namespace offsets {
// global
uint64_t uworld_state = 0x8FDF540; // game_base (Pointer: 0x60)
uint64_t uworld_key = 0x8FDF578; // game_base
uint64_t g_object_state = 0x8E4D700; // game_base
uint64_t g_object_key = 0x8E4D738; // game_base
uint64_t line_of_sight = 0x50e6550; // game_base
uint64_t bone_matrix = 0x498F1E0; // game_base
uint64_t find_object = 0x3347E30; // game_base
uint64_t process_event = 0x3306FA0; // game_base
uint64_t skin_changer_decryption = 0x23D3C20; // game_base
// veh deref
uint64_t pakman_offset = 0x1B67F90; // deref_pointer_in_game_space_fn - https://www.unknowncheats.me/forum/valorant/503616-dumping-valorant-perfect-results-easy.html
// world
uint64_t persistent_level = 0x38; // world > persistent_level
uint64_t game_instance = 0x1A0; // 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 root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position
// controllers
uint64_t damage_handler = 0x9A8; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller
uint64_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller
// camera
uint64_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position
uint64_t camera_rotation = 0x126C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation
uint64_t camera_fov = 0x1278; // 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 = 0x628; // 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 = 0x5C0; // world > persistent_level > aactor > mesh > bone_array
uint64_t bone_count = 0x5C8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count)
uint64_t last_submit_time = 0x378; // world > persistent_level > aactor -> mesh -> last_submit_time
uint64_t last_render_time = 0x37C; // world > persistent_level > aactor -> mesh -> last_render_time
// chams / glow chams : method1 - BlackMax97
uint64_t outline_mode = 0x330; // mesh > outline_mode
uint64_t attach_children = 0x110; // mesh > attach_children
uint64_t attach_children_count = 0x118; // mesh > attach_children + 0x8
// chams / glow chams : method2 - unknownjunks
uint64_t outline_component = 0x10d8; // actor > outline_component3p
uint64_t outline_mode = 0x2B1; // outline_component3p > outline_mode
// chams / glow chams colors
uint64_t outline_ally_color = 0x8EFA150; // game_base
uint64_t outline_enemy_color = 0x8EFA7E0; // game_base
// minimap
uint64_t portrait_minimap_component = 0x10B0; // actor > portrait_minimap_component
uint64_t character_minimap_component = 0x10B8; // actor > character_minimap_component
uint64_t local_observer = 0x530; // minimap_component > local_observer
uint64_t is_visible = 0x501; // minimap_component > is_visible
}