namespace offsets
{
constexpr auto BaseNetWorkable = 0xBDBD188;
constexpr auto il2cpp_gchandle_base = 0xC072DB0;
constexpr auto graphic_pointer = 0xBDBBDD0;
constexpr auto RunTimedAction = 0xD85F10;
constexpr auto prefabID = 0x30;
namespace base_player
{
constexpr auto lifestate = 0x234;
constexpr auto PlayerInventory = 0x288;
constexpr auto CurrentTeam = 0x430;
constexpr auto clActiveItem = 0x460;
constexpr auto model = 0xC8;
constexpr auto ModelState = 0x280;
constexpr auto playerFlags = 0x558;
constexpr auto _displayName = 0x440;
constexpr auto PlayerInput = 0x498;
constexpr auto PlayerEyes = 0x400;
constexpr auto baseMovement = 0x4E8;
constexpr auto PlayerModel = 0x260;
constexpr auto clothingBlocksAiming = 0x614;
constexpr auto lastSentick = 0x470; // %30b6e85618c28d1c4b1b86434819076125858551 : IDisposable,
}
namespace graphic
{
constexpr auto fov = 0x13C;
}
namespace base_entity
{
constexpr auto Health = 0x23C;
constexpr auto MaxHealth = 0x240;
constexpr auto TimerText = 0x370;
constexpr auto TimerText_MText = 0xD8;
}
namespace PlayerEyes {
inline int eye_offset = 0x4D8;
inline int eye_rotation = 0x6C;
inline int body_rotation = 0x50;
inline int view_offset = 0x40;
}
namespace Player_Input
{
constexpr auto bodyAngles = 0x44;
}
namespace Player_Eyes
{
constexpr auto BodyRotation = 0x50;
}
namespace model
{
constexpr auto boneTransforms = 0x50;
}
namespace player_model
{
constexpr auto newVelocity = 0x1FC;
constexpr auto visible = 0x23C;
}
namespace player_inventory
{
constexpr auto containerBelt = 0x58;
constexpr auto containerWearing = 0x60;
}
namespace FlintStrikeWeapon
{
constexpr auto successFraction = 0x3F0;
constexpr auto didshittick = 0x400;
}
namespaceAttackEntity
{
constexpr auto deployDelay = 0x230;
constexpr auto repeatDelay = 0x234;
constexpr auto animationDelay = 0x238;
}
namespace recoil
{
constexpr auto newRecoilOverride = 0x80;
namespaceRecoilProperties
{
constexpr auto recoilYawMin = 0x18;
constexpr auto recoilYawMax = 0x1C;
constexpr auto recoilPitchMin = 0x20;
constexpr auto recoilPitchMax = 0x24;
constexpr auto ADSSscale = 0x30;
}
}
namespaceBaseProjectile
{
constexpr auto isBurstWeapon = 0x372;
constexpr auto internalBurstFireRateScale = 0x37C;
constexpr auto automatic = 0x2D8;
constexpr auto recoil = 0x340;
constexpr auto reloadTime = 0x310;
constexpr auto is_reloading = 0x3B8;
constexpr auto aimCone = 0x350;
constexpr auto hipAimCone = 0x354;
constexpr auto primaryMagazine = 0x318;
constexpr auto aimconePenaltyPerShot = 0x358;
constexpr auto aimConePenaltyMax = 0x35C;
constexpr auto projectileVelocityScale = 0x2D4;
constexpr auto viewModel = 0x218;
}
namespace BaseViewModel {
constexpr auto sway = 0xC0;
constexpr auto lower = 0xD0;
constexpr auto bob = 0x98;
constexpr auto animator = 0xC8;
constexpr auto punch = 0x98;
}
namespace item
{
constexpr auto ItemlistWorld = 0x1A8; // class WorldItem : BaseEntity
constexpr auto ItemList = 0x38;
constexpr autoItems = 0x10;
constexpr auto heldEntity = 0x48;
constexpr auto info = 0xA0;
constexpr auto amount = 0x3C;
constexpr auto uid = 0x78;
}
namespaceItemDefinition
{
constexpr auto iconSprite = 0x48;
constexpr auto category = 0x50;
constexpr auto itemid = 0x20;
constexpr auto displayName = 0x38;
constexpr auto shortname = 0x28;
}
}