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  1. using System;
  2.  
  3. namespace Mumble
  4. {
  5. struct Offsets
  6. {
  7. public static Int64 OFFSET_DXRENDERER = 0x143525658;
  8. public static Int64 OFFSET_GAMECONTEXT = 0x14333C688;
  9. public static Int64 OFFSET_GAMERENDERER = 0x143523700;
  10. public static Int64 OFFSET_VIEWANGLES = 0x1421caee0;
  11. public static Int64 OFFSET_MAIN = 0x14305C340;
  12. public static Int64 OFFSET_CURRENT_WEAPONFIRING = OFFSET_VIEWANGLES + 0x8;
  13. public static Int64 OFFSET_BORDERINPUTNODE = 0x142FC4758;
  14. public static Int64 OFFSET_SHOTSTATS = 0x142572950;
  15.  
  16. public struct ClientGameContext
  17. {
  18. public static Int64 m_pPhysicsManager = 0x28; // HavokPhysicsManager
  19. public static Int64 m_pPlayerManager = 0x68; // ClientPlayerManager
  20.  
  21. public static Int64 GetInstance()
  22. {
  23. return OFFSET_GAMECONTEXT;
  24. }
  25. }
  26.  
  27. public struct ClientPlayerManager
  28. {
  29. public static Int64 m_pLocalPlayer = 0x578; // ClientPlayer
  30. public static Int64 m_ppPlayer = 0x100; // ClientPlayer
  31. }
  32.  
  33. public struct ClientPlayerView
  34. {
  35. public static Int64 m_Owner = 0x00F8; // ClientPlayer
  36. }
  37.  
  38. public struct ClientPlayer
  39. {
  40. public static Int64 szName = 0x0040; // 10 CHARS
  41. public static Int64 m_isSpectator = 0x13C9; // BYTE
  42. public static Int64 m_teamId = 0x1C34; // INT32
  43. public static Int64 m_character = 0x0018; // ClientSoldierEntity
  44. public static Int64 m_ownPlayerView = 0x1510; // ClientPlayerView
  45. public static Int64 m_PlayerView = 0x1D30; // ClientPlayerView
  46. public static Int64 m_pAttachedControllable = 0x1D38; // ClientSoldierEntity (ClientVehicleEntity)
  47. public static Int64 m_pControlledControllable = 0x1D48; // ClientSoldierEntity
  48. public static Int64 m_attachedEntryId = 0x1D40; // INT32
  49. }
  50.  
  51. public struct ClientVehicleEntity
  52. {
  53. public static Int64 m_data = 0x0030; // VehicleEntityData
  54. public static Int64 m_pPhysicsEntity = 0x0238; // DynamicPhysicsEntity
  55. public static Int64 m_Velocity = 0x0280; // D3DXVECTOR3
  56. public static Int64 m_prevVelocity = 0x0290; // D3DXVECTOR3
  57. public static Int64 m_Chassis = 0x03E0; // ClientChassisComponent
  58. public static Int64 m_childrenAABB = 0x0250; // AxisAlignedBox
  59. }
  60.  
  61. public struct AxisAlignedBox
  62. {
  63. public static Int64 m_Min = 0x00; // D3DXVECTOR3
  64. public static Int64 m_Max = 0x10; // D3DXVECTOR3
  65. }
  66.  
  67. public struct DynamicPhysicsEntity
  68. {
  69. public static Int64 m_EntityTransform = 0xA0; // PhysicsEntityTransform
  70. }
  71.  
  72. public struct PhysicsEntityTransform
  73. {
  74. public static Int64 m_Transform = 0x00; // D3DXMATRIX
  75. }
  76.  
  77. public struct VehicleEntityData
  78. {
  79. public static Int64 m_FrontMaxHealth = 0x148; // FLOAT
  80. public static Int64 m_NameSid = 0x0248; // char* ID_P_VNAME_9K22
  81. }
  82.  
  83. public struct ClientChassisComponent
  84. {
  85. public static Int64 m_Velocity = 0x01C0; // D3DXVECTOR4
  86. }
  87.  
  88. public struct ClientSoldierEntity
  89. {
  90. public static Int64 m_data = 0x0030; // VehicleEntityData
  91. public static Int64 m_pPlayer = 0x0260; // ClientPlayer
  92. public static Int64 m_pHealthComponent = 0x1C0; // HealthComponent
  93. public static Int64 m_authorativeYaw = 0x0594; // FLOAT
  94. public static Int64 m_authorativePitch = 0x05C4; // FLOAT
  95. public static Int64 m_poseType = 0x05C8; // INT32
  96. public static Int64 m_RenderFlags = 0x05CC; // INT32
  97. public static Int64 m_pPhysicsEntity = 0x0238; // VehicleDynamicPhysicsEntity
  98. public static Int64 m_pPredictedController = 0x578; // ClientSoldierPrediction
  99. public static Int64 m_soldierWeaponsComponent = 0x0570; // ClientSoldierWeaponsComponent
  100. public static Int64 m_ragdollComponent = 0x460; // ClientRagDollComponent
  101. public static Int64 m_breathControlHandler = 0x0588; // BreathControlHandler
  102. public static Int64 m_sprinting = 0x0678; // BYTE
  103. public static Int64 m_occluded = 0x0679; // BYTE
  104. public static Int64 m_pClientAimEntity = 0x0648; //ClientAimEntity
  105. public static Int64 m_pActiveSoldierWeapon = 0x0650; //ClientSoldierWeapon -->
  106. }
  107.  
  108. public struct HealthComponent
  109. {
  110. public static Int64 m_Health = 0x0020; // FLOAT
  111. public static Int64 m_MaxHealth = 0x0024; // FLOAT
  112. public static Int64 m_vehicleHealth = 0x0038; // FLOAT (pLocalSoldier + 0x1E0 + 0x14C0 + 0x140 + 0x38)
  113. }
  114.  
  115. public struct ClientSoldierPrediction
  116. {
  117. public static Int64 m_Position = 0x0030; // D3DXVECTOR3
  118. public static Int64 m_Velocity = 0x0050; // D3DXVECTOR3
  119. }
  120.  
  121. public struct ClientSoldierWeaponsComponent
  122. {
  123. public enum WeaponSlot
  124. {
  125. M_PRIMARY = 0,
  126. M_SECONDARY = 1,
  127. M_GADGET = 2,
  128. M_GRENADE = 6,
  129. M_KNIFE = 7
  130. };
  131.  
  132. public static Int64 m_handler = 0x0890; // m_handler + m_activeSlot * 0x8 = ClientSoldierWeapon
  133. public static Int64 m_activeSlot = 0x0A98; // INT32 (WeaponSlot)
  134. public static Int64 m_activeHandler = 0x08D0; // ClientActiveWeaponHandler
  135. }
  136.  
  137. public struct UpdatePoseResultData
  138. {
  139. public enum BONES
  140. {
  141. BONE_HEAD = 0x35,
  142. BONE_NECK = 0x33,
  143. BONE_SPINE2 = 0x7,
  144. BONE_SPINE1 = 0x6,
  145. BONE_SPINE = 0x5,
  146. BONE_LEFTSHOULDER = 0x8,
  147. BONE_RIGHTSHOULDER = 0xA3,
  148. BONE_LEFTELBOWROLL = 0xE,
  149. BONE_RIGHTELBOWROLL = 0xA9,
  150. BONE_LEFTHAND = 0x10,
  151. BONE_RIGHTHAND = 0xAB,
  152. BONE_LEFTKNEEROLL = 0x11F,
  153. BONE_RIGHTKNEEROLL = 0x12D,
  154. BONE_LEFTFOOT = 0x115,
  155. BONE_RIGHTFOOT = 0x123
  156. };
  157.  
  158.  
  159. public static Int64 m_ActiveWorldTransforms = 0x0028; // QuatTransform
  160. public static Int64 m_ValidTransforms = 0x0040; // BYTE
  161. }
  162.  
  163. public struct ClientRagDollComponent
  164. {
  165. public static Int64 m_ragdollTransforms = 0x0088; // UpdatePoseResultData
  166. public static Int64 m_Transform = 0x05D0; // D3DXMATRIX
  167. }
  168.  
  169. public struct QuatTransform
  170. {
  171. public static Int64 m_TransAndScale = 0x0000; // D3DXVECTOR4
  172. public static Int64 m_Rotation = 0x0010; // D3DXVECTOR4
  173. }
  174.  
  175. public struct ClientSoldierWeapon
  176. {
  177. public static Int64 m_data = 0x0030; // WeaponEntityData
  178. public static Int64 m_authorativeAiming = 0x4988; // ClientSoldierAimingSimulation
  179. public static Int64 m_pWeapon = 0x4A10; // ClientWeapon
  180. public static Int64 m_pPrimary = 0x4A28; // WeaponFiring
  181. public static Int64 m_pSoldierWeaponData = 0x0030; //SoldierWeaponData -->
  182. }
  183.  
  184. public struct SoldierWeaponData
  185. {
  186. public static Int64 m_pWeaponFiringData = 0x0090; // WeaponFiringData -->
  187. }
  188.  
  189. public struct WeaponFiringData
  190. {
  191. public static Int64 m_FiringFunctionData = 0x0010; // FiringFunctionData -->
  192. }
  193.  
  194. public struct FiringFunctionData
  195. {
  196. public static Int64 m_initialSpeed = 0x0088; // FLOAT
  197. public static Int64 m_pBulletEntityData = 0x00C0; // BulletEntityData
  198. public static Int64 m_NumberOfBulletsPerShot = 0x00E4; //INT32
  199. public static Int64 m_NumberOfBulletsPerShell = 0x00E0; //INT32
  200. public static Int64 m_NumberOfBulletsPerBurst = 0x00E8; //INT32
  201. public static Int64 m_RateOfFire = 0x01F8; //float
  202.  
  203. }
  204.  
  205. public struct BulletEntityData
  206. {
  207. public static Int64 m_Gravity = 0x0140; // FLOAT
  208. public static Int64 m_StartDamage = 0x0168; // FLOAT
  209. public static Int64 m_EndDamage = 0x016C; // FLOAT
  210. }
  211.  
  212. public struct ClientActiveWeaponHandler
  213. {
  214. public static Int64 m_activeWeapon = 0x038; // ClientSoldierWeapon
  215. }
  216.  
  217. public struct WeaponEntityData
  218. {
  219. public static Int64 m_name = 0x0170; // char*
  220. }
  221.  
  222. public struct ClientSoldierAimingSimulation
  223. {
  224. public static Int64 m_fpsAimer = 0x0010; // AimAssist
  225. public static Int64 m_yaw = 0x0018; // FLOAT
  226. public static Int64 m_pitch = 0x001C; // FLOAT
  227. public static Int64 m_sway = 0x0028; // D3DXVECTOR2
  228. public static Int64 m_zoomLevel = 0x0068; // FLOAT
  229. }
  230.  
  231. public struct ClientWeapon
  232. {
  233. public static Int64 m_pModifier = 0x0020; // WeaponModifier
  234. public static Int64 m_shootSpace = 0x0040; // D3DXMATRIX
  235. }
  236.  
  237. public struct WeaponFiring
  238. {
  239. public static Int64 m_pSway = 0x0078; // WeaponSway
  240. public static Int64 m_pPrimaryFire = 0x0128; // PrimaryFire
  241. public static Int64 m_projectilesLoaded = 0x01A0; // INT32
  242. public static Int64 m_projectilesInMagazines = 0x01A4; // INT32
  243. public static Int64 m_overheatPenaltyTimer = 0x01B0; // FLOAT
  244. public static Int64 m_RecoilTimer = 0x0168; // Float
  245. }
  246.  
  247. public struct WeaponSway
  248. {
  249. public static Int64 m_pSwayData = 0x0008; // GunSwayData
  250. public static Int64 m_deviationPitch = 0x0130; // FLOAT
  251. public static Int64 m_deviationYaw = 0x0134; // FLOAT
  252. }
  253.  
  254. public struct GunSwayData
  255. {
  256. public static Int64 m_DeviationScaleFactorZoom = 0x360; // FLOAT
  257. public static Int64 m_GameplayDeviationScaleFactorZoom = 0x364; // FLOAT
  258. public static Int64 m_DeviationScaleFactorNoZoom = 0x368; // FLOAT
  259. public static Int64 m_GameplayDeviationScaleFactorNoZoom = 0x36C; // FLOAT
  260.  
  261. public static Int64 m_ShootingRecoilDecreaseScale = 0x370; // FLOAT
  262. public static Int64 m_FirstShotRecoilMultiplier = 0x374; // FLOAT
  263. }
  264.  
  265. public struct AimAssist
  266. {
  267. public static Int64 m_yaw = 0x0014; // FLOAT
  268. public static Int64 m_pitch = 0x0018; // FLOAT
  269. }
  270.  
  271. public struct BreathControlHandler
  272. {
  273. public static Int64 m_breathControlTimer = 0x0038; // FLOAT
  274. public static Int64 m_breathControlMultiplier = 0x003C; // FLOAT
  275. public static Int64 m_breathControlPenaltyTimer = 0x0040; // FLOAT
  276. public static Int64 m_breathControlpenaltyMultiplier = 0x0044; // FLOAT
  277. public static Int64 m_breathControlActive = 0x0048; // FLOAT
  278. public static Int64 m_breathControlInput = 0x004C; // FLOAT
  279. public static Int64 m_breathActive = 0x0050; // FLOAT
  280. public static Int64 m_Enabled = 0x0058; // FLOAT
  281. }
  282.  
  283. public struct GameRenderer
  284. {
  285. public static Int64 m_pRenderView = 0x0058; // RenderView
  286.  
  287. public static Int64 GetInstance()
  288. {
  289. return OFFSET_GAMERENDERER;
  290. }
  291. }
  292.  
  293. public struct RenderView
  294. {
  295. public static Int64 m_Transform = 0x0040; // D3DXMATRIX
  296. public static Int64 m_FovY = 0x00B4; // FLOAT
  297. public static Int64 m_fovX = 0x0250; // FLOAT
  298. public static Int64 m_ViewProj = 0x0460; // D3DXMATRIX
  299. public static Int64 m_ViewMatrixInverse = 0x0320; // D3DXMATRIX
  300. public static Int64 m_ViewProjInverse = 0x04E0; // D3DXMATRIX
  301. }
  302.  
  303. public struct BorderInputNode
  304. {
  305. public static Int64 m_pMouse = 0x0058; // Mouse
  306. public static Int64 GetInstance()
  307. {
  308. return OFFSET_BORDERINPUTNODE;
  309. }
  310. }
  311.  
  312. public struct Mouse
  313. {
  314. public static Int64 m_pDevice = 0x0010; // MouseDevice
  315. }
  316.  
  317. public struct MouseDevice
  318. {
  319. public static Int64 m_Buffer = 0x0104; // D3DXVECTOR3
  320. }
  321.  
  322. public struct VehicleWeapon
  323. {
  324. public static Int64 m_pClientCameraComponent = 0x0010; // ClientCameraComponent
  325. public static Int64 GetInstance()
  326. {
  327. return OFFSET_CURRENT_WEAPONFIRING;
  328. }
  329. }
  330.  
  331. public struct ClientCameraComponent
  332. {
  333. public static Int64 pChaseorStaticCamera = 0x00B8; // StaticCamera
  334. }
  335.  
  336. public struct StaticCamera
  337. {
  338. public static Int64 m_PreCrossMatrix = 0x0010; // D3DXMATRIX
  339. public static Int64 m_CrossMatrix = 0x0050; // D3DXMATRIX
  340. public static Int64 m_ForwardOffset = 0x01D0; // D3DXVECTOR3
  341. }
  342. }
  343. }
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