3.15 Some useful static offsets (GameState based) menu

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    3.15 Some useful static offsets (GameState based)

    TerrainData

    Code:
     public TerrainData data {
                get {
                    var l0 = ui.M.Read<long>(ui.M.AddressOfProcess + ui.M.base_offsets[OffsetsName.GameStateOffset]); //0x262ED88
                    var l1 = ui.M.Read<long>(l0 + 0x8);
                    var l2 = ui.M.Read<long>(l1 + 0x8);
                    var l3 = ui.M.Read<long>(l2 + 0x40);
                    addr = l3 + 0x750;
                    return ui.M.Read<TerrainData>(addr);
                }
            }
    [StructLayout(LayoutKind.Explicit, Pack = 1)]
        public struct TerrainData { 
            [FieldOffset(0x18)] public long Cols;
            [FieldOffset(0x20)] public long Rows;
            [FieldOffset(0xD8)] public NativePtrArray LayerMelee; 
            [FieldOffset(0xF0)] public NativePtrArray LayerRanged;
            [FieldOffset(0x108)] public int BytesPerRow;
        }
    local player position:
    Code:
     me.Pos = ui.M.Read<Vector3>(ui.M.AddressOfProcess + 0x2639D88 - 0x8);

    Entity list .... WIP
    Attached Thumbnails Attached Thumbnails 3.15 Some useful static offsets (GameState based)-entlist-jpg   3.15 Some useful static offsets (GameState based)-3-15-1-jpg  
    Last edited by wlastas; 07-24-2021 at 01:53 AM.

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