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Legit Offsets не могу обновить

Тема в разделе Читы Valorant создана пользователем renameduser_2809208 23 сен 2022. 394 просмотра

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  1. renameduser_2809208
    renameduser_2809208 Автор темы 23 сен 2022 <script src='../scripts/knopkabablo.js'></script> 1490 29 ноя 2019
    кароче, вчера потратил 6 часов и сегодня 3 часа на обновление оффсетов.
    помогите мне обновить эту парашу, в ласт апдейтах я нормально все фиксил, но в том нихуя не работает


    constexpr uintptr_t uworld_state = 0x90217C0;
    constexpr uintptr_t uworld_key = 0x90217F8;
    constexpr uintptr_t g_object_state = 0x8E8FB00; // Global objects on map(state) // TYPE=Vector3
    constexpr uintptr_t g_object_key = 0x8E8FB38; // TEST!!!
    constexpr uintptr_t line_of_sight = 0x2A0C680; // too for test(before can delete)

    constexpr uintptr_t game_instance = 0x1A0; // world + game_instance // TYPE=uintptr_t
    constexpr uintptr_t persistent_level = 0x38; // world + persistent_level // TYPE=uintptr_t

    constexpr uintptr_t local_player_array = 0x40; // game_instance + local_player_array // TYPE=uintptr_t
    constexpr uintptr_t local_player_controller = 0x38; // local_player + local_player_controller // TYPE=uintptr_t
    constexpr uintptr_t local_player_pawn = 0x460; // local_player_controller + local_player_pawn // TYPE=uintptr_t (=actor)
    constexpr uintptr_t control_rotation = 0x440; // local_player_controller + control_rotation // TYPE=Vector3



    constexpr uintptr_t camera_manager = 0x478; // local_player_controller + camera_manager // TYPE=uintptr_t
    constexpr uintptr_t camera_position = 0x1260; // camera_manager + camera_position // TYPE=Vector3
    constexpr uintptr_t camera_rotation = 0x126C; // camera_manager + camera_rotation // TYPE=Vector3
    constexpr uintptr_t camera_fov = 0x1278; // camera_manager + camera_fov // TYPE=float

    constexpr uintptr_t actor_array = 0xA0; // persistent_level + actor_array // TYPE=uintptr_t
    constexpr uintptr_t actor_count = 0xB8; // persistent_level + actor_count // TYPE=int

    constexpr uintptr_t unique_id = 0x38; // actor + actor_id // TYPE=uintptr_t
    constexpr uintptr_t mesh_component = 0x430; // actor + mesh_component // TYPE=uintptr_t
    constexpr uintptr_t last_submit_time = 0x364 + 0x4; // mesh_component + last_submit_time // TYPE=float
    constexpr uintptr_t last_render_time = last_submit_time + 0x4; // mesh_component + last_render_time // TYPE=float


    constexpr uintptr_t dumping_offset = 0x1C1C4B0; // maybe this not wrong
    constexpr uintptr_t bone_matrix = 0x49F14C0; // too need delete after testing

    // !!!!!
    constexpr uintptr_t bone_array = 0x5C0; // mesh_component + bone_array // TYPE=uintptr_t
    constexpr uintptr_t bone_count = 0x5C8; // actor + bone_count // TYPE=uintptr_t


    constexpr uintptr_t component_to_world = 0x250; // mesh_component + component_to_world // TYPE=uintptr_t
    constexpr uintptr_t root_component = 0x230; // actor + root_component // TYPE=uintptr_t
    constexpr uintptr_t root_position = 0x164; // root_component + root_position // TYPE=Vector3
    constexpr uintptr_t damage_handler = 0x9A8; // actor/local_player_pawn + damage_handler // TYPE=uintptr_t
    constexpr uintptr_t health = 0x1B0; // damage_handler + health // TYPE=float
    constexpr uintptr_t dormant = 0x100; // actor + dormant // TYPE=bool
    constexpr uintptr_t player_state = 0x3F0; // actor/local_player_pawn + player_state // TYPE=uintptr_t
    constexpr uintptr_t team_component = 0x628; // player_state + team_component // TYPE=uintptr_t
    constexpr uintptr_t team_id = 0xF8; // team_component + team_id

    //inventory
    constexpr uintptr_t inventory = 0x948;
    constexpr uintptr_t current_equipable = 0x238;
    constexpr uintptr_t ammo_info = 0xFB0;
    constexpr uintptr_t max_ammo = 0x120;
    constexpr uintptr_t current_ammo = 0x11c;
    constexpr uintptr_t ObjID = 0x18;
    //fresnel
    constexpr uintptr_t fresnel_intensity = 0x6b8;
     
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