Gworld = 0xCD35E40
DataAssetToEquippableCharmMap = 0x440
portrait_minimap_component = 0x1688
MeshFPFlag = 0x394
ProcessEvent = 0x1DC27E0
TriggerVeh = 0x1A07566
Mount = 0x2ABD9F0
SigningDelegate = 0xD0F8D38
FPakPlatformFile = 0xCD67A68
GetSkinDataAsset = 0x120
GetSkinChromaDataAsset = 0x120
Skins = 0x168
PossibleLevels = 0x150
PossibleChromas = 0x140
CharmMap = 0x440
PlayerState = 0x488
SpawnedCharacter = 0xBC0
fmemory_malloc = 0x19D0D60
static_find_object = 0x1DE8BB0
static_load_object = 0x1DEC310
play_finisher_effect = 0x68FB1A0
set_ares_outline = 0x4229740
bone_matrix = 0x4292C30
get_spread_values = 0x6995160
get_spread_angles = 0x75C8A80
tovector_and_normalize = 0x1AC95E0
toangle_and_normalize = 0x1AC40D0
GetFiringLocationAndDirection = 0x712A700
firing_state_component = 0x1228
seed_data = 0x4a0
unknown_pad = 0xD8
stability_component = 0x490
error_power = 0x49C
error_retries = 0x470
OwningGameInstance = 0x1A0
inventory = 0x09A8
equippable = 0x0248
mesh3pgun = 0x0F38
mesh1pgun = 0x0F48
bone_cout = 0x768
real_time_dormant = 0x101
mesh3p_mids = 0x0F90
mesh1p = 0x0F40
mesh1p_overlay = 0x0F48
mesh_cosmetic_3p = 0x0F50
InventoryIcon = 0xf30
was_invisible = 0x0F62
sky_mesh_component = 0x290
wireframe_num = 0x92e
wireframe_num_1 = 0xC0
defuse_percentage = 0x5D0
bomb_time_remaining = 0x5A8
skin_data_assets = 0xFB0
skin_pointer = 0x3a8
skin_pointer_2 = 0x0B0
skin_pointer_3 = 0x080
equippable_models = 0xe8
set_pov_hook = 0xf2
XOR Decryption New
__forceinline uint64_t decrypt_xor_keys(const uint32_t key, const uint64_t* state)
{
const uint64_t hash = 0x2545F4914F6CDD1DULL * (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));
const uint64_t idx = hash % 7;
uint64_t val = state[idx];
const uint32_t hi = (uint32_t)(hash >> 32);
const uint32_t mod7 = (uint32_t)(idx) % 7;
if (mod7 == 0) {
uint8_t r = (uint8_t)(((int)hi - 1) % 0x3F) + 1;
uint8_t l = 63 * (uint8_t)(((int)hi - 1) / 0x3F) - ((uint8_t)hi - 1) + 63;
val = ~(uint64_t)hi ^ ((val >> r) | (val << l));
}
else if (mod7 == 1) {
uint8_t r1 = (uint8_t)(((int)hi + 2 * (int)idx) % 0x3F) + 1;
uint8_t l1 = 63 * (uint8_t)(((int)hi + 2 * (int)idx) / 0x3F) - ((uint8_t)hi + 2 * (uint8_t)idx) + 63;
uint64_t temp = (val >> r1) | (val << l1);
uint8_t r2 = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t l2 = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp >> r2) | (temp << l2);
}
else if (mod7 == 2) {
val = (val ^ ~(uint64_t)(uint32_t)(hi + 2 * idx)) + (uint32_t)(hi + idx);
}
else if (mod7 == 3) {
uint8_t r1 = (uint8_t)(((int)hi + 2 * (int)idx) % 0x3F) + 1;
uint8_t l1 = 63 * (uint8_t)(((int)hi + 2 * (int)idx) / 0x3F) - ((uint8_t)hi + 2 * (uint8_t)idx) + 63;
uint64_t temp = (val >> r1) | (val << l1);
uint8_t l2 = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r2 = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l2) | (temp >> r2);
}
else if (mod7 == 4) {
uint64_t step1 = (val >> 1) ^ (((val >> 1) ^ (2 * val)) & 0xAAAAAAAAAAAAAAAAULL);
uint64_t step2 = (step1 >> 2) ^ (((step1 >> 2) ^ (4 * step1)) & 0xCCCCCCCCCCCCCCCCULL);
uint64_t step3 = (step2 >> 4) ^ (((step2 >> 4) ^ (16 * step2)) & 0xF0F0F0F0F0F0F0F0ULL);
uint64_t step4 = (step3 >> 8) ^ (((step3 >> 8) ^ (step3 << 8)) & 0xFF00FF00FF00FF00ULL);
val = (uint32_t)(hi + idx) + _rotr64(step4, 32);
}
else if (mod7 == 5) {
uint64_t temp = ~(uint64_t)(uint32_t)(hi + 2 * idx) ^ val;
uint8_t l = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l) | (temp >> r);
}
else if (mod7 == 6) {
uint64_t temp = (uint64_t)(uint32_t)(hi + 2 * idx) + val;
uint8_t l = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l) | (temp >> r);
}
return val ^ key;
}
Alın kullanın size valorant 13.01 Offsetleri
)
DataAssetToEquippableCharmMap = 0x440
portrait_minimap_component = 0x1688
MeshFPFlag = 0x394
ProcessEvent = 0x1DC27E0
TriggerVeh = 0x1A07566
Mount = 0x2ABD9F0
SigningDelegate = 0xD0F8D38
FPakPlatformFile = 0xCD67A68
GetSkinDataAsset = 0x120
GetSkinChromaDataAsset = 0x120
Skins = 0x168
PossibleLevels = 0x150
PossibleChromas = 0x140
CharmMap = 0x440
PlayerState = 0x488
SpawnedCharacter = 0xBC0
fmemory_malloc = 0x19D0D60
static_find_object = 0x1DE8BB0
static_load_object = 0x1DEC310
play_finisher_effect = 0x68FB1A0
set_ares_outline = 0x4229740
bone_matrix = 0x4292C30
get_spread_values = 0x6995160
get_spread_angles = 0x75C8A80
tovector_and_normalize = 0x1AC95E0
toangle_and_normalize = 0x1AC40D0
GetFiringLocationAndDirection = 0x712A700
firing_state_component = 0x1228
seed_data = 0x4a0
unknown_pad = 0xD8
stability_component = 0x490
error_power = 0x49C
error_retries = 0x470
OwningGameInstance = 0x1A0
inventory = 0x09A8
equippable = 0x0248
mesh3pgun = 0x0F38
mesh1pgun = 0x0F48
bone_cout = 0x768
real_time_dormant = 0x101
mesh3p_mids = 0x0F90
mesh1p = 0x0F40
mesh1p_overlay = 0x0F48
mesh_cosmetic_3p = 0x0F50
InventoryIcon = 0xf30
was_invisible = 0x0F62
sky_mesh_component = 0x290
wireframe_num = 0x92e
wireframe_num_1 = 0xC0
defuse_percentage = 0x5D0
bomb_time_remaining = 0x5A8
skin_data_assets = 0xFB0
skin_pointer = 0x3a8
skin_pointer_2 = 0x0B0
skin_pointer_3 = 0x080
equippable_models = 0xe8
set_pov_hook = 0xf2
XOR Decryption New
__forceinline uint64_t decrypt_xor_keys(const uint32_t key, const uint64_t* state)
{
const uint64_t hash = 0x2545F4914F6CDD1DULL * (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));
const uint64_t idx = hash % 7;
uint64_t val = state[idx];
const uint32_t hi = (uint32_t)(hash >> 32);
const uint32_t mod7 = (uint32_t)(idx) % 7;
if (mod7 == 0) {
uint8_t r = (uint8_t)(((int)hi - 1) % 0x3F) + 1;
uint8_t l = 63 * (uint8_t)(((int)hi - 1) / 0x3F) - ((uint8_t)hi - 1) + 63;
val = ~(uint64_t)hi ^ ((val >> r) | (val << l));
}
else if (mod7 == 1) {
uint8_t r1 = (uint8_t)(((int)hi + 2 * (int)idx) % 0x3F) + 1;
uint8_t l1 = 63 * (uint8_t)(((int)hi + 2 * (int)idx) / 0x3F) - ((uint8_t)hi + 2 * (uint8_t)idx) + 63;
uint64_t temp = (val >> r1) | (val << l1);
uint8_t r2 = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t l2 = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp >> r2) | (temp << l2);
}
else if (mod7 == 2) {
val = (val ^ ~(uint64_t)(uint32_t)(hi + 2 * idx)) + (uint32_t)(hi + idx);
}
else if (mod7 == 3) {
uint8_t r1 = (uint8_t)(((int)hi + 2 * (int)idx) % 0x3F) + 1;
uint8_t l1 = 63 * (uint8_t)(((int)hi + 2 * (int)idx) / 0x3F) - ((uint8_t)hi + 2 * (uint8_t)idx) + 63;
uint64_t temp = (val >> r1) | (val << l1);
uint8_t l2 = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r2 = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l2) | (temp >> r2);
}
else if (mod7 == 4) {
uint64_t step1 = (val >> 1) ^ (((val >> 1) ^ (2 * val)) & 0xAAAAAAAAAAAAAAAAULL);
uint64_t step2 = (step1 >> 2) ^ (((step1 >> 2) ^ (4 * step1)) & 0xCCCCCCCCCCCCCCCCULL);
uint64_t step3 = (step2 >> 4) ^ (((step2 >> 4) ^ (16 * step2)) & 0xF0F0F0F0F0F0F0F0ULL);
uint64_t step4 = (step3 >> 8) ^ (((step3 >> 8) ^ (step3 << 8)) & 0xFF00FF00FF00FF00ULL);
val = (uint32_t)(hi + idx) + _rotr64(step4, 32);
}
else if (mod7 == 5) {
uint64_t temp = ~(uint64_t)(uint32_t)(hi + 2 * idx) ^ val;
uint8_t l = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l) | (temp >> r);
}
else if (mod7 == 6) {
uint64_t temp = (uint64_t)(uint32_t)(hi + 2 * idx) + val;
uint8_t l = (uint8_t)(((int)hi + (int)idx) % 0x3F) + 1;
uint8_t r = 63 * (uint8_t)(((int)hi + (int)idx) / 0x3F) - ((uint8_t)hi + (uint8_t)idx) + 63;
val = (temp << l) | (temp >> r);
}
return val ^ key;
}
Alın kullanın size valorant 13.01 Offsetleri