Source Code CSGO Offsets Updated 2020

  • CSGO recently moved logic from 'client_panorama.dll' to 'client.dll', you must update all code that uses 'client_panorama.dll' and replace it with 'client.dll' or the code will not work.
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Rake

Cesspool Admin
Administrator
Jan 21, 2014
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If you're looking for CSGO offsets, it is always best to dump them yourself. Here are the latest offsets from September 14, 2020. You can dump them yourself using the GH Offset Dumper

C++:
#pragma once
#include <cstdint>
//GuidedHacking.com r0x0rs ur b0x0rs
namespace offsets
{
//signatures
constexpr ptrdiff_t dwClientState = 0x589DD4;
constexpr ptrdiff_t dwClientState_GetLocalPlayer = 0x180;
constexpr ptrdiff_t dwClientState_IsHLTV = 0x4D40;
constexpr ptrdiff_t dwClientState_Map = 0x28C;
constexpr ptrdiff_t dwClientState_MapDirectory = 0x188;
constexpr ptrdiff_t dwClientState_MaxPlayer = 0x388;
constexpr ptrdiff_t dwClientState_PlayerInfo = 0x52B8;
constexpr ptrdiff_t dwClientState_State = 0x108;
constexpr ptrdiff_t dwClientState_ViewAngles = 0x4D88;
constexpr ptrdiff_t clientstate_delta_ticks = 0x174;
constexpr ptrdiff_t clientstate_last_outgoing_command = 0x4D24;
constexpr ptrdiff_t clientstate_choked_commands = 0x4D28;
constexpr ptrdiff_t clientstate_net_channel = 0x9C;
constexpr ptrdiff_t dwEntityList = 0x4D4F1FC;
constexpr ptrdiff_t dwForceAttack = 0x3180754;
constexpr ptrdiff_t dwForceAttack2 = 0x3180760;
constexpr ptrdiff_t dwForceBackward = 0x31807A8;
constexpr ptrdiff_t dwForceForward = 0x3180784;
constexpr ptrdiff_t dwForceJump = 0x51F8E14;
constexpr ptrdiff_t dwForceLeft = 0x318079C;
constexpr ptrdiff_t dwForceRight = 0x31807C0;
constexpr ptrdiff_t dwGameDir = 0x6285F8;
constexpr ptrdiff_t dwGameRulesProxy = 0x526C114;
constexpr ptrdiff_t dwGetAllClasses = 0xD6123C;
constexpr ptrdiff_t dwGlobalVars = 0x589AD8;
constexpr ptrdiff_t dwGlowObjectManager = 0x5296FB0;
constexpr ptrdiff_t dwInput = 0x51A07D8;
constexpr ptrdiff_t dwInterfaceLinkList = 0x905024;
constexpr ptrdiff_t dwLocalPlayer = 0xD3AC5C;
constexpr ptrdiff_t dwMouseEnable = 0xD40800;
constexpr ptrdiff_t dwMouseEnablePtr = 0xD407D0;
constexpr ptrdiff_t dwPlayerResource = 0x317EAE0;
constexpr ptrdiff_t dwRadarBase = 0x5183F6C;
constexpr ptrdiff_t dwSensitivity = 0xD51BBC;
constexpr ptrdiff_t dwSensitivityPtr = 0xD51B90;
constexpr ptrdiff_t dwSetClanTag = 0x89E50;
constexpr ptrdiff_t dwViewMatrix = 0x4D40B44;
constexpr ptrdiff_t dwWeaponTable = 0x51A1298;
constexpr ptrdiff_t dwWeaponTableIndex = 0x325C;
constexpr ptrdiff_t dwYawPtr = 0xD2C70002;
constexpr ptrdiff_t dwZoomSensitivityRatioPtr = 0xD45700;
constexpr ptrdiff_t dwbSendPackets = 0xD420A;
constexpr ptrdiff_t dwppDirect3DDevice9 = 0xA7030;
constexpr ptrdiff_t m_pStudioHdr = 0x294C;
constexpr ptrdiff_t m_yawClassPtr = 0xD40460;
constexpr ptrdiff_t m_pitchClassPtr = 0x5184208;
constexpr ptrdiff_t interface_engine_cvar = 0x3E9EC;
constexpr ptrdiff_t convar_name_hash_table = 0x2F0F8;
constexpr ptrdiff_t m_bDormant = 0xED;
constexpr ptrdiff_t model_ambient_min = 0x58CE4C;
constexpr ptrdiff_t set_abs_angles = 0x1D4110;
constexpr ptrdiff_t set_abs_origin = 0x1D3F50;
constexpr ptrdiff_t is_c4_owner = 0x3ACDF0;
constexpr ptrdiff_t force_update_spectator_glow = 0x3A0362;
constexpr ptrdiff_t anim_overlays = 0x2980;
constexpr ptrdiff_t m_flSpawnTime = 0xA370;
constexpr ptrdiff_t find_hud_element = 0x2D641330;

//netvars
constexpr ptrdiff_t m_ArmorValue = 0xB378;
constexpr ptrdiff_t m_Collision = 0x320;
constexpr ptrdiff_t m_CollisionGroup = 0x474;
constexpr ptrdiff_t m_Local = 0x2FBC;
constexpr ptrdiff_t m_MoveType = 0x25C;
constexpr ptrdiff_t m_OriginalOwnerXuidHigh = 0x31C4;
constexpr ptrdiff_t m_OriginalOwnerXuidLow = 0x31C0;
constexpr ptrdiff_t m_aimPunchAngle = 0x302C;
constexpr ptrdiff_t m_aimPunchAngleVel = 0x3038;
constexpr ptrdiff_t m_bGunGameImmunity = 0x3944;
constexpr ptrdiff_t m_bHasDefuser = 0xB388;
constexpr ptrdiff_t m_bHasHelmet = 0xB36C;
constexpr ptrdiff_t m_bInReload = 0x32A5;
constexpr ptrdiff_t m_bIsDefusing = 0x3930;
constexpr ptrdiff_t m_bIsScoped = 0x3928;
constexpr ptrdiff_t m_bSpotted = 0x93D;
constexpr ptrdiff_t m_bSpottedByMask = 0x980;
constexpr ptrdiff_t m_dwBoneMatrix = 0x26A8;
constexpr ptrdiff_t m_fAccuracyPenalty = 0x3330;
constexpr ptrdiff_t m_fFlags = 0x104;
constexpr ptrdiff_t m_flFallbackWear = 0x31D0;
constexpr ptrdiff_t m_flFlashDuration = 0xA420;
constexpr ptrdiff_t m_flFlashMaxAlpha = 0xA41C;
constexpr ptrdiff_t m_flNextPrimaryAttack = 0x3238;
constexpr ptrdiff_t m_hActiveWeapon = 0x2EF8;
constexpr ptrdiff_t m_hMyWeapons = 0x2DF8;
constexpr ptrdiff_t m_hObserverTarget = 0x338C;
constexpr ptrdiff_t m_hOwner = 0x29CC;
constexpr ptrdiff_t m_hOwnerEntity = 0x14C;
constexpr ptrdiff_t m_iAccountID = 0x2FC8;
constexpr ptrdiff_t m_iClip1 = 0x3264;
constexpr ptrdiff_t m_iCompetitiveRanking = 0x1A84;
constexpr ptrdiff_t m_iCompetitiveWins = 0x1B88;
constexpr ptrdiff_t m_iCrosshairId = 0xB3E4;
constexpr ptrdiff_t m_iEntityQuality = 0x2FAC;
constexpr ptrdiff_t m_iFOVStart = 0x31E8;
constexpr ptrdiff_t m_iFOV = 0x31E4;
constexpr ptrdiff_t m_iGlowIndex = 0xA438;
constexpr ptrdiff_t m_iHealth = 0x100;
constexpr ptrdiff_t m_iItemDefinitionIndex = 0x2FAA;
constexpr ptrdiff_t m_iItemIDHigh = 0x2FC0;
constexpr ptrdiff_t m_iObserverMode = 0x3378;
constexpr ptrdiff_t m_iShotsFired = 0xA390;
constexpr ptrdiff_t m_iState = 0x3258;
constexpr ptrdiff_t m_iTeamNum = 0xF4;
constexpr ptrdiff_t m_lifeState = 0x25F;
constexpr ptrdiff_t m_nFallbackPaintKit = 0x31C8;
constexpr ptrdiff_t m_nFallbackSeed = 0x31CC;
constexpr ptrdiff_t m_nFallbackStatTrak = 0x31D4;
constexpr ptrdiff_t m_nForceBone = 0x268C;
constexpr ptrdiff_t m_nTickBase = 0x3430;
constexpr ptrdiff_t m_rgflCoordinateFrame = 0x444;
constexpr ptrdiff_t m_szCustomName = 0x303C;
constexpr ptrdiff_t m_szLastPlaceName = 0x35B4;
constexpr ptrdiff_t m_vecOrigin = 0x138;
constexpr ptrdiff_t m_vecVelocity = 0x114;
constexpr ptrdiff_t m_vecViewOffset = 0x108;
constexpr ptrdiff_t m_viewPunchAngle = 0x3020;
constexpr ptrdiff_t m_thirdPersonViewAngles = 0x31D8;
constexpr ptrdiff_t m_clrRender = 0x70;
constexpr ptrdiff_t m_flC4Blow = 0x2990;
constexpr ptrdiff_t m_flTimerLength = 0x2994;
constexpr ptrdiff_t m_flDefuseLength = 0x29A8;
constexpr ptrdiff_t m_flDefuseCountDown = 0x29AC;
constexpr ptrdiff_t cs_gamerules_data = 0x0;
constexpr ptrdiff_t m_SurvivalRules = 0xCF8;
constexpr ptrdiff_t m_SurvivalGameRuleDecisionTypes = 0x1320;
constexpr ptrdiff_t m_bIsValveDS = 0x75;
constexpr ptrdiff_t m_bFreezePeriod = 0x20;
constexpr ptrdiff_t m_bBombPlanted = 0x99D;
constexpr ptrdiff_t m_bIsQueuedMatchmaking = 0x74;
constexpr ptrdiff_t m_flSimulationTime = 0x268;
constexpr ptrdiff_t m_flLowerBodyYawTarget = 0x3A90;
constexpr ptrdiff_t m_angEyeAnglesX = 0xB37C;
constexpr ptrdiff_t m_angEyeAnglesY = 0xB380;
constexpr ptrdiff_t m_flNextAttack = 0x2D70;
constexpr ptrdiff_t m_iMostRecentModelBoneCounter = 0x2690;
constexpr ptrdiff_t m_flLastBoneSetupTime = 0x2924;
constexpr ptrdiff_t m_bStartedArming = 0x33F0;
constexpr ptrdiff_t m_bUseCustomBloomScale = 0x9DA;
constexpr ptrdiff_t m_bUseCustomAutoExposureMin = 0x9D8;
constexpr ptrdiff_t m_bUseCustomAutoExposureMax = 0x9D9;
constexpr ptrdiff_t m_flCustomBloomScale = 0x9E4;
constexpr ptrdiff_t m_flCustomAutoExposureMin = 0x9DC;
constexpr ptrdiff_t m_flCustomAutoExposureMax = 0x9E0;
}
CSGO Offset Dumpers
Guided Hacking Offset Dumper - GH Offset Dumper
Download hazedumper CSGO offset dumper

Relevant CSGO Offsets Tutorials:
Find the entity list in csgo [GH post]
[Cheat Engine] How To Find LocalPlayerBase Pointer [Youtube]
How to get started with csgo hacking [GH post]
How To Find CSGO NetVar Offsets Hacking Tutorial with IDA Pro [Youtube]
How to Find the View Matrix for a ESP Game Hack in ANY GAME [Youtube]
How to find an Entity List / Object List | Cheat Engine [Youtube]
 
Last edited:

dinosaurr

Newbie
Full Member
Aug 7, 2013
24
498
0
C++:
anim_overlays = 0x2980;
clientstate_choked_commands = 0x4D28;
clientstate_delta_ticks = 0x174;
clientstate_last_outgoing_command = 0x4D24;
clientstate_net_channel = 0x9C;
convar_name_hash_table = 0x2F0F8;
cs_gamerules_data = 0x0;
dwClientState = 0x589DD4;
dwClientState_GetLocalPlayer = 0x180;
dwClientState_IsHLTV = 0x4D40;
dwClientState_Map = 0x28C;
dwClientState_MapDirectory = 0x188;
dwClientState_MaxPlayer = 0x388;
dwClientState_PlayerInfo = 0x52B8;
dwClientState_State = 0x108;
dwClientState_ViewAngles = 0x4D88;
dwEntityList = 0x4D4B104;
dwForceAttack = 0x317C6EC;
dwForceAttack2 = 0x317C6F8;
dwForceBackward = 0x317C6A4;
dwForceForward = 0x317C710;
dwForceJump = 0x51F4D88;
dwForceLeft = 0x317C698;
dwForceRight = 0x317C6BC;
dwGameDir = 0x628678;
dwGameRulesProxy = 0x526807C;
dwGetAllClasses = 0xD5CF8C;
dwGlobalVars = 0x589AD8;
dwGlowObjectManager = 0x5292F20;
dwInput = 0x519C698;
dwInterfaceLinkList = 0x900584;
dwLocalPlayer = 0xD36B94;
dwMouseEnable = 0xD3C738;
dwMouseEnablePtr = 0xD3C708;
dwPlayerResource = 0x317AA3C;
dwRadarBase = 0x517FE5C;
dwSensitivity = 0xD3C5D4;
dwSensitivityPtr = 0xD3C5A8;
dwSetClanTag = 0x89F00;
dwViewMatrix = 0x4D3CA34;
dwWeaponTable = 0x519D15C;
dwWeaponTableIndex = 0x325C;
dwYawPtr = 0xD3C398;
dwZoomSensitivityRatioPtr = 0xD415E0;
dwbSendPackets = 0xD3ECA;
dwppDirect3DDevice9 = 0xA7030;
find_hud_element = 0x5E20FED0;
force_update_spectator_glow = 0x39CD52;
interface_engine_cvar = 0x3E9EC;
is_c4_owner = 0x3A9550;
m_ArmorValue = 0xB368;
m_Collision = 0x320;
m_CollisionGroup = 0x474;
m_Local = 0x2FBC;
m_MoveType = 0x25C;
m_OriginalOwnerXuidHigh = 0x31C4;
m_OriginalOwnerXuidLow = 0x31C0;
m_SurvivalGameRuleDecisionTypes = 0x1320;
m_SurvivalRules = 0xCF8;
m_aimPunchAngle = 0x302C;
m_aimPunchAngleVel = 0x3038;
m_angEyeAnglesX = 0xB36C;
m_angEyeAnglesY = 0xB370;
m_bBombPlanted = 0x99D;
m_bDormant = 0xED;
m_bFreezePeriod = 0x20;
m_bGunGameImmunity = 0x3930;
m_bHasDefuser = 0xB378;
m_bHasHelmet = 0xB35C;
m_bInReload = 0x32A5;
m_bIsDefusing = 0x391C;
m_bIsQueuedMatchmaking = 0x74;
m_bIsScoped = 0x3914;
m_bIsValveDS = 0x75;
m_bSpotted = 0x93D;
m_bSpottedByMask = 0x980;
m_bStartedArming = 0x33F0;
m_bUseCustomAutoExposureMax = 0x9D9;
m_bUseCustomAutoExposureMin = 0x9D8;
m_bUseCustomBloomScale = 0x9DA;
m_clrRender = 0x70;
m_dwBoneMatrix = 0x26A8;
m_fAccuracyPenalty = 0x3330;
m_fFlags = 0x104;
m_flC4Blow = 0x2990;
m_flCustomAutoExposureMax = 0x9E0;
m_flCustomAutoExposureMin = 0x9DC;
m_flCustomBloomScale = 0x9E4;
m_flDefuseCountDown = 0x29AC;
m_flDefuseLength = 0x29A8;
m_flFallbackWear = 0x31D0;
m_flFlashDuration = 0xA410;
m_flFlashMaxAlpha = 0xA40C;
m_flLastBoneSetupTime = 0x2924;
m_flLowerBodyYawTarget = 0x3A7C;
m_flNextAttack = 0x2D70;
m_flNextPrimaryAttack = 0x3238;
m_flSimulationTime = 0x268;
m_flSpawnTime = 0xA360;
m_flTimerLength = 0x2994;
m_hActiveWeapon = 0x2EF8;
m_hMyWeapons = 0x2DF8;
m_hObserverTarget = 0x338C;
m_hOwner = 0x29CC;
m_hOwnerEntity = 0x14C;
m_iAccountID = 0x2FC8;
m_iClip1 = 0x3264;
m_iCompetitiveRanking = 0x1A84;
m_iCompetitiveWins = 0x1B88;
m_iCrosshairId = 0xB3D4;
m_iEntityQuality = 0x2FAC;
m_iFOV = 0x31E4;
m_iFOVStart = 0x31E8;
m_iGlowIndex = 0xA428;
m_iHealth = 0x100;
m_iItemDefinitionIndex = 0x2FAA;
m_iItemIDHigh = 0x2FC0;
m_iMostRecentModelBoneCounter = 0x2690;
m_iObserverMode = 0x3378;
m_iShotsFired = 0xA380;
m_iState = 0x3258;
m_iTeamNum = 0xF4;
m_lifeState = 0x25F;
m_nFallbackPaintKit = 0x31C8;
m_nFallbackSeed = 0x31CC;
m_nFallbackStatTrak = 0x31D4;
m_nForceBone = 0x268C;
m_nTickBase = 0x3430;
m_pStudioHdr = 0x294C;
m_pitchClassPtr = 0x5180100;
m_rgflCoordinateFrame = 0x444;
m_szCustomName = 0x303C;
m_szLastPlaceName = 0x35B4;
m_thirdPersonViewAngles = 0x31D8;
m_vecOrigin = 0x138;
m_vecVelocity = 0x114;
m_vecViewOffset = 0x108;
m_viewPunchAngle = 0x3020;
m_yawClassPtr = 0xD3C398;
model_ambient_min = 0x58CE4C;
set_abs_angles = 0x1D2CD0;
set_abs_origin = 0x1D2B10;
 
Last edited by a moderator:

dinosaurr

Newbie
Full Member
Aug 7, 2013
24
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0
Updated CSGO Offsets (27.02.2014/28.02.2014)

i am trying to keep the CSGO Offsets as soon as possible up2date !

//Offsets Updated 28.02.2014

Offsets

################

Player Base 0xA3324C

Entity Base 0xA4C404 { Could also be [0xA3324C] }

Entity Size 0x10 [Loop Distance is by 10]

View Matrix 0xA37874

Player View 0x52F424 + 0x4C88

RadarBase 0xA415C4

RadarBase 0x20 [Pointer]

RadarName 0x24

RadarSize 0x1E0

Entity

################

ArrayBase 0xA4C404

ArrayHealth 0xFC

ArrayTeam 0xF0

ArraybAlive 0x25B

ArrayDormant 0xE9

ArrayOrigin 0x134

ArraySpec 0x170C

BoneMatrix

################

{Bone ESP for Example}

BoneMatrix 0x1000

X base + 0x30 * iBone + 0x0C

Y base + 0x30 * iBone + 0x1C

Z base + 0x30 * iBone + 0x2C

Player

################

Angle 0x1574 {float}

ViewZ 0x10C {float}

Target 0x23B4 {int32}

EnginePosBase 0x5DF7E4

WeaponID 0x0

vMatrixBase 0xA37874

EnginePointer 0x52F424

ViewAngle.x = EnginePointer + 0x4C88

Note : The Radar Offset Base should work , but it always could be possible that it changed !

Credits : Y3t1 , unkn0wncheats , le moi :)
 
Last edited by a moderator:

rN'

Jr.Hacker
Meme Tier VIP
Jan 19, 2014
340
6,268
41
BoneMatrix offset isn't correct. EntityBase (0xA3324C) isn't correct. Please don't use Y3ti's Offset-Dumper to get all Offsets...
WeaponID: 0x0 wow you are a Hero.

Player View (0x52F424 + 0x4C88) is the same like ViewAngle.x(EnginePointer + 0x4C88).
And please, use the CODE function..
Best regards
 
Last edited by a moderator:

noobhacky

Jr.Coder
Full Member
Nobleman
Dec 16, 2012
71
608
0
Share your csgo offsets if you got any.

PlayerBase: 0x53BFC8
EntityBase: 0x5495B4
D3D9Device: 0x1848FC
ForceShoot: client.dll+569670

:challenge:
 
Last edited by a moderator:

simonpaa

Jr.Coder
Silenced
Oct 2, 2013
55
708
0
Nice! works fine. Can u post m_iCrossHairID offset i got some problem finding it :(
 

squeenie

Hacker
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Dank Tier Donator
Mar 6, 2013
677
5,478
37
const DWORD dw_CrossID = 0x14E8;
const DWORD dw_onCheck = 0x14DC;

Make sure onCheck is not 0 for triggerbot or it will keep shooting even when you look away.
 

Luciz

Coder
Dank Tier Donator
Nobleman
Jul 10, 2014
101
458
3
C++:
const DWORD dw_playerbase = 0x53BFC8; // Player Data Structure // DWORD = 4 bytes long aka 32 bits
const DWORD dw_entitybase = 0x5495B4; // Entity Base (list of players, which in this case includes you)
const DWORD dw_entity_loop_distance = 0x10; // The distance between each player data structure
const DWORD dw_mouse_x = 0x457874; // Engine.dll X, Y coordinates ingame... SetCursor 
const DWORD dw_numofplayers = 0x5C817C; // How many players are in the game

const DWORD dw_health_offset = 0x90; // Health
const DWORD dw_team_offset = 0x98; // Team 1 - Spec, 2 - T, 3 - CT
const DWORD dw_dormant_offset = 0x17A; // Updated? 
const DWORD dw_position_offset = 0x25C; // Position
const DWORD dw_flags_offset = 0x34C; // Flags? 
const DWORD dw_bone_offset = 0x570; // Bone Offset
const DWORD dw_fov_offset = 0xFBC; // FOV
const DWORD dw_activeweapon = 0xD70; // Active
const DWORD dw_weaponid = 0x594; // Weapon ID
const DWORD dw_crosshair_offset = 0x14D1; // We can use this as a triggerbot

const DWORD dw_vmatrix = 0x58645C; // View Matrix
const DWORD dw_antiFlick = dw_vmatrix + 0x4C; // Flicker Check // 0x4C == 1 // OLD ADDRESS -0x1A4;
const DWORD dw_antiFlick2 = dw_vmatrix + 0x54; // 0x54 == 0 
const DWORD dw_antiFlick3 = dw_vmatrix + 0x7C; // 0x7C == 0 
const DWORD dw_antiFlick4 = dw_vmatrix + 0x84; // 0x84 == 0
 

MiDOM

Newbie
Dank Tier Donator
Jan 30, 2014
37
198
0
C++:
Base address + 0xFC = Health
First = Playerbase
second = Entityarray


0x23c8 = Xhair offset 
0xF0 = Team
PlayerBase = "client.dll"+009DF004
Entity Offset = "client.dll"+00A4E064
Entity "Step" = 0x10
Force Shoot = client.dll+A2FB14
PlayerCount = server.dll+840D40
Good Luck!
 

UzGz

Newbie
Jan 29, 2013
3
152
0
Anyone get m_bIsDormant ? Cannot find it and 0xE9 isn't working for me.
Thanks.
 
Last edited:

MiDOM

Newbie
Dank Tier Donator
Jan 30, 2014
37
198
0
Anyone get m_bIsDormant ? Cannot find it and 0xE9 isn't working for me.
Thanks.
"m_bIsDormant" it's a name, you'll need to tell me what it does to, not a name from a C++ code. !
 

UzGz

Newbie
Jan 29, 2013
3
152
0
Well if you don't know what it is I'm not sure you can help.. it check if the current entity information is updated or not.
m_bIsDormant is a boolean and I read it like that on cs:source
ReadProcessMemory(handle, entity(id).base + dormant_Offset, entity(id).Dormant, 1, 0)

Then just have to check if Dormant == 1, entity information are updated.
I just don't know any way to get this offset.

I'm not coding in c++.
 
Last edited:

Nether

The Angel Of Verdun
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Dank Tier Donator
Dec 11, 2013
293
3,738
16
C++:
Base address + 0xFC = Health
First = Playerbase
second = Entityarray


0x23c8 = Xhair offset 
0xF0 = Team
PlayerBase = "client.dll"+009DF004
Entity Offset = "client.dll"+00A4E064
Entity "Step" = 0x10
Force Shoot = client.dll+A2FB14
PlayerCount = server.dll+840D40
Good Luck!
Afraid you have wrong offsets, your game must be out dated but these arnt the newest ones, I get 0xA4E164 for entity base
 

brinkz

Coder
Meme Tier VIP
Sep 3, 2012
209
1,688
12
Well if you don't know what it is I'm not sure you can help.. it check if the current entity information is updated or not.
m_bIsDormant is a boolean and I read it like that on cs:source
ReadProcessMemory(handle, entity(id).base + dormant_Offset, entity(id).Dormant, 1, 0)

Then just have to check if Dormant == 1, entity information are updated.
I just don't know any way to get this offset.

I'm not coding in c++.
Entity Information are always updated now, you don't need a dormant check like in CS:S.
 

UzGz

Newbie
Jan 29, 2013
3
152
0
Entity Information are always updated now, you don't need a dormant check like in CS:S.
Well my ESP is still stuck sometimes (esp box stuck on the middle of the map until I spot the ennemy wich is associated to this box)
So I'm not really sure the entity information are really updated all the time, but if it is how to solve the previous problem ?

Afraid you have wrong offsets, your game must be out dated but these arnt the newest ones, I get 0xA4E164 for entity base
Correct
 

CANBERRA

*-*
Dank Tier Donator
Jun 23, 2013
8
428
0
- - - - - -
- Entitys -
- - - - - -

> LocalPlayer 0x0
> EntityList 0x0

- - - - - - -
- RadarBase -
- - - - - - -

> RadarBase 0x1C24
> RadarPointer 0x20
> RadarHealth 0x20
> RadarName 0x24
> RadarSize 0x1EC

- - - - - -
- NetVars -
- - - - - -

> m_flNextPrimaryAttack 0x159C
> m_hOwner 0x1594
> m_iState 0x15B4
> m_iClip1 0x15C0
> m_iClip2 0x15C4
> m_hActiveWeapon 0x12C0
> m_bSpotted 0x935
> m_hOwnerEntity 0x148
> m_vecOrigin 0x134
> m_iTeamNum 0xF0
> m_Local 0x136C
> m_vecViewOffset 0x104
> m_nTickBase 0x17C0
> m_vecVelocity 0x110
> m_vecBaseVelocity 0x11C
> m_lifestate 0x160022B4
> m_fFlags 0x8BED1C22
> m_iHealth 0xB41D8005
> m_iFOV 0x5C7DB85
> m_flFlashMaxAlpha 0x1D9C
> m_flFlashDuration 0x1DA0
> m_angEyeAngles 0x608BE81E
> m_iAccount 0x1C2A
> m_iCrossHairID 0x22B52390
> m_fAccuracyPenalty 0x1668
> m_iWeaponID 0x1684
> m_vecPunch 0x13DC

- - - - -
- Other -
- - - - -

> BoneMatrix 0xA78
> GlobalVars 0x50CCF0
> EnginePointer 0x50D054
> EnginePosition 0x501A00
> ViewMatrix 0x4C52000
 

rN'

Jr.Hacker
Meme Tier VIP
Jan 19, 2014
340
6,268
41
Youre aware of that : EntityList : 0x0?
Thats the problem of y3t1s dumper.. every update something is going to broke.. at least it's not hard to find those all ^^

C++:
// C_Engine
enum Offests
{
	OFFSET_CLIENTSTATE = 0x50D054,	// alias EnginePointer
	OFFSET_GLOBALVARS = 0x50CCF0,
	OFFSET_[COLOR="#FF0000"]GETLOCALPLAYER [/COLOR]= 0x15C,
	OFFSET_[COLOR="#FF0000"]COMMANDNUMBER [/COLOR]= 0x4C20,
	OFFSET_[COLOR="#FF0000"]ISINGAME [/COLOR]= 0xE8,
	OFFSET_[COLOR="#FF0000"]VIEWANGLES [/COLOR]= 0x4C90,
	OFFSET_[COLOR="#FF0000"]SENDPACKETS [/COLOR]= 0xED837,
};

// C_BaseEntity
enum Offsets
{
	OFFSET_[COLOR="#FF0000"]ENTITYLIST[/COLOR] = 0x4A0B0C4,
	OFFSET_[COLOR="#FF0000"]LOCALPLAYER[/COLOR] = 0xA68A14,
	OFFSET_BONEMATRIX = 0xA78,
	OFFSET_FLAGS = 0x100,
	OFFSET_LIFESTATE = 0x25B,
	OFFSET_HEALTH = 0xFC,
	OFFSET_TEAM = 0xF0,
	OFFSET_TICKBASE = 0x17C0,
	OFFSET_VECORIGIN = 0x134,
	OFFSET_VECVIEWOFFSET = 0x104,
	OFFSET_VECVELOCITY = 0x110,
	OFFSET_VECPUNCHANGLES = 0x13DC,
};

// C_BaseCombatWeapon
enum Offsets
{
	OFFSET_ACTIVEWEAPON = 0x12C0,
	OFFSET_WEAPONID = 0x1684,
	OFFSET_ACCURACYPENALTY = 0x1668,
	OFFSET_CLIP1 = 0x15C0,
	OFFSET_STATE = 0x15B4,
	OFFSET_VECORIGIN = 0x134,
	OFFSET_NEXTPRIMARYATTACK = 0x159C,
};
 
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