[1] GLOBALS
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UWorld                  0xD1D1B40      *** CIFT DEREF ***   External:
    uintptr_t p1 = Read(base + 0xD1D1B40);
    uintptr_t uw = Read(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
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UWorld        + 0x38    -> Level / PersistentLevel (ULevel*)
UWorld        + 0x1D8   -> GameInstance (UGameInstance*)
GameInstance  + 0x40    -> LocalPlayers (TArray)
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(uw + 0x38);
  uintptr_t gi    = Read(uw + 0x1D8);
  uintptr_t lpa   = Read(gi + 0x40);
  uintptr_t lp    = Read(lpa);
  uintptr_t pc    = Read(lp + 0x38);
  uintptr_t pawn  = Read(pc + 0x518);
  uintptr_t cam   = Read(pc + 0x528);
  uintptr_t ps    = Read(pawn + 0x488);
  uintptr_t mesh  = Read(pawn + 0x4F0);
  uintptr_t dmg   = Read(pawn + 0xC70); 
[3] LEVEL / ACTOR LISTESI
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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(level + 0xA0);
  int count     = Read(level + 0xA8);
  for (int i = 0; i < count; i++) {
      uintptr_t actor = Read(arr + i * 8);
      if (!actor) continue;
      ...
  } 
[4] VIEW INFO  (YENI: DOUBLE!)   *** ONEMLI ***
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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
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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
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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).