CFramework/CFramework/Cheat/SDK/GameSDK/Offset.h

170 lines
5.3 KiB
C++

#pragma once
// by Unispect and UC
namespace offset
{
// Base (not present in dump.txt; keep the native UnityPlayer values used by this build)
constexpr auto dwGameObjectManager = 0x1CF93E0;
constexpr auto dwAllCamera = 0x1BF8BC0;
// EFT.GameWorld / EFT.ClientLocalGameWorld
constexpr auto ExfilController = 0x30;
constexpr auto LootList = 0x118;
constexpr auto RegisteredPlayers = 0x140;
constexpr auto MainPlayer = 0x1A8;
constexpr auto GrenadeList = 0x200;
// EFT.Player (dump.txt: EFT.Player)
namespace Player
{
constexpr auto pPlayerBody = 0xC0; // _playerBody
constexpr auto pMovementContext = 0x58; // <MovementContext>k__BackingField
constexpr auto pWeaponAnimation = 0x1E0; // <ProceduralWeaponAnimation>k__BackingField
constexpr auto pProfile = 0x618; // <Profile>k__BackingField
constexpr auto pPhysics = 0x630; // Physical
constexpr auto pHealthController = 0x660; // _healthController
}
// EFT.PlayerBody / EFT.PlayerBones (dump.txt)
namespace PlayerBody
{
constexpr auto PlayerBones = 0x28;
constexpr auto SkeletonRootJoint = 0x30;
}
namespace PlayerBones
{
constexpr auto Neck = 0x48;
constexpr auto Forearms = 0x70;
constexpr auto LeftPalm = 0x78;
constexpr auto RightPalm = 0x80;
constexpr auto RootJoint = 0x90;
constexpr auto Ribcage = 0x110;
constexpr auto Head = 0x118;
constexpr auto Body = 0x140;
constexpr auto Pelvis = 0x150;
constexpr auto LeftThigh = 0x158;
constexpr auto RightThigh = 0x160;
constexpr auto Spine3 = 0x168;
constexpr auto TransformArrayData = 0x20;
}
namespace BifacialTransform
{
constexpr auto Original = 0x10;
}
// EFT.MovementContext (dump.txt: EFT.MovementContext)
namespace MovementContext
{
// Vector2 (x = yaw, y = pitch), in radians.
constexpr auto Rotation = 0x27C; // Rotation_1
}
// EFT.Profile
namespace Profile
{
constexpr auto Id = 0x10;
constexpr auto AccountId = 0x18;
constexpr auto pInfoClass = 0x40; // Info
}
// EFT.Profile -> InfoClass
namespace InfoClass
{
constexpr auto Nickname = 0x10;
constexpr auto EntryPoint = 0x18;
constexpr auto MainProfileNickname = 0x20;
constexpr auto MGroupId = 0x28;
constexpr auto TeamId = 0x30;
constexpr auto profileInfoSettingsClass = 0x48; // ProfileInfoSettingsClass
constexpr auto eplayerSide_0 = 0x88;
constexpr auto RegistrationDate = 0x8C;
constexpr auto Type = 0x90;
}
// EFT.HealthSystem.ActiveHealthController / GClass3009<T>
namespace HealthController
{
constexpr auto BodyParts = 0x68; // Dictionary<int, BodyPartState<T>>
constexpr auto DictionaryEntries = 0x18;
constexpr auto DictionaryCount = 0x40;
constexpr auto ArrayData = 0x20;
constexpr auto EntryStride = 0x18;
constexpr auto EntryValue = 0x10;
constexpr auto BodyPartHealth = 0x10; // BodyPartState.Health
constexpr auto HealthValue = 0x10; // HealthValue.Value
constexpr auto Current = 0x00;
constexpr auto Maximum = 0x04;
}
// EFT.Animations.ProceduralWeaponAnimation
namespace WeaponAnimations
{
constexpr auto Breath = 0x30;
constexpr auto MotionReact = 0x40; // MotionEffector
constexpr auto ShotEffector = 0x50; // ShotEffector / Shootingg
constexpr auto isAiming = 0x1C5;
}
// -.MotionEffector
namespace MotionEffector
{
constexpr auto SwayFactors = 0x94; // UnityEngine.Vector3
}
// -.ShotEffector
namespace ShotEffector
{
constexpr auto MainWeaponInHands = 0x38; // EFT.InventoryLogic.Weapon
}
// EFT.InventoryLogic.Weapon
namespace Weapon
{
constexpr auto Template = 0x40; // CompoundItem.Template
constexpr auto MalfState = 0xF0; // WeaponMalfunctionStateClass
}
// EFT.InventoryLogic.WeaponTemplate
namespace WeaponTemplate
{
constexpr auto WeaponRecoilSettings = 0x180; // WeaponRecoil
constexpr auto AllowJam = 0x2F0;
constexpr auto AllowFeed = 0x2F1;
constexpr auto AllowMisfire = 0x2F2;
constexpr auto AllowSlide = 0x2F3;
constexpr auto BaseMalfunctionChance = 0x2F4;
}
// -.WeaponRecoil / -.Weapon.WeaponMalfunctionStateClass
namespace WeaponRecoil
{
constexpr auto Enable = 0x18;
}
namespace WeaponMalfunctionState
{
constexpr auto State = 0x6C;
}
// -.GClass774 (stamina/oxygen state)
namespace PhysicalState
{
constexpr auto Current = 0x48; // Single
}
// .BasePhysicalClass
namespace Physics
{
constexpr auto Stamina = 0x38;
constexpr auto HandsStamina = 0x40;
constexpr auto Oxygen = 0x48;
constexpr auto FallDamageMultiplier = 0xBC;
constexpr auto StaminaCapacity = 0xC0;
constexpr auto HandsCapacity = 0xC8;
constexpr auto OxygenRestoreRate = 0xD4;
}
}