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Among Us
Since the last few updates of the game Among Us this tool (and others) doesn't generate the correct Field Offsets for the class PlayerControl.
private const int MAX_NETOBJECT_INIT_ATTEMPTS; //Field offset: 0x0 private const float NETOBJECT_INIT_ATTEMPT_WAIT_SECONDS; //Field offset: 0x0 public static List<PlayerControl> AllPlayerControls; //Field offset: 0x0 public static PlayerControl LocalPlayer; //Field offset: 0x0 private const float OFFSET_ANIM_CHARGE; //Field offset: 0x0 public PlayerControl trackedPlayer; //Field offset: 0x0 [SerializeField] private float killTimer; //Field offset: 0x0 public int RemainingEmergencies; //Field offset: 0x0 public LightSource LightPrefab; //Field offset: 0x0 private LightSource lightSource; //Field offset: 0x0 [HideInInspector] public Collider2D Collider; //Field offset: 0x0 [HideInInspector] public PlayerPhysics MyPhysics; //Field offset: 0x0 [HideInInspector] public CustomNetworkTransform NetTransform; //Field offset: 0x0 [SerializeField] private Collider2D clickKillCollider; //Field offset: 0x0 public Vector3 defaultCosmeticsScale; //Field offset: 0x0 public List<PlayerTask> myTasks; //Field offset: 0x0 public GameObject TargetFlashlight; //Field offset: 0x0 public KillAnimation[] KillAnimations; //Field offset: 0x0 public bool isDummy; //Field offset: 0x0 public bool notRealPlayer; //Field offset: 0x0 private readonly Logger logger; //Field offset: 0x0 private readonly List<IPlayerVisibleItem> visibilityItems; //Field offset: 0x0 private Collider2D[] hitBuffer; //Field offset: 0x0 private IUsable closest; //Field offset: 0x0 private bool isNew; //Field offset: 0x0 private Rigidbody2D rigidbody2D; //Field offset: 0x0 private Dictionary<Collider2D, IUsable[]> cache; //Field offset: 0x0 private List<IUsable> itemsInRange; //Field offset: 0x0 private List<IUsable> newItemsInRange; //Field offset: 0x0 public List<RoleEffectAnimation> currentRoleAnimations; //Field offset: 0x0 public AudioClip KillSfx; //Field offset: 0x0 private bool roleAssigned; //Field offset: 0x0 public int trackedPlayerColorID; //Field offset: 0x0 public bool walkingToVent; //Field offset: 0x0 public bool petting; //Field offset: 0x0 public bool inMovingPlat; //Field offset: 0x0 public AudioSource FootSteps; //Field offset: 0x0 public bool protectedByGuardianThisRound; //Field offset: 0x0 public bool shapeshifting; //Field offset: 0x0 public bool waitingForShapeshiftResponse; //Field offset: 0x0 public bool isKilling; //Field offset: 0x0 public bool onLadder; //Field offset: 0x0 private NetworkedPlayerInfo CachedPlayerData; //Field offset: 0x0 private int protectedByGuardianId; //Field offset: 0x0 private float flashlightAngle; //Field offset: 0x0 private int shapeshiftTargetPlayerId; //Field offset: 0x0 private bool shouldAppearInvisible; //Field offset: 0x0 public bool isTrackingPlayer; //Field offset: 0x0 private byte scannerCount; //Field offset: 0x0 private float invisibilityAlpha; //Field offset: 0x0 private int LastStartCounter; //Field offset: 0x24 public byte PlayerId; //Field offset: 0x28 public string FriendCode; //Field offset: 0x2C public string Puid; //Field offset: 0x30 public float MaxReportDistance; //Field offset: 0x34 public bool moveable; //Field offset: 0x38 public CosmeticsLayer cosmetics; //Field offset: 0x3C [HideInInspector] public bool ForceKillTimerContinue; //Field offset: 0x40 [CompilerGenerated] private PlayerOutfitType <CurrentOutfitType>k__BackingField; //Field offset: 0x44 public bool inVent; //Field offset: 0x48
Correct field offsets, using CE:
The text was updated successfully, but these errors were encountered:
(Likely) Duplicate of #167
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Since the last few updates of the game
Among Us
this tool (and others) doesn't generate the correct Field Offsets for the class PlayerControl.Correct field offsets, using CE:
The text was updated successfully, but these errors were encountered: