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Stop scratching your head over build mismatches.
If you are maintaining an internal or building a cross-version external for FiveM, you know the drill. CFX loves to shift things around, and keeping your offsets updated is a full-time job. I have mapped out the core reversal data for the three most relevant builds: b2372, b3258, and the newer b3407.
This data covers the standard ViewMatrix, Ped/Player pointers, Weapon Managers, and Vehicle Handling structures needed for any decent ESP or Aimbot implementation.
Technical Breakdown:
These were pulled from a private project I was digging into. They should work for most SDK-based projects. Keep in mind that FiveM's AC (Cfx.re) is increasingly aggressive with stack walking and memory integrity checks—if you are using these in a public paste, don't cry when you catch a global ban.
Anyone found any major ViewMatrix changes in the latest b3407 builds?
If you are maintaining an internal or building a cross-version external for FiveM, you know the drill. CFX loves to shift things around, and keeping your offsets updated is a full-time job. I have mapped out the core reversal data for the three most relevant builds: b2372, b3258, and the newer b3407.
This data covers the standard ViewMatrix, Ped/Player pointers, Weapon Managers, and Vehicle Handling structures needed for any decent ESP or Aimbot implementation.
Code:
inline const FiveMOffsets Offsets_b3258 = {
"b3258", 3258,
// World & Camera
0x25B14B0, 0x1FBD4F0, 0x201DBA0, 0x201E7D0, 0x201ED50, 0x2023400,
// Ped / Player
0x90, 0x280, 0x284, 0x150C, 0x60, 0xD10, 0xD10, 0xD40,
// Bones
0x430, 0x20,
// Player Info
0x10A8, 0xE8, 0xE8,
// Weapon
0x10B8, 0x100F5A4,
// Vehicle
0x960, 0xC90, 0x972, 0x13C0,
// Flags
0x1444, 0x145C, 0x0270, 0x143C, 0x1448, 0x1444,
// Misc
0x1098, 0x1430, 0xD54,
// Aiming
0x2D3839C, 0x200FA10, 0x28E5DA, 0x2002B78,
// Weapon Manager
{ 0x20, 0x28, 0x2C, 0x30, 0x38, 0x3C, 0x50, 0x54, 0x58 },
// Vehicle Handling
{ 0x10, 0x14, 0x18, 0x1C, 0x20 }
};
Code:
inline const FiveMOffsets Offsets_b2372 = {
"b2372", 2372,
// World & Camera
0x252dcd8, 0x1F05208, 0x1F9E9F0, 0x1F9E9F0, 0x0, 0x0,
// Ped / Player
0x0, 0x280, 0x2A0, 0x14E0, 0x0, 0xD30, 0x0, 0xCF0,
// Bones
0x1400, 0x0,
// Player Info
0x10C8, 0x88, 0x0,
// Weapon
0x10D8, 0x0,
// Vehicle
0x938, 0xC68, 0x0, 0x1390,
// Flags
0x0, 0x142C, 0x218, 0x0, 0x0, 0x146B,
// Misc
0x0, 0x0, 0x0,
// Aiming
0x0, 0x0, 0x0, 0x0,
// Weapon Manager
{ 0x0, 0x2F4, 0x0, 0x0, 0x0, 0x134, 0x1CD8F04, 0x0, 0x0 },
// Vehicle Handling
{ 0x0, 0x0, 0x0, 0x0, 0x0 }
};
Code:
inline const FiveMOffsets Offsets_b3407 = {
"b3407", 3407,
// World & Camera
0x25d7108, 0x1f9a9d8, 0x20431c0, 0x2047d50, 0x20440c8, 0x42f618a3,
// Ped / Player
0x144B, 0x1098, 0x150C, 0x10B8, 0x10A8, 0x2F4, 0x84, 0x134,
// Bones
0x410, 0x1430,
// Player Info
0x28C, 0x13C0, 0xE8,
// Weapon
0x0, 0x0,
// Vehicle
0x938, 0x8E8, 0xD10, 0x300,
// Flags
0x270, 0x1444, 0x218, 0x0, 0x0, 0x0,
// Misc
0xC8C, 0x2051ee0, 0x20c5466f,
// Aiming
0x0, 0x0, 0x0, 0x0,
// Weapon Manager
{ 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0 },
// Vehicle Handling
{ 0x960, 0x0, 0x0, 0x0, 0x0 }
};
Technical Breakdown:
- World & Camera: Use the first hex for the ViewMatrix base. Essential for external overlay synchronization.
- Ped / Player: The chain for health and armor remains consistent, but watch out for b3407 where some offsets have shifted significantly.
- Weapon Manager: Necessary for implementing no-recoil, infinite ammo, or custom fire rates.
- Vehicle Handling: Target the 0x938 or 0x960 pointers if you are trying to manipulate vehicle physics or speed caps.
These were pulled from a private project I was digging into. They should work for most SDK-based projects. Keep in mind that FiveM's AC (Cfx.re) is increasingly aggressive with stack walking and memory integrity checks—if you are using these in a public paste, don't cry when you catch a global ban.
Anyone found any major ViewMatrix changes in the latest b3407 builds?