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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | [1] GLOBALS ------------------------------------------------------------ UWorld 0xD1D1B40 *** CIFT DEREF *** External: uintptr_t p1 = Read<uintptr_t>(base + 0xD1D1B40); uintptr_t uw = Read<uintptr_t>(p1); // gercek UWorld Internal: UWorld* W = *(UWorld**)*(uintptr_t*)(base + 0xD1D1B40); NOT: Tek deref yaparsan yanlis pointer alirsin (0x1FE1C029100 gibi). Iki kere okumak ZORUNLU. [2] UWORLD ZINCIRI ------------------------------------------------------------ UWorld + 0x38 -> Level / PersistentLevel (ULevel*) UWorld + 0x1D8 -> GameInstance (UGameInstance*) GameInstance + 0x40 -> LocalPlayers (TArray<ULocalPlayer*>) LocalPlayer + 0x38 -> PlayerController (APlayerController*) PlayerController + 0x518 -> Pawn (APawn*) PlayerController + 0x528 -> CameraManager (APlayerCameraManager*) Pawn + 0x488 -> PlayerState (APlayerState*) Pawn + 0x4F0 -> Mesh (USkeletalMeshComponent*) Pawn + 0x290 -> RootComponent (USceneComponent*) Pawn + 0xC70 -> DamageHandler PlayerState + 0x6A8 -> TeamComponent TeamComponent + 0xE8 -> TeamID (int32) Mesh + 0x760 -> BoneArray (FTransform*) Mesh + 0x768 -> BoneCount (int32) Mesh + 0x300 -> ComponentToWorld (FTransform, FLOAT) DamageHandler + 0x200 -> Health (float) CameraManager + 0x17C0 -> ViewInfo (FMinimalViewInfo) Ornek (external): uintptr_t level = Read<uintptr_t>(uw + 0x38); uintptr_t gi = Read<uintptr_t>(uw + 0x1D8); uintptr_t lpa = Read<uintptr_t>(gi + 0x40); uintptr_t lp = Read<uintptr_t>(lpa); uintptr_t pc = Read<uintptr_t>(lp + 0x38); uintptr_t pawn = Read<uintptr_t>(pc + 0x518); uintptr_t cam = Read<uintptr_t>(pc + 0x528); uintptr_t ps = Read<uintptr_t>(pawn + 0x488); uintptr_t mesh = Read<uintptr_t>(pawn + 0x4F0); uintptr_t dmg = Read<uintptr_t>(pawn + 0xC70); [3] LEVEL / ACTOR LISTESI ------------------------------------------------------------ Level + 0xA0 -> Actors (UObject** dizi verisi) Level + 0xA8 -> ActorCount (int32) Actor + 0x11C -> ActorID (int32) Actor + 0x38 -> UniqueID (eski sinif filtresi — GUVENILMEZ) Dongu: uintptr_t arr = Read<uintptr_t>(level + 0xA0); int count = Read<int>(level + 0xA8); for (int i = 0; i < count; i++) { uintptr_t actor = Read<uintptr_t>(arr + i * 8); if (!actor) continue; ... } [4] VIEW INFO (YENI: DOUBLE!) *** ONEMLI *** ------------------------------------------------------------ CameraManager + 0x17C0: +0x00 double Location X +0x08 double Location Y +0x10 double Location Z +0x18 double Rotation Pitch +0x20 double Rotation Yaw +0x28 double Rotation Roll +0x30 float FOV +0x34 float DesiredFOV +0x38 float OrthoWidth 20.10.2026 guncellemesiyle loc/rot DOUBLE oldu. Eski float okuyan kodlar kayma / sapma yapar. External ornek: double d[6]{}; Read(cam + 0x17C0, d, sizeof(d)); float fov = 0.f; Read(cam + 0x17C0 + 0x30, &fov, 4); Vec3 loc = { (float)d[0], (float)d[1], (float)d[2] }; Vec3 rot = { (float)d[3], (float)d[4], (float)d[5] }; Internal ornek: auto* vi = (uint8_t*)(cam + 0x17C0); double* loc = (double*)vi; // [0..2] double* rot = (double*)(vi + 0x18); // [0..2] float fov = *(float*)(vi + 0x30); [5] TRANSFORM / KEMIK LAYOUT ------------------------------------------------------------ FTransform (FLOAT, 0x30 byte): +0x00 FQuat rot (x, y, z, w — float) +0x10 FVector translation (x, y, z — float) +0x20 FVector scale (x, y, z — float) +0x2C padding Kemik: FTransform* bone = (FTransform*)(boneArray + index * 0x30); NOT: Iskelet transformlari hala FLOAT. Sadece ViewInfo double. [6] DOGRULANMAMIS — KULLANMA ------------------------------------------------------------ ControlRotation 0x4E8 float okuma view rotasyonuyla uyusmuyor (view yaw -77 iken 3.84 geliyor). Double olabilir veya offset kaymis. RCS/aimbot icin ayrica bulunmali. FnamePool 0xD3B6800 aday, dogrulanmadi (internal GNames icin) FnameState 0xD1DD880 stale ("sic_file" okuyor) UniqueID 0x38 eski class whitelist degerleri: 0x11E0101, 0x11F0100 Bu build'de botlari/oyunculari ELIYOR. Sabit class filtresi KULLANMA; yapisal filtre kullan (mesh + boneArray + damageHandler + health + boneCount). |