Valorant Offsets That Are Always Updated <3
Create A New Header File Called, offsets.h and paste there the offsets
Dumped By Dark With Love <3
namespace offsets {
// global
uint64_t uworld_key = 0x877E4B8;
uint64_t uworld_state = 0x877E480;
uint64_t line_of_sight = 0x444BE00;
uint64_t gobject_state = 0x85D9280;
uint64_t gobject_key = 0x85D92B8;
uint64_t bone_matrix = 0x4414130;
// world
uint64_t persistent_level = 0x38; // world > persistent_level
uint64_t game_instance = 0x1A8; // world > game_instance
// player
uint64_t localplayers_array = 0x40; // world > game_instance > localplayers_array
uint64_t localplayer = 0x40; // world > game_instance > localplayers_array[0]
uint64_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller
uint64_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn
// vector
uint64_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component
uint64_t position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > position // aactor > root_component > position
uint64_t rotation = 0x170; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > rotation // aactor > root_component > rotation
// controllers
uint64_t damage_controller = 0x9A8; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_controller // aactor > damage_controller
uint64_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller
// camera
uint64_t camera_position = 0x1240; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
uint64_t camera_rotation = 0x124C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
uint64_t camera_fov = 0x1258; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov
uint64_t camera_manager = 0x478; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager
// level > actors
uint64_t actor_array = 0xA0; // world > persistent_level > actor_array
uint64_t actors_count = 0xB8; // world > persistent_level > actors_count
// level > actors info
uint64_t actor_id = 0x18; // world > persistent_level > aactor > actor_id
uint64_t unique_id = 0x38; // world > persistent_level > aactor > unique_id
uint64_t team_component = 0x5B0; // world > persistent_level > aactor > player_state > team_component
uint64_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id
uint64_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health
uint64_t dormant = 0x100; // world > persistent_level > aactor > dormant
uint64_t player_state = 0x3F0; // world > persistent_level > aactor > player_state
// mesh
uint64_t mesh = 0x430; // world > persistent_level > aactor > mesh
uint64_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world
uint64_t bone_array = 0x558; // world > persistent_level > aactor > mesh > bone_array
uint64_t bone_count = 0x560; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
}