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3:17 pm (EST) · updated 2026-07-13 07:17 UTC

Fresh Apex dump. Standard Source/Titanfall layout — flat CBaseEntity + CPlayer offsets, glow / netchan sigs pulled, viewmatrix and input convars included. Detection convars (INFZ, anti-recoil, view drift, input detection) also mapped for the ones who care.

Image

cpp inline static constexpr uintptr_t image_base = 0x7FF7B8A40000; ​

Functions

cpp inline static constexpr uintptr_t SETUP_BONES = 0x424EA0; inline static constexpr uintptr_t GET_BREATH_ANGLE = 0xBCCA70; inline static constexpr uintptr_t NETSTREAM_WRITE_INT = 0x238120; inline static constexpr uintptr_t NETSTREAM_WRITE_BITS = 0x5DCBA0; ​

Globals

cpp struct globals { inline static constexpr uintptr_t level = 0x1E56864; inline static constexpr uintptr_t local_player_handle = 0x253A070; inline static constexpr uintptr_t entity_list = 0x641A428; inline static constexpr uintptr_t name_list = 0x8E99AB0; inline static constexpr uintptr_t view_render = 0x3F30868; inline static constexpr uintptr_t engine_trace = 0x3F30888; inline static constexpr uintptr_t net_channel = 0x1E566F0; inline static constexpr uintptr_t latest_command_number = 0x1E7F49C; inline static constexpr uintptr_t cinput = 0x25727A0; inline static constexpr uintptr_t observer_list = 0x641C448; inline static constexpr uintptr_t glow_context_library = 0x6B87500; inline static constexpr uintptr_t fs_obj_ptr = 0x1B86318; inline static constexpr uintptr_t clc_anticheat_vtbl = 0x181BE00; inline static constexpr uintptr_t in_jump = 0x3F33A40; }; ​

Convars

Anti-cheat / detection convars first — flip these before you get flagged. Input / camera convars below.

​```cpp struct convars { inline static constexpr uintptr_t infz = 0x26EEF70; // zero -> disables player input detection inline static constexpr uintptr_t rank_bridge = 0x26EED30; inline static constexpr uintptr_t trigger = 0x26F2F80; // bullet_trace_test_enable inline static constexpr uintptr_t view_drift = 0x26F62A0;

inline static constexpr uintptr_t input_detection_enabled         = 0x256A490;
inline static constexpr uintptr_t input_detection_antirecoil_thr  = 0x25695A0;
inline static constexpr uintptr_t input_detection_antirecoil_match= 0x2573FC0;
inline static constexpr uintptr_t input_did_turn_threshold        = 0x2577D40;
inline static constexpr uintptr_t player_input_detection_enabled  = 0x26EEEE0;

inline static constexpr uintptr_t mouse_sensitivity               = 0x25766E0;
inline static constexpr uintptr_t cl_pitchspeed                   = 0x2577100;
inline static constexpr uintptr_t cl_yawspeed                     = 0x2566000;

}; ​```

KButtons

cpp struct kbuttons { inline static constexpr uintptr_t in_attack = 0x3F331A8; inline static constexpr uintptr_t in_jump = 0x3F33A40; inline static constexpr uintptr_t in_duck = 0x3F33B38; inline static constexpr uintptr_t in_reload_button = 0x3F339A8; }; ​

CBaseEntity

Shared entity fields — apply to players, NPCs, deathboxes, props.

​```cpp struct base_entity { inline static constexpr uintptr_t team_number = 0x330; inline static constexpr uintptr_t life_state = 0x698; inline static constexpr uintptr_t signifier_name = 0x478; inline static constexpr uintptr_t model_name = 0x30; inline static constexpr uintptr_t studio_hdr = 0x1010; inline static constexpr uintptr_t collision = 0x3B8;

inline static constexpr uintptr_t local_origin        = 0x16C;   // m_vecAbsOrigin
inline static constexpr uintptr_t abs_velocity        = 0x374;
inline static constexpr uintptr_t network_angles      = 0x380;
inline static constexpr uintptr_t owner_entity        = 0x394;
inline static constexpr uintptr_t ground_entity       = 0x31C;
inline static constexpr uintptr_t flags               = 0xC8;
inline static constexpr uintptr_t visibility_flags    = 0x328;
inline static constexpr uintptr_t effects             = 0x32C;
inline static constexpr uintptr_t render_mode         = 0x3A9;
inline static constexpr uintptr_t coord_frame         = 0x7D0;

}; ​```

CPlayer

​```cpp struct player { inline static constexpr uintptr_t health = 0x320; inline static constexpr uintptr_t health_max = 0x470; inline static constexpr uintptr_t shield = 0x190; inline static constexpr uintptr_t shield_max = 0x194; inline static constexpr uintptr_t life_state = 0x698; inline static constexpr uintptr_t bleedout_state = 0x27D8; inline static constexpr uintptr_t team_number = 0x330; inline static constexpr uintptr_t last_visible_time = 0x1A84; inline static constexpr uintptr_t last_aimed_at_time = 0x1A8C; inline static constexpr uintptr_t target_info_ping = 0x1C60;

inline static constexpr uintptr_t camera_origin       = 0x1FBC;
inline static constexpr uintptr_t view_angles         = 0x1FC8;
inline static constexpr uintptr_t input_view_angles   = 0x25F8;
inline static constexpr uintptr_t punch_angles        = 0x2510;
inline static constexpr uintptr_t punch_angle_vel     = 0x251C;
inline static constexpr uintptr_t view_yaw            = 0x230C;
inline static constexpr uintptr_t breath_angles       = 0x0;    // add to GET_BREATH_ANGLE return

inline static constexpr uintptr_t inventory_weapons   = 0x1978;
inline static constexpr uintptr_t offhand_weapon      = 0x19F4;
inline static constexpr uintptr_t zooming             = 0x1CD1;
inline static constexpr uintptr_t in_reload           = 0x163A;
inline static constexpr uintptr_t time_base           = 0x2160;

inline static constexpr uintptr_t traversal_start     = 0x2BE8;
inline static constexpr uintptr_t traversal_progress  = 0x2BE4;
inline static constexpr uintptr_t custom_script_int   = 0x15F4;

inline static constexpr uintptr_t observer_list_arr   = 0x974;
inline static constexpr uintptr_t name                = 0x481;   // sig-scanned
inline static constexpr uintptr_t glow_team_index     = 0x1D8;

}; ​```

CWeaponX

​```cpp struct weapon { inline static constexpr uintptr_t ammo_in_clip = 0x1620; inline static constexpr uintptr_t ammo_in_stockpile = 0x1624; inline static constexpr uintptr_t weapon_owner = 0x15F0; inline static constexpr uintptr_t in_reload = 0x163A; inline static constexpr uintptr_t next_primary_attack = 0x15FC; inline static constexpr uintptr_t next_ready_time = 0x15F8; inline static constexpr uintptr_t weapon_activity = 0x1618;

inline static constexpr uintptr_t zoom_fov_current        = 0xC0;
inline static constexpr uintptr_t zoom_fov_target         = 0xC4;
inline static constexpr uintptr_t weapon_player_data      = 0x1670;

inline static constexpr uintptr_t projectile_speed        = 0x28E0;   // sig
inline static constexpr uintptr_t projectile_gravity      = 0x28E8;   // sig
inline static constexpr uintptr_t bones                   = 0xE10;    // sig — bone matrix table

}; ​```

Glow

Glow context flags used by the highlight system. Team-index / gate-flag fields drive whether the entity gets rendered outlined and in what color.

cpp struct glow { inline static constexpr uintptr_t ctx_index = 0x295; inline static constexpr uintptr_t ctx_index_shadow = 0x299; inline static constexpr uintptr_t team_bits = 0x1E8; inline static constexpr uintptr_t team_index = 0x1D8; inline static constexpr uintptr_t focused = 0x29D; inline static constexpr uintptr_t gate_flags = 0x2D0; }; ​

NetChannel

cpp struct net_channel { inline static constexpr uintptr_t choked_count = 0x2028; inline static constexpr uintptr_t next_send = 0x2108; }; ​

Entity list

cpp struct ent_info { inline static constexpr uintptr_t size = 0x20; inline static constexpr uintptr_t name_index = 0x38; }; ​

Matrices

cpp inline static constexpr uintptr_t view_matrix = 0x11A390; // offset from VIEW_RENDER ​