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    Old 15th May 2022, 03:49 AM   #13741
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    Quote:
    Originally Posted by ftpzion View Post
    -snip
    afaik you cant do player outlines like that

    Code:
    1. entity -> actor -> component + 0xB0 = 0x20748000
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    Old 15th May 2022, 04:01 AM   #13742
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    Quote:
    Originally Posted by ftpzion View Post
    anyone know what I am doing wrong? I can read/write fine as I tested with nosky and ambient color.

    Code:
    1. constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178;
    2.  
    3.  
    4. const auto networkableManager = Driver::read<UINT64>(pid, BaseAddr + kNetworkableManagerOffset);
    5. printf("networkableManager: 0x%llX\n", networkableManager);
    6. if (networkableManager == 0)
    7. break;
    8. const auto networkedObjectsList = Driver::read<UINT64>(pid, networkableManager + 0x40);
    9. printf("networkedObjectsList: 0x%llX\n", networkedObjectsList);
    10. const auto networkedObjectsSize = Driver::read<UINT64>(pid, networkableManager + 0x48) & 0x3fffffff;
    11. printf("networkedObjectsSize: 0x%llX\n", networkedObjectsSize);
    12. if (networkedObjectsSize == 0)
    13. Sleep(3000);
    14. for (std::uint32_t i{}; i < networkedObjectsSize; ++i) {
    15. const auto networkedObject = Driver::read<UINT64>(pid, networkedObjectsList + (i * 8));
    16. /*if (!networkedObject) continue;*/
    17. printf("networkedObject: 0x%llX\n", networkedObject);
    18. const auto entity = Driver::read<UINT64>(pid, networkedObject + 0x60);
    19. /*if (!entity) continue;*/
    20. printf("entity: 0x%llX\n", entity);
    21. const auto component = __ROL8__(Driver::read<uint64_t>(pid, entity + 0x1C8) ^ 0xAE43C62F812A63B0ui64, 41) - 0x5E838FF784FCE781i64;
    22. if (component < 0x0001000 || component > 0x7FFFFFFEFFFF) {
    23. return;
    24. }
    25.  
    26. if (Driver::read<uint64_t>(pid, component + 0xB0) == 0 || Driver::read<uint64_t>(pid, entity + 0x1C8) == 0x5E838FF784FCE781i64) {
    27. return;
    28. }
    29.  
    30. Driver::write<uint32_t>(pid, component + 0xB0, 0x20748000);
    It outlines everything if I shoot at it, including walls etc.

    But my goal is to make it only outline players.
    You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
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    Old 15th May 2022, 04:14 AM   #13743
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    Quote:
    Originally Posted by althainside View Post
    for pasters out there having hard time for cam decs.

    Code:
    1. bool R6S::WorldToScreen(uintptr_t pCamera, Vector2 vecResolution, Vector3 vecTargetPosition, Vector2* vecScreenPosition)
    2. {
    3. Vector2 vecCameraViewFoV = GetCameraViewFoV(pCamera);
    4. vecCameraViewFoV.X *= -1.0f;
    5. vecCameraViewFoV.Y *= -1.0f;
    6. //
    7. uint64_t v1 = 0xD31271C53E45CA8E, v2 = 0xD515A9C6F8FF5327;
    8. //
    9. __m128i pRight = Memory::ReadProcessMemoryEx<__m128i>(R6SVars.dwProcessId, pCamera + 0x80 + 0x0);
    10. pRight.m128i_i64[0] = __ROL8__(pRight.m128i_i64[0] ^ v1, 0x16) ^ v2;
    11. v1 -= 0xE7E116AC94E36CF;
    12. v2 += 0x1B77911D5B1428B3;
    13. pRight.m128i_i64[1] = __ROL8__(pRight.m128i_i64[1] ^ v1, 0x16) ^ v2;
    14. v1 -= 0xE7E116AC94E36CF;
    15. v2 += 0x1B77911D5B1428B3;
    16. Vector3 vecRight = *(Vector3*)&(pRight);
    17. printf("vecRight : (%f, %f, %f)\n", vecRight.X, vecRight.Y, vecRight.Z);
    18. __m128i pUp = Memory::ReadProcessMemoryEx<__m128i>(R6SVars.dwProcessId, pCamera + 0x80 + 0x10);
    19. pUp.m128i_i64[0] = __ROL8__(pUp.m128i_i64[0] ^ v1, 0x16) ^ v2;
    20. v1 -= 0xE7E116AC94E36CF;
    21. v2 += 0x1B77911D5B1428B3;
    22. pUp.m128i_i64[1] = __ROL8__(pUp.m128i_i64[1] ^ v1, 0x16) ^ v2;
    23. v1 -= 0xE7E116AC94E36CF;
    24. v2 += 0x1B77911D5B1428B3;
    25. Vector3 vecUp = *(Vector3*)&(pUp);
    26. printf("vecUp : (%f, %f, %f)\n", vecUp.X, vecUp.Y, vecUp.Z);
    27. __m128i pForward = Memory::ReadProcessMemoryEx<__m128i>(R6SVars.dwProcessId, pCamera + 0x80 + 0x10 + 0x10);
    28. pForward.m128i_i64[0] = __ROL8__(pForward.m128i_i64[0] ^ v1, 0x16) ^ v2;
    29. v1 -= 0xE7E116AC94E36CF;
    30. v2 += 0x1B77911D5B1428B3;
    31. pForward.m128i_i64[1] = __ROL8__(pForward.m128i_i64[1] ^ v1, 0x16) ^ v2;
    32. v1 -= 0xE7E116AC94E36CF;
    33. v2 += 0x1B77911D5B1428B3;
    34. Vector3 vecForward = *(Vector3*)&(pForward);
    35. printf("vecForward : (%f, %f, %f)\n", vecForward.X, vecForward.Y, vecForward.Z);
    36. __m128i pTranslation = Memory::ReadProcessMemoryEx<__m128i>(R6SVars.dwProcessId, pCamera + 0x80 + 0x10 + 0x10 + 0x10);
    37. pTranslation.m128i_i64[0] = __ROL8__(pTranslation.m128i_i64[0] ^ v1, 0x16) ^ v2;
    38. v1 -= 0xE7E116AC94E36CF;
    39. v2 += 0x1B77911D5B1428B3;
    40. pTranslation.m128i_i64[1] = __ROL8__(pTranslation.m128i_i64[1] ^ v1, 0x16) ^ v2;
    41. v1 -= 0xE7E116AC94E36CF;
    42. v2 += 0x1B77911D5B1428B3;
    43. Vector3 vecTranslation = *(Vector3*)&(pTranslation);
    44. printf("vecTranslation : (%f, %f, %f)\n", vecTranslation.X, vecTranslation.Y, vecTranslation.Z);
    45. //
    46. R6SVars.vecCameraViewTranslation = vecTranslation;
    47. Vector3 vecDelta = vecTargetPosition - vecTranslation;
    48. float X = vecDelta.Dot(vecRight);
    49. float Y = vecDelta.Dot(vecUp);
    50. float Z = vecDelta.Dot(vecForward * -1.0f);
    51. vecScreenPosition->X = (vecResolution.X / 2.0f) * (1.0f + X / vecCameraViewFoV.X / Z);
    52. vecScreenPosition->Y = (vecResolution.Y / 2.0f) * (1.0f - Y / vecCameraViewFoV.Y / Z);
    53. return Z >= 1.0f ? true : false;
    54. }
    What is your GetCameraViewFoV code?
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    Old 15th May 2022, 07:08 AM   #13744
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    Code:
    1. uintptr_t BulletPerShot(uintptr_t Weapon)
    2. {
    3. __int64 v15; // rax
    4. __int64 v16; // rdi
    5. __int64 v17; // r13
    6. __int64 v19; // rcx
    7. __int64 v20; // rcx
    8. uintptr_t BulletPerShotAddr = 0;
    9. v15 = (__ROL8__(memclass.Read<uint64>(Weapon + 0x28), 50) ^ 0x244563E6F384CD00i64) - 106;
    10. if (!v15)
    11. return v15;
    12. if (((memclass.Read<uint64>(v15 + 8i64 * memclass.Read<unsigned int>(v15 + 632) + 448) - 0x424674B789805CE4i64) ^ 0x2B) == 0x884575CC2EE60179ui64)
    13. {
    14. v16 = memclass.Read<uint64>(v15 + 472);
    15. if (v16)
    16. {
    17. LABEL_4:
    18. v17 = memclass.Read<uint64>(v16);
    19. if (v17)
    20. {
    21. v19 = memclass.Read<uint64>(v17 + 344);
    22. if (v19)
    23. {
    24. v20 = memclass.Read<uint64>(v19);
    25. if (v20) {
    26. BulletPerShotAddr = (v20 + 80);
    27. return BulletPerShotAddr;
    28. }
    29. }
    30. }
    31. }
    32. }
    33. else
    34. {
    35. v16 = __ROL8__(
    36. memclass.Read<uint64>(((memclass.Read<uint64>(v15 + 8i64 * memclass.Read<unsigned int>(v15 + 632) + 448) - 0x424674B789805CE4i64) ^ 0x2B)
    37. + 0x77BA8A33D119FE9Fi64) ^ 0xFD715BD5CDF4E11Aui64,
    38. 28)
    39. - 6i64;
    40. if (v16)
    41. goto LABEL_4;
    42. }
    43. }
    Code:
    1. memclass.Write<int>(Game::BulletPerShot(weapon), 100);
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    Old 15th May 2022, 10:12 AM   #13745
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    Question

    Quote:
    Originally Posted by unFairFightCPP View Post
    You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
    Hmm. Weird since it was working before this latest update.
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    Old 15th May 2022, 11:45 AM   #13746
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    Old 15th May 2022, 09:37 PM   #13747
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    Question

    Quote:
    Originally Posted by unFairFightCPP View Post
    You are using the wrong Array. There is one reserved for players only in GameManager, which you have actually posted. In order to enable Outlines you need to use actor, meaning Entity->Pawn->Actor->OutlineComponent->OutlineState (0xB0) = 0x20748000
    At first I did this:

    Code:
    1. constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178;
    2. constexpr uint64_t kCharacterComponentIndexOffset = 0x20D + 0x7;
    3. const auto decryptEntityShape = [](const uint64_t x) noexcept {return _rotl64(x + 0xCD6372C55BE4EF33, 0x19) + 0xEC7EB90CCD1BAD7F; };
    4. const auto networkableManager = Driver::read<UINT64>(pid, Base + kNetworkableManagerOffset);
    5. printf("networkableManager: 0x%llX\n", networkableManager);
    6. if (networkableManager == 0)
    7. break;
    8. const auto networkedObjectsList = Driver::read<UINT64>(pid, networkableManager + 0x40);
    9. printf("networkedObjectsList: 0x%llX\n", networkedObjectsList);
    10. const auto networkedObjectsSize = Driver::read<UINT64>(pid, networkableManager + 0x48) & 0x3fffffff;
    11. printf("networkedObjectsSize: 0x%llX\n", networkedObjectsSize);
    12. if (networkedObjectsSize == 0)
    13. Sleep(3000);
    14. for (std::uint32_t i{}; i < networkedObjectsSize; ++i) {
    15. const auto networkedObject = Driver::read<UINT64>(pid, networkedObjectsList + (i * 8));
    16. /*if (!networkedObject) continue;*/
    17. printf("networkedObject: 0x%llX\n", networkedObject);
    18. const auto entity = Driver::read<UINT64>(pid, networkedObject + 0x60);
    19. /*if (!entity) continue;*/
    20. printf("entity: 0x%llX\n", entity);
    21. const auto componentIndex = Driver::read<std::uint8_t>(pid, entity + kCharacterComponentIndexOffset);
    22. /*if (componentIndex == 0xff) continue;*/
    23. printf("componentIndex: 0x%llX\n", componentIndex);
    24. const UINT64 shape = decryptEntityShape(Driver::read<UINT64>(pid, entity + 0x1C8));
    25. /*if (!shape) continue;*/
    26. printf("shape: 0x%llX\n", shape + 0xB3);
    27. Driver::write<UINT64>(pid, shape + 0xB3, 0xB0);
    28. }


    But I was not getting any results, because ComponentIndex was returning 0.

    So then I changed the code to this:

    Code:
    1. constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178;
    2. const auto networkableManager = Driver::read<UINT64>(pid, BaseAddr + kNetworkableManagerOffset);
    3. printf("networkableManager: 0x%llX\n", networkableManager);
    4. if (networkableManager == 0)
    5. break;
    6. const auto networkedObjectsList = Driver::read<UINT64>(pid, networkableManager + 0x40);
    7. printf("networkedObjectsList: 0x%llX\n", networkedObjectsList);
    8. const auto networkedObjectsSize = Driver::read<UINT64>(pid, networkableManager + 0x48) & 0x3fffffff;
    9. printf("networkedObjectsSize: 0x%llX\n", networkedObjectsSize);
    10. if (networkedObjectsSize == 0)
    11. Sleep(3000);
    12. for (std::uint32_t i{}; i < networkedObjectsSize; ++i) {
    13. const auto networkedObject = Driver::read<UINT64>(pid, networkedObjectsList + (i * 8));
    14. /*if (!networkedObject) continue;*/
    15. printf("networkedObject: 0x%llX\n", networkedObject);
    16. const auto entity = Driver::read<UINT64>(pid, networkedObject + 0x60);
    17. /*if (!entity) continue;*/
    18. printf("entity: 0x%llX\n", entity);
    19. const auto component = __ROL8__(Driver::read<uint64_t>(pid, entity + 0x1C8) ^ 0xAE43C62F812A63B0ui64, 41) - 0x5E838FF784FCE781i64;
    20. if (component < 0x0001000 || component > 0x7FFFFFFEFFFF) {
    21. return;
    22. }
    23. if (Driver::read<uint64_t>(pid, component + 0xB0) == 0 || Driver::read<uint64_t>(pid, entity + 0x1C8) == 0x5E838FF784FCE781i64) {
    24. return;
    25. }
    26. Driver::write<uint32_t>(pid, component + 0xB0, 0x20748000);
    And now it outlines anything I shoot at. I think ComponentIndex in the original code is wrong. Does anyone know what the newest ComponentIndex is? Thanks in advance.
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    Old 16th May 2022, 03:19 AM   #13748
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    Quote:
    Originally Posted by EmilyButGay View Post
    Code:
    1. uintptr_t BulletPerShot(uintptr_t Weapon)
    2. {
    3. __int64 v15; // rax
    4. __int64 v16; // rdi
    5. __int64 v17; // r13
    6. __int64 v19; // rcx
    7. __int64 v20; // rcx
    8. uintptr_t BulletPerShotAddr = 0;
    9. v15 = (__ROL8__(memclass.Read<uint64>(Weapon + 0x28), 50) ^ 0x244563E6F384CD00i64) - 106;
    10. if (!v15)
    11. return v15;
    12. if (((memclass.Read<uint64>(v15 + 8i64 * memclass.Read<unsigned int>(v15 + 632) + 448) - 0x424674B789805CE4i64) ^ 0x2B) == 0x884575CC2EE60179ui64)
    13. {
    14. v16 = memclass.Read<uint64>(v15 + 472);
    15. if (v16)
    16. {
    17. LABEL_4:
    18. v17 = memclass.Read<uint64>(v16);
    19. if (v17)
    20. {
    21. v19 = memclass.Read<uint64>(v17 + 344);
    22. if (v19)
    23. {
    24. v20 = memclass.Read<uint64>(v19);
    25. if (v20) {
    26. BulletPerShotAddr = (v20 + 80);
    27. return BulletPerShotAddr;
    28. }
    29. }
    30. }
    31. }
    32. }
    33. else
    34. {
    35. v16 = __ROL8__(
    36. memclass.Read<uint64>(((memclass.Read<uint64>(v15 + 8i64 * memclass.Read<unsigned int>(v15 + 632) + 448) - 0x424674B789805CE4i64) ^ 0x2B)
    37. + 0x77BA8A33D119FE9Fi64) ^ 0xFD715BD5CDF4E11Aui64,
    38. 28)
    39. - 6i64;
    40. if (v16)
    41. goto LABEL_4;
    42. }
    43. }
    good job, though if I may add you don't need like 3/4 of that function lol you just need to get [REDACTED]
    then [REDACTED] at +0x158
    Code:
    1. [REDACTED]->[REDACTED]()->[AMMO]()->setBulletsPerShot(25);
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    Last edited by SoundTheSame; 17th May 2022 at 09:11 PM. Reason: restored back because a [REDACTED] restored it
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    Old 16th May 2022, 04:21 AM   #13749
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    Question

    Quote:
    Originally Posted by SoundTheSame View Post



    this "networkedObjectsList" can suffice perfectly fine you just need to differentiate the "objects"... (i.e get the "objects" entities controller and check it's class name etc)
    I did not need to do that before the most recent update.

    Here is my current code (does not work atm):
    (the commented out code is part of the code FYI)

    Code:
    1. constexpr uint64_t kNetworkableManagerOffset = 0x6CE6178;
    2. constexpr uint64_t kLightManager = 0x6CE1E48;
    3. constexpr uint64_t kCharacterComponentIndexOffset = 0x20D + 0x7;
    4. const auto decryptEntityShape = [](const uint64_t x) noexcept {return _rotl64(x + 0xCD6372C55BE4EF33, 0x19) + 0xEC7EB90CCD1BAD7F; };
    5.  
    6.  
    7. //const auto networkableManager = Driver::read<UINT64>(pid, BaseAddr + kNetworkableManagerOffset);
    8. //printf("networkableManager: 0x%llX\n", networkableManager);
    9. //if (networkableManager == 0)
    10. // break;
    11. //const auto networkedObjectsList = Driver::read<UINT64>(pid, networkableManager + 0x40);
    12. //printf("networkedObjectsList: 0x%llX\n", networkedObjectsList);
    13. //const auto networkedObjectsSize = Driver::read<UINT64>(pid, networkableManager + 0x48) & 0x3fffffff;
    14. //printf("networkedObjectsSize: 0x%llX\n", networkedObjectsSize);
    15. //if (networkedObjectsSize == 0)
    16. // Sleep(3000);
    17. //for (std::uint32_t i{}; i < networkedObjectsSize; ++i) {
    18. // const auto networkedObject = Driver::read<UINT64>(pid, networkedObjectsList + (i * 8));
    19. // /*if (!networkedObject) continue;*/
    20. // printf("networkedObject: 0x%llX\n", networkedObject);
    21. // const auto entity = Driver::read<UINT64>(pid, networkedObject + 0x60);
    22. // /*if (!entity) continue;*/
    23. // printf("entity: 0x%llX\n", entity);
    24. // const auto componentIndex = Driver::read<std::uint8_t>(pid, entity + kCharacterComponentIndexOffset);
    25. // /*if (componentIndex == 0xff) continue;*/
    26. // printf("componentIndex: 0x%llX\n", componentIndex);
    27. // const UINT64 shape = decryptEntityShape(Driver::read<UINT64>(pid, entity + 0x1C8));
    28. // /*if (!shape) continue;*/
    29. // printf("shape: 0x%llX\n", shape + 0xB3);
    30. // Driver::write<UINT64>(pid, shape + 0xB3, 0xB0);
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    Old 17th May 2022, 03:44 PM   #13750
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    What are the offsets for unlock all ? pls help xd
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    Old 17th May 2022, 06:07 PM   #13751
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    Someone can share fov offsets? Thanks
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    Old 18th May 2022, 01:31 AM   #13752
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    Anyone have the latest W2S they wouldnt mind sharing
    I think mine works im just not sure if my fov is right
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    Old 21st May 2022, 01:44 AM   #13753
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    Hello, im very very new to coding like i havent even typed a line, but ik what i want to do can someone send caveria reveal offsets and shit so i can make caveria esp?
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    Old 25th May 2022, 12:00 AM   #13754
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    Quote:
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    Field Of View
    Base + 0x6995B90 ] 0x4C8
    you cant change it
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    Old 30th May 2022, 02:01 PM   #13755
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    anyone tryna share all new recent offsets?
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    Old 1st June 2022, 06:32 AM   #13756
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    Does somebody know where to find the clean text api routes?
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    Old 1st June 2022, 08:51 PM   #13757
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    Quote:
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    you cant change it
    writable one
    Code:
    1. /*
    2. RainbowSix.exe+3B8C0F0 - 48 B8 B817E0C1268136FC - mov rax,FC368126C1E017B8 { -28.01 }
    3. RainbowSix.exe+3B8C0FA - 48 03 81 78010000 - add rax,[rcx+00000178]
    4. RainbowSix.exe+3B8C101 - 48 B9 E1B86DAC2BAA39A2 - mov rcx,A239AA2BAC6DB8E1 { -1402095391 }
    5. RainbowSix.exe+3B8C10B - 48 31 C1 - xor rcx,rax
    6. RainbowSix.exe+3B8C10E - 48 B8 C50D50915677DC75 - mov rax,75DC775691500DC5 { -1857024571 }
    7. RainbowSix.exe+3B8C118 - 48 01 C8 - add rax,rcx
    8. */
    9.  
    10. uintptr_t rcx = *(uintptr_t*)(g_moduleBase + 0x7BCDB50);
    11.  
    12. uintptr_t rax = 0xFC368126C1E017B8;
    13. rax += *(uintptr_t*)(rcx + 0x178);
    14. rcx = 0xA239AA2BAC6DB8E1;
    15. rcx ^= rax;
    16. rax = 0x75DC775691500DC5;
    17. rax += rcx;
    18.  
    19. *(float*)(*(uintptr_t*)(rax) + 0x48) = encryptFov(120.f); /* your pretty fov value */
    20.  
    21. //also
    22.  
    23. *(float*)(*(uintptr_t*)(rax) + 0x48+8) = encryptDistance(0.09f); /* your render distance value */
    24.  
    25. decryptions:
    26.  
    27. // fov ===>
    28. ((*(_DWORD *)(v69 + 0x1A1265D0) ^ 0x48) - 0x3601A46
    29.  
    30. // render distance ====>
    31. ((*(_DWORD *)(v56 + 0x50) - 0x7011377F) ^ 0x5857384C) - 0x4D
    32.  
    33. // do encryption urself
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    Last edited by InsideExploit; 1st June 2022 at 09:15 PM. Reason: removed useless instruction
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    Old 6th June 2022, 10:05 AM   #13758
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    can anyone post working outline esp code that DOESN'T use actor? I want one that uses networkmanager.
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    Old 6th June 2022, 11:55 AM   #13759
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    Quote:
    Originally Posted by apesex View Post
    can anyone post working outline esp code that DOESN'T use actor? I want one that uses networkmanager.
    Wtf? First of all, actor and NetworkableManager are two different things, one is derived from the entity pawn and the other is a big list of objects, and why not go through the entity actor which is the easiest way,and its how the game does?
    If you can explain yourself maybe we can help you
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    Old 6th June 2022, 10:58 PM   #13760
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    anyone has unlock all offsets?
    nvm : 20A7D95
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    Last edited by xfly44037; 6th June 2022 at 11:01 PM. Reason: found it
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