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Offsets.hpp
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#pragma once
constexpr uint64_t OFF_LEVEL = 0x17c7160; //[Miscellaneous].LevelName
constexpr uint64_t OFF_LOCAL_PLAYER = 0x225a8a8; //[Miscellaneous].LocalPlayer
constexpr uint64_t OFF_ENTITY_LIST = 0x01eabc60 + 0xA8; //[ConVars].gamepad_aim_assist_melee # [Miscellaneous].cl_entitylist
constexpr uint64_t OFF_NAME_LIST = 0xc7912b0; //[Miscellaneous].NameList
constexpr uint64_t OFF_NAME_INDEX = 0x38; //[RecvTable.DT_BaseEntity].??
constexpr uint64_t OFF_VIEWRENDER = 0x74dd028; //[Miscellaneous].ViewRender
constexpr uint64_t OFF_VIEWMATRIX = 0x11a350; //[Miscellaneous].ViewMatrix
constexpr uint64_t OFF_HEALTH = 0x0318; //[RecvTable.DT_Player].m_iHealth
constexpr uint64_t OFF_MAXHEALTH = 0x0460; //[RecvTable.DT_Player].m_iMaxHealth
constexpr uint64_t OFF_SHIELD = 0x01a0; //[RecvTable.DT_BaseEntity].m_shieldHealth
constexpr uint64_t OFF_MAXSHIELD = 0x01a4; //[RecvTable.DT_BaseEntity].m_shieldHealthMax
constexpr uint64_t OFF_PLATFORM_UID = 0x2548; //[RecvTable.DT_Player].m_platformUserId
constexpr uint64_t OFF_INATTACK = 0x074de2a0; //[Buttons].in_attack
constexpr uint64_t OFF_IN_ZOOM = 0x074de430; //[Buttons].in_zoom
constexpr uint64_t OFF_IN_TOGGLE_DUCK = 0x074de2e0; //[Buttons].in_toggle_duck
constexpr uint64_t OFF_IN_FORWARD = 0x074de1f0; //[Buttons].in_forward
constexpr uint64_t OFF_IN_JUMP = 0x074de3a0; //[Buttons].in_jump
constexpr uint64_t OFF_IN_DUCK = 0x074de4a0; //[Buttons].in_duck
constexpr uint64_t OFF_IN_BACKWARD = 0x074de218; //[Buttons].in_backward
constexpr uint64_t OFF_IN_USE = 0x074de420; //[Buttons].in_use
constexpr uint64_t OFF_IN_DUCKSTATE = 0x29e0; //[DataMap.C_Player].m_duckState
constexpr uint64_t OFF_WALLRUNSTART = 0x3594; //[DataMap.C_Player].m_wallRunStartTime
constexpr uint64_t OFF_WALLRUNCLEAR = 0x3598; //[DataMap.C_Player].m_wallRunClearTime float
constexpr uint64_t OFF_FLAGS = 0x00c8; //[DataMap.C_Player].m_fFlags
constexpr uint64_t OFF_SKYDRIVESTATE = 0x469c; //[RecvTable.DT_Player].m_skydiveState
constexpr uint64_t OFF_CAMERAORIGIN = 0x1ed0; //[Miscellaneous].CPlayer!camera_origin
constexpr uint64_t OFF_STUDIOHDR = 0xff0; //[Miscellaneous].CBaseAnimating!m_pStudioHdr
constexpr uint64_t OFF_BONES = 0x0da0 + 0x48; //[RecvTable.DT_BaseAnimating].m_nForceBone + 0x48
constexpr uint64_t OFF_LOCAL_ORIGIN = 0x017c; //[DataMap.C_BaseEntity].m_vecAbsOrigin
constexpr uint64_t OFF_ABSVELOCITY = 0x0170; //[DataMap.C_BaseEntity].m_vecAbsVelocity
constexpr uint64_t OFF_VIEW_OFFSET = 0x00e8; //[DataMap.C_BaseEntity].m_currentFrame.viewOffset
constexpr uint64_t OFF_ZOOMING = 0x1bd1; //[RecvTable.DT_Player].m_bZooming
constexpr uint64_t OFF_TEAM_NUMBER = 0x0328; //[RecvTable.DT_BaseEntity].m_iTeamNum
constexpr uint64_t OFF_NAME = 0x0471; //[RecvTable.DT_BaseEntity].m_iName
constexpr uint64_t OFF_LIFE_STATE = 0x0680; //[RecvTable.DT_Player].m_lifeState
constexpr uint64_t OFF_BLEEDOUT_STATE = 0x26e0; //[RecvTable.DT_Player].m_bleedoutState
constexpr uint64_t OFF_LAST_VISIBLE_TIME = 0x1990; //[Miscellaneous].CPlayer!lastVisibleTime
constexpr uint64_t OFF_LAST_AIMEDAT_TIME = 0x1998; //[Miscellaneous].CWeaponX!lastCrosshairTargetTime
constexpr uint64_t OFF_VIEW_ANGLES = 0x2534 - 0x14; //[RecvTable.DT_Player].m_ammoPoolCapacity - 0x14
constexpr uint64_t OFF_PUNCH_ANGLES = 0x2438; //[DataMap.C_Player].m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
constexpr uint64_t OFF_YAW = 0x223c - 0x8; //[DataMap.C_Player].m_currentFramePlayer.m_ammoPoolCount - 0x8
constexpr uint64_t OFF_WEAPON_HANDLE = 0x1934; //[RecvTable.DT_BaseCombatCharacter].m_latestPrimaryWeapons
constexpr uint64_t OFF_WEAPON_INDEX = 0x1778; //[RecvTable.DT_WeaponX].m_weaponNameIndex
constexpr uint64_t OFF_PROJECTILESCALE = 0x19c0 + 0x04ec; //[WeaponSettingsMeta].base + [WeaponSettings].projectile_gravity_scale
constexpr uint64_t OFF_PROJECTILESPEED = 0x19c0 + 0x04e4; //[WeaponSettingsMeta].base + [WeaponSettings].projectile_launch_speed
constexpr uint64_t OFF_OFFHAND_WEAPON = 0x1944; //[DataMap.C_BaseCombatCharacter].m_latestNonOffhandWeapons
constexpr uint64_t OFF_CURRENTZOOMFOV = 0x15d0 + 0x00b8; //[RecvTable.DT_WeaponX].m_playerData + m_curZoomFOV
constexpr uint64_t OFF_TARGETZOOMFOV = 0x15d0 + 0x00bc; //[RecvTable.DT_WeaponX].m_playerData + [RecvTable.DT_WeaponPlayerData].m_targetZoomFOV
constexpr uint64_t OFF_WEAPON_AMMO = 0x1580; //[RecvTable.DT_WeaponX_LocalWeaponData].m_ammoInClip
constexpr uint64_t OFF_RELOADING = 0x159a; //[RecvTable.DT_WeaponX_LocalWeaponData].m_bInReload
constexpr uint64_t OFF_GLOW_HIGHLIGHTS = 0xade5c40; //HighlightSettings
constexpr uint64_t OFF_ITEM_ID = 0x1558; //[RecvTable.DT_PropSurvival].m_customScriptInt
constexpr uint64_t OFF_GLOW_ENABLE = 0x28C; //updated OFFSET_GLOW_CONTEXT_ID 7 = enabled, 2 = disabled
constexpr uint64_t OFF_GLOW_THROUGH_WALL = 0x26c; //Script_Highlight_SetVisibilityType updated 2 = enabled, 5 = disabled
constexpr uint64_t OFF_GLOW_FIX = 0x268; //
constexpr uint64_t OFF_GLOW_HIGHLIGHT_ID = 0x028d; //[RecvTable.DT_HighlightSettings].m_highlightGenericContexts [DT_HighlightSettings].m_highlightServerActiveStates
constexpr uint64_t OFF_GLOW_HIGHLIGHT_TYPE_SIZE = 0x34; //
constexpr long OFF_TIME_BASE = 0x2088; //[DataMap.C_Player].m_currentFramePlayer.timeBase
constexpr long OFFSET_TRAVERSAL_START_TIME = 0x2af0; //[DataMap.C_Player].m_traversalStartTime
constexpr long OFFSET_TRAVERSAL_PROGRESS = 0x2aec; //[DataMap.C_Player].m_traversalProgress
constexpr long OFF_GRAPPLE_ACTIVE = 0x2cd0; //[RecvTable.DT_Player].m_grappleActive
constexpr long OFF_GRAPPLE = 0x2c40; //[RecvTable.DT_Player].m_grapple
constexpr long OFF_GRAPPLE_ATTACHED = 0x0048; //[RecvTable.DT_GrappleData].m_grappleAttached