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offsets.cpp
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offsets.cpp
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#include "stdafx.h"
namespace addresses
{
PVOID* uWorld = 0;
PVOID GetPlayerName = 0;
PVOID SetPawnVisibility = 0;
PVOID ClientSetRotation = 0;
PVOID K2_TeleportTo = 0;
PVOID SetActorLocation = 0;
PVOID ClientSetLocation = 0;
PVOID IsInVehicle = 0;
PVOID SetActorRelativeScale3D = 0;
PVOID SetMouseLocation = 0;
PVOID AddYawInput = 0;
PVOID AddPitchInput = 0;
PVOID GetVehicleActor = 0;
PVOID GetVehicle = 0;
PVOID K2_AttachToActor = 0;
PVOID SetForcedLodModel = 0;
PVOID LaunchCharacter = 0;
PVOID GetActorEnableCollision = 0;
PVOID SetActorEnableCollision = 0;
PVOID ECollisionEnabled = 0;
PVOID SetCollisionEnabled = 0;
PVOID SetControlRotation = 0;
PVOID SetFirstPersonCamera = 0;
PVOID K2_SetActorRelativeLocation = 0;
PVOID K2_SetActorLocationAndRotation = 0;
PVOID K2_AddRelativeLocation = 0;
PVOID K2_SetRelativeLocation = 0;
PVOID CreativeToggleFly = 0;
PVOID ServerCreativeToggleFly = 0;
PVOID K2_AttachTo = 0;
PVOID K2_SetWorldLocation = 0;
PVOID LaunchPawn = 0;
PVOID OnLaunchPawn = 0;
PVOID TeleportVehicle = 0;
PVOID TeleportPlayerPawn = 0;
PVOID K2_SetActorRotation = 0;
PVOID K2_SetActorRelativeRotation = 0;
PVOID K2_SetWorldRotation = 0;
PVOID ReloadTime = 0;
}
namespace offsets
{
BOOLEAN Initialize()
{
uint64_t BaseAddress = (uint64_t)GetModuleHandleA(NULL);
//auto uworld = Util::FindPattern(xorstr("\x48\x8B\x1D\x00\x00\x00\x00\x48\x85\xDB\x74\x3B\x41"), xorstr("xxx????xxxxxx"));
//addresses::uWorld = reinterpret_cast<decltype(addresses::uWorld)>(RELATIVE_ADDR(uworld, 7));
addresses::GetPlayerName = Util::FindObject(xorstr(L"/Script/Engine.PlayerState.GetPlayerName"));
addresses::SetPawnVisibility = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPawn.SetPawnVisibility"));
addresses::ClientSetRotation = Util::FindObject(xorstr(L"/Script/Engine.Controller.ClientSetRotation"));
addresses::K2_TeleportTo = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_TeleportTo"));
addresses::ClientSetLocation = Util::FindObject(xorstr(L"/Script/Engine.Controller.ClientSetLocation"));
addresses::SetActorRelativeScale3D = Util::FindObject(xorstr(L"/Script/Engine.Actor.SetActorRelativeScale3D"));
addresses::IsInVehicle = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerPawn.IsInVehicle"));
addresses::AddYawInput = Util::FindObject(xorstr(L"/Script/Engine.PlayerController.AddYawInput"));
addresses::AddPitchInput = Util::FindObject(xorstr(L"/Script/Engine.PlayerController.AddPitchInput"));
addresses::GetVehicleActor = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerPawn.GetVehicleActor"));
addresses::GetVehicle = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerPawn.GetVehicle"));
addresses::K2_AttachToActor = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_AttachToActor"));
addresses::K2_AttachTo = Util::FindObject(xorstr(L"/Script/Engine.SceneComponent.K2_AttachTo"));
addresses::LaunchCharacter = Util::FindObject(xorstr(L"/Script/Engine.Character.LaunchCharacter"));
addresses::SetForcedLodModel = Util::FindObject(xorstr(L"/Script/Engine.StaticMeshComponent.SetForcedLodModel"));
addresses::SetActorLocation = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_SetActorLocation"));
addresses::GetActorEnableCollision = Util::FindObject(xorstr(L"/Script/Engine.Actor.GetActorEnableCollision"));
addresses::SetActorEnableCollision = Util::FindObject(xorstr(L"/Script/Engine.Actor.SetActorEnableCollision"));
addresses::ECollisionEnabled = Util::FindObject(xorstr(L"/Script/Engine.ECollisionEnabled"));
addresses::SetCollisionEnabled = Util::FindObject(xorstr(L"/Script/Engine.PrimitiveComponent.SetCollisionEnabled"));
addresses::SetControlRotation = Util::FindObject(xorstr(L"/Script/Engine.Controller.SetControlRotation"));
addresses::SetFirstPersonCamera = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerPawn.SetFirstPersonCamera"));
addresses::K2_SetActorRelativeLocation = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_SetActorRelativeLocation"));
addresses::K2_SetActorLocationAndRotation = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_SetActorLocationAndRotation"));
addresses::K2_AddRelativeLocation = Util::FindObject(xorstr(L"/Script/Engine.SceneComponent.K2_AddRelativeLocation"));
addresses::K2_SetRelativeLocation = Util::FindObject(xorstr(L"/Script/Engine.SceneComponent.K2_SetRelativeLocation"));
addresses::CreativeToggleFly = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerControllerGameplay.CreativeToggleFly"));
addresses::ServerCreativeToggleFly = Util::FindObject(xorstr(L"/Script/FortniteGame.FortPlayerControllerGameplay.ServerCreativeToggleFly"));
addresses::K2_SetWorldLocation = Util::FindObject(xorstr(L"/Script/Engine.SceneComponent.K2_SetWorldLocation"));
addresses::LaunchPawn = Util::FindObject(xorstr(L"/Script/Engine.Pawn.LaunchPawn"));
addresses::OnLaunchPawn = Util::FindObject(xorstr(L"/Script/FortniteGame.FortAthenaSKPushCannon.OnLaunchPawn"));
addresses::TeleportVehicle = Util::FindObject(xorstr(L"/Script/FortniteGame.FortRiftProjectile.TeleportVehicle"));
addresses::TeleportPlayerPawn = Util::FindObject(xorstr(L"/Script/FortniteGame.FortMissionLibrary.TeleportPlayerPawn"));
addresses::K2_SetActorRotation = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_SetActorRotation"));
addresses::K2_SetActorRelativeRotation = Util::FindObject(xorstr(L"/Script/Engine.Actor.K2_SetActorRelativeRotation"));
addresses::K2_SetWorldRotation = Util::FindObject(xorstr(L"/Script/Engine.SceneComponent.K2_SetWorldRotation"));
return TRUE;
}
}