Гайд Cs2 Structs, Offsets sigs etc

48 89 5C 24 ? 48 89 4C 24 ? 55 57

если че там вроде бы помимо этого ещё структуры надо обновить

так не менялась же
48 89 4C 24 ? 55 53 56 57 41 54 41 55 41 56 41 57 B8 ? ? ? ? E8 ? ? ? ? 48 2B E0 48 8D 6C 24 ? 48 8B 81
прошу с этими помоги они невалидные

fnCacheParticleEffect = reinterpret_cast<decltype(fnCacheParticleEffect)>(Memory::FindPattern(CLIENT_DLL, X("4C 8B DC 53 48 83 EC ? 48 8B 84 24")));
fnCreateParticleEffect = reinterpret_cast<decltype(fnCreateParticleEffect)>(Memory::FindPattern(CLIENT_DLL, X("48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC ? F3 0F 10 1D ? ? ? ? 41 8B F8 8B DA 4C 8D 05")));
fnUnknownParticleFunction = reinterpret_cast<decltype(fnUnknownParticleFunction)>(Memory::FindPattern(CLIENT_DLL, X("48 89 74 24 ? 57 48 83 EC ? 4C 8B D9 49 8B F9 33 C9 41 8B F0 83 FA ? 0F 84")));
 
??0CUtlBuffer@@QEAA@HHW4BufferFlags_t@0@@Z
а я
plz update

fnLookupBone = reinterpret_cast<decltype(fnLookupBone)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 8B F8 85 C0 79 ? B8")), 0x1));

fnInterpolateShootPosition = reinterpret_cast<decltype(fnInterpolateShootPosition)>(Memory::FindPattern(CLIENT_DLL, X("48 89 5C 24 ? 48 89 6C 24 ? 56 41 54 41 55 41 56 41 57 48 81 EC ? ? ? ? 41 8B C0")));

fnGetEntityHandle = reinterpret_cast<decltype(fnGetEntityHandle)>(Memory::FindPattern(CLIENT_DLL, X("48 85 C9 74 ? 48 8B 41 ? 48 85 C0 74 ? 44 8B 40 ? BA ? ? ? ? 8B 48 ? 41 8B C0 83 E1")));

fnSetPlayerReady = reinterpret_cast<decltype(fnSetPlayerReady)>(Memory::FindPattern(CLIENT_DLL, X("40 53 48 83 EC ? 48 8B DA 48 8D 15 ? ? ? ? 48 8B CB FF 15 ? ? ? ? 85 C0 75 ? 8D 50 ? 33 C9")));

fnCacheParticleEffect = reinterpret_cast<decltype(fnCacheParticleEffect)>(Memory::FindPattern(CLIENT_DLL, X("4C 8B DC 53 48 83 EC ? 48 8B 84 24")));
 
Последнее редактирование:
а я
plz update

fnLookupBone = reinterpret_cast<decltype(fnLookupBone)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 8B F8 85 C0 79 ? B8")), 0x1));

fnInterpolateShootPosition = reinterpret_cast<decltype(fnInterpolateShootPosition)>(Memory::FindPattern(CLIENT_DLL, X("48 89 5C 24 ? 48 89 6C 24 ? 56 41 54 41 55 41 56 41 57 48 81 EC ? ? ? ? 41 8B C0")));

fnGetEntityHandle = reinterpret_cast<decltype(fnGetEntityHandle)>(Memory::FindPattern(CLIENT_DLL, X("48 85 C9 74 ? 48 8B 41 ? 48 85 C0 74 ? 44 8B 40 ? BA ? ? ? ? 8B 48 ? 41 8B C0 83 E1")));

fnSetPlayerReady = reinterpret_cast<decltype(fnSetPlayerReady)>(Memory::FindPattern(CLIENT_DLL, X("40 53 48 83 EC ? 48 8B DA 48 8D 15 ? ? ? ? 48 8B CB FF 15 ? ? ? ? 85 C0 75 ? 8D 50 ? 33 C9")));

fnCacheParticleEffect = reinterpret_cast<decltype(fnCacheParticleEffect)>(Memory::FindPattern(CLIENT_DLL, X("4C 8B DC 53 48 83 EC ? 48 8B 84 24")));
fnSetPlayerReady - 40 53 48 83 EC 20 48 8B DA 48 8D 15 ?? ?? ?? ?? 48 8B CB FF
fnGetEntityHandle - 48 85 C9 74 32 48 8B 49 10
fnCacheParticleEffect - 4C 8B DC 53 48 81 EC 90 00 00 00 F2
fnInterpolateShootPosition - 40 55 56 41 56 48 81 EC 20
 
Последнее редактирование:
fnSetPlayerReady - 40 53 48 83 EC 20 48 8B DA 48 8D 15 ?? ?? ?? ?? 48 8B CB FF
fnGetEntityHandle - 48 85 C9 74 32 48 8B 49 10
fnCacheParticleEffect - 4C 8B DC 53 48 81 EC 90 00 00 00 F2
fnInterpolateShootPosition - 40 55 56 41 56 48 81 EC 20
thx <3 + rep
fnLookupBone = reinterpret_cast<decltype(fnLookupBone)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 8B F8 85 C0 79 ? B8")), 0x1));
ток ошибку выдает, больше ничего
fnCAttributeStringInit = reinterpret_cast<decltype(fnCAttributeStringInit)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 48 8D 05 ? ? ? ? 48 89 7D 0F")), 0x1, 0x0));
 
Последнее редактирование:
thx <3 + rep
fnLookupBone = reinterpret_cast<decltype(fnLookupBone)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 8B F8 85 C0 79 ? B8")), 0x1));
ток ошибку выдает, больше ничего
fnCAttributeStringInit = reinterpret_cast<decltype(fnCAttributeStringInit)>(Memory::GetAbsoluteAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ? ? ? ? 48 8D 05 ? ? ? ? 48 89 7D 0F")), 0x1, 0x0));
fnCAttributeStringInit - E8 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 7D FF 48 89 45 17
 
Скрытое содержимое
dont have updated one and have not touched the render system stuff yet cant update my 1 either atm rip

anyone have the updated
interfaces.swap_chain = **reinterpret_cast<sdk::ISwapChainDx11***>(utils::solve_address(FIND_PATTERN("rendersystemdx11.dll", "48 89 2D ? ? ? ? 48 C7 05"), 0x3, 0x7));

and here new game rules sig
"48 89 1D ? ? ? ? FF 15 ? ? ? ? 84 C0"
 
dont have updated one and have not touched the render system stuff yet cant update my 1 either atm rip

anyone have the updated
interfaces.swap_chain = **reinterpret_cast<sdk::ISwapChainDx11***>(utils::solve_address(FIND_PATTERN("rendersystemdx11.dll", "48 89 2D ? ? ? ? 48 C7 05"), 0x3, 0x7));

and here new game rules sig
"48 89 1D ? ? ? ? FF 15 ? ? ? ? 84 C0"
give me new m_input and offsets

m_pInput = *reinterpret_cast<CCSGOInput**>(Memory::ResolveRelativeAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ?? ?? ?? ?? 48 8B 56 58 48 8B C8")), 0x2, 0x8));
bSuccess &= (m_pInput != nullptr);
 
give me new m_input and offsets

m_pInput = *reinterpret_cast<CCSGOInput**>(Memory::ResolveRelativeAddress(Memory::FindPattern(CLIENT_DLL, X("E8 ?? ?? ?? ?? 48 8B 56 58 48 8B C8")), 0x2, 0x8));
bSuccess &= (m_pInput != nullptr);

go first page pls check next time :), if its not most updated cant help as have not touched mine been busy
 
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