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The document defines a C# namespace 'AotForms' containing a static class 'Offsets' that holds various internal static uint offsets related to game elements such as matches, players, weapons, cameras, avatars, and miscellaneous attributes. It includes enumerations for match statuses and nested classes for organizing player and weapon data. Additionally, it features offsets for functionalities like silent aim and fast reload, indicating its use in game modification or development.

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0% found this document useful (0 votes)
42 views2 pages

Message

The document defines a C# namespace 'AotForms' containing a static class 'Offsets' that holds various internal static uint offsets related to game elements such as matches, players, weapons, cameras, avatars, and miscellaneous attributes. It includes enumerations for match statuses and nested classes for organizing player and weapon data. Additionally, it features offsets for functionalities like silent aim and fast reload, indicating its use in game modification or development.

Uploaded by

eriiks2009
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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namespace AotForms

{
internal static class Offsets
{
// ===== BASE =====
internal static uint Il2Cpp;
internal static uint InitBase = 0x8CA88B4;
internal static uint StaticClass = 0x5C;

// ===== MATCH =====


internal static uint CurrentMatch = 0x50;
internal static uint MatchStatus = 0x3C;
internal enum MatchStatusEnum
{
MATCH_NOT_STARTED = 0,
MATCH_RUNNING = 1,
MATCH_PAUSED = 2,
MATCH_ENDED = 3
}
internal static class Match
{
internal static uint State = 0x3C;
internal static uint LocalPlayer = 0x44;
}
internal static class Game
{
internal static uint Match = 0x50;
internal static uint DictionaryEntities = 0x68;
}

// ===== PLAYER =====


internal static uint LocalPlayer = 0x44;
internal static uint Player_IsDead = 0x4c;
internal static uint Player_Name = 0x224;
internal static uint Player_Data = 0x44;
internal static uint Player_ShadowBase = 0x11D0;
internal static uint XPose = 0x78;
internal static uint knockdown_real_damage = 0x344;
internal static uint m_ReviveHP = 0xE0;
internal static uint HitFlyInfo = 0x3F8;
internal static uint IsInvincible = 0x101C;
internal static class Player
{
internal static uint Name = 0x224;
internal static uint IsDead = 0x4c;
internal static uint Data = 0x44;
internal static uint AimRotation = 0x33C;
}

// ===== WEAPON =====


internal static uint Weapon = 0x330;
internal static uint WeaponData = 0x44;
internal static uint WeaponRecoil = 0xc;
internal static uint AutoFire = 0x1C8;
internal static uint ShootTrigger = 0x1CC;
internal static uint DamageValue = 0x1A8;
internal static uint ArmorOffset = 0x1B0;

// ===== Fast Reload =====


internal static uint LocalPlayerAttributes = 0x3F0;
internal static uint NoReload = 0x85;

// ===== CAMERA =====


internal static uint FollowCamera = 0x384;
internal static uint Camera = 0x14;
internal static uint AimRotation = 0x33C;
internal static uint MainCameraTransform = 0x194;
internal static uint ViewMatrix = 0xBC;
internal static uint HeadCoilder = 0x3B8;
internal static uint Root = 0x50;

// ===== AVATAR =====


internal static uint AvatarManager = 0x3F4;
internal static uint Avatar = 0x94;
internal static uint Avatar_IsVisible = 0x7c;
internal static uint Avatar_Data = 0x10;
internal static uint Avatar_Data_IsTeam = 0x51;

// ===== SILENT AIM =====


internal static uint pomba = 0x474;
internal static uint bisteca = 0x808;
internal static uint arma = 0x38;
internal static uint tiro = 0x2C;
internal static uint sAim3 = 0x38;
internal static uint sAim4 = 0x2c;
internal static uint sAim1 = WinAPI.Convert(new byte[] { 0xE0, 0x02, 0x00,
0x00 }) + MainCameraTransform;
internal static uint sAim2 = WinAPI.Convert(new byte[] { 0x74, 0x06, 0x00,
0x00 }) + MainCameraTransform;

// ===== BOT =====


internal static uint isBotOffs = 0x1E8;

// ===== KILLS (OLD) =====


internal static uint TotalKillNode = 0x2AC;
internal static uint DoubleKillNode = 0x2B8;
internal static uint ThreekillNode = 0x2C4;
internal static uint FourKillNode = 0x2D0;
internal static uint KillsIcon = 0x2E4;
internal static uint CSKillIcon = 0x2E8;

// ===== MISC =====


internal static uint HeadShotLabel = 0xE8;
internal static uint DictionaryEntities = 0x68;
}
}

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