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Anyone currently digging into the pawn system for CS2 has likely hit a wall with camera manipulation. While many just force convars or mess with OverrideView, directly manipulating the camera state via hooks provides a much cleaner implementation for internals.
Got my hands on a specific implementation for an hkThirdperson hook that targets the camera state memory region. If you are tired of jittery thirdperson or viewmatrix conflicts, this logic is worth a look.
Technical Breakdown
This method bypasses the standard HUD-level overrides by writing directly into the engine's camera state structure.
It's a solid base for anyone building a legit-leaning internal or a full-blown hvh suite. Just keep an eye on those offsets; if the game updates the camera state structure size, that
multiplier will be the first thing to break.
Anyone tested if these offsets hold up on the latest premier build?
Got my hands on a specific implementation for an hkThirdperson hook that targets the camera state memory region. If you are tired of jittery thirdperson or viewmatrix conflicts, this logic is worth a look.
Code:
__int64 __fastcall hooks::hkThirdperson(__int64 a1, unsigned int a2) {
__int64 Result = oThirdperson(a1, a2);
auto local = static_cast<C_CSPlayerPawn*>(sdk::GetLocalPlayer());
if (!local || !local->IsAlive())
return Result;
__int64 CameraState = 2344LL * (int)a2 + a1 + 552;
if (globals::thirdperson) {
Vec3 EyeAngles = local->GetEyeAngles();
*reinterpret_cast<bool*>(CameraState + 0x1) = true;
*reinterpret_cast<bool*>(CameraState + 0x2) = true;
*reinterpret_cast<float*>(CameraState + 0x8) = EyeAngles.x;
*reinterpret_cast<float*>(CameraState + 0xC) = EyeAngles.y;
*reinterpret_cast<float*>(CameraState + 0x10) = static_cast<float>(globals::thirdperson_dist);
}
else {
*reinterpret_cast<bool*>(CameraState + 0x1) = false;
*reinterpret_cast<bool*>(CameraState + 0x2) = false;
}
return Result;
}
Technical Breakdown
This method bypasses the standard HUD-level overrides by writing directly into the engine's camera state structure.
- Structure Calculation: The magic happens with
. This locates the start of the camera state block.Code:
2344LL * (int)a2 + a1 + 552 - Activation Flags: Offsets
andCode:
0x1are the booleans that tell the engine to render the local player model and detach the camera.Code:0x2 - Angle Sync: Offsets
(Pitch) andCode:
0x8(Yaw) ensure the camera is aligned with your pawn's eye angles, preventing that annoying "fixed camera" look.Code:0xC - Distance: Offset
is the float for your camera distance (TP distance).Code:
0x10
If you find the camera isn't updating, double-check your C_CSPlayerPawn pointer. CS2 is picky about the pawn versus the controller. Also, note that while some suggest doing this in OverrideView, hooking the thirdperson function directly is often more robust for keeping the viewmodel and world model in sync during high-intensity movement or subtick updates.
It's a solid base for anyone building a legit-leaning internal or a full-blown hvh suite. Just keep an eye on those offsets; if the game updates the camera state structure size, that
Code:
2344LL
Anyone tested if these offsets hold up on the latest premier build?