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Keep the legacy alive. Whether you are maintaining an old internal for private matches or just messing around with the Source engine, you need a clean set of offsets. This is a solid dump covering the essential signatures and network variables for the classic CS:GO build.
Core Signatures
These are your entry points for most external and internal projects—essential for setting up your local player pointers and entity loops.
Implementation Notes
If you're getting nullptrs on the client state, make sure your module base for engine.dll is correctly initialized. Anyone still running these on private leagues?
Core Signatures
These are your entry points for most external and internal projects—essential for setting up your local player pointers and entity loops.
Code:
constexpr ptrdiff_t dwLocalPlayer = 0xDEF97C;
constexpr ptrdiff_t dwEntityList = 0x4E051DC;
constexpr ptrdiff_t dwViewMatrix = 0x4DF6024;
constexpr ptrdiff_t dwClientState = 0x59F19C;
Code:
// Signatures
constexpr ptrdiff_t dwClientState = 0x59F19C;
constexpr ptrdiff_t dwClientState_GetLocalPlayer = 0x180;
constexpr ptrdiff_t dwClientState_IsHLTV = 0x4D48;
constexpr ptrdiff_t dwClientState_Map = 0x28C;
constexpr ptrdiff_t dwClientState_MapDirectory = 0x188;
constexpr ptrdiff_t dwClientState_MaxPlayer = 0x388;
constexpr ptrdiff_t dwClientState_PlayerInfo = 0x52C0;
constexpr ptrdiff_t dwClientState_State = 0x108;
constexpr ptrdiff_t dwClientState_ViewAngles = 0x4D90;
constexpr ptrdiff_t clientstate_delta_ticks = 0x174;
constexpr ptrdiff_t clientstate_last_outgoing_command = 0x4D2C;
constexpr ptrdiff_t clientstate_choked_commands = 0x4D30;
constexpr ptrdiff_t clientstate_net_channel = 0x9C;
constexpr ptrdiff_t dwEntityList = 0x4E051DC;
constexpr ptrdiff_t dwForceAttack = 0x3233024;
constexpr ptrdiff_t dwForceJump = 0x52C0F50;
constexpr ptrdiff_t dwGlobalVars = 0x59EE60;
constexpr ptrdiff_t dwGlowObjectManager = 0x535FCB8;
constexpr ptrdiff_t dwLocalPlayer = 0xDEF97C;
constexpr ptrdiff_t dwViewMatrix = 0x4DF6024;
// Netvars
constexpr ptrdiff_t m_ArmorValue = 0x117CC;
constexpr ptrdiff_t m_iHealth = 0x100;
constexpr ptrdiff_t m_vecOrigin = 0x138;
constexpr ptrdiff_t m_vecVelocity = 0x114;
constexpr ptrdiff_t m_iTeamNum = 0xF4;
constexpr ptrdiff_t m_fFlags = 0x104;
constexpr ptrdiff_t m_iGlowIndex = 0x10488;
constexpr ptrdiff_t m_bIsScoped = 0x9974;
constexpr ptrdiff_t m_dwBoneMatrix = 0x26A8;
constexpr ptrdiff_t m_iCrosshairId = 0x11838;
Implementation Notes
- Targeting: These offsets are verified for the final legacy build of Counter-Strike: Global Offensive.
- Memory Access: Use standard RPM (ReadProcessMemory) for external trainers or direct pointer dereferencing for internal DLLs.
- Safety: Since the game is essentially in maintenance mode, VAC isn't as aggressive as Vanguard, but signature-based detections still apply if you're pasting old public bases.
If you're getting nullptrs on the client state, make sure your module base for engine.dll is correctly initialized. Anyone still running these on private leagues?