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Guide Valorant 12.05 Patch - Updated Offsets & Memory Addresses (C++)

byte_corvus

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byte_corvus

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Just dropping these here since the 12.05 patch just hit and everything is broken. If you are trying to update your internal or external, these offsets should help you get back to mapping.

Code:
uintptr_t Mesh = 0x4e8; // 12.05
uintptr_t portrait_map = 0x1210;// 12.05 unchanged // CharacterPortraitMinimapComponent
uintptr_t character_map = 0x1218; // 12.05 unchanged // ShooterCharacterMinimapComponent
constexpr uint64_t PlayerState = 0x480; // 12.05
constexpr uint64_t PlatformPlayer = 0x06A0; // 12.05
constexpr uint64_t CompetetiveTier = 0x068C; // 12.05
constexpr uint64_t AccountLevel = 0x075C; // 12.05
constexpr uint64_t Inventory = 0x09A8; // 12.05 0xC08->0x09A8
constexpr uint64_t Equippable = 0x248; // 12.05 unchanged
constexpr uint64_t State = 0xC0CC120; // 12.05 0xBF713A0->0xC0CC120
std::uintptr_t process_event = 0x1af6470; // 12.05 0x1AF16E0->0x1af6470
std::uintptr_t static_find_object = 0x1b1f7c0; // 12.05 0x1B211B0->0x1b1f7c0
std::uintptr_t static_load_object = 0x1B232F0; // 12.05 0x1B24CE0->0x1B232F0
std::uint64_t MagicOffsets = 0x46C4660; // ret.asm based
std::uintptr_t play_finisher_effect = 0x61367D0; // 12.05 0x61367D0-> // { 0x61dae00, 0x7758db0 };
std::uintptr_t set_ares_outline = 0x40064f0; // 12.05 0x3FF9000->0x40064f0
std::uintptr_t bone_matrix = 0x4071d70; // 12.05 0x4065DB0->0x4071d70
std::uintptr_t MarkDirtRenderState = 0x16f5ba0; // 12.05 0x1F2B051->0x16f5ba0
std::uintptr_t fmemory_malloc = 0x16d7bc0; // 12.05 0x16B5950->0x16d7bc0
std::uintptr_t OwningGameInstance = 0x1D8; // 12.05 unchanged
std::uintptr_t Triggerveh = 0x170f4b6; // 12.05 0x16ED186->0x170f4b6
std::uintptr_t get_spread_values = 0x6e95e00; // 12.05 0x61D0110->0x6e95e00
std::uintptr_t get_spread_angles = 0x627b290; // 12.05 0x6D6E8B0->0x627b290
std::uintptr_t get_firing_location_direction = 0x6A41070; // 12.05 0x6949E00->0x6A41070
std::uintptr_t tovector_and_normalize = 0x17d7350; // 12.05 0x17B4EC0->0x17d7350
std::uintptr_t toangle_and_normalize = 0x17d1b50; // 12.05 0x17AF6C0->0x17d1b50
constexpr uint64_t camerapos = 900;
constexpr uint64_t camerafov = 930;
constexpr uint64_t camerarot = 918;
std::uintptr_t bone_array = 0x738; // 12.05 0x730->0x738
std::uintptr_t bone_cout = bone_array + 0x8;
std::uintptr_t real_time_dormant = 0x101;
std::uintptr_t InventoryIcon = 0xdc0; // 12.05 unchecked might be 0x0EB0->0xdc0
std::uintptr_t bForceWireframe = 0x906; // 12.05 0x8fe->0x906
std::uintptr_t wireframe_num_1 = 0xC0; // 12.05 unchanged
std::uintptr_t skin_data_assets = 0xf70; // 12.05 0xDC8->0xf70
std::uintptr_t skin_pointer = 0x3a8; // 12.05 0x3a0->0x3a8
std::uintptr_t skin_pointer_2 = 0xB0; // 12.05 unchanged
std::uintptr_t skin_pointer_3 = 0x80; // 12.05 unchanged
std::uintptr_t defuse_percentage = 0x05D0; // 12.05 unchanged
std::uintptr_t bomb_time_remaining = 0x05A8; // 12.05 unchanged
std::uintptr_t viewport_world = 0x78;
std::uintptr_t uworld_pointer = 0x80;
std::uintptr_t draw_transition = 0x68;

Just a heads up, some of these might still be wonky if you're doing anything complex with the inventory or skins, so verify them in your debugger before you go live. Don't come crying to me if you get hit with a ban because you didn't check your own values.
 
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