Вопрос Автообновление оффсетов

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21 Окт 2020
Сообщения
332
Реакции[?]
65
Поинты[?]
0
Код:
void InitOffsets(void)
{
    Offsets::m_bIsDefusing = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsDefusing");
    Offsets::m_bIsBroken = g_pNetVars->GetOffset("DT_BreakableSurface", "m_bIsBroken");
    Offsets::m_bIsScoped = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsScoped");
    Offsets::m_bGunGameImmunity = g_pNetVars->GetOffset("DT_CSPlayer", "m_bGunGameImmunity");
    Offsets::m_bHasHelmet = g_pNetVars->GetOffset("DT_CSPlayer", "m_bHasHelmet");
    Offsets::m_moveType = g_pNetVars->GetOffset("DT_CSPlayer", "m_nRenderMode") + 0x1;
    Offsets::m_fFlags = g_pNetVars->GetOffset("DT_CSPlayer", "m_fFlags");
    Offsets::m_lifeState = g_pNetVars->GetOffset("DT_CSPlayer", "m_lifeState");
    Offsets::m_hActiveWeapon = g_pNetVars->GetOffset("DT_BaseCombatCharacter", "m_hActiveWeapon");
    Offsets::m_hMyWeapons = g_pNetVars->GetOffset("DT_BasePlayer", "m_hMyWeapons");
    Offsets::m_hViewModel = g_pNetVars->GetOffset("DT_BasePlayer", "m_hViewModel");
    Offsets::m_iViewModelIndex = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iViewModelIndex");
    Offsets::m_hOwnerEntity = g_pNetVars->GetOffset("DT_CSPlayer", "m_hOwnerEntity");
    Offsets::m_ArmorValue = g_pNetVars->GetOffset("DT_CSPlayer", "m_ArmorValue");
    Offsets::m_CollisionGroup = g_pNetVars->GetOffset("DT_PlantedC4", "m_CollisionGroup");
    Offsets::m_iShotsFired = g_pNetVars->GetOffset("DT_CSPlayer", "m_iShotsFired");
    Offsets::m_iAccount = g_pNetVars->GetOffset("DT_CSPlayer", "m_iAccount");
    Offsets::m_iTeamNum = g_pNetVars->GetOffset("DT_CSPlayer", "m_iTeamNum");
    Offsets::m_iHealth = g_pNetVars->GetOffset("DT_CSPlayer", "m_iHealth");
    Offsets::m_nHitboxSet = g_pNetVars->GetOffset("DT_CSPlayer", "m_nHitboxSet");
    Offsets::m_angEyeAnglesX = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[0]");
    Offsets::m_angEyeAnglesY = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[1]");
    Offsets::m_nTickBase = g_pNetVars->GetOffset("DT_CSPlayer", "m_nTickBase");
    Offsets::m_viewPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_viewPunchAngle");
    Offsets::m_aimPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_aimPunchAngle");
    Offsets::m_flLowerBodyYawTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_flLowerBodyYawTarget");
    Offsets::m_hObserverTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_hObserverTarget");
    Offsets::m_iItemDefinitionIndex = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemDefinitionIndex");
    Offsets::m_nFallbackPaintKit = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackPaintKit");
    Offsets::m_nFallbackSeed = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackSeed");
    Offsets::m_OriginalOwnerXuidLow = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidLow");
    Offsets::m_OriginalOwnerXuidHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidHigh");
    Offsets::m_flFallbackWear = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_flFallbackWear");
    Offsets::m_iItemIDHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemIDHigh");
    Offsets::m_nFallbackStatTrak = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackStatTrak");
    Offsets::m_szCustomName = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_szCustomName");
    Offsets::m_iEntityQuality = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iEntityQuality");
    Offsets::m_iClip1 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip1");
    Offsets::m_iClip2 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip2");
    Offsets::m_iState = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iState");
    Offsets::m_flNextPrimaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextPrimaryAttack");
    Offsets::m_flNextSecondaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextSecondaryAttack");
    Offsets::m_hWeapon = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hWeapon");
    Offsets::m_nModelIndex = g_pNetVars->GetOffset("DT_BaseViewModel", "m_nModelIndex");
    Offsets::m_hOwner = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hOwner");
    Offsets::m_hWorldModel = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iWorldModelIndex");
    Offsets::m_nWriteableBones = g_pNetVars->GetOffset("DT_CSPlayer", "m_nForceBone") + 0x20;
    Offsets::m_dOcclusionArray = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0x1);
    Offsets::m_iDidCheckForOcclusion = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0xE);
    Offsets::InvalidateBoneCache = FindPatternIDA("client.dll", "80 3D ? ? ? ? 00 74 16 A1");
    Offsets::dwSpreadOffset = FindPattern("client.dll", (PBYTE)"\x8B\x80\x00\x00\x00\x00\xFF\xD0\x51\xD9\x1C\x24\x0F\xB6\xC3\x8B\x5D\xF8", "xx????xxxxxxxxxxxx", NULL, NULL);
    Offsets::g_InterpolationList = *(uintptr_t*)(FindPattern("client.dll", (PBYTE)"\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x0F\xB7\xD8", "x????x????xxx", NULL, NULL) + 0x1);
    Offsets::m_vecOrigin = g_pNetVars->GetOffset("DT_BaseEntity", "m_vecOrigin");
    Offsets::m_vecViewOffset = 0x104;
    Offsets::m_vecVelocity = 0x110;
    Offsets::ClantagOffset = FindPatternIDA("engine.dll", "53 56 57 8B DA 8B F9 FF 15");
}
будет работать чи как?
и куда вообщем это вставлять?
 
Участник
Статус
Оффлайн
Регистрация
26 Мар 2019
Сообщения
707
Реакции[?]
167
Поинты[?]
1K
Код:
void InitOffsets(void)
{
    Offsets::m_bIsDefusing = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsDefusing");
    Offsets::m_bIsBroken = g_pNetVars->GetOffset("DT_BreakableSurface", "m_bIsBroken");
    Offsets::m_bIsScoped = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsScoped");
    Offsets::m_bGunGameImmunity = g_pNetVars->GetOffset("DT_CSPlayer", "m_bGunGameImmunity");
    Offsets::m_bHasHelmet = g_pNetVars->GetOffset("DT_CSPlayer", "m_bHasHelmet");
    Offsets::m_moveType = g_pNetVars->GetOffset("DT_CSPlayer", "m_nRenderMode") + 0x1;
    Offsets::m_fFlags = g_pNetVars->GetOffset("DT_CSPlayer", "m_fFlags");
    Offsets::m_lifeState = g_pNetVars->GetOffset("DT_CSPlayer", "m_lifeState");
    Offsets::m_hActiveWeapon = g_pNetVars->GetOffset("DT_BaseCombatCharacter", "m_hActiveWeapon");
    Offsets::m_hMyWeapons = g_pNetVars->GetOffset("DT_BasePlayer", "m_hMyWeapons");
    Offsets::m_hViewModel = g_pNetVars->GetOffset("DT_BasePlayer", "m_hViewModel");
    Offsets::m_iViewModelIndex = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iViewModelIndex");
    Offsets::m_hOwnerEntity = g_pNetVars->GetOffset("DT_CSPlayer", "m_hOwnerEntity");
    Offsets::m_ArmorValue = g_pNetVars->GetOffset("DT_CSPlayer", "m_ArmorValue");
    Offsets::m_CollisionGroup = g_pNetVars->GetOffset("DT_PlantedC4", "m_CollisionGroup");
    Offsets::m_iShotsFired = g_pNetVars->GetOffset("DT_CSPlayer", "m_iShotsFired");
    Offsets::m_iAccount = g_pNetVars->GetOffset("DT_CSPlayer", "m_iAccount");
    Offsets::m_iTeamNum = g_pNetVars->GetOffset("DT_CSPlayer", "m_iTeamNum");
    Offsets::m_iHealth = g_pNetVars->GetOffset("DT_CSPlayer", "m_iHealth");
    Offsets::m_nHitboxSet = g_pNetVars->GetOffset("DT_CSPlayer", "m_nHitboxSet");
    Offsets::m_angEyeAnglesX = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[0]");
    Offsets::m_angEyeAnglesY = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[1]");
    Offsets::m_nTickBase = g_pNetVars->GetOffset("DT_CSPlayer", "m_nTickBase");
    Offsets::m_viewPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_viewPunchAngle");
    Offsets::m_aimPunchAngle = g_pNetVars->GetOffset("DT_CSPlayer", "m_aimPunchAngle");
    Offsets::m_flLowerBodyYawTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_flLowerBodyYawTarget");
    Offsets::m_hObserverTarget = g_pNetVars->GetOffset("DT_CSPlayer", "m_hObserverTarget");
    Offsets::m_iItemDefinitionIndex = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemDefinitionIndex");
    Offsets::m_nFallbackPaintKit = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackPaintKit");
    Offsets::m_nFallbackSeed = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackSeed");
    Offsets::m_OriginalOwnerXuidLow = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidLow");
    Offsets::m_OriginalOwnerXuidHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_OriginalOwnerXuidHigh");
    Offsets::m_flFallbackWear = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_flFallbackWear");
    Offsets::m_iItemIDHigh = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iItemIDHigh");
    Offsets::m_nFallbackStatTrak = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_nFallbackStatTrak");
    Offsets::m_szCustomName = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_szCustomName");
    Offsets::m_iEntityQuality = g_pNetVars->GetOffset("DT_BaseAttributableItem", "m_iEntityQuality");
    Offsets::m_iClip1 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip1");
    Offsets::m_iClip2 = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iClip2");
    Offsets::m_iState = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iState");
    Offsets::m_flNextPrimaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextPrimaryAttack");
    Offsets::m_flNextSecondaryAttack = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_flNextSecondaryAttack");
    Offsets::m_hWeapon = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hWeapon");
    Offsets::m_nModelIndex = g_pNetVars->GetOffset("DT_BaseViewModel", "m_nModelIndex");
    Offsets::m_hOwner = g_pNetVars->GetOffset("DT_BaseViewModel", "m_hOwner");
    Offsets::m_hWorldModel = g_pNetVars->GetOffset("DT_BaseCombatWeapon", "m_iWorldModelIndex");
    Offsets::m_nWriteableBones = g_pNetVars->GetOffset("DT_CSPlayer", "m_nForceBone") + 0x20;
    Offsets::m_dOcclusionArray = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0x1);
    Offsets::m_iDidCheckForOcclusion = *(uintptr_t*)(FindPatternIDA("client.dll", "A1 ? ? ? ? 83 EC 30 56 57 8B F9") + 0xE);
    Offsets::InvalidateBoneCache = FindPatternIDA("client.dll", "80 3D ? ? ? ? 00 74 16 A1");
    Offsets::dwSpreadOffset = FindPattern("client.dll", (PBYTE)"\x8B\x80\x00\x00\x00\x00\xFF\xD0\x51\xD9\x1C\x24\x0F\xB6\xC3\x8B\x5D\xF8", "xx????xxxxxxxxxxxx", NULL, NULL);
    Offsets::g_InterpolationList = *(uintptr_t*)(FindPattern("client.dll", (PBYTE)"\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x0F\xB7\xD8", "x????x????xxx", NULL, NULL) + 0x1);
    Offsets::m_vecOrigin = g_pNetVars->GetOffset("DT_BaseEntity", "m_vecOrigin");
    Offsets::m_vecViewOffset = 0x104;
    Offsets::m_vecVelocity = 0x110;
    Offsets::ClantagOffset = FindPatternIDA("engine.dll", "53 56 57 8B DA 8B F9 FF 15");
}
будет работать чи как?
и куда вообщем это вставлять?
Это не авто обнова :CoolCat:
 
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