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Field offsets not loading correctly for Among Us #296

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OhMyGuus opened this issue Jun 19, 2024 · 1 comment
Closed

Field offsets not loading correctly for Among Us #296

OhMyGuus opened this issue Jun 19, 2024 · 1 comment

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@OhMyGuus
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OhMyGuus commented Jun 19, 2024

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:
image

@SamboyCoding
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SamboyCoding commented Jun 19, 2024

(Likely) Duplicate of #167

@SamboyCoding SamboyCoding marked this as a duplicate of #167 Jun 19, 2024
@SamboyCoding SamboyCoding closed this as not planned Won't fix, can't repro, duplicate, stale Jun 19, 2024
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