League Of Legends Offsets 12.20.474.0929

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offsetsleri nasıl bulduğunu anlatma şansın var mı
 
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bugun hallederler hemen cok hızlı bir ekip var burada cok seviyorum
 
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This for those who like to make scripts is very useful and also for me who am curious
 
Tired of cheating
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here we go again with another good stuff...
 
J A N T İ L E N D İ N
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nice offset thanks
 
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offset 13.3

#include "Offsets.h"

Offsets::Offsets() {};

int Offsets::GameTime = 0x316FDE4; //0x315CCF4; //0x3143C44; //ok

int Offsets::HudInstance = 0x18D9AD4; //0x18C6B24; //0x18ADAE0; //ok

int Offsets::ObjectManager = 0x18D9ACC; //0x18C6B1C; //0x18ADAD8; //ok
int Offsets::LocalPlayer = 0x31767BC; //0x3163080; //0x314A404; //ok
int Offsets::UnderMouseObject = 0x252741C; //0x2514404; //0x24FB364; //ok

int Offsets::ActiveTargetIndex = 0x2FC4; //0x2FCC; //0x2FC4;

int Offsets::OHeroList = 0x18D9B6C; //0x18C6BBC; //0x18ADB74; //ok
int Offsets::OMinionList = 0x252729C; //0x2514284; //0x24FB1E4; //ok
int Offsets::OTurretList = 0X316EAC4; //0x315BA04; //0x3142824; //ok
int Offsets::MissileMap = 0x3176830; //0x3163F08; //0x314B03C; //ok

int Offsets::ZoomClass = 0x316f458; //0x315C398; //0x3143104; //ok
int Offsets::MaxZoom = 0x20; //0x20;

int Offsets::Chat = 0x31768A8; //0x3163F94; //0x314B094; //ok
int Offsets::ChatIsOpen = 0x814; //0x6BC; //0x6D8; ok

int Offsets::ViewProjMatrices = 0x319CF18; //0x3189D00; //0x3170CF8; //ok
int Offsets::Renderer = 0x31A28B8; //0x318F6A0; //0x31765C0; //ok
int Offsets::RendererWidth = 0x8; //ok
int Offsets::RendererHeight = 0xc; //ok

int Offsets::MinimapObject = 0x316FE24; //0x315CD38; //0x3143C88; //ok
int Offsets::MinimapObjectHud = 0x160; //0x15C; //ok
int Offsets::MinimapHudPos = 0x3C; //ok
int Offsets::MinimapHudSize = 0x44; //ok

//For objects
int Offsets::ObjectMapCount = 0x2C; //ok
int Offsets::ObjectMapRoot = 0x28; //ok
int Offsets::ObjectMapNodeNetId = 0x10; //ok
int Offsets::ObjectMapNodeObject = 0x14; //ok

int Offsets::ObjIndex = 0x8; //0x20;
int Offsets::ObjTeam = 0x34; //0x4C;
int Offsets::ObjMissileName = 0x54; //0x6C;
int Offsets::ObjNetworkID = 0xB4; //0xCC;
int Offsets::ObjPos = 0x1DC; //0x1d8;
int Offsets::ObjVisibility = 0x274; //0x270;
int Offsets::ObjSpawnCount = 0x288; //0x218;
int Offsets::ObjSrcIndex = 0x294; //0x290;
int Offsets::ObjMana = 0x029C; //0x298;
int Offsets::ObjMaxMana = 0x2AC; //0x2A8;
int Offsets::ObjRecallState = 0x0D90; //0xD8C;
int Offsets::ObjHealth = 0xE7C; //0xE74; //0xD98;
int Offsets::ObjMaxHealth = 0xE8C; //0xE84; //0xDA8;
int Offsets::ObjAbilityHaste = 0x16A8; //0x16A0; //0x119C; //0x1690;
int Offsets::ObjLethality = 0x1294; //0x11A8; //0x11DC;
int Offsets::ObjArmor = 0x1384; //0X137C; //0x1374; //0x12CC;
int Offsets::ObjBonusArmor = 0x1388; //0X1380; //0x1378; //0x12C8;
int Offsets::ObjMagicRes = 0x138C; //0X1384; //0x137C; //0x12D4;
int Offsets::ObjBonusMagicRes = 0x1390; //0X1388; //0x1380; //0x12D4;
int Offsets::ObjBaseAtk = 0x135C; //0X1354; //0x134C; //0x12A4;
int Offsets::ObjBonusAtk = 0x12D4; //0X12CC; //0x12C4; //0x121C;
int Offsets::ObjMoveSpeed = 0x139C; //0X1394; //0x138C; //0x12AC; //0x12E4;
int Offsets::ObjTransformation = 0x3070; //0X16A0;//0x3040; //0x3040;
int Offsets::ObjName = 0x2DB4; //0x2DBC; //0x2DB4; //0x2DAC;
int Offsets::ObjLvl = 0x35A4; //0x35AC; //0x35A4; //0x359C;
int Offsets::ObjExpiry = 0x298; //0x298;
int Offsets::ObjCrit = 0x1858; //0x1850; //0x1840; //0x1870; //0x12C8; //0x12C8;
int Offsets::ObjCritMulti = 0x12D4; //0x12B8; //0x1840; //0x12B8; //0x12B4;
int Offsets::ObjAbilityPower = 0x1758; //0X1750; //0x1740; //0x122C;
int Offsets::ObjAtkSpeedMulti = 0x1358;//0X1350; //0x1348; //0x12A0;
int Offsets::ObjAtkRange = 0x13A4; //0X139C; //0x1394; //0x12EC;
int Offsets::ObjTargetable = 0xD04; //0xD00;
int Offsets::ObjInvulnerable = 0x3D4; //0x3D0;
int Offsets::ObjIsMoving = 0x34E9; //0x34F5; //0x34E9; //Move = False Stop = True
int Offsets::ObjDirection = 0x1BF4; //0x1BE8; //0x1BE0;
int Offsets::ObjItemList = 0x35F8; //0x35F0; //0x35E8;
int Offsets::ObjExpierience = 0x359C; //0x337C; //0x33CC;
int Offsets::ObjMagicPen = 0x1280; //ok
int Offsets::ObjArmorPen = 0X127c; //ok
int Offsets::ObjMagicPenMulti = 0x1280; //0x11C8;
int Offsets::ObjAdditionalApMulti = 0x12E8; //0x12E4;//0x1248; //0x122C;
int Offsets::ObjManaRegen = 0x11E8; //0x11E0; //0x1134;
int Offsets::ObjHealthRegen = 0x1398; //0X1390; //0x1388; //0x12D8;

//For Spells
int Offsets::ObjSpellBook = 0x29C8; //0x29D0; //0x29C8; //0x29C0;
int Offsets::SpellBookActiveSpellCast = 0x2500 + 0x20; //0x2508 + 0x20; //0x2520; //0x20;

int Offsets::activeCastAutoAtack = 0xC;
int Offsets::activeCastStarPos = 0x88;
int Offsets::activeCastEndPos = 0x94;
int Offsets::activeCastEndPos2 = 0x100;
int Offsets::AttackDelay = 0xE0;
int Offsets::AttackCast = 0xD0;

int Offsets::SpellCastSpellInfo = 0x8; //ok
int Offsets::SpellCastStartTime = 0x15C; //0x41; //0x544; //ok
int Offsets::SpellCastStartTimeAlt = 0x534; //ok
int Offsets::SpellCastCastTime = 0x4C0; //ok
int Offsets::SpellCastStart = 0x80 + 0x4; //ok
int Offsets::SpellCastEnd = 0x8C + 0x4; //ok
int Offsets::SpellCastSrcIdx = 0x68; //ok
int Offsets::SpellCastDestIdx = 0xC0; //ok

int Offsets::SpellBookSpellSlots = 0x4C8; //0x478; //0x478;

int Offsets::SpellSlotLevel = 0x1C; //0x20;
int Offsets::SpellSlotTime = 0x24; //0x28;
int Offsets::SpellSlotCharges = 0x54; //0x58;
int Offsets::SpellSlotTimeCharge = 0x74; //0x78;
int Offsets::SpellSlotDamage = 0x94; //0x94;
int Offsets::SpellSlotSpellInfo = 0x120; //0x13C;
int Offsets::SpellInfoSpellData = 0x40; //0x44;
int Offsets::SpellDataSpellName = 0x6C; //0x6C;
int Offsets::SpellDataMissileName = 0x6C; //0x78; //0x6C;
int Offsets::SpellSlotSmiteTimer = 0x60; //0x64;
int Offsets::SpellSlotSmiteCharges = 0x54; //0x58;


//For Buff
int Offsets::ObjBuffManager = 0x2338; //0x2340; //0x2338; //VT 221
int Offsets::BuffManagerEntriesArray = 0x10;
int Offsets::BuffEntryBuff = 0x8; //ok
int Offsets::BuffType = 0x4; //ok
int Offsets::BuffEntryBuffStartTime = 0xC; //ok
int Offsets::BuffEntryBuffEndTime = 0x10; //ok
int Offsets::BuffEntryBuffCount = 0x74; //ok
int Offsets::BuffEntryBuffCountAlt = 0x24; //ok
int Offsets::BuffEntryBuffCountAlt2 = 0x20;
int Offsets::BuffName = 0x4; //0x8;
int Offsets::BuffEntryBuffNodeStart = 0x20; //ok
int Offsets::BuffEntryBuffNodeCurrent = 0x24; //ok

//For Itens
int Offsets::ItemListItem = 0xC; //ok
int Offsets::ItemInfo = 0x20; //ok
int Offsets::ItemInfoId = 0x68; //ok

// For Missile
int Offsets::MissileMapCount = 0X2; //0x8;
int Offsets::MissileMapRoot = 0x4;
int Offsets::MissileMapKey = 0x10;
int Offsets::MissileMapVal = 0x14;

int Offsets::MissileSpellInfo = 0x0260; //0x230;
int Offsets::MissileSrcIdx = 0x2C4; //0x2DC; //0x290;
int Offsets::MissileDestIdx = 0x31C; //0x318; //0x330; //0x330; //0x2E8;
int Offsets::MissileDestCheck = 0x320;
int Offsets::MissileStartPos = 0x2E0; //0x02DC; //0x2A8;
int Offsets::MissileEndPos = 0x2EC; //0x02E8; //0x2B4;
int Offsets::ObjMissileSpellCast = 0x250; //0x250;

//For AIManager
int Offsets::AiManager = 0x2E8C; //0x2E94; //0x2E8C ; // VT 151
int Offsets::AiManagerStartPath = 0x1cc;
int Offsets::AiManagerEndPath = 0x1D8;
int Offsets::AiManagerTargetPosition = 0x10;
int Offsets::AiManagerIsMoving = 0x1C0;
int Offsets::AiManagerIsDashing = 0x214;
int Offsets::AiManagerCurrentSegment = 0x1C4;
int Offsets::AiManagerDashSpeed = 0x1F8;

int Offsets::ServerPos = 0x2EC;
int Offsets::Velocity = 0x2F8;
 
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