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Moving from Assault Cube to CS2 is a jump, especially when you start hitting walls with Cheat Engine's pointer scanner. If you're seeing your pointer map count explode after a comparison, you aren't alone. It's a common misconception that the scanner performs a simple intersection when you're just hunting down static offsets in a dynamic memory environment.
The issue:
Most beginners assume that comparing against a saved map will prune the list. If you're getting 157k results after comparing against a 93k map, you're likely ignoring the difference between finding the value and finding the pointer to the value. In CS2, where the engine is constantly shuffling memory, scanning only inside client.dll is a solid start, but if your compare settings are too permissive (or you're scanning base addresses that shifted), CE often keeps results that don't technically match your criteria but haven't been explicitly invalidated by the scan logic.
Check these steps:
While others rely on pastes and never learn how the memory actually ticks, getting a grip on how pointer chains behave in source-engine derivatives is the only way to keep your offsets stable after the next game update.
Anyone else had a pointer map count balloon like this while reversing the latest build?
The issue:
Most beginners assume that comparing against a saved map will prune the list. If you're getting 157k results after comparing against a 93k map, you're likely ignoring the difference between finding the value and finding the pointer to the value. In CS2, where the engine is constantly shuffling memory, scanning only inside client.dll is a solid start, but if your compare settings are too permissive (or you're scanning base addresses that shifted), CE often keeps results that don't technically match your criteria but haven't been explicitly invalidated by the scan logic.
Check these steps:
- Ensure your process is attached and you are not scanning garbage regions that don't belong to the module.
- Check if your pointer map settings for the comparison scan include offsets that were not present in the first scan.
- Verify that you aren't accidentally scanning for sub-pointers or varying levels of indirection that didn't exist in your original set.
When you use "Compare results with other saved pointermap(s)", CE is essentially attempting to find a common chain. If your new scan is running on a session where the memory structure is slightly different (e.g., a local match vs. a server), the pointer chain might actually be longer or branch differently, hence the inflation. CE isn't just intersecting; it's re-evaluating the validity of the chains.
While others rely on pastes and never learn how the memory actually ticks, getting a grip on how pointer chains behave in source-engine derivatives is the only way to keep your offsets stable after the next game update.
Anyone else had a pointer map count balloon like this while reversing the latest build?