да, это мой psycho mode
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Автор темы
- #41
спустя почти 20часов поисков gameobjectmanager, я его так и не нашел, даже на uc(noad) не нашел темы, где объясняется где достать этот ссаный обжект менеджер
Upd. где его искать?
А где найти это смещение? Или как найти?UnityPlayer.dll + Смещение
#pragma once
#define oGameObjectManager 0x17C1F18
#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 0x2C// 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 0x18// 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 0x299C2B8// 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 0x658 //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 0x19CED0 // public Vector3 eulerAngles запрос Get
какая ошибка? сигнатуру хука дискорда обновил?А где найти это смещение? Или как найти?
Upd. Обновил GOM и Basenetworkable, и все равно ничего не работает
Вот так сейчас выглядят оффсеты
Код:#pragma once #define oGameObjectManager 0x17C1F18 #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 0x2C// 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 0x18// 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 0x299C2B8// 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 0x658 //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 0x19CED0 // public Vector3 eulerAngles запрос Get
Так он же вроде умер, нет? А так - неткакая ошибка? сигнатуру хука дискорда обновил?
У меня чит инжектится, но функции не работаюткакая ошибка?
Просто объясни где мне найти GOM(osexual)?Кинь мне свой дс я тебе всё обясню
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