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Season 8 offsets update
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MisterY52 committed Feb 2, 2021
1 parent bf12d49 commit 8532dfa
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -5,4 +5,4 @@ UnknownCheats thread: https://www.unknowncheats.me/forum/apex-legends/406426-kvm

Bone IDs reference: https://www.unknowncheats.me/wiki/Apex_Legends_Bones_and_Hitboxes

Game version (Steam & Origin): v3.0.5.171
Game version (Steam & Origin): v3.0.6.97
2 changes: 1 addition & 1 deletion apex_dma/Game.cpp
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Expand Up @@ -149,7 +149,7 @@ void Entity::get_name(WinProcess& mem, uint64_t g_Base, uint64_t index, char* na

bool Item::isItem()
{
return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120 && *(int*)(buffer + OFFSET_ITEM_GLOW) <= 1696628992;
return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120;
}

bool Item::isGlowing()
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2 changes: 1 addition & 1 deletion apex_dma/apex_dma.cpp
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Expand Up @@ -341,7 +341,7 @@ static void EspLoop(WinProcess& mem)
if(firing_range)
{
int c=0;
for (int i = 0; i < 9000; i++)
for (int i = 0; i < 10000; i++)
{
uint64_t centity = mem.Read<uint64_t>( entitylist + ((uint64_t)i << 5));
if (centity == 0)
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88 changes: 44 additions & 44 deletions apex_dma/offsets.h
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Expand Up @@ -5,83 +5,83 @@

#if VERSION == STEAM

#define OFFSET_ENTITYLIST 0x18cdce8
#define OFFSET_LOCAL_ENT 0x1c7cf28 //LocalPlayer
#define OFFSET_NAME_LIST 0x816bdb0
#define OFFSET_ENTITYLIST 0x18c62f8
#define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer
#define OFFSET_NAME_LIST 0x80ddf20

#define OFFSET_TEAM 0x4b0 //m_iTeamNum
#define OFFSET_HEALTH 0x4a0 //m_iHealth
#define OFFSET_TEAM 0x450 //m_iTeamNum
#define OFFSET_HEALTH 0x440 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth
#define OFFSET_NAME 0x5e9 //m_iName
#define OFFSET_NAME 0x589 //m_iName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1AEC
#define OFFSET_ZOOMING 0x1c01 //m_bZooming
#define OFFSET_VISIBLE_TIME 0x1A4C
#define OFFSET_ZOOMING 0x1b41 //m_bZooming

#define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x26b0 //m_bleedoutState, >0 = knocked
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x25f0 //m_bleedoutState, >0 = knocked

#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
#define OFFSET_BONES 0xF98 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1EF0
#define OFFSET_VIEWANGLES 0x2528
#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1e30
#define OFFSET_VIEWANGLES 0x2470
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget
#define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget

#define OFFSET_MATRIX 0x1b3bd0
#define OFFSET_RENDER 0x407dff8
#define OFFSET_RENDER 0x4076fc0

#define OFFSET_WEAPON 0x1a8c //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ea8
#define OFFSET_BULLET_SCALE 0x1eb0
#define OFFSET_ZOOM_FOV 0x16e8 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1e58
#define OFFSET_BULLET_SCALE 0x1e50
#define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV

#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits

#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x1ac //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled

#elif VERSION == ORIGIN

#define OFFSET_ENTITYLIST 0x18cdce8
#define OFFSET_LOCAL_ENT 0x1c7cf28 //LocalPlayer
#define OFFSET_NAME_LIST 0x816bdb0
#define OFFSET_ENTITYLIST 0x18c62f8
#define OFFSET_LOCAL_ENT 0x1c75558 //LocalPlayer
#define OFFSET_NAME_LIST 0x80ddf20

#define OFFSET_TEAM 0x4b0 //m_iTeamNum
#define OFFSET_HEALTH 0x4a0 //m_iHealth
#define OFFSET_TEAM 0x450 //m_iTeamNum
#define OFFSET_HEALTH 0x440 //m_iHealth
#define OFFSET_SHIELD 0x170 //m_shieldHealth
#define OFFSET_NAME 0x5e9 //m_iName
#define OFFSET_NAME 0x589 //m_iName
#define OFFSET_ABS_VELOCITY 0x140 //m_vecAbsVelocity
#define OFFSET_VISIBLE_TIME 0x1AEC
#define OFFSET_ZOOMING 0x1c01 //m_bZooming
#define OFFSET_VISIBLE_TIME 0x1A4C
#define OFFSET_ZOOMING 0x1b41 //m_bZooming

#define OFFSET_LIFE_STATE 0x7f8 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x26b0 //m_bleedoutState, >0 = knocked
#define OFFSET_LIFE_STATE 0x798 //m_lifeState, >0 = dead
#define OFFSET_BLEED_OUT_STATE 0x25f0 //m_bleedoutState, >0 = knocked

#define OFFSET_ORIGIN 0x14c //m_vecAbsOrigin
#define OFFSET_BONES 0xF98 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x2450 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1EF0
#define OFFSET_VIEWANGLES 0x2528
#define OFFSET_BONES 0xF38 //m_bConstrainBetweenEndpoints
#define OFFSET_AIMPUNCH 0x2390 //m_currentFrameLocalPlayer.m_vecPunchWeapon_Angle
#define OFFSET_CAMERAPOS 0x1e30
#define OFFSET_VIEWANGLES 0x2470
#define OFFSET_BREATH_ANGLES OFFSET_VIEWANGLES - 0x10
#define OFFSET_OBSERVER_MODE 0x3364 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x3368 //m_hObserverTarget
#define OFFSET_OBSERVER_MODE 0x32a4 //m_iObserverMode
#define OFFSET_OBSERVING_TARGET 0x32a8 //m_hObserverTarget

#define OFFSET_MATRIX 0x1b3bd0
#define OFFSET_RENDER 0x407dff8
#define OFFSET_RENDER 0x4076fc0

#define OFFSET_WEAPON 0x1a8c //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1ea8
#define OFFSET_BULLET_SCALE 0x1eb0
#define OFFSET_ZOOM_FOV 0x16e8 + 0xb8 //m_playerData + m_curZoomFOV
#define OFFSET_WEAPON 0x19ec //m_latestPrimaryWeapons
#define OFFSET_BULLET_SPEED 0x1e58
#define OFFSET_BULLET_SCALE 0x1e50
#define OFFSET_ZOOM_FOV 0x1678 + 0xb8 //m_playerData + m_curZoomFOV

#define OFFSET_ITEM_GLOW 0x2c0 //m_highlightFunctionBits

#define OFFSET_GLOW_T1 0x262 //16256 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x1ac //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_T2 0x2dc //1193322764 = enabled, 0 = disabled
#define OFFSET_GLOW_ENABLE 0x3c8 //7 = enabled, 2 = disabled
#define OFFSET_GLOW_THROUGH_WALLS 0x3d0 //2 = enabled, 5 = disabled

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