
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#define OFFSET_LOCAL_ENT 0x01ee8b70 + 0x8 //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbc9ec10
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#define OFFSET_THIRDPERSON 0x01b1c6d0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x014d2910 //host_timescale
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#define OFFSET_TEAM 0x044c //m_iTeamNum
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#define OFFSET_HEALTH 0x043c //m_iHealth
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@ -65,32 +65,32 @@
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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 0x1a70 //CPlayer!lastVisibleTime
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#define OFFSET_VISIBLE_TIME 0x1a78 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c51 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36c8 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22ac - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
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#define OFFSET_YAW 0x22b4 - 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_BLEED_OUT_STATE 0x2738 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2740 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48
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#define OFFSET_STUDIOHDR 0x10f0 //CBaseAnimating!m_pStudioHdr
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#define OFFSET_AIMPUNCH 0x24a8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_AIMPUNCH 0x24b0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f48 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x25a4 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_VIEWANGLES 0x25ac - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34d4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34e0 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x7665f38
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#define OFFSET_RENDER 0x7677288
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#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ef0 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1ef8 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x16b8 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1670 //m_ammoInClip
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#define OFFSET_WEAPON 0x1a1c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f18 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f20 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x16c0 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1644 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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