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Offsets.hpp
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#pragma once
// Core
constexpr uint64_t OFF_LEVEL = 0x16d7de0; //[Miscellaneous]->LevelName
constexpr uint64_t OFF_LOCAL_PLAYER = 0x2162818; //[Miscellaneous]->LocalPlayer
constexpr uint64_t OFF_ENTITY_LIST = 0x1db4118; //[Miscellaneous]->cl_entitylist
constexpr uint64_t OFF_NAME_LIST = 0xc5eb2d0; //[Miscellaneous]->NameList
constexpr uint64_t OFF_NAME_INDEX = 0x38; //nameIndex
// HUD
constexpr uint64_t OFF_VIEWRENDER = 0x73cd6e0; //[Miscellaneous]->ViewRenderer
constexpr uint64_t OFF_VIEWMATRIX = 0x11a350; //[Miscellaneous]->ViewMatrix
// Player
constexpr uint64_t OFF_HEALTH = 0x02fc; //[RecvTable.DT_Player]->m_iHealth
constexpr uint64_t OFF_MAXHEALTH = 0x0438; //[RecvTable.DT_Player]->m_iMaxHealth
constexpr uint64_t OFF_SHIELD = 0x01a0; //[RecvTable.DT_TitanSoul]->m_shieldHealth
constexpr uint64_t OFF_MAXSHIELD = 0x01a4; //[RecvTable.DT_TitanSoul]->m_shieldHealthMax
constexpr uint64_t OFF_INATTACK = 0x073ce9a0; //[Buttons]->in_attack
constexpr uint64_t OFF_CAMERAORIGIN = 0x1e90; //[Miscellaneous]->CPlayer!camera_origin
constexpr uint64_t OFF_STUDIOHDR = 0xfb0; //[Miscellaneous]->CBaseAnimating!m_pStudioHdr
constexpr uint64_t OFF_BONES = 0x0d60 + 0x48; //m_nForceBone
constexpr uint64_t OFF_LOCAL_ORIGIN = 0x017c; //[DataMap.C_BaseEntity]->m_vecAbsOrigin
constexpr uint64_t OFF_ABSVELOCITY = 0x0170; //[DataMap.C_BaseEntity]->m_vecAbsVelocity
constexpr uint64_t OFF_ZOOMING = 0x1b91; //[RecvTable.DT_Player]->m_bZooming
constexpr uint64_t OFF_TEAM_NUMBER = 0x030c; //[RecvTable.DT_BaseEntity]->m_iTeamNum
constexpr uint64_t OFF_NAME = 0x0449; //[RecvTable.DT_BaseEntity]->m_iName
constexpr uint64_t OFF_LIFE_STATE = 0x0658; //[RecvTable.DT_Player]->m_lifeState
constexpr uint64_t OFF_BLEEDOUT_STATE = 0x26a0; //[RecvTable.DT_Player]->m_bleedoutState
constexpr uint64_t OFF_LAST_VISIBLE_TIME = 0x194d + 0x3; //[RecvTable.DT_BaseCombatCharacter]->m_hudInfo_visibilityTestAlwaysPasses + 0x3
constexpr uint64_t OFF_LAST_AIMEDAT_TIME = 0x194d + 0x3 + 0x8; //[RecvTable.DT_BaseCombatCharacter]->m_hudInfo_visibilityTestAlwaysPasses + 0x3 + 0x8
constexpr uint64_t OFF_VIEW_ANGLES = 0x24f4 - 0x14; //[DataMap.C_Player]-> m_ammoPoolCapacity - 0x14
constexpr uint64_t OFF_PUNCH_ANGLES = 0x23f8; //[DataMap.C_Player]->m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
constexpr uint64_t OFF_YAW = 0x21fc - 0x8; //m_currentFramePlayer.m_ammoPoolCount - 0x8
// Weapon
constexpr uint64_t OFF_WEAPON_HANDLE = 0x18f4; //[RecvTable.DT_Player]->m_latestPrimaryWeapons
constexpr uint64_t OFF_WEAPON_INDEX = 0x1738; //[RecvTable.DT_WeaponX]->m_weaponNameIndex
constexpr uint64_t OFF_PROJECTILESCALE = 0x04ec + 0x1978; //projectile_gravity_scale + [WeaponSettingsMeta]base
constexpr uint64_t OFF_PROJECTILESPEED = 0x04e4 + 0x1978; //projectile_launch_speed + [WeaponSettingsMeta]base
constexpr uint64_t OFF_OFFHAND_WEAPON = 0x1904; //m_latestNonOffhandWeapons
constexpr uint64_t OFF_CURRENTZOOMFOV = 0x1590 + 0x00b8; //m_playerData + m_curZoomFOV
constexpr uint64_t OFF_TARGETZOOMFOV = 0x1590 + 0x00bc; //m_playerData + m_targetZoomFOV
// Glow
constexpr uint64_t OFF_GLOW_ENABLE = 0x28C; //Script_Highlight_GetCurrentContext
constexpr uint64_t OFF_GLOW_THROUGH_WALL = 0x26C; //Script_Highlight_SetVisibilityType
constexpr uint64_t OFF_GLOW_FIX = 0x268;
constexpr uint64_t OFF_GLOW_HIGHLIGHT_ID = 0x28C; //[DT_HighlightSettings].m_highlightServerActiveStates
constexpr uint64_t OFF_GLOW_HIGHLIGHTS = 0xB93F2D0; //HighlightSettings