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@ -5,10 +5,10 @@
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#if VERSION == STEAM
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x18eda78
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#define OFFSET_ENTITYLIST 0x1911448
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#define OFFSET_LOCAL_ENT 0x1c9d198 //LocalPlayer
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#define OFFSET_LOCAL_ENT 0x1cc0ce8 //LocalPlayer
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#define OFFSET_NAME_LIST 0x81af640
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#define OFFSET_NAME_LIST 0x8382450
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#define OFFSET_THIRDPERSON 0x018d42d0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_THIRDPERSON 0x018f7970 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -20,7 +20,7 @@
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x2688 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x26c8 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
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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_BONES 0xF38 //m_bConstrainBetweenEndpoints
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@ -32,7 +32,7 @@
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x40bf468
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#define OFFSET_RENDER 0x41e3588
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ED0
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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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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x18eda78
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#define OFFSET_ENTITYLIST 0x1911448
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#define OFFSET_LOCAL_ENT 0x1c9d198 //LocalPlayer
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#define OFFSET_LOCAL_ENT 0x1cc0ce8 //LocalPlayer
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#define OFFSET_NAME_LIST 0x81af640
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#define OFFSET_NAME_LIST 0x8382450
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#define OFFSET_THIRDPERSON 0x018d42d0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_THIRDPERSON 0x018f7970 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_TEAM 0x448 //m_iTeamNum
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#define OFFSET_HEALTH 0x438 //m_iHealth
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#define OFFSET_HEALTH 0x438 //m_iHealth
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@ -63,7 +63,7 @@
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_ZOOMING 0x1be1 //m_bZooming
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x2688 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x26c8 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
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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_BONES 0xF38 //m_bConstrainBetweenEndpoints
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@ -75,7 +75,7 @@
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_OBSERVING_TARGET 0x3350 //m_hObserverTarget
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_MATRIX 0x1b3bd0
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#define OFFSET_RENDER 0x40bf468
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#define OFFSET_RENDER 0x41e3588
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_WEAPON 0x1a6c //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1ED0
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#define OFFSET_BULLET_SPEED 0x1ED0
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