#define ORIGIN 1 #define STEAM 2 #define VERSION STEAM #if VERSION == STEAM #define OFFSET_ENTITYLIST 0x18cdce8 #define OFFSET_LOCAL_ENT 0x1c7cf28 //LocalPlayer #define OFFSET_NAME_LIST 0x816bdb0 #define OFFSET_TEAM 0x4b0 //m_iTeamNum #define OFFSET_HEALTH 0x4a0 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_NAME 0x5e9 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_VISIBLE_TIME 0x1AEC #define OFFSET_ZOOMING 0x1c01 //m_bZooming #define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead #define OFFSET_BLEED_OUT_STATE 0x26b0 //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_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 #define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode #define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 #define OFFSET_RENDER 0x407dff8 #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_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_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_TEAM 0x4b0 //m_iTeamNum #define OFFSET_HEALTH 0x4a0 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_NAME 0x5e9 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_VISIBLE_TIME 0x1AEC #define OFFSET_ZOOMING 0x1c01 //m_bZooming #define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead #define OFFSET_BLEED_OUT_STATE 0x26b0 //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_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10 #define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode #define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 #define OFFSET_RENDER 0x407dff8 #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_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_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled #endif