Valorant offset bulma ya da dumper

Üye
Katılım
1 Nis 2026
Mesajlar
5
Tepki puanı
0
Yaş
26
Arkadaşlar hile yapıcam da galiba offset ve dumper lazımmış bunları nerden bulurum ya da verir misiniz
 
Onaylı Üye
Katılım
18 Eki 2020
Mesajlar
51
Çözümler
1
Tepki puanı
0
Ödüller
6
Yaş
26
5 HİZMET YILI
Offset 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.
 
Üye
Katılım
1 Nis 2026
Mesajlar
5
Tepki puanı
0
Yaş
26
Offset 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.
dc k1enzo_ atarmısın
 
Onaylı Üye
Katılım
19 Ağu 2023
Mesajlar
132
Tepki puanı
19
Ödüller
2
Yaş
27
2 HİZMET YILI
  1. GWorld = 0xC17E310
  2. FNamePool = 0xC334000
  3. ProcessEvent = 0x1B437A0
  4. StaticFindObject = 0x1B6D070
  5. StaticLoadObject = 0x1B70BA0
  6. BoneMatrix = 0x40C1190
  7. TriggerVeh = 0x175BA46
Oyuncu ve Kontrolör Verileri

Kod:
  1. PlayerController: 0x0038
  2. LocalPlayer: 0x0040
  3. PlayerArray: 0x0478
  4. AcknowledgedPawn: 0x0510
  5. MyHUD: 0x0518
  6. PlayerCameraManager: 0x0520
  7. CameraPrivate: 0x17B0
  8. CameraPos: 0x0384
  9. CameraRot: 0x0396
  10. CameraFOV: 0x03A2
  11. PlayerState: 0x0480
  12. PlatformPlayer: 0x0698
  13. SpawnedCharacter: 0x0A48
  14. TeamComponent: 0x06A0
  15. TeamId: 0x00E8
  16. CompetitiveTier: 0x0760
  17. AccountLevel: 0x075C
  18. WasAlly: 0x0F58
  19. MaxShield: 0x1110
  20. GetPing: 0x0464
  21. CharacterMinimap: 0x1558
Oyuncu ve Sahne

Kod:
  1. ActorArray: 0x00A0
  2. RootComponent: 0x0288
  3. RelativeLocation: 0x0170
  4. RelativeRotation: 0x0188
  5. ComponentToWorld: 0x02D0
  6. Dormant: 0x0101
  7. ActorID: 0x0018
  8. BoundsScale: 0x0474
  9. Level: 0x0038
Sağlık ve Hasar

Kod:
  1. DamageHandler: 0x0C68
  2. Health (CachedLife): 0x0200
  3. MaxHealth: 0x01F8
  4. Shield (CachedShield): 0x0220
  5. DamageSections: 0x01E8
  6. LastDamageEvent: 0x02B0
Silah ve Envanter

Kod:
  1. Inventory: 0x0C08
  2. CurrentEquippable: 0x0248
  3. EquippableArray: 0x0238
  4. FiringStateComponent: 0x1230
  5. StabilityComponent: 0x0490
  6. MagazineAmmo: 0x1200
  7. MaxAmmo: 0x0130
  8. AuthResourceAmount: 0x0110
  9. ErrorPower (Recoil): 0x049C
  10. ErrorRetries: 0x0470
  11. SeedData: 0x04A0
  12. IsFiring: 0x1224
  13. Mesh1PGun: 0x0DD8
  14. Mesh3PGun: 0x0DE8
Mesh ve Animasyon

Kod:
  1. MeshComponent: 0x04E8
  2. BoneArray (CachedBoneSpaceTransforms): 0x0AF8
  3. BoneCount: 0x0B00
  4. BoneArrayCache (CachedComponentSpaceTransforms): 0x0B08
  5. LastRenderTime: 0x0464
  6. LastRenderTimeOnScreen: 0x0468
  7. Mesh1P: 0x0F30
  8. Mesh1POverlay: 0x0F38
  9. Mesh3P (MeshCosmetic3P): 0x0F40
  10. Mesh3PMIDs: 0x0F80
Oyun Durumu ve Tur Verileri

Kod:
  1. GameState: 0x0178
  2. OwningGameInstance: 0x01D8
  3. ViewportWorld: 0x0078
  4. UWorldPointer: 0x0080
  5. DrawTransition: 0x0068
  6. Level: 0x0038
  7. RoundState: 0x0590
  8. BombTimeRemaining (TimeRemainingToExplode): 0x05A8
  9. DefusePercentage (DefuseProgress): 0x05D0
  10. CurrentDefuser: 0x05C0
  11. CurrentDefuseSection: 0x05F0
  12. PlantedAtSite: 0x05B8
İç Bayraklar ve Durumlar

Kod:
  1. bIsSpectating: 0x0418
  2. bAlive (inverted bIsDead): 0x01F9
  3. IsVisible: 0x0470
  4. OutlineComponent: 0x10B0
  5. HighlightColor: 0x0428
Bellek ve Şifre Çözme

Kod:
  1. FMemoryMalloc = 0x165CC10
  2. FreeMem = 0x69ABDD
  3. DecryptWide = 0x4914100
  4. DecryptNonWide = 0x4914090
  5. SkinDecrypt = 0x34D9120

  6. PointerState = 0x0A81A0
  7. PointerKey = 0x0A8198
  8. VgkShadowStructPtr = 0x0A8190
  9. VgkStateIndex = 0x0A81A8

  10. FNamePool = 0xBFD4B40
  11. FNameState = 0xC1BB5C0
  12. FNameKey = 0xC1BB5F8
Skin Changer

Kod:
  1. SkinPointer1 = 0x3A0
  2. SkinPointer2 = 0x0B0
  3. SkinPointer3 = 0x080
  4. SkinDataAsset = 0xFB0
Render

Kod:
  1. K2DrawText = 0x459E57C
  2. K2DrawLine = 0x6DE70E9
  3. K2DrawBox = 0x6D0ED60
  4. SetOutlineColors = 0x3639E89
  5. EnemyColor = 0x5384EE9
  6. AllyColor = 0x5384EE2
  7. MarkDirtyRender = 0x159F240
FName

Çözme Adım 1 — XOR
Kod:
  1. uint64_t decrypt_xor_keys(const uint32_t key, const uint64_t* state)
  2. {
  3. uint64_t hash = 0x2545F4914F6CDD1Dui64
  4. * (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));

  5. uint64_t idx = hash % 7;
  6. uint64_t val = state[idx];
  7. uint32_t hi = (uint32_t)(hash >> 32);
  8. uint32_t mod7 = (uint32_t)idx;

  9. if (mod7 == 0) {
  10. uint8_t q = (uint8_t)(((int)hi - 1) / 0x3F);
  11. uint8_t rshift = (uint8_t)hi - 63 * q;
  12. uint8_t lshift = 63 * q - ((uint8_t)hi - 1) + 63;
  13. val = ((val >> rshift) | (val << lshift)) - hi;
  14. } else if (mod7 == 1) {
  15. uint32_t rot = hi + 2 * (uint32_t)idx;
  16. uint8_t lshift = (uint8_t)(rot % 0x3F) + 1;
  17. uint8_t rshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
  18. val = ((val << lshift) | (val >> rshift)) + (uint32_t)(hi + idx);
  19. } else if (mod7 == 3) {
  20. uint32_t rot = hi + 2 * (uint32_t)idx;
  21. uint8_t rshift = (uint8_t)(rot % 0x3F) + 1;
  22. uint8_t lshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
  23. val = ~((val >> rshift) | (val << lshift));
  24. } else if (mod7 == 4) {
  25. val = val ^ (uint32_t)(hi + idx);
  26. } else if (mod7 == 5) {
  27. val = (val >> 1) ^ ~(uint64_t)(uint32_t)(hi + idx)
  28. ^ (((val >> 1) ^ (2 * val)) & 0xAAAAAAAAAAAAAAAAui64);
  29. }

  30. return val ^ key;
  31. }
Adım 2 — XOR
Kod:
  1. bool decrypt_name_key(uintptr_t valorant_base, uintptr_t* returned_xor)
  2. {
  3. uintptr_t namepoolkey = read<uintptr_t>(valorant_base + names_key);
  4. if (!namepoolkey) return false;

  5. struct state { uintptr_t keys[7]; };
  6. state xor_state = read<state>(valorant_base + names_state);
  7. const auto address = decrypt_xor_keys(namepoolkey, (uintptr_t*)&xor_state);
  8. uintptr_t xors = read<uintptr_t>(address);

  9. if (xors) { *returned_xor = xors; return true; }
  10. return false;
  11. }

  12. // Call once at startup:
  13. uintptr_t names_key = FNameState + 0x38;
  14. decrypt_name_key(game_base, &xor_key);
Adım 3 — FName
Kod:
  1. std::string get_fname(int key)
  2. {
  3. uint chunkOffset = (uint)((int)(key) >> 16);
  4. ushort nameOffset = (ushort)key;

  5. std::uint64_t namePoolChunk = read<std::uint64_t>(
  6. base + FNamePool + ((chunkOffset + 2) * 8)
  7. );
  8. std::uint64_t entryOffset = namePoolChunk + (ulong)(4 * nameOffset);
  9. FNameEntry nameEntry = read<FNameEntry>(entryOffset);

  10. auto name = nameEntry.AnsiName;
  11. std::uintptr_t nameKey = xor_key;

  12. if (nameEntry.Header.Len <= 365) {
  13. for (std::uint16_t i = 0; i < nameEntry.Header.Len; i++) {
  14. BYTE b = i & 3;
  15. name ^= nameEntry.Header.Len ^ *((LPBYTE)&nameKey + b);
    [*] }
    [*] }
    [*] return name;
    [*]}
    [*]
    [*]// Get FName ID from actor:
    [*]uintptr_t fname_id = actor + 0x18;
 
Üye
Katılım
1 Nis 2026
Mesajlar
5
Tepki puanı
0
Yaş
26
  1. GWorld = 0xC17E310
  2. FNamePool = 0xC334000
  3. ProcessEvent = 0x1B437A0
  4. StaticFindObject = 0x1B6D070
  5. StaticLoadObject = 0x1B70BA0
  6. BoneMatrix = 0x40C1190
  7. TriggerVeh = 0x175BA46
Oyuncu ve Kontrolör Verileri

Kod:
  1. PlayerController: 0x0038
  2. LocalPlayer: 0x0040
  3. PlayerArray: 0x0478
  4. AcknowledgedPawn: 0x0510
  5. MyHUD: 0x0518
  6. PlayerCameraManager: 0x0520
  7. CameraPrivate: 0x17B0
  8. CameraPos: 0x0384
  9. CameraRot: 0x0396
  10. CameraFOV: 0x03A2
  11. PlayerState: 0x0480
  12. PlatformPlayer: 0x0698
  13. SpawnedCharacter: 0x0A48
  14. TeamComponent: 0x06A0
  15. TeamId: 0x00E8
  16. CompetitiveTier: 0x0760
  17. AccountLevel: 0x075C
  18. WasAlly: 0x0F58
  19. MaxShield: 0x1110
  20. GetPing: 0x0464
  21. CharacterMinimap: 0x1558
Oyuncu ve Sahne

Kod:
  1. ActorArray: 0x00A0
  2. RootComponent: 0x0288
  3. RelativeLocation: 0x0170
  4. RelativeRotation: 0x0188
  5. ComponentToWorld: 0x02D0
  6. Dormant: 0x0101
  7. ActorID: 0x0018
  8. BoundsScale: 0x0474
  9. Level: 0x0038
Sağlık ve Hasar

Kod:
  1. DamageHandler: 0x0C68
  2. Health (CachedLife): 0x0200
  3. MaxHealth: 0x01F8
  4. Shield (CachedShield): 0x0220
  5. DamageSections: 0x01E8
  6. LastDamageEvent: 0x02B0
Silah ve Envanter

Kod:
  1. Inventory: 0x0C08
  2. CurrentEquippable: 0x0248
  3. EquippableArray: 0x0238
  4. FiringStateComponent: 0x1230
  5. StabilityComponent: 0x0490
  6. MagazineAmmo: 0x1200
  7. MaxAmmo: 0x0130
  8. AuthResourceAmount: 0x0110
  9. ErrorPower (Recoil): 0x049C
  10. ErrorRetries: 0x0470
  11. SeedData: 0x04A0
  12. IsFiring: 0x1224
  13. Mesh1PGun: 0x0DD8
  14. Mesh3PGun: 0x0DE8
Mesh ve Animasyon

Kod:
  1. MeshComponent: 0x04E8
  2. BoneArray (CachedBoneSpaceTransforms): 0x0AF8
  3. BoneCount: 0x0B00
  4. BoneArrayCache (CachedComponentSpaceTransforms): 0x0B08
  5. LastRenderTime: 0x0464
  6. LastRenderTimeOnScreen: 0x0468
  7. Mesh1P: 0x0F30
  8. Mesh1POverlay: 0x0F38
  9. Mesh3P (MeshCosmetic3P): 0x0F40
  10. Mesh3PMIDs: 0x0F80
Oyun Durumu ve Tur Verileri

Kod:
  1. GameState: 0x0178
  2. OwningGameInstance: 0x01D8
  3. ViewportWorld: 0x0078
  4. UWorldPointer: 0x0080
  5. DrawTransition: 0x0068
  6. Level: 0x0038
  7. RoundState: 0x0590
  8. BombTimeRemaining (TimeRemainingToExplode): 0x05A8
  9. DefusePercentage (DefuseProgress): 0x05D0
  10. CurrentDefuser: 0x05C0
  11. CurrentDefuseSection: 0x05F0
  12. PlantedAtSite: 0x05B8
İç Bayraklar ve Durumlar

Kod:
  1. bIsSpectating: 0x0418
  2. bAlive (inverted bIsDead): 0x01F9
  3. IsVisible: 0x0470
  4. OutlineComponent: 0x10B0
  5. HighlightColor: 0x0428
Bellek ve Şifre Çözme

Kod:
  1. FMemoryMalloc = 0x165CC10
  2. FreeMem = 0x69ABDD
  3. DecryptWide = 0x4914100
  4. DecryptNonWide = 0x4914090
  5. SkinDecrypt = 0x34D9120

  6. PointerState = 0x0A81A0
  7. PointerKey = 0x0A8198
  8. VgkShadowStructPtr = 0x0A8190
  9. VgkStateIndex = 0x0A81A8

  10. FNamePool = 0xBFD4B40
  11. FNameState = 0xC1BB5C0
  12. FNameKey = 0xC1BB5F8
Skin Changer

Kod:
  1. SkinPointer1 = 0x3A0
  2. SkinPointer2 = 0x0B0
  3. SkinPointer3 = 0x080
  4. SkinDataAsset = 0xFB0
Render

Kod:
  1. K2DrawText = 0x459E57C
  2. K2DrawLine = 0x6DE70E9
  3. K2DrawBox = 0x6D0ED60
  4. SetOutlineColors = 0x3639E89
  5. EnemyColor = 0x5384EE9
  6. AllyColor = 0x5384EE2
  7. MarkDirtyRender = 0x159F240
FName

Çözme Adım 1 — XOR
Kod:
  1. uint64_t decrypt_xor_keys(const uint32_t key, const uint64_t* state)
  2. {
  3. uint64_t hash = 0x2545F4914F6CDD1Dui64
  4. * (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));

  5. uint64_t idx = hash % 7;
  6. uint64_t val = state[idx];
  7. uint32_t hi = (uint32_t)(hash >> 32);
  8. uint32_t mod7 = (uint32_t)idx;

  9. if (mod7 == 0) {
  10. uint8_t q = (uint8_t)(((int)hi - 1) / 0x3F);
  11. uint8_t rshift = (uint8_t)hi - 63 * q;
  12. uint8_t lshift = 63 * q - ((uint8_t)hi - 1) + 63;
  13. val = ((val >> rshift) | (val << lshift)) - hi;
  14. } else if (mod7 == 1) {
  15. uint32_t rot = hi + 2 * (uint32_t)idx;
  16. uint8_t lshift = (uint8_t)(rot % 0x3F) + 1;
  17. uint8_t rshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
  18. val = ((val << lshift) | (val >> rshift)) + (uint32_t)(hi + idx);
  19. } else if (mod7 == 3) {
  20. uint32_t rot = hi + 2 * (uint32_t)idx;
  21. uint8_t rshift = (uint8_t)(rot % 0x3F) + 1;
  22. uint8_t lshift = 63 * (uint8_t)(rot / 0x3F) - (uint8_t)hi - 2 * (uint8_t)idx + 63;
  23. val = ~((val >> rshift) | (val << lshift));
  24. } else if (mod7 == 4) {
  25. val = val ^ (uint32_t)(hi + idx);
  26. } else if (mod7 == 5) {
  27. val = (val >> 1) ^ ~(uint64_t)(uint32_t)(hi + idx)
  28. ^ (((val >> 1) ^ (2 * val)) & 0xAAAAAAAAAAAAAAAAui64);
  29. }

  30. return val ^ key;
  31. }
Adım 2 — XOR
Kod:
  1. bool decrypt_name_key(uintptr_t valorant_base, uintptr_t* returned_xor)
  2. {
  3. uintptr_t namepoolkey = read<uintptr_t>(valorant_base + names_key);
  4. if (!namepoolkey) return false;

  5. struct state { uintptr_t keys[7]; };
  6. state xor_state = read<state>(valorant_base + names_state);
  7. const auto address = decrypt_xor_keys(namepoolkey, (uintptr_t*)&xor_state);
  8. uintptr_t xors = read<uintptr_t>(address);

  9. if (xors) { *returned_xor = xors; return true; }
  10. return false;
  11. }

  12. // Call once at startup:
  13. uintptr_t names_key = FNameState + 0x38;
  14. decrypt_name_key(game_base, &xor_key);
Adım 3 — FName
Kod:
  1. std::string get_fname(int key)
  2. {
  3. uint chunkOffset = (uint)((int)(key) >> 16);
  4. ushort nameOffset = (ushort)key;

  5. std::uint64_t namePoolChunk = read<std::uint64_t>(
  6. base + FNamePool + ((chunkOffset + 2) * 8)
  7. );
  8. std::uint64_t entryOffset = namePoolChunk + (ulong)(4 * nameOffset);
  9. FNameEntry nameEntry = read<FNameEntry>(entryOffset);

  10. auto name = nameEntry.AnsiName;
  11. std::uintptr_t nameKey = xor_key;

  12. if (nameEntry.Header.Len <= 365) {
  13. for (std::uint16_t i = 0; i < nameEntry.Header.Len; i++) {
  14. BYTE b = i & 3;
  15. name ^= nameEntry.Header.Len ^ *((LPBYTE)&nameKey + b);
    [*] }
    [*] }
    [*] return name;
    [*]}
    [*]
    [*]// Get FName ID from actor:
    [*]uintptr_t fname_id = actor + 0x18;
kral çok sağol da dumperi nası yapçam
 
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