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Rust Offset 04.09.2026

Discussion on Rust Offset 04.09.2026 within the Rust forum part of the Popular Games category.

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Post Rust Offset 04.09.2026

// made by Skytouls
// rust version:
// date:

namespace offsets {
namespace il2cpp {
inline constexpr std::uintptr_t get_handle = 0;
} // il2cpp

namespace base_networkable {
inline constexpr std::uintptr_t typeinfo = 0x11811bf0;

inline constexpr std::uint32_t static_fields = 0;
inline constexpr std::uint32_t client_entities = 0;
inline constexpr std::uint32_t entity_list = 0;
inline constexpr std::uint32_t buffer = 0;
inline constexpr std::uint32_t entListBase = 0x10;
inline constexpr std::uint32_t entLS = 0x18;
} // base_networkable

namespace main_camera {
inline constexpr std::uintptr_t typeinfo = 0x1180ba28;

inline constexpr std::uint32_t static_fields = 0xb8;
inline constexpr std::uint32_t instance = 0x30;
inline constexpr std::uint32_t buffer = 0x10;
} // main_camera


namespace BasePlayer {
inline constexpr std::uintptr_t username = 0x708;
inline constexpr std::uintptr_t team = 0x558;
inline constexpr std::uintptr_t playerModel = 0x520;
inline constexpr std::uintptr_t playerFlags = 0x6d8;
inline constexpr std::uintptr_t playerInput = 0x618;
inline constexpr std::uintptr_t clActiveItem = 0x588;
inline constexpr std::uintptr_t playerInventory = 0x540;
inline constexpr std::uintptr_t playerEyes = 0x3c0;
} // BasePlayer

namespace PlayerInput {
inline constexpr std::uintptr_t bodyAngles = 0x44;
} // PlayerInput

namespace BaseEntity {
inline constexpr std::uintptr_t model = 0x1b8;
} // BaseEntity

namespace Item {
inline constexpr std::uintptr_t itemDefinition = 0x40;
inline constexpr std::uintptr_t itemUid = 0x18;
inline constexpr std::uintptr_t itemUid2 = 0x74;
inline constexpr std::uintptr_t itemUid3 = 0xa8;
inline constexpr std::uintptr_t itemUid4 = 0xb8; // test these
inline constexpr std::uintptr_t heldEntity = 0x20; // test these
inline constexpr std::uintptr_t heldEntity2 = 0x58;
inline constexpr std::uintptr_t health = 0;
inline constexpr std::uintptr_t maxHealth = 0;
} // Item

namespace BaseCombatEntity {
inline constexpr std::uintptr_t lifeState = 0x2a8;
inline constexpr std::uintptr_t health = 0x2b4;
inline constexpr std::uintptr_t maxHealth = 0x2b8;
} // BaseCombatEntity

namespace BaseProjectile {
inline constexpr std::uintptr_t recoilProp = 0x408;
inline constexpr std::uintptr_t primaryMagazine = 0x3e0;
inline constexpr std::uintptr_t aimCone = 0x418;
inline constexpr std::uintptr_t hipAimCone = 0x41c;
inline constexpr std::uintptr_t aimSway = 0x400;
inline constexpr std::uintptr_t aimSwaySpeed = 0x404;
inline constexpr std::uintptr_t automatic = 0x398;
inline constexpr std::uintptr_t reloadTime = 0x3d8;
inline constexpr std::uintptr_t numShotsFired = 0x454;
inline constexpr std::uintptr_t damageScale = 0x384;
inline constexpr std::uintptr_t MuzzlePoint = 0x3d0;
} // BaseProjectile

namespace BaseViewModel {
inline constexpr std::uintptr_t BaseViewModel_C = 0x11850460;
inline constexpr std::uintptr_t animationEvents = 0x130;
inline constexpr std::uintptr_t list = 0x8;
inline constexpr std::uintptr_t MuzzlePoint = 0x58;
inline constexpr std::uintptr_t viewmodelType = 0x50;
} // BaseViewModel

namespace ItemContainer {
inline constexpr std::uintptr_t list = 0x78;
} // ItemContainer

namespace ItemDefinition {
inline constexpr std::uintptr_t shortName = 0x28;
inline constexpr std::uintptr_t itemDisplayName = 0x40;
inline constexpr std::uintptr_t itemModWearable = 0x178;
inline constexpr std::uintptr_t itemDisplayEnglish = 0x20;
} // ItemDefinition

namespace ListComponent_PlayerModel {
inline constexpr std::uintptr_t ListComponent_C = 0x11880100;
inline constexpr std::uintptr_t static_fields = 0xB8;
inline constexpr std::uintptr_t instance = 0x8;
inline constexpr std::uintptr_t parent = 0x10;
inline constexpr std::uintptr_t buffer = 0x10;
inline constexpr std::uintptr_t size = 0x18;
} // ListComponent_PlayerModel

namespace Magazine {
inline constexpr std::uintptr_t Capacity = 0x18;
inline constexpr std::uintptr_t Contents = 0x1c;
inline constexpr std::uintptr_t ammoType = 0x20;
inline constexpr std::uintptr_t definition = 0x10;
} // Magazine

namespace Model {
inline constexpr std::uintptr_t rootBone = 0x28;
inline constexpr std::uintptr_t headBone = 0x30;
inline constexpr std::uintptr_t boneTransforms = 0x50;
} // Model

namespace PlayerEyes {
inline constexpr std::uintptr_t viewOffset = 0x40;
inline constexpr std::uintptr_t bodyRotation = 0x50;
inline constexpr std::uintptr_t eyeRotation = 0;
inline constexpr std::uintptr_t unkQuanternion = 0x6c;
} // PlayerEyes

namespace PlayerInventory {
inline constexpr std::uintptr_t container1 = 0x28; // test these
inline constexpr std::uintptr_t container2 = 0x38;
inline constexpr std::uintptr_t container3 = 0x58;
} // PlayerInvetory

namespace PlayerModel {
inline constexpr std::uintptr_t position = 0x2f8;
inline constexpr std::uintptr_t velocity = 0x28;
inline constexpr std::uintptr_t newVelocity = 0;
inline constexpr std::uintptr_t SkinnedMultiMesh = 0x3b8;
} // PlayerModel

namespace RecoilProperties {
inline constexpr std::uintptr_t recoilYawMin = 0x18;
inline constexpr std::uintptr_t recoilYawMax = 0x1c;
inline constexpr std::uintptr_t recoilPitchMin = 0x20;
inline constexpr std::uintptr_t recoilPitchMax = 0x24;
inline constexpr std::uintptr_t newRecoilOverride = 0x80;
inline constexpr std::uintptr_t pitchCurve = 0x40;
inline constexpr std::uintptr_t yawCurve = 0x48;
inline constexpr std::uintptr_t useCurves = 0x50;
inline constexpr std::uintptr_t clampPitch = 0x38;
} // RecoilProperties

namespace SkinnedMultiMesh {
inline constexpr std::uintptr_t rendererList = 0x40;
} // SkinnedMultiMesh

namespace TOD_Sky {
inline constexpr std::uintptr_t TOD_Sky_C = 0x118feae0;
inline constexpr std::uintptr_t static_fields = 0xb8;
inline constexpr std::uintptr_t instance = 0x8;
inline constexpr std::uintptr_t World = 0x48;
inline constexpr std::uintptr_t Day = 0x58;
inline constexpr std::uintptr_t Sun = 0x68;
inline constexpr std::uintptr_t Moon = 0x70;
inline constexpr std::uintptr_t Stars = 0x78;
inline constexpr std::uintptr_t Clouds = 0x80;
inline constexpr std::uintptr_t Light = 0x88;
inline constexpr std::uintptr_t Fog = 0x90;
inline constexpr std::uintptr_t Reflection = 0xa0;
inline constexpr std::uintptr_t Cycle = 0x40;
inline constexpr std::uintptr_t Atmosphere = 0x50;
inline constexpr std::uintptr_t Night = 0x60;
inline constexpr std::uintptr_t Ambient = 0x98;
} // namespace TOD_Sky
} // namespace offsets


//auto generated decrypt: client_entities
uintptr_t client_entities(uintptr_t a1) {

uint32_t eax = 0, ecx = 0, r14d = 0;
uintptr_t rax = 0, rbx = 0, rcx = a1, rdi = a1;

rax = driver.read<uintptr_t>(rdi + 0x18);
uint32_t* rdx = (uint32_t*)&rax;

for (uint32_t r8d = 2; r8d > 0; --r8d) {
}

return decryptIl2cppHandle(rax);
}


//auto generated decrypt: entity_list
uintptr_t entity_list(uintptr_t a1) {

uint32_t eax = 0, ecx = 0, r14d = 0;
uintptr_t rax = 0, rbx = 0, rcx = a1, rdi = a1;

rax = driver.read<uintptr_t>(rdi + 0x18);
uint32_t* rdx = (uint32_t*)&rax;

for (uint32_t r8d = 2; r8d > 0; --r8d) {
}

return decryptIl2cppHandle(rax);
}


// auto generated player decrypt: player_inventory_decrypt
uintptr_t player_inventory_decrypt(uintptr_t a1) {
uint32_t eax = 0, ebx = 0, ecx = 0, edx = 0, esi = 0, edi = 0, r8d = 0, r9d = 0, r10d = 0, r11d = 0;
uintptr_t rax = 0, rbx = 0, rcx = 0, rdx = 0, rsi = 0, rdi = 0, r8 = 0, r9 = 0;

rax = driver.read<uintptr_t>(a1 + 0x18);
rcx = (uintptr_t)&rax;
rdx = (uintptr_t)&rax;

for (uint32_t i = 2; i > 0; --i) {
ecx = *(uint32_t*)(rdx); // mov ecx, [rdx]
rdx = (uintptr_t)((uint8_t*)rdx + 0x04); // lea rdx, [rdx+0x04]
ecx ^= 0xFFFFFFFFAC06348A; // xor ecx, 0xAC06348A
eax = ecx; // mov eax, ecx
ecx <<= 0x14; // shl ecx, 0x14
eax >>= 0x0C; // shr eax, 0x0C
eax |= ecx; // or eax, ecx
eax += 0x5A4E87E2; // add eax, 0x5A4E87E2
ecx = eax; // mov ecx, eax
eax <<= 0x18; // shl eax, 0x18
ecx >>= 0x08; // shr ecx, 0x08
ecx |= eax; // or ecx, eax
*((uint32_t*)rdx - 1) = ecx; // mov [rdx-0x04], ecx
}

return decryptIl2cppHandle(rax);
}


// auto generated player decrypt: player_eyes_decrypt
uintptr_t player_eyes_decrypt(uintptr_t a1) {
uint32_t eax = 0, ebx = 0, ecx = 0, edx = 0, esi = 0, edi = 0, r8d = 0, r9d = 0, r10d = 0, r11d = 0;
uintptr_t rax = 0, rbx = 0, rcx = 0, rdx = 0, rsi = 0, rdi = 0, r8 = 0, r9 = 0;

rax = driver.read<uintptr_t>(a1 + 0x18);
rcx = (uintptr_t)&rax;
rdx = (uintptr_t)&rax;

for (uint32_t i = 2; i > 0; --i) {
ecx = *(uint32_t*)(rdx); // mov ecx, [rdx]
rdx = (uintptr_t)((uint8_t*)rdx + 0x04); // lea rdx, [rdx+0x04]
ecx += 0x5B4DF5EB; // add ecx, 0x5B4DF5EB
ecx ^= 0x110654CE; // xor ecx, 0x110654CE
eax = ecx; // mov eax, ecx
ecx <<= 0x04; // shl ecx, 0x04
eax >>= 0x1C; // shr eax, 0x1C
eax |= ecx; // or eax, ecx
eax -= 0x7CBED6BB; // sub eax, 0x7CBED6BB
*((uint32_t*)rdx - 1) = eax; // mov [rdx-0x04], eax
}

return decryptIl2cppHandle(rax);
}


// auto generated decrypt: cl_active_item
// if there is error in rdx = (uintptr_t)((uint8_t*) change uint32_t* to uintptr_t
uintptr_t cl_active_item(uintptr_t a1) {

uint32_t eax = 0, ebx = 0, ecx = 0, edx = 0, r8d = 0, r9d = 0;
uintptr_t rax = 0, rbx = 0, rcx = a1, rdx = 0, r8 = 0, r9 = 0;

uintptr_t val = a1;
uintptr_t base_ptr = (uintptr_t)&val;
rax = base_ptr; rdx = base_ptr; rcx = base_ptr; rbx = base_ptr; r8 = base_ptr; r9 = base_ptr;

for (uint32_t i = 2; i > 0; --i) {
// UNHANDLED INSTRUCTION: movups [rsp+0x20], xmm0
edx = *(uint32_t*)(r8); // mov edx, [r8]
eax = *(uint32_t*)(r8); // mov eax, [r8]
r8 = (uintptr_t)((uint8_t*)r8 + 0x04); // lea r8, [r8+0x04]
edx >>= 0x01; // shr edx, 0x01
eax <<= 0x1F; // shl eax, 0x1F
edx |= eax; // or edx, eax
edx += 0x1F2ABE36; // add edx, 0x1F2ABE36
edx ^= 0x3788ADB3; // xor edx, 0x3788ADB3
*((uint32_t*)r8 - 1) = edx; // mov [r8-0x04], edx
}

return val;
}
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