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Народ, ловите свежий завоз. Пока Hyperion пытается закручивать гайки, выкатываю актуальную базу оффсетов под билд Roblox. В дампе собрано 278 позиций — от базовых параметров персонажа до структур визуального движка.
Версия билда: version-695a88dd8425491f
Что внутри:
Оффсеты в формате С++ хедера, залетают в проект без лишнего пота. Если планируете лезть в память, не забывайте про скрытие хендлов и прочие прелести борьбы с античитом, а то отлетите быстрее, чем прогрузится плейс.
Кто уже обкатал этот билд на своих сурсах, как там с детектами?
Версия билда: version-695a88dd8425491f
Что внутри:
- Humanoid: вся классика для эксплойтов — WalkSpeed, JumpPower, Health, HipHeight.
- VisualEngine: ViewMatrix и RenderView для тех, кто пилит свои ESP/Chams.
- TaskScheduler: полезно для манипуляций с FPS и контроля джобов.
- DataModel & Workspace: база для навигации по иерархии инстансов.
- Lighting & Atmosphere: для любителей менять визуал карты.
Код:
Roblox Version: version-695a88dd8425491f
Total Offsets: 278
#pragma once
#include <cstdint>
// clang-format off
namespace offsets {
inline constexpr const char* roblox_version = "version-695a88dd8425491f";
namespace Atmosphere {
inline constexpr uintptr_t Color = 0xD0;
inline constexpr uintptr_t Decay = 0xDC;
inline constexpr uintptr_t Density = 0xE8;
inline constexpr uintptr_t Glare = 0xEC;
inline constexpr uintptr_t Haze = 0xF0;
inline constexpr uintptr_t Offset = 0xF4;
}
namespace BasePart {
inline constexpr uintptr_t CastShadow = 0xF5;
inline constexpr uintptr_t Color3 = 0x194;
inline constexpr uintptr_t Locked = 0xF6;
inline constexpr uintptr_t Massless = 0xF7;
inline constexpr uintptr_t Primitive = 0x148;
inline constexpr uintptr_t Reflectance = 0xEC;
inline constexpr uintptr_t Shape = 0x1B1;
inline constexpr uintptr_t Transparency = 0xF0;
}
namespace BloomEffect {
inline constexpr uintptr_t Intensity = 0xD0;
inline constexpr uintptr_t Size = 0xD4;
inline constexpr uintptr_t Threshold = 0xD8;
}
namespace ByteCode {
inline constexpr uintptr_t Pointer = 0x10;
inline constexpr uintptr_t Size = 0x20;
}
namespace Camera {
inline constexpr uintptr_t CFrame = 0xF8;
inline constexpr uintptr_t FieldOfView = 0x160;
inline constexpr uintptr_t Position = 0x11C;
inline constexpr uintptr_t Rotation = 0xF8;
inline constexpr uintptr_t ViewportInt16 = 0x2AC;
inline constexpr uintptr_t ViewportSize = 0x2E8;
}
namespace CharacterMesh {
inline constexpr uintptr_t BaseTextureId = 0xE0;
inline constexpr uintptr_t BodyPart = 0x160;
inline constexpr uintptr_t MeshId = 0x110;
inline constexpr uintptr_t OverlayTextureId = 0x140;
}
namespace DataModel {
inline constexpr uintptr_t CreatorId = 0x188;
inline constexpr uintptr_t GameId = 0x190;
inline constexpr uintptr_t GameLoaded = 0x5F8;
inline constexpr uintptr_t JobId = 0x138;
inline constexpr uintptr_t PlaceId = 0x198;
inline constexpr uintptr_t ServerIP = 0x5E0;
inline constexpr uintptr_t Workspace = 0x178;
}
namespace FakeDataModel {
inline constexpr uintptr_t Pointer = 0x7A1F238;
inline constexpr uintptr_t RealDataModel = 0x1C0;
}
namespace GuiBase2D {
inline constexpr uintptr_t AbsolutePosition = 0x10C;
inline constexpr uintptr_t AbsoluteRotation = 0x188;
inline constexpr uintptr_t AbsoluteSize = 0x118;
}
namespace GuiObject {
inline constexpr uintptr_t Active = 0x5B0;
inline constexpr uintptr_t AnchorPoint = 0x560;
inline constexpr uintptr_t AutomaticSize = 0x568;
inline constexpr uintptr_t BackgroundColor3 = 0x548;
inline constexpr uintptr_t BackgroundTransparency = 0x56C;
inline constexpr uintptr_t BorderColor3 = 0x554;
inline constexpr uintptr_t BorderMode = 0x570;
inline constexpr uintptr_t BorderSizePixel = 0x574;
inline constexpr uintptr_t ClipsDescendants = 0x5B1;
inline constexpr uintptr_t GuiState = 0x580;
inline constexpr uintptr_t Interactable = 0x5B3;
inline constexpr uintptr_t LayoutOrder = 0x588;
inline constexpr uintptr_t Position = 0x518;
inline constexpr uintptr_t Rotation = 0x188;
inline constexpr uintptr_t Selectable = 0x5B4;
inline constexpr uintptr_t SelectionOrder = 0x5A4;
inline constexpr uintptr_t Size = 0x538;
inline constexpr uintptr_t SizeConstraint = 0x5A8;
inline constexpr uintptr_t Visible = 0x5B5;
inline constexpr uintptr_t ZIndex = 0x5AC;
}
namespace Humanoid {
inline constexpr uintptr_t AutoJumpEnabled = 0x1D8;
inline constexpr uintptr_t AutoRotate = 0x1D9;
inline constexpr uintptr_t AutomaticScalingEnabled = 0x1DA;
inline constexpr uintptr_t BreakJointsOnDeath = 0x1DB;
inline constexpr uintptr_t CameraOffset = 0x140;
inline constexpr uintptr_t DisplayDistanceType = 0x18C;
inline constexpr uintptr_t EvaluateStateMachine = 0x1DC;
inline constexpr uintptr_t Health = 0x194;
inline constexpr uintptr_t HealthDisplayDistance = 0x198;
inline constexpr uintptr_t HealthDisplayType = 0x19C;
inline constexpr uintptr_t HipHeight = 0x1A0;
inline constexpr uintptr_t JumpHeight = 0x1AC;
inline constexpr uintptr_t JumpPower = 0x1B0;
inline constexpr uintptr_t MaxHealth = 0x1B4;
inline constexpr uintptr_t MaxSlopeAngle = 0x1B8;
inline constexpr uintptr_t NameDisplayDistance = 0x1BC;
inline constexpr uintptr_t NameOcclusion = 0x1C0;
inline constexpr uintptr_t RequiresNeck = 0x1E0;
inline constexpr uintptr_t RigType = 0x1C8;
inline constexpr uintptr_t SeatPart = 0x120;
inline constexpr uintptr_t Sit = 0x1E1;
inline constexpr uintptr_t TargetPoint = 0x164;
inline constexpr uintptr_t UseJumpPower = 0x1E3;
inline constexpr uintptr_t WalkSpeed = 0x1D4;
inline constexpr uintptr_t WalkSpeedCheck = 0x3BC;
inline constexpr uintptr_t WalkToPoint = 0x17C;
}
namespace InputObject {
inline constexpr uintptr_t MousePosition = 0xEC;
}
namespace Instance {
inline constexpr uintptr_t AttributeContainer = 0x48;
inline constexpr uintptr_t AttributeList = 0x18;
inline constexpr uintptr_t AttributeToNext = 0x58;
inline constexpr uintptr_t AttributeToValue = 0x18;
inline constexpr uintptr_t ChildrenEnd = 0x8;
inline constexpr uintptr_t ChildrenStart = 0x78;
inline constexpr uintptr_t ClassDescriptor = 0x18;
inline constexpr uintptr_t ClassName = 0x8;
inline constexpr uintptr_t Name = 0xB0;
inline constexpr uintptr_t Parent = 0x70;
}
namespace Lighting {
inline constexpr uintptr_t Ambient = 0xD8;
inline constexpr uintptr_t Atmosphere = 0x1E8;
inline constexpr uintptr_t Brightness = 0x120;
inline constexpr uintptr_t ClockTime = 0x1B8;
inline constexpr uintptr_t ColorShift_Bottom = 0xE4;
inline constexpr uintptr_t ColorShift_Top = 0xF0;
inline constexpr uintptr_t EnvironmentDiffuseScale = 0x124;
inline constexpr uintptr_t EnvironmentSpecularScale = 0x128;
inline constexpr uintptr_t ExposureCompensation = 0x12C;
inline constexpr uintptr_t FogColor = 0xFC;
inline constexpr uintptr_t FogEnd = 0x134;
inline constexpr uintptr_t FogStart = 0x138;
inline constexpr uintptr_t OutdoorAmbient = 0x108;
inline constexpr uintptr_t ShadowSoftness = 0x140;
inline constexpr uintptr_t Sky = 0x1D8;
}
namespace LightingParameters {
inline constexpr uintptr_t GeographicLatitude = 0x190;
inline constexpr uintptr_t LightColor = 0x15C;
inline constexpr uintptr_t LightDirection = 0x168;
inline constexpr uintptr_t SkyAmbient = 0x150;
inline constexpr uintptr_t SkyAmbient2 = 0x194;
inline constexpr uintptr_t Source = 0x174;
inline constexpr uintptr_t TrueMoonPosition = 0x184;
inline constexpr uintptr_t TrueSunPosition = 0x178;
}
namespace LocalScript {
inline constexpr uintptr_t Bytecode = 0x1A8;
inline constexpr uintptr_t Hash = 0xE8;
}
namespace MaterialColors {
inline constexpr uintptr_t Asphalt = 0x30;
inline constexpr uintptr_t Basalt = 0x27;
inline constexpr uintptr_t Brick = 0xF;
inline constexpr uintptr_t Cobblestone = 0x33;
inline constexpr uintptr_t Concrete = 0xC;
inline constexpr uintptr_t CrackedLava = 0x2D;
inline constexpr uintptr_t Glacier = 0x1B;
inline constexpr uintptr_t Grass = 0x6;
inline constexpr uintptr_t Ground = 0x2A;
inline constexpr uintptr_t Ice = 0x36;
inline constexpr uintptr_t LeafyGrass = 0x39;
inline constexpr uintptr_t Limestone = 0x3F;
inline constexpr uintptr_t Mud = 0x24;
inline constexpr uintptr_t Pavement = 0x42;
inline constexpr uintptr_t Rock = 0x18;
inline constexpr uintptr_t Salt = 0x3C;
inline constexpr uintptr_t Sand = 0x12;
inline constexpr uintptr_t Sandstone = 0x21;
inline constexpr uintptr_t Slate = 0x9;
inline constexpr uintptr_t Snow = 0x1E;
inline constexpr uintptr_t WoodPlanks = 0x15;
}
namespace MeshPart {
inline constexpr uintptr_t MeshId = 0x2E8;
inline constexpr uintptr_t TextureId = 0x318;
}
namespace ModuleScript {
inline constexpr uintptr_t Bytecode = 0x150;
inline constexpr uintptr_t Hash = 0xE8;
}
namespace MouseService {
inline constexpr uintptr_t InputObject = 0x110;
}
namespace Player {
inline constexpr uintptr_t AccountAge = 0x31C;
inline constexpr uintptr_t Character = 0x398;
inline constexpr uintptr_t DisplayName = 0x130;
inline constexpr uintptr_t HealthDisplayDistance = 0x348;
inline constexpr uintptr_t LocaleId = 0x6C8;
inline constexpr uintptr_t NameDisplayDistance = 0x358;
inline constexpr uintptr_t Team = 0x2A0;
inline constexpr uintptr_t TeamColor = 0x364;
inline constexpr uintptr_t UserId = 0x2C8;
}
namespace Players {
inline constexpr uintptr_t LocalPlayer = 0x130;
}
namespace Primitive {
inline constexpr uintptr_t AssemblyAngularVelocity = 0xFC;
inline constexpr uintptr_t AssemblyLinearVelocity = 0xF0;
inline constexpr uintptr_t CFrame = 0xC0;
inline constexpr uintptr_t Material = 0x22E;
inline constexpr uintptr_t Orientation = 0xC0;
inline constexpr uintptr_t Position = 0xE4;
inline constexpr uintptr_t PrimitiveFlags = 0x1AE;
inline constexpr uintptr_t Rotation = 0xC0;
inline constexpr uintptr_t Size = 0x1B0;
}
namespace PrimitiveFlags {
inline constexpr uintptr_t Anchored = 0x2;
inline constexpr uintptr_t CanCollide = 0x8;
inline constexpr uintptr_t CanQuery = 0x20;
inline constexpr uintptr_t CanTouch = 0x10;
}
namespace ProximityPrompt {
inline constexpr uintptr_t ActionText = 0xD0;
inline constexpr uintptr_t Enabled = 0x156;
inline constexpr uintptr_t HoldDuration = 0x140;
inline constexpr uintptr_t KeyboardKeyCode = 0x144;
inline constexpr uintptr_t MaxActivationDistance = 0x148;
inline constexpr uintptr_t ObjectText = 0xF0;
inline constexpr uintptr_t RequiresLineOfSight = 0x157;
}
namespace RenderView {
inline constexpr uintptr_t LightingValid = 0x148;
inline constexpr uintptr_t SkyboxValid = 0x28D;
}
namespace Seat {
inline constexpr uintptr_t Occupant = 0x220;
}
namespace Sky {
inline constexpr uintptr_t MoonAngularSize = 0x25C;
inline constexpr uintptr_t MoonTextureId = 0xE0;
inline constexpr uintptr_t SkyboxBk = 0x110;
inline constexpr uintptr_t SkyboxDn = 0x140;
inline constexpr uintptr_t SkyboxFt = 0x170;
inline constexpr uintptr_t SkyboxLf = 0x1A0;
inline constexpr uintptr_t SkyboxOrientation = 0x250;
inline constexpr uintptr_t SkyboxRt = 0x1D0;
inline constexpr uintptr_t SkyboxUp = 0x200;
inline constexpr uintptr_t StarCount = 0x260;
inline constexpr uintptr_t SunAngularSize = 0x264;
inline constexpr uintptr_t SunTextureId = 0x230;
}
namespace SpecialMesh {
inline constexpr uintptr_t MeshId = 0x108;
inline constexpr uintptr_t Offset = 0xD0;
inline constexpr uintptr_t Scale = 0xDC;
inline constexpr uintptr_t TextureId = 0x130;
}
namespace TaskScheduler {
inline constexpr uintptr_t JobEnd = 0xD0;
inline constexpr uintptr_t JobName = 0x18;
inline constexpr uintptr_t JobStart = 0xC8;
inline constexpr uintptr_t MaxFps = 0xB0;
inline constexpr uintptr_t Pointer = 0x7AF6F40;
}
namespace Team {
inline constexpr uintptr_t TeamColor = 0xD0;
}
namespace Terrain {
inline constexpr uintptr_t GrassLength = 0x1F8;
inline constexpr uintptr_t MaterialColors = 0x290;
inline constexpr uintptr_t WaterColor = 0x1E8;
inline constexpr uintptr_t WaterReflectance = 0x200;
inline constexpr uintptr_t WaterTransparency = 0x204;
inline constexpr uintptr_t WaterWaveSize = 0x208;
inline constexpr uintptr_t WaterWaveSpeed = 0x20C;
}
namespace TextButton {
inline constexpr uintptr_t AutoButtonColor = 0x9CC;
inline constexpr uintptr_t ContentText = 0xCE0;
inline constexpr uintptr_t Font = 0x1108;
inline constexpr uintptr_t LineHeight = 0xD54;
inline constexpr uintptr_t LocalizedText = 0xCE0;
inline constexpr uintptr_t MaxVisibleGraphemes = 0x1114;
inline constexpr uintptr_t Modal = 0x9CD;
inline constexpr uintptr_t RichText = 0xDFD;
inline constexpr uintptr_t Selected = 0x9CE;
inline constexpr uintptr_t Text = 0xCE0;
inline constexpr uintptr_t TextColor3 = 0x10F0;
inline constexpr uintptr_t TextDirection = 0xE00;
inline constexpr uintptr_t TextScaled = 0xD50;
inline constexpr uintptr_t TextSize = 0x111C;
inline constexpr uintptr_t TextStrokeColor3 = 0x10FC;
inline constexpr uintptr_t TextStrokeTransparency = 0x1120;
inline constexpr uintptr_t TextTransparency = 0x1124;
inline constexpr uintptr_t TextTruncate = 0x1128;
inline constexpr uintptr_t TextWrapped = 0xDA0;
inline constexpr uintptr_t TextXAlignment = 0x112C;
inline constexpr uintptr_t TextYAlignment = 0xD9C;
}
namespace TextLabel {
inline constexpr uintptr_t ContentText = 0xA60;
inline constexpr uintptr_t Font = 0xE88;
inline constexpr uintptr_t LineHeight = 0xAD4;
inline constexpr uintptr_t LocalizedText = 0xA60;
inline constexpr uintptr_t MaxVisibleGraphemes = 0xE94;
inline constexpr uintptr_t RichText = 0xB7D;
inline constexpr uintptr_t Text = 0xA60;
inline constexpr uintptr_t TextColor3 = 0xE70;
inline constexpr uintptr_t TextDirection = 0xB80;
inline constexpr uintptr_t TextScaled = 0xAD0;
inline constexpr uintptr_t TextSize = 0xE9C;
inline constexpr uintptr_t TextStrokeColor3 = 0xE7C;
inline constexpr uintptr_t TextStrokeTransparency = 0xEA0;
inline constexpr uintptr_t TextTransparency = 0xEA4;
inline constexpr uintptr_t TextTruncate = 0xB21;
inline constexpr uintptr_t TextWrapped = 0xB20;
inline constexpr uintptr_t TextXAlignment = 0xEAC;
inline constexpr uintptr_t TextYAlignment = 0xB1C;
}
namespace Tool {
inline constexpr uintptr_t CanBeDropped = 0x4C0;
inline constexpr uintptr_t Enabled = 0x4C1;
inline constexpr uintptr_t Grip = 0x490;
inline constexpr uintptr_t GripForward = 0x4A8;
inline constexpr uintptr_t GripPos = 0x4B4;
inline constexpr uintptr_t GripRight = 0x490;
inline constexpr uintptr_t GripUp = 0x49C;
inline constexpr uintptr_t ManualActivationOnly = 0x4C2;
inline constexpr uintptr_t RequiresHandle = 0x4C3;
inline constexpr uintptr_t Tooltip = 0x470;
}
namespace Value {
inline constexpr uintptr_t Value = 0xD0;
}
namespace VehicleSeat {
inline constexpr uintptr_t MaxSpeed = 0x238;
inline constexpr uintptr_t Occupant = 0x218;
inline constexpr uintptr_t SteerFloat = 0x240;
inline constexpr uintptr_t ThrottleFloat = 0x248;
inline constexpr uintptr_t Torque = 0x24C;
inline constexpr uintptr_t TurnSpeed = 0x250;
}
namespace VisualEngine {
inline constexpr uintptr_t Dimensions = 0xA60;
inline constexpr uintptr_t FakeDataModel = 0xA40;
inline constexpr uintptr_t Pointer = 0x75CDF30;
inline constexpr uintptr_t RenderView = 0xB40;
inline constexpr uintptr_t ViewMatrix = 0x130;
}
namespace Workspace {
inline constexpr uintptr_t CurrentCamera = 0x488;
inline constexpr uintptr_t ReadOnlyGravity = 0x9B0;
inline constexpr uintptr_t World = 0x400;
}
namespace World {
inline constexpr uintptr_t Gravity = 0x1D8;
inline constexpr uintptr_t Primitives = 0x248;
inline constexpr uintptr_t WorldSteps = 0x668;
}
} // namespace offsets
Оффсеты в формате С++ хедера, залетают в проект без лишнего пота. Если планируете лезть в память, не забывайте про скрытие хендлов и прочие прелести борьбы с античитом, а то отлетите быстрее, чем прогрузится плейс.
Кто уже обкатал этот билд на своих сурсах, как там с детектами?