Kaynak Kodu VALORANT GÜNCEL OFFSET

asmodeus27

Super Member
Ayın En Aktifi 🌟
Top Commenter Sharer III İlk Çözüm Sharer II Ayın Üyesi Haftanın Üyesi Tartışma Başlatıcı 10 Rozet İçerik Kaşifi Profilini Tamamla Top Sharer Günlük Ziyaretçi İlk Paylaşım Sharer I İlk Mesaj İlk Beğeni Doğrulanmış Üye
Katılım
2 Şub 2025
Konular
124
Mesajlar
239
Çözümler
1
Tepkime puanı
8
Konum
RealityCheats
RC Point
0
#include <cstdint>

namespace Offsets
{
namespace Globals
{
inline constexpr std::uintptr_t GObjects = 0xce898c0;
inline constexpr std::uintptr_t GNames = 0xcfd0d00;
inline constexpr std::uintptr_t GWorld = 0xcec8500;
}

namespace Actor
{
inline constexpr int32_t RootComponent = 0x290;
inline constexpr int32_t Owner = 0x210;
inline constexpr int32_t Instigator = 0x278;
inline constexpr int32_t Role = 0x224;
}

namespace Pawn
{
inline constexpr int32_t Controller = 0x4a0;
inline constexpr int32_t PlayerState = 0x488;
inline constexpr int32_t BaseEyeHeight = 0x474;
}

namespace Character
{
inline constexpr int32_t Mesh = 0x4f0;
}

namespace Controller
{
inline constexpr int32_t Pawn = 0x4b0;
inline constexpr int32_t Character = 0x4c0;
}

namespace PlayerController
{
inline constexpr int32_t AcknowledgedPawn = 0x518;
inline constexpr int32_t PlayerCameraManager = 0x528;
inline constexpr int32_t MyHUD = 0x520;
inline constexpr int32_t Player = 0x510;
}

namespace LocalPlayer
{
inline constexpr int32_t ViewportClient = 0x80;
inline constexpr int32_t ControllerId = 0xe8;
}

namespace GameInstance
{
inline constexpr int32_t LocalPlayers = 0x40;
}

namespace GameViewportClient
{
inline constexpr int32_t World = 0x80;
}

namespace World
{
inline constexpr int32_t PersistentLevel = 0x38;
inline constexpr int32_t GameState = 0x178;
inline constexpr int32_t OwningGameInstance = 0x1d8;
}

namespace PlayerState
{
inline constexpr int32_t PawnPrivate = 0x4e8;
inline constexpr int32_t PlayerNamePrivate = 0x508;
}

namespace SceneComponent
{
inline constexpr int32_t RelativeLocation = 0x170;
inline constexpr int32_t RelativeRotation = 0x188;
inline constexpr int32_t ComponentVelocity = 0x1b8;
inline constexpr int32_t AttachParent = 0xe8;
}

namespace SkeletalMeshComponent
{
inline constexpr int32_t CachedBoneSpaceTransforms = 0xb18;
}

namespace PlayerCameraManager
{
inline constexpr int32_t CameraCachePrivate = 0x17b0;
}

namespace Camera
{
inline constexpr int32_t Manager = 0x528;
inline constexpr int32_t CachePrivate = 0x17b0;
}

namespace Player
{
inline constexpr int32_t State = 0x488;
inline constexpr int32_t SpawnedCharacter = 0xbc0;
inline constexpr int32_t PossessedCharacter = 0xbc8;
}

namespace Inventory
{
inline constexpr int32_t CharacterInventory = 0xc08;
inline constexpr int32_t ItemSlots = 0x1b8;
inline constexpr int32_t DesiredEquippable = 0x260;
inline constexpr int32_t CurrentEquippable = 0x278;
}

namespace Visibility
{
inline constexpr int32_t FogOfWarComponent = 0xa68;
inline constexpr int32_t VisionComponent = 0xa70;
inline constexpr int32_t IsVisible = 0x689;
inline constexpr int32_t Component = 0x6b0;
}

namespace Skin
{
inline constexpr int32_t DataAsset = 0xfb0;
inline constexpr int32_t LevelDataAsset = 0xfb8;
inline constexpr int32_t ChromaDataAsset = 0xfd0;
inline constexpr int32_t DataAssetId = 0xfe8;
}

namespace BoneIndices
{
inline constexpr int32_t SkeletalMeshAsset = 0xa58;
inline constexpr int32_t CachedBoneSpaceTransforms = 0xb18;
inline constexpr int32_t CachedComponentSpaceTransforms = 0xb28;
inline constexpr int32_t HeadDamageBoneNames = 0x11a8;
}

namespace Weapon
{
inline constexpr int32_t CurrentEquippable = 0x278;
inline constexpr int32_t Mesh1P = 0xde0;
inline constexpr int32_t Mesh3P = 0xdf0;
inline constexpr int32_t StateMachine = 0xe00;
}

namespace HealthAndTeam
{
inline constexpr int32_t DamageHandler = 0xc68;
inline constexpr int32_t Alive = 0x1f9;
inline constexpr int32_t CachedLife = 0x200;
inline constexpr int32_t MaxShield = 0x1130;
inline constexpr int32_t TeamNumber = 0xe8;
}

namespace Movement
{
inline constexpr int32_t RootComponent = 0x290;
inline constexpr int32_t Location = 0x170;
inline constexpr int32_t Rotation = 0x188;
inline constexpr int32_t Velocity = 0x1b8;
inline constexpr int32_t CharacterMovement = 0x4f8;
}

namespace MatchState
{
inline constexpr int32_t GameState = 0x178;
inline constexpr int32_t PlayerArray = 0x480;
inline constexpr int32_t GamePhase = 0xe9;
inline constexpr int32_t State = 0x4c0;
inline constexpr int32_t ElapsedTime = 0x4e8;
}

namespace Rendering
{
inline constexpr int32_t CharacterMesh = 0x4f0;
inline constexpr int32_t Mesh1P = 0xf50;
inline constexpr int32_t MeshOverlay1P = 0xf58;
inline constexpr int32_t MeshCosmetic3P = 0xf60;
}

namespace Minimap
{
inline constexpr int32_t Manager = 0x368;
inline constexpr int32_t Visibility = 0x381;
inline constexpr int32_t IsVisible = 0x689;
inline constexpr int32_t LastSeen = 0x68c;
inline constexpr int32_t Component = 0x6b0;
}

namespace Network
{
inline constexpr int32_t RemoteRole = 0x128;
inline constexpr int32_t ReplicatedMovement = 0x1a0;
inline constexpr int32_t Role = 0x224;
inline constexpr int32_t NetCullDistanceSquared = 0x238;
inline constexpr int32_t NetUpdateFrequency = 0x240;
}

namespace Abilities
{
inline constexpr int32_t System = 0xa20;
inline constexpr int32_t UltimateActive = 0xbd0;
inline constexpr int32_t UltimatePoints = 0xbd4;
inline constexpr int32_t TotalUltimatePoints = 0xbd8;
}

namespace CameraPOV
{
inline constexpr int32_t Cache = 0x17b0;
inline constexpr int32_t POV = 0x10;
inline constexpr int32_t Location = 0x0;
inline constexpr int32_t Rotation = 0x18;
inline constexpr int32_t FOV = 0x30;
}

namespace CosmeticsAndCharms
{
inline constexpr int32_t EquippedSkin = 0x100;
inline constexpr int32_t EquippedChroma = 0x60;
inline constexpr int32_t EquippedLevel = 0x70;
inline constexpr int32_t CharmDataAsset = 0xfd8;
inline constexpr int32_t PossibleSkins = 0x168;
inline constexpr int32_t PossibleChromas = 0x140;
inline constexpr int32_t PossibleLevels = 0x150;
}

namespace SpikeObjective
{
inline constexpr int32_t PlantTime = 0x8c8;
inline constexpr int32_t DefuseTime = 0x8d8;
inline constexpr int32_t Mesh = 0x470;
inline constexpr int32_t DamageHandler = 0x490;
inline constexpr int32_t HealthSection = 0x498;
inline constexpr int32_t LastSeen = 0x68c;
inline constexpr int32_t InFogOfWar = 0x6f9;
}

namespace FiringAccuracy
{
inline constexpr int32_t OnShot = 0x3e8;
inline constexpr int32_t FiringRate = 0x44c;
inline constexpr int32_t ErrorRetries = 0x470;
inline constexpr int32_t StabilityComponent = 0x490;
inline constexpr int32_t StateVariables = 0x4a8;
inline constexpr int32_t ProjectileTuning = 0x550;
inline constexpr int32_t MinSpread = 0x44;
inline constexpr int32_t MaxSpread = 0x48;
}

namespace FinisherDeathReaction
{
inline constexpr int32_t DeathReactionComponent = 0xca8;
inline constexpr int32_t BodySectionInfo = 0xe0;
inline constexpr int32_t DeathMontageEffect = 0xf8;
inline constexpr int32_t DeathMontageEffectOverride = 0x108;
inline constexpr int32_t KillingEquippable = 0x120;
inline constexpr int32_t DeathAnimMontage = 0x130;
inline constexpr int32_t OnFinisherTriggered = 0x580;
}

namespace OutlinesVisual
{
inline constexpr int32_t OutlineComponent1P = 0xde8;
inline constexpr int32_t OutlineComponent3P = 0xdf8;
inline constexpr int32_t AllyOutline = 0x380;
inline constexpr int32_t EnemyOutline = 0x381;
inline constexpr int32_t NeutralOutline = 0x382;
inline constexpr int32_t DeathFadeDuration = 0x388;
inline constexpr int32_t AffectChildren = 0x38c;
inline constexpr int32_t CurrentVFXState = 0xe08;
}

namespace SpectatorViewTarget
{
inline constexpr int32_t ViewTargetComponent = 0xc08;
inline constexpr int32_t FreeCamComponent = 0xd50;
inline constexpr int32_t ObserverViewOptions = 0xde0;
inline constexpr int32_t LastSpectatedCharacter = 0xe08;
inline constexpr int32_t ViewTargetInfo = 0x170;
inline constexpr int32_t LocalPlayerViewTarget = 0x180;
inline constexpr int32_t LastTargetBeforeFreeCam = 0x188;
}

namespace TeamRound
{
inline constexpr int32_t MatchResult = 0x700;
inline constexpr int32_t TeamStates = 0x710;
inline constexpr int32_t PendingWinningTeam = 0x728;
inline constexpr int32_t WinnerOfLastRound = 0x738;
inline constexpr int32_t PointsToWinGame = 0x7c0;
inline constexpr int32_t RoundsToSwitchTeams = 0x7c4;
inline constexpr int32_t BuyPhaseTime = 0x970;
}

namespace AudioEffects
{
inline constexpr int32_t PickupSound = 0xb18;
inline constexpr int32_t FootstepEvent = 0xd20;
inline constexpr int32_t JumpEvent = 0xd28;
inline constexpr int32_t LandEvent = 0xd30;
inline constexpr int32_t HitConfirmEvent = 0xe00;
inline constexpr int32_t HeadshotConfirmEvent = 0xe08;
inline constexpr int32_t CurrentVFXState = 0xe08;
}

namespace Projectiles
{
inline constexpr int32_t SpeedScale = 0x51c;
inline constexpr int32_t DestroyDelay = 0x528;
inline constexpr int32_t CollisionComponent = 0x538;
inline constexpr int32_t DamageIDComponent = 0x540;
inline constexpr int32_t CreationTransform = 0x550;
inline constexpr int32_t InstigatorPlayerInfo = 0x5b0;
inline constexpr int32_t FiringPlayerState = 0x5b8;
inline constexpr int32_t PlayspaceVisibility = 0x5c0;
}

}
 

Tuncc

Ultra Member
Top Commenter Trend Creator Tartışma Başlatıcı Konuşkan 10 Rozet Günlük Ziyaretçi İlk Paylaşım Sharer I İçerik Kaşifi İlk Mesaj İlk Beğeni Doğrulanmış Üye
Katılım
1 Ara 2025
Konular
42
Mesajlar
626
Tepkime puanı
38
RC Point
0
teşekkürler ❤️
 
Üst