Standoff 2 offsets 0.38.0
offsets:
// =====================================
// 1. PLAYER MANAGER
// =====================================
PlayerManager_TypeInfo = Из Metadata
PlayerManager + 0x58 → Dictionary<byte, PlayerController>
PlayerManager + 0x78 → LocalPlayer
// =====================================
// 2. PLAYER CONTROLLER (ВСЕ ПОЛЯ)
// =====================================
PlayerController + 0x28 → _mainCameraHolder
PlayerController + 0x30 → _fpsCameraHolder
PlayerController + 0x38 → _fpsDirective
PlayerController + 0x40 → PlayerLevelZonesController
PlayerController + 0x48 → PlayerCharacterView
PlayerController + 0x50 → PlayerCharacterView
PlayerController + 0x58 → AGFDFCEBCGDFDGH
PlayerController + 0x60 → DFGCHGCBDGAAHED
PlayerController + 0x68 → AEBHAGGABFBBEEC
PlayerController + 0x70 → EEHFDBBFEAFDADA
PlayerController + 0x78 → bool
PlayerController + 0x79 → team (GHFCAEEEDFHBDFB)
PlayerController + 0x7C → float
PlayerController + 0x80 → AimController
PlayerController + 0x88 → WeaponryController
PlayerController + 0x90 → MecanimController
PlayerController + 0x98 → MovementController
PlayerController + 0xA0 → ArmsAnimationController
PlayerController + 0xA8 → PlayerHitController
PlayerController + 0xB0 → PlayerOcclusionController
PlayerController + 0xB8 → NetworkController
PlayerController + 0xC0 → ArmsLodGroup
PlayerController + 0xC8 → PlayerCharacterView
PlayerController + 0xD0 → bool
PlayerController + 0xD1 → bool
PlayerController + 0xD4 → float
PlayerController + 0xD8 → PlayerSoundController
PlayerController + 0xE0 → PlayerMainCamera
PlayerController + 0xE8 → PlayerFPSCamera
PlayerController + 0xF0 → PlayerMarkerTrigger
PlayerController + 0xF8 → Transform
PlayerController + 0x100 → Controller[]
PlayerController + 0x108 → Dictionary<Type, Controller>
PlayerController + 0x110 → CharacterController
PlayerController + 0x118 → SkinnedMeshLodGroup
PlayerController + 0x120 → CharacterLodGroup
PlayerController + 0x128 → bool
PlayerController + 0x129 → bool
PlayerController + 0x12C → CFFCGHCBFHAHHEG
PlayerController + 0x130 → Nullable<int>
PlayerController + 0x138 → Nullable<bool>
PlayerController + 0x13C → Nullable<int>
PlayerController + 0x148 → PhotonView
PlayerController + 0x150 → int
PlayerController + 0x154 → int
PlayerController + 0x158 → PhotonPlayer
// =====================================
// 3. AIM CONTROLLER (ВСЕ ПОЛЯ)
// =====================================
AimController + 0x58 → sensitivityX
AimController + 0x5C → sensitivityY
AimController + 0x60 → minimumX
AimController + 0x64 → maximumX
AimController + 0x68 → FPSP_go
AimController + 0x70 → spineDirector
AimController + 0x78 → FPSCamera
AimController + 0x80 → camTransform
AimController + 0x88 → AimingParameters
AimController + 0x90 → AimingData
AimController + 0x98 → InterpolatorsBunch
AimController + 0xA0 → TuningParams
AimController + 0xA8 → _headDampingSpeed
AimController + 0xB0 → PlayerController
AimController + 0xB8 → MovementController
AimController + 0xC0 → Transform
AimController + 0xC8 → MecanimController
AimController + 0xD0 → Transform
AimController + 0xD8 → bool
AimController + 0xE0 → DFGCHGCBDGAAHED
AimController + 0xE8 → StateSimple<CFFCGHCBFHAHHEG>
AimController + 0xF0 → Vector3
AimController + 0x100 → StateSimple<WeaponOffsetState>
AimController + 0x108 → StateSimple<MoveState>
AimController + 0x1E0 → bool
AimController + 0x1E4 → float
AimController + 0x1E8 → float
AimController + 0x1F0 → DECBFCFGEGCHBGE
AimController + 0x208 → WeaponryController
// =====================================
// 4. AIMING DATA (ВСЕ ПОЛЯ)
// =====================================
AimingData + 0x10 → pitch
AimingData + 0x14 → yaw
AimingData + 0x18 → Vector3
AimingData + 0x24 → Vector3
AimingData + 0x30 → TransformTR
AimingData + 0x38 → float
AimingData + 0x3C → float
// =====================================
// 5. WEAPON CONTROLLER (ВСЕ ПОЛЯ)
// =====================================
WeaponController + 0x20 → PlayerController
WeaponController + 0x28 → MecanimController
WeaponController + 0x30 → WeaponAnimationController
WeaponController + 0x38 → WeaponAnimationParameters
WeaponController + 0x40 → VisibilityState
WeaponController + 0x44 → CFFCGHCBFHAHHEG
WeaponController + 0x48 → Action
WeaponController + 0x50 → Action
WeaponController + 0x58 → Action
WeaponController + 0x60 → Transform
WeaponController + 0x68 → Controller[]
WeaponController + 0x70 → GABFGDDHBAGDCCD
WeaponController + 0x78 → GABFGDDHBAGDCCD
WeaponController + 0x80 → float
WeaponController + 0x84 → float
WeaponController + 0x88 → WeaponLodGroup
WeaponController + 0x90 → HandleState
WeaponController + 0x94 → byte
WeaponController + 0x98 → string
WeaponController + 0xA0 → int
WeaponController + 0xA4 → int
WeaponController + 0xA8 → WeaponParameters
WeaponController + 0xB0 → EEEEEHAHGFFDCBE
WeaponController + 0xB8 → WeaponMap
WeaponController + 0xC0 → byte
WeaponController + 0xC1 → bool
WeaponController + 0xC8 → WeaponStatTrackController
WeaponController + 0xD0 → WeaponMaterialController
WeaponController + 0xD8 → skinId
WeaponController + 0xE0 → HCFHEDEDCGCFCGG
WeaponController + 0xE8 → FCHAEBDABCEGHDD
WeaponController + 0xF0 → HACAFFEEFDCEBBF
// =====================================
// 6. GUN CONTROLLER
// =====================================
GunController + 0xF8 → AACGDGGBDDBBAEE
GunController + 0x100 → SafeFloat
GunController + 0x108 → SafeFloat
GunController + 0x110 → int (magazine ammo)
GunController + 0x114 → int (reserve ammo)
GunController + 0x118 → SafeInt ammo
GunController + 0x120 → SafeInt reserve_ammo
GunController + 0x128 → SafeBool
GunController + 0x130 → SafeBool
GunController + 0x138 → GunSoundController
GunController + 0x140 → ShootingLoopState
GunController + 0x148 → BEDFHEABCBBGFDD
GunController + 0x150 → Action
GunController + 0x158 → HGCGEFGDCHGHGHB
GunController + 0x160 → GunParameters
GunController + 0x168 → CGEGFADCDDEDHFE
GunController + 0x170 → float
GunController + 0x174 → float
GunController + 0x178 → AHEBHDDHBAFDHGE
GunController + 0x180 → StateSimple<StateType>
GunController + 0x188 → StateSimple<AimingMode>
GunController + 0x190 → List<EHBBBHDEBABAFCC>
GunController + 0x198 → List<EHBBBHDEBABAFCC>
GunController + 0x1A0 → Queue<DAABFAEDFCAHADB>
GunController + 0x1A8 → List<DAABFAEDFCAHADB>
GunController + 0x1B0 → List<ValueTuple<Vector3, Vector3>>
GunController + 0x1B8 → Transform
GunController + 0x1C0 → Transform
GunController + 0x1C8 → Transform
GunController + 0x1D0 → GunSoundParameters
GunController + 0x1D8 → float
GunController + 0x1DC → float
GunController + 0x1E0 → int
GunController + 0x1E4 → SafeFloat
GunController + 0x1EC → SafeFloat
GunController + 0x1F4 → SafeFloat
GunController + 0x1FC → SafeFloat
GunController + 0x208 → HFBBDAGDHGFBFCF
GunController + 0x210 → List<ECCGDCBDADBECGB>
GunController + 0x218 → bool
GunController + 0x21C → float
GunController + 0x220 → AccuracyData
GunController + 0x228 → Dictionary<BACECDBGDEGGHBA, List<DCCCAHHEHGAFGDG>>
GunController + 0x230 → Dictionary<BACECDBGDEGGHBA, HBBCGBFFEBEBEAG[]>
GunController + 0x238 → float
GunController + 0x23C → float
GunController + 0x240 → float
GunController + 0x244 → bool
// =====================================
// 7. MOVEMENT CONTROLLER (ВСЕ ПОЛЯ)
// =====================================
MovementController + 0x58 → PlayerController
MovementController + 0x60 → PlayerOcclusionController
MovementController + 0x68 → _neverIdle
MovementController + 0x70 → Transform
MovementController + 0x78 → AGFDFCEBCGDFDGH
MovementController + 0x80 → float
MovementController + 0x84 → float
MovementController + 0x88 → CharacterController
MovementController + 0x90 → Trigger
MovementController + 0x98 → DBGGGBCFGAAHCBD[]
MovementController + 0xA0 → AHAGDCCBADAEEDC
MovementController + 0xA8 → PlayerTranslationParameters
MovementController + 0xB0 → TranslationData
MovementController + 0xB8 → FFEHCCGBDEDEADG
MovementController + 0xC0 → characterTransform
MovementController + 0xC8 → MecanimController
MovementController + 0xD0 → float
// =====================================
// 8. LEVEL TESTING
// =====================================
LevelTesting + 0x28 → Canvas
LevelTesting + 0x30 → _inspectorMode
LevelTesting + 0x38 → _mainCamera
LevelTesting + 0x40 → _fpsCamera
LevelTesting + 0x78 → _primaryWeapon
LevelTesting + 0x79 → _secondaryWeapon
LevelTesting + 0x7C → _gloves
LevelTesting + 0x80 → _currentTeam
LevelTesting + 0x84 → _viewMode
LevelTesting + 0x88 → _maxTeamSize
LevelTesting + 0x89 → _weaponDropEnabled
LevelTesting + 0x8A → _bombEnabled
LevelTesting + 0x8B → _grenadesEnabled
LevelTesting + 0x8C → _infinityMagazine
LevelTesting + 0x8D → _infinityGrenades
LevelTesting + 0xC0 → Button _unlimitedHp
LevelTesting + 0xC8 → Button _defaultHp
LevelTesting + 0xD0 → Button _fireNonStop
LevelTesting + 0x180 → PlayerController
// =====================================
// 9. PLAYER MARKER TRIGGER (ВИДИМОСТЬ)
// =====================================
PlayerMarkerTrigger + 0x24 → visibilityState (0=видим,1=невидим)
PlayerMarkerTrigger + 0x70 → Vector3
PlayerMarkerTrigger + 0x80 → Collider
PlayerMarkerTrigger + 0x88 → PlayerController
PlayerMarkerTrigger + 0x90 → float
PlayerMarkerTrigger + 0x94 → float
PlayerMarkerTrigger + 0x98 → float
// =====================================
// 10. MARKER TRIGGER (БАЗОВЫЙ КЛАСС)
// =====================================
MarkerTrigger + 0x20 → RaycastMask
MarkerTrigger + 0x24 → VisibilityState
MarkerTrigger + 0x28 → VisibilityState
MarkerTrigger + 0x2C → int
MarkerTrigger + 0x30 → float
MarkerTrigger + 0x34 → float
MarkerTrigger + 0x38 → float
MarkerTrigger + 0x3C → float
MarkerTrigger + 0x40 → float
MarkerTrigger + 0x44 → float
MarkerTrigger + 0x48 → int
MarkerTrigger + 0x4C → float
MarkerTrigger + 0x50 → float
MarkerTrigger + 0x58 → Camera
MarkerTrigger + 0x60 → ObjectOccludee
MarkerTrigger + 0x68 → Collider
// =====================================
// 11. PHOTON PLAYER
// =====================================
PhotonPlayer + 0x10 → CustomProperties (Hashtable)
PhotonPlayer + 0x18 → ActorNumber
PhotonPlayer + 0x20 → NickName
PhotonPlayer + 0x28 → UserId
PhotonPlayer + 0x30 → IsLocal
PhotonPlayer + 0x31 → IsMasterClient
PhotonPlayer + 0x38 → Properties
PhotonPlayer + 0x40 → RoomReference
// =====================================
// 12. BOMB MANAGER
// =====================================
BombManager + 0x30 → List<BombSite>
BombManager + 0x38 → List<BombSitesContainer>
BombManager + 0x50 → int
BombManager + 0x54 → int
BombManager + 0x58 → Vector3
BombManager + 0x64 → Vector3
BombManager + 0x70 → Nullable<SafeFloat>
BombManager + 0x7C → SafeFloat
BombManager + 0x88 → WeaponryController
BombManager + 0x90 → PlayerHitController
BombManager + 0x98 → BGCEFADDHBHCCBE
BombManager + 0xA0 → FFBECGCBFABACGG
BombManager + 0xA8 → PlantedBombController
BombManager + 0xB0 → BombParameters
BombManager + 0xB8 → BombSoundParameters
BombManager + 0xC0 → BombExtendedParameters
BombManager + 0xC8 → bool
BombManager + 0xC9 → bool
BombManager + 0xCC → SafeFloat (таймер бомбы)
BombManager + 0xD4 → SafeFloat
BombManager + 0xDC → SafeBool (бомба установлена?)
BombManager + 0xE8 → PhotonPlayer
BombManager + 0xF0 → PhotonPlayer
BombManager + 0xF8 → SafeBool
BombManager + 0x100 → HBDFBHEABABHDBA
BombManager + 0x108 → HBDFBHEABABHDBA
BombManager + 0x110 → SafeFloat
// =====================================
// 13. GRENADE MANAGER
// =====================================
GrenadeManager + 0x30 → Dictionary<int, DroppedGrenadeController>
GrenadeManager + 0x38 → HashSet<int>
GrenadeManager + 0x40 → HashSet<Collider>
GrenadeManager + 0x48 → List<BABADFGBFGFAHEE>
GrenadeManager + 0x50 → GHBFCDHEBGCCGFH
GrenadeManager + 0x58 → AACGDGGBDDBBAEE
GrenadeManager + 0x60 → HGGFECBFBDCACFH
GrenadeManager + 0x68 → int
GrenadeManager + 0x70 → PlayerController
GrenadeManager + 0x78 → DamageEffectController
GrenadeManager + 0x80 → List<DroppedGrenadeController>
GrenadeManager + 0x88 → HashSet<DGGEGFEGBAFGGCG>
GrenadeManager + 0x90 → SafeBool
GrenadeManager + 0x98 → SafeBool
GrenadeManager + 0xA0 → SafeBool
GrenadeManager + 0xA8 → SafeBool
GrenadeManager + 0xB0 → SafeBool
GrenadeManager + 0xB8 → SafeBool
GrenadeManager + 0xC0 → SafeBool
GrenadeManager + 0xC8 → SafeBool
GrenadeManager + 0xD0 → PlayerManager
// =====================================
// 14. BIPED MAP (КОСТИ СКЕЛЕТА)
// =====================================
Head = 0x20
Neck = 0x28
Spine = 0x30
Spine1 = 0x38
Spine2 = 0x40
LeftShoulder = 0x48
LeftElbow = 0x50
LeftHand = 0x58
RightShoulder = 0x68
RightElbow = 0x70
RightHand = 0x78
Hip = 0x88
LeftThigh = 0x90
LeftKnee = 0x98
LeftFoot = 0xA0
RightThigh = 0xB0
RightKnee = 0xB8
RightFoot = 0xC0
// =====================================
// 15. TRANSFORM (ПОЗИЦИЯ)
// =====================================
Transform + 0x10 → position.x
Transform + 0x14 → position.y
Transform + 0x18 → position.z
// =====================================
// 16. CAMERA ( может не работать )
// =====================================
Camera + 0x2E4 → worldToCameraMatrix
Camera + 0x324 → projectionMatrix
Camera + 0x18 → pixelWidth
Camera + 0x1C → pixelHeight
// =====================================
// 17. SAFE INT / SAFE FLOAT (РАСШИФРОВКА)
// =====================================
struct SafeInt {
int _salt; // +0x00
int _value; // +0x04
}
struct SafeFloat {
int _salt; // +0x00
int _value; // +0x04
}
// Функции расшифровки (RVA):
SafeInt.GGDHBCDHFEAGEDF() → 0x33B9664
SafeFloat.CBEHAFBAGHAAEFE() → 0x33B96DC
// Ручная расшифровка:
int DecodeSafeInt(int encrypted, int salt) { return encrypted ^ salt; }
float DecodeSafeFloat(int encrypted, int salt) { int raw = encrypted ^ salt; return *(float*)&raw; }
// =====================================
// 18. ЗДОРОВЬЕ И БРОНЯ (CustomProperties)
// =====================================
// Ключи для PhotonPlayer.CustomProperties:
"health" // здоровье (int)
"armor" // броня (int)
"helmet" // шлем (bool)
"isDeath" // мёртв ли (bool)
"untouchable" // неуязвимость (bool)
"spawn_time" // время спавна
"death_time" // время смерти
"killerId" // ID убийцы
// Методы доступа (RVA):
ACHGEDAAAHAFGGD.HCBHEAACBFBCFCG() → 0x30101C4 // получить здоровье
ACHGEDAAAHAFGGD.AGHCHBCFBDDFEEA() → 0x30102DC // получить броню
ACHGEDAAAHAFGGD.BEBEEFECECDFHFA() → 0x3010144 // получить шлем
ACHGEDAAAHAFGGD.FAAEDCDHFCFGFDB() → 0x3010618 // проверить жив ли
// =====================================
// 19. ПОЛЕЗНЫЕ RVA МЕТОДЫ
// =====================================
PlayerManager.GetLocalPlayer() → ищи по цепочке
WeaponManager.GetCurrentWeapon() → 0x316A618
MovementController.GetPosition() → 0x303620C
Camera.WorldToScreenPoint() → стандартный метод Unity
// =====================================
// КОНЕЦ ФАЙЛА
// =====================================
