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Counter Strike Source


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Здравствуйте пользователи. Помогите пожалуйста разобраться в ошибках использования cheet Engine 6.4  (так как новичек в этом деле(знаком с си++(сейчас пытаюсь изучить библиотеки STL)))

Вопросы:

1) при использовании #define PLRSZ 0x10 я нашел адрес себя 0х000 , следующий бот находится 0х10 , а третий бот в 0х30, при этом в игре 3 бота и я (т.е.4) , но 4 я не могу найти. Почему?

2) Если я  0х000 , 2 бот 0х10 , а третий аж  0х30 , какое значение я должен подставить сюда #define PLRSZ (.......)-какой будет размер между структурами игрока?

3)как найти смещение до количества игроков?   (присутствует во втором видио про esp но не объясняется как)

4)как найти смещение до листа со структурами?  (присутствует во втором видио про esp но не объясняется как)

---- смещение до здоровья 0х88 (с этим разобрался(кроме 4 игрока?!(его не нашел (см 1))))

5)как найти смещение координат ? 

 

Благодарю за ответы

 

могу приложить скриншоты , но не знаю как)

Изменено пользователем IzerodayI
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47 минут назад, IzerodayI сказал:

1) при использовании #define PLRSZ 0x10 я нашел адрес себя 0х000 , следующий бот находится 0х10 , а третий бот в 0х30, при этом в игре 3 бота и я (т.е.4) , но 4 я не могу найти. Почему?

 

index * 0x10 жахаешь в цикл и будет тебе счастье.

 

47 минут назад, IzerodayI сказал:

2) Если я  0х000 , 2 бот 0х10 , а третий аж  0х30 , какое значение я должен подставить сюда #define PLRSZ (.......)-какой будет размер между структурами игрока?

 

0x10 если не понятно откуда 0x10, то все просто открываешь список игроков (Entity List) и открываешь вложенные структуры, если в ней впервые появляется хп по тому же смещению, что и твое хп это то что надо. 0x00 не в счет там только локальный игрок ну гг в смысле.

 

47 минут назад, IzerodayI сказал:

3)как найти смещение до количества игроков?   (присутствует во втором видио про esp но не объ

 

Не стоит его использовать он обновляется долго, что затруднит чтение новоприбывших игроков, обычно используется цикл до 64 и проверки (существует игрок, подключено он и т.д.)

 

47 минут назад, IzerodayI сказал:

4)как найти смещение до листа со структурами?  (присутствует во втором видио про esp но не объясняется как)

 

Находишь свои хп, автоматический поиск указателей, 1 уровень. 
первые 2 результата со смещением хп(m_iHealth) то что надо 1 будет Локальной структурой, 2-я Списком игроков.

 

47 минут назад, IzerodayI сказал:

5)как найти смещение координат ? 

 

cl_showpos 1 и ищешь Z координату. Либо открываешь дизассемблер и ищешь m_vecOrigin смещение, после читаешь указатель на список игроков или локальную базу и далее читаешь еще раз, только уже указатель + m_vecOrigin.

Изменено пользователем partoftheworlD
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1 час назад, IzerodayI сказал:

а вообще актив здесь есть (просто я новенький)?

Активность? Есть.
Просто есть такая вещь как занятость. И кто как может отвечает\помогает.

Поскольку ты новенький советую прочитать правила:
Правила


Так же ознакомься с правилом цитирования от Garik66:
Правило цитирования от Garik66
 

Изменено пользователем what228
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18 часов назад, what228 сказал:

Активность? Есть.
Просто есть такая вещь как занятость. И кто как может отвечает\помогает.

я просто из любопытства спросил.

А так мне ответили очень быстро )

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44 минуты назад, IzerodayI сказал:

А если возникли новые вопросы (по этой теме), продолжать в этой теме или создавать  новую тему? 

Или на крайний случай в тему чата

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всем привет! извините за долгую не посещаемость (был занят) , появились новые вопросы)

я лазил по сайтам и нашел оффсеты для css v34 (вот они) и вставлю еще их кодом 

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-- props : 17 --
Name = m_iRopeMaterialModel Offset = 0x4a0 Type = PT_INT
Name = m_hStartPoint Offset = 0x734 Type = PT_EHANDLE
Name = m_hEndPoint Offset = 0x738 Type = PT_EHANDLE
Name = m_iStartAttachment Offset = 0x73c Type = PT_INT
Name = m_iEndAttachment Offset = 0x73e Type = PT_INT
Name = m_fLockedPoints Offset = 0x750 Type = PT_FLAGS
Name = m_Slack Offset = 0x748 Type = PT_INT
Name = m_RopeLength Offset = 0x744 Type = PT_INT
Name = m_RopeFlags Offset = 0x49c Type = PT_INT
Name = m_TextureScale Offset = 0x74c Type = PT_FLOAT
Name = m_nSegments Offset = 0x730 Type = PT_INT
Name = m_Subdiv Offset = 0x740 Type = PT_INT
Name = m_Width Offset = 0x754 Type = PT_FLOAT
Name = m_flScrollSpeed Offset = 0x498 Type = PT_FLOAT
Name = m_vecOrigin Offset = 0x29c Type = PT_VECTOR
Name = moveparent Offset = 0x154 Type = PT_INT
Name = m_iParentAttachment Offset = 0x13c Type = PT_INT
== TABLE : DT_RagdollManager ==
-- props : 1 --
Name = m_iMaxRagdollCount Offset = 0x460 Type = PT_INT
== TABLE : DT_PhysicsPropMultiplayer ==
-- props : 5 --
Name = m_iPhysicsMode Offset = 0x6bc Type = PT_INT
Name = m_fMass Offset = 0x6c0 Type = PT_FLAGS
Name = m_collisionMins Offset = 0x6c4 Type = PT_VECTOR
Name = m_collisionMaxs Offset = 0x6d0 Type = PT_VECTOR
== TABLE : DT_PhysicsProp ==
-- props : 2 --
Name = m_bAwake Offset = 0x6b0 Type = PT_BOOL
== TABLE : DT_BreakableProp ==
-- props : 1 --
== TABLE : DT_PhysBoxMultiplayer ==
-- props : 3 --
Name = m_iPhysicsMode Offset = 0x46c Type = PT_INT
Name = m_fMass Offset = 0x470 Type = PT_FLAGS
== TABLE : DT_PhysBox ==
-- props : 2 --
Name = m_mass Offset = 0x460 Type = PT_FLOAT
== TABLE : DT_BasePropDoor ==
-- props : 1 --
== TABLE : DT_DynamicProp ==
-- props : 2 --
Name = m_bUseHitboxesForRenderBox Offset = 0x6b0 Type = PT_BOOL
== TABLE : DT_PointCommentaryNode ==
-- props : 9 --
Name = m_bActive Offset = 0x6b0 Type = PT_BOOL
Name = m_flStartTime Offset = 0x6b4 Type = PT_FLOAT
Name = m_iszCommentaryFile Offset = 0x6b8 Type = PT_INT
Name = m_iszCommentaryFileNoHDR Offset = 0x7bc Type = PT_INT
Name = m_iszSpeakers Offset = 0x8c0 Type = PT_INT
Name = m_iNodeNumber Offset = 0x9c0 Type = PT_INT
Name = m_iNodeNumberMax Offset = 0x9c4 Type = PT_INT
Name = m_hViewPosition Offset = 0x9cc Type = PT_EHANDLE
== TABLE : DT_PointCamera ==
-- props : 9 --
Name = m_FOV Offset = 0x460 Type = PT_FLOAT
Name = m_Resolution Offset = 0x464 Type = PT_FLOAT
Name = m_bFogEnable Offset = 0x468 Type = PT_BOOL
Name = m_FogColor Offset = 0x469 Type = PT_INT
Name = m_flFogStart Offset = 0x470 Type = PT_FLOAT
Name = m_flFogEnd Offset = 0x474 Type = PT_FLOAT
Name = m_bActive Offset = 0x478 Type = PT_BOOL
Name = m_bUseScreenAspectRatio Offset = 0x479 Type = PT_BOOL
== TABLE : DT_Plasma ==
-- props : 8 --
Name = m_flStartScale Offset = 0x460 Type = PT_FLOAT
Name = m_flScale Offset = 0x464 Type = PT_FLOAT
Name = m_flScaleTime Offset = 0x468 Type = PT_FLOAT
Name = m_nFlags Offset = 0x46c Type = PT_INT
Name = m_nPlasmaModelIndex Offset = 0x470 Type = PT_INT
Name = m_nPlasmaModelIndex2 Offset = 0x474 Type = PT_INT
Name = m_nGlowModelIndex Offset = 0x478 Type = PT_INT
== TABLE : DT_PhysMagnet ==
-- props : 1 --
== TABLE : DT_MaterialModifyControl ==
-- props : 14 --
Name = m_szMaterialName Offset = 0x460 Type = PT_CHARS
Name = m_szMaterialVar Offset = 0x55f Type = PT_CHARS
Name = m_szMaterialVarValue Offset = 0x65e Type = PT_CHARS
Name = m_******Start Offset = 0x768 Type = PT_INT
Name = m_******End Offset = 0x76c Type = PT_INT
Name = m_bWrap Offset = 0x770 Type = PT_BOOL
Name = m_flFramerate Offset = 0x774 Type = PT_FLOAT
Name = m_bNewAnimCommandsSemaphore Offset = 0x778 Type = PT_BOOL
Name = m_flFloatLerpStartValue Offset = 0x77c Type = PT_FLOAT
Name = m_flFloatLerpEndValue Offset = 0x780 Type = PT_FLOAT
Name = m_flFloatLerpTransitionTime Offset = 0x784 Type = PT_FLOAT
Name = m_bFloatLerpWrap Offset = 0x788 Type = PT_BOOL
Name = m_nModifyMode Offset = 0x790 Type = PT_INT
== TABLE : DT_LightGlow ==
-- props : 12 --
Name = m_clrRender Offset = 0x58 Type = PT_INT
Name = m_nHorizontalSize Offset = 0x460 Type = PT_INT
Name = m_nVerticalSize Offset = 0x464 Type = PT_INT
Name = m_nMinDist Offset = 0x468 Type = PT_INT
Name = m_nMaxDist Offset = 0x46c Type = PT_INT
Name = m_nOuterMaxDist Offset = 0x470 Type = PT_INT
Name = m_spawnflags Offset = 0x474 Type = PT_INT
Name = m_vecOrigin Offset = 0x29c Type = PT_VECTOR
Name = m_angRotation Offset = 0x2a8 Type = PT_QANGLE
Name = moveparent Offset = 0x154 Type = PT_INT
Name = m_flGlowProxySize Offset = 0x544 Type = PT_FLOAT
Name = HDRColorScale Offset = 0x0 Type = PT_FLOAT
== TABLE : DT_FuncTrackTrain ==
-- props : 1 --
== TABLE : DT_FuncSmokeVolume ==
-- props : 12 --
Name = m_Color1 Offset = 0x54c Type = PT_INT
Name = m_Color2 Offset = 0x550 Type = PT_INT
Name = m_MaterialName Offset = 0x554 Type = PT_UNKNOWN
Name = m_ParticleDrawWidth Offset = 0x654 Type = PT_FLOAT
Name = m_ParticleSpacingDistance Offset = 0x658 Type = PT_FLOAT
Name = m_DensityRampSpeed Offset = 0x65c Type = PT_FLOAT
Name = m_RotationSpeed Offset = 0x660 Type = PT_FLOAT
Name = m_MovementSpeed Offset = 0x664 Type = PT_FLOAT
Name = m_Density Offset = 0x668 Type = PT_FLOAT
Name = m_spawnflags Offset = 0x66c Type = PT_INT
Name = m_Collision Offset = 0x160 Type = PT_INT
== TABLE : DT_FuncOccluder ==
-- props : 3 --
Name = m_bActive Offset = 0x464 Type = PT_BOOL
Name = m_nOccluderIndex Offset = 0x460 Type = PT_INT
== TABLE : DT_FuncMonitor ==
-- props : 1 --
== TABLE : DT_Func_LOD ==
-- props : 2 --
Name = m_fDisappearDist Offset = 0x460 Type = PT_FLAGS
== TABLE : DT_TEDust ==
-- props : 4 --
Name = m_flSize Offset = 0x1c Type = PT_FLOAT
Name = m_flSpeed Offset = 0x20 Type = PT_FLOAT
Name = m_vecDirection Offset = 0x24 Type = PT_VECTOR
== TABLE : DT_Func_Dust ==
== TABLE : DT_CollisionProperty ==
-- props : 8 --
Name = m_vecMins Offset = 0x8 Type = PT_VECTOR
Name = m_vecMaxs Offset = 0x14 Type = PT_VECTOR
Name = m_nSolidType Offset = 0x29 Type = PT_INT
Name = m_usSolidFlags Offset = 0x24 Type = PT_INT
Name = m_nSurroundType Offset = 0x28 Type = PT_INT
Name = m_triggerBloat Offset = 0x2a Type = PT_INT
Name = m_vecSpecifiedSurroundingMins Offset = 0x2c Type = PT_VECTOR
Name = m_vecSpecifiedSurroundingMaxs Offset = 0x38 Type = PT_VECTOR
-- props : 12 --
Name = m_Color Offset = 0x460 Type = PT_INT
Name = m_SpawnRate Offset = 0x464 Type = PT_INT
Name = m_flSizeMin Offset = 0x468 Type = PT_FLOAT
Name = m_flSizeMax Offset = 0x46c Type = PT_FLOAT
Name = m_LifetimeMin Offset = 0x474 Type = PT_INT
Name = m_LifetimeMax Offset = 0x478 Type = PT_INT
Name = m_DustFlags Offset = 0x484 Type = PT_INT
Name = m_SpeedMax Offset = 0x470 Type = PT_INT
Name = m_DistMax Offset = 0x47c Type = PT_INT
Name = m_nModelIndex Offset = 0x84 Type = PT_INT
Name = m_FallSpeed Offset = 0x480 Type = PT_FLOAT
Name = m_Collision Offset = 0x160 Type = PT_INT
== TABLE : DT_FuncConveyor ==
-- props : 2 --
Name = m_flConveyorSpeed Offset = 0x460 Type = PT_FLOAT
== TABLE : DT_BreakableSurface ==
-- props : 10 --
Name = m_nNumWide Offset = 0x464 Type = PT_INT
Name = m_nNumHigh Offset = 0x468 Type = PT_INT
Name = m_flPanelWidth Offset = 0x46c Type = PT_FLOAT
Name = m_flPanelHeight Offset = 0x470 Type = PT_FLOAT
Name = m_vNormal Offset = 0x474 Type = PT_VECTOR
Name = m_vCorner Offset = 0x480 Type = PT_VECTOR
Name = m_bIsBroken Offset = 0x48c Type = PT_BOOL
Name = m_nSurfaceType Offset = 0x490 Type = PT_INT
Name = m_RawPanelBitVec Offset = 0x4b4 Type = PT_UNKNOWN
== TABLE : DT_FuncAreaPortalWindow ==
-- props : 5 --
Name = m_flFadeStartDist Offset = 0x460 Type = PT_FLOAT
Name = m_flFadeDist Offset = 0x464 Type = PT_FLOAT
Name = m_flTranslucencyLimit Offset = 0x468 Type = PT_FLOAT
Name = m_iBackgroundModelIndex Offset = 0x46c Type = PT_INT
== TABLE : DT_CFish ==
-- props : 8 --
Name = m_poolOrigin Offset = 0x70c Type = PT_VECTOR
Name = m_x Offset = 0x6f4 Type = PT_FLOAT
Name = m_y Offset = 0x6f8 Type = PT_FLOAT
Name = m_z Offset = 0x6fc Type = PT_FLOAT
Name = m_angle Offset = 0x704 Type = PT_QANGLE
Name = m_nModelIndex Offset = 0x84 Type = PT_INT
Name = m_lifeState Offset = 0x87 Type = PT_INT
Name = m_waterLevel Offset = 0x718 Type = PT_FLOAT
== TABLE : DT_EntityFlame ==
-- props : 5 --
Name = m_flSize Offset = 0x490 Type = PT_FLOAT
Name = m_hEntAttached Offset = 0x460 Type = PT_EHANDLE
Name = m_bUseHitboxes Offset = 0x464 Type = PT_BOOL
Name = m_flLifetime Offset = 0x4a4 Type = PT_FLOAT
== TABLE : DT_FireSmoke ==
-- props : 7 --
Name = m_flStartScale Offset = 0x460 Type = PT_FLOAT
Name = m_flScale Offset = 0x464 Type = PT_FLOAT
Name = m_flScaleTime Offset = 0x468 Type = PT_FLOAT
Name = m_nFlags Offset = 0x46c Type = PT_INT
Name = m_nFlameModelIndex Offset = 0x470 Type = PT_INT
Name = m_nFlameFromAboveModelIndex Offset = 0x474 Type = PT_INT
== TABLE : DT_EnvTonemapController ==
-- props : 8 --
Name = m_bUseCustomAutoExposureMin Offset = 0x460 Type = PT_BOOL
Name = m_bUseCustomAutoExposureMax Offset = 0x461 Type = PT_BOOL
Name = m_bUseCustomBloomScale Offset = 0x462 Type = PT_BOOL
Name = m_flCustomAutoExposureMin Offset = 0x464 Type = PT_FLOAT
Name = m_flCustomAutoExposureMax Offset = 0x468 Type = PT_FLOAT
Name = m_flCustomBloomScale Offset = 0x46c Type = PT_FLOAT
Name = m_flCustomBloomScaleMinimum Offset = 0x470 Type = PT_FLOAT
== TABLE : DT_EnvScreenEffect ==
-- props : 3 --
Name = m_flDuration Offset = 0x460 Type = PT_FLOAT
Name = m_nType Offset = 0x464 Type = PT_INT
== TABLE : DT_EnvScreenOverlay ==
-- props : 8 --
Name = m_iszOverlayNames[0] Offset = 0x460 Type = PT_INT
Name = m_iszOverlayNames Offset = 0x0 Type = PT_INT
Name = m_flOverlayTimes[0] Offset = 0xe58 Type = PT_FLOAT
Name = m_flOverlayTimes Offset = 0x0 Type = PT_FLOAT
Name = m_flStartTime Offset = 0xe80 Type = PT_FLOAT
Name = m_iDesiredOverlay Offset = 0xe84 Type = PT_INT
Name = m_bIsActive Offset = 0xe88 Type = PT_BOOL
== TABLE : DT_EnvProjectedTexture ==
-- props : 9 --
Name = m_hTargetEntity Offset = 0x464 Type = PT_EHANDLE
Name = m_bState Offset = 0x468 Type = PT_BOOL
Name = m_flLightFOV Offset = 0x46c Type = PT_FLOAT
Name = m_bEnableShadows Offset = 0x470 Type = PT_BOOL
Name = m_bLightOnlyTarget Offset = 0x471 Type = PT_BOOL
Name = m_bLightWorld Offset = 0x472 Type = PT_BOOL
Name = m_bCameraSpace Offset = 0x473 Type = PT_BOOL
Name = m_cLightColor Offset = 0x474 Type = PT_INT
== TABLE : DT_EnvParticleScript ==
-- props : 2 --
Name = m_flSequenceScale Offset = 0x794 Type = PT_FLOAT
== TABLE : DT_EntityParticleTrail ==
== TABLE : DT_EntityParticleTrailInfo ==
-- props : 3 --
Name = m_flLifetime Offset = 0x8 Type = PT_FLOAT
Name = m_flStartSize Offset = 0xc Type = PT_FLOAT
Name = m_flEndSize Offset = 0x10 Type = PT_FLOAT
-- props : 4 --
Name = m_iMaterialName Offset = 0x548 Type = PT_INT
Name = m_Info Offset = 0x54c Type = PT_INT
Name = m_hConstraintEntity Offset = 0x560 Type = PT_EHANDLE
== TABLE : DT_EntityDissolve ==
-- props : 11 --
Name = m_flStartTime Offset = 0x464 Type = PT_FLOAT
Name = m_flFadeOutStart Offset = 0x468 Type = PT_FLOAT
Name = m_flFadeOutLength Offset = 0x46c Type = PT_FLOAT
Name = m_flFadeOutModelStart Offset = 0x470 Type = PT_FLOAT
Name = m_flFadeOutModelLength Offset = 0x474 Type = PT_FLOAT
Name = m_flFadeInStart Offset = 0x478 Type = PT_FLOAT
Name = m_flFadeInLength Offset = 0x47c Type = PT_FLOAT
Name = m_nDissolveType Offset = 0x480 Type = PT_INT
Name = m_vDissolverOrigin Offset = 0x488 Type = PT_VECTOR
Name = m_nMagnitude Offset = 0x494 Type = PT_INT
== TABLE : DT_DynamicLight ==
-- props : 8 --
Name = m_Flags Offset = 0x460 Type = PT_INT
Name = m_LightStyle Offset = 0x461 Type = PT_INT
Name = m_Radius Offset = 0x464 Type = PT_FLOAT
Name = m_Exponent Offset = 0x468 Type = PT_INT
Name = m_InnerAngle Offset = 0x46c Type = PT_FLOAT
Name = m_OuterAngle Offset = 0x470 Type = PT_FLOAT
Name = m_SpotRadius Offset = 0x474 Type = PT_FLOAT
== TABLE : DT_ColorCorrectionVolume ==
-- props : 3 --
Name = m_Weight Offset = 0x460 Type = PT_FLOAT
Name = m_lookupFilename Offset = 0x464 Type = PT_UNKNOWN
== TABLE : DT_ColorCorrection ==
-- props : 7 --
Name = m_vecOrigin Offset = 0x460 Type = PT_VECTOR
Name = m_minFalloff Offset = 0x46c Type = PT_FLOAT
Name = m_maxFalloff Offset = 0x470 Type = PT_FLOAT
Name = m_maxWeight Offset = 0x474 Type = PT_FLOAT
Name = m_netLookupFilename Offset = 0x478 Type = PT_INT
Name = m_bEnabled Offset = 0x57c Type = PT_BOOL
== TABLE : DT_BaseDoor ==
-- props : 2 --
Name = m_flWaveHeight Offset = 0x460 Type = PT_FLOAT
== TABLE : DT_BoneFollower ==
-- props : 3 --
Name = m_modelIndex Offset = 0x460 Type = PT_INT
Name = m_solidIndex Offset = 0x464 Type = PT_INT
== TABLE : DT_InfoLightingRelative ==
-- props : 2 --
Name = m_hLightingLandmark Offset = 0x460 Type = PT_EHANDLE
== TABLE : DT_AI_BaseNPC ==
-- props : 11 --
Name = m_lifeState Offset = 0x87 Type = PT_INT
Name = m_bPerformAvoidance Offset = 0xb40 Type = PT_BOOL
Name = m_bIsMoving Offset = 0xb41 Type = PT_BOOL
Name = m_bFadeCorpse Offset = 0xb42 Type = PT_BOOL
Name = m_iDeathPose Offset = 0xb44 Type = PT_INT
Name = m_iDeathFrame Offset = 0xb48 Type = PT_INT
Name = m_iSpeedModRadius Offset = 0xb4c Type = PT_INT
Name = m_iSpeedModSpeed Offset = 0xb50 Type = PT_INT
Name = m_bSpeedModActive Offset = 0xb54 Type = PT_BOOL
Name = m_bImportanRagdoll Offset = 0xb55 Type = PT_BOOL
== TABLE : DT_Beam ==
== TABLE : DT_BeamPredictableId ==
-- props : 2 --
Name = m_PredictableID Offset = 0x94 Type = PT_INT
Name = m_bIsPlayerSimulated Offset = 0x428 Type = PT_BOOL
-- props : 26 --
Name = m_nBeamType Offset = 0x47c Type = PT_INT
Name = m_nBeamFlags Offset = 0x480 Type = PT_INT
Name = m_nNumBeamEnts Offset = 0x470 Type = PT_INT
Name = m_hAttachEntity[0] Offset = 0x484 Type = PT_EHANDLE
Name = m_hAttachEntity Offset = 0x0 Type = PT_EHANDLE
Name = m_nAttachIndex[0] Offset = 0x4ac Type = PT_INT
Name = m_nAttachIndex Offset = 0x0 Type = PT_INT
Name = m_nHaloIndex Offset = 0x478 Type = PT_INT
Name = m_fHaloScale Offset = 0x4e0 Type = PT_FLAGS
Name = m_fWidth Offset = 0x4d4 Type = PT_FLAGS
Name = m_fEndWidth Offset = 0x4d8 Type = PT_FLAGS
Name = m_fFadeLength Offset = 0x4dc Type = PT_FLAGS
Name = m_fAmplitude Offset = 0x4e4 Type = PT_FLAGS
Name = m_fStartFrame Offset = 0x4e8 Type = PT_FLAGS
Name = m_fSpeed Offset = 0x4ec Type = PT_FLAGS
Name = m_flFrameRate Offset = 0x460 Type = PT_FLOAT
Name = m_flHDRColorScale Offset = 0x464 Type = PT_FLOAT
Name = m_clrRender Offset = 0x58 Type = PT_INT
Name = m_nRenderFX Offset = 0x54 Type = PT_INT
Name = m_nRenderMode Offset = 0x74 Type = PT_INT
Name = m_flFrame Offset = 0x4f0 Type = PT_FLOAT
Name = m_vecEndPos Offset = 0x4f4 Type = PT_VECTOR
Name = m_nModelIndex Offset = 0x84 Type = PT_INT
Name = m_vecOrigin Offset = 0x29c Type = PT_VECTOR
Name = moveparent Offset = 0x154 Type = PT_INT
Name = beampredictable_id Offset = 0x0 Type = PT_INT

 

какие из этих оффсетов мне понадобится для esp , т.е. оффсет противников и союзников , здоровье, координаты противников?

 

Благодарю за ответы. 

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