Season 15 offsets update

memflow_0.1.5
MisterY52 2 years ago
parent 05fbdc5bcf
commit 598416818d

@ -5,4 +5,4 @@ UnknownCheats thread: https://www.unknowncheats.me/forum/apex-legends/406426-kvm
Bone IDs reference: https://www.unknowncheats.me/wiki/Apex_Legends_Bones_and_Hitboxes
Game version (Steam & Origin): v3.0.14.34
Game version (Steam & Origin): v3.0.17.26

@ -127,6 +127,7 @@ Vector Entity::getBonePosition(int id)
//https://www.unknowncheats.me/forum/apex-legends/496984-getting-hitbox-positions-cstudiohdr-externally.html
//https://www.unknowncheats.me/forum/3499185-post1334.html
//https://www.unknowncheats.me/forum/3562047-post11000.html
Vector Entity::getBonePositionByHitbox(int id)
{
Vector origin = getPosition();
@ -139,15 +140,16 @@ Vector Entity::getBonePositionByHitbox(int id)
apex_mem.Read<uint64_t>(Model + 0x8, StudioHdr);
//get hitbox array
int HitBoxsArray_set;
apex_mem.Read<int>(StudioHdr + 0xB4,HitBoxsArray_set);
uint64_t HitBoxsArray = StudioHdr + HitBoxsArray_set;
uint16_t HitboxCache;
apex_mem.Read<uint16_t>(StudioHdr + 0x34, HitboxCache);
uint64_t HitBoxsArray = StudioHdr + ((uint16_t)(HitboxCache & 0xFFFE) << (4 * (HitboxCache & 1)));
int HitboxIndex;
apex_mem.Read<int>(HitBoxsArray + 0x8, HitboxIndex);
uint16_t IndexCache;
apex_mem.Read<uint16_t>(HitBoxsArray + 0x4, IndexCache);
int HitboxIndex = ((uint16_t)(IndexCache & 0xFFFE) << (4 * (IndexCache & 1)));
int Bone;
apex_mem.Read<int>(HitBoxsArray + HitboxIndex + (id * 0x2C), Bone);
uint16_t Bone;
apex_mem.Read<uint16_t>(HitBoxsArray + HitboxIndex + (id * 0x20), Bone);
if(Bone < 0 || Bone > 255)
return Vector();

@ -5,11 +5,11 @@
#if VERSION == STEAM
#define OFFSET_ENTITYLIST 0x1a9e778
#define OFFSET_LOCAL_ENT 0x1e4f288 //LocalPlayer
#define OFFSET_NAME_LIST 0xbacf590
#define OFFSET_THIRDPERSON 0x01a83a50 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x0143e590 //host_timescale
#define OFFSET_ENTITYLIST 0x1b0d678
#define OFFSET_LOCAL_ENT 0x1ebe3e8 //LocalPlayer
#define OFFSET_NAME_LIST 0xbbd07c0
#define OFFSET_THIRDPERSON 0x01af2520 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x014ac600 //host_timescale
#define OFFSET_TEAM 0x044c //m_iTeamNum
#define OFFSET_HEALTH 0x043c //m_iHealth
@ -17,32 +17,32 @@
#define OFFSET_NAME 0x589 //m_iName
#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1a48 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c01 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x3650 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x2244 - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_VISIBLE_TIME 0x1a70 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c31 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x36a0 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x228c - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x26d0 //m_bleedoutState, >0 = knocked
#define OFFSET_BLEED_OUT_STATE 0x2718 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
#define OFFSET_BONES 0x0e88 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10d8 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x2440 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1ee0 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x253c - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10f0 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x2488 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1f28 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x2584 - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x3464 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3470 //m_hObserverTarget
#define OFFSET_OBSERVER_MODE 0x34ac //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x34b8 //m_hObserverTarget
#define OFFSET_MATRIX 0x11a210
#define OFFSET_RENDER 0x75cc210
#define OFFSET_RENDER 0x763e7b0
#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ed0 //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1ed8 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x1698 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1650 //m_ammoInClip
#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ef0 //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1ef8 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x16b8 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1644 //m_ammoInClip
#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
@ -53,11 +53,11 @@
#elif VERSION == ORIGIN
#define OFFSET_ENTITYLIST 0x1a9e778
#define OFFSET_LOCAL_ENT 0x1e4f288 //LocalPlayer
#define OFFSET_NAME_LIST 0xbacf590
#define OFFSET_THIRDPERSON 0x01a83a50 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x0143e590 //host_timescale
#define OFFSET_ENTITYLIST 0x1b0d678
#define OFFSET_LOCAL_ENT 0x1ebe3e8 //LocalPlayer
#define OFFSET_NAME_LIST 0xbbd07c0
#define OFFSET_THIRDPERSON 0x01af2520 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_TIMESCALE 0x014ac600 //host_timescale
#define OFFSET_TEAM 0x044c //m_iTeamNum
#define OFFSET_HEALTH 0x043c //m_iHealth
@ -65,32 +65,32 @@
#define OFFSET_NAME 0x589 //m_iName
#define OFFSET_SIGN_NAME 0x580 //m_iSignifierName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1a48 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c01 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x3650 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x2244 - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_VISIBLE_TIME 0x1a70 //CPlayer!lastVisibleTime
#define OFFSET_ZOOMING 0x1c31 //m_bZooming
#define OFFSET_THIRDPERSON_SV 0x36a0 //m_thirdPersonShoulderView
#define OFFSET_YAW 0x228c - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x26d0 //m_bleedoutState, >0 = knocked
#define OFFSET_BLEED_OUT_STATE 0x2718 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
#define OFFSET_BONES 0x0e88 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10d8 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x2440 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1ee0 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x253c - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BONES 0x0e98 + 0x48 //m_nForceBone + 0x48
#define OFFSET_STUDIOHDR 0x10f0 //CBaseAnimating!m_pStudioHdr
#define OFFSET_AIMPUNCH 0x2488 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1f28 //CPlayer!camera_origin
#define OFFSET_VIEWANGLES 0x2584 - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x3464 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3470 //m_hObserverTarget
#define OFFSET_OBSERVER_MODE 0x34ac //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x34b8 //m_hObserverTarget
#define OFFSET_MATRIX 0x11a210
#define OFFSET_RENDER 0x75cc210
#define OFFSET_RENDER 0x763e7b0
#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ed0 //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1ed8 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x1698 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1650 //m_ammoInClip
#define OFFSET_WEAPON 0x1a14 //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ef0 //CWeaponX!m_flProjectileSpeed
#define OFFSET_BULLET_SCALE 0x1ef8 //CWeaponX!m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x16b8 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_AMMO 0x1644 //m_ammoInClip
#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits

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