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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Я пащу экстернал чит для обучения, сделал свою менюшку, добавил пару функций, и хочу перенести чит с 266 девблога на 240 к примеру, не получается это сделать, сдампил оффсеты il2cppdumperом, сдампил их в один файл дампером оффсетов и переписал оффсеты в сурсе чита, в файле Offsets.hpp, функции софта не работают, выглядит файл примерно так, что мне сделать чтобы работал на 240 деве, и не надо мне писать что я пастер, я просто хочу понять как мне переводить чит на другие девы
Offsets.hpp:
#pragma once
#include <Windows.h>
#define STATIC_OFFSET static constexpr unsigned long long
namespace Offset
{
STATIC_OFFSET BuildingBlock = 0x2ECBCE0;// "Signature": "BuildingBlock_c*"
STATIC_OFFSET BaseNetworkable_c = 0x2EC5D00;// "Signature": "BaseNetworkable_c*"
STATIC_OFFSET System_Collections_Generic_List_BaseGameMode_ = 0x2F02800;// "Signature": "System_Collections_Generic_List_BaseGameMode__c*"
STATIC_OFFSET MapMarker = 0x2EDBFC8;// "Signature": "SleepingBagClusterMapMarker_c*"
STATIC_OFFSET MainCamera = 0x2F23AA0;// "Signature": "MainCamera_c*"
STATIC_OFFSET TOD_Sky_c = 0x2EEAF50;// "Signature": "TOD_Sky_c*"
STATIC_OFFSET LocalPlayer = 0x2F212E8;// "Signature": "LocalPlayer_c*"
STATIC_OFFSET OcclusionCulling = 0x2F34020;// "Signature": "OcclusionCulling_c*"
STATIC_OFFSET OutlineManager_c = 0x2F3FF58;// "Signature": "OutlineManager_c*"
STATIC_OFFSET EffectNetwork = 0x2EEDAB8;// "Signature": "EffectNetwork_c*"
STATIC_OFFSET LaserBeam = 0x2F1C7E8;// "Signature": "LaserBeam_c*"
STATIC_OFFSET LaserLight = 0x2F1C8B0;// "Signature": "LaserLight_c*"
STATIC_OFFSET BradleyAPC = 0x2ECAB00;// "Signature": "BradleyAPC_c*"
STATIC_OFFSET ConVar_Admin_c = 0x2F43650;// "Signature": "ConVar_Admin_c*"
STATIC_OFFSET ConVar_Graphics = 0x2EFB888;// "Signature": "ConVar_Graphics_c*"
STATIC_OFFSET ConVar_Culling = 0x2EDCFC0;// "Signature": "ConVar_Culling_c*"
STATIC_OFFSET ConVar_Debugging = 0x2EE4DF8;// "Signature": "ConVar_Debugging_c*"
STATIC_OFFSET UIInventory = 0x2EF7578;// "Signature": "UIInventory_c*"
STATIC_OFFSET Buttons = 0x2ECC598;// "Signature": "Buttons_c*"
STATIC_OFFSET Network_Net = 0x2F30270;// "Signature": "Network_Net_c*"
STATIC_OFFSET ConsoleSystem_Index = 0x2F1C508;// "Signature": "ConsoleSystem_Index_c*"
STATIC_OFFSET set_flying = 0x1C34800;
STATIC_OFFSET BuildAttackMessage = 0x787100;
namespace BaseNetworkable
{
STATIC_OFFSET JustCreated__BackingField = 0x18; //bool
STATIC_OFFSET entityDestroy = 0x20; //DeferredAction
STATIC_OFFSET prefabID = 0x28; //uint
STATIC_OFFSET globalBroadcast = 0x2C; //bool
STATIC_OFFSET net = 0x30; //Networkable
STATIC_OFFSET IsDestroyed__BackingField = 0x38; //bool
STATIC_OFFSET _prefabName = 0x40; //string
STATIC_OFFSET _prefabNameWithoutExtension = 0x48; //string
STATIC_OFFSET postNetworkUpdateComponents = 0x50; //List<Component>
STATIC_OFFSET parentEntity = 0x58; //EntityRef
STATIC_OFFSET canTriggerParent = 0x70; //bool
}
namespace BaseEntity
{
STATIC_OFFSET ragdoll = 0x78; //Ragdoll
STATIC_OFFSET positionLerp = 0x80; //PositionLerp
STATIC_OFFSET menuOptions = 0x88; //List<Option>
STATIC_OFFSET bounds = 0x90; //Bounds
STATIC_OFFSET impactEffect = 0xA8; //GameObjectRef
STATIC_OFFSET enableSaving = 0xB0; //bool
STATIC_OFFSET syncPosition = 0xB1; //bool
STATIC_OFFSET model = 0xB8; //Model
STATIC_OFFSET flags = 0xC0; //BaseEntity.Flags
STATIC_OFFSET parentBone = 0xC4; //uint
STATIC_OFFSET skinID = 0xC8; //ulong
STATIC_OFFSET _components = 0xD0; //EntityComponentBase[]
STATIC_OFFSET HasBrain = 0xD8; //bool
STATIC_OFFSET _name = 0xE0; //string
STATIC_OFFSET OwnerID__BackingField = 0xE8; //ulong
STATIC_OFFSET broadcastProtocol = 0xF0; //uint
STATIC_OFFSET links = 0xF8; //List<EntityLink>
STATIC_OFFSET linkedToNeighbours = 0x100; //bool
STATIC_OFFSET _pendingFileRequests = 0x108; //List<BaseEntity.PendingFileRequest>
STATIC_OFFSET updateParentingAction = 0x110; //Action
STATIC_OFFSET addedToParentEntity = 0x118; //BaseEntity
STATIC_OFFSET itemSkin = 0x120; //ItemSkin
STATIC_OFFSET entitySlots = 0x128; //EntityRef[]
STATIC_OFFSET triggers = 0x130; //List<TriggerBase>
STATIC_OFFSET isVisible = 0x138; //bool
STATIC_OFFSET isAnimatorVisible = 0x139; //bool
STATIC_OFFSET isShadowVisible = 0x13A; //bool
STATIC_OFFSET localOccludee = 0x140; //OccludeeSphere
STATIC_OFFSET Weight__BackingField = 0x160; //float
}
namespace BaseCombatEntity
{
STATIC_OFFSET skeletonProperties = 0x1C0; //SkeletonProperties
STATIC_OFFSET baseProtection = 0x1C8; //ProtectionProperties
STATIC_OFFSET startHealth = 0x1D0; //float
STATIC_OFFSET pickup = 0x1D8; //BaseCombatEntity.Pickup
STATIC_OFFSET repair = 0x1F8; //BaseCombatEntity.Repair
STATIC_OFFSET ShowHealthInfo = 0x220; //bool
STATIC_OFFSET lifestate = 0x224; //BaseCombatEntity.LifeState
STATIC_OFFSET sendsHitNotification = 0x228; //bool
STATIC_OFFSET sendsMeleeHitNotification = 0x229; //bool
STATIC_OFFSET markAttackerHostile = 0x22A; //bool
STATIC_OFFSET _health = 0x22C; //float
STATIC_OFFSET _maxHealth = 0x230; //float
STATIC_OFFSET faction = 0x234; //BaseCombatEntity.Faction
STATIC_OFFSET deathTime = 0x238; //float
STATIC_OFFSET lastNotifyFrame = 0x23C; //int
}
namespace BasePlayer
{
STATIC_OFFSET playerModel = 0x4A8; //PlayerModel
STATIC_OFFSET Frozen = 0x4B0; //bool
STATIC_OFFSET voiceRecorder = 0x4B8; //PlayerVoiceRecorder
STATIC_OFFSET voiceSpeaker = 0x4C0; //PlayerVoiceSpeaker
STATIC_OFFSET input = 0x4C8; //PlayerInput
STATIC_OFFSET movement = 0x4D0; //BaseMovement
STATIC_OFFSET collision = 0x4D8; //BaseCollision
STATIC_OFFSET _lookingAt = 0x4E0; //GameObject
STATIC_OFFSET _lookingAtEntity = 0x4E8; //BaseEntity
STATIC_OFFSET _lookingAtCollider = 0x4F0; //Collider
STATIC_OFFSET lookingAtPoint__BackingField = 0x4F8; //Vector3
STATIC_OFFSET wakeTime = 0x504; //float
STATIC_OFFSET needsClothesRebuild = 0x508; //bool
STATIC_OFFSET wasSleeping = 0x509; //bool
STATIC_OFFSET wokeUpBefore = 0x50A; //bool
STATIC_OFFSET wasDead = 0x50B; //bool
STATIC_OFFSET lastClothesHash = 0x50C; //uint
STATIC_OFFSET lastOpenSoundPlay = 0x510; //TimeSince
STATIC_OFFSET currentViewMode = 0x514; //BasePlayer.CameraMode
STATIC_OFFSET selectedViewMode = 0x518; //BasePlayer.CameraMode
STATIC_OFFSET lastRevivePoint = 0x51C; //Vector3
STATIC_OFFSET lastReviveDirection = 0x528; //Vector3
STATIC_OFFSET IsWearingDiveGoggles__BackingField = 0x534; //bool
STATIC_OFFSET GestureViewModel = 0x538; //ViewModel
STATIC_OFFSET timeSinceUpdatedLookingAt = 0x540; //RealTimeSince
STATIC_OFFSET nextTopologyTestTime = 0x544; //float
STATIC_OFFSET usePressTime = 0x548; //float
STATIC_OFFSET useHeldTime = 0x54C; //float
STATIC_OFFSET lookingAtTest = 0x550; //HitTest
STATIC_OFFSET cachedWaterDrinkingPoint = 0x558; //Vector3
STATIC_OFFSET gestureList = 0x568; //GestureCollection
STATIC_OFFSET gestureFinishedTime = 0x570; //TimeUntil
STATIC_OFFSET blockHeldInputTimer = 0x574; //TimeSince
STATIC_OFFSET currentGesture = 0x578; //GestureConfig
STATIC_OFFSET disabledHeldEntity = 0x580; //HeldEntity
STATIC_OFFSET nextGestureMenuOpenTime = 0x588; //float
STATIC_OFFSET lastGestureCancel = 0x58C; //TimeSince
STATIC_OFFSET client_lastHelloTime = 0x590; //float
STATIC_OFFSET currentTeam = 0x598; //ulong
STATIC_OFFSET clientTeam = 0x5A0; //PlayerTeam
STATIC_OFFSET lastReceivedTeamTime = 0x5A8; //float
STATIC_OFFSET lastPresenceTeamId = 0x5B0; //ulong
STATIC_OFFSET lastPresenceTeamSize = 0x5B8; //int
STATIC_OFFSET playerGroupKey = 0x5C0; //string
STATIC_OFFSET playerGroupSizeKey = 0x5C8; //string
STATIC_OFFSET clActiveItem = 0x5D0; //uint
STATIC_OFFSET ClientCurrentMapNote = 0x5D8; //MapNote
STATIC_OFFSET ClientCurrentDeathNote = 0x5E0; //MapNote
STATIC_OFFSET missions = 0x5E8; //List<BaseMission.MissionInstance>
STATIC_OFFSET _activeMission = 0x5F0; //int
STATIC_OFFSET modelState = 0x5F8; //ModelState
STATIC_OFFSET mounted = 0x600; //EntityRef
STATIC_OFFSET nextSeatSwapTime = 0x610; //float
STATIC_OFFSET PetEntity = 0x618; //BaseEntity
STATIC_OFFSET lastPetCommandIssuedTime = 0x620; //float
STATIC_OFFSET PetPrefabID = 0x624; //uint
STATIC_OFFSET PetID = 0x628; //uint
STATIC_OFFSET cachedBuildingPrivilegeTime = 0x62C; //float
STATIC_OFFSET cachedBuildingPrivilege = 0x630; //BuildingPrivlidge
STATIC_OFFSET maxProjectileID = 0x638; //int
STATIC_OFFSET lastUpdateTime = 0x63C; //float
STATIC_OFFSET cachedThreatLevel = 0x640; //float
STATIC_OFFSET serverTickRate = 0x644; //int
STATIC_OFFSET clientTickRate = 0x648; //int
STATIC_OFFSET serverTickInterval = 0x64C; //float
STATIC_OFFSET clientTickInterval = 0x650; //float
STATIC_OFFSET lastSentTickTime = 0x654; //float
STATIC_OFFSET lastTickStopwatch = 0x658; //Stopwatch
STATIC_OFFSET lastSentTick = 0x660; //PlayerTick
STATIC_OFFSET nextVisThink = 0x668; //float
STATIC_OFFSET lastTimeSeen = 0x66C; //float
STATIC_OFFSET debugPrevVisible = 0x670; //bool
STATIC_OFFSET fallDamageEffect = 0x678; //GameObjectRef
STATIC_OFFSET drownEffect = 0x680; //GameObjectRef
STATIC_OFFSET playerFlags = 0x688; //BasePlayer.PlayerFlags
STATIC_OFFSET eyes = 0x690; //PlayerEyes
STATIC_OFFSET inventory = 0x698; //PlayerInventory
STATIC_OFFSET blueprints = 0x6A0; //PlayerBlueprints
STATIC_OFFSET metabolism = 0x6A8; //PlayerMetabolism
STATIC_OFFSET modifiers = 0x6B0; //PlayerModifiers
STATIC_OFFSET playerCollider = 0x6B8; //CapsuleCollider
STATIC_OFFSET Belt = 0x6C0; //PlayerBelt
STATIC_OFFSET playerRigidbody = 0x6C8; //Rigidbody
STATIC_OFFSET userID = 0x6D0; //ulong
STATIC_OFFSET UserIDString = 0x6D8; //string
STATIC_OFFSET gamemodeteam = 0x6E0; //int
STATIC_OFFSET reputation = 0x6E4; //int
STATIC_OFFSET _displayName = 0x6E8; //string
STATIC_OFFSET _lastSetName = 0x6F0; //string
STATIC_OFFSET playerColliderStanding = 0x6F8; //BasePlayer.CapsuleColliderInfo
STATIC_OFFSET playerColliderDucked = 0x70C; //BasePlayer.CapsuleColliderInfo
STATIC_OFFSET playerColliderCrawling = 0x720; //BasePlayer.CapsuleColliderInfo
STATIC_OFFSET playerColliderLyingDown = 0x734; //BasePlayer.CapsuleColliderInfo
STATIC_OFFSET cachedProtection = 0x748; //ProtectionProperties
STATIC_OFFSET lastHeadshotSoundTime = 0x750; //float
STATIC_OFFSET nextColliderRefreshTime = 0x754; //float
STATIC_OFFSET clothingBlocksAiming = 0x758; //bool
STATIC_OFFSET clothingMoveSpeedReduction = 0x75C; //float
STATIC_OFFSET clothingWaterSpeedBonus = 0x760; //float
STATIC_OFFSET clothingAccuracyBonus = 0x764; //float
STATIC_OFFSET equippingBlocked = 0x768; //bool
STATIC_OFFSET eggVision = 0x76C; //float
STATIC_OFFSET activeTelephone = 0x770; //PhoneController
STATIC_OFFSET designingAIEntity = 0x778; //BaseEntity
}
