dc k1enzo_ atarmısınOffset bulmayı bilmiyorsan nasıl hile yapıcaksın? Yapay zeka ile yapmayı düşünüyorsan daha hileyi denemeden banlanırsın haberin olsun. Link atmak yasakmı bilmiyorum ama şuanda 12.05 patchine ait offsetler elimde var yasak değilse atabilirim.
kral çok sağol da dumperi nası yapçamOyuncu ve Kontrolör Verileri
- GWorld = 0xC17E310
- FNamePool = 0xC334000
- ProcessEvent = 0x1B437A0
- StaticFindObject = 0x1B6D070
- StaticLoadObject = 0x1B70BA0
- BoneMatrix = 0x40C1190
- TriggerVeh = 0x175BA46
Kod:
Oyuncu ve Sahne
- PlayerController: 0x0038
- LocalPlayer: 0x0040
- PlayerArray: 0x0478
- AcknowledgedPawn: 0x0510
- MyHUD: 0x0518
- PlayerCameraManager: 0x0520
- CameraPrivate: 0x17B0
- CameraPos: 0x0384
- CameraRot: 0x0396
- CameraFOV: 0x03A2
- PlayerState: 0x0480
- PlatformPlayer: 0x0698
- SpawnedCharacter: 0x0A48
- TeamComponent: 0x06A0
- TeamId: 0x00E8
- CompetitiveTier: 0x0760
- AccountLevel: 0x075C
- WasAlly: 0x0F58
- MaxShield: 0x1110
- GetPing: 0x0464
- CharacterMinimap: 0x1558
Kod:
Sağlık ve Hasar
- ActorArray: 0x00A0
- RootComponent: 0x0288
- RelativeLocation: 0x0170
- RelativeRotation: 0x0188
- ComponentToWorld: 0x02D0
- Dormant: 0x0101
- ActorID: 0x0018
- BoundsScale: 0x0474
- Level: 0x0038
Kod:
Silah ve Envanter
- DamageHandler: 0x0C68
- Health (CachedLife): 0x0200
- MaxHealth: 0x01F8
- Shield (CachedShield): 0x0220
- DamageSections: 0x01E8
- LastDamageEvent: 0x02B0
Kod:
Mesh ve Animasyon
- Inventory: 0x0C08
- CurrentEquippable: 0x0248
- EquippableArray: 0x0238
- FiringStateComponent: 0x1230
- StabilityComponent: 0x0490
- MagazineAmmo: 0x1200
- MaxAmmo: 0x0130
- AuthResourceAmount: 0x0110
- ErrorPower (Recoil): 0x049C
- ErrorRetries: 0x0470
- SeedData: 0x04A0
- IsFiring: 0x1224
- Mesh1PGun: 0x0DD8
- Mesh3PGun: 0x0DE8
Kod:
Oyun Durumu ve Tur Verileri
- MeshComponent: 0x04E8
- BoneArray (CachedBoneSpaceTransforms): 0x0AF8
- BoneCount: 0x0B00
- BoneArrayCache (CachedComponentSpaceTransforms): 0x0B08
- LastRenderTime: 0x0464
- LastRenderTimeOnScreen: 0x0468
- Mesh1P: 0x0F30
- Mesh1POverlay: 0x0F38
- Mesh3P (MeshCosmetic3P): 0x0F40
- Mesh3PMIDs: 0x0F80
Kod:
İç Bayraklar ve Durumlar
- GameState: 0x0178
- OwningGameInstance: 0x01D8
- ViewportWorld: 0x0078
- UWorldPointer: 0x0080
- DrawTransition: 0x0068
- Level: 0x0038
- RoundState: 0x0590
- BombTimeRemaining (TimeRemainingToExplode): 0x05A8
- DefusePercentage (DefuseProgress): 0x05D0
- CurrentDefuser: 0x05C0
- CurrentDefuseSection: 0x05F0
- PlantedAtSite: 0x05B8
Kod:
Bellek ve Şifre Çözme
- bIsSpectating: 0x0418
- bAlive (inverted bIsDead): 0x01F9
- IsVisible: 0x0470
- OutlineComponent: 0x10B0
- HighlightColor: 0x0428
Kod:
Skin Changer
- FMemoryMalloc = 0x165CC10
- FreeMem = 0x69ABDD
- DecryptWide = 0x4914100
- DecryptNonWide = 0x4914090
- SkinDecrypt = 0x34D9120
- PointerState = 0x0A81A0
- PointerKey = 0x0A8198
- VgkShadowStructPtr = 0x0A8190
- VgkStateIndex = 0x0A81A8
- FNamePool = 0xBFD4B40
- FNameState = 0xC1BB5C0
- FNameKey = 0xC1BB5F8
Kod:
Render
- SkinPointer1 = 0x3A0
- SkinPointer2 = 0x0B0
- SkinPointer3 = 0x080
- SkinDataAsset = 0xFB0
Kod:
FName
- K2DrawText = 0x459E57C
- K2DrawLine = 0x6DE70E9
- K2DrawBox = 0x6D0ED60
- SetOutlineColors = 0x3639E89
- EnemyColor = 0x5384EE9
- AllyColor = 0x5384EE2
- MarkDirtyRender = 0x159F240
Çözme Adım 1 — XOR
Kod:
Adım 2 — XOR
- uint64_t decrypt_xor_keys(const uint32_t key, const uint64_t* state)
- {
- uint64_t hash = 0x2545F4914F6CDD1Dui64
- * (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));
- uint64_t idx = hash % 7;
- uint64_t val = state[idx];
- uint32_t hi = (uint32_t)(hash >> 32);
- uint32_t mod7 = (uint32_t)idx;
- if (mod7 == 0) {
- uint8_t q = (uint8_t)(((int)hi - 1) / 0x3F);
- uint8_t rshift = (uint8_t)hi - 63 * q;
- uint8_t lshift = 63 * q - ((uint8_t)hi - 1) + 63;
- val = ((val >> rshift) | (val << lshift)) - hi;
- } else if (mod7 == 1) {
- uint32_t rot = hi + 2 * (uint32_t)idx;
- uint8_t lshift = (uint8_t)(rot % 0x3F) + 1;
- uint8_t rshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
- val = ((val << lshift) | (val >> rshift)) + (uint32_t)(hi + idx);
- } else if (mod7 == 3) {
- uint32_t rot = hi + 2 * (uint32_t)idx;
- uint8_t rshift = (uint8_t)(rot % 0x3F) + 1;
- uint8_t lshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
- val = ~((val >> rshift) | (val << lshift));
- } else if (mod7 == 4) {
- val = val ^ (uint32_t)(hi + idx);
- } else if (mod7 == 5) {
- val = (val >> 1) ^ ~(uint64_t)(uint32_t)(hi + idx)
- ^ (((val >> 1) ^ (2 * val)) & 0xAAAAAAAAAAAAAAAAui64);
- }
- return val ^ key;
- }
Kod:
Adım 3 — FName
- bool decrypt_name_key(uintptr_t valorant_base, uintptr_t* returned_xor)
- {
- uintptr_t namepoolkey = read<uintptr_t>(valorant_base + names_key);
- if (!namepoolkey) return false;
- struct state { uintptr_t keys[7]; };
- state xor_state = read<state>(valorant_base + names_state);
- const auto address = decrypt_xor_keys(namepoolkey, (uintptr_t*)&xor_state);
- uintptr_t xors = read<uintptr_t>(address);
- if (xors) { *returned_xor = xors; return true; }
- return false;
- }
- // Call once at startup:
- uintptr_t names_key = FNameState + 0x38;
- decrypt_name_key(game_base, &xor_key);
Kod:
- std::string get_fname(int key)
- {
- uint chunkOffset = (uint)((int)(key) >> 16);
- ushort nameOffset = (ushort)key;
- std::uint64_t namePoolChunk = read<std::uint64_t>(
- base + FNamePool + ((chunkOffset + 2) * 8)
- );
- std::uint64_t entryOffset = namePoolChunk + (ulong)(4 * nameOffset);
- FNameEntry nameEntry = read<FNameEntry>(entryOffset);
- auto name = nameEntry.AnsiName;
- std::uintptr_t nameKey = xor_key;
- if (nameEntry.Header.Len <= 365) {
- for (std::uint16_t i = 0; i < nameEntry.Header.Len; i++) {
- BYTE b = i & 3;
- name ^= nameEntry.Header.Len ^ *((LPBYTE)&nameKey + b);
[*] }
[*] }
[*] return name;
[*]}
[*]
[*]// Get FName ID from actor:
[*]uintptr_t fname_id = actor + 0x18;
Direkt hileyi kodlayıp verdiğimi kullan seni 1-2 ay götürcektirkral çok sağol da dumperi nası yapçam
kral dc k1enzo_ ekleseneDirekt hileyi kodlayıp verdiğimi kullan seni 1-2 ay götürcektir