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Offsets.h
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#pragma once
#include <Windows.h>
namespace StaticOffsets {
uintptr_t OwningGameInstance = 0x190;
uintptr_t LocalPlayers = 0x38;
uintptr_t PlayerController = 0x30;
uintptr_t PlayerCameraManager = 0x2C8;
uintptr_t AcknowledgedPawn = 0x2B0;
uintptr_t PrimaryPickupItemEntry = 0x2A8;
uintptr_t ItemDefinition = 0x18;
uintptr_t DisplayName = 0x88;
uintptr_t Tier = 0x6C;
uintptr_t WeaponData = 0x388;
uintptr_t LastFireTime = 0x9F4;
uintptr_t LastFireTimeVerified = 0x9F8;
uintptr_t LastFireAbilityTime = 0x1268;
uintptr_t CurrentWeapon = 0x620;
uintptr_t bADSWhileNotOnGround = 0x3F61;
uintptr_t Levels = 0x148;
uintptr_t PersistentLevel = 0x30;
uintptr_t AActors = 0x98;
uintptr_t ActorCount = 0xA0;
uintptr_t RootComponent = 0x138;
uintptr_t FireStartLoc = 0x8C8;
uintptr_t RelativeLocation = 0x11c;
uintptr_t RelativeRotation = 0x128;
uintptr_t PlayerState = 0x240;
uintptr_t Mesh = 0x288;
uintptr_t TeamIndex = 0xF50;
}
struct FZiplinePawnState {
struct AFortAthenaZiplineBase* Zipline; // 0x00(0x08)
struct AFortAthenaZiplineBase* PreviousZipline; // 0x00(0x08)
struct UPrimitiveComponent* InteractComponent; // 0x10(0x08)
bool bIsZiplining; // 0x18(0x01)
bool bJumped; // 0x19(0x01)
bool bReachedEnd; // 0x1a(0x01)
char pad_1B[0x1]; // 0x1b(0x01)
int32_t AuthoritativeValue; // 0x1c(0x04)struct sdk::structs::FVector SocketOffset; // 0x20(0x0c)
float TimeZipliningBegan; // 0x2c(0x04)
float TimeZipliningEndedFromJump; // 0x30(0x04)
char pad_34[0x4]; // 0x34(0x04)
};