Engine: UE4
Anti-Cheat: None
Steam Store Page http://store.steampowered.com/app/707010/Will_To_Live_Online/
Offsets
Anti-Cheat: None
Steam Store Page http://store.steampowered.com/app/707010/Will_To_Live_Online/
Offsets
Code:
//40 55 53 56 57 48 8D 6C 24 E8 48 81 EC 18 01 00
[*]#define OFFS_VISIBLE 0x13B4E20
[*]//48 8B 1D ?? ?? ?? ?? 48 85 DB 74 3B 41
[*]#define OFFS_UWORLD 0x30471E0
[*]//40 53 48 83 EC 20 48 8B D9 48 85 D2 75 30 33 C0
[*]#define OFFS_GETOBJECTNAME 0x14B83C0
[*]//48 89 5C 24 ? 48 89 74 24 ? 57 48 81 EC ? ? ? ? 41 0F B6 F9
[*]#define OFFS_W2S 0x1441ED0
[*]//48 89 1D ?? ?? ?? ?? 48 8B 5C 24 ?? 48 83 C4 28 C3 48 8B 5C 24 ?? 48 89 05 ?? ?? ?? ?? 48 83 C4 28 C3
[*]#define OFFS_GNAMES 0x2F59970
[*]//48 89 5C 24 ? 48 89 74 24 ? 57 48 81 EC ? ? ? ? F6 81 ? ? ? ? ? 48 8B DA GetBoneMatrix : ParentBoneIndex(%d) out of range of
[*]#define OFFS_GETBONEMATRIX 0x1381F10
[*]class APawn
[*]{
[*]public:
[*]__int32ID() { return *(__int32*)(this + 0x18); }
[*]APawn*m_pawn() { return *(APawn**)(this + 0x148); }
[*]AInstigrator*m_children() { return *(AInstigrator**)(this + 0x150); }
[*]USceneComponent*m_rootComp() { return *(USceneComponent**)(this + 0x160); }
[*]APlayerState*m_playerState() { return *(APlayerState**)(this + 0x388); }
[*]USkeletalMeshComponent*m_mesh() { return *(USkeletalMeshComponent**)(this + 0x3C8); }
[*]AWeapon*m_Weapon() { return *(AWeapon**)(this + 0xDB0); }
[*]};
[*]class USceneComponent
[*]{
[*]public:
[*]FVector*Position() { return (FVector*)(this + 0x140); }
[*]FVector*TP_Position() { return (FVector*)(this + 0x190); }
[*]};
[*]
[*]class APlayerState
[*]{
[*]public:
[*]FString* g_PlayerName() { return (FString*)(this + 0x370); }
[*]floatg_Health() { return *(float*)(this + 0xCD4); }
[*]floatg_MaxHealth() { return *(float*)(this + 0x1080); }
[*]};
[*]
[*]class AWeapon
[*]{
[*]public:
[*]float*RecoilX() { return (float*)(this + 0x6B8); }
[*]float*RecoilY() { return (float*)(this + 0x6BC); }
[*]float*RecoilZ() { return (float*)(this + 0x6C0); }
[*]float*FireSplashX() { return (float*)(this + 0x790); }
[*]float*FireSplashY() { return (float*)(this + 0x794); }
[*]float*FireSplashZ() { return (float*)(this + 0x798); }
[*]float*WeaponFov() { return (float*)(this + 0x820); }
[*]float*Blackout() { return (float*)(this + 0x840); }
[*]};
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->Blackout() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->RecoilX() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->RecoilY() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->RecoilZ() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->FireSplashX() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->FireSplashY() = 0.0;
[*]*LocalPlayer->m_playerController()->LocalPawn->m_Weapon()->FireSplashZ() = 0.0;
Last edited: