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apex_dma_kvm_pub/apex_dma/offsets.h

84 lines
3.6 KiB
C

#define ORIGIN 1
#define STEAM 2
#define VERSION STEAM
#if VERSION == STEAM
#define OFFSET_ENTITYLIST 0x18c7a68
#define OFFSET_LOCAL_ENT 0x1c76f28 //LocalPlayer
#define OFFSET_NAME_LIST 0x8151850
#define OFFSET_TEAM 0x430 //m_iTeamNum
#define OFFSET_HEALTH 0x420 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth
#define OFFSET_NAME 0x569 //m_iName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1A6C
#define OFFSET_ZOOMING 0x1b81 //m_bZooming
#define OFFSET_LIFE_STATE 0x778 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x2628 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
#define OFFSET_BONES 0xF18 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x23c8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1E6C
#define OFFSET_VIEWANGLES 0x24A0
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x32dc //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x32e0 //m_hObserverTarget
#define OFFSET_MATRIX 0x1b3bd0
#define OFFSET_RENDER 0x4077ad8
#define OFFSET_WEAPON 0x1a0c //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1e1c
#define OFFSET_BULLET_SCALE 0x1e24
#define OFFSET_ZOOM_FOV 0x1668 + 0xbc //m_playerData + m_curZoomFOV
#define OFFSET_ITEM_GLOW 0x2A8 //m_highlightFunctionBits
#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2c4 //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x350 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x360 //2 = enabled, 5 = disabled
#elif VERSION == ORIGIN
#define OFFSET_ENTITYLIST 0x18c6a68
#define OFFSET_LOCAL_ENT 0x1c75f28 //LocalPlayer
#define OFFSET_NAME_LIST 0x81507b0
#define OFFSET_TEAM 0x430 //m_iTeamNum
#define OFFSET_HEALTH 0x420 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth
#define OFFSET_NAME 0x569 //m_iName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1A6C
#define OFFSET_ZOOMING 0x1b81 //m_bZooming
#define OFFSET_LIFE_STATE 0x778 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x2628 //m_bleedoutState, >0 = knocked
#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
#define OFFSET_BONES 0xF18 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x23c8 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1E6C
#define OFFSET_VIEWANGLES 0x24A0
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x32dc //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x32e0 //m_hObserverTarget
#define OFFSET_MATRIX 0x1b3bd0
#define OFFSET_RENDER 0x4076a58
#define OFFSET_WEAPON 0x1a0c //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1e1c
#define OFFSET_BULLET_SCALE 0x1e24
#define OFFSET_ZOOM_FOV 0x1668 + 0xbc //m_playerData + m_curZoomFOV
#define OFFSET_ITEM_GLOW 0x2A8 //m_highlightFunctionBits
#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2c4 //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x350 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x360 //2 = enabled, 5 = disabled
#endif