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Kod:
title="Pointer"]dwLocalPlayer: "client.dll"+6BD21C
DT_INSPlayer
baseclass: 0x0
baseclass: 0x0
localdata: 0x0
pl: 0x18a8
m_iFOV: 0x18e0
m_iFOVStart: 0x18e4
m_flFOVTime: 0x1904
m_iDefaultFOV: 0x1a40
m_hZoomOwner: 0x1958
m_afPhysicsFlags: 0x1a1c
m_hVehicle: 0x1a20
m_hUseEntity: 0x1a3c
m_hGroundEntity: 0x144
m_iHealth: 0xf4
m_lifeState: 0x253
m_iAmmo: 0x10f8
m_iBonusProgress: 0x194c
m_iBonusChallenge: 0x1950
m_flMaxspeed: 0x1954
m_fFlags: 0xf8
m_iObserverMode: 0x1a74
m_hObserverTarget: 0x1a78
m_hViewModel[0]: 0x1a28
m_hViewModel: 0x0
m_szLastPlaceName: 0x203c
m_vecLadderNormal: 0x191c
m_ladderSurfaceProps: 0x18fc
m_ubEFNoInterpParity: 0x2060
m_hPostProcessCtrl: 0x2220
m_hColorCorrectionCtrl: 0x2224
m_PlayerFog.m_hCtrl: 0x222c
m_vphysicsCollisionState: 0x1968
m_hViewEntity: 0x1a4c
m_bShouldDrawPlayerWhileUsingViewEntity: 0x1a50
m_Shared: 0x22a0
m_iPlayerFlags: 0x260
m_nPlayerSpecialRole: 0x264
m_iLeanType: 0x270
m_iDesiredLeanType: 0x274
m_flLean: 0x278
m_StanceTransitionTimer: 0x280
m_iCurrentStance: 0x290
m_iLastStance: 0x294
m_iDesiredStance: 0x28c
m_flPivotYaw: 0x2a0
m_FocusTimer: 0x2a4
m_IronsightTransitionTimer: 0x2b0
m_flViewOffsetBipod: 0x2c8
m_vecBipodPosition: 0x2cc
m_BipodTransitionTimer: 0x2bc
inssharedlocaldata: 0x0
ins_localdata: 0x0
m_vecOrigin: 0x12c
m_vecViewOffset[0]: 0xfc
m_vecViewOffset[1]: 0x100
m_vecViewOffset[2]: 0x104
m_flSpawnTime: 0x25e8
m_hPossessPlayer: 0x2600
m_flStamina: 0x258c
m_flStartStamina: 0x2590
m_flStartBunnyHopTime: 0x2594
m_flBunnyHopLength: 0x2598
m_flVelocityModifier: 0x2664
m_bPlayerDominated: 0x27f0
m_bPlayerDominatingMe: 0x2822
m_flRestrictedZoneTime: 0x25e0
m_isAutoCrouchEnabled: 0x2854
m_autoCrouchTimer: 0x2858
m_iHealthBonusLoss: 0x2864
m_bPlayerSuppressed: 0x2870
m_bPlayerSuppressingMe: 0x28a2
m_bWeaponSwitch: 0x2624
m_flLastRecoilTime: 0x260c
m_iRecoilShots: 0x2610
m_iTargetObjective: 0x29dc
m_bKitSelected: 0x2604
ins_nonlocaldata: 0x0
m_vecOrigin: 0x12c
m_vecViewOffset[0]: 0xfc
m_vecViewOffset[1]: 0x100
m_vecViewOffset[2]: 0x104
ins_ineyeobserverdata: 0x0
m_angObserverFreeAim[0]: 0x29e4
m_angObserverFreeAim[1]: 0x29e8
m_flStamina: 0x258c
m_iMaxHealth: 0x29ac
allowht: 0x0
m_hRagdoll: 0x26d0
m_angEyeAngles[0]: 0x2680
m_angEyeAngles[1]: 0x2684
m_iAddonBits: 0x2668
m_AddonModelWeaponIDs: 0x2670
m_iSpawnInterpCounter: 0x26e8
m_nPlayerState: 0x27cc
m_flFlashDuration: 0x2654
m_flFlashMaxAlpha: 0x2650
m_hCarryItem: 0x2608
m_flSprintTime: 0x2658
m_flFinishSprintTime: 0x265c
m_bWasSliding: 0x2614
m_flSlideTime: 0x2618
m_PlayerInventory: 0x2904
m_nClassTemplateHandle: 0x50
m_nTemporaryClassTemplate: 0x54
m_nCurrentClassTemplateHandle: 0x58
inventory_local: 0x0
m_iCarryWeight: 0x2960
m_hGearEntites: 0x0
lengthproxy: 0x0
m_iMyGear: 0x297c
m_hElevator: 0x2584
m_flProgressBarDuration: 0x25ec
m_flProgressBarStartTime: 0x25f0
m_useActionOwner: 0x25f8
m_useActionTarget: 0x25f4
m_iCurrentUseAction: 0x25fc
dormant bulamadım engine.dll içinde de yok
genel olarak çoğu çalışıyor hepsini denemedim ama muhtemelen çalışıyorlar
edit:dormantı buldum diğerleri de çalışıyor
//isDormant
(bool, isDormant, 0xE1)
//vecOrigin
(Vec3, vecOrigin, 0x12C);
//boneMatrix
(int, boneMatrix, 0xA58);
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