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offsets.h
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#pragma once
namespace Offsets
{
constexpr auto
State = 0x8C38CC0, //uworld_state
Key = State + 0x38,//stade + key
relative_rotation = 0x170,
ProcessEvent = 0x3366f10,
StaticFindObject = 0x337b4d0,
gobj_state = 0x8ABAA80,
gobj_key = gobj_state + 0x38,
Pointer = 0x80,
SkinChanger = 0x23A1460,
StaticLoadObject = 0x337bf80,
TriggerVEH = 0x1a89ed0,//pakman offset
bone_matrix = 0x4a70a70,
PlayerCameraManager = 0x478,//aPlayerCameraManager
ChamsOffset = 0x1190,
portrait_map = 0x1120, //UCharacterPortraitMinimapComponent_C
character_map = portrait_map + 0x8, // UCharacterCharacterMinimapComponent_C
Inventory = 0x950, //struct UAresInventory* Inventory;
get_spread_values_fn = 0x237fb30,//Needs new offset
get_spread_angles_fn = 0x2a4fed0,//Needs new offset
get_firing_location_and_direction_fn = 0x288d9a0,//Needs new offset
to_vector_and_normalize_fn = 0x309f290,//Needs new offset
to_angle_and_normalize_fn = 0x3098ff0,//Needs new offset
FiringStateComp = 0x1010,
StabilityComponent = 0x418,
CurrentEquippable = 0x238; //struct AAresEquippable* CurrentEquippable;
}