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@ -5,10 +5,10 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x19127e8
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#define OFFSET_LOCAL_ENT 0x1cc2088 //LocalPlayer
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#define OFFSET_NAME_LIST 0x83838d0
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#define OFFSET_THIRDPERSON 0x018f8d10 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_ENTITYLIST 0x19224d8
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#define OFFSET_LOCAL_ENT 0x1cd1d58 //LocalPlayer
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#define OFFSET_NAME_LIST 0x84056a0
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#define OFFSET_THIRDPERSON 0x01908960 + 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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@ -17,22 +17,22 @@
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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 0x1ACC
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_ZOOMING 0x1bf1 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x26c8 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x26d8 //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 0x2430 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ED0
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#define OFFSET_VIEWANGLES 0x252c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_AIMPUNCH 0x2440 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1EE0
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#define OFFSET_VIEWANGLES 0x253c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x334C //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x339c //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33a8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x41e4a08
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#define OFFSET_RENDER 0x41f4d98
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ED0
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@ -48,10 +48,10 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x19127e8
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#define OFFSET_LOCAL_ENT 0x1cc2088 //LocalPlayer
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#define OFFSET_NAME_LIST 0x83838d0
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#define OFFSET_THIRDPERSON 0x018f8d10 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_ENTITYLIST 0x19224d8
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#define OFFSET_LOCAL_ENT 0x1cd1d58 //LocalPlayer
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#define OFFSET_NAME_LIST 0x84056a0
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#define OFFSET_THIRDPERSON 0x01908960 + 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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@ -60,22 +60,22 @@
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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 0x1ACC
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_ZOOMING 0x1bf1 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x26c8 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x26d8 //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 0x2430 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ED0
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#define OFFSET_VIEWANGLES 0x252c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_AIMPUNCH 0x2440 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1EE0
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#define OFFSET_VIEWANGLES 0x253c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x334C //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x339c //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x33a8 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x41e4a08
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#define OFFSET_RENDER 0x41f4d98
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ED0
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