Не работает авто обновление оффсетов

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Вообщем, откопал я riptide v3, вижу автообновление оффсетов , а оно не пашет, как фиксануть?(как я понял из-за них не работает вх)
C++:
#include "Offset.h"

namespace Engine
{
    //[junk_enable /]
    namespace Offset
    {
        namespace Entity
        {
            //[swap_lines]
            DWORD m_hMyWeapons = 0;
            DWORD m_hMyWearables = 0;
            DWORD m_hViewModel = 0;
            DWORD m_nTickBase = 0;
            DWORD m_iObserverMode = 0;
            DWORD m_hObserverTarget = 0;

            DWORD m_nHitboxSet = 0;
            DWORD m_vecOrigin = 0;
            DWORD deadflag = 0;

            DWORD m_lifeState = 0;
            DWORD m_flLowerBodyYawTarget = 0;

            DWORD m_bHasHelmet = 0;
            DWORD m_bHasDefuser = 0;
            DWORD m_bIsScoped = 0;
    

            DWORD m_iFOVStart = 0;
            DWORD m_fFlags = 0;

            DWORD m_iHealth = 0;
            DWORD m_ArmorValue = 0;
            DWORD m_iTeamNum = 0;
            DWORD m_iShotsFired = 0;
            DWORD m_flSimulationTime = 0;
            DWORD m_flFlashDuration = 0;

            DWORD m_aimPunchAngle = 0;
            DWORD m_viewPunchAngle = 0;

            DWORD m_vecVelocity = 0;
            DWORD m_vecViewOffset = 0;

            DWORD m_angEyeAngles = 0;
            DWORD m_iWeaponID = 0;

            DWORD m_hActiveWeapon = 0;

            DWORD m_iClip1 = 0;
            DWORD m_flNextPrimaryAttack = 0;
            DWORD m_bCanReload = 0;

            DWORD m_iItemDefinitionIndex = 0;
            DWORD m_iItemIDHigh = 0;
            DWORD m_iAccountID = 0;
            DWORD m_iEntityQuality = 0;
            DWORD m_OriginalOwnerXuidLow = 0;
            DWORD m_OriginalOwnerXuidHigh = 0;
            DWORD m_nFallbackPaintKit = 0;
            DWORD m_flFallbackWear = 0;
            DWORD m_nFallbackSeed = 0;
            DWORD m_nFallbackStatTrak = 0;

            DWORD m_nModelIndex = 0;
            DWORD m_hOwner = 0;
            DWORD m_hWeapon = 0;
            DWORD m_bSpotted = 0;
        

            DWORD m_zoomLevel = 0;
            DWORD m_hGroundEntity = 0;
            DWORD m_nWaterLevel = 0;
            DWORD movetype = 0;
            DWORD m_flFlashBangTime = 0;
            DWORD m_nMoveType = 0;
            //[/swap_lines]
        }

        bool Initialize()
        {
            Entity::m_hMyWeapons = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WEAPONS) / 2;
            Entity::m_hMyWearables = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WERABLES);
            Entity::m_hViewModel = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_VIEWMODEL);
            Entity::m_nTickBase = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_TICKBASE);
            Entity::m_iObserverMode = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSMODE);
            Entity::m_hObserverTarget = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSERVER);

            Entity::m_vecOrigin = g_NetVar.GetOffset(BASE_PLAYER, CS_PLAYER_ORIGIN);
            Entity::deadflag = g_NetVar.GetOffset(BASE_PLAYER, CS_PLAYER_DEADFLAG);

            Entity::m_lifeState = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_LIFESTATE);
            Entity::m_flLowerBodyYawTarget = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_LBYTARGET);

            Entity::m_bHasHelmet = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHELMET);
            Entity::m_bHasDefuser = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHDEFUSER);
            Entity::m_bIsScoped = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ISSCOPED);
            
            Entity::m_flFlashDuration = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ISFLASHED);

            Entity::m_iFOVStart = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FOVSTART);
            Entity::m_fFlags = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FLAGS);

            Entity::m_iHealth = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HEALTH);
            Entity::m_ArmorValue = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ARMOR);
            Entity::m_iTeamNum = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_TEAMNUM);
            Entity::m_iShotsFired = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_SHOTFIRED);

            Entity::m_aimPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_AIMPUNCHANG);
            Entity::m_viewPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VIEWPUNCHANG);

            Entity::m_vecVelocity = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVELOCITY);
            Entity::m_vecViewOffset = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVIEW);
            Entity::m_angEyeAngles = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_EYEANGLES);

            Entity::m_hActiveWeapon = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ACTIVEWEAPON);

            Entity::m_iClip1 = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_CLIP);
            Entity::m_flNextPrimaryAttack = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_PRIM);
            Entity::m_bCanReload = Entity::m_flNextPrimaryAttack + 0x6D;

            Entity::m_iItemDefinitionIndex = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_INDEX);
            Entity::m_iItemIDHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ID_HIGH);
            Entity::m_iAccountID = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ACCOUNT_ID);
            Entity::m_iEntityQuality = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ENTITY_QAL);
            Entity::m_OriginalOwnerXuidLow = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_LOW);
            Entity::m_OriginalOwnerXuidHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_HIGH);
            Entity::m_nFallbackPaintKit = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_PAINT_KIT);
            Entity::m_flFallbackWear = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_WEAR);
            Entity::m_nFallbackSeed = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_SEED);
            Entity::m_nFallbackStatTrak = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_STAT);

            Entity::m_nModelIndex = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_MODEL_INDEX);
            Entity::m_hOwner = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_OWNER);
            Entity::m_hWeapon = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_WEAPON);
            Entity::m_bSpotted = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_SPOTTED);

            Entity::m_zoomLevel = g_NetVar.GetOffset(BASE_WEAPON_AWP, BASE_WEAPON_AWP_ZOOMLEVEL);
            Entity::m_flSimulationTime = g_NetVar.GetOffset(BASE_ENTITY, SimTime);
            Entity::m_hGroundEntity = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_ON_GROUND);
            Entity::m_nWaterLevel = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_WATER_LEVEL);
            Entity::movetype = g_NetVar.GetOffset(BASE_ENTITY, MOVE_TYPE);
            

            return true;
        }

        float* FindW2Matrix()
        {
            return (float*)(reinterpret_cast<DWORD>(&Interfaces::Engine()->WorldToScreenMatrix()) + 0x40);
        }
    }
}
 
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Вообщем, откопал я riptide v3, вижу автообновление оффсетов , а оно не пашет, как фиксануть?(как я понял из-за них не работает вх)
C++:
#include "Offset.h"

namespace Engine
{
    //[junk_enable /]
    namespace Offset
    {
        namespace Entity
        {
            //[swap_lines]
            DWORD m_hMyWeapons = 0;
            DWORD m_hMyWearables = 0;
            DWORD m_hViewModel = 0;
            DWORD m_nTickBase = 0;
            DWORD m_iObserverMode = 0;
            DWORD m_hObserverTarget = 0;

            DWORD m_nHitboxSet = 0;
            DWORD m_vecOrigin = 0;
            DWORD deadflag = 0;

            DWORD m_lifeState = 0;
            DWORD m_flLowerBodyYawTarget = 0;

            DWORD m_bHasHelmet = 0;
            DWORD m_bHasDefuser = 0;
            DWORD m_bIsScoped = 0;
   

            DWORD m_iFOVStart = 0;
            DWORD m_fFlags = 0;

            DWORD m_iHealth = 0;
            DWORD m_ArmorValue = 0;
            DWORD m_iTeamNum = 0;
            DWORD m_iShotsFired = 0;
            DWORD m_flSimulationTime = 0;
            DWORD m_flFlashDuration = 0;

            DWORD m_aimPunchAngle = 0;
            DWORD m_viewPunchAngle = 0;

            DWORD m_vecVelocity = 0;
            DWORD m_vecViewOffset = 0;

            DWORD m_angEyeAngles = 0;
            DWORD m_iWeaponID = 0;

            DWORD m_hActiveWeapon = 0;

            DWORD m_iClip1 = 0;
            DWORD m_flNextPrimaryAttack = 0;
            DWORD m_bCanReload = 0;

            DWORD m_iItemDefinitionIndex = 0;
            DWORD m_iItemIDHigh = 0;
            DWORD m_iAccountID = 0;
            DWORD m_iEntityQuality = 0;
            DWORD m_OriginalOwnerXuidLow = 0;
            DWORD m_OriginalOwnerXuidHigh = 0;
            DWORD m_nFallbackPaintKit = 0;
            DWORD m_flFallbackWear = 0;
            DWORD m_nFallbackSeed = 0;
            DWORD m_nFallbackStatTrak = 0;

            DWORD m_nModelIndex = 0;
            DWORD m_hOwner = 0;
            DWORD m_hWeapon = 0;
            DWORD m_bSpotted = 0;
       

            DWORD m_zoomLevel = 0;
            DWORD m_hGroundEntity = 0;
            DWORD m_nWaterLevel = 0;
            DWORD movetype = 0;
            DWORD m_flFlashBangTime = 0;
            DWORD m_nMoveType = 0;
            //[/swap_lines]
        }

        bool Initialize()
        {
            Entity::m_hMyWeapons = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WEAPONS) / 2;
            Entity::m_hMyWearables = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_WERABLES);
            Entity::m_hViewModel = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_VIEWMODEL);
            Entity::m_nTickBase = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_TICKBASE);
            Entity::m_iObserverMode = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSMODE);
            Entity::m_hObserverTarget = g_NetVar.GetOffset(BASE_PLAYER, BASE_PLAYER_OBSERVER);

            Entity::m_vecOrigin = g_NetVar.GetOffset(BASE_PLAYER, CS_PLAYER_ORIGIN);
            Entity::deadflag = g_NetVar.GetOffset(BASE_PLAYER, CS_PLAYER_DEADFLAG);

            Entity::m_lifeState = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_LIFESTATE);
            Entity::m_flLowerBodyYawTarget = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_LBYTARGET);

            Entity::m_bHasHelmet = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHELMET);
            Entity::m_bHasDefuser = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HASHDEFUSER);
            Entity::m_bIsScoped = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ISSCOPED);
           
            Entity::m_flFlashDuration = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ISFLASHED);

            Entity::m_iFOVStart = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FOVSTART);
            Entity::m_fFlags = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_FLAGS);

            Entity::m_iHealth = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_HEALTH);
            Entity::m_ArmorValue = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ARMOR);
            Entity::m_iTeamNum = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_TEAMNUM);
            Entity::m_iShotsFired = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_SHOTFIRED);

            Entity::m_aimPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_AIMPUNCHANG);
            Entity::m_viewPunchAngle = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VIEWPUNCHANG);

            Entity::m_vecVelocity = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVELOCITY);
            Entity::m_vecViewOffset = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_VECVIEW);
            Entity::m_angEyeAngles = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_EYEANGLES);

            Entity::m_hActiveWeapon = g_NetVar.GetOffset(CS_PLAYER, CS_PLAYER_ACTIVEWEAPON);

            Entity::m_iClip1 = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_CLIP);
            Entity::m_flNextPrimaryAttack = g_NetVar.GetOffset(BASE_COMBAT_WEAPON, BASE_COMBAT_WEAPON_PRIM);
            Entity::m_bCanReload = Entity::m_flNextPrimaryAttack + 0x6D;

            Entity::m_iItemDefinitionIndex = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_INDEX);
            Entity::m_iItemIDHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ID_HIGH);
            Entity::m_iAccountID = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ACCOUNT_ID);
            Entity::m_iEntityQuality = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_ENTITY_QAL);
            Entity::m_OriginalOwnerXuidLow = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_LOW);
            Entity::m_OriginalOwnerXuidHigh = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_OWNER_HIGH);
            Entity::m_nFallbackPaintKit = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_PAINT_KIT);
            Entity::m_flFallbackWear = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_WEAR);
            Entity::m_nFallbackSeed = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_SEED);
            Entity::m_nFallbackStatTrak = g_NetVar.GetOffset(BASE_ATTRIBUTABLE_ITEM, BASE_ATTRIBUTABLE_ITEM_FALL_STAT);

            Entity::m_nModelIndex = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_MODEL_INDEX);
            Entity::m_hOwner = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_OWNER);
            Entity::m_hWeapon = g_NetVar.GetOffset(BASE_VIEW_MODEL, BASE_VIEW_MODEL_WEAPON);
            Entity::m_bSpotted = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_SPOTTED);

            Entity::m_zoomLevel = g_NetVar.GetOffset(BASE_WEAPON_AWP, BASE_WEAPON_AWP_ZOOMLEVEL);
            Entity::m_flSimulationTime = g_NetVar.GetOffset(BASE_ENTITY, SimTime);
            Entity::m_hGroundEntity = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_ON_GROUND);
            Entity::m_nWaterLevel = g_NetVar.GetOffset(BASE_ENTITY, BASE_ENTITY_WATER_LEVEL);
            Entity::movetype = g_NetVar.GetOffset(BASE_ENTITY, MOVE_TYPE);
           

            return true;
        }

        float* FindW2Matrix()
        {
            return (float*)(reinterpret_cast<DWORD>(&Interfaces::Engine()->WorldToScreenMatrix()) + 0x40);
        }
    }
}
скажи пожалуйста, а как это должно работать?
 
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