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Offsets.cpp
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#pragma once
namespace offsets
{
// buttons
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constexpr long IN_ATTACK = (0x07422868); // [Buttons] -> in_attack
// core
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constexpr long REGION = 0x140000000; // [Mine] -> Region // i have no idea?
constexpr long LEVEL = 0x16f71e0; // [Miscellaneous] -> LevelName
constexpr long LOCAL_PLAYER = 0x21d3758; // [Miscellaneous] -> AVC_GameMovement+0x8
constexpr long ENTITY_LIST = 0x1e23418; // [Miscellaneous] -> cl_entitylist
// entity
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constexpr long LOCAL_ORIGIN = 0x0188; // [DataMap.CBaseViewModel] -> m_localOrigin
// player
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constexpr long GLOW_ENABLE = 0x294; // [RecvTable.DT_HighlightSettings] -> m_highlightServerContextID + 0x8 //unsure
constexpr long GLOW_THROUGH_WALL = 0x278; // [RecvTable.DT_HighlightSettings] -> m_highlightServerContextID + 0x10 //unsure
constexpr long GLOW_COLOR = 0x200; // [Miscellaneous] -> glow_color //didnt find
constexpr long TEAM_NUMBER = 0x037c; // [RecvTable.DT_BaseEntity] -> m_iTeamNum
constexpr long NAME = 0x04b9; // [RecvTable.DT_BaseEntity] -> m_iName
constexpr long LIFE_STATE = 0x06c8; // [RecvTable.DT_Player] -> m_lifeState
constexpr long VEC_PUNCH_WEAPON_ANGLE = 0x23f8; // [DataMap.C_Player] -> m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
constexpr long VIEW_ANGLE = (0x24f4 - 0x14); // [DataMap.C_Player] -> m_ammoPoolCapacity - 0x14
constexpr long BLEEDOUT_STATE = 0x26a0; // [RecvTable.DT_Player] -> m_bleedoutState
constexpr long ZOOMING = 0x1b91; // [RecvTable.DT_Player] -> m_bZooming
constexpr long LAST_VISIBLE_TIME = 0x19b0; // [Miscellaneous] -> CPlayer!lastVisibleTime //unsure
constexpr long CURRENT_SHIELDS = 0x01a0; // m_shieldHealth
constexpr long CURRENT_HEALTH = 0x036c; // m_iHealth
constexpr long ARMOR_TYPE = 0x45c4; // m_armorType
constexpr long OFFSET_ViewModels = 0x2ce0; // m_hViewModels
constexpr long thirdperson_override = 0x01db1f70; // m_thirdPersonOverride // really unsure
constexpr long m_thirdPersonShoulderView = 0x3650; // m_thirdPersonShoulderView
}