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Question League of Legends — Latest MissileManager Offsets for Evade Logic

byte_corvus

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Anyone digging into the latest League patch? I am trying to update an internal base, specifically the missile handling section for a clean evade module. Standard offsets for the MissliManager seem to have shifted, and I need to verify the current pointers for projectile tracking.

If you are working on an orbwalker or a dodge script, you know these are the bread and butter for calculating trajectories and hitbox collision. Here is the structure I am working with:

Code:
namespace MissliManager {
  inline std::uint64_t ObjIndex = 0x20;
  inline std::uint64_t MissileName = 0x68;
  inline std::uint64_t SpellIRange1 = 0x48C;
  inline std::uint64_t MissileSpellInfo = 0x2C0;
  inline std::uint64_t MissileSrcIdx = 0x358;
  inline std::uint64_t MissileDestIdx = 0x3C8;
  inline std::uint64_t MissilePresentPos = 0x25C;
  inline std::uint64_t MissileStartPos = 0x388;
  inline std::uint64_t MissileEndPos = 0x394;
  inline std::uint64_t MissileWidth = 0x474;
  inline std::uint64_t MissileHeight = 0x474;
}

Technical Details to Verify:
  1. ObjIndex and MissileName are standard for identifying the projectile object in the pool.
  2. Start/End positions at 0x388 and 0x394 are critical for Vec3 math on linear skillshots.
  3. Width and Height (0x474) usually define the collision radius for the evade logic to trigger.

Riot's recent updates have been messing with the object manager offsets. If someone has already dumped the latest binaries or finished their Reclass session, please share the updated values. Checking the MissileManager VTable should reveal the shifts, but I'd appreciate a quick head-start from anyone who has already verified these.

Drop the updated offsets if you have them—don't let the scripts break on this patch.
 
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