匿名 发布于2024年4月17日 分享 发布于2024年4月17日 用到的有这些 q 262497387uintptr_t offs_world = 0x147C3F288; UINT game_instance = 0x1A0; // world + game_instance // TYPE=UINT UINT persistent_level = 0x38; // world + persistent_level // TYPE=UINT UINT local_player_array = 0x40; // game_instance + local_player_array // TYPE=UINT UINT local_player_controller = 0x38; // local_player + local_player_controller // TYPE=UINT UINT local_player_pawn = 0x448; // local_player_controller + local_player_pawn // TYPE=UINT (=actor) UINT control_rotation = 0x428; // local_player_controller + control_rotation // TYPE=Vector3 UINT camera_manager = 0x460; // local_player_controller + camera_manager // TYPE=UINT UINT camera_position = 0x26A0 - 0x40; // camera_manager + camera_position // TYPE=Vector3 LastFrameCameraCachePrivate/*0x2690*/; LastFrameCameraCachePrivate+0x10 UINT camera_rotation = 0x26AC - 0x40; // camera_manager + camera_rotation // TYPE=Vector3 UINT camera_fov = 0x26B8 - 0x40; // camera_manager + camera_fov // TYPE=float UINT actor_array = 0xb0; // persistent_level + actor_array // TYPE=UINT UINT actor_count = actor_array + 0x8; // persistent_level + actor_count // TYPE=int UINT unique_id = 0x38; // actor + actor_id // TYPE=UINT UINT mesh_component = 0x418; // actor + mesh_component // TYPE=UINT UINT last_render_time = 0x350; // mesh_component + last_render_time // TYPE=float UINT last_submit_time = 0x358; // mesh_component + last_submit_time // TYPE=float UINT bone_array = 0x5a8; // 0x558 mesh_component + bone_array // TYPE=UINT UINT bone_array_Cached = 0x568; // mesh_component + bone_array // TYPE=UINT UINT bone_count = 0x5b0; //0x560 actor + bone_count // TYPE=UINT UINT component_to_world = 0x250; // mesh_component + component_to_world // TYPE=UINT UINT root_component = 0x238; // actor + root_component // TYPE=UINT UINT root_position = 0x164; // root_component + root_position // TYPE=Vector3 UINT damage_handler = 0x9e8; //0xa20 a10 0x9A8 actor/local_player_pawn + damage_handler // TYPE=UINT UINT health = 0x1B0; // damage_handler + health // TYPE=float UINT dormant = 0x100; // actor + dormant // TYPE=bool UINT player_state = 0x3F8; // actor/local_player_pawn + player_state // TYPE=UINT Class Class ShooterGame.AresPlayerStateBase UINT team_component = 0x630; // player_state + team_component // TYPE=UINT UINT team_id = 0xF8; // team_component + team_id 意见的链接
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