kralhakan2009 1
kralhakan2009
Vahsi Uzman 1
Vahsi Uzman
farkmt2official 1
farkmt2official
Bvural41 1
Bvural41
noisiv 1
noisiv
Manwe Work 1
Manwe Work
Hikaye Ekle

Pubg Mobile Güncel Offset

Ayyıldız2 | 2008 TR Yapısı • 1-99 Orta Emek Destan • Oto Avsız • 10 Temmuz 21:00 HEMEN TIKLA!

// ======================================================================

// Dumper-7 Style Offset List
// Target: PUBG Mobile (x64)
// Source: Manual / Community Update
// Note: Offsets are relative to base address of each module/class.
// ======================================================================

// ----------------------------------------------------------------------
// [Class: UWorld]
// ----------------------------------------------------------------------
const DWORD PersistentLevel = 0x30; // ULevel*
const DWORD NetDriver = 0x38; // UNetDriver*
const DWORD GameState = 0x428; // AGameStateBase*

// ----------------------------------------------------------------------
// [Class: UNetDriver]
// ----------------------------------------------------------------------
const DWORD ServerConnection = 0x78; // UNetConnection*

// ----------------------------------------------------------------------
// [Class: APlayerController]
// ----------------------------------------------------------------------
const DWORD AcknowledgedPawn = 0x528; // APawn*
const DWORD PlayerCameraManager = 0x548; // APlayerCameraManager*

// ----------------------------------------------------------------------
// [Class: APlayerCameraManager]
// ----------------------------------------------------------------------
const DWORD CameraCache = 0x520; // FCameraCacheEntry

// ----------------------------------------------------------------------
// [Class: ASTExtraBaseCharacter]
// ----------------------------------------------------------------------
const DWORD STExtraBaseCharacter = 0x28D0;
const DWORD Mesh = 0x510; // USkeletalMeshComponent*
const DWORD CharacterMovement = 0x518; // UCharacterMovementComponent*
const DWORD CurrentVehicle = 0xEB0; // AVehicle*
const DWORD RootComponent = 0x208; // USceneComponent*

// --- Status & Health ---
const DWORD IsDead = 0xE7C; // bool
const DWORD Health = 0xE60; // float
const DWORD HealthMax = 0xE64; // float
const DWORD NearDeathBreath = 0x1C00; // float
const DWORD NearDeatchComponent = 0x1BE8; // UNearDeathComponent*

// --- Player Info ---
const DWORD TeamId = 0x998; // int32
const DWORD IsBot = 0xA59; // bool
const DWORD Name = 0x960; // FString
const DWORD Nation = 0x970; // FString
const DWORD PlayerUID = 0x988; // uint64
const DWORD Kills = 0x720; // int32

// --- Movement & Physics ---
const DWORD LastUpdateVelocity = 0x330; // FVector
const DWORD ComponentVelocity = 0x2C0; // FVector
const DWORD ReplicatedMovement = 0x110; // FRepMovement
const DWORD ControlRotation = 0x4E0; // FRotator
const DWORD PoseState = 0x1810; // EPoseState
const DWORD CurrentFallSpeed = 0x230; // float

// --- Weapons & Combat ---
const DWORD CurrentWeaponReplicated = 0x5C8; // ASTExtraWeapon*
const DWORD WeaponManagerComponent = 0x25B8; // UWeaponManagerComponent*
const DWORD CurrentWeapon = 0x2A84; // FWeaponReplicatedData
const DWORD ShootWeaponComponent = 0xF80; // UShootWeaponComponent*
const DWORD CurrentReloadWeapon = 0x30C0; // UReloadWeaponComponent*
const DWORD ShootMode = 0x10D9; // EShootMode
const DWORD CurMaxBulletNumInOneClip = 0x1020; // int32
const DWORD bIsGunADS = 0x1134; // bool
const DWORD bIsWeaponFiring = 0x1800; // bool

// --- Attachments & Recoil ---
const DWORD AccessoriesVRecoilFactor = 0xBC8; // float
const DWORD AccessoriesHRecoilFactor = 0xBD0; // float
const DWORD AccessoriesRecoveryFactor = 0xBCC; // float
const DWORD AccessoriesDeviationFactor = 0xBF0; // float
const DWORD ShotGunCenterPerc = 0xC34; // float
const DWORD ShotGunVerticalSpread = 0xC38; // float
const DWORD ShotGunHorizontalSpread = 0xC3C; // float

// ----------------------------------------------------------------------
// [Class: ASTExtraGameStateBase]
// ----------------------------------------------------------------------
const DWORD GameState = 0x428; // AGameStateBase*
const DWORD AlivePlayerNum = 0xBB4; // int32
const DWORD bNoAliveHumanPlayer = 0xB44; // bool
const DWORD AliveTeamNum = 0xBB8; // int32
const DWORD PlayerNum = 0x818; // int32
const DWORD RealPlayerNum = 0x818; // int32
const DWORD GameModeID = 0x10F8; // int32
const DWORD CurCircleWave = 0xB40; // int32
const DWORD ElapsedTime = 0x500; // float
const DWORD NoneAIGameTime = 0xBBC; // float
const DWORD GameReplayType = 0xA1C; // EGameReplayType
const DWORD GameModeState = 0xB58; // EGameModeState

// ----------------------------------------------------------------------
// [Class: AVehicle]
// ----------------------------------------------------------------------
const DWORD HP = 0x354; // float
const DWORD HPMax = 0x350; // float
const DWORD Fuel = 0x43C; // float
const DWORD FuelMax = 0x438; // float
const DWORD VehicleMovement = 0x1DE8; // UVehicleMovementComponent*
const DWORD VehicleCommon = 0xC00; // UVehicleCommonComponent*
const DWORD lastForwardSpeed = 0xCB8; // float
const DWORD bIsEngineStarted = 0xBC8; // bool

// ----------------------------------------------------------------------
// [Class: UCameraComponent]
// ----------------------------------------------------------------------
const DWORD ScopeFov = 0x1CF4; // float
const DWORD ScopeCameraComp = 0x1D60; // USceneCaptureComponent2D*
const DWORD SpringArmComp = 0x1D30; // USpringArmComponent*
const DWORD IsFPPGameMode = 0xA28; // bool
const DWORD IsNetFPP = 0x20C0; // bool
const DWORD IsGameModeFpp = 0x9F8; // bool
const DWORD IsCanSwitchFPP = 0xA29; // bool
const DWORD bIsFPPOnVehicle = 0x1778; // bool

// ----------------------------------------------------------------------
// [Class: UShootWeaponEffectComponent]
// ----------------------------------------------------------------------
const DWORD ShootWeaponEntity = 0x1360; // UShootWeaponEntity*
const DWORD ShootWeaponEffectComp = 0x1368; // UShootWeaponEffectComponent*

// ----------------------------------------------------------------------
// [Class: USTCharacterMovementComponent]
// ----------------------------------------------------------------------
const DWORD STCharacterMovement = 0x1E70; // USTCharacterMovement*

// ----------------------------------------------------------------------
// [Class: UAvatarComponent]
// ----------------------------------------------------------------------
const DWORD AvatarComponent2 = 0x2E40; // UAvatarComponent*
const DWORD SynData = 0x7A0; // FSynData
const DWORD NetAvatarData = 0x3E8; // FNetAvatarData
const DWORD MeshContainer = 0x1B78; // USkeletalMeshContainer*

// ----------------------------------------------------------------------
// [Class: UObject / Components]
// ----------------------------------------------------------------------
const DWORD RelativeLocation = 0x1E4; // FVector
const DWORD RelativeRotation = 0x1F0; // FRotator
const DWORD RelativeScale3D = 0x1FC; // FVector
const DWORD ServerZoneId = 0x984; // int32

// ----------------------------------------------------------------------
// [Class: ASTExtraPlayerController]
// ----------------------------------------------------------------------
const DWORD STPlayerController = 0x4970; // ASTExtraPlayerController*
const DWORD STPlayerController1 = 0x4970; // Duplicate, same as above.
const DWORD HitPerform = 0x618; // UHitPerformComponent*
const DWORD SwitchWeaponSpeedScale = 0x2BEC; // float
const DWORD CharacterParachuteComponent = 0x17E8; // UCharacterParachuteComponent*
const DWORD PickUpDataList = 0x940; // TArray<fpickupdata>
const DWORD ExtraBoostFactor = 0x1FF4; // float
const DWORD CurrentStates = 0x1058; // EPlayerState
const DWORD bIsAirOpen = 0x728; // bool
const DWORD BulletTrackDistance = 0x930; // float
 

Şu an konuyu görüntüleyenler (Toplam : 0, Üye: 0, Misafir: 0)

Geri
Üst