← back apex · 2
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
​```