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apex_dma_kvm_pub/apex_dma/offsets.h

88 lines
3.7 KiB
C

#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 0x816bcb0
#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 0x407def8
#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 0x816bcb0
#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 0x407def8
#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