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@ -5,10 +5,10 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x1931248
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#define OFFSET_LOCAL_ENT 0x1ce0b68 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb740f00
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#define OFFSET_THIRDPERSON 0x01917610 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_ENTITYLIST 0x194cb58
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#define OFFSET_LOCAL_ENT 0x1cfbdb8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9c9360
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#define OFFSET_THIRDPERSON 0x01932920 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -16,27 +16,27 @@
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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 0x1ad4 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c01 //m_bZooming
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#define OFFSET_VISIBLE_TIME 0x1af4 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c31 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x26e8 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2718 //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 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ef0 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x254c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_AIMPUNCH 0x2480 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f20 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x257c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x33ac //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33b8 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x33dc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33e8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x7503a60
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#define OFFSET_RENDER 0x74e7b28
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ee8 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1ef0 //CWeaponX!m_flProjectileScale
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#define OFFSET_WEAPON 0x1a8c //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 0x1700 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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@ -48,10 +48,10 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x1931248
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#define OFFSET_LOCAL_ENT 0x1ce0b68 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb740f00
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#define OFFSET_THIRDPERSON 0x01917610 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_ENTITYLIST 0x194cb58
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#define OFFSET_LOCAL_ENT 0x1cfbdb8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9c9360
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#define OFFSET_THIRDPERSON 0x01932920 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -59,27 +59,27 @@
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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 0x1ad4 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c01 //m_bZooming
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#define OFFSET_VISIBLE_TIME 0x1af4 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c31 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x26e8 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2718 //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 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ef0 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x254c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_AIMPUNCH 0x2480 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f20 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x257c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x33ac //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33b8 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x33dc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33e8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x7503a60
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#define OFFSET_RENDER 0x74e7b28
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ee8 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1ef0 //CWeaponX!m_flProjectileScale
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#define OFFSET_WEAPON 0x1a8c //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 0x1700 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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