Updated to version: Version 9.1.260.635 [PUBLIC]
Code:
#pragma once
#define TARGET_GAMEVERSION "Version 9.1.260.635 [PUBLIC]"
//Functions
#define oPrintChat 0x5B2710
#define oGetAttackDelay 0x589BA0 //0x12B9BA0
#define oGetAttackCastDelay 0x589AC0 //0x12B9AC0
#define oDrawCircle 0x578960 //0x12A8960
#define oIsAlive 0x1DF120 //0xF0F120
#define oIsInhib 0x226A10 //0xF56A10
#define oIsNexus 0x226B10 //0xF56B10
#define oIsTroy 0x226E50 //0xF56E50
#define oIsTurret 0x226D60 //0xF56D60
#define oIsBaron 0x214FB0
#define oIsDragon 0x2143C0
#define oIsMinion 0x226BD0 //0xF56BD0
#define oIsHero 0x226B90 //0xF56B90
#define oIsMissile 0x226BF0 //0xF56BF0
#define oIsTargetable 0x220EB0 //0xF50EB0
#define oIssueOrder 0x1BCA40 //0xEECA40
#define oGetSpellState 0x5760D0 //0x12A60D0
#define oCastSpell 0x581020 //0x12B1020
#define oUpdateChargeableSpell 0x583AC0
//General offsets
#define oChatClientPtr 0x15CC330
#define oLocalPlayer 0x2E774E8 //0x3BA74E8
#define oObjManager 0x2E76C88 //0x3BA6C88
#define oGameTime 0x2E73400 //0x3BA3400
#define oHudInstance 0x15CE9CC //0x22FE9CC
#define oGameVersion 0x2E80678 //0x3BB0678
#define oRenderer 0x2E92DD4 //0x3BC2DD4
#define oZoomClass 0x2E73358 //0x3BA3358
//Object-specific offsets
#define oObjIndex 0x20
#define oObjTeam 0x4C
#define oObjName 0x88
#define oObjNetworkID 0x110
#define oObjPos 0x260
#define oObjTargetID 0x318
#define oObjVisibility 0x420
#define oObjHealth 0xF7C
#define oObjArmor 0x1448
#define oObjBaseAtk 0x1420
#define oObjBonusAtk 0x13A0
#define oObjMoveSpeed 0x1460
#define oObjAtkRange 0x1468
#define oObjBuffMgr 0x2260
#define oObjSpellBook 0x29F0
#define oObjChampionName 0x3368
//AI Manager offsets
#define O_AIMGR_TARGETPOS 0x10
#define O_AIMGR_ISMOVING 0x198
#define O_AIMGR_ISDASHING 0x1E8
//Buff Entry offsets
#define oBuffName 0x8
#define oFlBuffCount 0x2C
#define oIntBuffCount 0x70
Typedefs
Code:
typedef void(__thiscall* fnUpdateChargeableSpell)(SpellBook* pSpellBook, Spell* pSpellslot, int slot, Vector3* pPosition, bool ReleaseCast);
typedef void(__thiscall* fnPrintChat)(DWORD ChatClient, const char* Message, int Color);
typedef int*(__thiscall* fnIssueOrder)(void *thisPtr, int Order, Vector *Loc, CObject *Target, bool IsAttackMove, bool IsMinion, DWORD Unknown);
typedef float(__cdecl* fnGetAttackCastDelay)(CObject* pObj);
typedef float(__cdecl* fnGetAttackDelay)(CObject* pObj);
typedef void(__cdecl* fnDrawCircle)(Vector* position, float range, int* color, int a4, float a5, int a6, float alpha);
typedef int*(__thiscall *fnCastSpell)(DWORD spellbook_addr, SpellSlot* spellslot, int SlotID, Vector* targetpos, Vector* startpos, DWORD NetworkID);
typedef bool(__cdecl* fnIsDragon)(CObject* pObj);
typedef bool(__cdecl* fnIsBaron)(CObject* pObj);
typedef bool(__cdecl* fnIsHero)(CObject* pObj);
typedef bool(__cdecl* fnIsMissile)(CObject* pObj);
typedef bool(__cdecl* fnIsMinion)(CObject* pObj);
typedef bool(__cdecl* fnIsTurret)(CObject* pObj);
typedef bool(__cdecl* fnIsInhibitor)(CObject* pObj);
typedef bool(__cdecl* fnIsTroyEnt)(CObject* pObj);
typedef bool(__cdecl* fnIsNexus)(CObject* pObj);
typedef bool(__thiscall* fnIsAlive)(CObject* pObj);
typedef bool(__thiscall* fnIsTargetable)(CObject* pObj);
1
you know this guys ?
this is a coding hack ing league of legends






