diff --git a/Andromeda-CS2-Base/Andromeda-CS2-Base/Common/Include/Config.hpp b/Andromeda-CS2-Base/Andromeda-CS2-Base/Common/Include/Config.hpp index 8916fda..ce1b676 100644 --- a/Andromeda-CS2-Base/Andromeda-CS2-Base/Common/Include/Config.hpp +++ b/Andromeda-CS2-Base/Andromeda-CS2-Base/Common/Include/Config.hpp @@ -7,7 +7,7 @@ #define CONFIG_FILE "config.json" #define CHEAT_NAME "Andromeda CS2 Base" -#define CHEAT_VERSION "1.2.2" +#define CHEAT_VERSION "1.2.3" // Project Buid Config: diff --git a/SchemaDump.hpp b/SchemaDump.hpp index 703cb17..15d6f1d 100644 --- a/SchemaDump.hpp +++ b/SchemaDump.hpp @@ -14895,127 +14895,127 @@ class CCSBot : public CBot // server CountdownTimer m_alertTimer; // 0x01D0 CountdownTimer m_sneakTimer; // 0x01E8 CountdownTimer m_panicTimer; // 0x0200 - float32 m_stateTimestamp; // 0x05A8 - bool m_isAttacking; // 0x05AC - bool m_isOpeningDoor; // 0x05AD - CHandle< CBaseEntity > m_taskEntity; // 0x05B4 - VectorWS m_goalPosition; // 0x05C4 - CHandle< CBaseEntity > m_goalEntity; // 0x05D0 - CHandle< CBaseEntity > m_avoid; // 0x05D4 - float32 m_avoidTimestamp; // 0x05D8 - bool m_isStopping; // 0x05DC - bool m_hasVisitedEnemySpawn; // 0x05DD - IntervalTimer m_stillTimer; // 0x05E0 - bool m_bEyeAnglesUnderPathFinderControl; // 0x05F0 - int32 m_pathIndex; // 0x4EF0 - GameTime_t m_areaEnteredTimestamp; // 0x4EF4 - CountdownTimer m_repathTimer; // 0x4EF8 - CountdownTimer m_avoidFriendTimer; // 0x4F10 - bool m_isFriendInTheWay; // 0x4F28 - CountdownTimer m_politeTimer; // 0x4F30 - bool m_isWaitingBehindFriend; // 0x4F48 - float32 m_pathLadderEnd; // 0x4F74 - CountdownTimer m_mustRunTimer; // 0x4FC0 - CountdownTimer m_waitTimer; // 0x4FD8 - CountdownTimer m_updateTravelDistanceTimer; // 0x4FF0 - float32[64] m_playerTravelDistance; // 0x5008 - uint8 m_travelDistancePhase; // 0x5108 - uint8 m_hostageEscortCount; // 0x52A0 - float32 m_hostageEscortCountTimestamp; // 0x52A4 - int32 m_desiredTeam; // 0x52A8 - bool m_hasJoined; // 0x52AC - bool m_isWaitingForHostage; // 0x52AD - CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52B0 - CountdownTimer m_waitForHostageTimer; // 0x52C8 - Vector m_noisePosition; // 0x52E0 - float32 m_noiseTravelDistance; // 0x52EC - float32 m_noiseTimestamp; // 0x52F0 - CCSPlayerPawn* m_noiseSource; // 0x52F8 - CountdownTimer m_noiseBendTimer; // 0x5310 - Vector m_bentNoisePosition; // 0x5328 - bool m_bendNoisePositionValid; // 0x5334 - float32 m_lookAroundStateTimestamp; // 0x5338 - float32 m_lookAheadAngle; // 0x533C - float32 m_lookUpAngle; // 0x5340 - float32 m_forwardAngle; // 0x5344 - float32 m_inhibitLookAroundTimestamp; // 0x5348 - Vector m_lookAtSpot; // 0x5350 - float32 m_lookAtSpotDuration; // 0x5360 - float32 m_lookAtSpotTimestamp; // 0x5364 - float32 m_lookAtSpotAngleTolerance; // 0x5368 - bool m_lookAtSpotClearIfClose; // 0x536C - bool m_lookAtSpotAttack; // 0x536D - char* m_lookAtDesc; // 0x5370 - float32 m_peripheralTimestamp; // 0x5378 - uint8 m_approachPointCount; // 0x5500 - Vector m_approachPointViewPosition; // 0x5504 - IntervalTimer m_viewSteadyTimer; // 0x5510 - CountdownTimer m_tossGrenadeTimer; // 0x5528 - CountdownTimer m_isAvoidingGrenade; // 0x5548 - float32 m_spotCheckTimestamp; // 0x5568 - int32 m_checkedHidingSpotCount; // 0x5970 - float32 m_lookPitch; // 0x5974 - float32 m_lookPitchVel; // 0x5978 - float32 m_lookYaw; // 0x597C - float32 m_lookYawVel; // 0x5980 - Vector m_targetSpot; // 0x5984 - Vector m_targetSpotVelocity; // 0x5990 - Vector m_targetSpotPredicted; // 0x599C - QAngle m_aimError; // 0x59A8 - QAngle m_aimGoal; // 0x59B4 - GameTime_t m_targetSpotTime; // 0x59C0 - float32 m_aimFocus; // 0x59C4 - float32 m_aimFocusInterval; // 0x59C8 - GameTime_t m_aimFocusNextUpdate; // 0x59CC - CountdownTimer m_ignoreEnemiesTimer; // 0x59D8 - CHandle< CCSPlayerPawn > m_enemy; // 0x59F0 - bool m_isEnemyVisible; // 0x59F4 - uint8 m_visibleEnemyParts; // 0x59F5 - Vector m_lastEnemyPosition; // 0x59F8 - float32 m_lastSawEnemyTimestamp; // 0x5A04 - float32 m_firstSawEnemyTimestamp; // 0x5A08 - float32 m_currentEnemyAcquireTimestamp; // 0x5A0C - float32 m_enemyDeathTimestamp; // 0x5A10 - float32 m_friendDeathTimestamp; // 0x5A14 - bool m_isLastEnemyDead; // 0x5A18 - int32 m_nearbyEnemyCount; // 0x5A1C - CHandle< CCSPlayerPawn > m_bomber; // 0x5C28 - int32 m_nearbyFriendCount; // 0x5C2C - CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C30 - CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C34 - IntervalTimer m_attentionInterval; // 0x5C38 - CHandle< CCSPlayerPawn > m_attacker; // 0x5C48 - float32 m_attackedTimestamp; // 0x5C4C - IntervalTimer m_burnedByFlamesTimer; // 0x5C50 - int32 m_lastVictimID; // 0x5C60 - bool m_isAimingAtEnemy; // 0x5C64 - bool m_isRapidFiring; // 0x5C65 - IntervalTimer m_equipTimer; // 0x5C68 - CountdownTimer m_zoomTimer; // 0x5C78 - GameTime_t m_fireWeaponTimestamp; // 0x5C90 - CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5C98 - bool m_bIsSleeping; // 0x5CB0 - bool m_isEnemySniperVisible; // 0x5CB1 - CountdownTimer m_sawEnemySniperTimer; // 0x5CB8 - uint8 m_enemyQueueIndex; // 0x5D70 - uint8 m_enemyQueueCount; // 0x5D71 - uint8 m_enemyQueueAttendIndex; // 0x5D72 - bool m_isStuck; // 0x5D73 - GameTime_t m_stuckTimestamp; // 0x5D74 - Vector m_stuckSpot; // 0x5D78 - CountdownTimer m_wiggleTimer; // 0x5D88 - CountdownTimer m_stuckJumpTimer; // 0x5DA0 - GameTime_t m_nextCleanupCheckTimestamp; // 0x5DB8 - float32[10] m_avgVel; // 0x5DBC - int32 m_avgVelIndex; // 0x5DE4 - int32 m_avgVelCount; // 0x5DE8 - Vector m_lastOrigin; // 0x5DEC - float32 m_lastRadioRecievedTimestamp; // 0x5DFC - float32 m_lastRadioSentTimestamp; // 0x5E00 - CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E04 - Vector m_radioPosition; // 0x5E08 - float32 m_voiceEndTimestamp; // 0x5E14 - int32 m_lastValidReactionQueueFrame; // 0x5E20 + float32 m_stateTimestamp; // 0x05C8 + bool m_isAttacking; // 0x05CC + bool m_isOpeningDoor; // 0x05CD + CHandle< CBaseEntity > m_taskEntity; // 0x05D4 + VectorWS m_goalPosition; // 0x05E4 + CHandle< CBaseEntity > m_goalEntity; // 0x05F0 + CHandle< CBaseEntity > m_avoid; // 0x05F4 + float32 m_avoidTimestamp; // 0x05F8 + bool m_isStopping; // 0x05FC + bool m_hasVisitedEnemySpawn; // 0x05FD + IntervalTimer m_stillTimer; // 0x0600 + bool m_bEyeAnglesUnderPathFinderControl; // 0x0610 + int32 m_pathIndex; // 0x4F10 + GameTime_t m_areaEnteredTimestamp; // 0x4F14 + CountdownTimer m_repathTimer; // 0x4F18 + CountdownTimer m_avoidFriendTimer; // 0x4F30 + bool m_isFriendInTheWay; // 0x4F48 + CountdownTimer m_politeTimer; // 0x4F50 + bool m_isWaitingBehindFriend; // 0x4F68 + float32 m_pathLadderEnd; // 0x4F94 + CountdownTimer m_mustRunTimer; // 0x4FE0 + CountdownTimer m_waitTimer; // 0x4FF8 + CountdownTimer m_updateTravelDistanceTimer; // 0x5010 + float32[64] m_playerTravelDistance; // 0x5028 + uint8 m_travelDistancePhase; // 0x5128 + uint8 m_hostageEscortCount; // 0x52C0 + float32 m_hostageEscortCountTimestamp; // 0x52C4 + int32 m_desiredTeam; // 0x52C8 + bool m_hasJoined; // 0x52CC + bool m_isWaitingForHostage; // 0x52CD + CountdownTimer m_inhibitWaitingForHostageTimer; // 0x52D0 + CountdownTimer m_waitForHostageTimer; // 0x52E8 + Vector m_noisePosition; // 0x5300 + float32 m_noiseTravelDistance; // 0x530C + float32 m_noiseTimestamp; // 0x5310 + CCSPlayerPawn* m_noiseSource; // 0x5318 + CountdownTimer m_noiseBendTimer; // 0x5330 + Vector m_bentNoisePosition; // 0x5348 + bool m_bendNoisePositionValid; // 0x5354 + float32 m_lookAroundStateTimestamp; // 0x5358 + float32 m_lookAheadAngle; // 0x535C + float32 m_lookUpAngle; // 0x5360 + float32 m_forwardAngle; // 0x5364 + float32 m_inhibitLookAroundTimestamp; // 0x5368 + Vector m_lookAtSpot; // 0x5370 + float32 m_lookAtSpotDuration; // 0x5380 + float32 m_lookAtSpotTimestamp; // 0x5384 + float32 m_lookAtSpotAngleTolerance; // 0x5388 + bool m_lookAtSpotClearIfClose; // 0x538C + bool m_lookAtSpotAttack; // 0x538D + char* m_lookAtDesc; // 0x5390 + float32 m_peripheralTimestamp; // 0x5398 + uint8 m_approachPointCount; // 0x5520 + Vector m_approachPointViewPosition; // 0x5524 + IntervalTimer m_viewSteadyTimer; // 0x5530 + CountdownTimer m_tossGrenadeTimer; // 0x5548 + CountdownTimer m_isAvoidingGrenade; // 0x5568 + float32 m_spotCheckTimestamp; // 0x5588 + int32 m_checkedHidingSpotCount; // 0x5990 + float32 m_lookPitch; // 0x5994 + float32 m_lookPitchVel; // 0x5998 + float32 m_lookYaw; // 0x599C + float32 m_lookYawVel; // 0x59A0 + Vector m_targetSpot; // 0x59A4 + Vector m_targetSpotVelocity; // 0x59B0 + Vector m_targetSpotPredicted; // 0x59BC + QAngle m_aimError; // 0x59C8 + QAngle m_aimGoal; // 0x59D4 + GameTime_t m_targetSpotTime; // 0x59E0 + float32 m_aimFocus; // 0x59E4 + float32 m_aimFocusInterval; // 0x59E8 + GameTime_t m_aimFocusNextUpdate; // 0x59EC + CountdownTimer m_ignoreEnemiesTimer; // 0x59F8 + CHandle< CCSPlayerPawn > m_enemy; // 0x5A10 + bool m_isEnemyVisible; // 0x5A14 + uint8 m_visibleEnemyParts; // 0x5A15 + Vector m_lastEnemyPosition; // 0x5A18 + float32 m_lastSawEnemyTimestamp; // 0x5A24 + float32 m_firstSawEnemyTimestamp; // 0x5A28 + float32 m_currentEnemyAcquireTimestamp; // 0x5A2C + float32 m_enemyDeathTimestamp; // 0x5A30 + float32 m_friendDeathTimestamp; // 0x5A34 + bool m_isLastEnemyDead; // 0x5A38 + int32 m_nearbyEnemyCount; // 0x5A3C + CHandle< CCSPlayerPawn > m_bomber; // 0x5C48 + int32 m_nearbyFriendCount; // 0x5C4C + CHandle< CCSPlayerPawn > m_closestVisibleFriend; // 0x5C50 + CHandle< CCSPlayerPawn > m_closestVisibleHumanFriend; // 0x5C54 + IntervalTimer m_attentionInterval; // 0x5C58 + CHandle< CCSPlayerPawn > m_attacker; // 0x5C68 + float32 m_attackedTimestamp; // 0x5C6C + IntervalTimer m_burnedByFlamesTimer; // 0x5C70 + int32 m_lastVictimID; // 0x5C80 + bool m_isAimingAtEnemy; // 0x5C84 + bool m_isRapidFiring; // 0x5C85 + IntervalTimer m_equipTimer; // 0x5C88 + CountdownTimer m_zoomTimer; // 0x5C98 + GameTime_t m_fireWeaponTimestamp; // 0x5CB0 + CountdownTimer m_lookForWeaponsOnGroundTimer; // 0x5CB8 + bool m_bIsSleeping; // 0x5CD0 + bool m_isEnemySniperVisible; // 0x5CD1 + CountdownTimer m_sawEnemySniperTimer; // 0x5CD8 + uint8 m_enemyQueueIndex; // 0x5D90 + uint8 m_enemyQueueCount; // 0x5D91 + uint8 m_enemyQueueAttendIndex; // 0x5D92 + bool m_isStuck; // 0x5D93 + GameTime_t m_stuckTimestamp; // 0x5D94 + Vector m_stuckSpot; // 0x5D98 + CountdownTimer m_wiggleTimer; // 0x5DA8 + CountdownTimer m_stuckJumpTimer; // 0x5DC0 + GameTime_t m_nextCleanupCheckTimestamp; // 0x5DD8 + float32[10] m_avgVel; // 0x5DDC + int32 m_avgVelIndex; // 0x5E04 + int32 m_avgVelCount; // 0x5E08 + Vector m_lastOrigin; // 0x5E0C + float32 m_lastRadioRecievedTimestamp; // 0x5E1C + float32 m_lastRadioSentTimestamp; // 0x5E20 + CHandle< CCSPlayerPawn > m_radioSubject; // 0x5E24 + Vector m_radioPosition; // 0x5E28 + float32 m_voiceEndTimestamp; // 0x5E34 + int32 m_lastValidReactionQueueFrame; // 0x5E40 }; class CHandleTest : public CBaseEntity // server { @@ -16376,15 +16376,12 @@ class CCSPlayerPawn : public CCSPlayerPawnBase // server QAngle m_angStashedShootAngles; // 0x1300 Vector m_vecStashedGrenadeThrowPosition; // 0x130C Vector m_vecStashedVelocity; // 0x1318 - QAngle[2] m_angShootAngleHistory; // 0x1324 - Vector[2] m_vecThrowPositionHistory; // 0x133C - Vector[2] m_vecVelocityHistory; // 0x1354 - bool m_bCommittingSuicideOnTeamChange; // 0x1378 - bool m_wasNotKilledNaturally; // 0x1379 - GameTime_t m_fImmuneToGunGameDamageTime; // 0x137C - bool m_bGunGameImmunity; // 0x1380 - float32 m_fMolotovDamageTime; // 0x1384 - QAngle m_angEyeAngles; // 0x1388 + bool m_bCommittingSuicideOnTeamChange; // 0x1330 + bool m_wasNotKilledNaturally; // 0x1331 + GameTime_t m_fImmuneToGunGameDamageTime; // 0x1334 + bool m_bGunGameImmunity; // 0x1338 + float32 m_fMolotovDamageTime; // 0x133C + QAngle m_angEyeAngles; // 0x1340 }; class CEnvLightProbeVolume : public CBaseEntity // server { @@ -22135,7 +22132,7 @@ class C_BaseButton : public C_BaseToggle // client }; class CCSObserver_ObserverServices : public CPlayer_ObserverServices // client { - ObserverInterpState_t m_obsInterpState; // 0x0064 + ObserverInterpState_t m_obsInterpState; // 0x0068 }; class CHitboxComponent : public CEntityComponent // client { @@ -22702,16 +22699,17 @@ class C_CSWeaponBase : public C_BasePlayerWeapon // client bool m_bVisualsDataSet; // 0x18B9 bool m_bUIWeapon; // 0x18BA int32 m_nCustomEconReloadEventId; // 0x18BC - GameTime_t m_nextPrevOwnerUseTime; // 0x18C8 - CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18CC - GameTick_t m_nDropTick; // 0x18D0 - bool m_bWasActiveWeaponWhenDropped; // 0x18D4 - bool m_donated; // 0x18F4 - GameTime_t m_fLastShotTime; // 0x18F8 - bool m_bWasOwnedByCT; // 0x18FC - bool m_bWasOwnedByTerrorist; // 0x18FD - float32 m_flNextClientFireBulletTime; // 0x1900 - float32 m_flNextClientFireBulletTime_Repredict; // 0x1904 + bool m_bCanBePickedUp; // 0x18C8 + GameTime_t m_nextPrevOwnerUseTime; // 0x18CC + CHandle< C_CSPlayerPawn > m_hPrevOwner; // 0x18D0 + GameTick_t m_nDropTick; // 0x18D4 + bool m_bWasActiveWeaponWhenDropped; // 0x18D8 + bool m_donated; // 0x18FC + GameTime_t m_fLastShotTime; // 0x1900 + bool m_bWasOwnedByCT; // 0x1904 + bool m_bWasOwnedByTerrorist; // 0x1905 + float32 m_flNextClientFireBulletTime; // 0x1908 + float32 m_flNextClientFireBulletTime_Repredict; // 0x190C C_IronSightController m_IronSightController; // 0x1960 int32 m_iIronSightMode; // 0x1A10 GameTime_t m_flLastLOSTraceFailureTime; // 0x1A88 @@ -23005,24 +23003,21 @@ class C_CSPlayerPawn : public C_CSPlayerPawnBase // client QAngle m_angStashedShootAngles; // 0x1CD8 Vector m_vecStashedGrenadeThrowPosition; // 0x1CE4 Vector m_vecStashedVelocity; // 0x1CF0 - QAngle[2] m_angShootAngleHistory; // 0x1CFC - Vector[2] m_vecThrowPositionHistory; // 0x1D14 - Vector[2] m_vecVelocityHistory; // 0x1D2C - bool m_bShouldAutobuyDMWeapons; // 0x3280 - GameTime_t m_fImmuneToGunGameDamageTime; // 0x3284 - bool m_bGunGameImmunity; // 0x3288 - GameTime_t m_fImmuneToGunGameDamageTimeLast; // 0x328C - float32 m_fMolotovDamageTime; // 0x3290 - ParticleIndex_t m_nPlayerInfernoBodyFx; // 0x32FC - QAngle m_angEyeAngles; // 0x3370 - GameTime_t[4] m_arrOldEyeAnglesTimes; // 0x3400 - QAngle[4] m_arrOldEyeAngles; // 0x3410 - QAngle m_angEyeAnglesVelocity; // 0x3440 - CEntityIndex m_iIDEntIndex; // 0x344C - CountdownTimer m_delayTargetIDTimer; // 0x3450 - CEntityIndex m_iTargetItemEntIdx; // 0x3468 - CEntityIndex m_iOldIDEntIndex; // 0x346C - CountdownTimer m_holdTargetIDTimer; // 0x3470 + bool m_bShouldAutobuyDMWeapons; // 0x3230 + GameTime_t m_fImmuneToGunGameDamageTime; // 0x3234 + bool m_bGunGameImmunity; // 0x3238 + GameTime_t m_fImmuneToGunGameDamageTimeLast; // 0x323C + float32 m_fMolotovDamageTime; // 0x3240 + ParticleIndex_t m_nPlayerInfernoBodyFx; // 0x32AC + QAngle m_angEyeAngles; // 0x3320 + GameTime_t[4] m_arrOldEyeAnglesTimes; // 0x33B0 + QAngle[4] m_arrOldEyeAngles; // 0x33C0 + QAngle m_angEyeAnglesVelocity; // 0x33F0 + CEntityIndex m_iIDEntIndex; // 0x33FC + CountdownTimer m_delayTargetIDTimer; // 0x3400 + CEntityIndex m_iTargetItemEntIdx; // 0x3418 + CEntityIndex m_iOldIDEntIndex; // 0x341C + CountdownTimer m_holdTargetIDTimer; // 0x3420 }; class C_CSGO_TeamIntroTerroristPosition : public C_CSGO_TeamIntroCharacterPosition // client { @@ -23650,6 +23645,7 @@ class C_StattrakModule : public C_CS2WeaponModuleBase // client }; class CCSObserver_CameraServices : public CCSPlayerBase_CameraServices // client { + CHandle< C_PostProcessingVolume > m_hPrevPostProcessingVolume; // 0x02A8 }; class CEnvSoundscapeProxy : public CEnvSoundscape // client { @@ -25362,8 +25358,8 @@ class C_ModelPointEntity : public C_BaseModelEntity // client }; class C_CSGO_PreviewPlayer : public C_CSPlayerPawn // client { - CGlobalSymbol m_animgraphCharacterModeString; // 0x3490 - float32 m_flInitialModelScale; // 0x3498 + CGlobalSymbol m_animgraphCharacterModeString; // 0x3440 + float32 m_flInitialModelScale; // 0x3448 }; class C_RectLight : public C_BarnLight // client {