Вопрос Ищу offest на Alkad Rust 2585

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кто не будь может скинуть offest на Alkad Rust 2585 буду благодарен!!!
 
offsets.h:
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#pragma once

namespace offsets {
    inline int basenetworkable_pointer = 0xBCA9B50;
    inline uint64_t camera_pointer = 0xBC94C10;
    inline uint64_t tod_sky_pointer = 0xBCA0618;
    inline uint64_t console_pointer = 0xBCCB550;
    inline uint64_t graphic_pointer = 0xBC93F28;


    namespace graphic
    {
        inline int fov = 0x148;
    }

    namespaceConsoleSystem
    {
        inline int static_fields = 0xB8;
        inline int wrapper_class = 0x78;
        inline int name = 0x30;
        inline int allowrunfromserver = 0x99; // 0x3A


    }

    namespaceBaseNetworkable
    {
        inline int static_fields = 0xB8;
        inline int wrapper_class = 0x10;
        inline int parent_static_fields = 0x10;
        inline int entity = 0x18;

    }
    namespaceBaseCamera
    {
        inline uint64_t static_fields = 0xB8;
        inline uint64_t wrapper_class = 0x30;
        inline uint64_t parent_static_fields = 0x10;
        inline int matrix = 0x30c;
        inline int position = 0x454;
    }

    namespace TodSky
    {
        // Chain omitted
        inline uint64_t static_fields = 0xB8;
        inline uint64_t wrapper_class = 0x08;
        inline uint64_t parent_static_fields = 0x10;
        inline uint64_tunk = 0x20;
        
        inline int TOD_CycleParameters = 0x40;
        inline int TOD_AtmosphereParameters = 0x50;
        inline int TOD_DayParameters = 0x58;
        inline int TOD_NightParameters = 0x60;
        inline int TOD_StarParameters = 0x78;
        inline int TOD_FogParameters = 0x90;
        inline int TOD_AmbientParameters = 0x98;

    }

    namespace BaseCombatEntity {
        inline int lifestate = 0x234;
        inline int model = 0xC8;
    };

    namespace BasePlayer {
        inline int playerFlags = 0x550;
        inline int clothingBlocksAiming = 0x614;
        inline int clothingMoveSpeedReduction = 0x618;
        inline int CameraMode = 0x368;
        inline int BaseMovement = 0x300;
        inline int ModelState = 0x5B8;
        inline int displayName_ = 0x558; // steam id 0x568
        inline int playerModel = 0x408;
        inline int clactiveitem = 0x458; //needs decryption
        inline int inventory = 0x590; // needs decryption
        inline int playerInput = 0x328;
        inline int eyes = 0x648; //needs decryption
        inline int Visible = 0x170; // encrypted needs to bruteforce or guess
        inline int Visible1 = 0x172; // encrypted needs to bruteforce or guess (BaseEntity Class not BasePlayer)


    }

    namespace BaseProjectile {
        inline int recoil = 0x340;
        inline int automatic = 0x2D8;
        inline int isBurstWeapon = 0x372;
        inline int internalBurstFireRateScale = 0x37C;

        inline int viewModel = 0x218; // not in il2cpp not updated
        inline int is_reloading = 0x3B8;
        inline int reloadDuration = 0x310;
        inline int primaryMagazine = 0x318;
        inline int sightAimConeScale = 0x3A8; // encrypted floats only ones that return 1 for both
        inline int hipAimConeScale = 0x3B0; // encrypted floats only ones that return 1 for both

        namespace viewModels {
            inline int baseviewModel = 0x28;
            namespace baseViewModel {
                inline int Animator = 0x98;

                inline int ViewmodelBob = 0xA8;
                inline int viewmodelSway = 0xE0;
                inline int viewmodelLower = 0xC0;

                namespaceViewmodelLower {
                    inline int lowerOnSprint = 0x20;
                    inline int lowerWhenCantAttack = 0x21;
                    inline int shouldLower = 0x28;
                }
                namespaceViewmodelSway {
                    inline int positionalSwaySpeed = 0x20;
                    inline int rotationSwayAmount = 0x2C;
                }
                namespace viewmodelBob {
                    inline int bobAmountRun = 0x28;
                    inline int bobAmountWalk = 0x28;
                    inline int bobSpeedRun = 0x24;
                    inline int bobSpeedWalk = 0x20;
                }
            }
        }
    }

    // %f237393b98bdd18d789504eb4a40a794a1c731eb :
    namespaceRecoilProperties {
        inline int new_recoil = 0x80;
        inline float recoilYawMin = 0x18;
        inline float recoilYawMax = 0x1C;
        inline float recoilPitchMin = 0x20;
        inline float recoilPitchMax = 0x24;
    }
    namespace PlayerEyes {
        inline int eye_offset = 0x4D8;
        inline int eye_rotation = 0x6C;
        inline int body_rotation = 0x50;
        inline int view_offset = 0x40;
    }
    namespaceItemContainer {
        inline int itemlist = 0x60;
    }
    namespace PlayerInventory {
        inline int belt = 0x38;
        inline int clothingbelt = 0x60;

    }
    namespace item {
        inline int item_definition = 0xA8;
        inline int item_uid = 0x28;
        inline int held_entity = 0x18; // Base Projectile
        inline int max_health = 0x70;
        inline int health = 0x48;
        inline int amount = 0xB0;

    }

    namespace BaseProjectileExploits
    {
        // Automatic
        inline bool automatic = 0x2D8;

        // Instant Eoka
        inline int FlintStrikeWeapon = 0x3F0;
        inline int DidShitTick = 0x400; // encrypted value

    }

    namespaceItemDefinition
    {
        int ItemDisplayName = 0x38;
        int ShortName = 0x28;
        int ItemDisplayEnglish = 0x18;

    }

    namespace PlayerModel {
        inline int BoneTransforms = 0x50;
        inline int position = 0x1D8;
        inline int SkinnedMultiMesh = 0x3C8;
        inline int SkinnedRenderersList = 0x58;
        inline int new_velocity = 0x1FC; // encrypted value
    }


};
 
вроде 2585

offsets:
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namespace offsets {
    namespace BaseNetworkable {
        inline uint64_t ClassAddr = 0xBC8BAF8; //BaseNetworkable.%#######_TypeInfo
        inline uint64_t BN1 = 0x8;
        inline uint64_t BN2 = 0x10;
        inline uint64_t BN3 = 0x20;
    }
 
    namespace BaseEntity {
        inline uint64_t model = 0xC8;
    }
 
    namespace BasePlayer {
        inline uint64_t _displayName = 0x268;
        inline uint64_t PlayerModel = 0x518;
        inline uint64_t PlayerFlags = 0x550;
        inline uint64_t HeldEntity = 0x310;
        inline uint64_t PlayerInventory = 0x19CDF60;//(get_)%######## PlayerInventory type
    }

    namespace HeldEntity {
        inline uint64_t FirstPersonArmRotation = 0x200;
    }
 
    namespace PlayerInventory {
        inline uint64_t ItemBeltContainer = 0x78;//3rd public %#####
        inline uint64_t ItemWearContainer = 0x58;//2nd public %#####
    }
 
    namespace ItemContainer {
        inline uint64_t ItemList = 0x60;//public List<%######>
    }

    namespace Item {
        inline uint64_t Info = 0xB0;//public ItemDefinition %#######
    }

    namespace ItemDefinition {
        inline uint64_t shortname = 0x28;
        inline uint64_t displayname = 0x38;
        inline uint64_t itemID = 0x20;
        inline uint64_t ItemIcon = 0x48;
    }
 
    namespace Model {
        inline uint64_t boneTransforms = 0x50;
        inline uint64_t headBone = 0x30;
    }
 
   
namespace PlayerModel {
    inline uint64_t bad_IsVisible = 0x24C; //internal bool %b07bdeb63b6fa9e29078000f81608a34c6065e8b;
    inline uint64_t IsSleeping = 0x270;//first bool
    inline uint64_t IsNpc = 0x2B4;
    inline uint64_t IsNpc2 = 0x30C;//private bool% befc9f00d69b15a898142f339853777c1f4fa2c0;
    inline uint64_t SkinnedMultiMesh = 0x288;
    inline uint64_t new_velocity = 0x1FC;//private Vector3 %#####
}

    namespace RecoilProperties {
        inline uint64_t newRecoilOverride = 0x80;
        inline uint64_t recoilPitchMax = 0x24;
        inline uint64_t recoilPitchMin = 0x20;
        inline uint64_t recoilYawMax = 0x1C;
        inline uint64_t recoilYawMin = 0x18;
    }

    namespace BaseProjectile {
        inline uint64_t primaryMagazine = 0x318;
        inline uint64_t recoil = 0x340;

        namespace Magazine {
            inline uint64_t definition = 0x10;
            inline uint64_t ammoType = 0x20;

            namespace Deffention {
                inline uint64_t ammoTypes = 0x4;
            }
        }
    }

    namespace TOD_Sky{
        inline uint64_t ClassAddr = 0xBC68128; //TOD_Sky.%#######_TypeInfo
        inline uint64_t TS = 0x38; // public static List<TOD_Sky>

        inline uint64_t Day = 0x58; //TOD_DayParameters
        namespace TOD_DayParameters {
            inline uint64_t SunColor = 0x10;
            inline uint64_t SkyColor = 0x28;
            inline uint64_t CloudColor = 0x30;
            inline uint64_t AmbientColor = 0x40;
        }
    }
}
 
Последнее редактирование:
Rust 2588
offsets.h:
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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;
    
    }

}
 

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Можешь дать ?Я бы мог тебе помочь, мне лень писать свою базу с нуля. А готовых нету.
Напиши мне в дискорд, возможно что-то сделаем в месте .
 
кто не будь может скинуть offest на Alkad Rust 2590 буду благодарен!!! ото что то не могу найти!!
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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