-
Notifications
You must be signed in to change notification settings - Fork 7
/
offsets.hpp
131 lines (106 loc) · 4.89 KB
/
offsets.hpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
#pragma once
namespace offsets
{
static DWORD
uworld_state, // @image_base
uworld_key, // @image_base + (uworld_state + 0x38)
gobj_state, // @image_base
gobj_key, // @image_base + (gobj_state + 0x38)
fname_pool, // @image_base
fname_pool_state, // @image_base
fname_pool_key, // @image_base
fname_pool_decrypt_w, // @image_base
fname_pool_decrypt_nw, // @image_base
find_object, // @image_base
process_event, // @image_base
bone_matrix, // @image_base
line_of_sight, // @image_base
skin_changer_decrypt, // @image_base
veh_deref, // deref_pointer_in_game_space_fn
enemy_outline_color, // @image_base (FLinearColor)
ally_outline_color, // @image_base (FLinearColor)
ares_outline_mode, // @image_base
proj_world_to_screen, // @image_base (ProjectWorldToScreen)
get_actor_bounds, // @image_base
// VTables
// World
persistent_level, // @uworld (ULevel)
owning_game_instance, // @uworld (UGameInstance)
game_state, // @uworld (AGameStateBase)
levels, // @uworld (TArray<struct ULevel*>)
// Game Instance
local_players, // @game_instance (TArray<struct ULocalPlayer*>)
// Level
actor_array, // @level
actor_count, // @level + (actor_array + 0x18)
// Local Player
viewport_client, // @local_player (UGameViewportClient)
player_controller, // @local_player (APlayerController)
// Player Controller
acknowledged_pawn, // @player_controller (APawn)
player_camera, // @player_controller (APlayerCameraManager)
control_rotation, // @player_controller (FRotator)
// Player Pawn
root_component, // @player_pawn (USceneComponent)
damage_handler, // @player_pawn (UDamageableComponent)
actor_id, // @player_pawn (int)
fname_id, // @player_pawn (int)
dormant, // @player_pawn (bool)
player_state, // @player_pawn (APlayerState)
current_mesh, // @player_pawn (USkeletalMeshComponent)
inventory, // @player_pawn (UAresInventory)
outline_component, // @player_pawn (UAresOutlineComponent)
portrait_map, // @player_pawn (UCharacterPortraitMinimapComponent_C)
character_map, // @player_pawn (UShooterCharacterMinimapComponent_C)
// Inventory
current_equippable, // @inventory (AAresEquippable)
// Minimap Component
local_observer, // @player_pawn (bool)
is_visible, // @player_pawn (bool)
// Mesh
component_to_world, // @mesh (FTransform)
bone_array, // @mesh (FBoxSphereBounds)
bone_count, // @mesh (int)
last_submit_time,
last_render_time, // @mesh + (last_submit_time + 0x4)
outline_mode, // @mesh (int)
attach_children, // @mesh (TArray<struct UMesh*>)
attach_children_count, // @mesh (int)
uworldpointer,
// Player State
team_component, // @player_state (UBaseTeamComponent)
// Team Component
team_id, // @team_component (int)
// Damage Handler
current_health, // @damage_handler (float)
max_life, // @damange_handler + (current_health + 0x4)
// Root Component
relative_location, // @root_component (FVector)
relative_rotation, // @root_component (FRotator)
// Camera Manager
default_fov, // @camera (float)
camera_cache, // @camera (FCameraCacheEntry)
// FCameraCacheEntry
pov, // @camera_cache (FMinimalViewInfo)
// FMinimalViewInfo
location, // @view_info + 0x0 = Location (FVector)
rotation, // @view_info (FRotator)
current_fov, // @view_info (float)
// Outline Component
enemy_outline, // @outline_component (int)
//offsets da sdk
bone_array_cache,
current_defuse_section, //PlantedBomb_classes.h current_defuse_section
magazine_ammo, //Gun_classes.h -> struct UAmmoComponent* magazine_ammo;
auth_resource_amount,
max_ammo,
spike_timer, //PlantedBomb_classes.h DefuseProgress //TimeRemainingToExplode
my_hud,
HP,
MaxHP,
DamageType,
DamageSections,
CurrentEquippableVFXState,
FresnelIntensity,
CacheCam; //camera cache
}