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TOG : Tarkov Offsets Generator

(Very) simple Escape From Tarkov offsets generator using Unispect and made with .NET 6. Just an old project I decided to publish here on GitHub, nothing special you are warned :)

How to compile

Use Visual Studio 2022, select "Release" and compile. Compiled files goes in root bin directory.

How to use

Simply run the game without the anticheat (battleyent does the trick but shouldn't be required), then run the application. Ouput files goes in the root Output directory.

Output exemple

#pragma once
#include "stdafx.h"

/*
	Generated using Deathstroke's TGO (https://github.com/patrickcjk/tog)
	At 12/09/2022 21:46:46
	Game version 0.12.12.31.19428
*/

namespace offsets
{
	// [Class] EFT.GameWorld
	namespace game_world
	{
		constexpr auto size = 0x188;
		constexpr auto max_use_size = 0x110; // 0x108 + sizeof(-.GClass0621<Int32, Throwable>) = 0x108 + 0x8

		constexpr auto loot_list = 0x70; // [70] LootList : System.Collections.Generic.List<GInterface1586>
		constexpr auto registered_players = 0x90; // [90] RegisteredPlayers : System.Collections.Generic.List<Player>
		constexpr auto exfil_controller = 0x18; // [18] gClass0C21_0x18 : -.GClass0C21
		constexpr auto grenades = 0x108; // [108] Grenades : -.GClass0621<Int32, Throwable>
	}

	// [Class] EFT.Player
	namespace player
	{
		constexpr auto size = 0x808;
		constexpr auto max_use_size = 0x808; // 0x807 + sizeof(Boolean) = 0x807 + 0x1

		constexpr auto action = 0x18; // [18] action_0x18 : System.Action<Single, Single, Int32>
		constexpr auto movement_context = 0x40; // [40] gClass10BD_0x40 : -.GClass10BD
		constexpr auto profile = 0x4F0; // [4F0] profile_0x4F0 : EFT.Profile
		constexpr auto pwa = 0x198; // [198] proceduralWeaponAnimation_0x198 : EFT.Animations.ProceduralWeaponAnimation
		constexpr auto body = 0xA8; // [A8] _playerBody : EFT.PlayerBody
		constexpr auto health_controller = 0x528; // [528] _healthController : -.GInterface80F7
		constexpr auto physical = 0x500; // [500] Physical : -.GClass05B8
		constexpr auto is_local_player = 0x807; // [807] boolean_0x807 : Boolean
		constexpr auto hands_controller = 0x540; // [540] _handsController : -.Player.AbstractHandsController
		constexpr auto PlayerBones = 0x588; // [588] PlayerBones : -.PlayerBones

		// [Class] -.PlayerBones
		namespace _player_bones
		{
			constexpr auto size = 0x208;
			constexpr auto max_use_size = 0x150; // 0x148 + sizeof(EFT.BifacialTransform) = 0x148 + 0x8

			constexpr auto fireport = 0x148; // [148] Fireport : EFT.BifacialTransform
		}

		// [Class] -.GClass05B8
		namespace _physical
		{
			constexpr auto size = 0x120;
			constexpr auto max_use_size = 0x40; // 0x38 + sizeof(-.GClass05B6) = 0x38 + 0x8

			constexpr auto stamina = 0x38; // [38] Stamina : -.GClass05B6

			// [Class] -.GClass05B6
			namespace _stamina
			{
				constexpr auto size = 0x60;
				constexpr auto max_use_size = 0x4C; // 0x48 + sizeof(Single) = 0x48 + 0x4

				constexpr auto current = 0x48; // [48] Current : Single
			}
		}

		// [Class] -.AIFirearmController
		namespace _hands_controller
		{
			constexpr auto size = 0x170;
			constexpr auto max_use_size = 0xD0; // 0xC8 + sizeof(EFT.BifacialTransform) = 0xC8 + 0x8

			constexpr auto fireport = 0xC8; // [C8] Fireport : EFT.BifacialTransform

			// [Class] EFT.BifacialTransform
			namespace _fireport
			{
				constexpr auto size = 0xC8;
				constexpr auto max_use_size = 0x18; // 0x10 + sizeof(UnityEngine.Transform) = 0x10 + 0x8

				constexpr auto Original = 0x10; // [10] Original : UnityEngine.Transform
			}
		}
	}

	// [Class] EFT.Interactive.LootItem
	namespace loot_item
	{
		constexpr auto size = 0xF0;
		constexpr auto max_use_size = 0xB8; // 0xB0 + sizeof(EFT.InventoryLogic.Item) = 0xB0 + 0x8

		constexpr auto Name = 0x50; // [50] Name : String
		constexpr auto InventoryLogicItem = 0xB0; // [B0] item_0xB0 : EFT.InventoryLogic.Item
		constexpr auto _renderers = 0x88; // [88] _renderers : System.Collections.Generic.List<Renderer>

		// [Class] EFT.InventoryLogic.Item
		namespace _InventoryLogicItem
		{
			constexpr auto size = 0x70;
			constexpr auto max_use_size = 0x68; // 0x64 + sizeof(Int32) = 0x64 + 0x4

			constexpr auto StackObjectsCount = 0x64; // [64] StackObjectsCount : Int32
		}
	}

	// [Class] EFT.Animations.ProceduralWeaponAnimation
	namespace pwa
	{
		constexpr auto size = 0x368;
		constexpr auto max_use_size = 0x1B0; // 0x1AC + sizeof(Single) = 0x1AC + 0x4

		constexpr auto mask = 0x100; // [100] Mask : System.Int32
		constexpr auto breath_effector = 0x28; // [28] Breath : EFT.Animations.BreathEffector
		constexpr auto shot_effector = 0x48; // [48] Shootingg : -.ShotEffector
		constexpr auto Walk = 0x30; // [30] Walk : -.WalkEffector
		constexpr auto MotionReact = 0x38; // [38] MotionReact : -.MotionEffector
		constexpr auto ForceReact = 0x40; // [40] ForceReact : -.ForceEffector
		constexpr auto _fovCompensatoryDistance = 0x1AC; // [1AC] _fovCompensatoryDistance : Single
		constexpr auto CameraSmoothTime = 0x144; // [144] CameraSmoothTime : Single

		// [Class] EFT.Animations.BreathEffector
		namespace breath
		{
			constexpr auto size = 0xF0;
			constexpr auto max_use_size = 0xA8; // 0xA4 + sizeof(Single) = 0xA4 + 0x4

			constexpr auto intensity = 0xA4; // [A4] Intensity : Single
		}
    
    // ...
}

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