PUBG Mobile 1.7 New Offsets

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VerifySpoof
Süper Üye
Katılım
26 Tem 2018
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657
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Kod:
namespace offsets
{
    DWORD uWorld = 0x5c3df77c; // gameloop
    DWORD gNames = 0x5C69EE04; // gameloop
 
    DWORD PersistentLevel = 0x20;
    DWORD NetDriver = 0x24;
    DWORD ServerConnection = 0x60;
    DWORD PlayerController = 0x20;
    DWORD AcknowledgedPawn = 0x330;
    DWORD PlayerCameraManager = 0x340;
    DWORD CameraCache = 0x350;
    DWORD Mesh = 0x320;
    DWORD CachedComponentSpaceTransforms = 0x744;
    DWORD RootComponent = 0x150;
    DWORD CurrWeapon = 0x1834;
    DWORD RelativeLocation = 352; // Player location
    DWORD bDead = 0x978;
    DWORD Nation = 0x654;
    DWORD PlayerName = 0x648;
    DWORD TeamID = 0x670;
    DWORD CurrentStates = 0xa90;
    DWORD Health = 0x93c;
    DWORD HealthMax = 0x940;
    DWORD bIsAI = 0x6e8; //isbot
    DWORD VehicleCommon = 0x6a0;
    DWORD HP = 0x1b4;
    DWORD HPMax = 0x1b0;
    DWORD FuelMax = 0x1c8;
    DWORD Fuel = 0x1cc;
    DWORD PoseState = 0xea0;
    DWORD ScopeFov = 0x10f4;
    DWORD PickUpDataList = 0x664;
    DWORD TypeSpecificID = 0x4;
    DWORD CurBulletNumInClip = 0x9d0;
    DWORD CurMaxBulletNumInOneClip = 0x9e4;
    DWORD NearDeathBreath = 0x101c; // player Health Knocked
    DWORD bIsGunADS = 0xad5;
    DWORD bIsWeaponFiring = 0xe90;
    DWORD RelativeRotation = 0x12c;
    DWORD ComponentVelocity = 0x1b0;
    DWORD BulletFireSpeed = 0x3d4;
    DWORD ShootWeaponEntity = 0xae0;
    DWORD AccessoriesVRecoilFactor = 0x804;
    DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
    FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
    FVector AngularVelocity;//[Offset: 0xc, Size: 12]
    FVector Location;//[Offset: 0x18, Size: 12]
    FRotator Rotation;//[Offset: 0x24, Size: 12]
    bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
    bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};


Kod:
  0 : Root
    1 : pelvis
    2 : spine_01
    3 : spine_02
    4 : spine_03
    5 : neck_01
    6 : Head
    7 : hair_01
    8 : hair_02
    9 : hair_03
    10 : hair_04
    11 : clavicle_l
    12 : upperarm_l
    13 : lowerarm_l
    14 : hand_l
    15 : thumb_01_l
    16 : thumb_02_l
    17 : thumb_03_l
    18 : index_01_l
    19 : index_02_l
    20 : index_03_l
    21 : middle_01_l
    22 : middle_02_l
    23 : middle_03_l
    24 : ring_01_l
    25 : ring_02_l
    26 : ring_03_l
    27 : pinky_01_l
    28 : pinky_02_l
    29 : pinky_03_l
    30 : item_l
    31 : lowerarm_twist_01_l
    32 : clavicle_r
    33 : upperarm_r
    34 : lowerarm_r
    35 : hand_r
    36 : thumb_01_r
    37 : thumb_02_r
    38 : thumb_03_r
    39 : index_01_r
    40 : index_02_r
    41 : index_03_r
    42 : middle_01_r
    43 : middle_02_r
    44 : middle_03_r
    45 : ring_01_r
    46 : ring_02_r
    47 : ring_03_r
    48 : pinky_01_r
    49 : pinky_02_r
    50 : pinky_03_r
    51 : item_r
    52 : lowerarm_twist_01_r
    53 : thigh_l
    54 : calf_l
    55 : foot_l
    56 : ball_l
    57 : thigh_r
    58 : calf_r
    59 : foot_r
    60 : ball_r
    61 : ik_hand_root
    62 : ik_hand_gun
    63 : ik_hand_r
    64 : ik_hand_l
    65 : None

Kod:
bool isPlayer(std::string type)
{
    if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
        || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
        || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
        || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
        || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
        || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
        || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
        || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
        )
        return true;
    else
        return false;
    return false;
}
 
Seçkin Üye
Katılım
2 Eki 2021
Mesajlar
556
Çözümler
1
Tepki puanı
89
Ödüller
5
Yaş
23
4 HİZMET YILI
Kod:
namespace offsets
{
    DWORD uWorld = 0x5c3df77c; // gameloop
    DWORD gNames = 0x5C69EE04; // gameloop

    DWORD PersistentLevel = 0x20;
    DWORD NetDriver = 0x24;
    DWORD ServerConnection = 0x60;
    DWORD PlayerController = 0x20;
    DWORD AcknowledgedPawn = 0x330;
    DWORD PlayerCameraManager = 0x340;
    DWORD CameraCache = 0x350;
    DWORD Mesh = 0x320;
    DWORD CachedComponentSpaceTransforms = 0x744;
    DWORD RootComponent = 0x150;
    DWORD CurrWeapon = 0x1834;
    DWORD RelativeLocation = 352; // Player location
    DWORD bDead = 0x978;
    DWORD Nation = 0x654;
    DWORD PlayerName = 0x648;
    DWORD TeamID = 0x670;
    DWORD CurrentStates = 0xa90;
    DWORD Health = 0x93c;
    DWORD HealthMax = 0x940;
    DWORD bIsAI = 0x6e8; //isbot
    DWORD VehicleCommon = 0x6a0;
    DWORD HP = 0x1b4;
    DWORD HPMax = 0x1b0;
    DWORD FuelMax = 0x1c8;
    DWORD Fuel = 0x1cc;
    DWORD PoseState = 0xea0;
    DWORD ScopeFov = 0x10f4;
    DWORD PickUpDataList = 0x664;
    DWORD TypeSpecificID = 0x4;
    DWORD CurBulletNumInClip = 0x9d0;
    DWORD CurMaxBulletNumInOneClip = 0x9e4;
    DWORD NearDeathBreath = 0x101c; // player Health Knocked
    DWORD bIsGunADS = 0xad5;
    DWORD bIsWeaponFiring = 0xe90;
    DWORD RelativeRotation = 0x12c;
    DWORD ComponentVelocity = 0x1b0;
    DWORD BulletFireSpeed = 0x3d4;
    DWORD ShootWeaponEntity = 0xae0;
    DWORD AccessoriesVRecoilFactor = 0x804;
    DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
    FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
    FVector AngularVelocity;//[Offset: 0xc, Size: 12]
    FVector Location;//[Offset: 0x18, Size: 12]
    FRotator Rotation;//[Offset: 0x24, Size: 12]
    bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
    bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};


Kod:
  0 : Root
    1 : pelvis
    2 : spine_01
    3 : spine_02
    4 : spine_03
    5 : neck_01
    6 : Head
    7 : hair_01
    8 : hair_02
    9 : hair_03
    10 : hair_04
    11 : clavicle_l
    12 : upperarm_l
    13 : lowerarm_l
    14 : hand_l
    15 : thumb_01_l
    16 : thumb_02_l
    17 : thumb_03_l
    18 : index_01_l
    19 : index_02_l
    20 : index_03_l
    21 : middle_01_l
    22 : middle_02_l
    23 : middle_03_l
    24 : ring_01_l
    25 : ring_02_l
    26 : ring_03_l
    27 : pinky_01_l
    28 : pinky_02_l
    29 : pinky_03_l
    30 : item_l
    31 : lowerarm_twist_01_l
    32 : clavicle_r
    33 : upperarm_r
    34 : lowerarm_r
    35 : hand_r
    36 : thumb_01_r
    37 : thumb_02_r
    38 : thumb_03_r
    39 : index_01_r
    40 : index_02_r
    41 : index_03_r
    42 : middle_01_r
    43 : middle_02_r
    44 : middle_03_r
    45 : ring_01_r
    46 : ring_02_r
    47 : ring_03_r
    48 : pinky_01_r
    49 : pinky_02_r
    50 : pinky_03_r
    51 : item_r
    52 : lowerarm_twist_01_r
    53 : thigh_l
    54 : calf_l
    55 : foot_l
    56 : ball_l
    57 : thigh_r
    58 : calf_r
    59 : foot_r
    60 : ball_r
    61 : ik_hand_root
    62 : ik_hand_gun
    63 : ik_hand_r
    64 : ik_hand_l
    65 : None

Kod:
bool isPlayer(std::string type)
{
    if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
        || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
        || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
        || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
        || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
        || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
        || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
        || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
        )
        return true;
    else
        return false;
    return false;
}
what is this?
 
Uzman Üye
Katılım
31 Ağu 2021
Mesajlar
271
Tepki puanı
21
Ödüller
2
4 HİZMET YILI
Kod:
namespace offsets
{
    DWORD uWorld = 0x5c3df77c; // gameloop
    DWORD gNames = 0x5C69EE04; // gameloop

    DWORD PersistentLevel = 0x20;
    DWORD NetDriver = 0x24;
    DWORD ServerConnection = 0x60;
    DWORD PlayerController = 0x20;
    DWORD AcknowledgedPawn = 0x330;
    DWORD PlayerCameraManager = 0x340;
    DWORD CameraCache = 0x350;
    DWORD Mesh = 0x320;
    DWORD CachedComponentSpaceTransforms = 0x744;
    DWORD RootComponent = 0x150;
    DWORD CurrWeapon = 0x1834;
    DWORD RelativeLocation = 352; // Player location
    DWORD bDead = 0x978;
    DWORD Nation = 0x654;
    DWORD PlayerName = 0x648;
    DWORD TeamID = 0x670;
    DWORD CurrentStates = 0xa90;
    DWORD Health = 0x93c;
    DWORD HealthMax = 0x940;
    DWORD bIsAI = 0x6e8; //isbot
    DWORD VehicleCommon = 0x6a0;
    DWORD HP = 0x1b4;
    DWORD HPMax = 0x1b0;
    DWORD FuelMax = 0x1c8;
    DWORD Fuel = 0x1cc;
    DWORD PoseState = 0xea0;
    DWORD ScopeFov = 0x10f4;
    DWORD PickUpDataList = 0x664;
    DWORD TypeSpecificID = 0x4;
    DWORD CurBulletNumInClip = 0x9d0;
    DWORD CurMaxBulletNumInOneClip = 0x9e4;
    DWORD NearDeathBreath = 0x101c; // player Health Knocked
    DWORD bIsGunADS = 0xad5;
    DWORD bIsWeaponFiring = 0xe90;
    DWORD RelativeRotation = 0x12c;
    DWORD ComponentVelocity = 0x1b0;
    DWORD BulletFireSpeed = 0x3d4;
    DWORD ShootWeaponEntity = 0xae0;
    DWORD AccessoriesVRecoilFactor = 0x804;
    DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
    FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
    FVector AngularVelocity;//[Offset: 0xc, Size: 12]
    FVector Location;//[Offset: 0x18, Size: 12]
    FRotator Rotation;//[Offset: 0x24, Size: 12]
    bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
    bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};


Kod:
  0 : Root
    1 : pelvis
    2 : spine_01
    3 : spine_02
    4 : spine_03
    5 : neck_01
    6 : Head
    7 : hair_01
    8 : hair_02
    9 : hair_03
    10 : hair_04
    11 : clavicle_l
    12 : upperarm_l
    13 : lowerarm_l
    14 : hand_l
    15 : thumb_01_l
    16 : thumb_02_l
    17 : thumb_03_l
    18 : index_01_l
    19 : index_02_l
    20 : index_03_l
    21 : middle_01_l
    22 : middle_02_l
    23 : middle_03_l
    24 : ring_01_l
    25 : ring_02_l
    26 : ring_03_l
    27 : pinky_01_l
    28 : pinky_02_l
    29 : pinky_03_l
    30 : item_l
    31 : lowerarm_twist_01_l
    32 : clavicle_r
    33 : upperarm_r
    34 : lowerarm_r
    35 : hand_r
    36 : thumb_01_r
    37 : thumb_02_r
    38 : thumb_03_r
    39 : index_01_r
    40 : index_02_r
    41 : index_03_r
    42 : middle_01_r
    43 : middle_02_r
    44 : middle_03_r
    45 : ring_01_r
    46 : ring_02_r
    47 : ring_03_r
    48 : pinky_01_r
    49 : pinky_02_r
    50 : pinky_03_r
    51 : item_r
    52 : lowerarm_twist_01_r
    53 : thigh_l
    54 : calf_l
    55 : foot_l
    56 : ball_l
    57 : thigh_r
    58 : calf_r
    59 : foot_r
    60 : ball_r
    61 : ik_hand_root
    62 : ik_hand_gun
    63 : ik_hand_r
    64 : ik_hand_l
    65 : None

Kod:
bool isPlayer(std::string type)
{
    if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
        || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
        || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
        || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
        || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
        || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
        || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
        || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
        )
        return true;
    else
        return false;
    return false;
}
how to use those codes?
 
Shelby
Onaylı Üye
Katılım
11 Eyl 2021
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4 HİZMET YILI
what is that code? is it gonna be beneficial to us or developers?
 
Seçkin Üye
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17 Şub 2019
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I don't think that they would use your data to update their cheat they would wait, soo since we don't have the source code we cant compile. Nice work btw
 
Seçkin Üye
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25 Mar 2020
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now the party is about to begin!
 
Üye
Katılım
10 Kas 2021
Mesajlar
14
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0
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4 HİZMET YILI
Kod:
namespace offsets
{
    DWORD uWorld = 0x5c3df77c; // gameloop
    DWORD gNames = 0x5C69EE04; // gameloop

    DWORD PersistentLevel = 0x20;
    DWORD NetDriver = 0x24;
    DWORD ServerConnection = 0x60;
    DWORD PlayerController = 0x20;
    DWORD AcknowledgedPawn = 0x330;
    DWORD PlayerCameraManager = 0x340;
    DWORD CameraCache = 0x350;
    DWORD Mesh = 0x320;
    DWORD CachedComponentSpaceTransforms = 0x744;
    DWORD RootComponent = 0x150;
    DWORD CurrWeapon = 0x1834;
    DWORD RelativeLocation = 352; // Player location
    DWORD bDead = 0x978;
    DWORD Nation = 0x654;
    DWORD PlayerName = 0x648;
    DWORD TeamID = 0x670;
    DWORD CurrentStates = 0xa90;
    DWORD Health = 0x93c;
    DWORD HealthMax = 0x940;
    DWORD bIsAI = 0x6e8; //isbot
    DWORD VehicleCommon = 0x6a0;
    DWORD HP = 0x1b4;
    DWORD HPMax = 0x1b0;
    DWORD FuelMax = 0x1c8;
    DWORD Fuel = 0x1cc;
    DWORD PoseState = 0xea0;
    DWORD ScopeFov = 0x10f4;
    DWORD PickUpDataList = 0x664;
    DWORD TypeSpecificID = 0x4;
    DWORD CurBulletNumInClip = 0x9d0;
    DWORD CurMaxBulletNumInOneClip = 0x9e4;
    DWORD NearDeathBreath = 0x101c; // player Health Knocked
    DWORD bIsGunADS = 0xad5;
    DWORD bIsWeaponFiring = 0xe90;
    DWORD RelativeRotation = 0x12c;
    DWORD ComponentVelocity = 0x1b0;
    DWORD BulletFireSpeed = 0x3d4;
    DWORD ShootWeaponEntity = 0xae0;
    DWORD AccessoriesVRecoilFactor = 0x804;
    DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
    FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
    FVector AngularVelocity;//[Offset: 0xc, Size: 12]
    FVector Location;//[Offset: 0x18, Size: 12]
    FRotator Rotation;//[Offset: 0x24, Size: 12]
    bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
    bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};


Kod:
  0 : Root
    1 : pelvis
    2 : spine_01
    3 : spine_02
    4 : spine_03
    5 : neck_01
    6 : Head
    7 : hair_01
    8 : hair_02
    9 : hair_03
    10 : hair_04
    11 : clavicle_l
    12 : upperarm_l
    13 : lowerarm_l
    14 : hand_l
    15 : thumb_01_l
    16 : thumb_02_l
    17 : thumb_03_l
    18 : index_01_l
    19 : index_02_l
    20 : index_03_l
    21 : middle_01_l
    22 : middle_02_l
    23 : middle_03_l
    24 : ring_01_l
    25 : ring_02_l
    26 : ring_03_l
    27 : pinky_01_l
    28 : pinky_02_l
    29 : pinky_03_l
    30 : item_l
    31 : lowerarm_twist_01_l
    32 : clavicle_r
    33 : upperarm_r
    34 : lowerarm_r
    35 : hand_r
    36 : thumb_01_r
    37 : thumb_02_r
    38 : thumb_03_r
    39 : index_01_r
    40 : index_02_r
    41 : index_03_r
    42 : middle_01_r
    43 : middle_02_r
    44 : middle_03_r
    45 : ring_01_r
    46 : ring_02_r
    47 : ring_03_r
    48 : pinky_01_r
    49 : pinky_02_r
    50 : pinky_03_r
    51 : item_r
    52 : lowerarm_twist_01_r
    53 : thigh_l
    54 : calf_l
    55 : foot_l
    56 : ball_l
    57 : thigh_r
    58 : calf_r
    59 : foot_r
    60 : ball_r
    61 : ik_hand_root
    62 : ik_hand_gun
    63 : ik_hand_r
    64 : ik_hand_l
    65 : None

Kod:
bool isPlayer(std::string type)
{
    if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
        || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
        || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
        || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
        || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
        || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
        || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
        || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
        )
        return true;
    else
        return false;
    return false;
}
how offsets work
 
Hello World
Uzman Üye
Katılım
1 Nis 2020
Mesajlar
215
Tepki puanı
77
Ödüller
5
Yaş
26
6 HİZMET YILI
Kod:
namespace offsets
{
    DWORD uWorld = 0x5c3df77c; // gameloop
    DWORD gNames = 0x5C69EE04; // gameloop

    DWORD PersistentLevel = 0x20;
    DWORD NetDriver = 0x24;
    DWORD ServerConnection = 0x60;
    DWORD PlayerController = 0x20;
    DWORD AcknowledgedPawn = 0x330;
    DWORD PlayerCameraManager = 0x340;
    DWORD CameraCache = 0x350;
    DWORD Mesh = 0x320;
    DWORD CachedComponentSpaceTransforms = 0x744;
    DWORD RootComponent = 0x150;
    DWORD CurrWeapon = 0x1834;
    DWORD RelativeLocation = 352; // Player location
    DWORD bDead = 0x978;
    DWORD Nation = 0x654;
    DWORD PlayerName = 0x648;
    DWORD TeamID = 0x670;
    DWORD CurrentStates = 0xa90;
    DWORD Health = 0x93c;
    DWORD HealthMax = 0x940;
    DWORD bIsAI = 0x6e8; //isbot
    DWORD VehicleCommon = 0x6a0;
    DWORD HP = 0x1b4;
    DWORD HPMax = 0x1b0;
    DWORD FuelMax = 0x1c8;
    DWORD Fuel = 0x1cc;
    DWORD PoseState = 0xea0;
    DWORD ScopeFov = 0x10f4;
    DWORD PickUpDataList = 0x664;
    DWORD TypeSpecificID = 0x4;
    DWORD CurBulletNumInClip = 0x9d0;
    DWORD CurMaxBulletNumInOneClip = 0x9e4;
    DWORD NearDeathBreath = 0x101c; // player Health Knocked
    DWORD bIsGunADS = 0xad5;
    DWORD bIsWeaponFiring = 0xe90;
    DWORD RelativeRotation = 0x12c;
    DWORD ComponentVelocity = 0x1b0;
    DWORD BulletFireSpeed = 0x3d4;
    DWORD ShootWeaponEntity = 0xae0;
    DWORD AccessoriesVRecoilFactor = 0x804;
    DWORD ReplicatedMovement = 0x88;
}
//ReplicatedMovement
struct RepMovement
{
    FVector LinearVelocity;//[Offset: 0x0, Size: 12] // Vehicle move speed
    FVector AngularVelocity;//[Offset: 0xc, Size: 12]
    FVector Location;//[Offset: 0x18, Size: 12]
    FRotator Rotation;//[Offset: 0x24, Size: 12]
    bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
    bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
};


Kod:
  0 : Root
    1 : pelvis
    2 : spine_01
    3 : spine_02
    4 : spine_03
    5 : neck_01
    6 : Head
    7 : hair_01
    8 : hair_02
    9 : hair_03
    10 : hair_04
    11 : clavicle_l
    12 : upperarm_l
    13 : lowerarm_l
    14 : hand_l
    15 : thumb_01_l
    16 : thumb_02_l
    17 : thumb_03_l
    18 : index_01_l
    19 : index_02_l
    20 : index_03_l
    21 : middle_01_l
    22 : middle_02_l
    23 : middle_03_l
    24 : ring_01_l
    25 : ring_02_l
    26 : ring_03_l
    27 : pinky_01_l
    28 : pinky_02_l
    29 : pinky_03_l
    30 : item_l
    31 : lowerarm_twist_01_l
    32 : clavicle_r
    33 : upperarm_r
    34 : lowerarm_r
    35 : hand_r
    36 : thumb_01_r
    37 : thumb_02_r
    38 : thumb_03_r
    39 : index_01_r
    40 : index_02_r
    41 : index_03_r
    42 : middle_01_r
    43 : middle_02_r
    44 : middle_03_r
    45 : ring_01_r
    46 : ring_02_r
    47 : ring_03_r
    48 : pinky_01_r
    49 : pinky_02_r
    50 : pinky_03_r
    51 : item_r
    52 : lowerarm_twist_01_r
    53 : thigh_l
    54 : calf_l
    55 : foot_l
    56 : ball_l
    57 : thigh_r
    58 : calf_r
    59 : foot_r
    60 : ball_r
    61 : ik_hand_root
    62 : ik_hand_gun
    63 : ik_hand_r
    64 : ik_hand_l
    65 : None

Kod:
bool isPlayer(std::string type)
{
    if (type == "BP_PlayerPawn_FM_C" || type == "BP_PlayerPawn_C"
        || type == "BP_PlayerPawn_Rune_C" || type == "PlayerPawn_Infec_InvisibleZombie_C"
        || type == "PlayerPawn_Infec_Human_C" || type == "BP_PlayerPawn_ZombieBase_C"
        || type == "BP_PlayerPawn_TDM_TPP_C" || type == "BP_PlayerPawn_FM_Bot_C"
        || type == "BP_PlayerCharacter_SlayTheBot_C" || type == "PlanET_FakePlayer_AIPawn_C"
        || type == "BP_PlayerPawn_SI_C" || type == "BP_PlayerPawn_Heavy_C"
        || type == "PlayerPawn_Infec_Revenger_C" || type == "PlayerPawn_Infec_NormalZombie_C"
        || type == "PlayerPawn_Infec_KingZombie_C" || type == "BP_PlayerCharacter_PlanA_C"
        )
        return true;
    else
        return false;
    return false;
}
bro what is offsets
 
Onaylı Üye
Katılım
11 Eyl 2020
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Anyone can share full source code hack (ESP & Aimbot)?
 
Süper Üye
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25 Eki 2019
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Appreciate your hard work, keep it up
 
Banlı Üye
Katılım
30 Mar 2021
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nedir bu kodlar napılacakki bunlarla
 
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