#define ORIGIN 1 #define STEAM 2 #define VERSION STEAM #if VERSION == STEAM #define OFFSET_ENTITYLIST 0x18c62f8 #define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer #define OFFSET_NAME_LIST 0x80ddf20 #define OFFSET_TEAM 0x450 //m_iTeamNum #define OFFSET_HEALTH 0x440 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_NAME 0x589 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_VISIBLE_TIME 0x1A4C #define OFFSET_ZOOMING 0x1b41 //m_bZooming #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 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 0x32a4 //m_iObserverMode #define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 #define OFFSET_RENDER 0x4076fc0 #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 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 0x18c62f8 #define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer #define OFFSET_NAME_LIST 0x80ddf20 #define OFFSET_TEAM 0x450 //m_iTeamNum #define OFFSET_HEALTH 0x440 //m_iHealth #define OFFSET_SHIELD 0x170 //m_shieldHealth #define OFFSET_NAME 0x589 //m_iName #define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity #define OFFSET_VISIBLE_TIME 0x1A4C #define OFFSET_ZOOMING 0x1b41 //m_bZooming #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 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 0x32a4 //m_iObserverMode #define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget #define OFFSET_MATRIX 0x1b3bd0 #define OFFSET_RENDER 0x4076fc0 #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 0x2dc //1193322764 = enabled, 0 = disabled #define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled #define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled #endif