#define OFFSET_ARMOR_TYPE 0x45cc //m_armorType #define OFFSET_MAXSHIELD 0x01a4 //m_shieldhealthmax #define OFFSET_MODELNAME 0x0030 //m_modelname #define OFFSET_XP 0x3634 //m_xp #define OFFSET_USERID 0x2508 //m_platformUserId #define OFFSET_WEAPON 0x18f4 //m_latestPrimaryWeapons #define OFFSET_WEAPON_NAME 0x1738 //m_weaponNameIndex 2nd one #define OFFSET_ENTITYLIST 0x1db2e38 //cl_entitylist #define OFFSET_LOCAL_ENT 0x2161538 //LocalPlayer #define OFFSET_NAME_LIST 0xc5e9fd0 //NameList #define OFFSET_TEAM 0x030c //m_iTeamNum #define OFFSET_HEALTH 0x02fc //m_iHealth #define OFFSET_SHIELD 0x1a0 //m_shieldHealth #define OFFSET_NAME 0x0449 //m_iName #define OFFSET_SIGN_NAME 0x0440 //m_iSignifierName #define OFFSET_ABS_VELOCITY 0x0170 //m_vecAbsVelocity #define OFFSET_VISIBLE_TIME 0x1950 //CPlayer!lastVisibleTime #define OFFSET_ZOOMING 0x19b1 //m_bZooming #define OFFSET_YAW 0x21fc - 0x8 //m_currentFramePlayer.m_ammoPoolCount - 0x8 #define OFFSET_LIFE_STATE 0x0658 //m_lifeState, >0 = dead #define OFFSET_BLEED_OUT_STATE 0x26a0 //m_bleedoutState, >0 = knocked #define OFFSET_ORIGIN 0x017c //m_vecAbsOrigin #define OFFSET_BONES 0x0d60 + 0x48 //m_nForceBone + 0x48 #define OFFSET_STUDIOHDR 0xfb0 //CBaseAnimating!m_pStudioHdr #define OFFSET_AIMPUNCH 0x23f8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle #define OFFSET_CAMERAPOS 0x1e90 //CPlayer!camera_origin #define OFFSET_VIEWANGLES 0x24f4 - 0x14 //m_ammoPoolCapacity - 0x14 #define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 #define OFFSET_OBSERVER_MODE 0x3454 //m_iObserverMode #define OFFSET_OBSERVING_TARGET 0x3460 //m_hObserverTarget #define OFFSET_MATRIX 0x11a350 //ViewMatrix #define OFFSET_RENDER 0x73cc3e0 //ViewRender #define OFFSET_BULLET_SPEED 0x1e5c //CWeaponX!m_flProjectileSpeed #define OFFSET_BULLET_SCALE 0x1e64 //CWeaponX!m_flProjectileScale #define OFFSET_ZOOM_FOV 0x1590 + 0xb8 //m_playerData + m_curZoomFOV #define OFFSET_AMMO 0x1540 //[RecvTable.DT_WeaponX_LocalWeaponData]