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For the guys still rocking the Source engine, here's a fresh update for the V93 build. If you're building a simple external or fixing up an old internal project, these should get you back on track without having to spend an hour in Cheat Engine yourself.
Base & View Offsets
These were pulled from the common modules. Note that the ViewMatrix listed here might need a second look if your ESP is flickering or drawing off-screen.
Movement & Interaction (Force Buttons)
Standard offsets for force-writing state. Useful for basic BHOP or auto-strafe logic. Use state 4 to reset and 5 to activate the command.
Technical Notes
If you're writing a BHOP, remember to check m_fFlags against the standard Source engine constants. The m_vecViewOffset is essential for calculating the head position for your aimbot logic. These were dumped using a mix of Cheat Engine and IDA—keep in mind the author is still refining their methods, so verify the more volatile offsets like the ViewMatrix before going full tilt.
Anyone tested if the ViewMatrix offset is actually stable on this build?
Base & View Offsets
These were pulled from the common modules. Note that the ViewMatrix listed here might need a second look if your ESP is flickering or drawing off-screen.
Code:
// Module: client.dll
uintptr_t dw_BaseEntity = 0x6098C8;
uintptr_t dw_ABaseEntity = 0x5AE9F8;
uintptr_t ClientSideViewAngles = 0x6921DC;
uintptr_t MotionBlurrViewAngles = 0x687140;
// Module: engine.dll
uintptr_t ViewMatrix = 0x6A0164;
uintptr_t ServerSideViewAngles = 0x53E4E4;
Movement & Interaction (Force Buttons)
Standard offsets for force-writing state. Useful for basic BHOP or auto-strafe logic. Use state 4 to reset and 5 to activate the command.
- ForceJump: 0x677300
- ForceDuck: 0x677350
- ForceFire: 0x677310
- ForceScope: 0x677310
Netvars dumped via IDA
Code:
uintptr_t m_nForceBone = 0x7F4;
uintptr_t m_flModelScale = 0x8E4;
uintptr_t m_vecViewOffset = 0x13C; // head position = origin + viewoffset
uintptr_t m_iHealth = 0xD0;
uintptr_t m_vecOrigin = 0x428;
uintptr_t m_fFlags = 0x440; // 256 ground / 257 air
uintptr_t m_iFov = 0x1574;
uintptr_t m_flFlashDuration = 0x1A54;
uintptr_t m_iTeamNum = 0xD8;
Technical Notes
If you're writing a BHOP, remember to check m_fFlags against the standard Source engine constants. The m_vecViewOffset is essential for calculating the head position for your aimbot logic. These were dumped using a mix of Cheat Engine and IDA—keep in mind the author is still refining their methods, so verify the more volatile offsets like the ViewMatrix before going full tilt.
Anyone tested if the ViewMatrix offset is actually stable on this build?