|
You last visited: Today at 09:03
Advertisement
[Release] Rust dumper (Source)
Discussion on [Release] Rust dumper (Source) within the Rust forum part of the Popular Games category.
02/18/2026, 15:24
|
#1
|
elite*gold: 0
Join Date: Feb 2019
Posts: 378
Received Thanks: 125
|
[Release] Rust dumper (Source)
Releasing my ChatGPT pasted dumper I made for updating my Internal cheat dll, this will only dump some functions and most of the fields needed to have a functioning ESP/Aimbot/Debugcamera cheat.
This is a external dumper, does not need to have the game running or injecting something into the game process.
The dumper is utilizing regex pattern scanning, finding offsets by searching the Dump.cs after similarities in other game functions etc.
Example output (2026-02-18)
Code:
namespace ItemContainer {
//public sealed class %e28964509f3f9f0469b756a825896d263852384f
constexpr auto uid = 0x30; // or 0x58
constexpr auto capacity = 0x70; // or 0x74 or 0x78
constexpr auto itemList = 0x28; // %4d016f4ea9659612cb2562f69340bb98e85c9311
};
namespace ModelState {
constexpr auto flags = 0x14; // public int %4c2dee8f6d927622dc6d31df36e526dde5b7bbe9;
};
namespace Item {
constexpr auto uid = 0x24; // uid (resolved via GodRaysRenderer uid type)
constexpr auto info = 0x88; // public ItemDefinition %
constexpr auto contents = 0x18; // contents (TriggerBase HashSet link)
constexpr auto amount = 0xE8; // amount (AddPunch Vector3 param)
constexpr auto position = 0x70; // position (MeshRendererBatch Vector3)
constexpr auto condition = 0x28; // first private float %
constexpr auto maxCondition = 0xD8; // second private float %
constexpr auto heldEntity = 0x30; // or 0x50
};
namespace PlayerModel {
constexpr auto newVelocity = 0x21C; // private Vector3 % from ViewmodelBob link
};
namespace LootableCorpse {
constexpr auto _playerName = 0x2C8; // public string % // _playerName
};
namespace BasePlayer {
constexpr auto input = 0x358; // public PlayerInput %
constexpr auto playerModel = 0x658; // public PlayerModel %
constexpr auto movement = 0x4F8; // public BaseMovement %
constexpr auto _displayName = 0x2F0; // protected string %
constexpr auto UserIDString = 0x290; // public string %
constexpr auto playerFlags = 0x5E8; // [InspectorFlags] public BasePlayer.PlayerFlags playerFlags;
constexpr auto currentTeam = 0x4A0; // public ulong currentTeam;
constexpr auto playerInventory = 0x350; // private %<PlayerInventory> % // playerInventory
};
namespace BaseMovement {
constexpr auto adminCheat = 0x20; // public bool adminCheat;
constexpr auto adminSpeed = 0x24; // public float adminSpeed;
constexpr auto Ownerk__BackingField = 0x28; // private BasePlayer Ownerk__BackingField;
constexpr auto InheritedVelocityk__BackingField = 0x30; // private Vector3 InheritedVelocityk__BackingField;
constexpr auto TargetMovementk__BackingField = 0x3C; // private Vector3 TargetMovementk__BackingField;
constexpr auto Runningk__BackingField = 0x48; // private float Runningk__BackingField;
constexpr auto Duckingk__BackingField = 0x4C; // private float Duckingk__BackingField;
constexpr auto Crawlingk__BackingField = 0x50; // private float Crawlingk__BackingField;
constexpr auto Groundedk__BackingField = 0x54; // private float Groundedk__BackingField;
constexpr auto lastTeleportedTime = 0x58; // private float lastTeleportedTime;
};
namespace BaseEntity {
constexpr auto model = 0xE8; // public Model model;
};
namespace BaseProjectile {
constexpr auto projectileVelocityScale = 0x30C; // public float projectileVelocityScale;
constexpr auto automatic = 0x310; // public bool automatic;
constexpr auto isBurstWeapon = 0x3B7; // public bool isBurstWeapon;
constexpr auto primaryMagazine = 0x358; // public BaseProjectile.Magazine primaryMagazine;
constexpr auto MuzzlePoint = 0x348; // public Transform MuzzlePoint;
};
namespace Projectile {
constexpr auto initialVelocity = 0x28; // public Vector3 initialVelocity;
constexpr auto drag = 0x34; // public float drag;
constexpr auto gravityModifier = 0x38; // public float gravityModifier;
constexpr auto thickness = 0x3C; // public float thickness;
constexpr auto changeInitialOrientation = 0x40; // public bool changeInitialOrientation;
constexpr auto initialDistance = 0x44; // public float initialDistance;
constexpr auto initialOrientation = 0x48; // public Vector3 initialOrientation;
constexpr auto penetrationPower = 0x68; // public float penetrationPower;
constexpr auto noGravity = 0x14E; // public bool noGravity;
};
namespace ItemModProjectile {
constexpr auto projectileObject = 0x20; // public GameObjectRef projectileObject;
constexpr auto mods = 0x28; // public ItemModProjectileMod[] mods;
constexpr auto ammoType = 0x30; // public AmmoTypes ammoType;
constexpr auto numProjectiles = 0x38; // public int numProjectiles;
constexpr auto projectileSpread = 0x3C; // public float projectileSpread;
constexpr auto projectileVelocity = 0x40; // public float projectileVelocity;
constexpr auto projectileVelocitySpread = 0x44; // public float projectileVelocitySpread;
constexpr auto useCurve = 0x48; // public bool useCurve;
constexpr auto spreadScalar = 0x50; // public AnimationCurve spreadScalar;
constexpr auto attackEffectOverride = 0x58; // public GameObjectRef attackEffectOverride;
constexpr auto barrelConditionLoss = 0x60; // public float barrelConditionLoss;
constexpr auto category = 0x68; // public string category;
};
namespace BaseCombatEntity {
constexpr auto lifestate = 0x258; // public BaseCombatEntity.LifeState lifestate;
};
namespace Model {
constexpr auto boneTransforms = 0x50; // public Transform[] boneTransforms;
};
namespace ItemDefinition {
constexpr auto itemid = 0x20; // public int itemid;
constexpr auto shortname = 0x28; // public string shortname;
constexpr auto displayName = 0x40; // public Phrase displayName;
constexpr auto displayDescription = 0x48; // public Phrase displayDescription;
constexpr auto category = 0x58; // public ItemCategory category;
constexpr auto condition = 0xB8; // public ItemDefinition.Condition condition;
constexpr auto Children = 0x158; // public ItemDefinition[] % // Children
};
namespace PlayerInventory {
constexpr auto container1 = 0x30; // public % % // container 1
constexpr auto container2 = 0x38; // public % % // container 2
constexpr auto container3 = 0x58; // public % % // container 3
constexpr auto crafting = 0x40; // public ItemCrafter crafting;
constexpr auto loot = 0x48; // public PlayerLoot loot;
constexpr auto returnItems = 0x28; // private List<Item> % // returnItems
};
namespace PlayerInput {
constexpr auto state = 0x28; // public % % // state
constexpr auto bodyAngles = 0x44; // private Vector3 % // bodyAngles
constexpr auto recoilAngles = 0x80; // public %<Vector3> % // recoilAngles
};
namespace TOD_Sky {
constexpr auto Initialized = 0xA8; // private bool % // Initialized
constexpr auto CycleParameters = 0x40; // public TOD_CycleParameters Cycle;
constexpr auto Atmosphere = 0x50; // public TOD_AtmosphereParameters Atmosphere;
constexpr auto Day = 0x58; // public TOD_DayParameters Day;
constexpr auto Night = 0x60; // public TOD_NightParameters Night;
constexpr auto Stars = 0x78; // public TOD_StarParameters Stars;
constexpr auto Ambient = 0x98; // public TOD_AmbientParameters Ambient;
constexpr auto timeSinceAmbientUpdate = 0x0; // private float % // timeSinceAmbientUpdate
constexpr auto timeSinceReflectionUpdate = 0x0; // private float % // timeSinceReflectionUpdate
};
namespace BaseNetworkable {
constexpr auto prefabID = 0x30; // public uint prefabID;
constexpr auto children = 0x40; // public readonly List<BaseEntity> % // children
constexpr auto net = 0x60; // encrypted net field
constexpr auto parentEntity = 0x70; // encrypted parentEntity field
constexpr auto IsDestroyedk__BackingField = 0x50; // also has 0x20; // private bool % // IsDestroyedk__BackingField
};
namespace F {
constexpr auto BasePlayer_OnViewModeChanged = 0x3332ED0;
constexpr auto PlayerEyes_GetPosition = 0x3E28170;
}
namespace S {
constexpr auto SingletonComponentCameraMan_TypeInfo = 0xD5E6DD0;
constexpr auto BasePlayer_TypeInfo = 0xD6649E0;
constexpr auto BaseProjectile_TypeInfo = 0xD6002C8;
constexpr auto PlayerWalkMovement_TypeInfo = 0xD671050;
}
Also worth mentioning that this has been working for over 4 months now without the need of update
Requirements- Dot net 8.0
- Il2cppDumper (
)
- Dump.cs
- Script.json
Source code
There is no compiled binaries, enjoy!

|
|
|
 |
Similar Threads
|
[Selling] Full Source:Usermode, Kernel Driver,Process Dumper ,Item id Dumper & Obfuscation
08/10/2025 - Apex Legends Trading - 0 Replies
🔥 EV Code Signing Service 🔥
Sign virtually any file: kernel drivers, DLLs, executables, or any other PE files.
Simple process: send your file (or a download link) and we sign it securely with an EV certificate.
💎 Certificates:
Randomly selected from our collection of EV certificates from Fortune 500 cybersecurity, infosec, and software development companies.
Note: No cloud signing or RDP access provided.
|
kernel Driver Source (R/W/Mouse/dumper)
07/26/2025 - Apex Legends Trading - 0 Replies
ACE Injector - Full Source Code – $300
Kernel Driver Source (Read/Write, Mouse Input, Dumper) – $150
Delta Force Internal Source – $150
Apex Legends External Source – $150
C++ Compile-Time Obfuscation
– Obfuscates Strings, Values, Function Calls, Control Flow
– $50
Advanced Dumper
- Supports dumping protected processes regardless of anti-dump or anti-debug protections.
|
[Source] PackDumper - Metin2 Resource Dumper/Extractor Tool
01/05/2025 - Metin2 Hacks, Bots, Cheats, Exploits & Macros - 23 Replies
PackDumper - Metin2 Resource Dumper/Extractor Tool
What is PackDumper?
PackDumper is a Metin2 Resource Dumper/Extractor Tool. With it you can dump 100% of the resources (all the pack folder) from almost any Metin2 Client in few minutes, except cythonized scripts.
It also has a script called PathListDumper. PathListDumper is a CheatEngine Lua Script used to get paths from ALL files inside the "pack" folder of your client in a fully automated way and in just few seconds! It works for...
|
All times are GMT +2. The time now is 09:03.
|
|