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Для тех, кто ковыряет Rust и устал от битых структур.
Подвезли актуальную пачку оффсетов и функций декрипта для цепочки BaseNetworkable. Тут всё, что нужно для нормального internal или external софта: от базового игрока и инвентаря до настроек неба, отдачи и префабов ресурсов.
Полезные мелочи (Prefab IDs):
Для тех, кто пишет нормальный ESP на ресурсы, вот список айдишников для руды и прочего гринла:
Траблшутинг:
Если аим «гуляет» или не срабатывает декрипт, проверяйте MainCamera_Class и GCHandleBase. Эти поинтеры — база, без которой вся цепочка превращается в тыкву. Также не забывайте, что ViewMatrix (0x30C) теперь живет в инстансе камеры.
Кто уже обновлял свои пасты под этот билд, отпишитесь по детектам.[/SPOILER]
Подвезли актуальную пачку оффсетов и функций декрипта для цепочки BaseNetworkable. Тут всё, что нужно для нормального internal или external софта: от базового игрока и инвентаря до настроек неба, отдачи и префабов ресурсов.
Код:
namespace pub {
// ── Global class pointers ──
constexpr uint64_t BaseNetworkable_Class = 0xE4AAA90; // updated 2026-04-13
constexpr uint64_t MainCamera_Class = 0xE4BACE8; // updated 2026-04-13
constexpr uint64_t TOD_Sky_Class = 0xE4EF0D8; // updated 2026-04-13
constexpr uint64_t GCHandleBase = 0xE7DF910; // updated 2026-04-13
constexpr uint64_t HeldEntityClass = 0xE4BEEA0;
constexpr uint64_t ListComponent_Projectile_Class = 0xE46A190; // updated 2026-04-13
// ── BaseNetworkable chain ──
namespace BN {
constexpr uint64_t PrefabID = 0x30;
constexpr uint64_t StaticField = 0xB8;
constexpr uint64_t ClientEntities = 0x28; // updated
constexpr uint64_t EntityDict = 0x10;
constexpr uint64_t EntityListInner = 0x10;
constexpr uint64_t BufferList = 0x10;
constexpr uint64_t ListCount = 0x18;
} // namespace BN
// ── EntityList / generic List ──
namespace EL {
constexpr uint64_t BaseOffset = 0x10;
constexpr uint64_t SizeOffset = 0x18;
constexpr uint64_t FirstElement = 0x20;
} // namespace EL
namespace List {
constexpr uintptr_t Items = 0x10;
constexpr uintptr_t Size = 0x18;
constexpr uintptr_t First = 0x20;
} // namespace List
// ── ListComponent ──
namespace ListComp {
constexpr uintptr_t InternalList = 0x18;
}
// ── BasePlayer ──
namespace BP {
constexpr uintptr_t CurrentTeam = 0x4B8;
constexpr uintptr_t Flags = 0x630;
constexpr uintptr_t Input = 0x700; // updated 2026-04-13 (player_input)
constexpr uintptr_t PlayerModel = 0x500; // updated 2026-04-13 (player_model)
constexpr uintptr_t DisplayName = 0x668; // updated 2026-04-13 (display_name)
constexpr uintptr_t Inventory = 0x730;
constexpr uintptr_t PlayerEyes = 0x6F8;
constexpr uintptr_t PlayerMovement = 0x4A0; // updated 2026-04-13 (base_movement)
constexpr uintptr_t ClActiveItem = 0x4E8;
constexpr uintptr_t UserID = 0x498; // updated 2026-04-13 (steam_id)
constexpr uintptr_t ClothingBlocksAiming = 0x714;
constexpr uintptr_t ClothingMoveSpeedReduction = 0x718;
constexpr uintptr_t ModelState = 0x660; // updated 2026-04-13 (model_state)
constexpr uintptr_t BaseMovement = 0x4A0; // updated 2026-04-13 (base_movement)
constexpr uintptr_t Metabolism = 0x3A0;
constexpr uintptr_t Blueprints = 0x300;
constexpr uintptr_t WeaponMoveSpeedScale = 0x700;
constexpr uintptr_t EggVision = 0x718;
constexpr uintptr_t VisiblePlayerList = 0x600;
} // namespace BP
// ── ModelState ──
namespace MS {
constexpr uintptr_t Flags = 0x10; // updated 2026-04-13 (model_state::flags)
}
// ── BaseMovement ──
namespace BM {
constexpr uintptr_t TargetMovement = 0x3C;
constexpr uintptr_t GravityMultiplier = 0xB0;
constexpr uintptr_t GroundAngle = 0xF0;
constexpr uintptr_t Flying = 0x198;
} // namespace BM
// ── PlayerInput ──
namespace PIn {
constexpr uintptr_t BodyAngles = 0x44;
}
// ── BaseCombatEntity ──
namespace BCE {
constexpr uintptr_t LifeState = 0x270; // updated
constexpr uintptr_t Health = 0x278; // updated
constexpr uintptr_t MaxHealth = 0x208;
} // namespace BCE
// ── PlayerModel ──
namespace PM {
constexpr uintptr_t IsVisible = 0x94;
constexpr uintptr_t MultiMesh = 0x1F0; // updated 2026-04-13 (skinned_mesh_renderer)
constexpr uintptr_t Position = 0x1F8;
constexpr uintptr_t Velocity = 0x21C;
constexpr uintptr_t Rotation = 0x228;
constexpr uintptr_t IsNpc = 0x3DD;
constexpr uintptr_t InGesture = 0x1E8;
constexpr uintptr_t GestureConfig = 0x270;
constexpr uintptr_t RendererList = 0x4B0;
constexpr uintptr_t HeadBone = 0x48;
constexpr uintptr_t BoneTransforms = 0x60;
constexpr uintptr_t Mode = 0x68;
} // namespace PM
// ── SkinnedMultiMesh ──
namespace SMM {
constexpr uintptr_t Renderers = 0x40; // updated 2026-04-13 (skinned_mesh_renderer::list)
}
// ── Renderer ──
namespace Rend {
constexpr uintptr_t MaterialList = 0x148;
}
// ── ItemContainer ──
namespace IC {
constexpr uintptr_t ItemList = 0x70; // updated from 0x20
constexpr uintptr_t ContainerBelt = 0x28;
constexpr uintptr_t Capacity = 0x14;
} // namespace IC
// ── Item ──
namespace Itm {
constexpr uintptr_t Info = 0x98; // updated (ItemDefinition)
constexpr uintptr_t Amount = 0x94;
constexpr uintptr_t HeldEntity = 0x38; // updated
constexpr uintptr_t HeldEntity1 = 0x68; // updated (heldEntity_2)
constexpr uintptr_t ItemUID = 0x90; // updated
constexpr uintptr_t AmmoCount = 0x20;
constexpr uintptr_t ParentContainer = 0x78;
} // namespace Itm
// ── TranslationPhrase ──
namespace TP {
constexpr uintptr_t English = 0x20;
}
// ── Camera ──
namespace Cam {
constexpr uint64_t StaticField = 0xB8;
constexpr uint64_t Instance = 0xA0; // updated 2026-04-13 (main_camera::instance)
constexpr uint64_t Buffer = 0x10;
constexpr uint64_t ViewMatrix = 0x30C;
} // namespace Cam
// ── Model ──
namespace Mdl {
constexpr uintptr_t Collision = 0x20;
constexpr uintptr_t RootBone = 0x28;
constexpr uintptr_t HeadBone = 0x30;
constexpr uintptr_t EyeBone = 0x38;
constexpr uintptr_t Animator = 0x40;
constexpr uintptr_t Skeleton = 0x48;
constexpr uintptr_t BoneTransforms = 0x50;
constexpr uintptr_t BoneNames = 0x58;
} // namespace Mdl
// ── BaseEntity ──
namespace BE {
constexpr uintptr_t Model = 0xF0;
constexpr uintptr_t Bounds = 0xC0;
constexpr uintptr_t BaseObject = 0x10;
constexpr uintptr_t EntityObject = 0x30;
constexpr uintptr_t Transform = 0x8;
constexpr uintptr_t VisualState = 0x38;
constexpr uintptr_t VSPosition = 0x90;
constexpr uintptr_t BoneTransform = 0x50;
constexpr uintptr_t LifeState = 0x268;
constexpr uintptr_t PrefabId = 0x30;
} // namespace BE
// ── BaseCollision ──
namespace BColl {
constexpr uintptr_t Owner = 0x20;
constexpr uintptr_t Model = 0xF0;
} // namespace BColl
// ── PlayerInventory ──
namespace Inv {
constexpr uintptr_t Loot = 0x48;
constexpr uintptr_t ContainerBelt = 0x58; // updated from 0x28
constexpr uintptr_t ContainerWear = 0x38; // updated from 0x60
constexpr uintptr_t ContainerMain = 0x68; // updated from 0x78
constexpr uintptr_t ItemContainer = 0x38;
} // namespace Inv
// ── ItemDefinition ──
namespace IDef {
constexpr uintptr_t ItemID = 0x20;
constexpr uintptr_t ShortName = 0x28;
constexpr uintptr_t DisplayName = 0x40;
constexpr uintptr_t Category = 0x58;
constexpr uintptr_t ItemMods = 0x170;
} // namespace IDef
// ── Sky ──
namespace Sky {
constexpr uintptr_t CycleHour = 0x10;
}
// ── HackableLockedCrate ──
namespace HLC {
constexpr uintptr_t TimerText = 0x3D0;
}
// ── BuildingBlock ──
namespace BB {
constexpr uintptr_t Grade = 0x318; // updated from 0x328
}
// ── BaseProjectile ──
namespace Wpn {
constexpr uintptr_t DamageScale = 0x32C; // updated
constexpr uintptr_t DistanceScale = 0x330; // updated
constexpr uintptr_t ProjectileVelocityScale = 0x334; // updated
constexpr uintptr_t Automatic = 0x338; // updated
constexpr uintptr_t UsableByTurret = 0x339; // updated
constexpr uintptr_t TurretDamageScale = 0x33C; // updated
constexpr uintptr_t ReloadTime = 0x378; // updated
constexpr uintptr_t CanUnloadAmmo = 0x37C; // updated
constexpr uintptr_t PrimaryMagazine = 0x380; // updated
constexpr uintptr_t FractionalReload = 0x388; // updated
constexpr uintptr_t RepeatDelay = 0x294; // updated
constexpr uintptr_t AimSway = 0x3A0; // updated
constexpr uintptr_t AimSwaySpeed = 0x3A4; // updated
constexpr uintptr_t RecoilProperties = 0x3A8; // updated
constexpr uintptr_t AimconeCurve = 0x3B0; // updated
constexpr uintptr_t AimCone = 0x3B8; // updated
constexpr uintptr_t HipAimCone = 0x3BC; // updated
constexpr uintptr_t AimConePenaltyPerShot = 0x3C0; // updated
constexpr uintptr_t AimConePenaltyMax = 0x3C4; // updated
constexpr uintptr_t StancePenaltyScale = 0x3D0; // updated
constexpr uintptr_t HasADS = 0x3D4; // updated
constexpr uintptr_t NoAimingWhileCycling = 0x3D5; // updated
constexpr uintptr_t ManualCycle = 0x3D6; // updated
constexpr uintptr_t IsBurstWeapon = 0x3DF; // updated
constexpr uintptr_t CanChangeFireModes = 0x3E0; // updated
constexpr uintptr_t InternalBurstRecoilScale = 0x3E4; // updated
constexpr uintptr_t InternalBurstFireRateScale = 0x3E8; // updated
constexpr uintptr_t InternalBurstAimConeScale = 0x3EC; // updated
constexpr uintptr_t NumShotsFired = 0x3F4; // updated
constexpr uintptr_t NoiseRadius = 0x328; // updated
constexpr uintptr_t NoHeadshots = 0x2E6; // updated
constexpr uintptr_t DeployDelay = 0x290; // updated
constexpr uintptr_t Aiming = 0x3B6; // new
constexpr uintptr_t IsReloading = 0x3B8; // new
constexpr uintptr_t SightAimConeScale = 0x3B0; // same
constexpr uintptr_t HipAimConeScale = 0x414; // new
constexpr uintptr_t ViewModelRef = 0x270; // new
constexpr uintptr_t CreatedProjectiles = 0x3F0;
} // namespace Wpn
// ── RecoilProperties ──
namespace Recoil {
constexpr uintptr_t YawMin = 0x18;
constexpr uintptr_t YawMax = 0x1C;
constexpr uintptr_t PitchMin = 0x20;
constexpr uintptr_t PitchMax = 0x24;
constexpr uintptr_t AimconeCurveScale = 0x60;
constexpr uintptr_t OverrideNew = 0x80;
constexpr uintptr_t MovementPenalty = 0x34;
} // namespace Recoil
// ── Projectile ──
namespace Proj {
constexpr uintptr_t Drag = 0x34;
constexpr uintptr_t GravityMod = 0x38;
constexpr uintptr_t Thickness = 0x3C;
constexpr uintptr_t CurrentVelocity = 0x28;
constexpr uintptr_t CurrentPosition = 0x48;
constexpr uintptr_t SentPosition = 0x178;
constexpr uintptr_t Owner = 0x1D8; // updated
constexpr uintptr_t Mod = 0x1D0;
} // namespace Proj
// ── ItemModProjectile ──
namespace IMP {
constexpr uintptr_t Spread = 0x3C;
constexpr uintptr_t Velocity = 0x40;
} // namespace IMP
// ── BaseMelee ──
namespace Melee {
constexpr uintptr_t MaxDistance = 0x338;
constexpr uintptr_t AttackRadius = 0x33C;
constexpr uintptr_t BlockSprintOnAttack = 0x341;
} // namespace Melee
// ── BaseMountable ──
namespace Mount {
constexpr uintptr_t EyePositionOverride = 0x2B8;
constexpr uintptr_t EyeCenterOverride = 0x2C0;
constexpr uintptr_t PitchClamp = 0x2CC;
constexpr uintptr_t YawClamp = 0x2D4;
constexpr uintptr_t CanWieldItems = 0x2DC;
constexpr uintptr_t RelativeViewAngles = 0x2DD;
constexpr uintptr_t MountAnchor = 0x2E8;
constexpr uintptr_t MountLOSVertOffset = 0x2F0;
constexpr uintptr_t MountPose = 0x2F8;
constexpr uintptr_t MaxMountDistance = 0x2FC;
constexpr uintptr_t DismountPositions = 0x300;
constexpr uintptr_t CheckPlayerLosOnMount = 0x308;
constexpr uintptr_t DisableMeshCulling = 0x309;
constexpr uintptr_t AllowHeadLook = 0x30A;
constexpr uintptr_t IgnoreVehicleParent = 0x30B;
constexpr uintptr_t LegacyDismount = 0x30C;
constexpr uintptr_t WearWhileMounted = 0x310;
constexpr uintptr_t ModifiesPlayerCollider = 0x318;
constexpr uintptr_t CustomPlayerCollider = 0x31C;
constexpr uintptr_t ClippingAndVisChecks = 0x334;
constexpr uintptr_t ClippingChecksLocation = 0x338;
constexpr uintptr_t MountSoundDef = 0x340;
constexpr uintptr_t SwapSoundDef = 0x348;
constexpr uintptr_t DismountSoundDef = 0x350;
constexpr uintptr_t DismountHoldType = 0x358;
constexpr uintptr_t EyePosOverride = 0x360;
constexpr uintptr_t MountTimeStatType = 0x370;
constexpr uintptr_t AllowedGestures = 0x374;
constexpr uintptr_t CanDrinkWhileMounted = 0x378;
constexpr uintptr_t AllowSleeperMounting = 0x379;
constexpr uintptr_t AnimateClothInLocal = 0x37A;
constexpr uintptr_t MountedCameraMode = 0x37C;
constexpr uintptr_t RigidBody = 0x380;
constexpr uintptr_t SideLeanAmount = 0x38C;
constexpr uintptr_t Anchor = 0x388;
constexpr uintptr_t IsMobile = 0x389;
} // namespace Mount
// ── IronSights ──
namespace ADS {
constexpr uintptr_t ZoomFactor = 0x2C;
}
// ── BaseViewModel ──
namespace VM {
constexpr uintptr_t UseVMCamera = 0x40;
}
// ── ViewModel ──
namespace VMdl {
constexpr uintptr_t TypeInfo = 0xE453F18; // updated 2026-04-13 (item_icon_c)
constexpr uintptr_t Instance = 0xA8;
constexpr uintptr_t AnimationEvents = 0xA8;
constexpr uintptr_t TargetEntity = 0x28;
constexpr uintptr_t ViewModelPrefab = 0x20;
}
// ── ViewmodelBob ──
namespace VMBob {
constexpr uintptr_t BobSpeedWalk = 0x20;
constexpr uintptr_t BobSpeedRun = 0x24;
constexpr uintptr_t BobAmountWalk = 0x28;
constexpr uintptr_t BobAmountRun = 0x2C;
constexpr uintptr_t LeftOffsetRun = 0x30;
} // namespace VMBob
// ── ViewmodelLower ──
namespace VMLower {
constexpr uintptr_t LowerOnSprint = 0x20;
constexpr uintptr_t LowerWhenCantAttack = 0x21;
} // namespace VMLower
// ── CompoundBowWeapon ──
namespace CompBow {
constexpr uintptr_t StringHoldDurationMax = 0x470;
constexpr uintptr_t StringBonusVelocity = 0x47C;
constexpr uintptr_t CurrentHoldProgress = 0x474;
} // namespace CompBow
// ── FlashbangOverlay ──
namespace Flash {
constexpr uintptr_t PostProcessVolume = 0x20;
constexpr uintptr_t BurnIntensityCurve = 0x28;
constexpr uintptr_t WhiteoutIntensityCurve = 0x30;
constexpr uintptr_t DeafLoopDef = 0x38;
} // namespace Flash
// ── PlayerWalkMovement ──
namespace PWM {
constexpr uintptr_t ZeroFrictionMaterial = 0x60;
constexpr uintptr_t HighFrictionMaterial = 0x68;
constexpr uintptr_t MaxAngleWalking = 0x214;
} // namespace PWM
// ── String ──
namespace Str {
constexpr uintptr_t StringLength = 0x10;
constexpr uintptr_t FirstChar = 0x14;
} // namespace Str
// ── SkinSet ──
namespace SkinS {
constexpr uintptr_t Label = 0x18;
constexpr uintptr_t SkinColour = 0x20;
constexpr uintptr_t HairCollection = 0x28;
constexpr uintptr_t Head = 0x30;
constexpr uintptr_t Torso = 0x38;
constexpr uintptr_t Legs = 0x40;
constexpr uintptr_t Feet = 0x48;
constexpr uintptr_t Hands = 0x50;
constexpr uintptr_t CensoredTorso = 0x58;
constexpr uintptr_t CensoredLegs = 0x60;
constexpr uintptr_t HeadMaterial = 0x68;
constexpr uintptr_t BodyMaterial = 0x70;
constexpr uintptr_t EyeMaterial = 0x78;
} // namespace SkinS
// ── SkinSetCollection ──
namespace SkinSC {
constexpr uintptr_t Skins = 0x18;
}
// ── SkinReplacement ──
namespace SkinR {
constexpr uintptr_t SkinReplacementType = 0x10;
constexpr uintptr_t TargetReplacement = 0x18;
} // namespace SkinR
// ── Skinnable ──
namespace Skn {
constexpr uintptr_t Name = 0x18;
constexpr uintptr_t ItemName = 0x20;
constexpr uintptr_t EntityPrefab = 0x28;
constexpr uintptr_t EntityPrefabName = 0x30;
constexpr uintptr_t ViewmodelPrefab = 0x48;
constexpr uintptr_t ViewmodelPrefabName = 0x50;
constexpr uintptr_t MeshDownloads = 0x58;
constexpr uintptr_t MeshDownloadPaths = 0x60;
constexpr uintptr_t Category = 0x58;
constexpr uintptr_t HideInWorkshopUpload = 0x6C;
constexpr uintptr_t Groups = 0x80;
} // namespace Skn
// ── FOV (ConvarGraphics) ──
constexpr uint64_t ConvarGraphics_Base = 0xE4E2C88; // updated
namespace ConvarGfx {
constexpr uintptr_t FOV = 0x1E4; // updated
}
// ── TOD Sky ──
namespace TodSky {
constexpr uintptr_t Cycle = 0x40;
constexpr uintptr_t Night = 0x60;
constexpr uintptr_t Atmosphere = 0x50;
constexpr uintptr_t Day = 0x58;
constexpr uintptr_t Sun = 0x68;
constexpr uintptr_t Moon = 0x70;
constexpr uintptr_t Stars = 0x78;
constexpr uintptr_t Clouds = 0x80;
constexpr uintptr_t Light = 0x88;
constexpr uintptr_t Fog = 0x90;
constexpr uintptr_t Ambient = 0x98;
constexpr uintptr_t Reflection = 0xA0;
constexpr uintptr_t Initialized = 0xA8;
constexpr uintptr_t Components = 0xB8;
} // namespace TodSky
namespace TodCycle {
constexpr uintptr_t Hour = 0x10;
}
namespace TodNight {
constexpr uintptr_t LightColor = 0x20;
constexpr uintptr_t RayColor = 0x28;
constexpr uintptr_t SkyColor = 0x30;
constexpr uintptr_t CloudColor = 0x38;
constexpr uintptr_t FogColor = 0x40;
constexpr uintptr_t AmbientColor = 0x48;
constexpr uintptr_t LightIntensity = 0x50;
constexpr uintptr_t ShadowStrength = 0x58;
constexpr uintptr_t AmbientMultiplier = 0x60; // updated from 0x5C
constexpr uintptr_t ReflectionMultiplier = 0x64;
} // namespace TodNight
namespace TodAmbient {
constexpr uintptr_t Saturation = 0x14;
}
// ── TOD_AtmosphereParameters ──
namespace TodAtmo {
constexpr uintptr_t RayleighMultiplier = 0x10;
constexpr uintptr_t MieMultiplier = 0x14;
constexpr uintptr_t Brightness = 0x18;
constexpr uintptr_t Contrast = 0x1C;
constexpr uintptr_t Directionality = 0x28;
constexpr uintptr_t Fogginess = 0x2C;
} // namespace TodAtmo
// ── TOD_CloudParameters ──
namespace TodCloud {
constexpr uintptr_t Size = 0x10;
constexpr uintptr_t Opacity = 0x14;
constexpr uintptr_t Coverage = 0x18;
constexpr uintptr_t Sharpness = 0x1C;
constexpr uintptr_t Coloring = 0x20;
constexpr uintptr_t Attenuation = 0x24;
constexpr uintptr_t Saturation = 0x28;
constexpr uintptr_t Scattering = 0x2C;
constexpr uintptr_t Brightness = 0x30;
} // namespace TodCloud
// ── TOD_MoonParameters ──
namespace TodMoon {
constexpr uintptr_t MeshSize = 0x10;
constexpr uintptr_t MeshBrightness = 0x18;
constexpr uintptr_t MeshContrast = 0x20;
constexpr uintptr_t HaloSize = 0x24;
constexpr uintptr_t HaloBrightness = 0x28;
constexpr uintptr_t Position = 0x1F8;
} // namespace TodMoon
// ── PlayerEyes ──
namespace PEyes {
constexpr uintptr_t ViewOffset = 0x40;
constexpr uintptr_t BodyRotation = 0x50;
constexpr uintptr_t EyeOffset = 0x28;
} // namespace PEyes
// ── Weapon extras ──
namespace WpnEx {
constexpr uintptr_t DeployDelay = 0x288;
constexpr uintptr_t SuccessFraction = 0x458; // FlintStrikeWeapon
constexpr uintptr_t AttackReady = 0x458;
constexpr uintptr_t ArrowBack = 0x45C;
constexpr uintptr_t WasAiming = 0x468;
constexpr uintptr_t DidSparkThisFrame = 0x468;
} // namespace WpnEx
// ── HeldEntity ──
namespace HE {
constexpr uintptr_t ViewModel = 0x270;
} // namespace HE
// ── BaseViewModel ──
namespace BVM {
constexpr uintptr_t UseViewModelCamera = 0x40;
constexpr uintptr_t IronSights = 0x90;
} // namespace BVM
// ── Chains (raw pointer chain offsets) ──
namespace Chains {
constexpr uintptr_t BaseNetworkable_Static = 0xB8;
constexpr uintptr_t BufferList = 0x20;
constexpr uintptr_t Camera = 0x78; // updated
constexpr uintptr_t Camera_1 = 0x78;
constexpr uintptr_t Camera_2 = 0x10;
constexpr uintptr_t Camera_Static = 0xB8;
constexpr uintptr_t ClientEntities = 0x10; // updated from 0x38
constexpr uintptr_t EntityList = 0x10;
constexpr uintptr_t GameManager_1 = 0x40;
constexpr uintptr_t TodSky_Step1 = 0xB8;
constexpr uintptr_t TodSky_Step2 = 0xC8;
constexpr uintptr_t TodSky_Step3 = 0x10;
constexpr uintptr_t TodSky_Step4 = 0x20;
} // namespace Chains
// ── ModelState Namespace ──
namespace ModelStateFlags {
constexpr uint32_t Ducked = 1;
constexpr uint32_t Sleeping = 8; // bit 3
constexpr uint32_t Sprinting = 16; // bit 4
constexpr uint32_t OnGround = 4; // bit 2
} // namespace ModelStateFlags
// ── PlayerFlags ──
namespace PlayerFlags {
constexpr uint32_t Ducking = 1;
constexpr uint32_t Sleeping = 16;
constexpr uint32_t Wounded = 64;
constexpr uint32_t Dead = 128;
}
// ── Prefab IDs ──
namespace PrefabIds {
constexpr uint32_t Stone1 = 4124824587U;
constexpr uint32_t Stone2 = 960501790U;
constexpr uint32_t Stone3 = 723721358U;
constexpr uint32_t Stone4 = 266547145U;
constexpr uint32_t Metal1 = 3774647716U;
constexpr uint32_t Metal2 = 3345228353U;
constexpr uint32_t Metal3 = 4225479497U;
constexpr uint32_t Metal4 = 3327726152U;
constexpr uint32_t Sulfur1 = 3058967796U;
constexpr uint32_t Sulfur2 = 152562243U;
constexpr uint32_t Sulfur3 = 2204178116U;
constexpr uint32_t Sulfur4 = 1227527004U;
constexpr uint32_t Wood = 2891219449U;
constexpr uint32_t CollectStone = 2422310333U;
constexpr uint32_t CollectMetal = 4060169083U;
constexpr uint32_t CollectSulfur = 2972237931U;
constexpr uint32_t CollectWood = 2107058515U;
constexpr uint32_t Hemp = 3497054888U;
constexpr uint32_t DroppedItem1 = 545786656U;
constexpr uint32_t DroppedItem2 = 3255145925U;
constexpr uint32_t Bear = 1799741974U;
constexpr uint32_t PolarBear = 749308997U;
constexpr uint32_t Boar = 502341109U;
constexpr uint32_t Chicken = 152398164U;
constexpr uint32_t Stag = 1378621008U;
constexpr uint32_t Wolf = 2288788453U;
constexpr uint32_t Horse = 2626468473U;
} // namespace PrefabIds
} // namespace pub
DECRYPTIONS
// ── GCHandle resolution ──
static uint64_t Il2cppGetHandle(int32_t ObjectHandleID) {
if (ObjectHandleID <= 0) return 0;
uint64_t rdi_1 = (uint64_t)(uint32_t)ObjectHandleID >> 3;
uint64_t rcx_1 = ((uint32_t)ObjectHandleID & 7) - 1;
uint64_t baseAddr = g_GameAssembly + pub::GCHandleBase + 0x28 * rcx_1;
uint32_t limit = Km::Read<uint32_t>(baseAddr + 0x10);
if (rdi_1 < limit) {
uint64_t objAddr = Km::Read<uint64_t>(baseAddr);
uint32_t bitMask = Km::Read<uint32_t>(objAddr + ((rdi_1 >> 5) << 2));
if (testBITD(bitMask, rdi_1 & 0x1f)) {
uint64_t objectArray = Km::Read<uint64_t>(baseAddr + 0x8) + (rdi_1 << 3);
return Km::Read<uint64_t>(objectArray);
}
}
return 0;
}
// BaseNetworkable1 decrypt (first step in entity list chain)
// Updated 2026-04-13: XOR 0x1E7771E, <<6/>>0x1A, sub 0x1118D90C
static uint64_t DecryptEntityList1(uint64_t a1) {
if (!a1 || a1 < 0x10000) return 0;
uintptr_t rax = Km::Read<uintptr_t>(a1 + 0x18);
if (!rax) return 0;
uint32_t* rdx = (uint32_t*)&rax;
uint32_t r8d = 0x2;
do {
uint32_t eax = *(uint32_t*)(rdx);
rdx = (uint32_t*)((uint8_t*)rdx + 0x4);
eax = eax ^ 0x1E7771E;
uint32_t ecx = eax;
eax = eax << 0x6;
ecx = ecx >> 0x1A;
ecx = ecx | eax;
ecx = ecx - 0x1118D90C;
*((uint32_t*)rdx - 1) = ecx;
--r8d;
} while (r8d);
return Il2cppGetHandle(static_cast<int32_t>(rax));
}
// BaseNetworkable2 decrypt (second step in entity list chain)
// Updated 2026-04-13: XOR 0xF651832A, add 0x87D72C46, <<4/>>0x1C
static uint64_t DecryptEntityList2(uint64_t a1) {
if (!a1 || a1 < 0x10000) return 0;
uintptr_t rax = Km::Read<uintptr_t>(a1 + 0x18);
if (!rax) return 0;
uint32_t* rdx = (uint32_t*)&rax;
uint32_t r8d = 0x2;
do {
uint32_t eax = *(uint32_t*)(rdx);
rdx = (uint32_t*)((uint8_t*)rdx + 0x4);
eax = eax ^ 0xF651832A;
eax = eax + 0x87D72C46;
uint32_t ecx = eax;
eax = eax << 0x4;
ecx = ecx >> 0x1C;
ecx = ecx | eax;
*((uint32_t*)rdx - 1) = ecx;
--r8d;
} while (r8d);
return Il2cppGetHandle(static_cast<int32_t>(rax));
}
Полезные мелочи (Prefab IDs):
Для тех, кто пишет нормальный ESP на ресурсы, вот список айдишников для руды и прочего гринла:
- Sulfur: 3058967796, 152562243, 2204178116
- Stone: 4124824587, 960501790, 723721358
- Metal: 3774647716, 3345228353, 4225479497
- Animals (Bear/Polar/Wolf): 1799741974, 749308997, 2288788453
Траблшутинг:
Если аим «гуляет» или не срабатывает декрипт, проверяйте MainCamera_Class и GCHandleBase. Эти поинтеры — база, без которой вся цепочка превращается в тыкву. Также не забывайте, что ViewMatrix (0x30C) теперь живет в инстансе камеры.
Кто уже обновлял свои пасты под этот билд, отпишитесь по детектам.[/SPOILER]