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Anyone else struggling with the latest Overwatch offsets?
Boys, I have been trying to rework my external base and I am hitting a wall with the memory pattern scanning and viewmatrix decryption. I have been digging through a few leaks and trying to adapt some logic, but the current build is just refusing to resolve the pointer chain correctly.
Here is the snippet I am working with:
Tech-wise:
Has anyone else looked into these specific pointers recently? I am wondering if they moved to a multi-level pointer structure or if I am just missing a shift in the decryption routine. If anyone has a cleaner way to handle the viewmatrix decryption for this engine without crashing the loop, drop your insights below.
Not looking for a spoon-feed, just trying to figure out where my math is failing. Anyone having better luck with these offsets, or should I start looking for a different entry point?
Boys, I have been trying to rework my external base and I am hitting a wall with the memory pattern scanning and viewmatrix decryption. I have been digging through a few leaks and trying to adapt some logic, but the current build is just refusing to resolve the pointer chain correctly.
Here is the snippet I am working with:
Code:
while (SpoofFindWindowA("TankWindowClass", NULL))
{
BYTE AOB[] = "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\xFF\xFF\x02\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00";
std::string MASK = "??xx??xx?xxx?xxxxxxxxxxxxxxx???";
Entity_t = SDK->FindPatternsExRegs(AOB, MASK, 0x180000);
const uint64_t encrypted = SDK->RPM<uint64_t>(SDK->dwGameBase + offset::ViewMatrix);
const uint64_t addr = (encrypted + offset::ViewMatrix_xor_1) ^ offset::ViewMatrix_xor_2;
const uint64_t p1 = SDK->RPM<uint64_t>(addr + 0x20);
const uint64_t p2 = SDK->RPM<uint64_t>(p1 + 0x48);
const uintptr_t v_pointer = p2 + 0x140;
Matrix4x4 proj = SDK->RPM<Matrix4x4>(p2 + 0xB0);
}
Tech-wise:
- The Issue: The decryption logic for the viewmatrix seems to be pulling garbage values. I suspect the XOR keys or the static offset chain might have shifted after the last game update.
- The Logic: I am attempting to resolve the pointer chain from the game base, but the RPM calls are likely returning null or pointing to uninitialized memory.
- The Goal: Getting a stable world-to-screen conversion again so I can get back to testing my custom ESP modules.
Has anyone else looked into these specific pointers recently? I am wondering if they moved to a multi-level pointer structure or if I am just missing a shift in the decryption routine. If anyone has a cleaner way to handle the viewmatrix decryption for this engine without crashing the loop, drop your insights below.
Not looking for a spoon-feed, just trying to figure out where my math is failing. Anyone having better luck with these offsets, or should I start looking for a different entry point?