Thread FF Max 64 BIT OB54 Dump
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[ S M Free Fire Max External Offsets Version: 2.127.1 Version Code: 2019118047 ARM : 64 bit #pragma once #include <cstdint> //Credit @Matric_F4il namespace Offsets { // Hardcoded & Base Offsets constexpr uintptr_t MPJBGDJJJMJ = 0x660; constexpr uintptr_t Transform = 0x10; constexpr uintptr_t LPEIEILIKGC = 0x7D8; constexpr uintptr_t GameFacadeOffset = 0xB4C41A0; // Player Body Offsets constexpr uintptr_t GetPlayerHeadTF = 0x640; constexpr uintptr_t GetPlayerNeck = 0x648; constexpr uintptr_t GetPlayerHipTF = 0x658; constexpr uintptr_t GetPlayerPeTF = 0x668; constexpr uintptr_t HeadCollider = 0x6D8; constexpr uintptr_t PlayerAttributes = 0x708; constexpr uintptr_t AvatarManager = 0x710; constexpr uintptr_t IsDeadFlag = 0x7C; constexpr uintptr_t IsAiming = 0x344; constexpr uintptr_t PlayerRotation = 0x5B4; constexpr uintptr_t DeadStateObject = 0x2290; // Sub-Structures & Status Offsets constexpr uintptr_t FastReload = 0xD9; constexpr uintptr_t KnockState = 0x80; constexpr uintptr_t UmaAvatarSimple = 0x138; constexpr uintptr_t UmaAvatarActive = 0x101; constexpr uintptr_t UmaData = 0x28; constexpr uintptr_t UmaDataStatus = 0x81; // Camera & Aiming Offsets constexpr uintptr_t AimingInfo = 0xDD0; constexpr uintptr_t RecoilModifier = 0x10; constexpr uintptr_t AimDirection = 0x40; constexpr uintptr_t BulletStartPos = 0x4C; constexpr uintptr_t FollowCamera = 0x630; constexpr uintptr_t MainCamera = 0x388; constexpr uintptr_t MatrixWrapper = 0x100; // Game Engine & Match Offsets constexpr uintptr_t GameFacade_P2 = 0xB8; constexpr uintptr_t BaseGame = 0x8; constexpr uintptr_t TimeService = 0x20; constexpr uintptr_t TimeScale = 0x2C; constexpr uintptr_t M_Match = 0x90; constexpr uintptr_t MatchIsRunning = 0xCC; constexpr uintptr_t LocalPlayer = 0xD8; constexpr uintptr_t PlayerDictionary = 0xC0; // Unity Transform Matrix Offsets constexpr uintptr_t TransformObj = 0x10; constexpr uintptr_t MatrixBuffer = 0x18; constexpr uintptr_t MatrixIndices = 0x20; constexpr uintptr_t MatrixData = 0x38; constexpr uintptr_t TransformIndex = 0x40; constexpr uintptr_t MatrixTranslation = 0x80; constexpr uintptr_t MatrixPosition = 0x90; constexpr uintptr_t MatrixRotation = 0xA0; //Credit @Matric_F4il }A H 𝐍 // Function prototypes (these need to be defined in your project) extern void* Camera_main(); extern void* Curent_Match(); extern void* GetLocalPlayer(void* match); extern void* GetSimulationTimer(); extern void SetTimer(void* timer, float value); extern float GetTimer(void* timer); extern void set_aim(void* player, Quaternion rotation); extern bool get_IsSighting(void* player); extern bool get_IsFiring(void* player); extern Vector3 getPosition(void* player); extern Vector3 getHeadPosition(void* player); extern Vector3 WorldToScreenPoint(void* camera, Vector3 pos); extern float get_fieldOfView(); extern void set_fieldOfView(float fov); extern bool get_isVisible(void* player); extern bool get_isLocalTeam(void* player); extern bool get_IsDieing(void* player); extern float get_MaxHP(void* player); extern float GetHp(void* player); extern void* get_NickName(void* player); extern char32_t get_Chars(void* player, int index); extern Vector3 GetForward(void* transform); extern Quaternion GetRotationToLocation(Vector3 target, float speed, Vector3 origin); extern bool Physics_Raycast(Vector3 origin, Vector3 direction, float distance, void** hit); extern void* Component_GetTransform(void* component); extern void* Transform_GetPosition(void* transform); extern void* Player_GetHeadCollider(void* player); extern void* CameraMain(void* player); extern Vector3 Camera_getPosition(void* camera); // External variables extern void* ListPlayer; extern float Fov_Aim; extern float Aimdis;❤5P M
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