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@ -5,11 +5,11 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x19ed718
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#define OFFSET_LOCAL_ENT 0x1d9e418 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb97e0d0
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#define OFFSET_THIRDPERSON 0x019d2760 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013ccca0 //host_timescale
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#define OFFSET_ENTITYLIST 0x19fbc18
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#define OFFSET_LOCAL_ENT 0x1dac9c8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9f7e40
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#define OFFSET_THIRDPERSON 0x019e0740 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013d85c0 //host_timescale
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -25,21 +25,21 @@
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#define OFFSET_BLEED_OUT_STATE 0x2728 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
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#define OFFSET_BONES 0x0f38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x24a0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f40 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x259c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34c4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d0 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x34cc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x74bad90
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#define OFFSET_RENDER 0x7519720
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#define OFFSET_WEAPON 0x1aac //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f38 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f40 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1728 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_BULLET_SPEED 0x1f40 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f48 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1730 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16b4 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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@ -51,11 +51,11 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x19ed718
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#define OFFSET_LOCAL_ENT 0x1d9e418 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb97e0d0
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#define OFFSET_THIRDPERSON 0x019d2760 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013ccca0 //host_timescale
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#define OFFSET_ENTITYLIST 0x19fbc18
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#define OFFSET_LOCAL_ENT 0x1dac9c8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9f7e40
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#define OFFSET_THIRDPERSON 0x019e0740 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013d85c0 //host_timescale
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -71,21 +71,21 @@
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#define OFFSET_BLEED_OUT_STATE 0x2728 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
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#define OFFSET_BONES 0x0f38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x24a0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f40 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x259c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34c4 //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d0 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x34cc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x74bad90
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#define OFFSET_RENDER 0x7519720
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#define OFFSET_WEAPON 0x1aac //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f38 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f40 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1728 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_BULLET_SPEED 0x1f40 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f48 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1730 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16b4 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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