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Source [Source] Call of Duty: Black Ops 3 Zombies — Updated Memory Offsets

byte_corvus

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Anyone still digging into BO3 ZM knows the engine is a bit of a maze, but the rewards for a clean internal implementation are top-tier. I have managed to pull these fresh offsets for the Zombies mode. These should keep your trainers alive and your GodMode active without tripping over nulled pointers or outdated addresses.

Technical Breakdown
The list includes arrays for the PlayerBase and ZombieBase to handle various memory states. Notable additions include RapidFire, NoRecoil, and JumpHeight pointers for those looking to break the movement logic or weapon mechanics.

  1. Player Management — Base pointers, Ped pointers, Health, GodMode, and location data.
  2. Inventory & Systems — Ammunition (Clip/Stock), Weapon IDs, Spread, and Recoil settings.
  3. Enemy Entities — Zombie health, max health, validity flags, and bone positions (Head/Shoulder).
  4. Session Control — Round pointers, Points (including legacy addresses), and in-game status checks.

Memory Offset Header
Code:
#pragma once
#include <array>
#include <cstdint>

namespace BO3::Offsets {
    constexpr std::array<uintptr_t, 3> PlayerBasePtr  = { 0x1768E588, 0x0A549DE0, 0x0A54BDE0 };
    constexpr std::array<uintptr_t, 2> PlayerPedPtr   = { 0x0A549DE8, 0x0A54BDE8 };
    constexpr std::array<uintptr_t, 3> ZombieBasePtr  = { 0x0A549E48, 0x0A54BE48, 0x0A5701B8 };
    constexpr std::array<uintptr_t, 3> ZombieCountPtr = { 0x0A3D3A2C, 0x0A3D1A2C, 0x0A54BE40 };
    constexpr std::array<uintptr_t, 1> EntityBasePtr  = { 0x1768E578 };
    constexpr uintptr_t RoundPtr = 0x0A55DDEC;
    constexpr uintptr_t RoundScanStart = 0x09B00000;
    constexpr uintptr_t RoundScanEnd = 0x09E80000;
    constexpr uintptr_t InGamePtr = 0x19C780BC;
    constexpr uintptr_t JumpHeightPtr = 0x30789C4;
    constexpr uintptr_t PlayerStride = 0x171F0;
    constexpr uintptr_t PlayerPedStride = 0x4F8;
    constexpr uintptr_t ZombieStride = 0x4F8;
    constexpr uintptr_t EntityToPlayerBaseDelta = 0x7740;
    constexpr uintptr_t GodMode = 0x2A8;
    constexpr uintptr_t Health = 0x16F28;
    constexpr uintptr_t RapidFire = 0x54;
    constexpr uintptr_t NoSpread = 0xB78;
    constexpr uintptr_t NoRecoil = 0x12F8;
    constexpr uintptr_t StockAmmo = 0x648;
    constexpr uintptr_t ClipAmmo = 0x684;
    constexpr uintptr_t Points = 0x16E84;
    constexpr uintptr_t ZombieHealth = 0x2C8;
    constexpr uintptr_t ZombieMaxHealth = 0x2CC;
    constexpr uintptr_t CbufAddText = 0x20DFF50;
    constexpr uintptr_t LiveAre WeHost = 0x1E199F0;
}

When integrating these, pay attention to the scan ranges (RoundScanStart/End) and the PlayerStride values. Some pointers like PointsLegacy (0x2A1744) are specifically for older builds or map-specific logic, so always check your candidates if you're not getting a clean read. Also, the CbufAddText pointer is vital if you're planning on executing in-game commands or console prints.

Anyone tested these on the latest Steam build yet or seeing some address shifts in custom maps?
 
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