Нужны актуальные оффсеты, не могу найти
Origin = 0x582,
Knocked = 0x46e0,
Dead = 0x006c,
BoneArray = 0xF38,
#pragma once
#define ENTITY_SIZE_DEF 0x42E0 //biggest entity offset
//base offsets
#define OFFSET_ENTITYLIST 0x1974ad8 //cl_entitylist
#define OFFSET_LOCAL_ENT 0x1d243d8 //LocalPlayer
#define OFFSET_NAME_LIST 0xb9315d0 //NameList
#define OFFSET_THIRDPERSON 0x0195a6b0 + 0x6c //thirdperson_override + 0x6c
#define OFFSET_DISABLE_BLOOM 0x01d1ab60 //mat_disable_bloom
#define OFFSET_GLOBALVARS 0x1309840 //GlobalVars
#define OFFSET_INPUT 0x01d0d600 //.?AVCInput@@
//base player offsets
#define OFFSET_TEAM 0x0448 //m_iTeamNum
#define OFFSET_HEALTH 0x0438 //m_iHealth
#define OFFSET_SHIELD 0x0170 //m_shieldHealth
#define OFFSET_NAME 0x0589 //m_iName
#define OFFSET_SIGN_NAME 0x0580 //m_iSignifierName
#define OFFSET_ABS_VELOCITY 0x0140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1af4 //lastVisibleTime
#define OFFSET_ZOOMING 0x1c31 //m_bZooming
#define OFFSET_MAX_SHIELD OFFSET_SHIELD + 0x4 //m_shieldHealth + 0x4
#define OFFSET_IN_ATTACK 0x07430358 //in_attack
#define OFFSET_IN_JUMP 0x074303d0 //in_jump
#define OFFSET_IN_RELOAD 0x07430378 //in_reload
#define OFFSET_ORIGIN 0x014c //m_vecAbsOrigin, m_localOrigin 0x0158, not tested
#define OFFSET_BONES 0x0f38 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x2480 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_AMMO_IN_CLIP 0x16c4 //m_ammoInClip
#define OFFSET_CAMERAPOS 0x1f20 //camera_origin
#define OFFSET_VIEWANGLES 0x257c - 0x14 //m_ammoPoolCapacity - 0x14
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x3494 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x34a0 //m_hObserverTarget
#define OFFSET_SKIN_ID 0x0eac //m_skinMod
#define OFFSET_SKIN 0x0ea8 //m_nSkin
#define OFFSET_MATRIX 0x10e8d0 //ViewMatrix
#define OFFSET_VIEWRENDER 0x7431238 //ViewRender
#define OFFSET_ITEM_GLOW 0x02c0 //m_highlightFunctionBits
#define OFFSET_CURRENT_WEAPON 0x1a8c //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1f18 //m_flProjectileSpeed
#define OFFSET_BULLET_GRAVITY OFFSET_BULLET_SPEED + 0x8 //m_flProjectileScale
#define OFFSET_ZOOM_FOV 0x1708 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_LIFE_STATE 0x0798 //m_lifeState, if > 0 => dead
#define OFFSET_BLEED_OUT_STATE 0x2708 //m_bleedoutState, if > 0 => knocked
#define OFFSET_ABS_VELOCITY 0x0140 //m_vecAbsVelocity
//"Highlight: function parameter id should"
#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 disabled
#define GLOW_TYPE 0x2c4 //Script_Highlight_GetState + 4 / m_highlightFunctionBits + 4?
#define GLOW_VISIBLE_TYPE 0x3D0 //Script_Highlight_SetVisibilityType 5th mov
#define GLOW_COLOR_R 0x1D0 //Script_CopyHighlightState mov tcx n?7 / m_highlightParams + 24 (0x18)
#define GLOW_COLOR_G 0x1D4 //Script_CopyHighlightState mov tcx n?7 / m_highlightParams + 24 (0x18)
#define GLOW_COLOR_B 0x1D8 //Script_CopyHighlightState mov tcx n?7 / m_highlightParams + 24 (0x18)
#define GLOW_DISTANCE 0x3B4 //Script_Highlight_SetFarFadeDist / m_highlightServerFadeEndTimes + 52(0x34)
#define OFFSET_HELMET_TYPE 0x4590 //m_helmetType
#define OFFSET_ARMOR_TYPE 0x4594 //m_armorType