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- Mar 3, 2026
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Finally decided to dump this since I haven't seen a decent skeleton ESP implementation for Apex in ages. This was my personal work-in-progress, and since I moved on from Apex reversing, keeping it in the stash is just wasted space.
Technical Overview
This implementation handles bone matrix iteration and parent-child linkage. It filters out non-essential bone data using standard flags.
Obviously, don't just copy-paste this blindly. Verify your offsets against the current game dump. If you're building a private internal, this should save you the headache of writing the renderer from scratch.
Anyone else currently working on updating bone matrix structures for the new season?
Technical Overview
This implementation handles bone matrix iteration and parent-child linkage. It filters out non-essential bone data using standard flags.
Code:
// Main loop iteration
for (auto i = 1; i < bone_num; i++)
{
auto bone_flags = *reinterpret_cast<uint32_t*>(model_ptr + 4 * i + bone_flags_offset);
auto parent = *reinterpret_cast<int16_t*>(model_ptr + 2 * i + bone_parent_offset);
// Filtering attachments and invalid bone entries
if ((bone_flags & 0x100) == 0 || (bone_flags & 0x0003FC00) == 0 || (bone_flags & 0x200) == 0)
continue;
if (parent <= 0)
continue;
// Projection logic
if (!WorldToScreen(current_pos, current_bone_screen_pos) || !WorldToScreen(parent_pos, parent_bone_screen_pos))
continue;
g_render.AddDrawListLine({current_bone_screen_pos.x, current_bone_screen_pos.y},
{parent_bone_screen_pos.x, parent_bone_screen_pos.y}, {255, 255, 255, 255});
}
- Pattern scanning: Using skCrypt for signature obfuscation during runtime offset resolution.
- Status: The offsets and patterns are dated back to May 2024. They will almost certainly need updating for the current build.
- Efficiency: The [[unlikely]] branch attributes are used to keep the hot path clean, which is critical for frame latency.
Obviously, don't just copy-paste this blindly. Verify your offsets against the current game dump. If you're building a private internal, this should save you the headache of writing the renderer from scratch.
Anyone else currently working on updating bone matrix structures for the new season?