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The document contains a list of internal static uint variables with their corresponding memory addresses and brief descriptions. These variables appear to be related to a game, likely for managing player states, camera settings, and weapon information. The structure suggests a focus on game development or reverse engineering of game mechanics.

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0% found this document useful (0 votes)
1 views2 pages

Message 3

The document contains a list of internal static uint variables with their corresponding memory addresses and brief descriptions. These variables appear to be related to a game, likely for managing player states, camera settings, and weapon information. The structure suggests a focus on game development or reverse engineering of game mechanics.

Uploaded by

freefireindid1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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```# internal static uint Il2Cpp;

# internal static uint InitBase = 0x8439630;

# internal static uint StaticClass = 0x5c;

# internal static uint CurrentMatch = 0x60; // private CameraState m_State;

# internal static uint MatchStatus = 0x8; // public TeamChampionshipMatchStats


matchStatus; // 0x8

# internal static uint LocalPlayer = 0x1c; //public UInt LPJONPCPBED;

# internal static uint DictionaryEntities = 0x5c; // UInt FHNNIIOODKK; //public


uint FHNNIIOODKK;

# internal static uint Player_IsDead = 0x48; // private static uint HLCGCHDMBIG;

# internal static uint Player_Name = 0xa4; // protected String OIAJCBLDHKP;

# internal static uint Player_Data = 0x44; //public uint MLKEMCNHMGO ??

# internal static uint Player_ShadowBase = 0x1100; // public HHCBNAPCKHF


m_ShadowState;

# internal static uint XPose = 0x78; // public FBCAHNCLMDC ADFIDIPODGK

# internal static uint AvatarManager = 0x3d4; // protected AvatarManager


FOGJNGDMJKJ;

# internal static uint Avatar = 0x90; // IUmaAvatar EEAGBKBMBLD;

# internal static uint Avatar_IsVisible = 0x7c; // private Boolean IsVisible;


//private bool IsVisible; //

# internal static uint Avatar_Data = 0x10; //public uint avatarId; // 0x10

# internal static uint Avatar_Data_IsTeam = 0x49; // public bool isTeammate; //


0x49

# internal static uint AvatarPropManager = 0x3dc; protected AvatarPropManager


IOFIHCKMFJG; // 0x3DC

# internal static uint FollowCamera = 0x364; // protected FollowCamera CHDOHNOEBML;

# internal static uint Camera = 0x14; // private Camera m_mainCamera;

# internal static uint AimRotation = 0x31c; //public float


JoyTurnAngleThreshold; // 0x31C

# internal static uint MainCameraTransform = 0x17c; // public Transform


MainCameraTransform;

# internal static uint Weapon = 0x2c8; // private int m_WeaponPowerDepth; // 0x2C8

# internal static uint WeaponData = 0x44; // public Int WeaponDataID;

# internal static uint WeaponName = 0x38; // public String weaponName;


# internal static uint WeaponRecoil = 0xc; // internal uint weapon; // 0xC

# internal static uint ViewMatrix = 0x98 + 0x24; // private static PKFKHCGAJJJ


DJFEGEIABKA; 1 private static PKFKHCGAJJJ LDMEKEPALFF;

```

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