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  1. #define OFFSETS_H
  2. #include <windows.h>
  3.  
  4. #define Render = 0x51E2680 // updatedT (ignore)
  5. #define GameRender = Render + 0x0 // updatedT (ignore)
  6.  
  7. #define OFFSET_GAME_MANAGER 0x51E27C8 // updatedT
  8. #define OFFSET_GAME_MANAGER_ENTITY_COUNT 0x1D8 //updatedT
  9. #define OFFSET_GAME_MANAGER_ENTITY_LIST2 0x1C8 //updatedT
  10.  
  11. #define OFFSET_ENTITY_COMPONENT 0x28 // Cav ESP 1
  12. #define OFFSET_ENTITY_COMPONENT_LIST 0x1C8 // Cav ESP 2 /updatedT
  13. #define OFFSET_ENTITY_COMPONENT_HEALTH 0x140 // not even used????
  14.  
  15. #define OFFSET_SPOOF_SPECTATE 0x51A6048 // updatedT MAYBE????
  16. #define OFFSET_SPOOF_SPECTATE_ENABLE 0x5D
  17.  
  18. #define OFFSET_GLOW_MANAGER 0x5E2CA80 //updatedT
  19. #define OFFSET_ENVIRONMENT_AREA 0x5e56e40 //0x5c70318 + 0x1000// 0x5c5a1b8 // glow // update
  20. #define OFFSET_ENVIRONMENT_AREA_GLOW 0xB8
  21. #define OFFSET_ENVIRONMENT_AREA_GLOW_ON 0x114 // 0x11C; // 999.f
  22. #define OFFSET_ENVIRONMENT_AREA_START_DISTANCE 0x138 // 0x138; // 1.0f //updatedT
  23. #define OFFSET_ENVIRONMENT_AREA_RELIEF 0x138 // 0x140; // 2.0f
  24.  
  25. #define OFFSET_STATUS_MANAGER 0x51E2768 //updatedT
  26. #define OFFSET_STATUS_MANAGER_CONTAINER 0x68 // updateT
  27. #define OFFSET_STATUS_MANAGER_LOCALENTITY 0x28 // updateT
  28.  
  29. #define ENTITY_MARKER_VT_OFFSET 0x37AC120 //updatedT
  30. #define ENTITY_MARKER_ENABLED_OFFSET 0x530
  31.  
  32. #define OFFSET_ENTITY_PAWN 0x50
  33. #define OFFSET_ENTITY_PAWN_POSITION 0x6A0
  34.  
  35. #define OFFSET_ENTITY_REPLICATION 0xA8 // updateT
  36. #define OFFSET_ENTITY_REPLICATION_TEAM 0x19E // updateT
  37. #define OFFSET_ENTITY_REPLICATION_NAME 0x1C8 // updateT
  38. #define OFFSET_NET_MANAGER 0x5006fc8 + 0x1000 // 0x4FF0EC8 // update
  39.  
  40. #define OFFSET_FOV_CHANGER 0x51B8F40 //updatedT
  41.  
  42. #define OFFSET_NET_MANAGER 0x51CFA08 // updatedT
  43. #define OFFSET_CAMERA_MANAGER 0x504DC18 //0x5007FC0
  44. #define OFFSET_CAMERA_ENGINELINK 0xE0
  45. #define OFFSET_CAMERA_ENGINE 0x1C8
  46. #define OFFSET_CAMERA_ENGINE_CAMERA 0x08
  47.  
  48. #define OFFSET_CAMERA_RIGHT 0xD0 //updatedT
  49. #define OFFSET_CAMERA_UP 0xE0 //updatedT
  50. #define OFFSET_CAMERA_FORWARD 0xF0 //updatedT
  51. #define OFFSET_CAMERA_TRANSLATION 0x100 //updatedT
  52. #define OFFSET_CAMERA_FOVX 0x110 //updatedT
  53. #define OFFSET_CAMERA_FOVY 0x124 //updatedT
  54. #define OFFSET_TRIGGER_BOT 0x504dc88 //updatedT
  55.  
  56. #define OFFSET_SCREEN_MANAGER 0x4E95A00
  57. #define OFFSET_SCREEN_WIDTH 0x10
  58. #define OFFSET_SCREEN_HEIGHT 0x14
  59. #define OFFSET_NETWORK_MANAGER 0x51A6158 //updatedT
  60. #define OFFSET_ROUND_MANAGER 0x51CF9F8 //updatedT
  61.  
  62. #define OFFSET_TRIGGERBOT 0x504dc88 //updatedT
  63. #define OFFSET_TRIGGERBOT1 0x50
  64. #define OFFSET_TRIGGERBOT2 0x80
  65. #define OFFSET_TRIGGERBOT3 0x58
  66. #define OFFSET_TRIGGERBOT4 0x418
  67. #define OFFSET_TRIGGERBOT5 0x304
  68.  
  69. #ifdef _AMD64_
  70. #define _PTR_MAX_VALUE ( 0x000F000000000000 )
  71. #else
  72. #define _PTR_MAX_VALUE ( 0xFFE00000 )
  73. #endif
  74.  
  75. inline bool _VALID(UINT_PTR Ptr)
  76. {
  77. return (Ptr >= 0x10000) && (Ptr < _PTR_MAX_VALUE);
  78. }
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