From 8956c50235f4846805825ef06c0df8b2e69b1f7d Mon Sep 17 00:00:00 2001 From: MisterY52 <11368116+MisterY52@users.noreply.github.com> Date: Tue, 2 Feb 2021 23:07:57 +0100 Subject: [PATCH] Season 8 offsets update --- README.md | 2 +- apex_dma/Game.cpp | 2 +- apex_dma/apex_dma.cpp | 2 +- apex_dma/offsets.h | 88 +++++++++++++++++++++---------------------- 4 files changed, 47 insertions(+), 47 deletions(-) diff --git a/README.md b/README.md index 13507b3..c1e90e9 100644 --- a/README.md +++ b/README.md @@ -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): v3.0.5.171 +Game version (Steam & Origin): v3.0.6.97 diff --git a/apex_dma/Game.cpp b/apex_dma/Game.cpp index 2b9d43f..24ee909 100644 --- a/apex_dma/Game.cpp +++ b/apex_dma/Game.cpp @@ -149,7 +149,7 @@ void Entity::get_name(WinProcess& mem, uint64_t g_Base, uint64_t index, char* na bool Item::isItem() { - return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120 && *(int*)(buffer + OFFSET_ITEM_GLOW) <= 1696628992; + return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120; } bool Item::isGlowing() diff --git a/apex_dma/apex_dma.cpp b/apex_dma/apex_dma.cpp index af7e1ac..951cc61 100644 --- a/apex_dma/apex_dma.cpp +++ b/apex_dma/apex_dma.cpp @@ -341,7 +341,7 @@ static void EspLoop(WinProcess& mem) if(firing_range) { int c=0; - for (int i = 0; i < 9000; i++) + for (int i = 0; i < 10000; i++) { uint64_t centity = mem.Read( entitylist + ((uint64_t)i << 5)); if (centity == 0) diff --git a/apex_dma/offsets.h b/apex_dma/offsets.h index 16c3b38..2a78c25 100644 --- a/apex_dma/offsets.h +++ b/apex_dma/offsets.h @@ -5,83 +5,83 @@ #if VERSION == STEAM - #define OFFSET_ENTITYLIST 0x18cdce8 - #define OFFSET_LOCAL_ENT 0x1c7cf28 //LocalPlayer - #define OFFSET_NAME_LIST 0x816bdb0 + #define OFFSET_ENTITYLIST 0x18c62f8 + #define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer + #define OFFSET_NAME_LIST 0x80ddf20 - #define OFFSET_TEAM 0x4b0 //m_iTeamNum - #define OFFSET_HEALTH 0x4a0 //m_iHealth + #define OFFSET_TEAM 0x450 //m_iTeamNum + #define OFFSET_HEALTH 0x440 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth - #define OFFSET_NAME 0x5e9 //m_iName + #define OFFSET_NAME 0x589 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity - #define OFFSET_VISIBLE_TIME 0x1AEC - #define OFFSET_ZOOMING 0x1c01 //m_bZooming + #define OFFSET_VISIBLE_TIME 0x1A4C + #define OFFSET_ZOOMING 0x1b41 //m_bZooming - #define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead - #define OFFSET_BLEED_OUT_STATE 0x26b0 //m_bleedoutState, >0 = knocked + #define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead + #define OFFSET_BLEED_OUT_STATE 0x25f0 //m_bleedoutState, >0 = knocked #define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin - #define OFFSET_BONES 0xF98 //m_bConstrainBetweenEndpoints - #define OFFSET_AIMPUNCH 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle - #define OFFSET_CAMERAPOS 0x1EF0 - #define OFFSET_VIEWANGLES 0x2528 + #define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints + #define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle + #define OFFSET_CAMERAPOS 0x1e30 + #define OFFSET_VIEWANGLES 0x2470 #define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 - #define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode - #define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget + #define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode + #define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 - #define OFFSET_RENDER 0x407dff8 + #define OFFSET_RENDER 0x4076fc0 - #define OFFSET_WEAPON 0x1a8c //m_latestPrimaryWeapons - #define OFFSET_BULLET_SPEED 0x1ea8 - #define OFFSET_BULLET_SCALE 0x1eb0 - #define OFFSET_ZOOM_FOV 0x16e8 + 0xb8 //m_playerData + m_curZoomFOV + #define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons + #define OFFSET_BULLET_SPEED 0x1e58 + #define OFFSET_BULLET_SCALE 0x1e50 + #define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV #define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits #define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled - #define OFFSET_GLOW_T2 0x1ac //1193322764 = enabled, 0 = disabled + #define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled #define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled #elif VERSION == ORIGIN - #define OFFSET_ENTITYLIST 0x18cdce8 - #define OFFSET_LOCAL_ENT 0x1c7cf28 //LocalPlayer - #define OFFSET_NAME_LIST 0x816bdb0 + #define OFFSET_ENTITYLIST 0x18c62f8 + #define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer + #define OFFSET_NAME_LIST 0x80ddf20 - #define OFFSET_TEAM 0x4b0 //m_iTeamNum - #define OFFSET_HEALTH 0x4a0 //m_iHealth + #define OFFSET_TEAM 0x450 //m_iTeamNum + #define OFFSET_HEALTH 0x440 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth - #define OFFSET_NAME 0x5e9 //m_iName + #define OFFSET_NAME 0x589 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity - #define OFFSET_VISIBLE_TIME 0x1AEC - #define OFFSET_ZOOMING 0x1c01 //m_bZooming + #define OFFSET_VISIBLE_TIME 0x1A4C + #define OFFSET_ZOOMING 0x1b41 //m_bZooming - #define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead - #define OFFSET_BLEED_OUT_STATE 0x26b0 //m_bleedoutState, >0 = knocked + #define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead + #define OFFSET_BLEED_OUT_STATE 0x25f0 //m_bleedoutState, >0 = knocked #define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin - #define OFFSET_BONES 0xF98 //m_bConstrainBetweenEndpoints - #define OFFSET_AIMPUNCH 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle - #define OFFSET_CAMERAPOS 0x1EF0 - #define OFFSET_VIEWANGLES 0x2528 + #define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints + #define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle + #define OFFSET_CAMERAPOS 0x1e30 + #define OFFSET_VIEWANGLES 0x2470 #define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 - #define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode - #define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget + #define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode + #define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 - #define OFFSET_RENDER 0x407dff8 + #define OFFSET_RENDER 0x4076fc0 - #define OFFSET_WEAPON 0x1a8c //m_latestPrimaryWeapons - #define OFFSET_BULLET_SPEED 0x1ea8 - #define OFFSET_BULLET_SCALE 0x1eb0 - #define OFFSET_ZOOM_FOV 0x16e8 + 0xb8 //m_playerData + m_curZoomFOV + #define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons + #define OFFSET_BULLET_SPEED 0x1e58 + #define OFFSET_BULLET_SCALE 0x1e50 + #define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV #define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits #define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled - #define OFFSET_GLOW_T2 0x1ac //1193322764 = enabled, 0 = disabled + #define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled #define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled