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@ -5,11 +5,11 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x1a203b8
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#define OFFSET_LOCAL_ENT 0x1dd15e8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba30a40
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#define OFFSET_THIRDPERSON 0x01a04db0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013fc370 //host_timescale
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#define OFFSET_ENTITYLIST 0x1a73f68
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#define OFFSET_LOCAL_ENT 0x1e24348 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba1d550
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#define OFFSET_THIRDPERSON 0x01a59420 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x0141a290 //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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@ -17,31 +17,31 @@
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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 0x1c51 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36a8 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22a0 - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
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#define OFFSET_VISIBLE_TIME 0x1a44 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1bc1 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x3608 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x2200 - 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 0x2720 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2688 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0f50 - 0x18 //m_bConstrainBetweenEndpoints - 0x18
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#define OFFSET_AIMPUNCH 0x2498 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f40 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x2594 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BONES 0x0e88 + 0x48 //m_nForceBone + 0x48
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#define OFFSET_AIMPUNCH 0x23f8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ea0 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x24f4 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34bc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34c8 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x341c //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x3428 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x75461d0
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#define OFFSET_RENDER 0x7598658
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f28 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f30 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1718 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16a4 //m_ammoInClip
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#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1eb0 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1eb8 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1698 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1624 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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@ -52,11 +52,11 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x1a203b8
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#define OFFSET_LOCAL_ENT 0x1dd15e8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba30a40
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#define OFFSET_THIRDPERSON 0x01a04db0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013fc370 //host_timescale
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#define OFFSET_ENTITYLIST 0x1a73f68
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#define OFFSET_LOCAL_ENT 0x1e24348 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba1d550
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#define OFFSET_THIRDPERSON 0x01a59420 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x0141a290 //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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@ -64,31 +64,31 @@
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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 0x1c51 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x36a8 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x22a0 - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8
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#define OFFSET_VISIBLE_TIME 0x1a44 //CPlayer!lastVisibleTime
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#define OFFSET_ZOOMING 0x1bc1 //m_bZooming
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#define OFFSET_THIRDPERSON_SV 0x3608 //m_thirdPersonShoulderView
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#define OFFSET_YAW 0x2200 - 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 0x2720 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2688 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0f50 - 0x18 //m_bConstrainBetweenEndpoints - 0x18
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#define OFFSET_AIMPUNCH 0x2498 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1f40 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x2594 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BONES 0x0e88 + 0x48 //m_nForceBone + 0x48
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#define OFFSET_AIMPUNCH 0x23f8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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#define OFFSET_CAMERAPOS 0x1ea0 //CPlayer!camera_origin
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#define OFFSET_VIEWANGLES 0x24f4 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34bc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34c8 //m_hObserverTarget
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#define OFFSET_OBSERVER_MODE 0x341c //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x3428 //m_hObserverTarget
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#define OFFSET_MATRIX 0x11a210
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#define OFFSET_RENDER 0x75461d0
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#define OFFSET_RENDER 0x7598658
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f28 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f30 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1718 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16a4 //m_ammoInClip
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#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1eb0 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1eb8 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1698 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x1624 //m_ammoInClip
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#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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