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offsets.h
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87 lines (78 loc) · 5.71 KB
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#pragma once
#include <cstdint>
#include "CS2_Dumper/offsets.hpp"
#include "CS2_Dumper/client_dll.hpp"
namespace Offset
{
inline constexpr intptr_t EntityListPtr{ 0x10 }; // GameEntitySystem + EntityListPtr
inline constexpr intptr_t IsMatchStarted{ 0x98 }; // Prediction + IsMatchStarted
inline constexpr intptr_t PlayerPawn{ cs2_dumper::schemas::client_dll::CCSPlayerController::m_hPlayerPawn };
inline constexpr intptr_t EntityList{ cs2_dumper::offsets::client_dll::dwEntityList};
inline constexpr intptr_t LocalPlayerControl{ cs2_dumper::offsets::client_dll::dwLocalPlayerController };
inline constexpr intptr_t ViewMatrix{ cs2_dumper::offsets::client_dll::dwViewMatrix };
namespace GPointers
{
inline intptr_t ClientMod{};
inline intptr_t Engine2Mod{};
inline intptr_t GameRules{};
inline intptr_t CCSGO_Input{};
inline intptr_t LP_Controller{};
inline intptr_t ViewMatrix{};
inline intptr_t ViewAngles{};
inline intptr_t EntityList{};
inline intptr_t Prediction{};
}
namespace Pawn
{
inline constexpr intptr_t PawnAlive = cs2_dumper::schemas::client_dll::CCSPlayerController::m_bPawnIsAlive;
inline constexpr intptr_t BoneArray{ cs2_dumper::schemas::client_dll::CSkeletonInstance::m_modelState + 0x80 }; // GameSceneNode + BoneArray
inline constexpr intptr_t iHealth{ cs2_dumper::schemas::client_dll::C_BaseEntity::m_iHealth };
inline constexpr intptr_t pGameSceneNode{ cs2_dumper::schemas::client_dll::C_BaseEntity::m_pGameSceneNode };
inline constexpr intptr_t iTeamNum{ cs2_dumper::schemas::client_dll::C_BaseEntity::m_iTeamNum };
inline constexpr intptr_t vLastClipCameraPos{ cs2_dumper::schemas::client_dll::C_CSPlayerPawnBase::m_vecLastClipCameraPos };
inline constexpr intptr_t vAngEyeAngles{ cs2_dumper::schemas::client_dll::C_CSPlayerPawnBase::m_angEyeAngles };
inline constexpr intptr_t bSpottedMask{ cs2_dumper::schemas::client_dll::C_CSPlayerPawn::m_entitySpottedState + cs2_dumper::schemas::client_dll::EntitySpottedState_t::m_bSpottedByMask }; // C_CSPlayerPawn::entitySpottedState + EntitySpottedState_t::bSpottedByMask
inline constexpr intptr_t bDormant{ cs2_dumper::schemas::client_dll::CGameSceneNode::m_bDormant }; // GameSceneNode + bDormant
inline constexpr intptr_t bPos{ cs2_dumper::schemas::client_dll::C_BasePlayerPawn::m_vOldOrigin }; // GameSceneNode + bDormant
inline constexpr intptr_t IsAlive{ cs2_dumper::schemas::client_dll::CCSPlayerController::m_bPawnIsAlive };
inline constexpr intptr_t CurrentArmor{ cs2_dumper::schemas::client_dll::C_CSPlayerPawn::m_ArmorValue };
inline constexpr intptr_t pClippingWeapon{ cs2_dumper::schemas::client_dll::C_CSPlayerPawnBase::m_pClippingWeapon };
inline constexpr intptr_t bSpottedByMask = cs2_dumper::schemas::client_dll::C_CSPlayerPawn::m_entitySpottedState + cs2_dumper::schemas::client_dll::EntitySpottedState_t::m_bSpottedByMask; // C_CSPlayerPawn::entitySpottedState + EntitySpottedState_t::bSpottedByMask
inline constexpr intptr_t m_Glow = cs2_dumper::schemas::client_dll::C_BaseModelEntity::m_Glow;
inline constexpr intptr_t m_GlowOverride = cs2_dumper::schemas::client_dll::CGlowProperty::m_glowColorOverride;
inline constexpr intptr_t m_bGlowing = cs2_dumper::schemas::client_dll::CGlowProperty::m_bGlowing;
inline constexpr intptr_t m_fGlowColor = cs2_dumper::schemas::client_dll::CGlowProperty::m_fGlowColor;
};
namespace WeaponBaseData
{
inline constexpr intptr_t WeaponDataPTR = cs2_dumper::schemas::client_dll::C_BaseEntity::m_nSubclassID + 0x08;
inline constexpr intptr_t szName = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_szName;
inline constexpr intptr_t Clip1 = cs2_dumper::schemas::client_dll::C_BasePlayerWeapon::m_iClip1; // C_BasePlayerWeapon::m_iClip1
inline constexpr intptr_t MaxClip = cs2_dumper::schemas::client_dll::CBasePlayerWeaponVData::m_iMaxClip1; // CBasePlayerWeaponVData::m_iMaxClip1
inline constexpr intptr_t CycleTime = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_flCycleTime;
inline constexpr intptr_t Penetration = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_flPenetration;
inline constexpr intptr_t WeaponType = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_WeaponType;
inline constexpr intptr_t Inaccuracy = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_flInaccuracyMove; // CCSWeaponBaseVData::m_flInaccuracyMove
inline constexpr intptr_t inReload = cs2_dumper::schemas::client_dll::C_CSWeaponBase::m_bInReload;
inline constexpr intptr_t m_nNumBullets = cs2_dumper::schemas::client_dll::CCSWeaponBaseVData::m_nNumBullets;
inline constexpr intptr_t WeaponSize = 0x50;
inline constexpr intptr_t ActiveWeapon = cs2_dumper::schemas::client_dll::CPlayer_WeaponServices::m_hActiveWeapon;
inline constexpr intptr_t Item = cs2_dumper::schemas::client_dll::C_AttributeContainer::m_Item; // C_AttributeContainer::m_Item
inline constexpr intptr_t ItemDefinitionIndex = cs2_dumper::schemas::client_dll::C_EconItemView::m_iItemDefinitionIndex;
inline constexpr intptr_t m_MeshGroupMask = cs2_dumper::schemas::client_dll::CModelState::m_MeshGroupMask; // CModelState::m_MeshGroupMask
}
namespace Controller
{
inline constexpr intptr_t cEntName{ cs2_dumper::schemas::client_dll::CBasePlayerController::m_iszPlayerName };
inline constexpr intptr_t hPawn{ cs2_dumper::schemas::client_dll::CCSPlayerController::m_hPlayerPawn };
};
namespace CCSGO_Input
{
inline constexpr intptr_t ViewAngles{ 0xB0 }; // CCSGOInput - ViewAngles
}
namespace CS_GameRules
{
inline constexpr intptr_t GameModeRules{ cs2_dumper::schemas::client_dll::C_CSGameRules::m_pGameModeRules };
inline constexpr intptr_t DeathMatchPtr{ 0x30 }; // GameRules + GameModeRules + DeathMatchPtr
};
}