OutdatedDayZ Offsets

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DayZ Offsets
Just incase you haven't seen these somewhere else, I'll post them here for you.

NOTE: ALL OF THESE OFFSETS WERE ORIGINALLY POSTED BY GORDON` !


 
0.46
DayZ 0.46.0.124489/0.46.0.124490

Code:
Base: 010810D0
NetworkMgr/PlayerInfoBase: 01075260
Transformations: 0109ECE4
Worldtime: 010B2DB8
D3D9 Device + Offset: 01079AA0 + 000018A0
World:
Code:
class CWorld {
public:
    char _0x0000[1912];
    CObjectTable* Objects; //0x0778 
    char _0x077C[572];
    CObjTbl SmokeEffectsTable; //0x09B8  
    char _0x09CC[168];
    CObjTbl AnimalTable; //0x0A74 
    char _0x0A88[148];
    CObjTbl FarAnimalTable; //0x0B1C 
    char _0x0B30[316];
    CObjTbl FarFarAnimalTable; //0x0C6C   up to 1000 worldunits
    char _0x0C80[152];
    CObjTbl EffectsTable; //0x0D18 
    char _0x0D2C[148];
    CObjTbl FarEffectsTable; //0x0DC0 
    char _0x0DD4[488];
    CObjTbl DroppedItemTable; //0x0FBC 
    char _0x0FD0[148];
    CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
    char _0x1078[316];
    CObjTbl ItemTable; //0x11B4 
    char _0x11C8[148];
    CObjTbl FarBuildingTable; //0x125C   PAPI, municipal office 
    char _0x1270[192];
    CObjTbl InvalidItemTable; //0x1330 
    char _0x1344[640];
    CEntity* LocalPlayer; //0x15C4 
};
Object:
Code:
BYTE land_contact; //0x0199 
BYTE water_contact; //0x019A 
BYTE islocal; //0x019C 
BYTE isdead; //0x027C 
CGameVariablesTable* GameVariables; //0x0640 
__int32 GameVariables_Count; //0x0644 
__int32 playerid; //0x07E0 
CItem *InventorySlot[12]; //0x0A14 
CItem *QuickSlot[10]; //0x0A44 
CWeaponPtr* weapon; //0x0A78 equippedweapon/iteminhands
float recoil; //0x0C34 set to 0
float fatigue_diff; //0x0C50 set to 0
float fatigue; //0x0C54 set to 1
WORD state; //0x0CE0
BYTE stance; //0x12E0
Item:
Code:
BYTE ruined; //0x027C 
CItemContainer* ItemContainer; //0x028C was 0x274 before
Weapon (untested, but I'm 100% sure this is correct):
Code:
CItem **slots; //0x0684 
__int32 num_slots; //0x0688 
DWORD ammo_count1; //0x0698 
CWeaponPtr* magazine; //0x06A0
DWORD ammo_count2; //0x06B0

 
0.47
DayZ 0.47.0.124523

Code:
Base: 0109D4C8
NetworkMgr: 01091668
Transformations: 010BB13C
Worldtime: 010CF210
D3D9 Device + Offset: 01095DE0 + 000018A0
World:
Code:
class CWorld {
public:
    char _0x0000[1912];
    CObjectTable* Objects; //0x0778 
    char _0x077C[572];
    CObjTbl SmokeEffectsTable; //0x09B8  
    char _0x09CC[168];
    CObjTbl AnimalTable; //0x0A74 
    char _0x0A88[148];
    CObjTbl FarAnimalTable; //0x0B1C 
    char _0x0B30[316];
    CObjTbl FarFarAnimalTable; //0x0C6C   up to 1000 worldunits
    char _0x0C80[152];
    CObjTbl EffectsTable; //0x0D18 
    char _0x0D2C[148];
    CObjTbl FarEffectsTable; //0x0DC0 
    char _0x0DD4[488];
    CObjTbl DroppedItemTable; //0x0FBC 
    char _0x0FD0[148];
    CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
    char _0x1078[316];
    CObjTbl ItemTable; //0x11B4 
    char _0x11C8[148];
    CObjTbl FarBuildingTable; //0x125C   PAPI, municipal office 
    char _0x1270[192];
    CObjTbl InvalidItemTable; //0x1330 
    char _0x1344[640];
    CEntity* LocalPlayer; //0x15C4 
};

class CObjTbl {
public:
    CObject **obj; //0x0000 
    __int32 size; //0x0004 
    __int32 max_size; //0x0008 
    char _0x000C[8];

};//Size=0x0014
Object:
Code:
BYTE objectContact; //0x0198 
BYTE landContact; //0x0199 
BYTE waterContact; //0x019A 
BYTE local; //0x019C 
BYTE isDead; //0x0274 
CGameVariablesTable* GameVariables; //0x064C 
__int32 GameVariables_Count; //0x0650 
__int32 playerid; //0x07E8 
CItem *InventorySlot[12]; //0x0A1C 
CItem *QuickSlot[10]; //0x0A4C 
CWeaponPtr* weapon; //0x0A80 equippedweapon/iteminhands
float recoil; //0x0C3C 
float fatigue_diff; //0x0C58 
float fatigue; //0x0C5C 
WORD state; //0x0CE8 
BYTE stance; //0x12E8
Item:
Code:
BYTE ruined; //0x0274 
CItemContainer* ItemContainer; //0x0284 

class CItemContainer
{
public:
    char _0x0000[12];
    CObjTbl items; //0x000C 

};
Weapon:
Code:
CItem **slots; //0x068C 
__int32 num_slots; //0x0690
DWORD ammo_count1; //0x06A0 
CWeaponPtr* magazine; //0x06A8 
DWORD ammo_count2; //0x06B8
ObjectClass/Type (object/item/weapon + 0x70):
Code:
CArmaString* ObjectClassName; //0x0034 
CArmaString* ObjectName; //0x0070  
CArmaString* CleanObjectName; //0x058C was 0x588 before
DWORD max_ammo; //0x0B84
Item stealing is still possible.
wait...... 0.47? when was 0.47 released?
Quote Originally Posted by cyv View Post
wait...... 0.47? when was 0.47 released?
Thats the experimental build
I looked for it on the other forum but couldn't find it. Thanks man
In before script kiddies ask what injector they need to use this and if they just have to copy it in.
Quote Originally Posted by geckosnipp View Post
In before script kiddies ask what injector they need to use this and if they just have to copy it in.
Use WinJect, it's undetected
Thank you, do you think the experimental build will have the same offsets as the released one?
Quote Originally Posted by Jim Morrison View Post
Thank you, do you think the experimental build will have the same offsets as the released one?
Depends if they do more updates before releasing v0.47
Posts 18 of 8 · Page 1 of 1
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