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Offsets.cpp
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Offsets.cpp
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#pragma once
namespace offsets
{
// buttons
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const long IN_ATTACK = (0x07472e98 + 0x8); // [Buttons] -> in_attack+0x8
// core
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const long REGION = 0x140000000; // [Mine] -> Region
const long LEVEL = 0x16eed90; // [Miscellaneous] -> LevelName
const long LOCAL_PLAYER = 0x22245c8; // [Miscellaneous] -> AVC_GameMovement+0x8
const long ENTITY_LIST = 0x1e74448; // [Miscellaneous] -> cl_entitylist
// entity
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const long LOCAL_ORIGIN = 0x0188; // [DataMap.CBaseViewModel] -> m_localOrigin
// player
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const long GLOW_ENABLE = 0x03F8; // [RecvTable.DT_HighlightSettings] -> m_highlightServerContextID + 0x8
const long GLOW_THROUGH_WALL = 0x0400; // [RecvTable.DT_HighlightSettings] -> m_highlightServerContextID + 0x10
const long GLOW_COLOR = 0x200; // [Miscellaneous] -> glow_color
const long TEAM_NUMBER = 0x0480; // [RecvTable.DT_BaseEntity] -> m_iTeamNum
const long NAME = 0x05c1; // [RecvTable.DT_BaseEntity] -> m_iName
const long LIFE_STATE = 0x07d0; // [RecvTable.DT_Player] -> m_lifeState
const long VEC_PUNCH_WEAPON_ANGLE = 0x24e8; // [DataMap.C_Player] -> m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
const long VIEW_ANGLE = (0x25e4 - 0x14); // [DataMap.C_Player] -> m_ammoPoolCapacity - 0x14
const long BLEEDOUT_STATE = 0x2790; // [RecvTable.DT_Player] -> m_bleedoutState
const long ZOOMING = 0x1c81; // [RecvTable.DT_Player] -> m_bZooming
const long LAST_VISIBLE_TIME = 0x1aa0; // [Miscellaneous] -> CPlayer!lastVisibleTime
const long CURRENT_SHIELDS = 0x01a0; // [RecvTable.DT_BaseEntity] -> m_shieldHealth
}