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@ -5,9 +5,9 @@
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#if VERSION == STEAM
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#define OFFSET_ENTITYLIST 0x19fbf98
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#define OFFSET_LOCAL_ENT 0x1dacd48 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9f8340
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#define OFFSET_ENTITYLIST 0x1a1e3b8
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#define OFFSET_LOCAL_ENT 0x1dcf5e8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba2e9b0
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#define OFFSET_THIRDPERSON 0x019e0ac0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013d8800 //host_timescale
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@ -17,30 +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 0x1b14 //CPlayer!lastVisibleTime
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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 0x36b8 //m_thirdPersonShoulderView
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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_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x2728 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2720 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0f38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x24a0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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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 0x259c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_VIEWANGLES 0x2594 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34cc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d8 //m_hObserverTarget
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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_MATRIX 0x11a210
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#define OFFSET_RENDER 0x7519c20
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#define OFFSET_RENDER 0x7544150
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#define OFFSET_WEAPON 0x1aac //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f40 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f48 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1730 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16b4 //m_ammoInClip
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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_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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@ -51,9 +52,9 @@
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#elif VERSION == ORIGIN
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#define OFFSET_ENTITYLIST 0x19fbf98
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#define OFFSET_LOCAL_ENT 0x1dacd48 //LocalPlayer
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#define OFFSET_NAME_LIST 0xb9f8340
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#define OFFSET_ENTITYLIST 0x1a1e3b8
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#define OFFSET_LOCAL_ENT 0x1dcf5e8 //LocalPlayer
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#define OFFSET_NAME_LIST 0xba2e9b0
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#define OFFSET_THIRDPERSON 0x019e0ac0 + 0x6c //thirdperson_override + 0x6c
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#define OFFSET_TIMESCALE 0x013d8800 //host_timescale
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@ -63,30 +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 0x1b14 //CPlayer!lastVisibleTime
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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 0x36b8 //m_thirdPersonShoulderView
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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_LIFE_STATE 0x798 //m_lifeState, >0 = dead
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#define OFFSET_BLEED_OUT_STATE 0x2728 //m_bleedoutState, >0 = knocked
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#define OFFSET_BLEED_OUT_STATE 0x2720 //m_bleedoutState, >0 = knocked
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#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin
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#define OFFSET_BONES 0x0f38 //m_bConstrainBetweenEndpoints
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#define OFFSET_AIMPUNCH 0x24a0 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
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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 0x259c - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_VIEWANGLES 0x2594 - 0x14 //m_ammoPoolCapacity - 0x14
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#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
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#define OFFSET_OBSERVER_MODE 0x34cc //m_iObserverMode
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#define OFFSET_OBSERVING_TARGET 0x34d8 //m_hObserverTarget
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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_MATRIX 0x11a210
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#define OFFSET_RENDER 0x7519c20
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#define OFFSET_RENDER 0x7544150
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#define OFFSET_WEAPON 0x1aac //m_latestPrimaryWeapons
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#define OFFSET_BULLET_SPEED 0x1f40 //CWeaponX!m_flProjectileSpeed
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#define OFFSET_BULLET_SCALE 0x1f48 //CWeaponX!m_flProjectileScale
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#define OFFSET_ZOOM_FOV 0x1730 + 0xb8 //m_playerData + m_curZoomFOV
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#define OFFSET_AMMO 0x16b4 //m_ammoInClip
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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_ITEM_GLOW 0x2c0 //m_highlightFunctionBits
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