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Гайд Valorant 12.05 Offsets (С++)

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25 Фев 2025
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C++:
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constexpr uint64_t camerapos = 0x11e0;
constexpr uint64_t camerafov = 0x11d0;
constexpr uint64_t camerarot = 0x11ec;
namespace Offsets {
uintptr_t Mesh = 0x4e8;
uintptr_t portrait_map = 0x1210;
uintptr_t character_map = 0x1218;
constexpr uint64_t PlayerState = 0x480;
constexpr uint64_t PlatformPlayer = 0x6A0;
constexpr uint64_t CompetetiveTier = 0x6C0;
constexpr uint64_t AccountLevel = 0x69c;
constexpr uint64_t get_ping = 0x464;
constexpr uint64_t RiotName = 0x3d8;
constexpr uint64_t RelativeScale3D = 0x1a0;
constexpr uint64_t WireFrame = 0x71e;
constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t WireFrame3 = 0xff;
constexpr uint64_t Inventory = 0xBF0;
constexpr uint64_t Equippable = 0x248;

// Core Offset
constexpr uint64_t State = 0xC0CC120;
std::uintptr_t process_event = 0x1AF6470;
std::uintptr_t static_find_object = 0x1B1F7C0;
std::uintptr_t static_load_object = 0x1B232F0;
std::uint64_t MagicOffsets = 0x46C4660;
std::uintptr_t play_finisher_effect = 0x61DAE00;
std::uintptr_t set_ares_outline = 0x40064F0;
std::uintptr_t bone_matrix = 0x4071D70;
std::uintptr_t MarkDirtRenderState = 0x159f240;
std::uintptr_t fmemory_malloc = 0x16D7BC0;
std::uintptr_t OwningGameInstance = 0x1D8;
std::uintptr_t Triggerveh = 0x170F4B6;
// 0x19be2f0
// No spread offsets
std::uintptr_t get_spread_values = 0x627B290;
std::uintptr_t get_spread_angles = 0x6E95E00;
std::uintptr_t get_firing_location_direction =
0x6A41070; // get_firing // sdadasdad
std::uintptr_t tovector_and_normalize = 0x17D7350; // to_vector
std::uintptr_t toangle_and_normalize = 0x17D1B50; // to_angle
std::uintptr_t error_power = 0x49c;
std::uintptr_t error_retries = 0x470;
std::uintptr_t firing_state_component = 0x1208;
std::uintptr_t seed_data = 0x4A0;
constexpr uint64_t camerapos = 0x11e00;
constexpr uint64_t camerafov = 0x11d0;
constexpr uint64_t camerarot = 0x11ec;
std::uintptr_t seed_addsomeshit =
0xD8; // https://dumpspace.spuckwaffel.com/G...ember=NetworkedRandomNumberGeneratorComponent
std::uintptr_t stability_component =
0x490; // https://dumpspace.spuckwaffel.com/G...Component&member=RegisteredStabilityComponent

// Mesh Components
constexpr uint64_t Mesh3pGun = 0x0E18;
constexpr uint64_t mesh1pgun = 0x0E08;
std::uintptr_t mesh1p = 0x0F30;
std::uintptr_t death_reaction_component_offset = 0x0CA8;
std::uintptr_t montage_effect_override_offset = 0x100;
std::uintptr_t montage_effect_override_context_offset = 0x108;
std::uintptr_t skyboxmeshcomponent = 0x288;
std::uintptr_t mesh1p_overlay = 0x0F38;
std::uintptr_t Mesh3P = 0xF40;
std::uintptr_t mesh_cosmetic_3p = 0x0EF8; //
std::uintptr_t thirdpersoncosmetic = 0xF40; // mesh_cosmetic
std::uintptr_t bone_cout = 0x730 + 0x8;
std::uintptr_t real_time_dormant = 0x101;
std::uintptr_t mesh3p_mids = 0xf80;
std::uintptr_t mesh1p_mids = 0xf98;
std::uintptr_t Mesh1POverlayMIDs = 0xfa8;
// struct UTexture* InventoryIcon;
std::uintptr_t InventoryIcon = 0xf30;

// Class Engine.SkinnedMeshComponent
std::uintptr_t bForceWireframe = 0x8fe;
std::uintptr_t wireframe_num_1 = 0xC0;
std::uintptr_t ClipX = 0x0038;
std::uintptr_t ClipY = 0x003C;
// struct UEquippableSkinDataAsset *SkinDataAsset;
std::uintptr_t skin_data_assets = 0xDC8;
std::uintptr_t skin_pointer = 0x3a8;
std::uintptr_t skin_pointer_2 = 0xB0;
std::uintptr_t skin_pointer_3 = 0x80;
// Spike Timer/Etc
std::uintptr_t defuse_percentage =
0x05D0; // https://dumpspace.spuckwaffel.com/G...sses&idx=APlantedBomb_C&member=DefuseProgress
std::uintptr_t bomb_time_remaining =
0x05A8; /// https://dumpspace.spuckwaffel.com/G...=APlantedBomb_C&member=TimeRemainingToExplode
std::uintptr_t viewport_world = 0x78;

std::uintptr_t uworld_pointer = 0x80;
std::uintptr_t draw_transition = 0x68;
}
 
C++:
Expand Collapse Copy
constexpr uint64_t camerapos = 0x11e0;
constexpr uint64_t camerafov = 0x11d0;
constexpr uint64_t camerarot = 0x11ec;
namespace Offsets {
uintptr_t Mesh = 0x4e8;
uintptr_t portrait_map = 0x1210;
uintptr_t character_map = 0x1218;
constexpr uint64_t PlayerState = 0x480;
constexpr uint64_t PlatformPlayer = 0x6A0;
constexpr uint64_t CompetetiveTier = 0x6C0;
constexpr uint64_t AccountLevel = 0x69c;
constexpr uint64_t get_ping = 0x464;
constexpr uint64_t RiotName = 0x3d8;
constexpr uint64_t RelativeScale3D = 0x1a0;
constexpr uint64_t WireFrame = 0x71e;
constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t WireFrame3 = 0xff;
constexpr uint64_t Inventory = 0xBF0;
constexpr uint64_t Equippable = 0x248;

// Core Offset
constexpr uint64_t State = 0xC0CC120;
std::uintptr_t process_event = 0x1AF6470;
std::uintptr_t static_find_object = 0x1B1F7C0;
std::uintptr_t static_load_object = 0x1B232F0;
std::uint64_t MagicOffsets = 0x46C4660;
std::uintptr_t play_finisher_effect = 0x61DAE00;
std::uintptr_t set_ares_outline = 0x40064F0;
std::uintptr_t bone_matrix = 0x4071D70;
std::uintptr_t MarkDirtRenderState = 0x159f240;
std::uintptr_t fmemory_malloc = 0x16D7BC0;
std::uintptr_t OwningGameInstance = 0x1D8;
std::uintptr_t Triggerveh = 0x170F4B6;
// 0x19be2f0
// No spread offsets
std::uintptr_t get_spread_values = 0x627B290;
std::uintptr_t get_spread_angles = 0x6E95E00;
std::uintptr_t get_firing_location_direction =
0x6A41070; // get_firing // sdadasdad
std::uintptr_t tovector_and_normalize = 0x17D7350; // to_vector
std::uintptr_t toangle_and_normalize = 0x17D1B50; // to_angle
std::uintptr_t error_power = 0x49c;
std::uintptr_t error_retries = 0x470;
std::uintptr_t firing_state_component = 0x1208;
std::uintptr_t seed_data = 0x4A0;
constexpr uint64_t camerapos = 0x11e00;
constexpr uint64_t camerafov = 0x11d0;
constexpr uint64_t camerarot = 0x11ec;
std::uintptr_t seed_addsomeshit =
0xD8; // https://dumpspace.spuckwaffel.com/G...ember=NetworkedRandomNumberGeneratorComponent
std::uintptr_t stability_component =
0x490; // https://dumpspace.spuckwaffel.com/G...Component&member=RegisteredStabilityComponent

// Mesh Components
constexpr uint64_t Mesh3pGun = 0x0E18;
constexpr uint64_t mesh1pgun = 0x0E08;
std::uintptr_t mesh1p = 0x0F30;
std::uintptr_t death_reaction_component_offset = 0x0CA8;
std::uintptr_t montage_effect_override_offset = 0x100;
std::uintptr_t montage_effect_override_context_offset = 0x108;
std::uintptr_t skyboxmeshcomponent = 0x288;
std::uintptr_t mesh1p_overlay = 0x0F38;
std::uintptr_t Mesh3P = 0xF40;
std::uintptr_t mesh_cosmetic_3p = 0x0EF8; //
std::uintptr_t thirdpersoncosmetic = 0xF40; // mesh_cosmetic
std::uintptr_t bone_cout = 0x730 + 0x8;
std::uintptr_t real_time_dormant = 0x101;
std::uintptr_t mesh3p_mids = 0xf80;
std::uintptr_t mesh1p_mids = 0xf98;
std::uintptr_t Mesh1POverlayMIDs = 0xfa8;
// struct UTexture* InventoryIcon;
std::uintptr_t InventoryIcon = 0xf30;

// Class Engine.SkinnedMeshComponent
std::uintptr_t bForceWireframe = 0x8fe;
std::uintptr_t wireframe_num_1 = 0xC0;
std::uintptr_t ClipX = 0x0038;
std::uintptr_t ClipY = 0x003C;
// struct UEquippableSkinDataAsset *SkinDataAsset;
std::uintptr_t skin_data_assets = 0xDC8;
std::uintptr_t skin_pointer = 0x3a8;
std::uintptr_t skin_pointer_2 = 0xB0;
std::uintptr_t skin_pointer_3 = 0x80;
// Spike Timer/Etc
std::uintptr_t defuse_percentage =
0x05D0; // https://dumpspace.spuckwaffel.com/G...sses&idx=APlantedBomb_C&member=DefuseProgress
std::uintptr_t bomb_time_remaining =
0x05A8; /// https://dumpspace.spuckwaffel.com/G...=APlantedBomb_C&member=TimeRemainingToExplode
std::uintptr_t viewport_world = 0x78;

std::uintptr_t uworld_pointer = 0x80;
std::uintptr_t draw_transition = 0x68;
}
да будет пастинг
 
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