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c_cpp
18 days ago
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DWORD offset_u_world = 0xde27f20;
        DWORD offset_g_names = 0xdbc0480;
        DWORD offset_camera_manager = 0x560; // APlayerController->PlayerCameraManager
        DWORD offset_camera_cache = 0x1a50; //APlayerCameraManager->CameraCachePrivate
        DWORD offset_persistent_level = 0x38; //UWorld->PersistentLevel
        DWORD offset_game_instance = 0x270; //UWolrd->OwningGameInstance
        DWORD offset_local_players_array = 0x40; //UGameInstance->LocalPlayers
        DWORD offset_player_controller = 0x38; //UPlayer->PlayerController
        DWORD offset_apawn = 0x550;  //APlayerController->AcknowledgedPawn
        DWORD offset_root_component = 0x2b8; //AActor->RootComponent
        DWORD offset_actor_array = 0xa0; //UNetConnection->OwningActor
        DWORD offset_actor_count = 0xa8; //UNetConnection->MaxPacket
        DWORD offset_actor_id = 0x18;
        DWORD offset_player_name = 0x538; // APlayerState PlayerNamePrivate 0x300 FString
        DWORD PlayerStateLocalPlayer = 0x498;  // Offsets::Classes::AActor::UObject::AController::PlayerState
        DWORD offset_bot = 0x49c; // PlayerState bool bIsABot
        DWORD offset_player_state = 0x4c8; //APawn->PlayerState
        DWORD offset_actor_mesh = 0x490; //ACharacter->Mesh
        DWORD offset_bone_array = 0x908;
        DWORD offset_component_to_world = 0x2E0;
        DWORD offset_relative_location = 0x188; //USceneComponent->RelativeLocation
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