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Как пофиксить функции чита(Steep) под ласт апдейт2271

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22 Июл 2019
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В кепке. Не работает ни одна функция
Upd. как я понял, работает только crosshair
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Последнее редактирование:
Код:
Expand Collapse Copy
#pragma once

//#define oGameObjectManager 0x17a6ad8

#pragma region BasePlayer

#define oPlayerInput 0x4C8// public PlayerInput input;
#define oPlayerModel 0x20// public PlayerModel playerModel;
#define oPlayerFlags 0x5F8// public BasePlayer.PlayerFlags playerFlags;
#define oUserID 0x640// public ulong userID;
#define oDisplayName 0x650// protected string _displayName
#define oClientTickInterval 0x5C8// public float clientTickInterval;
#define oClActiveItem 0x570// private uint clActiveItem;
#define oInventory 0x608// public PlayerInventory inventory;
#define oMovement 0x4D0// public BaseMovement movement;


#pragma endregion


    //*** Projectile ***//

#define oThickness 0x4C// public float thickness;

    //*** TOD_Sky ***//

#define oInstances 0x0// private static List<TOD_Sky> instances;
#define oCycle 0x10// public TOD_CycleParameters Cycle;

    //*** TOD_CycleParameters ***//

#define OHour 0x10// public float Hour;

#pragma region PlayerWalkMovement

#define oGroundAngle 0xB4// private float groundAngle;
#define oGroundAngleNew 0xB8// private float groundAngleNew;
#define oGravityMultiplier 0x74// public float gravityMultiplier;
#define oFlying 0x13C// private bool flying;
#define oGravityMultiplierSwimming 0x78 // public float gravityMultiplierSwimming;


#pragma endregion

#pragma region ItemDefinition

#define oShortname 0x20// public string shortname;
#define odisplayname 0x28// public Translate.Phrase displayName;
#define oID 0x10// public int itemid;

#pragma endregion


        //*** Item ***//
#define oUID 0x28// public uint uid;
#define ItemDefinition 0x20// public ItemDefinition info;
#define oHeldEntity 0x98// private EntityRef heldEntity;

        //*** Player Model ***//

#define oSmoothVelocity 0x1FC// private Vector3 newVelocity
#define oVisible 0x248// internal bool visible;

        //*** BaseProjectile ***//

#define oPrimaryMagazine 0x2A0// public BaseProjectile.Magazine primaryMagazine;

        //*** BaseNetworkable ***//

#define oNetworkable 0x50// public Networkable net;

        //*** HeldEntity ***//

#define oPunches 0x148// protected List<HeldEntity.PunchEntry> _punches;

        //*** Networkable ***//

#define oNetworkId 0x10//public uint ID;

        //*** PlayerAttack ***//

#define oAttack 0x18// public Attack attack;

        //*** Attack ***//

#define oHitID 0x2C// public uint hitID;
#define oHitPartID 0x64// public uint hitPartID;
#define oHitBone 0x48// public uint hitBone;  ? //HitInfo
#define oHitMaterialID 0x68 // public uint hitMaterialID;
#define oPlayerAttack 0x18 // public PlayerAttack playerAttack;
#define oAttack 0x18 // public Attack attack;
#define oHitNormalWorld 0x6C // public Vector3 hitNormalWorld; ? //public class Attack : IDisposable, Pool.IPooled, IProto


        //*** BaseCombatEntity ***//

#define oLifeState 0x204// public BaseCombatEntity.LifeState lifestate;
#define oHealth 0x20C// private float _health;

    //*** PlayerInput ***//

#define oKeyFocus 0x94// private bool hasKeyFocus;
#define oBodyAngles 0x3C// private Vector3 bodyAngles;


                //***  ***//

#define oStancePenalty 0x304 //private float stancePenalty;
#define oAimconePenalty 0x308 //private float aimconePenalty;
#define oAimCone 0x2D0 //public float aimCone;
#define oHipAimCone 0x2D4 //public float hipAimCone;
#define oAimconePenaltyPerShot 0x2D8 //public float aimconePenaltyPerShot;

#define oRecoil 0x2C0 // public RecoilProperties recoil;
#define oRecoilYawMin 0x18 // public float recoilYawMin;
#define oRecoilYawMax 0x1C // public float recoilYawMax;
#define oRecoilPitchMin 0x20 // public float recoilPitchMin;
#define oRecoilPitchMax 0x24  // public float recoilPitchMax;
#define oADSScale 0x30 // public float ADSScale;
#define oMovementPenalty 0x34 // public float movementPenalty;
#define oAutomatic 0x270 // public bool automatic;
#define oSuccessFraction 0x340 // public float successFraction;
#define oAttackReady 0x340 // protected bool attackReady;
#define oArrowBack 0x344 // private float arrowBack;
#define oHornOrigin 0x1C8 // public GameObject hornOrigin;
#define oAttackRadius 0x27C //public float attackRadius;
#define oBlockSprintOnAttack 0x281 //public bool blockSprintOnAttack;
#define oNewVelocity 0x1FC // private Vector3 newVelocity;
#define oLastSentTickTime 0x5CC // private float lastSentTickTime;
#define oClientTeam 0x540 // public PlayerTeam clientTeam
#define oRecoilAngles 0x64 // public Vector3 recoilAngles;
#define oInventory 0x608// public PlayerInventory inventory;
#define oFrozen 0x4B0 // public bool Frozen;
#define oClothingWaterSpeedBonus 0x6B8 // public float clothingWaterSpeedBonus;
#define oClothingAccuracyBonus 0x6BC // public float clothingAccuracyBonus;
#define oClothingBlocksAiming 0x6B0 // public bool clothingBlocksAiming;
#define oClothingMoveSpeedReduction 0x6B4 // public float clothingMoveSpeedReduction;

#define oSetFlying 0x17C97F0 //public void set_flying(bool value) { }
#define oSendProjectileAttack 0x2A4910 //     public void SendProjectileAttack(PlayerProjectileAttack attack) { }

#define oCanAttack 0x28D270 // public bool CanAttack()
#define oCreateProjectile 0x27ECA0 // private Projectile CreateProjectile(string prefabPath, Vector3 pos, Vector3 forward, Vector3 velocity) { }
#define oBlockSprint 0x28C5E0 // public virtual void BlockSprint(float duration = 0,2) { }
#define oGetSpeed 0x296E30 //     public float GetSpeed(float running, float ducking) { }
#define oGetIndexedSpreadScalar 0x3C9CD0 // public float GetIndexedSpreadScalar(int shotIndex, int maxShots) { }
#define oAntiAim 0x2A4250 //internal void SendClientTick() { }
#define oFakeCard 0x3D5E60 //public int get_accessLevel() { }
#define oEulerAngles 0x1A9EAD0 // public Vector3 eulerAngles запрос Get
на счет какие обновил - уже не помню, но это то, что стоит у меня сейчас
 
Код:
Expand Collapse Copy
#pragma once

//#define oGameObjectManager 0x17a6ad8

#pragma region BasePlayer

#define oPlayerInput 0x4C8// public PlayerInput input;
#define oPlayerModel 0x20// public PlayerModel playerModel;
#define oPlayerFlags 0x5F8// public BasePlayer.PlayerFlags playerFlags;
#define oUserID 0x640// public ulong userID;
#define oDisplayName 0x650// protected string _displayName
#define oClientTickInterval 0x5C8// public float clientTickInterval;
#define oClActiveItem 0x570// private uint clActiveItem;
#define oInventory 0x608// public PlayerInventory inventory;
#define oMovement 0x4D0// public BaseMovement movement;


#pragma endregion


    //*** Projectile ***//

#define oThickness 0x4C// public float thickness;

    //*** TOD_Sky ***//

#define oInstances 0x0// private static List<TOD_Sky> instances;
#define oCycle 0x10// public TOD_CycleParameters Cycle;

    //*** TOD_CycleParameters ***//

#define OHour 0x10// public float Hour;

#pragma region PlayerWalkMovement

#define oGroundAngle 0xB4// private float groundAngle;
#define oGroundAngleNew 0xB8// private float groundAngleNew;
#define oGravityMultiplier 0x74// public float gravityMultiplier;
#define oFlying 0x13C// private bool flying;
#define oGravityMultiplierSwimming 0x78 // public float gravityMultiplierSwimming;


#pragma endregion

#pragma region ItemDefinition

#define oShortname 0x20// public string shortname;
#define odisplayname 0x28// public Translate.Phrase displayName;
#define oID 0x10// public int itemid;

#pragma endregion


        //*** Item ***//
#define oUID 0x28// public uint uid;
#define ItemDefinition 0x20// public ItemDefinition info;
#define oHeldEntity 0x98// private EntityRef heldEntity;

        //*** Player Model ***//

#define oSmoothVelocity 0x1FC// private Vector3 newVelocity
#define oVisible 0x248// internal bool visible;

        //*** BaseProjectile ***//

#define oPrimaryMagazine 0x2A0// public BaseProjectile.Magazine primaryMagazine;

        //*** BaseNetworkable ***//

#define oNetworkable 0x50// public Networkable net;

        //*** HeldEntity ***//

#define oPunches 0x148// protected List<HeldEntity.PunchEntry> _punches;

        //*** Networkable ***//

#define oNetworkId 0x10//public uint ID;

        //*** PlayerAttack ***//

#define oAttack 0x18// public Attack attack;

        //*** Attack ***//

#define oHitID 0x2C// public uint hitID;
#define oHitPartID 0x64// public uint hitPartID;
#define oHitBone 0x48// public uint hitBone;  ? //HitInfo
#define oHitMaterialID 0x68 // public uint hitMaterialID;
#define oPlayerAttack 0x18 // public PlayerAttack playerAttack;
#define oAttack 0x18 // public Attack attack;
#define oHitNormalWorld 0x6C // public Vector3 hitNormalWorld; ? //public class Attack : IDisposable, Pool.IPooled, IProto


        //*** BaseCombatEntity ***//

#define oLifeState 0x204// public BaseCombatEntity.LifeState lifestate;
#define oHealth 0x20C// private float _health;

    //*** PlayerInput ***//

#define oKeyFocus 0x94// private bool hasKeyFocus;
#define oBodyAngles 0x3C// private Vector3 bodyAngles;


                //***  ***//

#define oStancePenalty 0x304 //private float stancePenalty;
#define oAimconePenalty 0x308 //private float aimconePenalty;
#define oAimCone 0x2D0 //public float aimCone;
#define oHipAimCone 0x2D4 //public float hipAimCone;
#define oAimconePenaltyPerShot 0x2D8 //public float aimconePenaltyPerShot;

#define oRecoil 0x2C0 // public RecoilProperties recoil;
#define oRecoilYawMin 0x18 // public float recoilYawMin;
#define oRecoilYawMax 0x1C // public float recoilYawMax;
#define oRecoilPitchMin 0x20 // public float recoilPitchMin;
#define oRecoilPitchMax 0x24  // public float recoilPitchMax;
#define oADSScale 0x30 // public float ADSScale;
#define oMovementPenalty 0x34 // public float movementPenalty;
#define oAutomatic 0x270 // public bool automatic;
#define oSuccessFraction 0x340 // public float successFraction;
#define oAttackReady 0x340 // protected bool attackReady;
#define oArrowBack 0x344 // private float arrowBack;
#define oHornOrigin 0x1C8 // public GameObject hornOrigin;
#define oAttackRadius 0x27C //public float attackRadius;
#define oBlockSprintOnAttack 0x281 //public bool blockSprintOnAttack;
#define oNewVelocity 0x1FC // private Vector3 newVelocity;
#define oLastSentTickTime 0x5CC // private float lastSentTickTime;
#define oClientTeam 0x540 // public PlayerTeam clientTeam
#define oRecoilAngles 0x64 // public Vector3 recoilAngles;
#define oInventory 0x608// public PlayerInventory inventory;
#define oFrozen 0x4B0 // public bool Frozen;
#define oClothingWaterSpeedBonus 0x6B8 // public float clothingWaterSpeedBonus;
#define oClothingAccuracyBonus 0x6BC // public float clothingAccuracyBonus;
#define oClothingBlocksAiming 0x6B0 // public bool clothingBlocksAiming;
#define oClothingMoveSpeedReduction 0x6B4 // public float clothingMoveSpeedReduction;

#define oSetFlying 0x17C97F0 //public void set_flying(bool value) { }
#define oSendProjectileAttack 0x2A4910 //     public void SendProjectileAttack(PlayerProjectileAttack attack) { }

#define oCanAttack 0x28D270 // public bool CanAttack()
#define oCreateProjectile 0x27ECA0 // private Projectile CreateProjectile(string prefabPath, Vector3 pos, Vector3 forward, Vector3 velocity) { }
#define oBlockSprint 0x28C5E0 // public virtual void BlockSprint(float duration = 0,2) { }
#define oGetSpeed 0x296E30 //     public float GetSpeed(float running, float ducking) { }
#define oGetIndexedSpreadScalar 0x3C9CD0 // public float GetIndexedSpreadScalar(int shotIndex, int maxShots) { }
#define oAntiAim 0x2A4250 //internal void SendClientTick() { }
#define oFakeCard 0x3D5E60 //public int get_accessLevel() { }
#define oEulerAngles 0x1A9EAD0 // public Vector3 eulerAngles запрос Get
на счет какие обновил - уже не помню, но это то, что стоит у меня сейчас
ХЫВАХВЫХЫВА хайпово обновил оффсеты ставлю класс!!!!!!!!!!!!!!!!!!!!!!!!!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
так я тут где-то тред видел, какой-то челик сказал, что нужен дамп раста, и из этого дампа нужно вытаскивать оффсеты
Ну да. Но нужен не только dump, но и script.
(Что найдено в скрипте, нужно перевести в HEX. В помощь калькулятор в режиме програмиста)
Удачных поисков.
 

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