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z3500376 17th March 2020 04:24 AM

Quote:

Originally Posted by Respecter (Post 2721041)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R
// Reversed by @Respecter

class LOCALGAMEWORLD // Aka LocalGameWorld
{
public:
        char pad_0000[24]; //0x0000
        class ExitController *m_pExitController; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *m_LocalPlayerID; //0x0030
        char pad_0038[24]; //0x0038
        class ArrayItems *m_pItemList; //0x0050
        char pad_0058[24]; //0x0058
        class Array *m_pPlayerList; //0x0070
}; //Size: 0x0078

class Array
{
public:
        char pad_0000[16]; //0x0000
        class List *m_pList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCount; //0x001C
}; //Size: 0x0020

class List
{
public:
        char pad_0000[32]; //0x0000
        class Player *m_pFirstEntity; //0x0020
        class Player *m_pSecondPlayer; //0x0028
}; //Size: 0x0030

class Player
{
public:
        char pad_0000[24]; //0x0000
        class LocalPlayerChecker *m_pLocalPlayerChecker; //0x0018
        char pad_0020[24]; //0x0020
        class MovementContext *m_pMovementContext; //0x0038
        char pad_0040[48]; //0x0040
        class ProceduralWeaponAnimation *m_pProceduralWeaponAnimation; //0x0070
        char pad_0078[16]; //0x0078
        class PlayerBody *m_pPlayerBody; //0x0088
        char pad_0090[792]; //0x0090
        class PlayerProfile *m_pPlayerProfile; //0x03A8
        char pad_03B0[40]; //0x03B0
        class HealthController *m_pHealthController; //0x03D8
}; //Size: 0x03E0

class MovementContext
{
public:
        char pad_0000[480]; //0x0000
        Vector2 ViewAngles; //0x01E0
        Vector2 ViewAngles2; //0x01E8
        Vector3 LocalPosition; //0x01F0
}; //Size: 0x01FC

class CAMERA // Aka FPS Camera
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pFpsCamera; //0x0030
}; //Size: 0x0038

class FPSCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject *m_pCameraObject; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class CameraObject
{
public:
        char pad_0000[8]; //0x0000
        class CameraContainer *m_pCameraContainer; //0x0008
        char pad_0010[8]; //0x0010
        class CameraEntity *m_pCameraEntity; //0x0018
}; //Size: 0x0020

class CameraEntity
{
public:
        char pad_0000[88]; //0x0000
        Matrix4x4 ViewMatrix0; //0x0058
        char pad_0098[64]; //0x0098
        Matrix4x4 ViewMatrix; //0x00D8
}; //Size: 0x0118

class PlayerBody
{
public:
        char pad_0000[40]; //0x0000
        class m_pSkeletonRootJoin *m_pSkeletonRootJoin; //0x0028
}; //Size: 0x0030

class m_pSkeletonRootJoin
{
public:
        char pad_0000[40]; //0x0000
        class BoneEnumerator *m_pBoneEnumerator; //0x0028
}; //Size: 0x0030

class BoneEnumerator
{
public:
        char pad_0000[16]; //0x0000
        class TransformArray *m_pTransformArray; //0x0010
}; //Size: 0x0018

class TransformArray
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class PlayerProfile
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *m_pPlayerId; //0x0010
        char pad_0018[16]; //0x0018
        class PlayerInfo *m_PlayerInfo; //0x0028
        char pad_0030[16]; //0x0030
        class PlayerHealth *m_pHealth; //0x0040
        class Inventory *m_pInventory; //0x0048
}; //Size: 0x0050

class PlayerInfo
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *m_pPlayerName; //0x0010
        char pad_0018[56]; //0x0018
        int32_t Side; //0x0050
        int32_t CreationDate; //0x0054
}; //Size: 0x0058

class UnityEngineString
{
public:
        char pad_0000[16]; //0x0000
        int32_t size; //0x0010
        wchar_t name[10]; //0x0014
}; //Size: 0x0028

class HealthController // _healthController
{
public:
        char pad_0000[24]; //0x0000
        class HealthBody *m_pHealthBody; //0x0018
}; //Size: 0x0020

class HealthBody
{
public:
        char pad_0000[24]; //0x0000
        class BodyController *m_pBodyController; //0x0018
}; //Size: 0x0020

class BodyController
{
public:
        char pad_0000[48]; //0x0000
        class HealthContainer *m_pHealthHead; //0x0030
        char pad_0038[16]; //0x0038
        class HealthContainer *m_pHealthThorax; //0x0048
        char pad_0050[16]; //0x0050
        class HealthContainer *m_pHealthStomach; //0x0060
        char pad_0068[16]; //0x0068
        class HealthContainer *m_pHealthLeftArm; //0x0078
        char pad_0080[16]; //0x0080
        class HealthContainer *m_pHealthRightArm; //0x0090
        char pad_0098[16]; //0x0098
        class HealthContainer *m_pHealthLeftLeg; //0x00A8
        char pad_00B0[16]; //0x00B0
        class HealthContainer *m_pHealthRightLeg; //0x00C0
}; //Size: 0x00C8

class HealthContainer
{
public:
        char pad_0000[16]; //0x0000
        class Health *m_pHealth; //0x0010
}; //Size: 0x0018

class Health
{
public:
        char pad_0000[16]; //0x0000
        float Health; //0x0010
        float HealthMax; //0x0014
}; //Size: 0x0018

class PlayerHealth
{
public:
        char pad_0000[24]; //0x0000
        class HealthInfo *m_playerHealthInfo; //0x0018
}; //Size: 0x0020

class HealthInfo
{
public:
        char pad_0000[16]; //0x0000
        float CurentHealth; //0x0010
        float MaxHealth; //0x0014
}; //Size: 0x0018

class CameraContainer
{
public:
        char pad_0000[56]; //0x0000
        class CameraPosition *m_pCameraPosition; //0x0038
}; //Size: 0x0040

class CameraPosition
{
public:
        char pad_0000[176]; //0x0000
        Vector3 cameraPosition; //0x00B0
        char pad_00BC[4]; //0x00BC
        Vector4 cameraRotation; //0x00C0
}; //Size: 0x00D0

class ArrayItems
{
public:
        char pad_0000[16]; //0x0000
        class ItemList *m_pItemList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCout; //0x001C
}; //Size: 0x0020

class ItemList
{
public:
        char pad_0000[32]; //0x0000
        class Item *m_pFirstItem; //0x0020
        class Item *m_pSecondItem; //0x0028
}; //Size: 0x0030

class Item
{
public:
        char pad_0000[16]; //0x0000
        class ItemProfile *m_pItemProfile; //0x0010
}; //Size: 0x0018

class ItemProfile
{
public:
        char pad_0000[40]; //0x0000
        class ItemStats *m_pItemStats; //0x0028
        class ItemBasicInformation *m_pItemInformation; //0x0030
}; //Size: 0x0038

class ItemBasicInformation
{
public:
        char pad_0000[48]; //0x0000
        class ItemLocalization *m_pItemLocalization; //0x0030
        char pad_0038[40]; //0x0038
        char *ItemPatName; //0x0060
}; //Size: 0x0068

class ItemLocalization
{
public:
        char pad_0000[8]; //0x0000
        class ItemCoordinates *m_pItemCoordinates; //0x0008
}; //Size: 0x0010

class ItemCoordinates
{
public:
        char pad_0000[56]; //0x0000
        class ItemLocationContainer *m_pItemLocationContainer; //0x0038
}; //Size: 0x0040

class ItemLocationContainer
{
public:
        char pad_0000[176]; //0x0000
        Vector3 ItemPosition; //0x00B0
}; //Size: 0x00BC

class Inventory
{
public:
        char pad_0000[48]; //0x0000
        class FastAccess *m_pFastAccess; //0x0030
}; //Size: 0x0038

class FastAccess
{
public:
        char pad_0000[16]; //0x0000
        class BoundCells *m_pBoundCells; //0x0010
}; //Size: 0x0018

class BoundCells
{
public:
        char pad_0000[24]; //0x0000
        class CollectionEntry *Entries; //0x0018
        char pad_0020[32]; //0x0020
        int32_t Count; //0x0040
        int32_t Max; //0x0044
}; //Size: 0x0048

class m_pDictionaryItems
{
public:
        char pad_0000[32]; //0x0000
        class Weapon *Knife; //0x0020
        class Weapon *Pistol; //0x0028
        class Weapon *FirstWeapon; //0x0030
        class Weapon *SecondWeapon; //0x0038
        char pad_0040[64]; //0x0040
}; //Size: 0x0080

class Weapon
{
public:
        char pad_0000[32]; //0x0000
        class WeaponDetails *m_pWeaponDetails; //0x0020
}; //Size: 0x0028

class WeaponDetails
{
public:
        char pad_0000[32]; //0x0000
        class WeaponNameInfo *m_pWeaponNameInfo; //0x0020
}; //Size: 0x0028

class WeaponNameInfo
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010
        char pad_0018[16]; //0x0018
        class UnityEngineString *NameType; //0x0028
}; //Size: 0x0030

class ProceduralWeaponAnimation
{
public:
        char pad_0000[40]; //0x0000
        class BreathEffector *m_pBreath; //0x0028
        char pad_0030[24]; //0x0030
        class ShotEffector *m_pShootingg; //0x0048
        char pad_0050[56]; //0x0050
        class OpticSight *m_pOpticSightArray; //0x0088
        char pad_0090[80]; //0x0090
        int32_t Mask; //0x00E0 Write zero for no-recoil / no - sway
        char pad_00E4[44]; //0x00E4
        float CameraSmoothTime; //0x0110
        char pad_0114[192]; //0x0114
        float CameraSmoothSteady; //0x01D4
}; //Size: 0x01D8

class ItemStats
{
public:
        char pad_0000[80]; //0x0000
        class GameItem *m_pGameItem; //0x0050
}; //Size: 0x0058

class StatsNames
{
public:
        char pad_0000[32]; //0x0000
        class ItemNames *m_pItemNames; //0x0020
}; //Size: 0x0028

class ItemNames
{
public:
        char pad_0000[80]; //0x0000
        class UnityEngineString *m_pItemHashIdentifier; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pParentHashIdentifier; //0x0060
}; //Size: 0x0068

class OpticSight
{
public:
        char pad_0000[32]; //0x0000
        class UnityCamera *m_pCamera; //0x0020
}; //Size: 0x0028

class UnityCamera
{
public:
        char pad_0000[40]; //0x0000
        class CameraRaw *m_pCameraRaw; //0x0028
}; //Size: 0x0030

class BreathEffector
{
public:
        char pad_0000[144]; //0x0000
        bool IsAiming; //0x0090
        char pad_0091[3]; //0x0091
        float Intensity; //0x0094
}; //Size: 0x0098

class ShotEffector
{
public:
        char pad_0000[104]; //0x0000
        float Intensity; //0x0068
}; //Size: 0x006C

class CameraRaw
{
public:
        char pad_0000[48]; //0x0000
        class CameraEntity *m_pCameraEntity; //0x0030
}; //Size: 0x0038

class PlayerId
{
public:
        char pad_0000[16]; //0x0000
        int32_t N000007E4; //0x0010
        wchar_t N000007F5[24]; //0x0014
        char pad_0044[112]; //0x0044
}; //Size: 0x00B4

class LocalPlayerChecker
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class ExitController
{
public:
        char pad_0000[32]; //0x0000
        class ExitPoint *m_pExitPoint; //0x0020
}; //Size: 0x0028

class ExitPoint
{
public:
        char pad_0000[24]; //0x0000
        int32_t ExitCount; //0x0018
        char pad_001C[4]; //0x001C
        class Extraction *m_pFirstEntry; //0x0020
        class Extraction *m_pSecondEntry; //0x0028
}; //Size: 0x0030

class Extraction
{
public:
        char pad_0000[16]; //0x0000
        class PositionStuff *m_pPositionStuff; //0x0010
        char pad_0018[64]; //0x0018
        class ExtractionName *m_pExtractName; //0x0058
}; //Size: 0x0060

class ExtractionName
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010
}; //Size: 0x0018

class PositionStuff
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff2 *m_pPositionStuff2; //0x0030
}; //Size: 0x0038

class PositionStuff2
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff3 *m_pPositionStuff3; //0x0030
}; //Size: 0x0038

class PositionStuff3
{
public:
        char pad_0000[8]; //0x0000
        class ExtractionTransforms *m_pExtractionTransform; //0x0008
}; //Size: 0x0010

class ExtractionTransforms
{
public:
        char pad_0000[40]; //0x0000
        class ExtranctionTransformPointer *m_pExtractionTransform; //0x0028
}; //Size: 0x0030

class ExtranctionTransformPointer
{
public:
        char pad_0000[16]; //0x0000
        class Transform *m_pTransform; //0x0010
}; //Size: 0x0018

class Transform
{
public:
        char pad_0000[40]; //0x0000
        Matrix4x4 ExitMatrix; //0x0028
}; //Size: 0x0068

class CollectionEntry
{
public:
        char pad_0000[48]; //0x0000
        class InventoryLogicSlot *m_pKnife; //0x0030
        char pad_0038[16]; //0x0038
        class InventoryLogicSlot *m_pPistol; //0x0048
        char pad_0050[16]; //0x0050
        class InventoryLogicSlot *m_pFirstWeapon; //0x0060
        char pad_0068[16]; //0x0068
        class InventoryLogicSlot *m_pSecondWeapon; //0x0078
}; //Size: 0x0080

class InventoryLogicSlot
{
public:
        char pad_0000[24]; //0x0000
        class DizBindingBindableState *m_pReactiveContainedItem; //0x0018
}; //Size: 0x0020

class DizBindingBindableState
{
public:
        char pad_0000[16]; //0x0000
        class GameItem *m_pGameItem; //0x0010
}; //Size: 0x0018

class GameItem
{
public:
        char pad_0000[32]; //0x0000
        class ItemTemplate *m_pItemTemplate; //0x0020
}; //Size: 0x0028

class ItemTemplate
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *m_pName; //0x0010
        char pad_0018[16]; //0x0018
        class UnityEngineString *m_ItemSoundName; //0x0028
        char pad_0030[24]; //0x0030
        class UnityEngineString *m_pSlotName; //0x0048
        class UnityEngineString *m_pHashName; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pHashCategory; //0x0060
}; //Size: 0x0068


how to find it bru?

YeetMan420 17th March 2020 05:53 AM

Quote:

Originally Posted by Respecter (Post 2721041)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R
// Reversed by @Respecter

class LOCALGAMEWORLD // Aka LocalGameWorld
{
public:
        char pad_0000[24]; //0x0000
        class ExitController *m_pExitController; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *m_LocalPlayerID; //0x0030
        char pad_0038[24]; //0x0038
        class ArrayItems *m_pItemList; //0x0050
        char pad_0058[24]; //0x0058
        class Array *m_pPlayerList; //0x0070
}; //Size: 0x0078

class Array
{
public:
        char pad_0000[16]; //0x0000
        class List *m_pList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCount; //0x001C
}; //Size: 0x0020


Thanks for posting this, you saved me hours of debugging old offsets. I started losing my mind.

MaiGuaQQqun 17th March 2020 08:17 PM

We can get "position" from "class Transform" by fun "GetPosition"

Anyone know how to get "eulerAngles" from "class Transform" ?

djskullyx64 18th March 2020 04:30 AM

Are they doing something to obfuscate player positions (vector3)? It seems my game only gets the information slowly as the game progresses when a player gets very near to me (>100m or so) or if I have seen them. Any ideas?

My code works perfectly in offline with AI scavs, it reads all of them. But in online I only seem to get player updates if I see them or I'm close or something.

MaiGuaQQqun 18th March 2020 07:39 AM

How to find INTERNAL_get_position/INTERNAL_get_rotation/INTERNAL_get_eulerAngles with ida, i wants to bulid them all with c++, i m external

djskullyx64 18th March 2020 05:34 PM

Answered my own question. Found buried in the thread that you have to either use the internal GetBonePosition or just mimic it. Some great info in this thread. Thanks for the help all. I'm curious. Why is it not just a simple float[3]?

YeetMan420 20th March 2020 03:53 PM

Quote:

Originally Posted by djskullyx64 (Post 2722984)
Answered my own question. Found buried in the thread that you have to either use the internal GetBonePosition or just mimic it. Some great info in this thread. Thanks for the help all. I'm curious. Why is it not just a simple float[3]?

Your guess is as good as mine. Do you mind sharing how you're taking this 3d bone position vector and transforming it to 2d display coordinates (world to screen)? I imagine there's some camera matrices and transform matrices I have to leverage?

cplnathan 20th March 2020 06:19 PM

Quote:

Originally Posted by djskullyx64 (Post 2722984)
Answered my own question. Found buried in the thread that you have to either use the internal GetBonePosition or just mimic it. Some great info in this thread. Thanks for the help all. I'm curious. Why is it not just a simple float[3]?

Quote:

Originally Posted by YeetMan420 (Post 2725139)
Your guess is as good as mine. Do you mind sharing how you're taking this 3d bone position vector and transforming it to 2d display coordinates (world to screen)? I imagine there's some camera matrices and transform matrices I have to leverage?

You can read from the bonelist as a Matrix3x4, here is a quick way to get a player coordinates:
Code:

TarkovPlayer + 0x88] + 0x28] + 0x28] + 0x10] + 0x20] + 0x10] + 0x38] + 0x18] Matrix3x4
I think this is the root bone for the skeleton so this should be at their feet.

Code:

struct Vector4
{
        float x,y,z,d;
};

struct Matrix3x4
{
        Vector4 A;
        Vector4 B;
        Vector4 C;
};

You can then read view-angles from the Pedometer and do some math for w2s.
There are plenty of examples on the forum and the math is pretty generic so search around.

YeetMan420 20th March 2020 08:14 PM

Thanks, I'll see if I can hack something together.

spaceycfw 21st March 2020 09:23 PM

Im looking to change the flag on my account from normal to streamer or dev (just for fun) where would i go about for finding it?

Are chams also easy in the assembly?

mikangchan 21st March 2020 10:07 PM

how can you get an inventorylogiv.item object's name as its name in game?
ex. instead of "weapon_izhmash_ak101_556x45" you get AK-101

YeetMan420 21st March 2020 10:16 PM

Quote:

Originally Posted by mikangchan (Post 2726647)
how can you get an inventorylogiv.item object's name as its name in game?
ex. instead of "weapon_izhmash_ak101_556x45" you get AK-101

I think "weapon_izhmash_ak101_556x45" might actually be it's true "in game" name, alongside it's associated ID. I might be wrong though. I'd just tokenize the "_" character and grab the third string.

vumanhtoan 22nd March 2020 02:21 PM

D̶o̶e̶s̶ ̶a̶n̶y̶o̶n̶e̶ ̶k̶n̶o̶w̶ ̶h̶o̶w̶ ̶t̶o̶ ̶g̶e̶t̶ ̶I̶t̶e̶m̶L̶i̶s̶t̶A̶r̶r̶a̶y̶ ̶t̶r̶a̶n̶s̶f̶r̶o̶m̶ ̶l̶o̶c̶a̶t̶i̶o̶n̶ ̶?̶

fixed : Y , Z in position vector is swapped

Sweethamcheeks 22nd March 2020 06:23 PM

Quote:

Originally Posted by djskullyx64 (Post 2722984)
Answered my own question. Found buried in the thread that you have to either use the internal GetBonePosition or just mimic it. Some great info in this thread. Thanks for the help all. I'm curious. Why is it not just a simple float[3]?

What do you mean by "mimic it"? You're just reading out client data to get player POS (which they apparently don't use it online, they only use bone POS. Yes?). So what does mimic entail?

666Slk 22nd March 2020 06:56 PM

anyone have HashCategory list? i tryed myself but is very laborious

SquareKent 22nd March 2020 07:29 PM

Quote:

Originally Posted by 666Slk (Post 2727552)
anyone have HashCategory list? i tryed myself but is very laborious

EFT\cache -> filebytes ^ 13 -> zlib uncompress -> JSON {data -> templates : "hash"}

Quote:

Originally Posted by 666Slk (Post 2727552)
anyone have HashCategory list? i tryed myself but is very laborious

https://jsoneditoronline.org/#left=c...a5ac1891dcfc7a

djskullyx64 22nd March 2020 08:10 PM

You can either use the internal one or implement it yourself external. There are plenty of examples of both in this thread.

Blueballs22 23rd March 2020 02:15 AM

Looking for function to unlock safes/containers(boss box on woods etc)
I already have doors that req keys and the labs door also.

If anyone would be as of kind would appreciate.

pdawn 23rd March 2020 03:21 AM

Can anyone help me figure out why my aimbot just aim at the sky?
Code:

Vector3 target_location = Target.p->m_pPlayerBody()->m_pSkeletonRootJoin()->m_pBoneEnumerator()->m_pTransformArray()->getPosition(HumanHead);
                        Vector3 local_location = Unity::pFPSCamera->m_pCameraObject->m_pCameraContainer->m_pCameraPosition->cameraPosition;
auto ret = CalcAngle(delta);
Vector3 CalcAngle(Vector3 delta)
        {
                Vector3 AimAngle;
                float hyp = sqrt(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
                AimAngle.x = (float)(asinf(delta.z / hyp) * 57.295779513082f);
                AimAngle.y = (float)(atanf(delta.y / delta.x) * 57.295779513082f);
                AimAngle.z = 0.0f;
                return AimAngle;
        }


Xanyua 24th March 2020 07:49 AM

How should I get the player's bones
 
Forgive my poor English。
now Offset
player+88]+28]+28]+18]+20+bone_id*8]+10]+38]+B0]
Is there anything wrong with that?
Thank you so much.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

nikobelic29 24th March 2020 05:46 PM

Anyone know how to do nightvision? I tried to modify _on but it threw exception when setting

Code:

void night()
        {
            if(_nightvision)
            {
                Type t = typeof(NightVision);
                FieldInfo myFieldInfo = t.GetField("_on", BindingFlags.NonPublic | BindingFlags.Instance);
                myFieldInfo.SetValue(gameObject.GetComponent<NightVision>(), true);
            }
            else
            {
                Type t = typeof(NightVision);
                FieldInfo myFieldInfo = t.GetField("_on", BindingFlags.NonPublic | BindingFlags.Instance);
                myFieldInfo.SetValue(gameObject.GetComponent<NightVision>(), false);
            }
        }


willis81808 25th March 2020 01:29 AM

Quote:

Originally Posted by Blueballs22 (Post 2727923)
Looking for function to unlock safes/containers(boss box on woods etc)
I already have doors that req keys and the labs door also.

If anyone would be as of kind would appreciate.

So it should all be basically the same as a door. They all derive from `WorldInteractiveObject` and as a result all share the `DoorState` property. Changing that should allow unlocking of doors, as well as containers. (They also all share the same `Unlock` `Lock` `Open` and `Close` functions.

My question is how to get past doors that need power to be opened? I you force them open, the server side checks prevent you from walking through...

LarryBoi1 25th March 2020 01:30 AM

Quote:

Originally Posted by nikobelic29 (Post 2729875)
~

Hey, This may be helpful for you.
Code:

private static void ThermalVison()
{
        if (Main.LocalPlayer == null || Main.MainCamera == null)
        {
                return;
        }
        if (Settings.ThermalVison)
        {
                Main.MainCamera.GetComponent<ThermalVision>().On = true;
                Main.MainCamera.GetComponent<ThermalVision>().enabled = true;
                return;
        }
        Main.MainCamera.GetComponent<ThermalVision>().On = false;
        Main.MainCamera.GetComponent<ThermalVision>().enabled = true;
}

I am just looking for a way to make no sway, If you could help me.

willis81808 25th March 2020 01:35 AM

Quote:

Originally Posted by LarryBoi1 (Post 2730396)
I am just looking for a way to make no sway, If you could help me.

You're gonna want to look at the `ProceduralWeaonAnimation` property on your player, and pay special attention to its `Shootingg` `Breath` and `Walk` fields.

(hint: they need to be overwritten each frame)

LarryBoi1 25th March 2020 01:37 AM

Quote:

Originally Posted by willis81808 (Post 2730401)
You're gonna want to look at the `ProceduralWeaonAnimation` property on your player, and pay special attention to its `Shootingg` `Breath` and `Walk` fields.

(hint: they need to be overridden each frame)

Thanks man, You are a life saver

cha3enel3on 25th March 2020 03:59 AM

Quote:

Originally Posted by nikobelic29 (Post 2729875)
Anyone know how to do nightvision? I tried to modify _on but it threw exception when setting

Code:

void night()
        {
            if(_nightvision)
            {
                Type t = typeof(NightVision);
                FieldInfo myFieldInfo = t.GetField("_on", BindingFlags.NonPublic | BindingFlags.Instance);
                myFieldInfo.SetValue(gameObject.GetComponent<NightVision>(), true);
            }
            else
            {
                Type t = typeof(NightVision);
                FieldInfo myFieldInfo = t.GetField("_on", BindingFlags.NonPublic | BindingFlags.Instance);
                myFieldInfo.SetValue(gameObject.GetComponent<NightVision>(), false);
            }
        }


Misc.MainCamera.GetComponent<NightVision>().SetPrivateField("_on", true);

willis81808 25th March 2020 04:33 AM

Quote:

Originally Posted by cha3enel3on (Post 2730511)
Misc.MainCamera.GetComponent<NightVision>().SetPrivateField("_on", true);

What are you talking about? `SetPrivateField` is not a thing...

What they should try is this:
Code:

var nightVision = Camera.current.GetComponent<NightVision>();
if (nightVision != null)
{
    nightVision.StartSwitch(_nightvision);
}


nikobelic29 25th March 2020 04:59 AM

Quote:

Originally Posted by cha3enel3on (Post 2730511)
Misc.MainCamera.GetComponent<NightVision>().SetPrivateField("_on", true);

Quote:

Originally Posted by LarryBoi1 (Post 2730396)
Hey, This may be helpful for you.
Code:

private static void ThermalVison()
{
        if (Main.LocalPlayer == null || Main.MainCamera == null)
        {
                return;
        }
        if (Settings.ThermalVison)
        {
                Main.MainCamera.GetComponent<ThermalVision>().On = true;
                Main.MainCamera.GetComponent<ThermalVision>().enabled = true;
                return;
        }
        Main.MainCamera.GetComponent<ThermalVision>().On = false;
        Main.MainCamera.GetComponent<ThermalVision>().enabled = true;
}

I am just looking for a way to make no sway, If you could help me.



yeah I found my error, thx

pubgnice 25th March 2020 06:39 AM

Code:

    foreach (Corpse ICorpse in FindObjectsOfType<Corpse>())
            {
                if (!(Vector3.Distance(Main.MainCamera.transform.position, ICorpse.transform.position) > 200f))
                    continue;
            }

Does anyone know how to get a list of bodies?

willis81808 25th March 2020 08:06 AM

Quote:

Originally Posted by pubgnice (Post 2730585)
Does anyone know how to get a list of bodies?

I found that my item ESP was also finding bodies by accident. I'm just doing (essentially)

Code:

var items = FindObjectsOfType<LootItem>();
foreach(var i in items)
{
    string name = i.Name.Localized().ToLowerInvariant();
    if (name == "body")
    {
        // do body ESP
    }
    else
    {
        // do normal item ESP
    }
}


666Slk 25th March 2020 08:56 AM

Using for a while looks like its still UD :D

https://i.gyazo.com/45b50a1ddafad891...3abe7acfef.gif

pubgnice 25th March 2020 11:40 AM

Code:

bool Raycast(Vector3 origin, Vector3 direction, float maxDistance);
Physics.Raycast
Does anyone know how to check the enemy's visibility?

z3500376 25th March 2020 12:08 PM

how to got player Velocity by external

need new class

ichbinkrass 25th March 2020 03:59 PM

0.12.6440

Player: PlayerProfile (0x3A8 -> 0x3B0)
Player: Physical (0x3B8 -> 0x03C0)
Player: HealthController (0x3D8 -> 0x3E0)
Player: HandsController (0x3F0 -> 0x3F8)

BreathEffector: IsAiming (0x90 -> 0xA0)
BreathEffector: Intensity (0x8C -> 0xA4)

Skengdo 25th March 2020 04:14 PM

Quote:

Originally Posted by pubgnice (Post 2730782)
Code:

bool Raycast(Vector3 origin, Vector3 direction, float maxDistance);
Physics.Raycast
Does anyone know how to check the enemy's visibility?

https://docs.unity3d.com/ScriptRefer...s.Raycast.html

spaceycfw 25th March 2020 04:18 PM

howd i go about implementing chams into my mono?

ItsOver 25th March 2020 04:23 PM

Is PlayerCheck still 0x54?

mikangchan 25th March 2020 05:51 PM

Quote:

Originally Posted by 666Slk (Post 2730673)
Using for a while looks like its still UD :D

https://i.gyazo.com/45b50a1ddafad891...3abe7acfef.gif

bullet or muzzle?

666Slk 25th March 2020 06:05 PM

Quote:

Originally Posted by mikangchan (Post 2731137)
bullet or muzzle?

muzzle

cha3enel3on 25th March 2020 07:30 PM

Quote:

Originally Posted by willis81808 (Post 2730531)
What are you talking about? `SetPrivateField` is not a thing...

What they should try is this:
Code:

var nightVision = Camera.current.GetComponent<NightVision>();
if (nightVision != null)
{
    nightVision.StartSwitch(_nightvision);
}


I've got a access class which allows me to access private fields this way... Just giving out a example.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

willis81808 25th March 2020 09:27 PM

Quote:

Originally Posted by cha3enel3on (Post 2731263)
I've got a access class which allows me to access private fields this way... Just giving out a example.

An "example" which isn't helpful in any way... Sure.

cha3enel3on 25th March 2020 10:47 PM

Quote:

Originally Posted by willis81808 (Post 2731373)
An "example" which isn't helpful in any way... Sure.

internal static void SetPrivateField(this object obj, string name, object value)
{
BindingFlags flags = BindingFlags.Instance | BindingFlags.NonPublic;
Type type = obj.GetType();
FieldInfo field = type.GetField(name, flags);
field.SetValue(obj, value);
}

ok boomer.

LarryBoi1 25th March 2020 11:57 PM

Hey, Im just trying to figure out how to that my weapon aims at the center of the screen all the time. I got the no recoi and no sway but I want to aim at the center even if I jump and shit.

Could there be a soul to turn me into the right direction? ;)
mono-internal btw

ichbinkrass 26th March 2020 12:46 AM

does anyone have the newest offsets for getting knife, pistol, primary and secondary weapon? it's not working for me and i can't seem to find the wrong offsets.

cha3enel3on 26th March 2020 12:46 AM

He could have read the code to see...... I didn't think i had to state that i was using Camera instead of gameObject. But it's fine. Sorry.

pubgnice 26th March 2020 10:29 PM

Code:

            Vector3 screenPoint = Main.MainCamera.WorldToScreenPoint(worldPoint);
Does anyone know how to solve the screen coordinate error when aiming at the enemy through the open lens

cha3enel3on 27th March 2020 01:16 PM

I've seen a few ways to change ShotDirection in the game. But I've also seen where they log shot direction, shotposition, etc. Does anyone know if it's safe or not? (Long term)

LarryBoi1 27th March 2020 04:18 PM

Hey, I have this issue trying to change Poin of view.
Code:

GClass994.SetPointOfView(EPointOfView.FirstPerson);
Im sure im doing some stupid mistake i can't see.

Jackrushante 27th March 2020 11:06 PM

Today many people got banned using the assembly sharp method with custom launcher bypass, i noticed they added something related to file signature check, im a complete noob, but this wasnt in the older file version, anyone know wtf is this?

C:\Battlestate Games\EFT (live)\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll (11 hits)
Line 203703: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20�"0
Line 203703: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20�"0
Line 203715: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20 
Line 203715: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20 
Line 203718: Symantec Corporation1402U+Symantec Time Stamping Services Signer - G40�"0
Line 203718: Symantec Corporation1402U+Symantec Time Stamping Services Signer - G40�"0
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203774: Symantec Corporation100.U'Symantec Time Stamping Services CA - G2��8���5n�j�P0 +
Line 203774: Symantec Corporation100.U'Symantec Time Stamping Services CA - G2��8���5n�j�P0 +

N3OH4X 28th March 2020 06:01 AM

Quote:

Originally Posted by Jackrushante (Post 2733749)
Today many people got banned using the assembly sharp method with custom launcher bypass, i noticed they added something related to file signature check, im a complete noob, but this wasnt in the older file version, anyone know wtf is this?

C:\Battlestate Games\EFT (live)\EscapeFromTarkov_Data\Managed\Assembly-CSharp.dll (11 hits)
Line 203703: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20�"0
Line 203703: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20�"0
Line 203715: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20 
Line 203715: Symantec Corporation100.U'Symantec Time Stamping Services CA - G20 
Line 203718: Symantec Corporation1402U+Symantec Time Stamping Services Signer - G40�"0
Line 203718: Symantec Corporation1402U+Symantec Time Stamping Services Signer - G40�"0
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203723: +0U��0s+g0e0*+0� http://ts-ocsp.ws.symantec.com07+0�+http://ts-aia.ws.symantec.com/tss-ca-g2.cer0<U50301�/�-�+http://ts-crl.ws.symantec.com/tss-ca...3;i�J �L�Rc?^6�
Line 203774: Symantec Corporation100.U'Symantec Time Stamping Services CA - G2��8���5n�j�P0 +
Line 203774: Symantec Corporation100.U'Symantec Time Stamping Services CA - G2��8���5n�j�P0 +

looks like they just check time made of file or something

shaliuno 28th March 2020 07:09 AM

It's always been there.
Unrelated to recent bans.

djskullyx64 28th March 2020 05:20 PM

How are you guys checking if a player is scav, scavai, raider, pmc, etc? I am currently just going based off of the names. I can detect PMC names vs raider vs Scav names, but I don't have a way of checking if it's a player scav or not. I have tried getting the "side" attribute from PlayerInfo as well as the playerId from PlayerProfile but none of those have been helpful. In offline the PlayerId is a GUID if it's a scav and a hash if it's a player, but in online every living entity has a hash for the playerId. Anyone figured this out yet?

YeetMan420 28th March 2020 05:43 PM

Quote:

Originally Posted by djskullyx64 (Post 2734663)
How are you guys checking if a player is scav, scavai, raider, pmc, etc? I am currently just going based off of the names. I can detect PMC names vs raider vs Scav names, but I don't have a way of checking if it's a player scav or not. I have tried getting the "side" attribute from PlayerInfo as well as the playerId from PlayerProfile but none of those have been helpful. In offline the PlayerId is a GUID if it's a scav and a hash if it's a player, but in online every living entity has a hash for the playerId. Anyone figured this out yet?

It's been a few updates since I checked, but the creation date from PlayerInfo will tell you if the player is human or not (the date is 0 for AI players). I'm assuming the player side integer will tell you the rest, but I never looking into it long enough to figure out what values correspond to what type of player.

djskullyx64 28th March 2020 07:41 PM

Quote:

Originally Posted by YeetMan420 (Post 2734687)
~snip~

Thanks for the tip that should help. I've got a system for determining Raider, Scav, PMC because I play my game in Russian localization. PMCs aren't allowed to use Russian characters for their names, so any name that has Russian characters is either scav, raider, or scav boss. All the Scav boss and raider names are one word as far as I can tell, so I just need a way to determine scav player or scav ai. I think the creation date will do it for me! I'll check it out and let you know.

cha3enel3on 28th March 2020 08:21 PM

ScavPlayer = (player.Profile.Info.RegistrationDate <= 0);

BuMo 29th March 2020 02:15 PM

Does anyone know how to track bullets?

nikobelic29 30th March 2020 05:42 AM

Does anyone know how to modify skill Exp gaining speed? Saw a similar feature in a p2c that would max your endurance but didn't bother to pay to sniff it out.

ValVich 30th March 2020 10:57 AM

Quote:

Originally Posted by nikobelic29 (Post 2736384)
Does anyone know how to modify skill Exp gaining speed? Saw a similar feature in a p2c that would max your endurance but didn't bother to pay to sniff it out.

Found this in Assembly-CSharp:
Code:

        array4[0] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_12)).Factor(0.5f, true);
                array4[1] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_13)).Factor(0.5f, true);
                array4[2] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_14)).Factor(0.5f, true);

which leads to:
Code:

        public GClass1062.GClass1067 Factor(float fac, bool nonWeaponSkill = true)
                {
                        this.FactorValue = (nonWeaponSkill ? (fac * Singleton<GClass779>.Instance.SkillProgressRate) : (fac * Singleton<GClass779>.Instance.WeaponSkillProgressRate));
                        return this;
                }


EDIT

The whole function below:
Code:

    private void method_3()
        {
                ESkillId id = ESkillId.Endurance;
                ESkillClass skillClass = ESkillClass.Physical;
                GClass1062.GClass1067[] array = new GClass1062.GClass1067[3];
                array[0] = this.SprintAction.Factor(0.00333333341f, true);
                array[1] = this.MovementAction.Where(new Func<GClass1062.GStruct151, bool>(GClass1062.Class839.class839_0.method_9)).Factor(0.005f, true);
                array[2] = this.HoldBreathAction.Factor(0.0333333351f, true);
                this.Endurance = new GClass1060(this, id, skillClass, array, new GClass1062.GClass1065[]
                {
                        this.EnduranceBuffEnduranceInc,
                        this.EnduranceBuffJumpCostRed,
                        this.EnduranceBuffBreathTimeInc,
                        this.EnduranceBuffRestoration
                }, new Action<int>(this.method_22), new Action(this.method_23));
                ESkillId id2 = ESkillId.Strength;
                ESkillClass skillClass2 = ESkillClass.Physical;
                GClass1062.GClass1067[] array2 = new GClass1062.GClass1067[3];
                array2[0] = this.MovementAction.Where(new Func<GClass1062.GStruct151, bool>(GClass1062.Class839.class839_0.method_10)).Factor(0.00285714283f, true);
                array2[1] = this.FistfightAction.Factor(0.2f, true);
                array2[2] = this.ThrowAction.Factor(0.25f, true);
                this.Strength = new GClass1060(this, id2, skillClass2, array2, new GClass1062.GClass1065[]
                {
                        this.StrengthBuffJumpHeightInc,
                        this.StrengthBuffLiftWeightInc,
                        this.StrengthBuffMeleePowerInc,
                        this.StrengthBuffSprintSpeedInc,
                        this.StrengthBuffThrowDistanceInc,
                        this.StrengthBuffElite
                }, new Action<int>(this.method_24), new Action(this.method_25));
                ESkillId id3 = ESkillId.Vitality;
                ESkillClass skillClass3 = ESkillClass.Physical;
                GClass1062.GClass1067[] array3 = new GClass1062.GClass1067[2];
                array3[0] = this.DamageTakenAction.Factor(0.005f, true);
                array3[1] = this.HealthNegativeEffect.Where(new Func<GInterface108, bool>(GClass1062.Class839.class839_0.method_11)).Factor(0.5f, true);
                this.Vitality = new GClass1060(this, id3, skillClass3, array3, new GClass1062.GClass1065[]
                {
                        this.VitalityBuffBleedChanceRed,
                        this.VitalityBuffSurviobilityInc,
                        this.VitalityBuffRegeneration,
                        this.VitalityBuffBleedStop
                }, new Action<int>(this.method_26), new Action(this.method_27));
                ESkillId id4 = ESkillId.Health;
                ESkillClass skillClass4 = ESkillClass.Physical;
                GClass1062.GClass1067[] array4 = new GClass1062.GClass1067[3];
                array4[0] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_12)).Factor(0.5f, true);
                array4[1] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_13)).Factor(0.5f, true);
                array4[2] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_14)).Factor(0.5f, true);
                this.Health = new GClass1060(this, id4, skillClass4, array4, new GClass1062.GClass1065[]
                {
                        this.HealthBreakChanceRed,
                        this.HealthEnergy,
                        this.HealthHydration,
                        this.HealthEliteAbsorbDamage
                }, new Action<int>(this.method_28), new Action(this.method_29));
                ESkillId id5 = ESkillId.Metabolism;
                ESkillClass skillClass5 = ESkillClass.Physical;
                GClass1062.GClass1067[] array5 = new GClass1062.GClass1067[2];
                array5[0] = this.HydrationChanged.Where(new Func<float, bool>(GClass1062.Class839.class839_0.method_15)).Factor(0.05f, true);
                array5[1] = this.EnergyChanged.Where(new Func<float, bool>(GClass1062.Class839.class839_0.method_16)).Factor(0.05f, true);
                this.Metabolism = new GClass1060(this, id5, skillClass5, array5, new GClass1062.GClass1065[]
                {
                        this.MetabolismEliteBuffNoDyhydration,
                        this.MetabolismEliteNoRecoil,
                        this.MetabolismEnergyExpenses,
                        this.MetabolismPhysicsRecoil,
                        this.MetabolismPhysicsRecoil2,
                        this.MetabolismRatioPlus
                }, new Action<int>(this.method_30), new Action(this.method_31));
                ESkillId id6 = ESkillId.StressResistance;
                ESkillClass skillClass6 = ESkillClass.Physical;
                GClass1062.GClass1067[] array6 = new GClass1062.GClass1067[2];
                array6[0] = this.HealthNegativeEffect.Where(new Func<GInterface108, bool>(GClass1062.Class839.class839_0.method_17)).Factor(0.333333343f, true);
                array6[1] = this.LowHPDuration.Factor(0.0333333351f, true);
                this.StressResistance = new GClass1060(this, id6, skillClass6, array6, new GClass1062.GClass1065[]
                {
                        this.StressBerserk,
                        this.StressPain,
                        this.StressTremor
                }, new Action<int>(this.method_32), new Action(this.method_33));
                this.Immunity = new GClass1060(this, ESkillId.Immunity, ESkillClass.Physical, new GClass1062.GClass1067[0], new GClass1062.GClass1065[0], new Action<int>(GClass1062.Class839.class839_0.method_18), new Action(GClass1062.Class839.class839_0.method_19));
        }


Skengdo 30th March 2020 01:06 PM

Sometimes "FPS Camera" is not in the tagged object list in factory or interchange whereas in customs it always exist, anybody else had this issue before?

LarryBoi1 30th March 2020 01:54 PM

Quote:

Originally Posted by nikobelic29 (Post 2736384)
Does anyone know how to modify skill Exp gaining speed? Saw a similar feature in a p2c that would max your endurance but didn't bother to pay to sniff it out.

This should help ;)
Code:

foreach (GClass1060 gclass in LocalPlayer.Skills.Skills)
{
      if (gclass.Level != 51)
      {
                gclass.SetLevel(51);
      }
}



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

cha3enel3on 30th March 2020 02:33 PM

Discord.Misc.LocalPlayer.Skills.GetSkill(ESkillId.Search).SetLevel(51); But yes I've done it manually for each skill....

nikobelic29 30th March 2020 05:04 PM

Quote:

Originally Posted by ValVich (Post 2736580)
Found this in Assembly-CSharp:
Code:

        array4[0] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_12)).Factor(0.5f, true);
                array4[1] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_13)).Factor(0.5f, true);
                array4[2] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_14)).Factor(0.5f, true);

which leads to:
Code:

        public GClass1062.GClass1067 Factor(float fac, bool nonWeaponSkill = true)
                {
                        this.FactorValue = (nonWeaponSkill ? (fac * Singleton<GClass779>.Instance.SkillProgressRate) : (fac * Singleton<GClass779>.Instance.WeaponSkillProgressRate));
                        return this;
                }


EDIT

The whole function below:
Code:

    private void method_3()
        {
                ESkillId id = ESkillId.Endurance;
                ESkillClass skillClass = ESkillClass.Physical;
                GClass1062.GClass1067[] array = new GClass1062.GClass1067[3];
                array[0] = this.SprintAction.Factor(0.00333333341f, true);
                array[1] = this.MovementAction.Where(new Func<GClass1062.GStruct151, bool>(GClass1062.Class839.class839_0.method_9)).Factor(0.005f, true);
                array[2] = this.HoldBreathAction.Factor(0.0333333351f, true);
                this.Endurance = new GClass1060(this, id, skillClass, array, new GClass1062.GClass1065[]
                {
                        this.EnduranceBuffEnduranceInc,
                        this.EnduranceBuffJumpCostRed,
                        this.EnduranceBuffBreathTimeInc,
                        this.EnduranceBuffRestoration
                }, new Action<int>(this.method_22), new Action(this.method_23));
                ESkillId id2 = ESkillId.Strength;
                ESkillClass skillClass2 = ESkillClass.Physical;
                GClass1062.GClass1067[] array2 = new GClass1062.GClass1067[3];
                array2[0] = this.MovementAction.Where(new Func<GClass1062.GStruct151, bool>(GClass1062.Class839.class839_0.method_10)).Factor(0.00285714283f, true);
                array2[1] = this.FistfightAction.Factor(0.2f, true);
                array2[2] = this.ThrowAction.Factor(0.25f, true);
                this.Strength = new GClass1060(this, id2, skillClass2, array2, new GClass1062.GClass1065[]
                {
                        this.StrengthBuffJumpHeightInc,
                        this.StrengthBuffLiftWeightInc,
                        this.StrengthBuffMeleePowerInc,
                        this.StrengthBuffSprintSpeedInc,
                        this.StrengthBuffThrowDistanceInc,
                        this.StrengthBuffElite
                }, new Action<int>(this.method_24), new Action(this.method_25));
                ESkillId id3 = ESkillId.Vitality;
                ESkillClass skillClass3 = ESkillClass.Physical;
                GClass1062.GClass1067[] array3 = new GClass1062.GClass1067[2];
                array3[0] = this.DamageTakenAction.Factor(0.005f, true);
                array3[1] = this.HealthNegativeEffect.Where(new Func<GInterface108, bool>(GClass1062.Class839.class839_0.method_11)).Factor(0.5f, true);
                this.Vitality = new GClass1060(this, id3, skillClass3, array3, new GClass1062.GClass1065[]
                {
                        this.VitalityBuffBleedChanceRed,
                        this.VitalityBuffSurviobilityInc,
                        this.VitalityBuffRegeneration,
                        this.VitalityBuffBleedStop
                }, new Action<int>(this.method_26), new Action(this.method_27));
                ESkillId id4 = ESkillId.Health;
                ESkillClass skillClass4 = ESkillClass.Physical;
                GClass1062.GClass1067[] array4 = new GClass1062.GClass1067[3];
                array4[0] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_12)).Factor(0.5f, true);
                array4[1] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_13)).Factor(0.5f, true);
                array4[2] = this.SkillProgress.Where(new Func<GClass1060, bool>(GClass1062.Class839.class839_0.method_14)).Factor(0.5f, true);
                this.Health = new GClass1060(this, id4, skillClass4, array4, new GClass1062.GClass1065[]
                {
                        this.HealthBreakChanceRed,
                        this.HealthEnergy,
                        this.HealthHydration,
                        this.HealthEliteAbsorbDamage
                }, new Action<int>(this.method_28), new Action(this.method_29));
                ESkillId id5 = ESkillId.Metabolism;
                ESkillClass skillClass5 = ESkillClass.Physical;
                GClass1062.GClass1067[] array5 = new GClass1062.GClass1067[2];
                array5[0] = this.HydrationChanged.Where(new Func<float, bool>(GClass1062.Class839.class839_0.method_15)).Factor(0.05f, true);
                array5[1] = this.EnergyChanged.Where(new Func<float, bool>(GClass1062.Class839.class839_0.method_16)).Factor(0.05f, true);
                this.Metabolism = new GClass1060(this, id5, skillClass5, array5, new GClass1062.GClass1065[]
                {
                        this.MetabolismEliteBuffNoDyhydration,
                        this.MetabolismEliteNoRecoil,
                        this.MetabolismEnergyExpenses,
                        this.MetabolismPhysicsRecoil,
                        this.MetabolismPhysicsRecoil2,
                        this.MetabolismRatioPlus
                }, new Action<int>(this.method_30), new Action(this.method_31));
                ESkillId id6 = ESkillId.StressResistance;
                ESkillClass skillClass6 = ESkillClass.Physical;
                GClass1062.GClass1067[] array6 = new GClass1062.GClass1067[2];
                array6[0] = this.HealthNegativeEffect.Where(new Func<GInterface108, bool>(GClass1062.Class839.class839_0.method_17)).Factor(0.333333343f, true);
                array6[1] = this.LowHPDuration.Factor(0.0333333351f, true);
                this.StressResistance = new GClass1060(this, id6, skillClass6, array6, new GClass1062.GClass1065[]
                {
                        this.StressBerserk,
                        this.StressPain,
                        this.StressTremor
                }, new Action<int>(this.method_32), new Action(this.method_33));
                this.Immunity = new GClass1060(this, ESkillId.Immunity, ESkillClass.Physical, new GClass1062.GClass1067[0], new GClass1062.GClass1065[0], new Action<int>(GClass1062.Class839.class839_0.method_18), new Action(GClass1062.Class839.class839_0.method_19));
        }



interesting lemme try modifying the rate and see if it gives ban

ValVich 31st March 2020 02:14 AM

Quote:

Originally Posted by nikobelic29 (Post 2737011)
interesting lemme try modifying the rate and see if it gives ban

Any luck so far?

nikobelic29 31st March 2020 03:25 AM

Quote:

Originally Posted by ValVich (Post 2737585)
Any luck so far?

Since I am not modifying Assembly-CSharp I cannot really find the singleton class, but by doing
Code:

LocalPlayer.Skills.SprintAction.Factor(9999999);
I was able to https://i.imgur.com/H0HkdU0.png after running two steps lmao

still testing whether it saves tho

Edit: tried some methods, even tried the ones used back when vertical leveling is still a thing, it doesn't save... Ah well might as well test other stuff like search and mastery

CatalystFTW 31st March 2020 03:38 AM

Quote:

Originally Posted by cha3enel3on (Post 2736821)
Discord.Misc.LocalPlayer.Skills.GetSkill(ESkillId.Search).SetLevel(51); But yes I've done it manually for each skill....

seems to work only in offline.

cha3enel3on 31st March 2020 07:56 AM

Hm, It works fine online for me. The skills give you a physical advantage, they just don’t save after you’ve left the match.

CatalystFTW 31st March 2020 08:12 AM

Quote:

Originally Posted by cha3enel3on (Post 2737801)
Hm, It works fine online for me. The skills give you a physical advantage, they just don�t save after you�ve left the match.

and i suppose they dont show in skills tab either, because it did in a local match. makes sense.

cha3enel3on 31st March 2020 08:47 AM

Shows in skills tab for me aswell.

https://imgur.com/a/GhsGbPZ

CatalystFTW 31st March 2020 11:39 AM

Quote:

Originally Posted by cha3enel3on (Post 2737834)
Shows in skills tab for me aswell.

https://imgur.com/a/GhsGbPZ

yeah my bad, it does work as you claimed. I had a spelling error in one of the functions.

djskullyx64 31st March 2020 09:47 PM

Has anyone had the issue where some of the pointers to items in the ItemList seem to be null? I'm external. I am getting the correct size of the array, and can read the names of some of the items, but about half or so of the items seem to be null.

Example: I was recently testing it on Reserve.

There were 612 items, #1 - #213 were vallid items. I could read their name, and coordinates. #214 - #598 seem to point to nothing. I can't read their coords or their names. The last 10 or so items all read correctly...

#1 valid
...
#213 valid
#214 null
...
#597 nul
#598 valid
...
#612 valid

nikobelic29 31st March 2020 10:02 PM

Quote:

Originally Posted by djskullyx64 (Post 2738626)
Has anyone had the issue where some of the pointers to items in the ItemList seem to be null? I'm external. I am getting the correct size of the array, and can read the names of some of the items, but about half or so of the items seem to be null.

item names are wide chars, check if you are doing null terminated char

djskullyx64 31st March 2020 10:05 PM

I'm reading player names correctly and I think they are stored the same way right? I am also reading some of the item names correctly. It's just that randomly in the middle of the list the pointers to the items seem to be null.

mikangchan 31st March 2020 10:32 PM

Quote:

Originally Posted by djskullyx64 (Post 2738648)
I'm reading player names correctly and I think they are stored the same way right? I am also reading some of the item names correctly. It's just that randomly in the middle of the list the pointers to the items seem to be null.

what's ur "item name"? If your reading game object's name then it's different from player names

cha3enel3on 31st March 2020 11:12 PM

Anyone know of a better way todo speedhack? I've tried changing SprintSpeed inside of Physical, but it returns no effect. Atm i'm using timescale, and i adjust speed based on if player is running or not.

if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && Discord.Config.Misc.speedhack && Misc.LocalPlayer.IsSprintEnabled)
{
UnityEngine.Time.timeScale = 1.3f;
}
else
if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && Discord.Config.Misc.speedhack && !Misc.LocalPlayer.IsSprintEnabled)
{
UnityEngine.Time.timeScale = 2.4f;
}
else
{
UnityEngine.Time.timeScale = 1f;
}

Xanyua 1st April 2020 12:55 AM

Does the item have an ID?

mikangchan 1st April 2020 01:28 AM

how to fix the matrix/fov when aiming with scopes?

djskullyx64 1st April 2020 05:55 AM

I’m using the name property from ItemStats GameItem ItemTemplate chain. I think it’s of type Unity String which is just UTF16 right? Same as player names .

Razchek 1st April 2020 10:52 AM

Quote:

Originally Posted by djskullyx64 (Post 2739029)
I’m using the name property from ItemStats GameItem ItemTemplate chain. I think it’s of type Unity String which is just UTF16 right? Same as player names .

Item names are UTF-8.

Code:

var itemNamePtr = Read<UInt64>(entityAddress, new[] {0x10, 0x30, 0x60});
var itemName = Read<string>(itemNamePtr, 128); // Encoding.UTF8.GetString(bytes); // null/zero terminated


Player names are Unicode (UTF-16, Little Endian byte order)

Code:

var playerNamePtr = Read<UInt64>(entityAddress, new[] {0x3B0, 0x28, 0x10});
var playerName = Read<string>(itemNamePtr + 0x14, 64, Encoding.Unicode); // Encoding.Unicode.GetString(bytes); // null/zero terminated
///* or */ var playerName = Read<UnityString>(itemNamePtr, 64);


xjamer 1st April 2020 09:33 PM

is gameobjectmanager offset still 0x15181E8

nikobelic29 2nd April 2020 05:41 AM

Anyone know how to open saferoom doors without keycard? I tried to directly modify the doorstate for all doors of type KeycardDoors but it seems there is some sort of routine for the door to swing open?

I know for other doors there is interaction pane that would be based on the state of the door, but it seems the way KeycardDoors work is that they take a key parameter and return whether it is good...

It can't be to make it open then make it shut since that would only change the interaction pane for the door, which there is none.

Edit: for other keycard doors on labs etc they have a dedicated interaction panel indicating "LOCKED", could there be a way to change the properties of the child component of the keycard door to that of the labs?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

DisOwned 2nd April 2020 06:12 AM

Quote:

Originally Posted by nikobelic29 (Post 2740299)
Anyone know how to open saferoom doors without keycard? I tried to directly modify the doorstate for all doors of type KeycardDoors but it seems there is some sort of routine for the door to swing open?

I know for other doors there is interaction pane that would be based on the state of the door, but it seems the way KeycardDoors work is that they take a key parameter and return whether it is good...

It can't be to make it open then make it shut since that would only change the interaction pane for the door, which there is none.

Edit: for other keycard doors on labs etc they have a dedicated interaction panel indicating "LOCKED", could there be a way to change the properties of the child component of the keycard door to that of the labs?

if its a door that has a animation or something and doesnt open normally like powered doors i dont think you can open them that way but i suggest accessing WorldInteractiveObject and setting the door state there because that means you can unlock any locked object , safe ,crate on woods , cars , trunks , doors etc

willis81808 2nd April 2020 07:09 AM

To expand on DisOwned's answer...

You can open any door this way, EXCEPT for doors that require power to open. Yes, you can "unlock" those doors, and you can even force them to swing open (by calling the private "Open" method on them), and it will appear to make the door open. However, when in online mode if you then try to walk though that door it won't let you. There are server-side checks that seem to prevent you from going past those doors without the power being on.

Also, shameless show off:

DisOwned 2nd April 2020 10:00 AM

so need some help here im trying to make grenade esp , im accessing it by GameWorld+0xD0(Grenades)+0x18(class something)+0x10(Array) i can see the velocity and other things were do they store the position ive digged through everything i could cant seem to find were they store the position for them i also checked inside of Throwable+0x30 ThrowableSettings

Nov 2nd April 2020 10:24 AM

Quote:

Originally Posted by DisOwned (Post 2740438)
so need some help here im trying to make grenade esp , im accessing it by GameWorld+0xD0(Grenades)+0x18(class something)+0x10(Array) i can see the velocity and other things were do they store the position ive digged through everything i could cant seem to find were they store the position for them i also checked inside of Throwable+0x30 ThrowableSettings

Checked Trowable.RigidBody.position ?

Quote:

Originally Posted by mikangchan (Post 2738860)
how to fix the matrix/fov when aiming with scopes?

Here's copypasta
Escape from Tarkov Reversal, Structs and Offsets

And here's relevant information/fixes you should read/know
Escape from Tarkov Reversal, Structs and Offsets
Escape from Tarkov Reversal, Structs and Offsets
Escape from Tarkov Reversal, Structs and Offsets
Escape from Tarkov Reversal, Structs and Offsets

DisOwned 2nd April 2020 11:00 AM

Quote:

Originally Posted by Nov (Post 2740451)

weird https://i.gyazo.com/e12cd1f6f51789a8...95f24c7b14.png looked at rigid body no fields it seems atleast from what cheat engine says looked at get_pos_injected for it unity website doesnt say rigidbody has GetPositionInjected or GetPosition but tarkov uses it when i poped UnityEngine.PhysicsModule.dll into ilspy

Nov 2nd April 2020 04:41 PM

Quote:

Originally Posted by DisOwned (Post 2740471)
weird https://i.gyazo.com/e12cd1f6f51789a8...95f24c7b14.png looked at rigid body no fields it seems atleast from what cheat engine says looked at get_pos_injected for it unity website doesnt say rigidbody has GetPositionInjected or GetPosition but tarkov uses it when i poped UnityEngine.PhysicsModule.dll into ilspy

Should be fine then. There's this thread someone else found it back then too
Getting transform of throwable

Xanyua 2nd April 2020 06:52 PM

I am using GameWorld+30]+18]+28]+70]+10+20 to get my player address.But sometimes things go wrong.Who can tell me how to solve it.

djskullyx64 2nd April 2020 07:04 PM

Well you haven’t told us what’s going wrong

Xanyua 2nd April 2020 07:40 PM

Quote:

Originally Posted by djskullyx64 (Post 2741000)
Well you haven�t told us what�s going wrong

Get the wrong address, not my player's address

mikangchan 2nd April 2020 09:28 PM

Quote:

Originally Posted by Nov (Post 2740814)
Should be fine then. There's this thread someone else found it back then too
Getting transform of throwable

Throwable are components(Class that extends MonoBehavior). You can get position for every component using the chain in that post. Just change the last one to 0xB0

Quote:

Originally Posted by Nov (Post 2740814)
Should be fine then. There's this thread someone else found it back then too
Getting transform of throwable

Throwable are components(Class that extends MonoBehavior). You can get position for every component using the chain in that post. Just change the last one to 0xB0

Quote:

Originally Posted by Nov (Post 2740451)

I'm aware of this but the w2s are off and not usable. The one Respecter posted(matrix at 0x58) isn't working either.

DisOwned 2nd April 2020 10:05 PM

Quote:

Originally Posted by Nov (Post 2740814)
Should be fine then. There's this thread someone else found it back then too
Getting transform of throwable

+rep thanks

Quote:

Originally Posted by mikangchan (Post 2741202)
Throwable are components(Class that extends MonoBehavior). You can get position for every component using the chain in that post. Just change the last one to 0xB0



Throwable are components(Class that extends MonoBehavior). You can get position for every component using the chain in that post. Just change the last one to 0xB0



I'm aware of this but the w2s are off and not usable. The one Respecter posted(matrix at 0x58) isn't working either.

+rep thanks

ichbinkrass 2nd April 2020 11:54 PM

just got banned and i'm not quite sure why. ban was delayed by 3-4 weeks since that was the last time i played. i feel like it might be due to no recoil or no sway? all i was doing is overwriting intensity values with 0. anyone knows smth?

xjamer 3rd April 2020 03:30 AM

Can someone tell me the new chain for Bone Transform position thanks
Currently have: player +88]+28]+28]+10]+20]+ bID* 8]

vumanhtoan 3rd April 2020 05:11 AM

Quote:

Originally Posted by xjamer (Post 2741513)
Can someone tell me the new chain for Bone Transform position thanks
Currently have: player +88]+28]+28]+10]+20]+ bID* 8]

Code:

player +88]+28]+28]+10]+20+ bID* 8]

willis81808 3rd April 2020 07:27 AM

Quote:

Originally Posted by ichbinkrass (Post 2741341)
just got banned and i'm not quite sure why. ban was delayed by 3-4 weeks since that was the last time i played. i feel like it might be due to no recoil or no sway? all i was doing is overwriting intensity values with 0. anyone knows smth?

Were you external, internal, or internal mono?

ichbinkrass 3rd April 2020 08:50 AM

Quote:

Originally Posted by willis81808 (Post 2741616)
Were you external, internal, or internal mono?

External, using the same bypass without overlay on arma3 and I'm still fine there. I'm doing some DKOM to the overlay which might be detected but I highly doubt that.

Respecter 3rd April 2020 02:06 PM

1 Attachment(s)

Code:

 

// Reversed by: @Respecter

struct Ray
{
    Vector3 Origin;
    Vector3 direction;

    Ray(Vector3 origin, Vector3 direction)
    {
        this->Origin = origin;
        this->direction = direction;
        this->direction.Normalize(1E-05f);
    }
};


 bool Normalize(float Tolerance = SMALL_NUMBER)
    {
        const float squareSum = this->Magnitude();
        if (squareSum > Tolerance)
        {
            X /= squareSum;
            Y /= squareSum;
            Z /= squareSum;
            return true;
        }
        return false;
    }





  public enum QueryTriggerInteraction
    {
        UseGlobal = 0,
        Ignore = 1,
        Collide = 2
    }


enum class Mask = {
PlayerStaticCollisionsMask = 0x20040AC9,
PlayerCollisionsMask = 0x20040BC9,
TerrainLayer = 0x0000000B,
TerrainMask = 0x00000800,
Grass = 0x80000000,
HitColliderMask = 0x00010000,
ShellsCollisionsMask = 0x40A412C8,
PlayerCollisionTestMask = 0x00040AC8,
AI = 0x84000000,
DefaultLayer = 0x00000001,
TerrainLowPoly = 0x00040800,
HighPolyCollider = 0x00001000,
layerMask_0 = 0x00011800,
HighPolyWithTerrainMaskAI = 0x84001800,
PlayerMask = 0x00000100,
HighPolyWithTerrainNoGrassMask = 0x04001800,
HighPolyWithTerrainMask = 0x0000180,

}

bool Player::IsVisible(eHumanBones bone)
{
    using RaycastTest_Injected = bool(__fastcall*)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
    static RaycastTest_Injected RaycastTest_Injected_fn = nullptr;

    if(!IsValidPtr(RaycastTest_Injected_fn))
    {
        RaycastTest_Injected_fn = (RaycastTest_Injected)(Engine::GetUnityPlayerBase() + 0x3fe9f0);
    }

    Vector3 localCamera = GameWorld::Instance()->GetLocalPlayer()->GetBonePosition(eHumanBones::HumanLPalm);
    if (localCamera.Iszero())
        return false;

    Vector3 direction = this->GetBonePosition(bone) - localCamera;
    float distance = direction.Magnitude() * 0.9f;
    auto ray = Ray(localCamera, direction);


   
    uint32_t sceneHandle= 0;
    return !RaycastTest_Injected_fn(&sceneHandle, &ray, &distance, HighPolyWithTerrainMask, UseGlobal);
}


Your welcome, with that you can do a Visible Check for each position (For example, bone parts)

NOTE: Calling it outside MainThread will make your bullets get fucked.


If someone manages to call it outside main thread, and could help me, send a pm <3

pubgnice 3rd April 2020 03:26 PM

Quote:

Originally Posted by Respecter (Post 2741899)

Code:

 

// Reversed by: @Respecter

struct Ray
{
    Vector3 Origin;
    Vector3 direction;

    Ray(Vector3 origin, Vector3 direction)
    {
        this->Origin = origin;
        this->direction = direction;
        this->direction.Normalize(1E-05f);
    }
};


 bool Normalize(float Tolerance = SMALL_NUMBER)
    {
        const float squareSum = this->Magnitude();
        if (squareSum > Tolerance)
        {
            X /= squareSum;
            Y /= squareSum;
            Z /= squareSum;
            return true;
        }
        return false;
    }





  public enum QueryTriggerInteraction
    {
        UseGlobal = 0,
        Ignore = 1,
        Collide = 2
    }


enum class Mask = {
PlayerStaticCollisionsMask = 0x20040AC9,
PlayerCollisionsMask = 0x20040BC9,
TerrainLayer = 0x0000000B,
TerrainMask = 0x00000800,
Grass = 0x80000000,
HitColliderMask = 0x00010000,
ShellsCollisionsMask = 0x40A412C8,
PlayerCollisionTestMask = 0x00040AC8,
AI = 0x84000000,
DefaultLayer = 0x00000001,
TerrainLowPoly = 0x00040800,
HighPolyCollider = 0x00001000,
layerMask_0 = 0x00011800,
HighPolyWithTerrainMaskAI = 0x84001800,
PlayerMask = 0x00000100,
HighPolyWithTerrainNoGrassMask = 0x04001800,
HighPolyWithTerrainMask = 0x0000180,

}

bool Player::IsVisible(eHumanBones bone)
{
    using RaycastTest_Injected = bool(__fastcall*)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
    static RaycastTest_Injected RaycastTest_Injected_fn = nullptr;

    if(!IsValidPtr(RaycastTest_Injected_fn))
    {
        RaycastTest_Injected_fn = (RaycastTest_Injected)(Engine::GetUnityPlayerBase() + 0x3fe9f0);
    }

    Vector3 localCamera = GameWorld::Instance()->GetLocalPlayer()->GetBonePosition(eHumanBones::HumanLPalm);
    if (localCamera.Iszero())
        return false;

    Vector3 direction = this->GetBonePosition(bone) - localCamera;
    float distance = direction.Magnitude() * 0.9f;
    auto ray = Ray(localCamera, direction);


   
    uint32_t sceneHandle= 0;
    return !RaycastTest_Injected_fn(&sceneHandle, &ray, &distance, HighPolyWithTerrainMask, UseGlobal);
}


Your welcome, with that you can do a Visible Check for each position (For example, bone parts)

NOTE: Calling it outside MainThread will make your bullets get fucked.


If someone manages to call it outside main thread, and could help me, send a pm <3


Code:

  public static bool IsVisible(Vector3 BonePos)
        {
            Vector3 localCamera = GameUtils.GetBonePosByID(Main.LocalPlayer, BonesId.HumanLPalm);

            Vector3 direction = BonePos - localCamera;

            float distance = Vector3.Magnitude(direction) * 0.9f;

            return !Physics.Raycast(localCamera, direction, distance, (int)Mask.HighPolyWithTerrainMask, QueryTriggerInteraction.UseGlobal);
        }

Aren't you a C# code?

Respecter 3rd April 2020 04:40 PM

Quote:

Originally Posted by pubgnice (Post 2741960)
Code:

  public static bool IsVisible(Vector3 BonePos)
        {
            Vector3 localCamera = GameUtils.GetBonePosByID(Main.LocalPlayer, BonesId.HumanLPalm);

            Vector3 direction = BonePos - localCamera;

            float distance = Vector3.Magnitude(direction) * 0.9f;

            return !Physics.Raycast(localCamera, direction, distance, (int)Mask.HighPolyWithTerrainMask, QueryTriggerInteraction.UseGlobal);
        }

Aren't you a C# code?

nope, thats its calling the function natively

ItsOver 3rd April 2020 08:10 PM

Quote:

Originally Posted by ichbinkrass (Post 2741657)
External, using the same bypass without overlay on arma3 and I'm still fine there. I'm doing some DKOM to the overlay which might be detected but I highly doubt that.

You were most likely banned because of your overlay


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

xjamer 3rd April 2020 08:50 PM

Code:

static Vector3D GetPosition(uint64_t transform)
{
        auto transform_internal = mRead<uint64_t>(transform + 0x10);

        auto matrices = mRead<uint64_t>(transform_internal + 0x38);
        auto index = mRead<int>(transform_internal + 0x40);

        driver::readbuffer(connection, pid, (uintptr_t)(matrices + 0x18), &matrix_list_base, sizeof(matrix_list_base));
        driver::readbuffer(connection, pid, (uintptr_t)(matrices + 0x20), &dependency_index_table_base, sizeof(dependency_index_table_base));

        static auto get_dependency_index = [](uint64_t base, int32_t index)
        {
                driver::readbuffer(connection,pid,(uintptr_t)(base + index * 4), &index,sizeof(index));
                return index;
        };

        static auto get_matrix_blob = [](uint64_t base, uint64_t offs, float* blob, uint32_t size) {
                mmRead((uintptr_t)(base + offs), blob, size);
        };
        //printf("Passed Three");
        int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

        Vector3D ret_value;
        {
                float* base_matrix3x4 = (float*)malloc(64),
                        * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
                        * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
                        * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

                get_matrix_blob(matrix_list_base, index * 48, base_matrix3x4, 16);

                __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
                __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
                __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };
               
                while (index_relation >= 0)
                {
                        uint32_t matrix_relation_index = 6 * index_relation;

                        // paziuret kur tik 3 nureadina, ten translationas, kur 4 = quatas ir yra rotationas.
                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index, matrix3x4_buffer2, 16);
                        __m128 v_0 = *(__m128*)matrix3x4_buffer2;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 32, matrix3x4_buffer0, 16);
                        __m128 v_1 = *(__m128*)matrix3x4_buffer0;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 16, matrix3x4_buffer1, 16);
                        __m128i v9 = *(__m128i*)matrix3x4_buffer1;

                        __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
                        __m128 v10; // [email protected]
                        __m128 v11; // [email protected]
                        __m128 v12; // [email protected]
                        __m128 v13; // [email protected]
                        __m128 v14; // [email protected]
                        __m128 v15; // [email protected]
                        __m128 v16; // [email protected]
                        __m128 v17; // [email protected]

                        v10 = _mm_mul_ps(v_1, *v3);
                        v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
                        v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
                        v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
                        v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
                        v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
                        v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

                        v17 = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                                                v10)),
                                v_0);

                        *v3 = v17;
                       
                        index_relation = get_dependency_index(dependency_index_table_base, index_relation);
                }
               
                ret_value = *(Vector3D*)base_matrix3x4;
                delete[] base_matrix3x4;
        }
       
        return ret_value;
}

Is this the correct way to get the position from transform it seems to get stuck in the while loop and not return value any help would be greatly appreciated

ichbinkrass 3rd April 2020 09:24 PM

Quote:

Originally Posted by xjamer (Post 2742256)
Is this the correct way to get the position from transform it seems to get stuck in the while loop and not return value any help would be greatly appreciated

change it to this:

Code:

int i = 0;
while (index_relation >= 0 && i++ < 200)
{
        ...
}

That's what I do and it works perfectly fine

willis81808 3rd April 2020 11:18 PM

Quote:

Originally Posted by ichbinkrass (Post 2742294)
change it to this:

Code:

int i = 0;
while (index_relation >= 0 && i++ < 200)
{
        ...
}

That's what I do and it works perfectly fine

Why not just use a for loop if you're going to do that...?

Code:

for (int i = 0; index_relation >= 0 && i < 200; i++)
{

}


mikangchan 4th April 2020 12:09 AM

Quote:

Originally Posted by willis81808 (Post 2740330)
Also, shameless show off:

how r u calculating head box size tho. Can't find a nice value.

cha3enel3on 4th April 2020 12:52 AM

Quote:

Originally Posted by mikangchan (Post 2742453)
how r u calculating head box size tho. Can't find a nice value.

I calculate mine based on how far the player is from me. :P Not sure how he does his tho.

willis81808 4th April 2020 01:10 AM

Quote:

Originally Posted by mikangchan (Post 2742453)
how r u calculating head box size tho. Can't find a nice value.

Yeah, I basically just used trial and error until I found a size that I liked, then scaled it based on distance.

xjamer 4th April 2020 02:25 AM

Quote:

Originally Posted by ichbinkrass (Post 2742294)
change it to this:

Code:

int i = 0;
while (index_relation >= 0 && i++ < 200)
{
        ...
}

That's what I do and it works perfectly fine

Quote:

Originally Posted by willis81808 (Post 2742399)
Why not just use a for loop if you're going to do that...?

Code:

for (int i = 0; index_relation >= 0 && i < 200; i++)
{

}


Thanks for the help bios last question if you guys know by chance how to get the FPS Camera.

Also, this is my current no recoil if this helps anyone on here:
player + 70]+48]+68] you can set this to 0
player + 70]+28]+A4] set this to 0 as well

mikangchan 4th April 2020 04:32 AM

Quote:

Originally Posted by willis81808 (Post 2742510)
Yeah, I basically just used trial and error until I found a size that I liked, then scaled it based on distance.

ye ik how it works I just want the "size" XD

Quote:

Originally Posted by xjamer (Post 2742542)
Thanks for the help bios last question if you guys know by chance how to get the FPS Camera.

Also, this is my current no recoil if this helps anyone on here:
player + 70]+48]+68] you can set this to 0
player + 70]+28]+A4] set this to 0 as well

u get it by looping through tagged object list which is a (double) linked list.

willis81808 4th April 2020 05:46 AM

Quote:

Originally Posted by mikangchan (Post 2742596)
ye ik how it works I just want the "size" XD

My size "constant" is 250. So the size of the box on screen is
Code:

var boxSize = new Vector2(250 / distance, 250 / distance);

pubgnice 4th April 2020 07:21 AM

"LootableContainer "How to get the items in this box?

willis81808 4th April 2020 07:31 AM

Quote:

Originally Posted by pubgnice (Post 2742659)
"LootableContainer "How to get the items in this box?

I believe it is
Code:

foreach (var c in container.ItemOwner.RootItem.GetAllItems())
{
    // do whatever
    LogMessage(c.Name.Localized());
}


CatalystFTW 4th April 2020 09:47 AM

Quote:

Originally Posted by willis81808 (Post 2740330)
To expand on DisOwned's answer...

You can open any door this way, EXCEPT for doors that require power to open. Yes, you can "unlock" those doors, and you can even force them to swing open (by calling the private "Open" method on them), and it will appear to make the door open. However, when in online mode if you then try to walk though that door it won't let you. There are server-side checks that seem to prevent you from going past those doors without the power being on.

Also, shameless show off:

you can modify everyone's inventory online as well? it works only on a local server for me. how do you get exfil requirement that way? i only remember seeing some useless stuff in exfiltrationrequirement class a few months back.

Sweethamcheeks 4th April 2020 10:31 AM

Quote:

Originally Posted by mikangchan (Post 2738860)
how to fix the matrix/fov when aiming with scopes?

I'm also wondering this. Looks like you need FPScamera but was hoping to not use hardcoded offsets.

xjamer 4th April 2020 11:10 AM

Quote:

Originally Posted by mikangchan (Post 2742596)
ye ik how it works I just want the "size" XD



u get it by looping through tagged object list which is a (double) linked list.

Thanks for that info got Camera Object Working

NavelLudd 4th April 2020 04:05 PM

Quote:

Originally Posted by CatalystFTW (Post 2742725)
you can modify everyone's inventory online as well? it works only on a local server for me. how do you get exfil requirement that way? i only remember seeing some useless stuff in exfiltrationrequirement class a few months back.

How do you get their Inventory?

willis81808 4th April 2020 08:23 PM

Quote:

Originally Posted by CatalystFTW (Post 2742725)
you can modify everyone's inventory online as well? it works only on a local server for me. how do you get exfil requirement that way? i only remember seeing some useless stuff in exfiltrationrequirement class a few months back.

No, unfortunately that doesn't work online :( I can use it to search everybody's inventory automatically, but not actually take anything.

To find the switches attached to each exfil I am using basically doing this:
Code:

Switch s = exfil.Switch;
while (s != null && s.PreviousSwitch != null)
{
    s = s.PreviousSwitch;
}

Then if "s" isn't null after all that, it is the switch that needs to be activated for that "exfil"

Sweethamcheeks 5th April 2020 02:42 AM

Anyone know if there's a variable or class member that returns current scope's magnification (2x,4x, 8x, etc...) I tried searching for "zoom" and "magnification" in this thread and did not find anything.

dywersant01 5th April 2020 09:28 AM

Quote:

Originally Posted by Sweethamcheeks (Post 2743611)
Anyone know if there's a variable or class member that returns current scope's magnification (2x,4x, 8x, etc...) I tried searching for "zoom" and "magnification" in this thread and did not find anything.

Havent seen such thing.
One thing ive found is SelectedSightMode inside EFT.InventoryLogic.SightComponent. This value changes every time you switch mode on optics.

Sweethamcheeks 5th April 2020 06:01 PM

Quote:

Originally Posted by dywersant01 (Post 2743797)
Havent seen such thing.
One thing ive found is SelectedSightMode inside EFT.InventoryLogic.SightComponent. This value changes every time you switch mode on optics.

Nice thank you.

mikangchan 7th April 2020 05:17 AM

Quote:

Originally Posted by willis81808 (Post 2742662)
I believe it is
Code:

foreach (var c in container.ItemOwner.RootItem.GetAllItems())
{
    // do whatever
    LogMessage(c.Name.Localized());
}


Can't find this GetAllItems()


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

YeetMan420 7th April 2020 07:23 AM

Quote:

Originally Posted by willis81808 (Post 2742662)
Code:

foreach (var c in container.ItemOwner.RootItem.GetAllItems())
{
    // do whatever
    LogMessage(c.Name.Localized());
}


I'm also curious what the external equivalent of this is. Reading the loot list off of localgameworld is pretty straightforward, but it doesn't show the items inside containers/stashes/bodies etc.

gn02224166 7th April 2020 05:01 PM

do any one know about

Dictionary<LootableContainer, LootableContainer>.Enumerator _containers = Main.GameWorld.ItemOwners.GetEnumerator();

qq1030655828 7th April 2020 05:01 PM

Can someone tell me the bone offset?

willis81808 7th April 2020 10:19 PM

Quote:

Originally Posted by mikangchan (Post 2745888)
Can't find this GetAllItems()

It is an extension method defined in the "\uE6E5" class in the root namespace. What I can't figure out is how to modify the contents of a container (even if it is local/offline only). If anybody can shed light on to that, please please contact me (mono internal).

Quote:

Originally Posted by YeetMan420 (Post 2745935)
I'm also curious what the external equivalent of this is. Reading the loot list off of localgameworld is pretty straightforward, but it doesn't show the items inside containers/stashes/bodies etc.

Sorry, I don't know how one would go about it in external. Perhaps you could try to recreate the `GetAllItems` or `GetAllItemsNonAlloc` extension methods...?

ch1nw3ll 8th April 2020 12:38 AM

Can someone point me in the right direction to get containers externally please? I'm not using mono btw .
Cheers

djskullyx64 8th April 2020 04:11 AM

Offsets and everything you need have already been posted in this thread.

ch1nw3ll 8th April 2020 04:37 AM

Quote:

Originally Posted by djskullyx64 (Post 2747049)
Offsets and everything you need have already been posted in this thread.

maybe for c# mono, not external.
I've read everything on this thread.

If I'm wrong then I'll hold my hand up..

okoko98ttt 8th April 2020 05:02 AM

How to disconnect the network and play offline mode?

ch1nw3ll 8th April 2020 05:20 AM

Quote:

Originally Posted by okoko98ttt (Post 2747071)
How to disconnect the network and play offline mode?

emutarkov

Xanyua 8th April 2020 12:56 PM

ObjectsManager UnityPlayer.dll+15680A8

Skengdo 8th April 2020 01:23 PM

GOM: 0x15680A8
Sig: 48 89 09 48 89 05 ?? ?? ?? ?? 48 83 C4 38
Code:

mov    cs:qword_1815680A8, rax

Xanyua 8th April 2020 09:07 PM

ObjectsManager UnityPlayer.dll+15181E8

okoko98ttt 9th April 2020 03:53 AM

Quote:

Originally Posted by Xanyua (Post 2747816)
ObjectsManager UnityPlayer.dll+15181E8

thks!

DAZ0 9th April 2020 10:33 AM

Im hooking createshot and in offline my silent aim works yet online it doesnt im not sure why could anyone help me?
https://i.imgur.com/16ZQqGP.png

Reff 9th April 2020 05:19 PM

Quote:

Originally Posted by DAZ0 (Post 2748317)
Im hooking createshot and in offline my silent aim works yet online it doesnt im not sure why could anyone help me?
https://i.imgur.com/16ZQqGP.png

Create shot is client sided on offline mode only

Xanyua 10th April 2020 10:09 AM

After a few games I can't get a player list and items.Can anyone help me?

Skengdo 10th April 2020 06:15 PM

Quote:

Originally Posted by Xanyua (Post 2749457)
After a few games I can't get a player list and items.Can anyone help me?

Show how you get localgameworld

Xanyua 10th April 2020 08:06 PM

Quote:

Originally Posted by Skengdo (Post 2749882)
Show how you get localgameworld

localgameworld=GameWorld+30]+18]+28]

Skengdo 10th April 2020 08:56 PM

Quote:

Originally Posted by Xanyua (Post 2749989)
localgameworld=GameWorld+30]+18]+28]

Sorry I meant how you search for "GameWorld"

Xanyua 10th April 2020 09:13 PM

Quote:

Originally Posted by Skengdo (Post 2750035)
Sorry I meant how you search for "GameWorld"

sorry.
uint64_t EFTData::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
using EFTStructs::BaseObject;
char name[256];
uint64_t classNamePtr = 0x0;

BaseObject activeObject = memio->read<BaseObject>(listPtr);
BaseObject lastObject = memio->read<BaseObject>(lastObjectPtr);

if (activeObject.object != 0x0)
{
while (activeObject.object != 0 && activeObject.object != lastObject.object)
{
classNamePtr = memio->read<uint64_t>(activeObject.object + 0x60);
memio->readbuffer(classNamePtr + 0x0, &name, sizeof(name));
if (strcmp(name, objectName) == 0)
{
return activeObject.object;
}

activeObject = memio->read<BaseObject>(activeObject.nextObjectLink);
}
}
if (lastObject.object != 0x0)
{
classNamePtr = memio->read<uint64_t>(lastObject.object + 0x60);
memio->readbuffer(classNamePtr + 0x0, &name, 256);
if (strcmp(name, objectName) == 0)
{
return lastObject.object;
}
}

return uint64_t();
}


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Skengdo 10th April 2020 10:12 PM

Quote:

Originally Posted by Xanyua (Post 2750048)
sorry.
uint64_t EFTData::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
using EFTStructs::BaseObject;
char name[256];
uint64_t classNamePtr = 0x0;

BaseObject activeObject = memio->read<BaseObject>(listPtr);
BaseObject lastObject = memio->read<BaseObject>(lastObjectPtr);

if (activeObject.object != 0x0)
{
while (activeObject.object != 0 && activeObject.object != lastObject.object)
{
classNamePtr = memio->read<uint64_t>(activeObject.object + 0x60);
memio->readbuffer(classNamePtr + 0x0, &name, sizeof(name));
if (strcmp(name, objectName) == 0)
{
return activeObject.object;
}

activeObject = memio->read<BaseObject>(activeObject.nextObjectLink);
}
}
if (lastObject.object != 0x0)
{
classNamePtr = memio->read<uint64_t>(lastObject.object + 0x60);
memio->readbuffer(classNamePtr + 0x0, &name, 256);
if (strcmp(name, objectName) == 0)
{
return lastObject.object;
}
}

return uint64_t();
}

https://prnt.sc/rx0k0m this is the correct way.

pubgnice 11th April 2020 03:24 AM

Whether "mono" injection has been checked by BE?

cyancyred 11th April 2020 03:58 AM

I am looking for C++ Player offsets. Anyone wanna help me out?

Also my discord is: georgecrhennen#8969 if you wanna talk

Xanyua 11th April 2020 04:53 PM

Quote:

Originally Posted by Skengdo (Post 2750096)
https://prnt.sc/rx0k0m this is the correct way.

I'm not injecting, but tks

666Slk 12th April 2020 06:48 PM

anyone got ban today? on ban wave btw

miniryu 12th April 2020 08:39 PM

Quote:

Originally Posted by 666Slk (Post 2752084)
anyone got ban today? on ban wave btw

Wrong topic for this but no, still not banned after raging for 4 months.

Sweethamcheeks 13th April 2020 11:34 AM

Can someone explain why local Gameworld should be used instead of Gameworld?

willis81808 13th April 2020 01:09 PM

Should it be? I'm only using GameWorld, and that seems to be plenty enough for me.

ch1nw3ll 13th April 2020 06:15 PM

could someone confirm all this junk in the items table is the lootable containers?
if so, how to i get the location? as you can see; its not the same as getting a normal object.

0x00000287f108d150 lootable, -101.125 16.2551 -22.6844
0x00000287f108d930 lootable, -101.125 16.2551 -22.6844
0x00000287f113f3f0 Wooden_box_Cup, -101.125 16.2551 -22.6844
0x00000287f113f540 Wooden_box_Cup, -101.125 16.2551 -22.6844
0x00000287f1141e70 lootable, -101.125 16.2551 -22.6844
0x00000287f108d7e0 lootable, -101.125 16.2551 -22.6844
0x00000287f12ef2a0 scontainer_Blue_Barrel_Base_Cap, -184.108 103.958 -46.3894
0x00000287f109d540 Grenade_box_Door, -101.125 16.2551 -22.6844
0x00000287f108d690 Toolbox_Door, -101.125 16.2551 -22.6844
0x00000287f108d540 lootable, -101.125 16.2551 -22.6844
0x00000287f108d3f0 Toolbox_Door, -101.125 16.2551 -22.6844
0x00000287f1120150 lootable, -101.125 16.2551 -22.6844


cheers

bhehe6813 14th April 2020 02:50 AM

I just started on this game, I've having trouble with worldtoscreen or possibly the actual location data itself. I know most of my code is correct, because I can read things like player health, player name, etc. I'm just having difficulty getting a base position for the player. Here's my code for bones, and keep in mind these are c# structs, not the normal pointer chain i.e. blah+0x30]0x20]0x10, but I'll try and explain some of it...

I read struct PlayerBody at playerPtr+0x88.

Code:

[StructLayout(LayoutKind.Explicit)]
        public struct PlayerBody
        {
            [FieldOffset(0x28)]
            public IntPtr pSkeletonRootJoin;

            public SkeletonRootJoin SkeletonRootJoin => M.Read<SkeletonRootJoin>(this.pSkeletonRootJoin);
        }

Which leads to a few other classes:

Code:

        [StructLayout(LayoutKind.Explicit)]
        public struct SkeletonRootJoin
        {
            [FieldOffset(0x28)]
            public IntPtr pBoneEnumerator;

            public BoneEnumerator BoneEnumerator => M.Read<BoneEnumerator>(this.pBoneEnumerator);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct BoneEnumerator
        {
            [FieldOffset(0x10)]
            public IntPtr pTransformArray;

            public BoneArray BoneArray => M.Read<BoneArray>(this.pTransformArray);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct BoneArray
        {
            [FieldOffset(0x20)]
            public IntPtr test;
           

            [FieldOffset(0x448)]
            public IntPtr pHead;

            public InnerBone Head => M.Read<InnerBone>(this.pHead);

            public InnerBone Test => M.Read<InnerBone>(this.test);

        }

        [StructLayout(LayoutKind.Explicit)]
        public struct InnerBone
        {
            [FieldOffset(0x10)]
            public IntPtr pInnerBone_2;

            public InnerBone_2 InnerBone_2 => M.Read<InnerBone_2>(this.pInnerBone_2);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct InnerBone_2
        {

            [FieldOffset(0x38)]
            public IntPtr pBoneInfo;

            [FieldOffset(0x40)]
            public int index;

            public BoneInfo BoneInfo => M.Read<BoneInfo>(this.pBoneInfo);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct BoneInfo
        {
            [FieldOffset(0xB0)]
            public SharpDX.Vector3 position;
        }

To explain this a bit, here's what getting player head would look like in pointer chain, and feel free to tell me if I have it wrong!

playerPtr+0x88]0x28]0x28]0x10]0x448]0x10]0x38]0xB0. Now what is this data? Is this a Vector3 or is it a matrix? It seems correct as a Vector3 from what I'm reading, but I'm not entirely postive.

My world to screen is pretty simple (pasted from here but in c#):


Code:

public static SharpDX.Vector2 WorldToScreen(SharpDX.Vector3 origin)
        {
            var matrix = Camera.CamaeraObject.CameraEntity.ViewMatrix;
            var transposed = System.Numerics.Matrix4x4.Transpose(matrix);
            var translationVector = new SharpDX.Vector3(transposed.M41, transposed.M42, transposed.M43);
            var up = new SharpDX.Vector3(transposed.M21, transposed.M22, transposed.M23);
            var right = new SharpDX.Vector3(transposed.M11, transposed.M12, transposed.M13);

            float w = SharpDX.Vector3.Dot(translationVector, origin) + transposed.M44;

            if (w < 0.098f)
                w = 1;

            float y = SharpDX.Vector3.Dot(up, origin) + transposed.M24;
            float x = SharpDX.Vector3.Dot(right, origin) + transposed.M14;


            float screenX = (3840 / 2) * (1.0f + x / w);
            float screenY = (2160 / 2) * (1.0f - y / w);
            return new SharpDX.Vector2(screenX, screenY);
        }

Here are the structs:

Code:


        [StructLayout(LayoutKind.Explicit)]
        public struct FPSCamera
        {
            [FieldOffset(0x30)]
            public IntPtr pCameraObject;

            public CameraObject CamaeraObject => M.Read<CameraObject>(this.pCameraObject);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct CameraObject
        {
            [FieldOffset(0x8)]
            public IntPtr pCameraContainer;

            [FieldOffset(0x18)]
            public IntPtr pCameraEntity;

            public CameraContainer CameraContainer => M.Read<CameraContainer>(this.pCameraContainer);

            public CameraEntity CameraEntity => M.Read<CameraEntity>(this.pCameraEntity);
        }


        [StructLayout(LayoutKind.Explicit)]
        public struct CameraContainer
        {
            [FieldOffset(0x38)]
            public IntPtr pCameraPosition;


            public CameraPosition CameraPosition => M.Read<CameraPosition>(this.pCameraPosition);

        }

        [StructLayout(LayoutKind.Explicit)]
        public struct CameraPosition
        {
            [FieldOffset(0xB0)]
            public SharpDX.Vector3 cameraPosition;

        }

        [StructLayout(LayoutKind.Explicit)]
        public struct CameraEntity
        {
            [FieldOffset(0x58)]
            public Matrix4x4 ViewMatrix0;

            [FieldOffset(0xD8)]
            public Matrix4x4 ViewMatrix;

            [FieldOffset(0xc0)]
            public Matrix4x4 TestMatrix;

        }

Where CameraMatrix is fpsCamera+0x30]0x18(pCameraEntity)]0xD8. It basically doesn't work at all from what I can tell, it's not like the enemies are "slightly off", I'm sure I'm making a simple mistake here or missing something. Does anyone know an easy way to get player location, perhaps just their feet position without having to do bone transforms?

ch1nw3ll 14th April 2020 03:24 AM

Quote:

Originally Posted by bhehe6813 (Post 2753694)
I just started on this game, I've having trouble with worldtoscreen or possibly the actual ...

you need to transform the bone.
message me and i'll help you out.

willis81808 14th April 2020 05:02 AM

Quote:

Originally Posted by ch1nw3ll (Post 2753210)
could someone confirm all this junk in the items table is the lootable containers?
if so, how to i get the location? as you can see; its not the same as getting a normal object.

~ snip ~

cheers

I know you're external, but this might be helpful info anyway. I'm on mono internal, and I was confused by the positions of containers all being garbage as well. What I ended up doing to get around it was to get the collider of the container and doing the following:

Code:

Vector3 pos = container.GetComponentInChildren<Collider>().bounds.center;
I don't know how you'd translate that to external, but hopefully it at least helps you know where to look :/

bhehe6813 14th April 2020 05:34 AM

Quote:

Originally Posted by ch1nw3ll (Post 2753709)
you need to transform the bone.
message me and i'll help you out.

Yeah, I looked at another EFT external source and saw how they did it. I also found that 0x20 is base position and leads to a vector 3 (like bones at b0) rather than the bone structure.

37ed1 14th April 2020 11:28 AM

Quote:

Originally Posted by bhehe6813 (Post 2753776)
~

Just in case if you still need it. It's up to date and works good without any issues for almost a year now. There were some shifts for some of the offsets since 0.12 came out, IIRC those were the matrixListBase(0x8->0x18) and dependencyIndexTableBase(0x10->0x20)
Code:

        public unsafe Vector3 GetBonePosition(IntPtr transform)
        {
            var pMatricesBufPtr = IntPtr.Zero;
            var pIndicesBufPtr = IntPtr.Zero;

            try
            {
                var transformInternal = Memory.GetPtr(transform, new[] {0x10});
                if (transformInternal == IntPtr.Zero)
                    return new Vector3();

                var pMatrix = Memory.GetPtr(transformInternal, new[] {0x38});
                var index = Memory.Read<int>((long) Memory.GetPtr(transformInternal, new[] {0x38 + sizeof(ulong)}));
                if (pMatrix == IntPtr.Zero)
                    return new Vector3();

                var matrixListBase = Memory.GetPtr(pMatrix, new[] {0x18});
                if (matrixListBase == IntPtr.Zero)
                    return new Vector3();

                var dependencyIndexTableBase = Memory.GetPtr(pMatrix, new[] {0x20});
                if (dependencyIndexTableBase == IntPtr.Zero)
                    return new Vector3();

                var matricesSize =
                    (sizeof(Matrix34) * index + sizeof(Matrix34));

                pMatricesBufPtr = Marshal.AllocHGlobal(matricesSize);
                var pMatricesBuf = pMatricesBufPtr.ToPointer();
                var matricesBytes = Memory.ReadBytes(Memory.GetPtr(matrixListBase, new[] {0}).ToInt64(), matricesSize);
                Marshal.Copy(matricesBytes, 0, pMatricesBufPtr, matricesSize);

                var indicesSize = (sizeof(int) * index + sizeof(int));

                pIndicesBufPtr = Marshal.AllocHGlobal(indicesSize);
                var pIndicesBuf = pIndicesBufPtr.ToPointer();
                var indicesBytes =
                    Memory.ReadBytes(Memory.GetPtr(dependencyIndexTableBase, new[] {0}).ToInt64(), indicesSize);
                Marshal.Copy(indicesBytes, 0, pIndicesBufPtr, indicesSize);

                var result = *(Vector4f*) ((ulong) pMatricesBuf + 0x30 * (ulong) index);
                var indexRelation = *(int*) ((ulong) pIndicesBuf + 0x4 * (ulong) index);

                if (result == Vector4f.Zero)
                {
                    return Vector3.Zero;
                }

                var xmmword1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
                var xmmword1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
                var xmmword1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

                while (indexRelation >= 0)
                {
                    var matrix34 = *(Matrix34*) ((ulong) pMatricesBuf + 0x30 * (ulong) indexRelation);

                    var v10 = matrix34.vec2 * result;

                    var v11 = matrix34.vec1.Shuffle(0);
                    var v12 = matrix34.vec1.Shuffle((ShuffleSel) (85));
                    var v13 = matrix34.vec1.Shuffle((ShuffleSel) (-114));
                    var v14 = matrix34.vec1.Shuffle((ShuffleSel) (-37));
                    var v15 = matrix34.vec1.Shuffle((ShuffleSel) (-86));
                    var v16 = matrix34.vec1.Shuffle((ShuffleSel) (113));

                    result = (((((((v11 * xmmword1410D1350) * v13) - ((v12 * xmmword1410D1360) * v14)) *
                                v10.Shuffle((ShuffleSel) (-86))) +
                                ((((v15 * xmmword1410D1360) * v14) - ((v11 * xmmword1410D1340) * v16)) *
                                v10.Shuffle((ShuffleSel) (85)))) +
                              (((((v12 * xmmword1410D1340) * v16) - ((v15 * xmmword1410D1350) * v13)) *
                                v10.Shuffle(0)) + v10)) + matrix34.vec0);

                    indexRelation = *(int*) ((ulong) pIndicesBuf + 0x4 * (ulong) indexRelation);
                }

                return new Vector3(result.X, result.Y, result.Z);
            }
            catch (Exception e)
            {
                return Vector3.Zero;
            }
            finally
            {
                if (pMatricesBufPtr != IntPtr.Zero)
                {
                    Marshal.FreeHGlobal(pMatricesBufPtr);
                }

                if (pIndicesBufPtr != IntPtr.Zero)
                {
                    Marshal.FreeHGlobal(pIndicesBufPtr);
                }
            }
        }

Also, can you please give some details of how you are using the structs with FieldOffset attribute? I'm looking into refactoring all of my shit and I'd use that, thanks.

Also, there's a typo in your CameraObject field of FPSCamera struct ;)

bhehe6813 14th April 2020 07:33 PM

Quote:

Originally Posted by 37ed1 (Post 2754027)
Just in case if you still need it. It's up to date and works good without any issues for almost a year now. There were some shifts for some of the offsets since 0.12 came out, IIRC those were the matrixListBase(0x8->0x18) and dependencyIndexTableBase(0x10->0x20)
Code:

        public unsafe Vector3 GetBonePosition(IntPtr transform)
        {
            var pMatricesBufPtr = IntPtr.Zero;
            var pIndicesBufPtr = IntPtr.Zero;

            try
            {
                var transformInternal = Memory.GetPtr(transform, new[] {0x10});
                if (transformInternal == IntPtr.Zero)
                    return new Vector3();

                var pMatrix = Memory.GetPtr(transformInternal, new[] {0x38});
                var index = Memory.Read<int>((long) Memory.GetPtr(transformInternal, new[] {0x38 + sizeof(ulong)}));
                if (pMatrix == IntPtr.Zero)
                    return new Vector3();

                var matrixListBase = Memory.GetPtr(pMatrix, new[] {0x18});
                if (matrixListBase == IntPtr.Zero)
                    return new Vector3();

                var dependencyIndexTableBase = Memory.GetPtr(pMatrix, new[] {0x20});
                if (dependencyIndexTableBase == IntPtr.Zero)
                    return new Vector3();

                var matricesSize =
                    (sizeof(Matrix34) * index + sizeof(Matrix34));

                pMatricesBufPtr = Marshal.AllocHGlobal(matricesSize);
                var pMatricesBuf = pMatricesBufPtr.ToPointer();
                var matricesBytes = Memory.ReadBytes(Memory.GetPtr(matrixListBase, new[] {0}).ToInt64(), matricesSize);
                Marshal.Copy(matricesBytes, 0, pMatricesBufPtr, matricesSize);

                var indicesSize = (sizeof(int) * index + sizeof(int));

                pIndicesBufPtr = Marshal.AllocHGlobal(indicesSize);
                var pIndicesBuf = pIndicesBufPtr.ToPointer();
                var indicesBytes =
                    Memory.ReadBytes(Memory.GetPtr(dependencyIndexTableBase, new[] {0}).ToInt64(), indicesSize);
                Marshal.Copy(indicesBytes, 0, pIndicesBufPtr, indicesSize);

                var result = *(Vector4f*) ((ulong) pMatricesBuf + 0x30 * (ulong) index);
                var indexRelation = *(int*) ((ulong) pIndicesBuf + 0x4 * (ulong) index);

                if (result == Vector4f.Zero)
                {
                    return Vector3.Zero;
                }

                var xmmword1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
                var xmmword1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
                var xmmword1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

                while (indexRelation >= 0)
                {
                    var matrix34 = *(Matrix34*) ((ulong) pMatricesBuf + 0x30 * (ulong) indexRelation);

                    var v10 = matrix34.vec2 * result;

                    var v11 = matrix34.vec1.Shuffle(0);
                    var v12 = matrix34.vec1.Shuffle((ShuffleSel) (85));
                    var v13 = matrix34.vec1.Shuffle((ShuffleSel) (-114));
                    var v14 = matrix34.vec1.Shuffle((ShuffleSel) (-37));
                    var v15 = matrix34.vec1.Shuffle((ShuffleSel) (-86));
                    var v16 = matrix34.vec1.Shuffle((ShuffleSel) (113));

                    result = (((((((v11 * xmmword1410D1350) * v13) - ((v12 * xmmword1410D1360) * v14)) *
                                v10.Shuffle((ShuffleSel) (-86))) +
                                ((((v15 * xmmword1410D1360) * v14) - ((v11 * xmmword1410D1340) * v16)) *
                                v10.Shuffle((ShuffleSel) (85)))) +
                              (((((v12 * xmmword1410D1340) * v16) - ((v15 * xmmword1410D1350) * v13)) *
                                v10.Shuffle(0)) + v10)) + matrix34.vec0);

                    indexRelation = *(int*) ((ulong) pIndicesBuf + 0x4 * (ulong) indexRelation);
                }

                return new Vector3(result.X, result.Y, result.Z);
            }
            catch (Exception e)
            {
                return Vector3.Zero;
            }
            finally
            {
                if (pMatricesBufPtr != IntPtr.Zero)
                {
                    Marshal.FreeHGlobal(pMatricesBufPtr);
                }

                if (pIndicesBufPtr != IntPtr.Zero)
                {
                    Marshal.FreeHGlobal(pIndicesBufPtr);
                }
            }
        }

Also, can you please give some details of how you are using the structs with FieldOffset attribute? I'm looking into refactoring all of my shit and I'd use that, thanks.

Also, there's a typo in your CameraObject field of FPSCamera struct ;)


Yeah sure, here I'll show you.

Code:

                var pObjectManager = M.Read<IntPtr>(H.pObjectManager);
                var _ObjectManager = M.Read<GameObjectManager>(pObjectManager);

So here we have me reading the pointer of the object manager, and then reading at that point the struct "GameObjectManager".

Here's how I have GameObjectManager declared:

Code:

  [StructLayout(LayoutKind.Explicit)]
        public unsafe struct GameObjectManager
        {
            [FieldOffset(0x0000)]
            public IntPtr lastTaggedObject;

            [FieldOffset(0x0008)]
            public IntPtr taggedObjects;

            [FieldOffset(0x0010)]
            public IntPtr lastActiveObject;

            [FieldOffset(0x0018)]
            public IntPtr activeObjects;
        }

Here's how I read a struct:

Helper function for the read:
Code:

public static T Read<T>(IntPtr address) where T : struct
        {
            return H.DriveRead.Read<T>(address);
        }


Generic types for reed
Code:

        public static T GetStructure<T>(byte[] bytes)
        {
            var handle = GCHandle.Alloc(bytes, GCHandleType.Pinned);
            var structure = (T)Marshal.PtrToStructure(handle.AddrOfPinnedObject(), typeof(T));
            handle.Free();
            return structure;
        }

        public static T GetStructure<T>(byte[] bytes, int index)
        {
            var size = Marshal.SizeOf(typeof(T));
            var tmp = new byte[size];
            Array.Copy(bytes, index, tmp, 0, size);
            return GetStructure<T>(tmp);
        }

        public T Read<T>(IntPtr address)
        {
            var size = Marshal.SizeOf(typeof(T));
            var data = Read(address, size);
            return GetStructure<T>(data);
        }


Read is my actual read function, it's just like any other memory read function, it returns a byte[] array.


------------

Another cool thing, is I don't have to do multiple reads either:


Code:

[StructLayout(LayoutKind.Explicit)]
        public unsafe struct GameObjectManager
        {
            [FieldOffset(0x0000)]
            public IntPtr lastTaggedObject;

            [FieldOffset(0x0008)]
            public IntPtr taggedObjects;

            [FieldOffset(0x0010)]
            public IntPtr lastActiveObject;

            [FieldOffset(0x0018)]
            public IntPtr activeObjects;
        }

Instead of having to read ObjectManager + 0x10 or ObjectManager +0x18, they're field offsets, so I already have the pointer of 0x10 read when I read the struct.

Take a look at my player body too to see how I can read more objects from the struct:

Code:

        [StructLayout(LayoutKind.Explicit)]
        public struct PlayerBody
        {
            [FieldOffset(0x28)]
            public IntPtr pSkeletonRootJoin;

            public SkeletonRootJoin SkeletonRootJoin => M.Read<SkeletonRootJoin>(this.pSkeletonRootJoin);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct SkeletonRootJoin
        {
            [FieldOffset(0x28)]
            public IntPtr pBoneEnumerator;

            public BoneEnumerator BoneEnumerator => M.Read<BoneEnumerator>(this.pBoneEnumerator);
        }

This helper function:
Code:

            public BoneEnumerator BoneEnumerator => M.Read<BoneEnumerator>(this.pBoneEnumerator);
Returns the next struct that I get from reading the pointer at 0x28.


Here's what iterating players look like in my design:

Code:

var list = M.Read<Offsets.List>(LocalGameWorld.registeredPlayers);
                var listInternal = M.Read<IntPtr>(list.listBase + 0x20);
                if (listInternal == IntPtr.Zero) {
                    Thread.Sleep(15);
                    continue;
                }
                List<EFTPlayer> players = new List<EFTPlayer>();

                for (int i = 0; i < list.itemCount; i++)
                {
                    var playerPtr = M.Read<IntPtr>(list.listBase + 0x20 + (0x8 * i));
                    if (playerPtr == IntPtr.Zero)
                        continue;

                    var player = M.Read<Player>(playerPtr);
                    var eftPlayer = new EFTPlayer();


                    var location = player.PlayerBody.SkeletonRootJoin.BoneEnumerator.BoneArray.Test.InnerBone_2.BoneInfo.position;
                    eftPlayer.HeadPosition = WorldToScreen(location);
                    eftPlayer.SavedPosition = location;
                    eftPlayer.Health = GetTotalHealth(player.HealthController.HealthBody.BodyController);
                    eftPlayer.Name = player.PlayerProfile.PlayerInfo.PlayerName;

Ignore the+0x20.
Code:

var listInternal = M.Read<IntPtr>(list.listBase + 0x20);
this isn't actually needed since we read that in the List struct, but its a remnant from testing. Correct would be M.Read<ListInternal>(list.listBase). But yeah with this setup, all your offsets are in one clean class full of structs, and you don't have to read pointer chains and all that.

--------------------------------


Help with this issue would be nice, basically my w2s only works in 2k, but not 4k.

https://www.unknowncheats.me/forum/e...=1#post2754608

37ed1 15th April 2020 12:20 PM

Quote:

Originally Posted by bhehe6813 (Post 2754568)
~

Many thanks to you! I'll dig into that.

Xanyua 16th April 2020 04:13 PM

How can Get CameraPos?

I try to use [FPS Camera+30]+8]+38]+B0] to get Position.
I want to use aim But something went wrong.

mikangchan 16th April 2020 07:54 PM

Quote:

Originally Posted by willis81808 (Post 2753762)
I know you're external, but this might be helpful info anyway. I'm on mono internal, and I was confused by the positions of containers all being garbage as well. What I ended up doing to get around it was to get the collider of the container and doing the following:

Code:

Vector3 pos = container.GetComponentInChildren<Collider>().bounds.center;
I don't know how you'd translate that to external, but hopefully it at least helps you know where to look :/

it's possible to do that for external c++.

haven't tried yet but found this useful https://www.unknowncheats.me/forum/2...-post2348.html

djskullyx64 16th April 2020 08:42 PM

Is it possible to get what’s inside containers without searching them or are the items in containers generated at search time?

LarryBoi1 16th April 2020 09:03 PM

Is there anyone who has working mono-internal bypass rn?

Im still not sure if they do assembly checks on game's startup.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

YeetMan420 16th April 2020 09:58 PM

Quote:

Originally Posted by djskullyx64 (Post 2757188)
Is it possible to get what’s inside containers without searching them or are the items in containers generated at search time?

Are you external? If so, it's going to require a little more work. You'd have to emulate the behavior of this mono code
Code:

// (credit to willis and other UC members)
foreach (var c in container.ItemOwner.RootItem.GetAllItems())
    {
        // do whatever
        LogMessage(c.Name.Localized());
    }

I was planning on investigating this myself but i have some other projects I'm working on right now. If you get anywhere, do share :D

djskullyx64 16th April 2020 11:04 PM

Yeah I’m external. I’ll check it out and report back if I get it working :)

TheMaoci 16th April 2020 11:12 PM

@YeetMan420 this is how i was doing containers in the internal mono
https://github.com/B74nk/EFT-Mono-In...ainers.cs#L204

items are storaged preety strangely where first item on the list is actual container and all after that are items in container there could be items from 0 up to like 5-6 in regular containers and alot more in body

containers like drawers are like 4 containers in 1 position so if you gonna draw it make sure you will not draw second time in sane position cause you will draw more then once in same place.

z3500376 17th April 2020 04:54 AM

sometimes player_list_num always got 0 or gameworld always got 0
when i restart the game is ok

Xanyua 17th April 2020 02:43 PM

http://i.imgur.com/WntGt0p.pnghttps://imgur.com/a/5JQ8BOu
http://i.imgur.com/RrVkK24.png
https://imgur.com/a/5JQ8BOu
What should I do to get to this Position?

bhehe6813 18th April 2020 02:05 AM

Anyone know where I can find my in-game FPS? (external) I want to sync my overlay.

BraydenEGC 18th April 2020 04:39 AM

Quote:

Originally Posted by YeetMan420 (Post 2757269)
If so, it's going to require a little more work. You'd have to emulate the behavior of this mono code


Not really. I have been doing it externally and native internally for years now.

YeetMan420 18th April 2020 06:44 PM

Quote:

Originally Posted by BraydenEGC (Post 2759004)
Not really. I have been doing it externally and native internally for years now.

Alright I stand corrected then

l4qqer 18th April 2020 09:18 PM

need help guys

BraydenEGC 18th April 2020 09:28 PM

Quote:

Originally Posted by willis81808 (Post 2753762)
~snip~

I never had issues with container positions. I have gotten them via mono-internal, native-internal, and external. External is a wee bit tricky because they use a weird transform, but other than that you should just be able to call get_position_injected on the container's transform.

ch1nw3ll 18th April 2020 11:51 PM

Quote:

Originally Posted by BraydenEGC (Post 2759870)
I never had issues with container positions. I have gotten them via mono-internal, native-internal, and external. External is a wee bit tricky because they use a weird transform, but other than that you should just be able to call get_position_injected on the container's transform.

Still have the weird transform code hanging about?

liquidace 19th April 2020 04:20 AM

anyone looked into the fatigue system? Got stamina figured out but need to investigate move speed for fatigue/weight etc.

https://i.imgur.com/sH90wtu.png

ch1nw3ll 19th April 2020 06:04 AM

Quote:

Originally Posted by liquidace (Post 2760177)
anyone looked into the fatigue system? Got stamina figured out but need to investigate move speed for fatigue/weight etc.

https://i.imgur.com/sH90wtu.png

Isn't all that detected by the server?
btw: did you add the item values yourself, or are they in the item class?

BraydenEGC 19th April 2020 06:29 AM

Quote:

Originally Posted by ch1nw3ll (Post 2760000)
~snip~

No, I recently purged all my projects relating to EFT. (I had 35 sum odd projects spanning around 2-3 years of work.)

liquidace 19th April 2020 06:49 AM

Quote:

Originally Posted by ch1nw3ll (Post 2760225)
Isn't all that detected by the server?
btw: did you add the item values yourself, or are they in the item class?

there are item values in the item class, its not super accurate (because of the fleamarket) but its "good enough".

bhehe6813 19th April 2020 10:31 AM

Anyone know how to do legit no-recoil instead of writing the mask at 0xE0? I've tried messing with intensity of breath effector and shot effector, but arm stamina still effects me, and I can't find a good way to raise/lower recoil with intensity (didnt start changing until 1->.10).

ImDaMan 19th April 2020 03:53 PM

Hey, does anybody know how to get newest offsets for Tarkov at this moment?

ch1nw3ll 19th April 2020 04:12 PM

Quote:

Originally Posted by liquidace (Post 2760244)
there are item values in the item class, its not super accurate (because of the fleamarket) but its "good enough".

Thanks, I'll have a look for them.

Quote:

Originally Posted by BraydenEGC (Post 2760239)
No, I recently purged all my projects relating to EFT. (I had 35 sum odd projects spanning around 2-3 years of work.)

No probs :)
It's the only thing I miss, it's driving me crazy.

cha3enel3on 19th April 2020 07:40 PM

Quote:

Originally Posted by liquidace (Post 2760177)
anyone looked into the fatigue system? Got stamina figured out but need to investigate move speed for fatigue/weight etc.

https://i.imgur.com/sH90wtu.png

Orig method name is UpdateWeightLimits, I'm hooking this to remove the weight bullshit.

public void UpdateWeightLimitshooka()
{
if (Misc.LocalPlayer && Config.Miscopt.weight)
{
LocalPlayer.Physical.WalkOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.BaseOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.SprintOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.WalkSpeedOverweightLimits.Set(1f, 10000f);
}
}

liquidace 19th April 2020 08:42 PM

Quote:

Originally Posted by cha3enel3on (Post 2760938)
Orig method name is UpdateWeightLimits, I'm hooking this to remove the weight bullshit.

public void UpdateWeightLimitshooka()
{
if (Misc.LocalPlayer && Config.Miscopt.weight)
{
LocalPlayer.Physical.WalkOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.BaseOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.SprintOverweightLimits.Set(1f, 10000f);
LocalPlayer.Physical.WalkSpeedOverweightLimits.Set(1f, 10000f);
}
}

Cheers.

for anyone that cares (im not mono so cant use the above)

player]physical]

bc : WalkOverweightLimits (type: UnityEngine.Vector2)
c4 : BaseOverweightLimits (type: UnityEngine.Vector2)
cc : SprintOverweightLimits (type: UnityEngine.Vector2)
d4 : WalkSpeedOverweightLimits (type: UnityEngine.Vector2)


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

netsh 19th April 2020 11:45 PM

I've seen a lot of cheats now using timescale speedhack and with a user of mine trying to sell/scam innocent people I'll be posting this speedhack method and some more exploits within the coming days.

Code:

if (Input.GetKey(KeyCode.W))
    player.Transform.position += player.Transform.forward / 5 * multiplier;
if (Input.GetKey(KeyCode.S))
    player.Transform.position -= player.Transform.forward / 5 * multiplier;
if (Input.GetKey(KeyCode.A))
    player.Transform.position -= player.Transform.right / 5 * multiplier;
if (Input.GetKey(KeyCode.D))
  player.Transform.position += player.Transform.right / 5 * multiplier;

This method has been common knowledge forever and with a few modifications can be used for flyhack.

ItsOver 20th April 2020 02:24 PM

Quote:

Originally Posted by liquidace (Post 2761000)
Cheers.

for anyone that cares (im not mono so cant use the above)

player]physical]

bc : WalkOverweightLimits...)

I wonder if these are checked server side.

Skengdo 20th April 2020 05:46 PM

Whats the best way to distinguish between player scavs and bot scavs?

netsh 20th April 2020 06:01 PM

Quote:

Originally Posted by Skengdo (Post 2762222)
Whats the best way to distinguish between player scavs and bot scavs?

Mono code should be able to be done natively as well.

Code:

bool playerScav = player.Profile.Info?.Side == EPlayerSide.Savage;

Skengdo 20th April 2020 06:46 PM

Quote:

Originally Posted by netsh (Post 2762253)
Mono code should be able to be done natively as well.

Code:

bool playerScav = player.Profile.Info?.Side == EPlayerSide.Savage;

Am not native mono whats the values of PlayerSides?

s2055656915 20th April 2020 07:22 PM

Who can tell me the bone deviation?

CatalystFTW 20th April 2020 08:28 PM

Quote:

Originally Posted by Skengdo (Post 2762323)
Am not native mono whats the values of PlayerSides?

It must truly be a struggle to 'write' a cheat for this game while not knowing how to use dnspy. Perhaps see a getting started thread for games using unity in the beginner section?

netsh 20th April 2020 08:32 PM

Quote:

Originally Posted by Skengdo (Post 2762323)
Am not native mono whats the values of PlayerSides?

Code:

namespace EFT
{
        public enum EPlayerSide
        {
                Usec = 1,
                Bear,
                Savage = 4
        }
}


Skengdo 20th April 2020 08:48 PM

Quote:

Originally Posted by netsh (Post 2762471)
Code:

namespace EFT
{
        public enum EPlayerSide
        {
                Usec = 1,
                Bear,
                Savage = 4
        }
}


Very cool thank you sir.

liquidace 20th April 2020 09:01 PM

Quote:

Originally Posted by ItsOver (Post 2761908)
I wonder if these are checked server side.

soon find out in a week LOL

37ed1 21st April 2020 08:36 AM

Quote:

Originally Posted by Skengdo (Post 2762222)
Whats the best way to distinguish between player scavs and bot scavs?

You can also check the AccountId in PlayerProfile. For bots it's 0 or -1, for players the value is obviously > 0

Angelkun 21st April 2020 12:56 PM

ask
Do you have a charm or Glow ESP?

Xanyua 21st April 2020 03:39 PM

https://i.imgur.com/SwtA3vf.jpg
Guys, there is a little problem with my aiming, when I aim at the enemy at high or low, there will be misalignment like this. Please help me

BraydenEGC 21st April 2020 06:34 PM

Quote:

Originally Posted by 37ed1 (Post 2763088)
~snip~

You can check the account creation date aswell.

Quote:

Originally Posted by Xanyua (Post 2763499)
~snip~

No one can help you without seeing the code.

Xanyua 21st April 2020 07:21 PM

Quote:

Originally Posted by BraydenEGC (Post 2763734)
You can check the account creation date aswell.


No one can help you without seeing the code.

camerPos==FPS Camera+30]+8]+38]+B0

Use player headpos minus camera pos like this.

I tried my best to make the code look more like C ++.

If my conversion is bad, please forgive me

relative.x=EnemyPos.x-CameraPos.x;
relative.y=EnemyPos.y-CameraPos.y;
relative.z=EnemyPos.z-CameraPos.z;
x = atan(relative.x,relative.z)* 57.29578
y =-asin(relative.y/sqrt (relative.x*relative.x+relative.y*relative.y+relative.z*relative.z))* 57.29578

Relic89 21st April 2020 09:53 PM

Quote:

Originally Posted by bhehe6813 (Post 2758937)
Anyone know where I can find my in-game FPS? (external) I want to sync my overlay.

In-game, press '~' and enter 'FPS 1'. A live ticker will appear in the top right of your screen. This is turned off by again pressing '~' and entering 'FPS 0'. For a more comprehensive list of FPS and latency-related info, enter 'FPS 2'. Hope this helps if it wasn't already answered.

BraydenEGC 21st April 2020 10:30 PM

Quote:

Originally Posted by Xanyua (Post 2763796)
~snip~

Here is the C++ code from an old project of mine on github. You will have to adapt this to C#. (Should be fairly straightforward.)

Code:

D3DXVECTOR2 CalculateAngle(D3DXVECTOR3& vCameraPosition, D3DXVECTOR3& vTargetPosition)
{
        D3DXVECTOR2 vTempReturn;
        D3DXVECTOR3 vRelative;
        D3DXVec3Subtract(&vRelative, &vCameraPosition, &vTargetPosition);
        float fMagnitude = D3DXVec3Length(&vRelative);
        float fPitch = asin(vRelative.y / fMagnitude);
        float fYaw = -atan2(vRelative.x, -vRelative.z);

        fYaw = D3DXToDegree(fYaw);
        fPitch = D3DXToDegree(fPitch);

        vTempReturn.x = fYaw;
        vTempReturn.y = fPitch;
        return vTempReturn;
}


Xanyua 21st April 2020 10:51 PM

Quote:

Originally Posted by BraydenEGC (Post 2764073)
Here is the C++ code from an old project of mine on github. You will have to adapt this to C#. (Should be fairly straightforward.)

Code:

D3DXVECTOR2 CalculateAngle(D3DXVECTOR3& vCameraPosition, D3DXVECTOR3& vTargetPosition)
{
        D3DXVECTOR2 vTempReturn;
        D3DXVECTOR3 vRelative;
        D3DXVec3Subtract(&vRelative, &vCameraPosition, &vTargetPosition);
        float fMagnitude = D3DXVec3Length(&vRelative);
        float fPitch = asin(vRelative.y / fMagnitude);
        float fYaw = -atan2(vRelative.x, -vRelative.z);

        fYaw = D3DXToDegree(fYaw);
        fPitch = D3DXToDegree(fPitch);

        vTempReturn.x = fYaw;
        vTempReturn.y = fPitch;
        return vTempReturn;
}



Thank you very much.

I have another problem. When I use VSS the camerapos do not seem to correspond to the aiming point

BraydenEGC 22nd April 2020 02:31 AM

Quote:

Originally Posted by Xanyua (Post 2764098)
~snip~

Raycast from the fireport to the direction of the weapon. If you want to get fancy, you can take the distance from the fireport to the collision of the raycast and do some basic math to take into account bullet drop. (Although this is mildly pointless if you are not aiming at a target. If you are aiming at a target, simply take the target's distance instead of the raycast's hit.) Pretty easy for mono sk1ds. Possible for native internal users. Next to impossible for external users.

bhehe6813 22nd April 2020 03:37 AM

Quote:

Originally Posted by Relic89 (Post 2764037)
In-game, press '~' and enter 'FPS 1'. A live ticker will appear in the top right of your screen. This is turned off by again pressing '~' and entering 'FPS 0'. For a more comprehensive list of FPS and latency-related info, enter 'FPS 2'. Hope this helps if it wasn't already answered.

I'm referring to engine fps in-game code-wise...Basically the value they show you when you type fps 1.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Xanyua 22nd April 2020 10:28 AM

Quote:

Originally Posted by BraydenEGC (Post 2764293)
Raycast from the fireport to the direction of the weapon. If you want to get fancy, you can take the distance from the fireport to the collision of the raycast and do some basic math to take into account bullet drop. (Although this is mildly pointless if you are not aiming at a target. If you are aiming at a target, simply take the target's distance instead of the raycast's hit.) Pretty easy for mono sk1ds. Possible for native internal users. Next to impossible for external users.


So I am an external user....
thks

Relic89 22nd April 2020 02:13 PM

Quote:

Originally Posted by djskullyx64 (Post 2757188)
Is it possible to get what�s inside containers without searching them or are the items in containers generated at search time?

IIRC, the loot inside containers is randomized and officially 'selected' by the game upon the container being opened, and what type of loot (or it's value) is revealed to the player in different order depending on that player's skill levels (attention, focus, memory, etc; these all affect how quickly you can search something as well as how quickly more valuable loot appears inside the container; a player with a lower attention skill level will take longer to reveal any items at all AS WELL as have a reduced chance of finding higher value items in the first place). To my understanding, this is why they are referred to as loot "pools".

BraydenEGC 22nd April 2020 02:26 PM

Quote:

Originally Posted by Relic89 (Post 2764881)
~snip~

This is incorrect. It is generated upon a match's initialization.

ch1nw3ll 22nd April 2020 07:21 PM

Is there a table of bullet drop for each gun anywhere?
I fancy improving my aimbot.

liquidace 22nd April 2020 08:38 PM

Quote:

Originally Posted by Relic89 (Post 2764881)
IIRC, the loot inside containers is randomized and officially 'selected' by the game upon the container being opened, and what type of loot (or it's value) is revealed to the player in different order depending on that player's skill levels (attention, focus, memory, etc; these all affect how quickly you can search something as well as how quickly more valuable loot appears inside the container; a player with a lower attention skill level will take longer to reveal any items at all AS WELL as have a reduced chance of finding higher value items in the first place). To my understanding, this is why they are referred to as loot "pools".

https://i.imgur.com/b9WJcAq.png

:thinking:

jocleys 23rd April 2020 01:01 PM

whats wrong with my bone transform?
The last time I used this function was March 31. What happened after that?
transPtr = player+0x88]+0x28]+0x28]+0x10]+bID*8+0x20]
My w2s works normally for loot esp and player pos.
this is my funcation.
Code:

struct TransformAccessReadOnly
{
        ULONGLONG        pTransformData;
        int index;
};
struct TransformData
{
        ULONGLONG pTransformArray;
        ULONGLONG pTransformIndices;
};
struct Matrix34
{
        D3DXVECTOR4 vec0;
        D3DXVECTOR4 vec1;
        D3DXVECTOR4 vec2;
};
D3DXVECTOR3 GetPositionTrans(DWORD64 transPtr)
{
        //int index = Bone_List::head;
ReadFas1t(transPtr + 0x10, & transPtr, sizeof(8));
        __m128 result;

        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        TransformAccessReadOnly pTransformAccessReadOnly;
        ReadFas1t(transPtr + 0x38, &pTransformAccessReadOnly, sizeof(TransformAccessReadOnly));


        TransformData transformData; //= Driver.ReadMem<TransformData>(gTargetProcessID, pTransformAccessReadOnly.pTransformData + 0x8);
        ReadFas1t(pTransformAccessReadOnly.pTransformData + 0x18, &transformData, sizeof(TransformData));

        SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(__m128);
        SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

        // Allocate memory for storing large amounts of data (matricies and indicies)
        LPVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
        LPVOID pIndicesBuf = malloc(sizeIndicesBuf);

        if (pMatriciesBuf && pIndicesBuf)
        {
                // Read Matricies array into the buffer
                //Driver.ReadMem(gTargetProcessID, transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
                //ReadFas1t(transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
                // Read Indices array into the buffer
                //Driver.ReadMem(gTargetProcessID, transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);
                //ReadFas1t(transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);

                ReadFas1t(transformData.pTransformArray + 0x30 * pTransformAccessReadOnly.index, &result, sizeof(__m128));
                int transformIndex = 0; //*(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
                ReadFas1t(transformData.pTransformIndices + 0x4 * pTransformAccessReadOnly.index, &transformIndex, 4);

                while (transformIndex >= 0)
                {
                        Matrix34 matrix34;//*(Matrix34*)((ULONGLONG)pMatriciesBuf + 0x30 * transformIndex);
                        ReadFas1t(transformData.pTransformArray + 0x30 * transformIndex, &matrix34, sizeof(Matrix34));
                        if (ReadFas1t(transformData.pTransformArray + 0x30 * transformIndex, &matrix34, sizeof(Matrix34)) == STATUS_SUCCESS) {
                                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                                result = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                        tmp7)), *(__m128*)(&matrix34.vec0));
                        }


                        //transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * transformIndex);
                        //ReadFas1t(transformData.pTransformIndices + 0x4 * transformIndex, &transformIndex, 4);
                        if (ReadFas1t(transformData.pTransformIndices + 0x4 * transformIndex, &transformIndex, 4) != STATUS_SUCCESS)break;
                }

                free(pMatriciesBuf);
                free(pIndicesBuf);
        }

        return D3DXVECTOR3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
}


EarthIsFlat 23rd April 2020 06:51 PM

Pretty new to unity engine.
I was looking around and I see there is a need of the GameObjectManager.
Which module do I need to read the address to access GameObjectManager.
Also any suggests regarding to dumping the game ? I guess i should disable BE and run the game if it is possible ?

Thanks for anyone who can help me out for the start with some hints so I can know the right path

BraydenEGC 23rd April 2020 07:04 PM

Quote:

Originally Posted by EarthIsFlat (Post 2766836)
~snip~

GameObjectManager = UnityPlayer.dll + 0x15181E8]
Run EscapeFromTarkov.exe from the installation folder -> Attach Cheat Engine -> Mono Dissect -> Expand All -> Save as .txt

EarthIsFlat 23rd April 2020 07:11 PM

Quote:

Originally Posted by BraydenEGC (Post 2766854)
GameObjectManager = UnityPlayer.dll + 0x15181E8]
Run EscapeFromTarkov.exe from the installation folder -> Attach Cheat Engine -> Mono Dissect -> Expand All -> Save as .txt

Thanks mate really helped me out :flowers1:

Hey I'm having problems reading the gameworld.
Does gameworld is only inside a match ?

Trying to read the name buffer results in https://cdn.discordapp.com/attachmen...14/unknown.png
=> printing out all the game objects

Edit : nvm fixed the issue

s2055656915 24th April 2020 10:01 AM

Quote:

Originally Posted by jocleys (Post 2766388)
whats wrong with my bone transform?
The last time I used this function was March 31. What happened after that?
transPtr = player+0x88]+0x28]+0x28]+0x10]+bID*8+0x20]
My w2s works normally for loot esp and player pos.
this is my funcation.
Code:

struct TransformAccessReadOnly
{
        ULONGLONG        pTransformData;
        int index;
};
struct TransformData
{
        ULONGLONG pTransformArray;
        ULONGLONG pTransformIndices;
};
struct Matrix34
{
        D3DXVECTOR4 vec0;
        D3DXVECTOR4 vec1;
        D3DXVECTOR4 vec2;
};
D3DXVECTOR3 GetPositionTrans(DWORD64 transPtr)
{
        //int index = Bone_List::head;
ReadFas1t(transPtr + 0x10, & transPtr, sizeof(8));
        __m128 result;

        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        TransformAccessReadOnly pTransformAccessReadOnly;
        ReadFas1t(transPtr + 0x38, &pTransformAccessReadOnly, sizeof(TransformAccessReadOnly));


        TransformData transformData; //= Driver.ReadMem<TransformData>(gTargetProcessID, pTransformAccessReadOnly.pTransformData + 0x8);
        ReadFas1t(pTransformAccessReadOnly.pTransformData + 0x18, &transformData, sizeof(TransformData));

        SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(__m128);
        SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

        // Allocate memory for storing large amounts of data (matricies and indicies)
        LPVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
        LPVOID pIndicesBuf = malloc(sizeIndicesBuf);

        if (pMatriciesBuf && pIndicesBuf)
        {
                // Read Matricies array into the buffer
                //Driver.ReadMem(gTargetProcessID, transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
                //ReadFas1t(transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
                // Read Indices array into the buffer
                //Driver.ReadMem(gTargetProcessID, transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);
                //ReadFas1t(transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);

                ReadFas1t(transformData.pTransformArray + 0x30 * pTransformAccessReadOnly.index, &result, sizeof(__m128));
                int transformIndex = 0; //*(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
                ReadFas1t(transformData.pTransformIndices + 0x4 * pTransformAccessReadOnly.index, &transformIndex, 4);

                while (transformIndex >= 0)
                {
                        Matrix34 matrix34;//*(Matrix34*)((ULONGLONG)pMatriciesBuf + 0x30 * transformIndex);
                        ReadFas1t(transformData.pTransformArray + 0x30 * transformIndex, &matrix34, sizeof(Matrix34));
                        if (ReadFas1t(transformData.pTransformArray + 0x30 * transformIndex, &matrix34, sizeof(Matrix34)) == STATUS_SUCCESS) {
                                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                                result = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                        tmp7)), *(__m128*)(&matrix34.vec0));
                        }


                        //transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * transformIndex);
                        //ReadFas1t(transformData.pTransformIndices + 0x4 * transformIndex, &transformIndex, 4);
                        if (ReadFas1t(transformData.pTransformIndices + 0x4 * transformIndex, &transformIndex, 4) != STATUS_SUCCESS)break;
                }

                free(pMatriciesBuf);
                free(pIndicesBuf);
        }

        return D3DXVECTOR3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
}


Is your bone working properly?

EarthIsFlat 24th April 2020 11:27 AM

Does LocalPlayer = Entity + 0x18 ?

snufkin 24th April 2020 02:56 PM

I wanted to share this since I don't play much anymore, might have been posted already.

No Bullet Drop/No Bullet Travel Time
There is an easy way to get hitscan bullets (no drop and no travel time).

Chain is:
LocalPlayer->ProceduralWeaponAnimation->FirearmController.SpeedFactor
or
LocalPlayer + 0x70] + 0x80] + 0x154

SpeedFactor is a float32, setting it to 10 will multiply bullet speed by 10 and therefore make bullets from your gun travel lightning fast. Instantly hits enemies with no travel or drop.
You can experiment with the number but setting it too high causes some issues like bullets not registering any hits at all.

BraydenEGC 24th April 2020 04:30 PM

Quote:

Originally Posted by snufkin (Post 2767962)
~snip~

Previously, this invalidated bullets. I must have been setting the speed too high. I wasn't using this exact method though. Interesting.

nikobelic29 24th April 2020 06:02 PM

when iterating for FPS Camera, can I use the entity tag at object + 0x54 == 5 to find the correct camera? or should I just check name instead

BraydenEGC 24th April 2020 06:10 PM

Quote:

Originally Posted by nikobelic29 (Post 2768196)
~snip~

I personally check the name.

EarthIsFlat 24th April 2020 06:18 PM

How you access localplayer ?
entity + 0x18 ?

s2055656915 24th April 2020 06:59 PM

Does anyone have an external bone offset?

BraydenEGC 24th April 2020 07:02 PM

Quote:

Originally Posted by s2055656915 (Post 2768266)
~snip~

Player -> PlayerBody -> SkeletonRootJoint -> _values (list of transforms for bones)

s2055656915 24th April 2020 07:08 PM

Quote:

Originally Posted by BraydenEGC (Post 2768273)
Player -> PlayerBody -> SkeletonRootJoint -> _values (list of transforms for bones)

Whether the bone offset is player + 0x88] + 0x28] + 0x28] + 0x10] + 0x20 + bid * 8 I can't get the bone address

Quote:

Originally Posted by BraydenEGC (Post 2768273)
Player -> PlayerBody -> SkeletonRootJoint -> _values (list of transforms for bones)

Quote:

Originally Posted by s2055656915 (Post 2768282)
Whether the bone offset is player + 0x88] + 0x28] + 0x28] + 0x10] + 0x20 + bid * 8 I can't get the bone address

He annoys me. Help me. Thank you

BraydenEGC 24th April 2020 07:09 PM

Quote:

Originally Posted by s2055656915 (Post 2768282)
~snip~

Those are the correct offsets.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

s2055656915 24th April 2020 07:10 PM

There are other offsets in the back, right

BraydenEGC 24th April 2020 07:16 PM

Quote:

Originally Posted by s2055656915 (Post 2768287)
~snip~

There should be nothing additional unless you are emulating InternalGetPosition. In which case, it is likely your function for getting the transform's posiiton.

nikobelic29 24th April 2020 08:57 PM

18802e205d0 : 
static fields
fields
10 : Nickname (type: System.String)
50 : Side (type: EFT.EPlayerSide)
54 : RegistrationDate (type: System.Int32)
58 : SavageLockTime (type: System.Single)
18 : GroupId (type: System.String)
20 : EntryPoint (type: System.String)
28 : Voice (type: System.String)
5c : NicknameChangeDate (type: System.Int32)
30 : Bans (type: System.Collections.Generic.List<>)
38 : Settings (type: )
60 : MemberCategory (type: EMemberCategory)
64 :  (type: System.Int32)
40 :  (type: System.Action<System.Int32,System.Int32>)
48 :  (type: System.Action<System.Int32,System.Int32>)

FPS Camera sometimes isn't in the tagged list nor the activelist? how do I get it so it will be there 100% of the time?
Tried a few games, if the camera is not present, it won't ever be present even if you try rejoin. So it must be how the game constructs the list that differs

egorspart 25th April 2020 05:21 AM

How i can get offsets
or give me pls

liquidace 25th April 2020 07:51 AM

Quote:

Originally Posted by nikobelic29 (Post 2768443)
18802e205d0 : 
static fields
fields
10 : Nickname (type: System.String)
50 : Side (type: EFT.EPlayerSide)
54 : RegistrationDate (type: System.Int32)
58 : SavageLockTime (type: System.Single)
18 : GroupId (type: System.String)
20 : EntryPoint (type: System.String)
28 : Voice (type: System.String)
5c : NicknameChangeDate (type: System.Int32)
30 : Bans (type: System.Collections.Generic.List<>)
38 : Settings (type: )
60 : MemberCategory (type: EMemberCategory)
64 :  (type: System.Int32)
40 :  (type: System.Action<System.Int32,System.Int32>)
48 :  (type: System.Action<System.Int32,System.Int32>)

FPS Camera sometimes isn't in the tagged list nor the activelist? how do I get it so it will be there 100% of the time?
Tried a few games, if the camera is not present, it won't ever be present even if you try rejoin. So it must be how the game constructs the list that differs

paste your loop for FPSCamera, my guess is you're not actually checking the last element and skipping it. The pasta code in this thread all has the same issue with logic

nikobelic29 25th April 2020 08:05 AM

Quote:

Originally Posted by liquidace (Post 2768973)
paste your loop for FPSCamera, my guess is you're not actually checking the last element and skipping it. The pasta code in this thread all has the same issue with logic

I intentionally checked the last element, or in this case GameManager + 0x0, but when it actually checked the last element it just made a bad dereference and crashes the game

Code:

                uint64_t objMgr = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(GetModuleHandle("UnityPlayer.dll")) + 0x15181E8);
                if (objMgr == NULL)
                {
                        printf(XorStr("objMgr fail...\n"));
                        return 0;
                }
                uint64_t taggedObj = *reinterpret_cast<uint64_t*>(objMgr + 0x8);
                if (taggedObj == NULL)
                {
                        printf(XorStr("taggedObj fail...\n"));
                        return 0;
                }
                uint64_t firstObj = *reinterpret_cast<uint64_t*>(objMgr + 0x0);
                if (firstObj == NULL)
                {
                        printf(XorStr("firstObj fail...\n"));
                        return 0;
                }

                while (firstObj != taggedObj)
                {
                        if (taggedObj == NULL)
                        {
                                printf(XorStr("taggedObj fail...\n"));
                                return 0;
                        }
                        uint64_t GameObject = *reinterpret_cast<uint64_t*>(taggedObj + 0x10);
                        if (GameObject == NULL)
                        {
                                printf(XorStr("GameObject fail...\n"));
                                taggedObj = *reinterpret_cast<uint64_t*>(taggedObj + 0x8);
                                continue;
                        }

                        char* objectNamePor = *reinterpret_cast<char**>(GameObject + 0x60);
                        if (objectNamePor == NULL)
                        {
                                printf(XorStr("objectNamePor fail...\n"));
                                taggedObj = *reinterpret_cast<uint64_t*>(taggedObj + 0x8);
                                continue;
                        }

                        INT16 tag = *reinterpret_cast<INT16*>(GameObject + 0x54);
                        if (strstr(objectNamePor, "PS Came") || tag == 5) // this is the path to succ
                        {
                                return *reinterpret_cast<Camera**>(GameObject + 0x30);
                        }
                        taggedObj = *reinterpret_cast<uint64_t*>(taggedObj + 0x8);
                        firstObj = *reinterpret_cast<uint64_t*>(objMgr + 0x0);
                        if (firstObj == NULL)
                        {
                                printf(XorStr("firstObj fail...\n"));
                                return 0;
                        }
                }
                //by the while loop guard we know firstObj must be equal to taggedObj and it must not be NULL by line 64.
                if (taggedObj == NULL)
                {
                        printf(XorStr("taggedObj fail...\n"));
                        return 0;
                }
                //crashes somewhere here when FPScamera reached the end
                uint64_t GameObject = *reinterpret_cast<uint64_t*>(taggedObj + 0x10);
                if (GameObject == NULL)
                {
                        printf(XorStr("GameObject fail...\n"));
                        return 0;
                }

                char* objectNamePor = *reinterpret_cast<char**>(GameObject + 0x60);
                if (objectNamePor == NULL)
                {
                        printf(XorStr("objectNamePor fail...\n"));
                        return 0;
                }

                INT16 tag = *reinterpret_cast<INT16*>(GameObject + 0x65);
                if (strstr(objectNamePor, "PS Came") || tag == 5) // this is the path to succ
                {
                        return *reinterpret_cast<Camera**>(GameObject + 0x30);
                }
                return 0;


liquidace 25th April 2020 08:32 AM

what the fuck is that LOL.

I totally typed this in the reply box so um you might need to fix it lol.

Code:

uint64_t objMgr = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(GetModuleHandle("UnityPlayer.dll")) + 0x15181E8);
if (!objMgr)
        return 0;

uint64_t taggedObj = *reinterpret_cast<uint64_t*>(objMgr + 0x8);
if (!taggedObj)
        return 0;
       
uint64_t lastObj = *reinterpret_cast<uint64_t*>(objMgr + 0x0);
if (!lastObj)
        return 0;

if (taggedObj == lastObj)
        return 0; // just saves time, if there is only 1 obj, there definitely isnt an fps camera yet

for (; ; taggedObj = *reinterpret_cast<uint64_t*>(taggedObj + 0x8))
{
        uint64_t object = *reinterpret_cast<uint64_t*>(taggedObj + 0x10);
        if (!object)
                break;

        uint64_t object_classptr = *reinterpret_cast<uint64_t*>(object + 0x60);
        if (!object_classptr)
                continue;

        char* objectNamePor = *reinterpret_cast<char**>(object + 0x60);
        if (strcmp(objectNamePor, "FPS Camera") == 0)
        {
                return *reinterpret_cast<Camera**>(object + 0x30);
        }

        if (taggedObj == lastObj)
                break; // if it gets here there is no fps camera yet
}

Just keep calling that loop until it finds fps camera because objmgr is valid wayyyyy before fps camera is

added some comments and an additional check _b

s2055656915 25th April 2020 01:38 PM

Quote:

Originally Posted by BraydenEGC (Post 2768295)
There should be nothing additional unless you are emulating InternalGetPosition. In which case, it is likely your function for getting the transform's posiiton.

Is the bone still obtained in this way?playerPtr + 0x88] 0x28] 0x28] 0x10] 0x448] 0x10] 0x38] 0xB0

BraydenEGC 25th April 2020 02:27 PM

Quote:

Originally Posted by s2055656915 (Post 2769246)
I~snip~

I am not sure if this works. I am internal so I just call the game's native function for it.

nikobelic29 26th April 2020 08:19 AM

Does anyone know the object names for doors and containers? I dumped the object names and there seems to be way too many doors...

dump: https://gist.githubusercontent.com/M.../gistfile1.txt

CatalystFTW 26th April 2020 04:38 PM

Quote:

Originally Posted by nikobelic29 (Post 2770143)
Does anyone know the object names for doors and containers? I dumped the object names and there seems to be way too many doors...

dump: https://gist.githubusercontent.com/M.../gistfile1.txt

Check the name of its class instead of object name.

XingWingWang 27th April 2020 02:42 AM

uint64_t objMgr = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(GetModuleHandle("UnityPlayer.dll")) + 0x15181E8);
if (!objMgr)
return 0;

uint64_t taggedObj = *reinterpret_cast<uint64_t*>(objMgr + 0x8);
if (!taggedObj)
return 0;

uint64_t lastObj = *reinterpret_cast<uint64_t*>(objMgr + 0x0);
if (!lastObj)
return 0;

if (taggedObj == lastObj)
return 0; // just saves time, if there is only 1 obj, there definitely isnt an fps camera yet

for (; ; taggedObj = *reinterpret_cast<uint64_t*>(taggedObj + 0x8))
{
uint64_t object = *reinterpret_cast<uint64_t*>(taggedObj + 0x10);
if (!object)
break;

uint64_t object_classptr = *reinterpret_cast<uint64_t*>(object + 0x60);
if (!object_classptr)
continue;

char* objectNamePor = *reinterpret_cast<char**>(object + 0x60);
if (strcmp(objectNamePor, "FPS Camera") == 0)
{
return *reinterpret_cast<Camera**>(object + 0x30);
}

if (taggedObj == lastObj)
break; // if it gets here there is no fps camera yet
}

So is it correct algorithm for fps camera ?
Thanks guys.

bhehe6813 27th April 2020 03:06 AM

Does anyone know the name of FPS Camera when mono-dissecting? I'm trying to find the class with components like VisorEffect or even just the MainCamera->ViewMatrix. I don't see any of that in the mono-dissect. I'm able to find VisorEffect in Mono-dissect, but not the actual camera class.

CatalystFTW 27th April 2020 03:14 AM

Quote:

Originally Posted by bhehe6813 (Post 2771323)
Does anyone know the name of FPS Camera when mono-dissecting? I'm trying to find the class with components like VisorEffect or even just the MainCamera->ViewMatrix. I don't see any of that in the mono-dissect. I'm able to find VisorEffect in Mono-dissect, but not the actual camera class.

Camera

bhehe6813 27th April 2020 03:29 AM

Quote:

Originally Posted by CatalystFTW (Post 2771328)
Camera

Don't see it. Show yours? I can get FPS camera just fine by pulling it out of tagged objects, but I can't find anything in mono-dissect for the actual class to that object. Show a mono-dissect class that shows camera, cameraobject, matrix, etc, I can't find it (even with expand all + save then searching)

Reversed most of it in reclass instead:

FPSCamera + 0x30 (components of object) + 0x278 (VisorEffect) -> 0x28 (Fields) -> 0xC8 (Intensity)

Reference:
https://www.unknowncheats.me/forum/2...-post2348.html

------------------------


Update:

VisorEffect is not always at 0x278. You need to read each component, find the name of that component, and filter for "VisorEffect".

Code & Structs to get component by name (only in use for fpscamera in this example, ignore pCameraObject I use that for a different chain):


For code only take a look at how GetComponentByName works below.
Code:

        [StructLayout(LayoutKind.Explicit)]
        public struct FPSCamera
        {
            [FieldOffset(0x30)]
            public IntPtr pCameraObject;

            [FieldOffset(0x30)]
            public IntPtr pComponentsList;

            public CameraObject CamaeraObject => M.Read<CameraObject>(this.pCameraObject);

            public IntPtr GetComponentByName(String name)
            {
                for (int i = 0x8; i < 0x600; i += 0x10)
                {
                    var componentPtr = M.Read<IntPtr>(this.pComponentsList + i);
                    var component = M.Read<Component>(componentPtr);
                    if (component.ComponentFields.ComponentStaticFields.ClassDetails.ClassName == name)
                        return componentPtr;
                }
                return IntPtr.Zero;
            }
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct Component
        {
            [FieldOffset(0x28)]
            public IntPtr pComponentFields;

            public ComponentFields ComponentFields => M.Read<ComponentFields>(this.pComponentFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentFields
        {
            [FieldOffset(0x0)]
            public IntPtr pComponentStaticFields;

            public ComponentStaticFields ComponentStaticFields => M.Read<ComponentStaticFields>(this.pComponentStaticFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentStaticFields
        {
            [FieldOffset(0x0)]
            public IntPtr pClassDetails;

            public ClassDetails ClassDetails => M.Read<ClassDetails>(this.pClassDetails);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ClassDetails
        {
            [FieldOffset(0x48)]
            public IntPtr pClassName;

            public String ClassName => M.ReadStr(this.pClassName, 25);
        }


okoko98ttt 27th April 2020 10:48 AM

game is updating,now is 12.5.Who get new offset

bhehe6813 27th April 2020 04:34 PM

Quote:

Originally Posted by okoko98ttt (Post 2771599)
game is updating,now is 12.5.Who get new offset

It didn't change, and you can easily just find this yourself.

Changes
Code:

pPlayerProfile is now 0x03C8
pHealthController is now 0x03F8


aoskan 27th April 2020 07:30 PM

before :Player->PlayerProceduralWeaponAnimation->OpticSight (0x88)->UnityCamera (0x20)->CameraRaw (0x28)->CameraEntity(0x30);

who have new offset?

bhehe6813 27th April 2020 10:56 PM

OpticSight changed.

before:

Code:

22de8b4b098 : Systems.Effects.OpticSight
                        static fields
                                0 : OpticResolution (type: System.Int32)
                                8 :  (type: System.Action<Systems.Effects.OpticSight>)
                                10 :  (type: System.Action<Systems.Effects.OpticSight>)
                                18 :  (type: System.Action<Systems.Effects.OpticSight>)
                                20 : MainScattering (type: TOD_Scattering)
                                28 : MainFog (type: CustomGlobalFog)
                                30 : MainVolumetricLightRenderer (type: VolumetricLightRenderer)
                                38 : MainUndithering (type: Undithering)
                                40 : MainPostProcessLayer (type: UnityEngine.Rendering.PostProcessing.PostProcessLayer)
                                48 :  (type: UnityEngine.Mesh)
                                50 : IsAnyOpticCameraRendering (type: System.Boolean)
                                58 :  (type: UnityEngine.RenderTexture)
                                60 :  (type: System.Int32)
                        fields
                                70 : DistanceToCamera (type: System.Single)
                                18 : CameraFrontWindow (type: UnityEngine.Material)
                                20 : OpticCamera (type: UnityEngine.Camera)
                                28 : LinzaPosition (type: UnityEngine.Transform)
                                30 : Scattering (type: TOD_Scattering)
                                38 : Fog (type: CustomGlobalFog)
                                40 : VolumetricLightRenderer (type: VolumetricLightRenderer)
                                48 : Undithering (type: Undithering)
                                50 : OpticCullingMask (type: EFT.PostEffects.OpticCullingMask)
                                58 : PostProcessLayer (type: UnityEngine.Rendering.PostProcessing.PostProcessLayer)
                                60 : LensRenderer (type: UnityEngine.Renderer)
                                68 : ScopeTransform (type: UnityEngine.Transform)
                                74 :  (type: System.Boolean)

Was type System.Effects.OpticSight.


The new struct, type EFT.CameraControl.OpticSight:

Code:

1dae5da3ab0 : EFT.CameraControl.OpticSight
                        static fields
                                0 :  (type: System.Action<EFT.CameraControl.OpticSight>)
                                8 :  (type: System.Action<EFT.CameraControl.OpticSight>)
                        fields
                                18 : LensRenderer (type: UnityEngine.Renderer)
                                20 : ScopeTransform (type: UnityEngine.Transform)
                                80 : DistanceToCamera (type: System.Single)
                                28 : TemplateCamera (type: UnityEngine.Camera)
                                30 : OpticCullingMask (type: EFT.PostEffects.OpticCullingMask)
                                38 : ChromaticAberration (type: ChromaticAberration)
                                40 : BloomOptimized (type: UnityStandardAssets.ImageEffects.BloomOptimized)
                                48 : ThermalVision (type: ThermalVision)
                                50 : FastVignette (type: CC_FastVignette)
                                58 : UltimateBloom (type: UltimateBloom)
                                60 : Tonemapping (type: UnityStandardAssets.ImageEffects.Tonemapping)
                                68 : NightVision (type: BSG.CameraEffects.NightVision)
                                70 : Fisheye (type: UnityStandardAssets.ImageEffects.Fisheye)
                                78 : CameraLodBiasController (type: EFT.CameraControl.CameraLodBiasController)
                        methods

Quote:

Originally Posted by BraydenEGC (Post 2769286)
I am not sure if this works. I am internal so I just call the game's native function for it.

Please stop snipping your quotes. Press the quote button. Nothing personal, just makes it hard to read some of your responses (and you're active in this thread quite often).

Quote:

Originally Posted by aoskan (Post 2772107)
before :Player->PlayerProceduralWeaponAnimation->OpticSight (0x88)->UnityCamera (0x20)->CameraRaw (0x28)->CameraEntity(0x30);

who have new offset?

See above, it's different now, haven't looked more yet. You need to be using cheat engine mono-dissect and finding this yourself, it's really easy.

liquidace 28th April 2020 12:06 AM

handscontroller 0x3f8 -> 0x410
physical 0x3c0 -> 0x3d8

havent spotted any other obvious ones yet


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

bhehe6813 28th April 2020 12:39 AM

Quote:

Originally Posted by liquidace (Post 2772421)
handscontroller 0x3f8 -> 0x410
physical 0x3c0 -> 0x3d8

havent spotted any other obvious ones yet

OpticSight is completely different, read my post above. Maybe you can take a look too. They also changed PlayerCameraController (which opticsight is now apart of), and PlayerCameraController is now apart of EFT.CameraControl.

Before:

Code:

22de8ac2ee8 : EFT.PlayerCameraController
                        static fields
                                0 :  (type: System.Action<EFT.PlayerCameraController,UnityEngine.Camera>)
                        fields
                                18 :  (type: System.Collections.Generic.List<System.Action<System.Boolean>>)
                                20 :  (type: System.Action)
                                28 :  (type: System.Action)
                                30 :  (type: System.Action)
                                38 :  (type: System.Action)
                                40 :  (type: HysteresisFilter)
                                80 :  (type: System.Boolean)
                                48 :  (type: UnityEngine.Camera)
                                50 :  (type: EFT.Player)
                                58 :  (type: EFT.PlayerCameraController.)
                                60 :  (type: System.Collections.Generic.Dictionary<System.Type,EFT.PlayerCameraController.>)
                                68 :  (type: System.Collections.Generic.Dictionary<System.Type,EFT.PlayerCameraController.>)
                                84 : _playerUpdateQueue (type: EFT.EUpdateQueue)
                                70 :  (type: VisorEffect)
                                78 :  (type: System.Action)
                                88 :  (type: System.Boolean)


AFTER:


Code:

21afc89dd50 : EFT.CameraControl.PlayerCameraController
                        static fields
                                0 :  (type: System.Action<EFT.CameraControl.PlayerCameraController,UnityEngine.Camera>)
                                8 :  (type: System.Action)
                        fields
                                68 : _playerUpdateQueue (type: EFT.EUpdateQueue)
                                18 :  (type: EFT.Player)
                                20 :  (type: )
                                28 :  (type: System.Collections.Generic.Dictionary<System.Type,>)
                                30 :  (type: System.Collections.Generic.Dictionary<System.Type,EFT.CameraControl.PlayerCameraController.>)
                                38 :  (type: VisorEffect)
                                40 :  (type: System.Action)
                                6c :  (type: System.Boolean)
                                48 :  (type: System.Action)
                                50 :  (type: System.Action)
                                58 :  (type: System.Action)
                                60 :  (type: HysteresisFilter)
                                6d :  (type: System.Boolean)


There's also a new optic class with a camera at 0x20, haven't tested it, it might be the old camera that was at OpticSight->0x20

Code:

21afcb7dd80 : EFT.CameraControl.OpticComponentUpdater
                        static fields
                        fields
                                18 :  (type: UnityEngine.Transform)
                                20 :  (type: UnityEngine.Camera)
                                28 :  (type: ChromaticAberration)
                                30 :  (type: UnityStandardAssets.ImageEffects.BloomOptimized)
                                38 :  (type: ThermalVision)
                                40 :  (type: CC_FastVignette)
                                48 :  (type: UltimateBloom)
                                50 :  (type: UnityStandardAssets.ImageEffects.Tonemapping)
                                58 :  (type: BSG.CameraEffects.NightVision)
                                60 :  (type: UnityStandardAssets.ImageEffects.Fisheye)
                                68 :  (type: EFT.PostEffects.OpticCullingMask)
                                70 :  (type: CustomGlobalFog)
                                78 :  (type: TOD_Scattering)
                                80 :  (type: Undithering)
                                88 :  (type: UnityEngine.Rendering.PostProcessing.PostProcessLayer)
                                90 :  (type: VolumetricLightRenderer)
                                98 :  (type: CustomGlobalFog)
                                a0 :  (type: TOD_Scattering)
                                a8 :  (type: Undithering)
                                b0 :  (type: UnityEngine.Rendering.PostProcessing.PostProcessLayer)
                                b8 :  (type: VolumetricLightRenderer)
                                c0 :  (type: EFT.CameraControl.CameraLodBiasController)
                                c8 :  (type: System.Int32)


There's an unknown class which contains the only refereence to OpticComponentUpdater:

Code:

21a90e68278 : 
                        static fields
                                0 :  (type: UnityEngine.RenderTexture)
                                8 :  (type: System.Int32)
                        fields
                                10 :  (type: UnityEngine.Camera)
                                18 :  (type: System.Action)
                                20 :  (type: System.Action)
                                28 :  (type: EFT.CameraControl.OpticSight)
                                30 :  (type: EFT.CameraControl.OpticComponentUpdater)


liquidace 28th April 2020 01:04 AM

what are you trying to do with optics?

bhehe6813 28th April 2020 01:12 AM

Quote:

Originally Posted by liquidace (Post 2772471)
what are you trying to do with optics?

You need the optic camera matrix in order to scale ESP to your view when looking down something like a sniper scope. (external)

liquidace 28th April 2020 01:38 AM

why do you need a scope with cheats just m61 hip fire their heads :lmao:

bhehe6813 28th April 2020 01:39 AM

Quote:

Originally Posted by liquidace (Post 2772507)
why do you need a scope with cheats just m61 hip fire their heads :lmao:

Because I don't rage.

XingWingWang 28th April 2020 04:09 AM

var playerNamePtr = Read<UInt64>(entityAddress, new[] {0x3B0, 0x28, 0x10});
var playerName = Read<string>(itemNamePtr + 0x14, 64, Encoding.Unicode); // Encoding.Unicode.GetString(bytes); // null/zero terminated
///* or */ var playerName = Read<UnityString>(itemNamePtr, 64);

Anyone know lastest offset for getting playername ? please share me. thanks.

liquidace 28th April 2020 04:28 AM

its already posted lol? stop being lazy :thinking:

aoskan 28th April 2020 04:49 AM

@bhehe6813 i found this.
before :Player->PlayerProceduralWeaponAnimation->OpticSight (0x88)->UnityCamera (0x20)->CameraRaw (0x28)->CameraEntity(0x30);

now before :Player->PlayerProceduralWeaponAnimation->OpticSight (0x88)->UnityCamera (0x28)->CameraRaw (0x28)->CameraEntity(0x30);

not work. yesterday i tested.

Code:

                c6a2de0 : EFT.CameraControl.OpticSight
                        static fields
                                0 :  (type: System.Action<EFT.CameraControl.OpticSight>)
                                8 :  (type: System.Action<EFT.CameraControl.OpticSight>)
                        fields
                                18 : LensRenderer (type: UnityEngine.Renderer)
                                20 : ScopeTransform (type: UnityEngine.Transform)
                                80 : DistanceToCamera (type: System.Single)
                                28 : TemplateCamera (type: UnityEngine.Camera)
                                30 : OpticCullingMask (type: EFT.PostEffects.OpticCullingMask)
                                38 : ChromaticAberration (type: ChromaticAberration)
                                40 : BloomOptimized (type: UnityStandardAssets.ImageEffects.BloomOptimized)
                                48 : ThermalVision (type: ThermalVision)
                                50 : FastVignette (type: CC_FastVignette)
                                58 : UltimateBloom (type: UltimateBloom)
                                60 : Tonemapping (type: UnityStandardAssets.ImageEffects.Tonemapping)
                                68 : NightVision (type: BSG.CameraEffects.NightVision)
                                70 : Fisheye (type: UnityStandardAssets.ImageEffects.Fisheye)
                                78 : CameraLodBiasController (type: EFT.CameraControl.CameraLodBiasController)
                        methods
                                c9b6e48 : .ctor ():System.Void
                                c9b6d80 : Awake ():System.Void
                                c9b6df8 : CalcDistance ():System.Void
                                c9b6e20 : LookAt (point: UnityEngine.Vector3; worldUp: UnityEngine.Vector3):System.Void
                                c9b6dd0 : OnDisable ():System.Void
                                c9b6da8 : OnEnable ():System.Void
                                c9b6d30 : add_OnOpticSightDisabled (value: System.Action`1<EFT.CameraControl.OpticSight>):System.Void
                                c9b6ce0 : add_OnOpticSightEnabled (value: System.Action`1<EFT.CameraControl.OpticSight>):System.Void
                                c9b6d58 : remove_OnOpticSightDisabled (value: System.Action`1<EFT.CameraControl.OpticSight>):System.Void
                                c9b6d08 : remove_OnOpticSightEnabled (value: System.Action`1<EFT.CameraControl.OpticSight>):System.Void


0x28 != OpticCamera (type: UnityEngine.Camera)

Orange Doggo 28th April 2020 07:22 AM

Anyone have any idea why this happens? Am I using the wrong viewmatrix or something? I'm doing FPSCamera + 0x30] + 0x18] + 0xD8 https://streamable.com/7p532n

liquidace 28th April 2020 08:22 AM

paste your w2s. Probably have screen dimensions hardcoded incorrectly

nikobelic29 28th April 2020 08:25 AM

Does anyone know how to get door objects from the Object Manager? Also, anyone knows how to invoke get set methods internally with an injected dll? The function pointers look so much different than a cpp/il2cpp compiled game

z3500376 28th April 2020 09:04 AM

Quote:

Originally Posted by liquidace (Post 2772792)
paste your w2s. Probably have screen dimensions hardcoded incorrectly

do you know weapon offset

Orange Doggo 28th April 2020 09:27 AM

Quote:

Originally Posted by liquidace (Post 2772792)
paste your w2s. Probably have screen dimensions hardcoded incorrectly

Code:

        bool WorldToScreen(Vector3 world, Vector2& screen)
        {
                const auto matrix = getViewMatrix().transpose();

                const Vector3 translation = { matrix[3][0], matrix[3][1], matrix[3][2] };
                const Vector3 up = { matrix[1][0], matrix[1][1], matrix[1][2] };
                const Vector3 right = { matrix[0][0], matrix[0][1], matrix[0][2] };

                const auto w = translation.dot_product(world) + matrix[3][3];

                if (w < 0.98f)
                        return false;

                const auto x = right.dot_product(world) + matrix[0][3];
                const auto y = up.dot_product(world) + matrix[1][3];
                screen =
                {
                        (width * 0.5f) * (1.f + x / w),
                        (height * 0.5f) * (1.f - y / w)
                };

                return true;
        }

width & height is assigned in the Present function from the viewport b4 starting any esp renderering.

https://i.imgur.com/PHyZnp4.png

EDIT: Fixed I was passing in the wrong width & height for my renderer.

WeirdCheese 29th April 2020 04:21 AM

New Optic Camera Structs

Code:

class CAMERA
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera* m_pFpsCamera; //0x0030
};

class FPSCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject* m_pCameraObject; //0x0030
        char pad_0038[40]; //0x0038
        char* ObjectName; //0x0060
        char pad_0068[8]; //0x0068
        class OpticCameraManager* m_pOpticCameraManager; // 0x0070
};

class OpticCameraManager
{
public:
        char pad_0000[16]; //0x0000
        class TemplateCamera* m_pTemplateCamera; // 0x0010 aka ScopeCamera
        char pad_0000[16]; //0x0018
        class OpticSight* m_pOpticSight; // 0x0028
};

class TemplateCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject* m_pCameraObject; //0x0030
};

class CameraObject
{
public:
        char pad_0000[8]; //0x0000
        class CameraContainer* m_pCameraContainer; //0x0008
        char pad_0010[8]; //0x0010
        class CameraEntity* m_pCameraEntity; //0x0018
};

class CameraEntity
{
public:
        char pad_0000[88]; //0x0000
        D3DXMATRIX ViewMatrix0; //0x0058
        char pad_0098[64]; //0x0098
        D3DXMATRIX ViewMatrix; //0x00D8
        char pad_00E0[64]; //0x00E0
        float FOVY; // 0x0098
        char pad_009C[20]; //0x009C
        float FOVX; // 0x00AC
};



class OpticSight
{
public:
        char pad_0000[40]; //0x0000
        class TemplateCamera* m_pTemplateCamera; //0x0028
}; //Size: 0x0030

Two of the ways you can get to the Optic Viewmatrix

Code:

fpsCamera->m_pOpticCameraManager->m_pTemplateCamera->m_pCameraObject->m_pCameraEntity->ViewMatrix
localPlayer->m_pProceduralWeaponAnimation->m_pOpticSightArray->m_pTemplateCamera->m_pCameraObject->m_pCameraEntity->ViewMatrix

Credits to @bhehe6813 , @liquidace , @Rickebo , and @aoskan

64com 29th April 2020 04:43 PM

Quote:

Originally Posted by WeirdCheese (Post 2773978)
New Optic Camera Structs
~snipped

Two of the ways you can get to the Optic Viewmatrix

Code:

fpsCamera->m_pOpticCameraManager->m_pTemplateCamera->m_pCameraObject->m_pCameraEntity->ViewMatrix
localPlayer->m_pProceduralWeaponAnimation->m_pOpticSightArray->m_pTemplateCamera->m_pCameraObject->m_pCameraEntity->ViewMatrix


Or using third way (I think more correct - used this method for several years):
https://i.imgur.com/KPESQn7.jpg
Code:

struct CamerasArray
{
        Camera**        Cameras;
        INT64                SizeMin;
        INT64                SizeCur;
        INT64                SizeMax;
};

Camera* EFT_FindCameraByName(const char* Name)
{
        if(CamerasArray* pCamerasArray = *(CamerasArray**)(0x1814B9400)) // Managers::AllCameras
        {
                for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
                {
                        if(Camera* pCamera = pCamerasArray->Cameras[i])
                        {
                                if(pCamera->IsActive())        // Camera:: + 0x39
                                {
                                        if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                                        {
                                                char* objectName = pCameraGameObject->GetName();        // GameObject:: + 0x60
                                                if(strcmp(objectName, Name) == NULL)
                                                        return pCamera;
                                        }
                                }
                        }
                }
        }

        return NULL;
}

Main camera: "FPS Camera"
Optic camera: "BaseOpticCamera(Clone)"
Game version: 0.12.5.6924

aoskan 29th April 2020 05:12 PM

Any ways to know if u are looking into the 4x or 6x scope ?

WeirdCheese 29th April 2020 06:13 PM

Anything change in the latest update?

I mono-dissected and compared (manually, deleted my old dissect so I am comparing with my current reclass style structures) and everything seems to be fine. Did I overlook anything?

64com 29th April 2020 08:09 PM

Quote:

Originally Posted by aoskan (Post 2774839)
Any ways to know if u are looking into the 4x or 6x scope ?

FOV = Camera:: + 0x158

bhehe6813 29th April 2020 10:27 PM

Quote:

Originally Posted by 64com (Post 2774783)
Or using third way (I think more correct - used this method for several years):
https://i.imgur.com/KPESQn7.jpg
Code:

struct CamerasArray
{
        Camera**        Cameras;
        INT64                SizeMin;
        INT64                SizeCur;
        INT64                SizeMax;
};

Camera* EFT_FindCameraByName(const char* Name)
{
        if(CamerasArray* pCamerasArray = *(CamerasArray**)(0x1814B9400)) // Managers::AllCameras
        {
                for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
                {
                        if(Camera* pCamera = pCamerasArray->Cameras[i])
                        {
                                if(pCamera->IsActive())        // Camera:: + 0x39
                                {
                                        if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                                        {
                                                char* objectName = pCameraGameObject->GetName();        // GameObject:: + 0x60
                                                if(strcmp(objectName, Name) == NULL)
                                                        return pCamera;
                                        }
                                }
                        }
                }
        }

        return NULL;
}

Main camera: "FPS Camera"
Optic camera: "BaseOpticCamera(Clone)"
Game version: 0.12.5.6924

Yeah I found BaseOpticCamera(Clone) too by iterating objects and pulling their name. I didn't know you could find a cameras array though, that's awesome. Thanks for the share, I was able to find it in IDA as well.

Quote:

Originally Posted by 64com (Post 2775079)
FOV = Camera:: + 0x158

What do you do in the case of the VUDU scope. It has a normal scope with 1x/8x, this works fine, and I adjust using FOV value. However, you can also put a 1x scope on top of the vudu. How do you determine you're using the 1x scope, and therefore don't need to use the optic camera matrix. The way I've been doing this is by ignoring the optic view matrix when my aim index is 1 (the mounted red dot). However, this method breaks how the 2x/4x scope works, so finding the magnification of the scope would be better, if 1x then don't apply opticcamera matrix.

Or perhaps I'm doing this wrong. Is there an array of active opticsightcomponents? The issue is I'll end up reading the 4/8x scope opticsight matrix when using the attached 1x, so that's why I ignore aimindex == 1. Other than that ignoring aimindex == 1 works for basically every other scope in the game besides the strange 2x/4x or maybe that holo with the magnifier.

aoskan 30th April 2020 08:36 AM

Quote:

Originally Posted by 64com (Post 2775079)
FOV = Camera:: + 0x158


thanks bro. its working now:asskiss:


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ElvinGaming 1st May 2020 12:56 AM

Anyone got same problem when speedhacking with player transform chaning that sometimes objects are not loading (cars, walls and other shit)?

HELOHELO121 1st May 2020 04:17 AM

How do you check if local player is searching or looting

liquidace 1st May 2020 05:02 AM

Quote:

Originally Posted by HELOHELO121 (Post 2777252)
How do you check if local player is searching or looting

open your eyes and see if you are searching or looting?

HELOHELO121 1st May 2020 05:23 AM

Quote:

Originally Posted by liquidace (Post 2777283)
open your eyes and see if you are searching or looting?

Programmatically. I need to ensure I'm not searching/looting for my aimbot cause I like using LMB as my aimkey.

BraydenEGC 1st May 2020 05:25 AM

Quote:

Originally Posted by HELOHELO121 (Post 2777287)
~snip~


Slap on some FOV checks.

miniryu 1st May 2020 08:39 AM

Anyone have the chain to get ammo count for current weapon?

BraydenEGC 1st May 2020 08:44 AM

Quote:

Originally Posted by miniryu (Post 2777377)
~snip~

Liquidace has posted how to get it previously on this thread.

liquidace 1st May 2020 08:47 AM

i dont think i did LOL

BraydenEGC 1st May 2020 08:52 AM

Quote:

Originally Posted by liquidace (Post 2777384)
~snip~


I am on mobile, so I can�t find it. You said something along the lines of look for �Cartridges� in DnSpy.

liquidace 1st May 2020 11:26 PM

but yeah never posted the chain because cant feed the pasters :D I don't think the chain has ever been posted as it requires inheritance. IIRC it's not an easy jump if you purely look at the mono dump and not reverse it properly.

cha3enel3on 2nd May 2020 04:44 AM

Quote:

Originally Posted by miniryu (Post 2777377)
Anyone have the chain to get ammo count for current weapon?

https://imgur.com/a/tyx824p

var d = player.HandsController.Item as Weapon;

d.GetCurrentMagazine().Count
d.ChamberAmmoCount
d.GetCurrentMagazine().MaxCount
d.SelectedFireMode.ToString
It's simple mono shit, but I hope it helps you in your situation.

z3500376 2nd May 2020 04:51 PM

Quote:

Originally Posted by Respecter (Post 2741899)

Code:

 

// Reversed by: @Respecter

struct Ray
{
    Vector3 Origin;
    Vector3 direction;

    Ray(Vector3 origin, Vector3 direction)
    {
        this->Origin = origin;
        this->direction = direction;
        this->direction.Normalize(1E-05f);
    }
};


 bool Normalize(float Tolerance = SMALL_NUMBER)
    {
        const float squareSum = this->Magnitude();
        if (squareSum > Tolerance)
        {
            X /= squareSum;
            Y /= squareSum;
            Z /= squareSum;
            return true;
        }
        return false;
    }





  public enum QueryTriggerInteraction
    {
        UseGlobal = 0,
        Ignore = 1,
        Collide = 2
    }


enum class Mask = {
PlayerStaticCollisionsMask = 0x20040AC9,
PlayerCollisionsMask = 0x20040BC9,
TerrainLayer = 0x0000000B,
TerrainMask = 0x00000800,
Grass = 0x80000000,
HitColliderMask = 0x00010000,
ShellsCollisionsMask = 0x40A412C8,
PlayerCollisionTestMask = 0x00040AC8,
AI = 0x84000000,
DefaultLayer = 0x00000001,
TerrainLowPoly = 0x00040800,
HighPolyCollider = 0x00001000,
layerMask_0 = 0x00011800,
HighPolyWithTerrainMaskAI = 0x84001800,
PlayerMask = 0x00000100,
HighPolyWithTerrainNoGrassMask = 0x04001800,
HighPolyWithTerrainMask = 0x0000180,

}

bool Player::IsVisible(eHumanBones bone)
{
    using RaycastTest_Injected = bool(__fastcall*)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
    static RaycastTest_Injected RaycastTest_Injected_fn = nullptr;

    if(!IsValidPtr(RaycastTest_Injected_fn))
    {
        RaycastTest_Injected_fn = (RaycastTest_Injected)(Engine::GetUnityPlayerBase() + 0x3fe9f0);
    }

    Vector3 localCamera = GameWorld::Instance()->GetLocalPlayer()->GetBonePosition(eHumanBones::HumanLPalm);
    if (localCamera.Iszero())
        return false;

    Vector3 direction = this->GetBonePosition(bone) - localCamera;
    float distance = direction.Magnitude() * 0.9f;
    auto ray = Ray(localCamera, direction);


   
    uint32_t sceneHandle= 0;
    return !RaycastTest_Injected_fn(&sceneHandle, &ray, &distance, HighPolyWithTerrainMask, UseGlobal);
}


Your welcome, with that you can do a Visible Check for each position (For example, bone parts)

NOTE: Calling it outside MainThread will make your bullets get fucked.


If someone manages to call it outside main thread, and could help me, send a pm <3

is outdated? i test it but not work,and i use c++ internal method,use your code

onecool9009 2nd May 2020 11:46 PM

Hi! Tell me what is the full class name Player, Loot and Exfil in mono... or how to find them there to understand the bias... thx

BraydenEGC 2nd May 2020 11:50 PM

Quote:

Originally Posted by onecool9009 (Post 2780085)
~snip~

Ctrl + F in mono dump or Cheat Engine -> Attach to Tarkov -> Mono -> Dissect Mono -> Expand All -> Find Class.

You can find all the classes you just listed using dnspy's search feature aswell.

HELOHELO121 4th May 2020 03:27 AM

Code:

ULONG64 Inventory = keInterface.Read<ULONG64>(player.GetProfile().addr + 0x48);
ULONG64 FastAccess = keInterface.Read<ULONG64>(Inventory + 0x30);
ULONG64 BoundCells = keInterface.Read<ULONG64>(FastAccess + 0x10);
if (ULONG64 PrimaryWeapon = keInterface.Read<ULONG64>(keInterface.Read<ULONG64>(BoundCells + 0x30) + 0x30)) {
        ULONG64 _template = keInterface.Read<ULONG64>(PrimaryWeapon + 0x20);
        std::cout << keInterface.UReadString(_template + 0x58) << std::endl;
}

Can someone help me? I can't seem to get the primary weapon's name (prints out an empty string). I know the UReadString function works since I use it to read player names. I suspect it might be with how I'm reading into the values member in dictionary (values + 0x30 for the first item).

BraydenEGC 4th May 2020 08:00 AM

Quote:

Originally Posted by HELOHELO121 (Post 2781709)
~snip~


I personally use Inventory -> Equipment -> Slots for getting the items in a player�s inventory.

onecool9009 4th May 2020 07:36 PM

Hi! How to get now FPS Camera? (external) the old method no longer contains it:
Code:

BaseObject taggedObject = gameObjectManager.GetFirstTaggedObject();
                if (!taggedObject.baseObjectAddress)
                        return Camera();

                BaseObject lastTaggetObject = gameObjectManager.GetLastTaggedObject();
                if (!lastTaggetObject.baseObjectAddress)
                        return Camera();

                if (taggedObject.baseObjectAddress == lastTaggetObject.baseObjectAddress)
                        return Camera();

                while (true)
                {
                        GameObject object = taggedObject.GetGameObject();
                        std::string objectName = object.GetGameObjectName();
                        std::cout << objectName << std::endl;

                        if (objectName.find("FPS Camera") != std::string::npos)
                        {
                                std::cout << objectName << std::endl;
                                return object.GetCamera();
                        }

                        taggedObject = taggedObject.GetNextBaseObject();
                       
                        if (taggedObject.baseObjectAddress == lastTaggetObject.baseObjectAddress)
                                return Camera();
                }

I'm get from tagged obgects in game object manager:

Code:

GPUI Detail Manager (Slice_3_2)
GPUI Detail Manager (Slice_3_2)-OPTIC
GPUI Detail Manager (Slice_3_3)-OPTIC
GPUI Detail Manager (Slice_3_3)
puddle2 (36)
puddle2 (33)
puddle2 (29)
puddle2 (32)
puddle2 (34)
puddle2 (28)
puddle2 (37)
puddle2 (31)
puddle2 (30)
puddle2 (38)
fence_ema_nocurt (8)
Cube
puddle2 (21)
fence_ema_nocurt (6)
Cube
puddle2 (23)
puddle2 (20)
puddle2 (25)
Cube
fence_ema_nocurt (1)
Cube
fence_ema_nocurt (4)
puddle2 (28)
Cube
fence_ema_nocurt (5)
puddle2 (26)
Cube
fence_ema_nocurt (7)
fence_ema_nocurt
Cube
puddle2 (29)
Cube
fence_ema_nocurt (3)
puddle2 (22)
fence_ema_nocurt (2)
Cube
puddle2 (24)
puddle2 (27)
LOD1
heap_carton_1
puddle2_indoornoripple
puddle2 (42)
puddle2 (47)
Cube
fence_ema_nocurt (14)
puddle2 (46)
puddle2 (38)
puddle2 (37)
Cube
fence_ema_nocurt (16)
puddle2 (45)
puddle2 (41)
puddle2 (44)
fence_ema_nocurt (15)
Cube
table_bigshelfs
table_bigshelfs
puddle2_indoornoripple (1)
computer_old
puddle2 (2)
puddle2_indoornoripple (2)
computer_old
table_bigshelfs
puddle2 (8)
puddle2 (2)
table_bigshelfs
computer_old_on
computer_old
puddle2
puddle2 (4)
puddle2 (5)
puddle2 (7)
table_bigshelfs
table_bigshelfs
puddle2 (3)
puddle2 (6)
puddle2 (1)
puddle2 (3)
puddle2 (1)
puddle2
puddle_oil (6)
puddle_oil (3)
puddle_oil (2)
puddle_oil (1)
puddle2 (2)
puddle_oil (5)
puddle_oil (4)
puddle_oil
fence_ema_nocurt (6)
Cube
Cube
fence_ema_nocurt (6)
fence_ema_nocurt (10)
Cube
Cube
fence_ema_nocurt (7)
fence_ema_nocurt (9)
Cube
puddle2_indoornoripple (4)
fence_ema_nocurt (6)
Cube
puddle2 (43)
Cube
fence_ema_nocurt (7)
fence_ema_nocurt (13)
Cube
Cube
fence_ema_nocurt (11)
Cube
fence_ema_nocurt (7)
puddle2_indoornoripple (6)
Cube
fence_ema_nocurt (9)
puddle2 (44)
puddle2 (47)
fence_ema_nocurt (7)
Cube
puddle2_indoornoripple (3)
fence_ema_nocurt (6)
Cube
Cube
fence_ema_nocurt (8)
puddle2 (46)
fence_ema_nocurt (12)
Cube
Cube
fence_ema_nocurt (11)
Cube
fence_ema_nocurt (10)
puddle2 (45)
fence_ema_nocurt (6)
Cube
fence_ema_nocurt (5)
Cube
Cube
fence_ema_nocurt (5)
puddle2 (53)
puddle2 (56)
puddle2 (58)
puddle2 (33)
puddle2 (64)
PatrolPoint (4)
PatrolPoint (37)
PatrolPoint (34)
PatrolPoint (27)
PatrolPoint (13)
PatrolPoint (16)
PatrolPoint (19)
PatrolPoint (35)
PatrolPoint (5)
PatrolPoint (20)
PatrolPoint (36)
PatrolPoint (8)
PatrolPoint (14)
PatrolPoint (29)
PatrolPoint (15)
PatrolPoint (21)
PatrolPoint (3)
PatrolPoint
PatrolPoint (26)
PatrolPoint (11)
PatrolPoint (28)
PatrolPoint (32)
PatrolPoint (31)
PatrolPoint (33)
PatrolPoint (9)
PatrolPoint (22)
PatrolPoint (6)
PatrolPoint (24)
PatrolPoint (2)
PatrolPoint (12)
PatrolPoint (30)
PatrolPoint (23)
PatrolPoint (1)
PatrolPoint (10)
PatrolPoint (17)
PatrolPoint (18)
PatrolPoint (7)
PatrolPoint (25)
Cube
fence_ema_nocurt (6)
Cube
fence_ema_nocurt (7)
puddle2 (15)
puddle2 (10)
LOD1
common_garbage_lods (1)
puddle2 (41)
puddle2 (37)
puddle2 (11)
puddle2 (28)
puddle2
puddle2 (18)
puddle2 (18)
puddle2 (13)
puddle2 (44)
puddle2 (52)
LOD1
common_garbage_lods (1)
puddle2 (55)
puddle2 (31)
puddle2 (34)
puddle2 (45)
puddle2 (36)
puddle2 (48)
puddle2 (65)
puddle2 (54)
puddle2 (13)
puddle2 (61)
puddle2 (51)
puddle2 (24)
puddle2 (32)
puddle2 (3)
heap_carton_1
LOD1
puddle2 (19)
puddle2 (1)
puddle2 (60)
puddle2 (27)
puddle2 (20)
heap_carton_1
LOD1
puddle2 (23)
puddle2 (46)
puddle_oil
puddle2 (39)
puddle2 (30)
puddle2 (42)
puddle2 (19)
puddle2 (17)
puddle2 (43)
puddle2 (35)
puddle2 (6)
puddle2 (38)
puddle2 (29)
puddle2 (4)
puddle2 (59)
puddle2 (12)
puddle2 (26)
puddle2 (21)
puddle2 (15)
puddle2 (22)
puddle2 (12)
puddle2 (16)
puddle2 (7)
puddle2 (50)
puddle2 (5)
LOD1
heap_carton_1
puddle2 (8)
puddle2 (57)
puddle2 (40)
puddle2 (17)
puddle2 (49)
puddle2 (14)
puddle2 (16)
puddle2 (9)
puddle2 (25)
puddle2 (2)
puddle2 (63)
puddle2 (47)
puddle2 (62)


nikobelic29 5th May 2020 01:56 AM

Quote:

Originally Posted by onecool9009 (Post 2782559)
Hi! How to get now FPS Camera? (external) the old method no longer contains it:
Code:

BaseObject taggedObject = gameObjectManager.GetFirstTaggedObject();
                if (!taggedObject.baseObjectAddress)
                        return Camera();

                BaseObject lastTaggetObject = gameObjectManager.GetLastTaggedObject();
                if (!lastTaggetObject.baseObjectAddress)
                        return Camera();

                if (taggedObject.baseObjectAddress == lastTaggetObject.baseObjectAddress)
                        return Camera();

                while (true)
                {
                        GameObject object = taggedObject.GetGameObject();
                        std::string objectName = object.GetGameObjectName();
                        std::cout << objectName << std::endl;

                        if (objectName.find("FPS Camera") != std::string::npos)
                        {
                                std::cout << objectName << std::endl;
                                return object.GetCamera();
                        }

                        taggedObject = taggedObject.GetNextBaseObject();
                       
                        if (taggedObject.baseObjectAddress == lastTaggetObject.baseObjectAddress)
                                return Camera();
                }

I'm get from tagged obgects in game object manager:

Code:

GPUI Detail Manager (Slice_3_2)
GPUI Detail Manager (Slice_3_2)-OPTIC
GPUI Detail Manager (Slice_3_3)-OPTIC
GPUI Detail Manager (Slice_3_3)
puddle2 (36)
puddle2 (33)
puddle2 (29)
puddle2 (32)
puddle2 (34)
puddle2 (28)
puddle2 (37)
puddle2 (31)
puddle2 (30)
puddle2 (38)
fence_ema_nocurt (8)
Cube
puddle2 (21)
fence_ema_nocurt (6)
Cube
puddle2 (23)
puddle2 (20)
puddle2 (25)
Cube
fence_ema_nocurt (1)
Cube
fence_ema_nocurt (4)
puddle2 (28)
Cube
fence_ema_nocurt (5)
puddle2 (26)
Cube
fence_ema_nocurt (7)
fence_ema_nocurt
Cube
puddle2 (29)
Cube
fence_ema_nocurt (3)
puddle2 (22)
fence_ema_nocurt (2)
Cube
puddle2 (24)
puddle2 (27)
LOD1
heap_carton_1
puddle2_indoornoripple
puddle2 (42)
puddle2 (47)
Cube
fence_ema_nocurt (14)
puddle2 (46)
puddle2 (38)
puddle2 (37)
Cube
fence_ema_nocurt (16)
puddle2 (45)
puddle2 (41)
puddle2 (44)
fence_ema_nocurt (15)
Cube
table_bigshelfs
table_bigshelfs
puddle2_indoornoripple (1)
computer_old
puddle2 (2)
puddle2_indoornoripple (2)
computer_old
table_bigshelfs
puddle2 (8)
puddle2 (2)
table_bigshelfs
computer_old_on
computer_old
puddle2
puddle2 (4)
puddle2 (5)
puddle2 (7)
table_bigshelfs
table_bigshelfs
puddle2 (3)
puddle2 (6)
puddle2 (1)
puddle2 (3)
puddle2 (1)
puddle2
puddle_oil (6)
puddle_oil (3)
puddle_oil (2)
puddle_oil (1)
puddle2 (2)
puddle_oil (5)
puddle_oil (4)
puddle_oil
fence_ema_nocurt (6)
Cube
Cube
fence_ema_nocurt (6)
fence_ema_nocurt (10)
Cube
Cube
fence_ema_nocurt (7)
fence_ema_nocurt (9)
Cube
puddle2_indoornoripple (4)
fence_ema_nocurt (6)
Cube
puddle2 (43)
Cube
fence_ema_nocurt (7)
fence_ema_nocurt (13)
Cube
Cube
fence_ema_nocurt (11)
Cube
fence_ema_nocurt (7)
puddle2_indoornoripple (6)
Cube
fence_ema_nocurt (9)
puddle2 (44)
puddle2 (47)
fence_ema_nocurt (7)
Cube
puddle2_indoornoripple (3)
fence_ema_nocurt (6)
Cube
Cube
fence_ema_nocurt (8)
puddle2 (46)
fence_ema_nocurt (12)
Cube
Cube
fence_ema_nocurt (11)
Cube
fence_ema_nocurt (10)
puddle2 (45)
fence_ema_nocurt (6)
Cube
fence_ema_nocurt (5)
Cube
Cube
fence_ema_nocurt (5)
puddle2 (53)
puddle2 (56)
puddle2 (58)
puddle2 (33)
puddle2 (64)
PatrolPoint (4)
PatrolPoint (37)
PatrolPoint (34)
PatrolPoint (27)
PatrolPoint (13)
PatrolPoint (16)
PatrolPoint (19)
PatrolPoint (35)
PatrolPoint (5)
PatrolPoint (20)
PatrolPoint (36)
PatrolPoint (8)
PatrolPoint (14)
PatrolPoint (29)
PatrolPoint (15)
PatrolPoint (21)
PatrolPoint (3)
PatrolPoint
PatrolPoint (26)
PatrolPoint (11)
PatrolPoint (28)
PatrolPoint (32)
PatrolPoint (31)
PatrolPoint (33)
PatrolPoint (9)
PatrolPoint (22)
PatrolPoint (6)
PatrolPoint (24)
PatrolPoint (2)
PatrolPoint (12)
PatrolPoint (30)
PatrolPoint (23)
PatrolPoint (1)
PatrolPoint (10)
PatrolPoint (17)
PatrolPoint (18)
PatrolPoint (7)
PatrolPoint (25)
Cube
fence_ema_nocurt (6)
Cube
fence_ema_nocurt (7)
puddle2 (15)
puddle2 (10)
LOD1
common_garbage_lods (1)
puddle2 (41)
puddle2 (37)
puddle2 (11)
puddle2 (28)
puddle2
puddle2 (18)
puddle2 (18)
puddle2 (13)
puddle2 (44)
puddle2 (52)
LOD1
common_garbage_lods (1)
puddle2 (55)
puddle2 (31)
puddle2 (34)
puddle2 (45)
puddle2 (36)
puddle2 (48)
puddle2 (65)
puddle2 (54)
puddle2 (13)
puddle2 (61)
puddle2 (51)
puddle2 (24)
puddle2 (32)
puddle2 (3)
heap_carton_1
LOD1
puddle2 (19)
puddle2 (1)
puddle2 (60)
puddle2 (27)
puddle2 (20)
heap_carton_1
LOD1
puddle2 (23)
puddle2 (46)
puddle_oil
puddle2 (39)
puddle2 (30)
puddle2 (42)
puddle2 (19)
puddle2 (17)
puddle2 (43)
puddle2 (35)
puddle2 (6)
puddle2 (38)
puddle2 (29)
puddle2 (4)
puddle2 (59)
puddle2 (12)
puddle2 (26)
puddle2 (21)
puddle2 (15)
puddle2 (22)
puddle2 (12)
puddle2 (16)
puddle2 (7)
puddle2 (50)
puddle2 (5)
LOD1
heap_carton_1
puddle2 (8)
puddle2 (57)
puddle2 (40)
puddle2 (17)
puddle2 (49)
puddle2 (14)
puddle2 (16)
puddle2 (9)
puddle2 (25)
puddle2 (2)
puddle2 (63)
puddle2 (47)
puddle2 (62)


it could be the last object, https://www.unknowncheats.me/forum/2...-post2227.html

is the opticmanager null whenever you are not scoped in? the way I am reading it seems to be crashing...

Code:

char* objectNamePor = *reinterpret_cast<char**>(GameObject + 0x60);
if (strstr(objectNamePor, XorStr("PS Came")) || tag == 5) // this is the path to succ
                        {
                                if (MyGetAsyncKeyState2(VK_RBUTTON))
                                {
//but this is not, it crashes somewhere here.
                                        uint64_t opticMgr = *reinterpret_cast<uint64_t*>(GameObject + 0x70);
                                        if (opticMgr == NULL)
                                        {
                                                printf(XorStr("opticMgr fail...\n"));
                                                return 0;
                                        }
                                        uint64_t opticObj = *reinterpret_cast<uint64_t*>(opticMgr + 0x10);
                                        if (opticObj == NULL)
                                        {
                                                printf(XorStr("opticObj fail...\n"));
                                                return 0;
                                        }
                                        return *reinterpret_cast<Camera**>(opticObj + 0x30);
                                }
                                else
                                {
//this is fine
                                        return *reinterpret_cast<Camera**>(GameObject + 0x30);
                                }
                        }

Code:

                uint64_t camEnt = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(this) + 0x18);
                if (camEnt == NULL)
                {
                        printf(XorStr("W2S.camEnt fuck\n"));
                        return Vector3();
                }

                D3DXMATRIX views =
                        *reinterpret_cast<D3DXMATRIX*>(camEnt + 0xD8);

GameObject I tried BaseObject + 0x10 and + 0x30, neither works.

HELOHELO121 5th May 2020 08:40 PM

Quote:

Originally Posted by BraydenEGC (Post 2781831)
I personally use Inventory -> Equipment -> Slots for getting the items in a player’s inventory.

Thanks, that worked. Had to go with parsing the names manually since whenever I made a dump of the templates as a std::map my vs crashed..

Code:

std::string parseWeaponName(std::string weaponName) {
        if (weaponName.find(xorstr_("weapon_")) == 0)
                weaponName = weaponName.erase(0, 7);

        int firstIndex = weaponName.find("_");
        int lastIndex = weaponName.rfind("_");
        if (firstIndex != lastIndex && firstIndex != -1 && lastIndex != -1) {
                std::string weaponPrefix = weaponName.substr(0, firstIndex);
                if (weaponPrefix != xorstr_("adar") && weaponPrefix != "hk" && weaponPrefix != "as") {
                        weaponName = weaponName.erase(0, firstIndex + 1); // remove weapon manufacturer (ex: Izhmeh)
                        lastIndex -= firstIndex + 1; // we just removed firstIndex + 1 characters from the string
                }

                weaponName = weaponName.erase(lastIndex, weaponName.length() - lastIndex); // remove weapon caliber (ex: 12g)
        }

        lastIndex = weaponName.rfind("_");
        if (lastIndex != -1) {
                std::string weaponSuffix = weaponName.substr(lastIndex, weaponName.length() - lastIndex);
                if (weaponSuffix == "_136" || weaponSuffix == "_366" || weaponSuffix == "_10" || weaponSuffix == xorstr_("_vpo-101"))
                        weaponName = weaponName.erase(lastIndex, weaponName.length() - lastIndex);
        }

        for (int i = 0; i < weaponName.length(); i++) {
                if (weaponName[i] == '_')
                        weaponName[i] = ' ';
                else if (i == 0 || weaponName[i - 1] == ' ')
                        weaponName[i] = toupper(weaponName[i]);
        }

        return weaponName;
}

ULONG64 _equipmentController = Mem.Read<ULONG64>(player.addr + 0x408);
ULONG64 Inventory = Mem.Read<ULONG64>(_equipmentController + 0x118);
ULONG64 Equipment = Mem.Read<ULONG64>(Inventory + 0x10);
ULONG64 Slots = Mem.Read<ULONG64>(Equipment + 0x80);

ULONG64 PrimarySlot = Mem.Read<ULONG64>(Slots + 0x20);
ULONG64 SecondarySlot = Mem.Read<ULONG64>(Slots + 0x28);
ULONG64 HolsterSlot = Mem.Read<ULONG64>(Slots + 0x30);
// you can figure out how to get the containeditem and it's name by yourself pasters


hyreZZ 6th May 2020 03:07 PM

Does not search for Fps Camera object, after 5 games finds

for (Entity* CurObj = GOM_Main->FirstTaggedObject();
(CurObj && (CurObj != GOM_Main->LastTaggedObject()));
CurObj = CurObj->NextObj())
{
//get & check game object
GameObj* GObj = CurObj->GameObject();
if (GObj == nullptr)
{
continue;
}

//check camera tag
if (StrCmp("FPS Camera", GObj->ObjectName(), true) || GObj->ObjectTag() == 5)
{
ViewMatrix = GObj->ViewMatrix();
break;
}
}

What could be the problem?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

qq1030655828 6th May 2020 04:38 PM

Quote:

Originally Posted by liquidace (Post 2562233)
Ah was just about to write up something similar lol. Spent the last bunch of hours reading through unity engine itself.

It appears you can cast directly from ExfiltrationPoint -> UnityEngine.Object.

From there you can read 0x10]0x30]0x30]0x8]0x38]0x90 as a vec3 to get position directly without the internal getpos call. (note the 0x8]0x38] in my chain for anyone else reading)

The initial 0x10 is this m_CachedPtr

https://i.imgur.com/QDYE8sx.png

Edit;

should note i havent actually tested in game to see if that vec is correct but it looks correct


[component]
How to get it? I'm external

HELOHELO121 6th May 2020 09:14 PM

Quote:

Originally Posted by qq1030655828 (Post 2785575)
[component]
How to get it? I'm external

I haven't tried it myself, so it may not still work but try this out. get component of game object?

Quote:

Originally Posted by bhehe6813 (Post 2775317)
Or perhaps I'm doing this wrong. Is there an array of active opticsightcomponents? The issue is I'll end up reading the 4/8x scope opticsight matrix when using the attached 1x, so that's why I ignore aimindex == 1. Other than that ignoring aimindex == 1 works for basically every other scope in the game besides the strange 2x/4x or maybe that holo with the magnifier.

I have the same predicament, shit's broke whenever I ADS with ironsights or a 1x sight.

nikobelic29 7th May 2020 04:30 AM

Just got banned, thought it might be because of speedhack. Ill post how to do it internally(c++)


Code:

typedef void(_fastcall * set_speed)(float a1);

set_speed fnSpeed = (set_speed)(reinterpret_cast<uint64_t>(GetModuleHandle(XorStr("UnityPlayer.dll"))) + 0x94FE80); // UnityEngine.Time::set_timeScale
if(fnSpeed)fnSpeed(1.8f); // normal speed is 1.f


BraydenEGC 7th May 2020 07:10 AM

Quote:

Originally Posted by nikobelic29 (Post 2786194)
~snip~

There is a much easier way to do timescale speedhack. Check out the function in IDA and you will see it simply writes to a global variable inside the Unity module. :) Also, I highly doubt this got you banned. Something interesting is going on.

jocleys 7th May 2020 09:36 AM

OLD:
LocalPlayer+0x70]+0x48]+0x68 = 0.f
does anyone have new norecoil?

nikobelic29 7th May 2020 02:29 PM

Quote:

Originally Posted by jocleys (Post 2786393)
OLD:
LocalPlayer+0x70]+0x48]+0x68 = 0.f
does anyone have new norecoil?

Entity + 0x70 = Procedual

procedural + 0x48 = shoteffector
procedural + 0x38 = motioneffector
procedural + 0x40 = forceeffector
procedural + 0x28 = breatheffector
procedural + 0x30 = walkeffector
procedural + 0x146 = FALSE _shouldmoveweaponcloser

shoteffector + 0x68 = 0.f intensity
shoteffector + 0x64 = 0.f stiffness
shoteffector + 0x38 = Vector4() strength

motioneffector + 0xD0 = 0.f intensity
motioneffector + 0xA4 = Vector3() sway

forceeffector + 0x30 = 0.f intensity

breatheffector + 0xa4 = 0.f intensity

walkeffector + 0x44 = 0.f intensity

speed new way:
((unityplayer.dll + 0x1517F90)[7] + 0xF4) = 1.8f



I can find FindObjectsOfType function in UnityPlayer to be at 0x967F90, but I am not sure what the argument is as it eventually does *(QWORD*)(a2 + 16) with it. It is obv a pointer but I am not sure what, anyone know?

Edit: after some testing, I think FindObjectsOfType is just simply iterating through the gameobjectmanager and finding the specific type. Also, anything that inherits GameObject you can do object.name to get its object name located at gameobject + 0x60

some good nameptr that I found in the active list:

Code:

//door_plastic is office door on custom
//door is marked room door on custom
//door_R is third floor north entrance on custom
//door is shortcut outer door on custom, same for inner
//door is checkpoint outer door on custom, same for inner

//shturman container is "item_static_container_moneyBag_03_cover"

and... I don't know where the fuck doorstate could be stored since it is a private field... great..

XingWingWang 8th May 2020 01:03 AM

Quote:
Originally Posted by Respecter View Post
https://www.unknowncheats.me/forum/a...s-sem-tulo-png

Code:


// Reversed by: @Respecter

struct Ray
{
Vector3 Origin;
Vector3 direction;

Ray(Vector3 origin, Vector3 direction)
{
this->Origin = origin;
this->direction = direction;
this->direction.Normalize(1E-05f);
}
};


bool Normalize(float Tolerance = SMALL_NUMBER)
{
const float squareSum = this->Magnitude();
if (squareSum > Tolerance)
{
X /= squareSum;
Y /= squareSum;
Z /= squareSum;
return true;
}
return false;
}





public enum QueryTriggerInteraction
{
UseGlobal = 0,
Ignore = 1,
Collide = 2
}


enum class Mask = {
PlayerStaticCollisionsMask = 0x20040AC9,
PlayerCollisionsMask = 0x20040BC9,
TerrainLayer = 0x0000000B,
TerrainMask = 0x00000800,
Grass = 0x80000000,
HitColliderMask = 0x00010000,
ShellsCollisionsMask = 0x40A412C8,
PlayerCollisionTestMask = 0x00040AC8,
AI = 0x84000000,
DefaultLayer = 0x00000001,
TerrainLowPoly = 0x00040800,
HighPolyCollider = 0x00001000,
layerMask_0 = 0x00011800,
HighPolyWithTerrainMaskAI = 0x84001800,
PlayerMask = 0x00000100,
HighPolyWithTerrainNoGrassMask = 0x04001800,
HighPolyWithTerrainMask = 0x0000180,

}

bool Player::IsVisible(eHumanBones bone)
{
using RaycastTest_Injected = bool(__fastcall*)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
static RaycastTest_Injected RaycastTest_Injected_fn = nullptr;

if(!IsValidPtr(RaycastTest_Injected_fn))
{
RaycastTest_Injected_fn = (RaycastTest_Injected)(Engine::GetUnityPlayerBase() + 0x3fe9f0);
}

Vector3 localCamera = GameWorld::Instance()->GetLocalPlayer()->GetBonePosition(eHumanBones::HumanLPalm);
if (localCamera.Iszero())
return false;

Vector3 direction = this->GetBonePosition(bone) - localCamera;
float distance = direction.Magnitude() * 0.9f;
auto ray = Ray(localCamera, direction);



uint32_t sceneHandle= 0;
return !RaycastTest_Injected_fn(&sceneHandle, &ray, &distance, HighPolyWithTerrainMask, UseGlobal);
}

Your welcome, with that you can do a Visible Check for each position (For example, bone parts)

NOTE: Calling it outside MainThread will make your bullets get fucked.


If someone manages to call it outside main thread, and could help me, send a pm <3
is outdated? i test it but not work,and i use c++ internal method,use your code

i think it is outdated. i tested it too and it is not work. i also used c++ internal . please share me visible/invisible method.

z3500376 8th May 2020 04:09 AM

Quote:

Originally Posted by nikobelic29 (Post 2786194)
Just got banned, thought it might be because of speedhack. Ill post how to do it internally(c++)


Code:

typedef void(_fastcall * set_speed)(float a1);

set_speed fnSpeed = (set_speed)(reinterpret_cast<uint64_t>(GetModuleHandle(XorStr("UnityPlayer.dll"))) + 0x94FE80); // UnityEngine.Time::set_timeScale
if(fnSpeed)fnSpeed(1.8f); // normal speed is 1.f


how to get this address
or how to get "UnityEngine.Time::set_timeScale" to UnityPlayer.dll + 0x94FE80

CatalystFTW 8th May 2020 04:58 AM

Quote:

Originally Posted by nikobelic29 (Post 2786655)
Entity + 0x70 = Procedual

procedural + 0x48 = shoteffector
procedural + 0x38 = motioneffector
procedural + 0x40 = forceeffector
procedural + 0x28 = breatheffector
procedural + 0x30 = walkeffector
procedural + 0x146 = FALSE _shouldmoveweaponcloser

shoteffector + 0x68 = 0.f intensity
shoteffector + 0x64 = 0.f stiffness
shoteffector + 0x38 = Vector4() strength

motioneffector + 0xD0 = 0.f intensity
motioneffector + 0xA4 = Vector3() sway

forceeffector + 0x30 = 0.f intensity

breatheffector + 0xa4 = 0.f intensity

walkeffector + 0x44 = 0.f intensity

speed new way:
((unityplayer.dll + 0x1517F90)[7] + 0xF4) = 1.8f



I can find FindObjectsOfType function in UnityPlayer to be at 0x967F90, but I am not sure what the argument is as it eventually does *(QWORD*)(a2 + 16) with it. It is obv a pointer but I am not sure what, anyone know?

Edit: after some testing, I think FindObjectsOfType is just simply iterating through the gameobjectmanager and finding the specific type. Also, anything that inherits GameObject you can do object.name to get its object name located at gameobject + 0x60

some good nameptr that I found in the active list:

Code:

//door_plastic is office door on custom
//door is marked room door on custom
//door_R is third floor north entrance on custom
//door is shortcut outer door on custom, same for inner
//door is checkpoint outer door on custom, same for inner

//shturman container is "item_static_container_moneyBag_03_cover"

and... I don't know where the fuck doorstate could be stored since it is a private field... great..

To replicate findobjectsoftype you can just compare the class name.

nikobelic29 8th May 2020 05:07 AM

Quote:

Originally Posted by CatalystFTW (Post 2787499)
To replicate findobjectsoftype you can just compare the class name.

yeah, comparing objectname does the job. now all I need is to find the EDoorState offset and achieve it in cpp internal :)


plus findobjectsoftype is slow as shit anyway

CatalystFTW 8th May 2020 05:28 AM

Quote:

Originally Posted by nikobelic29 (Post 2787508)
yeah, comparing objectname does the job. now all I need is to find the EDoorState offset and achieve it in cpp internal :)


plus findobjectsoftype is slow as shit anyway

No I said the name of its class not object. If you have the right object then door state should be at its usual offset. However opening doors that way might be detected, dont take my word for it though I heard it from others.

CHA3A 8th May 2020 07:40 AM

hey ,i have some question in my Cheat Engine MONO
i reserve game in MONO paugin,i search "CreateShot",and i found it in MONO
Code:

2483f52d4f8 : CreateShot (ammo: GClass1516; origin: UnityEngine.Vector3; direction: UnityEngine.Vector3; fireIndex: int; player: EFT.Player; weapon:
this Method is in "EFT.Ballistics.BallisticsCalculator" ,but when i "Find instances of class",game will crash,Why?i want to find the ADDRESS ,then i can find the ptr, because i use externl hack

miniryu 8th May 2020 11:50 AM

Quote:

Originally Posted by nikobelic29 (Post 2786194)
Just got banned, thought it might be because of speedhack. Ill post how to do it internally(c++)


Code:

typedef void(_fastcall * set_speed)(float a1);

set_speed fnSpeed = (set_speed)(reinterpret_cast<uint64_t>(GetModuleHandle(XorStr("UnityPlayer.dll"))) + 0x94FE80); // UnityEngine.Time::set_timeScale
if(fnSpeed)fnSpeed(1.8f); // normal speed is 1.f


I've been using timescale for my speedhack for 4 months without bans.

qq1030655828 8th May 2020 01:11 PM

Quote:

Originally Posted by nikobelic29 (Post 2786655)
Entity + 0x70 = Procedual

procedural + 0x48 = shoteffector
procedural + 0x38 = motioneffector
procedural + 0x40 = forceeffector
procedural + 0x28 = breatheffector
procedural + 0x30 = walkeffector
procedural + 0x146 = FALSE _shouldmoveweaponcloser

shoteffector + 0x68 = 0.f intensity
shoteffector + 0x64 = 0.f stiffness
shoteffector + 0x38 = Vector4() strength

motioneffector + 0xD0 = 0.f intensity
motioneffector + 0xA4 = Vector3() sway

forceeffector + 0x30 = 0.f intensity

breatheffector + 0xa4 = 0.f intensity

walkeffector + 0x44 = 0.f intensity

speed new way:
((unityplayer.dll + 0x1517F90)[7] + 0xF4) = 1.8f



I can find FindObjectsOfType function in UnityPlayer to be at 0x967F90, but I am not sure what the argument is as it eventually does *(QWORD*)(a2 + 16) with it. It is obv a pointer but I am not sure what, anyone know?

Edit: after some testing, I think FindObjectsOfType is just simply iterating through the gameobjectmanager and finding the specific type. Also, anything that inherits GameObject you can do object.name to get its object name located at gameobject + 0x60

some good nameptr that I found in the active list:

Code:

//door_plastic is office door on custom
//door is marked room door on custom
//door_R is third floor north entrance on custom
//door is shortcut outer door on custom, same for inner
//door is checkpoint outer door on custom, same for inner

//shturman container is "item_static_container_moneyBag_03_cover"

and... I don't know where the fuck doorstate could be stored since it is a private field... great..

How to get the escape point from the outside?

onecool9009 8th May 2020 02:37 PM

Hi! Am I using the path to viewMatrix right?(FPSCamera + 0x30] + 0x18] + 0xD8]) nothing changed?

nikobelic29 8th May 2020 08:52 PM

Quote:

Originally Posted by onecool9009 (Post 2787935)
Hi! Am I using the path to viewMatrix right?(FPSCamera + 0x30] + 0x18] + 0xD8]) nothing changed?

that is correct.

or FPSCamera + 0x10] + 0x18] + 0x2E0] for camera existing in the gameobject manager for the full unity experience (0x2E0 is unity base object transform matrix)

Anyone know if this way of getting template is correct?

GameWorld + 0x10] + 0x30] + 0x18] + 0x28] + 0x50(lootlist)] + 0x10] + 0x20 + i*8 (for each item)] + 0x10] + 0x28] + 0x50] + 0x20] is the template

then template + 0x10] is C# style string name
then template + 0xC0] is creditprice

am I correct?

bhehe6813 8th May 2020 11:28 PM

Quote:

Originally Posted by HELOHELO121 (Post 2785868)
I haven't tried it myself, so it may not still work but try this out. get component of game object?



I have the same predicament, shit's broke whenever I ADS with ironsights or a 1x sight.

Ehh I fixed it for the most part. For iron sights check if ProceduralWeaponAnimation->OpticSight->pCamera is null. For reference OpticSight is 0x88 and pCamera is 0x20. This will be null if iron sights.

For other scopes, check if aimIndex is 1. This will fix more issues. AimIndex is ProceduralWeaponAnimation + 0x10C

Quote:

Originally Posted by qq1030655828 (Post 2785575)
[component]
How to get it? I'm external

Here:

Code:

        [StructLayout(LayoutKind.Explicit)]
        public struct FPSCamera
        {

            [FieldOffset(0x30)]
            public IntPtr pCameraObject;

            [FieldOffset(0x30)]
            public IntPtr pComponentsList;

            [FieldOffset(0x70)]
            public IntPtr pCameraManager;

            public CameraObject CamaeraObject => M.Read<CameraObject>(this.pCameraObject);

            public IntPtr GetComponentByName(String name)
            {
                for (int i = 0x8; i < 0x600; i += 0x10)
                {
                    var componentPtr = M.Read<IntPtr>(this.pComponentsList + i);
                    var component = M.Read<Component>(componentPtr);
                    if (component.ComponentFields.ComponentStaticFields.ClassDetails.ClassName == name)
                        return componentPtr;
                }
                return IntPtr.Zero;
            }

            public CameraManager OpticCameraManager => M.Read<CameraManager>(this.pCameraManager);
        }

Other structs:

Code:

        [StructLayout(LayoutKind.Explicit)]
        public struct Component
        {
            [FieldOffset(0x28)]
            public IntPtr pComponentFields;

            public ComponentFields ComponentFields => M.Read<ComponentFields>(this.pComponentFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentFields
        {
            [FieldOffset(0x0)]
            public IntPtr pComponentStaticFields;

            public ComponentStaticFields ComponentStaticFields => M.Read<ComponentStaticFields>(this.pComponentStaticFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentStaticFields
        {
            [FieldOffset(0x0)]
            public IntPtr pClassDetails;

            public ClassDetails ClassDetails => M.Read<ClassDetails>(this.pClassDetails);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ClassDetails
        {
            [FieldOffset(0x48)]
            public IntPtr pClassName;

            public String ClassName => M.ReadStr(this.pClassName, 25);
        }


onecool9009 9th May 2020 12:32 AM

can someone give relevant information on getting the bone position? + actual offsets or structs. Thx

nikobelic29 9th May 2020 06:56 AM

Quote:

Originally Posted by onecool9009 (Post 2788536)
can someone give relevant information on getting the bone position? + actual offsets or structs. Thx

Entity from the localworld list + 0x88] + 0x28] + 0x28] + 0x10] + 0x20 + 8 * BoneID] + 0x10] read it as uint64_t

then just use this function

https://www.unknowncheats.me/forum/2...-post5168.html

BoneID:

Code:

enum EHumanBones : int
{
    None = 0,
    IKController,
    Mesh,
    Vest_0,
    Vest_1,
    backpack,
    backpack_0,
    backpack_1,
    backpack_2,
    razgruz,
    razgruz_0,
    razgruz_1,
    razgruz_2,
    Root_Joint,
    HumanPelvis,
    HumanLThigh1,
    HumanLThigh2,
    HumanLCalf,
    HumanLFoot,
    HumanLToe,
    HumanRThigh1,
    HumanRThigh2,
    HumanRCalf,
    HumanRFoot,
    HumanRToe,
    Bear_Feet,
    USEC_Feet,
    BEAR_feet_1,
    weapon_holster_pistol,
    HumanSpine1,
    HumanGear1,
    HumanGear2,
    HumanGear3,
    HumanGear4,
    HumanGear4_1,
    HumanGear5,
    HumanSpine2,
    HumanSpine3,
    IK_S_LForearm1,
    IK_S_LForearm2,
    IK_S_LForearm3,
    IK_S_LPalm,
    IK_S_LDigit11,
    IK_S_LDigit12,
    IK_S_LDigit13,
    IK_S_LDigit21,
    IK_S_LDigit22,
    IK_S_LDigit23,
    IK_S_LDigit31,
    IK_S_LDigit32,
    IK_S_LDigit33,
    IK_S_LDigit41,
    IK_S_LDigit42,
    IK_S_LDigit43,
    IK_S_LDigit51,
    IK_S_LDigit52,
    IK_S_LDigit53,
    XYZ,
    LCollarbone_anim,
    RCollarbone_anim,
    RCollarbone_anim_XYZ,
    Weapon_root_3rd_anim,
    XYZ_1,
    Bend_Goal_Left,
    Bend_Goal_Right,
    Bend_Goal_Right_XYZ_1,
    HumanRibcage,
    IK_LForearm1,
    IK_LForearm2,
    IK_LForearm3,
    IK_LPalm,
    IK_LDigit11,
    IK_LDigit12,
    IK_LDigit13,
    IK_LDigit21,
    IK_LDigit22,
    IK_LDigit23,
    IK_LDigit31,
    IK_LDigit32,
    IK_LDigit33,
    IK_LDigit41,
    IK_LDigit42,
    IK_LDigit43,
    IK_LDigit51,
    IK_LDigit52,
    IK_LDigit53,
    Camera_animated,
    CameraContainer,
    Cam,
    HumanLCollarbone,
    HumanLUpperarm,
    HumanLForearm1,
    HumanLForearm2,
    HumanLForearm3,
    HumanLPalm,
    HumanLDigit11,
    HumanLDigit12,
    HumanLDigit13,
    HumanLDigit21,
    HumanLDigit22,
    HumanLDigit23,
    HumanLDigit31,
    HumanLDigit32,
    HumanLDigit33,
    HumanLDigit41,
    HumanLDigit42,
    HumanLDigit43,
    HumanLDigit51,
    HumanLDigit52,
    HumanLDigit53,
    HumanRCollarbone,
    HumanRUpperarm,
    HumanRForearm1,
    HumanRForearm2,
    HumanRForearm3,
    HumanRPalm,
    HumanRDigit11,
    HumanRDigit12,
    HumanRDigit13,
    HumanRDigit21,
    HumanRDigit22,
    HumanRDigit23,
    HumanRDigit31,
    HumanRDigit32,
    HumanRDigit33,
    HumanRDigit41,
    HumanRDigit42,
    HumanRDigit43,
    HumanRDigit51,
    HumanRDigit52,
    HumanRDigit53,
    Weapon_root,
    HumanNeck,
    HumanHead,
    HumanBackpack,
    weapon_holster,
    weapon_holster1,
    Camera_animated_3rd
};


Skengdo 9th May 2020 10:16 AM

I'm trying to do weapon info esp but for some reason "reactivecontaineditem" is always invalid. Here's the offsets that I'm using:

Player + InventoryController (0x408) ] + Inventory (0x118) ] + Equipment (0x10) ] + InventorySlots (0x80) ] + InventoryLogicSlot* primary_slot (0x20) InventoryLogicSlot* secondary_slot (0x28) ] + ReactiveContainedItem (0x18)

According to my dump the offsets seem okay but can't figure out why reactivecontaineditem is always null.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

xxcoderhackerxx 9th May 2020 01:43 PM

is it possible to test offline without battleye on this game?

krembo 9th May 2020 07:16 PM

Noob question, is it possible to get a process handle do cheats externally(just read process memory)?
I know battleeye strips the handle to process, so how should it proceed with it?
Only with a custom driver or a vulnerable driver?
Or i should research more?

**edit**
Will using this method work?
https://www.unknowncheats.me/forum/d...=file&id=25444
Or is it detected?

netsh 9th May 2020 10:28 PM

Quote:

Originally Posted by xxcoderhackerxx (Post 2789069)
is it possible to test offline without battleye on this game?

You can use emutarkov which isn't the best but it works.

nikobelic29 10th May 2020 03:23 PM

https://i.imgur.com/JSNRkLS.png

UnityPlayer.dll + 0x155DD98] + 0x48] + 0x38 = char* that points to current scene.

or use the function at UnityPlayer.dll + 0x93E010 "UnityEngine.SceneManagement.SceneManager::GetActiveScene_Injected"

Code:

DWORD* fnInject(_OUT DWORD* ref)
Code:

private static bool PlayerIsInMatch()
            {
                #region player in match ? true
                return SceneName != "EnvironmentUIScene" &&
                      SceneName != "MenuUIScene" &&
                      SceneName != "CommonUIScene" &&
                      SceneName != "MainScene" &&
                      SceneName != "";
                #endregion
            }

it seems as if you can get the WorldInteractiveObjects from the current scene? I will test it out.

scene + 0x28 ] array ?
WorldInteract + 0xF9 = doorstate ?

BraydenEGC 11th May 2020 06:32 AM

Quote:

Originally Posted by nikobelic29 (Post 2790338)
~snip~

Under the player�s class, there is an InteractiveObject has an obfuscated name but is the interaction target. If you want to find it, search around in dnspy under the player class for RaycastHit. Much easier than trying to find all the doors.

nikobelic29 12th May 2020 01:25 AM

Quote:

Originally Posted by BraydenEGC (Post 2791081)
Under the player�s class, there is an InteractiveObject has an obfuscated name but is the interaction target. If you want to find it, search around in dnspy under the player class for RaycastHit. Much easier than trying to find all the doors.

you mean this.InteractableObject field that is modified under the method InteractionRaycast() right? those are private get set tho, and finding offsets for those can be tricky...

BraydenEGC 12th May 2020 07:48 AM

Quote:

Originally Posted by nikobelic29 (Post 2792226)
~snip~

If you right click on the set method in dnspy, and check what it uses, you can see which field it writes to. So for a deobfuscated Assembly-CSharp, it would be InteractableObject_0 I believe. (Going off memory, could be wrong.)

brunph 12th May 2020 09:28 AM

Is unlocking doors detected? Haven't been able to test it rn. Wondering if somebody has more info on it.

KillaInAdik 12th May 2020 11:40 AM

Quote:

Originally Posted by brunph (Post 2792578)
Is unlocking doors detected? Haven't been able to test it rn. Wondering if somebody has more info on it.

Still works, according to my friend that played with door unlocking without ban.

nikobelic29 12th May 2020 02:26 PM

Quote:

Originally Posted by BraydenEGC (Post 2792472)
If you right click on the set method in dnspy, and check what it uses, you can see which field it writes to. So for a deobfuscated Assembly-CSharp, it would be InteractableObject_0 I believe. (Going off memory, could be wrong.)

ooooo I know what u mean now from a post u did last year, thx m8!

snaps 12th May 2020 02:43 PM

Are bone IDs always the same or do they change depending on what gear you wear like in Rust?

Code:

1: IKController
2: Mesh
3: Mesh/Vest_0
4: Mesh/Vest_1
5: Mesh/backpack
6: Mesh/backpack/backpack_0
7: Mesh/backpack/backpack_1
8: Mesh/backpack/backpack_2
9: Mesh/razgruz
10: Mesh/razgruz/razgruz_0
11: Mesh/razgruz/razgruz_1
12: Mesh/razgruz/razgruz_2
13: Root_Joint
14: Root_Joint/Base HumanPelvis
15: Root_Joint/Base HumanPelvis/Base HumanLThigh1
16: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2
17: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf
18: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf/Base HumanLFoot
19: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf/Base HumanLFoot/Base HumanLToe
20: Root_Joint/Base HumanPelvis/Base HumanRThigh1
21: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2
22: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf
23: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf/Base HumanRFoot
24: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf/Base HumanRFoot/Base HumanRToe
25: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Bear_Feet
26: Root_Joint/Base HumanPelvis/Base HumanRThigh1/USEC_Feet
27: Root_Joint/Base HumanPelvis/Base HumanRThigh1/BEAR_feet_1
28: Root_Joint/Base HumanPelvis/Base HumanRThigh1/weapon_holster_pistol
29: Root_Joint/Base HumanPelvis/Base HumanSpine1
30: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear1
31: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear2
32: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear3
33: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear4
34: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear4/Base HumanGear4_1
35: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear5
36: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2
37: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3
38: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1
39: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2
40: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3
41: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm
42: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11
43: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11/IK_S_LDigit12
44: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11/IK_S_LDigit12/IK_S_LDigit13
45: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21
46: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21/IK_S_LDigit22
47: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21/IK_S_LDigit22/IK_S_LDigit23
48: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31
49: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31/IK_S_LDigit32
50: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31/IK_S_LDigit32/IK_S_LDigit33
51: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41
52: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41/IK_S_LDigit42
53: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41/IK_S_LDigit42/IK_S_LDigit43
54: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51
55: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51/IK_S_LDigit52
56: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51/IK_S_LDigit52/IK_S_LDigit53
57: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/XYZ
58: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/LCollarbone_anim
59: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/RCollarbone_anim
60: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/RCollarbone_anim/XYZ
61: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Weapon_root_3rd_anim
62: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Weapon_root_3rd_anim/XYZ_1
63: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Left
64: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Right
65: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Right/XYZ_1
66: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage
67: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1
68: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2
69: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3
70: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm
71: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11
72: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11/IK_LDigit12
73: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11/IK_LDigit12/IK_LDigit13
74: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21
75: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21/IK_LDigit22
76: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21/IK_LDigit22/IK_LDigit23
77: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31
78: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31/IK_LDigit32
79: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31/IK_LDigit32/IK_LDigit33
80: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41
81: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41/IK_LDigit42
82: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41/IK_LDigit42/IK_LDigit43
83: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51
84: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51/IK_LDigit52
85: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51/IK_LDigit52/IK_LDigit53
86: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Camera_animated
87: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/CameraContainer
88: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/CameraContainer/Cam
89: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone
90: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm
91: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1
92: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2
93: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3
94: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm
95: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11
96: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11/Base HumanLDigit12
97: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11/Base HumanLDigit12/Base HumanLDigit13
98: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21
99: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21/Base HumanLDigit22
100: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21/Base HumanLDigit22/Base HumanLDigit23
101: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31
102: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31/Base HumanLDigit32
103: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31/Base HumanLDigit32/Base HumanLDigit33
104: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41
105: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41/Base HumanLDigit42
106: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41/Base HumanLDigit42/Base HumanLDigit43
107: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51
108: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51/Base HumanLDigit52
109: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51/Base HumanLDigit52/Base HumanLDigit53
110: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone
111: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm
112: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1
113: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2
114: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3
115: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm
116: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11
117: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11/Base HumanRDigit12
118: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11/Base HumanRDigit12/Base HumanRDigit13
119: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21
120: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21/Base HumanRDigit22
121: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21/Base HumanRDigit22/Base HumanRDigit23
122: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31
123: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31/Base HumanRDigit32
124: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31/Base HumanRDigit32/Base HumanRDigit33
125: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41
126: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41/Base HumanRDigit42
127: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41/Base HumanRDigit42/Base HumanRDigit43
128: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51
129: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51/Base HumanRDigit52
130: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51/Base HumanRDigit52/Base HumanRDigit53
131: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Weapon_root
132: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanNeck
133: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanNeck/Base HumanHead
134: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanBackpack
135: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/weapon_holster
136: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/weapon_holster1
137: Root_Joint/Camera_animated_3rd


TheMaoci 12th May 2020 05:56 PM

Quote:

Originally Posted by snaps (Post 2792959)
Are bone IDs always the same or do they change depending on what gear you wear like in Rust?

Code:

1: IKController
2: Mesh
3: Mesh/Vest_0
4: Mesh/Vest_1
5: Mesh/backpack
6: Mesh/backpack/backpack_0
7: Mesh/backpack/backpack_1
8: Mesh/backpack/backpack_2
9: Mesh/razgruz
10: Mesh/razgruz/razgruz_0
11: Mesh/razgruz/razgruz_1
12: Mesh/razgruz/razgruz_2
13: Root_Joint
14: Root_Joint/Base HumanPelvis
15: Root_Joint/Base HumanPelvis/Base HumanLThigh1
16: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2
17: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf
18: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf/Base HumanLFoot
19: Root_Joint/Base HumanPelvis/Base HumanLThigh1/Base HumanLThigh2/Base HumanLCalf/Base HumanLFoot/Base HumanLToe
20: Root_Joint/Base HumanPelvis/Base HumanRThigh1
21: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2
22: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf
23: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf/Base HumanRFoot
24: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Base HumanRThigh2/Base HumanRCalf/Base HumanRFoot/Base HumanRToe
25: Root_Joint/Base HumanPelvis/Base HumanRThigh1/Bear_Feet
26: Root_Joint/Base HumanPelvis/Base HumanRThigh1/USEC_Feet
27: Root_Joint/Base HumanPelvis/Base HumanRThigh1/BEAR_feet_1
28: Root_Joint/Base HumanPelvis/Base HumanRThigh1/weapon_holster_pistol
29: Root_Joint/Base HumanPelvis/Base HumanSpine1
30: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear1
31: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear2
32: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear3
33: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear4
34: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear4/Base HumanGear4_1
35: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanGear5
36: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2
37: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3
38: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1
39: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2
40: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3
41: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm
42: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11
43: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11/IK_S_LDigit12
44: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit11/IK_S_LDigit12/IK_S_LDigit13
45: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21
46: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21/IK_S_LDigit22
47: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit21/IK_S_LDigit22/IK_S_LDigit23
48: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31
49: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31/IK_S_LDigit32
50: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit31/IK_S_LDigit32/IK_S_LDigit33
51: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41
52: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41/IK_S_LDigit42
53: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit41/IK_S_LDigit42/IK_S_LDigit43
54: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51
55: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51/IK_S_LDigit52
56: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/IK_S_LDigit51/IK_S_LDigit52/IK_S_LDigit53
57: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/IK_S_LForearm1/IK_S_LForearm2/IK_S_LForearm3/IK_S_LPalm/XYZ
58: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/LCollarbone_anim
59: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/RCollarbone_anim
60: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/RCollarbone_anim/XYZ
61: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Weapon_root_3rd_anim
62: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Weapon_root_3rd_anim/XYZ_1
63: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Left
64: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Right
65: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Bend_Goal_Right/XYZ_1
66: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage
67: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1
68: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2
69: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3
70: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm
71: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11
72: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11/IK_LDigit12
73: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit11/IK_LDigit12/IK_LDigit13
74: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21
75: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21/IK_LDigit22
76: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit21/IK_LDigit22/IK_LDigit23
77: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31
78: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31/IK_LDigit32
79: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit31/IK_LDigit32/IK_LDigit33
80: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41
81: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41/IK_LDigit42
82: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit41/IK_LDigit42/IK_LDigit43
83: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51
84: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51/IK_LDigit52
85: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/IK_LForearm1/IK_LForearm2/IK_LForearm3/IK_LPalm/IK_LDigit51/IK_LDigit52/IK_LDigit53
86: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Camera_animated
87: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/CameraContainer
88: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/CameraContainer/Cam
89: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone
90: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm
91: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1
92: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2
93: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3
94: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm
95: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11
96: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11/Base HumanLDigit12
97: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit11/Base HumanLDigit12/Base HumanLDigit13
98: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21
99: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21/Base HumanLDigit22
100: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit21/Base HumanLDigit22/Base HumanLDigit23
101: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31
102: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31/Base HumanLDigit32
103: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit31/Base HumanLDigit32/Base HumanLDigit33
104: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41
105: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41/Base HumanLDigit42
106: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit41/Base HumanLDigit42/Base HumanLDigit43
107: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51
108: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51/Base HumanLDigit52
109: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanLCollarbone/Base HumanLUpperarm/Base HumanLForearm1/Base HumanLForearm2/Base HumanLForearm3/Base HumanLPalm/Base HumanLDigit51/Base HumanLDigit52/Base HumanLDigit53
110: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone
111: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm
112: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1
113: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2
114: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3
115: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm
116: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11
117: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11/Base HumanRDigit12
118: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit11/Base HumanRDigit12/Base HumanRDigit13
119: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21
120: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21/Base HumanRDigit22
121: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit21/Base HumanRDigit22/Base HumanRDigit23
122: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31
123: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31/Base HumanRDigit32
124: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit31/Base HumanRDigit32/Base HumanRDigit33
125: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41
126: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41/Base HumanRDigit42
127: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit41/Base HumanRDigit42/Base HumanRDigit43
128: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51
129: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51/Base HumanRDigit52
130: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Base HumanRCollarbone/Base HumanRUpperarm/Base HumanRForearm1/Base HumanRForearm2/Base HumanRForearm3/Base HumanRPalm/Base HumanRDigit51/Base HumanRDigit52/Base HumanRDigit53
131: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanRibcage/Weapon_root
132: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanNeck
133: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanNeck/Base HumanHead
134: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/Base HumanBackpack
135: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/weapon_holster
136: Root_Joint/Base HumanPelvis/Base HumanSpine1/Base HumanSpine2/Base HumanSpine3/weapon_holster1
137: Root_Joint/Camera_animated_3rd


they are static and not changing but dont use all of them it will be useless

the most usefull bones
Code:

public enum AimBody {
        Null = 0,
        Pelvis = 14,
        LThigh1 = 15, // killa
        LThigh2 = 16, // killa
        LCalf = 17, // killa
        LFoot = 18, // killa
        RThigh1 = 20, // killa
        RThigh2 = 21, // killa
        RCalf = 22, // killa
        RFoot = 23, // killa
        Ribcage = 66,
        LCollarbone = 89,
        LUpperarm = 90,
        LForearm1 = 91,
        LForearm2 = 92,
        LForearm3 = 93,
        LPalm = 94,
        RUpperarm = 111,
        RForearm1 = 112,
        RForearm2 = 113,
        RForearm3 = 114,
        RPalm = 115,
        Neck = 132,
        Head = 133
}
public enum BodyPart
{
        Null = 0,
        Pelvis = 14,
        LThigh1 = 15,
        LThigh2 = 16,
        LCalf = 17,//
        LFoot = 18,
        LToe = 19,
        RThigh1 = 20,
        RThigh2 = 21,
        RCalf = 22,//
        RFoot = 23,
        RToe = 24,
        Bear_Feet = 25,
        USEC_Feet = 26,
        BEAR_feet_1 = 27,
        Spine1 = 29,
        Gear1 = 30,
        Gear2 = 31,
        Gear3 = 32,
        Gear4 = 33,
        Gear4_1 = 34,
        Gear5 = 35,
        Spine2 = 36,
        Spine3 = 37,
        Ribcage = 66,
        LCollarbone = 89,
        LUpperarm = 90,
        LForearm1 = 91,
        LForearm2 = 92,
        LForearm3 = 93,
        LPalm = 94,
        RUpperarm = 111,
        RForearm1 = 112,
        RForearm2 = 113,
        RForearm3 = 114,
        RPalm = 115,
        Neck = 132,
        Head = 133
}


yugiyooyooo 13th May 2020 02:26 AM

Quote:

Originally Posted by nikobelic29 (Post 2790338)
[using reclass]

Forgive me I am completely new to tarkov.

How are you using reclass with the game running? are you using emutarkov or just running the game without BE somehow?

Also is this the best way to dump(if you can run without BE)? https://www.unknowncheats.me/forum/2...-post2274.html

nikobelic29 13th May 2020 06:37 AM

Quote:

Originally Posted by yugiyooyooo (Post 2793901)
Forgive me I am completely new to tarkov.

How are you using reclass with the game running? are you using emutarkov or just running the game without BE somehow?

Also is this the best way to dump(if you can run without BE)? https://www.unknowncheats.me/forum/2...-post2274.html

I was using a modified version of reclass.

Yes the best way to dump the game is to run EscapeFromTarkov.exe directly, startup CE, and mono dissect Expand all and save as file.

If there is variables u couldn't find then deobfuscate the files and it will appear.

z3500376 13th May 2020 06:41 AM

how to call raycast_inject ? anyone know it

XingWingWang 13th May 2020 07:41 AM

Vector3 target_location = Target.p->m_pPlayerBody()->m_pSkeletonRootJoin()->m_pBoneEnumerator()->m_pTransformArray()->getPosition(HumanHead);

Vector3 local_location = Unity::pFPSCamera->m_pCameraObject->m_pCameraContainer->m_pCameraPosition->cameraPosition;

fpscamera+0x30]0x8]0x38]0xB0 is camera location. But my aimbot is fuck now. does anyone have good solution ?

BraydenEGC 13th May 2020 02:01 PM

Quote:

Originally Posted by z3500376 (Post 2794048)
~snip~

Call it like any other function. You just need to ensure that you call it from the main thread.

Quote:

Originally Posted by XingWingWang (Post 2794081)
~snip~

We are going to need a lot more information than 'my aimbot is fuck' to even be able to remotely guess what is wrong. It would help if we could see your aimbot code.

XingWingWang 14th May 2020 01:29 AM

Quote:

Originally Posted by BraydenEGC (Post 2794441)
Call it like any other function. You just need to ensure that you call it from the main thread.



We are going to need a lot more information than 'my aimbot is fuck' to even be able to remotely guess what is wrong. It would help if we could see your aimbot code.

Sorry for my roughly post. it is my code.

Vector3 target_location = Target.p->m_pPlayerBody()->m_pSkeletonRootJoin()->m_pBoneEnumerator()->m_pTransformArray()->getPosition(HumanHead);

Vector3 local_location = Unity:FPSCamera->m_pCameraObject->m_pCameraContainer->m_pCameraPosition->cameraPosition;

Vector2 screen_target_pos = W2S(target_location);
Vector2 local_cam_pos = W2S(local_location);

float ScreenCenterX = (screen_width / 2);
float ScreenCenterY = (screen_height / 2);

if (screen_target_pos .x != 0)
{
if (screen_target_pos .x > local_cam_pos.x)
{
X = screen_target_pos .x - local_cam_pos.x
if (X + ScreenCenterX > ScreenCenterX * 2) X = 0;
}

if (screen_target_pos .x < local_cam_pos.x)
{
X = screen_target_pos.x - local_cam_pos.x;
if (X + ScreenCenterX < 0) X = 0;
}
}

if(screen_target_pos.y != 0)
{
// same as X calc
}

and i used mousemove event.
mouse_event( MOUSEEVENTF_MOVE,(DWORD)(X),(DWORD)(Y), NULL , NULL );

But aimbot is not working.

z3500376 14th May 2020 05:23 AM

now i need get fireport pos
i use it to get trasfrom
Code:

localplayer+0x70]+0x80]+0xD0
and i use getpostion(fireport) to get pos,but not work why?

snaps 14th May 2020 12:26 PM

New GOM at 0x151A218.

Does anybody know the chain/offset to the InternalState of ETF.Player?
Code:

protected enum InternalState
{
        Creating,
        Executed,
        Confirmed,
        Disposed
}



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

okoko98ttt 14th May 2020 01:04 PM

m_pPlayerProfile and m_pHealthController have changed?
Code:

old:
static constexpr uint64_t m_pPlayerProfile = 0x03C8;
static constexpr uint64_t m_pHealthController = 0x03F8;


BraydenEGC 14th May 2020 01:33 PM

Quote:

Originally Posted by z3500376 (Post 2795373)
~snip~

It doesn't work because you are calling GetPosition on a Bifacial Transform. Also, might want to dereference at D0...

bhehe6813 14th May 2020 06:13 PM

Quote:

Originally Posted by okoko98ttt (Post 2795564)
m_pPlayerProfile and m_pHealthController have changed?
Code:

old:
static constexpr uint64_t m_pPlayerProfile = 0x03C8;
static constexpr uint64_t m_pHealthController = 0x03F8;


Still the same:

Code:

                                3c8 :  (type: EFT.Profile)
                                3d0 :  (type: )
                                3d8 : Physical (type: )
                                3e0 :  (type: System.Action<System.String,System.Int32>)
                                6a0 : _updateQueue (type: EFT.EUpdateQueue)
                                6a4 : _armsUpdateQueue (type: EFT.EUpdateQueue)
                                6a8 : _armsUpdateMode (type: EFT.Player.EUpdateMode)
                                6ac : _bodyUpdateMode (type: EFT.Player.EUpdateMode)
                                3e8 :  (type: )
                                3f0 :  (type: System.Collections.Generic.Dictionary<BodyPartType,>)
                                3f8 : _healthController (type: )


z3500376 14th May 2020 06:43 PM

Quote:

Originally Posted by BraydenEGC (Post 2795607)
It doesn't work because you are calling GetPosition on a Bifacial Transform. Also, might want to dereference at D0...

yes is work for me thank you sir,and use external to get nightversion is possible?

BraydenEGC 14th May 2020 07:39 PM

Quote:

Originally Posted by z3500376 (Post 2795905)
~snip~

And thermals.

okoko98ttt 15th May 2020 01:53 PM

The game has been updated again!

Quote:

Originally Posted by bhehe6813 (Post 2795875)
Still the same:

Code:

                                3c8 :  (type: EFT.Profile)
                                3d0 :  (type: )
                                3d8 : Physical (type: )
                                3e0 :  (type: System.Action<System.String,System.Int32>)
                                6a0 : _updateQueue (type: EFT.EUpdateQueue)
                                6a4 : _armsUpdateQueue (type: EFT.EUpdateQueue)
                                6a8 : _armsUpdateMode (type: EFT.Player.EUpdateMode)
                                6ac : _bodyUpdateMode (type: EFT.Player.EUpdateMode)
                                3e8 :  (type: )
                                3f0 :  (type: System.Collections.Generic.Dictionary<BodyPartType,>)
                                3f8 : _healthController (type: )


How you dump data?ILSpy?

a451824401 15th May 2020 03:40 PM

who have new offset ?

Nov 15th May 2020 03:54 PM

Quote:

Originally Posted by okoko98ttt (Post 2796945)
The game has been updated again!


How you dump data?ILSpy?

Mono Dissect in Cheat Engine

kolsters 15th May 2020 03:55 PM

registeredplayers moved from 0x70 to 0x78 and lootlist from 0x50 to 0x58

ch1nw3ll 15th May 2020 04:00 PM

looks like BaseOpticCamera(Clone) is now just BaseOpticCamera

Skengdo 15th May 2020 05:22 PM

Quote:

Originally Posted by ch1nw3ll (Post 2797125)
looks like BaseOpticCamera(Clone) is now just BaseOpticCamera

What's a good way to detect if its an iron sight or not? Ptr checking optic sight array doesn't seem to work properly for me.

ch1nw3ll 15th May 2020 05:46 PM

anyone else having issues with the bone matrix flipping in and out?
one min its there , next its zeros

dywersant01 15th May 2020 05:54 PM

Quote:

Originally Posted by Skengdo (Post 2797220)
What's a good way to detect if its an iron sight or not? Ptr checking optic sight array doesn't seem to work properly for me.

Code:

class ProceduralWeaponAnimation
{
public:
...
void* mod_align_front; //0x0070
};

Valid ptr when you only have ironsight on a gun.

Skengdo 15th May 2020 06:55 PM

Code:

Allcameras: 0x14BB400

miniryu 15th May 2020 08:54 PM

Seems like instant healing/drinking no longer works and is verified by the server now.

GTA CAI CAI 15th May 2020 08:57 PM

playerBody + 0x28] + 0x28] + 0x10] Changed?

krembo 15th May 2020 09:38 PM

Quote:

Originally Posted by ch1nw3ll (Post 2797249)
anyone else having issues with the bone matrix flipping in and out?
one min its there , next its zeros

Yeah happening to me also, it works fine in offline with only me and scavs.
But in online mod something is getting messed up with player positions.

ch1nw3ll 15th May 2020 10:38 PM

Quote:

Originally Posted by krembo (Post 2797536)
Yeah happening to me also, it works fine in offline with only me and scavs.
But in online mod something is getting messed up with player positions.

Did some digging, it looks like they are swapping the entity table around. 1 min it's there, next it's all 00000000

hyreZZ 16th May 2020 08:42 AM

guys, uh, is everything okay with position?
after the update, it stopped working, checked the offsets, everything is fine

It sends me a position on the bone with zero coordinates, in emutarkov on the latest version of the game everything is fine

Code:

                        ULONG64 TransformArray = Read<ULONG64>((ULONG64)this + 0x88);
                        hp(TransformArray);
                        ULONG64 TransformArray_1 = Read<ULONG64>(TransformArray + 0x28);
                        hp(TransformArray_1);
                        ULONG64 TransformArray_2 = Read<ULONG64>(TransformArray_1 + 0x28);
                        hp(TransformArray_2);
                        ULONG64 TransformArray_3 = Read<ULONG64>(TransformArray_2 + 0x10);
                        hp(TransformArray_3);

                        if (!TransformArray_3)
                        {
                                return Vector3();
                        }

                        //get bone transform & position
                        ULONG64 BoneTransform = Read<ULONG64>(TransformArray_3 + (0x20 + (Bone * 0x8)));
                        hp(BoneTransform);
                        if (!BoneTransform)
                        {
                                return Vector3();
                        }

get nullptr in BoneTransform

m1k3yman 16th May 2020 04:12 PM

Very interesting my loot esp breaks and so does my players i isolated it to having the getposition having null pointers and sometimes even if get is working the posted function getinternalposition also breaks ill edit this message and post the code

Code:

Vector3 GetPosition()
        {
                __m128 result;
 
                const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
                const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
                const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };
 
                TransformAccessReadOnly pTransformAccessReadOnly = Driver.ReadMem<TransformAccessReadOnly>(gTargetProcessID, (ULONGLONG)this + 0x38);
 
                TransformData transformData = Driver.ReadMem<TransformData>(gTargetProcessID, pTransformAccessReadOnly.pTransformData + 0x8);
 
                SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
                SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);
 
                // Allocate memory for storing large amounts of data (matricies and indicies)
                PVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
                PVOID pIndicesBuf = malloc(sizeIndicesBuf);
 
                if(pMatriciesBuf && pIndicesBuf)
                {
                        // Read Matricies array into the buffer
                        Driver.ReadMem(gTargetProcessID, transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
                        // Read Indices array into the buffer
                        Driver.ReadMem(gTargetProcessID, transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);
 
                        result = *(__m128*)((ULONGLONG)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
                        int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
 
                        while(transformIndex >= 0)
                        {
                                Matrix34 matrix34 = *(Matrix34*)((ULONGLONG)pMatriciesBuf + 0x30 * transformIndex);
 
                                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);
 
                                result = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                        tmp7)), *(__m128*)(&matrix34.vec0));
 
                                transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * transformIndex);
                        }
 
                        free(pMatriciesBuf);
                        free(pIndicesBuf);
                }
 
                return Vector3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
        }



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ch1nw3ll 16th May 2020 04:56 PM

Quote:

Originally Posted by hyreZZ (Post 2797980)
guys, uh, is everything okay with position?
after the update, it stopped working, checked the offsets, everything is fine

It sends me a position on the bone with zero coordinates, in emutarkov on the latest version of the game everything is fine

Code:

                        ULONG64 TransformArray = Read<ULONG64>((ULONG64)this + 0x88);
                        hp(TransformArray);
                        ULONG64 TransformArray_1 = Read<ULONG64>(TransformArray + 0x28);
                        hp(TransformArray_1);
                        ULONG64 TransformArray_2 = Read<ULONG64>(TransformArray_1 + 0x28);
                        hp(TransformArray_2);
                        ULONG64 TransformArray_3 = Read<ULONG64>(TransformArray_2 + 0x10);
                        hp(TransformArray_3);

                        if (!TransformArray_3)
                        {
                                return Vector3();
                        }

                        //get bone transform & position
                        ULONG64 BoneTransform = Read<ULONG64>(TransformArray_3 + (0x20 + (Bone * 0x8)));
                        hp(BoneTransform);
                        if (!BoneTransform)
                        {
                                return Vector3();
                        }

get nullptr in BoneTransform

yeh me too, looks like they are moving it around.

nikobelic29 16th May 2020 07:26 PM

new GOM 0x151A218 // Credit: Lynxaa

Set_timeScale function: 0x9501A0
or
UnityPlayer + 0x1519FC0] + 56] + 0xF4 read as float and modify

Raycast is still 0x3FE9F0

FindObjectsOfTypeFxn 0x9682B0

GetActiveSceneFxn 0x93E330

AllCameras 0x14BB400 // already posted last page


https://i.imgur.com/ptXogeS.png

bone works fine for me for online

m1k3yman 16th May 2020 07:45 PM

ah mine fucking up for Extracts And Loot now

hyreZZ 16th May 2020 09:05 PM

Quote:

Originally Posted by nikobelic29 (Post 2798501)
new GOM 0x151A218 // Credit: Lynxaa

Set_timeScale function: 0x9501A0
or
UnityPlayer + 0x1519FC0] + 56] + 0xF4 read as float and modify

Raycast is still 0x3FE9F0

FindObjectsOfTypeFxn 0x9682B0

GetActiveSceneFxn 0x93E330

AllCameras 0x14BB400 // already posted last page


https://i.imgur.com/ptXogeS.png

bone works fine for me for online

u internal? i am external

bhehe6813 16th May 2020 11:32 PM

Someone here want to take a look at my w2s issue?

ESP Slightly Off (w2s external), can't figure out

m1k3yman 17th May 2020 02:36 AM

@hyreZZ im external

hyreZZ 17th May 2020 03:13 AM

Quote:

Originally Posted by m1k3yman (Post 2798919)
@hyreZZ im external

can u give me ur discord in pm?

bhehe6813 17th May 2020 04:41 AM

Quote:

Originally Posted by 64com (Post 2774783)
Or using third way (I think more correct - used this method for several years):
https://i.imgur.com/KPESQn7.jpg
Code:

struct CamerasArray
{
        Camera**        Cameras;
        INT64                SizeMin;
        INT64                SizeCur;
        INT64                SizeMax;
};

Camera* EFT_FindCameraByName(const char* Name)
{
        if(CamerasArray* pCamerasArray = *(CamerasArray**)(0x1814B9400)) // Managers::AllCameras
        {
                for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
                {
                        if(Camera* pCamera = pCamerasArray->Cameras[i])
                        {
                                if(pCamera->IsActive())        // Camera:: + 0x39
                                {
                                        if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                                        {
                                                char* objectName = pCameraGameObject->GetName();        // GameObject:: + 0x60
                                                if(strcmp(objectName, Name) == NULL)
                                                        return pCamera;
                                        }
                                }
                        }
                }
        }

        return NULL;
}

Main camera: "FPS Camera"
Optic camera: "BaseOpticCamera(Clone)"
Game version: 0.12.5.6924

Here's something interesting. Can't figure out how to support the 1x on the vudu since it applies magnification and BOTH cameras are active, and neither are correct:

Code:

Active Main: 1 || Active Optic: 1 || Aiming: 1 || Main FOV: 35 || Scope FOV: 19.4 || AimIndex: 0
In-Game view with ScopeOptic:

https://i.imgur.com/cgzFtZj.jpg

In-Game view with Camera:

https://i.imgur.com/D28SbHv.jpg

World2Screen code:

Code:

            float x, y, w;


            SharpDX.Matrix transposed;

            if (Camera.OpticCameraManager.OpticComponentUpdater.CameraObject.CameraEntity.isActive == 1)
            {
                transposed = SharpDX.Matrix.Transpose(Camera.OpticCameraManager.OpticComponentUpdater.CameraObject.CameraEntity.ViewMatrix);
            }
            else
            {
                transposed = SharpDX.Matrix.Transpose(Camera.CamaeraObject.CameraEntity.ViewMatrix);
            }

            w = SharpDX.Vector3.Dot(transposed.TranslationVector, origin) + transposed.M44;

            if (w < 1f)
            {
                return new SharpDX.Vector2(0, 0);
            }

            y = SharpDX.Vector3.Dot(transposed.Up, origin) + transposed.M24;
            x = SharpDX.Vector3.Dot(transposed.Right, origin) + transposed.M14;

            if (Camera.OpticCameraManager.OpticComponentUpdater.CameraObject.CameraEntity.isActive == 1)
            {
                float angle_rad_half = (float)(Math.PI / 180) * Camera.CamaeraObject.CameraEntity.FOV * 0.5f;
                float angle_ctg = (float)(Math.Cos(angle_rad_half) / Math.Sin(angle_rad_half));

                x /= angle_ctg * (Camera.CamaeraObject.CameraEntity.AspectRatio) * 0.5f;
                y /= angle_ctg * 0.5f;
            }

            float screenX = (H.ViewPortX / 2f) * (1f + x / w);
            float screenY = (H.ViewPortY / 2f) * (1f - y / w);

If anyone else knows how to fix this, that would be cool...

64com 17th May 2020 07:59 PM

Quote:

Originally Posted by ch1nw3ll (Post 2797612)
Did some digging, it looks like they are swapping the entity table around. 1 min it's there, next it's all 00000000

Maybe because they added a "garbage collector"?

bhehe6813 18th May 2020 12:41 AM

Anyone know how to get the weapon template externally?

krembo 18th May 2020 05:00 PM

Quote:

Originally Posted by ch1nw3ll (Post 2798349)
yeh me too, looks like they are moving it around.

**edit **
What i wrote here might be nonse, it sometimes work sometimes not....

**original**
I checked it out today.
It's not resting all players and moving it around.
I think that before the update they would recreate the entire loot/players when something was removed or a player/scav was killed.
That probably had performance issues, so what they did is instead of deleting the players, they are just moving them to x0,y0,zSome negtive number.
Probably to save up on recreating all of it.
Anyway, i'm doing enteral rader, so now when a player/loot item has its x or y cords equal to zero i just consider it deleted.
After doing this everything is working fine.

m1k3yman 18th May 2020 07:15 PM

@krembo when you say negative number what range of numbers are we talking?

krembo 18th May 2020 08:03 PM

Quote:

Originally Posted by m1k3yman (Post 2800774)
@krembo when you say negative number what range of numbers are we talking?

It's pretty big, but you can just relay on x or y, z will not always be a wired number.

**edit**
I might be wrong on the z, i'm now checking the x,y,z are not 0.0 and it seems ok.

** edit 2 **
It not perfect, some times active players will get thier cords screwed, ill edit when ill find what is the problem.

onecool9009 18th May 2020 10:43 PM

Hey. Can someone post the current ReClass table for the game?
Like here, but with actual offsets: Escape from Tarkov Reversal, Structs and Offsets

spangebob95 19th May 2020 03:57 PM

Can anyone help on the version 0.12.4.6297

The code was taken from version 0.7 and I'm not sure that the ways to get the desired values remained the same. I tried to change the offset to the right ones, but most likely the problem is in the way of getting the right chain for the desired value.

FPS camera? -
Code:

            long n65a = mem.Read<long>(addr + 0x30);//0x30
            long n70a = mem.Read<long>(n65a + 0x18);//0x18
            long lgwa = mem.Read<long>(n70a + 0x28);//0x28

Player -
Code:

public int GetCount()
        {
            return mem.Read<int>(addr + 0x18);
        }
 public Player[] GetPlayers()
        {
            int playerCount = GetCount();

            long fpAddr = mem.Read<long>(addr + 0x10);

            Player[] p = new Player[playerCount];
            for (int i = 0; i < playerCount; i++)
            {
                p[i] = new Player(mem.Read<long>(fpAddr + 0x20 + (i * 0x8)), mem);
            }
            return p;
        }

https://i.imgur.com/zYAKOuM.png

Reff 23rd May 2020 05:05 AM

Quote:

Originally Posted by krembo (Post 2800626)
**edit **
What i wrote here might be nonse, it sometimes work sometimes not....

**original**
I checked it out today.
It's not resting all players and moving it around.
I think that before the update they would recreate the entire loot/players when something was removed or a player/scav was killed.
That probably had performance issues, so what they did is instead of deleting the players, they are just moving them to x0,y0,zSome negtive number.
Probably to save up on recreating all of it.
Anyway, i'm doing enteral rader, so now when a player/loot item has its x or y cords equal to zero i just consider it deleted.
After doing this everything is working fine.

What?

They don't delete and recreate anything...? Why would they do that? That makes no sense! Recreate what? Each game session is a world with entities.. That's it. They initialize all lootable items on session start and whenever you connect, whenever something is looted it is simply not part of the objects in world, and is now inside the inventory of who looted it.

They did not change anything either. When another "player" is killed, it creates an item on their body position which is lootable with their inventory contents.

One thing they do for sure is, if you are inside the match when someone dies, their body is a normal player body. If you connect (or reconnect) to a match after a player died, their body is there and it's organized like a bot/scav body instead.

But they don't really change position, once a player dies, it dies. He is dead on the ground, for all clients and the world, and a dead item is also dropped on that position called default_inventory, which is a container, that holds all items structuring the actual player inventory.


Also not related but I noticed that scavs have 4 gamma containers with them too, usually filled with ammo. (hence it looks like they have unlimited ammo, but in reality they just have a lot sticked in those fake gamma containers but once you kill them, there's only a minimal amount of ammo to loot)

krembo 23rd May 2020 08:53 AM

Quote:

Originally Posted by Reff (Post 2806117)
What?

They don't delete and recreate anything...? Why would they do that? That makes no sense! Recreate what? Each game session is a world with entities.. That's it. They initialize all lootable items on session start and whenever you connect, whenever something is looted it is simply not part of the objects in world, and is now inside the inventory of who looted it.

They did not change anything either. When another "player" is killed, it creates an item on their body position which is lootable with their inventory contents.

One thing they do for sure is, if you are inside the match when someone dies, their body is a normal player body. If you connect (or reconnect) to a match after a player died, their body is there and it's organized like a bot/scav body instead.

But they don't really change position, once a player dies, it dies. He is dead on the ground, for all clients and the world, and a dead item is also dropped on that position called default_inventory, which is a container, that holds all items structuring the actual player inventory.


Also not related but I noticed that scavs have 4 gamma containers with them too, usually filled with ammo. (hence it looks like they have unlimited ammo, but in reality they just have a lot sticked in those fake gamma containers but once you kill them, there's only a minimal amount of ammo to loot)

There seems to be an issue when using external that sometimes worlds are getting mixed, not sure what is going on, but first game you play everything is working correctly, second or third game is when thing start fucking up and players are missing / they get 0,0,0 cords

bhehe6813 24th May 2020 06:03 PM

Quote:

Originally Posted by krembo (Post 2806232)
There seems to be an issue when using external that sometimes worlds are getting mixed, not sure what is going on, but first game you play everything is working correctly, second or third game is when thing start fucking up and players are missing / they get 0,0,0 cords

Yeah, no. There's no issue. Your logic for refreshing the local world is wrong.

Reff 25th May 2020 11:03 AM

Quote:

Originally Posted by krembo (Post 2806232)
There seems to be an issue when using external that sometimes worlds are getting mixed, not sure what is going on, but first game you play everything is working correctly, second or third game is when thing start fucking up and players are missing / they get 0,0,0 cords

Not sure how it works for you since I am internal but I just hook the OnGameStarted() and OnDestroy as well (they don't use this one for anything, it's just unity calling it) to know when the game's start and end.

Even though a basic null check will tell you if it's valid or not (if game is happening or not), internally.

2858357545 25th May 2020 04:12 PM

Can you tell me how I get my character name


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

onecool9009 26th May 2020 09:41 AM

Hi! Where can I find hashes of weapons and loot?

ch1nw3ll 26th May 2020 01:49 PM

Quote:

Originally Posted by onecool9009 (Post 2809396)
Hi! Where can I find hashes of weapons and loot?

pastebin JRX3Envt

942269409 27th May 2020 12:24 AM

Does anyone have the structure and offset of Tarkov version 0.12.5.7295. Could you send me a copy, please? Thank you very much!

pubgnice 27th May 2020 03:07 PM

Code:

    private unsafe void OpenDoor()
        {
            foreach (Door worldInteractiveObject in FindObjectsOfType<Door>())
            {
                if (worldInteractiveObject.DoorState != EDoorState.Open && Vector3.Distance(worldInteractiveObject.transform.position, Main.LocalPlayer.Position) <= 20f)
                {
                    worldInteractiveObject.DoorState = EDoorState.Shut;
                }
            }
        }

I use the door to unlock and get banned!!

Does anyone know any other way to unlock the door?

thk u

onecool9009 27th May 2020 04:56 PM

Hi! How to get curent Health? I read Health = playerProfile + 0x40] + 0x18] + 0x10] <- float and get always 100

Guys, how to get hash firstWeapon? could you suggest the right chain?
I tried playerAddr + 0x408] + 0x118] + 0x10] + 0x80] + 0x20] + 0x20] + 0x58, but it seems she is not true

hyreZZ 27th May 2020 09:47 PM

Quote:

Originally Posted by onecool9009 (Post 2810762)
Hi! How to get curent Health? I read Health = playerProfile + 0x40] + 0x18] + 0x10] <- float and get always 100

Guys, how to get hash firstWeapon? could you suggest the right chain?
I tried playerAddr + 0x408] + 0x118] + 0x10] + 0x80] + 0x20] + 0x20] + 0x58, but it seems she is not true


u need to collect the health of each bone

onecool9009 28th May 2020 07:51 AM

Quote:

Originally Posted by onecool9009 (Post 2810762)
Hi! How to get curent Health? I read Health = playerProfile + 0x40] + 0x18] + 0x10] <- float and get always 100

Guys, how to get hash firstWeapon? could you suggest the right chain?
I tried playerAddr + 0x408] + 0x118] + 0x10] + 0x80] + 0x20] + 0x20] + 0x58, but it seems she is not true

so it works: playerAddr + handsContoller(0x410)] + 0x50] + 0x20] + 0x58] <- active weapon name. but is it possible to somehow find a weapon hash?

Nov 28th May 2020 08:59 AM

Quote:

Originally Posted by onecool9009 (Post 2811497)
so it works: playerAddr + handsContoller(0x410)] + 0x50] + 0x20] + 0x58] <- active weapon name. but is it possible to somehow find a weapon hash?

0x50 instead of 0x58
Code:

EFT.InventoryLogic.ItemTemplate
v0.12.5.7295
...
50  _id                String
58  _name              String
60  _parent            String


onecool9009 28th May 2020 09:15 AM

Quote:

Originally Posted by Nov (Post 2811537)
0x50 instead of 0x58
Code:

EFT.InventoryLogic.ItemTemplate
v0.12.5.7295
...
50  _id                String
58  _name              String
60  _parent            String


Could you show how you found this in CE mono dissect in detail? I tried, but I could not find (there were many similar classes with garbage). I don’t want to constantly spam questions about offsets here....

thx.
I learned)

krembo 28th May 2020 03:18 PM

GOM is still at 0x151A218
player profile 0x3E0
player body 0xA0
skeleton body + 0x30

onecool9009 28th May 2020 04:04 PM

Code:

// player struct
static ULONG64 m_pLocalPlayerChecker = 0x18;
static ULONG64 m_pPlayerBody = 0xA0; // EFT.PlayerBody
static ULONG64 m_pProceduralWeaponAnimation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
static ULONG64 m_pPlayerProfile = 0x3E0; // EFT.Profile
static ULONG64 m_pHealthController = 0x410; // EFT.??
static ULONG64 m_pInventoryController = 0x420; // EFT.??
static ULONG64 m_pHandsController = 0x428; // EFT.Player.AbstractHandsController

this new offsets of player struct. Tell me class names of ??

okoko98ttt 28th May 2020 04:05 PM

you r great!

nikobelic29 28th May 2020 04:21 PM

Code:


#define UNKNOWNENTITY_PLAYERPROFILE 0x3E0 //0x3C8
#define UNKNOWNENTITY_LOCALPLAYERCHECK 0x18 //action_0
#define UNKNOWNENTITY_PROCEDURALWEAPONANIMATION 0x168 //0x70
#define UNKNOWNENTITY_HEALTHCONTROLLER 0x410 // 0x03F8
#define UNKNOWNENTITY_BODY 0xA0 //0x88
#define UNKNOWNENTITY_FIRST 0x10
#define UNKNOWNENTITY_MOVEMENTCONTEXT 0x38 //0x38
#define UNKNOWNENTITY_HANDSCONTROLLER 0x428 //0x3F8
#define UNKNOWNENTITY_INTERACTABLEOBJECT_0 0x248 //0x230
#define UNKNOWNENTITY_PLAYERBONES 0x478 //0x458 // PlayerBones

#define PROCEDUALWEAPONANIMATION_CLOSER 0x14e //0x146 // boolean
#define PROCEDUALWEAPONANIMATION_MASK 0xe8 //0xe0 // 4 bytes is enough

#define MOVEMENTCONTEXT_VIEW 0x1d8 // 0x1E0

not tested, will test when BSG fix their stupid shit

Edit: tested


Quote:

Originally Posted by onecool9009 (Post 2811925)
Code:

// player struct
static ULONG64 m_pLocalPlayerChecker = 0x18;
static ULONG64 m_pPlayerBody = 0xA0; // EFT.PlayerBody
static ULONG64 m_pProceduralWeaponAnimation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
static ULONG64 m_pPlayerProfile = 0x3E0; // EFT.Profile
static ULONG64 m_pHealthController = 0x410; // EFT.??
static ULONG64 m_pInventoryController = 0x420; // EFT.??
static ULONG64 m_pHandsController = 0x428; // EFT.Player.AbstractHandsController

this new offsets of player struct. Tell me class names of ??

static ULONG64 m_pLocalPlayerChecker = 0x18; // System.Action<System.Single,System.Single,System.Int32>
static ULONG64 m_pHealthController = 0x410; // GInterface147 after decryption
static ULONG64 m_pInventoryController = 0x420; // GClass1585 after decryption

onecool9009 28th May 2020 04:28 PM

Code:

// EFT.PlayerBody
static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;

its valid?

Quote:

Originally Posted by nikobelic29 (Post 2811941)
Code:


#define UNKNOWNENTITY_PLAYERPROFILE 0x3E0 //0x3C8
#define UNKNOWNENTITY_LOCALPLAYERCHECK 0x18 //action_0
#define UNKNOWNENTITY_PROCEDURALWEAPONANIMATION 0x168 //0x70
#define UNKNOWNENTITY_HEALTHCONTROLLER 0x410 // 0x03F8
#define UNKNOWNENTITY_BODY 0xA0 //0x88
#define UNKNOWNENTITY_FIRST 0xf0 //0x10 //test
#define UNKNOWNENTITY_MOVEMENTCONTEXT 0x38 //0x38
#define UNKNOWNENTITY_HANDSCONTROLLER 0x428 //0x3F8
#define UNKNOWNENTITY_INTERACTABLEOBJECT_0 0x248 //0x230
#define UNKNOWNENTITY_PLAYERBONES 0x478 //0x458 // PlayerBones

#define PROCEDUALWEAPONANIMATION_CLOSER 0x14e //0x146 // boolean
#define PROCEDUALWEAPONANIMATION_MASK 0xe8 //0xe0 // 4 bytes is enough

#define MOVEMENTCONTEXT_VIEW 0x238 // 0x1E0 test

not tested, will test when BSG fix their stupid shit




static ULONG64 m_pLocalPlayerChecker = 0x18; // System.Action<System.Single,System.Single,System.Int32>
static ULONG64 m_pHealthController = 0x410; // GInterface147 after decryption
static ULONG64 m_pInventoryController = 0x420; // GClass1585 after decryption

how is it going decryption?

nikobelic29 28th May 2020 05:54 PM

Quote:

Originally Posted by onecool9009 (Post 2811944)
Code:

// EFT.PlayerBody
static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;

its valid?


how is it going decryption?

de4dot deobfuscate.

Also bone seems to be changed.

onecool9009 28th May 2020 07:48 PM

guys give me please chain for loot Hasn and Name or name class in mono dissect

nikobelic29 28th May 2020 08:12 PM

Quote:

Originally Posted by onecool9009 (Post 2812184)
guys give me please chain for loot Hasn and Name or name class in mono dissect

all the item classes are obfuscated so I cannot give an exact name. But you can backtrack using the field name "CreditsPrice", where itemlist->itemobj->itemprofile->itemstat->item->template->creditsprice. If you manage to figure out the type of any of them lmk as I am looking as well.

as for reading method refer to Escape from Tarkov Reversal, Structs and Offsets it didn't change.

for the localized names, I am still looking into how to get the dictionary under the Localized class

Skengdo 28th May 2020 10:18 PM

// EFT.Player
MovementContext = 0x38;
ProceduralWeaponAnimation = 0x168;
PlayerBody = 0xA0;
PlayerProfile = 0x3E0;
HealthController = 0x410;
HandsController = 0x428;
Physical = 0x3F0;
InventoryController = 0x420;

edit: oops everything was posted already :smashfreakB:

onecool9009 28th May 2020 11:01 PM

can anyone share their function GetBonePos? mine seems to be very slow in the kernel... my func (pasted):
Code:

NTSTATUS GetBonePosition(PEPROCESS targetProcess, ULONG64 playerBaseAddress, int boneID, Vector3* pos)
{
        NTSTATUS    status = STATUS_UNSUCCESSFUL;

        pos->x = 0.f;
        pos->y = 0.f;
        pos->z = 0.f;

        ULONG64 playerBody = 0x0; // 0x88
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBaseAddress + m_pPlayerBody), &playerBody, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pSkeletonRootJoin = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBody + m_pSkeletonRootJoin), &pSkeletonRootJoin, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneEnumerator = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(pSkeletonRootJoin + m_pBoneEnumerator), &pBoneEnumerator, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pTransformArray = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneEnumerator + m_pTransformArray), &pTransformArray, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBone = 0x0; // 0x20 + 8 * boneID
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformArray + m_pBoneArray + 8 * boneID), &pBone, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneTransform = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBone + m_pBoneTransform), &pBoneTransform, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        if (!pBoneTransform)
                return STATUS_UNSUCCESSFUL;

        __m128 result;
        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        TransformAccessReadOnly pTransformAccessReadOnly;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x38), &pTransformAccessReadOnly, sizeof(TransformAccessReadOnly));
        if (!NT_SUCCESS(status))
                return status;

        unsigned int index = 0;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x40), &index, sizeof(unsigned int));
        if (!NT_SUCCESS(status))
                return status;

        TransformData transformData;
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformAccessReadOnly.pTransformData + 0x18), &transformData, sizeof(TransformData));
        if (!NT_SUCCESS(status))
                return status;

        if (transformData.pTransformArray && transformData.pTransformIndices)
        {
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * index), &result, sizeof(__m128));
                if (!NT_SUCCESS(status))
                        return status;

                int transformIndex = 0;
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * index), &transformIndex, sizeof(int));
                if (!NT_SUCCESS(status))
                        return status;

                int pSafe = 0;
                while (transformIndex >= 0 && pSafe++ < 200)
                {
                        Matrix3x4 matrix34;
                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * transformIndex), &matrix34, sizeof(Matrix3x4));
                        if (!NT_SUCCESS(status))
                                return status;

                        __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                        __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                        __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                        __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                        __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                        __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                        __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                        result = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                tmp7)), *(__m128*)(&matrix34.vec0));

                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * transformIndex), &transformIndex, sizeof(int));
                        if (!NT_SUCCESS(status))
                                return status;
                }
        }

        pos->x = result.m128_f32[0];
        pos->y = result.m128_f32[1];
        pos->z = result.m128_f32[2];

        return status;
}

offsets:
Code:

static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;


nikobelic29 28th May 2020 11:59 PM

Quote:

Originally Posted by onecool9009 (Post 2812389)
can anyone share their function GetBonePos? mine seems to be very slow in the kernel... my func (pasted):
Code:

NTSTATUS GetBonePosition(PEPROCESS targetProcess, ULONG64 playerBaseAddress, int boneID, Vector3* pos)
{
        NTSTATUS    status = STATUS_UNSUCCESSFUL;

        pos->x = 0.f;
        pos->y = 0.f;
        pos->z = 0.f;

        ULONG64 playerBody = 0x0; // 0x88
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBaseAddress + m_pPlayerBody), &playerBody, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pSkeletonRootJoin = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBody + m_pSkeletonRootJoin), &pSkeletonRootJoin, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneEnumerator = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(pSkeletonRootJoin + m_pBoneEnumerator), &pBoneEnumerator, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pTransformArray = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneEnumerator + m_pTransformArray), &pTransformArray, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBone = 0x0; // 0x20 + 8 * boneID
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformArray + m_pBoneArray + 8 * boneID), &pBone, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneTransform = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBone + m_pBoneTransform), &pBoneTransform, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        if (!pBoneTransform)
                return STATUS_UNSUCCESSFUL;

        __m128 result;
        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        TransformAccessReadOnly pTransformAccessReadOnly;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x38), &pTransformAccessReadOnly, sizeof(TransformAccessReadOnly));
        if (!NT_SUCCESS(status))
                return status;

        unsigned int index = 0;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x40), &index, sizeof(unsigned int));
        if (!NT_SUCCESS(status))
                return status;

        TransformData transformData;
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformAccessReadOnly.pTransformData + 0x18), &transformData, sizeof(TransformData));
        if (!NT_SUCCESS(status))
                return status;

        if (transformData.pTransformArray && transformData.pTransformIndices)
        {
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * index), &result, sizeof(__m128));
                if (!NT_SUCCESS(status))
                        return status;

                int transformIndex = 0;
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * index), &transformIndex, sizeof(int));
                if (!NT_SUCCESS(status))
                        return status;

                int pSafe = 0;
                while (transformIndex >= 0 && pSafe++ < 200)
                {
                        Matrix3x4 matrix34;
                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * transformIndex), &matrix34, sizeof(Matrix3x4));
                        if (!NT_SUCCESS(status))
                                return status;

                        __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                        __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                        __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                        __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                        __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                        __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                        __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                        result = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                tmp7)), *(__m128*)(&matrix34.vec0));

                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * transformIndex), &transformIndex, sizeof(int));
                        if (!NT_SUCCESS(status))
                                return status;
                }
        }

        pos->x = result.m128_f32[0];
        pos->y = result.m128_f32[1];
        pos->z = result.m128_f32[2];

        return status;
}

offsets:
Code:

static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x30;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;


holy shit kernel cpp.
some bones in the list have nullptr, do some null pointer check.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

pubgcheck 29th May 2020 02:42 AM

delete

2858357545 29th May 2020 04:33 AM

How do I get player health and player name can anyone tell me?

onecool9009 29th May 2020 10:13 AM

Quote:

Originally Posted by nikobelic29 (Post 2812438)
holy shit kernel cpp.
some bones in the list have nullptr, do some null pointer check.

Hi! I'm sorry...
I do not understand. I have a check nullptr:
Code:

if (!pBoneTransform)
                return STATUS_UNSUCCESSFUL;

please tell in more detail about the solution to my problem. I will be very grateful.

Quote:

Originally Posted by 2858357545 (Post 2812595)
How do I get player health and player name can anyone tell me?

https://www.unknowncheats.me/forum/2811109-post2366.html
playerName: playerEntity -> m_pPlayerProfile -> m_pAccountInfo -> m_pAccountName

Offsets:
Code:

// EFT.Player +
static ULONG64 m_pLocalPlayerChecker = 0x18;
static ULONG64 m_pPlayerBody = 0xA0; // EFT.PlayerBody
static ULONG64 m_pProceduralWeaponAnimation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
static ULONG64 m_pPlayerProfile = 0x3E0; // EFT.Profile
static ULONG64 m_pHealthController = 0x410; // GInterface147
static ULONG64 m_pInventoryController = 0x420; // GClass1585
static ULONG64 m_pHandsController = 0x428; // EFT.Player.AbstractHandsController

// EFT.PlayerBody
static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;

// EFT.Profile +
static ULONG64 m_pPlayerId = 0x10; // UnityEngineString
static ULONG64 m_pAccountInfo = 0x28; // ??
static ULONG64 m_pInventory = 0x40; // ??

// ?? +
static ULONG64 m_pAccountName = 0x10;
static ULONG64 m_pAccountCreationDate = 0x54;
static ULONG64 m_pAccountType = 0x60;

// EFT.Player.AbstractHandsController +
static ULONG64 m_pActiveWeapon = 0x50; // EFT.InventoryLogic.Item
static ULONG64 m_pWeaponTemplate = 0x20; // EFT.InventoryLogic.ItemTemplate
static ULONG64 m_pWeaponHash = 0x50; // UnityEngineString
static ULONG64 m_pWeaponName = 0x58; // UnityEngineString

// GInterface147
static ULONG64 m_pHealthBody = 0x18; // HealthBody
static ULONG64 m_pBodyController = 0x18; // BodyController

// BodyController
static ULONG64 m_pHealthHead = 0x30; // HealthContainer
static ULONG64 m_pHealthThorax = 0x48; // HealthContainer
static ULONG64 m_pHealthStomach = 0x60; // HealthContainer
static ULONG64 m_pHealthLeftArm = 0x78; // HealthContainer
static ULONG64 m_pHealthRightArm = 0x90; // HealthContainer
static ULONG64 m_pHealthLeftLeg = 0xA8; // HealthContainer
static ULONG64 m_pHealthRightLeg = 0xC0; // HealthContainer

// HealthContainer
static ULONG64 m_pHealth = 0x10; // Health

// Health
static ULONG64 health = 0x10; // float
static ULONG64 maxHealth = 0x14; // float


ItsOver 29th May 2020 11:04 AM

GO + comp list ] + transform ] + 0x38 ] + 0xB0 = Position. < Is this chain still valid? And does anyone have the mask offset under proceduralWeaponAnimation?

Does anyone have the mask offset under proceduralWeaponAnimation?

ichbinkrass 29th May 2020 11:57 AM

Quote:

Originally Posted by ItsOver (Post 2812830)
GO + comp list ] + transform ] + 0x38 ] + 0xB0 = Position. < Is this chain still valid? And does anyone have the mask offset under proceduralWeaponAnimation?

e8 : Mask (type: EFT.Animations.EProceduralAnimationMask)

ch1nw3ll 29th May 2020 07:41 PM

Quote:

Originally Posted by onecool9009 (Post 2812389)
can anyone share their function GetBonePos? mine seems to be very slow in the kernel... my func (pasted):
Code:

NTSTATUS GetBonePosition(PEPROCESS targetProcess, ULONG64 playerBaseAddress, int boneID, Vector3* pos)
{
        NTSTATUS    status = STATUS_UNSUCCESSFUL;

        pos->x = 0.f;
        pos->y = 0.f;
        pos->z = 0.f;

        ULONG64 playerBody = 0x0; // 0x88
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBaseAddress + m_pPlayerBody), &playerBody, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pSkeletonRootJoin = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(playerBody + m_pSkeletonRootJoin), &pSkeletonRootJoin, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneEnumerator = 0x0; // 0x28
        status = ReadProcessMemory(targetProcess, (PVOID)(pSkeletonRootJoin + m_pBoneEnumerator), &pBoneEnumerator, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pTransformArray = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneEnumerator + m_pTransformArray), &pTransformArray, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBone = 0x0; // 0x20 + 8 * boneID
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformArray + m_pBoneArray + 8 * boneID), &pBone, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        ULONG64 pBoneTransform = 0x0; // 0x10
        status = ReadProcessMemory(targetProcess, (PVOID)(pBone + m_pBoneTransform), &pBoneTransform, sizeof(ULONG64));
        if (!NT_SUCCESS(status))
                return status;

        if (!pBoneTransform)
                return STATUS_UNSUCCESSFUL;

        __m128 result;
        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        TransformAccessReadOnly pTransformAccessReadOnly;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x38), &pTransformAccessReadOnly, sizeof(TransformAccessReadOnly));
        if (!NT_SUCCESS(status))
                return status;

        unsigned int index = 0;
        status = ReadProcessMemory(targetProcess, (PVOID)(pBoneTransform + 0x40), &index, sizeof(unsigned int));
        if (!NT_SUCCESS(status))
                return status;

        TransformData transformData;
        status = ReadProcessMemory(targetProcess, (PVOID)(pTransformAccessReadOnly.pTransformData + 0x18), &transformData, sizeof(TransformData));
        if (!NT_SUCCESS(status))
                return status;

        if (transformData.pTransformArray && transformData.pTransformIndices)
        {
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * index), &result, sizeof(__m128));
                if (!NT_SUCCESS(status))
                        return status;

                int transformIndex = 0;
                status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * index), &transformIndex, sizeof(int));
                if (!NT_SUCCESS(status))
                        return status;

                int pSafe = 0;
                while (transformIndex >= 0 && pSafe++ < 200)
                {
                        Matrix3x4 matrix34;
                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformArray + 0x30 * transformIndex), &matrix34, sizeof(Matrix3x4));
                        if (!NT_SUCCESS(status))
                                return status;

                        __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                        __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                        __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                        __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                        __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                        __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                        __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                        result = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                tmp7)), *(__m128*)(&matrix34.vec0));

                        status = ReadProcessMemory(targetProcess, (PVOID)(transformData.pTransformIndices + 0x4 * transformIndex), &transformIndex, sizeof(int));
                        if (!NT_SUCCESS(status))
                                return status;
                }
        }

        pos->x = result.m128_f32[0];
        pos->y = result.m128_f32[1];
        pos->z = result.m128_f32[2];

        return status;
}

offsets:
Code:

static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;


try more like this. https://www.unknowncheats.me/forum/2119170-post2.html
just needs 1 tweek to work.

ItsOver 29th May 2020 10:18 PM

Quote:

Originally Posted by krembo (Post 2806232)
There seems to be an issue when using external that sometimes worlds are getting mixed, not sure what is going on, but first game you play everything is working correctly, second or third game is when thing start fucking up and players are missing / they get 0,0,0 cords

Did you manage to fix this issue?

kolsters 30th May 2020 10:29 AM

Localplayer location moved from movementcontext + 0x1F0 to 0x1E8

Anyone else having problems with nullpointers in the GOM list after a few games?
Before the update when I found a nullptr I would just read the list again and the pointers would be fine, but now it stays broken untill a game restart. Is there a proper fix for this or do I need to start sig scanning for the GameWorld?

onecool9009 30th May 2020 10:43 AM

Quote:

Originally Posted by kolsters (Post 2813963)
Localplayer location moved from movementcontext + 0x1F0 to 0x1E8

Anyone else having problems with nullpointers in the GOM list after a few games?
Before the update when I found a nullptr I would just read the list again and the pointers would be fine, but now it stays broken untill a game restart. Is there a proper fix for this or do I need to start sig scanning for the GameWorld?

I'm good...
made 10 games without problems yesterday

Quote:

Originally Posted by ch1nw3ll (Post 2813430)
try more like this. https://www.unknowncheats.me/forum/2119170-post2.html
just needs 1 tweek to work.

thx! It's work!

ItsOver 30th May 2020 10:47 AM

Quote:

Originally Posted by onecool9009 (Post 2813972)
I'm good...
made 10 games without problems yesterday



thx! It's work!

Are you external or internal?
If external whats your logic for refreshing the gameworld

onecool9009 30th May 2020 10:54 AM

Quote:

Originally Posted by ItsOver (Post 2813973)
Are you external or internal?
If external whats your logic for refreshing the gameworld

external

ItsOver 30th May 2020 11:37 AM

Even with refreshing the LocalGameWorld / ActiveObject List every read, certain entities still have zero'd positions:
https://i.imgur.com/DJrfdbc.png
I'm not really sure whats causing this :dunno:

nikobelic29 30th May 2020 01:45 PM

Quote:

Originally Posted by ItsOver (Post 2814004)
Even with refreshing the LocalGameWorld / ActiveObject List every read, certain entities still have zero'd positions:
https://i.imgur.com/DJrfdbc.png
I'm not really sure whats causing this :dunno:

since the 12.5.7xxx update when a player/ai dies its position is set to 0 instead of recreating the list. just check the health

ItsOver 30th May 2020 01:50 PM

Quote:

Originally Posted by nikobelic29 (Post 2814107)
since the 12.5.7xxx update when a player/ai dies its position is set to 0 instead of recreating the list. just check the health

Seems to be happening to all players including local player regardless of being alive or dead.
Currently debugging to see whats happening to the transform of these entities. I'll edit this when I figure it out

EDIT:

So it seems the TransformArray is a nullptr for these entities. Everything is valid in the chain up to it.
pPlayerBody (0xA0) ] pSkeletonRootJoin (0x28) ] pBoneEnumerator (0x28) ] pTransformArray (0x10) <--- NullPTR

If you have any ideas to why this is happening let me know

EDIT2:

Some of the entities that have null position can be fixed by changing pSkeletonRootJoin to 0x30. This however breaks other entities.

djskullyx64 31st May 2020 01:54 AM

Is offset for FirstActiveObject still 0x18?
And is GOM still UnityPlayer.dll + 0x151A218 ?

Edit: It's not the offsets. They are doing something now that prevents you from walking the list of loaded modules. Anyone else notice this? I'm external

dracorx 31st May 2020 06:32 AM

Quote:

Originally Posted by ItsOver (Post 2814004)
Even with refreshing the LocalGameWorld / ActiveObject List every read, certain entities still have zero'd positions:

iirc the only reliable way to get player root pos is to take left and right foot bone then calculate the midpoint. Root bone and other offsets are not always updated or null.

biGGer 31st May 2020 07:13 AM

Bones dict is always up to date
Quote:

Originally Posted by dracorx (Post 2814785)
iirc the only reliable way to get player root pos is to take left and right foot bone then calculate the midpoint. Root bone and other offsets are not always updated or null.

What do you think is the last bone in the transform chain for feet? It's root.

And there are no dead players in the players list

snaps 31st May 2020 09:02 AM

Can you get the real player name on scavengers instead of the random russian one?

HELOHELO121 31st May 2020 09:52 AM

Does BSG ban if you modify Skills still or was that a saber thing? I also remember setting mask to null caused a ban too, is that still true?

ItsOver 31st May 2020 02:38 PM

Anyone has an Assembly-Sharp pre 0.12.5?

EDIT:

A reliable way to read player positions externally without getting 0'd positions:

Code:

static std::vector <uintptr_t> offsetbody_transform{0x478, 0x100}; // EFT Player] 0x478 PlayerBones ] 0x100 BodyTransform + 0x10 = Original (Transform)
uint64_t bodytransform = ReadChain(player, offset_body_transform);
player.location = this->GetPos(ReadData<uint64_t>(bodytransform + 0x10));

Still trying to figure out the problem with the bones...


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

nikobelic29 31st May 2020 04:01 PM

Quote:

Originally Posted by dracorx (Post 2814785)
iirc the only reliable way to get player root pos is to take left and right foot bone then calculate the midpoint. Root bone and other offsets are not always updated or null.

Just use unity's transform location for all game objects lol

Entity + 0x30] + 0x30] + 0x8] + 0x38] + 0xb0 read as Vector3
Entity->gameobject->objectclass->transform->visualstate->position

Quote:

Originally Posted by djskullyx64 (Post 2814671)
Is offset for FirstActiveObject still 0x18?
And is GOM still UnityPlayer.dll + 0x151A218 ?

Edit: It's not the offsets. They are doing something now that prevents you from walking the list of loaded modules. Anyone else notice this? I'm external

are you doing MmIsValidAddress in your driver? some of the dormant objects sometimes trigger mmis

ItsOver 31st May 2020 04:59 PM

Quote:

Originally Posted by nikobelic29 (Post 2815121)
~

I dont really know much about the unity engine :) That chain fails @ the 2nd 0x30, there is no ptr there.
Do you get your bone transforms through PlayerBones or Diz.Skinning.Skeleton?

Edit:
Swapped from Diz.Skinning.Skeleton to PlayerBones and everything works properly now :thrinkang:
PlayerBones if anyone needs it

djskullyx64 31st May 2020 05:24 PM

I'm not using driver. I'm going to just check PEB->Ldr->InLoadOrderModuleList to walk the LDR_DATA_TABLE_ENTRY structs and see which modules are loaded where.

mikangchan 31st May 2020 05:28 PM

Quote:

Originally Posted by dracorx (Post 2814785)
iirc the only reliable way to get player root pos is to take left and right foot bone then calculate the midpoint. Root bone and other offsets are not always updated or null.

isn't bone 0 the root pos?

djskullyx64 31st May 2020 05:38 PM

Does anyone have any idea what they are doing to obfuscate the list of loaded modules? The previous method I was using to find the base address of UnityPlayer.dll isn't working. Something has changed.

HELOHELO121 31st May 2020 05:51 PM

Quote:

Originally Posted by ItsOver (Post 2815163)
I dont really know much about the unity engine :) That chain fails @ the 2nd 0x30, there is no ptr there.
Do you get your bone transforms through PlayerBones or Diz.Skinning.Skeleton?

Edit:
Swapped from Diz.Skinning.Skeleton to PlayerBones and everything works properly now :thrinkang:
PlayerBones if anyone needs it

Oddly enough I use Diz.Skinning.Skeleton for player positions and that's never been a problem for me (external)

ItsOver 31st May 2020 05:57 PM

Quote:

Originally Posted by HELOHELO121 (Post 2815228)
Oddly enough I use Diz.Skinning.Skeleton for player positions and that's never been a problem for me (external)

Out of curiosity do you mind sharing how you're reading the bones? Something definitely happened post patch 12.5 that broke it for me

pubgnice 31st May 2020 06:30 PM

I use the outside do anyone know how to judge whether it's in the hall or in the game?

HELOHELO121 31st May 2020 07:05 PM

Quote:

Originally Posted by ItsOver (Post 2815230)
Out of curiosity do you mind sharing how you're reading the bones? Something definitely happened post patch 12.5 that broke it for me

myPlayer.GetBoneMatrix().GetBone(EHumanBones.Head).GetPosition()

Code:

class Player : public BaseClass {
        BoneMatrix GetBoneMatrix() {
                ULONG64 _playerBody = Mem.Read<ULONG64>(addr + 0xA0); // a0 : _playerBody (type: EFT.PlayerBody)
                ULONG64 SkeletonRootJoint = Mem.Read<ULONG64>(_playerBody + 0x28); // 28 : SkeletonRootJoint (type: Diz.Skinning.Skeleton)

                return BoneMatrix(Mem.Read<ULONG64>(SkeletonRootJoint + 0x28)); // 28 : _values (type: System.Collections.Generic.List<UnityEngine.Transform>)
        }
}

class Transform : public BaseClass {
private:
        struct TransformAccessReadOnly {
                ULONGLONG        pTransformData;
                int                        index;
        };

        struct TransformData {
                ULONGLONG pTransformArray;
                ULONGLONG pTransformIndices;
        };

        struct Matrix34 {
                vec4 vec0;
                vec4 vec1;
                vec4 vec2;
        };

        vec3 get_transform_position(uint64_t transform) {
                auto transform_internal = Mem.Read<uint64_t>(transform + 0x10);
                if (!transform_internal)
                        return vec3();

                __m128 result;

                const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
                const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
                const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

                TransformAccessReadOnly pTransformAccessReadOnly = Mem.Read<TransformAccessReadOnly>(transform_internal + 0x38);

                TransformData transformData = Mem.Read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

                SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
                SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

                // Allocate memory for storing large amounts of data (matricies and indicies)
                PVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
                PVOID pIndicesBuf = malloc(sizeIndicesBuf);

                if (pMatriciesBuf && pIndicesBuf) {
                        // Read Matricies array into the buffer
                        byte* matricies_buf_buf = Mem.ReadByteArray(transformData.pTransformArray, sizeMatriciesBuf);
                        memcpy(pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf);
                        delete matricies_buf_buf;

                        // Read Indices array into the buffer
                        byte* indices_buf_buf = Mem.ReadByteArray(transformData.pTransformIndices, sizeIndicesBuf);
                        memcpy(pIndicesBuf, indices_buf_buf, sizeIndicesBuf);
                        delete indices_buf_buf;

                        result = *(__m128*)((ULONGLONG)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
                        int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

                        while (transformIndex >= 0)
                        {
                                Matrix34 matrix34 = *(Matrix34*)((ULONGLONG)pMatriciesBuf + 0x30 * transformIndex);

                                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                                result = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                        tmp7)), *(__m128*)(&matrix34.vec0));

                                transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * transformIndex);
                        }

                        free(pMatriciesBuf);
                        free(pIndicesBuf);
                }

                return vec3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
        }
public:
        Transform(ULONG64 addr) : BaseClass(addr) {}

        vec3 GetPosition() {
                return get_transform_position(addr);
        }
};

class List : public BaseClass {
public:
        int Count = 0;
        ULONG64 items = 0;

        List(ULONG64 addr) : BaseClass(addr) {
                Count = Mem.Read<int>(addr + 0x18);
                items = Mem.Read<ULONG64>(addr + 0x10);
        }

        ULONG64 get(int index) {
                return Mem.Read<ULONG64>(items + (0x20 + (index * 0x8)));
        }

        ULONG64 operator[](int index) {
                return get(index);
        }
};

class BoneMatrix : public List {
public:
        BoneMatrix(ULONG64 addr) : List(addr) {}

        Transform GetBone(int bone) {
                return Transform(get(bone));
        }
};


nikobelic29 31st May 2020 07:28 PM

Anyone know the offset for SkinnedMeshRenderer under Diz.Skinning.AbstractSkin? Since the class is abstract it is not constructed until the initialization, thus the fields cannot be interpreted... Anyone know?

ItsOver 31st May 2020 11:45 PM

Quote:

Originally Posted by HELOHELO121 (Post 2815276)
~

I'm doing the exact same thing, reading the exact same chain, some entities just have a TransformArray that leads to nothing, just 0s :thinkfusion:

Razchek 1st June 2020 02:28 AM

Quote:

Originally Posted by ItsOver (Post 2815500)
I'm doing the exact same thing, reading the exact same chain, some entities just have a TransformArray that leads to nothing, just 0s :thinkfusion:

Out of curiosity I did a few raids to see if I could replicate your issue.

The only time I could get a bad pointer was when the entity itself became invalid; it was removed from the game's entity list - which is normally accounted for since my entity thread cycles at 100ms~, and bones thread at 4ms~.
For the purpose of testing, I left cached entities in the local list until they produced an issue.
Code:

ReadPtrChainDebug(entity.Address, new [] { 0xA0, 0x28, 0x28, 0x10 }, true, out var offIndex);
// Cached entity 0x000001D242680000 bMtx failed at offset 0x00A0 (offset index: 00)

Are you removing entities from your array when they're removed from the game's array?

Are you reading from the correct entity array?
Code:

PlayerArray = LocalWorld + 0x78;
Data = PlayerArray + 0x10; (playerEntity = (Data + 0x20 + (index * 0x8)))
Length = PlayerArray + 0x18;

Code:

ItemArray = LocalWorld + 0x58;
Data = ItemArray + 0x10; (itemEntity = (Data + 0x20 + (index * 0x8)))
Length = ItemArray + 0x18;

I have had no issues with my ESP since the update hit after I updated my offsets.

-
Edit: Are you grabbing characters from the active objects list instead?

__
Quote:

Originally Posted by pubgnice (Post 2815256)
I use the outside do anyone know how to judge whether it's in the hall or in the game?

Code:

gameWorld = FindActiveObject("GameWorld", gameObjectManagerAddress);
if (gameWorld == 0)
    inGame = false;


djskullyx64 1st June 2020 05:00 AM

Has anyone noticed that BattlEye seems to be stomping the IAT/Module List now? I've tried walking it and it's just empty. I can map the virtual memory ranges and get back valid ranges but the function/module names are all empty. Is this some new AC protection? I'm DMA External and need a way to get the base address of UnityPlayer.dll now that they seem to be obfuscating things.

ItsOver 1st June 2020 05:05 AM

Quote:

Originally Posted by djskullyx64 (Post 2815666)
~

Are you sure you didnt just update your Windows and your _EProcess offsets are off?

pubgnice 1st June 2020 06:56 PM

Code:

struct CamerasArray
{
        Camera**        Cameras;
        INT64                SizeMin;
        INT64                SizeCur;
        INT64                SizeMax;
};
 
Camera* EFT_FindCameraByName(const char* Name)
{
        if(CamerasArray* pCamerasArray = *(CamerasArray**)(0x1814B9400)) // Managers::AllCameras
        {
                for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
                {
                        if(Camera* pCamera = pCamerasArray->Cameras[i])
                        {
                                if(pCamera->IsActive())        // Camera:: + 0x39
                                {
                                        if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                                        {
                                                char* objectName = pCameraGameObject->GetName();        // GameObject:: + 0x60
                                                if(strcmp(objectName, Name) == NULL)
                                                        return pCamera;
                                        }
                                }
                        }
                }
        }
 
        return NULL;
}


CamerasArray* pCamerasArray =??
Do you know the latest offset?

ch1nw3ll 1st June 2020 09:16 PM

Quote:

Originally Posted by pubgnice (Post 2816205)
Code:

struct CamerasArray
{
        Camera**        Cameras;
        INT64                SizeMin;
        INT64                SizeCur;
        INT64                SizeMax;
};
 
Camera* EFT_FindCameraByName(const char* Name)
{
        if(CamerasArray* pCamerasArray = *(CamerasArray**)(0x1814B9400)) // Managers::AllCameras
        {
                for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
                {
                        if(Camera* pCamera = pCamerasArray->Cameras[i])
                        {
                                if(pCamera->IsActive())        // Camera:: + 0x39
                                {
                                        if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                                        {
                                                char* objectName = pCameraGameObject->GetName();        // GameObject:: + 0x60
                                                if(strcmp(objectName, Name) == NULL)
                                                        return pCamera;
                                        }
                                }
                        }
                }
        }
 
        return NULL;
}


CamerasArray* pCamerasArray =??
Do you know the latest offset?

external is 0x14BB400

ItsOver 1st June 2020 10:54 PM

Quote:

Originally Posted by Razchek (Post 2815591)
~

I'm not doing anything different from what you're doing.
I'm reading the objectlist from GOM, looping through it finding "GameWorld", then reading the chain GameWorld + 0x30] 0x18] 0x28] for LocalGameWorld
I'm reading the player list from LocalGameWorld + 0x78 as such:
Code:

    class UnityList
    {
    public:
        char pad_0x0000[0x20]; //0x0000
        uintptr_t* firstEntry; //0x0020
    };

    class PlayerList
    {
    public:
        char pad_0x0000[0x10]; //0x0000
        UnityList* listBase; //0x0010
        uint32_t Count; //0x0018
    };

All of this is obviously valid because I can read player profiles and names etc correctly. I then read the bone positions:
Code:

Vector3 GetBonePos( uint64_t player, int boneID ) {
    static std::vector <uint64_t> chain{0xA0, 0x28, 0x28, 0x10};
    auto bones = p.ReadChain(player, chain);
    uint64_t transf = p.ReadData<uint64_t>( uint64_t(bones) + (0x20 + (boneID * 8) ) );  //
    return GetPos(transf);
}

The last pointer from this chain 0xA0, 0x28, 0x28, 0x10 (Last read from 0x10) will point to an address thats just 0s.

djskullyx64 2nd June 2020 01:38 AM

Quote:

Originally Posted by ItsOver (Post 2815669)
Are you sure you didnt just update your Windows and your _EProcess offsets are off?

I'm not using _EProcess offsets. I'm using DMA.

Also, it works perfectly fine for any other process on my system.

Edit: For some reason it just started working. Idk what the problem even was. Will post back if I figure it out.

pubgnice 2nd June 2020 04:59 AM

thx nice bro !!

Lynxaa 2nd June 2020 07:04 AM

Quote:

Originally Posted by ItsOver (Post 2816400)
I'm not doing anything different from what you're doing.
I'm reading the objectlist from GOM, looping through it finding "GameWorld", then reading the chain GameWorld + 0x30] 0x18] 0x28] for LocalGameWorld
I'm reading the player list from LocalGameWorld + 0x78 as such:
Code:

    class UnityList
    {
    public:
        char pad_0x0000[0x20]; //0x0000
        uintptr_t* firstEntry; //0x0020
    };

    class PlayerList
    {
    public:
        char pad_0x0000[0x10]; //0x0000
        UnityList* listBase; //0x0010
        uint32_t Count; //0x0018
    };

All of this is obviously valid because I can read player profiles and names etc correctly. I then read the bone positions:
Code:

Vector3 GetBonePos( uint64_t player, int boneID ) {
    static std::vector <uint64_t> chain{0xA0, 0x28, 0x28, 0x10};
    auto bones = p.ReadChain(player, chain);
    uint64_t transf = p.ReadData<uint64_t>( uint64_t(bones) + (0x20 + (boneID * 8) ) );  //
    return GetPos(transf);
}

The last pointer from this chain 0xA0, 0x28, 0x28, 0x10 (Last read from 0x10) will point to an address thats just 0s.

Code:

  MAKE_PTR( uintptr_t, SkeletonRootJoint, 0x28 );

  uintptr_t GetTransformBase() {
    uintptr_t BoneEnumerator = *( uintptr_t* ) ( SkeletonRootJoint() + 0x28 );
    uintptr_t TransformArray = *( uintptr_t* ) ( BoneEnumerator + 0x10 );
    return TransformArray;
  }

  int GetBoneCount() {
    return *( int* ) ( GetTransformBase() + 0x18 );
  }

  uintptr_t GetBoneTransform( const size_t iBoneIndex ) {
    return *( uintptr_t* ) ( GetTransformBase() + ( 0x20 + ( iBoneIndex * 8 ) ) );
  }

Haven't had any issues since BattlEye was added.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

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-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
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djskullyx64 2nd June 2020 11:17 PM

Has Movement Context or player direction offset changed?

Razchek 3rd June 2020 03:17 AM

Quote:

Originally Posted by djskullyx64 (Post 2817701)
Has Movement Context or player direction offset changed?

Code:

MovementContext:  Entity + 0x38
Direction (Vec3):    MovementContext + 0x1D0 (Z is facing direction)
// Or Direction (float) MovementContext + 0x1E0

Quote:

Originally Posted by ItsOver (Post 2816400)
~

There's something else going on, unfortunately I can't pin it for you. Sorry lad. Good luck.

ItsOver 3rd June 2020 01:12 PM

Quote:

Originally Posted by Razchek (Post 2817883)
There's something else going on, unfortunately I can't pin it for you. Sorry lad. Good luck.

I appreciate the help regardless. I did some more digging and managed to find out why its happening. Do you have Auto RAM cleaner enabled? If not try enabling it and restarting your game. I can read the player bones perfectly with it off, it seems that their RAM cleaning / garbage collector is causing this issue.

onecool9009 3rd June 2020 04:58 PM

Hi! Is it possible to know the length of a string without iterating up to null char for strings of names gameObjectManager? For the lines inside the game world, everything is clear, but here it isn’t... As I understand it, the type is not System.String

Tell me what is the name of the caches, bags, boxes?

Lynxaa 3rd June 2020 06:55 PM

Quote:

Originally Posted by onecool9009 (Post 2818389)
Hi! Is it possible to know the length of a string without iterating up to null char for strings of names gameObjectManager? For the lines inside the game world, everything is clear, but here it isn�t... As I understand it, the type is not System.String

Tell me what is the name of the caches, bags, boxes?

You're correct, it's not System.String type.

Performing strlen/wcslen really wont hurt you at all, plus you should only be iterating until you found your object which should happen rather quickly.

For names of loot objects, just access the gameobject of LootItem or w/e the class is called and draw the name, the names will be pretty wack though so I'd recommend finding a way to properly filter containers.

djskullyx64 3rd June 2020 09:38 PM

Thanks! +rep. My Direction offset was wrong for some reason.

onecool9009 4th June 2020 09:05 AM

Quote:

Originally Posted by Lynxaa (Post 2818509)
You're correct, it's not System.String type.

Performing strlen/wcslen really wont hurt you at all, plus you should only be iterating until you found your object which should happen rather quickly.

For names of loot objects, just access the gameobject of LootItem or w/e the class is called and draw the name, the names will be pretty wack though so I'd recommend finding a way to properly filter containers.

Yes, I saw the names and partially learned to filter, but i can't find the hidden-places and bags since their names are not obvious... will it also be possible to know their contents? I noticed objects lootable and ToolBox but they always have zero coordinates... So far my only problem is these things

Lynxaa 4th June 2020 10:09 AM

Quote:

Originally Posted by onecool9009 (Post 2819193)
Yes, I saw the names and partially learned to filter, but i can't find the hidden-places and bags since their names are not obvious... will it also be possible to know their contents? I noticed objects lootable and ToolBox but they always have zero coordinates... So far my only problem is these things

Their transform chain is different I believe, I don't follow any chain for transform so I don't have those issues.

Yes it's possible to get loot contents.

onecool9009 4th June 2020 03:43 PM

Quote:

Originally Posted by Lynxaa (Post 2819253)
Their transform chain is different I believe, I don't follow any chain for transform so I don't have those issues.

Yes it's possible to get loot contents.

what are you using can you show on your fingers how to find the positions of these objects?

pubgnice 6th June 2020 05:14 AM

Does anyone know that gameworld will fail after playing a few games?

player_count=0
exit_count=0
Code:

uint64_t GameESP::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
        using EFTStructs::BaseObject;
        char name[256];
        uint64_t classNamePtr = 0x0;

        BaseObject activeObject = Memory::getInstance()->ReadVirtual<BaseObject>(listPtr);
        BaseObject lastObject = Memory::getInstance()->ReadVirtual<BaseObject>(lastObjectPtr);
        uint64_t ObjectPtr = NULL;
        if (activeObject.object != 0x0)
        {
                int i = 0;
                while (activeObject.object != 0 && activeObject.object != lastObject.object)
                {
                        i++;
                        classNamePtr = Memory::getInstance()->ReadVirtual<uint64_t>(activeObject.object + 0x60);
                        Memory::getInstance()->ReadProcessMemory(classNamePtr, &name, sizeof(name));
                        if (strcmp(name, objectName) == 0)
                        {
                                ObjectPtr = activeObject.object;
                                return ObjectPtr;
                        }

                        if (i > 60000)
                                break;

                        activeObject = Memory::getInstance()->ReadVirtual<BaseObject>(activeObject.nextObjectLink);
                }
        }
        if (lastObject.object != 0x0)
        {
                classNamePtr = Memory::getInstance()->ReadVirtual<uint64_t>(lastObject.object + 0x60);
                Memory::getInstance()->ReadProcessMemory(classNamePtr, &name, 256);
                if (strcmp(name, objectName) == 0)
                {
                        ObjectPtr = lastObject.object;
                }
        }

        return ObjectPtr;
}

this->offsets.gameObjectManager = Memory::getInstance()->ReadVirtual<uint64_t>(Memory::getInstance()->ImageBaseAddress + this->offsets.offs_gameObjectManager);
        //DbgPrintf(L"gameObjectManager %p", this->offsets.gameObjectManager);
        if (!this->offsets.gameObjectManager)
        {
                MessageBoxA(0, XorStr("gameObjectManager"), 0, 0);
                return false;
        }

        uint64_t lastTaggedObject = Memory::getInstance()->ReadVirtual<uint64_t>(this->offsets.gameObjectManager + 0x10);

        if (!lastTaggedObject)
        {
                MessageBoxA(0, XorStr("lastTaggedObject"), 0, 0);
                return false;
        }

        uint64_t taggedObjects = Memory::getInstance()->ReadVirtual<uint64_t>(this->offsets.gameObjectManager + 0x18);
        if (!taggedObjects)
        {
                MessageBoxA(0, XorStr("taggedObjects"), 0, 0);
                return false;
        }

        if (!(this->offsets.gameWorld = GetObjectFromList(taggedObjects, lastTaggedObject, XorStr("GameWorld"))))
        {
                MessageBoxA(0, XorStr("gameWorld"), 0, 0);
                return false;
        }

Does anyone know what the problem is?

bhehe6813 6th June 2020 06:44 AM

Quote:

Originally Posted by dracorx (Post 2814785)
iirc the only reliable way to get player root pos is to take left and right foot bone then calculate the midpoint. Root bone and other offsets are not always updated or null.

That's a good tip. I just use their torso as the root position to solve the null root bone issue (I don't use box esp, so having it be the actual base is pointless).

kolsters 6th June 2020 08:27 PM

Quote:

Originally Posted by pubgnice (Post 2821554)
Does anyone know that gameworld will fail after playing a few games?

player_count=0
exit_count=0
Code:

uint64_t GameESP::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
        using EFTStructs::BaseObject;
        char name[256];
        uint64_t classNamePtr = 0x0;

        BaseObject activeObject = Memory::getInstance()->ReadVirtual<BaseObject>(listPtr);
        BaseObject lastObject = Memory::getInstance()->ReadVirtual<BaseObject>(lastObjectPtr);
        uint64_t ObjectPtr = NULL;
        if (activeObject.object != 0x0)
        {
                int i = 0;
                while (activeObject.object != 0 && activeObject.object != lastObject.object)
                {
                        i++;
                        classNamePtr = Memory::getInstance()->ReadVirtual<uint64_t>(activeObject.object + 0x60);
                        Memory::getInstance()->ReadProcessMemory(classNamePtr, &name, sizeof(name));
                        if (strcmp(name, objectName) == 0)
                        {
                                ObjectPtr = activeObject.object;
                                return ObjectPtr;
                        }

                        if (i > 60000)
                                break;

                        activeObject = Memory::getInstance()->ReadVirtual<BaseObject>(activeObject.nextObjectLink);
                }
        }
        if (lastObject.object != 0x0)
        {
                classNamePtr = Memory::getInstance()->ReadVirtual<uint64_t>(lastObject.object + 0x60);
                Memory::getInstance()->ReadProcessMemory(classNamePtr, &name, 256);
                if (strcmp(name, objectName) == 0)
                {
                        ObjectPtr = lastObject.object;
                }
        }

        return ObjectPtr;
}

this->offsets.gameObjectManager = Memory::getInstance()->ReadVirtual<uint64_t>(Memory::getInstance()->ImageBaseAddress + this->offsets.offs_gameObjectManager);
        //DbgPrintf(L"gameObjectManager %p", this->offsets.gameObjectManager);
        if (!this->offsets.gameObjectManager)
        {
                MessageBoxA(0, XorStr("gameObjectManager"), 0, 0);
                return false;
        }

        uint64_t lastTaggedObject = Memory::getInstance()->ReadVirtual<uint64_t>(this->offsets.gameObjectManager + 0x10);

        if (!lastTaggedObject)
        {
                MessageBoxA(0, XorStr("lastTaggedObject"), 0, 0);
                return false;
        }

        uint64_t taggedObjects = Memory::getInstance()->ReadVirtual<uint64_t>(this->offsets.gameObjectManager + 0x18);
        if (!taggedObjects)
        {
                MessageBoxA(0, XorStr("taggedObjects"), 0, 0);
                return false;
        }

        if (!(this->offsets.gameWorld = GetObjectFromList(taggedObjects, lastTaggedObject, XorStr("GameWorld"))))
        {
                MessageBoxA(0, XorStr("gameWorld"), 0, 0);
                return false;
        }

Does anyone know what the problem is?

There can be multiple worlds so, you need to check if player count is 0, if so skip and continue looking.
Also sometimes ptrs can be null and the world is after the null ptr in the list, then you can try to loop trough it from the back of the list.

bhehe6813 7th June 2020 04:53 AM

Quote:

Originally Posted by kolsters (Post 2822190)
There can be multiple worlds so, you need to check if player count is 0, if so skip and continue looking.
Also sometimes ptrs can be null and the world is after the null ptr in the list, then you can try to loop trough it from the back of the list.

Entering the hideout also creates another world as well as a local player.

faceplanter 7th June 2020 10:47 AM

Im having trouble creating a viewAngle Aimbot. currently im getting the player view angles like so

Angle
localplayer -> movementContext -> viewAngle (0x1d8)

FirePort
localplayer -> proceduralWeaponAnimation -> fireArmsController -> fireport (0xd0) -> getPosition

Headbone
The head bone through the bone chain (is valid since my esp works fine and displays the head)

Now when calculating the angle it is making my char aim exactly the inverted direction am i doing something wrong?

Calculating angle
Code:

private Vector2 CalculateAngle(Vector3 source, Vector3 destination)
{
    Vector3 vecDelta = new Vector3((source.X - destination.X), (source.Y - destination.Y), (source.Z - destination.Z));
    float hyp = (float)Math.Sqrt(vecDelta.X * vecDelta.X + vecDelta.Y * vecDelta.Y);

    Vector2 viewAngles = new Vector2();
    viewAngles.X = -(float)Math.Atan(vecDelta.Z / hyp) * (float)(180f / Math.PI);
    viewAngles.Y = (float)Math.Atan(vecDelta.Y / vecDelta.X) * (float)(180f / Math.PI);

    if (vecDelta.X >= 0f)
        viewAngles.X += 180.0f;

    return viewAngles;
}

Thanks for the help

dywersant01 7th June 2020 10:53 AM

if (vecDelta.X >= 0f)
viewAngles.X += 180.0f;

You rotate between -180 to 180 degrees in this game if i remember correctly.

faceplanter 7th June 2020 11:23 AM

Quote:

Originally Posted by dywersant01 (Post 2822709)
if (vecDelta.X >= 0f)
viewAngles.X += 180.0f;

You rotate between -180 to 180 degrees in this game if i remember correctly.

Do you have an example how to solve this in the calc angle? My Math is really really bad

Lynxaa 7th June 2020 12:37 PM

Quote:

Originally Posted by faceplanter (Post 2822729)
Do you have an example how to solve this in the calc angle? My Math is really really bad

Code:

  const vec3_t delta = from - to;

  const float pitch = crt::asin( delta.y / crt::sqrt( delta.LengthSqr() ) ) * ( 180.F / M_PI );
  const float yaw = -crt::atan2( delta.x, -delta.z ) * ( 180.F / M_PI );

Angle Clamp:

Code:

  // Normalize yaw.
  if( angles.x < -360.F ) {
    angles.x += 360.F;
  }

  if( angles.x > 360.F ) {
    angles.x -= 360.F;
  }

  // NOTE: The game doesn't clamp if the below condition is met.
  //      Shouldn't really matter if we clamp anyway, useless check.
  //if( ( angles.x - 360.f ) > -360.f && ( angles.x - 360.f ) < 360.f )
  //  ;
  //else

  angles.x = crt::clamp( angles.x, -360.F, 360.F );

  // Normalize pitch.
  if( angles.y < -360.F )
    angles.y += 360.F;

  if( angles.y > 360.F ) {
    angles.y -= 360.F;
  }

  angles.y = crt::clamp( angles.y, -90.F, 90.F );

  return angles;

All this is documented in Assembly-CSharp.dll, open it in dnSpy and search for calcangle, etc..

faceplanter 7th June 2020 01:35 PM

Quote:

Originally Posted by Lynxaa (Post 2822796)
All this is documented in Assembly-CSharp.dll, open it in dnSpy and search for calcangle, etc..

Thanks, found it :)

SnDiX 7th June 2020 01:41 PM

i havent played this game in a while, and i was just making bones and im confused.

Do the bones under Diz.Skinning.Skeleton
(Entity + 0xA0] + 0x28] + 0x28] + 0x10] + 0x20 + BoneID*0x8)
work diffrently from the ones at PlayerBody->PlayerBones
(Entity + 0xA0] + 0x20])

my transform.GetPosition() function works fine on the latter, but gives weird positions for the ones found under Diz.Skinning.Skeleton, are they relative positions to something?

Lynxaa 7th June 2020 01:50 PM

Quote:

Originally Posted by SnDiX (Post 2822854)
i havent played this game in a while, and i was just making bones and im confused.

Do the bones under Diz.Skinning.Skeleton
(Entity + 0xA0] + 0x28] + 0x28] + 0x10] + 0x20 + BoneID*0x8)
work diffrently from the ones at PlayerBody->PlayerBones
(Entity + 0xA0] + 0x20])

my transform.GetPosition() function works fine on the latter, but gives weird positions for the ones found under Diz.Skinning.Skeleton, are they relative positions to something?

The PlayerBones class just has offsets pointing to both Transform and BifacialTransform whereas the iteration of Diz.Skinning.Skeleton only gives Transform, maybe the function you're using is specific for BifacialTransform?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

SnDiX 7th June 2020 01:52 PM

Quote:

Originally Posted by Lynxaa (Post 2822859)
The PlayerBones class just has offsets pointing to both Transform and BifacialTransform whereas the iteration of Diz.Skinning.Skeleton only gives Transform, maybe the function you're using is specific for BifacialTransform?

No, that doesnt seem to be the Problem, i have used both normal Transforms and BifacialTransform from the PlayerBones class without any Problems.

Lynxaa 7th June 2020 01:53 PM

Quote:

Originally Posted by SnDiX (Post 2822860)
No, that doesnt seem to be the Problem, i have used both normal Transforms and BifacialTransform from the PlayerBones class without any Problems.

Then you're going to need to provide more details if you want help.

I posted the chain for Diz stuff on the last page, works fine for me.

SnDiX 7th June 2020 06:10 PM

Quote:

Originally Posted by Lynxaa (Post 2822862)
Then you're going to need to provide more details if you want help.

I posted the chain for Diz stuff on the last page, works fine for me.

turns out it was a stupid mistake on my end. i called WorldToScreen on values that already were Screen coordinates...

ansuni 7th June 2020 10:12 PM

Can anyone point me in the right direction, I am looking for this template:

Code:

    "59fafd4b86f7745ca07e1232": {
      "_id": "59fafd4b86f7745ca07e1232",
      "_name": "item_container_keybar",
      "_parent": "5795f317245977243854e041",
      "_type": "Item",
      "_props": {
        "Name": "Key-tool",
        "ShortName": "Key-tool",
        "Description": "Key-tool",
        "Weight": 0.5,
        "BackgroundColor": "blue",
        "Width": 1,
        "Height": 1,
        "StackMaxSize": 1,
        "Rarity": "Superrare",
        "SpawnChance": 2,
        "CreditsPrice": 748453,
        "ItemSound": "keys",
        "Prefab": {
          "path": "assets/content/items/barter/item_container_keybar/item_container_keybar.bundle",
          "rcid": ""
        },


Lynxaa 7th June 2020 11:48 PM

Quote:

Originally Posted by ansuni (Post 2823324)
Can anyone point me in the right direction, I am looking for this template:

Code:

    "59fafd4b86f7745ca07e1232": {
      "_id": "59fafd4b86f7745ca07e1232",
      "_name": "item_container_keybar",
      "_parent": "5795f317245977243854e041",
      "_type": "Item",
      "_props": {
        "Name": "Key-tool",
        "ShortName": "Key-tool",
        "Description": "Key-tool",
        "Weight": 0.5,
        "BackgroundColor": "blue",
        "Width": 1,
        "Height": 1,
        "StackMaxSize": 1,
        "Rarity": "Superrare",
        "SpawnChance": 2,
        "CreditsPrice": 748453,
        "ItemSound": "keys",
        "Prefab": {
          "path": "assets/content/items/barter/item_container_keybar/item_container_keybar.bundle",
          "rcid": ""
        },


What do you mean by 'looking for this template'? You posted it right there.

ansuni 8th June 2020 05:24 AM

Quote:

Originally Posted by Lynxaa (Post 2823394)
What do you mean by 'looking for this template'? You posted it right there.

Ahh, i thought there was a way to pull down the data in this format.

2858357545 8th June 2020 05:38 AM

thank you

Quote:

Originally Posted by onecool9009 (Post 2812793)
Hi! I'm sorry...
I do not understand. I have a check nullptr:
Code:

if (!pBoneTransform)
                return STATUS_UNSUCCESSFUL;

please tell in more detail about the solution to my problem. I will be very grateful.



https://www.unknowncheats.me/forum/2811109-post2366.html
playerName: playerEntity -> m_pPlayerProfile -> m_pAccountInfo -> m_pAccountName

Offsets:
Code:

// EFT.Player +
static ULONG64 m_pLocalPlayerChecker = 0x18;
static ULONG64 m_pPlayerBody = 0xA0; // EFT.PlayerBody
static ULONG64 m_pProceduralWeaponAnimation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
static ULONG64 m_pPlayerProfile = 0x3E0; // EFT.Profile
static ULONG64 m_pHealthController = 0x410; // GInterface147
static ULONG64 m_pInventoryController = 0x420; // GClass1585
static ULONG64 m_pHandsController = 0x428; // EFT.Player.AbstractHandsController

// EFT.PlayerBody
static ULONG64 m_pSkeletonRootJoin = 0x28; // Diz.Skinning.Skeleton
static ULONG64 m_pBoneEnumerator = 0x28;
static ULONG64 m_pTransformArray = 0x10;
static ULONG64 m_pBoneArray = 0x20;
static ULONG64 m_pBoneTransform = 0x10;

// EFT.Profile +
static ULONG64 m_pPlayerId = 0x10; // UnityEngineString
static ULONG64 m_pAccountInfo = 0x28; // ??
static ULONG64 m_pInventory = 0x40; // ??

// ?? +
static ULONG64 m_pAccountName = 0x10;
static ULONG64 m_pAccountCreationDate = 0x54;
static ULONG64 m_pAccountType = 0x60;

// EFT.Player.AbstractHandsController +
static ULONG64 m_pActiveWeapon = 0x50; // EFT.InventoryLogic.Item
static ULONG64 m_pWeaponTemplate = 0x20; // EFT.InventoryLogic.ItemTemplate
static ULONG64 m_pWeaponHash = 0x50; // UnityEngineString
static ULONG64 m_pWeaponName = 0x58; // UnityEngineString

// GInterface147
static ULONG64 m_pHealthBody = 0x18; // HealthBody
static ULONG64 m_pBodyController = 0x18; // BodyController

// BodyController
static ULONG64 m_pHealthHead = 0x30; // HealthContainer
static ULONG64 m_pHealthThorax = 0x48; // HealthContainer
static ULONG64 m_pHealthStomach = 0x60; // HealthContainer
static ULONG64 m_pHealthLeftArm = 0x78; // HealthContainer
static ULONG64 m_pHealthRightArm = 0x90; // HealthContainer
static ULONG64 m_pHealthLeftLeg = 0xA8; // HealthContainer
static ULONG64 m_pHealthRightLeg = 0xC0; // HealthContainer

// HealthContainer
static ULONG64 m_pHealth = 0x10; // Health

// Health
static ULONG64 health = 0x10; // float
static ULONG64 maxHealth = 0x14; // float


thank you

Lynxaa 8th June 2020 05:54 AM

Quote:

Originally Posted by ansuni (Post 2823671)
Ahh, i thought there was a way to pull down the data in this format.

Yeah most of it's stored in EFT.Interactive.ItemTemplate from EFT.Interactive.Item] 0x20

ansuni 8th June 2020 07:21 AM

Quote:

Originally Posted by Lynxaa (Post 2823695)
Yeah most of it's stored in EFT.Interactive.ItemTemplate from EFT.Interactive.Item] 0x20


Is there a reference where i can read on how to get into that / pull the data.
Sorry super new to all this.

Lynxaa 8th June 2020 07:29 AM

Quote:

Originally Posted by ansuni (Post 2823740)
Is there a reference where i can read on how to get into that / pull the data.
Sorry super new to all this.

Basically this entire thread.

Obtain GameWorld from tagged object list, so you need GameObjectManager

Get LocalGameWorld, loop over RegisteredLoot or w/e, obtain LootItem, Item, then ItemTemplate.

dnSpy, cheat engine mono dump, unityplayer.dll in ida, etc..

ansuni 8th June 2020 07:37 AM

Quote:

Originally Posted by Lynxaa (Post 2823744)
Basically this entire thread.

Obtain GameWorld from tagged object list, so you need GameObjectManager

Get LocalGameWorld, loop over RegisteredLoot or w/e, obtain LootItem, Item, then ItemTemplate.

dnSpy, cheat engine mono dump, unityplayer.dll in ida, etc..

Thanks! I'll run through the thread, appreciate it.

2858357545 8th June 2020 09:10 AM

Quote:

Originally Posted by Lynxaa (Post 2823744)
Basically this entire thread.

Obtain GameWorld from tagged object list, so you need GameObjectManager

Get LocalGameWorld, loop over RegisteredLoot or w/e, obtain LootItem, Item, then ItemTemplate.

dnSpy, cheat engine mono dump, unityplayer.dll in ida, etc..

How do I find speed

LarryBoi1 8th June 2020 04:41 PM

Hey,
I have loaded my cheat .net assembly into game's memory, and i want to execute the loading method. I want to know if i can do it from my own assembly since its already loaded into the memory, or should i use external program to call that offset from memory? I dont want to alter any other files, thats why im asking. thanks for help ;)

sll 8th June 2020 07:38 PM

Quote:

Originally Posted by LarryBoi1 (Post 2824247)
Hey,
I have loaded my cheat .net assembly into game's memory, and i want to execute the loading method. I want to know if i can do it from my own assembly since its already loaded into the memory, or should i use external program to call that offset from memory? I dont want to alter any other files, thats why im asking. thanks for help ;)

Then how have you loaded your .NET assembly into the game's memory?????

montroisiemecon 8th June 2020 10:30 PM

Quote:

Originally Posted by sll (Post 2824502)
Then how have you loaded your .NET assembly into the game's memory?????

I have the same issue as larry. I have a mono dll loaded into the game but i have no idea on how to execute my monobehaviour

ZeusLord 8th June 2020 11:10 PM

Escape from Tarkov Reversal, Structs and Offsets
 
Quote:

Originally Posted by montroisiemecon (Post 2825766)
I have the same issue as larry. I have a mono dll loaded into the game but i have no idea on how to execute my monobehaviour


You can create a new game object and add your script to it to get it to run. If you are using a mono injector or something of the sorts you would do that in the load method which the injector would call.

montroisiemecon 8th June 2020 11:28 PM

Quote:

Originally Posted by ZeusLord (Post 2825798)
You can create a new game object and add your script to it to get it to run. If you are using a mono injector or something of the sorts you would do that in the load method which the injector would call.

I mean, the DLL is loaded by the game but I have no way of executing code inside. I was looking for a way to automatically execute code when it is loaded so it loads itself

sll 8th June 2020 11:38 PM

Quote:

Originally Posted by montroisiemecon (Post 2825811)
I mean, the DLL is loaded by the game but I have no way of executing code inside. I was looking for a way to automatically execute code when it is loaded so it loads itself

Then how are you loading the dll without being able to invoke your entrypoint?

montroisiemecon 9th June 2020 04:49 AM

Quote:

Originally Posted by sll (Post 2825821)
Then how are you loading the dll without being able to invoke your entrypoint?

The DLL is loaded the same way as any assembly would be loaded from the Managed folder. Which i guess is using mono api mono_image_open and such

2858357545 9th June 2020 02:30 PM

Someone can tell me how to modify weapon attributes


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

OneSingleNoodle 9th June 2020 06:35 PM

Quote:

Originally Posted by montroisiemecon (Post 2826034)
The DLL is loaded the same way as any assembly would be loaded from the Managed folder. Which i guess is using mono api mono_image_open and such

You need to invoke your load method but attaching it to something else. Like the console open method or something like that.

montroisiemecon 9th June 2020 07:52 PM

Quote:

Originally Posted by OneSingleNoodle (Post 2826717)
You need to invoke your load method but attaching it to something else. Like the console open method or something like that.

Thanks, the thing is modifying assemblies in the managed folder will most likely get banned. I need to find a way for the code to execute itself when loaded by the game executable. The code is just loaded into memory, unless maybe you know a way in c# unity / mono to hook a method on memory load

faceplanter 10th June 2020 12:03 PM

New update, offsets seem the same.

onecool9009 10th June 2020 12:13 PM

Quote:

Originally Posted by faceplanter (Post 2827449)
New update, offsets seem the same.

yes, offsets is not changed

LarryBoi1 10th June 2020 12:39 PM

Hey guys,
Does anybody here knows how to make your hands static while jumping? Can't find it anywhere... thanks ;)

Dukk1 10th June 2020 04:42 PM

does anyone have GOM SIG? thanks

Lynxaa 10th June 2020 05:57 PM

Quote:

Originally Posted by Dukk1 (Post 2827732)
does anyone have GOM SIG? thanks

Escape from Tarkov Reversal, Structs and Offsets

onecool9009 10th June 2020 09:18 PM

Hi, members! I'm still trying to find lootableContainer and LootPoint positions... With analysis of mono, i found the following objects:
Code:

EFT.Interactive.LootPoint
EFT.Interactive.LootableContainer
EFT.Interactive.ObservedCorpse
EFT.Interactive.Corpse

I also found where to get to them:
Code:

LocationScene
but on this the trace ends...
help me please...
how to get into LocationScene or how to find this objects?

I found how to get to EFT.Interactive.WorldInteractiveObject: GameWorld -> World (0x110; 0x118) -> System.Collections.Generic.Dictionary<System.String,EFT.Interactive.WorldInteractiveObject> (0x40), but have question: The world exists only online? Why are there several of them? How to read the dictionary?

Razchek 11th June 2020 05:22 AM

Quote:

Originally Posted by Dukk1 (Post 2827732)
does anyone have GOM SIG? thanks

Made these in IDA just now.
Code:

/* UnityPlayer.dll
Index:  00 01 02 03 04 05 06 07 08 09 0A ..
    1. 74 4C 48 8B 15 ?? ?? ?? ?? 66 39 77 54 75 04  - 5, 9
    2. 48 89 09 48 89 05 ?? ?? ?? ?? 48 83 C4 38    - 6, 0xA

1. \x74\x4C\x48\x8B\x15\x00\x00\x00\x00\x66\x39\x77\x54\x75\x04, xxxxx????xxxxxx
2. \x48\x89\x09\x48\x89\x05\x00\x00\x00\x00\x48\x83\xC4\x38, xxxxxx????xxxx

And if you're the adventurous type:
Code:

// E8 ? ? ? ? 4C 8B C8 48 8B 50 08 leads to the subroutine containing a move and return with the reference.
Hopefully that helps anyone else who is looking too.

z3500376 12th June 2020 01:29 PM

how to get container by external,anyone know it?

onecool9009 12th June 2020 02:00 PM

Hi! Does anyone know why aimindex is always == 0? (0x114 offset) when I use the holosun scope, due to pOpticCamera! = NULL I have problems with esp... my code:
Code:

bool TarkovGame::WorldToScreen(const Vector3& location3D, D2D1_POINT_2F& location2D)
{
        D3DXMATRIX viewMatrix;
        D3DXMatrixTranspose(&viewMatrix, (D3DXMATRIX*)&camInfo.viewMatrix);
        D3DXMATRIX opticViewMatrix;
        D3DXMatrixTranspose(&opticViewMatrix, (D3DXMATRIX*)&camInfo.opticViewMatrix);

        D3DXVECTOR3 _point3D = D3DXVECTOR3(location3D.x, location3D.y, location3D.z);
        D3DXMATRIX matrix;
        if (camInfo.isOpticCameraActive == 1 && localPlayerIsAiming)
                matrix = opticViewMatrix;
        else
                matrix = viewMatrix;

        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;

        if (camInfo.isOpticCameraActive == 1 && localPlayerIsAiming)
        {
                x /= camInfo.FOVx;
                y /= camInfo.FOVy;
        }

        location2D.x = (1920 / 2) * (1.f + x / w);
        location2D.y = (1080 / 2) * (1.f - y / w);

        return true;
}

Can anyone tell me how to use sights like holosun without problems? I have no problems with optical sights... camInfo.isOpticCameraActive == 1 if it turns out to read opticViewMatrix; localPlayerIsAiming from breath

XingWingWang 12th June 2020 02:15 PM

float distance = localPalyerPosition.Distance(targetPosition);
float bulletVelocity = EFT.Player + ?] ?


Does anyone know offset of bulletvelocity ?

24jared24 13th June 2020 04:17 AM

Haven't touched the game in a while but I booted up my old code with a few new offsets and all worked fine.

I have two issues: Sometimes players dissapear, I've watched them just poof and idk why. I'm using bone 0 for position. Other issue is that I'm getting the wrong gameworld I think sometimes half way through a game

Razchek 13th June 2020 06:02 AM

Quote:

Originally Posted by 24jared24 (Post 2830518)
Haven't touched the game in a while but I booted up my old code with a few new offsets and all worked fine.

I have two issues: Sometimes players dissapear, I've watched them just poof and idk why. I'm using bone 0 for position. Other issue is that I'm getting the wrong gameworld I think sometimes half way through a game

I use the root transform in my entity bones update thread for positions:

Code:

var boneMatrix = Memory.ReadChain(entity.Address, new[] { 0xA0, 0x28, 0x28, 0x10 }); // Returns zero if anything in the chain fails.
if (boneMatrix == 0) continue;
                           
var rootTransform = Memory.ReadChain(boneMatrix, new[] { 0x20, 0x10, 0x38 });
var playerPosition = Memory.Read<Vector3>(rootTransform + 0xB0);
entity.Position = playerPosition;

var boneTransform = Memory.Read<UInt64>(boneMatrix + (0x20 + 133 * 8)); // 133 = Head
var bonePosition = GetTransformPosition(boneTransform);
entity.Bones.Head = bonePosition;
entity.Bones2D.Head = WorldToScreen(entity.Bones.Head);

And for the LocalGameWorld I do this in my entity enumeration thread:
Code:

var gameObjectManager = Memory.Read<UInt64>(unityPlayerDllBaseAddress + 0x151A218);
var gWorldObj = FindActiveObject("GameWorld"); // Uses gameObjectManager
var localGameWorld = Memory.ReadChain(gameWorldObject, new[] { 0x30, 0x18, 0x28 }); // Returns zero if anything in the chain fails.
if(localGameWorld.IsInvalidMemory())
{
    _isInGame = false;
    continue;
}

var playerArrayObject = Memory.Read<PlayerArray>(localGameWorld + 0x78); 
// ...

I get no disappearing entities from ESP on the drawing thread.

Not sure about the GameWorld object becoming invalid mid-game. Perhaps Auto-Ram cleaner is enabled? I recall someone being able to solve some bone issues by disabling that. Maybe it's related.

djskullyx64 13th June 2020 11:08 PM

Is there new GOM?

Nevermind, was just me.

ZeusLord 13th June 2020 11:37 PM

Quote:

Originally Posted by djskullyx64 (Post 2831287)
~


Nope GOM Is Still The Same.

onecool9009 16th June 2020 08:15 AM

Hi! Maybe someone will need...
I found m_pIsScoped = [ProceduralWeaponAnimation + 0x14C] (bool 0-1) - determines when you concentrate on the sight (replacing breathing)
also found a solution to his problem when using optical sights... apparently sometimes some random values ​​appear in the structures of the opticSight camera if you are not in sight. therefore, besides pCamera, you need to check the viewOpticCamera 2-4 rows of the matrix == 0.f (first row sometimes contains garbage when pCamera != NULL if not in sight).

now I have to deal with the positions of lootableContainer and lootPoint...

wajsic 16th June 2020 03:23 PM

What is the current way of getting the optics camera matrix? I've tried to go trough ProceduralWeaponAnimation -> OpticsSight and getting the camera there but it seems it's not there if I compare it to Mono Dissect on OpticsSight + 0x28. Is getting it from CameraManager by name the way to go? @onecool9009 I've seen you are using CamInfo class. Is that something from the game or did you make it yourself and you populate it from somewhere else?

onecool9009 16th June 2020 03:35 PM

Quote:

Originally Posted by wajsic (Post 2833838)
What is the current way of getting the optics camera matrix? I've tried to go trough ProceduralWeaponAnimation -> OpticsSight and getting the camera there but it seems it's not there if I compare it to Mono Dissect on OpticsSight + 0x28. Is getting it from CameraManager by name the way to go? @onecool9009 I've seen you are using CamInfo class. Is that something from the game or did you make it yourself and you populate it from somewhere else?

I get her along the way: fpsCamera->m_pOpticCameraManager->m_pTemplateCamera->m_pCameraObject->m_pCameraEntity->ViewMatrix

from proceduralWeaponAnimation, too, did not work out for me (until it explored but maybe the offset just changed in the opticSight array)

N0x61r0x6Bo0x6E 17th June 2020 01:01 PM

I cannot find an in-game "GameWorld" object. Does anyone know if the offsets for unity GOM were changed?

Code:

    BaseObject GetLastTaggedObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address));
    }

    BaseObject GetFirstTaggedObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x8));
    }

    BaseObject GetLastActiveObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x10));
    }

    BaseObject GetFirstActiveObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x18));
    }



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

onecool9009 17th June 2020 03:56 PM

Quote:

Originally Posted by N0x61r0x6Bo0x6E (Post 2834907)
I cannot find an in-game "GameWorld" object. Does anyone know if the offsets for unity GOM were changed?

Code:

    BaseObject GetLastTaggedObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address));
    }

    BaseObject GetFirstTaggedObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x8));
    }

    BaseObject GetLastActiveObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x10));
    }

    BaseObject GetFirstActiveObject()
    {
        return BaseObject(GameProcess, GameProcess->Read<uint64_t>(Address + 0x18));
    }


GOM offset is not changed

N0x61r0x6Bo0x6E 17th June 2020 06:16 PM

Quote:

Originally Posted by onecool9009 (Post 2835105)
GOM offset is not changed

Any ideas what can be wrong then? I can easily find GameWorld inside Hideout but not in-raid :/

TTMDragon 17th June 2020 07:39 PM

Is anyone still rewriting WeaponAnimation -> Mask to remove sway and recoil?

onecool9009 17th June 2020 08:53 PM

Quote:

Originally Posted by N0x61r0x6Bo0x6E (Post 2835311)
Any ideas what can be wrong then? I can easily find GameWorld inside Hideout but not in-raid :/

show your code

m1k3yman 18th June 2020 03:57 AM

@TTMDragon using mask is a terrible way to do it as you will have bad aimbot results im not going to spoonfeed you but do it another way or you wont hit shit

dywersant01 18th June 2020 12:10 PM

Quote:

Originally Posted by m1k3yman (Post 2835974)
@TTMDragon using mask is a terrible way to do it as you will have bad aimbot results im not going to spoonfeed you but do it another way or you wont hit shit

This is quite interesting, because my aimbot is able to headshot moving targets 300-400 meters away with a Val, and iam using mask.

TTMDragon 18th June 2020 01:10 PM

Quote:

Originally Posted by m1k3yman (Post 2835974)
@TTMDragon using mask is a terrible way to do it as you will have bad aimbot results im not going to spoonfeed you but do it another way or you wont hit shit

Do you notice any shaking (sway) of the screen when you are shooting with nulled mask?

TheMaoci 18th June 2020 01:25 PM

nulling mask is not working with aimbot if aimbot is wrongly coded (cause its stopping in last position of the gun - its not zeroed to base position)

shaliuno 18th June 2020 01:46 PM

Quote:

Originally Posted by TheMaoci (Post 2836309)
nulling mask is not working with aimbot if aimbot is wrongly coded (cause its stopping in last position of the gun - its not zeroed to base position)


lol it still works? no way
gonna use it then :D

onecool9009 18th June 2020 03:04 PM

Hi! Does anyone have offsets for GameObject->transform->position?

ItsOver 18th June 2020 05:09 PM

Nulling mask can get you banned, people were claiming a few months ago

onecool9009 18th June 2020 10:40 PM

help me please ... I've already rummaged everything ... How do I get the positions of WeaponCrate, AmmoBox, PCblock, etc.? give a tip i flipped the whole mono... I have despair... All objects I take from AllLoot (0x70). Please give me a hint... I'm external. My loot dump:
Code:

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ItemTemplate Name: item_ammo_box_545x39_120_PRS
ItemTemplate Parent: 543be5cb4bdc2deb348b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1
ItemTemplate SpawnChance: 6.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 496935810
Loot Pos: 564.825989 1.830000 -51.358002
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b8106492
ItemTemplate ID: 5734770f24597738025ee254
ItemTemplate Name: cigarettes_strike
ItemTemplate Parent: 590c745b86f7743cc433c5f2
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 3120
ItemTemplate SpawnChance: 30.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 916936236
Loot Pos: -67.027397 1.089000 1.606800
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b81064a7
ItemTemplate ID: 573478bc24597738002c6175
ItemTemplate Name: horse_figurine
ItemTemplate Parent: 57864a3d24597754843f8721
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 11448
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 1236935998
Loot Pos: 174.089005 -0.358000 128.675003
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbb4c
ItemTemplate ID: 57347d5f245977448b40fa81
ItemTemplate Name: humpback
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 930
ItemTemplate SpawnChance: 13.000000
ItemTemplate Unlootable: 0

Loot ID: GunsafeSpawn 1 (6)(Clone)6935296
Loot Pos: 170.942398 3.662601 149.133301
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2c8
ItemTemplate ID: 59e5d83b86f7745aed03d262
ItemTemplate Name: mag_ak_custom_sawed_off_762x39_10
ItemTemplate Parent: 5448bc234bdc2d3c308b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 998
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 1846935212
Loot Pos: 411.082001 1.860000 38.553001
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3b0
ItemTemplate ID: 544fb37f4bdc2dee738b4567
ItemTemplate Name: painkiller
ItemTemplate Parent: 5448f3a14bdc2d27728b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 3800
ItemTemplate SpawnChance: 13.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 56 (15)6938236
Loot Pos: -273.458008 1.457000 -84.764000
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af314
ItemTemplate ID: 5c13cef886f774072e618e82
ItemTemplate Name: item_barter_household_toiletpaper
ItemTemplate Parent: 57864c322459775490116fbf
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 4200
ItemTemplate SpawnChance: 20.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 1526937758
Loot Pos: 224.287003 0.031000 133.507996
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbee1
ItemTemplate ID: 57347d8724597744596b4e76
ItemTemplate Name: squashspread
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 6168
ItemTemplate SpawnChance: 9.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 336935526
Loot Pos: -204.593994 7.797000 -104.492996
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b8106488
ItemTemplate ID: 5751435d24597720a27126d1
ItemTemplate Name: drink_maxenergy
ItemTemplate Parent: 5448e8d64bdc2dce718b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 734
ItemTemplate SpawnChance: 10.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 208 (1)6937912
Loot Pos: -92.533997 1.275000 4.119000
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3c3
ItemTemplate ID: 57347d7224597744596b4e72
ItemTemplate Name: canned_beef
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 11252
ItemTemplate SpawnChance: 20.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 19 (12)6936152
Loot Pos: 387.890991 1.564000 29.011999
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbb7a
ItemTemplate ID: 544fb37f4bdc2dee738b4567
ItemTemplate Name: painkiller
ItemTemplate Parent: 5448f3a14bdc2d27728b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 3800
ItemTemplate SpawnChance: 13.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 208 (4)6936544
Loot Pos: -6.751000 0.394000 -46.341999
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3c8
ItemTemplate ID: 57347d7224597744596b4e72
ItemTemplate Name: canned_beef
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 11252
ItemTemplate SpawnChance: 20.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 158 (6)6935386
Loot Pos: 189.695999 3.844000 183.656998
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3aa
ItemTemplate ID: 5751496424597720a27126da
ItemTemplate Name: hotrod
ItemTemplate Parent: 5448e8d64bdc2dce718b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 4236
ItemTemplate SpawnChance: 21.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 1816934638
Loot Pos: 413.083008 2.494000 31.840000
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2ed
ItemTemplate ID: 5d40419286f774318526545f
ItemTemplate Name: item_barter_tools_metalscissors
ItemTemplate Parent: 57864bb7245977548b3b66c2
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 22300
ItemTemplate SpawnChance: 3.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 56 (21)6937740
Loot Pos: 4.071000 2.196000 -113.691002
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3d7
ItemTemplate ID: 57347d90245977448f7b7f65
ItemTemplate Name: oatmeal
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1568
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 55 (2)6935774
Loot Pos: 218.485001 -0.227000 59.367001
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3d5
ItemTemplate ID: 5751a25924597722c463c472
ItemTemplate Name: bandage_army
ItemTemplate Parent: 5448f3ac4bdc2dce718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1830
ItemTemplate SpawnChance: 20.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 236936924
Loot Pos: 202.292007 1.489000 11.090000
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b8106484
ItemTemplate ID: 57347b8b24597737dd42e192
ItemTemplate Name: matches
ItemTemplate Parent: 57864e4c24597754843f8723
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 258
ItemTemplate SpawnChance: 40.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 366936948
Loot Pos: 519.522888 1.705600 -108.833298
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d3cd
ItemTemplate ID: 544fb25a4bdc2dfb738b4567
ItemTemplate Name: bandage
ItemTemplate Parent: 5448f3ac4bdc2dce718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1300
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 1646936646
Loot Pos: 408.776001 1.971000 21.163000
Loot IsStatic: 0
Item ID: 5eb3dd3d86f7745d7c51266d
ItemTemplate ID: 544fb45d4bdc2dee738b4568
ItemTemplate Name: salewa
ItemTemplate Parent: 5448f39d4bdc2d0a728b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 11789
ItemTemplate SpawnChance: 11.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 56 (16)6934656
Loot Pos: -280.419006 1.487000 -133.253998
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbb97
ItemTemplate ID: 5d1b39a386f774252339976f
ItemTemplate Name: item_barter_building_silicontube
ItemTemplate Parent: 57864ada245977548638de91
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 18900
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 179 (1)6937446
Loot Pos: 413.289001 2.473000 35.109001
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbeed
ItemTemplate ID: 5d4041f086f7743cac3f22a7
ItemTemplate Name: item_barter_household_toothpaste2
ItemTemplate Parent: 57864c322459775490116fbf
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 5400
ItemTemplate SpawnChance: 4.000000
ItemTemplate Unlootable: 0

Loot ID: Under the pipe6936464
Loot Pos: 281.399994 -1.430000 31.100000
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbbcb
ItemTemplate ID: 5448bd6b4bdc2dfc2f8b4569
ItemTemplate Name: weapon_izhmeh_pm_9x18pm
ItemTemplate Parent: 5447b5cf4bdc2d65278b4567
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 5097
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 90 (2)6937260
Loot Pos: 221.970001 0.191000 135.932999
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b81064a6
ItemTemplate ID: 56742c284bdc2d98058b456d
ItemTemplate Name: crickent
ItemTemplate Parent: 57864e4c24597754843f8723
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 244
ItemTemplate SpawnChance: 40.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 108 (1)6935876
Loot Pos: 226.445007 0.619000 160.341003
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d371
ItemTemplate ID: 590c645c86f77412b01304d9
ItemTemplate Name: item_thick_diary
ItemTemplate Parent: 5448ecbe4bdc2d60728b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 78000
ItemTemplate SpawnChance: 11.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 266936092
Loot Pos: -202.235992 7.403000 -100.475998
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af306
ItemTemplate ID: 5449016a4bdc2d6f028b456f
ItemTemplate Name:  C1;8
ItemTemplate Parent: 543be5dd4bdc2deb348b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 0
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 158 (2)6937596
Loot Pos: 564.424988 2.579000 -90.088997
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b810646a
ItemTemplate ID: 544fb3364bdc2d34748b456a
ItemTemplate Name: splint
ItemTemplate Parent: 5448f3ac4bdc2dce718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1855
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 131 (1)6936262
Loot Pos: 223.621002 0.917000 140.582001
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2d1
ItemTemplate ID: 5bed61680db834001d2c45ab
ItemTemplate Name: mag_ak_izhmash_ak12_std_545x39_30
ItemTemplate Parent: 5448bc234bdc2d3c308b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 2750
ItemTemplate SpawnChance: 7.000000
ItemTemplate Unlootable: 0

Loot ID: Loot_mod_ammo_mods (18)6935242
Loot Pos: 645.174011 0.049000 -17.787001
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b81064c0
ItemTemplate ID: 57e3dba62459770f0c32322b
ItemTemplate Name: pistolgrip_ak_izhmash_aks74u_std
ItemTemplate Parent: 55818a684bdc2ddd698b456d
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 739
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 158 (11)6936604
Loot Pos: 225.007004 0.205000 136.348007
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2e1
ItemTemplate ID: 57347d3d245977448f7b7f61
ItemTemplate Name: borodinskiye
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 500
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: GunsafeSpawn 3_2(Clone)6937314
Loot Pos: 171.167252 2.885600 149.097244
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbeba
ItemTemplate ID: 5ae08f0a5acfc408fb1398a1
ItemTemplate Name: weapon_izhmash_mosin_rifle_762x54
ItemTemplate Parent: 5447b6254bdc2dc3278b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 15577
ItemTemplate SpawnChance: 2.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 36 (1)6935658
Loot Pos: 519.486023 1.705600 -108.439003
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b8106489
ItemTemplate ID: 573475fb24597737fb1379e1
ItemTemplate Name: cigarettes_soyuz_apollo
ItemTemplate Parent: 590c745b86f7743cc433c5f2
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 349
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Loot_mod_ammo_mods (20)6935068
Loot Pos: 653.656006 1.641000 -16.319000
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbf31
ItemTemplate ID: 5a9fb739a2750c003215717f
ItemTemplate Name: silencer_all_rotor_43_v1_9x19
ItemTemplate Parent: 550aa4cd4bdc2dd8348b456c
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 21793
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0


wajsic 18th June 2020 11:09 PM

Quote:

Originally Posted by Respecter (Post 2721041)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R
// Reversed by @Respecter

class ItemList
{
public:
        char pad_0000[32]; //0x0000
        class Item *m_pFirstItem; //0x0020
        class Item *m_pSecondItem; //0x0028
}; //Size: 0x0030

class Item
{
public:
        char pad_0000[16]; //0x0000
        class ItemProfile *m_pItemProfile; //0x0010
}; //Size: 0x0018

class ItemProfile
{
public:
        char pad_0000[40]; //0x0000
        class ItemStats *m_pItemStats; //0x0028
        class ItemBasicInformation *m_pItemInformation; //0x0030
}; //Size: 0x0038

class ItemBasicInformation
{
public:
        char pad_0000[48]; //0x0000
        class ItemLocalization *m_pItemLocalization; //0x0030
        char pad_0038[40]; //0x0038
        char *ItemPatName; //0x0060
}; //Size: 0x0068

class ItemStats
{
public:
        char pad_0000[80]; //0x0000
        class GameItem *m_pGameItem; //0x0050
}; //Size: 0x0058

class StatsNames
{
public:
        char pad_0000[32]; //0x0000
        class ItemNames *m_pItemNames; //0x0020
}; //Size: 0x0028

class ItemNames
{
public:
        char pad_0000[80]; //0x0000
        class UnityEngineString *m_pItemHashIdentifier; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pParentHashIdentifier; //0x0060
}; //Size: 0x0068

class GameItem
{
public:
        char pad_0000[32]; //0x0000
        class ItemTemplate *m_pItemTemplate; //0x0020
}; //Size: 0x0028

class ItemTemplate
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *m_pName; //0x0010
        char pad_0018[16]; //0x0018
        class UnityEngineString *m_ItemSoundName; //0x0028
        char pad_0030[24]; //0x0030
        class UnityEngineString *m_pSlotName; //0x0048
        class UnityEngineString *m_pHashName; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pHashCategory; //0x0060
}; //Size: 0x0068


Does anyone know if the ItemStats offset changed since this post? I cant seem to find GameItem on ItemStats + 0x50 and all of the other offsets seem okay.

https://i.imgur.com/UODi2Y2.png

Quote:

Originally Posted by onecool9009 (Post 2836842)
help me please ... I've already rummaged everything ... How do I get the positions of WeaponCrate, AmmoBox, PCblock, etc.? give a tip i flipped the whole mono... I have despair... All objects I take from AllLoot (0x70). Please give me a hint... I'm external. My loot dump:
Code:

Loot ID: Lootable_00000
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0186f77474b81065ff
ItemTemplate ID: 578f87ad245977356274f2cc
ItemTemplate Name: WeaponCrate
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00001
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0a86f77468595af603
ItemTemplate ID: 578f87ad245977356274f2cc
ItemTemplate Name: WeaponCrate
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00002
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd3f86f7745d7c512814
ItemTemplate ID: 578f8778245977358849a9b5
ItemTemplate Name: Jacket
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00003
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0286f77474b810670d
ItemTemplate ID: 578f87ad245977356274f2cc
ItemTemplate Name: WeaponCrate
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00004
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0a86f77468595af564
ItemTemplate ID: 578f8782245977354405a1e3
ItemTemplate Name: Safe
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00005
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd3486f77447365dc1e7
ItemTemplate ID: 5909e4b686f7747f5b744fa4
ItemTemplate Name: scavDead
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00006
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0286f77474b8106779
ItemTemplate ID: 5909d45286f77465a8136dc6
ItemTemplate Name: AmmoBox
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00007
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd4086f7745d7c512971
ItemTemplate ID: 578f87a3245977356274f2cb
ItemTemplate Name: SportBag
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00008
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd4086f7745d7c51296f
ItemTemplate ID: 578f87a3245977356274f2cb
ItemTemplate Name: SportBag
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00009
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd3486f77447365dc1da
ItemTemplate ID: 5909d45286f77465a8136dc6
ItemTemplate Name: AmmoBox
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00010
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0286f77474b810676a
ItemTemplate ID: 5909d36d86f774660f0bb900
ItemTemplate Name: GrenadeBox
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00011
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd3486f77447365dc1d5
ItemTemplate ID: 5909e4b686f7747f5b744fa4
ItemTemplate Name: scavDead
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00012
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0286f77474b810675b
ItemTemplate ID: 5909d45286f77465a8136dc6
ItemTemplate Name: AmmoBox
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00013
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0286f77474b8106792
ItemTemplate ID: 5909d24f86f77466f56e6855
ItemTemplate Name: MedBag
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00014
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd3486f77447365dc1d3
ItemTemplate ID: 578f87a3245977356274f2cb
ItemTemplate Name: SportBag
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00015
Loot Pos: 0.000000 0.000000 0.000000
Loot IsStatic: 1
Item ID: 5eb3dd0186f77474b810662c
ItemTemplate ID: 578f87ad245977356274f2cc
ItemTemplate Name: WeaponCrate
ItemTemplate Parent: 566965d44bdc2d814c8b4571
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 100
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Lootable_00016
Loot Pos: 0.000000 0.000000 0.000000
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ItemTemplate CreditPrice: 11789
ItemTemplate SpawnChance: 11.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 56 (16)6934656
Loot Pos: -280.419006 1.487000 -133.253998
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbb97
ItemTemplate ID: 5d1b39a386f774252339976f
ItemTemplate Name: item_barter_building_silicontube
ItemTemplate Parent: 57864ada245977548638de91
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 18900
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 179 (1)6937446
Loot Pos: 413.289001 2.473000 35.109001
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbeed
ItemTemplate ID: 5d4041f086f7743cac3f22a7
ItemTemplate Name: item_barter_household_toothpaste2
ItemTemplate Parent: 57864c322459775490116fbf
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 5400
ItemTemplate SpawnChance: 4.000000
ItemTemplate Unlootable: 0

Loot ID: Under the pipe6936464
Loot Pos: 281.399994 -1.430000 31.100000
Loot IsStatic: 0
Item ID: 5eb3dd2686f77447365dbbcb
ItemTemplate ID: 5448bd6b4bdc2dfc2f8b4569
ItemTemplate Name: weapon_izhmeh_pm_9x18pm
ItemTemplate Parent: 5447b5cf4bdc2d65278b4567
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 5097
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 90 (2)6937260
Loot Pos: 221.970001 0.191000 135.932999
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b81064a6
ItemTemplate ID: 56742c284bdc2d98058b456d
ItemTemplate Name: crickent
ItemTemplate Parent: 57864e4c24597754843f8723
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 244
ItemTemplate SpawnChance: 40.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 108 (1)6935876
Loot Pos: 226.445007 0.619000 160.341003
Loot IsStatic: 0
Item ID: 5eb3dcf686f774017729d371
ItemTemplate ID: 590c645c86f77412b01304d9
ItemTemplate Name: item_thick_diary
ItemTemplate Parent: 5448ecbe4bdc2d60728b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 78000
ItemTemplate SpawnChance: 11.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 266936092
Loot Pos: -202.235992 7.403000 -100.475998
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af306
ItemTemplate ID: 5449016a4bdc2d6f028b456f
ItemTemplate Name:  C1;8
ItemTemplate Parent: 543be5dd4bdc2deb348b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 0
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 158 (2)6937596
Loot Pos: 564.424988 2.579000 -90.088997
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b810646a
ItemTemplate ID: 544fb3364bdc2d34748b456a
ItemTemplate Name: splint
ItemTemplate Parent: 5448f3ac4bdc2dce718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 1855
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 131 (1)6936262
Loot Pos: 223.621002 0.917000 140.582001
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2d1
ItemTemplate ID: 5bed61680db834001d2c45ab
ItemTemplate Name: mag_ak_izhmash_ak12_std_545x39_30
ItemTemplate Parent: 5448bc234bdc2d3c308b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 2750
ItemTemplate SpawnChance: 7.000000
ItemTemplate Unlootable: 0

Loot ID: Loot_mod_ammo_mods (18)6935242
Loot Pos: 645.174011 0.049000 -17.787001
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b81064c0
ItemTemplate ID: 57e3dba62459770f0c32322b
ItemTemplate Name: pistolgrip_ak_izhmash_aks74u_std
ItemTemplate Parent: 55818a684bdc2ddd698b456d
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 739
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 158 (11)6936604
Loot Pos: 225.007004 0.205000 136.348007
Loot IsStatic: 0
Item ID: 5eb3dd0886f77468595af2e1
ItemTemplate ID: 57347d3d245977448f7b7f61
ItemTemplate Name: borodinskiye
ItemTemplate Parent: 5448e8d04bdc2ddf718b4569
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 500
ItemTemplate SpawnChance: 15.000000
ItemTemplate Unlootable: 0

Loot ID: GunsafeSpawn 3_2(Clone)6937314
Loot Pos: 171.167252 2.885600 149.097244
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbeba
ItemTemplate ID: 5ae08f0a5acfc408fb1398a1
ItemTemplate Name: weapon_izhmash_mosin_rifle_762x54
ItemTemplate Parent: 5447b6254bdc2dc3278b4568
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 15577
ItemTemplate SpawnChance: 2.000000
ItemTemplate Unlootable: 0

Loot ID: Loot 36 (1)6935658
Loot Pos: 519.486023 1.705600 -108.439003
Loot IsStatic: 0
Item ID: 5eb3dd0086f77474b8106489
ItemTemplate ID: 573475fb24597737fb1379e1
ItemTemplate Name: cigarettes_soyuz_apollo
ItemTemplate Parent: 590c745b86f7743cc433c5f2
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 349
ItemTemplate SpawnChance: 50.000000
ItemTemplate Unlootable: 0

Loot ID: Loot_mod_ammo_mods (20)6935068
Loot Pos: 653.656006 1.641000 -16.319000
Loot IsStatic: 0
Item ID: 5eb3dd3286f77447365dbf31
ItemTemplate ID: 5a9fb739a2750c003215717f
ItemTemplate Name: silencer_all_rotor_43_v1_9x19
ItemTemplate Parent: 550aa4cd4bdc2dd8348b456c
ItemTemplate IsQuestItem: 0
ItemTemplate CreditPrice: 21793
ItemTemplate SpawnChance: 5.000000
ItemTemplate Unlootable: 0


Item -> ItemProfile -> ItemBasicInformation -> ItemLocalization -> ItemCoordinates -> TransformArray -> Transform -> GetPosition

Item + 0x10] + 0x30] + 0x30] + 0x8] + 0x38] -> get position the same way as for players

onecool9009 19th June 2020 08:07 AM

Quote:

Originally Posted by wajsic (Post 2836860)
Does anyone know if the ItemStats offset changed since this post? I cant seem to find GameItem on ItemStats + 0x50 and all of the other offsets seem okay.

https://i.imgur.com/UODi2Y2.png



Item -> ItemProfile -> ItemBasicInformation -> ItemLocalization -> ItemCoordinates -> TransformArray -> Transform -> GetPosition

Item + 0x10] + 0x30] + 0x30] + 0x8] + 0x38] -> get position the same way as for players

offset data will not give a position on objects with loot. I suppose I need to somehow get the component, and then bounds, and then I find out the position...

mikangchan 19th June 2020 04:27 PM

Quote:

Originally Posted by onecool9009 (Post 2837172)
offset data will not give a position on objects with loot. I suppose I need to somehow get the component, and then bounds, and then I find out the position...

loot/lootablecontainer is child of component just use component::getposition

onecool9009 19th June 2020 06:01 PM

Quote:

Originally Posted by mikangchan (Post 2837598)
loot/lootablecontainer is child of component just use component::getposition

but how to do it if I'm external?

Adelheid 19th June 2020 06:13 PM

Update 19.06
Code:

0x40 : _template (type: EFT.InventoryLogic.ItemTemplate)

Azhora 19th June 2020 08:34 PM

new GOM or still the same?

I seem to only get 'EventSystem' and 'SpawnPoint' from active and tagged objects.

ZeusLord 19th June 2020 09:21 PM

Quote:

Originally Posted by Azhora (Post 2837811)
~

Still the same.

0xnobody 19th June 2020 09:24 PM

Anyone having problems with Y bone / base positions? Returns -10000 for me.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

24jared24 19th June 2020 09:29 PM

Quote:

Originally Posted by 0xnobody (Post 2837874)
Anyone having problems with Y bone / base positions? Returns -10000 for me.

It's -10000 until the character actually loads in, so I'm guessing you're just looking at the beginning of a game

usafaqb 19th June 2020 09:57 PM

Just curious how many of you are running personal cheese and undetected?

montroisiemecon 20th June 2020 12:31 AM

Quote:

Originally Posted by N0x61r0x6Bo0x6E (Post 2835311)
Any ideas what can be wrong then? I can easily find GameWorld inside Hideout but not in-raid :/

im facing the same issue.
i can find gameworld inside hideout but not in raid (tried as a scav)
did you find a solution to this?

EDIT : actually works as a pmc, i can find GameWorld, however i cannot find FPS Camera

RE EDIT : it worked at the beginning of the raid, but when i tried to find LocalGameWorld later in the raid i get 0

37ed1 20th June 2020 12:55 AM

Quote:

Originally Posted by usafaqb (Post 2837909)
Just curious how many of you are running personal cheese and undetected?

Like 1.5 years. No bans, not even once. Started way before the BE got added.

m1k3yman 20th June 2020 01:27 AM

@dywersant01

your probably writing faster than i am but try writing mask in game and see what happens then you will know what im talking about

Promptitude 20th June 2020 04:52 AM

Quote:

Originally Posted by montroisiemecon (Post 2838034)
im facing the same issue.
i can find gameworld inside hideout but not in raid (tried as a scav)
did you find a solution to this?

EDIT : actually works as a pmc, i can find GameWorld, however i cannot find FPS Camera

RE EDIT : it worked at the beginning of the raid, but when i tried to find LocalGameWorld later in the raid i get 0

For FPS camera, make sure you check the last object.
For game world, there can be multiple so check the player count in them.

montroisiemecon 20th June 2020 06:19 AM

Quote:

Originally Posted by Promptitude (Post 2838197)
For FPS camera, make sure you check the last object.
For game world, there can be multiple so check the player count in them.

Thanks. I made some tests and it appears that i am able to find the local game world at the beginning of the raid but around 10min after start i cannot find it anymore

okoko98ttt 20th June 2020 07:49 AM

Code:

        struct
        {
                static constexpr uint64_t itemList = 0x58;
                static constexpr uint64_t registeredPlayers = 0x78;
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

who have new itemList offset?

TJ888 20th June 2020 03:23 PM

Quote:

Originally Posted by okoko98ttt (Post 2838254)
Code:

        struct
        {
                static constexpr uint64_t itemList = 0x58;
                static constexpr uint64_t registeredPlayers = 0x78;
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

who have new itemList offset?

If you took a few seconds to look yourself instead of waiting hours for someone to spoonfeed you the offset, you would know that LootList hasn't changed from 0x58.

UnknownWarfare 20th June 2020 08:20 PM

Has the offset for ActiveWeapon changed from 0x50?
I had it working fine 2 or 3 days ago.

petemcgo 20th June 2020 08:28 PM

Guys anybody willing to help new guy with dma access from another pc? pretty new to these things but experienced c/c++ embedded dev, ofc willing to share code back

spaceb0ss 20th June 2020 08:29 PM

Quote:

Originally Posted by okoko98ttt (Post 2838254)
Code:

        struct
        {
                static constexpr uint64_t itemList = 0x58;
                static constexpr uint64_t registeredPlayers = 0x78;
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

who have new itemList offset?

It didn't change, but the ItemHash in ItemTemplate changed from 0x10 to 0x50.

ItsOver 21st June 2020 12:18 AM

Quote:

Originally Posted by petemcgo (Post 2838834)
Guys anybody willing to help new guy with dma access from another pc? pretty new to these things but experienced c/c++ embedded dev, ofc willing to share code back

Everything you will ever need is in this thread, including copy pasta ready code

Azhora 21st June 2020 12:52 AM

New to Tarkov, I already have a working ESP, but sometimes I seem to not be able to get FPS Camera from tagged objects. Any thoughts?

Also, currently I am using FPS Camera viewmatrix for all W2S calls, but for aiming it seems off sometimes to center the screen to the head of the player.
What exactly is going on here; how can I determine the aim point?

Razchek 21st June 2020 05:28 AM

Quote:

Originally Posted by Azhora (Post 2839055)
New to Tarkov, I already have a working ESP, but sometimes I seem to not be able to get FPS Camera from tagged objects. Any thoughts?

Also, currently I am using FPS Camera viewmatrix for all W2S calls, but for aiming it seems off sometimes to center the screen to the head of the player.
What exactly is going on here; how can I determine the aim point?

You might not be scanning all the tagged objects, not sure since you gave no code to reference. In testing I can reliably get the "FPS Camera" object from tagged objects.

However I prefer getting the cameras from the camera manager instead:
Code:

// Formatted for readability.

//"FPS Camera" - General usage
//"BaseOpticCamera(Clone)" - ADS with an optic sight camera
// Internal: Camera.allCameras or Camera.GetAllCameras(refArray)
// External: _
private static ulong FindCameraByName(string name)
{
    // UnityPlayer.dll + 0x14BB400
    // Sig: 48 8B 15 ? ? ? ? 48 8B 4A 10 
    var camManagerPtr = Memory.Module("UnityPlayer.dll").BaseAddress + 0x14BB400;
    var camManagerAddr = Memory.Read<UInt64>(camManagerPtr);
    var cameraArray = Memory.Read<CameraArray>(camManagerAddr);

    for (uint i = 0; i < camArray.CurCount; i++)
    {
        var cameraEntity = Memory.Read<UInt64>(cameraArray.Cameras + (i * 8));
        var isActive = Memory.Read<Bool>(cameraEntity + 0x39);

        if (!isActive)
                        continue;
 
                var camGameObj = Memory.Read<UInt64>(cameraEntity + 0x30);
                var strPtr = Memory.Read<UInt64>(camGameObj + 0x60);
                var camName = Memory.Read<String>(strPtr, name.Length);

                if (camName == name)
                {
                        return camGameObj; // or return cameraEntity for the camera component
                }
    }

    return 0;
}

public struct CameraArray
{
        public ulong Cameras; // Base of array
        public ulong MinCount;
        public ulong CurCount;
        public ulong MaxCount;
}

For aiming: center screen isn't where the bullet will mostly go as it's fired from the fire port of the weapon along it's forward vector.
So for me, I calculate the forward vector of the weapon fireport and multiply it by the distance to the preferred target and use that vector as "the center"/aim point. There are likely better ways, but that's how I do mine without any memory writes.

onecool9009 21st June 2020 02:23 PM

How to get component from GameObject, then UnityEngine.Bounds? Component offset from GameObject == 0x30 and what's next?

Rickebo 21st June 2020 09:31 PM

Offset of ItemNames in StatsNames has moved from 0x20 to 0x40

eldev 22nd June 2020 12:34 AM

Hi! How i can read localized item name? My cheat is C++ external => i can't call ShortName.Localized(). I think EFT have key => value database (json/xml/etc) like:
item_name => localized_name

But i cant find it.

djskullyx64 22nd June 2020 03:12 AM

Quote:

Originally Posted by Rickebo (Post 2839967)
Offset of ItemNames in StatsNames has moved from 0x20 to 0x40

Thanks! Saved me a bunch of time reversing. +Rep

mikangchan 22nd June 2020 09:00 PM

is there a better way to get player teams besides speakermanager?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ZeusLord 22nd June 2020 09:21 PM

Quote:

Originally Posted by mikangchan (Post 2841026)
is there a better way to get player teams besides speakermanager?


What do you mean by teams you mean their side or checking if they are In a group with someone?

SenatorII 23rd June 2020 11:02 AM

Quote:

Originally Posted by TTMDragon (Post 2835413)
Is anyone still rewriting WeaponAnimation -> Mask to remove sway and recoil?

Yes, and It is undetected.

Azhora 23rd June 2020 11:16 AM

Quote:

Originally Posted by Razchek (Post 2839210)
You might not be scanning all the tagged objects, not sure since you gave no code to reference. In testing I can reliably get the "FPS Camera" object from tagged objects.

However I prefer getting the cameras from the camera manager instead:

~SNIP

For aiming: center screen isn't where the bullet will mostly go as it's fired from the fire port of the weapon along it's forward vector.
So for me, I calculate the forward vector of the weapon fireport and multiply it by the distance to the preferred target and use that vector as "the center"/aim point. There are likely better ways, but that's how I do mine without any memory writes.

Thanks for that, I'll implement it and see if it works so I can consistently grab FPS camera.

Concerning the fireport aiming method, there is one thing I can't wrap my head around.
How do you get the forward vector of the weapon?
If I understand correctly; since Fireport is a transform, maybe you grab its location and its rotation in order to get the forward vector of the weapon?
In that case, I would have to look into how to get rotation from transform, since I am external.

Then you just ray cast with the distance to the target, apply world to screen and then compare with head position?

hhdiaini 23rd June 2020 12:10 PM

When I get the skeleton, it will cause a stuck loop. Do you have any offset address changed?

TheMaoci 23rd June 2020 01:16 PM

@Azhora
position - up should work ;)

montroisiemecon 23rd June 2020 02:25 PM

Quote:

Originally Posted by sll (Post 2825821)
Then how are you loading the dll without being able to invoke your entrypoint?

For the retards @netsh and @F lorida who down rep me on this.
Maybe put a file called Assembly-CSharp].dll at the same place as Tarkov executable.
You will see that the dll file is loaded using mono API. You can even see the namespace in mono dissect

mikangchan 23rd June 2020 07:42 PM

Quote:

Originally Posted by ZeusLord (Post 2841044)
What do you mean by teams you mean their side or checking if they are In a group with someone?

team with other player

montroisiemecon 23rd June 2020 09:42 PM

Someone knows how to get forward from transform?
i've seen examples for position from transform, i'm trying to get the forward of my camera

ZeusLord 24th June 2020 02:15 AM

Quote:

Originally Posted by mikangchan (Post 2842079)
team with other player


You can just compare their GroupID then if it�s the same they are in a group if it�s not then they are not.

TheMaoci 24th June 2020 10:42 AM

propably like this
https://github.com/B74nk/EFT-Mono-In...Player.cs#L312
its from mono but idea is ok
@mikangchan its a goldmine :)

Azhora 24th June 2020 08:17 PM

Quote:

Originally Posted by HELOHELO121 (Post 2815276)
myPlayer.GetBoneMatrix().GetBone(EHumanBones.Head).GetPosition()

Code:

class Player : public BaseClass {
        BoneMatrix GetBoneMatrix() {
                ULONG64 _playerBody = Mem.Read<ULONG64>(addr + 0xA0); // a0 : _playerBody (type: EFT.PlayerBody)
                ULONG64 SkeletonRootJoint = Mem.Read<ULONG64>(_playerBody + 0x28); // 28 : SkeletonRootJoint (type: Diz.Skinning.Skeleton)

                return BoneMatrix(Mem.Read<ULONG64>(SkeletonRootJoint + 0x28)); // 28 : _values (type: System.Collections.Generic.List<UnityEngine.Transform>)
        }
}

class Transform : public BaseClass {
private:
        struct TransformAccessReadOnly {
                ULONGLONG        pTransformData;
                int                        index;
        };

        struct TransformData {
                ULONGLONG pTransformArray;
                ULONGLONG pTransformIndices;
        };

        struct Matrix34 {
                vec4 vec0;
                vec4 vec1;
                vec4 vec2;
        };

        vec3 get_transform_position(uint64_t transform) {
                auto transform_internal = Mem.Read<uint64_t>(transform + 0x10);
                if (!transform_internal)
                        return vec3();

                __m128 result;

                const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
                const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
                const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

                TransformAccessReadOnly pTransformAccessReadOnly = Mem.Read<TransformAccessReadOnly>(transform_internal + 0x38);

                TransformData transformData = Mem.Read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

                SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
                SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

                // Allocate memory for storing large amounts of data (matricies and indicies)
                PVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
                PVOID pIndicesBuf = malloc(sizeIndicesBuf);

                if (pMatriciesBuf && pIndicesBuf) {
                        // Read Matricies array into the buffer
                        byte* matricies_buf_buf = Mem.ReadByteArray(transformData.pTransformArray, sizeMatriciesBuf);
                        memcpy(pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf);
                        delete matricies_buf_buf;

                        // Read Indices array into the buffer
                        byte* indices_buf_buf = Mem.ReadByteArray(transformData.pTransformIndices, sizeIndicesBuf);
                        memcpy(pIndicesBuf, indices_buf_buf, sizeIndicesBuf);
                        delete indices_buf_buf;

                        result = *(__m128*)((ULONGLONG)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
                        int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

                        while (transformIndex >= 0)
                        {
                                Matrix34 matrix34 = *(Matrix34*)((ULONGLONG)pMatriciesBuf + 0x30 * transformIndex);

                                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x00));        // xxxx
                                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x55));        // yyyy
                                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x8E));        // zwxy
                                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xDB));        // wzyw
                                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0xAA));        // zzzz
                                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(*(__m128i*)(&matrix34.vec1), 0x71));        // yxwy
                                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                                result = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                                        tmp7)), *(__m128*)(&matrix34.vec0));

                                transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * transformIndex);
                        }

                        free(pMatriciesBuf);
                        free(pIndicesBuf);
                }

                return vec3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
        }
public:
        Transform(ULONG64 addr) : BaseClass(addr) {}

        vec3 GetPosition() {
                return get_transform_position(addr);
        }
};

class List : public BaseClass {
public:
        int Count = 0;
        ULONG64 items = 0;

        List(ULONG64 addr) : BaseClass(addr) {
                Count = Mem.Read<int>(addr + 0x18);
                items = Mem.Read<ULONG64>(addr + 0x10);
        }

        ULONG64 get(int index) {
                return Mem.Read<ULONG64>(items + (0x20 + (index * 0x8)));
        }

        ULONG64 operator[](int index) {
                return get(index);
        }
};

class BoneMatrix : public List {
public:
        BoneMatrix(ULONG64 addr) : List(addr) {}

        Transform GetBone(int bone) {
                return Transform(get(bone));
        }
};


I'm using this but get an infinite loop in the getPosition, any ideas?
transformIndex stays == 0.

EDIT:
I dug in a little deeper and found that `pTransformIndices` is sometimes not a pointer but a small integer value?

EDIT2:
https://i.ibb.co/LpTgC4k/transform.png
So this is the start of transform getPosition and `transformData.pTransformIndices` is sometimes 16 for example.
Is the chain wrong here?

vaklahalva 25th June 2020 01:44 PM

Hey guys, solid n00bie here, so I am trying to learn on emu, and I've got couple of questions.

I've got this function to get module ptr of UnityPlayer.dll

Code:

HMODULE GetUnityModule(DWORD processID)
{
    HMODULE hMods[1024];
    HANDLE hProcess;
    DWORD cbNeeded;
    unsigned int i;

    hProcess = OpenProcess(PROCESS_QUERY_INFORMATION |
        PROCESS_VM_READ,
        FALSE, processID);
    if (NULL == hProcess)
        return nullptr;

    if (EnumProcessModules(hProcess, hMods, sizeof(hMods), &cbNeeded))
    {
        for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++)
        {
            TCHAR szModName[MAX_PATH];

            if (GetModuleFileNameEx(hProcess, hMods[i], szModName,
                sizeof(szModName) / sizeof(TCHAR)))
            {
                std::wstring mName(szModName);

                if (mName.find(L"UnityPlayer.dll", 0) != std::string::npos)
                {
                    HMODULE resModule = hMods[i];

                    _tprintf(TEXT("\t%s (0x%08X)\n"), szModName, hMods[i]);
                    return resModule;
                }
            }
        }
    }
    CloseHandle(hProcess);

    return nullptr;
}

So it returns HMODULE which is basically (void*), then if I have offset for global object manager it should be

HMODULE modPtr = GetUnityModule(xxx);

GOM_t* gom = (GOM_t*)(modPtr + Offsets.GOM);

Though I can not find it at given offset. I guess I have wrong offset, but is this way even the right way how to get base address of module and then navigate in it?

Sry if this is absolute nonsense but im trying hard :D

Adelheid 26th June 2020 12:50 PM

Quote:

Originally Posted by vaklahalva (Post 2844143)
HMODULE modPtr = GetUnityModule(xxx);
GOM_t* gom = (GOM_t*)(modPtr + Offsets.GOM);

Though I can not find it at given offset. I guess I have wrong offset, but is this way even the right way how to get base address of module and then navigate in it?

Sry if this is absolute nonsense but im trying hard :D

Code:

#define ADRESS_GOM 0x151A218
you need to dereference the pointer like this:
Code:

GOM_t* gom = (*GOM_t**)(modPtr + Offsets.GOM);
you are just casting (modPtr + Offsets.GOM) to a GOM_t pointer

hhdiaini 26th June 2020 02:17 PM

Who can share the world and some feature location code.

Adelheid 26th June 2020 02:20 PM

Code:

ptr_t bone_info = read<ptr_t>(read<ptr_t>(read<ptr_t>(read<ptr_t>(player+ 0xa0) + 0x28) + 0x28) + 0x10);
get_position(read<ptr_t>(read<ptr_t>(bone_info + 0x20 + (bone_id* 0x8)) + 0x10));


onecool9009 26th June 2020 05:45 PM

pattern of AllCameras:
Code:

\x48\x8B\x15\x00\x00\x00\x00\x48\x8B\x4A\x10
pattern of GameObjectManager:
Code:

\x48\x89\x09\x48\x89\x05\x00\x00\x00\x00\x48\x83\xC4\x38
example to get offset from pattern:
Code:

ULONG64 patternForCAM = memTool->FindSignature(unityEngineAddress, unityEngineImageSize, (BYTE*)"\x48\x8B\x15\x00\x00\x00\x00\x48\x8B\x4A\x10", 11);
ULONG32 offsetCAM = memTool->Read<ULONG32>(unityEngineAddress + patternForCAM + 3) + patternForCAM + 7;

for GOM similarly, only need to change the number of bytes

xzackcc 27th June 2020 01:21 AM

Does anyone have the offset chains for ..
  • extraction point countdown/timer
  • item value/worth (seen people use json/xml for that, has anyone found a way to do it via memory?)
  • optic matrix
  • player groupid (not side id!)

highly appreciated.

Code:

        // Global
        uint64_t global = 0x151A218; // Objects
        uint64_t camera = 0x14BB400; //

        // Objects
        uint64_t object_tagged = 0x18; // EFT.LocalGameWorld
        uint64_t object_tagged_latest = 0x10; // EFT.LocalGameWorld

        // EFT.LocalGameWorld
        uint64_t array_exits = 0x18; //
        uint64_t array_items = 0x58; // EFT.Item
        uint64_t array_players = 0x78; // EFT.Player

        // EFT.Player
        uint64_t is_localplayer = 0x18; // bool( );
        uint64_t movement_context = 0x38; // EFT.MovementContext
        uint64_t player_body = 0xA0; // EFT.PlayerBody
        uint64_t procedural_weapon_animation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
        uint64_t player_profile = 0x3E0; // EFT.Profile
        uint64_t health_container = 0x410; // GInterface147

        // EFT.MovementContext
        uint64_t local_viewangles = 0x01E0; // vector3_t( ); <-- outdated, shifted by 4 bytes, new offset: 0x01DC
        uint64_t local_position = 0x01E8; // vector3_t( );

        // EFT.Profile
        uint64_t player_id = 0x10; // UnityEngineString
        uint64_t player_info = 0x28; // EFT.Profile.Info

        // EFT.Profile.Info
        uint64_t player_name = 0x10; // UnityEngineString
        uint64_t player_side = 0x50; // int32_t( );
        uint64_t player_creation_date = 0x54; // uint64_t( );

        // GInterface147
        uint64_t health_body = 0x18; // HealthBody

        // HealthBody
        uint64_t body_controller = 0x18; // BodyController

        // BodyController
        uint64_t health_container_head = 0x30; // HealthContainer
        uint64_t health_container_thorax = 0x48; // HealthContainer
        uint64_t health_container_stomach = 0x60; // HealthContainer
        uint64_t health_container_arm_l = 0x78; // HealthContainer
        uint64_t health_container_arm_r = 0x90; // HealthContainer
        uint64_t health_container_leg_l = 0xA8; // HealthContainer
        uint64_t health_container_leg_r = 0xC0; // HealthContainer

        // HealthContainer
        uint64_t health_object = 0x10; // HealthObject

        // HealthObject
        uint64_t health = 0x10; // float( );
        uint64_t health_max = 0x14; // float( );

        // EFT.Item
        uint64_t item_profile = 0x10; // ItemProfile

        // ItemProfile
        uint64_t item_information = 0x30; // ItemInformation

        // ItemInformation
        uint64_t item_localization = 0x30; // ItemLocalization

        // ItemLocalization
        uint64_t item_coordinates = 0x8; // ItemCoordinates

        // ItemCoordinates
        uint64_t item_container = 0x8; // ItemContainer

        // ItemContainer
        uint64_t item_position = 0xb0; // vector3_t( );


sarzam 28th June 2020 02:05 AM

Missing scavs
 
In my loop through all of the entities I am somehow missing scavs and potentially players too although I haven't seen evidence of that. I'm grabbing the local world like this:
Code:

int32_t LoopDetector = 0;
for (BaseObject ActiveObject = GOM.GetFirstActiveObject(); ActiveObject.Address != GOM.GetLastActiveObject().Address; ActiveObject = ActiveObject.GetNextBaseObject())
{
        if (LoopDetector > 50000)
        {
                printf("GameWorld not found.");
                break;
        }
        std::string ActiveObjectName = ActiveObject.GetGameObject().GetGameObjectName();
        if (ActiveObjectName.find("GameWorld") != std::string::npos)
        {
                GameWorld gWorld = ActiveObject.GetGameObject().GetLocalGameWorld();
                auto pCount = GetPlayerCount(gWorld.Address);
                if (pCount > 0)
                        return gWorld;
        }
        LoopDetector++;
}

Then my entity loop looks like this:

Code:

uint64_t m_pPlayerList = mem->Read<uint64_t>(Pid, LocalGameWorld.Address + 0x78);

int32_t m_pPlayerListSize = mem->Read<int32_t>(Pid, m_pPlayerList + 0x18);
uint64_t m_pPlayerListObject = mem->Read<uint64_t>(Pid, m_pPlayerList + 0x10);

DWORD byteCount = sizeof(uint64_t) * m_pPlayerListSize;
uint64_t* buffer = (uint64_t*)malloc(byteCount + sizeof(uint64_t));
mem->ReadMem(Pid, m_pPlayerListObject + 0x20, byteCount, (BYTE*)buffer);

for (int i = 0; i < m_pPlayerListSize; i++)
{
        //uint64_t playerAddr = mem->Read<uint64_t>(Pid, m_pPlayerListObject + 0x20 + (i * 0x8));
        uint64_t playerAddr = buffer[i];
        if (playerAddr == 0)
        {
                std::cout << "Null player" << std::endl;
                continue;
        }
        TarkovPlayer m_pPlayer = TarkovPlayer(Pid, playerAddr, mem);
        if (m_pPlayer.transformCoords.x == 0.0f && m_pPlayer.transformCoords.z == 0.0f)
                continue;
        PlayerList.push_back(m_pPlayer);
}

free(buffer);

I am definitely not getting some scavs but the entities that I do get I can read just fine. Is this the correct way to get all of the entities?

xzackcc 28th June 2020 01:09 PM

For the peeps that have trouble with player breath, steady camera, recoil & spread, enjoy.

CBreathEffector & CShotEffector fully reversed and completed.

#update: WalkEffector added
Code:

class CProceduralWeaponAnimation
{
public:
        char pad_0x0000[0x18]; //0x0000
        PlayerSpring* HandsContainer; //0x0018
        GameObject* CameraContainer; //0x0020
        CBreathEffector* BreathEffector; //0x0028 done
        CWalkEffector* WalkEffector; //0x0030
        CMotionEffector* MotionEffector; //0x0038
        CForceEffector* ForceEffector; //0x0040
        CShotEffector* ShotEffector; //0x0048 done
        CTurnAwayEffector* TurnAwayEffector; //0x0050
        CCustomEffector* CustomEffector; //0x0058
        CGClass329* gclass329_0; //0x0060
        CTransform* transform_0; //0x0068
        CTransform* transform_1; //0x0070
        CScopeAimTransforms* ScopeAimTransforms; //0x0078 List <EFT.Animations.ProceduralWeaponAnimation.GClass1288
        CFirearmController* firearmController_0; //0x0080
        char pad_0x0088[0x60]; //0x0088
        float Mask; //0x00E8 EFT.Animations.EProceduralAnimationMask
        Vector3 Offset; //0x00EC
        Vector2 AgsDeltaHeightRange; //0x00F8
        float float_2; //0x0100
        float float_3; //0x0104
        float float_4; //0x0108
        Vector2 _cameraShiftToLineOfSight; //0x010C
        __int32 AimIndex; //0x0114
        float CameraSmoothTime; //0x0118
        Vector3 vector3_0; //0x011C
        DWORD64 quaternion_01; //0x0128 UnityEngine.Quaternion (0x10 size)
        DWORD64 quaternion_02; //0x0130
        DWORD64 quaternion_11; //0x0138 UnityEngine.Quaternion  (0x10 size)
        DWORD64 quaternion_12; //0x0140
        float float_6; //0x0148
        unsigned char bool_0; //0x014C
        unsigned char bool_1; //0x014D
        unsigned char _shouldMoveWeaponCloser; //0x014E
        unsigned char unk1; //0x014F
        Vector3 _vCameraTarget; //0x0150
        Vector3 RotationCameraOffset; //0x015C

}; //Size=0x0168

class CBreathEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CGClass335* Physical; //0x0010 Physical - GClass335
        CSpring* _handsRotationSpring; //0x0018 _handsRotationSpring - EFT.Animations.Spring
        CSpring* _recoilRotationSpring; //0x0020 _recoilRotationSpring - EFT.Animations.Spring
        CSmoothRandom* XRandom; //0x0028 XRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* YRandom; //0x0030 YRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorXRandom; //0x0038 TremorXRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorYRandom; //0x0040 TremorYRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorZRandom; //0x0048 TremorZRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* HipXRandom; //0x0050 HipXRAndom - CW2.Animations.SmoothRandom
        CSmoothRandom* HipZRandom; //0x0058 HipZRandom - CW2.Animations.SmoothRandom
        CAnimVal* Curves; //0x0060 Curves - EFT.Animations.AnimVal[]
        CGClass1290* _processors; //0x0068 _processors - GClass1290[]
        CBreathParameters* BreathParams; //0x0070 BreathParams - BreathParameters
        CBetterValueBlender* N00000A53; //0x0078 AmplitudeGain - EFT.Player.BetterValueBlender
        CBetterValueBlender* Hardness; //0x0080 Hardness - EFT.Player.BetterValueBlender
        CAnimationCurve* _lackOfOxygenStrength; //0x0088 _lackOfOxygenStrength - UnityEngine.AnimationCurve
        CGClass399* OxygenLevel; //0x0090 OxygenLevel - GClass399
        CGClass99* StaminaLevel; //0x0098 StaminaLevel - GClass99 
        __int32 IsAiming; //0x00A0
        float Intensity; //0x00A4
        float _shakeIntensity; //0x00A8
        float _breathIntensity; //0x00AC
        float _breathFrequency; //0x00B0
        float HipPenalty; //0x00B4
        unsigned char TremorOn; //0x00B8
        unsigned char Fracture; //0x00B9
        unsigned char unk0; //0x00BA
        unsigned char unk1; //0x00BB
        float _cameraSensetivity; //0x00BC
        float IdleUntill; //0x00C0
        float EnergyLowerLimit; //0x00C4
        float EnergyFractureLimit; //0x00C8
        float AmplitudeGainPerShot; //0x00CC
        float Delay; //0x00D0
        Vector2 _baseHipRandomAmplitudes; //0x00D4
        Vector2 _randomBetween; //0x00DC
        float _shotHardness; //0x00E4
}; //Size=0x00F0

class CShotEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CShotVal* ShotVals; //0x0010 ShotVals - ShotEffector.ShotVal[]
        CGAttribute7* Recoil; //0x0018 Recoil  - GAttribute7
        CGAttribute7* RecoilPower; //0x0020 RecoilPower - GAttribute7
        CWeapon* _weapon; //0x0028 _weapon - EFT.InventoryLogic.Weapon
        CGClass1053* _buffs; //0x0030 _buffs
        Vector2 RecoilStrengthXy; //0x0038
        Vector2 RecoilStrengthZ; //0x0040
        Vector2 RecoilDegree; //0x0048
        Vector3 RecoilDirection; //0x0050
        Vector2 RecoilRadian; //0x005C
        float Stiffness; //0x0064
        float Intensity; //0x0068
        Vector3 _xIntensityByPose; //0x006C
        Vector3 _yIntensityByPose; //0x0078
        Vector3 _zIntensityByPose; //0x0084
        Vector3 _separateIntensityFactors; //0x0090
        __int32 _pose; //0x009C

}; //Size=0x00A0


class CWalkEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CTransform* k__BackingField; //0x0010
        CWalkPreset* Preset; //0x0018
        CWalkPreset* OverweightPresets; //0x0020
        CGlass1290* PresetProcessor; //0x0028
        CGClass1290* OverweightPresetProcessor; //0x0030
        CVector2Array* IntensityMinMax; //0x0038
        float StepFrequency; //0x0040
        float Intensity; //0x0044
        float SideSpeedMultyplyer; //0x0048
        float BackSpeedMultyplyer; //0x004C
        float Treeshold; //0x0050
        Vector3 _lastPosition; //0x0054
        __int32 _isWalking; //0x0060
        float Overweight; //0x0064
        __int32 OverweightPresetProcessor; //0x0068  0 = normal, 1 = lame, 2 = sprint, 3 = duck
        float _speed; //0x006C

}; //Size=0x0070


#update: PlayerProfile added
Code:

class CPlayerProfile
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010
        CUnityEngineString* AccountId; //0x0018
        CUnityEngineString* PetId; //0x0020
        CGClass1042* Info; //0x0028
        CGClass1035* Customization; //0x0030
        CDictionary* Encyclopedia; //0x0038  it's actually a list, too lazy to make a proper array here, do it yourself
        CGclass1037* Health; //0x0040
        CGClass1561* Inventory; //0x0048
        CGClass695* QuestItems; //0x0050
        CGClass699* InsuredItems; //0x0058
        CGClass1052* Skills; //0x0060
        CGClass1342* Notes; //0x0068
        CGClass1275* Quests; //0x0070
        CConditionCounterManager* ConditionCounters; //0x0078
        CDictionary* BackendCounters; //0x0080 list again
        CGClass802* Bonuses; //0x0088
        CHideoutInfo* Hideout; //0x0090
        CGClass1036* RagfairInfo; //0x0098
        CBonusController* k__BackingField_BonusController; //0x00A0
        CDictionary* k__BackingField_TraderStandings; //0x00A8
        DWORD64 WishList; //0x00B0 String Array
        DWORD64 _emptyResourceCollection; //0x00B8 EFT.ResourceKey Array
        DWORD64 OnItemZoneDropped; //0x00C0 Action<string, string>
        DWORD64 OnTraderStandingChanged; //0x00C8 Action<string, string>
        DWORD64 OnTraderLoyaltyChanged; //0x00D0 Action<string, string>
        CGClass345* Stats; //0x00D8
        CDictionary* CheckedMagazines; //0x00E0
        CDictionary* CheckedChambers; //0x00E8

}; //Size=0x00F0

Also, one guy came up with the idea to set the mask (in CProceduralWeaponAnimation) to 0 to completely remove recoil, spread etc.
If you were wondering what that Mask stands for, here you go:
Code:

enum EProceduralAnimationMask {
        Breathing = 1,
        Walking = 2,
        MotionReaction = 4,
        ForceReaction = 8,
        Shooting = 16,
        DrawDown = 32,
        Aiming = 64
}


Minimalist2k 28th June 2020 06:56 PM

Quote:

Originally Posted by xzackcc (Post 2847274)
For the peeps that have trouble with player breath, steady camera, recoil & spread, enjoy.

CBreathEffector & CShotEffector fully reversed and completed.

#update: WalkEffector added
Code:

class CProceduralWeaponAnimation
{
public:
        char pad_0x0000[0x18]; //0x0000
        PlayerSpring* HandsContainer; //0x0018
        GameObject* CameraContainer; //0x0020
        CBreathEffector* BreathEffector; //0x0028 done
        CWalkEffector* WalkEffector; //0x0030
        CMotionEffector* MotionEffector; //0x0038
        CForceEffector* ForceEffector; //0x0040
        CShotEffector* ShotEffector; //0x0048 done
        CTurnAwayEffector* TurnAwayEffector; //0x0050
        CCustomEffector* CustomEffector; //0x0058
        CGClass329* gclass329_0; //0x0060
        CTransform* transform_0; //0x0068
        CTransform* transform_1; //0x0070
        CScopeAimTransforms* ScopeAimTransforms; //0x0078 List <EFT.Animations.ProceduralWeaponAnimation.GClass1288
        CFirearmController* firearmController_0; //0x0080
        char pad_0x0088[0x60]; //0x0088
        float Mask; //0x00E8 EFT.Animations.EProceduralAnimationMask
        Vector3 Offset; //0x00EC
        Vector2 AgsDeltaHeightRange; //0x00F8
        float float_2; //0x0100
        float float_3; //0x0104
        float float_4; //0x0108
        Vector2 _cameraShiftToLineOfSight; //0x010C
        __int32 AimIndex; //0x0114
        float CameraSmoothTime; //0x0118
        Vector3 vector3_0; //0x011C
        DWORD64 quaternion_01; //0x0128 UnityEngine.Quaternion (0x10 size)
        DWORD64 quaternion_02; //0x0130
        DWORD64 quaternion_11; //0x0138 UnityEngine.Quaternion  (0x10 size)
        DWORD64 quaternion_12; //0x0140
        float float_6; //0x0148
        unsigned char bool_0; //0x014C
        unsigned char bool_1; //0x014D
        unsigned char _shouldMoveWeaponCloser; //0x014E
        unsigned char unk1; //0x014F
        Vector3 _vCameraTarget; //0x0150
        Vector3 RotationCameraOffset; //0x015C

}; //Size=0x0168

class CBreathEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CGClass335* Physical; //0x0010 Physical - GClass335
        CSpring* _handsRotationSpring; //0x0018 _handsRotationSpring - EFT.Animations.Spring
        CSpring* _recoilRotationSpring; //0x0020 _recoilRotationSpring - EFT.Animations.Spring
        CSmoothRandom* XRandom; //0x0028 XRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* YRandom; //0x0030 YRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorXRandom; //0x0038 TremorXRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorYRandom; //0x0040 TremorYRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* TremorZRandom; //0x0048 TremorZRandom - CW2.Animations.SmoothRandom
        CSmoothRandom* HipXRandom; //0x0050 HipXRAndom - CW2.Animations.SmoothRandom
        CSmoothRandom* HipZRandom; //0x0058 HipZRandom - CW2.Animations.SmoothRandom
        CAnimVal* Curves; //0x0060 Curves - EFT.Animations.AnimVal[]
        CGClass1290* _processors; //0x0068 _processors - GClass1290[]
        CBreathParameters* BreathParams; //0x0070 BreathParams - BreathParameters
        CBetterValueBlender* N00000A53; //0x0078 AmplitudeGain - EFT.Player.BetterValueBlender
        CBetterValueBlender* Hardness; //0x0080 Hardness - EFT.Player.BetterValueBlender
        CAnimationCurve* _lackOfOxygenStrength; //0x0088 _lackOfOxygenStrength - UnityEngine.AnimationCurve
        CGClass399* OxygenLevel; //0x0090 OxygenLevel - GClass399
        CGClass99* StaminaLevel; //0x0098 StaminaLevel - GClass99 
        __int32 IsAiming; //0x00A0
        float Intensity; //0x00A4
        float _shakeIntensity; //0x00A8
        float _breathIntensity; //0x00AC
        float _breathFrequency; //0x00B0
        float HipPenalty; //0x00B4
        unsigned char TremorOn; //0x00B8
        unsigned char Fracture; //0x00B9
        unsigned char unk0; //0x00BA
        unsigned char unk1; //0x00BB
        float _cameraSensetivity; //0x00BC
        float IdleUntill; //0x00C0
        float EnergyLowerLimit; //0x00C4
        float EnergyFractureLimit; //0x00C8
        float AmplitudeGainPerShot; //0x00CC
        float Delay; //0x00D0
        Vector2 _baseHipRandomAmplitudes; //0x00D4
        Vector2 _randomBetween; //0x00DC
        float _shotHardness; //0x00E4
}; //Size=0x00F0

class CShotEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CShotVal* ShotVals; //0x0010 ShotVals - ShotEffector.ShotVal[]
        CGAttribute7* Recoil; //0x0018 Recoil  - GAttribute7
        CGAttribute7* RecoilPower; //0x0020 RecoilPower - GAttribute7
        CWeapon* _weapon; //0x0028 _weapon - EFT.InventoryLogic.Weapon
        CGClass1053* _buffs; //0x0030 _buffs
        Vector2 RecoilStrengthXy; //0x0038
        Vector2 RecoilStrengthZ; //0x0040
        Vector2 RecoilDegree; //0x0048
        Vector3 RecoilDirection; //0x0050
        Vector2 RecoilRadian; //0x005C
        float Stiffness; //0x0064
        float Intensity; //0x0068
        Vector3 _xIntensityByPose; //0x006C
        Vector3 _yIntensityByPose; //0x0078
        Vector3 _zIntensityByPose; //0x0084
        Vector3 _separateIntensityFactors; //0x0090
        __int32 _pose; //0x009C

}; //Size=0x00A0


class CWalkEffector
{
public:
        char pad_0x0000[0x10]; //0x0000
        CTransform* k__BackingField; //0x0010
        CWalkPreset* Preset; //0x0018
        CWalkPreset* OverweightPresets; //0x0020
        CGlass1290* PresetProcessor; //0x0028
        CGClass1290* OverweightPresetProcessor; //0x0030
        CVector2Array* IntensityMinMax; //0x0038
        float StepFrequency; //0x0040
        float Intensity; //0x0044
        float SideSpeedMultyplyer; //0x0048
        float BackSpeedMultyplyer; //0x004C
        float Treeshold; //0x0050
        Vector3 _lastPosition; //0x0054
        __int32 _isWalking; //0x0060
        float Overweight; //0x0064
        __int32 OverweightPresetProcessor; //0x0068  0 = normal, 1 = lame, 2 = sprint, 3 = duck
        float _speed; //0x006C

}; //Size=0x0070


#update: PlayerProfile added
Code:

class CPlayerProfile
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010
        CUnityEngineString* AccountId; //0x0018
        CUnityEngineString* PetId; //0x0020
        CGClass1042* Info; //0x0028
        CGClass1035* Customization; //0x0030
        CDictionary* Encyclopedia; //0x0038  it's actually a list, too lazy to make a proper array here, do it yourself
        CGclass1037* Health; //0x0040
        CGClass1561* Inventory; //0x0048
        CGClass695* QuestItems; //0x0050
        CGClass699* InsuredItems; //0x0058
        CGClass1052* Skills; //0x0060
        CGClass1342* Notes; //0x0068
        CGClass1275* Quests; //0x0070
        CConditionCounterManager* ConditionCounters; //0x0078
        CDictionary* BackendCounters; //0x0080 list again
        CGClass802* Bonuses; //0x0088
        CHideoutInfo* Hideout; //0x0090
        CGClass1036* RagfairInfo; //0x0098
        CBonusController* k__BackingField_BonusController; //0x00A0
        CDictionary* k__BackingField_TraderStandings; //0x00A8
        DWORD64 WishList; //0x00B0 String Array
        DWORD64 _emptyResourceCollection; //0x00B8 EFT.ResourceKey Array
        DWORD64 OnItemZoneDropped; //0x00C0 Action<string, string>
        DWORD64 OnTraderStandingChanged; //0x00C8 Action<string, string>
        DWORD64 OnTraderLoyaltyChanged; //0x00D0 Action<string, string>
        CGClass345* Stats; //0x00D8
        CDictionary* CheckedMagazines; //0x00E0
        CDictionary* CheckedChambers; //0x00E8

}; //Size=0x00F0

Also, one guy came up with the idea to set the mask (in CProceduralWeaponAnimation) to 0 to completely remove recoil, spread etc.
If you were wondering what that Mask stands for, here you go:
Code:

enum EProceduralAnimationMask {
        Breathing = 1,
        Walking = 2,
        MotionReaction = 4,
        ForceReaction = 8,
        Shooting = 16,
        DrawDown = 32,
        Aiming = 64
}


Thank you!


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Azhora 28th June 2020 09:32 PM

Quote:

Originally Posted by Adelheid (Post 2845301)
Code:

ptr_t bone_info = read<ptr_t>(read<ptr_t>(read<ptr_t>(read<ptr_t>(player+ 0xa0) + 0x28) + 0x28) + 0x10);
get_position(read<ptr_t>(read<ptr_t>(bone_info + 0x20 + (bone_id* 0x8)) + 0x10));


I should already be doing this but `TransformData.pTransformIndices` is always of value '16' and not a pointer.

I somehow cannot get this to work and I'm driving insane:

Code:

class List {
public:
    uint64_t items;    //0x0010
    uint32_t count;    //0x0018
    uint64_t address;
    VMMemIOClient &client;

    List(uint64_t addr, VMMemIOClient &client) : client(client) {
        address = addr;
        items = client.read<uint64_t>(addr + 0x10);
        count = client.read<uint32_t>(addr + 0x18);
    }

    uint64_t get(int index) {
        return client.read<uint64_t>(items + (0x20 + (index * 0x8)));
    }

    uint64_t operator[](int index) {
        return get(index);
    }
};

Code:

class BoneMatrix : public List {
public:
    BoneMatrix(uint64_t addr, VMMemIOClient &client) : List(addr, client) {}

    Transform GetBone(int bone) {
        return Transform(get(bone), client);
    }
};

Code:

class Transform {
private:
    struct TransformAccessReadOnly {
        uint64_t pTransformData;
        int index;
    };

    struct TransformData {
        uint64_t pTransformArray;
        uint64_t pTransformIndices;
    };

    struct Matrix34 {
        D3DXVECTOR4 vec0;
        D3DXVECTOR4 vec1;
        D3DXVECTOR4 vec2;
    };

    D3DXVECTOR3 get_transform_position(uint64_t transform) {
        auto transform_internal = client.read<uint64_t>(transform + 0x10);
        if (!transform_internal)
            return D3DXVECTOR3();

        __m128 result;

        const __m128 mulVec0 = {-2.000, 2.000, -2.000, 0.000};
        const __m128 mulVec1 = {2.000, -2.000, -2.000, 0.000};
        const __m128 mulVec2 = {-2.000, -2.000, 2.000, 0.000};

        auto pTransformAccessReadOnly = client.read<TransformAccessReadOnly>(transform_internal + 0x38);

        auto transformData = client.read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

        SIZE_T sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
        SIZE_T sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

        // Allocate memory for storing large amounts of data (matricies and indicies)
        PVOID pMatriciesBuf = malloc(sizeMatriciesBuf);
        PVOID pIndicesBuf = malloc(sizeIndicesBuf);

        if (pMatriciesBuf && pIndicesBuf) {
            // Read Matricies array into the buffer
            BYTE *matricies_buf_buf = new BYTE[sizeMatriciesBuf];
            client.readRaw(matricies_buf_buf, transformData.pTransformArray, sizeMatriciesBuf);
            memcpy(pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf);
            delete[] matricies_buf_buf;

            // Read Indices array into the buffer
            BYTE *indices_buf_buf = new BYTE[sizeIndicesBuf];
            client.readRaw(indices_buf_buf, transformData.pTransformIndices, sizeIndicesBuf);
            memcpy(pIndicesBuf, indices_buf_buf, sizeIndicesBuf);
            delete[] indices_buf_buf;

            result = *(__m128 * )((uint64_t) pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
            int transformIndex = *(int *) ((uint64_t) pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

            for (int i = 0; transformIndex >= 0 && i < 200; i++)
            {
                Matrix34 matrix34 = *(Matrix34*)((DWORD64)pMatriciesBuf + 0x30 * transformIndex);

                __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x00));        // xxxx
                __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x55));        // yyyy
                __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x8E));        // zwxy
                __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xDB));        // wzyw
                __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xAA));        // zzzz
                __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x71));        // yxwy
                __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

                result = _mm_add_ps(
                        _mm_add_ps(
                                _mm_add_ps(
                                        _mm_mul_ps(
                                                _mm_sub_ps(
                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                        _mm_mul_ps(
                                                _mm_sub_ps(
                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                        _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                                _mm_add_ps(
                                        _mm_mul_ps(
                                                _mm_sub_ps(
                                                        _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                        _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                        tmp7)), _mm_load_ps(&matrix34.vec0.x));

                transformIndex = *(int*)((DWORD64)pIndicesBuf + 0x4 * transformIndex);
            }

            free(pMatriciesBuf);
            free(pIndicesBuf);
        }

        return D3DXVECTOR3(result[0], result[1], result[2]);
        //return D3DXVECTOR3(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
    }

public:
    uint64_t address;
    VMMemIOClient &client;

    Transform(uint64_t addr, VMMemIOClient &client) : client(client) {
        address = addr;
    }

    D3DXVECTOR3 GetPosition() {
        return get_transform_position(address);
    }
};

Code:

BoneMatrix *EntityManager::getBoneMatrix(uint64_t entity) {
    // EFT.PlayerBody
    // SkeletonRootJoint
    // _values (System.Collections.Generic.List<UnityEngine.Transform>)
    auto skeletonArray = client.readChain<uint64_t>(entity, {0xA0, 0x28, 0x28});
    if (skeletonArray <= 0) {
        return nullptr;
    }
    return new BoneMatrix(skeletonArray, client);
}


Then I do:
Code:

BoneMatrix *bones = getBoneMatrix(it.first);
auto transform = bones->GetBone(EHumanBones::HumanHead);
auto basePosition = transform.GetPosition();

Somehow in transform getPosition; `TransformData.pTransformIndices` is always of value '16' and not a pointer.
I.e. after
Code:

auto transformData = client.read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);
transformData.pTransformIndices == 16 all of the time.

So my whole transform getPosition is messed up at that point obviously.

If someone could point me to what I am doing wrong, it would be highly appreciated.

EDIT: it seems to work for some scavs in offline mode, where it reads the correct transform and displays on screen.
However, for most this seems to not be working.

EDIT2: Finally solved this mystery: turn off auto RAM cleaner. FML.

xzackcc 29th June 2020 03:11 AM

Getting inventory slot items, have fun.

CPlayer > CPlayerProfile > Inventory (CGClass1561) > Equipment (CGClass1538) > SlotArray (CSlotArray) > CSlots (CSlots) >CSlotObject
Code:

class CPlayerProfile
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010 done
        CUnityEngineString* AccountId; //0x0018 done
        CUnityEngineString* PetId; //0x0020 done
        CGClass1042* Info; //0x0028  done
        CGClass1035* Customization; //0x0030
        CDictionary* Encyclopedia; //0x0038  it's actually a list, too lazy to make a proper array here, do it yourself
        CGclass1037* Health; //0x0040
        CGClass1561* Inventory; //0x0048
        CGClass695* QuestItems; //0x0050
        CGClass699* InsuredItems; //0x0058
        CGClass1052* Skills; //0x0060
        CGClass1342* Notes; //0x0068
        CGClass1275* Quests; //0x0070
        CConditionCounterManager* ConditionCounters; //0x0078
        CDictionary* BackendCounters; //0x0080 list again
        CGClass802* Bonuses; //0x0088
        CHideoutInfo* Hideout; //0x0090
        CGClass1036* RagfairInfo; //0x0098
        CBonusController* k__BackingField_BonusController; //0x00A0
        CDictionary* k__BackingField_TraderStandings; //0x00A8
        DWORD64 WishList; //0x00B0 String Array
        DWORD64 _emptyResourceCollection; //0x00B8 EFT.ResourceKey Array
        DWORD64 OnItemZoneDropped; //0x00C0 Action<string, string>
        DWORD64 OnTraderStandingChanged; //0x00C8 Action<string, string>
        DWORD64 OnTraderLoyaltyChanged; //0x00D0 Action<string, string>
        CGClass345* Stats; //0x00D8
        CDictionary* CheckedMagazines; //0x00E0
        CDictionary* CheckedChambers; //0x00E8

}; //Size=0x00F0

class CGClass1561
{
public:
        char pad_0x0000[0x10]; //0x0000
        CGClass1538* Equipment; //0x0010
        CGClass1525* Stash; //0x0018
        CGClass1525* QuestRaidItems; //0x0020
        CGClass1525* QuestStashItems; //0x0028
        CGClass1362* FastAcces; //0x0030
        CGClass400* TotalWeight; //0x0038
        CGClass400* m_pTotalWeightEliteSkill; //0x0040
        GClass584* DeserializationErrors; //0x0048
        CDictionary* list_0; //0x0050
        CBindableEvent* OnWeightUpdated; //0x0058
        char pad_0x0060[0x30]; //0x0060

}; //Size=0x0090

class CGClass1538
{
public:
        char pad_0x0000[0x80]; //0x0000
        CSlotArray* SlotArray; //0x0080
        char pad_0x0088[0x38]; //0x0088

}; //Size=0x00C0

class CSlotArray
{
public:
        char pad_0x0000[0x18]; //0x0000
        __int32 size; //0x0018
        __int32 unk0; //0x001C
        CSlots Slots[]; //0x0020

}; //Size=0x00B0

class CSlots
{
public:
        CSlotObject* SlotObject; //0x0000

}; //Size=0x0008

class CSlotObject
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010
        CBindableState* _reactiveContainedItem; //0x0018
        CDictionary* ConflictingSlots; //0x0020
        CDictionary* BlockerSlots; //0x0028
        CUnityEngineString* _cachedSlotName; //0x0030
        CList* k__BackingFieldContainedItem; //0x0038 ContainedItem
        CList* k__BackingFieldParentItem; //0x0040
        CList* k__BackingFieldFilters; //0x0048
        __int32 unk0; //0x0050
        __int32 _mergeSlotWithChildren; //0x0054 EParentMergeType
        __int32 Deleted; //0x0058

}; //Size=0x005C

update: ItemTemplate completed.

Code:

class CItemTemplate
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Name; //0x0010
        CUnityEngineString* ShortName; //0x0018
        CUnityEngineString* Description; //0x0020
        CUnityEngineString* ItemSound; //0x0028
        CResourceKey* Prefab; //0x0030
        CResourceKey* UsePrefab; //0x0038
        CUnityEngineString* ConflictingItems; //0x0040 String Array
        CUnityEngineString* UnlootableFromSlot; //0x0048
        CUnityEngineString* _id; //0x0050
        CUnityEngineString* _name; //0x0058
        CUnityEngineString* _parent; //0x0060
        GClass693* _items; //0x0068
        CList* ReadonlyComponents; //0x0070
        CItemTemplate* _compatibleItems; //0x0078
        CList* Children; //0x0080
        float Weight; //0x0088
        __int32 ExaminedByDefault; //0x008C
        float ExamineTime; //0x0090
        __int32 QuestItem; //0x0094
        DWORD BackgroundColor; //0x0098 TaxonomyColor
        __int32 Width; //0x009C
        __int32 Height; //0x00A0
        __int32 ExtraSizeLeft; //0x00A4
        __int32 ExtraSizeRight; //0x00A8
        __int32 ExtraSizeUp; //0x00AC
        __int32 ExtraSizeDown; //0x00B0
        __int32 ExtraSizeForceAdd; //0x00B4
        __int32 StackMaxSize; //0x00B8
        __int32 StackObjectsCount; //0x00BC
        __int32 CreditsPrice; //0x00C0
        __int32 Rarity; //0x00C4 0 = common, 1 = rare, 2 = superrare - ELootRarity
        float SpawnChance; //0x00C8
        __int32 NotShownInSlot; //0x00CC
        __int32 LootExperience; //0x00D0
        __int32 HideEntrails; //0x00D4
        __int32 ExamineExperience; //0x00D8
        __int32 RepairCost; //0x00DC
        __int32 RepairSpeed; //0x00E0
        __int32 MergesWithChildren ; //0x00E4
        __int32 CanSellOnRagfair; //0x00E8
        __int32 CanRequireOnRagfair; //0x00EC
        __int32 UnlootableFromSide; //0x00F0 EFT.EPlayerSideMask
        __int32 _type; //0x00F4 EFT.InventoryLogic.NodeType

}; //Size=0x00F8

Example values from ItemTemplate, P226R selected in Holster:
https://i.imgur.com/U1mRziv.png

z3500376 29th June 2020 10:20 AM

Quote:

Originally Posted by xzackcc (Post 2847971)
Getting inventory slot items, have fun.

CPlayer > CPlayerProfile > Inventory (CGClass1561) > Equipment (CGClass1538) > SlotArray (CSlotArray) > CSlots (CSlots) >CSlotObject
Code:

class CPlayerProfile
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010 done
        CUnityEngineString* AccountId; //0x0018 done
        CUnityEngineString* PetId; //0x0020 done
        CGClass1042* Info; //0x0028  done
        CGClass1035* Customization; //0x0030
        CDictionary* Encyclopedia; //0x0038  it's actually a list, too lazy to make a proper array here, do it yourself
        CGclass1037* Health; //0x0040
        CGClass1561* Inventory; //0x0048
        CGClass695* QuestItems; //0x0050
        CGClass699* InsuredItems; //0x0058
        CGClass1052* Skills; //0x0060
        CGClass1342* Notes; //0x0068
        CGClass1275* Quests; //0x0070
        CConditionCounterManager* ConditionCounters; //0x0078
        CDictionary* BackendCounters; //0x0080 list again
        CGClass802* Bonuses; //0x0088
        CHideoutInfo* Hideout; //0x0090
        CGClass1036* RagfairInfo; //0x0098
        CBonusController* k__BackingField_BonusController; //0x00A0
        CDictionary* k__BackingField_TraderStandings; //0x00A8
        DWORD64 WishList; //0x00B0 String Array
        DWORD64 _emptyResourceCollection; //0x00B8 EFT.ResourceKey Array
        DWORD64 OnItemZoneDropped; //0x00C0 Action<string, string>
        DWORD64 OnTraderStandingChanged; //0x00C8 Action<string, string>
        DWORD64 OnTraderLoyaltyChanged; //0x00D0 Action<string, string>
        CGClass345* Stats; //0x00D8
        CDictionary* CheckedMagazines; //0x00E0
        CDictionary* CheckedChambers; //0x00E8

}; //Size=0x00F0

class CGClass1561
{
public:
        char pad_0x0000[0x10]; //0x0000
        CGClass1538* Equipment; //0x0010
        CGClass1525* Stash; //0x0018
        CGClass1525* QuestRaidItems; //0x0020
        CGClass1525* QuestStashItems; //0x0028
        CGClass1362* FastAcces; //0x0030
        CGClass400* TotalWeight; //0x0038
        CGClass400* m_pTotalWeightEliteSkill; //0x0040
        GClass584* DeserializationErrors; //0x0048
        CDictionary* list_0; //0x0050
        CBindableEvent* OnWeightUpdated; //0x0058
        char pad_0x0060[0x30]; //0x0060

}; //Size=0x0090

class CGClass1538
{
public:
        char pad_0x0000[0x80]; //0x0000
        CSlotArray* SlotArray; //0x0080
        char pad_0x0088[0x38]; //0x0088

}; //Size=0x00C0

class CSlotArray
{
public:
        char pad_0x0000[0x18]; //0x0000
        __int32 size; //0x0018
        __int32 unk0; //0x001C
        CSlots Slots[]; //0x0020

}; //Size=0x00B0

class CSlots
{
public:
        CSlotObject* SlotObject; //0x0000

}; //Size=0x0008

class CSlotObject
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Id; //0x0010
        CBindableState* _reactiveContainedItem; //0x0018
        CDictionary* ConflictingSlots; //0x0020
        CDictionary* BlockerSlots; //0x0028
        CUnityEngineString* _cachedSlotName; //0x0030
        CList* k__BackingFieldContainedItem; //0x0038 ContainedItem
        CList* k__BackingFieldParentItem; //0x0040
        CList* k__BackingFieldFilters; //0x0048
        __int32 unk0; //0x0050
        __int32 _mergeSlotWithChildren; //0x0054 EParentMergeType
        __int32 Deleted; //0x0058

}; //Size=0x005C

update: ItemTemplate completed.

Code:

class CItemTemplate
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Name; //0x0010
        CUnityEngineString* ShortName; //0x0018
        CUnityEngineString* Description; //0x0020
        CUnityEngineString* ItemSound; //0x0028
        CResourceKey* Prefab; //0x0030
        CResourceKey* UsePrefab; //0x0038
        CUnityEngineString* ConflictingItems; //0x0040 String Array
        CUnityEngineString* UnlootableFromSlot; //0x0048
        CUnityEngineString* _id; //0x0050
        CUnityEngineString* _name; //0x0058
        CUnityEngineString* _parent; //0x0060
        GClass693* _items; //0x0068
        CList* ReadonlyComponents; //0x0070
        CItemTemplate* _compatibleItems; //0x0078
        CList* Children; //0x0080
        float Weight; //0x0088
        __int32 ExaminedByDefault; //0x008C
        float ExamineTime; //0x0090
        __int32 QuestItem; //0x0094
        DWORD BackgroundColor; //0x0098 TaxonomyColor
        __int32 Width; //0x009C
        __int32 Height; //0x00A0
        __int32 ExtraSizeLeft; //0x00A4
        __int32 ExtraSizeRight; //0x00A8
        __int32 ExtraSizeUp; //0x00AC
        __int32 ExtraSizeDown; //0x00B0
        __int32 ExtraSizeForceAdd; //0x00B4
        __int32 StackMaxSize; //0x00B8
        __int32 StackObjectsCount; //0x00BC
        __int32 CreditsPrice; //0x00C0
        __int32 Rarity; //0x00C4 0 = common, 1 = rare, 2 = superrare - ELootRarity
        float SpawnChance; //0x00C8
        __int32 NotShownInSlot; //0x00CC
        __int32 LootExperience; //0x00D0
        __int32 HideEntrails; //0x00D4
        __int32 ExamineExperience; //0x00D8
        __int32 RepairCost; //0x00DC
        __int32 RepairSpeed; //0x00E0
        __int32 MergesWithChildren ; //0x00E4
        __int32 CanSellOnRagfair; //0x00E8
        __int32 CanRequireOnRagfair; //0x00EC
        __int32 UnlootableFromSide; //0x00F0 EFT.EPlayerSideMask
        __int32 _type; //0x00F4 EFT.InventoryLogic.NodeType

}; //Size=0x00F8

Example values from ItemTemplate, P226R selected in Holster:
https://i.imgur.com/U1mRziv.png

sir anyway can to get item container box by external

xzackcc 29th June 2020 10:30 AM

Quote:

Originally Posted by z3500376 (Post 2848184)
sir anyway can to get item container box by external

Show me the way you're getting the items and tell me where it's stuck.
There are several containers for items as well as different pointers to lootable stuff.

Another class for you:

ExfiltrationPoint completed
Code:

class CExfiltrationPoint
{
public:
        char pad_0x0000[0x18]; //0x0000
        CCollider* ExtendedCollider; //0x0018
        CSwitch* Switch; //0x0020
        CUnityEngineString* string_0; //0x0028
        CList* list_0; //0x0030 String List
        CUnityEngineString* string_1; //0x0038
        CAction* action_0; //0x0040
        GameObject* _root; //0x0048
        CList* QueuedPlayers; //0x0050
        CExitTriggerSettings* Settings; //0x0058
        ExfiltrationRequirement* Requirements; //0x0060 Array
        CAction* action_1; //0x0068
        CAction* action_2; //0x0070
        CBindableList* Entered; //0x0078  EFT.Player
        CUnityEngineString* EligibleEntryPoints; //0x0080 String Array
        CBoxCollider* boxCollider_0; //0x0088
        CCoroutine* coroutine_0; //0x0090
        CCoroutine* coroutine_1; //0x0098
        CList* list_1; //0x00A0 List of Switches
        __int32 _status; //0x00A8
        float ExfiltrationStartTime; //0x00AC
        unsigned char Reusable; //0x00B0
        unsigned char bool_0; //0x00B1
}; //Size=0x00B2

Exfiltration statuses are as following (_status - found at 0xA8):
Code:

enum EExfiltrationStatus {
        NotPresent = 1,
        UncompleteRequirements,
        Countdown,
        RegularMode,
        Pending,
        AwaitsManualActivation
}


Now the juice stuff:
- the exit name
- entry points (bugged, not sure - only tested in botgame)
- exit type (see below)
- exit time (seems to be the actual time it takes to exit from this point)
- playercount (how many players are at the exit point)
- chance (always stays at 100.00, not sure what this is for)
- min & max time (no clue, not tested)
- start time (sits at 0.00, guess it increases when someone activates the point(?))

ExitTriggerSettings (Settings - 0x58)
Code:

class CExitTriggerSettings
{
public:
        char pad_0x0000[0x10]; //0x0000
        CUnityEngineString* Name; //0x0010
        CUnityEngineString* EntryPoints; //0x0018
        __int32 ExfiltrationType; //0x0020
        float ExfiltrationTime; //0x0024
        __int32 PlayerCount; //0x0028
        float Chance; //0x002C
        float MinTime; //0x0030
        float MaxTime; //0x0034
        __int32 StartTime; //0x0038

}; //Size=0x003C

Exit Types
Code:

enum EExfiltrationType{
                Individual,
                SharedTimer,
                Manual
}


TheMaoci 29th June 2020 11:04 AM

@xzackcc
- the exit name - just extract name
- entry points - not sure what this is
- exit type - free extract / required to do something / random(50/50 will be active) / etc.
- exit time - its the time it tooks to extract from map around 2-30 seconds depends on point
- playercount - you are right about this one
- chance - some points have lower chance to spawn check customs (boat and ruaf)
- min & max time - propably some debug staff then player can be spawned on map min and maximum time ? who knows at this point
- start time - its spawn time (it should stay at 0) unless you having special extract available in like 25 min in raid

about containers i remember you need to get a list of containers and then attach items to it manually (mono does that automaticly)

xzackcc 29th June 2020 11:23 AM

Quote:

Originally Posted by TheMaoci (Post 2848239)
- exit type - free extract / required to do something / random(50/50 will be active) / etc.

Thanks for the info, but you're wrong about this one tho. You're talking about the exit status, this is the exit type.

Again for reference:
Code:

enum EExfiltrationType{
                Individual,
                SharedTimer,
                Manual
}


TheMaoci 29th June 2020 11:44 AM

Quote:

Originally Posted by xzackcc (Post 2848260)
Thanks for the info, but you're wrong about this one tho. You're talking about the exit status, this is the exit type.

Again for reference:
Code:

enum EExfiltrationType{
                Individual,
                SharedTimer,
                Manual
}


u right my bad :) i get consumed by writing external so much im lacking with info right now... [overlay with 5000+ fps drawing oh man ....]
but looking at this its useless information tbh. you will never gonna use that ;)

jocleys 29th June 2020 04:33 PM

Someone can share the latest profile offset, LOL

usafaqb 29th June 2020 04:53 PM

Quote:

Originally Posted by jocleys (Post 2848602)
Someone can share the latest profile offset, LOL

From another thread

Quote:

Originally Posted by TTMDragon (Post 2848577)
New update:

PLAYER_PROFILE 0x3d0
PROCEDURAL_WEAPON_ANIMATION 0x168
PLAYER_HEALTH_CONTROLLER 0x400

GOM: Same


TTMDragon 29th June 2020 04:58 PM

Quote:

Originally Posted by usafaqb (Post 2848630)
From another thread

I am fucking stupid, posted it there by mistake. :lmao:

jocleys 29th June 2020 04:58 PM

Quote:

Originally Posted by usafaqb (Post 2848630)
From another thread

It's not true..They updated it an hour ago, and the data you posted was last updated

TTMDragon 29th June 2020 05:02 PM

Quote:

Originally Posted by jocleys (Post 2848636)
It's not true..They updated it an hour ago, and the data you posted was last updated

These are for the last update about an hour ago.

momopubg 29th June 2020 05:02 PM

Quote:

Originally Posted by jocleys (Post 2848636)
It's not true..They updated it an hour ago, and the data you posted was last updated

WTF... it is true and another hint get them by yourself....

jocleys 29th June 2020 05:03 PM

Quote:

Originally Posted by TTMDragon (Post 2848641)
These are for the last update about an hour ago.

Thank you I thought the updates were all + offsets. I didn't expect that the profile was - 0x10

UnknownWarfare 29th June 2020 05:13 PM

Any offset update for the HandsController?

verxx 29th June 2020 05:32 PM

is ProceduralWeaponAnimation at CPlayer+0x168? It seems I can't find this anywhere and this offset doesn't work. EDIT: this works

I do ((CPlayer+0x168)+0x48) then I set vector2 at + 0x38 and + 0x40 and also the intensity at + 0x68. EDIT: this works

Also is there some resource for seeing what container something is in? (still can't figure this one out)

Nov 29th June 2020 05:52 PM

Quote:

Originally Posted by verxx (Post 2848671)
is ProceduralWeaponAnimation at CPlayer+0x168? It seems I can't find this anywhere and this offset doesn't work.

Yes it is

Azhora 29th June 2020 07:32 PM

Quote:

Originally Posted by TheMaoci (Post 2841727)
@Azhora
position - up should work ;)

up comes from rotation it appears; which I need internal_get_rotation for.
For this I need to rebuilt the internal_get_rotation to use it externally.
I've been looking into it; and it is similar to internal_get_position and doable.

Is there another method to get up straight from memory?

Skengdo 29th June 2020 08:10 PM

What's the easiest way to check if you're in hideout/main menu?

UnknownWarfare 29th June 2020 08:49 PM

Quote:

Originally Posted by Skengdo (Post 2848824)
What's the easiest way to check if you're in hideout/main menu?

Determine GameWorld:
Code:

class UnityGame : public BaseGame
{
protected:
    GameObjectManager GOM{0x0, 0x0};
    GameWorld LocalGameWorld{0x0};

    GameWorld FindLocalGameWorld()
    {
        int32_t LoopDetector = 0;
        for (BaseObject ActiveObject = GOM.GetFirstActiveObject(); ActiveObject.Address != GOM.GetLastActiveObject().Address; ActiveObject = ActiveObject.GetNextBaseObject())
        {
            if (LoopDetector > 50000)
            {
                printf("GameWorld not found.");
                break;
            }
            std::string ActiveObjectName = ActiveObject.GetGameObject().GetGameObjectName();
            if (ActiveObjectName.find("GameWorld") != std::string::npos)
            {
                return ActiveObject.GetGameObject().GetLocalGameWorld();
            }
            LoopDetector++;
        }

        return GameWorld();
    }

    bool GameWorldActive()
    {
        return FindLocalGameWorld().IsValid;
    }
};

Get Player Count:
Code:

public:
    int32_t GetPlayerCount()
    {
        uint64_t m_pPlayerList = Process->Read<uint64_t>(LocalGameWorld.Address + 0x70);

        return Process->Read<int32_t>(m_pPlayerList + 0x18);
    }

Check if in Hideout or Menu:
Code:

if (GetPlayerCount() == 0 || !LocalGameWorld.IsValid)
  {
    //Game not active yet
    sleep(1);
    continue;
  }



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Razchek 29th June 2020 09:49 PM

Quote:

Originally Posted by UnknownWarfare (Post 2848657)
Any offset update for the HandsController?

This one?
Eft.Player._handsController;
Entity + 0x418 (previous patch was 0x428).
https://i.imgur.com/WaUklY6.png

virii72 29th June 2020 09:49 PM

Can anyone point me to a post or give me some general idea of how to get loot that is in containers?

I'm reading memory though PCI using PCILeech, have everything I wanted working for a radar other than items in containers. Is getting this loot (IE: keys in jackets) possible external like this? I'm exhausted looking through back pages and searching. Any help would be awesome.

UnknownWarfare 29th June 2020 09:52 PM

Quote:

Originally Posted by Razchek (Post 2848938)
This one?
Eft.Player._handsController;
Entity + 0x418 (previous patch was 0x428).
https://i.imgur.com/WaUklY6.png

That's exactly what I was looking for, you're a godsend :flowers1:

How do you find those offsets easily? Any tips?

Razchek 29th June 2020 10:00 PM

Quote:

Originally Posted by UnknownWarfare (Post 2848944)
That's exactly what I was looking for, you're a godsend :flowers1:

How do you find those offsets easily? Any tips?

You can launch the game via: Battlestate Games\EFT\EscapeFromTarkov.exe then attach Cheat Engine, mono dissect, expand all and then export that to a text file.

or coming soon: https://github.com/Razchek/Unispect ;)

UnknownWarfare 29th June 2020 10:08 PM

Quote:

Originally Posted by Razchek (Post 2848961)

Looks fantastic, I'll be the first to buy you a good beer on release :friday:

xzackcc 29th June 2020 10:53 PM

Quote:

Originally Posted by TheMaoci (Post 2848277)
u right my bad :) i get consumed by writing external so much im lacking with info right now... [overlay with 5000+ fps drawing oh man ....]
but looking at this its useless information tbh. you will never gonna use that ;)

I feel you! :gost:
And ye, it seems like it's not doing much - will keep it in the esp and report if it somehow changes ^.^

Azhora 29th June 2020 11:50 PM

After a few minutes in the raid, I still have disappearing players. Even if I completely restart my program. Any suggestions?
Will look into it further...

Edit: I do find players, but somehow all bone positions are off after a while.
Anyone else using Diz.Skinning.Skeleton and having this problem?

ItsOver 30th June 2020 12:20 AM

Code:

Profile
                30 : Id (type: System.Int32)
                10 : Name (type: System.String)
                34 : Position (type: UnityEngine.Vector3)
                40 : Rotation (type: UnityEngine.Quaternion)
                50 : IsAI (type: System.Boolean)
                54 : Side (type: EFT.EPlayerSide)
                18 : SpawnAreaName (type: System.String)
                20 : GroupId (type: System.String)
                28 : EntryPoint (type: System.String)


xzackcc 30th June 2020 12:20 AM

Quote:

Originally Posted by Azhora (Post 2849075)
After a few minutes in the raid, I still have disappearing players. Even if I completely restart my program. Any suggestions?
Will look into it further...

Edit: I do find players, but somehow all bone positions are off after a while.
Anyone else using Diz.Skinning.Skeleton and having this problem?

Since nobody else seems willing to help you, I'll just post my code - take a note on that while loop and when it breaks. I had the same issue when working external.

For reference:
- Drawing full skeleton, up to 15-20 players at any distance - no issues at all
- Playing for 2-3 hours straight with no flickering (the arms/elbow does flicker sometimes - not a big issue tho)

let me know if this helped.
Code:

        struct TransformAccessReadOnly {
                ULONGLONG        pTransformData;
                int                        index;
        };

        struct TransformData {
                ULONGLONG pTransformArray;
                ULONGLONG pTransformIndices;
        };

        uint64_t matrix_list_base = 0;
        uint64_t dependency_index_table_base = 0;

        // this function isn't mine, someone posted it on github - credits to whoever has done this, gj!
        vector3_t get_bone_position(uint64_t transform) {
                auto transform_internal = yourmemoryclass->read_memory<uint64_t>(transform + 0x10);

                auto matrices = yourmemoryclass->read_memory<uint64_t>(transform_internal + 0x38);
                auto index = yourmemoryclass->read_memory<int>(transform_internal + 0x40);

                yourmemoryclass->read_to_buffer((uintptr_t)( matrices + 0x18 ), &matrix_list_base, sizeof(matrix_list_base));

                yourmemoryclass->read_to_buffer((uintptr_t)( matrices + 0x20 ), &dependency_index_table_base, sizeof(dependency_index_table_base));

                static auto get_dependency_index = [ this ](uint64_t base, int32_t index) {
                        yourmemoryclass->read_to_buffer((uintptr_t)( base + index * 4 ), &index, sizeof(index));
                        return index;
                };

                static auto get_matrix_blob = [ this ](uint64_t base, uint64_t offs, float* blob, uint32_t size) {
                        yourmemoryclass->read_to_buffer((uintptr_t)( base + offs ), blob, size);
                };

                int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

                vector3_t ret_value;
                {
                        float* base_matrix3x4 = (float*)malloc(64),
                                * matrix3x4_buffer0 = (float*)( (uint64_t)base_matrix3x4 + 16 ),
                                * matrix3x4_buffer1 = (float*)( (uint64_t)base_matrix3x4 + 32 ),
                                * matrix3x4_buffer2 = (float*)( (uint64_t)base_matrix3x4 + 48 );

                        get_matrix_blob(matrix_list_base, index * 48, base_matrix3x4, 16);

                        __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
                        __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
                        __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

                        int i = 0;
                        while (index_relation >= 0) {
                                i++;
                                // this is what I mean with the loop, fixed my external esp.
                                if (i > 30) // index_relation sets itself to a high number sometimes - just set a break of 30-50 and you should be g2g. (btw, even 100 is too high when drawing a skeleton for each bone on each player)
                                        break;

                                uint32_t matrix_relation_index = 6 * index_relation;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index, matrix3x4_buffer2, 16);
                                __m128 v_0 = *( __m128* )matrix3x4_buffer2;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 32, matrix3x4_buffer0, 16);
                                __m128 v_1 = *( __m128* )matrix3x4_buffer0;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 16, matrix3x4_buffer1, 16);
                                __m128i v9 = *( __m128i* )matrix3x4_buffer1;

                                __m128* v3 = ( __m128* )base_matrix3x4; // [email protected]
                                __m128 v10; // [email protected]
                                __m128 v11; // [email protected]
                                __m128 v12; // [email protected]
                                __m128 v13; // [email protected]
                                __m128 v14; // [email protected]
                                __m128 v15; // [email protected]
                                __m128 v16; // [email protected]
                                __m128 v17; // [email protected]

                                v10 = _mm_mul_ps(v_1, *v3);
                                v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
                                v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
                                v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
                                v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
                                v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
                                v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

                                v17 = _mm_add_ps(
                                        _mm_add_ps(
                                        _mm_add_ps(
                                        _mm_mul_ps(
                                        _mm_sub_ps(
                                        _mm_mul_ps(_mm_mul_ps(v11, ( __m128 )xmmword_1410D1350), v13),
                                        _mm_mul_ps(_mm_mul_ps(v12, ( __m128 )xmmword_1410D1360), v14)),
                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                                        _mm_mul_ps(
                                        _mm_sub_ps(
                                        _mm_mul_ps(_mm_mul_ps(v15, ( __m128 )xmmword_1410D1360), v14),
                                        _mm_mul_ps(_mm_mul_ps(v11, ( __m128 )xmmword_1410D1340), v16)),
                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                                        _mm_add_ps(
                                        _mm_mul_ps(
                                        _mm_sub_ps(
                                        _mm_mul_ps(_mm_mul_ps(v12, ( __m128 )xmmword_1410D1340), v16),
                                        _mm_mul_ps(_mm_mul_ps(v15, ( __m128 )xmmword_1410D1350), v13)),
                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                                        v10)),
                                        v_0);

                                *v3 = v17;

                                index_relation = get_dependency_index(dependency_index_table_base, index_relation);
                        }

                        ret_value = *(vector3_t*)base_matrix3x4;
                        delete[ ] base_matrix3x4;
                }

                return ret_value;
        }


        uint64_t get_bonematrix( ) {
                uint64_t playerbody = yourmemoryclass->read_memory<uint64_t>(_object + offsets.m_pPlayerBody); //
                uint64_t skeleton = yourmemoryclass->read_memory<uint64_t>(_playerMoveRef1 + offsets.m_pSkeletonRootJoin); //
                uint64_t boneenum = yourmemoryclass->read_memory<uint64_t>(_playerMoveRef2 + offsets.m_pBoneEnumerator); //
                return read_memory<uint64_t>(boneenum + offsets.m_pTransformArray); // ^ < - bonematrix
        }

        uint64_t get_roottransform( ) {
                uint64_t bonearray = yourmemoryclass->read_memory<uint64_t>(get_bonematrix( ) + offsets.m_pBoneArray); //
                uint64_t bonetransform = yourmemoryclass->read_memory<uint64_t>(_playerMoveRef6 + offsets.m_pBoneTransform); //
                return  read_memory<uint64_t>(_playerMoveRef7 + 0x38); // ^ < - root transform
        }

        D3DXVECTOR3 get_bone_by_id(int boneid = 133) {
                auto transform = yourmemoryclass->read_memory<uint64_t>(get_bonematrix( ) + ( 0x20 + boneid * 8 )); // < - bone transform
                auto position = get_bone_position(transform);
                return D3DXVECTOR3(position.x, position.y, position.z); // position
        }


montroisiemecon 30th June 2020 12:47 AM

My ESP sucks

https://tenor.com/view/gif-17661732

Any idea?
I copy/pasta the worldtoscreen function

Code:

bool WorldToScreen(Matrix4f CameraMatrix, Vector3f WorldPosition, Vector2f &ScreenPosition, float width, float height)
{
    CameraMatrix = CameraMatrix.transpose();

    const Vector3f translation = {CameraMatrix.at(3, 0), CameraMatrix.at(3, 1), CameraMatrix.at(3, 2)};
    const Vector3f up = {CameraMatrix.at(1, 0), CameraMatrix.at(1, 1), CameraMatrix.at(1, 2)};
    const Vector3f right = {CameraMatrix.at(0, 0), CameraMatrix.at(0, 1), CameraMatrix.at(0, 2)};

    const auto w = translation.dotProduct(WorldPosition) + CameraMatrix.at(3,3);

    if (w < 0.1f)
        return false;

    const auto x = right.dotProduct(WorldPosition) + CameraMatrix.at(0, 3);
    const auto y = up.dotProduct(WorldPosition) + CameraMatrix.at(1, 3);

    ScreenPosition.x = (width) * (1.f + x / w) - (width);
    ScreenPosition.y = -((height) * (1.f - y / w) - (height));

    return true;
}

and I just draw this way

Code:

                        ImGui::GetOverlayDrawList()->AddText(ImGui::GetFont(), 14, ImVec2(player.x + 1, player.y + 1), ImGui::GetColorU32({ 255 / 255.0f, 0, 0, 255 / 255.0f }), label.c_str());
                        ImGui::GetOverlayDrawList()->AddCircle(ImVec2(player.x, player.y), 10 * getFactorFromDistance(player.inGameDistance),
                                ImGui::GetColorU32({ 255 / 255.0f, 0, 0, 255 / 255.0f }));

Im pretty sure my x,y,z and the other plays x,y,z are corrects, since the inGameDistance I compute looks correct

Any help would be greatly appreciated

Azhora 30th June 2020 12:53 AM

Quote:

Originally Posted by xzackcc (Post 2849096)
Since nobody else seems willing to help you, I'll just post my code - take a note on that while loop and when it breaks. I had the same issue when working external.

For reference:
- Drawing full skeleton, up to 15-20 players at any distance - no issues at all
- Playing for 2-3 hours straight with no flickering (the arms/elbow does flicker sometimes - not a big issue tho)

~SNIP

Thank you! Are you refresing FPS camera as well?
Because the actual drawing of skeletons works fine until they start disappearing.

I have an update thread which refreshes FPS camera, local game world and searches for new entities every few seconds.
I'm now trying not refresh FPS camera but grab it only once per game, maybe that will help.

It's kind of hard to debug because I have to be in a raid for a long time...


Other topic:
Any external users using fireport calculations to compute aim point for aimbot?
I was wondering whether we need fireport's transform internal_get_rotation or not.

I want to compute the fireport's direction vector and then take that and multiply it with the distance to the target, W2S, and move mouse accordingly.

Razchek 30th June 2020 03:03 AM

Quote:

Originally Posted by Azhora (Post 2849120)
Thank you! Are you refresing FPS camera as well?
Because the actual drawing of skeletons works fine until they start disappearing.

I have an update thread which refreshes FPS camera, local game world and searches for new entities every few seconds.
I'm now trying not refresh FPS camera but grab it only once per game, maybe that will help.

It's kind of hard to debug because I have to be in a raid for a long time...


Other topic:
Any external users using fireport calculations to compute aim point for aimbot?
I was wondering whether we need fireport's transform internal_get_rotation or not.

I want to compute the fireport's direction vector and then take that and multiply it with the distance to the target, W2S, and move mouse accordingly.

If the entity is removed from the entity list, they're dead, have left or have extracted. If the entity still exists in the refreshed entity list, and the issues are still to do with your transform issue, then I'm not sure.

I've looked at your code and it seems fine.
You already implemented an attempt limit in your code.
Code:

for (int i = 0; transformIndex >= 0 && i < 200; i++)
That is fundamentally the same as
Code:

while(transformIndex>=0){if i > maxAttempts /*(200)*/) break;
I cannot replicate your issue.

As discussed previously in this thread, the issue originally related to the RAM Cleaner option (someone else had the same issue as you).

But even with this enabled, I cannot replicate the issue (I have 32GB RAM, but even by adding memory pressure it didn't affect my ESP).

If it helps I refresh the following regularly on separate threads:
  • GameWorld
  • Player list
  • Item list
  • WorldToScreen Matrix & Current Camera (and localPosition from the camera transform)
  • Bones

As for rotation I ported CalculateGlobalRotation(TransformAccessReadOnly) to C# from UnityPlayer.dll. Then fireport.forward = rotation * forward (0,0,1).



If you want to see my C# implementation, I can tidy it up and share it.
But you should try to port this directly instead, since you're writing your cheat in C++ the code you will end up with will be very similar.

Here is the original underlying function for rotation (you can process this inside your GetTransformPosition method once you match certain variables).


spaceb0ss 30th June 2020 03:29 AM

Size of the children list in ItemTemplate is always 0, even on containers with verified items. Any ideas? P.S I'm external.

Nov 30th June 2020 03:46 AM

Quote:

Originally Posted by xzackcc (Post 2847274)
CDictionary* Encyclopedia; //0x0038 it's actually a list, too lazy to make a proper array here, do it yourself [/CODE]

It's still a pointer to a list, not an array.
Basides, why did you not include your CDictionary?

Razchek 30th June 2020 06:00 AM

Quote:

Originally Posted by Nov (Post 2849225)
It's still a pointer to a list, not an array.
Basides, why did you not include your CDictionary?

EFT.Profile->[0x38] Encyclopedia : Dictionary<string, bool>

https://i.imgur.com/fkuuH0V.png

The dictionary keys are EFT.InventoryLogic.Item.TemplateId (string), and the boolean values determine whether or not you have discovered/unveiled the item in-game.

I believe the dictionary only contains entries which are instantiated at some point. I.e. when it shows up in the inventory UI somewhere (shops/in-game etc). I could be wrong about that, didn't bother to look any further.

spaceb0ss 30th June 2020 11:55 AM

Quote:

Originally Posted by BraydenEGC (Post 2342284)
There IS a way to get objects inside of a container. However, it is severely hard to figure out how to do so.

This is from Jan 2019. Anyone with extensive knowledge care to confirm/deny whether I should waste any more time on trying to implement this externally.

Adelheid 30th June 2020 12:13 PM

Quote:

Originally Posted by spaceb0ss (Post 2849509)
This is from Jan 2019. Anyone with extensive knowledge care to confirm/deny whether I should waste any more time on trying to implement this externally.

https://i.imgur.com/L0YE13G.jpg
possible and not too hard to figure out

edit: thats all im going to say, i wont give out more information

onecool9009 30th June 2020 02:44 PM

Quote:

Originally Posted by Adelheid (Post 2849527)
https://i.imgur.com/L0YE13G.jpg
possible and not too hard to figure out

you external or internal?

Adelheid 30th June 2020 03:13 PM

Quote:

Originally Posted by onecool9009 (Post 2849654)
you external or internal?

external

mapleint 30th June 2020 04:02 PM

Quote:

Originally Posted by willis81808 (Post 2740330)
To expand on DisOwned's answer...

You can open any door this way, EXCEPT for doors that require power to open. Yes, you can "unlock" those doors, and you can even force them to swing open (by calling the private "Open" method on them), and it will appear to make the door open. However, when in online mode if you then try to walk though that door it won't let you. There are server-side checks that seem to prevent you from going past those doors without the power being on.

Also, shameless show off:

Good stuff, but I'm wondering how this was done, did you change assemblycsharp.dll, do some low level monoinjection magic or low level non monoinjection magic, it looks like you're using the unity GUI so I'm assuming you have a low level monoinjector.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

farnam 30th June 2020 04:43 PM

@Adelheid do you mind sharing whether you use a driver to access the game or have a different bypass for external and also I don't seem to find the correct way to get to item names in containers, it always ends up empty even if I have a valid pointer. @Azhora i'm also intrested in how you are able to read game memory externally. Please let me know if you guys can help thank you.

krembo 30th June 2020 05:21 PM

Can anyone please help me with getting the item hash?
I can get item name, but i want to use the hash for prettier names.
Is this chain correct?
itemprofile->itemstats->gameitem->itemtemplate->itemhash?

verxx 30th June 2020 05:38 PM

Quote:

Originally Posted by krembo (Post 2849822)
Can anyone please help me with getting the item hash?
I can get item name, but i want to use the hash for prettier names.
Is this chain correct?
itemprofile->itemstats->gameitem->itemtemplate->itemhash?

yes

itemprofile = Item + 0x10
itemstats = itemprofile + 0x28
gameitem = itemstats + 0x50
itemtemplate = gameitem + 0x40
itemhash = itemtemplate + 0x50(UnityEngineString)

Quote:

Originally Posted by Adelheid (Post 2849527)
possible and not too hard to figure out

lol any pointers? kinda new at this but im using mono disect - i tried remaking the Owner->Rootitem->getallitems thing, but im lost there - not sure if im getting the correct owner and not sure where getallitems comes from. i cant seem to find where the interactableworldobject list either.

krembo 30th June 2020 05:45 PM

Quote:

Originally Posted by verxx (Post 2849839)
~

Thank you!

Azhora 30th June 2020 10:58 PM

Quote:

Originally Posted by Razchek (Post 2849204)
If the entity is removed from the entity list, they're dead, have left or have extracted. If the entity still exists in the refreshed entity list, and the issues are still to do with your transform issue, then I'm not sure.

I've looked at your code and it seems fine.
You already implemented an attempt limit in your code.
Code:

for (int i = 0; transformIndex >= 0 && i < 200; i++)
That is fundamentally the same as

~SNIP


Thank you! That should get me going.


Here is a little contribution from me to the community, even though it is not much.
It should get someone who just got here started without needing to use the search too much :)
Code:

typedef struct TarkovOffsets {
    Offset GOM = 0x151A218;
    struct LocalGameWorldOffsets {
        Offset playerArray = 0x78; // List<EFT.Player>
    } LocalGameWorldOffsets;

    struct Player {
        Offset OnSpeedChangedEvent = 0x18; // Valid ptr if local player
        Offset PlayerBody = 0xA0; // EFT.PlayerBody
        Offset Profile = 0x3d0; // EFT.Profile
        Offset HealthController = 0x400;
        Offset HandsController = 0x418; // EFT.Player.AbstractHandsController
        // (overriden by EFT.Player+ItemHandsController and EFT.Player.FirearmController)
    } Player;

    struct HandsController {
        Offset item = 0x50; //EFT.InventoryLogic.Item
    } HandsController;

    struct Item {
        Offset _template = 0x40; // EFT.InventoryLogic.ItemTemplate
    } Item;

    struct ItemTemplate {
        Offset name = 0x58; // System.String
    } ItemTemplate;

    struct HealthController {
        Offset isAlive = 0x64; // System.Boolean
        Offset healthBody = 0x18; // Dictionary<EBodyPart,BodyPartState>
    } HealthController;

    struct HealthBody {
        Offset bodyController = 0x18; // ??
    } HealthBody;

    struct BodyController {
        int start = 0x30;
        int stop = 0xC0;
        int step = 0x18;
        // -> HealthContainer
    } BodyController;

    struct HealthContainer {
        Offset healthObject = 0x10;
    } HealthContainer;
    struct HealthObject {
        Offset health = 0x10;
        Offset healthMax = 0x14;
    } HealthObject;

    struct Profile {
        Offset Info = 0x28;
    } Profile;

    struct Info {
        Offset Nickname = 0x10; // System.String
        Offset Side = 0x50; // EFT.EPlayerSide
        Offset RegistrationDate = 0x54; // System.Int32
        Offset GroupId = 0x18; // System.String
    } Info;

    struct PlayerBody {
        Offset SkeletonRootJoint = 0x28; // Diz.Skinning.Skeleton
    } PlayerBody;

    struct SkeletonRootJoint {
        Offset Values = 0x28; // List<UnityEngine.Transform>
    } SkeletonRootJoint;

    struct String {
        Offset StringData = 0x14; // Unicode string data
    } String;
} TarkovOffsets;

Attached is the mono dissect dump for the latest patch, where you can find all of the above offsets and much more.
https://www.unknowncheats.me/forum/d...=file&id=30192
For tarkov version 0.12.6.7998

MichealKennedy 1st July 2020 06:00 AM

Code:

        uintptr_t gameObject = *(uintptr_t*)(exfiltrationProfile + 0x30);
                uintptr_t objectClass = *(uintptr_t*)(gameObject + 0x30);
                uintptr_t transform = *(uintptr_t*)(objectClass + 0x8);
                uintptr_t transform2 = *(uintptr_t*)(transform + 0x28);
                FVector exfiltrationLocation = *(FVector*)(visualState + 0x90);

seemed exfiltrations location is not in right.
is exfiltrations need Internal_GetTransformPosition?

xzackcc 1st July 2020 08:29 AM

Quote:

Originally Posted by MichealKennedy (Post 2850427)
Code:

        uintptr_t gameObject = *(uintptr_t*)(exfiltrationProfile + 0x30);
                uintptr_t objectClass = *(uintptr_t*)(gameObject + 0x30);
                uintptr_t transform = *(uintptr_t*)(objectClass + 0x8);
                uintptr_t transform2 = *(uintptr_t*)(transform + 0x28);
                FVector exfiltrationLocation = *(FVector*)(visualState + 0x90);

seemed exfiltrations location is not in right.
is exfiltrations need Internal_GetTransformPosition?

Yes.
//2short

MichealKennedy 1st July 2020 09:10 AM

Quote:

Originally Posted by xzackcc (Post 2850494)
Yes.
//2short


is gettransformposition function same as EFT.Player bones?
or another function?
Code:

                uintptr_t gameObject = *(uintptr_t*)(exfiltrationProfile + 0x30);
                uintptr_t objectClass = *(uintptr_t*)(gameObject + 0x30);
                uintptr_t transform = *(uintptr_t*)(objectClass + 0x8);
                uintptr_t transformInternal = *(uintptr_t*)(transform + 0x28);

                FVector exfiltrationLocation = { 0.f, 0.f, 0.f };
                offsets::fnGetPosition(*(uintptr_t*)(transformInternal + 0x10), exfiltrationLocation);


ItsOver 1st July 2020 11:30 AM

Quote:

Originally Posted by Razchek (Post 2849204)
~

You should attempt the following:

Load into an offline raid with a medium amount of bots, preferably customs then clear your standby memory and working set and see if it affects your entities
transform matrices

onecool9009 1st July 2020 12:59 PM

Quote:

Originally Posted by MichealKennedy (Post 2850523)
is gettransformposition function same as EFT.Player bones?
or another function?
Code:

                uintptr_t gameObject = *(uintptr_t*)(exfiltrationProfile + 0x30);
                uintptr_t objectClass = *(uintptr_t*)(gameObject + 0x30);
                uintptr_t transform = *(uintptr_t*)(objectClass + 0x8);
                uintptr_t transformInternal = *(uintptr_t*)(transform + 0x28);

                FVector exfiltrationLocation = { 0.f, 0.f, 0.f };
                offsets::fnGetPosition(*(uintptr_t*)(transformInternal + 0x10), exfiltrationLocation);


yes))

Azhora 1st July 2020 04:45 PM

Quote:

Originally Posted by ItsOver (Post 2850614)
You should attempt the following:

Load into an offline raid with a medium amount of bots, preferably customs then clear your standby memory and working set and see if it affects your entities
transform matrices

Did you manage to solve this? I might try player bones instead of diz skeleton. Will this work?

Azhora 1st July 2020 07:03 PM

Quote:

Originally Posted by Razchek (Post 2848961)
You can launch the game via: Battlestate Games\EFT\EscapeFromTarkov.exe then attach Cheat Engine, mono dissect, expand all and then export that to a text file.

or coming soon: https://github.com/Razchek/Unispect ;)

Can't wait to get my hands on.
If I have time I'll see if I can contribute and make a PR.

xzackcc 2nd July 2020 03:26 AM

Quote:

Originally Posted by Word07 (Post 2851197)
can anyone tell me what i am doing wrong ?

Why this
Quote:

Originally Posted by Word07 (Post 2851197)
static uint64_t GOM = 0x151A218;
uint64_t game_object_manager = 0x0;

and why this
Quote:

Originally Posted by Word07 (Post 2851197)
uint64_t game_object_manager = 0x0;
uint64_t game_world = 0x0;
uint64_t local_game_world = 0x0;
uint64_t firstperson_camera = 0x0;
uint64_t optic_camera = 0x0;
uint64_t local_player = 0;


hhdiaini 2nd July 2020 10:08 AM

I tried all kinds of injections, and they were banned the next day.
Is hookdx currently detected

MichealKennedy 2nd July 2020 01:12 PM

Code:

        typedef bool(_fastcall* GetKeyDown_t)(int key);
        GetKeyDown_t fnGetKeyDown = (GetKeyDown_t)((uintptr_t)GetModuleHandleA(XorString("UnityPlayer.dll")) + 0x966520);

        typedef bool(_fastcall* GetMouseButton_t)(int button);
        GetMouseButton_t fnGetMouseButton = (GetMouseButton_t)((uintptr_t)GetModuleHandleA(XorString("UnityPlayer.dll")) + 0x9669B0);


Word07 2nd July 2020 01:54 PM

Quote:

Originally Posted by xzackcc (Post 2851513)
Why this


and why this


I copied the empty one, anyway i tried different offset but didn't work,can u help me with working one?

drakonia 2nd July 2020 02:14 PM

File Approved
  • SHA256: 5E19EB50756D09138FE4A89F2873E1F43D51B4C84BBA7596FDCFB92326F5EF46 - monodissect_[unknowncheats.me]_.zip
Interested in how we analyze files? Click here to find out.

Thanks for sharing

vumanhtoan 2nd July 2020 06:03 PM

Quote:

Originally Posted by Word07 (Post 2851197)
can anyone tell me what i am doing wrong ?

Code:

itemList = 0x58

TJ888 3rd July 2020 04:19 AM

Quote:

Originally Posted by Word07 (Post 2851889)
I copied the empty one, anyway i tried different offset but didn't work,can u help me with working one?

Stop being so lazy and waiting for people to spoonfeed you every single fucking offset, just dump the offsets yourself. (Even though every offset you are looking for has literally already been posted if you took even a few minutes to go back some pages.)

It has been said many times how to do it, use cheat engine, mono dissect, expand all, save to txt file.

momopubg 3rd July 2020 08:00 AM

Quote:

Originally Posted by TJ888 (Post 2852561)
Stop being so lazy and waiting for people to spoonfeed you every single fucking offset, just dump the offsets yourself. (Even though every offset you are looking for has literally already been posted if you took even a few minutes to go back some pages.)

It has been said many times how to do it, use cheat engine, mono dissect, expand all, save to txt file.

The worst of all things is like he is copy pasting in every section and dont even spend time / effort to find all the stuff by himself he rather adds you on discord and asks :lmao::lmao::lmao::lmao::lmao:


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

montroisiemecon 3rd July 2020 01:32 PM

Quote:

Originally Posted by momopubg (Post 2852656)
The worst of all things is like he is copy pasting in every section and dont even spend time / effort to find all the stuff by himself he rather adds you on discord and asks :lmao::lmao::lmao::lmao::lmao:

He did the same to me.
Added me, then spammed me, and when i told him to monodissect with cheat engine he said "whatever"

My ESP is off, the position is correct on bone 0 but when I try to display the head, the X axis is correct whereas the Y axis is off

@xzackcc

I'm using the internal get transform position.
I tried the Head transform from player bones and the head bone id from diz skeleton, leading to the same results of X is correct and Y is way above the head
Any idea?

Razchek 4th July 2020 12:52 AM

Ooooh, nummy nummy: Unispect - A Mono Type Definition & Field Inspector / GitHub (Unispect pre-release)

Just an alternative to using cheat-engine to get your offsets. Offers a little more flexibility. :)

usafaqb 4th July 2020 01:07 AM

Quote:

Originally Posted by Razchek (Post 2853492)
Ooooh, nummy nummy: Unispect - A Mono Type Definition & Field Inspector / GitHub (Unispect pre-release)

+rep, really cool tool here. thanks for the release!


Anyone ever look into making the gear menu transparent and not blurred in game? That way you could still see clearly around you when in your menu

MichealKennedy 5th July 2020 11:04 AM

Code:

        bool IsVisible(FVector origin, FVector target)
        {
                FVector direction = target - origin;
                auto ray = offsets::Ray(origin, direction);
                float maxDistance = direction.GetLength() * 0.9;
                uint32_t sceneHandle = 0;
                return !offsets::fnRaycast(&sceneHandle, &ray, &maxDistance, 0x180, offsets::UseGlobal);
        }
FVector cameraLocation = *(FVector*)(*(uintptr_t*)(*(uintptr_t*)(cameraObject + 0x8) + 0x38) + 0xB0);
testResult[i].bVisible = unity::IsVisible(cameraLocation, headLocation);

im using RaycastTest function in main thread, but the return value seemed not right. sometimes player is always visible for any position.
is anyone knows how to fix it? appreciate for any help.

jangut 5th July 2020 05:39 PM

is writing to ForceEffector and so on still undetected?

mikangchan 6th July 2020 12:18 AM

Quote:

Originally Posted by Adelheid (Post 2849527)
https://i.imgur.com/L0YE13G.jpg
possible and not too hard to figure out

edit: thats all im going to say, i wont give out more information

how do u read IEnumerator externally?

dywersant01 6th July 2020 09:15 AM

Quote:

Originally Posted by mikangchan (Post 2855165)
how do u read IEnumerator externally?

These structures consists of basically bunch of lists and dictionaries glued together in typical BSG spagetti code. Doesnt matter if you are external or internal.
Nothing super hard to figure out, just quite annoying.

mikangchan 6th July 2020 04:55 PM

Quote:

Originally Posted by dywersant01 (Post 2855394)
These structures consists of basically bunch of lists and dictionaries glued together in typical BSG spagetti code. Doesnt matter if you are external or internal.
Nothing super hard to figure out, just quite annoying.

IEnumerator is a unity interface. You mean BSG extended it? Can't find it anywhere

dywersant01 6th July 2020 05:17 PM

Quote:

Originally Posted by mikangchan (Post 2855674)
IEnumerator is a unity interface. You mean BSG extended it? Can't find it anywhere

No idea about IEnumerator, looking at it with reclass i could easly spot lists and dictionaries.
https://i.imgur.com/mBb2iQ8.png

djskullyx64 6th July 2020 08:31 PM

What are you all doing to read item names externally? The way I'm reading them returns a lot of duplicates for things like keys. There are 33 items in the game all named "Key_Shopping_Mall_KIBA". The way I'm reading names:
Code:

ReadUnityString(ItemProfile->ItemStats->GameItem->ItemTemplate + 0x10)
Is there an offset that has the "bsgID" instead of that stupid name value? I want to just do a lookup of the id against a JSON file that I have and use that to find the name. One item id example:
Code:

5e4abc1f86f774069619fbaa:item_equipment_rig_bankrobber
Edit: I found it, you just need to read the UnityString at ItemTemplate + 0x50

jangut 6th July 2020 11:36 PM

hey how do i filter scavs from player scavs ?




btw: effector editing is still ud

Razchek 6th July 2020 11:50 PM

Quote:

Originally Posted by jangut (Post 2856026)
hey how do i filter scavs from player scavs ?
~

I use the RegistrationDate to determine if it's a player.

Code:

/*
Profile = EntityAddress + 0x3D0;
ProfileInfo = Profile + 0x28;
RegistrationDate = ProfileInfo + 0x54; (Int32)
*/
var pRegTime = Entity.Profile.ProfileInfo.RegistrationDate;
var isPlayer = pRegTime != 0;


Quote:

Originally Posted by djskullyx64 (Post 2855863)
What are you all doing to read item names externally? The way I'm reading them returns a lot of duplicates for things like keys. There are 33 items in the game all named "Key_Shopping_Mall_KIBA". The way I'm reading names: ~snip~

For items that appear over and over (the count should match the total players in that match) chances are that they are a quest item.
Code:

var isQuestItem = Read<bool>(ItemProfile->ItemStats->GameItem->ItemTemplate + 0x94) (QuestItem)
if(isQuestItem) { /* skip */ }


djskullyx64 7th July 2020 12:01 AM

Quote:

Originally Posted by Razchek (Post 2856038)
~snip

Thanks! I've been looking for a way to detect the quest items. Especially the flash drives that started appearing on customs.

jangut 7th July 2020 01:18 AM

@Razchek

f*ck i was retarded, i thought i was already checking that but i didnt

btw: profile is at 0x3e0

Razchek 7th July 2020 01:42 AM

Quote:

Originally Posted by jangut (Post 2856092)
@Razchek

f*ck i was retarded, i thought i was already checking that but i didnt

btw: profile is at 0x3e0

Yeah, gotta hate it when that happens. It's easy to overlook the small things.

In EFT v0.12.6.8026 profile should be at 0x3D0. (Edit: triple checked, definitely is 0x3D0)
I was just in a raid about 10 minutes ago.

https://i.imgur.com/hoy8YS1.png

pubgcheck 7th July 2020 07:32 AM

Can anyone tell me what is door object offset?

jangut 7th July 2020 11:10 AM

Quote:

Originally Posted by Razchek (Post 2856105)
In EFT v0.12.6.8026 profile should be at 0x3D0. (Edit: triple checked, definitely is 0x3D0)
I was just in a raid about 10 minutes ago.

didnt update my dump ty

JasonSnell 7th July 2020 11:51 PM

Updated Find Camera by Name:

Code:

struct CamerasArray
{
    Camera**    Cameras;
    INT64        SizeMin;
    INT64        SizeCur;
    INT64        SizeMax;
};

Camera* EFT_FindCameraByName(const char* Name)
{
    if(CamerasArray* pCamerasArray = *(CamerasArray**)(UnityPlayer + 0x14BB400)) // Managers::AllCameras
    {
        for(INT64 i = 0; i < pCamerasArray->SizeCur; i++)
        {
            if(Camera* pCamera = pCamerasArray->Cameras[i])
            {
                if(pCamera->IsActive())    // Camera:: + 0x39
                {
                    if(GameObject* pCameraGameObject = *(GameObject**)(pCamera + 0x30))
                    {
                        char* objectName = pCameraGameObject->GetName();    // GameObject:: + 0x60
                        if(strcmp(objectName, Name) == NULL)
                            return pCamera;
                    }
                }
            }
        }
    }
 
    return NULL;


HELOHELO121 8th July 2020 02:06 AM

Has anyone else has any issues with their esp shaking? I've narrowed it down to the viewmatrix, it just shakes for some reason. I tried interpolating the current viewmatrix with the one from last frame each frame which helped it shake less but obviously that's a bad solution because the matrix will lag behind from what the player is seeing. Currently I update the viewmatrix once every frame and I even tried updating it ~100 times a frame but the issue persists.

E: Unfortunately I can't provide a video right now

TJ888 8th July 2020 05:03 AM

Quote:

Originally Posted by HELOHELO121 (Post 2857054)
Has anyone else has any issues with their esp shaking? I've narrowed it down to the viewmatrix, it just shakes for some reason. I tried interpolating the current viewmatrix with the one from last frame each frame which helped it shake less but obviously that's a bad solution because the matrix will lag behind from what the player is seeing. Currently I update the viewmatrix once every frame and I even tried updating it ~100 times a frame but the issue persists.

E: Unfortunately I can't provide a video right now

Either don't use TAA for antialiasing, or if you are going to use TAA then enable Z-Blur. May sound stupid, but it works.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

HELOHELO121 8th July 2020 07:12 AM

Quote:

Originally Posted by TJ888 (Post 2857126)
Either don't use TAA for antialiasing, or if you are going to use TAA then enable Z-Blur. May sound stupid, but it works.

+rep //2short

jangut 8th July 2020 03:22 PM

does anyone have an idea how to get EFT.UI.MenuUI ?

JasonSnell 8th July 2020 04:30 PM

Anyone got an Idea on how to do No Visor(C++ Internal, not mono based)

Soreeros 8th July 2020 06:38 PM

Does anyone know why and when EFT/Cache directory gets populated?

onecool9009 8th July 2020 10:00 PM

Guys! I have been successful in getting game container and etc positions!
to get it you need to get to gameobject transform. use:
Code:

0x10] + 0x30] + 0x30] + 0x8] + 0x28] + 0x10 = transform
now i have a problem getting content... how do you switch from game object to EFT.Interactive.LootableContainer?

How to get EFT.World? I always have 0x0... I use chain localGameWorld + 0x110 or localGameWorld + 0x118

Respecter 8th July 2020 10:33 PM

Code:

https://github.com/realrespecter/Battleye_BEClient2
few beclient2 dumps
gonna add more as i receive

HELOHELO121 9th July 2020 02:25 AM

Has anyone managed to get the LevelSettings? It's a monobehaviour so I tried dumping active and tagged objects but I couldn't find any relevant object names. It'd be awesome to be able to change the sun color and that kind of shit through that class.

jangut 10th July 2020 01:25 AM

im refreshing gameworld every 10s tho sometimes when i enter the next round the player count stays 0 and i need to restart the game....

Promptitude 10th July 2020 04:20 AM

Quote:

Originally Posted by jangut (Post 2859204)
im refreshing gameworld every 10s tho sometimes when i enter the next round the player count stays 0 and i need to restart the game....

Probably the wrong gameworld, there can be multiple. Check if the player count is greater than 0.

asmfreak 10th July 2020 11:32 AM

Quote:

Originally Posted by onecool9009 (Post 2857817)
Guys! I have been successful in getting game container and etc positions!
to get it you need to get to gameobject transform. use:
Code:

0x10] + 0x30] + 0x30] + 0x8] + 0x28] + 0x10 = transform
now i have a problem getting content... how do you switch from game object to EFT.Interactive.LootableContainer?

How to get EFT.World? I always have 0x0... I use chain localGameWorld + 0x110 or localGameWorld + 0x118

why not just use unity get transform function lol? and getting hte lootablecontainer items is pretty simple :) just loop the items and display the names!

Skengdo 10th July 2020 11:35 AM

Quote:

Originally Posted by jangut (Post 2859204)
im refreshing gameworld every 10s tho sometimes when i enter the next round the player count stays 0 and i need to restart the game....

Same thing happening with me lately

jangut 10th July 2020 12:05 PM

Quote:

Originally Posted by HELOHELO121 (Post 2858053)
Has anyone managed to get the LevelSettings? It's a monobehaviour so I tried dumping active and tagged objects but I couldn't find any relevant object names. It'd be awesome to be able to change the sun color and that kind of shit through that class.

i was able to find "--- levelsettings ---" by iterating active objects

then from that instance ] 0x10 ] 0x30 ] 0x18 ] 0x28

sadly changed do not appear for me

onecool9009 10th July 2020 02:26 PM

can someone tell me how to switch from the base class to the child (e.g. from WorldInteractiveObject to LootableContainer)? I'm external
worldinteractiveobject I get like this: gameObject + 0x30] + 0x18] + 0x28]

montroisiemecon 10th July 2020 03:01 PM

Quote:

Originally Posted by onecool9009 (Post 2859701)
can someone tell me how to switch from the base class to the child (e.g. from WorldInteractiveObject to LootableContainer)? I'm external
worldinteractiveobject I get like this: gameObject + 0x30] + 0x18] + 0x28]

brutally cast.
i do the same for handscontroller that turns into firearm controller

BraydenEGC 10th July 2020 03:13 PM

Quote:

Originally Posted by Skengdo (Post 2859540)
~snip~

This is an old unity issue that has been in the game since shoreline. After exiting a raid, for some reason the gameworld from the raid either doesn�t get deleted or doesn�t get reused after entering a new raid. (Not sure which, I looked at it before but can�t remember.) Just validate the gameworld before using it. Best of luck.

onecool9009 10th July 2020 03:32 PM

Quote:

Originally Posted by montroisiemecon (Post 2859740)
brutally cast.
i do the same for handscontroller that turns into firearm controller

thx.
can anyone tell me how it gets the contents of the container?
i'm walking on the offset 0x118 from LootableContainer but there is always empty...

BraydenEGC 10th July 2020 05:30 PM

Quote:

Originally Posted by onecool9009 (Post 2859760)
~snip~

You should be able to find it in DnSpy with a little bit of time.

Skengdo 11th July 2020 03:48 AM

Quote:

Originally Posted by BraydenEGC (Post 2859750)
This is an old unity issue that has been in the game since shoreline. After exiting a raid, for some reason the gameworld from the raid either doesn’t get deleted or doesn’t get reused after entering a new raid. (Not sure which, I looked at it before but can’t remember.) Just validate the gameworld before using it. Best of luck.

I grab gameworld every frame (I know it doesn't really sound like a good idea but I'm internal). I have a debug mode that shows everything including whether it found gameworld or not, in random games I manage to find gameworld but playercount says 0 for some reason

Edit: are you implying that sometimes there's 2 "GameWorld" in GOM?

Razchek 11th July 2020 04:42 AM

Quote:

Originally Posted by Skengdo (Post 2860260)
I grab gameworld every frame (I know it doesn't really sound like a good idea but I'm internal). I have a debug mode that shows everything including whether it found gameworld or not, in random games I manage to find gameworld but playercount says 0 for some reason

Edit: are you implying that sometimes there's 2 "GameWorld" in GOM?

Yes. There can be more than one GameWorld.
Just collect them all, iterate through them and use the one that has players.
If none do, then repeat until one does.

montroisiemecon 11th July 2020 04:02 PM

Someone would have the groupId offset?

Im doing

Player + 0x3D0] PlayerProfile + 0x28] PlayerInfo + 0x18] groupId;


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

MichealKennedy 12th July 2020 03:04 AM

Code:

        int GetHashCode(uintptr_t unitystring)
        {
                char* ptr = (char*)unitystring;
                if (ptr)
                        ptr += 20 / 2;
                int num = 5381;
                int num2 = num;
                char* ptr2 = ptr;
                int num3;
                while ((num3 = (int)(*ptr2)) != 0)
                {
                        num = ((num << 5) + num ^ num3);
                        num3 = (int)ptr2[1];
                        if (num3 == 0)
                        {
                                break;
                        }
                        num2 = ((num2 << 5) + num2 ^ num3);
                        ptr2 += 2;
                }
                return num + num2 * 1566083941;
        }


montroisiemecon 12th July 2020 05:57 AM

Quote:

Originally Posted by montroisiemecon (Post 2860688)
Someone would have the groupId offset?

Im doing

Player + 0x3D0] PlayerProfile + 0x28] PlayerInfo + 0x18] groupId;

Was actually correct, i just did not understand the groupId logic
For those wondering, all solo players (including you if you play solo) will have an empty groupId
So to check if someone is your friend
bool is_friend = player.GroupId() == myGroupId && myGroupId != ��

Skengdo 12th July 2020 10:09 AM

Quote:

Originally Posted by montroisiemecon (Post 2861227)
Was actually correct, i just did not understand the groupId logic
For those wondering, all solo players (including you if you play solo) will have an empty groupId
So to check if someone is your friend
bool is_friend = player.GroupId() == myGroupId && myGroupId != ““

Do you know how to get a player's level by any chance?

Edit: Its at PlayerInfo + 0x64 System.Int32 (experience points)

to get the actual player level you have to use the experience table: https://i.imgur.com/88WTVAt.png

the game does it like this: https://i.imgur.com/SdBMRE0.png

onecool9009 12th July 2020 08:46 PM

Python item parser from emu-tarkov jsons:
Code:

import os
import json

templates = os.listdir("templates")
with open('ItemsTemplates.txt', 'w', encoding="utf8") as result_file:
    result_file.write("static std::map<std::string, std::string> AllItems{\n")

    for item in templates:
        hash = item.replace(".json", "")
        print(hash)
        with open("templates/" + item, "r", encoding="utf8") as read_file:
            data = json.load(read_file)
            if ((data.get("ShortName") == "") or (data.get("ShortName") == "Item")):
                read_file.close()
                continue

            result_file.write("{ \"" + hash + "\", \"" + data.get("ShortName").replace("\"", "\'") + "\"},\n ")
            read_file.close()

    result_file.write("};\n")
    read_file.close()

result:
Code:

static std::map<std::string, std::string> AllItems{
{ "5447a9cd4bdc2dbd208b4567", "M4A1"},
 { "5447ac644bdc2d6c208b4567", "Ball 5.56x45"},
 { "5447b5cf4bdc2d65278b4567", "Pistol"},
 { "5448ba0b4bdc2d02308b456c", "Factory"},
 { "5448bd6b4bdc2dfc2f8b4569", "PM"},
 { "5448be9a4bdc2dfd2f8b456a", "RGD-5"},
 { "5448c12b4bdc2d02308b456f", "PM 90-93"},
 { "5448c1d04bdc2dff2f8b4569", "GEN M3 20"},
 { "5448fee04bdc2dbc018b4567", "Water"},
 { "5448ff904bdc2d6f028b456e", "Crackers"},
 { "5449016a4bdc2d6f028b456f", "Roubles"},
 { "544901bf4bdc2ddf018b456d", "Roubles"},
 { "544909bb4bdc2d6f028b4577", "AN/PEQ-15"},
 { "54491bb74bdc2d09088b4567", "ER Bayonet"},
 { "54491c4f4bdc2db1078b4568", "MP-133"},
 { "544a11ac4bdc2d470e8b456a", "Alpha Container"},
 { "544a378f4bdc2d30388b4567", "GEN M3 40"},
 { "544a37c44bdc2d25388b4567", "MAG5-60"},
 { "544a38634bdc2d58388b4568", "USGI A2"},
 { "544a3a774bdc2d3a388b4567", "HAMR"},
 { "544a5caa4bdc2d1a388b4568", "AVS"},
 { "544a5cde4bdc2d39388b456b", "MBSS"},
 { "544fb25a4bdc2dfb738b4567", "Bandage"},
 { "544fb3364bdc2d34748b456a", "Splint"},
 { "544fb37f4bdc2dee738b4567", "Painkillers"},
 { "544fb3f34bdc2d03748b456a", "Morphine"},
 { "544fb45d4bdc2dee738b4568", "Salewa"},
 { "544fb5454bdc2df8738b456a", "Tool"},
 { "544fb62a4bdc2dfb738b4568", "Pineapp.Jc."},
 { "544fb6cc4bdc2d34748b456e", "Slickers"},
 { "54527a984bdc2d4e668b4567", "M855"},
 { "54527ac44bdc2d36668b4567", "M855A1"},
 { "545cdae64bdc2d39198b4568", "Tri-Zip"},
 { "545cdb794bdc2d3a198b456a", "6B43 6A"},
 { "5485a8684bdc2da71d8b4567", "Ammo"},
 { "557ff21e4bdc2d89578b4586", "TGlass"},
 { "557ffd194bdc2d28148b457f", "Pockets"},
 { "55801eed4bdc2d89578b4588", "SV-98"},
 { "558022b54bdc2dac148b458d", "EXPS3"},
 { "55802d5f4bdc2dac148b458e", "GEN M3 30"},
 { "55802f5d4bdc2dac148b458f", "MOE Pistol"},
 { "558032614bdc2de7118b4585", "BGV-MK46K Black"},
 { "559ba5b34bdc2d1f1a8b4582", "SV-98 polymer"},
 { "55d355e64bdc2d962f8b4569", "M4A1 Upper"},
 { "55d35ee94bdc2d61338b4568", "260mm AR-15 5.56x45"},
 { "55d3632e4bdc2d972f8b4569", "370mm AR-15 5.56x45"},
 { "55d448594bdc2d8c2f8b4569", "610mm MP-133 12ga"},
 { "55d4491a4bdc2d882f8b456e", "510mm MP-133 12ga"},
 { "55d449444bdc2d962f8b456d", "610mm MP-133 12ga"},
 { "55d44fd14bdc2d962f8b456e", "AR-15 Charge"},
 { "55d459824bdc2d892f8b4573", "KAC RIS"},
 { "55d45d3f4bdc2d972f8b456c", "МR-133 Beechwood"},
 { "55d45f484bdc2d972f8b456d", "Custom MP-133 plastic"},
 { "55d480c04bdc2d1d4e8b456a", "6L23"},
 { "55d481904bdc2d8c2f8b456a", "6L26"},
 { "55d482194bdc2d1d4e8b456b", "6L31"},
 { "55d4837c4bdc2d1d4e8b456c", "Saiga 545"},
 { "55d484b44bdc2d1d4e8b456d", "MP-133x6"},
 { "55d485804bdc2d8c2f8b456b", "MP-133x8"},
 { "55d485be4bdc2d962f8b456f", "PM/PPSH"},
 { "55d4887d4bdc2d962f8b4570", "STANAG"},
 { "55d48a634bdc2d8b2f8b456a", "SPRM"},
 { "55d48ebc4bdc2d8c2f8b456c", "Sprut"},
 { "55d4ae6c4bdc2d8b2f8b456e", "M4SS"},
 { "55d4af3a4bdc2d972f8b456f", "LPA2F"},
 { "55d4b9964bdc2d1d4e8b456e", "A2 Pistol"},
 { "55d5f46a4bdc2d1b198b4567", "CA2R"},
 { "55d614004bdc2d86028b4568", "MONSTER"},
 { "55d6190f4bdc2d87028b4567", "M MONSTER"},
 { "55d7217a4bdc2d86028b456d", "Default Inventory"},
 { "55f84c3c4bdc2d5f408b4576", "RIS II 9.5 FDE"},
 { "560835c74bdc2dc8488b456f", "510mm MP-133 12ga"},
 { "560836484bdc2d20478b456e", "540mm MP-133"},
 { "560836b64bdc2d57468b4567", "540mm MP-133 12ga"},
 { "560836fb4bdc2d773f8b4569", "660mm МR-133"},
 { "560837154bdc2da74d8b4568", "660mm MP-133 12ga"},
 { "5608373c4bdc2dc8488b4570", "710mm MP-133"},
 { "560837544bdc2de22e8b456e", "710mm MP-133 12ga"},
 { "560837824bdc2d57468b4568", "750mm MP-133"},
 { "5608379a4bdc2d26448b4569", "750mm MP-133 12ga"},
 { "560838c94bdc2d77798b4569", "RTC 12ga"},
 { "56083a334bdc2dc8488b4571", "133/153 Pl.g."},
 { "56083be64bdc2d20478b456f", "133/153 Pl.s."},
 { "56083cba4bdc2de22e8b456f", "133/153 W.s."},
 { "56083e1b4bdc2dc8488b4572", "SV-98 Rear"},
 { "56083eab4bdc2d26448b456a", "SV-98 HR"},
 { "560d5e524bdc2d25448b4571", "7mm 12c"},
 { "560d61e84bdc2da74d8b4571", "SNB"},
 { "560d657b4bdc2da74d8b4572", "Klesch"},
 { "560d75f54bdc2da74d8b4573", "SNB 7.62x54 R"},
 { "560e620e4bdc2d724b8b456b", "SV-98 STD"},
 { "5644bd2b4bdc2d3b4c8b4572", "AK-74N"},
 { "5645bc214bdc2d363b8b4571", "Kiver-M"},
 { "5645bcc04bdc2d363b8b4572", "ComTac2"},
 { "5648a69d4bdc2ded0b8b457b", "BlackRock"},
 { "5648a7494bdc2d9d488b4583", "PACA"},
 { "5648ac824bdc2ded0b8b457d", "RP-1"},
 { "5648ae314bdc2d3d1c8b457f", "CAA RS47"},
 { "5648b0744bdc2d363b8b4578", "6P20 Sb.6"},
 { "5648b1504bdc2d9d488b4584", "6P20 Sb.9"},
 { "5648b2414bdc2d3b4c8b4578", "M1-B"},
 { "5648b4534bdc2d3d1c8b4580", "B-10М B-19"},
 { "5648b62b4bdc2d9d488b4585", "GP-34"},
 { "5648b6ff4bdc2d3d1c8b4581", "ТТ 10000"},
 { "5649a2464bdc2d91118b45a8", "MPR45"},
 { "5649aa744bdc2ded0b8b457e", "6P20 0-20"},
 { "5649ab884bdc2ded0b8b457f", "DTK-1"},
 { "5649ad3f4bdc2df8348b4585", "6P4 Sb.8V"},
 { "5649ade84bdc2d1b2b8b4587", "6P1 Sb.8"},
 { "5649ae4a4bdc2d1b2b8b4588", "RК-3"},
 { "5649af094bdc2df8348b4586", "6P1 0-1"},
 { "5649af884bdc2d1b2b8b4589", "B-33"},
 { "5649b0544bdc2d1b2b8b458a", "6P1 Sb.2"},
 { "5649b0fc4bdc2d17108b4588", "6P20 Sb.7"},
 { "5649b1c04bdc2d16268b457c", "6P20 Sb.5"},
 { "5649b2314bdc2d79388b4576", "МЕ4"},
 { "5649be884bdc2d79388b4577", "CST"},
 { "5649d9a14bdc2d79388b4580", "ТТ01"},
 { "5649ed104bdc2d3d1c8b458b", "PS 7.62x39"},
 { "564ca99c4bdc2d16268b4589", "6L20"},
 { "564ca9df4bdc2d35148b4569", "6L18"},
 { "564caa3d4bdc2d17108b458e", "TGP-A"},
 { "5656d7c34bdc2d9d198b4587", "PS"},
 { "5656eb674bdc2d35148b457c", "40mm"},
 { "566abbc34bdc2d92178b4576", "Stash"},
 { "567143bf4bdc2d1a0f8b4567", "Сase"},
 { "5672c92d4bdc2d180f8b4567", "Room 118 Key"},
 { "5672cb124bdc2d1a0f8b4568", "AA Bat."},
 { "5672cb304bdc2dc2088b456a", "D Bat."},
 { "5672cb724bdc2dc2088b456b", "GMcount"},
 { "5673de654bdc2d180f8b456d", "Saury"},
 { "56742c284bdc2d98058b456d", "Crickent"},
 { "56742c2e4bdc2d95058b456d", "Zibbo"},
 { "56742c324bdc2d150f8b456d", "GPhone"},
 { "5696686a4bdc2da3298b456a", "Dollars"},
 { "569668774bdc2da2298b4568", "Euros"},
 { "56d59856d2720bd8418b456a", "P226R"},
 { "56d59948d2720bb7418b4582", "9x19 P226"},
 { "56d59d3ad2720bdb418b4577", "Pst gzh"},
 { "56d5a1f7d2720bb3418b456a", "112mm P226 9x19"},
 { "56d5a2bbd2720bb8418b456a", "BPGripP226"},
 { "56d5a407d2720bb3418b456b", "P226 Slide"},
 { "56d5a661d2720bd8418b456b", "Sig #8FR"},
 { "56d5a77ed2720b90418b4568", "Sig #8R"},
 { "56dee2bdd2720bc8328b4567", "MP-153"},
 { "56deec93d2720bec348b4568", "750mm М -153 12ga"},
 { "56deed6ed2720b4c698b4583", "МP-153 Polymer"},
 { "56deee15d2720bee328b4567", "МP153x4"},
 { "56deeefcd2720bc8328b4568", "МP153x8"},
 { "56def37dd2720bec348b456a", "X400"},
 { "56dfef82d2720bbd668b4567", "BP"},
 { "56dff026d2720bb8668b4567", "BS"},
 { "56dff061d2720bb5668b4567", "BT"},
 { "56dff0bed2720bb0668b4567", "FMJ"},
 { "56dff216d2720bbd668b4568", "HP"},
 { "56dff2ced2720bb4668b4567", "PP"},
 { "56dff338d2720bbd668b4569", "PRS"},
 { "56dff3afd2720bba668b4567", "PS"},
 { "56dff421d2720b5f5a8b4567", "SP"},
 { "56dff4a2d2720bbd668b456a", "T"},
 { "56dff4ecd2720b5f5a8b4568", "US"},
 { "56e0598dd2720bb5668b45a6", "PB"},
 { "56e05a6ed2720bd0748b4567", "Bakelite PB"},
 { "56e05b06d2720bb2668b4586", "PB-S"},
 { "56e294cdd2720b603a8b4575", "Terraplane 85L"},
 { "56e335e4d2720b6c058b456d", "ScavBP"},
 { "56e33634d2720bd8058b456b", "Duffle"},
 { "56e33680d2720be2748b4576", "T-Bag"},
 { "56ea6fafd2720b844b8b4593", "KX3"},
 { "56ea70acd2720b844b8b4594", "FF 4-16"},
 { "56ea7165d2720b6e518b4583", "BOTL"},
 { "56ea7293d2720b8d4b8b45ba", "SM220-239"},
 { "56ea8180d2720bf2698b456a", "KAC QDC"},
 { "56ea8222d2720b69698b4567", "SV-98 Bipod"},
 { "56ea8d2fd2720b7c698b4570", "PICBLOCK"},
 { "56eabcd4d2720b66698b4574", "MK12"},
 { "56eabf3bd2720b75698b4569", "MOE Stock"},
 { "570fd6c2d2720bc6458b457f", "553"},
 { "570fd721d2720bc5458b4596", "MRS"},
 { "570fd79bd2720bc7458b4583", "OKP-7"},
 { "5710c24ad2720bc3458b45a3", "F-1"},
 { "571659bb2459771fb2755a12", "ECS FDE"},
 { "571a12c42459771f627b58a0", "TT"},
 { "571a26d524597720680fbe8a", "116mm st. ТТ"},
 { "571a279b24597720b4066566", "121mm thr. TT"},
 { "571a282c2459771fb2755a69", "TT grips"},
 { "571a28e524597720b4066567", "TT silencer"},
 { "571a29dc2459771fb2755a6a", "tt-105"},
 { "57235b6f24597759bf5a30f1", "PVS-14"},
 { "572b7adb24597762ae139821", "Scav Vest"},
 { "572b7d8524597762b472f9d1", "Cap"},
 { "572b7f1624597762ae139822", "Balaclava"},
 { "572b7fa124597762b472f9d2", "Beanie"},
 { "572b7fa524597762b747ce82", "Mask"},
 { "5733279d245977289b77ec24", "Battery"},
 { "573474f924597738002c6174", "Chainlet"},
 { "5734758f24597738025ee253", "GoldChain"},
 { "573475fb24597737fb1379e1", "Cigarettes"},
 { "573476d324597737da2adc13", "Cigarettes"},
 { "573476f124597737e04bf328", "Cigarettes"},
 { "5734770f24597738025ee254", "Cigarettes"},
 { "5734773724597737fd047c14", "Cond. milk"},
 { "5734779624597737e04bf329", "CPU Fan"},
 { "573477e124597737dd42e191", "CPU"},
 { "5734781f24597737e04bf32a", "DVD"},
 { "573478bc24597738002c6175", "Horse"},
 { "5734795124597738002c6176", "Tape"},
 { "57347b8b24597737dd42e192", "Matches"},
 { "57347baf24597738002c6178", "RAM"},
 { "57347c1124597737fb1379e3", "Duct tape"},
 { "57347c2e24597744902c94a1", "PSU"},
 { "57347c5b245977448d35f6e1", "Bolts"},
 { "57347c77245977448d35f6e2", "Screw nut"},
 { "57347c93245977448d35f6e3", "Toothpaste"},
 { "57347ca924597744596b4e71", "Graphics card"},
 { "57347cd0245977445a2d6ff1", "T-Plug"},
 { "57347d3d245977448f7b7f61", "Croutons"},
 { "57347d5f245977448b40fa81", "Humpback"},
 { "57347d692459774491567cf1", "Peas"},
 { "57347d7224597744596b4e72", "Tushonka"},
 { "57347d8724597744596b4e76", "Squash"},
 { "57347d90245977448f7b7f65", "Oatflakes"},
 { "57347d9c245977448b40fa85", "Herring"},
 { "57347da92459774491567cf5", "Tushonka"},
 { "5735fdcd2459776445391d61", "AKBS"},
 { "5735ff5c245977640e39ba7e", "FMJ43"},
 { "573601b42459776410737435", "LRN"},
 { "573602322459776445391df1", "LRNPC"},
 { "5736026a245977644601dc61", "P gl"},
 { "573603562459776430731618", "Pst gzh"},
 { "573603c924597764442bd9cb", "PT gzh"},
 { "573718ba2459775a75491131", "9 BZT gzh"},
 { "573719762459775a626ccbc1", "9 P gzh"},
 { "573719df2459775a626ccbc2", "PBM"},
 { "57371aab2459775a77142f22", "PMM"},
 { "57371b192459775a9f58a5e0", "PPe gzh"},
 { "57371e4124597760ff7b25f1", "PPT gzh"},
 { "57371eb62459776125652ac1", "PRS gs"},
 { "57371f2b24597761224311f1", "PS gs PPO"},
 { "57371f8d24597761006c6a81", "PSO gzh"},
 { "5737201124597760fc4431f1", "Pst gzh"},
 { "5737207f24597760ff7b25f2", "PSV"},
 { "573720e02459776143012541", "RG028 gzh"},
 { "57372140245977611f70ee91", "SP7 gzh"},
 { "5737218f245977612125ba51", "SP8 gzh"},
 { "573722e82459776104581c21", "BZHT gzh"},
 { "573724b42459776125652ac2", "P gzh"},
 { "5737250c2459776125652acc", "PBM"},
 { "5737256c2459776125652acd", "PMM"},
 { "573725b0245977612125bae2", "Ppe gzh"},
 { "5737260b24597761224311f2", "PPT gzh"},
 { "5737266524597761006c6a8c", "PRS gzh"},
 { "573726d824597765d96be361", "PS gs PPO"},
 { "5737273924597765dd374461", "PSO gzh"},
 { "573727c624597765cc785b5b", "Pst gzh"},
 { "5737280e24597765cc785b5c", "PSV"},
 { "5737287724597765e1625ae2", "RG028 gzh"},
 { "573728cc24597765cc785b5d", "SP7 gzh"},
 { "573728f324597765e5728561", "SP8 gzh"},
 { "5737292724597765e5728562", "BP gs"},
 { "57372a7f24597766fe0de0c1", "BP gs"},
 { "57372ac324597767001bc261", "BP gs"},
 { "57372b832459776701014e41", "BS gs"},
 { "57372bad245977670b7cd242", "BS gs"},
 { "57372bd3245977670b7cd243", "BS gs"},
 { "57372c21245977670937c6c2", "BT gs"},
 { "57372c56245977685e584582", "BT gs"},
 { "57372c89245977685d4159b1", "BT gs"},
 { "57372d1b2459776862260581", "PP gs"},
 { "57372d4c245977685a3da2a1", "PP gs"},
 { "57372db0245977685d4159b2", "PP gs"},
 { "57372deb245977685d4159b3", "PRS gs"},
 { "57372e1924597768553071c1", "PRS gs"},
 { "57372e4a24597768553071c2", "PRS gs"},
 { "57372e73245977685d4159b4", "PS gs"},
 { "57372e94245977685648d3e1", "PS gs"},
 { "57372ebf2459776862260582", "PS gs"},
 { "57372ee1245977685d4159b5", "T gs"},
 { "57372f2824597769a270a191", "T gs"},
 { "57372f5c24597769917c0131", "T gs"},
 { "57372f7d245977699b53e301", "US gs"},
 { "57372fc52459776998772ca1", "US gs"},
 { "5737300424597769942d5a01", "US gs"},
 { "5737330a2459776af32363a1", "FMJ"},
 { "5737339e2459776af261abeb", "HP"},
 { "573733c72459776b0b7b51b0", "SP"},
 { "5739d41224597779c3645501", "Pst Gzh"},
 { "57486e672459770abd687134", "OKP-7 Dove"},
 { "574d967124597745970e7c94", "SKS"},
 { "574dad8024597745964bf05c", "56-A-231 Sb.5"},
 { "574db213245977459a2f3f5d", "SKS Rear"},
 { "574eb85c245977648157eec3", "Factory"},
 { "57505f6224597709a92585a9", "Alyonka"},
 { "575062b524597720a31c09a1", "Green Tea"},
 { "57513f07245977207e26a311", "Apl.jc."},
 { "57513f9324597720a7128161", "Pom.juice"},
 { "57513fcc24597720a31c09a6", "Vita juice"},
 { "5751435d24597720a27126d1", "NRG Drink"},
 { "57514643245977207f2c2d09", "TarCola"},
 { "575146b724597720a27126d5", "Milk"},
 { "5751487e245977207e26a315", "Emelya"},
 { "5751496424597720a27126da", "Hot Rod"},
 { "5751a25924597722c463c472", "Bandage"},
 { "5751a89d24597722aa0e8db0", "GoldenStar"},
 { "5755356824597772cb798962", "AI-2"},
 { "5755383e24597772cb798966", "Vaseline"},
 { "576165642459773c7a400233", "Saiga 12ga v.10"},
 { "576167ab2459773cad038c43", "SOK-12 P.T."},
 { "576169e62459773c69055191", "Sb.7-1"},
 { "57616a9e2459773c7a400234", "Sb.5"},
 { "57616c112459773cce774d66", "Sb.0-2"},
 { "57616ca52459773c69055192", "SOK-12АК Stock"},
 { "576a581d2459771e7b1bc4f1", "MP-443 'Grach'"},
 { "576a5ed62459771e9c2096cb", "9x19 MP-443"},
 { "576a63cd2459771e796e0e11", "P.grip.MP443"},
 { "576a7c512459771e796e0e17", "B-8"},
 { "576fd4ec2459777f0b518431", "PSO 1M2-1"},
 { "577d128124597739d65d0e56", "FFWB"},
 { "577d141e24597739c5255e01", "FF3"},
 { "577e1c9d2459773cd707c525", "Paper"},
 { "5780cda02459777b272ede61", "306 Key"},
 { "5780cf692459777de4559321", "315 Key"},
 { "5780cf722459777a5108b9a1", "308 Key"},
 { "5780cf7f2459777de4559322", "Mark.Key"},
 { "5780cf942459777df90dcb72", "Room 214 Key"},
 { "5780cf9e2459777df90dcb73", "Room 218 Key"},
 { "5780cfa52459777dfb276eb1", "Room 220 Key"},
 { "5780d0532459777a5108b9a2", "Customs key"},
 { "5780d0652459777df90dcb74", "Gas station"},
 { "5780d07a2459777de4559324", "Cabin key"},
 { "57838ad32459774a17445cd2", "VSS"},
 { "57838c962459774a1651ec63", "VSS suppressor"},
 { "57838e1b2459774a256959b1", "VSS Rear"},
 { "57838f0b2459774a256959b2", "6L24"},
 { "57838f9f2459774a150289a0", "6L25"},
 { "578395402459774a256959b5", "Ksk VSS"},
 { "578395e82459774a0e553c7b", "VSS Stock"},
 { "5783c43d2459774bbe137486", "Wallet"},
 { "578f8778245977358849a9b5", "Jacket"},
 { "578f8782245977354405a1e3", "Safe"},
 { "578f879c24597735401e6bc6", "Cash register"},
 { "578f87a3245977356274f2cb", "Duffle bag"},
 { "578f87ad245977356274f2cc", "Wooden crate"},
 { "578f87b7245977356274f2cd", "Drawer"},
 { "579204f224597773d619e051", "PM(t)"},
 { "5798a2832459774b53341029", "Customs"},
 { "57a0dfb82459774d3078b56c", "SP-5"},
 { "57a0e5022459774d1673f889", "SP-6"},
 { "57a3459f245977764a01f703", "B-3"},
 { "57a349b2245977762b199ec7", "Key"},
 { "57a9b9ce2459770ee926038d", "SOK12 RS"},
 { "57ac965c24597706be5f975c", "DR1/4x"},
 { "57aca93d2459771f2c7e26db", "DR1/4xFDE"},
 { "57acb6222459771ec34b5cb0", "043-02"},
 { "57ade1442459771557167e15", "Baskak"},
 { "57adff4f24597737f373b6e6", "BRAVO4"},
 { "57ae0171245977343c27bfcf", "PK-06"},
 { "57af48872459771f0b2ebf11", "OMRG FDE"},
 { "57c44b372459772d2b39b8ce", "AS VAL"},
 { "57c44dd02459772d2e0ae249", "VAL suppressor"},
 { "57c44e7b2459772d28133248", "AS VAL rear sight"},
 { "57c44f4f2459772d2c627113", "VAL Dust cover"},
 { "57c44fa82459772d2d75e415", "VAL pol."},
 { "57c450252459772d28133253", "VAL Stock"},
 { "57c55efc2459772d2c6271e7", "OMRG Black"},
 { "57c55f092459772d291a8463", "OMRG GE"},
 { "57c55f112459772d28133310", "OMRG GG"},
 { "57c55f172459772d27602381", "OMRG OD"},
 { "57c5ac0824597754771e88a9", "3-24x42"},
 { "57c69dd424597774c03b7bbc", "30mm Mount"},
 { "57c9a89124597704ee6faec1", "226FDE"},
 { "57cd379a24597778e7682ecf", "KATT"},
 { "57cff947245977638e6f2a19", "MOE AKM"},
 { "57cffb66245977632f391a99", "AFG M-LOK"},
 { "57cffcd624597763133760c5", "AFG M-LOK"},
 { "57cffcdd24597763f5110006", "AFG M-LOK"},
 { "57cffce524597763b31685d8", "AFG M-LOK"},
 { "57cffd8224597763b03fc609", "MOE AKM"},
 { "57cffddc24597763133760c6", "MOE AKM"},
 { "57cffe0024597763b03fc60b", "MOE AKM"},
 { "57cffe20245977632f391a9d", "MOE AKM"},
 { "57d14d2524597714373db789", "PP-91 Kedr"},
 { "57d14e1724597714010c3f4b", "PP91 Std"},
 { "57d1519e24597714373db79d", "PP91 Std"},
 { "57d152ec245977144076ccdf", "PP91 Pol"},
 { "57d17c5e2459775a5c57d17d", "WF501B"},
 { "57d17e212459775a1179a0f5", "25 mm ring"},
 { "57da93632459771cb65bf83f", "NT-4 blk."},
 { "57dbb57e2459774673234890", "NT-4 FDE"},
 { "57dc2fa62459775949412633", "AKS-74U"},
 { "57dc324a24597759501edc20", "6P26 0-20"},
 { "57dc32dc245977596d4ef3d3", "6P26 Sb.6"},
 { "57dc334d245977597164366f", "6P26 Sb.7"},
 { "57dc347d245977596754e7a1", "6P26 Sb.5"},
 { "57e26ea924597715ca604a09", "A-2607"},
 { "57e26fc7245977162a14b800", "A-2607"},
 { "57e3dba62459770f0c32322b", "6P4 Sb.9"},
 { "57ee59b42459771c7b045da5", "Kedr RIS"},
 { "57f3a5ae2459772b0e0bf19e", "PSO eyecup"},
 { "57f3c6bd24597738e730fa2f", "PP-91-01 Kedr-B"},
 { "57f3c7e024597738ea4ba286", "PP-91-01 muzzlethread"},
 { "57f3c8cc2459773ec4480328", "PP-91-01 suppressor"},
 { "57f4c844245977379d5c14d1", "PP-9 Klin"},
 { "57fd23e32459772d0805bcf1", "LS321"},
 { "57ffa9f4245977728561e844", "B-11"},
 { "57ffaea724597779f52b3a4d", "B-12"},
 { "57ffb0062459777a045af529", "B-18"},
 { "57ffb0e42459777d047111c5", "PBS-4"},
 { "5811ce572459770cba1a34ea", "Stash"},
 { "5811ce662459770f6f490f32", "Stash"},
 { "5811ce772459770e9e5f9532", "Stash"},
 { "5827272a24597748c74bdeea", "MTU002 L"},
 { "58272b392459774b4c7b3ccd", "MTU002 S"},
 { "58272b842459774abc128d50", "CSS-SRM-L"},
 { "58272d7f2459774f6311ddfd", "GK-02"},
 { "583990e32459771419544dd2", "AKS-74UN"},
 { "5839a40f24597726f856b511", "AKS-74UB"},
 { "5839a7742459773cf9693481", "AKS-74UB D.c."},
 { "58491f3324597764bc48fa02", "XPS3-0"},
 { "584924ec24597768f12ae244", "XPS3-2"},
 { "584984812459776a704a82a6", "P1X42"},
 { "5857a8b324597729ab0a0e7d", "Beta Container"},
 { "5857a8bc2459772bad15db29", "Gamma container"},
 { "587de4282459771bca0ec90b", "P226 tr. 9x19"},
 { "587de5ba2459771c0f1e8a58", "P226 protection cap"},
 { "587df3a12459772c28142567", "SKS int."},
 { "587df583245977373c4f1129", "SKS-A5"},
 { "587e02ff24597743df3deaeb", "OP-SKS"},
 { "587e0531245977466077a0f7", "OP-SKS W.s."},
 { "587e08ee245977446b4410cf", "OPSKS DT"},
 { "588200af24597742fa221dfb", "610mm М -153 12ga"},
 { "588200c224597743990da9ed", "660mm М -153 12ga"},
 { "588200cf2459774414733d55", "710mm М -153 12ga"},
 { "58820d1224597753c90aeb13", "12x70 Slug"},
 { "5882163224597757561aa920", "МP153x7"},
 { "5882163824597757561aa922", "МP153x6"},
 { "5882163e24597758206fee8c", "МP153x5"},
 { "588226d124597767ad33f787", "AFG blk."},
 { "588226dd24597767ad33f789", "AFG FDE"},
 { "588226e62459776e3e094af7", "AFG FG"},
 { "588226ef24597767af46e39c", "AFG OD"},
 { "58864a4f2459770fcc257101", "PSO gzh"},
 { "5887431f2459777e1612938f", "LPS Gzh"},
 { "588892092459774ac91d4b11", "DVL-10"},
 { "5888945a2459774bf43ba385", "DVL-10 500mm .308"},
 { "5888956924597752983e182d", "DVL-10 M2 660mm .308"},
 { "5888961624597754281f93f3", "Harris HBR"},
 { "5888976c24597754281f93f5", "DVL-10 М2"},
 { "5888988e24597752fe43a6fa", "DVL-10"},
 { "5888996c24597754281f9419", "DVL-10 М2 MBr"},
 { "58889c7324597754281f9439", "DVL-10 MD"},
 { "58889d0c2459775bc215d981", "LOBAEV Arms Stock"},
 { "588b56d02459771481110ae2", "RIS II 9.5 BLK"},
 { "58948c8e86f77409493f7266", "MPX"},
 { "58949dea86f77409483e16a8", "MPX A2"},
 { "58949edd86f77409483e16a9", "MPX Charge"},
 { "58949fac86f77409483e16aa", "MPX Charge"},
 { "5894a05586f774094708ef75", "9x19 MPX"},
 { "5894a13e86f7742405482982", "MCX/MPX early"},
 { "5894a2c386f77427140b8342", "203mm MPX 9x19"},
 { "5894a42086f77426d2590762", "MPX Gen. 1"},
 { "5894a51286f77426d13baf02", "MPX p. grip"},
 { "5894a5b586f77426d2590767", "MPX 1 gen."},
 { "5894a73486f77426d259076c", "SIG Front Flip Up"},
 { "5894a81786f77427140b8347", "SIG Rearsight Flip Up"},
 { "58a56f8d86f774651579314c", "2In. Gen1"},
 { "58a5c12e86f7745d585a2b9e", "4In. Gen1
"},
 { "58ac1bf086f77420ed183f9f", "SIG F.K."},
 { "58ac60eb86f77401897560ff", "Balaclava_dev"},
 { "58aeaaa886f7744fc1560f81", "165mm MPXSD 9x19"},
 { "58aeac1b86f77457c419f475", "MPX-SD"},
 { "58c157be86f77403c74b2bb6", "BGV-MK46K FDE"},
 { "58c157c886f774032749fb06", "BGV-MK46K FG"},
 { "58d2664f86f7747fec5834f6", "DPCSM"},
 { "58d268fc86f774111273f8c2", "DP"},
 { "58d2912286f7744e27117493", "RBP"},
 { "58d2946386f774496974c37e", "MOE Stock FDE"},
 { "58d2946c86f7744e271174b5", "MOE Stock FG"},
 { "58d2947686f774485c6a1ee5", "MOE Stock OD"},
 { "58d2947e86f77447aa070d53", "MOE Stock SG"},
 { "58d399e486f77442e0016fe7", "T-1"},
 { "58d39b0386f77443380bf13c", "AMSH"},
 { "58d39d3d86f77445bb794ae7", "AMM"},
 { "58d3db5386f77426186285a0", "M67"},
 { "58dd3ad986f77403051cba8f", "M80"},
 { "5900b89686f7744e704a8747", "Woods"},
 { "5909d24f86f77466f56e6855", "Medbag SMU06"},
 { "5909d36d86f774660f0bb900", "Grenade box"},
 { "5909d45286f77465a8136dc6", "Wooden ammo box"},
 { "5909d4c186f7746ad34e805a", "Medcase"},
 { "5909d50c86f774659e6aaebe", "Toolbox"},
 { "5909d5ef86f77467974efbd8", "Weapon box"},
 { "5909d76c86f77471e53d2adf", "Weapon box"},
 { "5909d7cf86f77470ee57d75a", "Weapon box"},
 { "5909d89086f77472591234a0", "Weapon box"},
 { "5909e4b686f7747f5b744fa4", "Dead Scav"},
 { "5909e99886f7740c983b9984", "USB-A"},
 { "590a358486f77429692b2790", "RecBatt"},
 { "590a373286f774287540368b", "Dfuel"},
 { "590a386e86f77429692b27ab", "HDD"},
 { "590a391c86f774385a33c404", "Magnet"},
 { "590a3b0486f7743954552bdb", "Сircuit board"},
 { "590a3c0a86f774385a33c450", "Plug"},
 { "590a3cd386f77436f20848cb", "ES Lamp"},
 { "590a3d9c86f774385926e510", "UV Lamp"},
 { "590a3efd86f77437d351a25b", "GasAn"},
 { "590c2b4386f77425357b6123", "Pliers"},
 { "590c2c9c86f774245b1f03f2", "MTape"},
 { "590c2d8786f774245b1f03f3", "Screwdriver"},
 { "590c2e1186f77425357b6124", "Set"},
 { "590c311186f77424d1667482", "Wrench"},
 { "590c31c586f774245e3141b2", "Nails"},
 { "590c346786f77423e50ed342", "Xeno"},
 { "590c35a486f774273531c822", "Shus"},
 { "590c37d286f77443be3d7827", "SAS"},
 { "590c392f86f77444754deb29", "SSD"},
 { "590c595c86f7747884343ad7", "Filter"},
 { "590c5a7286f7747884343aea", "Gpowder"},
 { "590c5bbd86f774785762df04", "WD-40"},
 { "590c5c9f86f77477c91c36e7", "WD-40"},
 { "590c5d4b86f774784e1b9c45", "Lunchbox"},
 { "590c5f0d86f77413997acfab", "MRE"},
 { "590c60fc86f77412b13fddcf", "Docs"},
 { "590c621186f774138d11ea29", "Flash drive"},
 { "590c62a386f77412b0130255", "Sliderkey"},
 { "590c639286f774151567fa95", "Manual"},
 { "590c645c86f77412b01304d9", "Diary"},
 { "590c651286f7741e566b6461", "Diary"},
 { "590c657e86f77412b013051d", "Grizzly"},
 { "590c661e86f7741e566b646a", "Car"},
 { "590c678286f77426c9660122", "IFAK"},
 { "590c695186f7741e566b64a2", "Augmentin"},
 { "590dde5786f77405e71908b2", "Сase"},
 { "590de71386f774347051a052", "Teapot"},
 { "590de7e986f7741b096e5f32", "Vase"},
 { "5910922b86f7747d96753483", "Сase"},
 { "591092ef86f7747bb8703422", "Docs"},
 { "591093bb86f7747caa7bb2ee", "Letter"},
 { "591094e086f7747caa7bb2ef", "Repair Kit"},
 { "5910959486f7747d96753485", "Repair Kit"},
 { "5910968f86f77425cf569c32", "Repair Kit"},
 { "5913611c86f77479e0084092", "Cabin key"},
 { "5913651986f774432f15d132", "Sixpack"},
 { "59136a4486f774447a1ed172", "Gdesk"},
 { "59136e1e86f774432f15d133", "110 Key"},
 { "59136f6f86f774447a1ed173", "Key"},
 { "591382d986f774465a6413a7", "105 Key"},
 { "591383f186f7744a4c5edcf3", "104 Key"},
 { "5913877a86f774432f15d444", "Storage"},
 { "5913915886f774123603c392", "Checkpoint"},
 { "59139c2186f77411564f8e42", "PC block"},
 { "5914578086f774123569ffa4", "108 Key"},
 { "59148c8a86f774197930e983", "Room 204 Key"},
 { "59148f8286f7741b951ea113", "Safe"},
 { "5914944186f774189e5e76c2", "Jacket"},
 { "591ae8f986f77406f854be45", "Yotota"},
 { "591aef7986f774139d495f03", "M7A1PDW"},
 { "591af10186f774139d495f0e", "M7A1PDW"},
 { "591af28e86f77414a27a9e1d", "UVG Tactical"},
 { "591afe0186f77431bd616a11", "ZB-014"},
 { "591c4e1186f77410354b316e", "Cobra shade"},
 { "591c4efa86f7741030027726", "EKP-8-18"},
 { "591ee00d86f774592f7b841e", "Cobra"},
 { "5926bb2186f7744b1c6c6e60", "MP5"},
 { "5926c0df86f77462f647f764", "MP5 Upper"},
 { "5926c32286f774616e42de99", "MP5 Cocking"},
 { "5926c36d86f77467a92a8629", "MP5WT"},
 { "5926c3b286f774640d189b6b", "9x19 MP5"},
 { "5926d2be86f774134d668e4e", "MP5 Drum Rearsight"},
 { "5926d33d86f77410de68ebc0", "MP5SD suppressor"},
 { "5926d3c686f77410de68ebc8", "HK A2"},
 { "5926d40686f7740f152b6b7e", "HK A3"},
 { "5926dad986f7741f82604363", "MFIHKMOUNT"},
 { "5926e16e86f7742f5a0f7ecb", "3 Lug"},
 { "5926f2e086f7745aae644231", "MP5SD"},
 { "5926f34786f77469195bfe92", "MP5SD HG"},
 { "5929a2a086f7744f4b234d43", "6sh112"},
 { "592c2d1a86f7746dbe2af32a", "Alpha"},
 { "5937ee6486f77408994ba448", "Key"},
 { "5937ef2b86f77408a47244b3", "Jacket"},
 { "5937fd0086f7742bf33fc198", "Watch"},
 { "5938144586f77473c2087145", "Key"},
 { "5938188786f77474f723e87f", "Docs 0031"},
 { "5938504186f7740991483f30", "Room 203 Key"},
 { "593858c486f774253a24cb52", "Key"},
 { "5938603e86f77435642354f4", "206 Key"},
 { "59387a4986f77401cc236e62", "114 Key"},
 { "59387ac686f77401442ddd61", "Jacket"},
 { "5938878586f7741b797c562f", "Docs 0052"},
 { "5938994586f774523a425196", "103 Key"},
 { "593962ca86f774068014d9af", "Unk. key"},
 { "593965cf86f774087a77e1b6", "Docs 0048"},
 { "5939a00786f7742fe8132936", "Zibbo"},
 { "5939e5a786f77461f11c0098", "Docs 0013"},
 { "5939e9b286f77462a709572c", "Letter"},
 { "593a87af86f774122f54a951", "Reagent"},
 { "593aa4be86f77457f56379f8", "303 Key"},
 { "593d1fa786f7746da62d61ac", "SKS SOCOM"},
 { "593d489686f7745c6255d58a", "Hexagon AKM"},
 { "593d490386f7745ee97a1555", "Hexagon SKS"},
 { "593d493f86f7745e6b2ceb22", "Hexagon AK-74"},
 { "5943d9c186f7745a13413ac9", "Shrapnel"},
 { "5943ee5a86f77413872d25ec", "PWS CQB"},
 { "5943eeeb86f77412d6384f6b", "PWS CQB 74"},
 { "5947c73886f7747701588af5", "BUS"},
 { "5947db3f86f77447880cf76f", "EKP-8-02"},
 { "5947e98b86f774778f1448bc", "UBR GEN2"},
 { "5947eab886f77475961d96c5", "UBR GEN2"},
 { "5947f92f86f77427344a76b1", "SAW"},
 { "5947fa2486f77425b47c1a9b", "SAW"},
 { "595cf16b86f77427440c32e2", "LVOA-S blk."},
 { "595cfa8b86f77427437e845b", "LVOA-C blk."},
 { "5963866286f7747bf429b572", "Stash"},
 { "5963866b86f7747bfa1c4462", "Stash"},
 { "5991b51486f77447b112d44f", "MS2000"},
 { "5996f6cb86f774678763a6ca", "RGD-5 Shrapnel"},
 { "5996f6d686f77467977ba6cc", "F1 Shrapnel"},
 { "5996f6fc86f7745e585b4de3", "M67 Shrapnel"},
 { "59984ab886f7743e98271174", "PP-19-01"},
 { "5998517986f7746017232f7e", "p. grip PP-19-01"},
 { "599851db86f77467372f0a18", "Stock PP-19-01"},
 { "5998529a86f774647f44f421", "9x19 Sb.7"},
 { "5998597786f77414ea6da093", "PP-19-01 Br"},
 { "5998598e86f7740b3f498a86", "Saiga-9 Br"},
 { "59985a6c86f77414ec448d17", "rec.cov. Vityaz-SN"},
 { "59985a8086f77414ec448d1a", "rec.cov. Vityaz"},
 { "599860ac86f77436b225ed1a", "9x19 PP-19-01"},
 { "599860e986f7743bb57573a6", "Rear sight PP-19-01"},
 { "59bfc5c886f7743bf6794e62", "Vityaz sil."},
 { "59bfe68886f7746004266202", "MUR-1S Upper"},
 { "59bffbb386f77435b379b9c2", "Hybrid 46"},
 { "59bffc1f86f77435b128b872", "DT Mount"},
 { "59c0ec5b86f77435b128bfca", "Hexagon 12K"},
 { "59c1383d86f774290a37e0ca", "PMAG D-60"},
 { "59c63b4486f7747afb151c1c", "SD TRR"},
 { "59c6633186f7740cf0493bb9", "AK 74 G.Tube"},
 { "59ccd11386f77428f24a488f", "PP-19-01 g.tube"},
 { "59ccfdba86f7747f2109a587", "M1-B"},
 { "59d36a0086f7747e673f3946", "AKS74U G.tube"},
 { "59d6088586f774275f37482f", "AKM"},
 { "59d625f086f774661516605d", "AK55"},
 { "59d6272486f77466146386ff", "Pmag30 AK/AKM GEN M3"},
 { "59d64ec286f774171d1e0a42", "6P1 Sb.1-2"},
 { "59d64f2f86f77417193ef8b3", "6P1 Sb.6-1"},
 { "59d64fc686f774171b243fe2", "6P1 0-14"},
 { "59d6507c86f7741b846413a2", "6P1 0-1"},
 { "59d650cf86f7741b846413a4", "6P1 Sb.2-1"},
 { "59d6514b86f774171a068a08", "6P1 Sb.5"},
 { "59d790f486f77403cb06aec6", "Predator Pro v3 XHP35"},
 { "59db3a1d86f77429e05b4e92", "GRAL-S"},
 { "59db3acc86f7742a2c4ab912", "Stark AR RG"},
 { "59db3b0886f77429d72fb895", "Stark AR RG"},
 { "59db794186f77448bc595262", "Epsilon"},
 { "59db7e1086f77448be30ddf3", "TA11D"},
 { "59db7eed86f77461f8380365", "TA51"},
 { "59e0bdb186f774156f04ce82", "2In. CASV"},
 { "59e0be5d86f7742d48765bd2", "4 in. CASV"},
 { "59e0bed186f774156f04ce84", "6In. CASV"},
 { "59e0d99486f7744a32234762", "BP"},
 { "59e3556c86f7741776641ac2", "Bleach"},
 { "59e3577886f774176a362503", "Sugar"},
 { "59e358a886f7741776641ac3", "Wiper"},
 { "59e3596386f774176c10a2a2", "Paid"},
 { "59e35abd86f7741778269d82", "Sodium"},
 { "59e35cbb86f7741778269d83", "Hose"},
 { "59e35de086f7741778269d84", "Drill"},
 { "59e35ef086f7741777737012", "Screws"},
 { "59e3606886f77417674759a5", "NaCl"},
 { "59e361e886f774176c10a2a5", "H2O2"},
 { "59e3639286f7741777737013", "Lion"},
 { "59e3647686f774176a362507", "Clock"},
 { "59e3658a86f7741776641ac4", "Cat"},
 { "59e366c186f7741778269d85", "Plex"},
 { "59e36c6f86f774176c10a2a7", "Cord"},
 { "59e4cf5286f7741778269d8a", "T45M"},
 { "59e4d24686f7741776641ac7", "US"},
 { "59e4d3d286f774176a36250a", "HP"},
 { "59e5d83b86f7745aed03d262", "AK custom"},
 { "59e5f5a486f7746c530b3ce2", "6P2 Sb-11"},
 { "59e6152586f77473dc057aa1", "Vepr KM/VPO-136"},
 { "59e61eb386f77440d64f5daf", "VPO-136"},
 { "59e6227d86f77440d64f5dc2", "VPO-136"},
 { "59e6284f86f77440d569536f", "VPO-136"},
 { "59e62cc886f77440d40b52a1", "AKM bak."},
 { "59e6318286f77444dd62c4cc", "Molot bak."},
 { "59e6449086f7746c9f75e822", "АКM type"},
 { "59e649f986f77411d949b246", "AKM Type"},
 { "59e6542b86f77411dc52a77a", "FMJ"},
 { "59e655cb86f77411dc52a77b", "EKO"},
 { "59e6658b86f77411d949b250", "Geksa"},
 { "59e6687d86f77411d949b251", "AKM/VPO-209"},
 { "59e68f6f86f7746c9f75e846", "M856"},
 { "59e6906286f7746c9f75e847", "M856A1"},
 { "59e690b686f7746c9f75e848", "M995"},
 { "59e6918f86f7746c9f75e849", "Mk255 Mod0"},
 { "59e6920f86f77411d82aa167", "55 FMJ"},
 { "59e6927d86f77411da468256", "55 HP"},
 { "59e7635f86f7742cbf2c1095", "3M"},
 { "59e763f286f7742ee57895da", "Pilgrim"},
 { "59e7643b86f7742cbf2c109a", "WTRig"},
 { "59e7708286f7742cbd762753", "Ushanka"},
 { "59e770b986f7742cbd762754", "AFGlass"},
 { "59e770f986f7742cbe3164ef", "Cap"},
 { "59e7711e86f7746cae05fbe1", "Kolpak"},
 { "59e7715586f7742ee5789605", "Resp"},
 { "59e77a2386f7742ee578960a", "7N1"},
 { "59e8936686f77467ce798647", "Balaclava_test"},
 { "59e8977386f77415a553c453", "VPO-209"},
 { "59e898ee86f77427614bd225", "VPO-209"},
 { "59e89d0986f77427600d226e", "VPO-209"},
 { "59e8a00d86f7742ad93b569c", "VPO-209"},
 { "59eb7ebe86f7740b373438ce", "6P29M"},
 { "59ecc28286f7746d7a68aa8c", "PT 74S"},
 { "59ecc3dd86f7746dc827481c", "PT-3"},
 { "59ef13ca86f77445fd0e2483", "Pumpkin"},
 { "59f32bb586f774757e1e8442", "Dogtag"},
 { "59f32c3b86f77472a31742f0", "Dogtag"},
 { "59f8a37386f7747af3328f06", "Shift"},
 { "59f98b4986f7746f546d2cef", "SR-1MP"},
 { "59f99a7d86f7745b134aa97b", "9x21 SR1-MP"},
 { "59f9cabd86f7743a10721f46", "Saiga-9"},
 { "59f9d81586f7744c7506ee62", "UH-1"},
 { "59faf7ca86f7740dbe19f6c2", "Roler"},
 { "59faf98186f774067b6be103", "Alkali"},
 { "59fafb5d86f774067a6f2084", "Propane"},
 { "59fafc5086f7740dbe19f6c3", "AK30"},
 { "59fafc9386f774067d462453", "AK30"},
 { "59fafd4b86f7745ca07e1232", "Keytool"},
 { "59faff1d86f7746c51718c9c", "0.2BTC"},
 { "59fb016586f7746d0d4b423a", "MCase"},
 { "59fb023c86f7746d0d4b423c", "WCase"},
 { "59fb042886f7746c5005a7b2", "ICase"},
 { "59fb137a86f7740adb646af1", "Monster Claw"},
 { "59fb257e86f7742981561852", "DTK-4M"},
 { "59fb375986f7741b681b81a6", "UFM"},
 { "59fc48e086f77463b1118392", "RVG blk."},
 { "59ff346386f77477562ff5e2", "AKMS"},
 { "59ff3b6a86f77477562ff5ed", "6P4 Sb.1-19"},
 { "5a0060fc86f7745793204432", "AKMS al."},
 { "5a0071d486f77404e23a12b2", "AKM wood"},
 { "5a01ad4786f77450561fda02", "VDM CS"},
 { "5a01c29586f77474660c694c", "6L10"},
 { "5a0448bc86f774736f14efa8", "Sanatorium"},
 { "5a0abb6e1526d8000a025282", "TT AKM"},
 { "5a0c27731526d80618476ac4", "Zarya"},
 { "5a0c59791526d8dba737bba7", "6G15U"},
 { "5a0d63621526d8dba31fe3bf", "PBS-1"},
 { "5a0d716f1526d8000d26b1e2", "AKML"},
 { "5a0dc45586f7742f6b0b73e3", "San.104"},
 { "5a0dc95c86f77452440fc675", "San. 112"},
 { "5a0ea64786f7741707720468", "San.107"},
 { "5a0ea69f86f7741cd5406619", "San.108"},
 { "5a0ea79b86f7741d4a35298e", "Storeroom"},
 { "5a0eb38b86f774153b320eb0", "SMW"},
 { "5a0eb6ac86f7743124037a28", "Cottage"},
 { "5a0eb980fcdbcb001a3b00a6", "AKMB"},
 { "5a0ec13bfcdbcb00165aa685", "AKMN"},
 { "5a0ec6d286f7742c0b518fb5", "San.205"},
 { "5a0ec70e86f7742c0b518fba", "San.207"},
 { "5a0ed824fcdbcb0176308b0d", "AKMP"},
 { "5a0ee30786f774023b6ee08f", "San.216"},
 { "5a0ee34586f774023b6ee092", "San.220"},
 { "5a0ee37f86f774023657a86f", "San.221"},
 { "5a0ee4b586f7743698200d22", "San.206 "},
 { "5a0ee62286f774369454a7ac", "San.209 "},
 { "5a0ee72c86f77436955d3435", "San.213"},
 { "5a0ee76686f7743698200d5c", "San.216"},
 { "5a0eeb1a86f774688b70aa5c", "San.303"},
 { "5a0eeb8e86f77461257ed71a", "San.309 "},
 { "5a0eebed86f77461230ddb3d", "San.325 "},
 { "5a0eec9686f77402ac5c39f2", "San.310 "},
 { "5a0eecf686f7740350630097", "San. 313 "},
 { "5a0eed4386f77405112912aa", "San.314"},
 { "5a0eedb386f77403506300be", "San.322 "},
 { "5a0eee1486f77402aa773226", "San.328 "},
 { "5a0eff2986f7741fd654e684", "Safe 321 "},
 { "5a0f006986f7741ffd2fe484", "Safe "},
 { "5a0f045e86f7745b0f0d0e42", "Safe "},
 { "5a0f068686f7745b0d4ea242", "Safe "},
 { "5a0f075686f7745bcc42ee12", "Safe "},
 { "5a0f08bc86f77478f33b84c2", "Safe "},
 { "5a0f096dfcdbcb0176308b15", "AKMP"},
 { "5a0f0f5886f7741c4e32a472", "Safe "},
 { "5a13ee1986f774794d4c14cd", "San.323"},
 { "5a13eebd86f7746fd639aa93", "San.218 "},
 { "5a13ef0686f7746e5a411744", "San.219"},
 { "5a13ef7e86f7741290491063", "San.301 "},
 { "5a13f24186f77410e57c5626", "San.222 "},
 { "5a13f35286f77413ef1436b0", "San.226 "},
 { "5a13f46386f7741dd7384b04", "San.306 "},
 { "5a144bdb86f7741d374bbde0", "San.205 "},
 { "5a144dfd86f77445cb5a0982", "San.203 "},
 { "5a1452ee86f7746f33111763", "San.222 "},
 { "5a145d4786f7744cbb6f4a12", "San.306 "},
 { "5a145d7b86f7744cbb6f4a13", "San.308 "},
 { "5a145ebb86f77458f1796f05", "San.316 "},
 { "5a154d5cfcdbcb001a3b00da", "Fast MT"},
 { "5a16b672fcdbcb001912fa83", "FVisor"},
 { "5a16b7e1fcdbcb00165aa6c9", "FShield"},
 { "5a16b8a9fcdbcb00165aa6ca", "TATM"},
 { "5a16b93dfcdbcbcae6687261", "DDT"},
 { "5a16b9fffcdbcb0176308b34", "RAC"},
 { "5a16ba61fcdbcb098008728a", "Mandible"},
 { "5a16badafcdbcb001865f72d", "SArmor"},
 { "5a16bb52fcdbcb001a3b00dc", "SLock"},
 { "5a17f98cfcdbcb0980087290", "APS"},
 { "5a17fb03fcdbcbcae668728f", "APS std."},
 { "5a17fb9dfcdbcbcae6687291", "APB stock"},
 { "5a17fc70fcdbcb0176308b3d", "APS Bakelite"},
 { "5a1eaa87fcdbcb001865f75e", "REAP-IR"},
 { "5a1eacb3fcdbcb09800872be", "REAP-IR eyecup"},
 { "5a1ead28fcdbcb001912fa9f", "DLOC-IRD"},
 { "5a269f97c4a282000b151807", "SP10"},
 { "5a26abfac4a28232980eabff", "SP11"},
 { "5a26ac06c4a282000c5a90a8", "SP12"},
 { "5a26ac0ec4a28200741e1e18", "SP13"},
 { "5a27b281c4a28200741e1e52", "SR1MP 1x"},
 { "5a27b3d0c4a282000d721ec1", "SR1MP s.mount"},
 { "5a27b6bec4a282000e496f78", "SR1MP"},
 { "5a27bad7c4a282000b15184b", "SR1MP 4x"},
 { "5a29276886f77435ed1b117c", "HDD"},
 { "5a29284f86f77463ef3db363", "Toughbook"},
 { "5a29357286f77409c705e025", "Flash drive"},
 { "5a294d7c86f7740651337cf9", "SAS disk "},
 { "5a294d8486f774068638cd93", "SAS disk"},
 { "5a2a57cfc4a2826c6e06d44a", "RDG-2B"},
 { "5a329052c4a28200741e22d3", "RSASS"},
 { "5a32a064c4a28200741e22de", "Osprey 9"},
 { "5a32aa0cc4a28232996e405f", "RM50"},
 { "5a32aa8bc4a2826c6e06d737", "RMR"},
 { "5a339805c4a2826c6e06d73d", "MIAD Pistol"},
 { "5a33a8ebc4a282000c5a950d", "Alpha 9"},
 { "5a33b2c9c4a282000c5a9511", "RM33"},
 { "5a33b652c4a28232996e407c", "AC32062"},
 { "5a33bab6c4a28200741e22f8", "RM35"},
 { "5a33ca0fc4a282000d72292f", "CA2"},
 { "5a33cae9c4a28232980eb086", "PRS GEN2"},
 { "5a33e75ac4a2826c6e06d759", "HA CQR"},
 { "5a34f7f1c4a2826c6e06d75d", "18' AR-10"},
 { "5a34fae7c4a2826c6e06d760", "22' AR-10"},
 { "5a34fbadc4a28200741e230a", "JPGS6"},
 { "5a34fd2bc4a282329a73b4c5", "Blackout 51T"},
 { "5a34fe59c4a282000b1521a2", "SDN-6"},
 { "5a3501acc4a282000d72293a", "PMAG 20 7.62"},
 { "5a351711c4a282000b1521a4", "X-5 MP5"},
 { "5a367e5dc4a282000e49738f", "RSASS"},
 { "5a37ca54c4a282000d72296a", "JP 30mm"},
 { "5a37cb10c4a282329a73b4e7", "6.5-20x50"},
 { "5a38e6bac4a2826c6e06d79b", "TOZ-106"},
 { "5a38ebd9c4a282000d722a5b", "7.5 20c"},
 { "5a38ed75c4a28232996e40c6", "Sb.3x4"},
 { "5a38ee51c4a282000c5a955c", "20-01 Sb.3x2"},
 { "5a38eecdc4a282329a73b512", "TOZ-106 PG"},
 { "5a38ef1fc4a282000b1521f6", "TOZ-106 Stock"},
 { "5a398ab9c4a282000c5a9842", "SCRA"},
 { "5a398b75c4a282000a51a266", "PRA"},
 { "5a3c16fe86f77452b62de32a", "Luger CCI"},
 { "5a43943586f77416ad2f06e2", "Hat"},
 { "5a43957686f7742a2c2f11b0", "Hat"},
 { "5a5f1ce64f39f90b401987bc", "2IRS"},
 { "5a6086ea4f39f99cd479502f", "M61"},
 { "5a608bf24f39f98ffc77720e", "M62"},
 { "5a6860d886f77411cd3a9e47", "Docs 0060"},
 { "5a687e7886f7740c4a5133fb", "Blood sample"},
 { "5a69a2ed8dc32e000d46d1f1", "Rotor 43 buffer"},
 { "5a6b585a8dc32e5a9c28b4f1", "AW TP"},
 { "5a6b592c8dc32e00094b97bf", "DD TP"},
 { "5a6b59a08dc32e000b452fb7", "SAI TP"},
 { "5a6b5b8a8dc32e001207faf3", "Glock 9x19 AW"},
 { "5a6b5e468dc32e001207faf5", "Glock 9x19 DD"},
 { "5a6b5ed88dc32e000c52ec86", "Glock 9x19 SAI"},
 { "5a6b5f868dc32e000a311389", "G17 9x19"},
 { "5a6b60158dc32e000a31138b", "G17 9x19 comp"},
 { "5a6f58f68dc32e000a311390", "Glock FS"},
 { "5a6f5d528dc32e00094b97d9", "Glock RS"},
 { "5a6f5e048dc32e00094b97da", "Glock slide"},
 { "5a6f5f078dc32e00094b97dd", "Glock Viper Cut"},
 { "5a702d198dc32e000b452fc3", "Glock AW"},
 { "5a7033908dc32e000a311392", "Glock AW C"},
 { "5a70366c8dc32e001207fb06", "Glock DD"},
 { "5a7037338dc32e000d46d257", "G 3 Port"},
 { "5a705e128dc32e000d46d258", "G AW"},
 { "5a718b548dc32e000d46d262", "9x19 Glock"},
 { "5a718da68dc32e000d46d264", "G PMAG 21"},
 { "5a718f958dc32e00094b97e7", "G 50rnd"},
 { "5a71e0048dc32e000c52ecc8", "G FS ZT"},
 { "5a71e0fb8dc32e00094b97f2", "G RS ZT"},
 { "5a71e1868dc32e00094b97f3", "ZT AP"},
 { "5a71e22f8dc32e00094b97f4", "G ZT Hex"},
 { "5a71e4f48dc32e001207fb26", "G ZT Spart"},
 { "5a7828548dc32e5a9c28b516", "M870"},
 { "5a787ebcc5856700142fdd98", "508mm M870 FS"},
 { "5a787f25c5856700186c4ab9", "355mm M870"},
 { "5a787f7ac5856700177af660", "508mm M870"},
 { "5a787fadc5856700155a6ca1", "660mm M870"},
 { "5a787fdfc5856700142fdd9a", "325mm M870"},
 { "5a788031c585673f2b5c1c79", "PR870"},
 { "5a788068c5856700137e4c8f", "MOE 870"},
 { "5a788089c5856700142fdd9c", "Speedfeed"},
 { "5a7880d0c5856700142fdd9d", "SPS M870"},
 { "5a78813bc5856700186c4abe", "SGA M870"},
 { "5a788169c5856700142fdd9e", "Raptor"},
 { "5a7882dcc5856700177af662", "M870x4"},
 { "5a78830bc5856700137e4c90", "M870x7"},
 { "5a78832ec5856700155a6ca3", "M870x10"},
 { "5a789261c5856700186c65d3", "MT Clamp"},
 { "5a7893c1c585673f2b5c374d", "mtu028sg"},
 { "5a78948ec5856700177b1124", "XS Short"},
 { "5a7ad0c451dfba0013379712", "4Port"},
 { "5a7ad1fb51dfba0013379715", "LW 9"},
 { "5a7ad2e851dfba0016153692", "Big Stick"},
 { "5a7ad4af51dfba0013379717", "G Base"},
 { "5a7ad55551dfba0015068f42", "G Ti Sh"},
 { "5a7ad74e51dfba0015068f45", "FD917"},
 { "5a7ae0c351dfba0017554310", "GLOCK17"},
 { "5a7afa25e899ef00135e31b0", "PS9"},
 { "5a7b32a2e899ef00135e345a", "G4"},
 { "5a7b483fe899ef0016170d15", "XC1"},
 { "5a7b4900e899ef197b331a2a", "UM3"},
 { "5a7b4960e899ef197b331a2d", "Pach RG"},
 { "5a7c147ce899ef00150bd8b8", "VP-09"},
 { "5a7c4850e899ef00150be885", "6B47"},
 { "5a7c74b3e899ef0014332c29", "NSPU-M"},
 { "5a7d90eb159bd400165484f1", "Glock SE"},
 { "5a7d9104159bd400134c8c21", "Glock TFX"},
 { "5a7d9122159bd4001438dbf4", "Glock SE"},
 { "5a7d912f159bd400165484f3", "TFX"},
 { "5a7dbfc1159bd40016548fde", "CQR"},
 { "5a800961159bd4315e3a1657", "GL21"},
 { "5a8036fb86f77407252ddc02", "Shoreline"},
 { "5a80a29286f7742b25692012", "Resort"},
 { "5a9548c9159bd400133e97b3", "TL-99"},
 { "5a957c3fa2750c00137fa5f7", "XRSU47SU"},
 { "5a966ec8a2750c00171b3f36", "B&T 3x"},
 { "5a966f51a2750c00156aacf6", "SAI-02"},
 { "5a9685b1a2750c0032157104", "Glock Moto Cut"},
 { "5a9d56c8a2750c0032157146", "TRAX 1"},
 { "5a9d6d00a2750c5c985b5305", "4 in. SI"},
 { "5a9d6d13a2750c00164f6b03", "6In. SI"},
 { "5a9d6d21a2750c00137fa649", "Bridge"},
 { "5a9d6d34a2750c00141e07da", "TRAX 2"},
 { "5a9e81fba2750c00164f6b11", "SR3M.130"},
 { "5a9ea27ca2750c00137fa672", "Dynacomp"},
 { "5a9eb32da2750c00171b3f9c", "GL Shock"},
 { "5a9fb739a2750c003215717f", "Rotor43 9x19"},
 { "5a9fbacda2750c00141e080f", "Rotor43 7.62x39"},
 { "5a9fbb74a2750c0032157181", "Rotor43 .366TKM"},
 { "5a9fbb84a2750c00137fa685", "Rotor43 5.56x45"},
 { "5a9fc7e6a2750c0032157184", "B-3 combo"},
 { "5aa2a7e8e5b5b00016327c16", "USEC"},
 { "5aa2b87de5b5b00016327c25", "BEAR"},
 { "5aa2b89be5b5b0001569311f", "Emercom"},
 { "5aa2b8d7e5b5b00014028f4a", "Police"},
 { "5aa2b923e5b5b000137b7589", "RGlass"},
 { "5aa2b986e5b5b00014028f4c", "Dundukk"},
 { "5aa2b9aee5b5b00015693121", "RayBench"},
 { "5aa2b9ede5b5b000137b758b", "CHat"},
 { "5aa2ba19e5b5b00014028f4e", "Fleece"},
 { "5aa2ba46e5b5b000137b758d", "UXPRO"},
 { "5aa2ba71e5b5b000137b758f", "Sordin"},
 { "5aa66a9be5b5b0214e506e89", "NF 34mm"},
 { "5aa66be6e5b5b0214e506e97", "NF 7-35x56"},
 { "5aa66c72e5b5b00016327c93", "NF 34mm RIS"},
 { "5aa7cfc0e5b5b00015693143", "6B47"},
 { "5aa7d03ae5b5b00016327db5", "UNTAR"},
 { "5aa7d193e5b5b000171d063f", "SFERA"},
 { "5aa7e276e5b5b000171d0647", "Altyn"},
 { "5aa7e373e5b5b000137b76f0", "FShield"},
 { "5aa7e3abe5b5b000171d064d", "FShield"},
 { "5aa7e454e5b5b0214e506fa2", "ZSh-1-2M"},
 { "5aa7e4a4e5b5b000137b76f2", "ZSh-1-2M"},
 { "5aaa4194e5b5b055d06310a5", "Pmag30 AK74 GEN M3"},
 { "5aaa5dfee5b5b000140293d3", "GEN M3 30"},
 { "5aaa5e60e5b5b000140293d6", "GEN M3 10"},
 { "5aaf8a0be5b5b00015693243", "M1A 20 7.62"},
 { "5aaf8e43e5b5b00015693246", "Socom16"},
 { "5aaf9d53e5b5b00015042a52", "16' M1A 7.62x51"},
 { "5aafa1c2e5b5b00015042a56", "Socom 16 MB"},
 { "5aafa49ae5b5b00015042a58", " .125 blade"},
 { "5aafa857e5b5b00018480968", "M1A"},
 { "5aafbcd986f7745e590fff23", "MedCase"},
 { "5aafbde786f774389d0cbc0f", "AmmoCase"},
 { "5ab24ef9e5b5b00fe93c9209", "Socom 16 Upper"},
 { "5ab372a310e891001717f0d8", "S.A.S.S."},
 { "5ab3afb2d8ce87001660304d", "Socom 16 Th"},
 { "5ab626e4d8ce87272e4c6e43", "6P21 Sb.5"},
 { "5ab8dab586f77441cd04f2a2", "MK3"},
 { "5ab8dced86f774646209ec87", "M2"},
 { "5ab8e4ed86f7742d8e50c7fa", "MF-UN"},
 { "5ab8e79e86f7742d8b372e78", "GZHEL-K"},
 { "5ab8e9fcd8ce870019439434", "AKS-74N"},
 { "5ab8ebf186f7742d8b372e80", "Attack 2"},
 { "5ab8ee7786f7742d8f33f0b9", "ArmyBag"},
 { "5ab8f04f86f774585f4237d8", "Sling"},
 { "5ab8f20c86f7745cdb629fb2", "Shmaska"},
 { "5ab8f39486f7745cd93a1cca", "CF"},
 { "5ab8f4ff86f77431c60d91ba", "Ghost"},
 { "5ab8f85d86f7745cd93a1cf5", "Shemagh"},
 { "5aba62f8d8ce87001943946b", "APS FS"},
 { "5aba637ad8ce87001773e17f", "APS RS"},
 { "5aba639ed8ce8700182ece67", "APB RS"},
 { "5abcbb20d8ce87001773e258", "M14 135"},
 { "5abcbc27d8ce8700182eceeb", "AKMSN"},
 { "5abcc328d8ce8700194394f3", "APB 9x18PM"},
 { "5abccb7dd8ce87001773e277", "APB"},
 { "5abcd472d8ce8700166032ae", "6P4N Sb.1-19"},
 { "5ac4c50d5acfc40019262e87", "Visor"},
 { "5ac4cd105acfc40016339859", "AK-74M"},
 { "5ac50c185acfc400163398d4", "6P34 Sb.15"},
 { "5ac50da15acfc4001718d287", "6P34 0-1"},
 { "5ac620eb86f7743a8e6e0da0", "Package"},
 { "5ac66bea5acfc43b321d4aec", "АК-103 Mag"},
 { "5ac66c5d5acfc4001718d314", "6L29"},
 { "5ac66cb05acfc40198510a10", "AK-101"},
 { "5ac66d015acfc400180ae6e4", "AK-102"},
 { "5ac66d2e5acfc43b321d4b53", "AK-103"},
 { "5ac66d725acfc43b321d4b60", "AK-104"},
 { "5ac66d9b5acfc4001633997a", "AK-105"},
 { "5ac72e475acfc400180ae6fe", "6P20 Sb.2"},
 { "5ac72e615acfc43f67248aa0", "AK-101 MB"},
 { "5ac72e725acfc400180ae701", "6P44 0-20"},
 { "5ac72e7d5acfc40016339a02", "AK-103 MB"},
 { "5ac72e895acfc43b321d4bd5", "6P46 0-20"},
 { "5ac72e945acfc43f3b691116", "6P44 0-20"},
 { "5ac733a45acfc400192630e2", "6P44 Sb.1-30"},
 { "5ac7655e5acfc40016339a19", "6P20 0-20"},
 { "5ac78a9b86f7741cca0bbd8d", "Jammer"},
 { "5ac78eaf5acfc4001926317a", "PT 74M/100"},
 { "5ac8d6885acfc400180ae7b0", "Fast MT Tan"},
 { "5ad5ccd186f774446d5706e9", "OLI Office"},
 { "5ad5cfbd86f7742c825d6104", "Log. Office"},
 { "5ad5d20586f77449be26d877", "OLI Ut."},
 { "5ad5d49886f77455f9731921", "Pow. Ut."},
 { "5ad5d64486f774079b080af8", "Pharmacy"},
 { "5ad5d7d286f77450166e0a89", "KIBA"},
 { "5ad5db3786f7743568421cce", "MES"},
 { "5ad7217186f7746744498875", "OLI"},
 { "5ad7242b86f7740a6a3abd43", "IDEA "},
 { "5ad7247386f7747487619dc3", "Goshan"},
 { "5ad74cf586f774391278f6f0", "Cash register TAR2-2"},
 { "5addaffe86f77470b455f900", "KIBA 2"},
 { "5addba3e5acfc4001669f0ab", ".062 blade"},
 { "5addbac75acfc400194dbc56", "22' M1A 7.62x51"},
 { "5addbb6e5acfc408fb1393fd", "National Match MB"},
 { "5addbb825acfc408fb139400", "JP MB M14"},
 { "5addbb945acfc4001a5fc44e", "Good Iron"},
 { "5addbba15acfc400185c2854", "Vortex DC"},
 { "5addbbb25acfc40015621bd9", "Phantom"},
 { "5addbf175acfc408fb13965b", "Archangel"},
 { "5addbfbb5acfc400194dbcf7", "Ultimak M8"},
 { "5addbfd15acfc40015621bde", "Mini Scout"},
 { "5addbfe15acfc4001a5fc58b", "Arms 18"},
 { "5addbfef5acfc400185c2857", "UTG 4 "},
 { "5addbffe5acfc4001714dfac", "M14 DCSB"},
 { "5addc00b5acfc4001669f144", "CASV 14"},
 { "5addc7005acfc4001669f275", "M14ALCS(MOD. 0)"},
 { "5addc7ac5acfc400194dbd90", "M14ALCS Stock"},
 { "5addc7db5acfc4001669f279", "M14ALCS"},
 { "5addcce35acfc4001a5fc635", "M14 30 7.62"},
 { "5addccf45acfc400185c2989", "X-14"},
 { "5adf23995acfc400185c2aeb", "MC 20-01"},
 { "5ae08f0a5acfc408fb1398a1", "Mosin"},
 { "5ae096d95acfc400185c2c81", "Mosin Stock"},
 { "5ae0973a5acfc4001562206c", "Mos.Std."},
 { "5ae099875acfc4001714e593", "Mosin fs"},
 { "5ae099925acfc4001a5fc7b3", "Mosin rs."},
 { "5ae09bff5acfc4001562219d", "730mm Mosin barrel"},
 { "5ae30bad5acfc400185c2dc4", "CarryHandle"},
 { "5ae30c9a5acfc408fb139a03", " Sopmod"},
 { "5ae30db85acfc408fb139a05", "M4 Std."},
 { "5ae30e795acfc408fb139a0b", "M4 FS"},
 { "5ae35b315acfc4001714e8b0", "LEO M870"},
 { "5ae9a0dd86f7742e5f454a05", "Manifests"},
 { "5ae9a18586f7746e381e16a3", "Manifests"},
 { "5ae9a1b886f77404c8537c62", "Manifests"},
 { "5ae9a25386f7746dd946e6d9", "Cargo route"},
 { "5ae9a3f586f7740aab00e4e6", "Book p.1"},
 { "5ae9a4fc86f7746e381e1753", "Book p.2"},
 { "5af0454c86f7746bf20992e8", "Alu Splint"},
 { "5af0484c86f7740f02001f7f", "Coffee"},
 { "5af04b6486f774195a3ebb49", "Elite"},
 { "5af04c0b86f774138708f78e", "Controller"},
 { "5af04e0a86f7743a532b79e2", "Gyroscope"},
 { "5af0534a86f7743b6f354284", "Ophthalmoscope"},
 { "5af0548586f7743a532b7e99", "Ibuprofen"},
 { "5af0561e86f7745f5f3ad6ac", "Powerbank"},
 { "5af99e9186f7747c447120b8", "Pockets"},
 { "5afd7ded5acfc40017541f5e", "Tapco intrafuse stock"},
 { "5afd7e095acfc40017541f61", "TAPCO Tube"},
 { "5afd7e445acfc4001637e35a", "SAW SKS"},
 { "5b04473a5acfc40018632f70", "UAS AK"},
 { "5b057b4f5acfc4771e1bd3e9", "SE-5"},
 { "5b07db875acfc40dc528a5f6", "TD120001"},
 { "5b07dd285acfc4001754240d", "LAS/TAC 2"},
 { "5b0800175acfc400153aebd4", "F93 Pro Stock"},
 { "5b099a765acfc47a8607efe3", "11' SA-58 7.62x51"},
 { "5b099a9d5acfc47a8607efe7", "Quad Rail"},
 { "5b099ac65acfc400186331e1", "FAL 20 7.62"},
 { "5b099b7d5acfc400186331e4", "3 prong trident"},
 { "5b099b965acfc400186331e6", "SAW SA-58"},
 { "5b099bb25acfc400186331e8", "Ext. Duty"},
 { "5b099bf25acfc4001637e683", "SA-58 Tube"},
 { "5b0bbe4e5acfc40dc528a72d", "SA-58"},
 { "5b0bc22d5acfc47a8607f085", "Holand Type"},
 { "5b0e794b5acfc47a877359b2", "Zhukov-S"},
 { "5b1fa9b25acfc40018633c01", "GLOCK18C"},
 { "5b1fa9ea5acfc40018633c0a", "G18C 9x19 comp"},
 { "5b1faa0f5acfc40dc528aeb5", "Glock 18C slide"},
 { "5b1fb3e15acfc4001637f068", "6P2 Bak"},
 { "5b1fd4e35acfc40018633c39", "AK al. 10"},
 { "5b222d335acfc4771e1be099", "AKM Lock"},
 { "5b222d405acfc400153af4fe", "PT-1"},
 { "5b2240bf5acfc40dc528af69", "Raptor Charge"},
 { "5b237e425acfc4771e1be0b6", "TROY Combo"},
 { "5b2388675acfc4771e1be0be", "TAC 30"},
 { "5b2389515acfc4771e1be0c0", "AR- P.E.P.R. "},
 { "5b2cfa535acfc432ff4db7a0", "MK10 RL"},
 { "5b30ac585acfc433000eb79c", "MOE AK"},
 { "5b30b0dc5acfc400153b7124", "HS401G5"},
 { "5b30bc165acfc40016387293", "Mk10 3 In."},
 { "5b30bc285acfc47a8608615d", "Mk10 10 In."},
 { "5b31163c5acfc400153b71cb", "Rom. Base"},
 { "5b3116595acfc40019476364", "Romeo 4"},
 { "5b363dd25acfc4001a598fd2", " Salvo 12"},
 { "5b363dea5acfc4771e1c5e7e", "12g adapter"},
 { "5b363e1b5acfc4771e1c5e80", "Thread adapter"},
 { "5b39f8db5acfc40016387a1b", "EMOD"},
 { "5b39ffbd5acfc47a8773fb06", "Hogue P226"},
 { "5b3a08b25acfc4001754880c", "Bridge P226"},
 { "5b3a16655acfc40016387a2a", "Annihilator"},
 { "5b3a337e5acfc4704b4a19a0", "2U"},
 { "5b3b6dc75acfc47a8773fb1e", "Armasight"},
 { "5b3b6e495acfc4330140bd88", "Vulcan MG 3.5x"},
 { "5b3b713c5acfc4330140bd8d", "TT"},
 { "5b3b99265acfc4704b4a1afb", "NF 30mm"},
 { "5b3b99475acfc432ff4dcbee", "1-6x24"},
 { "5b3baf8f5acfc40dc5296692", "116mm gld. ТТ"},
 { "5b3cadf35acfc400194776a0", "TT grips"},
 { "5b3cbc235acfc4001863ac44", "Vulcan MG eyecup"},
 { "5b3f16c486f7747c327f55f7", "Armband "},
 { "5b3f3ade86f7746b6b790d8e", "Armband "},
 { "5b3f3af486f774679e752c1f", "Armband"},
 { "5b3f3b0186f774021a2afef7", "Armband"},
 { "5b3f3b0e86f7746752107cda", "Armband "},
 { "5b3f7bf05acfc433000ecf6b", "Kochetov Mount"},
 { "5b3f7c005acfc4704b4a1de8", "PU 3.5x ring"},
 { "5b3f7c1c5acfc40dc5296b1d", "PU 3.5x"},
 { "5b40e1525acfc4771e1c6611", "ULACH"},
 { "5b40e2bc5acfc40016388216", "ULACH"},
 { "5b40e3f35acfc40016388218", "ACHHC"},
 { "5b40e4035acfc47a87740943", "ACHHC"},
 { "5b40e5e25acfc4001a599bea", "BEAR"},
 { "5b40e61f5acfc4001a599bec", "USEC"},
 { "5b43237186f7742f3a4ab252", "Сhemcont"},
 { "5b4325355acfc40019478126", "Shemagh"},
 { "5b4326435acfc433000ed01d", "Mask"},
 { "5b43271c5acfc432ff4dce65", "Bandana"},
 { "5b4327aa5acfc400175496e0", "Panama"},
 { "5b4329075acfc400153b78ff", "Pompon"},
 { "5b4329f05acfc47a86086aa1", "Ronin"},
 { "5b432b2f5acfc4771e1c6622", "Shattered"},
 { "5b432b6c5acfc4001a599bf0", "Skull"},
 { "5b432b965acfc47a8774094e", "GSSh-01"},
 { "5b432be65acfc433000ed01f", "6B34"},
 { "5b432c305acfc40019478128", "GP-5"},
 { "5b432d215acfc4771e1c6624", "LZSh"},
 { "5b432f3d5acfc4704b4a1dfb", "Momex"},
 { "5b4335ba86f7744d2837a264", "Bloodset"},
 { "5b43575a86f77424f443fe62", "Fcond"},
 { "5b4391a586f7745321235ab2", "Camera"},
 { "5b44c6ae86f7742d1627baea", "Beta2"},
 { "5b44c8ea86f7742d1627baf1", "Commando "},
 { "5b44cad286f77402a54ae7e5", "Tactec "},
 { "5b44cd8b86f774503d30cba2", "Gen4 Full"},
 { "5b44cf1486f77431723e3d05", "Gen4 Assault"},
 { "5b44d0de86f774503d30cba8", "Gen4 HMK"},
 { "5b44d22286f774172b0c9de8", "Kirasa"},
 { "5b46238386f7741a693bcf9c", "Kiver FS"},
 { "5b4736a986f774040571e998", "QARS 3.2in."},
 { "5b4736b986f77405cb415c10", "QARS 4.2in."},
 { "5b4c72b386f7745b453af9c0", "Controller"},
 { "5b4c72c686f77462ac37e907", "Controller"},
 { "5b4c72fb86f7745cef1cffc5", "Gyroscope"},
 { "5b4c81a086f77417d26be63f", "Сhemcont"},
 { "5b4c81bd86f77418a75ae159", "Сhemcont"},
 { "5b6d9ce188a4501afc1b2b25", "T H I C C"},
 { "5b7be1125acfc4001876c0e5", "16' SA-58 7.62x51"},
 { "5b7be1265acfc400161d0798", "21' SA-58 7.62x51"},
 { "5b7be1ca5acfc400170e2d2f", "Quad Rail"},
 { "5b7be2345acfc400196d524a", "Keymod Handguard"},
 { "5b7be4575acfc400161d0832", "2 in. Vltor"},
 { "5b7be4645acfc400170e2dcc", "4 in. Vltor"},
 { "5b7be46e5acfc400170e2dcf", "5 in.Vltor"},
 { "5b7be47f5acfc400170e2dd2", "2.5 in. M-LOK"},
 { "5b7be4895acfc400170e2dd5", "4.1 in. M-LOK"},
 { "5b7bebc85acfc43bca706666", "M-LOK Handguard"},
 { "5b7bed205acfc400161d08cc", "Fal Handguard"},
 { "5b7bedd75acfc43d825283f9", "CASV FAL Handguard"},
 { "5b7bee755acfc400196d5383", "CASV FAS Handguard"},
 { "5b7bef1e5acfc43d82528402", "FAL 10 7.62"},
 { "5b7bef5d5acfc43bca7067a3", "FAL 30 7.62"},
 { "5b7bef9c5acfc43d102852ec", "X-FAL 7.62"},
 { "5b7c2d1d5acfc43d1028532a", "MMW Fal 7.62"},
 { "5b7c710788a4506dec015957", "Lucky Scav junkbox"},
 { "5b7d37845acfc400170e2f87", "L1A1 30 7.62"},
 { "5b7d63b75acfc400170e2f8a", "PRS 2 FAL"},
 { "5b7d63cf5acfc4001876c8df", "SA-58 Folding"},
 { "5b7d63de5acfc400170e2f8d", "SA-58 SPR Stock"},
 { "5b7d64555acfc4001876c8e2", "SA-58 BRS Stock"},
 { "5b7d645e5acfc400170e2f90", "SA-58 Humpback"},
 { "5b7d671b5acfc43d82528ddd", "Fal Belgian style"},
 { "5b7d678a5acfc4001a5c4022", "DS SA-58"},
 { "5b7d679f5acfc4001a5c4024", "AG FAL"},
 { "5b7d68af5acfc400170e30c3", "Austrian Style"},
 { "5b7d693d5acfc43bca706a3d", "2A X3"},
 { "5b7d6c105acfc40015109a5f", "FAL DC"},
 { "5b800e9286f7747a8b04f3ff", "Hex Blk"},
 { "5b800ebc86f774394e230a90", "Hexagon Med"},
 { "5b800ed086f7747baf6e2f9e", "Hex."},
 { "5b80242286f77429445e0b47", "Hex red"},
 { "5b84038986f774774913b0c1", "Hex."},
 { "5b8403a086f7747ff856f4e2", "Hex."},
 { "5b86a0e586f7745b600ccb23", "Bramit"},
 { "5ba26383d4351e00334c93d9", "MP7A1"},
 { "5ba264f6d4351e0034777d52", "MP7 20"},
 { "5ba2657ed4351e0035628ff2", "MP7 30"},
 { "5ba26586d4351e44f824b340", "MP7 40"},
 { "5ba2678ad4351e44f824b344", "FMJ SX"},
 { "5ba26812d4351e003201fef1", "Action SX"},
 { "5ba26835d4351e0035628ff5", "AP SX"},
 { "5ba26844d4351e00334c9475", "Subsonic SX"},
 { "5ba26acdd4351e003562908e", "MP7"},
 { "5ba26ae8d4351e00367f9bdb", "Rotex 2"},
 { "5ba26b01d4351e0085325a51", "MP7 Front Flip Up"},
 { "5ba26b17d4351e00367f9bdd", "MP7Rearsight Flip Up"},
 { "5ba36f85d4351e0085325c81", "NSPU-M eyecup"},
 { "5bae13bad4351e00320204af", "Archangel OPFOR PRS"},
 { "5bae13ded4351e44f824bf38", "AA762R 02"},
 { "5bb20d53d4351e4502010a69", "416A5 Upper"},
 { "5bb20d92d4351e00853263eb", "11' 416A5 5.56x45"},
 { "5bb20d9cd4351e00334c9d8a", "14.5' 416A5 5.56x45"},
 { "5bb20da5d4351e0035629dbf", "16.5' 416A5 5.56x45"},
 { "5bb20dadd4351e00367faeff", "20' 416A5 5.56x45"},
 { "5bb20dbcd4351e44f824c04e", "Extended latch"},
 { "5bb20dcad4351e3bac1212da", "416A5"},
 { "5bb20de5d4351e0035629e59", "Quadrail"},
 { "5bb20df1d4351e00347787d5", "Quad. sight"},
 { "5bb20dfcd4351e00334c9e24", "Ext.Quad"},
 { "5bb20e0ed4351e3bac1212dc", "Battle Grip"},
 { "5bb20e18d4351e00320205d5", "Battle Grip"},
 { "5bb20e49d4351e3bac1212de", " 416A5 Rearsight Flip Up"},
 { "5bb20e58d4351e00320205d7", "Enhanced Tube"},
 { "5bb20e70d4351e0035629f8f", "Slim Line"},
 { "5bb2475ed4351e00853264e3", "HK 416A5"},
 { "5bbdb811d4351e45020113c7", "Tri-Rail"},
 { "5bbdb83fd4351e44f824c44b", "Tanker"},
 { "5bbdb870d4351e00367fb67d", "Monte Carlo"},
 { "5bbdb8bdd4351e4502011460", "Atlas-7"},
 { "5bbde409d4351e003562b036", "Recoil pad"},
 { "5bbde41ed4351e003562b038", "pgmn"},
 { "5bc09a18d4351e003562b68e", "MBUS Rearsight"},
 { "5bc09a30d4351e00367fb7c8", "MBUS Front"},
 { "5bc5a351d4351e003477a414", "TPP"},
 { "5bc5a35cd4351e450201232f", "Witt"},
 { "5bc5a372d4351e44f824d17f", "MNG"},
 { "5bc9b156d4351e00367fbce9", "Mayo"},
 { "5bc9b355d4351e6d1509862a", "#FireKlean"},
 { "5bc9b720d4351e450201234b", "1GPhone"},
 { "5bc9b9ecd4351e3bac122519", "Beardoil"},
 { "5bc9bc53d4351e00367fbcee", "Rooster"},
 { "5bc9bdb8d4351e003562b8a1", "Badge"},
 { "5bc9be8fd4351e00334cae6e", "Tea"},
 { "5bc9c049d4351e44f824d360", "Book"},
 { "5bc9c1e2d4351e00367fbcf0", "Axe"},
 { "5bc9c29cd4351e003562b8a3", "Sprats"},
 { "5bc9c377d4351e3bac12251b", "Firesteel"},
 { "5bcf0213d4351e0085327c17", "A1 stock"},
 { "5bd06f5d86f77427101ad47c", "Mask"},
 { "5bd0716d86f774171822ef4b", "Mask"},
 { "5bd071d786f7747e707b93a3", "Mask"},
 { "5bd073a586f7747e6f135799", "Mustache"},
 { "5bd073c986f7747f627e796c", "Kotton"},
 { "5bd70322209c4d00d7167b8f", "MP7A2"},
 { "5bd704e7209c4d00d7167c31", "A2 stock"},
 { "5be4038986f774527d3fae60", "Interchange"},
 { "5bead2e00db834001c062938", "MPL-50"},
 { "5bed61680db834001d2c45ab", "АК-12 std."},
 { "5bed625c0db834001c062946", "RPK-16 std."},
 { "5beec1bd0db834001e6006f3", "15' RPK-16 5.45x39"},
 { "5beec2820db834001b095426", "22'RPK-165.45x39"},
 { "5beec3420db834001b095429", "RPK-16 MB"},
 { "5beec3e30db8340019619424", "RPK-16 HG"},
 { "5beec8b20db834001961942a", "RPK-16 Tube"},
 { "5beec8c20db834001d2c465c", "AK-12 reg."},
 { "5beec8ea0db834001a6f9dbf", "AK-12 reg."},
 { "5beec91a0db834001961942d", "RPK-16 Dust Cover"},
 { "5beec9450db83400970084fd", "RPK-16 rear"},
 { "5beecbb80db834001d2c465e", "RPK-16 rail"},
 { "5beed0f50db834001c062b12", "RPK-16"},
 { "5bf3e03b0db834001d2c4a9c", "АK-74"},
 { "5bf3e0490db83400196199af", "АKS-74"},
 { "5bf3f59f0db834001a6fa060", "RPK-16 rear"},
 { "5bfd297f0db834001a669119", "Mosin Inf."},
 { "5bfd35380db83400232fe5cc", "Infantry mosin Stock"},
 { "5bfd36290db834001966869a", "Sawn off sniper Mosin Stock"},
 { "5bfd36ad0db834001c38ef66", "Sawn off Mosin stock"},
 { "5bfd37c80db834001d23e842", "Mosin sniper carbine stock"},
 { "5bfd384c0db834001a6691d3", "Mosin carbine stock"},
 { "5bfd4c980db834001b73449d", "Mosin rs."},
 { "5bfd4cbe0db834001b73449f", "514mm Mosin barrel"},
 { "5bfd4cc90db834001d23e846", "200mm Mosin barrel"},
 { "5bfd4cd60db834001c38f095", "220mm Mosin barrel"},
 { "5bfe7fb30db8340018089fed", "12003"},
 { "5bfe86a20db834001d23e8f7", "AGR-870"},
 { "5bfe86bd0db83400232fe959", "AGR-870 cap"},
 { "5bfe86df0db834001b734685", "GLR-16-S"},
 { "5bfe89510db834001808a127", "AGR-870 tube"},
 { "5bfea6e90db834001b7347f3", "M700"},
 { "5bfea7ad0db834001c38f1ee", "Wyatt 5rnd"},
 { "5bfeaa0f0db834001b734927", "Wyatt 10rnd"},
 { "5bfeb32b0db834001a6694d9", "Overmolded ghillie"},
 { "5bfebc250db834001a6694e1", "26' M700"},
 { "5bfebc320db8340019668d79", "20' M700 7.62x51"},
 { "5bfebc530db834001d23eb65", "Multi-slot"},
 { "5bfebc5e0db834001a6694e5", "Rem. integr."},
 { "5bffcf7a0db83400232fea79", "TT-206"},
 { "5bffd7ed0db834001d23ebf9", "DTK-TT"},
 { "5bffdc370db834001d23eca8", "6h5"},
 { "5bffdd7e0db834001b734a1a", "M-2"},
 { "5bffe7930db834001b734a39", "SCA"},
 { "5bffe7c50db834001d23ece1", "axelson"},
 { "5bffec120db834001c38f5fa", "Axelson P226"},
 { "5bffef760db8340019668fe4", "Mascus P226"},
 { "5c0000c00db834001a6697fc", "3 Lug thr."},
 { "5c0006470db834001a6697fe", "Scorpion P226"},
 { "5c00076d0db834001d23ee1f", "Wooden Elite P226"},
 { "5c0009510db834001966907f", "Stainless elite P226"},
 { "5c0102aa0db834001b734ba1", "2 in. RAHG"},
 { "5c0102b20db834001d23eebc", "4 in. RAHG"},
 { "5c010a700db834001d23ef5d", "Scorpion P226"},
 { "5c010e350db83400232feec7", "SP-8"},
 { "5c0111ab0db834001966914d", "Cylinder "},
 { "5c0125fc0db834001a669aa3", "Legion P226"},
 { "5c0126f40db834002a125382", "RR"},
 { "5c012ffc0db834001d23f03f", "Camper"},
 { "5c0505e00db834001b735073", "1P87"},
 { "5c0517910db83400232ffee5", "PS320 1/6x"},
 { "5c05293e0db83400232fff80", "TA01NSN"},
 { "5c05295e0db834001a66acbb", "Trij.Bck-up"},
 { "5c052a900db834001a66acbd", "TA01NSN"},
 { "5c052cea86f7746b2101e8d8", "Plastic suitcase"},
 { "5c052e6986f7746b207bc3c9", "Defibrillator"},
 { "5c052f6886f7746b1e3db148", "SG-C10"},
 { "5c052fb986f7746b2101e909", "RFIDR"},
 { "5c05300686f7746dce784e5d", "VPX"},
 { "5c05308086f7746b2101e90b", "Virtex"},
 { "5c0530ee86f774697952d952", "LEDX"},
 { "5c05413a0db834001c390617", "HK Steel"},
 { "5c0548ae0db834001966a3c2", "CWP"},
 { "5c0558060db834001b735271", "GPNVG-18"},
 { "5c064c400db834001d23f468", "QD LT-101"},
 { "5c06595c0db834001a66af6c", "LA-5"},
 { "5c066e3a0db834001b7353f0", "N-15"},
 { "5c066ef40db834001966a595", "NVG mask"},
 { "5c0672ed0db834001b7353f3", "SG-919 30"},
 { "5c0673fb0db8340023300271", "SG-919 20"},
 { "5c06779c86f77426e00dd782", "Wires"},
 { "5c06782b86f77426df5407d2", "Cap."},
 { "5c0684e50db834002a12585a", "Hogue like"},
 { "5c0695860db834001b735461", "10T adapter"},
 { "5c0696830db834001d23f5da", "PNV-10T"},
 { "5c06c6a80db834001b735491", "SSh-68"},
 { "5c079ec50db834001966a706", "Razor A. TT"},
 { "5c079ed60db834001a66b372", "Precision"},
 { "5c07a8770db8340023300450", "Gen.3"},
 { "5c07b36c0db834002a1259e9", "TD NS Fr."},
 { "5c07b3850db834002330045b", "TD NS Re."},
 { "5c07c5ed0db834001b73571c", "Noveske Style"},
 { "5c07c60e0db834002330051f", "ADAR 2-15"},
 { "5c07c9660db834001a66b588", "End Cap"},
 { "5c07dd120db834001c39092d", "HHS-1"},
 { "5c07df7f0db834001b73588a", "Crowbar"},
 { "5c08f87c0db8340019124324", "SHPM"},
 { "5c0919b50db834001b7ce3b9", "1Sch FShield"},
 { "5c091a4e0db834001d5addc8", "Maska 1Sch"},
 { "5c093ca986f7740a1867ab12", "Kappa"},
 { "5c093db286f7740a1b2617e3", "Holodilnick"},
 { "5c093e3486f77430cb02e593", "Dogtags"},
 { "5c0a2cec0db834001b7ce47d", "HHS-1"},
 { "5c0a794586f77461c458f892", "Boss container"},
 { "5c0a840b86f7742ffa4f2482", "T H I C C"},
 { "5c0d2727d174af02a012cf58", "Djeta"},
 { "5c0d32fcd174af02a1659c75", "Proximity"},
 { "5c0d56a986f774449d5de529", "RIP"},
 { "5c0d591486f7744c505b416f", "12x70 RIP"},
 { "5c0d5ae286f7741e46554302", "WG"},
 { "5c0d5e4486f77478390952fe", "7N39"},
 { "5c0d668f86f7747ccb7f13b2", "SPP"},
 { "5c0d688c86f77413ae3407b2", "BP"},
 { "5c0e2f26d174af02a9625114", "2-15 Upper"},
 { "5c0e2f5cd174af02a012cfc9", "2-15 wood"},
 { "5c0e2f94d174af029f650d56", "406mm AR-15 5.56x45"},
 { "5c0e2ff6d174af02a1659d4a", "2-15 wood"},
 { "5c0e3eb886f7742015526062", "6B5-16"},
 { "5c0e446786f7742013381639", "6B5-15"},
 { "5c0e51be86f774598e797894", "6B13"},
 { "5c0e530286f7747fa1419862", "Propital"},
 { "5c0e531286f7747fa54205c2", "SJ1 TGLabs"},
 { "5c0e531d86f7747fa23f4d42", "SJ6 TGLabs"},
 { "5c0e533786f7747fa23f4d47", "Zagustin"},
 { "5c0e534186f7747fa1419867", "eTG-c"},
 { "5c0e53c886f7747fa54205c7", "6B13"},
 { "5c0e541586f7747fa54205c9", "6B13M"},
 { "5c0e57ba86f7747fa141986d", "6B23-2"},
 { "5c0e5bab86f77461f55ed1f3", "6B23-1"},
 { "5c0e5edb86f77461f55ed1f7", "Zhuk-3"},
 { "5c0e625a86f7742d77340f62", "Zhuk-6a"},
 { "5c0e655586f774045612eeb2", "Trooper"},
 { "5c0e66e2d174af02a96252f4", "SLAAP"},
 { "5c0e6a1586f77404597b4965", "Belt"},
 { "5c0e722886f7740458316a57", "M1"},
 { "5c0e746986f7741453628fe5", "TV-110"},
 { "5c0e774286f77468413cc5b2", "Blackjack 50"},
 { "5c0e805e86f774683f3dd637", "Paratus"},
 { "5c0e842486f77443a74d2976", "1Sch FShield"},
 { "5c0e874186f7745dc7616606", "Maska 1Sch"},
 { "5c0e9f2c86f77432297fe0a3", "Commando "},
 { "5c0fa877d174af02a012e1cf", "Aquamari"},
 { "5c0faeddd174af02a962601f", "ADAR St."},
 { "5c0faf68d174af02a96260b8", "ADAR 2-15 Charge"},
 { "5c0fafb6d174af02a96260ba", "ADAR FH"},
 { "5c10c8fd86f7743d7d706df3", "Adrenaline"},
 { "5c11046cd174af02a012e42b", "W-PVS7"},
 { "5c110624d174af029e69734c", "T-7"},
 { "5c11279ad174af029d64592b", "Warmage"},
 { "5c1127bdd174af44217ab8b9", "DIPP"},
 { "5c1127d0d174af29be75cf68", "12x70 DIPP"},
 { "5c12301c86f77419522ba7e4", "False FD"},
 { "5c1260dc86f7746b106e8748", "7N12"},
 { "5c12613b86f7743bbe2c3f76", "Intelligence"},
 { "5c12619186f7743f871c8a32", "7N9"},
 { "5c12620d86f7743f8b198b72", "Tetriz"},
 { "5c1262a286f7743f8a69aab2", "7N39"},
 { "5c1265fc86f7743f896a21c2", "GPX"},
 { "5c1267ee86f77416ec610f72", "Prokill"},
 { "5c12688486f77426843c7d32", "Paracord"},
 { "5c127c4486f7745625356c13", "Magbox"},
 { "5c13cd2486f774072c757944", "Soap"},
 { "5c13cef886f774072e618e82", "TP"},
 { "5c165d832e2216398b5a7e36", "Tactical Sport"},
 { "5c17664f2e2216398b5a7e3c", "CMRD"},
 { "5c1780312e221602b66cc189", "KAC Rear"},
 { "5c17804b2e2216152006c02f", "KAC Front"},
 { "5c178a942e22164bef5ceca3", "Chops"},
 { "5c1793902e221602b21d3de2", "CP Ears"},
 { "5c17a7ed2e2216152142459c", "Airframe Tan"},
 { "5c18b90d2e2216152142466b", "MBUS Front"},
 { "5c18b9192e2216398b5a8104", "MBUS Rearsight"},
 { "5c1a1cc52e221602b3136e3d", "M Frame"},
 { "5c1a1e3f2e221602b66cc4c2", "Beard"},
 { "5c1bc4812e22164bef5cfde7", "RK-0"},
 { "5c1bc5612e221602b5429350", "RK-1"},
 { "5c1bc5af2e221602b412949b", "RK-2"},
 { "5c1bc5fb2e221602b1779b32", "RK-4"},
 { "5c1bc7432e221602b412949d", "RK-5"},
 { "5c1bc7752e221602b1779b34", "RK-6"},
 { "5c1cd46f2e22164bef5cfedb", "B-25U RK-1"},
 { "5c1cdd302e221602b3137250", "Compact mount"},
 { "5c1cdd512e22161b267d91ae", "Prism 2.5x"},
 { "5c1d0c5f86f7744bb2683cf0", "Blue"},
 { "5c1d0d6d86f7744bb2683e1f", "Yellow"},
 { "5c1d0dc586f7744baf2e7b79", "Green"},
 { "5c1d0efb86f7744baf2e7b7b", "Red"},
 { "5c1d0f4986f7744bb01837fa", "Black"},
 { "5c1e2a1e86f77431ea0ea84c", "Lk.MO"},
 { "5c1e2d1f86f77431e9280bee", "Lk.TA(w)"},
 { "5c1e495a86f7743109743dfb", "Violet"},
 { "5c1f79a086f7746ed066fb8f", "Lk.ASR"},
 { "5c3df7d588a4501f290594e5", "GT"},
 { "5c46fbd72e2216398b5a8c9c", "SVDS"},
 { "5c471b5d2e221602b21d4e14", "SVDS Stock"},
 { "5c471b7e2e2216152006e46c", "SVDS rs."},
 { "5c471ba12e221602b3137d76", "SVDS fs"},
 { "5c471bd12e221602b4129c3a", "SVDS DC"},
 { "5c471be12e221602b66cd9ac", "SVDS PG"},
 { "5c471bfc2e221602b21d4e17", "SVDS MB"},
 { "5c471c2d2e22164bef5d077f", "SVDS LB"},
 { "5c471c442e221602b542a6f8", "SVD 7.62x54"},
 { "5c471c6c2e221602b66cd9ae", "SVDS FG"},
 { "5c471c842e221615214259b5", "SVDS G.Tube"},
 { "5c471cb32e221602b177afaa", "22' SVDS"},
 { "5c488a752e221602b412af63", "DT MDR 5.56x45"},
 { "5c48a14f2e2216152006edd7", "MDR Handguard"},
 { "5c48a2852e221602b21d5923", "406mm MDR 5.56x45"},
 { "5c48a2a42e221602b66d1e07", "MDR reg."},
 { "5c48a2c22e221602b313fb6c", "MDR reg."},
 { "5c4ee3d62e2216152006f302", "Mk.2.0"},
 { "5c4eec9b2e2216398b5aaba2", "Thread adapter"},
 { "5c4eecc32e221602b412b440", "SV-98 sil."},
 { "5c4eecde2e221602b3140418", "SV-98 HS"},
 { "5c501a4d2e221602b412b540", "Hunter"},
 { "5c5039be2e221602b177c9ff", "VPO-101 G.Tube"},
 { "5c503ac82e221602b21d6e9a", "VPO-101"},
 { "5c503ad32e2216398b5aada2", "VPO-101"},
 { "5c503af12e221602b177ca02", "VPO-101 stock"},
 { "5c503b1c2e221602b21d6e9d", "Vepr Rear"},
 { "5c503d0a2e221602b542b7ef", "VPO-101"},
 { "5c5952732e2216398b5abda2", "Perst-3"},
 { "5c59529a2e221602b177d160", "OEM 14 inch"},
 { "5c5970672e221602b21d7855", "AALVX 35"},
 { "5c5db5852e2216003a0fe71a", "4.5' MPX 9x19"},
 { "5c5db5962e2216000e5e46eb", "6.5' MPX 9x19"},
 { "5c5db5b82e2216003a0fe71d", "10.5' MPX 9x19"},
 { "5c5db5c62e22160012542255", "14' MPX 9x19"},
 { "5c5db5f22e2216000e5e47e8", "Midwest 4.5 inch"},
 { "5c5db5fc2e2216000f1b2842", "Midwest 6.5 inch"},
 { "5c5db6302e2216000e5e47f0", "Midwest 10.5 inch"},
 { "5c5db63a2e2216000f1b284a", "Midwest 14 inch"},
 { "5c5db6552e2216001026119d", "9x19 MPX"},
 { "5c5db6652e221600113fba51", "9x19 MPX"},
 { "5c5db6742e2216000f1b2852", "MPX Drum"},
 { "5c5db6b32e221600102611a0", "SCH Charge"},
 { "5c5db6ee2e221600113fba54", "MD CQB"},
 { "5c5db6f82e2216003a0fe914", "ULSS"},
 { "5c6161fb2e221600113fbde5", "Sb.3x5"},
 { "5c6162682e22160010261a2b", "TOZ-106 DT"},
 { "5c61627a2e22160012542c55", "106 mount"},
 { "5c6165902e22160010261b28", "SRD 9"},
 { "5c6175362e221600133e3b94", "AK-A-16"},
 { "5c617a5f2e2216000f1e81b3", "B-10"},
 { "5c61a40d2e2216001403158d", "B-13"},
 { "5c6592372e221600133e47d7", "MAG5-100"},
 { "5c6beec32e221601da3578f2", "TJ"},
 { "5c6bf4aa2e2216001219b0ae", "US Palm AK"},
 { "5c6c2c9c2e2216000f2002e4", "Troy M-LOK"},
 { "5c6d10e82e221601da357b07", "HK Keymod"},
 { "5c6d10fa2e221600106f3f23", "Midwest M-LOK"},
 { "5c6d11072e2216000e69d2e4", "Midwest M-LOK"},
 { "5c6d11152e2216000f2003e7", "CRUX Handguard"},
 { "5c6d42cb2e2216000e69d7d1", "Polymer mag"},
 { "5c6d450c2e221600114c997d", "PM Gen.2"},
 { "5c6d46132e221601da357d56", "Battlemag"},
 { "5c6d5d8b2e221644fc630b39", "Stngr Vypr"},
 { "5c6d710d2e22165df16b81e7", "WarComp"},
 { "5c6d7b3d2e221600114c9b7d", "Grip V.2"},
 { "5c6d85e02e22165df16b81f4", "10.6' 416A5 5.56x45"},
 { "5c78f2492e221600114c9f04", "SAI QD Rail"},
 { "5c78f2612e221600114c9f0d", "SAI QD Rail"},
 { "5c78f26f2e221601da3581d1", "MOE SL"},
 { "5c78f2792e221600106f4683", "MOE SL"},
 { "5c78f2882e22165df16b832e", "Jail Break"},
 { "5c791e872e2216001219c40a", "Cobra"},
 { "5c793fb92e221644f31bfb64", "Advanced Tube"},
 { "5c793fc42e221600114ca25d", "Advanced Tube"},
 { "5c793fde2e221601da358614", "Viper Mod.1"},
 { "5c7951452e221644f31bfd5c", "Antidote"},
 { "5c7954d52e221600106f4cc7", "ONE Mount"},
 { "5c7955c22e221644f31bfd5e", "Gemtech ONE"},
 { "5c7d55de2e221644f31bff68", "COMP M4"},
 { "5c7d55f52e221644f31bff6a", "LRP"},
 { "5c7d560b2e22160bc12c6139", "AMSS"},
 { "5c7e5f112e221600106f4ede", "Blackout 51T"},
 { "5c7e8fab2e22165df16b889b", "AAC Illusion 9"},
 { "5c7fb51d2e2216001219ce11", "SF3P"},
 { "5c7fc87d2e221644f31c0298", "MOD3"},
 { "5c82342f2e221644f31c060e", "PSO 1"},
 { "5c82343a2e221644f31c0611", "PSO 1M2"},
 { "5c86592b2e2216000e69e77c", "KH/F 34mm"},
 { "5c878e9d2e2216000f201903", "DGN762B"},
 { "5c878ebb2e2216001219d48a", "DGNAK47B"},
 { "5c87a07c2e2216001219d4a2", "HK E1"},
 { "5c87ca002e221600114cb150", "VPG"},
 { "5c88f24b2e22160bc12c69a6", "SVD 7.62x54"},
 { "5c90c3622e221601da359851", "B-13V"},
 { "5c920e902e221644f31c3c99", "9x19 P226"},
 { "5c925fa22e221601da359b7b", "AP 6.3"},
 { "5c94bbff86f7747ee735c08f", "Keycard"},
 { "5c99f3592e221644fc633070", "TOZ-106 Mosin"},
 { "5c9a07572e221644f31c4b32", "Zhukov-U"},
 { "5c9a1c3a2e2216000e69fb6a", "Zhukov-U"},
 { "5c9a1c422e221600106f69f0", "Zhukov-U"},
 { "5c9a25172e2216000f20314e", "RIS II 12.25 FDE"},
 { "5c9a26332e2216001219ea70", "RIS II FSP 9.5 FDE"},
 { "5ca20abf86f77418567a43f2", "Triton"},
 { "5ca20d5986f774331e7c9602", "Berkut"},
 { "5ca20ee186f774799474abc2", "Vulkan-5"},
 { "5ca2113f86f7740b2547e1d2", "FShield"},
 { "5ca2151486f774244a3b8d30", "Redut-M"},
 { "5ca21c6986f77479963115a7", "Redut-T5"},
 { "5cadc190ae921500103bb3b6", "M9A3"},
 { "5cadc1c6ae9215000f2775a4", "M9A3 tr. 9x19"},
 { "5cadc2e0ae9215051e1c21e7", "9x19 M9A3"},
 { "5cadc390ae921500126a77f1", "M9A3 protection cap"},
 { "5cadc431ae921500113bb8d5", "PGripM9A3"},
 { "5cadc55cae921500103bb3be", "M9A3 Slide"},
 { "5cadd919ae921500126a77f3", "M9A3 FR"},
 { "5cadd940ae9215051e1c2316", "M9A3 RS"},
 { "5cadd954ae921500103bb3c2", "SM M9"},
 { "5cadf6ddae9215051e1c23b2", "PS12"},
 { "5cadf6e5ae921500113bb973", "PS12A"},
 { "5cadf6eeae921500134b2799", "PS12B"},
 { "5cadfbf7ae92152ac412eeef", "ASh-12"},
 { "5caf1041ae92157c28402e3f", "ASh-12 10rd."},
 { "5caf1109ae9215753c44119f", "ASh-12"},
 { "5caf1691ae92152ac412efb9", "ASh-12 Carry"},
 { "5caf16a2ae92152ac412efbc", "ASh-12 Front"},
 { "5caf17c9ae92150b30006be1", "ASh MB"},
 { "5caf187cae92157c28402e43", "ASh supp"},
 { "5cbda392ae92155f3c17c39f", "AK polym"},
 { "5cbda9f4ae9215000e5b9bfc", "6P20 Sb.9 Plum"},
 { "5cbdaf89ae9215000e5b9c94", "6L23 Plum"},
 { "5cbdb1b0ae9215000d50e105", "6P20 Sb.7 Plum"},
 { "5cbdc23eae9215001136a407", "Molot Drum"},
 { "5cc6ea78e4a949000e1ea3c1", "FN Chrg."},
 { "5cc6ea85e4a949000e1ea3c3", "Handler"},
 { "5cc70093e4a949033c734312", "FN reg."},
 { "5cc700b9e4a949000f0f0f25", "P90 Stock"},
 { "5cc700cae4a949035e43ba72", "P90 butt"},
 { "5cc700d4e4a949000f0f0f28", "DI Butt"},
 { "5cc700ede4a949033c734315", "EFFEN 90"},
 { "5cc70102e4a949035e43ba74", "P90 Upper"},
 { "5cc7012ae4a949001252b43e", "EFFEN 90"},
 { "5cc70146e4a949000d73bf6b", "FN side."},
 { "5cc7015ae4a949001152b4c6", "FN top"},
 { "5cc701aae4a949000e1ea45c", "10.5' P90 5.7x28"},
 { "5cc701d7e4a94900100ac4e7", "16' P90 5.7x28"},
 { "5cc80f38e4a949001152b560", "SS190"},
 { "5cc80f53e4a949000e1ea4f8", "L191"},
 { "5cc80f67e4a949035e43bbba", "SB193"},
 { "5cc80f79e4a949033c7343b2", "SS198LF"},
 { "5cc80f8fe4a949033b0224a2", "SS197SR"},
 { "5cc82796e24e8d000f5859a8", "P90 FH"},
 { "5cc82d76e24e8d00134b4b83", "P90"},
 { "5cc86832d7f00c000d3a6e6c", "R37.F"},
 { "5cc86840d7f00c002412c56c", "R37.X"},
 { "5cc9a96cd7f00c011c04e04a", "SRVV"},
 { "5cc9ad73d7f00c000e2579d4", "SRVV"},
 { "5cc9b815d7f00c000e2579d6", "Claymore"},
 { "5cc9bcaed7f00c011c04e179", "HG15"},
 { "5cc9c20cd7f00c001336c65d", "TBL"},
 { "5cda9bcfd7f00c0c0b53e900", "ASh-12"},
 { "5cdaa99dd7f00c002412d0b2", "ASh-12 polym"},
 { "5cdd7685d7f00c000f260ed2", "SHREWD"},
 { "5cdd7693d7f00c0010373aa5", "M-11"},
 { "5cde739cd7f00c0010373bd3", "MOD X Gen.3"},
 { "5cde77a9d7f00c000f261009", "fold.adapter"},
 { "5cde7afdd7f00c000d36b89d", "MOD X"},
 { "5cde7b43d7f00c000d36b93e", "MOD X"},
 { "5cde8864d7f00c0010373be1", "B-32"},
 { "5cdeac22d7f00c000f26168f", "PRO 700"},
 { "5cdeac42d7f00c000d36ba73", "PRO700 stock "},
 { "5cdeac5cd7f00c000f261694", "Pro700"},
 { "5cdeaca5d7f00c00b61c4b70", "PRO700"},
 { "5cdeb229d7f00c000e7ce174", "NSV"},
 { "5ce69cbad7f00c00b61c5098", "PMAG .308 AC"},
 { "5cebec00d7f00c065c53522a", "Attenuator"},
 { "5cebec10d7f00c065703d185", "PS90 Stock"},
 { "5cebec38d7f00c00110a652a", "Ring"},
 { "5cf12a15d7f00c05464b293f", "AA-70 20"},
 { "5cf13123d7f00c1085616a50", "Archangel M700"},
 { "5cf4e3f3d7f00c06595bc7f0", "Aggressor"},
 { "5cf4fb76d7f00c065703d3ac", "Pillau"},
 { "5cf50850d7f00c056e24104c", "EPG AK"},
 { "5cf508bfd7f00c056e24104e", "EPG AK FDE"},
 { "5cf50fc5d7f00c056c53f83c", "AKTS"},
 { "5cf518cfd7f00c065b422214", "AKTS"},
 { "5cf54404d7f00c108840b2ef", "MG-47"},
 { "5cf638cbd7f00c06595bc936", "USP-1"},
 { "5cf639aad7f00c065703d455", "USP-1 eyecup"},
 { "5cf656f2d7f00c06585fb6eb", "VS Combo"},
 { "5cf67a1bd7f00c06585fb6f3", "WT1052"},
 { "5cf67cadd7f00c065a5abab7", "WT0032-1"},
 { "5cf6935bd7f00c06585fb791", "TACCOM"},
 { "5cf6937cd7f00c056c53fb39", "ST-6012"},
 { "5cf78496d7f00c065703d6ca", "A3 Adapter"},
 { "5cf78720d7f00c06595bc93e", "BMD"},
 { "5cf79389d7f00c10941a0c4d", "Mosin thr."},
 { "5cf79599d7f00c10875d9212", "TR"},
 { "5cf7acfcd7f00c1084477cf2", "PS90 Upper"},
 { "5cf8f3b0d7f00c00217872ef", "Powermag 20"},
 { "5cfe8010d7ad1a59283b14c6", "X-47 7.62"},
 { "5cff9e5ed7ad1a09407397d4", "Wave MB"},
 { "5cff9e84d7ad1a049e54ed55", "Wave QD"},
 { "5cffa483d7ad1a049e54ef1c", "ammo belt"},
 { "5d00e0cbd7ad1a6c6566a42d", "Viper"},
 { "5d00ec68d7ad1a04a067e5be", "JPGS5b"},
 { "5d00ede1d7ad1a0940739a76", "N6 10.5 inch"},
 { "5d00ef6dd7ad1a0940739b16", "N6 Split"},
 { "5d00f63bd7ad1a59283b1c1e", "Viper"},
 { "5d010d1cd7ad1a59283b1ce7", "HX-5"},
 { "5d0236dad7ad1a0940739d29", "FD UAS Stock"},
 { "5d023784d7ad1a049d4aa7f2", "AG-58"},
 { "5d024f5cd7ad1a04a067e91a", "Patriot K+W"},
 { "5d025cc1d7ad1a53845279ef", "Ergo PSG-1 style"},
 { "5d02676dd7ad1a049e54f6dc", "Corvette"},
 { "5d02677ad7ad1a04a15c0f95", "Corvette"},
 { "5d026791d7ad1a04a067ea63", "Red Brake"},
 { "5d02778e86f774203e7dedbe", "CMS"},
 { "5d02797c86f774203f38e30a", "Surv12"},
 { "5d0375ff86f774186372f685", "M.Cable"},
 { "5d0376a486f7747d8050965c", "MCB"},
 { "5d03775b86f774203e7e0c4b", "AESA"},
 { "5d0377ce86f774186372f689", "Iridium"},
 { "5d03784a86f774203e7e0c4d", "MGT"},
 { "5d0378d486f77420421a5ff4", "Filter"},
 { "5d03794386f77420415576f5", "Tank battery"},
 { "5d0379a886f77420407aa271", "OFZ "},
 { "5d07b91b86f7745a077a9432", "Сommon fund stash"},
 { "5d08d21286f774736e7c94c3", "KSH"},
 { "5d0a29ead7ad1a0026013f27", "1P59 mount"},
 { "5d0a29fed7ad1a002769ad08", "1P69 mount"},
 { "5d0a3a58d7ad1a669c15ca14", "1P59"},
 { "5d0a3e8cd7ad1a6f6a3d35bd", "1P69"},
 { "5d0b5cd3d7ad1a3fe32ad263", "1P59 eyecup"},
 { "5d10b49bd7ad1a1a560708b0", "AN/PEQ-2"},
 { "5d120a10d7ad1a4e1026ba85", "Gen.4 stock"},
 { "5d120a28d7ad1a1c8962e295", "Recoil pad"},
 { "5d122e7bd7ad1a07102d6d7f", "URX 3.1 10.75'"},
 { "5d123102d7ad1a004e475fe5", "URX 3 8'"},
 { "5d123a3cd7ad1a004e476058", "KAC short"},
 { "5d123b70d7ad1a0ee35e0754", "KAC Long"},
 { "5d123b7dd7ad1a004f01b262", "KAC stoper"},
 { "5d124c01d7ad1a115c7d59fb", "KAC short"},
 { "5d124c0ed7ad1a10d168dd9b", "KAC Long"},
 { "5d124c1ad7ad1a12227c53a7", "KAC stoper"},
 { "5d133067d7ad1a33013f95b4", "3 in. URX"},
 { "5d1340b3d7ad1a0b52682ed7", "GEN M3 30"},
 { "5d1340bdd7ad1a0e8d245aab", "GEN M3 40 FDE"},
 { "5d1340cad7ad1a0b0b249869", "GEN M3 30 FDE"},
 { "5d135e83d7ad1a21b83f42d8", "CTR Stock"},
 { "5d135ecbd7ad1a21c176542e", "CTR Stock"},
 { "5d15ce51d7ad1a1eff619092", "Goliaf"},
 { "5d15cf3bd7ad1a67e71518b2", "MOE"},
 { "5d19cd96d7ad1a4a992c9f52", "Tri-Rail"},
 { "5d1b198cd7ad1a604869ad72", "AKM-L"},
 { "5d1b2f3f86f774252167a52c", "FP-100"},
 { "5d1b2fa286f77425227d1674", "Motor"},
 { "5d1b2ffd86f77425243e8d17", "NIXXOR"},
 { "5d1b304286f774253763a528", "LCD"},
 { "5d1b309586f77425227d1676", "BrokenLCD"},
 { "5d1b313086f77425227d1678", "Relay"},
 { "5d1b317c86f7742523398392", "Hand drill"},
 { "5d1b31ce86f7742523398394", "R-pliers"},
 { "5d1b327086f7742525194449", "Gauge"},
 { "5d1b32c186f774252167a530", "Therm."},
 { "5d1b33a686f7742523398398", "Superwater"},
 { "5d1b36a186f7742523398433", "Fuel"},
 { "5d1b371186f774253763a656", "Fuel"},
 { "5d1b376e86f774252519444e", "Moonshine"},
 { "5d1b385e86f774252167b98a", "Filter"},
 { "5d1b392c86f77425243e98fe", "Bulb"},
 { "5d1b39a386f774252339976f", "Tube"},
 { "5d1b3a5d86f774252167ba22", "Meds"},
 { "5d1b3f2d86f774253763b735", "Syringe"},
 { "5d1b5e94d7ad1a2b865a96b0", "RS-32"},
 { "5d1c702ad7ad1a632267f429", "GLR-17"},
 { "5d1c774f86f7746d6620f8db", "Helix"},
 { "5d1c819a86f774771b0acd6c", "W.parts"},
 { "5d1f819086f7744b355c219b", "Wave MB"},
 { "5d235a5986f77443f6329bc6", "Skull"},
 { "5d235b4d86f7742e017bc88a", "GP"},
 { "5d235bb686f77443f4331278", "SICC"},
 { "5d2369418abbc306c62e0c80", "Dbal PL"},
 { "5d25a4a98abbc30b917421a4", "AICS 5rnd"},
 { "5d25a6538abbc306c62e630d", "AICS 10rnd"},
 { "5d25a6a48abbc306c62e6310", "MDT 12rnd"},
 { "5d25a7b88abbc3054f3e60bc", "PMAG .308 AC"},
 { "5d25af8f8abbc3055079fec5", "AA-70 10"},
 { "5d25d0ac8abbc3054f3e61f7", "AICS M700"},
 { "5d2702e88abbc31ed91efc44", "26' M700"},
 { "5d2703038abbc3105103d94c", "20' M700 7.62x51"},
 { "5d270b3c8abbc3105335cfb8", "M700 protection cap"},
 { "5d270ca28abbc31ee25ee821", "M700 protection cap"},
 { "5d2c76ed48f03532f2136169", "Bastion"},
 { "5d2c770c48f0354b4a07c100", "PDC"},
 { "5d2c772c48f0355d95672c25", "Dog leg"},
 { "5d2c829448f0353a5c7d6674", "WASR 10-63"},
 { "5d2da1e948f035477b1ce2ba", "SRS-02"},
 { "5d2dc3e548f035404a1a4798", "Monstr. 2x32"},
 { "5d2f0d8048f0356c925bc3b0", "MP5K-N"},
 { "5d2f213448f0355009199284", "9x19 MP5"},
 { "5d2f259b48f0355a844acd74", "MP5k"},
 { "5d2f25bc48f03502573e5d85", "MP5k End Cap"},
 { "5d2f261548f03576f500e7b7", "MP5k Upper"},
 { "5d2f2ab648f03550091993ca", "BZT-44M"},
 { "5d2f2d5748f03572ec0c0139", "MP5k hnd."},
 { "5d357d6b86f7745b606e3508", "photo album"},
 { "5d3eb3b0a4b93615055e84d2", "FN 5-7"},
 { "5d3eb44aa4b93650d64e4979", "57 Slide"},
 { "5d3eb4aba4b93650d64e497d", "57 RS"},
 { "5d3eb536a4b9363b1f22f8e2", "57 FS"},
 { "5d3eb59ea4b9361c284bb4b2", "57 tr. 5.7x28"},
 { "5d3eb5b6a4b9361eab311902", "57 5.7x28"},
 { "5d3eb5eca4b9363b1f22f8e4", "5.7x28 57 mag."},
 { "5d3ec50586f774183a607442", "Encr. pack"},
 { "5d3ef698a4b9361182109872", "SFN-57"},
 { "5d403f9186f7743cac3f229b", "Whiskey"},
 { "5d40407c86f774318526545a", "Vodka"},
 { "5d40412b86f7743cb332ac3a", "Shampoo"},
 { "5d40419286f774318526545f", "M. Scissors"},
 { "5d4041f086f7743cac3f22a7", "Ortodontox"},
 { "5d40425986f7743185265461", "Nippers"},
 { "5d4042a986f7743185265463", "L&F Scr."},
 { "5d43021ca4b9362eab4b5e25", "TX-15 DML"},
 { "5d4405aaa4b9361e6a4e6bd3", "TX15 LW Upper"},
 { "5d4405f0a4b9361e6a4e6bd9", "Ion Lite"},
 { "5d440625a4b9361eec4ae6c5", "223CB"},
 { "5d44064fa4b9361e4f6eb8b5", "Ultra 5"},
 { "5d44069ca4b9361ebd26fc37", "PRS GEN3"},
 { "5d4406a8a4b9361e4f6eb8b7", "PRS GEN3 gr."},
 { "5d440b93a4b9364276578d4b", "18' AR-15 5.56x45"},
 { "5d440b9fa4b93601354d480c", "20' AR-15 5.56x45"},
 { "5d44334ba4b9362b346d1948", "Raptor Charge"},
 { "5d443f8fa4b93678dd4a01aa", "30CB"},
 { "5d4aaa54a4b9365392071170", "AKM-L AR"},
 { "5d4aaa73a4b9365392071175", "AKM-L AB"},
 { "5d4aab30a4b9365435358c55", "VS Combo wht"},
 { "5d52cc5ba4b9367408500062", "AGS"},
 { "5d52d479a4b936793d58c76b", "AGS-30"},
 { "5d53f4b7a4b936793d58c780", "PAG-17"},
 { "5d5d646386f7742797261fd9", "6B3TM-01M"},
 { "5d5d85c586f774279a21cbdb", "D3CRX"},
 { "5d5d87f786f77427997cfaef", "A18"},
 { "5d5d8ca986f7742798716522", "MRig"},
 { "5d5d940f86f7742797262046", "Mechanism"},
 { "5d5e7d28a4b936645d161203", "TC-2001"},
 { "5d5e9c74a4b9364855191c40", "TC-2002"},
 { "5d5fca1ea4b93635fd598c07", "Crossbow"},
 { "5d63d33b86f7746ea9275524", "F Scr."},
 { "5d67abc1a4b93614ec50137f", "FN 5-7 FDE"},
 { "5d6d2b5486f774785c2ba8ea", "Ground cache"},
 { "5d6d2bb386f774785b07a77a", "Buried barrel cache"},
 { "5d6d2e22a4b9361bd5780d05", "Gascan"},
 { "5d6d2ef3a4b93618084f58bd", "Aviator"},
 { "5d6d3716a4b9361bc8618872", "LSHZ-2DTM"},
 { "5d6d3829a4b9361bc8618943", "FShield"},
 { "5d6d3943a4b9360dbc46d0cc", "Cover"},
 { "5d6d3be5a4b9361bc73bc763", "Aventail"},
 { "5d6e6772a4b936088465b17c", "5.25 12c"},
 { "5d6e67fba4b9361bc73bc779", "6.5 12c"},
 { "5d6e6806a4b936088465b17e", "8.5 12c"},
 { "5d6e6869a4b9361c140bcfde", "Grizzly"},
 { "5d6e6891a4b9361bd473feea", "P-3 12c"},
 { "5d6e689ca4b9361bc8618956", "P-6u 12c"},
 { "5d6e68a8a4b9360b6c0d54e2", "AP-20"},
 { "5d6e68b3a4b9361bca7e50b5", "CSP"},
 { "5d6e68c4a4b9361b93413f79", ".50 12c"},
 { "5d6e68d1a4b93622fe60e845", "SF"},
 { "5d6e68dea4b9361bcc29e659", "2-Sabot"},
 { "5d6e68e6a4b9361c140bcfe0", "FTX"},
 { "5d6e6911a4b9361bd5780d52", "Flech."},
 { "5d6e695fa4b936359b35d852", "5.6 20c"},
 { "5d6e69b9a4b9361bc8618958", "6.2 20k"},
 { "5d6e69c7a4b9360b6c0d54e4", "7.3 20c"},
 { "5d6e6a05a4b93618084f58d0", "20/70 Slug"},
 { "5d6e6a42a4b9364f07165f52", "P-6u 20c"},
 { "5d6e6a53a4b9361bd473feec", "P-3 20c"},
 { "5d6e6a5fa4b93614ec501745", "Dev."},
 { "5d6fc78386f77449d825f9dc", "Gpowder"},
 { "5d6fc87386f77449db3db94e", "Gpowder"},
 { "5d6fd13186f77424ad2a8c69", "Ration supply crate"},
 { "5d6fd45b86f774317075ed43", "Technical supply crate"},
 { "5d6fe50986f77449d97f7463", "Medical supply crate"},
 { "5d70e500a4b9364de70d38ce", "VOG-30"},
 { "5d7b6bafa4b93652786f4c76", "57 RMR mount"},
 { "5d80c60f86f77440373c4ece", "RB-BK"},
 { "5d80c62a86f7744036212b3f", "RB-VO"},
 { "5d80c66d86f774405611c7d6", "RB-AO"},
 { "5d80c6c586f77440351beef1", "RB-OB"},
 { "5d80c6fc86f774403a401e3c", "RB-TB"},
 { "5d80c78786f774403a401e3e", "RB-AK"},
 { "5d80c88d86f77440556dbf07", "RB-AM"},
 { "5d80c8f586f77440373c4ed0", "RB-OP"},
 { "5d80c93086f7744036212b41", "RB-MP11"},
 { "5d80c95986f77440351beef3", "RB-MP12"},
 { "5d80ca9086f774403a401e40", "RB-MP21"},
 { "5d80cab086f77440535be201", "RB-MP22"},
 { "5d80cb3886f77440556dbf09", "RB-PSP1"},
 { "5d80cb5686f77440545d1286", "RB-PS81"},
 { "5d80cb8786f774405611c7d9", "RB-PP"},
 { "5d80cbd886f77470855c26c2", "RB-MP13"},
 { "5d80ccac86f77470841ff452", "RB-ORB1"},
 { "5d80ccdd86f77474f7575e02", "RB-ORB2"},
 { "5d80cd1a86f77402aa362f42", "RB-ORB3"},
 { "5d8e0db586f7744450412a42", "RB-KORL"},
 { "5d8e0e0e86f774321140eb56", "RB-KPRL"},
 { "5d8e15b686f774445103b190", "HEPS"},
 { "5d8e3ecc86f774414c78d05e", "RB-GN"},
 { "5d947d3886f774447b415893", "RB-SMP"},
 { "5d947d4e86f774447b415895", "RB-KSM"},
 { "5d95d6be86f77424444eb3a7", "RB-PS82"},
 { "5d95d6fa86f77424484aa5e9", "RB-PSP2"},
 { "5d96141523f0ea1b7f2aacab", "'Door Kicker'"},
 { "5d9f1fa686f774726974a992", "RB-ST"},
 { "5da46e3886f774653b7a83fe", "RB-RS"},
 { "5da5cdcd86f774529238fb9b", "RB-RH"},
 { "5da743f586f7744014504f72", "USEC key"},
 { "5dcbd56fdbd3d91b3e5468d5", "DT MDR .308"},
 { "5dcbd6b46ec07c0c4347a564", "MDR Handguard"},
 { "5dcbd6dddbd3d91b3e5468de", "MDR reg."},
 { "5dcbe9431e1f4616d354987e", "16' MDR 308"},
 { "5dcbe965e4ed22586443a79d", "MDR reg."},
 { "5de652c31b7e3716273428be", "VPO-215"},
 { "5de653abf76fdc1ce94a5a2a", "215 366"},
 { "5de65547883dde217541644b", "23' 215 .366TKM"},
 { "5de6556a205ddc616a6bc4f7", "215 Pr."},
 { "5de6558e9f98ac2bc65950fc", "215 mount"},
 { "5de655be4a9f347bc92edb88", "VPO-215 stock"},
 { "5de7bd7bfd6b4e6e2276dc25", "MP9-N"},
 { "5de8e67c4a9f347bc92edbd7", "MP9-N Upper"},
 { "5de8e8dafd6b4e6e2276dc32", "MP9 15"},
 { "5de8ea8ffd6b4e6e2276dc35", "MP9 20"},
 { "5de8eaadbbaf010b10528a6d", "MP9 25"},
 { "5de8eac42a78646d96665d91", "MP9 30"},
 { "5de8f237bbaf010b10528a70", "B&T Mount"},
 { "5de8f2d5b74cd90030650c72", "MP9 Supp."},
 { "5de8fb539f98ac2bc659513a", "MP9 RS"},
 { "5de8fbad2fbe23140d3ee9c4", "MP9 VFG"},
 { "5de8fbf2b74cd90030650c79", "B&T bottom"},
 { "5de8fc0b205ddc616a6bc51b", "B&T side"},
 { "5de910da8b6c4240ba2651b5", "MP9 stock"},
 { "5de922d4b11454561e39239f", "MP9 Chr."},
 { "5df24cf80dee1b22f862e9bc", "T-5000 .308"},
 { "5df256570dee1b22f862e9c4", "T-5000 660mm .308"},
 { "5df25b6c0b92095fd441e4cf", "T-5000 5rnd"},
 { "5df25d3bfd6b4e6e2276dc9a", "T-5000 hg."},
 { "5df35ddddfc58d14537c2036", "T-5000M Stock"},
 { "5df35e59c41b2312ea3334d5", "T-5000 Hg."},
 { "5df35e7f2a78646d96665dd4", "T-5000M MBr"},
 { "5df35e970b92095fd441e4d2", "T-5000 opt."},
 { "5df35ea9c41b2312ea3334d8", "Orsis long"},
 { "5df35eb2b11454561e3923e2", "Orsis med."},
 { "5df36948bb49d91fb446d5ad", "T-5000 pad"},
 { "5df38a5fb74cd90030650cb6", "T-5000 Pg."},
 { "5df8a2ca86f7740bfe6df777", "6B2"},
 { "5df8a42886f77412640e2e75", "MPPV"},
 { "5df8a4d786f77412672a1e3b", "6SH118"},
 { "5df8a58286f77412631087ed", "Tank helmet"},
 { "5df8a6a186f77412640e2e80", "R.Ball"},
 { "5df8a72c86f77412640e2e83", "S.Ball"},
 { "5df8a77486f77412672a1e3f", "V.Ball"},
 { "5df8ce05b11454561e39243b", "SR-25"},
 { "5df8e053bb49d91fb446d6a6", "SR-25 Chrg."},
 { "5df8e085bb49d91fb446d6a8", "Ambi SR-25"},
 { "5df8e4080b92095fd441e594", "SR-25 Upper"},
 { "5df8f535bb49d91fb446d6b0", "KAC 10 7.62"},
 { "5df8f541c41b2312ea3335e3", "KAC 20 7.62"},
 { "5df916dfbb49d91fb446d6b9", " URX-4 14.5'"},
 { "5df917564a9f347bc92edca3", "16' SR-25 7.62x51"},
 { "5dfa397fb11454561e39246c", "20' SR-25 7.62x51"},
 { "5dfa3cd1b33c0951220c079b", "KAC QDC"},
 { "5dfa3d2b0dee1b22f862eade", "PRS QDC"},
 { "5dfa3d45dfc58d14537c20b0", "KAC Gas.Bl."},
 { "5dfa3d7ac41b2312ea33362a", "KAC Rear"},
 { "5dfa3d950dee1b22f862eae0", "KAC Front"},
 { "5dfcd0e547101c39625f66f9", "SAG MK1"},
 { "5dfce88fe9dc277128008b2e", "SVDS CS"},
 { "5dfe14f30b92095fd441edaf", "ETMI-019"},
 { "5dfe6104585a0c3e995c7b82", "ADO P4"},
 { "5dff772da3651922b360bf91", "Pilad 4x32"},
 { "5dff77c759400025ea5150cf", "UTG 25mm"},
 { "5dff8db859400025ea5150d4", "SVD Low"},
 { "5e00903ae9dc277128008b87", "MP9 9x19"},
 { "5e0090f7e9dc277128008b93", "MP9 Upper"},
 { "5e00c1ad86f774747333222c", "EXFIL"},
 { "5e00cdd986f7747473332240", "FShield"},
 { "5e00cfa786f77469dc6e5685", "TW Ears"},
 { "5e01e9e273d8eb11426f5bc3", "SVD-S thr."},
 { "5e01ea19e9dc277128008c0b", "Rotor43 7.62x54"},
 { "5e01ef6886f77445f643baa4", "EXFIL"},
 { "5e01f31d86f77465cf261343", "TW Ears"},
 { "5e01f37686f774773c6f6c15", "FShield"},
 { "5e023cf8186a883be655e54f", "T46M"},
 { "5e023d34e8a400319a28ed44", "7BT1"},
 { "5e023d48186a883be655e551", "7N37"},
 { "5e023e53d4353e3302577c4c", "BPZ FMJ"},
 { "5e023e6e34d52a55c3304f71", "TPZ SP"},
 { "5e023e88277cce2b522ff2b1", "Ultra Nosler"},
 { "5e208b9842457a4a7a33d074", "DTKP "},
 { "5e217ba4c1434648c13568cd", "Kocherga"},
 { "5e2192a498a36665e8337386", "MG-47"},
 { "5e21a3c67e40bd02257a008a", "Pmag30"},
 { "5e21ca18e4d47f0da15e77dd", "CNC War."},
 { "5e2aedd986f7746d404f3aa4", "GreenBat "},
 { "5e2aee0a86f774755a234b62", "Cyclon "},
 { "5e2aef7986f7746d3f3c33f5", "Repellent"},
 { "5e2af00086f7746d3f3c33f7", "Cleaner"},
 { "5e2af02c86f7746d420957d4", "Chlorine"},
 { "5e2af22086f7746d3f3c33fa", "Poxeram"},
 { "5e2af29386f7746d4159f077", "KEK"},
 { "5e2af2bc86f7746d3f3c33fc", "Matches"},
 { "5e2af37686f774755a234b65", "SurvL "},
 { "5e2af41e86f774755a234b67", "Cordura"},
 { "5e2af47786f7746d404f3aaa", "Fleece "},
 { "5e2af4a786f7746d3f3c3400", "Ripstop"},
 { "5e2af4d286f7746d4159f07a", "Aramid"},
 { "5e2af51086f7746d3f3c3402", "Fuze"},
 { "5e2af55f86f7746d4159f07c", "Grenades"},
 { "5e32f56fcb6d5863cc5e5ee4", "VOG-17"},
 { "5e340dcdcb6d5863cc5e5efb", "VOG-25"},
 { "5e42c71586f7747f245e1343", "Med.St."},
 { "5e42c81886f7742a01529f57", "#11SR"},
 { "5e42c83786f7742a021fdf3c", "#21WS"},
 { "5e4abb5086f77406975c9342", "Slick"},
 { "5e4abc1f86f774069619fbaa", "Bank Robber"},
 { "5e4abc6786f77406812bd572", "SFMP"},
 { "5e4abfed86f77406a2713cf7", "Tarzan"},
 { "5e4ac41886f77406a511c9a8", "AACPC"},
 { "5e4bfc1586f774264f7582d3", "TC 800"},
 { "5e4d34ca86f774264f758330", "Razor"},
 { "5e54f62086f774219b0f1937", "Raven"},
 { "5e54f6af86f7742199090bf3", "Lupo's"},
 { "5e54f76986f7740366043752", "Shroud"},
 { "5e54f79686f7744022011103", "Plague mask"},
 { "5e56991336989c75ab4f03f6", "SVD Mod."},
 { "5e5699df2161e06ac158df6f", "XRS DRG"},
 { "5e569a0156edd02abe09f27d", "IzhMash mod. rail"},
 { "5e569a132642e66b0b68015c", "DRG L-1"},
 { "5e569a2e56edd02abe09f280", " XD RGL"},
 { "5e71f6be86f77429f2683c44", "Rivals"},
 { "5e71f70186f77429ee09f183", "Rivals"},
 { "5e71fad086f77422443d4604", "Rivals"},
 { "5e81c3cbac2bb513793cdc75", "M1911A1"},
 { "5e81c4ca763d9f754677befa", "M1911"},
 { "5e81c519cb2b95385c177551", "M1911A1 .45"},
 { "5e81c539cb2b95385c177553", "M1911A1 Catch"},
 { "5e81c550763d9f754677befd", "M1911A1 Ham."},
 { "5e81c6a2ac2bb513793cdc7f", "M1911A1 Trig."},
 { "5e81c6bf763d9f754677beff", "M1911A1 P.Grip"},
 { "5e81edc13397a21db957f6a1", "M1911A1 slide"},
 { "5e81ee213397a21db957f6a6", "M1911A1 FS"},
 { "5e81ee4dcb2b95385c177582", "M1911A1 RS"},
 { "5e81f423763d9f754677bf2e", ".45 FMJ"},
 { "5e9dacf986f774054d6b89f4", "Defender-2"},
 { "5e9db13186f7742f845ee9d3", "LBT-1961A"},
 { "5e9dcf5986f7746c417435b3", "Day Pack"},
 { "5ea02bb600685063ec28bfa1", "10.6' PPSH-41 7.62x25"},
 { "5ea034eb5aad6446a939737b", "35 PPSH"},
 { "5ea034f65aad6446a939737e", "71 PPSH"},
 { "5ea03e5009aa976f2e7a514b", "PPSH-41 dc"},
 { "5ea03e9400685063ec28bfa4", "PPSH-41 stock"},
 { "5ea03f7400685063ec28bfa8", "PPSH-41"},
 { "5ea058e01dbce517f324b3e2", "Heavy Trooper"},
 { "5ea05cf85ad9772e6624305d", "TK Fast MT"},
 { "5ea16acdfadf1d18c87b0784", "SMR Mk.16 9.5"},
 { "5ea16ada09aa976f2e7a51be", "SMR Mk.16 13.5"},
 { "5ea16d4d5aad6446a939753d", "ACH"},
 { "5ea172e498dacb342978818e", "FH556RC"},
 { "5ea17bbc09aa976f2e7a51cd", "RC2"},
 { "5ea17ca01412a1425304d1c0", "Bastion"},
 { "5ea18c84ecf1982c7712d9a2", "Bastion"},
 { "5ea2a8e200685063ec28c05a", ".45 RIP"},
 };


pubgcheck 13th July 2020 05:33 AM

how to find door object?

gabbo200 13th July 2020 05:55 AM

Can someone teach me how to get offsets please? I’m having troubles getting game object manager

vumanhtoan 13th July 2020 05:35 PM

Quote:

Originally Posted by gabbo200 (Post 2862013)
Can someone teach me how to get offsets please? I�m having troubles getting game object manager

Code:

uint64_t Offset::ObjManager = 0x151A218; // sig 48 89 09 48 89 05 ?? ?? ?? ?? 48 83 C4 38
use IDA to find

Azhora 14th July 2020 01:03 AM

I'm kind of new to ReClass, but I managed to get ReClass working externally.
Now I can finally reverse the LootContainer (tree?) structure to extract items.

However, I noticed that ReClass does not recognize valid pointers in my view. I checked the module listing in ReClass, but it does indeed seem that objects (like gameworld, items, etc) are not in the space of UnityPlayer.dll or the tarkov exe module space.
I verified the module start addresses with Process Hacker, but they are fine.
When I check the address of some local gameworld object it seemed to be in the module address space of some nvidia loaded module, which seems odd ofcourse.

Is anyone else experiencing this? Is this normal? Everything works fine in ReClass, but it is just unfortunate.

jangut 14th July 2020 07:36 PM

is there still a way for speedhack external? the player is so slow lmao

montroisiemecon 14th July 2020 09:14 PM

Anyone found the speed of the bullets loaded into active weapon? i do the following

HandsController + 0x50] active Weapon + 0xA8] Magasine Slot + 0x38] Ammo + 0x40] AmmoTemplate + 0x174] initial speed

pubgcheck 15th July 2020 04:54 AM

Can anyone tell me how to find door object? and unlock it?

gabbo200 15th July 2020 02:21 PM

Quote:

Originally Posted by vumanhtoan (Post 2862418)
Code:

uint64_t Offset::ObjManager = 0x151A218; // sig 48 89 09 48 89 05 ?? ?? ?? ?? 48 83 C4 38
use IDA to find

Thank you so much! Can you explain me how did you find it? I'm looking on IDA but I can't find any reference to Gameobject next to it.

TJ888 15th July 2020 04:08 PM

Quote:

Originally Posted by gabbo200 (Post 2863930)
Thank you so much! Can you explain me how did you find it? I'm looking on IDA but I can't find any reference to Gameobject next to it.

It has already been mentioned a few times in this thread.
This is my post from January this year, offsets are obviously old, but the same method still works- https://www.unknowncheats.me/forum/2...-post1694.html

mikangchan 16th July 2020 04:57 AM

Quote:

Originally Posted by pubgcheck (Post 2863655)
Can anyone tell me how to find door object? and unlock it?

old way is get worldinteractableobject under player class/loop objects under world then set doorstate

pubgcheck 16th July 2020 09:03 AM

Quote:

Originally Posted by mikangchan (Post 2864365)
old way is get worldinteractableobject under player class/loop objects under world then set doorstate

Thank you, but I don't understand, what is the old way door object offset address in current version?

onecool9009 16th July 2020 10:42 AM

Quote:

Originally Posted by pubgcheck (Post 2864472)
Thank you, but I don't understand, what is the old way door object offset address in current version?

mono dump .... why do you all have to chew if this topic has been raised not for the first time? use the search ... but if there are problems with loot in containers then ask, this topic has not yet been touched upon (but the search can also find the correct information)

pubgcheck 16th July 2020 01:52 PM

Quote:

Originally Posted by onecool9009 (Post 2864508)
mono dump .... why do you all have to chew if this topic has been raised not for the first time? use the search ... but if there are problems with loot in containers then ask, this topic has not yet been touched upon (but the search can also find the correct information)

Please tell me what keywords should I search for door unlock?

OneSingleNoodle 16th July 2020 02:02 PM

Quote:

Originally Posted by pubgcheck (Post 2864602)
Please tell me what keywords should I search for door unlock?

Literally "door unlock" bro are you fucking retarded.

Iterate through the door object enumerator and set the door state to unlocked.

pubgcheck 16th July 2020 02:44 PM

Quote:

Originally Posted by OneSingleNoodle (Post 2864608)
Literally "door unlock" bro are you fucking retarded.

Iterate through the door object enumerator and set the door state to unlocked.


Code:

                public void OpenDoors()
        {
            this.doors = Object.FindObjectsOfType<Door>();
            foreach (Door door in this.doors)
            {
                float num = Vector3.Distance(Camera.main.transform.position, door.transform.position);
                Vector3 vector;
                vector..ctor(Camera.main.WorldToScreenPoint(door.transform.position).x, Camera.main.WorldToScreenPoint(door.transform.position).y, Camera.main.WorldToScreenPoint(door.transform.position).z);
                bool flag = num <= this.opendoordistance && (double)vector.z > 0.01;
                if (flag)
                {
                    door.enabled = true;
                    door.DoorState = 2;
                }
            }
        }

I only found this, but I don't know how to get door object? and what is "Object.FindObjectsOfType"?

mikangchan 16th July 2020 06:10 PM

Quote:

Originally Posted by pubgcheck (Post 2864620)
Code:

                public void OpenDoors()
        {
            this.doors = Object.FindObjectsOfType<Door>();
            foreach (Door door in this.doors)
            {
                float num = Vector3.Distance(Camera.main.transform.position, door.transform.position);
                Vector3 vector;
                vector..ctor(Camera.main.WorldToScreenPoint(door.transform.position).x, Camera.main.WorldToScreenPoint(door.transform.position).y, Camera.main.WorldToScreenPoint(door.transform.position).z);
                bool flag = num <= this.opendoordistance && (double)vector.z > 0.01;
                if (flag)
                {
                    door.enabled = true;
                    door.DoorState = 2;
                }
            }
        }

I only found this, but I don't know how to get door object? and what is "Object.FindObjectsOfType"?

if you don't know how to code i suggest learn the basics first. you can't put together a cheat using code pieces you don't understand


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

pubgcheck 17th July 2020 03:17 AM

Who can share worldinteractableobject structures and lootableContainer structures ?

RangeMachine 17th July 2020 04:26 AM

Quote:

Originally Posted by pubgcheck (Post 2865044)
Who can share worldinteractableobject structures and lootableContainer structures ?

Code:

[Class] EFT.Interactive.WorldInteractiveObject : InteractableObject, GInterface188
    [00] float_0 : Single
    [00] float_1 : Single
    [00] float_2 : Single
    [00] int_1 : Int32
    [00] InteractionShouldBeConfirmed : Boolean
    [00] float_3 : Single
    [00] int_0 : Int32
    [00] ExcludedBaseClasses : System.Type[]
    [00] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00] objectIsNullMessage : String
    [00] cloneDestroyedMessage : String
    [04] int_3 : Int32
    [08] Pivot2Lock : Single
    [10] m_CachedPtr : IntPtr
    [18] OriginalState : -.GClass357
    [20] betterSource_0 : -.BetterSource
    [28] coroutine_0 : UnityEngine.Coroutine
    [30] InteractionDirection : UnityEngine.Vector3
    [3C] InteractionDot : Single
    [40] KeyId : String
    [48] Id : String
    [50] LockHandle : -.DoorHandle
    [58] ShutSound : UnityEngine.AudioClip[]
    [60] SqueakSound : UnityEngine.AudioClip[]
    [68] OpenSound : UnityEngine.AudioClip[]
    [70] Obstacle : UnityEngine.AI.NavMeshObstacle
    [78] collider_0 : UnityEngine.Collider
    [80] gdelegate32_0 : -.GDelegate32
    [88] _interaction : -.WorldInteractiveObject.InteractionState
    [90] _previousInteraction : -.WorldInteractiveObject.InteractionState
    [98] _handle : -.DoorHandle
    [A0] Grips : -.GripPose[]
    [A8] Snap : System.Byte
    [AC] int_2 : Int32
    [B0] _currentAngle : Single
    [B4] interactPosition1 : UnityEngine.Vector3
    [C0] interactPosition2 : UnityEngine.Vector3
    [CC] viewTarget1 : UnityEngine.Vector3
    [D8] OpenAngle : Single
    [DC] CloseAngle : Single
    [E0] DoorAxis : System.Int32
    [E4] DoorForward : System.Int32
    [E8] PushID : Int32
    [EC] CloseID : Int32
    [F0] ShutShift : Single
    [F4] _ignoreSyncUntil : Single
    [F8] edoorState_0 : System.Byte
    [F9] _doorState : System.Byte
    [FA] edoorState_1 : System.Byte
    [FB] Operatable : Boolean
    [FC] _shutPlayed : Boolean
    [FD] bool_0 : Boolean
    [FE] edoorState_2 : System.Byte
    [100] float_4 : Single

[Class] EFT.Interactive.LootableContainer : WorldInteractiveObject, GInterface20
    [00] float_0 : Single
    [00] float_1 : Single
    [00] float_2 : Single
    [00] int_1 : Int32
    [00] InteractionShouldBeConfirmed : Boolean
    [00] float_3 : Single
    [00] int_0 : Int32
    [00] ExcludedBaseClasses : System.Type[]
    [00] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00] objectIsNullMessage : String
    [00] cloneDestroyedMessage : String
    [04] int_3 : Int32
    [08] Pivot2Lock : Single
    [10] m_CachedPtr : IntPtr
    [18] OriginalState : -.GClass357
    [20] betterSource_0 : -.BetterSource
    [28] coroutine_0 : UnityEngine.Coroutine
    [30] InteractionDirection : UnityEngine.Vector3
    [3C] InteractionDot : Single
    [40] KeyId : String
    [48] Id : String
    [50] LockHandle : -.DoorHandle
    [58] ShutSound : UnityEngine.AudioClip[]
    [60] SqueakSound : UnityEngine.AudioClip[]
    [68] OpenSound : UnityEngine.AudioClip[]
    [70] Obstacle : UnityEngine.AI.NavMeshObstacle
    [78] collider_0 : UnityEngine.Collider
    [80] gdelegate32_0 : -.GDelegate32
    [88] _interaction : -.WorldInteractiveObject.InteractionState
    [90] _previousInteraction : -.WorldInteractiveObject.InteractionState
    [98] _handle : -.DoorHandle
    [A0] Grips : -.GripPose[]
    [A8] Snap : System.Byte
    [AC] int_2 : Int32
    [B0] _currentAngle : Single
    [B4] interactPosition1 : UnityEngine.Vector3
    [C0] interactPosition2 : UnityEngine.Vector3
    [CC] viewTarget1 : UnityEngine.Vector3
    [D8] OpenAngle : Single
    [DC] CloseAngle : Single
    [E0] DoorAxis : System.Int32
    [E4] DoorForward : System.Int32
    [E8] PushID : Int32
    [EC] CloseID : Int32
    [F0] ShutShift : Single
    [F4] _ignoreSyncUntil : Single
    [F8] edoorState_0 : System.Byte
    [F9] _doorState : System.Byte
    [FA] edoorState_1 : System.Byte
    [FB] Operatable : Boolean
    [FC] _shutPlayed : Boolean
    [FD] bool_0 : Boolean
    [FE] edoorState_2 : System.Byte
    [100] float_4 : Single
    [108] ItemOwner : -.GClass1573
    [110] Template : String
    [118] gclass1708_0 : -.GClass1708[]
    [120] FilterExtended : System.Collections.Generic.List<LootableContainerParameters>
    [128] ClosedPosition : UnityEngine.Vector3
    [134] OpenPosition : UnityEngine.Vector3
    [140] ChanceModifier : Single


pubgcheck 17th July 2020 07:15 AM

I'm sorry , I also don't understand...

I know LocalGameWorld address.

EFT.World=LocalGameWorld + 0xD8] right?

count:
LocalGameWorld] + 0xD8] + 0x38] not work

list:
LocalGameWorld] + 0xD8] + 0x30] + (0x20 + (0x8 * i))] not work

names from list:
WorldInteractiveObject] + 0x10] + 0x30] + 0x60] not work

Help, Please

onecool9009 17th July 2020 08:44 AM

Quote:

Originally Posted by pubgcheck (Post 2865132)
I'm sorry , I also don't understand...

I know LocalGameWorld address.

EFT.World=LocalGameWorld + 0xD8] right?

count:
LocalGameWorld] + 0xD8] + 0x38] not work

list:
LocalGameWorld] + 0xD8] + 0x30] + (0x20 + (0x8 * i))] not work

names from list:
WorldInteractiveObject] + 0x10] + 0x30] + 0x60] not work

Help, Please

Find objects from GOM

pubgcheck 17th July 2020 09:17 AM

Quote:

Originally Posted by RangeMachine (Post 2865074)
1

Thank you, could you share LocalGameWorld structures and EFT.World structures?

TJ888 17th July 2020 09:54 AM

Quote:

Originally Posted by pubgcheck (Post 2865164)
Thank you, could you share LocalGameWorld structures and EFT.World structures?

This is directed at you as well. Stop being lazy and waiting to be spoonfed-
https://www.unknowncheats.me/forum/2...-post2599.html

OneSingleNoodle 17th July 2020 01:12 PM

Quote:

Originally Posted by mikangchan (Post 2864754)
if you don't know how to code i suggest learn the basics first. you can't put together a cheat using code pieces you don't understand

What he said. Learn the basics of C# & Unity3D then you should be able to piece things together.

onecool9009 17th July 2020 04:01 PM

enjoy ;):
item categories:
Code:

{ "5b47574386f77428ca22b2ed", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2ee", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2ef", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f0", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f1", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f2", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f3", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f4", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f6", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b32f", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b330", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b331", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b335", "provisions"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b336", "provisions"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b337", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b338", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b339", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b33a", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b33b", "ammo"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b47574386f77428ca22b33c", "ammo"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b341", "info"},
{ "5b47574386f77428ca22b342", "keys"},
{ "5b47574386f77428ca22b343", "maps"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b345", "spec"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b5f6f3c86f774094242ef87", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6f6c86f774093f2ecf0b", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6f8786f77447ed563642", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6fa186f77409407a7eb7", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6fd286f774093f2ecf0d", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f701386f774093f2ecf0f", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f704686f77447ec5d76d7", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71c186f77409407a7ec0", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71de86f774093f2ecf13", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f724c86f774093f2ecf15", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f72f786f77447ec5d7702", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f731a86f774093e6cb4f9", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f737886f774093e6cb4fb", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73ab86f774094242f195", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73c486f77447ec5d7704", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f740a86f77447ec5d7706", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f742686f774093e6cb4ff", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f744786f774094242f197", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f746686f77447ec5d7708", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f748386f774093e6cb501", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f749986f774094242f199", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f74cc86f77447ec5d770a", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f751486f77447ec5d770c", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f752e86f774093e6cb505", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f754a86f774094242f19b", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f755f86f77447ec5d770e", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f757486f774093e6cb507", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f759686f774094242f19d", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75c686f774094242f19f", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75e486f77447ec5d7712", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f760586f774093e6cb509", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f761f86f774094242f1a1", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f764186f77447ec5d7714", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f78b786f77447ed5636af", "money"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f78e986f77447ed5636b1", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f78fc86f77409407a7f90", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f791486f774093f2ed3be", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f792486f77447ed5636b3", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f794b86f77409407a7f92", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f796a86f774093f2ed3c0", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f798886f77447ed5636b5", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79a486f77409407a7f94", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79d186f774093f2ed3c2", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79eb86f77447ed5636b7", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f7a0886f77409407a7f96", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f7a2386f774093f2ed3c4", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b619f1a86f77450a702a6f3", "quest"},
{ "5c518ec986f7743b68682ce2", "keys"},
{ "5b47574386f77428ca22b342", "keys"},
{ "5c518ed586f774119a772aee", "keys"},
{ "5b47574386f77428ca22b342", "keys"},

ammo:
Code:

{ "5447ac644bdc2d6c208b4567", "Ball 5.56x45"},
{ "54527a984bdc2d4e668b4567", "M855"},
{ "54527ac44bdc2d36668b4567", "M855A1"},
{ "560d5e524bdc2d25448b4571", "7mm 12c"},
{ "560d61e84bdc2da74d8b4571", "SNB"},
{ "560d75f54bdc2da74d8b4573", "SNB 7.62x54 R"},
{ "5649ed104bdc2d3d1c8b458b", "PS 7.62x39"},
{ "5656d7c34bdc2d9d198b4587", "PS"},
{ "5656eb674bdc2d35148b457c", "40mm"},
{ "56d59d3ad2720bdb418b4577", "Pst gzh"},
{ "56dfef82d2720bbd668b4567", "BP"},
{ "56dff026d2720bb8668b4567", "BS"},
{ "56dff061d2720bb5668b4567", "BT"},
{ "56dff0bed2720bb0668b4567", "FMJ"},
{ "56dff216d2720bbd668b4568", "HP"},
{ "56dff2ced2720bb4668b4567", "PP"},
{ "56dff338d2720bbd668b4569", "PRS"},
{ "56dff3afd2720bba668b4567", "PS"},
{ "56dff421d2720b5f5a8b4567", "SP"},
{ "56dff4a2d2720bbd668b456a", "T"},
{ "56dff4ecd2720b5f5a8b4568", "US"},
{ "5735fdcd2459776445391d61", "AKBS"},
{ "5735ff5c245977640e39ba7e", "FMJ43"},
{ "573601b42459776410737435", "LRN"},
{ "573602322459776445391df1", "LRNPC"},
{ "5736026a245977644601dc61", "P gl"},
{ "573603562459776430731618", "Pst gzh"},
{ "573603c924597764442bd9cb", "PT gzh"},
{ "573718ba2459775a75491131", "9 BZT gzh"},
{ "573719762459775a626ccbc1", "9 P gzh"},
{ "573719df2459775a626ccbc2", "PBM"},
{ "57371aab2459775a77142f22", "PMM"},
{ "57371b192459775a9f58a5e0", "PPe gzh"},
{ "57371e4124597760ff7b25f1", "PPT gzh"},
{ "57371eb62459776125652ac1", "PRS gs"},
{ "57371f2b24597761224311f1", "PS gs PPO"},
{ "57371f8d24597761006c6a81", "PSO gzh"},
{ "5737201124597760fc4431f1", "Pst gzh"},
{ "5737207f24597760ff7b25f2", "PSV"},
{ "573720e02459776143012541", "RG028 gzh"},
{ "57372140245977611f70ee91", "SP7 gzh"},
{ "5737218f245977612125ba51", "SP8 gzh"},
{ "573722e82459776104581c21", "BZHT gzh"},
{ "573724b42459776125652ac2", "P gzh"},
{ "5737250c2459776125652acc", "PBM"},
{ "5737256c2459776125652acd", "PMM"},
{ "573725b0245977612125bae2", "Ppe gzh"},
{ "5737260b24597761224311f2", "PPT gzh"},
{ "5737266524597761006c6a8c", "PRS gzh"},
{ "573726d824597765d96be361", "PS gs PPO"},
{ "5737273924597765dd374461", "PSO gzh"},
{ "573727c624597765cc785b5b", "Pst gzh"},
{ "5737280e24597765cc785b5c", "PSV"},
{ "5737287724597765e1625ae2", "RG028 gzh"},
{ "573728cc24597765cc785b5d", "SP7 gzh"},
{ "573728f324597765e5728561", "SP8 gzh"},
{ "5737292724597765e5728562", "BP gs"},
{ "57372a7f24597766fe0de0c1", "BP gs"},
{ "57372ac324597767001bc261", "BP gs"},
{ "57372b832459776701014e41", "BS gs"},
{ "57372bad245977670b7cd242", "BS gs"},
{ "57372bd3245977670b7cd243", "BS gs"},
{ "57372c21245977670937c6c2", "BT gs"},
{ "57372c56245977685e584582", "BT gs"},
{ "57372c89245977685d4159b1", "BT gs"},
{ "57372d1b2459776862260581", "PP gs"},
{ "57372d4c245977685a3da2a1", "PP gs"},
{ "57372db0245977685d4159b2", "PP gs"},
{ "57372deb245977685d4159b3", "PRS gs"},
{ "57372e1924597768553071c1", "PRS gs"},
{ "57372e4a24597768553071c2", "PRS gs"},
{ "57372e73245977685d4159b4", "PS gs"},
{ "57372e94245977685648d3e1", "PS gs"},
{ "57372ebf2459776862260582", "PS gs"},
{ "57372ee1245977685d4159b5", "T gs"},
{ "57372f2824597769a270a191", "T gs"},
{ "57372f5c24597769917c0131", "T gs"},
{ "57372f7d245977699b53e301", "US gs"},
{ "57372fc52459776998772ca1", "US gs"},
{ "5737300424597769942d5a01", "US gs"},
{ "5737330a2459776af32363a1", "FMJ"},
{ "5737339e2459776af261abeb", "HP"},
{ "573733c72459776b0b7b51b0", "SP"},
{ "5739d41224597779c3645501", "Pst Gzh"},
{ "57a0dfb82459774d3078b56c", "SP-5"},
{ "57a0e5022459774d1673f889", "SP-6"},
{ "58820d1224597753c90aeb13", "12x70 Slug"},
{ "58864a4f2459770fcc257101", "PSO gzh"},
{ "5887431f2459777e1612938f", "LPS Gzh"},
{ "58dd3ad986f77403051cba8f", "M80"},
{ "5943d9c186f7745a13413ac9", "Shrapnel"},
{ "5996f6cb86f774678763a6ca", "RGD-5 Shrapnel"},
{ "5996f6d686f77467977ba6cc", "F1 Shrapnel"},
{ "5996f6fc86f7745e585b4de3", "M67 Shrapnel"},
{ "59e0d99486f7744a32234762", "BP"},
{ "59e4cf5286f7741778269d8a", "T45M"},
{ "59e4d24686f7741776641ac7", "US"},
{ "59e4d3d286f774176a36250a", "HP"},
{ "59e6542b86f77411dc52a77a", "FMJ"},
{ "59e655cb86f77411dc52a77b", "EKO"},
{ "59e6658b86f77411d949b250", "Geksa"},
{ "59e68f6f86f7746c9f75e846", "M856"},
{ "59e6906286f7746c9f75e847", "M856A1"},
{ "59e690b686f7746c9f75e848", "M995"},
{ "59e6918f86f7746c9f75e849", "Mk255 Mod0"},
{ "59e6920f86f77411d82aa167", "55 FMJ"},
{ "59e6927d86f77411da468256", "55 HP"},
{ "59e77a2386f7742ee578960a", "7N1"},
{ "5a269f97c4a282000b151807", "SP10"},
{ "5a26abfac4a28232980eabff", "SP11"},
{ "5a26ac06c4a282000c5a90a8", "SP12"},
{ "5a26ac0ec4a28200741e1e18", "SP13"},
{ "5a38ebd9c4a282000d722a5b", "7.5 20c"},
{ "5a3c16fe86f77452b62de32a", "Luger CCI"},
{ "5a6086ea4f39f99cd479502f", "M61"},
{ "5a608bf24f39f98ffc77720e", "M62"},
{ "5ba2678ad4351e44f824b344", "FMJ SX"},
{ "5ba26812d4351e003201fef1", "Action SX"},
{ "5ba26835d4351e0035628ff5", "AP SX"},
{ "5ba26844d4351e00334c9475", "Subsonic SX"},
{ "5c0d56a986f774449d5de529", "RIP"},
{ "5c0d591486f7744c505b416f", "12x70 RIP"},
{ "5c0d5ae286f7741e46554302", "WG"},
{ "5c0d5e4486f77478390952fe", "7N39"},
{ "5c0d668f86f7747ccb7f13b2", "SPP"},
{ "5c0d688c86f77413ae3407b2", "BP"},
{ "5c11279ad174af029d64592b", "Warmage"},
{ "5c1127bdd174af44217ab8b9", "DIPP"},
{ "5c1127d0d174af29be75cf68", "12x70 DIPP"},
{ "5c1260dc86f7746b106e8748", "7N12"},
{ "5c12619186f7743f871c8a32", "7N9"},
{ "5c1262a286f7743f8a69aab2", "7N39"},
{ "5c3df7d588a4501f290594e5", "GT"},
{ "5c925fa22e221601da359b7b", "AP 6.3"},
{ "5cadf6ddae9215051e1c23b2", "PS12"},
{ "5cadf6e5ae921500113bb973", "PS12A"},
{ "5cadf6eeae921500134b2799", "PS12B"},
{ "5cc80f38e4a949001152b560", "SS190"},
{ "5cc80f53e4a949000e1ea4f8", "L191"},
{ "5cc80f67e4a949035e43bbba", "SB193"},
{ "5cc80f79e4a949033c7343b2", "SS198LF"},
{ "5cc80f8fe4a949033b0224a2", "SS197SR"},
{ "5cc86832d7f00c000d3a6e6c", "R37.F"},
{ "5cc86840d7f00c002412c56c", "R37.X"},
{ "5cde8864d7f00c0010373be1", "B-32"},
{ "5d2f2ab648f03550091993ca", "BZT-44M"},
{ "5d6e6772a4b936088465b17c", "5.25 12c"},
{ "5d6e67fba4b9361bc73bc779", "6.5 12c"},
{ "5d6e6806a4b936088465b17e", "8.5 12c"},
{ "5d6e6869a4b9361c140bcfde", "Grizzly"},
{ "5d6e6891a4b9361bd473feea", "P-3 12c"},
{ "5d6e689ca4b9361bc8618956", "P-6u 12c"},
{ "5d6e68a8a4b9360b6c0d54e2", "AP-20"},
{ "5d6e68b3a4b9361bca7e50b5", "CSP"},
{ "5d6e68c4a4b9361b93413f79", ".50 12c"},
{ "5d6e68d1a4b93622fe60e845", "SF"},
{ "5d6e68dea4b9361bcc29e659", "2-Sabot"},
{ "5d6e68e6a4b9361c140bcfe0", "FTX"},
{ "5d6e6911a4b9361bd5780d52", "Flech."},
{ "5d6e695fa4b936359b35d852", "5.6 20c"},
{ "5d6e69b9a4b9361bc8618958", "6.2 20k"},
{ "5d6e69c7a4b9360b6c0d54e4", "7.3 20c"},
{ "5d6e6a05a4b93618084f58d0", "20/70 Slug"},
{ "5d6e6a42a4b9364f07165f52", "P-6u 20c"},
{ "5d6e6a53a4b9361bd473feec", "P-3 20c"},
{ "5d6e6a5fa4b93614ec501745", "Dev."},
{ "5e023cf8186a883be655e54f", "T46M"},
{ "5e023d34e8a400319a28ed44", "7BT1"},
{ "5e023d48186a883be655e551", "7N37"},
{ "5e023e53d4353e3302577c4c", "BPZ FMJ"},
{ "5e023e6e34d52a55c3304f71", "TPZ SP"},
{ "5e023e88277cce2b522ff2b1", "Ultra Nosler"},
{ "5e81f423763d9f754677bf2e", ".45 FMJ"},
{ "5ea2a8e200685063ec28c05a", ".45 RIP"},

barter:
Code:

{ "5672cb124bdc2d1a0f8b4568", "AA Bat."},
{ "5672cb304bdc2dc2088b456a", "D Bat."},
{ "5672cb724bdc2dc2088b456b", "GMcount"},
{ "56742c284bdc2d98058b456d", "Crickent"},
{ "56742c2e4bdc2d95058b456d", "Zibbo"},
{ "56742c324bdc2d150f8b456d", "GPhone"},
{ "5733279d245977289b77ec24", "Battery"},
{ "573474f924597738002c6174", "Chainlet"},
{ "5734758f24597738025ee253", "GoldChain"},
{ "573475fb24597737fb1379e1", "Cigarettes"},
{ "573476d324597737da2adc13", "Cigarettes"},
{ "573476f124597737e04bf328", "Cigarettes"},
{ "5734770f24597738025ee254", "Cigarettes"},
{ "5734779624597737e04bf329", "CPU Fan"},
{ "573477e124597737dd42e191", "CPU"},
{ "5734781f24597737e04bf32a", "DVD"},
{ "573478bc24597738002c6175", "Horse"},
{ "5734795124597738002c6176", "Tape"},
{ "57347b8b24597737dd42e192", "Matches"},
{ "57347baf24597738002c6178", "RAM"},
{ "57347c1124597737fb1379e3", "Duct tape"},
{ "57347c2e24597744902c94a1", "PSU"},
{ "57347c5b245977448d35f6e1", "Bolts"},
{ "57347c77245977448d35f6e2", "Screw nut"},
{ "57347c93245977448d35f6e3", "Toothpaste"},
{ "57347ca924597744596b4e71", "Graphics card"},
{ "57347cd0245977445a2d6ff1", "T-Plug"},
{ "577e1c9d2459773cd707c525", "Paper"},
{ "5909e99886f7740c983b9984", "USB-A"},
{ "590a358486f77429692b2790", "RecBatt"},
{ "590a373286f774287540368b", "Dfuel"},
{ "590a386e86f77429692b27ab", "HDD"},
{ "590a391c86f774385a33c404", "Magnet"},
{ "590a3b0486f7743954552bdb", "Сircuit board"},
{ "590a3c0a86f774385a33c450", "Plug"},
{ "590a3cd386f77436f20848cb", "ES Lamp"},
{ "590a3d9c86f774385926e510", "UV Lamp"},
{ "590a3efd86f77437d351a25b", "GasAn"},
{ "590c2b4386f77425357b6123", "Pliers"},
{ "590c2c9c86f774245b1f03f2", "MTape"},
{ "590c2d8786f774245b1f03f3", "Screwdriver"},
{ "590c2e1186f77425357b6124", "Set"},
{ "590c311186f77424d1667482", "Wrench"},
{ "590c31c586f774245e3141b2", "Nails"},
{ "590c346786f77423e50ed342", "Xeno"},
{ "590c35a486f774273531c822", "Shus"},
{ "590c595c86f7747884343ad7", "Filter"},
{ "590c5a7286f7747884343aea", "Gpowder"},
{ "590c5bbd86f774785762df04", "WD-40"},
{ "590c5c9f86f77477c91c36e7", "WD-40"},
{ "590de71386f774347051a052", "Teapot"},
{ "590de7e986f7741b096e5f32", "Vase"},
{ "59e3556c86f7741776641ac2", "Bleach"},
{ "59e358a886f7741776641ac3", "Wiper"},
{ "59e3596386f774176c10a2a2", "Paid"},
{ "59e35abd86f7741778269d82", "Sodium"},
{ "59e35cbb86f7741778269d83", "Hose"},
{ "59e35de086f7741778269d84", "Drill"},
{ "59e35ef086f7741777737012", "Screws"},
{ "59e3606886f77417674759a5", "NaCl"},
{ "59e361e886f774176c10a2a5", "H2O2"},
{ "59e3639286f7741777737013", "Lion"},
{ "59e3647686f774176a362507", "Clock"},
{ "59e3658a86f7741776641ac4", "Cat"},
{ "59e366c186f7741778269d85", "Plex"},
{ "59e36c6f86f774176c10a2a7", "Cord"},
{ "59f32bb586f774757e1e8442", "Dogtag"},
{ "59f32c3b86f77472a31742f0", "Dogtag"},
{ "59faf7ca86f7740dbe19f6c2", "Roler"},
{ "59faf98186f774067b6be103", "Alkali"},
{ "59fafb5d86f774067a6f2084", "Propane"},
{ "59faff1d86f7746c51718c9c", "0.2BTC"},
{ "5af0484c86f7740f02001f7f", "Coffee"},
{ "5af04b6486f774195a3ebb49", "Elite"},
{ "5af04c0b86f774138708f78e", "Controller"},
{ "5af04e0a86f7743a532b79e2", "Gyroscope"},
{ "5af0534a86f7743b6f354284", "Ophthalmoscope"},
{ "5af0561e86f7745f5f3ad6ac", "Powerbank"},
{ "5b4335ba86f7744d2837a264", "Bloodset"},
{ "5b43575a86f77424f443fe62", "Fcond"},
{ "5bc9b355d4351e6d1509862a", "#FireKlean"},
{ "5bc9b720d4351e450201234b", "1GPhone"},
{ "5bc9b9ecd4351e3bac122519", "Beardoil"},
{ "5bc9bc53d4351e00367fbcee", "Rooster"},
{ "5bc9bdb8d4351e003562b8a1", "Badge"},
{ "5bc9be8fd4351e00334cae6e", "Tea"},
{ "5bc9c049d4351e44f824d360", "Book"},
{ "5bc9c377d4351e3bac12251b", "Firesteel"},
{ "5c052e6986f7746b207bc3c9", "Defibrillator"},
{ "5c052f6886f7746b1e3db148", "SG-C10"},
{ "5c052fb986f7746b2101e909", "RFIDR"},
{ "5c05300686f7746dce784e5d", "VPX"},
{ "5c05308086f7746b2101e90b", "Virtex"},
{ "5c0530ee86f774697952d952", "LEDX"},
{ "5c06779c86f77426e00dd782", "Wires"},
{ "5c06782b86f77426df5407d2", "Cap."},
{ "5c12620d86f7743f8b198b72", "Tetriz"},
{ "5c1265fc86f7743f896a21c2", "GPX"},
{ "5c1267ee86f77416ec610f72", "Prokill"},
{ "5c12688486f77426843c7d32", "Paracord"},
{ "5c13cd2486f774072c757944", "Soap"},
{ "5c13cef886f774072e618e82", "TP"},
{ "5d0375ff86f774186372f685", "M.Cable"},
{ "5d0376a486f7747d8050965c", "MCB"},
{ "5d03775b86f774203e7e0c4b", "AESA"},
{ "5d0377ce86f774186372f689", "Iridium"},
{ "5d03784a86f774203e7e0c4d", "MGT"},
{ "5d0378d486f77420421a5ff4", "Filter"},
{ "5d03794386f77420415576f5", "Tank battery"},
{ "5d0379a886f77420407aa271", "OFZ "},
{ "5d1b2f3f86f774252167a52c", "FP-100"},
{ "5d1b2fa286f77425227d1674", "Motor"},
{ "5d1b2ffd86f77425243e8d17", "NIXXOR"},
{ "5d1b304286f774253763a528", "LCD"},
{ "5d1b309586f77425227d1676", "BrokenLCD"},
{ "5d1b313086f77425227d1678", "Relay"},
{ "5d1b317c86f7742523398392", "Hand drill"},
{ "5d1b31ce86f7742523398394", "R-pliers"},
{ "5d1b327086f7742525194449", "Gauge"},
{ "5d1b32c186f774252167a530", "Therm."},
{ "5d1b36a186f7742523398433", "Fuel"},
{ "5d1b371186f774253763a656", "Fuel"},
{ "5d1b385e86f774252167b98a", "Filter"},
{ "5d1b392c86f77425243e98fe", "Bulb"},
{ "5d1b39a386f774252339976f", "Tube"},
{ "5d1b3a5d86f774252167ba22", "Meds"},
{ "5d1b3f2d86f774253763b735", "Syringe"},
{ "5d1c774f86f7746d6620f8db", "Helix"},
{ "5d1c819a86f774771b0acd6c", "W.parts"},
{ "5d235a5986f77443f6329bc6", "Skull"},
{ "5d235b4d86f7742e017bc88a", "GP"},
{ "5d40412b86f7743cb332ac3a", "Shampoo"},
{ "5d40419286f774318526545f", "M. Scissors"},
{ "5d4041f086f7743cac3f22a7", "Ortodontox"},
{ "5d40425986f7743185265461", "Nippers"},
{ "5d4042a986f7743185265463", "L&F Scr."},
{ "5d63d33b86f7746ea9275524", "F Scr."},
{ "5d6fc78386f77449d825f9dc", "Gpowder"},
{ "5d6fc87386f77449db3db94e", "Gpowder"},
{ "5df8a6a186f77412640e2e80", "R.Ball"},
{ "5df8a72c86f77412640e2e83", "S.Ball"},
{ "5df8a77486f77412672a1e3f", "V.Ball"},
{ "5e2aedd986f7746d404f3aa4", "GreenBat "},
{ "5e2aee0a86f774755a234b62", "Cyclon "},
{ "5e2aef7986f7746d3f3c33f5", "Repellent"},
{ "5e2af00086f7746d3f3c33f7", "Cleaner"},
{ "5e2af02c86f7746d420957d4", "Chlorine"},
{ "5e2af22086f7746d3f3c33fa", "Poxeram"},
{ "5e2af29386f7746d4159f077", "KEK"},
{ "5e2af2bc86f7746d3f3c33fc", "Matches"},
{ "5e2af37686f774755a234b65", "SurvL "},
{ "5e2af41e86f774755a234b67", "Cordura"},
{ "5e2af47786f7746d404f3aaa", "Fleece "},
{ "5e2af4a786f7746d3f3c3400", "Ripstop"},
{ "5e2af4d286f7746d4159f07a", "Aramid"},
{ "5e2af51086f7746d3f3c3402", "Fuze"},
{ "5e54f62086f774219b0f1937", "Raven"},
{ "5e54f6af86f7742199090bf3", "Lupo's"},

gear:
Code:

{ "544a11ac4bdc2d470e8b456a", "Alpha Container"},
{ "544a5caa4bdc2d1a388b4568", "AVS"},
{ "544a5cde4bdc2d39388b456b", "MBSS"},
{ "545cdae64bdc2d39198b4568", "Tri-Zip"},
{ "545cdb794bdc2d3a198b456a", "6B43 6A"},
{ "557ff21e4bdc2d89578b4586", "TGlass"},
{ "5645bc214bdc2d363b8b4571", "Kiver-M"},
{ "5645bcc04bdc2d363b8b4572", "ComTac2"},
{ "5648a69d4bdc2ded0b8b457b", "BlackRock"},
{ "5648a7494bdc2d9d488b4583", "PACA"},
{ "567143bf4bdc2d1a0f8b4567", "Сase"},
{ "56e294cdd2720b603a8b4575", "Terraplane 85L"},
{ "56e335e4d2720b6c058b456d", "ScavBP"},
{ "56e33634d2720bd8058b456b", "Duffle"},
{ "56e33680d2720be2748b4576", "T-Bag"},
{ "572b7adb24597762ae139821", "Scav Vest"},
{ "572b7d8524597762b472f9d1", "Cap"},
{ "572b7f1624597762ae139822", "Balaclava"},
{ "572b7fa124597762b472f9d2", "Beanie"},
{ "572b7fa524597762b747ce82", "Mask"},
{ "5783c43d2459774bbe137486", "Wallet"},
{ "5857a8b324597729ab0a0e7d", "Beta Container"},
{ "5857a8bc2459772bad15db29", "Gamma container"},
{ "58ac60eb86f77401897560ff", "Balaclava_dev"},
{ "590c60fc86f77412b13fddcf", "Docs"},
{ "5929a2a086f7744f4b234d43", "6sh112"},
{ "592c2d1a86f7746dbe2af32a", "Alpha"},
{ "59db794186f77448bc595262", "Epsilon"},
{ "59e7635f86f7742cbf2c1095", "3M"},
{ "59e763f286f7742ee57895da", "Pilgrim"},
{ "59e7643b86f7742cbf2c109a", "WTRig"},
{ "59e7708286f7742cbd762753", "Ushanka"},
{ "59e770b986f7742cbd762754", "AFGlass"},
{ "59e770f986f7742cbe3164ef", "Cap"},
{ "59e7711e86f7746cae05fbe1", "Kolpak"},
{ "59e7715586f7742ee5789605", "Resp"},
{ "59e8936686f77467ce798647", "Balaclava_test"},
{ "59ef13ca86f77445fd0e2483", "Pumpkin"},
{ "59fafd4b86f7745ca07e1232", "Keytool"},
{ "59fb016586f7746d0d4b423a", "MCase"},
{ "59fb023c86f7746d0d4b423c", "WCase"},
{ "59fb042886f7746c5005a7b2", "ICase"},
{ "5a154d5cfcdbcb001a3b00da", "Fast MT"},
{ "5a16b672fcdbcb001912fa83", "FVisor"},
{ "5a16b7e1fcdbcb00165aa6c9", "FShield"},
{ "5a16b9fffcdbcb0176308b34", "RAC"},
{ "5a16ba61fcdbcb098008728a", "Mandible"},
{ "5a16badafcdbcb001865f72d", "SArmor"},
{ "5a16bb52fcdbcb001a3b00dc", "SLock"},
{ "5a43943586f77416ad2f06e2", "Hat"},
{ "5a43957686f7742a2c2f11b0", "Hat"},
{ "5a7c4850e899ef00150be885", "6B47"},
{ "5aa2a7e8e5b5b00016327c16", "USEC"},
{ "5aa2b87de5b5b00016327c25", "BEAR"},
{ "5aa2b89be5b5b0001569311f", "Emercom"},
{ "5aa2b8d7e5b5b00014028f4a", "Police"},
{ "5aa2b923e5b5b000137b7589", "RGlass"},
{ "5aa2b986e5b5b00014028f4c", "Dundukk"},
{ "5aa2b9aee5b5b00015693121", "RayBench"},
{ "5aa2b9ede5b5b000137b758b", "CHat"},
{ "5aa2ba19e5b5b00014028f4e", "Fleece"},
{ "5aa2ba46e5b5b000137b758d", "UXPRO"},
{ "5aa2ba71e5b5b000137b758f", "Sordin"},
{ "5aa7cfc0e5b5b00015693143", "6B47"},
{ "5aa7d03ae5b5b00016327db5", "UNTAR"},
{ "5aa7d193e5b5b000171d063f", "SFERA"},
{ "5aa7e276e5b5b000171d0647", "Altyn"},
{ "5aa7e373e5b5b000137b76f0", "FShield"},
{ "5aa7e3abe5b5b000171d064d", "FShield"},
{ "5aa7e454e5b5b0214e506fa2", "ZSh-1-2M"},
{ "5aa7e4a4e5b5b000137b76f2", "ZSh-1-2M"},
{ "5aafbcd986f7745e590fff23", "MedCase"},
{ "5aafbde786f774389d0cbc0f", "AmmoCase"},
{ "5ab8dab586f77441cd04f2a2", "MK3"},
{ "5ab8dced86f774646209ec87", "M2"},
{ "5ab8e4ed86f7742d8e50c7fa", "MF-UN"},
{ "5ab8e79e86f7742d8b372e78", "GZHEL-K"},
{ "5ab8ebf186f7742d8b372e80", "Attack 2"},
{ "5ab8ee7786f7742d8f33f0b9", "ArmyBag"},
{ "5ab8f04f86f774585f4237d8", "Sling"},
{ "5ab8f20c86f7745cdb629fb2", "Shmaska"},
{ "5ab8f39486f7745cd93a1cca", "CF"},
{ "5ab8f4ff86f77431c60d91ba", "Ghost"},
{ "5ab8f85d86f7745cd93a1cf5", "Shemagh"},
{ "5ac4c50d5acfc40019262e87", "Visor"},
{ "5ac8d6885acfc400180ae7b0", "Fast MT Tan"},
{ "5b3f16c486f7747c327f55f7", "Armband "},
{ "5b3f3ade86f7746b6b790d8e", "Armband "},
{ "5b3f3af486f774679e752c1f", "Armband"},
{ "5b3f3b0186f774021a2afef7", "Armband"},
{ "5b3f3b0e86f7746752107cda", "Armband "},
{ "5b40e1525acfc4771e1c6611", "ULACH"},
{ "5b40e2bc5acfc40016388216", "ULACH"},
{ "5b40e3f35acfc40016388218", "ACHHC"},
{ "5b40e4035acfc47a87740943", "ACHHC"},
{ "5b40e5e25acfc4001a599bea", "BEAR"},
{ "5b40e61f5acfc4001a599bec", "USEC"},
{ "5b4325355acfc40019478126", "Shemagh"},
{ "5b4326435acfc433000ed01d", "Mask"},
{ "5b43271c5acfc432ff4dce65", "Bandana"},
{ "5b4327aa5acfc400175496e0", "Panama"},
{ "5b4329075acfc400153b78ff", "Pompon"},
{ "5b4329f05acfc47a86086aa1", "Ronin"},
{ "5b432b2f5acfc4771e1c6622", "Shattered"},
{ "5b432b6c5acfc4001a599bf0", "Skull"},
{ "5b432b965acfc47a8774094e", "GSSh-01"},
{ "5b432be65acfc433000ed01f", "6B34"},
{ "5b432c305acfc40019478128", "GP-5"},
{ "5b432d215acfc4771e1c6624", "LZSh"},
{ "5b432f3d5acfc4704b4a1dfb", "Momex"},
{ "5b44c6ae86f7742d1627baea", "Beta2"},
{ "5b44c8ea86f7742d1627baf1", "Commando "},
{ "5b44cad286f77402a54ae7e5", "Tactec "},
{ "5b44cd8b86f774503d30cba2", "Gen4 Full"},
{ "5b44cf1486f77431723e3d05", "Gen4 Assault"},
{ "5b44d0de86f774503d30cba8", "Gen4 HMK"},
{ "5b44d22286f774172b0c9de8", "Kirasa"},
{ "5b46238386f7741a693bcf9c", "Kiver FS"},
{ "5b6d9ce188a4501afc1b2b25", "T H I C C"},
{ "5b7c710788a4506dec015957", "Lucky Scav junkbox"},
{ "5bd06f5d86f77427101ad47c", "Mask"},
{ "5bd0716d86f774171822ef4b", "Mask"},
{ "5bd071d786f7747e707b93a3", "Mask"},
{ "5bd073a586f7747e6f135799", "Mustache"},
{ "5bd073c986f7747f627e796c", "Kotton"},
{ "5c066ef40db834001966a595", "NVG mask"},
{ "5c06c6a80db834001b735491", "SSh-68"},
{ "5c08f87c0db8340019124324", "SHPM"},
{ "5c0919b50db834001b7ce3b9", "1Sch FShield"},
{ "5c091a4e0db834001d5addc8", "Maska 1Sch"},
{ "5c093ca986f7740a1867ab12", "Kappa"},
{ "5c093db286f7740a1b2617e3", "Holodilnick"},
{ "5c093e3486f77430cb02e593", "Dogtags"},
{ "5c0a840b86f7742ffa4f2482", "T H I C C"},
{ "5c0d2727d174af02a012cf58", "Djeta"},
{ "5c0d32fcd174af02a1659c75", "Proximity"},
{ "5c0e3eb886f7742015526062", "6B5-16"},
{ "5c0e446786f7742013381639", "6B5-15"},
{ "5c0e51be86f774598e797894", "6B13"},
{ "5c0e53c886f7747fa54205c7", "6B13"},
{ "5c0e541586f7747fa54205c9", "6B13M"},
{ "5c0e57ba86f7747fa141986d", "6B23-2"},
{ "5c0e5bab86f77461f55ed1f3", "6B23-1"},
{ "5c0e5edb86f77461f55ed1f7", "Zhuk-3"},
{ "5c0e625a86f7742d77340f62", "Zhuk-6a"},
{ "5c0e655586f774045612eeb2", "Trooper"},
{ "5c0e66e2d174af02a96252f4", "SLAAP"},
{ "5c0e6a1586f77404597b4965", "Belt"},
{ "5c0e722886f7740458316a57", "M1"},
{ "5c0e746986f7741453628fe5", "TV-110"},
{ "5c0e774286f77468413cc5b2", "Blackjack 50"},
{ "5c0e805e86f774683f3dd637", "Paratus"},
{ "5c0e842486f77443a74d2976", "1Sch FShield"},
{ "5c0e874186f7745dc7616606", "Maska 1Sch"},
{ "5c0e9f2c86f77432297fe0a3", "Commando "},
{ "5c127c4486f7745625356c13", "Magbox"},
{ "5c165d832e2216398b5a7e36", "Tactical Sport"},
{ "5c178a942e22164bef5ceca3", "Chops"},
{ "5c1793902e221602b21d3de2", "CP Ears"},
{ "5c17a7ed2e2216152142459c", "Airframe Tan"},
{ "5c1a1cc52e221602b3136e3d", "M Frame"},
{ "5c1a1e3f2e221602b66cc4c2", "Beard"},
{ "5ca20abf86f77418567a43f2", "Triton"},
{ "5ca20d5986f774331e7c9602", "Berkut"},
{ "5ca20ee186f774799474abc2", "Vulkan-5"},
{ "5ca2113f86f7740b2547e1d2", "FShield"},
{ "5ca2151486f774244a3b8d30", "Redut-M"},
{ "5ca21c6986f77479963115a7", "Redut-T5"},
{ "5d235bb686f77443f4331278", "SICC"},
{ "5d5d646386f7742797261fd9", "6B3TM-01M"},
{ "5d5d85c586f774279a21cbdb", "D3CRX"},
{ "5d5d87f786f77427997cfaef", "A18"},
{ "5d5d8ca986f7742798716522", "MRig"},
{ "5d5d940f86f7742797262046", "Mechanism"},
{ "5d5e7d28a4b936645d161203", "TC-2001"},
{ "5d5e9c74a4b9364855191c40", "TC-2002"},
{ "5d5fca1ea4b93635fd598c07", "Crossbow"},
{ "5d6d2e22a4b9361bd5780d05", "Gascan"},
{ "5d6d2ef3a4b93618084f58bd", "Aviator"},
{ "5d6d3716a4b9361bc8618872", "LSHZ-2DTM"},
{ "5d6d3829a4b9361bc8618943", "FShield"},
{ "5d6d3943a4b9360dbc46d0cc", "Cover"},
{ "5d6d3be5a4b9361bc73bc763", "Aventail"},
{ "5d96141523f0ea1b7f2aacab", "'Door Kicker'"},
{ "5df8a2ca86f7740bfe6df777", "6B2"},
{ "5df8a42886f77412640e2e75", "MPPV"},
{ "5df8a4d786f77412672a1e3b", "6SH118"},
{ "5df8a58286f77412631087ed", "Tank helmet"},
{ "5e00c1ad86f774747333222c", "EXFIL"},
{ "5e00cdd986f7747473332240", "FShield"},
{ "5e00cfa786f77469dc6e5685", "TW Ears"},
{ "5e01ef6886f77445f643baa4", "EXFIL"},
{ "5e01f31d86f77465cf261343", "TW Ears"},
{ "5e01f37686f774773c6f6c15", "FShield"},
{ "5e2af55f86f7746d4159f07c", "Grenades"},
{ "5e4abb5086f77406975c9342", "Slick"},
{ "5e4abc1f86f774069619fbaa", "Bank Robber"},
{ "5e4abc6786f77406812bd572", "SFMP"},
{ "5e4abfed86f77406a2713cf7", "Tarzan"},
{ "5e4ac41886f77406a511c9a8", "AACPC"},
{ "5e4bfc1586f774264f7582d3", "TC 800"},
{ "5e4d34ca86f774264f758330", "Razor"},
{ "5e54f76986f7740366043752", "Shroud"},
{ "5e54f79686f7744022011103", "Plague mask"},
{ "5e71f6be86f77429f2683c44", "Rivals"},
{ "5e71f70186f77429ee09f183", "Rivals"},
{ "5e71fad086f77422443d4604", "Rivals"},
{ "5e9dacf986f774054d6b89f4", "Defender-2"},
{ "5e9db13186f7742f845ee9d3", "LBT-1961A"},
{ "5e9dcf5986f7746c417435b3", "Day Pack"},
{ "5ea058e01dbce517f324b3e2", "Heavy Trooper"},
{ "5ea05cf85ad9772e6624305d", "TK Fast MT"},
{ "5ea17ca01412a1425304d1c0", "Bastion"},
{ "5ea18c84ecf1982c7712d9a2", "Bastion"},

info:
Code:

{ "590c37d286f77443be3d7827", "SAS"},
{ "590c392f86f77444754deb29", "SSD"},
{ "590c621186f774138d11ea29", "Flash drive"},
{ "590c639286f774151567fa95", "Manual"},
{ "590c645c86f77412b01304d9", "Diary"},
{ "590c651286f7741e566b6461", "Diary"},
{ "5c12613b86f7743bbe2c3f76", "Intelligence"},

keys:
Code:

{ "5448ba0b4bdc2d02308b456c", "Factory"},
{ "5672c92d4bdc2d180f8b4567", "Room 118 Key"},
{ "5780cda02459777b272ede61", "306 Key"},
{ "5780cf692459777de4559321", "315 Key"},
{ "5780cf722459777a5108b9a1", "308 Key"},
{ "5780cf7f2459777de4559322", "Mark.Key"},
{ "5780cf942459777df90dcb72", "Room 214 Key"},
{ "5780cf9e2459777df90dcb73", "Room 218 Key"},
{ "5780cfa52459777dfb276eb1", "Room 220 Key"},
{ "5780d0532459777a5108b9a2", "Customs key"},
{ "5780d0652459777df90dcb74", "Gas station"},
{ "5780d07a2459777de4559324", "Cabin key"},
{ "57a349b2245977762b199ec7", "Key"},
{ "5913611c86f77479e0084092", "Cabin key"},
{ "5913651986f774432f15d132", "Sixpack"},
{ "59136a4486f774447a1ed172", "Gdesk"},
{ "59136e1e86f774432f15d133", "110 Key"},
{ "59136f6f86f774447a1ed173", "Key"},
{ "591382d986f774465a6413a7", "105 Key"},
{ "591383f186f7744a4c5edcf3", "104 Key"},
{ "5913877a86f774432f15d444", "Storage"},
{ "5913915886f774123603c392", "Checkpoint"},
{ "5914578086f774123569ffa4", "108 Key"},
{ "59148c8a86f774197930e983", "Room 204 Key"},
{ "59148f8286f7741b951ea113", "Safe"},
{ "591ae8f986f77406f854be45", "Yotota"},
{ "591afe0186f77431bd616a11", "ZB-014"},
{ "5937ee6486f77408994ba448", "Key"},
{ "5938144586f77473c2087145", "Key"},
{ "5938504186f7740991483f30", "Room 203 Key"},
{ "593858c486f774253a24cb52", "Key"},
{ "5938603e86f77435642354f4", "206 Key"},
{ "59387a4986f77401cc236e62", "114 Key"},
{ "5938994586f774523a425196", "103 Key"},
{ "593962ca86f774068014d9af", "Unk. key"},
{ "593aa4be86f77457f56379f8", "303 Key"},
{ "5a0dc45586f7742f6b0b73e3", "San.104"},
{ "5a0dc95c86f77452440fc675", "San. 112"},
{ "5a0ea64786f7741707720468", "San.107"},
{ "5a0ea69f86f7741cd5406619", "San.108"},
{ "5a0ea79b86f7741d4a35298e", "Storeroom"},
{ "5a0eb38b86f774153b320eb0", "SMW"},
{ "5a0eb6ac86f7743124037a28", "Cottage"},
{ "5a0ec6d286f7742c0b518fb5", "San.205"},
{ "5a0ec70e86f7742c0b518fba", "San.207"},
{ "5a0ee30786f774023b6ee08f", "San.216"},
{ "5a0ee34586f774023b6ee092", "San.220"},
{ "5a0ee37f86f774023657a86f", "San.221"},
{ "5a0ee4b586f7743698200d22", "San.206 "},
{ "5a0ee62286f774369454a7ac", "San.209 "},
{ "5a0ee72c86f77436955d3435", "San.213"},
{ "5a0ee76686f7743698200d5c", "San.216"},
{ "5a0eeb1a86f774688b70aa5c", "San.303"},
{ "5a0eeb8e86f77461257ed71a", "San.309 "},
{ "5a0eebed86f77461230ddb3d", "San.325 "},
{ "5a0eec9686f77402ac5c39f2", "San.310 "},
{ "5a0eecf686f7740350630097", "San. 313 "},
{ "5a0eed4386f77405112912aa", "San.314"},
{ "5a0eedb386f77403506300be", "San.322 "},
{ "5a0eee1486f77402aa773226", "San.328 "},
{ "5a0eff2986f7741fd654e684", "Safe 321 "},
{ "5a0f006986f7741ffd2fe484", "Safe "},
{ "5a0f045e86f7745b0f0d0e42", "Safe "},
{ "5a0f068686f7745b0d4ea242", "Safe "},
{ "5a0f075686f7745bcc42ee12", "Safe "},
{ "5a0f08bc86f77478f33b84c2", "Safe "},
{ "5a0f0f5886f7741c4e32a472", "Safe "},
{ "5a13ee1986f774794d4c14cd", "San.323"},
{ "5a13eebd86f7746fd639aa93", "San.218 "},
{ "5a13ef0686f7746e5a411744", "San.219"},
{ "5a13ef7e86f7741290491063", "San.301 "},
{ "5a13f24186f77410e57c5626", "San.222 "},
{ "5a13f35286f77413ef1436b0", "San.226 "},
{ "5a13f46386f7741dd7384b04", "San.306 "},
{ "5a144bdb86f7741d374bbde0", "San.205 "},
{ "5a144dfd86f77445cb5a0982", "San.203 "},
{ "5a1452ee86f7746f33111763", "San.222 "},
{ "5a145d4786f7744cbb6f4a12", "San.306 "},
{ "5a145d7b86f7744cbb6f4a13", "San.308 "},
{ "5a145ebb86f77458f1796f05", "San.316 "},
{ "5ad5ccd186f774446d5706e9", "OLI Office"},
{ "5ad5cfbd86f7742c825d6104", "Log. Office"},
{ "5ad5d20586f77449be26d877", "OLI Ut."},
{ "5ad5d49886f77455f9731921", "Pow. Ut."},
{ "5ad5d64486f774079b080af8", "Pharmacy"},
{ "5ad5d7d286f77450166e0a89", "KIBA"},
{ "5ad5db3786f7743568421cce", "MES"},
{ "5ad7217186f7746744498875", "OLI"},
{ "5ad7242b86f7740a6a3abd43", "IDEA "},
{ "5ad7247386f7747487619dc3", "Goshan"},
{ "5addaffe86f77470b455f900", "KIBA 2"},
{ "5c1d0c5f86f7744bb2683cf0", "Blue"},
{ "5c1d0d6d86f7744bb2683e1f", "Yellow"},
{ "5c1d0dc586f7744baf2e7b79", "Green"},
{ "5c1d0efb86f7744baf2e7b7b", "Red"},
{ "5c1d0f4986f7744bb01837fa", "Black"},
{ "5c1e2a1e86f77431ea0ea84c", "Lk.MO"},
{ "5c1e2d1f86f77431e9280bee", "Lk.TA(w)"},
{ "5c1e495a86f7743109743dfb", "Violet"},
{ "5c1f79a086f7746ed066fb8f", "Lk.ASR"},
{ "5c94bbff86f7747ee735c08f", "Keycard"},
{ "5d08d21286f774736e7c94c3", "KSH"},
{ "5d80c60f86f77440373c4ece", "RB-BK"},
{ "5d80c62a86f7744036212b3f", "RB-VO"},
{ "5d80c66d86f774405611c7d6", "RB-AO"},
{ "5d80c6c586f77440351beef1", "RB-OB"},
{ "5d80c6fc86f774403a401e3c", "RB-TB"},
{ "5d80c78786f774403a401e3e", "RB-AK"},
{ "5d80c88d86f77440556dbf07", "RB-AM"},
{ "5d80c8f586f77440373c4ed0", "RB-OP"},
{ "5d80c93086f7744036212b41", "RB-MP11"},
{ "5d80c95986f77440351beef3", "RB-MP12"},
{ "5d80ca9086f774403a401e40", "RB-MP21"},
{ "5d80cab086f77440535be201", "RB-MP22"},
{ "5d80cb3886f77440556dbf09", "RB-PSP1"},
{ "5d80cb5686f77440545d1286", "RB-PS81"},
{ "5d80cb8786f774405611c7d9", "RB-PP"},
{ "5d80cbd886f77470855c26c2", "RB-MP13"},
{ "5d80ccac86f77470841ff452", "RB-ORB1"},
{ "5d80ccdd86f77474f7575e02", "RB-ORB2"},
{ "5d80cd1a86f77402aa362f42", "RB-ORB3"},
{ "5d8e0db586f7744450412a42", "RB-KORL"},
{ "5d8e0e0e86f774321140eb56", "RB-KPRL"},
{ "5d8e15b686f774445103b190", "HEPS"},
{ "5d8e3ecc86f774414c78d05e", "RB-GN"},
{ "5d947d3886f774447b415893", "RB-SMP"},
{ "5d947d4e86f774447b415895", "RB-KSM"},
{ "5d95d6be86f77424444eb3a7", "RB-PS82"},
{ "5d95d6fa86f77424484aa5e9", "RB-PSP2"},
{ "5d9f1fa686f774726974a992", "RB-ST"},
{ "5da46e3886f774653b7a83fe", "RB-RS"},
{ "5da5cdcd86f774529238fb9b", "RB-RH"},
{ "5da743f586f7744014504f72", "USEC key"},
{ "5e42c71586f7747f245e1343", "Med.St."},
{ "5e42c81886f7742a01529f57", "#11SR"},
{ "5e42c83786f7742a021fdf3c", "#21WS"},

maps:
Code:

{ "574eb85c245977648157eec3", "Factory"},
{ "5798a2832459774b53341029", "Customs"},
{ "5900b89686f7744e704a8747", "Woods"},
{ "5a8036fb86f77407252ddc02", "Shoreline"},
{ "5a80a29286f7742b25692012", "Resort"},
{ "5be4038986f774527d3fae60", "Interchange"},

medical:
Code:

{ "544fb25a4bdc2dfb738b4567", "Bandage"},
{ "544fb3364bdc2d34748b456a", "Splint"},
{ "544fb37f4bdc2dee738b4567", "Painkillers"},
{ "544fb3f34bdc2d03748b456a", "Morphine"},
{ "544fb45d4bdc2dee738b4568", "Salewa"},
{ "5751a25924597722c463c472", "Bandage"},
{ "5751a89d24597722aa0e8db0", "GoldenStar"},
{ "5755356824597772cb798962", "AI-2"},
{ "5755383e24597772cb798966", "Vaseline"},
{ "590c657e86f77412b013051d", "Grizzly"},
{ "590c661e86f7741e566b646a", "Car"},
{ "590c678286f77426c9660122", "IFAK"},
{ "590c695186f7741e566b64a2", "Augmentin"},
{ "5af0454c86f7746bf20992e8", "Alu Splint"},
{ "5af0548586f7743a532b7e99", "Ibuprofen"},
{ "5c0e530286f7747fa1419862", "Propital"},
{ "5c0e531286f7747fa54205c2", "SJ1 TGLabs"},
{ "5c0e531d86f7747fa23f4d42", "SJ6 TGLabs"},
{ "5c0e533786f7747fa23f4d47", "Zagustin"},
{ "5c0e534186f7747fa1419867", "eTG-c"},
{ "5c10c8fd86f7743d7d706df3", "Adrenaline"},
{ "5d02778e86f774203e7dedbe", "CMS"},
{ "5d02797c86f774203f38e30a", "Surv12"},

mods:
Code:

{ "5448c12b4bdc2d02308b456f", "PM 90-93"},
{ "5448c1d04bdc2dff2f8b4569", "GEN M3 20"},
{ "544909bb4bdc2d6f028b4577", "AN/PEQ-15"},
{ "544a378f4bdc2d30388b4567", "GEN M3 40"},
{ "544a37c44bdc2d25388b4567", "MAG5-60"},
{ "544a38634bdc2d58388b4568", "USGI A2"},
{ "544a3a774bdc2d3a388b4567", "HAMR"},
{ "558022b54bdc2dac148b458d", "EXPS3"},
{ "55802d5f4bdc2dac148b458e", "GEN M3 30"},
{ "55802f5d4bdc2dac148b458f", "MOE Pistol"},
{ "558032614bdc2de7118b4585", "BGV-MK46K Black"},
{ "559ba5b34bdc2d1f1a8b4582", "SV-98 polymer"},
{ "55d355e64bdc2d962f8b4569", "M4A1 Upper"},
{ "55d35ee94bdc2d61338b4568", "260mm AR-15 5.56x45"},
{ "55d3632e4bdc2d972f8b4569", "370mm AR-15 5.56x45"},
{ "55d448594bdc2d8c2f8b4569", "610mm MP-133 12ga"},
{ "55d4491a4bdc2d882f8b456e", "510mm MP-133 12ga"},
{ "55d449444bdc2d962f8b456d", "610mm MP-133 12ga"},
{ "55d44fd14bdc2d962f8b456e", "AR-15 Charge"},
{ "55d459824bdc2d892f8b4573", "KAC RIS"},
{ "55d45d3f4bdc2d972f8b456c", "МR-133 Beechwood"},
{ "55d45f484bdc2d972f8b456d", "Custom MP-133 plastic"},
{ "55d480c04bdc2d1d4e8b456a", "6L23"},
{ "55d481904bdc2d8c2f8b456a", "6L26"},
{ "55d482194bdc2d1d4e8b456b", "6L31"},
{ "55d4837c4bdc2d1d4e8b456c", "Saiga 545"},
{ "55d484b44bdc2d1d4e8b456d", "MP-133x6"},
{ "55d485804bdc2d8c2f8b456b", "MP-133x8"},
{ "55d485be4bdc2d962f8b456f", "PM/PPSH"},
{ "55d4887d4bdc2d962f8b4570", "STANAG"},
{ "55d48a634bdc2d8b2f8b456a", "SPRM"},
{ "55d48ebc4bdc2d8c2f8b456c", "Sprut"},
{ "55d4ae6c4bdc2d8b2f8b456e", "M4SS"},
{ "55d4af3a4bdc2d972f8b456f", "LPA2F"},
{ "55d4b9964bdc2d1d4e8b456e", "A2 Pistol"},
{ "55d5f46a4bdc2d1b198b4567", "CA2R"},
{ "55d614004bdc2d86028b4568", "MONSTER"},
{ "55d6190f4bdc2d87028b4567", "M MONSTER"},
{ "55f84c3c4bdc2d5f408b4576", "RIS II 9.5 FDE"},
{ "560835c74bdc2dc8488b456f", "510mm MP-133 12ga"},
{ "560836484bdc2d20478b456e", "540mm MP-133"},
{ "560836b64bdc2d57468b4567", "540mm MP-133 12ga"},
{ "560836fb4bdc2d773f8b4569", "660mm МR-133"},
{ "560837154bdc2da74d8b4568", "660mm MP-133 12ga"},
{ "5608373c4bdc2dc8488b4570", "710mm MP-133"},
{ "560837544bdc2de22e8b456e", "710mm MP-133 12ga"},
{ "560837824bdc2d57468b4568", "750mm MP-133"},
{ "5608379a4bdc2d26448b4569", "750mm MP-133 12ga"},
{ "560838c94bdc2d77798b4569", "RTC 12ga"},
{ "56083a334bdc2dc8488b4571", "133/153 Pl.g."},
{ "56083be64bdc2d20478b456f", "133/153 Pl.s."},
{ "56083cba4bdc2de22e8b456f", "133/153 W.s."},
{ "56083e1b4bdc2dc8488b4572", "SV-98 Rear"},
{ "56083eab4bdc2d26448b456a", "SV-98 HR"},
{ "560d657b4bdc2da74d8b4572", "Klesch"},
{ "560e620e4bdc2d724b8b456b", "SV-98 STD"},
{ "5648ac824bdc2ded0b8b457d", "RP-1"},
{ "5648ae314bdc2d3d1c8b457f", "CAA RS47"},
{ "5648b0744bdc2d363b8b4578", "6P20 Sb.6"},
{ "5648b1504bdc2d9d488b4584", "6P20 Sb.9"},
{ "5648b2414bdc2d3b4c8b4578", "M1-B"},
{ "5648b4534bdc2d3d1c8b4580", "B-10М B-19"},
{ "5648b62b4bdc2d9d488b4585", "GP-34"},
{ "5648b6ff4bdc2d3d1c8b4581", "ТТ 10000"},
{ "5649a2464bdc2d91118b45a8", "MPR45"},
{ "5649aa744bdc2ded0b8b457e", "6P20 0-20"},
{ "5649ab884bdc2ded0b8b457f", "DTK-1"},
{ "5649ad3f4bdc2df8348b4585", "6P4 Sb.8V"},
{ "5649ade84bdc2d1b2b8b4587", "6P1 Sb.8"},
{ "5649ae4a4bdc2d1b2b8b4588", "RК-3"},
{ "5649af094bdc2df8348b4586", "6P1 0-1"},
{ "5649af884bdc2d1b2b8b4589", "B-33"},
{ "5649b0544bdc2d1b2b8b458a", "6P1 Sb.2"},
{ "5649b0fc4bdc2d17108b4588", "6P20 Sb.7"},
{ "5649b1c04bdc2d16268b457c", "6P20 Sb.5"},
{ "5649b2314bdc2d79388b4576", "МЕ4"},
{ "5649be884bdc2d79388b4577", "CST"},
{ "5649d9a14bdc2d79388b4580", "ТТ01"},
{ "564ca99c4bdc2d16268b4589", "6L20"},
{ "564ca9df4bdc2d35148b4569", "6L18"},
{ "564caa3d4bdc2d17108b458e", "TGP-A"},
{ "56d59948d2720bb7418b4582", "9x19 P226"},
{ "56d5a1f7d2720bb3418b456a", "112mm P226 9x19"},
{ "56d5a2bbd2720bb8418b456a", "BPGripP226"},
{ "56d5a407d2720bb3418b456b", "P226 Slide"},
{ "56d5a661d2720bd8418b456b", "Sig #8FR"},
{ "56d5a77ed2720b90418b4568", "Sig #8R"},
{ "56deec93d2720bec348b4568", "750mm М -153 12ga"},
{ "56deed6ed2720b4c698b4583", "МP-153 Polymer"},
{ "56deee15d2720bee328b4567", "МP153x4"},
{ "56deeefcd2720bc8328b4568", "МP153x8"},
{ "56def37dd2720bec348b456a", "X400"},
{ "56e05a6ed2720bd0748b4567", "Bakelite PB"},
{ "56e05b06d2720bb2668b4586", "PB-S"},
{ "56ea6fafd2720b844b8b4593", "KX3"},
{ "56ea70acd2720b844b8b4594", "FF 4-16"},
{ "56ea7165d2720b6e518b4583", "BOTL"},
{ "56ea7293d2720b8d4b8b45ba", "SM220-239"},
{ "56ea8180d2720bf2698b456a", "KAC QDC"},
{ "56ea8222d2720b69698b4567", "SV-98 Bipod"},
{ "56ea8d2fd2720b7c698b4570", "PICBLOCK"},
{ "56eabcd4d2720b66698b4574", "MK12"},
{ "56eabf3bd2720b75698b4569", "MOE Stock"},
{ "570fd6c2d2720bc6458b457f", "553"},
{ "570fd721d2720bc5458b4596", "MRS"},
{ "570fd79bd2720bc7458b4583", "OKP-7"},
{ "571659bb2459771fb2755a12", "ECS FDE"},
{ "571a26d524597720680fbe8a", "116mm st. ТТ"},
{ "571a279b24597720b4066566", "121mm thr. TT"},
{ "571a282c2459771fb2755a69", "TT grips"},
{ "571a28e524597720b4066567", "TT silencer"},
{ "571a29dc2459771fb2755a6a", "tt-105"},
{ "57235b6f24597759bf5a30f1", "PVS-14"},
{ "57486e672459770abd687134", "OKP-7 Dove"},
{ "574dad8024597745964bf05c", "56-A-231 Sb.5"},
{ "574db213245977459a2f3f5d", "SKS Rear"},
{ "576167ab2459773cad038c43", "SOK-12 P.T."},
{ "576169e62459773c69055191", "Sb.7-1"},
{ "57616a9e2459773c7a400234", "Sb.5"},
{ "57616c112459773cce774d66", "Sb.0-2"},
{ "57616ca52459773c69055192", "SOK-12АК Stock"},
{ "576a5ed62459771e9c2096cb", "9x19 MP-443"},
{ "576a63cd2459771e796e0e11", "P.grip.MP443"},
{ "576a7c512459771e796e0e17", "B-8"},
{ "576fd4ec2459777f0b518431", "PSO 1M2-1"},
{ "577d128124597739d65d0e56", "FFWB"},
{ "577d141e24597739c5255e01", "FF3"},
{ "57838c962459774a1651ec63", "VSS suppressor"},
{ "57838e1b2459774a256959b1", "VSS Rear"},
{ "57838f0b2459774a256959b2", "6L24"},
{ "57838f9f2459774a150289a0", "6L25"},
{ "578395402459774a256959b5", "Ksk VSS"},
{ "578395e82459774a0e553c7b", "VSS Stock"},
{ "57a3459f245977764a01f703", "B-3"},
{ "57a9b9ce2459770ee926038d", "SOK12 RS"},
{ "57ac965c24597706be5f975c", "DR1/4x"},
{ "57aca93d2459771f2c7e26db", "DR1/4xFDE"},
{ "57acb6222459771ec34b5cb0", "043-02"},
{ "57ade1442459771557167e15", "Baskak"},
{ "57adff4f24597737f373b6e6", "BRAVO4"},
{ "57ae0171245977343c27bfcf", "PK-06"},
{ "57af48872459771f0b2ebf11", "OMRG FDE"},
{ "57c44dd02459772d2e0ae249", "VAL suppressor"},
{ "57c44e7b2459772d28133248", "AS VAL rear sight"},
{ "57c44f4f2459772d2c627113", "VAL Dust cover"},
{ "57c44fa82459772d2d75e415", "VAL pol."},
{ "57c450252459772d28133253", "VAL Stock"},
{ "57c55efc2459772d2c6271e7", "OMRG Black"},
{ "57c55f092459772d291a8463", "OMRG GE"},
{ "57c55f112459772d28133310", "OMRG GG"},
{ "57c55f172459772d27602381", "OMRG OD"},
{ "57c5ac0824597754771e88a9", "3-24x42"},
{ "57c69dd424597774c03b7bbc", "30mm Mount"},
{ "57c9a89124597704ee6faec1", "226FDE"},
{ "57cff947245977638e6f2a19", "MOE AKM"},
{ "57cffb66245977632f391a99", "AFG M-LOK"},
{ "57cffcd624597763133760c5", "AFG M-LOK"},
{ "57cffcdd24597763f5110006", "AFG M-LOK"},
{ "57cffce524597763b31685d8", "AFG M-LOK"},
{ "57cffd8224597763b03fc609", "MOE AKM"},
{ "57cffddc24597763133760c6", "MOE AKM"},
{ "57cffe0024597763b03fc60b", "MOE AKM"},
{ "57cffe20245977632f391a9d", "MOE AKM"},
{ "57d14e1724597714010c3f4b", "PP91 Std"},
{ "57d1519e24597714373db79d", "PP91 Std"},
{ "57d152ec245977144076ccdf", "PP91 Pol"},
{ "57d17c5e2459775a5c57d17d", "WF501B"},
{ "57d17e212459775a1179a0f5", "25 mm ring"},
{ "57da93632459771cb65bf83f", "NT-4 blk."},
{ "57dbb57e2459774673234890", "NT-4 FDE"},
{ "57dc324a24597759501edc20", "6P26 0-20"},
{ "57dc32dc245977596d4ef3d3", "6P26 Sb.6"},
{ "57dc334d245977597164366f", "6P26 Sb.7"},
{ "57dc347d245977596754e7a1", "6P26 Sb.5"},
{ "57e3dba62459770f0c32322b", "6P4 Sb.9"},
{ "57ee59b42459771c7b045da5", "Kedr RIS"},
{ "57f3a5ae2459772b0e0bf19e", "PSO eyecup"},
{ "57f3c7e024597738ea4ba286", "PP-91-01 muzzlethread"},
{ "57f3c8cc2459773ec4480328", "PP-91-01 suppressor"},
{ "57fd23e32459772d0805bcf1", "LS321"},
{ "57ffa9f4245977728561e844", "B-11"},
{ "57ffaea724597779f52b3a4d", "B-12"},
{ "57ffb0062459777a045af529", "B-18"},
{ "57ffb0e42459777d047111c5", "PBS-4"},
{ "5827272a24597748c74bdeea", "MTU002 L"},
{ "58272b392459774b4c7b3ccd", "MTU002 S"},
{ "58272b842459774abc128d50", "CSS-SRM-L"},
{ "58272d7f2459774f6311ddfd", "GK-02"},
{ "5839a7742459773cf9693481", "AKS-74UB D.c."},
{ "58491f3324597764bc48fa02", "XPS3-0"},
{ "584924ec24597768f12ae244", "XPS3-2"},
{ "584984812459776a704a82a6", "P1X42"},
{ "587de4282459771bca0ec90b", "P226 tr. 9x19"},
{ "587de5ba2459771c0f1e8a58", "P226 protection cap"},
{ "587df3a12459772c28142567", "SKS int."},
{ "587df583245977373c4f1129", "SKS-A5"},
{ "587e0531245977466077a0f7", "OP-SKS W.s."},
{ "587e08ee245977446b4410cf", "OPSKS DT"},
{ "588200af24597742fa221dfb", "610mm М -153 12ga"},
{ "588200c224597743990da9ed", "660mm М -153 12ga"},
{ "588200cf2459774414733d55", "710mm М -153 12ga"},
{ "5882163224597757561aa920", "МP153x7"},
{ "5882163824597757561aa922", "МP153x6"},
{ "5882163e24597758206fee8c", "МP153x5"},
{ "588226d124597767ad33f787", "AFG blk."},
{ "588226dd24597767ad33f789", "AFG FDE"},
{ "588226e62459776e3e094af7", "AFG FG"},
{ "588226ef24597767af46e39c", "AFG OD"},
{ "5888945a2459774bf43ba385", "DVL-10 500mm .308"},
{ "5888956924597752983e182d", "DVL-10 M2 660mm .308"},
{ "5888961624597754281f93f3", "Harris HBR"},
{ "5888976c24597754281f93f5", "DVL-10 М2"},
{ "5888988e24597752fe43a6fa", "DVL-10"},
{ "5888996c24597754281f9419", "DVL-10 М2 MBr"},
{ "58889c7324597754281f9439", "DVL-10 MD"},
{ "58889d0c2459775bc215d981", "LOBAEV Arms Stock"},
{ "588b56d02459771481110ae2", "RIS II 9.5 BLK"},
{ "58949dea86f77409483e16a8", "MPX A2"},
{ "58949edd86f77409483e16a9", "MPX Charge"},
{ "58949fac86f77409483e16aa", "MPX Charge"},
{ "5894a05586f774094708ef75", "9x19 MPX"},
{ "5894a13e86f7742405482982", "MCX/MPX early"},
{ "5894a2c386f77427140b8342", "203mm MPX 9x19"},
{ "5894a42086f77426d2590762", "MPX Gen. 1"},
{ "5894a51286f77426d13baf02", "MPX p. grip"},
{ "5894a5b586f77426d2590767", "MPX 1 gen."},
{ "5894a73486f77426d259076c", "SIG Front Flip Up"},
{ "5894a81786f77427140b8347", "SIG Rearsight Flip Up"},
{ "58a56f8d86f774651579314c", "2In. Gen1"},
{ "58a5c12e86f7745d585a2b9e", "4In. Gen1"},
{ "58ac1bf086f77420ed183f9f", "SIG F.K."},
{ "58aeaaa886f7744fc1560f81", "165mm MPXSD 9x19"},
{ "58aeac1b86f77457c419f475", "MPX-SD"},
{ "58c157be86f77403c74b2bb6", "BGV-MK46K FDE"},
{ "58c157c886f774032749fb06", "BGV-MK46K FG"},
{ "58d2664f86f7747fec5834f6", "DPCSM"},
{ "58d268fc86f774111273f8c2", "DP"},
{ "58d2912286f7744e27117493", "RBP"},
{ "58d2946386f774496974c37e", "MOE Stock FDE"},
{ "58d2946c86f7744e271174b5", "MOE Stock FG"},
{ "58d2947686f774485c6a1ee5", "MOE Stock OD"},
{ "58d2947e86f77447aa070d53", "MOE Stock SG"},
{ "58d399e486f77442e0016fe7", "T-1"},
{ "58d39b0386f77443380bf13c", "AMSH"},
{ "58d39d3d86f77445bb794ae7", "AMM"},
{ "591aef7986f774139d495f03", "M7A1PDW"},
{ "591af10186f774139d495f0e", "M7A1PDW"},
{ "591af28e86f77414a27a9e1d", "UVG Tactical"},
{ "591c4e1186f77410354b316e", "Cobra shade"},
{ "591c4efa86f7741030027726", "EKP-8-18"},
{ "591ee00d86f774592f7b841e", "Cobra"},
{ "5926c0df86f77462f647f764", "MP5 Upper"},
{ "5926c32286f774616e42de99", "MP5 Cocking"},
{ "5926c36d86f77467a92a8629", "MP5WT"},
{ "5926c3b286f774640d189b6b", "9x19 MP5"},
{ "5926d2be86f774134d668e4e", "MP5 Drum Rearsight"},
{ "5926d33d86f77410de68ebc0", "MP5SD suppressor"},
{ "5926d3c686f77410de68ebc8", "HK A2"},
{ "5926d40686f7740f152b6b7e", "HK A3"},
{ "5926dad986f7741f82604363", "MFIHKMOUNT"},
{ "5926e16e86f7742f5a0f7ecb", "3 Lug"},
{ "5926f2e086f7745aae644231", "MP5SD"},
{ "5926f34786f77469195bfe92", "MP5SD HG"},
{ "593d1fa786f7746da62d61ac", "SKS SOCOM"},
{ "593d489686f7745c6255d58a", "Hexagon AKM"},
{ "593d490386f7745ee97a1555", "Hexagon SKS"},
{ "593d493f86f7745e6b2ceb22", "Hexagon AK-74"},
{ "5943ee5a86f77413872d25ec", "PWS CQB"},
{ "5943eeeb86f77412d6384f6b", "PWS CQB 74"},
{ "5947c73886f7747701588af5", "BUS"},
{ "5947db3f86f77447880cf76f", "EKP-8-02"},
{ "5947e98b86f774778f1448bc", "UBR GEN2"},
{ "5947eab886f77475961d96c5", "UBR GEN2"},
{ "5947f92f86f77427344a76b1", "SAW"},
{ "5947fa2486f77425b47c1a9b", "SAW"},
{ "595cf16b86f77427440c32e2", "LVOA-S blk."},
{ "595cfa8b86f77427437e845b", "LVOA-C blk."},
{ "5998517986f7746017232f7e", "p. grip PP-19-01"},
{ "599851db86f77467372f0a18", "Stock PP-19-01"},
{ "5998529a86f774647f44f421", "9x19 Sb.7"},
{ "5998597786f77414ea6da093", "PP-19-01 Br"},
{ "5998598e86f7740b3f498a86", "Saiga-9 Br"},
{ "59985a6c86f77414ec448d17", "rec.cov. Vityaz-SN"},
{ "59985a8086f77414ec448d1a", "rec.cov. Vityaz"},
{ "599860ac86f77436b225ed1a", "9x19 PP-19-01"},
{ "599860e986f7743bb57573a6", "Rear sight PP-19-01"},
{ "59bfc5c886f7743bf6794e62", "Vityaz sil."},
{ "59bfe68886f7746004266202", "MUR-1S Upper"},
{ "59bffbb386f77435b379b9c2", "Hybrid 46"},
{ "59bffc1f86f77435b128b872", "DT Mount"},
{ "59c0ec5b86f77435b128bfca", "Hexagon 12K"},
{ "59c1383d86f774290a37e0ca", "PMAG D-60"},
{ "59c63b4486f7747afb151c1c", "SD TRR"},
{ "59c6633186f7740cf0493bb9", "AK 74 G.Tube"},
{ "59ccd11386f77428f24a488f", "PP-19-01 g.tube"},
{ "59ccfdba86f7747f2109a587", "M1-B"},
{ "59d36a0086f7747e673f3946", "AKS74U G.tube"},
{ "59d625f086f774661516605d", "AK55"},
{ "59d6272486f77466146386ff", "Pmag30 AK/AKM GEN M3"},
{ "59d64ec286f774171d1e0a42", "6P1 Sb.1-2"},
{ "59d64f2f86f77417193ef8b3", "6P1 Sb.6-1"},
{ "59d64fc686f774171b243fe2", "6P1 0-14"},
{ "59d6507c86f7741b846413a2", "6P1 0-1"},
{ "59d650cf86f7741b846413a4", "6P1 Sb.2-1"},
{ "59d6514b86f774171a068a08", "6P1 Sb.5"},
{ "59d790f486f77403cb06aec6", "Predator Pro v3 XHP35"},
{ "59db3a1d86f77429e05b4e92", "GRAL-S"},
{ "59db3acc86f7742a2c4ab912", "Stark AR RG"},
{ "59db3b0886f77429d72fb895", "Stark AR RG"},
{ "59db7e1086f77448be30ddf3", "TA11D"},
{ "59db7eed86f77461f8380365", "TA51"},
{ "59e0bdb186f774156f04ce82", "2In. CASV"},
{ "59e0be5d86f7742d48765bd2", "4 in. CASV"},
{ "59e0bed186f774156f04ce84", "6In. CASV"},
{ "59e5d83b86f7745aed03d262", "AK custom"},
{ "59e5f5a486f7746c530b3ce2", "6P2 Sb-11"},
{ "59e61eb386f77440d64f5daf", "VPO-136"},
{ "59e6227d86f77440d64f5dc2", "VPO-136"},
{ "59e6284f86f77440d569536f", "VPO-136"},
{ "59e62cc886f77440d40b52a1", "AKM bak."},
{ "59e6318286f77444dd62c4cc", "Molot bak."},
{ "59e6449086f7746c9f75e822", "АКM type"},
{ "59e649f986f77411d949b246", "AKM Type"},
{ "59e8977386f77415a553c453", "VPO-209"},
{ "59e898ee86f77427614bd225", "VPO-209"},
{ "59e89d0986f77427600d226e", "VPO-209"},
{ "59e8a00d86f7742ad93b569c", "VPO-209"},
{ "59eb7ebe86f7740b373438ce", "6P29M"},
{ "59ecc28286f7746d7a68aa8c", "PT 74S"},
{ "59ecc3dd86f7746dc827481c", "PT-3"},
{ "59f8a37386f7747af3328f06", "Shift"},
{ "59f99a7d86f7745b134aa97b", "9x21 SR1-MP"},
{ "59f9d81586f7744c7506ee62", "UH-1"},
{ "59fafc5086f7740dbe19f6c3", "AK30"},
{ "59fafc9386f774067d462453", "AK30"},
{ "59fb137a86f7740adb646af1", "Monster Claw"},
{ "59fb257e86f7742981561852", "DTK-4M"},
{ "59fb375986f7741b681b81a6", "UFM"},
{ "59fc48e086f77463b1118392", "RVG blk."},
{ "59ff3b6a86f77477562ff5ed", "6P4 Sb.1-19"},
{ "5a0060fc86f7745793204432", "AKMS al."},
{ "5a0071d486f77404e23a12b2", "AKM wood"},
{ "5a01ad4786f77450561fda02", "VDM CS"},
{ "5a01c29586f77474660c694c", "6L10"},
{ "5a0abb6e1526d8000a025282", "TT AKM"},
{ "5a0c59791526d8dba737bba7", "6G15U"},
{ "5a0d63621526d8dba31fe3bf", "PBS-1"},
{ "5a0d716f1526d8000d26b1e2", "AKML"},
{ "5a0eb980fcdbcb001a3b00a6", "AKMB"},
{ "5a0ed824fcdbcb0176308b0d", "AKMP"},
{ "5a0f096dfcdbcb0176308b15", "AKMP"},
{ "5a16b8a9fcdbcb00165aa6ca", "TATM"},
{ "5a16b93dfcdbcbcae6687261", "DDT"},
{ "5a17fb03fcdbcbcae668728f", "APS std."},
{ "5a17fb9dfcdbcbcae6687291", "APB stock"},
{ "5a17fc70fcdbcb0176308b3d", "APS Bakelite"},
{ "5a1eaa87fcdbcb001865f75e", "REAP-IR"},
{ "5a1eacb3fcdbcb09800872be", "REAP-IR eyecup"},
{ "5a1ead28fcdbcb001912fa9f", "DLOC-IRD"},
{ "5a27b281c4a28200741e1e52", "SR1MP 1x"},
{ "5a27b3d0c4a282000d721ec1", "SR1MP s.mount"},
{ "5a27b6bec4a282000e496f78", "SR1MP"},
{ "5a27bad7c4a282000b15184b", "SR1MP 4x"},
{ "5a329052c4a28200741e22d3", "RSASS"},
{ "5a32a064c4a28200741e22de", "Osprey 9"},
{ "5a32aa0cc4a28232996e405f", "RM50"},
{ "5a32aa8bc4a2826c6e06d737", "RMR"},
{ "5a339805c4a2826c6e06d73d", "MIAD Pistol"},
{ "5a33a8ebc4a282000c5a950d", "Alpha 9"},
{ "5a33b2c9c4a282000c5a9511", "RM33"},
{ "5a33b652c4a28232996e407c", "AC32062"},
{ "5a33bab6c4a28200741e22f8", "RM35"},
{ "5a33ca0fc4a282000d72292f", "CA2"},
{ "5a33cae9c4a28232980eb086", "PRS GEN2"},
{ "5a33e75ac4a2826c6e06d759", "HA CQR"},
{ "5a34f7f1c4a2826c6e06d75d", "18' AR-10"},
{ "5a34fae7c4a2826c6e06d760", "22' AR-10"},
{ "5a34fbadc4a28200741e230a", "JPGS6"},
{ "5a34fd2bc4a282329a73b4c5", "Blackout 51T"},
{ "5a34fe59c4a282000b1521a2", "SDN-6"},
{ "5a3501acc4a282000d72293a", "PMAG 20 7.62"},
{ "5a351711c4a282000b1521a4", "X-5 MP5"},
{ "5a37ca54c4a282000d72296a", "JP 30mm"},
{ "5a37cb10c4a282329a73b4e7", "6.5-20x50"},
{ "5a38ed75c4a28232996e40c6", "Sb.3x4"},
{ "5a38ee51c4a282000c5a955c", "20-01 Sb.3x2"},
{ "5a38eecdc4a282329a73b512", "TOZ-106 PG"},
{ "5a38ef1fc4a282000b1521f6", "TOZ-106 Stock"},
{ "5a398ab9c4a282000c5a9842", "SCRA"},
{ "5a398b75c4a282000a51a266", "PRA"},
{ "5a5f1ce64f39f90b401987bc", "2IRS"},
{ "5a69a2ed8dc32e000d46d1f1", "Rotor 43 buffer"},
{ "5a6b585a8dc32e5a9c28b4f1", "AW TP"},
{ "5a6b592c8dc32e00094b97bf", "DD TP"},
{ "5a6b59a08dc32e000b452fb7", "SAI TP"},
{ "5a6b5b8a8dc32e001207faf3", "Glock 9x19 AW"},
{ "5a6b5e468dc32e001207faf5", "Glock 9x19 DD"},
{ "5a6b5ed88dc32e000c52ec86", "Glock 9x19 SAI"},
{ "5a6b5f868dc32e000a311389", "G17 9x19"},
{ "5a6b60158dc32e000a31138b", "G17 9x19 comp"},
{ "5a6f58f68dc32e000a311390", "Glock FS"},
{ "5a6f5d528dc32e00094b97d9", "Glock RS"},
{ "5a6f5e048dc32e00094b97da", "Glock slide"},
{ "5a6f5f078dc32e00094b97dd", "Glock Viper Cut"},
{ "5a702d198dc32e000b452fc3", "Glock AW"},
{ "5a7033908dc32e000a311392", "Glock AW C"},
{ "5a70366c8dc32e001207fb06", "Glock DD"},
{ "5a7037338dc32e000d46d257", "G 3 Port"},
{ "5a705e128dc32e000d46d258", "G AW"},
{ "5a718b548dc32e000d46d262", "9x19 Glock"},
{ "5a718da68dc32e000d46d264", "G PMAG 21"},
{ "5a718f958dc32e00094b97e7", "G 50rnd"},
{ "5a71e0048dc32e000c52ecc8", "G FS ZT"},
{ "5a71e0fb8dc32e00094b97f2", "G RS ZT"},
{ "5a71e1868dc32e00094b97f3", "ZT AP"},
{ "5a71e22f8dc32e00094b97f4", "G ZT Hex"},
{ "5a71e4f48dc32e001207fb26", "G ZT Spart"},
{ "5a787ebcc5856700142fdd98", "508mm M870 FS"},
{ "5a787f25c5856700186c4ab9", "355mm M870"},
{ "5a787f7ac5856700177af660", "508mm M870"},
{ "5a787fadc5856700155a6ca1", "660mm M870"},
{ "5a787fdfc5856700142fdd9a", "325mm M870"},
{ "5a788031c585673f2b5c1c79", "PR870"},
{ "5a788068c5856700137e4c8f", "MOE 870"},
{ "5a788089c5856700142fdd9c", "Speedfeed"},
{ "5a7880d0c5856700142fdd9d", "SPS M870"},
{ "5a78813bc5856700186c4abe", "SGA M870"},
{ "5a788169c5856700142fdd9e", "Raptor"},
{ "5a7882dcc5856700177af662", "M870x4"},
{ "5a78830bc5856700137e4c90", "M870x7"},
{ "5a78832ec5856700155a6ca3", "M870x10"},
{ "5a789261c5856700186c65d3", "MT Clamp"},
{ "5a7893c1c585673f2b5c374d", "mtu028sg"},
{ "5a78948ec5856700177b1124", "XS Short"},
{ "5a7ad0c451dfba0013379712", "4Port"},
{ "5a7ad1fb51dfba0013379715", "LW 9"},
{ "5a7ad2e851dfba0016153692", "Big Stick"},
{ "5a7ad4af51dfba0013379717", "G Base"},
{ "5a7ad55551dfba0015068f42", "G Ti Sh"},
{ "5a7ad74e51dfba0015068f45", "FD917"},
{ "5a7afa25e899ef00135e31b0", "PS9"},
{ "5a7b32a2e899ef00135e345a", "G4"},
{ "5a7b483fe899ef0016170d15", "XC1"},
{ "5a7b4900e899ef197b331a2a", "UM3"},
{ "5a7b4960e899ef197b331a2d", "Pach RG"},
{ "5a7c147ce899ef00150bd8b8", "VP-09"},
{ "5a7c74b3e899ef0014332c29", "NSPU-M"},
{ "5a7d90eb159bd400165484f1", "Glock SE"},
{ "5a7d9104159bd400134c8c21", "Glock TFX"},
{ "5a7d9122159bd4001438dbf4", "Glock SE"},
{ "5a7d912f159bd400165484f3", "TFX"},
{ "5a7dbfc1159bd40016548fde", "CQR"},
{ "5a800961159bd4315e3a1657", "GL21"},
{ "5a9548c9159bd400133e97b3", "TL-99"},
{ "5a957c3fa2750c00137fa5f7", "XRSU47SU"},
{ "5a966ec8a2750c00171b3f36", "B&T 3x"},
{ "5a966f51a2750c00156aacf6", "SAI-02"},
{ "5a9685b1a2750c0032157104", "Glock Moto Cut"},
{ "5a9d56c8a2750c0032157146", "TRAX 1"},
{ "5a9d6d00a2750c5c985b5305", "4 in. SI"},
{ "5a9d6d13a2750c00164f6b03", "6In. SI"},
{ "5a9d6d21a2750c00137fa649", "Bridge"},
{ "5a9d6d34a2750c00141e07da", "TRAX 2"},
{ "5a9e81fba2750c00164f6b11", "SR3M.130"},
{ "5a9ea27ca2750c00137fa672", "Dynacomp"},
{ "5a9eb32da2750c00171b3f9c", "GL Shock"},
{ "5a9fb739a2750c003215717f", "Rotor43 9x19"},
{ "5a9fbacda2750c00141e080f", "Rotor43 7.62x39"},
{ "5a9fbb74a2750c0032157181", "Rotor43 .366TKM"},
{ "5a9fbb84a2750c00137fa685", "Rotor43 5.56x45"},
{ "5a9fc7e6a2750c0032157184", "B-3 combo"},
{ "5aa66a9be5b5b0214e506e89", "NF 34mm"},
{ "5aa66be6e5b5b0214e506e97", "NF 7-35x56"},
{ "5aa66c72e5b5b00016327c93", "NF 34mm RIS"},
{ "5aaa4194e5b5b055d06310a5", "Pmag30 AK74 GEN M3"},
{ "5aaa5dfee5b5b000140293d3", "GEN M3 30"},
{ "5aaa5e60e5b5b000140293d6", "GEN M3 10"},
{ "5aaf8a0be5b5b00015693243", "M1A 20 7.62"},
{ "5aaf8e43e5b5b00015693246", "Socom16"},
{ "5aaf9d53e5b5b00015042a52", "16' M1A 7.62x51"},
{ "5aafa1c2e5b5b00015042a56", "Socom 16 MB"},
{ "5aafa49ae5b5b00015042a58", " .125 blade"},
{ "5ab24ef9e5b5b00fe93c9209", "Socom 16 Upper"},
{ "5ab372a310e891001717f0d8", "S.A.S.S."},
{ "5ab3afb2d8ce87001660304d", "Socom 16 Th"},
{ "5ab626e4d8ce87272e4c6e43", "6P21 Sb.5"},
{ "5aba62f8d8ce87001943946b", "APS FS"},
{ "5aba637ad8ce87001773e17f", "APS RS"},
{ "5aba639ed8ce8700182ece67", "APB RS"},
{ "5abcbb20d8ce87001773e258", "M14 135"},
{ "5abcc328d8ce8700194394f3", "APB 9x18PM"},
{ "5abcd472d8ce8700166032ae", "6P4N Sb.1-19"},
{ "5ac50c185acfc400163398d4", "6P34 Sb.15"},
{ "5ac50da15acfc4001718d287", "6P34 0-1"},
{ "5ac66bea5acfc43b321d4aec", "АК-103 Mag"},
{ "5ac66c5d5acfc4001718d314", "6L29"},
{ "5ac72e475acfc400180ae6fe", "6P20 Sb.2"},
{ "5ac72e615acfc43f67248aa0", "AK-101 MB"},
{ "5ac72e725acfc400180ae701", "6P44 0-20"},
{ "5ac72e7d5acfc40016339a02", "AK-103 MB"},
{ "5ac72e895acfc43b321d4bd5", "6P46 0-20"},
{ "5ac72e945acfc43f3b691116", "6P44 0-20"},
{ "5ac733a45acfc400192630e2", "6P44 Sb.1-30"},
{ "5ac7655e5acfc40016339a19", "6P20 0-20"},
{ "5ac78eaf5acfc4001926317a", "PT 74M/100"},
{ "5addba3e5acfc4001669f0ab", ".062 blade"},
{ "5addbac75acfc400194dbc56", "22' M1A 7.62x51"},
{ "5addbb6e5acfc408fb1393fd", "National Match MB"},
{ "5addbb825acfc408fb139400", "JP MB M14"},
{ "5addbb945acfc4001a5fc44e", "Good Iron"},
{ "5addbba15acfc400185c2854", "Vortex DC"},
{ "5addbbb25acfc40015621bd9", "Phantom"},
{ "5addbf175acfc408fb13965b", "Archangel"},
{ "5addbfbb5acfc400194dbcf7", "Ultimak M8"},
{ "5addbfd15acfc40015621bde", "Mini Scout"},
{ "5addbfe15acfc4001a5fc58b", "Arms 18"},
{ "5addbfef5acfc400185c2857", "UTG 4 "},
{ "5addbffe5acfc4001714dfac", "M14 DCSB"},
{ "5addc00b5acfc4001669f144", "CASV 14"},
{ "5addc7005acfc4001669f275", "M14ALCS(MOD. 0)"},
{ "5addc7ac5acfc400194dbd90", "M14ALCS Stock"},
{ "5addc7db5acfc4001669f279", "M14ALCS"},
{ "5addcce35acfc4001a5fc635", "M14 30 7.62"},
{ "5addccf45acfc400185c2989", "X-14"},
{ "5adf23995acfc400185c2aeb", "MC 20-01"},
{ "5ae096d95acfc400185c2c81", "Mosin Stock"},
{ "5ae0973a5acfc4001562206c", "Mos.Std."},
{ "5ae099875acfc4001714e593", "Mosin fs"},
{ "5ae099925acfc4001a5fc7b3", "Mosin rs."},
{ "5ae09bff5acfc4001562219d", "730mm Mosin barrel"},
{ "5ae30bad5acfc400185c2dc4", "CarryHandle"},
{ "5ae30c9a5acfc408fb139a03", " Sopmod"},
{ "5ae30db85acfc408fb139a05", "M4 Std."},
{ "5ae30e795acfc408fb139a0b", "M4 FS"},
{ "5ae35b315acfc4001714e8b0", "LEO M870"},
{ "5afd7ded5acfc40017541f5e", "Tapco intrafuse stock"},
{ "5afd7e095acfc40017541f61", "TAPCO Tube"},
{ "5afd7e445acfc4001637e35a", "SAW SKS"},
{ "5b04473a5acfc40018632f70", "UAS AK"},
{ "5b057b4f5acfc4771e1bd3e9", "SE-5"},
{ "5b07db875acfc40dc528a5f6", "TD120001"},
{ "5b07dd285acfc4001754240d", "LAS/TAC 2"},
{ "5b0800175acfc400153aebd4", "F93 Pro Stock"},
{ "5b099a765acfc47a8607efe3", "11' SA-58 7.62x51"},
{ "5b099a9d5acfc47a8607efe7", "Quad Rail"},
{ "5b099ac65acfc400186331e1", "FAL 20 7.62"},
{ "5b099b7d5acfc400186331e4", "3 prong trident"},
{ "5b099b965acfc400186331e6", "SAW SA-58"},
{ "5b099bb25acfc400186331e8", "Ext. Duty"},
{ "5b099bf25acfc4001637e683", "SA-58 Tube"},
{ "5b0bc22d5acfc47a8607f085", "Holand Type"},
{ "5b0e794b5acfc47a877359b2", "Zhukov-S"},
{ "5b1fa9ea5acfc40018633c0a", "G18C 9x19 comp"},
{ "5b1faa0f5acfc40dc528aeb5", "Glock 18C slide"},
{ "5b1fb3e15acfc4001637f068", "6P2 Bak"},
{ "5b1fd4e35acfc40018633c39", "AK al. 10"},
{ "5b222d335acfc4771e1be099", "AKM Lock"},
{ "5b222d405acfc400153af4fe", "PT-1"},
{ "5b2240bf5acfc40dc528af69", "Raptor Charge"},
{ "5b237e425acfc4771e1be0b6", "TROY Combo"},
{ "5b2388675acfc4771e1be0be", "TAC 30"},
{ "5b2389515acfc4771e1be0c0", "AR- P.E.P.R. "},
{ "5b2cfa535acfc432ff4db7a0", "MK10 RL"},
{ "5b30ac585acfc433000eb79c", "MOE AK"},
{ "5b30b0dc5acfc400153b7124", "HS401G5"},
{ "5b30bc165acfc40016387293", "Mk10 3 In."},
{ "5b30bc285acfc47a8608615d", "Mk10 10 In."},
{ "5b31163c5acfc400153b71cb", "Rom. Base"},
{ "5b3116595acfc40019476364", "Romeo 4"},
{ "5b363dd25acfc4001a598fd2", " Salvo 12"},
{ "5b363dea5acfc4771e1c5e7e", "12g adapter"},
{ "5b363e1b5acfc4771e1c5e80", "Thread adapter"},
{ "5b39f8db5acfc40016387a1b", "EMOD"},
{ "5b39ffbd5acfc47a8773fb06", "Hogue P226"},
{ "5b3a08b25acfc4001754880c", "Bridge P226"},
{ "5b3a16655acfc40016387a2a", "Annihilator"},
{ "5b3a337e5acfc4704b4a19a0", "2U"},
{ "5b3b6dc75acfc47a8773fb1e", "Armasight"},
{ "5b3b6e495acfc4330140bd88", "Vulcan MG 3.5x"},
{ "5b3b99265acfc4704b4a1afb", "NF 30mm"},
{ "5b3b99475acfc432ff4dcbee", "1-6x24"},
{ "5b3baf8f5acfc40dc5296692", "116mm gld. ТТ"},
{ "5b3cadf35acfc400194776a0", "TT grips"},
{ "5b3cbc235acfc4001863ac44", "Vulcan MG eyecup"},
{ "5b3f7bf05acfc433000ecf6b", "Kochetov Mount"},
{ "5b3f7c005acfc4704b4a1de8", "PU 3.5x ring"},
{ "5b3f7c1c5acfc40dc5296b1d", "PU 3.5x"},
{ "5b4736a986f774040571e998", "QARS 3.2in."},
{ "5b4736b986f77405cb415c10", "QARS 4.2in."},
{ "5b7be1125acfc4001876c0e5", "16' SA-58 7.62x51"},
{ "5b7be1265acfc400161d0798", "21' SA-58 7.62x51"},
{ "5b7be1ca5acfc400170e2d2f", "Quad Rail"},
{ "5b7be2345acfc400196d524a", "Keymod Handguard"},
{ "5b7be4575acfc400161d0832", "2 in. Vltor"},
{ "5b7be4645acfc400170e2dcc", "4 in. Vltor"},
{ "5b7be46e5acfc400170e2dcf", "5 in.Vltor"},
{ "5b7be47f5acfc400170e2dd2", "2.5 in. M-LOK"},
{ "5b7be4895acfc400170e2dd5", "4.1 in. M-LOK"},
{ "5b7bebc85acfc43bca706666", "M-LOK Handguard"},
{ "5b7bed205acfc400161d08cc", "Fal Handguard"},
{ "5b7bedd75acfc43d825283f9", "CASV FAL Handguard"},
{ "5b7bee755acfc400196d5383", "CASV FAS Handguard"},
{ "5b7bef1e5acfc43d82528402", "FAL 10 7.62"},
{ "5b7bef5d5acfc43bca7067a3", "FAL 30 7.62"},
{ "5b7bef9c5acfc43d102852ec", "X-FAL 7.62"},
{ "5b7c2d1d5acfc43d1028532a", "MMW Fal 7.62"},
{ "5b7d37845acfc400170e2f87", "L1A1 30 7.62"},
{ "5b7d63b75acfc400170e2f8a", "PRS 2 FAL"},
{ "5b7d63cf5acfc4001876c8df", "SA-58 Folding"},
{ "5b7d63de5acfc400170e2f8d", "SA-58 SPR Stock"},
{ "5b7d64555acfc4001876c8e2", "SA-58 BRS Stock"},
{ "5b7d645e5acfc400170e2f90", "SA-58 Humpback"},
{ "5b7d671b5acfc43d82528ddd", "Fal Belgian style"},
{ "5b7d678a5acfc4001a5c4022", "DS SA-58"},
{ "5b7d679f5acfc4001a5c4024", "AG FAL"},
{ "5b7d68af5acfc400170e30c3", "Austrian Style"},
{ "5b7d693d5acfc43bca706a3d", "2A X3"},
{ "5b7d6c105acfc40015109a5f", "FAL DC"},
{ "5b800e9286f7747a8b04f3ff", "Hex Blk"},
{ "5b800ebc86f774394e230a90", "Hexagon Med"},
{ "5b800ed086f7747baf6e2f9e", "Hex."},
{ "5b80242286f77429445e0b47", "Hex red"},
{ "5b84038986f774774913b0c1", "Hex."},
{ "5b8403a086f7747ff856f4e2", "Hex."},
{ "5b86a0e586f7745b600ccb23", "Bramit"},
{ "5ba264f6d4351e0034777d52", "MP7 20"},
{ "5ba2657ed4351e0035628ff2", "MP7 30"},
{ "5ba26586d4351e44f824b340", "MP7 40"},
{ "5ba26acdd4351e003562908e", "MP7"},
{ "5ba26ae8d4351e00367f9bdb", "Rotex 2"},
{ "5ba26b01d4351e0085325a51", "MP7 Front Flip Up"},
{ "5ba26b17d4351e00367f9bdd", "MP7Rearsight Flip Up"},
{ "5ba36f85d4351e0085325c81", "NSPU-M eyecup"},
{ "5bae13bad4351e00320204af", "Archangel OPFOR PRS"},
{ "5bae13ded4351e44f824bf38", "AA762R 02"},
{ "5bb20d53d4351e4502010a69", "416A5 Upper"},
{ "5bb20d92d4351e00853263eb", "11' 416A5 5.56x45"},
{ "5bb20d9cd4351e00334c9d8a", "14.5' 416A5 5.56x45"},
{ "5bb20da5d4351e0035629dbf", "16.5' 416A5 5.56x45"},
{ "5bb20dadd4351e00367faeff", "20' 416A5 5.56x45"},
{ "5bb20dbcd4351e44f824c04e", "Extended latch"},
{ "5bb20dcad4351e3bac1212da", "416A5"},
{ "5bb20de5d4351e0035629e59", "Quadrail"},
{ "5bb20df1d4351e00347787d5", "Quad. sight"},
{ "5bb20dfcd4351e00334c9e24", "Ext.Quad"},
{ "5bb20e0ed4351e3bac1212dc", "Battle Grip"},
{ "5bb20e18d4351e00320205d5", "Battle Grip"},
{ "5bb20e49d4351e3bac1212de", " 416A5 Rearsight Flip Up"},
{ "5bb20e58d4351e00320205d7", "Enhanced Tube"},
{ "5bb20e70d4351e0035629f8f", "Slim Line"},
{ "5bbdb811d4351e45020113c7", "Tri-Rail"},
{ "5bbdb83fd4351e44f824c44b", "Tanker"},
{ "5bbdb870d4351e00367fb67d", "Monte Carlo"},
{ "5bbdb8bdd4351e4502011460", "Atlas-7"},
{ "5bbde409d4351e003562b036", "Recoil pad"},
{ "5bbde41ed4351e003562b038", "pgmn"},
{ "5bc09a18d4351e003562b68e", "MBUS Rearsight"},
{ "5bc09a30d4351e00367fb7c8", "MBUS Front"},
{ "5bc5a351d4351e003477a414", "TPP"},
{ "5bc5a35cd4351e450201232f", "Witt"},
{ "5bc5a372d4351e44f824d17f", "MNG"},
{ "5bcf0213d4351e0085327c17", "A1 stock"},
{ "5bd704e7209c4d00d7167c31", "A2 stock"},
{ "5bed61680db834001d2c45ab", "АК-12 std."},
{ "5bed625c0db834001c062946", "RPK-16 std."},
{ "5beec1bd0db834001e6006f3", "15' RPK-16 5.45x39"},
{ "5beec2820db834001b095426", "22'RPK-165.45x39"},
{ "5beec3420db834001b095429", "RPK-16 MB"},
{ "5beec3e30db8340019619424", "RPK-16 HG"},
{ "5beec8b20db834001961942a", "RPK-16 Tube"},
{ "5beec8c20db834001d2c465c", "AK-12 reg."},
{ "5beec8ea0db834001a6f9dbf", "AK-12 reg."},
{ "5beec91a0db834001961942d", "RPK-16 Dust Cover"},
{ "5beec9450db83400970084fd", "RPK-16 rear"},
{ "5beecbb80db834001d2c465e", "RPK-16 rail"},
{ "5bf3f59f0db834001a6fa060", "RPK-16 rear"},
{ "5bfd35380db83400232fe5cc", "Infantry mosin Stock"},
{ "5bfd36290db834001966869a", "Sawn off sniper Mosin Stock"},
{ "5bfd36ad0db834001c38ef66", "Sawn off Mosin stock"},
{ "5bfd37c80db834001d23e842", "Mosin sniper carbine stock"},
{ "5bfd384c0db834001a6691d3", "Mosin carbine stock"},
{ "5bfd4c980db834001b73449d", "Mosin rs."},
{ "5bfd4cbe0db834001b73449f", "514mm Mosin barrel"},
{ "5bfd4cc90db834001d23e846", "200mm Mosin barrel"},
{ "5bfd4cd60db834001c38f095", "220mm Mosin barrel"},
{ "5bfe7fb30db8340018089fed", "12003"},
{ "5bfe86a20db834001d23e8f7", "AGR-870"},
{ "5bfe86bd0db83400232fe959", "AGR-870 cap"},
{ "5bfe86df0db834001b734685", "GLR-16-S"},
{ "5bfe89510db834001808a127", "AGR-870 tube"},
{ "5bfea7ad0db834001c38f1ee", "Wyatt 5rnd"},
{ "5bfeaa0f0db834001b734927", "Wyatt 10rnd"},
{ "5bfeb32b0db834001a6694d9", "Overmolded ghillie"},
{ "5bfebc250db834001a6694e1", "26' M700"},
{ "5bfebc320db8340019668d79", "20' M700 7.62x51"},
{ "5bfebc530db834001d23eb65", "Multi-slot"},
{ "5bfebc5e0db834001a6694e5", "Rem. integr."},
{ "5bffcf7a0db83400232fea79", "TT-206"},
{ "5bffd7ed0db834001d23ebf9", "DTK-TT"},
{ "5bffe7c50db834001d23ece1", "axelson"},
{ "5bffec120db834001c38f5fa", "Axelson P226"},
{ "5bffef760db8340019668fe4", "Mascus P226"},
{ "5c0000c00db834001a6697fc", "3 Lug thr."},
{ "5c0006470db834001a6697fe", "Scorpion P226"},
{ "5c00076d0db834001d23ee1f", "Wooden Elite P226"},
{ "5c0009510db834001966907f", "Stainless elite P226"},
{ "5c0102aa0db834001b734ba1", "2 in. RAHG"},
{ "5c0102b20db834001d23eebc", "4 in. RAHG"},
{ "5c010a700db834001d23ef5d", "Scorpion P226"},
{ "5c0111ab0db834001966914d", "Cylinder "},
{ "5c0125fc0db834001a669aa3", "Legion P226"},
{ "5c0505e00db834001b735073", "1P87"},
{ "5c0517910db83400232ffee5", "PS320 1/6x"},
{ "5c05293e0db83400232fff80", "TA01NSN"},
{ "5c05295e0db834001a66acbb", "Trij.Bck-up"},
{ "5c052a900db834001a66acbd", "TA01NSN"},
{ "5c05413a0db834001c390617", "HK Steel"},
{ "5c0548ae0db834001966a3c2", "CWP"},
{ "5c0558060db834001b735271", "GPNVG-18"},
{ "5c064c400db834001d23f468", "QD LT-101"},
{ "5c06595c0db834001a66af6c", "LA-5"},
{ "5c066e3a0db834001b7353f0", "N-15"},
{ "5c0672ed0db834001b7353f3", "SG-919 30"},
{ "5c0673fb0db8340023300271", "SG-919 20"},
{ "5c0684e50db834002a12585a", "Hogue like"},
{ "5c0695860db834001b735461", "10T adapter"},
{ "5c0696830db834001d23f5da", "PNV-10T"},
{ "5c079ec50db834001966a706", "Razor A. TT"},
{ "5c079ed60db834001a66b372", "Precision"},
{ "5c07a8770db8340023300450", "Gen.3"},
{ "5c07b36c0db834002a1259e9", "TD NS Fr."},
{ "5c07b3850db834002330045b", "TD NS Re."},
{ "5c07c5ed0db834001b73571c", "Noveske Style"},
{ "5c07c9660db834001a66b588", "End Cap"},
{ "5c07dd120db834001c39092d", "HHS-1"},
{ "5c0a2cec0db834001b7ce47d", "HHS-1"},
{ "5c0e2f26d174af02a9625114", "2-15 Upper"},
{ "5c0e2f5cd174af02a012cfc9", "2-15 wood"},
{ "5c0e2f94d174af029f650d56", "406mm AR-15 5.56x45"},
{ "5c0e2ff6d174af02a1659d4a", "2-15 wood"},
{ "5c0faeddd174af02a962601f", "ADAR St."},
{ "5c0faf68d174af02a96260b8", "ADAR 2-15 Charge"},
{ "5c0fafb6d174af02a96260ba", "ADAR FH"},
{ "5c11046cd174af02a012e42b", "W-PVS7"},
{ "5c110624d174af029e69734c", "T-7"},
{ "5c17664f2e2216398b5a7e3c", "CMRD"},
{ "5c1780312e221602b66cc189", "KAC Rear"},
{ "5c17804b2e2216152006c02f", "KAC Front"},
{ "5c18b90d2e2216152142466b", "MBUS Front"},
{ "5c18b9192e2216398b5a8104", "MBUS Rearsight"},
{ "5c1bc4812e22164bef5cfde7", "RK-0"},
{ "5c1bc5612e221602b5429350", "RK-1"},
{ "5c1bc5af2e221602b412949b", "RK-2"},
{ "5c1bc5fb2e221602b1779b32", "RK-4"},
{ "5c1bc7432e221602b412949d", "RK-5"},
{ "5c1bc7752e221602b1779b34", "RK-6"},
{ "5c1cd46f2e22164bef5cfedb", "B-25U RK-1"},
{ "5c1cdd302e221602b3137250", "Compact mount"},
{ "5c1cdd512e22161b267d91ae", "Prism 2.5x"},
{ "5c471b5d2e221602b21d4e14", "SVDS Stock"},
{ "5c471b7e2e2216152006e46c", "SVDS rs."},
{ "5c471ba12e221602b3137d76", "SVDS fs"},
{ "5c471bd12e221602b4129c3a", "SVDS DC"},
{ "5c471be12e221602b66cd9ac", "SVDS PG"},
{ "5c471bfc2e221602b21d4e17", "SVDS MB"},
{ "5c471c2d2e22164bef5d077f", "SVDS LB"},
{ "5c471c442e221602b542a6f8", "SVD 7.62x54"},
{ "5c471c6c2e221602b66cd9ae", "SVDS FG"},
{ "5c471c842e221615214259b5", "SVDS G.Tube"},
{ "5c471cb32e221602b177afaa", "22' SVDS"},
{ "5c48a14f2e2216152006edd7", "MDR Handguard"},
{ "5c48a2852e221602b21d5923", "406mm MDR 5.56x45"},
{ "5c48a2a42e221602b66d1e07", "MDR reg."},
{ "5c48a2c22e221602b313fb6c", "MDR reg."},
{ "5c4ee3d62e2216152006f302", "Mk.2.0"},
{ "5c4eec9b2e2216398b5aaba2", "Thread adapter"},
{ "5c4eecc32e221602b412b440", "SV-98 sil."},
{ "5c4eecde2e221602b3140418", "SV-98 HS"},
{ "5c5039be2e221602b177c9ff", "VPO-101 G.Tube"},
{ "5c503ac82e221602b21d6e9a", "VPO-101"},
{ "5c503ad32e2216398b5aada2", "VPO-101"},
{ "5c503af12e221602b177ca02", "VPO-101 stock"},
{ "5c503b1c2e221602b21d6e9d", "Vepr Rear"},
{ "5c503d0a2e221602b542b7ef", "VPO-101"},
{ "5c5952732e2216398b5abda2", "Perst-3"},
{ "5c59529a2e221602b177d160", "OEM 14 inch"},
{ "5c5970672e221602b21d7855", "AALVX 35"},
{ "5c5db5852e2216003a0fe71a", "4.5' MPX 9x19"},
{ "5c5db5962e2216000e5e46eb", "6.5' MPX 9x19"},
{ "5c5db5b82e2216003a0fe71d", "10.5' MPX 9x19"},
{ "5c5db5c62e22160012542255", "14' MPX 9x19"},
{ "5c5db5f22e2216000e5e47e8", "Midwest 4.5 inch"},
{ "5c5db5fc2e2216000f1b2842", "Midwest 6.5 inch"},
{ "5c5db6302e2216000e5e47f0", "Midwest 10.5 inch"},
{ "5c5db63a2e2216000f1b284a", "Midwest 14 inch"},
{ "5c5db6552e2216001026119d", "9x19 MPX"},
{ "5c5db6652e221600113fba51", "9x19 MPX"},
{ "5c5db6742e2216000f1b2852", "MPX Drum"},
{ "5c5db6b32e221600102611a0", "SCH Charge"},
{ "5c5db6ee2e221600113fba54", "MD CQB"},
{ "5c5db6f82e2216003a0fe914", "ULSS"},
{ "5c6161fb2e221600113fbde5", "Sb.3x5"},
{ "5c6162682e22160010261a2b", "TOZ-106 DT"},
{ "5c61627a2e22160012542c55", "106 mount"},
{ "5c6165902e22160010261b28", "SRD 9"},
{ "5c6175362e221600133e3b94", "AK-A-16"},
{ "5c617a5f2e2216000f1e81b3", "B-10"},
{ "5c61a40d2e2216001403158d", "B-13"},
{ "5c6592372e221600133e47d7", "MAG5-100"},
{ "5c6beec32e221601da3578f2", "TJ"},
{ "5c6bf4aa2e2216001219b0ae", "US Palm AK"},
{ "5c6c2c9c2e2216000f2002e4", "Troy M-LOK"},
{ "5c6d10e82e221601da357b07", "HK Keymod"},
{ "5c6d10fa2e221600106f3f23", "Midwest M-LOK"},
{ "5c6d11072e2216000e69d2e4", "Midwest M-LOK"},
{ "5c6d11152e2216000f2003e7", "CRUX Handguard"},
{ "5c6d42cb2e2216000e69d7d1", "Polymer mag"},
{ "5c6d450c2e221600114c997d", "PM Gen.2"},
{ "5c6d46132e221601da357d56", "Battlemag"},
{ "5c6d5d8b2e221644fc630b39", "Stngr Vypr"},
{ "5c6d710d2e22165df16b81e7", "WarComp"},
{ "5c6d7b3d2e221600114c9b7d", "Grip V.2"},
{ "5c6d85e02e22165df16b81f4", "10.6' 416A5 5.56x45"},
{ "5c78f2492e221600114c9f04", "SAI QD Rail"},
{ "5c78f2612e221600114c9f0d", "SAI QD Rail"},
{ "5c78f26f2e221601da3581d1", "MOE SL"},
{ "5c78f2792e221600106f4683", "MOE SL"},
{ "5c78f2882e22165df16b832e", "Jail Break"},
{ "5c791e872e2216001219c40a", "Cobra"},
{ "5c793fb92e221644f31bfb64", "Advanced Tube"},
{ "5c793fc42e221600114ca25d", "Advanced Tube"},
{ "5c793fde2e221601da358614", "Viper Mod.1"},
{ "5c7951452e221644f31bfd5c", "Antidote"},
{ "5c7954d52e221600106f4cc7", "ONE Mount"},
{ "5c7955c22e221644f31bfd5e", "Gemtech ONE"},
{ "5c7d55de2e221644f31bff68", "COMP M4"},
{ "5c7d55f52e221644f31bff6a", "LRP"},
{ "5c7d560b2e22160bc12c6139", "AMSS"},
{ "5c7e5f112e221600106f4ede", "Blackout 51T"},
{ "5c7e8fab2e22165df16b889b", "AAC Illusion 9"},
{ "5c7fb51d2e2216001219ce11", "SF3P"},
{ "5c7fc87d2e221644f31c0298", "MOD3"},
{ "5c82342f2e221644f31c060e", "PSO 1"},
{ "5c82343a2e221644f31c0611", "PSO 1M2"},
{ "5c86592b2e2216000e69e77c", "KH/F 34mm"},
{ "5c878e9d2e2216000f201903", "DGN762B"},
{ "5c878ebb2e2216001219d48a", "DGNAK47B"},
{ "5c87a07c2e2216001219d4a2", "HK E1"},
{ "5c87ca002e221600114cb150", "VPG"},
{ "5c88f24b2e22160bc12c69a6", "SVD 7.62x54"},
{ "5c90c3622e221601da359851", "B-13V"},
{ "5c920e902e221644f31c3c99", "9x19 P226"},
{ "5c99f3592e221644fc633070", "TOZ-106 Mosin"},
{ "5c9a07572e221644f31c4b32", "Zhukov-U"},
{ "5c9a1c3a2e2216000e69fb6a", "Zhukov-U"},
{ "5c9a1c422e221600106f69f0", "Zhukov-U"},
{ "5c9a25172e2216000f20314e", "RIS II 12.25 FDE"},
{ "5c9a26332e2216001219ea70", "RIS II FSP 9.5 FDE"},
{ "5cadc1c6ae9215000f2775a4", "M9A3 tr. 9x19"},
{ "5cadc2e0ae9215051e1c21e7", "9x19 M9A3"},
{ "5cadc390ae921500126a77f1", "M9A3 protection cap"},
{ "5cadc431ae921500113bb8d5", "PGripM9A3"},
{ "5cadc55cae921500103bb3be", "M9A3 Slide"},
{ "5cadd919ae921500126a77f3", "M9A3 FR"},
{ "5cadd940ae9215051e1c2316", "M9A3 RS"},
{ "5cadd954ae921500103bb3c2", "SM M9"},
{ "5caf1041ae92157c28402e3f", "ASh-12 10rd."},
{ "5caf1109ae9215753c44119f", "ASh-12"},
{ "5caf1691ae92152ac412efb9", "ASh-12 Carry"},
{ "5caf16a2ae92152ac412efbc", "ASh-12 Front"},
{ "5caf17c9ae92150b30006be1", "ASh MB"},
{ "5caf187cae92157c28402e43", "ASh supp"},
{ "5cbda392ae92155f3c17c39f", "AK polym"},
{ "5cbda9f4ae9215000e5b9bfc", "6P20 Sb.9 Plum"},
{ "5cbdaf89ae9215000e5b9c94", "6L23 Plum"},
{ "5cbdb1b0ae9215000d50e105", "6P20 Sb.7 Plum"},
{ "5cbdc23eae9215001136a407", "Molot Drum"},
{ "5cc6ea78e4a949000e1ea3c1", "FN Chrg."},
{ "5cc6ea85e4a949000e1ea3c3", "Handler"},
{ "5cc70093e4a949033c734312", "FN reg."},
{ "5cc700b9e4a949000f0f0f25", "P90 Stock"},
{ "5cc700cae4a949035e43ba72", "P90 butt"},
{ "5cc700d4e4a949000f0f0f28", "DI Butt"},
{ "5cc700ede4a949033c734315", "EFFEN 90"},
{ "5cc70102e4a949035e43ba74", "P90 Upper"},
{ "5cc7012ae4a949001252b43e", "EFFEN 90"},
{ "5cc70146e4a949000d73bf6b", "FN side."},
{ "5cc7015ae4a949001152b4c6", "FN top"},
{ "5cc701aae4a949000e1ea45c", "10.5' P90 5.7x28"},
{ "5cc701d7e4a94900100ac4e7", "16' P90 5.7x28"},
{ "5cc82796e24e8d000f5859a8", "P90 FH"},
{ "5cc9a96cd7f00c011c04e04a", "SRVV"},
{ "5cc9ad73d7f00c000e2579d4", "SRVV"},
{ "5cc9b815d7f00c000e2579d6", "Claymore"},
{ "5cc9bcaed7f00c011c04e179", "HG15"},
{ "5cc9c20cd7f00c001336c65d", "TBL"},
{ "5cda9bcfd7f00c0c0b53e900", "ASh-12"},
{ "5cdaa99dd7f00c002412d0b2", "ASh-12 polym"},
{ "5cdd7685d7f00c000f260ed2", "SHREWD"},
{ "5cdd7693d7f00c0010373aa5", "M-11"},
{ "5cde739cd7f00c0010373bd3", "MOD X Gen.3"},
{ "5cde77a9d7f00c000f261009", "fold.adapter"},
{ "5cde7afdd7f00c000d36b89d", "MOD X"},
{ "5cde7b43d7f00c000d36b93e", "MOD X"},
{ "5cdeac22d7f00c000f26168f", "PRO 700"},
{ "5cdeac42d7f00c000d36ba73", "PRO700 stock "},
{ "5cdeac5cd7f00c000f261694", "Pro700"},
{ "5cdeaca5d7f00c00b61c4b70", "PRO700"},
{ "5ce69cbad7f00c00b61c5098", "PMAG .308 AC"},
{ "5cebec00d7f00c065c53522a", "Attenuator"},
{ "5cebec10d7f00c065703d185", "PS90 Stock"},
{ "5cebec38d7f00c00110a652a", "Ring"},
{ "5cf12a15d7f00c05464b293f", "AA-70 20"},
{ "5cf13123d7f00c1085616a50", "Archangel M700"},
{ "5cf4e3f3d7f00c06595bc7f0", "Aggressor"},
{ "5cf4fb76d7f00c065703d3ac", "Pillau"},
{ "5cf50850d7f00c056e24104c", "EPG AK"},
{ "5cf508bfd7f00c056e24104e", "EPG AK FDE"},
{ "5cf50fc5d7f00c056c53f83c", "AKTS"},
{ "5cf518cfd7f00c065b422214", "AKTS"},
{ "5cf54404d7f00c108840b2ef", "MG-47"},
{ "5cf638cbd7f00c06595bc936", "USP-1"},
{ "5cf639aad7f00c065703d455", "USP-1 eyecup"},
{ "5cf656f2d7f00c06585fb6eb", "VS Combo"},
{ "5cf67a1bd7f00c06585fb6f3", "WT1052"},
{ "5cf67cadd7f00c065a5abab7", "WT0032-1"},
{ "5cf6935bd7f00c06585fb791", "TACCOM"},
{ "5cf6937cd7f00c056c53fb39", "ST-6012"},
{ "5cf78496d7f00c065703d6ca", "A3 Adapter"},
{ "5cf78720d7f00c06595bc93e", "BMD"},
{ "5cf79389d7f00c10941a0c4d", "Mosin thr."},
{ "5cf79599d7f00c10875d9212", "TR"},
{ "5cf7acfcd7f00c1084477cf2", "PS90 Upper"},
{ "5cf8f3b0d7f00c00217872ef", "Powermag 20"},
{ "5cfe8010d7ad1a59283b14c6", "X-47 7.62"},
{ "5cff9e5ed7ad1a09407397d4", "Wave MB"},
{ "5cff9e84d7ad1a049e54ed55", "Wave QD"},
{ "5d00e0cbd7ad1a6c6566a42d", "Viper"},
{ "5d00ec68d7ad1a04a067e5be", "JPGS5b"},
{ "5d00ede1d7ad1a0940739a76", "N6 10.5 inch"},
{ "5d00ef6dd7ad1a0940739b16", "N6 Split"},
{ "5d00f63bd7ad1a59283b1c1e", "Viper"},
{ "5d010d1cd7ad1a59283b1ce7", "HX-5"},
{ "5d0236dad7ad1a0940739d29", "FD UAS Stock"},
{ "5d023784d7ad1a049d4aa7f2", "AG-58"},
{ "5d024f5cd7ad1a04a067e91a", "Patriot K+W"},
{ "5d025cc1d7ad1a53845279ef", "Ergo PSG-1 style"},
{ "5d02676dd7ad1a049e54f6dc", "Corvette"},
{ "5d02677ad7ad1a04a15c0f95", "Corvette"},
{ "5d026791d7ad1a04a067ea63", "Red Brake"},
{ "5d0a29ead7ad1a0026013f27", "1P59 mount"},
{ "5d0a29fed7ad1a002769ad08", "1P69 mount"},
{ "5d0a3a58d7ad1a669c15ca14", "1P59"},
{ "5d0a3e8cd7ad1a6f6a3d35bd", "1P69"},
{ "5d0b5cd3d7ad1a3fe32ad263", "1P59 eyecup"},
{ "5d10b49bd7ad1a1a560708b0", "AN/PEQ-2"},
{ "5d120a10d7ad1a4e1026ba85", "Gen.4 stock"},
{ "5d120a28d7ad1a1c8962e295", "Recoil pad"},
{ "5d122e7bd7ad1a07102d6d7f", "URX 3.1 10.75'"},
{ "5d123102d7ad1a004e475fe5", "URX 3 8'"},
{ "5d123a3cd7ad1a004e476058", "KAC short"},
{ "5d123b70d7ad1a0ee35e0754", "KAC Long"},
{ "5d123b7dd7ad1a004f01b262", "KAC stoper"},
{ "5d124c01d7ad1a115c7d59fb", "KAC short"},
{ "5d124c0ed7ad1a10d168dd9b", "KAC Long"},
{ "5d124c1ad7ad1a12227c53a7", "KAC stoper"},
{ "5d133067d7ad1a33013f95b4", "3 in. URX"},
{ "5d1340b3d7ad1a0b52682ed7", "GEN M3 30"},
{ "5d1340bdd7ad1a0e8d245aab", "GEN M3 40 FDE"},
{ "5d1340cad7ad1a0b0b249869", "GEN M3 30 FDE"},
{ "5d135e83d7ad1a21b83f42d8", "CTR Stock"},
{ "5d135ecbd7ad1a21c176542e", "CTR Stock"},
{ "5d15ce51d7ad1a1eff619092", "Goliaf"},
{ "5d15cf3bd7ad1a67e71518b2", "MOE"},
{ "5d19cd96d7ad1a4a992c9f52", "Tri-Rail"},
{ "5d1b198cd7ad1a604869ad72", "AKM-L"},
{ "5d1b5e94d7ad1a2b865a96b0", "RS-32"},
{ "5d1c702ad7ad1a632267f429", "GLR-17"},
{ "5d1f819086f7744b355c219b", "Wave MB"},
{ "5d2369418abbc306c62e0c80", "Dbal PL"},
{ "5d25a4a98abbc30b917421a4", "AICS 5rnd"},
{ "5d25a6538abbc306c62e630d", "AICS 10rnd"},
{ "5d25a6a48abbc306c62e6310", "MDT 12rnd"},
{ "5d25a7b88abbc3054f3e60bc", "PMAG .308 AC"},
{ "5d25af8f8abbc3055079fec5", "AA-70 10"},
{ "5d25d0ac8abbc3054f3e61f7", "AICS M700"},
{ "5d2702e88abbc31ed91efc44", "26' M700"},
{ "5d2703038abbc3105103d94c", "20' M700 7.62x51"},
{ "5d270b3c8abbc3105335cfb8", "M700 protection cap"},
{ "5d270ca28abbc31ee25ee821", "M700 protection cap"},
{ "5d2c76ed48f03532f2136169", "Bastion"},
{ "5d2c770c48f0354b4a07c100", "PDC"},
{ "5d2c772c48f0355d95672c25", "Dog leg"},
{ "5d2c829448f0353a5c7d6674", "WASR 10-63"},
{ "5d2da1e948f035477b1ce2ba", "SRS-02"},
{ "5d2dc3e548f035404a1a4798", "Monstr. 2x32"},
{ "5d2f213448f0355009199284", "9x19 MP5"},
{ "5d2f259b48f0355a844acd74", "MP5k"},
{ "5d2f25bc48f03502573e5d85", "MP5k End Cap"},
{ "5d2f261548f03576f500e7b7", "MP5k Upper"},
{ "5d2f2d5748f03572ec0c0139", "MP5k hnd."},
{ "5d3eb44aa4b93650d64e4979", "57 Slide"},
{ "5d3eb4aba4b93650d64e497d", "57 RS"},
{ "5d3eb536a4b9363b1f22f8e2", "57 FS"},
{ "5d3eb59ea4b9361c284bb4b2", "57 tr. 5.7x28"},
{ "5d3eb5b6a4b9361eab311902", "57 5.7x28"},
{ "5d3eb5eca4b9363b1f22f8e4", "5.7x28 57 mag."},
{ "5d3ef698a4b9361182109872", "SFN-57"},
{ "5d4405aaa4b9361e6a4e6bd3", "TX15 LW Upper"},
{ "5d4405f0a4b9361e6a4e6bd9", "Ion Lite"},
{ "5d440625a4b9361eec4ae6c5", "223CB"},
{ "5d44064fa4b9361e4f6eb8b5", "Ultra 5"},
{ "5d44069ca4b9361ebd26fc37", "PRS GEN3"},
{ "5d4406a8a4b9361e4f6eb8b7", "PRS GEN3 gr."},
{ "5d440b93a4b9364276578d4b", "18' AR-15 5.56x45"},
{ "5d440b9fa4b93601354d480c", "20' AR-15 5.56x45"},
{ "5d44334ba4b9362b346d1948", "Raptor Charge"},
{ "5d443f8fa4b93678dd4a01aa", "30CB"},
{ "5d4aaa54a4b9365392071170", "AKM-L AR"},
{ "5d4aaa73a4b9365392071175", "AKM-L AB"},
{ "5d4aab30a4b9365435358c55", "VS Combo wht"},
{ "5d53f4b7a4b936793d58c780", "PAG-17"},
{ "5d7b6bafa4b93652786f4c76", "57 RMR mount"},
{ "5dcbd6b46ec07c0c4347a564", "MDR Handguard"},
{ "5dcbd6dddbd3d91b3e5468de", "MDR reg."},
{ "5dcbe9431e1f4616d354987e", "16' MDR 308"},
{ "5dcbe965e4ed22586443a79d", "MDR reg."},
{ "5de653abf76fdc1ce94a5a2a", "215 366"},
{ "5de65547883dde217541644b", "23' 215 .366TKM"},
{ "5de6556a205ddc616a6bc4f7", "215 Pr."},
{ "5de6558e9f98ac2bc65950fc", "215 mount"},
{ "5de655be4a9f347bc92edb88", "VPO-215 stock"},
{ "5de8e67c4a9f347bc92edbd7", "MP9-N Upper"},
{ "5de8e8dafd6b4e6e2276dc32", "MP9 15"},
{ "5de8ea8ffd6b4e6e2276dc35", "MP9 20"},
{ "5de8eaadbbaf010b10528a6d", "MP9 25"},
{ "5de8eac42a78646d96665d91", "MP9 30"},
{ "5de8f237bbaf010b10528a70", "B&T Mount"},
{ "5de8f2d5b74cd90030650c72", "MP9 Supp."},
{ "5de8fb539f98ac2bc659513a", "MP9 RS"},
{ "5de8fbad2fbe23140d3ee9c4", "MP9 VFG"},
{ "5de8fbf2b74cd90030650c79", "B&T bottom"},
{ "5de8fc0b205ddc616a6bc51b", "B&T side"},
{ "5de910da8b6c4240ba2651b5", "MP9 stock"},
{ "5de922d4b11454561e39239f", "MP9 Chr."},
{ "5df256570dee1b22f862e9c4", "T-5000 660mm .308"},
{ "5df25b6c0b92095fd441e4cf", "T-5000 5rnd"},
{ "5df25d3bfd6b4e6e2276dc9a", "T-5000 hg."},
{ "5df35ddddfc58d14537c2036", "T-5000M Stock"},
{ "5df35e59c41b2312ea3334d5", "T-5000 Hg."},
{ "5df35e7f2a78646d96665dd4", "T-5000M MBr"},
{ "5df35e970b92095fd441e4d2", "T-5000 opt."},
{ "5df35ea9c41b2312ea3334d8", "Orsis long"},
{ "5df35eb2b11454561e3923e2", "Orsis med."},
{ "5df36948bb49d91fb446d5ad", "T-5000 pad"},
{ "5df38a5fb74cd90030650cb6", "T-5000 Pg."},
{ "5df8e053bb49d91fb446d6a6", "SR-25 Chrg."},
{ "5df8e085bb49d91fb446d6a8", "Ambi SR-25"},
{ "5df8e4080b92095fd441e594", "SR-25 Upper"},
{ "5df8f535bb49d91fb446d6b0", "KAC 10 7.62"},
{ "5df8f541c41b2312ea3335e3", "KAC 20 7.62"},
{ "5df916dfbb49d91fb446d6b9", " URX-4 14.5'"},
{ "5df917564a9f347bc92edca3", "16' SR-25 7.62x51"},
{ "5dfa397fb11454561e39246c", "20' SR-25 7.62x51"},
{ "5dfa3cd1b33c0951220c079b", "KAC QDC"},
{ "5dfa3d2b0dee1b22f862eade", "PRS QDC"},
{ "5dfa3d45dfc58d14537c20b0", "KAC Gas.Bl."},
{ "5dfa3d7ac41b2312ea33362a", "KAC Rear"},
{ "5dfa3d950dee1b22f862eae0", "KAC Front"},
{ "5dfcd0e547101c39625f66f9", "SAG MK1"},
{ "5dfce88fe9dc277128008b2e", "SVDS CS"},
{ "5dfe14f30b92095fd441edaf", "ETMI-019"},
{ "5dfe6104585a0c3e995c7b82", "ADO P4"},
{ "5dff772da3651922b360bf91", "Pilad 4x32"},
{ "5dff77c759400025ea5150cf", "UTG 25mm"},
{ "5dff8db859400025ea5150d4", "SVD Low"},
{ "5e0090f7e9dc277128008b93", "MP9 Upper"},
{ "5e01e9e273d8eb11426f5bc3", "SVD-S thr."},
{ "5e01ea19e9dc277128008c0b", "Rotor43 7.62x54"},
{ "5e208b9842457a4a7a33d074", "DTKP "},
{ "5e217ba4c1434648c13568cd", "Kocherga"},
{ "5e2192a498a36665e8337386", "MG-47"},
{ "5e21a3c67e40bd02257a008a", "Pmag30"},
{ "5e21ca18e4d47f0da15e77dd", "CNC War."},
{ "5e56991336989c75ab4f03f6", "SVD Mod."},
{ "5e5699df2161e06ac158df6f", "XRS DRG"},
{ "5e569a0156edd02abe09f27d", "IzhMash mod. rail"},
{ "5e569a132642e66b0b68015c", "DRG L-1"},
{ "5e569a2e56edd02abe09f280", " XD RGL"},
{ "5e81c4ca763d9f754677befa", "M1911"},
{ "5e81c519cb2b95385c177551", "M1911A1 .45"},
{ "5e81c539cb2b95385c177553", "M1911A1 Catch"},
{ "5e81c550763d9f754677befd", "M1911A1 Ham."},
{ "5e81c6a2ac2bb513793cdc7f", "M1911A1 Trig."},
{ "5e81c6bf763d9f754677beff", "M1911A1 P.Grip"},
{ "5e81edc13397a21db957f6a1", "M1911A1 slide"},
{ "5e81ee213397a21db957f6a6", "M1911A1 FS"},
{ "5e81ee4dcb2b95385c177582", "M1911A1 RS"},
{ "5ea02bb600685063ec28bfa1", "10.6' PPSH-41 7.62x25"},
{ "5ea034eb5aad6446a939737b", "35 PPSH"},
{ "5ea034f65aad6446a939737e", "71 PPSH"},
{ "5ea03e5009aa976f2e7a514b", "PPSH-41 dc"},
{ "5ea03e9400685063ec28bfa4", "PPSH-41 stock"},
{ "5ea16acdfadf1d18c87b0784", "SMR Mk.16 9.5"},
{ "5ea16ada09aa976f2e7a51be", "SMR Mk.16 13.5"},
{ "5ea16d4d5aad6446a939753d", "ACH"},
{ "5ea172e498dacb342978818e", "FH556RC"},
{ "5ea17bbc09aa976f2e7a51cd", "RC2"},

money:
Code:

{ "5449016a4bdc2d6f028b456f", "Roubles"},
{ "544901bf4bdc2ddf018b456d", "Roubles"},
{ "5696686a4bdc2da3298b456a", "Dollars"},
{ "569668774bdc2da2298b4568", "Euros"},

provisions:
Code:

{ "5448fee04bdc2dbc018b4567", "Water"},
{ "5448ff904bdc2d6f028b456e", "Crackers"},
{ "544fb62a4bdc2dfb738b4568", "Pineapp.Jc."},
{ "544fb6cc4bdc2d34748b456e", "Slickers"},
{ "5673de654bdc2d180f8b456d", "Saury"},
{ "5734773724597737fd047c14", "Cond. milk"},
{ "57347d3d245977448f7b7f61", "Croutons"},
{ "57347d5f245977448b40fa81", "Humpback"},
{ "57347d692459774491567cf1", "Peas"},
{ "57347d7224597744596b4e72", "Tushonka"},
{ "57347d8724597744596b4e76", "Squash"},
{ "57347d90245977448f7b7f65", "Oatflakes"},
{ "57347d9c245977448b40fa85", "Herring"},
{ "57347da92459774491567cf5", "Tushonka"},
{ "57505f6224597709a92585a9", "Alyonka"},
{ "575062b524597720a31c09a1", "Green Tea"},
{ "57513f07245977207e26a311", "Apl.jc."},
{ "57513f9324597720a7128161", "Pom.juice"},
{ "57513fcc24597720a31c09a6", "Vita juice"},
{ "5751435d24597720a27126d1", "NRG Drink"},
{ "57514643245977207f2c2d09", "TarCola"},
{ "575146b724597720a27126d5", "Milk"},
{ "5751487e245977207e26a315", "Emelya"},
{ "5751496424597720a27126da", "Hot Rod"},
{ "590c5d4b86f774784e1b9c45", "Lunchbox"},
{ "590c5f0d86f77413997acfab", "MRE"},
{ "59e3577886f774176a362503", "Sugar"},
{ "5bc9b156d4351e00367fbce9", "Mayo"},
{ "5bc9c29cd4351e003562b8a3", "Sprats"},
{ "5c0fa877d174af02a012e1cf", "Aquamari"},
{ "5d1b33a686f7742523398398", "Superwater"},
{ "5d1b376e86f774252519444e", "Moonshine"},
{ "5d403f9186f7743cac3f229b", "Whiskey"},
{ "5d40407c86f774318526545a", "Vodka"},

quest:
Code:

{ "590c62a386f77412b0130255", "Sliderkey"},
{ "590dde5786f77405e71908b2", "Сase"},
{ "5910922b86f7747d96753483", "Сase"},
{ "591092ef86f7747bb8703422", "Docs"},
{ "591093bb86f7747caa7bb2ee", "Letter"},
{ "5937fd0086f7742bf33fc198", "Watch"},
{ "5938188786f77474f723e87f", "Docs 0031"},
{ "5938878586f7741b797c562f", "Docs 0052"},
{ "593965cf86f774087a77e1b6", "Docs 0048"},
{ "5939a00786f7742fe8132936", "Zibbo"},
{ "5939e5a786f77461f11c0098", "Docs 0013"},
{ "5939e9b286f77462a709572c", "Letter"},
{ "593a87af86f774122f54a951", "Reagent"},
{ "5a0448bc86f774736f14efa8", "Sanatorium"},
{ "5a29276886f77435ed1b117c", "HDD"},
{ "5a29284f86f77463ef3db363", "Toughbook"},
{ "5a29357286f77409c705e025", "Flash drive"},
{ "5a294d7c86f7740651337cf9", "SAS disk "},
{ "5a294d8486f774068638cd93", "SAS disk"},
{ "5a6860d886f77411cd3a9e47", "Docs 0060"},
{ "5a687e7886f7740c4a5133fb", "Blood sample"},
{ "5ac620eb86f7743a8e6e0da0", "Package"},
{ "5ae9a0dd86f7742e5f454a05", "Manifests"},
{ "5ae9a18586f7746e381e16a3", "Manifests"},
{ "5ae9a1b886f77404c8537c62", "Manifests"},
{ "5ae9a25386f7746dd946e6d9", "Cargo route"},
{ "5ae9a3f586f7740aab00e4e6", "Book p.1"},
{ "5ae9a4fc86f7746e381e1753", "Book p.2"},
{ "5b43237186f7742f3a4ab252", "Сhemcont"},
{ "5b4c72b386f7745b453af9c0", "Controller"},
{ "5b4c72c686f77462ac37e907", "Controller"},
{ "5b4c72fb86f7745cef1cffc5", "Gyroscope"},
{ "5b4c81a086f77417d26be63f", "Сhemcont"},
{ "5b4c81bd86f77418a75ae159", "Сhemcont"},
{ "5c12301c86f77419522ba7e4", "False FD"},
{ "5d357d6b86f7745b606e3508", "photo album"},
{ "5d3ec50586f774183a607442", "Encr. pack"},

spec:
Code:

{ "544fb5454bdc2df8738b456a", "Tool"},
{ "591094e086f7747caa7bb2ef", "Repair Kit"},
{ "5910959486f7747d96753485", "Repair Kit"},
{ "5910968f86f77425cf569c32", "Repair Kit"},
{ "5991b51486f77447b112d44f", "MS2000"},
{ "5ac78a9b86f7741cca0bbd8d", "Jammer"},
{ "5b4391a586f7745321235ab2", "Camera"},

weapons:
Code:

{ "5447a9cd4bdc2dbd208b4567", "M4A1"},
{ "5448bd6b4bdc2dfc2f8b4569", "PM"},
{ "5448be9a4bdc2dfd2f8b456a", "RGD-5"},
{ "54491bb74bdc2d09088b4567", "ER Bayonet"},
{ "54491c4f4bdc2db1078b4568", "MP-133"},
{ "55801eed4bdc2d89578b4588", "SV-98"},
{ "5644bd2b4bdc2d3b4c8b4572", "AK-74N"},
{ "56d59856d2720bd8418b456a", "P226R"},
{ "56dee2bdd2720bc8328b4567", "MP-153"},
{ "56e0598dd2720bb5668b45a6", "PB"},
{ "5710c24ad2720bc3458b45a3", "F-1"},
{ "571a12c42459771f627b58a0", "TT"},
{ "574d967124597745970e7c94", "SKS"},
{ "576165642459773c7a400233", "Saiga 12ga v.10"},
{ "576a581d2459771e7b1bc4f1", "MP-443 'Grach'"},
{ "57838ad32459774a17445cd2", "VSS"},
{ "579204f224597773d619e051", "PM(t)"},
{ "57c44b372459772d2b39b8ce", "AS VAL"},
{ "57cd379a24597778e7682ecf", "KATT"},
{ "57d14d2524597714373db789", "PP-91 Kedr"},
{ "57dc2fa62459775949412633", "AKS-74U"},
{ "57e26ea924597715ca604a09", "A-2607"},
{ "57e26fc7245977162a14b800", "A-2607"},
{ "57f3c6bd24597738e730fa2f", "PP-91-01 Kedr-B"},
{ "57f4c844245977379d5c14d1", "PP-9 Klin"},
{ "583990e32459771419544dd2", "AKS-74UN"},
{ "5839a40f24597726f856b511", "AKS-74UB"},
{ "587e02ff24597743df3deaeb", "OP-SKS"},
{ "588892092459774ac91d4b11", "DVL-10"},
{ "58948c8e86f77409493f7266", "MPX"},
{ "58d3db5386f77426186285a0", "M67"},
{ "5926bb2186f7744b1c6c6e60", "MP5"},
{ "59984ab886f7743e98271174", "PP-19-01"},
{ "59d6088586f774275f37482f", "AKM"},
{ "59e6152586f77473dc057aa1", "Vepr KM/VPO-136"},
{ "59e6687d86f77411d949b251", "AKM/VPO-209"},
{ "59f98b4986f7746f546d2cef", "SR-1MP"},
{ "59f9cabd86f7743a10721f46", "Saiga-9"},
{ "59ff346386f77477562ff5e2", "AKMS"},
{ "5a0c27731526d80618476ac4", "Zarya"},
{ "5a0ec13bfcdbcb00165aa685", "AKMN"},
{ "5a17f98cfcdbcb0980087290", "APS"},
{ "5a2a57cfc4a2826c6e06d44a", "RDG-2B"},
{ "5a367e5dc4a282000e49738f", "RSASS"},
{ "5a38e6bac4a2826c6e06d79b", "TOZ-106"},
{ "5a7828548dc32e5a9c28b516", "M870"},
{ "5a7ae0c351dfba0017554310", "GLOCK17"},
{ "5aafa857e5b5b00018480968", "M1A"},
{ "5ab8e9fcd8ce870019439434", "AKS-74N"},
{ "5abcbc27d8ce8700182eceeb", "AKMSN"},
{ "5abccb7dd8ce87001773e277", "APB"},
{ "5ac4cd105acfc40016339859", "AK-74M"},
{ "5ac66cb05acfc40198510a10", "AK-101"},
{ "5ac66d015acfc400180ae6e4", "AK-102"},
{ "5ac66d2e5acfc43b321d4b53", "AK-103"},
{ "5ac66d725acfc43b321d4b60", "AK-104"},
{ "5ac66d9b5acfc4001633997a", "AK-105"},
{ "5ae08f0a5acfc408fb1398a1", "Mosin"},
{ "5b0bbe4e5acfc40dc528a72d", "SA-58"},
{ "5b1fa9b25acfc40018633c01", "GLOCK18C"},
{ "5b3b713c5acfc4330140bd8d", "TT"},
{ "5ba26383d4351e00334c93d9", "MP7A1"},
{ "5bb2475ed4351e00853264e3", "HK 416A5"},
{ "5bc9c1e2d4351e00367fbcf0", "Axe"},
{ "5bd70322209c4d00d7167b8f", "MP7A2"},
{ "5bead2e00db834001c062938", "MPL-50"},
{ "5beed0f50db834001c062b12", "RPK-16"},
{ "5bf3e03b0db834001d2c4a9c", "АK-74"},
{ "5bf3e0490db83400196199af", "АKS-74"},
{ "5bfd297f0db834001a669119", "Mosin Inf."},
{ "5bfea6e90db834001b7347f3", "M700"},
{ "5bffdc370db834001d23eca8", "6h5"},
{ "5bffdd7e0db834001b734a1a", "M-2"},
{ "5bffe7930db834001b734a39", "SCA"},
{ "5c010e350db83400232feec7", "SP-8"},
{ "5c0126f40db834002a125382", "RR"},
{ "5c012ffc0db834001d23f03f", "Camper"},
{ "5c07c60e0db834002330051f", "ADAR 2-15"},
{ "5c07df7f0db834001b73588a", "Crowbar"},
{ "5c46fbd72e2216398b5a8c9c", "SVDS"},
{ "5c488a752e221602b412af63", "DT MDR 5.56x45"},
{ "5c501a4d2e221602b412b540", "Hunter"},
{ "5cadc190ae921500103bb3b6", "M9A3"},
{ "5cadfbf7ae92152ac412eeef", "ASh-12"},
{ "5cc82d76e24e8d00134b4b83", "P90"},
{ "5d2f0d8048f0356c925bc3b0", "MP5K-N"},
{ "5d3eb3b0a4b93615055e84d2", "FN 5-7"},
{ "5d43021ca4b9362eab4b5e25", "TX-15 DML"},
{ "5d67abc1a4b93614ec50137f", "FN 5-7 FDE"},
{ "5dcbd56fdbd3d91b3e5468d5", "DT MDR .308"},
{ "5de652c31b7e3716273428be", "VPO-215"},
{ "5de7bd7bfd6b4e6e2276dc25", "MP9-N"},
{ "5df24cf80dee1b22f862e9bc", "T-5000 .308"},
{ "5df8ce05b11454561e39243b", "SR-25"},
{ "5e00903ae9dc277128008b87", "MP9 9x19"},
{ "5e32f56fcb6d5863cc5e5ee4", "VOG-17"},
{ "5e340dcdcb6d5863cc5e5efb", "VOG-25"},
{ "5e81c3cbac2bb513793cdc75", "M1911A1"},
{ "5ea03f7400685063ec28bfa8", "PPSH-41"},


Azhora 17th July 2020 07:59 PM

How can I know whether an object in GOM (active or tagged?) is a LootableContainer? The name offset that is used to find 'GameWorld' and 'FPS Camera' does not work.

EDIT: Nvm, seems you can just get lootables from lootlist.

So, I'm trying to externally do `GetAllItems()`.
I've found LootableContainers and can follow `LootableContainer.ItemOwner.RootItem`.
I can verify my rootitem is correct, because if I follow its `template._name` I find stuff like 'jacket', 'grenadebox', etc.

However, I now need to do `GetAllItems()`.
I found a subclass of EFT.InventoryLogic.Item that contains Slot[] and Grid[].
If I interpret RootItem as this subclass (with obfuscated name) these arrays seem to be empty or I don't understand how to read them.
Is this the right path or how do I get items from the root item?
If this is the right path, what is the difference between a Slot and Grid?

EDIT2: Nvm, got it to work. will post on it when i have time

pubgcheck 18th July 2020 02:31 AM

I found allitems with "lootable", is it same as LootableContainer? I think not same, I can't find LootableContainer list

pubgcheck 20th July 2020 06:54 AM

Quote:

Originally Posted by RangeMachine (Post 2865074)
~

Can you share EFT.World structures?

Razchek 20th July 2020 01:03 PM

Attached are the field offsets for EFT v0.12.6.8233 dumped with Unispect

First file: 0_EftDirtyDump.txt was dumped before the main menu, with BE inactive.
Second file: 1_EftMenuDump.txt was dumped while at the main menu.
Third file: 2_EftGameDump.txt was dumped while in a raid on reserve.

The latter two were dumped with BE active.

It's interesting to review as there are some runtime decoded types among the extra definitions.

Most of the extra stuff will lead nowhere, but some of them look interesting e.g: https://i.imgur.com/8rSgNSP.png

Edit: This type isn't something new, but it's fields only seemed to show up in-game for me (you can still view these structs in dnSpy)
Edit2: ^ just because the type hasn't been initialized by mono yet lol.
Edit3: The CullingManager handles mostly lighting, and not player entities unfortunately (https://i.imgur.com/3EHxVOR.png). Would have been nice if it was everything. :P
Edit4: Code inside the spoiler just in case it helps to educate.

Download: https://www.unknowncheats.me/forum/d...=file&id=30370 (note: fields from types marked with [Struct] are offset +0x10 (unless they're static fields); this has since been fixed)

sijin 20th July 2020 01:13 PM

Quote:

Originally Posted by Razchek (Post 2867504)
Attached are the field offsets for EFT v0.12.6.8233 dumped with Unispect

First file: 0_EftDirtyDump.txt was dumped before the main menu, with BE inactive.
Second file: 1_EftMenuDump.txt was dumped while at the main menu.
Third file: 2_EftGameDump.txt was dumped while in a raid on reserve.

The latter two were dumped with BE active.

It's interesting to review as there are some runtime decoded types among the new definitions.

Most of the new stuff will lead nowhere, but some of them look interesting e.g:
https://i.imgur.com/8rSgNSP.png

Download: https://www.unknowncheats.me/forum/d...=file&id=30370

thank you

Respecter 20th July 2020 06:58 PM

Code:

uint64_t tablePlayerExperience[] = {
  1000, 2743, 3999, 5256, 6494, 7658, 8851, 10025, 11098, 12226, 13336, 16814, 19924, 23053, 26283, 29219,
  32045, 34466, 37044, 39162, 41492, 44002, 46900, 51490, 56080, 60670, 65260, 69850, 74440, 79030, 83620,
  90964, 98308, 105652, 112996, 120340, 127684, 135028, 142372, 149716, 157060, 167158, 177256, 187354, 197452,
  207550, 217648, 227746, 237844, 247942, 258040, 271810, 285580, 299350, 313120, 323450, 362111, 369536, 386978,
  407174, 430124, 457664, 494384, 549464, 622904, 760604, 1036004, 1449104, 10000000
};

int Player::GetPlayerLevel()
{
    auto* playerInfo = GetPlayerInfo();
    if (!IsValidPtr(playerInfo))
        return {};

    auto resultLevel = 1;
    for (size_t currentLevel = 0; currentLevel < sizeof(tablePlayerExperience) - 1; currentLevel++)
    {
        auto currentLevelExp = tablePlayerExperience[currentLevel];

        if (playerInfo->Experience < currentLevelExp)
        {
            resultLevel = currentLevel + 1;
            break;
        }
    }

    return resultLevel;
}

miss you @Tonyx97

onecool9009 20th July 2020 10:00 PM

an example of how you can get loot in some containers (external):
Code:

        memset(containers, 0, sizeof(Container) * 1024);

        int countContainers = 0;
        ULONG64* lootableObjects = (ULONG64*)ExAllocatePool(PagedPool, 1024 * sizeof(ULONG64));
        memset(lootableObjects, 0, sizeof(ULONG64) * 1024);
        GetObjectsByName(gameObjectManager, "lootable", lootableObjects, &countContainers);
        for (int i = 0; i < countContainers; i++)
        {
                containers[i].gameObjectAddress = lootableObjects[i];

                // get position
                ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(lootableObjects[i] + 0x30));
                ULONG64 pointerToTransform = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                ULONG64 pointerToTransform_2 = (ULONG64)ReadPointer((PVOID)(pointerToTransform + 0x28));
                ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_2 + 0x10));
                GetPosition(pTransform, &containers[i].position);

                // get game component from game object (WIO)
                ULONG64 pComponentEntity = (ULONG64)ReadPointer((PVOID)(objectClass + 0x18));
                ULONG64 pComponent = (ULONG64)ReadPointer((PVOID)(pComponentEntity + 0x28));

                // get WIO component id
                ULONG64 pWIOID = (ULONG64)ReadPointer((PVOID)(pComponent + offsets.m_pWIOID)); // 0x48
                GetUnityString(pWIOID, containers[i].WIOName);

                // find item by WIO id
                containers[i].itemAddress = FindItemById(gameWorld, containers[i].WIOName, offsets);

                // get loot from container
                if (containers[i].itemAddress)
                {
                        ULONG64 pGrids = (ULONG64)ReadPointer((PVOID)(containers[i].itemAddress + offsets.m_pGrids)); // 0x70
                        int gridsCount = 0;
                        CopyProcessMemory(&gridsCount, (PVOID)(pGrids + offsets.m_iGridsCount), sizeof(int)); // 0x18
                        if (gridsCount > 0)
                        {
                                ULONG64 pGrid = (ULONG64)ReadPointer((PVOID)(pGrids + offsets.m_pGrid)); // 0x20
                                ULONG64 pGridDict = (ULONG64)ReadPointer((PVOID)(pGrid + offsets.m_pGridDict)); // 0x38
                                ULONG64 pDict = (ULONG64)ReadPointer((PVOID)(pGridDict + 0x10));
                                int countItemsInContainer = 0;
                                CopyProcessMemory(&countItemsInContainer, (PVOID)(pDict + 0x40), sizeof(int));

                                if (countItemsInContainer > 0)
                                {
                                        ULONG64 pEntries = (ULONG64)ReadPointer((PVOID)(pDict + 0x18));
                                        for (int j = 0; j < countItemsInContainer; j++)
                                        {
                                                ULONG64 pItemInContainer = (ULONG64)ReadPointer((PVOID)(pEntries + 0x28 + 0x18 * (ULONG64)j));
                                                ULONG64 pTemplateItemInContainer = (ULONG64)ReadPointer((PVOID)(pItemInContainer + offsets.m_pItemTemplate)); // 0x40
                                                CopyProcessMemory(&containers[i].loot[j].itemPrice, (PVOID)(pTemplateItemInContainer + offsets.m_iItemPrice), sizeof(int));

                                                ULONG64 pItemIdString = (ULONG64)ReadPointer((PVOID)(pTemplateItemInContainer + offsets.m_pItemId)); // 0x50
                                                GetUnityString(pItemIdString, containers[i].loot[j].itemId);
                                        }
                                }
                        }
                }
        }

        ExFreePool(lootableObjects);

there is enough information so I will not answer questions on this topic... it should give a boost in the right direction to those in need. Thank you for information of greeds @NotSomeLoser

montroisiemecon 20th July 2020 10:50 PM

Quote:

Originally Posted by Respecter (Post 2867792)
Code:

uint64_t tablePlayerExperience[] = {
  1000, 2743, 3999, 5256, 6494, 7658, 8851, 10025, 11098, 12226, 13336, 16814, 19924, 23053, 26283, 29219,
  32045, 34466, 37044, 39162, 41492, 44002, 46900, 51490, 56080, 60670, 65260, 69850, 74440, 79030, 83620,
  90964, 98308, 105652, 112996, 120340, 127684, 135028, 142372, 149716, 157060, 167158, 177256, 187354, 197452,
  207550, 217648, 227746, 237844, 247942, 258040, 271810, 285580, 299350, 313120, 323450, 362111, 369536, 386978,
  407174, 430124, 457664, 494384, 549464, 622904, 760604, 1036004, 1449104, 10000000
};

int Player::GetPlayerLevel()
{
    auto* playerInfo = GetPlayerInfo();
    if (!IsValidPtr(playerInfo))
        return {};

    auto resultLevel = 1;
    for (size_t currentLevel = 0; currentLevel < sizeof(tablePlayerExperience) - 1; currentLevel++)
    {
        auto currentLevelExp = tablePlayerExperience[currentLevel];

        if (playerInfo->Experience < currentLevelExp)
        {
            resultLevel = currentLevel + 1;
            break;
        }
    }

    return resultLevel;
}

miss you @Tonyx97


table experience is wrong

Respecter 21st July 2020 01:29 AM

Quote:

Originally Posted by montroisiemecon (Post 2867944)
table experience is wrong

Code:

uint64_t tablePlayerExperience[] = {
  1000, 3743, 7742, 12998, 19492, 27150, 36001, 46026, 57124, 69350, 82686, 99500, 119424, 142477, 168760, 197979,
  230024, 264490, 301534, 340696, 382188, 426190, 473090, 524580, 580660, 641330, 706590, 776440, 850840, 929870, 1013490,
  1104454, 1202762, 1308414, 1421410, 1541750, 1669434, 1804462, 1946834, 2096550, 2253610, 2420768, 2598024, 2785378, 2982830,
  3190380, 3408028, 3635774, 3873618, 4121560, 4379600, 4651410, 4936990, 5236340, 5549460, 5872910, 6235021, 6604557, 6991535,
  7398709, 7828833, 8286497, 8780881, 9330345, 9953249, 10713853, 11749857, 13198961, 23198961
};


montroisiemecon 21st July 2020 01:33 AM

Indeed, that the correct column ^^

Razchek 21st July 2020 05:23 AM

Quote:

Originally Posted by montroisiemecon (Post 2867944)
table experience is wrong

Both tables are correct, I think he just mixed them up lol.
One is catered for accumulation, the other is not.

If you want to use the first table @Respecter posted though, you need to adjust their code like so:

Code:

    auto currentLevelExp = 0;
    for (size_t currentLevel = 0; currentLevel < sizeof(tablePlayerExperience) - 1; currentLevel++)
    {
        currentLevelExp += tablePlayerExperience[currentLevel];


drakonia 21st July 2020 02:10 PM

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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

onecool9009 22nd July 2020 07:36 AM

another example of how to get information about lootableContainer more optimally (from gameWorld + 0x58):
Code:

void GetLootAndLootable(ULONG64 gameWorld, Loot* lootArray, Container* containerArray, GET_LOOTANDCONTAINER_OFFSETS offsets)
{
        int countLoot = 0;
        int countLootable = 0;
        int countLootListObjects = 0;
        ULONG64 lootList = (ULONG64)ReadPointer((PVOID)(gameWorld + offsets.m_pLootList)); // 0x58
        ULONG64 lootListEntity = (ULONG64)ReadPointer((PVOID)(lootList + offsets.m_pListArray)); // 0x10
        CopyProcessMemory(&countLootListObjects, (PVOID)(lootList + offsets.m_iCount), sizeof(int)); // 0x18

        // read loot objects entity
        ULONG64* lootObjectsEnitity = ExAllocatePool(PagedPool, countLootListObjects * sizeof(ULONG64));
        if (!lootObjectsEnitity)
                return;
        CopyProcessMemory(lootObjectsEnitity, (PVOID)(lootListEntity + offsets.m_pListFirstEntity), countLootListObjects * sizeof(ULONG64)); // 0x20 + 0x8*i
        for (int i = 0; i < countLootListObjects; i++)
        {
                ULONG64 unknownPtr = (ULONG64)ReadPointer((PVOID)(lootObjectsEnitity[i] + 0x10));
                ULONG64 interactiveClass = (ULONG64)ReadPointer((PVOID)(unknownPtr + 0x28));
                ULONG64 baseObject = (ULONG64)ReadPointer((PVOID)(interactiveClass + 0x10));
                ULONG64 gameObject = (ULONG64)ReadPointer((PVOID)(baseObject + 0x30));
                ULONG64 pGameObjectName = (ULONG64)ReadPointer((PVOID)(gameObject + 0x60));

                char gameObjectName[255];
                GetString(pGameObjectName, gameObjectName);
               
                if (IsLootableObject(gameObjectName))
                {
                        containerArray[countLootable].gameObject = gameObject;

                        // get position
                        ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(gameObject + 0x30));
                        ULONG64 pointerToTransform_1 = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                        ULONG64 pointerToTransform_2 = (ULONG64)ReadPointer((PVOID)(pointerToTransform_1 + 0x28));
                        ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_2 + 0x10));
                        GetPosition(pTransform, &containerArray[countLootable].position);

                        // get item owner
                        ULONG64 itemOwner = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pLootableContainerItemOwner)); // 0x108
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(itemOwner + offsets.m_pLootableContainerItem)); // 0x90

                        // get item name
                        ULONG64 itemTemplate = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pItemTemplate)); // 0x40
                        ULONG64 pItemNameStr = (ULONG64)ReadPointer((PVOID)(itemTemplate + offsets.m_pItemName)); // 0x58
                        GetUnityString(pItemNameStr, containerArray[countLootable].WIOName);

                        // get loot in lootable
                        ULONG64 grids = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pGrids)); // 0x70
                        int gridsCount = 0;
                        CopyProcessMemory(&gridsCount, (PVOID)(grids + offsets.m_iGridsCount), sizeof(int)); // 0x18
                        if (gridsCount > 0)
                        {
                                ULONG64 grid = (ULONG64)ReadPointer((PVOID)(grids + offsets.m_pGrid)); // 0x20
                                ULONG64 gridDict = (ULONG64)ReadPointer((PVOID)(grid + offsets.m_pGridDict)); // 0x38
                                ULONG64 dict = (ULONG64)ReadPointer((PVOID)(gridDict + 0x10));
                                int countItemsInContainer = 0;
                                CopyProcessMemory(&countItemsInContainer, (PVOID)(dict + 0x40), sizeof(int));

                                if (countItemsInContainer > 0)
                                {
                                        ULONG64 entries = (ULONG64)ReadPointer((PVOID)(dict + 0x18));
                                        for (int j = 0; j < countItemsInContainer; j++)
                                        {
                                                ULONG64 itemInContainer = (ULONG64)ReadPointer((PVOID)(entries + 0x28 + 0x18 * (ULONG64)j));
                                                ULONG64 templateItemInContainer = (ULONG64)ReadPointer((PVOID)(itemInContainer + offsets.m_pItemTemplate)); // 0x40
                                                CopyProcessMemory(&containerArray[countLootable].loot[j].price, (PVOID)(templateItemInContainer + offsets.m_pItemPrice), sizeof(int));

                                                ULONG64 itemIdString = (ULONG64)ReadPointer((PVOID)(templateItemInContainer + offsets.m_pItemId)); // 0x50
                                                GetUnityString(itemIdString, containerArray[countLootable].loot[j].itemId);
                                        }
                                }
                        }

                        countLootable += 1;
                }
                else
                {
                        // get position
                        ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(gameObject + 0x30));
                        ULONG64 pointerToTransform_1 = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                        ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_1 + 0x38));
                        CopyProcessMemory(&lootArray[countLoot].position, (PVOID)(pTransform + 0xB0), sizeof(Vector3));

                        // get item
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pItem)); // 0x50

                        // get itemTemplate
                        ULONG64 itemTemplate = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pItemTemplate)); // 0x40

                        // get item id
                        ULONG64 pItemIdStr = (ULONG64)ReadPointer((PVOID)(itemTemplate + offsets.m_pItemId)); // 0x50
                        GetUnityString(pItemIdStr, lootArray[countLoot].itemId);

                        // get item price
                        CopyProcessMemory(&lootArray[countLoot].price, (PVOID)(itemTemplate + offsets.m_pItemPrice), sizeof(int));

                        countLoot += 1;
                }
        }

        ExFreePool(lootObjectsEnitity);
}

BOOLEAN IsLootableObject(const char* gameObjectName)
{
        /*
                'Ammo_crate_Cap' 'Grenade_box_Door' 'Medical_Door' 'POS_Money'
                'POS_Money1' 'Toolbox_Door' 'cap' 'card_file_box_Anim1'
                'card_file_box_Anim2' 'card_file_box_Anim3' 'card_file_box_Anim4'
                'cover_110' 'cover_110x45' 'cover_110x45 ' 'cover_140' 'cover_64'
                'lootable' 'scontainer_Blue_Barrel_Base_Cap' 'scontainer_wood_CAP'
                'suitcase_plastic_lootable_open' 'weapon_box_cover'
        */

        if (_stricmp(gameObjectName, "cap") == 0)
                return TRUE;
        if (strstr(gameObjectName, "Ammo_crate_Cap"))
                return TRUE;
        if (strstr(gameObjectName, "Grenade_box_Door"))
                return TRUE;
        if (strstr(gameObjectName, "Medical_Door"))
                return TRUE;
        if (strstr(gameObjectName, "POS_Money"))
                return TRUE;
        if (strstr(gameObjectName, "Toolbox_Door"))
                return TRUE;
        if (strstr(gameObjectName, "card_file_box"))
                return TRUE;
        if (strstr(gameObjectName, "cover_"))
                return TRUE;
        if (strstr(gameObjectName, "lootable"))
                return TRUE;
        if (strstr(gameObjectName, "scontainer_Blue_Barrel_Base_Cap"))
                return TRUE;
        if (strstr(gameObjectName, "scontainer_wood_CAP"))
                return TRUE;
        if (strstr(gameObjectName, "suitcase_plastic_lootable_open"))
                return TRUE;
        if (strstr(gameObjectName, "weapon_box_cover"))
                return TRUE;

        return FALSE;
}

for info:
https://ibb.co/8Dd8Ykd

pubgcheck 22nd July 2020 08:58 AM

Quote:

Originally Posted by onecool9009 (Post 2867919)
an example of how you can get loot in some containers (external):
Code:

        memset(containers, 0, sizeof(Container) * 1024);

        int countContainers = 0;
        ULONG64* lootableObjects = (ULONG64*)ExAllocatePool(PagedPool, 1024 * sizeof(ULONG64));
        memset(lootableObjects, 0, sizeof(ULONG64) * 1024);
        GetObjectsByName(gameObjectManager, "lootable", lootableObjects, &countContainers);
        for (int i = 0; i < countContainers; i++)
        {
                containers[i].gameObjectAddress = lootableObjects[i];

                // get position
                ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(lootableObjects[i] + 0x30));
                ULONG64 pointerToTransform = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                ULONG64 pointerToTransform_2 = (ULONG64)ReadPointer((PVOID)(pointerToTransform + 0x28));
                ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_2 + 0x10));
                GetPosition(pTransform, &containers[i].position);

                // get game component from game object (WIO)
                ULONG64 pComponentEntity = (ULONG64)ReadPointer((PVOID)(objectClass + 0x18));
                ULONG64 pComponent = (ULONG64)ReadPointer((PVOID)(pComponentEntity + 0x28));

                // get WIO component id
                ULONG64 pWIOID = (ULONG64)ReadPointer((PVOID)(pComponent + offsets.m_pWIOID)); // 0x48
                GetUnityString(pWIOID, containers[i].WIOName);

                // find item by WIO id
                containers[i].itemAddress = FindItemById(gameWorld, containers[i].WIOName, offsets);

                // get loot from container
                if (containers[i].itemAddress)
                {
                        ULONG64 pGrids = (ULONG64)ReadPointer((PVOID)(containers[i].itemAddress + offsets.m_pGrids)); // 0x70
                        int gridsCount = 0;
                        CopyProcessMemory(&gridsCount, (PVOID)(pGrids + offsets.m_iGridsCount), sizeof(int)); // 0x18
                        if (gridsCount > 0)
                        {
                                ULONG64 pGrid = (ULONG64)ReadPointer((PVOID)(pGrids + offsets.m_pGrid)); // 0x20
                                ULONG64 pGridDict = (ULONG64)ReadPointer((PVOID)(pGrid + offsets.m_pGridDict)); // 0x38
                                ULONG64 pDict = (ULONG64)ReadPointer((PVOID)(pGridDict + 0x10));
                                int countItemsInContainer = 0;
                                CopyProcessMemory(&countItemsInContainer, (PVOID)(pDict + 0x40), sizeof(int));

                                if (countItemsInContainer > 0)
                                {
                                        ULONG64 pEntries = (ULONG64)ReadPointer((PVOID)(pDict + 0x18));
                                        for (int j = 0; j < countItemsInContainer; j++)
                                        {
                                                ULONG64 pItemInContainer = (ULONG64)ReadPointer((PVOID)(pEntries + 0x28 + 0x18 * (ULONG64)j));
                                                ULONG64 pTemplateItemInContainer = (ULONG64)ReadPointer((PVOID)(pItemInContainer + offsets.m_pItemTemplate)); // 0x40
                                                CopyProcessMemory(&containers[i].loot[j].itemPrice, (PVOID)(pTemplateItemInContainer + offsets.m_iItemPrice), sizeof(int));

                                                ULONG64 pItemIdString = (ULONG64)ReadPointer((PVOID)(pTemplateItemInContainer + offsets.m_pItemId)); // 0x50
                                                GetUnityString(pItemIdString, containers[i].loot[j].itemId);
                                        }
                                }
                        }
                }
        }

        ExFreePool(lootableObjects);

there is enough information so I will not answer questions on this topic... it should give a boost in the right direction to those in need. Thank you for information of greeds @NotSomeLoser



Code:

                // find item by WIO id
                containers[i].itemAddress = FindItemById(gameWorld, containers[i].WIOName, offsets);

What is FindItemById? how to Find Item By Id?

onecool9009 22nd July 2020 09:05 AM

Quote:

Originally Posted by pubgcheck (Post 2868992)
Code:

                // find item by WIO id
                containers[i].itemAddress = FindItemById(gameWorld, containers[i].WIOName, offsets);

What is FindItemById? how to Find Item By Id?

gameWorld + 0x70

pubgcheck 22nd July 2020 09:24 AM

Quote:

Originally Posted by onecool9009 (Post 2868995)
gameWorld + 0x70

Many thanks, I use your another way, that is work fine :lmao:

MasterScuzee 22nd July 2020 06:03 PM

Quote:

Originally Posted by onecool9009 (Post 2868968)
~

Why is the container position slightly shifted (2-3m) to the left when I use your method to retrieve the position? :D

onecool9009 22nd July 2020 06:30 PM

Quote:

Originally Posted by MasterScuzee (Post 2869374)
Why is the container position slightly shifted (2-3m) to the left when I use your method to retrieve the position? :D

I don't know, maybe you have a problem with rendering? I'm good
https://ibb.co/rHy0W88

Adelheid 22nd July 2020 10:41 PM

Quote:

Originally Posted by Respecter (Post 2867792)
Code:

uint64_t tablePlayerExperience[] = {
  1000, 2743, 3999, 5256, 6494, 7658, 8851, 10025, 11098, 12226, 13336, 16814, 19924, 23053, 26283, 29219,
  32045, 34466, 37044, 39162, 41492, 44002, 46900, 51490, 56080, 60670, 65260, 69850, 74440, 79030, 83620,
  90964, 98308, 105652, 112996, 120340, 127684, 135028, 142372, 149716, 157060, 167158, 177256, 187354, 197452,
  207550, 217648, 227746, 237844, 247942, 258040, 271810, 285580, 299350, 313120, 323450, 362111, 369536, 386978,
  407174, 430124, 457664, 494384, 549464, 622904, 760604, 1036004, 1449104, 10000000
};

int Player::GetPlayerLevel()
{
    auto* playerInfo = GetPlayerInfo();
    if (!IsValidPtr(playerInfo))
        return {};

    auto resultLevel = 1;
    for (size_t currentLevel = 0; currentLevel < sizeof(tablePlayerExperience) - 1; currentLevel++)
    {
        auto currentLevelExp = tablePlayerExperience[currentLevel];

        if (playerInfo->Experience < currentLevelExp)
        {
            resultLevel = currentLevel + 1;
            break;
        }
    }

    return resultLevel;
}

miss you @Tonyx97

if you dont want to crash you should do this:
Code:

currentLevel < sizeof(tablePlayerExperience)/sizeof(uint64_t)

sirosix 22nd July 2020 10:42 PM

nevermind

pubgcheck 23rd July 2020 02:29 AM

[QUOTE=onecool9009;2868968]
~
[/CODE]

Do you have any way to bypass overlay window?

onecool9009 23rd July 2020 07:35 AM

[QUOTE=pubgcheck;2869708]
Quote:

Originally Posted by onecool9009 (Post 2868968)
~
[/CODE]

Do you have any way to bypass overlay window?


yes, but I won't share it with you think for yourself and use the UC search

Yf04zKTh12Te 23rd July 2020 10:17 PM

i been using external for quite a while now (with signed driver) and recently decided switching to internal.

my initial thought was to write DLL in c# (mono) and for injection to edit some mono injector and integrate it with my driver to do the injection from kernel space.

are there any more hoops ill have to go through in order to stay undetected?

RangeMachine 25th July 2020 09:46 AM

Quote:

Originally Posted by onecool9009 (Post 2868968)
~

You can get name of each managed class in game
Code:

        const char* mono_behaviour::get_class_name()
        {
                if (!memory::is_valid_pointer(this))
                        return "";

                void* mono_descriptor_link = *memory::pointer<void**>(this, 0x0);
                void* mono_descriptor = *memory::pointer<void**>(mono_descriptor_link, 0x0);
                void* name = *memory::pointer<void**>(mono_descriptor, 0x48);

                return reinterpret_cast<const char*>(name);
        }

And then filter them:
Code:

                for (uint32_t i = 0; i < game_world_->get_interactable_objects_count(); ++i)
                {
                        sdk::interactable_object* interactable_object = game_world_->get_interactable_object_by_index(i);

                        if (memory::is_valid_pointer(interactable_object))
                        {
                                if (strstr(interactable_object->get_class_name(), xor_string("Corpse")))
                                {
                                        render_corpse(interactable_object);
                                }
                                else if (!strstr(interactable_object->get_class_name(), xor_string("LootableContainer")))
                                {
                                        render_item(reinterpret_cast<sdk::loot_item*>(interactable_object));
                                }
                        }
                }


cypher9257 25th July 2020 02:24 PM

I'm not sure if i'm getting it right. Or have the offsets changed?

For uint64_t is_localplayer = 0x18; // bool( );, I got something like 0XFB4
For uint64_t array_exits = 0x18; // I got something like 21 , 00 ,00
And I can't find uint64_t local_position = 0x01E8; // vector3_t( );



Quote:

Originally Posted by xzackcc (Post 2845873)
Does anyone have the offset chains for ..
  • extraction point countdown/timer
  • item value/worth (seen people use json/xml for that, has anyone found a way to do it via memory?)
  • optic matrix
  • player groupid (not side id!)

highly appreciated.

Code:

        // Global
        uint64_t global = 0x151A218; // Objects
        uint64_t camera = 0x14BB400; //

        // Objects
        uint64_t object_tagged = 0x18; // EFT.LocalGameWorld
        uint64_t object_tagged_latest = 0x10; // EFT.LocalGameWorld

        // EFT.LocalGameWorld
        uint64_t array_exits = 0x18; //
        uint64_t array_items = 0x58; // EFT.Item
        uint64_t array_players = 0x78; // EFT.Player

        // EFT.Player
        uint64_t is_localplayer = 0x18; // bool( );
        uint64_t movement_context = 0x38; // EFT.MovementContext
        uint64_t player_body = 0xA0; // EFT.PlayerBody
        uint64_t procedural_weapon_animation = 0x168; // EFT.Animation.ProceduralWeaponAnimation
        uint64_t player_profile = 0x3E0; // EFT.Profile
        uint64_t health_container = 0x410; // GInterface147

        // EFT.MovementContext
        uint64_t local_viewangles = 0x01E0; // vector3_t( ); <-- outdated, shifted by 4 bytes, new offset: 0x01DC
        uint64_t local_position = 0x01E8; // vector3_t( );

        // EFT.Profile
        uint64_t player_id = 0x10; // UnityEngineString
        uint64_t player_info = 0x28; // EFT.Profile.Info

        // EFT.Profile.Info
        uint64_t player_name = 0x10; // UnityEngineString
        uint64_t player_side = 0x50; // int32_t( );
        uint64_t player_creation_date = 0x54; // uint64_t( );

        // GInterface147
        uint64_t health_body = 0x18; // HealthBody

        // HealthBody
        uint64_t body_controller = 0x18; // BodyController

        // BodyController
        uint64_t health_container_head = 0x30; // HealthContainer
        uint64_t health_container_thorax = 0x48; // HealthContainer
        uint64_t health_container_stomach = 0x60; // HealthContainer
        uint64_t health_container_arm_l = 0x78; // HealthContainer
        uint64_t health_container_arm_r = 0x90; // HealthContainer
        uint64_t health_container_leg_l = 0xA8; // HealthContainer
        uint64_t health_container_leg_r = 0xC0; // HealthContainer

        // HealthContainer
        uint64_t health_object = 0x10; // HealthObject

        // HealthObject
        uint64_t health = 0x10; // float( );
        uint64_t health_max = 0x14; // float( );

        // EFT.Item
        uint64_t item_profile = 0x10; // ItemProfile

        // ItemProfile
        uint64_t item_information = 0x30; // ItemInformation

        // ItemInformation
        uint64_t item_localization = 0x30; // ItemLocalization

        // ItemLocalization
        uint64_t item_coordinates = 0x8; // ItemCoordinates

        // ItemCoordinates
        uint64_t item_container = 0x8; // ItemContainer

        // ItemContainer
        uint64_t item_position = 0xb0; // vector3_t( );



Razchek 25th July 2020 04:01 PM

Quote:

Originally Posted by RangeMachine (Post 2871548)
~snip~

I took a look at this because it seemed useful for building a JIT class inspector.

Turns out your 'mono_descriptor' is actually _MonoClass (https://i.imgur.com/IQyPdAC.png)
If you need the offsets for that class, I already laid them out in my project Unispect's code: TypeDefinition.cs

Here's a fun snippet for getting components on a GameObject (exclusive of parent/child):

Just have a reference to a MonoBehaviour type (e.g. LootList.InteractableObject[0]) then:
Code:

// 0x10 = (Unity::Component)m_CachedPtr , 0x30 = GameObject
var gameObject = Memory.ReadChain(entityAddress, 0x10, 0x30);
var components = GetComponents(gameObject);

Code:

private class UnityComponent
{
    public UnityComponent(ulong componentAddress, ulong componentClassAddress)
    {
        ComponentAddress = componentAddress;
        ComponentClassAddress = componentClassAddress;
    }

    public readonly ulong ComponentAddress;
    public readonly ulong ComponentClassAddress;
    public string Name;
    public string Namespace;

    public override string ToString()
    {
        return $"{(string.IsNullOrWhiteSpace(Namespace) ? "-" : Namespace)}.{Name}";
    }
       
    public static implicit operator ulong(UnityComponent component) => component.ComponentClassAddress;
}

public struct ComponentArray
{
    public ulong ArrayBase;
    public ulong MemLabelId;
    public ulong Size;
    public ulong Capacity;
}

private static List<UnityComponent> GetComponents(ulong gameObject)
{
    var ret = new List<UnityComponent>();

    // 0x30 = gameObject.dynamic_array<GameObject::ComponentPair,0> m_Component;
    var componentArray = Memory.Read<ComponentArray>(gameObject + 0x30);

    for (uint i = 0; i < componentArray.Size; i++)
    {
        /*
        struct GameObject::ComponentPair
        {
            unsigned int typeIndex;
            unsigned int align0;
            ImmediatePtr<Unity::Component> component; // 0x8
        };
        */
        var componentAddr = Memory.Read<UInt64>(componentArray.ArrayBase + i * 0x10 + 0x8);
               
        // 0x28 = ((ScriptingGCHandle)m_MonoReference).m_Object
        var componentClassAddr = Memory.Read<UInt64>(componentAddr + 0x28);
        var component = new UnityComponent(componentAddr, componentClassAddr);

        // 0x0 = m_Target, 0x0 = _MonoClass | component is implicitly converted to component.ComponentClassAddress
        var monoClass = Memory.ReadChain(component, 0, 0);
        var namePtr = Memory.Read<UInt64>(monoClass + 0x48);
        var namespacePtr = Memory.Read<UInt64>(monoClass + 0x50);

        // Read these using the UTF-8 encoding, you can check if the type is obfuscated by checking if the first character code is > 0xE0
        // if(component.Name[0] > 0xE0) { /* name it something easy to recognize, such as the type token */ }
        component.Name = Memory.ReadString(namePtr, 128);
        component.Namespace = Memory.ReadString(namespacePtr, 128);

        ret.Add(component);
    }

    return ret;
}

https://i.imgur.com/9NPwVic.png

cypher9257 25th July 2020 06:26 PM

Never mind, I found out the address by the method below. Thanks for the spoon feed method. .:lmao::lmao::lmao:


Quote:

Originally Posted by TJ888 (Post 2669850)
Don't open EscapeFromTarkov.exe, pretty much most important things are in UnityPlayer.dll.

How I found GOM- Open UnityPlayer.dll in IDA64, search for the string "FindGameObjectsWithTag" and go into that function.
Code:

sub_8FE180("UnityEngine.GameObject::FindGameObjectsWithTag", sub_948850 <--- This function);
Then the 1st function call that takes no parameters and where the resulting address is used in the for-loop init and condition, is a function that obtains the GameObjectManager Address.
Code:

GOM = sub_639640() <--- This function;
for ( i = *(uintptr_t*)(GOM + 8); i != GOM; i = *(uintptr_t*)(i + 8) )

Code:

__int64 sub_639640()
{
  return qword_15181E8 <--- GOM Address/Offset;
}

Should be the correct offset for the latest EmuTarkov as well.


pubgcheck 26th July 2020 03:32 PM

Quote:

Originally Posted by onecool9009 (Post 2868995)
~

Can you tell me how to adjust the crosshair position?

onecool9009 26th July 2020 03:47 PM

Quote:

Originally Posted by pubgcheck (Post 2872420)
Can you tell me how to adjust the crosshair position?

i'm don't know, i'm don't use aim

z3500376 27th July 2020 08:00 AM

how to scan tarkov's map in game

RangeMachine 27th July 2020 10:33 AM

Quote:

Originally Posted by Razchek (Post 2871748)
~

I had no idea how _MonoClass called, nice research, +rep

Razchek 27th July 2020 02:18 PM

EFT 0.12.7.8334 Offsets

Code:

EFT.Player.Profile (EFT.Profile):  0x3D8 (was 0x3D0)
EFT.Player.HealthController:      0x408 (was 0x400)
EFT.Player.HandsController:        0x420 (was 0x418)



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

bhehe6813 27th July 2020 02:56 PM

Quote:

Originally Posted by Razchek (Post 2873030)
EFT 0.12.7.8334 Offsets

Code:

EFT.Player.Profile (EFT.Profile):  0x3D8 (was 0x3D0)
EFT.Player.HealthController:      0x408 (was 0x400)


How do you dump the remaining members on ProceduralWeaponAnimation like that? I use CE's mono dump and I get:


Code:

                                c8 : ActiveBlends (type: System.Collections.Generic.List<System.ValueTuple<AnimatorPose,System.Single,System.Boolean>>)
                                d0 :  (type: System.Action)
                                320 :  (type: UnityEngine.Vector3)
                                d8 :  (type: .)
                                32c :  (type: UnityEngine.Vector3)
                                e0 :  (type: )
                                338 :  (type: System.Boolean)
                                e8 :  (type: System.Action)

I noticed on yours you have


Code:


    [C0] TiltBlender : -.Player.ValueBlender
    [C8] ActiveBlends : System.Collections.Generic.List<ValueTuple<AnimatorPose, Single, Boolean>>
    [D0] action_0xD0 : System.Action
    [D8] gClass0EAC_0xD8 : -.GClass0EAB.GClass0EAC
    [E0] gInterface1F59_0xE0 : -.GInterface1F59
    [E8] action_0xE8 : System.Action
    [F0] Mask : System.Int32


TTMDragon 27th July 2020 03:01 PM

Quote:

Originally Posted by bhehe6813 (Post 2873059)
Did you find the new mask for no-recoil? Was previous ProceduralWeaponAnimation+0xE8

WEAPON_MASK 0xf0
PLAYER_PHYSICAL 0x3e8

GOM: Same

bhehe6813 27th July 2020 03:01 PM

Quote:

Originally Posted by TTMDragon (Post 2873062)
WEAPON_MASK 0xf0
PLAYER_PHYSICAL 0x3e8

GOM: Same

Yeah just saw that in his dump. My dump doesn't include the Mask for some reason.

Skengdo 27th July 2020 03:15 PM

Quote:

Originally Posted by bhehe6813 (Post 2873063)
Yeah just saw that in his dump. My dump doesn't include the Mask for some reason.

Is modifying mask safe?

bhehe6813 27th July 2020 03:17 PM

Quote:

Originally Posted by Skengdo (Post 2873071)
Is modifying mask safe?

Yeah it still is. They don't do any validation.

Razchek 27th July 2020 03:28 PM

Quote:

Originally Posted by bhehe6813 (Post 2873059)
How do you dump the remaining members on ProceduralWeaponAnimation like that?

~

CE may just be having issues with it's dumper. AFAIK they use the mono functions internally, then IPC it to get their data.

I dump everything with my own written code, so I have a bit more control (but also not as feature complete yet).

Check it out if you want: https://github.com/Razchek/Unispect

Edit: There's also a chance that mono hasn't initialized the field yet, the dump I provided was done at the selection menu.

Quote:

Originally Posted by bhehe6813 (Post 2873085)
Thanks for the link, will check out your project, looks nice.

Quote:

Originally Posted by jocleys (Post 2873094)
so fucking nice

Thanks. :)

bhehe6813 27th July 2020 03:31 PM

Quote:

Originally Posted by Razchek (Post 2873081)
CE may just be having issues with it's dumper. AFAIK they use the mono functions internally, then IPC it to get their data.

I dump everything with my own written code, so I have a bit more control (but also not as feature complete yet).

Check it out if you want: https://github.com/Razchek/Unispect

Edit: There's also a chance that mono hasn't initialized the field yet, the dump I provided was done at the selection menu.

Thanks for the link, will check out your project, looks nice.

jocleys 27th July 2020 03:57 PM

Quote:

Originally Posted by bhehe6813 (Post 2873085)
Thanks for the link, will check out your project, looks nice.

so fucking nice

TheHidden0ne 27th July 2020 04:54 PM

So there's no more isLocalPlayer in EFT.Player but instead IsYourPlayer backed by a boolean? Or I'm just blind?

Just stupid. :lmao:

pubgcheck 27th July 2020 04:56 PM

Quote:

Originally Posted by TTMDragon (Post 2873062)
WEAPON_MASK 0xf0
PLAYER_PHYSICAL 0x3e8

GOM: Same

Can you tell me how to adjust the crosshair position after I modify mask?

Respecter 27th July 2020 06:07 PM

Quote:

Originally Posted by pubgcheck (Post 2873137)
Can you tell me how to adjust the crosshair position after I modify mask?

i'm gonna give you a hint, its on procedure weapon animation somewhere

Also, you don't need to apply mask for making it static (another hint)

bhehe6813 27th July 2020 06:13 PM

Quote:

Originally Posted by TheHidden0ne (Post 2873134)
So there's no more isLocalPlayer in EFT.Player but instead IsYourPlayer backed by a boolean? Or I'm just blind?

Just stupid. :lmao:

You don't need any "isLocalPlayer", I don't think there was every anything called "isLocalPlayer". People use player + 0x18, and call this "isLocalPlayer", but it's not called that in the game. If it's null then you aren't local player, if it's not null it will have a PTR.

Code:

public struct Player {
            [FieldOffset(0x0)] public IntPtr pAddress;

            [FieldOffset(0x18)] public IntPtr isLocalPlayer;

            [FieldOffset(0x38)] public IntPtr pMovementContext;

            [FieldOffset(0x168)] public IntPtr proceduralWeaponAnimation;

            [FieldOffset(0xA0)] public IntPtr pPlayerBody;

            [FieldOffset(0x3d8)] public IntPtr m_pPlayerProfile;

            [FieldOffset(0x408)] public IntPtr m_pHealthController;

            [FieldOffset(0x2C0)] public IntPtr pFaceShieldObserver;

            public PlayerBody PlayerBody => M.Read<PlayerBody>(pPlayerBody);

            public HealthController HealthController => M.Read<HealthController>(m_pHealthController);

            public PlayerProfile PlayerProfile => M.Read<PlayerProfile>(m_pPlayerProfile);

            public ProceduralWeaponAnimation ProceduralWeaponAnimation =>
                M.Read<ProceduralWeaponAnimation>(proceduralWeaponAnimation);
        }

I read player ptr + 0x18 as type IntPtr (this is 64 bit / 8 byte pointer like DWORD in C++). Then I check if the IntPtr == IntPtr.Zero. If not, then you're local player.

Quote:

Originally Posted by TheHidden0ne (Post 2873134)
So there's no more isLocalPlayer in EFT.Player but instead IsYourPlayer backed by a boolean? Or I'm just blind?

Just stupid. :lmao:

You don't need any "isLocalPlayer", I don't think there was every anything called "isLocalPlayer". People use player + 0x18, and call this "isLocalPlayer", but it's not called that in the game. If it's null then you aren't local player, if it's not null it will have a PTR.

Code:

public struct Player {
            [FieldOffset(0x0)] public IntPtr pAddress;

            [FieldOffset(0x18)] public IntPtr isLocalPlayer;

            [FieldOffset(0x38)] public IntPtr pMovementContext;

            [FieldOffset(0x168)] public IntPtr proceduralWeaponAnimation;

            [FieldOffset(0xA0)] public IntPtr pPlayerBody;

            [FieldOffset(0x3d8)] public IntPtr m_pPlayerProfile;

            [FieldOffset(0x408)] public IntPtr m_pHealthController;

            [FieldOffset(0x2C0)] public IntPtr pFaceShieldObserver;

            public PlayerBody PlayerBody => M.Read<PlayerBody>(pPlayerBody);

            public HealthController HealthController => M.Read<HealthController>(m_pHealthController);

            public PlayerProfile PlayerProfile => M.Read<PlayerProfile>(m_pPlayerProfile);

            public ProceduralWeaponAnimation ProceduralWeaponAnimation =>
                M.Read<ProceduralWeaponAnimation>(proceduralWeaponAnimation);
        }

I read player ptr + 0x18 as type IntPtr (this is 64 bit / 8 byte pointer like DWORD in C++). Then I check if the IntPtr == IntPtr.Zero. If not, then you're local player.

onecool9009 27th July 2020 06:25 PM

m_pGridDict = 0x40 (was 0x38)
m_bIsScope = proceduralWeaponAnimations + 0x158 (was 0x14C)

bhehe6813 27th July 2020 09:23 PM

Quote:

Originally Posted by onecool9009 (Post 2873204)
m_pGridDict = 0x40 (was 0x38)
m_bIsScope = proceduralWeaponAnimations + 0x158 (was 0x14C)

Rather than use isScope, you should get both the FPS camera and the OpticCameraManager and then check if the opticcamera is active.

What is m_pGridDict used for?

dywersant01 27th July 2020 11:00 PM

Quote:

Originally Posted by bhehe6813 (Post 2873335)
Rather than use isScope, you should get both the FPS camera and the OpticCameraManager and then check if the opticcamera is active.

What is m_pGridDict used for?

Contents of a container.

pubgcheck 28th July 2020 10:03 AM

Quote:

Originally Posted by Respecter (Post 2873195)
i'm gonna give you a hint, its on procedure weapon animation somewhere

Also, you don't need to apply mask for making it static (another hint)

Is crosshair position in ProceduralWeaponAnimation? what is offset address?

bhehe6813 28th July 2020 02:35 PM

Quote:

Originally Posted by pubgcheck (Post 2873682)
Is crosshair position in ProceduralWeaponAnimation? what is offset address?

Crosshair position is different than fireport position. Projectiles are launched from the fireport's vector, not the player's crosshair. Making the player's crosshair static won't make your gun always shoot straight.

But I think you're referring to reticle position anyways, and there is a quite easy way to modify that so it's accurate with mask & instant hit:

ProceduralWeaponAnimation + 0x80 is the FireArmsController
FirearmsController + 0x50 is InventoryLogicWeapoin.
InventoryLogicWeapon+0xA0 is an OpticCalibrationPoint Array.

OpticCalibrationPointArray + 0x18 is the size of this array.
OpticCalibrationPointArray + 0x20 is the first OpticCalibrationPoint, this is the lowest zero'ing for your gun/scope.

Each OpticCalibrationPoint is a Vector3. The Z property of the Calibration point is used to control the up/down direction of the reticle. Read a few of these points with different guns to get an idea on how it works.

Code:

                                var calibPoint = new Vector3(0, 0, -7.5f);
                                if (_pWeapopnCalibCache != IntPtr.Zero &&
                                    _pWeapopnCalibCache == inventoryLogicWeapon.pOpticCalibrationPoints) {
                                    calibPoint.X = _pWeaponOpticCalib2dPointCache.X;
                                    calibPoint.Y = _pWeaponOpticCalib2dPointCache.Y;
                                }
                                else {
                                    _pWeaponOpticCalib2dPointCache =
                                        inventoryLogicWeapon.OpticCalibrationPointArray.mode0;
                                    _pWeapopnCalibCache = inventoryLogicWeapon.pOpticCalibrationPoints;
                                }

                                M.Write(calibPoint,
                                    fireArmController.InventoryLogicWeapon.pOpticCalibrationPoints + 0x20);

I use this vector (existingCalibrationX, existingCalibrationY, -7.5) to properly align the reticle, and I copy the existing X & Y of the calibration point. I cache the PTR of this optic calibration array since it requires quite a few reads.

There are also a few other ways to do this, but I've been using the above. You should really take a look at ProceduralWeaponAnimation, the hands controller and the firearms controller in dnspy to get an idea on how all of this works. From there it should be quite easy for you to answer your own questions in the future.

64com 29th July 2020 04:55 AM

Does anyone have a problem with "player velocity" (Player->CharacterController->Velocity [0xD8]) after patch? Some players have incorrect values.

Y33Tcoder 29th July 2020 05:49 AM

Hi all, trying to do a simple external no-recoil, may I ask if it’s still done by setting all the effectors’ intensity in LocalPlayer -> proceduralweaponanimation to 0? Do they do anything to detect you simply zero-ing out those recoil values in memory and ban you? (P.S. would be nice if someone has the latest offsets for procedural and the effectors too, would greatly appreciate it <3)

z3500376 29th July 2020 09:32 AM

anyone know how to remove mask of helmet


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

RangeMachine 29th July 2020 11:30 AM

Quote:

Originally Posted by 64com (Post 2874400)
Does anyone have a problem with "player velocity" (Player->CharacterController->Velocity [0xD8]) after patch? Some players have incorrect values.

It was always zeroed for me. Its ok in EmuTarkov but zero in online games.

dywersant01 29th July 2020 02:53 PM

Quote:

Originally Posted by 64com (Post 2874400)
Does anyone have a problem with "player velocity" (Player->CharacterController->Velocity [0xD8]) after patch? Some players have incorrect values.

Try 0x48

HELOHELO121 30th July 2020 03:59 AM

Quote:

Originally Posted by z3500376 (Post 2874541)
anyone know how to remove mask of helmet

Code:

LocalCamera.GetComponent<VisorEffect>().Intensity = 0f;
If you're talking about the visor, then this should work

cypher9257 30th July 2020 06:04 PM

Is there a way to crosshair/reticle 's exact coordinate (vector3)? or something similar...

For instance, I'm at (-500, 20,100). My reticle is at (-495,20, 98).

s2055656915 31st July 2020 10:04 PM

Quote:

Originally Posted by onecool9009 (Post 2857817)
Guys! I have been successful in getting game container and etc positions!
to get it you need to get to gameobject transform. use:
Code:

0x10] + 0x30] + 0x30] + 0x8] + 0x28] + 0x10 = transform
now i have a problem getting content... how do you switch from game object to EFT.Interactive.LootableContainer?

How to get EFT.World? I always have 0x0... I use chain localGameWorld + 0x110 or localGameWorld + 0x118


How does a container change its position from another

The coordinate position of the container is always (- 101.1, - 22.6,16.2f). How is the position of the container correctly obtained? Does it have different chains

onecool9009 1st August 2020 03:55 PM

Quote:

Originally Posted by s2055656915 (Post 2876909)
How does a container change its position from another

The coordinate position of the container is always (- 101.1, - 22.6,16.2f). How is the position of the container correctly obtained? Does it have different chains


read the posts two pages earlier, I have already described everything (and not only me).....

Akex64 1st August 2020 11:11 PM

Anyone got norecoil offset?

RangeMachine 2nd August 2020 01:20 AM

Quote:

Originally Posted by Akex64 (Post 2877636)
Anyone got norecoil offset?

First bit in mask stands for breath and 5th stands for recoil.

https://i.imgur.com/TGzPvBa.png

cypher9257 3rd August 2020 12:23 AM

Quote:

Originally Posted by onecool9009 (Post 2877397)
read the posts two pages earlier, I have already described everything (and not only me).....

I think the offsets for getting Lootable container have been changed? because I'm getting random values.:asskiss:


BTW, he is using the chain in the else{} to get lootable container position, which will result in those values.


Oh...I need to apply a getposition function <<<problem solved!

cfxinyuan1 5th August 2020 02:05 AM

Recoilless before the last update was 0x168 and 0xe8. What is this time?
 
Recoilless before the last update was 0x168 and 0xe8. What is this time?

TTMDragon 5th August 2020 11:41 AM

Using 133 as head bone index but I am getting much lower height (about in height of thorax). Does anyone have same issue with incorrect position of bones?

I am getting bone transforms this way:
player -> 0xA0 -> 0x28 -> 0x28 -> 0x10 -> (0x20 + (bone_index * 0x8)

My transform translation, w2s and aimbot calculations should be correct (using same for other unity games).

s2055656915 6th August 2020 12:59 AM

Quote:

Originally Posted by cypher9257 (Post 2878325)
I think the offsets for getting Lootable container have been changed? because I'm getting random values.:asskiss:


BTW, he is using the chain in the else{} to get lootable container position, which will result in those values.


Oh...I need to apply a getposition function <<<problem solved!

Can getposition function be shared

Quote:

Originally Posted by onecool9009 (Post 2877397)
read the posts two pages earlier, I have already described everything (and not only me).....

causing each container to be in the same position

onecool9009 6th August 2020 08:04 AM

Quote:

Originally Posted by s2055656915 (Post 2880887)
Can getposition function be shared



ULONG64 unknownPtr = (ULONG64)ReadPointer((PVOID)(lootObjectsEnitity[i] + 0x10));
ULONG64 interactiveClass = (ULONG64)ReadPointer((PVOID)(unknownPtr + 0x28));
ULONG64 baseObject = (ULONG64)ReadPointer((PVOID)(interactiveClass + 0x10));
ULONG64 gameObject = (ULONG64)ReadPointer((PVOID)(baseObject + 0x30));

ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(gameObject + 0x30));
ULONG64 pointerToTransform_1 = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
ULONG64 pointerToTransform_2 = (ULONG64)ReadPointer((PVOID)(pointerToTransform_1 + 0x28));
ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_2 + 0x10));
GetPosition(pTransform, &containerArray[countLootable].position);



Which help is the getposition function here

I don't know what's wrong with me, causing each container to be in the same position


use GetPosition in the same way as for bones ...

express2 6th August 2020 02:28 PM

Anyone have issues with bone pointers returning 0 sometimes for a couple of players and AI. Seems to be worse on maps with a ton of entities, but also happens on labs and smaller maps

I've tried looping through every bone definition but they all fail. Eventually it will fix itself, sometimes on a re-log of myself (rarely) or of the other player (tested with my friend)

Rickebo 6th August 2020 02:34 PM

Quote:

Originally Posted by express2 (Post 2881331)
Anyone have issues with bone pointers returning 0 sometimes for a couple of players and AI. Seems to be worse on maps with a ton of entities, but also happens on labs and smaller maps

I've tried looping through every bone definition but they all fail. Eventually it will fix itself, sometimes on a re-log of myself (rarely) or of the other player (tested with my friend)

Disabling auto ram cleaner in game settings solved this issue for me

s2055656915 6th August 2020 03:50 PM

Quote:

Originally Posted by onecool9009 (Post 2881086)
use GetPosition in the same way as for bones ...

thank y

express2 7th August 2020 01:36 AM

Quote:

Originally Posted by Rickebo (Post 2881336)
Disabling auto ram cleaner in game settings solved this issue for me

Wow thank you! I totally forgot that option existed

z3500376 7th August 2020 03:53 AM

anyone know how to get player's kda?

Promptitude 7th August 2020 11:54 PM

Quote:

Originally Posted by z3500376 (Post 2881788)
anyone know how to get player's kda?

In EFT.Profile there is 'Stats' at offset 0xD8.
[D8] Stats : -.GClass04DC

In stats, there is 'OverallCounters' at offset 0x18.
[18] OverallCounters : -.GClass141A

In OverallCounters, Deaths and Kills are at 0x70 and 0x78 respectively.
[70][S] Deaths : -.GClass141A.GClass141B
[78][S] Kills : -.GClass141A.GClass141B

z3500376 8th August 2020 03:47 AM

Quote:

Originally Posted by Promptitude (Post 2882516)
In EFT.Profile there is 'Stats' at offset 0xD8.
[D8] Stats : -.GClass04DC

In stats, there is 'OverallCounters' at offset 0x18.
[18] OverallCounters : -.GClass141A

In OverallCounters, Deaths and Kills are at 0x70 and 0x78 respectively.
[70][S] Deaths : -.GClass141A.GClass141B
[78][S] Kills : -.GClass141A.GClass141B

thank you sir


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Razchek 8th August 2020 04:06 AM

Quote:

Originally Posted by Promptitude (Post 2882516)
In EFT.Profile there is 'Stats' at offset 0xD8.
[D8] Stats : -.GClass04DC

In stats, there is 'OverallCounters' at offset 0x18.
[18] OverallCounters : -.GClass141A

In OverallCounters, Deaths and Kills are at 0x70 and 0x78 respectively.
[70][S] Deaths : -.GClass141A.GClass141B
[78][S] Kills : -.GClass141A.GClass141B

You're almost there, but I think you have misinterpreted something (the static fields {Deaths, Kills} are not a part of the OverallCounters class, they are part of a separate class used just to store the initialized type from the enum). (Image: Stats & OverallCounters)

The OverallCounters class contains two fields. Importantly the first field is the pointer to the counters dictionary.
The first param (key) of that dictionary is a pointer to a class which is initialized using the enum as an argument. The notable field in that class is the int32 at offset 0x18, which is the hash code for the arguments passed through the constructor.
The second param (value) is 8 bytes, usually uint64 (but is casted to other types for other counters). For kills and deaths, you can interpret the value as uint64.
Now the 'hard' part is getting the correct key for the counter you want.
I collected the hashes in the code below just through reverse engineering. I acquired my kills & deaths from the values in the dictionary, then validated the corresponding hashes against other players.

You may be able to calculate the hash from the enum (listed below), but I didn't try to attempt this.

The code below is costly, so cache the results and use the cache on future iterations.
You should also note that the 'OverallCounters' only contain statistics from the moment the player connected to that raid.
For example: any kills in that match are not appended to those counters. Those are accumulated in the SessionCounters field instead.

Edit: The hashes in the code below are dynamic. This means you will need to figure out how to calculate them or update them manually each restart of the game. :(
I'll take another look at it later and see if I can solve it.


Edit2: The way I've temporarily solved this is by using index 6 (kills) and index 2 (deaths) of the local player's OverallCounters dict to get the hashes for future iterations.
These indices are constant for me on the local player only, hence grabbing the hashes this way. I might look into this further if I get bored. But for now, I consider that a working solution.


Code:

// Tested as a PMC only, solving Player Scavs will be a similar process. Have fun.
var profile = Mem.Read<UInt64>(entity.Address + 0x3D8);
var stats = Mem.Read<UInt64>(profile + 0xD8);
var overallCounters = Mem.Read<UInt64>(stats + 0x18); // SessionCounters is at 0x10
var counters = Mem.Read<UInt64>(overallCounters + 0x10); // Dictionary<IntPtr, ulong>

if(KillHash == 0)
{
    if (!entity.IsMe) continue;

    var arrayBase = Mem.Read<UInt64>(counters + 0x18) + 0x28;
   
    var killCounterKey = Mem.Read<UInt64>(arrayBase + 6 * 0x18);
    KillHash = Mem.Read<UInt32>(killCounterKey + 0x18);
   
    var deathCounterKey = Mem.Read<UInt64>(arrayBase + 2 * 0x18);
    DeathHash = Mem.Read<UInt32>(deathCounterKey + 0x18);
}

var countersDict = new MemDictionary<ulong, ulong>(counters); // Key param is GClass141C in this post
foreach (var entry in countersDict.Data)
{
    var keyClass = entry.Key;
    var value = entry.Value;
 
    var hash = Mem.Read<UInt32>(keyClass + 0x18);
 
    if (hash == KillHash) // This hash should work with PMCs and Player Scavs
        kills = value;
 
    if (hash == DeathHash) // This hash is PMC's only
        deaths = value;
}
 
var kd = deaths != 0 ? (float)kills / deaths : kills;

Code:

if(!inGame)
{
    ClearCache(); // KillHash = 0; ..
    // ...

MemDictionary:
EFT Classes:
Edit3:
Lmao.. This guy gives no fucks:
https://i.imgur.com/3Zipe6j.png

SenatorII 10th August 2020 03:50 PM

Quote:

Originally Posted by pubgcheck (Post 2873137)
Can you tell me how to adjust the crosshair position after I modify mask?

The problem is that if you remove the animation mask the game will simply not run any code for it anymore, problem is your sway and intensity will freeze so what ever your animation / offset from moving etc was at the time will stay causing a offsetted shots

The best idea is just not to bother messing with masks and just do this

https://i.imgur.com/hOF14Br.png

AhmedGH 11th August 2020 03:54 AM

Hello Guys,

I'm new to EFT hacking (And to the game tbh), there is a friend asked me create a simple Radar to the game (External) that draw on the radar in the game itself, first of all is radar ESP even possible in EFT, I don't even know the game very much just saw some videos still downloading it.

I also made a flashback on this topic from 2017 and found huge and nice information/help you are giving here guys, which is great, I also found that it's Unity game (Which I never hacked a unity game before sadly) but what I learnt a bit from the topic, is there is a GOM Object (which I think like GameWorld) and it's simply close to Unreal Engine which has objects and getting everything from the GOM (For example GameWorld -> Players -> Controller -> Camera -> Location just kinda of that). But there is another question here, is hacking the game actually like UE, like getting the GOM then by the offsets over and over to get pointers (Instances of objects) and go through the game objects like that? Or It's more than that?

Also I didn't know the anti-cheat they are using? Is it something known like BE or EAC?

And I saw someone having problems with W2S (WorldToScreen) function, is it different than normal or it just need ViewMatrix and normal WorldToScreen can handle it?

It's appreciated that you even reach that part of my post thank you for that. Would be much glad if some one helped me in these or even share a link that has External Hack (Just recently made not old ones, I saw old ones).. Any kind of help as a start would be great. I will be using C# as coding language if you wanted to know.

So to minimize all of that List of my questions:

1. Is RadarESP possible in this game? (External)
2. Hacking the game is like UnrealEngine with GOM then offsets?
3. What is the Anti-Cheat the game uses?
4. Is WorldToScreen is not different than other games and just need ViewMatrix to work?
5. Any source of External Hack which is not too old?


That's all foks! <3

Promptitude 11th August 2020 04:49 AM

Quote:

Originally Posted by AhmedGH (Post 2885583)
So to minimize all of that List of my questions:

1. Is RadarESP possible in this game? (External)
2. Hacking the game is like UnrealEngine with GOM then offsets?
3. What is the Anti-Cheat the game uses?
4. Is WorldToScreen is not different than other games and just need ViewMatrix to work?
5. Any source of External Hack which is not too old?

1. Yes, there's plenty of information in this thread to create a tool like that.
2. Game uses Unity Engine, but yeah GOM and then offsets.
3. Battleye.
4. Yes.
5. Lots of sources in the tarkov section.

elizh 14th August 2020 09:58 AM

How to get NightVision externally? and is there any visible flag?

HELOHELO121 14th August 2020 11:59 PM

Quote:

Originally Posted by elizh (Post 2889237)
How to get NightVision externally? and is there any visible flag?

https://www.unknowncheats.me/forum/2...-post2694.html

Use this extremely helpful post to get the components of the player's camera object and find the component where the Name is "NightVision". The same can be done with "ThermalVision".

MasterScuzee 15th August 2020 12:34 PM

Hey guys. :)

I kind of have trouble with getting CreateShot from EFT.Ballistics.
Problem is that I am not mono-internal, instead I am native internal.

Could someone lead me into the right direction?
Edit: A signature would be kinda cool :), I am talking about this function: EFT.Ballistics.BallisticsCalculator::CreateShot(...)

Tonyx97 15th August 2020 12:53 PM

Quote:

Originally Posted by MasterScuzee (Post 2890371)
Hey guys. :)

I kind of have trouble with getting CreateShot from EFT.Ballistics.
Problem is that I am not mono-internal, instead I am native internal.

Could someone lead me into the right direction?
Edit: A signature would be kinda cool :), I am talking about this function: EFT.Ballistics.BallisticsCalculator::CreateShot(...)

Just use mono functions from your internal, it takes a few lines to loop all classes and get the function you want. If you don't want to do this, use cheat engine and make a sig using the mono feature. You will need to loop the whole working set if you want to use a sig, check for RWX regions and you will get less than ~200 entries, easy and fast to scan.

MasterScuzee 15th August 2020 12:53 PM

Quote:

Originally Posted by Tonyx97 (Post 2890382)
~

Thanks ^^

AhmedGH 19th August 2020 01:21 AM

Can someone tell me what is wrong with what I do here? It gets the GameWorld while I'm on MenuScreen (Not in game) and when I start a game (Offline Game) once I do I get that weird PlayersCount as you can see never changes as well...

What I do with FindActiveObject with limit 350, I try to find object named GameWorld.. to find GameWorld..

Thanks for any help!

https://i.ibb.co/nmtJdpz/image.png

montroisiemecon 19th August 2020 01:52 AM

Quote:

Originally Posted by AhmedGH (Post 2893897)
Can someone tell me what is wrong with what I do here? It gets the GameWorld while I'm on MenuScreen (Not in game) and when I start a game (Offline Game) once I do I get that weird PlayersCount as you can see never changes as well...

What I do with FindActiveObject with limit 350, I try to find object named GameWorld.. to find GameWorld..

Thanks for any help!

https://i.ibb.co/nmtJdpz/image.png

uint64_t m_pPlayerList = driver::readMemory<uint64_t>(Address + 0x78);
int32_t playerCount = driver::readMemory<int32_t>(m_pPlayerList + 0x18);

local game world only exists when you are in game, what you can find is only the game object manager

you need to loop as there can be several local game world

gabbo200 19th August 2020 02:24 AM

Can anyone help me with the offsets to get item id?

AhmedGH 19th August 2020 06:31 AM

Quote:

Originally Posted by montroisiemecon (Post 2893914)
uint64_t m_pPlayerList = driver::readMemory<uint64_t>(Address + 0x78);
int32_t playerCount = driver::readMemory<int32_t>(m_pPlayerList + 0x18);

local game world only exists when you are in game, what you can find is only the game object manager

you need to loop as there can be several local game world

I understand, but loop on what? to FindActiveObject? Here is my method:
Code:

private static IntPtr FindActiveObject(string objName)
        {
            int limit = 350;
            StringBuilder objNames = new StringBuilder();
            IntPtr output = IntPtr.Zero;
            for (int curObject = 0x1; curObject < limit; curObject++)
            {
                List<int> newStruct = new List<int>() { 0x18 };
                List<int> depth = Enumerable.Repeat(0x8, curObject).ToList();
                newStruct.AddRange(depth);
                newStruct.AddRange(new int[] { 0x10, 0x60, 0x0 });

                long newAddr = GetPtr(gameObjectManager, newStruct.ToArray()).ToInt64();

                string objectName = Memory.ZwReadString(processHandle, (IntPtr)newAddr, false, 9);
                objNames.AppendLine(objectName);
                if (objectName.ToLower() == objName.ToLower())
                {
                    newStruct.RemoveAt(newStruct.Count() - 1);
                    newStruct.RemoveAt(newStruct.Count() - 1);
                    output = GetPtr(gameObjectManager, newStruct.ToArray());
                    return output;
                }
            }
            return output;
        }

Is it wrong or should be okay? I mean why I can't find the right one then?

Edited:

I think the problem was in GetPtr Method which was Reading Int64 instead of reading a pointer!
When I fixed that, I get PlayersCount = 24 (Is it always 24 players when doing offline game? (AI Game)) I also tried to get the name of these players, but I never find anything with these offsets (0x3D8, 0x28, 0x10, 0x14) -> Then reading Unicode string with length 32 .. and the iteration for PlayersArray is (0x10, 0x20 + i * 0x8) ... Am I right?? What could be the problem not getting the name?

Also when I get in game itself, I can't get GameWorld anymore for example if I restarted the cheat (I have it external), I can't get GameWorld until I quit the game and start new one! Any help with that too?

Here is my GetPtr Method:
Code:

public static IntPtr GetPtr(IntPtr pointer, int[] offsets, bool debug = false)
        {
            try
            {
                IntPtr pointedto = pointer;
                foreach (int offset in offsets)
                {
                    IntPtr tmpPointed = (IntPtr)(Memory.ZwReadPointer(processHandle, pointedto, isWow64Process)); //Memory.Read<long>((long)pointedto)
                    pointedto = IntPtr.Add(tmpPointed, offset);
                }

                return pointedto;
            }
            catch (Exception ex)
            {
                Console.WriteLine("Error GetPTR : " + ex.Message + ex.StackTrace);
                return IntPtr.Zero;
            }
        }


Razchek 19th August 2020 10:58 AM

Quote:

Originally Posted by AhmedGH (Post 2894056)
~

Your code looks correct, but I could just be missing something.
So I have compiled the information for you below to reflect on:

Make sure your GOM is offset from the UnityPlayer.dll module's base address, not EscapeFromTarkov.exe's base address.
IntPtr is 8 bytes long and equivalent to Int64 when compiled under the x64 CPU flag.

For the purpose of this post (and perhaps your project's future), you could consider all pointers to be of the UInt64 (ulong) type from here on out.
Since EFT does not run under x32 you do not need to use a dynamic platform-specific type (IntPtr) but that's up to you.

Code:

// Entity collection loop thread
ulong gWorld = 0ul;
ulong pArrayObj = 0ul;
int pArrayLen = 0;
       
var gWorldObjects = FindActiveObjects("GameWorld", 3000);

if (gWorldObjects.Count == 0)
{
        IsInGame = false;
        continue;
}

foreach(var gWorldObject in gWorldObjects)
{
    //0x30 = ComponentArray, 0x18 = Components[1] Object, 0x28 = Component Class {-.ClientLocalGameWorld} (or {-.ClientNetworkGameWorld} if online)
    gWorld = Memory.ReadChain(gWorldObject, 0x30, 0x18, 0x28);

    // Player List
    pArrayObj = Memory.Read<UInt64>(gWorld + 0x78); // EFT.GameWorld->RegisteredPlayers (Type: List<Player>)

    pArrayLen = Memory.Read<Int32>(pArrayObj + 0x18); // List<T>._size
    if (pArrayLen > 0)
    {
        if (pArrayObj.IsInvalidMemory() || pArrayLen > 0x300)
            continue;
       
        IsInGame = true;
        break;
    }
}

if(!IsInGame) continue;

var pArrayBase = Memory.Read<UInt64>(pArrayObj + 0x10) + 0x20; // List<T>._items.ArrayBase

for (uint i = 0; i < pArrayLen; i++)
{
        var entity = new Entity(Memory.Read<UInt64>(pArrayBase + i * 0x8));
       
        var pProfile = Memory.Read<UInt64>(entity.Address + 0x3D8); // EFT.Player->profile_0x3d8 (Type: EFT.Profile)
        var pInfo = Memory.Read<UInt64>(pProfile + 0x28); // EFT.Profile->Info (Type: -.ObfuscatedClass1044)
        var pNickname = Memory.Read<UInt64>(pInfo + 0x10); //-.ObfuscatedClass1044->Nickname (Type: String)
        var pName = Memory.ReadStringW(pNickname + 0x14, 64); // Read as Unicode

        var pRegTime = Memory.Read<Int32>(pInfo + 0x54); // -.ObfuscatedClass1044->RegistrationDate (Type: Int32)
        var isPlayer = pRegTime != 0; // Player != 0, AI == 0
        // pName = Transliterate(pName) // from cyrillic to latin; not necessary but looks nicer

        entity.Name = pName;
        entity.IsPlayer = isPlayer;       
}

// ...

Code:

ulong _gameObjectManager = Memory.Modules["UnityPlayer"].BaseAddress + 0x151A218;
Find active game objects:
Code:

private static List<ulong> FindActiveObjects(string objectName, int limit = 1000000)
{
    var actObj = Memory.Read<UInt64>(_gameObjectManager + 0x18);
    var fActObj = actObj; // FirstActiveObject

    var ret = new List<ulong>();

    var i = 0;
    do
    {
        i++;
        if (i > limit)
            break;

        var gObj = Memory.Read<UInt64>(actObj + 0x10);
        var gObjNamePtr = Memory.Read<UInt64>(gObj + 0x60);
        var gObjName = Memory.ReadString(gObjNamePtr, objectName.Length); // Read as UTF-8

        if (string.Equals(gObjName, objectName, StringComparison.CurrentCultureIgnoreCase))
            ret.Add(gObj);

        actObj = Memory.Read<UInt64>(actObj + 0x8); // Next Object
    } while (fActObj != actObj);

    return ret;
}

Code:

public ulong ReadChain(ulong address, params uint[] ptrChainOffsets)
{
        var curAddr = address;

        foreach (var offset in ptrChainOffsets)
        {
                curAddr = Read<UInt64>(curAddr + offset);

                if (curAddr == 0 || curAddr.IsInvalidMemory()) // Return zero if the virtual address fails to validate.
                        return 0;
        }

        return curAddr;
}

Quote:

Originally Posted by gabbo200 (Post 2893938)
Can anyone help me with the offsets to get item id?

Code:

[Class] EFT.Interactive.LootItem : InteractableObject, GInterface7AD5
    [10] m_CachedPtr : IntPtr
    [18] OriginalState : -.GClass050C
    [20] betterSource_0x20 : -.BetterSource
    [28] coroutine_0x28 : UnityEngine.Coroutine
    [30] InteractionDirection : UnityEngine.Vector3
    [3C] InteractionDot : Single
    [40] _rigidBody : UnityEngine.Rigidbody
    [48] ItemOwner : -.GClass178A
    [50] item_0x50 : EFT.InventoryLogic.Item
    [58] movingPlatform_0x58 : EFT.MovingPlatforms.MovingPlatform
    [60] Name : String
    [68] StaticId : String
    [70] ItemId : String
    [78] TemplateId : String
    [80] ValidProfiles : System.String[]
    [88] player_0x88 : EFT.Player
    [90] _renderers : System.Collections.Generic.List<Renderer>
    [98] _lodGroups : System.Collections.Generic.List<LODGroup>
    [A0] _renderersShadowCastingMode : System.Collections.Generic.List<Int32>
    [A8] _boundCollider : UnityEngine.BoxCollider
    [B0] CullingObject : -.DisablerCullingObject
    [B8] colliderArray_0xB8 : UnityEngine.Collider[]
    [C0] colliderArray_0xC0 : UnityEngine.Collider[]
    [C8] iEnumerator_0xC8 : System.Collections.IEnumerator
    [D0] RandomRotation : Boolean
    [D4] _currentPhysicsTime : Single
    [D8] Shift : UnityEngine.Vector3
    [E4] _cullingRegisterRadius : Single
    [E8] boolean_0xE8 : Boolean
    [E9] boolean_0xE9 : Boolean


AhmedGH 19th August 2020 12:28 PM

Quote:

Originally Posted by Razchek (Post 2894209)
~

I will say just 1 thing, you are awesome bro!!! It worked! Not sure what is the difference between my code and yours so far, but it actually work!

Currently I'm trying to get the ViewMatrix from "FPS Camera" so I can easily draw WorldToScreen! I used your way to get the camera from Camera Manager and I found it as well.. Not sure if I got it correctly, as I believe there is something wrong with it as I get the matrix like this: (Also noticed that Vector3 has Z at Y and Y at Z) Not sure...

https://i.ibb.co/BCw8gvB/image.png

And it's not changing while moving which means it's wrong I believe..
Here is my code:

Code:

private static ulong FindCameraByName(string name)
        {
            // UnityPlayer.dll + 0x14BB400
            // Sig: 48 8B 15 ? ? ? ? 48 8B 4A 10 
            //var camManagerPtr = Memory.ZwReadPointer(processHandle, (IntPtr)ModuleBase.ToInt64() + 0x14BB400, isWow64Process);
            var camManagerAddr = Memory.ZwReadPointer(processHandle, (IntPtr)ModuleBase.ToInt64() + 0x14BB400, isWow64Process);
            var cameraArray = Memory.ZwReadPointer(processHandle,(IntPtr)camManagerAddr, isWow64Process);
            var cameraArrayCount = Memory.ZwReadUInt64(processHandle,(IntPtr)camManagerAddr + 0x8 * 2);

            for (uint i = 0; i < cameraArrayCount; i++)
            {
                var cameraEntity = Memory.ZwReadUInt64(processHandle,(IntPtr)(cameraArray.ToInt64() + (i * 8)));
                var isActive = Memory.ZwReadBool(processHandle,(IntPtr)cameraEntity + 0x39);

                if (!isActive)
                    continue;

                var camGameObj = Memory.ZwReadUInt64(processHandle,(IntPtr)cameraEntity + 0x30);
                var strPtr = Memory.ZwReadUInt64(processHandle, (IntPtr)camGameObj + 0x60);
                var camName = Memory.ZwReadString(processHandle, (IntPtr)strPtr, false, name.Length);

                if (camName == name)
                {
                    return camGameObj; // or return cameraEntity for the camera component
                }
            }

            return 0;
        }

Then I do this:
Code:

var camera = FindCameraByName("FPS Camera");
            var matrixX = Memory.ZwReadMatrix(processHandle, (IntPtr) camera + 0xC0);

This should be the matrix so far or I'm wrong with it.. Also is WorldToScreen is usually the basic one? Or EFT need it's own special WorldToScreen? I'm searching all over the thread and trying to find more ... I really appreciate your help a lot and I'm pretty close to draw simple ESP!!! Will be damn awesome to me!

Razchek 19th August 2020 01:05 PM

Quote:

Originally Posted by AhmedGH (Post 2894277)
~

Code:

cameraGameObject = FindCameraByName("BaseOpticCamera(Clone)"); // Aiming down sights (camera optics)
if (cameraGameObject == 0)
{
    cameraGameObject = FindCameraByName("FPS Camera");
    _usingOptics = false;
}
else _usingOptics = true;
       
if (cameraGameObject == 0) continue;

// 0x30 = ComponentsArray, 0x18 = Components[1] ({UnityEngine.Camera})
var cameraComponent = Memory.ReadChain(cameraGameObject, 0x30, 0x18);

// Camera position is (you can save a read if you split the chain):
//    var cTransform = Memory.ReadChain(cameraGameObject, 0x30, 0x08, 0x38);
//    var cPosition = Memory.Read<Vector3>(cTransform + 0xB0);

var viewMatrix = Memory.Read<Matrix4x4>(cameraComponent + 0xD8);

You should be able to find some W2S code in this thread, the only thing to accommodate for that may not be covered is the FOV adjustment when _usingOptics is true.

I'll let you figure that out, I'm going to go play some games. Good luck. :)

AhmedGH 19th August 2020 05:43 PM

Quote:

Originally Posted by Razchek (Post 2894308)
Code:

cameraGameObject = FindCameraByName("BaseOpticCamera(Clone)"); // Aiming down sights (camera optics)
if (cameraGameObject == 0)
{
    cameraGameObject = FindCameraByName("FPS Camera");
    _usingOptics = false;
}
else _usingOptics = true;
       
if (cameraGameObject == 0) continue;

// 0x30 = ComponentsArray, 0x18 = Components[1] ({UnityEngine.Camera})
var cameraComponent = Memory.ReadChain(cameraGameObject, 0x30, 0x18);

// Camera position is (you can save a read if you split the chain):
//    var cTransform = Memory.ReadChain(cameraGameObject, 0x30, 0x08, 0x38);
//    var cPosition = Memory.Read<Vector3>(cTransform + 0xB0);

var viewMatrix = Memory.Read<Matrix4x4>(cameraComponent + 0xD8);

You should be able to find some W2S code in this thread, the only thing to accommodate for that may not be covered is the FOV adjustment when _usingOptics is true.

I'll let you figure that out, I'm going to go play some games. Good luck. :)

Yea that worked so far, but I have an issue now for the location of the players I see all of them at the same spot (All the same Vector3 (0,0,0) in Live game, if offline bots are in their places normally) Can you tell me what is the right way to get their Location? I get the location from EFT.Player (0x5C4).. Is that right or wrong? if wrong what is the right way to get the position?

Skengdo 19th August 2020 05:47 PM

Quote:

Originally Posted by Razchek (Post 2894308)
[CODE]

BaseCameraOptic is not valid when you have iron sight so the aimbot is misaligned for iron sight weapons can't find a solution for this.

nikobelic29 19th August 2020 06:19 PM

Anyone know how to get fireport position without using get_position_Injected? I have found the fireport transform offset to be Entity + 0x138(fireport)] + 0x10(original)] but from the dnspy I have to call get_position_Injected to get the position from UnityEngine.Transform. Anyone know how to do it externally?

Also, I am looking into getting the holding weapon's bullet speed, in which case should be returned in get_Weapon within EFT.Player. But when I try and look at it in dnspy, it shows that handsController, which is of type Player.AbstractHandController, is casted to GInterface85 and returning its Item. https://i.imgur.com/xd86PYG.pngBut when I try and look in Player.AbstractHandController, it doesn't extend GInterface85, why would that be???
https://i.imgur.com/7HAtapN.png

montroisiemecon 19th August 2020 07:02 PM

Quote:

Originally Posted by nikobelic29 (Post 2894639)
Anyone know how to get fireport position without using get_position_Injected? I have found the fireport transform offset to be Entity + 0x138(fireport)] + 0x10(original)] but from the dnspy I have to call get_position_Injected to get the position from UnityEngine.Transform. Anyone know how to do it externally?

Also, I am looking into getting the holding weapon's bullet speed, in which case should be returned in get_Weapon within EFT.Player. But when I try and look at it in dnspy, it shows that handsController, which is of type Player.AbstractHandController, is casted to GInterface85 and returning its Item. https://i.imgur.com/xd86PYG.pngBut when I try and look in Player.AbstractHandController, it doesn't extend GInterface85, why would that be???
https://i.imgur.com/7HAtapN.png

Externally: position from transform:

Code:

struct TransformAccessReadOnly {
    uint64_t pTransformData;
    int index;
};

struct TransformData {
    uint64_t pTransformArray;
    uint64_t pTransformIndices;
};

struct Matrix34 {
    Vector4f vec0;
    Vector4f vec1;
    Vector4f vec2;
};

Vector3f get_transform_position(uint64_t transform) {
    auto transform_internal = driver::readMemory<uint64_t>(transform + 0x10);
    if (!transform_internal)
        return Vector3f();

    __m128 result;

    const __m128 mulVec0 = {-2.000, 2.000, -2.000, 0.000};
    const __m128 mulVec1 = {2.000, -2.000, -2.000, 0.000};
    const __m128 mulVec2 = {-2.000, -2.000, 2.000, 0.000};

    auto pTransformAccessReadOnly = driver::readMemory<TransformAccessReadOnly>(transform_internal + 0x38);

    auto transformData = driver::readMemory<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

    size_t sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
    size_t sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

    // Allocate memory for storing large amounts of data (matricies and indicies)
    void* pMatriciesBuf = malloc(sizeMatriciesBuf);
    void* pIndicesBuf = malloc(sizeIndicesBuf);

    if (pMatriciesBuf && pIndicesBuf) {
        // Read Matricies array into the buffer
        char *matricies_buf_buf = new char[sizeMatriciesBuf];
        driver::readMemory(transformData.pTransformArray, matricies_buf_buf, sizeMatriciesBuf);
        memcpy(pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf);
        delete[] matricies_buf_buf;

        // Read Indices array into the buffer
        char *indices_buf_buf = new char[sizeIndicesBuf];
        driver::readMemory(transformData.pTransformIndices, indices_buf_buf, sizeIndicesBuf);
        memcpy(pIndicesBuf, indices_buf_buf, sizeIndicesBuf);
        delete[] indices_buf_buf;

        result = *(__m128 * )((uint64_t) pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
        int transformIndex = *(int *) ((uint64_t) pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
        int transformIndexInit = transformIndex;
        for (int i = 0; transformIndex >= 0 && i < 30 && transformIndex < 1000; i++)
        {
            Matrix34 matrix34 = *(Matrix34*)((uint64_t)pMatriciesBuf + 0x30 * transformIndex);

            __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x00));        // xxxx
            __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x55));        // yyyy
            __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x8E));        // zwxy
            __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xDB));        // wzyw
            __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xAA));        // zzzz
            __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x71));        // yxwy
            __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

            result = _mm_add_ps(
                    _mm_add_ps(
                            _mm_add_ps(
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                    _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                    _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                            _mm_add_ps(
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                    _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                    tmp7)), _mm_load_ps(&matrix34.vec0.x));

            transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * transformIndex);
        }

        free(pMatriciesBuf);
        free(pIndicesBuf);
    }
    return Vector3f(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
}

For the bullet speed, you could try something like this, using Address = base address of HandsController

Quote:

auto ActiveWeapon = driver::readMemory<uint64_t>(Address + 0x50);
auto magazineSlot = driver::readMemory<uint64_t>(ActiveWeapon + 0xa8);
auto ammo = driver::readMemory<uint64_t>(magazineSlot + 0x38);
auto ammoTemplate = driver::readMemory<uint64_t>(ammo + 0x40);


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

nikobelic29 19th August 2020 08:24 PM

Quote:

Originally Posted by montroisiemecon (Post 2894667)
Externally: position from transform:

Code:

struct TransformAccessReadOnly {
    uint64_t pTransformData;
    int index;
};

struct TransformData {
    uint64_t pTransformArray;
    uint64_t pTransformIndices;
};

struct Matrix34 {
    Vector4f vec0;
    Vector4f vec1;
    Vector4f vec2;
};

Vector3f get_transform_position(uint64_t transform) {
    auto transform_internal = driver::readMemory<uint64_t>(transform + 0x10);
    if (!transform_internal)
        return Vector3f();

    __m128 result;

    const __m128 mulVec0 = {-2.000, 2.000, -2.000, 0.000};
    const __m128 mulVec1 = {2.000, -2.000, -2.000, 0.000};
    const __m128 mulVec2 = {-2.000, -2.000, 2.000, 0.000};

    auto pTransformAccessReadOnly = driver::readMemory<TransformAccessReadOnly>(transform_internal + 0x38);

    auto transformData = driver::readMemory<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

    size_t sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
    size_t sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);

    // Allocate memory for storing large amounts of data (matricies and indicies)
    void* pMatriciesBuf = malloc(sizeMatriciesBuf);
    void* pIndicesBuf = malloc(sizeIndicesBuf);

    if (pMatriciesBuf && pIndicesBuf) {
        // Read Matricies array into the buffer
        char *matricies_buf_buf = new char[sizeMatriciesBuf];
        driver::readMemory(transformData.pTransformArray, matricies_buf_buf, sizeMatriciesBuf);
        memcpy(pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf);
        delete[] matricies_buf_buf;

        // Read Indices array into the buffer
        char *indices_buf_buf = new char[sizeIndicesBuf];
        driver::readMemory(transformData.pTransformIndices, indices_buf_buf, sizeIndicesBuf);
        memcpy(pIndicesBuf, indices_buf_buf, sizeIndicesBuf);
        delete[] indices_buf_buf;

        result = *(__m128 * )((uint64_t) pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
        int transformIndex = *(int *) ((uint64_t) pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
        int transformIndexInit = transformIndex;
        for (int i = 0; transformIndex >= 0 && i < 30 && transformIndex < 1000; i++)
        {
            Matrix34 matrix34 = *(Matrix34*)((uint64_t)pMatriciesBuf + 0x30 * transformIndex);

            __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x00));        // xxxx
            __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x55));        // yyyy
            __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x8E));        // zwxy
            __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xDB));        // wzyw
            __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0xAA));        // zzzz
            __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) &matrix34.vec1), 0x71));        // yxwy
            __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

            result = _mm_add_ps(
                    _mm_add_ps(
                            _mm_add_ps(
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                                    _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                                    _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                            _mm_add_ps(
                                    _mm_mul_ps(
                                            _mm_sub_ps(
                                                    _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                                    _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                                    tmp7)), _mm_load_ps(&matrix34.vec0.x));

            transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * transformIndex);
        }

        free(pMatriciesBuf);
        free(pIndicesBuf);
    }
    return Vector3f(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
}

For the bullet speed, you could try something like this, using Address = base address of HandsController

I have tried it by doing localplayer + 0x420] + 0x50] + 0xa8] + 0x38] + 0x40] + 0x174 and read as float. The reading returned nullpointer when holding knife at 0x38 which should be contained ammo (it is supposed to be this way). But when I hold a weapon (AKS-74U BP ammo) everything succeeded and I got 0 as the velocity...

pubgcheck 20th August 2020 03:20 AM

Does anyone share skill hack, magic bullet , bullet speed, Weight bearing, endurance?

Razchek 20th August 2020 04:06 AM

Quote:

Originally Posted by AhmedGH (Post 2894609)
Yea that worked so far, but I have an issue now for the location of the players I see all of them at the same spot (All the same Vector3 (0,0,0) in Live game, if offline bots are in their places normally) Can you tell me what is the right way to get their Location? I get the location from EFT.Player (0x5C4).. Is that right or wrong? if wrong what is the right way to get the position?

I use bones for enemy positions.
Code:

var bMtx = Mem.ReadChain(entity.Address, 0xA0, 0x28, 0x28, 0x10);
if (bMtx == 0) continue;

var rbTfmCache = Mem.ReadChain(bMtx, 0x20, 0x10, 0x38);
var rbPos = Mem.Read<Vector3>(rbTfmCache + 0xB0);
entity.BasePosition = rbPos;

Quote:

Originally Posted by Skengdo (Post 2894616)
BaseCameraOptic is not valid when you have iron sight so the aimbot is misaligned for iron sight weapons can't find a solution for this.

Invalid or not found? For me it's not found if I'm not using an optic (just iron sights), so I default to the FPS Camera which works as expected.
If it's invalid then I can't seem to replicate your issue. Could you provide me an example weapon setup? (A screenshot of the weapon in edit preset or something).

If you need to know if you're aiming down sights:
Code:

var proceduralWeaponAnimation = Mem.Read<UInt64>(_localPlayer + 0x168);
var isAds = Mem.Read<byte>(proceduralWeaponAnimation + 0x158) != 0;

Quote:

Originally Posted by nikobelic29 (Post 2894757)
I have tried it by doing localplayer + 0x420] + 0x50] + 0xa8] + 0x38] + 0x40] + 0x174 and read as float. The reading returned nullpointer when holding knife at 0x38 which should be contained ammo (it is supposed to be this way). But when I hold a weapon (AKS-74U BP ammo) everything succeeded and I got 0 as the velocity...

When using a melee weapon the AbstractHandsController is of the type: KnifeController
When using a firearm, it's of the type: FirearmController

Here is what I came up with after taking a look at this for you:

Code:

// EFT.Player->HandsController (as FirearmController)->Item (as Weapon)->ItemTemplate (as WeaponTemplate)->_defAmmoTemplate (AmmoTemplate)->InitialSpeed (float)
// Entity + 0x420] 0x50] 0x40] 0x158] 0x174 (as float)
// or
// EFT.Player->HandsController (as FirearmController)->Item (as Weapon)->Chambers (Slot[])->Slot[0] (Slot)->ContainedItem (as GClassXXXX)->ItemTemplate (as AmmoTemplate)->InitialSpeed (float)
// Entity + 0x420] 0x50] 0x98] 0x20] 0x38] 0x40] 0x174 (as float)

var handsController = Memory.Read<UInt64>(localPlayer + 0x420);
var weaponItem = Memory.Read<UInt64>(handsController + 0x50);

var ammoTemplate = Memory.ReadChain(weaponItem, 0x98, 0x20, 0x38, 0x40);

if(ammoTemplate == 0)
    ammoTemplate = Memory.ReadChain(weaponItem, 0x40, 0x158); // Fallback to the weapon template's default ammo template

var initialSpeed = Memory.Read<Single>(ammoTemplate + 0x174);

// FirearmController._speedFactor
var speedFactor = Memory.Read<Single>(handsController + 0x154);

var adjustedSpeed = initialSpeed * speedFactor; // Adjusted speed after weapon modifiers

The offset 0xA8 (EFT.InventoryLogic.Weapon->_magSlotCache (Type: EFT.InventoryLogic.Slot)) also gives me null values.
So just use the first item in the Chambers array as coded above, and if that's null then use the default ammo template. Have fun. :)

37ed1 20th August 2020 01:51 PM

Quote:

Originally Posted by Razchek (Post 2895112)
Here is what I came up with after taking a look at this for you:

Code:

// EFT.Player->HandsController (as FirearmController)->Item (as Weapon)->ItemTemplate (as WeaponTemplate)->_defAmmoTemplate (AmmoTemplate)->InitialSpeed (float)
// Entity + 0x420] 0x50] 0x40] 0x158] 0x174 (as float)
// or
// EFT.Player->HandsController (as FirearmController)->Item (as Weapon)->Chambers (Slot[])->Slot[0] (Slot)->ContainedItem (as GClassXXXX)->ItemTemplate (as AmmoTemplate)->InitialSpeed (float)
// Entity + 0x420] 0x50] 0x98] 0x20] 0x38] 0x40] 0x174 (as float)

var handsController = Memory.Read<UInt64>(localPlayer + 0x420);
var weaponItem = Memory.Read<UInt64>(handsController + 0x50);

var ammoTemplate = Memory.ReadChain(weaponItem, 0x98, 0x20, 0x38, 0x40);

if(ammoTemplate == 0)
    ammoTemplate = Memory.ReadChain(weaponItem, 0x40, 0x158); // Fallback to the weapon template's default ammo template

var initialSpeed = Memory.Read<Single>(ammoTemplate + 0x174);

// FirearmController._speedFactor
var speedFactor = Memory.Read<Single>(handsController + 0x154);

var adjustedSpeed = initialSpeed * speedFactor; // Adjusted speed after weapon modifiers

The offset 0xA8 (EFT.InventoryLogic.Weapon->_magSlotCache (Type: EFT.InventoryLogic.Slot)) also gives me null values.
So just use the first item in the Chambers array as coded above, and if that's null then use the default ammo template. Have fun. :)

Dunno about speedFactor, but there's also a SpeedRetardation value at 0x18C of ammo template and it should be taken into account
The formula which is used for bullet drop calculation can be found somewhere in their "BallisticCalculator" IIRC or something like that ;)

Razchek 20th August 2020 03:18 PM

Quote:

Originally Posted by 37ed1 (Post 2895535)
Dunno about speedFactor, but there's also a SpeedRetardation value at 0x18C of ammo template and it should be taken into account
The formula which is used for bullet drop calculation can be found somewhere in their "BallisticCalculator" IIRC or something like that ;)

EFT.InventoryLogic.AmmoTemplate->SpeedRetardation // Offset: 0x018C (Type: Single)

You're correct that it's used in the trajectory calculations, but the value is always zero. Gravity * (1f + 0) = Gravity. ;)

There is also another (currently) unused variable that is in the mix:
EFT.InventoryLogic.AmmoTemplate->BallisticCoeficient // Offset: 0x0184 (Type: Single)

Let me know if you do manage to find a bullet type that does use the SpeedRetardation field though (i.e. > 0). I haven't been able to extensively test all ammo types, so maybe I'm just missing out! (Maybe the sub-sonic rounds?)

The only thing I found I had to consider outside of my post above was the scope zeroing. No dramas. :)

37ed1 20th August 2020 08:03 PM

Quote:

Originally Posted by Razchek (Post 2895597)
EFT.InventoryLogic.AmmoTemplate->SpeedRetardation // Offset: 0x018C (Type: Single)

You're correct that it's used in the trajectory calculations, but the value is always zero. Gravity * (1f + 0) = Gravity. ;)

There is also another (currently) unused variable that is in the mix:
EFT.InventoryLogic.AmmoTemplate->BallisticCoeficient // Offset: 0x0184 (Type: Single)

Let me know if you do manage to find a bullet type that does use the SpeedRetardation field though (i.e. > 0). I haven't been able to extensively test all ammo types, so maybe I'm just missing out! (Maybe the sub-sonic rounds?)

The only thing I found I had to consider outside of my post above was the scope zeroing. No dramas. :)

Out of my personal experience I'd say that every single type of ammo has SpeedRetardation value set. The values there are pretty low like 0.1...0.00001, but they are not zeroed.

AhmedGH 20th August 2020 09:48 PM

Quote:

Originally Posted by Razchek (Post 2895112)
I use bones for enemy positions.
Code:

var bMtx = Mem.ReadChain(entity.Address, 0xA0, 0x28, 0x28, 0x10);
if (bMtx == 0) continue;

var rbTfmCache = Mem.ReadChain(bMtx, 0x20, 0x10, 0x38);
var rbPos = Mem.Read<Vector3>(rbTfmCache + 0xB0);
entity.BasePosition = rbPos;


LOL? So this code can let me draw Bones too? I thought I have to convert the C++ method for Transfom to Vector! But what is weird,
Code:

var bMtx = Mem.ReadChain(entity.Address, 0xA0, 0x28, 0x28, 0x10);
This code always get 0! Idk why lel! :)

Appreciate your help as always.

Razchek 21st August 2020 04:47 AM

Quote:

Originally Posted by 37ed1 (Post 2895866)
Out of my personal experience I'd say that every single type of ammo has SpeedRetardation value set. The values there are pretty low like 0.1...0.00001, but they are not zeroed.

Ah! Thank you.
I had my formatter set to display 4 decimal places. Ironically the values appear from the 5th decimal place. 0.0000150 (or 0.0000250) for example lol.

After some testing I have determined that the values are negligible even for 400 meter shots.
-9.8 * (1 + 0.0000150) = -9.800147

Let's say your initial bullet speed was 850 and the distance was 400, and for this example physics.gravity was -9.8 (it is in tarkov as well).

deltaTime = 400 / 850 (0.4705882352941176 seconds)
g1 = 9.800000
g2 = 9.800147
g1 * deltaTime * deltaTime = 2.170242214532872
g2 * deltaTime * deltaTime = 2.170274768166090

That nearly falls into floating point precision territory (7.22 decimals).
When W2S is applied at a vertical resolution of 1080 this results in the same vertical pixel position (tested with the client suspended).

Unless we get to make shots over a greater distance (i.e. 1000+) I think that even on higher resolutions (8k+) this is still a negligible value, as it won't affect the impact precision.

Regardless, this property is definitely something to keep in mind should future trajectory calculations deviate from the target. So thank you for sharing your insight. <3

Edit: I should note that pistols (and maybe 9x SMGs, I haven't checked these yet) are an exception, with some having bullet speeds less than 300m/s and SpeedRetardation values at 0.0000750, they're definitely within the scope of adjustment.

Quote:

Originally Posted by AhmedGH (Post 2895937)
LOL? So this code can let me draw Bones too? I thought I have to convert the C++ method for Transfom to Vector! But what is weird,
Code:

var bMtx = Mem.ReadChain(entity.Address, 0xA0, 0x28, 0x28, 0x10);
This code always get 0! Idk why lel! :)

Appreciate your help as always.

Turn Auto RAM Cleaner off in the game options.
You will still need to port the get transform function for the other bones.

LarryBoi1 21st August 2020 06:58 PM

Hey, Is external vis check possible? (I guess you cant do raycast...�)

lokinton 22nd August 2020 05:00 AM

Quote:

Originally Posted by LarryBoi1 (Post 2896781)
Hey, Is external vis check possible? (I guess you cant do raycast...�)

since the game is mono, you could write some shellcode to constantly write visibility states of every players somewhere in the memory, and hook some random function called every tick.

nikobelic29 22nd August 2020 06:40 AM

Anyone know if modifying InteractableObject's state to shut results in ban? Or do we have to manually call the open function

Razchek 23rd August 2020 07:46 AM

Someone recently asked me about magazine count. I thought this was actually a pretty good idea, since it lets you check your mag without inspecting it through the animation or menu.

So for any other external users who want to check this out keep on reading below to see what I ended up researching and writing.

In the weapon class if _magSlotCache is null, then check all Slot entries in the Slots array for a slot with the enum label: 'mod_magazine'.
The ContainedItem property of that slot contains the class which has your wanted properties (Count/MaxCount) that extend from the Cartridges field in that class.
  • Enum Id: EWeaponModType.mod_magazine = 16 (0x10)
  • Weapon class: Entity + 0x420] 0x50]
  • EFT.InventoryLogic.Weapon->_magSlotCache // Offset: 0x00A8 (Type: EFT.InventoryLogic.Slot)
  • EFT.InventoryLogic.Weapon->Slots // Offset: 0x0078 (Type: EFT.InventoryLogic.Slot[])
  • EFT.InventoryLogic.Slot->Id // Offset: 0x0010 (Type: String)
  • EFT.InventoryLogic.Slot-><ContainedItem>k__BackingField // Offset: 0x0038 (Type: EFT.InventoryLogic.Item (as GClassX1))
  • -.GClassX1->Cartridges // Offset: 0x0088 (Type: -.GClassX2)
  • -.GClassX2->list_0 // Offset: 0x0010 (Type: System.Collections.Generic.List<Item>)
  • -.GClassX2->MaxCount // Offset: 0x0038 (Type: Int32)
  • EFT.InventoryLogic.Item->StackObjectsCount // Offset: 0x0064 (Type: Int32)

Count requires enumeration
Code:

        public int Count
        {
                get
                {
                        if (this.list_0.Count == 0)
                        {
                                return 0;
                        }
                        int num = 0;
                        for (int i = 0; i < this.list_0.Count; i++)
                        {
                                num += this.list_0[i].StackObjectsCount;
                        }
                        return num;
                }
        }

Here are the results (I process this in my 'misc' thread and just update my UI from global variables):

Code:

var handsController = Mem.Read<UInt64>(_uLocalPlayer + 0x420);
var weaponItem = Mem.Read<UInt64>(handsController + 0x50);

const string modMagazineId = "mod_magazine";
var magSlotCache = Mem.Read<UInt64>(weaponItem + 0xA8);
var magSlot = magSlotCache;

int count = 0;
int maxCount = 0;

if (magSlotCache == 0)
{
    var slots = new MemArray<UInt64>(weaponItem + 0x78);
    foreach (var slot in slots.Data)
    {
        var slotIdStrPtr = Mem.Read<UInt64>(slot + 0x10);
        var slotIdStr = Mem.ReadStringW(slotIdStrPtr + 0x14, modMagazineId.Length * 2);

        if (slotIdStr == modMagazineId)
        {
            magSlot = slot;
            break;
        }
    }
}

// containedItem = GClassX1
var containedItem = Mem.Read<UInt64>(magSlot + 0x38); // Slot.ContainedItem backing field
if (containedItem == 0) // No mag installed
{
    count = 0;
    maxCount = 0;
}
else
{
    var cartridges = Mem.Read<UInt64>(containedItem + 0x88);

    maxCount = Mem.Read<Int32>(cartridges + 0x38);

    var bulletStacks = new MemList<UInt64>(cartridges + 0x10); // list_0
    foreach (var stack in bulletStacks.Data)
    {
        var stackObjectsCount = Mem.Read<Int32>(stack + 0x64);
        count += stackObjectsCount;
    }
}

// count = Magazine Count
// maxCount = Magazine Max Count


MemArray/MemList:
Just remember, you may have a bullet in the chamber (check my previous posts for info on how to get your chambered 'item'). Good luck, have fun. :)

AhmedGH 24th August 2020 12:06 AM

Quote:

Originally Posted by Razchek (Post 2896142)
Turn Auto RAM Cleaner off in the game options.
You will still need to port the get transform function for the other bones.

I have been trying from that day until now to understand how Get_Transform_Position working, but I got no clue how they, first time to see codes like this to me (__mm_xxx) They are strange to me a lot, and I couldn't convert them into C# for external hack, I already got items ESP, Health (I guess if I'm right) and some others ESP and thanks to you <3. Right now I need to do bones so I can implement a simple Aimbot that uses mouse movements as I can't write to the memory with the driver I'm using.

Also for HealthController, I use your tool to get the new/updated offsets, but it never gets the object for HealthController, just interface for it with no fields, so how can I get the offsets for getting Health of the body correctly?

Appreciate it a lot and Nice activity/help for others you have here! You are awesome.

F lorida 24th August 2020 05:29 AM

Does anyone have a way of getting the mins/maxs of objects externally? I have tried a few things but it led to nothing.

pubgcheck 24th August 2020 07:01 AM

Does anyone have magic bullet?

lokinton 25th August 2020 03:00 AM

Quote:

Originally Posted by pubgcheck (Post 2899144)
Does anyone have magic bullet?

positive

sll 25th August 2020 03:02 AM

Quote:

Originally Posted by pubgcheck (Post 2899144)
Does anyone have magic bullet?

Quote:

Originally Posted by lokinton (Post 2900034)
positive

Not public.

Sweethamcheeks 26th August 2020 06:51 AM

Anyone know how to determine if an item has "found in raid" status?

eldev 26th August 2020 11:05 AM

EFT.Player profile shifted from 0x3D8 to 0x3D0

MasterScuzee 26th August 2020 02:00 PM

EFT.Player.HealthController: 0x400
EFT.Player.HandsController: 0x418


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

AhmedGH 26th August 2020 02:21 PM

Quote:

Originally Posted by MasterScuzee (Post 2901571)
EFT.Player.HealthController: 0x400
EFT.Player.HandsController: 0x418

Can you share the offsets for the curr health and max health? The dumper I have doesn't get the object for HealthController not sure why. Thanks.

eaaca 26th August 2020 04:37 PM

PlayerHealthController:0x400
PlayerProfile:0x3D0

Skengdo 26th August 2020 06:26 PM

Code:

EFT.Player.Physical: 0x3E0
EFT.Player.InventoryController: 0x410


AhmedGH 26th August 2020 07:34 PM

Can someone let me know the offsets chain for Current Health and Max Health please? Thanks.

sll 26th August 2020 11:37 PM

Don't think anyone has ever posted this here but.

Code:

MovementContext.FreefallTime
Setting this to a negative value will move your player up. ( flying )
Setting it to 0 will let you walk on air. Enjoy.

montroisiemecon 26th August 2020 11:58 PM

thanks for the spoonfeed bois i dont even have to do shit

nikobelic29 27th August 2020 07:43 AM

Anyone know how to obtain translated/Localized item names via memory reading? From reading the Assembly-CSharp I think there is a 2D array of localized names that correspond to the language and item index? Anyone know how to do it?

Akex64 27th August 2020 09:31 PM

Can someone post current offsets?

pubgcheck 28th August 2020 03:58 PM

Does anyone know Fireport Position?

nikobelic29 28th August 2020 04:29 PM

Quote:

Originally Posted by pubgcheck (Post 2903637)
Does anyone know Fireport Position?

Entity + 0x468] + 0x138] + 0x10] then use the bone transform function with the pointer.

Sweethamcheeks 28th August 2020 10:20 PM

Could someone be kind enough to share their method (not the offset) of how to find something like Player's velocity? The velocity does not appear in mono dissect and I'm unsure how one would find the offset. I tried looking at JIT code and IL but it doesn't seem apparent. The only thing I can think is looking at the class structure declaration and counting the declared variables to calculate the offsets. But that seems ridiculous..

nikobelic29 29th August 2020 02:03 AM

Quote:

Originally Posted by Sweethamcheeks (Post 2903965)
Could someone be kind enough to share their method (not the offset) of how to find something like Player's velocity? The velocity does not appear in mono dissect and I'm unsure how one would find the offset. I tried looking at JIT code and IL but it doesn't seem apparent. The only thing I can think is looking at the class structure declaration and counting the declared variables to calculate the offsets. But that seems ridiculous..

Entity + 0x20] + 0xD8 read as vector3, some players will have a fucked up value.

Sweethamcheeks 29th August 2020 04:23 AM

Quote:

Originally Posted by nikobelic29 (Post 2904154)
Entity + 0x20] + 0xD8 read as vector3, some players will have a fucked up value.

Thanks but can you explain how you found that? Did you look at JIT code?

nikobelic29 29th August 2020 07:51 AM

Quote:

Originally Posted by Sweethamcheeks (Post 2904217)
Thanks but can you explain how you found that? Did you look at JIT code?

Escape from Tarkov Reversal, Structs and Offsets

0xD8 I just looked into it using ReClass and confirmed it is still 0xD8. The other offsets in quotes to the post don't have any values assigned to it.

Sweethamcheeks 29th August 2020 08:05 AM

Quote:

Originally Posted by nikobelic29 (Post 2904289)
Escape from Tarkov Reversal, Structs and Offsets

0xD8 I just looked into it using ReClass and confirmed it is still 0xD8. The other offsets in quotes to the post don't have any values assigned to it.

+rep my man thank you. Any idea why velocity will be fucked up for certain users? Looks like even in mono internal it can be bad.

pubgcheck 29th August 2020 10:07 AM

Does anyone share Weight bearing, endurance code?

montroisiemecon 30th August 2020 03:39 PM

Quote:

Originally Posted by pubgcheck (Post 2904352)
Does anyone share Weight bearing, endurance code?

Player + 0XFIND ] 0XIT ] 0XYOURSELF

Yf04zKTh12Te 30th August 2020 10:11 PM

Quote:

Originally Posted by AhmedGH (Post 2901875)
Can someone let me know the offsets chain for Current Health and Max Health please? Thanks.

old offsets seem to still work for me, only change was healthController shifted 8 bytes

Code:

healthController: player + 0x400
healthBody: healthController + 0x18
bodyController: healthBody + 0x18
 
head: Memory.ReadChain(bodyController, 0x30, 0x10)
thorax: Memory.ReadChain(bodyController, 0x48, 0x10)
stomach: Memory.ReadChain(bodyController, 0x60, 0x10)
armLeft: Memory.ReadChain(bodyController, 0x78, 0x10)
armRight: Memory.ReadChain(bodyController, 0x90, 0x10)
legLeft: Memory.ReadChain(bodyController, 0xA8, 0x10)
legRight: Memory.ReadChain(bodyController, 0xC0, 0x10)

Memory.Read<float>(head + 0x10);




same goes for the rest

HELOHELO121 31st August 2020 06:47 AM

Quote:

Originally Posted by Sweethamcheeks (Post 2904299)
+rep my man thank you. Any idea why velocity will be fucked up for certain users? Looks like even in mono internal it can be bad.

Try player + 0x20] + 0x48] as a vector3, that works for me

edit:
It only works online

So I generated C++ classes from a Unispect dump into a single file. (Basically an external cheat SDK). Beware, the file can lag out your VS if you have a slow pc because it contains almost all classes and fields from EFT.

https://www.unknowncheats.me/forum/d...=file&id=30756

thed24 31st August 2020 02:07 PM

Hey all, first time trying to play around with reverse engineering and the like, and I've run into a bit of trouble with getting the FindActiveObject. I'm external, and when I try to pull the base address for the UnityPlayer.dll module from the process and adding the GOM offset to it using my driver. That's all good, but when I try to read this address from memory using my driver (
Code:

var firstActiveObj= Memory.Read<UInt64>(gameObjectManagerOffset + 0x18);
) I don't get back the expected response. The following is the current output I'm able to get:

Quote:

Unity Base Adr: 7FFA93930000
GOM Adr: 7FFA94E4A218
First Active Obj Adr: 7FFA94E4A230
First Active Obj: 000080BF0000803F <- :(


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

PowerSmurf 31st August 2020 09:15 PM

Anyone know the offset for reading map id / map string like Customs Interchange etc?
I tried localGameWorld + 0x20 (string)

Thanks!

drakonia 2nd September 2020 12:50 PM

File Approved
  • SHA256: A046D216E942BE25E5BF1115BFAE595131D64B114AAE090E5BF2AAD382B8D32F - classes_[unknowncheats.me]_.h
Interested in how we analyze files? Click here to find out.

Thanks for sharing

LarryBoi1 2nd September 2020 01:22 PM

Is there a way of doing speedhack externally? Any help would be appreciated

sll 5th September 2020 12:18 AM

Quote:

Originally Posted by LarryBoi1 (Post 2908498)
Is there a way of doing speedhack externally? Any help would be appreciated

Look at
Code:

UnityEngine.Time::set_timeScale
Inside UnityPlayer if you would like to do timescale speedhack

montroisiemecon 5th September 2020 06:02 AM

Quote:

Originally Posted by sll (Post 2911042)
Look at
Code:

UnityEngine.Time::set_timeScale
Inside UnityPlayer if you would like to do timescale speedhack

isnt that detected?

For my homies

instant bullet: driver::writeMemory<float>(HandsController + 0x154, 100.f)
no spread (even with shotgun)
driver::writeMemory<float>(HandsController + 0x148, 0);
driver::writeMemory<float>(HandsController + 0x150, 0);

Tonyx97 5th September 2020 10:56 AM

Quote:

Originally Posted by montroisiemecon (Post 2911185)
isnt that detected?

It's not if you use the proper factors of speed (not insanely high obviously).

temperamen 5th September 2020 06:25 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2905947)
old offsets seem to still work for me, only change was healthController shifted 8 bytes

Code:

healthController: player + 0x400
healthBody: healthController + 0x18
bodyController: healthBody + 0x18
 
head: Memory.ReadChain(bodyController, 0x30, 0x10)
thorax: Memory.ReadChain(bodyController, 0x48, 0x10)
stomach: Memory.ReadChain(bodyController, 0x60, 0x10)
armLeft: Memory.ReadChain(bodyController, 0x78, 0x10)
armRight: Memory.ReadChain(bodyController, 0x90, 0x10)
legLeft: Memory.ReadChain(bodyController, 0xA8, 0x10)
legRight: Memory.ReadChain(bodyController, 0xC0, 0x10)

Memory.Read<float>(head + 0x10);




same goes for the rest

How to obtain the blood of characters and enemies

montroisiemecon 6th September 2020 01:13 AM

Quote:

Originally Posted by Tonyx97 (Post 2911297)
It's not if you use the proper factors of speed (not insanely high obviously).

I guess base value is 1 so 1.5 or something like that?

external timescale
auto offsetkek = 0x1519FC0;
auto weirdmanager = driver::readMemory<uint64_t>(moduleBase + offsetkek + 7 * 8);
auto timeScale = driver::readMemory<float>(weirdmanager + 0xF4);

temperamen 6th September 2020 07:49 AM

Quote:

Originally Posted by montroisiemecon (Post 2911867)
I guess base value is 1 so 1.5 or something like that?

external timescale
auto offsetkek = 0x1519FC0;
auto weirdmanager = driver::readMemory<uint64_t>(moduleBase + offsetkek + 7 * 8);
auto timeScale = driver::readMemory<float>(weirdmanager + 0xF4);

Do you know how to get the blood of characters and enemies

montroisiemecon 6th September 2020 01:33 PM

Quote:

Originally Posted by temperamen (Post 2912035)
Do you know how to get the blood of characters and enemies

No because i only do headshots so i dont really care

PowerSmurf 6th September 2020 07:41 PM

Quote:

Originally Posted by Razchek (Post 2894308)
Code:

cameraGameObject = FindCameraByName("BaseOpticCamera(Clone)"); // Aiming down sights (camera optics)
if (cameraGameObject == 0)
{
    cameraGameObject = FindCameraByName("FPS Camera");
    _usingOptics = false;
}
else _usingOptics = true;
       
if (cameraGameObject == 0) continue;

// 0x30 = ComponentsArray, 0x18 = Components[1] ({UnityEngine.Camera})
var cameraComponent = Memory.ReadChain(cameraGameObject, 0x30, 0x18);

// Camera position is (you can save a read if you split the chain):
//    var cTransform = Memory.ReadChain(cameraGameObject, 0x30, 0x08, 0x38);
//    var cPosition = Memory.Read<Vector3>(cTransform + 0xB0);

var viewMatrix = Memory.Read<Matrix4x4>(cameraComponent + 0xD8);

You should be able to find some W2S code in this thread, the only thing to accommodate for that may not be covered is the FOV adjustment when _usingOptics is true.

I'll let you figure that out, I'm going to go play some games. Good luck. :)

I looped through all gameobjects in an offline game and can't find a match with "BaseOpticCamera(Clone)" did the name change? My normal FPS Camera viewmatrix is working fine and I can read when I ads but I can't find the scope viewmatrix, any ideas?

Quote:

Originally Posted by PowerSmurf (Post 2912539)
I looped through all gameobjects in an offline game and can't find a match with "BaseOpticCamera(Clone)" did the name change? My normal FPS Camera viewmatrix is working fine and I can read when I ads but I can't find the scope viewmatrix, any ideas?

https://www.unknowncheats.me/forum/2672117-post1713.html

solved it, thanks for spoonfeed +rep

what's the best way of finding out if you use a scope without zoom so I can use the viewmatrix from fps camera instead of the scope camera ? thx =)

0DarkGhost0 7th September 2020 10:15 AM

Hello some times my player count is null not sure what it can be?

Yf04zKTh12Te 7th September 2020 07:17 PM

Code:

proceduralWeaponAnimations: player + 0x168 // EFT.Animations.ProceduralWeaponAnimation
firearmController: proceduralWeaponAnimations + 0x80 // -.Player.FirearmController
item: firearmController + 0x50 // EFT.InventoryLogic.Weapon
fireMode: item + 0x90 // EFT.InventoryLogic.FireModeComponent

Memory.Write<byte>(fireMode + 0x28, 0) // 0 value for auto, 1 for single

didnt test much of it, but managed to make ADAR to shoot full auto
tested single pistol and it had weird behavior

1PolyFlower 8th September 2020 10:29 AM

Correct me if im wrong, current GOM offset is 151A218 from UnityPlayer.dll?

HELOHELO121 8th September 2020 07:06 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2913442)
Code:

proceduralWeaponAnimations: player + 0x168 // EFT.Animations.ProceduralWeaponAnimation
firearmController: proceduralWeaponAnimations + 0x80 // -.Player.FirearmController
item: firearmController + 0x50 // EFT.InventoryLogic.Weapon
fireMode: item + 0x90 // EFT.InventoryLogic.FireModeComponent

Memory.Write<byte>(fireMode + 0x28, 0) // 0 value for auto, 1 for single

didnt test much of it, but managed to make ADAR to shoot full auto
tested single pistol and it had weird behavior

You need to set the bFireRate of the EFT.InventoryLogic.Weapon to something higher in order for it to work on pistols and shotguns and shit like that. You can also do full auto mosins by setting BoltAction too.

Quote:

Originally Posted by 1PolyFlower (Post 2913979)
Correct me if im wrong, current GOM offset is 151A218 from UnityPlayer.dll?

yep //2short

Xanyua 8th September 2020 08:45 PM

Quote:

Originally Posted by sll (Post 2911042)
Look at
Code:

UnityEngine.Time::set_timeScale
Inside UnityPlayer if you would like to do timescale speedhack

How can I get set_timeScale,
thx

gabbo200 9th September 2020 12:53 AM

Does anyoe know how can I get Item ID? I'm trying with:
Memory.ReadChain(itembasicinfo, 0x70);

But doesn't work.

PowerSmurf 9th September 2020 03:09 AM

Quote:

Originally Posted by onecool9009 (Post 2868968)
another example of how to get information about lootableContainer more optimally (from gameWorld + 0x58):
Code:

void GetLootAndLootable(ULONG64 gameWorld, Loot* lootArray, Container* containerArray, GET_LOOTANDCONTAINER_OFFSETS offsets)
{
        int countLoot = 0;
        int countLootable = 0;
        int countLootListObjects = 0;
        ULONG64 lootList = (ULONG64)ReadPointer((PVOID)(gameWorld + offsets.m_pLootList)); // 0x58
        ULONG64 lootListEntity = (ULONG64)ReadPointer((PVOID)(lootList + offsets.m_pListArray)); // 0x10
        CopyProcessMemory(&countLootListObjects, (PVOID)(lootList + offsets.m_iCount), sizeof(int)); // 0x18

        // read loot objects entity
        ULONG64* lootObjectsEnitity = ExAllocatePool(PagedPool, countLootListObjects * sizeof(ULONG64));
        if (!lootObjectsEnitity)
                return;
        CopyProcessMemory(lootObjectsEnitity, (PVOID)(lootListEntity + offsets.m_pListFirstEntity), countLootListObjects * sizeof(ULONG64)); // 0x20 + 0x8*i
        for (int i = 0; i < countLootListObjects; i++)
        {
                ULONG64 unknownPtr = (ULONG64)ReadPointer((PVOID)(lootObjectsEnitity[i] + 0x10));
                ULONG64 interactiveClass = (ULONG64)ReadPointer((PVOID)(unknownPtr + 0x28));
                ULONG64 baseObject = (ULONG64)ReadPointer((PVOID)(interactiveClass + 0x10));
                ULONG64 gameObject = (ULONG64)ReadPointer((PVOID)(baseObject + 0x30));
                ULONG64 pGameObjectName = (ULONG64)ReadPointer((PVOID)(gameObject + 0x60));

                char gameObjectName[255];
                GetString(pGameObjectName, gameObjectName);
               
                if (IsLootableObject(gameObjectName))
                {
                        containerArray[countLootable].gameObject = gameObject;

                        // get position
                        ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(gameObject + 0x30));
                        ULONG64 pointerToTransform_1 = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                        ULONG64 pointerToTransform_2 = (ULONG64)ReadPointer((PVOID)(pointerToTransform_1 + 0x28));
                        ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_2 + 0x10));
                        GetPosition(pTransform, &containerArray[countLootable].position);

                        // get item owner
                        ULONG64 itemOwner = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pLootableContainerItemOwner)); // 0x108
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(itemOwner + offsets.m_pLootableContainerItem)); // 0x90

                        // get item name
                        ULONG64 itemTemplate = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pItemTemplate)); // 0x40
                        ULONG64 pItemNameStr = (ULONG64)ReadPointer((PVOID)(itemTemplate + offsets.m_pItemName)); // 0x58
                        GetUnityString(pItemNameStr, containerArray[countLootable].WIOName);

                        // get loot in lootable
                        ULONG64 grids = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pGrids)); // 0x70
                        int gridsCount = 0;
                        CopyProcessMemory(&gridsCount, (PVOID)(grids + offsets.m_iGridsCount), sizeof(int)); // 0x18
                        if (gridsCount > 0)
                        {
                                ULONG64 grid = (ULONG64)ReadPointer((PVOID)(grids + offsets.m_pGrid)); // 0x20
                                ULONG64 gridDict = (ULONG64)ReadPointer((PVOID)(grid + offsets.m_pGridDict)); // 0x38
                                ULONG64 dict = (ULONG64)ReadPointer((PVOID)(gridDict + 0x10));
                                int countItemsInContainer = 0;
                                CopyProcessMemory(&countItemsInContainer, (PVOID)(dict + 0x40), sizeof(int));

                                if (countItemsInContainer > 0)
                                {
                                        ULONG64 entries = (ULONG64)ReadPointer((PVOID)(dict + 0x18));
                                        for (int j = 0; j < countItemsInContainer; j++)
                                        {
                                                ULONG64 itemInContainer = (ULONG64)ReadPointer((PVOID)(entries + 0x28 + 0x18 * (ULONG64)j));
                                                ULONG64 templateItemInContainer = (ULONG64)ReadPointer((PVOID)(itemInContainer + offsets.m_pItemTemplate)); // 0x40
                                                CopyProcessMemory(&containerArray[countLootable].loot[j].price, (PVOID)(templateItemInContainer + offsets.m_pItemPrice), sizeof(int));

                                                ULONG64 itemIdString = (ULONG64)ReadPointer((PVOID)(templateItemInContainer + offsets.m_pItemId)); // 0x50
                                                GetUnityString(itemIdString, containerArray[countLootable].loot[j].itemId);
                                        }
                                }
                        }

                        countLootable += 1;
                }
                else
                {
                        // get position
                        ULONG64 objectClass = (ULONG64)ReadPointer((PVOID)(gameObject + 0x30));
                        ULONG64 pointerToTransform_1 = (ULONG64)ReadPointer((PVOID)(objectClass + 0x8));
                        ULONG64 pTransform = (ULONG64)ReadPointer((PVOID)(pointerToTransform_1 + 0x38));
                        CopyProcessMemory(&lootArray[countLoot].position, (PVOID)(pTransform + 0xB0), sizeof(Vector3));

                        // get item
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pItem)); // 0x50

                        // get itemTemplate
                        ULONG64 itemTemplate = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pItemTemplate)); // 0x40

                        // get item id
                        ULONG64 pItemIdStr = (ULONG64)ReadPointer((PVOID)(itemTemplate + offsets.m_pItemId)); // 0x50
                        GetUnityString(pItemIdStr, lootArray[countLoot].itemId);

                        // get item price
                        CopyProcessMemory(&lootArray[countLoot].price, (PVOID)(itemTemplate + offsets.m_pItemPrice), sizeof(int));

                        countLoot += 1;
                }
        }

        ExFreePool(lootObjectsEnitity);
}

BOOLEAN IsLootableObject(const char* gameObjectName)
{
        /*
                'Ammo_crate_Cap' 'Grenade_box_Door' 'Medical_Door' 'POS_Money'
                'POS_Money1' 'Toolbox_Door' 'cap' 'card_file_box_Anim1'
                'card_file_box_Anim2' 'card_file_box_Anim3' 'card_file_box_Anim4'
                'cover_110' 'cover_110x45' 'cover_110x45 ' 'cover_140' 'cover_64'
                'lootable' 'scontainer_Blue_Barrel_Base_Cap' 'scontainer_wood_CAP'
                'suitcase_plastic_lootable_open' 'weapon_box_cover'
        */

        if (_stricmp(gameObjectName, "cap") == 0)
                return TRUE;
        if (strstr(gameObjectName, "Ammo_crate_Cap"))
                return TRUE;
        if (strstr(gameObjectName, "Grenade_box_Door"))
                return TRUE;
        if (strstr(gameObjectName, "Medical_Door"))
                return TRUE;
        if (strstr(gameObjectName, "POS_Money"))
                return TRUE;
        if (strstr(gameObjectName, "Toolbox_Door"))
                return TRUE;
        if (strstr(gameObjectName, "card_file_box"))
                return TRUE;
        if (strstr(gameObjectName, "cover_"))
                return TRUE;
        if (strstr(gameObjectName, "lootable"))
                return TRUE;
        if (strstr(gameObjectName, "scontainer_Blue_Barrel_Base_Cap"))
                return TRUE;
        if (strstr(gameObjectName, "scontainer_wood_CAP"))
                return TRUE;
        if (strstr(gameObjectName, "suitcase_plastic_lootable_open"))
                return TRUE;
        if (strstr(gameObjectName, "weapon_box_cover"))
                return TRUE;

        return FALSE;
}

for info:
https://ibb.co/8Dd8Ykd

I always get gridcount = 1 and countitemsincontainer = 0 did offsets change?

Quote:

Originally Posted by djskullyx64 (Post 2855863)
What are you all doing to read item names externally? The way I'm reading them returns a lot of duplicates for things like keys. There are 33 items in the game all named "Key_Shopping_Mall_KIBA". The way I'm reading names:
Code:

ReadUnityString(ItemProfile->ItemStats->GameItem->ItemTemplate + 0x10)
Is there an offset that has the "bsgID" instead of that stupid name value? I want to just do a lookup of the id against a JSON file that I have and use that to find the name. One item id example:
Code:

5e4abc1f86f774069619fbaa:item_equipment_rig_bankrobber
Edit: I found it, you just need to read the UnityString at ItemTemplate + 0x50

I just encountered the same issue, it's not a quest item.
Some genius at BSG copy pasted all key GameObjects and didn't change their shortname variable. Keys shortnames are always KIBA_KEY_something

onecool9009 9th September 2020 05:17 PM

Quote:

Originally Posted by PowerSmurf (Post 2914810)
I always get gridcount = 1 and countitemsincontainer = 0 did offsets change?



I just encountered the same issue, it's not a quest item.
Some genius at BSG copy pasted all key GameObjects and didn't change their shortname variable. Keys shortnames are always KIBA_KEY_something

m_pGridDict is changed (search in mono dissect)

PowerSmurf 10th September 2020 01:34 AM

Quote:

Originally Posted by onecool9009 (Post 2915342)
m_pGridDict is changed (search in mono dissect)

position always returns 0,0,0 too I think the chain is broken somewhere on the top but I've double checked twice in reclass, any hint?


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onecool9009 10th September 2020 07:58 AM

Quote:

Originally Posted by PowerSmurf (Post 2915811)
position always returns 0,0,0 too I think the chain is broken somewhere on the top but I've double checked twice in reclass, any hint?


no, nothing has changed in the situation...
I already told what the problem is earlier ... Add a little effort in solving your problem

pubgcheck 10th September 2020 09:38 AM

what is Skills offset?

1PolyFlower 10th September 2020 10:26 AM

Object "GameWorld" is still called like that in AOL? I get only "GAME","Game Scene"

nikobelic29 10th September 2020 03:21 PM

Quote:

Originally Posted by 1PolyFlower (Post 2916041)
Object "GameWorld" is still called like that in AOL? I get only "GAME","Game Scene"

yes its at the last object

bhehe6813 10th September 2020 05:39 PM

Modifying mask might be detected. Had one user report a ban today, he was the only one using that feature.

Have not however found anything related to this in-game (they dont even send that info to server atm from what I can tell), so I'm doubting it. Likely stat ban.

temperamen 10th September 2020 05:53 PM

Does anyone know the amount of blood and the offset of the map

montroisiemecon 11th September 2020 12:53 AM

Quote:

Originally Posted by bhehe6813 (Post 2916420)
Modifying mask might be detected. Had one user report a ban today, he was the only one using that feature.

Have not however found anything related to this in-game (they dont even send that info to server atm from what I can tell), so I'm doubting it. Likely stat ban.

i honestly doubt this, as you said it is most likely stat ban, or he fucked up something else

okoko98ttt 11th September 2020 02:15 AM

who get new offset?

montroisiemecon 11th September 2020 02:49 AM

Quote:

Originally Posted by okoko98ttt (Post 2916882)
who get new offset?

0x1E5DD

onecool9009 11th September 2020 08:07 AM

game items for the latest version (format JSON):
Code:

{
  "ammo":{
      "5447ac644bdc2d6c208b4567":"Ball 5.56x45",
      "54527a984bdc2d4e668b4567":"M855",
      "54527ac44bdc2d36668b4567":"M855A1",
      "560d5e524bdc2d25448b4571":"7mm 12c",
      "560d61e84bdc2da74d8b4571":"SNB",
      "560d75f54bdc2da74d8b4573":"SNB 7.62x54 R",
      "5649ed104bdc2d3d1c8b458b":"PS 7.62x39",
      "5656d7c34bdc2d9d198b4587":"PS",
      "5656eb674bdc2d35148b457c":"40mm",
      "56d59d3ad2720bdb418b4577":"Pst gzh",
      "56dfef82d2720bbd668b4567":"BP",
      "56dff026d2720bb8668b4567":"BS",
      "56dff061d2720bb5668b4567":"BT",
      "56dff0bed2720bb0668b4567":"FMJ",
      "56dff216d2720bbd668b4568":"HP",
      "56dff2ced2720bb4668b4567":"PP",
      "56dff338d2720bbd668b4569":"PRS",
      "56dff3afd2720bba668b4567":"PS",
      "56dff421d2720b5f5a8b4567":"SP",
      "56dff4a2d2720bbd668b456a":"T",
      "56dff4ecd2720b5f5a8b4568":"US",
      "5735fdcd2459776445391d61":"AKBS",
      "5735ff5c245977640e39ba7e":"FMJ43",
      "573601b42459776410737435":"LRN",
      "573602322459776445391df1":"LRNPC",
      "5736026a245977644601dc61":"P gl",
      "573603562459776430731618":"Pst gzh",
      "573603c924597764442bd9cb":"PT gzh",
      "573718ba2459775a75491131":"9 BZT gzh",
      "573719762459775a626ccbc1":"9 P gzh",
      "573719df2459775a626ccbc2":"PBM",
      "57371aab2459775a77142f22":"PMM",
      "57371b192459775a9f58a5e0":"PPe gzh",
      "57371e4124597760ff7b25f1":"PPT gzh",
      "57371eb62459776125652ac1":"PRS gs",
      "57371f2b24597761224311f1":"PS gs PPO",
      "57371f8d24597761006c6a81":"PSO gzh",
      "5737201124597760fc4431f1":"Pst gzh",
      "5737207f24597760ff7b25f2":"PSV",
      "573720e02459776143012541":"RG028 gzh",
      "57372140245977611f70ee91":"SP7 gzh",
      "5737218f245977612125ba51":"SP8 gzh",
      "573722e82459776104581c21":"BZHT gzh",
      "573724b42459776125652ac2":"P gzh",
      "5737250c2459776125652acc":"PBM",
      "5737256c2459776125652acd":"PMM",
      "573725b0245977612125bae2":"Ppe gzh",
      "5737260b24597761224311f2":"PPT gzh",
      "5737266524597761006c6a8c":"PRS gzh",
      "573726d824597765d96be361":"PS gs PPO",
      "5737273924597765dd374461":"PSO gzh",
      "573727c624597765cc785b5b":"Pst gzh",
      "5737280e24597765cc785b5c":"PSV",
      "5737287724597765e1625ae2":"RG028 gzh",
      "573728cc24597765cc785b5d":"SP7 gzh",
      "573728f324597765e5728561":"SP8 gzh",
      "5737292724597765e5728562":"BP gs",
      "57372a7f24597766fe0de0c1":"BP gs",
      "57372ac324597767001bc261":"BP gs",
      "57372b832459776701014e41":"BS gs",
      "57372bad245977670b7cd242":"BS gs",
      "57372bd3245977670b7cd243":"BS gs",
      "57372c21245977670937c6c2":"BT gs",
      "57372c56245977685e584582":"BT gs",
      "57372c89245977685d4159b1":"BT gs",
      "57372d1b2459776862260581":"PP gs",
      "57372d4c245977685a3da2a1":"PP gs",
      "57372db0245977685d4159b2":"PP gs",
      "57372deb245977685d4159b3":"PRS gs",
      "57372e1924597768553071c1":"PRS gs",
      "57372e4a24597768553071c2":"PRS gs",
      "57372e73245977685d4159b4":"PS gs",
      "57372e94245977685648d3e1":"PS gs",
      "57372ebf2459776862260582":"PS gs",
      "57372ee1245977685d4159b5":"T gs",
      "57372f2824597769a270a191":"T gs",
      "57372f5c24597769917c0131":"T gs",
      "57372f7d245977699b53e301":"US gs",
      "57372fc52459776998772ca1":"US gs",
      "5737300424597769942d5a01":"US gs",
      "5737330a2459776af32363a1":"FMJ",
      "5737339e2459776af261abeb":"HP",
      "573733c72459776b0b7b51b0":"SP",
      "5739d41224597779c3645501":"Pst Gzh",
      "57a0dfb82459774d3078b56c":"SP-5",
      "57a0e5022459774d1673f889":"SP-6",
      "58820d1224597753c90aeb13":"12x70 Slug",
      "58864a4f2459770fcc257101":"PSO gzh",
      "5887431f2459777e1612938f":"LPS Gzh",
      "58dd3ad986f77403051cba8f":"M80",
      "5943d9c186f7745a13413ac9":"Shrapnel",
      "5996f6cb86f774678763a6ca":"RGD-5 Shrapnel",
      "5996f6d686f77467977ba6cc":"F1 Shrapnel",
      "5996f6fc86f7745e585b4de3":"M67 Shrapnel",
      "59e0d99486f7744a32234762":"BP",
      "59e4cf5286f7741778269d8a":"T45M",
      "59e4d24686f7741776641ac7":"US",
      "59e4d3d286f774176a36250a":"HP",
      "59e6542b86f77411dc52a77a":"FMJ",
      "59e655cb86f77411dc52a77b":"EKO",
      "59e6658b86f77411d949b250":"Geksa",
      "59e68f6f86f7746c9f75e846":"M856",
      "59e6906286f7746c9f75e847":"M856A1",
      "59e690b686f7746c9f75e848":"M995",
      "59e6918f86f7746c9f75e849":"Mk255 Mod0",
      "59e6920f86f77411d82aa167":"55 FMJ",
      "59e6927d86f77411da468256":"55 HP",
      "59e77a2386f7742ee578960a":"7N1",
      "5a269f97c4a282000b151807":"SP10",
      "5a26abfac4a28232980eabff":"SP11",
      "5a26ac06c4a282000c5a90a8":"SP12",
      "5a26ac0ec4a28200741e1e18":"SP13",
      "5a38ebd9c4a282000d722a5b":"7.5 20c",
      "5a3c16fe86f77452b62de32a":"Luger CCI",
      "5a6086ea4f39f99cd479502f":"M61",
      "5a608bf24f39f98ffc77720e":"M62",
      "5ba2678ad4351e44f824b344":"FMJ SX",
      "5ba26812d4351e003201fef1":"Action SX",
      "5ba26835d4351e0035628ff5":"AP SX",
      "5ba26844d4351e00334c9475":"Subsonic SX",
      "5c0d56a986f774449d5de529":"RIP",
      "5c0d591486f7744c505b416f":"12x70 RIP",
      "5c0d5ae286f7741e46554302":"WG",
      "5c0d5e4486f77478390952fe":"7N39",
      "5c0d668f86f7747ccb7f13b2":"SPP",
      "5c0d688c86f77413ae3407b2":"BP",
      "5c11279ad174af029d64592b":"Warmage",
      "5c1127bdd174af44217ab8b9":"DIPP",
      "5c1127d0d174af29be75cf68":"12x70 DIPP",
      "5c1260dc86f7746b106e8748":"7N12",
      "5c12619186f7743f871c8a32":"7N9",
      "5c1262a286f7743f8a69aab2":"7N39",
      "5c3df7d588a4501f290594e5":"GT",
      "5c925fa22e221601da359b7b":"AP 6.3",
      "5cadf6ddae9215051e1c23b2":"PS12",
      "5cadf6e5ae921500113bb973":"PS12A",
      "5cadf6eeae921500134b2799":"PS12B",
      "5cc80f38e4a949001152b560":"SS190",
      "5cc80f53e4a949000e1ea4f8":"L191",
      "5cc80f67e4a949035e43bbba":"SB193",
      "5cc80f79e4a949033c7343b2":"SS198LF",
      "5cc80f8fe4a949033b0224a2":"SS197SR",
      "5cc86832d7f00c000d3a6e6c":"R37.F",
      "5cc86840d7f00c002412c56c":"R37.X",
      "5cde8864d7f00c0010373be1":"B-32",
      "5d2f2ab648f03550091993ca":"BZT-44M",
      "5d6e6772a4b936088465b17c":"5.25 12c",
      "5d6e67fba4b9361bc73bc779":"6.5 12c",
      "5d6e6806a4b936088465b17e":"8.5 12c",
      "5d6e6869a4b9361c140bcfde":"Grizzly",
      "5d6e6891a4b9361bd473feea":"P-3 12c",
      "5d6e689ca4b9361bc8618956":"P-6u 12c",
      "5d6e68a8a4b9360b6c0d54e2":"AP-20",
      "5d6e68b3a4b9361bca7e50b5":"CSP",
      "5d6e68c4a4b9361b93413f79":".50 12c",
      "5d6e68d1a4b93622fe60e845":"SF",
      "5d6e68dea4b9361bcc29e659":"2-Sabot",
      "5d6e68e6a4b9361c140bcfe0":"FTX",
      "5d6e6911a4b9361bd5780d52":"Flech.",
      "5d6e695fa4b936359b35d852":"5.6 20c",
      "5d6e69b9a4b9361bc8618958":"6.2 20k",
      "5d6e69c7a4b9360b6c0d54e4":"7.3 20c",
      "5d6e6a05a4b93618084f58d0":"20/70 Slug",
      "5d6e6a42a4b9364f07165f52":"P-6u 20c",
      "5d6e6a53a4b9361bd473feec":"P-3 20c",
      "5d6e6a5fa4b93614ec501745":"Dev.",
      "5e023cf8186a883be655e54f":"T46M",
      "5e023d34e8a400319a28ed44":"7BT1",
      "5e023d48186a883be655e551":"7N37",
      "5e023e53d4353e3302577c4c":"BPZ FMJ",
      "5e023e6e34d52a55c3304f71":"TPZ SP",
      "5e023e88277cce2b522ff2b1":"Ultra Nosler",
      "5e81f423763d9f754677bf2e":".45 FMJ",
      "5ea2a8e200685063ec28c05a":".45 RIP",
      "5ede4739e0350d05467f73e8":"M406",
      "5ede47405b097655935d7d16":"M441",
      "5ede474b0c226a66f5402622":" M381",
      "5ede475339ee016e8c534742":"M576",
      "5ede475b549eed7c6d5c18fb":"M386",
      "5efb0c1bd79ff02a1f5e68d9":"M993",
      "5efb0cabfb3e451d70735af5":".45 AP",
      "5efb0d4f4bc50b58e81710f3":".45 LM",
      "5efb0da7a29a85116f6ea05f":"7N31",
      "5efb0e16aeb21837e749c7ff":"QuakeMaker",
      "5efb0fc6aeb21837e749c801":".45 HS",
      "5f0596629e22f464da6bbdd9":"366 AP",
      "5f0c892565703e5c461894e9":"M433"
  },
  "barter":{
      "5672cb124bdc2d1a0f8b4568":"AA Bat.",
      "5672cb304bdc2dc2088b456a":"D Bat.",
      "5672cb724bdc2dc2088b456b":"GMcount",
      "56742c284bdc2d98058b456d":"Crickent",
      "56742c2e4bdc2d95058b456d":"Zibbo",
      "56742c324bdc2d150f8b456d":"GPhone",
      "5733279d245977289b77ec24":"Battery",
      "573474f924597738002c6174":"Chainlet",
      "5734758f24597738025ee253":"GoldChain",
      "573475fb24597737fb1379e1":"Cigarettes",
      "573476d324597737da2adc13":"Cigarettes",
      "573476f124597737e04bf328":"Cigarettes",
      "5734770f24597738025ee254":"Cigarettes",
      "5734779624597737e04bf329":"CPU Fan",
      "573477e124597737dd42e191":"CPU",
      "5734781f24597737e04bf32a":"DVD",
      "573478bc24597738002c6175":"Horse",
      "5734795124597738002c6176":"Tape",
      "57347b8b24597737dd42e192":"Matches",
      "57347baf24597738002c6178":"RAM",
      "57347c1124597737fb1379e3":"Duct tape",
      "57347c2e24597744902c94a1":"PSU",
      "57347c5b245977448d35f6e1":"Bolts",
      "57347c77245977448d35f6e2":"Screw nut",
      "57347c93245977448d35f6e3":"Toothpaste",
      "57347ca924597744596b4e71":"Graphics card",
      "57347cd0245977445a2d6ff1":"T-Plug",
      "577e1c9d2459773cd707c525":"Paper",
      "5909e99886f7740c983b9984":"USB-A",
      "590a358486f77429692b2790":"RecBatt",
      "590a373286f774287540368b":"Dfuel",
      "590a386e86f77429692b27ab":"HDD",
      "590a391c86f774385a33c404":"Magnet",
      "590a3b0486f7743954552bdb":"\u0421ircuit board",
      "590a3c0a86f774385a33c450":"Plug",
      "590a3cd386f77436f20848cb":"ES Lamp",
      "590a3d9c86f774385926e510":"UV Lamp",
      "590a3efd86f77437d351a25b":"GasAn",
      "590c2b4386f77425357b6123":"Pliers",
      "590c2c9c86f774245b1f03f2":"MTape",
      "590c2d8786f774245b1f03f3":"Screwdriver",
      "590c2e1186f77425357b6124":"Set",
      "590c311186f77424d1667482":"Wrench",
      "590c31c586f774245e3141b2":"Nails",
      "590c346786f77423e50ed342":"Xeno",
      "590c35a486f774273531c822":"Shus",
      "590c595c86f7747884343ad7":"Filter",
      "590c5a7286f7747884343aea":"Gpowder",
      "590c5bbd86f774785762df04":"WD-40",
      "590c5c9f86f77477c91c36e7":"WD-40",
      "590de71386f774347051a052":"Teapot",
      "590de7e986f7741b096e5f32":"Vase",
      "59e3556c86f7741776641ac2":"Bleach",
      "59e358a886f7741776641ac3":"Wiper",
      "59e3596386f774176c10a2a2":"Paid",
      "59e35abd86f7741778269d82":"Sodium",
      "59e35cbb86f7741778269d83":"Hose",
      "59e35de086f7741778269d84":"Drill",
      "59e35ef086f7741777737012":"Screws",
      "59e3606886f77417674759a5":"NaCl",
      "59e361e886f774176c10a2a5":"H2O2",
      "59e3639286f7741777737013":"Lion",
      "59e3647686f774176a362507":"Clock",
      "59e3658a86f7741776641ac4":"Cat",
      "59e366c186f7741778269d85":"Plex",
      "59e36c6f86f774176c10a2a7":"Cord",
      "59f32bb586f774757e1e8442":"Dogtag",
      "59f32c3b86f77472a31742f0":"Dogtag",
      "59faf7ca86f7740dbe19f6c2":"Roler",
      "59faf98186f774067b6be103":"Alkali",
      "59fafb5d86f774067a6f2084":"Propane",
      "59faff1d86f7746c51718c9c":"0.2BTC",
      "5af0484c86f7740f02001f7f":"Coffee",
      "5af04b6486f774195a3ebb49":"Elite",
      "5af04c0b86f774138708f78e":"Controller",
      "5af04e0a86f7743a532b79e2":"Gyroscope",
      "5af0534a86f7743b6f354284":"Ophthalmoscope",
      "5af0561e86f7745f5f3ad6ac":"Powerbank",
      "5b4335ba86f7744d2837a264":"Bloodset",
      "5b43575a86f77424f443fe62":"Fcond",
      "5bc9b355d4351e6d1509862a":"#FireKlean",
      "5bc9b720d4351e450201234b":"1GPhone",
      "5bc9b9ecd4351e3bac122519":"Beardoil",
      "5bc9bc53d4351e00367fbcee":"Rooster",
      "5bc9bdb8d4351e003562b8a1":"Badge",
      "5bc9be8fd4351e00334cae6e":"Tea",
      "5bc9c049d4351e44f824d360":"Book",
      "5bc9c377d4351e3bac12251b":"Firesteel",
      "5c052e6986f7746b207bc3c9":"Defibrillator",
      "5c052f6886f7746b1e3db148":"SG-C10",
      "5c052fb986f7746b2101e909":"RFIDR",
      "5c05300686f7746dce784e5d":"VPX",
      "5c05308086f7746b2101e90b":"Virtex",
      "5c0530ee86f774697952d952":"LEDX",
      "5c06779c86f77426e00dd782":"Wires",
      "5c06782b86f77426df5407d2":"Cap.",
      "5c12620d86f7743f8b198b72":"Tetriz",
      "5c1265fc86f7743f896a21c2":"GPX",
      "5c1267ee86f77416ec610f72":"Prokill",
      "5c12688486f77426843c7d32":"Paracord",
      "5c13cd2486f774072c757944":"Soap",
      "5c13cef886f774072e618e82":"TP",
      "5d0375ff86f774186372f685":"M.Cable",
      "5d0376a486f7747d8050965c":"MCB",
      "5d03775b86f774203e7e0c4b":"AESA",
      "5d0377ce86f774186372f689":"Iridium",
      "5d03784a86f774203e7e0c4d":"MGT",
      "5d0378d486f77420421a5ff4":"Filter",
      "5d03794386f77420415576f5":"Tank battery",
      "5d0379a886f77420407aa271":"OFZ ",
      "5d1b2f3f86f774252167a52c":"FP-100",
      "5d1b2fa286f77425227d1674":"Motor",
      "5d1b2ffd86f77425243e8d17":"NIXXOR",
      "5d1b304286f774253763a528":"LCD",
      "5d1b309586f77425227d1676":"BrokenLCD",
      "5d1b313086f77425227d1678":"Relay",
      "5d1b317c86f7742523398392":"Hand drill",
      "5d1b31ce86f7742523398394":"R-pliers",
      "5d1b327086f7742525194449":"Gauge",
      "5d1b32c186f774252167a530":"Therm.",
      "5d1b36a186f7742523398433":"Fuel",
      "5d1b371186f774253763a656":"Fuel",
      "5d1b385e86f774252167b98a":"Filter",
      "5d1b392c86f77425243e98fe":"Bulb",
      "5d1b39a386f774252339976f":"Tube",
      "5d1b3a5d86f774252167ba22":"Meds",
      "5d1b3f2d86f774253763b735":"Syringe",
      "5d1c774f86f7746d6620f8db":"Helix",
      "5d1c819a86f774771b0acd6c":"W.parts",
      "5d235a5986f77443f6329bc6":"Skull",
      "5d235b4d86f7742e017bc88a":"GP",
      "5d40412b86f7743cb332ac3a":"Shampoo",
      "5d40419286f774318526545f":"M. Scissors",
      "5d4041f086f7743cac3f22a7":"Ortodontox",
      "5d40425986f7743185265461":"Nippers",
      "5d4042a986f7743185265463":"L&F Scr.",
      "5d63d33b86f7746ea9275524":"F Scr.",
      "5d6fc78386f77449d825f9dc":"Gpowder",
      "5d6fc87386f77449db3db94e":"Gpowder",
      "5df8a6a186f77412640e2e80":"R.Ball",
      "5df8a72c86f77412640e2e83":"S.Ball",
      "5df8a77486f77412672a1e3f":"V.Ball",
      "5e2aedd986f7746d404f3aa4":"GreenBat ",
      "5e2aee0a86f774755a234b62":"Cyclon ",
      "5e2aef7986f7746d3f3c33f5":"Repellent",
      "5e2af00086f7746d3f3c33f7":"Cleaner",
      "5e2af02c86f7746d420957d4":"Chlorine",
      "5e2af22086f7746d3f3c33fa":"Poxeram",
      "5e2af29386f7746d4159f077":"KEK",
      "5e2af2bc86f7746d3f3c33fc":"Matches",
      "5e2af37686f774755a234b65":"SurvL ",
      "5e2af41e86f774755a234b67":"Cordura",
      "5e2af47786f7746d404f3aaa":"Fleece ",
      "5e2af4a786f7746d3f3c3400":"Ripstop",
      "5e2af4d286f7746d4159f07a":"Aramid",
      "5e2af51086f7746d3f3c3402":"Fuze",
      "5e54f62086f774219b0f1937":"Raven",
      "5e54f6af86f7742199090bf3":"Lupo's"
  },
  "gear":{
      "544a11ac4bdc2d470e8b456a":"Alpha Container",
      "544a5caa4bdc2d1a388b4568":"AVS",
      "544a5cde4bdc2d39388b456b":"MBSS",
      "545cdae64bdc2d39198b4568":"Tri-Zip",
      "545cdb794bdc2d3a198b456a":"6B43 6A",
      "557ff21e4bdc2d89578b4586":"TGlass",
      "5645bc214bdc2d363b8b4571":"Kiver-M",
      "5645bcc04bdc2d363b8b4572":"ComTac2",
      "5648a69d4bdc2ded0b8b457b":"BlackRock",
      "5648a7494bdc2d9d488b4583":"PACA",
      "567143bf4bdc2d1a0f8b4567":"\u0421ase",
      "56e294cdd2720b603a8b4575":"Terraplane 85L",
      "56e335e4d2720b6c058b456d":"ScavBP",
      "56e33634d2720bd8058b456b":"Duffle",
      "56e33680d2720be2748b4576":"T-Bag",
      "572b7adb24597762ae139821":"Scav Vest",
      "572b7d8524597762b472f9d1":"Cap",
      "572b7f1624597762ae139822":"Balaclava",
      "572b7fa124597762b472f9d2":"Beanie",
      "572b7fa524597762b747ce82":"Mask",
      "5783c43d2459774bbe137486":"Wallet",
      "5857a8b324597729ab0a0e7d":"Beta Container",
      "5857a8bc2459772bad15db29":"Gamma container",
      "58ac60eb86f77401897560ff":"Balaclava_dev",
      "590c60fc86f77412b13fddcf":"Docs",
      "5929a2a086f7744f4b234d43":"6sh112",
      "592c2d1a86f7746dbe2af32a":"Alpha",
      "59db794186f77448bc595262":"Epsilon",
      "59e7635f86f7742cbf2c1095":"3M",
      "59e763f286f7742ee57895da":"Pilgrim",
      "59e7643b86f7742cbf2c109a":"WTRig",
      "59e7708286f7742cbd762753":"Ushanka",
      "59e770b986f7742cbd762754":"AFGlass",
      "59e770f986f7742cbe3164ef":"Cap",
      "59e7711e86f7746cae05fbe1":"Kolpak",
      "59e7715586f7742ee5789605":"Resp",
      "59e8936686f77467ce798647":"Balaclava_test",
      "59ef13ca86f77445fd0e2483":"Pumpkin",
      "59fafd4b86f7745ca07e1232":"Keytool",
      "59fb016586f7746d0d4b423a":"MCase",
      "59fb023c86f7746d0d4b423c":"WCase",
      "59fb042886f7746c5005a7b2":"ICase",
      "5a154d5cfcdbcb001a3b00da":"Fast MT",
      "5a16b672fcdbcb001912fa83":"FVisor",
      "5a16b7e1fcdbcb00165aa6c9":"FShield",
      "5a16b9fffcdbcb0176308b34":"RAC",
      "5a16ba61fcdbcb098008728a":"Mandible",
      "5a16badafcdbcb001865f72d":"SArmor",
      "5a16bb52fcdbcb001a3b00dc":"SLock",
      "5a43943586f77416ad2f06e2":"Hat",
      "5a43957686f7742a2c2f11b0":"Hat",
      "5a7c4850e899ef00150be885":"6B47",
      "5aa2a7e8e5b5b00016327c16":"USEC",
      "5aa2b87de5b5b00016327c25":"BEAR",
      "5aa2b89be5b5b0001569311f":"Emercom",
      "5aa2b8d7e5b5b00014028f4a":"Police",
      "5aa2b923e5b5b000137b7589":"RGlass",
      "5aa2b986e5b5b00014028f4c":"Dundukk",
      "5aa2b9aee5b5b00015693121":"RayBench",
      "5aa2b9ede5b5b000137b758b":"CHat",
      "5aa2ba19e5b5b00014028f4e":"Fleece",
      "5aa2ba46e5b5b000137b758d":"UXPRO",
      "5aa2ba71e5b5b000137b758f":"Sordin",
      "5aa7cfc0e5b5b00015693143":"6B47",
      "5aa7d03ae5b5b00016327db5":"UNTAR",
      "5aa7d193e5b5b000171d063f":"SFERA",
      "5aa7e276e5b5b000171d0647":"Altyn",
      "5aa7e373e5b5b000137b76f0":"FShield",
      "5aa7e3abe5b5b000171d064d":"FShield",
      "5aa7e454e5b5b0214e506fa2":"ZSh-1-2M",
      "5aa7e4a4e5b5b000137b76f2":"ZSh-1-2M",
      "5aafbcd986f7745e590fff23":"MedCase",
      "5aafbde786f774389d0cbc0f":"AmmoCase",
      "5ab8dab586f77441cd04f2a2":"MK3",
      "5ab8dced86f774646209ec87":"M2",
      "5ab8e4ed86f7742d8e50c7fa":"MF-UN",
      "5ab8e79e86f7742d8b372e78":"GZHEL-K",
      "5ab8ebf186f7742d8b372e80":"Attack 2",
      "5ab8ee7786f7742d8f33f0b9":"ArmyBag",
      "5ab8f04f86f774585f4237d8":"Sling",
      "5ab8f20c86f7745cdb629fb2":"Shmaska",
      "5ab8f39486f7745cd93a1cca":"CF",
      "5ab8f4ff86f77431c60d91ba":"Ghost",
      "5ab8f85d86f7745cd93a1cf5":"Shemagh",
      "5ac4c50d5acfc40019262e87":"Visor",
      "5ac8d6885acfc400180ae7b0":"Fast MT Tan",
      "5b3f16c486f7747c327f55f7":"Armband ",
      "5b3f3ade86f7746b6b790d8e":"Armband ",
      "5b3f3af486f774679e752c1f":"Armband",
      "5b3f3b0186f774021a2afef7":"Armband",
      "5b3f3b0e86f7746752107cda":"Armband ",
      "5b40e1525acfc4771e1c6611":"ULACH",
      "5b40e2bc5acfc40016388216":"ULACH",
      "5b40e3f35acfc40016388218":"ACHHC",
      "5b40e4035acfc47a87740943":"ACHHC",
      "5b40e5e25acfc4001a599bea":"BEAR",
      "5b40e61f5acfc4001a599bec":"USEC",
      "5b4325355acfc40019478126":"Shemagh",
      "5b4326435acfc433000ed01d":"Mask",
      "5b43271c5acfc432ff4dce65":"Bandana",
      "5b4327aa5acfc400175496e0":"Panama",
      "5b4329075acfc400153b78ff":"Pompon",
      "5b4329f05acfc47a86086aa1":"Ronin",
      "5b432b2f5acfc4771e1c6622":"Shattered",
      "5b432b6c5acfc4001a599bf0":"Skull",
      "5b432b965acfc47a8774094e":"GSSh-01",
      "5b432be65acfc433000ed01f":"6B34",
      "5b432c305acfc40019478128":"GP-5",
      "5b432d215acfc4771e1c6624":"LZSh",
      "5b432f3d5acfc4704b4a1dfb":"Momex",
      "5b44c6ae86f7742d1627baea":"Beta2",
      "5b44c8ea86f7742d1627baf1":"Commando ",
      "5b44cad286f77402a54ae7e5":"Tactec ",
      "5b44cd8b86f774503d30cba2":"Gen4 Full",
      "5b44cf1486f77431723e3d05":"Gen4 Assault",
      "5b44d0de86f774503d30cba8":"Gen4 HMK",
      "5b44d22286f774172b0c9de8":"Kirasa",
      "5b46238386f7741a693bcf9c":"Kiver FS",
      "5b6d9ce188a4501afc1b2b25":"T H I C C",
      "5b7c710788a4506dec015957":"Lucky Scav junkbox",
      "5bd06f5d86f77427101ad47c":"Mask",
      "5bd0716d86f774171822ef4b":"Mask",
      "5bd071d786f7747e707b93a3":"Mask",
      "5bd073a586f7747e6f135799":"Mustache",
      "5bd073c986f7747f627e796c":"Kotton",
      "5c066ef40db834001966a595":"NVG mask",
      "5c06c6a80db834001b735491":"SSh-68",
      "5c08f87c0db8340019124324":"SHPM",
      "5c0919b50db834001b7ce3b9":"1Sch FShield",
      "5c091a4e0db834001d5addc8":"Maska 1Sch",
      "5c093ca986f7740a1867ab12":"Kappa",
      "5c093db286f7740a1b2617e3":"Holodilnick",
      "5c093e3486f77430cb02e593":"Dogtags",
      "5c0a840b86f7742ffa4f2482":"T H I C C",
      "5c0d2727d174af02a012cf58":"Djeta",
      "5c0d32fcd174af02a1659c75":"Proximity",
      "5c0e3eb886f7742015526062":"6B5-16",
      "5c0e446786f7742013381639":"6B5-15",
      "5c0e51be86f774598e797894":"6B13",
      "5c0e53c886f7747fa54205c7":"6B13",
      "5c0e541586f7747fa54205c9":"6B13M",
      "5c0e57ba86f7747fa141986d":"6B23-2",
      "5c0e5bab86f77461f55ed1f3":"6B23-1",
      "5c0e5edb86f77461f55ed1f7":"Zhuk-3",
      "5c0e625a86f7742d77340f62":"Zhuk-6a",
      "5c0e655586f774045612eeb2":"Trooper",
      "5c0e66e2d174af02a96252f4":"SLAAP",
      "5c0e6a1586f77404597b4965":"Belt",
      "5c0e722886f7740458316a57":"M1",
      "5c0e746986f7741453628fe5":"TV-110",
      "5c0e774286f77468413cc5b2":"Blackjack 50",
      "5c0e805e86f774683f3dd637":"Paratus",
      "5c0e842486f77443a74d2976":"1Sch FShield",
      "5c0e874186f7745dc7616606":"Maska 1Sch",
      "5c0e9f2c86f77432297fe0a3":"Commando ",
      "5c127c4486f7745625356c13":"Magbox",
      "5c165d832e2216398b5a7e36":"Tactical Sport",
      "5c178a942e22164bef5ceca3":"Chops",
      "5c1793902e221602b21d3de2":"CP Ears",
      "5c17a7ed2e2216152142459c":"Airframe Tan",
      "5c1a1cc52e221602b3136e3d":"M Frame",
      "5c1a1e3f2e221602b66cc4c2":"Beard",
      "5ca20abf86f77418567a43f2":"Triton",
      "5ca20d5986f774331e7c9602":"Berkut",
      "5ca20ee186f774799474abc2":"Vulkan-5",
      "5ca2113f86f7740b2547e1d2":"FShield",
      "5ca2151486f774244a3b8d30":"Redut-M",
      "5ca21c6986f77479963115a7":"Redut-T5",
      "5d235bb686f77443f4331278":"SICC",
      "5d5d646386f7742797261fd9":"6B3TM-01M",
      "5d5d85c586f774279a21cbdb":"D3CRX",
      "5d5d87f786f77427997cfaef":"A18",
      "5d5d8ca986f7742798716522":"MRig",
      "5d5d940f86f7742797262046":"Mechanism",
      "5d5e7d28a4b936645d161203":"TC-2001",
      "5d5e9c74a4b9364855191c40":"TC-2002",
      "5d5fca1ea4b93635fd598c07":"Crossbow",
      "5d6d2e22a4b9361bd5780d05":"Gascan",
      "5d6d2ef3a4b93618084f58bd":"Aviator",
      "5d6d3716a4b9361bc8618872":"LSHZ-2DTM",
      "5d6d3829a4b9361bc8618943":"FShield",
      "5d6d3943a4b9360dbc46d0cc":"Cover",
      "5d6d3be5a4b9361bc73bc763":"Aventail",
      "5d96141523f0ea1b7f2aacab":"'Door Kicker'",
      "5df8a2ca86f7740bfe6df777":"6B2",
      "5df8a42886f77412640e2e75":"MPPV",
      "5df8a4d786f77412672a1e3b":"6SH118",
      "5df8a58286f77412631087ed":"Tank helmet",
      "5e00c1ad86f774747333222c":"EXFIL",
      "5e00cdd986f7747473332240":"FShield",
      "5e00cfa786f77469dc6e5685":"TW Ears",
      "5e01ef6886f77445f643baa4":"EXFIL",
      "5e01f31d86f77465cf261343":"TW Ears",
      "5e01f37686f774773c6f6c15":"FShield",
      "5e2af55f86f7746d4159f07c":"Grenades",
      "5e4abb5086f77406975c9342":"Slick",
      "5e4abc1f86f774069619fbaa":"Bank Robber",
      "5e4abc6786f77406812bd572":"SFMP",
      "5e4abfed86f77406a2713cf7":"Tarzan",
      "5e4ac41886f77406a511c9a8":"AACPC",
      "5e4bfc1586f774264f7582d3":"TC 800",
      "5e4d34ca86f774264f758330":"Razor",
      "5e54f76986f7740366043752":"Shroud",
      "5e54f79686f7744022011103":"Plague mask",
      "5e71f6be86f77429f2683c44":"Rivals",
      "5e71f70186f77429ee09f183":"Rivals",
      "5e71fad086f77422443d4604":"Rivals",
      "5e997f0b86f7741ac73993e2":"Sanitar bag",
      "5e9dacf986f774054d6b89f4":"Defender-2",
      "5e9db13186f7742f845ee9d3":"LBT-1961A",
      "5e9dcf5986f7746c417435b3":"Day Pack",
      "5ea058e01dbce517f324b3e2":"Heavy Trooper",
      "5ea05cf85ad9772e6624305d":"TK Fast MT",
      "5ea17ca01412a1425304d1c0":"Bastion",
      "5ea18c84ecf1982c7712d9a2":"Bastion"
  },
  "info":{
      "590c37d286f77443be3d7827":"SAS",
      "590c392f86f77444754deb29":"SSD",
      "590c621186f774138d11ea29":"Flash drive",
      "590c639286f774151567fa95":"Manual",
      "590c645c86f77412b01304d9":"Diary",
      "590c651286f7741e566b6461":"Diary",
      "5c12613b86f7743bbe2c3f76":"Intelligence"
  },
  "keys":{
      "5448ba0b4bdc2d02308b456c":"Factory",
      "5672c92d4bdc2d180f8b4567":"Room 118 Key",
      "5780cda02459777b272ede61":"306 Key",
      "5780cf692459777de4559321":"315 Key",
      "5780cf722459777a5108b9a1":"308 Key",
      "5780cf7f2459777de4559322":"Mark.Key",
      "5780cf942459777df90dcb72":"Room 214 Key",
      "5780cf9e2459777df90dcb73":"Room 218 Key",
      "5780cfa52459777dfb276eb1":"Room 220 Key",
      "5780d0532459777a5108b9a2":"Customs key",
      "5780d0652459777df90dcb74":"Gas station",
      "5780d07a2459777de4559324":"Cabin key",
      "57a349b2245977762b199ec7":"Key",
      "5913611c86f77479e0084092":"Cabin key",
      "5913651986f774432f15d132":"Sixpack",
      "59136a4486f774447a1ed172":"Gdesk",
      "59136e1e86f774432f15d133":"110 Key",
      "59136f6f86f774447a1ed173":"Key",
      "591382d986f774465a6413a7":"105 Key",
      "591383f186f7744a4c5edcf3":"104 Key",
      "5913877a86f774432f15d444":"Storage",
      "5913915886f774123603c392":"Checkpoint",
      "5914578086f774123569ffa4":"108 Key",
      "59148c8a86f774197930e983":"Room 204 Key",
      "59148f8286f7741b951ea113":"Safe",
      "591ae8f986f77406f854be45":"Yotota",
      "591afe0186f77431bd616a11":"ZB-014",
      "5937ee6486f77408994ba448":"Key",
      "5938144586f77473c2087145":"Key",
      "5938504186f7740991483f30":"Room 203 Key",
      "593858c486f774253a24cb52":"Key",
      "5938603e86f77435642354f4":"206 Key",
      "59387a4986f77401cc236e62":"114 Key",
      "5938994586f774523a425196":"103 Key",
      "593962ca86f774068014d9af":"Unk. key",
      "593aa4be86f77457f56379f8":"303 Key",
      "5a0dc45586f7742f6b0b73e3":"San.104",
      "5a0dc95c86f77452440fc675":"San. 112",
      "5a0ea64786f7741707720468":"San.107",
      "5a0ea69f86f7741cd5406619":"San.108",
      "5a0ea79b86f7741d4a35298e":"Storeroom",
      "5a0eb38b86f774153b320eb0":"SMW",
      "5a0eb6ac86f7743124037a28":"Cottage",
      "5a0ec6d286f7742c0b518fb5":"San.205",
      "5a0ec70e86f7742c0b518fba":"San.207",
      "5a0ee30786f774023b6ee08f":"San.216",
      "5a0ee34586f774023b6ee092":"San.220",
      "5a0ee37f86f774023657a86f":"San.221",
      "5a0ee4b586f7743698200d22":"San.206 ",
      "5a0ee62286f774369454a7ac":"San.209 ",
      "5a0ee72c86f77436955d3435":"San.213",
      "5a0ee76686f7743698200d5c":"San.216",
      "5a0eeb1a86f774688b70aa5c":"San.303",
      "5a0eeb8e86f77461257ed71a":"San.309 ",
      "5a0eebed86f77461230ddb3d":"San.325 ",
      "5a0eec9686f77402ac5c39f2":"San.310 ",
      "5a0eecf686f7740350630097":"San. 313 ",
      "5a0eed4386f77405112912aa":"San.314",
      "5a0eedb386f77403506300be":"San.322 ",
      "5a0eee1486f77402aa773226":"San.328 ",
      "5a0eff2986f7741fd654e684":"Safe 321 ",
      "5a0f006986f7741ffd2fe484":"Safe ",
      "5a0f045e86f7745b0f0d0e42":"Safe ",
      "5a0f068686f7745b0d4ea242":"Safe ",
      "5a0f075686f7745bcc42ee12":"Safe ",
      "5a0f08bc86f77478f33b84c2":"Safe ",
      "5a0f0f5886f7741c4e32a472":"Safe ",
      "5a13ee1986f774794d4c14cd":"San.323",
      "5a13eebd86f7746fd639aa93":"San.218 ",
      "5a13ef0686f7746e5a411744":"San.219",
      "5a13ef7e86f7741290491063":"San.301 ",
      "5a13f24186f77410e57c5626":"San.222 ",
      "5a13f35286f77413ef1436b0":"San.226 ",
      "5a13f46386f7741dd7384b04":"San.306 ",
      "5a144bdb86f7741d374bbde0":"San.205 ",
      "5a144dfd86f77445cb5a0982":"San.203 ",
      "5a1452ee86f7746f33111763":"San.222 ",
      "5a145d4786f7744cbb6f4a12":"San.306 ",
      "5a145d7b86f7744cbb6f4a13":"San.308 ",
      "5a145ebb86f77458f1796f05":"San.316 ",
      "5ad5ccd186f774446d5706e9":"OLI Office",
      "5ad5cfbd86f7742c825d6104":"Log. Office",
      "5ad5d20586f77449be26d877":"OLI Ut.",
      "5ad5d49886f77455f9731921":"Pow. Ut.",
      "5ad5d64486f774079b080af8":"Pharmacy",
      "5ad5d7d286f77450166e0a89":"KIBA",
      "5ad5db3786f7743568421cce":"MES",
      "5ad7217186f7746744498875":"OLI",
      "5ad7242b86f7740a6a3abd43":"IDEA ",
      "5ad7247386f7747487619dc3":"Goshan",
      "5addaffe86f77470b455f900":"KIBA 2",
      "5c1d0c5f86f7744bb2683cf0":"Blue",
      "5c1d0d6d86f7744bb2683e1f":"Yellow",
      "5c1d0dc586f7744baf2e7b79":"Green",
      "5c1d0efb86f7744baf2e7b7b":"Red",
      "5c1d0f4986f7744bb01837fa":"Black",
      "5c1e2a1e86f77431ea0ea84c":"Lk.MO",
      "5c1e2d1f86f77431e9280bee":"Lk.TA(w)",
      "5c1e495a86f7743109743dfb":"Violet",
      "5c1f79a086f7746ed066fb8f":"Lk.ASR",
      "5c94bbff86f7747ee735c08f":"Keycard",
      "5d08d21286f774736e7c94c3":"KSH",
      "5d80c60f86f77440373c4ece":"RB-BK",
      "5d80c62a86f7744036212b3f":"RB-VO",
      "5d80c66d86f774405611c7d6":"RB-AO",
      "5d80c6c586f77440351beef1":"RB-OB",
      "5d80c6fc86f774403a401e3c":"RB-TB",
      "5d80c78786f774403a401e3e":"RB-AK",
      "5d80c88d86f77440556dbf07":"RB-AM",
      "5d80c8f586f77440373c4ed0":"RB-OP",
      "5d80c93086f7744036212b41":"RB-MP11",
      "5d80c95986f77440351beef3":"RB-MP12",
      "5d80ca9086f774403a401e40":"RB-MP21",
      "5d80cab086f77440535be201":"RB-MP22",
      "5d80cb3886f77440556dbf09":"RB-PSP1",
      "5d80cb5686f77440545d1286":"RB-PS81",
      "5d80cb8786f774405611c7d9":"RB-PP",
      "5d80cbd886f77470855c26c2":"RB-MP13",
      "5d80ccac86f77470841ff452":"RB-ORB1",
      "5d80ccdd86f77474f7575e02":"RB-ORB2",
      "5d80cd1a86f77402aa362f42":"RB-ORB3",
      "5d8e0db586f7744450412a42":"RB-KORL",
      "5d8e0e0e86f774321140eb56":"RB-KPRL",
      "5d8e15b686f774445103b190":"HEPS",
      "5d8e3ecc86f774414c78d05e":"RB-GN",
      "5d947d3886f774447b415893":"RB-SMP",
      "5d947d4e86f774447b415895":"RB-KSM",
      "5d95d6be86f77424444eb3a7":"RB-PS82",
      "5d95d6fa86f77424484aa5e9":"RB-PSP2",
      "5d9f1fa686f774726974a992":"RB-ST",
      "5da46e3886f774653b7a83fe":"RB-RS",
      "5da5cdcd86f774529238fb9b":"RB-RH",
      "5da743f586f7744014504f72":"USEC key",
      "5e42c71586f7747f245e1343":"Med.St.",
      "5e42c81886f7742a01529f57":"#11SR",
      "5e42c83786f7742a021fdf3c":"#21WS",
      "5ede7a8229445733cb4c18e2":"RB-PKPM",
      "5ede7b0c6d23e5473e6e8c66":"RB-RLSA",
      "5efde6b4f5448336730dbd61":"Key card",
      "5eff09cd30a7dc22fd1ddfed":"Tape key"
  },
  "maps":{
      "574eb85c245977648157eec3":"Factory",
      "5798a2832459774b53341029":"Customs",
      "5900b89686f7744e704a8747":"Woods",
      "5a8036fb86f77407252ddc02":"Shoreline",
      "5a80a29286f7742b25692012":"Resort",
      "5be4038986f774527d3fae60":"Interchange"
  },
  "medical":{
      "544fb25a4bdc2dfb738b4567":"Bandage",
      "544fb3364bdc2d34748b456a":"Splint",
      "544fb37f4bdc2dee738b4567":"Painkillers",
      "544fb3f34bdc2d03748b456a":"Morphine",
      "544fb45d4bdc2dee738b4568":"Salewa",
      "5751a25924597722c463c472":"Bandage",
      "5751a89d24597722aa0e8db0":"GoldenStar",
      "5755356824597772cb798962":"AI-2",
      "5755383e24597772cb798966":"Vaseline",
      "590c657e86f77412b013051d":"Grizzly",
      "590c661e86f7741e566b646a":"Car",
      "590c678286f77426c9660122":"IFAK",
      "590c695186f7741e566b64a2":"Augmentin",
      "5af0454c86f7746bf20992e8":"Alu Splint",
      "5af0548586f7743a532b7e99":"Ibuprofen",
      "5c0e530286f7747fa1419862":"Propital",
      "5c0e531286f7747fa54205c2":"SJ1 TGLabs",
      "5c0e531d86f7747fa23f4d42":"SJ6 TGLabs",
      "5c0e533786f7747fa23f4d47":"Zagustin",
      "5c0e534186f7747fa1419867":"eTG-c",
      "5c10c8fd86f7743d7d706df3":"Adrenaline",
      "5d02778e86f774203e7dedbe":"CMS",
      "5d02797c86f774203f38e30a":"Surv12",
      "5ed515c8d380ab312177c0fa":"3-(b-TG)",
      "5ed515e03a40a50460332579":"L1",
      "5ed515ece452db0eb56fc028":"P22",
      "5ed515f6915ec335206e4152":"AHF1-M",
      "5ed5160a87bb8443d10680b5":"Meldonin",
      "5ed51652f6c34d2cc26336a1":"M.U.L.E",
      "5ed5166ad380ab312177c100":"Obdolbos"
  },
  "mods":{
      "5448c12b4bdc2d02308b456f":"PM 90-93",
      "5448c1d04bdc2dff2f8b4569":"GEN M3 20",
      "544909bb4bdc2d6f028b4577":"AN/PEQ-15",
      "544a378f4bdc2d30388b4567":"GEN M3 40",
      "544a37c44bdc2d25388b4567":"MAG5-60",
      "544a38634bdc2d58388b4568":"USGI A2",
      "544a3a774bdc2d3a388b4567":"HAMR",
      "558022b54bdc2dac148b458d":"EXPS3",
      "55802d5f4bdc2dac148b458e":"GEN M3 30",
      "55802f5d4bdc2dac148b458f":"MOE Pistol",
      "558032614bdc2de7118b4585":"BGV-MK46K Black",
      "559ba5b34bdc2d1f1a8b4582":"SV-98 polymer",
      "55d355e64bdc2d962f8b4569":"M4A1 Upper",
      "55d35ee94bdc2d61338b4568":"260mm AR-15 5.56x45",
      "55d3632e4bdc2d972f8b4569":"370mm AR-15 5.56x45",
      "55d448594bdc2d8c2f8b4569":"610mm MP-133 12ga",
      "55d4491a4bdc2d882f8b456e":"510mm MP-133 12ga",
      "55d449444bdc2d962f8b456d":"610mm MP-133 12ga",
      "55d44fd14bdc2d962f8b456e":"AR-15 Charge",
      "55d459824bdc2d892f8b4573":"KAC RIS",
      "55d45d3f4bdc2d972f8b456c":"\u041cR-133 Beechwood",
      "55d45f484bdc2d972f8b456d":"Custom MP-133 plastic",
      "55d480c04bdc2d1d4e8b456a":"6L23",
      "55d481904bdc2d8c2f8b456a":"6L26",
      "55d482194bdc2d1d4e8b456b":"6L31",
      "55d4837c4bdc2d1d4e8b456c":"Saiga 545",
      "55d484b44bdc2d1d4e8b456d":"MP-133x6",
      "55d485804bdc2d8c2f8b456b":"MP-133x8",
      "55d485be4bdc2d962f8b456f":"PM/PPSH",
      "55d4887d4bdc2d962f8b4570":"STANAG",
      "55d48a634bdc2d8b2f8b456a":"SPRM",
      "55d48ebc4bdc2d8c2f8b456c":"Sprut",
      "55d4ae6c4bdc2d8b2f8b456e":"M4SS",
      "55d4af3a4bdc2d972f8b456f":"LPA2F",
      "55d4b9964bdc2d1d4e8b456e":"A2 Pistol",
      "55d5f46a4bdc2d1b198b4567":"CA2R",
      "55d614004bdc2d86028b4568":"MONSTER",
      "55d6190f4bdc2d87028b4567":"M MONSTER",
      "55f84c3c4bdc2d5f408b4576":"RIS II 9.5 FDE",
      "560835c74bdc2dc8488b456f":"510mm MP-133 12ga",
      "560836484bdc2d20478b456e":"540mm MP-133",
      "560836b64bdc2d57468b4567":"540mm MP-133 12ga",
      "560836fb4bdc2d773f8b4569":"660mm \u041cR-133",
      "560837154bdc2da74d8b4568":"660mm MP-133 12ga",
      "5608373c4bdc2dc8488b4570":"710mm MP-133",
      "560837544bdc2de22e8b456e":"710mm MP-133 12ga",
      "560837824bdc2d57468b4568":"750mm MP-133",
      "5608379a4bdc2d26448b4569":"750mm MP-133 12ga",
      "560838c94bdc2d77798b4569":"RTC 12ga",
      "56083a334bdc2dc8488b4571":"133/153 Pl.g.",
      "56083be64bdc2d20478b456f":"133/153 Pl.s.",
      "56083cba4bdc2de22e8b456f":"133/153 W.s.",
      "56083e1b4bdc2dc8488b4572":"SV-98 Rear",
      "56083eab4bdc2d26448b456a":"SV-98 HR",
      "560d657b4bdc2da74d8b4572":"Klesch",
      "560e620e4bdc2d724b8b456b":"SV-98 STD",
      "5648ac824bdc2ded0b8b457d":"RP-1",
      "5648ae314bdc2d3d1c8b457f":"CAA RS47",
      "5648b0744bdc2d363b8b4578":"6P20 Sb.6",
      "5648b1504bdc2d9d488b4584":"6P20 Sb.9",
      "5648b2414bdc2d3b4c8b4578":"M1-B",
      "5648b4534bdc2d3d1c8b4580":"B-10\u041c B-19",
      "5648b62b4bdc2d9d488b4585":"GP-34",
      "5648b6ff4bdc2d3d1c8b4581":"\u0422\u0422 10000",
      "5649a2464bdc2d91118b45a8":"MPR45",
      "5649aa744bdc2ded0b8b457e":"6P20 0-20",
      "5649ab884bdc2ded0b8b457f":"DTK-1",
      "5649ad3f4bdc2df8348b4585":"6P4 Sb.8V",
      "5649ade84bdc2d1b2b8b4587":"6P1 Sb.8",
      "5649ae4a4bdc2d1b2b8b4588":"R\u041a-3",
      "5649af094bdc2df8348b4586":"6P1 0-1",
      "5649af884bdc2d1b2b8b4589":"B-33",
      "5649b0544bdc2d1b2b8b458a":"6P1 Sb.2",
      "5649b0fc4bdc2d17108b4588":"6P20 Sb.7",
      "5649b1c04bdc2d16268b457c":"6P20 Sb.5",
      "5649b2314bdc2d79388b4576":"\u041c\u04154",
      "5649be884bdc2d79388b4577":"CST",
      "5649d9a14bdc2d79388b4580":"\u0422\u042201",
      "564ca99c4bdc2d16268b4589":"6L20",
      "564ca9df4bdc2d35148b4569":"6L18",
      "564caa3d4bdc2d17108b458e":"TGP-A",
      "56d59948d2720bb7418b4582":"9x19 P226",
      "56d5a1f7d2720bb3418b456a":"112mm P226 9x19",
      "56d5a2bbd2720bb8418b456a":"BPGripP226",
      "56d5a407d2720bb3418b456b":"P226 Slide",
      "56d5a661d2720bd8418b456b":"Sig #8FR",
      "56d5a77ed2720b90418b4568":"Sig #8R",
      "56deec93d2720bec348b4568":"750mm \u041c\u0420-153 12ga",
      "56deed6ed2720b4c698b4583":"\u041cP-153 Polymer",
      "56deee15d2720bee328b4567":"\u041cP153x4",
      "56deeefcd2720bc8328b4568":"\u041cP153x8",
      "56def37dd2720bec348b456a":"X400",
      "56e05a6ed2720bd0748b4567":"Bakelite PB",
      "56e05b06d2720bb2668b4586":"PB-S",
      "56ea6fafd2720b844b8b4593":"KX3",
      "56ea70acd2720b844b8b4594":"FF 4-16",
      "56ea7165d2720b6e518b4583":"BOTL",
      "56ea7293d2720b8d4b8b45ba":"SM220-239",
      "56ea8180d2720bf2698b456a":"KAC QDC",
      "56ea8222d2720b69698b4567":"SV-98 Bipod",
      "56ea8d2fd2720b7c698b4570":"PICBLOCK",
      "56eabcd4d2720b66698b4574":"MK12",
      "56eabf3bd2720b75698b4569":"MOE Stock",
      "570fd6c2d2720bc6458b457f":"553",
      "570fd721d2720bc5458b4596":"MRS",
      "570fd79bd2720bc7458b4583":"OKP-7",
      "571659bb2459771fb2755a12":"ECS FDE",
      "571a26d524597720680fbe8a":"116mm st. \u0422\u0422",
      "571a279b24597720b4066566":"121mm thr. TT",
      "571a282c2459771fb2755a69":"TT grips",
      "571a28e524597720b4066567":"TT silencer",
      "571a29dc2459771fb2755a6a":"tt-105",
      "57235b6f24597759bf5a30f1":"PVS-14",
      "57486e672459770abd687134":"OKP-7 Dove",
      "574dad8024597745964bf05c":"56-A-231 Sb.5",
      "574db213245977459a2f3f5d":"SKS Rear",
      "576167ab2459773cad038c43":"SOK-12 P.T.",
      "576169e62459773c69055191":"Sb.7-1",
      "57616a9e2459773c7a400234":"Sb.5",
      "57616c112459773cce774d66":"Sb.0-2",
      "57616ca52459773c69055192":"SOK-12\u0410\u041a Stock",
      "576a5ed62459771e9c2096cb":"9x19 MP-443",
      "576a63cd2459771e796e0e11":"P.grip.MP443",
      "576a7c512459771e796e0e17":"B-8",
      "576fd4ec2459777f0b518431":"PSO 1M2-1",
      "577d128124597739d65d0e56":"FFWB",
      "577d141e24597739c5255e01":"FF3",
      "57838c962459774a1651ec63":"VSS suppressor",
      "57838e1b2459774a256959b1":"VSS Rear",
      "57838f0b2459774a256959b2":"6L24",
      "57838f9f2459774a150289a0":"6L25",
      "578395402459774a256959b5":"Ksk VSS",
      "578395e82459774a0e553c7b":"VSS Stock",
      "57a3459f245977764a01f703":"B-3",
      "57a9b9ce2459770ee926038d":"SOK12 RS",
      "57ac965c24597706be5f975c":"DR1/4x",
      "57aca93d2459771f2c7e26db":"DR1/4xFDE",
      "57acb6222459771ec34b5cb0":"043-02",
      "57ade1442459771557167e15":"Baskak",
      "57adff4f24597737f373b6e6":"BRAVO4",
      "57ae0171245977343c27bfcf":"PK-06",
      "57af48872459771f0b2ebf11":"OMRG FDE",
      "57c44dd02459772d2e0ae249":"VAL suppressor",
      "57c44e7b2459772d28133248":"AS VAL rear sight",
      "57c44f4f2459772d2c627113":"VAL Dust cover",
      "57c44fa82459772d2d75e415":"VAL pol.",
      "57c450252459772d28133253":"VAL Stock",
      "57c55efc2459772d2c6271e7":"OMRG Black",
      "57c55f092459772d291a8463":"OMRG GE",
      "57c55f112459772d28133310":"OMRG GG",
      "57c55f172459772d27602381":"OMRG OD",
      "57c5ac0824597754771e88a9":"3-24x42",
      "57c69dd424597774c03b7bbc":"30mm Mount",
      "57c9a89124597704ee6faec1":"226FDE",
      "57cff947245977638e6f2a19":"MOE AKM",
      "57cffb66245977632f391a99":"AFG M-LOK",
      "57cffcd624597763133760c5":"AFG M-LOK",
      "57cffcdd24597763f5110006":"AFG M-LOK",
      "57cffce524597763b31685d8":"AFG M-LOK",
      "57cffd8224597763b03fc609":"MOE AKM",
      "57cffddc24597763133760c6":"MOE AKM",
      "57cffe0024597763b03fc60b":"MOE AKM",
      "57cffe20245977632f391a9d":"MOE AKM",
      "57d14e1724597714010c3f4b":"PP91 Std",
      "57d1519e24597714373db79d":"PP91 Std",
      "57d152ec245977144076ccdf":"PP91 Pol",
      "57d17c5e2459775a5c57d17d":"WF501B",
      "57d17e212459775a1179a0f5":"25 mm ring",
      "57da93632459771cb65bf83f":"NT-4 blk.",
      "57dbb57e2459774673234890":"NT-4 FDE",
      "57dc324a24597759501edc20":"6P26 0-20",
      "57dc32dc245977596d4ef3d3":"6P26 Sb.6",
      "57dc334d245977597164366f":"6P26 Sb.7",
      "57dc347d245977596754e7a1":"6P26 Sb.5",
      "57e3dba62459770f0c32322b":"6P4 Sb.9",
      "57ee59b42459771c7b045da5":"Kedr RIS",
      "57f3a5ae2459772b0e0bf19e":"PSO eyecup",
      "57f3c7e024597738ea4ba286":"PP-91-01 muzzlethread",
      "57f3c8cc2459773ec4480328":"PP-91-01 suppressor",
      "57fd23e32459772d0805bcf1":"LS321",
      "57ffa9f4245977728561e844":"B-11",
      "57ffaea724597779f52b3a4d":"B-12",
      "57ffb0062459777a045af529":"B-18",
      "57ffb0e42459777d047111c5":"PBS-4",
      "5827272a24597748c74bdeea":"MTU002 L",
      "58272b392459774b4c7b3ccd":"MTU002 S",
      "58272b842459774abc128d50":"CSS-SRM-L",
      "58272d7f2459774f6311ddfd":"GK-02",
      "5839a7742459773cf9693481":"AKS-74UB D.c.",
      "58491f3324597764bc48fa02":"XPS3-0",
      "584924ec24597768f12ae244":"XPS3-2",
      "584984812459776a704a82a6":"P1X42",
      "587de4282459771bca0ec90b":"P226 tr. 9x19",
      "587de5ba2459771c0f1e8a58":"P226 protection cap",
      "587df3a12459772c28142567":"SKS int.",
      "587df583245977373c4f1129":"SKS-A5",
      "587e0531245977466077a0f7":"OP-SKS W.s.",
      "587e08ee245977446b4410cf":"OPSKS DT",
      "588200af24597742fa221dfb":"610mm \u041c\u0420-153 12ga",
      "588200c224597743990da9ed":"660mm \u041c\u0420-153 12ga",
      "588200cf2459774414733d55":"710mm \u041c\u0420-153 12ga",
      "5882163224597757561aa920":"\u041cP153x7",
      "5882163824597757561aa922":"\u041cP153x6",
      "5882163e24597758206fee8c":"\u041cP153x5",
      "588226d124597767ad33f787":"AFG blk.",
      "588226dd24597767ad33f789":"AFG FDE",
      "588226e62459776e3e094af7":"AFG FG",
      "588226ef24597767af46e39c":"AFG OD",
      "5888945a2459774bf43ba385":"DVL-10 500mm .308",
      "5888956924597752983e182d":"DVL-10 M2 660mm .308",
      "5888961624597754281f93f3":"Harris HBR",
      "5888976c24597754281f93f5":"DVL-10 \u041c2",
      "5888988e24597752fe43a6fa":"DVL-10",
      "5888996c24597754281f9419":"DVL-10 \u041c2 MBr",
      "58889c7324597754281f9439":"DVL-10 MD",
      "58889d0c2459775bc215d981":"LOBAEV Arms Stock",
      "588b56d02459771481110ae2":"RIS II 9.5 BLK",
      "58949dea86f77409483e16a8":"MPX A2",
      "58949edd86f77409483e16a9":"MPX Charge",
      "58949fac86f77409483e16aa":"MPX Charge",
      "5894a05586f774094708ef75":"9x19 MPX",
      "5894a13e86f7742405482982":"MCX/MPX early",
      "5894a2c386f77427140b8342":"203mm MPX 9x19",
      "5894a42086f77426d2590762":"MPX Gen. 1",
      "5894a51286f77426d13baf02":"MPX p. grip",
      "5894a5b586f77426d2590767":"MPX 1 gen.",
      "5894a73486f77426d259076c":"SIG Front Flip Up",
      "5894a81786f77427140b8347":"SIG Rearsight Flip Up",
      "58a56f8d86f774651579314c":"2In. Gen1",
      "58a5c12e86f7745d585a2b9e":"4In. Gen1",
      "58ac1bf086f77420ed183f9f":"SIG F.K.",
      "58aeaaa886f7744fc1560f81":"165mm MPXSD 9x19",
      "58aeac1b86f77457c419f475":"MPX-SD",
      "58c157be86f77403c74b2bb6":"BGV-MK46K FDE",
      "58c157c886f774032749fb06":"BGV-MK46K FG",
      "58d2664f86f7747fec5834f6":"DPCSM",
      "58d268fc86f774111273f8c2":"DP",
      "58d2912286f7744e27117493":"RBP",
      "58d2946386f774496974c37e":"MOE Stock FDE",
      "58d2946c86f7744e271174b5":"MOE Stock FG",
      "58d2947686f774485c6a1ee5":"MOE Stock OD",
      "58d2947e86f77447aa070d53":"MOE Stock SG",
      "58d399e486f77442e0016fe7":"T-1",
      "58d39b0386f77443380bf13c":"AMSH",
      "58d39d3d86f77445bb794ae7":"AMM",
      "591aef7986f774139d495f03":"M7A1PDW",
      "591af10186f774139d495f0e":"M7A1PDW",
      "591af28e86f77414a27a9e1d":"UVG Tactical",
      "591c4e1186f77410354b316e":"Cobra shade",
      "591c4efa86f7741030027726":"EKP-8-18",
      "591ee00d86f774592f7b841e":"Cobra",
      "5926c0df86f77462f647f764":"MP5 Upper",
      "5926c32286f774616e42de99":"MP5 Cocking",
      "5926c36d86f77467a92a8629":"MP5WT",
      "5926c3b286f774640d189b6b":"9x19 MP5",
      "5926d2be86f774134d668e4e":"MP5 Drum Rearsight",
      "5926d33d86f77410de68ebc0":"MP5SD suppressor",
      "5926d3c686f77410de68ebc8":"HK A2",
      "5926d40686f7740f152b6b7e":"HK A3",
      "5926dad986f7741f82604363":"MFIHKMOUNT",
      "5926e16e86f7742f5a0f7ecb":"3 Lug",
      "5926f2e086f7745aae644231":"MP5SD",
      "5926f34786f77469195bfe92":"MP5SD HG",
      "593d1fa786f7746da62d61ac":"SKS SOCOM",
      "593d489686f7745c6255d58a":"Hexagon AKM",
      "593d490386f7745ee97a1555":"Hexagon SKS",
      "593d493f86f7745e6b2ceb22":"Hexagon AK-74",
      "5943ee5a86f77413872d25ec":"PWS CQB",
      "5943eeeb86f77412d6384f6b":"PWS CQB 74",
      "5947c73886f7747701588af5":"BUS",
      "5947db3f86f77447880cf76f":"EKP-8-02",
      "5947e98b86f774778f1448bc":"UBR GEN2",
      "5947eab886f77475961d96c5":"UBR GEN2",
      "5947f92f86f77427344a76b1":"SAW",
      "5947fa2486f77425b47c1a9b":"SAW",
      "595cf16b86f77427440c32e2":"LVOA-S blk.",
      "595cfa8b86f77427437e845b":"LVOA-C blk.",
      "5998517986f7746017232f7e":"p. grip PP-19-01",
      "599851db86f77467372f0a18":"Stock PP-19-01",
      "5998529a86f774647f44f421":"9x19 Sb.7",
      "5998597786f77414ea6da093":"PP-19-01 Br",
      "5998598e86f7740b3f498a86":"Saiga-9 Br",
      "59985a6c86f77414ec448d17":"rec.cov. Vityaz-SN",
      "59985a8086f77414ec448d1a":"rec.cov. Vityaz",
      "599860ac86f77436b225ed1a":"9x19 PP-19-01",
      "599860e986f7743bb57573a6":"Rear sight PP-19-01",
      "59bfc5c886f7743bf6794e62":"Vityaz sil.",
      "59bfe68886f7746004266202":"MUR-1S Upper",
      "59bffbb386f77435b379b9c2":"Hybrid 46",
      "59bffc1f86f77435b128b872":"DT Mount",
      "59c0ec5b86f77435b128bfca":"Hexagon 12K",
      "59c1383d86f774290a37e0ca":"PMAG D-60",
      "59c63b4486f7747afb151c1c":"SD TRR",
      "59c6633186f7740cf0493bb9":"AK 74 G.Tube",
      "59ccd11386f77428f24a488f":"PP-19-01 g.tube",
      "59ccfdba86f7747f2109a587":"M1-B",
      "59d36a0086f7747e673f3946":"AKS74U G.tube",
      "59d625f086f774661516605d":"AK55",
      "59d6272486f77466146386ff":"Pmag30 AK/AKM GEN M3",
      "59d64ec286f774171d1e0a42":"6P1 Sb.1-2",
      "59d64f2f86f77417193ef8b3":"6P1 Sb.6-1",
      "59d64fc686f774171b243fe2":"6P1 0-14",
      "59d6507c86f7741b846413a2":"6P1 0-1",
      "59d650cf86f7741b846413a4":"6P1 Sb.2-1",
      "59d6514b86f774171a068a08":"6P1 Sb.5",
      "59d790f486f77403cb06aec6":"Predator Pro v3 XHP35",
      "59db3a1d86f77429e05b4e92":"GRAL-S",
      "59db3acc86f7742a2c4ab912":"Stark AR RG",
      "59db3b0886f77429d72fb895":"Stark AR RG",
      "59db7e1086f77448be30ddf3":"TA11D",
      "59db7eed86f77461f8380365":"TA51",
      "59e0bdb186f774156f04ce82":"2In. CASV",
      "59e0be5d86f7742d48765bd2":"4 in. CASV",
      "59e0bed186f774156f04ce84":"6In. CASV",
      "59e5d83b86f7745aed03d262":"AK custom",
      "59e5f5a486f7746c530b3ce2":"6P2 Sb-11",
      "59e61eb386f77440d64f5daf":"VPO-136",
      "59e6227d86f77440d64f5dc2":"VPO-136",
      "59e6284f86f77440d569536f":"VPO-136",
      "59e62cc886f77440d40b52a1":"AKM bak.",
      "59e6318286f77444dd62c4cc":"Molot bak.",
      "59e6449086f7746c9f75e822":"\u0410\u041aM type",
      "59e649f986f77411d949b246":"AKM Type",
      "59e8977386f77415a553c453":"VPO-209",
      "59e898ee86f77427614bd225":"VPO-209",
      "59e89d0986f77427600d226e":"VPO-209",
      "59e8a00d86f7742ad93b569c":"VPO-209",
      "59eb7ebe86f7740b373438ce":"6P29M",
      "59ecc28286f7746d7a68aa8c":"PT 74S",
      "59ecc3dd86f7746dc827481c":"PT-3",
      "59f8a37386f7747af3328f06":"Shift",
      "59f99a7d86f7745b134aa97b":"9x21 SR1-MP",
      "59f9d81586f7744c7506ee62":"UH-1",
      "59fafc5086f7740dbe19f6c3":"AK30",
      "59fafc9386f774067d462453":"AK30",
      "59fb137a86f7740adb646af1":"Monster Claw",
      "59fb257e86f7742981561852":"DTK-4M",
      "59fb375986f7741b681b81a6":"UFM",
      "59fc48e086f77463b1118392":"RVG blk.",
      "59ff3b6a86f77477562ff5ed":"6P4 Sb.1-19",
      "5a0060fc86f7745793204432":"AKMS al.",
      "5a0071d486f77404e23a12b2":"AKM wood",
      "5a01ad4786f77450561fda02":"VDM CS",
      "5a01c29586f77474660c694c":"6L10",
      "5a0abb6e1526d8000a025282":"TT AKM",
      "5a0c59791526d8dba737bba7":"6G15U",
      "5a0d63621526d8dba31fe3bf":"PBS-1",
      "5a0d716f1526d8000d26b1e2":"AKML",
      "5a0eb980fcdbcb001a3b00a6":"AKMB",
      "5a0ed824fcdbcb0176308b0d":"AKMP",
      "5a0f096dfcdbcb0176308b15":"AKMP",
      "5a16b8a9fcdbcb00165aa6ca":"TATM",
      "5a16b93dfcdbcbcae6687261":"DDT",
      "5a17fb03fcdbcbcae668728f":"APS std.",
      "5a17fb9dfcdbcbcae6687291":"APB stock",
      "5a17fc70fcdbcb0176308b3d":"APS Bakelite",
      "5a1eaa87fcdbcb001865f75e":"REAP-IR",
      "5a1eacb3fcdbcb09800872be":"REAP-IR eyecup",
      "5a1ead28fcdbcb001912fa9f":"DLOC-IRD",
      "5a27b281c4a28200741e1e52":"SR1MP 1x",
      "5a27b3d0c4a282000d721ec1":"SR1MP s.mount",
      "5a27b6bec4a282000e496f78":"SR1MP",
      "5a27bad7c4a282000b15184b":"SR1MP 4x",
      "5a329052c4a28200741e22d3":"RSASS",
      "5a32a064c4a28200741e22de":"Osprey 9",
      "5a32aa0cc4a28232996e405f":"RM50",
      "5a32aa8bc4a2826c6e06d737":"RMR",
      "5a339805c4a2826c6e06d73d":"MIAD Pistol",
      "5a33a8ebc4a282000c5a950d":"Alpha 9",
      "5a33b2c9c4a282000c5a9511":"RM33",
      "5a33b652c4a28232996e407c":"AC32062",
      "5a33bab6c4a28200741e22f8":"RM35",
      "5a33ca0fc4a282000d72292f":"CA2",
      "5a33cae9c4a28232980eb086":"PRS GEN2",
      "5a33e75ac4a2826c6e06d759":"HA CQR",
      "5a34f7f1c4a2826c6e06d75d":"18' AR-10",
      "5a34fae7c4a2826c6e06d760":"22' AR-10",
      "5a34fbadc4a28200741e230a":"JPGS6",
      "5a34fd2bc4a282329a73b4c5":"Blackout 51T",
      "5a34fe59c4a282000b1521a2":"SDN-6",
      "5a3501acc4a282000d72293a":"PMAG 20 7.62",
      "5a351711c4a282000b1521a4":"X-5 MP5",
      "5a37ca54c4a282000d72296a":"JP 30mm",
      "5a37cb10c4a282329a73b4e7":"6.5-20x50",
      "5a38ed75c4a28232996e40c6":"Sb.3x4",
      "5a38ee51c4a282000c5a955c":"20-01 Sb.3x2",
      "5a38eecdc4a282329a73b512":"TOZ-106 PG",
      "5a38ef1fc4a282000b1521f6":"TOZ-106 Stock",
      "5a398ab9c4a282000c5a9842":"SCRA",
      "5a398b75c4a282000a51a266":"PRA",
      "5a5f1ce64f39f90b401987bc":"2IRS",
      "5a69a2ed8dc32e000d46d1f1":"Rotor 43 buffer",
      "5a6b585a8dc32e5a9c28b4f1":"AW TP",
      "5a6b592c8dc32e00094b97bf":"DD TP",
      "5a6b59a08dc32e000b452fb7":"SAI TP",
      "5a6b5b8a8dc32e001207faf3":"Glock 9x19 AW",
      "5a6b5e468dc32e001207faf5":"Glock 9x19 DD",
      "5a6b5ed88dc32e000c52ec86":"Glock 9x19 SAI",
      "5a6b5f868dc32e000a311389":"G17 9x19",
      "5a6b60158dc32e000a31138b":"G17 9x19 comp",
      "5a6f58f68dc32e000a311390":"Glock FS",
      "5a6f5d528dc32e00094b97d9":"Glock RS",
      "5a6f5e048dc32e00094b97da":"Glock slide",
      "5a6f5f078dc32e00094b97dd":"Glock Viper Cut",
      "5a702d198dc32e000b452fc3":"Glock AW",
      "5a7033908dc32e000a311392":"Glock AW C",
      "5a70366c8dc32e001207fb06":"Glock DD",
      "5a7037338dc32e000d46d257":"G 3 Port",
      "5a705e128dc32e000d46d258":"G AW",
      "5a718b548dc32e000d46d262":"9x19 Glock",
      "5a718da68dc32e000d46d264":"G PMAG 21",
      "5a718f958dc32e00094b97e7":"G 50rnd",
      "5a71e0048dc32e000c52ecc8":"G FS ZT",
      "5a71e0fb8dc32e00094b97f2":"G RS ZT",
      "5a71e1868dc32e00094b97f3":"ZT AP",
      "5a71e22f8dc32e00094b97f4":"G ZT Hex",
      "5a71e4f48dc32e001207fb26":"G ZT Spart",
      "5a787ebcc5856700142fdd98":"508mm M870 FS",
      "5a787f25c5856700186c4ab9":"355mm M870",
      "5a787f7ac5856700177af660":"508mm M870",
      "5a787fadc5856700155a6ca1":"660mm M870",
      "5a787fdfc5856700142fdd9a":"325mm M870",
      "5a788031c585673f2b5c1c79":"PR870",
      "5a788068c5856700137e4c8f":"MOE 870",
      "5a788089c5856700142fdd9c":"Speedfeed",
      "5a7880d0c5856700142fdd9d":"SPS M870",
      "5a78813bc5856700186c4abe":"SGA M870",
      "5a788169c5856700142fdd9e":"Raptor",
      "5a7882dcc5856700177af662":"M870x4",
      "5a78830bc5856700137e4c90":"M870x7",
      "5a78832ec5856700155a6ca3":"M870x10",
      "5a789261c5856700186c65d3":"MT Clamp",
      "5a7893c1c585673f2b5c374d":"mtu028sg",
      "5a78948ec5856700177b1124":"XS Short",
      "5a7ad0c451dfba0013379712":"4Port",
      "5a7ad1fb51dfba0013379715":"LW 9",
      "5a7ad2e851dfba0016153692":"Big Stick",
      "5a7ad4af51dfba0013379717":"G Base",
      "5a7ad55551dfba0015068f42":"G Ti Sh",
      "5a7ad74e51dfba0015068f45":"FD917",
      "5a7afa25e899ef00135e31b0":"PS9",
      "5a7b32a2e899ef00135e345a":"G4",
      "5a7b483fe899ef0016170d15":"XC1",
      "5a7b4900e899ef197b331a2a":"UM3",
      "5a7b4960e899ef197b331a2d":"Pach RG",
      "5a7c147ce899ef00150bd8b8":"VP-09",
      "5a7c74b3e899ef0014332c29":"NSPU-M",
      "5a7d90eb159bd400165484f1":"Glock SE",
      "5a7d9104159bd400134c8c21":"Glock TFX",
      "5a7d9122159bd4001438dbf4":"Glock SE",
      "5a7d912f159bd400165484f3":"TFX",
      "5a7dbfc1159bd40016548fde":"CQR",
      "5a800961159bd4315e3a1657":"GL21",
      "5a9548c9159bd400133e97b3":"TL-99",
      "5a957c3fa2750c00137fa5f7":"XRSU47SU",
      "5a966ec8a2750c00171b3f36":"B&T 3x",
      "5a966f51a2750c00156aacf6":"SAI-02",
      "5a9685b1a2750c0032157104":"Glock Moto Cut",
      "5a9d56c8a2750c0032157146":"TRAX 1",
      "5a9d6d00a2750c5c985b5305":"4 in. SI",
      "5a9d6d13a2750c00164f6b03":"6In. SI",
      "5a9d6d21a2750c00137fa649":"Bridge",
      "5a9d6d34a2750c00141e07da":"TRAX 2",
      "5a9e81fba2750c00164f6b11":"SR3M.130",
      "5a9ea27ca2750c00137fa672":"Dynacomp",
      "5a9eb32da2750c00171b3f9c":"GL Shock",
      "5a9fb739a2750c003215717f":"Rotor43 9x19",
      "5a9fbacda2750c00141e080f":"Rotor43 7.62x39",
      "5a9fbb74a2750c0032157181":"Rotor43 .366TKM",
      "5a9fbb84a2750c00137fa685":"Rotor43 5.56x45",
      "5a9fc7e6a2750c0032157184":"B-3 combo",
      "5aa66a9be5b5b0214e506e89":"NF 34mm",
      "5aa66be6e5b5b0214e506e97":"NF 7-35x56",
      "5aa66c72e5b5b00016327c93":"NF 34mm RIS",
      "5aaa4194e5b5b055d06310a5":"Pmag30 AK74 GEN M3",
      "5aaa5dfee5b5b000140293d3":"GEN M3 30",
      "5aaa5e60e5b5b000140293d6":"GEN M3 10",
      "5aaf8a0be5b5b00015693243":"M1A 20 7.62",
      "5aaf8e43e5b5b00015693246":"Socom16",
      "5aaf9d53e5b5b00015042a52":"16' M1A 7.62x51",
      "5aafa1c2e5b5b00015042a56":"Socom 16 MB",
      "5aafa49ae5b5b00015042a58":" .125 blade",
      "5ab24ef9e5b5b00fe93c9209":"Socom 16 Upper",
      "5ab372a310e891001717f0d8":"S.A.S.S.",
      "5ab3afb2d8ce87001660304d":"Socom 16 Th",
      "5ab626e4d8ce87272e4c6e43":"6P21 Sb.5",
      "5aba62f8d8ce87001943946b":"APS FS",
      "5aba637ad8ce87001773e17f":"APS RS",
      "5aba639ed8ce8700182ece67":"APB RS",
      "5abcbb20d8ce87001773e258":"M14 135",
      "5abcc328d8ce8700194394f3":"APB 9x18PM",
      "5abcd472d8ce8700166032ae":"6P4N Sb.1-19",
      "5ac50c185acfc400163398d4":"6P34 Sb.15",
      "5ac50da15acfc4001718d287":"6P34 0-1",
      "5ac66bea5acfc43b321d4aec":"\u0410\u041a-103 Mag",
      "5ac66c5d5acfc4001718d314":"6L29",
      "5ac72e475acfc400180ae6fe":"6P20 Sb.2",
      "5ac72e615acfc43f67248aa0":"AK-101 MB",
      "5ac72e725acfc400180ae701":"6P44 0-20",
      "5ac72e7d5acfc40016339a02":"AK-103 MB",
      "5ac72e895acfc43b321d4bd5":"6P46 0-20",
      "5ac72e945acfc43f3b691116":"6P44 0-20",
      "5ac733a45acfc400192630e2":"6P44 Sb.1-30",
      "5ac7655e5acfc40016339a19":"6P20 0-20",
      "5ac78eaf5acfc4001926317a":"PT 74M/100",
      "5addba3e5acfc4001669f0ab":".062 blade",
      "5addbac75acfc400194dbc56":"22' M1A 7.62x51",
      "5addbb6e5acfc408fb1393fd":"National Match MB",
      "5addbb825acfc408fb139400":"JP MB M14",
      "5addbb945acfc4001a5fc44e":"Good Iron",
      "5addbba15acfc400185c2854":"Vortex DC",
      "5addbbb25acfc40015621bd9":"Phantom",
      "5addbf175acfc408fb13965b":"Archangel",
      "5addbfbb5acfc400194dbcf7":"Ultimak M8",
      "5addbfd15acfc40015621bde":"Mini Scout",
      "5addbfe15acfc4001a5fc58b":"Arms 18",
      "5addbfef5acfc400185c2857":"UTG 4 ",
      "5addbffe5acfc4001714dfac":"M14 DCSB",
      "5addc00b5acfc4001669f144":"CASV 14",
      "5addc7005acfc4001669f275":"M14ALCS(MOD. 0)",
      "5addc7ac5acfc400194dbd90":"M14ALCS Stock",
      "5addc7db5acfc4001669f279":"M14ALCS",
      "5addcce35acfc4001a5fc635":"M14 30 7.62",
      "5addccf45acfc400185c2989":"X-14",
      "5adf23995acfc400185c2aeb":"MC 20-01",
      "5ae096d95acfc400185c2c81":"Mosin Stock",
      "5ae0973a5acfc4001562206c":"Mos.Std.",
      "5ae099875acfc4001714e593":"Mosin fs",
      "5ae099925acfc4001a5fc7b3":"Mosin rs.",
      "5ae09bff5acfc4001562219d":"730mm Mosin barrel",
      "5ae30bad5acfc400185c2dc4":"CarryHandle",
      "5ae30c9a5acfc408fb139a03":" Sopmod",
      "5ae30db85acfc408fb139a05":"M4 Std.",
      "5ae30e795acfc408fb139a0b":"M4 FS",
      "5ae35b315acfc4001714e8b0":"LEO M870",
      "5afd7ded5acfc40017541f5e":"Tapco intrafuse stock",
      "5afd7e095acfc40017541f61":"TAPCO Tube",
      "5afd7e445acfc4001637e35a":"SAW SKS",
      "5b04473a5acfc40018632f70":"UAS AK",
      "5b057b4f5acfc4771e1bd3e9":"SE-5",
      "5b07db875acfc40dc528a5f6":"TD120001",
      "5b07dd285acfc4001754240d":"LAS/TAC 2",
      "5b0800175acfc400153aebd4":"F93 Pro Stock",
      "5b099a765acfc47a8607efe3":"11' SA-58 7.62x51",
      "5b099a9d5acfc47a8607efe7":"Quad Rail",
      "5b099ac65acfc400186331e1":"FAL 20 7.62",
      "5b099b7d5acfc400186331e4":"3 prong trident",
      "5b099b965acfc400186331e6":"SAW SA-58",
      "5b099bb25acfc400186331e8":"Ext. Duty",
      "5b099bf25acfc4001637e683":"SA-58 Tube",
      "5b0bc22d5acfc47a8607f085":"Holand Type",
      "5b0e794b5acfc47a877359b2":"Zhukov-S",
      "5b1fa9ea5acfc40018633c0a":"G18C 9x19 comp",
      "5b1faa0f5acfc40dc528aeb5":"Glock 18C slide",
      "5b1fb3e15acfc4001637f068":"6P2 Bak",
      "5b1fd4e35acfc40018633c39":"AK al. 10",
      "5b222d335acfc4771e1be099":"AKM Lock",
      "5b222d405acfc400153af4fe":"PT-1",
      "5b2240bf5acfc40dc528af69":"Raptor Charge",
      "5b237e425acfc4771e1be0b6":"TROY Combo",
      "5b2388675acfc4771e1be0be":"TAC 30",
      "5b2389515acfc4771e1be0c0":"AR- P.E.P.R. ",
      "5b2cfa535acfc432ff4db7a0":"MK10 RL",
      "5b30ac585acfc433000eb79c":"MOE AK",
      "5b30b0dc5acfc400153b7124":"HS401G5",
      "5b30bc165acfc40016387293":"Mk10 3 In.",
      "5b30bc285acfc47a8608615d":"Mk10 10 In.",
      "5b31163c5acfc400153b71cb":"Rom. Base",
      "5b3116595acfc40019476364":"Romeo 4",
      "5b363dd25acfc4001a598fd2":" Salvo 12",
      "5b363dea5acfc4771e1c5e7e":"12g adapter",
      "5b363e1b5acfc4771e1c5e80":"Thread adapter",
      "5b39f8db5acfc40016387a1b":"EMOD",
      "5b39ffbd5acfc47a8773fb06":"Hogue P226",
      "5b3a08b25acfc4001754880c":"Bridge P226",
      "5b3a16655acfc40016387a2a":"Annihilator",
      "5b3a337e5acfc4704b4a19a0":"2U",
      "5b3b6dc75acfc47a8773fb1e":"Armasight",
      "5b3b6e495acfc4330140bd88":"Vulcan MG 3.5x",
      "5b3b99265acfc4704b4a1afb":"NF 30mm",
      "5b3b99475acfc432ff4dcbee":"1-6x24",
      "5b3baf8f5acfc40dc5296692":"116mm gld. \u0422\u0422",
      "5b3cadf35acfc400194776a0":"TT grips",
      "5b3cbc235acfc4001863ac44":"Vulcan MG eyecup",
      "5b3f7bf05acfc433000ecf6b":"Kochetov Mount",
      "5b3f7c005acfc4704b4a1de8":"PU 3.5x ring",
      "5b3f7c1c5acfc40dc5296b1d":"PU 3.5x",
      "5b4736a986f774040571e998":"QARS 3.2in.",
      "5b4736b986f77405cb415c10":"QARS 4.2in.",
      "5b7be1125acfc4001876c0e5":"16' SA-58 7.62x51",
      "5b7be1265acfc400161d0798":"21' SA-58 7.62x51",
      "5b7be1ca5acfc400170e2d2f":"Quad Rail",
      "5b7be2345acfc400196d524a":"Keymod Handguard",
      "5b7be4575acfc400161d0832":"2 in. Vltor",
      "5b7be4645acfc400170e2dcc":"4 in. Vltor",
      "5b7be46e5acfc400170e2dcf":"5 in.Vltor",
      "5b7be47f5acfc400170e2dd2":"2.5 in. M-LOK",
      "5b7be4895acfc400170e2dd5":"4.1 in. M-LOK",
      "5b7bebc85acfc43bca706666":"M-LOK Handguard",
      "5b7bed205acfc400161d08cc":"Fal Handguard",
      "5b7bedd75acfc43d825283f9":"CASV FAL Handguard",
      "5b7bee755acfc400196d5383":"CASV FAS Handguard",
      "5b7bef1e5acfc43d82528402":"FAL 10 7.62",
      "5b7bef5d5acfc43bca7067a3":"FAL 30 7.62",
      "5b7bef9c5acfc43d102852ec":"X-FAL 7.62",
      "5b7c2d1d5acfc43d1028532a":"MMW Fal 7.62",
      "5b7d37845acfc400170e2f87":"L1A1 30 7.62",
      "5b7d63b75acfc400170e2f8a":"PRS 2 FAL",
      "5b7d63cf5acfc4001876c8df":"SA-58 Folding",
      "5b7d63de5acfc400170e2f8d":"SA-58 SPR Stock",
      "5b7d64555acfc4001876c8e2":"SA-58 BRS Stock",
      "5b7d645e5acfc400170e2f90":"SA-58 Humpback",
      "5b7d671b5acfc43d82528ddd":"Fal Belgian style",
      "5b7d678a5acfc4001a5c4022":"DS SA-58",
      "5b7d679f5acfc4001a5c4024":"AG FAL",
      "5b7d68af5acfc400170e30c3":"Austrian Style",
      "5b7d693d5acfc43bca706a3d":"2A X3",
      "5b7d6c105acfc40015109a5f":"FAL DC",
      "5b800e9286f7747a8b04f3ff":"Hex Blk",
      "5b800ebc86f774394e230a90":"Hexagon Med",
      "5b800ed086f7747baf6e2f9e":"Hex.",
      "5b80242286f77429445e0b47":"Hex red",
      "5b84038986f774774913b0c1":"Hex.",
      "5b8403a086f7747ff856f4e2":"Hex.",
      "5b86a0e586f7745b600ccb23":"Bramit",
      "5ba264f6d4351e0034777d52":"MP7 20",
      "5ba2657ed4351e0035628ff2":"MP7 30",
      "5ba26586d4351e44f824b340":"MP7 40",
      "5ba26acdd4351e003562908e":"MP7",
      "5ba26ae8d4351e00367f9bdb":"Rotex 2",
      "5ba26b01d4351e0085325a51":"MP7 Front Flip Up",
      "5ba26b17d4351e00367f9bdd":"MP7Rearsight Flip Up",
      "5ba36f85d4351e0085325c81":"NSPU-M eyecup",
      "5bae13bad4351e00320204af":"Archangel OPFOR PRS",
      "5bae13ded4351e44f824bf38":"AA762R 02",
      "5bb20d53d4351e4502010a69":"416A5 Upper",
      "5bb20d92d4351e00853263eb":"11' 416A5 5.56x45",
      "5bb20d9cd4351e00334c9d8a":"14.5' 416A5 5.56x45",
      "5bb20da5d4351e0035629dbf":"16.5' 416A5 5.56x45",
      "5bb20dadd4351e00367faeff":"20' 416A5 5.56x45",
      "5bb20dbcd4351e44f824c04e":"Extended latch",
      "5bb20dcad4351e3bac1212da":"416A5",
      "5bb20de5d4351e0035629e59":"Quadrail",
      "5bb20df1d4351e00347787d5":"Quad. sight",
      "5bb20dfcd4351e00334c9e24":"Ext.Quad",
      "5bb20e0ed4351e3bac1212dc":"Battle Grip",
      "5bb20e18d4351e00320205d5":"Battle Grip",
      "5bb20e49d4351e3bac1212de":" 416A5 Rearsight Flip Up",
      "5bb20e58d4351e00320205d7":"Enhanced Tube",
      "5bb20e70d4351e0035629f8f":"Slim Line",
      "5bbdb811d4351e45020113c7":"Tri-Rail",
      "5bbdb83fd4351e44f824c44b":"Tanker",
      "5bbdb870d4351e00367fb67d":"Monte Carlo",
      "5bbdb8bdd4351e4502011460":"Atlas-7",
      "5bbde409d4351e003562b036":"Recoil pad",
      "5bbde41ed4351e003562b038":"pgmn",
      "5bc09a18d4351e003562b68e":"MBUS Rearsight",
      "5bc09a30d4351e00367fb7c8":"MBUS Front",
      "5bc5a351d4351e003477a414":"TPP",
      "5bc5a35cd4351e450201232f":"Witt",
      "5bc5a372d4351e44f824d17f":"MNG",
      "5bcf0213d4351e0085327c17":"A1 stock",
      "5bd704e7209c4d00d7167c31":"A2 stock",
      "5bed61680db834001d2c45ab":"\u0410\u041a-12 std.",
      "5bed625c0db834001c062946":"RPK-16 std.",
      "5beec1bd0db834001e6006f3":"15' RPK-16 5.45x39",
      "5beec2820db834001b095426":"22'RPK-165.45x39",
      "5beec3420db834001b095429":"RPK-16 MB",
      "5beec3e30db8340019619424":"RPK-16 HG",
      "5beec8b20db834001961942a":"RPK-16 Tube",
      "5beec8c20db834001d2c465c":"AK-12 reg.",
      "5beec8ea0db834001a6f9dbf":"AK-12 reg.",
      "5beec91a0db834001961942d":"RPK-16 Dust Cover",
      "5beec9450db83400970084fd":"RPK-16 rear",
      "5beecbb80db834001d2c465e":"RPK-16 rail",
      "5bf3f59f0db834001a6fa060":"RPK-16 rear",
      "5bfd35380db83400232fe5cc":"Infantry mosin Stock",
      "5bfd36290db834001966869a":"Sawn off sniper Mosin Stock",
      "5bfd36ad0db834001c38ef66":"Sawn off Mosin stock",
      "5bfd37c80db834001d23e842":"Mosin sniper carbine stock",
      "5bfd384c0db834001a6691d3":"Mosin carbine stock",
      "5bfd4c980db834001b73449d":"Mosin rs.",
      "5bfd4cbe0db834001b73449f":"514mm Mosin barrel",
      "5bfd4cc90db834001d23e846":"200mm Mosin barrel",
      "5bfd4cd60db834001c38f095":"220mm Mosin barrel",
      "5bfe7fb30db8340018089fed":"12003",
      "5bfe86a20db834001d23e8f7":"AGR-870",
      "5bfe86bd0db83400232fe959":"AGR-870 cap",
      "5bfe86df0db834001b734685":"GLR-16-S",
      "5bfe89510db834001808a127":"AGR-870 tube",
      "5bfea7ad0db834001c38f1ee":"Wyatt 5rnd",
      "5bfeaa0f0db834001b734927":"Wyatt 10rnd",
      "5bfeb32b0db834001a6694d9":"Overmolded ghillie",
      "5bfebc250db834001a6694e1":"26' M700",
      "5bfebc320db8340019668d79":"20' M700 7.62x51",
      "5bfebc530db834001d23eb65":"Multi-slot",
      "5bfebc5e0db834001a6694e5":"Rem. integr.",
      "5bffcf7a0db83400232fea79":"TT-206",
      "5bffd7ed0db834001d23ebf9":"DTK-TT",
      "5bffe7c50db834001d23ece1":"axelson",
      "5bffec120db834001c38f5fa":"Axelson P226",
      "5bffef760db8340019668fe4":"Mascus P226",
      "5c0000c00db834001a6697fc":"3 Lug thr.",
      "5c0006470db834001a6697fe":"Scorpion P226",
      "5c00076d0db834001d23ee1f":"Wooden Elite P226",
      "5c0009510db834001966907f":"Stainless elite P226",
      "5c0102aa0db834001b734ba1":"2 in. RAHG",
      "5c0102b20db834001d23eebc":"4 in. RAHG",
      "5c010a700db834001d23ef5d":"Scorpion P226",
      "5c0111ab0db834001966914d":"Cylinder ",
      "5c0125fc0db834001a669aa3":"Legion P226",
      "5c0505e00db834001b735073":"1P87",
      "5c0517910db83400232ffee5":"PS320 1/6x",
      "5c05293e0db83400232fff80":"TA01NSN",
      "5c05295e0db834001a66acbb":"Trij.Bck-up",
      "5c052a900db834001a66acbd":"TA01NSN",
      "5c05413a0db834001c390617":"HK Steel",
      "5c0548ae0db834001966a3c2":"CWP",
      "5c0558060db834001b735271":"GPNVG-18",
      "5c064c400db834001d23f468":"QD LT-101",
      "5c06595c0db834001a66af6c":"LA-5",
      "5c066e3a0db834001b7353f0":"N-15",
      "5c0672ed0db834001b7353f3":"SG-919 30",
      "5c0673fb0db8340023300271":"SG-919 20",
      "5c0684e50db834002a12585a":"Hogue like",
      "5c0695860db834001b735461":"10T adapter",
      "5c0696830db834001d23f5da":"PNV-10T",
      "5c079ec50db834001966a706":"Razor A. TT",
      "5c079ed60db834001a66b372":"Precision",
      "5c07a8770db8340023300450":"Gen.3",
      "5c07b36c0db834002a1259e9":"TD NS Fr.",
      "5c07b3850db834002330045b":"TD NS Re.",
      "5c07c5ed0db834001b73571c":"Noveske Style",
      "5c07c9660db834001a66b588":"End Cap",
      "5c07dd120db834001c39092d":"HHS-1",
      "5c0a2cec0db834001b7ce47d":"HHS-1",
      "5c0e2f26d174af02a9625114":"2-15 Upper",
      "5c0e2f5cd174af02a012cfc9":"2-15 wood",
      "5c0e2f94d174af029f650d56":"406mm AR-15 5.56x45",
      "5c0e2ff6d174af02a1659d4a":"2-15 wood",
      "5c0faeddd174af02a962601f":"ADAR St.",
      "5c0faf68d174af02a96260b8":"ADAR 2-15 Charge",
      "5c0fafb6d174af02a96260ba":"ADAR FH",
      "5c11046cd174af02a012e42b":"W-PVS7",
      "5c110624d174af029e69734c":"T-7",
      "5c17664f2e2216398b5a7e3c":"CMRD",
      "5c1780312e221602b66cc189":"KAC Rear",
      "5c17804b2e2216152006c02f":"KAC Front",
      "5c18b90d2e2216152142466b":"MBUS Front",
      "5c18b9192e2216398b5a8104":"MBUS Rearsight",
      "5c1bc4812e22164bef5cfde7":"RK-0",
      "5c1bc5612e221602b5429350":"RK-1",
      "5c1bc5af2e221602b412949b":"RK-2",
      "5c1bc5fb2e221602b1779b32":"RK-4",
      "5c1bc7432e221602b412949d":"RK-5",
      "5c1bc7752e221602b1779b34":"RK-6",
      "5c1cd46f2e22164bef5cfedb":"B-25U RK-1",
      "5c1cdd302e221602b3137250":"Compact mount",
      "5c1cdd512e22161b267d91ae":"Prism 2.5x",
      "5c471b5d2e221602b21d4e14":"SVDS Stock",
      "5c471b7e2e2216152006e46c":"SVDS rs.",
      "5c471ba12e221602b3137d76":"SVDS fs",
      "5c471bd12e221602b4129c3a":"SVDS DC",
      "5c471be12e221602b66cd9ac":"SVDS PG",
      "5c471bfc2e221602b21d4e17":"SVDS MB",
      "5c471c2d2e22164bef5d077f":"SVDS LB",
      "5c471c442e221602b542a6f8":"SVD 7.62x54",
      "5c471c6c2e221602b66cd9ae":"SVDS FG",
      "5c471c842e221615214259b5":"SVDS G.Tube",
      "5c471cb32e221602b177afaa":"22' SVDS",
      "5c48a14f2e2216152006edd7":"MDR Handguard",
      "5c48a2852e221602b21d5923":"406mm MDR 5.56x45",
      "5c48a2a42e221602b66d1e07":"MDR reg.",
      "5c48a2c22e221602b313fb6c":"MDR reg.",
      "5c4ee3d62e2216152006f302":"Mk.2.0",
      "5c4eec9b2e2216398b5aaba2":"Thread adapter",
      "5c4eecc32e221602b412b440":"SV-98 sil.",
      "5c4eecde2e221602b3140418":"SV-98 HS",
      "5c5039be2e221602b177c9ff":"VPO-101 G.Tube",
      "5c503ac82e221602b21d6e9a":"VPO-101",
      "5c503ad32e2216398b5aada2":"VPO-101",
      "5c503af12e221602b177ca02":"VPO-101 stock",
      "5c503b1c2e221602b21d6e9d":"Vepr Rear",
      "5c503d0a2e221602b542b7ef":"VPO-101",
      "5c5952732e2216398b5abda2":"Perst-3",
      "5c59529a2e221602b177d160":"OEM 14 inch",
      "5c5970672e221602b21d7855":"AALVX 35",
      "5c5db5852e2216003a0fe71a":"4.5' MPX 9x19",
      "5c5db5962e2216000e5e46eb":"6.5' MPX 9x19",
      "5c5db5b82e2216003a0fe71d":"10.5' MPX 9x19",
      "5c5db5c62e22160012542255":"14' MPX 9x19",
      "5c5db5f22e2216000e5e47e8":"Midwest 4.5 inch",
      "5c5db5fc2e2216000f1b2842":"Midwest 6.5 inch",
      "5c5db6302e2216000e5e47f0":"Midwest 10.5 inch",
      "5c5db63a2e2216000f1b284a":"Midwest 14 inch",
      "5c5db6552e2216001026119d":"9x19 MPX",
      "5c5db6652e221600113fba51":"9x19 MPX",
      "5c5db6742e2216000f1b2852":"MPX Drum",
      "5c5db6b32e221600102611a0":"SCH Charge",
      "5c5db6ee2e221600113fba54":"MD CQB",
      "5c5db6f82e2216003a0fe914":"ULSS",
      "5c6161fb2e221600113fbde5":"Sb.3x5",
      "5c6162682e22160010261a2b":"TOZ-106 DT",
      "5c61627a2e22160012542c55":"106 mount",
      "5c6165902e22160010261b28":"SRD 9",
      "5c6175362e221600133e3b94":"AK-A-16",
      "5c617a5f2e2216000f1e81b3":"B-10",
      "5c61a40d2e2216001403158d":"B-13",
      "5c6592372e221600133e47d7":"MAG5-100",
      "5c6beec32e221601da3578f2":"TJ",
      "5c6bf4aa2e2216001219b0ae":"US Palm AK",
      "5c6c2c9c2e2216000f2002e4":"Troy M-LOK",
      "5c6d10e82e221601da357b07":"HK Keymod",
      "5c6d10fa2e221600106f3f23":"Midwest M-LOK",
      "5c6d11072e2216000e69d2e4":"Midwest M-LOK",
      "5c6d11152e2216000f2003e7":"CRUX Handguard",
      "5c6d42cb2e2216000e69d7d1":"Polymer mag",
      "5c6d450c2e221600114c997d":"PM Gen.2",
      "5c6d46132e221601da357d56":"Battlemag",
      "5c6d5d8b2e221644fc630b39":"Stngr Vypr",
      "5c6d710d2e22165df16b81e7":"WarComp",
      "5c6d7b3d2e221600114c9b7d":"Grip V.2",
      "5c6d85e02e22165df16b81f4":"10.6' 416A5 5.56x45",
      "5c78f2492e221600114c9f04":"SAI QD Rail",
      "5c78f2612e221600114c9f0d":"SAI QD Rail",
      "5c78f26f2e221601da3581d1":"MOE SL",
      "5c78f2792e221600106f4683":"MOE SL",
      "5c78f2882e22165df16b832e":"Jail Break",
      "5c791e872e2216001219c40a":"Cobra",
      "5c793fb92e221644f31bfb64":"Advanced Tube",
      "5c793fc42e221600114ca25d":"Advanced Tube",
      "5c793fde2e221601da358614":"Viper Mod.1",
      "5c7951452e221644f31bfd5c":"Antidote",
      "5c7954d52e221600106f4cc7":"ONE Mount",
      "5c7955c22e221644f31bfd5e":"Gemtech ONE",
      "5c7d55de2e221644f31bff68":"COMP M4",
      "5c7d55f52e221644f31bff6a":"LRP",
      "5c7d560b2e22160bc12c6139":"AMSS",
      "5c7e5f112e221600106f4ede":"Blackout 51T",
      "5c7e8fab2e22165df16b889b":"AAC Illusion 9",
      "5c7fb51d2e2216001219ce11":"SF3P",
      "5c7fc87d2e221644f31c0298":"MOD3",
      "5c82342f2e221644f31c060e":"PSO 1",
      "5c82343a2e221644f31c0611":"PSO 1M2",
      "5c86592b2e2216000e69e77c":"KH/F 34mm",
      "5c878e9d2e2216000f201903":"DGN762B",
      "5c878ebb2e2216001219d48a":"DGNAK47B",
      "5c87a07c2e2216001219d4a2":"HK E1",
      "5c87ca002e221600114cb150":"VPG",
      "5c88f24b2e22160bc12c69a6":"SVD 7.62x54",
      "5c90c3622e221601da359851":"B-13V",
      "5c920e902e221644f31c3c99":"9x19 P226",
      "5c99f3592e221644fc633070":"TOZ-106 Mosin",
      "5c9a07572e221644f31c4b32":"Zhukov-U",
      "5c9a1c3a2e2216000e69fb6a":"Zhukov-U",
      "5c9a1c422e221600106f69f0":"Zhukov-U",
      "5c9a25172e2216000f20314e":"RIS II 12.25 FDE",
      "5c9a26332e2216001219ea70":"RIS II FSP 9.5 FDE",
      "5cadc1c6ae9215000f2775a4":"M9A3 tr. 9x19",
      "5cadc2e0ae9215051e1c21e7":"9x19 M9A3",
      "5cadc390ae921500126a77f1":"M9A3 protection cap",
      "5cadc431ae921500113bb8d5":"PGripM9A3",
      "5cadc55cae921500103bb3be":"M9A3 Slide",
      "5cadd919ae921500126a77f3":"M9A3 FR",
      "5cadd940ae9215051e1c2316":"M9A3 RS",
      "5cadd954ae921500103bb3c2":"SM M9",
      "5caf1041ae92157c28402e3f":"ASh-12 10rd.",
      "5caf1109ae9215753c44119f":"ASh-12",
      "5caf1691ae92152ac412efb9":"ASh-12 Carry",
      "5caf16a2ae92152ac412efbc":"ASh-12 Front",
      "5caf17c9ae92150b30006be1":"ASh MB",
      "5caf187cae92157c28402e43":"ASh supp",
      "5cbda392ae92155f3c17c39f":"AK polym",
      "5cbda9f4ae9215000e5b9bfc":"6P20 Sb.9 Plum",
      "5cbdaf89ae9215000e5b9c94":"6L23 Plum",
      "5cbdb1b0ae9215000d50e105":"6P20 Sb.7 Plum",
      "5cbdc23eae9215001136a407":"Molot Drum",
      "5cc6ea78e4a949000e1ea3c1":"FN Chrg.",
      "5cc6ea85e4a949000e1ea3c3":"Handler",
      "5cc70093e4a949033c734312":"FN reg.",
      "5cc700b9e4a949000f0f0f25":"P90 Stock",
      "5cc700cae4a949035e43ba72":"P90 butt",
      "5cc700d4e4a949000f0f0f28":"DI Butt",
      "5cc700ede4a949033c734315":"EFFEN 90",
      "5cc70102e4a949035e43ba74":"P90 Upper",
      "5cc7012ae4a949001252b43e":"EFFEN 90",
      "5cc70146e4a949000d73bf6b":"FN side.",
      "5cc7015ae4a949001152b4c6":"FN top",
      "5cc701aae4a949000e1ea45c":"10.5' P90 5.7x28",
      "5cc701d7e4a94900100ac4e7":"16' P90 5.7x28",
      "5cc82796e24e8d000f5859a8":"P90 FH",
      "5cc9a96cd7f00c011c04e04a":"SRVV",
      "5cc9ad73d7f00c000e2579d4":"SRVV",
      "5cc9b815d7f00c000e2579d6":"Claymore",
      "5cc9bcaed7f00c011c04e179":"HG15",
      "5cc9c20cd7f00c001336c65d":"TBL",
      "5cda9bcfd7f00c0c0b53e900":"ASh-12",
      "5cdaa99dd7f00c002412d0b2":"ASh-12 polym",
      "5cdd7685d7f00c000f260ed2":"SHREWD",
      "5cdd7693d7f00c0010373aa5":"M-11",
      "5cde739cd7f00c0010373bd3":"MOD X Gen.3",
      "5cde77a9d7f00c000f261009":"fold.adapter",
      "5cde7afdd7f00c000d36b89d":"MOD X",
      "5cde7b43d7f00c000d36b93e":"MOD X",
      "5cdeac22d7f00c000f26168f":"PRO 700",
      "5cdeac42d7f00c000d36ba73":"PRO700 stock ",
      "5cdeac5cd7f00c000f261694":"Pro700",
      "5cdeaca5d7f00c00b61c4b70":"PRO700",
      "5ce69cbad7f00c00b61c5098":"PMAG .308 AC",
      "5cebec00d7f00c065c53522a":"Attenuator",
      "5cebec10d7f00c065703d185":"PS90 Stock",
      "5cebec38d7f00c00110a652a":"Ring",
      "5cf12a15d7f00c05464b293f":"AA-70 20",
      "5cf13123d7f00c1085616a50":"Archangel M700",
      "5cf4e3f3d7f00c06595bc7f0":"Aggressor",
      "5cf4fb76d7f00c065703d3ac":"Pillau",
      "5cf50850d7f00c056e24104c":"EPG AK",
      "5cf508bfd7f00c056e24104e":"EPG AK FDE",
      "5cf50fc5d7f00c056c53f83c":"AKTS",
      "5cf518cfd7f00c065b422214":"AKTS",
      "5cf54404d7f00c108840b2ef":"MG-47",
      "5cf638cbd7f00c06595bc936":"USP-1",
      "5cf639aad7f00c065703d455":"USP-1 eyecup",
      "5cf656f2d7f00c06585fb6eb":"VS Combo",
      "5cf67a1bd7f00c06585fb6f3":"WT1052",
      "5cf67cadd7f00c065a5abab7":"WT0032-1",
      "5cf6935bd7f00c06585fb791":"TACCOM",
      "5cf6937cd7f00c056c53fb39":"ST-6012",
      "5cf78496d7f00c065703d6ca":"A3 Adapter",
      "5cf78720d7f00c06595bc93e":"BMD",
      "5cf79389d7f00c10941a0c4d":"Mosin thr.",
      "5cf79599d7f00c10875d9212":"TR",
      "5cf7acfcd7f00c1084477cf2":"PS90 Upper",
      "5cf8f3b0d7f00c00217872ef":"Powermag 20",
      "5cfe8010d7ad1a59283b14c6":"X-47 7.62",
      "5cff9e5ed7ad1a09407397d4":"Wave MB",
      "5cff9e84d7ad1a049e54ed55":"Wave QD",
      "5d00e0cbd7ad1a6c6566a42d":"Viper",
      "5d00ec68d7ad1a04a067e5be":"JPGS5b",
      "5d00ede1d7ad1a0940739a76":"N6 10.5 inch",
      "5d00ef6dd7ad1a0940739b16":"N6 Split",
      "5d00f63bd7ad1a59283b1c1e":"Viper",
      "5d010d1cd7ad1a59283b1ce7":"HX-5",
      "5d0236dad7ad1a0940739d29":"FD UAS Stock",
      "5d023784d7ad1a049d4aa7f2":"AG-58",
      "5d024f5cd7ad1a04a067e91a":"Patriot K+W",
      "5d025cc1d7ad1a53845279ef":"Ergo PSG-1 style",
      "5d02676dd7ad1a049e54f6dc":"Corvette",
      "5d02677ad7ad1a04a15c0f95":"Corvette",
      "5d026791d7ad1a04a067ea63":"Red Brake",
      "5d0a29ead7ad1a0026013f27":"1P59 mount",
      "5d0a29fed7ad1a002769ad08":"1P69 mount",
      "5d0a3a58d7ad1a669c15ca14":"1P59",
      "5d0a3e8cd7ad1a6f6a3d35bd":"1P69",
      "5d0b5cd3d7ad1a3fe32ad263":"1P59 eyecup",
      "5d10b49bd7ad1a1a560708b0":"AN/PEQ-2",
      "5d120a10d7ad1a4e1026ba85":"Gen.4 stock",
      "5d120a28d7ad1a1c8962e295":"Recoil pad",
      "5d122e7bd7ad1a07102d6d7f":"URX 3.1 10.75'",
      "5d123102d7ad1a004e475fe5":"URX 3 8'",
      "5d123a3cd7ad1a004e476058":"KAC short",
      "5d123b70d7ad1a0ee35e0754":"KAC Long",
      "5d123b7dd7ad1a004f01b262":"KAC stoper",
      "5d124c01d7ad1a115c7d59fb":"KAC short",
      "5d124c0ed7ad1a10d168dd9b":"KAC Long",
      "5d124c1ad7ad1a12227c53a7":"KAC stoper",
      "5d133067d7ad1a33013f95b4":"3 in. URX",
      "5d1340b3d7ad1a0b52682ed7":"GEN M3 30",
      "5d1340bdd7ad1a0e8d245aab":"GEN M3 40 FDE",
      "5d1340cad7ad1a0b0b249869":"GEN M3 30 FDE",
      "5d135e83d7ad1a21b83f42d8":"CTR Stock",
      "5d135ecbd7ad1a21c176542e":"CTR Stock",
      "5d15ce51d7ad1a1eff619092":"Goliaf",
      "5d15cf3bd7ad1a67e71518b2":"MOE",
      "5d19cd96d7ad1a4a992c9f52":"Tri-Rail",
      "5d1b198cd7ad1a604869ad72":"AKM-L",
      "5d1b5e94d7ad1a2b865a96b0":"RS-32",
      "5d1c702ad7ad1a632267f429":"GLR-17",
      "5d1f819086f7744b355c219b":"Wave MB",
      "5d2369418abbc306c62e0c80":"Dbal PL",
      "5d25a4a98abbc30b917421a4":"AICS 5rnd",
      "5d25a6538abbc306c62e630d":"AICS 10rnd",
      "5d25a6a48abbc306c62e6310":"MDT 12rnd",
      "5d25a7b88abbc3054f3e60bc":"PMAG .308 AC",
      "5d25af8f8abbc3055079fec5":"AA-70 10",
      "5d25d0ac8abbc3054f3e61f7":"AICS M700",
      "5d2702e88abbc31ed91efc44":"26' M700",
      "5d2703038abbc3105103d94c":"20' M700 7.62x51",
      "5d270b3c8abbc3105335cfb8":"M700 protection cap",
      "5d270ca28abbc31ee25ee821":"M700 protection cap",
      "5d2c76ed48f03532f2136169":"Bastion",
      "5d2c770c48f0354b4a07c100":"PDC",
      "5d2c772c48f0355d95672c25":"Dog leg",
      "5d2c829448f0353a5c7d6674":"WASR 10-63",
      "5d2da1e948f035477b1ce2ba":"SRS-02",
      "5d2dc3e548f035404a1a4798":"Monstr. 2x32",
      "5d2f213448f0355009199284":"9x19 MP5",
      "5d2f259b48f0355a844acd74":"MP5k",
      "5d2f25bc48f03502573e5d85":"MP5k End Cap",
      "5d2f261548f03576f500e7b7":"MP5k Upper",
      "5d2f2d5748f03572ec0c0139":"MP5k hnd.",
      "5d3eb44aa4b93650d64e4979":"57 Slide",
      "5d3eb4aba4b93650d64e497d":"57 RS",
      "5d3eb536a4b9363b1f22f8e2":"57 FS",
      "5d3eb59ea4b9361c284bb4b2":"57 tr. 5.7x28",
      "5d3eb5b6a4b9361eab311902":"57 5.7x28",
      "5d3eb5eca4b9363b1f22f8e4":"5.7x28 57 mag.",
      "5d3ef698a4b9361182109872":"SFN-57",
      "5d4405aaa4b9361e6a4e6bd3":"TX15 LW Upper",
      "5d4405f0a4b9361e6a4e6bd9":"Ion Lite",
      "5d440625a4b9361eec4ae6c5":"223CB",
      "5d44064fa4b9361e4f6eb8b5":"Ultra 5",
      "5d44069ca4b9361ebd26fc37":"PRS GEN3",
      "5d4406a8a4b9361e4f6eb8b7":"PRS GEN3 gr.",
      "5d440b93a4b9364276578d4b":"18' AR-15 5.56x45",
      "5d440b9fa4b93601354d480c":"20' AR-15 5.56x45",
      "5d44334ba4b9362b346d1948":"Raptor Charge",
      "5d443f8fa4b93678dd4a01aa":"30CB",
      "5d4aaa54a4b9365392071170":"AKM-L AR",
      "5d4aaa73a4b9365392071175":"AKM-L AB",
      "5d4aab30a4b9365435358c55":"VS Combo wht",
      "5d53f4b7a4b936793d58c780":"PAG-17",
      "5d7b6bafa4b93652786f4c76":"57 RMR mount",
      "5dcbd6b46ec07c0c4347a564":"MDR Handguard",
      "5dcbd6dddbd3d91b3e5468de":"MDR reg.",
      "5dcbe9431e1f4616d354987e":"16' MDR 308",
      "5dcbe965e4ed22586443a79d":"MDR reg.",
      "5de653abf76fdc1ce94a5a2a":"215 366",
      "5de65547883dde217541644b":"23' 215 .366TKM",
      "5de6556a205ddc616a6bc4f7":"215 Pr.",
      "5de6558e9f98ac2bc65950fc":"215 mount",
      "5de655be4a9f347bc92edb88":"VPO-215 stock",
      "5de8e67c4a9f347bc92edbd7":"MP9-N Upper",
      "5de8e8dafd6b4e6e2276dc32":"MP9 15",
      "5de8ea8ffd6b4e6e2276dc35":"MP9 20",
      "5de8eaadbbaf010b10528a6d":"MP9 25",
      "5de8eac42a78646d96665d91":"MP9 30",
      "5de8f237bbaf010b10528a70":"B&T Mount",
      "5de8f2d5b74cd90030650c72":"MP9 Supp.",
      "5de8fb539f98ac2bc659513a":"MP9 RS",
      "5de8fbad2fbe23140d3ee9c4":"MP9 VFG",
      "5de8fbf2b74cd90030650c79":"B&T bottom",
      "5de8fc0b205ddc616a6bc51b":"B&T side",
      "5de910da8b6c4240ba2651b5":"MP9 stock",
      "5de922d4b11454561e39239f":"MP9 Chr.",
      "5df256570dee1b22f862e9c4":"T-5000 660mm .308",
      "5df25b6c0b92095fd441e4cf":"T-5000 5rnd",
      "5df25d3bfd6b4e6e2276dc9a":"T-5000 hg.",
      "5df35ddddfc58d14537c2036":"T-5000M Stock",
      "5df35e59c41b2312ea3334d5":"T-5000 Hg.",
      "5df35e7f2a78646d96665dd4":"T-5000M MBr",
      "5df35e970b92095fd441e4d2":"T-5000 opt.",
      "5df35ea9c41b2312ea3334d8":"Orsis long",
      "5df35eb2b11454561e3923e2":"Orsis med.",
      "5df36948bb49d91fb446d5ad":"T-5000 pad",
      "5df38a5fb74cd90030650cb6":"T-5000 Pg.",
      "5df8e053bb49d91fb446d6a6":"SR-25 Chrg.",
      "5df8e085bb49d91fb446d6a8":"Ambi SR-25",
      "5df8e4080b92095fd441e594":"SR-25 Upper",
      "5df8f535bb49d91fb446d6b0":"KAC 10 7.62",
      "5df8f541c41b2312ea3335e3":"KAC 20 7.62",
      "5df916dfbb49d91fb446d6b9":" URX-4 14.5'",
      "5df917564a9f347bc92edca3":"16' SR-25 7.62x51",
      "5dfa397fb11454561e39246c":"20' SR-25 7.62x51",
      "5dfa3cd1b33c0951220c079b":"KAC QDC",
      "5dfa3d2b0dee1b22f862eade":"PRS QDC",
      "5dfa3d45dfc58d14537c20b0":"KAC Gas.Bl.",
      "5dfa3d7ac41b2312ea33362a":"KAC Rear",
      "5dfa3d950dee1b22f862eae0":"KAC Front",
      "5dfcd0e547101c39625f66f9":"SAG MK1",
      "5dfce88fe9dc277128008b2e":"SVDS CS",
      "5dfe14f30b92095fd441edaf":"ETMI-019",
      "5dfe6104585a0c3e995c7b82":"ADO P4",
      "5dff772da3651922b360bf91":"Pilad 4x32",
      "5dff77c759400025ea5150cf":"UTG 25mm",
      "5dff8db859400025ea5150d4":"SVD Low",
      "5e0090f7e9dc277128008b93":"MP9 Upper",
      "5e01e9e273d8eb11426f5bc3":"SVD-S thr.",
      "5e01ea19e9dc277128008c0b":"Rotor43 7.62x54",
      "5e208b9842457a4a7a33d074":"DTKP ",
      "5e217ba4c1434648c13568cd":"Kocherga",
      "5e2192a498a36665e8337386":"MG-47",
      "5e21a3c67e40bd02257a008a":"Pmag30",
      "5e21ca18e4d47f0da15e77dd":"CNC War.",
      "5e56991336989c75ab4f03f6":"SVD Mod.",
      "5e5699df2161e06ac158df6f":"XRS DRG",
      "5e569a0156edd02abe09f27d":"IzhMash mod. rail",
      "5e569a132642e66b0b68015c":"DRG L-1",
      "5e569a2e56edd02abe09f280":" XD RGL",
      "5e81c4ca763d9f754677befa":"M1911",
      "5e81c519cb2b95385c177551":"M1911A1 .45",
      "5e81c539cb2b95385c177553":"M1911A1 Catch",
      "5e81c550763d9f754677befd":"M1911A1 Ham.",
      "5e81c6a2ac2bb513793cdc7f":"M1911A1 Trig.",
      "5e81c6bf763d9f754677beff":"M1911A1 P.Grip",
      "5e81edc13397a21db957f6a1":"M1911A1 slide",
      "5e81ee213397a21db957f6a6":"M1911A1 FS",
      "5e81ee4dcb2b95385c177582":"M1911A1 RS",
      "5e87071478f43e51ca2de5e1":"20' M590",
      "5e87076ce2db31558c75a11d":"Speedfeed",
      "5e87080c81c4ed43e83cefda":"M590A1x8",
      "5e8708d4ae379e67d22e0102":"GR FS",
      "5e87114fe2db31558c75a120":"GR RS",
      "5e87116b81c4ed43e83cefdd":"M590A1 stock",
      "5ea02bb600685063ec28bfa1":"10.6' PPSH-41 7.62x25",
      "5ea034eb5aad6446a939737b":"35 PPSH",
      "5ea034f65aad6446a939737e":"71 PPSH",
      "5ea03e5009aa976f2e7a514b":"PPSH-41 dc",
      "5ea03e9400685063ec28bfa4":"PPSH-41 stock",
      "5ea16acdfadf1d18c87b0784":"SMR Mk.16 9.5",
      "5ea16ada09aa976f2e7a51be":"SMR Mk.16 13.5",
      "5ea16d4d5aad6446a939753d":"ACH",
      "5ea172e498dacb342978818e":"FH556RC",
      "5ea17bbc09aa976f2e7a51cd":"RC2",
      "5eea21647547d6330471b3c9":"MOE M590",
      "5eea217fc64c5d0dfc05712a":"SGA M590",
      "5eeb2ff5ea4f8b73c827350b":"RB7M",
      "5ef1b9f0c64c5d0dfc0571a1":"LEO M590",
      "5ef1ba28c64c5d0dfc0571a5":"Mesa Crosshair",
      "5ef32e4d1c1fd62aea6a150d":"Trik",
      "5ef3448ab37dfd6af863525c":"Mec-Gar",
      "5ef3553c43cb350a955a7ccb":"Wilson Ext.",
      "5ef35bc243cb350a955a7ccd":"US Ham.",
      "5ef35d2ac64c5d0dfc0571b0":"M1911A1 Ham.",
      "5ef35f46382a846010715a96":"HEX Ham.",
      "5ef366938cef260c0642acad":"ALG#423 P.Grip",
      "5ef369b08cef260c0642acaf":"TGM",
      "5ef5d994dfbc9f3c660ded95":"Weig-a-tinny",
      "5ef61964ec7f42238c31e0c1":"AO MB",
      "5efaf417aeb21837e749c7f2":"B-30 B-31\u0421"
  },
  "money":{
      "5449016a4bdc2d6f028b456f":"Roubles",
      "544901bf4bdc2ddf018b456d":"Roubles",
      "5696686a4bdc2da3298b456a":"Dollars",
      "569668774bdc2da2298b4568":"Euros"
  },
  "provisions":{
      "5448fee04bdc2dbc018b4567":"Water",
      "5448ff904bdc2d6f028b456e":"Crackers",
      "544fb62a4bdc2dfb738b4568":"Pineapp.Jc.",
      "544fb6cc4bdc2d34748b456e":"Slickers",
      "5673de654bdc2d180f8b456d":"Saury",
      "5734773724597737fd047c14":"Cond. milk",
      "57347d3d245977448f7b7f61":"Croutons",
      "57347d5f245977448b40fa81":"Humpback",
      "57347d692459774491567cf1":"Peas",
      "57347d7224597744596b4e72":"Tushonka",
      "57347d8724597744596b4e76":"Squash",
      "57347d90245977448f7b7f65":"Oatflakes",
      "57347d9c245977448b40fa85":"Herring",
      "57347da92459774491567cf5":"Tushonka",
      "57505f6224597709a92585a9":"Alyonka",
      "575062b524597720a31c09a1":"Green Tea",
      "57513f07245977207e26a311":"Apl.jc.",
      "57513f9324597720a7128161":"Pom.juice",
      "57513fcc24597720a31c09a6":"Vita juice",
      "5751435d24597720a27126d1":"NRG Drink",
      "57514643245977207f2c2d09":"TarCola",
      "575146b724597720a27126d5":"Milk",
      "5751487e245977207e26a315":"Emelya",
      "5751496424597720a27126da":"Hot Rod",
      "590c5d4b86f774784e1b9c45":"Lunchbox",
      "590c5f0d86f77413997acfab":"MRE",
      "59e3577886f774176a362503":"Sugar",
      "5bc9b156d4351e00367fbce9":"Mayo",
      "5bc9c29cd4351e003562b8a3":"Sprats",
      "5c0fa877d174af02a012e1cf":"Aquamari",
      "5d1b33a686f7742523398398":"Superwater",
      "5d1b376e86f774252519444e":"Moonshine",
      "5d403f9186f7743cac3f229b":"Whiskey",
      "5d40407c86f774318526545a":"Vodka"
  },
  "quest":{
      "590c62a386f77412b0130255":"Sliderkey",
      "590dde5786f77405e71908b2":"\u0421ase",
      "5910922b86f7747d96753483":"\u0421ase",
      "591092ef86f7747bb8703422":"Docs",
      "591093bb86f7747caa7bb2ee":"Letter",
      "5937fd0086f7742bf33fc198":"Watch",
      "5938188786f77474f723e87f":"Docs 0031",
      "5938878586f7741b797c562f":"Docs 0052",
      "593965cf86f774087a77e1b6":"Docs 0048",
      "5939a00786f7742fe8132936":"Zibbo",
      "5939e5a786f77461f11c0098":"Docs 0013",
      "5939e9b286f77462a709572c":"Letter",
      "593a87af86f774122f54a951":"Reagent",
      "5a0448bc86f774736f14efa8":"Sanatorium",
      "5a29276886f77435ed1b117c":"HDD",
      "5a29284f86f77463ef3db363":"Toughbook",
      "5a29357286f77409c705e025":"Flash drive",
      "5a294d7c86f7740651337cf9":"SAS disk ",
      "5a294d8486f774068638cd93":"SAS disk",
      "5a6860d886f77411cd3a9e47":"Docs 0060",
      "5a687e7886f7740c4a5133fb":"Blood sample",
      "5ac620eb86f7743a8e6e0da0":"Package",
      "5ae9a0dd86f7742e5f454a05":"Manifests",
      "5ae9a18586f7746e381e16a3":"Manifests",
      "5ae9a1b886f77404c8537c62":"Manifests",
      "5ae9a25386f7746dd946e6d9":"Cargo route",
      "5ae9a3f586f7740aab00e4e6":"Book p.1",
      "5ae9a4fc86f7746e381e1753":"Book p.2",
      "5b43237186f7742f3a4ab252":"\u0421hemcont",
      "5b4c72b386f7745b453af9c0":"Controller",
      "5b4c72c686f77462ac37e907":"Controller",
      "5b4c72fb86f7745cef1cffc5":"Gyroscope",
      "5b4c81a086f77417d26be63f":"\u0421hemcont",
      "5b4c81bd86f77418a75ae159":"\u0421hemcont",
      "5c12301c86f77419522ba7e4":"False FD",
      "5d357d6b86f7745b606e3508":"photo album",
      "5d3ec50586f774183a607442":"Encr. pack"
  },
  "spec":{
      "544fb5454bdc2df8738b456a":"Tool",
      "591094e086f7747caa7bb2ef":"Repair Kit",
      "5910959486f7747d96753485":"Repair Kit",
      "5910968f86f77425cf569c32":"Repair Kit",
      "5991b51486f77447b112d44f":"MS2000",
      "5ac78a9b86f7741cca0bbd8d":"Jammer",
      "5b4391a586f7745321235ab2":"Camera"
  },
  "weapons":{
      "5447a9cd4bdc2dbd208b4567":"M4A1",
      "5448bd6b4bdc2dfc2f8b4569":"PM",
      "5448be9a4bdc2dfd2f8b456a":"RGD-5",
      "54491bb74bdc2d09088b4567":"ER Bayonet",
      "54491c4f4bdc2db1078b4568":"MP-133",
      "55801eed4bdc2d89578b4588":"SV-98",
      "5644bd2b4bdc2d3b4c8b4572":"AK-74N",
      "56d59856d2720bd8418b456a":"P226R",
      "56dee2bdd2720bc8328b4567":"MP-153",
      "56e0598dd2720bb5668b45a6":"PB",
      "5710c24ad2720bc3458b45a3":"F-1",
      "571a12c42459771f627b58a0":"TT",
      "574d967124597745970e7c94":"SKS",
      "576165642459773c7a400233":"Saiga 12ga v.10",
      "576a581d2459771e7b1bc4f1":"MP-443 'Grach'",
      "57838ad32459774a17445cd2":"VSS",
      "579204f224597773d619e051":"PM(t)",
      "57c44b372459772d2b39b8ce":"AS VAL",
      "57cd379a24597778e7682ecf":"KATT",
      "57d14d2524597714373db789":"PP-91 Kedr",
      "57dc2fa62459775949412633":"AKS-74U",
      "57e26ea924597715ca604a09":"A-2607",
      "57e26fc7245977162a14b800":"A-2607",
      "57f3c6bd24597738e730fa2f":"PP-91-01 Kedr-B",
      "57f4c844245977379d5c14d1":"PP-9 Klin",
      "583990e32459771419544dd2":"AKS-74UN",
      "5839a40f24597726f856b511":"AKS-74UB",
      "587e02ff24597743df3deaeb":"OP-SKS",
      "588892092459774ac91d4b11":"DVL-10",
      "58948c8e86f77409493f7266":"MPX",
      "58d3db5386f77426186285a0":"M67",
      "5926bb2186f7744b1c6c6e60":"MP5",
      "59984ab886f7743e98271174":"PP-19-01",
      "59d6088586f774275f37482f":"AKM",
      "59e6152586f77473dc057aa1":"Vepr KM/VPO-136",
      "59e6687d86f77411d949b251":"AKM/VPO-209",
      "59f98b4986f7746f546d2cef":"SR-1MP",
      "59f9cabd86f7743a10721f46":"Saiga-9",
      "59ff346386f77477562ff5e2":"AKMS",
      "5a0c27731526d80618476ac4":"Zarya",
      "5a0ec13bfcdbcb00165aa685":"AKMN",
      "5a17f98cfcdbcb0980087290":"APS",
      "5a2a57cfc4a2826c6e06d44a":"RDG-2B",
      "5a367e5dc4a282000e49738f":"RSASS",
      "5a38e6bac4a2826c6e06d79b":"TOZ-106",
      "5a7828548dc32e5a9c28b516":"M870",
      "5a7ae0c351dfba0017554310":"GLOCK17",
      "5aafa857e5b5b00018480968":"M1A",
      "5ab8e9fcd8ce870019439434":"AKS-74N",
      "5abcbc27d8ce8700182eceeb":"AKMSN",
      "5abccb7dd8ce87001773e277":"APB",
      "5ac4cd105acfc40016339859":"AK-74M",
      "5ac66cb05acfc40198510a10":"AK-101",
      "5ac66d015acfc400180ae6e4":"AK-102",
      "5ac66d2e5acfc43b321d4b53":"AK-103",
      "5ac66d725acfc43b321d4b60":"AK-104",
      "5ac66d9b5acfc4001633997a":"AK-105",
      "5ae08f0a5acfc408fb1398a1":"Mosin",
      "5b0bbe4e5acfc40dc528a72d":"SA-58",
      "5b1fa9b25acfc40018633c01":"GLOCK18C",
      "5b3b713c5acfc4330140bd8d":"TT",
      "5ba26383d4351e00334c93d9":"MP7A1",
      "5bb2475ed4351e00853264e3":"HK 416A5",
      "5bc9c1e2d4351e00367fbcf0":"Axe",
      "5bd70322209c4d00d7167b8f":"MP7A2",
      "5bead2e00db834001c062938":"MPL-50",
      "5beed0f50db834001c062b12":"RPK-16",
      "5bf3e03b0db834001d2c4a9c":"\u0410K-74",
      "5bf3e0490db83400196199af":"\u0410KS-74",
      "5bfd297f0db834001a669119":"Mosin Inf.",
      "5bfea6e90db834001b7347f3":"M700",
      "5bffdc370db834001d23eca8":"6h5",
      "5bffdd7e0db834001b734a1a":"M-2",
      "5bffe7930db834001b734a39":"SCA",
      "5c010e350db83400232feec7":"SP-8",
      "5c0126f40db834002a125382":"RR",
      "5c012ffc0db834001d23f03f":"Camper",
      "5c07c60e0db834002330051f":"ADAR 2-15",
      "5c07df7f0db834001b73588a":"Crowbar",
      "5c46fbd72e2216398b5a8c9c":"SVDS",
      "5c488a752e221602b412af63":"DT MDR 5.56x45",
      "5c501a4d2e221602b412b540":"Hunter",
      "5cadc190ae921500103bb3b6":"M9A3",
      "5cadfbf7ae92152ac412eeef":"ASh-12",
      "5cc82d76e24e8d00134b4b83":"P90",
      "5d2f0d8048f0356c925bc3b0":"MP5K-N",
      "5d3eb3b0a4b93615055e84d2":"FN 5-7",
      "5d43021ca4b9362eab4b5e25":"TX-15 DML",
      "5d67abc1a4b93614ec50137f":"FN 5-7 FDE",
      "5dcbd56fdbd3d91b3e5468d5":"DT MDR .308",
      "5de652c31b7e3716273428be":"VPO-215",
      "5de7bd7bfd6b4e6e2276dc25":"MP9-N",
      "5df24cf80dee1b22f862e9bc":"T-5000 .308",
      "5df8ce05b11454561e39243b":"SR-25",
      "5e00903ae9dc277128008b87":"MP9 9x19",
      "5e32f56fcb6d5863cc5e5ee4":"VOG-17",
      "5e340dcdcb6d5863cc5e5efb":"VOG-25",
      "5e81c3cbac2bb513793cdc75":"M1911A1",
      "5e81ebcd8e146c7080625e15":"GL40",
      "5e870397991fd70db46995c8":"590A1",
      "5ea03f7400685063ec28bfa8":"PPSH-41"
  }
}


okoko98ttt 11th September 2020 08:20 AM

Quote:

Originally Posted by montroisiemecon (Post 2916898)
0x1E5DD

which struct?

bhehe6813 11th September 2020 01:06 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2913442)
Code:

proceduralWeaponAnimations: player + 0x168 // EFT.Animations.ProceduralWeaponAnimation
firearmController: proceduralWeaponAnimations + 0x80 // -.Player.FirearmController
item: firearmController + 0x50 // EFT.InventoryLogic.Weapon
fireMode: item + 0x90 // EFT.InventoryLogic.FireModeComponent

Memory.Write<byte>(fireMode + 0x28, 0) // 0 value for auto, 1 for single

didnt test much of it, but managed to make ADAR to shoot full auto
tested single pistol and it had weird behavior

Yes only some guns will fire full auto. The rest like pistols will re-rack the slide over and over but won't fire. If you look at assembly-c-sharp in regards to character ready / weapon ready / do weapon cycle you can see why this is.

PowerSmurf 13th September 2020 06:36 PM

Quote:

Originally Posted by onecool9009 (Post 2915960)
no, nothing has changed in the situation...
I already told what the problem is earlier ... Add a little effort in solving your problem

thanks for the tip and posting the offset in the other thread but I think the issue is my internal getposition for transforms. I tried translating it to C# without success I could read the containers but not their position so it's kinda useless

onecool9009 13th September 2020 08:46 PM

Quote:

Originally Posted by PowerSmurf (Post 2919436)
thanks for the tip and posting the offset in the other thread but I think the issue is my internal getposition for transforms. I tried translating it to C# without success I could read the containers but not their position so it's kinda useless

use getting the position for this in the same way you get the position of the bone

Apple Man 14th September 2020 04:00 AM

Hey guys how do you differentiate between bots and real players? This doesn't seem to work. Any help would be appreciated thanks.

Code:

auto entity_t = read<uintptr_t>(entity_base_list + 0x20 + (i * 0x8));

auto temp = read<uint64_t>(entity_t + 0x3A0);

auto information = read<uint64_t>(temp + 0x28);

 if (read<int>(information + 0x54) != 0)
    return true;

Never mind I got it working.

PowerSmurf 14th September 2020 12:58 PM

Quote:

Originally Posted by onecool9009 (Post 2919566)
use getting the position for this in the same way you get the position of the bone

I can't get bone positions either, I get player positions through the Vector3 on the player Rigidbody right now.

Here's my getposition function, it always returns (0, 0, 0). I debugged it, it passes the first 4 checks but the value always turns to 0 at pMatricesBuff anyone got an idea? I'm external C# and trying to get Vector3 positions of Transform components using Mono.Simd.dll.

I suspect it's my mem.ReadByteArray() function but it's working fine for other things?

Code:


        private struct Matrix34
        {
            public Vector4f vec0;
            public Vector4f vec1;
            public Vector4f vec2;
        };

        IntPtr GetPtr(IntPtr addr, int offset, Memory mem)
        {
            return IntPtr.Add((IntPtr)(mem.Read<long>(addr)), offset);
        }

        public unsafe UnityEngine.Vector3 GetBonePosition(IntPtr transform, Memory mem)
        {
            IntPtr transform_internal = IntPtr.Add(transform, 0x10);
            if (transform_internal.ToInt64() == 0x0)
                return new UnityEngine.Vector3();

            IntPtr pMatrix = GetPtr(transform_internal, 0x38, mem);
            int index = mem.Read<int>((ulong)GetPtr(transform_internal, 0x38 + sizeof(UInt64), mem).ToInt64());
            if (pMatrix.ToInt64() == 0x0)
                return new UnityEngine.Vector3();

            IntPtr matrix_list_base = GetPtr(pMatrix, 0x8, mem);
            if (matrix_list_base.ToInt64() == 0x0)
                return new UnityEngine.Vector3();

            IntPtr dependency_index_table_base = GetPtr(pMatrix, 0x10, mem);
            if (dependency_index_table_base.ToInt64() == 0x0)
                return new UnityEngine.Vector3();


            byte[] pMatricesBuff = mem.ReadByteArray((ulong)GetPtr(matrix_list_base, 0, mem).ToInt64(), (sizeof(Matrix34) * index) + sizeof(Matrix34));
            GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
            void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();


            byte[] pIndicesBuff = mem.ReadByteArray((ulong)GetPtr(dependency_index_table_base, 0, mem).ToInt64(), sizeof(int) * index + sizeof(int));
            GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
            void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

            Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

            int index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index);

            Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

            int tries = 10000;
            int tried = 0;

            try
            {
                while (index_relation >= 0)
                {

                    if (tried++ > tries) break;
                    Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + (0x30 * (UInt64)index_relation));

                    Vector4f v10 = matrix34.vec2 * result;
                    Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                    Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                    Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                    Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                    Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                    Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));
                    result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                            ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                            (((((v12 * xmmword_1410D1340) * v16) - (v15 * xmmword_1410D1350 * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);

                    index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation);
                }
                pIndicesBufff.Free();
                pMatricesBufff.Free();
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }


            return new UnityEngine.Vector3(result.X, result.Y, result.Z);


        }

mem.ReadByteArray():

Code:

        public byte[] ReadByteArray(ulong ptr, int size)
        {

            Driver.ReadMemory(ptr, size, out byte[] buf);

            return buf;
        }


temperamen 14th September 2020 07:09 PM

Quote:

Originally Posted by PowerSmurf (Post 2906956)
Anyone know the offset for reading map id / map string like Customs Interchange etc?
I tried localGameWorld + 0x20 (string)

Thanks!

Did you find your map ID or string? Can you share it

Quote:

Originally Posted by onecool9009 (Post 2865364)
enjoy ;):
item categories:
Code:

{ "5b47574386f77428ca22b2ed", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2ee", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2ef", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f0", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f1", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f2", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f3", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f4", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b2f6", "barter"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b32f", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b330", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b331", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b335", "provisions"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b336", "provisions"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b337", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b338", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b339", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b33a", "medical"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b33b", "ammo"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b47574386f77428ca22b33c", "ammo"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b47574386f77428ca22b33e", "barter"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b47574386f77428ca22b340", "provisions"},
{ "5b47574386f77428ca22b341", "info"},
{ "5b47574386f77428ca22b342", "keys"},
{ "5b47574386f77428ca22b343", "maps"},
{ "5b47574386f77428ca22b344", "medical"},
{ "5b47574386f77428ca22b345", "spec"},
{ "5b47574386f77428ca22b346", "ammo"},
{ "5b5f6f3c86f774094242ef87", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6f6c86f774093f2ecf0b", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6f8786f77447ed563642", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6fa186f77409407a7eb7", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f6fd286f774093f2ecf0d", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f701386f774093f2ecf0f", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f704686f77447ec5d76d7", "gear"},
{ "5b47574386f77428ca22b33f", "gear"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71c186f77409407a7ec0", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f71de86f774093f2ecf13", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f724c86f774093f2ecf15", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f72f786f77447ec5d7702", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f731a86f774093e6cb4f9", "mods"},
{ "5b5f724186f77447ed5636ad", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f737886f774093e6cb4fb", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73ab86f774094242f195", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73c486f77447ec5d7704", "mods"},
{ "5b5f736886f774094242f193", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f740a86f77447ec5d7706", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f742686f774093e6cb4ff", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f744786f774094242f197", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f746686f77447ec5d7708", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f748386f774093e6cb501", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f749986f774094242f199", "mods"},
{ "5b5f73ec86f774093e6cb4fd", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f74cc86f77447ec5d770a", "mods"},
{ "5b5f71b386f774093f2ecf11", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f751486f77447ec5d770c", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f752e86f774093e6cb505", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f754a86f774094242f19b", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f755f86f77447ec5d770e", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f757486f774093e6cb507", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f759686f774094242f19d", "mods"},
{ "5b5f750686f774093e6cb503", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75c686f774094242f19f", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f75e486f77447ec5d7712", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f760586f774093e6cb509", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f761f86f774094242f1a1", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f764186f77447ec5d7714", "mods"},
{ "5b5f75b986f77447ec5d7710", "mods"},
{ "5b5f71a686f77447ed5636ab", "mods"},
{ "5b5f78b786f77447ed5636af", "money"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f78e986f77447ed5636b1", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f78fc86f77409407a7f90", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f791486f774093f2ed3be", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f792486f77447ed5636b3", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f794b86f77409407a7f92", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f796a86f774093f2ed3c0", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f798886f77447ed5636b5", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79a486f77409407a7f94", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79d186f774093f2ed3c2", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f79eb86f77447ed5636b7", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f7a0886f77409407a7f96", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b5f7a2386f774093f2ed3c4", "weapons"},
{ "5b5f78dc86f77409407a7f8e", "weapons"},
{ "5b619f1a86f77450a702a6f3", "quest"},
{ "5c518ec986f7743b68682ce2", "keys"},
{ "5b47574386f77428ca22b342", "keys"},
{ "5c518ed586f774119a772aee", "keys"},
{ "5b47574386f77428ca22b342", "keys"},

ammo:
Code:

{ "5447ac644bdc2d6c208b4567", "Ball 5.56x45"},
{ "54527a984bdc2d4e668b4567", "M855"},
{ "54527ac44bdc2d36668b4567", "M855A1"},
{ "560d5e524bdc2d25448b4571", "7mm 12c"},
{ "560d61e84bdc2da74d8b4571", "SNB"},
{ "560d75f54bdc2da74d8b4573", "SNB 7.62x54 R"},
{ "5649ed104bdc2d3d1c8b458b", "PS 7.62x39"},
{ "5656d7c34bdc2d9d198b4587", "PS"},
{ "5656eb674bdc2d35148b457c", "40mm"},
{ "56d59d3ad2720bdb418b4577", "Pst gzh"},
{ "56dfef82d2720bbd668b4567", "BP"},
{ "56dff026d2720bb8668b4567", "BS"},
{ "56dff061d2720bb5668b4567", "BT"},
{ "56dff0bed2720bb0668b4567", "FMJ"},
{ "56dff216d2720bbd668b4568", "HP"},
{ "56dff2ced2720bb4668b4567", "PP"},
{ "56dff338d2720bbd668b4569", "PRS"},
{ "56dff3afd2720bba668b4567", "PS"},
{ "56dff421d2720b5f5a8b4567", "SP"},
{ "56dff4a2d2720bbd668b456a", "T"},
{ "56dff4ecd2720b5f5a8b4568", "US"},
{ "5735fdcd2459776445391d61", "AKBS"},
{ "5735ff5c245977640e39ba7e", "FMJ43"},
{ "573601b42459776410737435", "LRN"},
{ "573602322459776445391df1", "LRNPC"},
{ "5736026a245977644601dc61", "P gl"},
{ "573603562459776430731618", "Pst gzh"},
{ "573603c924597764442bd9cb", "PT gzh"},
{ "573718ba2459775a75491131", "9 BZT gzh"},
{ "573719762459775a626ccbc1", "9 P gzh"},
{ "573719df2459775a626ccbc2", "PBM"},
{ "57371aab2459775a77142f22", "PMM"},
{ "57371b192459775a9f58a5e0", "PPe gzh"},
{ "57371e4124597760ff7b25f1", "PPT gzh"},
{ "57371eb62459776125652ac1", "PRS gs"},
{ "57371f2b24597761224311f1", "PS gs PPO"},
{ "57371f8d24597761006c6a81", "PSO gzh"},
{ "5737201124597760fc4431f1", "Pst gzh"},
{ "5737207f24597760ff7b25f2", "PSV"},
{ "573720e02459776143012541", "RG028 gzh"},
{ "57372140245977611f70ee91", "SP7 gzh"},
{ "5737218f245977612125ba51", "SP8 gzh"},
{ "573722e82459776104581c21", "BZHT gzh"},
{ "573724b42459776125652ac2", "P gzh"},
{ "5737250c2459776125652acc", "PBM"},
{ "5737256c2459776125652acd", "PMM"},
{ "573725b0245977612125bae2", "Ppe gzh"},
{ "5737260b24597761224311f2", "PPT gzh"},
{ "5737266524597761006c6a8c", "PRS gzh"},
{ "573726d824597765d96be361", "PS gs PPO"},
{ "5737273924597765dd374461", "PSO gzh"},
{ "573727c624597765cc785b5b", "Pst gzh"},
{ "5737280e24597765cc785b5c", "PSV"},
{ "5737287724597765e1625ae2", "RG028 gzh"},
{ "573728cc24597765cc785b5d", "SP7 gzh"},
{ "573728f324597765e5728561", "SP8 gzh"},
{ "5737292724597765e5728562", "BP gs"},
{ "57372a7f24597766fe0de0c1", "BP gs"},
{ "57372ac324597767001bc261", "BP gs"},
{ "57372b832459776701014e41", "BS gs"},
{ "57372bad245977670b7cd242", "BS gs"},
{ "57372bd3245977670b7cd243", "BS gs"},
{ "57372c21245977670937c6c2", "BT gs"},
{ "57372c56245977685e584582", "BT gs"},
{ "57372c89245977685d4159b1", "BT gs"},
{ "57372d1b2459776862260581", "PP gs"},
{ "57372d4c245977685a3da2a1", "PP gs"},
{ "57372db0245977685d4159b2", "PP gs"},
{ "57372deb245977685d4159b3", "PRS gs"},
{ "57372e1924597768553071c1", "PRS gs"},
{ "57372e4a24597768553071c2", "PRS gs"},
{ "57372e73245977685d4159b4", "PS gs"},
{ "57372e94245977685648d3e1", "PS gs"},
{ "57372ebf2459776862260582", "PS gs"},
{ "57372ee1245977685d4159b5", "T gs"},
{ "57372f2824597769a270a191", "T gs"},
{ "57372f5c24597769917c0131", "T gs"},
{ "57372f7d245977699b53e301", "US gs"},
{ "57372fc52459776998772ca1", "US gs"},
{ "5737300424597769942d5a01", "US gs"},
{ "5737330a2459776af32363a1", "FMJ"},
{ "5737339e2459776af261abeb", "HP"},
{ "573733c72459776b0b7b51b0", "SP"},
{ "5739d41224597779c3645501", "Pst Gzh"},
{ "57a0dfb82459774d3078b56c", "SP-5"},
{ "57a0e5022459774d1673f889", "SP-6"},
{ "58820d1224597753c90aeb13", "12x70 Slug"},
{ "58864a4f2459770fcc257101", "PSO gzh"},
{ "5887431f2459777e1612938f", "LPS Gzh"},
{ "58dd3ad986f77403051cba8f", "M80"},
{ "5943d9c186f7745a13413ac9", "Shrapnel"},
{ "5996f6cb86f774678763a6ca", "RGD-5 Shrapnel"},
{ "5996f6d686f77467977ba6cc", "F1 Shrapnel"},
{ "5996f6fc86f7745e585b4de3", "M67 Shrapnel"},
{ "59e0d99486f7744a32234762", "BP"},
{ "59e4cf5286f7741778269d8a", "T45M"},
{ "59e4d24686f7741776641ac7", "US"},
{ "59e4d3d286f774176a36250a", "HP"},
{ "59e6542b86f77411dc52a77a", "FMJ"},
{ "59e655cb86f77411dc52a77b", "EKO"},
{ "59e6658b86f77411d949b250", "Geksa"},
{ "59e68f6f86f7746c9f75e846", "M856"},
{ "59e6906286f7746c9f75e847", "M856A1"},
{ "59e690b686f7746c9f75e848", "M995"},
{ "59e6918f86f7746c9f75e849", "Mk255 Mod0"},
{ "59e6920f86f77411d82aa167", "55 FMJ"},
{ "59e6927d86f77411da468256", "55 HP"},
{ "59e77a2386f7742ee578960a", "7N1"},
{ "5a269f97c4a282000b151807", "SP10"},
{ "5a26abfac4a28232980eabff", "SP11"},
{ "5a26ac06c4a282000c5a90a8", "SP12"},
{ "5a26ac0ec4a28200741e1e18", "SP13"},
{ "5a38ebd9c4a282000d722a5b", "7.5 20c"},
{ "5a3c16fe86f77452b62de32a", "Luger CCI"},
{ "5a6086ea4f39f99cd479502f", "M61"},
{ "5a608bf24f39f98ffc77720e", "M62"},
{ "5ba2678ad4351e44f824b344", "FMJ SX"},
{ "5ba26812d4351e003201fef1", "Action SX"},
{ "5ba26835d4351e0035628ff5", "AP SX"},
{ "5ba26844d4351e00334c9475", "Subsonic SX"},
{ "5c0d56a986f774449d5de529", "RIP"},
{ "5c0d591486f7744c505b416f", "12x70 RIP"},
{ "5c0d5ae286f7741e46554302", "WG"},
{ "5c0d5e4486f77478390952fe", "7N39"},
{ "5c0d668f86f7747ccb7f13b2", "SPP"},
{ "5c0d688c86f77413ae3407b2", "BP"},
{ "5c11279ad174af029d64592b", "Warmage"},
{ "5c1127bdd174af44217ab8b9", "DIPP"},
{ "5c1127d0d174af29be75cf68", "12x70 DIPP"},
{ "5c1260dc86f7746b106e8748", "7N12"},
{ "5c12619186f7743f871c8a32", "7N9"},
{ "5c1262a286f7743f8a69aab2", "7N39"},
{ "5c3df7d588a4501f290594e5", "GT"},
{ "5c925fa22e221601da359b7b", "AP 6.3"},
{ "5cadf6ddae9215051e1c23b2", "PS12"},
{ "5cadf6e5ae921500113bb973", "PS12A"},
{ "5cadf6eeae921500134b2799", "PS12B"},
{ "5cc80f38e4a949001152b560", "SS190"},
{ "5cc80f53e4a949000e1ea4f8", "L191"},
{ "5cc80f67e4a949035e43bbba", "SB193"},
{ "5cc80f79e4a949033c7343b2", "SS198LF"},
{ "5cc80f8fe4a949033b0224a2", "SS197SR"},
{ "5cc86832d7f00c000d3a6e6c", "R37.F"},
{ "5cc86840d7f00c002412c56c", "R37.X"},
{ "5cde8864d7f00c0010373be1", "B-32"},
{ "5d2f2ab648f03550091993ca", "BZT-44M"},
{ "5d6e6772a4b936088465b17c", "5.25 12c"},
{ "5d6e67fba4b9361bc73bc779", "6.5 12c"},
{ "5d6e6806a4b936088465b17e", "8.5 12c"},
{ "5d6e6869a4b9361c140bcfde", "Grizzly"},
{ "5d6e6891a4b9361bd473feea", "P-3 12c"},
{ "5d6e689ca4b9361bc8618956", "P-6u 12c"},
{ "5d6e68a8a4b9360b6c0d54e2", "AP-20"},
{ "5d6e68b3a4b9361bca7e50b5", "CSP"},
{ "5d6e68c4a4b9361b93413f79", ".50 12c"},
{ "5d6e68d1a4b93622fe60e845", "SF"},
{ "5d6e68dea4b9361bcc29e659", "2-Sabot"},
{ "5d6e68e6a4b9361c140bcfe0", "FTX"},
{ "5d6e6911a4b9361bd5780d52", "Flech."},
{ "5d6e695fa4b936359b35d852", "5.6 20c"},
{ "5d6e69b9a4b9361bc8618958", "6.2 20k"},
{ "5d6e69c7a4b9360b6c0d54e4", "7.3 20c"},
{ "5d6e6a05a4b93618084f58d0", "20/70 Slug"},
{ "5d6e6a42a4b9364f07165f52", "P-6u 20c"},
{ "5d6e6a53a4b9361bd473feec", "P-3 20c"},
{ "5d6e6a5fa4b93614ec501745", "Dev."},
{ "5e023cf8186a883be655e54f", "T46M"},
{ "5e023d34e8a400319a28ed44", "7BT1"},
{ "5e023d48186a883be655e551", "7N37"},
{ "5e023e53d4353e3302577c4c", "BPZ FMJ"},
{ "5e023e6e34d52a55c3304f71", "TPZ SP"},
{ "5e023e88277cce2b522ff2b1", "Ultra Nosler"},
{ "5e81f423763d9f754677bf2e", ".45 FMJ"},
{ "5ea2a8e200685063ec28c05a", ".45 RIP"},

barter:
Code:

{ "5672cb124bdc2d1a0f8b4568", "AA Bat."},
{ "5672cb304bdc2dc2088b456a", "D Bat."},
{ "5672cb724bdc2dc2088b456b", "GMcount"},
{ "56742c284bdc2d98058b456d", "Crickent"},
{ "56742c2e4bdc2d95058b456d", "Zibbo"},
{ "56742c324bdc2d150f8b456d", "GPhone"},
{ "5733279d245977289b77ec24", "Battery"},
{ "573474f924597738002c6174", "Chainlet"},
{ "5734758f24597738025ee253", "GoldChain"},
{ "573475fb24597737fb1379e1", "Cigarettes"},
{ "573476d324597737da2adc13", "Cigarettes"},
{ "573476f124597737e04bf328", "Cigarettes"},
{ "5734770f24597738025ee254", "Cigarettes"},
{ "5734779624597737e04bf329", "CPU Fan"},
{ "573477e124597737dd42e191", "CPU"},
{ "5734781f24597737e04bf32a", "DVD"},
{ "573478bc24597738002c6175", "Horse"},
{ "5734795124597738002c6176", "Tape"},
{ "57347b8b24597737dd42e192", "Matches"},
{ "57347baf24597738002c6178", "RAM"},
{ "57347c1124597737fb1379e3", "Duct tape"},
{ "57347c2e24597744902c94a1", "PSU"},
{ "57347c5b245977448d35f6e1", "Bolts"},
{ "57347c77245977448d35f6e2", "Screw nut"},
{ "57347c93245977448d35f6e3", "Toothpaste"},
{ "57347ca924597744596b4e71", "Graphics card"},
{ "57347cd0245977445a2d6ff1", "T-Plug"},
{ "577e1c9d2459773cd707c525", "Paper"},
{ "5909e99886f7740c983b9984", "USB-A"},
{ "590a358486f77429692b2790", "RecBatt"},
{ "590a373286f774287540368b", "Dfuel"},
{ "590a386e86f77429692b27ab", "HDD"},
{ "590a391c86f774385a33c404", "Magnet"},
{ "590a3b0486f7743954552bdb", "Сircuit board"},
{ "590a3c0a86f774385a33c450", "Plug"},
{ "590a3cd386f77436f20848cb", "ES Lamp"},
{ "590a3d9c86f774385926e510", "UV Lamp"},
{ "590a3efd86f77437d351a25b", "GasAn"},
{ "590c2b4386f77425357b6123", "Pliers"},
{ "590c2c9c86f774245b1f03f2", "MTape"},
{ "590c2d8786f774245b1f03f3", "Screwdriver"},
{ "590c2e1186f77425357b6124", "Set"},
{ "590c311186f77424d1667482", "Wrench"},
{ "590c31c586f774245e3141b2", "Nails"},
{ "590c346786f77423e50ed342", "Xeno"},
{ "590c35a486f774273531c822", "Shus"},
{ "590c595c86f7747884343ad7", "Filter"},
{ "590c5a7286f7747884343aea", "Gpowder"},
{ "590c5bbd86f774785762df04", "WD-40"},
{ "590c5c9f86f77477c91c36e7", "WD-40"},
{ "590de71386f774347051a052", "Teapot"},
{ "590de7e986f7741b096e5f32", "Vase"},
{ "59e3556c86f7741776641ac2", "Bleach"},
{ "59e358a886f7741776641ac3", "Wiper"},
{ "59e3596386f774176c10a2a2", "Paid"},
{ "59e35abd86f7741778269d82", "Sodium"},
{ "59e35cbb86f7741778269d83", "Hose"},
{ "59e35de086f7741778269d84", "Drill"},
{ "59e35ef086f7741777737012", "Screws"},
{ "59e3606886f77417674759a5", "NaCl"},
{ "59e361e886f774176c10a2a5", "H2O2"},
{ "59e3639286f7741777737013", "Lion"},
{ "59e3647686f774176a362507", "Clock"},
{ "59e3658a86f7741776641ac4", "Cat"},
{ "59e366c186f7741778269d85", "Plex"},
{ "59e36c6f86f774176c10a2a7", "Cord"},
{ "59f32bb586f774757e1e8442", "Dogtag"},
{ "59f32c3b86f77472a31742f0", "Dogtag"},
{ "59faf7ca86f7740dbe19f6c2", "Roler"},
{ "59faf98186f774067b6be103", "Alkali"},
{ "59fafb5d86f774067a6f2084", "Propane"},
{ "59faff1d86f7746c51718c9c", "0.2BTC"},
{ "5af0484c86f7740f02001f7f", "Coffee"},
{ "5af04b6486f774195a3ebb49", "Elite"},
{ "5af04c0b86f774138708f78e", "Controller"},
{ "5af04e0a86f7743a532b79e2", "Gyroscope"},
{ "5af0534a86f7743b6f354284", "Ophthalmoscope"},
{ "5af0561e86f7745f5f3ad6ac", "Powerbank"},
{ "5b4335ba86f7744d2837a264", "Bloodset"},
{ "5b43575a86f77424f443fe62", "Fcond"},
{ "5bc9b355d4351e6d1509862a", "#FireKlean"},
{ "5bc9b720d4351e450201234b", "1GPhone"},
{ "5bc9b9ecd4351e3bac122519", "Beardoil"},
{ "5bc9bc53d4351e00367fbcee", "Rooster"},
{ "5bc9bdb8d4351e003562b8a1", "Badge"},
{ "5bc9be8fd4351e00334cae6e", "Tea"},
{ "5bc9c049d4351e44f824d360", "Book"},
{ "5bc9c377d4351e3bac12251b", "Firesteel"},
{ "5c052e6986f7746b207bc3c9", "Defibrillator"},
{ "5c052f6886f7746b1e3db148", "SG-C10"},
{ "5c052fb986f7746b2101e909", "RFIDR"},
{ "5c05300686f7746dce784e5d", "VPX"},
{ "5c05308086f7746b2101e90b", "Virtex"},
{ "5c0530ee86f774697952d952", "LEDX"},
{ "5c06779c86f77426e00dd782", "Wires"},
{ "5c06782b86f77426df5407d2", "Cap."},
{ "5c12620d86f7743f8b198b72", "Tetriz"},
{ "5c1265fc86f7743f896a21c2", "GPX"},
{ "5c1267ee86f77416ec610f72", "Prokill"},
{ "5c12688486f77426843c7d32", "Paracord"},
{ "5c13cd2486f774072c757944", "Soap"},
{ "5c13cef886f774072e618e82", "TP"},
{ "5d0375ff86f774186372f685", "M.Cable"},
{ "5d0376a486f7747d8050965c", "MCB"},
{ "5d03775b86f774203e7e0c4b", "AESA"},
{ "5d0377ce86f774186372f689", "Iridium"},
{ "5d03784a86f774203e7e0c4d", "MGT"},
{ "5d0378d486f77420421a5ff4", "Filter"},
{ "5d03794386f77420415576f5", "Tank battery"},
{ "5d0379a886f77420407aa271", "OFZ "},
{ "5d1b2f3f86f774252167a52c", "FP-100"},
{ "5d1b2fa286f77425227d1674", "Motor"},
{ "5d1b2ffd86f77425243e8d17", "NIXXOR"},
{ "5d1b304286f774253763a528", "LCD"},
{ "5d1b309586f77425227d1676", "BrokenLCD"},
{ "5d1b313086f77425227d1678", "Relay"},
{ "5d1b317c86f7742523398392", "Hand drill"},
{ "5d1b31ce86f7742523398394", "R-pliers"},
{ "5d1b327086f7742525194449", "Gauge"},
{ "5d1b32c186f774252167a530", "Therm."},
{ "5d1b36a186f7742523398433", "Fuel"},
{ "5d1b371186f774253763a656", "Fuel"},
{ "5d1b385e86f774252167b98a", "Filter"},
{ "5d1b392c86f77425243e98fe", "Bulb"},
{ "5d1b39a386f774252339976f", "Tube"},
{ "5d1b3a5d86f774252167ba22", "Meds"},
{ "5d1b3f2d86f774253763b735", "Syringe"},
{ "5d1c774f86f7746d6620f8db", "Helix"},
{ "5d1c819a86f774771b0acd6c", "W.parts"},
{ "5d235a5986f77443f6329bc6", "Skull"},
{ "5d235b4d86f7742e017bc88a", "GP"},
{ "5d40412b86f7743cb332ac3a", "Shampoo"},
{ "5d40419286f774318526545f", "M. Scissors"},
{ "5d4041f086f7743cac3f22a7", "Ortodontox"},
{ "5d40425986f7743185265461", "Nippers"},
{ "5d4042a986f7743185265463", "L&F Scr."},
{ "5d63d33b86f7746ea9275524", "F Scr."},
{ "5d6fc78386f77449d825f9dc", "Gpowder"},
{ "5d6fc87386f77449db3db94e", "Gpowder"},
{ "5df8a6a186f77412640e2e80", "R.Ball"},
{ "5df8a72c86f77412640e2e83", "S.Ball"},
{ "5df8a77486f77412672a1e3f", "V.Ball"},
{ "5e2aedd986f7746d404f3aa4", "GreenBat "},
{ "5e2aee0a86f774755a234b62", "Cyclon "},
{ "5e2aef7986f7746d3f3c33f5", "Repellent"},
{ "5e2af00086f7746d3f3c33f7", "Cleaner"},
{ "5e2af02c86f7746d420957d4", "Chlorine"},
{ "5e2af22086f7746d3f3c33fa", "Poxeram"},
{ "5e2af29386f7746d4159f077", "KEK"},
{ "5e2af2bc86f7746d3f3c33fc", "Matches"},
{ "5e2af37686f774755a234b65", "SurvL "},
{ "5e2af41e86f774755a234b67", "Cordura"},
{ "5e2af47786f7746d404f3aaa", "Fleece "},
{ "5e2af4a786f7746d3f3c3400", "Ripstop"},
{ "5e2af4d286f7746d4159f07a", "Aramid"},
{ "5e2af51086f7746d3f3c3402", "Fuze"},
{ "5e54f62086f774219b0f1937", "Raven"},
{ "5e54f6af86f7742199090bf3", "Lupo's"},

gear:
Code:

{ "544a11ac4bdc2d470e8b456a", "Alpha Container"},
{ "544a5caa4bdc2d1a388b4568", "AVS"},
{ "544a5cde4bdc2d39388b456b", "MBSS"},
{ "545cdae64bdc2d39198b4568", "Tri-Zip"},
{ "545cdb794bdc2d3a198b456a", "6B43 6A"},
{ "557ff21e4bdc2d89578b4586", "TGlass"},
{ "5645bc214bdc2d363b8b4571", "Kiver-M"},
{ "5645bcc04bdc2d363b8b4572", "ComTac2"},
{ "5648a69d4bdc2ded0b8b457b", "BlackRock"},
{ "5648a7494bdc2d9d488b4583", "PACA"},
{ "567143bf4bdc2d1a0f8b4567", "Сase"},
{ "56e294cdd2720b603a8b4575", "Terraplane 85L"},
{ "56e335e4d2720b6c058b456d", "ScavBP"},
{ "56e33634d2720bd8058b456b", "Duffle"},
{ "56e33680d2720be2748b4576", "T-Bag"},
{ "572b7adb24597762ae139821", "Scav Vest"},
{ "572b7d8524597762b472f9d1", "Cap"},
{ "572b7f1624597762ae139822", "Balaclava"},
{ "572b7fa124597762b472f9d2", "Beanie"},
{ "572b7fa524597762b747ce82", "Mask"},
{ "5783c43d2459774bbe137486", "Wallet"},
{ "5857a8b324597729ab0a0e7d", "Beta Container"},
{ "5857a8bc2459772bad15db29", "Gamma container"},
{ "58ac60eb86f77401897560ff", "Balaclava_dev"},
{ "590c60fc86f77412b13fddcf", "Docs"},
{ "5929a2a086f7744f4b234d43", "6sh112"},
{ "592c2d1a86f7746dbe2af32a", "Alpha"},
{ "59db794186f77448bc595262", "Epsilon"},
{ "59e7635f86f7742cbf2c1095", "3M"},
{ "59e763f286f7742ee57895da", "Pilgrim"},
{ "59e7643b86f7742cbf2c109a", "WTRig"},
{ "59e7708286f7742cbd762753", "Ushanka"},
{ "59e770b986f7742cbd762754", "AFGlass"},
{ "59e770f986f7742cbe3164ef", "Cap"},
{ "59e7711e86f7746cae05fbe1", "Kolpak"},
{ "59e7715586f7742ee5789605", "Resp"},
{ "59e8936686f77467ce798647", "Balaclava_test"},
{ "59ef13ca86f77445fd0e2483", "Pumpkin"},
{ "59fafd4b86f7745ca07e1232", "Keytool"},
{ "59fb016586f7746d0d4b423a", "MCase"},
{ "59fb023c86f7746d0d4b423c", "WCase"},
{ "59fb042886f7746c5005a7b2", "ICase"},
{ "5a154d5cfcdbcb001a3b00da", "Fast MT"},
{ "5a16b672fcdbcb001912fa83", "FVisor"},
{ "5a16b7e1fcdbcb00165aa6c9", "FShield"},
{ "5a16b9fffcdbcb0176308b34", "RAC"},
{ "5a16ba61fcdbcb098008728a", "Mandible"},
{ "5a16badafcdbcb001865f72d", "SArmor"},
{ "5a16bb52fcdbcb001a3b00dc", "SLock"},
{ "5a43943586f77416ad2f06e2", "Hat"},
{ "5a43957686f7742a2c2f11b0", "Hat"},
{ "5a7c4850e899ef00150be885", "6B47"},
{ "5aa2a7e8e5b5b00016327c16", "USEC"},
{ "5aa2b87de5b5b00016327c25", "BEAR"},
{ "5aa2b89be5b5b0001569311f", "Emercom"},
{ "5aa2b8d7e5b5b00014028f4a", "Police"},
{ "5aa2b923e5b5b000137b7589", "RGlass"},
{ "5aa2b986e5b5b00014028f4c", "Dundukk"},
{ "5aa2b9aee5b5b00015693121", "RayBench"},
{ "5aa2b9ede5b5b000137b758b", "CHat"},
{ "5aa2ba19e5b5b00014028f4e", "Fleece"},
{ "5aa2ba46e5b5b000137b758d", "UXPRO"},
{ "5aa2ba71e5b5b000137b758f", "Sordin"},
{ "5aa7cfc0e5b5b00015693143", "6B47"},
{ "5aa7d03ae5b5b00016327db5", "UNTAR"},
{ "5aa7d193e5b5b000171d063f", "SFERA"},
{ "5aa7e276e5b5b000171d0647", "Altyn"},
{ "5aa7e373e5b5b000137b76f0", "FShield"},
{ "5aa7e3abe5b5b000171d064d", "FShield"},
{ "5aa7e454e5b5b0214e506fa2", "ZSh-1-2M"},
{ "5aa7e4a4e5b5b000137b76f2", "ZSh-1-2M"},
{ "5aafbcd986f7745e590fff23", "MedCase"},
{ "5aafbde786f774389d0cbc0f", "AmmoCase"},
{ "5ab8dab586f77441cd04f2a2", "MK3"},
{ "5ab8dced86f774646209ec87", "M2"},
{ "5ab8e4ed86f7742d8e50c7fa", "MF-UN"},
{ "5ab8e79e86f7742d8b372e78", "GZHEL-K"},
{ "5ab8ebf186f7742d8b372e80", "Attack 2"},
{ "5ab8ee7786f7742d8f33f0b9", "ArmyBag"},
{ "5ab8f04f86f774585f4237d8", "Sling"},
{ "5ab8f20c86f7745cdb629fb2", "Shmaska"},
{ "5ab8f39486f7745cd93a1cca", "CF"},
{ "5ab8f4ff86f77431c60d91ba", "Ghost"},
{ "5ab8f85d86f7745cd93a1cf5", "Shemagh"},
{ "5ac4c50d5acfc40019262e87", "Visor"},
{ "5ac8d6885acfc400180ae7b0", "Fast MT Tan"},
{ "5b3f16c486f7747c327f55f7", "Armband "},
{ "5b3f3ade86f7746b6b790d8e", "Armband "},
{ "5b3f3af486f774679e752c1f", "Armband"},
{ "5b3f3b0186f774021a2afef7", "Armband"},
{ "5b3f3b0e86f7746752107cda", "Armband "},
{ "5b40e1525acfc4771e1c6611", "ULACH"},
{ "5b40e2bc5acfc40016388216", "ULACH"},
{ "5b40e3f35acfc40016388218", "ACHHC"},
{ "5b40e4035acfc47a87740943", "ACHHC"},
{ "5b40e5e25acfc4001a599bea", "BEAR"},
{ "5b40e61f5acfc4001a599bec", "USEC"},
{ "5b4325355acfc40019478126", "Shemagh"},
{ "5b4326435acfc433000ed01d", "Mask"},
{ "5b43271c5acfc432ff4dce65", "Bandana"},
{ "5b4327aa5acfc400175496e0", "Panama"},
{ "5b4329075acfc400153b78ff", "Pompon"},
{ "5b4329f05acfc47a86086aa1", "Ronin"},
{ "5b432b2f5acfc4771e1c6622", "Shattered"},
{ "5b432b6c5acfc4001a599bf0", "Skull"},
{ "5b432b965acfc47a8774094e", "GSSh-01"},
{ "5b432be65acfc433000ed01f", "6B34"},
{ "5b432c305acfc40019478128", "GP-5"},
{ "5b432d215acfc4771e1c6624", "LZSh"},
{ "5b432f3d5acfc4704b4a1dfb", "Momex"},
{ "5b44c6ae86f7742d1627baea", "Beta2"},
{ "5b44c8ea86f7742d1627baf1", "Commando "},
{ "5b44cad286f77402a54ae7e5", "Tactec "},
{ "5b44cd8b86f774503d30cba2", "Gen4 Full"},
{ "5b44cf1486f77431723e3d05", "Gen4 Assault"},
{ "5b44d0de86f774503d30cba8", "Gen4 HMK"},
{ "5b44d22286f774172b0c9de8", "Kirasa"},
{ "5b46238386f7741a693bcf9c", "Kiver FS"},
{ "5b6d9ce188a4501afc1b2b25", "T H I C C"},
{ "5b7c710788a4506dec015957", "Lucky Scav junkbox"},
{ "5bd06f5d86f77427101ad47c", "Mask"},
{ "5bd0716d86f774171822ef4b", "Mask"},
{ "5bd071d786f7747e707b93a3", "Mask"},
{ "5bd073a586f7747e6f135799", "Mustache"},
{ "5bd073c986f7747f627e796c", "Kotton"},
{ "5c066ef40db834001966a595", "NVG mask"},
{ "5c06c6a80db834001b735491", "SSh-68"},
{ "5c08f87c0db8340019124324", "SHPM"},
{ "5c0919b50db834001b7ce3b9", "1Sch FShield"},
{ "5c091a4e0db834001d5addc8", "Maska 1Sch"},
{ "5c093ca986f7740a1867ab12", "Kappa"},
{ "5c093db286f7740a1b2617e3", "Holodilnick"},
{ "5c093e3486f77430cb02e593", "Dogtags"},
{ "5c0a840b86f7742ffa4f2482", "T H I C C"},
{ "5c0d2727d174af02a012cf58", "Djeta"},
{ "5c0d32fcd174af02a1659c75", "Proximity"},
{ "5c0e3eb886f7742015526062", "6B5-16"},
{ "5c0e446786f7742013381639", "6B5-15"},
{ "5c0e51be86f774598e797894", "6B13"},
{ "5c0e53c886f7747fa54205c7", "6B13"},
{ "5c0e541586f7747fa54205c9", "6B13M"},
{ "5c0e57ba86f7747fa141986d", "6B23-2"},
{ "5c0e5bab86f77461f55ed1f3", "6B23-1"},
{ "5c0e5edb86f77461f55ed1f7", "Zhuk-3"},
{ "5c0e625a86f7742d77340f62", "Zhuk-6a"},
{ "5c0e655586f774045612eeb2", "Trooper"},
{ "5c0e66e2d174af02a96252f4", "SLAAP"},
{ "5c0e6a1586f77404597b4965", "Belt"},
{ "5c0e722886f7740458316a57", "M1"},
{ "5c0e746986f7741453628fe5", "TV-110"},
{ "5c0e774286f77468413cc5b2", "Blackjack 50"},
{ "5c0e805e86f774683f3dd637", "Paratus"},
{ "5c0e842486f77443a74d2976", "1Sch FShield"},
{ "5c0e874186f7745dc7616606", "Maska 1Sch"},
{ "5c0e9f2c86f77432297fe0a3", "Commando "},
{ "5c127c4486f7745625356c13", "Magbox"},
{ "5c165d832e2216398b5a7e36", "Tactical Sport"},
{ "5c178a942e22164bef5ceca3", "Chops"},
{ "5c1793902e221602b21d3de2", "CP Ears"},
{ "5c17a7ed2e2216152142459c", "Airframe Tan"},
{ "5c1a1cc52e221602b3136e3d", "M Frame"},
{ "5c1a1e3f2e221602b66cc4c2", "Beard"},
{ "5ca20abf86f77418567a43f2", "Triton"},
{ "5ca20d5986f774331e7c9602", "Berkut"},
{ "5ca20ee186f774799474abc2", "Vulkan-5"},
{ "5ca2113f86f7740b2547e1d2", "FShield"},
{ "5ca2151486f774244a3b8d30", "Redut-M"},
{ "5ca21c6986f77479963115a7", "Redut-T5"},
{ "5d235bb686f77443f4331278", "SICC"},
{ "5d5d646386f7742797261fd9", "6B3TM-01M"},
{ "5d5d85c586f774279a21cbdb", "D3CRX"},
{ "5d5d87f786f77427997cfaef", "A18"},
{ "5d5d8ca986f7742798716522", "MRig"},
{ "5d5d940f86f7742797262046", "Mechanism"},
{ "5d5e7d28a4b936645d161203", "TC-2001"},
{ "5d5e9c74a4b9364855191c40", "TC-2002"},
{ "5d5fca1ea4b93635fd598c07", "Crossbow"},
{ "5d6d2e22a4b9361bd5780d05", "Gascan"},
{ "5d6d2ef3a4b93618084f58bd", "Aviator"},
{ "5d6d3716a4b9361bc8618872", "LSHZ-2DTM"},
{ "5d6d3829a4b9361bc8618943", "FShield"},
{ "5d6d3943a4b9360dbc46d0cc", "Cover"},
{ "5d6d3be5a4b9361bc73bc763", "Aventail"},
{ "5d96141523f0ea1b7f2aacab", "'Door Kicker'"},
{ "5df8a2ca86f7740bfe6df777", "6B2"},
{ "5df8a42886f77412640e2e75", "MPPV"},
{ "5df8a4d786f77412672a1e3b", "6SH118"},
{ "5df8a58286f77412631087ed", "Tank helmet"},
{ "5e00c1ad86f774747333222c", "EXFIL"},
{ "5e00cdd986f7747473332240", "FShield"},
{ "5e00cfa786f77469dc6e5685", "TW Ears"},
{ "5e01ef6886f77445f643baa4", "EXFIL"},
{ "5e01f31d86f77465cf261343", "TW Ears"},
{ "5e01f37686f774773c6f6c15", "FShield"},
{ "5e2af55f86f7746d4159f07c", "Grenades"},
{ "5e4abb5086f77406975c9342", "Slick"},
{ "5e4abc1f86f774069619fbaa", "Bank Robber"},
{ "5e4abc6786f77406812bd572", "SFMP"},
{ "5e4abfed86f77406a2713cf7", "Tarzan"},
{ "5e4ac41886f77406a511c9a8", "AACPC"},
{ "5e4bfc1586f774264f7582d3", "TC 800"},
{ "5e4d34ca86f774264f758330", "Razor"},
{ "5e54f76986f7740366043752", "Shroud"},
{ "5e54f79686f7744022011103", "Plague mask"},
{ "5e71f6be86f77429f2683c44", "Rivals"},
{ "5e71f70186f77429ee09f183", "Rivals"},
{ "5e71fad086f77422443d4604", "Rivals"},
{ "5e9dacf986f774054d6b89f4", "Defender-2"},
{ "5e9db13186f7742f845ee9d3", "LBT-1961A"},
{ "5e9dcf5986f7746c417435b3", "Day Pack"},
{ "5ea058e01dbce517f324b3e2", "Heavy Trooper"},
{ "5ea05cf85ad9772e6624305d", "TK Fast MT"},
{ "5ea17ca01412a1425304d1c0", "Bastion"},
{ "5ea18c84ecf1982c7712d9a2", "Bastion"},

info:
Code:

{ "590c37d286f77443be3d7827", "SAS"},
{ "590c392f86f77444754deb29", "SSD"},
{ "590c621186f774138d11ea29", "Flash drive"},
{ "590c639286f774151567fa95", "Manual"},
{ "590c645c86f77412b01304d9", "Diary"},
{ "590c651286f7741e566b6461", "Diary"},
{ "5c12613b86f7743bbe2c3f76", "Intelligence"},

keys:
Code:

{ "5448ba0b4bdc2d02308b456c", "Factory"},
{ "5672c92d4bdc2d180f8b4567", "Room 118 Key"},
{ "5780cda02459777b272ede61", "306 Key"},
{ "5780cf692459777de4559321", "315 Key"},
{ "5780cf722459777a5108b9a1", "308 Key"},
{ "5780cf7f2459777de4559322", "Mark.Key"},
{ "5780cf942459777df90dcb72", "Room 214 Key"},
{ "5780cf9e2459777df90dcb73", "Room 218 Key"},
{ "5780cfa52459777dfb276eb1", "Room 220 Key"},
{ "5780d0532459777a5108b9a2", "Customs key"},
{ "5780d0652459777df90dcb74", "Gas station"},
{ "5780d07a2459777de4559324", "Cabin key"},
{ "57a349b2245977762b199ec7", "Key"},
{ "5913611c86f77479e0084092", "Cabin key"},
{ "5913651986f774432f15d132", "Sixpack"},
{ "59136a4486f774447a1ed172", "Gdesk"},
{ "59136e1e86f774432f15d133", "110 Key"},
{ "59136f6f86f774447a1ed173", "Key"},
{ "591382d986f774465a6413a7", "105 Key"},
{ "591383f186f7744a4c5edcf3", "104 Key"},
{ "5913877a86f774432f15d444", "Storage"},
{ "5913915886f774123603c392", "Checkpoint"},
{ "5914578086f774123569ffa4", "108 Key"},
{ "59148c8a86f774197930e983", "Room 204 Key"},
{ "59148f8286f7741b951ea113", "Safe"},
{ "591ae8f986f77406f854be45", "Yotota"},
{ "591afe0186f77431bd616a11", "ZB-014"},
{ "5937ee6486f77408994ba448", "Key"},
{ "5938144586f77473c2087145", "Key"},
{ "5938504186f7740991483f30", "Room 203 Key"},
{ "593858c486f774253a24cb52", "Key"},
{ "5938603e86f77435642354f4", "206 Key"},
{ "59387a4986f77401cc236e62", "114 Key"},
{ "5938994586f774523a425196", "103 Key"},
{ "593962ca86f774068014d9af", "Unk. key"},
{ "593aa4be86f77457f56379f8", "303 Key"},
{ "5a0dc45586f7742f6b0b73e3", "San.104"},
{ "5a0dc95c86f77452440fc675", "San. 112"},
{ "5a0ea64786f7741707720468", "San.107"},
{ "5a0ea69f86f7741cd5406619", "San.108"},
{ "5a0ea79b86f7741d4a35298e", "Storeroom"},
{ "5a0eb38b86f774153b320eb0", "SMW"},
{ "5a0eb6ac86f7743124037a28", "Cottage"},
{ "5a0ec6d286f7742c0b518fb5", "San.205"},
{ "5a0ec70e86f7742c0b518fba", "San.207"},
{ "5a0ee30786f774023b6ee08f", "San.216"},
{ "5a0ee34586f774023b6ee092", "San.220"},
{ "5a0ee37f86f774023657a86f", "San.221"},
{ "5a0ee4b586f7743698200d22", "San.206 "},
{ "5a0ee62286f774369454a7ac", "San.209 "},
{ "5a0ee72c86f77436955d3435", "San.213"},
{ "5a0ee76686f7743698200d5c", "San.216"},
{ "5a0eeb1a86f774688b70aa5c", "San.303"},
{ "5a0eeb8e86f77461257ed71a", "San.309 "},
{ "5a0eebed86f77461230ddb3d", "San.325 "},
{ "5a0eec9686f77402ac5c39f2", "San.310 "},
{ "5a0eecf686f7740350630097", "San. 313 "},
{ "5a0eed4386f77405112912aa", "San.314"},
{ "5a0eedb386f77403506300be", "San.322 "},
{ "5a0eee1486f77402aa773226", "San.328 "},
{ "5a0eff2986f7741fd654e684", "Safe 321 "},
{ "5a0f006986f7741ffd2fe484", "Safe "},
{ "5a0f045e86f7745b0f0d0e42", "Safe "},
{ "5a0f068686f7745b0d4ea242", "Safe "},
{ "5a0f075686f7745bcc42ee12", "Safe "},
{ "5a0f08bc86f77478f33b84c2", "Safe "},
{ "5a0f0f5886f7741c4e32a472", "Safe "},
{ "5a13ee1986f774794d4c14cd", "San.323"},
{ "5a13eebd86f7746fd639aa93", "San.218 "},
{ "5a13ef0686f7746e5a411744", "San.219"},
{ "5a13ef7e86f7741290491063", "San.301 "},
{ "5a13f24186f77410e57c5626", "San.222 "},
{ "5a13f35286f77413ef1436b0", "San.226 "},
{ "5a13f46386f7741dd7384b04", "San.306 "},
{ "5a144bdb86f7741d374bbde0", "San.205 "},
{ "5a144dfd86f77445cb5a0982", "San.203 "},
{ "5a1452ee86f7746f33111763", "San.222 "},
{ "5a145d4786f7744cbb6f4a12", "San.306 "},
{ "5a145d7b86f7744cbb6f4a13", "San.308 "},
{ "5a145ebb86f77458f1796f05", "San.316 "},
{ "5ad5ccd186f774446d5706e9", "OLI Office"},
{ "5ad5cfbd86f7742c825d6104", "Log. Office"},
{ "5ad5d20586f77449be26d877", "OLI Ut."},
{ "5ad5d49886f77455f9731921", "Pow. Ut."},
{ "5ad5d64486f774079b080af8", "Pharmacy"},
{ "5ad5d7d286f77450166e0a89", "KIBA"},
{ "5ad5db3786f7743568421cce", "MES"},
{ "5ad7217186f7746744498875", "OLI"},
{ "5ad7242b86f7740a6a3abd43", "IDEA "},
{ "5ad7247386f7747487619dc3", "Goshan"},
{ "5addaffe86f77470b455f900", "KIBA 2"},
{ "5c1d0c5f86f7744bb2683cf0", "Blue"},
{ "5c1d0d6d86f7744bb2683e1f", "Yellow"},
{ "5c1d0dc586f7744baf2e7b79", "Green"},
{ "5c1d0efb86f7744baf2e7b7b", "Red"},
{ "5c1d0f4986f7744bb01837fa", "Black"},
{ "5c1e2a1e86f77431ea0ea84c", "Lk.MO"},
{ "5c1e2d1f86f77431e9280bee", "Lk.TA(w)"},
{ "5c1e495a86f7743109743dfb", "Violet"},
{ "5c1f79a086f7746ed066fb8f", "Lk.ASR"},
{ "5c94bbff86f7747ee735c08f", "Keycard"},
{ "5d08d21286f774736e7c94c3", "KSH"},
{ "5d80c60f86f77440373c4ece", "RB-BK"},
{ "5d80c62a86f7744036212b3f", "RB-VO"},
{ "5d80c66d86f774405611c7d6", "RB-AO"},
{ "5d80c6c586f77440351beef1", "RB-OB"},
{ "5d80c6fc86f774403a401e3c", "RB-TB"},
{ "5d80c78786f774403a401e3e", "RB-AK"},
{ "5d80c88d86f77440556dbf07", "RB-AM"},
{ "5d80c8f586f77440373c4ed0", "RB-OP"},
{ "5d80c93086f7744036212b41", "RB-MP11"},
{ "5d80c95986f77440351beef3", "RB-MP12"},
{ "5d80ca9086f774403a401e40", "RB-MP21"},
{ "5d80cab086f77440535be201", "RB-MP22"},
{ "5d80cb3886f77440556dbf09", "RB-PSP1"},
{ "5d80cb5686f77440545d1286", "RB-PS81"},
{ "5d80cb8786f774405611c7d9", "RB-PP"},
{ "5d80cbd886f77470855c26c2", "RB-MP13"},
{ "5d80ccac86f77470841ff452", "RB-ORB1"},
{ "5d80ccdd86f77474f7575e02", "RB-ORB2"},
{ "5d80cd1a86f77402aa362f42", "RB-ORB3"},
{ "5d8e0db586f7744450412a42", "RB-KORL"},
{ "5d8e0e0e86f774321140eb56", "RB-KPRL"},
{ "5d8e15b686f774445103b190", "HEPS"},
{ "5d8e3ecc86f774414c78d05e", "RB-GN"},
{ "5d947d3886f774447b415893", "RB-SMP"},
{ "5d947d4e86f774447b415895", "RB-KSM"},
{ "5d95d6be86f77424444eb3a7", "RB-PS82"},
{ "5d95d6fa86f77424484aa5e9", "RB-PSP2"},
{ "5d9f1fa686f774726974a992", "RB-ST"},
{ "5da46e3886f774653b7a83fe", "RB-RS"},
{ "5da5cdcd86f774529238fb9b", "RB-RH"},
{ "5da743f586f7744014504f72", "USEC key"},
{ "5e42c71586f7747f245e1343", "Med.St."},
{ "5e42c81886f7742a01529f57", "#11SR"},
{ "5e42c83786f7742a021fdf3c", "#21WS"},

maps:
Code:

{ "574eb85c245977648157eec3", "Factory"},
{ "5798a2832459774b53341029", "Customs"},
{ "5900b89686f7744e704a8747", "Woods"},
{ "5a8036fb86f77407252ddc02", "Shoreline"},
{ "5a80a29286f7742b25692012", "Resort"},
{ "5be4038986f774527d3fae60", "Interchange"},

medical:
Code:

{ "544fb25a4bdc2dfb738b4567", "Bandage"},
{ "544fb3364bdc2d34748b456a", "Splint"},
{ "544fb37f4bdc2dee738b4567", "Painkillers"},
{ "544fb3f34bdc2d03748b456a", "Morphine"},
{ "544fb45d4bdc2dee738b4568", "Salewa"},
{ "5751a25924597722c463c472", "Bandage"},
{ "5751a89d24597722aa0e8db0", "GoldenStar"},
{ "5755356824597772cb798962", "AI-2"},
{ "5755383e24597772cb798966", "Vaseline"},
{ "590c657e86f77412b013051d", "Grizzly"},
{ "590c661e86f7741e566b646a", "Car"},
{ "590c678286f77426c9660122", "IFAK"},
{ "590c695186f7741e566b64a2", "Augmentin"},
{ "5af0454c86f7746bf20992e8", "Alu Splint"},
{ "5af0548586f7743a532b7e99", "Ibuprofen"},
{ "5c0e530286f7747fa1419862", "Propital"},
{ "5c0e531286f7747fa54205c2", "SJ1 TGLabs"},
{ "5c0e531d86f7747fa23f4d42", "SJ6 TGLabs"},
{ "5c0e533786f7747fa23f4d47", "Zagustin"},
{ "5c0e534186f7747fa1419867", "eTG-c"},
{ "5c10c8fd86f7743d7d706df3", "Adrenaline"},
{ "5d02778e86f774203e7dedbe", "CMS"},
{ "5d02797c86f774203f38e30a", "Surv12"},

mods:
Code:

{ "5448c12b4bdc2d02308b456f", "PM 90-93"},
{ "5448c1d04bdc2dff2f8b4569", "GEN M3 20"},
{ "544909bb4bdc2d6f028b4577", "AN/PEQ-15"},
{ "544a378f4bdc2d30388b4567", "GEN M3 40"},
{ "544a37c44bdc2d25388b4567", "MAG5-60"},
{ "544a38634bdc2d58388b4568", "USGI A2"},
{ "544a3a774bdc2d3a388b4567", "HAMR"},
{ "558022b54bdc2dac148b458d", "EXPS3"},
{ "55802d5f4bdc2dac148b458e", "GEN M3 30"},
{ "55802f5d4bdc2dac148b458f", "MOE Pistol"},
{ "558032614bdc2de7118b4585", "BGV-MK46K Black"},
{ "559ba5b34bdc2d1f1a8b4582", "SV-98 polymer"},
{ "55d355e64bdc2d962f8b4569", "M4A1 Upper"},
{ "55d35ee94bdc2d61338b4568", "260mm AR-15 5.56x45"},
{ "55d3632e4bdc2d972f8b4569", "370mm AR-15 5.56x45"},
{ "55d448594bdc2d8c2f8b4569", "610mm MP-133 12ga"},
{ "55d4491a4bdc2d882f8b456e", "510mm MP-133 12ga"},
{ "55d449444bdc2d962f8b456d", "610mm MP-133 12ga"},
{ "55d44fd14bdc2d962f8b456e", "AR-15 Charge"},
{ "55d459824bdc2d892f8b4573", "KAC RIS"},
{ "55d45d3f4bdc2d972f8b456c", "МR-133 Beechwood"},
{ "55d45f484bdc2d972f8b456d", "Custom MP-133 plastic"},
{ "55d480c04bdc2d1d4e8b456a", "6L23"},
{ "55d481904bdc2d8c2f8b456a", "6L26"},
{ "55d482194bdc2d1d4e8b456b", "6L31"},
{ "55d4837c4bdc2d1d4e8b456c", "Saiga 545"},
{ "55d484b44bdc2d1d4e8b456d", "MP-133x6"},
{ "55d485804bdc2d8c2f8b456b", "MP-133x8"},
{ "55d485be4bdc2d962f8b456f", "PM/PPSH"},
{ "55d4887d4bdc2d962f8b4570", "STANAG"},
{ "55d48a634bdc2d8b2f8b456a", "SPRM"},
{ "55d48ebc4bdc2d8c2f8b456c", "Sprut"},
{ "55d4ae6c4bdc2d8b2f8b456e", "M4SS"},
{ "55d4af3a4bdc2d972f8b456f", "LPA2F"},
{ "55d4b9964bdc2d1d4e8b456e", "A2 Pistol"},
{ "55d5f46a4bdc2d1b198b4567", "CA2R"},
{ "55d614004bdc2d86028b4568", "MONSTER"},
{ "55d6190f4bdc2d87028b4567", "M MONSTER"},
{ "55f84c3c4bdc2d5f408b4576", "RIS II 9.5 FDE"},
{ "560835c74bdc2dc8488b456f", "510mm MP-133 12ga"},
{ "560836484bdc2d20478b456e", "540mm MP-133"},
{ "560836b64bdc2d57468b4567", "540mm MP-133 12ga"},
{ "560836fb4bdc2d773f8b4569", "660mm МR-133"},
{ "560837154bdc2da74d8b4568", "660mm MP-133 12ga"},
{ "5608373c4bdc2dc8488b4570", "710mm MP-133"},
{ "560837544bdc2de22e8b456e", "710mm MP-133 12ga"},
{ "560837824bdc2d57468b4568", "750mm MP-133"},
{ "5608379a4bdc2d26448b4569", "750mm MP-133 12ga"},
{ "560838c94bdc2d77798b4569", "RTC 12ga"},
{ "56083a334bdc2dc8488b4571", "133/153 Pl.g."},
{ "56083be64bdc2d20478b456f", "133/153 Pl.s."},
{ "56083cba4bdc2de22e8b456f", "133/153 W.s."},
{ "56083e1b4bdc2dc8488b4572", "SV-98 Rear"},
{ "56083eab4bdc2d26448b456a", "SV-98 HR"},
{ "560d657b4bdc2da74d8b4572", "Klesch"},
{ "560e620e4bdc2d724b8b456b", "SV-98 STD"},
{ "5648ac824bdc2ded0b8b457d", "RP-1"},
{ "5648ae314bdc2d3d1c8b457f", "CAA RS47"},
{ "5648b0744bdc2d363b8b4578", "6P20 Sb.6"},
{ "5648b1504bdc2d9d488b4584", "6P20 Sb.9"},
{ "5648b2414bdc2d3b4c8b4578", "M1-B"},
{ "5648b4534bdc2d3d1c8b4580", "B-10М B-19"},
{ "5648b62b4bdc2d9d488b4585", "GP-34"},
{ "5648b6ff4bdc2d3d1c8b4581", "ТТ 10000"},
{ "5649a2464bdc2d91118b45a8", "MPR45"},
{ "5649aa744bdc2ded0b8b457e", "6P20 0-20"},
{ "5649ab884bdc2ded0b8b457f", "DTK-1"},
{ "5649ad3f4bdc2df8348b4585", "6P4 Sb.8V"},
{ "5649ade84bdc2d1b2b8b4587", "6P1 Sb.8"},
{ "5649ae4a4bdc2d1b2b8b4588", "RК-3"},
{ "5649af094bdc2df8348b4586", "6P1 0-1"},
{ "5649af884bdc2d1b2b8b4589", "B-33"},
{ "5649b0544bdc2d1b2b8b458a", "6P1 Sb.2"},
{ "5649b0fc4bdc2d17108b4588", "6P20 Sb.7"},
{ "5649b1c04bdc2d16268b457c", "6P20 Sb.5"},
{ "5649b2314bdc2d79388b4576", "МЕ4"},
{ "5649be884bdc2d79388b4577", "CST"},
{ "5649d9a14bdc2d79388b4580", "ТТ01"},
{ "564ca99c4bdc2d16268b4589", "6L20"},
{ "564ca9df4bdc2d35148b4569", "6L18"},
{ "564caa3d4bdc2d17108b458e", "TGP-A"},
{ "56d59948d2720bb7418b4582", "9x19 P226"},
{ "56d5a1f7d2720bb3418b456a", "112mm P226 9x19"},
{ "56d5a2bbd2720bb8418b456a", "BPGripP226"},
{ "56d5a407d2720bb3418b456b", "P226 Slide"},
{ "56d5a661d2720bd8418b456b", "Sig #8FR"},
{ "56d5a77ed2720b90418b4568", "Sig #8R"},
{ "56deec93d2720bec348b4568", "750mm М -153 12ga"},
{ "56deed6ed2720b4c698b4583", "МP-153 Polymer"},
{ "56deee15d2720bee328b4567", "МP153x4"},
{ "56deeefcd2720bc8328b4568", "МP153x8"},
{ "56def37dd2720bec348b456a", "X400"},
{ "56e05a6ed2720bd0748b4567", "Bakelite PB"},
{ "56e05b06d2720bb2668b4586", "PB-S"},
{ "56ea6fafd2720b844b8b4593", "KX3"},
{ "56ea70acd2720b844b8b4594", "FF 4-16"},
{ "56ea7165d2720b6e518b4583", "BOTL"},
{ "56ea7293d2720b8d4b8b45ba", "SM220-239"},
{ "56ea8180d2720bf2698b456a", "KAC QDC"},
{ "56ea8222d2720b69698b4567", "SV-98 Bipod"},
{ "56ea8d2fd2720b7c698b4570", "PICBLOCK"},
{ "56eabcd4d2720b66698b4574", "MK12"},
{ "56eabf3bd2720b75698b4569", "MOE Stock"},
{ "570fd6c2d2720bc6458b457f", "553"},
{ "570fd721d2720bc5458b4596", "MRS"},
{ "570fd79bd2720bc7458b4583", "OKP-7"},
{ "571659bb2459771fb2755a12", "ECS FDE"},
{ "571a26d524597720680fbe8a", "116mm st. ТТ"},
{ "571a279b24597720b4066566", "121mm thr. TT"},
{ "571a282c2459771fb2755a69", "TT grips"},
{ "571a28e524597720b4066567", "TT silencer"},
{ "571a29dc2459771fb2755a6a", "tt-105"},
{ "57235b6f24597759bf5a30f1", "PVS-14"},
{ "57486e672459770abd687134", "OKP-7 Dove"},
{ "574dad8024597745964bf05c", "56-A-231 Sb.5"},
{ "574db213245977459a2f3f5d", "SKS Rear"},
{ "576167ab2459773cad038c43", "SOK-12 P.T."},
{ "576169e62459773c69055191", "Sb.7-1"},
{ "57616a9e2459773c7a400234", "Sb.5"},
{ "57616c112459773cce774d66", "Sb.0-2"},
{ "57616ca52459773c69055192", "SOK-12АК Stock"},
{ "576a5ed62459771e9c2096cb", "9x19 MP-443"},
{ "576a63cd2459771e796e0e11", "P.grip.MP443"},
{ "576a7c512459771e796e0e17", "B-8"},
{ "576fd4ec2459777f0b518431", "PSO 1M2-1"},
{ "577d128124597739d65d0e56", "FFWB"},
{ "577d141e24597739c5255e01", "FF3"},
{ "57838c962459774a1651ec63", "VSS suppressor"},
{ "57838e1b2459774a256959b1", "VSS Rear"},
{ "57838f0b2459774a256959b2", "6L24"},
{ "57838f9f2459774a150289a0", "6L25"},
{ "578395402459774a256959b5", "Ksk VSS"},
{ "578395e82459774a0e553c7b", "VSS Stock"},
{ "57a3459f245977764a01f703", "B-3"},
{ "57a9b9ce2459770ee926038d", "SOK12 RS"},
{ "57ac965c24597706be5f975c", "DR1/4x"},
{ "57aca93d2459771f2c7e26db", "DR1/4xFDE"},
{ "57acb6222459771ec34b5cb0", "043-02"},
{ "57ade1442459771557167e15", "Baskak"},
{ "57adff4f24597737f373b6e6", "BRAVO4"},
{ "57ae0171245977343c27bfcf", "PK-06"},
{ "57af48872459771f0b2ebf11", "OMRG FDE"},
{ "57c44dd02459772d2e0ae249", "VAL suppressor"},
{ "57c44e7b2459772d28133248", "AS VAL rear sight"},
{ "57c44f4f2459772d2c627113", "VAL Dust cover"},
{ "57c44fa82459772d2d75e415", "VAL pol."},
{ "57c450252459772d28133253", "VAL Stock"},
{ "57c55efc2459772d2c6271e7", "OMRG Black"},
{ "57c55f092459772d291a8463", "OMRG GE"},
{ "57c55f112459772d28133310", "OMRG GG"},
{ "57c55f172459772d27602381", "OMRG OD"},
{ "57c5ac0824597754771e88a9", "3-24x42"},
{ "57c69dd424597774c03b7bbc", "30mm Mount"},
{ "57c9a89124597704ee6faec1", "226FDE"},
{ "57cff947245977638e6f2a19", "MOE AKM"},
{ "57cffb66245977632f391a99", "AFG M-LOK"},
{ "57cffcd624597763133760c5", "AFG M-LOK"},
{ "57cffcdd24597763f5110006", "AFG M-LOK"},
{ "57cffce524597763b31685d8", "AFG M-LOK"},
{ "57cffd8224597763b03fc609", "MOE AKM"},
{ "57cffddc24597763133760c6", "MOE AKM"},
{ "57cffe0024597763b03fc60b", "MOE AKM"},
{ "57cffe20245977632f391a9d", "MOE AKM"},
{ "57d14e1724597714010c3f4b", "PP91 Std"},
{ "57d1519e24597714373db79d", "PP91 Std"},
{ "57d152ec245977144076ccdf", "PP91 Pol"},
{ "57d17c5e2459775a5c57d17d", "WF501B"},
{ "57d17e212459775a1179a0f5", "25 mm ring"},
{ "57da93632459771cb65bf83f", "NT-4 blk."},
{ "57dbb57e2459774673234890", "NT-4 FDE"},
{ "57dc324a24597759501edc20", "6P26 0-20"},
{ "57dc32dc245977596d4ef3d3", "6P26 Sb.6"},
{ "57dc334d245977597164366f", "6P26 Sb.7"},
{ "57dc347d245977596754e7a1", "6P26 Sb.5"},
{ "57e3dba62459770f0c32322b", "6P4 Sb.9"},
{ "57ee59b42459771c7b045da5", "Kedr RIS"},
{ "57f3a5ae2459772b0e0bf19e", "PSO eyecup"},
{ "57f3c7e024597738ea4ba286", "PP-91-01 muzzlethread"},
{ "57f3c8cc2459773ec4480328", "PP-91-01 suppressor"},
{ "57fd23e32459772d0805bcf1", "LS321"},
{ "57ffa9f4245977728561e844", "B-11"},
{ "57ffaea724597779f52b3a4d", "B-12"},
{ "57ffb0062459777a045af529", "B-18"},
{ "57ffb0e42459777d047111c5", "PBS-4"},
{ "5827272a24597748c74bdeea", "MTU002 L"},
{ "58272b392459774b4c7b3ccd", "MTU002 S"},
{ "58272b842459774abc128d50", "CSS-SRM-L"},
{ "58272d7f2459774f6311ddfd", "GK-02"},
{ "5839a7742459773cf9693481", "AKS-74UB D.c."},
{ "58491f3324597764bc48fa02", "XPS3-0"},
{ "584924ec24597768f12ae244", "XPS3-2"},
{ "584984812459776a704a82a6", "P1X42"},
{ "587de4282459771bca0ec90b", "P226 tr. 9x19"},
{ "587de5ba2459771c0f1e8a58", "P226 protection cap"},
{ "587df3a12459772c28142567", "SKS int."},
{ "587df583245977373c4f1129", "SKS-A5"},
{ "587e0531245977466077a0f7", "OP-SKS W.s."},
{ "587e08ee245977446b4410cf", "OPSKS DT"},
{ "588200af24597742fa221dfb", "610mm М -153 12ga"},
{ "588200c224597743990da9ed", "660mm М -153 12ga"},
{ "588200cf2459774414733d55", "710mm М -153 12ga"},
{ "5882163224597757561aa920", "МP153x7"},
{ "5882163824597757561aa922", "МP153x6"},
{ "5882163e24597758206fee8c", "МP153x5"},
{ "588226d124597767ad33f787", "AFG blk."},
{ "588226dd24597767ad33f789", "AFG FDE"},
{ "588226e62459776e3e094af7", "AFG FG"},
{ "588226ef24597767af46e39c", "AFG OD"},
{ "5888945a2459774bf43ba385", "DVL-10 500mm .308"},
{ "5888956924597752983e182d", "DVL-10 M2 660mm .308"},
{ "5888961624597754281f93f3", "Harris HBR"},
{ "5888976c24597754281f93f5", "DVL-10 М2"},
{ "5888988e24597752fe43a6fa", "DVL-10"},
{ "5888996c24597754281f9419", "DVL-10 М2 MBr"},
{ "58889c7324597754281f9439", "DVL-10 MD"},
{ "58889d0c2459775bc215d981", "LOBAEV Arms Stock"},
{ "588b56d02459771481110ae2", "RIS II 9.5 BLK"},
{ "58949dea86f77409483e16a8", "MPX A2"},
{ "58949edd86f77409483e16a9", "MPX Charge"},
{ "58949fac86f77409483e16aa", "MPX Charge"},
{ "5894a05586f774094708ef75", "9x19 MPX"},
{ "5894a13e86f7742405482982", "MCX/MPX early"},
{ "5894a2c386f77427140b8342", "203mm MPX 9x19"},
{ "5894a42086f77426d2590762", "MPX Gen. 1"},
{ "5894a51286f77426d13baf02", "MPX p. grip"},
{ "5894a5b586f77426d2590767", "MPX 1 gen."},
{ "5894a73486f77426d259076c", "SIG Front Flip Up"},
{ "5894a81786f77427140b8347", "SIG Rearsight Flip Up"},
{ "58a56f8d86f774651579314c", "2In. Gen1"},
{ "58a5c12e86f7745d585a2b9e", "4In. Gen1"},
{ "58ac1bf086f77420ed183f9f", "SIG F.K."},
{ "58aeaaa886f7744fc1560f81", "165mm MPXSD 9x19"},
{ "58aeac1b86f77457c419f475", "MPX-SD"},
{ "58c157be86f77403c74b2bb6", "BGV-MK46K FDE"},
{ "58c157c886f774032749fb06", "BGV-MK46K FG"},
{ "58d2664f86f7747fec5834f6", "DPCSM"},
{ "58d268fc86f774111273f8c2", "DP"},
{ "58d2912286f7744e27117493", "RBP"},
{ "58d2946386f774496974c37e", "MOE Stock FDE"},
{ "58d2946c86f7744e271174b5", "MOE Stock FG"},
{ "58d2947686f774485c6a1ee5", "MOE Stock OD"},
{ "58d2947e86f77447aa070d53", "MOE Stock SG"},
{ "58d399e486f77442e0016fe7", "T-1"},
{ "58d39b0386f77443380bf13c", "AMSH"},
{ "58d39d3d86f77445bb794ae7", "AMM"},
{ "591aef7986f774139d495f03", "M7A1PDW"},
{ "591af10186f774139d495f0e", "M7A1PDW"},
{ "591af28e86f77414a27a9e1d", "UVG Tactical"},
{ "591c4e1186f77410354b316e", "Cobra shade"},
{ "591c4efa86f7741030027726", "EKP-8-18"},
{ "591ee00d86f774592f7b841e", "Cobra"},
{ "5926c0df86f77462f647f764", "MP5 Upper"},
{ "5926c32286f774616e42de99", "MP5 Cocking"},
{ "5926c36d86f77467a92a8629", "MP5WT"},
{ "5926c3b286f774640d189b6b", "9x19 MP5"},
{ "5926d2be86f774134d668e4e", "MP5 Drum Rearsight"},
{ "5926d33d86f77410de68ebc0", "MP5SD suppressor"},
{ "5926d3c686f77410de68ebc8", "HK A2"},
{ "5926d40686f7740f152b6b7e", "HK A3"},
{ "5926dad986f7741f82604363", "MFIHKMOUNT"},
{ "5926e16e86f7742f5a0f7ecb", "3 Lug"},
{ "5926f2e086f7745aae644231", "MP5SD"},
{ "5926f34786f77469195bfe92", "MP5SD HG"},
{ "593d1fa786f7746da62d61ac", "SKS SOCOM"},
{ "593d489686f7745c6255d58a", "Hexagon AKM"},
{ "593d490386f7745ee97a1555", "Hexagon SKS"},
{ "593d493f86f7745e6b2ceb22", "Hexagon AK-74"},
{ "5943ee5a86f77413872d25ec", "PWS CQB"},
{ "5943eeeb86f77412d6384f6b", "PWS CQB 74"},
{ "5947c73886f7747701588af5", "BUS"},
{ "5947db3f86f77447880cf76f", "EKP-8-02"},
{ "5947e98b86f774778f1448bc", "UBR GEN2"},
{ "5947eab886f77475961d96c5", "UBR GEN2"},
{ "5947f92f86f77427344a76b1", "SAW"},
{ "5947fa2486f77425b47c1a9b", "SAW"},
{ "595cf16b86f77427440c32e2", "LVOA-S blk."},
{ "595cfa8b86f77427437e845b", "LVOA-C blk."},
{ "5998517986f7746017232f7e", "p. grip PP-19-01"},
{ "599851db86f77467372f0a18", "Stock PP-19-01"},
{ "5998529a86f774647f44f421", "9x19 Sb.7"},
{ "5998597786f77414ea6da093", "PP-19-01 Br"},
{ "5998598e86f7740b3f498a86", "Saiga-9 Br"},
{ "59985a6c86f77414ec448d17", "rec.cov. Vityaz-SN"},
{ "59985a8086f77414ec448d1a", "rec.cov. Vityaz"},
{ "599860ac86f77436b225ed1a", "9x19 PP-19-01"},
{ "599860e986f7743bb57573a6", "Rear sight PP-19-01"},
{ "59bfc5c886f7743bf6794e62", "Vityaz sil."},
{ "59bfe68886f7746004266202", "MUR-1S Upper"},
{ "59bffbb386f77435b379b9c2", "Hybrid 46"},
{ "59bffc1f86f77435b128b872", "DT Mount"},
{ "59c0ec5b86f77435b128bfca", "Hexagon 12K"},
{ "59c1383d86f774290a37e0ca", "PMAG D-60"},
{ "59c63b4486f7747afb151c1c", "SD TRR"},
{ "59c6633186f7740cf0493bb9", "AK 74 G.Tube"},
{ "59ccd11386f77428f24a488f", "PP-19-01 g.tube"},
{ "59ccfdba86f7747f2109a587", "M1-B"},
{ "59d36a0086f7747e673f3946", "AKS74U G.tube"},
{ "59d625f086f774661516605d", "AK55"},
{ "59d6272486f77466146386ff", "Pmag30 AK/AKM GEN M3"},
{ "59d64ec286f774171d1e0a42", "6P1 Sb.1-2"},
{ "59d64f2f86f77417193ef8b3", "6P1 Sb.6-1"},
{ "59d64fc686f774171b243fe2", "6P1 0-14"},
{ "59d6507c86f7741b846413a2", "6P1 0-1"},
{ "59d650cf86f7741b846413a4", "6P1 Sb.2-1"},
{ "59d6514b86f774171a068a08", "6P1 Sb.5"},
{ "59d790f486f77403cb06aec6", "Predator Pro v3 XHP35"},
{ "59db3a1d86f77429e05b4e92", "GRAL-S"},
{ "59db3acc86f7742a2c4ab912", "Stark AR RG"},
{ "59db3b0886f77429d72fb895", "Stark AR RG"},
{ "59db7e1086f77448be30ddf3", "TA11D"},
{ "59db7eed86f77461f8380365", "TA51"},
{ "59e0bdb186f774156f04ce82", "2In. CASV"},
{ "59e0be5d86f7742d48765bd2", "4 in. CASV"},
{ "59e0bed186f774156f04ce84", "6In. CASV"},
{ "59e5d83b86f7745aed03d262", "AK custom"},
{ "59e5f5a486f7746c530b3ce2", "6P2 Sb-11"},
{ "59e61eb386f77440d64f5daf", "VPO-136"},
{ "59e6227d86f77440d64f5dc2", "VPO-136"},
{ "59e6284f86f77440d569536f", "VPO-136"},
{ "59e62cc886f77440d40b52a1", "AKM bak."},
{ "59e6318286f77444dd62c4cc", "Molot bak."},
{ "59e6449086f7746c9f75e822", "АКM type"},
{ "59e649f986f77411d949b246", "AKM Type"},
{ "59e8977386f77415a553c453", "VPO-209"},
{ "59e898ee86f77427614bd225", "VPO-209"},
{ "59e89d0986f77427600d226e", "VPO-209"},
{ "59e8a00d86f7742ad93b569c", "VPO-209"},
{ "59eb7ebe86f7740b373438ce", "6P29M"},
{ "59ecc28286f7746d7a68aa8c", "PT 74S"},
{ "59ecc3dd86f7746dc827481c", "PT-3"},
{ "59f8a37386f7747af3328f06", "Shift"},
{ "59f99a7d86f7745b134aa97b", "9x21 SR1-MP"},
{ "59f9d81586f7744c7506ee62", "UH-1"},
{ "59fafc5086f7740dbe19f6c3", "AK30"},
{ "59fafc9386f774067d462453", "AK30"},
{ "59fb137a86f7740adb646af1", "Monster Claw"},
{ "59fb257e86f7742981561852", "DTK-4M"},
{ "59fb375986f7741b681b81a6", "UFM"},
{ "59fc48e086f77463b1118392", "RVG blk."},
{ "59ff3b6a86f77477562ff5ed", "6P4 Sb.1-19"},
{ "5a0060fc86f7745793204432", "AKMS al."},
{ "5a0071d486f77404e23a12b2", "AKM wood"},
{ "5a01ad4786f77450561fda02", "VDM CS"},
{ "5a01c29586f77474660c694c", "6L10"},
{ "5a0abb6e1526d8000a025282", "TT AKM"},
{ "5a0c59791526d8dba737bba7", "6G15U"},
{ "5a0d63621526d8dba31fe3bf", "PBS-1"},
{ "5a0d716f1526d8000d26b1e2", "AKML"},
{ "5a0eb980fcdbcb001a3b00a6", "AKMB"},
{ "5a0ed824fcdbcb0176308b0d", "AKMP"},
{ "5a0f096dfcdbcb0176308b15", "AKMP"},
{ "5a16b8a9fcdbcb00165aa6ca", "TATM"},
{ "5a16b93dfcdbcbcae6687261", "DDT"},
{ "5a17fb03fcdbcbcae668728f", "APS std."},
{ "5a17fb9dfcdbcbcae6687291", "APB stock"},
{ "5a17fc70fcdbcb0176308b3d", "APS Bakelite"},
{ "5a1eaa87fcdbcb001865f75e", "REAP-IR"},
{ "5a1eacb3fcdbcb09800872be", "REAP-IR eyecup"},
{ "5a1ead28fcdbcb001912fa9f", "DLOC-IRD"},
{ "5a27b281c4a28200741e1e52", "SR1MP 1x"},
{ "5a27b3d0c4a282000d721ec1", "SR1MP s.mount"},
{ "5a27b6bec4a282000e496f78", "SR1MP"},
{ "5a27bad7c4a282000b15184b", "SR1MP 4x"},
{ "5a329052c4a28200741e22d3", "RSASS"},
{ "5a32a064c4a28200741e22de", "Osprey 9"},
{ "5a32aa0cc4a28232996e405f", "RM50"},
{ "5a32aa8bc4a2826c6e06d737", "RMR"},
{ "5a339805c4a2826c6e06d73d", "MIAD Pistol"},
{ "5a33a8ebc4a282000c5a950d", "Alpha 9"},
{ "5a33b2c9c4a282000c5a9511", "RM33"},
{ "5a33b652c4a28232996e407c", "AC32062"},
{ "5a33bab6c4a28200741e22f8", "RM35"},
{ "5a33ca0fc4a282000d72292f", "CA2"},
{ "5a33cae9c4a28232980eb086", "PRS GEN2"},
{ "5a33e75ac4a2826c6e06d759", "HA CQR"},
{ "5a34f7f1c4a2826c6e06d75d", "18' AR-10"},
{ "5a34fae7c4a2826c6e06d760", "22' AR-10"},
{ "5a34fbadc4a28200741e230a", "JPGS6"},
{ "5a34fd2bc4a282329a73b4c5", "Blackout 51T"},
{ "5a34fe59c4a282000b1521a2", "SDN-6"},
{ "5a3501acc4a282000d72293a", "PMAG 20 7.62"},
{ "5a351711c4a282000b1521a4", "X-5 MP5"},
{ "5a37ca54c4a282000d72296a", "JP 30mm"},
{ "5a37cb10c4a282329a73b4e7", "6.5-20x50"},
{ "5a38ed75c4a28232996e40c6", "Sb.3x4"},
{ "5a38ee51c4a282000c5a955c", "20-01 Sb.3x2"},
{ "5a38eecdc4a282329a73b512", "TOZ-106 PG"},
{ "5a38ef1fc4a282000b1521f6", "TOZ-106 Stock"},
{ "5a398ab9c4a282000c5a9842", "SCRA"},
{ "5a398b75c4a282000a51a266", "PRA"},
{ "5a5f1ce64f39f90b401987bc", "2IRS"},
{ "5a69a2ed8dc32e000d46d1f1", "Rotor 43 buffer"},
{ "5a6b585a8dc32e5a9c28b4f1", "AW TP"},
{ "5a6b592c8dc32e00094b97bf", "DD TP"},
{ "5a6b59a08dc32e000b452fb7", "SAI TP"},
{ "5a6b5b8a8dc32e001207faf3", "Glock 9x19 AW"},
{ "5a6b5e468dc32e001207faf5", "Glock 9x19 DD"},
{ "5a6b5ed88dc32e000c52ec86", "Glock 9x19 SAI"},
{ "5a6b5f868dc32e000a311389", "G17 9x19"},
{ "5a6b60158dc32e000a31138b", "G17 9x19 comp"},
{ "5a6f58f68dc32e000a311390", "Glock FS"},
{ "5a6f5d528dc32e00094b97d9", "Glock RS"},
{ "5a6f5e048dc32e00094b97da", "Glock slide"},
{ "5a6f5f078dc32e00094b97dd", "Glock Viper Cut"},
{ "5a702d198dc32e000b452fc3", "Glock AW"},
{ "5a7033908dc32e000a311392", "Glock AW C"},
{ "5a70366c8dc32e001207fb06", "Glock DD"},
{ "5a7037338dc32e000d46d257", "G 3 Port"},
{ "5a705e128dc32e000d46d258", "G AW"},
{ "5a718b548dc32e000d46d262", "9x19 Glock"},
{ "5a718da68dc32e000d46d264", "G PMAG 21"},
{ "5a718f958dc32e00094b97e7", "G 50rnd"},
{ "5a71e0048dc32e000c52ecc8", "G FS ZT"},
{ "5a71e0fb8dc32e00094b97f2", "G RS ZT"},
{ "5a71e1868dc32e00094b97f3", "ZT AP"},
{ "5a71e22f8dc32e00094b97f4", "G ZT Hex"},
{ "5a71e4f48dc32e001207fb26", "G ZT Spart"},
{ "5a787ebcc5856700142fdd98", "508mm M870 FS"},
{ "5a787f25c5856700186c4ab9", "355mm M870"},
{ "5a787f7ac5856700177af660", "508mm M870"},
{ "5a787fadc5856700155a6ca1", "660mm M870"},
{ "5a787fdfc5856700142fdd9a", "325mm M870"},
{ "5a788031c585673f2b5c1c79", "PR870"},
{ "5a788068c5856700137e4c8f", "MOE 870"},
{ "5a788089c5856700142fdd9c", "Speedfeed"},
{ "5a7880d0c5856700142fdd9d", "SPS M870"},
{ "5a78813bc5856700186c4abe", "SGA M870"},
{ "5a788169c5856700142fdd9e", "Raptor"},
{ "5a7882dcc5856700177af662", "M870x4"},
{ "5a78830bc5856700137e4c90", "M870x7"},
{ "5a78832ec5856700155a6ca3", "M870x10"},
{ "5a789261c5856700186c65d3", "MT Clamp"},
{ "5a7893c1c585673f2b5c374d", "mtu028sg"},
{ "5a78948ec5856700177b1124", "XS Short"},
{ "5a7ad0c451dfba0013379712", "4Port"},
{ "5a7ad1fb51dfba0013379715", "LW 9"},
{ "5a7ad2e851dfba0016153692", "Big Stick"},
{ "5a7ad4af51dfba0013379717", "G Base"},
{ "5a7ad55551dfba0015068f42", "G Ti Sh"},
{ "5a7ad74e51dfba0015068f45", "FD917"},
{ "5a7afa25e899ef00135e31b0", "PS9"},
{ "5a7b32a2e899ef00135e345a", "G4"},
{ "5a7b483fe899ef0016170d15", "XC1"},
{ "5a7b4900e899ef197b331a2a", "UM3"},
{ "5a7b4960e899ef197b331a2d", "Pach RG"},
{ "5a7c147ce899ef00150bd8b8", "VP-09"},
{ "5a7c74b3e899ef0014332c29", "NSPU-M"},
{ "5a7d90eb159bd400165484f1", "Glock SE"},
{ "5a7d9104159bd400134c8c21", "Glock TFX"},
{ "5a7d9122159bd4001438dbf4", "Glock SE"},
{ "5a7d912f159bd400165484f3", "TFX"},
{ "5a7dbfc1159bd40016548fde", "CQR"},
{ "5a800961159bd4315e3a1657", "GL21"},
{ "5a9548c9159bd400133e97b3", "TL-99"},
{ "5a957c3fa2750c00137fa5f7", "XRSU47SU"},
{ "5a966ec8a2750c00171b3f36", "B&T 3x"},
{ "5a966f51a2750c00156aacf6", "SAI-02"},
{ "5a9685b1a2750c0032157104", "Glock Moto Cut"},
{ "5a9d56c8a2750c0032157146", "TRAX 1"},
{ "5a9d6d00a2750c5c985b5305", "4 in. SI"},
{ "5a9d6d13a2750c00164f6b03", "6In. SI"},
{ "5a9d6d21a2750c00137fa649", "Bridge"},
{ "5a9d6d34a2750c00141e07da", "TRAX 2"},
{ "5a9e81fba2750c00164f6b11", "SR3M.130"},
{ "5a9ea27ca2750c00137fa672", "Dynacomp"},
{ "5a9eb32da2750c00171b3f9c", "GL Shock"},
{ "5a9fb739a2750c003215717f", "Rotor43 9x19"},
{ "5a9fbacda2750c00141e080f", "Rotor43 7.62x39"},
{ "5a9fbb74a2750c0032157181", "Rotor43 .366TKM"},
{ "5a9fbb84a2750c00137fa685", "Rotor43 5.56x45"},
{ "5a9fc7e6a2750c0032157184", "B-3 combo"},
{ "5aa66a9be5b5b0214e506e89", "NF 34mm"},
{ "5aa66be6e5b5b0214e506e97", "NF 7-35x56"},
{ "5aa66c72e5b5b00016327c93", "NF 34mm RIS"},
{ "5aaa4194e5b5b055d06310a5", "Pmag30 AK74 GEN M3"},
{ "5aaa5dfee5b5b000140293d3", "GEN M3 30"},
{ "5aaa5e60e5b5b000140293d6", "GEN M3 10"},
{ "5aaf8a0be5b5b00015693243", "M1A 20 7.62"},
{ "5aaf8e43e5b5b00015693246", "Socom16"},
{ "5aaf9d53e5b5b00015042a52", "16' M1A 7.62x51"},
{ "5aafa1c2e5b5b00015042a56", "Socom 16 MB"},
{ "5aafa49ae5b5b00015042a58", " .125 blade"},
{ "5ab24ef9e5b5b00fe93c9209", "Socom 16 Upper"},
{ "5ab372a310e891001717f0d8", "S.A.S.S."},
{ "5ab3afb2d8ce87001660304d", "Socom 16 Th"},
{ "5ab626e4d8ce87272e4c6e43", "6P21 Sb.5"},
{ "5aba62f8d8ce87001943946b", "APS FS"},
{ "5aba637ad8ce87001773e17f", "APS RS"},
{ "5aba639ed8ce8700182ece67", "APB RS"},
{ "5abcbb20d8ce87001773e258", "M14 135"},
{ "5abcc328d8ce8700194394f3", "APB 9x18PM"},
{ "5abcd472d8ce8700166032ae", "6P4N Sb.1-19"},
{ "5ac50c185acfc400163398d4", "6P34 Sb.15"},
{ "5ac50da15acfc4001718d287", "6P34 0-1"},
{ "5ac66bea5acfc43b321d4aec", "АК-103 Mag"},
{ "5ac66c5d5acfc4001718d314", "6L29"},
{ "5ac72e475acfc400180ae6fe", "6P20 Sb.2"},
{ "5ac72e615acfc43f67248aa0", "AK-101 MB"},
{ "5ac72e725acfc400180ae701", "6P44 0-20"},
{ "5ac72e7d5acfc40016339a02", "AK-103 MB"},
{ "5ac72e895acfc43b321d4bd5", "6P46 0-20"},
{ "5ac72e945acfc43f3b691116", "6P44 0-20"},
{ "5ac733a45acfc400192630e2", "6P44 Sb.1-30"},
{ "5ac7655e5acfc40016339a19", "6P20 0-20"},
{ "5ac78eaf5acfc4001926317a", "PT 74M/100"},
{ "5addba3e5acfc4001669f0ab", ".062 blade"},
{ "5addbac75acfc400194dbc56", "22' M1A 7.62x51"},
{ "5addbb6e5acfc408fb1393fd", "National Match MB"},
{ "5addbb825acfc408fb139400", "JP MB M14"},
{ "5addbb945acfc4001a5fc44e", "Good Iron"},
{ "5addbba15acfc400185c2854", "Vortex DC"},
{ "5addbbb25acfc40015621bd9", "Phantom"},
{ "5addbf175acfc408fb13965b", "Archangel"},
{ "5addbfbb5acfc400194dbcf7", "Ultimak M8"},
{ "5addbfd15acfc40015621bde", "Mini Scout"},
{ "5addbfe15acfc4001a5fc58b", "Arms 18"},
{ "5addbfef5acfc400185c2857", "UTG 4 "},
{ "5addbffe5acfc4001714dfac", "M14 DCSB"},
{ "5addc00b5acfc4001669f144", "CASV 14"},
{ "5addc7005acfc4001669f275", "M14ALCS(MOD. 0)"},
{ "5addc7ac5acfc400194dbd90", "M14ALCS Stock"},
{ "5addc7db5acfc4001669f279", "M14ALCS"},
{ "5addcce35acfc4001a5fc635", "M14 30 7.62"},
{ "5addccf45acfc400185c2989", "X-14"},
{ "5adf23995acfc400185c2aeb", "MC 20-01"},
{ "5ae096d95acfc400185c2c81", "Mosin Stock"},
{ "5ae0973a5acfc4001562206c", "Mos.Std."},
{ "5ae099875acfc4001714e593", "Mosin fs"},
{ "5ae099925acfc4001a5fc7b3", "Mosin rs."},
{ "5ae09bff5acfc4001562219d", "730mm Mosin barrel"},
{ "5ae30bad5acfc400185c2dc4", "CarryHandle"},
{ "5ae30c9a5acfc408fb139a03", " Sopmod"},
{ "5ae30db85acfc408fb139a05", "M4 Std."},
{ "5ae30e795acfc408fb139a0b", "M4 FS"},
{ "5ae35b315acfc4001714e8b0", "LEO M870"},
{ "5afd7ded5acfc40017541f5e", "Tapco intrafuse stock"},
{ "5afd7e095acfc40017541f61", "TAPCO Tube"},
{ "5afd7e445acfc4001637e35a", "SAW SKS"},
{ "5b04473a5acfc40018632f70", "UAS AK"},
{ "5b057b4f5acfc4771e1bd3e9", "SE-5"},
{ "5b07db875acfc40dc528a5f6", "TD120001"},
{ "5b07dd285acfc4001754240d", "LAS/TAC 2"},
{ "5b0800175acfc400153aebd4", "F93 Pro Stock"},
{ "5b099a765acfc47a8607efe3", "11' SA-58 7.62x51"},
{ "5b099a9d5acfc47a8607efe7", "Quad Rail"},
{ "5b099ac65acfc400186331e1", "FAL 20 7.62"},
{ "5b099b7d5acfc400186331e4", "3 prong trident"},
{ "5b099b965acfc400186331e6", "SAW SA-58"},
{ "5b099bb25acfc400186331e8", "Ext. Duty"},
{ "5b099bf25acfc4001637e683", "SA-58 Tube"},
{ "5b0bc22d5acfc47a8607f085", "Holand Type"},
{ "5b0e794b5acfc47a877359b2", "Zhukov-S"},
{ "5b1fa9ea5acfc40018633c0a", "G18C 9x19 comp"},
{ "5b1faa0f5acfc40dc528aeb5", "Glock 18C slide"},
{ "5b1fb3e15acfc4001637f068", "6P2 Bak"},
{ "5b1fd4e35acfc40018633c39", "AK al. 10"},
{ "5b222d335acfc4771e1be099", "AKM Lock"},
{ "5b222d405acfc400153af4fe", "PT-1"},
{ "5b2240bf5acfc40dc528af69", "Raptor Charge"},
{ "5b237e425acfc4771e1be0b6", "TROY Combo"},
{ "5b2388675acfc4771e1be0be", "TAC 30"},
{ "5b2389515acfc4771e1be0c0", "AR- P.E.P.R. "},
{ "5b2cfa535acfc432ff4db7a0", "MK10 RL"},
{ "5b30ac585acfc433000eb79c", "MOE AK"},
{ "5b30b0dc5acfc400153b7124", "HS401G5"},
{ "5b30bc165acfc40016387293", "Mk10 3 In."},
{ "5b30bc285acfc47a8608615d", "Mk10 10 In."},
{ "5b31163c5acfc400153b71cb", "Rom. Base"},
{ "5b3116595acfc40019476364", "Romeo 4"},
{ "5b363dd25acfc4001a598fd2", " Salvo 12"},
{ "5b363dea5acfc4771e1c5e7e", "12g adapter"},
{ "5b363e1b5acfc4771e1c5e80", "Thread adapter"},
{ "5b39f8db5acfc40016387a1b", "EMOD"},
{ "5b39ffbd5acfc47a8773fb06", "Hogue P226"},
{ "5b3a08b25acfc4001754880c", "Bridge P226"},
{ "5b3a16655acfc40016387a2a", "Annihilator"},
{ "5b3a337e5acfc4704b4a19a0", "2U"},
{ "5b3b6dc75acfc47a8773fb1e", "Armasight"},
{ "5b3b6e495acfc4330140bd88", "Vulcan MG 3.5x"},
{ "5b3b99265acfc4704b4a1afb", "NF 30mm"},
{ "5b3b99475acfc432ff4dcbee", "1-6x24"},
{ "5b3baf8f5acfc40dc5296692", "116mm gld. ТТ"},
{ "5b3cadf35acfc400194776a0", "TT grips"},
{ "5b3cbc235acfc4001863ac44", "Vulcan MG eyecup"},
{ "5b3f7bf05acfc433000ecf6b", "Kochetov Mount"},
{ "5b3f7c005acfc4704b4a1de8", "PU 3.5x ring"},
{ "5b3f7c1c5acfc40dc5296b1d", "PU 3.5x"},
{ "5b4736a986f774040571e998", "QARS 3.2in."},
{ "5b4736b986f77405cb415c10", "QARS 4.2in."},
{ "5b7be1125acfc4001876c0e5", "16' SA-58 7.62x51"},
{ "5b7be1265acfc400161d0798", "21' SA-58 7.62x51"},
{ "5b7be1ca5acfc400170e2d2f", "Quad Rail"},
{ "5b7be2345acfc400196d524a", "Keymod Handguard"},
{ "5b7be4575acfc400161d0832", "2 in. Vltor"},
{ "5b7be4645acfc400170e2dcc", "4 in. Vltor"},
{ "5b7be46e5acfc400170e2dcf", "5 in.Vltor"},
{ "5b7be47f5acfc400170e2dd2", "2.5 in. M-LOK"},
{ "5b7be4895acfc400170e2dd5", "4.1 in. M-LOK"},
{ "5b7bebc85acfc43bca706666", "M-LOK Handguard"},
{ "5b7bed205acfc400161d08cc", "Fal Handguard"},
{ "5b7bedd75acfc43d825283f9", "CASV FAL Handguard"},
{ "5b7bee755acfc400196d5383", "CASV FAS Handguard"},
{ "5b7bef1e5acfc43d82528402", "FAL 10 7.62"},
{ "5b7bef5d5acfc43bca7067a3", "FAL 30 7.62"},
{ "5b7bef9c5acfc43d102852ec", "X-FAL 7.62"},
{ "5b7c2d1d5acfc43d1028532a", "MMW Fal 7.62"},
{ "5b7d37845acfc400170e2f87", "L1A1 30 7.62"},
{ "5b7d63b75acfc400170e2f8a", "PRS 2 FAL"},
{ "5b7d63cf5acfc4001876c8df", "SA-58 Folding"},
{ "5b7d63de5acfc400170e2f8d", "SA-58 SPR Stock"},
{ "5b7d64555acfc4001876c8e2", "SA-58 BRS Stock"},
{ "5b7d645e5acfc400170e2f90", "SA-58 Humpback"},
{ "5b7d671b5acfc43d82528ddd", "Fal Belgian style"},
{ "5b7d678a5acfc4001a5c4022", "DS SA-58"},
{ "5b7d679f5acfc4001a5c4024", "AG FAL"},
{ "5b7d68af5acfc400170e30c3", "Austrian Style"},
{ "5b7d693d5acfc43bca706a3d", "2A X3"},
{ "5b7d6c105acfc40015109a5f", "FAL DC"},
{ "5b800e9286f7747a8b04f3ff", "Hex Blk"},
{ "5b800ebc86f774394e230a90", "Hexagon Med"},
{ "5b800ed086f7747baf6e2f9e", "Hex."},
{ "5b80242286f77429445e0b47", "Hex red"},
{ "5b84038986f774774913b0c1", "Hex."},
{ "5b8403a086f7747ff856f4e2", "Hex."},
{ "5b86a0e586f7745b600ccb23", "Bramit"},
{ "5ba264f6d4351e0034777d52", "MP7 20"},
{ "5ba2657ed4351e0035628ff2", "MP7 30"},
{ "5ba26586d4351e44f824b340", "MP7 40"},
{ "5ba26acdd4351e003562908e", "MP7"},
{ "5ba26ae8d4351e00367f9bdb", "Rotex 2"},
{ "5ba26b01d4351e0085325a51", "MP7 Front Flip Up"},
{ "5ba26b17d4351e00367f9bdd", "MP7Rearsight Flip Up"},
{ "5ba36f85d4351e0085325c81", "NSPU-M eyecup"},
{ "5bae13bad4351e00320204af", "Archangel OPFOR PRS"},
{ "5bae13ded4351e44f824bf38", "AA762R 02"},
{ "5bb20d53d4351e4502010a69", "416A5 Upper"},
{ "5bb20d92d4351e00853263eb", "11' 416A5 5.56x45"},
{ "5bb20d9cd4351e00334c9d8a", "14.5' 416A5 5.56x45"},
{ "5bb20da5d4351e0035629dbf", "16.5' 416A5 5.56x45"},
{ "5bb20dadd4351e00367faeff", "20' 416A5 5.56x45"},
{ "5bb20dbcd4351e44f824c04e", "Extended latch"},
{ "5bb20dcad4351e3bac1212da", "416A5"},
{ "5bb20de5d4351e0035629e59", "Quadrail"},
{ "5bb20df1d4351e00347787d5", "Quad. sight"},
{ "5bb20dfcd4351e00334c9e24", "Ext.Quad"},
{ "5bb20e0ed4351e3bac1212dc", "Battle Grip"},
{ "5bb20e18d4351e00320205d5", "Battle Grip"},
{ "5bb20e49d4351e3bac1212de", " 416A5 Rearsight Flip Up"},
{ "5bb20e58d4351e00320205d7", "Enhanced Tube"},
{ "5bb20e70d4351e0035629f8f", "Slim Line"},
{ "5bbdb811d4351e45020113c7", "Tri-Rail"},
{ "5bbdb83fd4351e44f824c44b", "Tanker"},
{ "5bbdb870d4351e00367fb67d", "Monte Carlo"},
{ "5bbdb8bdd4351e4502011460", "Atlas-7"},
{ "5bbde409d4351e003562b036", "Recoil pad"},
{ "5bbde41ed4351e003562b038", "pgmn"},
{ "5bc09a18d4351e003562b68e", "MBUS Rearsight"},
{ "5bc09a30d4351e00367fb7c8", "MBUS Front"},
{ "5bc5a351d4351e003477a414", "TPP"},
{ "5bc5a35cd4351e450201232f", "Witt"},
{ "5bc5a372d4351e44f824d17f", "MNG"},
{ "5bcf0213d4351e0085327c17", "A1 stock"},
{ "5bd704e7209c4d00d7167c31", "A2 stock"},
{ "5bed61680db834001d2c45ab", "АК-12 std."},
{ "5bed625c0db834001c062946", "RPK-16 std."},
{ "5beec1bd0db834001e6006f3", "15' RPK-16 5.45x39"},
{ "5beec2820db834001b095426", "22'RPK-165.45x39"},
{ "5beec3420db834001b095429", "RPK-16 MB"},
{ "5beec3e30db8340019619424", "RPK-16 HG"},
{ "5beec8b20db834001961942a", "RPK-16 Tube"},
{ "5beec8c20db834001d2c465c", "AK-12 reg."},
{ "5beec8ea0db834001a6f9dbf", "AK-12 reg."},
{ "5beec91a0db834001961942d", "RPK-16 Dust Cover"},
{ "5beec9450db83400970084fd", "RPK-16 rear"},
{ "5beecbb80db834001d2c465e", "RPK-16 rail"},
{ "5bf3f59f0db834001a6fa060", "RPK-16 rear"},
{ "5bfd35380db83400232fe5cc", "Infantry mosin Stock"},
{ "5bfd36290db834001966869a", "Sawn off sniper Mosin Stock"},
{ "5bfd36ad0db834001c38ef66", "Sawn off Mosin stock"},
{ "5bfd37c80db834001d23e842", "Mosin sniper carbine stock"},
{ "5bfd384c0db834001a6691d3", "Mosin carbine stock"},
{ "5bfd4c980db834001b73449d", "Mosin rs."},
{ "5bfd4cbe0db834001b73449f", "514mm Mosin barrel"},
{ "5bfd4cc90db834001d23e846", "200mm Mosin barrel"},
{ "5bfd4cd60db834001c38f095", "220mm Mosin barrel"},
{ "5bfe7fb30db8340018089fed", "12003"},
{ "5bfe86a20db834001d23e8f7", "AGR-870"},
{ "5bfe86bd0db83400232fe959", "AGR-870 cap"},
{ "5bfe86df0db834001b734685", "GLR-16-S"},
{ "5bfe89510db834001808a127", "AGR-870 tube"},
{ "5bfea7ad0db834001c38f1ee", "Wyatt 5rnd"},
{ "5bfeaa0f0db834001b734927", "Wyatt 10rnd"},
{ "5bfeb32b0db834001a6694d9", "Overmolded ghillie"},
{ "5bfebc250db834001a6694e1", "26' M700"},
{ "5bfebc320db8340019668d79", "20' M700 7.62x51"},
{ "5bfebc530db834001d23eb65", "Multi-slot"},
{ "5bfebc5e0db834001a6694e5", "Rem. integr."},
{ "5bffcf7a0db83400232fea79", "TT-206"},
{ "5bffd7ed0db834001d23ebf9", "DTK-TT"},
{ "5bffe7c50db834001d23ece1", "axelson"},
{ "5bffec120db834001c38f5fa", "Axelson P226"},
{ "5bffef760db8340019668fe4", "Mascus P226"},
{ "5c0000c00db834001a6697fc", "3 Lug thr."},
{ "5c0006470db834001a6697fe", "Scorpion P226"},
{ "5c00076d0db834001d23ee1f", "Wooden Elite P226"},
{ "5c0009510db834001966907f", "Stainless elite P226"},
{ "5c0102aa0db834001b734ba1", "2 in. RAHG"},
{ "5c0102b20db834001d23eebc", "4 in. RAHG"},
{ "5c010a700db834001d23ef5d", "Scorpion P226"},
{ "5c0111ab0db834001966914d", "Cylinder "},
{ "5c0125fc0db834001a669aa3", "Legion P226"},
{ "5c0505e00db834001b735073", "1P87"},
{ "5c0517910db83400232ffee5", "PS320 1/6x"},
{ "5c05293e0db83400232fff80", "TA01NSN"},
{ "5c05295e0db834001a66acbb", "Trij.Bck-up"},
{ "5c052a900db834001a66acbd", "TA01NSN"},
{ "5c05413a0db834001c390617", "HK Steel"},
{ "5c0548ae0db834001966a3c2", "CWP"},
{ "5c0558060db834001b735271", "GPNVG-18"},
{ "5c064c400db834001d23f468", "QD LT-101"},
{ "5c06595c0db834001a66af6c", "LA-5"},
{ "5c066e3a0db834001b7353f0", "N-15"},
{ "5c0672ed0db834001b7353f3", "SG-919 30"},
{ "5c0673fb0db8340023300271", "SG-919 20"},
{ "5c0684e50db834002a12585a", "Hogue like"},
{ "5c0695860db834001b735461", "10T adapter"},
{ "5c0696830db834001d23f5da", "PNV-10T"},
{ "5c079ec50db834001966a706", "Razor A. TT"},
{ "5c079ed60db834001a66b372", "Precision"},
{ "5c07a8770db8340023300450", "Gen.3"},
{ "5c07b36c0db834002a1259e9", "TD NS Fr."},
{ "5c07b3850db834002330045b", "TD NS Re."},
{ "5c07c5ed0db834001b73571c", "Noveske Style"},
{ "5c07c9660db834001a66b588", "End Cap"},
{ "5c07dd120db834001c39092d", "HHS-1"},
{ "5c0a2cec0db834001b7ce47d", "HHS-1"},
{ "5c0e2f26d174af02a9625114", "2-15 Upper"},
{ "5c0e2f5cd174af02a012cfc9", "2-15 wood"},
{ "5c0e2f94d174af029f650d56", "406mm AR-15 5.56x45"},
{ "5c0e2ff6d174af02a1659d4a", "2-15 wood"},
{ "5c0faeddd174af02a962601f", "ADAR St."},
{ "5c0faf68d174af02a96260b8", "ADAR 2-15 Charge"},
{ "5c0fafb6d174af02a96260ba", "ADAR FH"},
{ "5c11046cd174af02a012e42b", "W-PVS7"},
{ "5c110624d174af029e69734c", "T-7"},
{ "5c17664f2e2216398b5a7e3c", "CMRD"},
{ "5c1780312e221602b66cc189", "KAC Rear"},
{ "5c17804b2e2216152006c02f", "KAC Front"},
{ "5c18b90d2e2216152142466b", "MBUS Front"},
{ "5c18b9192e2216398b5a8104", "MBUS Rearsight"},
{ "5c1bc4812e22164bef5cfde7", "RK-0"},
{ "5c1bc5612e221602b5429350", "RK-1"},
{ "5c1bc5af2e221602b412949b", "RK-2"},
{ "5c1bc5fb2e221602b1779b32", "RK-4"},
{ "5c1bc7432e221602b412949d", "RK-5"},
{ "5c1bc7752e221602b1779b34", "RK-6"},
{ "5c1cd46f2e22164bef5cfedb", "B-25U RK-1"},
{ "5c1cdd302e221602b3137250", "Compact mount"},
{ "5c1cdd512e22161b267d91ae", "Prism 2.5x"},
{ "5c471b5d2e221602b21d4e14", "SVDS Stock"},
{ "5c471b7e2e2216152006e46c", "SVDS rs."},
{ "5c471ba12e221602b3137d76", "SVDS fs"},
{ "5c471bd12e221602b4129c3a", "SVDS DC"},
{ "5c471be12e221602b66cd9ac", "SVDS PG"},
{ "5c471bfc2e221602b21d4e17", "SVDS MB"},
{ "5c471c2d2e22164bef5d077f", "SVDS LB"},
{ "5c471c442e221602b542a6f8", "SVD 7.62x54"},
{ "5c471c6c2e221602b66cd9ae", "SVDS FG"},
{ "5c471c842e221615214259b5", "SVDS G.Tube"},
{ "5c471cb32e221602b177afaa", "22' SVDS"},
{ "5c48a14f2e2216152006edd7", "MDR Handguard"},
{ "5c48a2852e221602b21d5923", "406mm MDR 5.56x45"},
{ "5c48a2a42e221602b66d1e07", "MDR reg."},
{ "5c48a2c22e221602b313fb6c", "MDR reg."},
{ "5c4ee3d62e2216152006f302", "Mk.2.0"},
{ "5c4eec9b2e2216398b5aaba2", "Thread adapter"},
{ "5c4eecc32e221602b412b440", "SV-98 sil."},
{ "5c4eecde2e221602b3140418", "SV-98 HS"},
{ "5c5039be2e221602b177c9ff", "VPO-101 G.Tube"},
{ "5c503ac82e221602b21d6e9a", "VPO-101"},
{ "5c503ad32e2216398b5aada2", "VPO-101"},
{ "5c503af12e221602b177ca02", "VPO-101 stock"},
{ "5c503b1c2e221602b21d6e9d", "Vepr Rear"},
{ "5c503d0a2e221602b542b7ef", "VPO-101"},
{ "5c5952732e2216398b5abda2", "Perst-3"},
{ "5c59529a2e221602b177d160", "OEM 14 inch"},
{ "5c5970672e221602b21d7855", "AALVX 35"},
{ "5c5db5852e2216003a0fe71a", "4.5' MPX 9x19"},
{ "5c5db5962e2216000e5e46eb", "6.5' MPX 9x19"},
{ "5c5db5b82e2216003a0fe71d", "10.5' MPX 9x19"},
{ "5c5db5c62e22160012542255", "14' MPX 9x19"},
{ "5c5db5f22e2216000e5e47e8", "Midwest 4.5 inch"},
{ "5c5db5fc2e2216000f1b2842", "Midwest 6.5 inch"},
{ "5c5db6302e2216000e5e47f0", "Midwest 10.5 inch"},
{ "5c5db63a2e2216000f1b284a", "Midwest 14 inch"},
{ "5c5db6552e2216001026119d", "9x19 MPX"},
{ "5c5db6652e221600113fba51", "9x19 MPX"},
{ "5c5db6742e2216000f1b2852", "MPX Drum"},
{ "5c5db6b32e221600102611a0", "SCH Charge"},
{ "5c5db6ee2e221600113fba54", "MD CQB"},
{ "5c5db6f82e2216003a0fe914", "ULSS"},
{ "5c6161fb2e221600113fbde5", "Sb.3x5"},
{ "5c6162682e22160010261a2b", "TOZ-106 DT"},
{ "5c61627a2e22160012542c55", "106 mount"},
{ "5c6165902e22160010261b28", "SRD 9"},
{ "5c6175362e221600133e3b94", "AK-A-16"},
{ "5c617a5f2e2216000f1e81b3", "B-10"},
{ "5c61a40d2e2216001403158d", "B-13"},
{ "5c6592372e221600133e47d7", "MAG5-100"},
{ "5c6beec32e221601da3578f2", "TJ"},
{ "5c6bf4aa2e2216001219b0ae", "US Palm AK"},
{ "5c6c2c9c2e2216000f2002e4", "Troy M-LOK"},
{ "5c6d10e82e221601da357b07", "HK Keymod"},
{ "5c6d10fa2e221600106f3f23", "Midwest M-LOK"},
{ "5c6d11072e2216000e69d2e4", "Midwest M-LOK"},
{ "5c6d11152e2216000f2003e7", "CRUX Handguard"},
{ "5c6d42cb2e2216000e69d7d1", "Polymer mag"},
{ "5c6d450c2e221600114c997d", "PM Gen.2"},
{ "5c6d46132e221601da357d56", "Battlemag"},
{ "5c6d5d8b2e221644fc630b39", "Stngr Vypr"},
{ "5c6d710d2e22165df16b81e7", "WarComp"},
{ "5c6d7b3d2e221600114c9b7d", "Grip V.2"},
{ "5c6d85e02e22165df16b81f4", "10.6' 416A5 5.56x45"},
{ "5c78f2492e221600114c9f04", "SAI QD Rail"},
{ "5c78f2612e221600114c9f0d", "SAI QD Rail"},
{ "5c78f26f2e221601da3581d1", "MOE SL"},
{ "5c78f2792e221600106f4683", "MOE SL"},
{ "5c78f2882e22165df16b832e", "Jail Break"},
{ "5c791e872e2216001219c40a", "Cobra"},
{ "5c793fb92e221644f31bfb64", "Advanced Tube"},
{ "5c793fc42e221600114ca25d", "Advanced Tube"},
{ "5c793fde2e221601da358614", "Viper Mod.1"},
{ "5c7951452e221644f31bfd5c", "Antidote"},
{ "5c7954d52e221600106f4cc7", "ONE Mount"},
{ "5c7955c22e221644f31bfd5e", "Gemtech ONE"},
{ "5c7d55de2e221644f31bff68", "COMP M4"},
{ "5c7d55f52e221644f31bff6a", "LRP"},
{ "5c7d560b2e22160bc12c6139", "AMSS"},
{ "5c7e5f112e221600106f4ede", "Blackout 51T"},
{ "5c7e8fab2e22165df16b889b", "AAC Illusion 9"},
{ "5c7fb51d2e2216001219ce11", "SF3P"},
{ "5c7fc87d2e221644f31c0298", "MOD3"},
{ "5c82342f2e221644f31c060e", "PSO 1"},
{ "5c82343a2e221644f31c0611", "PSO 1M2"},
{ "5c86592b2e2216000e69e77c", "KH/F 34mm"},
{ "5c878e9d2e2216000f201903", "DGN762B"},
{ "5c878ebb2e2216001219d48a", "DGNAK47B"},
{ "5c87a07c2e2216001219d4a2", "HK E1"},
{ "5c87ca002e221600114cb150", "VPG"},
{ "5c88f24b2e22160bc12c69a6", "SVD 7.62x54"},
{ "5c90c3622e221601da359851", "B-13V"},
{ "5c920e902e221644f31c3c99", "9x19 P226"},
{ "5c99f3592e221644fc633070", "TOZ-106 Mosin"},
{ "5c9a07572e221644f31c4b32", "Zhukov-U"},
{ "5c9a1c3a2e2216000e69fb6a", "Zhukov-U"},
{ "5c9a1c422e221600106f69f0", "Zhukov-U"},
{ "5c9a25172e2216000f20314e", "RIS II 12.25 FDE"},
{ "5c9a26332e2216001219ea70", "RIS II FSP 9.5 FDE"},
{ "5cadc1c6ae9215000f2775a4", "M9A3 tr. 9x19"},
{ "5cadc2e0ae9215051e1c21e7", "9x19 M9A3"},
{ "5cadc390ae921500126a77f1", "M9A3 protection cap"},
{ "5cadc431ae921500113bb8d5", "PGripM9A3"},
{ "5cadc55cae921500103bb3be", "M9A3 Slide"},
{ "5cadd919ae921500126a77f3", "M9A3 FR"},
{ "5cadd940ae9215051e1c2316", "M9A3 RS"},
{ "5cadd954ae921500103bb3c2", "SM M9"},
{ "5caf1041ae92157c28402e3f", "ASh-12 10rd."},
{ "5caf1109ae9215753c44119f", "ASh-12"},
{ "5caf1691ae92152ac412efb9", "ASh-12 Carry"},
{ "5caf16a2ae92152ac412efbc", "ASh-12 Front"},
{ "5caf17c9ae92150b30006be1", "ASh MB"},
{ "5caf187cae92157c28402e43", "ASh supp"},
{ "5cbda392ae92155f3c17c39f", "AK polym"},
{ "5cbda9f4ae9215000e5b9bfc", "6P20 Sb.9 Plum"},
{ "5cbdaf89ae9215000e5b9c94", "6L23 Plum"},
{ "5cbdb1b0ae9215000d50e105", "6P20 Sb.7 Plum"},
{ "5cbdc23eae9215001136a407", "Molot Drum"},
{ "5cc6ea78e4a949000e1ea3c1", "FN Chrg."},
{ "5cc6ea85e4a949000e1ea3c3", "Handler"},
{ "5cc70093e4a949033c734312", "FN reg."},
{ "5cc700b9e4a949000f0f0f25", "P90 Stock"},
{ "5cc700cae4a949035e43ba72", "P90 butt"},
{ "5cc700d4e4a949000f0f0f28", "DI Butt"},
{ "5cc700ede4a949033c734315", "EFFEN 90"},
{ "5cc70102e4a949035e43ba74", "P90 Upper"},
{ "5cc7012ae4a949001252b43e", "EFFEN 90"},
{ "5cc70146e4a949000d73bf6b", "FN side."},
{ "5cc7015ae4a949001152b4c6", "FN top"},
{ "5cc701aae4a949000e1ea45c", "10.5' P90 5.7x28"},
{ "5cc701d7e4a94900100ac4e7", "16' P90 5.7x28"},
{ "5cc82796e24e8d000f5859a8", "P90 FH"},
{ "5cc9a96cd7f00c011c04e04a", "SRVV"},
{ "5cc9ad73d7f00c000e2579d4", "SRVV"},
{ "5cc9b815d7f00c000e2579d6", "Claymore"},
{ "5cc9bcaed7f00c011c04e179", "HG15"},
{ "5cc9c20cd7f00c001336c65d", "TBL"},
{ "5cda9bcfd7f00c0c0b53e900", "ASh-12"},
{ "5cdaa99dd7f00c002412d0b2", "ASh-12 polym"},
{ "5cdd7685d7f00c000f260ed2", "SHREWD"},
{ "5cdd7693d7f00c0010373aa5", "M-11"},
{ "5cde739cd7f00c0010373bd3", "MOD X Gen.3"},
{ "5cde77a9d7f00c000f261009", "fold.adapter"},
{ "5cde7afdd7f00c000d36b89d", "MOD X"},
{ "5cde7b43d7f00c000d36b93e", "MOD X"},
{ "5cdeac22d7f00c000f26168f", "PRO 700"},
{ "5cdeac42d7f00c000d36ba73", "PRO700 stock "},
{ "5cdeac5cd7f00c000f261694", "Pro700"},
{ "5cdeaca5d7f00c00b61c4b70", "PRO700"},
{ "5ce69cbad7f00c00b61c5098", "PMAG .308 AC"},
{ "5cebec00d7f00c065c53522a", "Attenuator"},
{ "5cebec10d7f00c065703d185", "PS90 Stock"},
{ "5cebec38d7f00c00110a652a", "Ring"},
{ "5cf12a15d7f00c05464b293f", "AA-70 20"},
{ "5cf13123d7f00c1085616a50", "Archangel M700"},
{ "5cf4e3f3d7f00c06595bc7f0", "Aggressor"},
{ "5cf4fb76d7f00c065703d3ac", "Pillau"},
{ "5cf50850d7f00c056e24104c", "EPG AK"},
{ "5cf508bfd7f00c056e24104e", "EPG AK FDE"},
{ "5cf50fc5d7f00c056c53f83c", "AKTS"},
{ "5cf518cfd7f00c065b422214", "AKTS"},
{ "5cf54404d7f00c108840b2ef", "MG-47"},
{ "5cf638cbd7f00c06595bc936", "USP-1"},
{ "5cf639aad7f00c065703d455", "USP-1 eyecup"},
{ "5cf656f2d7f00c06585fb6eb", "VS Combo"},
{ "5cf67a1bd7f00c06585fb6f3", "WT1052"},
{ "5cf67cadd7f00c065a5abab7", "WT0032-1"},
{ "5cf6935bd7f00c06585fb791", "TACCOM"},
{ "5cf6937cd7f00c056c53fb39", "ST-6012"},
{ "5cf78496d7f00c065703d6ca", "A3 Adapter"},
{ "5cf78720d7f00c06595bc93e", "BMD"},
{ "5cf79389d7f00c10941a0c4d", "Mosin thr."},
{ "5cf79599d7f00c10875d9212", "TR"},
{ "5cf7acfcd7f00c1084477cf2", "PS90 Upper"},
{ "5cf8f3b0d7f00c00217872ef", "Powermag 20"},
{ "5cfe8010d7ad1a59283b14c6", "X-47 7.62"},
{ "5cff9e5ed7ad1a09407397d4", "Wave MB"},
{ "5cff9e84d7ad1a049e54ed55", "Wave QD"},
{ "5d00e0cbd7ad1a6c6566a42d", "Viper"},
{ "5d00ec68d7ad1a04a067e5be", "JPGS5b"},
{ "5d00ede1d7ad1a0940739a76", "N6 10.5 inch"},
{ "5d00ef6dd7ad1a0940739b16", "N6 Split"},
{ "5d00f63bd7ad1a59283b1c1e", "Viper"},
{ "5d010d1cd7ad1a59283b1ce7", "HX-5"},
{ "5d0236dad7ad1a0940739d29", "FD UAS Stock"},
{ "5d023784d7ad1a049d4aa7f2", "AG-58"},
{ "5d024f5cd7ad1a04a067e91a", "Patriot K+W"},
{ "5d025cc1d7ad1a53845279ef", "Ergo PSG-1 style"},
{ "5d02676dd7ad1a049e54f6dc", "Corvette"},
{ "5d02677ad7ad1a04a15c0f95", "Corvette"},
{ "5d026791d7ad1a04a067ea63", "Red Brake"},
{ "5d0a29ead7ad1a0026013f27", "1P59 mount"},
{ "5d0a29fed7ad1a002769ad08", "1P69 mount"},
{ "5d0a3a58d7ad1a669c15ca14", "1P59"},
{ "5d0a3e8cd7ad1a6f6a3d35bd", "1P69"},
{ "5d0b5cd3d7ad1a3fe32ad263", "1P59 eyecup"},
{ "5d10b49bd7ad1a1a560708b0", "AN/PEQ-2"},
{ "5d120a10d7ad1a4e1026ba85", "Gen.4 stock"},
{ "5d120a28d7ad1a1c8962e295", "Recoil pad"},
{ "5d122e7bd7ad1a07102d6d7f", "URX 3.1 10.75'"},
{ "5d123102d7ad1a004e475fe5", "URX 3 8'"},
{ "5d123a3cd7ad1a004e476058", "KAC short"},
{ "5d123b70d7ad1a0ee35e0754", "KAC Long"},
{ "5d123b7dd7ad1a004f01b262", "KAC stoper"},
{ "5d124c01d7ad1a115c7d59fb", "KAC short"},
{ "5d124c0ed7ad1a10d168dd9b", "KAC Long"},
{ "5d124c1ad7ad1a12227c53a7", "KAC stoper"},
{ "5d133067d7ad1a33013f95b4", "3 in. URX"},
{ "5d1340b3d7ad1a0b52682ed7", "GEN M3 30"},
{ "5d1340bdd7ad1a0e8d245aab", "GEN M3 40 FDE"},
{ "5d1340cad7ad1a0b0b249869", "GEN M3 30 FDE"},
{ "5d135e83d7ad1a21b83f42d8", "CTR Stock"},
{ "5d135ecbd7ad1a21c176542e", "CTR Stock"},
{ "5d15ce51d7ad1a1eff619092", "Goliaf"},
{ "5d15cf3bd7ad1a67e71518b2", "MOE"},
{ "5d19cd96d7ad1a4a992c9f52", "Tri-Rail"},
{ "5d1b198cd7ad1a604869ad72", "AKM-L"},
{ "5d1b5e94d7ad1a2b865a96b0", "RS-32"},
{ "5d1c702ad7ad1a632267f429", "GLR-17"},
{ "5d1f819086f7744b355c219b", "Wave MB"},
{ "5d2369418abbc306c62e0c80", "Dbal PL"},
{ "5d25a4a98abbc30b917421a4", "AICS 5rnd"},
{ "5d25a6538abbc306c62e630d", "AICS 10rnd"},
{ "5d25a6a48abbc306c62e6310", "MDT 12rnd"},
{ "5d25a7b88abbc3054f3e60bc", "PMAG .308 AC"},
{ "5d25af8f8abbc3055079fec5", "AA-70 10"},
{ "5d25d0ac8abbc3054f3e61f7", "AICS M700"},
{ "5d2702e88abbc31ed91efc44", "26' M700"},
{ "5d2703038abbc3105103d94c", "20' M700 7.62x51"},
{ "5d270b3c8abbc3105335cfb8", "M700 protection cap"},
{ "5d270ca28abbc31ee25ee821", "M700 protection cap"},
{ "5d2c76ed48f03532f2136169", "Bastion"},
{ "5d2c770c48f0354b4a07c100", "PDC"},
{ "5d2c772c48f0355d95672c25", "Dog leg"},
{ "5d2c829448f0353a5c7d6674", "WASR 10-63"},
{ "5d2da1e948f035477b1ce2ba", "SRS-02"},
{ "5d2dc3e548f035404a1a4798", "Monstr. 2x32"},
{ "5d2f213448f0355009199284", "9x19 MP5"},
{ "5d2f259b48f0355a844acd74", "MP5k"},
{ "5d2f25bc48f03502573e5d85", "MP5k End Cap"},
{ "5d2f261548f03576f500e7b7", "MP5k Upper"},
{ "5d2f2d5748f03572ec0c0139", "MP5k hnd."},
{ "5d3eb44aa4b93650d64e4979", "57 Slide"},
{ "5d3eb4aba4b93650d64e497d", "57 RS"},
{ "5d3eb536a4b9363b1f22f8e2", "57 FS"},
{ "5d3eb59ea4b9361c284bb4b2", "57 tr. 5.7x28"},
{ "5d3eb5b6a4b9361eab311902", "57 5.7x28"},
{ "5d3eb5eca4b9363b1f22f8e4", "5.7x28 57 mag."},
{ "5d3ef698a4b9361182109872", "SFN-57"},
{ "5d4405aaa4b9361e6a4e6bd3", "TX15 LW Upper"},
{ "5d4405f0a4b9361e6a4e6bd9", "Ion Lite"},
{ "5d440625a4b9361eec4ae6c5", "223CB"},
{ "5d44064fa4b9361e4f6eb8b5", "Ultra 5"},
{ "5d44069ca4b9361ebd26fc37", "PRS GEN3"},
{ "5d4406a8a4b9361e4f6eb8b7", "PRS GEN3 gr."},
{ "5d440b93a4b9364276578d4b", "18' AR-15 5.56x45"},
{ "5d440b9fa4b93601354d480c", "20' AR-15 5.56x45"},
{ "5d44334ba4b9362b346d1948", "Raptor Charge"},
{ "5d443f8fa4b93678dd4a01aa", "30CB"},
{ "5d4aaa54a4b9365392071170", "AKM-L AR"},
{ "5d4aaa73a4b9365392071175", "AKM-L AB"},
{ "5d4aab30a4b9365435358c55", "VS Combo wht"},
{ "5d53f4b7a4b936793d58c780", "PAG-17"},
{ "5d7b6bafa4b93652786f4c76", "57 RMR mount"},
{ "5dcbd6b46ec07c0c4347a564", "MDR Handguard"},
{ "5dcbd6dddbd3d91b3e5468de", "MDR reg."},
{ "5dcbe9431e1f4616d354987e", "16' MDR 308"},
{ "5dcbe965e4ed22586443a79d", "MDR reg."},
{ "5de653abf76fdc1ce94a5a2a", "215 366"},
{ "5de65547883dde217541644b", "23' 215 .366TKM"},
{ "5de6556a205ddc616a6bc4f7", "215 Pr."},
{ "5de6558e9f98ac2bc65950fc", "215 mount"},
{ "5de655be4a9f347bc92edb88", "VPO-215 stock"},
{ "5de8e67c4a9f347bc92edbd7", "MP9-N Upper"},
{ "5de8e8dafd6b4e6e2276dc32", "MP9 15"},
{ "5de8ea8ffd6b4e6e2276dc35", "MP9 20"},
{ "5de8eaadbbaf010b10528a6d", "MP9 25"},
{ "5de8eac42a78646d96665d91", "MP9 30"},
{ "5de8f237bbaf010b10528a70", "B&T Mount"},
{ "5de8f2d5b74cd90030650c72", "MP9 Supp."},
{ "5de8fb539f98ac2bc659513a", "MP9 RS"},
{ "5de8fbad2fbe23140d3ee9c4", "MP9 VFG"},
{ "5de8fbf2b74cd90030650c79", "B&T bottom"},
{ "5de8fc0b205ddc616a6bc51b", "B&T side"},
{ "5de910da8b6c4240ba2651b5", "MP9 stock"},
{ "5de922d4b11454561e39239f", "MP9 Chr."},
{ "5df256570dee1b22f862e9c4", "T-5000 660mm .308"},
{ "5df25b6c0b92095fd441e4cf", "T-5000 5rnd"},
{ "5df25d3bfd6b4e6e2276dc9a", "T-5000 hg."},
{ "5df35ddddfc58d14537c2036", "T-5000M Stock"},
{ "5df35e59c41b2312ea3334d5", "T-5000 Hg."},
{ "5df35e7f2a78646d96665dd4", "T-5000M MBr"},
{ "5df35e970b92095fd441e4d2", "T-5000 opt."},
{ "5df35ea9c41b2312ea3334d8", "Orsis long"},
{ "5df35eb2b11454561e3923e2", "Orsis med."},
{ "5df36948bb49d91fb446d5ad", "T-5000 pad"},
{ "5df38a5fb74cd90030650cb6", "T-5000 Pg."},
{ "5df8e053bb49d91fb446d6a6", "SR-25 Chrg."},
{ "5df8e085bb49d91fb446d6a8", "Ambi SR-25"},
{ "5df8e4080b92095fd441e594", "SR-25 Upper"},
{ "5df8f535bb49d91fb446d6b0", "KAC 10 7.62"},
{ "5df8f541c41b2312ea3335e3", "KAC 20 7.62"},
{ "5df916dfbb49d91fb446d6b9", " URX-4 14.5'"},
{ "5df917564a9f347bc92edca3", "16' SR-25 7.62x51"},
{ "5dfa397fb11454561e39246c", "20' SR-25 7.62x51"},
{ "5dfa3cd1b33c0951220c079b", "KAC QDC"},
{ "5dfa3d2b0dee1b22f862eade", "PRS QDC"},
{ "5dfa3d45dfc58d14537c20b0", "KAC Gas.Bl."},
{ "5dfa3d7ac41b2312ea33362a", "KAC Rear"},
{ "5dfa3d950dee1b22f862eae0", "KAC Front"},
{ "5dfcd0e547101c39625f66f9", "SAG MK1"},
{ "5dfce88fe9dc277128008b2e", "SVDS CS"},
{ "5dfe14f30b92095fd441edaf", "ETMI-019"},
{ "5dfe6104585a0c3e995c7b82", "ADO P4"},
{ "5dff772da3651922b360bf91", "Pilad 4x32"},
{ "5dff77c759400025ea5150cf", "UTG 25mm"},
{ "5dff8db859400025ea5150d4", "SVD Low"},
{ "5e0090f7e9dc277128008b93", "MP9 Upper"},
{ "5e01e9e273d8eb11426f5bc3", "SVD-S thr."},
{ "5e01ea19e9dc277128008c0b", "Rotor43 7.62x54"},
{ "5e208b9842457a4a7a33d074", "DTKP "},
{ "5e217ba4c1434648c13568cd", "Kocherga"},
{ "5e2192a498a36665e8337386", "MG-47"},
{ "5e21a3c67e40bd02257a008a", "Pmag30"},
{ "5e21ca18e4d47f0da15e77dd", "CNC War."},
{ "5e56991336989c75ab4f03f6", "SVD Mod."},
{ "5e5699df2161e06ac158df6f", "XRS DRG"},
{ "5e569a0156edd02abe09f27d", "IzhMash mod. rail"},
{ "5e569a132642e66b0b68015c", "DRG L-1"},
{ "5e569a2e56edd02abe09f280", " XD RGL"},
{ "5e81c4ca763d9f754677befa", "M1911"},
{ "5e81c519cb2b95385c177551", "M1911A1 .45"},
{ "5e81c539cb2b95385c177553", "M1911A1 Catch"},
{ "5e81c550763d9f754677befd", "M1911A1 Ham."},
{ "5e81c6a2ac2bb513793cdc7f", "M1911A1 Trig."},
{ "5e81c6bf763d9f754677beff", "M1911A1 P.Grip"},
{ "5e81edc13397a21db957f6a1", "M1911A1 slide"},
{ "5e81ee213397a21db957f6a6", "M1911A1 FS"},
{ "5e81ee4dcb2b95385c177582", "M1911A1 RS"},
{ "5ea02bb600685063ec28bfa1", "10.6' PPSH-41 7.62x25"},
{ "5ea034eb5aad6446a939737b", "35 PPSH"},
{ "5ea034f65aad6446a939737e", "71 PPSH"},
{ "5ea03e5009aa976f2e7a514b", "PPSH-41 dc"},
{ "5ea03e9400685063ec28bfa4", "PPSH-41 stock"},
{ "5ea16acdfadf1d18c87b0784", "SMR Mk.16 9.5"},
{ "5ea16ada09aa976f2e7a51be", "SMR Mk.16 13.5"},
{ "5ea16d4d5aad6446a939753d", "ACH"},
{ "5ea172e498dacb342978818e", "FH556RC"},
{ "5ea17bbc09aa976f2e7a51cd", "RC2"},

money:
Code:

{ "5449016a4bdc2d6f028b456f", "Roubles"},
{ "544901bf4bdc2ddf018b456d", "Roubles"},
{ "5696686a4bdc2da3298b456a", "Dollars"},
{ "569668774bdc2da2298b4568", "Euros"},

provisions:
Code:

{ "5448fee04bdc2dbc018b4567", "Water"},
{ "5448ff904bdc2d6f028b456e", "Crackers"},
{ "544fb62a4bdc2dfb738b4568", "Pineapp.Jc."},
{ "544fb6cc4bdc2d34748b456e", "Slickers"},
{ "5673de654bdc2d180f8b456d", "Saury"},
{ "5734773724597737fd047c14", "Cond. milk"},
{ "57347d3d245977448f7b7f61", "Croutons"},
{ "57347d5f245977448b40fa81", "Humpback"},
{ "57347d692459774491567cf1", "Peas"},
{ "57347d7224597744596b4e72", "Tushonka"},
{ "57347d8724597744596b4e76", "Squash"},
{ "57347d90245977448f7b7f65", "Oatflakes"},
{ "57347d9c245977448b40fa85", "Herring"},
{ "57347da92459774491567cf5", "Tushonka"},
{ "57505f6224597709a92585a9", "Alyonka"},
{ "575062b524597720a31c09a1", "Green Tea"},
{ "57513f07245977207e26a311", "Apl.jc."},
{ "57513f9324597720a7128161", "Pom.juice"},
{ "57513fcc24597720a31c09a6", "Vita juice"},
{ "5751435d24597720a27126d1", "NRG Drink"},
{ "57514643245977207f2c2d09", "TarCola"},
{ "575146b724597720a27126d5", "Milk"},
{ "5751487e245977207e26a315", "Emelya"},
{ "5751496424597720a27126da", "Hot Rod"},
{ "590c5d4b86f774784e1b9c45", "Lunchbox"},
{ "590c5f0d86f77413997acfab", "MRE"},
{ "59e3577886f774176a362503", "Sugar"},
{ "5bc9b156d4351e00367fbce9", "Mayo"},
{ "5bc9c29cd4351e003562b8a3", "Sprats"},
{ "5c0fa877d174af02a012e1cf", "Aquamari"},
{ "5d1b33a686f7742523398398", "Superwater"},
{ "5d1b376e86f774252519444e", "Moonshine"},
{ "5d403f9186f7743cac3f229b", "Whiskey"},
{ "5d40407c86f774318526545a", "Vodka"},

quest:
Code:

{ "590c62a386f77412b0130255", "Sliderkey"},
{ "590dde5786f77405e71908b2", "Сase"},
{ "5910922b86f7747d96753483", "Сase"},
{ "591092ef86f7747bb8703422", "Docs"},
{ "591093bb86f7747caa7bb2ee", "Letter"},
{ "5937fd0086f7742bf33fc198", "Watch"},
{ "5938188786f77474f723e87f", "Docs 0031"},
{ "5938878586f7741b797c562f", "Docs 0052"},
{ "593965cf86f774087a77e1b6", "Docs 0048"},
{ "5939a00786f7742fe8132936", "Zibbo"},
{ "5939e5a786f77461f11c0098", "Docs 0013"},
{ "5939e9b286f77462a709572c", "Letter"},
{ "593a87af86f774122f54a951", "Reagent"},
{ "5a0448bc86f774736f14efa8", "Sanatorium"},
{ "5a29276886f77435ed1b117c", "HDD"},
{ "5a29284f86f77463ef3db363", "Toughbook"},
{ "5a29357286f77409c705e025", "Flash drive"},
{ "5a294d7c86f7740651337cf9", "SAS disk "},
{ "5a294d8486f774068638cd93", "SAS disk"},
{ "5a6860d886f77411cd3a9e47", "Docs 0060"},
{ "5a687e7886f7740c4a5133fb", "Blood sample"},
{ "5ac620eb86f7743a8e6e0da0", "Package"},
{ "5ae9a0dd86f7742e5f454a05", "Manifests"},
{ "5ae9a18586f7746e381e16a3", "Manifests"},
{ "5ae9a1b886f77404c8537c62", "Manifests"},
{ "5ae9a25386f7746dd946e6d9", "Cargo route"},
{ "5ae9a3f586f7740aab00e4e6", "Book p.1"},
{ "5ae9a4fc86f7746e381e1753", "Book p.2"},
{ "5b43237186f7742f3a4ab252", "Сhemcont"},
{ "5b4c72b386f7745b453af9c0", "Controller"},
{ "5b4c72c686f77462ac37e907", "Controller"},
{ "5b4c72fb86f7745cef1cffc5", "Gyroscope"},
{ "5b4c81a086f77417d26be63f", "Сhemcont"},
{ "5b4c81bd86f77418a75ae159", "Сhemcont"},
{ "5c12301c86f77419522ba7e4", "False FD"},
{ "5d357d6b86f7745b606e3508", "photo album"},
{ "5d3ec50586f774183a607442", "Encr. pack"},

spec:
Code:

{ "544fb5454bdc2df8738b456a", "Tool"},
{ "591094e086f7747caa7bb2ef", "Repair Kit"},
{ "5910959486f7747d96753485", "Repair Kit"},
{ "5910968f86f77425cf569c32", "Repair Kit"},
{ "5991b51486f77447b112d44f", "MS2000"},
{ "5ac78a9b86f7741cca0bbd8d", "Jammer"},
{ "5b4391a586f7745321235ab2", "Camera"},

weapons:
Code:

{ "5447a9cd4bdc2dbd208b4567", "M4A1"},
{ "5448bd6b4bdc2dfc2f8b4569", "PM"},
{ "5448be9a4bdc2dfd2f8b456a", "RGD-5"},
{ "54491bb74bdc2d09088b4567", "ER Bayonet"},
{ "54491c4f4bdc2db1078b4568", "MP-133"},
{ "55801eed4bdc2d89578b4588", "SV-98"},
{ "5644bd2b4bdc2d3b4c8b4572", "AK-74N"},
{ "56d59856d2720bd8418b456a", "P226R"},
{ "56dee2bdd2720bc8328b4567", "MP-153"},
{ "56e0598dd2720bb5668b45a6", "PB"},
{ "5710c24ad2720bc3458b45a3", "F-1"},
{ "571a12c42459771f627b58a0", "TT"},
{ "574d967124597745970e7c94", "SKS"},
{ "576165642459773c7a400233", "Saiga 12ga v.10"},
{ "576a581d2459771e7b1bc4f1", "MP-443 'Grach'"},
{ "57838ad32459774a17445cd2", "VSS"},
{ "579204f224597773d619e051", "PM(t)"},
{ "57c44b372459772d2b39b8ce", "AS VAL"},
{ "57cd379a24597778e7682ecf", "KATT"},
{ "57d14d2524597714373db789", "PP-91 Kedr"},
{ "57dc2fa62459775949412633", "AKS-74U"},
{ "57e26ea924597715ca604a09", "A-2607"},
{ "57e26fc7245977162a14b800", "A-2607"},
{ "57f3c6bd24597738e730fa2f", "PP-91-01 Kedr-B"},
{ "57f4c844245977379d5c14d1", "PP-9 Klin"},
{ "583990e32459771419544dd2", "AKS-74UN"},
{ "5839a40f24597726f856b511", "AKS-74UB"},
{ "587e02ff24597743df3deaeb", "OP-SKS"},
{ "588892092459774ac91d4b11", "DVL-10"},
{ "58948c8e86f77409493f7266", "MPX"},
{ "58d3db5386f77426186285a0", "M67"},
{ "5926bb2186f7744b1c6c6e60", "MP5"},
{ "59984ab886f7743e98271174", "PP-19-01"},
{ "59d6088586f774275f37482f", "AKM"},
{ "59e6152586f77473dc057aa1", "Vepr KM/VPO-136"},
{ "59e6687d86f77411d949b251", "AKM/VPO-209"},
{ "59f98b4986f7746f546d2cef", "SR-1MP"},
{ "59f9cabd86f7743a10721f46", "Saiga-9"},
{ "59ff346386f77477562ff5e2", "AKMS"},
{ "5a0c27731526d80618476ac4", "Zarya"},
{ "5a0ec13bfcdbcb00165aa685", "AKMN"},
{ "5a17f98cfcdbcb0980087290", "APS"},
{ "5a2a57cfc4a2826c6e06d44a", "RDG-2B"},
{ "5a367e5dc4a282000e49738f", "RSASS"},
{ "5a38e6bac4a2826c6e06d79b", "TOZ-106"},
{ "5a7828548dc32e5a9c28b516", "M870"},
{ "5a7ae0c351dfba0017554310", "GLOCK17"},
{ "5aafa857e5b5b00018480968", "M1A"},
{ "5ab8e9fcd8ce870019439434", "AKS-74N"},
{ "5abcbc27d8ce8700182eceeb", "AKMSN"},
{ "5abccb7dd8ce87001773e277", "APB"},
{ "5ac4cd105acfc40016339859", "AK-74M"},
{ "5ac66cb05acfc40198510a10", "AK-101"},
{ "5ac66d015acfc400180ae6e4", "AK-102"},
{ "5ac66d2e5acfc43b321d4b53", "AK-103"},
{ "5ac66d725acfc43b321d4b60", "AK-104"},
{ "5ac66d9b5acfc4001633997a", "AK-105"},
{ "5ae08f0a5acfc408fb1398a1", "Mosin"},
{ "5b0bbe4e5acfc40dc528a72d", "SA-58"},
{ "5b1fa9b25acfc40018633c01", "GLOCK18C"},
{ "5b3b713c5acfc4330140bd8d", "TT"},
{ "5ba26383d4351e00334c93d9", "MP7A1"},
{ "5bb2475ed4351e00853264e3", "HK 416A5"},
{ "5bc9c1e2d4351e00367fbcf0", "Axe"},
{ "5bd70322209c4d00d7167b8f", "MP7A2"},
{ "5bead2e00db834001c062938", "MPL-50"},
{ "5beed0f50db834001c062b12", "RPK-16"},
{ "5bf3e03b0db834001d2c4a9c", "АK-74"},
{ "5bf3e0490db83400196199af", "АKS-74"},
{ "5bfd297f0db834001a669119", "Mosin Inf."},
{ "5bfea6e90db834001b7347f3", "M700"},
{ "5bffdc370db834001d23eca8", "6h5"},
{ "5bffdd7e0db834001b734a1a", "M-2"},
{ "5bffe7930db834001b734a39", "SCA"},
{ "5c010e350db83400232feec7", "SP-8"},
{ "5c0126f40db834002a125382", "RR"},
{ "5c012ffc0db834001d23f03f", "Camper"},
{ "5c07c60e0db834002330051f", "ADAR 2-15"},
{ "5c07df7f0db834001b73588a", "Crowbar"},
{ "5c46fbd72e2216398b5a8c9c", "SVDS"},
{ "5c488a752e221602b412af63", "DT MDR 5.56x45"},
{ "5c501a4d2e221602b412b540", "Hunter"},
{ "5cadc190ae921500103bb3b6", "M9A3"},
{ "5cadfbf7ae92152ac412eeef", "ASh-12"},
{ "5cc82d76e24e8d00134b4b83", "P90"},
{ "5d2f0d8048f0356c925bc3b0", "MP5K-N"},
{ "5d3eb3b0a4b93615055e84d2", "FN 5-7"},
{ "5d43021ca4b9362eab4b5e25", "TX-15 DML"},
{ "5d67abc1a4b93614ec50137f", "FN 5-7 FDE"},
{ "5dcbd56fdbd3d91b3e5468d5", "DT MDR .308"},
{ "5de652c31b7e3716273428be", "VPO-215"},
{ "5de7bd7bfd6b4e6e2276dc25", "MP9-N"},
{ "5df24cf80dee1b22f862e9bc", "T-5000 .308"},
{ "5df8ce05b11454561e39243b", "SR-25"},
{ "5e00903ae9dc277128008b87", "MP9 9x19"},
{ "5e32f56fcb6d5863cc5e5ee4", "VOG-17"},
{ "5e340dcdcb6d5863cc5e5efb", "VOG-25"},
{ "5e81c3cbac2bb513793cdc75", "M1911A1"},
{ "5ea03f7400685063ec28bfa8", "PPSH-41"},


How to use the item code 5a2a57cfc4a2826c6e06d44a to judge items in the game

PowerSmurf 14th September 2020 08:03 PM

Quote:

Originally Posted by temperamen (Post 2920355)
Did you find your map ID or string? Can you share it



How to use the item code 5a2a57cfc4a2826c6e06d44a to judge items in the game

Nope, I think there's not a clear identifier, what you can do is make an extract name / map dict and check your extracts to identify which map you are on.

for the hash codes there's a item hash on item.template you can compare those to get the clear names, also a simple dictionary will do

Quote:

Originally Posted by onecool9009 (Post 2917063)
game items for the latest version (format JSON):
Code:

{
  "ammo":{
      "5447ac644bdc2d6c208b4567":"Ball 5.56x45",
      "54527a984bdc2d4e668b4567":"M855",
      "54527ac44bdc2d36668b4567":"M855A1",
      "560d5e524bdc2d25448b4571":"7mm 12c",
      "560d61e84bdc2da74d8b4571":"SNB",
      "560d75f54bdc2da74d8b4573":"SNB 7.62x54 R",
      "5649ed104bdc2d3d1c8b458b":"PS 7.62x39",
      "5656d7c34bdc2d9d198b4587":"PS",
      "5656eb674bdc2d35148b457c":"40mm",
      "56d59d3ad2720bdb418b4577":"Pst gzh",
      "56dfef82d2720bbd668b4567":"BP",
      "56dff026d2720bb8668b4567":"BS",
      "56dff061d2720bb5668b4567":"BT",
      "56dff0bed2720bb0668b4567":"FMJ",
      "56dff216d2720bbd668b4568":"HP",
      "56dff2ced2720bb4668b4567":"PP",
      "56dff338d2720bbd668b4569":"PRS",
      "56dff3afd2720bba668b4567":"PS",
      "56dff421d2720b5f5a8b4567":"SP",
      "56dff4a2d2720bbd668b456a":"T",
      "56dff4ecd2720b5f5a8b4568":"US",
      "5735fdcd2459776445391d61":"AKBS",
      "5735ff5c245977640e39ba7e":"FMJ43",
      "573601b42459776410737435":"LRN",
      "573602322459776445391df1":"LRNPC",
      "5736026a245977644601dc61":"P gl",
      "573603562459776430731618":"Pst gzh",
      "573603c924597764442bd9cb":"PT gzh",
      "573718ba2459775a75491131":"9 BZT gzh",
      "573719762459775a626ccbc1":"9 P gzh",
      "573719df2459775a626ccbc2":"PBM",
      "57371aab2459775a77142f22":"PMM",
      "57371b192459775a9f58a5e0":"PPe gzh",
      "57371e4124597760ff7b25f1":"PPT gzh",
      "57371eb62459776125652ac1":"PRS gs",
      "57371f2b24597761224311f1":"PS gs PPO",
      "57371f8d24597761006c6a81":"PSO gzh",
      "5737201124597760fc4431f1":"Pst gzh",
      "5737207f24597760ff7b25f2":"PSV",
      "573720e02459776143012541":"RG028 gzh",
      "57372140245977611f70ee91":"SP7 gzh",
      "5737218f245977612125ba51":"SP8 gzh",
      "573722e82459776104581c21":"BZHT gzh",
      "573724b42459776125652ac2":"P gzh",
      "5737250c2459776125652acc":"PBM",
      "5737256c2459776125652acd":"PMM",
      "573725b0245977612125bae2":"Ppe gzh",
      "5737260b24597761224311f2":"PPT gzh",
      "5737266524597761006c6a8c":"PRS gzh",
      "573726d824597765d96be361":"PS gs PPO",
      "5737273924597765dd374461":"PSO gzh",
      "573727c624597765cc785b5b":"Pst gzh",
      "5737280e24597765cc785b5c":"PSV",
      "5737287724597765e1625ae2":"RG028 gzh",
      "573728cc24597765cc785b5d":"SP7 gzh",
      "573728f324597765e5728561":"SP8 gzh",
      "5737292724597765e5728562":"BP gs",
      "57372a7f24597766fe0de0c1":"BP gs",
      "57372ac324597767001bc261":"BP gs",
      "57372b832459776701014e41":"BS gs",
      "57372bad245977670b7cd242":"BS gs",
      "57372bd3245977670b7cd243":"BS gs",
      "57372c21245977670937c6c2":"BT gs",
      "57372c56245977685e584582":"BT gs",
      "57372c89245977685d4159b1":"BT gs",
      "57372d1b2459776862260581":"PP gs",
      "57372d4c245977685a3da2a1":"PP gs",
      "57372db0245977685d4159b2":"PP gs",
      "57372deb245977685d4159b3":"PRS gs",
      "57372e1924597768553071c1":"PRS gs",
      "57372e4a24597768553071c2":"PRS gs",
      "57372e73245977685d4159b4":"PS gs",
      "57372e94245977685648d3e1":"PS gs",
      "57372ebf2459776862260582":"PS gs",
      "57372ee1245977685d4159b5":"T gs",
      "57372f2824597769a270a191":"T gs",
      "57372f5c24597769917c0131":"T gs",
      "57372f7d245977699b53e301":"US gs",
      "57372fc52459776998772ca1":"US gs",
      "5737300424597769942d5a01":"US gs",
      "5737330a2459776af32363a1":"FMJ",
      "5737339e2459776af261abeb":"HP",
      "573733c72459776b0b7b51b0":"SP",
      "5739d41224597779c3645501":"Pst Gzh",
      "57a0dfb82459774d3078b56c":"SP-5",
      "57a0e5022459774d1673f889":"SP-6",
      "58820d1224597753c90aeb13":"12x70 Slug",
      "58864a4f2459770fcc257101":"PSO gzh",
      "5887431f2459777e1612938f":"LPS Gzh",
      "58dd3ad986f77403051cba8f":"M80",
      "5943d9c186f7745a13413ac9":"Shrapnel",
      "5996f6cb86f774678763a6ca":"RGD-5 Shrapnel",
      "5996f6d686f77467977ba6cc":"F1 Shrapnel",
      "5996f6fc86f7745e585b4de3":"M67 Shrapnel",
      "59e0d99486f7744a32234762":"BP",
      "59e4cf5286f7741778269d8a":"T45M",
      "59e4d24686f7741776641ac7":"US",
      "59e4d3d286f774176a36250a":"HP",
      "59e6542b86f77411dc52a77a":"FMJ",
      "59e655cb86f77411dc52a77b":"EKO",
      "59e6658b86f77411d949b250":"Geksa",
      "59e68f6f86f7746c9f75e846":"M856",
      "59e6906286f7746c9f75e847":"M856A1",
      "59e690b686f7746c9f75e848":"M995",
      "59e6918f86f7746c9f75e849":"Mk255 Mod0",
      "59e6920f86f77411d82aa167":"55 FMJ",
      "59e6927d86f77411da468256":"55 HP",
      "59e77a2386f7742ee578960a":"7N1",
      "5a269f97c4a282000b151807":"SP10",
      "5a26abfac4a28232980eabff":"SP11",
      "5a26ac06c4a282000c5a90a8":"SP12",
      "5a26ac0ec4a28200741e1e18":"SP13",
      "5a38ebd9c4a282000d722a5b":"7.5 20c",
      "5a3c16fe86f77452b62de32a":"Luger CCI",
      "5a6086ea4f39f99cd479502f":"M61",
      "5a608bf24f39f98ffc77720e":"M62",
      "5ba2678ad4351e44f824b344":"FMJ SX",
      "5ba26812d4351e003201fef1":"Action SX",
      "5ba26835d4351e0035628ff5":"AP SX",
      "5ba26844d4351e00334c9475":"Subsonic SX",
      "5c0d56a986f774449d5de529":"RIP",
      "5c0d591486f7744c505b416f":"12x70 RIP",
      "5c0d5ae286f7741e46554302":"WG",
      "5c0d5e4486f77478390952fe":"7N39",
      "5c0d668f86f7747ccb7f13b2":"SPP",
      "5c0d688c86f77413ae3407b2":"BP",
      "5c11279ad174af029d64592b":"Warmage",
      "5c1127bdd174af44217ab8b9":"DIPP",
      "5c1127d0d174af29be75cf68":"12x70 DIPP",
      "5c1260dc86f7746b106e8748":"7N12",
      "5c12619186f7743f871c8a32":"7N9",
      "5c1262a286f7743f8a69aab2":"7N39",
      "5c3df7d588a4501f290594e5":"GT",
      "5c925fa22e221601da359b7b":"AP 6.3",
      "5cadf6ddae9215051e1c23b2":"PS12",
      "5cadf6e5ae921500113bb973":"PS12A",
      "5cadf6eeae921500134b2799":"PS12B",
      "5cc80f38e4a949001152b560":"SS190",
      "5cc80f53e4a949000e1ea4f8":"L191",
      "5cc80f67e4a949035e43bbba":"SB193",
      "5cc80f79e4a949033c7343b2":"SS198LF",
      "5cc80f8fe4a949033b0224a2":"SS197SR",
      "5cc86832d7f00c000d3a6e6c":"R37.F",
      "5cc86840d7f00c002412c56c":"R37.X",
      "5cde8864d7f00c0010373be1":"B-32",
      "5d2f2ab648f03550091993ca":"BZT-44M",
      "5d6e6772a4b936088465b17c":"5.25 12c",
      "5d6e67fba4b9361bc73bc779":"6.5 12c",
      "5d6e6806a4b936088465b17e":"8.5 12c",
      "5d6e6869a4b9361c140bcfde":"Grizzly",
      "5d6e6891a4b9361bd473feea":"P-3 12c",
      "5d6e689ca4b9361bc8618956":"P-6u 12c",
      "5d6e68a8a4b9360b6c0d54e2":"AP-20",
      "5d6e68b3a4b9361bca7e50b5":"CSP",
      "5d6e68c4a4b9361b93413f79":".50 12c",
      "5d6e68d1a4b93622fe60e845":"SF",
      "5d6e68dea4b9361bcc29e659":"2-Sabot",
      "5d6e68e6a4b9361c140bcfe0":"FTX",
      "5d6e6911a4b9361bd5780d52":"Flech.",
      "5d6e695fa4b936359b35d852":"5.6 20c",
      "5d6e69b9a4b9361bc8618958":"6.2 20k",
      "5d6e69c7a4b9360b6c0d54e4":"7.3 20c",
      "5d6e6a05a4b93618084f58d0":"20/70 Slug",
      "5d6e6a42a4b9364f07165f52":"P-6u 20c",
      "5d6e6a53a4b9361bd473feec":"P-3 20c",
      "5d6e6a5fa4b93614ec501745":"Dev.",
      "5e023cf8186a883be655e54f":"T46M",
      "5e023d34e8a400319a28ed44":"7BT1",
      "5e023d48186a883be655e551":"7N37",
      "5e023e53d4353e3302577c4c":"BPZ FMJ",
      "5e023e6e34d52a55c3304f71":"TPZ SP",
      "5e023e88277cce2b522ff2b1":"Ultra Nosler",
      "5e81f423763d9f754677bf2e":".45 FMJ",
      "5ea2a8e200685063ec28c05a":".45 RIP",
      "5ede4739e0350d05467f73e8":"M406",
      "5ede47405b097655935d7d16":"M441",
      "5ede474b0c226a66f5402622":" M381",
      "5ede475339ee016e8c534742":"M576",
      "5ede475b549eed7c6d5c18fb":"M386",
      "5efb0c1bd79ff02a1f5e68d9":"M993",
      "5efb0cabfb3e451d70735af5":".45 AP",
      "5efb0d4f4bc50b58e81710f3":".45 LM",
      "5efb0da7a29a85116f6ea05f":"7N31",
      "5efb0e16aeb21837e749c7ff":"QuakeMaker",
      "5efb0fc6aeb21837e749c801":".45 HS",
      "5f0596629e22f464da6bbdd9":"366 AP",
      "5f0c892565703e5c461894e9":"M433"
  },
  "barter":{
      "5672cb124bdc2d1a0f8b4568":"AA Bat.",
      "5672cb304bdc2dc2088b456a":"D Bat.",
      "5672cb724bdc2dc2088b456b":"GMcount",
      "56742c284bdc2d98058b456d":"Crickent",
      "56742c2e4bdc2d95058b456d":"Zibbo",
      "56742c324bdc2d150f8b456d":"GPhone",
      "5733279d245977289b77ec24":"Battery",
      "573474f924597738002c6174":"Chainlet",
      "5734758f24597738025ee253":"GoldChain",
      "573475fb24597737fb1379e1":"Cigarettes",
      "573476d324597737da2adc13":"Cigarettes",
      "573476f124597737e04bf328":"Cigarettes",
      "5734770f24597738025ee254":"Cigarettes",
      "5734779624597737e04bf329":"CPU Fan",
      "573477e124597737dd42e191":"CPU",
      "5734781f24597737e04bf32a":"DVD",
      "573478bc24597738002c6175":"Horse",
      "5734795124597738002c6176":"Tape",
      "57347b8b24597737dd42e192":"Matches",
      "57347baf24597738002c6178":"RAM",
      "57347c1124597737fb1379e3":"Duct tape",
      "57347c2e24597744902c94a1":"PSU",
      "57347c5b245977448d35f6e1":"Bolts",
      "57347c77245977448d35f6e2":"Screw nut",
      "57347c93245977448d35f6e3":"Toothpaste",
      "57347ca924597744596b4e71":"Graphics card",
      "57347cd0245977445a2d6ff1":"T-Plug",
      "577e1c9d2459773cd707c525":"Paper",
      "5909e99886f7740c983b9984":"USB-A",
      "590a358486f77429692b2790":"RecBatt",
      "590a373286f774287540368b":"Dfuel",
      "590a386e86f77429692b27ab":"HDD",
      "590a391c86f774385a33c404":"Magnet",
      "590a3b0486f7743954552bdb":"\u0421ircuit board",
      "590a3c0a86f774385a33c450":"Plug",
      "590a3cd386f77436f20848cb":"ES Lamp",
      "590a3d9c86f774385926e510":"UV Lamp",
      "590a3efd86f77437d351a25b":"GasAn",
      "590c2b4386f77425357b6123":"Pliers",
      "590c2c9c86f774245b1f03f2":"MTape",
      "590c2d8786f774245b1f03f3":"Screwdriver",
      "590c2e1186f77425357b6124":"Set",
      "590c311186f77424d1667482":"Wrench",
      "590c31c586f774245e3141b2":"Nails",
      "590c346786f77423e50ed342":"Xeno",
      "590c35a486f774273531c822":"Shus",
      "590c595c86f7747884343ad7":"Filter",
      "590c5a7286f7747884343aea":"Gpowder",
      "590c5bbd86f774785762df04":"WD-40",
      "590c5c9f86f77477c91c36e7":"WD-40",
      "590de71386f774347051a052":"Teapot",
      "590de7e986f7741b096e5f32":"Vase",
      "59e3556c86f7741776641ac2":"Bleach",
      "59e358a886f7741776641ac3":"Wiper",
      "59e3596386f774176c10a2a2":"Paid",
      "59e35abd86f7741778269d82":"Sodium",
      "59e35cbb86f7741778269d83":"Hose",
      "59e35de086f7741778269d84":"Drill",
      "59e35ef086f7741777737012":"Screws",
      "59e3606886f77417674759a5":"NaCl",
      "59e361e886f774176c10a2a5":"H2O2",
      "59e3639286f7741777737013":"Lion",
      "59e3647686f774176a362507":"Clock",
      "59e3658a86f7741776641ac4":"Cat",
      "59e366c186f7741778269d85":"Plex",
      "59e36c6f86f774176c10a2a7":"Cord",
      "59f32bb586f774757e1e8442":"Dogtag",
      "59f32c3b86f77472a31742f0":"Dogtag",
      "59faf7ca86f7740dbe19f6c2":"Roler",
      "59faf98186f774067b6be103":"Alkali",
      "59fafb5d86f774067a6f2084":"Propane",
      "59faff1d86f7746c51718c9c":"0.2BTC",
      "5af0484c86f7740f02001f7f":"Coffee",
      "5af04b6486f774195a3ebb49":"Elite",
      "5af04c0b86f774138708f78e":"Controller",
      "5af04e0a86f7743a532b79e2":"Gyroscope",
      "5af0534a86f7743b6f354284":"Ophthalmoscope",
      "5af0561e86f7745f5f3ad6ac":"Powerbank",
      "5b4335ba86f7744d2837a264":"Bloodset",
      "5b43575a86f77424f443fe62":"Fcond",
      "5bc9b355d4351e6d1509862a":"#FireKlean",
      "5bc9b720d4351e450201234b":"1GPhone",
      "5bc9b9ecd4351e3bac122519":"Beardoil",
      "5bc9bc53d4351e00367fbcee":"Rooster",
      "5bc9bdb8d4351e003562b8a1":"Badge",
      "5bc9be8fd4351e00334cae6e":"Tea",
      "5bc9c049d4351e44f824d360":"Book",
      "5bc9c377d4351e3bac12251b":"Firesteel",
      "5c052e6986f7746b207bc3c9":"Defibrillator",
      "5c052f6886f7746b1e3db148":"SG-C10",
      "5c052fb986f7746b2101e909":"RFIDR",
      "5c05300686f7746dce784e5d":"VPX",
      "5c05308086f7746b2101e90b":"Virtex",
      "5c0530ee86f774697952d952":"LEDX",
      "5c06779c86f77426e00dd782":"Wires",
      "5c06782b86f77426df5407d2":"Cap.",
      "5c12620d86f7743f8b198b72":"Tetriz",
      "5c1265fc86f7743f896a21c2":"GPX",
      "5c1267ee86f77416ec610f72":"Prokill",
      "5c12688486f77426843c7d32":"Paracord",
      "5c13cd2486f774072c757944":"Soap",
      "5c13cef886f774072e618e82":"TP",
      "5d0375ff86f774186372f685":"M.Cable",
      "5d0376a486f7747d8050965c":"MCB",
      "5d03775b86f774203e7e0c4b":"AESA",
      "5d0377ce86f774186372f689":"Iridium",
      "5d03784a86f774203e7e0c4d":"MGT",
      "5d0378d486f77420421a5ff4":"Filter",
      "5d03794386f77420415576f5":"Tank battery",
      "5d0379a886f77420407aa271":"OFZ ",
      "5d1b2f3f86f774252167a52c":"FP-100",
      "5d1b2fa286f77425227d1674":"Motor",
      "5d1b2ffd86f77425243e8d17":"NIXXOR",
      "5d1b304286f774253763a528":"LCD",
      "5d1b309586f77425227d1676":"BrokenLCD",
      "5d1b313086f77425227d1678":"Relay",
      "5d1b317c86f7742523398392":"Hand drill",
      "5d1b31ce86f7742523398394":"R-pliers",
      "5d1b327086f7742525194449":"Gauge",
      "5d1b32c186f774252167a530":"Therm.",
      "5d1b36a186f7742523398433":"Fuel",
      "5d1b371186f774253763a656":"Fuel",
      "5d1b385e86f774252167b98a":"Filter",
      "5d1b392c86f77425243e98fe":"Bulb",
      "5d1b39a386f774252339976f":"Tube",
      "5d1b3a5d86f774252167ba22":"Meds",
      "5d1b3f2d86f774253763b735":"Syringe",
      "5d1c774f86f7746d6620f8db":"Helix",
      "5d1c819a86f774771b0acd6c":"W.parts",
      "5d235a5986f77443f6329bc6":"Skull",
      "5d235b4d86f7742e017bc88a":"GP",
      "5d40412b86f7743cb332ac3a":"Shampoo",
      "5d40419286f774318526545f":"M. Scissors",
      "5d4041f086f7743cac3f22a7":"Ortodontox",
      "5d40425986f7743185265461":"Nippers",
      "5d4042a986f7743185265463":"L&F Scr.",
      "5d63d33b86f7746ea9275524":"F Scr.",
      "5d6fc78386f77449d825f9dc":"Gpowder",
      "5d6fc87386f77449db3db94e":"Gpowder",
      "5df8a6a186f77412640e2e80":"R.Ball",
      "5df8a72c86f77412640e2e83":"S.Ball",
      "5df8a77486f77412672a1e3f":"V.Ball",
      "5e2aedd986f7746d404f3aa4":"GreenBat ",
      "5e2aee0a86f774755a234b62":"Cyclon ",
      "5e2aef7986f7746d3f3c33f5":"Repellent",
      "5e2af00086f7746d3f3c33f7":"Cleaner",
      "5e2af02c86f7746d420957d4":"Chlorine",
      "5e2af22086f7746d3f3c33fa":"Poxeram",
      "5e2af29386f7746d4159f077":"KEK",
      "5e2af2bc86f7746d3f3c33fc":"Matches",
      "5e2af37686f774755a234b65":"SurvL ",
      "5e2af41e86f774755a234b67":"Cordura",
      "5e2af47786f7746d404f3aaa":"Fleece ",
      "5e2af4a786f7746d3f3c3400":"Ripstop",
      "5e2af4d286f7746d4159f07a":"Aramid",
      "5e2af51086f7746d3f3c3402":"Fuze",
      "5e54f62086f774219b0f1937":"Raven",
      "5e54f6af86f7742199090bf3":"Lupo's"
  },
  "gear":{
      "544a11ac4bdc2d470e8b456a":"Alpha Container",
      "544a5caa4bdc2d1a388b4568":"AVS",
      "544a5cde4bdc2d39388b456b":"MBSS",
      "545cdae64bdc2d39198b4568":"Tri-Zip",
      "545cdb794bdc2d3a198b456a":"6B43 6A",
      "557ff21e4bdc2d89578b4586":"TGlass",
      "5645bc214bdc2d363b8b4571":"Kiver-M",
      "5645bcc04bdc2d363b8b4572":"ComTac2",
      "5648a69d4bdc2ded0b8b457b":"BlackRock",
      "5648a7494bdc2d9d488b4583":"PACA",
      "567143bf4bdc2d1a0f8b4567":"\u0421ase",
      "56e294cdd2720b603a8b4575":"Terraplane 85L",
      "56e335e4d2720b6c058b456d":"ScavBP",
      "56e33634d2720bd8058b456b":"Duffle",
      "56e33680d2720be2748b4576":"T-Bag",
      "572b7adb24597762ae139821":"Scav Vest",
      "572b7d8524597762b472f9d1":"Cap",
      "572b7f1624597762ae139822":"Balaclava",
      "572b7fa124597762b472f9d2":"Beanie",
      "572b7fa524597762b747ce82":"Mask",
      "5783c43d2459774bbe137486":"Wallet",
      "5857a8b324597729ab0a0e7d":"Beta Container",
      "5857a8bc2459772bad15db29":"Gamma container",
      "58ac60eb86f77401897560ff":"Balaclava_dev",
      "590c60fc86f77412b13fddcf":"Docs",
      "5929a2a086f7744f4b234d43":"6sh112",
      "592c2d1a86f7746dbe2af32a":"Alpha",
      "59db794186f77448bc595262":"Epsilon",
      "59e7635f86f7742cbf2c1095":"3M",
      "59e763f286f7742ee57895da":"Pilgrim",
      "59e7643b86f7742cbf2c109a":"WTRig",
      "59e7708286f7742cbd762753":"Ushanka",
      "59e770b986f7742cbd762754":"AFGlass",
      "59e770f986f7742cbe3164ef":"Cap",
      "59e7711e86f7746cae05fbe1":"Kolpak",
      "59e7715586f7742ee5789605":"Resp",
      "59e8936686f77467ce798647":"Balaclava_test",
      "59ef13ca86f77445fd0e2483":"Pumpkin",
      "59fafd4b86f7745ca07e1232":"Keytool",
      "59fb016586f7746d0d4b423a":"MCase",
      "59fb023c86f7746d0d4b423c":"WCase",
      "59fb042886f7746c5005a7b2":"ICase",
      "5a154d5cfcdbcb001a3b00da":"Fast MT",
      "5a16b672fcdbcb001912fa83":"FVisor",
      "5a16b7e1fcdbcb00165aa6c9":"FShield",
      "5a16b9fffcdbcb0176308b34":"RAC",
      "5a16ba61fcdbcb098008728a":"Mandible",
      "5a16badafcdbcb001865f72d":"SArmor",
      "5a16bb52fcdbcb001a3b00dc":"SLock",
      "5a43943586f77416ad2f06e2":"Hat",
      "5a43957686f7742a2c2f11b0":"Hat",
      "5a7c4850e899ef00150be885":"6B47",
      "5aa2a7e8e5b5b00016327c16":"USEC",
      "5aa2b87de5b5b00016327c25":"BEAR",
      "5aa2b89be5b5b0001569311f":"Emercom",
      "5aa2b8d7e5b5b00014028f4a":"Police",
      "5aa2b923e5b5b000137b7589":"RGlass",
      "5aa2b986e5b5b00014028f4c":"Dundukk",
      "5aa2b9aee5b5b00015693121":"RayBench",
      "5aa2b9ede5b5b000137b758b":"CHat",
      "5aa2ba19e5b5b00014028f4e":"Fleece",
      "5aa2ba46e5b5b000137b758d":"UXPRO",
      "5aa2ba71e5b5b000137b758f":"Sordin",
      "5aa7cfc0e5b5b00015693143":"6B47",
      "5aa7d03ae5b5b00016327db5":"UNTAR",
      "5aa7d193e5b5b000171d063f":"SFERA",
      "5aa7e276e5b5b000171d0647":"Altyn",
      "5aa7e373e5b5b000137b76f0":"FShield",
      "5aa7e3abe5b5b000171d064d":"FShield",
      "5aa7e454e5b5b0214e506fa2":"ZSh-1-2M",
      "5aa7e4a4e5b5b000137b76f2":"ZSh-1-2M",
      "5aafbcd986f7745e590fff23":"MedCase",
      "5aafbde786f774389d0cbc0f":"AmmoCase",
      "5ab8dab586f77441cd04f2a2":"MK3",
      "5ab8dced86f774646209ec87":"M2",
      "5ab8e4ed86f7742d8e50c7fa":"MF-UN",
      "5ab8e79e86f7742d8b372e78":"GZHEL-K",
      "5ab8ebf186f7742d8b372e80":"Attack 2",
      "5ab8ee7786f7742d8f33f0b9":"ArmyBag",
      "5ab8f04f86f774585f4237d8":"Sling",
      "5ab8f20c86f7745cdb629fb2":"Shmaska",
      "5ab8f39486f7745cd93a1cca":"CF",
      "5ab8f4ff86f77431c60d91ba":"Ghost",
      "5ab8f85d86f7745cd93a1cf5":"Shemagh",
      "5ac4c50d5acfc40019262e87":"Visor",
      "5ac8d6885acfc400180ae7b0":"Fast MT Tan",
      "5b3f16c486f7747c327f55f7":"Armband ",
      "5b3f3ade86f7746b6b790d8e":"Armband ",
      "5b3f3af486f774679e752c1f":"Armband",
      "5b3f3b0186f774021a2afef7":"Armband",
      "5b3f3b0e86f7746752107cda":"Armband ",
      "5b40e1525acfc4771e1c6611":"ULACH",
      "5b40e2bc5acfc40016388216":"ULACH",
      "5b40e3f35acfc40016388218":"ACHHC",
      "5b40e4035acfc47a87740943":"ACHHC",
      "5b40e5e25acfc4001a599bea":"BEAR",
      "5b40e61f5acfc4001a599bec":"USEC",
      "5b4325355acfc40019478126":"Shemagh",
      "5b4326435acfc433000ed01d":"Mask",
      "5b43271c5acfc432ff4dce65":"Bandana",
      "5b4327aa5acfc400175496e0":"Panama",
      "5b4329075acfc400153b78ff":"Pompon",
      "5b4329f05acfc47a86086aa1":"Ronin",
      "5b432b2f5acfc4771e1c6622":"Shattered",
      "5b432b6c5acfc4001a599bf0":"Skull",
      "5b432b965acfc47a8774094e":"GSSh-01",
      "5b432be65acfc433000ed01f":"6B34",
      "5b432c305acfc40019478128":"GP-5",
      "5b432d215acfc4771e1c6624":"LZSh",
      "5b432f3d5acfc4704b4a1dfb":"Momex",
      "5b44c6ae86f7742d1627baea":"Beta2",
      "5b44c8ea86f7742d1627baf1":"Commando ",
      "5b44cad286f77402a54ae7e5":"Tactec ",
      "5b44cd8b86f774503d30cba2":"Gen4 Full",
      "5b44cf1486f77431723e3d05":"Gen4 Assault",
      "5b44d0de86f774503d30cba8":"Gen4 HMK",
      "5b44d22286f774172b0c9de8":"Kirasa",
      "5b46238386f7741a693bcf9c":"Kiver FS",
      "5b6d9ce188a4501afc1b2b25":"T H I C C",
      "5b7c710788a4506dec015957":"Lucky Scav junkbox",
      "5bd06f5d86f77427101ad47c":"Mask",
      "5bd0716d86f774171822ef4b":"Mask",
      "5bd071d786f7747e707b93a3":"Mask",
      "5bd073a586f7747e6f135799":"Mustache",
      "5bd073c986f7747f627e796c":"Kotton",
      "5c066ef40db834001966a595":"NVG mask",
      "5c06c6a80db834001b735491":"SSh-68",
      "5c08f87c0db8340019124324":"SHPM",
      "5c0919b50db834001b7ce3b9":"1Sch FShield",
      "5c091a4e0db834001d5addc8":"Maska 1Sch",
      "5c093ca986f7740a1867ab12":"Kappa",
      "5c093db286f7740a1b2617e3":"Holodilnick",
      "5c093e3486f77430cb02e593":"Dogtags",
      "5c0a840b86f7742ffa4f2482":"T H I C C",
      "5c0d2727d174af02a012cf58":"Djeta",
      "5c0d32fcd174af02a1659c75":"Proximity",
      "5c0e3eb886f7742015526062":"6B5-16",
      "5c0e446786f7742013381639":"6B5-15",
      "5c0e51be86f774598e797894":"6B13",
      "5c0e53c886f7747fa54205c7":"6B13",
      "5c0e541586f7747fa54205c9":"6B13M",
      "5c0e57ba86f7747fa141986d":"6B23-2",
      "5c0e5bab86f77461f55ed1f3":"6B23-1",
      "5c0e5edb86f77461f55ed1f7":"Zhuk-3",
      "5c0e625a86f7742d77340f62":"Zhuk-6a",
      "5c0e655586f774045612eeb2":"Trooper",
      "5c0e66e2d174af02a96252f4":"SLAAP",
      "5c0e6a1586f77404597b4965":"Belt",
      "5c0e722886f7740458316a57":"M1",
      "5c0e746986f7741453628fe5":"TV-110",
      "5c0e774286f77468413cc5b2":"Blackjack 50",
      "5c0e805e86f774683f3dd637":"Paratus",
      "5c0e842486f77443a74d2976":"1Sch FShield",
      "5c0e874186f7745dc7616606":"Maska 1Sch",
      "5c0e9f2c86f77432297fe0a3":"Commando ",
      "5c127c4486f7745625356c13":"Magbox",
      "5c165d832e2216398b5a7e36":"Tactical Sport",
      "5c178a942e22164bef5ceca3":"Chops",
      "5c1793902e221602b21d3de2":"CP Ears",
      "5c17a7ed2e2216152142459c":"Airframe Tan",
      "5c1a1cc52e221602b3136e3d":"M Frame",
      "5c1a1e3f2e221602b66cc4c2":"Beard",
      "5ca20abf86f77418567a43f2":"Triton",
      "5ca20d5986f774331e7c9602":"Berkut",
      "5ca20ee186f774799474abc2":"Vulkan-5",
      "5ca2113f86f7740b2547e1d2":"FShield",
      "5ca2151486f774244a3b8d30":"Redut-M",
      "5ca21c6986f77479963115a7":"Redut-T5",
      "5d235bb686f77443f4331278":"SICC",
      "5d5d646386f7742797261fd9":"6B3TM-01M",
      "5d5d85c586f774279a21cbdb":"D3CRX",
      "5d5d87f786f77427997cfaef":"A18",
      "5d5d8ca986f7742798716522":"MRig",
      "5d5d940f86f7742797262046":"Mechanism",
      "5d5e7d28a4b936645d161203":"TC-2001",
      "5d5e9c74a4b9364855191c40":"TC-2002",
      "5d5fca1ea4b93635fd598c07":"Crossbow",
      "5d6d2e22a4b9361bd5780d05":"Gascan",
      "5d6d2ef3a4b93618084f58bd":"Aviator",
      "5d6d3716a4b9361bc8618872":"LSHZ-2DTM",
      "5d6d3829a4b9361bc8618943":"FShield",
      "5d6d3943a4b9360dbc46d0cc":"Cover",
      "5d6d3be5a4b9361bc73bc763":"Aventail",
      "5d96141523f0ea1b7f2aacab":"'Door Kicker'",
      "5df8a2ca86f7740bfe6df777":"6B2",
      "5df8a42886f77412640e2e75":"MPPV",
      "5df8a4d786f77412672a1e3b":"6SH118",
      "5df8a58286f77412631087ed":"Tank helmet",
      "5e00c1ad86f774747333222c":"EXFIL",
      "5e00cdd986f7747473332240":"FShield",
      "5e00cfa786f77469dc6e5685":"TW Ears",
      "5e01ef6886f77445f643baa4":"EXFIL",
      "5e01f31d86f77465cf261343":"TW Ears",
      "5e01f37686f774773c6f6c15":"FShield",
      "5e2af55f86f7746d4159f07c":"Grenades",
      "5e4abb5086f77406975c9342":"Slick",
      "5e4abc1f86f774069619fbaa":"Bank Robber",
      "5e4abc6786f77406812bd572":"SFMP",
      "5e4abfed86f77406a2713cf7":"Tarzan",
      "5e4ac41886f77406a511c9a8":"AACPC",
      "5e4bfc1586f774264f7582d3":"TC 800",
      "5e4d34ca86f774264f758330":"Razor",
      "5e54f76986f7740366043752":"Shroud",
      "5e54f79686f7744022011103":"Plague mask",
      "5e71f6be86f77429f2683c44":"Rivals",
      "5e71f70186f77429ee09f183":"Rivals",
      "5e71fad086f77422443d4604":"Rivals",
      "5e997f0b86f7741ac73993e2":"Sanitar bag",
      "5e9dacf986f774054d6b89f4":"Defender-2",
      "5e9db13186f7742f845ee9d3":"LBT-1961A",
      "5e9dcf5986f7746c417435b3":"Day Pack",
      "5ea058e01dbce517f324b3e2":"Heavy Trooper",
      "5ea05cf85ad9772e6624305d":"TK Fast MT",
      "5ea17ca01412a1425304d1c0":"Bastion",
      "5ea18c84ecf1982c7712d9a2":"Bastion"
  },
  "info":{
      "590c37d286f77443be3d7827":"SAS",
      "590c392f86f77444754deb29":"SSD",
      "590c621186f774138d11ea29":"Flash drive",
      "590c639286f774151567fa95":"Manual",
      "590c645c86f77412b01304d9":"Diary",
      "590c651286f7741e566b6461":"Diary",
      "5c12613b86f7743bbe2c3f76":"Intelligence"
  },
  "keys":{
      "5448ba0b4bdc2d02308b456c":"Factory",
      "5672c92d4bdc2d180f8b4567":"Room 118 Key",
      "5780cda02459777b272ede61":"306 Key",
      "5780cf692459777de4559321":"315 Key",
      "5780cf722459777a5108b9a1":"308 Key",
      "5780cf7f2459777de4559322":"Mark.Key",
      "5780cf942459777df90dcb72":"Room 214 Key",
      "5780cf9e2459777df90dcb73":"Room 218 Key",
      "5780cfa52459777dfb276eb1":"Room 220 Key",
      "5780d0532459777a5108b9a2":"Customs key",
      "5780d0652459777df90dcb74":"Gas station",
      "5780d07a2459777de4559324":"Cabin key",
      "57a349b2245977762b199ec7":"Key",
      "5913611c86f77479e0084092":"Cabin key",
      "5913651986f774432f15d132":"Sixpack",
      "59136a4486f774447a1ed172":"Gdesk",
      "59136e1e86f774432f15d133":"110 Key",
      "59136f6f86f774447a1ed173":"Key",
      "591382d986f774465a6413a7":"105 Key",
      "591383f186f7744a4c5edcf3":"104 Key",
      "5913877a86f774432f15d444":"Storage",
      "5913915886f774123603c392":"Checkpoint",
      "5914578086f774123569ffa4":"108 Key",
      "59148c8a86f774197930e983":"Room 204 Key",
      "59148f8286f7741b951ea113":"Safe",
      "591ae8f986f77406f854be45":"Yotota",
      "591afe0186f77431bd616a11":"ZB-014",
      "5937ee6486f77408994ba448":"Key",
      "5938144586f77473c2087145":"Key",
      "5938504186f7740991483f30":"Room 203 Key",
      "593858c486f774253a24cb52":"Key",
      "5938603e86f77435642354f4":"206 Key",
      "59387a4986f77401cc236e62":"114 Key",
      "5938994586f774523a425196":"103 Key",
      "593962ca86f774068014d9af":"Unk. key",
      "593aa4be86f77457f56379f8":"303 Key",
      "5a0dc45586f7742f6b0b73e3":"San.104",
      "5a0dc95c86f77452440fc675":"San. 112",
      "5a0ea64786f7741707720468":"San.107",
      "5a0ea69f86f7741cd5406619":"San.108",
      "5a0ea79b86f7741d4a35298e":"Storeroom",
      "5a0eb38b86f774153b320eb0":"SMW",
      "5a0eb6ac86f7743124037a28":"Cottage",
      "5a0ec6d286f7742c0b518fb5":"San.205",
      "5a0ec70e86f7742c0b518fba":"San.207",
      "5a0ee30786f774023b6ee08f":"San.216",
      "5a0ee34586f774023b6ee092":"San.220",
      "5a0ee37f86f774023657a86f":"San.221",
      "5a0ee4b586f7743698200d22":"San.206 ",
      "5a0ee62286f774369454a7ac":"San.209 ",
      "5a0ee72c86f77436955d3435":"San.213",
      "5a0ee76686f7743698200d5c":"San.216",
      "5a0eeb1a86f774688b70aa5c":"San.303",
      "5a0eeb8e86f77461257ed71a":"San.309 ",
      "5a0eebed86f77461230ddb3d":"San.325 ",
      "5a0eec9686f77402ac5c39f2":"San.310 ",
      "5a0eecf686f7740350630097":"San. 313 ",
      "5a0eed4386f77405112912aa":"San.314",
      "5a0eedb386f77403506300be":"San.322 ",
      "5a0eee1486f77402aa773226":"San.328 ",
      "5a0eff2986f7741fd654e684":"Safe 321 ",
      "5a0f006986f7741ffd2fe484":"Safe ",
      "5a0f045e86f7745b0f0d0e42":"Safe ",
      "5a0f068686f7745b0d4ea242":"Safe ",
      "5a0f075686f7745bcc42ee12":"Safe ",
      "5a0f08bc86f77478f33b84c2":"Safe ",
      "5a0f0f5886f7741c4e32a472":"Safe ",
      "5a13ee1986f774794d4c14cd":"San.323",
      "5a13eebd86f7746fd639aa93":"San.218 ",
      "5a13ef0686f7746e5a411744":"San.219",
      "5a13ef7e86f7741290491063":"San.301 ",
      "5a13f24186f77410e57c5626":"San.222 ",
      "5a13f35286f77413ef1436b0":"San.226 ",
      "5a13f46386f7741dd7384b04":"San.306 ",
      "5a144bdb86f7741d374bbde0":"San.205 ",
      "5a144dfd86f77445cb5a0982":"San.203 ",
      "5a1452ee86f7746f33111763":"San.222 ",
      "5a145d4786f7744cbb6f4a12":"San.306 ",
      "5a145d7b86f7744cbb6f4a13":"San.308 ",
      "5a145ebb86f77458f1796f05":"San.316 ",
      "5ad5ccd186f774446d5706e9":"OLI Office",
      "5ad5cfbd86f7742c825d6104":"Log. Office",
      "5ad5d20586f77449be26d877":"OLI Ut.",
      "5ad5d49886f77455f9731921":"Pow. Ut.",
      "5ad5d64486f774079b080af8":"Pharmacy",
      "5ad5d7d286f77450166e0a89":"KIBA",
      "5ad5db3786f7743568421cce":"MES",
      "5ad7217186f7746744498875":"OLI",
      "5ad7242b86f7740a6a3abd43":"IDEA ",
      "5ad7247386f7747487619dc3":"Goshan",
      "5addaffe86f77470b455f900":"KIBA 2",
      "5c1d0c5f86f7744bb2683cf0":"Blue",
      "5c1d0d6d86f7744bb2683e1f":"Yellow",
      "5c1d0dc586f7744baf2e7b79":"Green",
      "5c1d0efb86f7744baf2e7b7b":"Red",
      "5c1d0f4986f7744bb01837fa":"Black",
      "5c1e2a1e86f77431ea0ea84c":"Lk.MO",
      "5c1e2d1f86f77431e9280bee":"Lk.TA(w)",
      "5c1e495a86f7743109743dfb":"Violet",
      "5c1f79a086f7746ed066fb8f":"Lk.ASR",
      "5c94bbff86f7747ee735c08f":"Keycard",
      "5d08d21286f774736e7c94c3":"KSH",
      "5d80c60f86f77440373c4ece":"RB-BK",
      "5d80c62a86f7744036212b3f":"RB-VO",
      "5d80c66d86f774405611c7d6":"RB-AO",
      "5d80c6c586f77440351beef1":"RB-OB",
      "5d80c6fc86f774403a401e3c":"RB-TB",
      "5d80c78786f774403a401e3e":"RB-AK",
      "5d80c88d86f77440556dbf07":"RB-AM",
      "5d80c8f586f77440373c4ed0":"RB-OP",
      "5d80c93086f7744036212b41":"RB-MP11",
      "5d80c95986f77440351beef3":"RB-MP12",
      "5d80ca9086f774403a401e40":"RB-MP21",
      "5d80cab086f77440535be201":"RB-MP22",
      "5d80cb3886f77440556dbf09":"RB-PSP1",
      "5d80cb5686f77440545d1286":"RB-PS81",
      "5d80cb8786f774405611c7d9":"RB-PP",
      "5d80cbd886f77470855c26c2":"RB-MP13",
      "5d80ccac86f77470841ff452":"RB-ORB1",
      "5d80ccdd86f77474f7575e02":"RB-ORB2",
      "5d80cd1a86f77402aa362f42":"RB-ORB3",
      "5d8e0db586f7744450412a42":"RB-KORL",
      "5d8e0e0e86f774321140eb56":"RB-KPRL",
      "5d8e15b686f774445103b190":"HEPS",
      "5d8e3ecc86f774414c78d05e":"RB-GN",
      "5d947d3886f774447b415893":"RB-SMP",
      "5d947d4e86f774447b415895":"RB-KSM",
      "5d95d6be86f77424444eb3a7":"RB-PS82",
      "5d95d6fa86f77424484aa5e9":"RB-PSP2",
      "5d9f1fa686f774726974a992":"RB-ST",
      "5da46e3886f774653b7a83fe":"RB-RS",
      "5da5cdcd86f774529238fb9b":"RB-RH",
      "5da743f586f7744014504f72":"USEC key",
      "5e42c71586f7747f245e1343":"Med.St.",
      "5e42c81886f7742a01529f57":"#11SR",
      "5e42c83786f7742a021fdf3c":"#21WS",
      "5ede7a8229445733cb4c18e2":"RB-PKPM",
      "5ede7b0c6d23e5473e6e8c66":"RB-RLSA",
      "5efde6b4f5448336730dbd61":"Key card",
      "5eff09cd30a7dc22fd1ddfed":"Tape key"
  },
  "maps":{
      "574eb85c245977648157eec3":"Factory",
      "5798a2832459774b53341029":"Customs",
      "5900b89686f7744e704a8747":"Woods",
      "5a8036fb86f77407252ddc02":"Shoreline",
      "5a80a29286f7742b25692012":"Resort",
      "5be4038986f774527d3fae60":"Interchange"
  },
  "medical":{
      "544fb25a4bdc2dfb738b4567":"Bandage",
      "544fb3364bdc2d34748b456a":"Splint",
      "544fb37f4bdc2dee738b4567":"Painkillers",
      "544fb3f34bdc2d03748b456a":"Morphine",
      "544fb45d4bdc2dee738b4568":"Salewa",
      "5751a25924597722c463c472":"Bandage",
      "5751a89d24597722aa0e8db0":"GoldenStar",
      "5755356824597772cb798962":"AI-2",
      "5755383e24597772cb798966":"Vaseline",
      "590c657e86f77412b013051d":"Grizzly",
      "590c661e86f7741e566b646a":"Car",
      "590c678286f77426c9660122":"IFAK",
      "590c695186f7741e566b64a2":"Augmentin",
      "5af0454c86f7746bf20992e8":"Alu Splint",
      "5af0548586f7743a532b7e99":"Ibuprofen",
      "5c0e530286f7747fa1419862":"Propital",
      "5c0e531286f7747fa54205c2":"SJ1 TGLabs",
      "5c0e531d86f7747fa23f4d42":"SJ6 TGLabs",
      "5c0e533786f7747fa23f4d47":"Zagustin",
      "5c0e534186f7747fa1419867":"eTG-c",
      "5c10c8fd86f7743d7d706df3":"Adrenaline",
      "5d02778e86f774203e7dedbe":"CMS",
      "5d02797c86f774203f38e30a":"Surv12",
      "5ed515c8d380ab312177c0fa":"3-(b-TG)",
      "5ed515e03a40a50460332579":"L1",
      "5ed515ece452db0eb56fc028":"P22",
      "5ed515f6915ec335206e4152":"AHF1-M",
      "5ed5160a87bb8443d10680b5":"Meldonin",
      "5ed51652f6c34d2cc26336a1":"M.U.L.E",
      "5ed5166ad380ab312177c100":"Obdolbos"
  },
  "mods":{
      "5448c12b4bdc2d02308b456f":"PM 90-93",
      "5448c1d04bdc2dff2f8b4569":"GEN M3 20",
      "544909bb4bdc2d6f028b4577":"AN/PEQ-15",
      "544a378f4bdc2d30388b4567":"GEN M3 40",
      "544a37c44bdc2d25388b4567":"MAG5-60",
      "544a38634bdc2d58388b4568":"USGI A2",
      "544a3a774bdc2d3a388b4567":"HAMR",
      "558022b54bdc2dac148b458d":"EXPS3",
      "55802d5f4bdc2dac148b458e":"GEN M3 30",
      "55802f5d4bdc2dac148b458f":"MOE Pistol",
      "558032614bdc2de7118b4585":"BGV-MK46K Black",
      "559ba5b34bdc2d1f1a8b4582":"SV-98 polymer",
      "55d355e64bdc2d962f8b4569":"M4A1 Upper",
      "55d35ee94bdc2d61338b4568":"260mm AR-15 5.56x45",
      "55d3632e4bdc2d972f8b4569":"370mm AR-15 5.56x45",
      "55d448594bdc2d8c2f8b4569":"610mm MP-133 12ga",
      "55d4491a4bdc2d882f8b456e":"510mm MP-133 12ga",
      "55d449444bdc2d962f8b456d":"610mm MP-133 12ga",
      "55d44fd14bdc2d962f8b456e":"AR-15 Charge",
      "55d459824bdc2d892f8b4573":"KAC RIS",
      "55d45d3f4bdc2d972f8b456c":"\u041cR-133 Beechwood",
      "55d45f484bdc2d972f8b456d":"Custom MP-133 plastic",
      "55d480c04bdc2d1d4e8b456a":"6L23",
      "55d481904bdc2d8c2f8b456a":"6L26",
      "55d482194bdc2d1d4e8b456b":"6L31",
      "55d4837c4bdc2d1d4e8b456c":"Saiga 545",
      "55d484b44bdc2d1d4e8b456d":"MP-133x6",
      "55d485804bdc2d8c2f8b456b":"MP-133x8",
      "55d485be4bdc2d962f8b456f":"PM/PPSH",
      "55d4887d4bdc2d962f8b4570":"STANAG",
      "55d48a634bdc2d8b2f8b456a":"SPRM",
      "55d48ebc4bdc2d8c2f8b456c":"Sprut",
      "55d4ae6c4bdc2d8b2f8b456e":"M4SS",
      "55d4af3a4bdc2d972f8b456f":"LPA2F",
      "55d4b9964bdc2d1d4e8b456e":"A2 Pistol",
      "55d5f46a4bdc2d1b198b4567":"CA2R",
      "55d614004bdc2d86028b4568":"MONSTER",
      "55d6190f4bdc2d87028b4567":"M MONSTER",
      "55f84c3c4bdc2d5f408b4576":"RIS II 9.5 FDE",
      "560835c74bdc2dc8488b456f":"510mm MP-133 12ga",
      "560836484bdc2d20478b456e":"540mm MP-133",
      "560836b64bdc2d57468b4567":"540mm MP-133 12ga",
      "560836fb4bdc2d773f8b4569":"660mm \u041cR-133",
      "560837154bdc2da74d8b4568":"660mm MP-133 12ga",
      "5608373c4bdc2dc8488b4570":"710mm MP-133",
      "560837544bdc2de22e8b456e":"710mm MP-133 12ga",
      "560837824bdc2d57468b4568":"750mm MP-133",
      "5608379a4bdc2d26448b4569":"750mm MP-133 12ga",
      "560838c94bdc2d77798b4569":"RTC 12ga",
      "56083a334bdc2dc8488b4571":"133/153 Pl.g.",
      "56083be64bdc2d20478b456f":"133/153 Pl.s.",
      "56083cba4bdc2de22e8b456f":"133/153 W.s.",
      "56083e1b4bdc2dc8488b4572":"SV-98 Rear",
      "56083eab4bdc2d26448b456a":"SV-98 HR",
      "560d657b4bdc2da74d8b4572":"Klesch",
      "560e620e4bdc2d724b8b456b":"SV-98 STD",
      "5648ac824bdc2ded0b8b457d":"RP-1",
      "5648ae314bdc2d3d1c8b457f":"CAA RS47",
      "5648b0744bdc2d363b8b4578":"6P20 Sb.6",
      "5648b1504bdc2d9d488b4584":"6P20 Sb.9",
      "5648b2414bdc2d3b4c8b4578":"M1-B",
      "5648b4534bdc2d3d1c8b4580":"B-10\u041c B-19",
      "5648b62b4bdc2d9d488b4585":"GP-34",
      "5648b6ff4bdc2d3d1c8b4581":"\u0422\u0422 10000",
      "5649a2464bdc2d91118b45a8":"MPR45",
      "5649aa744bdc2ded0b8b457e":"6P20 0-20",
      "5649ab884bdc2ded0b8b457f":"DTK-1",
      "5649ad3f4bdc2df8348b4585":"6P4 Sb.8V",
      "5649ade84bdc2d1b2b8b4587":"6P1 Sb.8",
      "5649ae4a4bdc2d1b2b8b4588":"R\u041a-3",
      "5649af094bdc2df8348b4586":"6P1 0-1",
      "5649af884bdc2d1b2b8b4589":"B-33",
      "5649b0544bdc2d1b2b8b458a":"6P1 Sb.2",
      "5649b0fc4bdc2d17108b4588":"6P20 Sb.7",
      "5649b1c04bdc2d16268b457c":"6P20 Sb.5",
      "5649b2314bdc2d79388b4576":"\u041c\u04154",
      "5649be884bdc2d79388b4577":"CST",
      "5649d9a14bdc2d79388b4580":"\u0422\u042201",
      "564ca99c4bdc2d16268b4589":"6L20",
      "564ca9df4bdc2d35148b4569":"6L18",
      "564caa3d4bdc2d17108b458e":"TGP-A",
      "56d59948d2720bb7418b4582":"9x19 P226",
      "56d5a1f7d2720bb3418b456a":"112mm P226 9x19",
      "56d5a2bbd2720bb8418b456a":"BPGripP226",
      "56d5a407d2720bb3418b456b":"P226 Slide",
      "56d5a661d2720bd8418b456b":"Sig #8FR",
      "56d5a77ed2720b90418b4568":"Sig #8R",
      "56deec93d2720bec348b4568":"750mm \u041c\u0420-153 12ga",
      "56deed6ed2720b4c698b4583":"\u041cP-153 Polymer",
      "56deee15d2720bee328b4567":"\u041cP153x4",
      "56deeefcd2720bc8328b4568":"\u041cP153x8",
      "56def37dd2720bec348b456a":"X400",
      "56e05a6ed2720bd0748b4567":"Bakelite PB",
      "56e05b06d2720bb2668b4586":"PB-S",
      "56ea6fafd2720b844b8b4593":"KX3",
      "56ea70acd2720b844b8b4594":"FF 4-16",
      "56ea7165d2720b6e518b4583":"BOTL",
      "56ea7293d2720b8d4b8b45ba":"SM220-239",
      "56ea8180d2720bf2698b456a":"KAC QDC",
      "56ea8222d2720b69698b4567":"SV-98 Bipod",
      "56ea8d2fd2720b7c698b4570":"PICBLOCK",
      "56eabcd4d2720b66698b4574":"MK12",
      "56eabf3bd2720b75698b4569":"MOE Stock",
      "570fd6c2d2720bc6458b457f":"553",
      "570fd721d2720bc5458b4596":"MRS",
      "570fd79bd2720bc7458b4583":"OKP-7",
      "571659bb2459771fb2755a12":"ECS FDE",
      "571a26d524597720680fbe8a":"116mm st. \u0422\u0422",
      "571a279b24597720b4066566":"121mm thr. TT",
      "571a282c2459771fb2755a69":"TT grips",
      "571a28e524597720b4066567":"TT silencer",
      "571a29dc2459771fb2755a6a":"tt-105",
      "57235b6f24597759bf5a30f1":"PVS-14",
      "57486e672459770abd687134":"OKP-7 Dove",
      "574dad8024597745964bf05c":"56-A-231 Sb.5",
      "574db213245977459a2f3f5d":"SKS Rear",
      "576167ab2459773cad038c43":"SOK-12 P.T.",
      "576169e62459773c69055191":"Sb.7-1",
      "57616a9e2459773c7a400234":"Sb.5",
      "57616c112459773cce774d66":"Sb.0-2",
      "57616ca52459773c69055192":"SOK-12\u0410\u041a Stock",
      "576a5ed62459771e9c2096cb":"9x19 MP-443",
      "576a63cd2459771e796e0e11":"P.grip.MP443",
      "576a7c512459771e796e0e17":"B-8",
      "576fd4ec2459777f0b518431":"PSO 1M2-1",
      "577d128124597739d65d0e56":"FFWB",
      "577d141e24597739c5255e01":"FF3",
      "57838c962459774a1651ec63":"VSS suppressor",
      "57838e1b2459774a256959b1":"VSS Rear",
      "57838f0b2459774a256959b2":"6L24",
      "57838f9f2459774a150289a0":"6L25",
      "578395402459774a256959b5":"Ksk VSS",
      "578395e82459774a0e553c7b":"VSS Stock",
      "57a3459f245977764a01f703":"B-3",
      "57a9b9ce2459770ee926038d":"SOK12 RS",
      "57ac965c24597706be5f975c":"DR1/4x",
      "57aca93d2459771f2c7e26db":"DR1/4xFDE",
      "57acb6222459771ec34b5cb0":"043-02",
      "57ade1442459771557167e15":"Baskak",
      "57adff4f24597737f373b6e6":"BRAVO4",
      "57ae0171245977343c27bfcf":"PK-06",
      "57af48872459771f0b2ebf11":"OMRG FDE",
      "57c44dd02459772d2e0ae249":"VAL suppressor",
      "57c44e7b2459772d28133248":"AS VAL rear sight",
      "57c44f4f2459772d2c627113":"VAL Dust cover",
      "57c44fa82459772d2d75e415":"VAL pol.",
      "57c450252459772d28133253":"VAL Stock",
      "57c55efc2459772d2c6271e7":"OMRG Black",
      "57c55f092459772d291a8463":"OMRG GE",
      "57c55f112459772d28133310":"OMRG GG",
      "57c55f172459772d27602381":"OMRG OD",
      "57c5ac0824597754771e88a9":"3-24x42",
      "57c69dd424597774c03b7bbc":"30mm Mount",
      "57c9a89124597704ee6faec1":"226FDE",
      "57cff947245977638e6f2a19":"MOE AKM",
      "57cffb66245977632f391a99":"AFG M-LOK",
      "57cffcd624597763133760c5":"AFG M-LOK",
      "57cffcdd24597763f5110006":"AFG M-LOK",
      "57cffce524597763b31685d8":"AFG M-LOK",
      "57cffd8224597763b03fc609":"MOE AKM",
      "57cffddc24597763133760c6":"MOE AKM",
      "57cffe0024597763b03fc60b":"MOE AKM",
      "57cffe20245977632f391a9d":"MOE AKM",
      "57d14e1724597714010c3f4b":"PP91 Std",
      "57d1519e24597714373db79d":"PP91 Std",
      "57d152ec245977144076ccdf":"PP91 Pol",
      "57d17c5e2459775a5c57d17d":"WF501B",
      "57d17e212459775a1179a0f5":"25 mm ring",
      "57da93632459771cb65bf83f":"NT-4 blk.",
      "57dbb57e2459774673234890":"NT-4 FDE",
      "57dc324a24597759501edc20":"6P26 0-20",
      "57dc32dc245977596d4ef3d3":"6P26 Sb.6",
      "57dc334d245977597164366f":"6P26 Sb.7",
      "57dc347d245977596754e7a1":"6P26 Sb.5",
      "57e3dba62459770f0c32322b":"6P4 Sb.9",
      "57ee59b42459771c7b045da5":"Kedr RIS",
      "57f3a5ae2459772b0e0bf19e":"PSO eyecup",
      "57f3c7e024597738ea4ba286":"PP-91-01 muzzlethread",
      "57f3c8cc2459773ec4480328":"PP-91-01 suppressor",
      "57fd23e32459772d0805bcf1":"LS321",
      "57ffa9f4245977728561e844":"B-11",
      "57ffaea724597779f52b3a4d":"B-12",
      "57ffb0062459777a045af529":"B-18",
      "57ffb0e42459777d047111c5":"PBS-4",
      "5827272a24597748c74bdeea":"MTU002 L",
      "58272b392459774b4c7b3ccd":"MTU002 S",
      "58272b842459774abc128d50":"CSS-SRM-L",
      "58272d7f2459774f6311ddfd":"GK-02",
      "5839a7742459773cf9693481":"AKS-74UB D.c.",
      "58491f3324597764bc48fa02":"XPS3-0",
      "584924ec24597768f12ae244":"XPS3-2",
      "584984812459776a704a82a6":"P1X42",
      "587de4282459771bca0ec90b":"P226 tr. 9x19",
      "587de5ba2459771c0f1e8a58":"P226 protection cap",
      "587df3a12459772c28142567":"SKS int.",
      "587df583245977373c4f1129":"SKS-A5",
      "587e0531245977466077a0f7":"OP-SKS W.s.",
      "587e08ee245977446b4410cf":"OPSKS DT",
      "588200af24597742fa221dfb":"610mm \u041c\u0420-153 12ga",
      "588200c224597743990da9ed":"660mm \u041c\u0420-153 12ga",
      "588200cf2459774414733d55":"710mm \u041c\u0420-153 12ga",
      "5882163224597757561aa920":"\u041cP153x7",
      "5882163824597757561aa922":"\u041cP153x6",
      "5882163e24597758206fee8c":"\u041cP153x5",
      "588226d124597767ad33f787":"AFG blk.",
      "588226dd24597767ad33f789":"AFG FDE",
      "588226e62459776e3e094af7":"AFG FG",
      "588226ef24597767af46e39c":"AFG OD",
      "5888945a2459774bf43ba385":"DVL-10 500mm .308",
      "5888956924597752983e182d":"DVL-10 M2 660mm .308",
      "5888961624597754281f93f3":"Harris HBR",
      "5888976c24597754281f93f5":"DVL-10 \u041c2",
      "5888988e24597752fe43a6fa":"DVL-10",
      "5888996c24597754281f9419":"DVL-10 \u041c2 MBr",
      "58889c7324597754281f9439":"DVL-10 MD",
      "58889d0c2459775bc215d981":"LOBAEV Arms Stock",
      "588b56d02459771481110ae2":"RIS II 9.5 BLK",
      "58949dea86f77409483e16a8":"MPX A2",
      "58949edd86f77409483e16a9":"MPX Charge",
      "58949fac86f77409483e16aa":"MPX Charge",
      "5894a05586f774094708ef75":"9x19 MPX",
      "5894a13e86f7742405482982":"MCX/MPX early",
      "5894a2c386f77427140b8342":"203mm MPX 9x19",
      "5894a42086f77426d2590762":"MPX Gen. 1",
      "5894a51286f77426d13baf02":"MPX p. grip",
      "5894a5b586f77426d2590767":"MPX 1 gen.",
      "5894a73486f77426d259076c":"SIG Front Flip Up",
      "5894a81786f77427140b8347":"SIG Rearsight Flip Up",
      "58a56f8d86f774651579314c":"2In. Gen1",
      "58a5c12e86f7745d585a2b9e":"4In. Gen1",
      "58ac1bf086f77420ed183f9f":"SIG F.K.",
      "58aeaaa886f7744fc1560f81":"165mm MPXSD 9x19",
      "58aeac1b86f77457c419f475":"MPX-SD",
      "58c157be86f77403c74b2bb6":"BGV-MK46K FDE",
      "58c157c886f774032749fb06":"BGV-MK46K FG",
      "58d2664f86f7747fec5834f6":"DPCSM",
      "58d268fc86f774111273f8c2":"DP",
      "58d2912286f7744e27117493":"RBP",
      "58d2946386f774496974c37e":"MOE Stock FDE",
      "58d2946c86f7744e271174b5":"MOE Stock FG",
      "58d2947686f774485c6a1ee5":"MOE Stock OD",
      "58d2947e86f77447aa070d53":"MOE Stock SG",
      "58d399e486f77442e0016fe7":"T-1",
      "58d39b0386f77443380bf13c":"AMSH",
      "58d39d3d86f77445bb794ae7":"AMM",
      "591aef7986f774139d495f03":"M7A1PDW",
      "591af10186f774139d495f0e":"M7A1PDW",
      "591af28e86f77414a27a9e1d":"UVG Tactical",
      "591c4e1186f77410354b316e":"Cobra shade",
      "591c4efa86f7741030027726":"EKP-8-18",
      "591ee00d86f774592f7b841e":"Cobra",
      "5926c0df86f77462f647f764":"MP5 Upper",
      "5926c32286f774616e42de99":"MP5 Cocking",
      "5926c36d86f77467a92a8629":"MP5WT",
      "5926c3b286f774640d189b6b":"9x19 MP5",
      "5926d2be86f774134d668e4e":"MP5 Drum Rearsight",
      "5926d33d86f77410de68ebc0":"MP5SD suppressor",
      "5926d3c686f77410de68ebc8":"HK A2",
      "5926d40686f7740f152b6b7e":"HK A3",
      "5926dad986f7741f82604363":"MFIHKMOUNT",
      "5926e16e86f7742f5a0f7ecb":"3 Lug",
      "5926f2e086f7745aae644231":"MP5SD",
      "5926f34786f77469195bfe92":"MP5SD HG",
      "593d1fa786f7746da62d61ac":"SKS SOCOM",
      "593d489686f7745c6255d58a":"Hexagon AKM",
      "593d490386f7745ee97a1555":"Hexagon SKS",
      "593d493f86f7745e6b2ceb22":"Hexagon AK-74",
      "5943ee5a86f77413872d25ec":"PWS CQB",
      "5943eeeb86f77412d6384f6b":"PWS CQB 74",
      "5947c73886f7747701588af5":"BUS",
      "5947db3f86f77447880cf76f":"EKP-8-02",
      "5947e98b86f774778f1448bc":"UBR GEN2",
      "5947eab886f77475961d96c5":"UBR GEN2",
      "5947f92f86f77427344a76b1":"SAW",
      "5947fa2486f77425b47c1a9b":"SAW",
      "595cf16b86f77427440c32e2":"LVOA-S blk.",
      "595cfa8b86f77427437e845b":"LVOA-C blk.",
      "5998517986f7746017232f7e":"p. grip PP-19-01",
      "599851db86f77467372f0a18":"Stock PP-19-01",
      "5998529a86f774647f44f421":"9x19 Sb.7",
      "5998597786f77414ea6da093":"PP-19-01 Br",
      "5998598e86f7740b3f498a86":"Saiga-9 Br",
      "59985a6c86f77414ec448d17":"rec.cov. Vityaz-SN",
      "59985a8086f77414ec448d1a":"rec.cov. Vityaz",
      "599860ac86f77436b225ed1a":"9x19 PP-19-01",
      "599860e986f7743bb57573a6":"Rear sight PP-19-01",
      "59bfc5c886f7743bf6794e62":"Vityaz sil.",
      "59bfe68886f7746004266202":"MUR-1S Upper",
      "59bffbb386f77435b379b9c2":"Hybrid 46",
      "59bffc1f86f77435b128b872":"DT Mount",
      "59c0ec5b86f77435b128bfca":"Hexagon 12K",
      "59c1383d86f774290a37e0ca":"PMAG D-60",
      "59c63b4486f7747afb151c1c":"SD TRR",
      "59c6633186f7740cf0493bb9":"AK 74 G.Tube",
      "59ccd11386f77428f24a488f":"PP-19-01 g.tube",
      "59ccfdba86f7747f2109a587":"M1-B",
      "59d36a0086f7747e673f3946":"AKS74U G.tube",
      "59d625f086f774661516605d":"AK55",
      "59d6272486f77466146386ff":"Pmag30 AK/AKM GEN M3",
      "59d64ec286f774171d1e0a42":"6P1 Sb.1-2",
      "59d64f2f86f77417193ef8b3":"6P1 Sb.6-1",
      "59d64fc686f774171b243fe2":"6P1 0-14",
      "59d6507c86f7741b846413a2":"6P1 0-1",
      "59d650cf86f7741b846413a4":"6P1 Sb.2-1",
      "59d6514b86f774171a068a08":"6P1 Sb.5",
      "59d790f486f77403cb06aec6":"Predator Pro v3 XHP35",
      "59db3a1d86f77429e05b4e92":"GRAL-S",
      "59db3acc86f7742a2c4ab912":"Stark AR RG",
      "59db3b0886f77429d72fb895":"Stark AR RG",
      "59db7e1086f77448be30ddf3":"TA11D",
      "59db7eed86f77461f8380365":"TA51",
      "59e0bdb186f774156f04ce82":"2In. CASV",
      "59e0be5d86f7742d48765bd2":"4 in. CASV",
      "59e0bed186f774156f04ce84":"6In. CASV",
      "59e5d83b86f7745aed03d262":"AK custom",
      "59e5f5a486f7746c530b3ce2":"6P2 Sb-11",
      "59e61eb386f77440d64f5daf":"VPO-136",
      "59e6227d86f77440d64f5dc2":"VPO-136",
      "59e6284f86f77440d569536f":"VPO-136",
      "59e62cc886f77440d40b52a1":"AKM bak.",
      "59e6318286f77444dd62c4cc":"Molot bak.",
      "59e6449086f7746c9f75e822":"\u0410\u041aM type",
      "59e649f986f77411d949b246":"AKM Type",
      "59e8977386f77415a553c453":"VPO-209",
      "59e898ee86f77427614bd225":"VPO-209",
      "59e89d0986f77427600d226e":"VPO-209",
      "59e8a00d86f7742ad93b569c":"VPO-209",
      "59eb7ebe86f7740b373438ce":"6P29M",
      "59ecc28286f7746d7a68aa8c":"PT 74S",
      "59ecc3dd86f7746dc827481c":"PT-3",
      "59f8a37386f7747af3328f06":"Shift",
      "59f99a7d86f7745b134aa97b":"9x21 SR1-MP",
      "59f9d81586f7744c7506ee62":"UH-1",
      "59fafc5086f7740dbe19f6c3":"AK30",
      "59fafc9386f774067d462453":"AK30",
      "59fb137a86f7740adb646af1":"Monster Claw",
      "59fb257e86f7742981561852":"DTK-4M",
      "59fb375986f7741b681b81a6":"UFM",
      "59fc48e086f77463b1118392":"RVG blk.",
      "59ff3b6a86f77477562ff5ed":"6P4 Sb.1-19",
      "5a0060fc86f7745793204432":"AKMS al.",
      "5a0071d486f77404e23a12b2":"AKM wood",
      "5a01ad4786f77450561fda02":"VDM CS",
      "5a01c29586f77474660c694c":"6L10",
      "5a0abb6e1526d8000a025282":"TT AKM",
      "5a0c59791526d8dba737bba7":"6G15U",
      "5a0d63621526d8dba31fe3bf":"PBS-1",
      "5a0d716f1526d8000d26b1e2":"AKML",
      "5a0eb980fcdbcb001a3b00a6":"AKMB",
      "5a0ed824fcdbcb0176308b0d":"AKMP",
      "5a0f096dfcdbcb0176308b15":"AKMP",
      "5a16b8a9fcdbcb00165aa6ca":"TATM",
      "5a16b93dfcdbcbcae6687261":"DDT",
      "5a17fb03fcdbcbcae668728f":"APS std.",
      "5a17fb9dfcdbcbcae6687291":"APB stock",
      "5a17fc70fcdbcb0176308b3d":"APS Bakelite",
      "5a1eaa87fcdbcb001865f75e":"REAP-IR",
      "5a1eacb3fcdbcb09800872be":"REAP-IR eyecup",
      "5a1ead28fcdbcb001912fa9f":"DLOC-IRD",
      "5a27b281c4a28200741e1e52":"SR1MP 1x",
      "5a27b3d0c4a282000d721ec1":"SR1MP s.mount",
      "5a27b6bec4a282000e496f78":"SR1MP",
      "5a27bad7c4a282000b15184b":"SR1MP 4x",
      "5a329052c4a28200741e22d3":"RSASS",
      "5a32a064c4a28200741e22de":"Osprey 9",
      "5a32aa0cc4a28232996e405f":"RM50",
      "5a32aa8bc4a2826c6e06d737":"RMR",
      "5a339805c4a2826c6e06d73d":"MIAD Pistol",
      "5a33a8ebc4a282000c5a950d":"Alpha 9",
      "5a33b2c9c4a282000c5a9511":"RM33",
      "5a33b652c4a28232996e407c":"AC32062",
      "5a33bab6c4a28200741e22f8":"RM35",
      "5a33ca0fc4a282000d72292f":"CA2",
      "5a33cae9c4a28232980eb086":"PRS GEN2",
      "5a33e75ac4a2826c6e06d759":"HA CQR",
      "5a34f7f1c4a2826c6e06d75d":"18' AR-10",
      "5a34fae7c4a2826c6e06d760":"22' AR-10",
      "5a34fbadc4a28200741e230a":"JPGS6",
      "5a34fd2bc4a282329a73b4c5":"Blackout 51T",
      "5a34fe59c4a282000b1521a2":"SDN-6",
      "5a3501acc4a282000d72293a":"PMAG 20 7.62",
      "5a351711c4a282000b1521a4":"X-5 MP5",
      "5a37ca54c4a282000d72296a":"JP 30mm",
      "5a37cb10c4a282329a73b4e7":"6.5-20x50",
      "5a38ed75c4a28232996e40c6":"Sb.3x4",
      "5a38ee51c4a282000c5a955c":"20-01 Sb.3x2",
      "5a38eecdc4a282329a73b512":"TOZ-106 PG",
      "5a38ef1fc4a282000b1521f6":"TOZ-106 Stock",
      "5a398ab9c4a282000c5a9842":"SCRA",
      "5a398b75c4a282000a51a266":"PRA",
      "5a5f1ce64f39f90b401987bc":"2IRS",
      "5a69a2ed8dc32e000d46d1f1":"Rotor 43 buffer",
      "5a6b585a8dc32e5a9c28b4f1":"AW TP",
      "5a6b592c8dc32e00094b97bf":"DD TP",
      "5a6b59a08dc32e000b452fb7":"SAI TP",
      "5a6b5b8a8dc32e001207faf3":"Glock 9x19 AW",
      "5a6b5e468dc32e001207faf5":"Glock 9x19 DD",
      "5a6b5ed88dc32e000c52ec86":"Glock 9x19 SAI",
      "5a6b5f868dc32e000a311389":"G17 9x19",
      "5a6b60158dc32e000a31138b":"G17 9x19 comp",
      "5a6f58f68dc32e000a311390":"Glock FS",
      "5a6f5d528dc32e00094b97d9":"Glock RS",
      "5a6f5e048dc32e00094b97da":"Glock slide",
      "5a6f5f078dc32e00094b97dd":"Glock Viper Cut",
      "5a702d198dc32e000b452fc3":"Glock AW",
      "5a7033908dc32e000a311392":"Glock AW C",
      "5a70366c8dc32e001207fb06":"Glock DD",
      "5a7037338dc32e000d46d257":"G 3 Port",
      "5a705e128dc32e000d46d258":"G AW",
      "5a718b548dc32e000d46d262":"9x19 Glock",
      "5a718da68dc32e000d46d264":"G PMAG 21",
      "5a718f958dc32e00094b97e7":"G 50rnd",
      "5a71e0048dc32e000c52ecc8":"G FS ZT",
      "5a71e0fb8dc32e00094b97f2":"G RS ZT",
      "5a71e1868dc32e00094b97f3":"ZT AP",
      "5a71e22f8dc32e00094b97f4":"G ZT Hex",
      "5a71e4f48dc32e001207fb26":"G ZT Spart",
      "5a787ebcc5856700142fdd98":"508mm M870 FS",
      "5a787f25c5856700186c4ab9":"355mm M870",
      "5a787f7ac5856700177af660":"508mm M870",
      "5a787fadc5856700155a6ca1":"660mm M870",
      "5a787fdfc5856700142fdd9a":"325mm M870",
      "5a788031c585673f2b5c1c79":"PR870",
      "5a788068c5856700137e4c8f":"MOE 870",
      "5a788089c5856700142fdd9c":"Speedfeed",
      "5a7880d0c5856700142fdd9d":"SPS M870",
      "5a78813bc5856700186c4abe":"SGA M870",
      "5a788169c5856700142fdd9e":"Raptor",
      "5a7882dcc5856700177af662":"M870x4",
      "5a78830bc5856700137e4c90":"M870x7",
      "5a78832ec5856700155a6ca3":"M870x10",
      "5a789261c5856700186c65d3":"MT Clamp",
      "5a7893c1c585673f2b5c374d":"mtu028sg",
      "5a78948ec5856700177b1124":"XS Short",
      "5a7ad0c451dfba0013379712":"4Port",
      "5a7ad1fb51dfba0013379715":"LW 9",
      "5a7ad2e851dfba0016153692":"Big Stick",
      "5a7ad4af51dfba0013379717":"G Base",
      "5a7ad55551dfba0015068f42":"G Ti Sh",
      "5a7ad74e51dfba0015068f45":"FD917",
      "5a7afa25e899ef00135e31b0":"PS9",
      "5a7b32a2e899ef00135e345a":"G4",
      "5a7b483fe899ef0016170d15":"XC1",
      "5a7b4900e899ef197b331a2a":"UM3",
      "5a7b4960e899ef197b331a2d":"Pach RG",
      "5a7c147ce899ef00150bd8b8":"VP-09",
      "5a7c74b3e899ef0014332c29":"NSPU-M",
      "5a7d90eb159bd400165484f1":"Glock SE",
      "5a7d9104159bd400134c8c21":"Glock TFX",
      "5a7d9122159bd4001438dbf4":"Glock SE",
      "5a7d912f159bd400165484f3":"TFX",
      "5a7dbfc1159bd40016548fde":"CQR",
      "5a800961159bd4315e3a1657":"GL21",
      "5a9548c9159bd400133e97b3":"TL-99",
      "5a957c3fa2750c00137fa5f7":"XRSU47SU",
      "5a966ec8a2750c00171b3f36":"B&T 3x",
      "5a966f51a2750c00156aacf6":"SAI-02",
      "5a9685b1a2750c0032157104":"Glock Moto Cut",
      "5a9d56c8a2750c0032157146":"TRAX 1",
      "5a9d6d00a2750c5c985b5305":"4 in. SI",
      "5a9d6d13a2750c00164f6b03":"6In. SI",
      "5a9d6d21a2750c00137fa649":"Bridge",
      "5a9d6d34a2750c00141e07da":"TRAX 2",
      "5a9e81fba2750c00164f6b11":"SR3M.130",
      "5a9ea27ca2750c00137fa672":"Dynacomp",
      "5a9eb32da2750c00171b3f9c":"GL Shock",
      "5a9fb739a2750c003215717f":"Rotor43 9x19",
      "5a9fbacda2750c00141e080f":"Rotor43 7.62x39",
      "5a9fbb74a2750c0032157181":"Rotor43 .366TKM",
      "5a9fbb84a2750c00137fa685":"Rotor43 5.56x45",
      "5a9fc7e6a2750c0032157184":"B-3 combo",
      "5aa66a9be5b5b0214e506e89":"NF 34mm",
      "5aa66be6e5b5b0214e506e97":"NF 7-35x56",
      "5aa66c72e5b5b00016327c93":"NF 34mm RIS",
      "5aaa4194e5b5b055d06310a5":"Pmag30 AK74 GEN M3",
      "5aaa5dfee5b5b000140293d3":"GEN M3 30",
      "5aaa5e60e5b5b000140293d6":"GEN M3 10",
      "5aaf8a0be5b5b00015693243":"M1A 20 7.62",
      "5aaf8e43e5b5b00015693246":"Socom16",
      "5aaf9d53e5b5b00015042a52":"16' M1A 7.62x51",
      "5aafa1c2e5b5b00015042a56":"Socom 16 MB",
      "5aafa49ae5b5b00015042a58":" .125 blade",
      "5ab24ef9e5b5b00fe93c9209":"Socom 16 Upper",
      "5ab372a310e891001717f0d8":"S.A.S.S.",
      "5ab3afb2d8ce87001660304d":"Socom 16 Th",
      "5ab626e4d8ce87272e4c6e43":"6P21 Sb.5",
      "5aba62f8d8ce87001943946b":"APS FS",
      "5aba637ad8ce87001773e17f":"APS RS",
      "5aba639ed8ce8700182ece67":"APB RS",
      "5abcbb20d8ce87001773e258":"M14 135",
      "5abcc328d8ce8700194394f3":"APB 9x18PM",
      "5abcd472d8ce8700166032ae":"6P4N Sb.1-19",
      "5ac50c185acfc400163398d4":"6P34 Sb.15",
      "5ac50da15acfc4001718d287":"6P34 0-1",
      "5ac66bea5acfc43b321d4aec":"\u0410\u041a-103 Mag",
      "5ac66c5d5acfc4001718d314":"6L29",
      "5ac72e475acfc400180ae6fe":"6P20 Sb.2",
      "5ac72e615acfc43f67248aa0":"AK-101 MB",
      "5ac72e725acfc400180ae701":"6P44 0-20",
      "5ac72e7d5acfc40016339a02":"AK-103 MB",
      "5ac72e895acfc43b321d4bd5":"6P46 0-20",
      "5ac72e945acfc43f3b691116":"6P44 0-20",
      "5ac733a45acfc400192630e2":"6P44 Sb.1-30",
      "5ac7655e5acfc40016339a19":"6P20 0-20",
      "5ac78eaf5acfc4001926317a":"PT 74M/100",
      "5addba3e5acfc4001669f0ab":".062 blade",
      "5addbac75acfc400194dbc56":"22' M1A 7.62x51",
      "5addbb6e5acfc408fb1393fd":"National Match MB",
      "5addbb825acfc408fb139400":"JP MB M14",
      "5addbb945acfc4001a5fc44e":"Good Iron",
      "5addbba15acfc400185c2854":"Vortex DC",
      "5addbbb25acfc40015621bd9":"Phantom",
      "5addbf175acfc408fb13965b":"Archangel",
      "5addbfbb5acfc400194dbcf7":"Ultimak M8",
      "5addbfd15acfc40015621bde":"Mini Scout",
      "5addbfe15acfc4001a5fc58b":"Arms 18",
      "5addbfef5acfc400185c2857":"UTG 4 ",
      "5addbffe5acfc4001714dfac":"M14 DCSB",
      "5addc00b5acfc4001669f144":"CASV 14",
      "5addc7005acfc4001669f275":"M14ALCS(MOD. 0)",
      "5addc7ac5acfc400194dbd90":"M14ALCS Stock",
      "5addc7db5acfc4001669f279":"M14ALCS",
      "5addcce35acfc4001a5fc635":"M14 30 7.62",
      "5addccf45acfc400185c2989":"X-14",
      "5adf23995acfc400185c2aeb":"MC 20-01",
      "5ae096d95acfc400185c2c81":"Mosin Stock",
      "5ae0973a5acfc4001562206c":"Mos.Std.",
      "5ae099875acfc4001714e593":"Mosin fs",
      "5ae099925acfc4001a5fc7b3":"Mosin rs.",
      "5ae09bff5acfc4001562219d":"730mm Mosin barrel",
      "5ae30bad5acfc400185c2dc4":"CarryHandle",
      "5ae30c9a5acfc408fb139a03":" Sopmod",
      "5ae30db85acfc408fb139a05":"M4 Std.",
      "5ae30e795acfc408fb139a0b":"M4 FS",
      "5ae35b315acfc4001714e8b0":"LEO M870",
      "5afd7ded5acfc40017541f5e":"Tapco intrafuse stock",
      "5afd7e095acfc40017541f61":"TAPCO Tube",
      "5afd7e445acfc4001637e35a":"SAW SKS",
      "5b04473a5acfc40018632f70":"UAS AK",
      "5b057b4f5acfc4771e1bd3e9":"SE-5",
      "5b07db875acfc40dc528a5f6":"TD120001",
      "5b07dd285acfc4001754240d":"LAS/TAC 2",
      "5b0800175acfc400153aebd4":"F93 Pro Stock",
      "5b099a765acfc47a8607efe3":"11' SA-58 7.62x51",
      "5b099a9d5acfc47a8607efe7":"Quad Rail",
      "5b099ac65acfc400186331e1":"FAL 20 7.62",
      "5b099b7d5acfc400186331e4":"3 prong trident",
      "5b099b965acfc400186331e6":"SAW SA-58",
      "5b099bb25acfc400186331e8":"Ext. Duty",
      "5b099bf25acfc4001637e683":"SA-58 Tube",
      "5b0bc22d5acfc47a8607f085":"Holand Type",
      "5b0e794b5acfc47a877359b2":"Zhukov-S",
      "5b1fa9ea5acfc40018633c0a":"G18C 9x19 comp",
      "5b1faa0f5acfc40dc528aeb5":"Glock 18C slide",
      "5b1fb3e15acfc4001637f068":"6P2 Bak",
      "5b1fd4e35acfc40018633c39":"AK al. 10",
      "5b222d335acfc4771e1be099":"AKM Lock",
      "5b222d405acfc400153af4fe":"PT-1",
      "5b2240bf5acfc40dc528af69":"Raptor Charge",
      "5b237e425acfc4771e1be0b6":"TROY Combo",
      "5b2388675acfc4771e1be0be":"TAC 30",
      "5b2389515acfc4771e1be0c0":"AR- P.E.P.R. ",
      "5b2cfa535acfc432ff4db7a0":"MK10 RL",
      "5b30ac585acfc433000eb79c":"MOE AK",
      "5b30b0dc5acfc400153b7124":"HS401G5",
      "5b30bc165acfc40016387293":"Mk10 3 In.",
      "5b30bc285acfc47a8608615d":"Mk10 10 In.",
      "5b31163c5acfc400153b71cb":"Rom. Base",
      "5b3116595acfc40019476364":"Romeo 4",
      "5b363dd25acfc4001a598fd2":" Salvo 12",
      "5b363dea5acfc4771e1c5e7e":"12g adapter",
      "5b363e1b5acfc4771e1c5e80":"Thread adapter",
      "5b39f8db5acfc40016387a1b":"EMOD",
      "5b39ffbd5acfc47a8773fb06":"Hogue P226",
      "5b3a08b25acfc4001754880c":"Bridge P226",
      "5b3a16655acfc40016387a2a":"Annihilator",
      "5b3a337e5acfc4704b4a19a0":"2U",
      "5b3b6dc75acfc47a8773fb1e":"Armasight",
      "5b3b6e495acfc4330140bd88":"Vulcan MG 3.5x",
      "5b3b99265acfc4704b4a1afb":"NF 30mm",
      "5b3b99475acfc432ff4dcbee":"1-6x24",
      "5b3baf8f5acfc40dc5296692":"116mm gld. \u0422\u0422",
      "5b3cadf35acfc400194776a0":"TT grips",
      "5b3cbc235acfc4001863ac44":"Vulcan MG eyecup",
      "5b3f7bf05acfc433000ecf6b":"Kochetov Mount",
      "5b3f7c005acfc4704b4a1de8":"PU 3.5x ring",
      "5b3f7c1c5acfc40dc5296b1d":"PU 3.5x",
      "5b4736a986f774040571e998":"QARS 3.2in.",
      "5b4736b986f77405cb415c10":"QARS 4.2in.",
      "5b7be1125acfc4001876c0e5":"16' SA-58 7.62x51",
      "5b7be1265acfc400161d0798":"21' SA-58 7.62x51",
      "5b7be1ca5acfc400170e2d2f":"Quad Rail",
      "5b7be2345acfc400196d524a":"Keymod Handguard",
      "5b7be4575acfc400161d0832":"2 in. Vltor",
      "5b7be4645acfc400170e2dcc":"4 in. Vltor",
      "5b7be46e5acfc400170e2dcf":"5 in.Vltor",
      "5b7be47f5acfc400170e2dd2":"2.5 in. M-LOK",
      "5b7be4895acfc400170e2dd5":"4.1 in. M-LOK",
      "5b7bebc85acfc43bca706666":"M-LOK Handguard",
      "5b7bed205acfc400161d08cc":"Fal Handguard",
      "5b7bedd75acfc43d825283f9":"CASV FAL Handguard",
      "5b7bee755acfc400196d5383":"CASV FAS Handguard",
      "5b7bef1e5acfc43d82528402":"FAL 10 7.62",
      "5b7bef5d5acfc43bca7067a3":"FAL 30 7.62",
      "5b7bef9c5acfc43d102852ec":"X-FAL 7.62",
      "5b7c2d1d5acfc43d1028532a":"MMW Fal 7.62",
      "5b7d37845acfc400170e2f87":"L1A1 30 7.62",
      "5b7d63b75acfc400170e2f8a":"PRS 2 FAL",
      "5b7d63cf5acfc4001876c8df":"SA-58 Folding",
      "5b7d63de5acfc400170e2f8d":"SA-58 SPR Stock",
      "5b7d64555acfc4001876c8e2":"SA-58 BRS Stock",
      "5b7d645e5acfc400170e2f90":"SA-58 Humpback",
      "5b7d671b5acfc43d82528ddd":"Fal Belgian style",
      "5b7d678a5acfc4001a5c4022":"DS SA-58",
      "5b7d679f5acfc4001a5c4024":"AG FAL",
      "5b7d68af5acfc400170e30c3":"Austrian Style",
      "5b7d693d5acfc43bca706a3d":"2A X3",
      "5b7d6c105acfc40015109a5f":"FAL DC",
      "5b800e9286f7747a8b04f3ff":"Hex Blk",
      "5b800ebc86f774394e230a90":"Hexagon Med",
      "5b800ed086f7747baf6e2f9e":"Hex.",
      "5b80242286f77429445e0b47":"Hex red",
      "5b84038986f774774913b0c1":"Hex.",
      "5b8403a086f7747ff856f4e2":"Hex.",
      "5b86a0e586f7745b600ccb23":"Bramit",
      "5ba264f6d4351e0034777d52":"MP7 20",
      "5ba2657ed4351e0035628ff2":"MP7 30",
      "5ba26586d4351e44f824b340":"MP7 40",
      "5ba26acdd4351e003562908e":"MP7",
      "5ba26ae8d4351e00367f9bdb":"Rotex 2",
      "5ba26b01d4351e0085325a51":"MP7 Front Flip Up",
      "5ba26b17d4351e00367f9bdd":"MP7Rearsight Flip Up",
      "5ba36f85d4351e0085325c81":"NSPU-M eyecup",
      "5bae13bad4351e00320204af":"Archangel OPFOR PRS",
      "5bae13ded4351e44f824bf38":"AA762R 02",
      "5bb20d53d4351e4502010a69":"416A5 Upper",
      "5bb20d92d4351e00853263eb":"11' 416A5 5.56x45",
      "5bb20d9cd4351e00334c9d8a":"14.5' 416A5 5.56x45",
      "5bb20da5d4351e0035629dbf":"16.5' 416A5 5.56x45",
      "5bb20dadd4351e00367faeff":"20' 416A5 5.56x45",
      "5bb20dbcd4351e44f824c04e":"Extended latch",
      "5bb20dcad4351e3bac1212da":"416A5",
      "5bb20de5d4351e0035629e59":"Quadrail",
      "5bb20df1d4351e00347787d5":"Quad. sight",
      "5bb20dfcd4351e00334c9e24":"Ext.Quad",
      "5bb20e0ed4351e3bac1212dc":"Battle Grip",
      "5bb20e18d4351e00320205d5":"Battle Grip",
      "5bb20e49d4351e3bac1212de":" 416A5 Rearsight Flip Up",
      "5bb20e58d4351e00320205d7":"Enhanced Tube",
      "5bb20e70d4351e0035629f8f":"Slim Line",
      "5bbdb811d4351e45020113c7":"Tri-Rail",
      "5bbdb83fd4351e44f824c44b":"Tanker",
      "5bbdb870d4351e00367fb67d":"Monte Carlo",
      "5bbdb8bdd4351e4502011460":"Atlas-7",
      "5bbde409d4351e003562b036":"Recoil pad",
      "5bbde41ed4351e003562b038":"pgmn",
      "5bc09a18d4351e003562b68e":"MBUS Rearsight",
      "5bc09a30d4351e00367fb7c8":"MBUS Front",
      "5bc5a351d4351e003477a414":"TPP",
      "5bc5a35cd4351e450201232f":"Witt",
      "5bc5a372d4351e44f824d17f":"MNG",
      "5bcf0213d4351e0085327c17":"A1 stock",
      "5bd704e7209c4d00d7167c31":"A2 stock",
      "5bed61680db834001d2c45ab":"\u0410\u041a-12 std.",
      "5bed625c0db834001c062946":"RPK-16 std.",
      "5beec1bd0db834001e6006f3":"15' RPK-16 5.45x39",
      "5beec2820db834001b095426":"22'RPK-165.45x39",
      "5beec3420db834001b095429":"RPK-16 MB",
      "5beec3e30db8340019619424":"RPK-16 HG",
      "5beec8b20db834001961942a":"RPK-16 Tube",
      "5beec8c20db834001d2c465c":"AK-12 reg.",
      "5beec8ea0db834001a6f9dbf":"AK-12 reg.",
      "5beec91a0db834001961942d":"RPK-16 Dust Cover",
      "5beec9450db83400970084fd":"RPK-16 rear",
      "5beecbb80db834001d2c465e":"RPK-16 rail",
      "5bf3f59f0db834001a6fa060":"RPK-16 rear",
      "5bfd35380db83400232fe5cc":"Infantry mosin Stock",
      "5bfd36290db834001966869a":"Sawn off sniper Mosin Stock",
      "5bfd36ad0db834001c38ef66":"Sawn off Mosin stock",
      "5bfd37c80db834001d23e842":"Mosin sniper carbine stock",
      "5bfd384c0db834001a6691d3":"Mosin carbine stock",
      "5bfd4c980db834001b73449d":"Mosin rs.",
      "5bfd4cbe0db834001b73449f":"514mm Mosin barrel",
      "5bfd4cc90db834001d23e846":"200mm Mosin barrel",
      "5bfd4cd60db834001c38f095":"220mm Mosin barrel",
      "5bfe7fb30db8340018089fed":"12003",
      "5bfe86a20db834001d23e8f7":"AGR-870",
      "5bfe86bd0db83400232fe959":"AGR-870 cap",
      "5bfe86df0db834001b734685":"GLR-16-S",
      "5bfe89510db834001808a127":"AGR-870 tube",
      "5bfea7ad0db834001c38f1ee":"Wyatt 5rnd",
      "5bfeaa0f0db834001b734927":"Wyatt 10rnd",
      "5bfeb32b0db834001a6694d9":"Overmolded ghillie",
      "5bfebc250db834001a6694e1":"26' M700",
      "5bfebc320db8340019668d79":"20' M700 7.62x51",
      "5bfebc530db834001d23eb65":"Multi-slot",
      "5bfebc5e0db834001a6694e5":"Rem. integr.",
      "5bffcf7a0db83400232fea79":"TT-206",
      "5bffd7ed0db834001d23ebf9":"DTK-TT",
      "5bffe7c50db834001d23ece1":"axelson",
      "5bffec120db834001c38f5fa":"Axelson P226",
      "5bffef760db8340019668fe4":"Mascus P226",
      "5c0000c00db834001a6697fc":"3 Lug thr.",
      "5c0006470db834001a6697fe":"Scorpion P226",
      "5c00076d0db834001d23ee1f":"Wooden Elite P226",
      "5c0009510db834001966907f":"Stainless elite P226",
      "5c0102aa0db834001b734ba1":"2 in. RAHG",
      "5c0102b20db834001d23eebc":"4 in. RAHG",
      "5c010a700db834001d23ef5d":"Scorpion P226",
      "5c0111ab0db834001966914d":"Cylinder ",
      "5c0125fc0db834001a669aa3":"Legion P226",
      "5c0505e00db834001b735073":"1P87",
      "5c0517910db83400232ffee5":"PS320 1/6x",
      "5c05293e0db83400232fff80":"TA01NSN",
      "5c05295e0db834001a66acbb":"Trij.Bck-up",
      "5c052a900db834001a66acbd":"TA01NSN",
      "5c05413a0db834001c390617":"HK Steel",
      "5c0548ae0db834001966a3c2":"CWP",
      "5c0558060db834001b735271":"GPNVG-18",
      "5c064c400db834001d23f468":"QD LT-101",
      "5c06595c0db834001a66af6c":"LA-5",
      "5c066e3a0db834001b7353f0":"N-15",
      "5c0672ed0db834001b7353f3":"SG-919 30",
      "5c0673fb0db8340023300271":"SG-919 20",
      "5c0684e50db834002a12585a":"Hogue like",
      "5c0695860db834001b735461":"10T adapter",
      "5c0696830db834001d23f5da":"PNV-10T",
      "5c079ec50db834001966a706":"Razor A. TT",
      "5c079ed60db834001a66b372":"Precision",
      "5c07a8770db8340023300450":"Gen.3",
      "5c07b36c0db834002a1259e9":"TD NS Fr.",
      "5c07b3850db834002330045b":"TD NS Re.",
      "5c07c5ed0db834001b73571c":"Noveske Style",
      "5c07c9660db834001a66b588":"End Cap",
      "5c07dd120db834001c39092d":"HHS-1",
      "5c0a2cec0db834001b7ce47d":"HHS-1",
      "5c0e2f26d174af02a9625114":"2-15 Upper",
      "5c0e2f5cd174af02a012cfc9":"2-15 wood",
      "5c0e2f94d174af029f650d56":"406mm AR-15 5.56x45",
      "5c0e2ff6d174af02a1659d4a":"2-15 wood",
      "5c0faeddd174af02a962601f":"ADAR St.",
      "5c0faf68d174af02a96260b8":"ADAR 2-15 Charge",
      "5c0fafb6d174af02a96260ba":"ADAR FH",
      "5c11046cd174af02a012e42b":"W-PVS7",
      "5c110624d174af029e69734c":"T-7",
      "5c17664f2e2216398b5a7e3c":"CMRD",
      "5c1780312e221602b66cc189":"KAC Rear",
      "5c17804b2e2216152006c02f":"KAC Front",
      "5c18b90d2e2216152142466b":"MBUS Front",
      "5c18b9192e2216398b5a8104":"MBUS Rearsight",
      "5c1bc4812e22164bef5cfde7":"RK-0",
      "5c1bc5612e221602b5429350":"RK-1",
      "5c1bc5af2e221602b412949b":"RK-2",
      "5c1bc5fb2e221602b1779b32":"RK-4",
      "5c1bc7432e221602b412949d":"RK-5",
      "5c1bc7752e221602b1779b34":"RK-6",
      "5c1cd46f2e22164bef5cfedb":"B-25U RK-1",
      "5c1cdd302e221602b3137250":"Compact mount",
      "5c1cdd512e22161b267d91ae":"Prism 2.5x",
      "5c471b5d2e221602b21d4e14":"SVDS Stock",
      "5c471b7e2e2216152006e46c":"SVDS rs.",
      "5c471ba12e221602b3137d76":"SVDS fs",
      "5c471bd12e221602b4129c3a":"SVDS DC",
      "5c471be12e221602b66cd9ac":"SVDS PG",
      "5c471bfc2e221602b21d4e17":"SVDS MB",
      "5c471c2d2e22164bef5d077f":"SVDS LB",
      "5c471c442e221602b542a6f8":"SVD 7.62x54",
      "5c471c6c2e221602b66cd9ae":"SVDS FG",
      "5c471c842e221615214259b5":"SVDS G.Tube",
      "5c471cb32e221602b177afaa":"22' SVDS",
      "5c48a14f2e2216152006edd7":"MDR Handguard",
      "5c48a2852e221602b21d5923":"406mm MDR 5.56x45",
      "5c48a2a42e221602b66d1e07":"MDR reg.",
      "5c48a2c22e221602b313fb6c":"MDR reg.",
      "5c4ee3d62e2216152006f302":"Mk.2.0",
      "5c4eec9b2e2216398b5aaba2":"Thread adapter",
      "5c4eecc32e221602b412b440":"SV-98 sil.",
      "5c4eecde2e221602b3140418":"SV-98 HS",
      "5c5039be2e221602b177c9ff":"VPO-101 G.Tube",
      "5c503ac82e221602b21d6e9a":"VPO-101",
      "5c503ad32e2216398b5aada2":"VPO-101",
      "5c503af12e221602b177ca02":"VPO-101 stock",
      "5c503b1c2e221602b21d6e9d":"Vepr Rear",
      "5c503d0a2e221602b542b7ef":"VPO-101",
      "5c5952732e2216398b5abda2":"Perst-3",
      "5c59529a2e221602b177d160":"OEM 14 inch",
      "5c5970672e221602b21d7855":"AALVX 35",
      "5c5db5852e2216003a0fe71a":"4.5' MPX 9x19",
      "5c5db5962e2216000e5e46eb":"6.5' MPX 9x19",
      "5c5db5b82e2216003a0fe71d":"10.5' MPX 9x19",
      "5c5db5c62e22160012542255":"14' MPX 9x19",
      "5c5db5f22e2216000e5e47e8":"Midwest 4.5 inch",
      "5c5db5fc2e2216000f1b2842":"Midwest 6.5 inch",
      "5c5db6302e2216000e5e47f0":"Midwest 10.5 inch",
      "5c5db63a2e2216000f1b284a":"Midwest 14 inch",
      "5c5db6552e2216001026119d":"9x19 MPX",
      "5c5db6652e221600113fba51":"9x19 MPX",
      "5c5db6742e2216000f1b2852":"MPX Drum",
      "5c5db6b32e221600102611a0":"SCH Charge",
      "5c5db6ee2e221600113fba54":"MD CQB",
      "5c5db6f82e2216003a0fe914":"ULSS",
      "5c6161fb2e221600113fbde5":"Sb.3x5",
      "5c6162682e22160010261a2b":"TOZ-106 DT",
      "5c61627a2e22160012542c55":"106 mount",
      "5c6165902e22160010261b28":"SRD 9",
      "5c6175362e221600133e3b94":"AK-A-16",
      "5c617a5f2e2216000f1e81b3":"B-10",
      "5c61a40d2e2216001403158d":"B-13",
      "5c6592372e221600133e47d7":"MAG5-100",
      "5c6beec32e221601da3578f2":"TJ",
      "5c6bf4aa2e2216001219b0ae":"US Palm AK",
      "5c6c2c9c2e2216000f2002e4":"Troy M-LOK",
      "5c6d10e82e221601da357b07":"HK Keymod",
      "5c6d10fa2e221600106f3f23":"Midwest M-LOK",
      "5c6d11072e2216000e69d2e4":"Midwest M-LOK",
      "5c6d11152e2216000f2003e7":"CRUX Handguard",
      "5c6d42cb2e2216000e69d7d1":"Polymer mag",
      "5c6d450c2e221600114c997d":"PM Gen.2",
      "5c6d46132e221601da357d56":"Battlemag",
      "5c6d5d8b2e221644fc630b39":"Stngr Vypr",
      "5c6d710d2e22165df16b81e7":"WarComp",
      "5c6d7b3d2e221600114c9b7d":"Grip V.2",
      "5c6d85e02e22165df16b81f4":"10.6' 416A5 5.56x45",
      "5c78f2492e221600114c9f04":"SAI QD Rail",
      "5c78f2612e221600114c9f0d":"SAI QD Rail",
      "5c78f26f2e221601da3581d1":"MOE SL",
      "5c78f2792e221600106f4683":"MOE SL",
      "5c78f2882e22165df16b832e":"Jail Break",
      "5c791e872e2216001219c40a":"Cobra",
      "5c793fb92e221644f31bfb64":"Advanced Tube",
      "5c793fc42e221600114ca25d":"Advanced Tube",
      "5c793fde2e221601da358614":"Viper Mod.1",
      "5c7951452e221644f31bfd5c":"Antidote",
      "5c7954d52e221600106f4cc7":"ONE Mount",
      "5c7955c22e221644f31bfd5e":"Gemtech ONE",
      "5c7d55de2e221644f31bff68":"COMP M4",
      "5c7d55f52e221644f31bff6a":"LRP",
      "5c7d560b2e22160bc12c6139":"AMSS",
      "5c7e5f112e221600106f4ede":"Blackout 51T",
      "5c7e8fab2e22165df16b889b":"AAC Illusion 9",
      "5c7fb51d2e2216001219ce11":"SF3P",
      "5c7fc87d2e221644f31c0298":"MOD3",
      "5c82342f2e221644f31c060e":"PSO 1",
      "5c82343a2e221644f31c0611":"PSO 1M2",
      "5c86592b2e2216000e69e77c":"KH/F 34mm",
      "5c878e9d2e2216000f201903":"DGN762B",
      "5c878ebb2e2216001219d48a":"DGNAK47B",
      "5c87a07c2e2216001219d4a2":"HK E1",
      "5c87ca002e221600114cb150":"VPG",
      "5c88f24b2e22160bc12c69a6":"SVD 7.62x54",
      "5c90c3622e221601da359851":"B-13V",
      "5c920e902e221644f31c3c99":"9x19 P226",
      "5c99f3592e221644fc633070":"TOZ-106 Mosin",
      "5c9a07572e221644f31c4b32":"Zhukov-U",
      "5c9a1c3a2e2216000e69fb6a":"Zhukov-U",
      "5c9a1c422e221600106f69f0":"Zhukov-U",
      "5c9a25172e2216000f20314e":"RIS II 12.25 FDE",
      "5c9a26332e2216001219ea70":"RIS II FSP 9.5 FDE",
      "5cadc1c6ae9215000f2775a4":"M9A3 tr. 9x19",
      "5cadc2e0ae9215051e1c21e7":"9x19 M9A3",
      "5cadc390ae921500126a77f1":"M9A3 protection cap",
      "5cadc431ae921500113bb8d5":"PGripM9A3",
      "5cadc55cae921500103bb3be":"M9A3 Slide",
      "5cadd919ae921500126a77f3":"M9A3 FR",
      "5cadd940ae9215051e1c2316":"M9A3 RS",
      "5cadd954ae921500103bb3c2":"SM M9",
      "5caf1041ae92157c28402e3f":"ASh-12 10rd.",
      "5caf1109ae9215753c44119f":"ASh-12",
      "5caf1691ae92152ac412efb9":"ASh-12 Carry",
      "5caf16a2ae92152ac412efbc":"ASh-12 Front",
      "5caf17c9ae92150b30006be1":"ASh MB",
      "5caf187cae92157c28402e43":"ASh supp",
      "5cbda392ae92155f3c17c39f":"AK polym",
      "5cbda9f4ae9215000e5b9bfc":"6P20 Sb.9 Plum",
      "5cbdaf89ae9215000e5b9c94":"6L23 Plum",
      "5cbdb1b0ae9215000d50e105":"6P20 Sb.7 Plum",
      "5cbdc23eae9215001136a407":"Molot Drum",
      "5cc6ea78e4a949000e1ea3c1":"FN Chrg.",
      "5cc6ea85e4a949000e1ea3c3":"Handler",
      "5cc70093e4a949033c734312":"FN reg.",
      "5cc700b9e4a949000f0f0f25":"P90 Stock",
      "5cc700cae4a949035e43ba72":"P90 butt",
      "5cc700d4e4a949000f0f0f28":"DI Butt",
      "5cc700ede4a949033c734315":"EFFEN 90",
      "5cc70102e4a949035e43ba74":"P90 Upper",
      "5cc7012ae4a949001252b43e":"EFFEN 90",
      "5cc70146e4a949000d73bf6b":"FN side.",
      "5cc7015ae4a949001152b4c6":"FN top",
      "5cc701aae4a949000e1ea45c":"10.5' P90 5.7x28",
      "5cc701d7e4a94900100ac4e7":"16' P90 5.7x28",
      "5cc82796e24e8d000f5859a8":"P90 FH",
      "5cc9a96cd7f00c011c04e04a":"SRVV",
      "5cc9ad73d7f00c000e2579d4":"SRVV",
      "5cc9b815d7f00c000e2579d6":"Claymore",
      "5cc9bcaed7f00c011c04e179":"HG15",
      "5cc9c20cd7f00c001336c65d":"TBL",
      "5cda9bcfd7f00c0c0b53e900":"ASh-12",
      "5cdaa99dd7f00c002412d0b2":"ASh-12 polym",
      "5cdd7685d7f00c000f260ed2":"SHREWD",
      "5cdd7693d7f00c0010373aa5":"M-11",
      "5cde739cd7f00c0010373bd3":"MOD X Gen.3",
      "5cde77a9d7f00c000f261009":"fold.adapter",
      "5cde7afdd7f00c000d36b89d":"MOD X",
      "5cde7b43d7f00c000d36b93e":"MOD X",
      "5cdeac22d7f00c000f26168f":"PRO 700",
      "5cdeac42d7f00c000d36ba73":"PRO700 stock ",
      "5cdeac5cd7f00c000f261694":"Pro700",
      "5cdeaca5d7f00c00b61c4b70":"PRO700",
      "5ce69cbad7f00c00b61c5098":"PMAG .308 AC",
      "5cebec00d7f00c065c53522a":"Attenuator",
      "5cebec10d7f00c065703d185":"PS90 Stock",
      "5cebec38d7f00c00110a652a":"Ring",
      "5cf12a15d7f00c05464b293f":"AA-70 20",
      "5cf13123d7f00c1085616a50":"Archangel M700",
      "5cf4e3f3d7f00c06595bc7f0":"Aggressor",
      "5cf4fb76d7f00c065703d3ac":"Pillau",
      "5cf50850d7f00c056e24104c":"EPG AK",
      "5cf508bfd7f00c056e24104e":"EPG AK FDE",
      "5cf50fc5d7f00c056c53f83c":"AKTS",
      "5cf518cfd7f00c065b422214":"AKTS",
      "5cf54404d7f00c108840b2ef":"MG-47",
      "5cf638cbd7f00c06595bc936":"USP-1",
      "5cf639aad7f00c065703d455":"USP-1 eyecup",
      "5cf656f2d7f00c06585fb6eb":"VS Combo",
      "5cf67a1bd7f00c06585fb6f3":"WT1052",
      "5cf67cadd7f00c065a5abab7":"WT0032-1",
      "5cf6935bd7f00c06585fb791":"TACCOM",
      "5cf6937cd7f00c056c53fb39":"ST-6012",
      "5cf78496d7f00c065703d6ca":"A3 Adapter",
      "5cf78720d7f00c06595bc93e":"BMD",
      "5cf79389d7f00c10941a0c4d":"Mosin thr.",
      "5cf79599d7f00c10875d9212":"TR",
      "5cf7acfcd7f00c1084477cf2":"PS90 Upper",
      "5cf8f3b0d7f00c00217872ef":"Powermag 20",
      "5cfe8010d7ad1a59283b14c6":"X-47 7.62",
      "5cff9e5ed7ad1a09407397d4":"Wave MB",
      "5cff9e84d7ad1a049e54ed55":"Wave QD",
      "5d00e0cbd7ad1a6c6566a42d":"Viper",
      "5d00ec68d7ad1a04a067e5be":"JPGS5b",
      "5d00ede1d7ad1a0940739a76":"N6 10.5 inch",
      "5d00ef6dd7ad1a0940739b16":"N6 Split",
      "5d00f63bd7ad1a59283b1c1e":"Viper",
      "5d010d1cd7ad1a59283b1ce7":"HX-5",
      "5d0236dad7ad1a0940739d29":"FD UAS Stock",
      "5d023784d7ad1a049d4aa7f2":"AG-58",
      "5d024f5cd7ad1a04a067e91a":"Patriot K+W",
      "5d025cc1d7ad1a53845279ef":"Ergo PSG-1 style",
      "5d02676dd7ad1a049e54f6dc":"Corvette",
      "5d02677ad7ad1a04a15c0f95":"Corvette",
      "5d026791d7ad1a04a067ea63":"Red Brake",
      "5d0a29ead7ad1a0026013f27":"1P59 mount",
      "5d0a29fed7ad1a002769ad08":"1P69 mount",
      "5d0a3a58d7ad1a669c15ca14":"1P59",
      "5d0a3e8cd7ad1a6f6a3d35bd":"1P69",
      "5d0b5cd3d7ad1a3fe32ad263":"1P59 eyecup",
      "5d10b49bd7ad1a1a560708b0":"AN/PEQ-2",
      "5d120a10d7ad1a4e1026ba85":"Gen.4 stock",
      "5d120a28d7ad1a1c8962e295":"Recoil pad",
      "5d122e7bd7ad1a07102d6d7f":"URX 3.1 10.75'",
      "5d123102d7ad1a004e475fe5":"URX 3 8'",
      "5d123a3cd7ad1a004e476058":"KAC short",
      "5d123b70d7ad1a0ee35e0754":"KAC Long",
      "5d123b7dd7ad1a004f01b262":"KAC stoper",
      "5d124c01d7ad1a115c7d59fb":"KAC short",
      "5d124c0ed7ad1a10d168dd9b":"KAC Long",
      "5d124c1ad7ad1a12227c53a7":"KAC stoper",
      "5d133067d7ad1a33013f95b4":"3 in. URX",
      "5d1340b3d7ad1a0b52682ed7":"GEN M3 30",
      "5d1340bdd7ad1a0e8d245aab":"GEN M3 40 FDE",
      "5d1340cad7ad1a0b0b249869":"GEN M3 30 FDE",
      "5d135e83d7ad1a21b83f42d8":"CTR Stock",
      "5d135ecbd7ad1a21c176542e":"CTR Stock",
      "5d15ce51d7ad1a1eff619092":"Goliaf",
      "5d15cf3bd7ad1a67e71518b2":"MOE",
      "5d19cd96d7ad1a4a992c9f52":"Tri-Rail",
      "5d1b198cd7ad1a604869ad72":"AKM-L",
      "5d1b5e94d7ad1a2b865a96b0":"RS-32",
      "5d1c702ad7ad1a632267f429":"GLR-17",
      "5d1f819086f7744b355c219b":"Wave MB",
      "5d2369418abbc306c62e0c80":"Dbal PL",
      "5d25a4a98abbc30b917421a4":"AICS 5rnd",
      "5d25a6538abbc306c62e630d":"AICS 10rnd",
      "5d25a6a48abbc306c62e6310":"MDT 12rnd",
      "5d25a7b88abbc3054f3e60bc":"PMAG .308 AC",
      "5d25af8f8abbc3055079fec5":"AA-70 10",
      "5d25d0ac8abbc3054f3e61f7":"AICS M700",
      "5d2702e88abbc31ed91efc44":"26' M700",
      "5d2703038abbc3105103d94c":"20' M700 7.62x51",
      "5d270b3c8abbc3105335cfb8":"M700 protection cap",
      "5d270ca28abbc31ee25ee821":"M700 protection cap",
      "5d2c76ed48f03532f2136169":"Bastion",
      "5d2c770c48f0354b4a07c100":"PDC",
      "5d2c772c48f0355d95672c25":"Dog leg",
      "5d2c829448f0353a5c7d6674":"WASR 10-63",
      "5d2da1e948f035477b1ce2ba":"SRS-02",
      "5d2dc3e548f035404a1a4798":"Monstr. 2x32",
      "5d2f213448f0355009199284":"9x19 MP5",
      "5d2f259b48f0355a844acd74":"MP5k",
      "5d2f25bc48f03502573e5d85":"MP5k End Cap",
      "5d2f261548f03576f500e7b7":"MP5k Upper",
      "5d2f2d5748f03572ec0c0139":"MP5k hnd.",
      "5d3eb44aa4b93650d64e4979":"57 Slide",
      "5d3eb4aba4b93650d64e497d":"57 RS",
      "5d3eb536a4b9363b1f22f8e2":"57 FS",
      "5d3eb59ea4b9361c284bb4b2":"57 tr. 5.7x28",
      "5d3eb5b6a4b9361eab311902":"57 5.7x28",
      "5d3eb5eca4b9363b1f22f8e4":"5.7x28 57 mag.",
      "5d3ef698a4b9361182109872":"SFN-57",
      "5d4405aaa4b9361e6a4e6bd3":"TX15 LW Upper",
      "5d4405f0a4b9361e6a4e6bd9":"Ion Lite",
      "5d440625a4b9361eec4ae6c5":"223CB",
      "5d44064fa4b9361e4f6eb8b5":"Ultra 5",
      "5d44069ca4b9361ebd26fc37":"PRS GEN3",
      "5d4406a8a4b9361e4f6eb8b7":"PRS GEN3 gr.",
      "5d440b93a4b9364276578d4b":"18' AR-15 5.56x45",
      "5d440b9fa4b93601354d480c":"20' AR-15 5.56x45",
      "5d44334ba4b9362b346d1948":"Raptor Charge",
      "5d443f8fa4b93678dd4a01aa":"30CB",
      "5d4aaa54a4b9365392071170":"AKM-L AR",
      "5d4aaa73a4b9365392071175":"AKM-L AB",
      "5d4aab30a4b9365435358c55":"VS Combo wht",
      "5d53f4b7a4b936793d58c780":"PAG-17",
      "5d7b6bafa4b93652786f4c76":"57 RMR mount",
      "5dcbd6b46ec07c0c4347a564":"MDR Handguard",
      "5dcbd6dddbd3d91b3e5468de":"MDR reg.",
      "5dcbe9431e1f4616d354987e":"16' MDR 308",
      "5dcbe965e4ed22586443a79d":"MDR reg.",
      "5de653abf76fdc1ce94a5a2a":"215 366",
      "5de65547883dde217541644b":"23' 215 .366TKM",
      "5de6556a205ddc616a6bc4f7":"215 Pr.",
      "5de6558e9f98ac2bc65950fc":"215 mount",
      "5de655be4a9f347bc92edb88":"VPO-215 stock",
      "5de8e67c4a9f347bc92edbd7":"MP9-N Upper",
      "5de8e8dafd6b4e6e2276dc32":"MP9 15",
      "5de8ea8ffd6b4e6e2276dc35":"MP9 20",
      "5de8eaadbbaf010b10528a6d":"MP9 25",
      "5de8eac42a78646d96665d91":"MP9 30",
      "5de8f237bbaf010b10528a70":"B&T Mount",
      "5de8f2d5b74cd90030650c72":"MP9 Supp.",
      "5de8fb539f98ac2bc659513a":"MP9 RS",
      "5de8fbad2fbe23140d3ee9c4":"MP9 VFG",
      "5de8fbf2b74cd90030650c79":"B&T bottom",
      "5de8fc0b205ddc616a6bc51b":"B&T side",
      "5de910da8b6c4240ba2651b5":"MP9 stock",
      "5de922d4b11454561e39239f":"MP9 Chr.",
      "5df256570dee1b22f862e9c4":"T-5000 660mm .308",
      "5df25b6c0b92095fd441e4cf":"T-5000 5rnd",
      "5df25d3bfd6b4e6e2276dc9a":"T-5000 hg.",
      "5df35ddddfc58d14537c2036":"T-5000M Stock",
      "5df35e59c41b2312ea3334d5":"T-5000 Hg.",
      "5df35e7f2a78646d96665dd4":"T-5000M MBr",
      "5df35e970b92095fd441e4d2":"T-5000 opt.",
      "5df35ea9c41b2312ea3334d8":"Orsis long",
      "5df35eb2b11454561e3923e2":"Orsis med.",
      "5df36948bb49d91fb446d5ad":"T-5000 pad",
      "5df38a5fb74cd90030650cb6":"T-5000 Pg.",
      "5df8e053bb49d91fb446d6a6":"SR-25 Chrg.",
      "5df8e085bb49d91fb446d6a8":"Ambi SR-25",
      "5df8e4080b92095fd441e594":"SR-25 Upper",
      "5df8f535bb49d91fb446d6b0":"KAC 10 7.62",
      "5df8f541c41b2312ea3335e3":"KAC 20 7.62",
      "5df916dfbb49d91fb446d6b9":" URX-4 14.5'",
      "5df917564a9f347bc92edca3":"16' SR-25 7.62x51",
      "5dfa397fb11454561e39246c":"20' SR-25 7.62x51",
      "5dfa3cd1b33c0951220c079b":"KAC QDC",
      "5dfa3d2b0dee1b22f862eade":"PRS QDC",
      "5dfa3d45dfc58d14537c20b0":"KAC Gas.Bl.",
      "5dfa3d7ac41b2312ea33362a":"KAC Rear",
      "5dfa3d950dee1b22f862eae0":"KAC Front",
      "5dfcd0e547101c39625f66f9":"SAG MK1",
      "5dfce88fe9dc277128008b2e":"SVDS CS",
      "5dfe14f30b92095fd441edaf":"ETMI-019",
      "5dfe6104585a0c3e995c7b82":"ADO P4",
      "5dff772da3651922b360bf91":"Pilad 4x32",
      "5dff77c759400025ea5150cf":"UTG 25mm",
      "5dff8db859400025ea5150d4":"SVD Low",
      "5e0090f7e9dc277128008b93":"MP9 Upper",
      "5e01e9e273d8eb11426f5bc3":"SVD-S thr.",
      "5e01ea19e9dc277128008c0b":"Rotor43 7.62x54",
      "5e208b9842457a4a7a33d074":"DTKP ",
      "5e217ba4c1434648c13568cd":"Kocherga",
      "5e2192a498a36665e8337386":"MG-47",
      "5e21a3c67e40bd02257a008a":"Pmag30",
      "5e21ca18e4d47f0da15e77dd":"CNC War.",
      "5e56991336989c75ab4f03f6":"SVD Mod.",
      "5e5699df2161e06ac158df6f":"XRS DRG",
      "5e569a0156edd02abe09f27d":"IzhMash mod. rail",
      "5e569a132642e66b0b68015c":"DRG L-1",
      "5e569a2e56edd02abe09f280":" XD RGL",
      "5e81c4ca763d9f754677befa":"M1911",
      "5e81c519cb2b95385c177551":"M1911A1 .45",
      "5e81c539cb2b95385c177553":"M1911A1 Catch",
      "5e81c550763d9f754677befd":"M1911A1 Ham.",
      "5e81c6a2ac2bb513793cdc7f":"M1911A1 Trig.",
      "5e81c6bf763d9f754677beff":"M1911A1 P.Grip",
      "5e81edc13397a21db957f6a1":"M1911A1 slide",
      "5e81ee213397a21db957f6a6":"M1911A1 FS",
      "5e81ee4dcb2b95385c177582":"M1911A1 RS",
      "5e87071478f43e51ca2de5e1":"20' M590",
      "5e87076ce2db31558c75a11d":"Speedfeed",
      "5e87080c81c4ed43e83cefda":"M590A1x8",
      "5e8708d4ae379e67d22e0102":"GR FS",
      "5e87114fe2db31558c75a120":"GR RS",
      "5e87116b81c4ed43e83cefdd":"M590A1 stock",
      "5ea02bb600685063ec28bfa1":"10.6' PPSH-41 7.62x25",
      "5ea034eb5aad6446a939737b":"35 PPSH",
      "5ea034f65aad6446a939737e":"71 PPSH",
      "5ea03e5009aa976f2e7a514b":"PPSH-41 dc",
      "5ea03e9400685063ec28bfa4":"PPSH-41 stock",
      "5ea16acdfadf1d18c87b0784":"SMR Mk.16 9.5",
      "5ea16ada09aa976f2e7a51be":"SMR Mk.16 13.5",
      "5ea16d4d5aad6446a939753d":"ACH",
      "5ea172e498dacb342978818e":"FH556RC",
      "5ea17bbc09aa976f2e7a51cd":"RC2",
      "5eea21647547d6330471b3c9":"MOE M590",
      "5eea217fc64c5d0dfc05712a":"SGA M590",
      "5eeb2ff5ea4f8b73c827350b":"RB7M",
      "5ef1b9f0c64c5d0dfc0571a1":"LEO M590",
      "5ef1ba28c64c5d0dfc0571a5":"Mesa Crosshair",
      "5ef32e4d1c1fd62aea6a150d":"Trik",
      "5ef3448ab37dfd6af863525c":"Mec-Gar",
      "5ef3553c43cb350a955a7ccb":"Wilson Ext.",
      "5ef35bc243cb350a955a7ccd":"US Ham.",
      "5ef35d2ac64c5d0dfc0571b0":"M1911A1 Ham.",
      "5ef35f46382a846010715a96":"HEX Ham.",
      "5ef366938cef260c0642acad":"ALG#423 P.Grip",
      "5ef369b08cef260c0642acaf":"TGM",
      "5ef5d994dfbc9f3c660ded95":"Weig-a-tinny",
      "5ef61964ec7f42238c31e0c1":"AO MB",
      "5efaf417aeb21837e749c7f2":"B-30 B-31\u0421"
  },
  "money":{
      "5449016a4bdc2d6f028b456f":"Roubles",
      "544901bf4bdc2ddf018b456d":"Roubles",
      "5696686a4bdc2da3298b456a":"Dollars",
      "569668774bdc2da2298b4568":"Euros"
  },
  "provisions":{
      "5448fee04bdc2dbc018b4567":"Water",
      "5448ff904bdc2d6f028b456e":"Crackers",
      "544fb62a4bdc2dfb738b4568":"Pineapp.Jc.",
      "544fb6cc4bdc2d34748b456e":"Slickers",
      "5673de654bdc2d180f8b456d":"Saury",
      "5734773724597737fd047c14":"Cond. milk",
      "57347d3d245977448f7b7f61":"Croutons",
      "57347d5f245977448b40fa81":"Humpback",
      "57347d692459774491567cf1":"Peas",
      "57347d7224597744596b4e72":"Tushonka",
      "57347d8724597744596b4e76":"Squash",
      "57347d90245977448f7b7f65":"Oatflakes",
      "57347d9c245977448b40fa85":"Herring",
      "57347da92459774491567cf5":"Tushonka",
      "57505f6224597709a92585a9":"Alyonka",
      "575062b524597720a31c09a1":"Green Tea",
      "57513f07245977207e26a311":"Apl.jc.",
      "57513f9324597720a7128161":"Pom.juice",
      "57513fcc24597720a31c09a6":"Vita juice",
      "5751435d24597720a27126d1":"NRG Drink",
      "57514643245977207f2c2d09":"TarCola",
      "575146b724597720a27126d5":"Milk",
      "5751487e245977207e26a315":"Emelya",
      "5751496424597720a27126da":"Hot Rod",
      "590c5d4b86f774784e1b9c45":"Lunchbox",
      "590c5f0d86f77413997acfab":"MRE",
      "59e3577886f774176a362503":"Sugar",
      "5bc9b156d4351e00367fbce9":"Mayo",
      "5bc9c29cd4351e003562b8a3":"Sprats",
      "5c0fa877d174af02a012e1cf":"Aquamari",
      "5d1b33a686f7742523398398":"Superwater",
      "5d1b376e86f774252519444e":"Moonshine",
      "5d403f9186f7743cac3f229b":"Whiskey",
      "5d40407c86f774318526545a":"Vodka"
  },
  "quest":{
      "590c62a386f77412b0130255":"Sliderkey",
      "590dde5786f77405e71908b2":"\u0421ase",
      "5910922b86f7747d96753483":"\u0421ase",
      "591092ef86f7747bb8703422":"Docs",
      "591093bb86f7747caa7bb2ee":"Letter",
      "5937fd0086f7742bf33fc198":"Watch",
      "5938188786f77474f723e87f":"Docs 0031",
      "5938878586f7741b797c562f":"Docs 0052",
      "593965cf86f774087a77e1b6":"Docs 0048",
      "5939a00786f7742fe8132936":"Zibbo",
      "5939e5a786f77461f11c0098":"Docs 0013",
      "5939e9b286f77462a709572c":"Letter",
      "593a87af86f774122f54a951":"Reagent",
      "5a0448bc86f774736f14efa8":"Sanatorium",
      "5a29276886f77435ed1b117c":"HDD",
      "5a29284f86f77463ef3db363":"Toughbook",
      "5a29357286f77409c705e025":"Flash drive",
      "5a294d7c86f7740651337cf9":"SAS disk ",
      "5a294d8486f774068638cd93":"SAS disk",
      "5a6860d886f77411cd3a9e47":"Docs 0060",
      "5a687e7886f7740c4a5133fb":"Blood sample",
      "5ac620eb86f7743a8e6e0da0":"Package",
      "5ae9a0dd86f7742e5f454a05":"Manifests",
      "5ae9a18586f7746e381e16a3":"Manifests",
      "5ae9a1b886f77404c8537c62":"Manifests",
      "5ae9a25386f7746dd946e6d9":"Cargo route",
      "5ae9a3f586f7740aab00e4e6":"Book p.1",
      "5ae9a4fc86f7746e381e1753":"Book p.2",
      "5b43237186f7742f3a4ab252":"\u0421hemcont",
      "5b4c72b386f7745b453af9c0":"Controller",
      "5b4c72c686f77462ac37e907":"Controller",
      "5b4c72fb86f7745cef1cffc5":"Gyroscope",
      "5b4c81a086f77417d26be63f":"\u0421hemcont",
      "5b4c81bd86f77418a75ae159":"\u0421hemcont",
      "5c12301c86f77419522ba7e4":"False FD",
      "5d357d6b86f7745b606e3508":"photo album",
      "5d3ec50586f774183a607442":"Encr. pack"
  },
  "spec":{
      "544fb5454bdc2df8738b456a":"Tool",
      "591094e086f7747caa7bb2ef":"Repair Kit",
      "5910959486f7747d96753485":"Repair Kit",
      "5910968f86f77425cf569c32":"Repair Kit",
      "5991b51486f77447b112d44f":"MS2000",
      "5ac78a9b86f7741cca0bbd8d":"Jammer",
      "5b4391a586f7745321235ab2":"Camera"
  },
  "weapons":{
      "5447a9cd4bdc2dbd208b4567":"M4A1",
      "5448bd6b4bdc2dfc2f8b4569":"PM",
      "5448be9a4bdc2dfd2f8b456a":"RGD-5",
      "54491bb74bdc2d09088b4567":"ER Bayonet",
      "54491c4f4bdc2db1078b4568":"MP-133",
      "55801eed4bdc2d89578b4588":"SV-98",
      "5644bd2b4bdc2d3b4c8b4572":"AK-74N",
      "56d59856d2720bd8418b456a":"P226R",
      "56dee2bdd2720bc8328b4567":"MP-153",
      "56e0598dd2720bb5668b45a6":"PB",
      "5710c24ad2720bc3458b45a3":"F-1",
      "571a12c42459771f627b58a0":"TT",
      "574d967124597745970e7c94":"SKS",
      "576165642459773c7a400233":"Saiga 12ga v.10",
      "576a581d2459771e7b1bc4f1":"MP-443 'Grach'",
      "57838ad32459774a17445cd2":"VSS",
      "579204f224597773d619e051":"PM(t)",
      "57c44b372459772d2b39b8ce":"AS VAL",
      "57cd379a24597778e7682ecf":"KATT",
      "57d14d2524597714373db789":"PP-91 Kedr",
      "57dc2fa62459775949412633":"AKS-74U",
      "57e26ea924597715ca604a09":"A-2607",
      "57e26fc7245977162a14b800":"A-2607",
      "57f3c6bd24597738e730fa2f":"PP-91-01 Kedr-B",
      "57f4c844245977379d5c14d1":"PP-9 Klin",
      "583990e32459771419544dd2":"AKS-74UN",
      "5839a40f24597726f856b511":"AKS-74UB",
      "587e02ff24597743df3deaeb":"OP-SKS",
      "588892092459774ac91d4b11":"DVL-10",
      "58948c8e86f77409493f7266":"MPX",
      "58d3db5386f77426186285a0":"M67",
      "5926bb2186f7744b1c6c6e60":"MP5",
      "59984ab886f7743e98271174":"PP-19-01",
      "59d6088586f774275f37482f":"AKM",
      "59e6152586f77473dc057aa1":"Vepr KM/VPO-136",
      "59e6687d86f77411d949b251":"AKM/VPO-209",
      "59f98b4986f7746f546d2cef":"SR-1MP",
      "59f9cabd86f7743a10721f46":"Saiga-9",
      "59ff346386f77477562ff5e2":"AKMS",
      "5a0c27731526d80618476ac4":"Zarya",
      "5a0ec13bfcdbcb00165aa685":"AKMN",
      "5a17f98cfcdbcb0980087290":"APS",
      "5a2a57cfc4a2826c6e06d44a":"RDG-2B",
      "5a367e5dc4a282000e49738f":"RSASS",
      "5a38e6bac4a2826c6e06d79b":"TOZ-106",
      "5a7828548dc32e5a9c28b516":"M870",
      "5a7ae0c351dfba0017554310":"GLOCK17",
      "5aafa857e5b5b00018480968":"M1A",
      "5ab8e9fcd8ce870019439434":"AKS-74N",
      "5abcbc27d8ce8700182eceeb":"AKMSN",
      "5abccb7dd8ce87001773e277":"APB",
      "5ac4cd105acfc40016339859":"AK-74M",
      "5ac66cb05acfc40198510a10":"AK-101",
      "5ac66d015acfc400180ae6e4":"AK-102",
      "5ac66d2e5acfc43b321d4b53":"AK-103",
      "5ac66d725acfc43b321d4b60":"AK-104",
      "5ac66d9b5acfc4001633997a":"AK-105",
      "5ae08f0a5acfc408fb1398a1":"Mosin",
      "5b0bbe4e5acfc40dc528a72d":"SA-58",
      "5b1fa9b25acfc40018633c01":"GLOCK18C",
      "5b3b713c5acfc4330140bd8d":"TT",
      "5ba26383d4351e00334c93d9":"MP7A1",
      "5bb2475ed4351e00853264e3":"HK 416A5",
      "5bc9c1e2d4351e00367fbcf0":"Axe",
      "5bd70322209c4d00d7167b8f":"MP7A2",
      "5bead2e00db834001c062938":"MPL-50",
      "5beed0f50db834001c062b12":"RPK-16",
      "5bf3e03b0db834001d2c4a9c":"\u0410K-74",
      "5bf3e0490db83400196199af":"\u0410KS-74",
      "5bfd297f0db834001a669119":"Mosin Inf.",
      "5bfea6e90db834001b7347f3":"M700",
      "5bffdc370db834001d23eca8":"6h5",
      "5bffdd7e0db834001b734a1a":"M-2",
      "5bffe7930db834001b734a39":"SCA",
      "5c010e350db83400232feec7":"SP-8",
      "5c0126f40db834002a125382":"RR",
      "5c012ffc0db834001d23f03f":"Camper",
      "5c07c60e0db834002330051f":"ADAR 2-15",
      "5c07df7f0db834001b73588a":"Crowbar",
      "5c46fbd72e2216398b5a8c9c":"SVDS",
      "5c488a752e221602b412af63":"DT MDR 5.56x45",
      "5c501a4d2e221602b412b540":"Hunter",
      "5cadc190ae921500103bb3b6":"M9A3",
      "5cadfbf7ae92152ac412eeef":"ASh-12",
      "5cc82d76e24e8d00134b4b83":"P90",
      "5d2f0d8048f0356c925bc3b0":"MP5K-N",
      "5d3eb3b0a4b93615055e84d2":"FN 5-7",
      "5d43021ca4b9362eab4b5e25":"TX-15 DML",
      "5d67abc1a4b93614ec50137f":"FN 5-7 FDE",
      "5dcbd56fdbd3d91b3e5468d5":"DT MDR .308",
      "5de652c31b7e3716273428be":"VPO-215",
      "5de7bd7bfd6b4e6e2276dc25":"MP9-N",
      "5df24cf80dee1b22f862e9bc":"T-5000 .308",
      "5df8ce05b11454561e39243b":"SR-25",
      "5e00903ae9dc277128008b87":"MP9 9x19",
      "5e32f56fcb6d5863cc5e5ee4":"VOG-17",
      "5e340dcdcb6d5863cc5e5efb":"VOG-25",
      "5e81c3cbac2bb513793cdc75":"M1911A1",
      "5e81ebcd8e146c7080625e15":"GL40",
      "5e870397991fd70db46995c8":"590A1",
      "5ea03f7400685063ec28bfa8":"PPSH-41"
  }
}


+rep, do you share where you dump those? So I can update them myself =)

1PolyFlower 16th September 2020 11:32 AM

Sorry for quoting such old post, but can anyone tell me where to look for such offsets like Object + 0x60 = name, im using dnspy, ce mono dissect, can't find this offset in UnityEngine.GameObject, UnityEngine.Object
Quote:

Originally Posted by mikangchan (Post 2010896)

Code:

ActiveGameObject + 0x50] = layer
ActiveGameObject + 0x54] = tag
ActiveGameObject + 0x60] = object name



onecool9009 16th September 2020 11:54 AM

Quote:

Originally Posted by 1PolyFlower (Post 2921821)
Sorry for quoting such old post, but can anyone tell me where to look for such offsets like Object + 0x60 = name, im using dnspy, ce mono dissect, can't find this offset in UnityEngine.GameObject, UnityEngine.Object

for those offsets that are not displayed in mono, I use IDA + dnspy ​​(to understand the code)


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

flushin 17th September 2020 12:02 PM

can someone share gameObjectManager or tell me how to find it. new to this game

Yf04zKTh12Te 17th September 2020 04:24 PM

Quote:

Originally Posted by flushin (Post 2922897)
can someone share gameObjectManager or tell me how to find it. new to this game

https://www.unknowncheats.me/forum/2...-post1694.html

1PolyFlower 18th September 2020 10:47 AM

Quote:

Originally Posted by flushin (Post 2922897)
can someone share gameObjectManager or tell me how to find it. new to this game

Code:

UnityPlayer.dll + 151A218

Apple Man 20th September 2020 09:11 AM

Is there a way to get the head position without that weird looking GetPosition Function for external? I can't figure it out.

montroisiemecon 20th September 2020 02:04 PM

Quote:

Originally Posted by Apple Man (Post 2925544)
Is there a way to get the head position without that weird looking GetPosition Function for external? I can't figure it out.

It looks weird but it works fine. If you pop UnityPlayer into ida, the get position injected really looks like this

Not sure you can get head position with another way

elizh 20th September 2020 04:10 PM

Anyone know how to modify bullet impact stuff externally?

lokinton 21st September 2020 09:49 AM

any ideas where registeredplayers would be valid, with values in the actual array but the size is 0?

Null Terminator 21st September 2020 10:35 AM

If anyone was wondering how to remove recoil, breathing and movement sway without setting mask:

Code:

//Recoil strength
Write<Vector2>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x48 }) + 0x38, { 0.f, 0.f });
Write<Vector2>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x48 }) + 0x40, { 0.f, 0.f });

//Breathing intensity
Write<float>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x28 }) + 0xA4, 0.f);

//Walk intensity
Write<float>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x30 }) + 0x44, 0.f);

//Step Frequency
Write<float>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x30 }) + 0x40, 0.f);

//Motion intensity
Write<float>(ReadChain(local_player.instance, { gameData->offsets.Player.proceduralWeaponAnimation, 0x38 }) + 0xD0, 0.f);


beepboop5 21st September 2020 03:36 PM

Does anyone know if the Secret Club window hijack works on EFT? ive used it on Rust EAC with some minor modifications and im fine so far.

Swiftik 22nd September 2020 07:03 PM

Quote:

Originally Posted by beepboop5 (Post 2926584)
Does anyone know if the Secret Club window hijack works on EFT? ive used it on Rust EAC with some minor modifications and im fine so far.

there's no reason it shouldn't work

beepboop5 22nd September 2020 07:08 PM

Sorry, I was a bit unclear, is it undetected on EFT?

Swiftik 22nd September 2020 07:17 PM

Quote:

Originally Posted by beepboop5 (Post 2927599)
Sorry, I was a bit unclear, is it undetected on EFT?

Yes, same with Rust.

beepboop5 22nd September 2020 07:19 PM

Oh nice, yeah I was just curious since its fine on rust and EAC Rust is (kinda?) strong

lokinton 24th September 2020 01:15 AM

does anyone know why some containers are at the world center (pos 0,0,0) and the rest just fine at their positions?
parented positions? maybe?

yup, they were parented. getting parent position and adding them together worked fine.
but my next question is
any good way to resolve the offsetted positions? https://imgur.com/a/PrYMhgP

PowerSmurf 24th September 2020 09:51 AM

Quote:

Originally Posted by lokinton (Post 2928715)
does anyone know why some containers are at the world center (pos 0,0,0) and the rest just fine at their positions?
parented positions? maybe?

yup, they were parented. getting parent position and adding them together worked fine.
but my next question is
any good way to resolve the offsetted positions? https://imgur.com/a/PrYMhgP

I have the very same issue! Lot's of containers at 0,0,0. Would you mind sharing how you get the parent positions of those containers? =)

Offset positions can only be fixed by getting the containers transform position with the internal unity getposition function found in this thread (hasn't worked for me unfortunately)

lokinton 24th September 2020 11:12 AM

Quote:

Originally Posted by PowerSmurf (Post 2928932)
I have the very same issue! Lot's of containers at 0,0,0. Would you mind sharing how you get the parent positions of those containers? =)

Offset positions can only be fixed by getting the containers transform position with the internal unity getposition function found in this thread (hasn't worked for me unfortunately)

take a look at UnityEngine.Transform::GetParent in ida, its fairly simple.

montroisiemecon 24th September 2020 01:12 PM

Quote:

Originally Posted by lokinton (Post 2928715)
does anyone know why some containers are at the world center (pos 0,0,0) and the rest just fine at their positions?
parented positions? maybe?

yup, they were parented. getting parent position and adding them together worked fine.
but my next question is
any good way to resolve the offsetted positions? https://imgur.com/a/PrYMhgP

How do you read position?

TheMaoci 24th September 2020 02:50 PM

@lokinton loop items in container and add font height + 2 per Y position :)

beepboop5 24th September 2020 07:11 PM

Does anyone know how to get position? im doing Player + 0xA0(PlayerBody) ] 0x28 ] 0x20 ] 0x10 ] 0x20 ] 0x10 ] 0x38 ] 0xB0 and im getting 0,0,0 (verified player is correct and viewmatrix is fine)

nvm fixed it.

lokinton 25th September 2020 01:22 AM

Quote:

Originally Posted by montroisiemecon (Post 2929057)
How do you read position?

going back to the game object and reading the transform position


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

nikobelic29 26th September 2020 05:05 AM

Don't know if this is already posted, but here is how to remove visor effect in external/internal

Code:

//this is FPS Camera
void Camera::VisorEffect(float set)
        {
                uint64_t gameobj = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(this) + 0x30);
                if (gameobj == NULL)
                {
                        printf(XorStr("VisorEffect.gameobj fuck\n"));
                        return;
                }

                uint64_t compList = *reinterpret_cast<uint64_t*>(gameobj + 0x30);
                if (compList == NULL)
                {
                        printf(XorStr("VisorEffect.compList fuck\n"));
                        return;
                }

                uint64_t Visor = 0;

                for (int i = 0x8; i < 0x300; i = i + 0x10)
                {
                        uint64_t fields = *reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(compList + i) + 0x28);
                        if (strstr(*reinterpret_cast<char**>(*reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(fields + 0x0) + 0x0) + 0x48)), "VisorEffect"))
                        {
                                Visor = *reinterpret_cast<uint64_t*>(compList + i);
                        }
                }

                if (Visor == NULL) return;

                uint64_t field = *reinterpret_cast<uint64_t*>(Visor + 0x28);
                if (field == NULL)
                {
                        printf(XorStr("VisorEffect.field fuck\n"));
                        return;
                }
               
                float& intensity = *reinterpret_cast<float*>(field + 0xb8);
                intensity = set;
        }


Does anyone have the latest chain to obtain optic matrix through proceduralweaponanimation? from reading the CE dump it should be

Code:

Localplayer + 0x168] + 0x88] + 0x28] + 0x30] + 0x18] + 0xD8 and read as D3DXMATRIX
Localplayer + proceduralweapon] + opticsight] + TemplateCamera] + cameraObjectClass] + cameraEntity] + matrix

but I am getting bogus matrices...

Edit: after some testing, cameraobjectclass] + cameraEntity is pointed to a NULL pointer, ill see what is up

I also tried to find BaseOpticCamera(clone) but it is never present regardless if it is active or not. tested with many different sights

Code:

Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera


beepboop5 26th September 2020 04:00 PM

Does anyone know how to do loot esp? i was using Unispect but when i do LocalGameWorld + 0x58 it just leads me to nothing

montroisiemecon 27th September 2020 05:15 PM

When iterating loot items, I came across this issue of seeing both scav & players corpses.
I solved it using this code, Address being the address of the current loot item

Code:

    bool IsCorpse()
    {
        auto playerSide = driver::readMemory<uint32_t>(Address + 0x140);
        return playerSide == 1 || playerSide == 2;
    }

You can get PlayerBody at 0x128, then do the bones as usual

Sounds like there was a mess here
https://i.imgur.com/H23pAtm.png

"Flying" mode, you need to spam the hell out of this line and by spamming jump and running you can walk in the air. Its a bit buggy

driver::writeMemory<bool>(MovementContext + 0x315, 1.f);

beepboop5 27th September 2020 08:29 PM

If you are using the loot list at 0x70, i found out that you can simply filter players out by checking the position of the items, players will always be at 0,0,0

edit: do you know how to use the loot list at 0x58? all i get is null ptrs

sabretoothleopa 27th September 2020 08:41 PM

how are you guys getting offsets? is there a way to mono dump the game? Like a way to go in offline mode without BE ?
I was using emu to do this but it looks like the offsets are not the same?
I get 0x78 for registered players

montroisiemecon 27th September 2020 09:31 PM

Quote:

Originally Posted by beepboop5 (Post 2932533)
If you are using the loot list at 0x70, i found out that you can simply filter players out by checking the position of the items, players will always be at 0,0,0

edit: do you know how to use the loot list at 0x58? all i get is null ptrs

Code:

    std::vector<uint64_t> getAllLoot()
    {
        uint64_t m_lLootList = driver::readMemory<uint64_t>(Address + 0x58);

        int32_t m_lLootListSize = driver::readMemory<int32_t>(m_lLootList + 0x18);
        if (m_lLootListSize > 10000 || m_lLootListSize < 0)
            m_lLootListSize = 0;
        std::vector<uint64_t> LootList(m_lLootListSize);

        uint64_t m_lLootListObject = driver::readMemory<uint64_t>(m_lLootList + 0x10);
        driver::readMemory(m_lLootListObject + 0x20, LootList.data(), m_lLootListSize * 0x8);
        return LootList;
    }


beepboop5 27th September 2020 09:40 PM

Quote:

Originally Posted by montroisiemecon (Post 2932573)
Code:

    std::vector<uint64_t> getAllLoot()
    {
        uint64_t m_lLootList = driver::readMemory<uint64_t>(Address + 0x58);

        int32_t m_lLootListSize = driver::readMemory<int32_t>(m_lLootList + 0x18);
        if (m_lLootListSize > 10000 || m_lLootListSize < 0)
            m_lLootListSize = 0;
        std::vector<uint64_t> LootList(m_lLootListSize);

        uint64_t m_lLootListObject = driver::readMemory<uint64_t>(m_lLootList + 0x10);
        driver::readMemory(m_lLootListObject + 0x20, LootList.data(), m_lLootListSize * 0x8);
        return LootList;
    }


I know how to get the actual instances, im just unsure on how to get names/positions/rarity etc... (When I dumped it, all i saw was an empty interface)

Also is the list at 0x58 for every single dropped instance? because the one im using at 0x70 is simply for all loot spawns afaik.

montroisiemecon 27th September 2020 09:53 PM

Quote:

Originally Posted by beepboop5 (Post 2932578)
I know how to get the actual instances, im just unsure on how to get names/positions/rarity etc... (When I dumped it, all i saw was an empty interface)

Also is the list at 0x58 for every single dropped instance? because the one im using at 0x70 is simply for all loot spawns afaik.

At 0x58 you can have anything in the following:
LootItem, Door, LootableContainer, Switch, Trunk, StationaryWeapons, Corpses

Find which class inherits from this interface. Any object in this list is a subclass of this interface

beepboop5 27th September 2020 11:39 PM

Ah alright, thanks for clearing things up, guess ill take a closer look in DnSpy or whatever. Have you got a team check working btw? I just need a nudge in the right direction.

montroisiemecon 27th September 2020 11:47 PM

Quote:

Originally Posted by beepboop5 (Post 2932659)
Ah alright, thanks for clearing things up, guess ill take a closer look in DnSpy or whatever. Have you got a team check working btw? I just need a nudge in the right direction.

Check groupId (unity string).
If empty: solo player, else all players of the same team have the same groupId

beepboop5 28th September 2020 07:21 AM

Whereabouts can i find this group ID ?

onecool9009 28th September 2020 08:12 AM

Quote:

Originally Posted by beepboop5 (Post 2932895)
Whereabouts can i find this group ID ?


dude, use the search, read this topic, there are all the answers to your questions

beepboop5 30th September 2020 09:49 PM

For some weird reason whenever on labs, players arms rotate around like crazy and players bone transforms dont update until you get within ~30m of them, does anyone have a similar issue or knows if its an engine issue?

montroisiemecon 1st October 2020 12:30 AM

Quote:

Originally Posted by beepboop5 (Post 2935726)
For some weird reason whenever on labs, players arms rotate around like crazy and players bone transforms dont update until you get within ~30m of them, does anyone have a similar issue or knows if its an engine issue?

I do have the same issue

bhehe6813 1st October 2020 03:41 PM

Quote:

Originally Posted by nikobelic29 (Post 2930751)
Don't know if this is already posted, but here is how to remove visor effect in external/internal

Code:

//this is FPS Camera
void Camera::VisorEffect(float set)
        {
                uint64_t gameobj = *reinterpret_cast<uint64_t*>(reinterpret_cast<uint64_t>(this) + 0x30);
                if (gameobj == NULL)
                {
                        printf(XorStr("VisorEffect.gameobj fuck\n"));
                        return;
                }

                uint64_t compList = *reinterpret_cast<uint64_t*>(gameobj + 0x30);
                if (compList == NULL)
                {
                        printf(XorStr("VisorEffect.compList fuck\n"));
                        return;
                }

                uint64_t Visor = 0;

                for (int i = 0x8; i < 0x300; i = i + 0x10)
                {
                        uint64_t fields = *reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(compList + i) + 0x28);
                        if (strstr(*reinterpret_cast<char**>(*reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(*reinterpret_cast<uint64_t*>(fields + 0x0) + 0x0) + 0x48)), "VisorEffect"))
                        {
                                Visor = *reinterpret_cast<uint64_t*>(compList + i);
                        }
                }

                if (Visor == NULL) return;

                uint64_t field = *reinterpret_cast<uint64_t*>(Visor + 0x28);
                if (field == NULL)
                {
                        printf(XorStr("VisorEffect.field fuck\n"));
                        return;
                }
               
                float& intensity = *reinterpret_cast<float*>(field + 0xb8);
                intensity = set;
        }


Does anyone have the latest chain to obtain optic matrix through proceduralweaponanimation? from reading the CE dump it should be

Code:

Localplayer + 0x168] + 0x88] + 0x28] + 0x30] + 0x18] + 0xD8 and read as D3DXMATRIX
Localplayer + proceduralweapon] + opticsight] + TemplateCamera] + cameraObjectClass] + cameraEntity] + matrix

but I am getting bogus matrices...

Edit: after some testing, cameraobjectclass] + cameraEntity is pointed to a NULL pointer, ill see what is up

I also tried to find BaseOpticCamera(clone) but it is never present regardless if it is active or not. tested with many different sights

Code:

Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera
Genius Camera
MainMenuCamera
Genius Camera
MainMenuCamera
Camera_matchmaker
Camera_matchmaker
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Weapon Camera
Camera_reconnection
Camera_inventory
Genius Camera
UI Camera
Weapon Camera
Genius Camera
Weapon Camera
UI Camera
Weapon Camera
Imposter Camera
Imposter Camera
optic_camera
optic_camera
optic_camera
optic_camera
EffectsPrefab
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
optic_camera
Cam2_obshaga_zalupa4
AdditionalCameraSSAA
ambientManager
DepthCam
optic_camera
optic_camera
optic_camera
optic_camera
FPS Camera
Weapon Camera


Mmm why do you want camera through ProceduralWeaponAnimation? Go through your FPS Camera:

Code:

_camera.OpticCameraManager.OpticComponentUpdater.CameraObject.CameraEntity
That's erm:

Code:

camera + 0x70(camera manager)]+0x10(OpticComponentUpdater)]+0x30(This is "camera object" for me, but it's erm templatecamera I think?]+0x18(i call this camera entity, same for fps and optic camera)
[/code]

Code:

[StructLayout(LayoutKind.Explicit)]
        public struct FPSCamera {
            [FieldOffset(0x10)] public IntPtr pTestObject;

            [FieldOffset(0x30)] public IntPtr pCameraObject;

            [FieldOffset(0x30)] public IntPtr pComponentsList;

            [FieldOffset(0x70)] public IntPtr pCameraManager;

            public CameraObject CamaeraObject => M.Read<CameraObject>(pCameraObject);

            public IntPtr GetComponentByName(string name) {
                try {
                    for (var i = 0x8; i < 0x600; i += 0x10) {
                        var componentPtr = M.Read<IntPtr>(pComponentsList + i);
                        var component = M.Read<Component>(componentPtr);
                        if (component.ComponentFields.ComponentStaticFields.ClassDetails.ClassName == name)
                            return componentPtr;
                    }
                }
                catch {
                }

                return IntPtr.Zero;
            }

            public CameraManager OpticCameraManager => M.Read<CameraManager>(pCameraManager);
            public TestObject TestObject => M.Read<TestObject>(pTestObject);
        }
 [StructLayout(LayoutKind.Explicit)]
        public struct CameraManager {
            [FieldOffset(0x10)] public IntPtr pOpticCameraManager;

            public OpticComponentUpdater OpticComponentUpdater => M.Read<OpticComponentUpdater>(pOpticCameraManager);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct OpticComponentUpdater {
            [FieldOffset(0x30)] public IntPtr pCameraObject;

            public CameraObject CameraObject => M.Read<CameraObject>(pCameraObject);
        }
 [StructLayout(LayoutKind.Explicit)]
        public struct CameraObject {
            [FieldOffset(0x8)] public IntPtr pCameraContainer;

            [FieldOffset(0x18)] public IntPtr pCameraEntity;

            public CameraContainer CameraContainer => M.Read<CameraContainer>(pCameraContainer);

            public CameraEntity CameraEntity => M.Read<CameraEntity>(pCameraEntity);
        }
[StructLayout(LayoutKind.Explicit)]
        public struct CameraEntity {
            [FieldOffset(0x39)] public byte isActive;

            [FieldOffset(0x58)] public Matrix ViewMatrix0;

            [FieldOffset(0x12C)] public float MysteryX;

            [FieldOffset(0xAC)] public float fovX;

            [FieldOffset(0x98)] public float fovY;

            [FieldOffset(0x118)] public float MysteryY;

            [FieldOffset(0xD8)] public Matrix ViewMatrix;

            [FieldOffset(0x158)] public float FOV;

            [FieldOffset(0x4C8)] public float AspectRatio;

            [FieldOffset(0xc0)] public Matrix TestMatrix;
        }

Code:

        private static Vector2 WorldToScreen(Vector3 origin) {
            try {
                if (_localPlayer.proceduralWeaponAnimation == IntPtr.Zero || _camera.pCameraManager == IntPtr.Zero)
                    return new Vector2(0, 0);


                Matrix transposed;

                if (_cameraActive && _isAimingCamera)
                    transposed = Matrix.Transpose(_scopeViewMatrix);
                else
                    transposed = Matrix.Transpose(_gameViewMatrix);

                var w = Vector3.Dot(transposed.TranslationVector, origin) + transposed.M44;

                if (w < 1f) return new Vector2(0, 0);

                var y = Vector3.Dot(transposed.Up, origin) + transposed.M24;
                var x = Vector3.Dot(transposed.Right, origin) + transposed.M14;

                if (_cameraActive && _isAimingCamera) {
                    // vudu fix
                    var fov = _cameraFov;
                    //if (debug)
                    //    Console.WriteLine($"Cam FOV: {Camera.CamaeraObject.CameraEntity.FOV} Optic FOV: {Camera.OpticCameraManager.OpticComponentUpdater.CameraObject.CameraEntity.FOV}");
                    if (_cameraFov == 35 && _opticCameraFov == 19.4f)
                        fov = 50;

                    var angleRadHalf = (float) (Math.PI / 180) * fov * 0.5f;
                    var angleCtg = (float) (Math.Cos(angleRadHalf) / Math.Sin(angleRadHalf));

                    x /= angleCtg * _camera.CamaeraObject.CameraEntity.AspectRatio * 0.5f;
                    y /= angleCtg * 0.5f;
                }

                var screenX = H.ViewPortX / 2f * (1f + x / w);
                var screenY = H.ViewPortY / 2f * (1f - y / w);
                return new Vector2(screenX, screenY);
            }
            catch (Exception e) {
                if (debug) Console.WriteLine([email protected]"[W2S] Exception Thrown: {e}");
                return new Vector2(0, 0);
            }
        }

Anything prefixed with _ in my world to screen is a cached variable for that class (I draw bones so thats a lot of worldtoscreencalls, and I want to meet a 5ms benchmark for the entire entity list, so I use intensive caching)

Also for VisorEffect, you should be just looking this up the proper way. Just write yourself a function for it, you can do this for any Unity class, check it out:


Code:

[StructLayout(LayoutKind.Explicit)]
        public struct Component {
            [FieldOffset(0x28)] public IntPtr pComponentFields;

            public ComponentFields ComponentFields => M.Read<ComponentFields>(pComponentFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentFields {
            [FieldOffset(0x0)] public IntPtr pComponentStaticFields;

            public ComponentStaticFields ComponentStaticFields => M.Read<ComponentStaticFields>(pComponentStaticFields);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ComponentStaticFields {
            [FieldOffset(0x0)] public IntPtr pClassDetails;

            public ClassDetails ClassDetails => M.Read<ClassDetails>(pClassDetails);
        }

        [StructLayout(LayoutKind.Explicit)]
        public struct ClassDetails {
            [FieldOffset(0x48)] public IntPtr pClassName;

            public string ClassName => M.ReadStr(pClassName, 25);
        }

How I get VisorEffect component from FpsCamera:

Code:

            public IntPtr GetComponentByName(string name) {
                try {
                    for (var i = 0x8; i < 0x600; i += 0x10) {
                        var componentPtr = M.Read<IntPtr>(pComponentsList + i);
                        var component = M.Read<Component>(componentPtr);
                        if (component.ComponentFields.ComponentStaticFields.ClassDetails.ClassName == name)
                            return componentPtr;
                    }
                }
                catch {
                }

                return IntPtr.Zero;
            }

You should also cache those lookups as it is intensive (lots of r/w per thread exec):

Code:

                        _pFpsCamera = GetObjectFromList(objectManager.taggedObjects, objectManager.lastTaggedObject,
                            "FPS Camera");
                        _camera = M.Read<FPSCamera>(_pFpsCamera);
                        _pVisorEffect = _camera.GetComponentByName("VisorEffect");
                        _cachedVisor = M.Read<VisorEffect>(_pVisorEffect);
                        if (_cachedVisor.pVisorEffectFields != IntPtr.Zero)
                            if (debug)
                                Console.WriteLine(@"Found Visor, caching...");

I use a separate validation loop to invalidate these cache objects. All together my important threads, update loop < 1 ms (sets up vars), actor loop < ~5ms (worst case 10ms, best case 1ms) (world to screen and bone position for every visible actor, with limits on number of actors drawn with bones (i allow my users to customize this via config).

TheMaoci 3rd October 2020 02:17 PM

brilliant find: https://imgur.com/a/4QBlB08
Sasha What Are You Doing ???
Ant1Ch3At?

lokinton 3rd October 2020 08:10 PM

has anyone had an issue where the upper body transforms are either null or invalid?

zapolarnik17 5th October 2020 03:09 PM

How to check player to local?
this no work.. maybe offset bad?
https://sun9-33.userapi.com/uketnv8i...65jhSlUjhk.jpg

montroisiemecon 5th October 2020 06:58 PM

Quote:

Originally Posted by zapolarnik17 (Post 2940430)
How to check player to local?
this no work.. maybe offset bad?
https://sun9-33.userapi.com/uketnv8i...65jhSlUjhk.jpg

it should work

montroisiemecon 7th October 2020 11:55 PM

Quote:

Originally Posted by lokinton (Post 2938704)
has anyone had an issue where the upper body transforms are either null or invalid?

I started recently to cache a lot of things. I have the same issue as you do:
https://i.imgur.com/KrWAmos.png

Did you find a solution to this?

On the other hand, since i started to nullify the mask at procedural, my weapon is no longer aiming at 0, 0 as you can see in this screenshot

https://i.imgur.com/VoD4JiX.png

anyone has insights on this?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

pubgcheck 8th October 2020 03:00 AM

anyone know have another way to get player's kill and death?

lokinton 8th October 2020 04:46 AM

Quote:

Originally Posted by montroisiemecon (Post 2943392)
I started recently to cache a lot of things. I have the same issue as you do:
https://i.imgur.com/KrWAmos.png

Did you find a solution to this?

On the other hand, since i started to nullify the mask at procedural, my weapon is no longer aiming at 0, 0 as you can see in this screenshot

https://i.imgur.com/VoD4JiX.png

anyone has insights on this?

change the loop limit in the transform position thingy we have all pasted from klmno

express2 8th October 2020 02:26 PM

Quote:

Originally Posted by pubgcheck (Post 2943562)
anyone know have another way to get player's kill and death?

Was the 90% complete spoon feed a few pages back not enough for you?

montroisiemecon 8th October 2020 09:13 PM

Quote:

Originally Posted by express2 (Post 2944108)
Was the 90% complete spoon feed a few pages back not enough for you?

The method posted is bad.

AhmedGH 9th October 2020 02:49 AM

If possible will ask if there is a way for Glow ESP in EFT?

lokinton 9th October 2020 02:57 AM

Quote:

Originally Posted by AhmedGH (Post 2944909)
If possible will ask if there is a way for Glow ESP in EFT?

im pretty sure unity has an outline system (if it wasnt just a rust thing) you could try having some fun with that

pubgcheck 9th October 2020 03:14 AM

Quote:

Originally Posted by express2 (Post 2944108)
Was the 90% complete spoon feed a few pages back not enough for you?

The method posted is bad.

Jackrushante 9th October 2020 07:46 PM

so, im working with a friend to a dma tool for tarkov, i figured out some stuff like norecoil, but my old monobehaviour methods for max skills are outadated and dont actually work online, anyone knows if there's still a safe way to make max skills working properly?

pubgcheck 10th October 2020 01:52 AM

Code:

kill_count=PLAYERPROFILE]+D8]+18]+10]+18]+28+kill_index*18+8
deaths_count=PLAYERPROFILE]+D8]+18]+10]+18]+28+deaths_index*18+8

I use this to get player's kill and death, but the kill_index and deaths_index is always changed, then how to get kill_index and deaths_index?

HirezPinecone 10th October 2020 02:36 AM

Quote:

Originally Posted by pubgcheck (Post 2946124)
Code:

kill_count=PLAYERPROFILE]+D8]+18]+10]+18]+28+kill_index*18+8
deaths_count=PLAYERPROFILE]+D8]+18]+10]+18]+28+deaths_index*18+8

I use this to get player's kill and death, but the kill_index and deaths_index is always changed, then how to get kill_index and deaths_index?

place breakpoint on current kill_index and trace it backwards to attempt to find the methods of access the game does

also please use these [

beepboop5 11th October 2020 12:17 PM

Is anyone aware of how to enable thermal vision without those T7 googles? I was looking in FPSCamera and found FPSCamera->ThermalVision-> (0x140, boolean) On and some enums at 0x78 (containing on/off etc...).

montroisiemecon 13th October 2020 05:50 AM

I've been looking a bit into grenades esp.
Trying to use the class at 0xd8 of GameWorld, then the list inside.
I can get a pointer to a Grenade object, but the transform at 0x88 looks null / unusable.

Anyone would know how to retrieve a grenade position externally? I tried to look into Rigidbody but with no success for now

Skengdo 13th October 2020 06:10 AM

Quote:

Originally Posted by montroisiemecon (Post 2949390)
I've been looking a bit into grenades esp.
Trying to use the class at 0xd8 of GameWorld, then the list inside.
I can get a pointer to a Grenade object, but the transform at 0x88 looks null / unusable.

Anyone would know how to retrieve a grenade position externally? I tried to look into Rigidbody but with no success for now

Try get it's transform like any other GameObject:

GameObject + 0x30] + 0x8] + 0x28] + 0x10 (Transform Pointer)]

Let me know if it works.

montroisiemecon 13th October 2020 02:10 PM

Quote:

Originally Posted by Skengdo (Post 2949399)
Try get it's transform like any other GameObject:

GameObject + 0x30] + 0x8] + 0x28] + 0x10 (Transform Pointer)]

Let me know if it works.

So i tried this:

Code:

    const std::vector<uint64_t>& grenadesList = game->getGrenadesList();
    for (uint64_t grenadePtr : grenadesList)
    {
        auto grenadePosition = getTransformPosition(ReadPtrChain(grenadePtr, { 0x30, 0x8, 0x28, 0x10 }));

The ptr chain fails at 0x8

Im most likely doing something wrong, because 0x30 is another ptr, how do you get GameObject from Grenade object?

Finally got it

Code:

auto grenadePosition = getTransformPosition(ReadPtrChain(grenadePtr, { 0x10, 0x30, 0x30, 0x8, 0x28}));

beepboop5 13th October 2020 08:23 PM

You can get the grenade pos without using the GetPosition function like so:

Code:

GrenadePositionPtr = ReadChain(Grenade.Instance, { 0x10, 0x30, 0x30, 0x8, 0x38 });

Grenade.Location = Read<Vec3>(GrenadePositionPtr + 0xB0);


nikobelic29 13th October 2020 08:48 PM

Quote:

Originally Posted by beepboop5 (Post 2947411)
Is anyone aware of how to enable thermal vision without those T7 googles? I was looking in FPSCamera and found FPSCamera->ThermalVision-> (0x140, boolean) On and some enums at 0x78 (containing on/off etc...).

FPSCamera object in AllCamera + 0x10 is its GameObject, and GameObject + 0x30 is its componentlist. iirc it is possible to enumerate the componentlist to find a ThermalVision component even when you are not wearing any T-7, and its field object represents the ThermalVision in CE dump. specifics about Unity's component you can read get component of game object?

It is also possible to find Nightvision and Visoreffects this way

https://i.imgur.com/vixFVAw.png
https://i.imgur.com/jrDQMHR.png

Edit: I used 0x140 and it worked fine everytime I tried.

beepboop5 13th October 2020 10:04 PM

So if i get my FPSCamera from the GOM then do FPSCamera + 0x10 ] + 0x30 i can get its componentlist? then i iterate this list for "VisorEffect", "ThermalVision" etc... ?

montroisiemecon 14th October 2020 12:12 AM

A disgusting, yet version proof version of the KD computation

Code:

float getKD(const PlayerProfile& profile)
{
    auto stats = profile.stats;
    auto overallCounters = _deref(stats).overallCounters;
    auto counters = driver::readMemory<uint64_t>((uint64_t)overallCounters + 0x10);
    auto count = driver::readMemory<uint32_t>(counters + 0x40);
    if (count < 0 || count > 1000)
        return 0.f;
    auto entries = driver::readMemory<uint64_t>(counters + 0x18);
    auto keys = driver::readMemory<uint64_t>(counters + 0x28);

    if (is_bad_ptr(entries))
        return 0.f;

    uint32_t kills(0), deaths(0);

    auto arrayBase = entries + 0x28;

    for (auto i = 0; i < count; i++)
    {
        auto key = driver::readMemory<uint64_t>(arrayBase + i * 0x18 + 0x18);
        auto hash = driver::readMemory<uint32_t>(key + 0x18);
        auto value = driver::readMemory<uint64_t>(arrayBase + i * 0x18 + 0x20);

        auto keySet = driver::readMemory<uint64_t>(key + 0x10);
        auto keySetSlots = driver::readMemory<uint64_t>(keySet + 0x18);
        auto setArrayBase = keySetSlots + 0x28;
        auto first = driver::readMemory<uint64_t>(setArrayBase);
        auto statName = UnityEngineString(first).getString();
        if (statName == xorstr_("Kills"))
            kills = value;
        else if (statName == xorstr_("Deaths"))
            deaths = value;
    }

    return (deaths == 0) ? float(kills) : float(kills) / float(deaths);
}


HirezPinecone 14th October 2020 02:52 PM

game update what break? i need new offset for lineofsightto

beepboop5 14th October 2020 06:37 PM

Game has not updated, 12.8 was supposed to drop today but in typical BSG fashion it has been delayed for the (3rd?) time.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

pubgcheck 16th October 2020 10:30 AM

Quote:

Originally Posted by montroisiemecon (Post 2950397)
A disgusting, yet version proof version of the KD computation

Code:

float getKD(const PlayerProfile& profile)
{
    auto stats = profile.stats;
    auto overallCounters = _deref(stats).overallCounters;
    auto counters = driver::readMemory<uint64_t>((uint64_t)overallCounters + 0x10);
    auto count = driver::readMemory<uint32_t>(counters + 0x40);
    if (count < 0 || count > 1000)
        return 0.f;
    auto entries = driver::readMemory<uint64_t>(counters + 0x18);
    auto keys = driver::readMemory<uint64_t>(counters + 0x28);

    if (is_bad_ptr(entries))
        return 0.f;

    uint32_t kills(0), deaths(0);

    auto arrayBase = entries + 0x28;

    for (auto i = 0; i < count; i++)
    {
        auto key = driver::readMemory<uint64_t>(arrayBase + i * 0x18 + 0x18);
        auto hash = driver::readMemory<uint32_t>(key + 0x18);
        auto value = driver::readMemory<uint64_t>(arrayBase + i * 0x18 + 0x20);

        auto keySet = driver::readMemory<uint64_t>(key + 0x10);
        auto keySetSlots = driver::readMemory<uint64_t>(keySet + 0x18);
        auto setArrayBase = keySetSlots + 0x28;
        auto first = driver::readMemory<uint64_t>(setArrayBase);
        auto statName = UnityEngineString(first).getString();
        if (statName == xorstr_("Kills"))
            kills = value;
        else if (statName == xorstr_("Deaths"))
            deaths = value;
    }

    return (deaths == 0) ? float(kills) : float(kills) / float(deaths);
}


Thank you very much! Do you have skill hack?

MasterScuzee 16th October 2020 03:08 PM

So... I didn't really do anything with EFT for about 1 1/2 months and I don't think anything really updated but my Player Count is completely fucked up, would somebody be so kind and help me?

My chain:
LocalGameWorld = GameWorld + 0x30 + 0x18 + 0x28
PlayerCount = LocalGameWorld + 0x78 (RegisteredPlayers) + 0x18 (Count)

montroisiemecon 17th October 2020 03:50 AM

Quote:

Originally Posted by MasterScuzee (Post 2953341)
So... I didn't really do anything with EFT for about 1 1/2 months and I don't think anything really updated but my Player Count is completely fucked up, would somebody be so kind and help me?

My chain:
LocalGameWorld = GameWorld + 0x30 + 0x18 + 0x28
PlayerCount = LocalGameWorld + 0x78 (RegisteredPlayers) + 0x18 (Count)

i think you have to iterate through objects at GameWorld + 0x18] to find LGW

Poorman24 18th October 2020 01:09 AM

no clip?
https://www.youtube.com/watch?v=OhYhYBkwu7U

beepboop5 18th October 2020 12:41 PM

Where is your gun lmao? or is it invisible?

Poorman24 18th October 2020 08:31 PM

Quote:

Originally Posted by beepboop5 (Post 2955255)
Where is your gun lmao? or is it invisible?

rotation is broke i don�t know but gun is there

montroisiemecon 19th October 2020 03:45 AM

Quote:

Originally Posted by nikobelic29 (Post 2930751)

Edit: after some testing, cameraobjectclass] + cameraEntity is pointed to a NULL pointer, ill see what is up

[/code]

Did you find out what was wrong? I'm trying to make my ESP work while scoping

MasterScuzee 19th October 2020 01:44 PM

New Player related offsets:

ProcWeapon: 0x188
Profile: 0x408
Physical: 0x418
HealthController: 0x438
HandsController: 0x450

The effectors e.g. Shootingg didn't change.

Poorman24 19th October 2020 02:10 PM

Code:

26b7fa16fa8 : EFT.Animations.ProceduralWeaponAnimation
                        static fields
                        fields
                                18 : HandsContainer (type: EFT.Animations.PlayerSpring)
                                20 : CameraContainer (type: UnityEngine.GameObject)
                                f8 : Mask (type: EFT.Animations.EProceduralAnimationMask)
                                28 : Breath (type: EFT.Animations.BreathEffector)
                                30 : Walk (type: WalkEffector)
                                38 : MotionReact (type: MotionEffector)
                                40 : ForceReact (type: ForceEffector)
                                48 : Shootingg (type: ShotEffector)
                                50 : TurnAway (type: TurnAwayEffector)
                                58 : CustomEffector (type: CustomEffector)

weapon mod new.

MasterScuzee 19th October 2020 02:26 PM

Item specific updates:

_template: 0x38 (was 0x40)

montroisiemecon 19th October 2020 02:42 PM

Quote:

Originally Posted by MasterScuzee (Post 2956215)
Item specific updates:

_template: 0x38 (was 0x40)

Thank you Senor, i could not see the salewa in my opponents hands so i can rush wiggle instant hs him

pubgcheck 19th October 2020 03:15 PM

What is fireport offset?
I found is 0x4A0

Poorman24 19th October 2020 03:42 PM

Quote:

Originally Posted by MasterScuzee (Post 2956215)
Item specific updates:

_template: 0x38 (was 0x40)

direction stil 0x1D8?
edit : found it 0x1e0

nikobelic29 19th October 2020 06:54 PM

Entity + 0x450] 0x50] 0x90] 0x20] 0x38] 0x38] 0x174] is bullet speed

s2055656915 19th October 2020 07:19 PM

m_pLootableContainerItem Has it changed

What happened to the contents of the container

okoko98ttt 20th October 2020 02:59 AM

itemlist oft?

ToastyTreats 20th October 2020 06:04 AM

I ported GetPosition to C# before BattlEye got added, now that I have returned I can't seem to properly get my Bone Position function working again.

Any help would be appreciated.

Code:

[HandleProcessCorruptedStateExceptions]
private unsafe Vector3 TransformPosition(long transform)
{
    try
    {
        long transform_internal = Memory.ReadInt64(transform + 0x10);

        if (transform_internal == 0)
            return new Vector3(0, 0, 0);

        long pMatrix = Memory.ReadInt64(transform_internal + 0x38);

        if (pMatrix == 0)
            return new Vector3(0, 0, 0);

        int index = Memory.ReadInt32(transform_internal + 0x38 + sizeof(UInt64));

        long matrix_list_base = Memory.ReadInt64(pMatrix + 0x18);

        if (matrix_list_base == 0)
            return new Vector3(0, 0, 0);

        long dependency_index_table_base = Memory.ReadInt64(pMatrix + 0x20);

        if (dependency_index_table_base == 0)
            return new Vector3(0, 0, 0);

        byte[] pMatricesBuff = Memory.ReadBytes(matrix_list_base, (sizeof(Matrix34) * index) + sizeof(Matrix34));

        if (pMatricesBuff.Length <= 0)
            return new Vector3(0, 0, 0);

        GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
        void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();

        byte[] pIndicesBuff = Memory.ReadBytes(dependency_index_table_base, sizeof(int) * index + sizeof(int));

        if (pIndicesBuff.Length <= 0)
            return new Vector3(0, 0, 0);

        GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
        void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

        Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

        int index_relation = index; //*(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index);

        Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
        Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
        Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

        int tries = 1000;
        int tried = 0;

        while ((index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation)) > 0)
        {
            if (tried++ > tries)
                break;

            try
            {
                Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + (0x30 * (UInt64)index_relation));

                Vector4f v10 = matrix34.vec2 * result;
                Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));

                result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                        ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                        (((((v12 * xmmword_1410D1340) * v16) - (v15 * xmmword_1410D1350 * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);
            }
            catch (Exception e)
            {
                lock (Overlay.LogEntries) Overlay.LogEntries.Add(e.Message);

                pIndicesBufff.Free();
                pMatricesBufff.Free();

                return new Vector3(0, 0, 0);
            }
        }

        pIndicesBufff.Free();
        pMatricesBufff.Free();

        return new Vector3(result.X, result.Y, result.Z);
    }
    catch (Exception e)
    {
        lock (Overlay.LogEntries) Overlay.LogEntries.Add(e.Message);

        return new Vector3(0, 0, 0);
    }
}


s2055656915 20th October 2020 08:40 AM

What changes have taken place in the container

okoko98ttt 20th October 2020 08:48 AM

Code:

12.7
class ListInternal
        {
        public:
                char pad_0x0000[0x20]; //0x0000
                uintptr_t* firstEntry; //0x0020
        }; //Size=0x0028

        class List
        {
        public:
                char pad_0x0000[0x10]; //0x0000
                ListInternal* listBase; //0x0010
                __int32 itemCount; //0x0018
        }; //Size=0x001C

        class ArrayItems
        {
        public:
                char pad_0000[16]; //0x0000
                class ItemList *m_pItemList; //0x0010
                int32_t Count; //0x0018
                int32_t MaxCout; //0x001C
        }; //Size: 0x0020

        class ItemList
        {
        public:
                char pad_0000[32]; //0x0000
                class Item *m_pFirstItem; //0x0020
                class Item *m_pSecondItem; //0x0028
        }; //Size: 0x0030

        class Item
        {
        public:
                char pad_0000[16]; //0x0000
                class ItemProfile *m_pItemProfile; //0x0010
        }; //Size: 0x0018

        class ItemProfile
        {
        public:
                char pad_0000[40]; //0x0000
                class ItemStats *m_pItemStats; //0x0028
                class ItemBasicInformation *m_pItemInformation; //0x0030
        }; //Size: 0x0038

        class ItemBasicInformation
        {
        public:
                char pad_0000[48]; //0x0000
                class ItemLocalization *m_pItemLocalization; //0x0030
                char pad_0038[40]; //0x0038
                char *ItemPatName; //0x0060
        }; //Size: 0x0068

        class ItemLocalization
        {
        public:
                char pad_0000[8]; //0x0000
                class ItemCoordinates *m_pItemCoordinates; //0x0008
        }; //Size: 0x0010

        class ItemCoordinates
        {
        public:
                char pad_0000[56]; //0x0000
                class ItemLocationContainer *m_pItemLocationContainer; //0x0038
        }; //Size: 0x0040

        class ItemLocationContainer
        {
        public:
                char pad_0000[176]; //0x0000
                FVector ItemPosition; //0x00B0
        }; //Size: 0x00BC

        class ItemStats
        {
        public:
                char pad_0000[80]; //0x0000
                class GameItem *m_pGameItem;//0x0050
                //class StatsNames *m_pStatsNames; //0x0050
        }; //Size: 0x0058

        class StatsNames
        {
        public:
                char pad_0000[32]; //0x0000
                class ItemNames *m_pItemNames; //0x0020
        }; //Size: 0x0028

it is 12.7,I need new oft in 12.8

s2055656915 20th October 2020 09:03 AM

My gridcount is 0


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

buddgaf 20th October 2020 09:04 AM

Quote:

Originally Posted by okoko98ttt (Post 2956983)
Code:

12.7
class ListInternal
        {
        public:
                char pad_0x0000[0x20]; //0x0000
                uintptr_t* firstEntry; //0x0020
        }; //Size=0x0028

        class List
        {
        public:
                char pad_0x0000[0x10]; //0x0000
                ListInternal* listBase; //0x0010
                __int32 itemCount; //0x0018
        }; //Size=0x001C

        class ArrayItems
        {
        public:
                char pad_0000[16]; //0x0000
                class ItemList *m_pItemList; //0x0010
                int32_t Count; //0x0018
                int32_t MaxCout; //0x001C
        }; //Size: 0x0020

        class ItemList
        {
        public:
                char pad_0000[32]; //0x0000
                class Item *m_pFirstItem; //0x0020
                class Item *m_pSecondItem; //0x0028
        }; //Size: 0x0030

        class Item
        {
        public:
                char pad_0000[16]; //0x0000
                class ItemProfile *m_pItemProfile; //0x0010
        }; //Size: 0x0018

        class ItemProfile
        {
        public:
                char pad_0000[40]; //0x0000
                class ItemStats *m_pItemStats; //0x0028
                class ItemBasicInformation *m_pItemInformation; //0x0030
        }; //Size: 0x0038

        class ItemBasicInformation
        {
        public:
                char pad_0000[48]; //0x0000
                class ItemLocalization *m_pItemLocalization; //0x0030
                char pad_0038[40]; //0x0038
                char *ItemPatName; //0x0060
        }; //Size: 0x0068

        class ItemLocalization
        {
        public:
                char pad_0000[8]; //0x0000
                class ItemCoordinates *m_pItemCoordinates; //0x0008
        }; //Size: 0x0010

        class ItemCoordinates
        {
        public:
                char pad_0000[56]; //0x0000
                class ItemLocationContainer *m_pItemLocationContainer; //0x0038
        }; //Size: 0x0040

        class ItemLocationContainer
        {
        public:
                char pad_0000[176]; //0x0000
                FVector ItemPosition; //0x00B0
        }; //Size: 0x00BC

        class ItemStats
        {
        public:
                char pad_0000[80]; //0x0000
                class GameItem *m_pGameItem;//0x0050
                //class StatsNames *m_pStatsNames; //0x0050
        }; //Size: 0x0058

        class StatsNames
        {
        public:
                char pad_0000[32]; //0x0000
                class ItemNames *m_pItemNames; //0x0020
        }; //Size: 0x0028


could you possibly share the player class?

s2055656915 20th October 2020 12:45 PM

Has the cancellation of the contents in the container changed

buddgaf 20th October 2020 02:43 PM

can someone point me in the right direction? for the past few updates it's been obvious which offset changed and i've been able to update my code but this time i changed the few mentioned here but i'm still crashing. any info would be appreciated.

montroisiemecon 20th October 2020 02:54 PM

Quote:

Originally Posted by buddgaf (Post 2957206)
can someone point me in the right direction? for the past few updates it's been obvious which offset changed and i've been able to update my code but this time i changed the few mentioned here but i'm still crashing. any info would be appreciated.

where do you crash?

onecool9009 20th October 2020 03:45 PM

grids = 0x68
slots = 0x70
m_pLootableContainerItemOwner = 0x108;
m_pLootableContainerItem = 0x98;

Respecter 20th October 2020 05:23 PM

Code:

// Created with ReClass.NET 1.2 by KN4CK3R

Reversed by @Respecter
class EFT.GameWorld // Aka LocalGameWorld
{
public:
        char pad_0000[24]; //0x0000
        class ExitController *m_pExitController; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *CurrentProfileId; //0x0030
        char pad_0038[32]; //0x0038
        class ArrayItems *m_pItemList; //0x0058 LootList
        char pad_0060[24]; //0x0060
        class Array *RegisteredPlayers; //0x0078
}; //Size: 0x0080

class Array
{
public:
        char pad_0000[16]; //0x0000
        class List *m_pList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCount; //0x001C
}; //Size: 0x0020

class List
{
public:
        char pad_0000[32]; //0x0000
        class Player *m_pFirstEntity; //0x0020
        class Player *m_pSecondPlayer; //0x0028
        char pad_0030[64]; //0x0030
}; //Size: 0x0070

class Player
{
public:
        char pad_0000[24]; //0x0000
        class LocalPlayerChecker *m_pLocalPlayerChecker; //0x0018
        class CharacterController *m_pCharacterController; //0x0020
        char pad_0028[16]; //0x0028
        class MovementContext *m_pMovementContext; //0x0038
        char pad_0040[96]; //0x0040
        class PlayerBody *m_pPlayerBody; //0x00A0
        char pad_00A8[224]; //0x00A8
        class ProceduralWeaponAnimation *m_pProceduralWeaponAnimation; //0x0188
        char pad_0190[632]; //0x0190
        class PlayerProfile *m_pPlayerProfile; //0x0408
        char pad_0410[40]; //0x0410
        class HealthController *m_pHealthController; //0x0438
}; //Size: 0x0440

class MovementContext
{
public:
        char pad_0000[480]; //0x0000
        Vector2 ViewAngles; //0x01E0
        Vector2 ViewAngles2; //0x01E8
        Vector3 LocalPosition; //0x01F0
}; //Size: 0x01FC

class CAMERA // Aka FPS Camera
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pFpsCamera; //0x0030
}; //Size: 0x0038

class FPSCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject *m_pCameraObject; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class CameraObject
{
public:
        char pad_0000[8]; //0x0000
        class CameraContainer *m_pCameraContainer; //0x0008
        char pad_0010[8]; //0x0010
        class CameraEntity *m_pCameraEntity; //0x0018
}; //Size: 0x0020

class CameraEntity
{
public:
        char pad_0000[416]; //0x0000
        Matrix4x4 ViewMatrix0; //0x01A0
        Matrix4x4 ViewMatrix; //0x01E0
}; //Size: 0x0220

class PlayerBody
{
public:
        char pad_0000[40]; //0x0000
        class m_pSkeletonRootJoin *m_pSkeletonRootJoin; //0x0028
}; //Size: 0x0030

class m_pSkeletonRootJoin
{
public:
        char pad_0000[40]; //0x0000
        class BoneEnumerator *m_pBoneEnumerator; //0x0028
}; //Size: 0x0030

class BoneEnumerator
{
public:
        char pad_0000[16]; //0x0000
        class TransformArray *m_pTransformArray; //0x0010
}; //Size: 0x0018

class TransformArray
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class PlayerProfile // EFT.Profile
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Id; //0x0010 (type: System.String)
        class UnityEngineString *AccountId; //0x0018 (type: System.String)
        class UnityEngineString *PetId; //0x0020 (type: System.String)
        class PlayerInfo *Info; //0x0028
        char pad_0030[16]; //0x0030
        class PlayerHealth *Health; //0x0040
}; //Size: 0x0048

class PlayerInfo
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Nickname; //0x0010 (type: System.String)
        class UnityEngineString *GroupId; //0x0018 (type: System.String)
        class UnityEngineString *EntryPoint; //0x0020 (type: System.String)
        char pad_0028[16]; //0x0028
        class RE_Settings *Settings; //0x0038 re_Settings
        char pad_0040[16]; //0x0040
        int32_t Side; //0x0050 (type: EFT.EPlayerSide)
        int32_t RegistrationDate; //0x0054
        float SavageLockTime; //0x0058
        int32_t NicknameChangeDate; //0x005C
        int32_t MemberCategory; //0x0060 (type: EMemberCategory)
        int32_t Experience; //0x0064 int_0
}; //Size: 0x0068

class UnityEngineString // (type: System.String)
{
public:
        char pad_0000[16]; //0x0000
        int32_t size; //0x0010
        wchar_t name[31]; //0x0014
}; //Size: 0x0052

class HealthController // _healthController
{
public:
        char pad_0000[24]; //0x0000
        class HealthBody *m_pHealthBody; //0x0018
}; //Size: 0x0020

class HealthBody
{
public:
        char pad_0000[24]; //0x0000
        class BodyController *m_pBodyController; //0x0018
}; //Size: 0x0020

class BodyController
{
public:
        char pad_0000[48]; //0x0000
        class HealthContainer *m_pHealthHead; //0x0030
        char pad_0038[16]; //0x0038
        class HealthContainer *m_pHealthThorax; //0x0048
        char pad_0050[16]; //0x0050
        class HealthContainer *m_pHealthStomach; //0x0060
        char pad_0068[16]; //0x0068
        class HealthContainer *m_pHealthLeftArm; //0x0078
        char pad_0080[16]; //0x0080
        class HealthContainer *m_pHealthRightArm; //0x0090
        char pad_0098[16]; //0x0098
        class HealthContainer *m_pHealthLeftLeg; //0x00A8
        char pad_00B0[16]; //0x00B0
        class HealthContainer *m_pHealthRightLeg; //0x00C0
}; //Size: 0x00C8

class HealthContainer
{
public:
        char pad_0000[16]; //0x0000
        class Health *m_pHealth; //0x0010
}; //Size: 0x0018

class Health
{
public:
        char pad_0000[16]; //0x0000
        float Health; //0x0010
        float HealthMax; //0x0014
}; //Size: 0x0018

class PlayerHealth
{
public:
        char pad_0000[24]; //0x0000
        class HealthInfo *m_playerHealthInfo; //0x0018
}; //Size: 0x0020

class HealthInfo
{
public:
        char pad_0000[16]; //0x0000
        float CurentHealth; //0x0010
        float MaxHealth; //0x0014
}; //Size: 0x0018

class CameraContainer
{
public:
        char pad_0000[56]; //0x0000
        class CameraPosition *m_pCameraPosition; //0x0038
}; //Size: 0x0040

class CameraPosition
{
public:
        char pad_0000[176]; //0x0000
        Vector3 cameraPosition; //0x00B0
        char pad_00BC[4]; //0x00BC
        Vector4 cameraRotation; //0x00C0
}; //Size: 0x00D0

class ArrayItems
{
public:
        char pad_0000[16]; //0x0000
        class ItemList *m_pItemList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCout; //0x001C
}; //Size: 0x0020

class ItemList
{
public:
        char pad_0000[32]; //0x0000
        class Loot *m_pFirstItem; //0x0020
        class Loot *m_pSecondItem; //0x0028
}; //Size: 0x0030

class Loot
{
public:
        char pad_0000[16]; //0x0000
        class ItemProfile *m_pItemProfile; //0x0010
}; //Size: 0x0018

class ItemProfile
{
public:
        char pad_0000[40]; //0x0000
        class Interactive *Interactive; //0x0028 EFT.Interactive.etc
        class GameObject *Object; //0x0030
}; //Size: 0x0038

class GameObject
{
public:
        char pad_0000[48]; //0x0000
        class TransformOne *m_pTransformOne; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class TransformOne
{
public:
        char pad_0000[8]; //0x0000
        class TransformTwo *TransformTwo; //0x0008
}; //Size: 0x0010

class TransformTwo
{
public:
        char pad_0000[56]; //0x0000
        class TransformOk *Transform; //0x0038
}; //Size: 0x0040

class TransformOk
{
public:
        char pad_0000[176]; //0x0000
        Vector3 Position; //0x00B0
}; //Size: 0x00BC

class ProceduralWeaponAnimation
{
public:
        char pad_0000[24]; //0x0000
        class PlayerSpring *HandsContainer; //0x0018 (type: EFT.Animations.PlayerSpring)
        char pad_0020[8]; //0x0020
        class BreathEffector *Breath; //0x0028 (type: EFT.Animations.BreathEffector)
        class WalkEffector *Walk; //0x0030 (type: WalkEffector)
        class MotionEffector *MotionReact; //0x0038 (type: MotionEffector)
        class ForceEffector *ForceReact; //0x0040 (type: ForceEffector)
        class ShotEffector *Shootingg; //0x0048 (type: ShotEffector)
        class TurnAwayEffector *TurnAway; //0x0050 (type: TurnAwayEffector)
        class CustomEffector *CustomEffector; //0x0058
        char pad_0060[152]; //0x0060
        int32_t Mask; //0x00F8 Write zero for no-recoil / no - sway
        Vector3 Offset; //0x00FC
        char pad_0108[28]; //0x0108
        int32_t AimIndex; //0x0124
        float CameraSmoothTime; //0x0128
        char pad_012C[48]; //0x012C
        bool IsAiming; //0x015C
        bool Sprint; //0x015D
        bool ShouldMoveWeaponCloser; //0x015E
        char pad_015F[1]; //0x015F
        Vector3 VCameraTarget; //0x0160 _vCameraTarget
        Vector3 RotationCameraOffset; //0x016C
        int32_t PointOfView; //0x0178 enum (type: EFT.EPointOfView)
        char pad_017C[28]; //0x017C
        float AimFovDeltaZ; //0x0198
        float float_11; //0x019C
        float float_12; //0x01A0
        float _agsDeltaHeight; //0x01A4
        Vector4 quaternion_2; //0x01A8
        Vector4 quaternion_3; //0x01B8
        float FovScale; //0x01C8
        Vector3 _shotDirection; //0x01CC
        float float_14; //0x01D8
        Vector3 TacticalReloadStiffnes; //0x01DC
        float TacticalReloadPosition; //0x01E8
        float CameraSmoothSteady; //0x01EC
        float CameraSmoothRecoil; //0x01F0
        float CameraSmoothOut; //0x01F4
        Vector3 AimSwayMax; //0x01F8
        Vector3 AimSwayMin; //0x0204
        float SwayFalloff; //0x0210
        char pad_0214[36]; //0x0214
        Vector4 quaternion_4; //0x0238
        Vector4 quaternion_5; //0x0248
        Vector3 vector3_4; //0x0258
        char pad_0264[136]; //0x0264
        float ErgonomicWeight; //0x02EC
        float SWAY_STRENGTH_PER_KG; //0x02F0
        float DISPLACEMENT_STRENGTH_PER_KG; //0x02F4
        char pad_02F8[36]; //0x02F8
        bool TacticalReload; //0x031C
        bool OverlappingAllowsBlindfire; //0x031D
        bool OnScopeMode; //0x031E
        bool ShotNeedsFovAdjustments; //0x031F
}; //Size: 0x0320

class Interactive // EFT.Interactive.etc
{
public:
        char pad_0000[80]; //0x0000
        class Item *Item; //0x0050 EFT.InventoryLogic.Item
        char pad_0058[176]; //0x0058
        class RE_ItemOwner *ItemOwner; //0x0108
}; //Size: 0x0110

class StatsNames
{
public:
        char pad_0000[32]; //0x0000
        class ItemNames *m_pItemNames; //0x0020
}; //Size: 0x0028

class ItemNames
{
public:
        char pad_0000[80]; //0x0000
        class UnityEngineString *m_pItemHashIdentifier; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pParentHashIdentifier; //0x0060
}; //Size: 0x0068

class BreathEffector // (type: EFT.Animations.BreathEffector)
{
public:
        char pad_0000[16]; //0x0000
        class RE_Physical *Physical; //0x0010
        class Spring *HandsRotationSpring; //0x0018
        class Spring *RecoilRotationSpring; //0x0020
        char pad_0028[120]; //0x0028
        bool IsAiming; //0x00A0
        char pad_00A1[3]; //0x00A1
        float Intensity; //0x00A4
        float ShakeIntensity; //0x00A8
        float BreathIntensity; //0x00AC
        float BreathFrequency; //0x00B0
        float HipPenalty; //0x00B4
        bool TremorOn; //0x00B8
        bool Fracture; //0x00B9
        char pad_00BA[2]; //0x00BA
        float CameraSensetivity; //0x00BC
        float IdleUntill; //0x00C0
        float EnergyLowerLimit; //0x00C4
        float EnergyFractureLimit; //0x00C8
        float AmplitudeGainPerShot; //0x00CC
        float Delay; //0x00D0
        Vector2 BaseHipRandomAmplitudes; //0x00D4
        Vector2 RandomBetween; //0x00DC
        float ShotHardness; //0x00E4
        float float_0; //0x00E8
}; //Size: 0x00EC

class ShotEffector // (type: ShotEffector)
{
public:
        char pad_0000[40]; //0x0000
        class Weapon *Weapon; //0x0028 (type: EFT.InventoryLogic.Weapon)
        char pad_0030[8]; //0x0030
        Vector2 RecoilStrengthXy; //0x0038
        Vector2 RecoilStrengthZ; //0x0040
        Vector2 RecoilDegree; //0x0048
        Vector3 RecoilDirection; //0x0050
        Vector2 RecoilRadian; //0x005C
        float Stiffness; //0x0064
        float Intensity; //0x0068
        Vector3 XIntensityByPose; //0x006C
        Vector3 YIntensityByPose; //0x0078
        Vector3 ZIntensityByPose; //0x0084
        Vector3 SeparateIntensityFactors; //0x0090
        int32_t Pose; //0x009C 0 - laydown - 1 crounch - 2 stand
}; //Size: 0x00A0

class CameraRaw
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pCameraEntity; //0x0030
        char pad_0038[1]; //0x0038
        bool IsActive; //0x0039
}; //Size: 0x003A

class PlayerId
{
public:
        char pad_0000[16]; //0x0000
        int32_t N000007E4; //0x0010
        wchar_t N000007F5[24]; //0x0014
        char pad_0044[112]; //0x0044
}; //Size: 0x00B4

class LocalPlayerChecker
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class ExitController
{
public:
        char pad_0000[32]; //0x0000
        class ExfiltrationPointArray *m_pExfiltrationPointArray; //0x0020 exfiltrationPoint_0
        class ExfiltrationPointArray *m_pExfiltrationPointScav; //0x0028 scavExfiltrationPoint_0
}; //Size: 0x0030

class ExfiltrationPointArray // (type: EFT.Interactive.ExfiltrationPoint[])
{
public:
        char pad_0000[24]; //0x0000
        int32_t ExFitrationCount; //0x0018
        char pad_001C[4]; //0x001C
        class ExfiltrationPoint *m_pFirstExfiltrationPoint; //0x0020
        class ExfiltrationPoint *m_pSecondExfiltrationPoint; //0x0028
}; //Size: 0x0030

class ExfiltrationPoint
{
public:
        char pad_0000[16]; //0x0000
        class PositionStuff *m_pPositionStuff; //0x0010
        char pad_0018[64]; //0x0018
        class Settings *m_pSettings; //0x0058
        char pad_0060[72]; //0x0060
        uint8_t Status; //0x00A8 (type: EFT.Interactive.EExfiltrationStatus
        char pad_00A9[3]; //0x00A9
        float ExfiltrationStartTime; //0x00AC
        bool Reusable; //0x00B0
}; //Size: 0x00B1

class Settings // EFT.Interactive.ExitTriggerSettings
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010 Name
        class UnityEngineString *EntryPoints; //0x0018
        int32_t ExfiltrationType; //0x0020 (type: EFT.Interactive.EExfiltrationType)
        float ExfiltrationTime; //0x0024
        int32_t PlayersCount; //0x0028
        float Chance; //0x002C
        float MinTime; //0x0030
        float MaxTime; //0x0034
        float StartTime; //0x0038
}; //Size: 0x003C

class PositionStuff
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff2 *m_pPositionStuff2; //0x0030
}; //Size: 0x0038

class PositionStuff2
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff3 *m_pPositionStuff3; //0x0030
}; //Size: 0x0038

class PositionStuff3
{
public:
        char pad_0000[8]; //0x0000
        class ExtractionTransforms *m_pExtractionTransform; //0x0008
}; //Size: 0x0010

class ExtractionTransforms
{
public:
        char pad_0000[40]; //0x0000
        class ExtranctionTransformPointer *m_pExtractionTransform; //0x0028
}; //Size: 0x0030

class ExtranctionTransformPointer
{
public:
        char pad_0000[16]; //0x0000
        class Transform *m_pTransform; //0x0010
}; //Size: 0x0018

class Transform
{
public:
        char pad_0000[40]; //0x0000
        Matrix4x4 ExitMatrix; //0x0028
}; //Size: 0x0068

class Item // EFT.InventoryLogic.Item
{
public:
        char pad_0000[56]; //0x0000
        class ItemTemplate *m_pItemTemplate; //0x0038
        char pad_0040[40]; //0x0040
        class Grids *Grids; //0x0068
}; //Size: 0x0070

class PlayerSpring // (type: EFT.Animations.PlayerSpring)
{
public:
        char pad_0000[24]; //0x0000
        class Spring *HandsPosition; //0x0018 (type: EFT.Animations.Spring)
        class Spring *HandsRotation; //0x0020 (type: EFT.Animations.Spring)
        char pad_0028[8]; //0x0028
        class Spring *CameraRotation; //0x0030 (type: EFT.Animations.Spring)
        class Spring *CameraPosition; //0x0038 (type: EFT.Animations.Spring)
}; //Size: 0x0040

class Spring
{
public:
        char pad_0000[40]; //0x0000
        Vector3 Zero; //0x0028
        float InputIntensity; //0x0034
        float ReturnSpeed; //0x0038
        float Damping; //0x003C
        Vector3 Min; //0x0040
        Vector3 Max; //0x004C
        float AccelerationMax; //0x0058
        float CurveTime; //0x005C
        bool Refrash; //0x0060
        char pad_0061[3]; //0x0061
        float Softness; //0x0064
        float X; //0x0068 EFT.Animations.Spring.VecComponent)
        float Y; //0x006C EFT.Animations.Spring.VecComponent)
        float Z; //0x0070 EFT.Animations.Spring.VecComponent)
        Vector3 Velocity; //0x0074
        Vector3 Current; //0x0080
        Vector3 ForceAccumulator; //0x008C
        Vector3 ForceAccumulatorLimitless; //0x0098
        bool Update; //0x00A4
}; //Size: 0x00A5

class CharacterController
{
public:
        char pad_0000[216]; //0x0000
        Vector3 Velocity; //0x00D8
}; //Size: 0x00E4

class RE_Settings // re_Settings
{
public:
        char pad_0000[16]; //0x0000
        int32_t Role; //0x0010 (type: EFT.WildSpawnType)
        int32_t Level; //0x0014 (type: BotDifficulty)
        int32_t Experience; //0x0018 Do not work
}; //Size: 0x001C

class CAMERA_GLOBAL
{
public:
        class CamerasArray *m_pCamerasArray; //0x0000
}; //Size: 0x0008

class CamerasArray
{
public:
        class Cameras *m_pCamera; //0x0000
        int64_t Min; //0x0008
        int64_t Count; //0x0010
        int64_t Max; //0x0018
}; //Size: 0x0020

class Cameras
{
public:
        class CameraRaw *m_pCameraOne; //0x0000
}; //Size: 0x0008

class TurnAwayEffector
{
public:
        char pad_0000[68]; //0x0000
        float BlendSpeed; //0x0044
        float TurnAwayThreshold; //0x0048
        float PlayerOverlapThreshold; //0x004C
        float SmoothTimeIn; //0x0050
        float SmoothTimeOut; //0x0054
        int32_t POV; //0x0058
        bool IsPistol; //0x005C
        bool IsInProne; //0x005D
        bool IsDirty; //0x005E
        char pad_005F[1]; //0x005F
        float FovInput; //0x0060
        bool OverlapsWithPlayer; //0x0064
        char pad_0065[3]; //0x0065
        float OverlapDepth; //0x0068
        float OriginZShift; //0x006C
        float FovScale; //0x0070
        float NormalFovScale; //0x0074
        float Overlap; //0x0078
        float Blend; //0x007C
        Vector3 Position; //0x0080
        Vector3 Rotation; //0x008C
        Vector3 CameraShift; //0x0098
        Vector3 LElbowShift; //0x00A4
        Vector3 RElbowShift; //0x00B0
        float CameraZShift; //0x00BC
        float MaxZShift; //0x00C0
        float CameraShiftAtMaxOverlap; //0x00C4
}; //Size: 0x00C8

class RE_Physical
{
public:
        char pad_0000[40]; //0x0000
        class RE_Stamina *Stamina; //0x0028
        class RE_Stamina *HandsStamina; //0x0030
        class RE_Stamina *Oxygen; //0x0038
        char pad_0040[56]; //0x0040
        float MaxPoseLevel; //0x0078
        float Overweight; //0x007C
        float WalkOverweight; //0x0080
        float WalkSpeedLimit; //0x0084
        float SoundRadius; //0x0088
        bool bool_0; //0x008C
        char pad_008D[3]; //0x008D
        float float_2; //0x0090
        float Fatigue; //0x0094
        float CapacityBuff; //0x0098
        float float_3; //0x009C
        float FallDamageMultiplier; //0x00A0
        float StaminaCapacity; //0x00A4
        float StaminaRestoreRate; //0x00A8
        float HandsCapacity; //0x00AC
        float HandsRestoreRate; //0x00B0
        float OxygenCapacity; //0x00B4
        float OxygenRestoreRate; //0x00B8
        Vector2 WalkOverweightLimits; //0x00BC
        Vector2 BaseOverweightLimits; //0x00C4
        Vector2 SprintOverweightLimits; //0x00CC
        Vector2 WalkSpeedOverweightLimits; //0x00D4
        float float_4; //0x00DC
        float PreviousWeight; //0x00E0
        bool bool_1; //0x00E4
        bool bool_2; //0x00E5
        char pad_00E6[3]; //0x00E6
        bool bool_3; //0x00E9
        bool bool_4; //0x00EA
        bool bool_5; //0x00EB
        bool bool_6; //0x00EC
}; //Size: 0x00ED

class RE_Stamina
{
public:
        char pad_0000[72]; //0x0000
        float Current; //0x0048
        float DisableRestoration; //0x004C
        float float_0; //0x0050
        bool bool_0; //0x0054
        char pad_0055[3]; //0x0055
        int32_t int_0; //0x0058
}; //Size: 0x005C

class WalkEffector
{
public:
        char pad_0000[64]; //0x0000
        float StepFrequency; //0x0040
        float Intensity; //0x0044
        float SideSpeedMultyplyer; //0x0048
        float BackSpeedMultyplyer; //0x004C
        float Treshold; //0x0050
        Vector3 LastPosition; //0x0054
        bool IsWalking; //0x0060
        char pad_0061[3]; //0x0061
        float Overweight; //0x0064
        int32_t CurrentWalkPreset; //0x0068 (type: WalkEffector.EWalkPreset)
        float Speed; //0x006C
}; //Size: 0x0070

class MotionEffector
{
public:
        char pad_0000[72]; //0x0000
        Vector3 Motion; //0x0048
        Vector3 Velocity; //0x0054
        float RotationInputClamp; //0x0060
        Vector3 LastPosition; //0x0064
        Vector3 LastForward; //0x0070
        Vector3 PositionVelocity; //0x007C
        Vector2 RotationVelocity; //0x0088
        Vector3 PositionAcceleration; //0x0090
        Vector2 RotationAcceleration; //0x009C
        Vector3 SwayFactors; //0x00A4
        Vector3 LastPositionVelocity; //0x00B0
        Vector2 LastRotationVelocity; //0x00BC
        Vector3 lastRotation; //0x00C4
        float Intensity; //0x00D0
        Vector3 PlatformMovement; //0x00D4
        Vector2 V; //0x00E0
        Vector2 V4; //0x00E8
        bool Initialized; //0x00F0
        char pad_00F1[3]; //0x00F1
        Vector3 V2; //0x00F4
        Vector3 V3; //0x0100
        bool NeedReset; //0x010C
}; //Size: 0x010D

class ForceEffector // (type: ForceEffector)
{
public:
        char pad_0000[32]; //0x0000
        class Spring *CameraRotationSpring; //0x0020
        class Spring *HandsRotationSpring; //0x0028
        float Intensity; //0x0030
        bool Initialized; //0x0034
        char pad_0035[3]; //0x0035
        Vector3 Force; //0x0038
        int32_t FramesLeft; //0x0044
        float EulersNoiseXYMaxValue; //0x0048
        float EulersNoiseZMaxValue; //0x004C
        float DeltaRandom; //0x0050
        float WiggleMagnitude; //0x0054
}; //Size: 0x0058

class CustomEffector
{
public:
        char pad_0000[56]; //0x0000
        bool Inited; //0x0038
        char pad_0039[3]; //0x0039
        float RestTransitionSpeed; //0x003C
        float RestDelay; //0x0040
        float LastActivityTime; //0x0044
        float InitAimRotation; //0x0048
        float PoseNormalTime; //0x004C
        float AimTarget; //0x0050
}; //Size: 0x0054

class Weapon
{
public:
        char pad_0000[24]; //0x0000
        class UnityEngineString *Id; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *ToStringCache; //0x0030
        char pad_0038[8]; //0x0038
        class ItemTemplate *Template; //0x0040
}; //Size: 0x0048

class ItemTemplate
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010
        class UnityEngineString *ShortName; //0x0018
        class UnityEngineString *Description; //0x0020
        class UnityEngineString *ItemSound; //0x0028
        char pad_0030[32]; //0x0030
        class UnityEngineString *Id; //0x0050
        class UnityEngineString *_Name; //0x0058
        class UnityEngineString *_Parent; //0x0060
        char pad_0068[32]; //0x0068
        float Weight; //0x0088
        bool ExaminedByDefault; //0x008C
        char pad_008D[3]; //0x008D
        float ExamineTime; //0x0090
        bool QuestItem; //0x0094
        char pad_0095[3]; //0x0095
        int32_t BackgroundColor; //0x0098
        int32_t Width; //0x009C
        int32_t Height; //0x00A0
        char pad_00A4[20]; //0x00A4
        int32_t StackMaxSize; //0x00B8
        int32_t StackObjectsCount; //0x00BC
        int32_t CreditsPrice; //0x00C0
        int32_t Rarity; //0x00C4
        float SpawnChance; //0x00C8
        bool NotShownInSlot; //0x00CC
        char pad_00CD[3]; //0x00CD
        int32_t LootExperience; //0x00D0
        bool HideEntrails; //0x00D4
        char pad_00D5[3]; //0x00D5
        int32_t ExamineExperience; //0x00D8
        int32_t RepairCost; //0x00DC
        int32_t RepairSpeed; //0x00E0
        bool MergesWithChildren; //0x00E4
        bool CanSellOnRagfair; //0x00E5
        bool CanRequireOnRagfair; //0x00E6
        char pad_00E7[1]; //0x00E7
        int32_t AnimationVariantsNumber; //0x00E8
        bool Unlootable; //0x00EC
        char pad_00ED[3]; //0x00ED
        int32_t UnlootableFromSide; //0x00F0
        int32_t _type; //0x00F4
}; //Size: 0x00F8

class RE_ItemOwner
{
public:
        char pad_0000[152]; //0x0000
        class Item *Item; //0x0098 EFT.InventoryLogic.Item
}; //Size: 0x00A0

class Grids
{
public:
        char pad_0000[24]; //0x0000
        int32_t Count; //0x0018
        char pad_001C[4]; //0x001C
        class Grid *Grid; //0x0020
}; //Size: 0x0028

class Grid
{
public:
        char pad_0000[64]; //0x0000
        class GridDict *GridDict; //0x0040
}; //Size: 0x0048

class GridDict
{
public:
        char pad_0000[16]; //0x0000
        class Dict *Dict; //0x0010
}; //Size: 0x0018

class Dict
{
public:
        char pad_0000[24]; //0x0000
        class Entries *Entries; //0x0018
        char pad_0020[32]; //0x0020
        int32_t Count; //0x0040
        int32_t Max; //0x0044
}; //Size: 0x0048

class Entries
{
public:
        char pad_0000[40]; //0x0000
        class Item *FirstITem; //0x0028 Entries + 0x28 + 0x18 * i
}; //Size: 0x0030


montroisiemecon 20th October 2020 07:06 PM

Quote:

Originally Posted by onecool9009 (Post 2957277)
grids = 0xf8
slots = 0x100
m_pLootableContainerItemOwner = 0x108;
m_pLootableContainerItem = 0x98;

grids at 0xf8 will always return garbage for me

beepboop5 20th October 2020 08:37 PM

Is anyone aware of an external visiblity check? ive seen some stuff about an array of RayHits etc.... but I was unsure if these ever worked/how to use them if they did.

HELOHELO121 21st October 2020 12:07 AM

Anyone have new dumped weapon ids w/ shortnames and barter ids with shortnames?

IMembah 21st October 2020 02:09 AM

Quote:

Originally Posted by beepboop5 (Post 2957591)
Is anyone aware of an external visiblity check? ive seen some stuff about an array of RayHits etc.... but I was unsure if these ever worked/how to use them if they did.

This is doable if you rip the unity scenes/meshes/terrains into your own unity project with the player positions derived through your external. Give each player a collider then raycast to see which collider gets hit.

There's a fair bit of work involved in making sure all the ballistic colliders are on and no other colliders are. They rarely seem to follow their own naming conventions.

fsasfafsasfa 21st October 2020 05:36 AM

Anyone have idea why my Head Bone (133) might be reading around the chest area and some other bones are oddly placed?
https://media.discordapp.net/attachm...02/unknown.png

beepboop5 21st October 2020 11:51 AM

Does anyone know how to get velocity of a player? EFT.Player + 0x20] + 0x48(Vec3)] gives me a super high value for the x and 0,0 for y and z.

onecool9009 21st October 2020 05:12 PM

Quote:

Originally Posted by montroisiemecon (Post 2957507)
grids at 0xf8 will always return garbage for me


I was wrong about offsets. Can anyone suggest how to tell if the player is looking at the collimator at the assault scope?

nikobelic29 21st October 2020 06:05 PM

Quote:

Originally Posted by beepboop5 (Post 2958150)
Does anyone know how to get velocity of a player? EFT.Player + 0x20] + 0x48(Vec3)] gives me a super high value for the x and 0,0 for y and z.

+ 0xD8

beepboop5 21st October 2020 08:33 PM

EFT.Player + 0xD8? because if so that simply leads to a transform and EFT.Player + 0x20] + 0xD8 leads to nothing.

nvm, I see it in SimpleCharacterController.

On another note, do you know how to get bullet velocity? I tried reversing it but it always leads me to dead ends.

montroisiemecon 21st October 2020 09:00 PM

Quote:

Originally Posted by onecool9009 (Post 2958395)
I was wrong about offsets. Can anyone suggest how to tell if the player is looking at the collimator at the assault scope?

What are the correct ones?

nvm, got them. However i cannot still parse external containers with the code you posted a while ago, with correct offsets

onecool9009 22nd October 2020 09:58 AM

Quote:

Originally Posted by montroisiemecon (Post 2958576)
What are the correct ones?

nvm, got them. However i cannot still parse external containers with the code you posted a while ago, with correct offsets

everything is there: https://www.unknowncheats.me/forum/2...-post2926.html.
my latest version of the code left here works fine (I still use it): https://www.unknowncheats.me/forum/2...-post2681.html

don't forget to change the offsets...

LvEscc 22nd October 2020 11:29 PM

Does anyone know how to set ThermalVision i find componentlist+A8]+28]+0]+0]+48

hhdiaini 24th October 2020 01:27 PM

Can anyone tell me how an internal C++ project determines if an enemy has a cover, shows items in a container, and displays KD and rank? Thanks!

I desperately need a C++ internal writeup that shows the contents of the container.

montroisiemecon 24th October 2020 01:34 PM

Quote:

Originally Posted by hhdiaini (Post 2961118)
Can anyone tell me how an internal C++ project determines if an enemy has a cover, shows items in a container, and displays KD and rank? Thanks!

I desperately need a C++ internal writeup that shows the contents of the container.

Can i offer you a cup of coffee with that maybe?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

BraydenEGC 24th October 2020 01:55 PM

Quote:

Originally Posted by hhdiaini (Post 2961118)
~snip~

You can find every bit of that information in this very thread.

bhehe6813 26th October 2020 03:17 AM

Crashing a lot writing 0 to weapon mask. Anyone else having issues with mask no-recoil/no-animations?

I didn't have this issue previous patch. I updated mask to F8, and updated everything else, still have a crash at the end of the raid now.

montroisiemecon 26th October 2020 03:45 AM

Quote:

Originally Posted by bhehe6813 (Post 2962677)
Crashing a lot writing 0 to weapon mask. Anyone else having issues with mask no-recoil/no-animations?

I didn't have this issue previous patch. I updated mask to F8, and updated everything else, still have a crash at the end of the raid now.

Is it a crash at the very beginning or at the end of the raid? I must say since last update i have way more crashes too

bhehe6813 26th October 2020 04:41 AM

Quote:

Originally Posted by montroisiemecon (Post 2962694)
Is it a crash at the very beginning or at the end of the raid? I must say since last update i have way more crashes too

End of raid

beepboop5 26th October 2020 02:29 PM

For some reason i am unable to get the position of doors as follows: EFT.World + 0x30 = DoorList, DoorListPtr + 0x10] +0x30] +0x30] +0x8] +0x38] +0xB0(Vec3). When I read along this chain I get positions nowhere near any kind of door and sometimes the pointers share positions. Has anyone else had this issue/ has guidance on how to fix it?

edit: got positions working via the transform, can I write to 0xF9 to set the doorstate?

bhehe6813 26th October 2020 03:27 PM

Quote:

Originally Posted by beepboop5 (Post 2962984)

edit: got positions working via the transform, can I write to 0xF9 to set the doorstate?

Last I heard writing doorstate is detected.

sll 26th October 2020 03:28 PM

Quote:

Originally Posted by bhehe6813 (Post 2963047)
Last I heard writing doorstate is detected.

And what is backing this up?

montroisiemecon 26th October 2020 03:57 PM

Quote:

Originally Posted by bhehe6813 (Post 2963047)
Last I heard writing doorstate is detected.

Depends on how you do it

sarzam 26th October 2020 07:14 PM

I'm extremely tired right now but I need to check my GOM. Is the current GOM 0x15666A8? I've either got that wrong or another bug if that is right.

ttsingh1 26th October 2020 10:14 PM

Quote:

Originally Posted by sarzam (Post 2963233)
I'm extremely tired right now but I need to check my GOM. Is the current GOM 0x15666A8? I've either got that wrong or another bug if that is right.

It's wrong

montroisiemecon 27th October 2020 03:40 AM

Quote:

Originally Posted by nikobelic29 (Post 2958434)
+ 0xD8

i have this impression this works only for local player, not other players

sarzam 27th October 2020 04:06 AM

Quote:

Originally Posted by ttsingh1 (Post 2963380)
It's wrong

Thanks man, I found it with these sigs: https://www.unknowncheats.me/forum/2...-post2469.html

Its 0x151A218.

I still can't find it by searching myself but I'm just gonna use the sig until I can understand how to find it manually.

MemeEnthusiast 28th October 2020 10:34 AM

Player rotation
 
Where should i get player rotation from? I'm trying to make a minimap.
I have tried to use Player -> MovementContext -> Rotation but it doesn't seem to be valid.

beepboop5 28th October 2020 12:36 PM

Quick word of warning for anyone using any kind of door unlocker, if you open a single use key door they will log you in "Battlestate Games\EFT(live)\Logs\log_year.month.date_gamever" then scroll down to the bottom for the most recent log and it will be under a txt file called "errors".

redark974 28th October 2020 07:25 PM

Hey, i was wondering, is there a way to disable BE for reversing in this game (Im coming from R6S section). Because everytime i close it they basically have an heartbeat system that make my game close too. How are you guys reversing ?

fsasfafsasfa 28th October 2020 09:13 PM

Quote:

Originally Posted by redark974 (Post 2965084)
Hey, i was wondering, is there a way to disable BE for reversing in this game (Im coming from R6S section). Because everytime i close it they basically have an heartbeat system that make my game close too. How are you guys reversing ?

Go into EFT folder, run EscapeFromTarkov.exe.
Profit.

redark974 28th October 2020 11:27 PM

Quote:

Originally Posted by fsasfafsasfa (Post 2965190)
Go into EFT folder, run EscapeFromTarkov.exe.
Profit.

+rep. Simple and efficient.

Poorman24 29th October 2020 11:44 AM

does eft take screenshots ?

HELOHELO121 29th October 2020 03:15 PM

Quote:

Originally Posted by Poorman24 (Post 2965720)
does eft take screenshots ?

Nope //2short

redark974 29th October 2020 09:48 PM

Yo guys,
So i have mono dissected my way through the game.
And i find some quite interesting offsets from the EFT.Player structure. The problem is that i only have the dynamic address of EFT.Player, do you guys know how i can retrieve the real address of it.

Such as -> "EscapeFromTarkov.exe" + 0xDEADBEEF -> EFT.Player + 0x19 -> something.

I doubt that a pointerscan would be enough.
Thanks you.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

beepboop5 29th October 2020 11:00 PM

Quote:

Originally Posted by redark974 (Post 2966290)
Yo guys,
So i have mono dissected my way through the game.
And i find some quite interesting offsets from the EFT.Player structure. The problem is that i only have the dynamic address of EFT.Player, do you guys know how i can retrieve the real address of it.

Such as -> "EscapeFromTarkov.exe" + 0xDEADBEEF -> EFT.Player + 0x19 -> something.

I doubt that a pointerscan would be enough.
Thanks you.

You must first acquire the GOM via UnityPlayer.dll + 0x151A218, then you must loop all active objects until you find one called "GameWorld", then you read as follows to get the "LocalGameWorld" (GameWorld + 0x30 ] + 0x18 + 0x28 ]), and finally to get the list of players you must do LocalGameWorld + 0x78 ], if you want to get the actual list of players and not just the pointer to the list you must first read ListPtr + 0x10 ] for the base, then ListPtr + 0x18 ] for the item count (uint32_t) then finally read ListBase + 0x20 ] and read "ListSize * 0x8" amount of bytes, congrats you now have a valid buffer for each player/scav (EFT.Player) and you can iterate over it using a for loop or something.

redark974 30th October 2020 02:38 PM

+rep, thanks for your explanations.

ofrujaslo 31st October 2020 09:45 PM

1 Attachment(s)
Quote:

Originally Posted by beepboop5 (Post 2966347)
~

Hi. i got started in tarkov today

I can't get GameWorld. any tips?

Code:

void entstuff()//TEST MAJOR CLEANUP NEEDD
{

                std::cout << "Attempting to get gameworld\n";
                //get GOM
                uintptr_t gameobjectmgr;
                read<uintptr_t>(pid, unityplayer + OFFSET_GOM,gameobjectmgr); //uintptr_t OFFSET_GOM = 0x151A218;

                //get objects
                uintptr_t lastTaggedObject;
                read<uintptr_t >(pid, gameobjectmgr, lastTaggedObject);

                uintptr_t taggedObjects;
                read<uintptr_t >(pid, gameobjectmgr + 0x8, taggedObjects);

                uint64_t gameworld = getgameworld(taggedObjects, lastTaggedObject);
                if (!gameworld) //DNF gamerowld
                        continue;
                std::cout << "Gameworld: " << gameworld << "\n";
       
}


EDIT:its +0x10, + 0x18, not 0 and 8

Swiftik 1st November 2020 03:09 AM

Quote:

Originally Posted by ofrujaslo (Post 2968085)
Hi. i got started in tarkov today

I can't get GameWorld. any tips?

Code:

void entstuff()//TEST MAJOR CLEANUP NEEDD
{

                std::cout << "Attempting to get gameworld\n";
                //get GOM
                uintptr_t gameobjectmgr;
                read<uintptr_t>(pid, unityplayer + OFFSET_GOM,gameobjectmgr); //uintptr_t OFFSET_GOM = 0x151A218;

                //get objects
                uintptr_t lastTaggedObject;
                read<uintptr_t >(pid, gameobjectmgr, lastTaggedObject);

                uintptr_t taggedObjects;
                read<uintptr_t >(pid, gameobjectmgr + 0x8, taggedObjects);

                uint64_t gameworld = getgameworld(taggedObjects, lastTaggedObject);
                if (!gameworld) //DNF gamerowld
                        continue;
                std::cout << "Gameworld: " << gameworld << "\n";
       
}


EDIT:its +0x10, + 0x18, not 0 and 8

man why hop into a new unity game everyday ;(

ofrujaslo 1st November 2020 03:13 AM

Quote:

Originally Posted by Swiftik (Post 2968282)
man why hop into a new unity game everyday ;(

rust got boring after a couple of months. decided to buy this game

What am i fucking up this time?
output every time
Code:

bone: 428 bmtx: 15c8b931fc0 headptr 15c8ad598a0pos: -nan(ind)/-nan(ind)/-nan(ind)Screen: 80000000/80000000

Code:

uint64_t matrix_list_base;
uint64_t dependency_index_table_base = 0;
static vector3float GetPosition(uint64_t transform)
{
        uint64_t transform_internal = {};
        read(pid, transform + 0x10, (uintptr_t)&transform_internal, sizeof(transform_internal));
       
        uint64_t matrices = {};
        read(pid, transform_internal + 0x38, (uintptr_t)&matrices, sizeof(matrices));
        int index = {};
        read(pid, transform_internal + 0x40, (uintptr_t)&index, sizeof(index));


        read(pid, matrices + 0x18, (uintptr_t)&matrix_list_base, sizeof(matrix_list_base));
        read(pid, matrices + 0x20, (uintptr_t)&dependency_index_table_base, sizeof(dependency_index_table_base));



        static auto get_dependency_index = [](uint64_t base, int32_t index)
        {
                read(pid, base + index * 4, (uintptr_t)&index, sizeof(index));
                return index;
        };

        static auto get_matrix_blob = [](uint64_t base, uint64_t offs, float* blob, uint32_t size) {

                read(pid, base + offs, (uintptr_t)&blob, size);
        };

        int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

        vector3float ret_value;
        {
                float* base_matrix3x4 = (float*)malloc(64),
                        * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
                        * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
                        * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

                get_matrix_blob(matrix_list_base, index * 48, base_matrix3x4, 16);

                __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
                __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
                __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

                while (index_relation >= 0)
                {
                        uint32_t matrix_relation_index = 6 * index_relation;


                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index, matrix3x4_buffer2, 16);
                        __m128 v_0 = *(__m128*)matrix3x4_buffer2;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 32, matrix3x4_buffer0, 16);
                        __m128 v_1 = *(__m128*)matrix3x4_buffer0;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 16, matrix3x4_buffer1, 16);
                        __m128i v9 = *(__m128i*)matrix3x4_buffer1;

                        __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
                        __m128 v10; // [email protected]
                        __m128 v11; // [email protected]
                        __m128 v12; // [email protected]
                        __m128 v13; // [email protected]
                        __m128 v14; // [email protected]
                        __m128 v15; // [email protected]
                        __m128 v16; // [email protected]
                        __m128 v17; // [email protected]

                        v10 = _mm_mul_ps(v_1, *v3);
                        v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
                        v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
                        v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
                        v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
                        v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
                        v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

                        v17 = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                                                v10)),
                                v_0);

                        *v3 = v17;

                        index_relation = get_dependency_index(dependency_index_table_base, index_relation);
                }

                ret_value = *(vector3float*)base_matrix3x4;
                delete[] base_matrix3x4;
        }

        return ret_value;
}

EDIT solved again - you need to allocate a LOT of memory for this operation.

TheMaoci 1st November 2020 03:54 PM

If someone still using internal mono or some sort of simmilar shit i found a way to enable gizmos drawing so circle's, line's, square's, boxe's, cone's etc.

https://i.imgur.com/IamfOso.png

better circle with 50 points
https://i.imgur.com/JMHdwCo.png

ofrujaslo 1st November 2020 09:42 PM

anyone know how to get the bullet speed offset? Debugging the game is a PITA since launching without BE doesn't get you further than the menu - I will give that emulation BS a try soon

37ed1 2nd November 2020 10:05 AM

Quote:

Originally Posted by ofrujaslo (Post 2968915)
anyone know how to get the bullet speed offset? Debugging the game is a PITA since launching without BE doesn't get you further than the menu - I will give that emulation BS a try soon

You can also suspend the game in offline raid and kill BE, then debug. You still wont be able to access memory from UM(using traditional methods) as the BE already placed callbacks to strip handles. There are also ways to unregister those callbacks, but meh, I guess we're all r0 already

montroisiemecon 2nd November 2020 01:09 PM

Quote:

Originally Posted by ofrujaslo (Post 2968915)
anyone know how to get the bullet speed offset? Debugging the game is a PITA since launching without BE doesn't get you further than the menu - I will give that emulation BS a try soon

Just install spt

krembo 2nd November 2020 05:10 PM

anyone knows how to translate a player location in game to a 2d full size map?
like there is always a difference as the game 0,0 cords for each map is in a different location, but i cant figure out the formula on how to actually calculate it.
from my understanding it should be something like:
x: (map_offset + player.x) * scale_x = pos x on 2d map
y: (map_offset - player.y) * scale_y = pos y on 2d map

but I cant get it to work properly, does anyone maybe a recommendation on how to do it?

MasterScuzee 3rd November 2020 12:26 AM

So I just found a thread talking about external silent aim.
In the post, the user simply sets the bullet direction.
Could somebody (if there is anybody who actually does this) explain how the direction is calculated?

albanninou 3rd November 2020 01:41 PM

Hello , i dont want to open a new thread for this little question, so i ask it here. I have make a cheat for tarkow 2 year ago so the game was not protected by battleye --'. But i dont know how to bypass battleye , if some one can help me (not necessarily give me the answer but at least give me some research ideas)

montroisiemecon 3rd November 2020 04:13 PM

Quote:

Originally Posted by albanninou (Post 2970430)
Hello , i dont want to open a new thread for this little question, so i ask it here. I have make a cheat for tarkow 2 year ago so the game was not protected by battleye --'. But i dont know how to bypass battleye , if some one can help me (not necessarily give me the answer but at least give me some research ideas)

im taking care of this

ofrujaslo 5th November 2020 06:06 PM

what's this effect called/how can I remove it? It's moving my crosshair off of the center of my screen


montroisiemecon 5th November 2020 06:30 PM

Quote:

Originally Posted by ofrujaslo (Post 2972601)
what's this effect called/how can I remove it? It's moving my crosshair off of the center of my screen


Are you messing up with the mask on ProceduralWeaponAnimation?

ofrujaslo 5th November 2020 07:04 PM

Quote:

Originally Posted by montroisiemecon (Post 2972613)
Are you messing up with the mask on ProceduralWeaponAnimation?

yep that was it. solved :)
thank you very much, your previous posts have been very helpful for a noob like me as well

montroisiemecon 5th November 2020 07:29 PM

Quote:

Originally Posted by ofrujaslo (Post 2972645)
yep that was it. solved :)
thank you very much, your previous posts have been very helpful for a noob like me as well

Glad i could help. In order to avoid misplacement of the crosshair (meaning your crosshair will not perfectly be on 0,0), I suggest you set float_22 to 0 on procedural

ofrujaslo 5th November 2020 08:42 PM

Quote:

Originally Posted by montroisiemecon (Post 2972672)
Glad i could help. In order to avoid misplacement of the crosshair (meaning your crosshair will not perfectly be on 0,0), I suggest you set float_22 to 0 on procedural

I'm noticing. I haven't messed with the mask before
proceduralweap:
2e4 : AimingDisplacementStr (type: System.Single)

after some more testing the best way i've found is to nullify all the recoil/crosshair bullshit first thorugh breatheffector, walkeffector, and after you've done that set the mask.

vumanhtoan 13th November 2020 10:51 AM

Code:

uint64_t camManager = 0x150DA00;
uint64_t gameObjManager = 0x156B698;


okoko98ttt 13th November 2020 12:32 PM

Quote:

Originally Posted by vumanhtoan (Post 2979743)
Code:

uint64_t camManager = 0x150DA00;
uint64_t gameObjManager = 0x156B698;


do u have other oft?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

N0x61r0x6Bo0x6E 13th November 2020 04:18 PM

Quote:

Originally Posted by okoko98ttt (Post 2979786)
do u have other oft?

??? Only these have changed as far as I know

AhmedGH 15th November 2020 04:30 AM

Okay I'm done with this.. I need help! It's just two steps close to be done with what I want! Please someone help..

1. Corpses ESP .. I already got LootItems, and it gets shown with that, but how can I detect the type of loot item if it's the dead body to filter..??? I believe it's easy for everyone here...
2. Transform to Position for External C# Please.... I tried the posted code before, but it looks not complete or something is wrong with it.
3. Aiming vector address chain...

Thanks a lot.. That's all I need!! I have done all others. And already searched over the whole topic here, sadly couldn't solve these.

vumanhtoan 15th November 2020 10:26 AM

Quote:

Originally Posted by AhmedGH (Post 2981242)
Okay I'm done with this.. I need help! It's just two steps close to be done with what I want! Please someone help..

1. Corpses ESP .. I already got LootItems, and it gets shown with that, but how can I detect the type of loot item if it's the dead body to filter..??? I believe it's easy for everyone here...
2. Transform to Position for External C# Please.... I tried the posted code before, but it looks not complete or something is wrong with it.
3. Aiming vector address chain...

Thanks a lot.. That's all I need!! I have done all others. And already searched over the whole topic here, sadly couldn't solve these.

Code:

itemhash "55d7217a4bdc2d86028b456d" , "Corpse"

AhmedGH 15th November 2020 04:17 PM

Quote:

Originally Posted by vumanhtoan (Post 2981403)
Code:

itemhash "55d7217a4bdc2d86028b456d" , "Corpse"

Thanks a lot, appreciated!

What remains:

1. Corpses ESP .. I already got LootItems, and it gets shown with that, but how can I detect the type of loot item if it's the dead body to filter..??? I believe it's easy for everyone here...
2. Transform to Position for External C# Please.... I tried the posted code before, but it looks not complete or something is wrong with it.
3. Aiming vector address chain...

Hope someone help me for others..!

express2 15th November 2020 06:13 PM

Quote:

Originally Posted by AhmedGH (Post 2981652)
Thanks a lot, appreciated!

What remains:

1. Corpses ESP .. I already got LootItems, and it gets shown with that, but how can I detect the type of loot item if it's the dead body to filter..??? I believe it's easy for everyone here...
2. Transform to Position for External C# Please.... I tried the posted code before, but it looks not complete or something is wrong with it.
3. Aiming vector address chain...

Hope someone help me for others..!

Here's my version of the getpos function, I was never able to get the usually posted one in the tarkov threads to work. This one is fine for me though (it's from a couple of pages back: https://www.unknowncheats.me/forum/2...-post2965.html )

Code:

Vector3 GetPositionVec3(uint64_t transform_internal)
{
    uint64_t matrices = WinProcess::Read<uint64_t>(g_pid, transform_internal + 0x38);
    int index = WinProcess::Read<int>(g_pid, transform_internal + 0x40);

    uint64_t matrix_list_base = WinProcess::Read<uint64_t>(g_pid, matrices + 0x18);
    uint64_t dependency_index_table_base = WinProcess::Read<uint64_t>(g_pid, matrices + 0x20);


    auto get_dependency_index = [](uint64_t base, uint64_t index)
    {
        index = WinProcess::Read<int32_t>(g_pid, base + (uint64_t)index * 4);
        return index;
    };

    auto get_matrix_blob = [](uint64_t base, uint64_t offs, float* blob, uint32_t size)
    {
        if (!WinProcess::Read2Page<float>(g_pid, base + offs, size, (PBYTE)blob)) {
            *blob = 0.f;
        }
    };

    int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

    Vector3 ret_value;
    {
        float* base_matrix3x4 = (float*)malloc(64),
            * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
            * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
            * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

        get_matrix_blob(matrix_list_base, (uint64_t)index * 48, base_matrix3x4, 16);

        __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
        __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
        __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

        while (index_relation >= 0)
        {
            uint32_t matrix_relation_index = 6 * index_relation;


            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index, matrix3x4_buffer2, 16);
            __m128 v_0 = *(__m128*)matrix3x4_buffer2;

            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index + 32, matrix3x4_buffer0, 16);
            __m128 v_1 = *(__m128*)matrix3x4_buffer0;

            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index + 16, matrix3x4_buffer1, 16);
            __m128i v9 = *(__m128i*)matrix3x4_buffer1;

            __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
            __m128 v10; // [email protected]
            __m128 v11; // [email protected]
            __m128 v12; // [email protected]
            __m128 v13; // [email protected]
            __m128 v14; // [email protected]
            __m128 v15; // [email protected]
            __m128 v16; // [email protected]
            __m128 v17; // [email protected]

            v10 = _mm_mul_ps(v_1, *v3);
            v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
            v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
            v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
            v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
            v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
            v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

            v17 = _mm_add_ps(
                _mm_add_ps(
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                        v10)),
                v_0);

            *v3 = v17;

            index_relation = get_dependency_index(dependency_index_table_base, index_relation);
        }

        ret_value = *(Vector3*)base_matrix3x4;
        free(base_matrix3x4);
    }

    return ret_value;
};

The following reads work for loot objects and loot items. The read chain below is after you parse the common reads from the loot list (it's only after you determined if the lootable is a loot item or lootable object/container

Code:

                    uint64_t objectClass = WinProcess::Read<uint64_t>(g_pid, gameObject + 0x30);
                    uint64_t pointerToTransform_1 = WinProcess::Read<uint64_t>(g_pid, objectClass + 0x8);
                    uint64_t pointerToTransform_2 = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_1 + 0x28);
                    uint64_t pTransform = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_2 + 0x10);
                    Vector3 coord = GetPositionVec3(pTransform);

Is reading corpse loot the same as another lootable container? I was going to look into it in the next couple of days and don't see why it'd be different, but if it is let me know

EDIT: Sorry, I missed that you asked for C#, I'll leave this here if it's helpful to you

AhmedGH 15th November 2020 06:45 PM

Quote:

Originally Posted by express2 (Post 2981731)
~

Thanks for the help, but as you noticed, I need for C#.. I already saw that, but got some hard in converting it tbh.. There is also one in C# in this topic, but couldn't actually have all references to it! so It's a failure.

Thanks again..

What remains:

1. Corpses ESP .. I already got LootItems, and it gets shown with that, but how can I detect the type of loot item if it's the dead body to filter..??? I believe it's easy for everyone here...
2. Transform to Position for External C# Please.... I tried the posted code before, but it looks not complete or something is wrong with it.
3. Aiming vector address chain...

Hope someone help me for others..!

Rus2020 16th November 2020 05:54 AM

Hey everyone��
I’m new in all of this, but I’m a quick learner and easy to follow steps instructions. So I will be very grateful if someone will explain me how to give properties of thermals to the cheap scopes or is there are a way to hot to give properties of T-7 googles to the normal night vision googles, without game giving me ban. Before I had a pleasure to play with the game where thermals were switched for the scopes which costs 20-30k, but no one want to explain me... As far as I understood I need to work with the .bundle files from the assets, BUT what I can’t get is how to see it’s code and what exactly to do...?

Best wishes, hope on you great knowledge!

Kenion 16th November 2020 08:11 PM

Quote:

Originally Posted by AhmedGH (Post 2981745)
Thanks for the help, but as you noticed, I need for C#.. I already saw that, but got some hard in converting it tbh.. There is also one in C# in this topic, but couldn't actually have all references to it! so It's a failure.

You can use Unsafe context in C#, so pointers work the same way as C++, isn't really that hard to convert if you know some basic c++...

AhmedGH 16th November 2020 10:42 PM

Quote:

Originally Posted by Kenion (Post 2982678)
You can use Unsafe context in C#, so pointers work the same way as C++, isn't really that hard to convert if you know some basic c++...

Code:

private static unsafe Vector3 GetBonePosition(IntPtr transform)
        {
            IntPtr transform_internal = ReadChainPtr(transform.ToInt64(), false, new uint[] { 0x10 });
            if (transform_internal == IntPtr.Zero)
                return new Vector3();

            IntPtr pMatrix = ReadChainPtr(transform_internal.ToInt32(), false, new uint[] { 0x38 });
            int index = Memory.ZwReadInt32(processHandle, (IntPtr)ReadChainPtr(transform_internal.ToInt64(), false, new uint[] { 0x38 + sizeof(UInt64) }).ToInt64());
            if (pMatrix == IntPtr.Zero)
                return new Vector3();

            IntPtr matrix_list_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x8 });
            if (matrix_list_base == IntPtr.Zero)
                return new Vector3();

            IntPtr dependency_index_table_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x10 });
            if (dependency_index_table_base == IntPtr.Zero)
                return new Vector3();


            byte[] pMatricesBuff = new byte[(sizeof(Matrix34) * index) + sizeof(Matrix34)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr) matrix_list_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint) ((sizeof(Matrix34) * index) + sizeof(Matrix34)));
            GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
            void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();


            byte[] pIndicesBuff = new byte[sizeof(int) * index + sizeof(int)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr)dependency_index_table_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint)(sizeof(int) * index + sizeof(int)));
            GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
            void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

            Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

            int index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index);

            Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

            while (index_relation >= 0)
            {
                Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index_relation);

                Vector4f v10 = matrix34.vec2 * result;
                Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));
                result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                    ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                    (((((v12 * xmmword_1410D1340) * v16) - ((v15 * xmmword_1410D1350) * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);

                index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation);
            }

            pIndicesBufff.Free();
            pMatricesBufff.Free();

            return new Vector3(result.X, result.Y, result.Z);
        }

That's what I have done so far! Not sure if there is something wrong with it.. as I can see vec1,vec0,vec2 in matrix34, I didn't set to anything, is that normal just need to define them and they get their values automatically?

montroisiemecon 16th November 2020 11:05 PM

Quote:

Originally Posted by AhmedGH (Post 2982780)
Code:

private static unsafe Vector3 GetBonePosition(IntPtr transform)
        {
            IntPtr transform_internal = ReadChainPtr(transform.ToInt64(), false, new uint[] { 0x10 });
            if (transform_internal == IntPtr.Zero)
                return new Vector3();

            IntPtr pMatrix = ReadChainPtr(transform_internal.ToInt32(), false, new uint[] { 0x38 });
            int index = Memory.ZwReadInt32(processHandle, (IntPtr)ReadChainPtr(transform_internal.ToInt64(), false, new uint[] { 0x38 + sizeof(UInt64) }).ToInt64());
            if (pMatrix == IntPtr.Zero)
                return new Vector3();

            IntPtr matrix_list_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x8 });
            if (matrix_list_base == IntPtr.Zero)
                return new Vector3();

            IntPtr dependency_index_table_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x10 });
            if (dependency_index_table_base == IntPtr.Zero)
                return new Vector3();


            byte[] pMatricesBuff = new byte[(sizeof(Matrix34) * index) + sizeof(Matrix34)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr) matrix_list_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint) ((sizeof(Matrix34) * index) + sizeof(Matrix34)));
            GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
            void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();


            byte[] pIndicesBuff = new byte[sizeof(int) * index + sizeof(int)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr)dependency_index_table_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint)(sizeof(int) * index + sizeof(int)));
            GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
            void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

            Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

            int index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index);

            Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

            while (index_relation >= 0)
            {
                Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index_relation);

                Vector4f v10 = matrix34.vec2 * result;
                Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));
                result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                    ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                    (((((v12 * xmmword_1410D1340) * v16) - ((v15 * xmmword_1410D1350) * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);

                index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation);
            }

            pIndicesBufff.Free();
            pMatricesBufff.Free();

            return new Vector3(result.X, result.Y, result.Z);
        }

That's what I have done so far! Not sure if there is something wrong with it.. as I can see vec1,vec0,vec2 in matrix34, I didn't set to anything, is that normal just need to define them and they get their values automatically?

By doing

Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index_relation);

You are affecting values to vec0 vec1 vec2

dddfssdgdgs 17th November 2020 04:58 AM

Quote:

Originally Posted by AhmedGH (Post 2982780)
Code:

private static unsafe Vector3 GetBonePosition(IntPtr transform)
        {
            IntPtr transform_internal = ReadChainPtr(transform.ToInt64(), false, new uint[] { 0x10 });
            if (transform_internal == IntPtr.Zero)
                return new Vector3();

            IntPtr pMatrix = ReadChainPtr(transform_internal.ToInt32(), false, new uint[] { 0x38 });
            int index = Memory.ZwReadInt32(processHandle, (IntPtr)ReadChainPtr(transform_internal.ToInt64(), false, new uint[] { 0x38 + sizeof(UInt64) }).ToInt64());
            if (pMatrix == IntPtr.Zero)
                return new Vector3();

            IntPtr matrix_list_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x8 });
            if (matrix_list_base == IntPtr.Zero)
                return new Vector3();

            IntPtr dependency_index_table_base = ReadChainPtr(pMatrix.ToInt64(), false, new uint[] { 0x10 });
            if (dependency_index_table_base == IntPtr.Zero)
                return new Vector3();


            byte[] pMatricesBuff = new byte[(sizeof(Matrix34) * index) + sizeof(Matrix34)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr) matrix_list_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint) ((sizeof(Matrix34) * index) + sizeof(Matrix34)));
            GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
            void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();


            byte[] pIndicesBuff = new byte[sizeof(int) * index + sizeof(int)];
            Memory.ZwReadBytes(processHandle,
                Memory.ReadIntPtr(processHandle, (IntPtr)dependency_index_table_base.ToInt64() + 0x0, isWow64Process),
                ref pMatricesBuff, (uint)(sizeof(int) * index + sizeof(int)));
            GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
            void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

            Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

            int index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index);

            Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
            Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

            while (index_relation >= 0)
            {
                Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index_relation);

                Vector4f v10 = matrix34.vec2 * result;
                Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));
                result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                    ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                    (((((v12 * xmmword_1410D1340) * v16) - ((v15 * xmmword_1410D1350) * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);

                index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation);
            }

            pIndicesBufff.Free();
            pMatricesBufff.Free();

            return new Vector3(result.X, result.Y, result.Z);
        }

That's what I have done so far! Not sure if there is something wrong with it.. as I can see vec1,vec0,vec2 in matrix34, I didn't set to anything, is that normal just need to define them and they get their values automatically?

Code:

[HandleProcessCorruptedStateExceptions]
        public static unsafe Vector3 TransformPosition(long transform)
        {
            try
            {
                long transform_internal = Memory.ReadInt64(transform + 0x10);

                if (transform_internal == 0)
                    return new Vector3(0, 0, 0);

                long pMatrix = Memory.ReadInt64(transform_internal + 0x38);

                if (pMatrix == 0)
                    return new Vector3(0, 0, 0);

                int index = Memory.ReadInt32(transform_internal + 0x40);

                long matrix_list_base = Memory.ReadInt64(pMatrix + 0x18);

                if (matrix_list_base == 0)
                    return new Vector3(0, 0, 0);

                long dependency_index_table_base = Memory.ReadInt64(pMatrix + 0x20);

                if (dependency_index_table_base == 0)
                    return new Vector3(0, 0, 0);

                byte[] pMatricesBuff = Memory.ReadBytes(matrix_list_base, sizeof(Matrix34) * index + sizeof(Matrix34));

                if (pMatricesBuff.Length <= 0)
                    return new Vector3(0, 0, 0);

                GCHandle pMatricesBufff = GCHandle.Alloc(pMatricesBuff, GCHandleType.Pinned);
                void* pMatricesBuf = pMatricesBufff.AddrOfPinnedObject().ToPointer();

                byte[] pIndicesBuff = Memory.ReadBytes(dependency_index_table_base, sizeof(int) * index + sizeof(int));

                if (pIndicesBuff.Length <= 0)
                    return new Vector3(0, 0, 0);

                GCHandle pIndicesBufff = GCHandle.Alloc(pIndicesBuff, GCHandleType.Pinned);
                void* pIndicesBuf = pIndicesBufff.AddrOfPinnedObject().ToPointer();

                Vector4f result = *(Vector4f*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index);

                Vector4f xmmword_1410D1340 = new Vector4f(-2.0f, 2.0f, -2.0f, 0.0f);
                Vector4f xmmword_1410D1350 = new Vector4f(2.0f, -2.0f, -2.0f, 0.0f);
                Vector4f xmmword_1410D1360 = new Vector4f(-2.0f, -2.0f, 2.0f, 0.0f);

                int tries = 100;
                int tried = 0;

                int index_relation = index;
                while ((index_relation = *(int*)((UInt64)pIndicesBuf + 0x4 * (UInt64)index_relation)) >= 0)
                {
                    if (tried++ > tries)
                        break;

                    try
                    {
                        Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + (0x30 * (UInt64)index_relation));

                        Vector4f v10 = matrix34.vec2 * result;
                        Vector4f v11 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(0)));
                        Vector4f v12 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(85)));
                        Vector4f v13 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-114)));
                        Vector4f v14 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-37)));
                        Vector4f v15 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(-86)));
                        Vector4f v16 = (Vector4f)(VectorOperations.Shuffle(matrix34.vec1, (ShuffleSel)(113)));

                        result = (((((((v11 * xmmword_1410D1350) * v13) - ((v12 * xmmword_1410D1360) * v14)) * VectorOperations.Shuffle(v10, (ShuffleSel)(-86))) +
                                ((((v15 * xmmword_1410D1360) * v14) - ((v11 * xmmword_1410D1340) * v16)) * VectorOperations.Shuffle(v10, (ShuffleSel)(85)))) +
                                (((((v12 * xmmword_1410D1340) * v16) - (v15 * xmmword_1410D1350 * v13)) * VectorOperations.Shuffle(v10, (ShuffleSel)(0))) + v10)) + matrix34.vec0);
                    }
                    catch (Exception e)
                    {
                        lock (Overlay.LogEntries) Overlay.LogEntries.Add(e.Message);

                        pIndicesBufff.Free();
                        pMatricesBufff.Free();

                        return new Vector3(0, 0, 0);
                    }
                }

                pIndicesBufff.Free();
                pMatricesBufff.Free();

                return new Vector3(result.X, result.Y, result.Z);
            }
            catch (Exception e)
            {
                lock (Overlay.LogEntries) Overlay.LogEntries.Add(e.Message);

                return new Vector3(0, 0, 0);
            }
        }


kdj7228 17th November 2020 05:00 AM

Hello guys, I'm a beginner in this field. I look hard, but I don't understand. What I understand is until It is about having to find the address of the "GOM" through IDA and using the address to find a specific address through Reflector. Are there any articles that beginners can refer to from the beginning? It doesn't matter if it's about other games.

gdsdsgdgs 17th November 2020 10:39 PM

Trying to implement Velocity into my Aimbot however, CharacterController + 0xD8 will error out for Player PMCs by the looks of things and causes my Aimbot to miscalculate. 0x48 is always 0 as well.

FurukawaBakery 18th November 2020 02:35 PM

Quote:

Originally Posted by montroisiemecon (Post 2982799)
By doing

Matrix34 matrix34 = *(Matrix34*)((UInt64)pMatricesBuf + 0x30 * (UInt64)index_relation);

You are affecting values to vec0 vec1 vec2

hi , im new in this game..

could you tell me how to get GameWorld and FPS camera?

i have some code that may invalid
Code:

        Gameobjectmanager = ReadInt64((INT64)GameModule + 0x156B698);
        active_objects = ReadInt64(Gameobjectmanager);
        tagged_objects = ReadInt64(Gameobjectmanager + 0x10);
        FPSCamera = GetObjectFromList(active_objects, 7308604711225217094);
        GameWorld = GetObjectFromList(tagged_objects, 7814430724595736903);

Quote:

Originally Posted by express2 (Post 2981731)
Here's my version of the getpos function, I was never able to get the usually posted one in the tarkov threads to work. This one is fine for me though (it's from a couple of pages back: https://www.unknowncheats.me/forum/2...-post2965.html )

Code:

Vector3 GetPositionVec3(uint64_t transform_internal)
{
    uint64_t matrices = WinProcess::Read<uint64_t>(g_pid, transform_internal + 0x38);
    int index = WinProcess::Read<int>(g_pid, transform_internal + 0x40);

    uint64_t matrix_list_base = WinProcess::Read<uint64_t>(g_pid, matrices + 0x18);
    uint64_t dependency_index_table_base = WinProcess::Read<uint64_t>(g_pid, matrices + 0x20);


    auto get_dependency_index = [](uint64_t base, uint64_t index)
    {
        index = WinProcess::Read<int32_t>(g_pid, base + (uint64_t)index * 4);
        return index;
    };

    auto get_matrix_blob = [](uint64_t base, uint64_t offs, float* blob, uint32_t size)
    {
        if (!WinProcess::Read2Page<float>(g_pid, base + offs, size, (PBYTE)blob)) {
            *blob = 0.f;
        }
    };

    int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

    Vector3 ret_value;
    {
        float* base_matrix3x4 = (float*)malloc(64),
            * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
            * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
            * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

        get_matrix_blob(matrix_list_base, (uint64_t)index * 48, base_matrix3x4, 16);

        __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
        __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
        __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

        while (index_relation >= 0)
        {
            uint32_t matrix_relation_index = 6 * index_relation;


            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index, matrix3x4_buffer2, 16);
            __m128 v_0 = *(__m128*)matrix3x4_buffer2;

            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index + 32, matrix3x4_buffer0, 16);
            __m128 v_1 = *(__m128*)matrix3x4_buffer0;

            get_matrix_blob(matrix_list_base, 8 * (uint64_t)matrix_relation_index + 16, matrix3x4_buffer1, 16);
            __m128i v9 = *(__m128i*)matrix3x4_buffer1;

            __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
            __m128 v10; // [email protected]
            __m128 v11; // [email protected]
            __m128 v12; // [email protected]
            __m128 v13; // [email protected]
            __m128 v14; // [email protected]
            __m128 v15; // [email protected]
            __m128 v16; // [email protected]
            __m128 v17; // [email protected]

            v10 = _mm_mul_ps(v_1, *v3);
            v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
            v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
            v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
            v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
            v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
            v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

            v17 = _mm_add_ps(
                _mm_add_ps(
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                        v10)),
                v_0);

            *v3 = v17;

            index_relation = get_dependency_index(dependency_index_table_base, index_relation);
        }

        ret_value = *(Vector3*)base_matrix3x4;
        free(base_matrix3x4);
    }

    return ret_value;
};

The following reads work for loot objects and corpses. The read chain below is after you parse the common reads from the loot list (it's only after you determined if the lootable is a loot item or lootable object/container

Code:

                    uint64_t objectClass = WinProcess::Read<uint64_t>(g_pid, gameObject + 0x30);
                    uint64_t pointerToTransform_1 = WinProcess::Read<uint64_t>(g_pid, objectClass + 0x8);
                    uint64_t pointerToTransform_2 = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_1 + 0x28);
                    uint64_t pTransform = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_2 + 0x10);
                    Vector3 coord = GetPositionVec3(pTransform);

Is reading corpse loot the same as another lootable container? I was going to look into it in the next couple of days and don't see why it'd be different, but if it is let me know

EDIT: Sorry, I missed that you asked for C#, I'll leave this here if it's helpful to you

does it still work now?
Code:

                    uint64_t objectClass = WinProcess::Read<uint64_t>(g_pid, gameObject + 0x30);
                    uint64_t pointerToTransform_1 = WinProcess::Read<uint64_t>(g_pid, objectClass + 0x8);
                    uint64_t pointerToTransform_2 = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_1 + 0x28);
                    uint64_t pTransform = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_2 + 0x10);
                    Vector3 coord = GetPositionVec3(pTransform);

could you tell me what the "gameObject" is ?

montroisiemecon 18th November 2020 03:44 PM

Quote:

Originally Posted by gdsdsgdgs (Post 2983626)
Trying to implement Velocity into my Aimbot however, CharacterController + 0xD8 will error out for Player PMCs by the looks of things and causes my Aimbot to miscalculate. 0x48 is always 0 as well.

It is true, the Velocity at 0xD8 doesnt work on player PMC.
I recompute velocity on my program, just keep last pos in memory and velocity = (current_pos - last_pos) / frame_time.

To avoid weird velocity jumps, i do cur_velocity = 1/2 cur_velocity + 1/2 previous_velocity

Quote:

Originally Posted by FurukawaBakery (Post 2984219)
~

Do you have IDA?

FurukawaBakery 18th November 2020 04:51 PM

Quote:

Originally Posted by montroisiemecon (Post 2984272)
It is true, the Velocity at 0xD8 doesnt work on player PMC.
I recompute velocity on my program, just keep last pos in memory and velocity = (current_pos - last_pos) / frame_time.

To avoid weird velocity jumps, i do cur_velocity = 1/2 cur_velocity + 1/2 previous_velocity



Do you have IDA?

yes i have...

may i have your discord?

montroisiemecon 18th November 2020 06:36 PM

Parsing Players inventories (PMC, bots):

structs:

Code:

struct Slot
{
    char pad0[0x10];
    UnityEngineString* id;  // 0x10
    char pad1[0x20];
    struct Item* item;  // 0x38
};

struct Equipment
{
    char pad0[0x78];
    Slot* arraySlot;
};

struct Inventory
{
    char pad0[0x10];
    Equipment* equipment;
};

struct InventoryController
{
    char pad0[0x120];
    Inventory* inventory;  // 0x120
};

struct Player
{
    char pad0[0x448];
    InventoryController* inventoryController;  // 0x448
}

code:

Code:

void parseItem(const Item& item, std::vector<Item*>& out)
{
    if (is_bad_ptr(item.grids))
        return;
    const auto& grids = getOrCreate<CachedGrids>(gridsCache, (uint64_t)item.grids); // m_pGrids
    for (auto cachedDict : grids.cachedDicts)
    {
        const UnityDict& dict = _deref(cachedDict);
        uint32_t countItemsInContainer = dict.count;
        if (countItemsInContainer < 0 || countItemsInContainer > 100)
            continue;
        for (int j = 0; j < countItemsInContainer; j++)
        {
            Entries* entries = dict.entries;
            Item* itemInContainer = driver::readMemory<Item*>((uint64_t)entries + 0x28 + 0x18 * j);
            if (is_bad_ptr(itemInContainer))
                continue;
            out.push_back(itemInContainer);
        }
    }
}

Vector3f getContainerPosition(LootItem* lootItem)
{
    uint64_t unknownPtr = driver::readMemory<uint64_t>((uint64_t)lootItem + 0x10);
    uint64_t interactiveClass = driver::readMemory<uint64_t>((uint64_t)unknownPtr + 0x28);
    uint64_t baseObject = driver::readMemory<uint64_t>((uint64_t)interactiveClass + 0x10);
    uint64_t gameObject = driver::readMemory<uint64_t>((uint64_t)baseObject + 0x30);

    uint64_t objectClass = driver::readMemory<uint64_t>((uint64_t)gameObject + 0x30);
    uint64_t pointerToTransform_1 = driver::readMemory<uint64_t>((uint64_t)objectClass + 0x8);
    uint64_t pointerToTransform_2 = driver::readMemory<uint64_t>((uint64_t)pointerToTransform_1 + 0x28);
    return getTransformPosition(pointerToTransform_2);
}

std::vector<Item*> parseContainer(const Item& containerItem)
{
    // get loot in lootable
    std::vector<Item*> out;
    parseItem(containerItem, out);
    return out;
}

void parseEquipment(const Equipment& equipment, std::vector<Item*>& out)
{
    Slot* slotsArrayBase = equipment.arraySlot;
    auto size = driver::readMemory<uint32_t>((uint64_t)slotsArrayBase + 0x18);
    if (size <= 0 || size >= 20)
        size = 0;
    std::vector<uint64_t> slots(size);
    driver::readMemory((uint64_t)slotsArrayBase + 0x20, slots.data(), size * 0x8);
    for (int i = 0; i < size; ++i)
    {
        CachedSlot& curSlot = getOrCreate<CachedSlot>(slotsCache, slots[i]);
        const auto& slotName = curSlot.name;
        if (slotName == XorStr("SecuredContainer"))
            continue;

        // get loot in lootable
        const auto& slot = _deref((Slot*)slots[i]);
        out.push_back(slot.item);
        parseItem(_deref(slot.item), out);
    }
}

std::vector<Item*> parseInventory(const Player& player)
{
    std::vector<Item*> out;
    const InventoryController& inventoryController = _deref(player.inventoryController);
    const Inventory& inventory = _deref(inventoryController.inventory);
    const Equipment& equipment = _deref(inventory.equipment);
    parseEquipment(equipment, out);
    return out;
}

There's a trick to do it on corpse, you have to use the item attribute of LootItem. This item is actually a pointer to an Equipment.

Code:

                const auto& item0 = _deref((Equipment*)lootItem.item);
                std::vector<Item*> items;
                parseEquipment(item0, items);


montroisiemecon 19th November 2020 06:04 PM

Structs:

Code:

struct ProceduralWeaponAnimation
{
    char pad0[0x28];
    Breath* breath;  // 0x28
    Walk* walk;  // 0x30
    MotionEffector* motionEffector;  // 0x38
    ForceEffector* forceEffector;  // 0x40
    Shooting* shooting;  // 0x48
    char pad1[0xA8];
    uint32_t mask;  // 0xf8
    char pad2[0x80];
    float aimingSpeed; // 0x17c
    char pad4[0x90];
    float swayFalloff;  // 0x210
    char pad5[0x8];
    float alignToZeroFloat22;  // 0x21c
    char pad6[0xC0];
    float pitch;  // 0x2e0
    float aimingDisplacementStr;  // 0x2e4
};

struct HandsController
{
    char pad0[0x50];
    struct Item* item;  // 0x50
    char pad1[0x90];
    BifacialTransform* fireportPosition;  // 0xe8
    char pad2[0x5D];
    bool isAiming; // 0x14d
    char pad3[0x6];
    float weaponLength;  // 0x154
    char pad4[0x8];
    float spray1;  // 0x160
    char pad5[0x4];
    float spray2;  // 0x168
    float speedFactor;  // 0x16C
};

Instant Hit

Code:

void fastShots(HandsController* handsController)
{
    if (is_bad_ptr(handsController))
        return;
    float speedFactor = _deref(handsController).speedFactor;
    if (speedFactor < 0 || speedFactor >= 5.f)
        return;
    driver::writeMemory<float>((uint64_t)handsController + offsetof(HandsController, speedFactor), 5.f);
}

Shoot and scope through walls:

Code:

void easyWalls(HandsController* handsController)
{
    driver::writeMemory<float>((uint64_t)handsController + offsetof(HandsController, weaponLength), 0.f);
}

Instant ADS

Code:

void instantADS(ProceduralWeaponAnimation* proceduralWeaponAnimation)
{
    if (is_bad_ptr(proceduralWeaponAnimation))
        return;
    driver::writeMemory<float>((uint64_t)proceduralWeaponAnimation + offsetof(ProceduralWeaponAnimation, aimingSpeed), 10.f);
}


okoko98ttt 20th November 2020 01:02 PM

who have new oft?

Skengdo 20th November 2020 01:09 PM

New update:

Code:

EFT.Player:
MovementContext: 0x40
ProceduralWeaponAnimation: 0x190
PlayerBody: 0xa8
Profile: 0x410
HealthController: 0x440
HandlesController: 0x458
InventoryController: 0x450
Physical: 0x420



All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

MasterScuzee 21st November 2020 03:11 AM

Updated External Speedhack:

Code:

const auto manager = g_pMemory->Read(g_pMemory->GetModule(ENCRYPT_STRINGW("UnityPlayer.dll"))->GetBase() + 0x156B440 + 7 * 8);
g_pMemory->Write< float >(manager + 0xFC, val);


Titan0592 21st November 2020 04:51 AM

Anyone have new handscontroller?

MasterScuzee 21st November 2020 05:15 AM

Quote:

Originally Posted by Titan0592 (Post 2986445)
Anyone have new handscontroller?

Already posted...

blokkfighter 21st November 2020 06:36 AM

Quote:

Originally Posted by Titan0592 (Post 2986445)
Anyone have new handscontroller?


Did you even read the posts before?

beepboop5 21st November 2020 11:03 AM

I have recently been investigating the "_shotDirection" in ProceduralWeapon and i figured out the default value for it {0, -1, 0} is the rotation of the shotDirection in normalized unity Vec3 angles (not sure if its default for unity but its -1min 1max for each xyz). After this i then went on to reverse the "Normalize" function that takes in euler angles (e.g your view angles pitch,roll,yaw) and spits out a normalized unity Vec3. I am wondering if anyone else has dealt with these angles/dealt with the _shotDirection and can tell me if i am able to manipulate the shot using this vector by normalizing my aimbot angles and writing them over the _shotDirection.

MasterScuzee 21st November 2020 08:33 PM

Quote:

Originally Posted by beepboop5 (Post 2986589)
I have recently been investigating the "_shotDirection" in ProceduralWeapon and i figured out the default value for it {0, -1, 0} is the rotation of the shotDirection in normalized unity Vec3 angles (not sure if its default for unity but its -1min 1max for each xyz). After this i then went on to reverse the "Normalize" function that takes in euler angles (e.g your view angles pitch,roll,yaw) and spits out a normalized unity Vec3. I am wondering if anyone else has dealt with these angles/dealt with the _shotDirection and can tell me if i am able to manipulate the shot using this vector by normalizing my aimbot angles and writing them over the _shotDirection.

Checkout "UnityEngine.Transform::TransformPoint_Injected" and see how the game is calculating those angles.

sll 22nd November 2020 02:57 AM

anyone have any interesting features? not asking for or how to do them. just curious if i maybe overlooked something cool.

Yf04zKTh12Te 22nd November 2020 06:49 AM

Quote:

Originally Posted by sll (Post 2987266)
anyone have any interesting features? not asking for or how to do them. just curious if i maybe overlooked something cool.

super jumps (height, strength),
disabling bone fractures,
disabling fall damage,
visor, nvg, thermal effects

these seems to be more or less unique that i didnt encounter in this thread :)

Sent from my ONEPLUS A5010 using Tapatalk

beepboop5 22nd November 2020 09:44 AM

Quote:

Originally Posted by MasterScuzee (Post 2987038)
Checkout "UnityEngine.Transform::TransformPoint_Injected" and see how the game is calculating those angles.

What module would this function reside in? I have put UnityEngine.CoreModule into IDA and DnSpy but all I see is what looks like a function header and not the body.

montroisiemecon 22nd November 2020 02:10 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2987353)
super jumps (height, strength),
disabling bone fractures,
disabling fall damage,
visor, nvg, thermal effects

these seems to be more or less unique that i didnt encounter in this thread :)

Sent from my ONEPLUS A5010 using Tapatalk


You dont get teleported back when jumping too high?

There are a few more interesting features you can do

ofrujaslo 22nd November 2020 02:15 PM

fall dmg: nullify float BreathEffector + 0xb9

Yf04zKTh12Te 22nd November 2020 02:38 PM

Quote:

Originally Posted by montroisiemecon (Post 2987576)
You dont get teleported back when jumping too high?

There are a few more interesting features you can do

with height you need to find the sweet spot,

on top of that you can change force/velocity to increase the distance.

Theres also an option to permanently increase strafing power

aeonixlegit 22nd November 2020 03:21 PM

Hey guys, I'm new in this game. I can't get LocalGameWorld for some reasons, so I need some help. Here's the code, that can be invalid.
Code:

        this->offsets.gameObjectManager = read<uint64_t>(memory::getDriverHandle(), memory::getPId(), st_peb /* UnityPlayer.dll */ + this->offsets.offs_gameObjectManager /* 0x156B698 */);
        printf(_xor_("[i] GameObjectManager: 0x%X\n"), this->offsets.gameObjectManager);

        auto active_objects = read<std::array<uint64_t, 2>>(memory::getDriverHandle(), memory::getPId(), this->offsets.gameObjectManager + offsetof(Structs::GameObjectManager, lastActiveObject /* 0x10 */));
        printf(_xor_("[i] ActiveObjects: 0x%X\n"), active_objects);

        if (!(this->offsets.gameWorld = GetObjectFromList(active_objects[1], active_objects[0], _xor_("GameWorld")))) {
                printf(_xor_("[!] Failed to get GameWorld!"));
                return false;
        }

Code:

std::string GetGameObjectName(uint64_t address)
{
        std::string result;
        uint64_t GameObjectNamePtr = read<uint64_t>(memory::getDriverHandle(), memory::getPId(), address + 0x60);
        for (int i = 0; i <= 100; i++)
        {
                char curchar = read<char>(memory::getDriverHandle(), memory::getPId(), GameObjectNamePtr + i);
                result.push_back(curchar);
        }
        return result;
}

uint64_t Data::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
        using Structs::BaseObject;

        BaseObject lastObject = read<BaseObject>(memory::getDriverHandle(), memory::getPId(), lastObjectPtr);
        BaseObject currentObject = read<BaseObject>(memory::getDriverHandle(), memory::getPId(), listPtr);;
        while (currentObject.object != 0 && currentObject.object != lastObject.object) {
                std::string ActiveObjectName = GetGameObjectName(currentObject.object);
                printf(_xor_("%s\n"), ActiveObjectName); // Actually prints some random random symbols
                if (ActiveObjectName.find(objectName) != std::string::npos) {
                        // Found
                        return currentObject.object;
                }
                currentObject = read<BaseObject>(memory::getDriverHandle(), memory::getPId(), currentObject.nextObjectLink /* 0x08 */);
        }

        return uint64_t();
}


HHsPlays 22nd November 2020 04:32 PM

How are you guys getting dead player positions? If I follow the loot list it and print out each one, the dead bodies are just: Bot1, Bot2, Bot3, etc. Which isnt really what im looking for. I made a valuable item ESP using the loot list chain (getting every item, looping through it and comparing its name to make sure its a valuable item) but it doesnt seem right for dead player positions (even if it might work, its kind of a shitty way to do it).

Edit: the chain im using for item names is this: GameWorld->ArrayItems->ItemList->Loot->ItemProfile->GameObject->ObjectName

Edit: found it, you need to go into interactive rather than GameObject and follow the chain, my only issue now is looping through 1100 items for that full chain puts my overlay down to 10 FPS.

shfal 22nd November 2020 11:31 PM

anybody can share current classes?

sll 23rd November 2020 01:25 AM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2987353)
super jumps (height, strength),
disabling bone fractures,
disabling fall damage,
visor, nvg, thermal effects

i already have super jump, flying, visor rgb effects (lol) but the fall damage and bone fractures do sound interesting

gabbo200 23rd November 2020 01:36 AM

Does anyone know how to get encryption key from game memory?

MasterScuzee 23rd November 2020 01:58 AM

Quote:

Originally Posted by sll (Post 2988061)
i already have super jump, flying, visor rgb effects (lol) but the fall damage and bone fractures do sound interesting

You can make chams via the ThermalVision component

ofrujaslo 23rd November 2020 04:45 PM

The flying sounds dope. Do you just change the player's transform in a very fast loop? Is there still some serversided collision that pushes you back if you try and noclip?

beepboop5 23rd November 2020 05:59 PM

Does anyone know a solution to parse/acquire clean item names without the use of a massive JSON file or an external API?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

grringo 23rd November 2020 08:03 PM

Quote:

Originally Posted by aeonixlegit (Post 2987622)
...

this one works fine for me

ofrujaslo 23rd November 2020 11:26 PM

anyone else encounter that sometimes an item on your ESP isn't actually there? I believe this has something to do with clientsided chances of loot spawning
is there like an item flag we can change to make it appear?

Skengdo 23rd November 2020 11:28 PM

Quote:

Originally Posted by ofrujaslo (Post 2988759)
anyone else encounter that sometimes an item on your ESP isn't actually there? I believe this has something to do with clientsided chances of loot spawning
is there like an item flag we can change to make it appear?

It's just retarded BSG code doing its thing

ofrujaslo 24th November 2020 09:56 AM

im learning how to properly use dnspy..

shotgun spread:
this.\uE000.controller.\uE017 = this.weapon.ShotgunDispersionBase * (1f + this.weapon.CenterOfImpactDelta);
EFT.Player+FirearmController + 160 :  (type: System.Single) //shotgun dispersion factor

krembo 24th November 2020 11:54 AM

Quote:

Originally Posted by ofrujaslo (Post 2988759)
anyone else encounter that sometimes an item on your ESP isn't actually there? I believe this has something to do with clientsided chances of loot spawning
is there like an item flag we can change to make it appear?

Sometimes they spawn with unreal Y cords like -4000 and stuff like that, just ignore those

*edit*
Also, sometimes the item is there, but it below a texture and you can't pick it up

ofrujaslo 24th November 2020 12:16 PM

Quote:

Originally Posted by krembo (Post 2989176)
Sometimes they spawn with unreal Y cords like -4000 and stuff like that, just ignore those

*edit*
Also, sometimes the item is there, but it below a texture and you can't pick it up

the item is in a normal location.
the main ones are they flashdrive in the trunk on the customs bridge. always there but never visible.
Also on shoreline there's a key on a chair in the woods. Once i was able to pick it up, but besides that it's always insisible

krembo 24th November 2020 12:24 PM

Quote:

Originally Posted by ofrujaslo (Post 2989188)
the item is in a normal location.
the main ones are they flashdrive in the trunk on the customs bridge. always there but never visible.
Also on shoreline there's a key on a chair in the woods. Once i was able to pick it up, but besides that it's always insisible

the flash drive in the customs bridge is a quest item, i think it's only visible when you are on the quest.
I'm not sure about the shoreline key, maybe it's also a quest item

ofrujaslo 24th November 2020 12:41 PM

Quote:

Originally Posted by krembo (Post 2989193)
the flash drive in the customs bridge is a quest item, i think it's only visible when you are on the quest.
I'm not sure about the shoreline key, maybe it's also a quest item

great explanation. thanks

grringo 24th November 2020 02:14 PM

I haven't seen full dump of EFT.Player here, might help someone.

Code:

[Class] EFT.Player : MonoBehaviour, GInterface399E, GInterface3EF8, GInterface3EF3, GInterface3EFD, GInterface3F2F, GInterface7EF4
    [00][C] single_0x00 : Single
    [00][C] GRIP_CULL_DISTANCE : Int32
    [00][C] IK_CULL_DISTANCE : Int32
    [00][C] MAX_IK_CULL_DISTANCE : Int32
    [00][C] HAND_ANIMATION_BLEND_THRESHOLD : Single
    [00][C] single_0x00 : Single
    [00][C] single_0x00 : Single
    [00][C] DEFAULT_ROLL_OFF : Single
    [00][C] BUFFER_ZONE : Int32
    [00][C] single_0x00 : Single
    [00][C] int32_0x00 : Int32
    [00][C] int32_0x00 : Int32
    [00][C] int32_0x00 : Int32
    [00][C] LAYER_NAME_PLAYER : String
    [00][S] gClass0D7F_0x00 : -.Player.GClass0D7F
    [00][C] EnabledAnimatorsPlayerDefault : System.Int32
    [00][C] FastAnimatorMask : System.Int32
    [00][C] EnabledAnimatorsSpiritDefault : System.Int32
    [00][C] int32_0x00 : Int32
    [00][S] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00][C] objectIsNullMessage : String
    [00][C] cloneDestroyedMessage : String
    [10] m_CachedPtr : IntPtr
    [18] action_0x18 : System.Action<Single, Single, Int32>
    [20] action_0x20 : System.Action<SightComponent>
    [28] _characterController : -.GInterface1801
    [30] _triggerColliderSearcher : -.TriggerColliderSearcher
    [38] worldInteractiveObject_0x38 : EFT.Interactive.WorldInteractiveObject
    [40] gClass0E7D_0x40 : -.GClass0E7D
    [48] Pedometer : -.GClass0E0D
    [50] _mouseSensitivityModifiers : System.Collections.Generic.Dictionary<Int32, Single>
    [58] gClass0CF9_0x58 : -.Player.GClass0CF9
    [60] LeftHandInteractionTarget : -.GripPose
    [68] Grounder : RootMotion.FinalIK.GrounderFBBIK
    [70] HitReaction : RootMotion.FinalIK.HitReaction
    [78] _elbowBends : UnityEngine.Transform[]
    [80] HandPosers : -.HandPoser[]
    [88] LMarkerRawBlender : -.Player.ValueBlender
    [90] LayerWeight : -.Player.ValueBlender
    [98] ThirdIkWeight : -.Player.BetterValueBlender
    [A0] _fbbik : RootMotion.FinalIK.FullBodyBipedIK
    [A8] _playerBody : EFT.PlayerBody
    [B0] vector3Array_0xB0 : UnityEngine.Vector3[]
    [B8] quaternionArray_0xB8 : UnityEngine.Quaternion[]
    [C0] transformArray_0xC0 : UnityEngine.Transform[]
    [C8] transformArray_0xC8 : UnityEngine.Transform[]
    [D0] transformArray_0xD0 : UnityEngine.Transform[]
    [D8] transform_0xD8 : UnityEngine.Transform
    [E0] transform_0xE0 : UnityEngine.Transform
    [E8] transform_0xE8 : UnityEngine.Transform
    [F0] twistRelaxArray_0xF0 : -.TwistRelax[]
    [F8] limbIKArray_0xF8 : RootMotion.FinalIK.LimbIK[]
    [100] gameObject_0x100 : UnityEngine.GameObject
    [108] action_0x108 : System.Action
    [110] previewMaterialSetter_0x110 : -.PreviewMaterialSetter
    [118] beaconPlacer_0x118 : EFT.Interactive.BeaconPlacer
    [120] firearmsEffects_0x120 : -.FirearmsEffects
    [128] firearmsEffects_0x128 : -.FirearmsEffects
    [130] compassArrow_0x130 : -.CompassArrow
    [138] transformArray_0x138 : UnityEngine.Transform[]
    [140] transformArray_0x140 : UnityEngine.Transform[]
    [148] list_0x148 : System.Collections.Generic.List<GStruct0D34>
    [150] PointOfViewChanged : -.GClass2325
    [158] AuthorityBlender : -.Player.ValueBlender
    [160] GrounderBlender : -.Player.ValueBlender
    [168] objectInHandsAnimator_0x168 : -.ObjectInHandsAnimator
    [170] gameObject_0x170 : UnityEngine.GameObject
    [178] action_0x178 : System.Action
    [180] action_0x180 : System.Action<GStruct3496, Int32, Single>
    [188] gameObject_0x188 : UnityEngine.GameObject
    [190] proceduralWeaponAnimation_0x190 : EFT.Animations.ProceduralWeaponAnimation
    [198] gClass0CFA_0x198 : -.Player.GClass0CFA
    [1A0] DebugText : UnityEngine.UI.Text
    [1A8] NestedStepSoundSource : -.BetterSource
    [1B0] _speechSource : -.BetterSource
    [1B8] FractureSound : UnityEngine.AudioClip
    [1C0] PropIn : -.BaseSoundPlayer.SoundElement
    [1C8] PropOut : -.BaseSoundPlayer.SoundElement
    [1D0] FaceshieldOn : UnityEngine.AudioClip
    [1D8] FaceshieldOff : UnityEngine.AudioClip
    [1E0] audioClip_0x1E0 : UnityEngine.AudioClip
    [1E8] dictionary_0x1E8 : System.Collections.Generic.Dictionary<Int32, SurfaceSet>
    [1F0] surfaceSet_0x1F0 : EFT.SurfaceSet
    [1F8] soundBank_0x1F8 : EFT.SoundBank
    [200] soundBank_0x200 : EFT.SoundBank
    [208] coroutine_0x208 : UnityEngine.Coroutine
    [210] coroutine_0x210 : UnityEngine.Coroutine
    [218] coroutine_0x218 : UnityEngine.Coroutine
    [220] coroutine_0x220 : UnityEngine.Coroutine
    [228] coroutine_0x228 : UnityEngine.Coroutine
    [230] coroutine_0x230 : UnityEngine.Coroutine
    [238] betterSource_0x238 : -.BetterSource
    [240] audioClip_0x240 : UnityEngine.AudioClip
    [248] list_0x248 : System.Collections.Generic.List<BetterPropagationVolume>
    [250] list_0x250 : System.Collections.Generic.List<BetterPropagationVolume>
    [258] betterPropagationVolume_0x258 : EFT.Interactive.BetterPropagationVolume
    [260] action_0x260 : System.Action
    [268] Logger : -.Player.PlayerLogger
    [270] POM : -.PlayerOverlapManager
    [278] TriggerZones : System.Collections.Generic.List<String>
    [280] interactableObject_0x280 : EFT.Interactive.InteractableObject
    [288] player_0x288 : EFT.Player
    [290] placeItemTrigger_0x290 : EFT.Interactive.PlaceItemTrigger
    [298] OnExitTriggerVisited : -.GClass2325
    [2A0] exfiltrationPoint_0x2A0 : EFT.Interactive.ExfiltrationPoint
    [2A8] InteractingWithExfiltrationPoint : -.GClass233D<Boolean>
    [2B0] Corpse : EFT.Interactive.Corpse
    [2B8] gClass233D_0x2B8 : -.GClass233D<Item>
    [2C0] gInterface6C0C_0x2C0 : -.GInterface6C0C
    [2C8] action_0x2C8 : System.Action<Boolean>
    [2D0] action_0x2D0 : System.Action
    [2D8] action_0x2D8 : System.Action<Int32, Int32>
    [2E0] genericEventTranslator_0x2E0 : -.GenericEventTranslator
    [2E8] action_0x2E8 : System.Action<Boolean>
    [2F0] gClass0D7D_0x2F0 : -.Player.GClass0D7D<NightVisionComponent>
    [2F8] gClass0D7D_0x2F8 : -.Player.GClass0D7D<ThermalVisionComponent>
    [300] gClass0D7D_0x300 : -.Player.GClass0D7D<FaceShieldComponent>
    [308] string_0x308 : String
    [310] iSpawnPoint_0x310 : EFT.Game.Spawning.ISpawnPoint
    [318] Speaker : -.GClass0F7C
    [320] gClass0E63_0x320 : -.GClass0E63
    [328] Spirit : EFT.PlayerSpirit
    [330] LastAggressor : EFT.Player
    [338] LastDamageInfo : -.GStruct3496
    [3E0] rendererArray_0x3E0 : UnityEngine.Renderer[]
    [3E8] camera_0x3E8 : UnityEngine.Camera
    [3F0] animator_0x3F0 : UnityEngine.Animator
    [3F8] runtimeAnimatorController_0x3F8 : UnityEngine.RuntimeAnimatorController
    [400] GetSensitivity : System.Func<Single>
    [408] GetAimingSensitivity : System.Func<Single>
    [410] profile_0x410 : EFT.Profile
    [418] gInterface4B91_0x418 : -.GInterface4B91
    [420] Physical : -.GClass04C4
    [428] action_0x428 : System.Action<String, Int32>
    [430] gClass0313_0x430 : -.GClass0313
    [438] dictionary_0x438 : System.Collections.Generic.Dictionary<Int32, GClass0273>
    [440] _healthController : -.GInterface6CCF
    [448] _hitColliders : -.BodyPartCollider[]
    [450] _inventoryController : -.GClass17B0
    [458] _handsController : -.Player.AbstractHandsController
    [460] _questController : -.GClass1468
    [468] playerToGrassConnector_0x468 : -.PlayerToGrassConnector
    [470] action_0x470 : System.Action<AbstractHandsController, AbstractHandsController>
    [478] string_0x478 : String
    [480] Tracking : UnityEngine.Transform
    [488] gClass0D7F_0x488 : -.Player.GClass0D7F
    [490] waitForFixedUpdate_0x490 : UnityEngine.WaitForFixedUpdate
    [498] _playerLookRaycastTransform : UnityEngine.Transform
    [4A0] _animators : -.GClass11C1[]
    [4A8] PlayerBones : -.PlayerBones
    [4B0] _preAllocatedArmorComponents : System.Collections.Generic.List<ArmorComponent>
    [4B8] action_0x4B8 : System.Action<ExfiltrationPoint, Boolean>
    [4C0] gClass02F2_0x4C0 : -.GClass02F2
    [4C8] _openAction : System.Action<Action>
    [4D0] coroutine_0x4D0 : UnityEngine.Coroutine
    [4D8] coroutine_0x4D8 : UnityEngine.Coroutine
    [4E0] ExfilUnsubscribe : System.Action
    [4E8] SessionEndUnsubscribe : System.Collections.Generic.List<Action>
    [4F0] action_0x4F0 : System.Action
    [4F8] abstractProcess_0x4F8 : -.Player.AbstractProcess
    [500] slot_0x500 : EFT.InventoryLogic.Slot
    [508] action_0x508 : System.Action
    [510] action_0x510 : System.Action<GInterface4597>
    [518] int32Array_0x518 : System.Int32[]
    [520] _removeFromHandsCallback : Comfort.Common.Callback
    [528] callback_0x528 : Comfort.Common.Callback
    [530] boolean_0x530 : Boolean
    [534] single_0x534 : Single
    [538] single_0x538 : Single
    [53C] boolean_0x53C : Boolean
    [53D] boolean_0x53D : Boolean
    [540] HeadRotation : UnityEngine.Vector3
    [54C] _mouseSensitivityModifier : Single
    [550] vector2_0x550 : UnityEngine.Vector2
    [558] vector2_0x558 : UnityEngine.Vector2
    [560] TrunkRotationLimit : Single
    [564] single_0x564 : Single
    [568] PoseMemo : Single
    [56C] boolean_0x56C : Boolean
    [570] LeanLock : Single
    [574] single_0x574 : Single
    [578] single_0x578 : Single
    [57C] _prevHeight : Single
    [580] HeightSmoothTime : Single
    [584] single_0x584 : Single
    [588] single_0x588 : Single
    [58C] single_0x58C : Single
    [590] RibcageScaleCurrent : Single
    [594] RibcageScaleCurrentTarget : Single
    [598] UtilityLayerRange : UnityEngine.Vector2
    [5A0] UtilityLayerLerpSpeed : Single
    [5A4] GripAutoAdjust : Boolean
    [5A8] ThirdPersonWeaponRootAuthority : Single
    [5AC] single_0x5AC : Single
    [5B0] single_0x5B0 : Single
    [5B4] single_0x5B4 : Single
    [5B8] single_0x5B8 : Single
    [5BC] single_0x5BC : Single
    [5C0] single_0x5C0 : Single
    [5C4] single_0x5C4 : Single
    [5C8] single_0x5C8 : Single
    [5CC] single_0x5CC : Single
    [5D0] single_0x5D0 : Single
    [5D4] single_0x5D4 : Single
    [5D8] single_0x5D8 : Single
    [5DC] boolean_0x5DC : Boolean
    [5DD] boolean_0x5DD : Boolean
    [5DE] boolean_0x5DE : Boolean
    [5DF] boolean_0x5DF : Boolean
    [5E0] boolean_0x5E0 : Boolean
    [5E1] boolean_0x5E1 : Boolean
    [5E4] vector3_0x5E4 : UnityEngine.Vector3
    [5F0] vector3_0x5F0 : UnityEngine.Vector3
    [5FC] vector3_0x5FC : UnityEngine.Vector3
    [608] vector3_0x608 : UnityEngine.Vector3
    [614] vector3_0x614 : UnityEngine.Vector3
    [620] quaternion_0x620 : UnityEngine.Quaternion
    [630] quaternion_0x630 : UnityEngine.Quaternion
    [640] quaternion_0x640 : UnityEngine.Quaternion
    [650] single_0x650 : Single
    [654] single_0x654 : Single
    [658] _isDeadAlready : Boolean
    [659] boolean_0x659 : Boolean
    [65C] vector3_0x65C : UnityEngine.Vector3
    [668] quaternion_0x668 : UnityEngine.Quaternion
    [678] boolean_0x678 : Boolean
    [67C] CurrentSurface : System.Int32
    [680] EnvironmentType : System.Int32
    [684] HeavyBreath : Boolean
    [688] VerticalSoundFactor : Single
    [68C] Muffled : Boolean
    [690] raycastHit_0x690 : UnityEngine.RaycastHit
    [6BC] boolean_0x6BC : Boolean
    [6BD] OcclusionDirty : Boolean
    [6BE] DistanceDirty : Boolean
    [6BF] PreviousFaceShield : Boolean
    [6C0] SpeechLocalPosition : UnityEngine.Vector3
    [6CC] layerMask_0x6CC : UnityEngine.LayerMask
    [6D0] boolean_0x6D0 : Boolean
    [6D4] single_0x6D4 : Single
    [6D8] single_0x6D8 : Single
    [6DC] boolean_0x6DC : Boolean
    [6E0] single_0x6E0 : Single
    [6E4] single_0x6E4 : Single
    [6E8] single_0x6E8 : Single
    [6EC] single_0x6EC : Single
    [6F0] single_0x6F0 : Single
    [6F4] single_0x6F4 : Single
    [6F8] single_0x6F8 : Single
    [6FC] single_0x6FC : Single
    [700] single_0x700 : Single
    [704] single_0x704 : Single
    [708] boolean_0x708 : Boolean
    [70C] single_0x70C : Single
    [710] boolean_0x710 : Boolean
    [711] boolean_0x711 : Boolean
    [714] single_0x714 : Single
    [718] boolean_0x718 : Boolean
    [719] boolean_0x719 : Boolean
    [71A] Destroyed : Boolean
    [71C] LastBodyPart : System.Int32
    [720] _corpseAppliedForce : Single
    [724] LastDamageType : System.Int32
    [728] LastDamagedBodyPart : System.Int32
    [72C] PlacingBeacon : Boolean
    [730] int32_0x730 : Int32
    [734] _updateQueue : System.Int32
    [738] _armsUpdateQueue : System.Int32
    [73C] _armsUpdateMode : System.Int32
    [740] _bodyUpdateMode : System.Int32
    [744] single_0x744 : Single
    [748] _armsupdated : Boolean
    [74C] _armsTime : Single
    [750] _bodyupdated : Boolean
    [754] _bodyTime : Single
    [758] _nFixedFrames : Int32
    [75C] _fixedTime : Single
    [760] LastDeltaTime : Single
    [764] _manuallyUpdated : Boolean
    [765] byte_0x765 : System.Byte
    [766] boolean_0x766 : Boolean
    [767] boolean_0x767 : Boolean
    [768] boolean_0x768 : Boolean
    [76C] EnabledAnimators : System.Int32
    [770] boolean_0x770 : Boolean
    [771] boolean_0x771 : Boolean
    [774] single_0x774 : Single
    [778] boolean_0x778 : Boolean
    [779] boolean_0x779 : Boolean
    [77A] AggressorFound : Boolean
    [77C] int32_0x77C : System.Int32
    [780] single_0x780 : Single
    [784] int32_0x784 : Int32


sll 24th November 2020 07:00 PM

Quote:

Originally Posted by MasterScuzee (Post 2988071)
You can make chams via the ThermalVision component

I already have normal chams (custom shader)

gabbo200 24th November 2020 08:51 PM

What are you guys using to read unity string? I'm currently using this method but can take a while.
Code:

    std::string GetString()
    {
        std::string result;

        int32_t StringSize = GetStringSize();
       
        for (int i = 0; i < StringSize; i++)
        {
            char CurrentChar;
                VMMDLL_MemRead(g_pid, Address + 0x14 + (i * 2), (PBYTE)&CurrentChar, sizeof(char));
             
            result.push_back(CurrentChar);
        }

        return result;
    }


ofrujaslo 24th November 2020 09:00 PM

Quote:

Originally Posted by gabbo200 (Post 2989536)
What are you guys using to read unity string? I'm currently using this method but can take a while.
Code:

    std::string GetString()
    {
        std::string result;

        int32_t StringSize = GetStringSize();
       
        for (int i = 0; i < StringSize; i++)
        {
            char CurrentChar;
                VMMDLL_MemRead(g_pid, Address + 0x14 + (i * 2), (PBYTE)&CurrentChar, sizeof(char));
             
            result.push_back(CurrentChar);
        }

        return result;
    }




i'm not the smartest around here but I use this
Code:


                                char exbuf[128];
                                readmem(pid, itempadname, (uintptr_t)&exbuf, sizeof(exbuf));
                                std::string exfilstring {};
                                for (int i = 0; i < 128; i++)
                                {
                                        if ((isalpha(exbuf[i]) )
                                        {
                                                        exfilstring += exbuf[i];

                                        }
                                }

reading the correct string doesn't really matter since i just look if part of it matches my search term. i think the main thing you should do is read everything in 1 single RPM, then process it.
also you dont need the names every single frame. so imo it doesn't matter if its slow.



bullet speed factor info:
global::\uE88F shot = this.BallisticsCalculator.Shoot(ammo, shotPosition, shotDirection, this._player, this.Item, this._speedFactor, 0);
this.BallisticsCalculator.ShotMultiProjectileShot(ammo, shotPosition, shotDirection, this._speedFactor, this.\uE003, this._player, this.Item);

normal speedfactor = 1.f


if you set weaponln to 0.0f, you break some stuff. set it to 0.001f

private void \uE00C()
{
if (!this._player.IsVisible || this.WeaponLn <= 0f)
{
return;
}

HHsPlays 24th November 2020 10:53 PM

does anyone have an updated FPSCamera class? Trying to do no visor/get ADS'd viewmatrix

beepboop5 25th November 2020 03:40 PM

Optic Matrix (ADS'd viewmatrix) is as follows: FPSCamera (GameObject) + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8] (read as matrix4x4, it is only populated when aiming down sights)

You can also loop the components of the FPSCamera class and find the "VisorEffect" class and change some stuff in it to achieve novisor.

Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
        {
                char Name[256];

                uint64_t Test = Read<uint64_t>(game_object + 0x30);

                for (int i = 0x8; i < 0x1000; i += 0x10)
                {
                        uint64_t Fields = Read<uint64_t>(Read<uint64_t>(Test + i) + 0x28);

                        uint64_t NameChain = ReadChain(Fields, { 0x0, 0x0, 0x48 });

                        ReadEx(NameChain, &Name, 256);

                        if (strcmp(Name, component_name) == 0)
                        {
                                return Fields;
                        }
                }

                return 0;
        }

(not the best code but i hope it helps)

HHsPlays 25th November 2020 04:13 PM

Quote:

Originally Posted by beepboop5 (Post 2990204)
Optic Matrix (ADS'd viewmatrix) is as follows: FPSCamera (GameObject) + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8] (read as matrix4x4, it is only populated when aiming down sights)

You can also loop the components of the FPSCamera class and find the "VisorEffect" class and change some stuff in it to achieve novisor.

Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
        {
                char Name[256];

                uint64_t Test = Read<uint64_t>(game_object + 0x30);

                for (int i = 0x8; i < 0x1000; i += 0x10)
                {
                        uint64_t Fields = Read<uint64_t>(Read<uint64_t>(Test + i) + 0x28);

                        uint64_t NameChain = ReadChain(Fields, { 0x0, 0x0, 0x48 });

                        ReadEx(NameChain, &Name, 256);

                        if (strcmp(Name, component_name) == 0)
                        {
                                return Fields;
                        }
                }

                return 0;
        }

(not the best code but i hope it helps)

thanks a lot, I saw the old offsets and everything but I haven�t looked into reversing EFT myself so it helps a lot. +rep

DeSibyl 25th November 2020 04:18 PM

Anyone know what needs to be changed in the Assembly-CSHarp.dll to change the text in the bottom left of the screen?

I found two strings that state the version, but when changed it doesn't show the new value in the bottom left

HHsPlays 25th November 2020 05:41 PM

So I got the scope viewmatrix working, but it is scuffed as fuck (worse than just using normal viewmatrix 24/7). Anyone got any ideas why?

montroisiemecon 25th November 2020 06:47 PM

Quote:

Originally Posted by ofrujaslo (Post 2989542)
~

this is the worst possible code.
and please use de4dot to deobfuscate the assembly, instead of have broken unicode names

the correct way to read as wstring

Code:

        std::wstring wresult;
        int32_t stringSize = driver::readMemory<int32_t>(address + 0x10);
        if (stringSize <= 0 || stringSize > 100)
            return L"";
        wresult.resize(stringSize);
        driver::readMemory((uint64_t)address + 0x14, (PVOID)wresult.data(), (size_t)stringSize* 2);

Quote:

Originally Posted by HHsPlays (Post 2990297)
So I got the scope viewmatrix working, but it is scuffed as fuck (worse than just using normal viewmatrix 24/7). Anyone got any ideas why?

post screenshot

HHsPlays 25th November 2020 07:30 PM

Quote:

Originally Posted by montroisiemecon (Post 2990354)
this is the worst possible code.
and please use de4dot to deobfuscate the assembly, instead of have broken unicode names

the correct way to read as wstring

Code:

        std::wstring wresult;
        int32_t stringSize = driver::readMemory<int32_t>(address + 0x10);
        if (stringSize <= 0 || stringSize > 100)
            return L"";
        wresult.resize(stringSize);
        driver::readMemory((uint64_t)address + 0x14, (PVOID)wresult.data(), (size_t)stringSize* 2);



post screenshot

I'm allowed to post youtube clips in here right? If so I'll do that because a SS wont show the issue.

beepboop5 25th November 2020 07:42 PM

Quote:

Originally Posted by HHsPlays (Post 2990395)
I'm allowed to post youtube clips in here right? If so I'll do that because a SS wont show the issue.

You are most likely just plugging the scope matrix into your w2s and hoping for the best, you must adjust your w2s a bit to account for the scope like so:

Code:

if (IsAiming(LocalPlayer.Instance) && VerifyOpticMatrix(FPSCamera))
{
        Matrix = GetOpticMatrix(FPSCamera);
}

if (IsAiming(LocalPlayer.Instance) && VerifyOpticMatrix(FPSCamera))
{
        uint64_t Camera = ReadChain(FPSCamera, { 0x30, 0x18 });

        float AspectRatio = Read<float>(Camera + 0x4C8);
        float Fov = Read<float>(Camera + 0x158);

        float AngleRadHalf = (PI / 180) * Fov * 0.5f;
        float AngleCtg = cos(AngleRadHalf) / sin(AngleRadHalf);

        x /= AngleCtg * AspectRatio * 0.5f;
        y /= AngleCtg * 0.5f;
}



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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

HHsPlays 25th November 2020 07:47 PM

Quote:

Originally Posted by beepboop5 (Post 2990414)
You are most likely just plugging the scope matrix into your w2s and hoping for the best, you must adjust your w2s a bit to account for the scope like so:

Code:

if (IsAiming(LocalPlayer.Instance) && VerifyOpticMatrix(FPSCamera))
{
        Matrix = GetOpticMatrix(FPSCamera);
}

if (IsAiming(LocalPlayer.Instance) && VerifyOpticMatrix(FPSCamera))
{
        uint64_t Camera = ReadChain(FPSCamera, { 0x30, 0x18 });

        float AspectRatio = Read<float>(Camera + 0x4C8);
        float Fov = Read<float>(Camera + 0x158);

        float AngleRadHalf = (PI / 180) * Fov * 0.5f;
        float AngleCtg = cos(AngleRadHalf) / sin(AngleRadHalf);

        x /= AngleCtg * AspectRatio * 0.5f;
        y /= AngleCtg * 0.5f;
}


Yeah, I was just plugging it into my w2s. Ill give that code a try in a little bit and thank you again!

Edit: Would you mind putting your verifyopticmatrix in too? I put mine as fpsCamera -> 0x70 -> 0x10 -> 0x30 -> 0x18 but every once in a while when im ADS'ing nothing shows up.

beepboop5 25th November 2020 08:17 PM

Quote:

Originally Posted by HHsPlays (Post 2990422)
Yeah, I was just plugging it into my w2s. Ill give that code a try in a little bit and thank you again!

Edit: Would you mind putting your verifyopticmatrix in too? I put mine as fpsCamera -> 0x70 -> 0x10 -> 0x30 -> 0x18 but every once in a while when im ADS'ing nothing shows up.

My VerifyOpticMatrix used to be the same as that but for some reason BSG is retarded and the pointer chain can lead to seemingly valid pointers (if you deref them they lead to nothing) so I just decided to check if the matrix4x4 is 0 (takes a little longer since you are checking against 16 vars but it works and stops esp from fucking up when aiming with normal guns).

Quote:

Originally Posted by MasterScuzee (Post 2988071)
You can make chams via the ThermalVision component

Can you make actual chams? i.e seeing players through walls or just when visible?

FurukawaBakery 26th November 2020 02:06 PM

how to get the Fireport Position (for aimbot)?

eftplayer.ProceduralWeaponAnimation(0x190).HandsContainer(0x18).FirePortTransform(0xe8)

seems wrong...

montroisiemecon 26th November 2020 02:16 PM

Quote:

Originally Posted by FurukawaBakery (Post 2991045)
how to get the Fireport Position (for aimbot)?

eftplayer.ProceduralWeaponAnimation(0x190).HandsContainer(0x18).FirePortTransform(0xe8)

seems wrong...

FireportTransform is a bifacial transform.
You need to get the transform pointer at
eftplayer.ProceduralWeaponAnimation(0x190).HandsContainer(0x18).FirePortTransform(0xe8) + 0x10]

FurukawaBakery 26th November 2020 02:51 PM

Quote:

Originally Posted by montroisiemecon (Post 2991049)
FireportTransform is a bifacial transform.
You need to get the transform pointer at
eftplayer.ProceduralWeaponAnimation(0x190).HandsContainer(0x18).FirePortTransform(0xe8) + 0x10]

the offset is right? i see them in cheatengine,the HandsContainer.FirePortTransform == 0

beepboop5 26th November 2020 03:31 PM

FireportPos is: EFT.Player + HandsController ] + 0xE8] + 0x10 for the transform pointer.

shardadmin 26th November 2020 04:52 PM

Anyone know if it's possible to get optics and scopes to work with ThermalVision effect?

HHsPlays 26th November 2020 09:50 PM

I am doing fpsCamera -> 0x10 -> 0x30 and then trying to loop through that however no components show up. Have I got outdated offsets or am I retarded?

beepboop5 26th November 2020 10:40 PM

Quote:

Originally Posted by HHsPlays (Post 2991381)
I am doing fpsCamera -> 0x10 -> 0x30 and then trying to loop through that however no components show up. Have I got outdated offsets or am I retarded?

I literally gave you the function to do so, is it that hard to pass FPSCamera in the params?

HHsPlays 26th November 2020 11:16 PM

Quote:

Originally Posted by beepboop5 (Post 2991406)
I literally gave you the function to do so, is it that hard to pass FPSCamera in the params?

I did, and im saying it isnt finding it.

Edit: It is finding it now, and I didnt change anything from earlier... wtaf

Edit2: what are the offsets that you need to write to once you have the visoreffect class?

FurukawaBakery 27th November 2020 03:02 AM

Quote:

Originally Posted by beepboop5 (Post 2991111)
FireportPos is: EFT.Player + HandsController ] + 0xE8] + 0x10 for the transform pointer.

do you know the HandsController offset? mine(0x18) is wrong...

beepboop5 27th November 2020 10:15 AM

Quote:

Originally Posted by HHsPlays (Post 2991415)
I did, and im saying it isnt finding it.

Edit: It is finding it now, and I didnt change anything from earlier... wtaf

Edit2: what are the offsets that you need to write to once you have the visoreffect class?

Open up Unispect/CE Mono and look for "Intensity" in the VisorEffect class.

Quote:

Originally Posted by FurukawaBakery (Post 2991505)
do you know the HandsController offset? mine(0x18) is wrong...

Same goes for you... Open Unispect/CE Mono and look under EFT.Player for "HandsController" stop being lazy.

HHsPlays 27th November 2020 03:00 PM

Quote:

Originally Posted by beepboop5 (Post 2991690)
Open up Unispect/CE Mono and look for "Intensity" in the VisorEffect class.



Same goes for you... Open Unispect/CE Mono and look under EFT.Player for "HandsController" stop being lazy.

Got it working now ty, I hadnt looked into reversing tarkov was all.

ofrujaslo 28th November 2020 12:54 AM

//_doorState DOORSTATE. f9 : _doorState (type: EFT.Interactive.EDoorState) (protected global::EFT.Interactive.EDoorState _doorState;)
//edoorState_1: INITIAL DOORSTATE. fa :  (type: EFT.Interactive.EDoorState) (private global::EFT.Interactive.EDoorState edoorState_1;)
//edoorState_2: shouldsync variable. fe :  (type: EFT.Interactive.EDoorState)
//edoorState_0 FALLBACK STATE. f8 :  (type: EFT.Interactive.EDoorState)
//Snap some kinda bitwise gay opertation. a8 : Snap (type: EFT.Interactive.EDoorState)


shut:
0xf9: 00000010
0xa8: 00000011
0xf8: 00000100
0xfa: 00000100
0xfe: 00000100
0xfd: 0


locked:
0xf9: 00000001
0xa8: 00000011
0xf8: 00000001
0xfa: 00000001
0xfe: 00000001
0xfd: 0

edit: working. just a mistake on my end. ill leave the offsets here anyways if u need em

FurukawaBakery 28th November 2020 12:02 PM

hi, i found four structs that may have loot items
Code:

    [58] LootList : System.Collections.Generic.List<GInterface11D0>
    [60] ItemOwners : System.Collections.Generic.Dictionary<IItemOwner, GStruct174E>
    [68] LootItems : -.GClass052E<Int32, LootItem>
    [70] AllLoot : System.Collections.Generic.List<GClass0B0B>

what's the difference between these four?

when i use [58]LootList ,i can't get loot container's position...

montroisiemecon 28th November 2020 01:27 PM

Quote:

Originally Posted by FurukawaBakery (Post 2992484)
hi, i found four structs that may have loot items
Code:

    [58] LootList : System.Collections.Generic.List<GInterface11D0>
    [60] ItemOwners : System.Collections.Generic.Dictionary<IItemOwner, GStruct174E>
    [68] LootItems : -.GClass052E<Int32, LootItem>
    [70] AllLoot : System.Collections.Generic.List<GClass0B0B>

what's the difference between these four?

when i use [58]LootList ,i can't get loot container's position...

I iterate the list at 0x58 and i have containers

FurukawaBakery 28th November 2020 02:28 PM

Quote:

Originally Posted by montroisiemecon (Post 2992554)
I iterate the list at 0x58 and i have containers

can you tell me how to get container's position?

montroisiemecon 28th November 2020 03:06 PM

Quote:

Originally Posted by FurukawaBakery (Post 2992623)
can you tell me how to get container's position?

It is actually a few page ago, i invite you to read it and try.
If you still have issues i will help you out then.

FurukawaBakery 28th November 2020 03:17 PM

Quote:

Originally Posted by montroisiemecon (Post 2992654)
It is actually a few page ago, i invite you to read it and try.
If you still have issues i will help you out then.

https://www.unknowncheats.me/forum/2...-post2985.html

thanks , i found this

Code:

                    uint64_t objectClass = WinProcess::Read<uint64_t>(g_pid, gameObject + 0x30);
                    uint64_t pointerToTransform_1 = WinProcess::Read<uint64_t>(g_pid, objectClass + 0x8);
                    uint64_t pointerToTransform_2 = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_1 + 0x28);
                    uint64_t pTransform = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_2 + 0x10);
                    Vector3 coord = GetPositionVec3(pTransform);

gameObject is GInterface11D0, right?
Code:

    [58] LootList : System.Collections.Generic.List<GInterface11D0>

Yf04zKTh12Te 28th November 2020 03:56 PM

1 Attachment(s)
Quote:

Originally Posted by FurukawaBakery (Post 2992671)
https://www.unknowncheats.me/forum/2...-post2985.html

thanks , i found this

Code:

                    uint64_t objectClass = WinProcess::Read<uint64_t>(g_pid, gameObject + 0x30);
                    uint64_t pointerToTransform_1 = WinProcess::Read<uint64_t>(g_pid, objectClass + 0x8);
                    uint64_t pointerToTransform_2 = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_1 + 0x28);
                    uint64_t pTransform = WinProcess::Read<uint64_t>(g_pid, pointerToTransform_2 + 0x10);
                    Vector3 coord = GetPositionVec3(pTransform);

gameObject is GInterface11D0, right?
Code:

    [58] LootList : System.Collections.Generic.List<GInterface11D0>

the list is of type EFT.Interactive.InteractableObject

https://www.unknowncheats.me/forum/a...4-13-png?stc=1


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ofrujaslo 29th November 2020 11:17 AM

I also have an issue with the lootlist. Can anyone tell me the ptr chains for the items in a container's grids? Or how I can reverse this myself :)
https://i.imgur.com/KsrqvLh.png

https://imgur.com/a/uMfu6Ne

FurukawaBakery 29th November 2020 12:10 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 2992719)
the list is of type EFT.Interactive.InteractableObject

https://www.unknowncheats.me/forum/a...4-13-png?stc=1

how can i get the hash of items from loot list?

krembo 29th November 2020 03:19 PM

Quote:

Originally Posted by ofrujaslo (Post 2993305)
I also have an issue with the lootlist. Can anyone tell me the ptr chains for the items in a container's grids? Or how I can reverse this myself :)
https://i.imgur.com/KsrqvLh.png

https://imgur.com/a/uMfu6Ne

You are missing more offsets from dict.
dict + 0x18 = entries
entries + 0x28 + 0x18 * i = item
dict + 0x40 = count
dict + 0x44 = max count

are you getting all containers in game?
for me some containers are missing and some containers are invisible

HHsPlays 29th November 2020 04:50 PM

How would I go about caching the entity/loot list? Would I just create an array of uint64_t for the max player/loot count and then loop through each player/item saving it to the for loop value or is there a better way?

beepboop5 29th November 2020 05:32 PM

Make a vector of uint64_t's, reserve the same amount of space as the list you are copying from, read the entire list into the .data of the vector (e.g Read(yourlist, myvector.data(), size) or something).

ofrujaslo 29th November 2020 06:00 PM

Quote:

Originally Posted by krembo (Post 2993487)
You are missing more offsets from dict.
dict + 0x18 = entries
entries + 0x28 + 0x18 * i = item
dict + 0x40 = count
dict + 0x44 = max count

are you getting all containers in game?
for me some containers are missing and some containers are invisible

Got it. thanks.

I haven't tested it long enough to notice any issues. I also only parse items that are worth a lot, so i don't see every single item anyways. i will let you know in some time

HHsPlays 29th November 2020 07:17 PM

Quote:

Originally Posted by beepboop5 (Post 2993604)
Make a vector of uint64_t's, reserve the same amount of space as the list you are copying from, read the entire list into the .data of the vector (e.g Read(yourlist, myvector.data(), size) or something).

I use templates for my read function so I dont need to input size manually, but I will try creating a vector and reading the vector all at once. Thank you.

krembo 29th November 2020 08:54 PM

Quote:

Originally Posted by ofrujaslo (Post 2993620)
~

Got it, I had a dumb mistake in finding the containers positions

ofrujaslo 30th November 2020 06:55 PM

how do I get from the list of containers in a players inventory to grids?
https://i.imgur.com/tr6kmoP.png
when looking in dnspy i don't really come further in gclass1632 (inventorycontroller+gclass1655)


in the end I got there from pasting off of an earlier post in this thread. dict = slot]0x38]0x68] 0x20]0x40]0x10
the dict however is very strange. count is often very much off, and pointers are incorrect seems like?
https://i.postimg.cc/brjsXQMK/image.png

also being able to get the container's name(or player worn gear) would be dope but i will look into that myself a little bit more and put some effort into it

montroisiemecon 1st December 2020 02:37 AM

Anyone has correct door position? I feel like the usual chain for transform works on certain doors but not others

krembo 1st December 2020 09:09 AM

Quote:

Originally Posted by ofrujaslo (Post 2994534)
how do I get from the list of containers in a players inventory to grids?
https://i.imgur.com/tr6kmoP.png
when looking in dnspy i don't really come further in gclass1632 (inventorycontroller+gclass1655)


in the end I got there from pasting off of an earlier post in this thread. dict = slot]0x38]0x68] 0x20]0x40]0x10
the dict however is very strange. count is often very much off, and pointers are incorrect seems like?
https://i.postimg.cc/brjsXQMK/image.png

also being able to get the container's name(or player worn gear) would be dope but i will look into that myself a little bit more and put some effort into it

Also have the same problem, but i didn't check it out yet.
I believe it's due to some items haveing different inheritance/class.
Because this will work for most items, but i think that for meds / gun parts / magz / ammo it will fail the parse due to different offsets to item id.
Ill probably have a look at it in the weekend and update

onecool9009 1st December 2020 09:33 AM

Quote:

Originally Posted by ofrujaslo (Post 2994534)
how do I get from the list of containers in a players inventory to grids?
https://i.imgur.com/tr6kmoP.png
when looking in dnspy i don't really come further in gclass1632 (inventorycontroller+gclass1655)


in the end I got there from pasting off of an earlier post in this thread. dict = slot]0x38]0x68] 0x20]0x40]0x10
the dict however is very strange. count is often very much off, and pointers are incorrect seems like?
https://i.postimg.cc/brjsXQMK/image.png

also being able to get the container's name(or player worn gear) would be dope but i will look into that myself a little bit more and put some effort into it

for equipment use slots and not a grid (works for players, bots and corpses)

ofrujaslo 1st December 2020 07:53 PM

Quote:

Originally Posted by onecool9009 (Post 2994958)
for equipment use slots and not a grid (works for players, bots and corpses)

i got it

in the list of items in a backpack, vest etc there is an int count at 0x40
that count is often bullshit. it updates very slowly and the list isn't neatly arranged as (0x28 + (i * 0x18). if you remove 4 items from a list of 7, the first, 5th and 7th pointer can be valid and the rest will be empty. then the actual list size/arrangement only updates when you drop the backpack or some shit.. i really dont know enough about how the game works.

but that is it. there is 2 things to keep in mind:
1: the item count is bullshit. you should read way more if you want valid pointers
2: validate the pointers and their chains

https://i.imgur.com/GGdjdQ6.png
as you can see, my backpack only has 3 items
the list size is 7
and only 3 pointers are valid, those pointers arent nicely spaced

edit: on further inspection, the item count is the MAX item count that the backpack has ever held. the counter will stay at 9 always, but become 10 when i add 10 items. if i remove all items it stays at 10
so it seems it's like a std::vector where an item is added every time, but the list isnt cleared. only overwritten or expanded

montroisiemecon 1st December 2020 09:11 PM

Quote:

Originally Posted by ofrujaslo (Post 2995524)
~

i think you just badly iterate items. here my count is 5 and i have all the items i need. i can put it on a dead corpse and i will have the same results

https://i.imgur.com/bIfHHz9.png

ofrujaslo 1st December 2020 09:18 PM

Quote:

Originally Posted by montroisiemecon (Post 2995603)
i think you just badly iterate items. here my count is 5 and i have all the items i need. i can put it on a dead corpse and i will have the same results

https://i.imgur.com/bIfHHz9.png

remove an item from the inventory and check the count at 0x40.
for me it would still show 5, as shown in the reclass screenshot

as for the items I got them working. a little digging into this forum etc got it working (your post was helpful too, thx). I was partially confused due to the things i described in my previous post, due to this I thought i was somehow in a wrong part of memory

bhehe6813 1st December 2020 11:52 PM

Ban wave going out atm

montroisiemecon 2nd December 2020 12:16 AM

Quote:

Originally Posted by bhehe6813 (Post 2995731)
Ban wave going out atm

Most likely the results of the recently pushed shellcodes. Imgui sigscanned

FurukawaBakery 2nd December 2020 12:58 PM

hi ,i found this, for iterate loot items in container

https://www.unknowncheats.me/forum/2...-post2681.html

but the offset seems wrong when i look this by cheat engine...
Code:

                        ULONG64 itemOwner = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pLootableContainerItemOwner)); // 0x108
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(itemOwner + offsets.m_pLootableContainerItem)); // 0x90 --> maybe 0x98 ?

                        ULONG64 grids = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pGrids)); // 0x70 --> maybe 0x68 ? idk

Can someone help me....

krembo 2nd December 2020 05:24 PM

Quote:

Originally Posted by FurukawaBakery (Post 2996197)
hi ,i found this, for iterate loot items in container

https://www.unknowncheats.me/forum/2...-post2681.html

but the offset seems wrong when i look this by cheat engine...
Code:

                        ULONG64 itemOwner = (ULONG64)ReadPointer((PVOID)(interactiveClass + offsets.m_pLootableContainerItemOwner)); // 0x108
                        ULONG64 item = (ULONG64)ReadPointer((PVOID)(itemOwner + offsets.m_pLootableContainerItem)); // 0x90 --> maybe 0x98 ?

                        ULONG64 grids = (ULONG64)ReadPointer((PVOID)(item + offsets.m_pGrids)); // 0x70 --> maybe 0x68 ? idk

Can someone help me....

Why guess the offsets?
Learn how to use reclass and won't need to guess them.
You can also search this thread for a tool called "unispect" it will a nice replacement to cheat engine

ofrujaslo 2nd December 2020 08:45 PM

alright who here is running those sweatshop bots named like bot0, bot1, bot2 who run naked in shoreline to the loot


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

shardadmin 2nd December 2020 11:32 PM

anyone know how to get head rotation of other players? I have head rotation for LocalPlayer working just fine but I have that calculated off of FPSCamera. Looked into characterAddress + 0x540, which is supposed to be a Vector3 but all I get is 0, n, 0; n being a number ranging from -30 to 30 from my tests, tried to convert that to angle without luck

HELOHELO121 3rd December 2020 08:38 AM

New offset for camera manager is UnityPlayer.dll + 0x150DA00] btw

ofrujaslo 3rd December 2020 10:45 PM

anyone else have a lot of invalid positions in the loot containers?
RARE FOUND: item_barter_electr_ssd, 1f1649967e0 POS: -1.07374e+08, -1.07374e+08 , -1.07374e+08 <INVALID
RARE FOUND: item_barter_electr_ssd, 1f13300c690 POS: 58.1882, -5.47003 , 102.522 < VALID
RARE FOUND: item_barter_other_airfilter, 1f1feae2000 POS: -1.07374e+08, -1.07374e+08 , -1.07374e+08 <INVALID

I do
uintptr_t objectclass = read<uintptr_t>(gameobject + 0x30);
uintptr_t pointerToTransform = read<uintptr_t>(objectclass + 0x8);
uintptr_t pointerToTransform_2 = read<uintptr_t>(pointerToTransform + 0x28);
uintptr_t pTransform = read<uintptr_t>(pointerToTransform_2 + 0x10);
vector3float objectpos = get_transform_position(pTransform); //(from transform_internal)

y33034368 5th December 2020 06:50 AM

can someone give relevant information on getting the bone position? + actual offsets or structs. Thx

aeonixlegit 5th December 2020 08:33 AM

Quote:

Originally Posted by y33034368 (Post 2998736)
can someone give relevant information on getting the bone position? + actual offsets or structs. Thx

Getting bone position: klmno's method -> here

Structs (a little bit outdated offsets):
Quote:

Originally Posted by Respecter (Post 2957389)
~snip~

To update structs (offsets) look a few pages ago.

FurukawaBakery 5th December 2020 03:06 PM

hi, can anyone tell me how to do Stamina hack?

there's something i found
Code:

[Class] EFT.ClientPlayer : NetworkPlayer
    [10] m_CachedPtr : IntPtr
    [18] action_0x18 : System.Action<Single, Single, Int32>
    [20] action_0x20 : System.Action<SightComponent>
    [28] _characterController : -.GInterface1801
    ......
    [860] gStruct1BC8_0x860 : -.GStruct1BC8
    [BF0] sByte_0xBF0 : SByte

[Struct] -.GStruct1BC8 : ValueType
    [00] RTT : System.Nullable<UInt16>
    [04] DeltaTime : Single
    [08] MovementInfoPacket : -.GStruct1C38
    ......

[Struct] -.GStruct1C38 : ValueType
    [00] LocalIndex : UInt64
    [08] TransformPosition : UnityEngine.Vector3
    [20][S] gStruct15EA_0x20 : -.GStruct15EA
    [14] Rotation : UnityEngine.Vector2
    [1C] SyncPositionApplied : Boolean
    [1D] CommandMask : SByte
    [1E] EPlayerState : System.Byte
    [30][S] gStruct15EA_0x30 : -.GStruct15EA
    [20] AnimatorStateIndex : Int32
    [24] MovementDirection : UnityEngine.Vector2
    [2C] PoseLevel : Single
    [40][S] MOVEMENT_DIRECTION_RESOLUTION : Single
    [30] CharacterMovementSpeed : Single
    [34] Tilt : Single
    [48][S] MOVEMENT_DIRECTION_QUANTIZER : -.GClass0AF8
    [38] Step : Int32
    [3C] BlindFire : Int32
    [40] SoftSurface : Boolean
    [41] Stamina : -.GClass04C4.GStruct098A
    [48] InteractWithDoorPacket : -.GStruct1C3A
    [68] LootInteractionPacket : -.GStruct1C44
    [80] StationaryWeaponPacket : -.GStruct1C3C
    [98] PlantItemPacket : -.GStruct1C40
    [B0] HeadRotation : UnityEngine.Vector3

i dont know if it useful,can anyone help me ?

HHsPlays 5th December 2020 05:56 PM

there used to be a feature where you could loot through walls (only through one wall, and you would have to be right up against it) a very long time ago (before BattlEye was added) and i’m kinda wondering if it’s still possible/safe to use at all? Any info would be great.

aeonixlegit 5th December 2020 06:48 PM

Quote:

Originally Posted by HHsPlays (Post 2999170)
there used to be a feature where you could loot through walls (only through one wall, and you would have to be right up against it) a very long time ago (before BattlEye was added) and i�m kinda wondering if it�s still possible/safe to use at all? Any info would be great.

as far I know its still possible, because I saw this feature in one paid cheat, is it safe - I think yes.

montroisiemecon 5th December 2020 07:07 PM

Quote:

Originally Posted by HHsPlays (Post 2999170)
there used to be a feature where you could loot through walls (only through one wall, and you would have to be right up against it) a very long time ago (before BattlEye was added) and i�m kinda wondering if it�s still possible/safe to use at all? Any info would be great.

set weapon length to 0 and you can scope through walls. reset it afterwards

gabbo200 5th December 2020 09:09 PM

Quote:

Originally Posted by ofrujaslo (Post 2997523)
anyone else have a lot of invalid positions in the loot containers?
RARE FOUND: item_barter_electr_ssd, 1f1649967e0 POS: -1.07374e+08, -1.07374e+08 , -1.07374e+08 <INVALID
RARE FOUND: item_barter_electr_ssd, 1f13300c690 POS: 58.1882, -5.47003 , 102.522 < VALID
RARE FOUND: item_barter_other_airfilter, 1f1feae2000 POS: -1.07374e+08, -1.07374e+08 , -1.07374e+08 <INVALID

I do
uintptr_t objectclass = read<uintptr_t>(gameobject + 0x30);
uintptr_t pointerToTransform = read<uintptr_t>(objectclass + 0x8);
uintptr_t pointerToTransform_2 = read<uintptr_t>(pointerToTransform + 0x28);
uintptr_t pTransform = read<uintptr_t>(pointerToTransform_2 + 0x10);
vector3float objectpos = get_transform_position(pTransform); //(from transform_internal)

same here. Does anyone found a solution?

HHsPlays 5th December 2020 09:25 PM

Quote:

Originally Posted by montroisiemecon (Post 2999214)
set weapon length to 0 and you can scope through walls. reset it afterwards

Im not on about aiming through walls (unless this is the same feature). The thing im on about is being able to pickup items through walls.

montroisiemecon 5th December 2020 10:01 PM

Quote:

Originally Posted by HHsPlays (Post 2999322)
Im not on about aiming through walls (unless this is the same feature). The thing im on about is being able to pickup items through walls.

Sorry i read look instead of loot. I think it's still possible yes

ofrujaslo 5th December 2020 10:18 PM

Quote:

Originally Posted by gabbo200 (Post 2999309)
same here. Does anyone found a solution?

yeah. its a problem in your getpos function (at least it was for me...) you should optimize the one you pasted from this topic and itll work like a charm + have way better performance
read my historical posts to see the function im using

gabbo200 5th December 2020 10:36 PM

Quote:

Originally Posted by ofrujaslo (Post 2999361)
yeah. its a problem in your getpos function (at least it was for me...) you should optimize the one you pasted from this topic and itll work like a charm + have way better performance
read my historical posts to see the function im using

Im not using getpos, I just make it a Vector3 directly, my items are working fine, just getting weird positions for containers.

ofrujaslo 5th December 2020 11:16 PM

Quote:

Originally Posted by gabbo200 (Post 2999367)
Im not using getpos, I just make it a Vector3 directly, my items are working fine, just getting weird positions for containers.

then idk the issue. my positions are fine
some time ago someone suggested container positions might be inaccurate, and you should use the collider's posiiton instead. idk how to do that externally.

HHsPlays 6th December 2020 03:43 AM

I'm trying to display the item in an entities hand, which all works fine in practice however depending on how many entities there are (I think), it will randomly crash. Anyone know the reason that I could be crashing when reading the entities hands? (I am getting the item hash, and converting it to the item name, which I am then converting from string->wstring to display as text).

24jared24 6th December 2020 04:14 AM

Do I need to worry about smoothing my aimbot at all to avoid getting banned?

montroisiemecon 6th December 2020 08:03 AM

Quote:

Originally Posted by 24jared24 (Post 2999555)
Do I need to worry about smoothing my aimbot at all to avoid getting banned?

no //2sh

FurukawaBakery 6th December 2020 10:39 AM

Quote:

Originally Posted by ofrujaslo (Post 2992208)
//_doorState DOORSTATE. f9 : _doorState (type: EFT.Interactive.EDoorState) (protected global::EFT.Interactive.EDoorState _doorState;)
//edoorState_1: INITIAL DOORSTATE. fa :  (type: EFT.Interactive.EDoorState) (private global::EFT.Interactive.EDoorState edoorState_1;)
//edoorState_2: shouldsync variable. fe :  (type: EFT.Interactive.EDoorState)
//edoorState_0 FALLBACK STATE. f8 :  (type: EFT.Interactive.EDoorState)
//Snap some kinda bitwise gay opertation. a8 : Snap (type: EFT.Interactive.EDoorState)


shut:
0xf9: 00000010
0xa8: 00000011
0xf8: 00000100
0xfa: 00000100
0xfe: 00000100
0xfd: 0


locked:
0xf9: 00000001
0xa8: 00000011
0xf8: 00000001
0xfa: 00000001
0xfe: 00000001
0xfd: 0

edit: working. just a mistake on my end. ill leave the offsets here anyways if u need em

hi, do you know how to find door object? im external

ofrujaslo 6th December 2020 10:57 AM

Quote:

Originally Posted by FurukawaBakery (Post 2999700)
hi, do you know how to find door object? im external

door list in gameworld (where u loop players and items)

does anyone know an easy way of dumping all of the item hashes? there is a list from a few months back but it doesn't have all items + some have shifted (keycards for example)

also a free way (without making tarkov-market even richer) to get the actual market prices would be dope


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

FurukawaBakery 6th December 2020 12:01 PM

Quote:

Originally Posted by ofrujaslo (Post 2999712)
door list in gameworld (where u loop players and items)

does anyone know an easy way of dumping all of the item hashes? there is a list from a few months back but it doesn't have all items + some have shifted (keycards for example)

also a free way (without making tarkov-market even richer) to get the actual market prices would be dope

i found two lists that may contain door

Code:

    [110] Indoors : System.Collections.Generic.List<EnvironmentHelperTrigger> // list count ==1  seems wrong
    ......
    [148] list_0x148 : System.Collections.Generic.List<WorldInteractiveObject> // list count == 0 seems wrong

what should i do?

seems door list is in eft.world
Code:

[Class] EFT.World : MonoBehaviour, GInterface346C
    [00][C] int32_0x00 : Int32
    [00][S] gameWorld_0x00 : EFT.GameWorld
    [00][S] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00][C] objectIsNullMessage : String
    [00][C] cloneDestroyedMessage : String
    [10] m_CachedPtr : IntPtr
    [18] int32Array_0x18 : System.Int32[]
    [20] list_0x20 : System.Collections.Generic.List<GStruct341A>
    [28] Interactables : System.Collections.Generic.IDictionary<String, Int32>
    [30] worldInteractiveObjectArray_0x30 : EFT.Interactive.WorldInteractiveObject[]
    [38] dictionary_0x38 : System.Collections.Generic.Dictionary<String, WorldInteractiveObject>

and in LocalGameWorld, there's two eft.world:
Code:

[Class] EFT.GameWorld :
    [120] world_0x120 : EFT.World
    [128] world_0x128 : EFT.World

but all of them are null when i in game...
what should i do....

edit: ok , in online gameing it's not null

ofrujaslo 6th December 2020 03:04 PM

Quote:

Originally Posted by FurukawaBakery (Post 2999742)
i found two lists that may contain door

Code:

    [110] Indoors : System.Collections.Generic.List<EnvironmentHelperTrigger> // list count ==1  seems wrong
    ......
    [148] list_0x148 : System.Collections.Generic.List<WorldInteractiveObject> // list count == 0 seems wrong

what should i do?

seems door list is in eft.world
Code:

[Class] EFT.World : MonoBehaviour, GInterface346C
    [00][C] int32_0x00 : Int32
    [00][S] gameWorld_0x00 : EFT.GameWorld
    [00][S] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00][C] objectIsNullMessage : String
    [00][C] cloneDestroyedMessage : String
    [10] m_CachedPtr : IntPtr
    [18] int32Array_0x18 : System.Int32[]
    [20] list_0x20 : System.Collections.Generic.List<GStruct341A>
    [28] Interactables : System.Collections.Generic.IDictionary<String, Int32>
    [30] worldInteractiveObjectArray_0x30 : EFT.Interactive.WorldInteractiveObject[]
    [38] dictionary_0x38 : System.Collections.Generic.Dictionary<String, WorldInteractiveObject>

and in LocalGameWorld, there's two eft.world:
Code:

[Class] EFT.GameWorld :
    [120] world_0x120 : EFT.World
    [128] world_0x128 : EFT.World

but all of them are null when i in game...
what should i do....

edit: ok , in online gameing it's not null

148 : list_2 (type: System.Collections.Generic.List<EFT.Interactive.WorldInteractiveObject>)
i think.. i dont use door anymore for ban

FurukawaBakery 6th December 2020 03:09 PM

Quote:

Originally Posted by ofrujaslo (Post 2999855)
148 : list_2 (type: System.Collections.Generic.List<EFT.Interactive.WorldInteractiveObject>)
i think.. i dont use door anymore for ban

thanks..

do you know how to hack endurance?

ofrujaslo 6th December 2020 04:09 PM

Quote:

Originally Posted by FurukawaBakery (Post 2999860)
thanks..

do you know how to hack endurance?

please use search function, its written 100x in this thread
if u need specific help i will help you, but not an easy question like this

FurukawaBakery 7th December 2020 03:16 PM

can anyone tell me how to get optic camera?

here's my research
Code:

[Class] EFT.Animations.ProceduralWeaponAnimation : MonoBehaviour
    ......
    [88] opticSightArray_0x88 : EFT.CameraControl.OpticSight[]

the type of opticSightArray_0x88 is EFT.CameraControl.OpticSight[]

how to find right one in the array?

aeonixlegit 8th December 2020 05:38 PM

Quote:

Originally Posted by FurukawaBakery (Post 3000809)
can anyone tell me how to get optic camera?

here's my research
Code:

[Class] EFT.Animations.ProceduralWeaponAnimation : MonoBehaviour
    ......
    [88] opticSightArray_0x88 : EFT.CameraControl.OpticSight[]

the type of opticSightArray_0x88 is EFT.CameraControl.OpticSight[]

how to find right one in the array?

try this one.

Xed0s 8th December 2020 10:27 PM

localGameWorld = memoryUtils->ReadChain(gameWorld, { 0x30, 0x18, 0x28 });

Why we read 0x30, 0x18, 0x28 chain for get EFT.GameWorld instance? I forgot this shit :\

P.s. gameWorld = GetObjectFromList("GameWorld").

24jared24 9th December 2020 06:44 PM

Can anyone share calcs for bullet drop? Have my aimbot working properly with target and bullet velocity but I'm missing the drop. I'm doing
Code:

0.5 * 9.8 * t * t
where t = bullet travel time but it's still aiming a bit low.

Also does anyone have an actual PMC velocity offset? I've tried a few that all work for local player and scavs but not other player pmcs

TheMaoci 9th December 2020 07:08 PM

if someone needs a game clients / game patches or ets game clients for some unknown reason i will share a links

Default Game Lastest (around 11GB+)
https://launcher.escapefromtarkov.co...her/GetDistrib

ETS Game Lastest (around 11GB+)
https://launcher.escapefromtarkov.co...230&branch=ets

Game Patches
https://launcher.escapefromtarkov.co...r/GetPatchList

Launcher Distributions download links and version
https://launcher.escapefromtarkov.co...auncherDistrib

all need to be decompressed using zlib or some other compression library who can decompress deflated content

for php you can use this thingy
Code:

$JSON_DATA_HERE = json_decode(gzuncompress(file_get_contents("URL")));
its same code im using over and over again i even have my own website which displays and parses everything to get lastest game download links

MY_WEBSITE/?eft

24jared24 10th December 2020 10:56 PM

Is there a reason for aimbot to be slightly off at longer ranges? It's perfect under like 150m but the longer the distance the more off it is. The direction and amount it's off is different between games even if me and the target are in the exact same spots.

It's a view angle aimbot from fireport to target's head bone. All the position reads seem correct and my calc angle works great at lower distances.

The only thing I could think is that setting weapon mask to 0 is fucking it up but idk

EDIT:
Pretty sure it is setting the mask to 0 that fucks it. If i hold my aim key and set the mask while my scope sway is on target then aimbot is perfectly accurate. Basically if you set the mask while your aim is swaying it's fucked.

montroisiemecon 11th December 2020 01:45 PM

Quote:

Originally Posted by 24jared24 (Post 3003657)
Is there a reason for aimbot to be slightly off at longer ranges? It's perfect under like 150m but the longer the distance the more off it is. The direction and amount it's off is different between games even if me and the target are in the exact same spots.

It's a view angle aimbot from fireport to target's head bone. All the position reads seem correct and my calc angle works great at lower distances.

The only thing I could think is that setting weapon mask to 0 is fucking it up but idk

EDIT:
Pretty sure it is setting the mask to 0 that fucks it. If i hold my aim key and set the mask while my scope sway is on target then aimbot is perfectly accurate. Basically if you set the mask while your aim is swaying it's fucked.

There’s something more than mask to set i posted it a few pages ago
Also spread you need to nullify

24jared24 11th December 2020 08:21 PM

Quote:

Originally Posted by montroisiemecon (Post 3004075)
There’s something more than mask to set i posted it a few pages ago
Also spread you need to nullify

Found it ty.

I'm using the same method as you to calc player velocity. But it's really shaky and my calculation is always like 0.3-1 meter off the real velocity. Did you have better results?

montroisiemecon 11th December 2020 09:23 PM

Quote:

Originally Posted by 24jared24 (Post 3004383)
Found it ty.

I'm using the same method as you to calc player velocity. But it's really shaky and my calculation is always like 0.3-1 meter off the real velocity. Did you have better results?

Not much, I went instant shots instead

24jared24 11th December 2020 09:56 PM

Quote:

Originally Posted by montroisiemecon (Post 3004428)
Not much, I went instant shots instead

hmm I haven't had great results with turning the speed factor up either. Just makes shots fly over their head because they start with an upward trajectory

ofrujaslo 12th December 2020 01:59 AM

Quote:

Originally Posted by 24jared24 (Post 3004448)
hmm I haven't had great results with turning the speed factor up either. Just makes shots fly over their head because they start with an upward trajectory

https://www.unknowncheats.me/forum/2...-post2717.html

most scopes are zeroed for minimum 25 or 50 meters leading to your shots going up at an angle. try aimbot with ironsights, itll be accurate for 500+m

24jared24 12th December 2020 03:46 AM

Quote:

Originally Posted by ofrujaslo (Post 3004591)
https://www.unknowncheats.me/forum/2...-post2717.html

most scopes are zeroed for minimum 25 or 50 meters leading to your shots going up at an angle. try aimbot with ironsights, itll be accurate for 500+m

Do you actually use that method? I just gave it a try and don't notice any difference in game

ofrujaslo 12th December 2020 09:36 PM

Quote:

Originally Posted by 24jared24 (Post 3004647)
Do you actually use that method? I just gave it a try and don't notice any difference in game

im still researching how i do it. but im 99% sure the issue is what i and the post i quoted are describing: scopes have a zeroeing distance that makes a big impact in long range engagements,

for now i added a blindzone to the aimbot, where i can manually pull down a little with my mouse to adjust for it. also makes my shots seem legit ( i often play with other randoms and stream my game as well)

i will let you know if i find it out

gabbo200 12th December 2020 10:40 PM

How is the best way to check if a loot item was picked up by a player? I've tried checking location but some items don't change location when they are picked up.

Knove123 13th December 2020 06:01 AM

I would like to ask how to cheat BE at present? esteem it a favor

beepboop5 13th December 2020 02:49 PM

Quote:

Originally Posted by gabbo200 (Post 3005287)
How is the best way to check if a loot item was picked up by a player? I've tried checking location but some items don't change location when they are picked up.

Im pretty sure there is an attribute in "LootItem" that states the items owner, you can check this out if you want but it could simply point to the game world or something (its parent)


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

xMusttey 16th December 2020 12:36 AM

https://cdn.discordapp.com/attachmen...54/unknown.png

Sorry if this has already been answered but I have been trying to fix this for 2 hours now...

I'm nulling the mask and setting the intensity to 0, and yet the gun is always off from the crosshair. It seems to be random as every time I join a new game it's off to a different angle. Has anyone else had this issue?

Code:

        procedural_weapon_animation->set_mask(NULL);
        procedural_weapon_animation->get_breath_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_walk_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_motion_effector()>set_intensity(0.0f);
        procedural_weapon_animation->get_force_effector()->set_intensity(0.0f);


montroisiemecon 16th December 2020 01:54 AM

Quote:

Originally Posted by xMusttey (Post 3007888)
https://cdn.discordapp.com/attachmen...54/unknown.png

Sorry if this has already been answered but I have been trying to fix this for 2 hours now...

I'm nulling the mask and setting the intensity to 0, and yet the gun is always off from the crosshair. It seems to be random as every time I join a new game it's off to a different angle. Has anyone else had this issue?

Code:

        procedural_weapon_animation->set_mask(NULL);
        procedural_weapon_animation->get_breath_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_walk_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_motion_effector()>set_intensity(0.0f);
        procedural_weapon_animation->get_force_effector()->set_intensity(0.0f);


I posted the solution a few pages ago

TheMaoci 16th December 2020 01:11 PM

@xMusttey its because you set mask to null check ingame which mask you can sue and try to force set this mask to some other mask i remember that second last one was working but im not sure if they updated that yet or change something so just use different values and set it to the mask game will not get what to do and will aim in the center of the screen :)

ofrujaslo 16th December 2020 08:00 PM

xp points dont seem to increase according to real xp gained during a game. I guess the game doesn't add it to your character's stat until after a raid is done.

is the same for kills etc?

montroisiemecon 16th December 2020 08:02 PM

Quote:

Originally Posted by ofrujaslo (Post 3008827)
xp points dont seem to increase according to real xp gained during a game. I guess the game doesn't add it to your character's stat until after a raid is done.

is the same for kills etc?

You have session stats sent to server at the end of the raid then update main stats

MasterScuzee 17th December 2020 11:38 AM

New EFT.GameWorld offset struct:

Code:

[Class] EFT.GameWorld : MonoBehaviour, GInterface3BA1, GInterface7E3B, IEnumerable`1, IEnumerable, IDisposable
    [00] dictionary_0x00 : System.Collections.Generic.Dictionary<Collider, GInterface11D0>
    [00] OffsetOfInstanceIDInCPlusPlusObject : Int32
    [00] objectIsNullMessage : String
    [00] cloneDestroyedMessage : String
    [08] int32_0x08 : Int32
    [0C] int32_0x0C : Int32
    [10] int32_0x10 : Int32
    [10] m_CachedPtr : IntPtr
    [14] int32_0x14 : Int32
    [18] gClass0A83_0x18 : -.GClass0A83
    [18] int32_0x18 : Int32
    [20] string_0x20 : String
    [28] GameDateTime : -.GClass0C88
    [30] SpeedLimits : -.GClass0E97.Config
    [38] CurrentProfileId : String
    [40] gClass0539_0x40 : -.GClass0539
    [48] AudioSourceCulling : -.AudioSourceCulling
    [50] gInterface83C7_0x50 : -.GInterface83C7
    [58] _sharedBallisticsCalculator : EFT.Ballistics.BallisticsCalculator
    [60] LootList : System.Collections.Generic.List<GInterface11D0>
    [68] ItemOwners : System.Collections.Generic.Dictionary<IItemOwner, GClass1756>
    [70] LootItems : -.GClass052F
    [78] AllLoot : System.Collections.Generic.List<GClass0B0F>
    [80] RegisteredPlayers : System.Collections.Generic.List<Player>
    [88] PlatformAdapters : -.MovingPlatform.GClass197C[]
    [90] BorderZones : EFT.Interactive.BorderZone[]
    [98] movingPlatformArray_0x98 : EFT.MovingPlatforms.MovingPlatform[]
    [A0] dictionary_0xA0 : System.Collections.Generic.Dictionary<Collider, Player>
    [A8] dictionary_0xA8 : System.Collections.Generic.Dictionary<Collider, PlayerSpirit>
    [B0] dictionary_0xB0 : System.Collections.Generic.Dictionary<Collider, PlayerSpirit>
    [B8] list_0xB8 : System.Collections.Generic.List<AmmoPoolObject>
    [C0] list_0xC0 : System.Collections.Generic.List<GClass0B0F>
    [C8] SpeakerManager : EFT.SpeakerManager
    [D0] action_0xD0 : System.Action<GInterface11D0>
    [D8] Turnables : System.Collections.Generic.Dictionary<Int32, Turnable>
    [E0] Grenades : -.GClass052F
    [E8] GrenadesCriticalStates : System.Collections.Generic.List<GClass1796>
    [F0] _grenadeFactory : -.GInterface171B
    [F8] gClass2379_0xF8 : -.GClass2378.GClass2379
    [100] OnThrowItem : -.GClass0420.GClass0425
    [108] OnTakeItem : -.GClass0420.GStruct0426
    [110] _effectsCommutator : Systems.Effects.EffectsCommutator
    [118] Indoors : System.Collections.Generic.List<EnvironmentHelperTrigger>
    [120] ballisticCollider_0x120 : EFT.Ballistics.BallisticCollider
    [128] world_0x128 : EFT.World
    [130] world_0x130 : EFT.World
    [138] ObjectsFactory : -.GClass0F31
    [140] queue_0x140 : System.Collections.Generic.Queue<Byte>
    [148] task_0x148 : System.Threading.Tasks.Task
    [150] list_0x150 : System.Collections.Generic.List<WorldInteractiveObject>
    [158] SpeedLimitsEnabled : Boolean
    [15C] int32_0x15C : System.Int32
    [160] boolean_0x160 : Boolean

Everything else seems to be the same

z3500376 17th December 2020 11:43 AM

Code:

80 : RegisteredPlayers
60 : LootList


hyreZZ 17th December 2020 12:34 PM

offsets
https://www.unknowncheats.me/forum/d...=file&id=31909

montroisiemecon 17th December 2020 01:34 PM

Quote:

Originally Posted by MasterScuzee (Post 3009442)
Everything else seems to be the same

obviously not, you dont have enough features my friend

MasterScuzee 17th December 2020 02:24 PM

Quote:

Originally Posted by montroisiemecon (Post 3009541)
obviously not, you dont have enough features my friend

I do have enough features, so nothing else was outdated for me.

montroisiemecon 17th December 2020 02:50 PM

Quote:

Originally Posted by MasterScuzee (Post 3009581)
I do have enough features, so nothing else was outdated for me.

No aimbot?
MovementContext changed a lot

MasterScuzee 17th December 2020 02:57 PM

Quote:

Originally Posted by montroisiemecon (Post 3009603)
No aimbot?
MovementContext changed a lot

Oh right, yeah... forgot that. :D

montroisiemecon 17th December 2020 02:58 PM

Quote:

Originally Posted by MasterScuzee (Post 3009617)
Oh right, yeah... forgot that. :D

And there's something wrong with the speedheck too.

z3500376 17th December 2020 04:21 PM

Code:

MovementContext 0x40 to 0x40
vis 0x1E0 to 0x1F8


Yf04zKTh12Te 17th December 2020 05:04 PM

Quote:

Originally Posted by montroisiemecon (Post 3009619)
And there's something wrong with the speedheck too.

im not sure if you meant speedhack or speedcheck so ill gamble here lol

in case of speedhack, i been using timeScale.

ive seen fields of movement speed and movement limits but for some reason assumed they all being checked

https://cdn.discordapp.com/attachmen...08/unknown.png

montroisiemecon 17th December 2020 06:18 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 3009758)
im not sure if you meant speedhack or speedcheck so ill gamble here lol

in case of speedhack, i been using timeScale.

ive seen fields of movement speed and movement limits but for some reason assumed they all being checked

https://cdn.discordapp.com/attachmen...08/unknown.png

I mean timescale is kinda broken, speedhack does not work for me when walking only when running, which is weird

24jared24 17th December 2020 06:22 PM

Feels like they fucked with movement a bit. I'm getting this weird thing where if I sprint jump with my skills maxed out (capped all my buffs at normal values) I get rubber banded back to where I jumped. Same thing happens if you like run over a rock. Only happens online so guess they are trying to do some kind of server sided verification

montroisiemecon 17th December 2020 06:35 PM

Quote:

Originally Posted by 24jared24 (Post 3009838)
Feels like they fucked with movement a bit. I'm getting this weird thing where if I sprint jump with my skills maxed out (capped all my buffs at normal values) I get rubber banded back to where I jumped. Same thing happens if you like run over a rock. Only happens online so guess they are trying to do some kind of server sided verification

On new version, compared to precedent, make a diff of MovementContext. You will see they added fun functions (CreateSpeedLimiter for example)

ofrujaslo 17th December 2020 06:47 PM

Escapers!

seems like nikakitoti is annoyed by players crying they get insta headshot killed by speedy bois

24jared24 17th December 2020 07:01 PM

Quote:

Originally Posted by montroisiemecon (Post 3009852)
On new version, compared to precedent, make a diff of MovementContext. You will see they added fun functions (CreateSpeedLimiter for example)

Everything I see looks like they are hard coding max/min speeds so I expected normal strength level boosts to work. I guess they are grabbing your level at some point and calcing it off that. I'll look into it more later


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ofrujaslo 17th December 2020 07:27 PM

Quote:

Originally Posted by 24jared24 (Post 3009882)
Everything I see looks like they are hard coding max/min speeds so I expected normal strength level boosts to work. I guess they are grabbing your level at some point and calcing it off that. I'll look into it more later


Code:

        public float MaxSpeed
        {
                get
                {
                        return global::Comfort.Common.Singleton<global::GClass806>.Instance.WalkSpeed.Lerp((float)this.SkillManager.Strength.SummaryLevel / 60f);
                }
        }


        public float SprintingSpeed
        {
                get
                {
                        return global::Comfort.Common.Singleton<global::GClass806>.Instance.SprintSpeed.Lerp((float)this.SkillManager.Strength.SummaryLevel / 60f);
                }


above code is used in calcing movementspeed (this.CharacterMovementSpeed = global::UnityEngine.Mathf.Clamp(characterMovementSpeed, 0f, this.MaxSpeed);)


i dont have offsets for these, will have to learn how to get these.

this is in gclass1048 (player + 0x40)

anyone got offset for efthardsettings

Yf04zKTh12Te 17th December 2020 10:33 PM

Quote:

Originally Posted by ofrujaslo (Post 3009913)
Code:

public float MaxSpeed
{
get
{
return global::Comfort.Common.Singleton<global::GClass806>.Instance.WalkSpeed.Lerp((float)this.SkillManager.Strength.SummaryLevel / 60f);
}
}


public float SprintingSpeed
{
get
{
return global::Comfort.Common.Singleton<global::GClass806>.Instance.SprintSpeed.Lerp((float)this.SkillManager.Strength.SummaryLevel / 60f);
}


above code is used in calcing movementspeed (this.CharacterMovementSpeed = global::UnityEngine.Mathf.Clamp(characterMovementSpeed, 0f, this.MaxSpeed);)


i dont have offsets for these, will have to learn how to get these.

this is in gclass1048 (player + 0x40)

anyone got offset for efthardsettings

player + 0x40] is MovementContext iirc

since recent patch weight limits aint working, when i become overweight im just being teleported back to same position

Sent from my ONEPLUS A5010 using Tapatalk

gabbo200 17th December 2020 10:49 PM

Does anyone know the offset for player position Vector3? Was 0x1F0 but I can't find it now.

Quote:

Originally Posted by gabbo200 (Post 3010088)
Does anyone know the offset for player position Vector3? Was 0x1F0 but I can't find it now.

Solved. It's 0x208

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ofrujaslo 18th December 2020 07:53 PM

Quote:

Originally Posted by gabbo200 (Post 3010088)
Does anyone know the offset for player position Vector3? Was 0x1F0 but I can't find it now.



Solved. It's 0x208

are you able to write to this position, or read only? my attempts at teleport in past failed

Quote:

Originally Posted by Yf04zKTh12Te (Post 3010073)
player + 0x40] is MovementContext iirc

since recent patch weight limits aint working, when i become overweight im just being teleported back to same position

Sent from my ONEPLUS A5010 using Tapatalk

yeah the gclass i'm describing in the post is movementcontext
since recent patch it seems there are at the very least some clientside checks to movement/speed etc. my super jump and super sidestep also aren't working anymore

need some time to figure out because i can't get all the ledx from shoreline anymore before the bots get to them :D

Quote:

Originally Posted by xMusttey (Post 3007888)
https://cdn.discordapp.com/attachmen...54/unknown.png

Sorry if this has already been answered but I have been trying to fix this for 2 hours now...

I'm nulling the mask and setting the intensity to 0, and yet the gun is always off from the crosshair. It seems to be random as every time I join a new game it's off to a different angle. Has anyone else had this issue?

Code:

        procedural_weapon_animation->set_mask(NULL);
        procedural_weapon_animation->get_breath_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_walk_effector()->set_intensity(0.0f);
        procedural_weapon_animation->get_motion_effector()>set_intensity(0.0f);
        procedural_weapon_animation->get_force_effector()->set_intensity(0.0f);


set effectors before setting mask, or dont use mask at all. like others said nulling the mask will stop the animation code dead in it's track meaning wherever the xhair is, it will stay there

gabbo200 18th December 2020 10:43 PM

I'm using the following code to get items and their location. I'm trying to include container items but I'm getting x:0, y:0, z:0 or random positions for containers, I can get the id and name without issue. Can anyone guide on what could be wrong and how I can get positions on containers? Thank you!

Code:


std::vector<LootN> GetAllLoot() {

       
        std::vector<LootN> LootList;

        uint64_t m_lLootList = 0;
        VMMDLL_MemRead(g_pid, LocalGameWorld.Address + 0x60, (PBYTE)&m_lLootList, sizeof(uint64_t)); //58

        int32_t m_lLootListSize = 0;;
        VMMDLL_MemRead(g_pid, m_lLootList + 0x18, (PBYTE)&m_lLootListSize, sizeof(int32_t));

       

        uint64_t m_lLootListObject = 0;;
        VMMDLL_MemRead(g_pid, m_lLootList + 0x10, (PBYTE)&m_lLootListObject, sizeof(uint64_t));
        for (int i = 0; i < m_lLootListSize; i++)
        {

            uint64_t ite = 0;;
            VMMDLL_MemRead(g_pid, m_lLootListObject + 0x20 + (i * 0x8), (PBYTE)&ite, sizeof(uint64_t));
            uint64_t unknownPtr = 0;;
                VMMDLL_MemRead(g_pid, ite + 0x10, (PBYTE)&unknownPtr, sizeof(uint64_t));
           
            uint64_t interactiveClass = 0;;
                VMMDLL_MemRead(g_pid, unknownPtr + 0x28, (PBYTE)&interactiveClass, sizeof(uint64_t));
            uint64_t baseObject = 0;;
                VMMDLL_MemRead(g_pid, interactiveClass + 0x10, (PBYTE)&baseObject, sizeof(uint64_t));
            uint64_t gameObject = 0;;
                VMMDLL_MemRead(g_pid, baseObject + 0x30, (PBYTE)&gameObject, sizeof(uint64_t));
            uint64_t pGameObjectName = 0;;
                VMMDLL_MemRead(g_pid, gameObject + 0x60, (PBYTE)&pGameObjectName, sizeof(uint64_t));
                std::string name = UnityEngineString(g_pid, pGameObjectName).GetLootName(false);

             
               
                if (IsLootableObject(name.c_str()))
                {
                  //containerArray[countLootable].gameObject = gameObject;
                 
                    // get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pointerToTransform_2 = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x38, (PBYTE)&pointerToTransform_2, sizeof(uint64_t));
                    Vector3 pos;
                    VMMDLL_MemReadEx(g_pid, pointerToTransform_2 + 0xB0, (PBYTE)&pos, sizeof(uint64_t),0, VMMDLL_FLAG_NOCACHE);


                    // get item owner
                    uint64_t itemOwner = 0;; // 0x108
                    VMMDLL_MemRead(g_pid, interactiveClass + 0x108, (PBYTE)&itemOwner, sizeof(uint64_t));
                    uint64_t item = 0;; // 0x90 //0x98
                    VMMDLL_MemRead(g_pid, itemOwner + 0x98, (PBYTE)&item, sizeof(uint64_t));

                    // get item name
                    uint64_t itemTemplate = 0;; // 0x40 // 0x38
                    VMMDLL_MemRead(g_pid, item + 0x38, (PBYTE)&itemTemplate, sizeof(uint64_t));
                    uint64_t pItemNameStr = 0;; // 0x58
                    VMMDLL_MemRead(g_pid, itemTemplate + 0x58, (PBYTE)&pItemNameStr, sizeof(uint64_t));



                  Vector3 test;
                    VMMDLL_MemRead(g_pid, ite + 0x30, (PBYTE)&test, sizeof(Vector3));
                   
                    // get loot in lootable
                    uint64_t grids = 0;; // 0x70 // 0x68
                    VMMDLL_MemRead(g_pid, item + 0x68, (PBYTE)&grids, sizeof(uint64_t));
                    int32_t gridsCount = 0;
                    VMMDLL_MemRead(g_pid, grids + 0x18, (PBYTE)&gridsCount, sizeof(int32_t));
                    if (gridsCount > 0)
                    {
                        uint64_t grid = 0;; // 0x20
                        VMMDLL_MemRead(g_pid, grids + 0x20, (PBYTE)&grid, sizeof(uint64_t));
                        uint64_t gridDict = 0;; // 0x40
                        VMMDLL_MemRead(g_pid, grid + 0x40, (PBYTE)&gridDict, sizeof(uint64_t));
                        uint64_t dict = 0;;
                        VMMDLL_MemRead(g_pid, gridDict + 0x10, (PBYTE)&dict, sizeof(uint64_t));
                        int32_t countItemsInContainer = 0;
                        VMMDLL_MemRead(g_pid, dict + 0x40, (PBYTE)&countItemsInContainer, sizeof(int32_t));

                       

                       
                        if (countItemsInContainer > 0)
                        {
                            uint64_t entries = 0;;
                            VMMDLL_MemRead(g_pid, dict + 0x18, (PBYTE)&entries, sizeof(uint64_t));
                            for (int j = 0; j < countItemsInContainer; j++)
                            {
                         
                                uint64_t itemInContainer = 0;;
                                VMMDLL_MemRead(g_pid, entries + 0x28 + 0x18 * (uint64_t)j, (PBYTE)&itemInContainer, sizeof(uint64_t));
                                uint64_t templateItemInContainer = 0;; // 0x40
                                VMMDLL_MemRead(g_pid, itemInContainer + 0x38, (PBYTE)&templateItemInContainer, sizeof(uint64_t));


                                uint64_t itemIdString = 0;; // 0x50
                                VMMDLL_MemRead(g_pid, templateItemInContainer + 0x50, (PBYTE)&itemIdString, sizeof(uint64_t));

                                uint64_t mId = 0;; // 0x50
                                VMMDLL_MemRead(g_pid, templateItemInContainer + 0x50, (PBYTE)&mId, sizeof(uint64_t));
                                std::wstring id = UnityEngineString(g_pid, mId).test();

                                int32_t price;
                                VMMDLL_MemRead(g_pid, templateItemInContainer + 0xC0, (PBYTE)&price, sizeof(int32_t));
                                bool quest;

                                VMMDLL_MemRead(g_pid, templateItemInContainer + 0x94, (PBYTE)&quest, sizeof(int32_t));


                                uint64_t pItemIdStr2 = 0;; // 0x50
                                VMMDLL_MemRead(g_pid, templateItemInContainer + 0x18, (PBYTE)&pItemIdStr2, sizeof(uint64_t));

                                std::wstring name = UnityEngineString(g_pid, pItemIdStr2).test();

           

                            }
                        }
                    }

                   
                }
                else
                {

         
                    // get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pTransform = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x38, (PBYTE)&pTransform, sizeof(uint64_t));
                   
                    Vector3 pos = { 0,0,0 };
                    VMMDLL_MemRead(g_pid, pTransform + 0xB0, (PBYTE)&pos, sizeof(Vector3));


                    // get item
                    uint64_t item = 0;; // 0x50
                    VMMDLL_MemRead(g_pid, interactiveClass + 0x50, (PBYTE)&item, sizeof(uint64_t));

                    // get itemTemplate
                    uint64_t itemTemplate = 0;; // 0x40 //0x38
                    VMMDLL_MemRead(g_pid,  item + 0x38, (PBYTE)&itemTemplate, sizeof(uint64_t));

                    // get item id
                  uint64_t pItemIdStr = 0;; // 0x50
                    VMMDLL_MemRead(g_pid, itemTemplate + 0x50, (PBYTE)&pItemIdStr, sizeof(uint64_t));


                    int32_t price;
                    VMMDLL_MemRead(g_pid, itemTemplate + 0xC0, (PBYTE)&price, sizeof(int32_t));

                    bool quest;
                   
                    VMMDLL_MemRead(g_pid,itemTemplate + 0x94, (PBYTE)&quest, sizeof(int32_t));

                    std::wstring idd = UnityEngineString(g_pid, pItemIdStr).test();


                    uint64_t pItemIdStr2 = 0;; // 0x50
                    VMMDLL_MemRead(g_pid, itemTemplate + 0x18, (PBYTE)&pItemIdStr2, sizeof(uint64_t));

                    std::wstring name = UnityEngineString(g_pid, pItemIdStr2).test();

                        LootN  lt = LootN(g_pid, name,price, quest, idd, pos, pTransform);
                        LootList.push_back(lt);

                 
                }
        }

     
        return LootList;
        }


ofrujaslo 18th December 2020 11:26 PM

anyone gotten around speed limit yet?
I'm looking at
movementcontext + 0x78
which has:
0 :  (type: .PlayerStateLimits)//walk max speed
----> 0x10 minspeed
----> 0x14 maxspeed
8 :  (type: .PlayerStateLimits) //sprint and jump max speed
----> 0x10 minspeed
----> 0x14 maxspeed
10 :  (type: .PlayerStateLimits) //crouch and item interact max speed
----> 0x10 minspeed
----> 0x14 maxspeed
18 : DefaultSpeedLimits (type: .Config)

but all these vals are garbo

TheOmni 19th December 2020 11:50 AM

Quote:

Originally Posted by ofrujaslo (Post 3011232)
anyone gotten around speed limit yet?
I'm looking at
movementcontext + 0x78
which has:
0 :  (type: .PlayerStateLimits)//walk max speed
----> 0x10 minspeed
----> 0x14 maxspeed
8 :  (type: .PlayerStateLimits) //sprint and jump max speed
----> 0x10 minspeed
----> 0x14 maxspeed
10 :  (type: .PlayerStateLimits) //crouch and item interact max speed
----> 0x10 minspeed
----> 0x14 maxspeed
18 : DefaultSpeedLimits (type: .Config)

but all these vals are garbo

Server Sided since 12.8.10268

montroisiemecon 19th December 2020 02:09 PM

Quote:

Originally Posted by TheOmni (Post 3011624)
Server Sided since 12.8.10268

Im not sure about that. However, those limits are sent to server so i wouldnt mess with them

TheOmni 19th December 2020 02:44 PM

Quote:

Originally Posted by montroisiemecon (Post 3011794)
Im not sure about that. However, those limits are sent to server so i wouldnt mess with them

you can patch client checks on client, that will works only on local game, on server you will backtracked to clamped pos

ofrujaslo 19th December 2020 02:46 PM

Quote:

Originally Posted by montroisiemecon (Post 3011794)
Im not sure about that. However, those limits are sent to server so i wouldnt mess with them

the overweight movement is serversided. i can disable it fine on local game but on online game i get teleported back

the normal speed limits good to know they are sent to the server. maybe theres a way to disable them without increasing the limits themselves?

afaik the new speed limited value is used like this:
Code:

float speed = this.gclass1090_0.Speed; (this is createspeedlimit)
        this.player_0.CharacterControllerCommon.SpeedLimit = speed;

however charactercontroller and speedlimit aren't static fields. how can we find those?

gabbo200 20th December 2020 07:40 AM

can anyone share the getPosition() function?

vumanhtoan 20th December 2020 05:26 PM

Quote:

Originally Posted by gabbo200 (Post 3012612)
can anyone share the getPosition() function?

https://www.unknowncheats.me/forum/2119170-post2.html

gabbo200 20th December 2020 09:29 PM

Quote:

Originally Posted by vumanhtoan (Post 3013101)

I'm getting Exception thrown at 0x00007FF74B0C7A99 in Project2.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
at
Code:

int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

montroisiemecon 20th December 2020 10:02 PM

Quote:

Originally Posted by gabbo200 (Post 3013298)
I'm getting Exception thrown at 0x00007FF74B0C7A99 in Project2.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
at
Code:

int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

make your brain work a bit, try to read and understand the error message.
Access violation reading location 0x0000000000000000.
You are trying to read address 0000000.
So most likely pIndicesBuf = 0 and pTransformAccessReadOnly.index = 0, hence you are trying to do *(int*)0 hence crash

ofrujaslo 20th December 2020 10:08 PM

Quote:

Originally Posted by gabbo200 (Post 3013298)
I'm getting Exception thrown at 0x00007FF74B0C7A99 in Project2.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
at
Code:

int transformIndex = *(int*)((ULONGLONG)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);

validate your reads
Code:

        if (!pTransformAccessReadOnly.pTransformData)
                return failed;
        TransformData transformData = read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);
        if (!transformData.pTransformIndices || !transformData.pTransformArray)
                return failed;

this is old code from me. you can do a single validation for performance as this function's gonna be a work horse

gabbo200 20th December 2020 10:58 PM

Quote:

Originally Posted by ofrujaslo (Post 3013330)
validate your reads
Code:

        if (!pTransformAccessReadOnly.pTransformData)
                return failed;
        TransformData transformData = read<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);
        if (!transformData.pTransformIndices || !transformData.pTransformArray)
                return failed;

this is old code from me. you can do a single validation for performance as this function's gonna be a work horse

Idk if there is something wrong with my offsets. For getPosition() I'm using:
Code:

TransformAccessReadOnly pTransformAccessReadOnly;
        VMMDLL_MemRead(g_pid, (ULONGLONG)pos + 0x38, (PBYTE)&pTransformAccessReadOnly, sizeof(pTransformAccessReadOnly));

        TransformData transformData;
        VMMDLL_MemRead(g_pid, pTransformAccessReadOnly.pTransformData + 0x8, (PBYTE)&transformData, sizeof(transformData));

And I've tried the following ways without success:
1.
Code:

// get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pointerToTransform_2 = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x38, (PBYTE)&pointerToTransform_2, sizeof(uint64_t));
                    uint64_t pos;
                    VMMDLL_MemReadEx(g_pid, pointerToTransform_2 + 0xB0, (PBYTE)&pos, sizeof(uint64_t),0, VMMDLL_FLAG_NOCACHE);
                    Vector3 vec = getPosition(pos);

2:
Code:

// get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pointerToTransform_2 = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x28, (PBYTE)&pointerToTransform_2, sizeof(uint64_t));
                    uint64_t pos;
                    VMMDLL_MemReadEx(g_pid, pointerToTransform_2 + 0x10, (PBYTE)&pos, sizeof(uint64_t),0, VMMDLL_FLAG_NOCACHE);
                    Vector3 vec = getPosition(pos);


asmfreak 22nd December 2020 02:09 PM

Quote:

Originally Posted by gabbo200 (Post 3013359)
Idk if there is something wrong with my offsets. For getPosition() I'm using:
Code:

TransformAccessReadOnly pTransformAccessReadOnly;
        VMMDLL_MemRead(g_pid, (ULONGLONG)pos + 0x38, (PBYTE)&pTransformAccessReadOnly, sizeof(pTransformAccessReadOnly));

        TransformData transformData;
        VMMDLL_MemRead(g_pid, pTransformAccessReadOnly.pTransformData + 0x8, (PBYTE)&transformData, sizeof(transformData));

And I've tried the following ways without success:
1.
Code:

// get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pointerToTransform_2 = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x38, (PBYTE)&pointerToTransform_2, sizeof(uint64_t));
                    uint64_t pos;
                    VMMDLL_MemReadEx(g_pid, pointerToTransform_2 + 0xB0, (PBYTE)&pos, sizeof(uint64_t),0, VMMDLL_FLAG_NOCACHE);
                    Vector3 vec = getPosition(pos);

2:
Code:

// get position
                    uint64_t objectClass = 0;;
                    VMMDLL_MemRead(g_pid, gameObject + 0x30, (PBYTE)&objectClass, sizeof(uint64_t));
                    uint64_t pointerToTransform_1 = 0;;
                    VMMDLL_MemRead(g_pid, objectClass + 0x8, (PBYTE)&pointerToTransform_1, sizeof(uint64_t));
                    uint64_t pointerToTransform_2 = 0;;
                    VMMDLL_MemRead(g_pid, pointerToTransform_1 + 0x28, (PBYTE)&pointerToTransform_2, sizeof(uint64_t));
                    uint64_t pos;
                    VMMDLL_MemReadEx(g_pid, pointerToTransform_2 + 0x10, (PBYTE)&pos, sizeof(uint64_t),0, VMMDLL_FLAG_NOCACHE);
                    Vector3 vec = getPosition(pos);


good luck with DMA :) PCILeech his source has alot of bugs and issues that you WILL need to fix using VMMDLL_MemRead WILL not be the only thing you need todo as new players are created or new objects there are new pages created and they will not be valid on your "reads" so memread will return false good luck

shaliuno 24th December 2020 01:30 PM

0.12.9.10423
Code:

Player.isDeadAlready = 0x660
Player.profile = 0x438

Player.inventoryController = 0x478
Player.InventoryController.Inventory._offset = 0x118

ItemOwner = 0x108
ItemOwnerContainedItem = 0x90


Respecter 24th December 2020 01:44 PM

Code:

// Created with ReClass.NET 1.2 by KN4CK3R

// Reversed by:  @Respecter

GetGOM: 0x156B698
GetGetPosition: 0xC13070
CAMERA: 0x150DA00

class EFT.GameWorld // Aka LocalGameWorld
{
public:
        char pad_0000[24]; //0x0000
        class ExitController *m_pExitController; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *CurrentProfileId; //0x0030
        char pad_0038[40]; //0x0038
        class ArrayItems *m_pItemList; //0x0060 LootList
        char pad_0068[24]; //0x0068
        class Array *RegisteredPlayers; //0x0080
}; //Size: 0x0088

class Array
{
public:
        char pad_0000[16]; //0x0000
        class List *m_pList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCount; //0x001C
}; //Size: 0x0020

class List
{
public:
        char pad_0000[32]; //0x0000
        class Player *m_pFirstEntity; //0x0020
        class Player *m_pSecondPlayer; //0x0028
        char pad_0030[64]; //0x0030
}; //Size: 0x0070

class Player
{
public:
        char pad_0000[24]; //0x0000
        class LocalPlayerChecker *m_pLocalPlayerChecker; //0x0018
        class CharacterController *m_pCharacterController; //0x0020
        char pad_0028[24]; //0x0028
        class MovementContext *m_pMovementContext; //0x0040
        char pad_0048[96]; //0x0048
        class PlayerBody *m_pPlayerBody; //0x00A8
        char pad_00B0[224]; //0x00B0
        class ProceduralWeaponAnimation *m_pProceduralWeaponAnimation; //0x0190
        char pad_0198[672]; //0x0198
        class PlayerProfile *m_pPlayerProfile; //0x0438
        char pad_0440[40]; //0x0440
        class HealthController *m_pHealthController; //0x0468
}; //Size: 0x0470

class MovementContext
{
public:
        char pad_0000[504]; //0x0000
        Vector2 ViewAngles; //0x01F8
        Vector2 ViewAngles2; //0x0200
        Vector3 LocalPosition; //0x0208
}; //Size: 0x0214

class CAMERA // Aka FPS Camera
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pFpsCamera; //0x0030
}; //Size: 0x0038

class FPSCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject *m_pCameraObject; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class CameraObject
{
public:
        char pad_0000[8]; //0x0000
        class CameraContainer *m_pCameraContainer; //0x0008
        char pad_0010[8]; //0x0010
        class CameraEntity *m_pCameraEntity; //0x0018
}; //Size: 0x0020

class CameraEntity
{
public:
        char pad_0000[416]; //0x0000
        Matrix4x4 ViewMatrix0; //0x01A0
        Matrix4x4 ViewMatrix; //0x01E0
}; //Size: 0x0220

class PlayerBody
{
public:
        char pad_0000[40]; //0x0000
        class m_pSkeletonRootJoin *m_pSkeletonRootJoin; //0x0028
}; //Size: 0x0030

class m_pSkeletonRootJoin
{
public:
        char pad_0000[40]; //0x0000
        class BoneEnumerator *m_pBoneEnumerator; //0x0028
}; //Size: 0x0030

class BoneEnumerator
{
public:
        char pad_0000[16]; //0x0000
        class TransformArray *m_pTransformArray; //0x0010
}; //Size: 0x0018

class TransformArray
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class PlayerProfile // EFT.Profile
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Id; //0x0010 (type: System.String)
        class UnityEngineString *AccountId; //0x0018 (type: System.String)
        class UnityEngineString *PetId; //0x0020 (type: System.String)
        class PlayerInfo *Info; //0x0028
        char pad_0030[16]; //0x0030
        class PlayerHealth *Health; //0x0040
}; //Size: 0x0048

class PlayerInfo
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Nickname; //0x0010 (type: System.String)
        class UnityEngineString *GroupId; //0x0018 (type: System.String)
        class UnityEngineString *EntryPoint; //0x0020 (type: System.String)
        char pad_0028[16]; //0x0028
        class RE_Settings *Settings; //0x0038 re_Settings
        char pad_0040[16]; //0x0040
        int32_t Side; //0x0050 (type: EFT.EPlayerSide)
        int32_t RegistrationDate; //0x0054
        float SavageLockTime; //0x0058
        int32_t NicknameChangeDate; //0x005C
        int32_t MemberCategory; //0x0060 (type: EMemberCategory)
        int32_t Experience; //0x0064 int_0
}; //Size: 0x0068

class UnityEngineString // (type: System.String)
{
public:
        char pad_0000[16]; //0x0000
        int32_t size; //0x0010
        wchar_t name[31]; //0x0014
}; //Size: 0x0052

class HealthController // _healthController
{
public:
        char pad_0000[32]; //0x0000
        class HealthBody *m_pHealthBody; //0x0020
}; //Size: 0x0028

class HealthBody
{
public:
        char pad_0000[24]; //0x0000
        class BodyController *m_pBodyController; //0x0018
        char pad_0020[8]; //0x0020
}; //Size: 0x0028

class BodyController
{
public:
        char pad_0000[48]; //0x0000
        class HealthContainer *m_pHealthHead; //0x0030
        char pad_0038[16]; //0x0038
        class HealthContainer *m_pHealthThorax; //0x0048
        char pad_0050[16]; //0x0050
        class HealthContainer *m_pHealthStomach; //0x0060
        char pad_0068[16]; //0x0068
        class HealthContainer *m_pHealthLeftArm; //0x0078
        char pad_0080[16]; //0x0080
        class HealthContainer *m_pHealthRightArm; //0x0090
        char pad_0098[16]; //0x0098
        class HealthContainer *m_pHealthLeftLeg; //0x00A8
        char pad_00B0[16]; //0x00B0
        class HealthContainer *m_pHealthRightLeg; //0x00C0
}; //Size: 0x00C8

class HealthContainer
{
public:
        char pad_0000[16]; //0x0000
        class Health *m_pHealth; //0x0010
        char pad_0018[16]; //0x0018
}; //Size: 0x0028

class Health
{
public:
        char pad_0000[16]; //0x0000
        float Health; //0x0010
        float HealthMax; //0x0014
}; //Size: 0x0018

class PlayerHealth
{
public:
        char pad_0000[24]; //0x0000
        class HealthInfo *m_playerHealthInfo; //0x0018
}; //Size: 0x0020

class HealthInfo
{
public:
        char pad_0000[16]; //0x0000
        float CurentHealth; //0x0010
        float MaxHealth; //0x0014
}; //Size: 0x0018

class CameraContainer
{
public:
        char pad_0000[56]; //0x0000
        class CameraPosition *m_pCameraPosition; //0x0038
}; //Size: 0x0040

class CameraPosition
{
public:
        char pad_0000[176]; //0x0000
        Vector3 cameraPosition; //0x00B0
        char pad_00BC[4]; //0x00BC
        Vector4 cameraRotation; //0x00C0
}; //Size: 0x00D0

class ArrayItems
{
public:
        char pad_0000[16]; //0x0000
        class ItemList *m_pItemList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCout; //0x001C
}; //Size: 0x0020

class ItemList
{
public:
        char pad_0000[32]; //0x0000
        class Loot *m_pFirstItem; //0x0020
        class Loot *m_pSecondItem; //0x0028
}; //Size: 0x0030

class Loot
{
public:
        char pad_0000[16]; //0x0000
        class ItemProfile *m_pItemProfile; //0x0010
}; //Size: 0x0018

class ItemProfile
{
public:
        char pad_0000[40]; //0x0000
        class Interactive *Interactive; //0x0028 EFT.Interactive.etc
        class GameObject *Object; //0x0030
}; //Size: 0x0038

class GameObject
{
public:
        char pad_0000[48]; //0x0000
        class TransformOne *m_pTransformOne; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class TransformOne
{
public:
        char pad_0000[8]; //0x0000
        class TransformTwo *TransformTwo; //0x0008
}; //Size: 0x0010

class TransformTwo
{
public:
        char pad_0000[56]; //0x0000
        class TransformOk *Transform; //0x0038
}; //Size: 0x0040

class TransformOk
{
public:
        char pad_0000[176]; //0x0000
        Vector3 Position; //0x00B0
}; //Size: 0x00BC

class ProceduralWeaponAnimation
{
public:
        char pad_0000[24]; //0x0000
        class PlayerSpring *HandsContainer; //0x0018 (type: EFT.Animations.PlayerSpring)
        char pad_0020[8]; //0x0020
        class BreathEffector *Breath; //0x0028 (type: EFT.Animations.BreathEffector)
        class WalkEffector *Walk; //0x0030 (type: WalkEffector)
        class MotionEffector *MotionReact; //0x0038 (type: MotionEffector)
        class ForceEffector *ForceReact; //0x0040 (type: ForceEffector)
        class ShotEffector *Shootingg; //0x0048 (type: ShotEffector)
        class TurnAwayEffector *TurnAway; //0x0050 (type: TurnAwayEffector)
        class CustomEffector *CustomEffector; //0x0058
        char pad_0060[152]; //0x0060
        int32_t Mask; //0x00F8 Write zero for no-recoil / no - sway
        Vector3 Offset; //0x00FC
        char pad_0108[28]; //0x0108
        int32_t AimIndex; //0x0124
        float CameraSmoothTime; //0x0128
        char pad_012C[48]; //0x012C
        bool IsAiming; //0x015C
        bool Sprint; //0x015D
        bool ShouldMoveWeaponCloser; //0x015E
        char pad_015F[1]; //0x015F
        Vector3 VCameraTarget; //0x0160 _vCameraTarget
        Vector3 RotationCameraOffset; //0x016C
        int32_t PointOfView; //0x0178 enum (type: EFT.EPointOfView)
        char pad_017C[28]; //0x017C
        float AimFovDeltaZ; //0x0198
        float float_11; //0x019C
        float float_12; //0x01A0
        float _agsDeltaHeight; //0x01A4
        Vector4 quaternion_2; //0x01A8
        Vector4 quaternion_3; //0x01B8
        float FovScale; //0x01C8
        Vector3 _shotDirection; //0x01CC
        float float_14; //0x01D8
        Vector3 TacticalReloadStiffnes; //0x01DC
        float TacticalReloadPosition; //0x01E8
        float CameraSmoothSteady; //0x01EC
        float CameraSmoothRecoil; //0x01F0
        float CameraSmoothOut; //0x01F4
        Vector3 AimSwayMax; //0x01F8
        Vector3 AimSwayMin; //0x0204
        float SwayFalloff; //0x0210
        char pad_0214[36]; //0x0214
        Vector4 quaternion_4; //0x0238
        Vector4 quaternion_5; //0x0248
        Vector3 vector3_4; //0x0258
        char pad_0264[136]; //0x0264
        float ErgonomicWeight; //0x02EC
        float SWAY_STRENGTH_PER_KG; //0x02F0
        float DISPLACEMENT_STRENGTH_PER_KG; //0x02F4
        char pad_02F8[36]; //0x02F8
        bool TacticalReload; //0x031C
        bool OverlappingAllowsBlindfire; //0x031D
        bool OnScopeMode; //0x031E
        bool ShotNeedsFovAdjustments; //0x031F
}; //Size: 0x0320

class Interactive // EFT.Interactive.etc
{
public:
        char pad_0000[80]; //0x0000
        class Item *Item; //0x0050 EFT.InventoryLogic.Item
        char pad_0058[176]; //0x0058
        class RE_ItemOwner *ItemOwner; //0x0108
}; //Size: 0x0110

class StatsNames
{
public:
        char pad_0000[32]; //0x0000
        class ItemNames *m_pItemNames; //0x0020
}; //Size: 0x0028

class ItemNames
{
public:
        char pad_0000[80]; //0x0000
        class UnityEngineString *m_pItemHashIdentifier; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pParentHashIdentifier; //0x0060
}; //Size: 0x0068

class BreathEffector // (type: EFT.Animations.BreathEffector)
{
public:
        char pad_0000[16]; //0x0000
        class RE_Physical *Physical; //0x0010
        class Spring *HandsRotationSpring; //0x0018
        class Spring *RecoilRotationSpring; //0x0020
        char pad_0028[120]; //0x0028
        bool IsAiming; //0x00A0
        char pad_00A1[3]; //0x00A1
        float Intensity; //0x00A4
        float ShakeIntensity; //0x00A8
        float BreathIntensity; //0x00AC
        float BreathFrequency; //0x00B0
        float HipPenalty; //0x00B4
        bool TremorOn; //0x00B8
        bool Fracture; //0x00B9
        char pad_00BA[2]; //0x00BA
        float CameraSensetivity; //0x00BC
        float IdleUntill; //0x00C0
        float EnergyLowerLimit; //0x00C4
        float EnergyFractureLimit; //0x00C8
        float AmplitudeGainPerShot; //0x00CC
        float Delay; //0x00D0
        Vector2 BaseHipRandomAmplitudes; //0x00D4
        Vector2 RandomBetween; //0x00DC
        float ShotHardness; //0x00E4
        float float_0; //0x00E8
}; //Size: 0x00EC

class ShotEffector // (type: ShotEffector)
{
public:
        char pad_0000[40]; //0x0000
        class Weapon *Weapon; //0x0028 (type: EFT.InventoryLogic.Weapon)
        char pad_0030[8]; //0x0030
        Vector2 RecoilStrengthXy; //0x0038
        Vector2 RecoilStrengthZ; //0x0040
        Vector2 RecoilDegree; //0x0048
        Vector3 RecoilDirection; //0x0050
        Vector2 RecoilRadian; //0x005C
        float Stiffness; //0x0064
        float Intensity; //0x0068
        Vector3 XIntensityByPose; //0x006C
        Vector3 YIntensityByPose; //0x0078
        Vector3 ZIntensityByPose; //0x0084
        Vector3 SeparateIntensityFactors; //0x0090
        int32_t Pose; //0x009C 0 - laydown - 1 crounch - 2 stand
}; //Size: 0x00A0

class CameraRaw
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pCameraEntity; //0x0030
        char pad_0038[1]; //0x0038
        bool IsActive; //0x0039
}; //Size: 0x003A

class PlayerId
{
public:
        char pad_0000[16]; //0x0000
        int32_t N000007E4; //0x0010
        wchar_t N000007F5[24]; //0x0014
        char pad_0044[112]; //0x0044
}; //Size: 0x00B4

class LocalPlayerChecker
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class ExitController
{
public:
        char pad_0000[32]; //0x0000
        class ExfiltrationPointArray *m_pExfiltrationPointArray; //0x0020 exfiltrationPoint_0
        class ExfiltrationPointArray *m_pExfiltrationPointScav; //0x0028 scavExfiltrationPoint_0
}; //Size: 0x0030

class ExfiltrationPointArray // (type: EFT.Interactive.ExfiltrationPoint[])
{
public:
        char pad_0000[24]; //0x0000
        int32_t ExFitrationCount; //0x0018
        char pad_001C[4]; //0x001C
        class ExfiltrationPoint *m_pFirstExfiltrationPoint; //0x0020
        class ExfiltrationPoint *m_pSecondExfiltrationPoint; //0x0028
}; //Size: 0x0030

class ExfiltrationPoint
{
public:
        char pad_0000[16]; //0x0000
        class PositionStuff *m_pPositionStuff; //0x0010
        char pad_0018[64]; //0x0018
        class Settings *m_pSettings; //0x0058
        char pad_0060[72]; //0x0060
        uint8_t Status; //0x00A8 (type: EFT.Interactive.EExfiltrationStatus
        char pad_00A9[3]; //0x00A9
        float ExfiltrationStartTime; //0x00AC
        bool Reusable; //0x00B0
}; //Size: 0x00B1

class Settings // EFT.Interactive.ExitTriggerSettings
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010 Name
        class UnityEngineString *EntryPoints; //0x0018
        int32_t ExfiltrationType; //0x0020 (type: EFT.Interactive.EExfiltrationType)
        float ExfiltrationTime; //0x0024
        int32_t PlayersCount; //0x0028
        float Chance; //0x002C
        float MinTime; //0x0030
        float MaxTime; //0x0034
        float StartTime; //0x0038
}; //Size: 0x003C

class PositionStuff
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff2 *m_pPositionStuff2; //0x0030
}; //Size: 0x0038

class PositionStuff2
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff3 *m_pPositionStuff3; //0x0030
}; //Size: 0x0038

class PositionStuff3
{
public:
        char pad_0000[8]; //0x0000
        class ExtractionTransforms *m_pExtractionTransform; //0x0008
}; //Size: 0x0010

class ExtractionTransforms
{
public:
        char pad_0000[40]; //0x0000
        class ExtranctionTransformPointer *m_pExtractionTransform; //0x0028
}; //Size: 0x0030

class ExtranctionTransformPointer
{
public:
        char pad_0000[16]; //0x0000
        class Transform *m_pTransform; //0x0010
}; //Size: 0x0018

class Transform
{
public:
        char pad_0000[40]; //0x0000
        Matrix4x4 ExitMatrix; //0x0028
}; //Size: 0x0068

class Item // EFT.InventoryLogic.Item
{
public:
        char pad_0000[56]; //0x0000
        class ItemTemplate *m_pItemTemplate; //0x0038
        char pad_0040[40]; //0x0040
        class Grids *Grids; //0x0068
}; //Size: 0x0070

class PlayerSpring // (type: EFT.Animations.PlayerSpring)
{
public:
        char pad_0000[24]; //0x0000
        class Spring *HandsPosition; //0x0018 (type: EFT.Animations.Spring)
        class Spring *HandsRotation; //0x0020 (type: EFT.Animations.Spring)
        char pad_0028[8]; //0x0028
        class Spring *CameraRotation; //0x0030 (type: EFT.Animations.Spring)
        class Spring *CameraPosition; //0x0038 (type: EFT.Animations.Spring)
}; //Size: 0x0040

class Spring
{
public:
        char pad_0000[40]; //0x0000
        Vector3 Zero; //0x0028
        float InputIntensity; //0x0034
        float ReturnSpeed; //0x0038
        float Damping; //0x003C
        Vector3 Min; //0x0040
        Vector3 Max; //0x004C
        float AccelerationMax; //0x0058
        float CurveTime; //0x005C
        bool Refrash; //0x0060
        char pad_0061[3]; //0x0061
        float Softness; //0x0064
        float X; //0x0068 EFT.Animations.Spring.VecComponent)
        float Y; //0x006C EFT.Animations.Spring.VecComponent)
        float Z; //0x0070 EFT.Animations.Spring.VecComponent)
        Vector3 Velocity; //0x0074
        Vector3 Current; //0x0080
        Vector3 ForceAccumulator; //0x008C
        Vector3 ForceAccumulatorLimitless; //0x0098
        bool Update; //0x00A4
}; //Size: 0x00A5

class CharacterController
{
public:
        char pad_0000[216]; //0x0000
        Vector3 Velocity; //0x00D8
}; //Size: 0x00E4

class RE_Settings // re_Settings
{
public:
        char pad_0000[16]; //0x0000
        int32_t Role; //0x0010 (type: EFT.WildSpawnType)
        int32_t Level; //0x0014 (type: BotDifficulty)
        int32_t Experience; //0x0018 Do not work
}; //Size: 0x001C

class CAMERA_GLOBAL
{
public:
        class CamerasArray *m_pCamerasArray; //0x0000
}; //Size: 0x0008

class CamerasArray
{
public:
        class Cameras *m_pCamera; //0x0000
        int64_t Min; //0x0008
        int64_t Count; //0x0010
        int64_t Max; //0x0018
}; //Size: 0x0020

class Cameras
{
public:
        class CameraRaw *m_pCameraOne; //0x0000
}; //Size: 0x0008

class TurnAwayEffector
{
public:
        char pad_0000[68]; //0x0000
        float BlendSpeed; //0x0044
        float TurnAwayThreshold; //0x0048
        float PlayerOverlapThreshold; //0x004C
        float SmoothTimeIn; //0x0050
        float SmoothTimeOut; //0x0054
        int32_t POV; //0x0058
        bool IsPistol; //0x005C
        bool IsInProne; //0x005D
        bool IsDirty; //0x005E
        char pad_005F[1]; //0x005F
        float FovInput; //0x0060
        bool OverlapsWithPlayer; //0x0064
        char pad_0065[3]; //0x0065
        float OverlapDepth; //0x0068
        float OriginZShift; //0x006C
        float FovScale; //0x0070
        float NormalFovScale; //0x0074
        float Overlap; //0x0078
        float Blend; //0x007C
        Vector3 Position; //0x0080
        Vector3 Rotation; //0x008C
        Vector3 CameraShift; //0x0098
        Vector3 LElbowShift; //0x00A4
        Vector3 RElbowShift; //0x00B0
        float CameraZShift; //0x00BC
        float MaxZShift; //0x00C0
        float CameraShiftAtMaxOverlap; //0x00C4
}; //Size: 0x00C8

class RE_Physical
{
public:
        char pad_0000[40]; //0x0000
        class RE_Stamina *Stamina; //0x0028
        class RE_Stamina *HandsStamina; //0x0030
        class RE_Stamina *Oxygen; //0x0038
        char pad_0040[56]; //0x0040
        float MaxPoseLevel; //0x0078
        float Overweight; //0x007C
        float WalkOverweight; //0x0080
        float WalkSpeedLimit; //0x0084
        float SoundRadius; //0x0088
        bool bool_0; //0x008C
        char pad_008D[3]; //0x008D
        float float_2; //0x0090
        float Fatigue; //0x0094
        float CapacityBuff; //0x0098
        float float_3; //0x009C
        float FallDamageMultiplier; //0x00A0
        float StaminaCapacity; //0x00A4
        float StaminaRestoreRate; //0x00A8
        float HandsCapacity; //0x00AC
        float HandsRestoreRate; //0x00B0
        float OxygenCapacity; //0x00B4
        float OxygenRestoreRate; //0x00B8
        Vector2 WalkOverweightLimits; //0x00BC
        Vector2 BaseOverweightLimits; //0x00C4
        Vector2 SprintOverweightLimits; //0x00CC
        Vector2 WalkSpeedOverweightLimits; //0x00D4
        float float_4; //0x00DC
        float PreviousWeight; //0x00E0
        bool bool_1; //0x00E4
        bool bool_2; //0x00E5
        char pad_00E6[3]; //0x00E6
        bool bool_3; //0x00E9
        bool bool_4; //0x00EA
        bool bool_5; //0x00EB
        bool bool_6; //0x00EC
}; //Size: 0x00ED

class RE_Stamina
{
public:
        char pad_0000[72]; //0x0000
        float Current; //0x0048
        float DisableRestoration; //0x004C
        float float_0; //0x0050
        bool bool_0; //0x0054
        char pad_0055[3]; //0x0055
        int32_t int_0; //0x0058
}; //Size: 0x005C

class WalkEffector
{
public:
        char pad_0000[64]; //0x0000
        float StepFrequency; //0x0040
        float Intensity; //0x0044
        float SideSpeedMultyplyer; //0x0048
        float BackSpeedMultyplyer; //0x004C
        float Treshold; //0x0050
        Vector3 LastPosition; //0x0054
        bool IsWalking; //0x0060
        char pad_0061[3]; //0x0061
        float Overweight; //0x0064
        int32_t CurrentWalkPreset; //0x0068 (type: WalkEffector.EWalkPreset)
        float Speed; //0x006C
}; //Size: 0x0070

class MotionEffector
{
public:
        char pad_0000[72]; //0x0000
        Vector3 Motion; //0x0048
        Vector3 Velocity; //0x0054
        float RotationInputClamp; //0x0060
        Vector3 LastPosition; //0x0064
        Vector3 LastForward; //0x0070
        Vector3 PositionVelocity; //0x007C
        Vector2 RotationVelocity; //0x0088
        Vector3 PositionAcceleration; //0x0090
        Vector2 RotationAcceleration; //0x009C
        Vector3 SwayFactors; //0x00A4
        Vector3 LastPositionVelocity; //0x00B0
        Vector2 LastRotationVelocity; //0x00BC
        Vector3 lastRotation; //0x00C4
        float Intensity; //0x00D0
        Vector3 PlatformMovement; //0x00D4
        Vector2 V; //0x00E0
        Vector2 V4; //0x00E8
        bool Initialized; //0x00F0
        char pad_00F1[3]; //0x00F1
        Vector3 V2; //0x00F4
        Vector3 V3; //0x0100
        bool NeedReset; //0x010C
}; //Size: 0x010D

class ForceEffector // (type: ForceEffector)
{
public:
        char pad_0000[32]; //0x0000
        class Spring *CameraRotationSpring; //0x0020
        class Spring *HandsRotationSpring; //0x0028
        float Intensity; //0x0030
        bool Initialized; //0x0034
        char pad_0035[3]; //0x0035
        Vector3 Force; //0x0038
        int32_t FramesLeft; //0x0044
        float EulersNoiseXYMaxValue; //0x0048
        float EulersNoiseZMaxValue; //0x004C
        float DeltaRandom; //0x0050
        float WiggleMagnitude; //0x0054
}; //Size: 0x0058

class CustomEffector
{
public:
        char pad_0000[56]; //0x0000
        bool Inited; //0x0038
        char pad_0039[3]; //0x0039
        float RestTransitionSpeed; //0x003C
        float RestDelay; //0x0040
        float LastActivityTime; //0x0044
        float InitAimRotation; //0x0048
        float PoseNormalTime; //0x004C
        float AimTarget; //0x0050
}; //Size: 0x0054

class Weapon
{
public:
        char pad_0000[24]; //0x0000
        class UnityEngineString *Id; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *ToStringCache; //0x0030
        char pad_0038[8]; //0x0038
        class ItemTemplate *Template; //0x0040
}; //Size: 0x0048

class ItemTemplate
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010
        class UnityEngineString *ShortName; //0x0018
        class UnityEngineString *Description; //0x0020
        class UnityEngineString *ItemSound; //0x0028
        char pad_0030[32]; //0x0030
        class UnityEngineString *Id; //0x0050
        class UnityEngineString *_Name; //0x0058
        class UnityEngineString *_Parent; //0x0060
        char pad_0068[32]; //0x0068
        float Weight; //0x0088
        bool ExaminedByDefault; //0x008C
        char pad_008D[3]; //0x008D
        float ExamineTime; //0x0090
        bool QuestItem; //0x0094
        char pad_0095[3]; //0x0095
        int32_t BackgroundColor; //0x0098
        int32_t Width; //0x009C
        int32_t Height; //0x00A0
        char pad_00A4[20]; //0x00A4
        int32_t StackMaxSize; //0x00B8
        int32_t StackObjectsCount; //0x00BC
        int32_t CreditsPrice; //0x00C0
        int32_t Rarity; //0x00C4
        float SpawnChance; //0x00C8
        bool NotShownInSlot; //0x00CC
        char pad_00CD[3]; //0x00CD
        int32_t LootExperience; //0x00D0
        bool HideEntrails; //0x00D4
        char pad_00D5[3]; //0x00D5
        int32_t ExamineExperience; //0x00D8
        int32_t RepairCost; //0x00DC
        int32_t RepairSpeed; //0x00E0
        bool MergesWithChildren; //0x00E4
        bool CanSellOnRagfair; //0x00E5
        bool CanRequireOnRagfair; //0x00E6
        char pad_00E7[1]; //0x00E7
        int32_t AnimationVariantsNumber; //0x00E8
        bool Unlootable; //0x00EC
        char pad_00ED[3]; //0x00ED
        int32_t UnlootableFromSide; //0x00F0
        int32_t _type; //0x00F4
}; //Size: 0x00F8

class RE_ItemOwner
{
public:
        char pad_0000[144]; //0x0000
        class Item *Item; //0x0090 EFT.InventoryLogic.Item
}; //Size: 0x0098

class Grids
{
public:
        char pad_0000[24]; //0x0000
        int32_t Count; //0x0018
        char pad_001C[4]; //0x001C
        class Grid *Grid; //0x0020
}; //Size: 0x0028

class Grid
{
public:
        char pad_0000[64]; //0x0000
        class GridDict *GridDict; //0x0040
}; //Size: 0x0048

class GridDict
{
public:
        char pad_0000[16]; //0x0000
        class Dict *Dict; //0x0010
}; //Size: 0x0018

class Dict
{
public:
        char pad_0000[24]; //0x0000
        class Entries *Entries; //0x0018
        char pad_0020[32]; //0x0020
        int32_t Count; //0x0040
        int32_t Max; //0x0044
}; //Size: 0x0048

class Entries
{
public:
        char pad_0000[40]; //0x0000
        class Item *FirstITem; //0x0028 Entries + 0x28 + 0x18 * i
}; //Size: 0x0030



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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

24jared24 24th December 2020 04:52 PM

Quote:

Originally Posted by Respecter (Post 3017333)
...

Are you sure CameraObject and CameraEntity didn't change? Seems fucked for me

eaaca 24th December 2020 05:18 PM

who get HealthController?thx

AhmedGH 25th December 2020 01:38 AM

I created ESP in C#, but now I wanna to create in C++ Internal. I made the basic things just to get the player count, but looks like it doesn't get it at all! Not sure what is the issue, I'm trying to find. If possible you may help me.

That's my code:

Code:

uint64_t dwbase;
uint64_t GOM;
uint64_t localGameWorld;

int main(){
                dwbase = reinterpret_cast<uintptr_t>(iat(GetModuleHandleA).get()(xorstr_("UnityPlayer.dll")));
                GOM = dwbase + EFTOffsets::GOM;
                auto gWorldObject = GetObjectFromList(xorstr_("GameWorld"));
                localGameWorld = ReadPointerChain(gWorldObject, { 0x30, 0x18, 0x28 });
                auto playersCount = GetPlayersCount();
}

uint64_t ReadPointerChain(const uint64_t address, const std::vector<uint64_t>& offsets)
{
        uint64_t result = address;
        for (auto const& offset : offsets)
        {
                uint64_t currPtr = reinterpret_cast<uint64_t>(&result + offset);
                if (!currPtr)
                        return 0;

                if (result <= 0x0)
                        return 0;
        }

        return result;
}

uint64_t GetPlayersCount()
{
        auto players = reinterpret_cast<uintptr_t>(&localGameWorld + 0x80);

        if (!players)
                return 0;

        return reinterpret_cast<uint64_t>(&players + 0x18);
}

uint64_t GetObjectFromList(const char* objectName)
{
        char* name;
        uint64_t activeObjectPtr = reinterpret_cast<uint64_t>(&GOM + 0x18);
        //uint64_t activeObjectPtr = GOMObj.activeObjects;
        //uint64_t lastObjectPtr = GOMObj.lastActiveObject;
        uint64_t lastObjectPtr = reinterpret_cast<uint64_t>(&GOM + 0x10);

        uint64_t activeObject = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x010);
        uint64_t lastObject = reinterpret_cast<uint64_t>(&lastObjectPtr + 0x010);

        std::cout << "activeObject: " << std::hex << activeObject << " - ";
        std::cout << "lastObject: " << std::hex << lastObject << " - ";

        if (activeObject != 0x0)
        {
                while (activeObject != 0 && activeObject != lastObject)
                {
                        name = reinterpret_cast<char*>(&activeObject + 0x60);
                        std::cout << "Object Name: " << std::hex << name << " - ";
                        if (strcmp(name, objectName) == 0)
                        {
                                return activeObject;
                        }

                        activeObjectPtr = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x08);
                        activeObject = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x010);
                }
        }

        if (lastObject != 0x0)
        {
                name = reinterpret_cast<char*>(&lastObject + 0x60);

                if (strcmp(name, objectName) == 0)
                {
                        return lastObject;
                }
        }

        return uint64_t();
}

Thanks a lot.

azmwsuwakwuvrbc 25th December 2020 05:05 AM

Quote:

Originally Posted by Respecter (Post 3017333)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R

Good day, mr respecter. Could you (or anybody else) tell if it is okay to use movementcontext data to determine general players position and looking direction (including main player) for radar-like-applications, or i should better use players-bones-stuff (like head or something) Or just tell me to re-read this thread if this information was already mentioned here.
And one more thing I don't quite get yet: according to mr respecter's code "class list" (of registered players) consists of two pointers to player class (firstentity and secondplayer - which is weird to me). I can understand if class list had pointer to player object and pointer to the next list object - it would look like a linked list, but here we have two pointers and both to player objects, i can understand if these pointers were named like first player and last player, so everything within these boundaries in memory would be a sequence of pointers to player objects, but right now i am totally confused.

m1se 25th December 2020 05:52 AM

Quote:

Originally Posted by AhmedGH (Post 3017879)
I created ESP in C#, but now I wanna to create in C++ Internal. I made the basic things just to get the player count, but looks like it doesn't get it at all! Not sure what is the issue, I'm trying to find. If possible you may help me.

That's my code:

Code:

uint64_t dwbase;
uint64_t GOM;
uint64_t localGameWorld;

int main(){
                dwbase = reinterpret_cast<uintptr_t>(iat(GetModuleHandleA).get()(xorstr_("UnityPlayer.dll")));
                GOM = dwbase + EFTOffsets::GOM;
                auto gWorldObject = GetObjectFromList(xorstr_("GameWorld"));
                localGameWorld = ReadPointerChain(gWorldObject, { 0x30, 0x18, 0x28 });
                auto playersCount = GetPlayersCount();
}

uint64_t ReadPointerChain(const uint64_t address, const std::vector<uint64_t>& offsets)
{
        uint64_t result = address;
        for (auto const& offset : offsets)
        {
                uint64_t currPtr = reinterpret_cast<uint64_t>(&result + offset);
                if (!currPtr)
                        return 0;

                if (result <= 0x0)
                        return 0;
        }

        return result;
}

uint64_t GetPlayersCount()
{
        auto players = reinterpret_cast<uintptr_t>(&localGameWorld + 0x80);

        if (!players)
                return 0;

        return reinterpret_cast<uint64_t>(&players + 0x18);
}

uint64_t GetObjectFromList(const char* objectName)
{
        char* name;
        uint64_t activeObjectPtr = reinterpret_cast<uint64_t>(&GOM + 0x18);
        //uint64_t activeObjectPtr = GOMObj.activeObjects;
        //uint64_t lastObjectPtr = GOMObj.lastActiveObject;
        uint64_t lastObjectPtr = reinterpret_cast<uint64_t>(&GOM + 0x10);

        uint64_t activeObject = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x010);
        uint64_t lastObject = reinterpret_cast<uint64_t>(&lastObjectPtr + 0x010);

        std::cout << "activeObject: " << std::hex << activeObject << " - ";
        std::cout << "lastObject: " << std::hex << lastObject << " - ";

        if (activeObject != 0x0)
        {
                while (activeObject != 0 && activeObject != lastObject)
                {
                        name = reinterpret_cast<char*>(&activeObject + 0x60);
                        std::cout << "Object Name: " << std::hex << name << " - ";
                        if (strcmp(name, objectName) == 0)
                        {
                                return activeObject;
                        }

                        activeObjectPtr = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x08);
                        activeObject = reinterpret_cast<uint64_t>(&activeObjectPtr + 0x010);
                }
        }

        if (lastObject != 0x0)
        {
                name = reinterpret_cast<char*>(&lastObject + 0x60);

                if (strcmp(name, objectName) == 0)
                {
                        return lastObject;
                }
        }

        return uint64_t();
}

Thanks a lot.

"localGameWorld " + 0x80 gives you the pointer to an Array, localGameWorld +0x80]+0x18] gives you number of players in that array as you are doing, you can often find multiple "localGameWorld " pointers, you need to find one that has more than 0 "registered players"

jangut 25th December 2020 11:11 AM

how would i dump all items with name and hash, just like https://www.unknowncheats.me/forum/2...-post2668.html

AhmedGH 25th December 2020 12:08 PM

Quote:

Originally Posted by m1se (Post 3017976)
"localGameWorld " + 0x80 gives you the pointer to an Array, localGameWorld +0x80]+0x18] gives you number of players in that array as you are doing, you can often find multiple "localGameWorld " pointers, you need to find one that has more than 0 "registered players"

I appreciate your help a lot, but it doesn't even get gWorld address.. I think there is something wrong with reading memory.
Maybe can you check PointerChain function and GetObjectFromList function too I think they have something wrong with them!

m1se 25th December 2020 05:56 PM

Quote:

Originally Posted by AhmedGH (Post 3018159)
I appreciate your help a lot, but it doesn't even get gWorld address.. I think there is something wrong with reading memory.
Maybe can you check PointerChain function and GetObjectFromList function too I think they have something wrong with them!

From the looks of it, you are not even iterating over game objects, you need to loop through the game objects to find "GameWorld" and check if > 0 players

AhmedGH 26th December 2020 04:27 AM

Quote:

Originally Posted by m1se (Post 3018428)
From the looks of it, you are not even iterating over game objects, you need to loop through the game objects to find "GameWorld" and check if > 0 players

Yea I got it working fine now, thanks.

Another question: is the chain for player position got changed? entityObj + (0x10, 0x30, 0x30, 0x8, 0x38 , 0xb0) ?

montroisiemecon 26th December 2020 06:33 AM

Quote:

Originally Posted by AhmedGH (Post 3018798)
Yea I got it working fine now, thanks.

Another question: is the chain for player position got changed? entityObj + (0x10, 0x30, 0x30, 0x8, 0x38 , 0xb0) ?

player position is a vector3f of movementContext, refer to respecter post earlier, however i dont use that i use the transform positions of player bones, inside player body

express2 26th December 2020 07:43 AM

Quote:

Originally Posted by jangut (Post 3018128)
how would i dump all items with name and hash, just like https://www.unknowncheats.me/forum/2...-post2668.html

extract TestBackendLocaleEn.bytes from resources.assets using utinyriper

You will get JSON output which will contain json objects in the following structure data[templates[{ItemTemplateID}]]

You can access Name, ShortName, Description from this by an items template ID.

how you structure this data into your program is your choice, people like to retain a json structure and use shortname. However, I don't like shortname, so i use Name, and in the interest of letting my friends edit the loot definitions, I took a really simplistic approach to the structure.

Anyway, here's Names and IDs for 12.9. if you want to get the other values (shortname, description), that exercise is left to you - you could also just use the json out of utinyriper directly if you'd rather

edit: I should add that this is sanitized. there are some Cryillic characters in the output which I could not print in my implementation, so I replaced them with the standard equivalents (which they should really be, in an English string table anyway) also some formatting characters like \r \n " were removed

Code:

"5422acb9af1c889c16000029" "Weapon"
"543be5664bdc2dd4348b4569" "Meds"
"543be5cb4bdc2deb348b4568" "Ammo container"
"543be5dd4bdc2deb348b4569" "Money"
"543be5e94bdc2df1348b4568" "Key"
"543be5f84bdc2dd4348b456a" "Equipment"
"543be6564bdc2df4348b4568" "Throwable weapon"
"543be6674bdc2df1348b4569" "Food and drink"
"5447a9cd4bdc2dbd208b4567" "Colt M4A1 5.56x45 Assault Rifle"
"5447ac644bdc2d6c208b4567" "5.56x45 M193 Ball ammo"
"5447b5cf4bdc2d65278b4567" "Handgun"
"5447b5e04bdc2d62278b4567" "SMG"
"5447b5f14bdc2d61278b4567" "Assault rifle"
"5447b5fc4bdc2d87278b4567" "Assault carbine"
"5447b6094bdc2dc3278b4567" "Shotgun"
"5447b6194bdc2d67278b4567" "Marskman rifle"
"5447b6254bdc2dc3278b4568" "Sniper rifle"
"5447bed64bdc2d97278b4568" "Machinegun"
"5447bedf4bdc2d87278b4568" "Grenade launcher"
"5447bee84bdc2dc3278b4569" "Special weapon"
"5447e0e74bdc2d3c308b4567" "Special item"
"5447e1d04bdc2dff2f8b4567" "Knife"
"5448ba0b4bdc2d02308b456c" "Factory exit key"
"5448bc234bdc2d3c308b4569" "Magazine"
"5448bd6b4bdc2dfc2f8b4569" "PM 9x18PM pistol"
"5448be9a4bdc2dfd2f8b456a" "RGD-5 hand grenade"
"5448bf274bdc2dfc2f8b456a" "Port. container"
"5448c12b4bdc2d02308b456f" "90-93 9x18PM Magazine, for 8 PM rounds"
"5448c1d04bdc2dff2f8b4569" "PMAG GEN M3 20 5.56x45 STANAG 20-round magazine"
"5448e5284bdc2dcb718b4567" "Chest rig"
"5448e53e4bdc2d60728b4567" "Backpack"
"5448e54d4bdc2dcc718b4568" "Armor"
"5448e5724bdc2ddf718b4568" "Vis. observ. device"
"5448e8d04bdc2ddf718b4569" "Food"
"5448e8d64bdc2dce718b4568" "Drink"
"5448eb774bdc2d0a728b4567" "Barter item"
"5448ecbe4bdc2d60728b4568" "Info"
"5448f39d4bdc2d0a728b4568" "Medikit"
"5448f3a14bdc2d27728b4569" "Drug"
"5448f3a64bdc2d60728b456a" "Stimulator"
"5448f3ac4bdc2dce718b4569" "Medical item"
"5448fe124bdc2da5018b4567" "Weapon mod"
"5448fe394bdc2d0d028b456c" "Muzzle device"
"5448fe7a4bdc2d6f028b456b" "Sights"
"5448fee04bdc2dbc018b4567" "0.6L water bottle"
"5448ff904bdc2d6f028b456e" "Army Crackers"
"5449016a4bdc2d6f028b456f" "Roubles"
"544901bf4bdc2ddf018b456d" "Wad of roubles"
"544909bb4bdc2d6f028b4577" "AN/PEQ-15 tactical device"
"54490a4d4bdc2dbc018b4573" "Silencerco Sparrow 22 .22LR silencer"
"54491bb74bdc2d09088b4567" "ER Fulcrum Bayonet"
"54491c4f4bdc2db1078b4568" "MP-133 12ga shotgun"
"544a11ac4bdc2d470e8b456a" "Secure container Alpha"
"544a378f4bdc2d30388b4567" "40-round PMAG GEN M3 40 5.56x45 STANAG magazine"
"544a37c44bdc2d25388b4567" "60-round MAG5-60 5.56x45 STANAG magazine"
"544a38634bdc2d58388b4568" "Colt USGI A2 5.56x45 Flash hider for AR-15"
"544a3a774bdc2d3a388b4567" "Leupold Mark 4 HAMR 4x24mm DeltaPoint hybrid assault scope"
"544a3d0a4bdc2d1b388b4567" "Nightforce NXS 2.5-10x24 scope"
"544a3f024bdc2d1d388b4568" "ELCAN Specter OS4x assault scope"
"544a5caa4bdc2d1a388b4568" "Crye Precision AVS platecarrier"
"544a5cde4bdc2d39388b456b" "Flyye MBSS Backpack"
"544fb25a4bdc2dfb738b4567" "Aseptic bandage"
"544fb3364bdc2d34748b456a" "Immobilizing splint"
"544fb37f4bdc2dee738b4567" "Analgin painkillers"
"544fb3f34bdc2d03748b456a" "Morphine injector"
"544fb45d4bdc2dee738b4568" "Salewa FIRST AID KIT"
"544fb5454bdc2df8738b456a" "Leatherman Multitool"
"544fb62a4bdc2dfb738b4568" "Russian Army pineapple juice"
"544fb6cc4bdc2d34748b456e" "Slickers bar"
"54527a984bdc2d4e668b4567" "5.56x45 mm M855"
"54527ac44bdc2d36668b4567" "5.56x45 mm M855A1"
"545cdae64bdc2d39198b4568" "Camelbak Tri-Zip Backpack"
"545cdb794bdc2d3a198b456a" "6B43 Zabralo-Sh 6A Armor"
"5485a8684bdc2da71d8b4567" "Ammo"
"550aa4154bdc2dd8348b456b" "Functional mod"
"550aa4af4bdc2dd4348b456e" "Compensator"
"550aa4bf4bdc2dd6348b456b" "Flashhider"
"550aa4cd4bdc2dd8348b456c" "Silencer"
"550aa4dd4bdc2dc9348b4569" "Comb. muzzle device"
"550ad14d4bdc2dd5348b456c" "PMS"
"555ef6e44bdc2de9068b457e" "Barrel"
"557596e64bdc2dc2118b4571" "Pockets"
"557ff21e4bdc2d89578b4586" "Tactical glasses"
"557ffd194bdc2d28148b457f" "Pockets"
"5580169d4bdc2d9d138b4585" "510mm barrel for MP-43e-1c 12ga"
"55801eed4bdc2d89578b4588" "SV-98 bolt-action sniper rifle"
"5580223e4bdc2d1c128b457f" "MP43e double-barrel shotgun"
"558022b54bdc2dac148b458d" "Eotech EXPS3 holographic sight"
"5580239d4bdc2de7118b4583" "GK-01 compensator"
"55802d5f4bdc2dac148b458e" "PMAG GEN M3 W 30 5.56x45 STANAG 30-round magazine"
"55802f3e4bdc2de7118b4584" "Gear mod"
"55802f4a4bdc2ddb688b4569" "Essential mod"
"55802f5d4bdc2dac148b458f" "Magpul MOE AR-15 pistol grip"
"558032614bdc2de7118b4585" "Tango Down Stubby BGV-MK46K tactical grip Black"
"55818a104bdc2db9688b4569" "Handguard"
"55818a304bdc2db5418b457d" "Receiver"
"55818a594bdc2db9688b456a" "Stock"
"55818a604bdc2db5418b457e" "Mag shaft"
"55818a684bdc2ddd698b456d" "Pistol grip"
"55818a6f4bdc2db9688b456b" "Charging handle"
"55818ac54bdc2d5b648b456e" "Ironsight"
"55818acf4bdc2dde698b456b" "Compact reflex sight"
"55818ad54bdc2ddc698b4569" "Reflex sight"
"55818add4bdc2d5b648b456f" "Assault scope"
"55818ae44bdc2dde698b456c" "Scope"
"55818aeb4bdc2ddc698b456a" "Special scope"
"55818af64bdc2d5b648b4570" "Foregrip"
"55818afb4bdc2dde698b456d" "Bipod"
"55818b014bdc2ddc698b456b" "UBGL"
"55818b084bdc2d5b648b4571" "Flashlight"
"55818b0e4bdc2dde698b456e" "Laser designator"
"55818b164bdc2ddc698b456c" "Comb. tact. device"
"55818b1d4bdc2d5b648b4572" "Rail covers"
"55818b224bdc2dde698b456f" "Mount"
"559ba5b34bdc2d1f1a8b4582" "10-round polymer magazine 7.62x54R for SV-98"
"55d355e64bdc2d962f8b4569" "Upper receiver Colt M4A1 5.56x45 for M4A1 assault rifle"
"55d35ee94bdc2d61338b4568" "260mm barrel for AR-15 and compatible 5.56x45"
"55d3632e4bdc2d972f8b4569" "370mm barrel for AR-15 and compatible 5.56x45"
"55d447bb4bdc2d892f8b456f" "725mm barrel for MP-43e-1s 12ga"
"55d448594bdc2d8c2f8b4569" "610mm barrel for MP-133 12ga shotgun"
"55d4491a4bdc2d882f8b456e" "510mm barrel for MP-133 12ga"
"55d449444bdc2d962f8b456d" "610mm barrel for MP-133 12ga shotgun with rib"
"55d44fd14bdc2d962f8b456e" " Colt AR-15 charging handle for AR-15"
"55d459824bdc2d892f8b4573" "Knight's Armament KAC RIS handguard for AR-15 and compatibles"
"55d45d3f4bdc2d972f8b456c" "Izhmekh MP-133 Beechwood forestock"
"55d45f484bdc2d972f8b456d" "Custom plastic MP-133 forestock with mounts"
"55d480c04bdc2d1d4e8b456a" "30-round 6L23 5.45x39 magazine for AK-74 and compatibles"
"55d481904bdc2d8c2f8b456a" "45-round 6L26 5.45x39 magazine for AK-74 and compatibles"
"55d482194bdc2d1d4e8b456b" "60-round 6L31 5.45x39 magazine for AK-74 and compatibles"
"55d4837c4bdc2d1d4e8b456c" "10-round Saiga 545 5.45x39 magazine for AK-74 and compatibles"
"55d484b44bdc2d1d4e8b456d" "6-shell MP-133x6 12ga magazine"
"55d485804bdc2d8c2f8b456b" "8-shell MP-133x8 12ga magazine"
"55d485be4bdc2d962f8b456f" "PM/PPSH 9x18PM 84-round drum mag for PM"
"55d4887d4bdc2d962f8b4570" "Colt AR-15 5.56x45 STANAG 30-round magazine"
"55d48a634bdc2d8b2f8b456a" "Kiba Arms International SPRM mount for pump-action shotguns"
"55d48ebc4bdc2d8c2f8b456c" "Delta-tek Sprut mount for pump-action shotguns"
"55d4ae6c4bdc2d8b2f8b456e" "High Standard M4SS Stock"
"55d4af3a4bdc2d972f8b456f" " UTG Low Profile A2 Frontsight AR-15"
"55d4b9964bdc2d1d4e8b456e" "Colt A2 AR-15 pistol grip"
"55d5f46a4bdc2d1b198b4567" "Colt A2 Rearsight AR-15"
"55d614004bdc2d86028b4568" "Surefire SOCOM556-MONSTER 5.56x45 silencer"
"55d617094bdc2d89028b4568" "Knight's Armament Company KAC QDC Suppressor 6.5x35"
"55d6190f4bdc2d87028b4567" "Surefire SOCOM556-MINI MONSTER 5.56x45 Silencer"
"55d720f24bdc2d88028b456d" "Inventory"
"55d7217a4bdc2d86028b456d" "Default Inventory"
"55f84c3c4bdc2d5f408b4576" "Daniel Defence RIS II 9.5 foregrip for AR-15-compatible systems"
"560835c74bdc2dc8488b456f" "510mm barrel for MP-133 12ga shotgun with rib"
"560836484bdc2d20478b456e" "540mm barrel for MP-133 12ga shotgun"
"560836b64bdc2d57468b4567" "540mm barrel for MR-133 12ga shotgun with rib"
"560836fb4bdc2d773f8b4569" "660mm barrel for MR-133 12ga shotgun"
"560837154bdc2da74d8b4568" "660mm barrel for MP-133 12ga shotgun with rib"
"5608373c4bdc2dc8488b4570" "710mm barrel for MP-133 12ga shotgun"
"560837544bdc2de22e8b456e" "710mm barrel for MR-133 12ga shotgun with rib"
"560837824bdc2d57468b4568" "750mm barrel for MP-133 12ga shotgun"
"5608379a4bdc2d26448b4569" "750mm barrel for MP-133 12ga shotgun with rib"
"560838c94bdc2d77798b4569" "Remington Tactical Choke 12ga"
"56083a334bdc2dc8488b4571" "Plastic pistol grip for MP-133/153"
"56083be64bdc2d20478b456f" "Plastic stock for MP-133/153"
"56083cba4bdc2de22e8b456f" "Wooden stock for MP-133/153"
"56083e1b4bdc2dc8488b4572" "Izhmash SV-98 Rearsight"
"56083eab4bdc2d26448b456a" "SV-98 anti-heat ribbon"
"560d5e524bdc2d25448b4571" "12x70 7mm Buckshot"
"560d61e84bdc2da74d8b4571" "7.62x54R SNB"
"560d657b4bdc2da74d8b4572" "Zenit 2P Klesch flashlight + laser designator"
"560d75f54bdc2da74d8b4573" "7.62x54 R SNB ammo"
"560e620e4bdc2d724b8b456b" "SV-98 muzzle device"
"5644bd2b4bdc2d3b4c8b4572" "AK-74N 5.45x39 assault rifle"
"5645bc214bdc2d363b8b4571" "Kiver-M Helmet"
"5645bcb74bdc2ded0b8b4578" "Headphones"
"5645bcc04bdc2d363b8b4572" "Peltor ComTac 2 headset"
"5648a69d4bdc2ded0b8b457b" "BlackRock chest rig"
"5648a7494bdc2d9d488b4583" "PACA Soft Armor"
"5648ac824bdc2ded0b8b457d" "Zenit RP-1 charge handle for AK"
"5648ae314bdc2d3d1c8b457f" "CAA RS47 foregrip for AK-compatible systems"
"5648b0744bdc2d363b8b4578" "Wooden AK-74 handguard (6P20 Sb.6)"
"5648b1504bdc2d9d488b4584" "Polymer AK-74 foregrip (6P20 Sb.9)"
"5648b2414bdc2d3b4c8b4578" "UltiMAK M1-B handguard for AK"
"5648b4534bdc2d3d1c8b4580" "B-10M foregrip and rail mount B-19"
"5648b62b4bdc2d9d488b4585" "GP-34 underbarrel grenade launcher"
"5648b6ff4bdc2d3d1c8b4581" "Tactica Tula 10000 mount"
"5649a2464bdc2d91118b45a8" "NcStar MPR45 Backup mount"
"5649aa744bdc2ded0b8b457e" "Izhmash 5.45x39 AK-74 muzzle brake & compensator (6P20 0-20)"
"5649ab884bdc2ded0b8b457f" "Zenit DTK-1 7.62x39 & 5.45x39 muzzle brake & compensator for AK "
"5649ad3f4bdc2df8348b4585" "Izhmash AK bakelite pistol grip (6P4 Sb.8V)"
"5649ade84bdc2d1b2b8b4587" "Izhmash AK polymer pistol grip (6P1 Sb.8)"
"5649ae4a4bdc2d1b2b8b4588" "Zenit RK-3 AK pistol grip"
"5649af094bdc2df8348b4586" "Izhmash AK-74 dust cover (6P1 0-1)"
"5649af884bdc2d1b2b8b4589" "Zenit B-33 dust cover for AK-74"
"5649b0544bdc2d1b2b8b458a" "AK-74 Standard Rearsight (6P1 Sb.2)"
"5649b0fc4bdc2d17108b4588" "Izhmash polymer AK-74 stock (6P20 Sb.7)"
"5649b1c04bdc2d16268b457c" "Izhmash wooden AK-74 stock (6P20 Sb.5)"
"5649b2314bdc2d79388b4576" "ME adapter for AK"
"5649be884bdc2d79388b4577" "Colt buffer tube"
"5649d9a14bdc2d79388b4580" "Tactica Tula TT01 Rearsight Weaver Adapter"
"5649ed104bdc2d3d1c8b458b" "7.62x39 PS ammo package"
"564ca99c4bdc2d16268b4589" "6L20 30-round 5.45x39 magazine for AK-74 and compatible weapons"
"564ca9df4bdc2d35148b4569" "6L18 45-round 5.45x39 magazine for AK-74 and compatible weapons"
"564caa3d4bdc2d17108b458e" "TGP-A 5.45x39 muzzle device/suppressor"
"5656d7c34bdc2d9d198b4587" "7.62x39 mm PS"
"5656eb674bdc2d35148b457c" "40 mm VOG-25"
"566162e44bdc2d3f298b4573" "Compound item"
"5661632d4bdc2d903d8b456b" "Stackable item"
"566168634bdc2d144c8b456c" "Searchable item"
"566965d44bdc2d814c8b4571" "Loot container"
"566966cd4bdc2d0c4c8b4578" "Box full of junk"
"566abbb64bdc2d144c8b457d" "Stash"
"566abbc34bdc2d92178b4576" "Stash"
"5671435f4bdc2d96058b4569" "Locking container"
"567143bf4bdc2d1a0f8b4567" "Pistol case"
"5671446a4bdc2d97058b4569" "Pistol Case Key"
"5672c92d4bdc2d180f8b4567" "Dorm room 118 Key"
"5672cb124bdc2d1a0f8b4568" "AA Battery"
"5672cb304bdc2dc2088b456a" "D Size Battery"
"5672cb724bdc2dc2088b456b" "Geiger-Muller counter"
"5673de654bdc2d180f8b456d" "Can of pacific saury"
"56742c284bdc2d98058b456d" "Crickent lighter"
"56742c2e4bdc2d95058b456d" "Zibbo lighter"
"56742c324bdc2d150f8b456d" "Broken GPhone"
"567583764bdc2d98058b456e" "Stationary cont."
"5675838d4bdc2d95058b456e" "Drawer"
"567849dd4bdc2d150f8b456e" "Map"
"5696686a4bdc2da3298b456a" "Dollars"
"569668774bdc2da2298b4568" "Euros"
"56d59856d2720bd8418b456a" "P226R 9x19 pistol"
"56d59948d2720bb7418b4582" "P226 magazine"
"56d59d3ad2720bdb418b4577" "9x19 mm Pst gzh"
"56d5a1f7d2720bb3418b456a" "112mm barrel for P226 9x19"
"56d5a2bbd2720bb8418b456a" "Black polymer Sig Sauer pistol grip for P226"
"56d5a407d2720bb3418b456b" "SIG Sauer P226R 9x19 pistol slide"
"56d5a661d2720bd8418b456b" "Sig Sauer Standard Frontsight"
"56d5a77ed2720b90418b4568" "Sig Sauer P226 Standard Rearsight"
"56dee2bdd2720bc8328b4567" "MP-153 12ga semi-automatic shotgun"
"56deec93d2720bec348b4568" "750 mm barrel for MP-153 12ga shotgun"
"56deed6ed2720b4c698b4583" "Izhmekh MP-153 Polymer stock"
"56deee15d2720bee328b4567" "MP-153 forend cap"
"56deeefcd2720bc8328b4568" "MP-153 8-rd magazine extension"
"56def37dd2720bec348b456a" "X400 tactical flashlight"
"56dfef82d2720bbd668b4567" "5.45x39 mm BP"
"56dff026d2720bb8668b4567" "5.45x39 mm BS"
"56dff061d2720bb5668b4567" "5.45x39 mm BT"
"56dff0bed2720bb0668b4567" "5.45x39 mm FMJ"
"56dff216d2720bbd668b4568" "5.45x39 mm HP"
"56dff2ced2720bb4668b4567" "5.45x39 mm PP"
"56dff338d2720bbd668b4569" "5.45x39 mm PRS"
"56dff3afd2720bba668b4567" "5.45x39 mm PS"
"56dff421d2720b5f5a8b4567" "5.45x39 mm SP"
"56dff4a2d2720bbd668b456a" "5.45x39 mm T"
"56dff4ecd2720b5f5a8b4568" "5.45x39 mm US"
"56e0598dd2720bb5668b45a6" "PB 9x18PM silenced pistol"
"56e05a6ed2720bd0748b4567" "TSNIITOCHMASH bakelite PB side grips"
"56e05b06d2720bb2668b4586" "Stock silencer for PB 9x18 PM"
"56e294cdd2720b603a8b4575" "Mystery Ranch Terraplane Backpack"
"56e335e4d2720b6c058b456d" "Scav Backpack"
"56e33634d2720bd8058b456b" "Duffle bag"
"56e33680d2720be2748b4576" "Transformer Bag"
"56ea6fafd2720b844b8b4593" "Noveske KX3 5.56x45 flash hider"
"56ea70acd2720b844b8b4594" "Hensoldt FF 4-16x56 scope"
"56ea7165d2720b6e518b4583" "Badger Ordnance Tactical Charging Handle Latch "
"56ea7293d2720b8d4b8b45ba" "Sight Mount Sig 220-239 rear sight bearing"
"56ea8180d2720bf2698b456a" "KAC QD Compensator 5.56x45"
"56ea8222d2720b69698b4567" "Izhmash SV-98 bipod"
"56ea8d2fd2720b7c698b4570" "Windham Weaponry Rail Gas Block"
"56ea9461d2720b67698b456f" "Gas block"
"56eabcd4d2720b66698b4574" "MK12 Low Profile Gas Block"
"56eabf3bd2720b75698b4569" "MOE Carbine stock"
"570fd6c2d2720bc6458b457f" "Eotech 553 holographic sight"
"570fd721d2720bc5458b4596" "Walther MRS reflex sight"
"570fd79bd2720bc7458b4583" "OKP-7 reflex sight"
"5710c24ad2720bc3458b45a3" "F-1 Hand grenade"
"571659bb2459771fb2755a12" "DI ECS FDE pistol grip for AR-15 based systems"
"571a12c42459771f627b58a0" "TT pistol 7.62x25 TT"
"571a26d524597720680fbe8a" "116mm 7.62x25 TT barrel"
"571a279b24597720b4066566" "Homespun 121mm 7.62x25 TT barrel with threading"
"571a282c2459771fb2755a69" "Standard TT side grips"
"571a28e524597720b4066567" "Makeshift 7.62x25 TT silencer"
"571a29dc2459771fb2755a6a" "tt-105 7.62x25 TT Magazine"
"57235b6f24597759bf5a30f1" "AN/PVS-14 Night Vision Monocular"
"572b7adb24597762ae139821" "Scav Vest"
"572b7d8524597762b472f9d1" "Baseball cap"
"572b7f1624597762ae139822" "Balaclava"
"572b7fa124597762b472f9d2" "Beanie"
"572b7fa524597762b747ce82" "Lower half-mask"
"5732ee6a24597719ae0c0281" "Waist pouch"
"5733279d245977289b77ec24" "Car battery"
"573474f924597738002c6174" "Chainlet"
"5734758f24597738025ee253" "Golden neck chain"
"573475fb24597737fb1379e1" "Apollon Soyuz cigarettes "
"573476d324597737da2adc13" "Malboro Cigarettes"
"573476f124597737e04bf328" "Wilston cigarettes"
"5734770f24597738025ee254" "Strike Cigarettes"
"5734773724597737fd047c14" "Condensed milk"
"5734779624597737e04bf329" "CPU Fan"
"573477e124597737dd42e191" "PC CPU"
"5734781f24597737e04bf32a" "DVD drive"
"573478bc24597738002c6175" "Horse figurine"
"5734795124597738002c6176" "Insulating tape"
"57347b8b24597737dd42e192" "Classic matches"
"57347baf24597738002c6178" "RAM"
"57347c1124597737fb1379e3" "Duct tape"
"57347c2e24597744902c94a1" "Power supply unit"
"57347c5b245977448d35f6e1" "Bolts"
"57347c77245977448d35f6e2" "Screw nut"
"57347c93245977448d35f6e3" "Toothpaste"
"57347ca924597744596b4e71" "Graphics card"
"57347cd0245977445a2d6ff1" "T-Shaped Plug"
"57347d3d245977448f7b7f61" "Rye croutons"
"57347d5f245977448b40fa81" "Humpback salmon"
"57347d692459774491567cf1" "Can of green peas"
"57347d7224597744596b4e72" "Can of beef stew"
"57347d8724597744596b4e76" "Squash spread"
"57347d90245977448f7b7f65" "Pack of oat flakes"
"57347d9c245977448b40fa85" "Can of herring"
"57347da92459774491567cf5" "Can of delicious beef stew"
"5735fdcd2459776445391d61" "7.62x25mm TT AKBS"
"5735ff5c245977640e39ba7e" "7.62x25mm TT FMJ43"
"573601b42459776410737435" "7.62x25mm TT LRN"
"573602322459776445391df1" "7.62x25mm TT LRNPC"
"5736026a245977644601dc61" "7.62x25mm TT P gl"
"573603562459776430731618" "7.62x25mm TT Pst gzh"
"573603c924597764442bd9cb" "7.62x25mm TT PT gzh"
"573718ba2459775a75491131" "9x18 mm PM 9 BZT gzh"
"573719762459775a626ccbc1" "9x18 mm PM 9 P gzh"
"573719df2459775a626ccbc2" "9x18 mm PM PBM"
"57371aab2459775a77142f22" "9x18 mm PM PMM"
"57371b192459775a9f58a5e0" "9x18 mm PM PPe gzh"
"57371e4124597760ff7b25f1" "9x18 mm PM PPT gzh"
"57371eb62459776125652ac1" "9x18 mm PM PRS gs"
"57371f2b24597761224311f1" "9x18 mm PM PS gs PPO"
"57371f8d24597761006c6a81" "9x18 mm PM PSO gzh"
"5737201124597760fc4431f1" "9x18 mm PM Pst gzh"
"5737207f24597760ff7b25f2" "9x18 mm PM PSV"
"573720e02459776143012541" "9x18mm PM RG028 gzh"
"57372140245977611f70ee91" "9x18 mm PM SP7 gzh"
"5737218f245977612125ba51" "9x18 mm PM SP8 gzh"
"573722e82459776104581c21" "16 pcs. 9x18 PM BZHT gzh ammo box"
"573724b42459776125652ac2" "16 pcs. 9x18 PM P gzh ammo box"
"5737250c2459776125652acc" "16 pcs. 9x18 PM PBM ammo box"
"5737256c2459776125652acd" "16 pcs. 9x18 PM PMM ammo box"
"573725b0245977612125bae2" "16 pcs. 9x18 PM Ppe gzh ammo box"
"5737260b24597761224311f2" "16 pcs. 9x18 PM PPT gzh ammo box"
"5737266524597761006c6a8c" "16 pcs. 9x18 PM PRS gs ammo box"
"573726d824597765d96be361" "16 pcs. 9x18 PM PS gs PPO ammo box  "
"5737273924597765dd374461" "16 pcs. 9x18 PM PSO gzh ammo box"
"573727c624597765cc785b5b" "16 pcs. 9x18 PM Pst gzh ammo box"
"5737280e24597765cc785b5c" "16 pcs. 9x18 PM PSV ammo box"
"5737287724597765e1625ae2" "16 pcs. 9x18 PM RG028 gzh ammo box"
"573728cc24597765cc785b5d" "16 pcs. 9x18 PM SP7 gzh ammo box"
"573728f324597765e5728561" "16 pcs. 9x18 PM SP8 gzh ammo box"
"5737292724597765e5728562" "120 pcs. 5.45x39 BP gs ammo pack"
"57372a7f24597766fe0de0c1" "120 pcs. 5.45x39 BP gs ammo pack"
"57372ac324597767001bc261" "30 pcs. 5.45x39 BP gs ammo pack"
"57372b832459776701014e41" "120 pcs. 5.45x39 BS gs ammo pack"
"57372bad245977670b7cd242" "120 pcs. 5.45x39 BS gs ammo pack"
"57372bd3245977670b7cd243" "30 pcs. 5.45x39 BS gs ammo pack"
"57372c21245977670937c6c2" "120 pcs. 5.45x39 BT gs ammo pack"
"57372c56245977685e584582" "120 pcs. 5.45x39 BT gs ammo pack"
"57372c89245977685d4159b1" "30 pcs. 5.45x39 BT gs ammo pack"
"57372d1b2459776862260581" "120 pcs. 5.45x39 PP gs ammo pack"
"57372d4c245977685a3da2a1" "120 pcs. 5.45x39 PP gs ammo pack"
"57372db0245977685d4159b2" "30 pcs. 5.45x39 PP gs ammo pack"
"57372deb245977685d4159b3" "120 pcs. 5.45x39 PRS gs ammo pack"
"57372e1924597768553071c1" "120 pcs. 5.45x39 PRS gs ammo pack"
"57372e4a24597768553071c2" "30 pcs. 5.45x39 PRS gs ammo pack"
"57372e73245977685d4159b4" "120 pcs. 5.45x39 PS gs ammo pack"
"57372e94245977685648d3e1" "120 pcs. 5.45x39 PS gs ammo pack"
"57372ebf2459776862260582" "30 pcs. 5.45x39 PS gs ammo pack"
"57372ee1245977685d4159b5" "120 pcs. 5.45x39 T gs ammo pack"
"57372f2824597769a270a191" "120 pcs. 5.45x39 T gs ammo pack"
"57372f5c24597769917c0131" "30 pcs. 5.45x39 T gs ammo pack"
"57372f7d245977699b53e301" "120 pcs. 5.45x39 US gs ammo pack"
"57372fc52459776998772ca1" "120 pcs. 5.45x39 US gs ammo pack"
"5737300424597769942d5a01" "30 pcs. 5.45x39 US gs ammo pack"
"5737330a2459776af32363a1" "30 pcs. 5.45x39 FMJ ammo box"
"5737339e2459776af261abeb" "30 pcs. 5.45x39 HP ammo box"
"573733c72459776b0b7b51b0" "30 pcs. 5.45x39 SP ammo box"
"5739d41224597779c3645501" "16 pcs. 9x19 Pst Gzh ammo box"
"57486e672459770abd687134" "OKP-7 reflex sight"
"574d967124597745970e7c94" "Simonov Semi-Automatic Carbine SKS 7.62x39"
"574dad8024597745964bf05c" "Wooden stock 56-A-231 Sb.5"
"574db213245977459a2f3f5d" "SKS Standard Rearsight"
"574eb85c245977648157eec3" "Factory Plan"
"57505f6224597709a92585a9" "Alyonka chocolate bar"
"575062b524597720a31c09a1" "Green Ice"
"57513f07245977207e26a311" "Apple juice"
"57513f9324597720a7128161" "Grand juice"
"57513fcc24597720a31c09a6" "Vita juice"
"5751435d24597720a27126d1" "Max energy"
"57514643245977207f2c2d09" "TarCola"
"575146b724597720a27126d5" "Pack of milk"
"5751487e245977207e26a315" "Emelya rye croutons"
"5751496424597720a27126da" "Hot Rod"
"57518f7724597720a31c09ab" "Key 3"
"57518fd424597720c85dbaaa" "Key 5"
"5751916f24597720a27126df" "Key 2"
"5751961124597720a13989a7" "(off)Keycard"
"5751961824597720a31c09ac" "(off)Black Keycard"
"5751962524597720a7128169" "(off)Blue Keycard"
"5751a25924597722c463c472" "Army bandage"
"5751a89d24597722aa0e8db0" "Golden Star Balm"
"5755356824597772cb798962" "AI-2 medikit"
"5755383e24597772cb798966" "Vaseline"
"576165642459773c7a400233" "Saiga 12ga ver. 10 12/76 shotgun"
"576167ab2459773cad038c43" "SOK-12 Protection tube"
"576169e62459773c69055191" "SOK-12 polymer handguard Sb.7-1"
"57616a9e2459773c7a400234" "Sb.5 5-round 12/76 magazine for SOK-12 and compatible weapons"
"57616c112459773cce774d66" "Izhmash SOK-12 Sb.0-2 dust cover"
"57616ca52459773c69055192" "Izhmash SOK-12 AK type stock"
"576a581d2459771e7b1bc4f1" "Yarygin MP-443 Grach 9x19 pistol"
"576a5ed62459771e9c2096cb" "MP-443 9x19 18-round magazine"
"576a63cd2459771e796e0e11" "Polymer Izhmekh pistol grip for MP-443"
"576a7c512459771e796e0e17" "B-8 mount"
"576fd4ec2459777f0b518431" "Zenit-Belomo PSO 1M2-1 4x24 scope"
"577d128124597739d65d0e56" "Burris FastFire Weaver Base"
"577d141e24597739c5255e01" "Burris FastFire 3 Reflex Sight"
"577e1c9d2459773cd707c525" "Printer paper"
"5780cda02459777b272ede61" "Dorm room 306 Key"
"5780cf692459777de4559321" "Dorm room 315 Key"
"5780cf722459777a5108b9a1" "Dorm room 308 Key"
"5780cf7f2459777de4559322" "Marked key"
"5780cf942459777df90dcb72" "Dorm room 214 Key"
"5780cf9e2459777df90dcb73" "Dorm room 218 Key"
"5780cfa52459777dfb276eb1" "Dorm room 220 Key"
"5780d0532459777a5108b9a2" "Customs office key"
"5780d0652459777df90dcb74" "Cabinet key"
"5780d07a2459777de4559324" "Portable cabin key"
"57838ad32459774a17445cd2" "Special Sniper Rifle VSS Vintorez "
"57838c962459774a1651ec63" "VSS 9x39 integral barrel-suppressor"
"57838e1b2459774a256959b1" "VSS Vintorez Standard Rearsight"
"57838f0b2459774a256959b2" "10-round 6L24 9x39 VSS magazine"
"57838f9f2459774a150289a0" "20-round 6L25 9x39 VSS magazine"
"578395402459774a256959b5" "VSS Vintorez dust cover"
"578395e82459774a0e553c7b" "TSNIITochMash VSS Vintorez stock"
"5783c43d2459774bbe137486" "Empty Wallet"
"57864a3d24597754843f8721" "Jewelry"
"57864a66245977548f04a81f" "Electronics"
"57864ada245977548638de91" "Building material"
"57864bb7245977548b3b66c2" "Tool"
"57864c322459775490116fbf" "Household goods"
"57864c8c245977548867e7f1" "Medical supplies"
"57864e4c24597754843f8723" "Lubricant"
"57864ee62459775490116fc1" "Battery"
"578f8778245977358849a9b5" "Jacket"
"578f8782245977354405a1e3" "Safe"
"578f879c24597735401e6bc6" "Cash register"
"578f87a3245977356274f2cb" "Duffle bag"
"578f87ad245977356274f2cc" "Wooden crate"
"578f87b7245977356274f2cd" "Drawer"
"579204f224597773d619e051" "PM (t) 9x18PM pistol"
"5795f317245977243854e041" "Common container"
"5798a2832459774b53341029" "Customs plan"
"57a0dfb82459774d3078b56c" "9x39 mm SP-5"
"57a0e5022459774d1673f889" "9x39 mm SP-6"
"57a3459f245977764a01f703" "B-3 mount"
"57a349b2245977762b199ec7" "Door key"
"57a9b9ce2459770ee926038d" "IzhMash SOK-12 rear sight"
"57ac965c24597706be5f975c" "ELCAN SpecterDR 1x/4x Scope"
"57aca93d2459771f2c7e26db" "ELCAN SpecterDR 1x/4x Scope FDE"
"57acb6222459771ec34b5cb0" "Pilad 043-02 Mount"
"57ade1442459771557167e15" "Armacon Baskak stock"
"57adff4f24597737f373b6e6" "Sig BRAVO4 4X30 Scope"
"57ae0171245977343c27bfcf" "Belomo PK-06 reflex sight"
"57af48872459771f0b2ebf11" "Hogue OverMolded Rubber Grip FDE"
"57bef4c42459772e8d35a53b" "Armored equipment"
"57c44b372459772d2b39b8ce" "AS VAL"
"57c44dd02459772d2e0ae249" "AS VAL 9x39 integral barrel-suppressor"
"57c44e7b2459772d28133248" "AS VAL Standard rear sight"
"57c44f4f2459772d2c627113" "AS VAL Dust cover"
"57c44fa82459772d2d75e415" "AS VAL Pistol grip"
"57c450252459772d28133253" "TSNIITochMash AS VAL stock"
"57c55efc2459772d2c6271e7" "Hogue OverMolded Rubber Grip Black"
"57c55f092459772d291a8463" "Hogue OverMolded Rubber Grip Ghillie Earth"
"57c55f112459772d28133310" "Hogue OverMolded Rubber Grip Ghillie Green"
"57c55f172459772d27602381" "Hogue OverMolded Rubber Grip OD Green"
"57c5ac0824597754771e88a9" "Optical scope March Tactical 3-24x42 FFP"
"57c69dd424597774c03b7bbc" "30mm Scope mount"
"57c9a89124597704ee6faec1" "Sig Sauer FDE pistol grip for P226 (Combat)"
"57cd379a24597778e7682ecf" "Kiba Arms Tactical Tomahawk"
"57cff947245977638e6f2a19" "Magpul MOE AKM HAND GUARD (Black) for AK"
"57cffb66245977632f391a99" "Magpul M-LOK AFG Tactical grip"
"57cffcd624597763133760c5" "Magpul M-LOK AFG (Flat Dark Earth) Tactical grip"
"57cffcdd24597763f5110006" "Magpul M-LOK AFG (Olive Drab) Tactical grip"
"57cffce524597763b31685d8" "Magpul M-LOK AFG (Stealth Gray) Tactical grip"
"57cffd8224597763b03fc609" "Magpul MOE AKM HAND GUARD (Flat Dark Earth) for AK"
"57cffddc24597763133760c6" "Magpul MOE AKM HAND GUARD (Flat Dark Earth) for AK"
"57cffe0024597763b03fc60b" "Magpul MOE AKM HAND GUARD (Plum) for AK"
"57cffe20245977632f391a9d" "Magpul MOE AKM HAND GUARD (Stealth Gray) for AK"
"57d14d2524597714373db789" "PP-91 Kedr 9x18PM SMG"
"57d14e1724597714010c3f4b" "Standard 9x18PM 20-round magazine for PP-91"
"57d1519e24597714373db79d" "Standard 9x18PM 30-round magazine for PP-91"
"57d152ec245977144076ccdf" "ZMZ Polymer pistol grip for PP-91"
"57d17c5e2459775a5c57d17d" "Ultrafire WF-501B Flashlight"
"57d17e212459775a1179a0f5" "25 mm mount ring"
"57da93632459771cb65bf83f" "KAC QDSS NT-4 Black 5.56x45 silencer"
"57dbb57e2459774673234890" "KAC QDSS NT-4 FDE 5.56x45 silencer"
"57dc2fa62459775949412633" "Kalashnikov AKS-74U 5.45x39"
"57dc324a24597759501edc20" "IzhMash 5.45x39 muzzle brake for AKS-74U (6P26 0-20)"
"57dc32dc245977596d4ef3d3" "Wooden AKS-74U Handguard (6P26 Sb.6)"
"57dc334d245977597164366f" "AKS-74U Dust cover (6P26 Sb.7)"
"57dc347d245977596754e7a1" "IzhMash metal stock for AKS-74U (6P26 Sb.5)"
"57e26ea924597715ca604a09" "Bars A-2607- Damascus"
"57e26fc7245977162a14b800" "Bars A-2607- 95x18"
"57e3dba62459770f0c32322b" "Izhmash AK-74 Textolite pistol grip (6P4 Sb.9)"
"57ee59b42459771c7b045da5" "Rotor 43 RIS mount for PP Kedr"
"57f3a5ae2459772b0e0bf19e" "PSO scope eyecup"
"57f3c6bd24597738e730fa2f" "PP-91-01 Kedr-B 9x18PM SMG"
"57f3c7e024597738ea4ba286" "PP-91-01 Kedr-B muzzle thread piece"
"57f3c8cc2459773ec4480328" "PP-91-01 Kedr-B 9x18PM suppressor"
"57f4c844245977379d5c14d1" "PP-9 Klin 9x18PMM SMG"
"57fd23e32459772d0805bcf1" "Holosun LS321 Tactical device"
"57ffa9f4245977728561e844" "B-11 AKS-74U Handguard"
"57ffaea724597779f52b3a4d" "B-12 Mount"
"57ffb0062459777a045af529" "B-18 Mount"
"57ffb0e42459777d047111c5" "PBS-4 5.45x39 Silencer"
"5811ce572459770cba1a34ea" "Stash"
"5811ce662459770f6f490f32" "Stash"
"5811ce772459770e9e5f9532" "Stash"
"5827272a24597748c74bdeea" "SOK-12 aluminum handguard MTU002 Long Top"
"58272b392459774b4c7b3ccd" "SOK-12 aluminum handguard MTU002 Short Top"
"58272b842459774abc128d50" "SOK-12 CSS SIGHT RAIL MOUNT rear sight"
"58272d7f2459774f6311ddfd" "GK-02 Muzzle Brake"
"583990e32459771419544dd2" "Kalashnikov AKS-74UN 5.45x39"
"5839a40f24597726f856b511" "Kalashnikov AKS-74UB 5.45x39"
"5839a7742459773cf9693481" "IzhMash AKS-74UB Dust cover"
"58491f3324597764bc48fa02" "Eotech XPS3-0 holographic sight"
"584924ec24597768f12ae244" "Eotech XPS3-2 holographic sight"
"584984812459776a704a82a6" "VOMZ Pilad P1X42 WEAVER reflex sight"
"5857a8b324597729ab0a0e7d" "Secure container Beta"
"5857a8bc2459772bad15db29" "Secure container Gamma"
"587de4282459771bca0ec90b" "Threaded barrel for P226 9x19"
"587de5ba2459771c0f1e8a58" "P226 thread protection cap"
"587df3a12459772c28142567" "10 rnds. SKS internal box magazine 7.62x39"
"587df583245977373c4f1129" "ProMag SKS-A5 7.62x39 20-round SKS magazine."
"587e02ff24597743df3deaeb" "Simonov Semi-Automatic Carbine SKS 7.62x39 Hunting RifleVersion"
"587e0531245977466077a0f7" "Wooden stock for Molot OP-SKS"
"587e08ee245977446b4410cf" "Dovetail OP-SKS mount."
"588200af24597742fa221dfb" "610 mm barrel for MP-153 12ga shotgun"
"588200c224597743990da9ed" "660 mm barrel for MP-153 12ga shotgun"
"588200cf2459774414733d55" "710 mm barrel for MP-153 12ga shotgun"
"58820d1224597753c90aeb13" "12x70 Led slug"
"5882163224597757561aa920" "MP-153 7-rd magazine extension"
"5882163824597757561aa922" "MP-153 6-rd magazine extension"
"5882163e24597758206fee8c" "MP-153 5-rd magazine extension"
"588226d124597767ad33f787" "Magpul AFG grip black"
"588226dd24597767ad33f789" "Magpul AFG grip FDE"
"588226e62459776e3e094af7" "Magpul AFG grip FG"
"588226ef24597767af46e39c" "Magpul AFG grip OD"
"58864a4f2459770fcc257101" "9x19 mm PSO gzh"
"5887431f2459777e1612938f" "7.62x54R LPS Gzh"
"588892092459774ac91d4b11" "DVL-10 Saboteur sniper rifle"
"5888945a2459774bf43ba385" "500mm .308 barrel for DVL-10"
"5888956924597752983e182d" "660mm .308 barrel for DVL-10 M2"
"5888961624597754281f93f3" "Harris HBR Bipod"
"5888976c24597754281f93f5" "LOBAEV Arms DVL-10 M2 handguard"
"5888988e24597752fe43a6fa" "10-round .308 DVL-10 magazine"
"5888996c24597754281f9419" "DVL-10 M2 muzzle brake"
"58889c7324597754281f9439" "DVL-10 muzzle device"
"58889d0c2459775bc215d981" "LOBAEV Arms Stock"
"588b56d02459771481110ae2" "Daniel Defence RIS II 9.5 foregrip for AR-15-compatible systems"
"58948c8e86f77409493f7266" "SIG MPX 9x19 Submachine gun"
"58949dea86f77409483e16a8" "A2 9x19 Flash hider for MPX"
"58949edd86f77409483e16a9" "SIG double latch charging handle for MPX"
"58949fac86f77409483e16aa" "SIG single latch charging handle for MPX"
"5894a05586f774094708ef75" "Standard MPX 30-round 9x19 magazine"
"5894a13e86f7742405482982" "Early produced SIG collapsing/telescoping MCX/MPX stock"
"5894a2c386f77427140b8342" "203 mm 9x19 barrel for MPX"
"5894a42086f77426d2590762" "Handguard SIG MPX Gen. 1 for MPX"
"5894a51286f77426d13baf02" "Pistol grip SIG MPX"
"5894a5b586f77426d2590767" "Upper receiver of the first generation SIG MPX "
"5894a73486f77426d259076c" "SIG MPX Flip Up Frontsight"
"5894a81786f77427140b8347" "SIG MPX Flip Up Rearsight"
"58a56f8d86f774651579314c" "SIG MPX Gen1 Handguard 2 inch rail adapter"
"58a5c12e86f7745d585a2b9e" "SIG MPX Gen1 Handguard 4 inch rail adapter"
"58ac1bf086f77420ed183f9f" "SIG retractable stock pipe adapter"
"58ac60eb86f77401897560ff" "Balaclava_dev"
"58aeaaa886f7744fc1560f81" "165 mm 9x19 barrel for MPX-SD"
"58aeac1b86f77457c419f475" "MPX-SD 9x19 Integrated silencer"
"58c157be86f77403c74b2bb6" "Tango Down Stubby BGV-MK46K tactical grip FDE"
"58c157c886f774032749fb06" "Tango Down Stubby BGV-MK46K tactical grip FG"
"58d2664f86f7747fec5834f6" "Cross Slot Mount base for Deltapoint scopes"
"58d268fc86f774111273f8c2" "Leupold DeltaPoint Reflex Sight"
"58d2912286f7744e27117493" "Magpul Rubber Butt-Pad for Carbine stock series"
"58d2946386f774496974c37e" "MOE Carbine stock FDE"
"58d2946c86f7744e271174b5" "MOE Carbine stock FG"
"58d2947686f774485c6a1ee5" "MOE Carbine stock OD"
"58d2947e86f77447aa070d53" "MOE Carbine stock SG"
"58d399e486f77442e0016fe7" "Aimpoint Micro T-1 reflex sight"
"58d39b0386f77443380bf13c" "Aimpoint Micro Spacer High"
"58d39d3d86f77445bb794ae7" "Aimpoint mount for the sights of Micro series."
"58d3db5386f77426186285a0" "M67 Hand grenade"
"58dd3ad986f77403051cba8f" "7.62x51 mm M80"
"5900b89686f7744e704a8747" "Woods Plan"
"5909d24f86f77466f56e6855" "Medbag SMU06"
"5909d36d86f774660f0bb900" "Grenade box"
"5909d45286f77465a8136dc6" "Wooden ammo box"
"5909d4c186f7746ad34e805a" "Medcase"
"5909d50c86f774659e6aaebe" "Toolbox"
"5909d5ef86f77467974efbd8" "Weapon box"
"5909d76c86f77471e53d2adf" "Weapon box"
"5909d7cf86f77470ee57d75a" "Weapon box"
"5909d89086f77472591234a0" "Weapon box"
"5909e4b686f7747f5b744fa4" "Dead Scav"
"5909e99886f7740c983b9984" "USB Adapter"
"590a358486f77429692b2790" "Rechargeable battery"
"590a373286f774287540368b" "Dry fuel"
"590a386e86f77429692b27ab" "Damaged hard drive"
"590a391c86f774385a33c404" "Magnet"
"590a3b0486f7743954552bdb" "Printed circuit board"
"590a3c0a86f774385a33c450" "Spark plug"
"590a3cd386f77436f20848cb" "Energy-saving lamp"
"590a3d9c86f774385926e510" "Ultraviolet lamp"
"590a3efd86f77437d351a25b" "Gas analyzer"
"590c2b4386f77425357b6123" "Pliers"
"590c2c9c86f774245b1f03f2" "Construction measuring tape"
"590c2d8786f774245b1f03f3" "Screwdriver"
"590c2e1186f77425357b6124" "A set of tools"
"590c311186f77424d1667482" "Wrench"
"590c31c586f774245e3141b2" "A pack of nails"
"590c346786f77423e50ed342" "Xenomorph sealing foam"
"590c35a486f774273531c822" "Shustrilo sealing foam"
"590c37d286f77443be3d7827" "SAS drive"
"590c392f86f77444754deb29" "SSD drive"
"590c595c86f7747884343ad7" "Air filter for gas mask"
"590c5a7286f7747884343aea" "Gunpowder Kite"
"590c5bbd86f774785762df04" "WD-40 100ml."
"590c5c9f86f77477c91c36e7" "WD-40 400ml"
"590c5d4b86f774784e1b9c45" "Iskra lunch box"
"590c5f0d86f77413997acfab" "MRE lunch box"
"590c60fc86f77412b13fddcf" "Documents case"
"590c621186f774138d11ea29" "Secure Flash drive"
"590c62a386f77412b0130255" "Sliderkey Secure Flash drive"
"590c639286f774151567fa95" "Technical documentation"
"590c645c86f77412b01304d9" "Diary"
"590c651286f7741e566b6461" "Slim diary"
"590c657e86f77412b013051d" "Grizzly First Aid Kit"
"590c661e86f7741e566b646a" "Car first aid kit"
"590c678286f77426c9660122" "IFAK personal tactical first aid kit"
"590c695186f7741e566b64a2" "Augmentin antibiotic pills"
"590dde5786f77405e71908b2" "Bank case"
"590de4a286f77423d9312a32" "Car key"
"590de52486f774226a0c24c2" "Machinery key"
"590de5d986f77417a4293192" "A case from safety deposit box"
"590de71386f774347051a052" "Antique teapot"
"590de7e986f7741b096e5f32" "Antique vase"
"590de92486f77423d9312a33" "Gold pocket watch on a chain"
"5910922b86f7747d96753483" "Carbon case"
"591092ef86f7747bb8703422" "Secure case for documents n.0022"
"591093bb86f7747caa7bb2ee" "Sealed letter"
"591094e086f7747caa7bb2ef" "Body armor repair kit"
"5910959486f7747d96753485" "Knife repair and sharpening kit"
"5910968f86f77425cf569c32" "Weapons repair kit"
"5913611c86f77479e0084092" "Trailer park cabin key"
"5913651986f774432f15d132" "VAZ key"
"59136a4486f774447a1ed172" "Dorm guard desk key"
"59136e1e86f774432f15d133" "Dorm room 110 Key"
"59136f6f86f774447a1ed173" "Car key"
"591382d986f774465a6413a7" "Dorm room 105 Key"
"591383f186f7744a4c5edcf3" "Dorm room 104 Key"
"5913877a86f774432f15d444" "The key to the gas station storage room"
"5913915886f774123603c392" "Military base checkpoint key"
"59139c2186f77411564f8e42" "PC block"
"5914578086f774123569ffa4" "Dorm room 108 Key"
"59148c8a86f774197930e983" "Dorm room 204 Key"
"59148f8286f7741b951ea113" "Weapon safe key"
"5914944186f774189e5e76c2" "Jacket"
"591ae8f986f77406f854be45" "Yotota car key"
"591aef7986f774139d495f03" "Troy M7A1 PDW Blk stock"
"591af10186f774139d495f0e" "Troy M7A1 PDW FDE stock"
"591af28e86f77414a27a9e1d" "Viking Tactical UVG Tactical grip"
"591afe0186f77431bd616a11" "Key ZB-014"
"591c4e1186f77410354b316e" "Cobra family sights shade"
"591c4efa86f7741030027726" "Cobra EKP-8-18 reflex sight"
"591ee00d86f774592f7b841e" "Axion Cobra mount"
"5926bb2186f7744b1c6c6e60" "HK MP5 9x19 submachinegun (Navy 3 Round Burst)"
"5926c0df86f77462f647f764" "HK MP5 Upper receiver"
"5926c32286f774616e42de99" "MP5 Cocking Handle"
"5926c36d86f77467a92a8629" "MP5 Wide Tropical Polymer handguard"
"5926c3b286f774640d189b6b" "Standard MP5 30-round 9x19 magazine"
"5926d2be86f774134d668e4e" "HK MP5 Drum Rearsight"
"5926d33d86f77410de68ebc0" "MP5SD 9x19 silencer"
"5926d3c686f77410de68ebc8" "HK A2 Stock"
"5926d40686f7740f152b6b7e" "HK A3 old stock model."
"5926dad986f7741f82604363" "MFI HK Universal Low Profile Scope Mount"
"5926e16e86f7742f5a0f7ecb" "3 Lug thread protector"
"5926f2e086f7745aae644231" "HK MP5SD Upper receiver"
"5926f34786f77469195bfe92" "MP5SD Polymer handguard"
"5929a2a086f7744f4b234d43" "UMTBS 6sh112 Scout-Sniper"
"592c2d1a86f7746dbe2af32a" "ANA Tactical Alpha chest rig"
"5937ee6486f77408994ba448" "Machinery key"
"5937ef2b86f77408a47244b3" "Jacket"
"5937fc6786f7742cab753590" "Silver pocket watch on a chain"
"5937fd0086f7742bf33fc198" "Bronze pocket watch on a chain"
"5938144586f77473c2087145" "Portable cabin key of customs Factory zone"
"5938188786f77474f723e87f" "Secure case for documents 0031"
"5938504186f7740991483f30" "Dorm room 203 Key"
"593858c486f774253a24cb52" "Door key"
"5938603e86f77435642354f4" "Dorm room 206 Key"
"59387a4986f77401cc236e62" "Dorm room 114 Key"
"59387ac686f77401442ddd61" "Jacket"
"5938878586f7741b797c562f" "Secure case for documents 0052"
"5938994586f774523a425196" "Dorm room 103 Key"
"593962ca86f774068014d9af" "Unknown key"
"593965cf86f774087a77e1b6" "Secure case for documents 0048"
"5939a00786f7742fe8132936" "Zibbo lighter"
"5939e5a786f77461f11c0098" "Secure case for documents 0013"
"5939e9b286f77462a709572c" "Sealed letter"
"593a87af86f774122f54a951" "Syringe with a chemical"
"593aa4be86f77457f56379f8" "Dorm room 303 Key"
"593d1fa786f7746da62d61ac" "UTG SKS SOCOM Rail mount"
"593d489686f7745c6255d58a" "Hexagon AKM 7.62x39 sound suppressor"
"593d490386f7745ee97a1555" "Hexagon SKS 7.62x39 sound suppressor"
"593d493f86f7745e6b2ceb22" "Hexagon AK-74 5.45x39 sound suppressor"
"5943d9c186f7745a13413ac9" "Shrapnel"
"5943ee5a86f77413872d25ec" "PWS CQB 5.56 x 45 Muzzle brake"
"5943eeeb86f77412d6384f6b" "PWS CQB 74 5.45x39 Muzzle brake"
"5947c73886f7747701588af5" "MFT BUS Stock"
"5947db3f86f77447880cf76f" "Cobra EKP-8-02 reflex sight"
"5947e98b86f774778f1448bc" "UBR GEN2 black stock"
"5947eab886f77475961d96c5" "UBR GEN2 FDE stock"
"5947f92f86f77427344a76b1" "TAPCO SAW-Style black pistol grip for AK"
"5947fa2486f77425b47c1a9b" "TAPCO SAW-Style FDE pistol grip for AK"
"595cf16b86f77427440c32e2" "Handguard War Sport LVOA-S blk. for use with AR-15 and compatible"
"595cfa8b86f77427437e845b" "Handguard War Sport LVOA-C blk. for use with AR-15 and compatible"
"5963866286f7747bf429b572" "Stash"
"5963866b86f7747bfa1c4462" "Stash"
"5991b51486f77447b112d44f" "MS2000 Marker"
"5996f6cb86f774678763a6ca" "RGD-5 Shrapnel"
"5996f6d686f77467977ba6cc" "F1 Shrapnel"
"5996f6fc86f7745e585b4de3" "M67 Shrapnel"
"59984ab886f7743e98271174" "Submachinegun PP-19-01 Vityaz-SN 9x19"
"59984b4286f77445bd2d4a07" "PP-19-01 Polymer handguard"
"5998517986f7746017232f7e" "PP-19-01 Izhmash pistol grip"
"599851db86f77467372f0a18" "Metal Izhmash stock for PP-19-01"
"5998529a86f774647f44f421" "10-round Izh.9x19 Sb.7 magazine"
"5998597786f77414ea6da093" "Izhmash 9x19 PP-19-01 muzzle brake/compensator"
"5998598e86f7740b3f498a86" "Izhmash 9x19 Saiga-9 muzzle brake/compensator"
"59985a6c86f77414ec448d17" "Izhmash Vityaz-SN receiver cover"
"59985a8086f77414ec448d1a" "Izhmash Vityaz receiver cover"
"599860ac86f77436b225ed1a" "Standard PP-19-01 30-round 9x19 magazine"
"599860e986f7743bb57573a6" "Izhmash rear sight fro PP-19-01"
"59bfc5c886f7743bf6794e62" "Vityaz 9x19 sound suppressing device"
"59bfe68886f7746004266202" "Vltor MUR-1S 5.56x45 Upper receiver for AR systems"
"59bffbb386f77435b379b9c2" "Silencerco Hybrid 46 multi-caliber silencer"
"59bffc1f86f77435b128b872" "Direct Thread Mount adapter for Silencerco Hybrid 46."
"59c0ec5b86f77435b128bfca" "Hexagon 12K sound suppressor"
"59c1383d86f774290a37e0ca" "Magpul PMAG D-60 5.56x45 60-round magazine"
"59c63b4486f7747afb151c1c" "B&T MP5 SD Tri Rail Ring Mount"
"59c6633186f7740cf0493bb9" "AK-74 Gas tube"
"59ccd11386f77428f24a488f" "PP-19-01 gas tube"
"59ccfdba86f7747f2109a587" "UltiMAK M1-B gas tube for AK"
"59d36a0086f7747e673f3946" "AKS-74U Gas tube"
"59d6088586f774275f37482f" "AKM 7.62x39 assault rifle"
"59d625f086f774661516605d" "Izhmash AK magazine (issued ‘55 or later) 30-round for 7.62x39 AK and compatibles"
"59d6272486f77466146386ff" "Pmag 30 AK/AKM GEN M3 7.62x39 magazine for AK and compatibles, 30-round capacity"
"59d64ec286f774171d1e0a42" "AKM (6P1 Sb.1-2) gas tube"
"59d64f2f86f77417193ef8b3" "Wooden AK-74 handguard (6P1 Sb.6-1)"
"59d64fc686f774171b243fe2" "Izhmash 7.62x39 AKM muzzle brake & compensator (6P1 0-14)"
"59d6507c86f7741b846413a2" "Izhmash AKM dust cover (6P1 0-1)"
"59d650cf86f7741b846413a4" "AKM Standard Rearsight (6P1 Sb.2-1)"
"59d6514b86f774171a068a08" "Izhmash wooden AKM stock (6P1 Sb.5)"
"59d790f486f77403cb06aec6" "Armytek Predator Pro v3 XHP35 HI Flashlight"
"59db3a1d86f77429e05b4e92" "Naroh Arms GRAL-S Pistol grip for AR-15-compatible weapons"
"59db3acc86f7742a2c4ab912" "Stark AR Rifle Grip (black) for AR-15-compatible weapons"
"59db3b0886f77429d72fb895" "Stark AR Rifle Grip (FDE) for AR-15-compatible weapons"
"59db794186f77448bc595262" "Secure container Epsilon"
"59db7e1086f77448be30ddf3" "Trijicon ACOG 3.5x35 scope"
"59db7eed86f77461f8380365" "TA51 Mount for sights"
"59e0bdb186f774156f04ce82" "Vltor CASV KeyMod 2 inch guide"
"59e0be5d86f7742d48765bd2" "Vltor CASV KeyMod 4 inch guide"
"59e0bed186f774156f04ce84" "Vltor CASV keymod 6 inch guide"
"59e0d99486f7744a32234762" "7.62x39 mm BP"
"59e3556c86f7741776641ac2" "Ox bleach"
"59e3577886f774176a362503" "Pack of sugar"
"59e358a886f7741776641ac3" "Clin wiper"
"59e3596386f774176c10a2a2" "Paid AntiRoach"
"59e35abd86f7741778269d82" "Sodium bicarbonate"
"59e35cbb86f7741778269d83" "Corrugated hose"
"59e35de086f7741778269d84" "Electric drill"
"59e35ef086f7741777737012" "A pack of screws"
"59e3606886f77417674759a5" "Saline solution"
"59e361e886f774176c10a2a5" "Hydrogen peroxide"
"59e3639286f7741777737013" "Bronze lion"
"59e3647686f774176a362507" "Wooden clock"
"59e3658a86f7741776641ac4" "Cat figurine"
"59e366c186f7741778269d85" "Piece of plexiglas"
"59e36c6f86f774176c10a2a7" "Powercord"
"59e4cf5286f7741778269d8a" "7.62x39 mm T45M"
"59e4d24686f7741776641ac7" "7.62x39 mm US"
"59e4d3d286f774176a36250a" "7.62x39 mm HP"
"59e5d83b86f7745aed03d262" "7.62x39 ribbed metal magazine for AK and compatibles, 10-round capacity"
"59e5f5a486f7746c530b3ce2" "Molot 6P2.Sb-11 7.62x39 magazine for AK and compatibles, 40-round capacity"
"59e6152586f77473dc057aa1" "Vepr KM / VPO-136 7.62x39 carbine"
"59e61eb386f77440d64f5daf" "Molot 7.62x39 Vepr KM / VPO-136 muzzle brake & compensator"
"59e6227d86f77440d64f5dc2" "Molot wooden VPO-136 stock"
"59e6284f86f77440d569536f" "Wooden VPO-136 handguard"
"59e62cc886f77440d40b52a1" "Izhmash AKM bakelite pistol grip"
"59e6318286f77444dd62c4cc" "Molot AK bakelite pistol grip"
"59e6449086f7746c9f75e822" "Molot AKM type dust cover"
"59e649f986f77411d949b246" "Molot AKM type gas tube"
"59e6542b86f77411dc52a77a" ".366 TKM FMJ"
"59e655cb86f77411dc52a77b" ".366 TKM EKO"
"59e6658b86f77411d949b250" ".366 TKM Geksa"
"59e6687d86f77411d949b251" "Vepr AKM / VPO-209 366TKM carbine"
"59e68f6f86f7746c9f75e846" "5.56x45 mm M856"
"59e6906286f7746c9f75e847" "5.56x45 mm M856A1"
"59e690b686f7746c9f75e848" "5.56x45 mm M995"
"59e6918f86f7746c9f75e849" "5.56x45 mm Mk 255 Mod 0"
"59e6920f86f77411d82aa167" "5.56x45 mm 55 FMJ"
"59e6927d86f77411da468256" "5.56x45 mm 55 HP"
"59e7635f86f7742cbf2c1095" "Module-3M bodyarmor"
"59e763f286f7742ee57895da" "Pilgrim tourist backpack"
"59e7643b86f7742cbf2c109a" "Wartech gear rig (TV-109, TV-106)"
"59e7708286f7742cbd762753" "Ushanka ear-flap cap"
"59e770b986f7742cbd762754" "Anti-fragmentation glasses"
"59e770f986f7742cbe3164ef" "Army cap"
"59e7711e86f7746cae05fbe1" "Kolpak-1S riot helmet"
"59e7715586f7742ee5789605" "Respirator"
"59e77a2386f7742ee578960a" "7.62x54R 7N1 Sniper cartridge"
"59e8936686f77467ce798647" "Balaclava_test"
"59e8977386f77415a553c453" "AKM / VPO-209 Standard Rearsight"
"59e898ee86f77427614bd225" "Wooden AKM / VPO-209 handguard"
"59e89d0986f77427600d226e" "Molot wooden VPO-209 stock"
"59e8a00d86f7742ad93b569c" "Thread protection for AKM/VPO-209"
"59eb7ebe86f7740b373438ce" "TOZ 6P29M Mount"
"59ecc28286f7746d7a68aa8c" "AKS-74/AKS-74U PT Lock"
"59ecc3dd86f7746dc827481c" "Zenit PT-3 Klassika stock"
"59ef13ca86f77445fd0e2483" "Jack-o'-lantern tactical pumpkin helmet"
"59f32bb586f774757e1e8442" "Dogtag BEAR"
"59f32c3b86f77472a31742f0" "Dogtag USEC"
"59f8a37386f7747af3328f06" "Fortis Shift tactical grip"
"59f98b4986f7746f546d2cef" "9x21 Serdyukov automatic pistol SR1MP Gyurza"
"59f99a7d86f7745b134aa97b" "SR1-MP magazine"
"59f9cabd86f7743a10721f46" "Saiga-9 9x19 Carbine"
"59f9d81586f7744c7506ee62" "Vortex Razor AMG UH-1 holographic sight"
"59f9ddae86f77407ab46e047" "Secure Flash drive"
"59faf7ca86f7740dbe19f6c2" "Roler submariner gold wrist watch"
"59faf98186f774067b6be103" "Heat-exchange alkali surface washer"
"59fafb5d86f774067a6f2084" "5L propane tank"
"59fafc5086f7740dbe19f6c3" "Palm US AK30 7.62x39 magazine for AK and compatibles, 30-round capacity (black)"
"59fafc9386f774067d462453" "Palm US AK30 7.62x39 magazine for AK and compatibles, 30-round capacity (FDE)"
"59fafd4b86f7745ca07e1232" "Keytool"
"59faff1d86f7746c51718c9c" "Physical bitcoin"
"59fb016586f7746d0d4b423a" "Money case"
"59fb023c86f7746d0d4b423c" "Weapon case"
"59fb042886f7746c5005a7b2" "Items case"
"59fb137a86f7740adb646af1" "Tromix Monster Claw 12ga muzzle brake"
"59fb257e86f7742981561852" "Zenit DTK-4M muzzle brake"
"59fb375986f7741b681b81a6" "Krebs Custom UFM Keymod System handguard for AKM"
"59fc48e086f77463b1118392" "Magpul RVG grip black"
"59ff346386f77477562ff5e2" "AKMS 7.62x39 assault rifle"
"59ff3b6a86f77477562ff5ed" "Izhmash shoulder piece for AKMS (6P4 Sb.1-19)"
"5a0060fc86f7745793204432" "Izhmash 7.62x39 AKMS aluminium magazine for AK and compatibles, 30-round capacity"
"5a0071d486f77404e23a12b2" "Wooden Izhmash AKM pistol grip for AK"
"5a01ad4786f77450561fda02" "Kiba Arms VDM CS gas tube"
"5a01c29586f77474660c694c" "Izhmash 6L10 7.62x39 magazine for AK and compatibles, 30-round capacity"
"5a043f2c86f7741aa57b5145" "Quest test key"
"5a0448bc86f774736f14efa8" "The key to the closed premises of the sanatorium"
"5a0abb6e1526d8000a025282" "Taktika Tula AK and AKM adapter"
"5a0c27731526d80618476ac4" "Zarya stun grenade"
"5a0c59791526d8dba737bba7" "Recoil pad from GP-25 for AK Accessory Kit"
"5a0d63621526d8dba31fe3bf" "PBS-1 7.62x39 silencer"
"5a0d716f1526d8000d26b1e2" "Izhmash 7.62x39 flash hider for AKML system"
"5a0dc45586f7742f6b0b73e3" "Office 104 West wing key"
"5a0dc95c86f77452440fc675" "Office 112 West wing key"
"5a0ea64786f7741707720468" "Office 107 East wing key"
"5a0ea69f86f7741cd5406619" "Office 108 East wing key"
"5a0ea79b86f7741d4a35298e" "Health resort utility room key"
"5a0eb38b86f774153b320eb0" "SMW car key"
"5a0eb6ac86f7743124037a28" "Cottage back entrance key"
"5a0eb980fcdbcb001a3b00a6" "AKMB system rear sight"
"5a0ec13bfcdbcb00165aa685" "AKMN 7.62x39 assault rifle"
"5a0ec6d286f7742c0b518fb5" "West wing room 205 key"
"5a0ec70e86f7742c0b518fba" "West wing room 207 key"
"5a0ed824fcdbcb0176308b0d" "AKMP system rear sight device"
"5a0ee30786f774023b6ee08f" "West wing room 216 key"
"5a0ee34586f774023b6ee092" "West wing room 220 key"
"5a0ee37f86f774023657a86f" "West wing room 221 key"
"5a0ee4b586f7743698200d22" "East wing room 206 key"
"5a0ee62286f774369454a7ac" "East wing room 209 key"
"5a0ee72c86f77436955d3435" "East wing room 213 key"
"5a0ee76686f7743698200d5c" "East wing room 216 key"
"5a0eeb1a86f774688b70aa5c" "West wing room 303 key"
"5a0eeb8e86f77461257ed71a" "West wing room 309 key"
"5a0eebed86f77461230ddb3d" "West wing room 325 key"
"5a0eec9686f77402ac5c39f2" "East wing room 310 key"
"5a0eecf686f7740350630097" "East wing room 313 key"
"5a0eed4386f77405112912aa" "East wing room 314 key"
"5a0eedb386f77403506300be" "East wing room 322 key"
"5a0eee1486f77402aa773226" "East wing room 328 key"
"5a0eff2986f7741fd654e684" "Health resort room 321 safe key"
"5a0f006986f7741ffd2fe484" "Weather station safe key"
"5a0f045e86f7745b0f0d0e42" "Gas station safe key"
"5a0f068686f7745b0d4ea242" "Cottage safe key"
"5a0f075686f7745bcc42ee12" "Key to store safe"
"5a0f08bc86f77478f33b84c2" "Health resort management office safe key"
"5a0f096dfcdbcb0176308b15" "AKMP system front sight device"
"5a0f0f5886f7741c4e32a472" "Health resort warehouse safe key"
"5a13ee1986f774794d4c14cd" "West wing room 323 key"
"5a13eebd86f7746fd639aa93" "West wing room 218 key"
"5a13ef0686f7746e5a411744" "West wing room 219 key"
"5a13ef7e86f7741290491063" "West wing room 301 key"
"5a13f24186f77410e57c5626" "East wing room 222 key"
"5a13f35286f77413ef1436b0" "East wing room 226 key"
"5a13f46386f7741dd7384b04" "West wing room 306 key"
"5a144bdb86f7741d374bbde0" "East wing room 205 key"
"5a144dfd86f77445cb5a0982" "West wing room 203 key"
"5a1452ee86f7746f33111763" "West wing room 222 key"
"5a145d4786f7744cbb6f4a12" "East wing room 306 key"
"5a145d7b86f7744cbb6f4a13" "East wing room 308 key"
"5a145ebb86f77458f1796f05" "East wing room 316 key"
"5a154d5cfcdbcb001a3b00da" "Ops-Core Fast MT SUPER HIGH CUT Helmet"
"5a16b672fcdbcb001912fa83" "Ops-Core FAST Visor"
"5a16b7e1fcdbcb00165aa6c9" "Multi-hit ballistic face shield-visor for Ops-Core FAST helmet"
"5a16b8a9fcdbcb00165aa6ca" "Norotos Titanium Advanced Tactical Mount "
"5a16b93dfcdbcbcae6687261" "Dual Dovetail Mount for PVS-14 monocular"
"5a16b9fffcdbcb0176308b34" "Ops-Core FAST RAC Headset"
"5a16ba61fcdbcb098008728a" "Ops-Core Fast GUNSIGHT Mandible"
"5a16badafcdbcb001865f72d" "Ops-Core Fast  Side Armor"
"5a16bb52fcdbcb001a3b00dc" "Wilcox Skull Lock head mount"
"5a17f98cfcdbcb0980087290" "Stechkin Automatic Pistol 9x18PM"
"5a17fb03fcdbcbcae668728f" "Standard APS 9x18PM 20-round magazine"
"5a17fb9dfcdbcbcae6687291" "APB detachable wire stock"
"5a17fc70fcdbcb0176308b3d" "APS bakelite side-pieces"
"5a1eaa87fcdbcb001865f75e" "Trijicon REAP-IR thermal riflescope"
"5a1eacb3fcdbcb09800872be" "REAP-IR scope eyecup"
"5a1ead28fcdbcb001912fa9f" "UNV DLOC-IRD Mount for sights"
"5a269f97c4a282000b151807" "9x21 mm SP10"
"5a26abfac4a28232980eabff" "9x21 mm SP11"
"5a26ac06c4a282000c5a90a8" "9x21 mm SP12"
"5a26ac0ec4a28200741e1e18" "9x21 mm SP13"
"5a27b281c4a28200741e1e52" "SR1MP single rail mount"
"5a27b3d0c4a282000d721ec1" "SR1MP silencer mount"
"5a27b6bec4a282000e496f78" "SR1MP silencer 9x21"
"5a27bad7c4a282000b15184b" "SR1MP quad rail mount"
"5a29276886f77435ed1b117c" "Working hard drive"
"5a29284f86f77463ef3db363" "Toughbook reinforced laptop"
"5a29357286f77409c705e025" "Sliderkey Flash drive"
"5a294d7c86f7740651337cf9" "SAS disk with drones"
"5a294d8486f774068638cd93" "SAS disk with drones"
"5a2a57cfc4a2826c6e06d44a" "RDG-2B Smoke grenade"
"5a329052c4a28200741e22d3" "Remington Arms handguard for a R11 RSASS"
"5a32a064c4a28200741e22de" "SilencerCo Osprey 9 9x19mm sound suppressor"
"5a32aa0cc4a28232996e405f" "Trijicon RMR mount for a Sig-Sauer pistols"
"5a32aa8bc4a2826c6e06d737" "Trijicon RMR"
"5a339805c4a2826c6e06d73d" "MIAD Pistol grip for AR-15 based systems"
"5a33a8ebc4a282000c5a950d" "Alpha Dog Alpha 9 9x19 sound suppressor"
"5a33b2c9c4a282000c5a9511" "Low profile mount for Trijicon RMR"
"5a33b652c4a28232996e407c" "High profile mount for Trijicon RMR"
"5a33bab6c4a28200741e22f8" "Trijicon RMR mount for ACOG scopes"
"5a33ca0fc4a282000d72292f" "COLT A2 buffer tube"
"5a33cae9c4a28232980eb086" "Magpul PRS GEN2 FDE stock"
"5a33e75ac4a2826c6e06d759" "Hera Arms CQR pistol grip-stock"
"5a34f7f1c4a2826c6e06d75d" "18 barrel for a AR-10 and compatible 7.62x51 NATO"
"5a34fae7c4a2826c6e06d760" "22 barrel for a AR-10 and compatible 7.62x51 NATO"
"5a34fbadc4a28200741e230a" "JP Enterprises Gas System-6"
"5a34fd2bc4a282329a73b4c5" "AAC Blackout 51T flash hider (7.62x51)"
"5a34fe59c4a282000b1521a2" "AAC 762 SDN-6 7.62x51 Sound Suppressor "
"5a3501acc4a282000d72293a" "PMAG SR/LR GEN M3 20 7.62x51 20 rnd"
"5a351711c4a282000b1521a4" "X Products X-5 MP5 50-round 9x19 magazine"
"5a367e5dc4a282000e49738f" "Remington R11 RSASS 7.62x51"
"5a37ca54c4a282000d72296a" "30mm ring-mount made by JP"
"5a37cb10c4a282329a73b4e7" "Leupold Mark 4 LR 6.5-20x50 riflescope"
"5a38e6bac4a2826c6e06d79b" "TOZ-106 bolt-action shotgun"
"5a38ebd9c4a282000d722a5b" "20x70 7.5mm Buckshot"
"5a38ed75c4a28232996e40c6" "4-shot MC 20-01 Sb.3 20ga magazine for TOZ-106"
"5a38ee51c4a282000c5a955c" "2-shot MC 20-01 Sb.3 20ga magazine for TОZ-106"
"5a38eecdc4a282329a73b512" "TOZ 002 pistol grip for TOZ-106"
"5a38ef1fc4a282000b1521f6" "TOZ stock for TOZ-106"
"5a398ab9c4a282000c5a9842" "Ops Core Single Clamp Rail Adapter mount"
"5a398b75c4a282000a51a266" "Ops Core Picatinny Rail Adapter mount"
"5a3c16fe86f77452b62de32a" "9x19 mm Luger CCI"
"5a43943586f77416ad2f06e2" "Ded Moroz hat"
"5a43957686f7742a2c2f11b0" "Santa's hat"
"5a5f1ce64f39f90b401987bc" "Zenit 2IRS Klesch flashlight + laser designator"
"5a6086ea4f39f99cd479502f" "7.62x51 mm M61"
"5a608bf24f39f98ffc77720e" "7.62x51 mm M62"
"5a6860d886f77411cd3a9e47" "Secure case for documents 0060"
"5a687e7886f7740c4a5133fb" "Blood sample"
"5a69a2ed8dc32e000d46d1f1" "AS VAL Pistol grip-buffer tube"
"5a6b585a8dc32e5a9c28b4f1" "Thread protector for Alpha Wolf Glock barrels"
"5a6b592c8dc32e00094b97bf" "Glock thread protector produced by Double Diamond"
"5a6b59a08dc32e000b452fb7" "Glock thread protector produced by Salient Arms"
"5a6b5b8a8dc32e001207faf3" "Threaded barrel for Glock 9x19 manufactured by Lone Wolf."
"5a6b5e468dc32e001207faf5" "Threaded barrel for Glock 9x19 manufactured by Double Diamond"
"5a6b5ed88dc32e000c52ec86" "Threaded barrel for Glock 9x19 manufactured by Salient Arms"
"5a6b5f868dc32e000a311389" "Basic barrel for Glock 17 9x19"
"5a6b60158dc32e000a31138b" "Barrel with compensator for Glock 17 9x19"
"5a6f58f68dc32e000a311390" "Glock Front Sight"
"5a6f5d528dc32e00094b97d9" "Glock Rear Sight"
"5a6f5e048dc32e00094b97da" "Glock 9x19 slide"
"5a6f5f078dc32e00094b97dd" "Glock 9x19 Viper Cut slide"
"5a702d198dc32e000b452fc3" "Glock Alpha Wolf slide"
"5a7033908dc32e000a311392" "Glock Alpha Wolf Custom slide"
"5a70366c8dc32e001207fb06" "Double Diamond flash hider"
"5a7037338dc32e000d46d257" "Decelerator 3 Port 9x19 Compensator"
"5a705e128dc32e000d46d258" "Alpha Wolf Bullnose 9x19 Compensator"
"5a718b548dc32e000d46d262" "Glock 9x19 magazine"
"5a718da68dc32e000d46d264" "Pmag GL9 polymer magazine"
"5a718f958dc32e00094b97e7" "SGMT Drum mag for Glock 9x19, 50 rounds capacity"
"5a71e0048dc32e000c52ecc8" "Glock ZEV Tech front sight"
"5a71e0fb8dc32e00094b97f2" "Glock ZEV Tech Rear sight"
"5a71e1868dc32e00094b97f3" "Zev Tech sight mount cap"
"5a71e22f8dc32e00094b97f4" "Zev Tech Hex Gen3 slide"
"5a71e4f48dc32e001207fb26" "Glock Zev Tech Hex Spartan slide"
"5a7828548dc32e5a9c28b516" "Remington Model 870 12ga shotgun"
"5a787ebcc5856700142fdd98" "508mm barrel for M870 12ga with a fixed sight"
"5a787f25c5856700186c4ab9" "355mm barrel for M870 12ga"
"5a787f7ac5856700177af660" "508mm barrel for M870 12ga"
"5a787fadc5856700155a6ca1" "660mm vent rib barrel for M870 12ga"
"5a787fdfc5856700142fdd9a" "Cut off 325mm barrel for M870 12ga"
"5a788031c585673f2b5c1c79" "Fab Defence PR870 forestock"
"5a788068c5856700137e4c8f" "Magpul MOE M870 forestock"
"5a788089c5856700142fdd9c" "Speedfeed short M870 forestock"
"5a7880d0c5856700142fdd9d" "Remington SPS Polymer stock for M870"
"5a78813bc5856700186c4abe" "SGA stock for M870"
"5a788169c5856700142fdd9e" "Raptor grip for M870"
"5a7882dcc5856700177af662" "4-shell M870 12ga magazine cap"
"5a78830bc5856700137e4c90" "7-shell M870x7 12ga magazine"
"5a78832ec5856700155a6ca3" "10-shell M870x10 12ga magazine"
"5a789261c5856700186c65d3" "Mesa Tactical magazine clamp for M870"
"5a7893c1c585673f2b5c374d" "MTU-028SG rail for M870"
"5a78948ec5856700177b1124" "XS Short rail with Ghost ring for M870"
"5a7ad0c451dfba0013379712" "Carver Custom 4 Port 9x19 muzzle brake"
"5a7ad1fb51dfba0013379715" "Lone Wolf Compensator 9 9x19"
"5a7ad2e851dfba0016153692" "Big Stick 9x19 magazine for Glock 9x19"
"5a7ad4af51dfba0013379717" "Aimtech glock base"
"5a7ad55551dfba0015068f42" "Aimtech Tiger Shark "
"5a7ad74e51dfba0015068f45" "Fischer Development FD917 suppressor"
"5a7ae0c351dfba0017554310" "GLOCK 17 9x19 pistol"
"5a7afa25e899ef00135e31b0" "Polymer80 PS9 Glock slide"
"5a7b32a2e899ef00135e345a" "Strike Industries G4 slide compensator 9x19"
"5a7b483fe899ef0016170d15" "Surefire XC1 tactical flashlight"
"5a7b4900e899ef197b331a2a" "UM Tactical UM3 Sight Mount"
"5a7b4960e899ef197b331a2d" "Pachmayr tactical rubber grip"
"5a7c147ce899ef00150bd8b8" "Muzzle brake Vendetta precision VP-09 5.56x45"
"5a7c4850e899ef00150be885" "6B47 Ratnik-BSh Helmet"
"5a7c74b3e899ef0014332c29" "NSPU-M night Scope"
"5a7d90eb159bd400165484f1" "Dead Ringer Snake Eye Glock front sight"
"5a7d9104159bd400134c8c21" "Truglo TFX Glock front sight"
"5a7d9122159bd4001438dbf4" "Dead Ringer Snake Eye Glock rear sight"
"5a7d912f159bd400165484f3" "Truglo TFX Glock rear sight"
"5a7dbfc1159bd40016548fde" "Hera Arms CQR tactical grip"
"5a800961159bd4315e3a1657" "Glock Tactical GL21 flashlight with laser"
"5a8036fb86f77407252ddc02" "Shoreline paper map"
"5a80a29286f7742b25692012" "Shoreline resort plan"
"5a9548c9159bd400133e97b3" "MP5 TL-99 Aluminum handguard"
"5a957c3fa2750c00137fa5f7" "XRSU47SU Tactical Handguard for AKS-74U"
"5a966ec8a2750c00171b3f36" "B&T 3x rail mount for MP5"
"5a966f51a2750c00156aacf6" "SAI-02 10-round 12x76 magazine for SOK-12 and compatible weapons"
"5a9685b1a2750c0032157104" "Glock 9x19 Moto Cut slide"
"5a9d56c8a2750c0032157146" "Strike industries TRAX 1 foregrip"
"5a9d6d00a2750c5c985b5305" "Strike industries keymod 4 inch guide"
"5a9d6d13a2750c00164f6b03" "Strike industries keymod 6 inch guide"
"5a9d6d21a2750c00137fa649" "Strike industries bridge guide"
"5a9d6d34a2750c00141e07da" "Strike industries TRAX 2"
"5a9e81fba2750c00164f6b11" "30-round SR3M.130 9x39 SR3M magazine"
"5a9ea27ca2750c00137fa672" "Spike tactical dynacomp 7.62x39 muzzle brake & compensator for AK "
"5a9eb32da2750c00171b3f9c" "Fab Defence GL Shock Stock"
"5a9fb739a2750c003215717f" "Rotor 43 9x19 muzzle brake"
"5a9fbacda2750c00141e080f" "Rotor 43 7.62x39 muzzle brake"
"5a9fbb74a2750c0032157181" "Rotor 43 .366TKM muzzle brake"
"5a9fbb84a2750c00137fa685" "Rotor 43 5.56x45 muzzle brake"
"5a9fc7e6a2750c0032157184" "B-3 mount combo"
"5aa2a7e8e5b5b00016327c16" "USEC baseball cap"
"5aa2b87de5b5b00016327c25" "BEAR baseball cap"
"5aa2b89be5b5b0001569311f" "EmerCom cap"
"5aa2b8d7e5b5b00014028f4a" "Police cap"
"5aa2b923e5b5b000137b7589" "Round frame sunglasses"
"5aa2b986e5b5b00014028f4c" "Dundukk sport sunglasses"
"5aa2b9aee5b5b00015693121" "RayBench Hipster Reserve sunglasses"
"5aa2b9ede5b5b000137b758b" "Kinda cowboy hat"
"5aa2ba19e5b5b00014028f4e" "Tactical fleece hat"
"5aa2ba46e5b5b000137b758d" "UX PRO Beanie"
"5aa2ba71e5b5b000137b758f" "MSA Sordin Supreme PRO-X/L active headphones"
"5aa66a9be5b5b0214e506e89" "34mm one piece magmount made by Nightforce"
"5aa66be6e5b5b0214e506e97" "Nightforce ATACR 7-35x56 riflescope"
"5aa66c72e5b5b00016327c93" "34mm one piece magmount made by Nightforce with a Multimount rail"
"5aa7cfc0e5b5b00015693143" "6B47 Helmet with cover (flora digital)"
"5aa7d03ae5b5b00016327db5" "UNTAR helmet"
"5aa7d193e5b5b000171d063f" "SSSh-95 Sfera-S (Sphere-S)"
"5aa7e276e5b5b000171d0647" "Altyn helmet"
"5aa7e373e5b5b000137b76f0" "Altyn face shield"
"5aa7e3abe5b5b000171d064d" "ZSh-1-2M face shield"
"5aa7e454e5b5b0214e506fa2" "ZSh-1-2M helmet"
"5aa7e4a4e5b5b000137b76f2" "ZSh-1-2M helmet (black)"
"5aaa4194e5b5b055d06310a5" "Pmag 30 AK74 GEN M3 5.45x39 magazine for AK and compatibles, 30-round capacity"
"5aaa5dfee5b5b000140293d3" "PMAG GEN M3 30 5.56x45 STANAG 30-round magazine"
"5aaa5e60e5b5b000140293d6" "PMAG GEN M3 10 5.56x45 STANAG 10-round magazine"
"5aaf8a0be5b5b00015693243" "M1A 20 round 7.62x51 magazine"
"5aaf8e43e5b5b00015693246" "M1A Socom 16 stock"
"5aaf9d53e5b5b00015042a52" "16 barrel for a M1A 7.62x51 NATO"
"5aafa1c2e5b5b00015042a56" "Socom 16 7.62x51 muzzle brake & compensator for M1A"
"5aafa49ae5b5b00015042a58" " SA XS Post .125 blade Frontsight M1A"
"5aafa857e5b5b00018480968" "Springfield Armory M1A 7.62x51"
"5aafbcd986f7745e590fff23" "Meds case"
"5aafbde786f774389d0cbc0f" "Ammo case"
"5ab24ef9e5b5b00fe93c9209" "M1A Socom 16 upper part"
"5ab372a310e891001717f0d8" "Troy S.A.S.S. Chassis stock for M14"
"5ab3afb2d8ce87001660304d" "Socom 16 7.62x51 muzzle brake & compensator for M1A"
"5ab626e4d8ce87272e4c6e43" "IzhMash metal stock for AKS-74 (6P21 Sb.5)"
"5ab8dab586f77441cd04f2a2" "Wartech MK3 chest rig (TV-104)"
"5ab8dced86f774646209ec87" "ANA Tactical M2 armored rig"
"5ab8e4ed86f7742d8e50c7fa" "MF-UNTAR armor vest"
"5ab8e79e86f7742d8b372e78" "BNTI Gzhel-K armor"
"5ab8e9fcd8ce870019439434" "AKS-74N 5.45x39 assault rifle"
"5ab8ebf186f7742d8b372e80" "SSO Attack 2 raid backpack"
"5ab8ee7786f7742d8f33f0b9" "VKBO army bag"
"5ab8f04f86f774585f4237d8" "Tactical sling bag"
"5ab8f20c86f7745cdb629fb2" "Ski hat with holes for eyes"
"5ab8f39486f7745cd93a1cca" "Cold Fear Infrared balaclava"
"5ab8f4ff86f77431c60d91ba" "Ghost balaclava"
"5ab8f85d86f7745cd93a1cf5" "Shemagh"
"5aba62f8d8ce87001943946b" "APS Frontsight"
"5aba637ad8ce87001773e17f" "APS Rearsight"
"5aba639ed8ce8700182ece67" "APB Rearsight"
"5abcbb20d8ce87001773e258" "M14 Enlarged Military Aperture Rearsight "
"5abcbc27d8ce8700182eceeb" "AKMSN 7.62x39 assault rifle"
"5abcc328d8ce8700194394f3" "Silencer APB 9x18PM"
"5abccb7dd8ce87001773e277" "Silenced Stechkin Automatic Pistol 9x18PM"
"5abcd472d8ce8700166032ae" "Izhmash shoulder piece for AKMSN (6P4 Sb.1-19)"
"5ac4c50d5acfc40019262e87" "K1S Visor"
"5ac4cd105acfc40016339859" "AK-74M 5.45x39 assault rifle"
"5ac50c185acfc400163398d4" "Polymer stock for AK-74M (6P34 Sb.15)"
"5ac50da15acfc4001718d287" "Izhmash AK-74M dust cover (6P34 0-1)"
"5ac620eb86f7743a8e6e0da0" "Package with graphics cards"
"5ac66bea5acfc43b321d4aec" "30-round 7.62x39 magazine for AK-103 and compatible weapons"
"5ac66c5d5acfc4001718d314" "6L29 30-round 5.56x45 magazine for AK-101 and compatible weapons"
"5ac66cb05acfc40198510a10" "AK-101 5.56x45 assault rifle"
"5ac66d015acfc400180ae6e4" "AK-102 5.56x45 assault rifle"
"5ac66d2e5acfc43b321d4b53" "AK-103 7.62x39 assault rifle"
"5ac66d725acfc43b321d4b60" "AK-104 7.62x39 assault rifle"
"5ac66d9b5acfc4001633997a" "AK-105 5.45x39 assault rifle"
"5ac72e475acfc400180ae6fe" "AK-74M Standard Rearsight (6P20 Sb.2)"
"5ac72e615acfc43f67248aa0" "Izhmash 5.56x45 AK-101 muzzlebrake & compensator"
"5ac72e725acfc400180ae701" "Izhmash 5.56x45 AK-102 muzzlebrake & compensator (6P44 0-20)"
"5ac72e7d5acfc40016339a02" "Izhmash 7.62x39 AK-103 muzzlebrake & compensator"
"5ac72e895acfc43b321d4bd5" "Izhmash 7.62x39 AK-104 muzzlebrake & compensator (6P46 0-20)"
"5ac72e945acfc43f3b691116" "Izhmash 5.45x39 AK-105 muzzlebrake & compensator (6P44 0-20)"
"5ac733a45acfc400192630e2" "AK-105 Standard Rearsight (6P44 Sb.1-30)"
"5ac7655e5acfc40016339a19" "Izhmash 5.45x39 AK-74M muzzle brake & compensator (6P20 0-20)"
"5ac78a9b86f7741cca0bbd8d" "Signal Jammer"
"5ac78eaf5acfc4001926317a" "AK74/AK100 PT Lock"
"5ac8d6885acfc400180ae7b0" "Ops-Core Fast MT SUPER HIGH CUT Helmet Tan"
"5ad5ccd186f774446d5706e9" "Key to OLI administrator office"
"5ad5cfbd86f7742c825d6104" "Key to OLI logistics department office"
"5ad5d20586f77449be26d877" "Key to utility room of OLI outlet"
"5ad5d49886f77455f9731921" "Key to utility room of power substation"
"5ad5d64486f774079b080af8" "Key to pharmacy"
"5ad5d7d286f77450166e0a89" "Key to KIBA store outlet"
"5ad5db3786f7743568421cce" "Key to EMERCOM medical unit"
"5ad7217186f7746744498875" "Key to OLI cash register"
"5ad7242b86f7740a6a3abd43" "Key to IDEA cash register"
"5ad7247386f7747487619dc3" "Key to Goshan cash register"
"5ad74cf586f774391278f6f0" "Cash register TAR2-2"
"5addaffe86f77470b455f900" "Key to KIBA Outlet grate door"
"5addba3e5acfc4001669f0ab" " SA National Match .062 blade Frontsight M1A"
"5addbac75acfc400194dbc56" "22 barrel for a M1A 7.62x51 NATO"
"5addbb6e5acfc408fb1393fd" "National Match 7.62x51 muzzle brake & compensator for M1A"
"5addbb825acfc408fb139400" "JP Enterprises tactical compensator 7.62x51 muzzle brake & compensator for M14"
"5addbb945acfc4001a5fc44e" "Good Iron 7.62x51 muzzle brake & compensator for M14"
"5addbba15acfc400185c2854" "Vortex DC 7.62x51 muzzle brake & compensator for M14"
"5addbbb25acfc40015621bd9" "Phantom 7.62x51 muzzle brake & compensator for M14"
"5addbf175acfc408fb13965b" "M1A Archangel stock"
"5addbfbb5acfc400194dbcf7" "M14 Ultimak M8 upper part"
"5addbfd15acfc40015621bde" "M14 Mini Scout mount"
"5addbfe15acfc4001a5fc58b" "Arms #18 mount  for M14"
"5addbfef5acfc400185c2857" "M14 UTG 4 point locking deluxe mount"
"5addbffe5acfc4001714dfac" "M14 DCSB"
"5addc00b5acfc4001669f144" "CASV 14 mount for M14"
"5addc7005acfc4001669f275" "M14 M14ALCS(MOD. 0) stock"
"5addc7ac5acfc400194dbd90" "M14 M14ALCS(MOD. 0) stock"
"5addc7db5acfc4001669f279" "M14ALCS(MOD. 0) pistol grip for M14"
"5addcce35acfc4001a5fc635" "M14 30 round 7.62x51 magazine"
"5addccf45acfc400185c2989" "X-14 M14 50 round 7.62x51 magazine"
"5adf23995acfc400185c2aeb" "MC 20-01 stock"
"5ae083b25acfc4001a5fc702" "Master Hand"
"5ae089fb5acfc408fb13989b" "Trophy"
"5ae08f0a5acfc408fb1398a1" "Mosin bolt-action sniper rifle"
"5ae096d95acfc400185c2c81" "Regular Mosin rifle stock"
"5ae0973a5acfc4001562206c" "Regular 4rnd magazine for Mosin rifle "
"5ae099875acfc4001714e593" "Mosin frontsight"
"5ae099925acfc4001a5fc7b3" "Mosin Rearsight"
"5ae09bff5acfc4001562219d" "Regular 730mm Mosin barrel"
"5ae30bad5acfc400185c2dc4" " Rearsight AR-15 Carry Handle"
"5ae30c9a5acfc408fb139a03" "LMT Sopmod stock"
"5ae30db85acfc408fb139a05" "Colt M4 Length handguard for AR-15 and compatibles"
"5ae30e795acfc408fb139a0b" "Colt M4 Front sight"
"5ae35b315acfc4001714e8b0" "LEO stock adapter for M870"
"5ae9a0dd86f7742e5f454a05" "Goshan cargo manifests"
"5ae9a18586f7746e381e16a3" "OLI cargo manifests"
"5ae9a1b886f77404c8537c62" "IDEA cargo manifests"
"5ae9a25386f7746dd946e6d9" "OLI cargo route documents"
"5ae9a34d86f7740aab00e4de" "Note for the Therapist"
"5ae9a3f586f7740aab00e4e6" "Clothes design handbook Part 1"
"5ae9a4fc86f7746e381e1753" "Clothes design handbook Part 2"
"5af0454c86f7746bf20992e8" "Immobilizing splint"
"5af0484c86f7740f02001f7f" "Coffee Majaica"
"5af04b6486f774195a3ebb49" "Pliers Elite"
"5af04c0b86f774138708f78e" "Motor Controller"
"5af04e0a86f7743a532b79e2" "Single-axis Fiber Optic Gyroscope"
"5af0534a86f7743b6f354284" "Ophthalmoscope"
"5af0548586f7743a532b7e99" "Ibuprofen painkillers"
"5af0561e86f7745f5f3ad6ac" "Powerbank"
"5af056f186f7746da511291f" "IMP minedetector"
"5af99e9186f7747c447120b8" "Pockets"
"5afd7ded5acfc40017541f5e" "Tapco INTRAFUSE Stock for SKS"
"5afd7e095acfc40017541f61" "Tapco buffer tube"
"5afd7e445acfc4001637e35a" "TAPCO SAW-Style pistol grip for SKS INTRAFUSE Kit"
"5b04473a5acfc40018632f70" "Fab Defense UAS for AK"
"5b057b4f5acfc4771e1bd3e9" "SE-5 Express Grip"
"5b07db875acfc40dc528a5f6" "Skeletonized AR-15 pistol grip"
"5b07dd285acfc4001754240d" "LAS/TAC 2 tactical flashlight"
"5b0800175acfc400153aebd4" "F93 Pro Stock"
"5b099a765acfc47a8607efe3" "11 barrel for SA-58 7.62x51"
"5b099a9d5acfc47a8607efe7" "DS Arms quad rail foregrip for SA-58"
"5b099ac65acfc400186331e1" "FAL/SA-58 7.62x51 20 rnd"
"5b099b7d5acfc400186331e4" " DS Arms 3 prong trident 7.62x51 Flash hider for SA-58"
"5b099b965acfc400186331e6" "TAPCO SAW-Style black pistol grip for SA-58"
"5b099bb25acfc400186331e8" "DS Arms Extreme Duty dust cover for SA58"
"5b099bf25acfc4001637e683" "Buffer Tube adapter for SA-58"
"5b0bbe4e5acfc40dc528a72d" "DS Arms SA-58 7.62x51"
"5b0bc22d5acfc47a8607f085" "DS Arms Holland Type Rearsight for SA-58"
"5b0e794b5acfc47a877359b2" "Zhukov-S for AK"
"5b1fa9b25acfc40018633c01" "GLOCK 18C 9x19 pistol"
"5b1fa9ea5acfc40018633c0a" "Barrel with compensator for Glock 18C 9x19"
"5b1faa0f5acfc40dc528aeb5" "Glock 18C 9x19 slide"
"5b1fb3e15acfc4001637f068" "Bakelite 7.62x39 magazine for AK and compatibles, 40-round capacity"
"5b1fd4e35acfc40018633c39" "Izhmash 7.62x39 AK aluminium magazine for AK and compatibles, 10-round capacity"
"5b222d335acfc4771e1be099" "AKM/AK-74 PT Lock"
"5b222d405acfc400153af4fe" "Zenit PT-1 Klassika stock"
"5b2240bf5acfc40dc528af69" "Raptor charging handle for AR-15"
"5b237e425acfc4771e1be0b6" "Handguard with a gas block combo by TROY Industries for AK"
"5b2388675acfc4771e1be0be" "Burris FullField TAC 30 1-4x24 riflescope"
"5b2389515acfc4771e1be0c0" "30mm ring-mount AR- P.E.P.R. made by Burris"
"5b2cfa535acfc432ff4db7a0" "Handguard MK 10 for use with AR-15 and compatible"
"5b30ac585acfc433000eb79c" "Magpul MOE pistol grip for AK"
"5b30b0dc5acfc400153b7124" "Holosun HS401G5 reflex sight"
"5b30bc165acfc40016387293" "Alexander Arms 3 inch guide"
"5b30bc285acfc47a8608615d" "Alexander Arms 10 inch guide"
"5b31163c5acfc400153b71cb" "Sig Sauer mount for the sights of Romeo series."
"5b3116595acfc40019476364" "Sig Sauer Romeo 4 reflex sight"
"5b363dd25acfc4001a598fd2" "SilencerCo Salvo 12 sound suppressor"
"5b363dea5acfc4771e1c5e7e" "SilencerCo choke adapter for 12ga shotguns"
"5b363e1b5acfc4771e1c5e80" "SilencerCo Salvo 12 thread adapter"
"5b39f8db5acfc40016387a1b" "EMOD Stock"
"5b39ffbd5acfc47a8773fb06" "Rubber with finger grooves pistol grip for P226"
"5b3a08b25acfc4001754880c" "Bridge Sight Mount for P226"
"5b3a16655acfc40016387a2a" "Annihilator 7.62x39, 5.56x45 and 9mm flash hider for AR-15"
"5b3a337e5acfc4704b4a19a0" "Zenit 2U Klesch tactical flashlight"
"5b3b6dc75acfc47a8773fb1e" "Armasight universal base"
"5b3b6e495acfc4330140bd88" "Vulcan MG night scope 3.5x"
"5b3b713c5acfc4330140bd8d" "TT pistol 7.62x25 TT Gold"
"5b3b99265acfc4704b4a1afb" "30mm rings made by Nightforce"
"5b3b99475acfc432ff4dcbee" "EOtech Vudu 1-6 riflescope"
"5b3baf8f5acfc40dc5296692" "116mm 7.62x25 TT gilded barrel"
"5b3cadf35acfc400194776a0" "Fancy TT side grips"
"5b3cbc235acfc4001863ac44" "Vulcan MG scope eyecup"
"5b3f16c486f7747c327f55f7" "Armband (white)"
"5b3f3ade86f7746b6b790d8e" "Armband (red)"
"5b3f3af486f774679e752c1f" "Armband (blue)"
"5b3f3b0186f774021a2afef7" "Armband (green)"
"5b3f3b0e86f7746752107cda" "Armband (yellow)"
"5b3f7bf05acfc433000ecf6b" "Kochetov Mount for Mosin rifle"
"5b3f7c005acfc4704b4a1de8" "PU 3.5x ring mount"
"5b3f7c1c5acfc40dc5296b1d" "PU 3.5x riflescope"
"5b40e1525acfc4771e1c6611" "Highcom Striker ULACH IIIA black helmet"
"5b40e2bc5acfc40016388216" "Highcom Striker ULACH IIIA tan helmet"
"5b40e3f35acfc40016388218" "Highcom Striker ACHHC IIIA black helmet"
"5b40e4035acfc47a87740943" "Highcom Striker ACHHC IIIA olive helmet"
"5b40e5e25acfc4001a599bea" "BEAR baseball cap black"
"5b40e61f5acfc4001a599bec" "USEC baseball cap black"
"5b43237186f7742f3a4ab252" "Chemical container"
"5b4325355acfc40019478126" "Shemagh (var. 2)"
"5b4326435acfc433000ed01d" "Neoprene mask"
"5b43271c5acfc432ff4dce65" "Bandana"
"5b4327aa5acfc400175496e0" "Miltec panama hat"
"5b4329075acfc400153b78ff" "Pompon hat"
"5b4329f05acfc47a86086aa1" "DEVTAC Ronin ballistic helmet"
"5b432b2f5acfc4771e1c6622" "Light armored Shattered mask"
"5b432b6c5acfc4001a599bf0" "Deadly skull mask"
"5b432b965acfc47a8774094e" "GSSh-01 active headset"
"5b432be65acfc433000ed01f" "6B34 Anti-fragmentation glasses"
"5b432c305acfc40019478128" "GP-5 gasmask"
"5b432d215acfc4771e1c6624" "LZSh light helmet"
"5b432f3d5acfc4704b4a1dfb" "Momex balaclava"
"5b4335ba86f7744d2837a264" "Medical bloodset"
"5b43575a86f77424f443fe62" "Fuel conditioner"
"5b4391a586f7745321235ab2" "WIFI Camera"
"5b44c6ae86f7742d1627baea" "Ana tactical Beta 2 battle backpack "
"5b44c8ea86f7742d1627baf1" "Blackhawk! Commando Chest Harness"
"5b44cad286f77402a54ae7e5" "5.11 Tactec plate carrier"
"5b44cd8b86f774503d30cba2" "IOTV Gen4 armor (full protection)"
"5b44cf1486f77431723e3d05" "IOTV Gen4 armor (assault kit)"
"5b44d0de86f774503d30cba8" "IOTV Gen4 armor (high mobility kit)"
"5b44d22286f774172b0c9de8" "BNTI Kirasa-N armor"
"5b46238386f7741a693bcf9c" "Kiver face shield"
"5b4736a986f774040571e998" "Troy QARS 3.2 inch guide"
"5b4736b986f77405cb415c10" "Troy QARS 4.2 inch guide"
"5b4c72b386f7745b453af9c0" "Motor Controller"
"5b4c72c686f77462ac37e907" "Motor Controller"
"5b4c72fb86f7745cef1cffc5" "Single-axis Fiber Optic Gyroscope"
"5b4c81a086f77417d26be63f" "Chemical container"
"5b4c81bd86f77418a75ae159" "Chemical container"
"5b6d9ce188a4501afc1b2b25" "T H I C C Weapon case"
"5b7be1125acfc4001876c0e5" "16 barrel for SA-58 7.62x51"
"5b7be1265acfc400161d0798" "21 barrel for SA-58 7.62x51"
"5b7be1ca5acfc400170e2d2f" "DS Arms Quad Rail Full Length foregrip for SA-58"
"5b7be2345acfc400196d524a" "Aim sport Universal keymod foregrip for FAL"
"5b7be4575acfc400161d0832" "Vltor CASV 2 inch guide"
"5b7be4645acfc400170e2dcc" "Vltor CASV 4 inch guide"
"5b7be46e5acfc400170e2dcf" "Vltor CASV 5 inch guide"
"5b7be47f5acfc400170e2dd2" "Magpul M-LOK 2.5 inch guide"
"5b7be4895acfc400170e2dd5" "Magpul M-LOK 4.1 inch guide"
"5b7bebc85acfc43bca706666" "Aim sport Universal M-LOK foregrip for FAL"
"5b7bed205acfc400161d08cc" "Original Austrian foregrip for a FAL"
"5b7bedd75acfc43d825283f9" "Vltor CASV FAL foregrip for FAL"
"5b7bee755acfc400196d5383" "Vltor CASV FAS foregrip for FAL"
"5b7bef1e5acfc43d82528402" "FAL/SA-58 7.62x51 10 rnd"
"5b7bef5d5acfc43bca7067a3" "FAL/SA-58 7.62x51 30 rnd"
"5b7bef9c5acfc43d102852ec" "X-FAL FAL/SA-58 7.62x51 50 rnd magazine"
"5b7c2d1d5acfc43d1028532a" "FAL/SA-58 MMW 7.62x51 20 rnd plastic mag"
"5b7c710788a4506dec015957" "Lucky Scav junkbox"
"5b7d37845acfc400170e2f87" "British FAL/L1A1 7.62x51 30 rnd magazine"
"5b7d63b75acfc400170e2f8a" "Magpul PRS 2 polymer stock for FAL"
"5b7d63cf5acfc4001876c8df" "DSA Folding stock for SA-58"
"5b7d63de5acfc400170e2f8d" "DSA SPR stock for SA-58"
"5b7d64555acfc4001876c8e2" "DSA BRS stock for SA-58"
"5b7d645e5acfc400170e2f90" "Polymer stock DSA humpback for SA-58"
"5b7d671b5acfc43d82528ddd" "DSA Belgian style foregrip for a FAL"
"5b7d678a5acfc4001a5c4022" "Regular DS Arms pistol grip for SA-58"
"5b7d679f5acfc4001a5c4024" "Fab AG FAL pistol grip for SA-58"
"5b7d68af5acfc400170e30c3" " DS Arms Austrian Style 7.62x51 muzzle brake for SA-58"
"5b7d693d5acfc43bca706a3d" "Compensator 2A X3 7.62x51 for AR-10"
"5b7d6c105acfc40015109a5f" "Regular dust cover for FAL"
"5b800e9286f7747a8b04f3ff" "Hexagon handguard for AK"
"5b800ebc86f774394e230a90" "Medium length rail for Hexagon"
"5b800ed086f7747baf6e2f9e" "Short length rail for Hexagon"
"5b80242286f77429445e0b47" "Hexagon handguard for AK(anodized red)"
"5b84038986f774774913b0c1" "Short length rail for Hexagon(Anodized Red)"
"5b8403a086f7747ff856f4e2" "Medium length rail for Hexagon(Anodized Red)"
"5b86a0e586f7745b600ccb23" "Bramit silencer for a Mosin rifle"
"5b9b9020e7ef6f5716480215" "dogtagt"
"5ba26383d4351e00334c93d9" "HK MP7A1 4.6x30 submachinegun"
"5ba264f6d4351e0034777d52" "Standard MP7 20-round 4.6x30 magazine"
"5ba2657ed4351e0035628ff2" "Standard MP7 30-round 4.6x30 magazine"
"5ba26586d4351e44f824b340" "Standard MP7 40-round4.6x30 magazine"
"5ba2678ad4351e44f824b344" "4.6x30mm FMJ SX"
"5ba26812d4351e003201fef1" "4.6x30mm Action SX"
"5ba26835d4351e0035628ff5" "4.6x30mm AP SX"
"5ba26844d4351e00334c9475" "4.6x30mm Subsonic SX"
"5ba26acdd4351e003562908e" "HK A1 4.6x30 Flash hider for MP7"
"5ba26ae8d4351e00367f9bdb" "B&T Rotex 2 4.6x30 silencer"
"5ba26b01d4351e0085325a51" "MP7 Flip Up Frontsight"
"5ba26b17d4351e00367f9bdd" "MP7 Flip Up Rearsight"
"5ba36f85d4351e0085325c81" "NSPU-M scope eyecup"
"5bae13bad4351e00320204af" "ProMag Archangel OPFOR PRS Mosin rifle stock"
"5bae13ded4351e44f824bf38" "7.62x54r ProMag OPFOR for Archangel Mosin rifle kit, 10-round capacity"
"5bb20d53d4351e4502010a69" "Upper receiver HK 416A5 5.56x45 for 416A5"
"5bb20d92d4351e00853263eb" "11 barrel for 416A5 and compatible 5.56x45"
"5bb20d9cd4351e00334c9d8a" "14.5 barrel for 416A5 and compatible 5.56x45"
"5bb20da5d4351e0035629dbf" "16.5 barrel for 416A5 and compatible 5.56x45"
"5bb20dadd4351e00367faeff" "20 barrel for 416A5 and compatible 5.56x45"
"5bb20dbcd4351e44f824c04e" "HK Extended latch Charging Handle"
"5bb20dcad4351e3bac1212da" "HK 416A5 Regular Low Profile Gas Block"
"5bb20de5d4351e0035629e59" "HK quadrail handguard for 416-compatible systems"
"5bb20df1d4351e00347787d5" "HK quadrail handguard with a flip-up sight for 416-compatible systems"
"5bb20dfcd4351e00334c9e24" "HK extended quadrail handguard for 416-compatible systems"
"5bb20e0ed4351e3bac1212dc" "HK Battle Grip with Beavertail pistol grip for AR-15 based systems"
"5bb20e18d4351e00320205d5" "HK Battle Grip pistol grip for AR-15 based systems"
"5bb20e49d4351e3bac1212de" "HK 416A5 Flip Up Rearsight"
"5bb20e58d4351e00320205d7" "HK Enhanced Tube buffer tube"
"5bb20e70d4351e0035629f8f" "HK Slim Line Stock"
"5bb2475ed4351e00853264e3" "HK 416A5 5.56x45 Assault Rifle"
"5bbdb811d4351e45020113c7" "Aim Sports Tri-Rail rail for Mosin rifle"
"5bbdb83fd4351e44f824c44b" "Tacfire Tanker style muzzle brake for Mosin rifle"
"5bbdb870d4351e00367fb67d" "ATI Monte Carlo Mosin rifle stock"
"5bbdb8bdd4351e4502011460" "Muzzle brake Odin Works Atlas-7 7.62x51 for AR-10"
"5bbde409d4351e003562b036" "Recoil pad from Aim Sports for Mosin rifle"
"5bbde41ed4351e003562b038" "Tacfire pistol grip for Mosin rifle"
"5bc09a18d4351e003562b68e" " Magpul MBUS Gen.2 Rearsight"
"5bc09a30d4351e00367fb7c8" " Magpul MBUS Gen.2 Frontsight"
"5bc5a351d4351e003477a414" "Texas Precision Products muzzle brake for Mosin rifle"
"5bc5a35cd4351e450201232f" "Witt Machine muzzle brake for Mosin rifle"
"5bc5a372d4351e44f824d17f" "Aim Sports MNG rail for Mosin rifle"
"5bc9b156d4351e00367fbce9" "Jar of DevilDog mayo"
"5bc9b355d4351e6d1509862a" "#FireKlean gun lube"
"5bc9b720d4351e450201234b" "Golden 1GPhone"
"5bc9b9ecd4351e3bac122519" "Deadlyslob's beard oil"
"5bc9bc53d4351e00367fbcee" "Golden rooster"
"5bc9bdb8d4351e003562b8a1" "Silver Badge"
"5bc9be8fd4351e00334cae6e" "42nd Signature Blend English Tea"
"5bc9c049d4351e44f824d360" "Battered antique Book"
"5bc9c1e2d4351e00367fbcf0" "Antique axe"
"5bc9c29cd4351e003562b8a3" "Can of sprats"
"5bc9c377d4351e3bac12251b" "Old firesteel"
"5bcf0213d4351e0085327c17" "Regular stock for HK MP7A1"
"5bd06f5d86f77427101ad47c" "Slender mask"
"5bd0716d86f774171822ef4b" "Misha Mayorov's mask"
"5bd071d786f7747e707b93a3" "Jason mask"
"5bd073a586f7747e6f135799" "Fake mustache"
"5bd073c986f7747f627e796c" "Kotton beanie"
"5bd70322209c4d00d7167b8f" "HK MP7A2 4.6x30 submachinegun"
"5bd704e7209c4d00d7167c31" "Regular stock for HK MP7A2"
"5be4038986f774527d3fae60" "Interchange paper map"
"5bead2e00db834001c062938" "MPL-50 entrenching tool"
"5bed61680db834001d2c45ab" "30-round 5.45x39 magazine for AK-12 and compatibles"
"5bed625c0db834001c062946" "95-round 5.45x39 magazine for RPK-16 and compatibles"
"5beec1bd0db834001e6006f3" "15 barrel for RPK-16 and compatible 5.45x39"
"5beec2820db834001b095426" "22 barrel for RPK-16 and compatible 5.45x39"
"5beec3420db834001b095429" "Izhmash 5.45x39 RPK-16 muzzle brake & compensator"
"5beec3e30db8340019619424" "Izhmash RPK-16 regular handguard"
"5beec8b20db834001961942a" "Izhmash RPK-16 buffer tube"
"5beec8c20db834001d2c465c" "Izhmash AK-12 regular stock"
"5beec8ea0db834001a6f9dbf" "Izhmash AK-12 regular pistol grip"
"5beec91a0db834001961942d" "Izhmash regular dust cover for RPK-16"
"5beec9450db83400970084fd" "Izhmash Rearsight base for RPK-16"
"5beecbb80db834001d2c465e" "Izhmash RPK-16 rail"
"5beed0f50db834001c062b12" "RPK-16 5.45x39 light machine gun"
"5bf3e03b0db834001d2c4a9c" "AK-74 5.45x39 assault rifle"
"5bf3e0490db83400196199af" "AKS-74 5.45x39 assault rifle"
"5bf3f59f0db834001a6fa060" "Izhmash Rearsight for RPK-16"
"5bfd297f0db834001a669119" "Mosin bolt-action infantry rifle"
"5bfd35380db83400232fe5cc" "Infantry Mosin rifle stock"
"5bfd36290db834001966869a" "Sawn off Mosin rifle sniper stock"
"5bfd36ad0db834001c38ef66" "Sawn off regular Mosin rifle stock"
"5bfd37c80db834001d23e842" "Mosin rifle sniper carbine stock"
"5bfd384c0db834001a6691d3" "Mosin carbine stock"
"5bfd4c980db834001b73449d" "Mosin carbine Rearsight"
"5bfd4cbe0db834001b73449f" "Regular 514mm Mosin carbine barrel"
"5bfd4cc90db834001d23e846" "Sawn off 200mm Mosin barrel"
"5bfd4cd60db834001c38f095" "Sawn off 220mm Mosin barrel"
"5bfe7fb30db8340018089fed" "Stock adapter Tactica Tula 12003 for MP-133/153"
"5bfe86a20db834001d23e8f7" "Fab Defence AGR-870 pistol grip for Remington-870"
"5bfe86bd0db83400232fe959" "AGR-870 protection cap"
"5bfe86df0db834001b734685" "Fab Defence GLR-16-S Stock"
"5bfe89510db834001808a127" "Fab Defence buffer tube for AGR-870"
"5bfea6e90db834001b7347f3" "Remington Model 700 Sniper rifle"
"5bfea7ad0db834001c38f1ee" "5-round .308 M700 magazine"
"5bfeaa0f0db834001b734927" "10-round .308 M700 magazine"
"5bfeb32b0db834001a6694d9" "Hogue Overmolded ghillie stock for Remington Model 700"
"5bfebc250db834001a6694e1" "26 barrel for a Remington M700 7.62x51 NATO"
"5bfebc320db8340019668d79" "20 barrel for a Remington M700 7.62x51 NATO"
"5bfebc530db834001d23eb65" "Weaver extended multi-slot base for Remington model 700"
"5bfebc5e0db834001a6694e5" "30mm ring-mount Remington integral for model 700 rifles"
"5bffcf7a0db83400232fea79" "PM-Laser TT-206 side grips with LAM"
"5bffd7ed0db834001d23ebf9" "PM-Laser DTK-TT muzzle brake for TT pistol"
"5bffdc370db834001d23eca8" "6h5 Bayonet"
"5bffdd7e0db834001b734a1a" "Miller Bros. Blades M-2 Tactical Sword "
"5bffe7930db834001b734a39" "Crash Axe"
"5bffe7c50db834001d23ece1" "P226 Axelson tactical Mk.25 pistol slide"
"5bffec120db834001c38f5fa" "Axelson Tacical MK.25 pistol grip for P226"
"5bffef760db8340019668fe4" "Hogue Chain link pistol grip for P226"
"5c0000c00db834001a6697fc" "3 Lug threaded protector"
"5c0006470db834001a6697fe" "Emperor scorpion Sig Sauer pistol grip for P226"
"5c00076d0db834001d23ee1f" "Wooden Sig Sauer Elite pistol grip for P226"
"5c0009510db834001966907f" "P226 Sig Stainless elite pistol slide"
"5c0102aa0db834001b734ba1" "Remington RAHG 2 inch guide"
"5c0102b20db834001d23eebc" "Remington RAHG 4 inch guide"
"5c010a700db834001d23ef5d" "P226 Sig Emperor scorpion pistol slide"
"5c010e350db83400232feec7" "SP-8 Survival Machete"
"5c0111ab0db834001966914d" "ME Cylinder muzzle adapter 12 ga"
"5c0125fc0db834001a669aa3" "P226 Sig Legion full size pistol slide"
"5c0126f40db834002a125382" "Red Rebel Ice pick"
"5c012ffc0db834001d23f03f" "Camper axe"
"5c0505e00db834001b735073" "Valday 1P87 holographic sight"
"5c0517910db83400232ffee5" "Valday PS-320 1x/6x Scope"
"5c05293e0db83400232fff80" "Trijicon ACOG TA01NSN 4x32 scope"
"5c05295e0db834001a66acbb" "Trijicon ACOG backup rear sight"
"5c052a900db834001a66acbd" "Trijicon ACOG TA01NSN 4x32 scope TAN"
"5c052cea86f7746b2101e8d8" "Plastic suitcase"
"5c052e6986f7746b207bc3c9" "Portable defibrillator"
"5c052f6886f7746b1e3db148" "Military COFDM wireless Signal Transmitter"
"5c052fb986f7746b2101e909" "UHF RFID Reader "
"5c05300686f7746dce784e5d" "VPX Flash Storage Module"
"5c05308086f7746b2101e90b" "Virtex programmable processor"
"5c0530ee86f774697952d952" "LEDX Skin Transilluminator"
"5c05413a0db834001c390617" "HK Steel Maritime 5.56x45 STANAG 30-round magazine"
"5c0548ae0db834001966a3c2" "Arsenal CWP 30-round 5.56x45 magazine for SLR-106 and compatible weapons"
"5c0558060db834001b735271" "GPNVG-18 Night Vision"
"5c064c400db834001d23f468" "La Rue Tactical picatinny riser QD LT-101 mount"
"5c06595c0db834001a66af6c" "LA-5 tactical device"
"5c066e3a0db834001b7353f0" "Armasight N-15 Night Vision"
"5c066ef40db834001966a595" "Armasight NVG mask"
"5c0672ed0db834001b7353f3" "PUFGUN SG-919 30 30-round 9x19 magazine for PP-19-01"
"5c0673fb0db8340023300271" "PUFGUN SG-919 20 20-round 9x19 magazine for  PP-19-01"
"5c06779c86f77426e00dd782" "Wires"
"5c06782b86f77426df5407d2" "Capacitors"
"5c0684e50db834002a12585a" "Hogue like TT rubber grips"
"5c0695860db834001b735461" "PNV-10T dovetail adapter"
"5c0696830db834001d23f5da" "PNV-10T Night Vision"
"5c06c6a80db834001b735491" "SSh-68 helmet (1968 steel helmet)"
"5c079ec50db834001966a706" "Razor Arms TT rubber grips"
"5c079ed60db834001a66b372" "DLP Tactical Precision LAM Module for TT Pistol"
"5c07a8770db8340023300450" "Noveske Gen.3 5.56x45 Upper receiver for AR systems"
"5c07b36c0db834002a1259e9" "Meprolight Tru Dot Night Sight Frontsight for P226"
"5c07b3850db834002330045b" "Meprolight Tru Dot Night Sight rear sight for P226"
"5c07c5ed0db834001b73571c" "HK Noveske style muzzle brake & compensator for MP-5"
"5c07c60e0db834002330051f" "ADAR 2-15 .223 Carbine"
"5c07c9660db834001a66b588" "HK End Cap Stock for MP5"
"5c07dd120db834001c39092d" "Eotech HHS-1 sight"
"5c07df7f0db834001b73588a" "Freeman crowbar"
"5c08f87c0db8340019124324" "SHPM Firefighter's helmet"
"5c0919b50db834001b7ce3b9" "Maska 1Sch face shield"
"5c091a4e0db834001d5addc8" "Maska 1Sch helmet"
"5c093ca986f7740a1867ab12" "Secure container Kappa"
"5c093db286f7740a1b2617e3" "Mr. Holodilnick thermobag"
"5c093e3486f77430cb02e593" "Dogtag case"
"5c094bbd86f7740d467a46f2" "(off)item_keycard_black"
"5c0a2cec0db834001b7ce47d" "Eotech HHS-1 sight Tan"
"5c0a4091e52b1a00125e182d" "(off)Lab. Black keycard"
"5c0a4247e52b1a00125e1830" "(off)Lab. Red keycard"
"5c0a596086f7747bef5731c2" "Stash"
"5c0a5a5986f77476aa30ae64" "Secure DEVELOPER container"
"5c0a5f6c86f774753654890e" "Lucky DEVELOPER junkbox"
"5c0a794586f77461c458f892" "Secure container Boss"
"5c0a840b86f7742ffa4f2482" "T H I C C Items case"
"5c0d2727d174af02a012cf58" "PSH-97 Djeta helmet"
"5c0d32fcd174af02a1659c75" "Pyramex Proximity safety glasses"
"5c0d56a986f774449d5de529" "9x19 mm RIP"
"5c0d591486f7744c505b416f" "12x70 RIP"
"5c0d5ae286f7741e46554302" "5.56x45mm Warmage"
"5c0d5e4486f77478390952fe" "5.45x39 mm 7N39 Igolnik"
"5c0d668f86f7747ccb7f13b2" "9x39 mm 7N9 SPP"
"5c0d688c86f77413ae3407b2" "9x39 mm 7N12 BP"
"5c0e2f26d174af02a9625114" "Upper receiver ADAR 2-15 5.56x45 for 2-15 assault rifle"
"5c0e2f5cd174af02a012cfc9" "ADAR 2-15 wooden stock for AR-15 and compatibles"
"5c0e2f94d174af029f650d56" "406mm Molot barrel for AR-15 and compatible 5.56x45"
"5c0e2ff6d174af02a1659d4a" "ADAR 2-15 wooden stock"
"5c0e3eb886f7742015526062" "6B5-16 Zh -86 Uley armored rig"
"5c0e446786f7742013381639" "6B5-15 Zh -86 Uley armored rig"
"5c0e51be86f774598e797894" "6B13 assault armor (flora pattern)"
"5c0e530286f7747fa1419862" "Propital"
"5c0e531286f7747fa54205c2" "Combat stimulant injector SJ1 TGLabs"
"5c0e531d86f7747fa23f4d42" "Combat stimulant injector SJ6 TGLabs"
"5c0e533786f7747fa23f4d47" "Hemostatic drug Zagustin"
"5c0e534186f7747fa1419867" "Regenerative stimulant injector eTG-change"
"5c0e53c886f7747fa54205c7" "6B13 assault armor (digital flora pattern)"
"5c0e541586f7747fa54205c9" "6B13 M assault armor (tan)"
"5c0e57ba86f7747fa141986d" "6B23-2 armor (mountain flora pattern)"
"5c0e5bab86f77461f55ed1f3" "6B23-1 armor (digital flora pattern)"
"5c0e5edb86f77461f55ed1f7" "Zhuk-3 Press armor"
"5c0e625a86f7742d77340f62" "Zhuk-6a heavy armor"
"5c0e655586f774045612eeb2" "Highcom Trooper TFO armor (multicam)"
"5c0e66e2d174af02a96252f4" "SLAAP armor Plate (Tan)"
"5c0e6a1586f77404597b4965" "Belt-A + Belt-B gear rig"
"5c0e722886f7740458316a57" "ANA Tactical M1 armored rig"
"5c0e746986f7741453628fe5" "Wartech TV-110 plate carrier"
"5c0e774286f77468413cc5b2" "Mystery Ranch Blackjack 50 backpack (multicam)"
"5c0e805e86f774683f3dd637" "3V G Paratus 3-Day Operator's Tactical Backpack"
"5c0e842486f77443a74d2976" "Maska 1Sch face shield (Killa)"
"5c0e874186f7745dc7616606" "Maska 1Sch helmet (Killa)"
"5c0e9f2c86f77432297fe0a3" "Blackhawk! Commando Chest Harness (black)"
"5c0fa877d174af02a012e1cf" "Water bottle with a filter Aquamari"
"5c0faeddd174af02a962601f" "ADAR buffer tube"
"5c0faf68d174af02a96260b8" "ADAR 2-15 charging handle for AR-15"
"5c0fafb6d174af02a96260ba" "ADAR 2-15.56x45 Flashhider"
"5c10c8fd86f7743d7d706df3" "Adrenaline injector"
"5c11046cd174af02a012e42b" "Wilcox Interface for PVS-7"
"5c110624d174af029e69734c" "T-7 Thermal Goggles with Night Vision Mounts"
"5c11279ad174af029d64592b" "20 pcs pack 5.56x45 Warmage ammo"
"5c1127bdd174af44217ab8b9" "20 pcs. 9x19 mm DIPP ammo box"
"5c1127d0d174af29be75cf68" "5 pcs. 12x70 DIPP ammo box"
"5c12301c86f77419522ba7e4" "False flash drive"
"5c1260dc86f7746b106e8748" "8 pcs pack of 9x39 7N12 BP ammo"
"5c12613b86f7743bbe2c3f76" "Folder with intelligence"
"5c12619186f7743f871c8a32" "8 pcs pack of 9x39 7N9 SPP ammo"
"5c12620d86f7743f8b198b72" "Tetriz portable game"
"5c1262a286f7743f8a69aab2" "30 pcs. 5.45x39 7N39 ammo pack"
"5c1265fc86f7743f896a21c2" "Broken GPhone X"
"5c1267ee86f77416ec610f72" "Chain with Prokill medallion"
"5c12688486f77426843c7d32" "Paracord"
"5c127c4486f7745625356c13" "Magazine case"
"5c13cd2486f774072c757944" "Soap"
"5c13cef886f774072e618e82" "Toilet paper"
"5c165d832e2216398b5a7e36" "Peltor Tactical Sport headset"
"5c17664f2e2216398b5a7e3c" "VLTOR CMRD Keymod handguard for AK"
"5c1780312e221602b66cc189" "KAC Folding sight Rear"
"5c17804b2e2216152006c02f" "KAC Folding sight Frontsight"
"5c178a942e22164bef5ceca3" "Crye Airframe Chops"
"5c1793902e221602b21d3de2" "Crye Airframe Ears"
"5c17a7ed2e2216152142459c" "Crye Precision Airframe Tan"
"5c18b90d2e2216152142466b" " Magpul MBUS Gen.2 Frontsight FDE"
"5c18b9192e2216398b5a8104" " Magpul MBUS Gen.2 Rearsight FDE"
"5c1a1cc52e221602b3136e3d" "SI M Frame safety glasses"
"5c1a1e3f2e221602b66cc4c2" "Fake white beard"
"5c1bc4812e22164bef5cfde7" "Zenit RK-0 Foregrip"
"5c1bc5612e221602b5429350" "Zenit RK-1 Foregrip"
"5c1bc5af2e221602b412949b" "Zenit RK-2 Foregrip"
"5c1bc5fb2e221602b1779b32" "Zenit RK-4 Foregrip"
"5c1bc7432e221602b412949d" "Zenit RK-5 Foregrip"
"5c1bc7752e221602b1779b34" "Zenit RK-6 Foregrip"
"5c1cd46f2e22164bef5cfedb" "Zenit RK-1 Foregrip on B-25U mount"
"5c1cdd302e221602b3137250" "Compact mount for sights"
"5c1cdd512e22161b267d91ae" "Primary Arms Compact prism scope 2.5x"
"5c1d0c5f86f7744bb2683cf0" "Lab. Blue keycard"
"5c1d0d6d86f7744bb2683e1f" "Lab. Yellow keycard. "
"5c1d0dc586f7744baf2e7b79" "Lab. Green keycard "
"5c1d0efb86f7744baf2e7b7b" "Lab. Red keycard"
"5c1d0f4986f7744bb01837fa" "Lab. Black keycard"
"5c1e2a1e86f77431ea0ea84c" "Lab. key. Manager office"
"5c1e2d1f86f77431e9280bee" "Lab. key. Testing area (weap.)"
"5c1e495a86f7743109743dfb" "Lab. Violet keycard"
"5c1f79a086f7746ed066fb8f" "Lab. key. Arsenal storage room"
"5c3df7d588a4501f290594e5" "9x19 mm Green Tracer"
"5c46fbd72e2216398b5a8c9c" "SVDS 7.62x54 Sniper rifle"
"5c471b5d2e221602b21d4e14" "Polymer stock for SVDS"
"5c471b7e2e2216152006e46c" "SVDS Rearsight"
"5c471ba12e221602b3137d76" "SVDS frontsight"
"5c471bd12e221602b4129c3a" "Izhmash SVDS dust cover"
"5c471be12e221602b66cd9ac" "Izhmash SVDS pistol grip"
"5c471bfc2e221602b21d4e17" "Izhmash 7.62x54 SVDS muzzlebrake & compensator"
"5c471c2d2e22164bef5d077f" "SVDS Upper Band"
"5c471c442e221602b542a6f8" "10-round SVD 7.62x54 magazine"
"5c471c6c2e221602b66cd9ae" "Polymer SVDS handguard"
"5c471c842e221615214259b5" "SVDS Gas tube"
"5c471cb32e221602b177afaa" "22 barrel for a SVDS 7.62x54"
"5c488a752e221602b412af63" "DT MDR 5.56x45 Assault Rifle"
"5c48a14f2e2216152006edd7" "Desert Tech foregrip for MDR"
"5c48a2852e221602b21d5923" "406mm barrel for MDR and compatible 5.56x45"
"5c48a2a42e221602b66d1e07" "Desert Tech 5.56x45 Flash hider"
"5c48a2c22e221602b313fb6c" "Desert Tech pistol grip for MDR"
"5c4ee3d62e2216152006f302" "SRVV Mk.2.0 compensator 7.62x54 for SV-98"
"5c4eec9b2e2216398b5aaba2" "Thread adapter 7.62x54 for SV-98"
"5c4eecc32e221602b412b440" "Regular SV-98 7.62x54 silencer"
"5c4eecde2e221602b3140418" "Heat shield for SV-98 silencer"
"5c501a4d2e221602b412b540" "Vepr Hunter/VPO-101 7.62x51 carbine"
"5c5039be2e221602b177c9ff" "VPO-101 Gas tube"
"5c503ac82e221602b21d6e9a" "7.62x51 metal magazine for VPO-101 and compatibles, 5-round capacity"
"5c503ad32e2216398b5aada2" "7.62x51 metal magazine for VPO-101 and compatibles, 10-round capacity"
"5c503af12e221602b177ca02" "Regular VPO-101 Vepr Hunter stock"
"5c503b1c2e221602b21d6e9d" "VPO-101 Standard Rearsight"
"5c503d0a2e221602b542b7ef" "Molot VPO-101 dust cover"
"5c5952732e2216398b5abda2" "Zenit Perst-3 tactical device"
"5c59529a2e221602b177d160" "Lancer OEM 14 inch M-LOK foregrip for MPX"
"5c5970672e221602b21d7855" "ProMag AALVX 35 7.62x39 35-round SKS magazine."
"5c5db5852e2216003a0fe71a" "4.5 9x19 barrel for MPX"
"5c5db5962e2216000e5e46eb" "6.5 9x19 barrel for MPX"
"5c5db5b82e2216003a0fe71d" "10.5 9x19 barrel for MPX"
"5c5db5c62e22160012542255" "14 9x19 barrel for MPX"
"5c5db5f22e2216000e5e47e8" "Midwest 4.5 inch M-LOK foregrip for MPX"
"5c5db5fc2e2216000f1b2842" "Midwest 6.5 inch M-LOK foregrip for MPX"
"5c5db6302e2216000e5e47f0" "Midwest 10.5 inch M-LOK foregrip for MPX"
"5c5db63a2e2216000f1b284a" "Midwest 14 inch M-LOK foregrip for MPX"
"5c5db6552e2216001026119d" "Standard MPX 20-round 9x19 magazine"
"5c5db6652e221600113fba51" "MPX with TTI Base pad +11 41-round 9x19 magazine"
"5c5db6742e2216000f1b2852" "F5 MPX Drum mag 50-round 9x19 magazine"
"5c5db6b32e221600102611a0" "Geissele SCH charging handle for MPX"
"5c5db6ee2e221600113fba54" "Maxim Defence CQB collapsing/telescoping MCX/MPX stock"
"5c5db6f82e2216003a0fe914" "PMM ULSS foldable MCX/MPX stock"
"5c6161fb2e221600113fbde5" "5-shot MC 20-01 Sb.3 20ga magazine for TOZ-106"
"5c6162682e22160010261a2b" "Dovetail mount for TOZ-106"
"5c61627a2e22160012542c55" "TOZ-106 scope mount"
"5c6165902e22160010261b28" "Sig SRD 9 9x19mm sound suppressor"
"5c6175362e221600133e3b94" "ProMag AK-A-16 73-round 7.62x39 magazine for AKM and compatibles"
"5c617a5f2e2216000f1e81b3" "Zenit B-10 AK Handguard"
"5c61a40d2e2216001403158d" "B-13 rail platform"
"5c6592372e221600133e47d7" "100-round MAG5-100 5.56x45 STANAG magazine"
"5c6beec32e221601da3578f2" "TJ Custom 9x19 Compensator"
"5c6bf4aa2e2216001219b0ae" "US Palm pistol grip for AK"
"5c6c2c9c2e2216000f2002e4" "Troy Industries 13 M-LOK foregrip for 416A5"
"5c6d10e82e221601da357b07" "HK MRS 14 keymod foregrip for 416A5"
"5c6d10fa2e221600106f3f23" "Midwest 9 M-LOK foregrip for 416A5"
"5c6d11072e2216000e69d2e4" "Midwest 13.5 M-LOK foregrip for 416A5"
"5c6d11152e2216000f2003e7" "Strike Industries CRUX 15 M-LOK foregrip for 416A5"
"5c6d42cb2e2216000e69d7d1" "HK Polymer mag 30 5.56x45 STANAG 30-round magazine"
"5c6d450c2e221600114c997d" "HK PM Gen.2 5.56x45 STANAG 30-round magazine"
"5c6d46132e221601da357d56" "TROY Battlemag 5.56x45 STANAG 30-round magazine"
"5c6d5d8b2e221644fc630b39" "Stngr Vypr 10 M-LOK foregrip for AR15"
"5c6d710d2e22165df16b81e7" "Surefire WarComp 5.56x45 Flash hider for AR-15"
"5c6d7b3d2e221600114c9b7d" "HK Grip V.2 pistol grip for AR-15 based systems"
"5c6d85e02e22165df16b81f4" "10.6 barrel for 416A5 and compatible 5.56x45"
"5c78f2492e221600114c9f04" "SAI 14.5 QD Rail foregrip for AR15"
"5c78f2612e221600114c9f0d" "SAI 10 QD Rail foregrip for AR15"
"5c78f26f2e221601da3581d1" "Magpul MOE SL mid length M-LOK foregrip for AR15"
"5c78f2792e221600106f4683" "Magpul MOE SL carbine length M-LOK foregrip for AR-15"
"5c78f2882e22165df16b832e" "SAI Jail Break 5.56x45 for AR-15"
"5c791e872e2216001219c40a" "SI Cobra tactical tactical grip"
"5c793fb92e221644f31bfb64" "SI Advanced receiver extension buffer tube"
"5c793fc42e221600114ca25d" "SI Advanced receiver extension buffer tube (anodized red)"
"5c793fde2e221601da358614" "SI Viper Mod.1 Stock"
"5c7951452e221644f31bfd5c" "Venom Antidote muzzle brake & compensator for AK "
"5c7954d52e221600106f4cc7" "Direct Thread Mount adapter for Gemtech ONE."
"5c7955c22e221644f31bfd5e" "Gemtech ONE 7.62x51 Sound Suppressor "
"5c7d55de2e221644f31bff68" "Aimpoint COMP M4 reflex sight"
"5c7d55f52e221644f31bff6a" "Aimpoint LRP mount for COMP M4 sights."
"5c7d560b2e22160bc12c6139" "Standard Spacer for Aimpont sight"
"5c7e5f112e221600106f4ede" "AAC Blackout 51T 5.56x45 flash-hider"
"5c7e8fab2e22165df16b889b" "AAC Illusion 9 9x19mm silencer"
"5c7fb51d2e2216001219ce11" "Surefire SF3P 5.56x45 Flash hider for AR-15"
"5c7fc87d2e221644f31c0298" "BCM MOD.3 Tactical grip"
"5c82342f2e221644f31c060e" "Zenit-Belomo PSO 1 4x24 scope"
"5c82343a2e221644f31c0611" "Zenit-Belomo PSO 1M2 4x24 scope"
"5c86592b2e2216000e69e77c" "34mm one piece magmount made by I-E-A Mil Optics"
"5c878e9d2e2216000f201903" "Lantac Dragon 7.62x51 muzzle brake"
"5c878ebb2e2216001219d48a" "Lantac Dragon 7.62x39 muzzle brake & compensator for AK "
"5c87a07c2e2216001219d4a2" "HK E1 Stock for AR-15 and compatible"
"5c87ca002e221600114cb150" "KAC Vertical pistol grip"
"5c88f24b2e22160bc12c69a6" "20-round SVD 7.62x54 magazine"
"5c90c3622e221601da359851" "B-13V rail platform above reciever Classic"
"5c920e902e221644f31c3c99" "P226 Extended magazine 9x19"
"5c925fa22e221601da359b7b" "9x19 mm AP 6.3"
"5c94bbff86f7747ee735c08f" "TerraGroup Labs access keycard"
"5c99f3592e221644fc633070" "Custom cut mosin stock for TOZ-106"
"5c9a07572e221644f31c4b32" "Magpul Zhukov-U HAND GUARD (Black) for AK"
"5c9a1c3a2e2216000e69fb6a" "Magpul Zhukov-U HAND GUARD (FDE) for AK"
"5c9a1c422e221600106f69f0" "Magpul Zhukov-U HAND GUARD (Plum) for AK"
"5c9a25172e2216000f20314e" "Daniel Defence RIS II 12.25 foregrip for AR-15-compatible systems"
"5c9a26332e2216001219ea70" "Daniel Defence FDE RIS II FSP 9.5 foregrip for AR-15-compatible systems"
"5ca20abf86f77418567a43f2" "Triton M43-A Chest Harness"
"5ca20d5986f774331e7c9602" "Wartech Berkut VV-102 backpack"
"5ca20ee186f774799474abc2" "Vulkan-5 (LShZ-5) heavy helmet"
"5ca2113f86f7740b2547e1d2" "Vulkan-5 face shield"
"5ca2151486f774244a3b8d30" "FORT Redut-M body armor"
"5ca21c6986f77479963115a7" "FORT Redut-T5 body armor"
"5cadc190ae921500103bb3b6" "Beretta M9A3 9x19 pistol"
"5cadc1c6ae9215000f2775a4" "Threaded barrel for M9A3 9x19"
"5cadc2e0ae9215051e1c21e7" "M9A3 9x19 17-round magazine"
"5cadc390ae921500126a77f1" "M9A3 thread protection cap"
"5cadc431ae921500113bb8d5" "Polymer pistol grip for M9A3"
"5cadc55cae921500103bb3be" "M9A3 9x19 pistol slide"
"5cadd919ae921500126a77f3" "M9A3 Standard Frontsight"
"5cadd940ae9215051e1c2316" "Beretta M9A3 Standard Rearsight"
"5cadd954ae921500103bb3c2" "Sight Mount M9 rear sight bearing"
"5cadf6ddae9215051e1c23b2" "12.7x55 mm PS12"
"5cadf6e5ae921500113bb973" "12.7x55 mm PS12A"
"5cadf6eeae921500134b2799" "12.7x55 mm PS12B"
"5cadfbf7ae92152ac412eeef" "ASh-12 12.7x55 assault rifle"
"5caf1041ae92157c28402e3f" "12.7x55 magazine for ASh-12, 10-round capacity"
"5caf1109ae9215753c44119f" "12.7x55 magazine for ASh-12, 20-round capacity"
"5caf1691ae92152ac412efb9" " Rearsight ASh-12 Carry Handle"
"5caf16a2ae92152ac412efbc" "ASh-12 Folding sight Frontsight"
"5caf17c9ae92150b30006be1" "ASh-12 regular muzzle brake 12.7x55"
"5caf187cae92157c28402e43" "ASh-12 12.7x55 tactical suppressor"
"5cbda392ae92155f3c17c39f" "Polymer AK-100 series foregrip"
"5cbda9f4ae9215000e5b9bfc" "Polymer AK-74 foregrip (6P20 Sb.9) Plum"
"5cbdaf89ae9215000e5b9c94" "30-round 6L23 Plum 5.45x39 magazine for AK-74 and compatibles"
"5cbdb1b0ae9215000d50e105" "Izhmash polymer Plum AK-74 stock (6P20 Sb.7)"
"5cbdc23eae9215001136a407" "Molot magazine for AK and compatibles, 75-round capacity"
"5cc0858d14c02e000c6bea66" "BEAR standard upper"
"5cc085bb14c02e000e67a5c5" "BEAR base lower"
"5cc6ea78e4a949000e1ea3c1" "FN charge handle for P90"
"5cc6ea85e4a949000e1ea3c3" "K&M The Handler charge handle for P90"
"5cc70093e4a949033c734312" "FN magazine for P90, 50-round capacity"
"5cc700b9e4a949000f0f0f25" "FN P90 stock"
"5cc700cae4a949035e43ba72" "FN Butt pad for P90"
"5cc700d4e4a949000f0f0f28" "Damage Industries Butt-pad for P90"
"5cc700ede4a949033c734315" "FN EFFEN 90 Upper receiver for P90"
"5cc70102e4a949035e43ba74" "FN Upper receiver for P90"
"5cc7012ae4a949001252b43e" "FN EFFEN 90 rail"
"5cc70146e4a949000d73bf6b" "FN side rail for regular P90 upper receiver"
"5cc7015ae4a949001152b4c6" "FN top rail for regular P90 upper receiver"
"5cc701aae4a949000e1ea45c" "10.5 barrel for P90 5.7x28"
"5cc701d7e4a94900100ac4e7" "16 barrel for P90 5.7x28"
"5cc80f38e4a949001152b560" "5.7x28 mm SS190"
"5cc80f53e4a949000e1ea4f8" "5.7x28 mm L191"
"5cc80f67e4a949035e43bbba" "5.7x28 mm SB193"
"5cc80f79e4a949033c7343b2" "5.7x28 mm SS198LF"
"5cc80f8fe4a949033b0224a2" "5.7x28 mm SS197SR"
"5cc82796e24e8d000f5859a8" "FN P90 5.7x28 flash hider"
"5cc82d76e24e8d00134b4b83" "FN P90 5.7x28 submachinegun"
"5cc86832d7f00c000d3a6e6c" "5.7x28 mm R37.F"
"5cc86840d7f00c002412c56c" "5.7x28 mm R37.X"
"5cc9a96cd7f00c011c04e04a" "SRVV 5.45x39 AK-74 muzzle brake"
"5cc9ad73d7f00c000e2579d4" "SRVV 7.62x39 AK muzzle brake & compensator"
"5cc9b815d7f00c000e2579d6" "TROY Claymore 5.56x45 muzzle brake for AR-15"
"5cc9bcaed7f00c011c04e179" "Hera Arms HG-15 pistol grip for AR-15 based systems"
"5cc9c20cd7f00c001336c65d" "NcSTAR Tactical blue laser LAM-Module"
"5cd157cfd7f00c0011791f36" "26x75mm flare cartridge"
"5cd945d71388ce000a659dfb" "BEAR base upper"
"5cd946231388ce000d572fe3" "BEAR base lower"
"5cda9bcfd7f00c0c0b53e900" "ASh-12 Vertical pistol grip"
"5cdaa99dd7f00c002412d0b2" "Polymer ASh-12 foregrip"
"5cdd7685d7f00c000f260ed2" "Muzzle brake Keeno Arms SHREWD 7.62x51 for AR-10"
"5cdd7693d7f00c0010373aa5" "Muzzle brake Precision Armament M-11 7.62x51 for AR-10"
"5cde739cd7f00c0010373bd3" "M700 MOD X Gen.3 stock"
"5cde77a9d7f00c000f261009" "Buffer tube side folder adapter for M700"
"5cde7afdd7f00c000d36b89d" "A*B Arms MOD X Gen.3 keymod handguard for M700"
"5cde7b43d7f00c000d36b93e" "A*B Arms MOD X mount for M700"
"5cde8864d7f00c0010373be1" "12.7x108 mm B-32"
"5cde95d97d6c8b647a3769b0" "USEC standard upper"
"5cde95ef7d6c8b04713c4f2d" "USEC base lower"
"5cde9e957d6c8b0474535da7" "USEC base lower"
"5cde9ec17d6c8b04723cf479" "USEC base upper"
"5cdea3f87d6c8b647a3769b2" "Abibas lower"
"5cdea42e7d6c8b0474535dad" "Adik Tracksuit"
"5cdeac22d7f00c000f26168f" "Magpul PRO 700 chassis"
"5cdeac42d7f00c000d36ba73" "PRO 700 folding stock"
"5cdeac5cd7f00c000f261694" "Magpul Pistol Grip for Pro 700 Kit"
"5cdeaca5d7f00c00b61c4b70" "Magpul inline mount for PRO 700 chassis"
"5cdeb229d7f00c000e7ce174" "NSV Utes 12.7x108 machine gun"
"5ce69cbad7f00c00b61c5098" "Magpul PMAG .308 AC 5-round M700 magazine"
"5cebec00d7f00c065c53522a" "FN Attenuator 5.7x28 silencer"
"5cebec10d7f00c065703d185" "FN PS90 stock"
"5cebec38d7f00c00110a652a" "FN Ring sight reflex sight"
"5cf12a15d7f00c05464b293f" "Promag AA-70 20-round .308 M700 magazine"
"5cf13123d7f00c1085616a50" "Promag Archangel polymer stock for M700"
"5cf4e3f3d7f00c06595bc7f0" "5.45 Design Aggressor handguard for AK"
"5cf4fb76d7f00c065703d3ac" "RTM Pillau Tactical grip"
"5cf50850d7f00c056e24104c" "SI Enhanced pistol grip for AK"
"5cf508bfd7f00c056e24104e" "SI Enhanced pistol grip for AK FDE"
"5cf50fc5d7f00c056c53f83c" "CAA AKTS AK-74 Buffer Tube for AK and compatible"
"5cf518cfd7f00c065b422214" "CAA AKTS AK-74 Buffer Tube for AK and compatible"
"5cf54404d7f00c108840b2ef" "KGB MG-47 pistol grip for AK"
"5cf638cbd7f00c06595bc936" "NPZ USP-1 4x scope"
"5cf639aad7f00c065703d455" "USP-1 scope eyecup"
"5cf656f2d7f00c06585fb6eb" "VS-24 Handguard with a VS-33c gas block combo for AK"
"5cf67a1bd7f00c06585fb6f3" "Weapon Tuning Mosin rifle tread adapter"
"5cf67cadd7f00c065a5abab7" "Weapon Tuning SKS tread adapter"
"5cf6935bd7f00c06585fb791" "Carbine brake for SIG MPX by TACCOM"
"5cf6937cd7f00c056c53fb39" "Bulletec ST-6012 5.56x45 Flash hider for AR-15"
"5cf78496d7f00c065703d6ca" "Direct Thread adapter for the Lantac Blast mitigation device."
"5cf78720d7f00c06595bc93e" "Lantac Blast mitigation device 7.62x51"
"5cf79389d7f00c10941a0c4d" "Custom Mosin rifle thread adapter"
"5cf79599d7f00c10875d9212" "Tiger Rock Mosin rifle tread adapter"
"5cf7acfcd7f00c1084477cf2" "FN Upper receiver for PS90"
"5cf8f3b0d7f00c00217872ef" "MaxRounds Powermag 20-round 12/76 magazine for SOK-12 and compatible weapons"
"5cfe8010d7ad1a59283b14c6" "X-47 AK 7.62x39 50 rnd magazine"
"5cff9e5ed7ad1a09407397d4" "Daniel Defense Wave Muzzle Brake 5.56x45"
"5cff9e84d7ad1a049e54ed55" "Daniel Defence Wave QD Sound Suppressor "
"5cffa483d7ad1a049e54ef1c" "100 rounds belt"
"5d00e0cbd7ad1a6c6566a42d" "Strike Industries Viper carbine length M-LOK foregrip for AR-15"
"5d00ec68d7ad1a04a067e5be" "JP Enterprises Gas System-5b"
"5d00ede1d7ad1a0940739a76" "Noveske SWS N6 10.5 inch foregrip for AR-10-compatible systems"
"5d00ef6dd7ad1a0940739b16" "Noveske SWS N6 Split handguard for AR-10-compatible systems"
"5d00f63bd7ad1a59283b1c1e" "Strike Industries Viper carbine length M-LOK foregrip (FDE) for AR-15"
"5d010d1cd7ad1a59283b1ce7" "CAA HX-5 MP5 handguard"
"5d0236dad7ad1a0940739d29" "Fab Defence UAS Stock for SKS"
"5d023784d7ad1a049d4aa7f2" "Fab Defence AG-58 pistol grip for VZ-58"
"5d024f5cd7ad1a04a067e91a" "Arbalet Patriot K+W mount"
"5d025cc1d7ad1a53845279ef" "HK Ergo PSG-1 style pistol grip for AR-15 based systems"
"5d02676dd7ad1a049e54f6dc" "Nordic Corvette 5.56x45 compensator for AR-15"
"5d02677ad7ad1a04a15c0f95" "Nordic Corvette 7.62x51 muzzle brake for AR-10"
"5d026791d7ad1a04a067ea63" "Fortis Red Brake 7.62x51 muzzle brake for AR-10"
"5d02778e86f774203e7dedbe" "CMS kit"
"5d02797c86f774203f38e30a" "Surv12 field surgical kit"
"5d0375ff86f774186372f685" "Military cable"
"5d0376a486f7747d8050965c" "Military circuit board"
"5d03775b86f774203e7e0c4b" "Phased array element"
"5d0377ce86f774186372f689" "Military thermal vision module Iridium"
"5d03784a86f774203e7e0c4d" "Military gyrotachometer"
"5d0378d486f77420421a5ff4" "Military power filter"
"5d03794386f77420415576f5" "6-STEN-140-M military battery"
"5d0379a886f77420407aa271" "OFZ 30x160mm shell "
"5d07b91b86f7745a077a9432" "Common fund stash"
"5d08d21286f774736e7c94c3" "Shturman key"
"5d0a29ead7ad1a0026013f27" "KMZ 1P59 Dovetail mount"
"5d0a29fed7ad1a002769ad08" "KMZ 1P69 Weaver mount"
"5d0a3a58d7ad1a669c15ca14" "KMZ 1P59 3-10x riflescope"
"5d0a3e8cd7ad1a6f6a3d35bd" "KMZ 1P69 3-10x riflescope"
"5d0b5cd3d7ad1a3fe32ad263" "1P59 scope eyecup"
"5d10b49bd7ad1a1a560708b0" "AN/PEQ-2 tactical device"
"5d120a10d7ad1a4e1026ba85" "Double Star Ace Socom gen.4 stock for AR-15"
"5d120a28d7ad1a1c8962e295" "Double Star recoil pad 0.5 for ACE stock series"
"5d122e7bd7ad1a07102d6d7f" "URX 3.1 10.75 handguard for AR15"
"5d123102d7ad1a004e475fe5" "URX 3 8 handguard for AR15"
"5d123a3cd7ad1a004e476058" "KAC short panel for URX 3/3.1"
"5d123b70d7ad1a0ee35e0754" "KAC long panel for URX 3/3.1"
"5d123b7dd7ad1a004f01b262" "KAC stopper panel for URX 3/3.1"
"5d124c01d7ad1a115c7d59fb" "KAC short panel for URX 3/3.1 FDE"
"5d124c0ed7ad1a10d168dd9b" "KAC long panel for URX 3/3.1 FDE"
"5d124c1ad7ad1a12227c53a7" "KAC stopper panel for URX 3/3.1 FDE"
"5d133067d7ad1a33013f95b4" "KAC URX 3 inch guide"
"5d1340b3d7ad1a0b52682ed7" "PMAG GEN M3 30 5.56x45 STANAG 30-round magazine"
"5d1340bdd7ad1a0e8d245aab" "40-round PMAG GEN M3 FDE 40 5.56x45 STANAG magazine"
"5d1340cad7ad1a0b0b249869" "PMAG GEN M3 FDE W 30 5.56x45 STANAG 30-round magazine"
"5d135e83d7ad1a21b83f42d8" "Magpul CTR Carbine stock"
"5d135ecbd7ad1a21c176542e" "Magpul CTR Carbine stock FDE"
"5d15ce51d7ad1a1eff619092" "Alfa Arms Goliaf AKS-74U Handguard"
"5d15cf3bd7ad1a67e71518b2" "Magpul MOE AR-15 pistol grip (FDE)"
"5d19cd96d7ad1a4a992c9f52" "PTR Tri-Rail MP5 handguard"
"5d1b198cd7ad1a604869ad72" "TDI AKM-L handguard for AK"
"5d1b2f3f86f774252167a52c" "FP-100 filter absorber"
"5d1b2fa286f77425227d1674" "Electric motor"
"5d1b2ffd86f77425243e8d17" "NIXXOR lens"
"5d1b304286f774253763a528" "Working LCD"
"5d1b309586f77425227d1676" "Broken LCD"
"5d1b313086f77425227d1678" "Phase control relay"
"5d1b317c86f7742523398392" "Hand drill"
"5d1b31ce86f7742523398394" "Round pliers"
"5d1b327086f7742525194449" "Pressure gauge"
"5d1b32c186f774252167a530" "Analog thermometer"
"5d1b33a686f7742523398398" "Purified water"
"5d1b36a186f7742523398433" "Metal fuel tank"
"5d1b371186f774253763a656" "Expeditionary fuel tank"
"5d1b376e86f774252519444e" "Fierce Hatchling moonshine"
"5d1b385e86f774252167b98a" "Water filter"
"5d1b392c86f77425243e98fe" "Light bulb"
"5d1b39a386f774252339976f" "Silicone tube"
"5d1b3a5d86f774252167ba22" "Pile of meds"
"5d1b3f2d86f774253763b735" "Disposable syringe"
"5d1b5e94d7ad1a2b865a96b0" "FLIR RS-32 2.25-9x 35mm 60Hz thermal riflescope"
"5d1c702ad7ad1a632267f429" "Fab Defence GLR-17 Stock for Glock and compatible"
"5d1c774f86f7746d6620f8db" "Radiator helix"
"5d1c819a86f774771b0acd6c" "Weapon parts"
"5d1f564b86f7744bcb0acd16" "BEAR Summer Field"
"5d1f565786f7743f8362bcd5" "BEAR contractor t-shirt"
"5d1f566d86f7744bcd13459a" "BEAR Black Lynx"
"5d1f567786f7744bcc04874f" "BEAR Ghost Marksman"
"5d1f568486f7744bca3f0b98" "FSB Fast Response"
"5d1f56a686f7744bce0ee9eb" "USEC PCU Ironsight"
"5d1f56c686f7744bcd13459c" "USEC Aggressor TAC"
"5d1f56e486f7744bce0ee9ed" "USEC Softshell Flexion"
"5d1f56f186f7744bcb0acd1a" "USEC Woodland Infiltrator"
"5d1f56ff86f7743f8362bcd7" "USEC PCS Multicam"
"5d1f588e86f7744bcc048753" "BEAR Summerfield"
"5d1f58a086f7743f8362bcd9" "BEAR Gorka Kobra"
"5d1f58ab86f7743014162042" "BEAR Striker Infil Ops"
"5d1f58bd86f7744bce0ee9ef" "BEAR Gorka SSO"
"5d1f58cb86f7744bca3f0b9a" "FSB Urban Tact"
"5d1f58ed86f7744bcb0acd1c" "USEC Taclife Terrain"
"5d1f590486f7744bcd13459e" "USEC Ranger Jeans"
"5d1f591186f7744bcc048755" "USEC Gen.2 Khyber"
"5d1f592286f7743f8362bcdb" "USEC Woodland Infiltrator"
"5d1f593286f7743014162044" "USEC TACRES"
"5d1f609d86f7744bca3f1689" "BEAR Black Lynx"
"5d1f60ae86f7744bcc04998b" "BEAR contractor t-shirt"
"5d1f60b486f7744bcb0adfa8" "FSB Fast Response"
"5d1f60ca86f7743014163025" "BEAR Ghost Marksman"
"5d1f60f086f7744bce0ef704" "BEAR Summer Field"
"5d1f622186f7744bca3f168c" "USEC Aggressor TAC"
"5d1f622e86f7744bcc04998c" "USEC Softshell Flexion"
"5d1f623386f7744bcd135833" "USEC Woodland Infiltrator"
"5d1f623886f7743014163027" "USEC PCS Multicam"
"5d1f623e86f7744bce0ef705" "USEC PCU Ironsight"
"5d1f646286f7744bce0ef70a" "FSB Urban Tact"
"5d1f646c86f7743f8362cf3f" "BEAR Gorka Kobra"
"5d1f647186f7744bce0ef70c" "BEAR Gorka SSO"
"5d1f647586f7744bcb0adfb0" "BEAR Striker Infil Ops"
"5d1f647a86f7744bca3f1691" "BEAR Summer Field"
"5d1f647f86f7744bcc04998f" "USEC Gen.2 Khyber"
"5d1f648a86f7744bcd135841" "USEC Woodland Infiltrator"
"5d1f648e86f774301416302b" "USEC Ranger Jeans"
"5d1f649286f7743f8362cf40" "USEC Taclife Terrain"
"5d1f649886f7744bce0ef70d" "USEC TACRES"
"5d1f819086f7744b355c219b" "Daniel Defense Wave Muzzle Brake 7.62x51"
"5d235a5986f77443f6329bc6" "Gold skull ring"
"5d235b4d86f7742e017bc88a" "GP coin"
"5d235bb686f77443f4331278" "Small S I C C case"
"5d2369418abbc306c62e0c80" "Steiner Dbal PL tactical flashlight"
"5d25a4a98abbc30b917421a4" "5-round .308 AICS M700 magazine"
"5d25a6538abbc306c62e630d" "10-round .308 AICS M700 magazine"
"5d25a6a48abbc306c62e6310" "12-round .308 MDT AICS M700 magazine"
"5d25a7b88abbc3054f3e60bc" "Magpul PMAG .308 AC 10-round M700 magazine"
"5d25af8f8abbc3055079fec5" "Promag AA-70 10-round .308 M700 magazine"
"5d25d0ac8abbc3054f3e61f7" "AT AICS polymer stock for M700"
"5d2702e88abbc31ed91efc44" "26 stainless steel barrel for a Remington M700 7.62x51 NATO"
"5d2703038abbc3105103d94c" "20 stainless steel barrel for a Remington M700 7.62x51 NATO"
"5d270b3c8abbc3105335cfb8" "M700 thread protection cap"
"5d270ca28abbc31ee25ee821" "M700 thread protection cap"
"5d2c76ed48f03532f2136169" "AKademia Bastion dust cover for AK"
"5d2c770c48f0354b4a07c100" "Fab Defence PDC dust cover for AK-74"
"5d2c772c48f0355d95672c25" "TWS Dog leg rail dust cover for AK"
"5d2c829448f0353a5c7d6674" "Wooden CAF WASR 10-63 handguard"
"5d2da1e948f035477b1ce2ba" "Trijicon SRS-02 reflex sight"
"5d2dc3e548f035404a1a4798" "Monstrum Compact prism scope 2x32"
"5d2f0d8048f0356c925bc3b0" "HK MP5 Kurz 9x19 submachinegun"
"5d2f213448f0355009199284" "Standard MP5 20-round 9x19 magazine"
"5d2f259b48f0355a844acd74" "MP5k Polymer handguard"
"5d2f25bc48f03502573e5d85" "HK End Cap Stock for MP5 Kurz"
"5d2f261548f03576f500e7b7" "HK MP5 Kurz Upper receiver"
"5d2f2ab648f03550091993ca" "12.7x108 mm BZT-44M"
"5d2f2d5748f03572ec0c0139" "MP5 Kurz Cocking Handle"
"5d357d6b86f7745b606e3508" "photo album"
"5d3eb3b0a4b93615055e84d2" "FN Five-seveN MK2 5.7x28 pistol"
"5d3eb44aa4b93650d64e4979" "Five-seveN MK2 pistol slide"
"5d3eb4aba4b93650d64e497d" "Five-seveN Standard Rear-sight"
"5d3eb536a4b9363b1f22f8e2" "Five-seveN MK2 Standard Frontsight"
"5d3eb59ea4b9361c284bb4b2" "Threaded barrel for Five-seveN 5.7x28"
"5d3eb5b6a4b9361eab311902" "Barrel for Five-seveN 5.7x28"
"5d3eb5eca4b9363b1f22f8e4" "Five-seveN 20-Round 5.7x28 magazine"
"5d3ec50586f774183a607442" "Encrypted message"
"5d3ef698a4b9361182109872" "Gemtech SFN-57 5.7x28mm silencer"
"5d403f9186f7743cac3f229b" "Bottle of Dan Jackiel Whiskey"
"5d40407c86f774318526545a" "Bottle of vodka Tarkovskaya"
"5d40412b86f7743cb332ac3a" "Schaman shampoo"
"5d40419286f774318526545f" "Metal cutting scissors"
"5d4041f086f7743cac3f22a7" "Ortodontox toothpaste"
"5d40425986f7743185265461" "Nippers"
"5d4042a986f7743185265463" "Long flat screwdriver"
"5d43021ca4b9362eab4b5e25" "Lone Star TX-15 DML Rifle"
"5d4405aaa4b9361e6a4e6bd3" "Lightweight upper 5.56x45 for TX15 rifle"
"5d4405f0a4b9361e6a4e6bd9" "Lone Star Ion Lite handguard for AR-15 and compatible"
"5d440625a4b9361eec4ae6c5" "Thunder Beast 223CB Muzzle brake 5.56x45"
"5d44064fa4b9361e4f6eb8b5" "Thunder Beast Ultra 5 Sound Suppressor "
"5d44069ca4b9361ebd26fc37" "Magpul PRS GEN3 stock"
"5d4406a8a4b9361e4f6eb8b7" "Magpul PRS GEN3 Grey stock"
"5d440b93a4b9364276578d4b" "18 barrel for AR-15 and compatible 5.56x45"
"5d440b9fa4b93601354d480c" "20 barrel for AR-15 and compatible 5.56x45"
"5d44334ba4b9362b346d1948" "Raptor charging handle for AR-15 Grey"
"5d443f8fa4b93678dd4a01aa" "Thunder Beast 30CB Muzzle Brake 7.62x51"
"5d4aaa54a4b9365392071170" "TDI AKM-L handguard for AK Anodized Red"
"5d4aaa73a4b9365392071175" "TDI AKM-L handguard for AK Anodized Bronze"
"5d4aab30a4b9365435358c55" "VS-24 white handguard with a VS-33c gas block combo for AK"
"5d4da0cb86f77450fe0a6629" "usec_upper_commando"
"5d4da10986f77450fc65edc3" "USEC Commando"
"5d4da36686f77421522b35ee" "usec_upper_commando"
"5d52cc5ba4b9367408500062" "AGS 30x29 mm automatic grenade launcher"
"5d52d479a4b936793d58c76b" "AGS-30 30-Grenades box 30x29 "
"5d53f4b7a4b936793d58c780" "PAG-17 scope"
"5d5d646386f7742797261fd9" "6B3TM-01M armored rig"
"5d5d85c586f774279a21cbdb" "Haley Strategic D3CRX Chest Harness"
"5d5d87f786f77427997cfaef" "Ars Arma A18 Skanda plate carrier"
"5d5d8ca986f7742798716522" "SOE Micro Rig"
"5d5d940f86f7742797262046" "Oakley Mechanism heavy duty backpack (black)"
"5d5e7d28a4b936645d161203" "MSA ACH TC-2001 MICH Series Helmet"
"5d5e9c74a4b9364855191c40" "MSA ACH TC-2002 MICH Series Helmet"
"5d5fca1ea4b93635fd598c07" "Crossbow tactical glasses"
"5d63d33b86f7746ea9275524" "Flat screwdriver"
"5d67abc1a4b93614ec50137f" "FN Five-seveN MK2 FDE Frame 5.7x28 pistol"
"5d6d2b5486f774785c2ba8ea" "Ground cache"
"5d6d2bb386f774785b07a77a" "Buried barrel cache"
"5d6d2e22a4b9361bd5780d05" "Gascan glasses"
"5d6d2ef3a4b93618084f58bd" "RayBench Aviator glasses"
"5d6d3716a4b9361bc8618872" "BNTI LSHZ-2DTM Helmet "
"5d6d3829a4b9361bc8618943" "LSHZ-2DTM face shield"
"5d6d3943a4b9360dbc46d0cc" "LSHZ-2DTM Cover"
"5d6d3be5a4b9361bc73bc763" "LSHZ-2DTM Aventail"
"5d6e6772a4b936088465b17c" "12/70 5.25mm Buckshot"
"5d6e67fba4b9361bc73bc779" "12x70 6.5 mm Express Buckshot"
"5d6e6806a4b936088465b17e" "12/70 8.5 mm Magnum Buckshot"
"5d6e6869a4b9361c140bcfde" "12/70 Grizzly 40 Slug "
"5d6e6891a4b9361bd473feea" "12/70 Poleva-3 Slug"
"5d6e689ca4b9361bc8618956" "12/70 Poleva-6u Slug"
"5d6e68a8a4b9360b6c0d54e2" "12/70 AP-20 Slug"
"5d6e68b3a4b9361bca7e50b5" "12/70 HP Slug Copper Sabot Premier"
"5d6e68c4a4b9361b93413f79" "12x70 shell with .50 BMG bullet"
"5d6e68d1a4b93622fe60e845" "12/70 HP Slug SuperFormance"
"5d6e68dea4b9361bcc29e659" "12/70 Dual Sabot Slug"
"5d6e68e6a4b9361c140bcfe0" "12/70 FTX Custom LIte Slug"
"5d6e6911a4b9361bd5780d52" "12/70 Flechette"
"5d6e695fa4b936359b35d852" "20/70 5.6mm Buckshot"
"5d6e69b9a4b9361bc8618958" "20/70 6.2mm Buckshot"
"5d6e69c7a4b9360b6c0d54e4" "20/70 7.3mm Buckshot"
"5d6e6a05a4b93618084f58d0" "20/70 Star Slug"
"5d6e6a42a4b9364f07165f52" "20/70 Slug Poleva-6u"
"5d6e6a53a4b9361bd473feec" "20/70 Slug Poleva-3"
"5d6e6a5fa4b93614ec501745" "20/70 Devastator Slug"
"5d6fc78386f77449d825f9dc" "Gunpowder Eagle"
"5d6fc87386f77449db3db94e" "Gunpowder Hawk"
"5d6fd13186f77424ad2a8c69" "Ration supply crate"
"5d6fd45b86f774317075ed43" "Technical supply crate"
"5d6fe50986f77449d97f7463" "Medical supply crate"
"5d70e500a4b9364de70d38ce" "30x29 mm VOG-30"
"5d7b6bafa4b93652786f4c76" "FN RMR Mount for 5-7 Mk.2"
"5d80c60f86f77440373c4ece" "RB-BK key"
"5d80c62a86f7744036212b3f" "RB-VO key"
"5d80c66d86f774405611c7d6" "RB-AO key"
"5d80c6c586f77440351beef1" "RB-OB key"
"5d80c6fc86f774403a401e3c" "RB-TB key"
"5d80c78786f774403a401e3e" "RB-AK key"
"5d80c88d86f77440556dbf07" "RB-AM key"
"5d80c8f586f77440373c4ed0" "RB-OP key"
"5d80c93086f7744036212b41" "RB-MP11 key"
"5d80c95986f77440351beef3" "RB-MP12 key"
"5d80ca9086f774403a401e40" "RB-MP21 key"
"5d80cab086f77440535be201" "RB-MP22 key"
"5d80cb3886f77440556dbf09" "RB-PSP1 key"
"5d80cb5686f77440545d1286" "RB-PS81 key"
"5d80cb8786f774405611c7d9" "RB-PP key"
"5d80cbd886f77470855c26c2" "RB-MP13 key"
"5d80ccac86f77470841ff452" "RB-ORB1 key"
"5d80ccdd86f77474f7575e02" "RB-ORB2 key"
"5d80cd1a86f77402aa362f42" "RB-ORB3 key"
"5d8e0db586f7744450412a42" "RB-KORL key"
"5d8e0e0e86f774321140eb56" "RB-KPRL key"
"5d8e15b686f774445103b190" "Key to HEP station storage"
"5d8e3ecc86f774414c78d05e" "RB-GN key"
"5d947d3886f774447b415893" "RB-SMP key"
"5d947d4e86f774447b415895" "RB-KSM key"
"5d95d6be86f77424444eb3a7" "RB-PS82 key"
"5d95d6fa86f77424484aa5e9" "Key RB-PSP2"
"5d96141523f0ea1b7f2aacab" "Door Kicker Boonie hat"
"5d9f1fa686f774726974a992" "RB-ST key"
"5da46e3886f774653b7a83fe" "RB-RS key"
"5da5cdcd86f774529238fb9b" "RB-RH key"
"5da743f586f7744014504f72" "USEC stash on Customs key"
"5dcbd56fdbd3d91b3e5468d5" "DT MDR 7.62x51 Assault Rifle"
"5dcbd6b46ec07c0c4347a564" "Desert Tech foregrip for MDR blk"
"5dcbd6dddbd3d91b3e5468de" "Desert Tech pistol grip for MDR Black"
"5dcbe9431e1f4616d354987e" "16 inch .308 barrel for MDR and compatible"
"5dcbe965e4ed22586443a79d" "Desert Tech .308 Flash hider"
"5de652c31b7e3716273428be" "Molot VPO-215 .366 TKM rifle"
"5de653abf76fdc1ce94a5a2a" "Metal magazine for VPO-215 and compatibles, .366 TKM 4-round capacity"
"5de65547883dde217541644b" "23 barrel for a VPO-215 .366TKM"
"5de6556a205ddc616a6bc4f7" "VPO-215 thread protection cap"
"5de6558e9f98ac2bc65950fc" "Scope mount for VPO-215"
"5de655be4a9f347bc92edb88" "Regular VPO-215 stock"
"5de7bd7bfd6b4e6e2276dc25" "B&T MP9-N 9x19 Submachinegun"
"5de8e67c4a9f347bc92edbd7" "Upper receiver B&T 9x19 for MP9-N SMG"
"5de8e8dafd6b4e6e2276dc32" "Standard 9x19 15-round magazine for MP9"
"5de8ea8ffd6b4e6e2276dc35" "Standard 9x19 20-round magazine for MP9"
"5de8eaadbbaf010b10528a6d" "Standard 9x19 25-round magazine for MP9"
"5de8eac42a78646d96665d91" "Standard 9x19 30-round magazine for MP9"
"5de8f237bbaf010b10528a70" "B&T adapter for MP9 regular suppressor."
"5de8f2d5b74cd90030650c72" "B&T MP9 9x19mm sound suppressor"
"5de8fb539f98ac2bc659513a" "B&T MP9 Standard Rear-sight"
"5de8fbad2fbe23140d3ee9c4" "B&T MP9-N Vertical grip"
"5de8fbf2b74cd90030650c79" "B&T MP9 bottom rail"
"5de8fc0b205ddc616a6bc51b" "B&T MP9 side rail"
"5de910da8b6c4240ba2651b5" "Regular stock for B&T MP9"
"5de922d4b11454561e39239f" "B&T charging handle for MP9"
"5df24cf80dee1b22f862e9bc" "Orsis T-5000 .308 sniper rifle"
"5df256570dee1b22f862e9c4" "660mm .308 barrel for T-5000"
"5df25b6c0b92095fd441e4cf" "5-round .308 T-5000 magazine"
"5df25d3bfd6b4e6e2276dc9a" "Orsis handguard for T-5000"
"5df35ddddfc58d14537c2036" "Orsis T-5000M Stock"
"5df35e59c41b2312ea3334d5" "Orsis Aluminium body for T-5000"
"5df35e7f2a78646d96665dd4" "Orsis T-5000M muzzle brake"
"5df35e970b92095fd441e4d2" "Orsis scope mount for T-5000M"
"5df35ea9c41b2312ea3334d8" "Orsis long length rail"
"5df35eb2b11454561e3923e2" "Orsis medium length rail"
"5df36948bb49d91fb446d5ad" "T-5000 Pad"
"5df38a5fb74cd90030650cb6" "Orsis T-5000 Pistol Grip"
"5df89f1f86f77412631087ea" "bear_upper_zaslon"
"5df89f8f86f77412672a1e38" "bear_lower_oldschool"
"5df8a08886f7740bfe6df775" "usec_lower_tier_2"
"5df8a2ca86f7740bfe6df777" "6B2 armor (flora)"
"5df8a42886f77412640e2e75" "Velocity Systems Multi-Purpose Patrol Vest"
"5df8a4d786f77412672a1e3b" "6SH118 raid backpack"
"5df8a58286f77412631087ed" "Soft tank crew helmet TSH-4M-L"
"5df8a6a186f77412640e2e80" "Christmas tree decoration ball (red)"
"5df8a72c86f77412640e2e83" "Christmas tree decoration ball (silver)"
"5df8a77486f77412672a1e3f" "Christmas tree decoration ball (violet)"
"5df8ce05b11454561e39243b" "Knight's Armament Company SR-25 7.62x51"
"5df8e053bb49d91fb446d6a6" "KAC Charging Handle for SR-25"
"5df8e085bb49d91fb446d6a8" "KAC Ambidextrous Charging Handle for AR-10"
"5df8e4080b92095fd441e594" "Upper receiver KAC 7.62x51 for SR-25 rifle"
"5df8e5c886f7744a122d6834" "BEAR Zaslon"
"5df8e65d86f77412672a1e46" "Meteor"
"5df8e72186f7741263108806" "BEAR Oldschool"
"5df8e75786f7745c67099df4" "USEC TIER2"
"5df8e79286f7744a122d6836" "Sklon"
"5df8f535bb49d91fb446d6b0" "KAC Steel 10 7.62x51 10 rnd"
"5df8f541c41b2312ea3335e3" "KAC Steel 20 7.62x51 20 rnd"
"5df916dfbb49d91fb446d6b9" "URX-4 handguard for AR-10 and compatible"
"5df917564a9f347bc92edca3" "16 barrel for SR-25 and compatible 7.62x51"
"5dfa397fb11454561e39246c" "20 barrel for SR-25 and compatible 7.62x51"
"5dfa3cd1b33c0951220c079b" "KAC QDC Flash suppressor kit 7.62x51 flash hider"
"5dfa3d2b0dee1b22f862eade" "KAC PRS QDC 7.62x51 Sound Suppressor "
"5dfa3d45dfc58d14537c20b0" "KAC Low Profile Gas Block"
"5dfa3d7ac41b2312ea33362a" "KAC Folding micro sight Rear"
"5dfa3d950dee1b22f862eae0" "KAC Folding micro sight Frontsight"
"5dfcd0e547101c39625f66f9" "SAG MK1 Freefloat Chassis for SVD"
"5dfce88fe9dc277128008b2e" "Custom SVDS dust cover"
"5dfe14f30b92095fd441edaf" "ETMI-019 Mount"
"5dfe6104585a0c3e995c7b82" "NcSTAR ADO P4 Sniper 3-9x42 riflescope"
"5dff772da3651922b360bf91" "VOMZ Pilad 4x32 riflescope"
"5dff77c759400025ea5150cf" "25mm rings made by UTG"
"5dff8db859400025ea5150d4" "SVD Low sidemount"
"5e00903ae9dc277128008b87" "B&T MP9 9x19 submachinegun"
"5e0090f7e9dc277128008b93" "Upper receiver B&T 9x19 for MP9 SMG"
"5e00c1ad86f774747333222c" "Team Wendy EXFIL Ballistic Helmet Black"
"5e00cdd986f7747473332240" "TW EXFIL Ballistic helmet face shield (black)"
"5e00cfa786f77469dc6e5685" "TW EXFIL Ear Covers Black"
"5e01e9e273d8eb11426f5bc3" "Rotor 43 thread adapter for SVD-S"
"5e01ea19e9dc277128008c0b" "Rotor 43 7.62x54 muzzle brake"
"5e01ef6886f77445f643baa4" "Team Wendy EXFIL Ballistic Helmet Coyote"
"5e01f31d86f77465cf261343" "TW EXFIL Ear Covers Coyote"
"5e01f37686f774773c6f6c15" "TW EXFIL Ballistic helmet face shield (coyote)"
"5e023cf8186a883be655e54f" "7.62x54R T-46M"
"5e023d34e8a400319a28ed44" "7.62x54R 7BT1"
"5e023d48186a883be655e551" "7.62x54R 7N37"
"5e023e53d4353e3302577c4c" "7.62x51 mm BPZ FMJ"
"5e023e6e34d52a55c3304f71" "7.62x51 mm TPZ SP"
"5e023e88277cce2b522ff2b1" "7.62x51 mm Ultra Nosler"
"5e208b9842457a4a7a33d074" "Hexagon DTKP MK.2 7.62x39 sound suppressor"
"5e217ba4c1434648c13568cd" "Hexagon Kocherga stock red"
"5e2192a498a36665e8337386" "KGB MG-47 pistol grip for AK red"
"5e21a3c67e40bd02257a008a" "Pmag 30 AK/AKM GEN M3 7.62x39 magazine for AK and compatibles, 30-round capacity (banana)"
"5e21ca18e4d47f0da15e77dd" "CNC Warrior AK 5.56x45 mm muzzle device adapter"
"5e2aedd986f7746d404f3aa4" "GreenBat lithium battery"
"5e2aee0a86f774755a234b62" "Cyclon accumulator battery"
"5e2aef7986f7746d3f3c33f5" "Repellent"
"5e2af00086f7746d3f3c33f7" "Smoked Chimney drain cleaner"
"5e2af02c86f7746d420957d4" "Pack of chlorine"
"5e2af22086f7746d3f3c33fa" "Tube of Poxeram Cold Welding"
"5e2af29386f7746d4159f077" "KEKTAPE duct tape"
"5e2af2bc86f7746d3f3c33fc" "Hunter matches"
"5e2af37686f774755a234b65" "SurvL Survivor Lighter"
"5e2af41e86f774755a234b67" "Polyamide fabric Cordura"
"5e2af47786f7746d404f3aaa" "Fleece cloth"
"5e2af4a786f7746d3f3c3400" "Ripstop cloth"
"5e2af4d286f7746d4159f07a" "Aramid fiber cloth"
"5e2af51086f7746d3f3c3402" "UZRGM grenade fuze"
"5e2af55f86f7746d4159f07c" "Grenade case"
"5e32f56fcb6d5863cc5e5ee4" "VOG-17 Khattabka grenade"
"5e340dcdcb6d5863cc5e5efb" "VOG-25 Khattabka grenade"
"5e42c71586f7747f245e1343" "ULTRA medical storage key"
"5e42c81886f7742a01529f57" "Object #11SR keycard"
"5e42c83786f7742a021fdf3c" "Object #21WS keycard"
"5e4abb5086f77406975c9342" "LBT 6094A Slick Plate Carrier"
"5e4abc1f86f774069619fbaa" "Spiritus Systems Bank Robber Chest Rig"
"5e4abc6786f77406812bd572" "LBT-2670 Slim Field Med Pack"
"5e4abfed86f77406a2713cf7" "Splav Tarzan M22 Rig"
"5e4ac41886f77406a511c9a8" "Ars Arma CPC MOD.2 plate carrier"
"5e4bb08f86f774069619fbbc" "BEAR Telnik"
"5e4bb31586f7740695730568" "bear_upper_telnik"
"5e4bb35286f77406a511c9bc" "usec_upper_tier_2"
"5e4bb39386f774067f79de05" "bear_lower_combat"
"5e4bb3b586f77406812bd579" "usec_lower_commando"
"5e4bb5e486f77406796b7b9e" "USEC TIER2"
"5e4bb6d786f77406975c9364" "BEAR TIGR"
"5e4bb6fc86f77406801a74f7" "USEC Commando"
"5e4bb8e686f77406796b7ba2" "Russia jacket"
"5e4bfc1586f774264f7582d3" "MSA Gallet TC 800 High Cut combat helmet"
"5e4d34ca86f774264f758330" "Walker's Razor Digital headset"
"5e54f62086f774219b0f1937" "Raven figurine"
"5e54f6af86f7742199090bf3" "Can of Dr. Lupo's coffee beans"
"5e54f76986f7740366043752" "Shroud half-mask"
"5e54f79686f7744022011103" "Pestily plague mask"
"5e56991336989c75ab4f03f6" "Izhmash modern handguard for SVD"
"5e5699df2161e06ac158df6f" "CAA XRS DRG for SVD"
"5e569a0156edd02abe09f27d" "IzhMash modern rail for SVD"
"5e569a132642e66b0b68015c" "CAA DRG L-1 mount for SVD"
"5e569a2e56edd02abe09f280" "CAA XD RGL mount for SVD"
"5e71f6be86f77429f2683c44" " Twitch Rivals 2020 mask"
"5e71f70186f77429ee09f183" "Twitch Rivals 2020 glasses"
"5e71fad086f77422443d4604" "Twitch Rivals 2020 half mask"
"5e81c3cbac2bb513793cdc75" "Colt M1911A1 .45 ACP pistol"
"5e81c4ca763d9f754677befa" "M1911 .45 ACP 7-round magazine"
"5e81c519cb2b95385c177551" "Standart barrel for M1911A1 .45 ACP"
"5e81c539cb2b95385c177553" "Slide lock for M1911A1"
"5e81c550763d9f754677befd" "Hammer for M1911A1"
"5e81c6a2ac2bb513793cdc7f" "Trigger for M1911A1"
"5e81c6bf763d9f754677beff" "Standart polymerpistol grip for M1911A1"
"5e81ebcd8e146c7080625e15" "FN GL40 Mk.2 grenade launcher"
"5e81edc13397a21db957f6a1" "M1911A1 .45 ACP slide"
"5e81ee213397a21db957f6a6" "M1911A1 Front Sight"
"5e81ee4dcb2b95385c177582" "M1911A1 Rear Sight"
"5e81f423763d9f754677bf2e" ".45 ACP FMJ"
"5e831507ea0a7c419c2f9bd9" "Esmarch tourniquet"
"5e8488fa988a8701445df1e4" "CALOK-B Hemostatic"
"5e848cc2988a8701445df1e8" "TOZ KS-23M 23x75mm shotgun"
"5e848d1c264f7c180b5e35a9" "510mm barrel for KS-23 23x75mm"
"5e848d2eea0a7c419c2f9bfd" "700mm barrel for KS-23 23x75mm"
"5e848d51e4dbc5266a4ec63b" "TOZ KS-23M forestock"
"5e848d99865c0f329958c83b" "Polymer pistol grip for KS-23M"
"5e848db4681bea2ada00daa9" "Wooden stock for KS-23"
"5e848dc4e4dbc5266a4ec63d" "Wired stock for KS-23M"
"5e85a9a6eacf8c039e4e2ac1" "23x75mm Shrapnel 10"
"5e85a9f4add9fe03027d9bf1" "23x75mm Star"
"5e85aa1a988a8701445df1f5" "23x75mm Barricade"
"5e85aac65505fa48730d8af2" "!!!DO_NOT_USE!!!23x75mm Cheremukha-7M"
"5e870397991fd70db46995c8" "Mossberg 590A1 12ga shotgun"
"5e87071478f43e51ca2de5e1" "20 barrel for M590 12ga"
"5e87076ce2db31558c75a11d" "Speedfeed short M590A1 forestock"
"5e87080c81c4ed43e83cefda" "8-shell M590A1 12ga magazine cap"
"5e8708d4ae379e67d22e0102" "Ghost ring kit M590 Frontsight"
"5e87114fe2db31558c75a120" "Ghost ring Rear sight for M590"
"5e87116b81c4ed43e83cefdd" "Polymer stock for M590A1"
"5e8f3423fd7471236e6e3b64" "Premium Kvass Norvinskiy Yadreniy 0.6L bottle"
"5e99711486f7744bfc4af328" "Sanitar first aid kit"
"5e99735686f7744bfc4af32c" "Sanitar kit"
"5e997f0b86f7741ac73993e2" "Sanitar bag"
"5e9d9fa986f774054d6b89f2" "bear_upper_tiger"
"5e9da17386f774054b6f79a3" "usec_upper_hoody"
"5e9da2a786f774054c19ac94" "usec_upper_commando"
"5e9dacf986f774054d6b89f4" "FORT Defender-2 body armor"
"5e9db13186f7742f845ee9d3" "LBT-1961A Load Bearing Chest Vest"
"5e9dc97c86f774054c19ac9a" "bear_lower_tacliteTDU"
"5e9dcadd86f7743e20652f23" "usec_lower_DeepRecon"
"5e9dcb8386f774054b6f79a9" "BEAR TIGR"
"5e9dcb9c86f7743e20652f25" "USEC Urban Responder"
"5e9dcc8a86f77434375990e2" "BEAR Zaslon"
"5e9dccd686f774343b592592" "USEC Deep Recon"
"5e9dcf5986f7746c417435b3" "LBT-8005A Day Pack backpack"
"5e9de109f6164249e54453d2" "Motocross jacket"
"5ea02bb600685063ec28bfa1" "10.6 barrel for PPSH-41 7.62x25"
"5ea034eb5aad6446a939737b" "35-round 7.62x25 magazine for PPSH-41"
"5ea034f65aad6446a939737e" "71-round 7.62x25 magazine for PPSH-41"
"5ea03e5009aa976f2e7a514b" "PPSH-41 dust cover"
"5ea03e9400685063ec28bfa4" "PPSH-41 stock"
"5ea03f7400685063ec28bfa8" "Submachinegun PPSH-41 7.62x25"
"5ea058e01dbce517f324b3e2" "Tac-Kek Heavy Trooper mask"
"5ea05cf85ad9772e6624305d" "Tac-Kek Fast MT Helmet (non-ballistic replica)"
"5ea16acdfadf1d18c87b0784" "Geissele SMR Mk.16 9.5 inch M-LOK handguard for AR-15"
"5ea16ada09aa976f2e7a51be" "Geissele SMR Mk.16 13.5 inch M-LOK handguard for AR-15"
"5ea16d4d5aad6446a939753d" "Geissele ACH charging handle for AR-15"
"5ea172e498dacb342978818e" "Surefire FH556RC 5.56x45 Flash hider for AR-15"
"5ea17bbc09aa976f2e7a51cd" "Surefire SOCOM556-RC2 5.56x45 silencer"
"5ea17ca01412a1425304d1c0" "Diamond Age Bastion Helmet"
"5ea18c84ecf1982c7712d9a2" "Additional armor for the Bastion helmet"
"5ea2a8e200685063ec28c05a" ".45 RIP"
"5ed515c8d380ab312177c0fa" "3-(b-TG)"
"5ed515e03a40a50460332579" "L1 (Norepinephrine)"
"5ed515ece452db0eb56fc028" "P22"
"5ed515f6915ec335206e4152" "AHF1-M"
"5ed5160a87bb8443d10680b5" "Meldonin"
"5ed51652f6c34d2cc26336a1" "M.U.L.E. stimulator"
"5ed5166ad380ab312177c100" "Cocktail Obdolbos"
"5ede4739e0350d05467f73e8" "40x46 mm M406 (HE)"
"5ede47405b097655935d7d16" "40x46 mm M441(HE)"
"5ede474b0c226a66f5402622" "40x46 mm M381 (HE)"
"5ede475339ee016e8c534742" "40x46 mm M576(MP-APERS)"
"5ede475b549eed7c6d5c18fb" "40x46 mm M386(HE)"
"5ede47641cf3836a88318df1" "!!!DO NOT USE!!!40x46 mm M716(Smoke)"
"5ede7a8229445733cb4c18e2" "RB-PKPM key"
"5ede7b0c6d23e5473e6e8c66" "RB-RLSSA key"
"5eea21647547d6330471b3c9" "Magpul MOE M590 forestock"
"5eea217fc64c5d0dfc05712a" "SGA stock for M590"
"5eeb2ff5ea4f8b73c827350b" "Tactical rail for M590"
"5ef1b9f0c64c5d0dfc0571a1" "LEO stock adapter gen.1 for M590"
"5ef1ba28c64c5d0dfc0571a5" "Mesa Tactical Crosshair Hydraulic buffer tube"
"5ef32e4d1c1fd62aea6a150d" "Caspian Trik Trigger for M1911A1"
"5ef3448ab37dfd6af863525c" "Mec-Gar .45 ACP 11-round magazine for M1911A1"
"5ef3553c43cb350a955a7ccb" "Wilson Extended slide stop for M1911A1"
"5ef35bc243cb350a955a7ccd" "Wilson Ultralight skeletonized hammer for M1911A1"
"5ef35d2ac64c5d0dfc0571b0" "Hammer for M1911A1"
"5ef35f46382a846010715a96" "STI HEX Hammer for M1911A1"
"5ef366938cef260c0642acad" "Pachmayr American legend grip #423 for M1911A1"
"5ef369b08cef260c0642acaf" "NCStar Trigger guard mount for M1911A1"
"5ef5d994dfbc9f3c660ded95" "Weigand Weig-a-tinny mount for M1911A1"
"5ef61964ec7f42238c31e0c1" "Anarchy Outdoors Muzzle Brake .45 ACP"
"5efaf417aeb21837e749c7f2" "B-30 foregrip and rail mount B-31C"
"5efb0c1bd79ff02a1f5e68d9" "7.62x51 mm M993"
"5efb0cabfb3e451d70735af5" ".45 ACP AP"
"5efb0d4f4bc50b58e81710f3" ".45 ACP Lasermatch FMJ"
"5efb0da7a29a85116f6ea05f" "9x19 mm 7N31"
"5efb0e16aeb21837e749c7ff" "9x19 mm QuakeMaker"
"5efb0fc6aeb21837e749c801" ".45 ACP Hydra-Shok"
"5efdaf6de6a30218ed211a48" "Marked Ophthalmoscope"
"5efdafc1e70b5e33f86de058" "Marked with a blue symbol surgical set"
"5efde6b4f5448336730dbd61" "Key card with a blue marking"
"5eff09cd30a7dc22fd1ddfed" "Key with tape"
"5eff135be0d3331e9d282b7b" "Marked with tape flash drive"
"5f0596629e22f464da6bbdd9" ".366 AP"
"5f0c892565703e5c461894e9" "40x46 mm M433 (HEDP)"
"5f2a9575926fd9352339381f" "Kel-Tec RFB 7.62x51"
"5f2aa43ba9b91d26f20ae6d2" "RFB Thread spacer"
"5f2aa4464b50c14bcf07acdb" "RFB thread protection cap"
"5f2aa4559b44de6b1b4e68d1" "Regular RFB 7.62x51 Flash hider"
"5f2aa46b878ef416f538b567" "18 barrel for RFB 7.62x51"
"5f2aa47a200e2c0ee46efa71" "Kel-Tec RFB regular handguard"
"5f2aa493cd375f14e15eea72" "Kel-Tec RFB handguard rail"
"5f2aa49f9b44de6b1b4e68d4" "Kel-Tec RFB scope mount rail"
"5f36a0e5fbf956000b716b65" "Colt M45A1 .45 ACP pistol"
"5f3e76d86cda304dcc634054" "Hammer for M45A1"
"5f3e772a670e2a7b01739a52" "Trigger for M45A1"
"5f3e777688ca2d00ad199d25" "Slide lock for M45A1"
"5f3e778efcd9b651187d7201" "Standart polymerpistol grip for M45A1"
"5f3e77b26cda304dcc634057" "M45A1 .45 ACP 7-round magazine"
"5f3e77f59103d430b93f94c1" "Threaded barrel for M1911A1 .45 ACP"
"5f3e7801153b8571434a924c" "National match barrel for M1911 .45 ACP"
"5f3e7823ddc4f03b010e2045" "M45A1 .45 ACP slide"
"5f3e7897ddc4f03b010e204a" "Novak Lomount Rear Sight"
"5f3e78a7fbf956000b716b8e" "Novak Lomount Front Sight"
"5f4f9eb969cdc30ff33f09db" "EYE MK.2 professional hand-held compass"
"5f5e401747344c2e4f6c42c5" "bear_upper_g99"
"5f5e40400bc58666c37e7819" "bear_lower_g99"
"5f5e4075df4f3100376a8138" "user_upper_NightPatrol"
"5f5e40a06760b4138443b341" "usec_lower_UrbanResponder"
"5f5e45cc5021ce62144be7aa" "LK 3F Transfer tourist backpack"
"5f5e467b0bc58666c37e7821" "Eberlestock F5 Switchblade backpack (dry earth)"
"5f5e46b96bdad616ad46d613" "Eberlestock F4 Terminator load bearing backpack (tiger stripe)"
"5f5f41476bdad616ad46d631" "BNTI Korund-VM armor"
"5f5f41f56760b4138443b352" "Direct Action Thunderbolt compact chest rig"
"5f5f45df0bc58666c37e7832" "BEAR G99"
"5f5f46086760b4138443b358" "USEC Night Patrol"
"5f5f46fa5021ce62144be7bd" "BEAR G99"
"5f5f471bdf4f3100376a815e" "USEC Urban Responder"
"5f5f64f947344c2e4f6c431e" "Scav Boot"
"5f5f65180bc58666c37e784a" "Scav Hunter"
"5f5f653179db6e3f0e19b762" "Scav Drystch"
"5f60b34a41e30a4ab12a6947" "Galvion Caiman Ballistic Helmet"
"5f60b85bbdb8e27dee3dc985" "Caiman Hybrid Ballistic Applique (black)"
"5f60bf4558eff926626a60f2" "Caiman Fixed Arm Visor"
"5f60c076f2bcbb675b00dac2" "Caiman Ballistic Guard Mandible"
"5f60c74e3b85f6263c145586" "Rys-T helmet"
"5f60c85b58eff926626a60f7" "Rys-T face shield"
"5f60cd6cf2bcbb675b00dac6" " Walker's XCEL 500BT Digital headset"
"5f60e6403b85f6263c14558c" "Black beret"
"5f60e7788adaa7100c3adb49" "Blue beret"
"5f60e784f2bcbb675b00dac7" "Olive beret"
"5f6331e097199b7db2128dc2" "X47 Tactical Handguard for AK and compatible"
"5f6336bbda967c74a42e9932" "Lancer LCH-7 12.5 inch M-LOK handguard for AR-10"
"5f6339d53ada5942720e2dc3" "Ferfrans CRD 5.56x45"
"5f633f68f5750b524b45f112" "JMAC RRD-4C 7.62x39 muzzle brake for AKM type thread"
"5f633f791b231926f2329f13" "JMAC RRD-4C muzzle brake for AK-74 type thread"
"5f633ff5c444ce7e3c30a006" "Avalanche Mod.2 charging handle for AR-15"
"5f63405df5750b524b45f114" "VPO-101 SVD style stock"
"5f63407e1b231926f2329f15" "Rotor 43 7.62x51 muzzle brake for VPO-101"
"5f6340d3ca442212f4047eb2" "TD Aluminium skeletonized vertical grip"
"5f6341043ada5942720e2dc5" "Aeroknox scorpius pistol grip for AK"
"5f63418ef5750b524b45f116" "SOK-12 aluminum handguard Bravo-18"
"5f6372e2865db925d54f3869" "Ferfrans Muzzle Brake 5.56x45"
"5f647d9f8499b57dc40ddb93" "3-shell KS-23M 23mm magazine cap"
"5f647f31b6238e5dd066e196" "23x75mm Shrapnel-25"
"5f647fd3f6e4ab66c82faed6" "!!!DO_NOT_USE!!!23x75mm Wave-R"
"5f745ee30acaeb0d490d8c5b" "Veritas guitar pick"
"5f99418230835532b445e954" "Rivals 2020 cap"
"5f994730c91ed922dd355de3" "Rivals 2020 beanie"
"5f9949d869e2777a0e779ba5" "Rivals 2020 armband"
"5fb64bc92b1b027b1f50bcf2" "TDI KRISS Vector Gen.2 .45 ACP submachinegun"
"5fb651b52b1b027b1f50bcff" "Glock .45 ACP magazine"
"5fb651dc85f90547f674b6f4" "Magex G30 magazine for Glock .45 ACP"
"5fb65363d1409e5ca04b54f5" "5 Vector barrel .45 ACP"
"5fb653962b1b027b1f50bd03" "6 Vector barrel .45 ACP"
"5fb65424956329274326f316" "Kriss Vector .45 ACP Flash hider"
"5fb6548dd1409e5ca04b54f9" "Kriss Vector .45 ACP  thread protection cap"
"5fb6558ad6f0b2136f2d7eb7" "KRISSVector Gen.2 folding stock"
"5fb655a72b1b027b1f50bd06" "Kriss Vector Pistol Sling Adapter"
"5fb655b748c711690e3a8d5a" "KRISS Vector non folding stock adapter"
"5fb6564947ce63734e3fa1da" "KRISS Defiance Low Profile Flip-Up rear sight"
"5fb6567747ce63734e3fa1dc" "Kriss Defiance Low Profile Flip Up Frontsight"
"5fbb976df9986c4cff3fe5f2" "KRISS Vector Bottom rail"
"5fbb978207e8a97d1f0902d3" "KRISS Mk.5 Modular rail for Vector"
"5fbbaa86f9986c4cff3fe5f6" "KRISS Defiance DS150 stock"
"5fbbc3324e8a554c40648348" "KRISS Vector 9x19 Flash hider"
"5fbbc34106bde7524f03cbe9" "Vector 9x19 thread protection cap"
"5fbbc366ca32ed67276c1557" "5 barrel for Vector 9x19"
"5fbbc383d5cb881a7363194a" "6 barrel for Vector 9x19"
"5fbbfabed5cb881a7363194e" "171mm barrel for MCX and compatible .300 BLK"
"5fbbfacda56d053a3543f799" "229mm barrel for MCX and compatible .300 BLK"
"5fbc210bf24b94483f726481" "SIG MCX Gas Block"
"5fbc226eca32ed67276c155d" "SIG 8 keymod foregrip for MCX"
"5fbc227aa56d053a3543f79e" "SIG 12 keymod foregrip for MCX"
"5fbc22ccf24b94483f726483" "SIG Taper-LOK Muzzle Adapter"
"5fbcbcf593164a5b6278efb2" "3-prong SIG Flash hider 7.62x51"
"5fbcbd02900b1d5091531dd3" "SIG micro brake muzzle brake 7.62x51"
"5fbcbd10ab884124df0cd563" "SIG Two Port brake muzzle brake 7.62x51"
"5fbcbd6c187fea44d52eda14" "SIG MCX pistol grip"
"5fbcc1d9016cce60e8341ab3" "SIG MCX .300 AAC Blackout Assault Rifle"
"5fbcc3e4d6fa9c00c571bb58" "Upper receiver of the first generation Sig-Sauer MCX"
"5fbcc429900b1d5091531dd7" "SIG Sauer telescoping MCX/MPX stock"
"5fbcc437d724d907e2077d5c" "SIG Sauer Thin lightweight MCX/MPX stock"
"5fbcc640016cce60e8341acc" "Sig-Sauer charging handle for MCX"
"5fbe3ffdf8b6a877a729ea82" ".300 BPZ AAC Blackout"
"5fbe760793164a5b6278efc8" "Sig-Sauer SRD QD 7.62x51 Sound Suppressor "
"5fbe7618d6fa9c00c571bb6c" "Sig-Sauer SRD 7.62x51 Sound Suppressor "
"5fc0f9b5d724d907e2077d82" "MVF001 A3 Vertical Grip KeyMod black"
"5fc0f9cbd6fa9c00c571bb90" "Sig Sauer Vertical Foregrip Keymod Black"
"5fc0fa362770a0045c59c677" "SIG MCX Folding sight Frontsight"
"5fc0fa957283c4046c58147e" "SIG MCX Flip Up sight Rearsight"
"5fc22d7c187fea44d52eda44" "Mk-18 .338 LM marksman rifle"
"5fc23426900b1d5091531e15" "Sword Int. Mk-18 .338 LM 10-round magazine"
"5fc235db2770a0045c59c683" "Sword int. 18 inch handguard for Mk-18"
"5fc2360f900b1d5091531e19" "Mk-18 Gas Block"
"5fc23636016cce60e8341b05" "SilencerCo AC-858 ASR .338 LM Muzzle brake"
"5fc23678ab884124df0cd590" "24 barrel for Mk-18 .338 LM"
"5fc2369685fd526b824a5713" "B5 Precision stock"
"5fc275cf85fd526b824a571a" ".338 Lapua Magnum FMJ"
"5fc278107283c4046c581489" "Sword Int. Mk-18 mod 1 Upper receiver"
"5fc382a9d724d907e2077dab" ".338 Lapua Magnum AP"
"5fc382b6d6fa9c00c571bbc3" ".338 Lapua Magnum TAC-X"
"5fc382c1016cce60e8341b20" ".338 UPZ Lapua Magnum"
"5fc3e272f8b6a877a729eac5" "HK UMP 45 submachinegun"
"5fc3e466187fea44d52eda90" "Standard UMP 25-round .45 ACP magazine"
"5fc3e4a27283c4046c5814ab" "8 barrel for UMP .45 ACP"
"5fc3e4ee7283c4046c5814af" "Polymer stock for UMP"
"5fc3f2d5900b1d5091531e57" "TDI Kriss Vector Gen.2 9x19 submachinegun"
"5fc4b97bab884124df0cd5e3" "Piston Mount adapter for Silencerco Omega 45k"
"5fc4b992187fea44d52edaa9" "Direct Thread Mount adapter for Silencerco Omega 45k"
"5fc4b9b17283c4046c5814d7" "SilencerCo Omega 45k .45 ACP sound suppressor"
"5fc53954f8b6a877a729eaeb" "HK UMP Bottom rail"
"5fc5396e900b1d5091531e72" "HK UMP Side rail"
"5fc64ea372b0dd78d51159dc" "Cultist's knife"
"5fca138c2a7b221b2852a5c6" "Antidote xTG-12"
"5fca13ca637ee0341a484f46" "Combat stimulant injector SJ9 TGLabs"
"5fce0cf655375d18a253eff0" "Magpul RVG grip FDE"
"5fce0f9b55375d18a253eff2" "KRISS Vector Side rail"
"5fce16961f152d4312622bc9" "KRISS Defiance DS150 FDE stock"
"5fce3e0cfe40296c1d5fd782" "bear_tshirt_termo"
"5fce3e47fe40296c1d5fd784" "bear_top_borey"
"5fce3e965a9f8c40685693bc" "bear_lower_triarius"
"5fce42bc187e6a2b994b8247" "BEAR SRVV"
"5fcf63da5c287f01f22bf245" "usec_upper_tier3"
"5fcf940bce1ba36a513bb9cc" "usec_lower_tier3"
"5fcf9477fe40296c1d5fd7c8" "USEC TIER3"
"5fd20ff893a8961fc660a954" ".300 AAC Blackout AP"
"5fd3e77be504291efd0040ad" "USEC VEKTOR"
"5fd3e7e2dd870108a754b230" "BEAR Boreas"
"5fd3e8e5bdd50d684f73a51d" "BEAR Grizzly"
"5fd3e978e504291efd0040b3" "USEC Adaptive Combat"
"5fd3e9f71b735718c25cd9f8" "usec_upper_acu"
"5fd4c474dd870108a754b241" "5.11 Hexgrid plate carrier"
"5fd4c4fa16cac650092f6771" "DIY IDEA chest rig"
"5fd4c5477a8d854fa0105061" "Security vest"
"5fd4c60f875c30179f5d04c2" "Gear Craft GC-BSS-MK1 rig"
"5fd7910ae3bfcf6cab4c9f55" "Russia jacket"
"5fd791b71189a17bcc172f16" "Russia jacket"
"5fd8d28367cb5e077335170f" "Smoke balaclava"


AhmedGH 26th December 2020 03:35 PM

Quote:

Originally Posted by montroisiemecon (Post 3018835)
player position is a vector3f of movementContext, refer to respecter post earlier, however i dont use that i use the transform positions of player bones, inside player body

If you don't mind can you provide a chain for that?

strixxr 26th December 2020 04:19 PM

Are these correct? My aimbot is flying all over the place

AbstractHandsController 0x480 -> Transform 0x20
MovementContext 0x40
PlayerBody 0x0a8 -> Skel 0x28 -> Values 0x28 -> Matrix 0x10

Write(MovementContext + 0x1F8, angles)

AhmedGH 26th December 2020 09:27 PM

Quote:

Originally Posted by Respecter (Post 3017333)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R

Thanks for sharing, I have tried viewMatrix0 and viewMatrix offsets, but none of them worked fine to me I also checked them in CE and found them constant values, what I have found changing like a matrix was at 0xDC and 0x2E0 but none of them worked fine to me still .. What do you suggest for this?

Here is my WorldToScreen in case it's wrong!
Code:

bool WorldToScreen(const D3DXVECTOR3& point3D, D3DXVECTOR2& point2D)
{
        D3DXVECTOR3 _point3D = D3DXVECTOR3(point3D.x, point3D.z, point3D.y);

        auto& matrix = viewMatrix;
        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;

        point2D.x = (windowWidth * 0.5f) * (1.f + x / w);
        point2D.y = (windowHeight * 0.5f) * (1.f - y / w);

        return true;
}

I hope you help or anyone that can help to do! Thanks a lot.

wajsic 26th December 2020 10:02 PM

Has anyone had any success getting container contents externally? If so could someone point me into the right direction?

egxsy0 26th December 2020 10:08 PM

Is anti cheat can detect my basic Read Memory only ESP? I'm newbie about Anti Cheats
I was checked reversal anti cheat learned something but i still dont get my answer

montroisiemecon 26th December 2020 11:36 PM

Quote:

Originally Posted by strixxr (Post 3019210)
Are these correct? My aimbot is flying all over the place

AbstractHandsController 0x480 -> Transform 0x20
MovementContext 0x40
PlayerBody 0x0a8 -> Skel 0x28 -> Values 0x28 -> Matrix 0x10

Write(MovementContext + 0x1F8, angles)

fireport position is at 0xe8 of hands controller, then transform at 0x10

Quote:

Originally Posted by wajsic (Post 3019467)
Has anyone had any success getting container contents externally? If so could someone point me into the right direction?

its literally a few pages ago

Quote:

Originally Posted by egxsy0 (Post 3019470)
Is anti cheat can detect my basic Read Memory only ESP? I'm newbie about Anti Cheats
I was checked reversal anti cheat learned something but i still dont get my answer

it depends on how you read memory?

egxsy0 27th December 2020 12:15 AM

Quote:

Originally Posted by montroisiemecon (Post 3019523)
fireport position is at 0xe8 of hands controller, then transform at 0x10



its literally a few pages ago



it depends on how you read memory?

For example what you suggest basically im using in my code

Code:

void ReadFromMemory(DWORD addressToRead, float value)
{
    value = *(float*)addressToRead;
}

also i'll work on c# overlay soon would you suggest using c#?
I don't have reading memory code for c# yet

montroisiemecon 27th December 2020 01:05 AM

Quote:

Originally Posted by egxsy0 (Post 3019544)
For example what you suggest basically im using in my code

Code:

void ReadFromMemory(DWORD addressToRead, float value)
{
    value = *(float*)addressToRead;
}

also i'll work on c# overlay soon would you suggest using c#?
I don't have reading memory code for c# yet

To do what you wrote you need to be internal. Do you plan on using this online?

strixxr 27th December 2020 02:15 AM

Quote:

Originally Posted by montroisiemecon (Post 3019523)
fireport position is at 0xe8 of hands controller, then transform at 0x10



its literally a few pages ago



it depends on how you read memory?

thx but still no joy.

This is sudo code:

HandControler -> 0x480
FirePort -> 0xe8
Transform -> 0x10

FVector hands = GetPosition(Transform)

PlayerBody 0x0a8
Skeleton 0x28
Values 0x28
BMatrix 0x10
HeadTransform = BMatrix * 0x20 + (133 * 8)

FVector head = GetPos(HeadTransform)


angle = GetAngle(hands, head)

Write(MovContext + 0x1f8, angle.x, angle.y)


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

AhmedGH 27th December 2020 02:21 AM

Quote:

Originally Posted by montroisiemecon (Post 3019566)
To do what you wrote you need to be internal. Do you plan on using this online?

If possible, can you reply to me on my last post please? For the viewMatrix and w2s function if they are correct. Would be appreciated.

montroisiemecon 27th December 2020 03:04 AM

Quote:

Originally Posted by strixxr (Post 3019606)
thx but still no joy.

This is sudo code:

HandControler -> 0x480
FirePort -> 0xe8
Transform -> 0x10

FVector hands = GetPosition(Transform)

PlayerBody 0x0a8
Skeleton 0x28
Values 0x28
BMatrix 0x10
HeadTransform = BMatrix * 0x20 + (133 * 8)

FVector head = GetPos(HeadTransform)


angle = GetAngle(hands, head)

Write(MovContext + 0x1f8, angle.x, angle.y)

BMatrix * 0x20 + (133 * 8) or BMatrix + 0x20 + (133 * 0x8) ?

egxsy0 27th December 2020 03:22 AM

Quote:

Originally Posted by montroisiemecon (Post 3019566)
To do what you wrote you need to be internal. Do you plan on using this online?

I�m not defined process in this code yet,
But I want answer about that only, I�ll draw with dx9 overlay (I don�t have any idea about it detected by battleye) and I�ll use this read memory module, What do you think about it, basic but BattleEye can detect it? If yes what I must do for bypassing it?

strixxr 27th December 2020 04:06 AM

Quote:

Originally Posted by montroisiemecon (Post 3019631)
BMatrix * 0x20 + (133 * 8) or BMatrix + 0x20 + (133 * 0x8) ?

Sorry it was actually

BMatrix + (0x20 + (133 * 8))

This is fine though as I can see a dot on there head, something is wrong with fireport

AhmedGH 27th December 2020 06:57 PM

I wonder guys for how to call the get Position from transform internally by using (GetGetPosition: 0xC13070) ? Can someone tell me the function where is it located and what is the typedef of it to be able to use? Thanks a lot.

Edited:
Found that code, hope it's right, please correct me if I'm wrong...!
Code:

typedef UINT64(__fastcall *transformGetPosition)(UINT64 transform, UINT64 outPosition);
transformGetPosition TransformGetPosition = NULL;
 
TransformGetPosition = reinterpret_cast<transformGetPosition>(reinterpret_cast<UINT64>(GetModuleHandle(NULL)) + 0x80D1F0);


montroisiemecon 27th December 2020 07:29 PM

Quote:

Originally Posted by AhmedGH (Post 3020196)
I wonder guys for how to call the get Position from transform internally by using (GetGetPosition: 0xC13070) ? Can someone tell me the function where is it located and what is the typedef of it to be able to use? Thanks a lot.

can you try to use your brain? you are starting to get really annoying with all those nonsense questions
what do you think this get position is?
its a unity function. So, as a unity function, you will probably find the signature in... UnityPlayer.dll. How about opening IDA and deassemble UnityPlayer.dll? Or even look online

how about putting the assembly-csharp in dnspy at least ONCE so you have an idea of what you are doing instead of crazy pasting?

Quote:

Originally Posted by strixxr (Post 3019660)
Sorry it was actually

BMatrix + (0x20 + (133 * 8))

This is fine though as I can see a dot on there head, something is wrong with fireport

your chain looks correct.
debug it

AhmedGH 27th December 2020 07:42 PM

Quote:

Originally Posted by montroisiemecon (Post 3020231)
can you try to use your brain? you are starting to get really annoying with all those nonsense questions
what do you think this get position is?
its a unity function. So, as a unity function, you will probably find the signature in... UnityPlayer.dll. How about opening IDA and deassemble UnityPlayer.dll? Or even look online

how about putting the assembly-csharp in dnspy at least ONCE so you have an idea of what you are doing instead of crazy pasting?

I appreciate your reply anyway :ziplip:, but first you didn't understand my question, 2nd idiot/stupid or whatever, I'm asking for help cause I'm still noobie with cpp specially in these stuff. Anyway. when I ask a stupid question and find a solution for, I do edit and say the answer, at least that may help someone that just started! Thank you. :)

buddgaf 28th December 2020 12:44 AM

can someone please tell me which offset changed related loot in containers? i can't find it. i see all the containers, just not what's in them.

montroisiemecon 28th December 2020 12:47 AM

Quote:

Originally Posted by buddgaf (Post 3020456)
can someone please tell me which offset changed related loot in containers? i can't find it. i see all the containers, just not what's in them.

ItemOwner = 0x108
ItemOwnerContainedItem = 0x90

ofrujaslo 28th December 2020 01:50 AM

Quote:

Originally Posted by montroisiemecon (Post 3020459)
ItemOwner = 0x108
ItemOwnerContainedItem = 0x90

thanks to all of you. offsets waiting for me while i come back to play this shit game

24jared24 28th December 2020 03:15 AM

Does anyone have fov offsets?

Exliation 28th December 2020 03:51 AM

Quote:

Originally Posted by 24jared24 (Post 3020555)
Does anyone have fov offsets?

<nvm>

strixxr 28th December 2020 09:23 AM

Quote:

Originally Posted by montroisiemecon (Post 3020231)
your chain looks correct.
debug it

I was a idiot, thanks for help... I was using my head pos not enemy pos...

hyreZZ 28th December 2020 10:53 AM

Quote:

Originally Posted by strixxr (Post 3020724)
I was a idiot, thanks for help... I was using my head pos not enemy pos...

u use bullet speed right? if ye 0x174 initialSpeed old offset now it 17C

blokkfighter 29th December 2020 01:43 AM

Quote:

Originally Posted by montroisiemecon (Post 3020459)
ItemOwner = 0x108
ItemOwnerContainedItem = 0x90

Thank you, you helped me a lot :)

SnDiX 29th December 2020 01:45 AM

Quote:

Originally Posted by AhmedGH (Post 3019443)
-----[/CODE]

i believe the offset you are looking for is 0xD8

gabbo200 29th December 2020 02:18 AM

Can anyone help me get container items location? I'm using gameObject->0x30->0x8->0x38->0xB0 it's working fine except for containers that get random locations.

z3500376 29th December 2020 09:48 AM

I found that some hack Hook about LOS to do the bullet through the wall,anyone have ideas?about this,or I can pay for this information

strixxr 29th December 2020 11:26 AM

Quote:

Originally Posted by hyreZZ (Post 3020786)
u use bullet speed right? if ye 0x174 initialSpeed old offset now it 17C

You are wrong, speedFactor is 0x164

24jared24 29th December 2020 08:46 PM

Quote:

Originally Posted by strixxr (Post 3021713)
You are wrong, speedFactor is 0x164

initial speed and speedfactor are different things. You should be using both


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

strixxr 30th December 2020 08:35 AM

Quote:

Originally Posted by 24jared24 (Post 3022161)
initial speed and speedfactor are different things. You should be using both

Don't see it on firearmscontroller, is it obfuscated

37ed1 30th December 2020 12:37 PM

Quote:

Originally Posted by strixxr (Post 3022638)
Don't see it on firearmscontroller, is it obfuscated

Then you should use dnSpy and dissect dump simultaneously ;)

krembo 30th December 2020 06:03 PM

new offests:
Playerprofile 0x440
player inventory 0x480
Player hand controller 0x488

xzackcc 30th December 2020 08:44 PM

update EFT.Player
Code:

21c0d3128a0 : EFT.Player
                        static fields
                                0 :  (type: EFT.Player.)
                        fields
                                18 :  (type: System.Action<System.Single,System.Single,System.Int32>)
                                20 :  (type: System.Action<EFT.InventoryLogic.SightComponent>)
                                28 : _characterController (type: )
                                30 : _triggerColliderSearcher (type: TriggerColliderSearcher)
                                540 :  (type: System.Boolean)
                                38 :  (type: EFT.Interactive.WorldInteractiveObject)
                                40 :  (type: )
                                544 :  (type: System.Single)
                                548 :  (type: System.Single)
                                54c :  (type: System.Boolean)
                                54d :  (type: System.Boolean)
                                48 : Pedometer (type: )
                                550 : HeadRotation (type: UnityEngine.Vector3)
                                55c : _mouseSensitivityModifier (type: System.Single)
                                50 : _mouseSensitivityModifiers (type: System.Collections.Generic.Dictionary<EFT.Player.EMouseSensitivityModifier,System.Single>)
                                560 :  (type: UnityEngine.Vector2)
                                568 :  (type: UnityEngine.Vector2)
                                570 : TrunkRotationLimit (type: System.Single)
                                574 :  (type: System.Single)
                                578 : PoseMemo (type: System.Single)
                                57c :  (type: System.Boolean)
                                580 : LeanLock (type: System.Single)
                                584 :  (type: System.Single)
                                588 :  (type: System.Single)
                                58c : _prevHeight (type: System.Single)
                                590 : HeightSmoothTime (type: System.Single)
                                594 :  (type: System.Single)
                                598 :  (type: System.Single)
                                59c :  (type: System.Single)
                                58 :  (type: EFT.Player.)
                                60 : LeftHandInteractionTarget (type: GripPose)
                                68 : Grounder (type: RootMotion.FinalIK.GrounderFBBIK)
                                70 : HitReaction (type: RootMotion.FinalIK.HitReaction)
                                5a0 : RibcageScaleCurrent (type: System.Single)
                                5a4 : RibcageScaleCurrentTarget (type: System.Single)
                                78 : _elbowBends (type: UnityEngine.Transform[])
                                80 : HandPosers (type: HandPoser[])
                                5a8 : UtilityLayerRange (type: UnityEngine.Vector2)
                                5b0 : UtilityLayerLerpSpeed (type: System.Single)
                                88 : LMarkerRawBlender (type: EFT.Player.ValueBlender)
                                90 : LayerWeight (type: EFT.Player.ValueBlender)
                                98 : ThirdIkWeight (type: EFT.Player.BetterValueBlender)
                                5b4 : GripAutoAdjust (type: System.Boolean)
                                a0 : _fbbik (type: RootMotion.FinalIK.FullBodyBipedIK)
                                a8 : _playerBody (type: EFT.PlayerBody)
                                5b8 : ThirdPersonWeaponRootAuthority (type: System.Single)
                                5bc :  (type: System.Single)
                                5c0 :  (type: System.Single)
                                5c4 :  (type: System.Single)
                                5c8 :  (type: System.Single)
                                5cc :  (type: System.Single)
                                5d0 :  (type: System.Single)
                                5d4 :  (type: System.Single)
                                5d8 :  (type: System.Single)
                                5dc :  (type: System.Single)
                                5e0 :  (type: System.Single)
                                5e4 :  (type: System.Single)
                                5e8 :  (type: System.Single)
                                5ec :  (type: System.Boolean)
                                5ed :  (type: System.Boolean)
                                5ee :  (type: System.Boolean)
                                5ef :  (type: System.Boolean)
                                5f0 :  (type: System.Boolean)
                                5f1 :  (type: System.Boolean)
                                b0 :  (type: UnityEngine.Vector3[])
                                5f4 :  (type: UnityEngine.Vector3)
                                600 :  (type: UnityEngine.Vector3)
                                60c :  (type: UnityEngine.Vector3)
                                618 :  (type: UnityEngine.Vector3)
                                624 :  (type: UnityEngine.Vector3)
                                630 :  (type: UnityEngine.Quaternion)
                                640 :  (type: UnityEngine.Quaternion)
                                650 :  (type: UnityEngine.Quaternion)
                                b8 :  (type: UnityEngine.Quaternion[])
                                c0 :  (type: UnityEngine.Transform[])
                                c8 :  (type: UnityEngine.Transform[])
                                d0 :  (type: UnityEngine.Transform[])
                                d8 :  (type: UnityEngine.Transform)
                                e0 :  (type: UnityEngine.Transform)
                                e8 :  (type: UnityEngine.Transform)
                                f0 :  (type: TwistRelax[])
                                f8 :  (type: RootMotion.FinalIK.LimbIK[])
                                100 :  (type: UnityEngine.GameObject)
                                108 :  (type: System.Action)
                                110 :  (type: PreviewMaterialSetter)
                                118 :  (type: EFT.Interactive.BeaconPlacer)
                                120 :  (type: FirearmsEffects)
                                128 :  (type: FirearmsEffects)
                                130 :  (type: CompassArrow)
                                138 :  (type: UnityEngine.Transform[])
                                140 :  (type: UnityEngine.Transform[])
                                148 :  (type: System.Collections.Generic.List<>)
                                150 : PointOfViewChanged (type: )
                                158 : AuthorityBlender (type: EFT.Player.ValueBlender)
                                160 : GrounderBlender (type: EFT.Player.ValueBlender)
                                660 :  (type: System.Single)
                                664 :  (type: System.Single)
                                668 : _isDeadAlready (type: System.Boolean)
                                669 :  (type: System.Boolean)
                                168 :  (type: ObjectInHandsAnimator)
                                170 :  (type: UnityEngine.GameObject)
                                178 :  (type: System.Action)
                                180 :  (type: System.Action<,EBodyPart,System.Single>)
                                66c :  (type: UnityEngine.Vector3)
                                678 :  (type: UnityEngine.Quaternion)
                                188 :  (type: UnityEngine.GameObject)
                                190 :  (type: EFT.Animations.ProceduralWeaponAnimation)
                                688 :  (type: System.Boolean)
                                198 :  (type: EFT.Player.)
                                1a0 : DebugText (type: UnityEngine.UI.Text)
                                68c : CurrentSurface (type: BaseBallistic.ESurfaceSound)
                                690 : EnvironmentType (type: EnvironmentManager.EnvironmentType)
                                694 : HeavyBreath (type: System.Boolean)
                                698 : VerticalSoundFactor (type: System.Single)
                                69c : Muffled (type: System.Boolean)
                                6a0 :  (type: UnityEngine.RaycastHit)
                                6cc :  (type: System.Boolean)
                                1a8 : NestedStepSoundSource (type: BetterSource)
                                1b0 : _speechSource (type: BetterSource)
                                6cd : OcclusionDirty (type: System.Boolean)
                                6ce : DistanceDirty (type: System.Boolean)
                                1b8 : FractureSound (type: UnityEngine.AudioClip)
                                1c0 : PropIn (type: BaseSoundPlayer.SoundElement)
                                1c8 : PropOut (type: BaseSoundPlayer.SoundElement)
                                6cf : PreviousFaceShield (type: System.Boolean)
                                6d0 : SpeechLocalPosition (type: UnityEngine.Vector3)
                                1d0 : FaceshieldOn (type: UnityEngine.AudioClip)
                                1d8 : FaceshieldOff (type: UnityEngine.AudioClip)
                                1e0 :  (type: UnityEngine.AudioClip)
                                6dc :  (type: UnityEngine.LayerMask)
                                1e8 :  (type: System.Collections.Generic.Dictionary<BaseBallistic.ESurfaceSound,EFT.SurfaceSet>)
                                1f0 :  (type: EFT.SurfaceSet)
                                1f8 :  (type: EFT.SoundBank)
                                200 :  (type: EFT.SoundBank)
                                208 :  (type: UnityEngine.Coroutine)
                                210 :  (type: UnityEngine.Coroutine)
                                218 :  (type: UnityEngine.Coroutine)
                                220 :  (type: UnityEngine.Coroutine)
                                228 :  (type: UnityEngine.Coroutine)
                                230 :  (type: UnityEngine.Coroutine)
                                6e0 :  (type: System.Boolean)
                                6e4 :  (type: System.Single)
                                238 :  (type: BetterSource)
                                6e8 :  (type: System.Single)
                                240 :  (type: UnityEngine.AudioClip)
                                248 :  (type: System.Collections.Generic.List<EFT.Interactive.BetterPropagationVolume>)
                                250 :  (type: System.Collections.Generic.List<EFT.Interactive.BetterPropagationVolume>)
                                258 :  (type: EFT.Interactive.BetterPropagationVolume)
                                6ec :  (type: System.Boolean)
                                260 :  (type: System.Action)
                                6f0 :  (type: System.Single)
                                6f4 :  (type: System.Single)
                                6f8 :  (type: System.Single)
                                6fc :  (type: System.Single)
                                700 :  (type: System.Single)
                                704 :  (type: System.Single)
                                708 :  (type: System.Single)
                                70c :  (type: System.Single)
                                710 :  (type: System.Single)
                                714 :  (type: System.Single)
                                718 :  (type: System.Boolean)
                                268 : POM (type: PlayerOverlapManager)
                                270 : TriggerZones (type: System.Collections.Generic.List<System.String>)
                                278 : OnExitTriggerVisited (type: )
                                280 : InteractingWithExfiltrationPoint (type: <System.Boolean>)
                                71c : LastDamageType (type: EFT.EDamageType)
                                720 : LastDamagedBodyPart (type: EBodyPart)
                                724 : PlacingBeacon (type: System.Boolean)
                                725 : Destroyed (type: System.Boolean)
                                288 : _animators (type: [])
                                290 : Speaker (type: )
                                298 :  (type: )
                                2a0 :  (type: )
                                2a8 : Spirit (type: EFT.PlayerSpirit)
                                728 : EnabledAnimators (type: EFT.Player.EAnimatorMask)
                                2b0 : Logger (type: EFT.Player.PlayerLogger)
                                2b8 : Corpse (type: EFT.Interactive.Corpse)
                                2c0 : LastAggressor (type: EFT.Player)
                                2c8 : LastDamageInfo (type: )
                                72c : LastBodyPart (type: EBodyPart)
                                730 : _corpseAppliedForce (type: System.Single)
                                378 : GetSensitivity (type: System.Func<System.Single>)
                                380 : GetAimingSensitivity (type: System.Func<System.Single>)
                                388 : _openAction (type: System.Action<System.Action>)
                                734 :  (type: System.Single)
                                738 :  (type: System.Single)
                                73c :  (type: System.Int32)
                                740 :  (type: System.Boolean)
                                741 :  (type: System.Boolean)
                                742 :  (type: System.Boolean)
                                390 :  (type: )
                                398 :  (type: UnityEngine.Renderer[])
                                3a0 :  (type: UnityEngine.Camera)
                                3a8 :  (type: UnityEngine.Coroutine)
                                3b0 :  (type: UnityEngine.Coroutine)
                                3b8 :  (type: <EFT.InventoryLogic.Item>)
                                743 :  (type: System.Boolean)
                                3c0 :  (type: UnityEngine.Animator)
                                3c8 :  (type: UnityEngine.RuntimeAnimatorController)
                                3d0 :  (type: System.Action<System.Boolean>)
                                3d8 :  (type: System.Action)
                                3e0 :  (type: System.Action<EPhraseTrigger,System.Int32>)
                                3e8 :  (type: System.Action<System.Boolean>)
                                3f0 :  (type: GenericEventTranslator)
                                3f8 :  (type: EFT.Player.<EFT.InventoryLogic.NightVisionComponent>)
                                400 :  (type: EFT.Player.<EFT.InventoryLogic.ThermalVisionComponent>)
                                408 :  (type: EFT.Player.<EFT.InventoryLogic.FaceShieldComponent>)
                                410 :  (type: System.String)
                                418 :  (type: EFT.Game.Spawning.ISpawnPoint)
                                744 :  (type: System.Single)
                                420 :  (type: EFT.Interactive.InteractableObject)
                                748 :  (type: System.Boolean)
                                428 :  (type: EFT.Player)
                                430 :  (type: EFT.Interactive.PlaceItemTrigger)
                                438 :  (type: EFT.Interactive.ExfiltrationPoint)
                                749 :  (type: System.Boolean)
                                74c :  (type: System.Int32)
                                440 :  (type: EFT.Profile)
                                448 :  (type: )
                                450 : Physical (type: )
                                458 :  (type: System.Action<System.String,System.Int32>)
                                750 : _updateQueue (type: EFT.EUpdateQueue)
                                754 : _armsUpdateQueue (type: EFT.EUpdateQueue)
                                758 : _armsUpdateMode (type: EFT.Player.EUpdateMode)
                                75c : _bodyUpdateMode (type: EFT.Player.EUpdateMode)
                                460 :  (type: )
                                468 :  (type: System.Collections.Generic.Dictionary<BodyPartType,>)
                                470 : _healthController (type: )
                                478 : _hitColliders (type: BodyPartCollider[])
                                480 : _inventoryController (type: )
                                488 : _handsController (type: EFT.Player.AbstractHandsController)
                                490 : _questController (type: )
                                498 :  (type: PlayerToGrassConnector)
                                4a0 :  (type: System.Action<EFT.Player.AbstractHandsController,EFT.Player.AbstractHandsController>)
                                4a8 :  (type: System.String)
                                4b0 : Tracking (type: UnityEngine.Transform)
                                760 :  (type: System.Single)
                                764 : _armsupdated (type: System.Boolean)
                                768 : _armsTime (type: System.Single)
                                76c : _bodyupdated (type: System.Boolean)
                                770 : _bodyTime (type: System.Single)
                                774 : _nFixedFrames (type: System.Int32)
                                778 : _fixedTime (type: System.Single)
                                4b8 :  (type: EFT.Player.)
                                4c0 :  (type: UnityEngine.WaitForFixedUpdate)
                                77c : LastDeltaTime (type: System.Single)
                                780 : _manuallyUpdated (type: System.Boolean)
                                4c8 : _playerLookRaycastTransform (type: UnityEngine.Transform)
                                781 :  (type: EFT.Interactive.EDoorState)
                                782 :  (type: System.Boolean)
                                783 :  (type: System.Boolean)
                                4d0 : PlayerBones (type: PlayerBones)
                                4d8 : _preAllocatedArmorComponents (type: System.Collections.Generic.List<EFT.InventoryLogic.ArmorComponent>)
                                4e0 :  (type: System.Action<EFT.Interactive.ExfiltrationPoint,System.Boolean>)
                                4e8 :  (type: )
                                784 :  (type: System.Boolean)
                                785 :  (type: System.Boolean)
                                786 :  (type: System.Boolean)
                                4f0 : ExfilUnsubscribe (type: System.Action)
                                4f8 : SessionEndUnsubscribe (type: System.Collections.Generic.List<System.Action>)
                                787 : AggressorFound (type: System.Boolean)
                                500 :  (type: System.Action)
                                788 :  (type: EFT.Player.EProcessStatus)
                                508 :  (type: EFT.Player.AbstractProcess)
                                510 :  (type: EFT.InventoryLogic.Slot)
                                518 :  (type: System.Action)
                                520 :  (type: System.Action<>)
                                528 :  (type: EFT.InventoryLogic.EquipmentSlot[])
                                530 : _removeFromHandsCallback (type: Comfort.Common.Callback)
                                538 :  (type: Comfort.Common.Callback)
                                78c :  (type: System.Single)
                                790 :  (type: System.Int32)


bugbangfi 31st December 2020 06:57 AM

How do I find the enemy's health and name

HHsPlays 31st December 2020 12:00 PM

Quote:

Originally Posted by bugbangfi (Post 3023484)
How do I find the enemy's health and name

Theres plenty of info here already to learn from, you can either look at already existing sources and see how they do it and implement your own version of it or you can look at the offsets in here and code it all yourself.

bugbangfi 31st December 2020 12:52 PM

Quote:

Originally Posted by HHsPlays (Post 3023599)
Theres plenty of info here already to learn from, you can either look at already existing sources and see how they do it and implement your own version of it or you can look at the offsets in here and code it all yourself.

I found it once, and the offset changed later

aeonixlegit 31st December 2020 01:35 PM

Hey, guys. My Corpse ESP isn't working after updating for 12.9 for some reasons.

I'm using GameWorld ] + 0x60 (itemList) ] + 0x10 (itemBase) ] + 0x28 ] + 0x50 ] + 0x38 (itemTemplate) ] to get ItemTemplate, then + 0x50 ] to get item id, all starting items is fine (it doesn't includes corpse id), but ~15 items at the end have empty id (i think, corpse has empty id too).

HHsPlays 31st December 2020 01:36 PM

Quote:

Originally Posted by bugbangfi (Post 3023625)
I found it once, and the offset changed later

Then check the past few pages for the latest offsets :D.

xzackcc 31st December 2020 01:46 PM

A side question:
How do you guys deal with EFT's (well, unity games in general) viewangles going from negative 360 to positive 360?
Calculating the viewangles work fine until it hits the -180.f or 180.f mark, then it flicks to around -70.f or 70.f

#note update:
happens only when smoothness is applied.
so the better question is, what do you guys use to smooth your aimbot (setting viewangles, not doing anything with w2s and mouseevents btw)

24jared24 1st January 2021 06:12 AM

This is probably a stretch but has anyone figured out how to see through glass with thermal enabled?

HHsPlays 1st January 2021 09:57 AM

Quote:

Originally Posted by 24jared24 (Post 3024152)
This is probably a stretch but has anyone figured out how to see through glass with thermal enabled?

I haven�t, but your best bet would be looking at the ThermalVision class and seeing if there are any values which could be stopping you from seeing through the glass.

strixxr 1st January 2021 11:35 AM

Anyone know if it's possible to shoot through all objects/walls?

bugbangfi 1st January 2021 11:49 AM

Quote:

Originally Posted by HHsPlays (Post 3023668)
Then check the past few pages for the latest offsets :D.

searched for a day, but I didn't find it. Sorry,

Azhora 1st January 2021 10:21 PM

It appears I can no longer find LootableContainer objects in the LootList of localworld (since 12.9 I believe).

I can find normal LootItems. Anyone any clues? If not I'll just have to reverse it again :)

xzackcc 1st January 2021 10:44 PM

Quote:

Originally Posted by bugbangfi (Post 3024280)
searched for a day, but I didn't find it. Sorry,

How come you can bypass their AC but not be able to read health and player names?

anyway, here it is ..
Code:

                // Base
                uint64_t m_pHealthController = 0x470; // GInterface147 // up
               
                // GInterface147
                uint64_t m_pHealthBody = 0x20; // HealthBody // up
                uint64_t m_pBodyController = 0x18; // BodyController // up

                // BodyController
                uint64_t m_pHealthHead = 0x30; // HealthContainer // up
                uint64_t m_pHealthThorax = 0x48; // HealthContainer // up
                uint64_t m_pHealthStomach = 0x60; // HealthContainer // up
                uint64_t m_pHealthLeftArm = 0x78; // HealthContainer // up
                uint64_t m_pHealthRightArm = 0x90; // HealthContainer // up
                uint64_t m_pHealthLeftLeg = 0xA8; // HealthContainer // up
                uint64_t m_pHealthRightLeg = 0xC0; // HealthContainer // up

                // HealthContainer
                uint64_t m_pHealth = 0x10; // Health // up

                // Health
                uint64_t health = 0x10; // float( ); // up
                uint64_t health_max = 0x14; // float( ); // up



                // then
                float _health = 0.f;
                float _health_max = 0.f;

                uint64_t body_part =  _playerBody + 0x30 + (bp * 0x18)
                uint64_t health_container = body_part + m_pHealth
                _health += health_container + health
                _health_max += health_container + health_max
                return _health, _health_max

                // bp being
                enum e_bodypart {
                        HEAD = 0,
                        THORAX,
                        STOMACH,
                        ARM_L,
                        ARM_R,
                        LEG_L,
                        LEG_R
                };


bugbangfi 2nd January 2021 04:34 AM

Quote:

Originally Posted by xzackcc (Post 3024672)
How come you can bypass their AC but not be able to read health and player names?

anyway, here it is ..
Code:

                // Base
                uint64_t m_pHealthController = 0x470; // GInterface147 // up
               
                // GInterface147
                uint64_t m_pHealthBody = 0x20; // HealthBody // up
                uint64_t m_pBodyController = 0x18; // BodyController // up

                // BodyController
                uint64_t m_pHealthHead = 0x30; // HealthContainer // up
                uint64_t m_pHealthThorax = 0x48; // HealthContainer // up
                uint64_t m_pHealthStomach = 0x60; // HealthContainer // up
                uint64_t m_pHealthLeftArm = 0x78; // HealthContainer // up
                uint64_t m_pHealthRightArm = 0x90; // HealthContainer // up
                uint64_t m_pHealthLeftLeg = 0xA8; // HealthContainer // up
                uint64_t m_pHealthRightLeg = 0xC0; // HealthContainer // up

                // HealthContainer
                uint64_t m_pHealth = 0x10; // Health // up

                // Health
                uint64_t health = 0x10; // float( ); // up
                uint64_t health_max = 0x14; // float( ); // up



                // then
                float _health = 0.f;
                float _health_max = 0.f;

                uint64_t body_part =  _playerBody + 0x30 + (bp * 0x18)
                uint64_t health_container = body_part + m_pHealth
                _health += health_container + health
                _health_max += health_container + health_max
                return _health, _health_max

                // bp being
                enum e_bodypart {
                        HEAD = 0,
                        THORAX,
                        STOMACH,
                        ARM_L,
                        ARM_R,
                        LEG_L,
                        LEG_R
                };


Can't you bypass BE? I think I can teach you to bypass him.

NuII 2nd January 2021 08:31 AM

Quote:

Originally Posted by xzackcc (Post 3023678)
A side question:
How do you guys deal with EFT's (well, unity games in general) viewangles going from negative 360 to positive 360?
Calculating the viewangles work fine until it hits the -180.f or 180.f mark, then it flicks to around -70.f or 70.f

#note update:
happens only when smoothness is applied.
so the better question is, what do you guys use to smooth your aimbot (setting viewangles, not doing anything with w2s and mouseevents btw)

Possibly due to some bad euler to quaternion math on unities part, in their documents they state that all internal rotations are calculated with quaternions.
I haven't done anything in EFT so I'm unsure if this info is relevant but maybe look around.
https://docs.unity3d.com/ScriptRefer...uaternion.html

okoko98ttt 2nd January 2021 08:48 AM

who have red card HaxId?

momopubg 2nd January 2021 08:43 PM

Quote:

Originally Posted by bugbangfi (Post 3024889)
Can't you bypass BE? I think I can teach you to bypass him.

why so toxic he even helped you out?! :goat:


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

montroisiemecon 2nd January 2021 10:21 PM

Quote:

Originally Posted by momopubg (Post 3025450)
why so toxic he even helped you out?! :goat:

not sure he was toxic at all

xzackcc 3rd January 2021 12:02 AM

Quote:

Originally Posted by bugbangfi (Post 3024889)
Can't you bypass BE? I think I can teach you to bypass him.

Lol, wat?

I don't get your question; Almost every page of this thread contains the chain to get the health and the name of entity. How come you can't get the chain to work while, apparently, being able to bypass BE?

However, I provided you with all information you need to get it working. (basically spoonfeed you)

To answer your latest question: Yes, I do bypass BE and am safe since release.

bugbangfi 3rd January 2021 08:33 AM

Quote:

Originally Posted by xzackcc (Post 3025570)
Lol, wat?

I don't get your question; Almost every page of this thread contains the chain to get the health and the name of entity. How come you can't get the chain to work while, apparently, being able to bypass BE?

However, I provided you with all information you need to get it working. (basically spoonfeed you)

To answer your latest question: Yes, I do bypass BE and am safe since release.

Thank you for your help, I also circumvented his detection safely

xzackcc 3rd January 2021 01:19 PM

Quote:

Originally Posted by NuII (Post 3024991)
Possibly due to some bad euler to quaternion math on unities part, in their documents they state that all internal rotations are calculated with quaternions.

I haven't done anything in EFT so I'm unsure if this info is relevant but maybe look around.

https://docs.unity3d.com/ScriptRefer...uaternion.html

Ye, I noticed that. The LookRotation function and their eulerAngle conversation seems promising.

Will look into it.

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nikobelic29 4th January 2021 01:29 AM

Does anyone know landmine gameobj name or lootlist item name? Stepped on 5 landmines over the course of 3 salewas and I'm fucking done xd

dler4 4th January 2021 03:39 AM

Is zeroing out recoil still safe?

24jared24 4th January 2021 04:03 AM

Quote:

Originally Posted by dler4 (Post 3026533)
Is zeroing out recoil still safe?

yes //

bobjubel 4th January 2021 07:57 AM

Oh crap, this game is still alive. How is Online there? As I understand simple injection doesn't work only with BE bypass over kernel driver?

bugbangfi 4th January 2021 03:27 PM

Quote:

Originally Posted by xzackcc (Post 3023214)
update EFT.Player
Code:

21c0d3128a0 : EFT.Player
                        static fields
                                0 :  (type: EFT.Player.)
                        fields
                                18 :  (type: System.Action<System.Single,System.Single,System.Int32>)
                                20 :  (type: System.Action<EFT.InventoryLogic.SightComponent>)
                                28 : _characterController (type: )
                                30 : _triggerColliderSearcher (type: TriggerColliderSearcher)
                                540 :  (type: System.Boolean)
                                38 :  (type: EFT.Interactive.WorldInteractiveObject)
                                40 :  (type: )
                                544 :  (type: System.Single)
                                548 :  (type: System.Single)
                                54c :  (type: System.Boolean)
                                54d :  (type: System.Boolean)
                                48 : Pedometer (type: )
                                550 : HeadRotation (type: UnityEngine.Vector3)
                                55c : _mouseSensitivityModifier (type: System.Single)
                                50 : _mouseSensitivityModifiers (type: System.Collections.Generic.Dictionary<EFT.Player.EMouseSensitivityModifier,System.Single>)
                                560 :  (type: UnityEngine.Vector2)
                                568 :  (type: UnityEngine.Vector2)
                                570 : TrunkRotationLimit (type: System.Single)
                                574 :  (type: System.Single)
                                578 : PoseMemo (type: System.Single)
                                57c :  (type: System.Boolean)
                                580 : LeanLock (type: System.Single)
                                584 :  (type: System.Single)
                                588 :  (type: System.Single)
                                58c : _prevHeight (type: System.Single)
                                590 : HeightSmoothTime (type: System.Single)
                                594 :  (type: System.Single)
                                598 :  (type: System.Single)
                                59c :  (type: System.Single)
                                58 :  (type: EFT.Player.)
                                60 : LeftHandInteractionTarget (type: GripPose)
                                68 : Grounder (type: RootMotion.FinalIK.GrounderFBBIK)
                                70 : HitReaction (type: RootMotion.FinalIK.HitReaction)
                                5a0 : RibcageScaleCurrent (type: System.Single)
                                5a4 : RibcageScaleCurrentTarget (type: System.Single)
                                78 : _elbowBends (type: UnityEngine.Transform[])
                                80 : HandPosers (type: HandPoser[])
                                5a8 : UtilityLayerRange (type: UnityEngine.Vector2)
                                5b0 : UtilityLayerLerpSpeed (type: System.Single)
                                88 : LMarkerRawBlender (type: EFT.Player.ValueBlender)
                                90 : LayerWeight (type: EFT.Player.ValueBlender)
                                98 : ThirdIkWeight (type: EFT.Player.BetterValueBlender)
                                5b4 : GripAutoAdjust (type: System.Boolean)
                                a0 : _fbbik (type: RootMotion.FinalIK.FullBodyBipedIK)
                                a8 : _playerBody (type: EFT.PlayerBody)
                                5b8 : ThirdPersonWeaponRootAuthority (type: System.Single)
                                5bc :  (type: System.Single)
                                5c0 :  (type: System.Single)
                                5c4 :  (type: System.Single)
                                5c8 :  (type: System.Single)
                                5cc :  (type: System.Single)
                                5d0 :  (type: System.Single)
                                5d4 :  (type: System.Single)
                                5d8 :  (type: System.Single)
                                5dc :  (type: System.Single)
                                5e0 :  (type: System.Single)
                                5e4 :  (type: System.Single)
                                5e8 :  (type: System.Single)
                                5ec :  (type: System.Boolean)
                                5ed :  (type: System.Boolean)
                                5ee :  (type: System.Boolean)
                                5ef :  (type: System.Boolean)
                                5f0 :  (type: System.Boolean)
                                5f1 :  (type: System.Boolean)
                                b0 :  (type: UnityEngine.Vector3[])
                                5f4 :  (type: UnityEngine.Vector3)
                                600 :  (type: UnityEngine.Vector3)
                                60c :  (type: UnityEngine.Vector3)
                                618 :  (type: UnityEngine.Vector3)
                                624 :  (type: UnityEngine.Vector3)
                                630 :  (type: UnityEngine.Quaternion)
                                640 :  (type: UnityEngine.Quaternion)
                                650 :  (type: UnityEngine.Quaternion)
                                b8 :  (type: UnityEngine.Quaternion[])
                                c0 :  (type: UnityEngine.Transform[])
                                c8 :  (type: UnityEngine.Transform[])
                                d0 :  (type: UnityEngine.Transform[])
                                d8 :  (type: UnityEngine.Transform)
                                e0 :  (type: UnityEngine.Transform)
                                e8 :  (type: UnityEngine.Transform)
                                f0 :  (type: TwistRelax[])
                                f8 :  (type: RootMotion.FinalIK.LimbIK[])
                                100 :  (type: UnityEngine.GameObject)
                                108 :  (type: System.Action)
                                110 :  (type: PreviewMaterialSetter)
                                118 :  (type: EFT.Interactive.BeaconPlacer)
                                120 :  (type: FirearmsEffects)
                                128 :  (type: FirearmsEffects)
                                130 :  (type: CompassArrow)
                                138 :  (type: UnityEngine.Transform[])
                                140 :  (type: UnityEngine.Transform[])
                                148 :  (type: System.Collections.Generic.List<>)
                                150 : PointOfViewChanged (type: )
                                158 : AuthorityBlender (type: EFT.Player.ValueBlender)
                                160 : GrounderBlender (type: EFT.Player.ValueBlender)
                                660 :  (type: System.Single)
                                664 :  (type: System.Single)
                                668 : _isDeadAlready (type: System.Boolean)
                                669 :  (type: System.Boolean)
                                168 :  (type: ObjectInHandsAnimator)
                                170 :  (type: UnityEngine.GameObject)
                                178 :  (type: System.Action)
                                180 :  (type: System.Action<,EBodyPart,System.Single>)
                                66c :  (type: UnityEngine.Vector3)
                                678 :  (type: UnityEngine.Quaternion)
                                188 :  (type: UnityEngine.GameObject)
                                190 :  (type: EFT.Animations.ProceduralWeaponAnimation)
                                688 :  (type: System.Boolean)
                                198 :  (type: EFT.Player.)
                                1a0 : DebugText (type: UnityEngine.UI.Text)
                                68c : CurrentSurface (type: BaseBallistic.ESurfaceSound)
                                690 : EnvironmentType (type: EnvironmentManager.EnvironmentType)
                                694 : HeavyBreath (type: System.Boolean)
                                698 : VerticalSoundFactor (type: System.Single)
                                69c : Muffled (type: System.Boolean)
                                6a0 :  (type: UnityEngine.RaycastHit)
                                6cc :  (type: System.Boolean)
                                1a8 : NestedStepSoundSource (type: BetterSource)
                                1b0 : _speechSource (type: BetterSource)
                                6cd : OcclusionDirty (type: System.Boolean)
                                6ce : DistanceDirty (type: System.Boolean)
                                1b8 : FractureSound (type: UnityEngine.AudioClip)
                                1c0 : PropIn (type: BaseSoundPlayer.SoundElement)
                                1c8 : PropOut (type: BaseSoundPlayer.SoundElement)
                                6cf : PreviousFaceShield (type: System.Boolean)
                                6d0 : SpeechLocalPosition (type: UnityEngine.Vector3)
                                1d0 : FaceshieldOn (type: UnityEngine.AudioClip)
                                1d8 : FaceshieldOff (type: UnityEngine.AudioClip)
                                1e0 :  (type: UnityEngine.AudioClip)
                                6dc :  (type: UnityEngine.LayerMask)
                                1e8 :  (type: System.Collections.Generic.Dictionary<BaseBallistic.ESurfaceSound,EFT.SurfaceSet>)
                                1f0 :  (type: EFT.SurfaceSet)
                                1f8 :  (type: EFT.SoundBank)
                                200 :  (type: EFT.SoundBank)
                                208 :  (type: UnityEngine.Coroutine)
                                210 :  (type: UnityEngine.Coroutine)
                                218 :  (type: UnityEngine.Coroutine)
                                220 :  (type: UnityEngine.Coroutine)
                                228 :  (type: UnityEngine.Coroutine)
                                230 :  (type: UnityEngine.Coroutine)
                                6e0 :  (type: System.Boolean)
                                6e4 :  (type: System.Single)
                                238 :  (type: BetterSource)
                                6e8 :  (type: System.Single)
                                240 :  (type: UnityEngine.AudioClip)
                                248 :  (type: System.Collections.Generic.List<EFT.Interactive.BetterPropagationVolume>)
                                250 :  (type: System.Collections.Generic.List<EFT.Interactive.BetterPropagationVolume>)
                                258 :  (type: EFT.Interactive.BetterPropagationVolume)
                                6ec :  (type: System.Boolean)
                                260 :  (type: System.Action)
                                6f0 :  (type: System.Single)
                                6f4 :  (type: System.Single)
                                6f8 :  (type: System.Single)
                                6fc :  (type: System.Single)
                                700 :  (type: System.Single)
                                704 :  (type: System.Single)
                                708 :  (type: System.Single)
                                70c :  (type: System.Single)
                                710 :  (type: System.Single)
                                714 :  (type: System.Single)
                                718 :  (type: System.Boolean)
                                268 : POM (type: PlayerOverlapManager)
                                270 : TriggerZones (type: System.Collections.Generic.List<System.String>)
                                278 : OnExitTriggerVisited (type: )
                                280 : InteractingWithExfiltrationPoint (type: <System.Boolean>)
                                71c : LastDamageType (type: EFT.EDamageType)
                                720 : LastDamagedBodyPart (type: EBodyPart)
                                724 : PlacingBeacon (type: System.Boolean)
                                725 : Destroyed (type: System.Boolean)
                                288 : _animators (type: [])
                                290 : Speaker (type: )
                                298 :  (type: )
                                2a0 :  (type: )
                                2a8 : Spirit (type: EFT.PlayerSpirit)
                                728 : EnabledAnimators (type: EFT.Player.EAnimatorMask)
                                2b0 : Logger (type: EFT.Player.PlayerLogger)
                                2b8 : Corpse (type: EFT.Interactive.Corpse)
                                2c0 : LastAggressor (type: EFT.Player)
                                2c8 : LastDamageInfo (type: )
                                72c : LastBodyPart (type: EBodyPart)
                                730 : _corpseAppliedForce (type: System.Single)
                                378 : GetSensitivity (type: System.Func<System.Single>)
                                380 : GetAimingSensitivity (type: System.Func<System.Single>)
                                388 : _openAction (type: System.Action<System.Action>)
                                734 :  (type: System.Single)
                                738 :  (type: System.Single)
                                73c :  (type: System.Int32)
                                740 :  (type: System.Boolean)
                                741 :  (type: System.Boolean)
                                742 :  (type: System.Boolean)
                                390 :  (type: )
                                398 :  (type: UnityEngine.Renderer[])
                                3a0 :  (type: UnityEngine.Camera)
                                3a8 :  (type: UnityEngine.Coroutine)
                                3b0 :  (type: UnityEngine.Coroutine)
                                3b8 :  (type: <EFT.InventoryLogic.Item>)
                                743 :  (type: System.Boolean)
                                3c0 :  (type: UnityEngine.Animator)
                                3c8 :  (type: UnityEngine.RuntimeAnimatorController)
                                3d0 :  (type: System.Action<System.Boolean>)
                                3d8 :  (type: System.Action)
                                3e0 :  (type: System.Action<EPhraseTrigger,System.Int32>)
                                3e8 :  (type: System.Action<System.Boolean>)
                                3f0 :  (type: GenericEventTranslator)
                                3f8 :  (type: EFT.Player.<EFT.InventoryLogic.NightVisionComponent>)
                                400 :  (type: EFT.Player.<EFT.InventoryLogic.ThermalVisionComponent>)
                                408 :  (type: EFT.Player.<EFT.InventoryLogic.FaceShieldComponent>)
                                410 :  (type: System.String)
                                418 :  (type: EFT.Game.Spawning.ISpawnPoint)
                                744 :  (type: System.Single)
                                420 :  (type: EFT.Interactive.InteractableObject)
                                748 :  (type: System.Boolean)
                                428 :  (type: EFT.Player)
                                430 :  (type: EFT.Interactive.PlaceItemTrigger)
                                438 :  (type: EFT.Interactive.ExfiltrationPoint)
                                749 :  (type: System.Boolean)
                                74c :  (type: System.Int32)
                                440 :  (type: EFT.Profile)
                                448 :  (type: )
                                450 : Physical (type: )
                                458 :  (type: System.Action<System.String,System.Int32>)
                                750 : _updateQueue (type: EFT.EUpdateQueue)
                                754 : _armsUpdateQueue (type: EFT.EUpdateQueue)
                                758 : _armsUpdateMode (type: EFT.Player.EUpdateMode)
                                75c : _bodyUpdateMode (type: EFT.Player.EUpdateMode)
                                460 :  (type: )
                                468 :  (type: System.Collections.Generic.Dictionary<BodyPartType,>)
                                470 : _healthController (type: )
                                478 : _hitColliders (type: BodyPartCollider[])
                                480 : _inventoryController (type: )
                                488 : _handsController (type: EFT.Player.AbstractHandsController)
                                490 : _questController (type: )
                                498 :  (type: PlayerToGrassConnector)
                                4a0 :  (type: System.Action<EFT.Player.AbstractHandsController,EFT.Player.AbstractHandsController>)
                                4a8 :  (type: System.String)
                                4b0 : Tracking (type: UnityEngine.Transform)
                                760 :  (type: System.Single)
                                764 : _armsupdated (type: System.Boolean)
                                768 : _armsTime (type: System.Single)
                                76c : _bodyupdated (type: System.Boolean)
                                770 : _bodyTime (type: System.Single)
                                774 : _nFixedFrames (type: System.Int32)
                                778 : _fixedTime (type: System.Single)
                                4b8 :  (type: EFT.Player.)
                                4c0 :  (type: UnityEngine.WaitForFixedUpdate)
                                77c : LastDeltaTime (type: System.Single)
                                780 : _manuallyUpdated (type: System.Boolean)
                                4c8 : _playerLookRaycastTransform (type: UnityEngine.Transform)
                                781 :  (type: EFT.Interactive.EDoorState)
                                782 :  (type: System.Boolean)
                                783 :  (type: System.Boolean)
                                4d0 : PlayerBones (type: PlayerBones)
                                4d8 : _preAllocatedArmorComponents (type: System.Collections.Generic.List<EFT.InventoryLogic.ArmorComponent>)
                                4e0 :  (type: System.Action<EFT.Interactive.ExfiltrationPoint,System.Boolean>)
                                4e8 :  (type: )
                                784 :  (type: System.Boolean)
                                785 :  (type: System.Boolean)
                                786 :  (type: System.Boolean)
                                4f0 : ExfilUnsubscribe (type: System.Action)
                                4f8 : SessionEndUnsubscribe (type: System.Collections.Generic.List<System.Action>)
                                787 : AggressorFound (type: System.Boolean)
                                500 :  (type: System.Action)
                                788 :  (type: EFT.Player.EProcessStatus)
                                508 :  (type: EFT.Player.AbstractProcess)
                                510 :  (type: EFT.InventoryLogic.Slot)
                                518 :  (type: System.Action)
                                520 :  (type: System.Action<>)
                                528 :  (type: EFT.InventoryLogic.EquipmentSlot[])
                                530 : _removeFromHandsCallback (type: Comfort.Common.Callback)
                                538 :  (type: Comfort.Common.Callback)
                                78c :  (type: System.Single)
                                790 :  (type: System.Int32)


Can you tell me how to achieve recoillessness

montroisiemecon 4th January 2021 04:22 PM

Quote:

Originally Posted by bugbangfi (Post 3026975)
Can you tell me how to achieve recoillessness

no.

.
.

momopubg 4th January 2021 06:53 PM

Quote:

Originally Posted by bugbangfi (Post 3026975)
Can you tell me how to achieve recoillessness

Pls use the SEARCH function bruh

Azhora 4th January 2021 06:59 PM

I'm extern and using internal get_position for containers, but some containers get wacky positions, does anyone have experience with this? I've tried a variety of posted internal get_positions, but all have the same problem.

For player bones and some containers, everything is fine.

xzackcc 5th January 2021 05:02 PM

Quote:

Originally Posted by Azhora (Post 3027119)
I'm extern and using internal get_position for containers, but some containers get wacky positions, does anyone have experience with this? I've tried a variety of posted internal get_positions, but all have the same problem.

For player bones and some containers, everything is fine.

another sidequestion:
what's your chain to get the grid of the container?
Code:

0x10 (interactive) > 0x180 (itemowner) > 0x90 (grid ??)
doesnt seem to point to a grid, ItemOwner class doesn't seem to have an array/list either any more (or does it sit in the 0xb0?)

Code:

21c0a366c08 : 
                        static fields
                        fields
                                10 : Logger (type: .)
                                18 :  (type: System.Action<>)
                                20 :  (type: System.Action<>)
                                28 :  (type: System.Action<>)
                                30 :  (type: System.Action<>)
                                38 :  (type: System.Action<EFT.InventoryLogic.Weapon>)
                                40 :  (type: System.Action<>)
                                48 :  (type: System.Action<>)
                                50 :  (type: System.Action<>)
                                58 :  (type: System.Action<>)
                                60 :  (type: System.Action<>)
                                68 :  (type: System.Action<>)
                                70 :  (type: System.Action<System.Boolean>)
                                78 :  (type: System.Collections.Generic.HashSet<>)
                                c0 :  (type: System.UInt16)
                                c4 :  (type: System.Int32)
                                c8 :  (type: System.Boolean)
                                80 :  (type: System.String)
                                88 :  (type: EFT.InventoryLogic.ItemFilter[])
                                90 :  (type: EFT.InventoryLogic.Item)
                                98 :  (type: EFT.InventoryLogic.Item)
                                a0 :  (type: EFT.InventoryLogic.Item)
                                a8 :  (type: System.String)
                                c9 :  (type: System.Boolean)
                                cc :  (type: EFT.InventoryLogic.EOwnerType)
                                b0 :  (type: System.Collections.Generic.List<>)
                                b8 :  (type: UnityEngine.Coroutine)


Azhora 5th January 2021 06:50 PM

Quote:

Originally Posted by xzackcc (Post 3027884)
another sidequestion:
what's your chain to get the grid of the container?
Code:

0x10 (interactive) > 0x180 (itemowner) > 0x90 (grid ??)
doesnt seem to point to a grid, ItemOwner class doesn't seem to have an array/list either any more (or does it sit in the 0xb0?)

Code:

21c0a366c08 : 
                        static fields
                        fields
                                10 : Logger (type: .)
                                18 :  (type: System.Action<>)
                                20 :  (type: System.Action<>)
                                28 :  (type: System.Action<>)
                                30 :  (type: System.Action<>)
                                38 :  (type: System.Action<EFT.InventoryLogic.Weapon>)
                                40 :  (type: System.Action<>)
                                48 :  (type: System.Action<>)
                                50 :  (type: System.Action<>)
                                58 :  (type: System.Action<>)
                                60 :  (type: System.Action<>)
                                68 :  (type: System.Action<>)
                                70 :  (type: System.Action<System.Boolean>)
                                78 :  (type: System.Collections.Generic.HashSet<>)
                                c0 :  (type: System.UInt16)
                                c4 :  (type: System.Int32)
                                c8 :  (type: System.Boolean)
                                80 :  (type: System.String)
                                88 :  (type: EFT.InventoryLogic.ItemFilter[])
                                90 :  (type: EFT.InventoryLogic.Item)
                                98 :  (type: EFT.InventoryLogic.Item)
                                a0 :  (type: EFT.InventoryLogic.Item)
                                a8 :  (type: System.String)
                                c9 :  (type: System.Boolean)
                                cc :  (type: EFT.InventoryLogic.EOwnerType)
                                b0 :  (type: System.Collections.Generic.List<>)
                                b8 :  (type: UnityEngine.Coroutine)


The `EFT.InventoryLogic.Item` at 0x90 that is sitting there is the RootItem.
Then from there, you can get the grid list (at 0x68).

So: item (LootableContainer) + 0x108 = itemOwner + 0x90 = rootitem + 0x68 = gridlist.
You know an item is a LootableContainer subclass by either checking its class or checking if the UString id (at 0x48) starts with "Lootable_"

xzackcc 5th January 2021 07:40 PM

Quote:

Originally Posted by Azhora (Post 3027965)
The `EFT.InventoryLogic.Item` at 0x90 that is sitting there is the RootItem.
Then from there, you can get the grid list (at 0x68).

So: item (LootableContainer) + 0x108 = itemOwner + 0x90 = rootitem + 0x68 = gridlist.
You know an item is a LootableContainer subclass by either checking its class or checking if the UString id (at 0x48) starts with "Lootable_"

yep, got that right before you posted it. thanks anyway!

about your issue: i'm experiencing the same as you i guess.
here is a log of them, you'll get what i mean when you look at the position vector
Code:

252 (lootable) -> -101.124626 -22.684395 16.255087
253 (cover_110x45) -> -101.124626 -22.684395 16.255087
254 (scontainer_Blue_Barrel_Base_Cap) -> -184.108475 -46.389397 103.958389
256 (lootable) -> -101.124626 -22.684395 16.255087
257 (lootable) -> -101.124626 -22.684395 16.255087
258 (Ammo_crate_Cap) -> -101.124626 -22.684395 16.255087
259 (cover_140) -> -101.124626 -22.684395 16.255087
260 (lootable) -> -101.124626 -22.684395 16.255087
261 (card_file_box_Anim4) -> -101.124626 -22.684395 16.255087
262 (card_file_box_Anim3) -> -101.124626 -22.684395 16.255087
263 (card_file_box_Anim2) -> -101.124626 -22.684395 16.255087
264 (card_file_box_Anim1) -> -101.124626 -22.684395 16.255087
265 (lootable) -> -101.124626 -22.684395 16.255087
266 (cover_64) -> -101.124626 -22.684395 16.255087
267 (lootable) -> -101.124626 -22.684395 16.255087
268 (scontainer_wood_CAP) -> -184.108475 -46.389397 103.958389
269 (cover_110) -> -101.124626 -22.684395 16.255087
270 (lootable) -> -101.124626 -22.684395 16.255087
271 (lootable) -> -101.124626 -22.684395 16.255087
272 (weapon_box_cover) -> -101.124626 -22.684395 16.255087
273 (lootable) -> -101.124626 -22.684395 16.255087
274 (cap) -> -101.124626 -22.684395 16.255087
276 (lootable) -> -101.124626 -22.684395 16.255087
277 (cover_140) -> -101.124626 -22.684395 16.255087
278 (cover_110x45) -> -101.124626 -22.684395 16.255087
279 (lootable) -> -101.124626 -22.684395 16.255087
280 (lootable) -> -101.124626 -22.684395 16.255087
281 (lootable) -> -101.124626 -22.684395 16.255087


gabbo200 6th January 2021 04:34 AM

What is an effective way of getting LocalPlayerChecker? Using the class directly have some weird issues that will make it false after the player opens the inventory.

xzackcc 6th January 2021 11:03 AM

Quote:

Originally Posted by gabbo200 (Post 3028402)
What is an effective way of getting LocalPlayerChecker? Using the class directly have some weird issues that will make it false after the player opens the inventory.

basically this:
Code:

const auto object = kernel->read_memory<uintptr_t>(RegisteredPlayers + 0x20 + (entity_index * 0x8));
bool LocalPlayerCheck() {
        if (kernel->read_memory < uintptr_t >(object + 0x0018))
                return true;
        return false;
}


qlail 6th January 2021 12:59 PM

I'm preparing for some troll here, but I have a genuine question and I know there's a plethora of information even in just this thread.

I'm an infant when it comes to actually coding a cheat, but I have some experience coding in Python, a little C#, even less C++. I'm interested in developing an ESP cheat for EFT, but I have no idea where to start.

I'm curious if anyone could give me any pointers to specific resources, i.e. links to some things to help me get started in this, or even just to chat with and bounce questions off of to get me started in the right direction.

To be frank, with the programming I have done, I've never really had to mess with memory addresses, so while I understand the need to gather the offsets and then apply some transforms to it, I don't quite understand how to gather those offsets (yes, I know there are plenty provided in this thread), or what I would need to do to create an ESP off of it.

I'm assuming I would need to get each PlayerModel offset in the server and then determine a distance from my own PlayerModel to then draw the bonestructure or something.

Again, I know this is probably farfetched to ask in this thread, but as I'm completely new as in this would be my first time trying to create a cheat, I am hoping to get some direction or advice from some of you veterans.

Much appreciation for all the work you guys do! Happy new years to you all :)

xzackcc 6th January 2021 04:07 PM

Quote:

Originally Posted by qlail (Post 3028818)
I'm preparing for some troll here, but I have a genuine question and I know there's a plethora of information even in just this thread.

I'm an infant when it comes to actually coding a cheat, but I have some experience coding in Python, a little C#, even less C++. I'm interested in developing an ESP cheat for EFT, but I have no idea where to start.

I'm curious if anyone could give me any pointers to specific resources, i.e. links to some things to help me get started in this, or even just to chat with and bounce questions off of to get me started in the right direction.

To be frank, with the programming I have done, I've never really had to mess with memory addresses, so while I understand the need to gather the offsets and then apply some transforms to it, I don't quite understand how to gather those offsets (yes, I know there are plenty provided in this thread), or what I would need to do to create an ESP off of it.

I'm assuming I would need to get each PlayerModel offset in the server and then determine a distance from my own PlayerModel to then draw the bonestructure or something.

Again, I know this is probably farfetched to ask in this thread, but as I'm completely new as in this would be my first time trying to create a cheat, I am hoping to get some direction or advice from some of you veterans.

Much appreciation for all the work you guys do! Happy new years to you all :)

I'll just quote what I wrote to someone who had a similar question to yours in the rust section.

Quote:

Originally Posted by xzackcc (Post 2854606)
Also,
a) Rust is a protected game > learn what protections are in place and how to bypass it
b) It's a, as one stated, tryhard version of EAC which does seem like to be the best-protected game by EAC so far. > a driver is your best bet to work around this
c) Runs on Unity Engine (based on .NET, easier than other engines I would say) > use cheat engine, mono dissect, dnSpy, ILSpy to reverse/disassemble/grab offsets

TL;DR:
Your starting point:
first - https://www.unknowncheats.me/forum/p...for-beginners/
then - https://www.unknowncheats.me/forum/c-and-c-/
then - https://www.unknowncheats.me/forum/g...and-reversing/
then - https://www.unknowncheats.me/forum/g...e-programming/ (more specifically: https://www.unknowncheats.me/forum/unity/)
then - https://www.unknowncheats.me/forum/anti-cheat-bypass/
then - https://www.unknowncheats.me/wiki/Valve_Anti-Cheat (easiest)
then - https://www.unknowncheats.me/wiki/Punkbuster (moderate)
then - https://www.unknowncheats.me/wiki/FairFight (moderate)
then - https://www.unknowncheats.me/wiki/Easy_Anti_Cheat (hard)
then - https://www.unknowncheats.me/wiki/BattlEye (hard�)
final - https://www.unknowncheats.me/forum/rust/

have fun

qlail 6th January 2021 05:32 PM

Quote:

Originally Posted by xzackcc (Post 3029054)
I'll just quote what I wrote to someone who had a similar question to yours in the rust section.



have fun

Thank you so very much! I was concerned about using cheat engine to help gather addresses from EFT. Will BE pick up on CE attaching to the process?

Godbless man. Stay safe!


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

xzackcc 6th January 2021 08:16 PM

Quote:

Originally Posted by qlail (Post 3029176)
Thank you so very much! I was concerned about using cheat engine to help gather addresses from EFT. Will BE pick up on CE attaching to the process?

Godbless man. Stay safe!

Yes, it will.
What you can do is to run the exe directly from the game install directory. You will stay in an "empty" main menu, but you will be able to attach CE and other programs to the process and take a mono snapshot of it.

montroisiemecon 7th January 2021 05:32 AM

Quote:

Originally Posted by Azhora (Post 3027965)
You know an item is a LootableContainer subclass by either checking its class or checking if the UString id (at 0x48) starts with "Lootable_"

this is possibly the worst way of checking if a lootitem is a container

correct way of getting position (credits to?? respecter maybe? and onecool)

Code:

Vector3f getContainerPosition(LootItem* lootItem)
{
    uint64_t unknownPtr = driver::readMemory<uint64_t>((uint64_t)lootItem + 0x10);
    uint64_t interactiveClass = driver::readMemory<uint64_t>((uint64_t)unknownPtr + 0x28);
    uint64_t baseObject = driver::readMemory<uint64_t>((uint64_t)interactiveClass + 0x10);
    uint64_t gameObject = driver::readMemory<uint64_t>((uint64_t)baseObject + 0x30);

    uint64_t objectClass = driver::readMemory<uint64_t>((uint64_t)gameObject + 0x30);
    uint64_t pointerToTransform_1 = driver::readMemory<uint64_t>((uint64_t)objectClass + 0x8);
    uint64_t pointerToTransform_2 = driver::readMemory<uint64_t>((uint64_t)pointerToTransform_1 + 0x28);
    return getTransformPosition(pointerToTransform_2);
}

to check if an item is lootable i simply check !is_bad_ptr(_lootItem.ItemOwner)

krembo 7th January 2021 10:55 AM

Quote:

Originally Posted by gabbo200 (Post 3028402)
What is an effective way of getting LocalPlayerChecker? Using the class directly have some weird issues that will make it false after the player opens the inventory.

I'm checking the account id that is accessible trough local game object(i think +0x18 if I remember correctly) , then checking if it matches one of the players id in the list

shardadmin 7th January 2021 02:35 PM

Quote:

Originally Posted by 24jared24 (Post 3024152)
This is probably a stretch but has anyone figured out how to see through glass with thermal enabled?

I managed to get this done last night. I wanted to get sights to work and accidentally got ThermalVision to see through glass.

ThermalVision fields + 0x140 = Thermal On/Off
ThermalVision fields + 0xF0 = Unity Material

This will get you to see through glass:
ThermalVision fields + 0xF0 ] 0x10 ] 0x38 = (uint8) 0xE6;

I wish I could still see the sights and scopes but haven't gotten that to work yet. Would appreciate if anyone knows how Materials work and how I may do that externally.

24jared24 7th January 2021 05:13 PM

Quote:

Originally Posted by shardadmin (Post 3030139)
I managed to get this done last night. I wanted to get sights to work and accidentally got ThermalVision to see through glass.

ThermalVision fields + 0x140 = Thermal On/Off
ThermalVision fields + 0xF0 = Unity Material

This will get you to see through glass:
ThermalVision fields + 0xF0 ] 0x10 ] 0x38 = (uint8) 0xE6;

I wish I could still see the sights and scopes but haven't gotten that to work yet. Would appreciate if anyone knows how Materials work and how I may do that externally.

Wow good job. What is the value at 0x38 representing and how did you find it? I'll mess around with it and see if I can get scopes working somehow.

shardadmin 7th January 2021 07:48 PM

Quote:

Originally Posted by 24jared24 (Post 3030292)
Wow good job. What is the value at 0x38 representing and how did you find it? I'll mess around with it and see if I can get scopes working somehow.

I played with all the materials until I noticed that each one was pointing to a mask called Hidden/ThermalMask, so I tried changing its attributes and that one probably makes that mask transparent which is applied to glasses. There's another mask that's applied to metals (weapons, cars, etc) that makes them not so shiny.

0x38 is probably not an uint8, it's probably a list of bits. If you change those values, you'll notice that they cycle between: transparent, not transparent, purple, etc. Haven't had time to look into it. If you change too much, it crashes your game - so kinda of pain to test.

I don't know much about shaders, materails, masks, textures, etc. But maybe the way to get scopes to work is not through the material (which can result in solid/transparent results) but looking at the shaders or textures.
I also tried copying materials from the Nightvision class but that didn't yield any result.
Let me know if you find anything

jeiwyn 9th January 2021 04:27 AM

Is it possible to get a players inventory when they are still alive. Back when i was using a packet based cheat it was very useful. I'm external and cannot find any information on it.

montroisiemecon 9th January 2021 05:03 AM

Quote:

Originally Posted by jeiwyn (Post 3031987)
Is it possible to get a players inventory when they are still alive. Back when i was using a packet based cheat it was very useful. I'm external and cannot find any information on it.

i posted it few pages ago

note that it can be improved by making the function parseItem recursive, hence parsing items inside items, very useful against lab carry

dota2bot 9th January 2021 07:30 AM

whats the correct way to fetch position? im assuming not movementcontext->position?

nicxio 9th January 2021 07:33 AM

Quote:

Originally Posted by dota2bot (Post 3032067)
whats the correct way to fetch position? im assuming not movementcontext->position?

bone location would be accurate

FurukawaBakery 9th January 2021 02:42 PM

is no sway, no recoil and silent aim safe now?

montroisiemecon 9th January 2021 04:26 PM

Quote:

Originally Posted by FurukawaBakery (Post 3032303)
is no sway, no recoil and silent aim safe now?

no sway and no recoil has always been

FurukawaBakery 10th January 2021 06:05 AM

Quote:

Originally Posted by montroisiemecon (Post 3032368)
no sway and no recoil has always been

why? is modified data detected?

MasterScuzee 10th January 2021 06:24 AM

Quote:

Originally Posted by FurukawaBakery (Post 3033010)
why? is modified data detected?

has always been *undetected*

TheOmni 10th January 2021 11:00 AM

tarkov is this csgo on unity engine????? XDDDD

https://youtu.be/llQO1L70BbQ

autofire - ready
hitscan - ready
autowall - ready
thirdperson - ready
antiaims - left
min dmg - ready

xD

FurukawaBakery 10th January 2021 03:27 PM

Quote:

Originally Posted by MasterScuzee (Post 3033018)
has always been *undetected*

THANKS, how about silent aim?

xzackcc 10th January 2021 04:45 PM

Quote:

Originally Posted by shardadmin (Post 3030139)
I managed to get this done last night. I wanted to get sights to work and accidentally got ThermalVision to see through glass.

ThermalVision fields + 0x140 = Thermal On/Off
ThermalVision fields + 0xF0 = Unity Material

This will get you to see through glass:
ThermalVision fields + 0xF0 ] 0x10 ] 0x38 = (uint8) 0xE6;

I wish I could still see the sights and scopes but haven't gotten that to work yet. Would appreciate if anyone knows how Materials work and how I may do that externally.

thanks, works.
https://i.imgur.com/FFDk36m.jpeg

AhmedGH 10th January 2021 06:19 PM

Guys was wondering, is there a way to "Examine" Items automatically or mark them as Examined??

virii72 10th January 2021 07:04 PM

Quote:

Originally Posted by xzackcc (Post 3033405)

Can you share what values you used to get these colors? Also, are you able to use the Flir w/ the Thermal on? or do you toggle it off? I've been trying to figure out how to get that part to work... Currently, I'm using the PK-06 with the 0xE6 flag, but it has no center dot, but I like it more than iron sights.

xzackcc 10th January 2021 09:56 PM

Quote:

Originally Posted by virii72 (Post 3033525)
Can you share what values you used to get these colors? Also, are you able to use the Flir w/ the Thermal on? or do you toggle it off? I've been trying to figure out how to get that part to work... Currently, I'm using the PK-06 with the 0xE6 flag, but it has no center dot, but I like it more than iron sights.

It's a combination of night vision and thermal vision.
Unity Color structure is a simple 4 vector, so changing colors for night vision and setting thermal vision.

For glitch, pixelated and other effects and colors, they are all sitting in the Vision classes. For example, Roughness.

As for the flir, there is a way of doing it which I keep private for now. One hint tho, PWA > OpticSight array has some interesting components. Check them with a M1A and thermal vision :)

Sent with Samsung S20 Note Ultra 5G @ Tapatalk


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Swiftik 10th January 2021 10:07 PM

Quote:

Originally Posted by TheOmni (Post 3033151)
tarkov is this csgo on unity engine????? XDDDD

https://youtu.be/llQO1L70BbQ

autofire - ready
hitscan - ready
autowall - ready
thirdperson - ready
antiaims - left
min dmg - ready

xD

i appreciate mr. zoot playing in the background

dota2bot 11th January 2021 12:18 AM

hmm im getting 0 coords from this:

Code:

vec3_t EscapeFromTarkov::getPosition(uint64_t playerPtr) {
        uint64_t bone_matrix = mem.readChain(playerPtr, { 0xa8, 0x28, 0x28, 0x10 });
        uint64_t bone = mem.readChain(bone_matrix, { 0x20, 0x10, 0x38 });
        return vmm.read<vec3_t>(bone + 0xB0);
}

EDIT: im dumb, this works

montroisiemecon 11th January 2021 02:12 AM

Quote:

Originally Posted by dota2bot (Post 3033743)
hmm im getting 0 coords from this:

Code:

vec3_t EscapeFromTarkov::getPosition(uint64_t playerPtr) {
        uint64_t bone_matrix = mem.readChain(playerPtr, { 0xa8, 0x28, 0x28, 0x10 });
        uint64_t bone = mem.readChain(bone_matrix, { 0x20, 0x10, 0x38 });
        return vmm.read<vec3_t>(bone + 0xB0);
}


you cannot do this, you have to use the getTransformPosition in order to compute the vec3 if you go through bone enum

dota2bot 11th January 2021 05:30 AM

Quote:

Originally Posted by montroisiemecon (Post 3033783)
you cannot do this, you have to use the getTransformPosition in order to compute the vec3 if you go through bone enum

hmm this external seems to do it that way: https://github.com/frankie-11/eft-ex...ructs.cpp#L203

+ ive seem some people post that offset chain as a way of getting position

im only interested in getting a location of the player for a radar.

ill try it with the function

montroisiemecon 11th January 2021 05:47 AM

Quote:

Originally Posted by dota2bot (Post 3033844)
hmm this external seems to do it that way: https://github.com/frankie-11/eft-ex...ructs.cpp#L203

+ ive seem some people post that offset chain as a way of getting position

im only interested in getting a location of the player for a radar.

ill try it with the function

My bad, I never use this position, I always use the transform position

AhmedGH 11th January 2021 06:02 AM

Quote:

Originally Posted by dota2bot (Post 3033743)
hmm im getting 0 coords from this:

Code:

vec3_t EscapeFromTarkov::getPosition(uint64_t playerPtr) {
        uint64_t bone_matrix = mem.readChain(playerPtr, { 0xa8, 0x28, 0x28, 0x10 });
        uint64_t bone = mem.readChain(bone_matrix, { 0x20, 0x10, 0x38 });
        return vmm.read<vec3_t>(bone + 0xB0);
}


Here is the chain:
newPlayer.position = *reinterpret_cast<D3DXVECTOR3*>(ReadPointerChain(entityObj, { 0x10, 0x30, 0x30, 0x8, 0x38 }) + 0xb0);

EDITED: (HELP)

I have a problem with getting items in online game for some maps (It works for Factory, but not for customs and others) I just get crashed and can't know from which offset exactly. I use DMA for reading memory, that is my code:
Code:

                uintptr_t interactiveItem = *reinterpret_cast<uintptr_t*>(lootItemProfile + 0x28); //ReadPointer(lootItemProfile, 0x28);
                if (!interactiveItem)
                        continue;
               
                uintptr_t itemObj = *reinterpret_cast<uintptr_t*>(interactiveItem + 0x50); // ReadPointer(interactiveItem, 0x50);
                if (!itemObj)
                        continue;
               
                uintptr_t itemTemplateObj = *reinterpret_cast<uintptr_t*>(itemObj + 0x38); //ReadPointer(itemObj, 0x38);
                if (!itemTemplateObj)
                        continue;
               
                uintptr_t itemIdStr = *reinterpret_cast<uintptr_t*>(itemTemplateObj + 0x50); //ReadPointerChain(lootItemProfile, { 0x28, 0x50, 0x38, 0x50 }, false);
                if (!itemIdStr)
                        continue;
               
                newLootItem.itemId = reinterpret_cast<wchar_t*>(itemIdStr + 0x14);

It actually doesn't reach character array reading and crash for one of the items, I don't know what is the best way for error handling in DMA reading, I believe it's one or 2 items that has errors with the pointer chain, I tried to handle with if statments as you can see, but looks like it doesn't wanna to work, if possible someone to help me with this, will be appreciated a lot! Thanks.

shardadmin 11th January 2021 08:41 AM

Quote:

Originally Posted by xzackcc (Post 3033658)
It's a combination of night vision and thermal vision.
Unity Color structure is a simple 4 vector, so changing colors for night vision and setting thermal vision.

For glitch, pixelated and other effects and colors, they are all sitting in the Vision classes. For example, Roughness.

As for the flir, there is a way of doing it which I keep private for now. One hint tho, PWA > OpticSight array has some interesting components. Check them with a M1A and thermal vision :)

Sent with Samsung S20 Note Ultra 5G @ Tapatalk

Just so I understand before looking into it. You managed to get FLIR to work with ThermalVision without needing to switch thermal on/off? Does that work for regular scopes as well?

gabbo200 11th January 2021 03:12 PM

I’m getting coords (0,0,0) on movementContext Vector3 while jumping or standing over some objects. Anyone else having this issue? Is there a workaround?

dota2bot 12th January 2021 12:04 AM

Quote:

Originally Posted by gabbo200 (Post 3034146)
I�m getting coords (0,0,0) on movementContext Vector3 while jumping or standing over some objects. Anyone else having this issue? Is there a workaround?

use the method in my post above to get position, it works

EliteProducer 12th January 2021 02:42 AM

Apologies if this is an already answered question, i've gone back a few pages and haven't really found a solid answer.

What is the most efficient way of getting offsets for tarkov? CE MonoDissect, reclass/ida, etc?

24jared24 12th January 2021 02:53 AM

Quote:

Originally Posted by EliteProducer (Post 3034615)
Apologies if this is an already answered question, i've gone back a few pages and haven't really found a solid answer.

What is the most efficient way of getting offsets for tarkov? CE MonoDissect, reclass/ida, etc?

MonoDissect (or unispect) and dnspy

montroisiemecon 12th January 2021 03:37 AM

Quote:

Originally Posted by EliteProducer (Post 3034615)
Apologies if this is an already answered question, i've gone back a few pages and haven't really found a solid answer.

What is the most efficient way of getting offsets for tarkov? CE MonoDissect, reclass/ida, etc?

Easiest way to get 90% of offsets:
- start EscapeFromTarkov.exe, not the _BE.exe version.
- attach cheat engine
- mono dissect
- expand list
- save as text
- ??
- profit

EliteProducer 12th January 2021 01:17 PM

90%? Why just 90? lol

montroisiemecon 12th January 2021 02:20 PM

Quote:

Originally Posted by EliteProducer (Post 3034935)
90%? Why just 90? lol

Because you wont be able to find Unity offsets with that method

bugbangfi 13th January 2021 07:05 AM

How do I know what is in the box

express2 13th January 2021 03:25 PM

Quote:

Originally Posted by bugbangfi (Post 3035795)
How do I know what is in the box

by reading this thread

Nagi2281337 13th January 2021 08:30 PM

are u guys finding offsets using CE mono dissector?
edit: im very newbie at unity hacking. I wanna understand how memory scan works like in this source https://github.com/frankie-11/eft-external , but i have last version of emu tarkov, so i need to update offsets

montroisiemecon 13th January 2021 08:59 PM

Quote:

Originally Posted by Nagi2281337 (Post 3036284)
are u guys finding offsets using CE mono dissector?
edit: im very newbie at unity hacking. I wanna understand how memory scan works like in this source https://github.com/frankie-11/eft-external , but i have last version of emu tarkov, so i need to update offsets

can you read 5 posts above???????????????????????????????????????????????????????????????????????????????????????

mashen456 14th January 2021 02:26 AM

is that still right?
Code:

test.localGameWorld = ReadChain(test.gameWorld, { 0x30, 0x18, 0x28 },memory)

bugbangfi 14th January 2021 06:46 AM

Quote:

Originally Posted by express2 (Post 3036067)
by reading this thread

They only said 0X108 + 0X90


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

dota2bot 14th January 2021 07:33 AM

Quote:

Originally Posted by mashen456 (Post 3036574)
is that still right?
Code:

test.localGameWorld = ReadChain(test.gameWorld, { 0x30, 0x18, 0x28 },memory)

yes, how are you fetching gameworld

Nagi2281337 14th January 2021 02:43 PM

Quote:

Originally Posted by Respecter (Post 3017333)
Code:

// Created with ReClass.NET 1.2 by KN4CK3R

// Reversed by:  @Respecter

GetGOM: 0x156B698
GetGetPosition: 0xC13070
CAMERA: 0x150DA00

class EFT.GameWorld // Aka LocalGameWorld
{
public:
        char pad_0000[24]; //0x0000
        class ExitController *m_pExitController; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *CurrentProfileId; //0x0030
        char pad_0038[40]; //0x0038
        class ArrayItems *m_pItemList; //0x0060 LootList
        char pad_0068[24]; //0x0068
        class Array *RegisteredPlayers; //0x0080
}; //Size: 0x0088

class Array
{
public:
        char pad_0000[16]; //0x0000
        class List *m_pList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCount; //0x001C
}; //Size: 0x0020

class List
{
public:
        char pad_0000[32]; //0x0000
        class Player *m_pFirstEntity; //0x0020
        class Player *m_pSecondPlayer; //0x0028
        char pad_0030[64]; //0x0030
}; //Size: 0x0070

class Player
{
public:
        char pad_0000[24]; //0x0000
        class LocalPlayerChecker *m_pLocalPlayerChecker; //0x0018
        class CharacterController *m_pCharacterController; //0x0020
        char pad_0028[24]; //0x0028
        class MovementContext *m_pMovementContext; //0x0040
        char pad_0048[96]; //0x0048
        class PlayerBody *m_pPlayerBody; //0x00A8
        char pad_00B0[224]; //0x00B0
        class ProceduralWeaponAnimation *m_pProceduralWeaponAnimation; //0x0190
        char pad_0198[672]; //0x0198
        class PlayerProfile *m_pPlayerProfile; //0x0438
        char pad_0440[40]; //0x0440
        class HealthController *m_pHealthController; //0x0468
}; //Size: 0x0470

class MovementContext
{
public:
        char pad_0000[504]; //0x0000
        Vector2 ViewAngles; //0x01F8
        Vector2 ViewAngles2; //0x0200
        Vector3 LocalPosition; //0x0208
}; //Size: 0x0214

class CAMERA // Aka FPS Camera
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pFpsCamera; //0x0030
}; //Size: 0x0038

class FPSCamera
{
public:
        char pad_0000[48]; //0x0000
        class CameraObject *m_pCameraObject; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class CameraObject
{
public:
        char pad_0000[8]; //0x0000
        class CameraContainer *m_pCameraContainer; //0x0008
        char pad_0010[8]; //0x0010
        class CameraEntity *m_pCameraEntity; //0x0018
}; //Size: 0x0020

class CameraEntity
{
public:
        char pad_0000[416]; //0x0000
        Matrix4x4 ViewMatrix0; //0x01A0
        Matrix4x4 ViewMatrix; //0x01E0
}; //Size: 0x0220

class PlayerBody
{
public:
        char pad_0000[40]; //0x0000
        class m_pSkeletonRootJoin *m_pSkeletonRootJoin; //0x0028
}; //Size: 0x0030

class m_pSkeletonRootJoin
{
public:
        char pad_0000[40]; //0x0000
        class BoneEnumerator *m_pBoneEnumerator; //0x0028
}; //Size: 0x0030

class BoneEnumerator
{
public:
        char pad_0000[16]; //0x0000
        class TransformArray *m_pTransformArray; //0x0010
}; //Size: 0x0018

class TransformArray
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class PlayerProfile // EFT.Profile
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Id; //0x0010 (type: System.String)
        class UnityEngineString *AccountId; //0x0018 (type: System.String)
        class UnityEngineString *PetId; //0x0020 (type: System.String)
        class PlayerInfo *Info; //0x0028
        char pad_0030[16]; //0x0030
        class PlayerHealth *Health; //0x0040
}; //Size: 0x0048

class PlayerInfo
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Nickname; //0x0010 (type: System.String)
        class UnityEngineString *GroupId; //0x0018 (type: System.String)
        class UnityEngineString *EntryPoint; //0x0020 (type: System.String)
        char pad_0028[16]; //0x0028
        class RE_Settings *Settings; //0x0038 re_Settings
        char pad_0040[16]; //0x0040
        int32_t Side; //0x0050 (type: EFT.EPlayerSide)
        int32_t RegistrationDate; //0x0054
        float SavageLockTime; //0x0058
        int32_t NicknameChangeDate; //0x005C
        int32_t MemberCategory; //0x0060 (type: EMemberCategory)
        int32_t Experience; //0x0064 int_0
}; //Size: 0x0068

class UnityEngineString // (type: System.String)
{
public:
        char pad_0000[16]; //0x0000
        int32_t size; //0x0010
        wchar_t name[31]; //0x0014
}; //Size: 0x0052

class HealthController // _healthController
{
public:
        char pad_0000[32]; //0x0000
        class HealthBody *m_pHealthBody; //0x0020
}; //Size: 0x0028

class HealthBody
{
public:
        char pad_0000[24]; //0x0000
        class BodyController *m_pBodyController; //0x0018
        char pad_0020[8]; //0x0020
}; //Size: 0x0028

class BodyController
{
public:
        char pad_0000[48]; //0x0000
        class HealthContainer *m_pHealthHead; //0x0030
        char pad_0038[16]; //0x0038
        class HealthContainer *m_pHealthThorax; //0x0048
        char pad_0050[16]; //0x0050
        class HealthContainer *m_pHealthStomach; //0x0060
        char pad_0068[16]; //0x0068
        class HealthContainer *m_pHealthLeftArm; //0x0078
        char pad_0080[16]; //0x0080
        class HealthContainer *m_pHealthRightArm; //0x0090
        char pad_0098[16]; //0x0098
        class HealthContainer *m_pHealthLeftLeg; //0x00A8
        char pad_00B0[16]; //0x00B0
        class HealthContainer *m_pHealthRightLeg; //0x00C0
}; //Size: 0x00C8

class HealthContainer
{
public:
        char pad_0000[16]; //0x0000
        class Health *m_pHealth; //0x0010
        char pad_0018[16]; //0x0018
}; //Size: 0x0028

class Health
{
public:
        char pad_0000[16]; //0x0000
        float Health; //0x0010
        float HealthMax; //0x0014
}; //Size: 0x0018

class PlayerHealth
{
public:
        char pad_0000[24]; //0x0000
        class HealthInfo *m_playerHealthInfo; //0x0018
}; //Size: 0x0020

class HealthInfo
{
public:
        char pad_0000[16]; //0x0000
        float CurentHealth; //0x0010
        float MaxHealth; //0x0014
}; //Size: 0x0018

class CameraContainer
{
public:
        char pad_0000[56]; //0x0000
        class CameraPosition *m_pCameraPosition; //0x0038
}; //Size: 0x0040

class CameraPosition
{
public:
        char pad_0000[176]; //0x0000
        Vector3 cameraPosition; //0x00B0
        char pad_00BC[4]; //0x00BC
        Vector4 cameraRotation; //0x00C0
}; //Size: 0x00D0

class ArrayItems
{
public:
        char pad_0000[16]; //0x0000
        class ItemList *m_pItemList; //0x0010
        int32_t Count; //0x0018
        int32_t MaxCout; //0x001C
}; //Size: 0x0020

class ItemList
{
public:
        char pad_0000[32]; //0x0000
        class Loot *m_pFirstItem; //0x0020
        class Loot *m_pSecondItem; //0x0028
}; //Size: 0x0030

class Loot
{
public:
        char pad_0000[16]; //0x0000
        class ItemProfile *m_pItemProfile; //0x0010
}; //Size: 0x0018

class ItemProfile
{
public:
        char pad_0000[40]; //0x0000
        class Interactive *Interactive; //0x0028 EFT.Interactive.etc
        class GameObject *Object; //0x0030
}; //Size: 0x0038

class GameObject
{
public:
        char pad_0000[48]; //0x0000
        class TransformOne *m_pTransformOne; //0x0030
        char pad_0038[40]; //0x0038
        char *ObjectName; //0x0060
}; //Size: 0x0068

class TransformOne
{
public:
        char pad_0000[8]; //0x0000
        class TransformTwo *TransformTwo; //0x0008
}; //Size: 0x0010

class TransformTwo
{
public:
        char pad_0000[56]; //0x0000
        class TransformOk *Transform; //0x0038
}; //Size: 0x0040

class TransformOk
{
public:
        char pad_0000[176]; //0x0000
        Vector3 Position; //0x00B0
}; //Size: 0x00BC

class ProceduralWeaponAnimation
{
public:
        char pad_0000[24]; //0x0000
        class PlayerSpring *HandsContainer; //0x0018 (type: EFT.Animations.PlayerSpring)
        char pad_0020[8]; //0x0020
        class BreathEffector *Breath; //0x0028 (type: EFT.Animations.BreathEffector)
        class WalkEffector *Walk; //0x0030 (type: WalkEffector)
        class MotionEffector *MotionReact; //0x0038 (type: MotionEffector)
        class ForceEffector *ForceReact; //0x0040 (type: ForceEffector)
        class ShotEffector *Shootingg; //0x0048 (type: ShotEffector)
        class TurnAwayEffector *TurnAway; //0x0050 (type: TurnAwayEffector)
        class CustomEffector *CustomEffector; //0x0058
        char pad_0060[152]; //0x0060
        int32_t Mask; //0x00F8 Write zero for no-recoil / no - sway
        Vector3 Offset; //0x00FC
        char pad_0108[28]; //0x0108
        int32_t AimIndex; //0x0124
        float CameraSmoothTime; //0x0128
        char pad_012C[48]; //0x012C
        bool IsAiming; //0x015C
        bool Sprint; //0x015D
        bool ShouldMoveWeaponCloser; //0x015E
        char pad_015F[1]; //0x015F
        Vector3 VCameraTarget; //0x0160 _vCameraTarget
        Vector3 RotationCameraOffset; //0x016C
        int32_t PointOfView; //0x0178 enum (type: EFT.EPointOfView)
        char pad_017C[28]; //0x017C
        float AimFovDeltaZ; //0x0198
        float float_11; //0x019C
        float float_12; //0x01A0
        float _agsDeltaHeight; //0x01A4
        Vector4 quaternion_2; //0x01A8
        Vector4 quaternion_3; //0x01B8
        float FovScale; //0x01C8
        Vector3 _shotDirection; //0x01CC
        float float_14; //0x01D8
        Vector3 TacticalReloadStiffnes; //0x01DC
        float TacticalReloadPosition; //0x01E8
        float CameraSmoothSteady; //0x01EC
        float CameraSmoothRecoil; //0x01F0
        float CameraSmoothOut; //0x01F4
        Vector3 AimSwayMax; //0x01F8
        Vector3 AimSwayMin; //0x0204
        float SwayFalloff; //0x0210
        char pad_0214[36]; //0x0214
        Vector4 quaternion_4; //0x0238
        Vector4 quaternion_5; //0x0248
        Vector3 vector3_4; //0x0258
        char pad_0264[136]; //0x0264
        float ErgonomicWeight; //0x02EC
        float SWAY_STRENGTH_PER_KG; //0x02F0
        float DISPLACEMENT_STRENGTH_PER_KG; //0x02F4
        char pad_02F8[36]; //0x02F8
        bool TacticalReload; //0x031C
        bool OverlappingAllowsBlindfire; //0x031D
        bool OnScopeMode; //0x031E
        bool ShotNeedsFovAdjustments; //0x031F
}; //Size: 0x0320

class Interactive // EFT.Interactive.etc
{
public:
        char pad_0000[80]; //0x0000
        class Item *Item; //0x0050 EFT.InventoryLogic.Item
        char pad_0058[176]; //0x0058
        class RE_ItemOwner *ItemOwner; //0x0108
}; //Size: 0x0110

class StatsNames
{
public:
        char pad_0000[32]; //0x0000
        class ItemNames *m_pItemNames; //0x0020
}; //Size: 0x0028

class ItemNames
{
public:
        char pad_0000[80]; //0x0000
        class UnityEngineString *m_pItemHashIdentifier; //0x0050
        char pad_0058[8]; //0x0058
        class UnityEngineString *m_pParentHashIdentifier; //0x0060
}; //Size: 0x0068

class BreathEffector // (type: EFT.Animations.BreathEffector)
{
public:
        char pad_0000[16]; //0x0000
        class RE_Physical *Physical; //0x0010
        class Spring *HandsRotationSpring; //0x0018
        class Spring *RecoilRotationSpring; //0x0020
        char pad_0028[120]; //0x0028
        bool IsAiming; //0x00A0
        char pad_00A1[3]; //0x00A1
        float Intensity; //0x00A4
        float ShakeIntensity; //0x00A8
        float BreathIntensity; //0x00AC
        float BreathFrequency; //0x00B0
        float HipPenalty; //0x00B4
        bool TremorOn; //0x00B8
        bool Fracture; //0x00B9
        char pad_00BA[2]; //0x00BA
        float CameraSensetivity; //0x00BC
        float IdleUntill; //0x00C0
        float EnergyLowerLimit; //0x00C4
        float EnergyFractureLimit; //0x00C8
        float AmplitudeGainPerShot; //0x00CC
        float Delay; //0x00D0
        Vector2 BaseHipRandomAmplitudes; //0x00D4
        Vector2 RandomBetween; //0x00DC
        float ShotHardness; //0x00E4
        float float_0; //0x00E8
}; //Size: 0x00EC

class ShotEffector // (type: ShotEffector)
{
public:
        char pad_0000[40]; //0x0000
        class Weapon *Weapon; //0x0028 (type: EFT.InventoryLogic.Weapon)
        char pad_0030[8]; //0x0030
        Vector2 RecoilStrengthXy; //0x0038
        Vector2 RecoilStrengthZ; //0x0040
        Vector2 RecoilDegree; //0x0048
        Vector3 RecoilDirection; //0x0050
        Vector2 RecoilRadian; //0x005C
        float Stiffness; //0x0064
        float Intensity; //0x0068
        Vector3 XIntensityByPose; //0x006C
        Vector3 YIntensityByPose; //0x0078
        Vector3 ZIntensityByPose; //0x0084
        Vector3 SeparateIntensityFactors; //0x0090
        int32_t Pose; //0x009C 0 - laydown - 1 crounch - 2 stand
}; //Size: 0x00A0

class CameraRaw
{
public:
        char pad_0000[48]; //0x0000
        class FPSCamera *m_pCameraEntity; //0x0030
        char pad_0038[1]; //0x0038
        bool IsActive; //0x0039
}; //Size: 0x003A

class PlayerId
{
public:
        char pad_0000[16]; //0x0000
        int32_t N000007E4; //0x0010
        wchar_t N000007F5[24]; //0x0014
        char pad_0044[112]; //0x0044
}; //Size: 0x00B4

class LocalPlayerChecker
{
public:
        char pad_0000[8]; //0x0000
}; //Size: 0x0008

class ExitController
{
public:
        char pad_0000[32]; //0x0000
        class ExfiltrationPointArray *m_pExfiltrationPointArray; //0x0020 exfiltrationPoint_0
        class ExfiltrationPointArray *m_pExfiltrationPointScav; //0x0028 scavExfiltrationPoint_0
}; //Size: 0x0030

class ExfiltrationPointArray // (type: EFT.Interactive.ExfiltrationPoint[])
{
public:
        char pad_0000[24]; //0x0000
        int32_t ExFitrationCount; //0x0018
        char pad_001C[4]; //0x001C
        class ExfiltrationPoint *m_pFirstExfiltrationPoint; //0x0020
        class ExfiltrationPoint *m_pSecondExfiltrationPoint; //0x0028
}; //Size: 0x0030

class ExfiltrationPoint
{
public:
        char pad_0000[16]; //0x0000
        class PositionStuff *m_pPositionStuff; //0x0010
        char pad_0018[64]; //0x0018
        class Settings *m_pSettings; //0x0058
        char pad_0060[72]; //0x0060
        uint8_t Status; //0x00A8 (type: EFT.Interactive.EExfiltrationStatus
        char pad_00A9[3]; //0x00A9
        float ExfiltrationStartTime; //0x00AC
        bool Reusable; //0x00B0
}; //Size: 0x00B1

class Settings // EFT.Interactive.ExitTriggerSettings
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010 Name
        class UnityEngineString *EntryPoints; //0x0018
        int32_t ExfiltrationType; //0x0020 (type: EFT.Interactive.EExfiltrationType)
        float ExfiltrationTime; //0x0024
        int32_t PlayersCount; //0x0028
        float Chance; //0x002C
        float MinTime; //0x0030
        float MaxTime; //0x0034
        float StartTime; //0x0038
}; //Size: 0x003C

class PositionStuff
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff2 *m_pPositionStuff2; //0x0030
}; //Size: 0x0038

class PositionStuff2
{
public:
        char pad_0000[48]; //0x0000
        class PositionStuff3 *m_pPositionStuff3; //0x0030
}; //Size: 0x0038

class PositionStuff3
{
public:
        char pad_0000[8]; //0x0000
        class ExtractionTransforms *m_pExtractionTransform; //0x0008
}; //Size: 0x0010

class ExtractionTransforms
{
public:
        char pad_0000[40]; //0x0000
        class ExtranctionTransformPointer *m_pExtractionTransform; //0x0028
}; //Size: 0x0030

class ExtranctionTransformPointer
{
public:
        char pad_0000[16]; //0x0000
        class Transform *m_pTransform; //0x0010
}; //Size: 0x0018

class Transform
{
public:
        char pad_0000[40]; //0x0000
        Matrix4x4 ExitMatrix; //0x0028
}; //Size: 0x0068

class Item // EFT.InventoryLogic.Item
{
public:
        char pad_0000[56]; //0x0000
        class ItemTemplate *m_pItemTemplate; //0x0038
        char pad_0040[40]; //0x0040
        class Grids *Grids; //0x0068
}; //Size: 0x0070

class PlayerSpring // (type: EFT.Animations.PlayerSpring)
{
public:
        char pad_0000[24]; //0x0000
        class Spring *HandsPosition; //0x0018 (type: EFT.Animations.Spring)
        class Spring *HandsRotation; //0x0020 (type: EFT.Animations.Spring)
        char pad_0028[8]; //0x0028
        class Spring *CameraRotation; //0x0030 (type: EFT.Animations.Spring)
        class Spring *CameraPosition; //0x0038 (type: EFT.Animations.Spring)
}; //Size: 0x0040

class Spring
{
public:
        char pad_0000[40]; //0x0000
        Vector3 Zero; //0x0028
        float InputIntensity; //0x0034
        float ReturnSpeed; //0x0038
        float Damping; //0x003C
        Vector3 Min; //0x0040
        Vector3 Max; //0x004C
        float AccelerationMax; //0x0058
        float CurveTime; //0x005C
        bool Refrash; //0x0060
        char pad_0061[3]; //0x0061
        float Softness; //0x0064
        float X; //0x0068 EFT.Animations.Spring.VecComponent)
        float Y; //0x006C EFT.Animations.Spring.VecComponent)
        float Z; //0x0070 EFT.Animations.Spring.VecComponent)
        Vector3 Velocity; //0x0074
        Vector3 Current; //0x0080
        Vector3 ForceAccumulator; //0x008C
        Vector3 ForceAccumulatorLimitless; //0x0098
        bool Update; //0x00A4
}; //Size: 0x00A5

class CharacterController
{
public:
        char pad_0000[216]; //0x0000
        Vector3 Velocity; //0x00D8
}; //Size: 0x00E4

class RE_Settings // re_Settings
{
public:
        char pad_0000[16]; //0x0000
        int32_t Role; //0x0010 (type: EFT.WildSpawnType)
        int32_t Level; //0x0014 (type: BotDifficulty)
        int32_t Experience; //0x0018 Do not work
}; //Size: 0x001C

class CAMERA_GLOBAL
{
public:
        class CamerasArray *m_pCamerasArray; //0x0000
}; //Size: 0x0008

class CamerasArray
{
public:
        class Cameras *m_pCamera; //0x0000
        int64_t Min; //0x0008
        int64_t Count; //0x0010
        int64_t Max; //0x0018
}; //Size: 0x0020

class Cameras
{
public:
        class CameraRaw *m_pCameraOne; //0x0000
}; //Size: 0x0008

class TurnAwayEffector
{
public:
        char pad_0000[68]; //0x0000
        float BlendSpeed; //0x0044
        float TurnAwayThreshold; //0x0048
        float PlayerOverlapThreshold; //0x004C
        float SmoothTimeIn; //0x0050
        float SmoothTimeOut; //0x0054
        int32_t POV; //0x0058
        bool IsPistol; //0x005C
        bool IsInProne; //0x005D
        bool IsDirty; //0x005E
        char pad_005F[1]; //0x005F
        float FovInput; //0x0060
        bool OverlapsWithPlayer; //0x0064
        char pad_0065[3]; //0x0065
        float OverlapDepth; //0x0068
        float OriginZShift; //0x006C
        float FovScale; //0x0070
        float NormalFovScale; //0x0074
        float Overlap; //0x0078
        float Blend; //0x007C
        Vector3 Position; //0x0080
        Vector3 Rotation; //0x008C
        Vector3 CameraShift; //0x0098
        Vector3 LElbowShift; //0x00A4
        Vector3 RElbowShift; //0x00B0
        float CameraZShift; //0x00BC
        float MaxZShift; //0x00C0
        float CameraShiftAtMaxOverlap; //0x00C4
}; //Size: 0x00C8

class RE_Physical
{
public:
        char pad_0000[40]; //0x0000
        class RE_Stamina *Stamina; //0x0028
        class RE_Stamina *HandsStamina; //0x0030
        class RE_Stamina *Oxygen; //0x0038
        char pad_0040[56]; //0x0040
        float MaxPoseLevel; //0x0078
        float Overweight; //0x007C
        float WalkOverweight; //0x0080
        float WalkSpeedLimit; //0x0084
        float SoundRadius; //0x0088
        bool bool_0; //0x008C
        char pad_008D[3]; //0x008D
        float float_2; //0x0090
        float Fatigue; //0x0094
        float CapacityBuff; //0x0098
        float float_3; //0x009C
        float FallDamageMultiplier; //0x00A0
        float StaminaCapacity; //0x00A4
        float StaminaRestoreRate; //0x00A8
        float HandsCapacity; //0x00AC
        float HandsRestoreRate; //0x00B0
        float OxygenCapacity; //0x00B4
        float OxygenRestoreRate; //0x00B8
        Vector2 WalkOverweightLimits; //0x00BC
        Vector2 BaseOverweightLimits; //0x00C4
        Vector2 SprintOverweightLimits; //0x00CC
        Vector2 WalkSpeedOverweightLimits; //0x00D4
        float float_4; //0x00DC
        float PreviousWeight; //0x00E0
        bool bool_1; //0x00E4
        bool bool_2; //0x00E5
        char pad_00E6[3]; //0x00E6
        bool bool_3; //0x00E9
        bool bool_4; //0x00EA
        bool bool_5; //0x00EB
        bool bool_6; //0x00EC
}; //Size: 0x00ED

class RE_Stamina
{
public:
        char pad_0000[72]; //0x0000
        float Current; //0x0048
        float DisableRestoration; //0x004C
        float float_0; //0x0050
        bool bool_0; //0x0054
        char pad_0055[3]; //0x0055
        int32_t int_0; //0x0058
}; //Size: 0x005C

class WalkEffector
{
public:
        char pad_0000[64]; //0x0000
        float StepFrequency; //0x0040
        float Intensity; //0x0044
        float SideSpeedMultyplyer; //0x0048
        float BackSpeedMultyplyer; //0x004C
        float Treshold; //0x0050
        Vector3 LastPosition; //0x0054
        bool IsWalking; //0x0060
        char pad_0061[3]; //0x0061
        float Overweight; //0x0064
        int32_t CurrentWalkPreset; //0x0068 (type: WalkEffector.EWalkPreset)
        float Speed; //0x006C
}; //Size: 0x0070

class MotionEffector
{
public:
        char pad_0000[72]; //0x0000
        Vector3 Motion; //0x0048
        Vector3 Velocity; //0x0054
        float RotationInputClamp; //0x0060
        Vector3 LastPosition; //0x0064
        Vector3 LastForward; //0x0070
        Vector3 PositionVelocity; //0x007C
        Vector2 RotationVelocity; //0x0088
        Vector3 PositionAcceleration; //0x0090
        Vector2 RotationAcceleration; //0x009C
        Vector3 SwayFactors; //0x00A4
        Vector3 LastPositionVelocity; //0x00B0
        Vector2 LastRotationVelocity; //0x00BC
        Vector3 lastRotation; //0x00C4
        float Intensity; //0x00D0
        Vector3 PlatformMovement; //0x00D4
        Vector2 V; //0x00E0
        Vector2 V4; //0x00E8
        bool Initialized; //0x00F0
        char pad_00F1[3]; //0x00F1
        Vector3 V2; //0x00F4
        Vector3 V3; //0x0100
        bool NeedReset; //0x010C
}; //Size: 0x010D

class ForceEffector // (type: ForceEffector)
{
public:
        char pad_0000[32]; //0x0000
        class Spring *CameraRotationSpring; //0x0020
        class Spring *HandsRotationSpring; //0x0028
        float Intensity; //0x0030
        bool Initialized; //0x0034
        char pad_0035[3]; //0x0035
        Vector3 Force; //0x0038
        int32_t FramesLeft; //0x0044
        float EulersNoiseXYMaxValue; //0x0048
        float EulersNoiseZMaxValue; //0x004C
        float DeltaRandom; //0x0050
        float WiggleMagnitude; //0x0054
}; //Size: 0x0058

class CustomEffector
{
public:
        char pad_0000[56]; //0x0000
        bool Inited; //0x0038
        char pad_0039[3]; //0x0039
        float RestTransitionSpeed; //0x003C
        float RestDelay; //0x0040
        float LastActivityTime; //0x0044
        float InitAimRotation; //0x0048
        float PoseNormalTime; //0x004C
        float AimTarget; //0x0050
}; //Size: 0x0054

class Weapon
{
public:
        char pad_0000[24]; //0x0000
        class UnityEngineString *Id; //0x0018
        char pad_0020[16]; //0x0020
        class UnityEngineString *ToStringCache; //0x0030
        char pad_0038[8]; //0x0038
        class ItemTemplate *Template; //0x0040
}; //Size: 0x0048

class ItemTemplate
{
public:
        char pad_0000[16]; //0x0000
        class UnityEngineString *Name; //0x0010
        class UnityEngineString *ShortName; //0x0018
        class UnityEngineString *Description; //0x0020
        class UnityEngineString *ItemSound; //0x0028
        char pad_0030[32]; //0x0030
        class UnityEngineString *Id; //0x0050
        class UnityEngineString *_Name; //0x0058
        class UnityEngineString *_Parent; //0x0060
        char pad_0068[32]; //0x0068
        float Weight; //0x0088
        bool ExaminedByDefault; //0x008C
        char pad_008D[3]; //0x008D
        float ExamineTime; //0x0090
        bool QuestItem; //0x0094
        char pad_0095[3]; //0x0095
        int32_t BackgroundColor; //0x0098
        int32_t Width; //0x009C
        int32_t Height; //0x00A0
        char pad_00A4[20]; //0x00A4
        int32_t StackMaxSize; //0x00B8
        int32_t StackObjectsCount; //0x00BC
        int32_t CreditsPrice; //0x00C0
        int32_t Rarity; //0x00C4
        float SpawnChance; //0x00C8
        bool NotShownInSlot; //0x00CC
        char pad_00CD[3]; //0x00CD
        int32_t LootExperience; //0x00D0
        bool HideEntrails; //0x00D4
        char pad_00D5[3]; //0x00D5
        int32_t ExamineExperience; //0x00D8
        int32_t RepairCost; //0x00DC
        int32_t RepairSpeed; //0x00E0
        bool MergesWithChildren; //0x00E4
        bool CanSellOnRagfair; //0x00E5
        bool CanRequireOnRagfair; //0x00E6
        char pad_00E7[1]; //0x00E7
        int32_t AnimationVariantsNumber; //0x00E8
        bool Unlootable; //0x00EC
        char pad_00ED[3]; //0x00ED
        int32_t UnlootableFromSide; //0x00F0
        int32_t _type; //0x00F4
}; //Size: 0x00F8

class RE_ItemOwner
{
public:
        char pad_0000[144]; //0x0000
        class Item *Item; //0x0090 EFT.InventoryLogic.Item
}; //Size: 0x0098

class Grids
{
public:
        char pad_0000[24]; //0x0000
        int32_t Count; //0x0018
        char pad_001C[4]; //0x001C
        class Grid *Grid; //0x0020
}; //Size: 0x0028

class Grid
{
public:
        char pad_0000[64]; //0x0000
        class GridDict *GridDict; //0x0040
}; //Size: 0x0048

class GridDict
{
public:
        char pad_0000[16]; //0x0000
        class Dict *Dict; //0x0010
}; //Size: 0x0018

class Dict
{
public:
        char pad_0000[24]; //0x0000
        class Entries *Entries; //0x0018
        char pad_0020[32]; //0x0020
        int32_t Count; //0x0040
        int32_t Max; //0x0044
}; //Size: 0x0048

class Entries
{
public:
        char pad_0000[40]; //0x0000
        class Item *FirstITem; //0x0028 Entries + 0x28 + 0x18 * i
}; //Size: 0x0030


is this for tarkov 0.12.9.10423?

ecthirune 14th January 2021 05:20 PM

Quote:

Originally Posted by dota2bot (Post 3036690)
yes, how are you fetching gameworld

Here few good explanations how to get GoM

mashen456 14th January 2021 09:52 PM

Quote:

Originally Posted by dota2bot (Post 3036690)
yes, how are you fetching gameworld

thx for the reply

I'm doing it like this:

I'm getting game world, but when I'm following the posted offset chain it leed to nothing.

Maybe you know what's wrong.


Code:

        Eftoffsets test;
    External::Memory memory = External::Memory("EscapeFromTarkov.exe");
        Address clientAddr = memory.getModule("UnityPlayer.dll");
        test.GOM = memory.read<uint64_t>(clientAddr + test.off_GOM); //0x156B698
        uint64_t lastObj = memory.read<uint64_t>(test.GOM);
        uint64_t listptr = memory.read<uint64_t>(test.GOM+16);
        test.gameWorld = GetObjectFromlist(listptr, lastObj, "GameWorld",memory);



Code:

uint64_t GetObjectFromlist(uint64_t listptr, uint64_t lastObj, std::string objectName, External::Memory memory)
{
        using EftStructs::BaseObject;
        char name[256];
        uint64_t classNamePtr = 0x0;
        BaseObject activeObject = memory.read<BaseObject>(listptr);
        BaseObject lastObject = memory.read<BaseObject>(lastObj);
        if (activeObject.object != 0x0)
        {
                while (activeObject.object != 0 && activeObject.object != lastObject.object)
                {
                        classNamePtr = memory.read<uint64_t>(activeObject.object + 0x60);
                        if (strstr(memory.readString(classNamePtr + 0x0, sizeof(name)).c_str(),objectName.c_str()))
                        {
                                return activeObject.object;
                        }
                        activeObject = memory.read<BaseObject>(activeObject.nextObjectLink);
                }
        }
        if (lastObject.object != 0x0)
        {
                classNamePtr = memory.read<uint64_t>(lastObject.object + 0x60);
                if (strstr(memory.readString(classNamePtr + 0x0, 256).c_str(), objectName.c_str()))
                {
                        return lastObject.object;
                }
        }
}


AhmedGH 15th January 2021 10:04 AM

Quote:

Originally Posted by mashen456 (Post 3037350)
thx for the reply

I'm doing it like this:

I'm getting game world, but when I'm following the posted offset chain it leed to nothing.

Maybe you know what's wrong.


Code:

        Eftoffsets test;
    External::Memory memory = External::Memory("EscapeFromTarkov.exe");
        Address clientAddr = memory.getModule("UnityPlayer.dll");
        test.GOM = memory.read<uint64_t>(clientAddr + test.off_GOM); //0x156B698
        uint64_t lastObj = memory.read<uint64_t>(test.GOM);
        uint64_t listptr = memory.read<uint64_t>(test.GOM+16);
        test.gameWorld = GetObjectFromlist(listptr, lastObj, "GameWorld",memory);



Code:

uint64_t GetObjectFromlist(uint64_t listptr, uint64_t lastObj, std::string objectName, External::Memory memory)
{
        using EftStructs::BaseObject;
        char name[256];
        uint64_t classNamePtr = 0x0;
        BaseObject activeObject = memory.read<BaseObject>(listptr);
        BaseObject lastObject = memory.read<BaseObject>(lastObj);
        if (activeObject.object != 0x0)
        {
                while (activeObject.object != 0 && activeObject.object != lastObject.object)
                {
                        classNamePtr = memory.read<uint64_t>(activeObject.object + 0x60);
                        if (strstr(memory.readString(classNamePtr + 0x0, sizeof(name)).c_str(),objectName.c_str()))
                        {
                                return activeObject.object;
                        }
                        activeObject = memory.read<BaseObject>(activeObject.nextObjectLink);
                }
        }
        if (lastObject.object != 0x0)
        {
                classNamePtr = memory.read<uint64_t>(lastObject.object + 0x60);
                if (strstr(memory.readString(classNamePtr + 0x0, 256).c_str(), objectName.c_str()))
                {
                        return lastObject.object;
                }
        }
}


You have some wrong offsets here!

Well it's:

activeObjectPtr = GOMaddr + 0x18
lastObjectPtr = GOMaddr + 0x10

activeObject = activeObjectPtr + 0x10
lastObject = lastObjectPtr + 0x10

then in loop you should get the name with

Name = activeObject + 0x60

to get the next Object:

activeObjectPtr = activeObjectPtr + 0x08
activeObject = activeObjectPtr + 0x10

That's it.

Nagi2281337 15th January 2021 10:16 PM

Quote:

Originally Posted by ecthirune (Post 3037114)

thank you dude, really helped me

Quote:

Originally Posted by Nagi2281337 (Post 3036971)
is this for tarkov 0.12.9.10423?

Yo thank you very much. This offsets is correct for 0.12.9.10423. This is my first time using kernel and cheating in unity engine games, im SO HAPPY:lmao: i finally got how thing works using this source https://github.com/frankie-11/eft-external Now i can learn how to get offsets, how to work with memory!!! Someday i will post my ESP source(not in 2021 lol). Btw, guys, im at the very start. What graphics API should i learn to making overlay and i wanna making internal .dll in the future, cuz external bloody lagging. Am i at the right way? :thinking:
https://i.imgur.com/OPtsnzb.png

24jared24 16th January 2021 01:19 AM

Quote:

Originally Posted by Nagi2281337 (Post 3038374)
thank you dude, really helped me



Yo thank you very much. This offsets is correct for 0.12.9.10423. This is my first time using kernel and cheating in unity engine games, im SO HAPPY:lmao: i finally got how thing works using this source https://github.com/frankie-11/eft-external Now i can learn how to get offsets, how to work with memory!!! Someday i will post my ESP source(not in 2021 lol). Btw, guys, im at the very start. What graphics API should i learn to making overlay and i wanna making internal .dll in the future, cuz external bloody lagging. Am i at the right way? :thinking:
https://i.imgur.com/OPtsnzb.png

Internal is much different and harder than external. You shouldn't have nay performance issues as an external. Your code must be really slow

AhmedGH 16th January 2021 04:18 AM

I'm having a problem with calculating angle, I have checked the thread from a lot of pages before that, but I can't actually find the right calculation for the angle between CamPosition and HeadPos! I really not sure how to fix that, if possible can someone help me to this so I can get aimbot working?

Here is my calculations:
Code:

D3DXVECTOR2 ClampAngle(D3DXVECTOR2 angle)
{
        while (angle.x > 360.f) angle.x -= 360.f;
        while (angle.x < -360.f) angle.x += 360.f;

        while (angle.y > 90.f) angle.y -= 90.f;
        while (angle.y < -90.f) angle.y += 90.f;

        return angle;
}

D3DXVECTOR2 NormalizeAngle(D3DXVECTOR2 angle)
{
        if (angle.x < -360.f)
                angle.x += 360.f;

        if (angle.x > 360.f)
                angle.x -= 360.f;

        if (angle.y < -360.f)
                angle.y += 360.f;

        if (angle.y > 360.f)
                angle.y -= 360.f;
       
        return angle;
}

D3DXVECTOR2 CalcAngle(D3DXVECTOR3 camPosition, D3DXVECTOR3 enemyPosition, D3DXVECTOR3 aimPunch, float yawRecoilReductionFactory, float pitchRecoilReductionFactor)
{
        D3DXVECTOR3 delta = D3DXVECTOR3(camPosition.x - enemyPosition.x, camPosition.y - enemyPosition.y, camPosition.z - enemyPosition.z);

        D3DXVECTOR2 result;
       
        result.x = -(float)atan2(delta.x, -delta.z) * (float)(180.f / 3.14159265358979323846f);
        result.y = (float)asin(delta.y / sqrt(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z)) * (float)(180.f / 3.14159265358979323846f);

        result = NormalizeAngle(result);
        result = ClampAngle(result);

        return result;
}

Appreciate your help guys!

MasterScuzee 16th January 2021 07:22 AM

Quote:

Originally Posted by Nagi2281337 (Post 3038374)
-

My overlay (D3D9) runs just fine with constant 120 fps with VSync enabled and higher without.
It all comes down to caching entities, learning how the Graphics API works, and generally how to optimize your code.

Nagi2281337 16th January 2021 01:07 PM

Quote:

Originally Posted by 24jared24 (Post 3038509)
Internal is much different and harder than external. You shouldn't have nay performance issues as an external. Your code must be really slow

Quote:

Originally Posted by MasterScuzee (Post 3038651)
My overlay (D3D9) runs just fine with constant 120 fps with VSync enabled and higher without.
It all comes down to caching entities, learning how the Graphics API works, and generally how to optimize your code.

So D3D9 Overlay and external method, got it, thank you guys:notworthy:

montroisiemecon 16th January 2021 02:57 PM

Its not about the overlay, its about proper coding. I dont use a d3d9 overlay and run 250 fps on reserve

HELOHELO121 16th January 2021 05:43 PM

Anyone know how to get a corpse's player name? I know how to determine whether it's a scav, pscav, or player but I can't find and field storing the player name.

montroisiemecon 16th January 2021 06:02 PM

Quote:

Originally Posted by HELOHELO121 (Post 3039025)
Anyone know how to get a corpse's player name? I know how to determine whether it's a scav, pscav, or player but I can't find and field storing the player name.

you could try Corpse => PlayerBody => PlayerBones => Player, but I've never tried that

AhmedGH 16th January 2021 06:02 PM

Quote:

Originally Posted by HELOHELO121 (Post 3039025)
Anyone know how to get a corpse's player name? I know how to determine whether it's a scav, pscav, or player but I can't find and field storing the player name.

I didn't test that but I think maybe the owner object/pointer could be the object of the player himself!

idgnfs 18th January 2021 03:21 PM

Anyone have a signature for GOM I know there has been one posted somewhere but I cannot seem to find it even with the search functions.

ecthirune 18th January 2021 03:59 PM

Quote:

Originally Posted by HELOHELO121 (Post 3039025)
Anyone know how to get a corpse's player name? I know how to determine whether it's a scav, pscav, or player but I can't find and field storing the player name.

im still reversing on emuTarkov (12.8) and noticed: when player dies - LootList(at 12.8 it's LocalGameWorld+0x58] ) count (0x18 and 0x1c) increased.
After that i can find a name of dead body at 0x10](list), new added item(starts at 0x20), 0x10(profile_of_item), 0x30(object), 0x60(object_name);

Not sure how it will works at current version, but at mine - i see "Bot#123" names.

Azhora 18th January 2021 04:13 PM

Quote:

Originally Posted by Razchek (Post 2849204)
If the entity is removed from the entity list, they're dead, have left or have extracted. If the entity still exists in the refreshed entity list, and the issues are still to do with your transform issue, then I'm not sure.

I've looked at your code and it seems fine.
You already implemented an attempt limit in your code.
Code:

for (int i = 0; transformIndex >= 0 && i < 200; i++)
That is fundamentally the same as
Code:

while(transformIndex>=0){if i > maxAttempts /*(200)*/) break;
I cannot replicate your issue.

As discussed previously in this thread, the issue originally related to the RAM Cleaner option (someone else had the same issue as you).

But even with this enabled, I cannot replicate the issue (I have 32GB RAM, but even by adding memory pressure it didn't affect my ESP).

If it helps I refresh the following regularly on separate threads:
  • GameWorld
  • Player list
  • Item list
  • WorldToScreen Matrix & Current Camera (and localPosition from the camera transform)
  • Bones

As for rotation I ported CalculateGlobalRotation(TransformAccessReadOnly) to C# from UnityPlayer.dll. Then fireport.forward = rotation * forward (0,0,1).



If you want to see my C# implementation, I can tidy it up and share it.
But you should try to port this directly instead, since you're writing your cheat in C++ the code you will end up with will be very similar.

Here is the original underlying function for rotation (you can process this inside your GetTransformPosition method once you match certain variables).

~SNIP

Thanks again for the work you've done Razcheck :) Also on the Unispect tool.

So I've been working on porting get_rotation_injected to C++ for external use.
I've got it partially working, but some elements are zero (second and 4th, i.e. y and w).

It found one strange line doing:
Code:

xm3shuf = _mm_and_ps((__m128)_mm_shuffle_epi32((__m128i)0i64, 0), xm3);
Which of course is just zero since we and a zeroed vector with xm3.
Maybe it goes wrong here, does anyone have experience with it?

I'll keep fiddling with it in the mean time.

EDIT: NVM; it seems I didn't understand Quaternions. I'm all good now :)

Quote:

Originally Posted by idgnfs (Post 3040683)
Anyone have a signature for GOM I know there has been one posted somewhere but I cannot seem to find it even with the search functions.

I'm using
Code:

auto *GameObjectManager = new SigScan("48 89 09 48 89 05 ?? ?? ?? ?? 48 83 C4 38", "UnityPlayer.dll");

notblink 18th January 2021 08:55 PM

hi so ive been trying to get the main view matrix working (non scope) but it hasn't been working
ive tried the updated ViewMatrix0 and ViewMatrix but those don't work and ive also tried 0xD8 but that gives wack results.

heres my chain:

uint64_t temp = fpsCamera;
if (!(temp = mem->Read<uint64_t>(temp + 0x30)) || !(temp = mem->Read<uint64_t>(temp + 0x18)))
return;

D3DXMATRIX temp;
mem->Read(temp + 0x01A0, &temp, sizeof(temp));
D3DXMatrixTranspose(&viewMatrix, &temp);

can someone give me the correct way to get the viewmatrix?

montroisiemecon 18th January 2021 09:38 PM

Quote:

Originally Posted by notblink (Post 3040974)
hi so ive been trying to get the main view matrix working (non scope) but it hasn't been working
ive tried the updated ViewMatrix0 and ViewMatrix but those don't work and ive also tried 0xD8 but that gives wack results.

heres my chain:

uint64_t temp = fpsCamera;
if (!(temp = mem->Read<uint64_t>(temp + 0x30)) || !(temp = mem->Read<uint64_t>(temp + 0x18)))
return;

D3DXMATRIX temp;
mem->Read(temp + 0x01A0, &temp, sizeof(temp));
D3DXMatrixTranspose(&viewMatrix, &temp);

can someone give me the correct way to get the viewmatrix?

you are using the same name "temp" for both uint64_t and D3DXMATRIX. this is very bad practice and most likely explains why your results are wrong

to get camera matrix from FPSCamera object, you just have to do
FPSCamera + 0x18] + 0xD8 as D3DXMATRIX

montroisiemecon 19th January 2021 01:31 PM

Owl mode, spam this in a separate thread

Code:

            driver::writeMemory<Vector3f>((uint64_t)proceduralWeaponAnimation + 0x324,
                Vector3f(0, -180, 0));



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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ooe 19th January 2021 03:24 PM

Anyone know if you can still get �godmode� by setting your player position before a raid starts?

montroisiemecon 19th January 2021 04:41 PM

Quote:

Originally Posted by ooe (Post 3041751)
Anyone know if you can still get �godmode� by setting your player position before a raid starts?

if it was possible, then all internal p2c would have this feature.
I think damage is now server sided and you cannot do much against it, I might be wrong tho

ooe 19th January 2021 04:45 PM

Quote:

Originally Posted by montroisiemecon (Post 3041866)
if it was possible, then all internal p2c would have this feature.
I think damage is now server sided and you cannot do much against it, I might be wrong tho

It used to work roughly 6 or so months ago. Your player would get desynced and spawn in the air and be invisible to scavs and invincible to other players. If it is serversided now thats a shame, it was a good feature to mess with.

HELOHELO121 19th January 2021 07:56 PM

Quote:

Originally Posted by montroisiemecon (Post 3041655)
Owl mode, spam this in a separate thread

Code:

            driver::writeMemory<Vector3f>((uint64_t)proceduralWeaponAnimation + 0x324,
                Vector3f(0, -180, 0));


dafak is owl mode

ecthirune 19th January 2021 07:59 PM

Quote:

Originally Posted by HELOHELO121 (Post 3042066)
dafak is owl mode

turn head in 180 degrees i guess, like an owl :lmao:

montroisiemecon 19th January 2021 08:15 PM

Quote:

Originally Posted by HELOHELO121 (Post 3042066)
dafak is owl mode

rotate your head 180� so you can look behind you
like an owl
https://cdn.mos.cms.futurecdn.net/A9...juZ6gtfCuh.jpg

cha3enel3on 19th January 2021 08:21 PM

Quote:

Originally Posted by ooe (Post 3041751)
Anyone know if you can still get �godmode� by setting your player position before a raid starts?

Yes, it's still working fine.

EliteProducer 19th January 2021 09:55 PM

Code:

bool attached = Driver.Attach("EscapeFromTarkov.exe");
        DWORD pid = Driver.GetPID(proc_name); //Getting PID
        DWORD modb = Driver.GetModuleBase("UnityPlayer.dll");
        DWORD clientAddr = Driver.GetModuleBase("GameAssembly.dll");

        uint64_t test = Driver.Read<uint64_t>(clientAddr + 0x156B698);
        cout << test << endl;

I'm not sure what i'm doing wrong here?

When i run this my program crashes and i'm getting "Run-Time Check Failure #2 - Stack around the variable 'buffer' was corrupted."

Like am i just being braindead or?

montroisiemecon 19th January 2021 10:29 PM

There is no GameAssembly.dll on tarkov

ecthirune 20th January 2021 07:08 AM

Quote:

Originally Posted by EliteProducer (Post 3042185)
Code:

bool attached = Driver.Attach("EscapeFromTarkov.exe");
        DWORD pid = Driver.GetPID(proc_name); //Getting PID
        DWORD modb = Driver.GetModuleBase("UnityPlayer.dll");
        DWORD clientAddr = Driver.GetModuleBase("GameAssembly.dll");

        uint64_t test = Driver.Read<uint64_t>(clientAddr + 0x156B698);
        cout << test << endl;

I'm not sure what i'm doing wrong here?

When i run this my program crashes and i'm getting "Run-Time Check Failure #2 - Stack around the variable 'buffer' was corrupted."

Like am i just being braindead or?

Driver.GetPID - i gues you should point your driver what process Id you looking for (proc_name change for EscapeFromTarkov or EscapeFromTarkov.exe)
Also clientAddr is a "UnityPlayer.dll", you don't need any other ModuleBase here to start.

idgnfs 20th January 2021 03:48 PM

Quote:

Originally Posted by EliteProducer (Post 3042185)
Code:

bool attached = Driver.Attach("EscapeFromTarkov.exe");
        DWORD pid = Driver.GetPID(proc_name); //Getting PID
        DWORD modb = Driver.GetModuleBase("UnityPlayer.dll");
        DWORD clientAddr = Driver.GetModuleBase("GameAssembly.dll");

        uint64_t test = Driver.Read<uint64_t>(clientAddr + 0x156B698);
        cout << test << endl;

I'm not sure what i'm doing wrong here?

When i run this my program crashes and i'm getting "Run-Time Check Failure #2 - Stack around the variable 'buffer' was corrupted."

Like am i just being braindead or?

Instead of using GameAssembly.dll use "UnityPlayer.dll"

montroisiemecon 20th January 2021 10:47 PM

Anyone has a funny feature to share? I'm getting bored as fuck with this shitty ass game

EliteProducer 21st January 2021 03:41 AM

Code:

uint64_t _playerBody = 0x88;
    uint64_t body_part = _playerBody + 0x30 + (0 * 0x18);

What am i doing wrong, trying to get health.
Or am i doing this entirely wrong lol

HELOHELO121 21st January 2021 03:47 AM

Any way to bypass you being teleported back whenever you move too fast? I'm assuming it's serversided but IDK.

montroisiemecon 21st January 2021 04:13 AM

Quote:

Originally Posted by HELOHELO121 (Post 3043393)
Any way to bypass you being teleported back whenever you move too fast? I'm assuming it's serversided but IDK.

I think its server sided now, same as overweight

HELOHELO121 21st January 2021 04:34 AM

Quote:

Originally Posted by montroisiemecon (Post 3043240)
Anyone has a funny feature to share? I'm getting bored as fuck with this shitty ass game

I've been trying to fuck with backpack grid size but I can't figure out how to get the container data because the slot contained item is an InventoryLogic.Item and the ItemOwner field that you use for containers in the world is a member of Interactive.LootItem. If we can change the sizes of backpacks and it isn't server sided that'd be fun :shrug:

montroisiemecon 21st January 2021 04:41 AM

Quote:

Originally Posted by HELOHELO121 (Post 3043413)
I've been trying to fuck with backpack grid sized but I can't figure out how to get the container data because the slot contained item is an InventoryLogic.Item and the ItemOwner var that you use for containers in the world is a member of Interactive.LootItem. If we can change the sizes of backpacks and it isn't server sided that'd be fun :shrug:

what would happen when you leave the raid with a backpack too big, then go to hideout?

i was thinking the same with having a 200 round magazine, but most likely clapped by servers at the end of the raid.

You can mess with magDrillsLoadSpeed and magDrillsUnloadSpeed btw to reload ammo faster into mags

Code:

        driver::writeMemory<float>((uint64_t)refSkill.magDrillsLoadSpeed + offsetof(FloatSkill, value), 85.f);
        driver::writeMemory<float>((uint64_t)refSkill.magDrillsUnloadSpeed + offsetof(FloatSkill, value), 60.f);

Code:

struct Skills
{
    char pad0[0x58];
    FloatSkill* strengthBuffJumpHeightInc;  // 0x58
    char pad1[0xF0];
    FloatSkill* attentionLootSpeed;  // 0x150
    char pad2[0x8];
    FloatSkill* attentionEliteLuckySearch;  // 0x160
    char pad3[0x8];
    FloatSkill* magDrillsLoadSpeed;  // 0x170
    FloatSkill* magDrillsUnloadSpeed;  // 0x178

Code:

template<typename T>
struct SkillAttr
{
    char pad0[0x28];
    T value;  // 0x28
};

typedef struct SkillAttr<float> FloatSkill;
typedef struct SkillAttr<bool> BoolSkill;


HELOHELO121 21st January 2021 04:47 AM

Quote:

Originally Posted by montroisiemecon (Post 3043418)
what would happen when you leave the raid with a backpack too big, then go to hideout?

i was thinking the same with having a 200 round magazine, but most likely clapped by servers at the end of the raid.

You can mess with magDrillsLoadSpeed and magDrillsUnloadSpeed btw to reload ammo faster into mags

Code:

        driver::writeMemory<float>((uint64_t)refSkill.magDrillsLoadSpeed + offsetof(FloatSkill, value), 85.f);
        driver::writeMemory<float>((uint64_t)refSkill.magDrillsUnloadSpeed + offsetof(FloatSkill, value), 60.f);

Code:

struct Skills
{
    char pad0[0x58];
    FloatSkill* strengthBuffJumpHeightInc;  // 0x58
    char pad1[0xF0];
    FloatSkill* attentionLootSpeed;  // 0x150
    char pad2[0x8];
    FloatSkill* attentionEliteLuckySearch;  // 0x160
    char pad3[0x8];
    FloatSkill* magDrillsLoadSpeed;  // 0x170
    FloatSkill* magDrillsUnloadSpeed;  // 0x178

Code:

template<typename T>
struct SkillAttr
{
    char pad0[0x28];
    T value;  // 0x28
};

typedef struct SkillAttr<float> FloatSkill;
typedef struct SkillAttr<bool> BoolSkill;


TBH I don't think the servers would clap you for doing either of those. In my experience BSG doesn't really ban you for setting certain values since BE. I'd say if anything it just wouldn't let you load more than the correct number of rounds.

montroisiemecon 21st January 2021 04:49 AM

Quote:

Originally Posted by HELOHELO121 (Post 3043422)
TBH I don't think the servers would clap you for doing either of those. In my experience BSG doesn't really ban you for setting certain values since BE. I'd say if anything it just wouldn't let you load more than the correct number of rounds.

Most likely true.
However, if you set for example a too high value for instant shots, you get banned because you shots desync

HELOHELO121 21st January 2021 07:42 PM

Does anyone know if you'll get banned for using dnspy while tarkov/be is running? I'm getting tired of having to exit the game to use dnspy.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

EliteProducer 21st January 2021 10:23 PM

just suspend be?

montroisiemecon 21st January 2021 10:36 PM

Quote:

Originally Posted by HELOHELO121 (Post 3044081)
Does anyone know if you'll get banned for using dnspy while tarkov/be is running? I'm getting tired of having to exit the game to use dnspy.

nope //

AhmedGH 22nd January 2021 05:09 AM

About rayCast, it's currently at (UnityPlayer + 0x3FE9F0) with signature of:
Code:

typedef bool(__fastcall* rayCastInjected)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
And ray should be:
Code:

struct Ray
{
        D3DXVECTOR3 Origin;
        D3DXVECTOR3 direction;

        Ray(D3DXVECTOR3 origin, D3DXVECTOR3 direction)
        {
                this->Origin = origin;
                this->direction = direction;
                Normalize(this->direction, 1E-05f);
        }
};

As Per @Respecter.. But when trying to use it, it just crash the game, something must be wrong..!
Also for the note he said "NOTE: Calling it outside MainThread will make your bullets get fucked." then how to be attached to MainThread? As I'm using discord overlay's thread..!

Any help regrading to that will be appreciated as well! Thanks.

The post from @Respecter is : https://www.unknowncheats.me/forum/2...-post2097.html

Thanks.

Avibzi 23rd January 2021 03:27 PM

is writing to angles detected on EFT? i'm new to the game so i have no idea if angle aimbot is a no go zone

montroisiemecon 23rd January 2021 11:05 PM

Quote:

Originally Posted by Avibzi (Post 3045732)
is writing to angles detected on EFT? i'm new to the game so i have no idea if angle aimbot is a no go zone

no its not

coro 23rd January 2021 11:44 PM

Quote:

Originally Posted by AhmedGH (Post 3037722)
You have some wrong offsets here!

Well it's:

activeObjectPtr = GOMaddr + 0x18
lastObjectPtr = GOMaddr + 0x10

activeObject = activeObjectPtr + 0x10
lastObject = lastObjectPtr + 0x10

then in loop you should get the name with

Name = activeObject + 0x60

to get the next Object:

activeObjectPtr = activeObjectPtr + 0x08
activeObject = activeObjectPtr + 0x10

That's it.

Hello! Can you explain your code above? I am trying to replicate on this in python but am confused about the offsets. The code below is simple to understand, and after executing it, I cannot find the addresses where "GameWorld" was at least nearby. What I do not understand? Thank you!

Code:

# GOM ptr
GOMaddr = pm.read_longlong(pymem.process.module_from_name(pm.process_handle, "UnityPlayer.dll").lpBaseOfDll + 0x156B698)
activeObjectPtr = pm.read_longlong(GOMaddr + 0x18)
lastObjectPtr = pm.read_longlong(GOMaddr + 0x10)

# first
activeObject = pm.read_longlong(pm.read_longlong(activeObjectPtr) + 0x10)
lastObject = pm.read_longlong(pm.read_longlong(lastObjectPtr) + 0x10)
print(hex(activeObject + 0x60))  # GameWorld?

# next
activeObjectPtr = pm.read_longlong(activeObjectPtr + 0x08)
activeObject = pm.read_longlong(activeObjectPtr + 0x10)
print(hex(activeObject + 0x60))  # GameWorld?
...


Azhora 24th January 2021 01:19 AM

Quote:

Originally Posted by BraydenEGC (Post 2764293)
Raycast from the fireport to the direction of the weapon. If you want to get fancy, you can take the distance from the fireport to the collision of the raycast and do some basic math to take into account bullet drop. (Although this is mildly pointless if you are not aiming at a target. If you are aiming at a target, simply take the target's distance instead of the raycast's hit.) Pretty easy for mono sk1ds. Possible for native internal users. Next to impossible for external users.

For aimbot, I'm currently doing what is quoted here, externally, without bullet drop or player velocity adjustments, just plain aim-to-head.

In offline mode its completely fine, but in online raids, for both scavs and players it is quite 'twitchy' sometimes, in that it flicks to a position nearby the head of the enemy and then back to the head.
Anyone experiencing this?

I'll post a vid once I find the time.

ecthirune 24th January 2021 09:22 AM

Quote:

Originally Posted by coro (Post 3046084)
~snip

You already got GoM address from .dll+0x156B698;
here you can find explanation how to find GoM offset in future.

I dunno in what version you trying to get GoM, but im using 0x156B698 for 12.8 at emuTarkov.

In code you need to loop trough objects inside GoM(it's .dll+0x156B698 you remember?). Objects starts from 0x18, each object looping next to 0x8.
Then go inside 0x10]+0x60], it's a name of object, you need to search there string "GameWorld". There's multiply objects, so you need to loop some(for me enough ~100);

Lynxaa 24th January 2021 09:40 AM

Quote:

Originally Posted by AhmedGH (Post 3044369)
About rayCast, it's currently at (UnityPlayer + 0x3FE9F0) with signature of:
Code:

typedef bool(__fastcall* rayCastInjected)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
And ray should be:
Code:

struct Ray
{
        D3DXVECTOR3 Origin;
        D3DXVECTOR3 direction;

        Ray(D3DXVECTOR3 origin, D3DXVECTOR3 direction)
        {
                this->Origin = origin;
                this->direction = direction;
                Normalize(this->direction, 1E-05f);
        }
};

As Per @Respecter.. But when trying to use it, it just crash the game, something must be wrong..!
Also for the note he said "NOTE: Calling it outside MainThread will make your bullets get fucked." then how to be attached to MainThread? As I'm using discord overlay's thread..!

Any help regrading to that will be appreciated as well! Thanks.

The post from @Respecter is : https://www.unknowncheats.me/forum/2...-post2097.html

Thanks.

You can try attaching to the main thread by using the mono exports, mono_thread_attach

http://docs.go-mono.com/index.aspx?l...i-threads.html

coro 24th January 2021 10:36 AM

Quote:

Originally Posted by ecthirune (Post 3046316)
~snip

Quote:

(for me enough ~100)
Thank you a lot! I didn't go that deep. In CE, when searching for a row of results, it was ~ 50 and I did not look further.
But I never got what I wanted. Again some python.

Code:

# read GOM PTR from "UnityPlayer.dll" + offset
GOM_obj_addr = pm.read_longlong(pymem.process.module_from_name(pm.process_handle, "UnityPlayer.dll").lpBaseOfDll + 0x156B698)

# loop objs
for a in range(0, 110):
    try:
        GOM_start = GOM_obj_addr + 0x18                        # should i get ptr here? i'm trying all vars, but blind
        obj = pm.read_longlong(GOM_start + a * 0x08)        # + 0x08 * a]
        obj_tmp = pm.read_longlong(obj + 0x10)                # + 0x10]
        classNamePtr = pm.read_longlong(obj_tmp + 0x60)  # + 0x60]
        buff = pm.read_bytes(classNamePtr, 9)
        print(a, 0x08 * a, hex(obj_tmp + 0x60), 'nameStr', buff.decode())
    except Exception as e:
        pass

Quote:

I dunno in what version you trying to get GoM, but im using 0x156B698 for 12.8 at emuTarkov.
I'm using 12.9 with SPT AKI. This allows me to use the latest version of the game. Plus no injections from EmuT.

ecthirune 24th January 2021 01:59 PM

Quote:

Originally Posted by coro (Post 3046366)
~snip

You should do
Code:

GOM_start = pm.read GoM_obj_addr+0x18;  // keep that string outside of loop
Then loop:
Code:

for (a<loop_count)
{
object_ptr = pm.read GOM_start + 0x10; // inside object

object_name_ptr = pm.read object_ptr 0x60; // ptr to name.

name = pm.read <string> object_name_ptr;  // reading name

<compare name and "GameWorld", break loop if succeed, maybe you will need to count players in future, right here. To be sure, that you found needed GameWorld>;

GOM_start = pm.read GOM_start+0x8; // next object for new loop iteration;

a++;
}

i dunno how to spell on python, so don't blame me for that, i just explaining logic.

coro 24th January 2021 03:06 PM

Quote:

Originally Posted by ecthirune (Post 3046517)
~snip

Thank you again +rep, I did the following:

Code:

GOM_obj_addr = pm.read_longlong(pymem.process.module_from_name(pm.process_handle, "UnityPlayer.dll").lpBaseOfDll + 0x156B698)
GOM_start = pm.read_longlong(GOM_obj_addr + 0x18)
for a in range(0, 110):
    object_ptr = pm.read_longlong(GOM_start + 0x10)
    object_name_ptr = pm.read_longlong(object_ptr + 0x60)
    name = pm.read_string(object_name_ptr, 9)
    if name == 'GameWorld':
        print(hex(GOM_start), name)  # obj activeObj ptr?
        break

    GOM_start = pm.read_longlong(GOM_start + 0x8)

I got GameWorld, but the next problem is that I do not know the "BaseObject" structure, I cannot find it in MonoFeatures and the structure is not automatically detected.

In this https://www.unknowncheats.me/forum/3...-post3284.html post used some BaseObject, where i can find it? Sorry for English it is GTranslate +
some knowledge from school

montroisiemecon 24th January 2021 03:23 PM

Quote:

Originally Posted by coro (Post 3046568)
Thank you again +rep, I did the following:

Code:

GOM_obj_addr = pm.read_longlong(pymem.process.module_from_name(pm.process_handle, "UnityPlayer.dll").lpBaseOfDll + 0x156B698)
GOM_start = pm.read_longlong(GOM_obj_addr + 0x18)
for a in range(0, 110):
    object_ptr = pm.read_longlong(GOM_start + 0x10)
    object_name_ptr = pm.read_longlong(object_ptr + 0x60)
    name = pm.read_string(object_name_ptr, 9)
    if name == 'GameWorld':
        print(hex(GOM_start), name)  # obj activeObj ptr?
        break

    GOM_start = pm.read_longlong(GOM_start + 0x8)

I got GameWorld, but the next problem is that I do not know the "BaseObject" structure, I cannot find it in MonoFeatures and the structure is not automatically detected.

In this https://www.unknowncheats.me/forum/3...-post3284.html post used some BaseObject, where i can find it? Sorry for English it is GTranslate +
some knowledge from school

You will need to use IDA to find the Unity offsets

ecthirune 24th January 2021 03:25 PM

Quote:

Originally Posted by coro (Post 3046568)
post used some BaseObject, where i can find it?
some knowledge from school

Don't bother about it, it's c# naming variable of struct, or class, i don't remember.
He just doin some logic in code, to understand what is he spelling for, and using offset from .h file

your next step - is find LocalGameWorld (spawned after joining raid), you can find chain from GameWorld to LocalGameWorld by using IDA.

coro 24th January 2021 04:14 PM

Quote:

Originally Posted by montroisiemecon (Post 3046590)
You will need to use IDA to find the Unity offsets

Quote:

Originally Posted by ecthirune (Post 3046593)
your next step - is find LocalGameWorld (spawned after joining raid), you can find chain from GameWorld to LocalGameWorld by using IDA.

CE Mono dissector shows the next parent class tree .
https://ibb.co/gtQhn09
I do not understand how I can get here from UnityPlayer.dll opened in IDA. May be this was later in thread?

We can find instance in class:
https://ibb.co/TrNw7vj
It may be easier to find a structure or some signature like CE does. And iterate over it to find CurrentProfileId?

nvm more, i find this here https://www.unknowncheats.me/forum/1956338-post58.html
final:
Code:

GOM_obj_addr = pm.read_longlong(pymem.process.module_from_name(self.handle, "UnityPlayer.dll").lpBaseOfDll + 0x156B698)
GOM_start = pm.read_longlong(GOM_obj_addr + 0x18)
for a in range(0, 110):
    object_ptr = pm.read_longlong(GOM_start + 0x10)
    object_name_ptr = pm.read_longlong(object_ptr + 0x60)
    name = pm.read_string(object_name_ptr, 9)
    if name == 'GameWorld':
        print(hex(pm.read_longlong(pm.read_longlong(pm.read_longlong(object_ptr + 0x30) + 0x18) + 0x28))) # RETURN THIS
        break
    GOM_start = pm.read_longlong(GOM_start + 0x8)


mikangchan 25th January 2021 05:19 AM

Quote:

Originally Posted by montroisiemecon (Post 3043418)
what would happen when you leave the raid with a backpack too big, then go to hideout?

i was thinking the same with having a 200 round magazine, but most likely clapped by servers at the end of the raid.

You can mess with magDrillsLoadSpeed and magDrillsUnloadSpeed btw to reload ammo faster into mags

Code:

        driver::writeMemory<float>((uint64_t)refSkill.magDrillsLoadSpeed + offsetof(FloatSkill, value), 85.f);
        driver::writeMemory<float>((uint64_t)refSkill.magDrillsUnloadSpeed + offsetof(FloatSkill, value), 60.f);

Code:

struct Skills
{
    char pad0[0x58];
    FloatSkill* strengthBuffJumpHeightInc;  // 0x58
    char pad1[0xF0];
    FloatSkill* attentionLootSpeed;  // 0x150
    char pad2[0x8];
    FloatSkill* attentionEliteLuckySearch;  // 0x160
    char pad3[0x8];
    FloatSkill* magDrillsLoadSpeed;  // 0x170
    FloatSkill* magDrillsUnloadSpeed;  // 0x178

Code:

template<typename T>
struct SkillAttr
{
    char pad0[0x28];
    T value;  // 0x28
};

typedef struct SkillAttr<float> FloatSkill;
typedef struct SkillAttr<bool> BoolSkill;


if my memory wasn't corrupted modifying skill related stuff is a ban within a day since 2019

Yf04zKTh12Te 25th January 2021 05:28 AM

Quote:

Originally Posted by mikangchan (Post 3047141)
if my memory wasn't corrupted modifying skill related stuff is a ban within a day since 2019

nah,
last patch i messed with skills and had no problems

Sent from my ONEPLUS A5010 using Tapatalk

Lilith2 25th January 2021 10:51 AM

writing skills
 
Quote:

Originally Posted by mikangchan (Post 3047141)
if my memory wasn't corrupted modifying skill related stuff is a ban within a day since 2019

Not entirely true, you can write the sub skills of a major skill such as the magdrills loading or checking speeds. The endurance / strength skills that effect your weight limit are not worth writing as the server rubber bands you back if you try to walk normal while overweight. In general however if your bypass is good to go, you can write sub skills. I've been doing it since 2019 with 0 ban on the same account.

Yf04zKTh12Te 25th January 2021 11:04 AM

pre 12.9 I used to pump all my skills to 51+ (iirc max could be 60) and activate the buffs related to them, some buffs were simply a flag you had to toggle (double search for example) while other buffs required numeric change (search speed)

montroisiemecon 25th January 2021 12:18 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 3047309)
pre 12.9 I used to pump all my skills to 51+ (iirc max could be 60) and activate the buffs related to them, some buffs were simply a flag you had to toggle (double search for example) while other buffs required numeric change (search speed)

I tried to activate the bool for instant search for example and it worked offline but not online


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Yf04zKTh12Te 25th January 2021 01:07 PM

Quote:

Originally Posted by montroisiemecon (Post 3047358)
I tried to activate the bool for instant search for example and it worked offline but not online

i cant confirm or deny since im not playing anymore (12.9), but in 12.8 had no problems even in online raids - (maxed skills, buffs, double search for sure)

ecthirune 25th January 2021 01:54 PM

Okay, not sure will i get answer here, but anyway, looking for help:

im stuck with esp(transform coordinates, worldtoscreen and etc stuff).

In csgo it was simple:
get viewmatrix(view_matrix_t), get player position(Vector3)
do screen_position(Vector3 w2s(viewmatrix, player_pos)) and here we go - we have a point under each player and can do other stuff with drawing.

in eft i got: viewmatrix(from fps camera, 0x30]+0x30]+0x18]+58 )
player_pos, item_pos, and a lot other stuff.
I can count distance between myself and items/players, but can't understand logic of w2s drawing.
So what i should do?

Get viewmatrix, do d3dxtranspose(done), then do screen_pos( d3dxvector3 WorldToScreen(d3dxmatrix view_matrix, d3dxvector3 player_pos), it allways wrong position of enemy player, or simple item in any case.
What im missing here?

montroisiemecon 25th January 2021 02:56 PM

Quote:

Originally Posted by ecthirune (Post 3047429)
Okay, not sure will i get answer here, but anyway, looking for help:

im stuck with esp(transform coordinates, worldtoscreen and etc stuff).

In csgo it was simple:
get viewmatrix(view_matrix_t), get player position(Vector3)
do screen_position(Vector3 w2s(viewmatrix, player_pos)) and here we go - we have a point under each player and can do other stuff with drawing.

in eft i got: viewmatrix(from fps camera, 0x30]+0x30]+0x18]+58 )
player_pos, item_pos, and a lot other stuff.
I can count distance between myself and items/players, but can't understand logic of w2s drawing.
So what i should do?

Get viewmatrix, do d3dxtranspose(done), then do screen_pos( d3dxvector3 WorldToScreen(d3dxmatrix view_matrix, d3dxvector3 player_pos), it allways wrong position of enemy player, or simple item in any case.
What im missing here?

Code:

bool WorldToScreen(Matrix4f CameraMatrix, Vector3f WorldPosition, Vector2f &ScreenPosition, float width, float height)
{
    CameraMatrix = CameraMatrix.transpose();

    const Vector3f translation = {CameraMatrix.at(3, 0), CameraMatrix.at(3, 1), CameraMatrix.at(3, 2)};
    const Vector3f up = {CameraMatrix.at(1, 0), CameraMatrix.at(1, 1), CameraMatrix.at(1, 2)};
    const Vector3f right = {CameraMatrix.at(0, 0), CameraMatrix.at(0, 1), CameraMatrix.at(0, 2)};

    const auto w = translation.dotProduct(WorldPosition) + CameraMatrix.at(3,3);

    if (w < 0.1f)
        return false;

    const auto x = right.dotProduct(WorldPosition) + CameraMatrix.at(0, 3);
    const auto y = up.dotProduct(WorldPosition) + CameraMatrix.at(1, 3);

    ScreenPosition.x = (width) * (1.f + x / w) - (width);
    ScreenPosition.y = -((height) * (1.f - y / w) - (height));

    return true;
}

Code:

void toWinPos(Vector2f& screenPos, float width, float height)
{
    screenPos.x = (screenPos.x + width) / 2;
    screenPos.y = (-screenPos.y + height) / 2;
}

Use world2screen then towinpos and esp should work

brunph 25th January 2021 05:21 PM

anybody know if unlocking doors is fine in 12.9?

coro 25th January 2021 07:03 PM

Why am I getting an Access Denied error when I try to read memory or find baseaddress?

Is there an application that can show all the process modules and the base address, and then read through the driver? Or is it easier to solve?

ecthirune 25th January 2021 07:35 PM

Quote:

Originally Posted by montroisiemecon (Post 3047471)
~snip

Thanks for answer.
Inserted eigen .h files into project, c&p your code, put all my variables and when deploying project i get an error:

"cannot convert from const srcscalar to dstscalar" in one of the eigen's .h files.
And im lost alrdy.

That's why i asked "what im missing", to get in logic (in simple words) for EFT w2s, bcs examples of working snippets ends for me bad :lmao:

Mareek 25th January 2021 08:14 PM

Hi Guys,
I`m new to unity engine and need some helping hand.
I have almost everything done.
I`m only stumble with the GetPosition function. I`m trying to get the head position. The output gives me some strange values as you can see on the screen.
Who knows this issue and some fix for it?
I would be very grateful for any help.

Code:

Vec3 GetPosition(uint64_t pMatrix, uint32_t index) {
                static auto get_dependency_index = [](uint64_t base, int32_t index) {
                        index = driver::read<uint32_t>(base + index * 4);
                        return index;
                };

                static auto get_matrix_blob = [](uint64_t base, uint64_t offs, float* blob, uint32_t size) {
                        driver::read_memory(base + offs, (uint64_t)&blob, sizeof(size));
                };

                int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

                Vec3 ret_value; {
                        float* base_matrix3x4 = (float*)malloc(64),
                                * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
                                * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
                                * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

                        get_matrix_blob(matrix_list_base, index * 48, base_matrix3x4, 16);

                        __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
                        __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
                        __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

                        for (auto i = 0; index_relation >= 0 && i < 200; i++) {
                                uint32_t matrix_relation_index = 6 * index_relation;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index, matrix3x4_buffer2, 16);
                                __m128 v_0 = *(__m128*)matrix3x4_buffer2;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 32, matrix3x4_buffer0, 16);
                                __m128 v_1 = *(__m128*)matrix3x4_buffer0;

                                get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 16, matrix3x4_buffer1, 16);
                                __m128i v9 = *(__m128i*)matrix3x4_buffer1;

                                __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
                                __m128 v10; // [email protected]
                                __m128 v11; // [email protected]
                                __m128 v12; // [email protected]
                                __m128 v13; // [email protected]
                                __m128 v14; // [email protected]
                                __m128 v15; // [email protected]
                                __m128 v16; // [email protected]
                                __m128 v17; // [email protected]

                                v10 = _mm_mul_ps(v_1, *v3);
                                v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
                                v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
                                v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
                                v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
                                v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
                                v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

                                v17 = _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                                                        _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                                                        _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                                                _mm_add_ps(
                                                        _mm_mul_ps(
                                                                _mm_sub_ps(
                                                                        _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                                                        _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                                                                _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                                                        v10)),
                                        v_0);

                                *v3 = v17;

                                index_relation = get_dependency_index(dependency_index_table_base, index_relation);
                        }

                        ret_value = *(Vec3*)base_matrix3x4;
                        delete[] base_matrix3x4;
                }
                return ret_value;
        }

        Vec3 GetPosition(uint64_t transform)
        {
                const auto transform_internal = driver::read<uint64_t>(transform + 0x10);
                if (!transform_internal)
                        return Vec3();

                const auto matrices = driver::read<uint64_t>(transform_internal + 0x38);
                if (!matrices)
                        return Vec3();

                const auto index = driver::read<uint32_t>(transform_internal + 0x40);
               
                return GetPosition(matrices, index);
        }

        uint64_t get_transform_array() {
                return driver::read_multi_ptr<uint64_t>(entity, { 0xA8, 0x28, 0x28, 0x10 });
        }

        Vec3 get_bone_position(uint32_t index) {
                const auto bone_transform = driver::read<uint64_t>(get_transform_array() + 0x20 + index * 8);
                if (!bone_transform)
                        return Vec3();
                return GetPosition(bone_transform);
        }

https://cdn.discordapp.com/attachmen...52/unknown.png

montroisiemecon 25th January 2021 09:30 PM

Quote:

Originally Posted by Mareek (Post 3047809)
~

How i get player head position:


Code:

        const auto& playerBody = _deref(player.body);
        const auto& playerBones = _deref(playerBody.playerBones);
        hPos = getTransformPosition(_deref(playerBones.headTransform).transform);

Code:

struct Player
{
    char pad0[0x18];
    uint64_t localPlayer;  // 0x18
    CharacterController* characterController;  // 0x20
    char pad1[0x18]; // 0x18
    MovementContext* movementContext;  // 0x40
    char pad2[0x60];
    PlayerBody* body;  // 0xA8

Code:

struct PlayerBody
{
    char pad0[0x20];
    PlayerBones* playerBones;  // 0x20
    SkeletonRoot* skeletonRoot;  // 0x28
};

Code:

struct BifacialTransform
{
    char pad0[0x10];
    uint64_t transform;
};

struct PlayerBones
{
    char pad0[0x30];
    uint64_t neckTransform;  // 0x30
    char pad1[0x28];
    uint64_t leftPalmTransform;  // 0x60
    uint64_t rightPalmTransform;  // 0x68
    char pad2[0x48];
    uint64_t kickingFootTransform;  // 0xb8
    char pad3[0x18];
    BifacialTransform* headTransform;  // 0xd8
    BifacialTransform* leftShoulderTransform;  // 0xe0
    BifacialTransform* rightShoulderTransform;  // 0xe8
    char pad4[0x20];
    BifacialTransform* pelvisTransform;  // 0x110
};

Code:

Vector3f getTransformPosition(uint64_t transform) {
    auto transform_internal = driver::readMemory<uint64_t>(transform + 0x10);
    if (!transform_internal)
        return Vector3f();

    __m128 result;

    static const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
    static const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
    static const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

    const auto& pTransformAccessReadOnly = driver::readMemory<TransformAccessReadOnly>(transform_internal + 0x38);

    const auto& transformData = driver::readMemory<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

    size_t sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
    size_t sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);
    if (sizeIndicesBuf > 1000000)
        return Vector3f();
    if (sizeMatriciesBuf > 1000000)
        return Vector3f();
    // Allocate memory for storing large amounts of data (matricies and indicies)
    void* pMatriciesBuf = malloc(sizeMatriciesBuf);
    void* pIndicesBuf = malloc(sizeIndicesBuf);

    if (pMatriciesBuf && pIndicesBuf) {
        driver::readMemory(transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
        driver::readMemory(transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);

        result = *(__m128*)((uint64_t)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
        unsigned int transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
        unsigned int transformIndexInit = transformIndex;
        auto attempts(0);
        while (transformIndex >= 0 && transformIndex < (unsigned int)(sizeMatriciesBuf / 0x30) && attempts < 1000000)
        {
            ++attempts;
            Matrix34 matrix34 = *(Matrix34*)((uint64_t)pMatriciesBuf + 0x30 * transformIndex);

            __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x00));        // xxxx
            __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x55));        // yyyy
            __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x8E));        // zwxy
            __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xDB));        // wzyw
            __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xAA));        // zzzz
            __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x71));        // yxwy
            __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

            result = _mm_add_ps(
                _mm_add_ps(
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                        tmp7)), _mm_load_ps(&matrix34.vec0.x));

            transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * transformIndex);
        }
    }
    free(pMatriciesBuf);
    free(pIndicesBuf);
#ifdef _DEBUG
    return Vector3f(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
#else
    return Vector3f(result[0], result[1], result[2]);
#endif
}


xMrFox 25th January 2021 11:33 PM

Hi guys, I'm new on those things, i studied coding at school and I've always wanted to create
a cheat that it was mine. Its my code right? until here? I dont know i need to get handle to the process..
https://ibb.co/kyCPV9k

mikangchan 26th January 2021 03:02 AM

Quote:

Originally Posted by xMrFox (Post 3048032)
Hi guys, I'm new on those things, i studied coding at school and I've always wanted to create
a cheat that it was mine. Its my code right? until here? I dont know i need to get handle to the process..
https://ibb.co/kyCPV9k

looks correct to me, besides the last line, which should you will need to read global object manager (a double linked list) than get the game world from it.

However, none of your code will work becase the game is protected by BE which doesn't allow you to open a handle like any other windows application. You may find useful resources in anticheat bypass section but it's not generally recommended to work on a AC protected game if you have no experience.

montroisiemecon 26th January 2021 03:05 AM

Quote:

Originally Posted by xMrFox (Post 3048032)
Hi guys, I'm new on those things, i studied coding at school and I've always wanted to create
a cheat that it was mine. Its my code right? until here? I dont know i need to get handle to the process..
https://ibb.co/kyCPV9k

if it was that easy, would game companies pay an anticheat company? knowing how to code is a thing, writing hacks for game is a whole another story

Any idea how to open doors without power? Like interchange

Mareek 26th January 2021 06:27 AM

Quote:

Originally Posted by montroisiemecon (Post 3047893)
How i get player head position:


Code:

        const auto& playerBody = _deref(player.body);
        const auto& playerBones = _deref(playerBody.playerBones);
        hPos = getTransformPosition(_deref(playerBones.headTransform).transform);

Code:

struct Player
{
    char pad0[0x18];
    uint64_t localPlayer;  // 0x18
    CharacterController* characterController;  // 0x20
    char pad1[0x18]; // 0x18
    MovementContext* movementContext;  // 0x40
    char pad2[0x60];
    PlayerBody* body;  // 0xA8

Code:

struct PlayerBody
{
    char pad0[0x20];
    PlayerBones* playerBones;  // 0x20
    SkeletonRoot* skeletonRoot;  // 0x28
};

Code:

struct BifacialTransform
{
    char pad0[0x10];
    uint64_t transform;
};

struct PlayerBones
{
    char pad0[0x30];
    uint64_t neckTransform;  // 0x30
    char pad1[0x28];
    uint64_t leftPalmTransform;  // 0x60
    uint64_t rightPalmTransform;  // 0x68
    char pad2[0x48];
    uint64_t kickingFootTransform;  // 0xb8
    char pad3[0x18];
    BifacialTransform* headTransform;  // 0xd8
    BifacialTransform* leftShoulderTransform;  // 0xe0
    BifacialTransform* rightShoulderTransform;  // 0xe8
    char pad4[0x20];
    BifacialTransform* pelvisTransform;  // 0x110
};

Code:

Vector3f getTransformPosition(uint64_t transform) {
    auto transform_internal = driver::readMemory<uint64_t>(transform + 0x10);
    if (!transform_internal)
        return Vector3f();

    __m128 result;

    static const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
    static const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
    static const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

    const auto& pTransformAccessReadOnly = driver::readMemory<TransformAccessReadOnly>(transform_internal + 0x38);

    const auto& transformData = driver::readMemory<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

    size_t sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
    size_t sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);
    if (sizeIndicesBuf > 1000000)
        return Vector3f();
    if (sizeMatriciesBuf > 1000000)
        return Vector3f();
    // Allocate memory for storing large amounts of data (matricies and indicies)
    void* pMatriciesBuf = malloc(sizeMatriciesBuf);
    void* pIndicesBuf = malloc(sizeIndicesBuf);

    if (pMatriciesBuf && pIndicesBuf) {
        driver::readMemory(transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
        driver::readMemory(transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);

        result = *(__m128*)((uint64_t)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
        unsigned int transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
        unsigned int transformIndexInit = transformIndex;
        auto attempts(0);
        while (transformIndex >= 0 && transformIndex < (unsigned int)(sizeMatriciesBuf / 0x30) && attempts < 1000000)
        {
            ++attempts;
            Matrix34 matrix34 = *(Matrix34*)((uint64_t)pMatriciesBuf + 0x30 * transformIndex);

            __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x00));        // xxxx
            __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x55));        // yyyy
            __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x8E));        // zwxy
            __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xDB));        // wzyw
            __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xAA));        // zzzz
            __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x71));        // yxwy
            __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

            result = _mm_add_ps(
                _mm_add_ps(
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                        tmp7)), _mm_load_ps(&matrix34.vec0.x));

            transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * transformIndex);
        }
    }
    free(pMatriciesBuf);
    free(pIndicesBuf);
#ifdef _DEBUG
    return Vector3f(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
#else
    return Vector3f(result[0], result[1], result[2]);
#endif
}


thx, I will look into it later when I come home

montroisiemecon 26th January 2021 12:36 PM

Quote:

Originally Posted by Mareek (Post 3048248)
thx, I will look into it later when I come home

Code:

struct TransformAccessReadOnly {
    uint64_t pTransformData;
    int index;
};

struct TransformData {
    uint64_t pTransformArray;
    uint64_t pTransformIndices;
};

struct Matrix34 {
    Vector4f vec0;
    Vector4f vec1;
    Vector4f vec2;
};


brunph 26th January 2021 01:16 PM

Haven't seen a proper answer on the forum, is editing skills like endurance to a legit level like 40 detected?

ecthirune 26th January 2021 02:23 PM

Okay, i finally get something on screen using d3dxmatrix and d3dxmatrixtranspose + item d3dxvector, but location of item is inaccurate as fuck when i'm not pointing center of my screen on it, and when im far away more than 1-2 meters:
http://prntscr.com/xntlhx
http://prntscr.com/xntm18
http://prntscr.com/xntmur
http://prntscr.com/xntpmm

montroisiemecon 26th January 2021 02:24 PM

Quote:

Originally Posted by brunph (Post 3048475)
Haven't seen a proper answer on the forum, is editing skills like endurance to a legit level like 40 detected?

Its better to try messing with � subskills � like the buff values associated to the skills

Quote:

Originally Posted by ecthirune (Post 3048548)
Okay, i finally get something on screen using d3dxmatrix and d3dxmatrixtranspose + item d3dxvector, but location of item is inaccurate as fuck when i'm not pointing center of my screen on it, and when im far away more than 1-2 meters:
http://prntscr.com/xntlhx
http://prntscr.com/xntm18
http://prntscr.com/xntmur
http://prntscr.com/xntpmm

a recording would be very useful instead of screenshots

ecthirune 26th January 2021 03:30 PM

Quote:

Originally Posted by montroisiemecon (Post 3048550)
a recording would be very useful instead of screenshots

ya, true. https://bit.ly/2YfVG4i

Have no idea, GDI text just don't feel borders of screen, but they'r static inside W2S function
Code:

        float ScreenX = (1920 / 2) * (1.f + x / w);
        float ScreenY = (1080 / 2) * (1.f - y / w);

Ignore other floating and spawning "item" boxes around, i did not bother with draw overlay and other stuff right now.

coro 26th January 2021 03:31 PM

I found these threads

VDM: Vulnerable Driver Manipulation
VDM: Vulnerable Driver Manipulation

Vulnerable Driver Megathread
Vulnerable Driver Megathread

And trying to use drivers:
AsrDrv101.sys
AsrDrv102.sys

How do I do it in Python:
Code:

win32file.CreateFile("\\\\.\\GLOBALROOT\\Device\\AsrDrv102"....)
win32file.DeviceIoControl(driverHandle, ioctlCode, inData, outLen, None) # ioctlCode = 0x222808

When I try to read more than ~ 2GB of memory (it seems to me) the driver hangs and stops responding, only a reboot helps. On smaller offsets everything works fine.
If I want to use drivers from VDM: Vulnerable Driver Manipulation, where can I get Read IOCTL or Write IOCTL offsets? Should I use a Driver Exploit Scanner (Vulnerable Driver Scanner) or something?

montroisiemecon 26th January 2021 05:45 PM

Quote:

Originally Posted by ecthirune (Post 3048628)
ya, true. https://bit.ly/2YfVG4i

Have no idea, GDI text just don't feel borders of screen, but they'r static inside W2S function
Code:

        float ScreenX = (1920 / 2) * (1.f + x / w);
        float ScreenY = (1080 / 2) * (1.f - y / w);

Ignore other floating and spawning "item" boxes around, i did not bother with draw overlay and other stuff right now.

have you tried using this function?

Code:

    void toWinPos(Vector2f& screenPos, float width, float height)
    {
        screenPos.x = (screenPos.x + width) / 2;
        screenPos.y = (-screenPos.y + height) / 2;
    }

Quote:

Originally Posted by coro (Post 3048630)
I found these threads

VDM: Vulnerable Driver Manipulation
VDM: Vulnerable Driver Manipulation

Vulnerable Driver Megathread
Vulnerable Driver Megathread

And trying to use drivers:
AsrDrv101.sys
AsrDrv102.sys

How do I do it in Python:
Code:

win32file.CreateFile("\\\\.\\GLOBALROOT\\Device\\AsrDrv102"....)
win32file.DeviceIoControl(driverHandle, ioctlCode, inData, outLen, None) # ioctlCode = 0x222808

When I try to read more than ~ 2GB of memory (it seems to me) the driver hangs and stops responding, only a reboot helps. On smaller offsets everything works fine.
If I want to use drivers from VDM: Vulnerable Driver Manipulation, where can I get Read IOCTL or Write IOCTL offsets? Should I use a Driver Exploit Scanner (Vulnerable Driver Scanner) or something?

why would you read more than 2gb of memory at once?

ecthirune 26th January 2021 06:31 PM

Quote:

Originally Posted by montroisiemecon (Post 3048759)
have you tried using this function?

Yeah, added this after w2s(+transpose) calculations, and now text-box "item" stuck at top-left corner and not moving at all.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

coro 26th January 2021 06:32 PM

Quote:

Originally Posted by montroisiemecon (Post 3048759)
why would you read more than 2gb of memory at once?

Not at once. Difference offsets of memory: at 0x111-0x16900000 (about, im not at home now) work normal, when i tryed 0xff77000000 (about) driver stuck.

24jared24 27th January 2021 03:38 AM

Quote:

Originally Posted by brunph (Post 3048475)
Haven't seen a proper answer on the forum, is editing skills like endurance to a legit level like 40 detected?

I set all my skills to max (60) and turn on all of the good buffs like endurance, str, mag drills, search without any issues. You don't even need to set the skill levels you can just do the buffs the levels are just cosmetic.

That being said don't put anything in endurance or str carry weight over the normal max or you'll have issues

shardadmin 27th January 2021 07:55 AM

anyone else having random crashes (unity crash handler) at the end of raids when writing to breath/shot/walk effector or bullet speed. Setting mask to zero works just fine but writing to anything else in PWA causes some weird crashes every other raid.

Mareek 27th January 2021 08:49 AM

How to get bullet position?

montroisiemecon 27th January 2021 11:53 AM

Quote:

Originally Posted by shardadmin (Post 3049412)
anyone else having random crashes (unity crash handler) at the end of raids when writing to breath/shot/walk effector or bullet speed. Setting mask to zero works just fine but writing to anything else in PWA causes some weird crashes every other raid.

Dont zero the mask. Just let it to breathing and put breathing intensity to 0

Quote:

Originally Posted by Mareek (Post 3049448)
How to get bullet position?

This is not dayz where you can tp bullets to opponents head :D
If you want to go down this road, you will have to mess with the start position of the shots i think

shabu 27th January 2021 05:55 PM

class GameObjectManager
{
public:
BaseObject* m_lastTaggedObject; //0x0000
BaseObject* m_taggedObjects; //0x0008
BaseObject* m_lastActiveObject; //0x0010
BaseObject* m_activeObjects; //0x0018
};

class BaseObject
{
public:
BaseObject* m_lastObject; //0x0000
BaseObject* m_nextObjects; //0x0008
GameObject* m_objectEntity; //0x0010
};

class GameObject
{
public:
Object* curObjectInfo; //0x0028
ComponentArray* m_componentList; //0x0030
uint32_t m_componentCount; //0x0034
uint16_t m_tag; //0x0054
char* m_name; //0x0060
};

struct ComponentArray
{
public:
Transform* m_transform; //0x0008
uint64_t* m_firstComponent; //0x0018
};

-----------------------------------------------------------
I'm sorry that at this time, I still post articles about old knowledge points. I've been in this environment about takov structure inversion offset for some time. Now what puzzles me is that I don't know how to find the offset of local gameworld, but I read some previous posts that said IDA + dnspy was used But for me, I'm confused. I don't know how to do it

But now I know the latest offset, GameObject + 0x30] + 0x18] + 0x28 = localgameworld

What's more, I don't know why the offset of lasttagged objects is 0x0 and the offset of tagged objects is 0x8

The same is true for the offsets of lastactiveobject and activeobjects

I'm sorry I need your help very much! Can someone help me

m1se 27th January 2021 08:26 PM

Quote:

Originally Posted by montroisiemecon (Post 3049565)
Dont zero the mask. Just let it to breathing and put breathing intensity to 0



This is not dayz where you can tp bullets to opponents head :D
If you want to go down this road, you will have to mess with the start position of the shots i think

Yes you can https://i.imgur.com/Orv2X9X.png

montroisiemecon 27th January 2021 08:29 PM

Quote:

Originally Posted by m1se (Post 3049994)

interesting, that's how all those ppl shooting through 10 walls appeared recently then.

I was almost sure that this was all server sided, and only start position, direction and velocity were sent to server for computations, guess I was wrong then

ecthirune 27th January 2021 08:38 PM

Quote:

Originally Posted by shabu (Post 3049870)
class GameObjectManager
But now I know the latest offset, GameObject + 0x30] + 0x18] + 0x28 = localgameworld

What's more, I don't know why the offset of lasttagged objects is 0x0 and the offset of tagged objects is 0x8

you can use mono dissect from Cheat Engine (find localGameWorld there in assemblycsharp) to see all variables, that spawned in game session (items, players, environment and etc). use it to create offset chains.

m1se 27th January 2021 08:41 PM

Quote:

Originally Posted by montroisiemecon (Post 3049997)
interesting, that's how all those ppl shooting through 10 walls appeared recently then.

I was almost sure that this was all server sided, and only start position, direction and velocity were sent to server for computations, guess I was wrong then

It might be idk if modifying penetration power is still a viable method to do so, but yes there are an absurd amount of things in this game which are "unfortunately" client sided

montroisiemecon 27th January 2021 08:46 PM

Quote:

Originally Posted by m1se (Post 3050009)
It might be idk if modifying penetration power is still a viable method to do so, but yes there are an absurd amount of things in this game which are "unfortunately" client sided

you get the ballistics calculator from firearmcontroller?

m1se 27th January 2021 09:21 PM

Quote:

Originally Posted by montroisiemecon (Post 3050014)
you get the ballistics calculator from firearmcontroller?

Thats one way yes, but remember you need to obtain the "shot" class or an instance of it to mess around with TrajectoryCalculation

montroisiemecon 27th January 2021 09:50 PM

Quote:

Originally Posted by m1se (Post 3050048)
Thats one way yes, but remember you need to obtain the "shot" class or an instance of it to mess around with TrajectoryCalculation

Tried to tp bullets to head, shots did not register.
Most likely i have to change shot origin too

m1se 27th January 2021 09:57 PM

Quote:

Originally Posted by montroisiemecon (Post 3050066)
Tried to tp bullets to head, shots did not register.
Most likely i have to change shot origin too

How are you doing so? Depending on how you do it, game might override final shot position.

montroisiemecon 27th January 2021 10:07 PM

Quote:

Originally Posted by m1se (Post 3050071)
How are you doing so? Depending on how you do it, game might override final shot position.

writing the shot position at 0xe4
works offline, when trying online i hear the guy i'm shooting on like he received damage but he did not receive any

m1se 27th January 2021 10:24 PM

Quote:

Originally Posted by montroisiemecon (Post 3050079)
writing the shot position at 0xe4
works offline, when trying online i hear the guy i'm shooting on like he received damage but he did not receive any

I dont believe that would work without modyfying several other things, since you are just writing vector3_0(aka currentPosition), since when TrajectoryCalculation is called, vector3_0 the first parameter in TrajectoryCalculation called currentPosition, is set to
Code:

currentPosition = startPosition + velocity * time + 0.5f * time * time * a;
hence will be overridden to essentially be just like a normal shot, though it is odd that it works offline(maybe since shotpackets dont get verified idk )

MakingWithThCkn 27th January 2021 10:30 PM

is it possible to remove grass like this still?


montroisiemecon 27th January 2021 10:30 PM

Quote:

Originally Posted by m1se (Post 3050093)
I dont believe that would work without modyfying several other things, since you are just writing vector3_0(aka currentPosition), since when TrajectoryCalculation is called, vector3_0 the first parameter in TrajectoryCalculation called currentPosition, is set to
Code:

currentPosition = startPosition + velocity * time + 0.5f * time * time * a;
hence will be overridden to essentially be just like a normal shot, though it is odd that it works offline(maybe since shotpackets dont get verified idk )

I will try messing with initialPosition

m1se 27th January 2021 10:49 PM

Quote:

Originally Posted by montroisiemecon (Post 3050097)
I will try messing with initialPosition

I cant say whether or not that would work, but a simple hook does the job ;)

montroisiemecon 27th January 2021 11:17 PM

Quote:

Originally Posted by m1se (Post 3050108)
I cant say whether or not that would work, but a simple hook does the job ;)

im external
writing to both initialPosition and currentPosition gives almost 100% accuracy offline, but still doesnt work online


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

nicxio 28th January 2021 12:24 AM

Quote:

Originally Posted by montroisiemecon (Post 3050131)
im external
writing to both initialPosition and currentPosition gives almost 100% accuracy offline, but still doesnt work online

if you are to fast the bullet gets invalid. same like instahit

m1se 28th January 2021 12:29 AM

Quote:

Originally Posted by montroisiemecon (Post 3050131)
im external
writing to both initialPosition and currentPosition gives almost 100% accuracy offline, but still doesnt work online

By initialPosition do you mean startPosition ?

shardadmin 28th January 2021 01:25 AM

Quote:

Originally Posted by montroisiemecon (Post 3049565)
Dont zero the mask. Just let it to breathing and put breathing intensity to 0

I tried not zeroing the mask yet it crashes. Also, if I try to set breathing effector intensity or recoil before moving in a raid, my character gets stuck and can't walk. Weird that I'm the only one seeing this

24jared24 28th January 2021 01:40 AM

Quote:

Originally Posted by shardadmin (Post 3050226)
I tried not zeroing the mask yet it crashes. Also, if I try to set breathing effector intensity or recoil before moving in a raid, my character gets stuck and can't walk. Weird that I'm the only one seeing this

show how you're doing it, obviously you're writing something you shouldn't be

HHsPlays 28th January 2021 02:06 AM

Is anyone hijacking nvidias overlay still without any issues? I don’t really want to inject into the overlay and render that way, but i’m just curious because people have been saying that BattlEye now checks the flags on it.

montroisiemecon 28th January 2021 03:43 AM

Quote:

Originally Posted by m1se (Post 3050188)
By initialPosition do you mean startPosition ?

Yes thats it

Quote:

Originally Posted by nicxio (Post 3050184)
if you are to fast the bullet gets invalid. same like instahit

And how does server compute this speed? Considering i set startPosition and currentPosition?

shabu 28th January 2021 05:53 AM

Thank you for understanding me wrong. I have used mono dissect in the kitchen engine, and then I can find the looplist and player list through locameworld, but now I can't find the offset of localgamewrold in mono dissect, which is very confusing to me

ecthirune 28th January 2021 08:06 AM

Quote:

Originally Posted by montroisiemecon (Post 3047471)
Use world2screen then towinpos and esp should work

dropped +rep for you before, wanna do more cause you helpfull person, but can't do twice in a row xD
I solved my problem, and it was not in code. I found already 4 viewMatrix of my character in Camera, and used wrong one.
Anyway thanks.

mrleepark 28th January 2021 12:27 PM

Does anyone have information about NoRecoil and Spread?

montroisiemecon 28th January 2021 03:33 PM

Quote:

Originally Posted by ecthirune (Post 3050436)
dropped +rep for you before, wanna do more cause you helpfull person, but can't do twice in a row xD
I solved my problem, and it was not in code. I found already 4 viewMatrix of my character in Camera, and used wrong one.
Anyway thanks.

Glad to know you fixed it yourself

Quote:

Originally Posted by mrleepark (Post 3050583)
Does anyone have information about NoRecoil and Spread?

Please read the thread

MakingWithThCkn 28th January 2021 06:26 PM

Quote:

Originally Posted by montroisiemecon (Post 3050741)
Please read the thread

realizing there is close to 200 pages to look through :lmao:

virii72 28th January 2021 07:00 PM

Quote:

Originally Posted by MakingWithThCkn (Post 3050920)
realizing there is close to 200 pages to look through :lmao:

That's the best part! I bet I've looked thought the 200 pages three times trying to find one thing, each time I end up finding something I've missed prior and add it to my app :)

Plus come on... There is a search feature.

liquidace 28th January 2021 08:41 PM

Quote:

Originally Posted by montroisiemecon (Post 3049997)
interesting, that's how all those ppl shooting through 10 walls appeared recently then.

I was almost sure that this was all server sided, and only start position, direction and velocity were sent to server for computations, guess I was wrong then

We got this working a few days ago but 99% sure its detected server side, friend got 229'd this morning so I imagine I will as well shortly unless his problem was his way of hooking the function (he's external, I'm internal [not mono]).

you hook IsPenetrated in EFT.Ballistics.BallisticsCollider and then overwrite these

Code:

*reinterpret_cast<float*>(a1 + 0x38) = 1.0f; //PenetrationChance
                *reinterpret_cast<float*>(a1 + 0x3C) = 0.0f; //RicochetChance
                *reinterpret_cast<float*>(a1 + 0x40) = 0.0f; //FragmentationChance
                *reinterpret_cast<float*>(a1 + 0x44) = 0.0f; //TrajectoryDeviationChance
                *reinterpret_cast<float*>(a1 + 0x48) = 0.0f; //TrajectoryDeviation

                //Shot
                *reinterpret_cast<float*>(shot + 0xB0) = 1.0f; //PenetrationPower
                *reinterpret_cast<float*>(shot + 0xB4) = 1.0f; //PenetrationChance
                *reinterpret_cast<float*>(shot + 0xB8) = 0.0f; //RicochetChance
                *reinterpret_cast<float*>(shot + 0xBC) = 0.0f; //FragmentationChance

                return true;
        }

        return IsPenetrated(a1, shot, hitPoint);
}

params are:

Code:

IsPenetrated(uintptr_t a1, uintptr_t shot, Vector3 hitPoint)

montroisiemecon 28th January 2021 09:53 PM

Quote:

Originally Posted by liquidace (Post 3051045)
We got this working a few days ago but 99% sure its detected server side, friend got 229'd this morning so I imagine I will as well shortly unless his problem was his way of hooking the function (he's external, I'm internal [not mono]).

you hook IsPenetrated in EFT.Ballistics.BallisticsCollider and then overwrite these

Code:

*reinterpret_cast<float*>(a1 + 0x38) = 1.0f; //PenetrationChance
                *reinterpret_cast<float*>(a1 + 0x3C) = 0.0f; //RicochetChance
                *reinterpret_cast<float*>(a1 + 0x40) = 0.0f; //FragmentationChance
                *reinterpret_cast<float*>(a1 + 0x44) = 0.0f; //TrajectoryDeviationChance
                *reinterpret_cast<float*>(a1 + 0x48) = 0.0f; //TrajectoryDeviation

                //Shot
                *reinterpret_cast<float*>(shot + 0xB0) = 1.0f; //PenetrationPower
                *reinterpret_cast<float*>(shot + 0xB4) = 1.0f; //PenetrationChance
                *reinterpret_cast<float*>(shot + 0xB8) = 0.0f; //RicochetChance
                *reinterpret_cast<float*>(shot + 0xBC) = 0.0f; //FragmentationChance

                return true;
        }

        return IsPenetrated(a1, shot, hitPoint);
}

params are:

Code:

IsPenetrated(uintptr_t a1, uintptr_t shot, Vector3 hitPoint)

without hooking there should be a way too.
ballistics collider look like they are stored in a list somewhere, i'm working on finding that list

mikangchan 28th January 2021 10:11 PM

Quote:

Originally Posted by HHsPlays (Post 3050250)
Is anyone hijacking nvidias overlay still without any issues? I don�t really want to inject into the overlay and render that way, but i�m just curious because people have been saying that BattlEye now checks the flags on it.

I think it's detected since 2018, atleast for r6

liquidace 28th January 2021 10:45 PM

Quote:

Originally Posted by montroisiemecon (Post 3051115)
without hooking there should be a way too.
ballistics collider look like they are stored in a list somewhere, i'm working on finding that list

Na i just got hit too so its not hook related. They are definitely verifying something on the server side. Just like forcing swipe card doors open leads to 229 I assume?

montroisiemecon 28th January 2021 11:26 PM

Quote:

Originally Posted by liquidace (Post 3051156)
Na i just got hit too so its not hook related. They are definitely verifying something on the server side. Just like forcing swipe card doors open leads to 229 I assume?

dont you think its manual?

liquidace 28th January 2021 11:33 PM

Quote:

Originally Posted by montroisiemecon (Post 3051192)
dont you think its manual?

It has to be related specifically to this "shoot through walls" stuff. Everything else is UD, never really banned previously unless I snipe pestily or back when I was duping billions for RMT

mikangchan 29th January 2021 12:28 AM

Quote:

Originally Posted by montroisiemecon (Post 3029780)
uint64_t unknownPtr = driver::readMemory<uint64_t>((uint64_t)lootItem + 0x10);
uint64_t interactiveClass = driver::readMemory<uint64_t>((uint64_t)unknownPtr + 0x28);
uint64_t baseObject = driver::readMemory<uint64_t>((uint64_t)interactiveClass + 0x10);
uint64_t gameObject = driver::readMemory<uint64_t>((uint64_t)baseObject + 0x30);
}[/CODE]

what's this 0x10] 0x28] 0x10] 0x30] chain? is the gameobject the same as 0x10] 0x30] chain?
edit: looks like it goes through the 'interactive' class. would still like to know if it's the same
edit2: looks like they are the same.

HHsPlays 29th January 2021 04:36 AM

Quote:

Originally Posted by mikangchan (Post 3051138)
I think it's detected since 2018, atleast for r6

Nah, I was hijacking nvidias overlay on r6 for around 3 months without issue and have been doing it on EFT for around 5 now, no issues until now where people have been saying that its detected now.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

AhmedGH 29th January 2021 07:02 AM

Quote:

Originally Posted by AhmedGH (Post 3044369)
About rayCast, it's currently at (UnityPlayer + 0x3FE9F0) with signature of:
Code:

typedef bool(__fastcall* rayCastInjected)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
And ray should be:
Code:

struct Ray
{
        D3DXVECTOR3 Origin;
        D3DXVECTOR3 direction;

        Ray(D3DXVECTOR3 origin, D3DXVECTOR3 direction)
        {
                this->Origin = origin;
                this->direction = direction;
                Normalize(this->direction, 1E-05f);
        }
};

As Per @Respecter.. But when trying to use it, it just crash the game, something must be wrong..!
Also for the note he said "NOTE: Calling it outside MainThread will make your bullets get fucked." then how to be attached to MainThread? As I'm using discord overlay's thread..!

Any help regrading to that will be appreciated as well! Thanks.

The post from @Respecter is : https://www.unknowncheats.me/forum/2...-post2097.html

Thanks.

Re-bump that help, please if someone can help! :)

liquidace 29th January 2021 08:01 AM

you've been told exactly what to do. Hook something that is in a sync'd thread and then it works just fine?

AhmedGH 29th January 2021 09:38 AM

Quote:

Originally Posted by liquidace (Post 3051451)
you've been told exactly what to do. Hook something that is in a sync'd thread and then it works just fine?

It just crash the game! how could that be? What @Respecter said if it's not on main thread, it will just miss up with the bullets, but not crashing from calling it!

liquidace 29th January 2021 06:50 PM

so hook a function called in main thread?

MichealKennedy 30th January 2021 02:01 AM

Code:

namespace Physics
{
        enum QueryTriggerInteraction
        {
                UseGlobal = 0,
                Ignore = 1,
                Collide = 2
        };
        struct Ray
        {
                FVector origin;
                FVector direction;

                Ray(FVector origin, FVector direction)
                {
                        this->origin = origin;
                        this->direction = direction;

                        this->direction = direction.Normalize();
                }
        };

        typedef uint32_t(_fastcall* GetDefaultPhysicsScene_t)(uint32_t* ref);
        GetDefaultPhysicsScene_t fnGetDefaultPhysicsScene = (GetDefaultPhysicsScene_t)((uintptr_t)GetModuleHandleA(XorString("UnityPlayer.dll")) + 0x3FF8E0);//need update

        typedef bool(__fastcall* RaycastTest_t)(uint32_t* scene, Ray* position, float distance, int layersMask, int queryTriggerInteraction);
        RaycastTest_t fnRaycastTest = (RaycastTest_t)((uintptr_t)GetModuleHandleA(XorString("UnityPlayer.dll")) + 0x3FE9F0);//need update

        bool Raycast(FVector origin, FVector direction, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction)
        {
                uint32_t scene;
                fnGetDefaultPhysicsScene(&scene);

                float magnitude = fn_sqrtf(direction.GetMagnitudeSqr());
                bool result;
                if (magnitude > 1.401298E-45f)
                {
                        FVector direction2 = FVector(direction.x / magnitude, direction.y / magnitude, direction.z / magnitude);
                        Ray ray = Ray(origin, direction2);
                        result = fnRaycastTest(&scene, &ray, maxDistance, layerMask, queryTriggerInteraction);
                }
                else
                {
                        result = false;
                }
                return result;
        }
}
        bool IsVisible(FVector origin, FVector target)
        {
                FVector shootPos = origin;
                FVector vector = target - shootPos;
                Physics::Ray ray = Physics::Ray(shootPos, vector);
                float maxDistance = fn_sqrtf(vector.GetMagnitudeSqr());

                return Physics::Raycast(ray.origin, ray.direction, maxDistance, 7680, Physics::Ignore);
        }


Poorman24 30th January 2021 08:27 AM

if anyone needed the key number for ministral GetKeyDownInt from unity engine here:
Code:

enum class KeyCode
{
        None,
        // Token: 0x04000553 RID: 1363
        Backspace = 8,
        // Token: 0x04000554 RID: 1364
        Delete = 127,
        // Token: 0x04000555 RID: 1365
        Tab = 9,
        // Token: 0x04000556 RID: 1366
        Clear = 12,
        // Token: 0x04000557 RID: 1367
        Return,
        // Token: 0x04000558 RID: 1368
        Pause = 19,
        // Token: 0x04000559 RID: 1369
        Escape = 27,
        // Token: 0x0400055A RID: 1370
        Space = 32,
        // Token: 0x0400055B RID: 1371
        Keypad0 = 256,
        // Token: 0x0400055C RID: 1372
        Keypad1,
        // Token: 0x0400055D RID: 1373
        Keypad2,
        // Token: 0x0400055E RID: 1374
        Keypad3,
        // Token: 0x0400055F RID: 1375
        Keypad4,
        // Token: 0x04000560 RID: 1376
        Keypad5,
        // Token: 0x04000561 RID: 1377
        Keypad6,
        // Token: 0x04000562 RID: 1378
        Keypad7,
        // Token: 0x04000563 RID: 1379
        Keypad8,
        // Token: 0x04000564 RID: 1380
        Keypad9,
        // Token: 0x04000565 RID: 1381
        KeypadPeriod,
        // Token: 0x04000566 RID: 1382
        KeypadDivide,
        // Token: 0x04000567 RID: 1383
        KeypadMultiply,
        // Token: 0x04000568 RID: 1384
        KeypadMinus,
        // Token: 0x04000569 RID: 1385
        KeypadPlus,
        // Token: 0x0400056A RID: 1386
        KeypadEnter,
        // Token: 0x0400056B RID: 1387
        KeypadEquals,
        // Token: 0x0400056C RID: 1388
        UpArrow,
        // Token: 0x0400056D RID: 1389
        DownArrow,
        // Token: 0x0400056E RID: 1390
        RightArrow,
        // Token: 0x0400056F RID: 1391
        LeftArrow,
        // Token: 0x04000570 RID: 1392
        Insert,
        // Token: 0x04000571 RID: 1393
        Home,
        // Token: 0x04000572 RID: 1394
        End,
        // Token: 0x04000573 RID: 1395
        PageUp,
        // Token: 0x04000574 RID: 1396
        PageDown,
        // Token: 0x04000575 RID: 1397
        F1,
        // Token: 0x04000576 RID: 1398
        F2,
        // Token: 0x04000577 RID: 1399
        F3,
        // Token: 0x04000578 RID: 1400
        F4,
        // Token: 0x04000579 RID: 1401
        F5,
        // Token: 0x0400057A RID: 1402
        F6,
        // Token: 0x0400057B RID: 1403
        F7,
        // Token: 0x0400057C RID: 1404
        F8,
        // Token: 0x0400057D RID: 1405
        F9,
        // Token: 0x0400057E RID: 1406
        F10,
        // Token: 0x0400057F RID: 1407
        F11,
        // Token: 0x04000580 RID: 1408
        F12,
        // Token: 0x04000581 RID: 1409
        F13,
        // Token: 0x04000582 RID: 1410
        F14,
        // Token: 0x04000583 RID: 1411
        F15,
        // Token: 0x04000584 RID: 1412
        Alpha0 = 48,
        // Token: 0x04000585 RID: 1413
        Alpha1,
        // Token: 0x04000586 RID: 1414
        Alpha2,
        // Token: 0x04000587 RID: 1415
        Alpha3,
        // Token: 0x04000588 RID: 1416
        Alpha4,
        // Token: 0x04000589 RID: 1417
        Alpha5,
        // Token: 0x0400058A RID: 1418
        Alpha6,
        // Token: 0x0400058B RID: 1419
        Alpha7,
        // Token: 0x0400058C RID: 1420
        Alpha8,
        // Token: 0x0400058D RID: 1421
        Alpha9,
        // Token: 0x0400058E RID: 1422
        Exclaim = 33,
        // Token: 0x0400058F RID: 1423
        DoubleQuote,
        // Token: 0x04000590 RID: 1424
        Hash,
        // Token: 0x04000591 RID: 1425
        Dollar,
        // Token: 0x04000592 RID: 1426
        Percent,
        // Token: 0x04000593 RID: 1427
        Ampersand,
        // Token: 0x04000594 RID: 1428
        Quote,
        // Token: 0x04000595 RID: 1429
        LeftParen,
        // Token: 0x04000596 RID: 1430
        RightParen,
        // Token: 0x04000597 RID: 1431
        Asterisk,
        // Token: 0x04000598 RID: 1432
        Plus,
        // Token: 0x04000599 RID: 1433
        Comma,
        // Token: 0x0400059A RID: 1434
        Minus,
        // Token: 0x0400059B RID: 1435
        Period,
        // Token: 0x0400059C RID: 1436
        Slash,
        // Token: 0x0400059D RID: 1437
        Colon = 58,
        // Token: 0x0400059E RID: 1438
        Semicolon,
        // Token: 0x0400059F RID: 1439
        Less,
        // Token: 0x040005A0 RID: 1440
        Equals,
        // Token: 0x040005A1 RID: 1441
        Greater,
        // Token: 0x040005A2 RID: 1442
        Question,
        // Token: 0x040005A3 RID: 1443
        At,
        // Token: 0x040005A4 RID: 1444
        LeftBracket = 91,
        // Token: 0x040005A5 RID: 1445
        Backslash,
        // Token: 0x040005A6 RID: 1446
        RightBracket,
        // Token: 0x040005A7 RID: 1447
        Caret,
        // Token: 0x040005A8 RID: 1448
        Underscore,
        // Token: 0x040005A9 RID: 1449
        BackQuote,
        // Token: 0x040005AA RID: 1450
        A,
        // Token: 0x040005AB RID: 1451
        B,
        // Token: 0x040005AC RID: 1452
        C,
        // Token: 0x040005AD RID: 1453
        D,
        // Token: 0x040005AE RID: 1454
        E,
        // Token: 0x040005AF RID: 1455
        F,
        // Token: 0x040005B0 RID: 1456
        G,
        // Token: 0x040005B1 RID: 1457
        H,
        // Token: 0x040005B2 RID: 1458
        I,
        // Token: 0x040005B3 RID: 1459
        J,
        // Token: 0x040005B4 RID: 1460
        K,
        // Token: 0x040005B5 RID: 1461
        L,
        // Token: 0x040005B6 RID: 1462
        M,
        // Token: 0x040005B7 RID: 1463
        N,
        // Token: 0x040005B8 RID: 1464
        O,
        // Token: 0x040005B9 RID: 1465
        P,
        // Token: 0x040005BA RID: 1466
        Q,
        // Token: 0x040005BB RID: 1467
        R,
        // Token: 0x040005BC RID: 1468
        S,
        // Token: 0x040005BD RID: 1469
        T,
        // Token: 0x040005BE RID: 1470
        U,
        // Token: 0x040005BF RID: 1471
        V,
        // Token: 0x040005C0 RID: 1472
        W,
        // Token: 0x040005C1 RID: 1473
        X,
        // Token: 0x040005C2 RID: 1474
        Y,
        // Token: 0x040005C3 RID: 1475
        Z,
        // Token: 0x040005C4 RID: 1476
        LeftCurlyBracket,
        // Token: 0x040005C5 RID: 1477
        Pipe,
        // Token: 0x040005C6 RID: 1478
        RightCurlyBracket,
        // Token: 0x040005C7 RID: 1479
        Tilde,
        // Token: 0x040005C8 RID: 1480
        Numlock = 300,
        // Token: 0x040005C9 RID: 1481
        CapsLock,
        // Token: 0x040005CA RID: 1482
        ScrollLock,
        // Token: 0x040005CB RID: 1483
        RightShift,
        // Token: 0x040005CC RID: 1484
        LeftShift,
        // Token: 0x040005CD RID: 1485
        RightControl,
        // Token: 0x040005CE RID: 1486
        LeftControl,
        // Token: 0x040005CF RID: 1487
        RightAlt,
        // Token: 0x040005D0 RID: 1488
        LeftAlt,
        // Token: 0x040005D1 RID: 1489
        LeftCommand = 310,
        // Token: 0x040005D2 RID: 1490
        LeftApple = 310,
        // Token: 0x040005D3 RID: 1491
        LeftWindows,
        // Token: 0x040005D4 RID: 1492
        RightCommand = 309,
        // Token: 0x040005D5 RID: 1493
        RightApple = 309,
        // Token: 0x040005D6 RID: 1494
        RightWindows = 312,
        // Token: 0x040005D7 RID: 1495
        AltGr,
        // Token: 0x040005D8 RID: 1496
        Help = 315,
        // Token: 0x040005D9 RID: 1497
        Print,
        // Token: 0x040005DA RID: 1498
        SysReq,
        // Token: 0x040005DB RID: 1499
        Break,
        // Token: 0x040005DC RID: 1500
        Menu,
        // Token: 0x040005DD RID: 1501
        Mouse0 = 323,
        // Token: 0x040005DE RID: 1502
        Mouse1,
        // Token: 0x040005DF RID: 1503
        Mouse2,
        // Token: 0x040005E0 RID: 1504
        Mouse3,
        // Token: 0x040005E1 RID: 1505
        Mouse4,
        // Token: 0x040005E2 RID: 1506
        Mouse5,
        // Token: 0x040005E3 RID: 1507
        Mouse6,
        // Token: 0x040005E4 RID: 1508
        JoystickButton0,
        // Token: 0x040005E5 RID: 1509
        JoystickButton1,
        // Token: 0x040005E6 RID: 1510
        JoystickButton2,
        // Token: 0x040005E7 RID: 1511
        JoystickButton3,
        // Token: 0x040005E8 RID: 1512
        JoystickButton4,
        // Token: 0x040005E9 RID: 1513
        JoystickButton5,
        // Token: 0x040005EA RID: 1514
        JoystickButton6,
        // Token: 0x040005EB RID: 1515
        JoystickButton7,
        // Token: 0x040005EC RID: 1516
        JoystickButton8,
        // Token: 0x040005ED RID: 1517
        JoystickButton9,
        // Token: 0x040005EE RID: 1518
        JoystickButton10,
        // Token: 0x040005EF RID: 1519
        JoystickButton11,
        // Token: 0x040005F0 RID: 1520
        JoystickButton12,
        // Token: 0x040005F1 RID: 1521
        JoystickButton13,
        // Token: 0x040005F2 RID: 1522
        JoystickButton14,
        // Token: 0x040005F3 RID: 1523
        JoystickButton15,
        // Token: 0x040005F4 RID: 1524
        JoystickButton16,
        // Token: 0x040005F5 RID: 1525
        JoystickButton17,
        // Token: 0x040005F6 RID: 1526
        JoystickButton18,
        // Token: 0x040005F7 RID: 1527
        JoystickButton19,
        // Token: 0x040005F8 RID: 1528
        Joystick1Button0,
        // Token: 0x040005F9 RID: 1529
        Joystick1Button1,
        // Token: 0x040005FA RID: 1530
        Joystick1Button2,
        // Token: 0x040005FB RID: 1531
        Joystick1Button3,
        // Token: 0x040005FC RID: 1532
        Joystick1Button4,
        // Token: 0x040005FD RID: 1533
        Joystick1Button5,
        // Token: 0x040005FE RID: 1534
        Joystick1Button6,
        // Token: 0x040005FF RID: 1535
        Joystick1Button7,
        // Token: 0x04000600 RID: 1536
        Joystick1Button8,
        // Token: 0x04000601 RID: 1537
        Joystick1Button9,
        // Token: 0x04000602 RID: 1538
        Joystick1Button10,
        // Token: 0x04000603 RID: 1539
        Joystick1Button11,
        // Token: 0x04000604 RID: 1540
        Joystick1Button12,
        // Token: 0x04000605 RID: 1541
        Joystick1Button13,
        // Token: 0x04000606 RID: 1542
        Joystick1Button14,
        // Token: 0x04000607 RID: 1543
        Joystick1Button15,
        // Token: 0x04000608 RID: 1544
        Joystick1Button16,
        // Token: 0x04000609 RID: 1545
        Joystick1Button17,
        // Token: 0x0400060A RID: 1546
        Joystick1Button18,
        // Token: 0x0400060B RID: 1547
        Joystick1Button19,
        // Token: 0x0400060C RID: 1548
        Joystick2Button0,
        // Token: 0x0400060D RID: 1549
        Joystick2Button1,
        // Token: 0x0400060E RID: 1550
        Joystick2Button2,
        // Token: 0x0400060F RID: 1551
        Joystick2Button3,
        // Token: 0x04000610 RID: 1552
        Joystick2Button4,
        // Token: 0x04000611 RID: 1553
        Joystick2Button5,
        // Token: 0x04000612 RID: 1554
        Joystick2Button6,
        // Token: 0x04000613 RID: 1555
        Joystick2Button7,
        // Token: 0x04000614 RID: 1556
        Joystick2Button8,
        // Token: 0x04000615 RID: 1557
        Joystick2Button9,
        // Token: 0x04000616 RID: 1558
        Joystick2Button10,
        // Token: 0x04000617 RID: 1559
        Joystick2Button11,
        // Token: 0x04000618 RID: 1560
        Joystick2Button12,
        // Token: 0x04000619 RID: 1561
        Joystick2Button13,
        // Token: 0x0400061A RID: 1562
        Joystick2Button14,
        // Token: 0x0400061B RID: 1563
        Joystick2Button15,
        // Token: 0x0400061C RID: 1564
        Joystick2Button16,
        // Token: 0x0400061D RID: 1565
        Joystick2Button17,
        // Token: 0x0400061E RID: 1566
        Joystick2Button18,
        // Token: 0x0400061F RID: 1567
        Joystick2Button19,
        // Token: 0x04000620 RID: 1568
        Joystick3Button0,
        // Token: 0x04000621 RID: 1569
        Joystick3Button1,
        // Token: 0x04000622 RID: 1570
        Joystick3Button2,
        // Token: 0x04000623 RID: 1571
        Joystick3Button3,
        // Token: 0x04000624 RID: 1572
        Joystick3Button4,
        // Token: 0x04000625 RID: 1573
        Joystick3Button5,
        // Token: 0x04000626 RID: 1574
        Joystick3Button6,
        // Token: 0x04000627 RID: 1575
        Joystick3Button7,
        // Token: 0x04000628 RID: 1576
        Joystick3Button8,
        // Token: 0x04000629 RID: 1577
        Joystick3Button9,
        // Token: 0x0400062A RID: 1578
        Joystick3Button10,
        // Token: 0x0400062B RID: 1579
        Joystick3Button11,
        // Token: 0x0400062C RID: 1580
        Joystick3Button12,
        // Token: 0x0400062D RID: 1581
        Joystick3Button13,
        // Token: 0x0400062E RID: 1582
        Joystick3Button14,
        // Token: 0x0400062F RID: 1583
        Joystick3Button15,
        // Token: 0x04000630 RID: 1584
        Joystick3Button16,
        // Token: 0x04000631 RID: 1585
        Joystick3Button17,
        // Token: 0x04000632 RID: 1586
        Joystick3Button18,
        // Token: 0x04000633 RID: 1587
        Joystick3Button19,
        // Token: 0x04000634 RID: 1588
        Joystick4Button0,
        // Token: 0x04000635 RID: 1589
        Joystick4Button1,
        // Token: 0x04000636 RID: 1590
        Joystick4Button2,
        // Token: 0x04000637 RID: 1591
        Joystick4Button3,
        // Token: 0x04000638 RID: 1592
        Joystick4Button4,
        // Token: 0x04000639 RID: 1593
        Joystick4Button5,
        // Token: 0x0400063A RID: 1594
        Joystick4Button6,
        // Token: 0x0400063B RID: 1595
        Joystick4Button7,
        // Token: 0x0400063C RID: 1596
        Joystick4Button8,
        // Token: 0x0400063D RID: 1597
        Joystick4Button9,
        // Token: 0x0400063E RID: 1598
        Joystick4Button10,
        // Token: 0x0400063F RID: 1599
        Joystick4Button11,
        // Token: 0x04000640 RID: 1600
        Joystick4Button12,
        // Token: 0x04000641 RID: 1601
        Joystick4Button13,
        // Token: 0x04000642 RID: 1602
        Joystick4Button14,
        // Token: 0x04000643 RID: 1603
        Joystick4Button15,
        // Token: 0x04000644 RID: 1604
        Joystick4Button16,
        // Token: 0x04000645 RID: 1605
        Joystick4Button17,
        // Token: 0x04000646 RID: 1606
        Joystick4Button18,
        // Token: 0x04000647 RID: 1607
        Joystick4Button19,
        // Token: 0x04000648 RID: 1608
        Joystick5Button0,
        // Token: 0x04000649 RID: 1609
        Joystick5Button1,
        // Token: 0x0400064A RID: 1610
        Joystick5Button2,
        // Token: 0x0400064B RID: 1611
        Joystick5Button3,
        // Token: 0x0400064C RID: 1612
        Joystick5Button4,
        // Token: 0x0400064D RID: 1613
        Joystick5Button5,
        // Token: 0x0400064E RID: 1614
        Joystick5Button6,
        // Token: 0x0400064F RID: 1615
        Joystick5Button7,
        // Token: 0x04000650 RID: 1616
        Joystick5Button8,
        // Token: 0x04000651 RID: 1617
        Joystick5Button9,
        // Token: 0x04000652 RID: 1618
        Joystick5Button10,
        // Token: 0x04000653 RID: 1619
        Joystick5Button11,
        // Token: 0x04000654 RID: 1620
        Joystick5Button12,
        // Token: 0x04000655 RID: 1621
        Joystick5Button13,
        // Token: 0x04000656 RID: 1622
        Joystick5Button14,
        // Token: 0x04000657 RID: 1623
        Joystick5Button15,
        // Token: 0x04000658 RID: 1624
        Joystick5Button16,
        // Token: 0x04000659 RID: 1625
        Joystick5Button17,
        // Token: 0x0400065A RID: 1626
        Joystick5Button18,
        // Token: 0x0400065B RID: 1627
        Joystick5Button19,
        // Token: 0x0400065C RID: 1628
        Joystick6Button0,
        // Token: 0x0400065D RID: 1629
        Joystick6Button1,
        // Token: 0x0400065E RID: 1630
        Joystick6Button2,
        // Token: 0x0400065F RID: 1631
        Joystick6Button3,
        // Token: 0x04000660 RID: 1632
        Joystick6Button4,
        // Token: 0x04000661 RID: 1633
        Joystick6Button5,
        // Token: 0x04000662 RID: 1634
        Joystick6Button6,
        // Token: 0x04000663 RID: 1635
        Joystick6Button7,
        // Token: 0x04000664 RID: 1636
        Joystick6Button8,
        // Token: 0x04000665 RID: 1637
        Joystick6Button9,
        // Token: 0x04000666 RID: 1638
        Joystick6Button10,
        // Token: 0x04000667 RID: 1639
        Joystick6Button11,
        // Token: 0x04000668 RID: 1640
        Joystick6Button12,
        // Token: 0x04000669 RID: 1641
        Joystick6Button13,
        // Token: 0x0400066A RID: 1642
        Joystick6Button14,
        // Token: 0x0400066B RID: 1643
        Joystick6Button15,
        // Token: 0x0400066C RID: 1644
        Joystick6Button16,
        // Token: 0x0400066D RID: 1645
        Joystick6Button17,
        // Token: 0x0400066E RID: 1646
        Joystick6Button18,
        // Token: 0x0400066F RID: 1647
        Joystick6Button19,
        // Token: 0x04000670 RID: 1648
        Joystick7Button0,
        // Token: 0x04000671 RID: 1649
        Joystick7Button1,
        // Token: 0x04000672 RID: 1650
        Joystick7Button2,
        // Token: 0x04000673 RID: 1651
        Joystick7Button3,
        // Token: 0x04000674 RID: 1652
        Joystick7Button4,
        // Token: 0x04000675 RID: 1653
        Joystick7Button5,
        // Token: 0x04000676 RID: 1654
        Joystick7Button6,
        // Token: 0x04000677 RID: 1655
        Joystick7Button7,
        // Token: 0x04000678 RID: 1656
        Joystick7Button8,
        // Token: 0x04000679 RID: 1657
        Joystick7Button9,
        // Token: 0x0400067A RID: 1658
        Joystick7Button10,
        // Token: 0x0400067B RID: 1659
        Joystick7Button11,
        // Token: 0x0400067C RID: 1660
        Joystick7Button12,
        // Token: 0x0400067D RID: 1661
        Joystick7Button13,
        // Token: 0x0400067E RID: 1662
        Joystick7Button14,
        // Token: 0x0400067F RID: 1663
        Joystick7Button15,
        // Token: 0x04000680 RID: 1664
        Joystick7Button16,
        // Token: 0x04000681 RID: 1665
        Joystick7Button17,
        // Token: 0x04000682 RID: 1666
        Joystick7Button18,
        // Token: 0x04000683 RID: 1667
        Joystick7Button19,
        // Token: 0x04000684 RID: 1668
        Joystick8Button0,
        // Token: 0x04000685 RID: 1669
        Joystick8Button1,
        // Token: 0x04000686 RID: 1670
        Joystick8Button2,
        // Token: 0x04000687 RID: 1671
        Joystick8Button3,
        // Token: 0x04000688 RID: 1672
        Joystick8Button4,
        // Token: 0x04000689 RID: 1673
        Joystick8Button5,
        // Token: 0x0400068A RID: 1674
        Joystick8Button6,
        // Token: 0x0400068B RID: 1675
        Joystick8Button7,
        // Token: 0x0400068C RID: 1676
        Joystick8Button8,
        // Token: 0x0400068D RID: 1677
        Joystick8Button9,
        // Token: 0x0400068E RID: 1678
        Joystick8Button10,
        // Token: 0x0400068F RID: 1679
        Joystick8Button11,
        // Token: 0x04000690 RID: 1680
        Joystick8Button12,
        // Token: 0x04000691 RID: 1681
        Joystick8Button13,
        // Token: 0x04000692 RID: 1682
        Joystick8Button14,
        // Token: 0x04000693 RID: 1683
        Joystick8Button15,
        // Token: 0x04000694 RID: 1684
        Joystick8Button16,
        // Token: 0x04000695 RID: 1685
        Joystick8Button17,
        // Token: 0x04000696 RID: 1686
        Joystick8Button18,
        // Token: 0x04000697 RID: 1687
        Joystick8Button19
};


Avibzi 30th January 2021 01:02 PM

is it possible to do visibleCheck externally? found nothing about it on the thread and on dnsSpy, any help or hint is appreciated

shabu 30th January 2021 06:48 PM

I am a novice. How can I find the offset chain of loopposition in unispect / CE mono? I can find the looplist 0x58 and items 0x10 manually

Now the latest offset chain is loopposition = loopobject] + 0x10] + 0x30] + 0x30] + 0x08] + 0x38] + 0xb0. How can I find them better?

This post should help more people in need! Does anyone know

ecthirune 31st January 2021 02:02 PM

Quote:

Originally Posted by shabu (Post 3052820)
I am a novice. How can I find the offset chain of loopposition in unispect / CE mono? I can find the looplist 0x58 and items 0x10 manually

Now the latest offset chain is loopposition = loopobject] + 0x10] + 0x30] + 0x30] + 0x08] + 0x38] + 0xb0. How can I find them better?

This post should help more people in need! Does anyone know

looTposition, not looPposition.
and you found them correctly, why do you bother to do it "better" ?

vankszhang 31st January 2021 06:37 PM

Anyone have Bullet Power offset?
Thanks.

AhmedGH 31st January 2021 08:57 PM

Quote:

Originally Posted by Lynxaa (Post 3046331)
You can try attaching to the main thread by using the mono exports, mono_thread_attach

http://docs.go-mono.com/index.aspx?l...i-threads.html

Sorry, but I'm trying to use that, I think I got it's offset if I'm not wrong, found it takes 1 parameter which is _qword, which I suggest should be the ptr for the funtion that will be attached to main thread, please correct me if I'm wrong.

Here is how i declare the functions used for RayCast:
Code:

typedef bool(__fastcall* rayCastInjected)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
rayCastInjected RayCastInjected;

typedef uint32_t(__fastcall* GetDefaultPhysicsScene_t)(uint32_t* ref);
GetDefaultPhysicsScene_t fnGetDefaultPhysicsScene;

typedef uint64_t(__fastcall* mono_thread_attach_t)(void(*f));
mono_thread_attach_t mono_thread_attach;

Is mono_thread_attach signature right this way or not?
Also what should I pass on to the parameter?

I got it's offset at (UnityPlayer.dll + 0x15B7600). I hope you correct me if I'm wrong, just put me in the right direction and I will try to get it.

Thanks a lot.

HELOHELO121 31st January 2021 09:42 PM

Quote:

Originally Posted by 24jared24 (Post 3049283)
I set all my skills to max (60) and turn on all of the good buffs like endurance, str, mag drills, search without any issues. You don't even need to set the skill levels you can just do the buffs the levels are just cosmetic.

That being said don't put anything in endurance or str carry weight over the normal max or you'll have issues

So you're saying we can literally just do this and it isn't checked by the server at all?

Lynxaa 31st January 2021 10:01 PM

Quote:

Originally Posted by AhmedGH (Post 3053837)
Sorry, but I'm trying to use that, I think I got it's offset if I'm not wrong, found it takes 1 parameter which is _qword, which I suggest should be the ptr for the funtion that will be attached to main thread, please correct me if I'm wrong.

Here is how i declare the functions used for RayCast:
Code:

typedef bool(__fastcall* rayCastInjected)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
rayCastInjected RayCastInjected;

typedef uint32_t(__fastcall* GetDefaultPhysicsScene_t)(uint32_t* ref);
GetDefaultPhysicsScene_t fnGetDefaultPhysicsScene;

typedef uint64_t(__fastcall* mono_thread_attach_t)(void(*f));
mono_thread_attach_t mono_thread_attach;

Is mono_thread_attach signature right this way or not?
Also what should I pass on to the parameter?

I got it's offset at (UnityPlayer.dll + 0x15B7600). I hope you correct me if I'm wrong, just put me in the right direction and I will try to get it.

Thanks a lot.

the mono functions are exported by mono-bwgc-2.0.dll or something along those lines iirc, you can walk the PE exports and get them that way.

use mono_thread_attach and pass mono_thread_get_main

it's been a long time since I've touched tarkov but this is how I remember all the weird mono thread shenanigans working, at least when invoking mono calls internally from different threads (e.g thread hijack)

liquidace 31st January 2021 10:07 PM

Quote:

Originally Posted by HELOHELO121 (Post 3053865)
So you're saying we can literally just do this and it isn't checked by the server at all?

yes just don't touch anything that makes you move faster like strength or you will rubber band. You can have "near" instant reload etc just fine

HELOHELO121 31st January 2021 10:41 PM

Quote:

Originally Posted by liquidace (Post 3053874)
yes just don't touch anything that makes you move faster like strength or you will rubber band. You can have "near" instant reload etc just fine

Yea I used to change the overweight limits but I had to disable it cause it made me rubber band all the time and basically get stuck. Their rubberbanding calculations are pretty forgiving though, because I can move at 1.7x the normal speed and it doesn't rubberband me but any higher gets you rubberbanded.

liquidace 31st January 2021 11:00 PM

Quote:

Originally Posted by HELOHELO121 (Post 3053898)
Yea I used to change the overweight limits but I had to disable it cause it made me rubber band all the time and basically get stuck. Their rubberbanding calculations are pretty forgiving though, because I can move at 1.7x the normal speed and it doesn't rubberband me but any higher gets you rubberbanded.

try use 1.7x when you are carrying 57kg+ i suspect you cant move at all?

Lynxaa 1st February 2021 12:00 AM

Quote:

Originally Posted by HELOHELO121 (Post 3053898)
Yea I used to change the overweight limits but I had to disable it cause it made me rubber band all the time and basically get stuck. Their rubberbanding calculations are pretty forgiving though, because I can move at 1.7x the normal speed and it doesn't rubberband me but any higher gets you rubberbanded.

odd, when they introduced the new weight limits I removed them from slowing your player and draining stamina and had no issues sprinting with 80kg of gear on me, let alone using speedhack at ~1.5x speed.

I didn't touch skills to remove the limitations though.

edit: this was some time mid last year though, maybe it changed recently.

liquidace 1st February 2021 12:14 AM

Quote:

Originally Posted by Lynxaa (Post 3053960)
odd, when they introduced the new weight limits I removed them from slowing your player and draining stamina and had no issues sprinting with 80kg of gear on me, let alone using speedhack at ~1.5x speed.

I didn't touch skills to remove the limitations though.

edit: this was some time mid last year though, maybe it changed recently.

yeah they started verifying speed on server, there's also some client side max speed funcs too

Lynxaa 1st February 2021 12:44 AM

Quote:

Originally Posted by liquidace (Post 3053965)
yeah they started verifying speed on server, there's also some client side max speed funcs too

ah so still the same old ghetto russian shit cus BE can't do it's job, lol

MakingWithThCkn 1st February 2021 03:03 AM

is there a simple way to exclude yourself from all esp? mainly i'm having trouble excluding myself from drawbox


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

24jared24 1st February 2021 04:52 AM

Quote:

Originally Posted by MakingWithThCkn (Post 3054064)
is there a simple way to exclude yourself from all esp? mainly i'm having trouble excluding myself from drawbox

player + 0x18 is local players check, if it's != 0 then it's local player.

save your local player pointer somewhere and just check if (PlayerPointer == LocalPlayerPointer)

AhmedGH 1st February 2021 07:09 AM

Quote:

Originally Posted by 24jared24 (Post 3054148)
player + 0x18 is local players check, if it's != 0 then it's local player.

save your local player pointer somewhere and just check if (PlayerPointer == LocalPlayerPointer)

Or simply the first player in the list is the localplayer! :D

xCharon 1st February 2021 09:44 AM

Is it still possible to go external without using a signed driver?

edit: nvm

eldev 1st February 2021 02:34 PM

Quote:

Originally Posted by xCharon (Post 3054315)
Is it still possible to go external without using a signed driver?

edit: nvm

Use manual mapped driver

https://github.com/TheCruZ/kdmapper-1803-20H2

pikaqee 1st February 2021 04:36 PM

Can someone please tell me which offset changed related loot in containers?the contained loot and the containers,I try the all offset,but see nothing.

MakingWithThCkn 1st February 2021 07:41 PM

Quote:

Originally Posted by 24jared24 (Post 3054148)
player + 0x18 is local players check, if it's != 0 then it's local player.

save your local player pointer somewhere and just check if (PlayerPointer == LocalPlayerPointer)

Thanks! I'll give this a shot

Azhora 2nd February 2021 12:41 AM

For calculating the aim point (while taking gravity into account), I am using the following

Code:

auto fireportTransform = Transform(cachedFireportTransform, client);
auto fireportForward = fireportTransform.MultiplyQuaternion(D3DXVECTOR3(0, -1, 0));
auto fireportPosition = fireportTransform.GetPosition();

// Ray cast fireport with distance equal to distance to target
auto distance = (Vector3(fireportPosition) - Vector3(aimPlayerPosition)).Length();
D3DXVECTOR3 destination = D3DXVECTOR3(0,0,0);
if (distance > minGravityCompensationDistance) {
        // compensate for gravity
        auto travelTime = distance / bulletSpeed;
        auto compensatedGravity = 9.81 * (1 + speedRetardation);
        auto bulletDrop = 0.5 * compensatedGravity * travelTime * travelTime;
        destination += D3DXVECTOR3(0, -bulletDrop, 0);
}
destination += fireportTransform.GetPosition() + (fireportForward * distance);

However, at long distances (>150m), it is still aiming too low, any ideas?

HELOHELO121 2nd February 2021 02:15 AM

Quote:

Originally Posted by AhmedGH (Post 3054231)
Or simply the first player in the list is the localplayer! :D

This is not always the case

Quote:

Originally Posted by liquidace (Post 3053910)
try use 1.7x when you are carrying 57kg+ i suspect you cant move at all?

At 1.7x without doing anything else to overweight limits or endurance I don't get rubberbanded at all.

dywersant01 2nd February 2021 04:49 PM

Quote:

Originally Posted by Azhora (Post 3055042)
For calculating the aim point (while taking gravity into account), I am using the following

Code:

auto fireportTransform = Transform(cachedFireportTransform, client);
auto fireportForward = fireportTransform.MultiplyQuaternion(D3DXVECTOR3(0, -1, 0));
auto fireportPosition = fireportTransform.GetPosition();

// Ray cast fireport with distance equal to distance to target
auto distance = (Vector3(fireportPosition) - Vector3(aimPlayerPosition)).Length();
D3DXVECTOR3 destination = D3DXVECTOR3(0,0,0);
if (distance > minGravityCompensationDistance) {
        // compensate for gravity
        auto travelTime = distance / bulletSpeed;
        auto compensatedGravity = 9.81 * (1 + speedRetardation);
        auto bulletDrop = 0.5 * compensatedGravity * travelTime * travelTime;
        destination += D3DXVECTOR3(0, -bulletDrop, 0);
}
destination += fireportTransform.GetPosition() + (fireportForward * distance);

However, at long distances (>150m), it is still aiming too low, any ideas?

Code:

        Vector3 startVelo = initSpeed * speedFactor * Vector3::Backward;
        Vector3 gravity = Vector3(0, -9.81, 0) * (retardation + 1);
        Vector3 currentVelo = Vector3::Zero, currentPos = Vector3::Zero;
        float time = 0, deltaTime = 0.001, targetDist = dist * dist, currentDist = 0;

        while (currentDist < targetDist) {
                auto gravInTime = gravity * time;
                currentVelo = startVelo + gravInTime;
                currentPos = /*startPos +*/ currentVelo * time + 0.5f * time * gravInTime;
                currentDist = VSize(/*startPos -*/ currentPos);
                time += deltaTime;
        }
        *tgt += *tgtVelocity * time;
tgt->y += currentPos.y * -1;

Credits: BSG :)

AhmedGH 2nd February 2021 08:46 PM

Quote:

Originally Posted by dywersant01 (Post 3055638)
Code:

        Vector3 startVelo = initSpeed * speedFactor * Vector3::Backward;
        Vector3 gravity = Vector3(0, -9.81, 0) * (retardation + 1);
        Vector3 currentVelo = Vector3::Zero, currentPos = Vector3::Zero;
        float time = 0, deltaTime = 0.001, targetDist = dist * dist, currentDist = 0;

        while (currentDist < targetDist) {
                auto gravInTime = gravity * time;
                currentVelo = startVelo + gravInTime;
                currentPos = /*startPos +*/ currentVelo * time + 0.5f * time * gravInTime;
                currentDist = VSize(/*startPos -*/ currentPos);
                time += deltaTime;
        }
        *tgt += *tgtVelocity * time;
tgt->y += currentPos.y * -1;

Credits: BSG :)

If possible to share from where are these data obtained will be great: (initSpeed, speedFactor, retardation, tgtVelocity) ?

montroisiemecon 2nd February 2021 08:59 PM

Quote:

Originally Posted by AhmedGH (Post 3055888)
If possible to share from where are these data obtained will be great: (initSpeed, speedFactor, retardation, tgtVelocity) ?

how about using dnspy and look it up yourself?

HELOHELO121 2nd February 2021 09:15 PM

How to get a corpse's equipment slots:
corpse + 0x50] + 0x78] (EFT.InventoryLogic.Slot[])

Madness1337 2nd February 2021 11:28 PM

Hello guys, I'm new to unity engine coming from a CS:GO background and I'm in the process of messing with tarkov but I ran in some weird issues...

I'm able to read the player count, exit count and see the instances, but when I try to read tables/classes it returns NULL or invalid values 99% of the time...

Here's the code I am trying to use, I updated the offsets but still no luck:

Code:

                                                                                                                                                                                                                                //0x80
                uint64_t onlineusers = memio->read<uint64_t>(this->offsets.localGameWorld + this->offsets.localGameWorld_offsets.registeredPlayers);

                if (!onlineusers)
                        return false;
                                                                                                                                                                                        //0x0010
                uint64_t list_base = memio->read<uint64_t>(onlineusers + offsetof(EFTStructs::List, listBase));
                int player_count = memio->read<int>(onlineusers + offsetof(EFTStructs::List, itemCount)); //0x0018


                if (player_count <= 0 || !list_base)
                        return false;

                constexpr auto BUFFER_SIZE = 128;

                uint64_t player_buffer[BUFFER_SIZE];                                                        //0x0020
                memio->readbuffer(list_base + offsetof(EFTStructs::ListInternal, firstEntry), player_buffer, sizeof(uint64_t) * player_count);
       
                EFTPlayer player;

                for (int i = 0; i < player_count; i++)
                {
                        player.instance = player_buffer[i];
                        this->playercount = player_count;

                      // everything from here returns NULL for some reason...
                        uint64_t handscontroller = memio->read<uint64_t>( player.instance + 0x488 );

                        uint64_t body = memio->read<uint64_t>( player.instance + 0xA8 );
                        uint64_t skeletonroot = memio->read<uint64_t>( player.instance + 0x28 );
                        player.location = GetCoordsFromMatrixTest( skeletonroot );

                        printf( "loc: %f, %f, %f\n", player.location.x, player.location.y, player.location.z );


                        uint64_t prof = memio->read<uint64_t>( player.instance + 0x3A0 );
                        uint64_t info = memio->read<uint64_t>( prof + 0x28 );

                        auto namePtr = memio->read<uint64_t>( info + 0x10 );

I have a feeling I'm not getting the player instance correctly, but the player count returns accurately. Same thing happens with exits.. I'm able to get the exit count but not the exit names/locations...

If anyone has any idea what I'm doing wrong here and could help me out or point me in the right direction would be greatly appreciated :dunno:

Btw I'm testing on EMUTarkov version in order to not jeopardize my accounts and I have the latest version

z3500376 3rd February 2021 02:55 AM

How to get a corpse? Does he exist in the item list or the character list

montroisiemecon 3rd February 2021 04:53 AM

Quote:

Originally Posted by z3500376 (Post 3056214)
How to get a corpse? Does he exist in the item list or the character list

item list

Mareek 3rd February 2021 07:03 AM

Quote:

Originally Posted by Madness1337 (Post 3056053)
Hello guys, I'm new to unity engine coming from a CS:GO background and I'm in the process of messing with tarkov but I ran in some weird issues...

I'm able to read the player count, exit count and see the instances, but when I try to read tables/classes it returns NULL or invalid values 99% of the time...

Here's the code I am trying to use, I updated the offsets but still no luck:

Code:

                                                                                                                                                                                                                                //0x80
                uint64_t onlineusers = memio->read<uint64_t>(this->offsets.localGameWorld + this->offsets.localGameWorld_offsets.registeredPlayers);

                if (!onlineusers)
                        return false;
                                                                                                                                                                                        //0x0010
                uint64_t list_base = memio->read<uint64_t>(onlineusers + offsetof(EFTStructs::List, listBase));
                int player_count = memio->read<int>(onlineusers + offsetof(EFTStructs::List, itemCount)); //0x0018


                if (player_count <= 0 || !list_base)
                        return false;

                constexpr auto BUFFER_SIZE = 128;

                uint64_t player_buffer[BUFFER_SIZE];                                                        //0x0020
                memio->readbuffer(list_base + offsetof(EFTStructs::ListInternal, firstEntry), player_buffer, sizeof(uint64_t) * player_count);
       
                EFTPlayer player;

                for (int i = 0; i < player_count; i++)
                {
                        player.instance = player_buffer[i];
                        this->playercount = player_count;

                      // everything from here returns NULL for some reason...
                        uint64_t handscontroller = memio->read<uint64_t>( player.instance + 0x488 );

                        uint64_t body = memio->read<uint64_t>( player.instance + 0xA8 );
                        uint64_t skeletonroot = memio->read<uint64_t>( player.instance + 0x28 );
                        player.location = GetCoordsFromMatrixTest( skeletonroot );

                        printf( "loc: %f, %f, %f\n", player.location.x, player.location.y, player.location.z );


                        uint64_t prof = memio->read<uint64_t>( player.instance + 0x3A0 );
                        uint64_t info = memio->read<uint64_t>( prof + 0x28 );

                        auto namePtr = memio->read<uint64_t>( info + 0x10 );

I have a feeling I'm not getting the player instance correctly, but the player count returns accurately. Same thing happens with exits.. I'm able to get the exit count but not the exit names/locations...

If anyone has any idea what I'm doing wrong here and could help me out or point me in the right direction would be greatly appreciated :dunno:

Btw I'm testing on EMUTarkov version in order to not jeopardize my accounts and I have the latest version

Offsets looks fine to me.
Try this ->
Code:

        uint64_t onlineusers = memio->read<uint64_t>(this->offsets.localGameWorld + this->offsets.localGameWorld_offsets.registeredPlayers);

        if (!onlineusers)
                return false;
        //0x0010
        uint64_t list_base = memio->read<uint64_t>(onlineusers + offsetof(EFTStructs::List, listBase));
        int player_count = memio->read<int>(onlineusers + offsetof(EFTStructs::List, itemCount)); //0x0018


        if (player_count <= 0 || !list_base)
                return false;

        EFTPlayer player;

        for (int i = 0; i < player_count; i++)
        {
                const auto player_ptr = = memio->read<uint64_t>(list_base + 0x20 + (i * 0x8));
                if (!player_ptr)
                        continue;

               
        player.instance = player_ptr;
                printf("player instance: 0x%p \n", player.instance);

                // everything from here returns NULL for some reason...
                uint64_t handscontroller = memio->read<uint64_t>(player.instance + 0x488);

                uint64_t body = memio->read<uint64_t>(player.instance + 0xA8);
                uint64_t skeletonroot = memio->read<uint64_t>(player.instance + 0x28);
                player.location = GetCoordsFromMatrixTest(skeletonroot);

                printf("loc: %f, %f, %f\n", player.location.x, player.location.y, player.location.z);


                uint64_t prof = memio->read<uint64_t>(player.instance + 0x3A0);
                uint64_t info = memio->read<uint64_t>(prof + 0x28);

                auto namePtr = memio->read<uint64_t>(info + 0x10);


MaiGuaQQqun 3rd February 2021 12:22 PM

the way that game judge if a Player is LocalPlayer:

EFT.Player.IsYourPlayer()

current version 0.12.9.10532

bool is_local_player = ReadMm<bool>(player + 0x785);

Can someone tell me how to get other player's K/D?
I have searched a lot ,but found nothing relative

montroisiemecon 3rd February 2021 12:24 PM

Quote:

Originally Posted by MaiGuaQQqun (Post 3056679)
the way that game judge if a Player is LocalPlayer:

EFT.Player.IsYourPlayer()

current version 0.12.9.10532

bool is_local_player = ReadMm<bool>(player + 0x785);

Can someone tell me how to get other player's K/D?
I have searched a lot ,but found nothing relative

Already answered in this thread

MaiGuaQQqun 3rd February 2021 12:24 PM

Is DoorState = EDoorState::Shut still safe with no ban?
Any other way to achieve no-key-open-door?

Quote:

Originally Posted by montroisiemecon (Post 3056682)
Already answered in this thread

Sorry for my bad searching skill.(i searched KD K/D with no result)

i try "kill death" and i got the message i need!

Poorman24 3rd February 2021 08:38 PM

Exit location current status can be found by reading current exit + 0xa8
(a8 : _status (type: EFT.Interactive.EExfiltrationStatus))
there enum will be
Code:

enum EExfiltrationStatus : byte
{
        NotPresent = 1,
        UncompleteRequirements,
        Countdown,
        RegularMode,
        Pending,
        AwaitsManualActivation
};

https://ibb.co/qxMmdzC
have fun :[


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Madness1337 3rd February 2021 09:45 PM

Quote:

Originally Posted by Mareek (Post 3056383)
Offsets looks fine to me.
Try this ->
Code:

       
                const auto player_ptr = = memio->read<uint64_t>(list_base + 0x20 + (i * 0x8));
                if (!player_ptr)
                        continue;


This worked great! Thank you very much, with your help I was able to get the player locations properly and so on..

My next step towards completing the ESP is converting the locations WorldtoScreen, however I believe my camera matrix
is returning bogus values...

This is how I'm trying to get the matrix:
Code:

uint64_t cameraComponent = memio->ReadChain( this->offsets.fpsCamera, { 0x30, 0x18 } );

D3DXMATRIX temp_matrix = memio->read<D3DXMATRIX>( cameraComponent + 0x01A0 );

//don't work either
//        memio->readbuffer( cameraComponent + 0xD8, &temp_matrix, sizeof( temp_matrix ) );
D3DXMatrixTranspose( &this->viewMatrix, &temp_matrix );

I'm trying to use this W2S func to render the locations but the "w" float always returns false which I believe is due to the wrong matrixes;
Code:

bool PRENDER::WorldToScreenv2(const FVector& point3D, D2D1_POINT_2F& point2D)
{
        D3DXVECTOR3 _point3D = D3DXVECTOR3(point3D.x, point3D.z, point3D.y);

        auto& matrix = EFTData::Instance()->viewMatrix;
      //matrix is never NULL
        printf( "matrix: %x\nz", matrix );

        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

      //always returns crazy negative values
        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;


        point2D.x = (1920 / 2) * (1.f + x / w);
        point2D.y = (1080 / 2) * (1.f - y / w);

        return true;
}

Any help is appreciated :)

Poorman24 3rd February 2021 10:00 PM

Quote:

Originally Posted by Madness1337 (Post 3057231)
This worked great! Thank you very much, with your help I was able to get the player locations properly and so on..

My next step towards completing the ESP is converting the locations WorldtoScreen, however I believe my camera matrix
is returning bogus values...

This is how I'm trying to get the matrix:
Code:

uint64_t cameraComponent = memio->ReadChain( this->offsets.fpsCamera, { 0x30, 0x18 } );

D3DXMATRIX temp_matrix = memio->read<D3DXMATRIX>( cameraComponent + 0x01A0 );

//don't work either
//        memio->readbuffer( cameraComponent + 0xD8, &temp_matrix, sizeof( temp_matrix ) );
D3DXMatrixTranspose( &this->viewMatrix, &temp_matrix );

I'm trying to use this W2S func to render the locations but the "w" float always returns false which I believe is due to the wrong matrixes;
Code:

bool PRENDER::WorldToScreenv2(const FVector& point3D, D2D1_POINT_2F& point2D)
{
        D3DXVECTOR3 _point3D = D3DXVECTOR3(point3D.x, point3D.z, point3D.y);

        auto& matrix = EFTData::Instance()->viewMatrix;
      //matrix is never NULL
        printf( "matrix: %x\nz", matrix );

        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

      //always returns crazy negative values
        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;


        point2D.x = (1920 / 2) * (1.f + x / w);
        point2D.y = (1080 / 2) * (1.f - y / w);

        return true;
}

Any help is appreciated :)

hey bro matrix is at 0x02E0

Madness1337 3rd February 2021 10:15 PM

Quote:

Originally Posted by Poorman24 (Post 3057250)
hey bro matrix is at 0x02E0

Hey, thanks for your reply. I tried cameraComponent + 0x02E0 but I'm still having the same exact issue... Does this mean I'm getting the FPS Camera wrong? Or is it my W2s?

This is what I'm doing:
Code:

        uint64_t lastTaggedObjPtr = memio->read<uint64_t>( this->offsets.gameObjectManager );
        uint64_t taggedObjectsPtr = memio->read<uint64_t>( this->offsets.gameObjectManager + 0x8 );

        if ( taggedObjectsPtr == lastTaggedObjPtr )
                return 0;

        char name[256];
        uint64_t classNamePtr = 0x0;

        for ( ; ; taggedObjectsPtr = memio->read<uint64_t>( taggedObjectsPtr + 0x8 ) )
        {
                uint64_t object = memio->read<uint64_t>( taggedObjectsPtr + 0x10 );
                if ( !object )
                        break;

                uint64_t object_classptr = memio->read<uint64_t>( object + 0x60 );
                if ( !object_classptr )
                        continue;

                classNamePtr = memio->read<uint64_t>( object + 0x60 );
                memio->read( classNamePtr, &name );

                if ( strcmp( name, "FPS Camera" ) == 0 )
                {
                        this->offsets.fpsCamera = memio->read<uint64_t>( object );
                        std::cout << "FPS Camera found: " << this->offsets.fpsCamera << std::endl;
                        return true;
                }

                if ( taggedObjectsPtr == lastTaggedObjPtr )
                        break; // if it gets here there is no fps camera yet
        }

Debug info: https://i.imgur.com/lO4cPKF.png

24jared24 4th February 2021 02:45 AM

Quote:

Originally Posted by Madness1337 (Post 3057266)
Hey, thanks for your reply. I tried cameraComponent + 0x02E0 but I'm still having the same exact issue... Does this mean I'm getting the FPS Camera wrong? Or is it my W2s?

This is what I'm doing:
Code:

        uint64_t lastTaggedObjPtr = memio->read<uint64_t>( this->offsets.gameObjectManager );
        uint64_t taggedObjectsPtr = memio->read<uint64_t>( this->offsets.gameObjectManager + 0x8 );

        if ( taggedObjectsPtr == lastTaggedObjPtr )
                return 0;

        char name[256];
        uint64_t classNamePtr = 0x0;

        for ( ; ; taggedObjectsPtr = memio->read<uint64_t>( taggedObjectsPtr + 0x8 ) )
        {
                uint64_t object = memio->read<uint64_t>( taggedObjectsPtr + 0x10 );
                if ( !object )
                        break;

                uint64_t object_classptr = memio->read<uint64_t>( object + 0x60 );
                if ( !object_classptr )
                        continue;

                classNamePtr = memio->read<uint64_t>( object + 0x60 );
                memio->read( classNamePtr, &name );

                if ( strcmp( name, "FPS Camera" ) == 0 )
                {
                        this->offsets.fpsCamera = memio->read<uint64_t>( object );
                        std::cout << "FPS Camera found: " << this->offsets.fpsCamera << std::endl;
                        return true;
                }

                if ( taggedObjectsPtr == lastTaggedObjPtr )
                        break; // if it gets here there is no fps camera yet
        }

Debug info: https://i.imgur.com/lO4cPKF.png

There's 2 viewmatrix, one for normal camera and one for when you're scoped in (optical view matrix). You need to check if local player is scoped by looking at localplayer -> WeaponAnim -> BreathEffector -> IsScoping
Code:

localplayer] + 0x190] + 0x28] + 0xA0
Normal view matrix can be found at FpsCamera -> CameraObject -> CameraEntity -> ViewMatrix
Code:

FpsCamera] + 0x30] + 0x18] + 0xD8
Optical view matrix for when you're scoping can be found at
Code:

FpsCamera + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8

Madness1337 4th February 2021 04:55 AM

Quote:

Originally Posted by 24jared24 (Post 3057495)
There's 2 viewmatrix, one for normal camera and one for when you're scoped in (optical view matrix). You need to check if local player is scoped by looking at localplayer -> WeaponAnim -> BreathEffector -> IsScoping
Code:

localplayer] + 0x190] + 0x28] + 0xA0
Normal view matrix can be found at FpsCamera -> CameraObject -> CameraEntity -> ViewMatrix
Code:

FpsCamera] + 0x30] + 0x18] + 0xD8
Optical view matrix for when you're scoping can be found at
Code:

FpsCamera + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8

I appreciate your help, however it exactly what I've been trying to do and the matrix is somehow always bogus...

Code:

uint64_t cameraComponent = memio->ReadChain( this->offsets.fpsCamera, { 0x30, 0x18 } );

                D3DXMATRIX temp_matrix = memio->read<D3DXMATRIX>( cameraComponent + 0xD8 );

                printf( "matrix: %x\n", temp_matrix );

                D3DXMatrixTranspose( &this->viewMatrix, &temp_matrix );

When it comes to the WorldToScreen function the matrix never converts properly which means I'm doing something wrong but I just can't seem to figure out what... https://prnt.sc/y85yl4 :thinking:

ecthirune 4th February 2021 07:45 AM

Quote:

Originally Posted by Madness1337 (Post 3057552)
When it comes to the WorldToScreen function the matrix never converts properly which means I'm doing something wrong but I just can't seem to figure out what... https://prnt.sc/y85yl4 :thinking:

Do simple debug, print your matrix and check trough reclass, did you get right info or not.
If you use already printed in thread snippets - they all 100% work, so mistake in your "income" data. (im saying that, because i experienced similar issues not far ago).

Azhora 4th February 2021 04:18 PM

It looks like exfiltration points can be of status `RegularMode` while not being active (you spawned on that side of the map). Anyone figured out how you can determine if it is truly active?

krembo 4th February 2021 06:42 PM

Quote:

Originally Posted by Azhora (Post 3058195)
It looks like exfiltration points can be of status `RegularMode` while not being active (you spawned on that side of the map). Anyone figured out how you can determine if it is truly active?

What do you mean?
If I'm not mistaken the the exfil list will only contain exfil relevant to your exit.
So when you traverse the list you don't get "the other side of the map exfils".

EliteProducer 4th February 2021 06:46 PM

Has anyone got item list?

I'm trying to do item esp and corpse esp.

krembo 4th February 2021 08:22 PM

Quote:

Originally Posted by EliteProducer (Post 3058393)
Has anyone got item list?

I'm trying to do item esp and corpse esp.

Item list as all a list of items in the game?
If so just use tarkov-market, you need to subscripe or go over this thread there where some posts with it.

If you want offset it's at 0x60, but go over the thread or dump your self

Madness1337 4th February 2021 08:59 PM

Quote:

Originally Posted by ecthirune (Post 3057632)
Do simple debug, print your matrix and check trough reclass, did you get right info or not.
If you use already printed in thread snippets - they all 100% work, so mistake in your "income" data. (im saying that, because i experienced similar issues not far ago).

Thanks for everybody's help :)

I was finally able to fix the matrix and render the ESP properly :) This is a nice milestone for me.

What worked to fix the matrix for me was reading the camera component inside the tagged object loop where I get the camera:

Code:

...
classNamePtr = memio->read<uint64_t>( object + 0x60 );
                memio->read( classNamePtr, &name );

                if ( strcmp( name, "FPS Camera" ) == 0 )
                {
                        this->offsets.cameraComponent = memio->ReadChain( object, { 0x30, 0x18 } );
                        return true;
                }

This way when I do cameracomponent + 0xD8 the matrix actually returns the proper address.

montroisiemecon 4th February 2021 10:54 PM

Quote:

Originally Posted by krembo (Post 3058382)
What do you mean?
If I'm not mistaken the the exfil list will only contain exfil relevant to your exit.
So when you traverse the list you don't get "the other side of the map exfils".

No, if you spawn at tunnel tunnel exfil shows

Azhora 5th February 2021 12:55 PM

Quote:

Originally Posted by montroisiemecon (Post 3058707)
No, if you spawn at tunnel tunnel exfil shows

Exactly. Should be a way to filter that, will report if I find something.

Poorman24 5th February 2021 07:52 PM

prone to server;
Code:

*reinterpret_cast<bool*>(*reinterpret_cast<uint64_t*>((uint64_t)pWeapon + 0x0050) + 0x005d) = true;
server by this will see you as prone and other people will so. see you prone, run proned.
server by this will see you as prone and other people will so. see you prone, run proned.

EliteProducer 6th February 2021 06:06 PM

How're you guys doing norecoil?

What's the offset/path to write Mask to 0 for no recoil?

montroisiemecon 6th February 2021 06:13 PM

Quote:

Originally Posted by EliteProducer (Post 3060381)
How're you guys doing norecoil?

What's the offset/path to write Mask to 0 for no recoil?

can you stop constantly asking for really easy things to find and open up DNSPY, use cheat engine, and find it out yourself?
Plus writing 0 to mask is the most horrible way to do no recoil

Quote:

Originally Posted by Azhora (Post 3059249)
Exactly. Should be a way to filter that, will report if I find something.

Could be multiple things, havent had time to test it yet but you can maybe look into:

Code:

// EFT.Interactive.ExfiltrationPoint
// Token: 0x060092DB RID: 37595 RVA: 0x000FAE40 File Offset: 0x000F9040
public bool HasMetRequirements(string profileId)
{
        return this.list_0.Contains(profileId);
}

Note that you can probably mess with requirements to be able to extract wherever you want, with no requirements.
I did not test any of this yet so it might be bullshit

EliteProducer 6th February 2021 06:31 PM

Might be really easy for some, but not for others.

How do you suggest i learn to do no recoil then?
And if writing 0 to mask is the bad way, then what way do you suggest i do it? -_-

Furthermore, i've only asked for 1 thing aside from this. lmao

MasterScuzee 6th February 2021 06:37 PM

Quote:

Originally Posted by EliteProducer (Post 3060394)
Might be really easy for some, but not for others.

How do you suggest i learn to do no recoil then?
And if writing 0 to mask is the bad way, then what way do you suggest i do it? -_-

Furthermore, i've only asked for 1 thing aside from this. lmao

EFT.Player->EFT.Animations.ProceduralWeaponAnimation
NULL the intensity etc. from the effectors included in the class.

montroisiemecon 6th February 2021 06:49 PM

Quote:

Originally Posted by EliteProducer (Post 3060394)
Might be really easy for some, but not for others.

How do you suggest i learn to do no recoil then?
And if writing 0 to mask is the bad way, then what way do you suggest i do it? -_-

Furthermore, i've only asked for 1 thing aside from this. lmao

Download dnspy. Throw assembly-csharp.dll inside. Launch escapefromtarkov.exe, not from launcher, not the _BE.exe version. Attach cheat engine. Mono dissect. Expand all. Save to file. You now have the source code and the offsets for the game. GG

Quote:

Originally Posted by MasterScuzee (Post 3060400)
EFT.Player->EFT.Animations.ProceduralWeaponAnimation
NULL the intensity etc. from the effectors included in the class.

Its also not a very good way to do it.
Set mask to breathing only and nullify breathing properties

EliteProducer 7th February 2021 12:03 AM

Why tf is this not working, im starting to think it's an issue with local player:

Code:

void noRecoil() {
        if (misc::norecoil) {
                UINT64 anim = read<UINT64>(local_player + 0x190);
                if (anim)
                {
                        write<UINT32>(anim + 0xf8, 0);
                }
        }
}

Edit: No recoil working, thank you guys.


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

montroisiemecon 7th February 2021 12:40 AM

Quote:

Originally Posted by EliteProducer (Post 3060619)
Edit: No recoil working, thank you guys.

Glad to know you got it working. I dont know if you now use dnspy but the sky is the limit, you can do so much shit in this game since theres so much client sided stuff its insane

EliteProducer 7th February 2021 01:31 AM

I somewhat know how to use it, in combination with Monodissect. I'm trying to mess around with packets, but like 90% of them are protected iirc? :/

coro 7th February 2021 03:17 PM

I can read physical memory. CE shows me the virtual address space as I understand it. Can I map from physical memory to virtual? Or do I have to look for another instruction in the driver or choose another?

I think I got it. I need to disassemble virtual into physical. I will google further.

Im here again. Finded MmGetPhysicalAddress. Can it be run only from under the driver?


I need a simple function that can be called in usermode and get the physical address. Or should I, based on the parameters of my system, calculate them myself, as the Indians explain in video tutorials?

MakingWithThCkn 7th February 2021 11:40 PM

i've been trying to shoot through objects, do i only need to change penetration chance/power to achieve this?

Code:

LocalPlayer.Weapon.CurrentAmmoTemplate.PenetrationChance = 1.0f;

montroisiemecon 8th February 2021 01:12 AM

Quote:

Originally Posted by MakingWithThCkn (Post 3061421)
i've been trying to shoot through objects, do i only need to change penetration chance/power to achieve this?

Code:

LocalPlayer.Weapon.CurrentAmmoTemplate.PenetrationChance = 1.0f;

Its not enough, since some objects have a penetration chance of 0. Look into ballistic collider

Quote:

Originally Posted by EliteProducer (Post 3060681)
I somewhat know how to use it, in combination with Monodissect. I'm trying to mess around with packets, but like 90% of them are protected iirc? :/

You can mess with packets but you can get desynced / kicked from server

MakingWithThCkn 8th February 2021 01:43 AM

Quote:

Originally Posted by montroisiemecon (Post 3061479)
Its not enough, since some objects have a penetration chance of 0. Look into ballistic collider

are you referring to the material it looks at or the function IsPenetrated?

Madness1337 8th February 2021 02:08 AM

Hey guys. I got basic features such as ESP no recoil stamina etc but I'm trying to read the transform to render a skeleton. I tried implementing montroisiemecon's method by using the following chain:

Code:

auto transform = efimem->ReadChain( player.instance, { 0xA8, 0x20, 0xD8, 0x10 } );

auto headpos = getTransformPosition( transform );

And the values look ok but it always returns either 0.0 or 1.0 Vectors...

Are my offsets wrong? I feel like I'm missing something stupid

montroisiemecon 8th February 2021 03:09 AM

Quote:

Originally Posted by MakingWithThCkn (Post 3061489)
are you referring to the material it looks at or the function IsPenetrated?

The function

Quote:

Originally Posted by Madness1337 (Post 3061500)
Hey guys. I got basic features such as ESP no recoil stamina etc but I'm trying to read the transform to render a skeleton. I tried implementing montroisiemecon's method by using the following chain:

Code:

auto transform = efimem->ReadChain( player.instance, { 0xA8, 0x20, 0xD8, 0x10 } );

auto headpos = getTransformPosition( transform );

And the values look ok but it always returns either 0.0 or 1.0 Vectors...

Are my offsets wrong? I feel like I'm missing something stupid

Did you debug, see what was wrong on the way?

MakingWithThCkn 8th February 2021 03:33 AM

Quote:

Originally Posted by montroisiemecon (Post 3061522)
The function

Got it sorted! thanks, haha how come they put this right beside that function...

Code:

public void ProceedInstantKill()

EliteProducer 8th February 2021 04:33 AM

Quick question, is it possible to do shoot through walls/magic bullet externally?

Since speedhack is possible externally, i'm going to assume this is too.

What y'all suggest i write to instead of
Code:

LocalPlayer.Weapon.CurrentAmmoTemplate.PenetrationChance
I see ballistics collider up above ^ What abt fragmentation stuff?

Madness1337 8th February 2021 04:37 AM

Quote:

Originally Posted by montroisiemecon (Post 3061522)
Did you debug, see what was wrong on the way?

Edit: I changed the GetTransformPosition function and it converts successfully, however my head positions seem to be completely off:
https://prnt.sc/yxnjbq

At the same time, the GetTransformPosition functions correctly with exit locations...

Using this chain:
Code:

static std::vector<uintptr_t> offs_head_transform{ 0xA8, 0x20, 0xD8, 0x10 };
auto headTransfrom = efimem->ReadChain( player.instance, offs_head_transform );

//same problem here
static std::vector<uintptr_t> offs_head_transform{ this->offsets.Player.playerBody, 0x28, 0x28, 0x10, 0x20 + 133/*bone id*/ * 8 };

The location seems to be going up and down the screen sometimes randomly and other bones seem to return the same position as the headpos, but it is not on the head at all

Anyone has ideas?

Exliation 8th February 2021 05:33 AM

Quote:

Originally Posted by EliteProducer (Post 3061547)
Quick question, is it possible to do shoot through walls/magic bullet externally?

Since speedhack is possible externally, i'm going to assume this is too.

What y'all suggest i write to instead of
Code:

LocalPlayer.Weapon.CurrentAmmoTemplate.PenetrationChance
I see ballistics collider up above ^ What abt fragmentation stuff?

If you read posts above, like right above your post you'll see someone ask this very same thing, yes it is possible to get it working externally. I have it myself, but it wasn't done with the ammo template. Reverse the game in DnSpy and you'll be able to figure out how to modify penetration pretty easily.

HELOHELO121 9th February 2021 10:43 PM

Quote:

Originally Posted by montroisiemecon (Post 3061479)
Its not enough, since some objects have a penetration chance of 0. Look into ballistic collider

This peaked my interest so I had a look and I found the method you are talking about. https://imgur.com/XStP9RT So we have to get all BallisticsColliders and set their PenetrationChance. Is there any way to get all of them besides iterating all objects and finding ones with that type?

MakingWithThCkn 10th February 2021 01:03 AM

Quote:

Originally Posted by HELOHELO121 (Post 3063244)
This peaked my interest so I had a look and I found the method you are talking about. https://imgur.com/XStP9RT So we have to get all BallisticsColliders and set their PenetrationChance. Is there any way to get all of them besides iterating all objects and finding ones with that type?

i simply returned those functions back as true. works, but isn't quite what i was wanting.

HELOHELO121 10th February 2021 01:52 AM

Quote:

Originally Posted by MakingWithThCkn (Post 3063320)
i simply returned those functions back as true. works, but isn't quite what i was wanting.

I'm trying to find an external solution

montroisiemecon 10th February 2021 03:31 AM

Quote:

Originally Posted by HELOHELO121 (Post 3063343)
I'm trying to find an external solution

look into hittedBallisticCollider

HELOHELO121 10th February 2021 05:00 AM

Quote:

Originally Posted by montroisiemecon (Post 3063407)
look into hittedBallisticCollider

Thanks, I got it working via Shots through the ballistics calculator. Is there any better way because sometimes this won't work depending on the travel time for the bullet since it's asynchronous?

Also, is penetration really client side because it seems like this shouldn't & wouldn't work online.

montroisiemecon 10th February 2021 05:42 AM

Quote:

Originally Posted by HELOHELO121 (Post 3063451)
Thanks, I got it working via Shots through the ballistics calculator. Is there any better way because sometimes this won't work depending on the travel time for the bullet since it's asynchronous?

Also, is penetration really client side because it seems like this shouldn't & wouldn't work online.

it works online.
dont surestimate bsg coders
i'm working on finding the list of ballistic collider in a proper way

Quote:

Originally Posted by Madness1337 (Post 3061550)
Edit: I changed the GetTransformPosition function and it converts successfully, however my head positions seem to be completely off:
https://prnt.sc/yxnjbq

At the same time, the GetTransformPosition functions correctly with exit locations...

Using this chain:
Code:

static std::vector<uintptr_t> offs_head_transform{ 0xA8, 0x20, 0xD8, 0x10 };
auto headTransfrom = efimem->ReadChain( player.instance, offs_head_transform );

//same problem here
static std::vector<uintptr_t> offs_head_transform{ this->offsets.Player.playerBody, 0x28, 0x28, 0x10, 0x20 + 133/*bone id*/ * 8 };

The location seems to be going up and down the screen sometimes randomly and other bones seem to return the same position as the headpos, but it is not on the head at all

Anyone has ideas?

You probably have a world 2 screen issue. How do you convert world position to screen position?

Madness1337 10th February 2021 08:50 PM

Quote:

Originally Posted by montroisiemecon (Post 3063465)
You probably have a world 2 screen issue. How do you convert world position to screen position?

I would be surprised if it was my W2S considering my loot, exit and player position ESP renders just fine, just the bones not working properly. I'm thinking the problem is likely either in my chain or the GetTransformPositoin function.

Anyway here's the w2s:

And code that likely contains a problem and is more relevant, which works on exfil locations but not the bones:
Code:

//Chain:

auto PlayerBones = efimem->ReadChain( player.instance, { 0xA8, 0x20 } );

//nope
player.BonePositions.headPos = get_transform_position( efimem->ReadChain( PlayerBones, { 0xD8, 0x10 } ) );

//nope
static std::vector<uintptr_t> offs_head_transform{ this->offsets.Player.playerBody, 0x28, 0x28, 0x10, 0x20 + 133/*bone id*/ * 8 };

auto headTransfrom = efimem->ReadChain( player.instance, offs_head_transform );

player.BonePositions.headPos = get_transform_position( headTransfrom );


struct TransformAccessReadOnly {
        uint64_t pTransformData;
        int index;
};

struct TransformData {
        uint64_t pTransformArray;
        uint64_t pTransformIndices;
};

struct Matrix34 {
        FVector vec0;
        FVector vec1;
        FVector vec2;
};

Vector3 get_transform_position( uint64_t transform ) {
        auto transform_internal = efimem->read<uint64_t>( transform + 0x10 );
        if ( !transform_internal )
                return Vector3( );

        __m128 result;

        const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
        const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
        const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

        auto pTransformAccessReadOnly = efimem->read<TransformAccessReadOnly>( transform_internal + 0x38 );

        auto transformData = efimem->read<TransformData>( pTransformAccessReadOnly.pTransformData + 0x18 );

        size_t sizeMatriciesBuf = sizeof( Matrix34 ) * pTransformAccessReadOnly.index + sizeof( Matrix34 );
        size_t sizeIndicesBuf = sizeof( int ) * pTransformAccessReadOnly.index + sizeof( int );

        // Allocate memory for storing large amounts of data (matricies and indicies)
        void* pMatriciesBuf = malloc( sizeMatriciesBuf );
        void* pIndicesBuf = malloc( sizeIndicesBuf );

        if ( pMatriciesBuf && pIndicesBuf ) {
                // Read Matricies array into the buffer
                char* matricies_buf_buf = new char[sizeMatriciesBuf];
                efimem->readbuffer( transformData.pTransformArray, matricies_buf_buf, sizeMatriciesBuf );
                memcpy( pMatriciesBuf, matricies_buf_buf, sizeMatriciesBuf );
                delete[] matricies_buf_buf;

                // Read Indices array into the buffer
                char* indices_buf_buf = new char[sizeIndicesBuf];
                efimem->readbuffer( transformData.pTransformIndices, indices_buf_buf, sizeIndicesBuf );
                memcpy( pIndicesBuf, indices_buf_buf, sizeIndicesBuf );
                delete[] indices_buf_buf;

                result = *( __m128* )( ( uint64_t ) pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index );
                int transformIndex = *( int* ) ( ( uint64_t ) pIndicesBuf + 0x4 * pTransformAccessReadOnly.index );
                int transformIndexInit = transformIndex;
                for ( int i = 0; transformIndex >= 0 && i < 30 && transformIndex < 1000; i++ )
                {
                        Matrix34 matrix34 = *( Matrix34* ) ( ( uint64_t ) pMatriciesBuf + 0x30 * transformIndex );

                        __m128 xxxx = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0x00 ) );        // xxxx
                        __m128 yyyy = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0x55 ) );        // yyyy
                        __m128 zwxy = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0x8E ) );        // zwxy
                        __m128 wzyw = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0xDB ) );        // wzyw
                        __m128 zzzz = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0xAA ) );        // zzzz
                        __m128 yxwy = _mm_castsi128_ps( _mm_shuffle_epi32( _mm_load_si128( ( __m128i* ) & matrix34.vec1 ), 0x71 ) );        // yxwy
                        __m128 tmp7 = _mm_mul_ps( *( __m128* )( &matrix34.vec2 ), result );

                        result = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps( _mm_mul_ps( xxxx, mulVec1 ), zwxy ),
                                                                _mm_mul_ps( _mm_mul_ps( yyyy, mulVec2 ), wzyw ) ),
                                                        _mm_castsi128_ps( _mm_shuffle_epi32( _mm_castps_si128( tmp7 ), 0xAA ) ) ),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps( _mm_mul_ps( zzzz, mulVec2 ), wzyw ),
                                                                _mm_mul_ps( _mm_mul_ps( xxxx, mulVec0 ), yxwy ) ),
                                                        _mm_castsi128_ps( _mm_shuffle_epi32( _mm_castps_si128( tmp7 ), 0x55 ) ) ) ),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps( _mm_mul_ps( yyyy, mulVec0 ), yxwy ),
                                                                _mm_mul_ps( _mm_mul_ps( zzzz, mulVec1 ), zwxy ) ),
                                                        _mm_castsi128_ps( _mm_shuffle_epi32( _mm_castps_si128( tmp7 ), 0x00 ) ) ),
                                                tmp7 ) ), _mm_load_ps( &matrix34.vec0.x ) );

                        transformIndex = *( int* ) ( ( uint64_t ) pIndicesBuf + 0x4 * transformIndex );
                }

                free( pMatriciesBuf );
                free( pIndicesBuf );
                }
        return Vector3( result.m128_f32[0], result.m128_f32[1], result.m128_f32[2] );
}


montroisiemecon 10th February 2021 09:42 PM

Quote:

Originally Posted by Madness1337 (Post 3064169)
~

your conditions for the for loop looks very fishy
try to iterate more, and transformindex < 1000 is wrong, should be more like
transformIndex < (unsigned int)(sizeMatriciesBuf / 0x30)


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Madness1337 10th February 2021 10:30 PM

Quote:

Originally Posted by montroisiemecon (Post 3064211)
your conditions for the for loop looks very fishy
try to iterate more, and transformindex < 1000 is wrong, should be more like
transformIndex < (unsigned int)(sizeMatriciesBuf / 0x30)

I added your check and this actually causes the Head Position to be (0, 0, 0), sizeMatriciesBuf being around 3100
using this chain:
Code:

auto PlayerBones = efimem->ReadChain( player.instance, { 0xA8, 0x20, 0xD8, 0x10 } );
player.BonePositions.headPos = get_transform_position( PlayerBones );

head: -0.228114, 0.000003, 0.000000
head: 0.000000, 0.000000, 0.000000

However, when I do transformindex < 1000, this is what it looks like (white circle being the head pos): https://gyazo.com/f82cd44432a83baefb7f70c0b0fc78de

Meanwhile, the loot transform position renders accurately on the map using the same function (didn't enable it in the gif tho)

In all honestly I have a hard time understanding math behind the transform position function so I'm not sure what's wrong here...

montroisiemecon 11th February 2021 12:00 AM

Quote:

Originally Posted by Madness1337 (Post 3064248)
~

Have you tried iterating more? Remove your i< 30 or put 100000

Madness1337 11th February 2021 12:07 AM

Quote:

Originally Posted by montroisiemecon (Post 3064308)
Have you tried iterating more? Remove your i< 30 or put 100000

Yes, I was just trying that and getting the same result, and if I put in the transformIndex < ( unsigned int ) ( sizeMatriciesBuf / 0x30 ) check it always returns NULL or crashes

EDIT: solved, I was being an idiot and using the wrong Vector4 class for the matrix :smashfreakB:
This class works good:
struct Vector4
{
float x,y,z,d;
};

EliteProducer 11th February 2021 02:13 AM

Any reason why my eft player goes like this when i try to write stamina a number above 1?

Code:

UINT64 stam = read<UINT64>(local::local_player + 0x450);
                //std::cout << stam << std::endl;
                if (stam) {
                        write<UINT32>(stam + 0x28, 1);
                }


Exliation 11th February 2021 04:46 AM

Quote:

Originally Posted by EliteProducer (Post 3064389)
Any reason why my eft player goes like this when i try to write stamina a number above 1?

Code:

UINT64 stam = read<UINT64>(local::local_player + 0x450);
                //std::cout << stam << std::endl;
                if (stam) {
                        write<UINT32>(stam + 0x28, 1);
                }


You're writing over the stamina class, you need to write the stamina value inside of the stamina class:
Code:

if (auto physical = cache->local.get_physical()) {
        if (auto stamina = driver->read<uint64_t>(physical + 0x28)) {
                driver->write<float>(stamina + 0x48, 1000.f);
        }
}


virii72 11th February 2021 04:39 PM

Did anything chance recently with changing camera FoV? I took a few week break and my old "zoom by FoV" method for when using T-7/Irons is no longer working:
Code:

if (zoom && camName == "FPS Camera")
{
    process.Write<float>(cameraEntity + 0x158, 12);
    return;
}

I use to set that while ADSing. Now once I un-ADS you can quick is in zoom in as it resets. Anyone else doing anything similar to simulate zoom while using T-7 vision?

beepboop5 11th February 2021 06:08 PM

Quote:

Originally Posted by virii72 (Post 3064820)
Did anything chance recently with changing camera FoV? I took a few week break and my old "zoom by FoV" method for when using T-7/Irons is no longer working:
Code:

if (zoom && camName == "FPS Camera")
{
    process.Write<float>(cameraEntity + 0x158, 12);
    return;
}

I use to set that while ADSing. Now once I un-ADS you can quick is in zoom in as it resets. Anyone else doing anything similar to simulate zoom while using T-7 vision?

There is a function that slowly writes a new fov to your camera fov after you have stopped scoping/started scoping to achieve a "smooth" transition.

EDIT: setting your "_pointOfView" to ThirdPerson will stop it from writing to your fov but it will also mean your fov no longer changes when aiming.

Oofe 12th February 2021 04:39 AM

Why is my norecoil not working?

Code:

                        ////proceduralWeaponAnimation_0.Shootingg.RecoilStrengthXy
                        MEM.WriteVec2(MEM.GetPointer(PlayerClass.LocalPlayer._ComponentAddress + 0x190, 0x38), new Vectors.Vec2.Vector2(0));
                        MEM.WriteVec2(MEM.GetPointer(PlayerClass.LocalPlayer._ComponentAddress + 0x190, 0x40), new Vectors.Vec2.Vector2(0));


Madness1337 12th February 2021 06:11 PM

Quote:

Originally Posted by Oofe (Post 3065211)
Why is my norecoil not working?

Code:

                        ////proceduralWeaponAnimation_0.Shootingg.RecoilStrengthXy
                        MEM.WriteVec2(MEM.GetPointer(PlayerClass.LocalPlayer._ComponentAddress + 0x190, 0x38), new Vectors.Vec2.Vector2(0));
                        MEM.WriteVec2(MEM.GetPointer(PlayerClass.LocalPlayer._ComponentAddress + 0x190, 0x40), new Vectors.Vec2.Vector2(0));


Just NULL the mask even tho some people say it's not the good way to do it it works (might have to back up restore original mask if you want to bring back recoil):

Code:

        auto WeaponAnim = efimem->read<uint64_t>( localPlayer.instance + 0x190 );

        if (!WeaponAnim)
                return;

        if ( Menu::Window.MiscTab.NoRecoil.GetState( ) )
                efimem->write( WeaponAnim + 0xF8, 1 ); // Mask


EliteProducer 12th February 2021 06:27 PM

pretty sure mask just crashes ur game when extracting

24jared24 12th February 2021 06:48 PM

Quote:

Originally Posted by EliteProducer (Post 3065675)
pretty sure mask just crashes ur game when extracting

If your game crashes at any point you're doing something wrong obviously. Crashing at extraction sounds like you're not checking for valid pointers and just writing to random shit as you extract

montroisiemecon 12th February 2021 06:50 PM

Quote:

Originally Posted by 24jared24 (Post 3065694)
If your game crashes at any point you're doing something wrong obviously. Crashing at extraction sounds like you're not checking for valid pointers and just writing to random shit as you extract

wise words from a wise man

24jared24 12th February 2021 09:29 PM

Quote:

Originally Posted by beepboop5 (Post 3064911)
There is a function that slowly writes a new fov to your camera fov after you have stopped scoping/started scoping to achieve a "smooth" transition.

EDIT: setting your "_pointOfView" to ThirdPerson will stop it from writing to your fov but it will also mean your fov no longer changes when aiming.

Do you know if 3rd person camera is possible externally?

EliteProducer 13th February 2021 12:25 AM

Quote:

Originally Posted by 24jared24 (Post 3065815)
Do you know if 3rd person camera is possible externally?

+1, also curious about this one.

Oofe 13th February 2021 04:04 AM

I am attempting to update my loot ESP, I have the old offsets but I don't know the chain I need to follow to find the new ones. Can anyone tell me where I need to be looking? I have the cheat engine mono dissect dump

ecthirune 13th February 2021 05:17 PM

Okay, and again im asking for help here.
Now im stuck on bones.
im struggling on fitting to my code already pasted snippet from here:
https://www.unknowncheats.me/forum/2119016-post1.html
i taked first one, because im not familiar with coding and because lines like that (from second snippet):
Code:

TransformData transformData = Driver.ReadMem<TransformData>(gTargetProcessID, pTransformAccessReadOnly.pTransformData + 0x8);
...
Driver.ReadMem(gTargetProcessID, transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);

makes my brain burn.

So here's a question:

can some1 check what i did wrong with converting code from first post to my solution on c++? Or maybe there's some info how to debug it, i dunno.

It's looping okay when i drop for him address of some bones (tested few times)
Code:

auto bone_transf_head_ptr = read_chain(player, { 0xA8, 0x28, 0x28, 0x10, 0x20+ 133 *0x8}, pid);
, but in result allways ridiculous numbers:
Code:

Head_pos x: 1.28919e-43  | head_pos y: 5.24086e-43  | head_pos z: 1
and after world2screen never being draw and never changes when i move my character, or when target's head is moving. (but loot on ground is ok, so it's not w2s issue);



I have no idea what's goin on and where to look for solution >_<

Quote:

Originally Posted by Oofe (Post 3066028)
I am attempting to update my loot ESP, I have the old offsets but I don't know the chain I need to follow to find the new ones. Can anyone tell me where I need to be looking? I have the cheat engine mono dissect dump



0x60, 0x70, 0x78 choose what do you like and go inside.

Yaff 15th February 2021 10:50 AM

Hello, I am just starting on tarkov and unity in general and I have successfully gotten the GOM but am having issues with getting game world. I am looping the active objects and while im finding 1 match each time the registered players shows 0. I am doing all of this with emutarkov and have been reading through this thread as much as possible and am still stuck after a good 8 hours. I will share the functions im using:

Code:

string getObjectName(DWORD pid, uint64_t address) {
    string result;

    uint64_t objectNameAddr = readMemory<uint64_t>(pid, address + 0x60);

    for (int i = 0; i <= 128; i++) {
        char curChar = readMemory<char>(pid, objectNameAddr + i);
        result.push_back(curChar);
    }

    return result;
}

uint64_t findLocalGameWorld(DWORD pid, uint64_t gomAddr) {
    uint64_t firstActiveObj = readMemory<uint64_t>(pid, gomAddr + 0x18);
    uint64_t lastActiveObj = readMemory<uint64_t>(pid, gomAddr + 0x10);
    uint64_t curActiveObj = firstActiveObj;

    while (curActiveObj != 0 && curActiveObj != lastActiveObj) {
        uint64_t curActiveObjAddy = readMemory<uint64_t>(pid, curActiveObj + 0x10);
        string activeObjectName = getObjectName(pid, curActiveObjAddy);

        //cout << "Cur Addy: " << curActiveObjAddy << endl;
        //cout << "Name: " << activeObjectName << endl;
        if (activeObjectName.find("GameWorld") != std::string::npos) {
            uint64_t registeredPlayersAddr = readMemory<uint64_t>(pid, curActiveObjAddy +0x80);
            int numPlayers = readMemory<int>(pid, registeredPlayersAddr + 0x18);
            cout << "FOUND " << numPlayers << endl;

            if (numPlayers > 0 && numPlayers < 128) {
                cout << endl << "Number of players: " << numPlayers << endl;
                return curActiveObjAddy;
            }
        }
        curActiveObj = readMemory<uint64_t>(pid, curActiveObj+0x08);
    }
    cout << endl << "Failed to find game world" << endl;
    return 0;

}

Im getting FOUND 0 (Found a game world with 0 players), then Failed to find game world afterwards.

I know the code is ugly but have been testing theories a lot and it has not done wonders for my code. I'm sure I am just missing something very simple but am very lost at the moment. Thanks in advance.

montroisiemecon 15th February 2021 02:08 PM

MovementContext shifted by 0x8 with latest version

ecthirune 15th February 2021 02:44 PM

Quote:

Originally Posted by Yaff (Post 3067449)
Im getting FOUND 0 (Found a game world with 0 players), then Failed to find game world afterwards.

if you doin it in offline, or in any emulator - you can find only 1 gom actually.
And it should containt players.

try this, fit player_online checker if you wish, i did not bothered myself with it

Code:

ULONG64 find_gameworld(ULONG64 gom) {

        ULONG64 buffer = driver.ReadVirtualMemory<ULONG64>(pid, gom + 0x18, sizeof(ULONG64));
        int loop_count = 150;
        for (int i = 0; i < loop_count; i++)
        {
                ULONG64 object_ptr = driver.ReadVirtualMemory<ULONG64>(pid, buffer + 0x10, sizeof(ULONG64));
                ULONG64 object_name_ptr = driver.ReadVirtualMemory<ULONG64>(pid, object_ptr + 0x60, sizeof(ULONG64));
                auto object_name = to_text(object_name_ptr, 9, pid);
                if (object_name == gameworld_name)
                {
                        buffer = object_ptr;
                        std::cout << "GameWorld found: " << buffer << std::endl;
                        break;
                }
                buffer = driver.ReadVirtualMemory<ULONG64>(pid, buffer + 0x8, sizeof(ULONG64));
        }
        return buffer;
}


nicxio 15th February 2021 04:16 PM

Quote:

Originally Posted by ecthirune (Post 3067567)
if you doin it in offline, or in any emulator - you can find only 1 gom actually.
And it should containt players.

gameworld not gom


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Lilith2 15th February 2021 04:30 PM

offset update
 
Player ViewAngles in MovementContext moved from 0x1F8 to 0x200 after the recent patch.

ecthirune 15th February 2021 04:43 PM

Quote:

Originally Posted by nicxio (Post 3067638)
gameworld not gom

true, missed with names, but code is for gameworld, so nvm.

Yaff 15th February 2021 08:02 PM

Quote:

Originally Posted by ecthirune (Post 3067567)
if you doin it in offline, or in any emulator - you can find only 1 gom actually.
And it should containt players.

try this, fit player_online checker if you wish, i did not bothered myself with it

Code:

ULONG64 find_gameworld(ULONG64 gom) {

        ULONG64 buffer = driver.ReadVirtualMemory<ULONG64>(pid, gom + 0x18, sizeof(ULONG64));
        int loop_count = 150;
        for (int i = 0; i < loop_count; i++)
        {
                ULONG64 object_ptr = driver.ReadVirtualMemory<ULONG64>(pid, buffer + 0x10, sizeof(ULONG64));
                ULONG64 object_name_ptr = driver.ReadVirtualMemory<ULONG64>(pid, object_ptr + 0x60, sizeof(ULONG64));
                auto object_name = to_text(object_name_ptr, 9, pid);
                if (object_name == gameworld_name)
                {
                        buffer = object_ptr;
                        std::cout << "GameWorld found: " << buffer << std::endl;
                        break;
                }
                buffer = driver.ReadVirtualMemory<ULONG64>(pid, buffer + 0x8, sizeof(ULONG64));
        }
        return buffer;
}


That's actually great to know, that narrows it down to an issue with the way I'm getting the number of players, thank you!

ecthirune 15th February 2021 08:46 PM

Quote:

Originally Posted by Yaff (Post 3067797)
That's actually great to know, that narrows it down to an issue with the way I'm getting the number of players, thank you!

registered players are in local_game_world, not in gameworld. So you need to do your chain deeper:

Gameworld+0x30]+0x18]+0x28] <-local_game_world
Local_game_world+0x80]+0x18]<-players_count, int;

Yaff 15th February 2021 10:07 PM

Quote:

Originally Posted by ecthirune (Post 3067822)
registered players are in local_game_world, not in gameworld. So you need to do your chain deeper:

Gameworld+0x30]+0x18]+0x28] <-local_game_world
Local_game_world+0x80]+0x18]<-players_count, int;

Well, there's that stupid mistake I figured I made. I appreciate it, but for some reason reading through the chain then reading the address obtained by localgameworld+0x80 with the offset of 0x18 as an int is still returning 0. The reason Im still trying to figure out this is that I will need to anyways to be able to iterate through the player list. EmuTarkov is still on 12.8 has it changed since then? I will include the edited code. The weird thing is that Im able to find the gameworld but it seems that local gameworld does not include players for some reason.

Code:

    while (curActiveObj != 0 && curActiveObj != lastActiveObj) {
        uint64_t curActiveObjAddy = readMemory<uint64_t>(pid, curActiveObj + 0x10);
        string activeObjectName = getObjectName(pid, curActiveObjAddy);

        //cout << "Cur Addy: " << curActiveObjAddy << endl;
        //cout << "Name: " << activeObjectName << endl;
        if (activeObjectName.find("GameWorld") != std::string::npos) {
            uint64_t localGameWorld1 = readMemory<uint64_t>(pid, curActiveObjAddy + 0x30);
            uint64_t localGameWorld2 = readMemory<uint64_t>(pid, localGameWorld1 + 0x18);
            uint64_t localGameWorld3 = readMemory<uint64_t>(pid, localGameWorld2 + 0x28);
            uint64_t registeredPlayersAddy = readMemory<uint64_t>(pid, localGameWorld3 + 0x80);
            int numPlayers = readMemory<int>(pid, registeredPlayersAddy + 0x18);
            cout << "FOUND " << numPlayers << endl;
            if (numPlayers > 0 && numPlayers < 128) {
                cout << endl << "Number of players: " << numPlayers << endl;
                return curActiveObjAddy;
            }
        }
        curActiveObj = readMemory<uint64_t>(pid, curActiveObj+0x08);
    }

EDIT: Well I guess this is what I get for not reversing it myself. The current EMUTarkov version I am using is: 0.12.8.9767 and it seems that the registered players offset is 0x78 as opposed to 0x80 for this version. I Appreciate your help @ecthirune for helping me understand what was wrong with my original code.

montroisiemecon 15th February 2021 11:07 PM

Quote:

Originally Posted by Yaff (Post 3067877)
Well, there's that stupid mistake I figured I made. I appreciate it, but for some reason reading through the chain then reading the address obtained by localgameworld+0x80 with the offset of 0x18 as an int is still returning 0. The reason Im still trying to figure out this is that I will need to anyways to be able to iterate through the player list. EmuTarkov is still on 12.8 has it changed since then? I will include the edited code. The weird thing is that Im able to find the gameworld but it seems that local gameworld does not include players for some reason.

Code:

    while (curActiveObj != 0 && curActiveObj != lastActiveObj) {
        uint64_t curActiveObjAddy = readMemory<uint64_t>(pid, curActiveObj + 0x10);
        string activeObjectName = getObjectName(pid, curActiveObjAddy);

        //cout << "Cur Addy: " << curActiveObjAddy << endl;
        //cout << "Name: " << activeObjectName << endl;
        if (activeObjectName.find("GameWorld") != std::string::npos) {
            uint64_t localGameWorld1 = readMemory<uint64_t>(pid, curActiveObjAddy + 0x30);
            uint64_t localGameWorld2 = readMemory<uint64_t>(pid, localGameWorld1 + 0x18);
            uint64_t localGameWorld3 = readMemory<uint64_t>(pid, localGameWorld2 + 0x28);
            uint64_t registeredPlayersAddy = readMemory<uint64_t>(pid, localGameWorld3 + 0x80);
            int numPlayers = readMemory<int>(pid, registeredPlayersAddy + 0x18);
            cout << "FOUND " << numPlayers << endl;
            if (numPlayers > 0 && numPlayers < 128) {
                cout << endl << "Number of players: " << numPlayers << endl;
                return curActiveObjAddy;
            }
        }
        curActiveObj = readMemory<uint64_t>(pid, curActiveObj+0x08);
    }


edit: nothing just misread

ecthirune 16th February 2021 06:37 AM

Quote:

Originally Posted by Yaff (Post 3067877)
EMUTarkov version I am using is: 0.12.8.9767 and it seems that the registered players offset is 0x78 as opposed to 0x80 for this version. I Appreciate your help @ecthirune for helping me understand what was wrong with my original code.

move to spt-aki tarkov, it's simple to install (drag&drop, but you need original client as i remember), and more uptodate, than EMUtarkov (at least 12.9.10532 build right now, from 22 january)
Don't create more headache for yourself with changed offsets.

Oofe 17th February 2021 01:44 AM

So I've got all my stuff working, I'm now interested in how to see inside containers externally. Can anyone give me some hints? I can't figure it out

Yaff 17th February 2021 02:04 AM

Quote:

Originally Posted by ecthirune (Post 3068155)
move to spt-aki tarkov, it's simple to install (drag&drop, but you need original client as i remember), and more uptodate, than EMUtarkov (at least 12.9.10532 build right now, from 22 january)
Don't create more headache for yourself with changed offsets.

Funny enough I saved a backup of 12.9.10900 and 12.9.10901 for this exact reason, just waiting on spt to get updated. Sadly I found out about it too late to have a matching version. Planning on halting development until then, working on getting the config space of my screamer figured out until then. Thank you again!

brunph 19th February 2021 05:12 PM

Anybody knows what skills are serversided? cause when i modified surgeryspeed and surgery hp points i got kicked for doing it too fast. There must be a few others i'm guessing as well?

24jared24 19th February 2021 09:50 PM

Quote:

Originally Posted by brunph (Post 3071108)
Anybody knows what skills are serversided? cause when i modified surgeryspeed and surgery hp points i got kicked for doing it too fast. There must be a few others i'm guessing as well?

I've never gotten kicked for setting a skill but they just wont work if server sided. Surgery and Mag Drills are the only ones I've noticed. Mag drills you can still set high and it will just be limited online to the highest it can be, surgery just doesn't work online at all

Azhora 22nd February 2021 03:35 PM

Would it be possible to change the exfiltration/exit trigger boxes so you can exfil anywhere?
Anyone have experience with it? Or is it auto-ban?

montroisiemecon 22nd February 2021 04:09 PM

Quote:

Originally Posted by Azhora (Post 3073334)
Would it be possible to change the exfiltration/exit trigger boxes so you can exfil anywhere?
Anyone have experience with it? Or is it auto-ban?

I tried to escape on labs vent with backpack.
I had the message on bottom of the screen but could not exit, so I guess there are some server sided things

TrueWeedle 22nd February 2021 09:01 PM

hey chads, im tryin to make a cheat for EFT and I can't find anything on getting offsets. Any help is appreciated

AhmedGH 22nd February 2021 09:50 PM

Quote:

Originally Posted by TrueWeedle (Post 3073562)
hey chads, im tryin to make a cheat for EFT and I can't find anything on getting offsets. Any help is appreciated

This topic from even the first page can make you create better than the best of any cheat created for EFT, just need time to read it and you can find how to get every offset and how you can update and even do so many twicky stuff! Just read and give it like 1-2 day reading, you will understand everything for EFT. After that what you miss, you can ask and there are so many helpful people here.

montroisiemecon 22nd February 2021 11:02 PM

Quote:

Originally Posted by TrueWeedle (Post 3073562)
hey chads, im tryin to make a cheat for EFT and I can't find anything on getting offsets. Any help is appreciated

posted 10 times in the last 20 pages
please read

Madness1337 24th February 2021 10:14 PM

Does someone have the chain for exfil transform? I can read the names but transform always puts the exits in the same spot so I think my offsets are bad.. Any halp appreciated

Nullxy 25th February 2021 08:08 AM

Thank you. I got almost all the available information through reading, but I need help now, because I can't find the specific information. I want to get the map information loaded by the current game. Through reclass, I guess that the map information is in the ETF.FastGameInfo, The Structure is used in "EFT.MainApplication:ClientApplication". How can I get the offset pointer of "ETF.MainApplication"? Can you help me? thank!



PS: forgive me for my poor English

krembo 25th February 2021 08:11 AM

Quote:

Originally Posted by Nullxy (Post 3075445)
Thank you. I got almost all the available information through reading, but I need help now, because I can't find the specific information. I want to get the map information loaded by the current game. Through reclass, I guess that the map information is in the ETF.FastGameInfo The structure is used in the EFT.MainApplication : how can I get mainap in clientapplication plication:ClientApplication Offset pointer for? Can I help you? thank!



PS: forgive me for my poor English

I'm detecting the current map by the extracts list, not sure where the actual map settings is actually stored.

Nullxy 25th February 2021 09:56 AM

What does extracting online lists mean? GOM?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

krembo 25th February 2021 01:58 PM

Quote:

Originally Posted by Nullxy (Post 3075502)
What does extracting online lists mean? GOM?

Available exfils
GOM + 0x18

djskullyx64 25th February 2021 06:37 PM

reading items in containers
 
Having some issues reading items in the containers. I'm correctly getting the count from Dict + 0x40. I can put items in a container and see the count increase. I'm also able to correctly get the object name from the containers such as "lootable" etc. My pointers all seem to be "valid" in the sense that they aren't zero but they don't seem to point to valid Item objects in memory. Can someone help me validate my offsets?

Here is the code I'm using to read the items into a vector and return it to the caller:

Code:

std::vector<Item> Entries::GetEntriesItems() {

        std::vector<Item> ivItems;
        int count = this->count;
        std::wcout << L"Count: " << count << std::endl;
       
        for (int i = 0; i < count; i++) {
                uint64_t itemInContainer = ma.Readuint64_tMemory(this->addr + 0x28 + (0x18 * (uint64_t)i));
                ivItems.push_back(Item::Item(itemInContainer, this->ma));
        }

        return ivItems;
}

The name/hash/etc pointers are all blank memory when I read so I'm guessing I'm not getting a valid Item pointer there.

My understanding is that to read containers you need to:
ItemStats + 0x108 = ItemOwner
Item Owner + 0x90 = Item
Item + 0x68 = Grids
Grids + 0x20 = Grid
Grid + 0x40 = GridDict
GridDict + 0x10 = Dict
Dict + 0x40 = Count
Dict + 0x18 = Entries
ItemInContainer = (entriesAddr + 0x28 +0x18 * index)

Is this right?

Edit: I figured it out. The "ItemInContainer" is of type GameItem not the "Item".

Nullxy 25th February 2021 07:58 PM

Quote:

Originally Posted by krembo (Post 3075626)
Available exfils
GOM + 0x18

Your wisdom made me give you a thumbs up, thank you

TrueWeedle 25th February 2021 10:20 PM

Was wondering if this was the correct way of getting GameObjectManager
https://cdn.discordapp.com/attachmen...67/unknown.png
Offset used was 0x156B698

djskullyx64 25th February 2021 11:09 PM

Quote:

Originally Posted by TrueWeedle (Post 3075948)
Was wondering if this was the correct way of getting GameObjectManager
https://cdn.discordapp.com/attachmen...67/unknown.png
Offset used was 0x156B698

Current GOM is UnityPlayer.dll + 0x156B698

TrueWeedle 25th February 2021 11:11 PM

thanks

djskullyx64 26th February 2021 05:05 AM

What are you guys using for GetPosition on item containers? I tried a couple different ways of doing it that worked for me on other things (BoneEnumerator and normal way for items) but both of those just return 0s. I assume I need to use the internal GetPosition but am having trouble implementing it externally. What has worked well for you all here?

krembo 26th February 2021 04:34 PM

Quote:

Originally Posted by djskullyx64 (Post 3076167)
What are you guys using for GetPosition on item containers? I tried a couple different ways of doing it that worked for me on other things (BoneEnumerator and normal way for items) but both of those just return 0s. I assume I need to use the internal GetPosition but am having trouble implementing it externally. What has worked well for you all here?

this method works for containers:
https://www.unknowncheats.me/forum/2...-post2985.html

eldev 26th February 2021 09:38 PM

Does anyone know how to read objects count in a container? I mean stacked objects like a rubles, cartridges, etc.

Brabra1262 27th February 2021 06:29 AM

implementing code from player component address to player name

Code:

                       
uintptr_t _gameObjectAddress = driver->read<uintptr_t>(component + 0x10);
                               
_gameObjectAddress = driver->read<uintptr_t>(_gameObjectAddress + 0x30);
                               
uintptr_t localnameptr = driver->read<uintptr_t>(_gameObjectAddress + 0x60);
                               
std::string LocalName = driver->readString(te_mp, 128);

and for some reason _gameObjectAddress is returning 0. anyone have updated offsets?

samtulach 27th February 2021 11:02 AM

Quote:

Originally Posted by eldev (Post 3076663)
Does anyone know how to read objects count in a container? I mean stacked objects like a rubles, cartridges, etc.

https://i.imgur.com/1VsdIHZ.png
https://i.imgur.com/MHN09QJ.png

Anyway does anyone know how to get into EFT.ClientPlayer externally? I am smashing my head right now because the only way to read it seems to be to loop through GameObjects, find "PlayerSuperior(Clone)" and then somehow get the class from it (which unfortunally I don't know how).

azmwsuwakwuvrbc 27th February 2021 03:35 PM

Good day, everyone. Okay now this adventure feels like walking on quicksand. I barely got understanding of getting players related stuff (list, names, sides, position, etc.) but the loot part is like a bloody mess. according to dnspy/cemono/etc gameworld has 3 loot related properties: lootlist, lootitems, allloot. right now i am using lootlist field as source of data (special thanks to mr cplnathan, much respect to you as your project "inspired" me) which after a few offsets gives me items whacky names ( like "ammo_pp_lol (clone)" ) and positions. but trying to investigate what are the classes i offsetting through is hard to me since lootlist is not a list of loots but a generic list of ginterface7 ((c) dnspy), which i believe applied not only to loot items, but to all interactable objects . it feels like i dont get the idea of how items are handled in the gameworld, like corpses are in that list, but corpse is not a loot, its more like lootable container, that can contain lots of nested lootable containers (corpse-backpack-pistol-magazine-ammo). maybe I should try other gameworld loot related properties (there are still alllot and lootitems), or if there is a scheme of unity/eft loot handle knowledge database i would be happy to look over it

montroisiemecon 27th February 2021 05:03 PM

Quote:

Originally Posted by samtulach (Post 3077002)
https://i.imgur.com/1VsdIHZ.png
https://i.imgur.com/MHN09QJ.png

Anyway does anyone know how to get into EFT.ClientPlayer externally? I am smashing my head right now because the only way to read it seems to be to loop through GameObjects, find "PlayerSuperior(Clone)" and then somehow get the class from it (which unfortunally I don't know how).

Probably just cast EFT.player into clientplayer? It works this way for firearm controller

beepboop5 27th February 2021 05:14 PM

Quote:

Originally Posted by samtulach (Post 3077002)
https://i.imgur.com/1VsdIHZ.png
https://i.imgur.com/MHN09QJ.png

Anyway does anyone know how to get into EFT.ClientPlayer externally? I am smashing my head right now because the only way to read it seems to be to loop through GameObjects, find "PlayerSuperior(Clone)" and then somehow get the class from it (which unfortunally I don't know how).

ClientPlayer inherits from NetworkPlayer and NetworkPlayer inherits from EFT.Player so yeah id imagine you can cast directly to ClientPlayer from Player (double check in CE)

Brabra1262 28th February 2021 01:03 AM

Quote:

Originally Posted by Brabra1262 (Post 3076927)
implementing code from player component address to player name

Code:

                       
uintptr_t _gameObjectAddress = driver->read<uintptr_t>(component + 0x10);
                               
_gameObjectAddress = driver->read<uintptr_t>(_gameObjectAddress + 0x30);
                               
uintptr_t localnameptr = driver->read<uintptr_t>(_gameObjectAddress + 0x60);
                               
std::string LocalName = driver->readString(te_mp, 128);

and for some reason _gameObjectAddress is returning 0. anyone have updated offsets?

anyone know whats wrong?

Heashey 28th February 2021 04:12 AM

Hey, anyone know why my name esp shows players that are real players, their names although when it's an scav ai or scav player it doesn't show their name at all.

https://cdn.discordapp.com/attachmen...4f5911c172.png
https://cdn.discordapp.com/attachmen...77836d57b8.png

eldev 28th February 2021 02:58 PM

Quote:

Originally Posted by Heashey (Post 3077595)
Hey, anyone know why my name esp shows players that are real players, their names although when it's an scav ai or scav player it doesn't show their name at all.

https://cdn.discordapp.com/attachmen...4f5911c172.png
https://cdn.discordapp.com/attachmen...77836d57b8.png

Code:

char GetPlayer(uint64_t playerPtr, Player *target)
{
        ASSERT_PTR(playerProfilePtr, MemReadUInt64(playerPtr + Offsets.Player_Profile)); //0x440
        ASSERT_PTR(playerInfoPtr, MemReadUInt64(playerProfilePtr + Offsets.Player_Profile_Info)); //0x28

        GetUnityString(playerInfoPtr + Offsets.Player_Info_Nickname, &target->name, sizeof(target->name)); //0x10
       
        target->is_scav = MemReadInt32(playerInfoPtr + Offsets.Player_Info_RegistrationDate) == 0 ? 1 : 0; //0x54
        target->is_player_scav = !target->is_scav && strstr((char *)target->name, (char *)" ") != NULL ? 1 : 0;

        return TRUE;
}

The above condition looks strange. Maybe you mean
Code:

is_player(entity) || is_scav(entity)

mEEkNaStY 1st March 2021 10:28 PM

okay, i know how to do this in other games, but eft im lost lol

Code:

struct EFTOffsets
{
        static constexpr uint64_t offs_gameObjectManager = 0x156B698;

        uint64_t gameObjectManager = 0x0;
        uint64_t gameWorld = 0x0;
        uint64_t localGameWorld = 0x0;
        uint64_t fpsCamera = 0x0;
        uint64_t OpticCamera = 0x0;

        struct
        {
                static constexpr uint64_t itemList = 0x48; //UPDATED 1/11/2020
                static constexpr uint64_t registeredPlayers = 0x68; //UPDATED 1/11/2020
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

        struct
        {
                static constexpr uint64_t length = 0x10; //good
                static constexpr uint64_t stringBase = 0x14; //good
        } unicodeString;

        struct
        {
                static constexpr uint64_t information = 0x28; //updated
                static constexpr uint64_t id = 0x10; //updated
        } profile;

        struct
        {
                static constexpr uint64_t playerName = 0x10; //updated
        } information;

        struct
        {
                static constexpr uint64_t angles_0 = 0x1D0;
                static constexpr uint64_t angles_1 = 0x1D8;
                static constexpr uint64_t position = 0x1E0;
        } movementContext;

        struct
        {
                static constexpr uint64_t m_pPlayerProfile = 0x03A0;
                static constexpr uint64_t movementContext = 0x38;
                static constexpr uint64_t proceduralWeaponAnimation = 0x70; //updayed 1/11/2020
                static constexpr uint64_t playerBody = 0x88; //updated 1/11/2020
                static constexpr uint64_t m_pHealthController = 0x3D0; //updated 1/11/2020
                static constexpr uint64_t profile = 0x3A0; //updayed 1/11/2020

        } Player;
};

this is for an external too

Heashey 2nd March 2021 02:02 AM

Quote:

Originally Posted by mEEkNaStY (Post 3079064)
okay, i know how to do this in other games, but eft im lost lol

Code:

struct EFTOffsets
{
        static constexpr uint64_t offs_gameObjectManager = 0x156B698;

        uint64_t gameObjectManager = 0x0;
        uint64_t gameWorld = 0x0;
        uint64_t localGameWorld = 0x0;
        uint64_t fpsCamera = 0x0;
        uint64_t OpticCamera = 0x0;

        struct
        {
                static constexpr uint64_t itemList = 0x48; //UPDATED 1/11/2020
                static constexpr uint64_t registeredPlayers = 0x68; //UPDATED 1/11/2020
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

        struct
        {
                static constexpr uint64_t length = 0x10; //good
                static constexpr uint64_t stringBase = 0x14; //good
        } unicodeString;

        struct
        {
                static constexpr uint64_t information = 0x28; //updated
                static constexpr uint64_t id = 0x10; //updated
        } profile;

        struct
        {
                static constexpr uint64_t playerName = 0x10; //updated
        } information;

        struct
        {
                static constexpr uint64_t angles_0 = 0x1D0;
                static constexpr uint64_t angles_1 = 0x1D8;
                static constexpr uint64_t position = 0x1E0;
        } movementContext;

        struct
        {
                static constexpr uint64_t m_pPlayerProfile = 0x03A0;
                static constexpr uint64_t movementContext = 0x38;
                static constexpr uint64_t proceduralWeaponAnimation = 0x70; //updayed 1/11/2020
                static constexpr uint64_t playerBody = 0x88; //updated 1/11/2020
                static constexpr uint64_t m_pHealthController = 0x3D0; //updated 1/11/2020
                static constexpr uint64_t profile = 0x3A0; //updayed 1/11/2020

        } Player;
};

this is for an external too

huh, if you can do it in c++ games you can do it in c# games aswell then.

Oofe 2nd March 2021 05:06 AM

So I've been lurking around on this and other threads more and I have a solid understanding of how to find offset chains and implement new features however I can't figure out how to see loot inside of containers.

My problem is that I don't know where to find LootableContainer at. It's obfuscated in DnSpy and I'm not finding it under the localgameworld. I've seen that I'm supposed to be looking for an array of WorldInteractiveObjects and I see multiple arrays with that in EFT.World however when I get the length of the list, in this case GameWorld + 0x30, 0x18 it returns either 0 or some rediculous number. If I can find the lootablecontainers I can do the rest on my own, did something change and outdate the information here or am I missing something?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ecthirune 2nd March 2021 08:19 AM

Quote:

Originally Posted by Oofe (Post 3079238)
If I can find the lootablecontainers I can do the rest on my own, did something change and outdate the information here or am I missing something?

containers mixed with single loot items in the LocalGameWorld+0x60.
They just have slight difference between parameters in memory.

==============================================

im stuck some with containers position if some1 have advice. Ye, i know, this question was here a lot of times, but my problem not with ALL conainers:

on Factory map all containers have 0 0 0 position:
tryed with 2 ways:
For example Jacket. I found name, id, item inside, but
Code:

item+0x10->interactive+0x28->itemPtr+0x10->UknownPtr+0x30->UknownPtr2+0x30->UknownPtr3+0x8->itemTransform+0x38->0xB0]  // returns 0 0 0
And
Code:

item+0x10->Interactive+0x30->GameObject+0x30->TransformOne+0x8->TransfomrTwo+0x38->0xB0] // returns 0 0 0
And this shit with all spawned containers on factory. Corpses have their coords as they should, as dropped backpacks too.).

Now Customs:
Weapon Box have coordinates, but they leads to underground, between barracks and construction site: {x=158.479996 y=-2.49000001 z=70.5299988 }
Burried Barrel Cache (hidden stash i suppose) have coords and they are ok: {x=429.414001 y=-1.73800004 z=-84.7480011 }
Other Weapon Box (with different ID) have same coords as previous: {x=158.479996 y=-2.49000001 z=70.5299988 }
Tool Box have same cords as Weapon Boxes: {x=158.479996 y=-2.49000001 z=70.5299988 }
Dead Scav have {x=0.00000000 y=0.00000000 z=0.00000000 }
Jackets leads to empty places, but have "normal looking coords": {x=-317.392883 y=0.927664340 z=-165.464569 } and etc.

So... am i reading wrong offsets? Or i need to sort some types of containers by myself (like sort hidden stashes from weapon boxes & jackets) and use different offset chains for them? Or wtf is happens here >_<

==============================================

Upd: nvm, fixed. I forgot to apply transform function & my offset chain to transform address was wrong.

onecool9009 2nd March 2021 01:37 PM

Quote:

Originally Posted by Oofe (Post 3079238)
So I've been lurking around on this and other threads more and I have a solid understanding of how to find offset chains and implement new features however I can't figure out how to see loot inside of containers.

My problem is that I don't know where to find LootableContainer at. It's obfuscated in DnSpy and I'm not finding it under the localgameworld. I've seen that I'm supposed to be looking for an array of WorldInteractiveObjects and I see multiple arrays with that in EFT.World however when I get the length of the list, in this case GameWorld + 0x30, 0x18 it returns either 0 or some rediculous number. If I can find the lootablecontainers I can do the rest on my own, did something change and outdate the information here or am I missing something?

please stop asking the same questions on this topic. Use the search, everything is there or use the search according to my posts everything works until now, the maximum you need to change the grids offsets

eldev 2nd March 2021 03:54 PM

Quote:

Originally Posted by Oofe (Post 3079238)
So I've been lurking around on this and other threads more and I have a solid understanding of how to find offset chains and implement new features however I can't figure out how to see loot inside of containers.

My problem is that I don't know where to find LootableContainer at. It's obfuscated in DnSpy and I'm not finding it under the localgameworld. I've seen that I'm supposed to be looking for an array of WorldInteractiveObjects and I see multiple arrays with that in EFT.World however when I get the length of the list, in this case GameWorld + 0x30, 0x18 it returns either 0 or some rediculous number. If I can find the lootablecontainers I can do the rest on my own, did something change and outdate the information here or am I missing something?

A good way to check if an item is a LootableContainer is to check the itemOwner ptr
Code:

ASSERT_PTR(itemProfilePtr, MemReadUInt64(itemPtr + 0x10));
ASSERT_PTR(itemStatsPtr, MemReadUInt64(itemProfilePtr + 0x28));
uintptr_t itemOwner = MemReadUInt64(itemStatsPtr + 0x108);
if (itemOwner != 0) {
    // Item is lootable container
}


Oofe 2nd March 2021 06:39 PM

Quote:

Originally Posted by eldev (Post 3079531)
A good way to check if an item is a LootableContainer is to check the itemOwner ptr
Code:

ASSERT_PTR(itemProfilePtr, MemReadUInt64(itemPtr + 0x10));
ASSERT_PTR(itemStatsPtr, MemReadUInt64(itemProfilePtr + 0x28));
uintptr_t itemOwner = MemReadUInt64(itemStatsPtr + 0x108);
if (itemOwner != 0) {
    // Item is lootable container
}


That's a huge tip thanks dude


Quote:

Originally Posted by onecool9009 (Post 3079451)
please stop asking the same questions on this topic. Use the search, everything is there or use the search according to my posts everything works until now, the maximum you need to change the grids offsets

I have been for serveral days. I've been googling it over and over again because I want to figure it out on my own, I don't want to paste someone elses work I want to figure out how to do it.

Brabra1262 2nd March 2021 10:32 PM

does anyone have MovementContext and MovementContext.rotation offsets?
Cheers

Heashey 3rd March 2021 12:37 AM

Quote:

Originally Posted by Brabra1262 (Post 3079848)
are these up to date?

it says 11/2020, so no

ecthirune 3rd March 2021 10:35 AM

Quote:

Originally Posted by eldev (Post 3079531)
A good way to check if an item is a LootableContainer is to check the itemOwner ptr
Code:

ASSERT_PTR(itemProfilePtr, MemReadUInt64(itemPtr + 0x10));
ASSERT_PTR(itemStatsPtr, MemReadUInt64(itemProfilePtr + 0x28));
uintptr_t itemOwner = MemReadUInt64(itemStatsPtr + 0x108);
if (itemOwner != 0) {
    // Item is lootable container
}


in my view: this way checking will create problems, when lootList contain any corpse from raid, unfortunately.

montroisiemecon 3rd March 2021 11:49 AM

Quote:

Originally Posted by ecthirune (Post 3080209)
in my view: this way checking will create problems, when lootList contain any corpse from raid, unfortunately.

Then check if its a corpse first :thinking:

ecthirune 3rd March 2021 02:13 PM

Quote:

Originally Posted by montroisiemecon (Post 3080280)
Then check if its a corpse first :thinking:

i mean - checking ItemOwner it's not enough. As for me at last.
I was forced to check ItemOwner & interactive->item-> itemTemplate to determine - it's a container (box, safe, sportbag etc), or it's a item(corpse/backpack/item);
Like:
Code:

if (m_pItemOwner != 0 && m_PItemTemplate== 0) -> container
Else -> backpack/corpse/single item.


Oofe 3rd March 2021 04:23 PM

When I find a container inside the LootList and attempt to look inside my gridcount always returns as 1. I've noticed that the rootitem offset has changed from 0x90 to 0x98 but when I update it in my code the item pointer returns as 0.

ecthirune 3rd March 2021 08:27 PM

Quote:

Originally Posted by Oofe (Post 3080486)
When I find a container inside the LootList and attempt to look inside my gridcount always returns as 1. I've noticed that the rootitem offset has changed from 0x90 to 0x98 but when I update it in my code the item pointer returns as 0.

without providing code/ detail debugdata we can't help you.

But i will say only 1 thing: itemCount inside containers (box/bag/safe etc) do not work properly. Tested few times on different types of container, their count not decreasing after grabbing item out. So you need, maybe, to implement your personal "counter" i guess and read item's addresses till reach 0 (im stuck on it right now). Im not sure, that im right with that info for 100%, but...: http://prntscr.com/10cd8iy after grabbing 3 items from container - Reclass still show "Count: 3".
Appreciate to a man, who will provide good info about that.

Brabra1262 4th March 2021 12:05 AM

aimbot not accurate when exhausted. Im writing to movementcontext+0x200 for view angles and after running around the map a bit my character gets "exhaustion" and aim becomes off. am I writing to the wrong angles and are there better ones to write to or is there a basic nop/writing i can do to eradicate it. Cheers

AhmedGH 4th March 2021 02:26 AM

Quote:

Originally Posted by ecthirune (Post 3079317)
Upd: nvm, fixed. I forgot to apply transform function & my offset chain to transform address was wrong.

What is the right chain for the container then? ^^

eldev 4th March 2021 02:52 AM

Quote:

Originally Posted by Oofe (Post 3080486)
When I find a container inside the LootList and attempt to look inside my gridcount always returns as 1. I've noticed that the rootitem offset has changed from 0x90 to 0x98 but when I update it in my code the item pointer returns as 0.

You probably don't understand what a grid is. Here the grids are highlighted with red boxes. For example backpacks contain only one grid (excluding "Mechanism"). Grids can contains multiple slots/items.

Right way to read grids and items in grid:

Code:

ASSERT_PTR(itemPtr, MemReadUInt64(itemOwner + 0x90));
ASSERT_PTR(gridsPtr, MemReadUInt64(itemPtr + 0x68));
int32_t gridsCount = MemReadInt32(gridsPtr + 0x18);

for (int i = 0; i < gridsCount; i++) {
        ASSERT_PTR(gridPtr, MemReadUInt64(gridsPtr + 0x20 + (i * 0x8)));
        ASSERT_PTR(gridDictPtr, MemReadUInt64(gridPtr + 0x40));
        ASSERT_PTR(dictPtr, MemReadUInt64(gridDictPtr + 0x10));

        int32_t countInDict = MemReadInt32(dictPtr + 0x40);

        if (countInDict > 0) {
                ASSERT_PTR(entries, MemReadUInt64(dictPtr + 0x18));

                for (int j = 0; j < countInDict; j++) {
                        uint64_t containerItemPtr = MemReadUInt64(entries + 0x28 + (0x18 * j));
                        if (IS_INVALID_PTR(containerItemPtr))
                                continue;
                       
                        ASSERT_PTR(itemTemplatePtr, MemReadUInt64(containerItemPtr + 0x38));                       
                       
                        GetUnityString(itemTemplatePtr + 0x50, &state->items[state->itemCount].hash, sizeof(state->items[state->itemCount].hash)); //For example read item hash
                }
        }
}

Quote:

Originally Posted by ecthirune (Post 3080692)
without providing code/ detail debugdata we can't help you.

But i will say only 1 thing: itemCount inside containers (box/bag/safe etc) do not work properly. Tested few times on different types of container, their count not decreasing after grabbing item out. So you need, maybe, to implement your personal "counter" i guess and read item's addresses till reach 0 (im stuck on it right now). Im not sure, that im right with that info for 100%, but...: http://prntscr.com/10cd8iy after grabbing 3 items from container - Reclass still show "Count: 3".
Appreciate to a man, who will provide good info about that.

You can just check the pointer you get from grid dict entries.

Brabra1262 4th March 2021 03:09 AM

Quote:

Originally Posted by Brabra1262 (Post 3080844)
aimbot not accurate when exhausted. Im writing to movementcontext+0x200 for view angles and after running around the map a bit my character gets "exhaustion" and aim becomes off. am I writing to the wrong angles and are there better ones to write to or is there a basic nop/writing i can do to eradicate it. Cheers

anyone have a fix?

Oofe 4th March 2021 03:38 AM

I am doing what I believe are the steps required to see inside of containers, where component is the code tag below. The issue I am having is that the itemCount is the wrong number as seen here and I know I'm missing something small.
Code:

MEM.ReadInt64(FirstLootOBJ + 0x20 + (ulong)(i * 0x8));


Quote:

Originally Posted by eldev (Post 3080911)
~snip~

Thanks for that, I assumed grids were the little squares individually, that makes more sense.

Looking at the offsets for ItemOwner(GClass1672) what was 0x90 (the first item entry) is now located at 0x98. When I update the offset in my chain in the screenshot, the item returns as 0.

Quote:

Originally Posted by Brabra1262 (Post 3080844)
aimbot not accurate when exhausted. Im writing to movementcontext+0x200 for view angles and after running around the map a bit my character gets "exhaustion" and aim becomes off. am I writing to the wrong angles and are there better ones to write to or is there a basic nop/writing i can do to eradicate it. Cheers

Input = MEM.GetPointer(component + 0x40, 0x200);

I have no issues with aimbot inaccuracies. Nop the sway and spread and you should be fine

eldev 4th March 2021 04:00 AM

Item count type is int32

Brabra1262 4th March 2021 06:06 AM

NVM figured out i should be writing it to 0 instead of 1 I'm retarded thank you


btw what is your read chain to get to the item list. for example FirstLootOBJ loot count etc

Oofe 4th March 2021 01:10 PM

Quote:

Originally Posted by eldev (Post 3080949)
Item count type is int32

I changed it and I'm still getting a large number

Quote:

Originally Posted by Brabra1262 (Post 3080987)
NVM figured out i should be writing it to 0 instead of 1 I'm retarded thank you


btw what is your read chain to get to the item list. for example FirstLootOBJ loot count etc

Under EFT.World you have LootList at 0x60, get the length and then loop through it
Code:

ulong FirstLootOBJ = MEM.ReadInt64(MEM.GetPointer(LocalGameWorld + Addresses.LootList, 0x10));
ulong component = MEM.ReadInt64(FirstLootOBJ + 0x20 + (ulong)(i * 0x8));


ecthirune 4th March 2021 01:59 PM

Quote:

Originally Posted by eldev (Post 3080911)
You can just check the pointer you get from grid dict entries.

Not sure why, but sometimes it returns not 0.
So simple checking !=0 did not work, as for me ;/
Thinking about next step deeper for checking.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

azmwsuwakwuvrbc 4th March 2021 06:53 PM

Quote:

Originally Posted by eldev (Post 3080911)
~

thank you a lot kind sir, this piece of data let me understand all this looting mess a bit clearer. please correct somebody me if i am wrong about loot info on gameworld object. (all the prop/class names i got from dissectools): gameworld - lootitems has dynamic info about loots and lootables as a collection of interactive objects (some of its pointers lead to lootitem instances, other to lootablecontainer instances); gameworld - lootlist has dynamic collection of inventorylogic.items (only loots or something, since this collection is much smaller than first?) and the last allloot is a collection of inventorylogic.items (loots, lootables, stationary guns, etc) - but this list is static, like defined only once at raid start.

Brabra1262 4th March 2021 10:37 PM

Quote:

Originally Posted by onecool9009 (Post 3079451)
please stop asking the same questions on this topic. Use the search, everything is there or use the search according to my posts everything works until now, the maximum you need to change the grids offsets

can you link to the post where you go from component to transformaddy i looked through the threads but couldn't find that read chain or just linking the chain from component to vec

PLGPlays 6th March 2021 04:18 PM

Was wondering if someone can point me towards how i get the gameworld, so then i can get the local game world?

ecthirune 6th March 2021 04:46 PM

Quote:

Originally Posted by PLGPlays (Post 3083090)
Was wondering if someone can point me towards how i get the gameworld, so then i can get the local game world?

gonna be toxic a little, but:
use search?

h4ste 6th March 2021 05:15 PM

Quote:

Originally Posted by PLGPlays (Post 3083090)
Was wondering if someone can point me towards how i get the gameworld, so then i can get the local game world?

It has been posted on this thread many times before.

Search active objects list for "GameWorld" then you can follow chain to get to local game world.

AhmedGH 6th March 2021 06:43 PM

I'm trying to xorstring all items in the source which takes forever to build the project, are Ids/shortenNames of the items detected or should I leave them as they are anyway? Or what is the best way to work around loading items?

ecthirune 6th March 2021 08:52 PM

Quote:

Originally Posted by AhmedGH (Post 3083211)
I'm trying to xorstring all items in the source which takes forever to build the project, are Ids/shortenNames of the items detected or should I leave them as they are anyway? Or what is the best way to work around loading items?

do this shit. each patch (i guess? not sure tho);
Then use json parser in your solution to serialize id<->shortname or whatever you need;

igromanru 7th March 2021 12:55 AM

Hi guys, I see a lot has happened here in the last year.
Can anyone suggest a latest external hack source for ESP, radar or something.
I would like to get into Tarkov hacking by using an external radar first.

Also, it would be nice to know what is currently possible, or rather what is the current state of the art when it comes to EFT hacks. As far I see, internal mono hacks are mostly detected, am I right?

Brabra1262 7th March 2021 03:58 AM

Quote:

Originally Posted by igromanru (Post 3083451)
Hi guys, I see a lot has happened here in the last year.
Can anyone suggest a latest external hack source for ESP, radar or something.
I would like to get into Tarkov hacking by using an external radar first.

Also, it would be nice to know what is currently possible, or rather what is the current state of the art when it comes to EFT hacks. As far I see, internal mono hacks are mostly detected, am I right?

aka "ive been gone for a year and want someone to give me source so I don't have to do anything" :/ <- don't be this guy


look through the threads to try and find what changed and then after that ask questions. don't ask before u even checked.
i myself am new to eft yet if you have done cheats in the past you should know better

igromanru 7th March 2021 11:55 AM

Quote:

Originally Posted by Brabra1262 (Post 3083529)
aka "ive been gone for a year and want someone to give me source so I don't have to do anything" :/ <- don't be this guy


look through the threads to try and find what changed and then after that ask questions. don't ask before u even checked.
i myself am new to eft yet if you have done cheats in the past you should know better

If you don't want to help, don't answer.
Look at my join date. I'm long over it, to go over hounders of pages just to get 10-20% useful information out of it.
Also, I saw that people were posing their source codes in EFT section here, it's the fastest way to learn. I just want that someone who got a working hack can recommend me a good source.

krembo 7th March 2021 01:08 PM

Quote:

Originally Posted by igromanru (Post 3083712)
If you don't want to help, don't answer.
Look at my join date. I'm long over it, to go over hounders of pages just to get 10-20% useful information out of it.
Also, I saw that people were posing their source codes in EFT section here, it's the fastest way to learn. I just want that someone who got a working hack can recommend me a good source.

This one is decent:
[C++/JS] DMA Radar

But depending on your motivation you will need to do a lot of work on improving on it.

igromanru 7th March 2021 02:17 PM

Quote:

Originally Posted by krembo (Post 3083740)
This one is decent:
[C++/JS] DMA Radar

But depending on your motivation you will need to do a lot of work on improving on it.

Thank you. I only need the source to see how the game works, like where is the entities list, local player etc. So I know what I'm looking for. I got my own Radar base.

virii72 8th March 2021 12:52 AM

Has anyone done any work on Grenade/GL-40 projectile range? I'm currently using a simple projectile motion solver to draw a line for distance on my 2d radar, but I've really only been able to dial it in for 100yr GL-40 shots shooting at high angles, which has been working great and is a lot of fun. Anyone else doing any work in this area and/or have any suggestions on the following?

Example:
Code:

        var PIE = Math.PI;
        var g = 9.81;

        var initialAngle = -player.vy;
        var initialVelo = 40; // 49 for <45deg angle shots
        var initialHeight = 2;

        var initialVelox = initialVelo * Math.cos((initialAngle * PIE) / 180.0);
        var initialVeloy = initialVelo * Math.sin((initialAngle * PIE) / 180.0);
        var delta = initialVeloy * initialVeloy - 4 * (-0.5 * g) * initialHeight;
        var flightTime = (-initialVeloy - Math.sqrt(delta)) / (2 * (-0.5 * g));
        var range = initialVelox * flightTime;

        var facingpos2 = Utils.RotatePoint([screenpos[0], screenpos[1] + range], screenpos, player.vx - 180);
        line(screenpos[0], screenpos[1], facingpos2[0], facingpos2[1]);


krembo 8th March 2021 08:10 AM

Quote:

Originally Posted by virii72 (Post 3084172)
Has anyone done any work on Grenade/GL-40 projectile range? I'm currently using a simple projectile motion solver to draw a line for distance on my 2d radar, but I've really only been able to dial it in for 100yr GL-40 shots shooting at high angles, which has been working great and is a lot of fun. Anyone else doing any work in this area and/or have any suggestions on the following?

Example:
Code:

        var PIE = Math.PI;
        var g = 9.81;

        var initialAngle = -player.vy;
        var initialVelo = 40; // 49 for <45deg angle shots
        var initialHeight = 2;

        var initialVelox = initialVelo * Math.cos((initialAngle * PIE) / 180.0);
        var initialVeloy = initialVelo * Math.sin((initialAngle * PIE) / 180.0);
        var delta = initialVeloy * initialVeloy - 4 * (-0.5 * g) * initialHeight;
        var flightTime = (-initialVeloy - Math.sqrt(delta)) / (2 * (-0.5 * g));
        var range = initialVelox * flightTime;

        var facingpos2 = Utils.RotatePoint([screenpos[0], screenpos[1] + range], screenpos, player.vx - 180);
        line(screenpos[0], screenpos[1], facingpos2[0], facingpos2[1]);


I also taught about doing something like, but there is one problem.
How can you tell when to stop drawing the line?
I think you need to get some game objects data, at the minimum the terrain "structure", so you can now the if you line hits point x/y on the terrain you should stop drawing the line and get an accurate, I might look into it also and update on findings.
Other option would just to ignore the terrain and keep drawing the line and just mentality try to calculate where the projectile will hit if you are showing the full map in your radar.
Based on the first terrain part that hits the projectile line if there is a hill there etc.

24jared24 8th March 2021 09:19 AM

Quote:

Originally Posted by virii72 (Post 3084172)
Has anyone done any work on Grenade/GL-40 projectile range? I'm currently using a simple projectile motion solver to draw a line for distance on my 2d radar, but I've really only been able to dial it in for 100yr GL-40 shots shooting at high angles, which has been working great and is a lot of fun. Anyone else doing any work in this area and/or have any suggestions on the following?

Example:
Code:

        var PIE = Math.PI;
        var g = 9.81;

        var initialAngle = -player.vy;
        var initialVelo = 40; // 49 for <45deg angle shots
        var initialHeight = 2;

        var initialVelox = initialVelo * Math.cos((initialAngle * PIE) / 180.0);
        var initialVeloy = initialVelo * Math.sin((initialAngle * PIE) / 180.0);
        var delta = initialVeloy * initialVeloy - 4 * (-0.5 * g) * initialHeight;
        var flightTime = (-initialVeloy - Math.sqrt(delta)) / (2 * (-0.5 * g));
        var range = initialVelox * flightTime;

        var facingpos2 = Utils.RotatePoint([screenpos[0], screenpos[1] + range], screenpos, player.vx - 180);
        line(screenpos[0], screenpos[1], facingpos2[0], facingpos2[1]);


I might be missing something but if you wanna hit long range gl-40s just crank the bullet velocity up

virii72 8th March 2021 05:46 PM

Quote:

Originally Posted by 24jared24 (Post 3084386)
I might be missing something but if you wanna hit long range gl-40s just crank the bullet velocity up

I'm doing more high angle (looking up at like 70deg) mortar type shots. For instance I'm dropping people on shoreline at Power from Gas, or people at Bus from Power. Allows for 100yard shorts over hills with no line of sight. Main issue is it takes about 4-5 seconds for the nade to land, so you have to lead people if they are moving.

lulyou 9th March 2021 08:22 AM

Quote:

Originally Posted by ecthirune (Post 3066406)
Okay, and again im asking for help here.
Now im stuck on bones.
im struggling on fitting to my code already pasted snippet from here:
https://www.unknowncheats.me/forum/2119016-post1.html
i taked first one, because im not familiar with coding and because lines like that (from second snippet):
Code:

TransformData transformData = Driver.ReadMem<TransformData>(gTargetProcessID, pTransformAccessReadOnly.pTransformData + 0x8);
...
Driver.ReadMem(gTargetProcessID, transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);

makes my brain burn.

So here's a question:

can some1 check what i did wrong with converting code from first post to my solution on c++? Or maybe there's some info how to debug it, i dunno.

It's looping okay when i drop for him address of some bones (tested few times)
Code:

auto bone_transf_head_ptr = read_chain(player, { 0xA8, 0x28, 0x28, 0x10, 0x20+ 133 *0x8}, pid);
, but in result allways ridiculous numbers:
Code:

Head_pos x: 1.28919e-43  | head_pos y: 5.24086e-43  | head_pos z: 1
and after world2screen never being draw and never changes when i move my character, or when target's head is moving. (but loot on ground is ok, so it's not w2s issue);



I have no idea what's goin on and where to look for solution >_<

Did you find a solution? Trying to create a skeleton ESP, but this method seems to have changed structures slightly. And the PlayerBone method doesn't have both legs. Wasn't able to get it to work as of now.

ecthirune 9th March 2021 09:41 AM

Quote:

Originally Posted by lulyou (Post 3085064)
Did you find a solution? Trying to create a skeleton ESP, but this method seems to have changed structures slightly. And the PlayerBone method doesn't have both legs. Wasn't able to get it to work as of now.

Not sure where you stuck, but here's full my snippet:

Bone array here:
Code:

vector[i].bone_array = read_chain(pid, vector[i].player_address, { 0xA8, 0x28, 0x28, 0x10 });
Bone struct & indexies

And then transform for each bone:

upd: bone transf locates here:

After you can do w2s this shit with transposed matrix. (i thought transform works only for bones, but i was wrong, so don't look for "bone+0x38", it's not just "bone" :lmao:

lulyou 9th March 2021 10:07 AM

Quote:

Originally Posted by ecthirune (Post 3085112)
...

Turns out it was just me being stupid. Thank you for your help!

Brabra1262 11th March 2021 07:22 AM

for external speed does:
timescale+0xF4 still work?

pretty sure it was set_timescale but not 100% sure


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

EliteProducer 11th March 2021 04:32 PM

Quote:

Originally Posted by Brabra1262 (Post 3086832)
for external speed does:
timescale+0xF4 still work?

pretty sure it was set_timescale but not 100% sure

Why don't you figure it out yourself and just test it instead of asking for reassurance for each offset? :asskiss:

Code:

std::wstring Name = read_unicode(TemplateName + 0x14, read<uint64_t>(TemplateName + 0x10));
Could anyone correct me on what i'm doing incorrectly for my item names?
Tried multiple different methods, tested them all and can't seem to find what's wrong. :thinking:

(yes, i'm reading it into a buffer)

Brabra1262 12th March 2021 08:06 AM

Quote:

Originally Posted by EliteProducer (Post 3087201)
Why don't you figure it out yourself and just test it instead of asking for reassurance for each offset? :asskiss:

Code:

std::wstring Name = read_unicode(TemplateName + 0x14, read<uint64_t>(TemplateName + 0x10));
Could anyone correct me on what i'm doing incorrectly for my item names?
Tried multiple different methods, tested them all and can't seem to find what's wrong. :thinking:

(yes, i'm reading it into a buffer)


first, you're doing the same thing your complaining about.... secondly have you tried printing the string size (TemplateName + 0x10) and ensuring TemplateName is accurate?

krembo 12th March 2021 09:01 AM

Quote:

Originally Posted by EliteProducer (Post 3087201)
Code:

std::wstring Name = read_unicode(TemplateName + 0x14, read<uint64_t>(TemplateName + 0x10));
Could anyone correct me on what i'm doing incorrectly for my item names?
Tried multiple different methods, tested them all and can't seem to find what's wrong. :thinking:

(yes, i'm reading it into a buffer)

Why don't you figure it out yourself and just test it instead of asking for reassurance for each offset? :asskiss:

EliteProducer 12th March 2021 04:05 PM

Quote:

Originally Posted by krembo (Post 3087720)
Why don't you figure it out yourself and just test it instead of asking for reassurance for each offset? :asskiss:

Can you read? Unlike him, i've actually searched, and have been troubleshooting for a few days now, hence me asking here. :lmao::lmao::lmao:

montroisiemecon 12th March 2021 05:02 PM

Quote:

Originally Posted by EliteProducer (Post 3087201)
Why don't you figure it out yourself and just test it instead of asking for reassurance for each offset? :asskiss:

Code:

std::wstring Name = read_unicode(TemplateName + 0x14, read<uint64_t>(TemplateName + 0x10));
Could anyone correct me on what i'm doing incorrectly for my item names?
Tried multiple different methods, tested them all and can't seem to find what's wrong. :thinking:

(yes, i'm reading it into a buffer)

read your code VERY HARD and you will see that something is very wrong with it

hint : 0x10 + 0x8 > 0x14

spudgy 12th March 2021 06:52 PM

Can anyone tell what is wrong with my IsVisible implementation?
Code:

// Reversed by: @Respecter

struct Ray
{
        Vector3 Origin;
        Vector3 direction;

        Ray(Vector3 origin, Vector3 direction)
        {
                this->Origin = origin;
                this->direction = direction;
                g_pMath.VectorNormalize(this->direction);
        }
};





enum QueryTriggerInteraction
{
        UseGlobal = 0,
        Ignore = 1,
        Collide = 2
};


enum  Mask {
        PlayerStaticCollisionsMask = 0x20040AC9,
        PlayerCollisionsMask = 0x20040BC9,
        TerrainLayer = 0x0000000B,
        TerrainMask = 0x00000800,
        Grass = 0x80000000,
        HitColliderMask = 0x00010000,
        ShellsCollisionsMask = 0x40A412C8,
        PlayerCollisionTestMask = 0x00040AC8,
        AI = 0x84000000,
        DefaultLayer = 0x00000001,
        TerrainLowPoly = 0x00040800,
        HighPolyCollider = 0x00001000,
        layerMask_0 = 0x00011800,
        HighPolyWithTerrainMaskAI = 0x84001800,
        PlayerMask = 0x00000100,
        HighPolyWithTerrainNoGrassMask = 0x04001800,
        HighPolyWithTerrainMask = 0x0000180,

};
DWORD64 dwUnityMod = 0;
bool IsVisible( Vector3 vPos)
{
        using RaycastTest_Injected = bool(__fastcall*)(uint32_t* scene, Ray* Position, float* distance, unsigned int DefaultRaycastLayers, int QueryTriggerInteraction);
        static RaycastTest_Injected RaycastTest_Injected_fn = nullptr;

        if (!(RaycastTest_Injected_fn))
        {
                RaycastTest_Injected_fn = (RaycastTest_Injected)(dwUnityMod + 0x401240);
        }

        Vector3 direction = vPos - vLocalPos;
        float distance = direction.Length() * 0.9f;
        auto ray = Ray(vLocalPos, direction);



        uint32_t sceneHandle = 0;
        return  !RaycastTest_Injected_fn(&sceneHandle, &ray, &distance, HighPolyWithTerrainMask, UseGlobal);
}


EliteProducer 12th March 2021 08:07 PM

Quote:

Originally Posted by montroisiemecon (Post 3088120)
read your code VERY HARD and you will see that something is very wrong with it

hint : 0x10 + 0x8 > 0x14

Hm, think i understand. Pretty sure i've got incorrect Template/Templatename, any chance you could correct me?
My Template is returning 0.

Code:

uint64_t loot = read<uint64_t>(LootArray + 0x20 + (i * 0x08));
uint64_t Template = read<uint64_t>(loot + 0x38);
uint64_t TemplateName = read<uint64_t>(Template + 0x18);


JudischerHund 13th March 2021 06:21 AM

Anybody have player rotation from movement context? need it to make direction line esp, can't find the new offset

spudgy 13th March 2021 12:35 PM

Quote:

Originally Posted by JudischerHund (Post 3088589)
Anybody have player rotation from movement context? need it to make direction line esp, can't find the new offset

https://i.imgur.com/zDARAvw.png
Code:

        Vector2 GetRot() {
                return Read<Vector2>((LPBYTE)this + 0x1F8);
        }


RonaldWeezly 13th March 2021 02:14 PM

Anyone got novisor?
FPSCamera + 0x30 ] + 0x30 ] + (i * 0x8)] + 0x28
Doesn't get the visor object... Invalid pointer past the first dereference.

beepboop5 13th March 2021 06:17 PM

Quote:

Originally Posted by RonaldWeezly (Post 3088812)
Anyone got novisor?
FPSCamera + 0x30 ] + 0x30 ] + (i * 0x8)] + 0x28
Doesn't get the visor object... Invalid pointer past the first dereference.

Offsets may be dated because I no longer use NoVisor (Offsets in GetComponentFromGameObject should be fine since its a Unity thing).

Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
{
        char Name[256];

        uint64_t Test = Read<uint64_t>(game_object + 0x30);

        for (int i = 0x8; i < 0x1000; i += 0x10)
        {
                uint64_t Fields = Read<uint64_t>(Read<uint64_t>(Test + i) + 0x28);

                uint64_t NameChain = ReadChain(Fields, { 0x0, 0x0, 0x48 });

                ReadEx(NameChain, &Name, 256);

                if (strcmp(Name, component_name) == 0)
                {
                        return Fields;
                }
        }

        return 0;
}

VisorComp = GetComponentFromGameObject(FPSCamera, "VisorEffect");

Write<float>(VisorComp + 0xB8, (1 is full visor 0 is no visor));

Hope this helps.

RonaldWeezly 13th March 2021 06:25 PM

Quote:

Originally Posted by beepboop5 (Post 3088997)
Offsets may be dated because I no longer use NoVisor (Offsets in GetComponentFromGameObject should be fine since its a Unity thing).

Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
{
        char Name[256];

        uint64_t Test = Read<uint64_t>(game_object + 0x30);

        for (int i = 0x8; i < 0x1000; i += 0x10)
        {
                uint64_t Fields = Read<uint64_t>(Read<uint64_t>(Test + i) + 0x28);

                uint64_t NameChain = ReadChain(Fields, { 0x0, 0x0, 0x48 });

                ReadEx(NameChain, &Name, 256);

                if (strcmp(Name, component_name) == 0)
                {
                        return Fields;
                }
        }

        return 0;
}

VisorComp = GetComponentFromGameObject(FPSCamera, "VisorEffect");

Write<float>(VisorComp + 0xB8, (1 is full visor 0 is no visor));

Hope this helps.

Works a charm.
People have said FOV = Camera + 0x158
Is that FOVCamera or Camera as a gameobject?

dota2bot 13th March 2021 06:59 PM

Is there a way to not get flashed or star shotted?

24jared24 13th March 2021 07:39 PM

Quote:

Originally Posted by RonaldWeezly (Post 3089004)
Works a charm.
People have said FOV = Camera + 0x158
Is that FOVCamera or Camera as a gameobject?

It's FpsCamera] + 0x30] + 0x18] + 0x158 = FOV (float)

montroisiemecon 14th March 2021 04:14 PM

Quote:

Originally Posted by 24jared24 (Post 3089044)
It's FpsCamera] + 0x30] + 0x18] + 0x158 = FOV (float)

does that work for write?

Poorman24 14th March 2021 05:28 PM

Quote:

Originally Posted by montroisiemecon (Post 3089650)
does that work for write?

yeah but is weird when you get closes to walls, i suggest you changing the fov in procedualweapon

RonaldWeezly 15th March 2021 05:42 PM

Quote:

Originally Posted by Poorman24 (Post 3089701)
yeah but is weird when you get closes to walls, i suggest you changing the fov in procedualweapon

Example please? Offset?

Anyone managed to remove the grey thermal background from thermal vision and just keep the white chams?

EliteProducer 15th March 2021 07:16 PM

Anyone got Template/TemplateName for items, trying to do item names seem to have the incorrect Template, even though i've confirmed by dumping multiple times.

Yaff 15th March 2021 11:17 PM

Quote:

Originally Posted by EliteProducer (Post 3090743)
Anyone got Template/TemplateName for items, trying to do item names seem to have the incorrect Template, even though i've confirmed by dumping multiple times.

LocalGameWorld -> 0x60 (ArrayList*) -> 0x10 (ItemList*) -> 0x20 (Loot* FirstItem) -> 0x10 (ItemProfile*) -> 0x28 (Interactive*) -> 0x50 (Item*) -> 0x38 (ItemTemplate*) -> 0x10 (UEString* Name)

For instance after ItemProfile* it is read like:
Code:

    uint64_t interactive = mem.readMemory<uint64_t>(pid, addy + 0x28);
    uint64_t item = mem.readMemory<uint64_t>(pid, interactive + 0x50);
    uint64_t itemTemplate = mem.readMemory<uint64_t>(pid, item + 0x38);
    uint64_t templateItemName = mem.readMemory<uint64_t>(pid, itemTemplate + 0x10);

    string nameStr = mem.getUnityString(pid, templateItemName);

Side note:
I have only found this to work with normal items, not containers. I use the game object name instead of the interactive name for that.

Raspbian 16th March 2021 01:18 AM

Quote:

Originally Posted by Brabra1262 (Post 3086832)
~

Code:

timescale_ptr = unityplayer_base + time_base + (7 * 0x8)
timescale_value = timescale_ptr] + 0xFC]

sig for time_base: 48 63 C1 [48 8D 0D *?? ?? ?? ??] 48 89 14



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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
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Brabra1262 16th March 2021 03:04 AM

Quote:

Originally Posted by Raspbian (Post 3091010)
Code:

timescale_ptr = unityplayer_base + time_base + (7 * 0x8)
timescale_value = timescale_ptr] + 0xFC]

sig for time_base: 48 63 C1 [48 8D 0D *?? ?? ?? ??] 48 89 14


thanks, man. appreciate it. Could u send me the offset fixing up my driver (pattern scanning) and want to test on offline.

webtheory 16th March 2021 03:47 AM

Quote:

Originally Posted by spudgy (Post 3088209)
Can anyone tell what is wrong with my IsVisible implementation?

Code:

namespace UnityEngine {
        enum class QueryTriggerInteraction {
                UseGlobal,
                Ignore,
                Collide
        };

        struct _Ray {
                glm::vec3 m_Origin;
                glm::vec3 m_Direction;

                _Ray(const glm::vec3& origin, const glm::vec3& direction) {
                        m_Origin = origin;
                        m_Direction = glm::normalize(direction);
                }
        };

        struct _PhysicsScene {
                std::int32_t m_Handle;
        };

        namespace Physics {
                void get_defaultPhysicsScene_Injected(_PhysicsScene& ret) {
                        return reinterpret_cast<void(*)(_PhysicsScene&)>(unity_player_base + 0x402130)(ret);
                }
        }

        namespace PhysicsScene {
                bool Internal_RaycastTest_Injected(_PhysicsScene& physicsScene, _Ray& ray, float maxDistance, std::int32_t layerMask, QueryTriggerInteraction queryTriggerInteraction) {
                        return reinterpret_cast<bool(*)(_PhysicsScene&, _Ray&, float, std::int32_t, QueryTriggerInteraction)>(unity_player_base + 0x401240)(physicsScene, ray, maxDistance, layerMask, queryTriggerInteraction);
                }
        }
}


const auto get_default_physics_scene = []() {
        UnityEngine::_PhysicsScene physics_scene;

        UnityEngine::Physics::get_defaultPhysicsScene_Injected(physics_scene);

        return physics_scene;
};

const auto raycast = [&](const glm::vec3& origin, const glm::vec3& direction, float max_distance, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto magnitude = glm::length(direction);

        if (!(magnitude > std::numeric_limits<float>::denorm_min())) {
                return false;
        }

        const auto direction2 = direction / magnitude;

        auto ray = UnityEngine::_Ray{origin, direction2};

        auto physics_scene = get_default_physics_scene();

        return UnityEngine::PhysicsScene::Internal_RaycastTest_Injected(physics_scene, ray, max_distance, layer_mask, query_trigger_interaction);
};

const auto linecast = [&](const glm::vec3& start, const glm::vec3& end, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto direction = end - start;

        return raycast(start, direction, glm::length(direction), layer_mask, query_trigger_interaction);
};

const auto is_visible = [&](const glm::vec3& camera_position, const glm::vec3& position) {
        const auto layer_mask = 1 << 11 | 1 << 12; // HighPolyWithTerrainMask

        return !linecast(camera_position, position, layer_mask, UnityEngine::QueryTriggerInteraction::UseGlobal);
};


24jared24 16th March 2021 08:18 AM

Quote:

Originally Posted by Brabra1262 (Post 3091053)
thanks, man. appreciate it. Could u send me the offset fixing up my driver (pattern scanning) and want to test on offline.

You don't need pattern scanning to get the offset, just search it in IDA. It's 0x156B440 tho

Also, what timescale values do you guys use?

Poorman24 16th March 2021 10:43 AM

Quote:

Originally Posted by webtheory (Post 3091066)
Code:

namespace UnityEngine {
        enum class QueryTriggerInteraction {
                UseGlobal,
                Ignore,
                Collide
        };

        struct _Ray {
                glm::vec3 m_Origin;
                glm::vec3 m_Direction;

                _Ray(const glm::vec3& origin, const glm::vec3& direction) {
                        m_Origin = origin;
                        m_Direction = glm::normalize(direction);
                }
        };

        struct _PhysicsScene {
                std::int32_t m_Handle;
        };

        namespace Physics {
                void get_defaultPhysicsScene_Injected(_PhysicsScene& ret) {
                        return reinterpret_cast<void(*)(_PhysicsScene&)>(unity_player_base + 0x402130)(ret);
                }
        }

        namespace PhysicsScene {
                bool Internal_RaycastTest_Injected(_PhysicsScene& physicsScene, _Ray& ray, float maxDistance, std::int32_t layerMask, QueryTriggerInteraction queryTriggerInteraction) {
                        return reinterpret_cast<bool(*)(_PhysicsScene&, _Ray&, float, std::int32_t, QueryTriggerInteraction)>(unity_player_base + 0x401240)(physicsScene, ray, maxDistance, layerMask, queryTriggerInteraction);
                }
        }
}


const auto get_default_physics_scene = []() {
        UnityEngine::_PhysicsScene physics_scene;

        UnityEngine::Physics::get_defaultPhysicsScene_Injected(physics_scene);

        return physics_scene;
};

const auto raycast = [&](const glm::vec3& origin, const glm::vec3& direction, float max_distance, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto magnitude = glm::length(direction);

        if (!(magnitude > std::numeric_limits<float>::denorm_min())) {
                return false;
        }

        const auto direction2 = direction / magnitude;

        auto ray = UnityEngine::_Ray{origin, direction2};

        auto physics_scene = get_default_physics_scene();

        return UnityEngine::PhysicsScene::Internal_RaycastTest_Injected(physics_scene, ray, max_distance, layer_mask, query_trigger_interaction);
};

const auto linecast = [&](const glm::vec3& start, const glm::vec3& end, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto direction = end - start;

        return raycast(start, direction, glm::length(direction), layer_mask, query_trigger_interaction);
};

const auto is_visible = [&](const glm::vec3& camera_position, const glm::vec3& position) {
        const auto layer_mask = 1 << 11 | 1 << 12; // HighPolyWithTerrainMask

        return !linecast(camera_position, position, layer_mask, UnityEngine::QueryTriggerInteraction::UseGlobal);
};


you spoof address is no need?

spudgy 16th March 2021 12:14 PM

Quote:

Originally Posted by webtheory (Post 3091066)
Code:

namespace UnityEngine {
        enum class QueryTriggerInteraction {
                UseGlobal,
                Ignore,
                Collide
        };

        struct _Ray {
                glm::vec3 m_Origin;
                glm::vec3 m_Direction;

                _Ray(const glm::vec3& origin, const glm::vec3& direction) {
                        m_Origin = origin;
                        m_Direction = glm::normalize(direction);
                }
        };

        struct _PhysicsScene {
                std::int32_t m_Handle;
        };

        namespace Physics {
                void get_defaultPhysicsScene_Injected(_PhysicsScene& ret) {
                        return reinterpret_cast<void(*)(_PhysicsScene&)>(unity_player_base + 0x402130)(ret);
                }
        }

        namespace PhysicsScene {
                bool Internal_RaycastTest_Injected(_PhysicsScene& physicsScene, _Ray& ray, float maxDistance, std::int32_t layerMask, QueryTriggerInteraction queryTriggerInteraction) {
                        return reinterpret_cast<bool(*)(_PhysicsScene&, _Ray&, float, std::int32_t, QueryTriggerInteraction)>(unity_player_base + 0x401240)(physicsScene, ray, maxDistance, layerMask, queryTriggerInteraction);
                }
        }
}


const auto get_default_physics_scene = []() {
        UnityEngine::_PhysicsScene physics_scene;

        UnityEngine::Physics::get_defaultPhysicsScene_Injected(physics_scene);

        return physics_scene;
};

const auto raycast = [&](const glm::vec3& origin, const glm::vec3& direction, float max_distance, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto magnitude = glm::length(direction);

        if (!(magnitude > std::numeric_limits<float>::denorm_min())) {
                return false;
        }

        const auto direction2 = direction / magnitude;

        auto ray = UnityEngine::_Ray{origin, direction2};

        auto physics_scene = get_default_physics_scene();

        return UnityEngine::PhysicsScene::Internal_RaycastTest_Injected(physics_scene, ray, max_distance, layer_mask, query_trigger_interaction);
};

const auto linecast = [&](const glm::vec3& start, const glm::vec3& end, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto direction = end - start;

        return raycast(start, direction, glm::length(direction), layer_mask, query_trigger_interaction);
};

const auto is_visible = [&](const glm::vec3& camera_position, const glm::vec3& position) {
        const auto layer_mask = 1 << 11 | 1 << 12; // HighPolyWithTerrainMask

        return !linecast(camera_position, position, layer_mask, UnityEngine::QueryTriggerInteraction::UseGlobal);
};


Thank you! I figured it could the the phys pointer since it crashes on NULL but the original example I found was using a bogus pointer.

Thanks for the solution.

Quote:

Originally Posted by webtheory (Post 3091066)
Code:

namespace UnityEngine {
        enum class QueryTriggerInteraction {
                UseGlobal,
                Ignore,
                Collide
        };

        struct _Ray {
                glm::vec3 m_Origin;
                glm::vec3 m_Direction;

                _Ray(const glm::vec3& origin, const glm::vec3& direction) {
                        m_Origin = origin;
                        m_Direction = glm::normalize(direction);
                }
        };

        struct _PhysicsScene {
                std::int32_t m_Handle;
        };

        namespace Physics {
                void get_defaultPhysicsScene_Injected(_PhysicsScene& ret) {
                        return reinterpret_cast<void(*)(_PhysicsScene&)>(unity_player_base + 0x402130)(ret);
                }
        }

        namespace PhysicsScene {
                bool Internal_RaycastTest_Injected(_PhysicsScene& physicsScene, _Ray& ray, float maxDistance, std::int32_t layerMask, QueryTriggerInteraction queryTriggerInteraction) {
                        return reinterpret_cast<bool(*)(_PhysicsScene&, _Ray&, float, std::int32_t, QueryTriggerInteraction)>(unity_player_base + 0x401240)(physicsScene, ray, maxDistance, layerMask, queryTriggerInteraction);
                }
        }
}


const auto get_default_physics_scene = []() {
        UnityEngine::_PhysicsScene physics_scene;

        UnityEngine::Physics::get_defaultPhysicsScene_Injected(physics_scene);

        return physics_scene;
};

const auto raycast = [&](const glm::vec3& origin, const glm::vec3& direction, float max_distance, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto magnitude = glm::length(direction);

        if (!(magnitude > std::numeric_limits<float>::denorm_min())) {
                return false;
        }

        const auto direction2 = direction / magnitude;

        auto ray = UnityEngine::_Ray{origin, direction2};

        auto physics_scene = get_default_physics_scene();

        return UnityEngine::PhysicsScene::Internal_RaycastTest_Injected(physics_scene, ray, max_distance, layer_mask, query_trigger_interaction);
};

const auto linecast = [&](const glm::vec3& start, const glm::vec3& end, std::int32_t layer_mask, UnityEngine::QueryTriggerInteraction query_trigger_interaction) {
        const auto direction = end - start;

        return raycast(start, direction, glm::length(direction), layer_mask, query_trigger_interaction);
};

const auto is_visible = [&](const glm::vec3& camera_position, const glm::vec3& position) {
        const auto layer_mask = 1 << 11 | 1 << 12; // HighPolyWithTerrainMask

        return !linecast(camera_position, position, layer_mask, UnityEngine::QueryTriggerInteraction::UseGlobal);
};


Thank you! I figured it could the the phys pointer since it crashes on NULL but the original example I found was using a bogus pointer.

Thanks for the solution.

aeonixlegit 16th March 2021 01:11 PM

Quote:

Originally Posted by iB07 (Post 1840411)
~

localgameworld is gameWorld ] + 0x30 ] + 0x18 ] + 0x28

AhmedGH 16th March 2021 05:50 PM

If I want to use the IsVisable, I need to use "Internal_RaycastTest_Injected" I already got it with IDA , and did the code in general, it should be working fine, but I have the issue of bullet gets crazy and not working fine anymore, I researched about it, it seems I have to use it in mainthread, didn't know how to do it, until I got to know that I need to use "mono_thread_attach" so I can make it work on the main Thread, but I got no idea how to use it, I tried many times, but no luck. Can someone help on that? or at least how to make internal works with mainThread directly? Thanks.

azmwsuwakwuvrbc 17th March 2021 04:46 PM

Good day everyone,
Can anyone tell how to get exact position of lootable containers with name "card_file_XXX". They always go in a stack of 4 and it seems like i get same position for each of them.
should I find and apply some vector3 of lootable container instance to their position? (or I ll just use dumb manual vertical shifting depending on its name or something)

ecthirune 17th March 2021 07:06 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3092709)
Good day everyone,
Can anyone tell how to get exact position of lootable containers with name "card_file_XXX". They always go in a stack of 4 and it seems like i get same position for each of them.
should I find and apply some vector3 of lootable container instance to their position? (or I ll just use dumb manual vertical shifting depending on its name or something)

i have not implemented still, but think it's like:
Code:

if container=="card_file_anim"
{
 for (i=0; i<4; i++)
{ drawstring "container".pos.y+I*5;
  <draw other stuff from container> }
}

Something like that.

VTling 17th March 2021 08:11 PM

Who can tell me transform offset?

AhmedGH 18th March 2021 01:15 AM

Quote:

Originally Posted by VTling (Post 3092936)
Who can tell me transform offset?

Currently is 0xC130F0 (Not sure if the patch will change it or not)

azmwsuwakwuvrbc 18th March 2021 01:07 PM

Quote:

Originally Posted by ecthirune (Post 3092875)
i have not implemented still, but think it's like:
Code:

if container=="card_file_anim"
{
 for (i=0; i<4; i++)
{ drawstring "container".pos.y+I*5;
  <draw other stuff from container> }
}

Something like that.

so it is definitely the last way i've mentioned, yes i also did that but it's more like an act of despair. These drawers/card_file_anim* containers must have some kind of shift or what i get is a general position of a "model" of these boxes which is a single model and their "interaction points" vectors are somewhere within or i have not idea.

EliteProducer 19th March 2021 07:46 PM

Quote:

Originally Posted by Yaff (Post 3090948)
LocalGameWorld -> 0x60 (ArrayList*) -> 0x10 (ItemList*) -> 0x20 (Loot* FirstItem) -> 0x10 (ItemProfile*) -> 0x28 (Interactive*) -> 0x50 (Item*) -> 0x38 (ItemTemplate*) -> 0x10 (UEString* Name)

For instance after ItemProfile* it is read like:
Code:

    uint64_t interactive = mem.readMemory<uint64_t>(pid, addy + 0x28);
    uint64_t item = mem.readMemory<uint64_t>(pid, interactive + 0x50);
    uint64_t itemTemplate = mem.readMemory<uint64_t>(pid, item + 0x38);
    uint64_t templateItemName = mem.readMemory<uint64_t>(pid, itemTemplate + 0x10);

    string nameStr = mem.getUnityString(pid, templateItemName);

Side note:
I have only found this to work with normal items, not containers. I use the game object name instead of the interactive name for that.

Code:

                                uint64_t loot = read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                                uint64_t m_lItemProfile = read<uint64_t>(loot + 0x10);
                                uint64_t interactive = read<uint64_t>(m_lItemProfile + 0x28);
                                if (interactive <= 0)
                                        continue;
                                uint64_t item = read<uint64_t>(interactive + 0x50);

                                if (item <= 0)
                                        continue;

                                uint64_t itemTemplate = read<uint64_t>(item + 0x38);

                                if (itemTemplate <= 0)
                                        continue;

                                uint64_t templateItemName = read<uint64_t>(itemTemplate + 0x10);

                                if (templateItemName <= 0)
                                        continue;

templateItemName seems to return 0, and as a result, crash me. (Unless i'm mistaken)

JudischerHund 19th March 2021 07:51 PM

Anybody know how to get lootlist inside a container?

RonaldWeezly 20th March 2021 02:56 PM

Anyone know how dictionaries are read? (externally, memory based - not that mono shit)

Trying to read: System.Collections.Generic.Dictionary<int32_t, LoddedSkin>
I assume that they're stored in 2 separate lists, in need of the second list (LoddedSkin).

retard1338 20th March 2021 06:38 PM

PlayerLocalPawn = 0x9412AA0

the playerlocal pawn is an offset needed for render the local state example (if you're an ennemie or allies)


Anyone reverse the player pawn offset for this game?

beepboop5 20th March 2021 06:56 PM

Quote:

Originally Posted by RonaldWeezly (Post 3095779)
Anyone know how dictionaries are read? (externally, memory based - not that mono shit)

Trying to read: System.Collections.Generic.Dictionary<int32_t, LoddedSkin>
I assume that they're stored in 2 separate lists, in need of the second list (LoddedSkin).

Entries -> DictPtr + 0x18]
ItemCount -> DictPtr + 0x40]
FirstItem -> Entries + 0x28]
NextEntry -> Entries + 0x28 + (i * (sizeof(Key) + sizeof(Value) + 0x8))

Read NextEntry as a pair of <Key, Value> for this to work or alter NextEntry if you want to read only the entries or only the keys.

Hope this helps.

24jared24 20th March 2021 11:58 PM

Quote:

Originally Posted by EliteProducer (Post 3095085)
Code:

                                uint64_t loot = read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                                uint64_t m_lItemProfile = read<uint64_t>(loot + 0x10);
                                uint64_t interactive = read<uint64_t>(m_lItemProfile + 0x28);
                                if (interactive <= 0)
                                        continue;
                                uint64_t item = read<uint64_t>(interactive + 0x50);

                                if (item <= 0)
                                        continue;

                                uint64_t itemTemplate = read<uint64_t>(item + 0x38);

                                if (itemTemplate <= 0)
                                        continue;

                                uint64_t templateItemName = read<uint64_t>(itemTemplate + 0x10);

                                if (templateItemName <= 0)
                                        continue;

templateItemName seems to return 0, and as a result, crash me. (Unless i'm mistaken)


If templateItemName is returning 0 how could it make you crash? Either your check for it being <= 0 isn't actually stopping any code from executing or that's not your issue. Have you actually ran a debugger and seen what values you're getting?

What code is using templateItemName after the section you posted?

RonaldWeezly 21st March 2021 12:36 AM

Quote:

Originally Posted by beepboop5 (Post 3096047)
Entries -> DictPtr + 0x18]
ItemCount -> DictPtr + 0x40]
FirstItem -> Entries + 0x28]
NextEntry -> Entries + 0x28 + (i * (sizeof(Key) + sizeof(Value) + 0x8))

Read NextEntry as a pair of <Key, Value> for this to work or alter NextEntry if you want to read only the entries or only the keys.

Hope this helps.

Total fucking legend - couldn't find this anywhere else. I've kissed my webcam hoping that you kiss yours too - lots of love buddy xx.

EliteProducer 21st March 2021 01:10 AM

Quote:

Originally Posted by 24jared24 (Post 3096294)
If templateItemName is returning 0 how could it make you crash? Either your check for it being <= 0 isn't actually stopping any code from executing or that's not your issue. Have you actually ran a debugger and seen what values you're getting?

What code is using templateItemName after the section you posted?

I've checked each value and they seem to be correct. Aside from, after template there's a couple of values that return 0, aside from that all of the others seem to return correct values.


Code:

for (int i = 0; i < LootCount; i++)
                {
                        if (read<uint64_t>(LootArray + 0x20 + (i * 0x08)) != 0)
                        {

                                RGBA Red = { 255, 255, 255, 255 };


                                uint64_t loot = read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                                uint64_t Template = read<uint64_t>(loot + 0x38);
                                uint64_t TemplateName = read<uint64_t>(Template + 0x18);

                                std::wstring Name = read_unicode(TemplateName + 0x14, read<int>(TemplateName + 0x10));


                       
                                uint64_t m_lItemProfile = read<uint64_t>(loot + 0x10);
                                uint64_t m_lItemBasicInfo = read<uint64_t>(m_lItemProfile + 0x30);
                                uint64_t m_lItemLocalization = read<uint64_t>(m_lItemBasicInfo + 0x30);
                                uint64_t m_lItemCoordinates = read<uint64_t>(m_lItemLocalization + 0x8);
                                uint64_t m_lItemLocationContainer = read<uint64_t>(m_lItemCoordinates + 0x38);
                                glm::vec3 m_lItemPosition = read<glm::vec3>(m_lItemLocationContainer + 0xB0);


                                glm::vec2 item_screen{};
                                world_to_screen(m_lItemPosition, &item_screen);
                                world_to_screen(glm::vec3(m_lItemPosition.x, m_lItemPosition.y, m_lItemPosition.z), &item_screen);


                                const int item_distance = glm::distance(m_lItemPosition, get_obj_pos(local::local_player));

                                char itemName[2560];
                                sprintf_s(itemName, "Item-%ls", Name);
                                DrawString(15, item_screen.x, item_screen.y, &Red, true, true, itemName);
}

Positions are working fine. It's just whatever comes after my Template (Names/Id/Etc), aren't working. (Ignore the fact i'm not caching as of now)

Edit: If i do a less than or equal to 0 check on my template (loot + 0x38), it only shows items at 0,0 location. If i remove that check, the locations then works just fine?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

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24jared24 21st March 2021 05:13 AM

Quote:

Originally Posted by EliteProducer (Post 3096343)
I've checked each value and they seem to be correct. Aside from, after template there's a couple of values that return 0, aside from that all of the others seem to return correct values.


Code:

for (int i = 0; i < LootCount; i++)
                {
                        if (read<uint64_t>(LootArray + 0x20 + (i * 0x08)) != 0)
                        {

                                RGBA Red = { 255, 255, 255, 255 };


                                uint64_t loot = read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                                uint64_t Template = read<uint64_t>(loot + 0x38);
                                uint64_t TemplateName = read<uint64_t>(Template + 0x18);

                                std::wstring Name = read_unicode(TemplateName + 0x14, read<int>(TemplateName + 0x10));


                       
                                uint64_t m_lItemProfile = read<uint64_t>(loot + 0x10);
                                uint64_t m_lItemBasicInfo = read<uint64_t>(m_lItemProfile + 0x30);
                                uint64_t m_lItemLocalization = read<uint64_t>(m_lItemBasicInfo + 0x30);
                                uint64_t m_lItemCoordinates = read<uint64_t>(m_lItemLocalization + 0x8);
                                uint64_t m_lItemLocationContainer = read<uint64_t>(m_lItemCoordinates + 0x38);
                                glm::vec3 m_lItemPosition = read<glm::vec3>(m_lItemLocationContainer + 0xB0);


                                glm::vec2 item_screen{};
                                world_to_screen(m_lItemPosition, &item_screen);
                                world_to_screen(glm::vec3(m_lItemPosition.x, m_lItemPosition.y, m_lItemPosition.z), &item_screen);


                                const int item_distance = glm::distance(m_lItemPosition, get_obj_pos(local::local_player));

                                char itemName[2560];
                                sprintf_s(itemName, "Item-%ls", Name);
                                DrawString(15, item_screen.x, item_screen.y, &Red, true, true, itemName);
}

Positions are working fine. It's just whatever comes after my Template (Names/Id/Etc), aren't working. (Ignore the fact i'm not caching as of now)

Edit: If i do a less than or equal to 0 check on my template (loot + 0x38), it only shows items at 0,0 location. If i remove that check, the locations then works just fine?

You'd save yourself hours of work and tons of headache if you wrote code properly. Split some of that shit up into their own functions and null check every pointer you ever use (if (!Template){ //return or continue or whatever just don't read from template bc it's fucked}). That alone would let you narrow down the problem and your item names not working wouldn't affect their positions not working and shit.

Anyway my chain for item template is
Code:

loot + 0x10] + 0x28] + 0x50] + 0x38] = ItemTemplate
then
Code:

ItemTemplate + 0x10] = EngineString
EngineString + 0x10] = StringLength
name = GetUnicodeString(EngineString + 0x14, StringLength)

std::string Mem::GetUnicodeString(uint64_t addr, int stringLength)
{
        try {
                char16_t wcharTemp[64] = { '\0' };
                driver::read_memory(connection, pid, addr, (uintptr_t)&wcharTemp, stringLength * 2);
                std::u16string blah = std::u16string(wcharTemp);
                std::wstring_convert<std::codecvt_utf8_utf16<int16_t>, int16_t> convert;
                auto p = reinterpret_cast<const int16_t*>(blah.data());
                return convert.to_bytes(p, p + blah.size());
        }
        catch (...) {
                return "bad name";
        }
       
}


pinefin 21st March 2021 06:05 AM

hello, im trying to get player root and bones (new to tarkov cheating)

is this the right chain: player + 0xA8 ] 0x28 ] 0x28 ] 0x10

i apologize if i sound a little dumb and yes ive read stuff (not really a lot of people elaborating about this topic anymore)

Krocodil 21st March 2021 08:58 AM

Quote:

Originally Posted by pinefin (Post 3096484)
hello, im trying to get player root and bones (new to tarkov cheating)

is this the right chain: player + 0xA8 ] 0x28 ] 0x28 ] 0x10

i apologize if i sound a little dumb and yes ive read stuff (not really a lot of people elaborating about this topic anymore)

If you use 12.9.10532 to learn EFT, chain looks like palyer + 0xA8] 0x28] 0x28] 0x10
Can't say about current version for now

pinefin 21st March 2021 09:41 AM

Quote:

Originally Posted by Krocodil (Post 3096550)
If you use 12.9.10532 to learn EFT, chain looks like palyer + 0xA8] 0x28] 0x28] 0x10
Can't say about current version for now

thank you :)

ecthirune 21st March 2021 01:23 PM

0.12.9.2.11410 GoM shifted: 0x156C698
allcameras too : 0x150EA00

Poorman24 21st March 2021 02:10 PM

timescale shift as well
0x156C440 + 7 * 8

AhmedGH 21st March 2021 04:39 PM

Quote:

Originally Posted by Poorman24 (Post 3096738)
timescale shift as well
0x156C440 + 7 * 8

Isn't timescale editing detected right now and can lead to ban easily for speed hacks?

24jared24 21st March 2021 05:01 PM

Quote:

Originally Posted by AhmedGH (Post 3096916)
Isn't timescale editing detected right now and can lead to ban easily for speed hacks?

I've used it for a bit without a ban. Probably just depends what values you use. I went up to 2.0 with no issues

Poorman24 21st March 2021 05:42 PM

Quote:

Originally Posted by AhmedGH (Post 3096916)
Isn't timescale editing detected right now and can lead to ban easily for speed hacks?

no but you need set a bool in eftplayer

AhmedGH 21st March 2021 06:03 PM

Quote:

Originally Posted by 24jared24 (Post 3096939)
I've used it for a bit without a ban. Probably just depends what values you use. I went up to 2.0 with no issues

Quote:

Originally Posted by Poorman24 (Post 3096962)
no but you need set a bool in eftplayer

Thanks for the info..
But which bool in eft.player you mean?

Poorman24 21st March 2021 07:13 PM

Quote:

Originally Posted by AhmedGH (Post 3096978)
Thanks for the info..
But which bool in eft.player you mean?

its self explaintory about speed

krembo 21st March 2021 09:59 PM

New Gom UnityPlayer.dll + 0x156C698

New Gom UnityPlayer.dll + 0x156C698

RangeMachine 21st March 2021 10:05 PM

Quote:

Originally Posted by RonaldWeezly (Post 3095779)
Anyone know how dictionaries are read? (externally, memory based - not that mono shit)

Trying to read: System.Collections.Generic.Dictionary<int32_t, LoddedSkin>
I assume that they're stored in 2 separate lists, in need of the second list (LoddedSkin).

Code:

template <typename Key, typename Value>
class mono_dictionary
{
    private:
        char padding_0x0_[0x18];

        void* buffer_;

        char padding_0x20_[0x20];

        uint32_t size_;

    public:
        const Key& key_at(uint32_t index) const
        {
            if (memory::is_valid_pointer(get_data()) && index < size_)
                return reinterpret_cast<Key*>(buffer_)[5 + index * 3];

            return nullptr;
        }

        const Value& value_at(uint32_t index) const
        {
            if (memory::is_valid_pointer(get_data()) && index < size_)
                return reinterpret_cast<Value*>(buffer_)[6 + index * 3];

            return nullptr;
        }

        void* get_data() const
        {
            if (!memory::is_valid_pointer(this))
                return nullptr;

            return buffer_;
        }

        uint32_t get_size() const
        {
            if (!memory::is_valid_pointer(this))
                return 0;

            return size_;
        }
};


Madness1337 22nd March 2021 12:35 AM

Can someone help me out finding the player health? I can read the body part byte (1-7) which I imagine just returns the actual body part number but I don't understand how to find the actual health value of a body part, its always returning either 0 or bogus values :(
I have:
healthController = instance + 0x0468
healthBody = healthController + 0x20
BodyController = healthBody + 0x20

from here, if I read BodyController + BodyPartOffset (0x30 for head), then bodyPart + 0x10 I get the byte of the body part but I'm trying to read the current health value and I know something in my chain is really wrong cause this wasn't what I'm trying to do, I just tried a bunch of different things and only this returns some value that makes sense

Any help is greatly appreciated

Edit: worked it out from the reply under. I clearly have autism. Thanks again gamers ;)

EliteProducer 22nd March 2021 12:57 AM

Quote:

Originally Posted by 24jared24 (Post 3096448)
You'd save yourself hours of work and tons of headache if you wrote code properly. Split some of that shit up into their own functions and null check every pointer you ever use (if (!Template){ //return or continue or whatever just don't read from template bc it's fucked}). That alone would let you narrow down the problem and your item names not working wouldn't affect their positions not working and shit.

Anyway my chain for item template is
Code:

loot + 0x10] + 0x28] + 0x50] + 0x38] = ItemTemplate
then
Code:

ItemTemplate + 0x10] = EngineString
EngineString + 0x10] = StringLength
name = GetUnicodeString(EngineString + 0x14, StringLength)

std::string Mem::GetUnicodeString(uint64_t addr, int stringLength)
{
        try {
                char16_t wcharTemp[64] = { '\0' };
                driver::read_memory(connection, pid, addr, (uintptr_t)&wcharTemp, stringLength * 2);
                std::u16string blah = std::u16string(wcharTemp);
                std::wstring_convert<std::codecvt_utf8_utf16<int16_t>, int16_t> convert;
                auto p = reinterpret_cast<const int16_t*>(blah.data());
                return convert.to_bytes(p, p + blah.size());
        }
        catch (...) {
                return "bad name";
        }
       
}


Thanks buddy, works like a charm, and thanks for the advice. Any reason why my shit would be showing only some items? Best way i can explain my issue is giving you an example:

Some Items:
Code:

sprintf_s(itemName, "%ls", Name);
All Items:
Code:

sprintf_s(itemName, "%ls", Name);

eldev 22nd March 2021 01:00 AM

Quote:

Originally Posted by Madness1337 (Post 3097251)
Can someone help me out finding the player health? I can read the body part byte (1-7) which I imagine just returns the actual body part number but I don't understand how to find the actual health value of a body part, its always returning either 0 or bogus values :(
I have:
healthController = instance + 0x0468
healthBody = healthController + 0x20
BodyController = healthBody + 0x20

from here, if I read BodyController + BodyPartOffset (0x30 for head), then bodyPart + 0x10 I get the byte of the body part but I'm trying to read the current health value and I know something in my chain is really wrong cause this wasn't what I'm trying to do, I just tried a bunch of different things and only this returns some value that makes sense

Any help is greatly appreciated

Code:

ASSERT_PTR(healthControllerPtr, MemReadUInt64(playerPtr + 0x470));
ASSERT_PTR(healthBodyPtr, MemReadUInt64(healthControllerPtr + 0x20));
ASSERT_PTR(bodyControllerPtr, MemReadUInt64(healthBodyPtr + 0x18));

for (int i = 0; i < 7; i++) {
        ASSERT_PTR(healthPartPtr, MemReadUInt64(bodyControllerPtr + 0x30 + (i * 0x18)));
        ASSERT_PTR(healthPartContainerPtr, MemReadUInt64(healthPartPtr + 0x10));

        MemReadBytes(healthPartContainerPtr + 0x10, &target->health[i].current_health, sizeof(float));
        MemReadBytes(healthPartContainerPtr + 0x14, &target->health[i].max_health, sizeof(float));
}


MaiGuaQQqun 22nd March 2021 01:34 AM

Quote:

Originally Posted by Madness1337 (Post 3097251)
Can someone help me out finding the player health? I can read the body part byte (1-7) which I imagine just returns the actual body part number but I don't understand how to find the actual health value of a body part, its always returning either 0 or bogus values :(
I have:
healthController = instance + 0x0468
healthBody = healthController + 0x20
BodyController = healthBody + 0x20

from here, if I read BodyController + BodyPartOffset (0x30 for head), then bodyPart + 0x10 I get the byte of the body part but I'm trying to read the current health value and I know something in my chain is really wrong cause this wasn't what I'm trying to do, I just tried a bunch of different things and only this returns some value that makes sense

Any help is greatly appreciated

Code:

do
                                {
                                        unsigned long long dic = ga->u64read(*(unsigned long long*)(player_instance + _Player::_healthController) + _HealthController::_i_BodyPartState_Dic);
                                        if (!ADDRESSVALID(dic))break;
                                        int count = *(int*)(dic + _Dictionary::count);
                                        if (count != (uint8_t)EBodyPart::Common)break;
                                        unsigned long long entry = *(unsigned long long*)(dic + _Dictionary::entries);
                                        for (int j = 0; j < count; j++)
                                        {
                                                unsigned long long part = *(unsigned long long*)(entry + _Dictionary::_Entry::_start + j * _Dictionary::_Entry::_size + _Dictionary::_Entry::key);
                                                if (part >= (uint8_t)EBodyPart::Common)continue;
                                                unsigned long long health = ga->u64read(*(unsigned long long*)(entry + _Dictionary::_Entry::_start + j * _Dictionary::_Entry::_size + _Dictionary::_Entry::value) + _HealthController::_N_BodyPartState::Health);
                                                if (!ADDRESSVALID(health))continue;
                                                *(unsigned long long*)& ga->dddd->eft.player[i].health[part] = *(unsigned long long*)(health + _HealthController::_N_BodyPartState::_N_Health::_i_Value);
                                        }

                                } while (false);

And

Code:

//[GetBodyPartHealth (bodyPart: EBodyPart; rounded: bool):]
namespace _HealthController
{
        constexpr auto _i_BodyPartState_Dic = 0x20;//(类型: System.Collections.Generic.Dictionary<EBodyPart,.BodyPartState<>>)
        //[IsDestroyed]
        namespace _N_BodyPartState
        {
                constexpr auto IsDestroyed = 0x18;//(类型 : System.Boolean)
                constexpr auto Health = 0x10;//(类型 : )
                //[get_CurrentAndMaximum ():]
                namespace _N_Health
                {
                        constexpr auto _i_Value = 0x10;// : (类型 : )
                        namespace _N_S_Value
                        {
                                constexpr auto Current = 0x0;//float
                                constexpr auto Maximum = 0x4;//float
                                constexpr auto Minimum = 0x8;//float
                        }
                        constexpr auto _i_LastDiff = 0x1c;// : (类型 : System.Single)
                        constexpr auto _i_DownMult = 0x20;// : (类型 : System.Single)
                }
        }
}

And
Code:

enum class EBodyPart
{
        Head,
        Chest,
        Stomach,
        LeftArm,
        RightArm,
        LeftLeg,
        RightLeg,
        Common
};

And

treat ga->u64read as *(unsigned long long*)

And

Code:

namespace _Dictionary
{
        constexpr auto entries = 0x18;
        namespace _Entry
        {
                constexpr auto key = 0x8;
                constexpr auto value = 0x10;
                constexpr auto _size = 0x18;
                constexpr auto _start = 0x20;
        }
        constexpr auto keys = 0x28;
        constexpr auto count = 0x40;
}
namespace _List
{
        constexpr auto listbase = 0x10;
        constexpr auto count = 0x18;
}
namespace _ListBase
{
        constexpr auto start = 0x20;
}
namespace _Array
{
        constexpr auto count = 0x18;
        constexpr auto start = 0x20;
}
namespace _String
{
        constexpr auto length = 0x10;
        constexpr auto start = 0x14;
}


24jared24 22nd March 2021 01:38 AM

Quote:

Originally Posted by EliteProducer (Post 3097264)
Thanks buddy, works like a charm, and thanks for the advice. Any reason why my shit would be showing only some items? Best way i can explain my issue is giving you an example:

Some Items:
Code:

sprintf_s(itemName, "%ls", Name);
All Items:
Code:

sprintf_s(itemName, "%ls", Name);

I don't get your issue at all

cheatlove 22nd March 2021 07:22 AM

Normally iam not asking for help and try to find what i need but can someone tell me the max legit values of all skills when they have elite level ? the floats and bools ?
I cant seem to find a calculation and / or sheet somewhere...

when i just use 999.0f then i can fly and hear sounds 2km away, throw grenades 2km away but and thats cool yeah but its useless, iam looking for the real legit elite values...

Thanks

ecthirune 22nd March 2021 08:06 AM

nvm. missed in reading.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

kast1450 22nd March 2021 08:30 AM

Quote:

Originally Posted by cheatlove (Post 3097461)
Normally iam not asking for help and try to find what i need but can someone tell me the max legit values of all skills when they have elite level ? the floats and bools ?
I cant seem to find a calculation and / or sheet somewhere...

when i just use 999.0f then i can fly and hear sounds 2km away, throw grenades 2km away but and thats cool yeah but its useless, iam looking for the real legit elite values...

Thanks

https://i.imgur.com/0ycQBJA.png

51 will trigger elite level skills. It is an INT, not a float.

If you're looking to set the float called Effectiveness, you can set it to max level by doing some simple math like so.

Effectiveness = 100f * 51 / currentLevel

krembo 22nd March 2021 09:13 AM

Quote:

Originally Posted by cheatlove (Post 3097461)
Normally iam not asking for help and try to find what i need but can someone tell me the max legit values of all skills when they have elite level ? the floats and bools ?
I cant seem to find a calculation and / or sheet somewhere...

when i just use 999.0f then i can fly and hear sounds 2km away, throw grenades 2km away but and thats cool yeah but its useless, iam looking for the real legit elite values...

Thanks

I used sp-tarkov, set all skills to elite.
Then i just took the values i was interested in.

cheatlove 22nd March 2021 09:21 AM

Quote:

Originally Posted by kast1450 (Post 3097487)
https://i.imgur.com/0ycQBJA.png

51 will trigger elite level skills. It is an INT, not a float.

If you're looking to set the float called Effectiveness, you can set it to max level by doing some simple math like so.

Effectiveness = 100f * 51 / currentLevel

thank you, are u sure about the math ?

lets take StrengthJumpHigh effectiveness, in your calculation the value for lvl 22 would be 231.0f, but with a value of 0.6f i jump already like a kangeroo. Going any higher in an online match produces rubber banding. So this calculation can not be right for every buff. I think there are differences
in legit values (floats and bools) for the different effects (buffs).
Iam trying to find the max possible legit buff values for things like
perecption hearing, strengthgrenadethrowing, strengthjumphigh, and such.
I know that the Elite LVL is 51 on each Skill, maybe i missspelled the request, iam looking for the values of the buffs themselves.

Quote:

Originally Posted by krembo (Post 3097511)
I used sp-tarkov, set all skills to elite.
Then i just took the values i was interested in.

do you maybe have that dump still with all the values when you have elite on all skills ?
that would be dope !

montroisiemecon 22nd March 2021 02:40 PM

Quote:

Originally Posted by kast1450 (Post 3097487)
https://i.imgur.com/0ycQBJA.png

51 will trigger elite level skills. It is an INT, not a float.

If you're looking to set the float called Effectiveness, you can set it to max level by doing some simple math like so.

Effectiveness = 100f * 51 / currentLevel

Interesting. I tried that a few months back and got clapped by BSG

24jared24 22nd March 2021 04:41 PM

Quote:

Originally Posted by cheatlove (Post 3097461)
Normally iam not asking for help and try to find what i need but can someone tell me the max legit values of all skills when they have elite level ? the floats and bools ?
I cant seem to find a calculation and / or sheet somewhere...

when i just use 999.0f then i can fly and hear sounds 2km away, throw grenades 2km away but and thats cool yeah but its useless, iam looking for the real legit elite values...

Thanks

The wiki has most of the important values for skills, the rest you can just do whatever really. If you want you dm me and I'll send you my code for "legit" max skills and you can copy my values

EliteProducer 22nd March 2021 05:11 PM

Quote:

Originally Posted by 24jared24 (Post 3097288)
I don't get your issue at all

Apologies, made a typing error. Let me rephrase:

Any reason why my shit would be showing only some items? Best way i can explain my issue is giving you an example:

Some Items:

Code:

sprintf_s(itemName, "%ls", Name);
All Items:

Code:

sprintf_s(itemName, "Item", Name);
So, when i display item names, it only displays some of the items. But if i remove that part, it displays all items.

https://my.slavesfor.rent/9ORCar2G

Brabra1262 22nd March 2021 05:51 PM

what would you use for the gun rotation, trying to implement it into my magic bullet code for better calculations.

24jared24 22nd March 2021 05:53 PM

Quote:

Originally Posted by EliteProducer (Post 3097824)
Apologies, made a typing error. Let me rephrase:

Any reason why my shit would be showing only some items? Best way i can explain my issue is giving you an example:

Some Items:

Code:

sprintf_s(itemName, "%ls", Name);
All Items:

Code:

sprintf_s(itemName, "Item", Name);
So, when i display item names, it only displays some of the items. But if i remove that part, it displays all items.

https://my.slavesfor.rent/9ORCar2G

Seems like an issue in your code for storing and displaying the name. Why are you using wide strings?

nikobelic29 22nd March 2021 07:24 PM

localplayer + 0x440] + 0x60] + 0x6B8] + 0x28 write float greater than 0 to increase reload speed.


localplayer->profile->skills->botreloadspeed->value

TooMuchPew 22nd March 2021 08:43 PM

Looking all over this thread and section for getting the market prices of items are people just using the tarkov-market api or is there another api people are using?

kast1450 22nd March 2021 09:02 PM

Quote:

Originally Posted by cheatlove (Post 3097515)
thank you, are u sure about the math ?

lets take StrengthJumpHigh effectiveness, in your calculation the value for lvl 22 would be 231.0f, but with a value of 0.6f i jump already like a kangeroo. Going any higher in an online match produces rubber banding. So this calculation can not be right for every buff. I think there are differences
in legit values (floats and bools) for the different effects (buffs).
Iam trying to find the max possible legit buff values for things like
perecption hearing, strengthgrenadethrowing, strengthjumphigh, and such.
I know that the Elite LVL is 51 on each Skill, maybe i missspelled the request, iam looking for the values of the buffs themselves.



do you maybe have that dump still with all the values when you have elite on all skills ?
that would be dope !

I'm talking about the Effectiveness of the skill itself, not the buffs.

Quote:

Originally Posted by montroisiemecon (Post 3097710)
Interesting. I tried that a few months back and got clapped by BSG

Of course you'll get clapped by BSG for this, no idea why he wants to do it this way

dota2bot 24th March 2021 06:20 AM

Is the loot inside containers not in the items array? And is the best name from templates?

VTling 24th March 2021 01:23 PM

Anybody know how to get lootlist inside a container?

Anybody know how to get lootlist inside a container?

Quote:

Originally Posted by ecthirune (Post 3079317)
containers mixed with single loot items in the LocalGameWorld+0x60.
They just have slight difference between parameters in memory.

==============================================

im stuck some with containers position if some1 have advice. Ye, i know, this question was here a lot of times, but my problem not with ALL conainers:

on Factory map all containers have 0 0 0 position:
tryed with 2 ways:
For example Jacket. I found name, id, item inside, but
Code:

item+0x10->interactive+0x28->itemPtr+0x10->UknownPtr+0x30->UknownPtr2+0x30->UknownPtr3+0x8->itemTransform+0x38->0xB0]  // returns 0 0 0
And
Code:

item+0x10->Interactive+0x30->GameObject+0x30->TransformOne+0x8->TransfomrTwo+0x38->0xB0] // returns 0 0 0
And this shit with all spawned containers on factory. Corpses have their coords as they should, as dropped backpacks too.).

Now Customs:
Weapon Box have coordinates, but they leads to underground, between barracks and construction site: {x=158.479996 y=-2.49000001 z=70.5299988 }
Burried Barrel Cache (hidden stash i suppose) have coords and they are ok: {x=429.414001 y=-1.73800004 z=-84.7480011 }
Other Weapon Box (with different ID) have same coords as previous: {x=158.479996 y=-2.49000001 z=70.5299988 }
Tool Box have same cords as Weapon Boxes: {x=158.479996 y=-2.49000001 z=70.5299988 }
Dead Scav have {x=0.00000000 y=0.00000000 z=0.00000000 }
Jackets leads to empty places, but have "normal looking coords": {x=-317.392883 y=0.927664340 z=-165.464569 } and etc.

So... am i reading wrong offsets? Or i need to sort some types of containers by myself (like sort hidden stashes from weapon boxes & jackets) and use different offset chains for them? Or wtf is happens here >_<

==============================================

Upd: nvm, fixed. I forgot to apply transform function & my offset chain to transform address was wrong.

can u help me containers position?

azmwsuwakwuvrbc 25th March 2021 08:52 AM

Quote:

Originally Posted by VTling (Post 3099709)
Anybody know how to get lootlist inside a container?

Anybody know how to get lootlist inside a container?



can u help me containers position?

if u mean lootablecontainer (stashes, boxes, etc), then its items are lootablecontainer->itemowner->item0 , and the rest stuff is like any other item. containers position cannot be read like the other loots (like 0x8,0x38,0xb0 blablabla), instead u should use that "_mm128 weird function" that was mentioned here a lot before.

btw anyone knows if that function is some kind of reversed unity internal transform get position function? i wonder if it is possible to optimize it, i mean in a way of just getting pos vec3 only

ps: if i have told bullshit please slap me in the face.

slcoolj 25th March 2021 10:03 AM

Quote:

Originally Posted by TooMuchPew (Post 3098045)
Looking all over this thread and section for getting the market prices of items are people just using the tarkov-market api or is there another api people are using?

You could just use the public RatScanner API. It still pulls directly from Tarkov-Market for prices and there's a few things missing in comparison but it's not that big of a deal.

I'd say unless you really want an Item ESP that gives you information about the price diffs over 24 hours/7 days, and the exact time that Tarkov-Market screen capped the market info, you're better off just going the RatScanner route. And you don't even have to pay for it so, hey, that's cool I guess.

nikobelic29 26th March 2021 06:41 AM

https://www.unknowncheats.me/forum/2...-post2681.html

This is how you get container items

Offsets that changed:

offsets.m_pGrids = 0x68

azmwsuwakwuvrbc 26th March 2021 07:58 AM

anyone can tell how to get proper instances class names? i mean, like everyone tells about "gameobject manager" but i have never ever seen such thing in dnspy (or i have not looked close enough), or when we iterate its "active objects" then we get gameworld through several offsets - which instances we go through? like activeobject - baseobject - gameobject - ??? - ??? - gameworld?
do we really get gameworld class instance or its base class instance like mono.behaviour instead?

bc u know, i dont like to name variables like "GClass1946_instance" or "offset1, offset2" , i would like to know their original names and understand what am i offsetting through.

is dnspy enough to reverse and understand these class instances relations and i just should to pay more attention?

igromanru 27th March 2021 02:29 AM

Is it still possible to find the LocalGameWorld through GameObjectManager?
I just started making an external hack and trying things out on the latest JET version.
I'm successfully iterating through the GameObjectManager and getting names of more than 13k objects in a game session, but there is no "GameWorld" in there.

Are the offsets for GameObjectManager still right?
Code:

public static class GameObjectManager
{
        // UnityPlayer.dll
        public const int Self = 0x156B698;
        // GameObjectManager fields
        public const int LastTaggedObject = 0x0;
        public const int FirstTaggedObject = 0x8;
        public const int LastActiveObject = 0x10;
        public const int FirstActiveObject = 0x18;
}


BeginnerMono 27th March 2021 12:08 PM

Quote:

Originally Posted by igromanru (Post 3102357)
Is it still possible to find the LocalGameWorld through GameObjectManager?
I just started making an external hack and trying things out on the latest JET version.
I'm successfully iterating through the GameObjectManager and getting names of more than 13k objects in a game session, but there is no "GameWorld" in there.

Are the offsets for GameObjectManager still right?
Code:

public static class GameObjectManager
{
        // UnityPlayer.dll
        public const int Self = 0x156B698;
        // GameObjectManager fields
        public const int LastTaggedObject = 0x0;
        public const int FirstTaggedObject = 0x8;
        public const int LastActiveObject = 0x10;
        public const int FirstActiveObject = 0x18;
}


Your GOM is wrong
GOM: 0x156c698

montroisiemecon 27th March 2021 05:36 PM

Quote:

Originally Posted by Brabra1262 (Post 3097846)
what would you use for the gun rotation, trying to implement it into my magic bullet code for better calculations.

You actually dont need gun rotation for silent aim, internal or external


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

igromanru 27th March 2021 06:22 PM

Quote:

Originally Posted by BeginnerMono (Post 3102613)
Your GOM is wrong
GOM: 0x156c698

I'm on v0.12.9.10988, and 0x156B698 is right there.
I just found the problem. GameWorld doesn't exist if you start the game without NPCs.

RonaldWeezly 27th March 2021 07:46 PM

Quote:

Originally Posted by montroisiemecon (Post 3102820)
You actually dont need gun rotation for silent aim, internal or external

How else would you achieve silent aim externally?

igromanru 27th March 2021 08:37 PM

Quote:

Originally Posted by igromanru (Post 3102874)
I'm on v0.12.9.10988, and 0x156B698 is right there.
I just found the problem. GameWorld doesn't exist if you start the game without NPCs.

Okey wtf. Can someone explain it to me?
I just started testing again. Started JET Server, started JET with PvE settings on, same as before, but I can't find GameWorld this time.
Any idea? So I guess GOM isn't a good source to get localgameworld after all.

ecthirune 27th March 2021 09:26 PM

Quote:

Originally Posted by igromanru (Post 3102952)
Okey wtf. Can someone explain it to me?
I just started testing again. Started JET Server, started JET with PvE settings on, same as before, but I can't find GameWorld this time.
Any idea? So I guess GOM isn't a good source to get localgameworld after all.

you definitely doing something wrong.

igromanru 27th March 2021 09:57 PM

Quote:

Originally Posted by ecthirune (Post 3102989)
you definitely doing something wrong.

https://i.imgur.com/G8gF7rV.jpeg

So I find "GameWorld" each time the game is loading. As soon I'm in game and run the same code its not there any more.

24jared24 27th March 2021 10:16 PM

Quote:

Originally Posted by igromanru (Post 3103006)
https://i.imgur.com/G8gF7rV.jpeg

So I find "GameWorld" each time the game is loading. As soon I'm in game and run the same code its not there any more.

show code?

igromanru 27th March 2021 10:21 PM

Quote:

Originally Posted by 24jared24 (Post 3103013)
show code?

What exactly do you want to see?
Here is the code without logging part.
https://pastebin.com/15dkYeJy
Here is what I got from the last ingame session with bots on Factory.
https://pastebin.com/3nDP1r1s

EDIT:
Omg, I found my error, I was skipping each second active object.

EliteProducer 27th March 2021 10:57 PM

Quote:

Originally Posted by RonaldWeezly (Post 3102922)
How else would you achieve silent aim externally?



How else would you achieve silent aim externally?

Pretty sure you can teleport bullets to ppls heads, similar to DayZ silent aim. Take a look a good few pages back.

RonaldWeezly 28th March 2021 01:46 PM

Quote:

Originally Posted by EliteProducer (Post 3103039)
Pretty sure you can teleport bullets to ppls heads, similar to DayZ silent aim. Take a look a good few pages back.

DayZ silent aim modified the bullet's position. In all of the ArmA series (inclusive of DayZ), the bullets are stored as Vector3s. Not very similar to EFT or any Unity game for that matter. There are transforms which represent positions. If EFT even allowed client side bullet teleportation, you would need a method of converting your teleported position into a transform (unless you were to directly set the transform of the bullet to the transform of the persons head). I really don't think EFT would allow you to modify bullet positions, I assume that's calculated server side.

How y'all getting EFT.World? EFT.ClientGameWorld + 0x120 = EFT.World but it's always nullptr... any ideas?

montroisiemecon 28th March 2021 05:19 PM

Quote:

Originally Posted by RonaldWeezly (Post 3103433)
DayZ silent aim modified the bullet's position. In all of the ArmA series (inclusive of DayZ), the bullets are stored as Vector3s. Not very similar to EFT or any Unity game for that matter. There are transforms which represent positions. If EFT even allowed client side bullet teleportation, you would need a method of converting your teleported position into a transform (unless you were to directly set the transform of the bullet to the transform of the persons head). I really don't think EFT would allow you to modify bullet positions, I assume that's calculated server side.

How y'all getting EFT.World? EFT.ClientGameWorld + 0x120 = EFT.World but it's always nullptr... any ideas?

works only online, and its 0x128

RonaldWeezly 28th March 2021 06:32 PM

Quote:

Originally Posted by montroisiemecon (Post 3103579)
works only online, and its 0x128

It's showing nullptr on EmuTarkov. Is it just meant to work online as on real eft? That's really shit :/

montroisiemecon 28th March 2021 07:52 PM

Quote:

Originally Posted by RonaldWeezly (Post 3103630)
It's showing nullptr on EmuTarkov. Is it just meant to work online as on real eft? That's really shit :/

by online i mean "online", the opposite of "offline"

VTling 29th March 2021 06:48 AM

Localplayer + 0x168] + 0x88] + 0x28] + 0x30] + 0x18] + 0xD8 and read as D3DXMATRIX
Localplayer + proceduralweapon] + opticsight] + TemplateCamera] + cameraObjectClass] + cameraEntity] + matrix
Can tell me the latest offset

TheMaoci 29th March 2021 11:32 AM

Quote:

Originally Posted by igromanru (Post 3102952)
Okey wtf. Can someone explain it to me?
I just started testing again. Started JET Server, started JET with PvE settings on, same as before, but I can't find GameWorld this time.
Any idea? So I guess GOM isn't a good source to get localgameworld after all.

if you are using JET go to server user/configs/server.json and set all offline patches to false it will disable them from execution in binary so you can have barebones EFT with just be removal and few network changes ;) (its literally 4 core patches)

igromanru 29th March 2021 11:58 AM

Quote:

Originally Posted by TheMaoci (Post 3104256)
if you are using JET go to server user/configs/server.json and set all offline patches to false it will disable them from execution in binary so you can have barebones EFT with just be removal and few network changes ;) (its literally 4 core patches)

Thank you for the tip. The problem was in my code, but I guess it's better to develop the hack on more original base anyway.

Krocodil 29th March 2021 12:33 PM

Quote:

Originally Posted by VTling (Post 3104103)
Localplayer + 0x168] + 0x88] + 0x28] + 0x30] + 0x18] + 0xD8 and read as D3DXMATRIX
Localplayer + proceduralweapon] + opticsight] + TemplateCamera] + cameraObjectClass] + cameraEntity] + matrix
Can tell me the latest offset

0x190 EFT.Animations.ProceduralWeaponAnimation. Can't say for others

This helped me
Quote:

Originally Posted by montroisiemecon (Post 3060401)
Download dnspy. Throw assembly-csharp.dll inside. Launch escapefromtarkov.exe, not from launcher, not the _BE.exe version. Attach cheat engine. Mono dissect. Expand all. Save to file. You now have the source code and the offsets for the game. GG


VTling 29th March 2021 12:38 PM

https://prntscr.com/10yygvl
https://prntscr.com/10yyfrx
Idk why?
Code:

bool PRENDER::WorldToScreenv2(const FVector& point3D, D2D1_POINT_2F& point2D)
{
        D3DXVECTOR3 _point3D = D3DXVECTOR3(point3D.x, point3D.z, point3D.y);

        auto& matrix = EFTData::Instance()->viewMatrix;

        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;



        point2D.x = (1920 / 2) * (1.f + x / w);
        point2D.y = (1080 / 2) * (1.f - y / w);

        return true;
}


RonaldWeezly 29th March 2021 01:09 PM

Quote:

Originally Posted by VTling (Post 3104305)
https://prntscr.com/10yygvl
https://prntscr.com/10yyfrx
Idk why?
Code:

bool PRENDER::WorldToScreenv2(const FVector& point3D, D2D1_POINT_2F& point2D)
{
        D3DXVECTOR3 _point3D = D3DXVECTOR3(point3D.x, point3D.z, point3D.y);

        auto& matrix = EFTData::Instance()->viewMatrix;

        D3DXVECTOR3 translationVector = D3DXVECTOR3(matrix._41, matrix._42, matrix._43);
        D3DXVECTOR3 up = D3DXVECTOR3(matrix._21, matrix._22, matrix._23);
        D3DXVECTOR3 right = D3DXVECTOR3(matrix._11, matrix._12, matrix._13);

        float w = D3DXVec3Dot(&translationVector, &_point3D) + matrix._44;

        if (w < 0.098f)
                return false;

        float y = D3DXVec3Dot(&up, &_point3D) + matrix._24;
        float x = D3DXVec3Dot(&right, &_point3D) + matrix._14;



        point2D.x = (1920 / 2) * (1.f + x / w);
        point2D.y = (1080 / 2) * (1.f - y / w);

        return true;
}


Is your resolution actually 1920x1080?

VTling 29th March 2021 01:34 PM

Quote:

Originally Posted by RonaldWeezly (Post 3104332)
Is your resolution actually 1920x1080?

ye It will be like this when the mirror is opened

montroisiemecon 29th March 2021 08:49 PM

Quote:

Originally Posted by VTling (Post 3104348)
ye It will be like this when the mirror is opened

Try transposing the matrix


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

AmazingTurtle 30th March 2021 02:24 PM

Has anyone got their hands on the recent BEClient2 payload?

Adelheid 30th March 2021 03:13 PM

0.12.10
Code:

#define PLAYERINFO_EXPERIENCE 0x68 //�€€ (type: System.Int32)

Tertis 30th March 2021 03:29 PM

And it also looks like they've changed the actual model for player. You can't now lean into the wall, and your head have actual physical model.

VTling 30th March 2021 03:42 PM

Hi,everyone Can u share the latest calculated target point
What i wrote doesn't work
Code:

        Vector3 startVelo = initSpeed * speedFactor * Vector3::Backward;
        Vector3 gravity = Vector3(0, -9.81, 0) * (retardation + 1);
        Vector3 currentVelo = Vector3::Zero, currentPos = Vector3::Zero;
        float time = 0, deltaTime = 0.001, targetDist = dist * dist, currentDist = 0;
 
        while (currentDist < targetDist) {
                auto gravInTime = gravity * time;
                currentVelo = startVelo + gravInTime;
                currentPos = /*startPos +*/ currentVelo * time + 0.5f * time * gravInTime;
                currentDist = VSize(/*startPos -*/ currentPos);
                time += deltaTime;
        }
        *tgt += *tgtVelocity * time;
tgt->y += currentPos.y * -1;

This is incomplete

virii72 30th March 2021 08:28 PM

Did the thermal camera isOn offset (was 0x140) change with 12.10? Everything else seems to be working for me (after changed player exp offset) Anyone have the new offset for thermal before I do a dump?

RonaldWeezly 30th March 2021 08:54 PM

Anyone figured silent aim / magic bullet externally?

ecthirune 30th March 2021 09:13 PM

bsg added few new items, but i can't grab them from resources.assets with ripper. Am i dumb, or.. ?

GetBaited 30th March 2021 09:14 PM

Quote:

Originally Posted by virii72 (Post 3105501)
Did the thermal camera isOn offset (was 0x140) change with 12.10? Everything else seems to be working for me (after changed player exp offset) Anyone have the new offset for thermal before I do a dump?

Yes, 0xD0, now

montroisiemecon 30th March 2021 10:22 PM

Quote:

Originally Posted by RonaldWeezly (Post 3105523)
Anyone figured silent aim / magic bullet externally?

there's a few ways to do that, but I don't think anyone will share it anytime soon

Brabra1262 30th March 2021 10:29 PM

got both working and both are possible. btw dont use the fucking public penitration modifier dont even know if it works and just poor in general.

Quote:

Originally Posted by RonaldWeezly (Post 3102922)
How else would you achieve silent aim externally?

look at a dump of the game and read........

AhmedGH 30th March 2021 11:17 PM

I'm trying to get Doors list, but I'm having some difficulty of finding that, I searched around the topic, people says it's in GameWorld, but when I checked it, I didn't find except: at 0x150 (List of WorldInteractiveObject) I tried to check that on ReClass, but didn't get a chance to find it as a list.. Something is wrong, maybe it's the offset?

TooMuchPew 31st March 2021 09:42 AM

Quote:

Originally Posted by ecthirune (Post 3105536)
bsg added few new items, but i can't grab them from resources.assets with ripper. Am i dumb, or.. ?

having the same issue

RonaldWeezly 31st March 2021 12:16 PM

Quote:

Originally Posted by Brabra1262 (Post 3105610)
got both working and both are possible. btw dont use the fucking public penitration modifier dont even know if it works and just poor in general.


look at a dump of the game and read........

Done so, read and read.
There are indeed angles such as 'ShotDirection' however they're invalid and useless. A hint in the right direction would be nice.

Quote:

Originally Posted by AhmedGH (Post 3105632)
I'm trying to get Doors list, but I'm having some difficulty of finding that, I searched around the topic, people says it's in GameWorld, but when I checked it, I didn't find except: at 0x150 (List of WorldInteractiveObject) I tried to check that on ReClass, but didn't get a chance to find it as a list.. Something is wrong, maybe it's the offset?

That list is invalid.

LocalGameWorld + 0x128 = EFT.World
EFT.World + 0x30 (I think) = Array of doors

EFT.World is invalid unless in real EFT game

pinefin 1st April 2021 02:22 AM

hello. for some reason i cant get bones.

(i am using .9 for sp tarkov)

player + 0xA8 ] + 0x28 ] + 0x28 ] + 0x10 ] + (0x20 + (0x8 * bone_id))

yes. my getposition is working perfectly, just cant get bone transforms correctly?

dota2bot 1st April 2021 08:01 AM

how are people determining scav, raider, player scavs, etc?

kast1450 1st April 2021 09:18 AM

Quote:

Originally Posted by dota2bot (Post 3106911)
how are people determining scav, raider, player scavs, etc?

give us more information.
are you external, internal, mono-internal, or are you using PAKs

RangeMachine 1st April 2021 09:36 AM

Quote:

Originally Posted by TooMuchPew (Post 3105938)
having the same issue

https://pastebin.com/c8HXV5ah

Krocodil 1st April 2021 10:47 AM

Quote:

Originally Posted by dota2bot (Post 3106911)
how are people determining scav, raider, player scavs, etc?

First check creation date, bots don't have it
Then you can check Side(EFT.EPlayerSide dnSpy) offset in PlayerInfo to sort players
You can sort bots by names, or another way

montroisiemecon 1st April 2021 01:13 PM

Quote:

Originally Posted by dota2bot (Post 3106911)
how are people determining scav, raider, player scavs, etc?

Use ewildspawntype or something like that

aeonixlegit 1st April 2021 04:50 PM

Quote:

Originally Posted by dota2bot (Post 3106911)
how are people determining scav, raider, player scavs, etc?

Is SCAV -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x50 Side (Int32) / 0x1 usec - 0x2 bear - 0x4 scav

Is AI -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x54 RegistrationDate (Int32), check for <= 0

Raiders / Bosses:

Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x38 Settings? ] + 0x10 Role (Int32)

Look into AssemblyCSharp to get values for Role, currently I'm using 0x3, 0x6, 0x7, 0x9, 0xB, 0x11, 0x15 - it includes all bosses (?) & raiders


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ly937149473 1st April 2021 05:23 PM

anyone get random crash internal after this update?

AmazingTurtle 1st April 2021 11:29 PM

https://i.imgur.com/D95Wsqm.png

KVM VFIO GPU Passthrough gets detected even though I use custom OVMF/QEMU, patched vBIOS for GP102, spoofed whole SMBIOS and RDTSC (CPUID, INVD, WBINVD and XSETBV) in my kernel.

I get kicked after 1-2 minutes in raid. I thought my VM was almost bulletproof now.

Any suggestions?

edit: seems that my PCI Controller passed down to the VM is visible as a Red Hat device...
more specifically its the pci express root port with vendor id 1b36 for example.. does someone know how to spoof that?:D

edit2: i spoofed the PCI device information as well (to intel) but still get detected... what could be it?

edit3: found out that QEMU uses a hardcoded string for ACPI https://github.com/qemu/qemu/search?q=QEMU0002

dota2bot 2nd April 2021 07:45 AM

Quote:

Originally Posted by kast1450 (Post 3106982)
give us more information.
are you external, internal, mono-internal, or are you using PAKs

external

Quote:

Originally Posted by Krocodil (Post 3107023)
First check creation date, bots don't have it
Then you can check Side(EFT.EPlayerSide dnSpy) offset in PlayerInfo to sort players
You can sort bots by names, or another way

thanks

Quote:

Originally Posted by aeonixlegit (Post 3107475)
Is SCAV -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x50 Side (Int32) / 0x1 usec - 0x2 bear - 0x4 scav

Is AI -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x54 RegistrationDate (Int32), check for <= 0

Raiders / Bosses:

Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x38 Settings? ] + 0x10 Role (Int32)

Look into AssemblyCSharp to get values for Role, currently I'm using 0x3, 0x6, 0x7, 0x9, 0xB, 0x11, 0x15 - it includes all bosses (?) & raiders


nice, this helps. thanks for the offsets too


code:
Code:

std::string EscapeFromTarkov::getTeam(uint64_t playerPtr, uint64_t playerInfo, std::wstring name, uint32_t creationDate) {
        int32_t side = vmm.read<int32_t>(playerInfo + ETF_OFFSETS::PlayerInfoSide);
        if (isLocalPlayer(playerPtr)) {
                return "local";
        }
        else if (name == L"") {
                return "friend";
        }
        else if (side == 4) {
                if (creationDate <= 0) {
                        if (EscapeFromTarkov::String::nameIsLikeRaider(name)) {
                                return "superscav";
                        }
                        else {
                                return "scav";
                        }
                }
                else {
                        return "pscav";
                }
        }
        else {
                return "human";
        }
}

Quote:

Originally Posted by ly937149473 (Post 3107512)
anyone get random crash internal after this update?

ive been seeing 0,0,0 positions sometimes. used to work 100% of the time before.

ecthirune 2nd April 2021 10:17 AM

Quote:

Originally Posted by dota2bot (Post 3108095)
snip

playerposition sometimes fcked by unity or eft, i dunno. i saw same shit and switched to check position by bones.

RonaldWeezly 2nd April 2021 10:29 AM

IsLocalPlayer shifted to 0x787

Door unlocker doesn't seem to be working iterating through EFT.World + 0x30 and then changing DoorState to 1. Hmm.

AhmedGH 2nd April 2021 11:46 AM

Teleporting ??? I saw some hacks that has teleporting! Is it even possible??? LOL!

beepboop5 2nd April 2021 01:49 PM

Quote:

Originally Posted by RonaldWeezly (Post 3108165)
IsLocalPlayer shifted to 0x787

Door unlocker doesn't seem to be working iterating through EFT.World + 0x30 and then changing DoorState to 1. Hmm.

This will most likely get you clapped or even instabanned, try it at your own risk.

AhmedGH 2nd April 2021 01:57 PM

Quote:

Originally Posted by beepboop5 (Post 3108303)
This will most likely get you clapped or even instabanned, try it at your own risk.

It can be done probably so you bypass the ban, I actually checked in dnSpy and found when exactly they send a report to the server to trigger the ban. You can check it.

beepboop5 2nd April 2021 05:33 PM

Quote:

Originally Posted by AhmedGH (Post 3108308)
It can be done probably so you bypass the ban, I actually checked in dnSpy and found when exactly they send a report to the server to trigger the ban. You can check it.

Until they add CRC checks on the loader, plus that solution isnt the most portable as people using it would require your patched loader.

RonaldWeezly 2nd April 2021 06:57 PM

Quote:

Originally Posted by beepboop5 (Post 3108303)
This will most likely get you clapped or even instabanned, try it at your own risk.

Can't even get it to work my guy :/ I'll do some debugging

pinefin 3rd April 2021 01:31 AM

hello can someone please help me out with getting player name?

My GetUnicodeString function:
Code:

std::string Memory::GetUnicodeString(uint64_t addr, int stringLength)
{
    char16_t wcharTemp[64] = { '\0' };
    this->cread(addr, wcharTemp, stringLength * 2);
    std::string u8_conv = std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t>{}.to_bytes(wcharTemp);
    return u8_conv;
}

Reading into the player name:
Code:

uintptr_t nickname = this->read<uintptr_t>(player_info + 0x10);
int string_length = this->read<int>(nickname + 0x10);
std::string name = this->GetUnicodeString(nickname + 0x14, string_length);
printf("[+] %s\n", name.c_str());

result: https://pays.host/uploads/735fd203-3.../kA1rTRDU_.png

Krocodil 3rd April 2021 08:35 AM

Quote:

Originally Posted by pinefin (Post 3108767)
hello can someone please help me out with getting player name?

My GetUnicodeString function:
Code:

std::string Memory::GetUnicodeString(uint64_t addr, int stringLength)
{
    char16_t wcharTemp[64] = { '\0' };
    this->cread(addr, wcharTemp, stringLength * 2);
    std::string u8_conv = std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t>{}.to_bytes(wcharTemp);
    return u8_conv;
}

Reading into the player name:
Code:

uintptr_t nickname = this->read<uintptr_t>(player_info + 0x10);
int string_length = this->read<int>(nickname + 0x10);
std::string name = this->GetUnicodeString(nickname + 0x14, string_length);
printf("[+] %s\n", name.c_str());

result: https://pays.host/uploads/735fd203-3.../kA1rTRDU_.png

May be this will help

RonaldWeezly 3rd April 2021 01:08 PM

Quote:

Originally Posted by dota2bot (Post 3108095)
external



thanks




nice, this helps. thanks for the offsets too


code:
Code:

std::string EscapeFromTarkov::getTeam(uint64_t playerPtr, uint64_t playerInfo, std::wstring name, uint32_t creationDate) {
        int32_t side = vmm.read<int32_t>(playerInfo + ETF_OFFSETS::PlayerInfoSide);
        if (isLocalPlayer(playerPtr)) {
                return "local";
        }
        else if (name == L"") {
                return "friend";
        }
        else if (side == 4) {
                if (creationDate <= 0) {
                        if (EscapeFromTarkov::String::nameIsLikeRaider(name)) {
                                return "superscav";
                        }
                        else {
                                return "scav";
                        }
                }
                else {
                        return "pscav";
                }
        }
        else {
                return "human";
        }
}



ive been seeing 0,0,0 positions sometimes. used to work 100% of the time before.

Roles:

Code:

        public enum WildSpawnType
        {
                // Token: 0x04005864 RID: 22628
                marksman,
                // Token: 0x04005865 RID: 22629
                assault,
                // Token: 0x04005866 RID: 22630
                bossTest,
                // Token: 0x04005867 RID: 22631
                bossBully,
                // Token: 0x04005868 RID: 22632
                followerTest,
                // Token: 0x04005869 RID: 22633
                followerBully,
                // Token: 0x0400586A RID: 22634
                bossKilla,
                // Token: 0x0400586B RID: 22635
                bossKojaniy,
                // Token: 0x0400586C RID: 22636
                followerKojaniy,
                // Token: 0x0400586D RID: 22637
                pmcBot,
                // Token: 0x0400586E RID: 22638
                cursedAssault,
                // Token: 0x0400586F RID: 22639
                bossGluhar,
                // Token: 0x04005870 RID: 22640
                followerGluharAssault,
                // Token: 0x04005871 RID: 22641
                followerGluharSecurity,
                // Token: 0x04005872 RID: 22642
                followerGluharScout,
                // Token: 0x04005873 RID: 22643
                followerGluharSnipe,
                // Token: 0x04005874 RID: 22644
                followerSanitar,
                // Token: 0x04005875 RID: 22645
                bossSanitar,
                // Token: 0x04005876 RID: 22646
                test,
                // Token: 0x04005877 RID: 22647
                assaultGroup,
                // Token: 0x04005878 RID: 22648
                sectantWarrior,
                // Token: 0x04005879 RID: 22649
                sectantPriest
        }

How are peeps getting the price of items? Someone said it was in ItemTemplate however there's no static field about price.

montroisiemecon 3rd April 2021 04:14 PM

Quote:

Originally Posted by RonaldWeezly (Post 3109061)
How are peeps getting the price of items? Someone said it was in ItemTemplate however there's no static field about price.

price in memory is not good.
get a json from tarkov market, read it in your app and use those prices

RonaldWeezly 3rd April 2021 11:43 PM

Thanks for the reply above.

Enjoy, took me a while to get.

First string is item id, next is short name and the last is item price.

Code:

#pragma once

std::unordered_map<std::string, std::pair<std::string, int>> EFT_ItemNames = {
    {"590c621186f774138d11ea29", {"Flash drive", 53750}},
    {"590c392f86f77444754deb29", {"SSD", 35559}},
    {"5a1eaa87fcdbcb001865f75e", {"REAP-IR", 1055824}},
    {"5c110624d174af029e69734c", {"T-7", 15372000}},
    {"5d1b33a686f7742523398398", {"Superwater", 148569}},
    {"5c0558060db834001b735271", {"GPNVG-18", 193656}},
    {"5b6d9ce188a4501afc1b2b25", {"T H I C C", 14703738}},
    {"5b7c710788a4506dec015957", {"Lucky Scav junkbox", 1540139}},
    {"5c1d0c5f86f7744bb2683cf0", {"Blue", 36754203}},
    {"5c94bbff86f7747ee735c08f", {"Keycard", 428746}},
    {"59fb016586f7746d0d4b423a", {"MCase", 2834342}},
    {"5c0126f40db834002a125382", {"RR", 7432486}},
    {"5aafbde786f774389d0cbc0f", {"AmmoCase", 181537}},
    {"5c12613b86f7743bbe2c3f76", {"Intelligence", 345954}},
    {"59faff1d86f7746c51718c9c", {"0.2BTC", 875322}},
    {"590c60fc86f77412b13fddcf", {"Docs", 411617}},
    {"5aafbcd986f7745e590fff23", {"MedCase", 450146}},
    {"59e3639286f7741777737013", {"Lion", 145389}},
    {"5c0a840b86f7742ffa4f2482", {"T H I C C", 31614033}},
    {"5ad5d7d286f77450166e0a89", {"KIBA", 820907}},
    {"5d1b376e86f774252519444e", {"Moonshine", 384847}},
    {"57347ca924597744596b4e71", {"Graphics card", 1822730}},
    {"59fafd4b86f7745ca07e1232", {"Keytool", 716977}},
    {"5a13ef0686f7746e5a411744", {"San.219", 79750}},
    {"59e35cbb86f7741778269d83", {"Hose", 15068}},
    {"5d235bb686f77443f4331278", {"SICC", 750000}},
    {"5c127c4486f7745625356c13", {"Magbox", 387199}},
    {"5c1d0d6d86f7744bb2683e1f", {"Yellow", 53862}},
    {"5448ba0b4bdc2d02308b456c", {"Factory", 63717}},
    {"5c1e495a86f7743109743dfb", {"Violet", 7384083}},
    {"5a13f35286f77413ef1436b0", {"San.226", 110333}},
    {"5733279d245977289b77ec24", {"Battery", 46635}},
    {"5d1b2f3f86f774252167a52c", {"FP-100", 410775}},
    {"5d03794386f77420415576f5", {"Tank battery", 210711}},
    {"5c1d0f4986f7744bb01837fa", {"Black", 4163078}},
    {"5c0530ee86f774697952d952", {"LEDX", 1167463}},
    {"5c1d0dc586f7744baf2e7b79", {"Green", 9000000}},
    {"5c1d0efb86f7744baf2e7b7b", {"Red", 94298611}},
    {"5da5cdcd86f774529238fb9b", {"RB-RH", 90139}},
    {"5d9f1fa686f774726974a992", {"RB-ST", 1012368}},
    {"5d95d6fa86f77424484aa5e9", {"RB-PSP2", 83078}},
    {"5d947d3886f774447b415893", {"RB-SMP", 469935}},
    {"5d947d4e86f774447b415895", {"RB-KSM", 75583}},
    {"5d8e0db586f7744450412a42", {"RB-KORL", 82888}},
    {"5d80cd1a86f77402aa362f42", {"RB-ORB3", 115166}},
    {"5d80cb8786f774405611c7d9", {"RB-PP", 39185}},
    {"5d80cb3886f77440556dbf09", {"RB-PSP1", 540177}},
    {"5d80cab086f77440535be201", {"RB-MP22", 67096}},
    {"5d80ca9086f774403a401e40", {"RB-MP21", 319635}},
    {"5d80cbd886f77470855c26c2", {"RB-MP13", 84340}},
    {"5d80c93086f7744036212b41", {"RB-MP11", 58111}},
    {"5d80c88d86f77440556dbf07", {"RB-AM", 874991}},
    {"5d80c6c586f77440351beef1", {"RB-OB", 38514}},
    {"5d80c62a86f7744036212b3f", {"RB-VO", 61817}},
    {"5d80c60f86f77440373c4ece", {"RB-BK", 62665}},
    {"5ad5db3786f7743568421cce", {"MES", 76558}},
    {"5d8e0e0e86f774321140eb56", {"RB-KPRL", 866242}},
    {"5a0eed4386f77405112912aa", {"San.314", 23698}},
    {"5a0eecf686f7740350630097", {"San. 313", 62929}},
    {"5a145d4786f7744cbb6f4a12", {"San.306", 32100}},
    {"5a0ee4b586f7743698200d22", {"San.206", 34964}},
    {"5a144bdb86f7741d374bbde0", {"San.205", 60437}},
    {"5a0ea64786f7741707720468", {"San.107", 40444}},
    {"5a145d7b86f7744cbb6f4a13", {"San.308", 23474}},
    {"5a13f46386f7741dd7384b04", {"San.306", 40205}},
    {"5a13ef7e86f7741290491063", {"San.301", 135283}},
    {"5a1452ee86f7746f33111763", {"San.222", 66090}},
    {"5a0ee37f86f774023657a86f", {"San.221", 51667}},
    {"5a0ee34586f774023b6ee092", {"San.220", 105328}},
    {"5d80c95986f77440351beef3", {"RB-MP12", 106190}},
    {"5d80c78786f774403a401e3e", {"RB-AK", 63452}},
    {"5937ee6486f77408994ba448", {"Key", 7639}},
    {"5d80ccdd86f77474f7575e02", {"RB-ORB2", 78487}},
    {"5ad7247386f7747487619dc3", {"Goshan", 133388}},
    {"5d80cb5686f77440545d1286", {"RB-PS81", 94216}},
    {"5a0ee76686f7743698200d5c", {"San.216", 63677}},
    {"5da46e3886f774653b7a83fe", {"RB-RS", 166333}},
    {"5d80c6fc86f774403a401e3c", {"RB-TB", 214817}},
    {"593962ca86f774068014d9af", {"Unk. key", 8633}},
    {"5d80c8f586f77440373c4ed0", {"RB-OP", 83125}},
    {"5a0eee1486f77402aa773226", {"San.328", 77963}},
    {"5d8e3ecc86f774414c78d05e", {"RB-GN", 99283}},
    {"5a0ee30786f774023b6ee08f", {"San.216", 213584}},
    {"5d80ccac86f77470841ff452", {"RB-ORB1", 145057}},
    {"5780cf7f2459777de4559322", {"Mark.Key", 413470}},
    {"5a13f24186f77410e57c5626", {"San.222", 86153}},
    {"5c1f79a086f7746ed066fb8f", {"Lk.ASR", 61870}},
    {"5d95d6be86f77424444eb3a7", {"RB-PS82", 259537}},
    {"5a0f08bc86f77478f33b84c2", {"Safe", 65667}},
    {"5d08d21286f774736e7c94c3", {"KSH", 218575}},
    {"5c1e2d1f86f77431e9280bee", {"Lk.TA(w)", 63259}},
    {"5938504186f7740991483f30", {"Room 203 Key", 3929}},
    {"593aa4be86f77457f56379f8", {"303 Key", 8225}},
    {"5a13eebd86f7746fd639aa93", {"San.218", 66463}},
    {"5913915886f774123603c392", {"Checkpoint", 63685}},
    {"5780d0532459777a5108b9a2", {"Customs key", 8092}},
    {"5938144586f77473c2087145", {"Key", 7333}},
    {"5913611c86f77479e0084092", {"Cabin key", 3944}},
    {"5d80c66d86f774405611c7d6", {"RB-AO", 315268}},
    {"5a0ea79b86f7741d4a35298e", {"Storeroom", 31459}},
    {"5a0dc45586f7742f6b0b73e3", {"San.104", 74010}},
    {"5c1e2a1e86f77431ea0ea84c", {"Lk.MO", 78962}},
    {"5a0dc95c86f77452440fc675", {"San. 112", 70498}},
    {"59136a4486f774447a1ed172", {"Gdesk", 8996}},
    {"5780cf942459777df90dcb72", {"Room 214 Key", 25239}},
    {"59387a4986f77401cc236e62", {"114 Key", 11475}},
    {"5780cfa52459777dfb276eb1", {"Room 220 Key", 18216}},
    {"591383f186f7744a4c5edcf3", {"104 Key", 11100}},
    {"5938603e86f77435642354f4", {"206 Key", 4250}},
    {"5d1b2ffd86f77425243e8d17", {"NIXXOR", 16412}},
    {"5d40419286f774318526545f", {"M. Scissors", 30297}},
    {"5c1267ee86f77416ec610f72", {"Prokill", 89680}},
    {"5c12620d86f7743f8b198b72", {"Tetriz", 76426}},
    {"5bc9b9ecd4351e3bac122519", {"Beardoil", 33629}},
    {"59faf7ca86f7740dbe19f6c2", {"Roler", 569235}},
    {"5bc9be8fd4351e00334cae6e", {"Tea", 21308}},
    {"5af0561e86f7745f5f3ad6ac", {"Powerbank", 159546}},
    {"5af0534a86f7743b6f354284", {"Ophthalmoscope", 86288}},
    {"590a373286f774287540368b", {"Dfuel", 29870}},
    {"59faf98186f774067b6be103", {"Alkali", 8090}},
    {"59fafb5d86f774067a6f2084", {"Propane", 70931}},
    {"5b4335ba86f7744d2837a264", {"Bloodset", 8672}},
    {"590c35a486f774273531c822", {"Shus", 7074}},
    {"59e358a886f7741776641ac3", {"Wiper", 8007}},
    {"590a391c86f774385a33c404", {"Magnet", 17011}},
    {"5c13cd2486f774072c757944", {"Soap", 14542}},
    {"5734758f24597738025ee253", {"GoldChain", 28481}},
    {"573474f924597738002c6174", {"Chainlet", 12835}},
    {"5bc9bdb8d4351e003562b8a1", {"Badge", 37142}},
    {"590c2b4386f77425357b6123", {"Pliers", 6752}},
    {"590c311186f77424d1667482", {"Wrench", 9193}},
    {"590c2d8786f774245b1f03f3", {"Screwdriver", 2907}},
    {"577e1c9d2459773cd707c525", {"Paper", 61410}},
    {"57347cd0245977445a2d6ff1", {"T-Plug", 5123}},
    {"5909e99886f7740c983b9984", {"USB-A", 3526}},
    {"57347c93245977448d35f6e3", {"Toothpaste", 13231}},
    {"590c2c9c86f774245b1f03f2", {"MTape", 2299}},
    {"57347c1124597737fb1379e3", {"Duct tape", 12721}},
    {"59e36c6f86f774176c10a2a7", {"Cord", 20656}},
    {"57347baf24597738002c6178", {"RAM", 8012}},
    {"573477e124597737dd42e191", {"CPU", 16920}},
    {"5734779624597737e04bf329", {"CPU Fan", 18092}},
    {"56742c324bdc2d150f8b456d", {"GPhone", 13104}},
    {"590a3d9c86f774385926e510", {"UV Lamp", 9377}},
    {"5672cb304bdc2dc2088b456a", {"D Bat.", 2362}},
    {"5672cb124bdc2d1a0f8b4568", {"AA Bat.", 4175}},
    {"5c1265fc86f7743f896a21c2", {"GPX", 20266}},
    {"5c06782b86f77426df5407d2", {"Cap.", 10244}},
    {"590a3efd86f77437d351a25b", {"GasAn", 12367}},
    {"59e3647686f774176a362507", {"Clock", 38942}},
    {"59e3658a86f7741776641ac4", {"Cat", 28933}},
    {"5734770f24597738025ee254", {"Cigarettes", 8727}},
    {"590a3cd386f77436f20848cb", {"ES Lamp", 8252}},
    {"56742c2e4bdc2d95058b456d", {"Zibbo", 15737}},
    {"57347c5b245977448d35f6e1", {"Bolts", 26778}},
    {"57347c77245977448d35f6e2", {"Screw nut", 18601}},
    {"5d1b371186f774253763a656", {"Fuel", 192704}},
    {"5c12688486f77426843c7d32", {"Paracord", 75676}},
    {"59f32c3b86f77472a31742f0", {"Dogtag", 600}},
    {"59f32bb586f774757e1e8442", {"Dogtag", 600}},
    {"590c31c586f774245e3141b2", {"Nails", 53874}},
    {"5addaffe86f77470b455f900", {"KIBA 2", 54194}},
    {"5ad5d64486f774079b080af8", {"Pharmacy", 128167}},
    {"5ad5d49886f77455f9731921", {"Pow. Ut.", 14337}},
    {"5ad5d20586f77449be26d877", {"OLI Ut.", 26847}},
    {"5ad5ccd186f774446d5706e9", {"OLI Office", 20999}},
    {"5a0eec9686f77402ac5c39f2", {"San.310", 67589}},
    {"5a0eebed86f77461230ddb3d", {"San.325", 53628}},
    {"5a0eeb1a86f774688b70aa5c", {"San.303", 53468}},
    {"5c0e842486f77443a74d2976", {"1Sch FShield", 53964}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 49099}},
    {"5b46238386f7741a693bcf9c", {"Kiver FS", 11204}},
    {"5d40425986f7743185265461", {"Nippers", 6056}},
    {"5a0eeb8e86f77461257ed71a", {"San.309", 42126}},
    {"5c10c8fd86f7743d7d706df3", {"Adrenaline", 14962}},
    {"5c0e531d86f7747fa23f4d42", {"SJ6 TGLabs", 62405}},
    {"5d02778e86f774203e7dedbe", {"CMS", 31438}},
    {"5751a89d24597722aa0e8db0", {"GoldenStar", 181583}},
    {"5755383e24597772cb798966", {"Vaseline", 52082}},
    {"590c657e86f77412b013051d", {"Grizzly", 37773}},
    {"5a13ee1986f774794d4c14cd", {"San.323", 47630}},
    {"590c678286f77426c9660122", {"IFAK", 11452}},
    {"544fb45d4bdc2dee738b4568", {"Salewa", 21482}},
    {"590c661e86f7741e566b646a", {"Car", 6456}},
    {"544fb3f34bdc2d03748b456a", {"Morphine", 10956}},
    {"590c695186f7741e566b64a2", {"Augmentin", 33813}},
    {"5d40407c86f774318526545a", {"Vodka", 24200}},
    {"5bc9b156d4351e00367fbce9", {"Mayo", 10237}},
    {"5751496424597720a27126da", {"Hot Rod", 10507}},
    {"57514643245977207f2c2d09", {"TarCola", 15216}},
    {"5751435d24597720a27126d1", {"NRG Drink", 12642}},
    {"5d1b317c86f7742523398392", {"Hand drill", 36492}},
    {"5d403f9186f7743cac3f229b", {"Whiskey", 52541}},
    {"57513fcc24597720a31c09a6", {"Vita juice", 11877}},
    {"57513f07245977207e26a311", {"Apl.jc.", 8192}},
    {"5734795124597738002c6176", {"Tape", 9330}},
    {"575062b524597720a31c09a1", {"Green Tea", 8491}},
    {"544fb62a4bdc2dfb738b4568", {"Pineapp.Jc.", 13833}},
    {"5448fee04bdc2dbc018b4567", {"Water", 12661}},
    {"5c0e533786f7747fa23f4d47", {"Zagustin", 16589}},
    {"590c5f0d86f77413997acfab", {"MRE", 18348}},
    {"57347d8724597744596b4e76", {"Squash", 18788}},
    {"57347d692459774491567cf1", {"Peas", 12966}},
    {"5c052f6886f7746b1e3db148", {"SG-C10", 91643}},
    {"5a0ea69f86f7741cd5406619", {"San.108", 42542}},
    {"57347d5f245977448b40fa81", {"Humpback", 13740}},
    {"5751487e245977207e26a315", {"Emelya", 16461}},
    {"59e3577886f774176a362503", {"Sugar", 104722}},
    {"544fb6cc4bdc2d34748b456e", {"Slickers", 12340}},
    {"590c37d286f77443be3d7827", {"SAS", 44832}},
    {"57505f6224597709a92585a9", {"Alyonka", 55701}},
    {"5448ff904bdc2d6f028b456e", {"Crackers", 10502}},
    {"5c093e3486f77430cb02e593", {"Dogtags", 436877}},
    {"5783c43d2459774bbe137486", {"Wallet", 17500}},
    {"5c093db286f7740a1b2617e3", {"Holodilnick", 524081}},
    {"5d6d3829a4b9361bc8618943", {"FShield", 40498}},
    {"59fb023c86f7746d0d4b423c", {"WCase", 8773507}},
    {"590a358486f77429692b2790", {"RecBatt", 10024}},
    {"590c651286f7741e566b6461", {"Diary", 29500}},
    {"590c645c86f77412b01304d9", {"Diary", 29999}},
    {"5d1b313086f77425227d1678", {"Relay", 14074}},
    {"5d4042a986f7743185265463", {"L&F Scr.", 8047}},
    {"567143bf4bdc2d1a0f8b4567", {"Сase", 30626}},
    {"5d1c774f86f7746d6620f8db", {"Helix", 13090}},
    {"5ad7217186f7746744498875", {"OLI", 48971}},
    {"5734773724597737fd047c14", {"Cond. milk", 15391}},
    {"591afe0186f77431bd616a11", {"ZB-014", 7333}},
    {"5bc9c377d4351e3bac12251b", {"Firesteel", 38180}},
    {"5af0484c86f7740f02001f7f", {"Coffee", 19122}},
    {"5d235a5986f77443f6329bc6", {"Skull", 71694}},
    {"5a0f006986f7741ffd2fe484", {"Safe", 47178}},
    {"5d1b309586f77425227d1676", {"BrokenLCD", 9272}},
    {"5bc9c049d4351e44f824d360", {"Book", 38044}},
    {"5bc9b720d4351e450201234b", {"1GPhone", 28383}},
    {"591382d986f774465a6413a7", {"105 Key", 3466}},
    {"590c595c86f7747884343ad7", {"Filter", 29566}},
    {"57347d3d245977448f7b7f61", {"Croutons", 10447}},
    {"59e361e886f774176c10a2a5", {"H2O2", 8285}},
    {"590de71386f774347051a052", {"Teapot", 38852}},
    {"5af04b6486f774195a3ebb49", {"Elite", 11667}},
    {"5c052e6986f7746b207bc3c9", {"Defibrillator", 289678}},
    {"59e35ef086f7741777737012", {"Screws", 7458}},
    {"5d1b39a386f774252339976f", {"Tube", 11544}},
    {"5bc9b355d4351e6d1509862a", {"#FireKlean", 28756}},
    {"5d02797c86f774203f38e30a", {"Surv12", 43645}},
    {"57513f9324597720a7128161", {"Pom.juice", 8750}},
    {"590c346786f77423e50ed342", {"Xeno", 9030}},
    {"5c0e531286f7747fa54205c2", {"SJ1 TGLabs", 45486}},
    {"591ae8f986f77406f854be45", {"Yotota", 6025}},
    {"5d4041f086f7743cac3f22a7", {"Ortodontox", 3769}},
    {"57347da92459774491567cf5", {"Tushonka", 13691}},
    {"57347d9c245977448b40fa85", {"Herring", 12098}},
    {"57347b8b24597737dd42e192", {"Matches", 22125}},
    {"57347d7224597744596b4e72", {"Tushonka", 11570}},
    {"5c05308086f7746b2101e90b", {"Virtex", 271538}},
    {"5780cf692459777de4559321", {"315 Key", 6280}},
    {"5ca2113f86f7740b2547e1d2", {"FShield", 48194}},
    {"5d6fc78386f77449d825f9dc", {"Gpowder", 91486}},
    {"5780d0652459777df90dcb74", {"Gas station", 6407}},
    {"573476d324597737da2adc13", {"Cigarettes", 7433}},
    {"590c5bbd86f774785762df04", {"WD-40", 9199}},
    {"5b43575a86f77424f443fe62", {"Fcond", 35800}},
    {"573475fb24597737fb1379e1", {"Cigarettes", 5557}},
    {"5a0eedb386f77403506300be", {"San.322", 47775}},
    {"59136e1e86f774432f15d133", {"110 Key", 22543}},
    {"57347c2e24597744902c94a1", {"PSU", 47240}},
    {"5d1b3a5d86f774252167ba22", {"Meds", 17626}},
    {"5bc9bc53d4351e00367fbcee", {"Rooster", 56860}},
    {"5aa7e3abe5b5b000171d064d", {"FShield", 16750}},
    {"5d03775b86f774203e7e0c4b", {"AESA", 1544143}},
    {"5ad7242b86f7740a6a3abd43", {"IDEA", 51999}},
    {"5ad5cfbd86f7742c825d6104", {"Log. Office", 128843}},
    {"5c0fa877d174af02a012e1cf", {"Aquamari", 19447}},
    {"5a0ee72c86f77436955d3435", {"San.213", 37567}},
    {"590a386e86f77429692b27ab", {"HDD", 7527}},
    {"590a3b0486f7743954552bdb", {"Сircuit board", 13217}},
    {"590c5a7286f7747884343aea", {"Gpowder", 20941}},
    {"59e35de086f7741778269d84", {"Drill", 15398}},
    {"590c5c9f86f77477c91c36e7", {"WD-40", 14349}},
    {"5d40412b86f7743cb332ac3a", {"Shampoo", 21507}},
    {"59148c8a86f774197930e983", {"Room 204 Key", 8500}},
    {"5d03784a86f774203e7e0c4d", {"MGT", 38200}},
    {"5d1b36a186f7742523398433", {"Fuel", 288555}},
    {"590de7e986f7741b096e5f32", {"Vase", 57500}},
    {"5a0ee62286f774369454a7ac", {"San.209", 47684}},
    {"575146b724597720a27126d5", {"Milk", 17542}},
    {"590c5d4b86f774784e1b9c45", {"Lunchbox", 19656}},
    {"5d1b304286f774253763a528", {"LCD", 23280}},
    {"5d1c819a86f774771b0acd6c", {"W.parts", 20734}},
    {"5d0377ce86f774186372f689", {"Iridium", 77883}},
    {"59e3596386f774176c10a2a2", {"Paid", 15666}},
    {"5c052fb986f7746b2101e909", {"RFIDR", 467729}},
    {"590c639286f774151567fa95", {"Manual", 4445}},
    {"5d8e15b686f774445103b190", {"HEPS", 71092}},
    {"5d1b392c86f77425243e98fe", {"Bulb", 10719}},
    {"59136f6f86f774447a1ed173", {"Key", 4972}},
    {"57347d90245977448f7b7f65", {"Oatflakes", 10817}},
    {"5a144dfd86f77445cb5a0982", {"San.203", 24079}},
    {"5a0ec6d286f7742c0b518fb5", {"San.205", 42065}},
    {"590a3c0a86f774385a33c450", {"Plug", 15156}},
    {"590c2e1186f77425357b6124", {"Set", 21463}},
    {"573476f124597737e04bf328", {"Cigarettes", 5021}},
    {"573478bc24597738002c6175", {"Horse", 8362}},
    {"5c0e534186f7747fa1419867", {"eTG-c", 90644}},
    {"5938994586f774523a425196", {"103 Key", 1915}},
    {"59e3556c86f7741776641ac2", {"Bleach", 9867}},
    {"5914578086f774123569ffa4", {"108 Key", 3266}},
    {"5bc9c29cd4351e003562b8a3", {"Sprats", 13290}},
    {"5673de654bdc2d180f8b456d", {"Saury", 13483}},
    {"5672c92d4bdc2d180f8b4567", {"Room 118 Key", 3188}},
    {"5af0548586f7743a532b7e99", {"Ibuprofen", 76089}},
    {"5780cf9e2459777df90dcb73", {"Room 218 Key", 5233}},
    {"5780cda02459777b272ede61", {"306 Key", 3966}},
    {"5780d07a2459777de4559324", {"Cabin key", 3750}},
    {"5672cb724bdc2dc2088b456b", {"GMcount", 16628}},
    {"5c05300686f7746dce784e5d", {"VPX", 105072}},
    {"5913877a86f774432f15d444", {"Storage", 8133}},
    {"59e366c186f7741778269d85", {"Plex", 11259}},
    {"5a145ebb86f77458f1796f05", {"San.316", 19425}},
    {"5d0375ff86f774186372f685", {"M.Cable", 62244}},
    {"5a0f0f5886f7741c4e32a472", {"Safe", 59816}},
    {"5c06779c86f77426e00dd782", {"Wires", 11443}},
    {"5a0f075686f7745bcc42ee12", {"Safe", 39359}},
    {"59e3606886f77417674759a5", {"NaCl", 20741}},
    {"5d0379a886f77420407aa271", {"OFZ", 274981}},
    {"5a0f045e86f7745b0f0d0e42", {"Safe", 32889}},
    {"5a0eb6ac86f7743124037a28", {"Cottage", 297934}},
    {"5780cf722459777a5108b9a1", {"308 Key", 3633}},
    {"5d6fc87386f77449db3db94e", {"Gpowder", 90533}},
    {"5a0f068686f7745b0d4ea242", {"Safe", 32842}},
    {"5a0eb38b86f774153b320eb0", {"SMW", 10000}},
    {"5c13cef886f774072e618e82", {"TP", 4837}},
    {"5734781f24597737e04bf32a", {"DVD", 6252}},
    {"5a0eff2986f7741fd654e684", {"Safe 321", 18807}},
    {"5a16b7e1fcdbcb00165aa6c9", {"FShield", 248570}},
    {"5d1b2fa286f77425227d1674", {"Motor", 41072}},
    {"5a0ec70e86f7742c0b518fba", {"San.207", 47029}},
    {"5d1b385e86f774252167b98a", {"Filter", 172121}},
    {"59e35abd86f7741778269d82", {"Sodium", 13059}},
    {"5d235b4d86f7742e017bc88a", {"GP", 29417}},
    {"56742c284bdc2d98058b456d", {"Crickent", 7362}},
    {"5c0e530286f7747fa1419862", {"Propital", 30521}},
    {"5d1b3f2d86f774253763b735", {"Syringe", 13436}},
    {"5d0376a486f7747d8050965c", {"MCB", 81012}},
    {"5d1b31ce86f7742523398394", {"R-pliers", 4640}},
    {"5d0378d486f77420421a5ff4", {"Filter", 83113}},
    {"5d1b327086f7742525194449", {"Gauge", 43830}},
    {"5d1b32c186f774252167a530", {"Therm.", 28321}},
    {"5c0517910db83400232ffee5", {"PS320 1/6x", 55055}},
    {"571a28e524597720b4066567", {"TT silencer", 7500}},
    {"57838c962459774a1651ec63", {"VSS suppressor", 26166}},
    {"5a34fe59c4a282000b1521a2", {"SDN-6", 74430}},
    {"5b363dd25acfc4001a598fd2", {"Salvo 12", 36250}},
    {"5c4eecc32e221602b412b440", {"SV-98 sil.", 34531}},
    {"5c6165902e22160010261b28", {"SRD 9", 32567}},
    {"5c7e8fab2e22165df16b889b", {"AAC Illusion 9", 20833}},
    {"5caf187cae92157c28402e43", {"ASh supp", 18934}},
    {"5cebec00d7f00c065c53522a", {"Attenuator", 61329}},
    {"5cff9e84d7ad1a049e54ed55", {"Wave QD", 55074}},
    {"5d3ef698a4b9361182109872", {"SFN-57", 21400}},
    {"5de8f2d5b74cd90030650c72", {"MP9 Supp.", 100000}},
    {"5dfa3d2b0dee1b22f862eade", {"PRS QDC", 80139}},
    {"5e01ea19e9dc277128008c0b", {"Rotor43 7.62x54", 34166}},
    {"564caa3d4bdc2d17108b458e", {"TGP-A", 29149}},
    {"5a9fbb84a2750c00137fa685", {"Rotor43 5.56x45", 48824}},
    {"57da93632459771cb65bf83f", {"NT-4 blk.", 28611}},
    {"57f3c8cc2459773ec4480328", {"PP-91-01 suppressor", 9400}},
    {"5a33a8ebc4a282000c5a950d", {"Alpha 9", 20291}},
    {"593d493f86f7745e6b2ceb22", {"Hexagon AK-74", 22712}},
    {"5ba26ae8d4351e00367f9bdb", {"Rotex 2", 75000}},
    {"57ffb0e42459777d047111c5", {"PBS-4", 17752}},
    {"5a9fbacda2750c00141e080f", {"Rotor43 7.62x39", 24855}},
    {"5a0d63621526d8dba31fe3bf", {"PBS-1", 31435}},
    {"56e05b06d2720bb2668b4586", {"PB-S", 6333}},
    {"5d2dc3e548f035404a1a4798", {"Monstr. 2x32", 28622}},
    {"59db7e1086f77448be30ddf3", {"TA11D", 14222}},
    {"57adff4f24597737f373b6e6", {"BRAVO4", 32514}},
    {"5c1cdd512e22161b267d91ae", {"Prism 2.5x", 21083}},
    {"544a3a774bdc2d3a388b4567", {"HAMR", 45566}},
    {"57aca93d2459771f2c7e26db", {"DR1/4xFDE", 29526}},
    {"57c5ac0824597754771e88a9", {"3-24x42", 23605}},
    {"5a37cb10c4a282329a73b4e7", {"6.5-20x50", 32129}},
    {"5b3f7c1c5acfc40dc5296b1d", {"PU 3.5x", 12826}},
    {"5b2388675acfc4771e1be0be", {"TAC 30", 33313}},
    {"5c82343a2e221644f31c0611", {"PSO 1M2", 11685}},
    {"5cf638cbd7f00c06595bc936", {"USP-1", 7333}},
    {"5d0a3a58d7ad1a669c15ca14", {"1P59", 11889}},
    {"5dfe6104585a0c3e995c7b82", {"ADO P4", 29475}},
    {"5dff772da3651922b360bf91", {"Pilad 4x32", 9000}},
    {"57235b6f24597759bf5a30f1", {"PVS-14", 51186}},
    {"5c066e3a0db834001b7353f0", {"N-15", 46093}},
    {"5c0696830db834001d23f5da", {"PNV-10T", 28971}},
    {"5b3b6e495acfc4330140bd88", {"Vulcan MG 3.5x", 26678}},
    {"5c052a900db834001a66acbd", {"TA01NSN", 15071}},
    {"5cebec38d7f00c00110a652a", {"Ring", 9300}},
    {"584924ec24597768f12ae244", {"XPS3-2", 23667}},
    {"59f9d81586f7744c7506ee62", {"UH-1", 25400}},
    {"558022b54bdc2dac148b458d", {"EXPS3", 95000}},
    {"5a9fb739a2750c003215717f", {"Rotor43 9x19", 14814}},
    {"5b30b0dc5acfc400153b7124", {"HS401G5", 9650}},
    {"58491f3324597764bc48fa02", {"XPS3-0", 34944}},
    {"5a27b6bec4a282000e496f78", {"SR1MP", 16551}},
    {"584984812459776a704a82a6", {"P1X42", 17667}},
    {"570fd6c2d2720bc6458b457f", {"553", 30583}},
    {"591c4efa86f7741030027726", {"EKP-8-18", 9880}},
    {"5c7d55de2e221644f31bff68", {"COMP M4", 15711}},
    {"5d2da1e948f035477b1ce2ba", {"SRS-02", 15724}},
    {"5ab8ee7786f7742d8f33f0b9", {"ArmyBag", 20599}},
    {"5ab8f04f86f774585f4237d8", {"Sling", 4572}},
    {"5aa2ba19e5b5b00014028f4e", {"Fleece", 2608}},
    {"5c82342f2e221644f31c060e", {"PSO 1", 14703}},
    {"5ab8f20c86f7745cdb629fb2", {"Shmaska", 37056}},
    {"5a43957686f7742a2c2f11b0", {"Hat", 50000}},
    {"5c0d2727d174af02a012cf58", {"Djeta", 14697}},
    {"5b4329075acfc400153b78ff", {"Pompon", 11840}},
    {"5b4327aa5acfc400175496e0", {"Panama", 7300}},
    {"5bd073c986f7747f627e796c", {"Kotton", 14737}},
    {"5aa2b9ede5b5b000137b758b", {"CHat", 11891}},
    {"5aa2b89be5b5b0001569311f", {"Emercom", 1250}},
    {"5a43943586f77416ad2f06e2", {"Hat", 93944}},
    {"572b7fa124597762b472f9d2", {"Beanie", 5999}},
    {"5d96141523f0ea1b7f2aacab", {"Door Kicker", 14448}},
    {"5bd06f5d86f77427101ad47c", {"Mask", 41885}},
    {"5b4325355acfc40019478126", {"Shemagh", 5144}},
    {"5b432f3d5acfc4704b4a1dfb", {"Momex", 6300}},
    {"59e770f986f7742cbe3164ef", {"Cap", 1249}},
    {"5bd0716d86f774171822ef4b", {"Mask", 8973}},
    {"5bd071d786f7747e707b93a3", {"Mask", 11588}},
    {"5b432c305acfc40019478128", {"GP-5", 36161}},
    {"5ab8f4ff86f77431c60d91ba", {"Ghost", 11185}},
    {"5c1a1e3f2e221602b66cc4c2", {"Beard", 62667}},
    {"5ab8f39486f7745cd93a1cca", {"CF", 7500}},
    {"572b7f1624597762ae139822", {"Balaclava", 2966}},
    {"5c0e746986f7741453628fe5", {"TV-110", 140565}},
    {"544a5caa4bdc2d1a388b4568", {"AVS", 101231}},
    {"5ab8dced86f774646209ec87", {"M2", 85333}},
    {"5c0e722886f7740458316a57", {"M1", 128183}},
    {"5c0e446786f7742013381639", {"6B5-15", 43199}},
    {"5b44cad286f77402a54ae7e5", {"Tactec", 311713}},
    {"5ab8dab586f77441cd04f2a2", {"MK3", 27000}},
    {"5b3b99475acfc432ff4dcbee", {"1-6x24", 60333}},
    {"5df8a42886f77412640e2e75", {"MPPV", 38688}},
    {"5b44c8ea86f7742d1627baf1", {"Commando", 27080}},
    {"5a32aa8bc4a2826c6e06d737", {"RMR", 27216}},
    {"5c0e6a1586f77404597b4965", {"Belt", 32883}},
    {"572b7adb24597762ae139821", {"Scav Vest", 32839}},
    {"5c165d832e2216398b5a7e36", {"Tactical Sport", 21737}},
    {"5b432b965acfc47a8774094e", {"GSSh-01", 13735}},
    {"5645bcc04bdc2d363b8b4572", {"ComTac2", 28940}},
    {"5aa2ba71e5b5b000137b758f", {"Sordin", 29009}},
    {"5a16b9fffcdbcb0176308b34", {"RAC", 28463}},
    {"5aa7e4a4e5b5b000137b76f2", {"ZSh-1-2M", 34003}},
    {"5a7c4850e899ef00150be885", {"6B47", 48698}},
    {"57c44dd02459772d2e0ae249", {"VAL suppressor", 24000}},
    {"5a7ad74e51dfba0015068f45", {"FD917", 24553}},
    {"593d490386f7745ee97a1555", {"Hexagon SKS", 30750}},
    {"5aa2b8d7e5b5b00014028f4a", {"Police", 1200}},
    {"592c2d1a86f7746dbe2af32a", {"Alpha", 35500}},
    {"59e763f286f7742ee57895da", {"Pilgrim", 43199}},
    {"59e7708286f7742cbd762753", {"Ushanka", 30064}},
    {"572b7d8524597762b472f9d1", {"Cap", 1618}},
    {"5b44d22286f774172b0c9de8", {"Kirasa", 42300}},
    {"5d5d85c586f774279a21cbdb", {"D3CRX", 23853}},
    {"5c06c6a80db834001b735491", {"SSh-68", 16638}},
    {"5d5d8ca986f7742798716522", {"MRig", 11935}},
    {"57486e672459770abd687134", {"OKP-7 Dove", 13000}},
    {"5df8a58286f77412631087ed", {"Tank helmet", 8394}},
    {"57dbb57e2459774673234890", {"NT-4 FDE", 27168}},
    {"56ea70acd2720b844b8b4594", {"FF 4-16", 30598}},
    {"5ca20abf86f77418567a43f2", {"Triton", 18529}},
    {"5a9fbb74a2750c0032157181", {"Rotor43 .366TKM", 14094}},
    {"5c0e9f2c86f77432297fe0a3", {"Commando", 27074}},
    {"59ef13ca86f77445fd0e2483", {"Pumpkin", 10000}},
    {"5c17a7ed2e2216152142459c", {"Airframe Tan", 156498}},
    {"5bd073a586f7747e6f135799", {"Mustache", 15238}},
    {"59fb257e86f7742981561852", {"DTK-4M", 27041}},
    {"5ca21c6986f77479963115a7", {"Redut-T5", 188296}},
    {"5ac8d6885acfc400180ae7b0", {"Fast MT Tan", 141158}},
    {"55d614004bdc2d86028b4568", {"MONSTER", 24416}},
    {"5a32a064c4a28200741e22de", {"Osprey 9", 31583}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 821404}},
    {"5abcc328d8ce8700194394f3", {"APB 9x18PM", 2900}},
    {"5e00c1ad86f774747333222c", {"EXFIL", 229908}},
    {"5b86a0e586f7745b600ccb23", {"Bramit", 32166}},
    {"58aeac1b86f77457c419f475", {"MPX-SD", 11955}},
    {"58d268fc86f774111273f8c2", {"DP", 47545}},
    {"5947db3f86f77447880cf76f", {"EKP-8-02", 9398}},
    {"5c0e3eb886f7742015526062", {"6B5-16", 54311}},
    {"5c0e874186f7745dc7616606", {"Maska 1Sch", 75570}},
    {"5d5d87f786f77427997cfaef", {"A18", 164642}},
    {"59bfc5c886f7743bf6794e62", {"Vityaz sil.", 11185}},
    {"5929a2a086f7744f4b234d43", {"6sh112", 13272}},
    {"5b432b2f5acfc4771e1c6622", {"Shattered", 28519}},
    {"5b40e3f35acfc40016388218", {"ACHHC", 56896}},
    {"572b7fa524597762b747ce82", {"Mask", 6800}},
    {"55d6190f4bdc2d87028b4567", {"M MONSTER", 31043}},
    {"5926d33d86f77410de68ebc0", {"MP5SD suppressor", 26709}},
    {"5b40e1525acfc4771e1c6611", {"ULACH", 89166}},
    {"57ae0171245977343c27bfcf", {"PK-06", 71322}},
    {"5aa66be6e5b5b0214e506e97", {"NF 7-35x56", 50316}},
    {"5a7c74b3e899ef0014332c29", {"NSPU-M", 10280}},
    {"5d5d646386f7742797261fd9", {"6B3TM-01M", 59348}},
    {"5b432b6c5acfc4001a599bf0", {"Skull", 3999}},
    {"5d44064fa4b9361e4f6eb8b5", {"Ultra 5", 79831}},
    {"5a16bb52fcdbcb001a3b00dc", {"SLock", 11224}},
    {"5c0e53c886f7747fa54205c7", {"6B13", 63629}},
    {"58d399e486f77442e0016fe7", {"T-1", 17992}},
    {"5c7955c22e221644f31bfd5e", {"Gemtech ONE", 28750}},
    {"593d489686f7745c6255d58a", {"Hexagon AKM", 23795}},
    {"570fd721d2720bc5458b4596", {"MRS", 21691}},
    {"59e7715586f7742ee5789605", {"Resp", 8324}},
    {"5c0e625a86f7742d77340f62", {"Zhuk-6a", 595324}},
    {"5df8a4d786f77412672a1e3b", {"6SH118", 272906}},
    {"56e33680d2720be2748b4576", {"T-Bag", 3407}},
    {"5c0505e00db834001b735073", {"1P87", 10617}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 161436}},
    {"5d6d3716a4b9361bc8618872", {"LSHZ-2DTM", 64378}},
    {"59e7711e86f7746cae05fbe1", {"Kolpak", 7568}},
    {"5aa7e454e5b5b0214e506fa2", {"ZSh-1-2M", 35645}},
    {"5b4329f05acfc47a86086aa1", {"Ronin", 101726}},
    {"5b44d0de86f774503d30cba8", {"Gen4 HMK", 202788}},
    {"5d5d940f86f7742797262046", {"Mechanism", 62176}},
    {"5d1b5e94d7ad1a2b865a96b0", {"RS-32", 695101}},
    {"59e7643b86f7742cbf2c109a", {"WTRig", 12203}},
    {"5e01ef6886f77445f643baa4", {"EXFIL", 108225}},
    {"5aa7d193e5b5b000171d063f", {"SFERA", 46270}},
    {"56e335e4d2720b6c058b456d", {"ScavBP", 18505}},
    {"5d5e9c74a4b9364855191c40", {"TC-2002", 50483}},
    {"5aa7e276e5b5b000171d0647", {"Altyn", 111826}},
    {"576fd4ec2459777f0b518431", {"PSO 1M2-1", 11103}},
    {"5b4326435acfc433000ed01d", {"Mask", 8463}},
    {"5d0a3e8cd7ad1a6f6a3d35bd", {"1P69", 13290}},
    {"5b3116595acfc40019476364", {"Romeo 4", 12847}},
    {"59bffbb386f77435b379b9c2", {"Hybrid 46", 79233}},
    {"5648a7494bdc2d9d488b4583", {"PACA", 30618}},
    {"59c0ec5b86f77435b128bfca", {"Hexagon 12K", 54030}},
    {"544a5cde4bdc2d39388b456b", {"MBSS", 10159}},
    {"545cdae64bdc2d39198b4568", {"Tri-Zip", 69074}},
    {"59e7635f86f7742cbf2c1095", {"3M", 14646}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 45071}},
    {"5c0a2cec0db834001b7ce47d", {"HHS-1", 29702}},
    {"5648a69d4bdc2ded0b8b457b", {"BlackRock", 45129}},
    {"5c0e5edb86f77461f55ed1f7", {"Zhuk-3", 36200}},
    {"5c0e774286f77468413cc5b2", {"Blackjack 50", 170442}},
    {"5c0e5bab86f77461f55ed1f3", {"6B23-1", 49000}},
    {"5c0e655586f774045612eeb2", {"Trooper", 140050}},
    {"5c0e51be86f774598e797894", {"6B13", 66857}},
    {"5c0e57ba86f7747fa141986d", {"6B23-2", 72830}},
    {"5ca2151486f774244a3b8d30", {"Redut-M", 197814}},
    {"5c0e541586f7747fa54205c9", {"6B13M", 380610}},
    {"5b44cf1486f77431723e3d05", {"Gen4 Assault", 204770}},
    {"5ab8ebf186f7742d8b372e80", {"Attack 2", 102844}},
    {"5b44cd8b86f774503d30cba2", {"Gen4 Full", 296608}},
    {"5c0e805e86f774683f3dd637", {"Paratus", 51685}},
    {"5b44c6ae86f7742d1627baea", {"Beta2", 72584}},
    {"56e33634d2720bd8058b456b", {"Duffle", 13587}},
    {"5ca20d5986f774331e7c9602", {"Berkut", 20500}},
    {"5aa7cfc0e5b5b00015693143", {"6B47", 30500}},
    {"5c066ef40db834001966a595", {"NVG mask", 30600}},
    {"5aa7d03ae5b5b00016327db5", {"UNTAR", 29083}},
    {"5b40e4035acfc47a87740943", {"ACHHC", 57000}},
    {"5645bc214bdc2d363b8b4571", {"Kiver-M", 17465}},
    {"5b432d215acfc4771e1c6624", {"LZSh", 36129}},
    {"5d5e7d28a4b936645d161203", {"TC-2001", 40705}},
    {"577d141e24597739c5255e01", {"FF3", 19028}},
    {"5c08f87c0db8340019124324", {"SHPM", 6633}},
    {"5ca20ee186f774799474abc2", {"Vulkan-5", 164735}},
    {"5d63d33b86f7746ea9275524", {"F Scr.", 6190}},
    {"5ab8f85d86f7745cd93a1cf5", {"Shemagh", 12155}},
    {"57ac965c24597706be5f975c", {"DR1/4x", 43991}},
    {"5a154d5cfcdbcb001a3b00da", {"Fast MT", 147841}},
    {"5b40e2bc5acfc40016388216", {"ULACH", 80389}},
    {"5c05293e0db83400232fff80", {"TA01NSN", 15950}},
    {"570fd79bd2720bc7458b4583", {"OKP-7", 9733}},
    {"5df8a2ca86f7740bfe6df777", {"6B2", 48233}},
    {"5c07dd120db834001c39092d", {"HHS-1", 33092}},
    {"59fb042886f7746c5005a7b2", {"ICase", 1229994}},
    {"5c091a4e0db834001d5addc8", {"Maska 1Sch", 77315}},
    {"5af0454c86f7746bf20992e8", {"Alu Splint", 13276}},
    {"5ac66cb05acfc40198510a10", {"AK-101", 35361}},
    {"5ac66d015acfc400180ae6e4", {"AK-102", 55833}},
    {"5ac66d2e5acfc43b321d4b53", {"AK-103", 46575}},
    {"5ac66d725acfc43b321d4b60", {"AK-104", 30457}},
    {"5ac66d9b5acfc4001633997a", {"AK-105", 21054}},
    {"5bf3e03b0db834001d2c4a9c", {"АK-74", 17500}},
    {"5ac4cd105acfc40016339859", {"AK-74M", 21443}},
    {"5644bd2b4bdc2d3b4c8b4572", {"AK-74N", 24035}},
    {"59d6088586f774275f37482f", {"AKM", 35689}},
    {"5a0ec13bfcdbcb00165aa685", {"AKMN", 45200}},
    {"59ff346386f77477562ff5e2", {"AKMS", 19237}},
    {"5abcbc27d8ce8700182eceeb", {"AKMSN", 21103}},
    {"5bf3e0490db83400196199af", {"АKS-74", 17683}},
    {"5ab8e9fcd8ce870019439434", {"AKS-74N", 24954}},
    {"57c44b372459772d2b39b8ce", {"AS VAL", 72884}},
    {"5cadfbf7ae92152ac412eeef", {"ASh-12", 72635}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 27111}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 43648}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 41039}},
    {"5bb2475ed4351e00853264e3", {"HK 416A5", 66553}},
    {"57dc2fa62459775949412633", {"AKS-74U", 16381}},
    {"5839a40f24597726f856b511", {"AKS-74UB", 21650}},
    {"583990e32459771419544dd2", {"AKS-74UN", 21667}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 127727}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 7388}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 30244}},
    {"574d967124597745970e7c94", {"SKS", 20749}},
    {"587e02ff24597743df3deaeb", {"OP-SKS", 21354}},
    {"59e6687d86f77411d949b251", {"AKM/VPO-209", 15732}},
    {"5c501a4d2e221602b412b540", {"Hunter", 24667}},
    {"59e6152586f77473dc057aa1", {"Vepr KM/VPO-136", 13644}},
    {"588892092459774ac91d4b11", {"DVL-10", 67800}},
    {"5bfd297f0db834001a669119", {"Mosin Inf.", 40768}},
    {"5ae08f0a5acfc408fb1398a1", {"Mosin", 52174}},
    {"5df24cf80dee1b22f862e9bc", {"T-5000 .308", 53577}},
    {"5bfea6e90db834001b7347f3", {"M700", 36916}},
    {"55801eed4bdc2d89578b4588", {"SV-98", 39046}},
    {"5de652c31b7e3716273428be", {"VPO-215", 17546}},
    {"5beed0f50db834001c062b12", {"RPK-16", 59870}},
    {"5df8ce05b11454561e39243b", {"SR-25", 61324}},
    {"5a367e5dc4a282000e49738f", {"RSASS", 166399}},
    {"57838ad32459774a17445cd2", {"VSS", 55287}},
    {"5aafa857e5b5b00018480968", {"M1A", 59541}},
    {"5c46fbd72e2216398b5a8c9c", {"SVDS", 83222}},
    {"5bffdc370db834001d23eca8", {"6h5", 19075}},
    {"5bc9c1e2d4351e00367fbcf0", {"Axe", 56085}},
    {"57e26fc7245977162a14b800", {"A-2607", 2800}},
    {"57e26ea924597715ca604a09", {"A-2607", 2175}},
    {"5c012ffc0db834001d23f03f", {"Camper", 63333}},
    {"5bffe7930db834001b734a39", {"SCA", 450000}},
    {"54491bb74bdc2d09088b4567", {"ER Bayonet", 10850}},
    {"5c07df7f0db834001b73588a", {"Crowbar", 9960}},
    {"57cd379a24597778e7682ecf", {"KATT", 16800}},
    {"5bffdd7e0db834001b734a1a", {"M-2", 1570000}},
    {"5bead2e00db834001c062938", {"MPL-50", 3560}},
    {"5c010e350db83400232feec7", {"SP-8", 43916}},
    {"59f98b4986f7746f546d2cef", {"SR-1MP", 20699}},
    {"5cadc190ae921500103bb3b6", {"M9A3", 10123}},
    {"5d3eb3b0a4b93615055e84d2", {"FN 5-7", 28417}},
    {"5a7ae0c351dfba0017554310", {"GLOCK17", 14426}},
    {"5b1fa9b25acfc40018633c01", {"GLOCK18C", 21450}},
    {"56d59856d2720bd8418b456a", {"P226R", 7917}},
    {"56e0598dd2720bb5668b45a6", {"PB", 11666}},
    {"5448bd6b4bdc2dfc2f8b4569", {"PM", 4633}},
    {"579204f224597773d619e051", {"PM(t)", 7389}},
    {"5abccb7dd8ce87001773e277", {"APB", 16013}},
    {"5a17f98cfcdbcb0980087290", {"APS", 7981}},
    {"5b3b713c5acfc4330140bd8d", {"TT", 26467}},
    {"576a581d2459771e7b1bc4f1", {"MP-443 Grach", 8750}},
    {"571a12c42459771f627b58a0", {"TT", 5450}},
    {"5d67abc1a4b93614ec50137f", {"FN 5-7 FDE", 29316}},
    {"54491c4f4bdc2db1078b4568", {"MP-133", 19999}},
    {"56dee2bdd2720bc8328b4567", {"MP-153", 29570}},
    {"5a7828548dc32e5a9c28b516", {"M870", 21990}},
    {"576165642459773c7a400233", {"Saiga 12ga v.10", 19880}},
    {"5a38e6bac4a2826c6e06d79b", {"TOZ-106", 7949}},
    {"5e00903ae9dc277128008b87", {"MP9 9x19", 23615}},
    {"5cc82d76e24e8d00134b4b83", {"P90", 58220}},
    {"5926bb2186f7744b1c6c6e60", {"MP5", 23500}},
    {"5d2f0d8048f0356c925bc3b0", {"MP5K-N", 14138}},
    {"5ba26383d4351e00334c93d9", {"MP7A1", 55567}},
    {"5bd70322209c4d00d7167b8f", {"MP7A2", 76428}},
    {"57f4c844245977379d5c14d1", {"PP-9 Klin", 12625}},
    {"57d14d2524597714373db789", {"PP-91 Kedr", 11408}},
    {"57f3c6bd24597738e730fa2f", {"PP-91-01 Kedr-B", 27300}},
    {"59f9cabd86f7743a10721f46", {"Saiga-9", 9983}},
    {"58948c8e86f77409493f7266", {"MPX", 43737}},
    {"59984ab886f7743e98271174", {"PP-19-01", 22500}},
    {"5de7bd7bfd6b4e6e2276dc25", {"MP9-N", 18000}},
    {"5710c24ad2720bc3458b45a3", {"F-1", 9230}},
    {"58d3db5386f77426186285a0", {"M67", 45455}},
    {"5a2a57cfc4a2826c6e06d44a", {"RDG-2B", 7675}},
    {"5448be9a4bdc2dfd2f8b456a", {"RGD-5", 11211}},
    {"5a0c27731526d80618476ac4", {"Zarya", 7215}},
    {"59e690b686f7746c9f75e848", {"M995", 3111}},
    {"5c0d688c86f77413ae3407b2", {"BP", 2364}},
    {"5ba26835d4351e0035628ff5", {"AP SX", 3371}},
    {"5c0d5e4486f77478390952fe", {"7N39", 1614}},
    {"56dff026d2720bb8668b4567", {"BS", 1567}},
    {"59e0d99486f7744a32234762", {"BP", 1326}},
    {"5a6086ea4f39f99cd479502f", {"M61", 2595}},
    {"5c0d668f86f7747ccb7f13b2", {"SPP", 1195}},
    {"5e023d48186a883be655e551", {"7N37", 2350}},
    {"5c0d56a986f774449d5de529", {"RIP", 944}},
    {"5c925fa22e221601da359b7b", {"AP 6.3", 1637}},
    {"59e6906286f7746c9f75e847", {"M856A1", 672}},
    {"57a0e5022459774d1673f889", {"SP-6", 818}},
    {"5a608bf24f39f98ffc77720e", {"M62", 1717}},
    {"54527ac44bdc2d36668b4567", {"M855A1", 2963}},
    {"59e77a2386f7742ee578960a", {"7N1", 798}},
    {"56dff061d2720bb5668b4567", {"BT", 217}},
    {"5c0d5ae286f7741e46554302", {"WG", 112}},
    {"5e023d34e8a400319a28ed44", {"7BT1", 817}},
    {"5cc80f67e4a949035e43bbba", {"SB193", 2042}},
    {"5c0d591486f7744c505b416f", {"12x70 RIP", 215}},
    {"5cadf6eeae921500134b2799", {"PS12B", 1017}},
    {"56dfef82d2720bbd668b4567", {"BP", 277}},
    {"5a3c16fe86f77452b62de32a", {"Luger CCI", 604}},
    {"5cc80f79e4a949033c7343b2", {"SS198LF", 456}},
    {"5ba26844d4351e00334c9475", {"Subsonic SX", 1631}},
    {"5ba2678ad4351e44f824b344", {"FMJ SX", 2289}},
    {"560d61e84bdc2da74d8b4571", {"SNB", 477}},
    {"5e023e88277cce2b522ff2b1", {"Ultra Nosler", 370}},
    {"5cc80f53e4a949000e1ea4f8", {"L191", 1661}},
    {"5a26ac0ec4a28200741e1e18", {"SP13", 1439}},
    {"5cc86832d7f00c000d3a6e6c", {"R37.F", 321}},
    {"54527a984bdc2d4e668b4567", {"M855", 353}},
    {"5cc80f38e4a949001152b560", {"SS190", 2016}},
    {"5a26ac06c4a282000c5a90a8", {"SP12", 179}},
    {"5cc80f8fe4a949033b0224a2", {"SS197SR", 734}},
    {"58dd3ad986f77403051cba8f", {"M80", 488}},
    {"5cadf6ddae9215051e1c23b2", {"PS12", 971}},
    {"5cc86840d7f00c002412c56c", {"R37.X", 316}},
    {"5e023cf8186a883be655e54f", {"T46M", 312}},
    {"59e6918f86f7746c9f75e849", {"Mk255 Mod0", 70}},
    {"59e4d24686f7741776641ac7", {"US", 196}},
    {"57372140245977611f70ee91", {"SP7 gzh", 310}},
    {"56dff2ced2720bb4668b4567", {"PP", 66}},
    {"5a26abfac4a28232980eabff", {"SP11", 152}},
    {"57371aab2459775a77142f22", {"PMM", 298}},
    {"59e68f6f86f7746c9f75e846", {"M856", 645}},
    {"57a0dfb82459774d3078b56c", {"SP-5", 266}},
    {"5a269f97c4a282000b151807", {"SP10", 539}},
    {"5887431f2459777e1612938f", {"LPS Gzh", 314}},
    {"5d6e68a8a4b9360b6c0d54e2", {"AP-20", 1236}},
    {"5ba26812d4351e003201fef1", {"Action SX", 121}},
    {"5e023e53d4353e3302577c4c", {"BPZ FMJ", 106}},
    {"59e6920f86f77411d82aa167", {"55 FMJ", 92}},
    {"5e023e6e34d52a55c3304f71", {"TPZ SP", 111}},
    {"5656d7c34bdc2d9d198b4587", {"PS", 76}},
    {"56dff421d2720b5f5a8b4567", {"SP", 42}},
    {"5cadf6e5ae921500113bb973", {"PS12A", 122}},
    {"573719df2459775a626ccbc2", {"PBM", 349}},
    {"59e6927d86f77411da468256", {"55 HP", 54}},
    {"59e4d3d286f774176a36250a", {"HP", 628}},
    {"56dff3afd2720bba668b4567", {"PS", 89}},
    {"5737207f24597760ff7b25f2", {"PSV", 124}},
    {"573720e02459776143012541", {"RG028 gzh", 182}},
    {"573602322459776445391df1", {"LRNPC", 68}},
    {"573603562459776430731618", {"Pst gzh", 70}},
    {"5737218f245977612125ba51", {"SP8 gzh", 94}},
    {"5d6e68b3a4b9361bca7e50b5", {"CSP", 434}},
    {"5d6e6a5fa4b93614ec501745", {"Dev.", 385}},
    {"573603c924597764442bd9cb", {"PT gzh", 63}},
    {"59e6658b86f77411d949b250", {"Geksa", 60}},
    {"5c3df7d588a4501f290594e5", {"GT", 112}},
    {"573718ba2459775a75491131", {"9 BZT gzh", 535}},
    {"56d59d3ad2720bdb418b4577", {"Pst gzh", 320}},
    {"5d6e68d1a4b93622fe60e845", {"SF", 103}},
    {"5736026a245977644601dc61", {"P gl", 91}},
    {"59e4cf5286f7741778269d8a", {"T45M", 51}},
    {"5d6e68c4a4b9361b93413f79", {".50 12c", 893}},
    {"59e655cb86f77411dc52a77b", {"EKO", 53}},
    {"56dff4ecd2720b5f5a8b4568", {"US", 38}},
    {"573601b42459776410737435", {"LRN", 163}},
    {"57371b192459775a9f58a5e0", {"PPe gzh", 54}},
    {"57371f8d24597761006c6a81", {"PSO gzh", 22}},
    {"5735ff5c245977640e39ba7e", {"FMJ43", 57}},
    {"56dff0bed2720bb0668b4567", {"FMJ", 30}},
    {"5735fdcd2459776445391d61", {"AKBS", 49}},
    {"58864a4f2459770fcc257101", {"PSO gzh", 106}},
    {"5737201124597760fc4431f1", {"Pst gzh", 68}},
    {"57371e4124597760ff7b25f1", {"PPT gzh", 38}},
    {"5d6e6a05a4b93618084f58d0", {"20/70 Slug", 186}},
    {"56dff216d2720bbd668b4568", {"HP", 58}},
    {"5d6e68e6a4b9361c140bcfe0", {"FTX", 159}},
    {"57371eb62459776125652ac1", {"PRS gs", 39}},
    {"5d6e6911a4b9361bd5780d52", {"Flech.", 188}},
    {"5d6e6806a4b936088465b17e", {"8.5 12c", 402}},
    {"56dff4a2d2720bbd668b456a", {"T", 23}},
    {"59e6542b86f77411dc52a77a", {"FMJ", 37}},
    {"5d6e689ca4b9361bc8618956", {"P-6u 12c", 58}},
    {"57371f2b24597761224311f1", {"PS gs PPO", 29}},
    {"5d6e68dea4b9361bcc29e659", {"2-Sabot", 291}},
    {"5d6e6869a4b9361c140bcfde", {"Grizzly", 66}},
    {"5d6e6a42a4b9364f07165f52", {"P-6u 20c", 115}},
    {"5d6e6a53a4b9361bd473feec", {"P-3 20c", 75}},
    {"56dff338d2720bbd668b4569", {"PRS", 24}},
    {"5d6e6891a4b9361bd473feea", {"P-3 12c", 47}},
    {"5d6e67fba4b9361bc73bc779", {"6.5 12c", 278}},
    {"5d6e69c7a4b9360b6c0d54e4", {"7.3 20c", 346}},
    {"5d6e6772a4b936088465b17c", {"5.25 12c", 169}},
    {"58820d1224597753c90aeb13", {"12x70 Slug", 42}},
    {"5d6e69b9a4b9361bc8618958", {"6.2 20k", 165}},
    {"560d5e524bdc2d25448b4571", {"7mm 12c", 214}},
    {"5d6e695fa4b936359b35d852", {"5.6 20c", 23}},
    {"573719762459775a626ccbc1", {"9 P gzh", 13}},
    {"5a38ebd9c4a282000d722a5b", {"7.5 20c", 23}},
    {"5cfe8010d7ad1a59283b14c6", {"X-47 7.62", 49666}},
    {"5bae13ded4351e44f824bf38", {"AA762R 02", 28403}},
    {"59c1383d86f774290a37e0ca", {"PMAG D-60", 96417}},
    {"5a9e81fba2750c00164f6b11", {"SR3M.130", 52958}},
    {"5c6592372e221600133e47d7", {"MAG5-100", 41500}},
    {"5a351711c4a282000b1521a4", {"X-5 MP5", 19149}},
    {"544a37c44bdc2d25388b4567", {"MAG5-60", 92398}},
    {"5c5db6742e2216000f1b2852", {"MPX Drum", 35750}},
    {"5c5970672e221602b21d7855", {"AALVX 35", 16611}},
    {"5caf1109ae9215753c44119f", {"ASh-12", 22907}},
    {"55d482194bdc2d1d4e8b456b", {"6L31", 24636}},
    {"55d485be4bdc2d962f8b456f", {"PM/PPSH", 31250}},
    {"5d3eb5eca4b9363b1f22f8e4", {"5.7x28 57 mag.", 17759}},
    {"5addccf45acfc400185c2989", {"X-14", 47833}},
    {"5b7bef9c5acfc43d102852ec", {"X-FAL 7.62", 16701}},
    {"5cf8f3b0d7f00c00217872ef", {"Powermag 20", 69150}},
    {"5ba26586d4351e44f824b340", {"MP7 40", 100367}},
    {"5cc70093e4a949033c734312", {"FN reg.", 19051}},
    {"5c88f24b2e22160bc12c69a6", {"SVD 7.62x54", 19268}},
    {"5df8f535bb49d91fb446d6b0", {"KAC 10 7.62", 7995}},
    {"5d25af8f8abbc3055079fec5", {"AA-70 10", 12931}},
    {"5c6175362e221600133e3b94", {"AK-A-16", 24911}},
    {"5de8e8dafd6b4e6e2276dc32", {"MP9 15", 11650}},
    {"5c503ad32e2216398b5aada2", {"VPO-101", 9366}},
    {"5888988e24597752fe43a6fa", {"DVL-10", 8100}},
    {"5bed625c0db834001c062946", {"RPK-16 std.", 18958}},
    {"5de8ea8ffd6b4e6e2276dc35", {"MP9 20", 20666}},
    {"5ba264f6d4351e0034777d52", {"MP7 20", 5225}},
    {"5a7882dcc5856700177af662", {"M870x4", 20111}},
    {"5d2f213448f0355009199284", {"9x19 MP5", 11500}},
    {"5cf12a15d7f00c05464b293f", {"AA-70 20", 14300}},
    {"5addcce35acfc4001a5fc635", {"M14 30 7.62", 31153}},
    {"559ba5b34bdc2d1f1a8b4582", {"SV-98 polymer", 4933}},
    {"5c920e902e221644f31c3c99", {"9x19 P226", 21555}},
    {"5cbdc23eae9215001136a407", {"Molot Drum", 15815}},
    {"5c471c442e221602b542a6f8", {"SVD 7.62x54", 3950}},
    {"5c6d42cb2e2216000e69d7d1", {"Polymer mag", 13599}},
    {"5a718f958dc32e00094b97e7", {"G 50rnd", 42672}},
    {"5caf1041ae92157c28402e3f", {"ASh-12 10rd.", 9733}},
    {"5a3501acc4a282000d72293a", {"PMAG 20 7.62", 43343}},
    {"5d25a6a48abbc306c62e6310", {"MDT 12rnd", 14185}},
    {"5c0548ae0db834001966a3c2", {"CWP", 12177}},
    {"57838f9f2459774a150289a0", {"6L25", 9983}},
    {"5de8eac42a78646d96665d91", {"MP9 30", 28000}},
    {"5ba2657ed4351e0035628ff2", {"MP7 30", 29324}},
    {"5a718b548dc32e000d46d262", {"9x19 Glock", 2483}},
    {"5448c1d04bdc2dff2f8b4569", {"GEN M3 20", 3189}},
    {"5d25a4a98abbc30b917421a4", {"AICS 5rnd", 3833}},
    {"5ce69cbad7f00c00b61c5098", {"PMAG .308 AC", 7629}},
    {"5c5db6552e2216001026119d", {"9x19 MPX", 2144}},
    {"587df583245977373c4f1129", {"SKS-A5", 8750}},
    {"5bfea7ad0db834001c38f1ee", {"Wyatt 5rnd", 5216}},
    {"5c5db6652e221600113fba51", {"9x19 MPX", 23565}},
    {"5d25a7b88abbc3054f3e60bc", {"PMAG .308 AC", 14885}},
    {"5d25a6538abbc306c62e630d", {"AICS 10rnd", 12522}},
    {"5b7bef5d5acfc43bca7067a3", {"FAL 30 7.62", 42150}},
    {"5c6d46132e221601da357d56", {"Battlemag", 18255}},
    {"56deeefcd2720bc8328b4568", {"МP153x8", 2122}},
    {"5b7d37845acfc400170e2f87", {"L1A1 30 7.62", 50460}},
    {"56d59948d2720bb7418b4582", {"9x19 P226", 9205}},
    {"57838f0b2459774a256959b2", {"6L24", 2499}},
    {"5df25b6c0b92095fd441e4cf", {"T-5000 5rnd", 40186}},
    {"5aaa5dfee5b5b000140293d3", {"GEN M3 30", 12065}},
    {"5926c3b286f774640d189b6b", {"9x19 MP5", 10073}},
    {"5a718da68dc32e000d46d264", {"G PMAG 21", 30613}},
    {"5de8eaadbbaf010b10528a6d", {"MP9 25", 21451}},
    {"5cadc2e0ae9215051e1c21e7", {"9x19 M9A3", 19150}},
    {"5c0672ed0db834001b7353f3", {"SG-919 30", 25911}},
    {"5df8f541c41b2312ea3335e3", {"KAC 20 7.62", 32653}},
    {"5ae0973a5acfc4001562206c", {"Mos.Std.", 6444}},
    {"59fafc5086f7740dbe19f6c3", {"AK30", 31066}},
    {"5a7ad2e851dfba0016153692", {"Big Stick", 35111}},
    {"544a378f4bdc2d30388b4567", {"GEN M3 40", 18367}},
    {"5c05413a0db834001c390617", {"HK Steel", 11963}},
    {"59d625f086f774661516605d", {"AK55", 1700}},
    {"55802d5f4bdc2dac148b458e", {"GEN M3 30", 20980}},
    {"57d1519e24597714373db79d", {"PP91 Std", 9178}},
    {"587df3a12459772c28142567", {"SKS int.", 3500}},
    {"5bfeaa0f0db834001b734927", {"Wyatt 10rnd", 13650}},
    {"5aaa5e60e5b5b000140293d6", {"GEN M3 10", 1590}},
    {"59d6272486f77466146386ff", {"Pmag30 AK/AKM GEN M3", 23107}},
    {"5aaf8a0be5b5b00015693243", {"M1A 20 7.62", 11250}},
    {"5b7c2d1d5acfc43d1028532a", {"MMW Fal 7.62", 10923}},
    {"576a5ed62459771e9c2096cb", {"9x19 MP-443", 1687}},
    {"5c6d450c2e221600114c997d", {"PM Gen.2", 16159}},
    {"59f99a7d86f7745b134aa97b", {"9x21 SR1-MP", 6481}},
    {"5c6161fb2e221600113fbde5", {"Sb.3x5", 3500}},
    {"5c503ac82e221602b21d6e9a", {"VPO-101", 2217}},
    {"5b7bef1e5acfc43d82528402", {"FAL 10 7.62", 1600}},
    {"5aaa4194e5b5b055d06310a5", {"Pmag30 AK74 GEN M3", 9707}},
    {"5bed61680db834001d2c45ab", {"АК-12 std.", 7962}},
    {"5894a05586f774094708ef75", {"9x19 MPX", 9470}},
    {"599860ac86f77436b225ed1a", {"9x19 PP-19-01", 6292}},
    {"5a78830bc5856700137e4c90", {"M870x7", 19712}},
    {"55d481904bdc2d8c2f8b456a", {"6L26", 7833}},
    {"5a966f51a2750c00156aacf6", {"SAI-02", 23731}},
    {"5b1fb3e15acfc4001637f068", {"6P2 Bak", 3667}},
    {"57d14e1724597714010c3f4b", {"PP91 Std", 1545}},
    {"5ac66bea5acfc43b321d4aec", {"АК-103 Mag", 10676}},
    {"5a38ed75c4a28232996e40c6", {"Sb.3x4", 1042}},
    {"564ca9df4bdc2d35148b4569", {"6L18", 5546}},
    {"5a78832ec5856700155a6ca3", {"M870x10", 15380}},
    {"5a01c29586f77474660c694c", {"6L10", 2933}},
    {"571a29dc2459771fb2755a6a", {"tt-105", 1850}},
    {"5ac66c5d5acfc4001718d314", {"6L29", 5445}},
    {"5448c12b4bdc2d02308b456f", {"PM 90-93", 2067}},
    {"5c0673fb0db8340023300271", {"SG-919 20", 2061}},
    {"5a17fb03fcdbcbcae668728f", {"APS std.", 1888}},
    {"5b099ac65acfc400186331e1", {"FAL 20 7.62", 4099}},
    {"564ca99c4bdc2d16268b4589", {"6L20", 2659}},
    {"5882163e24597758206fee8c", {"МP153x5", 902}},
    {"55d4837c4bdc2d1d4e8b456c", {"Saiga 545", 766}},
    {"59e5f5a486f7746c530b3ce2", {"6P2 Sb-11", 4267}},
    {"57616a9e2459773c7a400234", {"Sb.5", 2515}},
    {"55d485804bdc2d8c2f8b456b", {"MP-133x8", 18185}},
    {"55d484b44bdc2d1d4e8b456d", {"MP-133x6", 4933}},
    {"55d4887d4bdc2d962f8b4570", {"STANAG", 6083}},
    {"55d480c04bdc2d1d4e8b456a", {"6L23", 2340}},
    {"59e5d83b86f7745aed03d262", {"AK custom", 576}},
    {"5882163824597757561aa922", {"МP153x6", 1221}},
    {"5882163224597757561aa920", {"МP153x7", 1663}},
    {"5a0060fc86f7745793204432", {"AKMS al.", 5567}},
    {"5998529a86f774647f44f421", {"9x19 Sb.7", 950}},
    {"5a38ee51c4a282000c5a955c", {"20-01 Sb.3x2", 812}},
    {"5b1fd4e35acfc40018633c39", {"AK al. 10", 2450}},
    {"5c06595c0db834001a66af6c", {"LA-5", 17035}},
    {"5c5952732e2216398b5abda2", {"Perst-3", 17307}},
    {"544909bb4bdc2d6f028b4577", {"AN/PEQ-15", 24246}},
    {"5d2369418abbc306c62e0c80", {"Dbal PL", 39111}},
    {"5b07dd285acfc4001754240d", {"LAS/TAC 2", 40514}},
    {"5b3a337e5acfc4704b4a19a0", {"2U", 11399}},
    {"5a5f1ce64f39f90b401987bc", {"2IRS", 14637}},
    {"5a7b483fe899ef0016170d15", {"XC1", 15053}},
    {"5a800961159bd4315e3a1657", {"GL21", 15232}},
    {"5d10b49bd7ad1a1a560708b0", {"AN/PEQ-2", 10000}},
    {"57fd23e32459772d0805bcf1", {"LS321", 17960}},
    {"5c079ed60db834001a66b372", {"Precision", 5967}},
    {"560d657b4bdc2da74d8b4572", {"Klesch", 10841}},
    {"56def37dd2720bec348b456a", {"X400", 11798}},
    {"5cc9c20cd7f00c001336c65d", {"TBL", 13545}},
    {"59d790f486f77403cb06aec6", {"Predator Pro v3 XHP35", 4167}},
    {"57d17c5e2459775a5c57d17d", {"WF501B", 4166}},
    {"5755356824597772cb798962", {"AI-2", 4121}},
    {"544fb37f4bdc2dee738b4567", {"Painkillers", 5582}},
    {"544fb25a4bdc2dfb738b4567", {"Bandage", 1902}},
    {"544fb3364bdc2d34748b456a", {"Splint", 2450}},
    {"5751a25924597722c463c472", {"Bandage", 2138}},
    {"5c1cd46f2e22164bef5cfedb", {"B-25U RK-1", 64120}},
    {"5c1bc5af2e221602b412949b", {"RK-2", 12670}},
    {"5b057b4f5acfc4771e1bd3e9", {"SE-5", 29333}},
    {"5de8fbad2fbe23140d3ee9c4", {"MP9 VFG", 9106}},
    {"5c1bc5612e221602b5429350", {"RK-1", 52757}},
    {"59f8a37386f7747af3328f06", {"Shift", 101647}},
    {"5a7dbfc1159bd40016548fde", {"CQR", 24224}},
    {"5c791e872e2216001219c40a", {"Cobra", 15822}},
    {"57cffb66245977632f391a99", {"AFG M-LOK", 43315}},
    {"5c1bc7432e221602b412949d", {"RK-5", 16973}},
    {"5c1bc7752e221602b1779b34", {"RK-6", 8377}},
    {"588226dd24597767ad33f789", {"AFG FDE", 9700}},
    {"588226e62459776e3e094af7", {"AFG FG", 8896}},
    {"588226ef24597767af46e39c", {"AFG OD", 17314}},
    {"588226d124597767ad33f787", {"AFG blk.", 12821}},
    {"5c1bc4812e22164bef5cfde7", {"RK-0", 15120}},
    {"59fc48e086f77463b1118392", {"RVG blk.", 16887}},
    {"5c1bc5fb2e221602b1779b32", {"RK-4", 12268}},
    {"5c7fc87d2e221644f31c0298", {"MOD3", 8628}},
    {"5cf4fb76d7f00c065703d3ac", {"Pillau", 6559}},
    {"5c87ca002e221600114cb150", {"VPG", 16702}},
    {"558032614bdc2de7118b4585", {"BGV-MK46K Black", 6500}},
    {"58c157be86f77403c74b2bb6", {"BGV-MK46K FDE", 5862}},
    {"58c157c886f774032749fb06", {"BGV-MK46K FG", 5444}},
    {"591af28e86f77414a27a9e1d", {"UVG Tactical", 11883}},
    {"5cda9bcfd7f00c0c0b53e900", {"ASh-12", 19778}},
    {"5df36948bb49d91fb446d5ad", {"T-5000 pad", 9400}},
    {"57cffcd624597763133760c5", {"AFG M-LOK", 34412}},
    {"57cffcdd24597763f5110006", {"AFG M-LOK", 7984}},
    {"57cffce524597763b31685d8", {"AFG M-LOK", 43976}},
    {"5a33e75ac4a2826c6e06d759", {"HA CQR", 39648}},
    {"5d025cc1d7ad1a53845279ef", {"Ergo PSG-1 style", 53446}},
    {"5df38a5fb74cd90030650cb6", {"T-5000 Pg.", 6394}},
    {"5b3cadf35acfc400194776a0", {"TT grips", 25900}},
    {"56e05a6ed2720bd0748b4567", {"Bakelite PB", 3500}},
    {"59db3a1d86f77429e05b4e92", {"GRAL-S", 69666}},
    {"5cf54404d7f00c108840b2ef", {"MG-47", 16490}},
    {"5b30ac585acfc433000eb79c", {"MOE AK", 45000}},
    {"5c6bf4aa2e2216001219b0ae", {"US Palm AK", 36185}},
    {"5bffef760db8340019668fe4", {"Mascus P226", 8300}},
    {"55802f5d4bdc2dac148b458f", {"MOE Pistol", 45000}},
    {"5d15cf3bd7ad1a67e71518b2", {"MOE", 47694}},
    {"5c6d7b3d2e221600114c9b7d", {"Grip V.2", 4300}},
    {"5bb20e0ed4351e3bac1212dc", {"Battle Grip", 8806}},
    {"5649ae4a4bdc2d1b2b8b4588", {"RК-3", 36537}},
    {"5d023784d7ad1a049d4aa7f2", {"AG-58", 8963}},
    {"5bffcf7a0db83400232fea79", {"TT-206", 4185}},
    {"5bbde41ed4351e003562b038", {"pgmn", 28840}},
    {"5b07db875acfc40dc528a5f6", {"TD120001", 140119}},
    {"5c079ec50db834001966a706", {"Razor A. TT", 5295}},
    {"59db3b0886f77429d72fb895", {"Stark AR RG", 18044}},
    {"59db3acc86f7742a2c4ab912", {"Stark AR RG", 25070}},
    {"5cc9bcaed7f00c011c04e179", {"HG15", 22400}},
    {"5947fa2486f77425b47c1a9b", {"SAW", 11047}},
    {"5947f92f86f77427344a76b1", {"SAW", 16464}},
    {"5b7d679f5acfc4001a5c4024", {"AG FAL", 20577}},
    {"5b099b965acfc400186331e6", {"SAW SA-58", 6078}},
    {"5a69a2ed8dc32e000d46d1f1", {"Rotor 43 buffer", 8177}},
    {"57c55efc2459772d2c6271e7", {"OMRG Black", 19101}},
    {"57af48872459771f0b2ebf11", {"OMRG FDE", 10566}},
    {"57c55f092459772d291a8463", {"OMRG GE", 8233}},
    {"57c55f112459772d28133310", {"OMRG GG", 8018}},
    {"57c55f172459772d27602381", {"OMRG OD", 9566}},
    {"5b39ffbd5acfc47a8773fb06", {"Hogue P226", 4750}},
    {"5c471be12e221602b66cd9ac", {"SVDS PG", 2998}},
    {"5cf50850d7f00c056e24104c", {"EPG AK", 12952}},
    {"5cf508bfd7f00c056e24104e", {"EPG AK FDE", 7222}},
    {"57d152ec245977144076ccdf", {"PP91 Pol", 5500}},
    {"5bb20e18d4351e00320205d5", {"Battle Grip", 7267}},
    {"55d4b9964bdc2d1d4e8b456e", {"A2 Pistol", 3758}},
    {"5c48a2c22e221602b313fb6c", {"MDR reg.", 10490}},
    {"5dcbd6dddbd3d91b3e5468de", {"MDR reg.", 20666}},
    {"5bffec120db834001c38f5fa", {"Axelson P226", 3771}},
    {"5a339805c4a2826c6e06d73d", {"MIAD Pistol", 10250}},
    {"5addc7db5acfc4001669f279", {"M14ALCS", 6583}},
    {"5bfe86a20db834001d23e8f7", {"AGR-870", 6333}},
    {"5afd7e445acfc4001637e35a", {"SAW SKS", 5860}},
    {"5cdeac5cd7f00c000f261694", {"Pro700", 3216}},
    {"5beec8ea0db834001a6f9dbf", {"AK-12 reg.", 13194}},
    {"5a7b4960e899ef197b331a2d", {"Pach RG", 17631}},
    {"571659bb2459771fb2755a12", {"ECS FDE", 9278}},
    {"5c00076d0db834001d23ee1f", {"Wooden Elite P226", 5667}},
    {"5a0071d486f77404e23a12b2", {"AKM wood", 12000}},
    {"57c44fa82459772d2d75e415", {"VAL pol.", 5000}},
    {"571a282c2459771fb2755a69", {"TT grips", 2250}},
    {"56d5a2bbd2720bb8418b456a", {"BPGripP226", 15566}},
    {"5c0006470db834001a6697fe", {"Scorpion P226", 2450}},
    {"5894a51286f77426d13baf02", {"MPX p. grip", 4400}},
    {"5a17fc70fcdbcb0176308b3d", {"APS Bakelite", 4000}},
    {"5c0684e50db834002a12585a", {"Hogue like", 3333}},
    {"5b7d678a5acfc4001a5c4022", {"DS SA-58", 1900}},
    {"5998517986f7746017232f7e", {"p. grip PP-19-01", 7267}},
    {"59e62cc886f77440d40b52a1", {"AKM bak.", 12563}},
    {"5649ad3f4bdc2df8348b4585", {"6P4 Sb.8V", 1239}},
    {"576a63cd2459771e796e0e11", {"P.grip.MP443", 2750}},
    {"5649ade84bdc2d1b2b8b4587", {"6P1 Sb.8", 2918}},
    {"5a38eecdc4a282329a73b512", {"TOZ-106 PG", 5339}},
    {"59e6318286f77444dd62c4cc", {"Molot bak.", 794}},
    {"57e3dba62459770f0c32322b", {"6P4 Sb.9", 946}},
    {"5cadc431ae921500113bb8d5", {"PGripM9A3", 3333}},
    {"5c1a1cc52e221602b3136e3d", {"M Frame", 6666}},
    {"5aa2b923e5b5b000137b7589", {"RGlass", 18176}},
    {"5d5fca1ea4b93635fd598c07", {"Crossbow", 11394}},
    {"59e770b986f7742cbd762754", {"AFGlass", 6233}},
    {"5c0d32fcd174af02a1659c75", {"Proximity", 6639}},
    {"5d6d2ef3a4b93618084f58bd", {"Aviator", 7055}},
    {"5d6d2e22a4b9361bd5780d05", {"Gascan", 4200}},
    {"5b432be65acfc433000ed01f", {"6B34", 3900}},
    {"5aa2b9aee5b5b00015693121", {"RayBench", 7296}},
    {"5aa2b986e5b5b00014028f4c", {"Dundukk", 1732}},
    {"557ff21e4bdc2d89578b4586", {"TGlass", 1265}},
    {"5a16b8a9fcdbcb00165aa6ca", {"TATM", 25194}},
    {"5a16b93dfcdbcbcae6687261", {"DDT", 12746}},
    {"5c11046cd174af02a012e42b", {"W-PVS7", 16463}},
    {"5c0695860db834001b735461", {"10T adapter", 28166}},
    {"5c0e66e2d174af02a96252f4", {"SLAAP", 95798}},
    {"5d6d3be5a4b9361bc73bc763", {"Aventail", 20249}},
    {"5e00cfa786f77469dc6e5685", {"TW Ears", 60071}},
    {"5a16badafcdbcb001865f72d", {"SArmor", 22415}},
    {"5c178a942e22164bef5ceca3", {"Chops", 172272}},
    {"5c1793902e221602b21d3de2", {"CP Ears", 21824}},
    {"5a16ba61fcdbcb098008728a", {"Mandible", 14025}},
    {"5e01f31d86f77465cf261343", {"TW Ears", 51689}},
    {"5d6d3943a4b9360dbc46d0cc", {"Cover", 3665}},
    {"5d2f261548f03576f500e7b7", {"MP5k Upper", 4666}},
    {"5c07a8770db8340023300450", {"Gen.3", 25650}},
    {"59bfe68886f7746004266202", {"MUR-1S Upper", 56332}},
    {"5a71e4f48dc32e001207fb26", {"G ZT Spart", 20650}},
    {"5d2c772c48f0355d95672c25", {"Dog leg", 22872}},
    {"5cadc55cae921500103bb3be", {"M9A3 Slide", 1600}},
    {"5a7afa25e899ef00135e31b0", {"PS9", 14122}},
    {"5a71e22f8dc32e00094b97f4", {"G ZT Hex", 12018}},
    {"5d2c770c48f0354b4a07c100", {"PDC", 50533}},
    {"5de8e67c4a9f347bc92edbd7", {"MP9-N Upper", 67066}},
    {"5bffe7c50db834001d23ece1", {"axelson", 8650}},
    {"5bb20d53d4351e4502010a69", {"416A5 Upper", 9753}},
    {"5c503d0a2e221602b542b7ef", {"VPO-101", 9000}},
    {"5d4405aaa4b9361e6a4e6bd3", {"TX15 LW Upper", 15349}},
    {"5649af884bdc2d1b2b8b4589", {"B-33", 27053}},
    {"5b099bb25acfc400186331e8", {"Ext. Duty", 25051}},
    {"5beec91a0db834001961942d", {"RPK-16 Dust Cover", 9233}},
    {"5926f2e086f7745aae644231", {"MP5SD", 18801}},
    {"5839a7742459773cf9693481", {"AKS-74UB D.c.", 12722}},
    {"5a6f5f078dc32e00094b97dd", {"Glock Viper Cut", 7083}},
    {"5cc70102e4a949035e43ba74", {"P90 Upper", 2867}},
    {"5a9685b1a2750c0032157104", {"Glock Moto Cut", 5933}},
    {"5a7033908dc32e000a311392", {"Glock AW C", 6100}},
    {"5a702d198dc32e000b452fc3", {"Glock AW", 4933}},
    {"5c010a700db834001d23ef5d", {"Scorpion P226", 5066}},
    {"5d2c76ed48f03532f2136169", {"Bastion", 6485}},
    {"5894a5b586f77426d2590767", {"MPX 1 gen.", 19528}},
    {"5c471bd12e221602b4129c3a", {"SVDS DC", 8333}},
    {"5c0e2f26d174af02a9625114", {"2-15 Upper", 14745}},
    {"5cc700ede4a949033c734315", {"EFFEN 90", 25275}},
    {"55d355e64bdc2d962f8b4569", {"M4A1 Upper", 7061}},
    {"5c0009510db834001966907f", {"Stainless elite P226", 3000}},
    {"5c0125fc0db834001a669aa3", {"Legion P226", 2967}},
    {"5926c0df86f77462f647f764", {"MP5 Upper", 6033}},
    {"5dfce88fe9dc277128008b2e", {"SVDS CS", 10812}},
    {"5df8e4080b92095fd441e594", {"SR-25 Upper", 6566}},
    {"56d5a407d2720bb3418b456b", {"P226 Slide", 5500}},
    {"5a6f5e048dc32e00094b97da", {"Glock slide", 3163}},
    {"59985a6c86f77414ec448d17", {"rec.cov. Vityaz-SN", 9833}},
    {"5cf7acfcd7f00c1084477cf2", {"PS90 Upper", 5150}},
    {"578395402459774a256959b5", {"Ksk VSS", 21350}},
    {"57c44f4f2459772d2c627113", {"VAL Dust cover", 21143}},
    {"5b7d6c105acfc40015109a5f", {"FAL DC", 1644}},
    {"5ac50da15acfc4001718d287", {"6P34 0-1", 18589}},
    {"59e6449086f7746c9f75e822", {"АКM type", 4000}},
    {"5649af094bdc2df8348b4586", {"6P1 0-1", 1136}},
    {"57dc334d245977597164366f", {"6P26 Sb.7", 2250}},
    {"59d6507c86f7741b846413a2", {"6P1 0-1", 3150}},
    {"57616c112459773cce774d66", {"Sb.0-2", 7450}},
    {"59985a8086f77414ec448d1a", {"rec.cov. Vityaz", 3044}},
    {"5b1faa0f5acfc40dc528aeb5", {"Glock 18C slide", 6537}},
    {"5d3eb44aa4b93650d64e4979", {"57 Slide", 7133}},
    {"58949edd86f77409483e16a9", {"MPX Charge", 9400}},
    {"5de922d4b11454561e39239f", {"MP9 Chr.", 21688}},
    {"5b2240bf5acfc40dc528af69", {"Raptor Charge", 49580}},
    {"5cc6ea78e4a949000e1ea3c1", {"FN Chrg.", 24092}},
    {"5df8e053bb49d91fb446d6a6", {"SR-25 Chrg.", 9999}},
    {"55d44fd14bdc2d962f8b456e", {"AR-15 Charge", 1140}},
    {"5926c32286f774616e42de99", {"MP5 Cocking", 12502}},
    {"56ea7165d2720b6e518b4583", {"BOTL", 9145}},
    {"5df8e085bb49d91fb446d6a8", {"Ambi SR-25", 36000}},
    {"5bb20dbcd4351e44f824c04e", {"Extended latch", 5866}},
    {"5c0faf68d174af02a96260b8", {"ADAR 2-15 Charge", 17101}},
    {"5c5db6b32e221600102611a0", {"SCH Charge", 13735}},
    {"5cc6ea85e4a949000e1ea3c3", {"Handler", 22460}},
    {"5648ac824bdc2ded0b8b457d", {"RP-1", 4148}},
    {"58949fac86f77409483e16aa", {"MPX Charge", 35000}},
    {"5d2f2d5748f03572ec0c0139", {"MP5k hnd.", 49460}},
    {"5c471c842e221615214259b5", {"SVDS G.Tube", 19666}},
    {"59e649f986f77411d949b246", {"AKM Type", 81333}},
    {"5d00ec68d7ad1a04a067e5be", {"JPGS5b", 166294}},
    {"5b237e425acfc4771e1be0b6", {"TROY Combo", 18292}},
    {"5cf656f2d7f00c06585fb6eb", {"VS Combo", 19777}},
    {"5a34fbadc4a28200741e230a", {"JPGS6", 9749}},
    {"5dfa3d45dfc58d14537c20b0", {"KAC Gas.Bl.", 19198}},
    {"5a01ad4786f77450561fda02", {"VDM CS", 2904}},
    {"56ea8d2fd2720b7c698b4570", {"PICBLOCK", 18591}},
    {"56eabcd4d2720b66698b4574", {"MK12", 6250}},
    {"59ccd11386f77428f24a488f", {"PP-19-01 g.tube", 43147}},
    {"59d36a0086f7747e673f3946", {"AKS74U G.tube", 21000}},
    {"5bb20dcad4351e3bac1212da", {"416A5", 19637}},
    {"59d64ec286f774171d1e0a42", {"6P1 Sb.1-2", 4384}},
    {"59c6633186f7740cf0493bb9", {"AK 74 G.Tube", 10000}},
    {"5ae30e795acfc408fb139a0b", {"M4 FS", 5881}},
    {"5c5039be2e221602b177c9ff", {"VPO-101 G.Tube", 39000}},
    {"59ccfdba86f7747f2109a587", {"M1-B", 3667}},
    {"5dfa3cd1b33c0951220c079b", {"KAC QDC", 9451}},
    {"5c78f2882e22165df16b832e", {"Jail Break", 12704}},
    {"5cdd7693d7f00c0010373aa5", {"M-11", 5000}},
    {"5d026791d7ad1a04a067ea63", {"Red Brake", 11747}},
    {"5dcbe965e4ed22586443a79d", {"MDR reg.", 2985}},
    {"5cdd7685d7f00c000f260ed2", {"SHREWD", 6804}},
    {"5c878ebb2e2216001219d48a", {"DGNAK47B", 12300}},
    {"5addbb825acfc408fb139400", {"JP MB M14", 4510}},
    {"5bc5a35cd4351e450201232f", {"Witt", 8259}},
    {"5c878e9d2e2216000f201903", {"DGN762B", 32120}},
    {"5cf6937cd7f00c056c53fb39", {"ST-6012", 30566}},
    {"5998597786f77414ea6da093", {"PP-19-01 Br", 3067}},
    {"5d1f819086f7744b355c219b", {"Wave MB", 11139}},
    {"5cf78720d7f00c06595bc93e", {"BMD", 17239}},
    {"5c7951452e221644f31bfd5c", {"Antidote", 9400}},
    {"5bbdb8bdd4351e4502011460", {"Atlas-7", 7100}},
    {"5d02676dd7ad1a049e54f6dc", {"Corvette", 10016}},
    {"5a7b32a2e899ef00135e345a", {"G4", 7221}},
    {"5a7c147ce899ef00150bd8b8", {"VP-09", 5000}},
    {"5943eeeb86f77412d6384f6b", {"PWS CQB 74", 26383}},
    {"5943ee5a86f77413872d25ec", {"PWS CQB", 7591}},
    {"5a7ad0c451dfba0013379712", {"4Port", 3833}},
    {"5d443f8fa4b93678dd4a01aa", {"30CB", 10304}},
    {"5d02677ad7ad1a04a15c0f95", {"Corvette", 5229}},
    {"5c07c5ed0db834001b73571c", {"Noveske Style", 14992}},
    {"5a70366c8dc32e001207fb06", {"Glock DD", 2730}},
    {"59fb137a86f7740adb646af1", {"Monster Claw", 17096}},
    {"5addbb945acfc4001a5fc44e", {"Good Iron", 5366}},
    {"5c4ee3d62e2216152006f302", {"Mk.2.0", 5545}},
    {"5b3a16655acfc40016387a2a", {"Annihilator", 14896}},
    {"5bc5a351d4351e003477a414", {"TPP", 6000}},
    {"5b7d693d5acfc43bca706a3d", {"2A X3", 8790}},
    {"5cff9e5ed7ad1a09407397d4", {"Wave MB", 15623}},
    {"5cf6935bd7f00c06585fb791", {"TACCOM", 10153}},
    {"5c7fb51d2e2216001219ce11", {"SF3P", 12284}},
    {"56ea8180d2720bf2698b456a", {"KAC QDC", 13700}},
    {"5b099b7d5acfc400186331e4", {"3 prong trident", 1200}},
    {"5ac72e945acfc43f3b691116", {"6P44 0-20", 7607}},
    {"5ac72e725acfc400180ae701", {"6P44 0-20", 50000}},
    {"5d440625a4b9361eec4ae6c5", {"223CB", 8555}},
    {"5cc9b815d7f00c000e2579d6", {"Claymore", 4917}},
    {"5ac72e895acfc43b321d4bd5", {"6P46 0-20", 1497}},
    {"5c7e5f112e221600106f4ede", {"Blackout 51T", 60261}},
    {"5addbbb25acfc40015621bd9", {"Phantom", 3758}},
    {"5bbdb83fd4351e44f824c44b", {"Tanker", 4073}},
    {"58889c7324597754281f9439", {"DVL-10 MD", 11861}},
    {"5beec3420db834001b095429", {"RPK-16 MB", 7500}},
    {"5cc9ad73d7f00c000e2579d4", {"SRVV", 14898}},
    {"5cc9a96cd7f00c011c04e04a", {"SRVV", 12599}},
    {"5caf17c9ae92150b30006be1", {"ASh MB", 5500}},
    {"5addbba15acfc400185c2854", {"Vortex DC", 3850}},
    {"5c4eec9b2e2216398b5aaba2", {"Thread adapter", 11518}},
    {"5c6beec32e221601da3578f2", {"TJ", 3850}},
    {"5649ab884bdc2ded0b8b457f", {"DTK-1", 8389}},
    {"5df35e7f2a78646d96665dd4", {"T-5000M MBr", 3050}},
    {"5a34fd2bc4a282329a73b4c5", {"Blackout 51T", 8167}},
    {"5c48a2a42e221602b66d1e07", {"MDR reg.", 19633}},
    {"5c6d710d2e22165df16b81e7", {"WarComp", 17576}},
    {"5ac72e7d5acfc40016339a02", {"AK-103 MB", 8750}},
    {"5a7037338dc32e000d46d257", {"G 3 Port", 2645}},
    {"5addbb6e5acfc408fb1393fd", {"National Match MB", 3650}},
    {"5888996c24597754281f9419", {"DVL-10 М2 MBr", 5248}},
    {"5bffd7ed0db834001d23ebf9", {"DTK-TT", 4778}},
    {"5ac72e615acfc43f67248aa0", {"AK-101 MB", 21666}},
    {"5ba26acdd4351e003562908e", {"MP7", 6750}},
    {"5a9ea27ca2750c00137fa672", {"Dynacomp", 7269}},
    {"5a705e128dc32e000d46d258", {"G AW", 1717}},
    {"56ea6fafd2720b844b8b4593", {"KX3", 3599}},
    {"59e61eb386f77440d64f5daf", {"VPO-136", 3666}},
    {"5a7ad1fb51dfba0013379715", {"LW 9", 1900}},
    {"5cc82796e24e8d000f5859a8", {"P90 FH", 4948}},
    {"5b7d68af5acfc400170e30c3", {"Austrian Style", 2060}},
    {"5c471bfc2e221602b21d4e17", {"SVDS MB", 11722}},
    {"5c0fafb6d174af02a96260ba", {"ADAR FH", 7333}},
    {"560e620e4bdc2d724b8b456b", {"SV-98 STD", 2995}},
    {"544a38634bdc2d58388b4568", {"USGI A2", 1500}},
    {"5a0abb6e1526d8000a025282", {"TT AKM", 1772}},
    {"5ac7655e5acfc40016339a19", {"6P20 0-20", 4700}},
    {"58949dea86f77409483e16a8", {"MPX A2", 2648}},
    {"5a0d716f1526d8000d26b1e2", {"AKML", 2607}},
    {"5649aa744bdc2ded0b8b457e", {"6P20 0-20", 1051}},
    {"57dc324a24597759501edc20", {"6P26 0-20", 2833}},
    {"59e8a00d86f7742ad93b569c", {"VPO-209", 19336}},
    {"59d64fc686f774171b243fe2", {"6P1 0-14", 1296}},
    {"5998598e86f7740b3f498a86", {"Saiga-9 Br", 899}},
    {"5aafa1c2e5b5b00015042a56", {"Socom 16 MB", 54600}},
    {"5ab3afb2d8ce87001660304d", {"Socom 16 Th", 47917}},
    {"5a1eacb3fcdbcb09800872be", {"REAP-IR eyecup", 11791}},
    {"5d123b70d7ad1a0ee35e0754", {"KAC Long", 7944}},
    {"56083eab4bdc2d26448b456a", {"SV-98 HR", 12833}},
    {"5d123b7dd7ad1a004f01b262", {"KAC stoper", 3663}},
    {"5d123a3cd7ad1a004e476058", {"KAC short", 3833}},
    {"5b3cbc235acfc4001863ac44", {"Vulcan MG eyecup", 4463}},
    {"5c4eecde2e221602b3140418", {"SV-98 HS", 6000}},
    {"5d0b5cd3d7ad1a3fe32ad263", {"1P59 eyecup", 4806}},
    {"57f3a5ae2459772b0e0bf19e", {"PSO eyecup", 4000}},
    {"5cf639aad7f00c065703d455", {"USP-1 eyecup", 1000}},
    {"5bfe86bd0db83400232fe959", {"AGR-870 cap", 1762}},
    {"5ba36f85d4351e0085325c81", {"NSPU-M eyecup", 2133}},
    {"5a71e1868dc32e00094b97f3", {"ZT AP", 4767}},
    {"591c4e1186f77410354b316e", {"Cobra shade", 2056}},
    {"5cf78496d7f00c065703d6ca", {"A3 Adapter", 25613}},
    {"57f3c7e024597738ea4ba286", {"PP-91-01 muzzlethread", 4700}},
    {"5a6b585a8dc32e5a9c28b4f1", {"AW TP", 2466}},
    {"5de8f237bbaf010b10528a70", {"B&T Mount", 4350}},
    {"5c7954d52e221600106f4cc7", {"ONE Mount", 37353}},
    {"560838c94bdc2d77798b4569", {"RTC 12ga", 60948}},
    {"59bffc1f86f77435b128b872", {"DT Mount", 17833}},
    {"5a6b592c8dc32e00094b97bf", {"DD TP", 3218}},
    {"5926e16e86f7742f5a0f7ecb", {"3 Lug", 11000}},
    {"5c0000c00db834001a6697fc", {"3 Lug thr.", 110214}},
    {"5cf79599d7f00c10875d9212", {"TR", 6362}},
    {"5e01e9e273d8eb11426f5bc3", {"SVD-S thr.", 26000}},
    {"58272d7f2459774f6311ddfd", {"GK-02", 5100}},
    {"5c0111ab0db834001966914d", {"Cylinder", 7104}},
    {"5cf67a1bd7f00c06585fb6f3", {"WT1052", 6000}},
    {"5cf67cadd7f00c065a5abab7", {"WT0032-1", 17499}},
    {"5b363e1b5acfc4771e1c5e80", {"Thread adapter", 9046}},
    {"5cf79389d7f00c10941a0c4d", {"Mosin thr.", 1500}},
    {"5de6556a205ddc616a6bc4f7", {"215 Pr.", 13666}},
    {"5a6b59a08dc32e000b452fb7", {"SAI TP", 1511}},
    {"587de5ba2459771c0f1e8a58", {"P226 protection cap", 400}},
    {"576167ab2459773cad038c43", {"SOK-12 P.T.", 6100}},
    {"5d270ca28abbc31ee25ee821", {"M700 protection cap", 600}},
    {"5cadc390ae921500126a77f1", {"M9A3 protection cap", 999}},
    {"5df916dfbb49d91fb446d6b9", {"URX-4 14.5", 10000}},
    {"5d2f259b48f0355a844acd74", {"MP5k", 5000}},
    {"5cf4e3f3d7f00c06595bc7f0", {"Aggressor", 40799}},
    {"5c17664f2e2216398b5a7e3c", {"CMRD", 107583}},
    {"5b800e9286f7747a8b04f3ff", {"Hex Blk", 24142}},
    {"5b099a9d5acfc47a8607efe7", {"Quad Rail", 14167}},
    {"5beec3e30db8340019619424", {"RPK-16 HG", 8852}},
    {"5648b4534bdc2d3d1c8b4580", {"B-10М B-19", 19304}},
    {"57cff947245977638e6f2a19", {"MOE AKM", 26402}},
    {"5d123102d7ad1a004e475fe5", {"URX 3 8", 13000}},
    {"5d00ede1d7ad1a0940739a76", {"N6 10.5 inch", 10908}},
    {"5d122e7bd7ad1a07102d6d7f", {"URX 3.1 10.75", 18274}},
    {"5a957c3fa2750c00137fa5f7", {"XRSU47SU", 24888}},
    {"5a9d6d34a2750c00141e07da", {"TRAX 2", 4500}},
    {"5648ae314bdc2d3d1c8b457f", {"CAA RS47", 11430}},
    {"5c78f2492e221600114c9f04", {"SAI QD Rail", 58613}},
    {"5c9a25172e2216000f20314e", {"RIS II 12.25 FDE", 20200}},
    {"5c5db5f22e2216000e5e47e8", {"Midwest 4.5 inch", 4633}},
    {"5c48a14f2e2216152006edd7", {"MDR Handguard", 77090}},
    {"5df25d3bfd6b4e6e2276dc9a", {"T-5000 hg.", 29450}},
    {"5888976c24597754281f93f5", {"DVL-10 М2", 6277}},
    {"5a788068c5856700137e4c8f", {"MOE 870", 102548}},
    {"5b2cfa535acfc432ff4db7a0", {"MK10 RL", 19797}},
    {"5c59529a2e221602b177d160", {"OEM 14 inch", 19278}},
    {"5a329052c4a28200741e22d3", {"RSASS", 17380}},
    {"5d010d1cd7ad1a59283b1ce7", {"HX-5", 18218}},
    {"5c6d5d8b2e221644fc630b39", {"Stngr Vypr", 15586}},
    {"5a9d56c8a2750c0032157146", {"TRAX 1", 9456}},
    {"588b56d02459771481110ae2", {"RIS II 9.5 BLK", 13818}},
    {"5d15ce51d7ad1a1eff619092", {"Goliaf", 9200}},
    {"5c6c2c9c2e2216000f2002e4", {"Troy M-LOK", 10758}},
    {"5b7bee755acfc400196d5383", {"CASV FAS Handguard", 9479}},
    {"5b7bedd75acfc43d825283f9", {"CASV FAL Handguard", 28426}},
    {"5827272a24597748c74bdeea", {"MTU002 L", 9938}},
    {"595cfa8b86f77427437e845b", {"LVOA-C blk.", 21866}},
    {"5c6d11152e2216000f2003e7", {"CRUX Handguard", 70977}},
    {"5c6d11072e2216000e69d2e4", {"Midwest M-LOK", 7400}},
    {"595cf16b86f77427440c32e2", {"LVOA-S blk.", 9835}},
    {"5c9a26332e2216001219ea70", {"RIS II FSP 9.5 FDE", 13666}},
    {"5c9a07572e221644f31c4b32", {"Zhukov-U", 14055}},
    {"5dfcd0e547101c39625f66f9", {"SAG MK1", 15963}},
    {"5c78f26f2e221601da3581d1", {"MOE SL", 12329}},
    {"59fb375986f7741b681b81a6", {"UFM", 11482}},
    {"5c78f2612e221600114c9f0d", {"SAI QD Rail", 23884}},
    {"5d00ef6dd7ad1a0940739b16", {"N6 Split", 10740}},
    {"5d4405f0a4b9361e6a4e6bd9", {"Ion Lite", 18185}},
    {"55d45f484bdc2d972f8b456d", {"Custom MP-133 plastic", 24315}},
    {"5d2c829448f0353a5c7d6674", {"WASR 10-63", 8500}},
    {"5c6d10e82e221601da357b07", {"HK Keymod", 16474}},
    {"5c78f2792e221600106f4683", {"MOE SL", 10357}},
    {"5bb20dfcd4351e00334c9e24", {"Ext.Quad", 8400}},
    {"5bb20df1d4351e00347787d5", {"Quad. sight", 3233}},
    {"5a9548c9159bd400133e97b3", {"TL-99", 9500}},
    {"57ffa9f4245977728561e844", {"B-11", 6666}},
    {"5d1b198cd7ad1a604869ad72", {"AKM-L", 15347}},
    {"5cde7afdd7f00c000d36b89d", {"MOD X", 13741}},
    {"58272b392459774b4c7b3ccd", {"MTU002 S", 8833}},
    {"5c617a5f2e2216000f1e81b3", {"B-10", 13237}},
    {"5c6d10fa2e221600106f3f23", {"Midwest M-LOK", 9000}},
    {"5d19cd96d7ad1a4a992c9f52", {"Tri-Rail", 18669}},
    {"5bb20de5d4351e0035629e59", {"Quadrail", 5233}},
    {"5b7bebc85acfc43bca706666", {"M-LOK Handguard", 5484}},
    {"5cdaa99dd7f00c002412d0b2", {"ASh-12 polym", 3766}},
    {"5c471c6c2e221602b66cd9ae", {"SVDS FG", 12444}},
    {"5c5db6302e2216000e5e47f0", {"Midwest 10.5 inch", 7133}},
    {"55d459824bdc2d892f8b4573", {"KAC RIS", 7000}},
    {"5b7be2345acfc400196d524a", {"Keymod Handguard", 13166}},
    {"5894a42086f77426d2590762", {"MPX Gen. 1", 4444}},
    {"5c0e2f5cd174af02a012cfc9", {"2-15 wood", 7555}},
    {"5926f34786f77469195bfe92", {"MP5SD HG", 69000}},
    {"5b7d671b5acfc43d82528ddd", {"Fal Belgian style", 3133}},
    {"5c5db5fc2e2216000f1b2842", {"Midwest 6.5 inch", 15433}},
    {"576169e62459773c69055191", {"Sb.7-1", 3611}},
    {"5ae30db85acfc408fb139a05", {"M4 Std.", 2361}},
    {"5cbda392ae92155f3c17c39f", {"AK polym", 7500}},
    {"5a788031c585673f2b5c1c79", {"PR870", 4733}},
    {"5648b1504bdc2d9d488b4584", {"6P20 Sb.9", 1496}},
    {"59d64f2f86f77417193ef8b3", {"6P1 Sb.6-1", 1787}},
    {"59e898ee86f77427614bd225", {"VPO-209", 950}},
    {"59e6284f86f77440d569536f", {"VPO-136", 2275}},
    {"5648b0744bdc2d363b8b4578", {"6P20 Sb.6", 16125}},
    {"57dc32dc245977596d4ef3d3", {"6P26 Sb.6", 3133}},
    {"5926c36d86f77467a92a8629", {"MP5WT", 2833}},
    {"5a788089c5856700142fdd9c", {"Speedfeed", 1500}},
    {"5b7bed205acfc400161d08cc", {"Fal Handguard", 1461}},
    {"55d45d3f4bdc2d972f8b456c", {"МR-133 Beechwood", 5633}},
    {"56deed6ed2720b4c698b4583", {"МP-153 Polymer", 16354}},
    {"5d00e0cbd7ad1a6c6566a42d", {"Viper", 7999}},
    {"57cffd8224597763b03fc609", {"MOE AKM", 8592}},
    {"57cffddc24597763133760c6", {"MOE AKM", 9057}},
    {"57cffe0024597763b03fc60b", {"MOE AKM", 10033}},
    {"57cffe20245977632f391a9d", {"MOE AKM", 9327}},
    {"5c9a1c3a2e2216000e69fb6a", {"Zhukov-U", 10517}},
    {"5c9a1c422e221600106f69f0", {"Zhukov-U", 11000}},
    {"5dcbe9431e1f4616d354987e", {"16 MDR 308", 27379}},
    {"5d3eb5b6a4b9361eab311902", {"57 5.7x28", 14195}},
    {"5d3eb59ea4b9361c284bb4b2", {"57 tr. 5.7x28", 4200}},
    {"5c48a2852e221602b21d5923", {"406mm MDR 5.56x45", 20749}},
    {"5df256570dee1b22f862e9c4", {"T-5000 660mm .308", 30633}},
    {"5a6b5ed88dc32e000c52ec86", {"Glock 9x19 SAI", 14827}},
    {"5d440b93a4b9364276578d4b", {"18 AR-15 5.56x45", 106150}},
    {"5dfa397fb11454561e39246c", {"20 SR-25 7.62x51", 40300}},
    {"5a6b5b8a8dc32e001207faf3", {"Glock 9x19 AW", 10854}},
    {"5c6d85e02e22165df16b81f4", {"10.6 416A5 5.56x45", 13458}},
    {"5bb20da5d4351e0035629dbf", {"16.5 416A5 5.56x45", 21546}},
    {"5a787f7ac5856700177af660", {"508mm M870", 49051}},
    {"5b3baf8f5acfc40dc5296692", {"116mm gld. ТТ", 5000}},
    {"5a6b5e468dc32e001207faf5", {"Glock 9x19 DD", 8000}},
    {"5cc701aae4a949000e1ea45c", {"10.5 P90 5.7x28", 36111}},
    {"5bb20dadd4351e00367faeff", {"20 416A5 5.56x45", 94079}},
    {"5c5db5852e2216003a0fe71a", {"4.5 MPX 9x19", 3800}},
    {"5d440b9fa4b93601354d480c", {"20 AR-15 5.56x45", 63351}},
    {"55d35ee94bdc2d61338b4568", {"260mm AR-15 5.56x45", 31388}},
    {"587de4282459771bca0ec90b", {"P226 tr. 9x19", 11806}},
    {"5b7be1125acfc4001876c0e5", {"16 SA-58 7.62x51", 23051}},
    {"5d2703038abbc3105103d94c", {"20 M700 7.62x51", 22800}},
    {"5cc701d7e4a94900100ac4e7", {"16 P90 5.7x28", 22300}},
    {"5d2702e88abbc31ed91efc44", {"26 M700", 25900}},
    {"5beec1bd0db834001e6006f3", {"15 RPK-16 5.45x39", 10966}},
    {"5b099a765acfc47a8607efe3", {"11 SA-58 7.62x51", 13592}},
    {"5888956924597752983e182d", {"DVL-10 M2 660mm .308", 28150}},
    {"5c471cb32e221602b177afaa", {"22 SVDS", 169707}},
    {"5a34fae7c4a2826c6e06d760", {"22 AR-10", 26766}},
    {"5bb20d92d4351e00853263eb", {"11 416A5 5.56x45", 13251}},
    {"5beec2820db834001b095426", {"22  RPK-16  5.45x39", 52644}},
    {"5a34f7f1c4a2826c6e06d75d", {"18 AR-10", 26755}},
    {"5888945a2459774bf43ba385", {"DVL-10 500mm .308", 30240}},
    {"5c5db5b82e2216003a0fe71d", {"10.5 MPX 9x19", 8174}},
    {"5bb20d9cd4351e00334c9d8a", {"14.5 416A5 5.56x45", 14383}},
    {"5b7be1265acfc400161d0798", {"21 SA-58 7.62x51", 60487}},
    {"5addbac75acfc400194dbc56", {"22 M1A 7.62x51", 45046}},
    {"5df917564a9f347bc92edca3", {"16 SR-25 7.62x51", 23000}},
    {"5bfebc250db834001a6694e1", {"26 M700", 14959}},
    {"5c5db5c62e22160012542255", {"14 MPX 9x19", 84800}},
    {"5ae09bff5acfc4001562219d", {"730mm Mosin barrel", 72800}},
    {"5a6b60158dc32e000a31138b", {"G17 9x19 comp", 5411}},
    {"5a787fadc5856700155a6ca1", {"660mm M870", 14215}},
    {"5bfd4cd60db834001c38f095", {"220mm Mosin barrel", 8500}},
    {"55d3632e4bdc2d972f8b4569", {"370mm AR-15 5.56x45", 39473}},
    {"5bfebc320db8340019668d79", {"20 M700 7.62x51", 30772}},
    {"5c5db5962e2216000e5e46eb", {"6.5 MPX 9x19", 5174}},
    {"5a787fdfc5856700142fdd9a", {"325mm M870", 12919}},
    {"5a787f25c5856700186c4ab9", {"355mm M870", 6195}},
    {"5aaf9d53e5b5b00015042a52", {"16 M1A 7.62x51", 13574}},
    {"588200af24597742fa221dfb", {"610mm М -153 12ga", 7180}},
    {"5c0e2f94d174af029f650d56", {"406mm AR-15 5.56x45", 19108}},
    {"571a279b24597720b4066566", {"121mm thr. TT", 4922}},
    {"55d4491a4bdc2d882f8b456e", {"510mm MP-133 12ga", 19700}},
    {"560835c74bdc2dc8488b456f", {"510mm MP-133 12ga", 17664}},
    {"560836b64bdc2d57468b4567", {"540mm MP-133 12ga", 4200}},
    {"5608379a4bdc2d26448b4569", {"750mm MP-133 12ga", 7680}},
    {"5a6b5f868dc32e000a311389", {"G17 9x19", 2206}},
    {"5608373c4bdc2dc8488b4570", {"710mm MP-133", 6123}},
    {"5bfd4cc90db834001d23e846", {"200mm Mosin barrel", 2100}},
    {"560836484bdc2d20478b456e", {"540mm MP-133", 3900}},
    {"55d449444bdc2d962f8b456d", {"610mm MP-133 12ga", 5103}},
    {"58aeaaa886f7744fc1560f81", {"165mm MPXSD 9x19", 10333}},
    {"588200c224597743990da9ed", {"660mm М -153 12ga", 7179}},
    {"5bfd4cbe0db834001b73449f", {"514mm Mosin barrel", 5996}},
    {"560836fb4bdc2d773f8b4569", {"660mm МR-133", 5005}},
    {"56d5a1f7d2720bb3418b456a", {"112mm P226 9x19", 1585}},
    {"588200cf2459774414733d55", {"710mm М -153 12ga", 7481}},
    {"560837824bdc2d57468b4568", {"750mm MP-133", 7062}},
    {"560837544bdc2de22e8b456e", {"710mm MP-133 12ga", 6958}},
    {"560837154bdc2da74d8b4568", {"660mm MP-133 12ga", 5501}},
    {"55d448594bdc2d8c2f8b4569", {"610mm MP-133 12ga", 4902}},
    {"56deec93d2720bec348b4568", {"750mm М -153 12ga", 9250}},
    {"5a787ebcc5856700142fdd98", {"508mm M870 FS", 6949}},
    {"5de65547883dde217541644b", {"23 215 .366TKM", 42889}},
    {"5894a2c386f77427140b8342", {"203mm MPX 9x19", 25844}},
    {"571a26d524597720680fbe8a", {"116mm st. ТТ", 8333}},
    {"5b1fa9ea5acfc40018633c0a", {"G18C 9x19 comp", 5709}},
    {"5cadc1c6ae9215000f2775a4", {"M9A3 tr. 9x19", 77777}},
    {"5648b6ff4bdc2d3d1c8b4581", {"ТТ 10000", 146499}},
    {"5df35ea9c41b2312ea3334d8", {"Orsis long", 3241}},
    {"5df35e970b92095fd441e4d2", {"T-5000 opt.", 5666}},
    {"59c63b4486f7747afb151c1c", {"SD TRR", 87500}},
    {"5addbfbb5acfc400194dbcf7", {"Ultimak M8", 117538}},
    {"5a32aa0cc4a28232996e405f", {"RM50", 4000}},
    {"5dff8db859400025ea5150d4", {"SVD Low", 41000}},
    {"5addbfef5acfc400185c2857", {"UTG 4", 99000}},
    {"5a27bad7c4a282000b15184b", {"SR1MP 4x", 11969}},
    {"5926dad986f7741f82604363", {"MFIHKMOUNT", 17180}},
    {"5c90c3622e221601da359851", {"B-13V", 11051}},
    {"5a37ca54c4a282000d72296a", {"JP 30mm", 32966}},
    {"5c61a40d2e2216001403158d", {"B-13", 11412}},
    {"5a33bab6c4a28200741e22f8", {"RM35", 13370}},
    {"593d1fa786f7746da62d61ac", {"SKS SOCOM", 15636}},
    {"5a1ead28fcdbcb001912fa9f", {"DLOC-IRD", 13917}},
    {"59db7eed86f77461f8380365", {"TA51", 37278}},
    {"5b2389515acfc4771e1be0c0", {"AR- P.E.P.R.", 61722}},
    {"59eb7ebe86f7740b373438ce", {"6P29M", 138333}},
    {"5a7b4900e899ef197b331a2a", {"UM3", 60111}},
    {"5aa66a9be5b5b0214e506e89", {"NF 34mm", 79487}},
    {"5a7ad55551dfba0015068f42", {"G Ti Sh", 22154}},
    {"5b800ed086f7747baf6e2f9e", {"Hex.", 11111}},
    {"5a9fc7e6a2750c0032157184", {"B-3 combo", 11755}},
    {"57a3459f245977764a01f703", {"B-3", 16473}},
    {"5addc00b5acfc4001669f144", {"CASV 14", 7148}},
    {"587e08ee245977446b4410cf", {"OPSKS DT", 10250}},
    {"58d39d3d86f77445bb794ae7", {"AMM", 7333}},
    {"5df35eb2b11454561e3923e2", {"Orsis med.", 2093}},
    {"5d024f5cd7ad1a04a067e91a", {"Patriot K+W", 9163}},
    {"591ee00d86f774592f7b841e", {"Cobra", 7976}},
    {"5a789261c5856700186c65d3", {"MT Clamp", 7497}},
    {"5c471c2d2e22164bef5d077f", {"SVDS LB", 10852}},
    {"5c86592b2e2216000e69e77c", {"KH/F 34mm", 114053}},
    {"5a7ad4af51dfba0013379717", {"G Base", 10567}},
    {"5a27b3d0c4a282000d721ec1", {"SR1MP s.mount", 18399}},
    {"5c7d560b2e22160bc12c6139", {"AMSS", 3962}},
    {"57acb6222459771ec34b5cb0", {"043-02", 9167}},
    {"5addbfd15acfc40015621bde", {"Mini Scout", 6250}},
    {"5bc5a372d4351e44f824d17f", {"MNG", 6092}},
    {"5b3a08b25acfc4001754880c", {"Bridge P226", 7400}},
    {"5b31163c5acfc400153b71cb", {"Rom. Base", 5000}},
    {"5c7d55f52e221644f31bff6a", {"LRP", 6111}},
    {"5b4736a986f774040571e998", {"QARS 3.2in.", 12383}},
    {"5addbffe5acfc4001714dfac", {"M14 DCSB", 5375}},
    {"5beecbb80db834001d2c465e", {"RPK-16 rail", 9000}},
    {"59e0bed186f774156f04ce84", {"6In. CASV", 43418}},
    {"5a78948ec5856700177b1124", {"XS Short", 6096}},
    {"5addbfe15acfc4001a5fc58b", {"Arms 18", 11082}},
    {"55d48a634bdc2d8b2f8b456a", {"SPRM", 67500}},
    {"5c064c400db834001d23f468", {"QD LT-101", 5185}},
    {"5aa66c72e5b5b00016327c93", {"NF 34mm RIS", 38435}},
    {"58d39b0386f77443380bf13c", {"AMSH", 5267}},
    {"5cde7b43d7f00c000d36b93e", {"MOD X", 14269}},
    {"5b3b99265acfc4704b4a1afb", {"NF 30mm", 29367}},
    {"5a27b281c4a28200741e1e52", {"SR1MP 1x", 8333}},
    {"5b4736b986f77405cb415c10", {"QARS 4.2in.", 61888}},
    {"5b30bc285acfc47a8608615d", {"Mk10 10 In.", 17788}},
    {"58d2664f86f7747fec5834f6", {"DPCSM", 12759}},
    {"5b3b6dc75acfc47a8773fb1e", {"Armasight", 18000}},
    {"5b7be47f5acfc400170e2dd2", {"2.5 in. M-LOK", 18048}},
    {"5bbdb811d4351e45020113c7", {"Tri-Rail", 21184}},
    {"5a33b2c9c4a282000c5a9511", {"RM33", 25078}},
    {"57ffb0062459777a045af529", {"B-18", 8163}},
    {"5a33b652c4a28232996e407c", {"AC32062", 4315}},
    {"5c61627a2e22160012542c55", {"106 mount", 2766}},
    {"5649a2464bdc2d91118b45a8", {"MPR45", 34472}},
    {"58a5c12e86f7745d585a2b9e", {"4In. Gen1", 3000}},
    {"57c69dd424597774c03b7bbc", {"30mm Mount", 29048}},
    {"5a9d6d13a2750c00164f6b03", {"6In. SI", 43289}},
    {"5a966ec8a2750c00171b3f36", {"B&T 3x", 13259}},
    {"59e0be5d86f7742d48765bd2", {"4 in. CASV", 6072}},
    {"5c6162682e22160010261a2b", {"TOZ-106 DT", 2850}},
    {"57d17e212459775a1179a0f5", {"25 mm ring", 4177}},
    {"5bfe7fb30db8340018089fed", {"12003", 5663}},
    {"5d133067d7ad1a33013f95b4", {"3 in. URX", 19741}},
    {"59e0bdb186f774156f04ce82", {"2In. CASV", 11750}},
    {"5b7be4895acfc400170e2dd5", {"4.1 in. M-LOK", 85760}},
    {"57ee59b42459771c7b045da5", {"Kedr RIS", 3999}},
    {"57ffaea724597779f52b3a4d", {"B-12", 3417}},
    {"55d48ebc4bdc2d8c2f8b456c", {"Sprut", 4333}},
    {"5d7b6bafa4b93652786f4c76", {"57 RMR mount", 6332}},
    {"5ab24ef9e5b5b00fe93c9209", {"Socom 16 Upper", 3831}},
    {"5d0a29ead7ad1a0026013f27", {"1P59 mount", 8231}},
    {"5cc7012ae4a949001252b43e", {"EFFEN 90", 25310}},
    {"5b7be46e5acfc400170e2dcf", {"5 in.Vltor", 27673}},
    {"5bfebc5e0db834001a6694e5", {"Rem. integr.", 8174}},
    {"5b30bc165acfc40016387293", {"Mk10 3 In.", 6855}},
    {"5b800ebc86f774394e230a90", {"Hexagon Med", 11381}},
    {"5c0102b20db834001d23eebc", {"4 in. RAHG", 15758}},
    {"577d128124597739d65d0e56", {"FFWB", 9884}},
    {"5b7be4575acfc400161d0832", {"2 in. Vltor", 25680}},
    {"58a56f8d86f774651579314c", {"2In. Gen1", 6985}},
    {"5b7be4645acfc400170e2dcc", {"4 in. Vltor", 4315}},
    {"5b3f7bf05acfc433000ecf6b", {"Kochetov Mount", 6000}},
    {"5cc70146e4a949000d73bf6b", {"FN side.", 3011}},
    {"5dff77c759400025ea5150cf", {"UTG 25mm", 2477}},
    {"5c0102aa0db834001b734ba1", {"2 in. RAHG", 5250}},
    {"5cdeaca5d7f00c00b61c4b70", {"PRO700", 2833}},
    {"5bfebc530db834001d23eb65", {"Multi-slot", 7888}},
    {"5a9d6d00a2750c5c985b5305", {"4 in. SI", 10203}},
    {"5cc7015ae4a949001152b4c6", {"FN top", 14020}},
    {"5de8fbf2b74cd90030650c79", {"B&T bottom", 2681}},
    {"5c1cdd302e221602b3137250", {"Compact mount", 1000}},
    {"5de6558e9f98ac2bc65950fc", {"215 mount", 3538}},
    {"5b3f7c005acfc4704b4a1de8", {"PU 3.5x ring", 1870}},
    {"5a9d6d21a2750c00137fa649", {"Bridge", 2660}},
    {"5d0a29fed7ad1a002769ad08", {"1P69 mount", 8744}},
    {"576a7c512459771e796e0e17", {"B-8", 3999}},
    {"5de8fc0b205ddc616a6bc51b", {"B&T side", 2629}},
    {"5a7893c1c585673f2b5c374d", {"mtu028sg", 3800}},
    {"5bfd36290db834001966869a", {"Sawn off sniper Mosin Stock", 33375}},
    {"5df35e59c41b2312ea3334d5", {"T-5000 Hg.", 75000}},
    {"5de910da8b6c4240ba2651b5", {"MP9 stock", 13308}},
    {"5ab372a310e891001717f0d8", {"S.A.S.S.", 35250}},
    {"5b7d63de5acfc400170e2f8d", {"SA-58 SPR Stock", 14213}},
    {"5bcf0213d4351e0085327c17", {"A1 stock", 125000}},
    {"5b0e794b5acfc47a877359b2", {"Zhukov-S", 36816}},
    {"58889d0c2459775bc215d981", {"LOBAEV Arms Stock", 34999}},
    {"5926d40686f7740f152b6b7e", {"HK A3", 18925}},
    {"5bd704e7209c4d00d7167c31", {"A2 stock", 106495}},
    {"5addbf175acfc408fb13965b", {"Archangel", 29381}},
    {"5cde739cd7f00c0010373bd3", {"MOD X Gen.3", 16046}},
    {"5bbde409d4351e003562b036", {"Recoil pad", 47210}},
    {"5947e98b86f774778f1448bc", {"UBR GEN2", 17463}},
    {"5b04473a5acfc40018632f70", {"UAS AK", 13598}},
    {"5cf13123d7f00c1085616a50", {"Archangel M700", 11864}},
    {"5a17fb9dfcdbcbcae6687291", {"APB stock", 16211}},
    {"5b7d63b75acfc400170e2f8a", {"PRS 2 FAL", 11952}},
    {"5df35ddddfc58d14537c2036", {"T-5000M Stock", 23233}},
    {"5d25d0ac8abbc3054f3e61f7", {"AICS M700", 15047}},
    {"5d0236dad7ad1a0940739d29", {"FD UAS Stock", 42035}},
    {"5cdeac22d7f00c000f26168f", {"PRO 700", 10742}},
    {"56083a334bdc2dc8488b4571", {"133/153 Pl.g.", 9426}},
    {"5926d3c686f77410de68ebc8", {"HK A2", 29244}},
    {"5c87a07c2e2216001219d4a2", {"HK E1", 59073}},
    {"5bae13bad4351e00320204af", {"Archangel OPFOR PRS", 15970}},
    {"5bfeb32b0db834001a6694d9", {"Overmolded ghillie", 11999}},
    {"59ecc3dd86f7746dc827481c", {"PT-3", 23160}},
    {"5c471b5d2e221602b21d4e14", {"SVDS Stock", 5567}},
    {"5d44069ca4b9361ebd26fc37", {"PRS GEN3", 52611}},
    {"5b222d405acfc400153af4fe", {"PT-1", 15954}},
    {"58ac1bf086f77420ed183f9f", {"SIG F.K.", 25582}},
    {"5d1c702ad7ad1a632267f429", {"GLR-17", 31650}},
    {"5649b2314bdc2d79388b4576", {"МЕ4", 22553}},
    {"5aaf8e43e5b5b00015693246", {"Socom16", 13650}},
    {"5cc700d4e4a949000f0f0f28", {"DI Butt", 4150}},
    {"5a9eb32da2750c00171b3f9c", {"GL Shock", 15495}},
    {"5947c73886f7747701588af5", {"BUS", 10972}},
    {"5d120a28d7ad1a1c8962e295", {"Recoil pad", 139000}},
    {"5a78813bc5856700186c4abe", {"SGA M870", 73037}},
    {"5d135e83d7ad1a21b83f42d8", {"CTR Stock", 29685}},
    {"5addc7005acfc4001669f275", {"M14ALCS(MOD. 0)", 17972}},
    {"5b7d63cf5acfc4001876c8df", {"SA-58 Folding", 7877}},
    {"5c793fde2e221601da358614", {"Viper Mod.1", 13446}},
    {"58d2912286f7744e27117493", {"RBP", 32844}},
    {"5ab626e4d8ce87272e4c6e43", {"6P21 Sb.5", 21907}},
    {"56083be64bdc2d20478b456f", {"133/153 Pl.s.", 45577}},
    {"5addc7ac5acfc400194dbd90", {"M14ALCS Stock", 15967}},
    {"5b0800175acfc400153aebd4", {"F93 Pro Stock", 16933}},
    {"5b7d64555acfc4001876c8e2", {"SA-58 BRS Stock", 21816}},
    {"59ecc28286f7746d7a68aa8c", {"PT 74S", 86600}},
    {"5d120a10d7ad1a4e1026ba85", {"Gen.4 stock", 12506}},
    {"5abcd472d8ce8700166032ae", {"6P4N Sb.1-19", 18000}},
    {"5bbdb870d4351e00367fb67d", {"Monte Carlo", 19312}},
    {"5b222d335acfc4771e1be099", {"AKM Lock", 13000}},
    {"5cde77a9d7f00c000f261009", {"fold.adapter", 2602}},
    {"5a33cae9c4a28232980eb086", {"PRS GEN2", 9778}},
    {"5cf518cfd7f00c065b422214", {"AKTS", 21695}},
    {"5b39f8db5acfc40016387a1b", {"EMOD", 10620}},
    {"5afd7ded5acfc40017541f5e", {"Tapco intrafuse stock", 99500}},
    {"5a0c59791526d8dba737bba7", {"6G15U", 14282}},
    {"5c793fb92e221644f31bfb64", {"Advanced Tube", 126283}},
    {"5a33ca0fc4a282000d72292f", {"CA2", 15962}},
    {"5cf50fc5d7f00c056c53f83c", {"AKTS", 18083}},
    {"5cdeac42d7f00c000d36ba73", {"PRO700 stock", 4699}},
    {"5cc700b9e4a949000f0f0f25", {"P90 Stock", 50000}},
    {"5c07c9660db834001a66b588", {"End Cap", 15965}},
    {"5d2f25bc48f03502573e5d85", {"MP5k End Cap", 24999}},
    {"5b099bf25acfc4001637e683", {"SA-58 Tube", 13955}},
    {"5beec8c20db834001d2c465c", {"AK-12 reg.", 6055}},
    {"5cc700cae4a949035e43ba72", {"P90 butt", 4566}},
    {"5bfe86df0db834001b734685", {"GLR-16-S", 10531}},
    {"56eabf3bd2720b75698b4569", {"MOE Stock", 14291}},
    {"59ff3b6a86f77477562ff5ed", {"6P4 Sb.1-19", 7500}},
    {"5c5db6ee2e221600113fba54", {"MD CQB", 3750}},
    {"591aef7986f774139d495f03", {"M7A1PDW", 24872}},
    {"5ac78eaf5acfc4001926317a", {"PT 74M/100", 11074}},
    {"5c5db6f82e2216003a0fe914", {"ULSS", 14461}},
    {"5894a13e86f7742405482982", {"MCX/MPX early", 30416}},
    {"5ae30c9a5acfc408fb139a03", {"Sopmod", 5720}},
    {"5c503af12e221602b177ca02", {"VPO-101 stock", 7498}},
    {"5bb20e58d4351e00320205d7", {"Enhanced Tube", 11700}},
    {"587e0531245977466077a0f7", {"OP-SKS W.s.", 21916}},
    {"5bb20e70d4351e0035629f8f", {"Slim Line", 5570}},
    {"599851db86f77467372f0a18", {"Stock PP-19-01", 41000}},
    {"5c99f3592e221644fc633070", {"TOZ-106 Mosin", 6500}},
    {"5beec8b20db834001961942a", {"RPK-16 Tube", 14409}},
    {"5cebec10d7f00c065703d185", {"PS90 Stock", 17333}},
    {"5bfd37c80db834001d23e842", {"Mosin sniper carbine stock", 5375}},
    {"5c0e2ff6d174af02a1659d4a", {"2-15 wood", 3833}},
    {"55d4ae6c4bdc2d8b2f8b456e", {"M4SS", 3621}},
    {"5ae35b315acfc4001714e8b0", {"LEO M870", 8600}},
    {"5a7880d0c5856700142fdd9d", {"SPS M870", 20977}},
    {"5b7d645e5acfc400170e2f90", {"SA-58 Humpback", 2120}},
    {"5a788169c5856700142fdd9e", {"Raptor", 6050}},
    {"59d6514b86f774171a068a08", {"6P1 Sb.5", 16500}},
    {"5bfd384c0db834001a6691d3", {"Mosin carbine stock", 9167}},
    {"56083cba4bdc2de22e8b456f", {"133/153 W.s.", 4444}},
    {"59e89d0986f77427600d226e", {"VPO-209", 1800}},
    {"5649b0fc4bdc2d17108b4588", {"6P20 Sb.7", 6500}},
    {"5ae096d95acfc400185c2c81", {"Mosin Stock", 26800}},
    {"57ade1442459771557167e15", {"Baskak", 5595}},
    {"59e6227d86f77440d64f5dc2", {"VPO-136", 5667}},
    {"574dad8024597745964bf05c", {"56-A-231 Sb.5", 5999}},
    {"578395e82459774a0e553c7b", {"VSS Stock", 3745}},
    {"57c450252459772d28133253", {"VAL Stock", 8797}},
    {"5c0faeddd174af02a962601f", {"ADAR St.", 3777}},
    {"5ac50c185acfc400163398d4", {"6P34 Sb.15", 2483}},
    {"5bfe89510db834001808a127", {"AGR-870 tube", 15916}},
    {"5afd7e095acfc40017541f61", {"TAPCO Tube", 14766}},
    {"5bfd36ad0db834001c38ef66", {"Sawn off Mosin stock", 32950}},
    {"5de655be4a9f347bc92edb88", {"VPO-215 stock", 10000}},
    {"57dc347d245977596754e7a1", {"6P26 Sb.5", 2841}},
    {"5adf23995acfc400185c2aeb", {"MC 20-01", 6092}},
    {"57616ca52459773c69055192", {"SOK-12АК Stock", 5250}},
    {"5649b1c04bdc2d16268b457c", {"6P20 Sb.5", 8605}},
    {"5649be884bdc2d79388b4577", {"CST", 4815}},
    {"5bfd35380db83400232fe5cc", {"Infantry mosin Stock", 9466}},
    {"5a38ef1fc4a282000b1521f6", {"TOZ-106 Stock", 3000}},
    {"5947eab886f77475961d96c5", {"UBR GEN2", 18185}},
    {"591af10186f774139d495f0e", {"M7A1PDW", 37000}},
    {"5888961624597754281f93f3", {"Harris HBR", 50000}},
    {"56ea8222d2720b69698b4567", {"SV-98 Bipod", 9463}},
    {"5cadd919ae921500126a77f3", {"M9A3 FR", 11710}},
    {"5aba62f8d8ce87001943946b", {"APS FS", 13333}},
    {"5cadd940ae9215051e1c2316", {"M9A3 RS", 8332}},
    {"5abcbb20d8ce87001773e258", {"M14 135", 14999}},
    {"5dfa3d7ac41b2312ea33362a", {"KAC Rear", 9243}},
    {"5d3eb4aba4b93650d64e497d", {"57 RS", 12966}},
    {"56ea7293d2720b8d4b8b45ba", {"SM220-239", 3819}},
    {"56d5a77ed2720b90418b4568", {"Sig #8R", 4444}},
    {"5cadd954ae921500103bb3c2", {"SM M9", 3600}},
    {"5d3eb536a4b9363b1f22f8e2", {"57 FS", 11926}},
    {"5894a73486f77426d259076c", {"SIG Front Flip Up", 5000}},
    {"5894a81786f77427140b8347", {"SIG Rearsight Flip Up", 10000}},
    {"5de8fb539f98ac2bc659513a", {"MP9 RS", 9000}},
    {"5926d2be86f774134d668e4e", {"MP5 Drum Rearsight", 11833}},
    {"5a7d9122159bd4001438dbf4", {"Glock SE", 19902}},
    {"5c05295e0db834001a66acbb", {"Trij.Bck-up", 2400}},
    {"5aafa49ae5b5b00015042a58", {".125 blade", 17111}},
    {"5c1780312e221602b66cc189", {"KAC Rear", 7333}},
    {"5dfa3d950dee1b22f862eae0", {"KAC Front", 9500}},
    {"5ba26b17d4351e00367f9bdd", {"MP7  Rearsight Flip Up", 20000}},
    {"5bb20e49d4351e3bac1212de", {"416A5 Rearsight Flip Up", 3400}},
    {"5649d9a14bdc2d79388b4580", {"ТТ01", 8629}},
    {"5c17804b2e2216152006c02f", {"KAC Front", 6167}},
    {"5c503b1c2e221602b21d6e9d", {"Vepr Rear", 6666}},
    {"5a71e0fb8dc32e00094b97f2", {"G RS ZT", 2000}},
    {"57838e1b2459774a256959b1", {"VSS Rear", 3000}},
    {"5caf16a2ae92152ac412efbc", {"ASh-12 Front", 7210}},
    {"5ae30bad5acfc400185c2dc4", {"CarryHandle", 9167}},
    {"58272b842459774abc128d50", {"CSS-SRM-L", 2400}},
    {"5bc09a18d4351e003562b68e", {"MBUS Rearsight", 11852}},
    {"5caf1691ae92152ac412efb9", {"ASh-12 Carry", 14000}},
    {"5addba3e5acfc4001669f0ab", {".062 blade", 1628}},
    {"5c07b36c0db834002a1259e9", {"TD NS Fr.", 1500}},
    {"5a7d90eb159bd400165484f1", {"Glock SE", 9207}},
    {"5c07b3850db834002330045b", {"TD NS Re.", 1400}},
    {"5ac733a45acfc400192630e2", {"6P44 Sb.1-30", 472}},
    {"56083e1b4bdc2dc8488b4572", {"SV-98 Rear", 12000}},
    {"5ba26b01d4351e0085325a51", {"MP7 Front Flip Up", 20287}},
    {"5a0ed824fcdbcb0176308b0d", {"AKMP", 470}},
    {"5bc09a30d4351e00367fb7c8", {"MBUS Front", 15711}},
    {"57c44e7b2459772d28133248", {"AS VAL rear sight", 8888}},
    {"5a7d9104159bd400134c8c21", {"Glock TFX", 5000}},
    {"5a0f096dfcdbcb0176308b15", {"AKMP", 3833}},
    {"5a6f58f68dc32e000a311390", {"Glock FS", 3000}},
    {"5a7d912f159bd400165484f3", {"TFX", 6950}},
    {"5c471b7e2e2216152006e46c", {"SVDS rs.", 8120}},
    {"5ae099925acfc4001a5fc7b3", {"Mosin rs.", 3500}},
    {"55d5f46a4bdc2d1b198b4567", {"CA2R", 1000}},
    {"5beec9450db83400970084fd", {"RPK-16 rear", 5000}},
    {"5bf3f59f0db834001a6fa060", {"RPK-16 rear", 11499}},
    {"5bfd4c980db834001b73449d", {"Mosin rs.", 8000}},
    {"5ae099875acfc4001714e593", {"Mosin fs", 13849}},
    {"55d4af3a4bdc2d972f8b456f", {"LPA2F", 14500}},
    {"5c471ba12e221602b3137d76", {"SVDS fs", 30556}},
    {"5a0eb980fcdbcb001a3b00a6", {"AKMB", 471}},
    {"59e8977386f77415a553c453", {"VPO-209", 4000}},
    {"57a9b9ce2459770ee926038d", {"SOK12 RS", 22250}},
    {"5b0bc22d5acfc47a8607f085", {"Holand Type", 14999}},
    {"5ac72e475acfc400180ae6fe", {"6P20 Sb.2", 12266}},
    {"5649b0544bdc2d1b2b8b458a", {"6P1 Sb.2", 6681}},
    {"56d5a661d2720bd8418b456b", {"Sig #8FR", 1000}},
    {"59d650cf86f7741b846413a4", {"6P1 Sb.2-1", 550}},
    {"574db213245977459a2f3f5d", {"SKS Rear", 20389}},
    {"5aba639ed8ce8700182ece67", {"APB RS", 21137}},
    {"5aba637ad8ce87001773e17f", {"APS RS", 600}},
    {"5a71e0048dc32e000c52ecc8", {"G FS ZT", 1300}},
    {"5a6f5d528dc32e00094b97d9", {"Glock RS", 4100}},
    {"599860e986f7743bb57573a6", {"Rear sight PP-19-01", 414}},
    {"5da743f586f7744014504f72", {"USEC key", 90434}},
    {"5ac4c50d5acfc40019262e87", {"Visor", 3533}},
    {"5a16b672fcdbcb001912fa83", {"FVisor", 12664}},
    {"5e01f37686f774773c6f6c15", {"FShield", 35648}},
    {"5e00cdd986f7747473332240", {"FShield", 35658}},
    {"5913651986f774432f15d132", {"Sixpack", 5581}},
    {"593858c486f774253a24cb52", {"Key", 3150}},
    {"57a349b2245977762b199ec7", {"Key", 3316}},
    {"5b43271c5acfc432ff4dce65", {"Bandana", 4133}},
    {"5aa2b87de5b5b00016327c25", {"BEAR", 6500}},
    {"5b40e5e25acfc4001a599bea", {"BEAR", 5435}},
    {"5aa2ba46e5b5b000137b758d", {"UXPRO", 6708}},
    {"5b40e61f5acfc4001a599bec", {"USEC", 2333}},
    {"5aa2a7e8e5b5b00016327c16", {"USEC", 4500}},
    {"5df8a6a186f77412640e2e80", {"R.Ball", 7000}},
    {"5df8a72c86f77412640e2e83", {"S.Ball", 10000}},
    {"5df8a77486f77412672a1e3f", {"V.Ball", 20000}},
    {"5d1340bdd7ad1a0e8d245aab", {"GEN M3 40 FDE", 24963}},
    {"5d1340cad7ad1a0b0b249869", {"GEN M3 30 FDE", 24422}},
    {"5de653abf76fdc1ce94a5a2a", {"215 366", 3813}},
    {"5c793fc42e221600114ca25d", {"Advanced Tube", 123263}},
    {"5c18b90d2e2216152142466b", {"MBUS Front", 21092}},
    {"5c18b9192e2216398b5a8104", {"MBUS Rearsight", 9994}},
    {"5d124c1ad7ad1a12227c53a7", {"KAC stoper", 3666}},
    {"5d124c01d7ad1a115c7d59fb", {"KAC short", 4000}},
    {"5dfe14f30b92095fd441edaf", {"ETMI-019", 13000}},
    {"5b8403a086f7747ff856f4e2", {"Hex.", 12181}},
    {"5d4aaa54a4b9365392071170", {"AKM-L AR", 15392}},
    {"5b80242286f77429445e0b47", {"Hex red", 23911}},
    {"5d4aaa73a4b9365392071175", {"AKM-L AB", 14138}},
    {"5d4aab30a4b9365435358c55", {"VS Combo wht", 15461}},
    {"5b7be1ca5acfc400170e2d2f", {"Quad Rail", 14911}},
    {"5a8036fb86f77407252ddc02", {"Shoreline", 11933}},
    {"574eb85c245977648157eec3", {"Factory", 10916}},
    {"5798a2832459774b53341029", {"Customs", 20091}},
    {"5900b89686f7744e704a8747", {"Woods", 21201}},
    {"5a80a29286f7742b25692012", {"Resort", 8969}},
    {"5be4038986f774527d3fae60", {"Interchange", 8933}},
    {"5b3f3af486f774679e752c1f", {"Armband", 573}},
    {"5b3f3b0186f774021a2afef7", {"Armband", 527}},
    {"5b3f3ade86f7746b6b790d8e", {"Armband", 894}},
    {"5b3f16c486f7747c327f55f7", {"Armband", 729}},
    {"5b3f3b0e86f7746752107cda", {"Armband", 534}},
    {"5c0919b50db834001b7ce3b9", {"1Sch FShield", 54088}},
    {"544fb5454bdc2df8738b456a", {"Tool", 25415}},
    {"5b4391a586f7745321235ab2", {"Camera", 38147}},
    {"5ac78a9b86f7741cca0bbd8d", {"Jammer", 35205}},
    {"5991b51486f77447b112d44f", {"MS2000", 16019}},
    {"5656eb674bdc2d35148b457c", {"40mm", 21124}},
    {"59148f8286f7741b951ea113", {"Safe", 6204}},
    {"57372c21245977670937c6c2", {"BT gs", 30481}},
    {"57372d1b2459776862260581", {"PP gs", 1000}},
    {"57372deb245977685d4159b3", {"PRS gs", 3050}},
    {"57372f7d245977699b53e301", {"US gs", 4667}},
    {"573722e82459776104581c21", {"BZHT gzh", 700}},
    {"5737250c2459776125652acc", {"PBM", 6168}},
    {"5737256c2459776125652acd", {"PMM", 4818}},
    {"573725b0245977612125bae2", {"Ppe gzh", 1611}},
    {"573727c624597765cc785b5b", {"Pst gzh", 1400}},
    {"573728cc24597765cc785b5d", {"SP7 gzh", 4667}},
    {"573728f324597765e5728561", {"SP8 gzh", 1100}},
    {"5c11279ad174af029d64592b", {"Warmage", 2138}},
    {"5c1262a286f7743f8a69aab2", {"7N39", 46028}},
    {"57372db0245977685d4159b2", {"PP gs", 3000}},
    {"57372e4a24597768553071c2", {"PRS gs", 683}},
    {"57372ebf2459776862260582", {"PS gs", 3167}},
    {"5c1127d0d174af29be75cf68", {"12x70 DIPP", 1840}},
    {"5649ed104bdc2d3d1c8b458b", {"PS 7.62x39", 1849}},
    {"560d75f54bdc2da74d8b4573", {"SNB 7.62x54 R", 9835}},
    {"5c1260dc86f7746b106e8748", {"7N12", 16225}},
    {"5c12619186f7743f871c8a32", {"7N9", 10097}},
    {"58d2946c86f7744e271174b5", {"MOE Stock FG", 17641}},
    {"58d2946386f774496974c37e", {"MOE Stock FDE", 10370}},
    {"58d2947e86f77447aa070d53", {"MOE Stock SG", 13821}},
    {"58d2947686f774485c6a1ee5", {"MOE Stock OD", 11152}},
    {"5e42c83786f7742a021fdf3c", {"#21WS", 787093}},
    {"5e42c81886f7742a01529f57", {"#11SR", 1752207}},
    {"5739d41224597779c3645501", {"Pst Gzh", 3750}},
    {"5447ac644bdc2d6c208b4567", {"Ball 5.56x45", 7130}},
    {"5e2af55f86f7746d4159f07c", {"Grenades", 317348}},
    {"5e2af4d286f7746d4159f07a", {"Aramid", 17557}},
    {"5e2af4a786f7746d3f3c3400", {"Ripstop", 27881}},
    {"5e2af47786f7746d404f3aaa", {"Fleece", 6016}},
    {"5e2af41e86f774755a234b67", {"Cordura", 21417}},
    {"5e2af37686f774755a234b65", {"SurvL", 12093}},
    {"5e2af2bc86f7746d3f3c33fc", {"Matches", 8528}},
    {"5e2af29386f7746d4159f077", {"KEK", 19783}},
    {"5e2af22086f7746d3f3c33fa", {"Poxeram", 14325}},
    {"5e2af00086f7746d3f3c33f7", {"Cleaner", 7763}},
    {"5e2af02c86f7746d420957d4", {"Chlorine", 14400}},
    {"5e2aef7986f7746d3f3c33f5", {"Repellent", 9011}},
    {"5e2aee0a86f774755a234b62", {"Cyclon", 52276}},
    {"5e2aedd986f7746d404f3aa4", {"GreenBat", 64199}},
    {"5e2af51086f7746d3f3c3402", {"Fuze", 13641}},
    {"5e32f56fcb6d5863cc5e5ee4", {"VOG-17", 17122}},
    {"5e340dcdcb6d5863cc5e5efb", {"VOG-25", 29099}},
    {"5e4abb5086f77406975c9342", {"Slick", 636637}},
    {"5e4abc6786f77406812bd572", {"SFMP", 60900}},
    {"5e4d34ca86f774264f758330", {"Razor", 37837}},
    {"5e4bfc1586f774264f7582d3", {"TC 800", 78555}},
    {"5e4ac41886f77406a511c9a8", {"AACPC", 431266}},
    {"5e4abc1f86f774069619fbaa", {"Bank Robber", 10232}},
    {"5e4abfed86f77406a2713cf7", {"Tarzan", 12098}},
    {"5e54f79686f7744022011103", {"Plague mask", 58308}},
    {"5e569a132642e66b0b68015c", {"DRG L-1", 3866}},
    {"5e42c71586f7747f245e1343", {"Med.St.", 6657404}},
    {"5e54f62086f774219b0f1937", {"Raven", 30008}},
    {"5e54f76986f7740366043752", {"Shroud", 25416}},
    {"5696686a4bdc2da3298b456a", {"Dollars", 126}},
    {"569668774bdc2da2298b4568", {"Euros", 150}},
    {"5e54f6af86f7742199090bf3", {"Lupo's", 32150}},
    {"5e71f6be86f77429f2683c44", {"Rivals", 24000}},
    {"5e71fad086f77422443d4604", {"Rivals", 32000}},
    {"5e71f70186f77429ee09f183", {"Rivals", 1000000}},
    {"5ea03f7400685063ec28bfa8", {"PPSH-41", 18916}},
    {"5e81c3cbac2bb513793cdc75", {"M1911A1", 7889}},
    {"5ea02bb600685063ec28bfa1", {"10.6 PPSH-41 7.62x25", 10000}},
    {"5e81c519cb2b95385c177551", {"M1911A1 .45", 2388}},
    {"5ea034eb5aad6446a939737b", {"35 PPSH", 2733}},
    {"5e81c4ca763d9f754677befa", {"M1911", 9583}},
    {"5ea034f65aad6446a939737e", {"71 PPSH", 29556}},
    {"5ea03e5009aa976f2e7a514b", {"PPSH-41 dc", 1700}},
    {"5e81edc13397a21db957f6a1", {"M1911A1 slide", 1700}},
    {"5ea03e9400685063ec28bfa4", {"PPSH-41 stock", 15555}},
    {"5e81c6bf763d9f754677beff", {"M1911A1 P.Grip", 3833}},
    {"5e81c539cb2b95385c177553", {"M1911A1 Catch", 2999}},
    {"5e81c550763d9f754677befd", {"M1911A1 Ham.", 8000}},
    {"5e81c6a2ac2bb513793cdc7f", {"M1911A1 Trig.", 8400}},
    {"5e81ee213397a21db957f6a6", {"M1911A1 FS", 4333}},
    {"5e81ee4dcb2b95385c177582", {"M1911A1 RS", 604}},
    {"5e9dacf986f774054d6b89f4", {"Defender-2", 302000}},
    {"5ea05cf85ad9772e6624305d", {"TK Fast MT", 15306}},
    {"5ea058e01dbce517f324b3e2", {"Heavy Trooper", 163971}},
    {"5e9dcf5986f7746c417435b3", {"Day Pack", 19450}},
    {"5e9db13186f7742f845ee9d3", {"LBT-1961A", 38203}},
    {"5c5db63a2e2216000f1b284a", {"Midwest 14 inch", 35377}},
    {"5e208b9842457a4a7a33d074", {"DTKP", 28132}},
    {"57372ac324597767001bc261", {"BP gs", 1000}},
    {"57372c89245977685d4159b1", {"BT gs", 12166}},
    {"5c1127bdd174af44217ab8b9", {"DIPP", 18389}},
    {"5857a8b324597729ab0a0e7d", {"Beta Container", 750000}},
    {"5ede7b0c6d23e5473e6e8c66", {"RB-RLSA", 95498}},
    {"5ede7a8229445733cb4c18e2", {"RB-PKPM", 393027}},
    {"5e81f423763d9f754677bf2e", {".45 FMJ", 306}},
    {"5ea2a8e200685063ec28c05a", {".45 RIP", 1595}},
    {"5ea17bbc09aa976f2e7a51cd", {"RC2", 27594}},
    {"5e5699df2161e06ac158df6f", {"XRS DRG", 10733}},
    {"5ea16acdfadf1d18c87b0784", {"SMR Mk.16 9.5", 11553}},
    {"5ea16ada09aa976f2e7a51be", {"SMR Mk.16 13.5", 17361}},
    {"5e56991336989c75ab4f03f6", {"SVD Mod.", 15656}},
    {"5b363dea5acfc4771e1c5e7e", {"12g adapter", 9933}},
    {"5e569a2e56edd02abe09f280", {"XD RGL", 9000}},
    {"5ea16d4d5aad6446a939753d", {"ACH", 13611}},
    {"5d44334ba4b9362b346d1948", {"Raptor Charge", 46000}},
    {"5cbda9f4ae9215000e5b9bfc", {"6P20 Sb.9 Plum", 1117}},
    {"5d00f63bd7ad1a59283b1c1e", {"Viper", 7550}},
    {"5e2192a498a36665e8337386", {"MG-47", 16500}},
    {"5e217ba4c1434648c13568cd", {"Kocherga", 14750}},
    {"5d4406a8a4b9361e4f6eb8b7", {"PRS GEN3 gr.", 42703}},
    {"5cbdb1b0ae9215000d50e105", {"6P20 Sb.7 Plum", 12375}},
    {"5d135ecbd7ad1a21c176542e", {"CTR Stock", 25755}},
    {"5b84038986f774774913b0c1", {"Hex.", 21414}},
    {"5e569a0156edd02abe09f27d", {"IzhMash mod. rail", 9710}},
    {"5ea172e498dacb342978818e", {"FH556RC", 19111}},
    {"5e21ca18e4d47f0da15e77dd", {"CNC War.", 7450}},
    {"5ea18c84ecf1982c7712d9a2", {"Bastion", 264848}},
    {"5ea17ca01412a1425304d1c0", {"Bastion", 68760}},
    {"5e0090f7e9dc277128008b93", {"MP9 Upper", 56833}},
    {"5d124c0ed7ad1a10d168dd9b", {"KAC Long", 7372}},
    {"5e81ebcd8e146c7080625e15", {"GL40", 7473473}},
    {"5ed51652f6c34d2cc26336a1", {"M.U.L.E", 86454}},
    {"5ed5166ad380ab312177c100", {"Obdolbos", 36639}},
    {"5ed515ece452db0eb56fc028", {"P22", 18927}},
    {"5ed515e03a40a50460332579", {"L1", 21481}},
    {"5ed515c8d380ab312177c0fa", {"3-(b-TG)", 19164}},
    {"5ed515f6915ec335206e4152", {"AHF1-M", 21664}},
    {"5ed5160a87bb8443d10680b5", {"Meldonin", 55332}},
    {"5efb0cabfb3e451d70735af5", {".45 AP", 2288}},
    {"5efb0fc6aeb21837e749c801", {".45 HS", 1296}},
    {"5efb0d4f4bc50b58e81710f3", {".45 LM", 338}},
    {"5f0596629e22f464da6bbdd9", {"366 AP", 561}},
    {"5ede474b0c226a66f5402622", {"M381", 78555}},
    {"5ede475b549eed7c6d5c18fb", {"M386", 11203}},
    {"5ede4739e0350d05467f73e8", {"M406", 14201}},
    {"5f0c892565703e5c461894e9", {"M433", 13976}},
    {"5ede47405b097655935d7d16", {"M441", 103175}},
    {"5ede475339ee016e8c534742", {"M576", 1613}},
    {"5efb0c1bd79ff02a1f5e68d9", {"M993", 3294}},
    {"5efb0da7a29a85116f6ea05f", {"7N31", 3045}},
    {"5efb0e16aeb21837e749c7ff", {"QuakeMaker", 823}},
    {"5eff09cd30a7dc22fd1ddfed", {"Tape key", 42916}},
    {"5efde6b4f5448336730dbd61", {"Key card", 300006}},
    {"5e997f0b86f7741ac73993e2", {"Sanitar bag", 26433}},
    {"57372bd3245977670b7cd243", {"BS gs", 37639}},
    {"5857a8bc2459772bad15db29", {"Gamma container", 1850000}},
    {"544a11ac4bdc2d470e8b456a", {"Alpha Container", 360000}},
    {"59db794186f77448bc595262", {"Epsilon", 1100000}},
    {"5c093ca986f7740a1867ab12", {"Kappa", 4900000}},
    {"5648b62b4bdc2d9d488b4585", {"GP-34", 50900}},
    {"5f5e45cc5021ce62144be7aa", {"LK 3F", 6246}},
    {"5f5e467b0bc58666c37e7821", {"F5", 46583}},
    {"5f5e46b96bdad616ad46d613", {"F4", 61287}},
    {"5f5f41f56760b4138443b352", {"Thunderbolt", 19916}},
    {"5f2a9575926fd9352339381f", {"RFB", 36697}},
    {"5f36a0e5fbf956000b716b65", {"M45A1", 10435}},
    {"5e870397991fd70db46995c8", {"590A1", 22083}},
    {"5e848cc2988a8701445df1e8", {"KS-23M", 127495}},
    {"5f4f9eb969cdc30ff33f09db", {"Compass", 32066}},
    {"5e8f3423fd7471236e6e3b64", {"Kvass", 14365}},
    {"5f5f41476bdad616ad46d631", {"Korund-VM", 307000}},
    {"5f60c74e3b85f6263c145586", {"Rys-T", 198327}},
    {"5f60b34a41e30a4ab12a6947", {"Caiman", 88611}},
    {"5d70e500a4b9364de70d38ce", {"VOG-30", 980}},
    {"5e85aa1a988a8701445df1f5", {"Barr.", 2768}},
    {"5e85a9a6eacf8c039e4e2ac1", {"Shrap.10", 2276}},
    {"5f647f31b6238e5dd066e196", {"Shr.25", 1560}},
    {"5e85a9f4add9fe03027d9bf1", {"Star", 40466}},
    {"5e831507ea0a7c419c2f9bd9", {"Esmarch", 1305}},
    {"5e8488fa988a8701445df1e4", {"Hemostat", 13384}},
    {"5f63407e1b231926f2329f15", {"Rotor43 7.62x51", 64666}},
    {"5f60cd6cf2bcbb675b00dac6", {"XCEL", 52767}},
    {"5f60b85bbdb8e27dee3dc985", {"Applique", 45438}},
    {"5f60bf4558eff926626a60f2", {"FAV", 34494}},
    {"5f60c076f2bcbb675b00dac2", {"Mandible", 87478}},
    {"5f60c85b58eff926626a60f7", {"FShield", 50231}},
    {"5f6331e097199b7db2128dc2", {"X47", 27070}},
    {"55f84c3c4bdc2d5f408b4576", {"RIS II 9.5 FDE", 14699}},
    {"5efaf417aeb21837e749c7f2", {"B-30 B-31С", 39239}},
    {"5f3e7823ddc4f03b010e2045", {"M45A1 slide", 5100}},
    {"5f60e6403b85f6263c14558c", {"Beret", 15200}},
    {"5f60e7788adaa7100c3adb49", {"Beret", 7801}},
    {"5f60e784f2bcbb675b00dac7", {"Beret", 8373}},
    {"5dcbd6b46ec07c0c4347a564", {"MDR Handguard", 68633}},
    {"5eea21647547d6330471b3c9", {"MOE M590", 8450}},
    {"5648b2414bdc2d3b4c8b4578", {"M1-B", 8100}},
    {"5e848d51e4dbc5266a4ec63b", {"KS-23M for.", 2311}},
    {"5f2aa47a200e2c0ee46efa71", {"RFB HG", 50800}},
    {"5f63418ef5750b524b45f116", {"Bravo-18", 18626}},
    {"5e87076ce2db31558c75a11d", {"Speedfeed", 8451}},
    {"5f6336bbda967c74a42e9932", {"LCH-7 12.5", 21815}},
    {"5f745ee30acaeb0d490d8c5b", {"Veritas", 34246}},
    {"5f6340d3ca442212f4047eb2", {"TD", 30750}},
    {"5f633f68f5750b524b45f112", {"RRD 4C", 59829}},
    {"5f633f791b231926f2329f13", {"RRD 4C", 70473}},
    {"5f2aa4559b44de6b1b4e68d1", {"RFB FH", 4000}},
    {"5ef61964ec7f42238c31e0c1", {"AO MB", 6464}},
    {"5f6339d53ada5942720e2dc3", {"CRD", 9975}},
    {"5f6372e2865db925d54f3869", {"Ferfrans MB", 14000}},
    {"5d270b3c8abbc3105335cfb8", {"M700 protection cap", 500}},
    {"5f2aa43ba9b91d26f20ae6d2", {"RFB sp.", 6963}},
    {"5f2aa4464b50c14bcf07acdb", {"RFB protection cap", 6333}},
    {"5e8708d4ae379e67d22e0102", {"GR FS", 18500}},
    {"5e87114fe2db31558c75a120", {"GR RS", 7518}},
    {"5f3e78a7fbf956000b716b8e", {"Lomount FS", 15000}},
    {"5f3e7897ddc4f03b010e204a", {"Lomount RS", 19999}},
    {"5ef3553c43cb350a955a7ccb", {"Wilson Ext.", 3667}},
    {"5ef35f46382a846010715a96", {"HEX Ham.", 7000}},
    {"5ef35d2ac64c5d0dfc0571b0", {"M1911A1 Ham.", 4950}},
    {"5ef35bc243cb350a955a7ccd", {"US Ham.", 10780}},
    {"5ef32e4d1c1fd62aea6a150d", {"Trik", 9467}},
    {"5f3e777688ca2d00ad199d25", {"M45A1 Catch", 4000}},
    {"5f3e76d86cda304dcc634054", {"M45A1 Ham.", 19222}},
    {"5f3e772a670e2a7b01739a52", {"M45A1 Trig.", 10499}},
    {"5f633ff5c444ce7e3c30a006", {"AR-15 Charge", 99484}},
    {"56deee15d2720bee328b4567", {"МP153x4", 11333}},
    {"5cbdaf89ae9215000e5b9c94", {"6L23 Plum", 5373}},
    {"5f647d9f8499b57dc40ddb93", {"KS-23Mx3", 7555}},
    {"59fafc9386f774067d462453", {"AK30", 27355}},
    {"5d1340b3d7ad1a0b52682ed7", {"GEN M3 30", 15415}},
    {"5e21a3c67e40bd02257a008a", {"Pmag30", 20399}},
    {"5e87080c81c4ed43e83cefda", {"M590A1x8", 21579}},
    {"5f3e77b26cda304dcc634057", {"M45A1", 14869}},
    {"5cffa483d7ad1a049e54ef1c", {"ammo belt", 1030}},
    {"5ef3448ab37dfd6af863525c", {"Mec-Gar", 22690}},
    {"5eeb2ff5ea4f8b73c827350b", {"RB7M", 5900}},
    {"5a398b75c4a282000a51a266", {"PRA", 63796}},
    {"5a398ab9c4a282000c5a9842", {"SCRA", 40574}},
    {"5f2aa49f9b44de6b1b4e68d4", {"RFB scope mount", 3833}},
    {"5ef5d994dfbc9f3c660ded95", {"Weig-a-tinny", 2900}},
    {"5ef369b08cef260c0642acaf", {"TGM", 2300}},
    {"5f2aa493cd375f14e15eea72", {"RFB HG rail", 4167}},
    {"5eea217fc64c5d0dfc05712a", {"SGA M590", 8789}},
    {"5e848dc4e4dbc5266a4ec63d", {"KS-23M steel", 16062}},
    {"5e848db4681bea2ada00daa9", {"KS23 Wood", 20435}},
    {"5e87116b81c4ed43e83cefdd", {"M590A1 stock", 6750}},
    {"5ef1ba28c64c5d0dfc0571a5", {"Mesa Crosshair", 52167}},
    {"5ef1b9f0c64c5d0dfc0571a1", {"LEO M590", 4625}},
    {"5f63405df5750b524b45f114", {"SVD style stock", 26667}},
    {"5e848d1c264f7c180b5e35a9", {"510mm KS23 23mm", 21200}},
    {"5e848d2eea0a7c419c2f9bfd", {"700mm KS23 23mm", 15333}},
    {"5f2aa46b878ef416f538b567", {"18 RFB 7.62x51", 139666}},
    {"5e87071478f43e51ca2de5e1", {"20 M590", 99999}},
    {"5f3e77f59103d430b93f94c1", {"M1911A1 .45", 9542}},
    {"5f3e7801153b8571434a924c", {"National match .45", 100000}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 835979}},
    {"5d1b371186f774253763a656", {"Fuel", 121290}},
    {"5f6341043ada5942720e2dc5", {"Scorpius", 37225}},
    {"57c9a89124597704ee6faec1", {"226FDE", 1247}},
    {"5ef366938cef260c0642acad", {"ALG#423 P.Grip", 2900}},
    {"5e848d99865c0f329958c83b", {"KS23M Pgrip", 14664}},
    {"5f3e778efcd9b651187d7201", {"M45A1 P.Grip", 15556}},
    {"5c0e655586f774045612eeb2", {"Trooper", 134248}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 68102}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 20966}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 48273}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 48602}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 137171}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 61250}},
    {"5f2a9575926fd9352339381f", {"RFB", 39889}},
    {"5fc3f2d5900b1d5091531e57", {"Vector 9x19mm", 96648}},
    {"5fb64bc92b1b027b1f50bcf2", {"Vector .45", 88378}},
    {"5fc3e272f8b6a877a729eac5", {"UMP 45", 27071}},
    {"5fd4c4fa16cac650092f6771", {"IDEA", 9825}},
    {"5fd4c5477a8d854fa0105061", {"Vest", 15853}},
    {"5fd4c60f875c30179f5d04c2", {"BSS-MK1", 24730}},
    {"5fbcc1d9016cce60e8341ab3", {"SIG MCX 300 blk", 68915}},
    {"5fc22d7c187fea44d52eda44", {"Mk-18 .338 LM", 174796}},
    {"5fbe3ffdf8b6a877a729ea82", {"BPZ", 448}},
    {"5fd20ff893a8961fc660a954", {"AP", 2501}},
    {"5fc382a9d724d907e2077dab", {"AP", 65991}},
    {"5fc275cf85fd526b824a571a", {"FMJ", 18981}},
    {"5fc382c1016cce60e8341b20", {".338 UPZ", 1210}},
    {"5fc382b6d6fa9c00c571bbc3", {"TAC-X", 2525}},
    {"5fd4c474dd870108a754b241", {"HGrid", 575750}},
    {"5fc4b9b17283c4046c5814d7", {"Omega 45k", 41069}},
    {"5fbe7618d6fa9c00c571bb6c", {"SRD 7.62x51", 42409}},
    {"5fbe760793164a5b6278efc8", {"SRD QD 7.62x51", 55128}},
    {"5fc0fa957283c4046c58147e", {"SIG Rear Flip", 7995}},
    {"5fc64ea372b0dd78d51159dc", {"Knife", 28129}},
    {"5fca138c2a7b221b2852a5c6", {"xTG-12", 37777}},
    {"5fca13ca637ee0341a484f46", {"SJ9 TGLabs", 69000}},
    {"5fce0cf655375d18a253eff0", {"RVG FDE", 15603}},
    {"5fc0f9b5d724d907e2077d82", {"MVF001 A3", 8667}},
    {"5fc0f9cbd6fa9c00c571bb90", {"SSVFK blk.", 7452}},
    {"5fbc210bf24b94483f726481", {"MCX Gas.Bl.", 78125}},
    {"5fc2360f900b1d5091531e19", {"Mk-18 Gas.Bl.", 85555}},
    {"5fbcbcf593164a5b6278efb2", {"3-pr.FH", 2951}},
    {"5fbcbd02900b1d5091531dd3", {"Micr.Br.", 2933}},
    {"5fb65424956329274326f316", {"Vector 45", 3779}},
    {"5fc23636016cce60e8341b05", {"AC-858", 12112}},
    {"5fbbc3324e8a554c40648348", {"Vector 9x19", 3521}},
    {"5fbcbd10ab884124df0cd563", {"TPB 7.62x51", 11333}},
    {"5fbc22ccf24b94483f726483", {"T-LOK", 9858}},
    {"5fbbc34106bde7524f03cbe9", {"Vector protection cap", 1567}},
    {"5fc4b992187fea44d52edaa9", {"DT Omega", 6999}},
    {"5fc4b97bab884124df0cd5e3", {"Pist.Omega", 5433}},
    {"5fb6548dd1409e5ca04b54f9", {"Vector protection cap", 2100}},
    {"5fc0fa362770a0045c59c677", {"SIG Front", 5851}},
    {"5fb6567747ce63734e3fa1dc", {"Defiance Front", 10129}},
    {"5fb6564947ce63734e3fa1da", {"Defiance Rearsight", 8888}},
    {"5fbcc640016cce60e8341acc", {"MCX Chr.", 733}},
    {"5fb651dc85f90547f674b6f4", {"Magex G30", 47333}},
    {"5fb651b52b1b027b1f50bcff", {".45 Glock", 10479}},
    {"5fc3e466187fea44d52eda90", {"UMP 45", 17597}},
    {"5fc23426900b1d5091531e15", {"Mk-18 10", 18199}},
    {"5fbb976df9986c4cff3fe5f2", {"Vector Bottom", 5250}},
    {"5fc53954f8b6a877a729eaeb", {"rail bott.", 2975}},
    {"5fce0f9b55375d18a253eff2", {"Vector side", 2950}},
    {"5fbb978207e8a97d1f0902d3", {"Mk.5 Modular", 4600}},
    {"5fc5396e900b1d5091531e72", {"UMP side", 1700}},
    {"5fc2369685fd526b824a5713", {"Precision", 25576}},
    {"5fc3e4ee7283c4046c5814af", {"UMP Stock", 4333}},
    {"5fb655b748c711690e3a8d5a", {"Vector NFA", 9000}},
    {"5fb655a72b1b027b1f50bd06", {"Vector PSA", 1183}},
    {"5fce16961f152d4312622bc9", {"DS150 FDE", 7996}},
    {"5fbcc437d724d907e2077d5c", {"MCX/MPX thin", 5999}},
    {"5fbbaa86f9986c4cff3fe5f6", {"DS150 Stock", 9629}},
    {"5fb6558ad6f0b2136f2d7eb7", {"Vector fold.", 8300}},
    {"5fbcc429900b1d5091531dd7", {"MCX/MPX telescoping", 5306}},
    {"5fbbfabed5cb881a7363194e", {"171mm MCX .300 BLK", 8901}},
    {"5fbbfacda56d053a3543f799", {"229mm MCX .300 BLK", 20887}},
    {"5fc23678ab884124df0cd590", {"24 Mk-18 .338 LM", 103544}},
    {"5fbbc366ca32ed67276c1557", {"Vector 5 9x19", 10875}},
    {"5fb653962b1b027b1f50bd03", {"Vector 6 .45", 14599}},
    {"5fc3e4a27283c4046c5814ab", {"8 UMP .45 ACP", 4966}},
    {"5fb65363d1409e5ca04b54f5", {"Vector 5 .45", 5450}},
    {"5fbbc383d5cb881a7363194a", {"Vector 6 9x19", 26703}},
    {"5fbc227aa56d053a3543f79e", {"MCX 12", 12052}},
    {"5fc235db2770a0045c59c683", {"Sword 18 ich", 65205}},
    {"5fbc226eca32ed67276c155d", {"MCX 8", 4583}},
    {"5fbcbd6c187fea44d52eda14", {"MCX Pistol", 7699}},
    {"5fbcc3e4d6fa9c00c571bb58", {"MCX 1 gen.", 19900}},
    {"5fc278107283c4046c581489", {"Mk-18 Upper", 93375}},
    {"5fd8d28367cb5e077335170f", {"Smoke", 26984}},
    {"57372f5c24597769917c0131", {"T gs", 1000}},
    {"573724b42459776125652ac2", {"P gzh", 1000}},
    {"5737273924597765dd374461", {"PSO gzh", 1000}},
    {"5737266524597761006c6a8c", {"PRS gzh", 1000}},
    {"5737280e24597765cc785b5c", {"PSV", 1000}},
    {"5737287724597765e1625ae2", {"RG028 gzh", 1000}},
    {"57372e73245977685d4159b4", {"PS gs", 1000}},
    {"5737260b24597761224311f2", {"PPT gzh", 1000}},
    {"5737300424597769942d5a01", {"US gs", 1000}},
    {"5737330a2459776af32363a1", {"FMJ", 1000}},
    {"5737339e2459776af261abeb", {"HP", 1000}},
    {"57372ee1245977685d4159b5", {"T gs", 1000}},
    {"573733c72459776b0b7b51b0", {"SP", 1000}},
    {"5737292724597765e5728562", {"BP gs", 45000}},
    {"57372b832459776701014e41", {"BS gs", 1000}},
    {"57372a7f24597766fe0de0c1", {"BP gs", 43000}},
    {"57372bad245977670b7cd242", {"BS gs", 1000}},
    {"57372f2824597769a270a191", {"T gs", 1000}},
    {"57372c56245977685e584582", {"BT gs", 26600}},
    {"57372e1924597768553071c1", {"PRS gs", 10000}},
    {"573726d824597765d96be361", {"PS gs PPO", 1000}},
    {"57372d4c245977685a3da2a1", {"PP gs", 1000}},
    {"57372e94245977685648d3e1", {"PS gs", 1000}},
    {"57372fc52459776998772ca1", {"US gs", 1000}},
    {"5f9949d869e2777a0e779ba5", {"Rivals", 20000}},
    {"5f99418230835532b445e954", {"Rivals", 20000}},
    {"5f994730c91ed922dd355de3", {"Rivals", 20000}},
    {"5449016a4bdc2d6f028b456f", {"Roubles", 0}},
    {"5d1b36a186f7742523398433", {"Fuel", 29373}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 38403}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 38828}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 100333}},
    {"60391b0fb847c71012789415", {"TP-200", 45399}},
    {"60391a8b3364dc22b04d0ce5", {"Thermite", 66130}},
    {"60391afc25aff57af81f7085", {"Ratch.", 1015454}},
    {"60337f5dce399e10262255d1", {"STM9 MB", 2597}},
    {"602a97060ddce744014caf6f", {"PL15 std.", 21333}},
    {"6034d2d697633951dc245ea6", {"Gunslinger", 59385}},
    {"6038d614d10cbf667352dd44", {"Takedown", 38000}},
    {"6034d103ca006d2dca39b3f0", {"Takedown", 39028}},
    {"603648ff5a45383c122086ac", {"Azimut", 22403}},
    {"6034d0230ca681766b6a0fb5", {"CSA", 14101}},
    {"6034cf5fffd42c541047f72e", {"Umka", 15570}},
    {"6040dd4ddcf9592f401632d2", {"Azimut", 21102}},
    {"602a9740da11d6478d5a06dc", {"PL-15", 24199}},
    {"60339954d62c9b14ed777c06", {"STM-9", 41427}},
    {"6038b4ca92ec1c3103795a0d", {"Slick", 624866}},
    {"6038b4b292ec1c3103795a0b", {"Slick", 599714}},
    {"6033fa48ffd42c541047f728", {"M32", 19573}},
    {"60098af40accd37ef2175f27", {"CAT", 1594}},
    {"60098ad7c2240c0fe85c570a", {"AFAK", 37481}},
    {"60098b1705871270cd5352a1", {"EWR", 13667}},
    {"601948682627df266209af05", {"Taiga-1", 20000000}},
    {"60363c0c92ec1c31037959f5", {"GP-7", 16476}},
    {"603618feffd42c541047f771", {"Cap", 8435}},
    {"603619720ca681766b6a0fc4", {"Cap", 7000}},
    {"6040de02647ad86262233012", {"Cap", 4826}},
    {"60361a7497633951dc245eb4", {"Cap", 2500}},
    {"60361b0b5a45383c122086a1", {"Cap", 4056}},
    {"60361b5a9a15b10d96792291", {"Cap", 2860}},
    {"603409c80ca681766b6a0fb2", {"Condor", 15866}},
    {"60194943740c5d77f6705eea", {"SOST", 386}},
    {"601949593ae8f707c4608daa", {"SSA AP", 3682}},
    {"601aa3d2b2bcb34913271e6d", {"7.62 AP", 4130}},
    {"60228a76d62c9b14ed777a66", {"PL15 FS", 800}},
    {"60228a850ddce744014caf69", {"PL15 FS", 950}},
    {"60229948cacb6b0506369e27", {"PL15 RS", 900}},
    {"602293f023506e50807090cb", {"Sup. RS", 950}},
    {"602f85fd9b513876d4338d9c", {"Magwell", 5250}},
    {"60338ff388382f4fab3fd2c8", {"Magwell", 5499}},
    {"6033749e88382f4fab3fd2c5", {"MASP Charge", 7000}},
    {"602286df23506e50807090c6", {"9x19 PL15", 14191}},
    {"602e3f1254072b51b239f713", {"STM Tube", 14325}},
    {"602e620f9b513876d4338d9a", {"GL Core", 6250}},
    {"602a95edda11d6478d5a06da", {"PL-15 9x19", 3345}},
    {"603372b4da11d6478d5a07ff", {"10.5 STM-9 9x19", 8000}},
    {"602a95fe4e02ce1eaa358729", {"PL15 thr.", 22225}},
    {"603372d154072b51b239f9e1", {"12 STM-9 9x19", 9913}},
    {"603372f153a60014f970616d", {"14 STM-9 9x19", 14562}},
    {"603373004e02ce1eaa358814", {"16 STM-9 9x19", 43435}},
    {"6034e3e20ddce744014cb878", {"STM 12", 12180}},
    {"6034e3d953a60014f970617b", {"STM 15", 16796}},
    {"6034e3cb0ddce744014cb870", {"STM 9", 11398}},
    {"602e71bd53a60014f9705bfa", {"DLG123", 3125}},
    {"60228924961b8d75ee233c32", {"PL15 Slide", 3900}},
    {"602e63fb6335467b0c5ac94d", {"STM-9 Upper", 22181}},
};


montroisiemecon 4th April 2021 12:35 AM

Quote:

Originally Posted by RonaldWeezly (Post 3109531)
Thanks for the reply above.

Enjoy, took me a while to get.

First string is item id, next is short name and the last is item price.

Code:

#pragma once

std::unordered_map<std::string, std::pair<std::string, int>> EFT_ItemNames = {
    {"590c621186f774138d11ea29", {"Flash drive", 53750}},
    {"590c392f86f77444754deb29", {"SSD", 35559}},
    {"5a1eaa87fcdbcb001865f75e", {"REAP-IR", 1055824}},
    {"5c110624d174af029e69734c", {"T-7", 15372000}},
    {"5d1b33a686f7742523398398", {"Superwater", 148569}},
    {"5c0558060db834001b735271", {"GPNVG-18", 193656}},
    {"5b6d9ce188a4501afc1b2b25", {"T H I C C", 14703738}},
    {"5b7c710788a4506dec015957", {"Lucky Scav junkbox", 1540139}},
    {"5c1d0c5f86f7744bb2683cf0", {"Blue", 36754203}},
    {"5c94bbff86f7747ee735c08f", {"Keycard", 428746}},
    {"59fb016586f7746d0d4b423a", {"MCase", 2834342}},
    {"5c0126f40db834002a125382", {"RR", 7432486}},
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    {"573478bc24597738002c6175", {"Horse", 8362}},
    {"5c0e534186f7747fa1419867", {"eTG-c", 90644}},
    {"5938994586f774523a425196", {"103 Key", 1915}},
    {"59e3556c86f7741776641ac2", {"Bleach", 9867}},
    {"5914578086f774123569ffa4", {"108 Key", 3266}},
    {"5bc9c29cd4351e003562b8a3", {"Sprats", 13290}},
    {"5673de654bdc2d180f8b456d", {"Saury", 13483}},
    {"5672c92d4bdc2d180f8b4567", {"Room 118 Key", 3188}},
    {"5af0548586f7743a532b7e99", {"Ibuprofen", 76089}},
    {"5780cf9e2459777df90dcb73", {"Room 218 Key", 5233}},
    {"5780cda02459777b272ede61", {"306 Key", 3966}},
    {"5780d07a2459777de4559324", {"Cabin key", 3750}},
    {"5672cb724bdc2dc2088b456b", {"GMcount", 16628}},
    {"5c05300686f7746dce784e5d", {"VPX", 105072}},
    {"5913877a86f774432f15d444", {"Storage", 8133}},
    {"59e366c186f7741778269d85", {"Plex", 11259}},
    {"5a145ebb86f77458f1796f05", {"San.316", 19425}},
    {"5d0375ff86f774186372f685", {"M.Cable", 62244}},
    {"5a0f0f5886f7741c4e32a472", {"Safe", 59816}},
    {"5c06779c86f77426e00dd782", {"Wires", 11443}},
    {"5a0f075686f7745bcc42ee12", {"Safe", 39359}},
    {"59e3606886f77417674759a5", {"NaCl", 20741}},
    {"5d0379a886f77420407aa271", {"OFZ", 274981}},
    {"5a0f045e86f7745b0f0d0e42", {"Safe", 32889}},
    {"5a0eb6ac86f7743124037a28", {"Cottage", 297934}},
    {"5780cf722459777a5108b9a1", {"308 Key", 3633}},
    {"5d6fc87386f77449db3db94e", {"Gpowder", 90533}},
    {"5a0f068686f7745b0d4ea242", {"Safe", 32842}},
    {"5a0eb38b86f774153b320eb0", {"SMW", 10000}},
    {"5c13cef886f774072e618e82", {"TP", 4837}},
    {"5734781f24597737e04bf32a", {"DVD", 6252}},
    {"5a0eff2986f7741fd654e684", {"Safe 321", 18807}},
    {"5a16b7e1fcdbcb00165aa6c9", {"FShield", 248570}},
    {"5d1b2fa286f77425227d1674", {"Motor", 41072}},
    {"5a0ec70e86f7742c0b518fba", {"San.207", 47029}},
    {"5d1b385e86f774252167b98a", {"Filter", 172121}},
    {"59e35abd86f7741778269d82", {"Sodium", 13059}},
    {"5d235b4d86f7742e017bc88a", {"GP", 29417}},
    {"56742c284bdc2d98058b456d", {"Crickent", 7362}},
    {"5c0e530286f7747fa1419862", {"Propital", 30521}},
    {"5d1b3f2d86f774253763b735", {"Syringe", 13436}},
    {"5d0376a486f7747d8050965c", {"MCB", 81012}},
    {"5d1b31ce86f7742523398394", {"R-pliers", 4640}},
    {"5d0378d486f77420421a5ff4", {"Filter", 83113}},
    {"5d1b327086f7742525194449", {"Gauge", 43830}},
    {"5d1b32c186f774252167a530", {"Therm.", 28321}},
    {"5c0517910db83400232ffee5", {"PS320 1/6x", 55055}},
    {"571a28e524597720b4066567", {"TT silencer", 7500}},
    {"57838c962459774a1651ec63", {"VSS suppressor", 26166}},
    {"5a34fe59c4a282000b1521a2", {"SDN-6", 74430}},
    {"5b363dd25acfc4001a598fd2", {"Salvo 12", 36250}},
    {"5c4eecc32e221602b412b440", {"SV-98 sil.", 34531}},
    {"5c6165902e22160010261b28", {"SRD 9", 32567}},
    {"5c7e8fab2e22165df16b889b", {"AAC Illusion 9", 20833}},
    {"5caf187cae92157c28402e43", {"ASh supp", 18934}},
    {"5cebec00d7f00c065c53522a", {"Attenuator", 61329}},
    {"5cff9e84d7ad1a049e54ed55", {"Wave QD", 55074}},
    {"5d3ef698a4b9361182109872", {"SFN-57", 21400}},
    {"5de8f2d5b74cd90030650c72", {"MP9 Supp.", 100000}},
    {"5dfa3d2b0dee1b22f862eade", {"PRS QDC", 80139}},
    {"5e01ea19e9dc277128008c0b", {"Rotor43 7.62x54", 34166}},
    {"564caa3d4bdc2d17108b458e", {"TGP-A", 29149}},
    {"5a9fbb84a2750c00137fa685", {"Rotor43 5.56x45", 48824}},
    {"57da93632459771cb65bf83f", {"NT-4 blk.", 28611}},
    {"57f3c8cc2459773ec4480328", {"PP-91-01 suppressor", 9400}},
    {"5a33a8ebc4a282000c5a950d", {"Alpha 9", 20291}},
    {"593d493f86f7745e6b2ceb22", {"Hexagon AK-74", 22712}},
    {"5ba26ae8d4351e00367f9bdb", {"Rotex 2", 75000}},
    {"57ffb0e42459777d047111c5", {"PBS-4", 17752}},
    {"5a9fbacda2750c00141e080f", {"Rotor43 7.62x39", 24855}},
    {"5a0d63621526d8dba31fe3bf", {"PBS-1", 31435}},
    {"56e05b06d2720bb2668b4586", {"PB-S", 6333}},
    {"5d2dc3e548f035404a1a4798", {"Monstr. 2x32", 28622}},
    {"59db7e1086f77448be30ddf3", {"TA11D", 14222}},
    {"57adff4f24597737f373b6e6", {"BRAVO4", 32514}},
    {"5c1cdd512e22161b267d91ae", {"Prism 2.5x", 21083}},
    {"544a3a774bdc2d3a388b4567", {"HAMR", 45566}},
    {"57aca93d2459771f2c7e26db", {"DR1/4xFDE", 29526}},
    {"57c5ac0824597754771e88a9", {"3-24x42", 23605}},
    {"5a37cb10c4a282329a73b4e7", {"6.5-20x50", 32129}},
    {"5b3f7c1c5acfc40dc5296b1d", {"PU 3.5x", 12826}},
    {"5b2388675acfc4771e1be0be", {"TAC 30", 33313}},
    {"5c82343a2e221644f31c0611", {"PSO 1M2", 11685}},
    {"5cf638cbd7f00c06595bc936", {"USP-1", 7333}},
    {"5d0a3a58d7ad1a669c15ca14", {"1P59", 11889}},
    {"5dfe6104585a0c3e995c7b82", {"ADO P4", 29475}},
    {"5dff772da3651922b360bf91", {"Pilad 4x32", 9000}},
    {"57235b6f24597759bf5a30f1", {"PVS-14", 51186}},
    {"5c066e3a0db834001b7353f0", {"N-15", 46093}},
    {"5c0696830db834001d23f5da", {"PNV-10T", 28971}},
    {"5b3b6e495acfc4330140bd88", {"Vulcan MG 3.5x", 26678}},
    {"5c052a900db834001a66acbd", {"TA01NSN", 15071}},
    {"5cebec38d7f00c00110a652a", {"Ring", 9300}},
    {"584924ec24597768f12ae244", {"XPS3-2", 23667}},
    {"59f9d81586f7744c7506ee62", {"UH-1", 25400}},
    {"558022b54bdc2dac148b458d", {"EXPS3", 95000}},
    {"5a9fb739a2750c003215717f", {"Rotor43 9x19", 14814}},
    {"5b30b0dc5acfc400153b7124", {"HS401G5", 9650}},
    {"58491f3324597764bc48fa02", {"XPS3-0", 34944}},
    {"5a27b6bec4a282000e496f78", {"SR1MP", 16551}},
    {"584984812459776a704a82a6", {"P1X42", 17667}},
    {"570fd6c2d2720bc6458b457f", {"553", 30583}},
    {"591c4efa86f7741030027726", {"EKP-8-18", 9880}},
    {"5c7d55de2e221644f31bff68", {"COMP M4", 15711}},
    {"5d2da1e948f035477b1ce2ba", {"SRS-02", 15724}},
    {"5ab8ee7786f7742d8f33f0b9", {"ArmyBag", 20599}},
    {"5ab8f04f86f774585f4237d8", {"Sling", 4572}},
    {"5aa2ba19e5b5b00014028f4e", {"Fleece", 2608}},
    {"5c82342f2e221644f31c060e", {"PSO 1", 14703}},
    {"5ab8f20c86f7745cdb629fb2", {"Shmaska", 37056}},
    {"5a43957686f7742a2c2f11b0", {"Hat", 50000}},
    {"5c0d2727d174af02a012cf58", {"Djeta", 14697}},
    {"5b4329075acfc400153b78ff", {"Pompon", 11840}},
    {"5b4327aa5acfc400175496e0", {"Panama", 7300}},
    {"5bd073c986f7747f627e796c", {"Kotton", 14737}},
    {"5aa2b9ede5b5b000137b758b", {"CHat", 11891}},
    {"5aa2b89be5b5b0001569311f", {"Emercom", 1250}},
    {"5a43943586f77416ad2f06e2", {"Hat", 93944}},
    {"572b7fa124597762b472f9d2", {"Beanie", 5999}},
    {"5d96141523f0ea1b7f2aacab", {"Door Kicker", 14448}},
    {"5bd06f5d86f77427101ad47c", {"Mask", 41885}},
    {"5b4325355acfc40019478126", {"Shemagh", 5144}},
    {"5b432f3d5acfc4704b4a1dfb", {"Momex", 6300}},
    {"59e770f986f7742cbe3164ef", {"Cap", 1249}},
    {"5bd0716d86f774171822ef4b", {"Mask", 8973}},
    {"5bd071d786f7747e707b93a3", {"Mask", 11588}},
    {"5b432c305acfc40019478128", {"GP-5", 36161}},
    {"5ab8f4ff86f77431c60d91ba", {"Ghost", 11185}},
    {"5c1a1e3f2e221602b66cc4c2", {"Beard", 62667}},
    {"5ab8f39486f7745cd93a1cca", {"CF", 7500}},
    {"572b7f1624597762ae139822", {"Balaclava", 2966}},
    {"5c0e746986f7741453628fe5", {"TV-110", 140565}},
    {"544a5caa4bdc2d1a388b4568", {"AVS", 101231}},
    {"5ab8dced86f774646209ec87", {"M2", 85333}},
    {"5c0e722886f7740458316a57", {"M1", 128183}},
    {"5c0e446786f7742013381639", {"6B5-15", 43199}},
    {"5b44cad286f77402a54ae7e5", {"Tactec", 311713}},
    {"5ab8dab586f77441cd04f2a2", {"MK3", 27000}},
    {"5b3b99475acfc432ff4dcbee", {"1-6x24", 60333}},
    {"5df8a42886f77412640e2e75", {"MPPV", 38688}},
    {"5b44c8ea86f7742d1627baf1", {"Commando", 27080}},
    {"5a32aa8bc4a2826c6e06d737", {"RMR", 27216}},
    {"5c0e6a1586f77404597b4965", {"Belt", 32883}},
    {"572b7adb24597762ae139821", {"Scav Vest", 32839}},
    {"5c165d832e2216398b5a7e36", {"Tactical Sport", 21737}},
    {"5b432b965acfc47a8774094e", {"GSSh-01", 13735}},
    {"5645bcc04bdc2d363b8b4572", {"ComTac2", 28940}},
    {"5aa2ba71e5b5b000137b758f", {"Sordin", 29009}},
    {"5a16b9fffcdbcb0176308b34", {"RAC", 28463}},
    {"5aa7e4a4e5b5b000137b76f2", {"ZSh-1-2M", 34003}},
    {"5a7c4850e899ef00150be885", {"6B47", 48698}},
    {"57c44dd02459772d2e0ae249", {"VAL suppressor", 24000}},
    {"5a7ad74e51dfba0015068f45", {"FD917", 24553}},
    {"593d490386f7745ee97a1555", {"Hexagon SKS", 30750}},
    {"5aa2b8d7e5b5b00014028f4a", {"Police", 1200}},
    {"592c2d1a86f7746dbe2af32a", {"Alpha", 35500}},
    {"59e763f286f7742ee57895da", {"Pilgrim", 43199}},
    {"59e7708286f7742cbd762753", {"Ushanka", 30064}},
    {"572b7d8524597762b472f9d1", {"Cap", 1618}},
    {"5b44d22286f774172b0c9de8", {"Kirasa", 42300}},
    {"5d5d85c586f774279a21cbdb", {"D3CRX", 23853}},
    {"5c06c6a80db834001b735491", {"SSh-68", 16638}},
    {"5d5d8ca986f7742798716522", {"MRig", 11935}},
    {"57486e672459770abd687134", {"OKP-7 Dove", 13000}},
    {"5df8a58286f77412631087ed", {"Tank helmet", 8394}},
    {"57dbb57e2459774673234890", {"NT-4 FDE", 27168}},
    {"56ea70acd2720b844b8b4594", {"FF 4-16", 30598}},
    {"5ca20abf86f77418567a43f2", {"Triton", 18529}},
    {"5a9fbb74a2750c0032157181", {"Rotor43 .366TKM", 14094}},
    {"5c0e9f2c86f77432297fe0a3", {"Commando", 27074}},
    {"59ef13ca86f77445fd0e2483", {"Pumpkin", 10000}},
    {"5c17a7ed2e2216152142459c", {"Airframe Tan", 156498}},
    {"5bd073a586f7747e6f135799", {"Mustache", 15238}},
    {"59fb257e86f7742981561852", {"DTK-4M", 27041}},
    {"5ca21c6986f77479963115a7", {"Redut-T5", 188296}},
    {"5ac8d6885acfc400180ae7b0", {"Fast MT Tan", 141158}},
    {"55d614004bdc2d86028b4568", {"MONSTER", 24416}},
    {"5a32a064c4a28200741e22de", {"Osprey 9", 31583}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 821404}},
    {"5abcc328d8ce8700194394f3", {"APB 9x18PM", 2900}},
    {"5e00c1ad86f774747333222c", {"EXFIL", 229908}},
    {"5b86a0e586f7745b600ccb23", {"Bramit", 32166}},
    {"58aeac1b86f77457c419f475", {"MPX-SD", 11955}},
    {"58d268fc86f774111273f8c2", {"DP", 47545}},
    {"5947db3f86f77447880cf76f", {"EKP-8-02", 9398}},
    {"5c0e3eb886f7742015526062", {"6B5-16", 54311}},
    {"5c0e874186f7745dc7616606", {"Maska 1Sch", 75570}},
    {"5d5d87f786f77427997cfaef", {"A18", 164642}},
    {"59bfc5c886f7743bf6794e62", {"Vityaz sil.", 11185}},
    {"5929a2a086f7744f4b234d43", {"6sh112", 13272}},
    {"5b432b2f5acfc4771e1c6622", {"Shattered", 28519}},
    {"5b40e3f35acfc40016388218", {"ACHHC", 56896}},
    {"572b7fa524597762b747ce82", {"Mask", 6800}},
    {"55d6190f4bdc2d87028b4567", {"M MONSTER", 31043}},
    {"5926d33d86f77410de68ebc0", {"MP5SD suppressor", 26709}},
    {"5b40e1525acfc4771e1c6611", {"ULACH", 89166}},
    {"57ae0171245977343c27bfcf", {"PK-06", 71322}},
    {"5aa66be6e5b5b0214e506e97", {"NF 7-35x56", 50316}},
    {"5a7c74b3e899ef0014332c29", {"NSPU-M", 10280}},
    {"5d5d646386f7742797261fd9", {"6B3TM-01M", 59348}},
    {"5b432b6c5acfc4001a599bf0", {"Skull", 3999}},
    {"5d44064fa4b9361e4f6eb8b5", {"Ultra 5", 79831}},
    {"5a16bb52fcdbcb001a3b00dc", {"SLock", 11224}},
    {"5c0e53c886f7747fa54205c7", {"6B13", 63629}},
    {"58d399e486f77442e0016fe7", {"T-1", 17992}},
    {"5c7955c22e221644f31bfd5e", {"Gemtech ONE", 28750}},
    {"593d489686f7745c6255d58a", {"Hexagon AKM", 23795}},
    {"570fd721d2720bc5458b4596", {"MRS", 21691}},
    {"59e7715586f7742ee5789605", {"Resp", 8324}},
    {"5c0e625a86f7742d77340f62", {"Zhuk-6a", 595324}},
    {"5df8a4d786f77412672a1e3b", {"6SH118", 272906}},
    {"56e33680d2720be2748b4576", {"T-Bag", 3407}},
    {"5c0505e00db834001b735073", {"1P87", 10617}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 161436}},
    {"5d6d3716a4b9361bc8618872", {"LSHZ-2DTM", 64378}},
    {"59e7711e86f7746cae05fbe1", {"Kolpak", 7568}},
    {"5aa7e454e5b5b0214e506fa2", {"ZSh-1-2M", 35645}},
    {"5b4329f05acfc47a86086aa1", {"Ronin", 101726}},
    {"5b44d0de86f774503d30cba8", {"Gen4 HMK", 202788}},
    {"5d5d940f86f7742797262046", {"Mechanism", 62176}},
    {"5d1b5e94d7ad1a2b865a96b0", {"RS-32", 695101}},
    {"59e7643b86f7742cbf2c109a", {"WTRig", 12203}},
    {"5e01ef6886f77445f643baa4", {"EXFIL", 108225}},
    {"5aa7d193e5b5b000171d063f", {"SFERA", 46270}},
    {"56e335e4d2720b6c058b456d", {"ScavBP", 18505}},
    {"5d5e9c74a4b9364855191c40", {"TC-2002", 50483}},
    {"5aa7e276e5b5b000171d0647", {"Altyn", 111826}},
    {"576fd4ec2459777f0b518431", {"PSO 1M2-1", 11103}},
    {"5b4326435acfc433000ed01d", {"Mask", 8463}},
    {"5d0a3e8cd7ad1a6f6a3d35bd", {"1P69", 13290}},
    {"5b3116595acfc40019476364", {"Romeo 4", 12847}},
    {"59bffbb386f77435b379b9c2", {"Hybrid 46", 79233}},
    {"5648a7494bdc2d9d488b4583", {"PACA", 30618}},
    {"59c0ec5b86f77435b128bfca", {"Hexagon 12K", 54030}},
    {"544a5cde4bdc2d39388b456b", {"MBSS", 10159}},
    {"545cdae64bdc2d39198b4568", {"Tri-Zip", 69074}},
    {"59e7635f86f7742cbf2c1095", {"3M", 14646}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 45071}},
    {"5c0a2cec0db834001b7ce47d", {"HHS-1", 29702}},
    {"5648a69d4bdc2ded0b8b457b", {"BlackRock", 45129}},
    {"5c0e5edb86f77461f55ed1f7", {"Zhuk-3", 36200}},
    {"5c0e774286f77468413cc5b2", {"Blackjack 50", 170442}},
    {"5c0e5bab86f77461f55ed1f3", {"6B23-1", 49000}},
    {"5c0e655586f774045612eeb2", {"Trooper", 140050}},
    {"5c0e51be86f774598e797894", {"6B13", 66857}},
    {"5c0e57ba86f7747fa141986d", {"6B23-2", 72830}},
    {"5ca2151486f774244a3b8d30", {"Redut-M", 197814}},
    {"5c0e541586f7747fa54205c9", {"6B13M", 380610}},
    {"5b44cf1486f77431723e3d05", {"Gen4 Assault", 204770}},
    {"5ab8ebf186f7742d8b372e80", {"Attack 2", 102844}},
    {"5b44cd8b86f774503d30cba2", {"Gen4 Full", 296608}},
    {"5c0e805e86f774683f3dd637", {"Paratus", 51685}},
    {"5b44c6ae86f7742d1627baea", {"Beta2", 72584}},
    {"56e33634d2720bd8058b456b", {"Duffle", 13587}},
    {"5ca20d5986f774331e7c9602", {"Berkut", 20500}},
    {"5aa7cfc0e5b5b00015693143", {"6B47", 30500}},
    {"5c066ef40db834001966a595", {"NVG mask", 30600}},
    {"5aa7d03ae5b5b00016327db5", {"UNTAR", 29083}},
    {"5b40e4035acfc47a87740943", {"ACHHC", 57000}},
    {"5645bc214bdc2d363b8b4571", {"Kiver-M", 17465}},
    {"5b432d215acfc4771e1c6624", {"LZSh", 36129}},
    {"5d5e7d28a4b936645d161203", {"TC-2001", 40705}},
    {"577d141e24597739c5255e01", {"FF3", 19028}},
    {"5c08f87c0db8340019124324", {"SHPM", 6633}},
    {"5ca20ee186f774799474abc2", {"Vulkan-5", 164735}},
    {"5d63d33b86f7746ea9275524", {"F Scr.", 6190}},
    {"5ab8f85d86f7745cd93a1cf5", {"Shemagh", 12155}},
    {"57ac965c24597706be5f975c", {"DR1/4x", 43991}},
    {"5a154d5cfcdbcb001a3b00da", {"Fast MT", 147841}},
    {"5b40e2bc5acfc40016388216", {"ULACH", 80389}},
    {"5c05293e0db83400232fff80", {"TA01NSN", 15950}},
    {"570fd79bd2720bc7458b4583", {"OKP-7", 9733}},
    {"5df8a2ca86f7740bfe6df777", {"6B2", 48233}},
    {"5c07dd120db834001c39092d", {"HHS-1", 33092}},
    {"59fb042886f7746c5005a7b2", {"ICase", 1229994}},
    {"5c091a4e0db834001d5addc8", {"Maska 1Sch", 77315}},
    {"5af0454c86f7746bf20992e8", {"Alu Splint", 13276}},
    {"5ac66cb05acfc40198510a10", {"AK-101", 35361}},
    {"5ac66d015acfc400180ae6e4", {"AK-102", 55833}},
    {"5ac66d2e5acfc43b321d4b53", {"AK-103", 46575}},
    {"5ac66d725acfc43b321d4b60", {"AK-104", 30457}},
    {"5ac66d9b5acfc4001633997a", {"AK-105", 21054}},
    {"5bf3e03b0db834001d2c4a9c", {"АK-74", 17500}},
    {"5ac4cd105acfc40016339859", {"AK-74M", 21443}},
    {"5644bd2b4bdc2d3b4c8b4572", {"AK-74N", 24035}},
    {"59d6088586f774275f37482f", {"AKM", 35689}},
    {"5a0ec13bfcdbcb00165aa685", {"AKMN", 45200}},
    {"59ff346386f77477562ff5e2", {"AKMS", 19237}},
    {"5abcbc27d8ce8700182eceeb", {"AKMSN", 21103}},
    {"5bf3e0490db83400196199af", {"АKS-74", 17683}},
    {"5ab8e9fcd8ce870019439434", {"AKS-74N", 24954}},
    {"57c44b372459772d2b39b8ce", {"AS VAL", 72884}},
    {"5cadfbf7ae92152ac412eeef", {"ASh-12", 72635}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 27111}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 43648}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 41039}},
    {"5bb2475ed4351e00853264e3", {"HK 416A5", 66553}},
    {"57dc2fa62459775949412633", {"AKS-74U", 16381}},
    {"5839a40f24597726f856b511", {"AKS-74UB", 21650}},
    {"583990e32459771419544dd2", {"AKS-74UN", 21667}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 127727}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 7388}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 30244}},
    {"574d967124597745970e7c94", {"SKS", 20749}},
    {"587e02ff24597743df3deaeb", {"OP-SKS", 21354}},
    {"59e6687d86f77411d949b251", {"AKM/VPO-209", 15732}},
    {"5c501a4d2e221602b412b540", {"Hunter", 24667}},
    {"59e6152586f77473dc057aa1", {"Vepr KM/VPO-136", 13644}},
    {"588892092459774ac91d4b11", {"DVL-10", 67800}},
    {"5bfd297f0db834001a669119", {"Mosin Inf.", 40768}},
    {"5ae08f0a5acfc408fb1398a1", {"Mosin", 52174}},
    {"5df24cf80dee1b22f862e9bc", {"T-5000 .308", 53577}},
    {"5bfea6e90db834001b7347f3", {"M700", 36916}},
    {"55801eed4bdc2d89578b4588", {"SV-98", 39046}},
    {"5de652c31b7e3716273428be", {"VPO-215", 17546}},
    {"5beed0f50db834001c062b12", {"RPK-16", 59870}},
    {"5df8ce05b11454561e39243b", {"SR-25", 61324}},
    {"5a367e5dc4a282000e49738f", {"RSASS", 166399}},
    {"57838ad32459774a17445cd2", {"VSS", 55287}},
    {"5aafa857e5b5b00018480968", {"M1A", 59541}},
    {"5c46fbd72e2216398b5a8c9c", {"SVDS", 83222}},
    {"5bffdc370db834001d23eca8", {"6h5", 19075}},
    {"5bc9c1e2d4351e00367fbcf0", {"Axe", 56085}},
    {"57e26fc7245977162a14b800", {"A-2607", 2800}},
    {"57e26ea924597715ca604a09", {"A-2607", 2175}},
    {"5c012ffc0db834001d23f03f", {"Camper", 63333}},
    {"5bffe7930db834001b734a39", {"SCA", 450000}},
    {"54491bb74bdc2d09088b4567", {"ER Bayonet", 10850}},
    {"5c07df7f0db834001b73588a", {"Crowbar", 9960}},
    {"57cd379a24597778e7682ecf", {"KATT", 16800}},
    {"5bffdd7e0db834001b734a1a", {"M-2", 1570000}},
    {"5bead2e00db834001c062938", {"MPL-50", 3560}},
    {"5c010e350db83400232feec7", {"SP-8", 43916}},
    {"59f98b4986f7746f546d2cef", {"SR-1MP", 20699}},
    {"5cadc190ae921500103bb3b6", {"M9A3", 10123}},
    {"5d3eb3b0a4b93615055e84d2", {"FN 5-7", 28417}},
    {"5a7ae0c351dfba0017554310", {"GLOCK17", 14426}},
    {"5b1fa9b25acfc40018633c01", {"GLOCK18C", 21450}},
    {"56d59856d2720bd8418b456a", {"P226R", 7917}},
    {"56e0598dd2720bb5668b45a6", {"PB", 11666}},
    {"5448bd6b4bdc2dfc2f8b4569", {"PM", 4633}},
    {"579204f224597773d619e051", {"PM(t)", 7389}},
    {"5abccb7dd8ce87001773e277", {"APB", 16013}},
    {"5a17f98cfcdbcb0980087290", {"APS", 7981}},
    {"5b3b713c5acfc4330140bd8d", {"TT", 26467}},
    {"576a581d2459771e7b1bc4f1", {"MP-443 Grach", 8750}},
    {"571a12c42459771f627b58a0", {"TT", 5450}},
    {"5d67abc1a4b93614ec50137f", {"FN 5-7 FDE", 29316}},
    {"54491c4f4bdc2db1078b4568", {"MP-133", 19999}},
    {"56dee2bdd2720bc8328b4567", {"MP-153", 29570}},
    {"5a7828548dc32e5a9c28b516", {"M870", 21990}},
    {"576165642459773c7a400233", {"Saiga 12ga v.10", 19880}},
    {"5a38e6bac4a2826c6e06d79b", {"TOZ-106", 7949}},
    {"5e00903ae9dc277128008b87", {"MP9 9x19", 23615}},
    {"5cc82d76e24e8d00134b4b83", {"P90", 58220}},
    {"5926bb2186f7744b1c6c6e60", {"MP5", 23500}},
    {"5d2f0d8048f0356c925bc3b0", {"MP5K-N", 14138}},
    {"5ba26383d4351e00334c93d9", {"MP7A1", 55567}},
    {"5bd70322209c4d00d7167b8f", {"MP7A2", 76428}},
    {"57f4c844245977379d5c14d1", {"PP-9 Klin", 12625}},
    {"57d14d2524597714373db789", {"PP-91 Kedr", 11408}},
    {"57f3c6bd24597738e730fa2f", {"PP-91-01 Kedr-B", 27300}},
    {"59f9cabd86f7743a10721f46", {"Saiga-9", 9983}},
    {"58948c8e86f77409493f7266", {"MPX", 43737}},
    {"59984ab886f7743e98271174", {"PP-19-01", 22500}},
    {"5de7bd7bfd6b4e6e2276dc25", {"MP9-N", 18000}},
    {"5710c24ad2720bc3458b45a3", {"F-1", 9230}},
    {"58d3db5386f77426186285a0", {"M67", 45455}},
    {"5a2a57cfc4a2826c6e06d44a", {"RDG-2B", 7675}},
    {"5448be9a4bdc2dfd2f8b456a", {"RGD-5", 11211}},
    {"5a0c27731526d80618476ac4", {"Zarya", 7215}},
    {"59e690b686f7746c9f75e848", {"M995", 3111}},
    {"5c0d688c86f77413ae3407b2", {"BP", 2364}},
    {"5ba26835d4351e0035628ff5", {"AP SX", 3371}},
    {"5c0d5e4486f77478390952fe", {"7N39", 1614}},
    {"56dff026d2720bb8668b4567", {"BS", 1567}},
    {"59e0d99486f7744a32234762", {"BP", 1326}},
    {"5a6086ea4f39f99cd479502f", {"M61", 2595}},
    {"5c0d668f86f7747ccb7f13b2", {"SPP", 1195}},
    {"5e023d48186a883be655e551", {"7N37", 2350}},
    {"5c0d56a986f774449d5de529", {"RIP", 944}},
    {"5c925fa22e221601da359b7b", {"AP 6.3", 1637}},
    {"59e6906286f7746c9f75e847", {"M856A1", 672}},
    {"57a0e5022459774d1673f889", {"SP-6", 818}},
    {"5a608bf24f39f98ffc77720e", {"M62", 1717}},
    {"54527ac44bdc2d36668b4567", {"M855A1", 2963}},
    {"59e77a2386f7742ee578960a", {"7N1", 798}},
    {"56dff061d2720bb5668b4567", {"BT", 217}},
    {"5c0d5ae286f7741e46554302", {"WG", 112}},
    {"5e023d34e8a400319a28ed44", {"7BT1", 817}},
    {"5cc80f67e4a949035e43bbba", {"SB193", 2042}},
    {"5c0d591486f7744c505b416f", {"12x70 RIP", 215}},
    {"5cadf6eeae921500134b2799", {"PS12B", 1017}},
    {"56dfef82d2720bbd668b4567", {"BP", 277}},
    {"5a3c16fe86f77452b62de32a", {"Luger CCI", 604}},
    {"5cc80f79e4a949033c7343b2", {"SS198LF", 456}},
    {"5ba26844d4351e00334c9475", {"Subsonic SX", 1631}},
    {"5ba2678ad4351e44f824b344", {"FMJ SX", 2289}},
    {"560d61e84bdc2da74d8b4571", {"SNB", 477}},
    {"5e023e88277cce2b522ff2b1", {"Ultra Nosler", 370}},
    {"5cc80f53e4a949000e1ea4f8", {"L191", 1661}},
    {"5a26ac0ec4a28200741e1e18", {"SP13", 1439}},
    {"5cc86832d7f00c000d3a6e6c", {"R37.F", 321}},
    {"54527a984bdc2d4e668b4567", {"M855", 353}},
    {"5cc80f38e4a949001152b560", {"SS190", 2016}},
    {"5a26ac06c4a282000c5a90a8", {"SP12", 179}},
    {"5cc80f8fe4a949033b0224a2", {"SS197SR", 734}},
    {"58dd3ad986f77403051cba8f", {"M80", 488}},
    {"5cadf6ddae9215051e1c23b2", {"PS12", 971}},
    {"5cc86840d7f00c002412c56c", {"R37.X", 316}},
    {"5e023cf8186a883be655e54f", {"T46M", 312}},
    {"59e6918f86f7746c9f75e849", {"Mk255 Mod0", 70}},
    {"59e4d24686f7741776641ac7", {"US", 196}},
    {"57372140245977611f70ee91", {"SP7 gzh", 310}},
    {"56dff2ced2720bb4668b4567", {"PP", 66}},
    {"5a26abfac4a28232980eabff", {"SP11", 152}},
    {"57371aab2459775a77142f22", {"PMM", 298}},
    {"59e68f6f86f7746c9f75e846", {"M856", 645}},
    {"57a0dfb82459774d3078b56c", {"SP-5", 266}},
    {"5a269f97c4a282000b151807", {"SP10", 539}},
    {"5887431f2459777e1612938f", {"LPS Gzh", 314}},
    {"5d6e68a8a4b9360b6c0d54e2", {"AP-20", 1236}},
    {"5ba26812d4351e003201fef1", {"Action SX", 121}},
    {"5e023e53d4353e3302577c4c", {"BPZ FMJ", 106}},
    {"59e6920f86f77411d82aa167", {"55 FMJ", 92}},
    {"5e023e6e34d52a55c3304f71", {"TPZ SP", 111}},
    {"5656d7c34bdc2d9d198b4587", {"PS", 76}},
    {"56dff421d2720b5f5a8b4567", {"SP", 42}},
    {"5cadf6e5ae921500113bb973", {"PS12A", 122}},
    {"573719df2459775a626ccbc2", {"PBM", 349}},
    {"59e6927d86f77411da468256", {"55 HP", 54}},
    {"59e4d3d286f774176a36250a", {"HP", 628}},
    {"56dff3afd2720bba668b4567", {"PS", 89}},
    {"5737207f24597760ff7b25f2", {"PSV", 124}},
    {"573720e02459776143012541", {"RG028 gzh", 182}},
    {"573602322459776445391df1", {"LRNPC", 68}},
    {"573603562459776430731618", {"Pst gzh", 70}},
    {"5737218f245977612125ba51", {"SP8 gzh", 94}},
    {"5d6e68b3a4b9361bca7e50b5", {"CSP", 434}},
    {"5d6e6a5fa4b93614ec501745", {"Dev.", 385}},
    {"573603c924597764442bd9cb", {"PT gzh", 63}},
    {"59e6658b86f77411d949b250", {"Geksa", 60}},
    {"5c3df7d588a4501f290594e5", {"GT", 112}},
    {"573718ba2459775a75491131", {"9 BZT gzh", 535}},
    {"56d59d3ad2720bdb418b4577", {"Pst gzh", 320}},
    {"5d6e68d1a4b93622fe60e845", {"SF", 103}},
    {"5736026a245977644601dc61", {"P gl", 91}},
    {"59e4cf5286f7741778269d8a", {"T45M", 51}},
    {"5d6e68c4a4b9361b93413f79", {".50 12c", 893}},
    {"59e655cb86f77411dc52a77b", {"EKO", 53}},
    {"56dff4ecd2720b5f5a8b4568", {"US", 38}},
    {"573601b42459776410737435", {"LRN", 163}},
    {"57371b192459775a9f58a5e0", {"PPe gzh", 54}},
    {"57371f8d24597761006c6a81", {"PSO gzh", 22}},
    {"5735ff5c245977640e39ba7e", {"FMJ43", 57}},
    {"56dff0bed2720bb0668b4567", {"FMJ", 30}},
    {"5735fdcd2459776445391d61", {"AKBS", 49}},
    {"58864a4f2459770fcc257101", {"PSO gzh", 106}},
    {"5737201124597760fc4431f1", {"Pst gzh", 68}},
    {"57371e4124597760ff7b25f1", {"PPT gzh", 38}},
    {"5d6e6a05a4b93618084f58d0", {"20/70 Slug", 186}},
    {"56dff216d2720bbd668b4568", {"HP", 58}},
    {"5d6e68e6a4b9361c140bcfe0", {"FTX", 159}},
    {"57371eb62459776125652ac1", {"PRS gs", 39}},
    {"5d6e6911a4b9361bd5780d52", {"Flech.", 188}},
    {"5d6e6806a4b936088465b17e", {"8.5 12c", 402}},
    {"56dff4a2d2720bbd668b456a", {"T", 23}},
    {"59e6542b86f77411dc52a77a", {"FMJ", 37}},
    {"5d6e689ca4b9361bc8618956", {"P-6u 12c", 58}},
    {"57371f2b24597761224311f1", {"PS gs PPO", 29}},
    {"5d6e68dea4b9361bcc29e659", {"2-Sabot", 291}},
    {"5d6e6869a4b9361c140bcfde", {"Grizzly", 66}},
    {"5d6e6a42a4b9364f07165f52", {"P-6u 20c", 115}},
    {"5d6e6a53a4b9361bd473feec", {"P-3 20c", 75}},
    {"56dff338d2720bbd668b4569", {"PRS", 24}},
    {"5d6e6891a4b9361bd473feea", {"P-3 12c", 47}},
    {"5d6e67fba4b9361bc73bc779", {"6.5 12c", 278}},
    {"5d6e69c7a4b9360b6c0d54e4", {"7.3 20c", 346}},
    {"5d6e6772a4b936088465b17c", {"5.25 12c", 169}},
    {"58820d1224597753c90aeb13", {"12x70 Slug", 42}},
    {"5d6e69b9a4b9361bc8618958", {"6.2 20k", 165}},
    {"560d5e524bdc2d25448b4571", {"7mm 12c", 214}},
    {"5d6e695fa4b936359b35d852", {"5.6 20c", 23}},
    {"573719762459775a626ccbc1", {"9 P gzh", 13}},
    {"5a38ebd9c4a282000d722a5b", {"7.5 20c", 23}},
    {"5cfe8010d7ad1a59283b14c6", {"X-47 7.62", 49666}},
    {"5bae13ded4351e44f824bf38", {"AA762R 02", 28403}},
    {"59c1383d86f774290a37e0ca", {"PMAG D-60", 96417}},
    {"5a9e81fba2750c00164f6b11", {"SR3M.130", 52958}},
    {"5c6592372e221600133e47d7", {"MAG5-100", 41500}},
    {"5a351711c4a282000b1521a4", {"X-5 MP5", 19149}},
    {"544a37c44bdc2d25388b4567", {"MAG5-60", 92398}},
    {"5c5db6742e2216000f1b2852", {"MPX Drum", 35750}},
    {"5c5970672e221602b21d7855", {"AALVX 35", 16611}},
    {"5caf1109ae9215753c44119f", {"ASh-12", 22907}},
    {"55d482194bdc2d1d4e8b456b", {"6L31", 24636}},
    {"55d485be4bdc2d962f8b456f", {"PM/PPSH", 31250}},
    {"5d3eb5eca4b9363b1f22f8e4", {"5.7x28 57 mag.", 17759}},
    {"5addccf45acfc400185c2989", {"X-14", 47833}},
    {"5b7bef9c5acfc43d102852ec", {"X-FAL 7.62", 16701}},
    {"5cf8f3b0d7f00c00217872ef", {"Powermag 20", 69150}},
    {"5ba26586d4351e44f824b340", {"MP7 40", 100367}},
    {"5cc70093e4a949033c734312", {"FN reg.", 19051}},
    {"5c88f24b2e22160bc12c69a6", {"SVD 7.62x54", 19268}},
    {"5df8f535bb49d91fb446d6b0", {"KAC 10 7.62", 7995}},
    {"5d25af8f8abbc3055079fec5", {"AA-70 10", 12931}},
    {"5c6175362e221600133e3b94", {"AK-A-16", 24911}},
    {"5de8e8dafd6b4e6e2276dc32", {"MP9 15", 11650}},
    {"5c503ad32e2216398b5aada2", {"VPO-101", 9366}},
    {"5888988e24597752fe43a6fa", {"DVL-10", 8100}},
    {"5bed625c0db834001c062946", {"RPK-16 std.", 18958}},
    {"5de8ea8ffd6b4e6e2276dc35", {"MP9 20", 20666}},
    {"5ba264f6d4351e0034777d52", {"MP7 20", 5225}},
    {"5a7882dcc5856700177af662", {"M870x4", 20111}},
    {"5d2f213448f0355009199284", {"9x19 MP5", 11500}},
    {"5cf12a15d7f00c05464b293f", {"AA-70 20", 14300}},
    {"5addcce35acfc4001a5fc635", {"M14 30 7.62", 31153}},
    {"559ba5b34bdc2d1f1a8b4582", {"SV-98 polymer", 4933}},
    {"5c920e902e221644f31c3c99", {"9x19 P226", 21555}},
    {"5cbdc23eae9215001136a407", {"Molot Drum", 15815}},
    {"5c471c442e221602b542a6f8", {"SVD 7.62x54", 3950}},
    {"5c6d42cb2e2216000e69d7d1", {"Polymer mag", 13599}},
    {"5a718f958dc32e00094b97e7", {"G 50rnd", 42672}},
    {"5caf1041ae92157c28402e3f", {"ASh-12 10rd.", 9733}},
    {"5a3501acc4a282000d72293a", {"PMAG 20 7.62", 43343}},
    {"5d25a6a48abbc306c62e6310", {"MDT 12rnd", 14185}},
    {"5c0548ae0db834001966a3c2", {"CWP", 12177}},
    {"57838f9f2459774a150289a0", {"6L25", 9983}},
    {"5de8eac42a78646d96665d91", {"MP9 30", 28000}},
    {"5ba2657ed4351e0035628ff2", {"MP7 30", 29324}},
    {"5a718b548dc32e000d46d262", {"9x19 Glock", 2483}},
    {"5448c1d04bdc2dff2f8b4569", {"GEN M3 20", 3189}},
    {"5d25a4a98abbc30b917421a4", {"AICS 5rnd", 3833}},
    {"5ce69cbad7f00c00b61c5098", {"PMAG .308 AC", 7629}},
    {"5c5db6552e2216001026119d", {"9x19 MPX", 2144}},
    {"587df583245977373c4f1129", {"SKS-A5", 8750}},
    {"5bfea7ad0db834001c38f1ee", {"Wyatt 5rnd", 5216}},
    {"5c5db6652e221600113fba51", {"9x19 MPX", 23565}},
    {"5d25a7b88abbc3054f3e60bc", {"PMAG .308 AC", 14885}},
    {"5d25a6538abbc306c62e630d", {"AICS 10rnd", 12522}},
    {"5b7bef5d5acfc43bca7067a3", {"FAL 30 7.62", 42150}},
    {"5c6d46132e221601da357d56", {"Battlemag", 18255}},
    {"56deeefcd2720bc8328b4568", {"МP153x8", 2122}},
    {"5b7d37845acfc400170e2f87", {"L1A1 30 7.62", 50460}},
    {"56d59948d2720bb7418b4582", {"9x19 P226", 9205}},
    {"57838f0b2459774a256959b2", {"6L24", 2499}},
    {"5df25b6c0b92095fd441e4cf", {"T-5000 5rnd", 40186}},
    {"5aaa5dfee5b5b000140293d3", {"GEN M3 30", 12065}},
    {"5926c3b286f774640d189b6b", {"9x19 MP5", 10073}},
    {"5a718da68dc32e000d46d264", {"G PMAG 21", 30613}},
    {"5de8eaadbbaf010b10528a6d", {"MP9 25", 21451}},
    {"5cadc2e0ae9215051e1c21e7", {"9x19 M9A3", 19150}},
    {"5c0672ed0db834001b7353f3", {"SG-919 30", 25911}},
    {"5df8f541c41b2312ea3335e3", {"KAC 20 7.62", 32653}},
    {"5ae0973a5acfc4001562206c", {"Mos.Std.", 6444}},
    {"59fafc5086f7740dbe19f6c3", {"AK30", 31066}},
    {"5a7ad2e851dfba0016153692", {"Big Stick", 35111}},
    {"544a378f4bdc2d30388b4567", {"GEN M3 40", 18367}},
    {"5c05413a0db834001c390617", {"HK Steel", 11963}},
    {"59d625f086f774661516605d", {"AK55", 1700}},
    {"55802d5f4bdc2dac148b458e", {"GEN M3 30", 20980}},
    {"57d1519e24597714373db79d", {"PP91 Std", 9178}},
    {"587df3a12459772c28142567", {"SKS int.", 3500}},
    {"5bfeaa0f0db834001b734927", {"Wyatt 10rnd", 13650}},
    {"5aaa5e60e5b5b000140293d6", {"GEN M3 10", 1590}},
    {"59d6272486f77466146386ff", {"Pmag30 AK/AKM GEN M3", 23107}},
    {"5aaf8a0be5b5b00015693243", {"M1A 20 7.62", 11250}},
    {"5b7c2d1d5acfc43d1028532a", {"MMW Fal 7.62", 10923}},
    {"576a5ed62459771e9c2096cb", {"9x19 MP-443", 1687}},
    {"5c6d450c2e221600114c997d", {"PM Gen.2", 16159}},
    {"59f99a7d86f7745b134aa97b", {"9x21 SR1-MP", 6481}},
    {"5c6161fb2e221600113fbde5", {"Sb.3x5", 3500}},
    {"5c503ac82e221602b21d6e9a", {"VPO-101", 2217}},
    {"5b7bef1e5acfc43d82528402", {"FAL 10 7.62", 1600}},
    {"5aaa4194e5b5b055d06310a5", {"Pmag30 AK74 GEN M3", 9707}},
    {"5bed61680db834001d2c45ab", {"АК-12 std.", 7962}},
    {"5894a05586f774094708ef75", {"9x19 MPX", 9470}},
    {"599860ac86f77436b225ed1a", {"9x19 PP-19-01", 6292}},
    {"5a78830bc5856700137e4c90", {"M870x7", 19712}},
    {"55d481904bdc2d8c2f8b456a", {"6L26", 7833}},
    {"5a966f51a2750c00156aacf6", {"SAI-02", 23731}},
    {"5b1fb3e15acfc4001637f068", {"6P2 Bak", 3667}},
    {"57d14e1724597714010c3f4b", {"PP91 Std", 1545}},
    {"5ac66bea5acfc43b321d4aec", {"АК-103 Mag", 10676}},
    {"5a38ed75c4a28232996e40c6", {"Sb.3x4", 1042}},
    {"564ca9df4bdc2d35148b4569", {"6L18", 5546}},
    {"5a78832ec5856700155a6ca3", {"M870x10", 15380}},
    {"5a01c29586f77474660c694c", {"6L10", 2933}},
    {"571a29dc2459771fb2755a6a", {"tt-105", 1850}},
    {"5ac66c5d5acfc4001718d314", {"6L29", 5445}},
    {"5448c12b4bdc2d02308b456f", {"PM 90-93", 2067}},
    {"5c0673fb0db8340023300271", {"SG-919 20", 2061}},
    {"5a17fb03fcdbcbcae668728f", {"APS std.", 1888}},
    {"5b099ac65acfc400186331e1", {"FAL 20 7.62", 4099}},
    {"564ca99c4bdc2d16268b4589", {"6L20", 2659}},
    {"5882163e24597758206fee8c", {"МP153x5", 902}},
    {"55d4837c4bdc2d1d4e8b456c", {"Saiga 545", 766}},
    {"59e5f5a486f7746c530b3ce2", {"6P2 Sb-11", 4267}},
    {"57616a9e2459773c7a400234", {"Sb.5", 2515}},
    {"55d485804bdc2d8c2f8b456b", {"MP-133x8", 18185}},
    {"55d484b44bdc2d1d4e8b456d", {"MP-133x6", 4933}},
    {"55d4887d4bdc2d962f8b4570", {"STANAG", 6083}},
    {"55d480c04bdc2d1d4e8b456a", {"6L23", 2340}},
    {"59e5d83b86f7745aed03d262", {"AK custom", 576}},
    {"5882163824597757561aa922", {"МP153x6", 1221}},
    {"5882163224597757561aa920", {"МP153x7", 1663}},
    {"5a0060fc86f7745793204432", {"AKMS al.", 5567}},
    {"5998529a86f774647f44f421", {"9x19 Sb.7", 950}},
    {"5a38ee51c4a282000c5a955c", {"20-01 Sb.3x2", 812}},
    {"5b1fd4e35acfc40018633c39", {"AK al. 10", 2450}},
    {"5c06595c0db834001a66af6c", {"LA-5", 17035}},
    {"5c5952732e2216398b5abda2", {"Perst-3", 17307}},
    {"544909bb4bdc2d6f028b4577", {"AN/PEQ-15", 24246}},
    {"5d2369418abbc306c62e0c80", {"Dbal PL", 39111}},
    {"5b07dd285acfc4001754240d", {"LAS/TAC 2", 40514}},
    {"5b3a337e5acfc4704b4a19a0", {"2U", 11399}},
    {"5a5f1ce64f39f90b401987bc", {"2IRS", 14637}},
    {"5a7b483fe899ef0016170d15", {"XC1", 15053}},
    {"5a800961159bd4315e3a1657", {"GL21", 15232}},
    {"5d10b49bd7ad1a1a560708b0", {"AN/PEQ-2", 10000}},
    {"57fd23e32459772d0805bcf1", {"LS321", 17960}},
    {"5c079ed60db834001a66b372", {"Precision", 5967}},
    {"560d657b4bdc2da74d8b4572", {"Klesch", 10841}},
    {"56def37dd2720bec348b456a", {"X400", 11798}},
    {"5cc9c20cd7f00c001336c65d", {"TBL", 13545}},
    {"59d790f486f77403cb06aec6", {"Predator Pro v3 XHP35", 4167}},
    {"57d17c5e2459775a5c57d17d", {"WF501B", 4166}},
    {"5755356824597772cb798962", {"AI-2", 4121}},
    {"544fb37f4bdc2dee738b4567", {"Painkillers", 5582}},
    {"544fb25a4bdc2dfb738b4567", {"Bandage", 1902}},
    {"544fb3364bdc2d34748b456a", {"Splint", 2450}},
    {"5751a25924597722c463c472", {"Bandage", 2138}},
    {"5c1cd46f2e22164bef5cfedb", {"B-25U RK-1", 64120}},
    {"5c1bc5af2e221602b412949b", {"RK-2", 12670}},
    {"5b057b4f5acfc4771e1bd3e9", {"SE-5", 29333}},
    {"5de8fbad2fbe23140d3ee9c4", {"MP9 VFG", 9106}},
    {"5c1bc5612e221602b5429350", {"RK-1", 52757}},
    {"59f8a37386f7747af3328f06", {"Shift", 101647}},
    {"5a7dbfc1159bd40016548fde", {"CQR", 24224}},
    {"5c791e872e2216001219c40a", {"Cobra", 15822}},
    {"57cffb66245977632f391a99", {"AFG M-LOK", 43315}},
    {"5c1bc7432e221602b412949d", {"RK-5", 16973}},
    {"5c1bc7752e221602b1779b34", {"RK-6", 8377}},
    {"588226dd24597767ad33f789", {"AFG FDE", 9700}},
    {"588226e62459776e3e094af7", {"AFG FG", 8896}},
    {"588226ef24597767af46e39c", {"AFG OD", 17314}},
    {"588226d124597767ad33f787", {"AFG blk.", 12821}},
    {"5c1bc4812e22164bef5cfde7", {"RK-0", 15120}},
    {"59fc48e086f77463b1118392", {"RVG blk.", 16887}},
    {"5c1bc5fb2e221602b1779b32", {"RK-4", 12268}},
    {"5c7fc87d2e221644f31c0298", {"MOD3", 8628}},
    {"5cf4fb76d7f00c065703d3ac", {"Pillau", 6559}},
    {"5c87ca002e221600114cb150", {"VPG", 16702}},
    {"558032614bdc2de7118b4585", {"BGV-MK46K Black", 6500}},
    {"58c157be86f77403c74b2bb6", {"BGV-MK46K FDE", 5862}},
    {"58c157c886f774032749fb06", {"BGV-MK46K FG", 5444}},
    {"591af28e86f77414a27a9e1d", {"UVG Tactical", 11883}},
    {"5cda9bcfd7f00c0c0b53e900", {"ASh-12", 19778}},
    {"5df36948bb49d91fb446d5ad", {"T-5000 pad", 9400}},
    {"57cffcd624597763133760c5", {"AFG M-LOK", 34412}},
    {"57cffcdd24597763f5110006", {"AFG M-LOK", 7984}},
    {"57cffce524597763b31685d8", {"AFG M-LOK", 43976}},
    {"5a33e75ac4a2826c6e06d759", {"HA CQR", 39648}},
    {"5d025cc1d7ad1a53845279ef", {"Ergo PSG-1 style", 53446}},
    {"5df38a5fb74cd90030650cb6", {"T-5000 Pg.", 6394}},
    {"5b3cadf35acfc400194776a0", {"TT grips", 25900}},
    {"56e05a6ed2720bd0748b4567", {"Bakelite PB", 3500}},
    {"59db3a1d86f77429e05b4e92", {"GRAL-S", 69666}},
    {"5cf54404d7f00c108840b2ef", {"MG-47", 16490}},
    {"5b30ac585acfc433000eb79c", {"MOE AK", 45000}},
    {"5c6bf4aa2e2216001219b0ae", {"US Palm AK", 36185}},
    {"5bffef760db8340019668fe4", {"Mascus P226", 8300}},
    {"55802f5d4bdc2dac148b458f", {"MOE Pistol", 45000}},
    {"5d15cf3bd7ad1a67e71518b2", {"MOE", 47694}},
    {"5c6d7b3d2e221600114c9b7d", {"Grip V.2", 4300}},
    {"5bb20e0ed4351e3bac1212dc", {"Battle Grip", 8806}},
    {"5649ae4a4bdc2d1b2b8b4588", {"RК-3", 36537}},
    {"5d023784d7ad1a049d4aa7f2", {"AG-58", 8963}},
    {"5bffcf7a0db83400232fea79", {"TT-206", 4185}},
    {"5bbde41ed4351e003562b038", {"pgmn", 28840}},
    {"5b07db875acfc40dc528a5f6", {"TD120001", 140119}},
    {"5c079ec50db834001966a706", {"Razor A. TT", 5295}},
    {"59db3b0886f77429d72fb895", {"Stark AR RG", 18044}},
    {"59db3acc86f7742a2c4ab912", {"Stark AR RG", 25070}},
    {"5cc9bcaed7f00c011c04e179", {"HG15", 22400}},
    {"5947fa2486f77425b47c1a9b", {"SAW", 11047}},
    {"5947f92f86f77427344a76b1", {"SAW", 16464}},
    {"5b7d679f5acfc4001a5c4024", {"AG FAL", 20577}},
    {"5b099b965acfc400186331e6", {"SAW SA-58", 6078}},
    {"5a69a2ed8dc32e000d46d1f1", {"Rotor 43 buffer", 8177}},
    {"57c55efc2459772d2c6271e7", {"OMRG Black", 19101}},
    {"57af48872459771f0b2ebf11", {"OMRG FDE", 10566}},
    {"57c55f092459772d291a8463", {"OMRG GE", 8233}},
    {"57c55f112459772d28133310", {"OMRG GG", 8018}},
    {"57c55f172459772d27602381", {"OMRG OD", 9566}},
    {"5b39ffbd5acfc47a8773fb06", {"Hogue P226", 4750}},
    {"5c471be12e221602b66cd9ac", {"SVDS PG", 2998}},
    {"5cf50850d7f00c056e24104c", {"EPG AK", 12952}},
    {"5cf508bfd7f00c056e24104e", {"EPG AK FDE", 7222}},
    {"57d152ec245977144076ccdf", {"PP91 Pol", 5500}},
    {"5bb20e18d4351e00320205d5", {"Battle Grip", 7267}},
    {"55d4b9964bdc2d1d4e8b456e", {"A2 Pistol", 3758}},
    {"5c48a2c22e221602b313fb6c", {"MDR reg.", 10490}},
    {"5dcbd6dddbd3d91b3e5468de", {"MDR reg.", 20666}},
    {"5bffec120db834001c38f5fa", {"Axelson P226", 3771}},
    {"5a339805c4a2826c6e06d73d", {"MIAD Pistol", 10250}},
    {"5addc7db5acfc4001669f279", {"M14ALCS", 6583}},
    {"5bfe86a20db834001d23e8f7", {"AGR-870", 6333}},
    {"5afd7e445acfc4001637e35a", {"SAW SKS", 5860}},
    {"5cdeac5cd7f00c000f261694", {"Pro700", 3216}},
    {"5beec8ea0db834001a6f9dbf", {"AK-12 reg.", 13194}},
    {"5a7b4960e899ef197b331a2d", {"Pach RG", 17631}},
    {"571659bb2459771fb2755a12", {"ECS FDE", 9278}},
    {"5c00076d0db834001d23ee1f", {"Wooden Elite P226", 5667}},
    {"5a0071d486f77404e23a12b2", {"AKM wood", 12000}},
    {"57c44fa82459772d2d75e415", {"VAL pol.", 5000}},
    {"571a282c2459771fb2755a69", {"TT grips", 2250}},
    {"56d5a2bbd2720bb8418b456a", {"BPGripP226", 15566}},
    {"5c0006470db834001a6697fe", {"Scorpion P226", 2450}},
    {"5894a51286f77426d13baf02", {"MPX p. grip", 4400}},
    {"5a17fc70fcdbcb0176308b3d", {"APS Bakelite", 4000}},
    {"5c0684e50db834002a12585a", {"Hogue like", 3333}},
    {"5b7d678a5acfc4001a5c4022", {"DS SA-58", 1900}},
    {"5998517986f7746017232f7e", {"p. grip PP-19-01", 7267}},
    {"59e62cc886f77440d40b52a1", {"AKM bak.", 12563}},
    {"5649ad3f4bdc2df8348b4585", {"6P4 Sb.8V", 1239}},
    {"576a63cd2459771e796e0e11", {"P.grip.MP443", 2750}},
    {"5649ade84bdc2d1b2b8b4587", {"6P1 Sb.8", 2918}},
    {"5a38eecdc4a282329a73b512", {"TOZ-106 PG", 5339}},
    {"59e6318286f77444dd62c4cc", {"Molot bak.", 794}},
    {"57e3dba62459770f0c32322b", {"6P4 Sb.9", 946}},
    {"5cadc431ae921500113bb8d5", {"PGripM9A3", 3333}},
    {"5c1a1cc52e221602b3136e3d", {"M Frame", 6666}},
    {"5aa2b923e5b5b000137b7589", {"RGlass", 18176}},
    {"5d5fca1ea4b93635fd598c07", {"Crossbow", 11394}},
    {"59e770b986f7742cbd762754", {"AFGlass", 6233}},
    {"5c0d32fcd174af02a1659c75", {"Proximity", 6639}},
    {"5d6d2ef3a4b93618084f58bd", {"Aviator", 7055}},
    {"5d6d2e22a4b9361bd5780d05", {"Gascan", 4200}},
    {"5b432be65acfc433000ed01f", {"6B34", 3900}},
    {"5aa2b9aee5b5b00015693121", {"RayBench", 7296}},
    {"5aa2b986e5b5b00014028f4c", {"Dundukk", 1732}},
    {"557ff21e4bdc2d89578b4586", {"TGlass", 1265}},
    {"5a16b8a9fcdbcb00165aa6ca", {"TATM", 25194}},
    {"5a16b93dfcdbcbcae6687261", {"DDT", 12746}},
    {"5c11046cd174af02a012e42b", {"W-PVS7", 16463}},
    {"5c0695860db834001b735461", {"10T adapter", 28166}},
    {"5c0e66e2d174af02a96252f4", {"SLAAP", 95798}},
    {"5d6d3be5a4b9361bc73bc763", {"Aventail", 20249}},
    {"5e00cfa786f77469dc6e5685", {"TW Ears", 60071}},
    {"5a16badafcdbcb001865f72d", {"SArmor", 22415}},
    {"5c178a942e22164bef5ceca3", {"Chops", 172272}},
    {"5c1793902e221602b21d3de2", {"CP Ears", 21824}},
    {"5a16ba61fcdbcb098008728a", {"Mandible", 14025}},
    {"5e01f31d86f77465cf261343", {"TW Ears", 51689}},
    {"5d6d3943a4b9360dbc46d0cc", {"Cover", 3665}},
    {"5d2f261548f03576f500e7b7", {"MP5k Upper", 4666}},
    {"5c07a8770db8340023300450", {"Gen.3", 25650}},
    {"59bfe68886f7746004266202", {"MUR-1S Upper", 56332}},
    {"5a71e4f48dc32e001207fb26", {"G ZT Spart", 20650}},
    {"5d2c772c48f0355d95672c25", {"Dog leg", 22872}},
    {"5cadc55cae921500103bb3be", {"M9A3 Slide", 1600}},
    {"5a7afa25e899ef00135e31b0", {"PS9", 14122}},
    {"5a71e22f8dc32e00094b97f4", {"G ZT Hex", 12018}},
    {"5d2c770c48f0354b4a07c100", {"PDC", 50533}},
    {"5de8e67c4a9f347bc92edbd7", {"MP9-N Upper", 67066}},
    {"5bffe7c50db834001d23ece1", {"axelson", 8650}},
    {"5bb20d53d4351e4502010a69", {"416A5 Upper", 9753}},
    {"5c503d0a2e221602b542b7ef", {"VPO-101", 9000}},
    {"5d4405aaa4b9361e6a4e6bd3", {"TX15 LW Upper", 15349}},
    {"5649af884bdc2d1b2b8b4589", {"B-33", 27053}},
    {"5b099bb25acfc400186331e8", {"Ext. Duty", 25051}},
    {"5beec91a0db834001961942d", {"RPK-16 Dust Cover", 9233}},
    {"5926f2e086f7745aae644231", {"MP5SD", 18801}},
    {"5839a7742459773cf9693481", {"AKS-74UB D.c.", 12722}},
    {"5a6f5f078dc32e00094b97dd", {"Glock Viper Cut", 7083}},
    {"5cc70102e4a949035e43ba74", {"P90 Upper", 2867}},
    {"5a9685b1a2750c0032157104", {"Glock Moto Cut", 5933}},
    {"5a7033908dc32e000a311392", {"Glock AW C", 6100}},
    {"5a702d198dc32e000b452fc3", {"Glock AW", 4933}},
    {"5c010a700db834001d23ef5d", {"Scorpion P226", 5066}},
    {"5d2c76ed48f03532f2136169", {"Bastion", 6485}},
    {"5894a5b586f77426d2590767", {"MPX 1 gen.", 19528}},
    {"5c471bd12e221602b4129c3a", {"SVDS DC", 8333}},
    {"5c0e2f26d174af02a9625114", {"2-15 Upper", 14745}},
    {"5cc700ede4a949033c734315", {"EFFEN 90", 25275}},
    {"55d355e64bdc2d962f8b4569", {"M4A1 Upper", 7061}},
    {"5c0009510db834001966907f", {"Stainless elite P226", 3000}},
    {"5c0125fc0db834001a669aa3", {"Legion P226", 2967}},
    {"5926c0df86f77462f647f764", {"MP5 Upper", 6033}},
    {"5dfce88fe9dc277128008b2e", {"SVDS CS", 10812}},
    {"5df8e4080b92095fd441e594", {"SR-25 Upper", 6566}},
    {"56d5a407d2720bb3418b456b", {"P226 Slide", 5500}},
    {"5a6f5e048dc32e00094b97da", {"Glock slide", 3163}},
    {"59985a6c86f77414ec448d17", {"rec.cov. Vityaz-SN", 9833}},
    {"5cf7acfcd7f00c1084477cf2", {"PS90 Upper", 5150}},
    {"578395402459774a256959b5", {"Ksk VSS", 21350}},
    {"57c44f4f2459772d2c627113", {"VAL Dust cover", 21143}},
    {"5b7d6c105acfc40015109a5f", {"FAL DC", 1644}},
    {"5ac50da15acfc4001718d287", {"6P34 0-1", 18589}},
    {"59e6449086f7746c9f75e822", {"АКM type", 4000}},
    {"5649af094bdc2df8348b4586", {"6P1 0-1", 1136}},
    {"57dc334d245977597164366f", {"6P26 Sb.7", 2250}},
    {"59d6507c86f7741b846413a2", {"6P1 0-1", 3150}},
    {"57616c112459773cce774d66", {"Sb.0-2", 7450}},
    {"59985a8086f77414ec448d1a", {"rec.cov. Vityaz", 3044}},
    {"5b1faa0f5acfc40dc528aeb5", {"Glock 18C slide", 6537}},
    {"5d3eb44aa4b93650d64e4979", {"57 Slide", 7133}},
    {"58949edd86f77409483e16a9", {"MPX Charge", 9400}},
    {"5de922d4b11454561e39239f", {"MP9 Chr.", 21688}},
    {"5b2240bf5acfc40dc528af69", {"Raptor Charge", 49580}},
    {"5cc6ea78e4a949000e1ea3c1", {"FN Chrg.", 24092}},
    {"5df8e053bb49d91fb446d6a6", {"SR-25 Chrg.", 9999}},
    {"55d44fd14bdc2d962f8b456e", {"AR-15 Charge", 1140}},
    {"5926c32286f774616e42de99", {"MP5 Cocking", 12502}},
    {"56ea7165d2720b6e518b4583", {"BOTL", 9145}},
    {"5df8e085bb49d91fb446d6a8", {"Ambi SR-25", 36000}},
    {"5bb20dbcd4351e44f824c04e", {"Extended latch", 5866}},
    {"5c0faf68d174af02a96260b8", {"ADAR 2-15 Charge", 17101}},
    {"5c5db6b32e221600102611a0", {"SCH Charge", 13735}},
    {"5cc6ea85e4a949000e1ea3c3", {"Handler", 22460}},
    {"5648ac824bdc2ded0b8b457d", {"RP-1", 4148}},
    {"58949fac86f77409483e16aa", {"MPX Charge", 35000}},
    {"5d2f2d5748f03572ec0c0139", {"MP5k hnd.", 49460}},
    {"5c471c842e221615214259b5", {"SVDS G.Tube", 19666}},
    {"59e649f986f77411d949b246", {"AKM Type", 81333}},
    {"5d00ec68d7ad1a04a067e5be", {"JPGS5b", 166294}},
    {"5b237e425acfc4771e1be0b6", {"TROY Combo", 18292}},
    {"5cf656f2d7f00c06585fb6eb", {"VS Combo", 19777}},
    {"5a34fbadc4a28200741e230a", {"JPGS6", 9749}},
    {"5dfa3d45dfc58d14537c20b0", {"KAC Gas.Bl.", 19198}},
    {"5a01ad4786f77450561fda02", {"VDM CS", 2904}},
    {"56ea8d2fd2720b7c698b4570", {"PICBLOCK", 18591}},
    {"56eabcd4d2720b66698b4574", {"MK12", 6250}},
    {"59ccd11386f77428f24a488f", {"PP-19-01 g.tube", 43147}},
    {"59d36a0086f7747e673f3946", {"AKS74U G.tube", 21000}},
    {"5bb20dcad4351e3bac1212da", {"416A5", 19637}},
    {"59d64ec286f774171d1e0a42", {"6P1 Sb.1-2", 4384}},
    {"59c6633186f7740cf0493bb9", {"AK 74 G.Tube", 10000}},
    {"5ae30e795acfc408fb139a0b", {"M4 FS", 5881}},
    {"5c5039be2e221602b177c9ff", {"VPO-101 G.Tube", 39000}},
    {"59ccfdba86f7747f2109a587", {"M1-B", 3667}},
    {"5dfa3cd1b33c0951220c079b", {"KAC QDC", 9451}},
    {"5c78f2882e22165df16b832e", {"Jail Break", 12704}},
    {"5cdd7693d7f00c0010373aa5", {"M-11", 5000}},
    {"5d026791d7ad1a04a067ea63", {"Red Brake", 11747}},
    {"5dcbe965e4ed22586443a79d", {"MDR reg.", 2985}},
    {"5cdd7685d7f00c000f260ed2", {"SHREWD", 6804}},
    {"5c878ebb2e2216001219d48a", {"DGNAK47B", 12300}},
    {"5addbb825acfc408fb139400", {"JP MB M14", 4510}},
    {"5bc5a35cd4351e450201232f", {"Witt", 8259}},
    {"5c878e9d2e2216000f201903", {"DGN762B", 32120}},
    {"5cf6937cd7f00c056c53fb39", {"ST-6012", 30566}},
    {"5998597786f77414ea6da093", {"PP-19-01 Br", 3067}},
    {"5d1f819086f7744b355c219b", {"Wave MB", 11139}},
    {"5cf78720d7f00c06595bc93e", {"BMD", 17239}},
    {"5c7951452e221644f31bfd5c", {"Antidote", 9400}},
    {"5bbdb8bdd4351e4502011460", {"Atlas-7", 7100}},
    {"5d02676dd7ad1a049e54f6dc", {"Corvette", 10016}},
    {"5a7b32a2e899ef00135e345a", {"G4", 7221}},
    {"5a7c147ce899ef00150bd8b8", {"VP-09", 5000}},
    {"5943eeeb86f77412d6384f6b", {"PWS CQB 74", 26383}},
    {"5943ee5a86f77413872d25ec", {"PWS CQB", 7591}},
    {"5a7ad0c451dfba0013379712", {"4Port", 3833}},
    {"5d443f8fa4b93678dd4a01aa", {"30CB", 10304}},
    {"5d02677ad7ad1a04a15c0f95", {"Corvette", 5229}},
    {"5c07c5ed0db834001b73571c", {"Noveske Style", 14992}},
    {"5a70366c8dc32e001207fb06", {"Glock DD", 2730}},
    {"59fb137a86f7740adb646af1", {"Monster Claw", 17096}},
    {"5addbb945acfc4001a5fc44e", {"Good Iron", 5366}},
    {"5c4ee3d62e2216152006f302", {"Mk.2.0", 5545}},
    {"5b3a16655acfc40016387a2a", {"Annihilator", 14896}},
    {"5bc5a351d4351e003477a414", {"TPP", 6000}},
    {"5b7d693d5acfc43bca706a3d", {"2A X3", 8790}},
    {"5cff9e5ed7ad1a09407397d4", {"Wave MB", 15623}},
    {"5cf6935bd7f00c06585fb791", {"TACCOM", 10153}},
    {"5c7fb51d2e2216001219ce11", {"SF3P", 12284}},
    {"56ea8180d2720bf2698b456a", {"KAC QDC", 13700}},
    {"5b099b7d5acfc400186331e4", {"3 prong trident", 1200}},
    {"5ac72e945acfc43f3b691116", {"6P44 0-20", 7607}},
    {"5ac72e725acfc400180ae701", {"6P44 0-20", 50000}},
    {"5d440625a4b9361eec4ae6c5", {"223CB", 8555}},
    {"5cc9b815d7f00c000e2579d6", {"Claymore", 4917}},
    {"5ac72e895acfc43b321d4bd5", {"6P46 0-20", 1497}},
    {"5c7e5f112e221600106f4ede", {"Blackout 51T", 60261}},
    {"5addbbb25acfc40015621bd9", {"Phantom", 3758}},
    {"5bbdb83fd4351e44f824c44b", {"Tanker", 4073}},
    {"58889c7324597754281f9439", {"DVL-10 MD", 11861}},
    {"5beec3420db834001b095429", {"RPK-16 MB", 7500}},
    {"5cc9ad73d7f00c000e2579d4", {"SRVV", 14898}},
    {"5cc9a96cd7f00c011c04e04a", {"SRVV", 12599}},
    {"5caf17c9ae92150b30006be1", {"ASh MB", 5500}},
    {"5addbba15acfc400185c2854", {"Vortex DC", 3850}},
    {"5c4eec9b2e2216398b5aaba2", {"Thread adapter", 11518}},
    {"5c6beec32e221601da3578f2", {"TJ", 3850}},
    {"5649ab884bdc2ded0b8b457f", {"DTK-1", 8389}},
    {"5df35e7f2a78646d96665dd4", {"T-5000M MBr", 3050}},
    {"5a34fd2bc4a282329a73b4c5", {"Blackout 51T", 8167}},
    {"5c48a2a42e221602b66d1e07", {"MDR reg.", 19633}},
    {"5c6d710d2e22165df16b81e7", {"WarComp", 17576}},
    {"5ac72e7d5acfc40016339a02", {"AK-103 MB", 8750}},
    {"5a7037338dc32e000d46d257", {"G 3 Port", 2645}},
    {"5addbb6e5acfc408fb1393fd", {"National Match MB", 3650}},
    {"5888996c24597754281f9419", {"DVL-10 М2 MBr", 5248}},
    {"5bffd7ed0db834001d23ebf9", {"DTK-TT", 4778}},
    {"5ac72e615acfc43f67248aa0", {"AK-101 MB", 21666}},
    {"5ba26acdd4351e003562908e", {"MP7", 6750}},
    {"5a9ea27ca2750c00137fa672", {"Dynacomp", 7269}},
    {"5a705e128dc32e000d46d258", {"G AW", 1717}},
    {"56ea6fafd2720b844b8b4593", {"KX3", 3599}},
    {"59e61eb386f77440d64f5daf", {"VPO-136", 3666}},
    {"5a7ad1fb51dfba0013379715", {"LW 9", 1900}},
    {"5cc82796e24e8d000f5859a8", {"P90 FH", 4948}},
    {"5b7d68af5acfc400170e30c3", {"Austrian Style", 2060}},
    {"5c471bfc2e221602b21d4e17", {"SVDS MB", 11722}},
    {"5c0fafb6d174af02a96260ba", {"ADAR FH", 7333}},
    {"560e620e4bdc2d724b8b456b", {"SV-98 STD", 2995}},
    {"544a38634bdc2d58388b4568", {"USGI A2", 1500}},
    {"5a0abb6e1526d8000a025282", {"TT AKM", 1772}},
    {"5ac7655e5acfc40016339a19", {"6P20 0-20", 4700}},
    {"58949dea86f77409483e16a8", {"MPX A2", 2648}},
    {"5a0d716f1526d8000d26b1e2", {"AKML", 2607}},
    {"5649aa744bdc2ded0b8b457e", {"6P20 0-20", 1051}},
    {"57dc324a24597759501edc20", {"6P26 0-20", 2833}},
    {"59e8a00d86f7742ad93b569c", {"VPO-209", 19336}},
    {"59d64fc686f774171b243fe2", {"6P1 0-14", 1296}},
    {"5998598e86f7740b3f498a86", {"Saiga-9 Br", 899}},
    {"5aafa1c2e5b5b00015042a56", {"Socom 16 MB", 54600}},
    {"5ab3afb2d8ce87001660304d", {"Socom 16 Th", 47917}},
    {"5a1eacb3fcdbcb09800872be", {"REAP-IR eyecup", 11791}},
    {"5d123b70d7ad1a0ee35e0754", {"KAC Long", 7944}},
    {"56083eab4bdc2d26448b456a", {"SV-98 HR", 12833}},
    {"5d123b7dd7ad1a004f01b262", {"KAC stoper", 3663}},
    {"5d123a3cd7ad1a004e476058", {"KAC short", 3833}},
    {"5b3cbc235acfc4001863ac44", {"Vulcan MG eyecup", 4463}},
    {"5c4eecde2e221602b3140418", {"SV-98 HS", 6000}},
    {"5d0b5cd3d7ad1a3fe32ad263", {"1P59 eyecup", 4806}},
    {"57f3a5ae2459772b0e0bf19e", {"PSO eyecup", 4000}},
    {"5cf639aad7f00c065703d455", {"USP-1 eyecup", 1000}},
    {"5bfe86bd0db83400232fe959", {"AGR-870 cap", 1762}},
    {"5ba36f85d4351e0085325c81", {"NSPU-M eyecup", 2133}},
    {"5a71e1868dc32e00094b97f3", {"ZT AP", 4767}},
    {"591c4e1186f77410354b316e", {"Cobra shade", 2056}},
    {"5cf78496d7f00c065703d6ca", {"A3 Adapter", 25613}},
    {"57f3c7e024597738ea4ba286", {"PP-91-01 muzzlethread", 4700}},
    {"5a6b585a8dc32e5a9c28b4f1", {"AW TP", 2466}},
    {"5de8f237bbaf010b10528a70", {"B&T Mount", 4350}},
    {"5c7954d52e221600106f4cc7", {"ONE Mount", 37353}},
    {"560838c94bdc2d77798b4569", {"RTC 12ga", 60948}},
    {"59bffc1f86f77435b128b872", {"DT Mount", 17833}},
    {"5a6b592c8dc32e00094b97bf", {"DD TP", 3218}},
    {"5926e16e86f7742f5a0f7ecb", {"3 Lug", 11000}},
    {"5c0000c00db834001a6697fc", {"3 Lug thr.", 110214}},
    {"5cf79599d7f00c10875d9212", {"TR", 6362}},
    {"5e01e9e273d8eb11426f5bc3", {"SVD-S thr.", 26000}},
    {"58272d7f2459774f6311ddfd", {"GK-02", 5100}},
    {"5c0111ab0db834001966914d", {"Cylinder", 7104}},
    {"5cf67a1bd7f00c06585fb6f3", {"WT1052", 6000}},
    {"5cf67cadd7f00c065a5abab7", {"WT0032-1", 17499}},
    {"5b363e1b5acfc4771e1c5e80", {"Thread adapter", 9046}},
    {"5cf79389d7f00c10941a0c4d", {"Mosin thr.", 1500}},
    {"5de6556a205ddc616a6bc4f7", {"215 Pr.", 13666}},
    {"5a6b59a08dc32e000b452fb7", {"SAI TP", 1511}},
    {"587de5ba2459771c0f1e8a58", {"P226 protection cap", 400}},
    {"576167ab2459773cad038c43", {"SOK-12 P.T.", 6100}},
    {"5d270ca28abbc31ee25ee821", {"M700 protection cap", 600}},
    {"5cadc390ae921500126a77f1", {"M9A3 protection cap", 999}},
    {"5df916dfbb49d91fb446d6b9", {"URX-4 14.5", 10000}},
    {"5d2f259b48f0355a844acd74", {"MP5k", 5000}},
    {"5cf4e3f3d7f00c06595bc7f0", {"Aggressor", 40799}},
    {"5c17664f2e2216398b5a7e3c", {"CMRD", 107583}},
    {"5b800e9286f7747a8b04f3ff", {"Hex Blk", 24142}},
    {"5b099a9d5acfc47a8607efe7", {"Quad Rail", 14167}},
    {"5beec3e30db8340019619424", {"RPK-16 HG", 8852}},
    {"5648b4534bdc2d3d1c8b4580", {"B-10М B-19", 19304}},
    {"57cff947245977638e6f2a19", {"MOE AKM", 26402}},
    {"5d123102d7ad1a004e475fe5", {"URX 3 8", 13000}},
    {"5d00ede1d7ad1a0940739a76", {"N6 10.5 inch", 10908}},
    {"5d122e7bd7ad1a07102d6d7f", {"URX 3.1 10.75", 18274}},
    {"5a957c3fa2750c00137fa5f7", {"XRSU47SU", 24888}},
    {"5a9d6d34a2750c00141e07da", {"TRAX 2", 4500}},
    {"5648ae314bdc2d3d1c8b457f", {"CAA RS47", 11430}},
    {"5c78f2492e221600114c9f04", {"SAI QD Rail", 58613}},
    {"5c9a25172e2216000f20314e", {"RIS II 12.25 FDE", 20200}},
    {"5c5db5f22e2216000e5e47e8", {"Midwest 4.5 inch", 4633}},
    {"5c48a14f2e2216152006edd7", {"MDR Handguard", 77090}},
    {"5df25d3bfd6b4e6e2276dc9a", {"T-5000 hg.", 29450}},
    {"5888976c24597754281f93f5", {"DVL-10 М2", 6277}},
    {"5a788068c5856700137e4c8f", {"MOE 870", 102548}},
    {"5b2cfa535acfc432ff4db7a0", {"MK10 RL", 19797}},
    {"5c59529a2e221602b177d160", {"OEM 14 inch", 19278}},
    {"5a329052c4a28200741e22d3", {"RSASS", 17380}},
    {"5d010d1cd7ad1a59283b1ce7", {"HX-5", 18218}},
    {"5c6d5d8b2e221644fc630b39", {"Stngr Vypr", 15586}},
    {"5a9d56c8a2750c0032157146", {"TRAX 1", 9456}},
    {"588b56d02459771481110ae2", {"RIS II 9.5 BLK", 13818}},
    {"5d15ce51d7ad1a1eff619092", {"Goliaf", 9200}},
    {"5c6c2c9c2e2216000f2002e4", {"Troy M-LOK", 10758}},
    {"5b7bee755acfc400196d5383", {"CASV FAS Handguard", 9479}},
    {"5b7bedd75acfc43d825283f9", {"CASV FAL Handguard", 28426}},
    {"5827272a24597748c74bdeea", {"MTU002 L", 9938}},
    {"595cfa8b86f77427437e845b", {"LVOA-C blk.", 21866}},
    {"5c6d11152e2216000f2003e7", {"CRUX Handguard", 70977}},
    {"5c6d11072e2216000e69d2e4", {"Midwest M-LOK", 7400}},
    {"595cf16b86f77427440c32e2", {"LVOA-S blk.", 9835}},
    {"5c9a26332e2216001219ea70", {"RIS II FSP 9.5 FDE", 13666}},
    {"5c9a07572e221644f31c4b32", {"Zhukov-U", 14055}},
    {"5dfcd0e547101c39625f66f9", {"SAG MK1", 15963}},
    {"5c78f26f2e221601da3581d1", {"MOE SL", 12329}},
    {"59fb375986f7741b681b81a6", {"UFM", 11482}},
    {"5c78f2612e221600114c9f0d", {"SAI QD Rail", 23884}},
    {"5d00ef6dd7ad1a0940739b16", {"N6 Split", 10740}},
    {"5d4405f0a4b9361e6a4e6bd9", {"Ion Lite", 18185}},
    {"55d45f484bdc2d972f8b456d", {"Custom MP-133 plastic", 24315}},
    {"5d2c829448f0353a5c7d6674", {"WASR 10-63", 8500}},
    {"5c6d10e82e221601da357b07", {"HK Keymod", 16474}},
    {"5c78f2792e221600106f4683", {"MOE SL", 10357}},
    {"5bb20dfcd4351e00334c9e24", {"Ext.Quad", 8400}},
    {"5bb20df1d4351e00347787d5", {"Quad. sight", 3233}},
    {"5a9548c9159bd400133e97b3", {"TL-99", 9500}},
    {"57ffa9f4245977728561e844", {"B-11", 6666}},
    {"5d1b198cd7ad1a604869ad72", {"AKM-L", 15347}},
    {"5cde7afdd7f00c000d36b89d", {"MOD X", 13741}},
    {"58272b392459774b4c7b3ccd", {"MTU002 S", 8833}},
    {"5c617a5f2e2216000f1e81b3", {"B-10", 13237}},
    {"5c6d10fa2e221600106f3f23", {"Midwest M-LOK", 9000}},
    {"5d19cd96d7ad1a4a992c9f52", {"Tri-Rail", 18669}},
    {"5bb20de5d4351e0035629e59", {"Quadrail", 5233}},
    {"5b7bebc85acfc43bca706666", {"M-LOK Handguard", 5484}},
    {"5cdaa99dd7f00c002412d0b2", {"ASh-12 polym", 3766}},
    {"5c471c6c2e221602b66cd9ae", {"SVDS FG", 12444}},
    {"5c5db6302e2216000e5e47f0", {"Midwest 10.5 inch", 7133}},
    {"55d459824bdc2d892f8b4573", {"KAC RIS", 7000}},
    {"5b7be2345acfc400196d524a", {"Keymod Handguard", 13166}},
    {"5894a42086f77426d2590762", {"MPX Gen. 1", 4444}},
    {"5c0e2f5cd174af02a012cfc9", {"2-15 wood", 7555}},
    {"5926f34786f77469195bfe92", {"MP5SD HG", 69000}},
    {"5b7d671b5acfc43d82528ddd", {"Fal Belgian style", 3133}},
    {"5c5db5fc2e2216000f1b2842", {"Midwest 6.5 inch", 15433}},
    {"576169e62459773c69055191", {"Sb.7-1", 3611}},
    {"5ae30db85acfc408fb139a05", {"M4 Std.", 2361}},
    {"5cbda392ae92155f3c17c39f", {"AK polym", 7500}},
    {"5a788031c585673f2b5c1c79", {"PR870", 4733}},
    {"5648b1504bdc2d9d488b4584", {"6P20 Sb.9", 1496}},
    {"59d64f2f86f77417193ef8b3", {"6P1 Sb.6-1", 1787}},
    {"59e898ee86f77427614bd225", {"VPO-209", 950}},
    {"59e6284f86f77440d569536f", {"VPO-136", 2275}},
    {"5648b0744bdc2d363b8b4578", {"6P20 Sb.6", 16125}},
    {"57dc32dc245977596d4ef3d3", {"6P26 Sb.6", 3133}},
    {"5926c36d86f77467a92a8629", {"MP5WT", 2833}},
    {"5a788089c5856700142fdd9c", {"Speedfeed", 1500}},
    {"5b7bed205acfc400161d08cc", {"Fal Handguard", 1461}},
    {"55d45d3f4bdc2d972f8b456c", {"МR-133 Beechwood", 5633}},
    {"56deed6ed2720b4c698b4583", {"МP-153 Polymer", 16354}},
    {"5d00e0cbd7ad1a6c6566a42d", {"Viper", 7999}},
    {"57cffd8224597763b03fc609", {"MOE AKM", 8592}},
    {"57cffddc24597763133760c6", {"MOE AKM", 9057}},
    {"57cffe0024597763b03fc60b", {"MOE AKM", 10033}},
    {"57cffe20245977632f391a9d", {"MOE AKM", 9327}},
    {"5c9a1c3a2e2216000e69fb6a", {"Zhukov-U", 10517}},
    {"5c9a1c422e221600106f69f0", {"Zhukov-U", 11000}},
    {"5dcbe9431e1f4616d354987e", {"16 MDR 308", 27379}},
    {"5d3eb5b6a4b9361eab311902", {"57 5.7x28", 14195}},
    {"5d3eb59ea4b9361c284bb4b2", {"57 tr. 5.7x28", 4200}},
    {"5c48a2852e221602b21d5923", {"406mm MDR 5.56x45", 20749}},
    {"5df256570dee1b22f862e9c4", {"T-5000 660mm .308", 30633}},
    {"5a6b5ed88dc32e000c52ec86", {"Glock 9x19 SAI", 14827}},
    {"5d440b93a4b9364276578d4b", {"18 AR-15 5.56x45", 106150}},
    {"5dfa397fb11454561e39246c", {"20 SR-25 7.62x51", 40300}},
    {"5a6b5b8a8dc32e001207faf3", {"Glock 9x19 AW", 10854}},
    {"5c6d85e02e22165df16b81f4", {"10.6 416A5 5.56x45", 13458}},
    {"5bb20da5d4351e0035629dbf", {"16.5 416A5 5.56x45", 21546}},
    {"5a787f7ac5856700177af660", {"508mm M870", 49051}},
    {"5b3baf8f5acfc40dc5296692", {"116mm gld. ТТ", 5000}},
    {"5a6b5e468dc32e001207faf5", {"Glock 9x19 DD", 8000}},
    {"5cc701aae4a949000e1ea45c", {"10.5 P90 5.7x28", 36111}},
    {"5bb20dadd4351e00367faeff", {"20 416A5 5.56x45", 94079}},
    {"5c5db5852e2216003a0fe71a", {"4.5 MPX 9x19", 3800}},
    {"5d440b9fa4b93601354d480c", {"20 AR-15 5.56x45", 63351}},
    {"55d35ee94bdc2d61338b4568", {"260mm AR-15 5.56x45", 31388}},
    {"587de4282459771bca0ec90b", {"P226 tr. 9x19", 11806}},
    {"5b7be1125acfc4001876c0e5", {"16 SA-58 7.62x51", 23051}},
    {"5d2703038abbc3105103d94c", {"20 M700 7.62x51", 22800}},
    {"5cc701d7e4a94900100ac4e7", {"16 P90 5.7x28", 22300}},
    {"5d2702e88abbc31ed91efc44", {"26 M700", 25900}},
    {"5beec1bd0db834001e6006f3", {"15 RPK-16 5.45x39", 10966}},
    {"5b099a765acfc47a8607efe3", {"11 SA-58 7.62x51", 13592}},
    {"5888956924597752983e182d", {"DVL-10 M2 660mm .308", 28150}},
    {"5c471cb32e221602b177afaa", {"22 SVDS", 169707}},
    {"5a34fae7c4a2826c6e06d760", {"22 AR-10", 26766}},
    {"5bb20d92d4351e00853263eb", {"11 416A5 5.56x45", 13251}},
    {"5beec2820db834001b095426", {"22  RPK-16  5.45x39", 52644}},
    {"5a34f7f1c4a2826c6e06d75d", {"18 AR-10", 26755}},
    {"5888945a2459774bf43ba385", {"DVL-10 500mm .308", 30240}},
    {"5c5db5b82e2216003a0fe71d", {"10.5 MPX 9x19", 8174}},
    {"5bb20d9cd4351e00334c9d8a", {"14.5 416A5 5.56x45", 14383}},
    {"5b7be1265acfc400161d0798", {"21 SA-58 7.62x51", 60487}},
    {"5addbac75acfc400194dbc56", {"22 M1A 7.62x51", 45046}},
    {"5df917564a9f347bc92edca3", {"16 SR-25 7.62x51", 23000}},
    {"5bfebc250db834001a6694e1", {"26 M700", 14959}},
    {"5c5db5c62e22160012542255", {"14 MPX 9x19", 84800}},
    {"5ae09bff5acfc4001562219d", {"730mm Mosin barrel", 72800}},
    {"5a6b60158dc32e000a31138b", {"G17 9x19 comp", 5411}},
    {"5a787fadc5856700155a6ca1", {"660mm M870", 14215}},
    {"5bfd4cd60db834001c38f095", {"220mm Mosin barrel", 8500}},
    {"55d3632e4bdc2d972f8b4569", {"370mm AR-15 5.56x45", 39473}},
    {"5bfebc320db8340019668d79", {"20 M700 7.62x51", 30772}},
    {"5c5db5962e2216000e5e46eb", {"6.5 MPX 9x19", 5174}},
    {"5a787fdfc5856700142fdd9a", {"325mm M870", 12919}},
    {"5a787f25c5856700186c4ab9", {"355mm M870", 6195}},
    {"5aaf9d53e5b5b00015042a52", {"16 M1A 7.62x51", 13574}},
    {"588200af24597742fa221dfb", {"610mm М -153 12ga", 7180}},
    {"5c0e2f94d174af029f650d56", {"406mm AR-15 5.56x45", 19108}},
    {"571a279b24597720b4066566", {"121mm thr. TT", 4922}},
    {"55d4491a4bdc2d882f8b456e", {"510mm MP-133 12ga", 19700}},
    {"560835c74bdc2dc8488b456f", {"510mm MP-133 12ga", 17664}},
    {"560836b64bdc2d57468b4567", {"540mm MP-133 12ga", 4200}},
    {"5608379a4bdc2d26448b4569", {"750mm MP-133 12ga", 7680}},
    {"5a6b5f868dc32e000a311389", {"G17 9x19", 2206}},
    {"5608373c4bdc2dc8488b4570", {"710mm MP-133", 6123}},
    {"5bfd4cc90db834001d23e846", {"200mm Mosin barrel", 2100}},
    {"560836484bdc2d20478b456e", {"540mm MP-133", 3900}},
    {"55d449444bdc2d962f8b456d", {"610mm MP-133 12ga", 5103}},
    {"58aeaaa886f7744fc1560f81", {"165mm MPXSD 9x19", 10333}},
    {"588200c224597743990da9ed", {"660mm М -153 12ga", 7179}},
    {"5bfd4cbe0db834001b73449f", {"514mm Mosin barrel", 5996}},
    {"560836fb4bdc2d773f8b4569", {"660mm МR-133", 5005}},
    {"56d5a1f7d2720bb3418b456a", {"112mm P226 9x19", 1585}},
    {"588200cf2459774414733d55", {"710mm М -153 12ga", 7481}},
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    {"560837544bdc2de22e8b456e", {"710mm MP-133 12ga", 6958}},
    {"560837154bdc2da74d8b4568", {"660mm MP-133 12ga", 5501}},
    {"55d448594bdc2d8c2f8b4569", {"610mm MP-133 12ga", 4902}},
    {"56deec93d2720bec348b4568", {"750mm М -153 12ga", 9250}},
    {"5a787ebcc5856700142fdd98", {"508mm M870 FS", 6949}},
    {"5de65547883dde217541644b", {"23 215 .366TKM", 42889}},
    {"5894a2c386f77427140b8342", {"203mm MPX 9x19", 25844}},
    {"571a26d524597720680fbe8a", {"116mm st. ТТ", 8333}},
    {"5b1fa9ea5acfc40018633c0a", {"G18C 9x19 comp", 5709}},
    {"5cadc1c6ae9215000f2775a4", {"M9A3 tr. 9x19", 77777}},
    {"5648b6ff4bdc2d3d1c8b4581", {"ТТ 10000", 146499}},
    {"5df35ea9c41b2312ea3334d8", {"Orsis long", 3241}},
    {"5df35e970b92095fd441e4d2", {"T-5000 opt.", 5666}},
    {"59c63b4486f7747afb151c1c", {"SD TRR", 87500}},
    {"5addbfbb5acfc400194dbcf7", {"Ultimak M8", 117538}},
    {"5a32aa0cc4a28232996e405f", {"RM50", 4000}},
    {"5dff8db859400025ea5150d4", {"SVD Low", 41000}},
    {"5addbfef5acfc400185c2857", {"UTG 4", 99000}},
    {"5a27bad7c4a282000b15184b", {"SR1MP 4x", 11969}},
    {"5926dad986f7741f82604363", {"MFIHKMOUNT", 17180}},
    {"5c90c3622e221601da359851", {"B-13V", 11051}},
    {"5a37ca54c4a282000d72296a", {"JP 30mm", 32966}},
    {"5c61a40d2e2216001403158d", {"B-13", 11412}},
    {"5a33bab6c4a28200741e22f8", {"RM35", 13370}},
    {"593d1fa786f7746da62d61ac", {"SKS SOCOM", 15636}},
    {"5a1ead28fcdbcb001912fa9f", {"DLOC-IRD", 13917}},
    {"59db7eed86f77461f8380365", {"TA51", 37278}},
    {"5b2389515acfc4771e1be0c0", {"AR- P.E.P.R.", 61722}},
    {"59eb7ebe86f7740b373438ce", {"6P29M", 138333}},
    {"5a7b4900e899ef197b331a2a", {"UM3", 60111}},
    {"5aa66a9be5b5b0214e506e89", {"NF 34mm", 79487}},
    {"5a7ad55551dfba0015068f42", {"G Ti Sh", 22154}},
    {"5b800ed086f7747baf6e2f9e", {"Hex.", 11111}},
    {"5a9fc7e6a2750c0032157184", {"B-3 combo", 11755}},
    {"57a3459f245977764a01f703", {"B-3", 16473}},
    {"5addc00b5acfc4001669f144", {"CASV 14", 7148}},
    {"587e08ee245977446b4410cf", {"OPSKS DT", 10250}},
    {"58d39d3d86f77445bb794ae7", {"AMM", 7333}},
    {"5df35eb2b11454561e3923e2", {"Orsis med.", 2093}},
    {"5d024f5cd7ad1a04a067e91a", {"Patriot K+W", 9163}},
    {"591ee00d86f774592f7b841e", {"Cobra", 7976}},
    {"5a789261c5856700186c65d3", {"MT Clamp", 7497}},
    {"5c471c2d2e22164bef5d077f", {"SVDS LB", 10852}},
    {"5c86592b2e2216000e69e77c", {"KH/F 34mm", 114053}},
    {"5a7ad4af51dfba0013379717", {"G Base", 10567}},
    {"5a27b3d0c4a282000d721ec1", {"SR1MP s.mount", 18399}},
    {"5c7d560b2e22160bc12c6139", {"AMSS", 3962}},
    {"57acb6222459771ec34b5cb0", {"043-02", 9167}},
    {"5addbfd15acfc40015621bde", {"Mini Scout", 6250}},
    {"5bc5a372d4351e44f824d17f", {"MNG", 6092}},
    {"5b3a08b25acfc4001754880c", {"Bridge P226", 7400}},
    {"5b31163c5acfc400153b71cb", {"Rom. Base", 5000}},
    {"5c7d55f52e221644f31bff6a", {"LRP", 6111}},
    {"5b4736a986f774040571e998", {"QARS 3.2in.", 12383}},
    {"5addbffe5acfc4001714dfac", {"M14 DCSB", 5375}},
    {"5beecbb80db834001d2c465e", {"RPK-16 rail", 9000}},
    {"59e0bed186f774156f04ce84", {"6In. CASV", 43418}},
    {"5a78948ec5856700177b1124", {"XS Short", 6096}},
    {"5addbfe15acfc4001a5fc58b", {"Arms 18", 11082}},
    {"55d48a634bdc2d8b2f8b456a", {"SPRM", 67500}},
    {"5c064c400db834001d23f468", {"QD LT-101", 5185}},
    {"5aa66c72e5b5b00016327c93", {"NF 34mm RIS", 38435}},
    {"58d39b0386f77443380bf13c", {"AMSH", 5267}},
    {"5cde7b43d7f00c000d36b93e", {"MOD X", 14269}},
    {"5b3b99265acfc4704b4a1afb", {"NF 30mm", 29367}},
    {"5a27b281c4a28200741e1e52", {"SR1MP 1x", 8333}},
    {"5b4736b986f77405cb415c10", {"QARS 4.2in.", 61888}},
    {"5b30bc285acfc47a8608615d", {"Mk10 10 In.", 17788}},
    {"58d2664f86f7747fec5834f6", {"DPCSM", 12759}},
    {"5b3b6dc75acfc47a8773fb1e", {"Armasight", 18000}},
    {"5b7be47f5acfc400170e2dd2", {"2.5 in. M-LOK", 18048}},
    {"5bbdb811d4351e45020113c7", {"Tri-Rail", 21184}},
    {"5a33b2c9c4a282000c5a9511", {"RM33", 25078}},
    {"57ffb0062459777a045af529", {"B-18", 8163}},
    {"5a33b652c4a28232996e407c", {"AC32062", 4315}},
    {"5c61627a2e22160012542c55", {"106 mount", 2766}},
    {"5649a2464bdc2d91118b45a8", {"MPR45", 34472}},
    {"58a5c12e86f7745d585a2b9e", {"4In. Gen1", 3000}},
    {"57c69dd424597774c03b7bbc", {"30mm Mount", 29048}},
    {"5a9d6d13a2750c00164f6b03", {"6In. SI", 43289}},
    {"5a966ec8a2750c00171b3f36", {"B&T 3x", 13259}},
    {"59e0be5d86f7742d48765bd2", {"4 in. CASV", 6072}},
    {"5c6162682e22160010261a2b", {"TOZ-106 DT", 2850}},
    {"57d17e212459775a1179a0f5", {"25 mm ring", 4177}},
    {"5bfe7fb30db8340018089fed", {"12003", 5663}},
    {"5d133067d7ad1a33013f95b4", {"3 in. URX", 19741}},
    {"59e0bdb186f774156f04ce82", {"2In. CASV", 11750}},
    {"5b7be4895acfc400170e2dd5", {"4.1 in. M-LOK", 85760}},
    {"57ee59b42459771c7b045da5", {"Kedr RIS", 3999}},
    {"57ffaea724597779f52b3a4d", {"B-12", 3417}},
    {"55d48ebc4bdc2d8c2f8b456c", {"Sprut", 4333}},
    {"5d7b6bafa4b93652786f4c76", {"57 RMR mount", 6332}},
    {"5ab24ef9e5b5b00fe93c9209", {"Socom 16 Upper", 3831}},
    {"5d0a29ead7ad1a0026013f27", {"1P59 mount", 8231}},
    {"5cc7012ae4a949001252b43e", {"EFFEN 90", 25310}},
    {"5b7be46e5acfc400170e2dcf", {"5 in.Vltor", 27673}},
    {"5bfebc5e0db834001a6694e5", {"Rem. integr.", 8174}},
    {"5b30bc165acfc40016387293", {"Mk10 3 In.", 6855}},
    {"5b800ebc86f774394e230a90", {"Hexagon Med", 11381}},
    {"5c0102b20db834001d23eebc", {"4 in. RAHG", 15758}},
    {"577d128124597739d65d0e56", {"FFWB", 9884}},
    {"5b7be4575acfc400161d0832", {"2 in. Vltor", 25680}},
    {"58a56f8d86f774651579314c", {"2In. Gen1", 6985}},
    {"5b7be4645acfc400170e2dcc", {"4 in. Vltor", 4315}},
    {"5b3f7bf05acfc433000ecf6b", {"Kochetov Mount", 6000}},
    {"5cc70146e4a949000d73bf6b", {"FN side.", 3011}},
    {"5dff77c759400025ea5150cf", {"UTG 25mm", 2477}},
    {"5c0102aa0db834001b734ba1", {"2 in. RAHG", 5250}},
    {"5cdeaca5d7f00c00b61c4b70", {"PRO700", 2833}},
    {"5bfebc530db834001d23eb65", {"Multi-slot", 7888}},
    {"5a9d6d00a2750c5c985b5305", {"4 in. SI", 10203}},
    {"5cc7015ae4a949001152b4c6", {"FN top", 14020}},
    {"5de8fbf2b74cd90030650c79", {"B&T bottom", 2681}},
    {"5c1cdd302e221602b3137250", {"Compact mount", 1000}},
    {"5de6558e9f98ac2bc65950fc", {"215 mount", 3538}},
    {"5b3f7c005acfc4704b4a1de8", {"PU 3.5x ring", 1870}},
    {"5a9d6d21a2750c00137fa649", {"Bridge", 2660}},
    {"5d0a29fed7ad1a002769ad08", {"1P69 mount", 8744}},
    {"576a7c512459771e796e0e17", {"B-8", 3999}},
    {"5de8fc0b205ddc616a6bc51b", {"B&T side", 2629}},
    {"5a7893c1c585673f2b5c374d", {"mtu028sg", 3800}},
    {"5bfd36290db834001966869a", {"Sawn off sniper Mosin Stock", 33375}},
    {"5df35e59c41b2312ea3334d5", {"T-5000 Hg.", 75000}},
    {"5de910da8b6c4240ba2651b5", {"MP9 stock", 13308}},
    {"5ab372a310e891001717f0d8", {"S.A.S.S.", 35250}},
    {"5b7d63de5acfc400170e2f8d", {"SA-58 SPR Stock", 14213}},
    {"5bcf0213d4351e0085327c17", {"A1 stock", 125000}},
    {"5b0e794b5acfc47a877359b2", {"Zhukov-S", 36816}},
    {"58889d0c2459775bc215d981", {"LOBAEV Arms Stock", 34999}},
    {"5926d40686f7740f152b6b7e", {"HK A3", 18925}},
    {"5bd704e7209c4d00d7167c31", {"A2 stock", 106495}},
    {"5addbf175acfc408fb13965b", {"Archangel", 29381}},
    {"5cde739cd7f00c0010373bd3", {"MOD X Gen.3", 16046}},
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    {"5947e98b86f774778f1448bc", {"UBR GEN2", 17463}},
    {"5b04473a5acfc40018632f70", {"UAS AK", 13598}},
    {"5cf13123d7f00c1085616a50", {"Archangel M700", 11864}},
    {"5a17fb9dfcdbcbcae6687291", {"APB stock", 16211}},
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    {"5df35ddddfc58d14537c2036", {"T-5000M Stock", 23233}},
    {"5d25d0ac8abbc3054f3e61f7", {"AICS M700", 15047}},
    {"5d0236dad7ad1a0940739d29", {"FD UAS Stock", 42035}},
    {"5cdeac22d7f00c000f26168f", {"PRO 700", 10742}},
    {"56083a334bdc2dc8488b4571", {"133/153 Pl.g.", 9426}},
    {"5926d3c686f77410de68ebc8", {"HK A2", 29244}},
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    {"5bfeb32b0db834001a6694d9", {"Overmolded ghillie", 11999}},
    {"59ecc3dd86f7746dc827481c", {"PT-3", 23160}},
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    {"5b222d405acfc400153af4fe", {"PT-1", 15954}},
    {"58ac1bf086f77420ed183f9f", {"SIG F.K.", 25582}},
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    {"5cc700d4e4a949000f0f0f28", {"DI Butt", 4150}},
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    {"5a78813bc5856700186c4abe", {"SGA M870", 73037}},
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    {"5bbdb870d4351e00367fb67d", {"Monte Carlo", 19312}},
    {"5b222d335acfc4771e1be099", {"AKM Lock", 13000}},
    {"5cde77a9d7f00c000f261009", {"fold.adapter", 2602}},
    {"5a33cae9c4a28232980eb086", {"PRS GEN2", 9778}},
    {"5cf518cfd7f00c065b422214", {"AKTS", 21695}},
    {"5b39f8db5acfc40016387a1b", {"EMOD", 10620}},
    {"5afd7ded5acfc40017541f5e", {"Tapco intrafuse stock", 99500}},
    {"5a0c59791526d8dba737bba7", {"6G15U", 14282}},
    {"5c793fb92e221644f31bfb64", {"Advanced Tube", 126283}},
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    {"5cf50fc5d7f00c056c53f83c", {"AKTS", 18083}},
    {"5cdeac42d7f00c000d36ba73", {"PRO700 stock", 4699}},
    {"5cc700b9e4a949000f0f0f25", {"P90 Stock", 50000}},
    {"5c07c9660db834001a66b588", {"End Cap", 15965}},
    {"5d2f25bc48f03502573e5d85", {"MP5k End Cap", 24999}},
    {"5b099bf25acfc4001637e683", {"SA-58 Tube", 13955}},
    {"5beec8c20db834001d2c465c", {"AK-12 reg.", 6055}},
    {"5cc700cae4a949035e43ba72", {"P90 butt", 4566}},
    {"5bfe86df0db834001b734685", {"GLR-16-S", 10531}},
    {"56eabf3bd2720b75698b4569", {"MOE Stock", 14291}},
    {"59ff3b6a86f77477562ff5ed", {"6P4 Sb.1-19", 7500}},
    {"5c5db6ee2e221600113fba54", {"MD CQB", 3750}},
    {"591aef7986f774139d495f03", {"M7A1PDW", 24872}},
    {"5ac78eaf5acfc4001926317a", {"PT 74M/100", 11074}},
    {"5c5db6f82e2216003a0fe914", {"ULSS", 14461}},
    {"5894a13e86f7742405482982", {"MCX/MPX early", 30416}},
    {"5ae30c9a5acfc408fb139a03", {"Sopmod", 5720}},
    {"5c503af12e221602b177ca02", {"VPO-101 stock", 7498}},
    {"5bb20e58d4351e00320205d7", {"Enhanced Tube", 11700}},
    {"587e0531245977466077a0f7", {"OP-SKS W.s.", 21916}},
    {"5bb20e70d4351e0035629f8f", {"Slim Line", 5570}},
    {"599851db86f77467372f0a18", {"Stock PP-19-01", 41000}},
    {"5c99f3592e221644fc633070", {"TOZ-106 Mosin", 6500}},
    {"5beec8b20db834001961942a", {"RPK-16 Tube", 14409}},
    {"5cebec10d7f00c065703d185", {"PS90 Stock", 17333}},
    {"5bfd37c80db834001d23e842", {"Mosin sniper carbine stock", 5375}},
    {"5c0e2ff6d174af02a1659d4a", {"2-15 wood", 3833}},
    {"55d4ae6c4bdc2d8b2f8b456e", {"M4SS", 3621}},
    {"5ae35b315acfc4001714e8b0", {"LEO M870", 8600}},
    {"5a7880d0c5856700142fdd9d", {"SPS M870", 20977}},
    {"5b7d645e5acfc400170e2f90", {"SA-58 Humpback", 2120}},
    {"5a788169c5856700142fdd9e", {"Raptor", 6050}},
    {"59d6514b86f774171a068a08", {"6P1 Sb.5", 16500}},
    {"5bfd384c0db834001a6691d3", {"Mosin carbine stock", 9167}},
    {"56083cba4bdc2de22e8b456f", {"133/153 W.s.", 4444}},
    {"59e89d0986f77427600d226e", {"VPO-209", 1800}},
    {"5649b0fc4bdc2d17108b4588", {"6P20 Sb.7", 6500}},
    {"5ae096d95acfc400185c2c81", {"Mosin Stock", 26800}},
    {"57ade1442459771557167e15", {"Baskak", 5595}},
    {"59e6227d86f77440d64f5dc2", {"VPO-136", 5667}},
    {"574dad8024597745964bf05c", {"56-A-231 Sb.5", 5999}},
    {"578395e82459774a0e553c7b", {"VSS Stock", 3745}},
    {"57c450252459772d28133253", {"VAL Stock", 8797}},
    {"5c0faeddd174af02a962601f", {"ADAR St.", 3777}},
    {"5ac50c185acfc400163398d4", {"6P34 Sb.15", 2483}},
    {"5bfe89510db834001808a127", {"AGR-870 tube", 15916}},
    {"5afd7e095acfc40017541f61", {"TAPCO Tube", 14766}},
    {"5bfd36ad0db834001c38ef66", {"Sawn off Mosin stock", 32950}},
    {"5de655be4a9f347bc92edb88", {"VPO-215 stock", 10000}},
    {"57dc347d245977596754e7a1", {"6P26 Sb.5", 2841}},
    {"5adf23995acfc400185c2aeb", {"MC 20-01", 6092}},
    {"57616ca52459773c69055192", {"SOK-12АК Stock", 5250}},
    {"5649b1c04bdc2d16268b457c", {"6P20 Sb.5", 8605}},
    {"5649be884bdc2d79388b4577", {"CST", 4815}},
    {"5bfd35380db83400232fe5cc", {"Infantry mosin Stock", 9466}},
    {"5a38ef1fc4a282000b1521f6", {"TOZ-106 Stock", 3000}},
    {"5947eab886f77475961d96c5", {"UBR GEN2", 18185}},
    {"591af10186f774139d495f0e", {"M7A1PDW", 37000}},
    {"5888961624597754281f93f3", {"Harris HBR", 50000}},
    {"56ea8222d2720b69698b4567", {"SV-98 Bipod", 9463}},
    {"5cadd919ae921500126a77f3", {"M9A3 FR", 11710}},
    {"5aba62f8d8ce87001943946b", {"APS FS", 13333}},
    {"5cadd940ae9215051e1c2316", {"M9A3 RS", 8332}},
    {"5abcbb20d8ce87001773e258", {"M14 135", 14999}},
    {"5dfa3d7ac41b2312ea33362a", {"KAC Rear", 9243}},
    {"5d3eb4aba4b93650d64e497d", {"57 RS", 12966}},
    {"56ea7293d2720b8d4b8b45ba", {"SM220-239", 3819}},
    {"56d5a77ed2720b90418b4568", {"Sig #8R", 4444}},
    {"5cadd954ae921500103bb3c2", {"SM M9", 3600}},
    {"5d3eb536a4b9363b1f22f8e2", {"57 FS", 11926}},
    {"5894a73486f77426d259076c", {"SIG Front Flip Up", 5000}},
    {"5894a81786f77427140b8347", {"SIG Rearsight Flip Up", 10000}},
    {"5de8fb539f98ac2bc659513a", {"MP9 RS", 9000}},
    {"5926d2be86f774134d668e4e", {"MP5 Drum Rearsight", 11833}},
    {"5a7d9122159bd4001438dbf4", {"Glock SE", 19902}},
    {"5c05295e0db834001a66acbb", {"Trij.Bck-up", 2400}},
    {"5aafa49ae5b5b00015042a58", {".125 blade", 17111}},
    {"5c1780312e221602b66cc189", {"KAC Rear", 7333}},
    {"5dfa3d950dee1b22f862eae0", {"KAC Front", 9500}},
    {"5ba26b17d4351e00367f9bdd", {"MP7  Rearsight Flip Up", 20000}},
    {"5bb20e49d4351e3bac1212de", {"416A5 Rearsight Flip Up", 3400}},
    {"5649d9a14bdc2d79388b4580", {"ТТ01", 8629}},
    {"5c17804b2e2216152006c02f", {"KAC Front", 6167}},
    {"5c503b1c2e221602b21d6e9d", {"Vepr Rear", 6666}},
    {"5a71e0fb8dc32e00094b97f2", {"G RS ZT", 2000}},
    {"57838e1b2459774a256959b1", {"VSS Rear", 3000}},
    {"5caf16a2ae92152ac412efbc", {"ASh-12 Front", 7210}},
    {"5ae30bad5acfc400185c2dc4", {"CarryHandle", 9167}},
    {"58272b842459774abc128d50", {"CSS-SRM-L", 2400}},
    {"5bc09a18d4351e003562b68e", {"MBUS Rearsight", 11852}},
    {"5caf1691ae92152ac412efb9", {"ASh-12 Carry", 14000}},
    {"5addba3e5acfc4001669f0ab", {".062 blade", 1628}},
    {"5c07b36c0db834002a1259e9", {"TD NS Fr.", 1500}},
    {"5a7d90eb159bd400165484f1", {"Glock SE", 9207}},
    {"5c07b3850db834002330045b", {"TD NS Re.", 1400}},
    {"5ac733a45acfc400192630e2", {"6P44 Sb.1-30", 472}},
    {"56083e1b4bdc2dc8488b4572", {"SV-98 Rear", 12000}},
    {"5ba26b01d4351e0085325a51", {"MP7 Front Flip Up", 20287}},
    {"5a0ed824fcdbcb0176308b0d", {"AKMP", 470}},
    {"5bc09a30d4351e00367fb7c8", {"MBUS Front", 15711}},
    {"57c44e7b2459772d28133248", {"AS VAL rear sight", 8888}},
    {"5a7d9104159bd400134c8c21", {"Glock TFX", 5000}},
    {"5a0f096dfcdbcb0176308b15", {"AKMP", 3833}},
    {"5a6f58f68dc32e000a311390", {"Glock FS", 3000}},
    {"5a7d912f159bd400165484f3", {"TFX", 6950}},
    {"5c471b7e2e2216152006e46c", {"SVDS rs.", 8120}},
    {"5ae099925acfc4001a5fc7b3", {"Mosin rs.", 3500}},
    {"55d5f46a4bdc2d1b198b4567", {"CA2R", 1000}},
    {"5beec9450db83400970084fd", {"RPK-16 rear", 5000}},
    {"5bf3f59f0db834001a6fa060", {"RPK-16 rear", 11499}},
    {"5bfd4c980db834001b73449d", {"Mosin rs.", 8000}},
    {"5ae099875acfc4001714e593", {"Mosin fs", 13849}},
    {"55d4af3a4bdc2d972f8b456f", {"LPA2F", 14500}},
    {"5c471ba12e221602b3137d76", {"SVDS fs", 30556}},
    {"5a0eb980fcdbcb001a3b00a6", {"AKMB", 471}},
    {"59e8977386f77415a553c453", {"VPO-209", 4000}},
    {"57a9b9ce2459770ee926038d", {"SOK12 RS", 22250}},
    {"5b0bc22d5acfc47a8607f085", {"Holand Type", 14999}},
    {"5ac72e475acfc400180ae6fe", {"6P20 Sb.2", 12266}},
    {"5649b0544bdc2d1b2b8b458a", {"6P1 Sb.2", 6681}},
    {"56d5a661d2720bd8418b456b", {"Sig #8FR", 1000}},
    {"59d650cf86f7741b846413a4", {"6P1 Sb.2-1", 550}},
    {"574db213245977459a2f3f5d", {"SKS Rear", 20389}},
    {"5aba639ed8ce8700182ece67", {"APB RS", 21137}},
    {"5aba637ad8ce87001773e17f", {"APS RS", 600}},
    {"5a71e0048dc32e000c52ecc8", {"G FS ZT", 1300}},
    {"5a6f5d528dc32e00094b97d9", {"Glock RS", 4100}},
    {"599860e986f7743bb57573a6", {"Rear sight PP-19-01", 414}},
    {"5da743f586f7744014504f72", {"USEC key", 90434}},
    {"5ac4c50d5acfc40019262e87", {"Visor", 3533}},
    {"5a16b672fcdbcb001912fa83", {"FVisor", 12664}},
    {"5e01f37686f774773c6f6c15", {"FShield", 35648}},
    {"5e00cdd986f7747473332240", {"FShield", 35658}},
    {"5913651986f774432f15d132", {"Sixpack", 5581}},
    {"593858c486f774253a24cb52", {"Key", 3150}},
    {"57a349b2245977762b199ec7", {"Key", 3316}},
    {"5b43271c5acfc432ff4dce65", {"Bandana", 4133}},
    {"5aa2b87de5b5b00016327c25", {"BEAR", 6500}},
    {"5b40e5e25acfc4001a599bea", {"BEAR", 5435}},
    {"5aa2ba46e5b5b000137b758d", {"UXPRO", 6708}},
    {"5b40e61f5acfc4001a599bec", {"USEC", 2333}},
    {"5aa2a7e8e5b5b00016327c16", {"USEC", 4500}},
    {"5df8a6a186f77412640e2e80", {"R.Ball", 7000}},
    {"5df8a72c86f77412640e2e83", {"S.Ball", 10000}},
    {"5df8a77486f77412672a1e3f", {"V.Ball", 20000}},
    {"5d1340bdd7ad1a0e8d245aab", {"GEN M3 40 FDE", 24963}},
    {"5d1340cad7ad1a0b0b249869", {"GEN M3 30 FDE", 24422}},
    {"5de653abf76fdc1ce94a5a2a", {"215 366", 3813}},
    {"5c793fc42e221600114ca25d", {"Advanced Tube", 123263}},
    {"5c18b90d2e2216152142466b", {"MBUS Front", 21092}},
    {"5c18b9192e2216398b5a8104", {"MBUS Rearsight", 9994}},
    {"5d124c1ad7ad1a12227c53a7", {"KAC stoper", 3666}},
    {"5d124c01d7ad1a115c7d59fb", {"KAC short", 4000}},
    {"5dfe14f30b92095fd441edaf", {"ETMI-019", 13000}},
    {"5b8403a086f7747ff856f4e2", {"Hex.", 12181}},
    {"5d4aaa54a4b9365392071170", {"AKM-L AR", 15392}},
    {"5b80242286f77429445e0b47", {"Hex red", 23911}},
    {"5d4aaa73a4b9365392071175", {"AKM-L AB", 14138}},
    {"5d4aab30a4b9365435358c55", {"VS Combo wht", 15461}},
    {"5b7be1ca5acfc400170e2d2f", {"Quad Rail", 14911}},
    {"5a8036fb86f77407252ddc02", {"Shoreline", 11933}},
    {"574eb85c245977648157eec3", {"Factory", 10916}},
    {"5798a2832459774b53341029", {"Customs", 20091}},
    {"5900b89686f7744e704a8747", {"Woods", 21201}},
    {"5a80a29286f7742b25692012", {"Resort", 8969}},
    {"5be4038986f774527d3fae60", {"Interchange", 8933}},
    {"5b3f3af486f774679e752c1f", {"Armband", 573}},
    {"5b3f3b0186f774021a2afef7", {"Armband", 527}},
    {"5b3f3ade86f7746b6b790d8e", {"Armband", 894}},
    {"5b3f16c486f7747c327f55f7", {"Armband", 729}},
    {"5b3f3b0e86f7746752107cda", {"Armband", 534}},
    {"5c0919b50db834001b7ce3b9", {"1Sch FShield", 54088}},
    {"544fb5454bdc2df8738b456a", {"Tool", 25415}},
    {"5b4391a586f7745321235ab2", {"Camera", 38147}},
    {"5ac78a9b86f7741cca0bbd8d", {"Jammer", 35205}},
    {"5991b51486f77447b112d44f", {"MS2000", 16019}},
    {"5656eb674bdc2d35148b457c", {"40mm", 21124}},
    {"59148f8286f7741b951ea113", {"Safe", 6204}},
    {"57372c21245977670937c6c2", {"BT gs", 30481}},
    {"57372d1b2459776862260581", {"PP gs", 1000}},
    {"57372deb245977685d4159b3", {"PRS gs", 3050}},
    {"57372f7d245977699b53e301", {"US gs", 4667}},
    {"573722e82459776104581c21", {"BZHT gzh", 700}},
    {"5737250c2459776125652acc", {"PBM", 6168}},
    {"5737256c2459776125652acd", {"PMM", 4818}},
    {"573725b0245977612125bae2", {"Ppe gzh", 1611}},
    {"573727c624597765cc785b5b", {"Pst gzh", 1400}},
    {"573728cc24597765cc785b5d", {"SP7 gzh", 4667}},
    {"573728f324597765e5728561", {"SP8 gzh", 1100}},
    {"5c11279ad174af029d64592b", {"Warmage", 2138}},
    {"5c1262a286f7743f8a69aab2", {"7N39", 46028}},
    {"57372db0245977685d4159b2", {"PP gs", 3000}},
    {"57372e4a24597768553071c2", {"PRS gs", 683}},
    {"57372ebf2459776862260582", {"PS gs", 3167}},
    {"5c1127d0d174af29be75cf68", {"12x70 DIPP", 1840}},
    {"5649ed104bdc2d3d1c8b458b", {"PS 7.62x39", 1849}},
    {"560d75f54bdc2da74d8b4573", {"SNB 7.62x54 R", 9835}},
    {"5c1260dc86f7746b106e8748", {"7N12", 16225}},
    {"5c12619186f7743f871c8a32", {"7N9", 10097}},
    {"58d2946c86f7744e271174b5", {"MOE Stock FG", 17641}},
    {"58d2946386f774496974c37e", {"MOE Stock FDE", 10370}},
    {"58d2947e86f77447aa070d53", {"MOE Stock SG", 13821}},
    {"58d2947686f774485c6a1ee5", {"MOE Stock OD", 11152}},
    {"5e42c83786f7742a021fdf3c", {"#21WS", 787093}},
    {"5e42c81886f7742a01529f57", {"#11SR", 1752207}},
    {"5739d41224597779c3645501", {"Pst Gzh", 3750}},
    {"5447ac644bdc2d6c208b4567", {"Ball 5.56x45", 7130}},
    {"5e2af55f86f7746d4159f07c", {"Grenades", 317348}},
    {"5e2af4d286f7746d4159f07a", {"Aramid", 17557}},
    {"5e2af4a786f7746d3f3c3400", {"Ripstop", 27881}},
    {"5e2af47786f7746d404f3aaa", {"Fleece", 6016}},
    {"5e2af41e86f774755a234b67", {"Cordura", 21417}},
    {"5e2af37686f774755a234b65", {"SurvL", 12093}},
    {"5e2af2bc86f7746d3f3c33fc", {"Matches", 8528}},
    {"5e2af29386f7746d4159f077", {"KEK", 19783}},
    {"5e2af22086f7746d3f3c33fa", {"Poxeram", 14325}},
    {"5e2af00086f7746d3f3c33f7", {"Cleaner", 7763}},
    {"5e2af02c86f7746d420957d4", {"Chlorine", 14400}},
    {"5e2aef7986f7746d3f3c33f5", {"Repellent", 9011}},
    {"5e2aee0a86f774755a234b62", {"Cyclon", 52276}},
    {"5e2aedd986f7746d404f3aa4", {"GreenBat", 64199}},
    {"5e2af51086f7746d3f3c3402", {"Fuze", 13641}},
    {"5e32f56fcb6d5863cc5e5ee4", {"VOG-17", 17122}},
    {"5e340dcdcb6d5863cc5e5efb", {"VOG-25", 29099}},
    {"5e4abb5086f77406975c9342", {"Slick", 636637}},
    {"5e4abc6786f77406812bd572", {"SFMP", 60900}},
    {"5e4d34ca86f774264f758330", {"Razor", 37837}},
    {"5e4bfc1586f774264f7582d3", {"TC 800", 78555}},
    {"5e4ac41886f77406a511c9a8", {"AACPC", 431266}},
    {"5e4abc1f86f774069619fbaa", {"Bank Robber", 10232}},
    {"5e4abfed86f77406a2713cf7", {"Tarzan", 12098}},
    {"5e54f79686f7744022011103", {"Plague mask", 58308}},
    {"5e569a132642e66b0b68015c", {"DRG L-1", 3866}},
    {"5e42c71586f7747f245e1343", {"Med.St.", 6657404}},
    {"5e54f62086f774219b0f1937", {"Raven", 30008}},
    {"5e54f76986f7740366043752", {"Shroud", 25416}},
    {"5696686a4bdc2da3298b456a", {"Dollars", 126}},
    {"569668774bdc2da2298b4568", {"Euros", 150}},
    {"5e54f6af86f7742199090bf3", {"Lupo's", 32150}},
    {"5e71f6be86f77429f2683c44", {"Rivals", 24000}},
    {"5e71fad086f77422443d4604", {"Rivals", 32000}},
    {"5e71f70186f77429ee09f183", {"Rivals", 1000000}},
    {"5ea03f7400685063ec28bfa8", {"PPSH-41", 18916}},
    {"5e81c3cbac2bb513793cdc75", {"M1911A1", 7889}},
    {"5ea02bb600685063ec28bfa1", {"10.6 PPSH-41 7.62x25", 10000}},
    {"5e81c519cb2b95385c177551", {"M1911A1 .45", 2388}},
    {"5ea034eb5aad6446a939737b", {"35 PPSH", 2733}},
    {"5e81c4ca763d9f754677befa", {"M1911", 9583}},
    {"5ea034f65aad6446a939737e", {"71 PPSH", 29556}},
    {"5ea03e5009aa976f2e7a514b", {"PPSH-41 dc", 1700}},
    {"5e81edc13397a21db957f6a1", {"M1911A1 slide", 1700}},
    {"5ea03e9400685063ec28bfa4", {"PPSH-41 stock", 15555}},
    {"5e81c6bf763d9f754677beff", {"M1911A1 P.Grip", 3833}},
    {"5e81c539cb2b95385c177553", {"M1911A1 Catch", 2999}},
    {"5e81c550763d9f754677befd", {"M1911A1 Ham.", 8000}},
    {"5e81c6a2ac2bb513793cdc7f", {"M1911A1 Trig.", 8400}},
    {"5e81ee213397a21db957f6a6", {"M1911A1 FS", 4333}},
    {"5e81ee4dcb2b95385c177582", {"M1911A1 RS", 604}},
    {"5e9dacf986f774054d6b89f4", {"Defender-2", 302000}},
    {"5ea05cf85ad9772e6624305d", {"TK Fast MT", 15306}},
    {"5ea058e01dbce517f324b3e2", {"Heavy Trooper", 163971}},
    {"5e9dcf5986f7746c417435b3", {"Day Pack", 19450}},
    {"5e9db13186f7742f845ee9d3", {"LBT-1961A", 38203}},
    {"5c5db63a2e2216000f1b284a", {"Midwest 14 inch", 35377}},
    {"5e208b9842457a4a7a33d074", {"DTKP", 28132}},
    {"57372ac324597767001bc261", {"BP gs", 1000}},
    {"57372c89245977685d4159b1", {"BT gs", 12166}},
    {"5c1127bdd174af44217ab8b9", {"DIPP", 18389}},
    {"5857a8b324597729ab0a0e7d", {"Beta Container", 750000}},
    {"5ede7b0c6d23e5473e6e8c66", {"RB-RLSA", 95498}},
    {"5ede7a8229445733cb4c18e2", {"RB-PKPM", 393027}},
    {"5e81f423763d9f754677bf2e", {".45 FMJ", 306}},
    {"5ea2a8e200685063ec28c05a", {".45 RIP", 1595}},
    {"5ea17bbc09aa976f2e7a51cd", {"RC2", 27594}},
    {"5e5699df2161e06ac158df6f", {"XRS DRG", 10733}},
    {"5ea16acdfadf1d18c87b0784", {"SMR Mk.16 9.5", 11553}},
    {"5ea16ada09aa976f2e7a51be", {"SMR Mk.16 13.5", 17361}},
    {"5e56991336989c75ab4f03f6", {"SVD Mod.", 15656}},
    {"5b363dea5acfc4771e1c5e7e", {"12g adapter", 9933}},
    {"5e569a2e56edd02abe09f280", {"XD RGL", 9000}},
    {"5ea16d4d5aad6446a939753d", {"ACH", 13611}},
    {"5d44334ba4b9362b346d1948", {"Raptor Charge", 46000}},
    {"5cbda9f4ae9215000e5b9bfc", {"6P20 Sb.9 Plum", 1117}},
    {"5d00f63bd7ad1a59283b1c1e", {"Viper", 7550}},
    {"5e2192a498a36665e8337386", {"MG-47", 16500}},
    {"5e217ba4c1434648c13568cd", {"Kocherga", 14750}},
    {"5d4406a8a4b9361e4f6eb8b7", {"PRS GEN3 gr.", 42703}},
    {"5cbdb1b0ae9215000d50e105", {"6P20 Sb.7 Plum", 12375}},
    {"5d135ecbd7ad1a21c176542e", {"CTR Stock", 25755}},
    {"5b84038986f774774913b0c1", {"Hex.", 21414}},
    {"5e569a0156edd02abe09f27d", {"IzhMash mod. rail", 9710}},
    {"5ea172e498dacb342978818e", {"FH556RC", 19111}},
    {"5e21ca18e4d47f0da15e77dd", {"CNC War.", 7450}},
    {"5ea18c84ecf1982c7712d9a2", {"Bastion", 264848}},
    {"5ea17ca01412a1425304d1c0", {"Bastion", 68760}},
    {"5e0090f7e9dc277128008b93", {"MP9 Upper", 56833}},
    {"5d124c0ed7ad1a10d168dd9b", {"KAC Long", 7372}},
    {"5e81ebcd8e146c7080625e15", {"GL40", 7473473}},
    {"5ed51652f6c34d2cc26336a1", {"M.U.L.E", 86454}},
    {"5ed5166ad380ab312177c100", {"Obdolbos", 36639}},
    {"5ed515ece452db0eb56fc028", {"P22", 18927}},
    {"5ed515e03a40a50460332579", {"L1", 21481}},
    {"5ed515c8d380ab312177c0fa", {"3-(b-TG)", 19164}},
    {"5ed515f6915ec335206e4152", {"AHF1-M", 21664}},
    {"5ed5160a87bb8443d10680b5", {"Meldonin", 55332}},
    {"5efb0cabfb3e451d70735af5", {".45 AP", 2288}},
    {"5efb0fc6aeb21837e749c801", {".45 HS", 1296}},
    {"5efb0d4f4bc50b58e81710f3", {".45 LM", 338}},
    {"5f0596629e22f464da6bbdd9", {"366 AP", 561}},
    {"5ede474b0c226a66f5402622", {"M381", 78555}},
    {"5ede475b549eed7c6d5c18fb", {"M386", 11203}},
    {"5ede4739e0350d05467f73e8", {"M406", 14201}},
    {"5f0c892565703e5c461894e9", {"M433", 13976}},
    {"5ede47405b097655935d7d16", {"M441", 103175}},
    {"5ede475339ee016e8c534742", {"M576", 1613}},
    {"5efb0c1bd79ff02a1f5e68d9", {"M993", 3294}},
    {"5efb0da7a29a85116f6ea05f", {"7N31", 3045}},
    {"5efb0e16aeb21837e749c7ff", {"QuakeMaker", 823}},
    {"5eff09cd30a7dc22fd1ddfed", {"Tape key", 42916}},
    {"5efde6b4f5448336730dbd61", {"Key card", 300006}},
    {"5e997f0b86f7741ac73993e2", {"Sanitar bag", 26433}},
    {"57372bd3245977670b7cd243", {"BS gs", 37639}},
    {"5857a8bc2459772bad15db29", {"Gamma container", 1850000}},
    {"544a11ac4bdc2d470e8b456a", {"Alpha Container", 360000}},
    {"59db794186f77448bc595262", {"Epsilon", 1100000}},
    {"5c093ca986f7740a1867ab12", {"Kappa", 4900000}},
    {"5648b62b4bdc2d9d488b4585", {"GP-34", 50900}},
    {"5f5e45cc5021ce62144be7aa", {"LK 3F", 6246}},
    {"5f5e467b0bc58666c37e7821", {"F5", 46583}},
    {"5f5e46b96bdad616ad46d613", {"F4", 61287}},
    {"5f5f41f56760b4138443b352", {"Thunderbolt", 19916}},
    {"5f2a9575926fd9352339381f", {"RFB", 36697}},
    {"5f36a0e5fbf956000b716b65", {"M45A1", 10435}},
    {"5e870397991fd70db46995c8", {"590A1", 22083}},
    {"5e848cc2988a8701445df1e8", {"KS-23M", 127495}},
    {"5f4f9eb969cdc30ff33f09db", {"Compass", 32066}},
    {"5e8f3423fd7471236e6e3b64", {"Kvass", 14365}},
    {"5f5f41476bdad616ad46d631", {"Korund-VM", 307000}},
    {"5f60c74e3b85f6263c145586", {"Rys-T", 198327}},
    {"5f60b34a41e30a4ab12a6947", {"Caiman", 88611}},
    {"5d70e500a4b9364de70d38ce", {"VOG-30", 980}},
    {"5e85aa1a988a8701445df1f5", {"Barr.", 2768}},
    {"5e85a9a6eacf8c039e4e2ac1", {"Shrap.10", 2276}},
    {"5f647f31b6238e5dd066e196", {"Shr.25", 1560}},
    {"5e85a9f4add9fe03027d9bf1", {"Star", 40466}},
    {"5e831507ea0a7c419c2f9bd9", {"Esmarch", 1305}},
    {"5e8488fa988a8701445df1e4", {"Hemostat", 13384}},
    {"5f63407e1b231926f2329f15", {"Rotor43 7.62x51", 64666}},
    {"5f60cd6cf2bcbb675b00dac6", {"XCEL", 52767}},
    {"5f60b85bbdb8e27dee3dc985", {"Applique", 45438}},
    {"5f60bf4558eff926626a60f2", {"FAV", 34494}},
    {"5f60c076f2bcbb675b00dac2", {"Mandible", 87478}},
    {"5f60c85b58eff926626a60f7", {"FShield", 50231}},
    {"5f6331e097199b7db2128dc2", {"X47", 27070}},
    {"55f84c3c4bdc2d5f408b4576", {"RIS II 9.5 FDE", 14699}},
    {"5efaf417aeb21837e749c7f2", {"B-30 B-31С", 39239}},
    {"5f3e7823ddc4f03b010e2045", {"M45A1 slide", 5100}},
    {"5f60e6403b85f6263c14558c", {"Beret", 15200}},
    {"5f60e7788adaa7100c3adb49", {"Beret", 7801}},
    {"5f60e784f2bcbb675b00dac7", {"Beret", 8373}},
    {"5dcbd6b46ec07c0c4347a564", {"MDR Handguard", 68633}},
    {"5eea21647547d6330471b3c9", {"MOE M590", 8450}},
    {"5648b2414bdc2d3b4c8b4578", {"M1-B", 8100}},
    {"5e848d51e4dbc5266a4ec63b", {"KS-23M for.", 2311}},
    {"5f2aa47a200e2c0ee46efa71", {"RFB HG", 50800}},
    {"5f63418ef5750b524b45f116", {"Bravo-18", 18626}},
    {"5e87076ce2db31558c75a11d", {"Speedfeed", 8451}},
    {"5f6336bbda967c74a42e9932", {"LCH-7 12.5", 21815}},
    {"5f745ee30acaeb0d490d8c5b", {"Veritas", 34246}},
    {"5f6340d3ca442212f4047eb2", {"TD", 30750}},
    {"5f633f68f5750b524b45f112", {"RRD 4C", 59829}},
    {"5f633f791b231926f2329f13", {"RRD 4C", 70473}},
    {"5f2aa4559b44de6b1b4e68d1", {"RFB FH", 4000}},
    {"5ef61964ec7f42238c31e0c1", {"AO MB", 6464}},
    {"5f6339d53ada5942720e2dc3", {"CRD", 9975}},
    {"5f6372e2865db925d54f3869", {"Ferfrans MB", 14000}},
    {"5d270b3c8abbc3105335cfb8", {"M700 protection cap", 500}},
    {"5f2aa43ba9b91d26f20ae6d2", {"RFB sp.", 6963}},
    {"5f2aa4464b50c14bcf07acdb", {"RFB protection cap", 6333}},
    {"5e8708d4ae379e67d22e0102", {"GR FS", 18500}},
    {"5e87114fe2db31558c75a120", {"GR RS", 7518}},
    {"5f3e78a7fbf956000b716b8e", {"Lomount FS", 15000}},
    {"5f3e7897ddc4f03b010e204a", {"Lomount RS", 19999}},
    {"5ef3553c43cb350a955a7ccb", {"Wilson Ext.", 3667}},
    {"5ef35f46382a846010715a96", {"HEX Ham.", 7000}},
    {"5ef35d2ac64c5d0dfc0571b0", {"M1911A1 Ham.", 4950}},
    {"5ef35bc243cb350a955a7ccd", {"US Ham.", 10780}},
    {"5ef32e4d1c1fd62aea6a150d", {"Trik", 9467}},
    {"5f3e777688ca2d00ad199d25", {"M45A1 Catch", 4000}},
    {"5f3e76d86cda304dcc634054", {"M45A1 Ham.", 19222}},
    {"5f3e772a670e2a7b01739a52", {"M45A1 Trig.", 10499}},
    {"5f633ff5c444ce7e3c30a006", {"AR-15 Charge", 99484}},
    {"56deee15d2720bee328b4567", {"МP153x4", 11333}},
    {"5cbdaf89ae9215000e5b9c94", {"6L23 Plum", 5373}},
    {"5f647d9f8499b57dc40ddb93", {"KS-23Mx3", 7555}},
    {"59fafc9386f774067d462453", {"AK30", 27355}},
    {"5d1340b3d7ad1a0b52682ed7", {"GEN M3 30", 15415}},
    {"5e21a3c67e40bd02257a008a", {"Pmag30", 20399}},
    {"5e87080c81c4ed43e83cefda", {"M590A1x8", 21579}},
    {"5f3e77b26cda304dcc634057", {"M45A1", 14869}},
    {"5cffa483d7ad1a049e54ef1c", {"ammo belt", 1030}},
    {"5ef3448ab37dfd6af863525c", {"Mec-Gar", 22690}},
    {"5eeb2ff5ea4f8b73c827350b", {"RB7M", 5900}},
    {"5a398b75c4a282000a51a266", {"PRA", 63796}},
    {"5a398ab9c4a282000c5a9842", {"SCRA", 40574}},
    {"5f2aa49f9b44de6b1b4e68d4", {"RFB scope mount", 3833}},
    {"5ef5d994dfbc9f3c660ded95", {"Weig-a-tinny", 2900}},
    {"5ef369b08cef260c0642acaf", {"TGM", 2300}},
    {"5f2aa493cd375f14e15eea72", {"RFB HG rail", 4167}},
    {"5eea217fc64c5d0dfc05712a", {"SGA M590", 8789}},
    {"5e848dc4e4dbc5266a4ec63d", {"KS-23M steel", 16062}},
    {"5e848db4681bea2ada00daa9", {"KS23 Wood", 20435}},
    {"5e87116b81c4ed43e83cefdd", {"M590A1 stock", 6750}},
    {"5ef1ba28c64c5d0dfc0571a5", {"Mesa Crosshair", 52167}},
    {"5ef1b9f0c64c5d0dfc0571a1", {"LEO M590", 4625}},
    {"5f63405df5750b524b45f114", {"SVD style stock", 26667}},
    {"5e848d1c264f7c180b5e35a9", {"510mm KS23 23mm", 21200}},
    {"5e848d2eea0a7c419c2f9bfd", {"700mm KS23 23mm", 15333}},
    {"5f2aa46b878ef416f538b567", {"18 RFB 7.62x51", 139666}},
    {"5e87071478f43e51ca2de5e1", {"20 M590", 99999}},
    {"5f3e77f59103d430b93f94c1", {"M1911A1 .45", 9542}},
    {"5f3e7801153b8571434a924c", {"National match .45", 100000}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 835979}},
    {"5d1b371186f774253763a656", {"Fuel", 121290}},
    {"5f6341043ada5942720e2dc5", {"Scorpius", 37225}},
    {"57c9a89124597704ee6faec1", {"226FDE", 1247}},
    {"5ef366938cef260c0642acad", {"ALG#423 P.Grip", 2900}},
    {"5e848d99865c0f329958c83b", {"KS23M Pgrip", 14664}},
    {"5f3e778efcd9b651187d7201", {"M45A1 P.Grip", 15556}},
    {"5c0e655586f774045612eeb2", {"Trooper", 134248}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 68102}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 20966}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 48273}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 48602}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 137171}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 61250}},
    {"5f2a9575926fd9352339381f", {"RFB", 39889}},
    {"5fc3f2d5900b1d5091531e57", {"Vector 9x19mm", 96648}},
    {"5fb64bc92b1b027b1f50bcf2", {"Vector .45", 88378}},
    {"5fc3e272f8b6a877a729eac5", {"UMP 45", 27071}},
    {"5fd4c4fa16cac650092f6771", {"IDEA", 9825}},
    {"5fd4c5477a8d854fa0105061", {"Vest", 15853}},
    {"5fd4c60f875c30179f5d04c2", {"BSS-MK1", 24730}},
    {"5fbcc1d9016cce60e8341ab3", {"SIG MCX 300 blk", 68915}},
    {"5fc22d7c187fea44d52eda44", {"Mk-18 .338 LM", 174796}},
    {"5fbe3ffdf8b6a877a729ea82", {"BPZ", 448}},
    {"5fd20ff893a8961fc660a954", {"AP", 2501}},
    {"5fc382a9d724d907e2077dab", {"AP", 65991}},
    {"5fc275cf85fd526b824a571a", {"FMJ", 18981}},
    {"5fc382c1016cce60e8341b20", {".338 UPZ", 1210}},
    {"5fc382b6d6fa9c00c571bbc3", {"TAC-X", 2525}},
    {"5fd4c474dd870108a754b241", {"HGrid", 575750}},
    {"5fc4b9b17283c4046c5814d7", {"Omega 45k", 41069}},
    {"5fbe7618d6fa9c00c571bb6c", {"SRD 7.62x51", 42409}},
    {"5fbe760793164a5b6278efc8", {"SRD QD 7.62x51", 55128}},
    {"5fc0fa957283c4046c58147e", {"SIG Rear Flip", 7995}},
    {"5fc64ea372b0dd78d51159dc", {"Knife", 28129}},
    {"5fca138c2a7b221b2852a5c6", {"xTG-12", 37777}},
    {"5fca13ca637ee0341a484f46", {"SJ9 TGLabs", 69000}},
    {"5fce0cf655375d18a253eff0", {"RVG FDE", 15603}},
    {"5fc0f9b5d724d907e2077d82", {"MVF001 A3", 8667}},
    {"5fc0f9cbd6fa9c00c571bb90", {"SSVFK blk.", 7452}},
    {"5fbc210bf24b94483f726481", {"MCX Gas.Bl.", 78125}},
    {"5fc2360f900b1d5091531e19", {"Mk-18 Gas.Bl.", 85555}},
    {"5fbcbcf593164a5b6278efb2", {"3-pr.FH", 2951}},
    {"5fbcbd02900b1d5091531dd3", {"Micr.Br.", 2933}},
    {"5fb65424956329274326f316", {"Vector 45", 3779}},
    {"5fc23636016cce60e8341b05", {"AC-858", 12112}},
    {"5fbbc3324e8a554c40648348", {"Vector 9x19", 3521}},
    {"5fbcbd10ab884124df0cd563", {"TPB 7.62x51", 11333}},
    {"5fbc22ccf24b94483f726483", {"T-LOK", 9858}},
    {"5fbbc34106bde7524f03cbe9", {"Vector protection cap", 1567}},
    {"5fc4b992187fea44d52edaa9", {"DT Omega", 6999}},
    {"5fc4b97bab884124df0cd5e3", {"Pist.Omega", 5433}},
    {"5fb6548dd1409e5ca04b54f9", {"Vector protection cap", 2100}},
    {"5fc0fa362770a0045c59c677", {"SIG Front", 5851}},
    {"5fb6567747ce63734e3fa1dc", {"Defiance Front", 10129}},
    {"5fb6564947ce63734e3fa1da", {"Defiance Rearsight", 8888}},
    {"5fbcc640016cce60e8341acc", {"MCX Chr.", 733}},
    {"5fb651dc85f90547f674b6f4", {"Magex G30", 47333}},
    {"5fb651b52b1b027b1f50bcff", {".45 Glock", 10479}},
    {"5fc3e466187fea44d52eda90", {"UMP 45", 17597}},
    {"5fc23426900b1d5091531e15", {"Mk-18 10", 18199}},
    {"5fbb976df9986c4cff3fe5f2", {"Vector Bottom", 5250}},
    {"5fc53954f8b6a877a729eaeb", {"rail bott.", 2975}},
    {"5fce0f9b55375d18a253eff2", {"Vector side", 2950}},
    {"5fbb978207e8a97d1f0902d3", {"Mk.5 Modular", 4600}},
    {"5fc5396e900b1d5091531e72", {"UMP side", 1700}},
    {"5fc2369685fd526b824a5713", {"Precision", 25576}},
    {"5fc3e4ee7283c4046c5814af", {"UMP Stock", 4333}},
    {"5fb655b748c711690e3a8d5a", {"Vector NFA", 9000}},
    {"5fb655a72b1b027b1f50bd06", {"Vector PSA", 1183}},
    {"5fce16961f152d4312622bc9", {"DS150 FDE", 7996}},
    {"5fbcc437d724d907e2077d5c", {"MCX/MPX thin", 5999}},
    {"5fbbaa86f9986c4cff3fe5f6", {"DS150 Stock", 9629}},
    {"5fb6558ad6f0b2136f2d7eb7", {"Vector fold.", 8300}},
    {"5fbcc429900b1d5091531dd7", {"MCX/MPX telescoping", 5306}},
    {"5fbbfabed5cb881a7363194e", {"171mm MCX .300 BLK", 8901}},
    {"5fbbfacda56d053a3543f799", {"229mm MCX .300 BLK", 20887}},
    {"5fc23678ab884124df0cd590", {"24 Mk-18 .338 LM", 103544}},
    {"5fbbc366ca32ed67276c1557", {"Vector 5 9x19", 10875}},
    {"5fb653962b1b027b1f50bd03", {"Vector 6 .45", 14599}},
    {"5fc3e4a27283c4046c5814ab", {"8 UMP .45 ACP", 4966}},
    {"5fb65363d1409e5ca04b54f5", {"Vector 5 .45", 5450}},
    {"5fbbc383d5cb881a7363194a", {"Vector 6 9x19", 26703}},
    {"5fbc227aa56d053a3543f79e", {"MCX 12", 12052}},
    {"5fc235db2770a0045c59c683", {"Sword 18 ich", 65205}},
    {"5fbc226eca32ed67276c155d", {"MCX 8", 4583}},
    {"5fbcbd6c187fea44d52eda14", {"MCX Pistol", 7699}},
    {"5fbcc3e4d6fa9c00c571bb58", {"MCX 1 gen.", 19900}},
    {"5fc278107283c4046c581489", {"Mk-18 Upper", 93375}},
    {"5fd8d28367cb5e077335170f", {"Smoke", 26984}},
    {"57372f5c24597769917c0131", {"T gs", 1000}},
    {"573724b42459776125652ac2", {"P gzh", 1000}},
    {"5737273924597765dd374461", {"PSO gzh", 1000}},
    {"5737266524597761006c6a8c", {"PRS gzh", 1000}},
    {"5737280e24597765cc785b5c", {"PSV", 1000}},
    {"5737287724597765e1625ae2", {"RG028 gzh", 1000}},
    {"57372e73245977685d4159b4", {"PS gs", 1000}},
    {"5737260b24597761224311f2", {"PPT gzh", 1000}},
    {"5737300424597769942d5a01", {"US gs", 1000}},
    {"5737330a2459776af32363a1", {"FMJ", 1000}},
    {"5737339e2459776af261abeb", {"HP", 1000}},
    {"57372ee1245977685d4159b5", {"T gs", 1000}},
    {"573733c72459776b0b7b51b0", {"SP", 1000}},
    {"5737292724597765e5728562", {"BP gs", 45000}},
    {"57372b832459776701014e41", {"BS gs", 1000}},
    {"57372a7f24597766fe0de0c1", {"BP gs", 43000}},
    {"57372bad245977670b7cd242", {"BS gs", 1000}},
    {"57372f2824597769a270a191", {"T gs", 1000}},
    {"57372c56245977685e584582", {"BT gs", 26600}},
    {"57372e1924597768553071c1", {"PRS gs", 10000}},
    {"573726d824597765d96be361", {"PS gs PPO", 1000}},
    {"57372d4c245977685a3da2a1", {"PP gs", 1000}},
    {"57372e94245977685648d3e1", {"PS gs", 1000}},
    {"57372fc52459776998772ca1", {"US gs", 1000}},
    {"5f9949d869e2777a0e779ba5", {"Rivals", 20000}},
    {"5f99418230835532b445e954", {"Rivals", 20000}},
    {"5f994730c91ed922dd355de3", {"Rivals", 20000}},
    {"5449016a4bdc2d6f028b456f", {"Roubles", 0}},
    {"5d1b36a186f7742523398433", {"Fuel", 29373}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 38403}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 38828}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 100333}},
    {"60391b0fb847c71012789415", {"TP-200", 45399}},
    {"60391a8b3364dc22b04d0ce5", {"Thermite", 66130}},
    {"60391afc25aff57af81f7085", {"Ratch.", 1015454}},
    {"60337f5dce399e10262255d1", {"STM9 MB", 2597}},
    {"602a97060ddce744014caf6f", {"PL15 std.", 21333}},
    {"6034d2d697633951dc245ea6", {"Gunslinger", 59385}},
    {"6038d614d10cbf667352dd44", {"Takedown", 38000}},
    {"6034d103ca006d2dca39b3f0", {"Takedown", 39028}},
    {"603648ff5a45383c122086ac", {"Azimut", 22403}},
    {"6034d0230ca681766b6a0fb5", {"CSA", 14101}},
    {"6034cf5fffd42c541047f72e", {"Umka", 15570}},
    {"6040dd4ddcf9592f401632d2", {"Azimut", 21102}},
    {"602a9740da11d6478d5a06dc", {"PL-15", 24199}},
    {"60339954d62c9b14ed777c06", {"STM-9", 41427}},
    {"6038b4ca92ec1c3103795a0d", {"Slick", 624866}},
    {"6038b4b292ec1c3103795a0b", {"Slick", 599714}},
    {"6033fa48ffd42c541047f728", {"M32", 19573}},
    {"60098af40accd37ef2175f27", {"CAT", 1594}},
    {"60098ad7c2240c0fe85c570a", {"AFAK", 37481}},
    {"60098b1705871270cd5352a1", {"EWR", 13667}},
    {"601948682627df266209af05", {"Taiga-1", 20000000}},
    {"60363c0c92ec1c31037959f5", {"GP-7", 16476}},
    {"603618feffd42c541047f771", {"Cap", 8435}},
    {"603619720ca681766b6a0fc4", {"Cap", 7000}},
    {"6040de02647ad86262233012", {"Cap", 4826}},
    {"60361a7497633951dc245eb4", {"Cap", 2500}},
    {"60361b0b5a45383c122086a1", {"Cap", 4056}},
    {"60361b5a9a15b10d96792291", {"Cap", 2860}},
    {"603409c80ca681766b6a0fb2", {"Condor", 15866}},
    {"60194943740c5d77f6705eea", {"SOST", 386}},
    {"601949593ae8f707c4608daa", {"SSA AP", 3682}},
    {"601aa3d2b2bcb34913271e6d", {"7.62 AP", 4130}},
    {"60228a76d62c9b14ed777a66", {"PL15 FS", 800}},
    {"60228a850ddce744014caf69", {"PL15 FS", 950}},
    {"60229948cacb6b0506369e27", {"PL15 RS", 900}},
    {"602293f023506e50807090cb", {"Sup. RS", 950}},
    {"602f85fd9b513876d4338d9c", {"Magwell", 5250}},
    {"60338ff388382f4fab3fd2c8", {"Magwell", 5499}},
    {"6033749e88382f4fab3fd2c5", {"MASP Charge", 7000}},
    {"602286df23506e50807090c6", {"9x19 PL15", 14191}},
    {"602e3f1254072b51b239f713", {"STM Tube", 14325}},
    {"602e620f9b513876d4338d9a", {"GL Core", 6250}},
    {"602a95edda11d6478d5a06da", {"PL-15 9x19", 3345}},
    {"603372b4da11d6478d5a07ff", {"10.5 STM-9 9x19", 8000}},
    {"602a95fe4e02ce1eaa358729", {"PL15 thr.", 22225}},
    {"603372d154072b51b239f9e1", {"12 STM-9 9x19", 9913}},
    {"603372f153a60014f970616d", {"14 STM-9 9x19", 14562}},
    {"603373004e02ce1eaa358814", {"16 STM-9 9x19", 43435}},
    {"6034e3e20ddce744014cb878", {"STM 12", 12180}},
    {"6034e3d953a60014f970617b", {"STM 15", 16796}},
    {"6034e3cb0ddce744014cb870", {"STM 9", 11398}},
    {"602e71bd53a60014f9705bfa", {"DLG123", 3125}},
    {"60228924961b8d75ee233c32", {"PL15 Slide", 3900}},
    {"602e63fb6335467b0c5ac94d", {"STM-9 Upper", 22181}},
};


For even more accuracy divide the price by number of slots

RonaldWeezly 4th April 2021 01:06 AM

Anyone got any clues on silent aim externally? Found any angles which are modifiable etc?

dota2bot 4th April 2021 09:17 AM

Quote:

Originally Posted by ecthirune (Post 3108155)
playerposition sometimes fcked by unity or eft, i dunno. i saw same shit and switched to check position by bones.

bingo! that worked.

side note:
does fpscamera not show up in offline mode? i tried it using the tagged objects way, didnt find it. also trying it with allcamera, its just 0 for me.

Code:

AllCamera = 0x150EA00,
FPSCamera = 0x30,

allCamera = mem.read<uint64_t>(unityBaseAddress + ETF_OFFSETS::AllCamera);

uint64_t EscapeFromTarkov::findFPSCamera() {
        return mem.read<uint64_t>(AllCamera + ETF_OFFSETS::FPSCamera);
}


HirezPinecone 4th April 2021 10:12 PM

send rpc sig: searchAsciiPattern(11 96 18 74 1 ? ? ? 1 95 18 33)

You guys basically have the source and can compile this game... I dont even think you guys know what sigs are.

pinefin 4th April 2021 10:47 PM

Quote:

Originally Posted by Krocodil (Post 3108929)
May be this will help

thank you :)


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

RonaldWeezly 5th April 2021 04:24 PM

Anyone know if EFT/BE integrity check the .text section?

beepboop5 5th April 2021 09:46 PM

Quote:

Originally Posted by RonaldWeezly (Post 3110604)
Anyone know if EFT/BE integrity check the .text section?

Text section of what? game? no idea, various kernel components? yes.

Brabra1262 6th April 2021 08:21 AM

anyone have read chain to EFT.InventoryLogic.WeaponTemplate
for some reason i cant find the inventory logic and not sure what its based on.


apperently it goes through
EFT.InventoryLogic.Weapon yet couldnt find it but only could find
get_Template ():EFT.InventoryLogic.WeaponTemplate
which wont work externally

dota2bot 6th April 2021 08:47 AM

Quote:

Originally Posted by dota2bot (Post 3109745)
bingo! that worked.

side note:
does fpscamera not show up in offline mode? i tried it using the tagged objects way, didnt find it. also trying it with allcamera, its just 0 for me.

Code:

AllCamera = 0x150EA00,
FPSCamera = 0x30,

allCamera = mem.read<uint64_t>(unityBaseAddress + ETF_OFFSETS::AllCamera);

uint64_t EscapeFromTarkov::findFPSCamera() {
        return mem.read<uint64_t>(AllCamera + ETF_OFFSETS::FPSCamera);
}



solved (stolen code):

Code:


uint64_t EscapeFromTarkov::findFPSCamera() {
        auto cameraArray = mem.read<CameraArray>(allCamera);

        for (int i = 0; i < cameraArray.CurCount; i++)
        {
                auto cameraEntity = mem.read<uint64_t>(cameraArray.Cameras + (i * 8));
                auto isActive = mem.read<bool>(cameraEntity + ETF_OFFSETS::CameraActive);

                if (!isActive)
                        continue;

                auto camGameObj = mem.read<uint64_t>(cameraEntity + 0x30);
                auto name = getObjectName(camGameObj);

                if (name.compare("FPS Camera") == 0)
                {
                        return camGameObj;
                }
        }

        return 0;
}

seeing another problem in this new patch. gameworld sometimes shows up reliably on raid start, but other times it shows up 30sec - 2/3 min later into the raid. currently im starting from firstactive to lastactive, then checking lastactive, then if still not found, doing a reverse look from lastactive to firstactive.

MasterScuzee 6th April 2021 10:06 AM

Quote:

Originally Posted by Brabra1262 (Post 3111062)
anyone have read chain to EFT.InventoryLogic.WeaponTemplate
for some reason i cant find the inventory logic and not sure what its based on.


apperently it goes through
EFT.InventoryLogic.Weapon yet couldnt find it but only could find
get_Template ():EFT.InventoryLogic.WeaponTemplate
which wont work externally

iirc Weapon + 0x38 is the template casted to WeaponTemplate.
For weapons it's automatically WeaponTemplate, but don't quote me on that one :D

yurchik 6th April 2021 12:12 PM

where can i find game resolution externally? i found aspect ratio and some other things but cannot find resolution

RonaldWeezly 6th April 2021 04:46 PM

Quote:

Originally Posted by beepboop5 (Post 3110813)
Text section of what? game? no idea, various kernel components? yes.

.text section of the game's process yea, where functions and other read-only shit is stored. you shouldn't modify it. commonly known as 'byte patching'.

RonaldWeezly 6th April 2021 05:00 PM

Anyone know how to get the position of a WorldInteractiveObject externally?

gabbo200 6th April 2021 10:01 PM

Can anyone help me with updated offsets to get player inventory?

swh4641 7th April 2021 07:04 AM

hello, someone know how to got to granade from granade list(0xe0)

igromanru 7th April 2021 10:13 AM

Quote:

Originally Posted by montroisiemecon (Post 3047893)
How i get player head position:


Code:

        const auto& playerBody = _deref(player.body);
        const auto& playerBones = _deref(playerBody.playerBones);
        hPos = getTransformPosition(_deref(playerBones.headTransform).transform);

Code:

struct Player
{
    char pad0[0x18];
    uint64_t localPlayer;  // 0x18
    CharacterController* characterController;  // 0x20
    char pad1[0x18]; // 0x18
    MovementContext* movementContext;  // 0x40
    char pad2[0x60];
    PlayerBody* body;  // 0xA8

Code:

struct PlayerBody
{
    char pad0[0x20];
    PlayerBones* playerBones;  // 0x20
    SkeletonRoot* skeletonRoot;  // 0x28
};

Code:

struct BifacialTransform
{
    char pad0[0x10];
    uint64_t transform;
};

struct PlayerBones
{
    char pad0[0x30];
    uint64_t neckTransform;  // 0x30
    char pad1[0x28];
    uint64_t leftPalmTransform;  // 0x60
    uint64_t rightPalmTransform;  // 0x68
    char pad2[0x48];
    uint64_t kickingFootTransform;  // 0xb8
    char pad3[0x18];
    BifacialTransform* headTransform;  // 0xd8
    BifacialTransform* leftShoulderTransform;  // 0xe0
    BifacialTransform* rightShoulderTransform;  // 0xe8
    char pad4[0x20];
    BifacialTransform* pelvisTransform;  // 0x110
};

Code:

Vector3f getTransformPosition(uint64_t transform) {
    auto transform_internal = driver::readMemory<uint64_t>(transform + 0x10);
    if (!transform_internal)
        return Vector3f();

    __m128 result;

    static const __m128 mulVec0 = { -2.000, 2.000, -2.000, 0.000 };
    static const __m128 mulVec1 = { 2.000, -2.000, -2.000, 0.000 };
    static const __m128 mulVec2 = { -2.000, -2.000, 2.000, 0.000 };

    const auto& pTransformAccessReadOnly = driver::readMemory<TransformAccessReadOnly>(transform_internal + 0x38);

    const auto& transformData = driver::readMemory<TransformData>(pTransformAccessReadOnly.pTransformData + 0x18);

    size_t sizeMatriciesBuf = sizeof(Matrix34) * pTransformAccessReadOnly.index + sizeof(Matrix34);
    size_t sizeIndicesBuf = sizeof(int) * pTransformAccessReadOnly.index + sizeof(int);
    if (sizeIndicesBuf > 1000000)
        return Vector3f();
    if (sizeMatriciesBuf > 1000000)
        return Vector3f();
    // Allocate memory for storing large amounts of data (matricies and indicies)
    void* pMatriciesBuf = malloc(sizeMatriciesBuf);
    void* pIndicesBuf = malloc(sizeIndicesBuf);

    if (pMatriciesBuf && pIndicesBuf) {
        driver::readMemory(transformData.pTransformArray, pMatriciesBuf, sizeMatriciesBuf);
        driver::readMemory(transformData.pTransformIndices, pIndicesBuf, sizeIndicesBuf);

        result = *(__m128*)((uint64_t)pMatriciesBuf + 0x30 * pTransformAccessReadOnly.index);
        unsigned int transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * pTransformAccessReadOnly.index);
        unsigned int transformIndexInit = transformIndex;
        auto attempts(0);
        while (transformIndex >= 0 && transformIndex < (unsigned int)(sizeMatriciesBuf / 0x30) && attempts < 1000000)
        {
            ++attempts;
            Matrix34 matrix34 = *(Matrix34*)((uint64_t)pMatriciesBuf + 0x30 * transformIndex);

            __m128 xxxx = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x00));        // xxxx
            __m128 yyyy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x55));        // yyyy
            __m128 zwxy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x8E));        // zwxy
            __m128 wzyw = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xDB));        // wzyw
            __m128 zzzz = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0xAA));        // zzzz
            __m128 yxwy = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_load_si128((__m128i*) & matrix34.vec1), 0x71));        // yxwy
            __m128 tmp7 = _mm_mul_ps(*(__m128*)(&matrix34.vec2), result);

            result = _mm_add_ps(
                _mm_add_ps(
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec1), zwxy),
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec2), wzyw)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0xAA))),
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec2), wzyw),
                                _mm_mul_ps(_mm_mul_ps(xxxx, mulVec0), yxwy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x55)))),
                    _mm_add_ps(
                        _mm_mul_ps(
                            _mm_sub_ps(
                                _mm_mul_ps(_mm_mul_ps(yyyy, mulVec0), yxwy),
                                _mm_mul_ps(_mm_mul_ps(zzzz, mulVec1), zwxy)),
                            _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(tmp7), 0x00))),
                        tmp7)), _mm_load_ps(&matrix34.vec0.x));

            transformIndex = *(int*)((uint64_t)pIndicesBuf + 0x4 * transformIndex);
        }
    }
    free(pMatriciesBuf);
    free(pIndicesBuf);
#ifdef _DEBUG
    return Vector3f(result.m128_f32[0], result.m128_f32[1], result.m128_f32[2]);
#else
    return Vector3f(result[0], result[1], result[2]);
#endif
}


Hey, I'm trying to reproduce your example. What is the offset of TransformAccessReadOnly.index?
If I got it right, TransformAccessReadOnly looks like this in ReClass.
https://i.imgur.com/fyJJHon.png

EDIT: I'm still on JET v0.12.9.10988.

ofrujaslo 7th April 2021 09:55 PM

anyone got updated external insta bullet hit? Or at least the way to get there :)

also is it just me or can you sometimes not loot/search shit when you mess with timescale in a match?

VTling 8th April 2021 06:05 AM

Hello everyone can u help me get the offset for opening the door

AmazingTurtle 8th April 2021 11:40 AM

Has anyone tried to look at devirtualized BEClient? I'm doing that right now. I'm curious. I dumped the BEClient_x64.dll using vmpdump and now I'm using NoVMP to devirtualize. Looks promising so far

https://i.imgur.com/jXjY2kR.png

ofrujaslo 8th April 2021 03:40 PM

noob question. any way we can influence these properties? are they stored in memery at predetermined offsets like other variables? https://imgur.com/a/J0bMeCF

Superseb123abc 8th April 2021 03:56 PM

Quote:

Originally Posted by ofrujaslo (Post 3112902)
noob question. any way we can influence these properties? are they stored in memery at predetermined offsets like other variables? https://imgur.com/a/J0bMeCF

Yes, all of these fields are in the actual class.
Look at 0xDC for your 'float_4' if that's what you're looking for.

You can very easily dump an SDK for this game if you look at the mono functions.

ofrujaslo 8th April 2021 04:34 PM

Quote:

Originally Posted by Superseb123abc (Post 3112911)
Yes, all of these fields are in the actual class.
Look at 0xDC for your 'float_4' if that's what you're looking for.

You can very easily dump an SDK for this game if you look at the mono functions.

The fields are quite easy to dump with CE. i'm more talking about the sprintacceleration/sprintspeed/sprintsensitivity floats, for example. Or changing the limits of the lerp (5f in sprintacceleration) to something else.

RonaldWeezly 8th April 2021 05:24 PM

SharedBallisticsCalculator + 0x18 (ShotsList) now does not contain LocalPlayer's bullets. Seems like EFT are trying to patch a few features.

Superseb123abc 8th April 2021 06:04 PM

Quote:

Originally Posted by ofrujaslo (Post 3112935)
The fields are quite easy to dump with CE. i'm more talking about the sprintacceleration/sprintspeed/sprintsensitivity floats, for example. Or changing the limits of the lerp (5f in sprintacceleration) to something else.

Yeah sure it's the exact same thing.
Only difference is "StaminaParameters" is a static instance it looks like, so you will have to find a way to get that, but internally it should be no issue.

dota2bot 9th April 2021 03:26 AM

Quote:

Originally Posted by dota2bot (Post 3111071)
solved (stolen code):

Code:


uint64_t EscapeFromTarkov::findFPSCamera() {
        auto cameraArray = mem.read<CameraArray>(allCamera);

        for (int i = 0; i < cameraArray.CurCount; i++)
        {
                auto cameraEntity = mem.read<uint64_t>(cameraArray.Cameras + (i * 8));
                auto isActive = mem.read<bool>(cameraEntity + ETF_OFFSETS::CameraActive);

                if (!isActive)
                        continue;

                auto camGameObj = mem.read<uint64_t>(cameraEntity + 0x30);
                auto name = getObjectName(camGameObj);

                if (name.compare("FPS Camera") == 0)
                {
                        return camGameObj;
                }
        }

        return 0;
}

seeing another problem in this new patch. gameworld sometimes shows up reliably on raid start, but other times it shows up 30sec - 2/3 min later into the raid. currently im starting from firstactive to lastactive, then checking lastactive, then if still not found, doing a reverse look from lastactive to firstactive.

Fixed it. Turn off ram cleaner. It seems to be putting null objects in the list and I can�t get to the next one.

Anyone figure out how to show thermals on scope? And glass?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

igromanru 9th April 2021 12:04 PM

Has someone found out what are vector3_1 vector3_2 and vector3_3 in Player class are?
If I move around they change, but I wonder that nobody is talking here about it, so I guess it's not a player location.

EDIT: Nvm, they are empty for other players.

buddgaf 9th April 2021 05:58 PM

something happening with the memory. there was no update but 2-3 seconds in to the match everything drops off the map. happening on multiple machines.

ecthirune 9th April 2021 07:27 PM

Quote:

Originally Posted by buddgaf (Post 3113804)
something happening with the memory. there was no update but 2-3 seconds in to the match everything drops off the map. happening on multiple machines.

have no issue right now. simple reading works: player esp+item esp. Not messed with other things still.

buddgaf 10th April 2021 09:06 AM

Quote:

Originally Posted by ecthirune (Post 3113874)
have no issue right now. simple reading works: player esp+item esp. Not messed with other things still.

yep, turns out i'm retarded. ssl cert expired and screwed stuff up.

swh4641 10th April 2021 02:41 PM

reading the itemtemplate from lootitem (0x50->0x38) crashes me in online games but in offline is fine. anyone else had this problem?

RonaldWeezly 10th April 2021 03:09 PM

Anyone got penetration modifications to materials? Enumerating 'Shots' only shows other player's shots.

ofrujaslo 10th April 2021 08:41 PM

anyone know how to set the position of an item? I can change the vector3d i get after transform, but without using the setter the actual position won't update (external)

yurchik 11th April 2021 07:23 AM

how do you get screen width/height from the game?

is it possible to change scope zeroing to 0? I found the current scope zero value, modifying it does not actually change anything though. anyone has any experience with this or maybe there is another way to achieve this effect ?

Quote:

Originally Posted by swh4641 (Post 3114414)
reading the itemtemplate from lootitem (0x50->0x38) crashes me in online games but in offline is fine. anyone else had this problem?

ItemPtr->Chain{ 0x10, 0x28 } = InteractiveClass
InteractiveClass->Chain{0x50,0x38} is working for me with no issues online

swh4641 11th April 2021 10:10 AM

Quote:

Originally Posted by yurchik (Post 3114849)
how do you get screen width/height from the game?

is it possible to change scope zeroing to 0? I found the current scope zero value, modifying it does not actually change anything though. anyone has any experience with this or maybe there is another way to achieve this effect ?



ItemPtr->Chain{ 0x10, 0x28 } = InteractiveClass
InteractiveClass->Chain{0x50,0x38} is working for me with no issues online

get_height
get_width

RonaldWeezly 11th April 2021 02:06 PM

Quote:

Originally Posted by ofrujaslo (Post 3114617)
anyone know how to set the position of an item? I can change the vector3d i get after transform, but without using the setter the actual position won't update (external)

Easiest way is to just find another transform you want to write it to (like your cock or head) and then write that over the transform of the item. Don't bother converting 3 dimensional vectors back into transforms lol.

yurchik 11th April 2021 03:22 PM

Quote:

Originally Posted by swh4641 (Post 3114906)
get_height
get_width

thanks, found it at string ref of "UnityEngine.Screen::get_height", there is a qword there that leads to some ScreenSettings then the width/height can be read as a Vector2 starting from 0x8C.

do you know of a simple way to read something to indicate if you are connected fully and in game? "UnityEngine.Application::get_isPlaying" is always true, however from ScreenSettings you can see value of 0x1 @ offset 0x18 when u have free look and 0x2 when the cursor is visible aka in menu or settings but that is a meme method for sure.

RonaldWeezly 11th April 2021 03:30 PM

List @ ClientFirearmController + 0x90 seems interesting.

Has anyone got a chain to ClientFirearmController / FirearmController?

beepboop5 11th April 2021 03:36 PM

Quote:

Originally Posted by RonaldWeezly (Post 3115057)
List @ ClientFirearmController + 0x90 seems interesting.

Has anyone got a chain to ClientFirearmController / FirearmController?

Afaik FirearmController/ClientFirearmController is just the HandsController inside the player class.

RonaldWeezly 11th April 2021 03:55 PM

Quote:

Originally Posted by beepboop5 (Post 3115060)
Afaik FirearmController/ClientFirearmController is just the HandsController inside the player class.

:flowers1::flowers1::flowers1::flowers1::flowers1:

My bad for not seeing that they're the same thing LMAO.

yurchik 12th April 2021 09:14 AM

where are you guys getting Player Velocity vector from?

Player + 0x28 for CharacterController
CharacterController + 0xE0 for velocity but this only works for local player / offline

ecthirune 12th April 2021 09:54 AM

any1 know what happens with ID of new items? they not located in testBackendLocale now.

i mean, ye we can grab ID and hardcode it by hands, but this is not best way >_<

RonaldWeezly 12th April 2021 02:36 PM

Quote:

Originally Posted by ecthirune (Post 3115504)
any1 know what happens with ID of new items? they not located in testBackendLocale now.

i mean, ye we can grab ID and hardcode it by hands, but this is not best way >_<

I got you bro, all items from tarkov-market.com in the format {ID, {ShortName, Price}}.

item_names.hpp
Code:

#pragma once

std::unordered_map<std::string, std::pair<std::string, int>> EFT_ItemNames = {
    {"590c621186f774138d11ea29", {"Flash drive", 50732}},
    {"590c392f86f77444754deb29", {"SSD", 43898}},
    {"5a1eaa87fcdbcb001865f75e", {"REAP-IR", 918867}},
    {"5c110624d174af029e69734c", {"T-7", 15372000}},
    {"5d1b33a686f7742523398398", {"Superwater", 124046}},
    {"5c0558060db834001b735271", {"GPNVG-18", 185139}},
    {"5b6d9ce188a4501afc1b2b25", {"T H I C C", 13979418}},
    {"5b7c710788a4506dec015957", {"Lucky Scav junkbox", 1441118}},
    {"5c1d0c5f86f7744bb2683cf0", {"Blue", 37686889}},
    {"5c94bbff86f7747ee735c08f", {"Keycard", 473758}},
    {"59fb016586f7746d0d4b423a", {"MCase", 1815276}},
    {"5c0126f40db834002a125382", {"RR", 7142309}},
    {"5aafbde786f774389d0cbc0f", {"AmmoCase", 180174}},
    {"5c12613b86f7743bbe2c3f76", {"Intelligence", 281599}},
    {"59faff1d86f7746c51718c9c", {"0.2BTC", 598674}},
    {"590c60fc86f77412b13fddcf", {"Docs", 354851}},
    {"5aafbcd986f7745e590fff23", {"MedCase", 401917}},
    {"59e3639286f7741777737013", {"Lion", 136880}},
    {"5c0a840b86f7742ffa4f2482", {"T H I C C", 29635145}},
    {"5ad5d7d286f77450166e0a89", {"KIBA", 832784}},
    {"5d1b376e86f774252519444e", {"Moonshine", 354745}},
    {"57347ca924597744596b4e71", {"Graphics card", 1272842}},
    {"59fafd4b86f7745ca07e1232", {"Keytool", 593717}},
    {"5a13ef0686f7746e5a411744", {"San.219", 77583}},
    {"59e35cbb86f7741778269d83", {"Hose", 17675}},
    {"5d235bb686f77443f4331278", {"SICC", 750000}},
    {"5c127c4486f7745625356c13", {"Magbox", 359169}},
    {"5c1d0d6d86f7744bb2683e1f", {"Yellow", 34420}},
    {"5448ba0b4bdc2d02308b456c", {"Factory", 64650}},
    {"5c1e495a86f7743109743dfb", {"Violet", 6425244}},
    {"5a13f35286f77413ef1436b0", {"San.226", 68496}},
    {"5733279d245977289b77ec24", {"Battery", 37953}},
    {"5d1b2f3f86f774252167a52c", {"FP-100", 341640}},
    {"5d03794386f77420415576f5", {"Tank battery", 216991}},
    {"5c1d0f4986f7744bb01837fa", {"Black", 4463590}},
    {"5c0530ee86f774697952d952", {"LEDX", 1108709}},
    {"5c1d0dc586f7744baf2e7b79", {"Green", 13000000}},
    {"5c1d0efb86f7744baf2e7b7b", {"Red", 85448949}},
    {"5da5cdcd86f774529238fb9b", {"RB-RH", 81833}},
    {"5d9f1fa686f774726974a992", {"RB-ST", 1325010}},
    {"5d95d6fa86f77424484aa5e9", {"RB-PSP2", 133354}},
    {"5d947d3886f774447b415893", {"RB-SMP", 302809}},
    {"5d947d4e86f774447b415895", {"RB-KSM", 52761}},
    {"5d8e0db586f7744450412a42", {"RB-KORL", 82321}},
    {"5d80cd1a86f77402aa362f42", {"RB-ORB3", 190383}},
    {"5d80cb8786f774405611c7d9", {"RB-PP", 66481}},
    {"5d80cb3886f77440556dbf09", {"RB-PSP1", 658405}},
    {"5d80cab086f77440535be201", {"RB-MP22", 75936}},
    {"5d80ca9086f774403a401e40", {"RB-MP21", 289385}},
    {"5d80cbd886f77470855c26c2", {"RB-MP13", 146990}},
    {"5d80c93086f7744036212b41", {"RB-MP11", 59314}},
    {"5d80c88d86f77440556dbf07", {"RB-AM", 876990}},
    {"5d80c6c586f77440351beef1", {"RB-OB", 66680}},
    {"5d80c62a86f7744036212b3f", {"RB-VO", 61292}},
    {"5d80c60f86f77440373c4ece", {"RB-BK", 62166}},
    {"5ad5db3786f7743568421cce", {"MES", 63249}},
    {"5d8e0e0e86f774321140eb56", {"RB-KPRL", 954459}},
    {"5a0eed4386f77405112912aa", {"San.314", 24331}},
    {"5a0eecf686f7740350630097", {"San. 313", 66577}},
    {"5a145d4786f7744cbb6f4a12", {"San.306", 33352}},
    {"5a0ee4b586f7743698200d22", {"San.206", 44178}},
    {"5a144bdb86f7741d374bbde0", {"San.205", 62483}},
    {"5a0ea64786f7741707720468", {"San.107", 36815}},
    {"5a145d7b86f7744cbb6f4a13", {"San.308", 26153}},
    {"5a13f46386f7741dd7384b04", {"San.306", 34551}},
    {"5a13ef7e86f7741290491063", {"San.301", 89940}},
    {"5a1452ee86f7746f33111763", {"San.222", 67694}},
    {"5a0ee37f86f774023657a86f", {"San.221", 57187}},
    {"5a0ee34586f774023b6ee092", {"San.220", 113431}},
    {"5d80c95986f77440351beef3", {"RB-MP12", 54729}},
    {"5d80c78786f774403a401e3e", {"RB-AK", 54342}},
    {"5937ee6486f77408994ba448", {"Key", 5511}},
    {"5d80ccdd86f77474f7575e02", {"RB-ORB2", 65987}},
    {"5ad7247386f7747487619dc3", {"Goshan", 109981}},
    {"5d80cb5686f77440545d1286", {"RB-PS81", 68625}},
    {"5a0ee76686f7743698200d5c", {"San.216", 56770}},
    {"5da46e3886f774653b7a83fe", {"RB-RS", 77812}},
    {"5d80c6fc86f774403a401e3c", {"RB-TB", 302500}},
    {"593962ca86f774068014d9af", {"Unk. key", 11259}},
    {"5d80c8f586f77440373c4ed0", {"RB-OP", 78527}},
    {"5a0eee1486f77402aa773226", {"San.328", 61017}},
    {"5d8e3ecc86f774414c78d05e", {"RB-GN", 67818}},
    {"5a0ee30786f774023b6ee08f", {"San.216", 181040}},
    {"5d80ccac86f77470841ff452", {"RB-ORB1", 128131}},
    {"5780cf7f2459777de4559322", {"Mark.Key", 292315}},
    {"5a13f24186f77410e57c5626", {"San.222", 69814}},
    {"5c1f79a086f7746ed066fb8f", {"Lk.ASR", 64000}},
    {"5d95d6be86f77424444eb3a7", {"RB-PS82", 340574}},
    {"5a0f08bc86f77478f33b84c2", {"Safe", 76998}},
    {"5d08d21286f774736e7c94c3", {"KSH", 192685}},
    {"5c1e2d1f86f77431e9280bee", {"Lk.TA(w)", 63721}},
    {"5938504186f7740991483f30", {"Room 203 Key", 3750}},
    {"593aa4be86f77457f56379f8", {"303 Key", 7116}},
    {"5a13eebd86f7746fd639aa93", {"San.218", 73370}},
    {"5913915886f774123603c392", {"Checkpoint", 64549}},
    {"5780d0532459777a5108b9a2", {"Customs key", 8899}},
    {"5938144586f77473c2087145", {"Key", 6685}},
    {"5913611c86f77479e0084092", {"Cabin key", 12333}},
    {"5d80c66d86f774405611c7d6", {"RB-AO", 455424}},
    {"5a0ea79b86f7741d4a35298e", {"Storeroom", 29496}},
    {"5a0dc45586f7742f6b0b73e3", {"San.104", 55598}},
    {"5c1e2a1e86f77431ea0ea84c", {"Lk.MO", 79648}},
    {"5a0dc95c86f77452440fc675", {"San. 112", 52400}},
    {"59136a4486f774447a1ed172", {"Gdesk", 8275}},
    {"5780cf942459777df90dcb72", {"Room 214 Key", 24647}},
    {"59387a4986f77401cc236e62", {"114 Key", 9846}},
    {"5780cfa52459777dfb276eb1", {"Room 220 Key", 18428}},
    {"591383f186f7744a4c5edcf3", {"104 Key", 10892}},
    {"5938603e86f77435642354f4", {"206 Key", 4611}},
    {"5d1b2ffd86f77425243e8d17", {"NIXXOR", 15406}},
    {"5d40419286f774318526545f", {"M. Scissors", 24447}},
    {"5c1267ee86f77416ec610f72", {"Prokill", 85084}},
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    {"5bc9b9ecd4351e3bac122519", {"Beardoil", 34774}},
    {"59faf7ca86f7740dbe19f6c2", {"Roler", 312109}},
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    {"590a373286f774287540368b", {"Dfuel", 29000}},
    {"59faf98186f774067b6be103", {"Alkali", 8909}},
    {"59fafb5d86f774067a6f2084", {"Propane", 50426}},
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    {"590c35a486f774273531c822", {"Shus", 25717}},
    {"59e358a886f7741776641ac3", {"Wiper", 7965}},
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    {"5734758f24597738025ee253", {"GoldChain", 24425}},
    {"573474f924597738002c6174", {"Chainlet", 10243}},
    {"5bc9bdb8d4351e003562b8a1", {"Badge", 37984}},
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    {"590c2d8786f774245b1f03f3", {"Screwdriver", 3734}},
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    {"57347cd0245977445a2d6ff1", {"T-Plug", 5019}},
    {"5909e99886f7740c983b9984", {"USB-A", 4350}},
    {"57347c93245977448d35f6e3", {"Toothpaste", 19333}},
    {"590c2c9c86f774245b1f03f2", {"MTape", 2044}},
    {"57347c1124597737fb1379e3", {"Duct tape", 15063}},
    {"59e36c6f86f774176c10a2a7", {"Cord", 22261}},
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    {"5734779624597737e04bf329", {"CPU Fan", 16364}},
    {"56742c324bdc2d150f8b456d", {"GPhone", 19782}},
    {"590a3d9c86f774385926e510", {"UV Lamp", 8853}},
    {"5672cb304bdc2dc2088b456a", {"D Bat.", 12950}},
    {"5672cb124bdc2d1a0f8b4568", {"AA Bat.", 5102}},
    {"5c1265fc86f7743f896a21c2", {"GPX", 19875}},
    {"5c06782b86f77426df5407d2", {"Cap.", 9430}},
    {"590a3efd86f77437d351a25b", {"GasAn", 12449}},
    {"59e3647686f774176a362507", {"Clock", 39108}},
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    {"5734770f24597738025ee254", {"Cigarettes", 9585}},
    {"590a3cd386f77436f20848cb", {"ES Lamp", 8933}},
    {"56742c2e4bdc2d95058b456d", {"Zibbo", 14167}},
    {"57347c5b245977448d35f6e1", {"Bolts", 29248}},
    {"57347c77245977448d35f6e2", {"Screw nut", 21704}},
    {"5d1b371186f774253763a656", {"Fuel", 186966}},
    {"5c12688486f77426843c7d32", {"Paracord", 84633}},
    {"59f32c3b86f77472a31742f0", {"Dogtag", 600}},
    {"59f32bb586f774757e1e8442", {"Dogtag", 600}},
    {"590c31c586f774245e3141b2", {"Nails", 25094}},
    {"5addaffe86f77470b455f900", {"KIBA 2", 65853}},
    {"5ad5d64486f774079b080af8", {"Pharmacy", 51000}},
    {"5ad5d49886f77455f9731921", {"Pow. Ut.", 11833}},
    {"5ad5d20586f77449be26d877", {"OLI Ut.", 27117}},
    {"5ad5ccd186f774446d5706e9", {"OLI Office", 21569}},
    {"5a0eec9686f77402ac5c39f2", {"San.310", 61055}},
    {"5a0eebed86f77461230ddb3d", {"San.325", 53575}},
    {"5a0eeb1a86f774688b70aa5c", {"San.303", 52092}},
    {"5c0e842486f77443a74d2976", {"1Sch FShield", 53654}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 56983}},
    {"5b46238386f7741a693bcf9c", {"Kiver FS", 11977}},
    {"5d40425986f7743185265461", {"Nippers", 6473}},
    {"5a0eeb8e86f77461257ed71a", {"San.309", 42199}},
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    {"5c0e531d86f7747fa23f4d42", {"SJ6 TGLabs", 60030}},
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    {"590c657e86f77412b013051d", {"Grizzly", 33460}},
    {"5a13ee1986f774794d4c14cd", {"San.323", 47929}},
    {"590c678286f77426c9660122", {"IFAK", 11213}},
    {"544fb45d4bdc2dee738b4568", {"Salewa", 22397}},
    {"590c661e86f7741e566b646a", {"Car", 5711}},
    {"544fb3f34bdc2d03748b456a", {"Morphine", 11032}},
    {"590c695186f7741e566b64a2", {"Augmentin", 35502}},
    {"5d40407c86f774318526545a", {"Vodka", 19109}},
    {"5bc9b156d4351e00367fbce9", {"Mayo", 11653}},
    {"5751496424597720a27126da", {"Hot Rod", 9643}},
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    {"5d1b317c86f7742523398392", {"Hand drill", 37059}},
    {"5d403f9186f7743cac3f229b", {"Whiskey", 47429}},
    {"57513fcc24597720a31c09a6", {"Vita juice", 10498}},
    {"57513f07245977207e26a311", {"Apl.jc.", 8222}},
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    {"575062b524597720a31c09a1", {"Green Tea", 7775}},
    {"544fb62a4bdc2dfb738b4568", {"Pineapp.Jc.", 13817}},
    {"5448fee04bdc2dbc018b4567", {"Water", 12890}},
    {"5c0e533786f7747fa23f4d47", {"Zagustin", 16625}},
    {"590c5f0d86f77413997acfab", {"MRE", 20554}},
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    {"57347d692459774491567cf1", {"Peas", 13724}},
    {"5c052f6886f7746b1e3db148", {"SG-C10", 91616}},
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    {"5751487e245977207e26a315", {"Emelya", 17695}},
    {"59e3577886f774176a362503", {"Sugar", 96327}},
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    {"590c37d286f77443be3d7827", {"SAS", 42305}},
    {"57505f6224597709a92585a9", {"Alyonka", 56218}},
    {"5448ff904bdc2d6f028b456e", {"Crackers", 9921}},
    {"5c093e3486f77430cb02e593", {"Dogtags", 437811}},
    {"5783c43d2459774bbe137486", {"Wallet", 12412}},
    {"5c093db286f7740a1b2617e3", {"Holodilnick", 439354}},
    {"5d6d3829a4b9361bc8618943", {"FShield", 43783}},
    {"59fb023c86f7746d0d4b423c", {"WCase", 8097802}},
    {"590a358486f77429692b2790", {"RecBatt", 10389}},
    {"590c651286f7741e566b6461", {"Diary", 31344}},
    {"590c645c86f77412b01304d9", {"Diary", 30352}},
    {"5d1b313086f77425227d1678", {"Relay", 12350}},
    {"5d4042a986f7743185265463", {"L&F Scr.", 8276}},
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    {"5ad7217186f7746744498875", {"OLI", 49057}},
    {"5734773724597737fd047c14", {"Cond. milk", 14874}},
    {"591afe0186f77431bd616a11", {"ZB-014", 7467}},
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    {"5d235a5986f77443f6329bc6", {"Skull", 62000}},
    {"5a0f006986f7741ffd2fe484", {"Safe", 47294}},
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    {"5bc9c049d4351e44f824d360", {"Book", 38151}},
    {"5bc9b720d4351e450201234b", {"1GPhone", 28393}},
    {"591382d986f774465a6413a7", {"105 Key", 3992}},
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    {"57347d3d245977448f7b7f61", {"Croutons", 10514}},
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    {"590de71386f774347051a052", {"Teapot", 36122}},
    {"5af04b6486f774195a3ebb49", {"Elite", 13767}},
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    {"5d1b39a386f774252339976f", {"Tube", 11463}},
    {"5bc9b355d4351e6d1509862a", {"#FireKlean", 19029}},
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    {"5c0e531286f7747fa54205c2", {"SJ1 TGLabs", 43307}},
    {"591ae8f986f77406f854be45", {"Yotota", 4708}},
    {"5d4041f086f7743cac3f22a7", {"Ortodontox", 3153}},
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    {"57347b8b24597737dd42e192", {"Matches", 19700}},
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    {"5c05308086f7746b2101e90b", {"Virtex", 215405}},
    {"5780cf692459777de4559321", {"315 Key", 7604}},
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    {"5d6fc78386f77449d825f9dc", {"Gpowder", 66315}},
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    {"590c5bbd86f774785762df04", {"WD-40", 9842}},
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    {"5a0eedb386f77403506300be", {"San.322", 47294}},
    {"59136e1e86f774432f15d133", {"110 Key", 21735}},
    {"57347c2e24597744902c94a1", {"PSU", 27850}},
    {"5d1b3a5d86f774252167ba22", {"Meds", 15414}},
    {"5bc9bc53d4351e00367fbcee", {"Rooster", 56204}},
    {"5aa7e3abe5b5b000171d064d", {"FShield", 16022}},
    {"5d03775b86f774203e7e0c4b", {"AESA", 844097}},
    {"5ad7242b86f7740a6a3abd43", {"IDEA", 50522}},
    {"5ad5cfbd86f7742c825d6104", {"Log. Office", 109832}},
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    {"5a0ee72c86f77436955d3435", {"San.213", 37229}},
    {"590a386e86f77429692b27ab", {"HDD", 8292}},
    {"590a3b0486f7743954552bdb", {"Сircuit board", 17452}},
    {"590c5a7286f7747884343aea", {"Gpowder", 18314}},
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    {"590c5c9f86f77477c91c36e7", {"WD-40", 14368}},
    {"5d40412b86f7743cb332ac3a", {"Shampoo", 20351}},
    {"59148c8a86f774197930e983", {"Room 204 Key", 8233}},
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    {"5d1b36a186f7742523398433", {"Fuel", 273855}},
    {"590de7e986f7741b096e5f32", {"Vase", 53194}},
    {"5a0ee62286f774369454a7ac", {"San.209", 46759}},
    {"575146b724597720a27126d5", {"Milk", 17408}},
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    {"5d1b304286f774253763a528", {"LCD", 23813}},
    {"5d1c819a86f774771b0acd6c", {"W.parts", 16502}},
    {"5d0377ce86f774186372f689", {"Iridium", 62273}},
    {"59e3596386f774176c10a2a2", {"Paid", 16180}},
    {"5c052fb986f7746b2101e909", {"RFIDR", 437693}},
    {"590c639286f774151567fa95", {"Manual", 4553}},
    {"5d8e15b686f774445103b190", {"HEPS", 55000}},
    {"5d1b392c86f77425243e98fe", {"Bulb", 7911}},
    {"59136f6f86f774447a1ed173", {"Key", 3678}},
    {"57347d90245977448f7b7f65", {"Oatflakes", 9375}},
    {"5a144dfd86f77445cb5a0982", {"San.203", 23617}},
    {"5a0ec6d286f7742c0b518fb5", {"San.205", 50280}},
    {"590a3c0a86f774385a33c450", {"Plug", 11082}},
    {"590c2e1186f77425357b6124", {"Set", 22877}},
    {"573476f124597737e04bf328", {"Cigarettes", 5180}},
    {"573478bc24597738002c6175", {"Horse", 9083}},
    {"5c0e534186f7747fa1419867", {"eTG-c", 94129}},
    {"5938994586f774523a425196", {"103 Key", 2021}},
    {"59e3556c86f7741776641ac2", {"Bleach", 9925}},
    {"5914578086f774123569ffa4", {"108 Key", 3863}},
    {"5bc9c29cd4351e003562b8a3", {"Sprats", 13363}},
    {"5673de654bdc2d180f8b456d", {"Saury", 12148}},
    {"5672c92d4bdc2d180f8b4567", {"Room 118 Key", 2511}},
    {"5af0548586f7743a532b7e99", {"Ibuprofen", 69407}},
    {"5780cf9e2459777df90dcb73", {"Room 218 Key", 4933}},
    {"5780cda02459777b272ede61", {"306 Key", 3291}},
    {"5780d07a2459777de4559324", {"Cabin key", 3760}},
    {"5672cb724bdc2dc2088b456b", {"GMcount", 11245}},
    {"5c05300686f7746dce784e5d", {"VPX", 156245}},
    {"5913877a86f774432f15d444", {"Storage", 4917}},
    {"59e366c186f7741778269d85", {"Plex", 9157}},
    {"5a145ebb86f77458f1796f05", {"San.316", 14300}},
    {"5d0375ff86f774186372f685", {"M.Cable", 49385}},
    {"5a0f0f5886f7741c4e32a472", {"Safe", 57316}},
    {"5c06779c86f77426e00dd782", {"Wires", 13213}},
    {"5a0f075686f7745bcc42ee12", {"Safe", 19037}},
    {"59e3606886f77417674759a5", {"NaCl", 20119}},
    {"5d0379a886f77420407aa271", {"OFZ", 179731}},
    {"5a0f045e86f7745b0f0d0e42", {"Safe", 30333}},
    {"5a0eb6ac86f7743124037a28", {"Cottage", 191507}},
    {"5780cf722459777a5108b9a1", {"308 Key", 2461}},
    {"5d6fc87386f77449db3db94e", {"Gpowder", 76269}},
    {"5a0f068686f7745b0d4ea242", {"Safe", 75552}},
    {"5a0eb38b86f774153b320eb0", {"SMW", 6500}},
    {"5c13cef886f774072e618e82", {"TP", 4804}},
    {"5734781f24597737e04bf32a", {"DVD", 7579}},
    {"5a0eff2986f7741fd654e684", {"Safe 321", 39750}},
    {"5a16b7e1fcdbcb00165aa6c9", {"FShield", 279848}},
    {"5d1b2fa286f77425227d1674", {"Motor", 45815}},
    {"5a0ec70e86f7742c0b518fba", {"San.207", 47084}},
    {"5d1b385e86f774252167b98a", {"Filter", 141951}},
    {"59e35abd86f7741778269d82", {"Sodium", 12837}},
    {"5d235b4d86f7742e017bc88a", {"GP", 32352}},
    {"56742c284bdc2d98058b456d", {"Crickent", 8070}},
    {"5c0e530286f7747fa1419862", {"Propital", 30858}},
    {"5d1b3f2d86f774253763b735", {"Syringe", 13658}},
    {"5d0376a486f7747d8050965c", {"MCB", 51923}},
    {"5d1b31ce86f7742523398394", {"R-pliers", 5966}},
    {"5d0378d486f77420421a5ff4", {"Filter", 85174}},
    {"5d1b327086f7742525194449", {"Gauge", 37758}},
    {"5d1b32c186f774252167a530", {"Therm.", 27830}},
    {"5c0517910db83400232ffee5", {"PS320 1/6x", 47181}},
    {"571a28e524597720b4066567", {"TT silencer", 7735}},
    {"57838c962459774a1651ec63", {"VSS suppressor", 40355}},
    {"5a34fe59c4a282000b1521a2", {"SDN-6", 74569}},
    {"5b363dd25acfc4001a598fd2", {"Salvo 12", 34315}},
    {"5c4eecc32e221602b412b440", {"SV-98 sil.", 34417}},
    {"5c6165902e22160010261b28", {"SRD 9", 31994}},
    {"5c7e8fab2e22165df16b889b", {"AAC Illusion 9", 18520}},
    {"5caf187cae92157c28402e43", {"ASh supp", 20191}},
    {"5cebec00d7f00c065c53522a", {"Attenuator", 55981}},
    {"5cff9e84d7ad1a049e54ed55", {"Wave QD", 56388}},
    {"5d3ef698a4b9361182109872", {"SFN-57", 21083}},
    {"5de8f2d5b74cd90030650c72", {"MP9 Supp.", 25400}},
    {"5dfa3d2b0dee1b22f862eade", {"PRS QDC", 63259}},
    {"5e01ea19e9dc277128008c0b", {"Rotor43 7.62x54", 31800}},
    {"564caa3d4bdc2d17108b458e", {"TGP-A", 30250}},
    {"5a9fbb84a2750c00137fa685", {"Rotor43 5.56x45", 44981}},
    {"57da93632459771cb65bf83f", {"NT-4 blk.", 27833}},
    {"57f3c8cc2459773ec4480328", {"PP-91-01 suppressor", 8488}},
    {"5a33a8ebc4a282000c5a950d", {"Alpha 9", 19412}},
    {"593d493f86f7745e6b2ceb22", {"Hexagon AK-74", 25044}},
    {"5ba26ae8d4351e00367f9bdb", {"Rotex 2", 66600}},
    {"57ffb0e42459777d047111c5", {"PBS-4", 19147}},
    {"5a9fbacda2750c00141e080f", {"Rotor43 7.62x39", 25000}},
    {"5a0d63621526d8dba31fe3bf", {"PBS-1", 26611}},
    {"56e05b06d2720bb2668b4586", {"PB-S", 4633}},
    {"5d2dc3e548f035404a1a4798", {"Monstr. 2x32", 26181}},
    {"59db7e1086f77448be30ddf3", {"TA11D", 13646}},
    {"57adff4f24597737f373b6e6", {"BRAVO4", 31046}},
    {"5c1cdd512e22161b267d91ae", {"Prism 2.5x", 22611}},
    {"544a3a774bdc2d3a388b4567", {"HAMR", 44649}},
    {"57aca93d2459771f2c7e26db", {"DR1/4xFDE", 30776}},
    {"57c5ac0824597754771e88a9", {"3-24x42", 22926}},
    {"5a37cb10c4a282329a73b4e7", {"6.5-20x50", 32870}},
    {"5b3f7c1c5acfc40dc5296b1d", {"PU 3.5x", 13154}},
    {"5b2388675acfc4771e1be0be", {"TAC 30", 32239}},
    {"5c82343a2e221644f31c0611", {"PSO 1M2", 10889}},
    {"5cf638cbd7f00c06595bc936", {"USP-1", 9091}},
    {"5d0a3a58d7ad1a669c15ca14", {"1P59", 12159}},
    {"5dfe6104585a0c3e995c7b82", {"ADO P4", 28878}},
    {"5dff772da3651922b360bf91", {"Pilad 4x32", 9103}},
    {"57235b6f24597759bf5a30f1", {"PVS-14", 50533}},
    {"5c066e3a0db834001b7353f0", {"N-15", 43074}},
    {"5c0696830db834001d23f5da", {"PNV-10T", 27361}},
    {"5b3b6e495acfc4330140bd88", {"Vulcan MG 3.5x", 26559}},
    {"5c052a900db834001a66acbd", {"TA01NSN", 15170}},
    {"5cebec38d7f00c00110a652a", {"Ring", 10916}},
    {"584924ec24597768f12ae244", {"XPS3-2", 22111}},
    {"59f9d81586f7744c7506ee62", {"UH-1", 22722}},
    {"558022b54bdc2dac148b458d", {"EXPS3", 186642}},
    {"5a9fb739a2750c003215717f", {"Rotor43 9x19", 13148}},
    {"5b30b0dc5acfc400153b7124", {"HS401G5", 8463}},
    {"58491f3324597764bc48fa02", {"XPS3-0", 34240}},
    {"5a27b6bec4a282000e496f78", {"SR1MP", 18314}},
    {"584984812459776a704a82a6", {"P1X42", 16775}},
    {"570fd6c2d2720bc6458b457f", {"553", 26111}},
    {"591c4efa86f7741030027726", {"EKP-8-18", 9659}},
    {"5c7d55de2e221644f31bff68", {"COMP M4", 16194}},
    {"5d2da1e948f035477b1ce2ba", {"SRS-02", 15362}},
    {"5ab8ee7786f7742d8f33f0b9", {"ArmyBag", 22142}},
    {"5ab8f04f86f774585f4237d8", {"Sling", 4050}},
    {"5aa2ba19e5b5b00014028f4e", {"Fleece", 2963}},
    {"5c82342f2e221644f31c060e", {"PSO 1", 12981}},
    {"5ab8f20c86f7745cdb629fb2", {"Shmaska", 33815}},
    {"5a43957686f7742a2c2f11b0", {"Hat", 93694}},
    {"5c0d2727d174af02a012cf58", {"Djeta", 12666}},
    {"5b4329075acfc400153b78ff", {"Pompon", 14481}},
    {"5b4327aa5acfc400175496e0", {"Panama", 5667}},
    {"5bd073c986f7747f627e796c", {"Kotton", 14705}},
    {"5aa2b9ede5b5b000137b758b", {"CHat", 12100}},
    {"5aa2b89be5b5b0001569311f", {"Emercom", 1177}},
    {"5a43943586f77416ad2f06e2", {"Hat", 47500}},
    {"572b7fa124597762b472f9d2", {"Beanie", 9596}},
    {"5d96141523f0ea1b7f2aacab", {"Door Kicker", 14889}},
    {"5bd06f5d86f77427101ad47c", {"Mask", 40551}},
    {"5b4325355acfc40019478126", {"Shemagh", 6339}},
    {"5b432f3d5acfc4704b4a1dfb", {"Momex", 5189}},
    {"59e770f986f7742cbe3164ef", {"Cap", 1232}},
    {"5bd0716d86f774171822ef4b", {"Mask", 14267}},
    {"5bd071d786f7747e707b93a3", {"Mask", 12028}},
    {"5b432c305acfc40019478128", {"GP-5", 38354}},
    {"5ab8f4ff86f77431c60d91ba", {"Ghost", 10640}},
    {"5c1a1e3f2e221602b66cc4c2", {"Beard", 93955}},
    {"5ab8f39486f7745cd93a1cca", {"CF", 7663}},
    {"572b7f1624597762ae139822", {"Balaclava", 2948}},
    {"5c0e746986f7741453628fe5", {"TV-110", 128077}},
    {"544a5caa4bdc2d1a388b4568", {"AVS", 85600}},
    {"5ab8dced86f774646209ec87", {"M2", 73780}},
    {"5c0e722886f7740458316a57", {"M1", 122043}},
    {"5c0e446786f7742013381639", {"6B5-15", 45426}},
    {"5b44cad286f77402a54ae7e5", {"Tactec", 271006}},
    {"5ab8dab586f77441cd04f2a2", {"MK3", 27463}},
    {"5b3b99475acfc432ff4dcbee", {"1-6x24", 46917}},
    {"5df8a42886f77412640e2e75", {"MPPV", 36712}},
    {"5b44c8ea86f7742d1627baf1", {"Commando", 27481}},
    {"5a32aa8bc4a2826c6e06d737", {"RMR", 27592}},
    {"5c0e6a1586f77404597b4965", {"Belt", 33362}},
    {"572b7adb24597762ae139821", {"Scav Vest", 23918}},
    {"5c165d832e2216398b5a7e36", {"Tactical Sport", 22672}},
    {"5b432b965acfc47a8774094e", {"GSSh-01", 13376}},
    {"5645bcc04bdc2d363b8b4572", {"ComTac2", 27287}},
    {"5aa2ba71e5b5b000137b758f", {"Sordin", 30353}},
    {"5a16b9fffcdbcb0176308b34", {"RAC", 29250}},
    {"5aa7e4a4e5b5b000137b76f2", {"ZSh-1-2M", 34954}},
    {"5a7c4850e899ef00150be885", {"6B47", 37543}},
    {"57c44dd02459772d2e0ae249", {"VAL suppressor", 123333}},
    {"5a7ad74e51dfba0015068f45", {"FD917", 24087}},
    {"593d490386f7745ee97a1555", {"Hexagon SKS", 30167}},
    {"5aa2b8d7e5b5b00014028f4a", {"Police", 1017}},
    {"592c2d1a86f7746dbe2af32a", {"Alpha", 34263}},
    {"59e763f286f7742ee57895da", {"Pilgrim", 41497}},
    {"59e7708286f7742cbd762753", {"Ushanka", 25000}},
    {"572b7d8524597762b472f9d1", {"Cap", 1747}},
    {"5b44d22286f774172b0c9de8", {"Kirasa", 42236}},
    {"5d5d85c586f774279a21cbdb", {"D3CRX", 23703}},
    {"5c06c6a80db834001b735491", {"SSh-68", 19000}},
    {"5d5d8ca986f7742798716522", {"MRig", 11417}},
    {"57486e672459770abd687134", {"OKP-7 Dove", 14731}},
    {"5df8a58286f77412631087ed", {"Tank helmet", 6959}},
    {"57dbb57e2459774673234890", {"NT-4 FDE", 27848}},
    {"56ea70acd2720b844b8b4594", {"FF 4-16", 31081}},
    {"5ca20abf86f77418567a43f2", {"Triton", 18571}},
    {"5a9fbb74a2750c0032157181", {"Rotor43 .366TKM", 14250}},
    {"5c0e9f2c86f77432297fe0a3", {"Commando", 29298}},
    {"59ef13ca86f77445fd0e2483", {"Pumpkin", 10000}},
    {"5c17a7ed2e2216152142459c", {"Airframe Tan", 147923}},
    {"5bd073a586f7747e6f135799", {"Mustache", 14191}},
    {"59fb257e86f7742981561852", {"DTK-4M", 27503}},
    {"5ca21c6986f77479963115a7", {"Redut-T5", 188296}},
    {"5ac8d6885acfc400180ae7b0", {"Fast MT Tan", 135723}},
    {"55d614004bdc2d86028b4568", {"MONSTER", 24481}},
    {"5a32a064c4a28200741e22de", {"Osprey 9", 29901}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 836363}},
    {"5abcc328d8ce8700194394f3", {"APB 9x18PM", 8533}},
    {"5e00c1ad86f774747333222c", {"EXFIL", 269460}},
    {"5b86a0e586f7745b600ccb23", {"Bramit", 33000}},
    {"58aeac1b86f77457c419f475", {"MPX-SD", 10887}},
    {"58d268fc86f774111273f8c2", {"DP", 59737}},
    {"5947db3f86f77447880cf76f", {"EKP-8-02", 10065}},
    {"5c0e3eb886f7742015526062", {"6B5-16", 55974}},
    {"5c0e874186f7745dc7616606", {"Maska 1Sch", 81205}},
    {"5d5d87f786f77427997cfaef", {"A18", 157700}},
    {"59bfc5c886f7743bf6794e62", {"Vityaz sil.", 12662}},
    {"5929a2a086f7744f4b234d43", {"6sh112", 12787}},
    {"5b432b2f5acfc4771e1c6622", {"Shattered", 28165}},
    {"5b40e3f35acfc40016388218", {"ACHHC", 54000}},
    {"572b7fa524597762b747ce82", {"Mask", 8221}},
    {"55d6190f4bdc2d87028b4567", {"M MONSTER", 30800}},
    {"5926d33d86f77410de68ebc0", {"MP5SD suppressor", 99}},
    {"5b40e1525acfc4771e1c6611", {"ULACH", 87379}},
    {"57ae0171245977343c27bfcf", {"PK-06", 67998}},
    {"5aa66be6e5b5b0214e506e97", {"NF 7-35x56", 48889}},
    {"5a7c74b3e899ef0014332c29", {"NSPU-M", 11222}},
    {"5d5d646386f7742797261fd9", {"6B3TM-01M", 56300}},
    {"5b432b6c5acfc4001a599bf0", {"Skull", 4462}},
    {"5d44064fa4b9361e4f6eb8b5", {"Ultra 5", 81329}},
    {"5a16bb52fcdbcb001a3b00dc", {"SLock", 12048}},
    {"5c0e53c886f7747fa54205c7", {"6B13", 58070}},
    {"58d399e486f77442e0016fe7", {"T-1", 18615}},
    {"5c7955c22e221644f31bfd5e", {"Gemtech ONE", 28888}},
    {"593d489686f7745c6255d58a", {"Hexagon AKM", 23814}},
    {"570fd721d2720bc5458b4596", {"MRS", 24277}},
    {"59e7715586f7742ee5789605", {"Resp", 7065}},
    {"5c0e625a86f7742d77340f62", {"Zhuk-6a", 579654}},
    {"5df8a4d786f77412672a1e3b", {"6SH118", 247332}},
    {"56e33680d2720be2748b4576", {"T-Bag", 2903}},
    {"5c0505e00db834001b735073", {"1P87", 9667}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 141119}},
    {"5d6d3716a4b9361bc8618872", {"LSHZ-2DTM", 68000}},
    {"59e7711e86f7746cae05fbe1", {"Kolpak", 10000}},
    {"5aa7e454e5b5b0214e506fa2", {"ZSh-1-2M", 35435}},
    {"5b4329f05acfc47a86086aa1", {"Ronin", 102570}},
    {"5b44d0de86f774503d30cba8", {"Gen4 HMK", 170442}},
    {"5d5d940f86f7742797262046", {"Mechanism", 57001}},
    {"5d1b5e94d7ad1a2b865a96b0", {"RS-32", 662740}},
    {"59e7643b86f7742cbf2c109a", {"WTRig", 12090}},
    {"5e01ef6886f77445f643baa4", {"EXFIL", 104140}},
    {"5aa7d193e5b5b000171d063f", {"SFERA", 42559}},
    {"56e335e4d2720b6c058b456d", {"ScavBP", 18125}},
    {"5d5e9c74a4b9364855191c40", {"TC-2002", 48179}},
    {"5aa7e276e5b5b000171d0647", {"Altyn", 106046}},
    {"576fd4ec2459777f0b518431", {"PSO 1M2-1", 11101}},
    {"5b4326435acfc433000ed01d", {"Mask", 7417}},
    {"5d0a3e8cd7ad1a6f6a3d35bd", {"1P69", 14436}},
    {"5b3116595acfc40019476364", {"Romeo 4", 13629}},
    {"59bffbb386f77435b379b9c2", {"Hybrid 46", 71213}},
    {"5648a7494bdc2d9d488b4583", {"PACA", 29757}},
    {"59c0ec5b86f77435b128bfca", {"Hexagon 12K", 46363}},
    {"544a5cde4bdc2d39388b456b", {"MBSS", 10040}},
    {"545cdae64bdc2d39198b4568", {"Tri-Zip", 67167}},
    {"59e7635f86f7742cbf2c1095", {"3M", 16512}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 47755}},
    {"5c0a2cec0db834001b7ce47d", {"HHS-1", 29916}},
    {"5648a69d4bdc2ded0b8b457b", {"BlackRock", 45002}},
    {"5c0e5edb86f77461f55ed1f7", {"Zhuk-3", 40971}},
    {"5c0e774286f77468413cc5b2", {"Blackjack 50", 172904}},
    {"5c0e5bab86f77461f55ed1f3", {"6B23-1", 48400}},
    {"5c0e655586f774045612eeb2", {"Trooper", 119044}},
    {"5c0e51be86f774598e797894", {"6B13", 61000}},
    {"5c0e57ba86f7747fa141986d", {"6B23-2", 68667}},
    {"5ca2151486f774244a3b8d30", {"Redut-M", 169137}},
    {"5c0e541586f7747fa54205c9", {"6B13M", 337963}},
    {"5b44cf1486f77431723e3d05", {"Gen4 Assault", 170719}},
    {"5ab8ebf186f7742d8b372e80", {"Attack 2", 98166}},
    {"5b44cd8b86f774503d30cba2", {"Gen4 Full", 257010}},
    {"5c0e805e86f774683f3dd637", {"Paratus", 48288}},
    {"5b44c6ae86f7742d1627baea", {"Beta2", 66264}},
    {"56e33634d2720bd8058b456b", {"Duffle", 14736}},
    {"5ca20d5986f774331e7c9602", {"Berkut", 20968}},
    {"5aa7cfc0e5b5b00015693143", {"6B47", 30073}},
    {"5c066ef40db834001966a595", {"NVG mask", 30046}},
    {"5aa7d03ae5b5b00016327db5", {"UNTAR", 26500}},
    {"5b40e4035acfc47a87740943", {"ACHHC", 48917}},
    {"5645bc214bdc2d363b8b4571", {"Kiver-M", 18608}},
    {"5b432d215acfc4771e1c6624", {"LZSh", 32900}},
    {"5d5e7d28a4b936645d161203", {"TC-2001", 39217}},
    {"577d141e24597739c5255e01", {"FF3", 19517}},
    {"5c08f87c0db8340019124324", {"SHPM", 13100}},
    {"5ca20ee186f774799474abc2", {"Vulkan-5", 164574}},
    {"5d63d33b86f7746ea9275524", {"F Scr.", 9087}},
    {"5ab8f85d86f7745cd93a1cf5", {"Shemagh", 11658}},
    {"57ac965c24597706be5f975c", {"DR1/4x", 39240}},
    {"5a154d5cfcdbcb001a3b00da", {"Fast MT", 136603}},
    {"5b40e2bc5acfc40016388216", {"ULACH", 69777}},
    {"5c05293e0db83400232fff80", {"TA01NSN", 15492}},
    {"570fd79bd2720bc7458b4583", {"OKP-7", 10417}},
    {"5df8a2ca86f7740bfe6df777", {"6B2", 26800}},
    {"5c07dd120db834001c39092d", {"HHS-1", 30352}},
    {"59fb042886f7746c5005a7b2", {"ICase", 1229994}},
    {"5c091a4e0db834001d5addc8", {"Maska 1Sch", 75669}},
    {"5af0454c86f7746bf20992e8", {"Alu Splint", 14419}},
    {"5ac66cb05acfc40198510a10", {"AK-101", 39876}},
    {"5ac66d015acfc400180ae6e4", {"AK-102", 49191}},
    {"5ac66d2e5acfc43b321d4b53", {"AK-103", 46736}},
    {"5ac66d725acfc43b321d4b60", {"AK-104", 30222}},
    {"5ac66d9b5acfc4001633997a", {"AK-105", 21245}},
    {"5bf3e03b0db834001d2c4a9c", {"АK-74", 18164}},
    {"5ac4cd105acfc40016339859", {"AK-74M", 20608}},
    {"5644bd2b4bdc2d3b4c8b4572", {"AK-74N", 36124}},
    {"59d6088586f774275f37482f", {"AKM", 35340}},
    {"5a0ec13bfcdbcb00165aa685", {"AKMN", 43487}},
    {"59ff346386f77477562ff5e2", {"AKMS", 20466}},
    {"5abcbc27d8ce8700182eceeb", {"AKMSN", 21204}},
    {"5bf3e0490db83400196199af", {"АKS-74", 16280}},
    {"5ab8e9fcd8ce870019439434", {"AKS-74N", 21963}},
    {"57c44b372459772d2b39b8ce", {"AS VAL", 67736}},
    {"5cadfbf7ae92152ac412eeef", {"ASh-12", 68699}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 25594}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 36183}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 41166}},
    {"5bb2475ed4351e00853264e3", {"HK 416A5", 62583}},
    {"57dc2fa62459775949412633", {"AKS-74U", 14733}},
    {"5839a40f24597726f856b511", {"AKS-74UB", 18883}},
    {"583990e32459771419544dd2", {"AKS-74UN", 20683}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 139231}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 7747}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 27473}},
    {"574d967124597745970e7c94", {"SKS", 20494}},
    {"587e02ff24597743df3deaeb", {"OP-SKS", 20500}},
    {"59e6687d86f77411d949b251", {"AKM/VPO-209", 15653}},
    {"5c501a4d2e221602b412b540", {"Hunter", 26908}},
    {"59e6152586f77473dc057aa1", {"Vepr KM/VPO-136", 14293}},
    {"588892092459774ac91d4b11", {"DVL-10", 66610}},
    {"5bfd297f0db834001a669119", {"Mosin Inf.", 36403}},
    {"5ae08f0a5acfc408fb1398a1", {"Mosin", 51833}},
    {"5df24cf80dee1b22f862e9bc", {"T-5000 .308", 46948}},
    {"5bfea6e90db834001b7347f3", {"M700", 34066}},
    {"55801eed4bdc2d89578b4588", {"SV-98", 58567}},
    {"5de652c31b7e3716273428be", {"VPO-215", 18133}},
    {"5beed0f50db834001c062b12", {"RPK-16", 55508}},
    {"5df8ce05b11454561e39243b", {"SR-25", 59981}},
    {"5a367e5dc4a282000e49738f", {"RSASS", 115480}},
    {"57838ad32459774a17445cd2", {"VSS", 55396}},
    {"5aafa857e5b5b00018480968", {"M1A", 54048}},
    {"5c46fbd72e2216398b5a8c9c", {"SVDS", 78546}},
    {"5bffdc370db834001d23eca8", {"6h5", 18444}},
    {"5bc9c1e2d4351e00367fbcf0", {"Axe", 58333}},
    {"57e26fc7245977162a14b800", {"A-2607", 3075}},
    {"57e26ea924597715ca604a09", {"A-2607", 2011}},
    {"5c012ffc0db834001d23f03f", {"Camper", 35759}},
    {"5bffe7930db834001b734a39", {"SCA", 450000}},
    {"54491bb74bdc2d09088b4567", {"ER Bayonet", 10381}},
    {"5c07df7f0db834001b73588a", {"Crowbar", 10390}},
    {"57cd379a24597778e7682ecf", {"KATT", 16800}},
    {"5bffdd7e0db834001b734a1a", {"M-2", 1570000}},
    {"5bead2e00db834001c062938", {"MPL-50", 3560}},
    {"5c010e350db83400232feec7", {"SP-8", 47221}},
    {"59f98b4986f7746f546d2cef", {"SR-1MP", 20255}},
    {"5cadc190ae921500103bb3b6", {"M9A3", 10509}},
    {"5d3eb3b0a4b93615055e84d2", {"FN 5-7", 27480}},
    {"5a7ae0c351dfba0017554310", {"GLOCK17", 13487}},
    {"5b1fa9b25acfc40018633c01", {"GLOCK18C", 24658}},
    {"56d59856d2720bd8418b456a", {"P226R", 7962}},
    {"56e0598dd2720bb5668b45a6", {"PB", 10037}},
    {"5448bd6b4bdc2dfc2f8b4569", {"PM", 4483}},
    {"579204f224597773d619e051", {"PM(t)", 5500}},
    {"5abccb7dd8ce87001773e277", {"APB", 16204}},
    {"5a17f98cfcdbcb0980087290", {"APS", 7147}},
    {"5b3b713c5acfc4330140bd8d", {"TT", 25653}},
    {"576a581d2459771e7b1bc4f1", {"MP-443 Grach", 7983}},
    {"571a12c42459771f627b58a0", {"TT", 5081}},
    {"5d67abc1a4b93614ec50137f", {"FN 5-7 FDE", 30067}},
    {"54491c4f4bdc2db1078b4568", {"MP-133", 18009}},
    {"56dee2bdd2720bc8328b4567", {"MP-153", 27624}},
    {"5a7828548dc32e5a9c28b516", {"M870", 21250}},
    {"576165642459773c7a400233", {"Saiga 12ga v.10", 18185}},
    {"5a38e6bac4a2826c6e06d79b", {"TOZ-106", 7666}},
    {"5e00903ae9dc277128008b87", {"MP9 9x19", 28711}},
    {"5cc82d76e24e8d00134b4b83", {"P90", 56476}},
    {"5926bb2186f7744b1c6c6e60", {"MP5", 23723}},
    {"5d2f0d8048f0356c925bc3b0", {"MP5K-N", 14514}},
    {"5ba26383d4351e00334c93d9", {"MP7A1", 55963}},
    {"5bd70322209c4d00d7167b8f", {"MP7A2", 66127}},
    {"57f4c844245977379d5c14d1", {"PP-9 Klin", 13420}},
    {"57d14d2524597714373db789", {"PP-91 Kedr", 12106}},
    {"57f3c6bd24597738e730fa2f", {"PP-91-01 Kedr-B", 25731}},
    {"59f9cabd86f7743a10721f46", {"Saiga-9", 8652}},
    {"58948c8e86f77409493f7266", {"MPX", 43799}},
    {"59984ab886f7743e98271174", {"PP-19-01", 19491}},
    {"5de7bd7bfd6b4e6e2276dc25", {"MP9-N", 17382}},
    {"5710c24ad2720bc3458b45a3", {"F-1", 10076}},
    {"58d3db5386f77426186285a0", {"M67", 39330}},
    {"5a2a57cfc4a2826c6e06d44a", {"RDG-2B", 7955}},
    {"5448be9a4bdc2dfd2f8b456a", {"RGD-5", 11827}},
    {"5a0c27731526d80618476ac4", {"Zarya", 8059}},
    {"59e690b686f7746c9f75e848", {"M995", 3076}},
    {"5c0d688c86f77413ae3407b2", {"BP", 2232}},
    {"5ba26835d4351e0035628ff5", {"AP SX", 3116}},
    {"5c0d5e4486f77478390952fe", {"7N39", 1831}},
    {"56dff026d2720bb8668b4567", {"BS", 1738}},
    {"59e0d99486f7744a32234762", {"BP", 1302}},
    {"5a6086ea4f39f99cd479502f", {"M61", 2475}},
    {"5c0d668f86f7747ccb7f13b2", {"SPP", 1164}},
    {"5e023d48186a883be655e551", {"7N37", 2238}},
    {"5c0d56a986f774449d5de529", {"RIP", 965}},
    {"5c925fa22e221601da359b7b", {"AP 6.3", 1494}},
    {"59e6906286f7746c9f75e847", {"M856A1", 675}},
    {"57a0e5022459774d1673f889", {"SP-6", 746}},
    {"5a608bf24f39f98ffc77720e", {"M62", 1682}},
    {"54527ac44bdc2d36668b4567", {"M855A1", 2693}},
    {"59e77a2386f7742ee578960a", {"7N1", 818}},
    {"56dff061d2720bb5668b4567", {"BT", 242}},
    {"5c0d5ae286f7741e46554302", {"WG", 182}},
    {"5e023d34e8a400319a28ed44", {"7BT1", 791}},
    {"5cc80f67e4a949035e43bbba", {"SB193", 2097}},
    {"5c0d591486f7744c505b416f", {"12x70 RIP", 227}},
    {"5cadf6eeae921500134b2799", {"PS12B", 1010}},
    {"56dfef82d2720bbd668b4567", {"BP", 348}},
    {"5a3c16fe86f77452b62de32a", {"Luger CCI", 438}},
    {"5cc80f79e4a949033c7343b2", {"SS198LF", 644}},
    {"5ba26844d4351e00334c9475", {"Subsonic SX", 1422}},
    {"5ba2678ad4351e44f824b344", {"FMJ SX", 2494}},
    {"560d61e84bdc2da74d8b4571", {"SNB", 458}},
    {"5e023e88277cce2b522ff2b1", {"Ultra Nosler", 243}},
    {"5cc80f53e4a949000e1ea4f8", {"L191", 1747}},
    {"5a26ac0ec4a28200741e1e18", {"SP13", 1262}},
    {"5cc86832d7f00c000d3a6e6c", {"R37.F", 330}},
    {"54527a984bdc2d4e668b4567", {"M855", 185}},
    {"5cc80f38e4a949001152b560", {"SS190", 1753}},
    {"5a26ac06c4a282000c5a90a8", {"SP12", 175}},
    {"5cc80f8fe4a949033b0224a2", {"SS197SR", 730}},
    {"58dd3ad986f77403051cba8f", {"M80", 362}},
    {"5cadf6ddae9215051e1c23b2", {"PS12", 976}},
    {"5cc86840d7f00c002412c56c", {"R37.X", 321}},
    {"5e023cf8186a883be655e54f", {"T46M", 363}},
    {"59e6918f86f7746c9f75e849", {"Mk255 Mod0", 44}},
    {"59e4d24686f7741776641ac7", {"US", 258}},
    {"57372140245977611f70ee91", {"SP7 gzh", 214}},
    {"56dff2ced2720bb4668b4567", {"PP", 77}},
    {"5a26abfac4a28232980eabff", {"SP11", 137}},
    {"57371aab2459775a77142f22", {"PMM", 334}},
    {"59e68f6f86f7746c9f75e846", {"M856", 547}},
    {"57a0dfb82459774d3078b56c", {"SP-5", 271}},
    {"5a269f97c4a282000b151807", {"SP10", 247}},
    {"5887431f2459777e1612938f", {"LPS Gzh", 259}},
    {"5d6e68a8a4b9360b6c0d54e2", {"AP-20", 1131}},
    {"5ba26812d4351e003201fef1", {"Action SX", 113}},
    {"5e023e53d4353e3302577c4c", {"BPZ FMJ", 89}},
    {"59e6920f86f77411d82aa167", {"55 FMJ", 110}},
    {"5e023e6e34d52a55c3304f71", {"TPZ SP", 86}},
    {"5656d7c34bdc2d9d198b4587", {"PS", 70}},
    {"56dff421d2720b5f5a8b4567", {"SP", 37}},
    {"5cadf6e5ae921500113bb973", {"PS12A", 134}},
    {"573719df2459775a626ccbc2", {"PBM", 438}},
    {"59e6927d86f77411da468256", {"55 HP", 56}},
    {"59e4d3d286f774176a36250a", {"HP", 709}},
    {"56dff3afd2720bba668b4567", {"PS", 90}},
    {"5737207f24597760ff7b25f2", {"PSV", 155}},
    {"573720e02459776143012541", {"RG028 gzh", 234}},
    {"573602322459776445391df1", {"LRNPC", 68}},
    {"573603562459776430731618", {"Pst gzh", 70}},
    {"5737218f245977612125ba51", {"SP8 gzh", 107}},
    {"5d6e68b3a4b9361bca7e50b5", {"CSP", 126}},
    {"5d6e6a5fa4b93614ec501745", {"Dev.", 284}},
    {"573603c924597764442bd9cb", {"PT gzh", 63}},
    {"59e6658b86f77411d949b250", {"Geksa", 192}},
    {"5c3df7d588a4501f290594e5", {"GT", 77}},
    {"573718ba2459775a75491131", {"9 BZT gzh", 176}},
    {"56d59d3ad2720bdb418b4577", {"Pst gzh", 195}},
    {"5d6e68d1a4b93622fe60e845", {"SF", 116}},
    {"5736026a245977644601dc61", {"P gl", 153}},
    {"59e4cf5286f7741778269d8a", {"T45M", 47}},
    {"5d6e68c4a4b9361b93413f79", {".50 12c", 1837}},
    {"59e655cb86f77411dc52a77b", {"EKO", 41}},
    {"56dff4ecd2720b5f5a8b4568", {"US", 25}},
    {"573601b42459776410737435", {"LRN", 290}},
    {"57371b192459775a9f58a5e0", {"PPe gzh", 42}},
    {"57371f8d24597761006c6a81", {"PSO gzh", 22}},
    {"5735ff5c245977640e39ba7e", {"FMJ43", 51}},
    {"56dff0bed2720bb0668b4567", {"FMJ", 25}},
    {"5735fdcd2459776445391d61", {"AKBS", 49}},
    {"58864a4f2459770fcc257101", {"PSO gzh", 59}},
    {"5737201124597760fc4431f1", {"Pst gzh", 80}},
    {"57371e4124597760ff7b25f1", {"PPT gzh", 117}},
    {"5d6e6a05a4b93618084f58d0", {"20/70 Slug", 160}},
    {"56dff216d2720bbd668b4568", {"HP", 314}},
    {"5d6e68e6a4b9361c140bcfe0", {"FTX", 188}},
    {"57371eb62459776125652ac1", {"PRS gs", 39}},
    {"5d6e6911a4b9361bd5780d52", {"Flech.", 196}},
    {"5d6e6806a4b936088465b17e", {"8.5 12c", 387}},
    {"56dff4a2d2720bbd668b456a", {"T", 33}},
    {"59e6542b86f77411dc52a77a", {"FMJ", 35}},
    {"5d6e689ca4b9361bc8618956", {"P-6u 12c", 193}},
    {"57371f2b24597761224311f1", {"PS gs PPO", 29}},
    {"5d6e68dea4b9361bcc29e659", {"2-Sabot", 939}},
    {"5d6e6869a4b9361c140bcfde", {"Grizzly", 90}},
    {"5d6e6a42a4b9364f07165f52", {"P-6u 20c", 85}},
    {"5d6e6a53a4b9361bd473feec", {"P-3 20c", 69}},
    {"56dff338d2720bbd668b4569", {"PRS", 32}},
    {"5d6e6891a4b9361bd473feea", {"P-3 12c", 52}},
    {"5d6e67fba4b9361bc73bc779", {"6.5 12c", 150}},
    {"5d6e69c7a4b9360b6c0d54e4", {"7.3 20c", 100}},
    {"5d6e6772a4b936088465b17c", {"5.25 12c", 35}},
    {"58820d1224597753c90aeb13", {"12x70 Slug", 55}},
    {"5d6e69b9a4b9361bc8618958", {"6.2 20k", 165}},
    {"560d5e524bdc2d25448b4571", {"7mm 12c", 27}},
    {"5d6e695fa4b936359b35d852", {"5.6 20c", 109}},
    {"573719762459775a626ccbc1", {"9 P gzh", 15}},
    {"5a38ebd9c4a282000d722a5b", {"7.5 20c", 674}},
    {"5cfe8010d7ad1a59283b14c6", {"X-47 7.62", 56740}},
    {"5bae13ded4351e44f824bf38", {"AA762R 02", 29586}},
    {"59c1383d86f774290a37e0ca", {"PMAG D-60", 92117}},
    {"5a9e81fba2750c00164f6b11", {"SR3M.130", 45416}},
    {"5c6592372e221600133e47d7", {"MAG5-100", 40304}},
    {"5a351711c4a282000b1521a4", {"X-5 MP5", 22499}},
    {"544a37c44bdc2d25388b4567", {"MAG5-60", 80830}},
    {"5c5db6742e2216000f1b2852", {"MPX Drum", 34676}},
    {"5c5970672e221602b21d7855", {"AALVX 35", 15874}},
    {"5caf1109ae9215753c44119f", {"ASh-12", 24390}},
    {"55d482194bdc2d1d4e8b456b", {"6L31", 25649}},
    {"55d485be4bdc2d962f8b456f", {"PM/PPSH", 30500}},
    {"5d3eb5eca4b9363b1f22f8e4", {"5.7x28 57 mag.", 20644}},
    {"5addccf45acfc400185c2989", {"X-14", 28800}},
    {"5b7bef9c5acfc43d102852ec", {"X-FAL 7.62", 16374}},
    {"5cf8f3b0d7f00c00217872ef", {"Powermag 20", 71314}},
    {"5ba26586d4351e44f824b340", {"MP7 40", 12142}},
    {"5cc70093e4a949033c734312", {"FN reg.", 15333}},
    {"5c88f24b2e22160bc12c69a6", {"SVD 7.62x54", 15072}},
    {"5df8f535bb49d91fb446d6b0", {"KAC 10 7.62", 6000}},
    {"5d25af8f8abbc3055079fec5", {"AA-70 10", 10713}},
    {"5c6175362e221600133e3b94", {"AK-A-16", 28147}},
    {"5de8e8dafd6b4e6e2276dc32", {"MP9 15", 12989}},
    {"5c503ad32e2216398b5aada2", {"VPO-101", 10952}},
    {"5888988e24597752fe43a6fa", {"DVL-10", 10130}},
    {"5bed625c0db834001c062946", {"RPK-16 std.", 19815}},
    {"5de8ea8ffd6b4e6e2276dc35", {"MP9 20", 17474}},
    {"5ba264f6d4351e0034777d52", {"MP7 20", 4533}},
    {"5a7882dcc5856700177af662", {"M870x4", 9700}},
    {"5d2f213448f0355009199284", {"9x19 MP5", 12765}},
    {"5cf12a15d7f00c05464b293f", {"AA-70 20", 18278}},
    {"5addcce35acfc4001a5fc635", {"M14 30 7.62", 35639}},
    {"559ba5b34bdc2d1f1a8b4582", {"SV-98 polymer", 4648}},
    {"5c920e902e221644f31c3c99", {"9x19 P226", 20635}},
    {"5cbdc23eae9215001136a407", {"Molot Drum", 17135}},
    {"5c471c442e221602b542a6f8", {"SVD 7.62x54", 4562}},
    {"5c6d42cb2e2216000e69d7d1", {"Polymer mag", 12884}},
    {"5a718f958dc32e00094b97e7", {"G 50rnd", 35498}},
    {"5caf1041ae92157c28402e3f", {"ASh-12 10rd.", 10917}},
    {"5a3501acc4a282000d72293a", {"PMAG 20 7.62", 30255}},
    {"5d25a6a48abbc306c62e6310", {"MDT 12rnd", 13815}},
    {"5c0548ae0db834001966a3c2", {"CWP", 20000}},
    {"57838f9f2459774a150289a0", {"6L25", 13039}},
    {"5de8eac42a78646d96665d91", {"MP9 30", 31696}},
    {"5ba2657ed4351e0035628ff2", {"MP7 30", 23768}},
    {"5a718b548dc32e000d46d262", {"9x19 Glock", 2233}},
    {"5448c1d04bdc2dff2f8b4569", {"GEN M3 20", 2833}},
    {"5d25a4a98abbc30b917421a4", {"AICS 5rnd", 7333}},
    {"5ce69cbad7f00c00b61c5098", {"PMAG .308 AC", 6185}},
    {"5c5db6552e2216001026119d", {"9x19 MPX", 2722}},
    {"587df583245977373c4f1129", {"SKS-A5", 11833}},
    {"5bfea7ad0db834001c38f1ee", {"Wyatt 5rnd", 5997}},
    {"5c5db6652e221600113fba51", {"9x19 MPX", 19074}},
    {"5d25a7b88abbc3054f3e60bc", {"PMAG .308 AC", 12980}},
    {"5d25a6538abbc306c62e630d", {"AICS 10rnd", 12174}},
    {"5b7bef5d5acfc43bca7067a3", {"FAL 30 7.62", 31370}},
    {"5c6d46132e221601da357d56", {"Battlemag", 13996}},
    {"56deeefcd2720bc8328b4568", {"МP153x8", 2122}},
    {"5b7d37845acfc400170e2f87", {"L1A1 30 7.62", 52875}},
    {"56d59948d2720bb7418b4582", {"9x19 P226", 10592}},
    {"57838f0b2459774a256959b2", {"6L24", 2672}},
    {"5df25b6c0b92095fd441e4cf", {"T-5000 5rnd", 48533}},
    {"5aaa5dfee5b5b000140293d3", {"GEN M3 30", 11926}},
    {"5926c3b286f774640d189b6b", {"9x19 MP5", 8823}},
    {"5a718da68dc32e000d46d264", {"G PMAG 21", 26569}},
    {"5de8eaadbbaf010b10528a6d", {"MP9 25", 25759}},
    {"5cadc2e0ae9215051e1c21e7", {"9x19 M9A3", 14606}},
    {"5c0672ed0db834001b7353f3", {"SG-919 30", 21644}},
    {"5df8f541c41b2312ea3335e3", {"KAC 20 7.62", 29666}},
    {"5ae0973a5acfc4001562206c", {"Mos.Std.", 4716}},
    {"59fafc5086f7740dbe19f6c3", {"AK30", 23544}},
    {"5a7ad2e851dfba0016153692", {"Big Stick", 29903}},
    {"544a378f4bdc2d30388b4567", {"GEN M3 40", 19666}},
    {"5c05413a0db834001c390617", {"HK Steel", 10318}},
    {"59d625f086f774661516605d", {"AK55", 1910}},
    {"55802d5f4bdc2dac148b458e", {"GEN M3 30", 17715}},
    {"57d1519e24597714373db79d", {"PP91 Std", 7135}},
    {"587df3a12459772c28142567", {"SKS int.", 4921}},
    {"5bfeaa0f0db834001b734927", {"Wyatt 10rnd", 13284}},
    {"5aaa5e60e5b5b000140293d6", {"GEN M3 10", 1966}},
    {"59d6272486f77466146386ff", {"Pmag30 AK/AKM GEN M3", 23533}},
    {"5aaf8a0be5b5b00015693243", {"M1A 20 7.62", 9259}},
    {"5b7c2d1d5acfc43d1028532a", {"MMW Fal 7.62", 10583}},
    {"576a5ed62459771e9c2096cb", {"9x19 MP-443", 2533}},
    {"5c6d450c2e221600114c997d", {"PM Gen.2", 12708}},
    {"59f99a7d86f7745b134aa97b", {"9x21 SR1-MP", 7296}},
    {"5c6161fb2e221600113fbde5", {"Sb.3x5", 8827}},
    {"5c503ac82e221602b21d6e9a", {"VPO-101", 2333}},
    {"5b7bef1e5acfc43d82528402", {"FAL 10 7.62", 1030}},
    {"5aaa4194e5b5b055d06310a5", {"Pmag30 AK74 GEN M3", 11558}},
    {"5bed61680db834001d2c45ab", {"АК-12 std.", 9615}},
    {"5894a05586f774094708ef75", {"9x19 MPX", 10333}},
    {"599860ac86f77436b225ed1a", {"9x19 PP-19-01", 8600}},
    {"5a78830bc5856700137e4c90", {"M870x7", 30103}},
    {"55d481904bdc2d8c2f8b456a", {"6L26", 3994}},
    {"5a966f51a2750c00156aacf6", {"SAI-02", 26600}},
    {"5b1fb3e15acfc4001637f068", {"6P2 Bak", 7666}},
    {"57d14e1724597714010c3f4b", {"PP91 Std", 2233}},
    {"5ac66bea5acfc43b321d4aec", {"АК-103 Mag", 10747}},
    {"5a38ed75c4a28232996e40c6", {"Sb.3x4", 9700}},
    {"564ca9df4bdc2d35148b4569", {"6L18", 5250}},
    {"5a78832ec5856700155a6ca3", {"M870x10", 17911}},
    {"5a01c29586f77474660c694c", {"6L10", 3733}},
    {"571a29dc2459771fb2755a6a", {"tt-105", 1678}},
    {"5ac66c5d5acfc4001718d314", {"6L29", 6966}},
    {"5448c12b4bdc2d02308b456f", {"PM 90-93", 1400}},
    {"5c0673fb0db8340023300271", {"SG-919 20", 1666}},
    {"5a17fb03fcdbcbcae668728f", {"APS std.", 3439}},
    {"5b099ac65acfc400186331e1", {"FAL 20 7.62", 2867}},
    {"564ca99c4bdc2d16268b4589", {"6L20", 2300}},
    {"5882163e24597758206fee8c", {"МP153x5", 902}},
    {"55d4837c4bdc2d1d4e8b456c", {"Saiga 545", 1250}},
    {"59e5f5a486f7746c530b3ce2", {"6P2 Sb-11", 4863}},
    {"57616a9e2459773c7a400234", {"Sb.5", 1813}},
    {"55d485804bdc2d8c2f8b456b", {"MP-133x8", 24400}},
    {"55d484b44bdc2d1d4e8b456d", {"MP-133x6", 7392}},
    {"55d4887d4bdc2d962f8b4570", {"STANAG", 4979}},
    {"55d480c04bdc2d1d4e8b456a", {"6L23", 2381}},
    {"59e5d83b86f7745aed03d262", {"AK custom", 583}},
    {"5882163824597757561aa922", {"МP153x6", 1221}},
    {"5882163224597757561aa920", {"МP153x7", 1663}},
    {"5a0060fc86f7745793204432", {"AKMS al.", 4263}},
    {"5998529a86f774647f44f421", {"9x19 Sb.7", 833}},
    {"5a38ee51c4a282000c5a955c", {"20-01 Sb.3x2", 817}},
    {"5b1fd4e35acfc40018633c39", {"AK al. 10", 3498}},
    {"5c06595c0db834001a66af6c", {"LA-5", 15444}},
    {"5c5952732e2216398b5abda2", {"Perst-3", 16171}},
    {"544909bb4bdc2d6f028b4577", {"AN/PEQ-15", 21884}},
    {"5d2369418abbc306c62e0c80", {"Dbal PL", 38191}},
    {"5b07dd285acfc4001754240d", {"LAS/TAC 2", 28600}},
    {"5b3a337e5acfc4704b4a19a0", {"2U", 11399}},
    {"5a5f1ce64f39f90b401987bc", {"2IRS", 14064}},
    {"5a7b483fe899ef0016170d15", {"XC1", 15081}},
    {"5a800961159bd4315e3a1657", {"GL21", 15400}},
    {"5d10b49bd7ad1a1a560708b0", {"AN/PEQ-2", 10933}},
    {"57fd23e32459772d0805bcf1", {"LS321", 16965}},
    {"5c079ed60db834001a66b372", {"Precision", 6326}},
    {"560d657b4bdc2da74d8b4572", {"Klesch", 11242}},
    {"56def37dd2720bec348b456a", {"X400", 10900}},
    {"5cc9c20cd7f00c001336c65d", {"TBL", 11521}},
    {"59d790f486f77403cb06aec6", {"Predator Pro v3 XHP35", 4473}},
    {"57d17c5e2459775a5c57d17d", {"WF501B", 3899}},
    {"5755356824597772cb798962", {"AI-2", 4136}},
    {"544fb37f4bdc2dee738b4567", {"Painkillers", 5583}},
    {"544fb25a4bdc2dfb738b4567", {"Bandage", 1903}},
    {"544fb3364bdc2d34748b456a", {"Splint", 2592}},
    {"5751a25924597722c463c472", {"Bandage", 2047}},
    {"5c1cd46f2e22164bef5cfedb", {"B-25U RK-1", 68833}},
    {"5c1bc5af2e221602b412949b", {"RK-2", 12670}},
    {"5b057b4f5acfc4771e1bd3e9", {"SE-5", 25148}},
    {"5de8fbad2fbe23140d3ee9c4", {"MP9 VFG", 16000}},
    {"5c1bc5612e221602b5429350", {"RK-1", 57900}},
    {"59f8a37386f7747af3328f06", {"Shift", 82259}},
    {"5a7dbfc1159bd40016548fde", {"CQR", 22950}},
    {"5c791e872e2216001219c40a", {"Cobra", 15801}},
    {"57cffb66245977632f391a99", {"AFG M-LOK", 35250}},
    {"5c1bc7432e221602b412949d", {"RK-5", 16733}},
    {"5c1bc7752e221602b1779b34", {"RK-6", 7722}},
    {"588226dd24597767ad33f789", {"AFG FDE", 10174}},
    {"588226e62459776e3e094af7", {"AFG FG", 7775}},
    {"588226ef24597767af46e39c", {"AFG OD", 15750}},
    {"588226d124597767ad33f787", {"AFG blk.", 12211}},
    {"5c1bc4812e22164bef5cfde7", {"RK-0", 15592}},
    {"59fc48e086f77463b1118392", {"RVG blk.", 15903}},
    {"5c1bc5fb2e221602b1779b32", {"RK-4", 12992}},
    {"5c7fc87d2e221644f31c0298", {"MOD3", 9260}},
    {"5cf4fb76d7f00c065703d3ac", {"Pillau", 8333}},
    {"5c87ca002e221600114cb150", {"VPG", 16703}},
    {"558032614bdc2de7118b4585", {"BGV-MK46K Black", 7988}},
    {"58c157be86f77403c74b2bb6", {"BGV-MK46K FDE", 7033}},
    {"58c157c886f774032749fb06", {"BGV-MK46K FG", 4500}},
    {"591af28e86f77414a27a9e1d", {"UVG Tactical", 14277}},
    {"5cda9bcfd7f00c0c0b53e900", {"ASh-12", 18300}},
    {"5df36948bb49d91fb446d5ad", {"T-5000 pad", 23693}},
    {"57cffcd624597763133760c5", {"AFG M-LOK", 21555}},
    {"57cffcdd24597763f5110006", {"AFG M-LOK", 7984}},
    {"57cffce524597763b31685d8", {"AFG M-LOK", 29800}},
    {"5a33e75ac4a2826c6e06d759", {"HA CQR", 34261}},
    {"5d025cc1d7ad1a53845279ef", {"Ergo PSG-1 style", 41662}},
    {"5df38a5fb74cd90030650cb6", {"T-5000 Pg.", 5083}},
    {"5b3cadf35acfc400194776a0", {"TT grips", 34800}},
    {"56e05a6ed2720bd0748b4567", {"Bakelite PB", 2400}},
    {"59db3a1d86f77429e05b4e92", {"GRAL-S", 59719}},
    {"5cf54404d7f00c108840b2ef", {"MG-47", 15575}},
    {"5b30ac585acfc433000eb79c", {"MOE AK", 67277}},
    {"5c6bf4aa2e2216001219b0ae", {"US Palm AK", 34574}},
    {"5bffef760db8340019668fe4", {"Mascus P226", 8300}},
    {"55802f5d4bdc2dac148b458f", {"MOE Pistol", 42281}},
    {"5d15cf3bd7ad1a67e71518b2", {"MOE", 39659}},
    {"5c6d7b3d2e221600114c9b7d", {"Grip V.2", 6992}},
    {"5bb20e0ed4351e3bac1212dc", {"Battle Grip", 9667}},
    {"5649ae4a4bdc2d1b2b8b4588", {"RК-3", 28800}},
    {"5d023784d7ad1a049d4aa7f2", {"AG-58", 54704}},
    {"5bffcf7a0db83400232fea79", {"TT-206", 3700}},
    {"5bbde41ed4351e003562b038", {"pgmn", 37400}},
    {"5b07db875acfc40dc528a5f6", {"TD120001", 122101}},
    {"5c079ec50db834001966a706", {"Razor A. TT", 5162}},
    {"59db3b0886f77429d72fb895", {"Stark AR RG", 14170}},
    {"59db3acc86f7742a2c4ab912", {"Stark AR RG", 19319}},
    {"5cc9bcaed7f00c011c04e179", {"HG15", 20800}},
    {"5947fa2486f77425b47c1a9b", {"SAW", 12611}},
    {"5947f92f86f77427344a76b1", {"SAW", 14833}},
    {"5b7d679f5acfc4001a5c4024", {"AG FAL", 14826}},
    {"5b099b965acfc400186331e6", {"SAW SA-58", 6000}},
    {"5a69a2ed8dc32e000d46d1f1", {"Rotor 43 buffer", 70000}},
    {"57c55efc2459772d2c6271e7", {"OMRG Black", 16735}},
    {"57af48872459771f0b2ebf11", {"OMRG FDE", 12243}},
    {"57c55f092459772d291a8463", {"OMRG GE", 7648}},
    {"57c55f112459772d28133310", {"OMRG GG", 8400}},
    {"57c55f172459772d27602381", {"OMRG OD", 7833}},
    {"5b39ffbd5acfc47a8773fb06", {"Hogue P226", 5962}},
    {"5c471be12e221602b66cd9ac", {"SVDS PG", 2400}},
    {"5cf50850d7f00c056e24104c", {"EPG AK", 12435}},
    {"5cf508bfd7f00c056e24104e", {"EPG AK FDE", 6900}},
    {"57d152ec245977144076ccdf", {"PP91 Pol", 2745}},
    {"5bb20e18d4351e00320205d5", {"Battle Grip", 8333}},
    {"55d4b9964bdc2d1d4e8b456e", {"A2 Pistol", 3290}},
    {"5c48a2c22e221602b313fb6c", {"MDR reg.", 13733}},
    {"5dcbd6dddbd3d91b3e5468de", {"MDR reg.", 11105}},
    {"5bffec120db834001c38f5fa", {"Axelson P226", 1950}},
    {"5a339805c4a2826c6e06d73d", {"MIAD Pistol", 7733}},
    {"5addc7db5acfc4001669f279", {"M14ALCS", 5667}},
    {"5bfe86a20db834001d23e8f7", {"AGR-870", 6666}},
    {"5afd7e445acfc4001637e35a", {"SAW SKS", 5959}},
    {"5cdeac5cd7f00c000f261694", {"Pro700", 3700}},
    {"5beec8ea0db834001a6f9dbf", {"AK-12 reg.", 10055}},
    {"5a7b4960e899ef197b331a2d", {"Pach RG", 15613}},
    {"571659bb2459771fb2755a12", {"ECS FDE", 5500}},
    {"5c00076d0db834001d23ee1f", {"Wooden Elite P226", 5666}},
    {"5a0071d486f77404e23a12b2", {"AKM wood", 10000}},
    {"57c44fa82459772d2d75e415", {"VAL pol.", 7000}},
    {"571a282c2459771fb2755a69", {"TT grips", 4533}},
    {"56d5a2bbd2720bb8418b456a", {"BPGripP226", 29628}},
    {"5c0006470db834001a6697fe", {"Scorpion P226", 2450}},
    {"5894a51286f77426d13baf02", {"MPX p. grip", 4766}},
    {"5a17fc70fcdbcb0176308b3d", {"APS Bakelite", 4840}},
    {"5c0684e50db834002a12585a", {"Hogue like", 3472}},
    {"5b7d678a5acfc4001a5c4022", {"DS SA-58", 1266}},
    {"5998517986f7746017232f7e", {"p. grip PP-19-01", 8718}},
    {"59e62cc886f77440d40b52a1", {"AKM bak.", 8792}},
    {"5649ad3f4bdc2df8348b4585", {"6P4 Sb.8V", 7777}},
    {"576a63cd2459771e796e0e11", {"P.grip.MP443", 1289}},
    {"5649ade84bdc2d1b2b8b4587", {"6P1 Sb.8", 3078}},
    {"5a38eecdc4a282329a73b512", {"TOZ-106 PG", 1597}},
    {"59e6318286f77444dd62c4cc", {"Molot bak.", 921}},
    {"57e3dba62459770f0c32322b", {"6P4 Sb.9", 1167}},
    {"5cadc431ae921500113bb8d5", {"PGripM9A3", 3666}},
    {"5c1a1cc52e221602b3136e3d", {"M Frame", 4815}},
    {"5aa2b923e5b5b000137b7589", {"RGlass", 22407}},
    {"5d5fca1ea4b93635fd598c07", {"Crossbow", 9300}},
    {"59e770b986f7742cbd762754", {"AFGlass", 6150}},
    {"5c0d32fcd174af02a1659c75", {"Proximity", 4833}},
    {"5d6d2ef3a4b93618084f58bd", {"Aviator", 6308}},
    {"5d6d2e22a4b9361bd5780d05", {"Gascan", 4503}},
    {"5b432be65acfc433000ed01f", {"6B34", 3815}},
    {"5aa2b9aee5b5b00015693121", {"RayBench", 8165}},
    {"5aa2b986e5b5b00014028f4c", {"Dundukk", 2333}},
    {"557ff21e4bdc2d89578b4586", {"TGlass", 960}},
    {"5a16b8a9fcdbcb00165aa6ca", {"TATM", 17794}},
    {"5a16b93dfcdbcbcae6687261", {"DDT", 13532}},
    {"5c11046cd174af02a012e42b", {"W-PVS7", 5333}},
    {"5c0695860db834001b735461", {"10T adapter", 23444}},
    {"5c0e66e2d174af02a96252f4", {"SLAAP", 91622}},
    {"5d6d3be5a4b9361bc73bc763", {"Aventail", 22051}},
    {"5e00cfa786f77469dc6e5685", {"TW Ears", 57722}},
    {"5a16badafcdbcb001865f72d", {"SArmor", 25394}},
    {"5c178a942e22164bef5ceca3", {"Chops", 149377}},
    {"5c1793902e221602b21d3de2", {"CP Ears", 22464}},
    {"5a16ba61fcdbcb098008728a", {"Mandible", 13889}},
    {"5e01f31d86f77465cf261343", {"TW Ears", 45037}},
    {"5d6d3943a4b9360dbc46d0cc", {"Cover", 3221}},
    {"5d2f261548f03576f500e7b7", {"MP5k Upper", 4633}},
    {"5c07a8770db8340023300450", {"Gen.3", 25094}},
    {"59bfe68886f7746004266202", {"MUR-1S Upper", 50944}},
    {"5a71e4f48dc32e001207fb26", {"G ZT Spart", 41651}},
    {"5d2c772c48f0355d95672c25", {"Dog leg", 57083}},
    {"5cadc55cae921500103bb3be", {"M9A3 Slide", 2412}},
    {"5a7afa25e899ef00135e31b0", {"PS9", 122}},
    {"5a71e22f8dc32e00094b97f4", {"G ZT Hex", 14489}},
    {"5d2c770c48f0354b4a07c100", {"PDC", 57814}},
    {"5de8e67c4a9f347bc92edbd7", {"MP9-N Upper", 77777}},
    {"5bffe7c50db834001d23ece1", {"axelson", 8047}},
    {"5bb20d53d4351e4502010a69", {"416A5 Upper", 10550}},
    {"5c503d0a2e221602b542b7ef", {"VPO-101", 9999}},
    {"5d4405aaa4b9361e6a4e6bd3", {"TX15 LW Upper", 14367}},
    {"5649af884bdc2d1b2b8b4589", {"B-33", 19008}},
    {"5b099bb25acfc400186331e8", {"Ext. Duty", 27668}},
    {"5beec91a0db834001961942d", {"RPK-16 Dust Cover", 8282}},
    {"5926f2e086f7745aae644231", {"MP5SD", 16200}},
    {"5839a7742459773cf9693481", {"AKS-74UB D.c.", 11363}},
    {"5a6f5f078dc32e00094b97dd", {"Glock Viper Cut", 7999}},
    {"5cc70102e4a949035e43ba74", {"P90 Upper", 3533}},
    {"5a9685b1a2750c0032157104", {"Glock Moto Cut", 5967}},
    {"5a7033908dc32e000a311392", {"Glock AW C", 7466}},
    {"5a702d198dc32e000b452fc3", {"Glock AW", 5667}},
    {"5c010a700db834001d23ef5d", {"Scorpion P226", 4316}},
    {"5d2c76ed48f03532f2136169", {"Bastion", 7000}},
    {"5894a5b586f77426d2590767", {"MPX 1 gen.", 14296}},
    {"5c471bd12e221602b4129c3a", {"SVDS DC", 7333}},
    {"5c0e2f26d174af02a9625114", {"2-15 Upper", 12694}},
    {"5cc700ede4a949033c734315", {"EFFEN 90", 18917}},
    {"55d355e64bdc2d962f8b4569", {"M4A1 Upper", 6000}},
    {"5c0009510db834001966907f", {"Stainless elite P226", 35000}},
    {"5c0125fc0db834001a669aa3", {"Legion P226", 3767}},
    {"5926c0df86f77462f647f764", {"MP5 Upper", 6966}},
    {"5dfce88fe9dc277128008b2e", {"SVDS CS", 87500}},
    {"5df8e4080b92095fd441e594", {"SR-25 Upper", 9500}},
    {"56d5a407d2720bb3418b456b", {"P226 Slide", 12222}},
    {"5a6f5e048dc32e00094b97da", {"Glock slide", 3518}},
    {"59985a6c86f77414ec448d17", {"rec.cov. Vityaz-SN", 14832}},
    {"5cf7acfcd7f00c1084477cf2", {"PS90 Upper", 5111}},
    {"578395402459774a256959b5", {"Ksk VSS", 26102}},
    {"57c44f4f2459772d2c627113", {"VAL Dust cover", 17499}},
    {"5b7d6c105acfc40015109a5f", {"FAL DC", 1666}},
    {"5ac50da15acfc4001718d287", {"6P34 0-1", 19497}},
    {"59e6449086f7746c9f75e822", {"АКM type", 2666}},
    {"5649af094bdc2df8348b4586", {"6P1 0-1", 1186}},
    {"57dc334d245977597164366f", {"6P26 Sb.7", 2833}},
    {"59d6507c86f7741b846413a2", {"6P1 0-1", 2599}},
    {"57616c112459773cce774d66", {"Sb.0-2", 6388}},
    {"59985a8086f77414ec448d1a", {"rec.cov. Vityaz", 3933}},
    {"5b1faa0f5acfc40dc528aeb5", {"Glock 18C slide", 6537}},
    {"5d3eb44aa4b93650d64e4979", {"57 Slide", 6750}},
    {"58949edd86f77409483e16a9", {"MPX Charge", 7492}},
    {"5de922d4b11454561e39239f", {"MP9 Chr.", 26666}},
    {"5b2240bf5acfc40dc528af69", {"Raptor Charge", 31555}},
    {"5cc6ea78e4a949000e1ea3c1", {"FN Chrg.", 26338}},
    {"5df8e053bb49d91fb446d6a6", {"SR-25 Chrg.", 28888}},
    {"55d44fd14bdc2d962f8b456e", {"AR-15 Charge", 1241}},
    {"5926c32286f774616e42de99", {"MP5 Cocking", 13877}},
    {"56ea7165d2720b6e518b4583", {"BOTL", 8805}},
    {"5df8e085bb49d91fb446d6a8", {"Ambi SR-25", 33333}},
    {"5bb20dbcd4351e44f824c04e", {"Extended latch", 4778}},
    {"5c0faf68d174af02a96260b8", {"ADAR 2-15 Charge", 11279}},
    {"5c5db6b32e221600102611a0", {"SCH Charge", 8925}},
    {"5cc6ea85e4a949000e1ea3c3", {"Handler", 37980}},
    {"5648ac824bdc2ded0b8b457d", {"RP-1", 3672}},
    {"58949fac86f77409483e16aa", {"MPX Charge", 700}},
    {"5d2f2d5748f03572ec0c0139", {"MP5k hnd.", 31500}},
    {"5c471c842e221615214259b5", {"SVDS G.Tube", 12150}},
    {"59e649f986f77411d949b246", {"AKM Type", 49000}},
    {"5d00ec68d7ad1a04a067e5be", {"JPGS5b", 147323}},
    {"5b237e425acfc4771e1be0b6", {"TROY Combo", 28150}},
    {"5cf656f2d7f00c06585fb6eb", {"VS Combo", 28356}},
    {"5a34fbadc4a28200741e230a", {"JPGS6", 14203}},
    {"5dfa3d45dfc58d14537c20b0", {"KAC Gas.Bl.", 14996}},
    {"5a01ad4786f77450561fda02", {"VDM CS", 2904}},
    {"56ea8d2fd2720b7c698b4570", {"PICBLOCK", 18880}},
    {"56eabcd4d2720b66698b4574", {"MK12", 6969}},
    {"59ccd11386f77428f24a488f", {"PP-19-01 g.tube", 35378}},
    {"59d36a0086f7747e673f3946", {"AKS74U G.tube", 15944}},
    {"5bb20dcad4351e3bac1212da", {"416A5", 16625}},
    {"59d64ec286f774171d1e0a42", {"6P1 Sb.1-2", 5887}},
    {"59c6633186f7740cf0493bb9", {"AK 74 G.Tube", 5800}},
    {"5ae30e795acfc408fb139a0b", {"M4 FS", 5811}},
    {"5c5039be2e221602b177c9ff", {"VPO-101 G.Tube", 48839}},
    {"59ccfdba86f7747f2109a587", {"M1-B", 5679}},
    {"5dfa3cd1b33c0951220c079b", {"KAC QDC", 9204}},
    {"5c78f2882e22165df16b832e", {"Jail Break", 14055}},
    {"5cdd7693d7f00c0010373aa5", {"M-11", 5166}},
    {"5d026791d7ad1a04a067ea63", {"Red Brake", 12787}},
    {"5dcbe965e4ed22586443a79d", {"MDR reg.", 4185}},
    {"5cdd7685d7f00c000f260ed2", {"SHREWD", 7426}},
    {"5c878ebb2e2216001219d48a", {"DGNAK47B", 12300}},
    {"5addbb825acfc408fb139400", {"JP MB M14", 5809}},
    {"5bc5a35cd4351e450201232f", {"Witt", 10136}},
    {"5c878e9d2e2216000f201903", {"DGN762B", 24964}},
    {"5cf6937cd7f00c056c53fb39", {"ST-6012", 30266}},
    {"5998597786f77414ea6da093", {"PP-19-01 Br", 2000}},
    {"5d1f819086f7744b355c219b", {"Wave MB", 10997}},
    {"5cf78720d7f00c06595bc93e", {"BMD", 12704}},
    {"5c7951452e221644f31bfd5c", {"Antidote", 11302}},
    {"5bbdb8bdd4351e4502011460", {"Atlas-7", 7852}},
    {"5d02676dd7ad1a049e54f6dc", {"Corvette", 11866}},
    {"5a7b32a2e899ef00135e345a", {"G4", 7867}},
    {"5a7c147ce899ef00150bd8b8", {"VP-09", 7192}},
    {"5943eeeb86f77412d6384f6b", {"PWS CQB 74", 19888}},
    {"5943ee5a86f77413872d25ec", {"PWS CQB", 8629}},
    {"5a7ad0c451dfba0013379712", {"4Port", 4666}},
    {"5d443f8fa4b93678dd4a01aa", {"30CB", 10000}},
    {"5d02677ad7ad1a04a15c0f95", {"Corvette", 5847}},
    {"5c07c5ed0db834001b73571c", {"Noveske Style", 12933}},
    {"5a70366c8dc32e001207fb06", {"Glock DD", 2833}},
    {"59fb137a86f7740adb646af1", {"Monster Claw", 18702}},
    {"5addbb945acfc4001a5fc44e", {"Good Iron", 4285}},
    {"5c4ee3d62e2216152006f302", {"Mk.2.0", 5499}},
    {"5b3a16655acfc40016387a2a", {"Annihilator", 31092}},
    {"5bc5a351d4351e003477a414", {"TPP", 8966}},
    {"5b7d693d5acfc43bca706a3d", {"2A X3", 8552}},
    {"5cff9e5ed7ad1a09407397d4", {"Wave MB", 14818}},
    {"5cf6935bd7f00c06585fb791", {"TACCOM", 21389}},
    {"5c7fb51d2e2216001219ce11", {"SF3P", 14370}},
    {"56ea8180d2720bf2698b456a", {"KAC QDC", 14333}},
    {"5b099b7d5acfc400186331e4", {"3 prong trident", 1984}},
    {"5ac72e945acfc43f3b691116", {"6P44 0-20", 7450}},
    {"5ac72e725acfc400180ae701", {"6P44 0-20", 27082}},
    {"5d440625a4b9361eec4ae6c5", {"223CB", 9666}},
    {"5cc9b815d7f00c000e2579d6", {"Claymore", 4766}},
    {"5ac72e895acfc43b321d4bd5", {"6P46 0-20", 3278}},
    {"5c7e5f112e221600106f4ede", {"Blackout 51T", 68483}},
    {"5addbbb25acfc40015621bd9", {"Phantom", 3399}},
    {"5bbdb83fd4351e44f824c44b", {"Tanker", 4218}},
    {"58889c7324597754281f9439", {"DVL-10 MD", 14962}},
    {"5beec3420db834001b095429", {"RPK-16 MB", 4267}},
    {"5cc9ad73d7f00c000e2579d4", {"SRVV", 12985}},
    {"5cc9a96cd7f00c011c04e04a", {"SRVV", 21999}},
    {"5caf17c9ae92150b30006be1", {"ASh MB", 8055}},
    {"5addbba15acfc400185c2854", {"Vortex DC", 2500}},
    {"5c4eec9b2e2216398b5aaba2", {"Thread adapter", 11489}},
    {"5c6beec32e221601da3578f2", {"TJ", 7963}},
    {"5649ab884bdc2ded0b8b457f", {"DTK-1", 11533}},
    {"5df35e7f2a78646d96665dd4", {"T-5000M MBr", 4333}},
    {"5a34fd2bc4a282329a73b4c5", {"Blackout 51T", 7999}},
    {"5c48a2a42e221602b66d1e07", {"MDR reg.", 5847}},
    {"5c6d710d2e22165df16b81e7", {"WarComp", 21333}},
    {"5ac72e7d5acfc40016339a02", {"AK-103 MB", 5350}},
    {"5a7037338dc32e000d46d257", {"G 3 Port", 3296}},
    {"5addbb6e5acfc408fb1393fd", {"National Match MB", 2918}},
    {"5888996c24597754281f9419", {"DVL-10 М2 MBr", 4666}},
    {"5bffd7ed0db834001d23ebf9", {"DTK-TT", 1675}},
    {"5ac72e615acfc43f67248aa0", {"AK-101 MB", 9421}},
    {"5ba26acdd4351e003562908e", {"MP7", 6258}},
    {"5a9ea27ca2750c00137fa672", {"Dynacomp", 7655}},
    {"5a705e128dc32e000d46d258", {"G AW", 1790}},
    {"56ea6fafd2720b844b8b4593", {"KX3", 5099}},
    {"59e61eb386f77440d64f5daf", {"VPO-136", 6406}},
    {"5a7ad1fb51dfba0013379715", {"LW 9", 1959}},
    {"5cc82796e24e8d000f5859a8", {"P90 FH", 5330}},
    {"5b7d68af5acfc400170e30c3", {"Austrian Style", 2033}},
    {"5c471bfc2e221602b21d4e17", {"SVDS MB", 12222}},
    {"5c0fafb6d174af02a96260ba", {"ADAR FH", 8129}},
    {"560e620e4bdc2d724b8b456b", {"SV-98 STD", 4629}},
    {"544a38634bdc2d58388b4568", {"USGI A2", 1666}},
    {"5a0abb6e1526d8000a025282", {"TT AKM", 1356}},
    {"5ac7655e5acfc40016339a19", {"6P20 0-20", 4966}},
    {"58949dea86f77409483e16a8", {"MPX A2", 1659}},
    {"5a0d716f1526d8000d26b1e2", {"AKML", 1217}},
    {"5649aa744bdc2ded0b8b457e", {"6P20 0-20", 2282}},
    {"57dc324a24597759501edc20", {"6P26 0-20", 2620}},
    {"59e8a00d86f7742ad93b569c", {"VPO-209", 400}},
    {"59d64fc686f774171b243fe2", {"6P1 0-14", 1340}},
    {"5998598e86f7740b3f498a86", {"Saiga-9 Br", 1575}},
    {"5aafa1c2e5b5b00015042a56", {"Socom 16 MB", 47250}},
    {"5ab3afb2d8ce87001660304d", {"Socom 16 Th", 46903}},
    {"5a1eacb3fcdbcb09800872be", {"REAP-IR eyecup", 14725}},
    {"5d123b70d7ad1a0ee35e0754", {"KAC Long", 5815}},
    {"56083eab4bdc2d26448b456a", {"SV-98 HR", 8133}},
    {"5d123b7dd7ad1a004f01b262", {"KAC stoper", 3704}},
    {"5d123a3cd7ad1a004e476058", {"KAC short", 3350}},
    {"5b3cbc235acfc4001863ac44", {"Vulcan MG eyecup", 7222}},
    {"5c4eecde2e221602b3140418", {"SV-98 HS", 5693}},
    {"5d0b5cd3d7ad1a3fe32ad263", {"1P59 eyecup", 1733}},
    {"57f3a5ae2459772b0e0bf19e", {"PSO eyecup", 1666}},
    {"5cf639aad7f00c065703d455", {"USP-1 eyecup", 1250}},
    {"5bfe86bd0db83400232fe959", {"AGR-870 cap", 1432}},
    {"5ba36f85d4351e0085325c81", {"NSPU-M eyecup", 833}},
    {"5a71e1868dc32e00094b97f3", {"ZT AP", 8000}},
    {"591c4e1186f77410354b316e", {"Cobra shade", 3421}},
    {"5cf78496d7f00c065703d6ca", {"A3 Adapter", 18999}},
    {"57f3c7e024597738ea4ba286", {"PP-91-01 muzzlethread", 4000}},
    {"5a6b585a8dc32e5a9c28b4f1", {"AW TP", 1800}},
    {"5de8f237bbaf010b10528a70", {"B&T Mount", 4350}},
    {"5c7954d52e221600106f4cc7", {"ONE Mount", 29930}},
    {"560838c94bdc2d77798b4569", {"RTC 12ga", 42639}},
    {"59bffc1f86f77435b128b872", {"DT Mount", 20033}},
    {"5a6b592c8dc32e00094b97bf", {"DD TP", 3500}},
    {"5926e16e86f7742f5a0f7ecb", {"3 Lug", 25463}},
    {"5c0000c00db834001a6697fc", {"3 Lug thr.", 86312}},
    {"5cf79599d7f00c10875d9212", {"TR", 4967}},
    {"5e01e9e273d8eb11426f5bc3", {"SVD-S thr.", 23870}},
    {"58272d7f2459774f6311ddfd", {"GK-02", 4266}},
    {"5c0111ab0db834001966914d", {"Cylinder", 6555}},
    {"5cf67a1bd7f00c06585fb6f3", {"WT1052", 5166}},
    {"5cf67cadd7f00c065a5abab7", {"WT0032-1", 18722}},
    {"5b363e1b5acfc4771e1c5e80", {"Thread adapter", 10868}},
    {"5cf79389d7f00c10941a0c4d", {"Mosin thr.", 1500}},
    {"5de6556a205ddc616a6bc4f7", {"215 Pr.", 10833}},
    {"5a6b59a08dc32e000b452fb7", {"SAI TP", 3800}},
    {"587de5ba2459771c0f1e8a58", {"P226 protection cap", 400}},
    {"576167ab2459773cad038c43", {"SOK-12 P.T.", 23500}},
    {"5d270ca28abbc31ee25ee821", {"M700 protection cap", 600}},
    {"5cadc390ae921500126a77f1", {"M9A3 protection cap", 5242}},
    {"5df916dfbb49d91fb446d6b9", {"URX-4 14.5", 9500}},
    {"5d2f259b48f0355a844acd74", {"MP5k", 3500}},
    {"5cf4e3f3d7f00c06595bc7f0", {"Aggressor", 45148}},
    {"5c17664f2e2216398b5a7e3c", {"CMRD", 106158}},
    {"5b800e9286f7747a8b04f3ff", {"Hex Blk", 24332}},
    {"5b099a9d5acfc47a8607efe7", {"Quad Rail", 11333}},
    {"5beec3e30db8340019619424", {"RPK-16 HG", 7583}},
    {"5648b4534bdc2d3d1c8b4580", {"B-10М B-19", 23258}},
    {"57cff947245977638e6f2a19", {"MOE AKM", 21096}},
    {"5d123102d7ad1a004e475fe5", {"URX 3 8", 11315}},
    {"5d00ede1d7ad1a0940739a76", {"N6 10.5 inch", 10661}},
    {"5d122e7bd7ad1a07102d6d7f", {"URX 3.1 10.75", 19666}},
    {"5a957c3fa2750c00137fa5f7", {"XRSU47SU", 29570}},
    {"5a9d6d34a2750c00141e07da", {"TRAX 2", 7518}},
    {"5648ae314bdc2d3d1c8b457f", {"CAA RS47", 11679}},
    {"5c78f2492e221600114c9f04", {"SAI QD Rail", 50709}},
    {"5c9a25172e2216000f20314e", {"RIS II 12.25 FDE", 18222}},
    {"5c5db5f22e2216000e5e47e8", {"Midwest 4.5 inch", 4832}},
    {"5c48a14f2e2216152006edd7", {"MDR Handguard", 132928}},
    {"5df25d3bfd6b4e6e2276dc9a", {"T-5000 hg.", 20990}},
    {"5888976c24597754281f93f5", {"DVL-10 М2", 8628}},
    {"5a788068c5856700137e4c8f", {"MOE 870", 54444}},
    {"5b2cfa535acfc432ff4db7a0", {"MK10 RL", 18681}},
    {"5c59529a2e221602b177d160", {"OEM 14 inch", 21413}},
    {"5a329052c4a28200741e22d3", {"RSASS", 18926}},
    {"5d010d1cd7ad1a59283b1ce7", {"HX-5", 17986}},
    {"5c6d5d8b2e221644fc630b39", {"Stngr Vypr", 12925}},
    {"5a9d56c8a2750c0032157146", {"TRAX 1", 11562}},
    {"588b56d02459771481110ae2", {"RIS II 9.5 BLK", 12224}},
    {"5d15ce51d7ad1a1eff619092", {"Goliaf", 9000}},
    {"5c6c2c9c2e2216000f2002e4", {"Troy M-LOK", 10403}},
    {"5b7bee755acfc400196d5383", {"CASV FAS Handguard", 8979}},
    {"5b7bedd75acfc43d825283f9", {"CASV FAL Handguard", 31352}},
    {"5827272a24597748c74bdeea", {"MTU002 L", 13320}},
    {"595cfa8b86f77427437e845b", {"LVOA-C blk.", 23093}},
    {"5c6d11152e2216000f2003e7", {"CRUX Handguard", 76499}},
    {"5c6d11072e2216000e69d2e4", {"Midwest M-LOK", 8480}},
    {"595cf16b86f77427440c32e2", {"LVOA-S blk.", 9820}},
    {"5c9a26332e2216001219ea70", {"RIS II FSP 9.5 FDE", 14716}},
    {"5c9a07572e221644f31c4b32", {"Zhukov-U", 12662}},
    {"5dfcd0e547101c39625f66f9", {"SAG MK1", 16634}},
    {"5c78f26f2e221601da3581d1", {"MOE SL", 11829}},
    {"59fb375986f7741b681b81a6", {"UFM", 11088}},
    {"5c78f2612e221600114c9f0d", {"SAI QD Rail", 17998}},
    {"5d00ef6dd7ad1a0940739b16", {"N6 Split", 10617}},
    {"5d4405f0a4b9361e6a4e6bd9", {"Ion Lite", 24879}},
    {"55d45f484bdc2d972f8b456d", {"Custom MP-133 plastic", 30917}},
    {"5d2c829448f0353a5c7d6674", {"WASR 10-63", 8499}},
    {"5c6d10e82e221601da357b07", {"HK Keymod", 15459}},
    {"5c78f2792e221600106f4683", {"MOE SL", 10499}},
    {"5bb20dfcd4351e00334c9e24", {"Ext.Quad", 9195}},
    {"5bb20df1d4351e00347787d5", {"Quad. sight", 3833}},
    {"5a9548c9159bd400133e97b3", {"TL-99", 9407}},
    {"57ffa9f4245977728561e844", {"B-11", 6539}},
    {"5d1b198cd7ad1a604869ad72", {"AKM-L", 15589}},
    {"5cde7afdd7f00c000d36b89d", {"MOD X", 13769}},
    {"58272b392459774b4c7b3ccd", {"MTU002 S", 7875}},
    {"5c617a5f2e2216000f1e81b3", {"B-10", 15355}},
    {"5c6d10fa2e221600106f3f23", {"Midwest M-LOK", 8500}},
    {"5d19cd96d7ad1a4a992c9f52", {"Tri-Rail", 20472}},
    {"5bb20de5d4351e0035629e59", {"Quadrail", 6000}},
    {"5b7bebc85acfc43bca706666", {"M-LOK Handguard", 5484}},
    {"5cdaa99dd7f00c002412d0b2", {"ASh-12 polym", 3296}},
    {"5c471c6c2e221602b66cd9ae", {"SVDS FG", 25500}},
    {"5c5db6302e2216000e5e47f0", {"Midwest 10.5 inch", 8466}},
    {"55d459824bdc2d892f8b4573", {"KAC RIS", 7467}},
    {"5b7be2345acfc400196d524a", {"Keymod Handguard", 9222}},
    {"5894a42086f77426d2590762", {"MPX Gen. 1", 3633}},
    {"5c0e2f5cd174af02a012cfc9", {"2-15 wood", 5011}},
    {"5926f34786f77469195bfe92", {"MP5SD HG", 47484}},
    {"5b7d671b5acfc43d82528ddd", {"Fal Belgian style", 4433}},
    {"5c5db5fc2e2216000f1b2842", {"Midwest 6.5 inch", 4803}},
    {"576169e62459773c69055191", {"Sb.7-1", 4067}},
    {"5ae30db85acfc408fb139a05", {"M4 Std.", 5166}},
    {"5cbda392ae92155f3c17c39f", {"AK polym", 5450}},
    {"5a788031c585673f2b5c1c79", {"PR870", 4473}},
    {"5648b1504bdc2d9d488b4584", {"6P20 Sb.9", 2310}},
    {"59d64f2f86f77417193ef8b3", {"6P1 Sb.6-1", 4833}},
    {"59e898ee86f77427614bd225", {"VPO-209", 1700}},
    {"59e6284f86f77440d569536f", {"VPO-136", 900}},
    {"5648b0744bdc2d363b8b4578", {"6P20 Sb.6", 24300}},
    {"57dc32dc245977596d4ef3d3", {"6P26 Sb.6", 1249}},
    {"5926c36d86f77467a92a8629", {"MP5WT", 3500}},
    {"5a788089c5856700142fdd9c", {"Speedfeed", 1383}},
    {"5b7bed205acfc400161d08cc", {"Fal Handguard", 2129}},
    {"55d45d3f4bdc2d972f8b456c", {"МR-133 Beechwood", 3833}},
    {"56deed6ed2720b4c698b4583", {"МP-153 Polymer", 14037}},
    {"5d00e0cbd7ad1a6c6566a42d", {"Viper", 9592}},
    {"57cffd8224597763b03fc609", {"MOE AKM", 10300}},
    {"57cffddc24597763133760c6", {"MOE AKM", 9816}},
    {"57cffe0024597763b03fc60b", {"MOE AKM", 10267}},
    {"57cffe20245977632f391a9d", {"MOE AKM", 11000}},
    {"5c9a1c3a2e2216000e69fb6a", {"Zhukov-U", 11001}},
    {"5c9a1c422e221600106f69f0", {"Zhukov-U", 11530}},
    {"5dcbe9431e1f4616d354987e", {"16 MDR 308", 27149}},
    {"5d3eb5b6a4b9361eab311902", {"57 5.7x28", 34667}},
    {"5d3eb59ea4b9361c284bb4b2", {"57 tr. 5.7x28", 4200}},
    {"5c48a2852e221602b21d5923", {"406mm MDR 5.56x45", 22165}},
    {"5df256570dee1b22f862e9c4", {"T-5000 660mm .308", 39500}},
    {"5a6b5ed88dc32e000c52ec86", {"Glock 9x19 SAI", 14250}},
    {"5d440b93a4b9364276578d4b", {"18 AR-15 5.56x45", 75855}},
    {"5dfa397fb11454561e39246c", {"20 SR-25 7.62x51", 40300}},
    {"5a6b5b8a8dc32e001207faf3", {"Glock 9x19 AW", 11164}},
    {"5c6d85e02e22165df16b81f4", {"10.6 416A5 5.56x45", 12018}},
    {"5bb20da5d4351e0035629dbf", {"16.5 416A5 5.56x45", 26184}},
    {"5a787f7ac5856700177af660", {"508mm M870", 35185}},
    {"5b3baf8f5acfc40dc5296692", {"116mm gld. ТТ", 5562}},
    {"5a6b5e468dc32e001207faf5", {"Glock 9x19 DD", 9000}},
    {"5cc701aae4a949000e1ea45c", {"10.5 P90 5.7x28", 54166}},
    {"5bb20dadd4351e00367faeff", {"20 416A5 5.56x45", 89407}},
    {"5c5db5852e2216003a0fe71a", {"4.5 MPX 9x19", 3800}},
    {"5d440b9fa4b93601354d480c", {"20 AR-15 5.56x45", 67001}},
    {"55d35ee94bdc2d61338b4568", {"260mm AR-15 5.56x45", 31796}},
    {"587de4282459771bca0ec90b", {"P226 tr. 9x19", 11207}},
    {"5b7be1125acfc4001876c0e5", {"16 SA-58 7.62x51", 25220}},
    {"5d2703038abbc3105103d94c", {"20 M700 7.62x51", 22800}},
    {"5cc701d7e4a94900100ac4e7", {"16 P90 5.7x28", 25645}},
    {"5d2702e88abbc31ed91efc44", {"26 M700", 25900}},
    {"5beec1bd0db834001e6006f3", {"15 RPK-16 5.45x39", 10166}},
    {"5b099a765acfc47a8607efe3", {"11 SA-58 7.62x51", 14458}},
    {"5888956924597752983e182d", {"DVL-10 M2 660mm .308", 32620}},
    {"5c471cb32e221602b177afaa", {"22 SVDS", 89577}},
    {"5a34fae7c4a2826c6e06d760", {"22 AR-10", 25875}},
    {"5bb20d92d4351e00853263eb", {"11 416A5 5.56x45", 13900}},
    {"5beec2820db834001b095426", {"22  RPK-16  5.45x39", 38898}},
    {"5a34f7f1c4a2826c6e06d75d", {"18 AR-10", 33166}},
    {"5888945a2459774bf43ba385", {"DVL-10 500mm .308", 40631}},
    {"5c5db5b82e2216003a0fe71d", {"10.5 MPX 9x19", 8174}},
    {"5bb20d9cd4351e00334c9d8a", {"14.5 416A5 5.56x45", 18272}},
    {"5b7be1265acfc400161d0798", {"21 SA-58 7.62x51", 63829}},
    {"5addbac75acfc400194dbc56", {"22 M1A 7.62x51", 103194}},
    {"5df917564a9f347bc92edca3", {"16 SR-25 7.62x51", 21999}},
    {"5bfebc250db834001a6694e1", {"26 M700", 14483}},
    {"5c5db5c62e22160012542255", {"14 MPX 9x19", 85327}},
    {"5ae09bff5acfc4001562219d", {"730mm Mosin barrel", 100532}},
    {"5a6b60158dc32e000a31138b", {"G17 9x19 comp", 3500}},
    {"5a787fadc5856700155a6ca1", {"660mm M870", 14215}},
    {"5bfd4cd60db834001c38f095", {"220mm Mosin barrel", 11444}},
    {"55d3632e4bdc2d972f8b4569", {"370mm AR-15 5.56x45", 38557}},
    {"5bfebc320db8340019668d79", {"20 M700 7.62x51", 31720}},
    {"5c5db5962e2216000e5e46eb", {"6.5 MPX 9x19", 5174}},
    {"5a787fdfc5856700142fdd9a", {"325mm M870", 11698}},
    {"5a787f25c5856700186c4ab9", {"355mm M870", 15323}},
    {"5aaf9d53e5b5b00015042a52", {"16 M1A 7.62x51", 10180}},
    {"588200af24597742fa221dfb", {"610mm М -153 12ga", 7180}},
    {"5c0e2f94d174af029f650d56", {"406mm AR-15 5.56x45", 22871}},
    {"571a279b24597720b4066566", {"121mm thr. TT", 7666}},
    {"55d4491a4bdc2d882f8b456e", {"510mm MP-133 12ga", 12000}},
    {"560835c74bdc2dc8488b456f", {"510mm MP-133 12ga", 73250}},
    {"560836b64bdc2d57468b4567", {"540mm MP-133 12ga", 4200}},
    {"5608379a4bdc2d26448b4569", {"750mm MP-133 12ga", 7680}},
    {"5a6b5f868dc32e000a311389", {"G17 9x19", 1530}},
    {"5608373c4bdc2dc8488b4570", {"710mm MP-133", 6123}},
    {"5bfd4cc90db834001d23e846", {"200mm Mosin barrel", 2100}},
    {"560836484bdc2d20478b456e", {"540mm MP-133", 3900}},
    {"55d449444bdc2d962f8b456d", {"610mm MP-133 12ga", 5103}},
    {"58aeaaa886f7744fc1560f81", {"165mm MPXSD 9x19", 7527}},
    {"588200c224597743990da9ed", {"660mm М -153 12ga", 7179}},
    {"5bfd4cbe0db834001b73449f", {"514mm Mosin barrel", 6800}},
    {"560836fb4bdc2d773f8b4569", {"660mm МR-133", 5005}},
    {"56d5a1f7d2720bb3418b456a", {"112mm P226 9x19", 19592}},
    {"588200cf2459774414733d55", {"710mm М -153 12ga", 7481}},
    {"560837824bdc2d57468b4568", {"750mm MP-133", 7062}},
    {"560837544bdc2de22e8b456e", {"710mm MP-133 12ga", 6958}},
    {"560837154bdc2da74d8b4568", {"660mm MP-133 12ga", 5501}},
    {"55d448594bdc2d8c2f8b4569", {"610mm MP-133 12ga", 4902}},
    {"56deec93d2720bec348b4568", {"750mm М -153 12ga", 9166}},
    {"5a787ebcc5856700142fdd98", {"508mm M870 FS", 10333}},
    {"5de65547883dde217541644b", {"23 215 .366TKM", 50361}},
    {"5894a2c386f77427140b8342", {"203mm MPX 9x19", 16526}},
    {"571a26d524597720680fbe8a", {"116mm st. ТТ", 2250}},
    {"5b1fa9ea5acfc40018633c0a", {"G18C 9x19 comp", 7916}},
    {"5cadc1c6ae9215000f2775a4", {"M9A3 tr. 9x19", 1660}},
    {"5648b6ff4bdc2d3d1c8b4581", {"ТТ 10000", 291574}},
    {"5df35ea9c41b2312ea3334d8", {"Orsis long", 2333}},
    {"5df35e970b92095fd441e4d2", {"T-5000 opt.", 6896}},
    {"59c63b4486f7747afb151c1c", {"SD TRR", 220000}},
    {"5addbfbb5acfc400194dbcf7", {"Ultimak M8", 75151}},
    {"5a32aa0cc4a28232996e405f", {"RM50", 3667}},
    {"5dff8db859400025ea5150d4", {"SVD Low", 54313}},
    {"5addbfef5acfc400185c2857", {"UTG 4", 155556}},
    {"5a27bad7c4a282000b15184b", {"SR1MP 4x", 9716}},
    {"5926dad986f7741f82604363", {"MFIHKMOUNT", 14315}},
    {"5c90c3622e221601da359851", {"B-13V", 12275}},
    {"5a37ca54c4a282000d72296a", {"JP 30mm", 32750}},
    {"5c61a40d2e2216001403158d", {"B-13", 10667}},
    {"5a33bab6c4a28200741e22f8", {"RM35", 10899}},
    {"593d1fa786f7746da62d61ac", {"SKS SOCOM", 13458}},
    {"5a1ead28fcdbcb001912fa9f", {"DLOC-IRD", 198308}},
    {"59db7eed86f77461f8380365", {"TA51", 26556}},
    {"5b2389515acfc4771e1be0c0", {"AR- P.E.P.R.", 41200}},
    {"59eb7ebe86f7740b373438ce", {"6P29M", 111027}},
    {"5a7b4900e899ef197b331a2a", {"UM3", 57323}},
    {"5aa66a9be5b5b0214e506e89", {"NF 34mm", 74466}},
    {"5a7ad55551dfba0015068f42", {"G Ti Sh", 16000}},
    {"5b800ed086f7747baf6e2f9e", {"Hex.", 13004}},
    {"5a9fc7e6a2750c0032157184", {"B-3 combo", 12612}},
    {"57a3459f245977764a01f703", {"B-3", 18476}},
    {"5addc00b5acfc4001669f144", {"CASV 14", 6417}},
    {"587e08ee245977446b4410cf", {"OPSKS DT", 11629}},
    {"58d39d3d86f77445bb794ae7", {"AMM", 8333}},
    {"5df35eb2b11454561e3923e2", {"Orsis med.", 4530}},
    {"5d024f5cd7ad1a04a067e91a", {"Patriot K+W", 10985}},
    {"591ee00d86f774592f7b841e", {"Cobra", 6817}},
    {"5a789261c5856700186c65d3", {"MT Clamp", 6096}},
    {"5c471c2d2e22164bef5d077f", {"SVDS LB", 8133}},
    {"5c86592b2e2216000e69e77c", {"KH/F 34mm", 151432}},
    {"5a7ad4af51dfba0013379717", {"G Base", 9487}},
    {"5a27b3d0c4a282000d721ec1", {"SR1MP s.mount", 16654}},
    {"5c7d560b2e22160bc12c6139", {"AMSS", 4100}},
    {"57acb6222459771ec34b5cb0", {"043-02", 8250}},
    {"5addbfd15acfc40015621bde", {"Mini Scout", 5333}},
    {"5bc5a372d4351e44f824d17f", {"MNG", 6066}},
    {"5b3a08b25acfc4001754880c", {"Bridge P226", 9503}},
    {"5b31163c5acfc400153b71cb", {"Rom. Base", 6407}},
    {"5c7d55f52e221644f31bff6a", {"LRP", 11852}},
    {"5b4736a986f774040571e998", {"QARS 3.2in.", 33027}},
    {"5addbffe5acfc4001714dfac", {"M14 DCSB", 5000}},
    {"5beecbb80db834001d2c465e", {"RPK-16 rail", 10740}},
    {"59e0bed186f774156f04ce84", {"6In. CASV", 41233}},
    {"5a78948ec5856700177b1124", {"XS Short", 7379}},
    {"5addbfe15acfc4001a5fc58b", {"Arms 18", 8353}},
    {"55d48a634bdc2d8b2f8b456a", {"SPRM", 82450}},
    {"5c064c400db834001d23f468", {"QD LT-101", 5767}},
    {"5aa66c72e5b5b00016327c93", {"NF 34mm RIS", 23600}},
    {"58d39b0386f77443380bf13c", {"AMSH", 6250}},
    {"5cde7b43d7f00c000d36b93e", {"MOD X", 14305}},
    {"5b3b99265acfc4704b4a1afb", {"NF 30mm", 25167}},
    {"5a27b281c4a28200741e1e52", {"SR1MP 1x", 7255}},
    {"5b4736b986f77405cb415c10", {"QARS 4.2in.", 68198}},
    {"5b30bc285acfc47a8608615d", {"Mk10 10 In.", 15083}},
    {"58d2664f86f7747fec5834f6", {"DPCSM", 12417}},
    {"5b3b6dc75acfc47a8773fb1e", {"Armasight", 6555}},
    {"5b7be47f5acfc400170e2dd2", {"2.5 in. M-LOK", 17613}},
    {"5bbdb811d4351e45020113c7", {"Tri-Rail", 26365}},
    {"5a33b2c9c4a282000c5a9511", {"RM33", 16277}},
    {"57ffb0062459777a045af529", {"B-18", 6833}},
    {"5a33b652c4a28232996e407c", {"AC32062", 6888}},
    {"5c61627a2e22160012542c55", {"106 mount", 3997}},
    {"5649a2464bdc2d91118b45a8", {"MPR45", 38720}},
    {"58a5c12e86f7745d585a2b9e", {"4In. Gen1", 6333}},
    {"57c69dd424597774c03b7bbc", {"30mm Mount", 25858}},
    {"5a9d6d13a2750c00164f6b03", {"6In. SI", 43375}},
    {"5a966ec8a2750c00171b3f36", {"B&T 3x", 15500}},
    {"59e0be5d86f7742d48765bd2", {"4 in. CASV", 6724}},
    {"5c6162682e22160010261a2b", {"TOZ-106 DT", 5500}},
    {"57d17e212459775a1179a0f5", {"25 mm ring", 3607}},
    {"5bfe7fb30db8340018089fed", {"12003", 6933}},
    {"5d133067d7ad1a33013f95b4", {"3 in. URX", 16667}},
    {"59e0bdb186f774156f04ce82", {"2In. CASV", 11833}},
    {"5b7be4895acfc400170e2dd5", {"4.1 in. M-LOK", 64790}},
    {"57ee59b42459771c7b045da5", {"Kedr RIS", 4033}},
    {"57ffaea724597779f52b3a4d", {"B-12", 3380}},
    {"55d48ebc4bdc2d8c2f8b456c", {"Sprut", 2494}},
    {"5d7b6bafa4b93652786f4c76", {"57 RMR mount", 4555}},
    {"5ab24ef9e5b5b00fe93c9209", {"Socom 16 Upper", 6026}},
    {"5d0a29ead7ad1a0026013f27", {"1P59 mount", 7934}},
    {"5cc7012ae4a949001252b43e", {"EFFEN 90", 20759}},
    {"5b7be46e5acfc400170e2dcf", {"5 in.Vltor", 22233}},
    {"5bfebc5e0db834001a6694e5", {"Rem. integr.", 8600}},
    {"5b30bc165acfc40016387293", {"Mk10 3 In.", 6100}},
    {"5b800ebc86f774394e230a90", {"Hexagon Med", 15500}},
    {"5c0102b20db834001d23eebc", {"4 in. RAHG", 13389}},
    {"577d128124597739d65d0e56", {"FFWB", 9333}},
    {"5b7be4575acfc400161d0832", {"2 in. Vltor", 22580}},
    {"58a56f8d86f774651579314c", {"2In. Gen1", 5989}},
    {"5b7be4645acfc400170e2dcc", {"4 in. Vltor", 7500}},
    {"5b3f7bf05acfc433000ecf6b", {"Kochetov Mount", 6425}},
    {"5cc70146e4a949000d73bf6b", {"FN side.", 2966}},
    {"5dff77c759400025ea5150cf", {"UTG 25mm", 3163}},
    {"5c0102aa0db834001b734ba1", {"2 in. RAHG", 3867}},
    {"5cdeaca5d7f00c00b61c4b70", {"PRO700", 2933}},
    {"5bfebc530db834001d23eb65", {"Multi-slot", 8559}},
    {"5a9d6d00a2750c5c985b5305", {"4 in. SI", 10999}},
    {"5cc7015ae4a949001152b4c6", {"FN top", 11500}},
    {"5de8fbf2b74cd90030650c79", {"B&T bottom", 3600}},
    {"5c1cdd302e221602b3137250", {"Compact mount", 1000}},
    {"5de6558e9f98ac2bc65950fc", {"215 mount", 2567}},
    {"5b3f7c005acfc4704b4a1de8", {"PU 3.5x ring", 1906}},
    {"5a9d6d21a2750c00137fa649", {"Bridge", 5196}},
    {"5d0a29fed7ad1a002769ad08", {"1P69 mount", 10300}},
    {"576a7c512459771e796e0e17", {"B-8", 2500}},
    {"5de8fc0b205ddc616a6bc51b", {"B&T side", 3921}},
    {"5a7893c1c585673f2b5c374d", {"mtu028sg", 3300}},
    {"5bfd36290db834001966869a", {"Sawn off sniper Mosin Stock", 37080}},
    {"5df35e59c41b2312ea3334d5", {"T-5000 Hg.", 19999}},
    {"5de910da8b6c4240ba2651b5", {"MP9 stock", 18020}},
    {"5ab372a310e891001717f0d8", {"S.A.S.S.", 36807}},
    {"5b7d63de5acfc400170e2f8d", {"SA-58 SPR Stock", 14675}},
    {"5bcf0213d4351e0085327c17", {"A1 stock", 127500}},
    {"5b0e794b5acfc47a877359b2", {"Zhukov-S", 49983}},
    {"58889d0c2459775bc215d981", {"LOBAEV Arms Stock", 71181}},
    {"5926d40686f7740f152b6b7e", {"HK A3", 23167}},
    {"5bd704e7209c4d00d7167c31", {"A2 stock", 184710}},
    {"5addbf175acfc408fb13965b", {"Archangel", 27999}},
    {"5cde739cd7f00c0010373bd3", {"MOD X Gen.3", 14578}},
    {"5bbde409d4351e003562b036", {"Recoil pad", 47950}},
    {"5947e98b86f774778f1448bc", {"UBR GEN2", 16092}},
    {"5b04473a5acfc40018632f70", {"UAS AK", 15845}},
    {"5cf13123d7f00c1085616a50", {"Archangel M700", 12000}},
    {"5a17fb9dfcdbcbcae6687291", {"APB stock", 12000}},
    {"5b7d63b75acfc400170e2f8a", {"PRS 2 FAL", 10796}},
    {"5df35ddddfc58d14537c2036", {"T-5000M Stock", 33711}},
    {"5d25d0ac8abbc3054f3e61f7", {"AICS M700", 17733}},
    {"5d0236dad7ad1a0940739d29", {"FD UAS Stock", 36498}},
    {"5cdeac22d7f00c000f26168f", {"PRO 700", 14069}},
    {"56083a334bdc2dc8488b4571", {"133/153 Pl.g.", 8592}},
    {"5926d3c686f77410de68ebc8", {"HK A2", 33236}},
    {"5c87a07c2e2216001219d4a2", {"HK E1", 57648}},
    {"5bae13bad4351e00320204af", {"Archangel OPFOR PRS", 18997}},
    {"5bfeb32b0db834001a6694d9", {"Overmolded ghillie", 15277}},
    {"59ecc3dd86f7746dc827481c", {"PT-3", 26065}},
    {"5c471b5d2e221602b21d4e14", {"SVDS Stock", 4747}},
    {"5d44069ca4b9361ebd26fc37", {"PRS GEN3", 44083}},
    {"5b222d405acfc400153af4fe", {"PT-1", 16155}},
    {"58ac1bf086f77420ed183f9f", {"SIG F.K.", 16946}},
    {"5d1c702ad7ad1a632267f429", {"GLR-17", 40638}},
    {"5649b2314bdc2d79388b4576", {"МЕ4", 20185}},
    {"5aaf8e43e5b5b00015693246", {"Socom16", 9379}},
    {"5cc700d4e4a949000f0f0f28", {"DI Butt", 4150}},
    {"5a9eb32da2750c00171b3f9c", {"GL Shock", 15257}},
    {"5947c73886f7747701588af5", {"BUS", 10004}},
    {"5d120a28d7ad1a1c8962e295", {"Recoil pad", 109030}},
    {"5a78813bc5856700186c4abe", {"SGA M870", 100000}},
    {"5d135e83d7ad1a21b83f42d8", {"CTR Stock", 27820}},
    {"5addc7005acfc4001669f275", {"M14ALCS(MOD. 0)", 17972}},
    {"5b7d63cf5acfc4001876c8df", {"SA-58 Folding", 8368}},
    {"5c793fde2e221601da358614", {"Viper Mod.1", 15722}},
    {"58d2912286f7744e27117493", {"RBP", 24159}},
    {"5ab626e4d8ce87272e4c6e43", {"6P21 Sb.5", 15800}},
    {"56083be64bdc2d20478b456f", {"133/153 Pl.s.", 35869}},
    {"5addc7ac5acfc400194dbd90", {"M14ALCS Stock", 15967}},
    {"5b0800175acfc400153aebd4", {"F93 Pro Stock", 14667}},
    {"5b7d64555acfc4001876c8e2", {"SA-58 BRS Stock", 16542}},
    {"59ecc28286f7746d7a68aa8c", {"PT 74S", 56139}},
    {"5d120a10d7ad1a4e1026ba85", {"Gen.4 stock", 13798}},
    {"5abcd472d8ce8700166032ae", {"6P4N Sb.1-19", 15000}},
    {"5bbdb870d4351e00367fb67d", {"Monte Carlo", 26213}},
    {"5b222d335acfc4771e1be099", {"AKM Lock", 11291}},
    {"5cde77a9d7f00c000f261009", {"fold.adapter", 2602}},
    {"5a33cae9c4a28232980eb086", {"PRS GEN2", 9383}},
    {"5cf518cfd7f00c065b422214", {"AKTS", 19500}},
    {"5b39f8db5acfc40016387a1b", {"EMOD", 10750}},
    {"5afd7ded5acfc40017541f5e", {"Tapco intrafuse stock", 59995}},
    {"5a0c59791526d8dba737bba7", {"6G15U", 15141}},
    {"5c793fb92e221644f31bfb64", {"Advanced Tube", 100103}},
    {"5a33ca0fc4a282000d72292f", {"CA2", 9265}},
    {"5cf50fc5d7f00c056c53f83c", {"AKTS", 17796}},
    {"5cdeac42d7f00c000d36ba73", {"PRO700 stock", 4699}},
    {"5cc700b9e4a949000f0f0f25", {"P90 Stock", 15000}},
    {"5c07c9660db834001a66b588", {"End Cap", 21733}},
    {"5d2f25bc48f03502573e5d85", {"MP5k End Cap", 17629}},
    {"5b099bf25acfc4001637e683", {"SA-58 Tube", 22324}},
    {"5beec8c20db834001d2c465c", {"AK-12 reg.", 6592}},
    {"5cc700cae4a949035e43ba72", {"P90 butt", 5550}},
    {"5bfe86df0db834001b734685", {"GLR-16-S", 9600}},
    {"56eabf3bd2720b75698b4569", {"MOE Stock", 11518}},
    {"59ff3b6a86f77477562ff5ed", {"6P4 Sb.1-19", 8667}},
    {"5c5db6ee2e221600113fba54", {"MD CQB", 3750}},
    {"591aef7986f774139d495f03", {"M7A1PDW", 23555}},
    {"5ac78eaf5acfc4001926317a", {"PT 74M/100", 10248}},
    {"5c5db6f82e2216003a0fe914", {"ULSS", 11980}},
    {"5894a13e86f7742405482982", {"MCX/MPX early", 21207}},
    {"5ae30c9a5acfc408fb139a03", {"Sopmod", 5923}},
    {"5c503af12e221602b177ca02", {"VPO-101 stock", 7887}},
    {"5bb20e58d4351e00320205d7", {"Enhanced Tube", 10826}},
    {"587e0531245977466077a0f7", {"OP-SKS W.s.", 16171}},
    {"5bb20e70d4351e0035629f8f", {"Slim Line", 5866}},
    {"599851db86f77467372f0a18", {"Stock PP-19-01", 48888}},
    {"5c99f3592e221644fc633070", {"TOZ-106 Mosin", 10000}},
    {"5beec8b20db834001961942a", {"RPK-16 Tube", 19666}},
    {"5cebec10d7f00c065703d185", {"PS90 Stock", 27132}},
    {"5bfd37c80db834001d23e842", {"Mosin sniper carbine stock", 4486}},
    {"5c0e2ff6d174af02a1659d4a", {"2-15 wood", 3950}},
    {"55d4ae6c4bdc2d8b2f8b456e", {"M4SS", 4166}},
    {"5ae35b315acfc4001714e8b0", {"LEO M870", 5444}},
    {"5a7880d0c5856700142fdd9d", {"SPS M870", 13916}},
    {"5b7d645e5acfc400170e2f90", {"SA-58 Humpback", 5278}},
    {"5a788169c5856700142fdd9e", {"Raptor", 5324}},
    {"59d6514b86f774171a068a08", {"6P1 Sb.5", 4556}},
    {"5bfd384c0db834001a6691d3", {"Mosin carbine stock", 6666}},
    {"56083cba4bdc2de22e8b456f", {"133/153 W.s.", 6450}},
    {"59e89d0986f77427600d226e", {"VPO-209", 4000}},
    {"5649b0fc4bdc2d17108b4588", {"6P20 Sb.7", 17666}},
    {"5ae096d95acfc400185c2c81", {"Mosin Stock", 13416}},
    {"57ade1442459771557167e15", {"Baskak", 5496}},
    {"59e6227d86f77440d64f5dc2", {"VPO-136", 3556}},
    {"574dad8024597745964bf05c", {"56-A-231 Sb.5", 8333}},
    {"578395e82459774a0e553c7b", {"VSS Stock", 7999}},
    {"57c450252459772d28133253", {"VAL Stock", 4833}},
    {"5c0faeddd174af02a962601f", {"ADAR St.", 3518}},
    {"5ac50c185acfc400163398d4", {"6P34 Sb.15", 2097}},
    {"5bfe89510db834001808a127", {"AGR-870 tube", 13843}},
    {"5afd7e095acfc40017541f61", {"TAPCO Tube", 27500}},
    {"5bfd36ad0db834001c38ef66", {"Sawn off Mosin stock", 42069}},
    {"5de655be4a9f347bc92edb88", {"VPO-215 stock", 4333}},
    {"57dc347d245977596754e7a1", {"6P26 Sb.5", 3559}},
    {"5adf23995acfc400185c2aeb", {"MC 20-01", 2276}},
    {"57616ca52459773c69055192", {"SOK-12АК Stock", 3333}},
    {"5649b1c04bdc2d16268b457c", {"6P20 Sb.5", 12915}},
    {"5649be884bdc2d79388b4577", {"CST", 4815}},
    {"5bfd35380db83400232fe5cc", {"Infantry mosin Stock", 6633}},
    {"5a38ef1fc4a282000b1521f6", {"TOZ-106 Stock", 4944}},
    {"5947eab886f77475961d96c5", {"UBR GEN2", 14328}},
    {"591af10186f774139d495f0e", {"M7A1PDW", 35629}},
    {"5888961624597754281f93f3", {"Harris HBR", 44881}},
    {"56ea8222d2720b69698b4567", {"SV-98 Bipod", 9516}},
    {"5cadd919ae921500126a77f3", {"M9A3 FR", 8425}},
    {"5aba62f8d8ce87001943946b", {"APS FS", 6000}},
    {"5cadd940ae9215051e1c2316", {"M9A3 RS", 9979}},
    {"5abcbb20d8ce87001773e258", {"M14 135", 90000}},
    {"5dfa3d7ac41b2312ea33362a", {"KAC Rear", 9393}},
    {"5d3eb4aba4b93650d64e497d", {"57 RS", 11750}},
    {"56ea7293d2720b8d4b8b45ba", {"SM220-239", 3819}},
    {"56d5a77ed2720b90418b4568", {"Sig #8R", 2000}},
    {"5cadd954ae921500103bb3c2", {"SM M9", 3600}},
    {"5d3eb536a4b9363b1f22f8e2", {"57 FS", 12789}},
    {"5894a73486f77426d259076c", {"SIG Front Flip Up", 16331}},
    {"5894a81786f77427140b8347", {"SIG Rearsight Flip Up", 17947}},
    {"5de8fb539f98ac2bc659513a", {"MP9 RS", 10500}},
    {"5926d2be86f774134d668e4e", {"MP5 Drum Rearsight", 13600}},
    {"5a7d9122159bd4001438dbf4", {"Glock SE", 16366}},
    {"5c05295e0db834001a66acbb", {"Trij.Bck-up", 2400}},
    {"5aafa49ae5b5b00015042a58", {".125 blade", 9418}},
    {"5c1780312e221602b66cc189", {"KAC Rear", 6793}},
    {"5dfa3d950dee1b22f862eae0", {"KAC Front", 7466}},
    {"5ba26b17d4351e00367f9bdd", {"MP7  Rearsight Flip Up", 24444}},
    {"5bb20e49d4351e3bac1212de", {"416A5 Rearsight Flip Up", 5000}},
    {"5649d9a14bdc2d79388b4580", {"ТТ01", 11500}},
    {"5c17804b2e2216152006c02f", {"KAC Front", 8000}},
    {"5c503b1c2e221602b21d6e9d", {"Vepr Rear", 11341}},
    {"5a71e0fb8dc32e00094b97f2", {"G RS ZT", 2000}},
    {"57838e1b2459774a256959b1", {"VSS Rear", 16514}},
    {"5caf16a2ae92152ac412efbc", {"ASh-12 Front", 5000}},
    {"5ae30bad5acfc400185c2dc4", {"CarryHandle", 5999}},
    {"58272b842459774abc128d50", {"CSS-SRM-L", 2400}},
    {"5bc09a18d4351e003562b68e", {"MBUS Rearsight", 13878}},
    {"5caf1691ae92152ac412efb9", {"ASh-12 Carry", 15833}},
    {"5addba3e5acfc4001669f0ab", {".062 blade", 1628}},
    {"5c07b36c0db834002a1259e9", {"TD NS Fr.", 1500}},
    {"5a7d90eb159bd400165484f1", {"Glock SE", 3933}},
    {"5c07b3850db834002330045b", {"TD NS Re.", 1400}},
    {"5ac733a45acfc400192630e2", {"6P44 Sb.1-30", 472}},
    {"56083e1b4bdc2dc8488b4572", {"SV-98 Rear", 10000}},
    {"5ba26b01d4351e0085325a51", {"MP7 Front Flip Up", 95111}},
    {"5a0ed824fcdbcb0176308b0d", {"AKMP", 470}},
    {"5bc09a30d4351e00367fb7c8", {"MBUS Front", 16380}},
    {"57c44e7b2459772d28133248", {"AS VAL rear sight", 996}},
    {"5a7d9104159bd400134c8c21", {"Glock TFX", 6500}},
    {"5a0f096dfcdbcb0176308b15", {"AKMP", 4652}},
    {"5a6f58f68dc32e000a311390", {"Glock FS", 6399}},
    {"5a7d912f159bd400165484f3", {"TFX", 6000}},
    {"5c471b7e2e2216152006e46c", {"SVDS rs.", 9000}},
    {"5ae099925acfc4001a5fc7b3", {"Mosin rs.", 5995}},
    {"55d5f46a4bdc2d1b198b4567", {"CA2R", 730}},
    {"5beec9450db83400970084fd", {"RPK-16 rear", 9999}},
    {"5bf3f59f0db834001a6fa060", {"RPK-16 rear", 900}},
    {"5bfd4c980db834001b73449d", {"Mosin rs.", 3278}},
    {"5ae099875acfc4001714e593", {"Mosin fs", 5500}},
    {"55d4af3a4bdc2d972f8b456f", {"LPA2F", 3999}},
    {"5c471ba12e221602b3137d76", {"SVDS fs", 4300}},
    {"5a0eb980fcdbcb001a3b00a6", {"AKMB", 471}},
    {"59e8977386f77415a553c453", {"VPO-209", 470}},
    {"57a9b9ce2459770ee926038d", {"SOK12 RS", 14443}},
    {"5b0bc22d5acfc47a8607f085", {"Holand Type", 6632}},
    {"5ac72e475acfc400180ae6fe", {"6P20 Sb.2", 1600}},
    {"5649b0544bdc2d1b2b8b458a", {"6P1 Sb.2", 1999}},
    {"56d5a661d2720bd8418b456b", {"Sig #8FR", 695}},
    {"59d650cf86f7741b846413a4", {"6P1 Sb.2-1", 2500}},
    {"574db213245977459a2f3f5d", {"SKS Rear", 16450}},
    {"5aba639ed8ce8700182ece67", {"APB RS", 17972}},
    {"5aba637ad8ce87001773e17f", {"APS RS", 10000}},
    {"5a71e0048dc32e000c52ecc8", {"G FS ZT", 1300}},
    {"5a6f5d528dc32e00094b97d9", {"Glock RS", 5100}},
    {"599860e986f7743bb57573a6", {"Rear sight PP-19-01", 24000}},
    {"5da743f586f7744014504f72", {"USEC key", 73634}},
    {"5ac4c50d5acfc40019262e87", {"Visor", 4519}},
    {"5a16b672fcdbcb001912fa83", {"FVisor", 13067}},
    {"5e01f37686f774773c6f6c15", {"FShield", 34322}},
    {"5e00cdd986f7747473332240", {"FShield", 34920}},
    {"5913651986f774432f15d132", {"Sixpack", 5425}},
    {"593858c486f774253a24cb52", {"Key", 2633}},
    {"57a349b2245977762b199ec7", {"Key", 3260}},
    {"5b43271c5acfc432ff4dce65", {"Bandana", 4833}},
    {"5aa2b87de5b5b00016327c25", {"BEAR", 5156}},
    {"5b40e5e25acfc4001a599bea", {"BEAR", 5156}},
    {"5aa2ba46e5b5b000137b758d", {"UXPRO", 5123}},
    {"5b40e61f5acfc4001a599bec", {"USEC", 3500}},
    {"5aa2a7e8e5b5b00016327c16", {"USEC", 3000}},
    {"5df8a6a186f77412640e2e80", {"R.Ball", 7000}},
    {"5df8a72c86f77412640e2e83", {"S.Ball", 10000}},
    {"5df8a77486f77412672a1e3f", {"V.Ball", 20000}},
    {"5d1340bdd7ad1a0e8d245aab", {"GEN M3 40 FDE", 21816}},
    {"5d1340cad7ad1a0b0b249869", {"GEN M3 30 FDE", 19667}},
    {"5de653abf76fdc1ce94a5a2a", {"215 366", 3443}},
    {"5c793fc42e221600114ca25d", {"Advanced Tube", 97737}},
    {"5c18b90d2e2216152142466b", {"MBUS Front", 18133}},
    {"5c18b9192e2216398b5a8104", {"MBUS Rearsight", 9462}},
    {"5d124c1ad7ad1a12227c53a7", {"KAC stoper", 5566}},
    {"5d124c01d7ad1a115c7d59fb", {"KAC short", 3833}},
    {"5dfe14f30b92095fd441edaf", {"ETMI-019", 25185}},
    {"5b8403a086f7747ff856f4e2", {"Hex.", 14166}},
    {"5d4aaa54a4b9365392071170", {"AKM-L AR", 15558}},
    {"5b80242286f77429445e0b47", {"Hex red", 24976}},
    {"5d4aaa73a4b9365392071175", {"AKM-L AB", 14931}},
    {"5d4aab30a4b9365435358c55", {"VS Combo wht", 31194}},
    {"5b7be1ca5acfc400170e2d2f", {"Quad Rail", 15423}},
    {"5a8036fb86f77407252ddc02", {"Shoreline", 12562}},
    {"574eb85c245977648157eec3", {"Factory", 11616}},
    {"5798a2832459774b53341029", {"Customs", 12811}},
    {"5900b89686f7744e704a8747", {"Woods", 26729}},
    {"5a80a29286f7742b25692012", {"Resort", 10200}},
    {"5be4038986f774527d3fae60", {"Interchange", 9499}},
    {"5b3f3af486f774679e752c1f", {"Armband", 573}},
    {"5b3f3b0186f774021a2afef7", {"Armband", 527}},
    {"5b3f3ade86f7746b6b790d8e", {"Armband", 894}},
    {"5b3f16c486f7747c327f55f7", {"Armband", 729}},
    {"5b3f3b0e86f7746752107cda", {"Armband", 534}},
    {"5c0919b50db834001b7ce3b9", {"1Sch FShield", 53074}},
    {"544fb5454bdc2df8738b456a", {"Tool", 24850}},
    {"5b4391a586f7745321235ab2", {"Camera", 36893}},
    {"5ac78a9b86f7741cca0bbd8d", {"Jammer", 27516}},
    {"5991b51486f77447b112d44f", {"MS2000", 16102}},
    {"5656eb674bdc2d35148b457c", {"40mm", 18437}},
    {"59148f8286f7741b951ea113", {"Safe", 6649}},
    {"57372c21245977670937c6c2", {"BT gs", 30481}},
    {"57372d1b2459776862260581", {"PP gs", 1000}},
    {"57372deb245977685d4159b3", {"PRS gs", 2181}},
    {"57372f7d245977699b53e301", {"US gs", 5000}},
    {"573722e82459776104581c21", {"BZHT gzh", 2496}},
    {"5737250c2459776125652acc", {"PBM", 8295}},
    {"5737256c2459776125652acd", {"PMM", 5945}},
    {"573725b0245977612125bae2", {"Ppe gzh", 2833}},
    {"573727c624597765cc785b5b", {"Pst gzh", 2495}},
    {"573728cc24597765cc785b5d", {"SP7 gzh", 9000}},
    {"573728f324597765e5728561", {"SP8 gzh", 500}},
    {"5c11279ad174af029d64592b", {"Warmage", 6233}},
    {"5c1262a286f7743f8a69aab2", {"7N39", 51000}},
    {"57372db0245977685d4159b2", {"PP gs", 8133}},
    {"57372e4a24597768553071c2", {"PRS gs", 1730}},
    {"57372ebf2459776862260582", {"PS gs", 1700}},
    {"5c1127d0d174af29be75cf68", {"12x70 DIPP", 1475}},
    {"5649ed104bdc2d3d1c8b458b", {"PS 7.62x39", 3333}},
    {"560d75f54bdc2da74d8b4573", {"SNB 7.62x54 R", 10700}},
    {"5c1260dc86f7746b106e8748", {"7N12", 17683}},
    {"5c12619186f7743f871c8a32", {"7N9", 10250}},
    {"58d2946c86f7744e271174b5", {"MOE Stock FG", 11283}},
    {"58d2946386f774496974c37e", {"MOE Stock FDE", 10583}},
    {"58d2947e86f77447aa070d53", {"MOE Stock SG", 9346}},
    {"58d2947686f774485c6a1ee5", {"MOE Stock OD", 9819}},
    {"5e42c83786f7742a021fdf3c", {"#21WS", 389162}},
    {"5e42c81886f7742a01529f57", {"#11SR", 1175112}},
    {"5739d41224597779c3645501", {"Pst Gzh", 8633}},
    {"5447ac644bdc2d6c208b4567", {"Ball 5.56x45", 18967}},
    {"5e2af55f86f7746d4159f07c", {"Grenades", 320494}},
    {"5e2af4d286f7746d4159f07a", {"Aramid", 19633}},
    {"5e2af4a786f7746d3f3c3400", {"Ripstop", 23819}},
    {"5e2af47786f7746d404f3aaa", {"Fleece", 5618}},
    {"5e2af41e86f774755a234b67", {"Cordura", 23153}},
    {"5e2af37686f774755a234b65", {"SurvL", 11794}},
    {"5e2af2bc86f7746d3f3c33fc", {"Matches", 8573}},
    {"5e2af29386f7746d4159f077", {"KEK", 17530}},
    {"5e2af22086f7746d3f3c33fa", {"Poxeram", 12685}},
    {"5e2af00086f7746d3f3c33f7", {"Cleaner", 10231}},
    {"5e2af02c86f7746d420957d4", {"Chlorine", 12972}},
    {"5e2aef7986f7746d3f3c33f5", {"Repellent", 9704}},
    {"5e2aee0a86f774755a234b62", {"Cyclon", 53042}},
    {"5e2aedd986f7746d404f3aa4", {"GreenBat", 33885}},
    {"5e2af51086f7746d3f3c3402", {"Fuze", 13812}},
    {"5e32f56fcb6d5863cc5e5ee4", {"VOG-17", 16610}},
    {"5e340dcdcb6d5863cc5e5efb", {"VOG-25", 33712}},
    {"5e4abb5086f77406975c9342", {"Slick", 573021}},
    {"5e4abc6786f77406812bd572", {"SFMP", 71183}},
    {"5e4d34ca86f774264f758330", {"Razor", 36435}},
    {"5e4bfc1586f774264f7582d3", {"TC 800", 67348}},
    {"5e4ac41886f77406a511c9a8", {"AACPC", 401208}},
    {"5e4abc1f86f774069619fbaa", {"Bank Robber", 10829}},
    {"5e4abfed86f77406a2713cf7", {"Tarzan", 12763}},
    {"5e54f79686f7744022011103", {"Plague mask", 57070}},
    {"5e569a132642e66b0b68015c", {"DRG L-1", 6416}},
    {"5e42c71586f7747f245e1343", {"Med.St.", 6586001}},
    {"5e54f62086f774219b0f1937", {"Raven", 30160}},
    {"5e54f76986f7740366043752", {"Shroud", 26486}},
    {"5696686a4bdc2da3298b456a", {"Dollars", 126}},
    {"569668774bdc2da2298b4568", {"Euros", 150}},
    {"5e54f6af86f7742199090bf3", {"Lupo's", 29420}},
    {"5e71f6be86f77429f2683c44", {"Rivals", 24000}},
    {"5e71fad086f77422443d4604", {"Rivals", 32000}},
    {"5e71f70186f77429ee09f183", {"Rivals", 25600}},
    {"5ea03f7400685063ec28bfa8", {"PPSH-41", 16415}},
    {"5e81c3cbac2bb513793cdc75", {"M1911A1", 8000}},
    {"5ea02bb600685063ec28bfa1", {"10.6 PPSH-41 7.62x25", 8200}},
    {"5e81c519cb2b95385c177551", {"M1911A1 .45", 4000}},
    {"5ea034eb5aad6446a939737b", {"35 PPSH", 2650}},
    {"5e81c4ca763d9f754677befa", {"M1911", 12073}},
    {"5ea034f65aad6446a939737e", {"71 PPSH", 33833}},
    {"5ea03e5009aa976f2e7a514b", {"PPSH-41 dc", 5629}},
    {"5e81edc13397a21db957f6a1", {"M1911A1 slide", 5133}},
    {"5ea03e9400685063ec28bfa4", {"PPSH-41 stock", 7350}},
    {"5e81c6bf763d9f754677beff", {"M1911A1 P.Grip", 3963}},
    {"5e81c539cb2b95385c177553", {"M1911A1 Catch", 4900}},
    {"5e81c550763d9f754677befd", {"M1911A1 Ham.", 9400}},
    {"5e81c6a2ac2bb513793cdc7f", {"M1911A1 Trig.", 5667}},
    {"5e81ee213397a21db957f6a6", {"M1911A1 FS", 6667}},
    {"5e81ee4dcb2b95385c177582", {"M1911A1 RS", 3333}},
    {"5e9dacf986f774054d6b89f4", {"Defender-2", 249644}},
    {"5ea05cf85ad9772e6624305d", {"TK Fast MT", 16515}},
    {"5ea058e01dbce517f324b3e2", {"Heavy Trooper", 150279}},
    {"5e9dcf5986f7746c417435b3", {"Day Pack", 20316}},
    {"5e9db13186f7742f845ee9d3", {"LBT-1961A", 38477}},
    {"5c5db63a2e2216000f1b284a", {"Midwest 14 inch", 28264}},
    {"5e208b9842457a4a7a33d074", {"DTKP", 28723}},
    {"57372ac324597767001bc261", {"BP gs", 1000}},
    {"57372c89245977685d4159b1", {"BT gs", 14816}},
    {"5c1127bdd174af44217ab8b9", {"DIPP", 14880}},
    {"5857a8b324597729ab0a0e7d", {"Beta Container", 750000}},
    {"5ede7b0c6d23e5473e6e8c66", {"RB-RLSA", 133333}},
    {"5ede7a8229445733cb4c18e2", {"RB-PKPM", 201551}},
    {"5e81f423763d9f754677bf2e", {".45 FMJ", 230}},
    {"5ea2a8e200685063ec28c05a", {".45 RIP", 993}},
    {"5ea17bbc09aa976f2e7a51cd", {"RC2", 28736}},
    {"5e5699df2161e06ac158df6f", {"XRS DRG", 10803}},
    {"5ea16acdfadf1d18c87b0784", {"SMR Mk.16 9.5", 10817}},
    {"5ea16ada09aa976f2e7a51be", {"SMR Mk.16 13.5", 13555}},
    {"5e56991336989c75ab4f03f6", {"SVD Mod.", 15924}},
    {"5b363dea5acfc4771e1c5e7e", {"12g adapter", 9192}},
    {"5e569a2e56edd02abe09f280", {"XD RGL", 12833}},
    {"5ea16d4d5aad6446a939753d", {"ACH", 11518}},
    {"5d44334ba4b9362b346d1948", {"Raptor Charge", 31422}},
    {"5cbda9f4ae9215000e5b9bfc", {"6P20 Sb.9 Plum", 1311}},
    {"5d00f63bd7ad1a59283b1c1e", {"Viper", 8832}},
    {"5e2192a498a36665e8337386", {"MG-47", 14950}},
    {"5e217ba4c1434648c13568cd", {"Kocherga", 14972}},
    {"5d4406a8a4b9361e4f6eb8b7", {"PRS GEN3 gr.", 38465}},
    {"5cbdb1b0ae9215000d50e105", {"6P20 Sb.7 Plum", 20455}},
    {"5d135ecbd7ad1a21c176542e", {"CTR Stock", 28001}},
    {"5b84038986f774774913b0c1", {"Hex.", 12394}},
    {"5e569a0156edd02abe09f27d", {"IzhMash mod. rail", 9822}},
    {"5ea172e498dacb342978818e", {"FH556RC", 16578}},
    {"5e21ca18e4d47f0da15e77dd", {"CNC War.", 9129}},
    {"5ea18c84ecf1982c7712d9a2", {"Bastion", 254677}},
    {"5ea17ca01412a1425304d1c0", {"Bastion", 65153}},
    {"5e0090f7e9dc277128008b93", {"MP9 Upper", 135000}},
    {"5d124c0ed7ad1a10d168dd9b", {"KAC Long", 19592}},
    {"5e81ebcd8e146c7080625e15", {"GL40", 6546296}},
    {"5ed51652f6c34d2cc26336a1", {"M.U.L.E", 83279}},
    {"5ed5166ad380ab312177c100", {"Obdolbos", 37333}},
    {"5ed515ece452db0eb56fc028", {"P22", 20272}},
    {"5ed515e03a40a50460332579", {"L1", 20728}},
    {"5ed515c8d380ab312177c0fa", {"3-(b-TG)", 18648}},
    {"5ed515f6915ec335206e4152", {"AHF1-M", 21190}},
    {"5ed5160a87bb8443d10680b5", {"Meldonin", 55648}},
    {"5efb0cabfb3e451d70735af5", {".45 AP", 2842}},
    {"5efb0fc6aeb21837e749c801", {".45 HS", 780}},
    {"5efb0d4f4bc50b58e81710f3", {".45 LM", 225}},
    {"5f0596629e22f464da6bbdd9", {"366 AP", 556}},
    {"5ede474b0c226a66f5402622", {"M381", 83052}},
    {"5ede475b549eed7c6d5c18fb", {"M386", 10646}},
    {"5ede4739e0350d05467f73e8", {"M406", 11646}},
    {"5f0c892565703e5c461894e9", {"M433", 19564}},
    {"5ede47405b097655935d7d16", {"M441", 84641}},
    {"5ede475339ee016e8c534742", {"M576", 2148}},
    {"5efb0c1bd79ff02a1f5e68d9", {"M993", 5049}},
    {"5efb0da7a29a85116f6ea05f", {"7N31", 3112}},
    {"5efb0e16aeb21837e749c7ff", {"QuakeMaker", 766}},
    {"5eff09cd30a7dc22fd1ddfed", {"Tape key", 57250}},
    {"5efde6b4f5448336730dbd61", {"Key card", 322728}},
    {"5e997f0b86f7741ac73993e2", {"Sanitar bag", 35958}},
    {"57372bd3245977670b7cd243", {"BS gs", 51070}},
    {"5857a8bc2459772bad15db29", {"Gamma container", 1850000}},
    {"544a11ac4bdc2d470e8b456a", {"Alpha Container", 360000}},
    {"59db794186f77448bc595262", {"Epsilon", 1100000}},
    {"5c093ca986f7740a1867ab12", {"Kappa", 4900000}},
    {"5648b62b4bdc2d9d488b4585", {"GP-34", 50900}},
    {"5f5e45cc5021ce62144be7aa", {"LK 3F", 7200}},
    {"5f5e467b0bc58666c37e7821", {"F5", 46500}},
    {"5f5e46b96bdad616ad46d613", {"F4", 58532}},
    {"5f5f41f56760b4138443b352", {"Thunderbolt", 19975}},
    {"5f2a9575926fd9352339381f", {"RFB", 32555}},
    {"5f36a0e5fbf956000b716b65", {"M45A1", 11155}},
    {"5e870397991fd70db46995c8", {"590A1", 20018}},
    {"5e848cc2988a8701445df1e8", {"KS-23M", 139765}},
    {"5f4f9eb969cdc30ff33f09db", {"Compass", 31351}},
    {"5e8f3423fd7471236e6e3b64", {"Kvass", 14042}},
    {"5f5f41476bdad616ad46d631", {"Korund-VM", 276704}},
    {"5f60c74e3b85f6263c145586", {"Rys-T", 198327}},
    {"5f60b34a41e30a4ab12a6947", {"Caiman", 91278}},
    {"5d70e500a4b9364de70d38ce", {"VOG-30", 980}},
    {"5e85aa1a988a8701445df1f5", {"Barr.", 1803}},
    {"5e85a9a6eacf8c039e4e2ac1", {"Shrap.10", 2155}},
    {"5f647f31b6238e5dd066e196", {"Shr.25", 753}},
    {"5e85a9f4add9fe03027d9bf1", {"Star", 32659}},
    {"5e831507ea0a7c419c2f9bd9", {"Esmarch", 1333}},
    {"5e8488fa988a8701445df1e4", {"Hemostat", 11697}},
    {"5f63407e1b231926f2329f15", {"Rotor43 7.62x51", 58380}},
    {"5f60cd6cf2bcbb675b00dac6", {"XCEL", 50601}},
    {"5f60b85bbdb8e27dee3dc985", {"Applique", 47083}},
    {"5f60bf4558eff926626a60f2", {"FAV", 33999}},
    {"5f60c076f2bcbb675b00dac2", {"Mandible", 81444}},
    {"5f60c85b58eff926626a60f7", {"FShield", 48799}},
    {"5f6331e097199b7db2128dc2", {"X47", 25815}},
    {"55f84c3c4bdc2d5f408b4576", {"RIS II 9.5 FDE", 13150}},
    {"5efaf417aeb21837e749c7f2", {"B-30 B-31С", 38833}},
    {"5f3e7823ddc4f03b010e2045", {"M45A1 slide", 5100}},
    {"5f60e6403b85f6263c14558c", {"Beret", 11842}},
    {"5f60e7788adaa7100c3adb49", {"Beret", 8113}},
    {"5f60e784f2bcbb675b00dac7", {"Beret", 8833}},
    {"5dcbd6b46ec07c0c4347a564", {"MDR Handguard", 48998}},
    {"5eea21647547d6330471b3c9", {"MOE M590", 9592}},
    {"5648b2414bdc2d3b4c8b4578", {"M1-B", 8100}},
    {"5e848d51e4dbc5266a4ec63b", {"KS-23M for.", 2583}},
    {"5f2aa47a200e2c0ee46efa71", {"RFB HG", 63830}},
    {"5f63418ef5750b524b45f116", {"Bravo-18", 15815}},
    {"5e87076ce2db31558c75a11d", {"Speedfeed", 5995}},
    {"5f6336bbda967c74a42e9932", {"LCH-7 12.5", 21534}},
    {"5f745ee30acaeb0d490d8c5b", {"Veritas", 34256}},
    {"5f6340d3ca442212f4047eb2", {"TD", 30925}},
    {"5f633f68f5750b524b45f112", {"RRD 4C", 77629}},
    {"5f633f791b231926f2329f13", {"RRD 4C", 79500}},
    {"5f2aa4559b44de6b1b4e68d1", {"RFB FH", 6296}},
    {"5ef61964ec7f42238c31e0c1", {"AO MB", 6946}},
    {"5f6339d53ada5942720e2dc3", {"CRD", 9888}},
    {"5f6372e2865db925d54f3869", {"Ferfrans MB", 12537}},
    {"5d270b3c8abbc3105335cfb8", {"M700 protection cap", 500}},
    {"5f2aa43ba9b91d26f20ae6d2", {"RFB sp.", 9333}},
    {"5f2aa4464b50c14bcf07acdb", {"RFB protection cap", 5330}},
    {"5e8708d4ae379e67d22e0102", {"GR FS", 10000}},
    {"5e87114fe2db31558c75a120", {"GR RS", 8328}},
    {"5f3e78a7fbf956000b716b8e", {"Lomount FS", 25000}},
    {"5f3e7897ddc4f03b010e204a", {"Lomount RS", 24749}},
    {"5ef3553c43cb350a955a7ccb", {"Wilson Ext.", 7499}},
    {"5ef35f46382a846010715a96", {"HEX Ham.", 8973}},
    {"5ef35d2ac64c5d0dfc0571b0", {"M1911A1 Ham.", 7526}},
    {"5ef35bc243cb350a955a7ccd", {"US Ham.", 12000}},
    {"5ef32e4d1c1fd62aea6a150d", {"Trik", 7466}},
    {"5f3e777688ca2d00ad199d25", {"M45A1 Catch", 15390}},
    {"5f3e76d86cda304dcc634054", {"M45A1 Ham.", 10000}},
    {"5f3e772a670e2a7b01739a52", {"M45A1 Trig.", 9999}},
    {"5f633ff5c444ce7e3c30a006", {"AR-15 Charge", 58389}},
    {"56deee15d2720bee328b4567", {"МP153x4", 6306}},
    {"5cbdaf89ae9215000e5b9c94", {"6L23 Plum", 4099}},
    {"5f647d9f8499b57dc40ddb93", {"KS-23Mx3", 6250}},
    {"59fafc9386f774067d462453", {"AK30", 27200}},
    {"5d1340b3d7ad1a0b52682ed7", {"GEN M3 30", 13389}},
    {"5e21a3c67e40bd02257a008a", {"Pmag30", 24267}},
    {"5e87080c81c4ed43e83cefda", {"M590A1x8", 14979}},
    {"5f3e77b26cda304dcc634057", {"M45A1", 16678}},
    {"5cffa483d7ad1a049e54ef1c", {"ammo belt", 1030}},
    {"5ef3448ab37dfd6af863525c", {"Mec-Gar", 27540}},
    {"5eeb2ff5ea4f8b73c827350b", {"RB7M", 5900}},
    {"5a398b75c4a282000a51a266", {"PRA", 53258}},
    {"5a398ab9c4a282000c5a9842", {"SCRA", 50555}},
    {"5f2aa49f9b44de6b1b4e68d4", {"RFB scope mount", 3907}},
    {"5ef5d994dfbc9f3c660ded95", {"Weig-a-tinny", 2900}},
    {"5ef369b08cef260c0642acaf", {"TGM", 2300}},
    {"5f2aa493cd375f14e15eea72", {"RFB HG rail", 4666}},
    {"5eea217fc64c5d0dfc05712a", {"SGA M590", 9200}},
    {"5e848dc4e4dbc5266a4ec63d", {"KS-23M steel", 11793}},
    {"5e848db4681bea2ada00daa9", {"KS23 Wood", 17033}},
    {"5e87116b81c4ed43e83cefdd", {"M590A1 stock", 4666}},
    {"5ef1ba28c64c5d0dfc0571a5", {"Mesa Crosshair", 50798}},
    {"5ef1b9f0c64c5d0dfc0571a1", {"LEO M590", 6833}},
    {"5f63405df5750b524b45f114", {"SVD style stock", 44570}},
    {"5e848d1c264f7c180b5e35a9", {"510mm KS23 23mm", 47324}},
    {"5e848d2eea0a7c419c2f9bfd", {"700mm KS23 23mm", 11056}},
    {"5f2aa46b878ef416f538b567", {"18 RFB 7.62x51", 63889}},
    {"5e87071478f43e51ca2de5e1", {"20 M590", 14333}},
    {"5f3e77f59103d430b93f94c1", {"M1911A1 .45", 11314}},
    {"5f3e7801153b8571434a924c", {"National match .45", 87500}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 825600}},
    {"5d1b371186f774253763a656", {"Fuel", 100715}},
    {"5f6341043ada5942720e2dc5", {"Scorpius", 41720}},
    {"57c9a89124597704ee6faec1", {"226FDE", 1247}},
    {"5ef366938cef260c0642acad", {"ALG#423 P.Grip", 2900}},
    {"5e848d99865c0f329958c83b", {"KS23M Pgrip", 14175}},
    {"5f3e778efcd9b651187d7201", {"M45A1 P.Grip", 9000}},
    {"5c0e655586f774045612eeb2", {"Trooper", 117296}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 75370}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 23243}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 48400}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 48010}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 139502}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 58000}},
    {"5f2a9575926fd9352339381f", {"RFB", 35611}},
    {"5fc3f2d5900b1d5091531e57", {"Vector 9x19mm", 96000}},
    {"5fb64bc92b1b027b1f50bcf2", {"Vector .45", 86431}},
    {"5fc3e272f8b6a877a729eac5", {"UMP 45", 25275}},
    {"5fd4c4fa16cac650092f6771", {"IDEA", 8977}},
    {"5fd4c5477a8d854fa0105061", {"Vest", 15512}},
    {"5fd4c60f875c30179f5d04c2", {"BSS-MK1", 24881}},
    {"5fbcc1d9016cce60e8341ab3", {"SIG MCX 300 blk", 65166}},
    {"5fc22d7c187fea44d52eda44", {"Mk-18 .338 LM", 138809}},
    {"5fbe3ffdf8b6a877a729ea82", {"BPZ", 624}},
    {"5fd20ff893a8961fc660a954", {"AP", 2739}},
    {"5fc382a9d724d907e2077dab", {"AP", 62530}},
    {"5fc275cf85fd526b824a571a", {"FMJ", 19975}},
    {"5fc382c1016cce60e8341b20", {".338 UPZ", 946}},
    {"5fc382b6d6fa9c00c571bbc3", {"TAC-X", 1719}},
    {"5fd4c474dd870108a754b241", {"HGrid", 475273}},
    {"5fc4b9b17283c4046c5814d7", {"Omega 45k", 38800}},
    {"5fbe7618d6fa9c00c571bb6c", {"SRD 7.62x51", 41851}},
    {"5fbe760793164a5b6278efc8", {"SRD QD 7.62x51", 42667}},
    {"5fc0fa957283c4046c58147e", {"SIG Rear Flip", 4833}},
    {"5fc64ea372b0dd78d51159dc", {"Knife", 36185}},
    {"5fca138c2a7b221b2852a5c6", {"xTG-12", 38534}},
    {"5fca13ca637ee0341a484f46", {"SJ9 TGLabs", 69000}},
    {"5fce0cf655375d18a253eff0", {"RVG FDE", 16650}},
    {"5fc0f9b5d724d907e2077d82", {"MVF001 A3", 9381}},
    {"5fc0f9cbd6fa9c00c571bb90", {"SSVFK blk.", 7851}},
    {"5fbc210bf24b94483f726481", {"MCX Gas.Bl.", 68888}},
    {"5fc2360f900b1d5091531e19", {"Mk-18 Gas.Bl.", 39000}},
    {"5fbcbcf593164a5b6278efb2", {"3-pr.FH", 3000}},
    {"5fbcbd02900b1d5091531dd3", {"Micr.Br.", 4967}},
    {"5fb65424956329274326f316", {"Vector 45", 3550}},
    {"5fc23636016cce60e8341b05", {"AC-858", 17900}},
    {"5fbbc3324e8a554c40648348", {"Vector 9x19", 2776}},
    {"5fbcbd10ab884124df0cd563", {"TPB 7.62x51", 18963}},
    {"5fbc22ccf24b94483f726483", {"T-LOK", 12074}},
    {"5fbbc34106bde7524f03cbe9", {"Vector protection cap", 2633}},
    {"5fc4b992187fea44d52edaa9", {"DT Omega", 6833}},
    {"5fc4b97bab884124df0cd5e3", {"Pist.Omega", 5866}},
    {"5fb6548dd1409e5ca04b54f9", {"Vector protection cap", 1370}},
    {"5fc0fa362770a0045c59c677", {"SIG Front", 6830}},
    {"5fb6567747ce63734e3fa1dc", {"Defiance Front", 7611}},
    {"5fb6564947ce63734e3fa1da", {"Defiance Rearsight", 10622}},
    {"5fbcc640016cce60e8341acc", {"MCX Chr.", 733}},
    {"5fb651dc85f90547f674b6f4", {"Magex G30", 86629}},
    {"5fb651b52b1b027b1f50bcff", {".45 Glock", 8594}},
    {"5fc3e466187fea44d52eda90", {"UMP 45", 19787}},
    {"5fc23426900b1d5091531e15", {"Mk-18 10", 23167}},
    {"5fbb976df9986c4cff3fe5f2", {"Vector Bottom", 4807}},
    {"5fc53954f8b6a877a729eaeb", {"rail bott.", 3833}},
    {"5fce0f9b55375d18a253eff2", {"Vector side", 3466}},
    {"5fbb978207e8a97d1f0902d3", {"Mk.5 Modular", 3963}},
    {"5fc5396e900b1d5091531e72", {"UMP side", 1733}},
    {"5fc2369685fd526b824a5713", {"Precision", 22883}},
    {"5fc3e4ee7283c4046c5814af", {"UMP Stock", 3744}},
    {"5fb655b748c711690e3a8d5a", {"Vector NFA", 8966}},
    {"5fb655a72b1b027b1f50bd06", {"Vector PSA", 1308}},
    {"5fce16961f152d4312622bc9", {"DS150 FDE", 9129}},
    {"5fbcc437d724d907e2077d5c", {"MCX/MPX thin", 6074}},
    {"5fbbaa86f9986c4cff3fe5f6", {"DS150 Stock", 9165}},
    {"5fb6558ad6f0b2136f2d7eb7", {"Vector fold.", 7173}},
    {"5fbcc429900b1d5091531dd7", {"MCX/MPX telescoping", 7499}},
    {"5fbbfabed5cb881a7363194e", {"171mm MCX .300 BLK", 9633}},
    {"5fbbfacda56d053a3543f799", {"229mm MCX .300 BLK", 18259}},
    {"5fc23678ab884124df0cd590", {"24 Mk-18 .338 LM", 158570}},
    {"5fbbc366ca32ed67276c1557", {"Vector 5 9x19", 11333}},
    {"5fb653962b1b027b1f50bd03", {"Vector 6 .45", 13616}},
    {"5fc3e4a27283c4046c5814ab", {"8 UMP .45 ACP", 4500}},
    {"5fb65363d1409e5ca04b54f5", {"Vector 5 .45", 6498}},
    {"5fbbc383d5cb881a7363194a", {"Vector 6 9x19", 15818}},
    {"5fbc227aa56d053a3543f79e", {"MCX 12", 11315}},
    {"5fc235db2770a0045c59c683", {"Sword 18 ich", 108333}},
    {"5fbc226eca32ed67276c155d", {"MCX 8", 3833}},
    {"5fbcbd6c187fea44d52eda14", {"MCX Pistol", 6333}},
    {"5fbcc3e4d6fa9c00c571bb58", {"MCX 1 gen.", 88888}},
    {"5fc278107283c4046c581489", {"Mk-18 Upper", 190000}},
    {"5fd8d28367cb5e077335170f", {"Smoke", 26863}},
    {"57372f5c24597769917c0131", {"T gs", 1000}},
    {"573724b42459776125652ac2", {"P gzh", 1000}},
    {"5737273924597765dd374461", {"PSO gzh", 1000}},
    {"5737266524597761006c6a8c", {"PRS gzh", 1000}},
    {"5737280e24597765cc785b5c", {"PSV", 1000}},
    {"5737287724597765e1625ae2", {"RG028 gzh", 1000}},
    {"57372e73245977685d4159b4", {"PS gs", 1000}},
    {"5737260b24597761224311f2", {"PPT gzh", 1000}},
    {"5737300424597769942d5a01", {"US gs", 1000}},
    {"5737330a2459776af32363a1", {"FMJ", 1000}},
    {"5737339e2459776af261abeb", {"HP", 1000}},
    {"57372ee1245977685d4159b5", {"T gs", 1000}},
    {"573733c72459776b0b7b51b0", {"SP", 1000}},
    {"5737292724597765e5728562", {"BP gs", 38200}},
    {"57372b832459776701014e41", {"BS gs", 1000}},
    {"57372a7f24597766fe0de0c1", {"BP gs", 43000}},
    {"57372bad245977670b7cd242", {"BS gs", 1000}},
    {"57372f2824597769a270a191", {"T gs", 1000}},
    {"57372c56245977685e584582", {"BT gs", 26600}},
    {"57372e1924597768553071c1", {"PRS gs", 10000}},
    {"573726d824597765d96be361", {"PS gs PPO", 1000}},
    {"57372d4c245977685a3da2a1", {"PP gs", 1000}},
    {"57372e94245977685648d3e1", {"PS gs", 1000}},
    {"57372fc52459776998772ca1", {"US gs", 1000}},
    {"5f9949d869e2777a0e779ba5", {"Rivals", 20000}},
    {"5f99418230835532b445e954", {"Rivals", 20000}},
    {"5f994730c91ed922dd355de3", {"Rivals", 20000}},
    {"5449016a4bdc2d6f028b456f", {"Roubles", 0}},
    {"5d1b36a186f7742523398433", {"Fuel", 28705}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 33917}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 32817}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 86385}},
    {"60391b0fb847c71012789415", {"TP-200", 21008}},
    {"60391a8b3364dc22b04d0ce5", {"Thermite", 285463}},
    {"60391afc25aff57af81f7085", {"Ratch.", 381312}},
    {"60337f5dce399e10262255d1", {"STM9 MB", 2031}},
    {"602a97060ddce744014caf6f", {"PL15 std.", 17805}},
    {"6034d2d697633951dc245ea6", {"Gunslinger", 51629}},
    {"6038d614d10cbf667352dd44", {"Takedown", 36648}},
    {"6034d103ca006d2dca39b3f0", {"Takedown", 36549}},
    {"603648ff5a45383c122086ac", {"Azimut", 23104}},
    {"6034d0230ca681766b6a0fb5", {"CSA", 13066}},
    {"6034cf5fffd42c541047f72e", {"Umka", 15883}},
    {"6040dd4ddcf9592f401632d2", {"Azimut", 21770}},
    {"602a9740da11d6478d5a06dc", {"PL-15", 21985}},
    {"60339954d62c9b14ed777c06", {"STM-9", 33745}},
    {"6038b4ca92ec1c3103795a0d", {"Slick", 526192}},
    {"6038b4b292ec1c3103795a0b", {"Slick", 530400}},
    {"6033fa48ffd42c541047f728", {"M32", 18597}},
    {"60098af40accd37ef2175f27", {"CAT", 1599}},
    {"60098ad7c2240c0fe85c570a", {"AFAK", 31148}},
    {"60098b1705871270cd5352a1", {"EWR", 14463}},
    {"601948682627df266209af05", {"Taiga-1", 277500}},
    {"60363c0c92ec1c31037959f5", {"GP-7", 12135}},
    {"603618feffd42c541047f771", {"Cap", 8134}},
    {"603619720ca681766b6a0fc4", {"Cap", 2250}},
    {"6040de02647ad86262233012", {"Cap", 3900}},
    {"60361a7497633951dc245eb4", {"Cap", 1896}},
    {"60361b0b5a45383c122086a1", {"Cap", 3850}},
    {"60361b5a9a15b10d96792291", {"Cap", 2524}},
    {"603409c80ca681766b6a0fb2", {"Condor", 21883}},
    {"60194943740c5d77f6705eea", {"SOST", 318}},
    {"601949593ae8f707c4608daa", {"SSA AP", 3110}},
    {"601aa3d2b2bcb34913271e6d", {"7.62 AP", 3827}},
    {"60228a76d62c9b14ed777a66", {"PL15 FS", 800}},
    {"60228a850ddce744014caf69", {"PL15 FS", 950}},
    {"60229948cacb6b0506369e27", {"PL15 RS", 900}},
    {"602293f023506e50807090cb", {"Sup. RS", 1036}},
    {"602f85fd9b513876d4338d9c", {"Magwell", 2989}},
    {"60338ff388382f4fab3fd2c8", {"Magwell", 5097}},
    {"6033749e88382f4fab3fd2c5", {"MASP Charge", 6792}},
    {"602286df23506e50807090c6", {"9x19 PL15", 18646}},
    {"602e3f1254072b51b239f713", {"STM Tube", 16000}},
    {"602e620f9b513876d4338d9a", {"GL Core", 5527}},
    {"602a95edda11d6478d5a06da", {"PL-15 9x19", 5066}},
    {"603372b4da11d6478d5a07ff", {"10.5 STM-9 9x19", 4833}},
    {"602a95fe4e02ce1eaa358729", {"PL15 thr.", 16829}},
    {"603372d154072b51b239f9e1", {"12 STM-9 9x19", 9017}},
    {"603372f153a60014f970616d", {"14 STM-9 9x19", 12883}},
    {"603373004e02ce1eaa358814", {"16 STM-9 9x19", 20570}},
    {"6034e3e20ddce744014cb878", {"STM 12", 27585}},
    {"6034e3d953a60014f970617b", {"STM 15", 20017}},
    {"6034e3cb0ddce744014cb870", {"STM 9", 8800}},
    {"602e71bd53a60014f9705bfa", {"DLG123", 2166}},
    {"60228924961b8d75ee233c32", {"PL15 Slide", 3900}},
    {"602e63fb6335467b0c5ac94d", {"STM-9 Upper", 13472}},
};


ecthirune 12th April 2021 02:41 PM

Quote:

Originally Posted by RonaldWeezly (Post 3115677)
I got you bro
~snip

Thanks ofc, but i don't wanna ask that info each patch when id changed xD

TheMaoci 12th April 2021 02:57 PM

Quote:

Originally Posted by igromanru (Post 3113562)
Has someone found out what are vector3_1 vector3_2 and vector3_3 in Player class are?
If I move around they change, but I wonder that nobody is talking here about it, so I guess it's not a player location.

EDIT: Nvm, they are empty for other players.

the only Vector3's in Player class are
HeadRotation, SpeechLocalPosition

vector3_0 is not used
vector3_1 is a temporal value to calculate Vector3.Lerp(this.vector3_1, this.LeftHandInteractionTarget.transform.position, this.ThirdIkWeight.Value); inside void VisualPass() in Player class

vector3_2,vector3_3,vector3_4,vector3_5 is for restoring or storing IK positions (not used mostly)

Sheld0r 12th April 2021 05:02 PM

Quote:

Originally Posted by RonaldWeezly (Post 3115677)
I got you bro, all items from tarkov-market.com in the format {ID, {ShortName, Price}}.

item_names.hpp
Code:

#pragma once

std::unordered_map<std::string, std::pair<std::string, int>> EFT_ItemNames = {
    {"590c621186f774138d11ea29", {"Flash drive", 50732}},
    {"590c392f86f77444754deb29", {"SSD", 43898}},
    {"5a1eaa87fcdbcb001865f75e", {"REAP-IR", 918867}},
    {"5c110624d174af029e69734c", {"T-7", 15372000}},
    {"5d1b33a686f7742523398398", {"Superwater", 124046}},
    {"5c0558060db834001b735271", {"GPNVG-18", 185139}},
    {"5b6d9ce188a4501afc1b2b25", {"T H I C C", 13979418}},
    {"5b7c710788a4506dec015957", {"Lucky Scav junkbox", 1441118}},
    {"5c1d0c5f86f7744bb2683cf0", {"Blue", 37686889}},
    {"5c94bbff86f7747ee735c08f", {"Keycard", 473758}},
    {"59fb016586f7746d0d4b423a", {"MCase", 1815276}},
    {"5c0126f40db834002a125382", {"RR", 7142309}},
    {"5aafbde786f774389d0cbc0f", {"AmmoCase", 180174}},
    {"5c12613b86f7743bbe2c3f76", {"Intelligence", 281599}},
    {"59faff1d86f7746c51718c9c", {"0.2BTC", 598674}},
    {"590c60fc86f77412b13fddcf", {"Docs", 354851}},
    {"5aafbcd986f7745e590fff23", {"MedCase", 401917}},
    {"59e3639286f7741777737013", {"Lion", 136880}},
    {"5c0a840b86f7742ffa4f2482", {"T H I C C", 29635145}},
    {"5ad5d7d286f77450166e0a89", {"KIBA", 832784}},
    {"5d1b376e86f774252519444e", {"Moonshine", 354745}},
    {"57347ca924597744596b4e71", {"Graphics card", 1272842}},
    {"59fafd4b86f7745ca07e1232", {"Keytool", 593717}},
    {"5a13ef0686f7746e5a411744", {"San.219", 77583}},
    {"59e35cbb86f7741778269d83", {"Hose", 17675}},
    {"5d235bb686f77443f4331278", {"SICC", 750000}},
    {"5c127c4486f7745625356c13", {"Magbox", 359169}},
    {"5c1d0d6d86f7744bb2683e1f", {"Yellow", 34420}},
    {"5448ba0b4bdc2d02308b456c", {"Factory", 64650}},
    {"5c1e495a86f7743109743dfb", {"Violet", 6425244}},
    {"5a13f35286f77413ef1436b0", {"San.226", 68496}},
    {"5733279d245977289b77ec24", {"Battery", 37953}},
    {"5d1b2f3f86f774252167a52c", {"FP-100", 341640}},
    {"5d03794386f77420415576f5", {"Tank battery", 216991}},
    {"5c1d0f4986f7744bb01837fa", {"Black", 4463590}},
    {"5c0530ee86f774697952d952", {"LEDX", 1108709}},
    {"5c1d0dc586f7744baf2e7b79", {"Green", 13000000}},
    {"5c1d0efb86f7744baf2e7b7b", {"Red", 85448949}},
    {"5da5cdcd86f774529238fb9b", {"RB-RH", 81833}},
    {"5d9f1fa686f774726974a992", {"RB-ST", 1325010}},
    {"5d95d6fa86f77424484aa5e9", {"RB-PSP2", 133354}},
    {"5d947d3886f774447b415893", {"RB-SMP", 302809}},
    {"5d947d4e86f774447b415895", {"RB-KSM", 52761}},
    {"5d8e0db586f7744450412a42", {"RB-KORL", 82321}},
    {"5d80cd1a86f77402aa362f42", {"RB-ORB3", 190383}},
    {"5d80cb8786f774405611c7d9", {"RB-PP", 66481}},
    {"5d80cb3886f77440556dbf09", {"RB-PSP1", 658405}},
    {"5d80cab086f77440535be201", {"RB-MP22", 75936}},
    {"5d80ca9086f774403a401e40", {"RB-MP21", 289385}},
    {"5d80cbd886f77470855c26c2", {"RB-MP13", 146990}},
    {"5d80c93086f7744036212b41", {"RB-MP11", 59314}},
    {"5d80c88d86f77440556dbf07", {"RB-AM", 876990}},
    {"5d80c6c586f77440351beef1", {"RB-OB", 66680}},
    {"5d80c62a86f7744036212b3f", {"RB-VO", 61292}},
    {"5d80c60f86f77440373c4ece", {"RB-BK", 62166}},
    {"5ad5db3786f7743568421cce", {"MES", 63249}},
    {"5d8e0e0e86f774321140eb56", {"RB-KPRL", 954459}},
    {"5a0eed4386f77405112912aa", {"San.314", 24331}},
    {"5a0eecf686f7740350630097", {"San. 313", 66577}},
    {"5a145d4786f7744cbb6f4a12", {"San.306", 33352}},
    {"5a0ee4b586f7743698200d22", {"San.206", 44178}},
    {"5a144bdb86f7741d374bbde0", {"San.205", 62483}},
    {"5a0ea64786f7741707720468", {"San.107", 36815}},
    {"5a145d7b86f7744cbb6f4a13", {"San.308", 26153}},
    {"5a13f46386f7741dd7384b04", {"San.306", 34551}},
    {"5a13ef7e86f7741290491063", {"San.301", 89940}},
    {"5a1452ee86f7746f33111763", {"San.222", 67694}},
    {"5a0ee37f86f774023657a86f", {"San.221", 57187}},
    {"5a0ee34586f774023b6ee092", {"San.220", 113431}},
    {"5d80c95986f77440351beef3", {"RB-MP12", 54729}},
    {"5d80c78786f774403a401e3e", {"RB-AK", 54342}},
    {"5937ee6486f77408994ba448", {"Key", 5511}},
    {"5d80ccdd86f77474f7575e02", {"RB-ORB2", 65987}},
    {"5ad7247386f7747487619dc3", {"Goshan", 109981}},
    {"5d80cb5686f77440545d1286", {"RB-PS81", 68625}},
    {"5a0ee76686f7743698200d5c", {"San.216", 56770}},
    {"5da46e3886f774653b7a83fe", {"RB-RS", 77812}},
    {"5d80c6fc86f774403a401e3c", {"RB-TB", 302500}},
    {"593962ca86f774068014d9af", {"Unk. key", 11259}},
    {"5d80c8f586f77440373c4ed0", {"RB-OP", 78527}},
    {"5a0eee1486f77402aa773226", {"San.328", 61017}},
    {"5d8e3ecc86f774414c78d05e", {"RB-GN", 67818}},
    {"5a0ee30786f774023b6ee08f", {"San.216", 181040}},
    {"5d80ccac86f77470841ff452", {"RB-ORB1", 128131}},
    {"5780cf7f2459777de4559322", {"Mark.Key", 292315}},
    {"5a13f24186f77410e57c5626", {"San.222", 69814}},
    {"5c1f79a086f7746ed066fb8f", {"Lk.ASR", 64000}},
    {"5d95d6be86f77424444eb3a7", {"RB-PS82", 340574}},
    {"5a0f08bc86f77478f33b84c2", {"Safe", 76998}},
    {"5d08d21286f774736e7c94c3", {"KSH", 192685}},
    {"5c1e2d1f86f77431e9280bee", {"Lk.TA(w)", 63721}},
    {"5938504186f7740991483f30", {"Room 203 Key", 3750}},
    {"593aa4be86f77457f56379f8", {"303 Key", 7116}},
    {"5a13eebd86f7746fd639aa93", {"San.218", 73370}},
    {"5913915886f774123603c392", {"Checkpoint", 64549}},
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    {"5a0eb38b86f774153b320eb0", {"SMW", 6500}},
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    {"5a0eff2986f7741fd654e684", {"Safe 321", 39750}},
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    {"5d1b32c186f774252167a530", {"Therm.", 27830}},
    {"5c0517910db83400232ffee5", {"PS320 1/6x", 47181}},
    {"571a28e524597720b4066567", {"TT silencer", 7735}},
    {"57838c962459774a1651ec63", {"VSS suppressor", 40355}},
    {"5a34fe59c4a282000b1521a2", {"SDN-6", 74569}},
    {"5b363dd25acfc4001a598fd2", {"Salvo 12", 34315}},
    {"5c4eecc32e221602b412b440", {"SV-98 sil.", 34417}},
    {"5c6165902e22160010261b28", {"SRD 9", 31994}},
    {"5c7e8fab2e22165df16b889b", {"AAC Illusion 9", 18520}},
    {"5caf187cae92157c28402e43", {"ASh supp", 20191}},
    {"5cebec00d7f00c065c53522a", {"Attenuator", 55981}},
    {"5cff9e84d7ad1a049e54ed55", {"Wave QD", 56388}},
    {"5d3ef698a4b9361182109872", {"SFN-57", 21083}},
    {"5de8f2d5b74cd90030650c72", {"MP9 Supp.", 25400}},
    {"5dfa3d2b0dee1b22f862eade", {"PRS QDC", 63259}},
    {"5e01ea19e9dc277128008c0b", {"Rotor43 7.62x54", 31800}},
    {"564caa3d4bdc2d17108b458e", {"TGP-A", 30250}},
    {"5a9fbb84a2750c00137fa685", {"Rotor43 5.56x45", 44981}},
    {"57da93632459771cb65bf83f", {"NT-4 blk.", 27833}},
    {"57f3c8cc2459773ec4480328", {"PP-91-01 suppressor", 8488}},
    {"5a33a8ebc4a282000c5a950d", {"Alpha 9", 19412}},
    {"593d493f86f7745e6b2ceb22", {"Hexagon AK-74", 25044}},
    {"5ba26ae8d4351e00367f9bdb", {"Rotex 2", 66600}},
    {"57ffb0e42459777d047111c5", {"PBS-4", 19147}},
    {"5a9fbacda2750c00141e080f", {"Rotor43 7.62x39", 25000}},
    {"5a0d63621526d8dba31fe3bf", {"PBS-1", 26611}},
    {"56e05b06d2720bb2668b4586", {"PB-S", 4633}},
    {"5d2dc3e548f035404a1a4798", {"Monstr. 2x32", 26181}},
    {"59db7e1086f77448be30ddf3", {"TA11D", 13646}},
    {"57adff4f24597737f373b6e6", {"BRAVO4", 31046}},
    {"5c1cdd512e22161b267d91ae", {"Prism 2.5x", 22611}},
    {"544a3a774bdc2d3a388b4567", {"HAMR", 44649}},
    {"57aca93d2459771f2c7e26db", {"DR1/4xFDE", 30776}},
    {"57c5ac0824597754771e88a9", {"3-24x42", 22926}},
    {"5a37cb10c4a282329a73b4e7", {"6.5-20x50", 32870}},
    {"5b3f7c1c5acfc40dc5296b1d", {"PU 3.5x", 13154}},
    {"5b2388675acfc4771e1be0be", {"TAC 30", 32239}},
    {"5c82343a2e221644f31c0611", {"PSO 1M2", 10889}},
    {"5cf638cbd7f00c06595bc936", {"USP-1", 9091}},
    {"5d0a3a58d7ad1a669c15ca14", {"1P59", 12159}},
    {"5dfe6104585a0c3e995c7b82", {"ADO P4", 28878}},
    {"5dff772da3651922b360bf91", {"Pilad 4x32", 9103}},
    {"57235b6f24597759bf5a30f1", {"PVS-14", 50533}},
    {"5c066e3a0db834001b7353f0", {"N-15", 43074}},
    {"5c0696830db834001d23f5da", {"PNV-10T", 27361}},
    {"5b3b6e495acfc4330140bd88", {"Vulcan MG 3.5x", 26559}},
    {"5c052a900db834001a66acbd", {"TA01NSN", 15170}},
    {"5cebec38d7f00c00110a652a", {"Ring", 10916}},
    {"584924ec24597768f12ae244", {"XPS3-2", 22111}},
    {"59f9d81586f7744c7506ee62", {"UH-1", 22722}},
    {"558022b54bdc2dac148b458d", {"EXPS3", 186642}},
    {"5a9fb739a2750c003215717f", {"Rotor43 9x19", 13148}},
    {"5b30b0dc5acfc400153b7124", {"HS401G5", 8463}},
    {"58491f3324597764bc48fa02", {"XPS3-0", 34240}},
    {"5a27b6bec4a282000e496f78", {"SR1MP", 18314}},
    {"584984812459776a704a82a6", {"P1X42", 16775}},
    {"570fd6c2d2720bc6458b457f", {"553", 26111}},
    {"591c4efa86f7741030027726", {"EKP-8-18", 9659}},
    {"5c7d55de2e221644f31bff68", {"COMP M4", 16194}},
    {"5d2da1e948f035477b1ce2ba", {"SRS-02", 15362}},
    {"5ab8ee7786f7742d8f33f0b9", {"ArmyBag", 22142}},
    {"5ab8f04f86f774585f4237d8", {"Sling", 4050}},
    {"5aa2ba19e5b5b00014028f4e", {"Fleece", 2963}},
    {"5c82342f2e221644f31c060e", {"PSO 1", 12981}},
    {"5ab8f20c86f7745cdb629fb2", {"Shmaska", 33815}},
    {"5a43957686f7742a2c2f11b0", {"Hat", 93694}},
    {"5c0d2727d174af02a012cf58", {"Djeta", 12666}},
    {"5b4329075acfc400153b78ff", {"Pompon", 14481}},
    {"5b4327aa5acfc400175496e0", {"Panama", 5667}},
    {"5bd073c986f7747f627e796c", {"Kotton", 14705}},
    {"5aa2b9ede5b5b000137b758b", {"CHat", 12100}},
    {"5aa2b89be5b5b0001569311f", {"Emercom", 1177}},
    {"5a43943586f77416ad2f06e2", {"Hat", 47500}},
    {"572b7fa124597762b472f9d2", {"Beanie", 9596}},
    {"5d96141523f0ea1b7f2aacab", {"Door Kicker", 14889}},
    {"5bd06f5d86f77427101ad47c", {"Mask", 40551}},
    {"5b4325355acfc40019478126", {"Shemagh", 6339}},
    {"5b432f3d5acfc4704b4a1dfb", {"Momex", 5189}},
    {"59e770f986f7742cbe3164ef", {"Cap", 1232}},
    {"5bd0716d86f774171822ef4b", {"Mask", 14267}},
    {"5bd071d786f7747e707b93a3", {"Mask", 12028}},
    {"5b432c305acfc40019478128", {"GP-5", 38354}},
    {"5ab8f4ff86f77431c60d91ba", {"Ghost", 10640}},
    {"5c1a1e3f2e221602b66cc4c2", {"Beard", 93955}},
    {"5ab8f39486f7745cd93a1cca", {"CF", 7663}},
    {"572b7f1624597762ae139822", {"Balaclava", 2948}},
    {"5c0e746986f7741453628fe5", {"TV-110", 128077}},
    {"544a5caa4bdc2d1a388b4568", {"AVS", 85600}},
    {"5ab8dced86f774646209ec87", {"M2", 73780}},
    {"5c0e722886f7740458316a57", {"M1", 122043}},
    {"5c0e446786f7742013381639", {"6B5-15", 45426}},
    {"5b44cad286f77402a54ae7e5", {"Tactec", 271006}},
    {"5ab8dab586f77441cd04f2a2", {"MK3", 27463}},
    {"5b3b99475acfc432ff4dcbee", {"1-6x24", 46917}},
    {"5df8a42886f77412640e2e75", {"MPPV", 36712}},
    {"5b44c8ea86f7742d1627baf1", {"Commando", 27481}},
    {"5a32aa8bc4a2826c6e06d737", {"RMR", 27592}},
    {"5c0e6a1586f77404597b4965", {"Belt", 33362}},
    {"572b7adb24597762ae139821", {"Scav Vest", 23918}},
    {"5c165d832e2216398b5a7e36", {"Tactical Sport", 22672}},
    {"5b432b965acfc47a8774094e", {"GSSh-01", 13376}},
    {"5645bcc04bdc2d363b8b4572", {"ComTac2", 27287}},
    {"5aa2ba71e5b5b000137b758f", {"Sordin", 30353}},
    {"5a16b9fffcdbcb0176308b34", {"RAC", 29250}},
    {"5aa7e4a4e5b5b000137b76f2", {"ZSh-1-2M", 34954}},
    {"5a7c4850e899ef00150be885", {"6B47", 37543}},
    {"57c44dd02459772d2e0ae249", {"VAL suppressor", 123333}},
    {"5a7ad74e51dfba0015068f45", {"FD917", 24087}},
    {"593d490386f7745ee97a1555", {"Hexagon SKS", 30167}},
    {"5aa2b8d7e5b5b00014028f4a", {"Police", 1017}},
    {"592c2d1a86f7746dbe2af32a", {"Alpha", 34263}},
    {"59e763f286f7742ee57895da", {"Pilgrim", 41497}},
    {"59e7708286f7742cbd762753", {"Ushanka", 25000}},
    {"572b7d8524597762b472f9d1", {"Cap", 1747}},
    {"5b44d22286f774172b0c9de8", {"Kirasa", 42236}},
    {"5d5d85c586f774279a21cbdb", {"D3CRX", 23703}},
    {"5c06c6a80db834001b735491", {"SSh-68", 19000}},
    {"5d5d8ca986f7742798716522", {"MRig", 11417}},
    {"57486e672459770abd687134", {"OKP-7 Dove", 14731}},
    {"5df8a58286f77412631087ed", {"Tank helmet", 6959}},
    {"57dbb57e2459774673234890", {"NT-4 FDE", 27848}},
    {"56ea70acd2720b844b8b4594", {"FF 4-16", 31081}},
    {"5ca20abf86f77418567a43f2", {"Triton", 18571}},
    {"5a9fbb74a2750c0032157181", {"Rotor43 .366TKM", 14250}},
    {"5c0e9f2c86f77432297fe0a3", {"Commando", 29298}},
    {"59ef13ca86f77445fd0e2483", {"Pumpkin", 10000}},
    {"5c17a7ed2e2216152142459c", {"Airframe Tan", 147923}},
    {"5bd073a586f7747e6f135799", {"Mustache", 14191}},
    {"59fb257e86f7742981561852", {"DTK-4M", 27503}},
    {"5ca21c6986f77479963115a7", {"Redut-T5", 188296}},
    {"5ac8d6885acfc400180ae7b0", {"Fast MT Tan", 135723}},
    {"55d614004bdc2d86028b4568", {"MONSTER", 24481}},
    {"5a32a064c4a28200741e22de", {"Osprey 9", 29901}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 836363}},
    {"5abcc328d8ce8700194394f3", {"APB 9x18PM", 8533}},
    {"5e00c1ad86f774747333222c", {"EXFIL", 269460}},
    {"5b86a0e586f7745b600ccb23", {"Bramit", 33000}},
    {"58aeac1b86f77457c419f475", {"MPX-SD", 10887}},
    {"58d268fc86f774111273f8c2", {"DP", 59737}},
    {"5947db3f86f77447880cf76f", {"EKP-8-02", 10065}},
    {"5c0e3eb886f7742015526062", {"6B5-16", 55974}},
    {"5c0e874186f7745dc7616606", {"Maska 1Sch", 81205}},
    {"5d5d87f786f77427997cfaef", {"A18", 157700}},
    {"59bfc5c886f7743bf6794e62", {"Vityaz sil.", 12662}},
    {"5929a2a086f7744f4b234d43", {"6sh112", 12787}},
    {"5b432b2f5acfc4771e1c6622", {"Shattered", 28165}},
    {"5b40e3f35acfc40016388218", {"ACHHC", 54000}},
    {"572b7fa524597762b747ce82", {"Mask", 8221}},
    {"55d6190f4bdc2d87028b4567", {"M MONSTER", 30800}},
    {"5926d33d86f77410de68ebc0", {"MP5SD suppressor", 99}},
    {"5b40e1525acfc4771e1c6611", {"ULACH", 87379}},
    {"57ae0171245977343c27bfcf", {"PK-06", 67998}},
    {"5aa66be6e5b5b0214e506e97", {"NF 7-35x56", 48889}},
    {"5a7c74b3e899ef0014332c29", {"NSPU-M", 11222}},
    {"5d5d646386f7742797261fd9", {"6B3TM-01M", 56300}},
    {"5b432b6c5acfc4001a599bf0", {"Skull", 4462}},
    {"5d44064fa4b9361e4f6eb8b5", {"Ultra 5", 81329}},
    {"5a16bb52fcdbcb001a3b00dc", {"SLock", 12048}},
    {"5c0e53c886f7747fa54205c7", {"6B13", 58070}},
    {"58d399e486f77442e0016fe7", {"T-1", 18615}},
    {"5c7955c22e221644f31bfd5e", {"Gemtech ONE", 28888}},
    {"593d489686f7745c6255d58a", {"Hexagon AKM", 23814}},
    {"570fd721d2720bc5458b4596", {"MRS", 24277}},
    {"59e7715586f7742ee5789605", {"Resp", 7065}},
    {"5c0e625a86f7742d77340f62", {"Zhuk-6a", 579654}},
    {"5df8a4d786f77412672a1e3b", {"6SH118", 247332}},
    {"56e33680d2720be2748b4576", {"T-Bag", 2903}},
    {"5c0505e00db834001b735073", {"1P87", 9667}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 141119}},
    {"5d6d3716a4b9361bc8618872", {"LSHZ-2DTM", 68000}},
    {"59e7711e86f7746cae05fbe1", {"Kolpak", 10000}},
    {"5aa7e454e5b5b0214e506fa2", {"ZSh-1-2M", 35435}},
    {"5b4329f05acfc47a86086aa1", {"Ronin", 102570}},
    {"5b44d0de86f774503d30cba8", {"Gen4 HMK", 170442}},
    {"5d5d940f86f7742797262046", {"Mechanism", 57001}},
    {"5d1b5e94d7ad1a2b865a96b0", {"RS-32", 662740}},
    {"59e7643b86f7742cbf2c109a", {"WTRig", 12090}},
    {"5e01ef6886f77445f643baa4", {"EXFIL", 104140}},
    {"5aa7d193e5b5b000171d063f", {"SFERA", 42559}},
    {"56e335e4d2720b6c058b456d", {"ScavBP", 18125}},
    {"5d5e9c74a4b9364855191c40", {"TC-2002", 48179}},
    {"5aa7e276e5b5b000171d0647", {"Altyn", 106046}},
    {"576fd4ec2459777f0b518431", {"PSO 1M2-1", 11101}},
    {"5b4326435acfc433000ed01d", {"Mask", 7417}},
    {"5d0a3e8cd7ad1a6f6a3d35bd", {"1P69", 14436}},
    {"5b3116595acfc40019476364", {"Romeo 4", 13629}},
    {"59bffbb386f77435b379b9c2", {"Hybrid 46", 71213}},
    {"5648a7494bdc2d9d488b4583", {"PACA", 29757}},
    {"59c0ec5b86f77435b128bfca", {"Hexagon 12K", 46363}},
    {"544a5cde4bdc2d39388b456b", {"MBSS", 10040}},
    {"545cdae64bdc2d39198b4568", {"Tri-Zip", 67167}},
    {"59e7635f86f7742cbf2c1095", {"3M", 16512}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 47755}},
    {"5c0a2cec0db834001b7ce47d", {"HHS-1", 29916}},
    {"5648a69d4bdc2ded0b8b457b", {"BlackRock", 45002}},
    {"5c0e5edb86f77461f55ed1f7", {"Zhuk-3", 40971}},
    {"5c0e774286f77468413cc5b2", {"Blackjack 50", 172904}},
    {"5c0e5bab86f77461f55ed1f3", {"6B23-1", 48400}},
    {"5c0e655586f774045612eeb2", {"Trooper", 119044}},
    {"5c0e51be86f774598e797894", {"6B13", 61000}},
    {"5c0e57ba86f7747fa141986d", {"6B23-2", 68667}},
    {"5ca2151486f774244a3b8d30", {"Redut-M", 169137}},
    {"5c0e541586f7747fa54205c9", {"6B13M", 337963}},
    {"5b44cf1486f77431723e3d05", {"Gen4 Assault", 170719}},
    {"5ab8ebf186f7742d8b372e80", {"Attack 2", 98166}},
    {"5b44cd8b86f774503d30cba2", {"Gen4 Full", 257010}},
    {"5c0e805e86f774683f3dd637", {"Paratus", 48288}},
    {"5b44c6ae86f7742d1627baea", {"Beta2", 66264}},
    {"56e33634d2720bd8058b456b", {"Duffle", 14736}},
    {"5ca20d5986f774331e7c9602", {"Berkut", 20968}},
    {"5aa7cfc0e5b5b00015693143", {"6B47", 30073}},
    {"5c066ef40db834001966a595", {"NVG mask", 30046}},
    {"5aa7d03ae5b5b00016327db5", {"UNTAR", 26500}},
    {"5b40e4035acfc47a87740943", {"ACHHC", 48917}},
    {"5645bc214bdc2d363b8b4571", {"Kiver-M", 18608}},
    {"5b432d215acfc4771e1c6624", {"LZSh", 32900}},
    {"5d5e7d28a4b936645d161203", {"TC-2001", 39217}},
    {"577d141e24597739c5255e01", {"FF3", 19517}},
    {"5c08f87c0db8340019124324", {"SHPM", 13100}},
    {"5ca20ee186f774799474abc2", {"Vulkan-5", 164574}},
    {"5d63d33b86f7746ea9275524", {"F Scr.", 9087}},
    {"5ab8f85d86f7745cd93a1cf5", {"Shemagh", 11658}},
    {"57ac965c24597706be5f975c", {"DR1/4x", 39240}},
    {"5a154d5cfcdbcb001a3b00da", {"Fast MT", 136603}},
    {"5b40e2bc5acfc40016388216", {"ULACH", 69777}},
    {"5c05293e0db83400232fff80", {"TA01NSN", 15492}},
    {"570fd79bd2720bc7458b4583", {"OKP-7", 10417}},
    {"5df8a2ca86f7740bfe6df777", {"6B2", 26800}},
    {"5c07dd120db834001c39092d", {"HHS-1", 30352}},
    {"59fb042886f7746c5005a7b2", {"ICase", 1229994}},
    {"5c091a4e0db834001d5addc8", {"Maska 1Sch", 75669}},
    {"5af0454c86f7746bf20992e8", {"Alu Splint", 14419}},
    {"5ac66cb05acfc40198510a10", {"AK-101", 39876}},
    {"5ac66d015acfc400180ae6e4", {"AK-102", 49191}},
    {"5ac66d2e5acfc43b321d4b53", {"AK-103", 46736}},
    {"5ac66d725acfc43b321d4b60", {"AK-104", 30222}},
    {"5ac66d9b5acfc4001633997a", {"AK-105", 21245}},
    {"5bf3e03b0db834001d2c4a9c", {"АK-74", 18164}},
    {"5ac4cd105acfc40016339859", {"AK-74M", 20608}},
    {"5644bd2b4bdc2d3b4c8b4572", {"AK-74N", 36124}},
    {"59d6088586f774275f37482f", {"AKM", 35340}},
    {"5a0ec13bfcdbcb00165aa685", {"AKMN", 43487}},
    {"59ff346386f77477562ff5e2", {"AKMS", 20466}},
    {"5abcbc27d8ce8700182eceeb", {"AKMSN", 21204}},
    {"5bf3e0490db83400196199af", {"АKS-74", 16280}},
    {"5ab8e9fcd8ce870019439434", {"AKS-74N", 21963}},
    {"57c44b372459772d2b39b8ce", {"AS VAL", 67736}},
    {"5cadfbf7ae92152ac412eeef", {"ASh-12", 68699}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 25594}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 36183}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 41166}},
    {"5bb2475ed4351e00853264e3", {"HK 416A5", 62583}},
    {"57dc2fa62459775949412633", {"AKS-74U", 14733}},
    {"5839a40f24597726f856b511", {"AKS-74UB", 18883}},
    {"583990e32459771419544dd2", {"AKS-74UN", 20683}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 139231}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 7747}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 27473}},
    {"574d967124597745970e7c94", {"SKS", 20494}},
    {"587e02ff24597743df3deaeb", {"OP-SKS", 20500}},
    {"59e6687d86f77411d949b251", {"AKM/VPO-209", 15653}},
    {"5c501a4d2e221602b412b540", {"Hunter", 26908}},
    {"59e6152586f77473dc057aa1", {"Vepr KM/VPO-136", 14293}},
    {"588892092459774ac91d4b11", {"DVL-10", 66610}},
    {"5bfd297f0db834001a669119", {"Mosin Inf.", 36403}},
    {"5ae08f0a5acfc408fb1398a1", {"Mosin", 51833}},
    {"5df24cf80dee1b22f862e9bc", {"T-5000 .308", 46948}},
    {"5bfea6e90db834001b7347f3", {"M700", 34066}},
    {"55801eed4bdc2d89578b4588", {"SV-98", 58567}},
    {"5de652c31b7e3716273428be", {"VPO-215", 18133}},
    {"5beed0f50db834001c062b12", {"RPK-16", 55508}},
    {"5df8ce05b11454561e39243b", {"SR-25", 59981}},
    {"5a367e5dc4a282000e49738f", {"RSASS", 115480}},
    {"57838ad32459774a17445cd2", {"VSS", 55396}},
    {"5aafa857e5b5b00018480968", {"M1A", 54048}},
    {"5c46fbd72e2216398b5a8c9c", {"SVDS", 78546}},
    {"5bffdc370db834001d23eca8", {"6h5", 18444}},
    {"5bc9c1e2d4351e00367fbcf0", {"Axe", 58333}},
    {"57e26fc7245977162a14b800", {"A-2607", 3075}},
    {"57e26ea924597715ca604a09", {"A-2607", 2011}},
    {"5c012ffc0db834001d23f03f", {"Camper", 35759}},
    {"5bffe7930db834001b734a39", {"SCA", 450000}},
    {"54491bb74bdc2d09088b4567", {"ER Bayonet", 10381}},
    {"5c07df7f0db834001b73588a", {"Crowbar", 10390}},
    {"57cd379a24597778e7682ecf", {"KATT", 16800}},
    {"5bffdd7e0db834001b734a1a", {"M-2", 1570000}},
    {"5bead2e00db834001c062938", {"MPL-50", 3560}},
    {"5c010e350db83400232feec7", {"SP-8", 47221}},
    {"59f98b4986f7746f546d2cef", {"SR-1MP", 20255}},
    {"5cadc190ae921500103bb3b6", {"M9A3", 10509}},
    {"5d3eb3b0a4b93615055e84d2", {"FN 5-7", 27480}},
    {"5a7ae0c351dfba0017554310", {"GLOCK17", 13487}},
    {"5b1fa9b25acfc40018633c01", {"GLOCK18C", 24658}},
    {"56d59856d2720bd8418b456a", {"P226R", 7962}},
    {"56e0598dd2720bb5668b45a6", {"PB", 10037}},
    {"5448bd6b4bdc2dfc2f8b4569", {"PM", 4483}},
    {"579204f224597773d619e051", {"PM(t)", 5500}},
    {"5abccb7dd8ce87001773e277", {"APB", 16204}},
    {"5a17f98cfcdbcb0980087290", {"APS", 7147}},
    {"5b3b713c5acfc4330140bd8d", {"TT", 25653}},
    {"576a581d2459771e7b1bc4f1", {"MP-443 Grach", 7983}},
    {"571a12c42459771f627b58a0", {"TT", 5081}},
    {"5d67abc1a4b93614ec50137f", {"FN 5-7 FDE", 30067}},
    {"54491c4f4bdc2db1078b4568", {"MP-133", 18009}},
    {"56dee2bdd2720bc8328b4567", {"MP-153", 27624}},
    {"5a7828548dc32e5a9c28b516", {"M870", 21250}},
    {"576165642459773c7a400233", {"Saiga 12ga v.10", 18185}},
    {"5a38e6bac4a2826c6e06d79b", {"TOZ-106", 7666}},
    {"5e00903ae9dc277128008b87", {"MP9 9x19", 28711}},
    {"5cc82d76e24e8d00134b4b83", {"P90", 56476}},
    {"5926bb2186f7744b1c6c6e60", {"MP5", 23723}},
    {"5d2f0d8048f0356c925bc3b0", {"MP5K-N", 14514}},
    {"5ba26383d4351e00334c93d9", {"MP7A1", 55963}},
    {"5bd70322209c4d00d7167b8f", {"MP7A2", 66127}},
    {"57f4c844245977379d5c14d1", {"PP-9 Klin", 13420}},
    {"57d14d2524597714373db789", {"PP-91 Kedr", 12106}},
    {"57f3c6bd24597738e730fa2f", {"PP-91-01 Kedr-B", 25731}},
    {"59f9cabd86f7743a10721f46", {"Saiga-9", 8652}},
    {"58948c8e86f77409493f7266", {"MPX", 43799}},
    {"59984ab886f7743e98271174", {"PP-19-01", 19491}},
    {"5de7bd7bfd6b4e6e2276dc25", {"MP9-N", 17382}},
    {"5710c24ad2720bc3458b45a3", {"F-1", 10076}},
    {"58d3db5386f77426186285a0", {"M67", 39330}},
    {"5a2a57cfc4a2826c6e06d44a", {"RDG-2B", 7955}},
    {"5448be9a4bdc2dfd2f8b456a", {"RGD-5", 11827}},
    {"5a0c27731526d80618476ac4", {"Zarya", 8059}},
    {"59e690b686f7746c9f75e848", {"M995", 3076}},
    {"5c0d688c86f77413ae3407b2", {"BP", 2232}},
    {"5ba26835d4351e0035628ff5", {"AP SX", 3116}},
    {"5c0d5e4486f77478390952fe", {"7N39", 1831}},
    {"56dff026d2720bb8668b4567", {"BS", 1738}},
    {"59e0d99486f7744a32234762", {"BP", 1302}},
    {"5a6086ea4f39f99cd479502f", {"M61", 2475}},
    {"5c0d668f86f7747ccb7f13b2", {"SPP", 1164}},
    {"5e023d48186a883be655e551", {"7N37", 2238}},
    {"5c0d56a986f774449d5de529", {"RIP", 965}},
    {"5c925fa22e221601da359b7b", {"AP 6.3", 1494}},
    {"59e6906286f7746c9f75e847", {"M856A1", 675}},
    {"57a0e5022459774d1673f889", {"SP-6", 746}},
    {"5a608bf24f39f98ffc77720e", {"M62", 1682}},
    {"54527ac44bdc2d36668b4567", {"M855A1", 2693}},
    {"59e77a2386f7742ee578960a", {"7N1", 818}},
    {"56dff061d2720bb5668b4567", {"BT", 242}},
    {"5c0d5ae286f7741e46554302", {"WG", 182}},
    {"5e023d34e8a400319a28ed44", {"7BT1", 791}},
    {"5cc80f67e4a949035e43bbba", {"SB193", 2097}},
    {"5c0d591486f7744c505b416f", {"12x70 RIP", 227}},
    {"5cadf6eeae921500134b2799", {"PS12B", 1010}},
    {"56dfef82d2720bbd668b4567", {"BP", 348}},
    {"5a3c16fe86f77452b62de32a", {"Luger CCI", 438}},
    {"5cc80f79e4a949033c7343b2", {"SS198LF", 644}},
    {"5ba26844d4351e00334c9475", {"Subsonic SX", 1422}},
    {"5ba2678ad4351e44f824b344", {"FMJ SX", 2494}},
    {"560d61e84bdc2da74d8b4571", {"SNB", 458}},
    {"5e023e88277cce2b522ff2b1", {"Ultra Nosler", 243}},
    {"5cc80f53e4a949000e1ea4f8", {"L191", 1747}},
    {"5a26ac0ec4a28200741e1e18", {"SP13", 1262}},
    {"5cc86832d7f00c000d3a6e6c", {"R37.F", 330}},
    {"54527a984bdc2d4e668b4567", {"M855", 185}},
    {"5cc80f38e4a949001152b560", {"SS190", 1753}},
    {"5a26ac06c4a282000c5a90a8", {"SP12", 175}},
    {"5cc80f8fe4a949033b0224a2", {"SS197SR", 730}},
    {"58dd3ad986f77403051cba8f", {"M80", 362}},
    {"5cadf6ddae9215051e1c23b2", {"PS12", 976}},
    {"5cc86840d7f00c002412c56c", {"R37.X", 321}},
    {"5e023cf8186a883be655e54f", {"T46M", 363}},
    {"59e6918f86f7746c9f75e849", {"Mk255 Mod0", 44}},
    {"59e4d24686f7741776641ac7", {"US", 258}},
    {"57372140245977611f70ee91", {"SP7 gzh", 214}},
    {"56dff2ced2720bb4668b4567", {"PP", 77}},
    {"5a26abfac4a28232980eabff", {"SP11", 137}},
    {"57371aab2459775a77142f22", {"PMM", 334}},
    {"59e68f6f86f7746c9f75e846", {"M856", 547}},
    {"57a0dfb82459774d3078b56c", {"SP-5", 271}},
    {"5a269f97c4a282000b151807", {"SP10", 247}},
    {"5887431f2459777e1612938f", {"LPS Gzh", 259}},
    {"5d6e68a8a4b9360b6c0d54e2", {"AP-20", 1131}},
    {"5ba26812d4351e003201fef1", {"Action SX", 113}},
    {"5e023e53d4353e3302577c4c", {"BPZ FMJ", 89}},
    {"59e6920f86f77411d82aa167", {"55 FMJ", 110}},
    {"5e023e6e34d52a55c3304f71", {"TPZ SP", 86}},
    {"5656d7c34bdc2d9d198b4587", {"PS", 70}},
    {"56dff421d2720b5f5a8b4567", {"SP", 37}},
    {"5cadf6e5ae921500113bb973", {"PS12A", 134}},
    {"573719df2459775a626ccbc2", {"PBM", 438}},
    {"59e6927d86f77411da468256", {"55 HP", 56}},
    {"59e4d3d286f774176a36250a", {"HP", 709}},
    {"56dff3afd2720bba668b4567", {"PS", 90}},
    {"5737207f24597760ff7b25f2", {"PSV", 155}},
    {"573720e02459776143012541", {"RG028 gzh", 234}},
    {"573602322459776445391df1", {"LRNPC", 68}},
    {"573603562459776430731618", {"Pst gzh", 70}},
    {"5737218f245977612125ba51", {"SP8 gzh", 107}},
    {"5d6e68b3a4b9361bca7e50b5", {"CSP", 126}},
    {"5d6e6a5fa4b93614ec501745", {"Dev.", 284}},
    {"573603c924597764442bd9cb", {"PT gzh", 63}},
    {"59e6658b86f77411d949b250", {"Geksa", 192}},
    {"5c3df7d588a4501f290594e5", {"GT", 77}},
    {"573718ba2459775a75491131", {"9 BZT gzh", 176}},
    {"56d59d3ad2720bdb418b4577", {"Pst gzh", 195}},
    {"5d6e68d1a4b93622fe60e845", {"SF", 116}},
    {"5736026a245977644601dc61", {"P gl", 153}},
    {"59e4cf5286f7741778269d8a", {"T45M", 47}},
    {"5d6e68c4a4b9361b93413f79", {".50 12c", 1837}},
    {"59e655cb86f77411dc52a77b", {"EKO", 41}},
    {"56dff4ecd2720b5f5a8b4568", {"US", 25}},
    {"573601b42459776410737435", {"LRN", 290}},
    {"57371b192459775a9f58a5e0", {"PPe gzh", 42}},
    {"57371f8d24597761006c6a81", {"PSO gzh", 22}},
    {"5735ff5c245977640e39ba7e", {"FMJ43", 51}},
    {"56dff0bed2720bb0668b4567", {"FMJ", 25}},
    {"5735fdcd2459776445391d61", {"AKBS", 49}},
    {"58864a4f2459770fcc257101", {"PSO gzh", 59}},
    {"5737201124597760fc4431f1", {"Pst gzh", 80}},
    {"57371e4124597760ff7b25f1", {"PPT gzh", 117}},
    {"5d6e6a05a4b93618084f58d0", {"20/70 Slug", 160}},
    {"56dff216d2720bbd668b4568", {"HP", 314}},
    {"5d6e68e6a4b9361c140bcfe0", {"FTX", 188}},
    {"57371eb62459776125652ac1", {"PRS gs", 39}},
    {"5d6e6911a4b9361bd5780d52", {"Flech.", 196}},
    {"5d6e6806a4b936088465b17e", {"8.5 12c", 387}},
    {"56dff4a2d2720bbd668b456a", {"T", 33}},
    {"59e6542b86f77411dc52a77a", {"FMJ", 35}},
    {"5d6e689ca4b9361bc8618956", {"P-6u 12c", 193}},
    {"57371f2b24597761224311f1", {"PS gs PPO", 29}},
    {"5d6e68dea4b9361bcc29e659", {"2-Sabot", 939}},
    {"5d6e6869a4b9361c140bcfde", {"Grizzly", 90}},
    {"5d6e6a42a4b9364f07165f52", {"P-6u 20c", 85}},
    {"5d6e6a53a4b9361bd473feec", {"P-3 20c", 69}},
    {"56dff338d2720bbd668b4569", {"PRS", 32}},
    {"5d6e6891a4b9361bd473feea", {"P-3 12c", 52}},
    {"5d6e67fba4b9361bc73bc779", {"6.5 12c", 150}},
    {"5d6e69c7a4b9360b6c0d54e4", {"7.3 20c", 100}},
    {"5d6e6772a4b936088465b17c", {"5.25 12c", 35}},
    {"58820d1224597753c90aeb13", {"12x70 Slug", 55}},
    {"5d6e69b9a4b9361bc8618958", {"6.2 20k", 165}},
    {"560d5e524bdc2d25448b4571", {"7mm 12c", 27}},
    {"5d6e695fa4b936359b35d852", {"5.6 20c", 109}},
    {"573719762459775a626ccbc1", {"9 P gzh", 15}},
    {"5a38ebd9c4a282000d722a5b", {"7.5 20c", 674}},
    {"5cfe8010d7ad1a59283b14c6", {"X-47 7.62", 56740}},
    {"5bae13ded4351e44f824bf38", {"AA762R 02", 29586}},
    {"59c1383d86f774290a37e0ca", {"PMAG D-60", 92117}},
    {"5a9e81fba2750c00164f6b11", {"SR3M.130", 45416}},
    {"5c6592372e221600133e47d7", {"MAG5-100", 40304}},
    {"5a351711c4a282000b1521a4", {"X-5 MP5", 22499}},
    {"544a37c44bdc2d25388b4567", {"MAG5-60", 80830}},
    {"5c5db6742e2216000f1b2852", {"MPX Drum", 34676}},
    {"5c5970672e221602b21d7855", {"AALVX 35", 15874}},
    {"5caf1109ae9215753c44119f", {"ASh-12", 24390}},
    {"55d482194bdc2d1d4e8b456b", {"6L31", 25649}},
    {"55d485be4bdc2d962f8b456f", {"PM/PPSH", 30500}},
    {"5d3eb5eca4b9363b1f22f8e4", {"5.7x28 57 mag.", 20644}},
    {"5addccf45acfc400185c2989", {"X-14", 28800}},
    {"5b7bef9c5acfc43d102852ec", {"X-FAL 7.62", 16374}},
    {"5cf8f3b0d7f00c00217872ef", {"Powermag 20", 71314}},
    {"5ba26586d4351e44f824b340", {"MP7 40", 12142}},
    {"5cc70093e4a949033c734312", {"FN reg.", 15333}},
    {"5c88f24b2e22160bc12c69a6", {"SVD 7.62x54", 15072}},
    {"5df8f535bb49d91fb446d6b0", {"KAC 10 7.62", 6000}},
    {"5d25af8f8abbc3055079fec5", {"AA-70 10", 10713}},
    {"5c6175362e221600133e3b94", {"AK-A-16", 28147}},
    {"5de8e8dafd6b4e6e2276dc32", {"MP9 15", 12989}},
    {"5c503ad32e2216398b5aada2", {"VPO-101", 10952}},
    {"5888988e24597752fe43a6fa", {"DVL-10", 10130}},
    {"5bed625c0db834001c062946", {"RPK-16 std.", 19815}},
    {"5de8ea8ffd6b4e6e2276dc35", {"MP9 20", 17474}},
    {"5ba264f6d4351e0034777d52", {"MP7 20", 4533}},
    {"5a7882dcc5856700177af662", {"M870x4", 9700}},
    {"5d2f213448f0355009199284", {"9x19 MP5", 12765}},
    {"5cf12a15d7f00c05464b293f", {"AA-70 20", 18278}},
    {"5addcce35acfc4001a5fc635", {"M14 30 7.62", 35639}},
    {"559ba5b34bdc2d1f1a8b4582", {"SV-98 polymer", 4648}},
    {"5c920e902e221644f31c3c99", {"9x19 P226", 20635}},
    {"5cbdc23eae9215001136a407", {"Molot Drum", 17135}},
    {"5c471c442e221602b542a6f8", {"SVD 7.62x54", 4562}},
    {"5c6d42cb2e2216000e69d7d1", {"Polymer mag", 12884}},
    {"5a718f958dc32e00094b97e7", {"G 50rnd", 35498}},
    {"5caf1041ae92157c28402e3f", {"ASh-12 10rd.", 10917}},
    {"5a3501acc4a282000d72293a", {"PMAG 20 7.62", 30255}},
    {"5d25a6a48abbc306c62e6310", {"MDT 12rnd", 13815}},
    {"5c0548ae0db834001966a3c2", {"CWP", 20000}},
    {"57838f9f2459774a150289a0", {"6L25", 13039}},
    {"5de8eac42a78646d96665d91", {"MP9 30", 31696}},
    {"5ba2657ed4351e0035628ff2", {"MP7 30", 23768}},
    {"5a718b548dc32e000d46d262", {"9x19 Glock", 2233}},
    {"5448c1d04bdc2dff2f8b4569", {"GEN M3 20", 2833}},
    {"5d25a4a98abbc30b917421a4", {"AICS 5rnd", 7333}},
    {"5ce69cbad7f00c00b61c5098", {"PMAG .308 AC", 6185}},
    {"5c5db6552e2216001026119d", {"9x19 MPX", 2722}},
    {"587df583245977373c4f1129", {"SKS-A5", 11833}},
    {"5bfea7ad0db834001c38f1ee", {"Wyatt 5rnd", 5997}},
    {"5c5db6652e221600113fba51", {"9x19 MPX", 19074}},
    {"5d25a7b88abbc3054f3e60bc", {"PMAG .308 AC", 12980}},
    {"5d25a6538abbc306c62e630d", {"AICS 10rnd", 12174}},
    {"5b7bef5d5acfc43bca7067a3", {"FAL 30 7.62", 31370}},
    {"5c6d46132e221601da357d56", {"Battlemag", 13996}},
    {"56deeefcd2720bc8328b4568", {"МP153x8", 2122}},
    {"5b7d37845acfc400170e2f87", {"L1A1 30 7.62", 52875}},
    {"56d59948d2720bb7418b4582", {"9x19 P226", 10592}},
    {"57838f0b2459774a256959b2", {"6L24", 2672}},
    {"5df25b6c0b92095fd441e4cf", {"T-5000 5rnd", 48533}},
    {"5aaa5dfee5b5b000140293d3", {"GEN M3 30", 11926}},
    {"5926c3b286f774640d189b6b", {"9x19 MP5", 8823}},
    {"5a718da68dc32e000d46d264", {"G PMAG 21", 26569}},
    {"5de8eaadbbaf010b10528a6d", {"MP9 25", 25759}},
    {"5cadc2e0ae9215051e1c21e7", {"9x19 M9A3", 14606}},
    {"5c0672ed0db834001b7353f3", {"SG-919 30", 21644}},
    {"5df8f541c41b2312ea3335e3", {"KAC 20 7.62", 29666}},
    {"5ae0973a5acfc4001562206c", {"Mos.Std.", 4716}},
    {"59fafc5086f7740dbe19f6c3", {"AK30", 23544}},
    {"5a7ad2e851dfba0016153692", {"Big Stick", 29903}},
    {"544a378f4bdc2d30388b4567", {"GEN M3 40", 19666}},
    {"5c05413a0db834001c390617", {"HK Steel", 10318}},
    {"59d625f086f774661516605d", {"AK55", 1910}},
    {"55802d5f4bdc2dac148b458e", {"GEN M3 30", 17715}},
    {"57d1519e24597714373db79d", {"PP91 Std", 7135}},
    {"587df3a12459772c28142567", {"SKS int.", 4921}},
    {"5bfeaa0f0db834001b734927", {"Wyatt 10rnd", 13284}},
    {"5aaa5e60e5b5b000140293d6", {"GEN M3 10", 1966}},
    {"59d6272486f77466146386ff", {"Pmag30 AK/AKM GEN M3", 23533}},
    {"5aaf8a0be5b5b00015693243", {"M1A 20 7.62", 9259}},
    {"5b7c2d1d5acfc43d1028532a", {"MMW Fal 7.62", 10583}},
    {"576a5ed62459771e9c2096cb", {"9x19 MP-443", 2533}},
    {"5c6d450c2e221600114c997d", {"PM Gen.2", 12708}},
    {"59f99a7d86f7745b134aa97b", {"9x21 SR1-MP", 7296}},
    {"5c6161fb2e221600113fbde5", {"Sb.3x5", 8827}},
    {"5c503ac82e221602b21d6e9a", {"VPO-101", 2333}},
    {"5b7bef1e5acfc43d82528402", {"FAL 10 7.62", 1030}},
    {"5aaa4194e5b5b055d06310a5", {"Pmag30 AK74 GEN M3", 11558}},
    {"5bed61680db834001d2c45ab", {"АК-12 std.", 9615}},
    {"5894a05586f774094708ef75", {"9x19 MPX", 10333}},
    {"599860ac86f77436b225ed1a", {"9x19 PP-19-01", 8600}},
    {"5a78830bc5856700137e4c90", {"M870x7", 30103}},
    {"55d481904bdc2d8c2f8b456a", {"6L26", 3994}},
    {"5a966f51a2750c00156aacf6", {"SAI-02", 26600}},
    {"5b1fb3e15acfc4001637f068", {"6P2 Bak", 7666}},
    {"57d14e1724597714010c3f4b", {"PP91 Std", 2233}},
    {"5ac66bea5acfc43b321d4aec", {"АК-103 Mag", 10747}},
    {"5a38ed75c4a28232996e40c6", {"Sb.3x4", 9700}},
    {"564ca9df4bdc2d35148b4569", {"6L18", 5250}},
    {"5a78832ec5856700155a6ca3", {"M870x10", 17911}},
    {"5a01c29586f77474660c694c", {"6L10", 3733}},
    {"571a29dc2459771fb2755a6a", {"tt-105", 1678}},
    {"5ac66c5d5acfc4001718d314", {"6L29", 6966}},
    {"5448c12b4bdc2d02308b456f", {"PM 90-93", 1400}},
    {"5c0673fb0db8340023300271", {"SG-919 20", 1666}},
    {"5a17fb03fcdbcbcae668728f", {"APS std.", 3439}},
    {"5b099ac65acfc400186331e1", {"FAL 20 7.62", 2867}},
    {"564ca99c4bdc2d16268b4589", {"6L20", 2300}},
    {"5882163e24597758206fee8c", {"МP153x5", 902}},
    {"55d4837c4bdc2d1d4e8b456c", {"Saiga 545", 1250}},
    {"59e5f5a486f7746c530b3ce2", {"6P2 Sb-11", 4863}},
    {"57616a9e2459773c7a400234", {"Sb.5", 1813}},
    {"55d485804bdc2d8c2f8b456b", {"MP-133x8", 24400}},
    {"55d484b44bdc2d1d4e8b456d", {"MP-133x6", 7392}},
    {"55d4887d4bdc2d962f8b4570", {"STANAG", 4979}},
    {"55d480c04bdc2d1d4e8b456a", {"6L23", 2381}},
    {"59e5d83b86f7745aed03d262", {"AK custom", 583}},
    {"5882163824597757561aa922", {"МP153x6", 1221}},
    {"5882163224597757561aa920", {"МP153x7", 1663}},
    {"5a0060fc86f7745793204432", {"AKMS al.", 4263}},
    {"5998529a86f774647f44f421", {"9x19 Sb.7", 833}},
    {"5a38ee51c4a282000c5a955c", {"20-01 Sb.3x2", 817}},
    {"5b1fd4e35acfc40018633c39", {"AK al. 10", 3498}},
    {"5c06595c0db834001a66af6c", {"LA-5", 15444}},
    {"5c5952732e2216398b5abda2", {"Perst-3", 16171}},
    {"544909bb4bdc2d6f028b4577", {"AN/PEQ-15", 21884}},
    {"5d2369418abbc306c62e0c80", {"Dbal PL", 38191}},
    {"5b07dd285acfc4001754240d", {"LAS/TAC 2", 28600}},
    {"5b3a337e5acfc4704b4a19a0", {"2U", 11399}},
    {"5a5f1ce64f39f90b401987bc", {"2IRS", 14064}},
    {"5a7b483fe899ef0016170d15", {"XC1", 15081}},
    {"5a800961159bd4315e3a1657", {"GL21", 15400}},
    {"5d10b49bd7ad1a1a560708b0", {"AN/PEQ-2", 10933}},
    {"57fd23e32459772d0805bcf1", {"LS321", 16965}},
    {"5c079ed60db834001a66b372", {"Precision", 6326}},
    {"560d657b4bdc2da74d8b4572", {"Klesch", 11242}},
    {"56def37dd2720bec348b456a", {"X400", 10900}},
    {"5cc9c20cd7f00c001336c65d", {"TBL", 11521}},
    {"59d790f486f77403cb06aec6", {"Predator Pro v3 XHP35", 4473}},
    {"57d17c5e2459775a5c57d17d", {"WF501B", 3899}},
    {"5755356824597772cb798962", {"AI-2", 4136}},
    {"544fb37f4bdc2dee738b4567", {"Painkillers", 5583}},
    {"544fb25a4bdc2dfb738b4567", {"Bandage", 1903}},
    {"544fb3364bdc2d34748b456a", {"Splint", 2592}},
    {"5751a25924597722c463c472", {"Bandage", 2047}},
    {"5c1cd46f2e22164bef5cfedb", {"B-25U RK-1", 68833}},
    {"5c1bc5af2e221602b412949b", {"RK-2", 12670}},
    {"5b057b4f5acfc4771e1bd3e9", {"SE-5", 25148}},
    {"5de8fbad2fbe23140d3ee9c4", {"MP9 VFG", 16000}},
    {"5c1bc5612e221602b5429350", {"RK-1", 57900}},
    {"59f8a37386f7747af3328f06", {"Shift", 82259}},
    {"5a7dbfc1159bd40016548fde", {"CQR", 22950}},
    {"5c791e872e2216001219c40a", {"Cobra", 15801}},
    {"57cffb66245977632f391a99", {"AFG M-LOK", 35250}},
    {"5c1bc7432e221602b412949d", {"RK-5", 16733}},
    {"5c1bc7752e221602b1779b34", {"RK-6", 7722}},
    {"588226dd24597767ad33f789", {"AFG FDE", 10174}},
    {"588226e62459776e3e094af7", {"AFG FG", 7775}},
    {"588226ef24597767af46e39c", {"AFG OD", 15750}},
    {"588226d124597767ad33f787", {"AFG blk.", 12211}},
    {"5c1bc4812e22164bef5cfde7", {"RK-0", 15592}},
    {"59fc48e086f77463b1118392", {"RVG blk.", 15903}},
    {"5c1bc5fb2e221602b1779b32", {"RK-4", 12992}},
    {"5c7fc87d2e221644f31c0298", {"MOD3", 9260}},
    {"5cf4fb76d7f00c065703d3ac", {"Pillau", 8333}},
    {"5c87ca002e221600114cb150", {"VPG", 16703}},
    {"558032614bdc2de7118b4585", {"BGV-MK46K Black", 7988}},
    {"58c157be86f77403c74b2bb6", {"BGV-MK46K FDE", 7033}},
    {"58c157c886f774032749fb06", {"BGV-MK46K FG", 4500}},
    {"591af28e86f77414a27a9e1d", {"UVG Tactical", 14277}},
    {"5cda9bcfd7f00c0c0b53e900", {"ASh-12", 18300}},
    {"5df36948bb49d91fb446d5ad", {"T-5000 pad", 23693}},
    {"57cffcd624597763133760c5", {"AFG M-LOK", 21555}},
    {"57cffcdd24597763f5110006", {"AFG M-LOK", 7984}},
    {"57cffce524597763b31685d8", {"AFG M-LOK", 29800}},
    {"5a33e75ac4a2826c6e06d759", {"HA CQR", 34261}},
    {"5d025cc1d7ad1a53845279ef", {"Ergo PSG-1 style", 41662}},
    {"5df38a5fb74cd90030650cb6", {"T-5000 Pg.", 5083}},
    {"5b3cadf35acfc400194776a0", {"TT grips", 34800}},
    {"56e05a6ed2720bd0748b4567", {"Bakelite PB", 2400}},
    {"59db3a1d86f77429e05b4e92", {"GRAL-S", 59719}},
    {"5cf54404d7f00c108840b2ef", {"MG-47", 15575}},
    {"5b30ac585acfc433000eb79c", {"MOE AK", 67277}},
    {"5c6bf4aa2e2216001219b0ae", {"US Palm AK", 34574}},
    {"5bffef760db8340019668fe4", {"Mascus P226", 8300}},
    {"55802f5d4bdc2dac148b458f", {"MOE Pistol", 42281}},
    {"5d15cf3bd7ad1a67e71518b2", {"MOE", 39659}},
    {"5c6d7b3d2e221600114c9b7d", {"Grip V.2", 6992}},
    {"5bb20e0ed4351e3bac1212dc", {"Battle Grip", 9667}},
    {"5649ae4a4bdc2d1b2b8b4588", {"RК-3", 28800}},
    {"5d023784d7ad1a049d4aa7f2", {"AG-58", 54704}},
    {"5bffcf7a0db83400232fea79", {"TT-206", 3700}},
    {"5bbde41ed4351e003562b038", {"pgmn", 37400}},
    {"5b07db875acfc40dc528a5f6", {"TD120001", 122101}},
    {"5c079ec50db834001966a706", {"Razor A. TT", 5162}},
    {"59db3b0886f77429d72fb895", {"Stark AR RG", 14170}},
    {"59db3acc86f7742a2c4ab912", {"Stark AR RG", 19319}},
    {"5cc9bcaed7f00c011c04e179", {"HG15", 20800}},
    {"5947fa2486f77425b47c1a9b", {"SAW", 12611}},
    {"5947f92f86f77427344a76b1", {"SAW", 14833}},
    {"5b7d679f5acfc4001a5c4024", {"AG FAL", 14826}},
    {"5b099b965acfc400186331e6", {"SAW SA-58", 6000}},
    {"5a69a2ed8dc32e000d46d1f1", {"Rotor 43 buffer", 70000}},
    {"57c55efc2459772d2c6271e7", {"OMRG Black", 16735}},
    {"57af48872459771f0b2ebf11", {"OMRG FDE", 12243}},
    {"57c55f092459772d291a8463", {"OMRG GE", 7648}},
    {"57c55f112459772d28133310", {"OMRG GG", 8400}},
    {"57c55f172459772d27602381", {"OMRG OD", 7833}},
    {"5b39ffbd5acfc47a8773fb06", {"Hogue P226", 5962}},
    {"5c471be12e221602b66cd9ac", {"SVDS PG", 2400}},
    {"5cf50850d7f00c056e24104c", {"EPG AK", 12435}},
    {"5cf508bfd7f00c056e24104e", {"EPG AK FDE", 6900}},
    {"57d152ec245977144076ccdf", {"PP91 Pol", 2745}},
    {"5bb20e18d4351e00320205d5", {"Battle Grip", 8333}},
    {"55d4b9964bdc2d1d4e8b456e", {"A2 Pistol", 3290}},
    {"5c48a2c22e221602b313fb6c", {"MDR reg.", 13733}},
    {"5dcbd6dddbd3d91b3e5468de", {"MDR reg.", 11105}},
    {"5bffec120db834001c38f5fa", {"Axelson P226", 1950}},
    {"5a339805c4a2826c6e06d73d", {"MIAD Pistol", 7733}},
    {"5addc7db5acfc4001669f279", {"M14ALCS", 5667}},
    {"5bfe86a20db834001d23e8f7", {"AGR-870", 6666}},
    {"5afd7e445acfc4001637e35a", {"SAW SKS", 5959}},
    {"5cdeac5cd7f00c000f261694", {"Pro700", 3700}},
    {"5beec8ea0db834001a6f9dbf", {"AK-12 reg.", 10055}},
    {"5a7b4960e899ef197b331a2d", {"Pach RG", 15613}},
    {"571659bb2459771fb2755a12", {"ECS FDE", 5500}},
    {"5c00076d0db834001d23ee1f", {"Wooden Elite P226", 5666}},
    {"5a0071d486f77404e23a12b2", {"AKM wood", 10000}},
    {"57c44fa82459772d2d75e415", {"VAL pol.", 7000}},
    {"571a282c2459771fb2755a69", {"TT grips", 4533}},
    {"56d5a2bbd2720bb8418b456a", {"BPGripP226", 29628}},
    {"5c0006470db834001a6697fe", {"Scorpion P226", 2450}},
    {"5894a51286f77426d13baf02", {"MPX p. grip", 4766}},
    {"5a17fc70fcdbcb0176308b3d", {"APS Bakelite", 4840}},
    {"5c0684e50db834002a12585a", {"Hogue like", 3472}},
    {"5b7d678a5acfc4001a5c4022", {"DS SA-58", 1266}},
    {"5998517986f7746017232f7e", {"p. grip PP-19-01", 8718}},
    {"59e62cc886f77440d40b52a1", {"AKM bak.", 8792}},
    {"5649ad3f4bdc2df8348b4585", {"6P4 Sb.8V", 7777}},
    {"576a63cd2459771e796e0e11", {"P.grip.MP443", 1289}},
    {"5649ade84bdc2d1b2b8b4587", {"6P1 Sb.8", 3078}},
    {"5a38eecdc4a282329a73b512", {"TOZ-106 PG", 1597}},
    {"59e6318286f77444dd62c4cc", {"Molot bak.", 921}},
    {"57e3dba62459770f0c32322b", {"6P4 Sb.9", 1167}},
    {"5cadc431ae921500113bb8d5", {"PGripM9A3", 3666}},
    {"5c1a1cc52e221602b3136e3d", {"M Frame", 4815}},
    {"5aa2b923e5b5b000137b7589", {"RGlass", 22407}},
    {"5d5fca1ea4b93635fd598c07", {"Crossbow", 9300}},
    {"59e770b986f7742cbd762754", {"AFGlass", 6150}},
    {"5c0d32fcd174af02a1659c75", {"Proximity", 4833}},
    {"5d6d2ef3a4b93618084f58bd", {"Aviator", 6308}},
    {"5d6d2e22a4b9361bd5780d05", {"Gascan", 4503}},
    {"5b432be65acfc433000ed01f", {"6B34", 3815}},
    {"5aa2b9aee5b5b00015693121", {"RayBench", 8165}},
    {"5aa2b986e5b5b00014028f4c", {"Dundukk", 2333}},
    {"557ff21e4bdc2d89578b4586", {"TGlass", 960}},
    {"5a16b8a9fcdbcb00165aa6ca", {"TATM", 17794}},
    {"5a16b93dfcdbcbcae6687261", {"DDT", 13532}},
    {"5c11046cd174af02a012e42b", {"W-PVS7", 5333}},
    {"5c0695860db834001b735461", {"10T adapter", 23444}},
    {"5c0e66e2d174af02a96252f4", {"SLAAP", 91622}},
    {"5d6d3be5a4b9361bc73bc763", {"Aventail", 22051}},
    {"5e00cfa786f77469dc6e5685", {"TW Ears", 57722}},
    {"5a16badafcdbcb001865f72d", {"SArmor", 25394}},
    {"5c178a942e22164bef5ceca3", {"Chops", 149377}},
    {"5c1793902e221602b21d3de2", {"CP Ears", 22464}},
    {"5a16ba61fcdbcb098008728a", {"Mandible", 13889}},
    {"5e01f31d86f77465cf261343", {"TW Ears", 45037}},
    {"5d6d3943a4b9360dbc46d0cc", {"Cover", 3221}},
    {"5d2f261548f03576f500e7b7", {"MP5k Upper", 4633}},
    {"5c07a8770db8340023300450", {"Gen.3", 25094}},
    {"59bfe68886f7746004266202", {"MUR-1S Upper", 50944}},
    {"5a71e4f48dc32e001207fb26", {"G ZT Spart", 41651}},
    {"5d2c772c48f0355d95672c25", {"Dog leg", 57083}},
    {"5cadc55cae921500103bb3be", {"M9A3 Slide", 2412}},
    {"5a7afa25e899ef00135e31b0", {"PS9", 122}},
    {"5a71e22f8dc32e00094b97f4", {"G ZT Hex", 14489}},
    {"5d2c770c48f0354b4a07c100", {"PDC", 57814}},
    {"5de8e67c4a9f347bc92edbd7", {"MP9-N Upper", 77777}},
    {"5bffe7c50db834001d23ece1", {"axelson", 8047}},
    {"5bb20d53d4351e4502010a69", {"416A5 Upper", 10550}},
    {"5c503d0a2e221602b542b7ef", {"VPO-101", 9999}},
    {"5d4405aaa4b9361e6a4e6bd3", {"TX15 LW Upper", 14367}},
    {"5649af884bdc2d1b2b8b4589", {"B-33", 19008}},
    {"5b099bb25acfc400186331e8", {"Ext. Duty", 27668}},
    {"5beec91a0db834001961942d", {"RPK-16 Dust Cover", 8282}},
    {"5926f2e086f7745aae644231", {"MP5SD", 16200}},
    {"5839a7742459773cf9693481", {"AKS-74UB D.c.", 11363}},
    {"5a6f5f078dc32e00094b97dd", {"Glock Viper Cut", 7999}},
    {"5cc70102e4a949035e43ba74", {"P90 Upper", 3533}},
    {"5a9685b1a2750c0032157104", {"Glock Moto Cut", 5967}},
    {"5a7033908dc32e000a311392", {"Glock AW C", 7466}},
    {"5a702d198dc32e000b452fc3", {"Glock AW", 5667}},
    {"5c010a700db834001d23ef5d", {"Scorpion P226", 4316}},
    {"5d2c76ed48f03532f2136169", {"Bastion", 7000}},
    {"5894a5b586f77426d2590767", {"MPX 1 gen.", 14296}},
    {"5c471bd12e221602b4129c3a", {"SVDS DC", 7333}},
    {"5c0e2f26d174af02a9625114", {"2-15 Upper", 12694}},
    {"5cc700ede4a949033c734315", {"EFFEN 90", 18917}},
    {"55d355e64bdc2d962f8b4569", {"M4A1 Upper", 6000}},
    {"5c0009510db834001966907f", {"Stainless elite P226", 35000}},
    {"5c0125fc0db834001a669aa3", {"Legion P226", 3767}},
    {"5926c0df86f77462f647f764", {"MP5 Upper", 6966}},
    {"5dfce88fe9dc277128008b2e", {"SVDS CS", 87500}},
    {"5df8e4080b92095fd441e594", {"SR-25 Upper", 9500}},
    {"56d5a407d2720bb3418b456b", {"P226 Slide", 12222}},
    {"5a6f5e048dc32e00094b97da", {"Glock slide", 3518}},
    {"59985a6c86f77414ec448d17", {"rec.cov. Vityaz-SN", 14832}},
    {"5cf7acfcd7f00c1084477cf2", {"PS90 Upper", 5111}},
    {"578395402459774a256959b5", {"Ksk VSS", 26102}},
    {"57c44f4f2459772d2c627113", {"VAL Dust cover", 17499}},
    {"5b7d6c105acfc40015109a5f", {"FAL DC", 1666}},
    {"5ac50da15acfc4001718d287", {"6P34 0-1", 19497}},
    {"59e6449086f7746c9f75e822", {"АКM type", 2666}},
    {"5649af094bdc2df8348b4586", {"6P1 0-1", 1186}},
    {"57dc334d245977597164366f", {"6P26 Sb.7", 2833}},
    {"59d6507c86f7741b846413a2", {"6P1 0-1", 2599}},
    {"57616c112459773cce774d66", {"Sb.0-2", 6388}},
    {"59985a8086f77414ec448d1a", {"rec.cov. Vityaz", 3933}},
    {"5b1faa0f5acfc40dc528aeb5", {"Glock 18C slide", 6537}},
    {"5d3eb44aa4b93650d64e4979", {"57 Slide", 6750}},
    {"58949edd86f77409483e16a9", {"MPX Charge", 7492}},
    {"5de922d4b11454561e39239f", {"MP9 Chr.", 26666}},
    {"5b2240bf5acfc40dc528af69", {"Raptor Charge", 31555}},
    {"5cc6ea78e4a949000e1ea3c1", {"FN Chrg.", 26338}},
    {"5df8e053bb49d91fb446d6a6", {"SR-25 Chrg.", 28888}},
    {"55d44fd14bdc2d962f8b456e", {"AR-15 Charge", 1241}},
    {"5926c32286f774616e42de99", {"MP5 Cocking", 13877}},
    {"56ea7165d2720b6e518b4583", {"BOTL", 8805}},
    {"5df8e085bb49d91fb446d6a8", {"Ambi SR-25", 33333}},
    {"5bb20dbcd4351e44f824c04e", {"Extended latch", 4778}},
    {"5c0faf68d174af02a96260b8", {"ADAR 2-15 Charge", 11279}},
    {"5c5db6b32e221600102611a0", {"SCH Charge", 8925}},
    {"5cc6ea85e4a949000e1ea3c3", {"Handler", 37980}},
    {"5648ac824bdc2ded0b8b457d", {"RP-1", 3672}},
    {"58949fac86f77409483e16aa", {"MPX Charge", 700}},
    {"5d2f2d5748f03572ec0c0139", {"MP5k hnd.", 31500}},
    {"5c471c842e221615214259b5", {"SVDS G.Tube", 12150}},
    {"59e649f986f77411d949b246", {"AKM Type", 49000}},
    {"5d00ec68d7ad1a04a067e5be", {"JPGS5b", 147323}},
    {"5b237e425acfc4771e1be0b6", {"TROY Combo", 28150}},
    {"5cf656f2d7f00c06585fb6eb", {"VS Combo", 28356}},
    {"5a34fbadc4a28200741e230a", {"JPGS6", 14203}},
    {"5dfa3d45dfc58d14537c20b0", {"KAC Gas.Bl.", 14996}},
    {"5a01ad4786f77450561fda02", {"VDM CS", 2904}},
    {"56ea8d2fd2720b7c698b4570", {"PICBLOCK", 18880}},
    {"56eabcd4d2720b66698b4574", {"MK12", 6969}},
    {"59ccd11386f77428f24a488f", {"PP-19-01 g.tube", 35378}},
    {"59d36a0086f7747e673f3946", {"AKS74U G.tube", 15944}},
    {"5bb20dcad4351e3bac1212da", {"416A5", 16625}},
    {"59d64ec286f774171d1e0a42", {"6P1 Sb.1-2", 5887}},
    {"59c6633186f7740cf0493bb9", {"AK 74 G.Tube", 5800}},
    {"5ae30e795acfc408fb139a0b", {"M4 FS", 5811}},
    {"5c5039be2e221602b177c9ff", {"VPO-101 G.Tube", 48839}},
    {"59ccfdba86f7747f2109a587", {"M1-B", 5679}},
    {"5dfa3cd1b33c0951220c079b", {"KAC QDC", 9204}},
    {"5c78f2882e22165df16b832e", {"Jail Break", 14055}},
    {"5cdd7693d7f00c0010373aa5", {"M-11", 5166}},
    {"5d026791d7ad1a04a067ea63", {"Red Brake", 12787}},
    {"5dcbe965e4ed22586443a79d", {"MDR reg.", 4185}},
    {"5cdd7685d7f00c000f260ed2", {"SHREWD", 7426}},
    {"5c878ebb2e2216001219d48a", {"DGNAK47B", 12300}},
    {"5addbb825acfc408fb139400", {"JP MB M14", 5809}},
    {"5bc5a35cd4351e450201232f", {"Witt", 10136}},
    {"5c878e9d2e2216000f201903", {"DGN762B", 24964}},
    {"5cf6937cd7f00c056c53fb39", {"ST-6012", 30266}},
    {"5998597786f77414ea6da093", {"PP-19-01 Br", 2000}},
    {"5d1f819086f7744b355c219b", {"Wave MB", 10997}},
    {"5cf78720d7f00c06595bc93e", {"BMD", 12704}},
    {"5c7951452e221644f31bfd5c", {"Antidote", 11302}},
    {"5bbdb8bdd4351e4502011460", {"Atlas-7", 7852}},
    {"5d02676dd7ad1a049e54f6dc", {"Corvette", 11866}},
    {"5a7b32a2e899ef00135e345a", {"G4", 7867}},
    {"5a7c147ce899ef00150bd8b8", {"VP-09", 7192}},
    {"5943eeeb86f77412d6384f6b", {"PWS CQB 74", 19888}},
    {"5943ee5a86f77413872d25ec", {"PWS CQB", 8629}},
    {"5a7ad0c451dfba0013379712", {"4Port", 4666}},
    {"5d443f8fa4b93678dd4a01aa", {"30CB", 10000}},
    {"5d02677ad7ad1a04a15c0f95", {"Corvette", 5847}},
    {"5c07c5ed0db834001b73571c", {"Noveske Style", 12933}},
    {"5a70366c8dc32e001207fb06", {"Glock DD", 2833}},
    {"59fb137a86f7740adb646af1", {"Monster Claw", 18702}},
    {"5addbb945acfc4001a5fc44e", {"Good Iron", 4285}},
    {"5c4ee3d62e2216152006f302", {"Mk.2.0", 5499}},
    {"5b3a16655acfc40016387a2a", {"Annihilator", 31092}},
    {"5bc5a351d4351e003477a414", {"TPP", 8966}},
    {"5b7d693d5acfc43bca706a3d", {"2A X3", 8552}},
    {"5cff9e5ed7ad1a09407397d4", {"Wave MB", 14818}},
    {"5cf6935bd7f00c06585fb791", {"TACCOM", 21389}},
    {"5c7fb51d2e2216001219ce11", {"SF3P", 14370}},
    {"56ea8180d2720bf2698b456a", {"KAC QDC", 14333}},
    {"5b099b7d5acfc400186331e4", {"3 prong trident", 1984}},
    {"5ac72e945acfc43f3b691116", {"6P44 0-20", 7450}},
    {"5ac72e725acfc400180ae701", {"6P44 0-20", 27082}},
    {"5d440625a4b9361eec4ae6c5", {"223CB", 9666}},
    {"5cc9b815d7f00c000e2579d6", {"Claymore", 4766}},
    {"5ac72e895acfc43b321d4bd5", {"6P46 0-20", 3278}},
    {"5c7e5f112e221600106f4ede", {"Blackout 51T", 68483}},
    {"5addbbb25acfc40015621bd9", {"Phantom", 3399}},
    {"5bbdb83fd4351e44f824c44b", {"Tanker", 4218}},
    {"58889c7324597754281f9439", {"DVL-10 MD", 14962}},
    {"5beec3420db834001b095429", {"RPK-16 MB", 4267}},
    {"5cc9ad73d7f00c000e2579d4", {"SRVV", 12985}},
    {"5cc9a96cd7f00c011c04e04a", {"SRVV", 21999}},
    {"5caf17c9ae92150b30006be1", {"ASh MB", 8055}},
    {"5addbba15acfc400185c2854", {"Vortex DC", 2500}},
    {"5c4eec9b2e2216398b5aaba2", {"Thread adapter", 11489}},
    {"5c6beec32e221601da3578f2", {"TJ", 7963}},
    {"5649ab884bdc2ded0b8b457f", {"DTK-1", 11533}},
    {"5df35e7f2a78646d96665dd4", {"T-5000M MBr", 4333}},
    {"5a34fd2bc4a282329a73b4c5", {"Blackout 51T", 7999}},
    {"5c48a2a42e221602b66d1e07", {"MDR reg.", 5847}},
    {"5c6d710d2e22165df16b81e7", {"WarComp", 21333}},
    {"5ac72e7d5acfc40016339a02", {"AK-103 MB", 5350}},
    {"5a7037338dc32e000d46d257", {"G 3 Port", 3296}},
    {"5addbb6e5acfc408fb1393fd", {"National Match MB", 2918}},
    {"5888996c24597754281f9419", {"DVL-10 М2 MBr", 4666}},
    {"5bffd7ed0db834001d23ebf9", {"DTK-TT", 1675}},
    {"5ac72e615acfc43f67248aa0", {"AK-101 MB", 9421}},
    {"5ba26acdd4351e003562908e", {"MP7", 6258}},
    {"5a9ea27ca2750c00137fa672", {"Dynacomp", 7655}},
    {"5a705e128dc32e000d46d258", {"G AW", 1790}},
    {"56ea6fafd2720b844b8b4593", {"KX3", 5099}},
    {"59e61eb386f77440d64f5daf", {"VPO-136", 6406}},
    {"5a7ad1fb51dfba0013379715", {"LW 9", 1959}},
    {"5cc82796e24e8d000f5859a8", {"P90 FH", 5330}},
    {"5b7d68af5acfc400170e30c3", {"Austrian Style", 2033}},
    {"5c471bfc2e221602b21d4e17", {"SVDS MB", 12222}},
    {"5c0fafb6d174af02a96260ba", {"ADAR FH", 8129}},
    {"560e620e4bdc2d724b8b456b", {"SV-98 STD", 4629}},
    {"544a38634bdc2d58388b4568", {"USGI A2", 1666}},
    {"5a0abb6e1526d8000a025282", {"TT AKM", 1356}},
    {"5ac7655e5acfc40016339a19", {"6P20 0-20", 4966}},
    {"58949dea86f77409483e16a8", {"MPX A2", 1659}},
    {"5a0d716f1526d8000d26b1e2", {"AKML", 1217}},
    {"5649aa744bdc2ded0b8b457e", {"6P20 0-20", 2282}},
    {"57dc324a24597759501edc20", {"6P26 0-20", 2620}},
    {"59e8a00d86f7742ad93b569c", {"VPO-209", 400}},
    {"59d64fc686f774171b243fe2", {"6P1 0-14", 1340}},
    {"5998598e86f7740b3f498a86", {"Saiga-9 Br", 1575}},
    {"5aafa1c2e5b5b00015042a56", {"Socom 16 MB", 47250}},
    {"5ab3afb2d8ce87001660304d", {"Socom 16 Th", 46903}},
    {"5a1eacb3fcdbcb09800872be", {"REAP-IR eyecup", 14725}},
    {"5d123b70d7ad1a0ee35e0754", {"KAC Long", 5815}},
    {"56083eab4bdc2d26448b456a", {"SV-98 HR", 8133}},
    {"5d123b7dd7ad1a004f01b262", {"KAC stoper", 3704}},
    {"5d123a3cd7ad1a004e476058", {"KAC short", 3350}},
    {"5b3cbc235acfc4001863ac44", {"Vulcan MG eyecup", 7222}},
    {"5c4eecde2e221602b3140418", {"SV-98 HS", 5693}},
    {"5d0b5cd3d7ad1a3fe32ad263", {"1P59 eyecup", 1733}},
    {"57f3a5ae2459772b0e0bf19e", {"PSO eyecup", 1666}},
    {"5cf639aad7f00c065703d455", {"USP-1 eyecup", 1250}},
    {"5bfe86bd0db83400232fe959", {"AGR-870 cap", 1432}},
    {"5ba36f85d4351e0085325c81", {"NSPU-M eyecup", 833}},
    {"5a71e1868dc32e00094b97f3", {"ZT AP", 8000}},
    {"591c4e1186f77410354b316e", {"Cobra shade", 3421}},
    {"5cf78496d7f00c065703d6ca", {"A3 Adapter", 18999}},
    {"57f3c7e024597738ea4ba286", {"PP-91-01 muzzlethread", 4000}},
    {"5a6b585a8dc32e5a9c28b4f1", {"AW TP", 1800}},
    {"5de8f237bbaf010b10528a70", {"B&T Mount", 4350}},
    {"5c7954d52e221600106f4cc7", {"ONE Mount", 29930}},
    {"560838c94bdc2d77798b4569", {"RTC 12ga", 42639}},
    {"59bffc1f86f77435b128b872", {"DT Mount", 20033}},
    {"5a6b592c8dc32e00094b97bf", {"DD TP", 3500}},
    {"5926e16e86f7742f5a0f7ecb", {"3 Lug", 25463}},
    {"5c0000c00db834001a6697fc", {"3 Lug thr.", 86312}},
    {"5cf79599d7f00c10875d9212", {"TR", 4967}},
    {"5e01e9e273d8eb11426f5bc3", {"SVD-S thr.", 23870}},
    {"58272d7f2459774f6311ddfd", {"GK-02", 4266}},
    {"5c0111ab0db834001966914d", {"Cylinder", 6555}},
    {"5cf67a1bd7f00c06585fb6f3", {"WT1052", 5166}},
    {"5cf67cadd7f00c065a5abab7", {"WT0032-1", 18722}},
    {"5b363e1b5acfc4771e1c5e80", {"Thread adapter", 10868}},
    {"5cf79389d7f00c10941a0c4d", {"Mosin thr.", 1500}},
    {"5de6556a205ddc616a6bc4f7", {"215 Pr.", 10833}},
    {"5a6b59a08dc32e000b452fb7", {"SAI TP", 3800}},
    {"587de5ba2459771c0f1e8a58", {"P226 protection cap", 400}},
    {"576167ab2459773cad038c43", {"SOK-12 P.T.", 23500}},
    {"5d270ca28abbc31ee25ee821", {"M700 protection cap", 600}},
    {"5cadc390ae921500126a77f1", {"M9A3 protection cap", 5242}},
    {"5df916dfbb49d91fb446d6b9", {"URX-4 14.5", 9500}},
    {"5d2f259b48f0355a844acd74", {"MP5k", 3500}},
    {"5cf4e3f3d7f00c06595bc7f0", {"Aggressor", 45148}},
    {"5c17664f2e2216398b5a7e3c", {"CMRD", 106158}},
    {"5b800e9286f7747a8b04f3ff", {"Hex Blk", 24332}},
    {"5b099a9d5acfc47a8607efe7", {"Quad Rail", 11333}},
    {"5beec3e30db8340019619424", {"RPK-16 HG", 7583}},
    {"5648b4534bdc2d3d1c8b4580", {"B-10М B-19", 23258}},
    {"57cff947245977638e6f2a19", {"MOE AKM", 21096}},
    {"5d123102d7ad1a004e475fe5", {"URX 3 8", 11315}},
    {"5d00ede1d7ad1a0940739a76", {"N6 10.5 inch", 10661}},
    {"5d122e7bd7ad1a07102d6d7f", {"URX 3.1 10.75", 19666}},
    {"5a957c3fa2750c00137fa5f7", {"XRSU47SU", 29570}},
    {"5a9d6d34a2750c00141e07da", {"TRAX 2", 7518}},
    {"5648ae314bdc2d3d1c8b457f", {"CAA RS47", 11679}},
    {"5c78f2492e221600114c9f04", {"SAI QD Rail", 50709}},
    {"5c9a25172e2216000f20314e", {"RIS II 12.25 FDE", 18222}},
    {"5c5db5f22e2216000e5e47e8", {"Midwest 4.5 inch", 4832}},
    {"5c48a14f2e2216152006edd7", {"MDR Handguard", 132928}},
    {"5df25d3bfd6b4e6e2276dc9a", {"T-5000 hg.", 20990}},
    {"5888976c24597754281f93f5", {"DVL-10 М2", 8628}},
    {"5a788068c5856700137e4c8f", {"MOE 870", 54444}},
    {"5b2cfa535acfc432ff4db7a0", {"MK10 RL", 18681}},
    {"5c59529a2e221602b177d160", {"OEM 14 inch", 21413}},
    {"5a329052c4a28200741e22d3", {"RSASS", 18926}},
    {"5d010d1cd7ad1a59283b1ce7", {"HX-5", 17986}},
    {"5c6d5d8b2e221644fc630b39", {"Stngr Vypr", 12925}},
    {"5a9d56c8a2750c0032157146", {"TRAX 1", 11562}},
    {"588b56d02459771481110ae2", {"RIS II 9.5 BLK", 12224}},
    {"5d15ce51d7ad1a1eff619092", {"Goliaf", 9000}},
    {"5c6c2c9c2e2216000f2002e4", {"Troy M-LOK", 10403}},
    {"5b7bee755acfc400196d5383", {"CASV FAS Handguard", 8979}},
    {"5b7bedd75acfc43d825283f9", {"CASV FAL Handguard", 31352}},
    {"5827272a24597748c74bdeea", {"MTU002 L", 13320}},
    {"595cfa8b86f77427437e845b", {"LVOA-C blk.", 23093}},
    {"5c6d11152e2216000f2003e7", {"CRUX Handguard", 76499}},
    {"5c6d11072e2216000e69d2e4", {"Midwest M-LOK", 8480}},
    {"595cf16b86f77427440c32e2", {"LVOA-S blk.", 9820}},
    {"5c9a26332e2216001219ea70", {"RIS II FSP 9.5 FDE", 14716}},
    {"5c9a07572e221644f31c4b32", {"Zhukov-U", 12662}},
    {"5dfcd0e547101c39625f66f9", {"SAG MK1", 16634}},
    {"5c78f26f2e221601da3581d1", {"MOE SL", 11829}},
    {"59fb375986f7741b681b81a6", {"UFM", 11088}},
    {"5c78f2612e221600114c9f0d", {"SAI QD Rail", 17998}},
    {"5d00ef6dd7ad1a0940739b16", {"N6 Split", 10617}},
    {"5d4405f0a4b9361e6a4e6bd9", {"Ion Lite", 24879}},
    {"55d45f484bdc2d972f8b456d", {"Custom MP-133 plastic", 30917}},
    {"5d2c829448f0353a5c7d6674", {"WASR 10-63", 8499}},
    {"5c6d10e82e221601da357b07", {"HK Keymod", 15459}},
    {"5c78f2792e221600106f4683", {"MOE SL", 10499}},
    {"5bb20dfcd4351e00334c9e24", {"Ext.Quad", 9195}},
    {"5bb20df1d4351e00347787d5", {"Quad. sight", 3833}},
    {"5a9548c9159bd400133e97b3", {"TL-99", 9407}},
    {"57ffa9f4245977728561e844", {"B-11", 6539}},
    {"5d1b198cd7ad1a604869ad72", {"AKM-L", 15589}},
    {"5cde7afdd7f00c000d36b89d", {"MOD X", 13769}},
    {"58272b392459774b4c7b3ccd", {"MTU002 S", 7875}},
    {"5c617a5f2e2216000f1e81b3", {"B-10", 15355}},
    {"5c6d10fa2e221600106f3f23", {"Midwest M-LOK", 8500}},
    {"5d19cd96d7ad1a4a992c9f52", {"Tri-Rail", 20472}},
    {"5bb20de5d4351e0035629e59", {"Quadrail", 6000}},
    {"5b7bebc85acfc43bca706666", {"M-LOK Handguard", 5484}},
    {"5cdaa99dd7f00c002412d0b2", {"ASh-12 polym", 3296}},
    {"5c471c6c2e221602b66cd9ae", {"SVDS FG", 25500}},
    {"5c5db6302e2216000e5e47f0", {"Midwest 10.5 inch", 8466}},
    {"55d459824bdc2d892f8b4573", {"KAC RIS", 7467}},
    {"5b7be2345acfc400196d524a", {"Keymod Handguard", 9222}},
    {"5894a42086f77426d2590762", {"MPX Gen. 1", 3633}},
    {"5c0e2f5cd174af02a012cfc9", {"2-15 wood", 5011}},
    {"5926f34786f77469195bfe92", {"MP5SD HG", 47484}},
    {"5b7d671b5acfc43d82528ddd", {"Fal Belgian style", 4433}},
    {"5c5db5fc2e2216000f1b2842", {"Midwest 6.5 inch", 4803}},
    {"576169e62459773c69055191", {"Sb.7-1", 4067}},
    {"5ae30db85acfc408fb139a05", {"M4 Std.", 5166}},
    {"5cbda392ae92155f3c17c39f", {"AK polym", 5450}},
    {"5a788031c585673f2b5c1c79", {"PR870", 4473}},
    {"5648b1504bdc2d9d488b4584", {"6P20 Sb.9", 2310}},
    {"59d64f2f86f77417193ef8b3", {"6P1 Sb.6-1", 4833}},
    {"59e898ee86f77427614bd225", {"VPO-209", 1700}},
    {"59e6284f86f77440d569536f", {"VPO-136", 900}},
    {"5648b0744bdc2d363b8b4578", {"6P20 Sb.6", 24300}},
    {"57dc32dc245977596d4ef3d3", {"6P26 Sb.6", 1249}},
    {"5926c36d86f77467a92a8629", {"MP5WT", 3500}},
    {"5a788089c5856700142fdd9c", {"Speedfeed", 1383}},
    {"5b7bed205acfc400161d08cc", {"Fal Handguard", 2129}},
    {"55d45d3f4bdc2d972f8b456c", {"МR-133 Beechwood", 3833}},
    {"56deed6ed2720b4c698b4583", {"МP-153 Polymer", 14037}},
    {"5d00e0cbd7ad1a6c6566a42d", {"Viper", 9592}},
    {"57cffd8224597763b03fc609", {"MOE AKM", 10300}},
    {"57cffddc24597763133760c6", {"MOE AKM", 9816}},
    {"57cffe0024597763b03fc60b", {"MOE AKM", 10267}},
    {"57cffe20245977632f391a9d", {"MOE AKM", 11000}},
    {"5c9a1c3a2e2216000e69fb6a", {"Zhukov-U", 11001}},
    {"5c9a1c422e221600106f69f0", {"Zhukov-U", 11530}},
    {"5dcbe9431e1f4616d354987e", {"16 MDR 308", 27149}},
    {"5d3eb5b6a4b9361eab311902", {"57 5.7x28", 34667}},
    {"5d3eb59ea4b9361c284bb4b2", {"57 tr. 5.7x28", 4200}},
    {"5c48a2852e221602b21d5923", {"406mm MDR 5.56x45", 22165}},
    {"5df256570dee1b22f862e9c4", {"T-5000 660mm .308", 39500}},
    {"5a6b5ed88dc32e000c52ec86", {"Glock 9x19 SAI", 14250}},
    {"5d440b93a4b9364276578d4b", {"18 AR-15 5.56x45", 75855}},
    {"5dfa397fb11454561e39246c", {"20 SR-25 7.62x51", 40300}},
    {"5a6b5b8a8dc32e001207faf3", {"Glock 9x19 AW", 11164}},
    {"5c6d85e02e22165df16b81f4", {"10.6 416A5 5.56x45", 12018}},
    {"5bb20da5d4351e0035629dbf", {"16.5 416A5 5.56x45", 26184}},
    {"5a787f7ac5856700177af660", {"508mm M870", 35185}},
    {"5b3baf8f5acfc40dc5296692", {"116mm gld. ТТ", 5562}},
    {"5a6b5e468dc32e001207faf5", {"Glock 9x19 DD", 9000}},
    {"5cc701aae4a949000e1ea45c", {"10.5 P90 5.7x28", 54166}},
    {"5bb20dadd4351e00367faeff", {"20 416A5 5.56x45", 89407}},
    {"5c5db5852e2216003a0fe71a", {"4.5 MPX 9x19", 3800}},
    {"5d440b9fa4b93601354d480c", {"20 AR-15 5.56x45", 67001}},
    {"55d35ee94bdc2d61338b4568", {"260mm AR-15 5.56x45", 31796}},
    {"587de4282459771bca0ec90b", {"P226 tr. 9x19", 11207}},
    {"5b7be1125acfc4001876c0e5", {"16 SA-58 7.62x51", 25220}},
    {"5d2703038abbc3105103d94c", {"20 M700 7.62x51", 22800}},
    {"5cc701d7e4a94900100ac4e7", {"16 P90 5.7x28", 25645}},
    {"5d2702e88abbc31ed91efc44", {"26 M700", 25900}},
    {"5beec1bd0db834001e6006f3", {"15 RPK-16 5.45x39", 10166}},
    {"5b099a765acfc47a8607efe3", {"11 SA-58 7.62x51", 14458}},
    {"5888956924597752983e182d", {"DVL-10 M2 660mm .308", 32620}},
    {"5c471cb32e221602b177afaa", {"22 SVDS", 89577}},
    {"5a34fae7c4a2826c6e06d760", {"22 AR-10", 25875}},
    {"5bb20d92d4351e00853263eb", {"11 416A5 5.56x45", 13900}},
    {"5beec2820db834001b095426", {"22  RPK-16  5.45x39", 38898}},
    {"5a34f7f1c4a2826c6e06d75d", {"18 AR-10", 33166}},
    {"5888945a2459774bf43ba385", {"DVL-10 500mm .308", 40631}},
    {"5c5db5b82e2216003a0fe71d", {"10.5 MPX 9x19", 8174}},
    {"5bb20d9cd4351e00334c9d8a", {"14.5 416A5 5.56x45", 18272}},
    {"5b7be1265acfc400161d0798", {"21 SA-58 7.62x51", 63829}},
    {"5addbac75acfc400194dbc56", {"22 M1A 7.62x51", 103194}},
    {"5df917564a9f347bc92edca3", {"16 SR-25 7.62x51", 21999}},
    {"5bfebc250db834001a6694e1", {"26 M700", 14483}},
    {"5c5db5c62e22160012542255", {"14 MPX 9x19", 85327}},
    {"5ae09bff5acfc4001562219d", {"730mm Mosin barrel", 100532}},
    {"5a6b60158dc32e000a31138b", {"G17 9x19 comp", 3500}},
    {"5a787fadc5856700155a6ca1", {"660mm M870", 14215}},
    {"5bfd4cd60db834001c38f095", {"220mm Mosin barrel", 11444}},
    {"55d3632e4bdc2d972f8b4569", {"370mm AR-15 5.56x45", 38557}},
    {"5bfebc320db8340019668d79", {"20 M700 7.62x51", 31720}},
    {"5c5db5962e2216000e5e46eb", {"6.5 MPX 9x19", 5174}},
    {"5a787fdfc5856700142fdd9a", {"325mm M870", 11698}},
    {"5a787f25c5856700186c4ab9", {"355mm M870", 15323}},
    {"5aaf9d53e5b5b00015042a52", {"16 M1A 7.62x51", 10180}},
    {"588200af24597742fa221dfb", {"610mm М -153 12ga", 7180}},
    {"5c0e2f94d174af029f650d56", {"406mm AR-15 5.56x45", 22871}},
    {"571a279b24597720b4066566", {"121mm thr. TT", 7666}},
    {"55d4491a4bdc2d882f8b456e", {"510mm MP-133 12ga", 12000}},
    {"560835c74bdc2dc8488b456f", {"510mm MP-133 12ga", 73250}},
    {"560836b64bdc2d57468b4567", {"540mm MP-133 12ga", 4200}},
    {"5608379a4bdc2d26448b4569", {"750mm MP-133 12ga", 7680}},
    {"5a6b5f868dc32e000a311389", {"G17 9x19", 1530}},
    {"5608373c4bdc2dc8488b4570", {"710mm MP-133", 6123}},
    {"5bfd4cc90db834001d23e846", {"200mm Mosin barrel", 2100}},
    {"560836484bdc2d20478b456e", {"540mm MP-133", 3900}},
    {"55d449444bdc2d962f8b456d", {"610mm MP-133 12ga", 5103}},
    {"58aeaaa886f7744fc1560f81", {"165mm MPXSD 9x19", 7527}},
    {"588200c224597743990da9ed", {"660mm М -153 12ga", 7179}},
    {"5bfd4cbe0db834001b73449f", {"514mm Mosin barrel", 6800}},
    {"560836fb4bdc2d773f8b4569", {"660mm МR-133", 5005}},
    {"56d5a1f7d2720bb3418b456a", {"112mm P226 9x19", 19592}},
    {"588200cf2459774414733d55", {"710mm М -153 12ga", 7481}},
    {"560837824bdc2d57468b4568", {"750mm MP-133", 7062}},
    {"560837544bdc2de22e8b456e", {"710mm MP-133 12ga", 6958}},
    {"560837154bdc2da74d8b4568", {"660mm MP-133 12ga", 5501}},
    {"55d448594bdc2d8c2f8b4569", {"610mm MP-133 12ga", 4902}},
    {"56deec93d2720bec348b4568", {"750mm М -153 12ga", 9166}},
    {"5a787ebcc5856700142fdd98", {"508mm M870 FS", 10333}},
    {"5de65547883dde217541644b", {"23 215 .366TKM", 50361}},
    {"5894a2c386f77427140b8342", {"203mm MPX 9x19", 16526}},
    {"571a26d524597720680fbe8a", {"116mm st. ТТ", 2250}},
    {"5b1fa9ea5acfc40018633c0a", {"G18C 9x19 comp", 7916}},
    {"5cadc1c6ae9215000f2775a4", {"M9A3 tr. 9x19", 1660}},
    {"5648b6ff4bdc2d3d1c8b4581", {"ТТ 10000", 291574}},
    {"5df35ea9c41b2312ea3334d8", {"Orsis long", 2333}},
    {"5df35e970b92095fd441e4d2", {"T-5000 opt.", 6896}},
    {"59c63b4486f7747afb151c1c", {"SD TRR", 220000}},
    {"5addbfbb5acfc400194dbcf7", {"Ultimak M8", 75151}},
    {"5a32aa0cc4a28232996e405f", {"RM50", 3667}},
    {"5dff8db859400025ea5150d4", {"SVD Low", 54313}},
    {"5addbfef5acfc400185c2857", {"UTG 4", 155556}},
    {"5a27bad7c4a282000b15184b", {"SR1MP 4x", 9716}},
    {"5926dad986f7741f82604363", {"MFIHKMOUNT", 14315}},
    {"5c90c3622e221601da359851", {"B-13V", 12275}},
    {"5a37ca54c4a282000d72296a", {"JP 30mm", 32750}},
    {"5c61a40d2e2216001403158d", {"B-13", 10667}},
    {"5a33bab6c4a28200741e22f8", {"RM35", 10899}},
    {"593d1fa786f7746da62d61ac", {"SKS SOCOM", 13458}},
    {"5a1ead28fcdbcb001912fa9f", {"DLOC-IRD", 198308}},
    {"59db7eed86f77461f8380365", {"TA51", 26556}},
    {"5b2389515acfc4771e1be0c0", {"AR- P.E.P.R.", 41200}},
    {"59eb7ebe86f7740b373438ce", {"6P29M", 111027}},
    {"5a7b4900e899ef197b331a2a", {"UM3", 57323}},
    {"5aa66a9be5b5b0214e506e89", {"NF 34mm", 74466}},
    {"5a7ad55551dfba0015068f42", {"G Ti Sh", 16000}},
    {"5b800ed086f7747baf6e2f9e", {"Hex.", 13004}},
    {"5a9fc7e6a2750c0032157184", {"B-3 combo", 12612}},
    {"57a3459f245977764a01f703", {"B-3", 18476}},
    {"5addc00b5acfc4001669f144", {"CASV 14", 6417}},
    {"587e08ee245977446b4410cf", {"OPSKS DT", 11629}},
    {"58d39d3d86f77445bb794ae7", {"AMM", 8333}},
    {"5df35eb2b11454561e3923e2", {"Orsis med.", 4530}},
    {"5d024f5cd7ad1a04a067e91a", {"Patriot K+W", 10985}},
    {"591ee00d86f774592f7b841e", {"Cobra", 6817}},
    {"5a789261c5856700186c65d3", {"MT Clamp", 6096}},
    {"5c471c2d2e22164bef5d077f", {"SVDS LB", 8133}},
    {"5c86592b2e2216000e69e77c", {"KH/F 34mm", 151432}},
    {"5a7ad4af51dfba0013379717", {"G Base", 9487}},
    {"5a27b3d0c4a282000d721ec1", {"SR1MP s.mount", 16654}},
    {"5c7d560b2e22160bc12c6139", {"AMSS", 4100}},
    {"57acb6222459771ec34b5cb0", {"043-02", 8250}},
    {"5addbfd15acfc40015621bde", {"Mini Scout", 5333}},
    {"5bc5a372d4351e44f824d17f", {"MNG", 6066}},
    {"5b3a08b25acfc4001754880c", {"Bridge P226", 9503}},
    {"5b31163c5acfc400153b71cb", {"Rom. Base", 6407}},
    {"5c7d55f52e221644f31bff6a", {"LRP", 11852}},
    {"5b4736a986f774040571e998", {"QARS 3.2in.", 33027}},
    {"5addbffe5acfc4001714dfac", {"M14 DCSB", 5000}},
    {"5beecbb80db834001d2c465e", {"RPK-16 rail", 10740}},
    {"59e0bed186f774156f04ce84", {"6In. CASV", 41233}},
    {"5a78948ec5856700177b1124", {"XS Short", 7379}},
    {"5addbfe15acfc4001a5fc58b", {"Arms 18", 8353}},
    {"55d48a634bdc2d8b2f8b456a", {"SPRM", 82450}},
    {"5c064c400db834001d23f468", {"QD LT-101", 5767}},
    {"5aa66c72e5b5b00016327c93", {"NF 34mm RIS", 23600}},
    {"58d39b0386f77443380bf13c", {"AMSH", 6250}},
    {"5cde7b43d7f00c000d36b93e", {"MOD X", 14305}},
    {"5b3b99265acfc4704b4a1afb", {"NF 30mm", 25167}},
    {"5a27b281c4a28200741e1e52", {"SR1MP 1x", 7255}},
    {"5b4736b986f77405cb415c10", {"QARS 4.2in.", 68198}},
    {"5b30bc285acfc47a8608615d", {"Mk10 10 In.", 15083}},
    {"58d2664f86f7747fec5834f6", {"DPCSM", 12417}},
    {"5b3b6dc75acfc47a8773fb1e", {"Armasight", 6555}},
    {"5b7be47f5acfc400170e2dd2", {"2.5 in. M-LOK", 17613}},
    {"5bbdb811d4351e45020113c7", {"Tri-Rail", 26365}},
    {"5a33b2c9c4a282000c5a9511", {"RM33", 16277}},
    {"57ffb0062459777a045af529", {"B-18", 6833}},
    {"5a33b652c4a28232996e407c", {"AC32062", 6888}},
    {"5c61627a2e22160012542c55", {"106 mount", 3997}},
    {"5649a2464bdc2d91118b45a8", {"MPR45", 38720}},
    {"58a5c12e86f7745d585a2b9e", {"4In. Gen1", 6333}},
    {"57c69dd424597774c03b7bbc", {"30mm Mount", 25858}},
    {"5a9d6d13a2750c00164f6b03", {"6In. SI", 43375}},
    {"5a966ec8a2750c00171b3f36", {"B&T 3x", 15500}},
    {"59e0be5d86f7742d48765bd2", {"4 in. CASV", 6724}},
    {"5c6162682e22160010261a2b", {"TOZ-106 DT", 5500}},
    {"57d17e212459775a1179a0f5", {"25 mm ring", 3607}},
    {"5bfe7fb30db8340018089fed", {"12003", 6933}},
    {"5d133067d7ad1a33013f95b4", {"3 in. URX", 16667}},
    {"59e0bdb186f774156f04ce82", {"2In. CASV", 11833}},
    {"5b7be4895acfc400170e2dd5", {"4.1 in. M-LOK", 64790}},
    {"57ee59b42459771c7b045da5", {"Kedr RIS", 4033}},
    {"57ffaea724597779f52b3a4d", {"B-12", 3380}},
    {"55d48ebc4bdc2d8c2f8b456c", {"Sprut", 2494}},
    {"5d7b6bafa4b93652786f4c76", {"57 RMR mount", 4555}},
    {"5ab24ef9e5b5b00fe93c9209", {"Socom 16 Upper", 6026}},
    {"5d0a29ead7ad1a0026013f27", {"1P59 mount", 7934}},
    {"5cc7012ae4a949001252b43e", {"EFFEN 90", 20759}},
    {"5b7be46e5acfc400170e2dcf", {"5 in.Vltor", 22233}},
    {"5bfebc5e0db834001a6694e5", {"Rem. integr.", 8600}},
    {"5b30bc165acfc40016387293", {"Mk10 3 In.", 6100}},
    {"5b800ebc86f774394e230a90", {"Hexagon Med", 15500}},
    {"5c0102b20db834001d23eebc", {"4 in. RAHG", 13389}},
    {"577d128124597739d65d0e56", {"FFWB", 9333}},
    {"5b7be4575acfc400161d0832", {"2 in. Vltor", 22580}},
    {"58a56f8d86f774651579314c", {"2In. Gen1", 5989}},
    {"5b7be4645acfc400170e2dcc", {"4 in. Vltor", 7500}},
    {"5b3f7bf05acfc433000ecf6b", {"Kochetov Mount", 6425}},
    {"5cc70146e4a949000d73bf6b", {"FN side.", 2966}},
    {"5dff77c759400025ea5150cf", {"UTG 25mm", 3163}},
    {"5c0102aa0db834001b734ba1", {"2 in. RAHG", 3867}},
    {"5cdeaca5d7f00c00b61c4b70", {"PRO700", 2933}},
    {"5bfebc530db834001d23eb65", {"Multi-slot", 8559}},
    {"5a9d6d00a2750c5c985b5305", {"4 in. SI", 10999}},
    {"5cc7015ae4a949001152b4c6", {"FN top", 11500}},
    {"5de8fbf2b74cd90030650c79", {"B&T bottom", 3600}},
    {"5c1cdd302e221602b3137250", {"Compact mount", 1000}},
    {"5de6558e9f98ac2bc65950fc", {"215 mount", 2567}},
    {"5b3f7c005acfc4704b4a1de8", {"PU 3.5x ring", 1906}},
    {"5a9d6d21a2750c00137fa649", {"Bridge", 5196}},
    {"5d0a29fed7ad1a002769ad08", {"1P69 mount", 10300}},
    {"576a7c512459771e796e0e17", {"B-8", 2500}},
    {"5de8fc0b205ddc616a6bc51b", {"B&T side", 3921}},
    {"5a7893c1c585673f2b5c374d", {"mtu028sg", 3300}},
    {"5bfd36290db834001966869a", {"Sawn off sniper Mosin Stock", 37080}},
    {"5df35e59c41b2312ea3334d5", {"T-5000 Hg.", 19999}},
    {"5de910da8b6c4240ba2651b5", {"MP9 stock", 18020}},
    {"5ab372a310e891001717f0d8", {"S.A.S.S.", 36807}},
    {"5b7d63de5acfc400170e2f8d", {"SA-58 SPR Stock", 14675}},
    {"5bcf0213d4351e0085327c17", {"A1 stock", 127500}},
    {"5b0e794b5acfc47a877359b2", {"Zhukov-S", 49983}},
    {"58889d0c2459775bc215d981", {"LOBAEV Arms Stock", 71181}},
    {"5926d40686f7740f152b6b7e", {"HK A3", 23167}},
    {"5bd704e7209c4d00d7167c31", {"A2 stock", 184710}},
    {"5addbf175acfc408fb13965b", {"Archangel", 27999}},
    {"5cde739cd7f00c0010373bd3", {"MOD X Gen.3", 14578}},
    {"5bbde409d4351e003562b036", {"Recoil pad", 47950}},
    {"5947e98b86f774778f1448bc", {"UBR GEN2", 16092}},
    {"5b04473a5acfc40018632f70", {"UAS AK", 15845}},
    {"5cf13123d7f00c1085616a50", {"Archangel M700", 12000}},
    {"5a17fb9dfcdbcbcae6687291", {"APB stock", 12000}},
    {"5b7d63b75acfc400170e2f8a", {"PRS 2 FAL", 10796}},
    {"5df35ddddfc58d14537c2036", {"T-5000M Stock", 33711}},
    {"5d25d0ac8abbc3054f3e61f7", {"AICS M700", 17733}},
    {"5d0236dad7ad1a0940739d29", {"FD UAS Stock", 36498}},
    {"5cdeac22d7f00c000f26168f", {"PRO 700", 14069}},
    {"56083a334bdc2dc8488b4571", {"133/153 Pl.g.", 8592}},
    {"5926d3c686f77410de68ebc8", {"HK A2", 33236}},
    {"5c87a07c2e2216001219d4a2", {"HK E1", 57648}},
    {"5bae13bad4351e00320204af", {"Archangel OPFOR PRS", 18997}},
    {"5bfeb32b0db834001a6694d9", {"Overmolded ghillie", 15277}},
    {"59ecc3dd86f7746dc827481c", {"PT-3", 26065}},
    {"5c471b5d2e221602b21d4e14", {"SVDS Stock", 4747}},
    {"5d44069ca4b9361ebd26fc37", {"PRS GEN3", 44083}},
    {"5b222d405acfc400153af4fe", {"PT-1", 16155}},
    {"58ac1bf086f77420ed183f9f", {"SIG F.K.", 16946}},
    {"5d1c702ad7ad1a632267f429", {"GLR-17", 40638}},
    {"5649b2314bdc2d79388b4576", {"МЕ4", 20185}},
    {"5aaf8e43e5b5b00015693246", {"Socom16", 9379}},
    {"5cc700d4e4a949000f0f0f28", {"DI Butt", 4150}},
    {"5a9eb32da2750c00171b3f9c", {"GL Shock", 15257}},
    {"5947c73886f7747701588af5", {"BUS", 10004}},
    {"5d120a28d7ad1a1c8962e295", {"Recoil pad", 109030}},
    {"5a78813bc5856700186c4abe", {"SGA M870", 100000}},
    {"5d135e83d7ad1a21b83f42d8", {"CTR Stock", 27820}},
    {"5addc7005acfc4001669f275", {"M14ALCS(MOD. 0)", 17972}},
    {"5b7d63cf5acfc4001876c8df", {"SA-58 Folding", 8368}},
    {"5c793fde2e221601da358614", {"Viper Mod.1", 15722}},
    {"58d2912286f7744e27117493", {"RBP", 24159}},
    {"5ab626e4d8ce87272e4c6e43", {"6P21 Sb.5", 15800}},
    {"56083be64bdc2d20478b456f", {"133/153 Pl.s.", 35869}},
    {"5addc7ac5acfc400194dbd90", {"M14ALCS Stock", 15967}},
    {"5b0800175acfc400153aebd4", {"F93 Pro Stock", 14667}},
    {"5b7d64555acfc4001876c8e2", {"SA-58 BRS Stock", 16542}},
    {"59ecc28286f7746d7a68aa8c", {"PT 74S", 56139}},
    {"5d120a10d7ad1a4e1026ba85", {"Gen.4 stock", 13798}},
    {"5abcd472d8ce8700166032ae", {"6P4N Sb.1-19", 15000}},
    {"5bbdb870d4351e00367fb67d", {"Monte Carlo", 26213}},
    {"5b222d335acfc4771e1be099", {"AKM Lock", 11291}},
    {"5cde77a9d7f00c000f261009", {"fold.adapter", 2602}},
    {"5a33cae9c4a28232980eb086", {"PRS GEN2", 9383}},
    {"5cf518cfd7f00c065b422214", {"AKTS", 19500}},
    {"5b39f8db5acfc40016387a1b", {"EMOD", 10750}},
    {"5afd7ded5acfc40017541f5e", {"Tapco intrafuse stock", 59995}},
    {"5a0c59791526d8dba737bba7", {"6G15U", 15141}},
    {"5c793fb92e221644f31bfb64", {"Advanced Tube", 100103}},
    {"5a33ca0fc4a282000d72292f", {"CA2", 9265}},
    {"5cf50fc5d7f00c056c53f83c", {"AKTS", 17796}},
    {"5cdeac42d7f00c000d36ba73", {"PRO700 stock", 4699}},
    {"5cc700b9e4a949000f0f0f25", {"P90 Stock", 15000}},
    {"5c07c9660db834001a66b588", {"End Cap", 21733}},
    {"5d2f25bc48f03502573e5d85", {"MP5k End Cap", 17629}},
    {"5b099bf25acfc4001637e683", {"SA-58 Tube", 22324}},
    {"5beec8c20db834001d2c465c", {"AK-12 reg.", 6592}},
    {"5cc700cae4a949035e43ba72", {"P90 butt", 5550}},
    {"5bfe86df0db834001b734685", {"GLR-16-S", 9600}},
    {"56eabf3bd2720b75698b4569", {"MOE Stock", 11518}},
    {"59ff3b6a86f77477562ff5ed", {"6P4 Sb.1-19", 8667}},
    {"5c5db6ee2e221600113fba54", {"MD CQB", 3750}},
    {"591aef7986f774139d495f03", {"M7A1PDW", 23555}},
    {"5ac78eaf5acfc4001926317a", {"PT 74M/100", 10248}},
    {"5c5db6f82e2216003a0fe914", {"ULSS", 11980}},
    {"5894a13e86f7742405482982", {"MCX/MPX early", 21207}},
    {"5ae30c9a5acfc408fb139a03", {"Sopmod", 5923}},
    {"5c503af12e221602b177ca02", {"VPO-101 stock", 7887}},
    {"5bb20e58d4351e00320205d7", {"Enhanced Tube", 10826}},
    {"587e0531245977466077a0f7", {"OP-SKS W.s.", 16171}},
    {"5bb20e70d4351e0035629f8f", {"Slim Line", 5866}},
    {"599851db86f77467372f0a18", {"Stock PP-19-01", 48888}},
    {"5c99f3592e221644fc633070", {"TOZ-106 Mosin", 10000}},
    {"5beec8b20db834001961942a", {"RPK-16 Tube", 19666}},
    {"5cebec10d7f00c065703d185", {"PS90 Stock", 27132}},
    {"5bfd37c80db834001d23e842", {"Mosin sniper carbine stock", 4486}},
    {"5c0e2ff6d174af02a1659d4a", {"2-15 wood", 3950}},
    {"55d4ae6c4bdc2d8b2f8b456e", {"M4SS", 4166}},
    {"5ae35b315acfc4001714e8b0", {"LEO M870", 5444}},
    {"5a7880d0c5856700142fdd9d", {"SPS M870", 13916}},
    {"5b7d645e5acfc400170e2f90", {"SA-58 Humpback", 5278}},
    {"5a788169c5856700142fdd9e", {"Raptor", 5324}},
    {"59d6514b86f774171a068a08", {"6P1 Sb.5", 4556}},
    {"5bfd384c0db834001a6691d3", {"Mosin carbine stock", 6666}},
    {"56083cba4bdc2de22e8b456f", {"133/153 W.s.", 6450}},
    {"59e89d0986f77427600d226e", {"VPO-209", 4000}},
    {"5649b0fc4bdc2d17108b4588", {"6P20 Sb.7", 17666}},
    {"5ae096d95acfc400185c2c81", {"Mosin Stock", 13416}},
    {"57ade1442459771557167e15", {"Baskak", 5496}},
    {"59e6227d86f77440d64f5dc2", {"VPO-136", 3556}},
    {"574dad8024597745964bf05c", {"56-A-231 Sb.5", 8333}},
    {"578395e82459774a0e553c7b", {"VSS Stock", 7999}},
    {"57c450252459772d28133253", {"VAL Stock", 4833}},
    {"5c0faeddd174af02a962601f", {"ADAR St.", 3518}},
    {"5ac50c185acfc400163398d4", {"6P34 Sb.15", 2097}},
    {"5bfe89510db834001808a127", {"AGR-870 tube", 13843}},
    {"5afd7e095acfc40017541f61", {"TAPCO Tube", 27500}},
    {"5bfd36ad0db834001c38ef66", {"Sawn off Mosin stock", 42069}},
    {"5de655be4a9f347bc92edb88", {"VPO-215 stock", 4333}},
    {"57dc347d245977596754e7a1", {"6P26 Sb.5", 3559}},
    {"5adf23995acfc400185c2aeb", {"MC 20-01", 2276}},
    {"57616ca52459773c69055192", {"SOK-12АК Stock", 3333}},
    {"5649b1c04bdc2d16268b457c", {"6P20 Sb.5", 12915}},
    {"5649be884bdc2d79388b4577", {"CST", 4815}},
    {"5bfd35380db83400232fe5cc", {"Infantry mosin Stock", 6633}},
    {"5a38ef1fc4a282000b1521f6", {"TOZ-106 Stock", 4944}},
    {"5947eab886f77475961d96c5", {"UBR GEN2", 14328}},
    {"591af10186f774139d495f0e", {"M7A1PDW", 35629}},
    {"5888961624597754281f93f3", {"Harris HBR", 44881}},
    {"56ea8222d2720b69698b4567", {"SV-98 Bipod", 9516}},
    {"5cadd919ae921500126a77f3", {"M9A3 FR", 8425}},
    {"5aba62f8d8ce87001943946b", {"APS FS", 6000}},
    {"5cadd940ae9215051e1c2316", {"M9A3 RS", 9979}},
    {"5abcbb20d8ce87001773e258", {"M14 135", 90000}},
    {"5dfa3d7ac41b2312ea33362a", {"KAC Rear", 9393}},
    {"5d3eb4aba4b93650d64e497d", {"57 RS", 11750}},
    {"56ea7293d2720b8d4b8b45ba", {"SM220-239", 3819}},
    {"56d5a77ed2720b90418b4568", {"Sig #8R", 2000}},
    {"5cadd954ae921500103bb3c2", {"SM M9", 3600}},
    {"5d3eb536a4b9363b1f22f8e2", {"57 FS", 12789}},
    {"5894a73486f77426d259076c", {"SIG Front Flip Up", 16331}},
    {"5894a81786f77427140b8347", {"SIG Rearsight Flip Up", 17947}},
    {"5de8fb539f98ac2bc659513a", {"MP9 RS", 10500}},
    {"5926d2be86f774134d668e4e", {"MP5 Drum Rearsight", 13600}},
    {"5a7d9122159bd4001438dbf4", {"Glock SE", 16366}},
    {"5c05295e0db834001a66acbb", {"Trij.Bck-up", 2400}},
    {"5aafa49ae5b5b00015042a58", {".125 blade", 9418}},
    {"5c1780312e221602b66cc189", {"KAC Rear", 6793}},
    {"5dfa3d950dee1b22f862eae0", {"KAC Front", 7466}},
    {"5ba26b17d4351e00367f9bdd", {"MP7  Rearsight Flip Up", 24444}},
    {"5bb20e49d4351e3bac1212de", {"416A5 Rearsight Flip Up", 5000}},
    {"5649d9a14bdc2d79388b4580", {"ТТ01", 11500}},
    {"5c17804b2e2216152006c02f", {"KAC Front", 8000}},
    {"5c503b1c2e221602b21d6e9d", {"Vepr Rear", 11341}},
    {"5a71e0fb8dc32e00094b97f2", {"G RS ZT", 2000}},
    {"57838e1b2459774a256959b1", {"VSS Rear", 16514}},
    {"5caf16a2ae92152ac412efbc", {"ASh-12 Front", 5000}},
    {"5ae30bad5acfc400185c2dc4", {"CarryHandle", 5999}},
    {"58272b842459774abc128d50", {"CSS-SRM-L", 2400}},
    {"5bc09a18d4351e003562b68e", {"MBUS Rearsight", 13878}},
    {"5caf1691ae92152ac412efb9", {"ASh-12 Carry", 15833}},
    {"5addba3e5acfc4001669f0ab", {".062 blade", 1628}},
    {"5c07b36c0db834002a1259e9", {"TD NS Fr.", 1500}},
    {"5a7d90eb159bd400165484f1", {"Glock SE", 3933}},
    {"5c07b3850db834002330045b", {"TD NS Re.", 1400}},
    {"5ac733a45acfc400192630e2", {"6P44 Sb.1-30", 472}},
    {"56083e1b4bdc2dc8488b4572", {"SV-98 Rear", 10000}},
    {"5ba26b01d4351e0085325a51", {"MP7 Front Flip Up", 95111}},
    {"5a0ed824fcdbcb0176308b0d", {"AKMP", 470}},
    {"5bc09a30d4351e00367fb7c8", {"MBUS Front", 16380}},
    {"57c44e7b2459772d28133248", {"AS VAL rear sight", 996}},
    {"5a7d9104159bd400134c8c21", {"Glock TFX", 6500}},
    {"5a0f096dfcdbcb0176308b15", {"AKMP", 4652}},
    {"5a6f58f68dc32e000a311390", {"Glock FS", 6399}},
    {"5a7d912f159bd400165484f3", {"TFX", 6000}},
    {"5c471b7e2e2216152006e46c", {"SVDS rs.", 9000}},
    {"5ae099925acfc4001a5fc7b3", {"Mosin rs.", 5995}},
    {"55d5f46a4bdc2d1b198b4567", {"CA2R", 730}},
    {"5beec9450db83400970084fd", {"RPK-16 rear", 9999}},
    {"5bf3f59f0db834001a6fa060", {"RPK-16 rear", 900}},
    {"5bfd4c980db834001b73449d", {"Mosin rs.", 3278}},
    {"5ae099875acfc4001714e593", {"Mosin fs", 5500}},
    {"55d4af3a4bdc2d972f8b456f", {"LPA2F", 3999}},
    {"5c471ba12e221602b3137d76", {"SVDS fs", 4300}},
    {"5a0eb980fcdbcb001a3b00a6", {"AKMB", 471}},
    {"59e8977386f77415a553c453", {"VPO-209", 470}},
    {"57a9b9ce2459770ee926038d", {"SOK12 RS", 14443}},
    {"5b0bc22d5acfc47a8607f085", {"Holand Type", 6632}},
    {"5ac72e475acfc400180ae6fe", {"6P20 Sb.2", 1600}},
    {"5649b0544bdc2d1b2b8b458a", {"6P1 Sb.2", 1999}},
    {"56d5a661d2720bd8418b456b", {"Sig #8FR", 695}},
    {"59d650cf86f7741b846413a4", {"6P1 Sb.2-1", 2500}},
    {"574db213245977459a2f3f5d", {"SKS Rear", 16450}},
    {"5aba639ed8ce8700182ece67", {"APB RS", 17972}},
    {"5aba637ad8ce87001773e17f", {"APS RS", 10000}},
    {"5a71e0048dc32e000c52ecc8", {"G FS ZT", 1300}},
    {"5a6f5d528dc32e00094b97d9", {"Glock RS", 5100}},
    {"599860e986f7743bb57573a6", {"Rear sight PP-19-01", 24000}},
    {"5da743f586f7744014504f72", {"USEC key", 73634}},
    {"5ac4c50d5acfc40019262e87", {"Visor", 4519}},
    {"5a16b672fcdbcb001912fa83", {"FVisor", 13067}},
    {"5e01f37686f774773c6f6c15", {"FShield", 34322}},
    {"5e00cdd986f7747473332240", {"FShield", 34920}},
    {"5913651986f774432f15d132", {"Sixpack", 5425}},
    {"593858c486f774253a24cb52", {"Key", 2633}},
    {"57a349b2245977762b199ec7", {"Key", 3260}},
    {"5b43271c5acfc432ff4dce65", {"Bandana", 4833}},
    {"5aa2b87de5b5b00016327c25", {"BEAR", 5156}},
    {"5b40e5e25acfc4001a599bea", {"BEAR", 5156}},
    {"5aa2ba46e5b5b000137b758d", {"UXPRO", 5123}},
    {"5b40e61f5acfc4001a599bec", {"USEC", 3500}},
    {"5aa2a7e8e5b5b00016327c16", {"USEC", 3000}},
    {"5df8a6a186f77412640e2e80", {"R.Ball", 7000}},
    {"5df8a72c86f77412640e2e83", {"S.Ball", 10000}},
    {"5df8a77486f77412672a1e3f", {"V.Ball", 20000}},
    {"5d1340bdd7ad1a0e8d245aab", {"GEN M3 40 FDE", 21816}},
    {"5d1340cad7ad1a0b0b249869", {"GEN M3 30 FDE", 19667}},
    {"5de653abf76fdc1ce94a5a2a", {"215 366", 3443}},
    {"5c793fc42e221600114ca25d", {"Advanced Tube", 97737}},
    {"5c18b90d2e2216152142466b", {"MBUS Front", 18133}},
    {"5c18b9192e2216398b5a8104", {"MBUS Rearsight", 9462}},
    {"5d124c1ad7ad1a12227c53a7", {"KAC stoper", 5566}},
    {"5d124c01d7ad1a115c7d59fb", {"KAC short", 3833}},
    {"5dfe14f30b92095fd441edaf", {"ETMI-019", 25185}},
    {"5b8403a086f7747ff856f4e2", {"Hex.", 14166}},
    {"5d4aaa54a4b9365392071170", {"AKM-L AR", 15558}},
    {"5b80242286f77429445e0b47", {"Hex red", 24976}},
    {"5d4aaa73a4b9365392071175", {"AKM-L AB", 14931}},
    {"5d4aab30a4b9365435358c55", {"VS Combo wht", 31194}},
    {"5b7be1ca5acfc400170e2d2f", {"Quad Rail", 15423}},
    {"5a8036fb86f77407252ddc02", {"Shoreline", 12562}},
    {"574eb85c245977648157eec3", {"Factory", 11616}},
    {"5798a2832459774b53341029", {"Customs", 12811}},
    {"5900b89686f7744e704a8747", {"Woods", 26729}},
    {"5a80a29286f7742b25692012", {"Resort", 10200}},
    {"5be4038986f774527d3fae60", {"Interchange", 9499}},
    {"5b3f3af486f774679e752c1f", {"Armband", 573}},
    {"5b3f3b0186f774021a2afef7", {"Armband", 527}},
    {"5b3f3ade86f7746b6b790d8e", {"Armband", 894}},
    {"5b3f16c486f7747c327f55f7", {"Armband", 729}},
    {"5b3f3b0e86f7746752107cda", {"Armband", 534}},
    {"5c0919b50db834001b7ce3b9", {"1Sch FShield", 53074}},
    {"544fb5454bdc2df8738b456a", {"Tool", 24850}},
    {"5b4391a586f7745321235ab2", {"Camera", 36893}},
    {"5ac78a9b86f7741cca0bbd8d", {"Jammer", 27516}},
    {"5991b51486f77447b112d44f", {"MS2000", 16102}},
    {"5656eb674bdc2d35148b457c", {"40mm", 18437}},
    {"59148f8286f7741b951ea113", {"Safe", 6649}},
    {"57372c21245977670937c6c2", {"BT gs", 30481}},
    {"57372d1b2459776862260581", {"PP gs", 1000}},
    {"57372deb245977685d4159b3", {"PRS gs", 2181}},
    {"57372f7d245977699b53e301", {"US gs", 5000}},
    {"573722e82459776104581c21", {"BZHT gzh", 2496}},
    {"5737250c2459776125652acc", {"PBM", 8295}},
    {"5737256c2459776125652acd", {"PMM", 5945}},
    {"573725b0245977612125bae2", {"Ppe gzh", 2833}},
    {"573727c624597765cc785b5b", {"Pst gzh", 2495}},
    {"573728cc24597765cc785b5d", {"SP7 gzh", 9000}},
    {"573728f324597765e5728561", {"SP8 gzh", 500}},
    {"5c11279ad174af029d64592b", {"Warmage", 6233}},
    {"5c1262a286f7743f8a69aab2", {"7N39", 51000}},
    {"57372db0245977685d4159b2", {"PP gs", 8133}},
    {"57372e4a24597768553071c2", {"PRS gs", 1730}},
    {"57372ebf2459776862260582", {"PS gs", 1700}},
    {"5c1127d0d174af29be75cf68", {"12x70 DIPP", 1475}},
    {"5649ed104bdc2d3d1c8b458b", {"PS 7.62x39", 3333}},
    {"560d75f54bdc2da74d8b4573", {"SNB 7.62x54 R", 10700}},
    {"5c1260dc86f7746b106e8748", {"7N12", 17683}},
    {"5c12619186f7743f871c8a32", {"7N9", 10250}},
    {"58d2946c86f7744e271174b5", {"MOE Stock FG", 11283}},
    {"58d2946386f774496974c37e", {"MOE Stock FDE", 10583}},
    {"58d2947e86f77447aa070d53", {"MOE Stock SG", 9346}},
    {"58d2947686f774485c6a1ee5", {"MOE Stock OD", 9819}},
    {"5e42c83786f7742a021fdf3c", {"#21WS", 389162}},
    {"5e42c81886f7742a01529f57", {"#11SR", 1175112}},
    {"5739d41224597779c3645501", {"Pst Gzh", 8633}},
    {"5447ac644bdc2d6c208b4567", {"Ball 5.56x45", 18967}},
    {"5e2af55f86f7746d4159f07c", {"Grenades", 320494}},
    {"5e2af4d286f7746d4159f07a", {"Aramid", 19633}},
    {"5e2af4a786f7746d3f3c3400", {"Ripstop", 23819}},
    {"5e2af47786f7746d404f3aaa", {"Fleece", 5618}},
    {"5e2af41e86f774755a234b67", {"Cordura", 23153}},
    {"5e2af37686f774755a234b65", {"SurvL", 11794}},
    {"5e2af2bc86f7746d3f3c33fc", {"Matches", 8573}},
    {"5e2af29386f7746d4159f077", {"KEK", 17530}},
    {"5e2af22086f7746d3f3c33fa", {"Poxeram", 12685}},
    {"5e2af00086f7746d3f3c33f7", {"Cleaner", 10231}},
    {"5e2af02c86f7746d420957d4", {"Chlorine", 12972}},
    {"5e2aef7986f7746d3f3c33f5", {"Repellent", 9704}},
    {"5e2aee0a86f774755a234b62", {"Cyclon", 53042}},
    {"5e2aedd986f7746d404f3aa4", {"GreenBat", 33885}},
    {"5e2af51086f7746d3f3c3402", {"Fuze", 13812}},
    {"5e32f56fcb6d5863cc5e5ee4", {"VOG-17", 16610}},
    {"5e340dcdcb6d5863cc5e5efb", {"VOG-25", 33712}},
    {"5e4abb5086f77406975c9342", {"Slick", 573021}},
    {"5e4abc6786f77406812bd572", {"SFMP", 71183}},
    {"5e4d34ca86f774264f758330", {"Razor", 36435}},
    {"5e4bfc1586f774264f7582d3", {"TC 800", 67348}},
    {"5e4ac41886f77406a511c9a8", {"AACPC", 401208}},
    {"5e4abc1f86f774069619fbaa", {"Bank Robber", 10829}},
    {"5e4abfed86f77406a2713cf7", {"Tarzan", 12763}},
    {"5e54f79686f7744022011103", {"Plague mask", 57070}},
    {"5e569a132642e66b0b68015c", {"DRG L-1", 6416}},
    {"5e42c71586f7747f245e1343", {"Med.St.", 6586001}},
    {"5e54f62086f774219b0f1937", {"Raven", 30160}},
    {"5e54f76986f7740366043752", {"Shroud", 26486}},
    {"5696686a4bdc2da3298b456a", {"Dollars", 126}},
    {"569668774bdc2da2298b4568", {"Euros", 150}},
    {"5e54f6af86f7742199090bf3", {"Lupo's", 29420}},
    {"5e71f6be86f77429f2683c44", {"Rivals", 24000}},
    {"5e71fad086f77422443d4604", {"Rivals", 32000}},
    {"5e71f70186f77429ee09f183", {"Rivals", 25600}},
    {"5ea03f7400685063ec28bfa8", {"PPSH-41", 16415}},
    {"5e81c3cbac2bb513793cdc75", {"M1911A1", 8000}},
    {"5ea02bb600685063ec28bfa1", {"10.6 PPSH-41 7.62x25", 8200}},
    {"5e81c519cb2b95385c177551", {"M1911A1 .45", 4000}},
    {"5ea034eb5aad6446a939737b", {"35 PPSH", 2650}},
    {"5e81c4ca763d9f754677befa", {"M1911", 12073}},
    {"5ea034f65aad6446a939737e", {"71 PPSH", 33833}},
    {"5ea03e5009aa976f2e7a514b", {"PPSH-41 dc", 5629}},
    {"5e81edc13397a21db957f6a1", {"M1911A1 slide", 5133}},
    {"5ea03e9400685063ec28bfa4", {"PPSH-41 stock", 7350}},
    {"5e81c6bf763d9f754677beff", {"M1911A1 P.Grip", 3963}},
    {"5e81c539cb2b95385c177553", {"M1911A1 Catch", 4900}},
    {"5e81c550763d9f754677befd", {"M1911A1 Ham.", 9400}},
    {"5e81c6a2ac2bb513793cdc7f", {"M1911A1 Trig.", 5667}},
    {"5e81ee213397a21db957f6a6", {"M1911A1 FS", 6667}},
    {"5e81ee4dcb2b95385c177582", {"M1911A1 RS", 3333}},
    {"5e9dacf986f774054d6b89f4", {"Defender-2", 249644}},
    {"5ea05cf85ad9772e6624305d", {"TK Fast MT", 16515}},
    {"5ea058e01dbce517f324b3e2", {"Heavy Trooper", 150279}},
    {"5e9dcf5986f7746c417435b3", {"Day Pack", 20316}},
    {"5e9db13186f7742f845ee9d3", {"LBT-1961A", 38477}},
    {"5c5db63a2e2216000f1b284a", {"Midwest 14 inch", 28264}},
    {"5e208b9842457a4a7a33d074", {"DTKP", 28723}},
    {"57372ac324597767001bc261", {"BP gs", 1000}},
    {"57372c89245977685d4159b1", {"BT gs", 14816}},
    {"5c1127bdd174af44217ab8b9", {"DIPP", 14880}},
    {"5857a8b324597729ab0a0e7d", {"Beta Container", 750000}},
    {"5ede7b0c6d23e5473e6e8c66", {"RB-RLSA", 133333}},
    {"5ede7a8229445733cb4c18e2", {"RB-PKPM", 201551}},
    {"5e81f423763d9f754677bf2e", {".45 FMJ", 230}},
    {"5ea2a8e200685063ec28c05a", {".45 RIP", 993}},
    {"5ea17bbc09aa976f2e7a51cd", {"RC2", 28736}},
    {"5e5699df2161e06ac158df6f", {"XRS DRG", 10803}},
    {"5ea16acdfadf1d18c87b0784", {"SMR Mk.16 9.5", 10817}},
    {"5ea16ada09aa976f2e7a51be", {"SMR Mk.16 13.5", 13555}},
    {"5e56991336989c75ab4f03f6", {"SVD Mod.", 15924}},
    {"5b363dea5acfc4771e1c5e7e", {"12g adapter", 9192}},
    {"5e569a2e56edd02abe09f280", {"XD RGL", 12833}},
    {"5ea16d4d5aad6446a939753d", {"ACH", 11518}},
    {"5d44334ba4b9362b346d1948", {"Raptor Charge", 31422}},
    {"5cbda9f4ae9215000e5b9bfc", {"6P20 Sb.9 Plum", 1311}},
    {"5d00f63bd7ad1a59283b1c1e", {"Viper", 8832}},
    {"5e2192a498a36665e8337386", {"MG-47", 14950}},
    {"5e217ba4c1434648c13568cd", {"Kocherga", 14972}},
    {"5d4406a8a4b9361e4f6eb8b7", {"PRS GEN3 gr.", 38465}},
    {"5cbdb1b0ae9215000d50e105", {"6P20 Sb.7 Plum", 20455}},
    {"5d135ecbd7ad1a21c176542e", {"CTR Stock", 28001}},
    {"5b84038986f774774913b0c1", {"Hex.", 12394}},
    {"5e569a0156edd02abe09f27d", {"IzhMash mod. rail", 9822}},
    {"5ea172e498dacb342978818e", {"FH556RC", 16578}},
    {"5e21ca18e4d47f0da15e77dd", {"CNC War.", 9129}},
    {"5ea18c84ecf1982c7712d9a2", {"Bastion", 254677}},
    {"5ea17ca01412a1425304d1c0", {"Bastion", 65153}},
    {"5e0090f7e9dc277128008b93", {"MP9 Upper", 135000}},
    {"5d124c0ed7ad1a10d168dd9b", {"KAC Long", 19592}},
    {"5e81ebcd8e146c7080625e15", {"GL40", 6546296}},
    {"5ed51652f6c34d2cc26336a1", {"M.U.L.E", 83279}},
    {"5ed5166ad380ab312177c100", {"Obdolbos", 37333}},
    {"5ed515ece452db0eb56fc028", {"P22", 20272}},
    {"5ed515e03a40a50460332579", {"L1", 20728}},
    {"5ed515c8d380ab312177c0fa", {"3-(b-TG)", 18648}},
    {"5ed515f6915ec335206e4152", {"AHF1-M", 21190}},
    {"5ed5160a87bb8443d10680b5", {"Meldonin", 55648}},
    {"5efb0cabfb3e451d70735af5", {".45 AP", 2842}},
    {"5efb0fc6aeb21837e749c801", {".45 HS", 780}},
    {"5efb0d4f4bc50b58e81710f3", {".45 LM", 225}},
    {"5f0596629e22f464da6bbdd9", {"366 AP", 556}},
    {"5ede474b0c226a66f5402622", {"M381", 83052}},
    {"5ede475b549eed7c6d5c18fb", {"M386", 10646}},
    {"5ede4739e0350d05467f73e8", {"M406", 11646}},
    {"5f0c892565703e5c461894e9", {"M433", 19564}},
    {"5ede47405b097655935d7d16", {"M441", 84641}},
    {"5ede475339ee016e8c534742", {"M576", 2148}},
    {"5efb0c1bd79ff02a1f5e68d9", {"M993", 5049}},
    {"5efb0da7a29a85116f6ea05f", {"7N31", 3112}},
    {"5efb0e16aeb21837e749c7ff", {"QuakeMaker", 766}},
    {"5eff09cd30a7dc22fd1ddfed", {"Tape key", 57250}},
    {"5efde6b4f5448336730dbd61", {"Key card", 322728}},
    {"5e997f0b86f7741ac73993e2", {"Sanitar bag", 35958}},
    {"57372bd3245977670b7cd243", {"BS gs", 51070}},
    {"5857a8bc2459772bad15db29", {"Gamma container", 1850000}},
    {"544a11ac4bdc2d470e8b456a", {"Alpha Container", 360000}},
    {"59db794186f77448bc595262", {"Epsilon", 1100000}},
    {"5c093ca986f7740a1867ab12", {"Kappa", 4900000}},
    {"5648b62b4bdc2d9d488b4585", {"GP-34", 50900}},
    {"5f5e45cc5021ce62144be7aa", {"LK 3F", 7200}},
    {"5f5e467b0bc58666c37e7821", {"F5", 46500}},
    {"5f5e46b96bdad616ad46d613", {"F4", 58532}},
    {"5f5f41f56760b4138443b352", {"Thunderbolt", 19975}},
    {"5f2a9575926fd9352339381f", {"RFB", 32555}},
    {"5f36a0e5fbf956000b716b65", {"M45A1", 11155}},
    {"5e870397991fd70db46995c8", {"590A1", 20018}},
    {"5e848cc2988a8701445df1e8", {"KS-23M", 139765}},
    {"5f4f9eb969cdc30ff33f09db", {"Compass", 31351}},
    {"5e8f3423fd7471236e6e3b64", {"Kvass", 14042}},
    {"5f5f41476bdad616ad46d631", {"Korund-VM", 276704}},
    {"5f60c74e3b85f6263c145586", {"Rys-T", 198327}},
    {"5f60b34a41e30a4ab12a6947", {"Caiman", 91278}},
    {"5d70e500a4b9364de70d38ce", {"VOG-30", 980}},
    {"5e85aa1a988a8701445df1f5", {"Barr.", 1803}},
    {"5e85a9a6eacf8c039e4e2ac1", {"Shrap.10", 2155}},
    {"5f647f31b6238e5dd066e196", {"Shr.25", 753}},
    {"5e85a9f4add9fe03027d9bf1", {"Star", 32659}},
    {"5e831507ea0a7c419c2f9bd9", {"Esmarch", 1333}},
    {"5e8488fa988a8701445df1e4", {"Hemostat", 11697}},
    {"5f63407e1b231926f2329f15", {"Rotor43 7.62x51", 58380}},
    {"5f60cd6cf2bcbb675b00dac6", {"XCEL", 50601}},
    {"5f60b85bbdb8e27dee3dc985", {"Applique", 47083}},
    {"5f60bf4558eff926626a60f2", {"FAV", 33999}},
    {"5f60c076f2bcbb675b00dac2", {"Mandible", 81444}},
    {"5f60c85b58eff926626a60f7", {"FShield", 48799}},
    {"5f6331e097199b7db2128dc2", {"X47", 25815}},
    {"55f84c3c4bdc2d5f408b4576", {"RIS II 9.5 FDE", 13150}},
    {"5efaf417aeb21837e749c7f2", {"B-30 B-31С", 38833}},
    {"5f3e7823ddc4f03b010e2045", {"M45A1 slide", 5100}},
    {"5f60e6403b85f6263c14558c", {"Beret", 11842}},
    {"5f60e7788adaa7100c3adb49", {"Beret", 8113}},
    {"5f60e784f2bcbb675b00dac7", {"Beret", 8833}},
    {"5dcbd6b46ec07c0c4347a564", {"MDR Handguard", 48998}},
    {"5eea21647547d6330471b3c9", {"MOE M590", 9592}},
    {"5648b2414bdc2d3b4c8b4578", {"M1-B", 8100}},
    {"5e848d51e4dbc5266a4ec63b", {"KS-23M for.", 2583}},
    {"5f2aa47a200e2c0ee46efa71", {"RFB HG", 63830}},
    {"5f63418ef5750b524b45f116", {"Bravo-18", 15815}},
    {"5e87076ce2db31558c75a11d", {"Speedfeed", 5995}},
    {"5f6336bbda967c74a42e9932", {"LCH-7 12.5", 21534}},
    {"5f745ee30acaeb0d490d8c5b", {"Veritas", 34256}},
    {"5f6340d3ca442212f4047eb2", {"TD", 30925}},
    {"5f633f68f5750b524b45f112", {"RRD 4C", 77629}},
    {"5f633f791b231926f2329f13", {"RRD 4C", 79500}},
    {"5f2aa4559b44de6b1b4e68d1", {"RFB FH", 6296}},
    {"5ef61964ec7f42238c31e0c1", {"AO MB", 6946}},
    {"5f6339d53ada5942720e2dc3", {"CRD", 9888}},
    {"5f6372e2865db925d54f3869", {"Ferfrans MB", 12537}},
    {"5d270b3c8abbc3105335cfb8", {"M700 protection cap", 500}},
    {"5f2aa43ba9b91d26f20ae6d2", {"RFB sp.", 9333}},
    {"5f2aa4464b50c14bcf07acdb", {"RFB protection cap", 5330}},
    {"5e8708d4ae379e67d22e0102", {"GR FS", 10000}},
    {"5e87114fe2db31558c75a120", {"GR RS", 8328}},
    {"5f3e78a7fbf956000b716b8e", {"Lomount FS", 25000}},
    {"5f3e7897ddc4f03b010e204a", {"Lomount RS", 24749}},
    {"5ef3553c43cb350a955a7ccb", {"Wilson Ext.", 7499}},
    {"5ef35f46382a846010715a96", {"HEX Ham.", 8973}},
    {"5ef35d2ac64c5d0dfc0571b0", {"M1911A1 Ham.", 7526}},
    {"5ef35bc243cb350a955a7ccd", {"US Ham.", 12000}},
    {"5ef32e4d1c1fd62aea6a150d", {"Trik", 7466}},
    {"5f3e777688ca2d00ad199d25", {"M45A1 Catch", 15390}},
    {"5f3e76d86cda304dcc634054", {"M45A1 Ham.", 10000}},
    {"5f3e772a670e2a7b01739a52", {"M45A1 Trig.", 9999}},
    {"5f633ff5c444ce7e3c30a006", {"AR-15 Charge", 58389}},
    {"56deee15d2720bee328b4567", {"МP153x4", 6306}},
    {"5cbdaf89ae9215000e5b9c94", {"6L23 Plum", 4099}},
    {"5f647d9f8499b57dc40ddb93", {"KS-23Mx3", 6250}},
    {"59fafc9386f774067d462453", {"AK30", 27200}},
    {"5d1340b3d7ad1a0b52682ed7", {"GEN M3 30", 13389}},
    {"5e21a3c67e40bd02257a008a", {"Pmag30", 24267}},
    {"5e87080c81c4ed43e83cefda", {"M590A1x8", 14979}},
    {"5f3e77b26cda304dcc634057", {"M45A1", 16678}},
    {"5cffa483d7ad1a049e54ef1c", {"ammo belt", 1030}},
    {"5ef3448ab37dfd6af863525c", {"Mec-Gar", 27540}},
    {"5eeb2ff5ea4f8b73c827350b", {"RB7M", 5900}},
    {"5a398b75c4a282000a51a266", {"PRA", 53258}},
    {"5a398ab9c4a282000c5a9842", {"SCRA", 50555}},
    {"5f2aa49f9b44de6b1b4e68d4", {"RFB scope mount", 3907}},
    {"5ef5d994dfbc9f3c660ded95", {"Weig-a-tinny", 2900}},
    {"5ef369b08cef260c0642acaf", {"TGM", 2300}},
    {"5f2aa493cd375f14e15eea72", {"RFB HG rail", 4666}},
    {"5eea217fc64c5d0dfc05712a", {"SGA M590", 9200}},
    {"5e848dc4e4dbc5266a4ec63d", {"KS-23M steel", 11793}},
    {"5e848db4681bea2ada00daa9", {"KS23 Wood", 17033}},
    {"5e87116b81c4ed43e83cefdd", {"M590A1 stock", 4666}},
    {"5ef1ba28c64c5d0dfc0571a5", {"Mesa Crosshair", 50798}},
    {"5ef1b9f0c64c5d0dfc0571a1", {"LEO M590", 6833}},
    {"5f63405df5750b524b45f114", {"SVD style stock", 44570}},
    {"5e848d1c264f7c180b5e35a9", {"510mm KS23 23mm", 47324}},
    {"5e848d2eea0a7c419c2f9bfd", {"700mm KS23 23mm", 11056}},
    {"5f2aa46b878ef416f538b567", {"18 RFB 7.62x51", 63889}},
    {"5e87071478f43e51ca2de5e1", {"20 M590", 14333}},
    {"5f3e77f59103d430b93f94c1", {"M1911A1 .45", 11314}},
    {"5f3e7801153b8571434a924c", {"National match .45", 87500}},
    {"545cdb794bdc2d3a198b456a", {"6B43 6A", 825600}},
    {"5d1b371186f774253763a656", {"Fuel", 100715}},
    {"5f6341043ada5942720e2dc5", {"Scorpius", 41720}},
    {"57c9a89124597704ee6faec1", {"226FDE", 1247}},
    {"5ef366938cef260c0642acad", {"ALG#423 P.Grip", 2900}},
    {"5e848d99865c0f329958c83b", {"KS23M Pgrip", 14175}},
    {"5f3e778efcd9b651187d7201", {"M45A1 P.Grip", 9000}},
    {"5c0e655586f774045612eeb2", {"Trooper", 117296}},
    {"5d43021ca4b9362eab4b5e25", {"TX-15 DML", 75370}},
    {"5c07c60e0db834002330051f", {"ADAR 2-15", 23243}},
    {"5b0bbe4e5acfc40dc528a72d", {"SA-58", 48400}},
    {"5c488a752e221602b412af63", {"DT MDR 5.56x45", 48010}},
    {"5dcbd56fdbd3d91b3e5468d5", {"DT MDR .308", 139502}},
    {"5447a9cd4bdc2dbd208b4567", {"M4A1", 58000}},
    {"5f2a9575926fd9352339381f", {"RFB", 35611}},
    {"5fc3f2d5900b1d5091531e57", {"Vector 9x19mm", 96000}},
    {"5fb64bc92b1b027b1f50bcf2", {"Vector .45", 86431}},
    {"5fc3e272f8b6a877a729eac5", {"UMP 45", 25275}},
    {"5fd4c4fa16cac650092f6771", {"IDEA", 8977}},
    {"5fd4c5477a8d854fa0105061", {"Vest", 15512}},
    {"5fd4c60f875c30179f5d04c2", {"BSS-MK1", 24881}},
    {"5fbcc1d9016cce60e8341ab3", {"SIG MCX 300 blk", 65166}},
    {"5fc22d7c187fea44d52eda44", {"Mk-18 .338 LM", 138809}},
    {"5fbe3ffdf8b6a877a729ea82", {"BPZ", 624}},
    {"5fd20ff893a8961fc660a954", {"AP", 2739}},
    {"5fc382a9d724d907e2077dab", {"AP", 62530}},
    {"5fc275cf85fd526b824a571a", {"FMJ", 19975}},
    {"5fc382c1016cce60e8341b20", {".338 UPZ", 946}},
    {"5fc382b6d6fa9c00c571bbc3", {"TAC-X", 1719}},
    {"5fd4c474dd870108a754b241", {"HGrid", 475273}},
    {"5fc4b9b17283c4046c5814d7", {"Omega 45k", 38800}},
    {"5fbe7618d6fa9c00c571bb6c", {"SRD 7.62x51", 41851}},
    {"5fbe760793164a5b6278efc8", {"SRD QD 7.62x51", 42667}},
    {"5fc0fa957283c4046c58147e", {"SIG Rear Flip", 4833}},
    {"5fc64ea372b0dd78d51159dc", {"Knife", 36185}},
    {"5fca138c2a7b221b2852a5c6", {"xTG-12", 38534}},
    {"5fca13ca637ee0341a484f46", {"SJ9 TGLabs", 69000}},
    {"5fce0cf655375d18a253eff0", {"RVG FDE", 16650}},
    {"5fc0f9b5d724d907e2077d82", {"MVF001 A3", 9381}},
    {"5fc0f9cbd6fa9c00c571bb90", {"SSVFK blk.", 7851}},
    {"5fbc210bf24b94483f726481", {"MCX Gas.Bl.", 68888}},
    {"5fc2360f900b1d5091531e19", {"Mk-18 Gas.Bl.", 39000}},
    {"5fbcbcf593164a5b6278efb2", {"3-pr.FH", 3000}},
    {"5fbcbd02900b1d5091531dd3", {"Micr.Br.", 4967}},
    {"5fb65424956329274326f316", {"Vector 45", 3550}},
    {"5fc23636016cce60e8341b05", {"AC-858", 17900}},
    {"5fbbc3324e8a554c40648348", {"Vector 9x19", 2776}},
    {"5fbcbd10ab884124df0cd563", {"TPB 7.62x51", 18963}},
    {"5fbc22ccf24b94483f726483", {"T-LOK", 12074}},
    {"5fbbc34106bde7524f03cbe9", {"Vector protection cap", 2633}},
    {"5fc4b992187fea44d52edaa9", {"DT Omega", 6833}},
    {"5fc4b97bab884124df0cd5e3", {"Pist.Omega", 5866}},
    {"5fb6548dd1409e5ca04b54f9", {"Vector protection cap", 1370}},
    {"5fc0fa362770a0045c59c677", {"SIG Front", 6830}},
    {"5fb6567747ce63734e3fa1dc", {"Defiance Front", 7611}},
    {"5fb6564947ce63734e3fa1da", {"Defiance Rearsight", 10622}},
    {"5fbcc640016cce60e8341acc", {"MCX Chr.", 733}},
    {"5fb651dc85f90547f674b6f4", {"Magex G30", 86629}},
    {"5fb651b52b1b027b1f50bcff", {".45 Glock", 8594}},
    {"5fc3e466187fea44d52eda90", {"UMP 45", 19787}},
    {"5fc23426900b1d5091531e15", {"Mk-18 10", 23167}},
    {"5fbb976df9986c4cff3fe5f2", {"Vector Bottom", 4807}},
    {"5fc53954f8b6a877a729eaeb", {"rail bott.", 3833}},
    {"5fce0f9b55375d18a253eff2", {"Vector side", 3466}},
    {"5fbb978207e8a97d1f0902d3", {"Mk.5 Modular", 3963}},
    {"5fc5396e900b1d5091531e72", {"UMP side", 1733}},
    {"5fc2369685fd526b824a5713", {"Precision", 22883}},
    {"5fc3e4ee7283c4046c5814af", {"UMP Stock", 3744}},
    {"5fb655b748c711690e3a8d5a", {"Vector NFA", 8966}},
    {"5fb655a72b1b027b1f50bd06", {"Vector PSA", 1308}},
    {"5fce16961f152d4312622bc9", {"DS150 FDE", 9129}},
    {"5fbcc437d724d907e2077d5c", {"MCX/MPX thin", 6074}},
    {"5fbbaa86f9986c4cff3fe5f6", {"DS150 Stock", 9165}},
    {"5fb6558ad6f0b2136f2d7eb7", {"Vector fold.", 7173}},
    {"5fbcc429900b1d5091531dd7", {"MCX/MPX telescoping", 7499}},
    {"5fbbfabed5cb881a7363194e", {"171mm MCX .300 BLK", 9633}},
    {"5fbbfacda56d053a3543f799", {"229mm MCX .300 BLK", 18259}},
    {"5fc23678ab884124df0cd590", {"24 Mk-18 .338 LM", 158570}},
    {"5fbbc366ca32ed67276c1557", {"Vector 5 9x19", 11333}},
    {"5fb653962b1b027b1f50bd03", {"Vector 6 .45", 13616}},
    {"5fc3e4a27283c4046c5814ab", {"8 UMP .45 ACP", 4500}},
    {"5fb65363d1409e5ca04b54f5", {"Vector 5 .45", 6498}},
    {"5fbbc383d5cb881a7363194a", {"Vector 6 9x19", 15818}},
    {"5fbc227aa56d053a3543f79e", {"MCX 12", 11315}},
    {"5fc235db2770a0045c59c683", {"Sword 18 ich", 108333}},
    {"5fbc226eca32ed67276c155d", {"MCX 8", 3833}},
    {"5fbcbd6c187fea44d52eda14", {"MCX Pistol", 6333}},
    {"5fbcc3e4d6fa9c00c571bb58", {"MCX 1 gen.", 88888}},
    {"5fc278107283c4046c581489", {"Mk-18 Upper", 190000}},
    {"5fd8d28367cb5e077335170f", {"Smoke", 26863}},
    {"57372f5c24597769917c0131", {"T gs", 1000}},
    {"573724b42459776125652ac2", {"P gzh", 1000}},
    {"5737273924597765dd374461", {"PSO gzh", 1000}},
    {"5737266524597761006c6a8c", {"PRS gzh", 1000}},
    {"5737280e24597765cc785b5c", {"PSV", 1000}},
    {"5737287724597765e1625ae2", {"RG028 gzh", 1000}},
    {"57372e73245977685d4159b4", {"PS gs", 1000}},
    {"5737260b24597761224311f2", {"PPT gzh", 1000}},
    {"5737300424597769942d5a01", {"US gs", 1000}},
    {"5737330a2459776af32363a1", {"FMJ", 1000}},
    {"5737339e2459776af261abeb", {"HP", 1000}},
    {"57372ee1245977685d4159b5", {"T gs", 1000}},
    {"573733c72459776b0b7b51b0", {"SP", 1000}},
    {"5737292724597765e5728562", {"BP gs", 38200}},
    {"57372b832459776701014e41", {"BS gs", 1000}},
    {"57372a7f24597766fe0de0c1", {"BP gs", 43000}},
    {"57372bad245977670b7cd242", {"BS gs", 1000}},
    {"57372f2824597769a270a191", {"T gs", 1000}},
    {"57372c56245977685e584582", {"BT gs", 26600}},
    {"57372e1924597768553071c1", {"PRS gs", 10000}},
    {"573726d824597765d96be361", {"PS gs PPO", 1000}},
    {"57372d4c245977685a3da2a1", {"PP gs", 1000}},
    {"57372e94245977685648d3e1", {"PS gs", 1000}},
    {"57372fc52459776998772ca1", {"US gs", 1000}},
    {"5f9949d869e2777a0e779ba5", {"Rivals", 20000}},
    {"5f99418230835532b445e954", {"Rivals", 20000}},
    {"5f994730c91ed922dd355de3", {"Rivals", 20000}},
    {"5449016a4bdc2d6f028b456f", {"Roubles", 0}},
    {"5d1b36a186f7742523398433", {"Fuel", 28705}},
    {"5ab8e4ed86f7742d8e50c7fa", {"MF-UN", 33917}},
    {"5aa7e373e5b5b000137b76f0", {"FShield", 32817}},
    {"5ab8e79e86f7742d8b372e78", {"GZHEL-K", 86385}},
    {"60391b0fb847c71012789415", {"TP-200", 21008}},
    {"60391a8b3364dc22b04d0ce5", {"Thermite", 285463}},
    {"60391afc25aff57af81f7085", {"Ratch.", 381312}},
    {"60337f5dce399e10262255d1", {"STM9 MB", 2031}},
    {"602a97060ddce744014caf6f", {"PL15 std.", 17805}},
    {"6034d2d697633951dc245ea6", {"Gunslinger", 51629}},
    {"6038d614d10cbf667352dd44", {"Takedown", 36648}},
    {"6034d103ca006d2dca39b3f0", {"Takedown", 36549}},
    {"603648ff5a45383c122086ac", {"Azimut", 23104}},
    {"6034d0230ca681766b6a0fb5", {"CSA", 13066}},
    {"6034cf5fffd42c541047f72e", {"Umka", 15883}},
    {"6040dd4ddcf9592f401632d2", {"Azimut", 21770}},
    {"602a9740da11d6478d5a06dc", {"PL-15", 21985}},
    {"60339954d62c9b14ed777c06", {"STM-9", 33745}},
    {"6038b4ca92ec1c3103795a0d", {"Slick", 526192}},
    {"6038b4b292ec1c3103795a0b", {"Slick", 530400}},
    {"6033fa48ffd42c541047f728", {"M32", 18597}},
    {"60098af40accd37ef2175f27", {"CAT", 1599}},
    {"60098ad7c2240c0fe85c570a", {"AFAK", 31148}},
    {"60098b1705871270cd5352a1", {"EWR", 14463}},
    {"601948682627df266209af05", {"Taiga-1", 277500}},
    {"60363c0c92ec1c31037959f5", {"GP-7", 12135}},
    {"603618feffd42c541047f771", {"Cap", 8134}},
    {"603619720ca681766b6a0fc4", {"Cap", 2250}},
    {"6040de02647ad86262233012", {"Cap", 3900}},
    {"60361a7497633951dc245eb4", {"Cap", 1896}},
    {"60361b0b5a45383c122086a1", {"Cap", 3850}},
    {"60361b5a9a15b10d96792291", {"Cap", 2524}},
    {"603409c80ca681766b6a0fb2", {"Condor", 21883}},
    {"60194943740c5d77f6705eea", {"SOST", 318}},
    {"601949593ae8f707c4608daa", {"SSA AP", 3110}},
    {"601aa3d2b2bcb34913271e6d", {"7.62 AP", 3827}},
    {"60228a76d62c9b14ed777a66", {"PL15 FS", 800}},
    {"60228a850ddce744014caf69", {"PL15 FS", 950}},
    {"60229948cacb6b0506369e27", {"PL15 RS", 900}},
    {"602293f023506e50807090cb", {"Sup. RS", 1036}},
    {"602f85fd9b513876d4338d9c", {"Magwell", 2989}},
    {"60338ff388382f4fab3fd2c8", {"Magwell", 5097}},
    {"6033749e88382f4fab3fd2c5", {"MASP Charge", 6792}},
    {"602286df23506e50807090c6", {"9x19 PL15", 18646}},
    {"602e3f1254072b51b239f713", {"STM Tube", 16000}},
    {"602e620f9b513876d4338d9a", {"GL Core", 5527}},
    {"602a95edda11d6478d5a06da", {"PL-15 9x19", 5066}},
    {"603372b4da11d6478d5a07ff", {"10.5 STM-9 9x19", 4833}},
    {"602a95fe4e02ce1eaa358729", {"PL15 thr.", 16829}},
    {"603372d154072b51b239f9e1", {"12 STM-9 9x19", 9017}},
    {"603372f153a60014f970616d", {"14 STM-9 9x19", 12883}},
    {"603373004e02ce1eaa358814", {"16 STM-9 9x19", 20570}},
    {"6034e3e20ddce744014cb878", {"STM 12", 27585}},
    {"6034e3d953a60014f970617b", {"STM 15", 20017}},
    {"6034e3cb0ddce744014cb870", {"STM 9", 8800}},
    {"602e71bd53a60014f9705bfa", {"DLG123", 2166}},
    {"60228924961b8d75ee233c32", {"PL15 Slide", 3900}},
    {"602e63fb6335467b0c5ac94d", {"STM-9 Upper", 13472}},
};


epic thanks how do you dump it tho? do you use api/v1/bsg/items/all ?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

montroisiemecon 12th April 2021 06:22 PM

Quote:

Originally Posted by Sheld0r (Post 3115756)
epic thanks how do you dump it tho? do you use api/v1/bsg/items/all ?

Download a json from tarkov market

BeginnerMono 12th April 2021 07:15 PM

How do you guys get the item type?

I thought
Code:

ItemTemplate + 0xF8([F8] _type : System.Int32)
would get me the type but it is always 0

RonaldWeezly 12th April 2021 08:52 PM

GridDictionary was previously 0x40 but has now changed.
Anyone got the parent class name or new offset for the grid dictionary?

ecthirune 12th April 2021 09:21 PM

Quote:

Originally Posted by RonaldWeezly (Post 3115866)
GridDictionary was previously 0x40 but has now changed.
Anyone got the parent class name or new offset for the grid dictionary?

not changed for 1 month at least
Code:

gridDictAddress = read_chain(pid, m_pItem, { 0x68, 0x20, 0x40, 0x10 });

RonaldWeezly 12th April 2021 10:33 PM

Quote:

Originally Posted by ecthirune (Post 3115888)
not changed for 1 month at least
Code:

gridDictAddress = read_chain(pid, m_pItem, { 0x68, 0x20, 0x40, 0x10 });

Just to clarify, is:

ItemOwner = InteractiveClass + 0x108

Item = ItemOwner + 0x90

GridDict = ContainerItem + 0x68 ] 0x20 ] 0x40 ] 0x10

ContainerItemCount = GridDict + 0x40

DictionaryEntries = GridDict + 0x18

ContainerItem = DictionaryEntries + 0x28 + (0x18 * i)

?

ecthirune 13th April 2021 08:18 AM

Quote:

Originally Posted by RonaldWeezly (Post 3115938)
Just to clarify, is:

ItemOwner = InteractiveClass + 0x108

Item = ItemOwner + 0x90

GridDict = ContainerItem + 0x68 ] 0x20 ] 0x40 ] 0x10

ContainerItemCount = GridDict + 0x40

DictionaryEntries = GridDict + 0x18

ContainerItem = DictionaryEntries + 0x28 + (0x18 * i)

?

Code:

m_pItemOwner = read_chain(pid, iEnt, { 0x10, 0x28, 0x108 });

bufferItemContainer = driver.ReadVirtualMemory<ULONG64>(pid, m_pItemOwner + 0x90, sizeof(ULONG64));

gridDictAddress = read_chain(pid, bufferItemContainer, { 0x68, 0x20, 0x40, 0x10 });       

maxCount = driver.ReadVirtualMemory<int>(pid, gridDictAddress + 0x40, sizeof(int));

m_pEntries = driver.ReadVirtualMemory<ULONG64>(pid, gridDictAddress + 0x18, sizeof(ULONG64));

iEntInside = driver.ReadVirtualMemory<ULONG64>(pid, m_pEntries + 0x28 + c * 0x18, sizeof(ULONG64));

yep, you right.

RonaldWeezly 13th April 2021 04:59 PM

Quote:

Originally Posted by ecthirune (Post 3116144)
Code:

m_pItemOwner = read_chain(pid, iEnt, { 0x10, 0x28, 0x108 });

bufferItemContainer = driver.ReadVirtualMemory<ULONG64>(pid, m_pItemOwner + 0x90, sizeof(ULONG64));

gridDictAddress = read_chain(pid, bufferItemContainer, { 0x68, 0x20, 0x40, 0x10 });       

maxCount = driver.ReadVirtualMemory<int>(pid, gridDictAddress + 0x40, sizeof(int));

m_pEntries = driver.ReadVirtualMemory<ULONG64>(pid, gridDictAddress + 0x18, sizeof(ULONG64));

iEntInside = driver.ReadVirtualMemory<ULONG64>(pid, m_pEntries + 0x28 + c * 0x18, sizeof(ULONG64));

yep, you right.

Works perfect bro <3 +rep

Quote:

Originally Posted by ecthirune (Post 3116144)
Code:

m_pItemOwner = read_chain(pid, iEnt, { 0x10, 0x28, 0x108 });

bufferItemContainer = driver.ReadVirtualMemory<ULONG64>(pid, m_pItemOwner + 0x90, sizeof(ULONG64));

gridDictAddress = read_chain(pid, bufferItemContainer, { 0x68, 0x20, 0x40, 0x10 });       

maxCount = driver.ReadVirtualMemory<int>(pid, gridDictAddress + 0x40, sizeof(int));

m_pEntries = driver.ReadVirtualMemory<ULONG64>(pid, gridDictAddress + 0x18, sizeof(ULONG64));

iEntInside = driver.ReadVirtualMemory<ULONG64>(pid, m_pEntries + 0x28 + c * 0x18, sizeof(ULONG64));

yep, you right.

Works perfect bro <3 +rep

loleci5 13th April 2021 10:39 PM

any info how to sniff launcher, does fiddler still works ? seems that launcher refusing to use mitm proxies

azmwsuwakwuvrbc 14th April 2021 07:06 AM

Quote:

Originally Posted by ecthirune (Post 3116144)
Code:

m_pItemOwner = read_chain(pid, iEnt, { 0x10, 0x28, 0x108 });

bufferItemContainer = driver.ReadVirtualMemory<ULONG64>(pid, m_pItemOwner + 0x90, sizeof(ULONG64));

gridDictAddress = read_chain(pid, bufferItemContainer, { 0x68, 0x20, 0x40, 0x10 });       

maxCount = driver.ReadVirtualMemory<int>(pid, gridDictAddress + 0x40, sizeof(int));

m_pEntries = driver.ReadVirtualMemory<ULONG64>(pid, gridDictAddress + 0x18, sizeof(ULONG64));

iEntInside = driver.ReadVirtualMemory<ULONG64>(pid, m_pEntries + 0x28 + c * 0x18, sizeof(ULONG64));

yep, you right.

good day, mr, please correct me if i am wrong. I was interested in these two first offsets of getting interactable (0x10, 0x28). when i do this with lootitems of gameworld these two jumps lead me back to original pointer of lootitem
(eg: [lootitem/interactable] + 0x10] + 0x28] == [lootitem/interactable] ) i have already seen these loops in other chains so I have skipped them since these jump loops look useless. Should I be worried and revert everything back since my strategy will only work in offline mode? (it does work in offline, but i havent tested it online yet)

ecthirune 14th April 2021 07:52 AM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116750)
I was interested in these two first offsets of getting interactable (0x10, 0x28). when i do this with lootitems of gameworld these two jumps lead me back to original pointer of lootitem

have no idea what you talking about. you doin something wrong. it leads only to interactive, not to lootitem. https://prnt.sc/11dayt2

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116750)
Should I be worried and revert everything back since my strategy will only work in offline mode? (it does work in offline, but i havent tested it online yet)

whatever online / offline / emulator it's all same, difference only between client versions -> some pointers may be old. snippet that i gave above was written for SPT-aki emulator. And working on official.

azmwsuwakwuvrbc 14th April 2021 08:06 AM

Quote:

Originally Posted by ecthirune (Post 3116759)
have no idea what you talking about. you doin something wrong. it leads only to interactive, not to lootitem. https://prnt.sc/11dayt2



whatever online / offline / emulator it's all same, difference only between client versions -> some pointers may be old. snippet that i gave above was written for SPT-aki emulator. And working on official.

well it looks like we are talking about different instances, i was talking about (lootitem / interactable / or whatever it is) collection which lays here [active game world + 0x60], but if you say that if application works well in offline it should work same during online - i feel better now

ecthirune 14th April 2021 08:19 AM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116762)
well it looks like we are talking about different instances

Nope. we talking about same thing: https://prnt.sc/11dcezg

whatever. there's no difference between emul's and official.

azmwsuwakwuvrbc 14th April 2021 08:46 AM

Quote:

Originally Posted by ecthirune (Post 3116765)
Nope. we talking about same thing: https://prnt.sc/11dcezg

whatever. there's no difference between emul's and official.

oh it's getting strange now (im on emutarkov btw but i hope theres no severe differences on offsets context)
would it bother you to check live session memory in respec if your pointers data on m_pFirstItem and Interactive will be different? bc in my case they are same

ecthirune 14th April 2021 09:16 AM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116778)
oh it's getting strange now (im on emutarkov btw but i hope theres no severe differences on offsets context)
would it bother you to check live session memory in respec if your pointers data on m_pFirstItem and Interactive will be different? bc in my case they are same

Checked.
Yp, it's same pointers in live.

Code:

item: 1a8ce819300
chain 0x10] 0x28] 1a8ce819300
item: 1a8ce99e400
chain 0x10] 0x28] 1a8ce99e400
item: 1a8ce99e200
chain 0x10] 0x28] 1a8ce99e200
item: 1a8ceb0c300
chain 0x10] 0x28] 1a8ceb0c300
item: 1a8ceb6cf00
chain 0x10] 0x28] 1a8ceb6cf00
item: 1a8ceb6cb00
chain 0x10] 0x28] 1a8ceb6cb00
item: 1a8d091bd00
chain 0x10] 0x28] 1a8d091bd00
item: 1a8ceb6c700
chain 0x10] 0x28] 1a8ceb6c700
item: 1a8ceb6c500
chain 0x10] 0x28] 1a8ceb6c500
item: 1a8ceb6c300
chain 0x10] 0x28] 1a8ceb6c300
item: 1a8cecc9400
chain 0x10] 0x28] 1a8cecc9400
item: 1a8d091bc00
chain 0x10] 0x28] 1a8d091bc00
item: 1a8cee38500
chain 0x10] 0x28] 1a8cee38500
item: 1a8cee38300
chain 0x10] 0x28] 1a8cee38300
item: 1a8cee38100
chain 0x10] 0x28] 1a8cee38100
item: 1a8cee9cd00
chain 0x10] 0x28] 1a8cee9cd00
item: 1a8cee9cb00
chain 0x10] 0x28] 1a8cee9cb00
item: 1a8cee9c900
chain 0x10] 0x28] 1a8cee9c900
item: 1a8cee9c700
chain 0x10] 0x28] 1a8cee9c700
item: 1a8cee9c500
chain 0x10] 0x28] 1a8cee9c500
item: 1a8cf017600
chain 0x10] 0x28] 1a8cf017600
item: 1a8cf017200
chain 0x10] 0x28] 1a8cf017200
item: 1a8cf017000
chain 0x10] 0x28] 1a8cf017000
item: 1a8d091bb00
chain 0x10] 0x28] 1a8d091bb00
item: 1a8d091ba00
chain 0x10] 0x28] 1a8d091ba00
item: 1a8d091b900
chain 0x10] 0x28] 1a8d091b900
item: 1a8cf188100
chain 0x10] 0x28] 1a8cf188100
item: 1a8cf1eef00
chain 0x10] 0x28] 1a8cf1eef00
item: 1a8cf1eed00
chain 0x10] 0x28] 1a8cf1eed00
item: 1a8d091b800
chain 0x10] 0x28] 1a8d091b800
item: 1a8cf35ec00
chain 0x10] 0x28] 1a8cf35ec00
item: 1a8cf35ea00
chain 0x10] 0x28] 1a8cf35ea00
item: 1a8cf35e600
chain 0x10] 0x28] 1a8cf35e600
item: 1a8cf35e200
chain 0x10] 0x28] 1a8cf35e200
item: 1a8cf35e000
chain 0x10] 0x28] 1a8cf35e000
item: 1a8d091b700
chain 0x10] 0x28] 1a8d091b700
item: 1a8d091b600
chain 0x10] 0x28] 1a8d091b600
item: 1a8cf3c3c00
chain 0x10] 0x28] 1a8cf3c3c00
item: 1a8cf3c3a00
chain 0x10] 0x28] 1a8cf3c3a00
item: 1a8d091b500
chain 0x10] 0x28] 1a8d091b500
item: 1a8d091b400
chain 0x10] 0x28] 1a8d091b400
item: 1a8d091b300
chain 0x10] 0x28] 1a8d091b300
item: 1a8cf537a00
chain 0x10] 0x28] 1a8cf537a00
item: 1a8d091b200
chain 0x10] 0x28] 1a8d091b200
item: 1a8cf537700
chain 0x10] 0x28] 1a8cf537700
item: 1a8d091b100
chain 0x10] 0x28] 1a8d091b100
item: 1a8cf6aa800
chain 0x10] 0x28] 1a8cf6aa800
item: 1a8d091b000
chain 0x10] 0x28] 1a8d091b000
item: 1a8d053d900
chain 0x10] 0x28] 1a8d053d900
item: 1a8d053d800
chain 0x10] 0x28] 1a8d053d800
item: 1a8cf81a900
chain 0x10] 0x28] 1a8cf81a900
item: 1a8cf81a500
chain 0x10] 0x28] 1a8cf81a500
item: 1a8d053d700
chain 0x10] 0x28] 1a8d053d700
item: 1a8d053d600
chain 0x10] 0x28] 1a8d053d600
item: 1a8d053d500
chain 0x10] 0x28] 1a8d053d500
item: 1a8d053d400
chain 0x10] 0x28] 1a8d053d400
item: 1a8cf988400
chain 0x10] 0x28] 1a8cf988400
item: 1a8d053d300
chain 0x10] 0x28] 1a8d053d300
item: 1a8d053d200
chain 0x10] 0x28] 1a8d053d200
item: 1a8cfaf4500
chain 0x10] 0x28] 1a8cfaf4500
item: 1a8cfaf4100
chain 0x10] 0x28] 1a8cfaf4100
item: 1a8d053d100
chain 0x10] 0x28] 1a8d053d100
item: 1a8cfb4bd00
chain 0x10] 0x28] 1a8cfb4bd00
item: 1a8d053d000
chain 0x10] 0x28] 1a8d053d000
item: 1a8cfb4bb00
chain 0x10] 0x28] 1a8cfb4bb00
item: 1a8d05d9e00
chain 0x10] 0x28] 1a8d05d9e00
item: 1a8cfb4b700
chain 0x10] 0x28] 1a8cfb4b700
item: 1a8cfb4b500
chain 0x10] 0x28] 1a8cfb4b500


azmwsuwakwuvrbc 14th April 2021 09:39 AM

Quote:

Originally Posted by ecthirune (Post 3116796)
Checked.
Yp, it's same pointers in live.

i bet by live you mean live raid(offline or emulated)

i have seen someone mentioned a page ago itt that going to itemtemplate is not working for him online, while offline works well. may be going straight lootitem+0x50]+0x38] (the way i do now) is fine for offline , but during online you should jump to lootitem +x10]x28] and only after that proceed to x50+x38]

ecthirune 14th April 2021 10:02 AM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116802)
i bet by live you mean live raid(offline or emulated)

live raid on official tarkov.
So i disoriented you a bit when said, that you doin something wrong :lmao:

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3116802)
i have seen someone mentioned a page ago itt that going to itemtemplate is not working for him online, while offline works well. may be going straight lootitem+0x50]+0x38] (the way i do now) is fine for offline , but during online you should jump to lootitem +x10]x28] and only after that proceed to x50+x38]

mb, i not tested. To be fair: i grabbed half offsets from that man https://www.unknowncheats.me/forum/3...-post3160.html half reversed by myself. It was enough, it works, im chilling

azmwsuwakwuvrbc 14th April 2021 10:13 AM

Quote:

Originally Posted by ecthirune (Post 3116808)
live raid on official tarkov.
So i disoriented you a bit when said, that you doin something wrong :lmao:


mb, i not tested. To be fair: i grabbed half offsets from that man https://www.unknowncheats.me/forum/3...-post3160.html half reversed by myself. It was enough, it works, im chilling

well okay, thank you anyway, at least i have some solid clues and possible solutions in case if something would go wrong with this part

TheMaoci 14th April 2021 10:15 AM

dont overuse it :)
Code:

tarkov-market.com/api/v1/bsg/items/all?x-api-key=djAKPjWYWASzJCyS

AhmedGH 14th April 2021 05:31 PM

Quote:

Originally Posted by TheMaoci (Post 3116814)
dont overuse it :)
Code:

tarkov-market.com/api/v1/bsg/items/all?x-api-key=djAKPjWYWASzJCyS

It's kind from you to share, but I'm worrying about some idiots that may overuse the api key for live updates and keep spamming it.. Hope I'm wrong.

TheMaoci 14th April 2021 09:12 PM

Quote:

Originally Posted by AhmedGH (Post 3117083)
It's kind from you to share, but I'm worrying about some idiots that may overuse the api key for live updates and keep spamming it.. Hope I'm wrong.

i can be an evil being its not my key :) (my friend spotted that in some public mod for emutarkov xD) and if you gonna do more then 60 updates per 10 min(or 1?) as i remember api will got blocked :)


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Erik9631 14th April 2021 09:38 PM

A quick question. Is memory writing from vulnerable driver into the game memory dangerous detection wise?
I wanna go full no recoil, I know ESPs are safe.

Thanks

pinefin 14th April 2021 10:26 PM

Quote:

Originally Posted by Erik9631 (Post 3117216)
A quick question. Is memory writing from vulnerable driver into the game memory dangerous detection wise?
I wanna go full no recoil, I know ESPs are safe.

Thanks

no recoil isnt detected, just have to get to the right place. if u can get ESP completely fine and UD, u can get no recoil because it doesnt require an overlay, etc

Erik9631 14th April 2021 10:51 PM

Quote:

Originally Posted by pinefin (Post 3117235)
no recoil isnt detected, just have to get to the right place. if u can get ESP completely fine and UD, u can get no recoil because it doesnt require an overlay, etc

Sure, but you need to remove the effectors and the only way you can do that as far as I am aware, with an external, is doing memory write operations. Doesn't that create a detection vector for battleye to clap you?
ESPs are only about reading data. I would say it is definitely less suspicious than writing...

AhmedGH 15th April 2021 12:38 AM

Quote:

Originally Posted by Erik9631 (Post 3117251)
Sure, but you need to remove the effectors and the only way you can do that as far as I am aware, with an external, is doing memory write operations. Doesn't that create a detection vector for battleye to clap you?
ESPs are only about reading data. I would say it is definitely less suspicious than writing...

It depends on which address/variable are you trying to edit!
If you could read, you can write! Just be careful not everything writable is Undetected, if we are talking about no-recoil then you can simply write to it no issues.

Quote:

Originally Posted by ofrujaslo (Post 2992208)
//_doorState DOORSTATE. f9 : _doorState (type: EFT.Interactive.EDoorState) (protected global::EFT.Interactive.EDoorState _doorState;)
//edoorState_1: INITIAL DOORSTATE. fa :  (type: EFT.Interactive.EDoorState) (private global::EFT.Interactive.EDoorState edoorState_1;)
//edoorState_2: shouldsync variable. fe :  (type: EFT.Interactive.EDoorState)
//edoorState_0 FALLBACK STATE. f8 :  (type: EFT.Interactive.EDoorState)
//Snap some kinda bitwise gay opertation. a8 : Snap (type: EFT.Interactive.EDoorState)


shut:
0xf9: 00000010
0xa8: 00000011
0xf8: 00000100
0xfa: 00000100
0xfe: 00000100
0xfd: 0


locked:
0xf9: 00000001
0xa8: 00000011
0xf8: 00000001
0xfa: 00000001
0xfe: 00000001
0xfd: 0

edit: working. just a mistake on my end. ill leave the offsets here anyways if u need em

Can I ask about those numbers? Are they binary??
Also when I try to modify the state, it break the door totally as it's not an object anymore.. Anyone has idea on how to get the door open?

I get the doors from EFT.World + 0x30 in LocalGameWorld + 0x110 .. Any help with that?

RonaldWeezly 15th April 2021 12:04 PM

Quote:

Originally Posted by AhmedGH (Post 3117299)
It depends on which address/variable are you trying to edit!
If you could read, you can write! Just be careful not everything writable is Undetected, if we are talking about no-recoil then you can simply write to it no issues.


Can I ask about those numbers? Are they binary??
Also when I try to modify the state, it break the door totally as it's not an object anymore.. Anyone has idea on how to get the door open?

I get the doors from EFT.World + 0x30 in LocalGameWorld + 0x110 .. Any help with that?

They're a uint8_t which is a byte lol. If it's unsigned then it's any number from 0 to 255. Go into Dnspy to get the door states. I believe 0x2 is shut and 0x1 is locked.

gherry00 15th April 2021 02:11 PM

Update of 15/04...
They added AIFirearmController in globalgamemanagers.assets
How can I find out what it does?

ESSEL15 15th April 2021 03:01 PM

What is the offset for GameObjectManager? And what is a good way for finding it?

ecthirune 15th April 2021 04:17 PM

Quote:

Originally Posted by ESSEL15 (Post 3117682)
What is the offset for GameObjectManager? And what is a good way for finding it?

you should use search.

swh4641 15th April 2021 04:29 PM

someone have updated player experience table ? / kd

Erik9631 15th April 2021 06:08 PM

Quote:

Originally Posted by AhmedGH (Post 3117299)
It depends on which address/variable are you trying to edit!
If you could read, you can write! Just be careful not everything writable is Undetected, if we are talking about no-recoil then you can simply write to it no issues.

Cheers!
Thanks a lot, mate.

aeonixlegit 15th April 2021 07:10 PM

Quote:

Originally Posted by AhmedGH (Post 3117299)
Can I ask about those numbers? Are they binary??
Also when I try to modify the state, it break the door totally as it's not an object anymore.. Anyone has idea on how to get the door open?

I get the doors from EFT.World + 0x30 in LocalGameWorld + 0x110 .. Any help with that?

Provided numbers is binary, but actually it is uint8_t (byte): 1 - closed, 2 - shut, 4 - open. You can look in source code for correct information and offsets (via dnspy or other tools). Your chain is correct.

gabbo200 16th April 2021 05:41 AM

Does anyone know where offset to check local player (0x787) move to on latest update?

ecthirune 16th April 2021 07:27 AM

Quote:

Originally Posted by gabbo200 (Post 3118161)
Does anyone know where offset to check local player (0x787) move to on latest update?

Code:

isLocal = driver.ReadVirtualMemory<ULONG64>(pid, player_address + 0x18, sizeof(ULONG64));
if (isLocal != 0)
{
localPlayer = i;
}

huh?

gabbo200 16th April 2021 07:33 AM

Quote:

Originally Posted by ecthirune (Post 3118192)
Code:

isLocal = driver.ReadVirtualMemory<ULONG64>(pid, player_address + 0x18, sizeof(ULONG64));
if (isLocal != 0)
{
localPlayer = i;
}

huh?

idk why that is giving me issues, sometimes after player opens inventory it stops recognizing as local, 0x787 was working fine, seems that has shifted 0x4 bytes, 0x78B is working fine for me now.

ecthirune 16th April 2021 07:56 AM

Quote:

Originally Posted by gabbo200 (Post 3118195)
idk why that is giving me issues, sometimes after player opens inventory it stops recognizing as local, 0x787 was working fine, seems that has shifted 0x4 bytes, 0x78B is working fine for me now.

try to not update that each cycle? for last ~300 raids my character still on top of playerList, and i don't need to update isLocal status each cycle. Only once at startup.

progamer321 16th April 2021 02:41 PM

hi i’m new to unity (coming from unreal engine)
How would you get the cameras/players rotation in degrees on tarkov?

ive tried main cam->get_transform->get_eulerAngles (x as pitch, y as yaw)
The values seem like they would be correct, but they do no behave like they are. for example my radar (working fine on ue) that used camera yaw and players yaw works fine but in tarkov it behaves weirdly and flips fully after moving a little
is this the wrong way to get angles?

i’ve printed the camera values and they look fine too

swh4641 16th April 2021 05:12 PM

Quote:

Originally Posted by progamer321 (Post 3118412)
hi i�m new to unity (coming from unreal engine)
How would you get the cameras/players rotation in degrees on tarkov?

ive tried main cam->get_transform->get_eulerAngles (x as pitch, y as yaw)
The values seem like they would be correct, but they do no behave like they are. for example my radar (working fine on ue) that used camera yaw and players yaw works fine but in tarkov it behaves weirdly and flips fully after moving a little
is this the wrong way to get angles?

i�ve printed the camera values and they look fine too

sir, this one, i think camera corect, by z,d

lolmemes123 17th April 2021 03:47 AM

what is the correct chain to get the sight matrix?

hyjun0407 17th April 2021 08:27 AM

Any1 can share some viewmatrix&GetHead pos POC that work on external? I cant find latest poc of Getheadpos that work on external after 2020.02. I can find only internal One :>

ecthirune 17th April 2021 09:54 AM

Quote:

Originally Posted by hyjun0407 (Post 3118872)
Any1 can share some viewmatrix&GetHead pos POC that work on external? I cant find latest poc of Getheadpos that work on external after 2020.02. I can find only internal One :>

check frankie external hack


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

hyjun0407 17th April 2021 10:22 AM

Quote:

Originally Posted by ecthirune (Post 3118908)

I already see this src code. but its not updated after 2020.2
So im not sure Does it work. Like this code:
Code:

        auto transform_internal = memio->read<uint64_t>(transform + 0x10);

        auto matrices = memio->read<uint64_t>(transform_internal + 0x38);
        auto index = memio->read<int>(transform_internal + 0x40);

Does this one would be working after Im patching offsets? I mean, Just getting Headpos.

aeonixlegit 17th April 2021 10:39 AM

Quote:

Originally Posted by hyjun0407 (Post 3118916)
I already see this src code. but its not updated after 2020.2
So im not sure Does it work. Like this code:
Code:

        auto transform_internal = memio->read<uint64_t>(transform + 0x10);

        auto matrices = memio->read<uint64_t>(transform_internal + 0x38);
        auto index = memio->read<int>(transform_internal + 0x40);

Does this one would be working after Im patching offsets? I mean, Just getting Headpos.

It doestn't need to update offsets, GetPosition works fine without any updating

ecthirune 17th April 2021 10:43 AM

Quote:

Originally Posted by hyjun0407 (Post 3118916)
I already see this src code. but its not updated after 2020.2
So im not sure Does it work. Like this code:
Code:

        auto transform_internal = memio->read<uint64_t>(transform + 0x10);

        auto matrices = memio->read<uint64_t>(transform_internal + 0x38);
        auto index = memio->read<int>(transform_internal + 0x40);

Does this one would be working after Im patching offsets? I mean, Just getting Headpos.

Code in snippet unchanged till now from 2020.2, still works.
Just update offsets to get headbone properly, and you good.

hyjun0407 17th April 2021 11:53 AM

Quote:

Originally Posted by ecthirune (Post 3118927)
Code in snippet unchanged till now from 2020.2, still works.
Just update offsets to get headbone properly, and you good.

thks for helping noob. +rep

Quote:

Originally Posted by aeonixlegit (Post 3118925)
It doestn't need to update offsets, GetPosition works fine without any updating

Thks. +rep

POFPE 17th April 2021 12:15 PM

Does Anyone wanna sharing offsets?
Code:

struct EFTOffsets
{
        static constexpr uint64_t offs_gameObjectManager = 0x15181E8;

        uint64_t gameObjectManager = 0x0;
        uint64_t gameWorld = 0x0;
        uint64_t localGameWorld = 0x0;
        uint64_t fpsCamera = 0x0;
        uint64_t OpticCamera = 0x0;

        struct
        {
                static constexpr uint64_t itemList = 0x48; //UPDATED 1/11/2020
                static constexpr uint64_t registeredPlayers = 0x68; //UPDATED 1/11/2020
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

        struct
        {
                static constexpr uint64_t length = 0x10; //good
                static constexpr uint64_t stringBase = 0x14; //good
        } unicodeString;

        struct
        {
                static constexpr uint64_t information = 0x28; //updated
                static constexpr uint64_t id = 0x10; //updated
        } profile;

        struct
        {
                static constexpr uint64_t playerName = 0x10; //updated
        } information;

        struct
        {
                static constexpr uint64_t angles_0 = 0x1D0;
                static constexpr uint64_t angles_1 = 0x1D8;
                static constexpr uint64_t position = 0x1E0;
        } movementContext;

        struct
        {
                static constexpr uint64_t m_pPlayerProfile = 0x03A0;
                static constexpr uint64_t movementContext = 0x38;
                static constexpr uint64_t proceduralWeaponAnimation = 0x70; //updayed 1/11/2020
                static constexpr uint64_t playerBody = 0x88; //updated 1/11/2020
                static constexpr uint64_t m_pHealthController = 0x3D0; //updated 1/11/2020
                static constexpr uint64_t profile = 0x3A0; //updayed 1/11/2020

        } Player;
};


beepboop5 17th April 2021 01:22 PM

Quote:

Originally Posted by POFPE (Post 3118954)
Does Anyone wanna sharing offsets?
Code:

struct EFTOffsets
{
        static constexpr uint64_t offs_gameObjectManager = 0x15181E8;

        uint64_t gameObjectManager = 0x0;
        uint64_t gameWorld = 0x0;
        uint64_t localGameWorld = 0x0;
        uint64_t fpsCamera = 0x0;
        uint64_t OpticCamera = 0x0;

        struct
        {
                static constexpr uint64_t itemList = 0x48; //UPDATED 1/11/2020
                static constexpr uint64_t registeredPlayers = 0x68; //UPDATED 1/11/2020
                static constexpr uint64_t m_LocalPlayerID = 0x30;
        } localGameWorld_offsets;

        struct
        {
                static constexpr uint64_t length = 0x10; //good
                static constexpr uint64_t stringBase = 0x14; //good
        } unicodeString;

        struct
        {
                static constexpr uint64_t information = 0x28; //updated
                static constexpr uint64_t id = 0x10; //updated
        } profile;

        struct
        {
                static constexpr uint64_t playerName = 0x10; //updated
        } information;

        struct
        {
                static constexpr uint64_t angles_0 = 0x1D0;
                static constexpr uint64_t angles_1 = 0x1D8;
                static constexpr uint64_t position = 0x1E0;
        } movementContext;

        struct
        {
                static constexpr uint64_t m_pPlayerProfile = 0x03A0;
                static constexpr uint64_t movementContext = 0x38;
                static constexpr uint64_t proceduralWeaponAnimation = 0x70; //updayed 1/11/2020
                static constexpr uint64_t playerBody = 0x88; //updated 1/11/2020
                static constexpr uint64_t m_pHealthController = 0x3D0; //updated 1/11/2020
                static constexpr uint64_t profile = 0x3A0; //updayed 1/11/2020

        } Player;
};


Open CE Mono dissect/Unispect/Any unity mono dumping tool and grab them yourself, takes less time than asking on the forums.

hyjun0407 17th April 2021 01:48 PM

Quote:

Originally Posted by beepboop5 (Post 3118986)
Open CE Mono dissect/Unispect/Any unity mono dumping tool and grab them yourself, takes less time than asking on the forums.

Hmm... I was working on this Task Lmao, Btw, Can I disable BE? be will be clap when I use this dumper or smh :/
+ Im not really sure what's exactly names oon dumper of offsets like:
static constexpr uint64_t angles_0 = 0x1D0;
static constexpr uint64_t angles_1 = 0x1D8;
static constexpr uint64_t length = 0x10; //good
static constexpr uint64_t stringBase = 0x14; //good
static constexpr uint64_t information = 0x28; //updated
static constexpr uint64_t id = 0x10; //updated
sry for noooob's question

ecthirune 17th April 2021 01:59 PM

Quote:

Originally Posted by hyjun0407 (Post 3119004)
Hmm... I was working on this Task Lmao, Btw, Can I disable BE? be will be clap when I use this dumper or smh :/

Use spt-aki emulator (or any else) to reverse right in raids with CE/reclass/smth else.
Use Unispect-Master to reverse in official raids, or dump offsets and check if smthing changed.

lolmemes123 17th April 2021 07:00 PM

I am getting the camera script from the sight correctly, but I am getting stuck on finding the viewmatrix from the Camera. What is the offset for this?

ecthirune 17th April 2021 08:07 PM

Quote:

Originally Posted by lolmemes123 (Post 3119152)
I am getting the camera script from the sight correctly, but I am getting stuck on finding the viewmatrix from the Camera. What is the offset for this?

Code:

read_chain(pid, fps_camera, { 0x30, 0x30, 0x18, 0xD8 });

lolmemes123 17th April 2021 08:45 PM

Quote:

Originally Posted by ecthirune (Post 3119183)
Code:

read_chain(pid, fps_camera, { 0x30, 0x30, 0x18, 0xD8 });

yes for the camera, but when I zoom with a scope everything is wrong.

Is there some sort of fix I do not know of?

ecthirune 17th April 2021 09:24 PM

Quote:

Originally Posted by lolmemes123 (Post 3119204)
yes for the camera, but when I zoom with a scope everything is wrong.

Is there some sort of fix I do not know of?

scope viewmatrix, it's a bit downside from 0xd8, use search, please.

lolmemes123 17th April 2021 10:00 PM

Quote:

Originally Posted by ecthirune (Post 3119226)
scope viewmatrix, it's a bit downside from 0xd8, use search, please.

i have tried this, however all I get is a null value somewhere down the chain.

ecthirune 17th April 2021 10:06 PM

Quote:

Originally Posted by lolmemes123 (Post 3119255)
i have tried this, however all I get is a null value somewhere down the chain.

do reversing job. if you won't do - nobody will do it for you.

lolmemes123 17th April 2021 10:22 PM

Quote:

Originally Posted by ecthirune (Post 3119259)
do reversing job. if you won't do - nobody will do it for you.

i have, and i'm stuck. i'm not just posting trying to be spoonfed. that's why i orginally asked what was wrong with my sightmatrix.

azmwsuwakwuvrbc 17th April 2021 10:26 PM

i am sorry for offtop: is it normal that loadimagenotifyroutine catches emutarkov unityplayer.dll without a problem but can not do the same with official be tarkov?

hyjun0407 18th April 2021 10:43 AM

Quote:

Originally Posted by ecthirune (Post 3119012)
Use spt-aki emulator (or any else) to reverse right in raids with CE/reclass/smth else.
Use Unispect-Master to reverse in official raids, or dump offsets and check if smthing changed.

using unispect with default memory access can be ok in official raid? Im afraid be ban me for using unispect :/

montroisiemecon 18th April 2021 03:01 PM

You don’t need to do anything in � official raid �. You don’t even need to join a raid to reverse the game.

ecthirune 18th April 2021 03:20 PM

Quote:

Originally Posted by hyjun0407 (Post 3119546)
using unispect with default memory access can be ok in official raid? Im afraid be ban me for using unispect :/

i used it few times, still no ban. dunno.

Also you can just start eft without be, stick on start screen, launch CE->mono->dump and be good.

hyjun0407 18th April 2021 03:49 PM

Quote:

Originally Posted by ecthirune (Post 3119720)
i used it few times, still no ban. dunno.

Also you can just start eft without be, stick on start screen, launch CE->mono->dump and be good.

Yeah. Im starting dump it 2hr ago.
Code:

bool EFTData::IsAiming(uint64_t        instance)
{
        uint64_t m_pbreath = memio->ReadChain(instance, { this->offsets.Player.proceduralWeaponAnimation, 0x28}); //Breath 0x28
        return memio->read<bool>(m_pbreath + 0x88);// aiming 0xA0
}

I can see this code on ext cheat that post on 2020.02.
But I found some dumped offsets:
Isaiming->0xA0. Does some Functions Fixed Offsets and chains are changed?
Like viewmatrix things.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

AmazingTurtle 18th April 2021 11:48 PM

After two weeks of trying hard, I managed to make my KVM undetected to battleye. I can play with VFIO on a windows qemu/kvm virtual machine :)

Before my patches I got kicked after 1m30s for "virtual machine" detection but now I am running 20 minute raids without a single detection and I can extract successfully. PRAISE ME, PLEBS!
However due to my shitty configuration and slow HDD I load 5 minutes into a raid...

ecthirune 19th April 2021 07:52 AM

Quote:

Originally Posted by AmazingTurtle (Post 3120005)
After two weeks of trying hard, I managed to make my KVM undetected to battleye. I can play with VFIO on a windows qemu/kvm virtual machine :)

Before my patches I got kicked after 1m30s for "virtual machine" detection but now I am running 20 minute raids without a single detection and I can extract successfully. PRAISE ME, PLEBS!
However due to my shitty configuration and slow HDD I load 5 minutes into a raid...

just curious - why you need kvm? i mean... if their ban can be avoided with raid 0..

AmazingTurtle 19th April 2021 03:07 PM

Quote:

Originally Posted by ecthirune (Post 3120152)
just curious - why you need kvm? i mean... if their ban can be avoided with raid 0..

because
a) i have also other disks in my system
b) i don't want to reinstall my primary system every time. i keep my raid 0 for legit stuff
c) i can easily rotate hardware ids now with kvm

hyjun0407 19th April 2021 03:18 PM

Code:

        this->offsets.gameObjectManager = 0x7FFFEDC40000+ this->offsets.offs_gameObjectManager; //0x7FFFEDC40000 is hardcoded unityplayer.dll base address using pe to get this 1 do not bully me with using like this :/ since i must make some peb function work with physmem. gom = 0x156c698
       

        //printf("GOM: 0x%X\n", this->offsets.gameObjectManager);

        // Read pointer to activeObjects and lastActiveObject with 1 read, then find game world and local game world.
        auto active_objects = memio->read<std::array<uint64_t, 2>>(this->offsets.gameObjectManager + offsetof(EFTStructs::GameObjectManager, lastActiveObject));
        if (!active_objects[0] || !active_objects[1])
                return false;

        //printf("ActiveObjects: 0x%X\n", active_objects);

        if (!(this->offsets.gameWorld = GetObjectFromList(active_objects[1], active_objects[0], _xor_("GameWorld"))))
        return false;

Code:

uint64_t EFTData::GetObjectFromList(uint64_t listPtr, uint64_t lastObjectPtr, const char* objectName)
{
        using EFTStructs::BaseObject;
        char name[256];
        uint64_t classNamePtr = 0x0;

        BaseObject activeObject = memio->read<BaseObject>(listPtr);
        BaseObject lastObject = memio->read<BaseObject>(lastObjectPtr);

        if (activeObject.object != 0x0)
        {
                while (activeObject.object != 0 && activeObject.object != lastObject.object)
                {
                        classNamePtr = memio->read<uint64_t>(activeObject.object + 0x60);
                        memio->readbuffer(classNamePtr + 0x0, &name, sizeof(name));
                        if (strcmp(name, objectName) == 0)
                        {
                                return activeObject.object;
                        }

                        activeObject = memio->read<BaseObject>(activeObject.nextObjectLink);
                }
        }
        if (lastObject.object != 0x0)
        {
                classNamePtr = memio->read<uint64_t>(lastObject.object + 0x60);
                memio->readbuffer(classNamePtr + 0x0, &name, 256);
                if (strcmp(name, objectName) == 0)
                {
                        return lastObject.object;
                }
        }

        return uint64_t();
}

Code:

if (activeObject.object != 0x0) = false //activeObject.object = NULL
Can any1 can help Starter?
https://i.imgur.com/k04OXKB.png
active_objects looks weird...

EDIT: nvm.. im retard... Im forgetting to read gom... Just confusing with pubg,,

DragonTTK 19th April 2021 04:08 PM

How are people going about checking other players kdr in game? must be blind cant find anything about it anywhere but i've seen some hacks have it.

TheMaoci 19th April 2021 07:36 PM

Quote:

Originally Posted by DragonTTK (Post 3120395)
How are people going about checking other players kdr in game? must be blind cant find anything about it anywhere but i've seen some hacks have it.

getKills / getDeaths

i lauch so hard.... sorry

montroisiemecon 20th April 2021 01:22 AM

Quote:

Originally Posted by DragonTTK (Post 3120395)
How are people going about checking other players kdr in game? must be blind cant find anything about it anywhere but i've seen some hacks have it.

Find player profile then stats then its a dictionary where you have to iterate through keys and values to find kills and death.
You can also get number of headshots and have a pretty good idea whether a guy is a hacker or not

DragonTTK 20th April 2021 01:46 AM

Quote:

Originally Posted by TheMaoci (Post 3120496)
getKills / getDeaths

i lauch so hard.... sorry

Thanks yeah i figured was something simple lol.

Quote:

Originally Posted by montroisiemecon (Post 3120665)
Find player profile then stats then its a dictionary where you have to iterate through keys and values to find kills and death.
You can also get number of headshots and have a pretty good idea whether a guy is a hacker or not

Thanks for the detailed info ill check it out :)

hyjun0407 20th April 2021 09:04 AM

Any 1 can share no recoil?

azmwsuwakwuvrbc 20th April 2021 12:28 PM

anyone knows better place of general player position besides of [player] + 0x40](movement context) + 0x210](vec3 position) ? because i believe that this variable holds not the position but the point where player touches the ground, so if player is jumping/sliding/has no solid ground under his feet - that vec3 is (0,0,0). i think i should better dig in dnspy

ecthirune 20th April 2021 12:43 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3120944)
anyone knows better place of general player position besides of [player] + 0x40](movement context) + 0x210](vec3 position) ? because i believe that this variable holds not the position but the point where player touches the ground, so if player is jumping/sliding/has no solid ground under his feet - that vec3 is (0,0,0). i think i should better dig in dnspy

use bones (pelvis as example, it's almost in mid of body)

Yf04zKTh12Te 20th April 2021 12:45 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3120944)
anyone knows better place of general player position besides of [player] + 0x40](movement context) + 0x210](vec3 position) ? because i believe that this variable holds not the position but the point where player touches the ground, so if player is jumping/sliding/has no solid ground under his feet - that vec3 is (0,0,0). i think i should better dig in dnspy

root bone, iirc its the 14th entry in skeleton dictionary

azmwsuwakwuvrbc 20th April 2021 12:59 PM

Quote:

Originally Posted by Yf04zKTh12Te (Post 3120954)
root bone, iirc its the 14th entry in skeleton dictionary

good day and thank you, by any chance are root bone coords found by that weird intrinsic function (which includes a hundred of __mm128 operands and functions - in this case i can suffer movement context inacuracy) or it has plain vec3 data?

ecthirune 20th April 2021 01:07 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3120958)
good day and thank you, by any chance are root bone coords found by that weird intrinsic function (which includes a hundred of __mm128 operands and functions - in this case i can suffer movement context inacuracy) or it has plain vec3 data?

yes, you need to finish transform weird function with hundred __mm128 operands, to get current bone position.

azmwsuwakwuvrbc 20th April 2021 01:26 PM

Quote:

Originally Posted by ecthirune (Post 3120966)
yes, you need to finish transform weird function with hundred __mm128 operands, to get current bone position.

this is wasteful, why we need to go through mass of loops / memory reads / weird puzzles just to obtain only 12 bytes. nah i better stuck with movement context then.

ecthirune 20th April 2021 03:10 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3120978)
this is wasteful, why we need to go through mass of loops / memory reads / weird puzzles just to obtain only 12 bytes. nah i better stuck with movement context then.

because bone position is unity stuff.

beepboop5 20th April 2021 03:40 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3120978)
this is wasteful, why we need to go through mass of loops / memory reads / weird puzzles just to obtain only 12 bytes. nah i better stuck with movement context then.

If you know what you are doing, its around 3 reads max per bone and SSE2 intrinsics are super fast (thats why unity uses them for stuff like this) so... :dunno:

hyjun0407 20th April 2021 03:47 PM

Im not really sure that BE cant detect no recoil by patching mask to 0.
btw, any1 has some Item Esp for c++?

ecthirune 20th April 2021 03:52 PM

Quote:

Originally Posted by hyjun0407 (Post 3121068)
btw, any1 has some Item Esp for c++?

yes i have it.

hyjun0407 20th April 2021 03:55 PM

Quote:

Originally Posted by ecthirune (Post 3121069)
yes i have it.

can i get some example of item esp? im first time to writing some item esp on unity. I'll be glad when u give me some poc or some example.:flowers1:


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

azmwsuwakwuvrbc 20th April 2021 03:58 PM

Quote:

Originally Posted by beepboop5 (Post 3121063)
If you know what you are doing, its around 3 reads max per bone and SSE2 intrinsics are super fast (thats why unity uses them for stuff like this) so... :dunno:

well, looking at that function it feels like it tries to recalculate transform object (from my point of view, with my knowledge level of intermediate pigeon) is a vec34 (pos,rotation,scale) which i hoped should already be here in memory ready and cached or something. and about "3 reads" - i've seen somewhere here on uc that someone added a limit to these iterations of 200 - i have never counted them for a single transform myself, but thought that there are a lot of these index jumps/cycles.

ecthirune 20th April 2021 04:12 PM

Quote:

Originally Posted by hyjun0407 (Post 3121072)
can i get some example of item esp? im first time to writing some item esp on unity. I'll be glad when u give me some poc or some example.:flowers1:

no :-D

go trough localGameWorld+0x60 and look for yourself in reclass what you got.
https://www.unknowncheats.me/forum/3...-post3160.html
this page is your bro in that. a bit outdated, but for items still good.

montroisiemecon 20th April 2021 04:55 PM

Quote:

Originally Posted by azmwsuwakwuvrbc (Post 3121074)
well, looking at that function it feels like it tries to recalculate transform object (from my point of view, with my knowledge level of intermediate pigeon) is a vec34 (pos,rotation,scale) which i hoped should already be here in memory ready and cached or something. and about "3 reads" - i've seen somewhere here on uc that someone added a limit to these iterations of 200 - i have never counted them for a single transform myself, but thought that there are a lot of these index jumps/cycles.

You dont read memory during those iterations you just do some maths

hyjun0407 20th April 2021 05:46 PM

Quote:

Originally Posted by ecthirune (Post 3121084)
no :-D

go trough localGameWorld+0x60 and look for yourself in reclass what you got.
https://www.unknowncheats.me/forum/3...-post3160.html
this page is your bro in that. a bit outdated, but for items still good.

are u using open door?
im just wondering they check it on serversided.
do i get ban with using open door without key?

ecthirune 20th April 2021 05:50 PM

Quote:

Originally Posted by hyjun0407 (Post 3121150)
are u using open door?
im just wondering they check it on serversided.
do i get ban with using open door without key?

no, my software simple as wood: item esp, player esp, sorting bots by role, and that's is.
I do not use aimbot(wallhack allow to outplay any player), opening doors (who cares about opening doors if you can buy almost all keys for cheapest price in midwipe? and if you can just loot them with esp, because 99% of players not bored by checking key spawns/jackets etc?).
I wanna finish only few things: external thermal/nightvision, removing faceshield textures and skill boost.

And yes - they check do you have a key in inventory when door is opened.

jangut 20th April 2021 07:36 PM

so i have been trying to calculate the direction between 2 points in eft

i tried

Code:

auto dir = destination - start;
dir.normalize();

tho the directions are wrong

Code:


auto dir = destination  - start;
auto magnitude = dir.magnitude();
auto direction = dir / magnitude;

this made the trick, just validated with a line drawn...

tho the bullet angle is still wrong. im trying to write to

EFT.Animations.ProceduralWeaponAnimation -> _shotDirection

ecthirune 20th April 2021 07:56 PM

Quote:

Originally Posted by jangut (Post 3121200)
so i have been trying to calculate the direction between 2 points in eft

i tried

Code:

auto dir = destination - start;
dir.normalize();

tho the directions are wrong

wrong reading by me, sry.

swh4641 20th April 2021 08:18 PM

can someone please explain me how to get KD? does anyone know why iterating overallcounters doesnt work online like it cant find the Deaths/Kills but it works offline

jangut 20th April 2021 08:48 PM

Quote:

Originally Posted by ecthirune (Post 3121215)
wrong reading by me, sry.

i figured out i have to use "UnityEngine.Transform::TransformPoint_Injected"

just saw the post by @MasterScuzee im not sure how to get the function pseudo tho

edit: seems like its:

Code:

//naming based on get_position
_DWORD *__fastcall sub_C16780(__int64 a1, _DWORD *a2, unsigned __int64 *a3)
{
  _QWORD *v5; // rcx
  __m128 v7; // xmm2
  __m128i *v8; // rax
  __m128 v9; // xmm0
  _DWORD *result; // rax
  __m128 world_location_out; // [rsp+20h] [rbp-38h] BYREF
  __int128 pTransform; // [rsp+30h] [rbp-28h] BYREF
  char transposition[24]; // [rsp+40h] [rbp-18h] BYREF

  v5 = *(_QWORD **)(a1 + 0x38);
  if ( *v5 )
    sub_7C3EA0((__int64)v5, (__int64)a2);
  v7 = (__m128)*a3;
  pTransform = *(_OWORD *)(a1 + 0x38);
  world_location_out = _mm_movelh_ps(v7, (__m128)*((unsigned int *)a3 + 2));
  v8 = (__m128i *)get_position_233D20((__m128 *)transposition, (__int64 *)&pTransform, &world_location_out);
  *a2 = *v8;
  a2[1] = _mm_shuffle_epi32(*v8, 85).m128i_u32[0];
  v9 = *(__m128 *)v8;
  result = a2;
  a2[2] = _mm_movehl_ps(v9, v9).m128_u32[0];
  return result;
}

@beepboop5 since you asked how to find the function. im still not sure how i would it atm

beepboop5 20th April 2021 09:20 PM

Quote:

Originally Posted by jangut (Post 3121200)
so i have been trying to calculate the direction between 2 points in eft

i tried

Code:

auto dir = destination - start;
dir.normalize();

tho the directions are wrong

Code:


auto dir = destination  - start;
auto magnitude = dir.magnitude();
auto direction = dir / magnitude;

this made the trick, just validated with a line drawn...

tho the bullet angle is still wrong. im trying to write to

EFT.Animations.ProceduralWeaponAnimation -> _shotDirection

After messing with _shotDirection i can tell you they use normalized unity vec3's (max is 1, min is -1), if you manage to set the shot direction using angles and a bit of math, please pm me cause i put this on my backburner to do later and would like to know how you achieved it. (also thanks for the function, i found it myself a little while after i made that post lol)

AmazingTurtle 20th April 2021 09:41 PM

yes thats undetected by battleye

https://i.imgur.com/Le0QzW1.png

and yes i can enter pmc raids without getting kicked immediately

hyjun0407 21st April 2021 08:50 AM

Does spread is server sided?
Im using no recoil by write 0 to mask, but looks like spread is apply.
If not, write 0 to mask to remove spread is right? sry for bad eng :<

swh4641 21st April 2021 09:03 AM

Quote:

Originally Posted by hyjun0407 (Post 3121543)
Does spread is server sided?
Im using no recoil by write 0 to mask, but looks like spread is apply.
If not, write 0 to mask to remove spread is right? sry for bad eng :<

Code:

                                                                                                PlayerWeapon->Breath->Intensity = 0.f;
                                                                                                PlayerWeapon->Walk->Intensity = 0;
                                                                                                PlayerWeapon->MotionReact->Intensity = 0.f;
                                                                                                PlayerWeapon->ForceReact->Intensity = 0.f;


POFPE 21st April 2021 09:11 AM

Quote:

Originally Posted by swh4641 (Post 3121549)
Code:

                                                                                                PlayerWeapon->Breath->Intensity = 0.f;
                                                                                                PlayerWeapon->Walk->Intensity = 0;
                                                                                                PlayerWeapon->MotionReact->Intensity = 0.f;
                                                                                                PlayerWeapon->ForceReact->Intensity = 0.f;


Its better than Set mask to 0?

Can anyone Share Bright ?

montroisiemecon 21st April 2021 01:03 PM

Quote:

Originally Posted by hyjun0407 (Post 3121543)
Does spread is server sided?
Im using no recoil by write 0 to mask, but looks like spread is apply.
If not, write 0 to mask to remove spread is right? sry for bad eng :<

Spread and no recoil are distinct

hyjun0407 21st April 2021 01:09 PM

Quote:

Originally Posted by montroisiemecon (Post 3121638)
Spread and no recoil are distinct

Sry? I cant under stand wdym exactly.
Code:

void EFTData::norecoil(uintptr_t local) {
        UINT64 anim = memio->read<UINT64>(local + 0x190);
        if (anim)
        {
                UINT64 breath = anim + 0x28;
                breath = memio->read<UINT64>(breath);
                memio->write(breath + 0xA4, 0.f);

                UINT64 Walk = anim + 0x30;
                Walk = memio->read<UINT64>(Walk);
                memio->write(Walk + 0x44, 0.f);

                UINT64 MotionReact = anim + 0x38;
                MotionReact = memio->read<UINT64>(MotionReact);
                memio->write(MotionReact + 0xD0, 0.f);

                UINT64 ForceReact = anim + 0x40;
                ForceReact = memio->read<UINT64>(ForceReact);
                memio->write(ForceReact + 0x30, 0.f);
        }
        else {
                printf("wtf\n");
        }
}

and Im using no recoil this way, but not working for me :/ Im not really sure what is Problem.

montroisiemecon 21st April 2021 02:19 PM

Quote:

Originally Posted by hyjun0407 (Post 3121642)
Sry? I cant under stand wdym exactly.
Code:

void EFTData::norecoil(uintptr_t local) {
        UINT64 anim = memio->read<UINT64>(local + 0x190);
        if (anim)
        {
                UINT64 breath = anim + 0x28;
                breath = memio->read<UINT64>(breath);
                memio->write(breath + 0xA4, 0.f);

                UINT64 Walk = anim + 0x30;
                Walk = memio->read<UINT64>(Walk);
                memio->write(Walk + 0x44, 0.f);

                UINT64 MotionReact = anim + 0x38;
                MotionReact = memio->read<UINT64>(MotionReact);
                memio->write(MotionReact + 0xD0, 0.f);

                UINT64 ForceReact = anim + 0x40;
                ForceReact = memio->read<UINT64>(ForceReact);
                memio->write(ForceReact + 0x30, 0.f);
        }
        else {
                printf("wtf\n");
        }
}

and Im using no recoil this way, but not working for me :/ Im not really sure what is Problem.

this is not the good way to do no recoil
set mask to 1 and only change breath attributes

hyjun0407 21st April 2021 02:46 PM

Quote:

Originally Posted by montroisiemecon (Post 3121681)
this is not the good way to do no recoil
set mask to 1 and only change breath attributes

im not rlly sure what is breath attribute u mean. so many breath attribute in there

aeonixlegit 21st April 2021 07:30 PM

Quote:

Originally Posted by hyjun0407 (Post 3121642)
~

set `ProceduralWeaponAnimation ] +0x28 (breath) ] + 0x0A4 (intensity:float)` to 0.0f (nosway)

and set `ProceduralWeaponAnimation ] +0x48 (shotingg) ] +0x38 (RecoilStrengthXy:vector2<float>)` to { 0, 0 } and `]+0x40 (RecoilStrengthZ:vector2<float>)` to { 0, ??? } (i just write vector3 { 0,0,0 } to RecoilStrengthXy) (norecoil)

or just null the mask `ProceduralWeaponAnimation ] + 0xF8 (?: int32_t)`, idk is nospread is server sided

AmazingTurtle 22nd April 2021 12:03 AM

Sometimes BE crashes. Event viewer shows up two evenst.

One of them is informative and says "BEX64". The error code is 0xC0000409 (STATUS_STACK_BUFFER_OVERRUN). The Problem signature (P1-P10) is

Code:

bad_module_info
0.0.0.0
00000000
StackHash_0000
0.0.0.0
00000000
PCH_84
c00000409
0000000000000002

Does someone know if that means that im clapped? Or did I crash BE lol?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

Lilith2 22nd April 2021 12:45 AM

Quote:

Originally Posted by AmazingTurtle (Post 3121974)
Sometimes BE crashes. Event viewer shows up two evenst.

One of them is informative and says "BEX64". The error code is 0xC0000409 (STATUS_STACK_BUFFER_OVERRUN). The Problem signature (P1-P10) is

Code:

bad_module_info
0.0.0.0
00000000
StackHash_0000
0.0.0.0
00000000
PCH_84
c00000409
0000000000000002

Does someone know if that means that im clapped? Or did I crash BE lol?

According to ;an article written by Raymond Chen from Microsoft, that error doesn't actually mean a stack buffer overflow. Instead it means the program terminated as fast as possible due to some internal error related to a "cookie" value on the stack being corrupted. Written in january 2019

Another discussion of this error on the official bohemia interactive forums between the staff & a person with your concluded that even BE has no clue what that error is. It was however solved by upgrading win10 from 1909 to 2004. This thread was during summer 2020.

hyjun0407 22nd April 2021 11:34 AM

Code:

        if (EFTData::Instance()->IsAiming(EFTData::Instance()->localPlayer.instance) && EFTData::Instance()->get_mpcamera(EFTData::Instance()->localPlayer.instance))
        {
                printf("haha");
                uint64_t chain = memio->ReadChain(EFTData::Instance()->offsets.fpsCamera, { 0x30, 0x18 });
                chain = chain + 0xD8;

                        x /= memio->read<float>(chain + 0x12C);

                        if(x < 2.f)
                        x /= memio->read<float>(chain + 0xAC);

                        y /= memio->read<float>(chain + 0x118);

                        if(y < 2.f)
                        y /= memio->read<float>(chain + 0x98);
        }

        point2D.x = (1920 / 2) * (1.f + x / w);
        point2D.y = (1080 / 2) * (1.f - y / w);

Code:

        // Get view matrix.
        {
                if (localPlayer.instance) {
                        if (IsAiming(localPlayer.instance)) {
                                printf("hehe\n");
                                uint64_t temp = this->offsets.fpsCamera;
                                if (!(temp = memio->read<uint64_t>(temp + 0x30)) || !(temp = memio->read<uint64_t>(temp + 0x18)))
                                        return false;

                                //        printf("temp: 0x%X\n", temp);
                                D3DXMATRIX temp_matrix;
                                memio->readbuffer(temp + 0x00D8, &temp_matrix, sizeof(temp_matrix));
                                D3DXMatrixTranspose(&this->viewMatrix, &temp_matrix);
                        }
                        else {
                                uint64_t temp = this->offsets.fpsCamera;
                                if (!(temp = memio->read<uint64_t>(temp + 0x30)) || !(temp = memio->read<uint64_t>(temp + 0x18)))
                                        return false;

                                //        printf("temp: 0x%X\n", temp);
                                D3DXMATRIX temp_matrix;
                                memio->readbuffer(temp + 0x00D8, &temp_matrix, sizeof(temp_matrix));
                                D3DXMatrixTranspose(&this->viewMatrix, &temp_matrix);
                        }
                }
        }
        return true;
}

using like this to get Zoom viewmatrix, but esp not draw when I zooming. What is problem?
nvm: fix

swh4641 22nd April 2021 12:13 PM

stop pasting

hyjun0407 22nd April 2021 12:30 PM

Quote:

Originally Posted by swh4641 (Post 3122208)
stop pasting

Haha. I'm sorry im Newbie.

POFPE 22nd April 2021 01:17 PM

How can I get Movcontext? I dump it to find it, but i cant find it anywhere

TheHidden0ne 22nd April 2021 05:41 PM

Quote:

Originally Posted by POFPE (Post 3122243)
How can I get Movcontext? I dump it to find it, but i cant find it anywhere

Don‘t search in the player object directly. In for example unispect it has a generic name there.

pinefin 22nd April 2021 10:50 PM

anyone know why my "GetUnicodeString" (copied from someone from this thread) still has special characters?

http://pays.host/uploads/735fd203-36.../zGG74ZBb_.png

is there possibly any way to remove these special characters or a different way to convert these?

Code:

std::string GetUnicodeString(uint64_t addr, int stringLength)
{
    try {
        char16_t wcharTemp[128] = { '\0' };
        driver.readbuffer(addr, &wcharTemp, stringLength * 2);
        std::u16string blah = std::u16string(wcharTemp);
        std::wstring_convert<std::codecvt_utf8_utf16<int16_t>, int16_t> convert;
        auto p = reinterpret_cast<const int16_t*>(blah.data());
        return convert.to_bytes(p, p + blah.size());
    }
    catch (...) {
        return "bad name";
    }

}


lolmemes123 23rd April 2021 01:08 AM

Quote:

Originally Posted by pinefin (Post 3122557)
anyone know why my "GetUnicodeString" (copied from someone from this thread) still has special characters?

http://pays.host/uploads/735fd203-36.../zGG74ZBb_.png

is there possibly any way to remove these special characters or a different way to convert these?

Code:

std::string GetUnicodeString(uint64_t addr, int stringLength)
{
    try {
        char16_t wcharTemp[128] = { '\0' };
        driver.readbuffer(addr, &wcharTemp, stringLength * 2);
        std::u16string blah = std::u16string(wcharTemp);
        std::wstring_convert<std::codecvt_utf8_utf16<int16_t>, int16_t> convert;
        auto p = reinterpret_cast<const int16_t*>(blah.data());
        return convert.to_bytes(p, p + blah.size());
    }
    catch (...) {
        return "bad name";
    }

}


that is usually the result of converting wide strings to regular strings. try writing your strings in unicode instead of multi-byte.

dota2bot 23rd April 2021 02:08 AM

what is ShouldMoveWeaponCloser?

also is there a way to draw a dot at the fireport position on the screen through the engine externally? im using my monitor crosshair, but bullets dont fire from center of screen.

DragonTTK 23rd April 2021 06:11 AM

Quote:

Originally Posted by dota2bot (Post 3122617)
what is ShouldMoveWeaponCloser?.

Basically its just to stop weapon collision so if u walked up to a wall your gun wouldn't move back towards you.

hyjun0407 23rd April 2021 08:20 AM

How can I Does player is Scav Pmc Or boss?

Swiftik 23rd April 2021 11:38 AM

Quote:

Originally Posted by pinefin (Post 3122557)
anyone know why my "GetUnicodeString" (copied from someone from this thread) still has special characters?

http://pays.host/uploads/735fd203-36.../zGG74ZBb_.png

is there possibly any way to remove these special characters or a different way to convert these?

Code:

std::string GetUnicodeString(uint64_t addr, int stringLength)
{
    try {
        char16_t wcharTemp[128] = { '\0' };
        driver.readbuffer(addr, &wcharTemp, stringLength * 2);
        std::u16string blah = std::u16string(wcharTemp);
        std::wstring_convert<std::codecvt_utf8_utf16<int16_t>, int16_t> convert;
        auto p = reinterpret_cast<const int16_t*>(blah.data());
        return convert.to_bytes(p, p + blah.size());
    }
    catch (...) {
        return "bad name";
    }

}


WideCharToMultiByte

aeonixlegit 23rd April 2021 02:18 PM

Quote:

Originally Posted by hyjun0407 (Post 3122701)
How can I Does player is Scav Pmc Or boss?

i already answered

Quote:

Originally Posted by aeonixlegit (Post 3107475)
Is SCAV -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x50 Side (Int32) / 0x1 usec - 0x2 bear - 0x4 scav

Is AI -
Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x54 RegistrationDate (Int32), check for <= 0

Raiders / Bosses:

Player ] +0x440 PlayerProfile ] +0x28 PlayerInfo ] +0x38 Settings? ] + 0x10 Role (Int32)

Look into AssemblyCSharp to get values for Role, currently I'm using 0x3, 0x6, 0x7, 0x9, 0xB, 0x11, 0x15 - it includes all bosses (?) & raiders


hyjun0407 23rd April 2021 02:23 PM

Quote:

Originally Posted by aeonixlegit (Post 3122854)
i already answered

sry for im lazy. thks for ur help. +rep
+ I need more Rep to Give u more rep since i already give u rep . :/

POFPE 23rd April 2021 02:25 PM

Code:

                        if (IsAiming(localPlayer.instance)) {
                                printf("nice\n");
                                auto transform = memio->ReadChain(localPlayer.instance, { 0x488, 0x20 });
                                if (!transform)
                                        continue;
                                auto fireport_pos = EFTData::Instance()->GetPosition(transform);
                                FVector localView;
                                uint64_t view1 = memio->read<uint64_t>(localPlayer.instance + 0x40);
                                Vector2 view = memio->read<Vector2>(view1 + 0x200);
                                localView.x = view.x;
                                localView.y = view.y;
                                localView.z = 0.f;
                                FVector rotationAngle;
                                FVector angle = getAngle(fireport_pos, player.headPos);
                                fov = calcFov(localView, angle);
                                if (localPlayer.location.Distance(player.location) > 100)
                                        continue;
                                if (player.headPos.GetLength() == 0)
                                        continue;
                                if (fov < best_fov) {
                                        best_fov = fov;
                                        rotationAngle = angle;
                                }
                                if (best_fov > 10.f)
                                        continue;
                                memio->Writevec2(view1 + 0x200, { rotationAngle.x, rotationAngle.y });

im using this code to use aimbot, But it has some scope error. Looks like all things correct.

hyjun0407 23rd April 2021 02:26 PM

Quote:

Originally Posted by POFPE (Post 3122859)
Code:

                        if (IsAiming(localPlayer.instance)) {
                                printf("nice\n");
                                auto transform = memio->ReadChain(localPlayer.instance, { 0x488, 0x20 });
                                if (!transform)
                                        continue;
                                auto fireport_pos = EFTData::Instance()->GetPosition(transform);
                                FVector localView;
                                uint64_t view1 = memio->read<uint64_t>(localPlayer.instance + 0x40);
                                Vector2 view = memio->read<Vector2>(view1 + 0x200);
                                localView.x = view.x;
                                localView.y = view.y;
                                localView.z = 0.f;
                                FVector rotationAngle;
                                FVector angle = getAngle(fireport_pos, player.headPos);
                                fov = calcFov(localView, angle);
                                if (localPlayer.location.Distance(player.location) > 100)
                                        continue;
                                if (player.headPos.GetLength() == 0)
                                        continue;
                                if (fov < best_fov) {
                                        best_fov = fov;
                                        rotationAngle = angle;
                                }
                                if (best_fov > 10.f)
                                        continue;
                                memio->Writevec2(view1 + 0x200, { rotationAngle.x, rotationAngle.y });

im using this code to use aimbot, But it has some scope error. Looks like all things correct.

I got same error on this one. Looks like matrix 0xd8

TheHidden0ne 23rd April 2021 03:04 PM

Quote:

Originally Posted by POFPE (Post 3122859)
Code:

                        if (IsAiming(localPlayer.instance)) {
                                printf("nice\n");
                                auto transform = memio->ReadChain(localPlayer.instance, { 0x488, 0x20 });
                                if (!transform)
                                        continue;
                                auto fireport_pos = EFTData::Instance()->GetPosition(transform);
                                FVector localView;
                                uint64_t view1 = memio->read<uint64_t>(localPlayer.instance + 0x40);
                                Vector2 view = memio->read<Vector2>(view1 + 0x200);
                                localView.x = view.x;
                                localView.y = view.y;
                                localView.z = 0.f;
                                FVector rotationAngle;
                                FVector angle = getAngle(fireport_pos, player.headPos);
                                fov = calcFov(localView, angle);
                                if (localPlayer.location.Distance(player.location) > 100)
                                        continue;
                                if (player.headPos.GetLength() == 0)
                                        continue;
                                if (fov < best_fov) {
                                        best_fov = fov;
                                        rotationAngle = angle;
                                }
                                if (best_fov > 10.f)
                                        continue;
                                memio->Writevec2(view1 + 0x200, { rotationAngle.x, rotationAngle.y });

im using this code to use aimbot, But it has some scope error. Looks like all things correct.

What is �some scope error�?

hyjun0407 23rd April 2021 03:35 PM

Quote:

Originally Posted by TheHidden0ne (Post 3122871)
What is �some scope error�?

He Looks like position Wrong if he scope. I get same error.

hyjun0407 24th April 2021 09:37 AM

I find this code to use InstantHit. But, when i find handscontrollr(abstarctHandscontroller in Dump) doesnt have many class lik speedfactor. any othr good way to us instahit?
Code:

void fastShots(HandsController* handsController)
{
    if (is_bad_ptr(handsController))
        return;
    float speedFactor = _deref(handsController).speedFactor;
    if (speedFactor < 0 || speedFactor >= 5.f)
        return;
    driver::writeMemory<float>((uint64_t)handsController + offsetof(HandsController, speedFactor), 5.f);
}


swh4641 24th April 2021 09:40 AM

Quote:

Originally Posted by hyjun0407 (Post 3123280)
I find this code to use InstantHit. But, when i find handscontrollr(abstarctHandscontroller in Dump) doesnt have many class lik speedfactor. any othr good way to us instahit?
Code:

void fastShots(HandsController* handsController)
{
    if (is_bad_ptr(handsController))
        return;
    float speedFactor = _deref(handsController).speedFactor;
    if (speedFactor < 0 || speedFactor >= 5.f)
        return;
    driver::writeMemory<float>((uint64_t)handsController + offsetof(HandsController, speedFactor), 5.f);
}


not your code


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

hyjun0407 24th April 2021 09:41 AM

Quote:

Originally Posted by swh4641 (Post 3123281)
not your code

As i Mentioned, I FOUND

swh4641 24th April 2021 09:45 AM

Quote:

Originally Posted by hyjun0407 (Post 3123282)
As i Mentioned, I FOUND

where?

hyjun0407 24th April 2021 09:46 AM

Quote:

Originally Posted by hyjun0407 (Post 3123280)
I find this code to use InstantHit. But, when i find handscontrollr(abstarctHandscontroller in Dump) doesnt have many class lik speedfactor. any othr good way to us instahit?
Code:

void fastShots(HandsController* handsController)
{
    if (is_bad_ptr(handsController))
        return;
    float speedFactor = _deref(handsController).speedFactor;
    if (speedFactor < 0 || speedFactor >= 5.f)
        return;
    driver::writeMemory<float>((uint64_t)handsController + offsetof(HandsController, speedFactor), 5.f);
}


I 'find' this code to use InstantHit.

MasterScuzee 24th April 2021 10:16 AM

Quote:

Originally Posted by hyjun0407 (Post 3123285)
I 'find' this code to use InstantHit.

Look into -.Player.FirearmController _speedFactor is at 0x154

hyjun0407 24th April 2021 10:18 AM

Quote:

Originally Posted by MasterScuzee (Post 3123294)
Look into -.Player.FirearmController _speedFactor is at 0x154

omg. Firearm... yeah I saw it. Thanks for help noob. +rep

Quote:

Originally Posted by MasterScuzee (Post 3123294)
Look into -.Player.FirearmController _speedFactor is at 0x154

Btw, Im not rlly sure player->firearm->speedfactor
or player->produceralweaponanimation->firearm->speedfactor.
and on my dump, its just looks like single:154. speedfactor is on at 0x164.

swh4641 24th April 2021 10:38 PM

about external vischeck, easy
Code:

// EFT.PlayerBody
// Token: 0x06006EAD RID: 28333 RVA: 0x00231F3C File Offset: 0x0023013C
public bool IsVisible()
{
        return this.BodySkins[EBodyModelPart.Body].IsVisible() || this.BodySkins[EBodyModelPart.Feet].IsVisible();
}

Code:

public bool IsVisible()
                {
                        AbstractSkin[] lods = this._lods;
                        for (int i = 0; i < lods.Length; i++)
                        {
                                if (lods[i].SkinnedMeshRenderer.isVisible)
                                {
                                        return true;
                                }
                        }
                        return false;
                }


hyjun0407 25th April 2021 03:01 AM

Any1 Can solve this problem?
My esp is streamproof.. so U cant see it, To explain the situation, just 1 players have an aimbot working and some players have an aiming like crazy like video. What could be the problem?
https://streamable.com/z5vebx
Code:

        {

                uint64_t onlineusers = memio->read<uint64_t>(this->offsets.localGameWorld + this->offsets.localGameWorld_offsets.registeredPlayers);

                if (!onlineusers)
                        return false;

                uint64_t list_base = memio->read<uint64_t>(onlineusers + offsetof(EFTStructs::List, listBase));
                int player_count = memio->read<int>(onlineusers + offsetof(EFTStructs::List, itemCount));


                if (player_count <= 0 || !list_base)
                        return false;

                constexpr auto BUFFER_SIZE = 128;

                uint64_t player_buffer[BUFFER_SIZE];
                memio->readbuffer(list_base + offsetof(EFTStructs::ListInternal, firstEntry), player_buffer, sizeof(uint64_t) * player_count);

                EFTPlayer player;
                float fov;
                float bestFov = 500.0f;
                for (int i = 0; i < player_count; i++)
                {
                        player.instance = player_buffer[i];
                        this->playercount = player_count;


                        uint64_t bone_matrix = this->getbone_matrix(player.instance);

                        if (bone_matrix)
                        {

                                uint64_t bone = memio->ReadChain(bone_matrix, { 0x20, 0x10, 0x38 });
                                player.location = memio->read<FVector>(bone + 0xB0);

                                player.headPos = GetPosition(memio->read<uint64_t>(bone_matrix + (0x20 + ((int)Bones::HumanHead * 8))));


                        }

                        // Leave this at the end to have all the data.
                        if (memio->read<int>(player.instance + 0x18))
                        {
                                this->localPlayer = player;
                                this->localPlayer.location = player.location;
                        }
                        if (auto physical = memio->read<uint64_t>(localPlayer.instance + 0x450)) {
                                if (auto stamina = memio->read<uint64_t>(physical + 0x28)) {
                                        memio->writefloat(stamina + 0x48, 1000.f);
                                }
                        }
                        if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                        if (auto ins = memio->read<uint64_t>(fire + 0x164)) {
                                                memio->writefloat(ins, 5.f);
                                        }
                                }
                        }

                        this->players.emplace_back(player);
                        if (player.instance == localPlayer.instance)
                        {
                                continue;
                        }
                        auto transform = memio->ReadChain(localPlayer.instance, { 0x488, 0x20 });
                        if (!transform)
                                continue;
                        auto fireport_pos = EFTData::Instance()->GetPosition(transform);
                        FVector localView;
                        uint64_t view1 = memio->read<uint64_t>(localPlayer.instance + 0x40);
                        Vector2 view = memio->read<Vector2>(view1 + 0x200);
                        localView.x = view.x;
                        localView.y = view.y;
                        localView.z = 0.f;
                        FVector rotationAngle;
                        FVector angle = getAngle(fireport_pos, player.headPos);
                        fov = calcFov(localView, angle);
                        if (localPlayer.location.Distance(player.location) > 250)
                                continue;
                        if (player.headPos.GetLength() == 0)
                                continue;
                        if (fov < bestFov) {
                                bestFov = fov;
                                rotationAngle = angle;
                        }
                        if (bestFov > 3.f)
                                continue;
                        if (IsAiming(localPlayer.instance)) {
                                memio->Writevec2(view1 + 0x200, { rotationAngle.x, rotationAngle.y });
                        }
                }
        }

aimbot code.

AhmedGH 25th April 2021 03:01 AM

Quote:

Originally Posted by swh4641 (Post 3123600)
about external vischeck, easy
Code:

// EFT.PlayerBody
// Token: 0x06006EAD RID: 28333 RVA: 0x00231F3C File Offset: 0x0023013C
public bool IsVisible()
{
        return this.BodySkins[EBodyModelPart.Body].IsVisible() || this.BodySkins[EBodyModelPart.Feet].IsVisible();
}

Code:

public bool IsVisible()
                {
                        AbstractSkin[] lods = this._lods;
                        for (int i = 0; i < lods.Length; i++)
                        {
                                if (lods[i].SkinnedMeshRenderer.isVisible)
                                {
                                        return true;
                                }
                        }
                        return false;
                }


Thanks for the info, but I wonder about that one, how can I get that function "IsVisible()"? I'm C++ (Internal actually), but failed to get the internal vis check cause it fucks up bullets etc..! Couldn't attach it to main thread.

So I checked in Unispect and what I can see in EFT.PlayerBody is that:
https://i.ibb.co/LgfyPmj/image.png

Then I think it should with this chain:
Player -> 0xA8 (PlayerBody) -> 0x38 (BodySkins) -> 0x18 (Values) -> 0x20 + 0x8 * index -> 0x18 (_lods) -> 0x18 (_skinnedMeshRenderer) -> .... Not sure what is after to get IsVisible field!

Please correct me if I'm wrong.. Also is internal better to do vis check with RayCast or this way ?? I just have issues on attaching the code in main thread, if you know can help me will be great. Thanks.

montroisiemecon 25th April 2021 06:17 AM

Quote:

Originally Posted by hyjun0407 (Post 3123296)
omg. Firearm... yeah I saw it. Thanks for help noob. +rep



Btw, Im not rlly sure player->firearm->speedfactor
or player->produceralweaponanimation->firearm->speedfactor.
and on my dump, its just looks like single:154. speedfactor is on at 0x164.

use dnspy to find out how they are used and choose accordingly

EliteProducer 25th April 2021 12:32 PM

Is timescale still
Code:

m_unityplayer + 0x156C440 + (7 * 0x8)
?

Seems to not be working for me for some reason, just come back to EFT after a bit, but the last post i saw about the timescale shift mentioned that that was correct. ^

hyjun0407 25th April 2021 12:33 PM

Code:

auto transform = memio->ReadChain(localPlayer.instance, { 0x488, 0x20 });
                                if (!transform)
                                        continue;
                                FVector fireport_pos = EFTData::Instance()->GetPositionaim(transform);

Code:

FVector EFTData::GetPositionaim(uint64_t transform)
{
        auto transform_internal = memio->read<uint64_t>(transform + 0x10);

        auto matrices = memio->read<uint64_t>(transform_internal + 0xD8);
        auto index = memio->read<int>(transform_internal + 0x40);

        memio->readbuffer((uintptr_t)(matrices + 0x18), &matrix_list_base, sizeof(matrix_list_base));

        memio->readbuffer((uintptr_t)(matrices + 0x20), &dependency_index_table_base, sizeof(dependency_index_table_base));

        static auto get_dependency_index = [this](uint64_t base, int32_t index)
        {
                memio->readbuffer((uintptr_t)(base + index * 4), &index, sizeof(index));
                return index;
        };

        static auto get_matrix_blob = [this](uint64_t base, uint64_t offs, float* blob, uint32_t size) {
                memio->readbuffer((uintptr_t)(base + offs), blob, size);
        };

        int32_t index_relation = get_dependency_index(dependency_index_table_base, index);

        FVector ret_value;
        {
                float* base_matrix3x4 = (float*)malloc(64),
                        * matrix3x4_buffer0 = (float*)((uint64_t)base_matrix3x4 + 16),
                        * matrix3x4_buffer1 = (float*)((uint64_t)base_matrix3x4 + 32),
                        * matrix3x4_buffer2 = (float*)((uint64_t)base_matrix3x4 + 48);

                get_matrix_blob(matrix_list_base, index * 48, base_matrix3x4, 16);

                __m128 xmmword_1410D1340 = { -2.f, 2.f, -2.f, 0.f };
                __m128 xmmword_1410D1350 = { 2.f, -2.f, -2.f, 0.f };
                __m128 xmmword_1410D1360 = { -2.f, -2.f, 2.f, 0.f };

                while (index_relation >= 0)
                {
                        uint32_t matrix_relation_index = 6 * index_relation;

                        // paziuret kur tik 3 nureadina, ten translationas, kur 4 = quatas ir yra rotationas.
                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index, matrix3x4_buffer2, 16);
                        __m128 v_0 = *(__m128*)matrix3x4_buffer2;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 32, matrix3x4_buffer0, 16);
                        __m128 v_1 = *(__m128*)matrix3x4_buffer0;

                        get_matrix_blob(matrix_list_base, 8 * matrix_relation_index + 16, matrix3x4_buffer1, 16);
                        __m128i v9 = *(__m128i*)matrix3x4_buffer1;

                        __m128* v3 = (__m128*)base_matrix3x4; // [email protected]
                        __m128 v10; // [email protected]
                        __m128 v11; // [email protected]
                        __m128 v12; // [email protected]
                        __m128 v13; // [email protected]
                        __m128 v14; // [email protected]
                        __m128 v15; // [email protected]
                        __m128 v16; // [email protected]
                        __m128 v17; // [email protected]

                        v10 = _mm_mul_ps(v_1, *v3);
                        v11 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 0));
                        v12 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 85));
                        v13 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -114));
                        v14 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -37));
                        v15 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, -86));
                        v16 = _mm_castsi128_ps(_mm_shuffle_epi32(v9, 113));

                        v17 = _mm_add_ps(
                                _mm_add_ps(
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1350), v13),
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1360), v14)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), -86))),
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1360), v14),
                                                                _mm_mul_ps(_mm_mul_ps(v11, (__m128)xmmword_1410D1340), v16)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 85)))),
                                        _mm_add_ps(
                                                _mm_mul_ps(
                                                        _mm_sub_ps(
                                                                _mm_mul_ps(_mm_mul_ps(v12, (__m128)xmmword_1410D1340), v16),
                                                                _mm_mul_ps(_mm_mul_ps(v15, (__m128)xmmword_1410D1350), v13)),
                                                        _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(v10), 0))),
                                                v10)),
                                v_0);

                        *v3 = v17;

                        index_relation = get_dependency_index(dependency_index_table_base, index_relation);
                }

                ret_value = *(FVector*)base_matrix3x4;
                delete[] base_matrix3x4;
        }

        return ret_value;
}

I added 0xD8 to get Optic Matrix for Firepos. only 1game working and after game, not work for me.(fov calculation is very big. like 100~150 but it must only work when more less than 6.) why this occur?

MasterScuzee 25th April 2021 01:02 PM

Quote:

Originally Posted by EliteProducer (Post 3123966)
Is timescale still
Code:

m_unityplayer + 0x156C440 + (7 * 0x8)
?

Seems to not be working for me for some reason, just come back to EFT after a bit, but the last post i saw about the timescale shift mentioned that that was correct. ^

It's still 0x156C440 + (7 * 0x8) for the "timescale manager" or however you want to call that, the actual value is located at + 0xFC.
Next time open up IDA and check it for yourself, won't take you more than 5 minutes and will keep this thread a little less flooded with useless questions, thanks. :)

beepboop5 25th April 2021 01:08 PM

Quote:

Originally Posted by EliteProducer (Post 3123966)
Is timescale still
Code:

m_unityplayer + 0x156C440 + (7 * 0x8)
?

Seems to not be working for me for some reason, just come back to EFT after a bit, but the last post i saw about the timescale shift mentioned that that was correct. ^

Theres an easier way to do speedhack without having every single animation sped up client side, hint: look in the most obvious place where speed would be adjusted by the game depending on a certain level.

EliteProducer 25th April 2021 07:55 PM

Quote:

Originally Posted by beepboop5 (Post 3123988)
Theres an easier way to do speedhack without having every single animation sped up client side, hint: look in the most obvious place where speed would be adjusted by the game depending on a certain level.

Thanks, i'll take a look.

Anyone got an updated grenades for me? Can't find it after searching in Unispect/Ida

Code:

uint64_t Grenades = read<uint64_t>(localGameWorld + 0xe0);

if (Grenades >= 1) {
uint64_t GrenadeList = read<uint64_t>(Grenades + 0x18);

uint64_t Grenades is returning 0.

cryptid 25th April 2021 08:02 PM

Quote:

Originally Posted by EliteProducer (Post 3124246)
Anyone got an updated grenades for me? Can't find it after searching in Unispect/Ida

[D0] Grenades : -.GClass055F<Int32, Throwable>

DragonTTK 25th April 2021 10:06 PM

Quote:

Originally Posted by swh4641 (Post 3123284)
where?

google, learn how to read..

pinefin 26th April 2021 12:38 AM

Quote:

Originally Posted by lolmemes123 (Post 3122607)
that is usually the result of converting wide strings to regular strings. try writing your strings in unicode instead of multi-byte.

this happened when i tried to render with wchar_t.
https://pays.host/uploads/735fd203-3.../GHeoh0yp_.png
(im not sure if im drawing it right either tho, im using DrawTextW)

ive also tried to convert it to a multibyte and render like that, it either crashes or does the same thing

POFPE 26th April 2021 03:52 AM

anyone has some aimbot problem after 1~5 round? 1~5 round my aimbott work well, but after some match, my aimbot aiming more foward or backward that real player exist.

buddgaf 26th April 2021 02:35 PM

i have an issue with my dma radar where i suddenly lose the player position for all players on the map. the name, rotation, inventory, etc still work, and if scavs spawn in after this bug they display correctly. it happens mostly when there is about 15 minutes left in the match. restarting the radar machine doesn't help (it's a 2 pc system). restarting the game and reconnecting to the match will fix it.

anyone have an idea why that might be happening? for some people it happens every couple of matches while for others like myself i can go 50 or more matches without seeing it.

cryptid 26th April 2021 02:59 PM

Quote:

Originally Posted by buddgaf (Post 3124662)
i have an issue with my dma radar where i suddenly lose the player position for all players on the map.

What are you using for player position?


All times are GMT. The time now is 12:25 PM.
UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

POFPE 26th April 2021 03:48 PM

Code:

uint64_t LootArray = memio->read<uint64_t>(EFTData::Instance()->offsets.gameWorld + 0x60);
        int LootCount = memio->read<int>(LootArray + 0x18);
        for (int i = 0; i < LootCount; i++)
        {
                if (memio->read<uint64_t>(LootArray + 0x20 + (i * 0x08)) != 0)
                {

                        D3DCOLOR_ARGB(199, 45, 236, 199);


                        uint64_t loot = memio->read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                        uint64_t Template = memio->read<uint64_t>(loot + 0x38);
                        uint64_t TemplateName = memio->read<uint64_t>(Template + 0x18);

                        std::string Name = memio->GetUnicodeString(TemplateName + 0x14, memio->read<int>(TemplateName + 0x10));



                        uint64_t m_lItemProfile = memio->read<uint64_t>(loot + 0x10);
                        uint64_t m_lItemBasicInfo = memio->read<uint64_t>(m_lItemProfile + 0x30);
                        uint64_t m_lItemLocalization = memio->read<uint64_t>(m_lItemBasicInfo + 0x30);
                        uint64_t m_lItemCoordinates = memio->read<uint64_t>(m_lItemLocalization + 0x8);
                        uint64_t m_lItemLocationContainer = memio->read<uint64_t>(m_lItemCoordinates + 0x38);
                        FVector m_lItemPosition = memio->read<FVector>(m_lItemLocationContainer + 0xB0);


                        D2D1_POINT_2F item_screen{};
                        WorldToScreenv2(m_lItemPosition, item_screen);


                        //const int item_distance = glm::distance(m_lItemPosition, get_obj_pos(local::local_player));

                        char itemName[2560];
                        sprintf_s(itemName, "Item-%ls", Name);
                        String((int)item_screen.x, (int)item_screen.y, D3DCOLOR_ARGB(250, 255, 91, 91), pFont2, true, itemName);
                }
        }

can any1 what did im wrong? item pos is always 0,0,0

EliteProducer 26th April 2021 04:50 PM

Quote:

Originally Posted by POFPE (Post 3124686)
can any1 what did im wrong? item pos is always 0,0,0

uint64_t Template = ReadChain(item.instance, { 0x10, 0x28, 0x50, 0x38 });

POFPE 26th April 2021 04:57 PM

Quote:

Originally Posted by EliteProducer (Post 3124714)
uint64_t Template = ReadChain(item.instance, { 0x10, 0x28, 0x50, 0x38 });

thx for helping noob. btw,
Code:

                        uint64_t loot = memio->read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                        uint64_t Template = memio->ReadChain(loot, { 0x10, 0x28, 0x50, 0x38 });

im using like this, but template is 0x0000 = null... what happen?

ecthirune 26th April 2021 05:33 PM

Quote:

Originally Posted by POFPE (Post 3124719)
thx for helping noob. btw,
Code:

                        uint64_t loot = memio->read<uint64_t>(LootArray + 0x20 + (i * 0x08));
                        uint64_t Template = memio->ReadChain(loot, { 0x10, 0x28, 0x50, 0x38 });

im using like this, but template is 0x0000 = null... what happen?

because containers have no "Item" class instance. Print result of that chain entire all your cycle, and you will see.

POFPE 26th April 2021 05:50 PM

Quote:

Originally Posted by ecthirune (Post 3124741)
because containers have no "Item" class instance. Print result of that chain entire all your cycle, and you will see.

ok. ill try it

hyjun0407 26th April 2021 05:52 PM

Anyone can share how u get Firepos and Playerpos for aimbot? mine is work only 1~3round, and after, it's x is inaccurate +-5. thx

ecthirune 26th April 2021 06:20 PM

I issued same shit.
Because when you do this chain from itemEntity address for container(ingame box) - chain points nowhere and doing shit.
So you need a valid way to sort items from containers first, and only then read other shit (like items inside, itemId, coordinates etc.) For items and containers all that stuff hided behind different pointers).

you need to go with that stuff first, this is how i determine containers and sort them out from other regular loot.
Code:

ULONG64 m_pInteractive = read_chain(pid, itemsDataList[i].itemAddress, { 0x10, 0x28, 0x10, 0x30, 0x60 });

//length/sizeof of this will be different, so i just leave this to understanding, you need to find out by yourself

std::string m_pInteractiveNamePreset = driver.ReadVirtualMemory<std::string>(pid, m_pInteractive, sizeof(std::string);

std::find(array.begin(), array.end(), namePreset) != array.end();

//array itself

char containerNames[][32]
{
        "item_st", "Ammo_crate_Cap", "Grenade_box_Door", "Medical_Door", "POS_Money",
        "POS_Money1", "Toolbox_Door", "cap", "card_file_box_Anim1", "card_file_box_Anim2",
        "card_file_box_Anim3", "card_file_box_Anim4", "cover_110", "cover_110x45", "cover_110x45 ",
        "cover_140", "cover_64", "lootable", "scontainer_Blue_Barrel_Base_Cap", "scontainer_wood_CAP",
        "suitcase_plastic_lootable_open", "weapon_box_cover", "boor_saf", "containe", "Wooden_b", "gun_safe", "cap.igit"
};


POFPE 26th April 2021 06:23 PM

anyone can share some calculate angle?
im using it:
Code:

#define radiansToDegrees 57.29578f
FVector getAngle(const FVector& origin, const FVector& dest) {
        FVector diff = origin - dest;
        FVector ret;

        float length = diff.GetLength();
        ret.y = asinf(diff.y / length);
        ret.x = -atan2f(diff.x, -diff.z);

        return ret * radiansToDegrees;
}

not really accurate for me. using 50fov.



+ i found my aimbot misaiming when i play with pmc. it aiming foward or backward when im pmc. when i play with scav, nothing problem. wtf this situation occur?

EliteProducer 26th April 2021 09:20 PM

https://streamable.com/lux7tf

Anybody got any ideas about the shaking? Been trying to figure this out for the past few hours. My performance is just fine, but for some reason most things seem to shake like this, but don't lag etc? ^

ecthirune 26th April 2021 09:32 PM

Quote:

Originally Posted by EliteProducer (Post 3124895)
https://streamable.com/lux7tf

Anybody got any ideas about the shaking? Been trying to figure this out for the past few hours. My performance is just fine, but for some reason most things seem to shake like this, but don't lag etc? ^

change anti-aliasing.

POFPE 27th April 2021 02:54 PM

Code:

                        if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                        if (auto ins = memio->read<uint64_t>(fire + 0x164)) {
                                                memio->writefloat(ins, 5.f);       
                                        }
                                }
                        }

using this way to instant hit. but looks like not really apply. Does it Right?

beepboop5 27th April 2021 03:27 PM

Quote:

Originally Posted by POFPE (Post 3125317)
Code:

                        if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                        if (auto ins = memio->read<uint64_t>(fire + 0x164)) {
                                                memio->writefloat(ins, 5.f);       
                                        }
                                }
                        }

using this way to instant hit. but looks like not really apply. Does it Right?

Change to a low value and see if your bullet floats in the air/moves really slowly.

hyjun0407 27th April 2021 03:41 PM

Does anyone know how can i get Item(not loot in container or smh)with name and pos?

cryptid 27th April 2021 09:41 PM

Quote:

Originally Posted by POFPE (Post 3125317)
Code:

                        if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                        if (auto ins = memio->read<uint64_t>(fire + 0x164)) {
                                                memio->writefloat(ins, 5.f);       
                                        }
                                }
                        }

using this way to instant hit. but looks like not really apply. Does it Right?

Code:

if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
    if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
        memio->writefloat(fire + 0x164, 5.f);
    }
}

please learn problem solving.

ksc47 28th April 2021 04:09 AM

Quote:

Originally Posted by POFPE (Post 3125317)
Code:

                        if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                        if (auto ins = memio->read<uint64_t>(fire + 0x164)) {
                                                memio->writefloat(ins, 5.f);       
                                        }
                                }
                        }

using this way to instant hit. but looks like not really apply. Does it Right?

Code:

if (auto weap = memio->read<uint64_t>(localPlayer.instance + 0x190)) {
                                if (auto fire = memio->read<uint64_t>(weap + 0x80)) {
                                                memio->writefloat(fire+0x164, 5.f);       
                                }
                        }


AmazingTurtle 28th April 2021 10:06 AM

internal esp with TextMeshGUI
planning on doing more with it, like team overview, armor, player networth etc. taking inspiration from division 2. anyone got suggestions?

EliteProducer 28th April 2021 07:19 PM

Been trying to fix this for a few days now, but for some reason, i literally can't get anything to work.
I've tried multiple methods of reading strings, but i'm not entirely sure what i'm doing wrong.
My output is just as follows:
https://pays.host/uploads/7027523d-e...5/V8PGMdtN.png
It only reads some items names, and only some of the actual name.
However, i'm 100% sure that every single item is being displayed as i'm also displaying other info about the items on the players screen, and none of them are missing.

My code:

Code:

std::wstring readunicode(const std::uintptr_t address, std::size_t size)
{
        const auto buffer = std::make_unique<wchar_t[]>(size);
        readbuf(address, buffer.get(), size);
        return std::wstring(buffer.get());
}


krembo 28th April 2021 07:51 PM

Quote:

Originally Posted by EliteProducer (Post 3126211)
Been trying to fix this for a few days now, but for some reason, i literally can't get anything to work.
I've tried multiple methods of reading strings, but i'm not entirely sure what i'm doing wrong.
My output is just as follows:
https://pays.host/uploads/7027523d-e...5/V8PGMdtN.png
It only reads some items names, and only some of the actual name.
However, i'm 100% sure that every single item is being displayed as i'm also displaying other info about the items on the players screen, and none of them are missing.

My code:

Code:

std::wstring readunicode(const std::uintptr_t address, std::size_t size)
{
        const auto buffer = std::make_unique<wchar_t[]>(size);
        readbuf(address, buffer.get(), size);
        return std::wstring(buffer.get());
}


Just get the hash of the item and then use a pre defined list.
The ingame names are shitty anyway.
There was a link to takrov market with api key posted in this thread.
Just get the list from there and use ingame hashes.

Also Nikita is adding new items once a year so it's not hard to maintain.

EliteProducer 28th April 2021 07:52 PM

Quote:

Originally Posted by krembo (Post 3126243)
Just get the hash of the item and then use a pre defined list.
The ingame names are shitty anyway.
There was a link to takrov market with api key posted in this thread.
Just get the list from there and use ingame hashes.

Also Nikita is adding new items once a year so it's not hard to maintain.

The hash is still a string, no?
So, my question still stands, and my error still persists either way.

MasterScuzee 28th April 2021 07:56 PM

Quote:

Originally Posted by EliteProducer (Post 3126244)
The hash is still a string, no?
So, my question still stands, and my error still persists either way.

Shouldn't it be size * 2 since it's a wide char?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

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EliteProducer 28th April 2021 08:04 PM

Quote:

Originally Posted by MasterScuzee (Post 3126249)
Shouldn't it be size * 2 since it's a wide char?

That's what i assumed, but it just has the same output. https://pays.host/uploads/7027523d-e...5/j4UxEFZP.png

krembo 28th April 2021 08:05 PM

Quote:

Originally Posted by EliteProducer (Post 3126244)
The hash is still a string, no?
So, my question still stands, and my error still persists either way.

hash is not a wide string.
is "regular" string, so you don't need to read wchar.

for the wide strings i'm reading all string (len * 2) and then rebuilding the string 1 wchar at time, doing this in a loop:
Code:

char16_t cur_char = *((char*)buf_runner + (i));
cur_char += (*((char*)buf_runner + (i + 1)) << 8);
result.push_back(cur_char);

but, i don't remember why i'm doing the left shift.

*edit*
Code:

std::wstring result;

ecthirune 28th April 2021 08:06 PM

Quote:

Originally Posted by MasterScuzee (Post 3126249)
Shouldn't it be size * 2 since it's a wide char?

as we can see here

Quote:

Originally Posted by EliteProducer (Post 3126211)

his names being just cut off, so... yep, he should just increase size.
From simple name "Zibbo" he got only "Zib", and lost 2 letters "bo"+null terminator (so it's 14 bytes in total?).
I managed to understand that shit in ~1 hour(and fix trough ugly code), however i have 0 experience in coding.
Dunno why he can't solve it.

EliteProducer 28th April 2021 08:07 PM

Quote:

Originally Posted by ecthirune (Post 3126254)
as we can see here


his names being just cut off, so... yep, he should just increase size.
From simple name "Zibbo" he got only "Zib", and lost 2 letters "bo"+null terminator (so it's 14 bytes in total?).
I managed to understand that shit in ~1 hour(and fix trough ugly code), however i have 0 experience in coding.
Dunno why he can't solve it.

I've already tried increasing the size..

ecthirune 28th April 2021 08:09 PM

Quote:

Originally Posted by EliteProducer (Post 3126256)
I've already tried increasing the size..

read data with increased size, pushback to std::string buffer till you reach '\0'

Code:

auto target_name = driver.ReadVirtualMemory<std::string>(pid, m_pInteractive, 24);
        do {
                if (target_name[loop_count] == '\0')
                {
                        break;
                }
                buffer.push_back(target_name[loop_count]);
                loop_count++;
        } while (loop_count < 23);

This is without reading length of string.
Because im retarted in c++ i should do that shit from 1 to 3 times for long names like "item_static_container_moneyBag_03_cover" and then grab all buffers in 1 std::string.
Whatever.

beepboop5 29th April 2021 03:56 PM

Code:

std::wstring ReadWString(uint64_t string_address, size_t size)
{
    const auto Buffer = std::make_unique<wchar_t[]>(size);
    ReadEx(string_address, Buffer.get(), size * 2);
    return std::wstring(Buffer.get());
}

This works for me, should work for you too (ReadEx is self explanatory and reads "size" bytes into the Buffer).

AhmedGH 30th April 2021 11:45 AM

I wonder is there a way to detect Dead bodies after reconnecting.. I mean for example if you are a scav, you don't see the dead bodies for the players who died before you even spawn (From the game start), but I see only the ones which died while playing..

Any tip for that?

aeonixlegit 30th April 2021 12:27 PM

Quote:

Originally Posted by AhmedGH (Post 3127459)
I wonder is there a way to detect Dead bodies after reconnecting.. I mean for example if you are a scav, you don't see the dead bodies for the players who died before you even spawn (From the game start), but I see only the ones which died while playing..

Any tip for that?


You can find dead bodies in m_pItemList (localgw + 0x60), for me that method works fine.

ecthirune 30th April 2021 12:33 PM

Quote:

Originally Posted by aeonixlegit (Post 3127488)
You can find dead bodies in m_pItemList (localgw + 0x60), for me that method works fine.

after reconnect?

beepboop5 30th April 2021 03:15 PM

Quote:

Originally Posted by ecthirune (Post 3127495)
after reconnect?

Dead bodies are just containers so i would assume they are stored like so until the local game world is destroyed.

ecthirune 30th April 2021 03:47 PM

Quote:

Originally Posted by beepboop5 (Post 3127601)
Dead bodies are just containers so i would assume they are stored like so until the local game world is destroyed.

unfortunately my soft unable to find any corpse ID in 0x60 after reconnecting or when i join on scav in mid raid. i will check more, ofc, but me and AhmedGH have same issue for now.

Madness1337 30th April 2021 08:58 PM

Quote:

Originally Posted by ecthirune (Post 3127617)
unfortunately my soft unable to find any corpse ID in 0x60 after reconnecting or when i join on scav in mid raid. i will check more, ofc, but me and AhmedGH have same issue for now.

My ghetto solution for this was to check if the health of player head is 0, if so they are most definitely dead and instead of rendering the player I just render "Inventory" if corpse ESP is enabled.

ecthirune 30th April 2021 09:04 PM

Quote:

Originally Posted by Madness1337 (Post 3127796)
My ghetto solution for this was to check if the health of player head is 0, if so they are most definitely dead and instead of rendering the player I just render "Inventory" if corpse ESP is enabled.

it's interest workaround for dead bodies in current raid.

But this still not about situation when you reconnects to the server or joining it as scav on server, where player/scav died before you join.
Or i am wrong, and corpses not removed from playerList? As i remember - they being removed right after death.

UPD: i was not interested to look into "deafult inventory" (corpse) structure with reclass or smth else, so i may missing something.
But i will check soon does 0x60 list will have same stuff before and after reconnect.

UPD2: okay, i checked in online raid, 0x60 is same before and after reconnect BUT:
each corpse have 0.0.0 coordinates.

AhmedGH 1st May 2021 01:34 AM

Quote:

Originally Posted by ecthirune (Post 3127801)
it's interest workaround for dead bodies in current raid.

But this still not about situation when you reconnects to the server or joining it as scav on server, where player/scav died before you join.
Or i am wrong, and corpses not removed from playerList? As i remember - they being removed right after death.

UPD: i was not interested to look into "deafult inventory" (corpse) structure with reclass or smth else, so i may missing something.
But i will check soon does 0x60 list will have same stuff before and after reconnect.

UPD2: okay, i checked in online raid, 0x60 is same before and after reconnect BUT:
each corpse have 0.0.0 coordinates.

You are talking at the same thing I'm asking for. If you really saying the list before reconnect and after reconnect is the same, then maybe they are treated as container after relogin, so we should get the position for them as container? I will try and report back. Thanks for trying to help!

Edit: I found it, yeah it still existing in LootList, just get the position with the way we do for Lootable containers (Treat it as lootable container anyway). Thanks for the tip! ;)

nicxio 1st May 2021 01:40 AM

Quote:

Originally Posted by AhmedGH (Post 3127916)
You are talking at the same thing I'm asking for. If you really saying the list before reconnect and after reconnect is the same, then maybe they are treated as container after relogin, so we should get the position for them as container? I will try and report back. Thanks for trying to help!

maybe try to parse trough the body and get a bone for postion?

AhmedGH 1st May 2021 01:57 AM

Quote:

Originally Posted by nicxio (Post 3127918)
maybe try to parse trough the body and get a bone for postion?

Thanks for the help, got it already, Just treat it as lootable container and get the position like it!

ecthirune 1st May 2021 08:15 AM

Quote:

Originally Posted by AhmedGH (Post 3127916)
You are talking at the same thing I'm asking for. If you really saying the list before reconnect and after reconnect is the same, then maybe they are treated as container after relogin, so we should get the position for them as container? I will try and report back. Thanks for trying to help!

Edit: I found it, yeah it still existing in LootList, just get the position with the way we do for Lootable containers (Treat it as lootable container anyway). Thanks for the tip! ;)

good to know, but now another question - how to sort them from new corpses which appears in current raid? :)
upd: nvm. just check "if id==corpse && position 0.0.0 -> then apply gettransform".. kek.

pinefin 2nd May 2021 06:41 AM

alright so im having another problem with items, this time the issue is my items and names are shifting to different items

the clip

in this occurrence, it actually changed all the items names to LPS GZh. completely no idea how or why. im clearing the array every loop as well.

Code:

uintptr_t* item_buffer = new uintptr_t[list_item_count];
        drver->readbuffer(list_base + 0x20, item_buffer, sizeof(uintptr_t) * list_item_count);

        printf("[+] item_count : %i\n", list_item_count);

        for (int i = 0; i < list_item_count; i++) {
            drver->items[i].address = item_buffer[i];

            drver->items[i].Profile = drver->read<uintptr_t>(drver->items[i].address + 0x10);
            drver->items[i].BasicInfo = drver->read<uintptr_t>(drver->items[i].Profile + 0x30);
            drver->items[i].Localization = drver->read<uintptr_t>(drver->items[i].BasicInfo + 0x30);
            drver->items[i].Coordinates = drver->read<uintptr_t>(drver->items[i].Localization + 0x8);
            drver->items[i].LocationContainer = drver->read<uintptr_t>(drver->items[i].Coordinates + 0x38);
            drver->items[i].pos = drver->read<vector3>(drver->items[i].LocationContainer + 0xB0);

            drver->items[i].Stats = drver->read<uintptr_t>(drver->items[i].Profile + 0x28);
            drver->items[i].GameItem = drver->read<uintptr_t>(drver->items[i].Stats + 0x50);
            drver->items[i].Template = drver->read<uintptr_t>(drver->items[i].GameItem + 0x38);
            drver->items[i].HashName = drver->read<uintptr_t>(drver->items[i].Template + 0x50);


ecthirune 2nd May 2021 10:27 AM

Quote:

Originally Posted by pinefin (Post 3128676)
alright so im having another problem with items, this time the issue is my items and names are shifting to different items

try to read them 1by1, not trough buffer? It looks like as problem in your method.

tin1300 2nd May 2021 10:32 AM

Is get_position_injected
UNITYBASE + 0xC13480
?


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

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Oofe 2nd May 2021 04:11 PM

Anyone way to make a calcview aimbot compensate for recoil? I have it using the muzzle of the gun but if I disable no recoil then it just aims at them without compensating for the recoil in the slightest

tin1300 2nd May 2021 08:39 PM

Edit: I think it's UNITYBASE + 0xC16161

express2 2nd May 2021 08:39 PM

Okay maybe I'm dumb and don't know what to search for, hopefully someone is kind enough to help me out.

I'm trying to recurse over equipment inside of equipment.

I have this semi-working for nested objects in a player or AI's equipment slots, e.g. a player wearing a backpack with a backpack inside, though my problem in this case is I can only find the first item in the nested container.

For backpacks or other equipment dropped on the ground, how do you read into the contents? I've tried looking at this from the same perspective of a Interactive Container like a jacket or box, though no luck, also no luck treating it like worn equipment

AhmedGH 2nd May 2021 09:29 PM

Quote:

Originally Posted by tin1300 (Post 3128727)
Is get_position_injected
UNITYBASE + 0xC13480
?

Right. Working fine.

Quote:

Originally Posted by express2 (Post 3129037)
Okay maybe I'm dumb and don't know what to search for, hopefully someone is kind enough to help me out.

I'm trying to recurse over equipment inside of equipment.

I have this semi-working for nested objects in a player or AI's equipment slots, e.g. a player wearing a backpack with a backpack inside, though my problem in this case is I can only find the first item in the nested container.

For backpacks or other equipment dropped on the ground, how do you read into the contents? I've tried looking at this from the same perspective of a Interactive Container like a jacket or box, though no luck, also no luck treating it like worn equipment

I though treating them as containers, may reach us to something, at least the rig/backbag then we can treat them again as containers (Like container inside container), I didn't try it yet, but that was my thought. Still didn't look into it yet.

ecthirune 2nd May 2021 09:46 PM

Quote:

Originally Posted by express2 (Post 3129037)
Okay maybe I'm dumb and don't know what to search for, hopefully someone is kind enough to help me out.

I'm trying to recurse over equipment inside of equipment.

I have this semi-working for nested objects in a player or AI's equipment slots, e.g. a player wearing a backpack with a backpack inside, though my problem in this case is I can only find the first item in the nested container.

For backpacks or other equipment dropped on the ground, how do you read into the contents? I've tried looking at this from the same perspective of a Interactive Container like a jacket or box, though no luck, also no luck treating it like worn equipment

backpack -> check items inside(read grid, items in grid) -> check items id(or if they have grids) -> if item is backpack -> check items inside(red grid, items in grid) -> check items id(or if they have grids) and etc.

How you will manage this in code - depends only from you

MasterScuzee 2nd May 2021 11:18 PM

Quote:

Originally Posted by ecthirune (Post 3129064)
backpack -> check items inside(read grid, items in grid) -> check items id(or if they have grids) -> if item is backpack -> check items inside(red grid, items in grid) -> check items id(or if they have grids) and etc.

How you will manage this in code - depends only from you

1 function that's being called recursively is plenty 'nuff.

feint186 3rd May 2021 12:38 AM

Quote:

Originally Posted by krembo (Post 3126253)
hash is not a wide string.
is "regular" string, so you don't need to read wchar.

for the wide strings i'm reading all string (len * 2) and then rebuilding the string 1 wchar at time, doing this in a loop:
Code:

char16_t cur_char = *((char*)buf_runner + (i));
cur_char += (*((char*)buf_runner + (i + 1)) << 8);
result.push_back(cur_char);

but, i don't remember why i'm doing the left shift.

*edit*
Code:

std::wstring result;

This would be detected, it uses much more memory that can be scanned by the battleye in the game. You need to update this code to avoid using as many resources. And this code is not correct either. you need to define i because i is an undeclared variable.

pinefin 3rd May 2021 02:58 AM

Quote:

Originally Posted by ecthirune (Post 3128726)
try to read them 1by1, not trough buffer? It looks like as problem in your method.

just tried that, same issue.

tin1300 3rd May 2021 03:43 AM

Confirmed Correct Transform Offset 5/2/2021
 
Quote:

Originally Posted by AhmedGH (Post 3129057)
Right. Working fine.

Yep finally got ESP to work

Here are current offsets/chains for those who need

Code:

GOM = 0x156C698
get_position_injected = 0xC13480
bone_array = player + 0xA8 ] + 0x28 ] + 0x28] + 0x10

To get transform
Code:

const auto player = *reinterpret_cast<unity_transform**>(std::uintptr_t(bone_array ) + (0x20 + (boneid * 8)));
Normal Viewmatrix chain
Code:

FPSCamera + 0x30 ] + 0x18 ] + 0xD8
Read it into your matrix and don't forget to transpose

beepboop5 3rd May 2021 07:31 PM

Does anyone have any info on the various unity managers such as the type manager, persistent manager, camera manager etc? how would I go about finding these various offsets?

ecthirune 3rd May 2021 07:48 PM

Quote:

Originally Posted by MasterScuzee (Post 3129088)
1 function that's being called recursively is plenty 'nuff.

he wanna do it, so he need to care about it :)
i dunno how to do it better since im new in coding and all my solutions are brutal.

Btw 2all:
i grow enough to manage skills. As i read before - i can't change them straight (like just put strength to 51), because it will flag me hard. But i can change secondary buffs from skills (like reduce price of jumps, or buff stamina recovery etc) am i right or i missing something?

AhmedGH 3rd May 2021 11:58 PM

Quote:

Originally Posted by ecthirune (Post 3129578)
he wanna do it, so he need to care about it :)
i dunno how to do it better since im new in coding and all my solutions are brutal.

Btw 2all:
i grow enough to manage skills. As i read before - i can't change them straight (like just put strength to 51), because it will flag me hard. But i can change secondary buffs from skills (like reduce price of jumps, or buff stamina recovery etc) am i right or i missing something?

You can do almost all skills and having their advantages, but make sure not to play arround strength one, as this seems like it's server side.

fusionpak 4th May 2021 03:14 AM

Anyone know the method externally to get a player's equipped weapon name?

ecthirune 4th May 2021 09:25 AM

Quote:

Originally Posted by AhmedGH (Post 3129739)
You can do almost all skills and having their advantages, but make sure not to play arround strength one, as this seems like it's server side.

k thanks!

AhmedGH 4th May 2021 02:28 PM

Quote:

Originally Posted by fusionpak (Post 3129834)
Anyone know the method externally to get a player's equipped weapon name?

Here you go.

Code:

    uint64_t pProceduralWeaponAnimation = ReadPointer(entityObj, 0x190);
                uint64_t pShooting = ReadPointer(pProceduralWeaponAnimation, 0x48);
                uint64_t pWeapon = ReadPointer(pShooting, 0x28);
                uint64_t pWeaponTemplate = ReadPointer(pWeapon, 0x38);
                uint64_t pWeaponId = ReadPointer(pWeaponTemplate, 0x50);

std::wstring pWeaponIdUnicode = ReadWStringMemory(pWeaponId + 0x14, ReadMemory<int>(pWeaponId + 0x10));


fusionpak 4th May 2021 02:29 PM

Quote:

Originally Posted by AhmedGH (Post 3130103)
Here you go.

Code:

    uint64_t pProceduralWeaponAnimation = ReadPointer(entityObj, 0x190);
uint64_t pShooting = ReadPointer(pProceduralWeaponAnimation, 0x48);
uint64_t pWeapon = ReadPointer(pShooting, 0x28);
uint64_t pWeaponTemplate = ReadPointer(pWeapon, 0x38);
uint64_t pWeaponId = ReadPointer(pWeaponTemplate, 0x50);

std::wstring pWeaponIdUnicode = ReadWStringMemory(pWeaponId + 0x14, ReadMemory<int>(pWeaponId + 0x10));



Thanks!


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Yf04zKTh12Te 4th May 2021 02:52 PM

Quote:

Originally Posted by AhmedGH (Post 3129739)
You can do almost all skills and having their advantages, but make sure not to play arround strength one, as this seems like it's server side.

you can tweak strength's throwing power & jump height (up to a sweet spot)

youre right though, some skill buffs wont work (attention buffs for example), and should be careful with metabolism since they have sync packets related to health/hydration/energy

ecthirune 4th May 2021 03:12 PM

Quote:

Originally Posted by AhmedGH (Post 3129739)
You can do almost all skills and having their advantages, but make sure not to play arround strength one, as this seems like it's server side.

k to be clear:
i reversed and wanna mess with this for first:
eft.player]->eft.profile]->Skills(0x60)]->

so i should not touch anything with strength here?

Also i found eft.player]->physical(0x450)->

So this can be written too?

fusionpak 4th May 2021 03:59 PM

My viewmatrix seems to be extremely scuffed when ADS'ing, anyone know how to get the sight matrix properly? the one from frankie's source doesnt work anymore

ecthirune 4th May 2021 04:04 PM

Quote:

Originally Posted by fusionpak (Post 3130173)
My viewmatrix seems to be extremely scuffed when ADS'ing, anyone know how to get the sight matrix properly? the one from frankie's source doesnt work anymore

find basicOpticCamera(clone) like you searching FPS camera
and then
Code:

ULONG64 scopeViewMatrix = read_chain(pid, optic_camera, { 0x30, 0x30, 0x18 });
playerScopeViewMatrix = driver.ReadVirtualMemory<D3DXMATRIX>(pid, scopeViewMatrix + 0xD8, sizeof(D3DXMATRIX));

also you need to upgrade your w2s function like shown here

upd: frankie's method works too btw.


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

fusionpak 4th May 2021 04:24 PM

Quote:

Originally Posted by ecthirune (Post 3130178)
find basicOpticCamera(clone) like you searching FPS camera
and then
Code:

ULONG64 scopeViewMatrix = read_chain(pid, optic_camera, { 0x30, 0x30, 0x18 });
playerScopeViewMatrix = driver.ReadVirtualMemory<D3DXMATRIX>(pid, scopeViewMatrix + 0xD8, sizeof(D3DXMATRIX));

also you need to upgrade your w2s function like shown here

upd: frankie's method works too btw.


I just double checked, The matrix seems to be empty if I use Frankie�s method.


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ecthirune 4th May 2021 04:27 PM

Quote:

Originally Posted by fusionpak (Post 3130190)
I just double checked, The matrix seems to be empty if I use Frankie�s method.

check offsets, i tested chain with reclass on jet's server, it works.
But i do not use scopematrix, mine esp with default VM is ok whenever i scope or not, so i not implemented it on live.

fusionpak 4th May 2021 04:41 PM

Quote:

Originally Posted by ecthirune (Post 3130193)
check offsets, i tested chain with reclass on jet's server, it works.
But i do not use scopematrix, mine esp with default VM is ok whenever i scope or not, so i not implemented it on live.


I appreciate the help, odds are I�ll figure it out soon lol


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hyjun0407 5th May 2021 03:50 PM

Code:

void norecoil(uintptr_t obj) {
        uint64_t animation = memio->read<UINT64>(obj+ 0x190);
        if (animation)
        {
                uint64_t breath = animation + 0x28;
                breath = memio->read<uint64_t>(breath);
                memio->writefloat(breath + 0xA4, 0.f); //breath intensity

                uint64_t Walk = animation + 0x30;
                Walk = memio->read<uint64_t>(Walk);
                memio->writefloat(Walk + 0x44, 0.f); //walk intensity

                uint64_t MotionReact = animation + 0x38;
                MotionReact = memio->read<uint64_t>(MotionReact);
                memio->writefloat(MotionReact + 0xD0, 0.f);// motion

                uint64_t ForceReact = animation + 0x40;
                ForceReact = memio->read<uint64_t>(ForceReact);
                memio->writefloat(ForceReact + 0x30, 0.f);//force

                uint64_t shot = animation + 0x48;
                shot = memio->read<uint64_t>(shot);
                memio->writefloat(shot + 0x68, 0.f); // shot
        }
}

Im using this way to no sway/recoil. btw, when i zoom and move, my scope is swaying.(shaking is more accurately.) what i need for disable this sway? all field of intensity set to 0, so i looks some class in motion, but i cant get any idea for it. thx

beepboop5 5th May 2021 03:54 PM

Quote:

Originally Posted by hyjun0407 (Post 3130886)
Code:

void norecoil(uintptr_t obj) {
        uint64_t animation = memio->read<UINT64>(obj+ 0x190);
        if (animation)
        {
                uint64_t breath = animation + 0x28;
                breath = memio->read<uint64_t>(breath);
                memio->writefloat(breath + 0xA4, 0.f); //breath intensity

                uint64_t Walk = animation + 0x30;
                Walk = memio->read<uint64_t>(Walk);
                memio->writefloat(Walk + 0x44, 0.f); //walk intensity

                uint64_t MotionReact = animation + 0x38;
                MotionReact = memio->read<uint64_t>(MotionReact);
                memio->writefloat(MotionReact + 0xD0, 0.f);// motion

                uint64_t ForceReact = animation + 0x40;
                ForceReact = memio->read<uint64_t>(ForceReact);
                memio->writefloat(ForceReact + 0x30, 0.f);//force

                uint64_t shot = animation + 0x48;
                shot = memio->read<uint64_t>(shot);
                memio->writefloat(shot + 0x68, 0.f); // shot
        }
}

Im using this way to no sway/recoil. btw, when i zoom and move, my scope is swaying.(shaking is more accurately.) what i need for disable this sway? all field of intensity set to 0, so i looks some class in motion, but i cant get any idea for it. thx

Set mask to 1 and BreathEffector to 0, 2 writes and way less complicated than the way you are currently doing it.

AhmedGH 6th May 2021 03:18 PM

Nothing changed with the current hotfix I guess.

AhmedGH 7th May 2021 05:50 AM

I have a weird stupid issue, I'm trying to get No Visor, Night Vision, Thermal Vision. I could do them and enabled each of them no problem, I used GetComponentFromGameObject and passed the cameraObj and the name of the class!

The problem is when I try to GetComponentFromGameObject more than once, it doesn't get any. For example let me explain with the code:

This make No Visor works (got the address of the instance):
Code:

                    if (visorComponent == 0)
                                                visorComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("VisorEffect"));

If i do that:
Code:

                    if (visorComponent == 0)
                                                visorComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("VisorEffect"));
                                        if (nightVisionComponent == 0)
                                                nightVisionComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("NightVision"));

It doesn't get any of them neither Visor nor NightVision, the same if I get only NightVision, it works fine ... etc! It's stupid I know, but maybe someone faced something like that?

Here is my GetComponentFromGameObject:
Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
{
        ComponentArray componentArray = ReadComponentArray(game_object + 0x30);

        for (int i = 0; i < componentArray.Size; i++)
        {
                uint64_t componentAddr = ReadMemory<uint64_t>(componentArray.ArrayBase + i * 0x10 + 0x8);

                uint64_t componentClassAddr = ReadMemory<uint64_t>(componentAddr + 0x28);

                uint64_t monoClass = ReadPointerChain2(componentClassAddr, { 0x0, 0x0 });

                uint64_t nameAddr = ReadMemory<uint64_t>(monoClass + 0x48);

                std::string name;
                ReadStringMemory(nameAddr, name, strlen(component_name));

                if (strcmp(name.c_str(), component_name) == 0)
                {
                        return componentClassAddr;
                }
        }
        return 0;
}


Yf04zKTh12Te 7th May 2021 07:34 AM

Quote:

Originally Posted by AhmedGH (Post 3131919)
I have a weird stupid issue, I'm trying to get No Visor, Night Vision, Thermal Vision. I could do them and enabled each of them no problem, I used GetComponentFromGameObject and passed the cameraObj and the name of the class!

The problem is when I try to GetComponentFromGameObject more than once, it doesn't get any. For example let me explain with the code:

This make No Visor works (got the address of the instance):
Code:

                    if (visorComponent == 0)
                                                visorComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("VisorEffect"));

If i do that:
Code:

                    if (visorComponent == 0)
                                                visorComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("VisorEffect"));
                                        if (nightVisionComponent == 0)
                                                nightVisionComponent = GetComponentFromGameObject(cameraGameObject, xorstr_("NightVision"));

It doesn't get any of them neither Visor nor NightVision, the same if I get only NightVision, it works fine ... etc! It's stupid I know, but maybe someone faced something like that?

Here is my GetComponentFromGameObject:
Code:

uint64_t GetComponentFromGameObject(uint64_t game_object, const char* component_name)
{
        ComponentArray componentArray = ReadComponentArray(game_object + 0x30);

        for (int i = 0; i < componentArray.Size; i++)
        {
                uint64_t componentAddr = ReadMemory<uint64_t>(componentArray.ArrayBase + i * 0x10 + 0x8);

                uint64_t componentClassAddr = ReadMemory<uint64_t>(componentAddr + 0x28);

                uint64_t monoClass = ReadPointerChain2(componentClassAddr, { 0x0, 0x0 });

                uint64_t nameAddr = ReadMemory<uint64_t>(monoClass + 0x48);

                std::string name;
                ReadStringMemory(nameAddr, name, strlen(component_name));

                if (strcmp(name.c_str(), component_name) == 0)
                {
                        return componentClassAddr;
                }
        }
        return 0;
}


possible problem could be that maybe youre not passing the actual camera game object (maybe component/scripting class)

edit: just double checked, i also get mono class also from the scripting class, so possible issue could be that maybe youre not passing an actual game object

AhmedGH 7th May 2021 08:24 AM

Quote:

Originally Posted by Yf04zKTh12Te (Post 3131974)
possible problem could be that maybe youre not passing the actual camera game object (maybe component/scripting class)

edit: just double checked, i also get mono class also from the scripting class, so possible issue could be that maybe youre not passing an actual game object

If so, why it works when I just try to get one of them not all of them together? I think it's logic/c++ coding issue, not related to the game or offsets..

Yf04zKTh12Te 7th May 2021 08:32 AM

just suggestion to check how you use the function

function itself looks good offset/logic wise

cxtgirl 7th May 2021 11:55 PM

anyone able to confirm for me if the view matrix is still located at:
Code:

fps_camera + {0x30, 0x18, 0xD8}

fusionpak 8th May 2021 12:09 AM

Quote:

Originally Posted by cxtgirl (Post 3132490)
anyone able to confirm for me if the view matrix is still located at:
Code:

fps_camera + {0x30, 0x18, 0xD8}


Yep


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cxtgirl 8th May 2021 12:10 AM

Quote:

Originally Posted by fusionpak (Post 3132496)
Yep


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okay thank you <3

fusionpak 8th May 2021 05:50 AM

Yeah after sifting around in unispect for a while im still unable to find where the scope matrix is. if someone could point me in the right direction that would be appreciated

ecthirune 8th May 2021 09:40 AM

Quote:

Originally Posted by fusionpak (Post 3132619)
Yeah after sifting around in unispect for a while im still unable to find where the scope matrix is. if someone could point me in the right direction that would be appreciated

i answered already
you need 1) scope attached (not x1 callimator) 2) use it atleast once, then VM will be not 0.0.0

beepboop5 8th May 2021 11:30 AM

Quote:

Originally Posted by ecthirune (Post 3132689)
i answered already
you need 1) scope attached (not x1 callimator) 2) use it atleast once, then VM will be not 0.0.0

Or you could just do FPSCamera + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8] rather than searching for the optic camera itself...

(matrix is only populated when aiming down a >1x scope ofc)

ecthirune 8th May 2021 11:40 AM

Quote:

Originally Posted by beepboop5 (Post 3132723)
Or you could just do FPSCamera + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8] rather than searching for the optic camera itself...

(matrix is only populated when aiming down a >1x scope ofc)

nice, didn't know about that place.

AhmedGH 8th May 2021 12:56 PM

Quote:

Originally Posted by beepboop5 (Post 3132723)
Or you could just do FPSCamera + 0x70] + 0x10] + 0x30] + 0x18] + 0xD8] rather than searching for the optic camera itself...

(matrix is only populated when aiming down a >1x scope ofc)

And how make sure the scope is > 1x? :D

beepboop5 8th May 2021 12:57 PM

Quote:

Originally Posted by AhmedGH (Post 3132750)
And how make sure the scope is > 1x? :D

By checking if the matrix is not null lmao?

AhmedGH 8th May 2021 01:12 PM

Quote:

Originally Posted by beepboop5 (Post 3132751)
By checking if the matrix is not null lmao?

Yea I know that is a solution, but I thought could be something else, like IsAiming.. :D


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UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats - [Coding] Escape from Tarkov Reversal, Structs and Offsets

UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats (https://www.unknowncheats.me/forum/index.php)
-   Escape from Tarkov (https://www.unknowncheats.me/forum/escape-from-tarkov/)
-   -   [Coding] Escape from Tarkov Reversal, Structs and Offsets (https://www.unknowncheats.me/forum/escape-from-tarkov/226519-escape-tarkov-reversal-structs-offsets.html)

ecthirune 8th May 2021 01:39 PM

Quote:

Originally Posted by beepboop5 (Post 3132751)
By checking if the matrix is not null lmao?

but it's not stay null, right after player used scope once, whatever he doin after.

beepboop5 8th May 2021 04:34 PM

Quote:

Originally Posted by ecthirune (Post 3132771)
but it's not stay null, right after player used scope once, whatever he doin after.

No, the matrix is only populated while aiming down sights, if you aim then unaim the matrix will become null again, simple.

cxtgirl 8th May 2021 07:21 PM

anyone know how to dump offsets from a class without getting a bunch of random unicode symbols

ecthirune 8th May 2021 07:49 PM

Quote:

Originally Posted by cxtgirl (Post 3132948)
anyone know how to dump offsets from a class without getting a bunch of random unicode symbols

unispect master doin normal-looking dump.

beepboop5 9th May 2021 08:55 AM

Quote:

Originally Posted by cxtgirl (Post 3132948)
anyone know how to dump offsets from a class without getting a bunch of random unicode symbols

There is something about decrypting them with de4dot on macoi's github.

ecthirune 9th May 2021 10:20 AM

Quote:

Originally Posted by beepboop5 (Post 3132864)
No, the matrix is only populated while aiming down sights, if you aim then unaim the matrix will become null again, simple.

huh? https://bit.ly/3o2oSHS
It's not nulling, or i missunderstand something.

JudischerHund 10th May 2021 12:39 AM

Quote:

Originally Posted by RonaldWeezly (Post 3115677)
I got you bro, all items from tarkov-market.com in the format {ID, {ShortName, Price}}.

item_names.hpp
Code:

#pragma once

How do you get that Item ID string?

Nvm its in ItemTemplate + 0x50

fusionpak 10th May 2021 12:43 AM

Quote:

Originally Posted by JudischerHund (Post 3133773)
How do you get that Item ID string?


Tarkov market API


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JudischerHund 10th May 2021 01:12 AM

Quote:

Originally Posted by fusionpak (Post 3133775)
Tarkov market API


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I meant ingame memory, I found it, its ItemTemplate + 0x50

cxtgirl 10th May 2021 09:15 PM

can anyone point me in the right direction for setting all guns automatic

JudischerHund 11th May 2021 05:55 AM

Quote:

Originally Posted by montroisiemecon (Post 3120665)
Find player profile then stats then its a dictionary where you have to iterate through keys and values to find kills and death.
You can also get number of headshots and have a pretty good idea whether a guy is a hacker or not

I tried that but the value of the keys are always 0...... I cant seem to find value inside the keys

hst 11th May 2021 03:00 PM

Anyone know how I can get the rotation of a transform externally?

userman007 11th May 2021 07:37 PM

How can I filter / group Items by type? For example I want to make groups of Items like weapons, ammo, food.
Is there any way to identify it from the game other then hardcoding it?

fusionpak 11th May 2021 08:02 PM

Quote:

Originally Posted by userman007 (Post 3135008)
How can I filter / group Items by type? For example I want to make groups of Items like weapons, ammo, food.
Is there any way to identify it from the game other then hardcoding it?


AFAIK you just have to hardcode it


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userman007 11th May 2021 10:13 PM

Quote:

Originally Posted by fusionpak (Post 3135039)
AFAIK you just have to hardcode it


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There are like 2000 items in the game and u wanna tell me everyone hardcodes them?

BraydenEGC 12th May 2021 04:47 AM

Quote:

Originally Posted by fusionpak (Post 3135039)
~snip~


That is absurd. You can filter items by their prefixes or template RTTI class.

fusionpak 12th May 2021 04:51 AM

Quote:

Originally Posted by BraydenEGC (Post 3135337)
That is absurd. You can filter items by their prefixes or template RTTI class.


The more you know, thanks for informing me!


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userman007 12th May 2021 11:22 PM

Quote:

Originally Posted by BraydenEGC (Post 3135337)
That is absurd. You can filter items by their prefixes or template RTTI class.

Any hint how to get the prefix?

BraydenEGC 13th May 2021 03:06 AM

Quote:

Originally Posted by userman007 (Post 3136001)
~snip~

Code:

foregrip_all_magpul_afg_fde
foregrip_all_zenit_rk_4

handguard_ak_caa_quad_rail_polymer
handguard_ak_izhmash_akm_std_wood

item_ammo_box_545x39_120_BP
item_ammo_box_9x39bp_8

item_barter_building_silicontube
item_barter_electr_drill

silencer_ak74_spectehnika_tgpa_545x39
silencer_all_rotor_43_v1

weapon_izhmash_ak74n_545x39_container
weapon_sig_mpx_9x19_container


bhehe6813 13th May 2021 03:08 AM

Quote:

Originally Posted by yeswejam (Post 2464315)
It was a lot of work in terms of optimizations but i havelearned alot.

Started with gdi and crippling through tarkov and now i'm rendering asynchronously and multithreaded with a swapchain backbuffer on a d3d11 Device.

I don't use the SharpDX DrawLine function because it's too slow in the Draw Thread.
I directly write in my update thread all Bones pixel by pixel into bitmaps
Code:

drawList["copybones"] = async delegate
{
    bonesbitmap.CopyFromMemory(memstream, Overlay._Width* 4);
    d2dContext.DrawBitmap(bonesbitmap,1, BitmapInterpolationMode.Linear); 
};

In my draw thread i simply copy the bitmaps into the backbuffer and present.
Even on Interchange with 500+ items on screen i'm not faling below 40 frames.

I've spent alot time in optimizing but it's worth it, also for the xp.

None of this really has anything to do with rendering, and almost certainly is the result of just how you designed your app.

I have a ton of experience optimizing c# applications, and it seems like you've figured it out, but it's important to know why.

Bitmaps are very fast, but also put more load on the GPU. If you have a good GPU, this isn't very noticeable, but you should be aware of the increased GPU overhead required to generate the bitmap. Rendering a bitmap looks really good, because you're rendering a pre-drawn frame. This is almost the same as buffered drawing.

The real importance however, isn't how you're drawing, but when you are drawing. You should realize that there are applications that draw thousands of lines per frame with no noticeable performance loss. The game for instance draws millions. EndDraw on average is going to take 8-12ms when rendering on a render target such as a Window form (likely how you're doing it), regardless of the amount of draws you do during that scene.

The actual draw functions like DrawLine, operate differently depending on the render target property PresentOptions. If PresentOptions is set to none, each call to DrawLine will add the drawing operation to a queue. This queue is processed by the device, and sychronized to the GPUs frame buffer. When EndDraw is called, any remaining items in the queue are wiped, and the device will present it's draw. In 99% of cases, you will have not missed any drawing operations.

Calculations for the bone location, the screen location of the bones, etc, should happen outside of any rendering thread. The rendering thread should be simple:

1. Begin the scene
2. Clear the buffer
3. Iterate your pre-defined drawing targets. I do this with a global Entity list that contains all of the information the render thread needs.
4. Call the draw functions you need, DrawLine, DrawText, etc
5. End the scene

This thread should run on a simple loop. It should never depend on data being present in the render target list / entity list, and should simply always proceed with it's scene. You should set the device to operate in a multi-threaded way, you do this using the DX factory, specifying the multi-threaded option.

Code:

public static void RenderLoop() {
  while (true) {
    H.DrawingInstance.BeginScene();
    if (H.Entities?.Any() == true) {
      // we create a copy, because another thread may replace the list while we are using it
      var copy = H.Entities;
      foreach(var entity in copy) {
        H.DrawingInstance.DrawPlayer(entity);
      }
    }
    if (H.Objects?.Any() == true) {
      var copy = H.Objects;
      foreach(var entity in copy) {
        H.DrawingInstance.DrawObject(entity);
      }
    }
    if (H.Vehicles?.Any() == true) {
      var copy = H.Vehicles;
      foreach(var entity in copy) {
        H.DrawingInstance.DrawVehicle(entity);
      }
    }
    H.DrawingInstance.EndScene();
    stopwatch.Stop();
  }
}

On a separate thread, you should populate this global entity list:

Code:


// do not directly process the global list
var entities = new List<Entity>();


foreach (entity in whatever) {
  // build your entity objects
 
  // add to your entities list
  entities.Add(processedEntity);
}

// modify the global list
Global.Entities = entities;

It's very important that the Drawing functions (in my example DrawVehicle, DrawEntity, DrawObject) do not do a lot of work. DrawVehicle makes two device DrawText calls. DrawEntity draws 5 lines. DrawObject makes two device DrawText calls. None of them are determining what lines to draw or the location of the lines, they are given that information in the Entity object I give to them:

Code:

        public void DrawObject(Entity entity)
        {
            DrawText($"{entity.Type}", entity.Location.X, entity.Location.Y, farAway, black, fontFactory, fontEsp, device);
            DrawText($"{entity.Distance}m", entity.Location.X, entity.Location.Y + 15, dangerClose, black, fontFactory, fontEsp, device);
        }

In the case where you are working with lists that might have hundreds of items to draw, it's a good idea to start delegating the actual drawing work to multiple threads.

Code:

public static void RenderLoop() {
  while (true) {

    // begin the scene
    H.DrawingInstance.BeginScene();

    var entity_drawing_thread = new Thread(() => {
      if (H.Entities?.Any() == true) {
        // we create a copy, because another thread may replace the list while we are using it
        var copy = H.Entities;
        // A standard foreach here is ideal. We do not want to use Parallel.Foreach here, as we've already created 3 new worker threads, we don't need a billion separate threads.
        foreach(var entity in copy) {
          H.DrawingInstance.DrawPlayer(entity); // each thread will call DrawLine 5 times
        }
      }
    });

    var object_drawing_thread = new Thread(() => {
      if (H.Objects?.Any() == true) {
        var copy = H.Objects;
        foreach(var entity in copy) {
          H.DrawingInstance.DrawObject(entity); // each thread will call DrawText 2 times
        }
      }
    });

    var vehicle_drawing_thread = new Thread(() => {
      if (H.Vehicles?.Any() == true) {
        var copy = H.Vehicles;
        foreach(var entity in copy) {
          H.DrawingInstance.DrawVehicle(entity); // each thread will call DrawText 2 times
        }
      }
    });

    // start the 3 threads
    // DrawLine is called 5 * n times in parallel.
    // DrawText is called 4 * n times in parallel
    entity_drawing_thread.Start();
    object_drawing_thread.Start();
    vehicle_drawing_thread.Start();

    // wait for them to finish
    entity_drawing_thread.Join();
    object_drawing_thread.Join();
    vehicle_drawing_thread.Join();

    // end the scene
    H.DrawingInstance.EndScene();
  }
}

The above makes two assumptions:

1. You are operating in multithreaded mode.

Code:

  var direct2d1 = new SharpDX.Direct2D1.Factory(SharpDX.Direct2D1.FactoryType.MultiThreaded);
2. You have your present option set to none

Code:

            var targetProperties = new HwndRenderTargetProperties
            {
                Hwnd = Handle,
                PixelSize = new Size2(Width, Height),
                PresentOptions = PresentOptions.None
            };

Now, when you start playing with threads in C#, things can get a bit more difficult. Threads in C# are handled by a thread scheduler. You might have noticed some Thread options like ThreadPriority.

This isn't as straightforward as it appears. Threading is largely dependent on the operating system that you are running on, with the CLR first creating the private stack for each thread to operate on, and then delegating the actual thread management to the operating system.

When starting a thread in C#, you are not guaranteed that the thread is actually being ran by the CPU at that moment. Start() returns almost immediately. In addition, you have to be cognizant of possible blocking calls between threads. Generally this applies to things like I/O operations (if one thread is accessing a file object, every other thread has to wait on it, making it synchronous), but can also apply to simple objects as well. Non static methods generally cannot be accessed at the same time by multiple threads. If you have only one instance of an object, and multiple threads are trying to call a method on it, each thread has to wait on each other.

In addition, you shouldn't start a lot of threads either. Each time you create a thread, you are causing the CLR to create a new private variable stack for the thread, and a few other miniscule organization type tasks. If you have a ton of threads (thousands for instance), you start causing a burden on the CPU in addition to making it's CPU caches perform less optimally (because of all the context switching).

Other good times to use threads:

You should prebuild a PTR list of entities. You can do this by reading the the entire block of memory of the entity list, and then slicing it into 8 byte length ptrs. On another thread, process this ptr list.

Code:


        public unsafe static T GetStructure < T > (byte[] bytes) where T: unmanaged {
          // get a pointer to the byte array
          fixed(byte * p = bytes) {
            // cast and derefernce the pointer into the target structure
            // not memory safe, bytes buffer must match length of T
            // my memory.read function will return length T byte[] always
            // even if not every index contains data, i.e. empty byte[] array of 0x0
            T structure = * (T * ) p;
            return structure;
          }
        }

        // thread 1
        public unsafe static void EntityPtrFilter() {
          var entityPtrs = new List < IntPtr > ();
          var entityPtrData = Memory.Read(entity_list.data, entity_list.length * 0x8); // returns byte[]
          for (int i = 0x0; i < entity_list.length; i += 0x8) {
            var ptrBuffer = new byte[8];
            // copy the 8 bytes for the ptr
            // Array.Copy has very good performance
            Array.Copy(entityPtrData, i, ptrBuffer, 0, 0x8);
            // convert these 8 bytes to an intptr structure
            // you notice we use unsafe code to avoid excessive marshaling of data
            var entityPtr = GetStructure < IntPtr > (ptrBuffer);
            // get your GameClass
            var entity = Memory.Read < Entity > (entityPtr);
            // check if this is a good ptr to process
            // by id, by name table, etc, depends on the game
            if (entity is a player) {
              entityPtrs.Add(entityPtr);
            }
          }

          H.EntitiesToProcess = entityPtrs;
        }

        // thread 2
        public static void EntityProcesser() {
          var entityPtrs = H.EntitiesToProcess;
          // Parallel.ForEach handles the thread delegation and scheduling for us
          var entities = new List < ProcessedEntity > ();
          Parallel.ForEach(entityPtrs, entityPtr =>
            // personally, I always re-read the game class object, even though the EntityPtrFilter thread has read it. I do this to ensure I have an updated GameClass.
            var entity = Memory.Read < Entity > (entityPtr);
            // do entity logic, world to screens, etc.
            // example:
            var processed_entity = new ProcessedEntity(); processed_entity.Location = location; // where location is the W2S result
            entities.Add(processed_entity);
          )

          // put these in the global list for the draw thread
          H.Entities = entities;

        }

Other C# performance considerations.

WinAPI calls in C# are expensive, likely because you are using PInvoke. PInvoke has many CPU cycles worth of overhead for calling native functions.

In that case, you should create a C++ DLL wrapper. Here's an example for DeviceIoControl (to communicate with driver):

C# function definition
Code:

        [DllImport("Example.dll")]
        [SuppressUnmanagedCodeSecurity]
        public static extern bool DeviceIoRequestWrapper(
            IntPtr hDevice,
            uint IoControlCode,
            [MarshalAs(UnmanagedType.AsAny)][In] object InBuffer,
            int nInBufferSize,
            [MarshalAs(UnmanagedType.AsAny)][Out] object OutBuffer,
            uint nOutBufferSize,
            ref int pBytesReturned,
            IntPtr Overlapped
        );

C++

Example.CPP

Code:

#include <iostream>
#include "Example.h"

bool __cdecl DeviceIoRequestWrapper(HANDLE hDevice, DWORD dwIoControlCode, LPVOID lpInBuffer, DWORD nInBufferSize, LPVOID lpOutBuffer, DWORD nOutBufferSize, LPDWORD lpBytesReturned, LPOVERLAPPED lpOverlappedk)
{
    return DeviceIoControl(hDevice, dwIoControlCode, lpInBuffer, nInBufferSize, lpOutBuffer, nOutBufferSize, lpBytesReturned, lpOverlappedk);
}

Example.H

Code:

#pragma once

#include <Windows.h>

extern "C" {
        __declspec(dllexport) bool __cdecl DeviceIoRequestWrapper(
                HANDLE      hDevice,
                DWORD        dwIoControlCode,
                LPVOID      lpInBuffer,
                DWORD        nInBufferSize,
                LPVOID      lpOutBuffer,
                DWORD        nOutBufferSize,
                LPDWORD      lpBytesReturned,
                LPOVERLAPPED lpOverlappedk);
}

This will dramatically improve the time it takes to call a windows api function as it uses c++ interoperability vs. pinvoke.

Overall there are a lot of things that can impact performance in a C# application. Almost all of them have less to do with what you're using (such as a direct3d device), and more-so how you are using them.


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