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offsets.hpp
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offsets.hpp
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#pragma once
#include "pch.h"
#define OFFSET std::vector<unsigned int>
OFFSET sumOffsets(OFFSET vector1, OFFSET vector2)
{
OFFSET newVector = vector1;
for (unsigned int i = 0; i < vector2.size(); i++)
{
newVector.push_back(vector2[i]);
}
return newVector;
}
namespace Offset
{
OFFSET aPlayerController = { 0xDE8, 0x38, 0x0, 0x30 };
OFFSET aCharacter = { 0xDE8, 0x38, 0x0, 0x30, 0x260 };
OFFSET aCharlesRef = { 0xDE8, 0x38, 0x0, 0x30, 0x260, 0x8C0 };
OFFSET aTrainRef = { 0xDE8, 0x38, 0x0, 0x30, 0x260, 0x760 };
OFFSET aCharacterMovement = { 0xDE8, 0x38, 0x0, 0x30, 0x260, 0x288 };
OFFSET aCapsuleComponent = { 0xDE8, 0x38, 0x0, 0x30, 0x260, 0x290 };
namespace PlayerController
{
OFFSET bCanBeDamaged = sumOffsets(aPlayerController, { 0x59 });
OFFSET ControlRotationPitch = sumOffsets(aPlayerController, { 0x288 });
OFFSET ControlRotationYaw = sumOffsets(aPlayerController, { 0x28C });
}
namespace Character
{
OFFSET varHealthMain = sumOffsets(aCharacter, { 0x6C4 });
OFFSET varSprintSpeed = sumOffsets(aCharacter, { 0x608 });
OFFSET varWalkSpeed = sumOffsets(aCharacter, { 0x60C });
OFFSET JumpMaxCount = sumOffsets(aCharacter, { 0x344 });
OFFSET CancelFallDamageonReset = sumOffsets(aCharacter, { 0x799 });
OFFSET CanMove = sumOffsets(aCharacter, { 0x758 });
OFFSET CanInventory = sumOffsets(aCharacter, { 0x759 });
OFFSET CanJump = sumOffsets(aCharacter, { 0x75A });
}
namespace TrainRef
{
OFFSET TrainHealth = sumOffsets(aTrainRef, { 0xA40 });
OFFSET ForwardMaxSpeed = sumOffsets(aTrainRef, { 0x7D4 });
OFFSET BackwardMaxSpeed = sumOffsets(aTrainRef, { 0x7D8 });
OFFSET TrainSpeed = sumOffsets(aTrainRef, { 0x7E0 });
OFFSET AccelerationMultiplier = sumOffsets(aTrainRef, { 0x818 });
OFFSET BreakingMultiplier = sumOffsets(aTrainRef, { 0x820 });
OFFSET StoppingTrain = sumOffsets(aTrainRef, { 0x81C });
OFFSET CurrentPositiononRail = sumOffsets(aTrainRef, { 0x7E4 });
OFFSET BrokenDown = sumOffsets(aTrainRef, { 0x978 });
OFFSET ArmorLevelMultiplier = sumOffsets(aTrainRef, { 0x97C });
OFFSET DamageLevelMultiplier = sumOffsets(aTrainRef, { 0x984 });
OFFSET SpeedLevelMultiplier = sumOffsets(aTrainRef, { 0x980 });
OFFSET RangeGunDamage = sumOffsets(aTrainRef, { 0x96C });
OFFSET RangeGunSlowingMultiplier = sumOffsets(aTrainRef, { 0x974 });
OFFSET RangeGunJamTHRESHHOLD = sumOffsets(aTrainRef, { 0xA28 });
OFFSET RangeGunJamming = sumOffsets(aTrainRef, { 0xA20 });
OFFSET RangeGunJammed = sumOffsets(aTrainRef, { 0xA24 });
OFFSET MachineGunDamage = sumOffsets(aTrainRef, { 0x968 });
OFFSET MachineGunSlowingMultiplier = sumOffsets(aTrainRef, { 0x970 });
OFFSET MachineGunJamTHRESHHOLD = sumOffsets(aTrainRef, { 0xA10 });
OFFSET MachineGunJamming = sumOffsets(aTrainRef, { 0xA08 });
OFFSET MachineGunJammed = sumOffsets(aTrainRef, { 0xA0C });
OFFSET FlamethrowerJamming = sumOffsets(aTrainRef, { 0xA2C });
OFFSET FlamethrowerJammed = sumOffsets(aTrainRef, { 0xA30 });
OFFSET FlamethrowerJamTHRESHHOLD = sumOffsets(aTrainRef, { 0xA34 });
}
namespace CharacterMovement
{
OFFSET JumpZVelocity = sumOffsets(aCharacterMovement, { 0x158 });
OFFSET GravityScale = sumOffsets(aCharacterMovement, { 0x150 });
OFFSET Mass = sumOffsets(aCharacterMovement, { 0x208 });
}
namespace CapsuleComponent
{
OFFSET RelativeLocationX = sumOffsets(aCapsuleComponent, { 0x11C });
OFFSET RelativeLocationY = sumOffsets(aCapsuleComponent, { 0x120 });
OFFSET RelativeLocationZ = sumOffsets(aCapsuleComponent, { 0x124 });
}
}