Исходник Offsets on tooday for cs:go

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[gamesense.pub] Dump offsets
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m_nModelIndex: 0x258
m_fEffects: 0xF0
m_nRenderMode: 0x25B
m_nRenderFX: 0x25A
m_clrRender: 0x70
m_iTeamNum: 0xF4
m_iPendingTeamNum: 0xF8
m_CollisionGroup: 0x474
m_flElasticity: 0x300
m_flShadowCastDistance: 0x3A0
m_hOwnerEntity: 0x14C
m_hEffectEntity: 0x998
moveparent: 0x148
m_iParentAttachment: 0x2EC
m_iName: 0x154
movetype: 0x00
movecollide: 0x00
m_Collision: 0x320
m_iTextureFrameIndex: 0x98C
m_bSimulatedEveryTick: 0x93A
m_bAnimatedEveryTick: 0x93B
m_bAlternateSorting: 0x93C
m_bSpotted: 0x93D
m_bSpottedBy: 0x93E
m_bSpottedByMask: 0x980
m_bIsAutoaimTarget: 0x60
m_fadeMinDist: 0x2F4
m_fadeMaxDist: 0x2F8
m_flFadeScale: 0x2FC
m_nMinCPULevel: 0x988
m_nMaxCPULevel: 0x989
m_nMinGPULevel: 0x98A
m_nMaxGPULevel: 0x98B
m_flUseLookAtAngle: 0x2CC
m_flLastMadeNoiseTime: 0x20
m_flMaxFallVelocity: 0xDC
m_bEligibleForScreenHighlight: 0x9B9
m_flWaveHeight: 0xA08
bcc_localdata: 0x00
bcc_nonlocaldata: 0x00
m_LastHitGroup: 0x2D74
m_hActiveWeapon: 0x2EF8
m_flTimeOfLastInjury: 0x2EFC
m_nRelativeDirectionOfLastInjury: 0x2F00
m_hMyWeapons: 0x2DF8
m_hMyWeapons: 0x2DF8
m_hMyWearables: 0x2F04
overlay_vars: 0x00
m_modelIndex: 0x9D8
m_solidIndex: 0x9DC
m_nSequence: 0x28BC
m_nForceBone: 0x268C
m_vecForce: 0x2680
m_nSkin: 0xA1C
m_nBody: 0xA20
m_nHitboxSet: 0x9FC
m_flModelScale: 0x2748
m_flPoseParameter: 0x2774
m_flPlaybackRate: 0xA18
m_flEncodedController: 0xA54
m_bClientSideAnimation: 0x289C
m_bClientSideFrameReset: 0x26C0
m_bClientSideRagdoll: 0x279
m_nNewSequenceParity: 0xA44
m_nResetEventsParity: 0xA48
m_nMuzzleFlashParity: 0xA64
m_hLightingOrigin: 0x2944
serveranimdata: 0x00
m_flFrozen: 0x26F8
m_ScaleType: 0x274C
m_bSuppressAnimSounds: 0x294A
m_nHighlightColorR: 0xA38
m_nHighlightColorG: 0xA3C
m_nHighlightColorB: 0xA40
m_lifeState: 0x25F
m_bPerformAvoidance: 0x2F24
m_bIsMoving: 0x2F25
m_bFadeCorpse: 0x2F26
m_iDeathPose: 0x2F14
m_iDeathFrame: 0x2F18
m_iSpeedModRadius: 0x2F1C
m_iSpeedModSpeed: 0x2F20
m_bSpeedModActive: 0x2F27
m_bImportanRagdoll: 0x2F28
m_flTimePingEffect: 0x2F10
m_nBeamType: 0x9F4
m_nBeamFlags: 0x9F8
m_nNumBeamEnts: 0x9E8
m_hAttachEntity: 0x9FC
m_nAttachIndex: 0xA24
m_nHaloIndex: 0x9F0
m_fHaloScale: 0xA58
m_fWidth: 0xA4C
m_fEndWidth: 0xA50
m_fFadeLength: 0xA54
m_fAmplitude: 0xA5C
m_fStartFrame: 0xA60
m_fSpeed: 0xA64
m_flFrameRate: 0x9D8
m_flHDRColorScale: 0x9DC
m_clrRender: 0x70
m_nRenderFX: 0x25A
m_nRenderMode: 0x25B
m_flFrame: 0xA68
m_nClipStyle: 0xA6C
m_vecEndPos: 0xA70
m_nModelIndex: 0x258
m_vecOrigin: 0x138
moveparent: 0x148
m_nModelIndex: 0x258
m_hWeapon: 0x29C8
m_nSkin: 0xA1C
m_nBody: 0xA20
m_nSequence: 0x28BC
m_nViewModelIndex: 0x29C0
m_flPlaybackRate: 0xA18
m_fEffects: 0xF0
m_nAnimationParity: 0x29C4
m_hOwner: 0x29CC
m_nNewSequenceParity: 0xA44
m_nResetEventsParity: 0xA48
m_nMuzzleFlashParity: 0xA64
m_bShouldIgnoreOffsetAndAccuracy: 0x2990
m_flDamage: 0x2998
m_DmgRadius: 0x2984
m_bIsLive: 0x2981
m_hThrower: 0x29A0
m_vecVelocity: 0x114
m_fFlags: 0x104
LocalWeaponData: 0x00
LocalActiveWeaponData: 0x00
m_iViewModelIndex: 0x3220
m_iWorldModelIndex: 0x3224
m_iWorldDroppedModelIndex: 0x3228
m_iState: 0x3238
m_hOwner: 0x3210
m_iClip1: 0x3244
m_iClip2: 0x3248
m_iPrimaryReserveAmmoCount: 0x324C
m_iSecondaryReserveAmmoCount: 0x3250
m_hWeaponWorldModel: 0x3234
m_iNumEmptyAttacks: 0x3230
m_nModelIndex: 0x258
m_nBody: 0xA20
m_fEffects: 0xF0
moveparent: 0x148
m_hCombatWeaponParent: 0x29F0
m_iItemDefinitionIndex: 0x2FAA
m_flNextPrimaryAttack: 0x3218
m_aimPunchAngle: 0x302C
m_viewPunchAngle: 0x3020
m_nTickBase: 0x342C
m_flNextAttack: 0x2D70
m_vecVelocity[0]: 0x114
m_iEntityQuality: 0x2FAC
m_iItemIDHigh: 0x2FC0
m_iAccountID: 0x2FC8

Вроде как рабочие оффсеты можно фиксить свои пасты гаспода

Если ты реально потато то совет тебе не юзать hazedumper для дампа оффсетов а просто юзать oneshot SDK чистое или запачканное шонаксом не важно прикол в том что там авто обновление оффсетов и всё что надо будет фиксить это патерны и индексы хотя патыерны тоже вроде не надо
 
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Нахуя ты сюда пихнул hazedumper?
 
Ты умный дохуя? какие нахуй геймсенсе дамп оффсеты, они блять везде одинаковые, берешь в датабазе клиент панорамы или в хейздампере или сам пишешь нетвар дампер... nice shitpost
 
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