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ByteCorum committed May 25, 2024
1 parent 3d2cc1f commit 3696257
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Showing 2 changed files with 16 additions and 82 deletions.
2 changes: 1 addition & 1 deletion DragonBurn/Bone.h
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ enum BONEINDEX : DWORD
struct BoneJointData
{
Vec3 Pos;
char pad[0x14];
char pad[0x10];
};

struct BoneJointPos
Expand Down
96 changes: 15 additions & 81 deletions DragonBurn/Offsets.h
Original file line number Diff line number Diff line change
Expand Up @@ -4,68 +4,51 @@

namespace Offset
{
//inline DWORD ForceJump = 0x1736920;
//inline DWORD ForceCrouch = 0x17369B0;
//inline DWORD ForceForward = 0x1736650;
//inline DWORD ForceLeft = 0x1736770;
//inline DWORD ForceRight = 0x1736800;

inline DWORD EntityList;
inline DWORD Matrix;
inline DWORD ViewAngle;
inline DWORD LocalPlayerController;
inline DWORD LocalPlayerPawn;
inline DWORD GlobalVars;
//inline DWORD InventoryServices;
inline DWORD PlantedC4;
inline DWORD InputSystem;
inline DWORD Sensitivity;
inline DWORD Pointer;

struct
{
//DWORD Health = 0x334; Offset::Pawn.CurrentHealth
//DWORD TeamID = 0x3CB; Offset::Pawn.iTeamNum
DWORD IsAlive = 0x7EC;
DWORD PlayerPawn = 0x7E4;
DWORD iszPlayerName = 0x638;
//DWORD EnemySensor = 0x1440;
//DWORD GravityScale = 0x444;
}Entity;

struct
{
//DWORD MovementServices = 0x1140; // CPlayer_MovementServices*
//DWORD WeaponServices = 0x1100; // CPlayer_WeaponServices*
DWORD BulletServices = 0x1470; // CCSPlayer_BulletServices*
DWORD CameraServices = 0x1138; // CPlayer_CameraServices*
//DWORD ViewModelServices = 0x12C0; // CPlayer_ViewModelServices*
DWORD pClippingWeapon = 0x12F8; // C_CSWeaponBase*
DWORD BulletServices = 0x1470;
DWORD CameraServices = 0x1138;
DWORD pClippingWeapon = 0x12F8;

//DWORD ViewModel = 0x40; // CCSPlayer_ViewModelServices::m_hViewModel
//DWORD StartAccount = 0x1490;
DWORD isScoped = 0x2290;
DWORD isDefusing = 0x2292;
DWORD TotalHit = 0x40;
DWORD Pos = 0x127C; // C_BasePlayerPawn::m_vOldOrigin
DWORD CurrentArmor = 0x22C0; // C_BasePlayerPawn::m_ArmorValue
DWORD MaxHealth = 0x330; // C_BaseEntity::m_iMaxHealth
DWORD CurrentHealth = 0x334; // C_BaseEntity::m_iHealth
DWORD GameSceneNode = 0x318; // C_BaseEntity::m_pGameSceneNode
DWORD BoneArray = 0x160 + 0x80; // CSkeletonInstance_::m_modelState + CGameSceneNode_::m_vecOrigin
DWORD Pos = 0x127C;
DWORD CurrentArmor = 0x22C0;
DWORD MaxHealth = 0x330;
DWORD CurrentHealth = 0x334;
DWORD GameSceneNode = 0x318;
DWORD BoneArray = 0x160 + 0x80;
DWORD angEyeAngles = 0x1390;
DWORD vecLastClipCameraPos = 0x12DC;
DWORD iShotsFired = 0x22A4;
//DWORD flFlashMaxAlpha = 0x1360;
DWORD flFlashDuration = 0x1364;
DWORD aimPunchAngle = 0x14D4; // C_CSPlayerPawn::m_aimPunchAngle
DWORD aimPunchAngle = 0x14D4;
DWORD aimPunchCache = 0x14F8;
DWORD iIDEntIndex = 0x13B0;
DWORD iTeamNum = 0x3CB;
//DWORD DesiredFov = 0x6CC;
DWORD iFovStart = 0x214;
DWORD fFlags = 0x3D4;
DWORD bSpottedByMask = 0x2278 + 0xC; // C_CSPlayerPawnBase::entitySpottedState + EntitySpottedState_t::bSpottedByMask
DWORD bSpottedByMask = 0x2278 + 0xC;
DWORD AbsVelocity = 0x3D8;
} Pawn;

Expand Down Expand Up @@ -97,35 +80,17 @@ namespace Offset

struct
{
DWORD AttributeManager = 0x1098; // C_AttributeContainer
//DWORD FallbackPaintKit = 0x1548;
//DWORD FallbackSeed = 0x154C;
//DWORD FallbackWear = 0x1550;
//DWORD FallbackStatTrak = 0x1554;
//DWORD szCustomName = 0x2D0;

//DWORD EntityQuality = 0x1BC; // EconItemView::m_iEntityQuality
//DWORD ItemIDHigh = 0x1D0; // EconItemView::m_iItemIDHigh
DWORD AttributeManager = 0x1098;
} EconEntity;

struct
{
//DWORD ClippingWeapon = 0x12F8;[Offset::Pawn.pClippingWeapon] // WeaponBase
DWORD WeaponDataPTR = 0x368;
DWORD szName = 0xC20;
DWORD Clip1 = 0x15C8; // C_BasePlayerWeapon::m_iClip1
DWORD MaxClip = 0x1FC; // CBasePlayerWeaponVData::m_iMaxClip1
//DWORD CycleTime = 0xC44;
//DWORD Penetration = 0xD4C;
//DWORD WeaponType = 0x248;
//DWORD Inaccuracy = 0xC8C; // CCSWeaponBaseVData::m_flInaccuracyMove
//DWORD inReload = 0x1744;

//DWORD WeaponSize = 0x50;
//DWORD ActiveWeapon = 0x58;
DWORD Item = 0x50; // C_AttributeContainer::m_Item
DWORD Clip1 = 0x15C8;
DWORD MaxClip = 0x1FC;
DWORD Item = 0x50;
DWORD ItemDefinitionIndex = 0x1BA;
//DWORD m_MeshGroupMask = 0x180; // CModelState::m_MeshGroupMask
} WeaponBaseData;

struct
Expand All @@ -135,36 +100,5 @@ namespace Offset
DWORD m_nBombSite = 0xEDC;
} C4;

//struct // C_BaseCSGrenadeProjectile
//{
// //DWORD nSmokeEffectTickBegin = 0x1160; // int32_t
// //DWORD bDidSmokeEffect = 0x1164; // bool
// //DWORD nRandomSeed = 0x1168; // int32_t
// //DWORD vSmokeDetonationPos = 0x1178; // Vector
// //DWORD VoxelFrameData = 0x1188; // CUtlVector<uint8_t>
// //DWORD bSmokeVolumeDataReceived = 0x11A0; // bool
// //uintptr_t bSmokeEffectSpawned = 0x11A1; // bool
//} SmokeGrenadeProjectile;

//namespace Signatures
//{
// //const std::string ForceForward = "48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 83 C4 ?? E9 ?? ?? ?? ?? CC CC CC CC CC CC CC CC CC CC 48 81 EC";
// //const std::string ForceLeft = "48 8D 05 ?? ?? ?? ?? 48 89 45 ? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 4C 6B E3";
// //const std::string ForceRight = "48 8D 05 ?? ?? ?? ?? 48 89 45 ? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 4C 6B E3";
// //const std::string ForceJump = "48 8D 05 ?? ?? ?? ?? 48 89 4D ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 48 8D 05 ?? ?? ?? ?? 48 89 45 ?? 4C 6B E3";
// //const std::string ForceCrouch = "48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 83 C4 ?? E9 ?? ?? ?? ?? CC CC CC CC CC CC CC CC CC CC 48 83 EC ?? 66 C7 44 24";

// const std::string LocalPlayerPawn = "48 8D 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC 48 83 EC ?? 8B 0D";
// const std::string GlobalVars = "48 89 15 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 85 D2";
// const std::string EntityList = "48 8B 0D ?? ?? ?? ?? 48 89 7C 24 ?? 8B FA C1 EB";
// const std::string LocalPlayerController = "48 8B 05 ?? ?? ?? ?? 48 85 C0 74 ?? 8B 88";
// const std::string ViewAngles = "48 8B 0D ?? ?? ?? ?? 48 8B 01 48 FF 60 30";
// const std::string ViewMatrix = "48 8D 0D ?? ?? ?? ?? 48 C1 E0 06";
// const std::string PlantedC4 = "48 8B 15 ?? ?? ?? ?? FF C0 48 8D 4C 24 40";
// const std::string InputSystem = "48 89 05 ?? ?? ?? ?? 48 8D 05";
// const std::string dwSensitivity = "48 8B 05 ?? ?? ?? ?? 48 8B 40 ?? F3 41 0F 59 F4";
// //const std::string InventoryServices = "E8 ?? ?? ?? ?? 8B 45 D0 48 8B 55 D8";
//}

bool UpdateOffsets();
}

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