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The document contains a list of constant memory offsets used in a game, likely for modding or development purposes. Each offset is associated with various game components, such as player attributes, camera settings, and rendering states. The document also includes some code snippets related to wireframe rendering and charm instances.

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laptemailuses
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0% found this document useful (0 votes)
3 views4 pages

5

The document contains a list of constant memory offsets used in a game, likely for modding or development purposes. Each offset is associated with various game components, such as player attributes, camera settings, and rendering states. The document also includes some code snippets related to wireframe rendering and charm instances.

Uploaded by

laptemailuses
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

OFFSET

constexpr uint64_t Rootcomponent = 0x288;


constexpr uint64_t root_position = 0x170;
constexpr uint64_t CameraRadar = 0x1F90;
constexpr uint64_t AccountLevel = 0x6bc;
constexpr uint64_t RiotTag = 0xa0;
constexpr uint64_t RiotName = 0xb8;
constexpr uint64_t CompetitiveTier = 0x6C0;
constexpr uint64_t LeaderboardPosition = 0x6C4;

constexpr uint64_t death_reaction_component = 0x0CA8;


constexpr uint64_t montage_effect_override = 0x100;
constexpr uint64_t montage_effect_override_context = 0x108;
constexpr uint64_t ControlRotation = 0x4e0;
constexpr uint64_t vtable = 0x53;
constexpr uint64_t GameViewport = 0xBD0;
static auto State = Encrypt("0xC0CC120");
constexpr uint64_t uworldstate = 0xBDE72D0;
constexpr uint64_t fmemory_malloc = 0x16D7BC0;
constexpr uint64_t static_find_object = 0x1B1F7C0;
constexpr uint64_t last_submit_time = 0x478;
constexpr uint64_t last_render_time = 0x47C;
constexpr uint64_t MagicOffsets = 0x46C4660;
constexpr uint64_t static_laod_object = 0x1B232F0;
constexpr uint64_t process_event = 0x1AF6470;
constexpr uint64_t bone_matrix = 0x4071D70;

constexpr uint64_t set_ares_outline_mode = 0x40064F0;


constexpr uint64_t player_finisher_effect = 0x61DAE00;

constexpr uint64_t get_spread_values = 0x627B290;


constexpr uint64_t get_spread_angles = 0x6E95E00;
constexpr uint64_t to_vector_and_normalize = 0x17D7350;
constexpr uint64_t to_angle_and_normalize = 0x17D1B50;

constexpr uint64_t TriggerVEH = 0x170F4B6;

constexpr uint64_t FiringStateComp = 0x1208;

constexpr uint64_t seed_data = 0x4A0;


constexpr uint64_t seed_dataadd = 0xD8;
constexpr uint64_t stability_component = 0x490;

constexpr uint64_t error_power = 0x49c;


constexpr uint64_t error_retries = 0x470;

constexpr uint64_t pregame_view_controller = 0xd38;

constexpr uint64_t MakeRenderStateDirty = 0x1F2B051;


constexpr uint64_t magic = 0x46C4660;

constexpr uint64_t charm_map = 0x430;


constexpr uint64_t projectile_component = 0x464;

constexpr uint64_t RelativeScale3D = 0x17c;

constexpr uint64_t DefuseTimer = 0x5D0;


constexpr uint64_t Timer = 0x5A8;
constexpr uint64_t relative_rotation = 0x170;

constexpr uint64_t cameramaneger = 0x520;


constexpr uint64_t mesh = 0x460;

constexpr uint64_t camerapos = 900;


constexpr uint64_t camerafov = 930;
constexpr uint64_t camerarot = 918;

constexpr uint64_t game_instance = 0x1D8;


constexpr uint64_t local_players = 0x40;
constexpr uint64_t viewport_client = 0x80;

constexpr uint64_t engine = 0x28;


constexpr uint64_t local_controller = 0x38;

constexpr uint64_t mtkv = 99;

constexpr uint64_t object_class = 0x10;


constexpr uint64_t super_class = 0x48;

constexpr uintptr_t Mesh1P_Offset = 0xf30;


constexpr uintptr_t Mesh3P_Offset = 0xf00;
constexpr uintptr_t MeshOverlay1P_Offset = 0xef8;

constexpr uintptr_t Mesh1POverlayMIDs = 0xf68;


constexpr uintptr_t Mesh1PMIDs = 0xf98;
constexpr uintptr_t Mesh3PMIDs = 0xf88;

constexpr uint64_t get_skin_levels = 0x88;


constexpr uint64_t get_skin_data_asset = 0x108;
constexpr uint64_t get_skin_chroma_data_asset = 0x108;
constexpr uint64_t get_charm_data_asset = 0x68;
constexpr uint64_t get_charm_level_data_asset = 0x70;
constexpr uint64_t get_charm_level = 0xe0;

constexpr uint64_t equippable_models = 0xe0;


constexpr uint64_t skins = 0x150;
constexpr uint64_t possible_levels = 0x138;
constexpr uint64_t possible_levels1 = 0xfe;
constexpr uint64_t possible_levels2 = 0xf2;
constexpr uint64_t possible_chromas = 0x128;

//others
constexpr uint64_t dormant_server = 0x101;
constexpr uint64_t get_screen_size1 = 0x48;
constexpr uint64_t get_screen_size2 = 0x4c;

constexpr uint64_t fr3scomp = 0xcd0;

constexpr uint64_t was_invisible = 0xc8b;


constexpr uint64_t inventory_icon = 0xdc0;

constexpr uint64_t bone_cout = 0x730 + 0x8;


constexpr uint64_t font = 0x98;

constexpr uint64_t mesh1p = 0xef0;


constexpr uint64_t mesh3p = 0xf00;
constexpr uint64_t mesh1p_overlay = 0xef8;
constexpr uint64_t mesh_cosmetic_3p = 0xef8;

constexpr uint64_t coolchams = 0x418;

constexpr uint64_t mesh1pgun = 0xe08;


constexpr uint64_t mesh3pgun = 0xe18;
constexpr uint64_t RightHandWeaponAttachName = 0xfc8;
constexpr uint64_t CurrentEquippableVFXState = 0xe30;
constexpr uint64_t fresnelcomponent = 0x860;

constexpr uint64_t BlindManagerComponent = 0xa28;

constexpr uint64_t skyboxmeshcomponent = 0x288;

constexpr uint64_t flashend = 0x10;

constexpr uint64_t WireFrame = 0x8fe;


constexpr uint64_t WireFrame2 = 0xc0;
constexpr uint64_t WireFrame3 = 0xff;

constexpr uint64_t is_inspecting = 0x1491;

constexpr uint64_t skin_pointer = 0x3a8;


constexpr uint64_t skin_pointer_2 = 0xB0;
constexpr uint64_t skin_pointer_3 = 0x80;
constexpr uint64_t skin_data_asset = 0xDC8;

constexpr uint64_t viewport_world = 0x80;

constexpr uint64_t SetCameraPOVHook = 0xD7;

constexpr uint64_t viewport_gameinstance = 0x88;

//std::uintptr_t firing_state_component = 0x1160;


//std::uintptr_t seed_data = 0x4a0;
//std::uintptr_t stability_component = 0x490;
//std::uintptr_t error_power = 0x100;
//std::uintptr_t error_retries = 0x470;

constexpr uint64_t Inventory = 0xBF0;


constexpr uint64_t Equippable = 0x248;

constexpr uint64_t player_state = 0x480;

constexpr uint64_t player_name_private = 0x500;


constexpr uint64_t get_player_id = 0x460;
constexpr uint64_t get_ping = 0x464;

constexpr uint64_t PlatformPlayer = 0x6a0;

constexpr uint64_t HideAccountLevel = 0x6b8;


constexpr uint64_t real_time_dormant = 0x101;
Unlock all game offset
constexpr uint64_t equippable_models = 0xe8;
Unlock all - ingame changer
auto charm_instances = memory::read<tarray<tmap<uobject,
uobject>>>(std::uintptr_t(manager) + 0x438);
Wireframe
if (globals::misc::Wireframe)
{
*(char*)(mesh + 0x946) = *(char*)(mesh + 0x946) | (1 << 5);
*(char*)(mesh + 0xc0) = 0xff;

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