#pragma once
namespace HONG {
    namespace Offset {
        /* Address */
        static constexpr auto _Address_UWorld = 0x13116178; //
        static constexpr auto _Address_GNames = 0x1338E0F0; //
        static constexpr auto _Address_Decrypt = 0x1183EE28;//
        static constexpr auto _Address_GObject = 0x130D4C70;
        static constexpr auto _Address_LocalPlayers = 0x132942E0;
        static constexpr auto _Address_LineToSight = 0x0575C2E4;
        static constexpr auto _Address_BulletSpeed = 0x00735444;
        /* OFFSETS */
        static constexpr auto _OFFSET_ActorArray = 0x0180;
        static constexpr auto _OFFSET_ComponentToWorld = 0x0360;
        static constexpr auto _OFFSET_ChunkSize = 0x3EB8;
        static constexpr auto _OFFSET_ObjID = 0x0034;
        static constexpr auto _OFFSET_ComponentRotation = 0x0280;
        static constexpr auto _OFFSET_AbsoluteLocation = _OFFSET_ComponentToWorld + 0x10;
        static constexpr auto _OFFSET_CurrentNetSpeed = 0x0050;
        static constexpr auto _OFFSET_PlayerController = _OFFSET_CurrentNetSpeed - 0x8;
        static constexpr auto _OFFSET_CurrentLevel = 0x0910;
        static constexpr auto _OFFSET_InputYawScale = 0x063C;
        static constexpr auto _OFFSET_InputRotation = _OFFSET_InputYawScale - 0xC;
        static constexpr auto _OFFSET_AcknowledgedPawn = 0x04A0;
        static constexpr auto _OFFSET_PlayerCameraManager = 0x04C0;
        static constexpr auto _OFFSET_CameraCache = 0x0A50;
        static constexpr auto _OFFSET_POV = 0x0010;
        static constexpr auto _OFFSET_FOV = 0x05B4;
        static constexpr auto _OFFSET_Location = 0x0008;
        static constexpr auto _OFFSET_Rotation = 0x0028;
        static constexpr auto _OFFSET_ReplicatedMovement = 0x0070;
        static constexpr auto _OFFSET_RootComponent = 0x01A0;
        static constexpr auto _OFFSET_LastRenderTimeOnScreen = 0x0790;
        static constexpr auto _OFFSET_Mesh = 0x04C8;
        static constexpr auto _OFFSET_StaticMesh = 0x0AF8;
        static constexpr auto _OFFSET_VehicleRiderComponent = 0x1B20;
        static constexpr auto _OFFSET_WeaponProcessor = 0x1AA8;
        static constexpr auto _OFFSET_Health = 0x19F8;
        static constexpr auto _OFFSET_GroggyHealth = 0x11D4;
        static constexpr auto _OFFSET_LastTeamNum = 0x27A8;
        static constexpr auto _OFFSET_CharacterName = 0x0F28;
        static constexpr auto _OFFSET_SpectatedCount = 0x1270;
        static constexpr auto _OFFSET_ComponentVelocity = 0x0390;
        static constexpr auto _OFFSET_AnimScriptInstance = 0x0CA0;
        static constexpr auto _OFFSET_LastVehiclePawn = 0x0270;
        static constexpr auto _OFFSET_SeatIndex = 0x0238;
        static constexpr auto _OFFSET_EquippedWeapons = 0x02C8;
        static constexpr auto _OFFSET_FloatCurve = 0x0048;
        static constexpr auto _OFFSET_Keys = 0x0060;
        static constexpr auto _OFFSET_Mesh3P = 0x07B0;
        static constexpr auto _OFFSET_WeaponConfig = 0x04F0;
        static constexpr auto _OFFSET_IronSightZeroingDistances = 0x00C0;
        static constexpr auto _OFFSET_IronSightZeroingDistance = _OFFSET_WeaponConfig + _OFFSET_IronSightZeroingDistances;
        static constexpr auto _OFFSET_AmmoPerClip = 0x0A14;
        static constexpr auto _OFFSET_CurrentZeroLevel = 0x0A1C;
        static constexpr auto _OFFSET_bAlwaysUseIronSightZeroing = 0x0A11;
        static constexpr auto _OFFSET_ControlRotation_CP = 0x0744;
        static constexpr auto _OFFSET_RecoilADSRotation_CP = 0x09D4;
        static constexpr auto _OFFSET_LeanLeftAlpha_CP = 0x0DE4;
        static constexpr auto _OFFSET_LeanRightAlpha_CP = 0x0DE8;
        static constexpr auto _OFFSET_TrajectoryGravityZ = 0x0FA8;
        static constexpr auto _OFFSET_WeaponTrajectoryData = 0x1008;
        static constexpr auto _OFFSET_TrajectoryConfig = 0x0118;
    }
} update the needed info with the updated adresse : Decrypt = 0x1183EE28
GNames = 0x1338E0F0
ChunkSize = 0x4014
GObjects = 0x130D4C70
AcknowledgedPawn = 0x0498
SpectatorPawn = 0x0750
Level = 0x0030
Actors = 0x0120
CachedLocalPlayer = 0x132942E0
PlayerController = 0x0030
PlayerCameraManager = 0x04C0
CameraPosition = 0x15A4
CameraRotation = 0x1598
CameraFov = 0x15B0
WorldLocation = 0x09B4
MyHUD = 0x04B8
WidgetStateMap = 0x04F8
FTslWidgetStateSize = 0x0080
Widget = 0x0040
SelectMinimapSizeIndex = 0x05B8
CurrentMinimapViewScale1D = 0x047C
LastMinimapPos = 0x0490
Visibility = 0x00A1
CachedMapGridWidget = 0x0540
Minimap = 0x05D8
Slot = 0x0030
LayoutData = 0x0038
ControlRotation = 0x0420
InputYawScale = 0x063C
bShowMouseCursor = 0x0648
AntiCheatCharacterSyncManager = 0x0C80
DormantCharacterClientList = 0x0050
Rootcomponent = 0x0148
ComponentToWorld = 0x0330
Mesh = 0x04C0
BoneTransform = 0x0AB0
LastTeamNum = 0x1C70
SpectatedCount = 0x0FF8
LastRenderTimeOnScreen = 0x0740
AimOffsets = 0x1890
CharacterName = 0x1140
Health = 0x09A0
GroggyHealth = 0x10F0
Gender = 0x0A00
PlayerState = 0x0420
PartnerLevel = 0x0A0E
PlayerStatistics = 0x0848
bDoMakeLastSurvivor = 0x0BE4
ScopingSpringArm = 0x0D38
SwayRotation = 0x0240
WeaponProcessor = 0x0900
EquippedWeapons = 0x01F8
CurrentWeaponIndex = 0x0301
WeaponClass = 0x0564
FiringModeIndex = 0x0AAC
WeaponGunData0 = 0x0F30
WeaponGunData1 = 0x0EA8
FiringModes = 0x00E0
CurrentADSScale = 0x0AB4
ThrowableState = 0x0B68
RecoilValueVector = 0x1038
VerticalRecovery = 0x0F74
WeaponTrajectoryData0 = 0x1068
WeaponTrajectoryData1 = 0x1048
TrajectoryGravityZ = 0x0FD4
TrajectoryConfig = 0x0100
FloatCurves = 0x0030
Mesh3P = 0x07A0
AttachedStaticComponentMap = 0x11A8
ScopingAttachPoint = 0x0C58
FiringAttachPoint = 0x0850
StaticMesh = 0x0AB0
OwnedComponents = 0x0200
ItemPackageItems = 0x0580
ItemTableRowBase = 0x00A8
ItemId = 0x0268
UDroppedItemInteractionComponentItem = 0x0708
ADroppedItemItem = 0x0450
ADroppedItemMeshComp = 0x0470
VehicleRiderComponent = 0x1F60
SeatIndex = 0x0220
LastVehiclePawn = 0x0260



PlayerPTR = 0x132942E0; // that what you ask for?
PlayerController = 0x030;