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
```