namespace AttackEntity
{
inline auto animationDelay = std::uint32_t ( 0x2F0 );
inline auto deployDelay = std::uint32_t ( 0x2E8 );
inline auto effectiveRange = std::uint32_t ( 0x2F4 );
inline auto lastTickTime = std::uint32_t ( 0x348 );
inline auto nextAttackTime = std::uint32_t ( 0x340 );
inline auto nextTickTime = std::uint32_t ( 0x350 );
inline auto noHeadshots = std::uint32_t ( 0x33E );
inline auto repeatDelay = std::uint32_t ( 0x2EC );
inline auto timeSinceDeploy = std::uint32_t ( 0x358 );
}
namespace BaseCombatEntity
{
inline auto _health = std::uint32_t ( 0x2B4 );
inline auto _maxHealth = std::uint32_t ( 0x2B8 );
inline auto baseProtection = std::uint32_t ( 0x238 );
inline auto lifestate = std::uint32_t ( 0x2A8 );
inline auto markAttackerHostile = std::uint32_t ( 0x2AE );
inline auto skeletonProperties = std::uint32_t ( 0x230 );
inline auto startHealth = std::uint32_t ( 0x240 );
}
namespace BaseCorpse
{
inline auto blockDamageIfNotGather = std::uint32_t ( 0x2F0 );
inline auto parentEnt = std::uint32_t ( 0x2D8 );
}
namespace BaseEntity
{
inline auto SendSignalBroadcast = std::uint32_t ( 0x36CBB20 );
inline auto ServerRPC = std::uint32_t ( 0x3721110 );
inline auto bounds = std::uint32_t ( 0x18C );
inline auto flags = std::uint32_t ( 0x1C0 );
inline auto model = std::uint32_t ( 0x1B8 );
inline auto positionLerp = std::uint32_t ( 0xA0 );
inline auto triggers = std::uint32_t ( 0x128 );
}
namespace BaseMelee
{
inline auto attackRadius = std::uint32_t ( 0x3A4 );
inline auto blockSprintOnAttack = std::uint32_t ( 0x3A9 );
inline auto canThrowAsProjectile = std::uint32_t ( 0x380 );
inline auto damageProperties = std::uint32_t ( 0x388 );
inline auto gathering = std::uint32_t ( 0x3E0 );
inline auto maxDistance = std::uint32_t ( 0x3A0 );
}
namespace BaseMovement
{
inline auto Crawling = std::uint32_t ( 0x58 );
inline auto Ducking = std::uint32_t ( 0x54 );
inline auto Grounded = std::uint32_t ( 0x5C );
inline auto InheritedVelocity = std::uint32_t ( 0x38 );
inline auto Owner = std::uint32_t ( 0x30 );
inline auto Running = std::uint32_t ( 0x50 );
inline auto TargetMovement = std::uint32_t ( 0x44 );
inline auto lastTeleportedTime = std::uint32_t ( 0x60 );
}
namespace BaseNetworkable
{
inline auto children = std::uint32_t ( 0x68 );
inline auto parentEntity = std::uint32_t ( 0x38 );
inline auto prefabID = std::uint32_t ( 0x54 );
}
namespace BaseNetworkableStatic
{
inline auto clientEntities = std::uint32_t ( 0x18 );
}
namespace BasePlayer
{
inline auto OnViewModeChanged = std::uint32_t ( 0x39A9F40 );
inline auto _displayName = std::uint32_t ( 0x4C8 );
inline auto _lookingAt = std::uint32_t ( 0x740 );
inline auto clActiveItem = std::uint32_t ( 0x588 );
inline auto clientTeam = std::uint32_t ( 0x538 );
inline auto clothingMoveSpeedReduction = std::uint32_t ( 0x7C0 );
inline auto clothingWaterSpeedBonus = std::uint32_t ( 0x7C4 );
inline auto currentTeam = std::uint32_t ( 0x558 );
inline auto eyes = std::uint32_t ( 0x3F0 );
inline auto input = std::uint32_t ( 0x6E8 );
inline auto inventory = std::uint32_t ( 0x5A8 );
inline auto lastSentTick = std::uint32_t ( 0x3E8 );
inline auto lastSentTickTime = std::uint32_t ( 0x698 );
inline auto modelState = std::uint32_t ( 0x3A0 );
inline auto modifiers = std::uint32_t ( 0x3F8 );
inline auto mounted = std::uint32_t ( 0x5E0 );
inline auto movement = std::uint32_t ( 0x5A0 );
inline auto playerFlags = std::uint32_t ( 0x6D8 );
inline auto playerModel = std::uint32_t ( 0x4F8 );
inline auto userID = std::uint32_t ( 0x720 );
inline auto weaponMoveSpeedScale = std::uint32_t ( 0x7B8 );
}
namespace BaseProjectile
{
inline auto LaunchProjectile = std::uint32_t ( 0x606C460 );
inline auto UpdateAmmoDisplay = std::uint32_t ( 0x608D7F0 );
inline auto aimCone = std::uint32_t ( 0x418 );
inline auto aimConePenaltyMax = std::uint32_t ( 0x424 );
inline auto aimSway = std::uint32_t ( 0x400 );
inline auto aimSwaySpeed = std::uint32_t ( 0x404 );
inline auto aimconePenalty = std::uint32_t ( 0x46C );
inline auto aimconePenaltyPerShot = std::uint32_t ( 0x420 );
inline auto automatic = std::uint32_t ( 0x398 );
inline auto canChangeFireModes = std::uint32_t ( 0x440 );
inline auto currentBurst = std::uint32_t ( 0x4B8 );
inline auto fractionalReload = std::uint32_t ( 0x3E8 );
inline auto hipAimCone = std::uint32_t ( 0x41C );
inline auto isBurstWeapon = std::uint32_t ( 0x43F );
inline auto isReloading = std::uint32_t ( 0x484 );
inline auto nextReloadTime = std::uint32_t ( 0x458 );
inline auto numShotsFired = std::uint32_t ( 0x454 );
inline auto primaryMagazine = std::uint32_t ( 0x3E0 );
inline auto projectileVelocityScale = std::uint32_t ( 0x394 );
inline auto recoil = std::uint32_t ( 0x408 );
inline auto reloadEndDuration = std::uint32_t ( 0x3F4 );
inline auto reloadFractionDuration = std::uint32_t ( 0x3F0 );
inline auto reloadStartDuration = std::uint32_t ( 0x3EC );
inline auto reloadTime = std::uint32_t ( 0x3D8 );
inline auto stancePenalty = std::uint32_t ( 0x468 );
inline auto stancePenaltyScale = std::uint32_t ( 0x430 );
inline auto startReloadTime = std::uint32_t ( 0x460 );
}
namespace BaseViewModel
{
inline auto animator = std::uint32_t ( 0xD0 );
inline auto aspectOffset = std::uint32_t ( 0x100 );
inline auto bob = std::uint32_t ( 0xB8 );
inline auto lower = std::uint32_t ( 0xA0 );
inline auto punch = std::uint32_t ( 0x98 );
inline auto sway = std::uint32_t ( 0xC8 );
inline auto useViewModelCamera = std::uint32_t ( 0x40 );
}
namespace Behaviour
{
inline auto set_enabled = std::uint32_t ( 0xDFAE3F0 );
}
namespace BowWeapon
{
inline auto arrowBack = std::uint32_t ( 0x4DC );
inline auto attackReady = std::uint32_t ( 0x4D8 );
inline auto wasAiming = std::uint32_t ( 0x4E0 );
}
namespace BuildingBlock
{
inline auto apartmentList = std::uint32_t ( 0x20 );
}
namespace CameraUpdateHookStatic
{
inline auto action = std::uint32_t ( 0xD0 );
}
namespace Component
{
inline auto get_gameObject = std::uint32_t ( 0xDFAF0D0 );
}
namespace CompoundBowWeapon
{
inline auto conditionLossHeldDelay = std::uint32_t ( 0x500 );
inline auto conditionLossPerSecondHeld = std::uint32_t ( 0x4FC );
inline auto movementPenalty = std::uint32_t ( 0x530 );
inline auto movementPenaltyRampUpTime = std::uint32_t ( 0x4F8 );
inline auto stringBonusDamage = std::uint32_t ( 0x4EC );
inline auto stringBonusDistance = std::uint32_t ( 0x4F0 );
inline auto stringBonusVelocity = std::uint32_t ( 0x4F4 );
inline auto stringHoldDurationMax = std::uint32_t ( 0x4E8 );
inline auto stringHoldTimeStart = std::uint32_t ( 0x53C );
}
namespace ConvarClientStatic
{
inline auto camlerp = std::uint32_t ( 0x3C8 );
inline auto camspeed = std::uint32_t ( 0x7CC );
}
namespace ConvarGraphicsStatic
{
inline auto _fov = std::uint32_t ( 0x370 );
}
namespace ConvarPlayerStatic
{
inline auto clientTickInterval = std::uint32_t ( 0x1DC );
}
namespace EntityRealm
{
inline auto entityList = std::uint32_t ( 0x18 );
}
namespace FlintStrikeWeapon
{
inline auto _didSparkThisFrame = std::uint32_t ( 0x4D0 );
inline auto _isStriking = std::uint32_t ( 0x4D1 );
inline auto strikes = std::uint32_t ( 0x4D4 );
inline auto successFraction = std::uint32_t ( 0x4C0 );
inline auto successIncrease = std::uint32_t ( 0x4C4 );
}
namespace GameManager
{
inline auto CreatePrefab = std::uint32_t ( 0x62C3AA0 );
}
namespace GameManagerStatic
{
inline auto client = std::uint32_t ( 0x30 );
}
namespace GameObject
{
inline auto SetActive = std::uint32_t ( 0xDFB4430 );
}
namespace HeldEntity
{
inline auto viewModel = std::uint32_t ( 0x250 );
}
namespace HumanNPC
{
inline auto AdditionalLosBlockingLayer = std::uint32_t ( 0x848 );
inline auto aimConeScale = std::uint32_t ( 0x858 );
inline auto lastDismountTime = std::uint32_t ( 0x85C );
}
namespace InputMessage
{
inline auto aimAngles = std::uint32_t ( 0x18 );
inline auto buttons = std::uint32_t ( 0x14 );
inline auto mouseDelta = std::uint32_t ( 0x24 );
}
namespace InputState
{
inline auto current = std::uint32_t ( 0x18 );
inline auto previous = std::uint32_t ( 0x20 );
}
namespace Interpolator
{
inline auto last = std::uint32_t ( 0x10 );
inline auto list = std::uint32_t ( 0x30 );
}
namespace Item
{
inline auto amount = std::uint32_t ( 0xAC );
inline auto heldEntity = std::uint32_t ( 0x50 );
inline auto info = std::uint32_t ( 0xB8 );
inline auto uid = std::uint32_t ( 0x88 );
inline auto worldEnt = std::uint32_t ( 0x40 );
}
namespace ItemContainer
{
inline auto flags = std::uint32_t ( 0x20 );
inline auto itemList = std::uint32_t ( 0x40 );
inline auto uid = std::uint32_t ( 0x50 );
}
namespace ItemDefinition
{
inline auto category = std::uint32_t ( 0x58 );
inline auto displayName = std::uint32_t ( 0x40 );
inline auto itemid = std::uint32_t ( 0x20 );
inline auto shortname = std::uint32_t ( 0x28 );
}
namespace ItemIconStatic
{
inline auto containerLootStartTimes = std::uint32_t ( 0x28 );
}
namespace ItemModProjectile
{
inline auto projectileObject = std::uint32_t ( 0x20 );
inline auto projectileSpread = std::uint32_t ( 0x3C );
inline auto projectileVelocity = std::uint32_t ( 0x40 );
inline auto projectileVelocitySpread = std::uint32_t ( 0x44 );
}
namespace ListComponent
{
inline auto InstanceList = std::uint32_t ( 0x18 );
}
namespace ListComponentProjectile
{
inline auto TypeInfo = std::uint32_t ( 0x10BBD5B0 );
}
namespace ListDictionary
{
inline auto vals = std::uint32_t ( 0x18 );
}
namespace ListHashSet
{
inline auto vals = std::uint32_t ( 0x10 );
}
namespace LoadingScreen
{
inline auto panel = std::uint32_t ( 0x30 );
}
namespace LocalPlayerStatic
{
inline auto Entity = std::uint32_t ( 0x100 );
}
namespace LootableCorpse
{
inline auto lootPanelName = std::uint32_t ( 0x310 );
}
namespace Magazine
{
inline auto allowAmmoSwitching = std::uint32_t ( 0x29 );
inline auto allowPlayerReloading = std::uint32_t ( 0x28 );
inline auto ammoType = std::uint32_t ( 0x20 );
inline auto capacity = std::uint32_t ( 0x18 );
inline auto contents = std::uint32_t ( 0x1C );
inline auto definition = std::uint32_t ( 0x10 );
}
namespace MainCamera
{
inline auto mainCamera = std::uint32_t ( 0x8 );
}
namespace MixerSnapshotManager
{
inline auto defaultSnapshot = std::uint32_t ( 0x20 );
inline auto loadingSnapshot = std::uint32_t ( 0x30 );
}
namespace Model
{
inline auto boneNames = std::uint32_t ( 0x58 );
inline auto boneTransforms = std::uint32_t ( 0x50 );
}
namespace ModelState
{
inline auto flags = std::uint32_t ( 0x14 );
inline auto lookDir = std::uint32_t ( 0x2C );
inline auto waterLevel = std::uint32_t ( 0x38 );
}
namespace NPCPlayer
{
inline auto LegacyNavigation = std::uint32_t ( 0x824 );
inline auto MovementTickStartDelay = std::uint32_t ( 0x7E8 );
inline auto attackLengthMaxShortRangeScale = std::uint32_t ( 0x838 );
inline auto damageScale = std::uint32_t ( 0x830 );
inline auto finalDestination = std::uint32_t ( 0x7F8 );
inline auto shortRange = std::uint32_t ( 0x834 );
}
namespace Object
{
inline auto m_CachedPtr = std::uint32_t ( 0x10 );
}
namespace PlayerCorpse
{
inline auto underwearSkin = std::uint32_t ( 0x340 );
}
namespace PlayerEyes
{
inline auto bodyRotation = std::uint32_t ( 0x50 );
inline auto viewOffset = std::uint32_t ( 0x40 );
}
namespace PlayerInput
{
inline auto bodyAngles = std::uint32_t ( 0x44 );
inline auto state = std::uint32_t ( 0x28 );
}
namespace PlayerInventory
{
inline auto containerBelt = std::uint32_t ( 0x38 );
inline auto containerMain = std::uint32_t ( 0x78 );
inline auto containerWear = std::uint32_t ( 0x58 );
inline auto loot = std::uint32_t ( 0x48 );
}
namespace PlayerModel
{
inline auto _multiMesh = std::uint32_t ( 0x3C8 );
}
namespace PlayerTeam
{
inline auto members = std::uint32_t ( 0x50 );
}
namespace PlayerTeamMember
{
inline auto userID = std::uint32_t ( 0x38 );
}
namespace PlayerTick
{
inline auto activeItem = std::uint32_t ( 0x28 );
inline auto eyePos = std::uint32_t ( 0x48 );
inline auto inputState = std::uint32_t ( 0x30 );
inline auto modelState = std::uint32_t ( 0x10 );
inline auto parentID = std::uint32_t ( 0x18 );
inline auto position = std::uint32_t ( 0x38 );
}
namespace PlayerWalkMovement
{
inline auto groundAngle = std::uint32_t ( 0x108 );
inline auto groundAngleNew = std::uint32_t ( 0x110 );
inline auto groundNormal = std::uint32_t ( 0x160 );
inline auto groundNormalNew = std::uint32_t ( 0x170 );
inline auto groundTime = std::uint32_t ( 0x118 );
inline auto groundVelocity = std::uint32_t ( 0x180 );
inline auto groundVelocityNew = std::uint32_t ( 0x190 );
inline auto jumpTime = std::uint32_t ( 0x120 );
inline auto landTime = std::uint32_t ( 0x128 );
inline auto maxVelocity = std::uint32_t ( 0x100 );
inline auto previousInheritedVelocity = std::uint32_t ( 0x150 );
inline auto previousPosition = std::uint32_t ( 0x130 );
inline auto previousVelocity = std::uint32_t ( 0x140 );
}
namespace PositionLerp
{
inline auto interpolator = std::uint32_t ( 0x40 );
}
namespace ProgressBar
{
inline auto Instance = std::uint32_t ( 0x8 );
inline auto leftField = std::uint32_t ( 0x40 );
inline auto timeCounter = std::uint32_t ( 0x24 );
inline auto timeFinished = std::uint32_t ( 0x20 );
}
namespace Projectile
{
inline auto currentPosition = std::uint32_t ( 0x170 );
inline auto currentVelocity = std::uint32_t ( 0x164 );
inline auto drag = std::uint32_t ( 0x34 );
inline auto gravityModifier = std::uint32_t ( 0x38 );
inline auto initialDistance = std::uint32_t ( 0x44 );
inline auto integrity = std::uint32_t ( 0x13C );
inline auto thickness = std::uint32_t ( 0x3C );
inline auto traveledDistance = std::uint32_t ( 0x17C );
inline auto traveledTime = std::uint32_t ( 0x180 );
}
namespace ProjectileWeaponMod
{
inline auto isSilencer = std::uint32_t ( 0x218 );
inline auto projectileVelocity = std::uint32_t ( 0x22C );
inline auto silencerType = std::uint32_t ( 0x21C );
}
namespace RecoilProperties
{
inline auto newRecoilOverride = std::uint32_t ( 0x80 );
inline auto recoilPitchMax = std::uint32_t ( 0x24 );
inline auto recoilPitchMin = std::uint32_t ( 0x20 );
inline auto recoilYawMax = std::uint32_t ( 0x1C );
inline auto recoilYawMin = std::uint32_t ( 0x18 );
}
namespace Rvas
{
inline auto TypeManagerInstance = std::uint32_t ( 0x221B020 );
inline auto TypeToObjectSet = std::uint32_t ( 0x221AFF8 );
inline auto m_Instance = std::uint32_t ( 0x217F8E8 );
inline auto rigidActors = std::uint32_t ( 0x23D8 );
}
namespace ScientistNPC
{
inline auto IdleChatterRepeatRange = std::uint32_t ( 0x880 );
inline auto deathStatName = std::uint32_t ( 0x878 );
inline auto radioChatterType = std::uint32_t ( 0x888 );
}
namespace ServerAdminUGCEntry
{
inline auto ReceivedDataFromServer = std::uint32_t ( 0x3092230 );
}
namespace SingletonComponentCameraMan
{
inline auto Instance = std::uint32_t ( 0x20 );
inline auto TypeInfo = std::uint32_t ( 0x10C9E698 );
}
namespace SingletonComponentLoadingScreen
{
inline auto Instance = std::uint32_t ( 0x20 );
inline auto TypeInfo = std::uint32_t ( 0x10CB2D70 );
}
namespace SingletonComponentMixerSnapshotManager
{
inline auto Instance = std::uint32_t ( 0x20 );
inline auto TypeInfo = std::uint32_t ( 0x10C5DA00 );
}
namespace SkeletonProperties
{
inline auto bones = std::uint32_t ( 0x20 );
}
namespace SkeletonPropertiesBoneProperty
{
inline auto area = std::uint32_t ( 0x20 );
inline auto bone = std::uint32_t ( 0x10 );
inline auto boneName = std::uint32_t ( 0x18 );
}
namespace SkinnedMultiMesh
{
inline auto Renderers = std::uint32_t ( 0x40 );
}
namespace StringPool
{
inline auto toNumber = std::uint32_t ( 0x60 );
}
namespace TodAmbientParameters
{
inline auto Mode = std::uint32_t ( 0x10 );
inline auto Saturation = std::uint32_t ( 0x14 );
inline auto UpdateInterval = std::uint32_t ( 0x18 );
}
namespace TodAtmosphereParameters
{
inline auto Brightness = std::uint32_t ( 0x18 );
inline auto Contrast = std::uint32_t ( 0x1C );
inline auto Directionality = std::uint32_t ( 0x28 );
inline auto Fogginess = std::uint32_t ( 0x2C );
inline auto MieMultiplier = std::uint32_t ( 0x14 );
inline auto NightBrightness = std::uint32_t ( 0x20 );
inline auto NightContrast = std::uint32_t ( 0x24 );
inline auto RayleighMultiplier = std::uint32_t ( 0x10 );
}
namespace TodCloudParameters
{
inline auto Attenuation = std::uint32_t ( 0x24 );
inline auto Brightness = std::uint32_t ( 0x30 );
inline auto Coloring = std::uint32_t ( 0x20 );
inline auto Coverage = std::uint32_t ( 0x18 );
inline auto Opacity = std::uint32_t ( 0x14 );
inline auto Saturation = std::uint32_t ( 0x28 );
inline auto Scattering = std::uint32_t ( 0x2C );
inline auto Sharpness = std::uint32_t ( 0x1C );
inline auto Size = std::uint32_t ( 0x10 );
}
namespace TodDayParameters
{
inline auto AmbientColor = std::uint32_t ( 0x40 );
inline auto AmbientMultiplier = std::uint32_t ( 0x54 );
inline auto CloudColor = std::uint32_t ( 0x30 );
inline auto FogColor = std::uint32_t ( 0x38 );
inline auto LightColor = std::uint32_t ( 0x18 );
inline auto LightIntensity = std::uint32_t ( 0x48 );
inline auto RayColor = std::uint32_t ( 0x20 );
inline auto ReflectionMaxClamp = std::uint32_t ( 0x64 );
inline auto ReflectionMultiplier = std::uint32_t ( 0x5C );
inline auto ShadowStrength = std::uint32_t ( 0x50 );
inline auto SkyColor = std::uint32_t ( 0x28 );
inline auto SunColor = std::uint32_t ( 0x10 );
inline auto runtimeAmbientMultiplier = std::uint32_t ( 0x58 );
inline auto runtimeLightIntensity = std::uint32_t ( 0x4C );
inline auto runtimeReflectionMultiplier = std::uint32_t ( 0x60 );
}
namespace TodFogParameters
{
inline auto HeightBias = std::uint32_t ( 0x14 );
inline auto Mode = std::uint32_t ( 0x10 );
}
namespace TodLightParameters
{
inline auto MinimumHeight = std::uint32_t ( 0x14 );
inline auto UpdateInterval = std::uint32_t ( 0x10 );
}
namespace TodMoonParameters
{
inline auto HaloBrightness = std::uint32_t ( 0x28 );
inline auto HaloSize = std::uint32_t ( 0x24 );
inline auto MeshBrightness = std::uint32_t ( 0x18 );
inline auto MeshBrightnessDefault = std::uint32_t ( 0x1C );
inline auto MeshContrast = std::uint32_t ( 0x20 );
inline auto MeshSize = std::uint32_t ( 0x10 );
inline auto MeshSizeRed = std::uint32_t ( 0x14 );
inline auto Position = std::uint32_t ( 0x2C );
}
namespace TodNightParameters
{
inline auto AmbientColor = std::uint32_t ( 0x48 );
inline auto AmbientMultiplier = std::uint32_t ( 0x5C );
inline auto CloudColor = std::uint32_t ( 0x38 );
inline auto FogColor = std::uint32_t ( 0x40 );
inline auto LightColor = std::uint32_t ( 0x20 );
inline auto LightIntensity = std::uint32_t ( 0x50 );
inline auto MoonColor = std::uint32_t ( 0x10 );
inline auto MoonColorRed = std::uint32_t ( 0x18 );
inline auto RayColor = std::uint32_t ( 0x28 );
inline auto ReflectionMaxClamp = std::uint32_t ( 0x6C );
inline auto ReflectionMultiplier = std::uint32_t ( 0x64 );
inline auto ShadowStrength = std::uint32_t ( 0x58 );
inline auto SkyColor = std::uint32_t ( 0x30 );
inline auto runtimeAmbientMultiplier = std::uint32_t ( 0x60 );
inline auto runtimeLightIntensity = std::uint32_t ( 0x54 );
inline auto runtimeReflectionMultiplier = std::uint32_t ( 0x68 );
}
namespace TodSky
{
inline auto Ambient = std::uint32_t ( 0x98 );
inline auto Atmosphere = std::uint32_t ( 0x50 );
inline auto Clouds = std::uint32_t ( 0x80 );
inline auto Day = std::uint32_t ( 0x58 );
inline auto Fog = std::uint32_t ( 0x90 );
inline auto Light = std::uint32_t ( 0x88 );
inline auto Moon = std::uint32_t ( 0x70 );
inline auto Night = std::uint32_t ( 0x60 );
inline auto Stars = std::uint32_t ( 0x78 );
inline auto Sun = std::uint32_t ( 0x68 );
}
namespace TodSkyStatic
{
inline auto instances = std::uint32_t ( 0x50 );
}
namespace TodStarParameters
{
inline auto Brightness = std::uint32_t ( 0x14 );
inline auto ColorScale = std::uint32_t ( 0x1C );
inline auto Position = std::uint32_t ( 0x18 );
inline auto Size = std::uint32_t ( 0x10 );
}
namespace TodSunParameters
{
inline auto MeshBrightness = std::uint32_t ( 0x14 );
inline auto MeshBrightnessDefault = std::uint32_t ( 0x18 );
inline auto MeshContrast = std::uint32_t ( 0x1C );
inline auto MeshSize = std::uint32_t ( 0x10 );
}
namespace TranslatePhrase
{
inline auto legacyEnglish = std::uint32_t ( 0x20 );
inline auto token = std::uint32_t ( 0x10 );
}
namespace TriggerLadder
{
inline auto ForceLookAt = std::uint32_t ( 0x54 );
inline auto RequireJumpToMount = std::uint32_t ( 0x55 );
inline auto Type = std::uint32_t ( 0x50 );
}
namespace TriggerMovement
{
inline auto losEyes = std::uint32_t ( 0x50 );
inline auto movementModify = std::uint32_t ( 0x58 );
inline auto scale = std::uint32_t ( 0x5C );
}
namespace UnityComponent
{
inline auto GetGameObject = std::uint32_t ( 0xBEA00 );
}
namespace UnityEngineUiText
{
inline auto m_Text = std::uint32_t ( 0xE8 );
}
namespace UnityGameObject
{
inline auto m_IsActive = std::uint32_t ( 0x46 );
}
namespace ViewModel
{
inline auto instance = std::uint32_t ( 0x28 );
}
namespace ViewmodelBob
{
inline auto bobAmountRun = std::uint32_t ( 0x2C );
inline auto bobAmountWalk = std::uint32_t ( 0x28 );
inline auto bobSpeedRun = std::uint32_t ( 0x24 );
inline auto bobSpeedWalk = std::uint32_t ( 0x20 );
inline auto leftOffsetRun = std::uint32_t ( 0x30 );
}
namespace ViewmodelLower
{
inline auto forceLower = std::uint32_t ( 0x22 );
inline auto lowerOnSprint = std::uint32_t ( 0x20 );
inline auto lowerScale = std::uint32_t ( 0x24 );
inline auto lowerWhenCantAttack = std::uint32_t ( 0x21 );
inline auto shouldLower = std::uint32_t ( 0x28 );
}
namespace ViewmodelPunch
{
inline auto punchDuration = std::uint32_t ( 0x34 );
inline auto punchMagnitude = std::uint32_t ( 0x38 );
inline auto punchStartTime = std::uint32_t ( 0x3C );
}
namespace ViewmodelSway
{
inline auto positionalSwayAmount = std::uint32_t ( 0x24 );
inline auto positionalSwaySpeed = std::uint32_t ( 0x20 );
inline auto rotateAmountTest = std::uint32_t ( 0x30 );
inline auto rotationSwayAmount = std::uint32_t ( 0x2C );
inline auto rotationSwaySpeed = std::uint32_t ( 0x28 );
}
namespace WorldItem
{
inline auto Item = std::uint32_t ( 0x208 );
inline auto allowPickup = std::uint32_t ( 0x200 );
}
#include <array>
#include <bit>
#include <cstdint>
#include <cstring>
namespace Decryption
{
namespace AttackEntity
{
inline auto decrypt_last_tick_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 20 );
word += 0x3ddd169au;
word ^= 0x25392bf4u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_next_attack_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 31 );
word += 0xdf2b88f8u;
word ^= 0x3419100eu;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_next_tick_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0xe9074665u;
word = std::rotl ( word, 9 );
word += 0xe9a8d91fu;
word = std::rotl ( word, 14 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_time_since_deploy ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word ^= 0x1b10ea86u;
word += 0x72007f22u;
word = std::rotl ( word, 2 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
}
namespace BaseNetworkableStatic
{
inline auto decrypt_client_entities ( std::uint64_t value ) -> std::uint64_t
{
const auto handle = memory->read<std::uint64_t> ( value + 0x18 );
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( handle );
for ( auto& word : words )
{
word = std::rotl ( word, 16 );
word += 0x28668909u;
word ^= 0xb67d1881u;
word += 0x5ae7b7eeu;
}
return get_handle ( std::bit_cast<std::uint64_t> ( words ) );
}
}
namespace BasePlayer
{
inline auto decrypt_clactiveitem ( std::uint64_t value ) -> std::uint64_t
{
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 9 );
word += 0x7303defu;
word ^= 0x4c1233d9u;
}
return std::bit_cast<std::uint64_t> ( words );
}
inline auto decrypt_eyes ( std::uint64_t value ) -> std::uint64_t
{
const auto handle = memory->read<std::uint64_t> ( value + 0x18 );
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( handle );
for ( auto& word : words )
{
word += 0xcfe33070u;
word = std::rotl ( word, 21 );
word += 0x32be2d26u;
word = std::rotl ( word, 22 );
}
return get_handle ( std::bit_cast<std::uint64_t> ( words ) );
}
inline auto decrypt_inventory ( std::uint64_t value ) -> std::uint64_t
{
const auto handle = memory->read<std::uint64_t> ( value + 0x18 );
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( handle );
for ( auto& word : words )
{
word = std::rotl ( word, 23 );
word += 0x5383cebbu;
word = std::rotl ( word, 26 );
}
return get_handle ( std::bit_cast<std::uint64_t> ( words ) );
}
inline auto decrypt_lastsentticktime ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0x6e866fffu;
word ^= 0xc4e7e580u;
word = std::rotl ( word, 27 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_user_id ( std::uint64_t value ) -> std::uint64_t
{
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( value );
for ( auto& word : words )
{
word ^= 0x93aa4414u;
word = std::rotl ( word, 30 );
word += 0x2f178b9bu;
word = std::rotl ( word, 13 );
}
return std::bit_cast<std::uint64_t> ( words );
}
}
namespace BaseProjectile
{
inline auto decrypt_next_reload_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0x3cdba287u;
word = std::rotl ( word, 15 );
word += 0x6e1dbeb4u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_start_reload_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 28 );
word += 0xc2e4cec0u;
word ^= 0x7d1892bu;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
}
namespace ConvarGraphicsStatic
{
inline auto decrypt_fov ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 1 );
word ^= 0xc1c82bdcu;
word = std::rotl ( word, 5 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto encrypt_fov ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result = std::rotl ( result, 27 );
result ^= 0xc1c82bdcu;
result = std::rotl ( result, 31 );
return result;
}
}
namespace ConvarPlayerStatic
{
inline auto decrypt_client_tick_interval ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 1 );
word ^= 0xc1c82bdcu;
word = std::rotl ( word, 5 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto encrypt_client_tick_interval ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result = std::rotl ( result, 27 );
result ^= 0xc1c82bdcu;
result = std::rotl ( result, 31 );
return result;
}
}
namespace EntityRealm
{
inline auto decrypt_entity_list ( std::uint64_t value ) -> std::uint64_t
{
const auto handle = memory->read<std::uint64_t> ( value + 0x18 );
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( handle );
for ( auto& word : words )
{
word = std::rotl ( word, 11 );
word += 0x5212012cu;
word = std::rotl ( word, 18 );
}
return get_handle ( std::bit_cast<std::uint64_t> ( words ) );
}
}
namespace LocalPlayerStatic
{
inline auto decrypt_localplayer ( std::uint64_t value ) -> std::uint64_t
{
const auto handle = memory->read<std::uint64_t> ( value + 0x18 );
auto words = std::bit_cast<std::array<std::uint32_t, 2>> ( handle );
for ( auto& word : words )
{
word = std::rotl ( word, 16 );
word += 0x28668909u;
word ^= 0xb67d1881u;
word += 0x5ae7b7eeu;
}
return get_handle ( std::bit_cast<std::uint64_t> ( words ) );
}
}
namespace PlayerEyes
{
inline auto decrypt_viewoffset ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 26 );
word += 0xe4ac37b2u;
word = std::rotl ( word, 10 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_viewoffset ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 22 );
word += 0x1b53c84eu;
word = std::rotl ( word, 6 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
}
namespace PlayerWalkMovement
{
inline auto decrypt_ground_angle ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0x5a05c59bu;
word = std::rotl ( word, 31 );
word += 0x54aa52f7u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_ground_angle_new ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 20 );
word ^= 0x3713a5e4u;
word = std::rotl ( word, 24 );
word += 0x286ffe33u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_ground_normal ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 13 );
word ^= 0x85d90d28u;
word = std::rotl ( word, 28 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_ground_normal_new ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 1 );
word ^= 0xc1c82bdcu;
word = std::rotl ( word, 5 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_ground_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0x992761f7u;
word = std::rotl ( word, 18 );
word ^= 0x21e0c095u;
word += 0xd9474da9u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_ground_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0x8261010bu;
word ^= 0x9e4267b3u;
word += 0x70c51826u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_ground_velocity_new ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0x94e432f4u;
word = std::rotl ( word, 18 );
word += 0xbb997a10u;
word = std::rotl ( word, 27 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_jump_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0xdbb53067u;
word = std::rotl ( word, 18 );
word ^= 0x109c5f71u;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_land_time ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word += 0x5be25f87u;
word = std::rotl ( word, 24 );
word += 0x718eb05du;
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_max_velocity ( std::uint32_t value ) -> float
{
auto words = std::bit_cast<std::array<std::uint32_t, 1>> ( value );
for ( auto& word : words )
{
word ^= 0x4b91a5d7u;
word = std::rotl ( word, 4 );
word ^= 0x45746401u;
word = std::rotl ( word, 1 );
}
auto result = 0.00f;
std::memcpy ( &result, words.data ( ), sizeof ( result ) );
return result;
}
inline auto decrypt_previous_inherited_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 28 );
word += 0xc2e4cec0u;
word ^= 0x7d18923u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_previous_position ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0xa068cf08u;
word = std::rotl ( word, 30 );
word ^= 0x85b5133cu;
word = std::rotl ( word, 26 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto decrypt_previous_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0x3cdba28fu;
word = std::rotl ( word, 15 );
word += 0x6e1dbeb4u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_ground_angle ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result += 0xab55ad09u;
result = std::rotl ( result, 1 );
result += 0xa5fa3a65u;
return result;
}
inline auto encrypt_ground_angle_new ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result += 0xd79001cdu;
result = std::rotl ( result, 8 );
result ^= 0x3713a5e4u;
result = std::rotl ( result, 12 );
return result;
}
inline auto encrypt_ground_normal ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 4 );
word ^= 0x85d90d28u;
word = std::rotl ( word, 19 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_ground_normal_new ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 27 );
word ^= 0xc1c82bdcu;
word = std::rotl ( word, 31 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_ground_time ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result += 0x26b8b257u;
result ^= 0x21e0c095u;
result = std::rotl ( result, 14 );
result += 0x66d89e09u;
return result;
}
inline auto encrypt_ground_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0x8f3ae7dau;
word ^= 0x9e4267b3u;
word += 0x7d9efef5u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_ground_velocity_new ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 5 );
word += 0x446685f0u;
word = std::rotl ( word, 14 );
word += 0x6b1bcd0cu;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_jump_time ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result ^= 0x109c5f71u;
result = std::rotl ( result, 14 );
result += 0x244acf99u;
return result;
}
inline auto encrypt_land_time ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result += 0x8e714fa3u;
result = std::rotl ( result, 8 );
result += 0xa41da079u;
return result;
}
inline auto encrypt_max_velocity ( float value ) -> std::uint32_t
{
auto result = std::uint32_t ( );
std::memcpy ( &result, &value, sizeof ( result ) );
result = std::rotl ( result, 31 );
result ^= 0x45746401u;
result = std::rotl ( result, 28 );
result ^= 0x4b91a5d7u;
return result;
}
inline auto encrypt_previous_inherited_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word ^= 0x7d18923u;
word += 0x3d1b3140u;
word = std::rotl ( word, 4 );
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_previous_position ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word = std::rotl ( word, 6 );
word ^= 0x85b5133cu;
word = std::rotl ( word, 2 );
word += 0x5f9730f8u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
inline auto encrypt_previous_velocity ( std::array<std::uint32_t, 3> value ) -> std::array<std::uint32_t, 3>
{
auto words = std::bit_cast<std::array<std::uint32_t, 3>> ( value );
for ( auto& word : words )
{
word += 0x91e2414cu;
word = std::rotl ( word, 17 );
word += 0xc3245d71u;
}
return std::bit_cast<std::array<std::uint32_t, 3>> ( words );
}
}
}