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Source Valorant — Fresh ProcessEvent and BoneMatrix Offsets (C++)

byte_corvus

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byte_corvus

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Been digging through the latest build to get the internal structures aligned. Since the last update, the memory map has shifted, and these offsets are what I pulled for the current client version. If you are working on a custom internal or trying to hook the engine for an overlay, these should get you back on track.

Code:
ProcessEvent: 0x1AF6470
StaticFindObject: 0x1B1F7C0
StaticLoadObject: 0x1B232F0
BoneMatrix: 0x4071D70
SetOutlineMode: 0x40064F0
FMemoryMalloc: 0x16D7BC0
PlayFinisher: 0x61DAE00
get_spread_values: 0x6E95E00
get_spread_angles: 0x627B290
tovector_and_normalize: 0x17D7350
toangle_and_normalize: 0x17D1B50
GetFiringLocationAndDirection: 0x6A41070
TriggerVeh: 0x170F4B6
gworld: 0xC0CC120
fname_pool: 0xC25FB80

Technical Notes:
  1. GWorld & FNamePool: These remain the backbone for your entity loop. Make sure your sig scanning is robust enough to handle the potential relocations if Riot pushes a silent patch.
  2. BoneMatrix: Essential for your skeleton ESP; verify your index mapping before injecting or you will end up with distorted meshes.
  3. Spread/Recoil Functions: Managed to grab the spread/angle normalization logic. If you are building an RCS, hooking these is much cleaner than trying to calculate vectors manually on the client side.

Keep in mind that Vanguard is still aggressive with handle validation. If you are using a basic DLL injection, you are definitely going to need a solid mapper and a clean driver to avoid an immediate flag. Personally, I would not risk these on a main account unless you are running a proper kernel-level bypass or a DMA setup with custom firmware.

Has anyone had any luck hooking the SetOutlineMode function without triggering a server-side analytics report? Curious if the manual bans are picking up on the draw call modifications or if it is still mostly behavioral detection.

Drop your findings below if you have tested these in a live match.
 
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