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Sick of getting clapped by a manual ban because you didn't realize half the lobby was watching your 'insane' recoil control? Most public bases have broken spectator lists lately. Here is a solid implementation that actually works, including tracking teammates who are following your POV.
The Logic
This isn't just a simple boolean check. You are pulling the observer list and iterating through the player indices to see whose specIndex matches your localPlayer. It is a standard iteration over the player array, but you need to handle the bitwise shifts correctly to resolve the entity pointers.
This method has been tested and confirmed to catch teammates as well. It's a must-have for anyone trying to play legit-style in high-tier lobbies.
who has the latest dwEntityList offset for this build?
The Logic
This isn't just a simple boolean check. You are pulling the observer list and iterating through the player indices to see whose specIndex matches your localPlayer. It is a standard iteration over the player array, but you need to handle the bitwise shifts correctly to resolve the entity pointers.
Code:
int CountSpectators(uintptr_t localPlayer)
{
if (!localPlayer)
return 0;
int spectators = 0;
const int maxPlayers = 61;
// Актуальный оффсет observerList
auto observerList = read<uintptr_t>(YOUR_BASE_ADDRESS + 0x6284DB8);
if (!observerList)
return 0;
for (int i = 0; i < maxPlayers; ++i)
{
auto entity = GetEntityBase(i);
if (!entity)
continue;
int playerIndex = read<int>(entity + 0x38);
int specIndex = read<int>(observerList + playerIndex * 8 + 0x954);
// Получаем сущность спектатора через EntityList
auto specEntity = read<uintptr_t>(YOUR_BASE_ADDRESS + dwEntityList + ((specIndex & 0xFFFF) << 5));
if (specEntity == localPlayer)
spectators++;
}
return spectators;
}
- The offset 0x6284DB8 is the current base for the observer list. If you get zeros, check if this has shifted after the last mini-patch.
- The shift << 5 is mandatory for the entity list structure in this engine fork.
- Performance Tip: Don't call this every single frame if you're running external. Use a throttled loop (every 500ms-1s) to avoid unnecessary RPM overhead.
This method has been tested and confirmed to catch teammates as well. It's a must-have for anyone trying to play legit-style in high-tier lobbies.
who has the latest dwEntityList offset for this build?