v0.1
parent
8cc24cbc17
commit
588ebaed1c
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# apex_dma_kvm_pub
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##### UnknownCheats thread: https://www.unknowncheats.me/forum/apex-legends/406426-kvm-vmread-apex-esp-aimbot.html
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#new features
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- Xp level ESP
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- seerhealthESP/smooth aimbot from https://kgithub.com/KrackerCo/apex_dma_kvm_pub.
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- platform userid ESP,i also keep one html file,you can input uid to search player's rank,selcet legend.
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> idont know why after i add rank ESP,the client will crash,but i keep void"GetJson", these code are paste from https://www.unknowncheats.me/forum/apex-legends/520061-rank-statistics-players.html,
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if somebody can finish this work, +pull request please
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- support UTF-8 ESP for japanese/chinese
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- free camera
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- client's stream proof,include commandline,you can change it to view offset in client's main.cpp
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void ShowWindow
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- you can enable aimbot/esp for your teammates
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# how to use
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## guest
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- use vmprotect or rewrite your own version
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- release x64, use custom overlay.
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## linux
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- install 'libcurl' and 'jsoncpp',if cant complie ,check the Makefile
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#### Archlinux
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` sudo pacman -S jsoncpp`
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` sudo pacman -S curl`
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- for rank esp, you need your own apikey,reg one from apexlegendsapi
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- what's "add_off"? , host need it to read the setting of guest,it's in apex_dma.cpp
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* i have no time to teach about GPU passthrough or how to install this repo, because i only have a few time .....sorry of that*
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<!DOCTYPE html>
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<html>
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<head>
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<link rel="stylesheet" href="https://unpkg.com/nes.css/css/nes.min.css">
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<style>
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body {
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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height: 100vh;
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}
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table {
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border-collapse: collapse;
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width: 100%;
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}
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th, td {
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border: 1px solid black;
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padding: 8px;
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}
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img {
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max-width: 100%;
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height: auto;
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}
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.legend-icon {
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max-width: 20%;
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height: auto;
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}
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.legend-container {
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display:flex;
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justify-content:center;
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align-items:center;
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width:100%;
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height:auto;
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}
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.legend-container img{
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max-width:40%;
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height:auto;
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margin-right:auto;
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margin-left:auto;
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}
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/* Add this CSS to center the progress bar */
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progress {
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margin-left: auto;
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margin-right: auto;
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display:block;
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}
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</style>
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<script src="https://code.jquery.com/jquery-3.6.0.min.js"></script>
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</head>
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<body class="nes-container is-dark with-title">
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<h1 class="title">ApexApi tool</h1>
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<script>
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function createTable() {
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var url = "https://api.mozambiquehe.re/bridge?auth=";
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var auth = document.getElementById("auth").value;
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url += auth + "&platform=PC&uid=";
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var uid = document.getElementById("uid").value;
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url += uid;
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$.getJSON(url, function(data) {
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var rankDiv = data.global.rank.rankDiv;
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var rankName = data.global.rank.rankName;
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if (rankName != "Master" && rankName != "Apex Predator" && rankName != "Unranked") {
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rankName += " " + rankDiv;
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}
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var ALStopIntGlobal = data.global.rank.ALStopIntGlobal;
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var rankImg = data.global.rank.rankImg;
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var icon = data.legends.selected.ImgAssets.icon;
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var level = data.global.level;
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var toNextLevelPercent = data.global.toNextLevelPercent;
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var table = "<table><tr><th>Rank</th><th>Global</th><th>RankImg</th><th>Legend</th></tr>";
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table += "<tr><td>" + rankName + "</td><td>" + ALStopIntGlobal + "</td><td><img src='" + rankImg + "'></td><td><div class='legend-container'><img class='legend-icon' src='" + icon + "'></div></td></tr>";
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table += "</table>";
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$("#table").html(table);
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// Add this line to define the variable
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var progressValue = toNextLevelPercent;
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// Use the variable in the progress bar
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$('progress').attr('value', progressValue);
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//text
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$('progress').before('<span>level ' + level + '</span>');
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});
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}
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</script>
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<label for="auth">APIKEY:</label>
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<input type="text" id="auth" name="auth">
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<label for="uid">UID:</label>
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<input type="text" id="uid" name="uid">
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<button type="button" class="nes-btn is-primary" onclick="createTable()">Search</button>
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<div id="table"></div>
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<progress class="nes-progress is-primary" value=100 max="100"></progress>
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</body>
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</html>
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@ -1,102 +1,52 @@
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#define ORIGIN 1
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#define STEAM 2
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#define VERSION STEAM
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x1d88fc8
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#define OFFSET_LOCAL_ENT 0x0213a5c0 + 0x8 //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbd28ca0
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#define OFFSET_THIRDPERSON 0x01d18740 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x016cdc80 //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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#define OFFSET_SHIELD 0x170 //m_shieldHealth
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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 0x1a80 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c61 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36e0 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22c4 - 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 0x2750 //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 0x24c0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f58 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x25bc - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34ec //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34f8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a350
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#define OFFSET_RENDER 0x7401cd0
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#define OFFSET_WEAPON 0x1a24 //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f50 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f58 //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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#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
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#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
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#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
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#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x1d88fc8
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#define OFFSET_LOCAL_ENT 0x0213a5c0 + 0x8 //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbd28ca0
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#define OFFSET_THIRDPERSON 0x01d18740 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x016cdc80 //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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#define OFFSET_SHIELD 0x170 //m_shieldHealth
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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 0x1a80 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1c61 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36e0 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22c4 - 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 0x2750 //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 0x24c0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f58 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x25bc - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34ec //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34f8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a350
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#define OFFSET_RENDER 0x7401cd0
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#define OFFSET_WEAPON 0x1a24 //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f50 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f58 //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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#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
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#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
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#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
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#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled
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#endif
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#define OFFSET_UID 0x25c8 //m_platformUserId
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#define OFFSET_ARMOR_TYPE 0x4654 //m_armorType
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#define OFFSET_MAXSHIELD 0x0174 //m_shieldhealthmax
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#define OFFSET_XP 0x36c4 //m_xp
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#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons
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#define OFFSET_WEAPON_NAME 0x1858 //m_weaponNameIndex 2nd one
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#define OFFSET_ENTITYLIST 0x1e53c68 //cl_entitylist
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#define OFFSET_LOCAL_ENT 0x22036C0 + 0x8 //.?AVC_GameMovement@@ + 0x8
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#define OFFSET_NAME_LIST 0xbe94be0 //NameList
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#define OFFSET_TEAM 0x044c //m_iTeamNum
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#define OFFSET_HEALTH 0x043c //m_iHealth
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#define OFFSET_SHIELD 0x170 //m_shieldHealth
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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_ZOOMING 0x1c51 //m_bZooming
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#define OFFSET_YAW 0x22bc - 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 0x2750 //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 0x10e8 //CBaseAnimating!m_pStudioHdr
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#define OFFSET_AIMPUNCH 0x24b8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f50 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x25b4 - 0x14 //m_ammoPoolCapacity - 0x14
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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_OBSERVING_TARGET 0x3500 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a350 //ViewMatrix
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#define OFFSET_RENDER 0x743AB20 //ViewRender
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#define OFFSET_BULLET_SPEED 0x1f3c
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#define OFFSET_BULLET_SCALE 0x1f44
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#define OFFSET_ZOOM_FOV 0x16b0 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1634 //m_ammoInClip //1634
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
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#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
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#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled//for BH GLOW
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#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled//for BH GLOW
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#define GLOW_COLOR 0x1D0 // Script_CopyHighlightState 15th mov
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#define OFFSET_GLOW_ENABLE_GLOW_CONTEXT OFFSET_GLOW_ENABLE // Script_Highlight_SetCurrentContext
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#define OFFSET_GLOW_THROUGH_WALLS_GLOW_VISIBLE_TYPE OFFSET_GLOW_THROUGH_WALLS // Script_Highlight_SetVisibilityType 5th mov
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Loading…
Reference in New Issue