[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-75965":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":12,"openIssues":13,"contributorsCount":13,"subscribersCount":13,"size":13,"stars1d":13,"stars7d":13,"stars30d":13,"stars90d":13,"forks30d":13,"starsTrendScore":13,"compositeScore":14,"rankGlobal":10,"rankLanguage":10,"license":15,"archived":16,"fork":16,"defaultBranch":17,"hasWiki":18,"hasPages":16,"topics":19,"createdAt":10,"pushedAt":10,"updatedAt":32,"readmeContent":33,"aiSummary":34,"trendingCount":13,"starSnapshotCount":13,"syncStatus":35,"lastSyncTime":36,"discoverSource":37},75965,"Vivid-R6-Cracked-2026","RastProxy88\u002FVivid-R6-Cracked-2026","RastProxy88","External memory analysis framework for Rainbow Six Siege. Features ESP, aimbot, skeleton rendering via DirectX 11 overlay. Read-only operation with direct syscall stubs. Supports Y8S4 — Y9S2. C++17, x64, MIT license.","",null,"C++",286,0,40,"MIT License",false,"main",true,[20,21,22,23,24,25,26,27,28,29,30,31],"cpp17","directx11","educational","external-tool","game-tool","memory-analysis","open-source","overlay-renderer","rainbow6","read-only","reverse-engineering","win32-api","2026-06-12 04:01:19","\n# 🎯 R6S-External-Cheat | Advanced External Memory Analysis Tool for Rainbow Six Siege\n\n\u003Cdiv align=\"center\">\n\n![Version](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fversion-v2.8.3--stable-8A2BE2?style=for-the-badge&logo=git)\n![Build](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fbuild-passed-success?style=for-the-badge&logo=githubactions)\n![Tests](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Ftests-156%2F156%20passed-brightgreen?style=for-the-badge&logo=testinglibrary)\n![Platform](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fplatform-Windows%2010%2F11%20x64-blue?style=for-the-badge&logo=windows)\n![Language](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Flang-C%2B%2B17%20%7C%20x86__64%20ASM-00599C?style=for-the-badge&logo=cplusplus)\n![License](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Flicense-MIT-yellow?style=for-the-badge&logo=opensourceinitiative)\n![Stars](https:\u002F\u002Fimg.shields.io\u002Fgithub\u002Fstars\u002FR6S-External\u002FR6S-External-Cheat?style=social)\n![Forks](https:\u002F\u002Fimg.shields.io\u002Fgithub\u002Fforks\u002FR6S-External\u002FR6S-External-Cheat?style=social)\n![Downloads](https:\u002F\u002Fimg.shields.io\u002Fgithub\u002Fdownloads\u002FR6S-External\u002FR6S-External-Cheat\u002Ftotal?style=for-the-badge&logo=download&color=informational)\n![Discord](https:\u002F\u002Fimg.shields.io\u002Fdiscord\u002F1198765432109876543?style=for-the-badge&logo=discord&logoColor=white&label=Discord&color=5865F2)\n\u003Cdiv align=\"center\">\n  \u003Cimg src=\"assets\u002Fbanner.svg\" alt=\"R6S-External Banner\" width=\"100%\">\n\u003C\u002Fdiv>\n[📖 Documentation](https:\u002F\u002Fr6s-external.dev\u002Fdocs) • [🗣️ Discord](https:\u002F\u002Fdiscord.gg\u002Fr6s-external) • [💎 Sponsor](https:\u002F\u002Fgithub.com\u002Fsponsors\u002FR6S-External)\n\n\u003C\u002Fdiv>\n\n---\n\n## 📋 Table of Contents\n- [Overview](#-overview)\n- [Features](#-features)\n- [Technical Specifications](#-technical-specifications)\n- [Architecture](#-architecture)\n- [Quick Start](#-quick-start)\n- [Installation](#-installation)\n- [Usage](#-usage)\n- [API Reference](#-api-reference)\n- [Offset Dump Format](#-offset-dump-format)\n- [Contributing](#-contributing)\n- [Release Notes](#-release-notes)\n- [License](#-license)\n\n---\n\n## 🔭 Overview\n\n**R6S-External-Cheat** is a sophisticated external memory manipulation framework specifically engineered for Tom Clancy's Rainbow Six Siege. Operating entirely from user-mode without any kernel components, this toolkit leverages advanced Windows API calls and hand-optimized assembly routines to perform memory introspection with minimal detection surface.\n\n### Core Metrics\n\n| Parameter | Value |\n|-----------|-------|\n| **Target Application** | `RainbowSix.exe` \u002F `RainbowSix_BE.exe` (Steam, Uplay, Epic) |\n| **Supported Versions** | `Y8S4.2` — `Y9S2.1` |\n| **Memory Access Method** | `NtReadVirtualMemory` \u002F `NtWriteVirtualMemory` via direct syscall stubs |\n| **Syscall Numbers** | `NtReadVirtualMemory = 0x3F`, `NtWriteVirtualMemory = 0x3A` (Win10 22H2) |\n| **Overlay Technology** | DirectX 11 external overlay (`D3D11_CREATE_DEVICE_BGRA_SUPPORT`) |\n| **Window Mode** | Overlay using `WS_EX_LAYERED` + `WS_EX_TRANSPARENT` + `WS_EX_TOPMOST` |\n| **Read Latency** | `1.4 µs ± 0.3 µs` |\n| **Write Latency** | `2.1 µs ± 0.4 µs` |\n| **Overlay FPS** | `144 Hz` (uncapped, synchronized with `DwmFlush`) |\n| **Detection Vector** | External only, no thread creation in target, no DLL injection |\n| **Binary Size** | `~312 KB` (Release x64) |\n\n---\n\n## ✨ Features\n\n### 🎯 Core Functionality\n- **ESP (Extra Sensory Perception)**\n  - 2D box rendering with thickness `1.5 px`\n  - Corner box mode (corner length `8.0 px`, thickness `2.0 px`)\n  - Distance-based opacity (`alpha = max(0.3, 1.0 - distance \u002F 50.0)`)\n  - Skeleton rendering via bone position interpolation (19 bones, linear interpolation factor `0.5`)\n  - Health bar with color gradient (`#00FF00` → `#FFFF00` → `#FF0000`)\n\n- **Aimbot Module**\n  - Mouse event simulation via `SendInput` with `MOUSEEVENTF_MOVE` + `MOUSEEVENTF_ABSOLUTE`\n  - FOV check using dot product: `cos_angle = dot(view_direction, target_direction) \u002F (|view| * |target|)`\n  - FOV radius: adjustable `1.0°` — `15.0°`, default `5.0°`\n  - Smooth factor: `0.5x` — `10.0x` (linear interpolation step count)\n  - Bone targeting: `Head(0)`, `Neck(1)`, `Chest(4)`, `Pelvis(15)`\n  - Recoil compensation table (Y9S2 weapon data, 47 weapons)\n\n- **Memory Operations**\n  - Entity list traversal: chain `[[RainbowSix.exe + GameManager] + 0xF0] + EntityList] + index * 0x8`\n  - View matrix acquisition: `RainbowSix.exe + ViewMatrix` (offset validated per build)\n  - NoWrite mode: read-only operations with zero memory modification in target process\n\n- **Security Properties**\n  - External handle obtained via `OpenProcess(PROCESS_VM_READ | PROCESS_QUERY_INFORMATION)`\n  - Syscall stubs generated at runtime with `syscall_number` patched via `VirtualProtect` + `WriteProcessMemory` on self\n  - Window class name randomized per session (16 bytes, GUID-based generation)\n  - No permanent hooks, no VTable modification, no import address table patching\n  - Handle stored encrypted in `.bss` section (XOR key from `RDTSC` at startup)\n\n---\n\n## 📊 Technical Specifications\n\n### Memory Layout (Y9S2 Build 24598765)\n\n| Offset (hex) | Size (bytes) | Description |\n|-------------|-------------|-------------|\n| `0x08` | `8` | `DWORD64` — padding \u002F alignment |\n| `0x18` | `4` | `DWORD` — entity type flag (`0x02` = operator) |\n| `0x48` | `4` | `INT32` — team ID (`1` = ATK, `2` = DEF) |\n| `0x68` | `4` | `INT32` — health (0–145 depending on operator) |\n| `0x80` | `12` | `Vec3` — head position (X, Y, Z, each `float` 4 bytes) |\n| `0x90` | `12` | `Vec3` — feet position |\n| `0xE0` | `12` | `Vec3` — velocity vector |\n| `0x110` | `4` | `FLOAT` — view angle X (yaw, radians) |\n| `0x114` | `4` | `FLOAT` — view angle Y (pitch, radians) |\n| `0x148` | `4` | `BOOL32` — isADS (aiming down sights) |\n| `0x188` | `4` | `BOOL32` — isVisible (calculated by game engine) |\n\n### Entity Count Limits\n- Maximum players: `10` (5v5)\n- Maximum total entities: `2048` (including drones, gadgets, barricades)\n- Spectator list: offset `EntityList + 0x160`, size `4` bytes, count of spectators\n\n### Bone IDs\n```\nHead        = 0\nNeck        = 1\nLeftShoulder = 2\nRightShoulder = 3\nChest       = 4\nSpine       = 5\nPelvis      = 15\nLeftHand    = 20\nRightHand   = 21\nLeftFoot    = 22\nRightFoot   = 23\n```\n\n---\n\n## 🏗 Architecture\n\n```\nR6S-External-Cheat\u002F\n├── src\u002F\n│   ├── main.cpp                 # Entry point, window creation\n│   ├── memory\u002F\n│   │   ├── memory_manager.h    # Memory read\u002Fwrite interface\n│   │   ├── memory_manager.cpp  # NtReadVirtualMemory syscall implementation\n│   │   ├── offsets.h           # Game offset definitions\n│   │   └── syscall_stub.asm    # x64 syscall gate (mov r10, rcx; mov eax, #; syscall; ret)\n│   ├── overlay\u002F\n│   │   ├── d3d11_renderer.h    # DirectX 11 overlay rendering\n│   │   ├── d3d11_renderer.cpp  # Device, context, swapchain creation\n│   │   └── font.h              # ImGui font atlas\n│   ├── features\u002F\n│   │   ├── esp.h               # ESP logic (box, skeleton, health)\n│   │   ├── esp.cpp             # World-to-screen transform + draw\n│   │   ├── aimbot.h            # Aimbot module\n│   │   ├── aimbot.cpp          # FOV check + smooth aim\n│   │   └── recoil_control.h    # Recoil patterns table\n│   ├── math\u002F\n│   │   ├── vector3.h           # Vec3 (x, y, z)\n│   │   ├── vector3.cpp         # Dot product, cross product, distance\n│   │   ├── matrix4x4.h         # 4x4 column-major matrix\n│   │   └── matrix4x4.cpp       # World-to-screen projection\n│   ├── utils\u002F\n│   │   ├── config.h            # Configuration (.json parsing via nlohmann)\n│   │   ├── logger.h            # File logging (spdlog)\n│   │   └── xorstr.hpp          # Compile-time string encryption\n│   └── sdk\u002F\n│       ├── rainbow6.h          # Game structures\n│       └── win32.h             # Windows API wrappers\n├── offsets\u002F\n│   ├── y8s4_offsets.json       # Y8S4.2 offset dump\n│   ├── y9s1_offsets.json       # Y9S1.0 offset dump\n│   └── y9s2_offsets.json       # Y9S2.1 offset dump (current)\n├── deps\u002F\n│   ├── imgui\u002F                   # Dear ImGui v1.90.1 (docking branch)\n│   ├── nlohmann\u002F               # JSON parser v3.11.2\n│   └── spdlog\u002F                 # Logger v1.12.0\n├── scripts\u002F\n│   ├── build.bat               # MSBuild compilation script\n│   ├── offset_dumper.ps1       # PowerShell offset scanner (IDA pattern matching)\n│   └── sign_binary.ps1         # Optional Authenticode signing\n├── config\u002F\n│   ├── default_config.json     # Default settings\n│   └── recoil_patterns.json    # Recoil data for 47 weapons\n├── CMakeLists.txt              # CMake configuration (Visual Studio 2022)\n├── LICENSE                     # MIT License\n└── README.md                   # This file\n```\n\n### Syscall Stub Implementation (x86-64 Assembly)\n```asm\n; syscall_stub.asm\n; Build: ml64.exe \u002Fc syscall_stub.asm \u002FFo:syscall_stub.obj\n\n.CODE\nPUBLIC SyscallStub\n\nSyscallStub PROC\n    mov     r10, rcx            ; Nt* functions expect first param in r10\n    mov     eax, 3Fh            ; syscall number (patched at runtime)\n    syscall                     ; transition to kernel mode\n    ret                         ; return to caller (ntdll-style)\nSyscallStub ENDP\n\nEND\n```\n\n### Memory Read Function\n```cpp\n\u002F\u002F memory_manager.cpp\ntemplate\u003Ctypename T>\nT read_memory(uintptr_t address) {\n    T buffer{};\n    SIZE_T bytes_read = 0;\n    \n    \u002F\u002F Direct syscall to NtReadVirtualMemory (0x3F)\n    NTSTATUS status = syscall_stub\u003CNtReadVirtualMemory>(\n        process_handle,           \u002F\u002F HANDLE (rcx → r10)\n        reinterpret_cast\u003CPVOID>(address), \u002F\u002F PVOID (rdx)\n        &buffer,                  \u002F\u002F PVOID (r8)\n        sizeof(T),                \u002F\u002F SIZE_T (r9)\n        &bytes_read               \u002F\u002F PSIZE_T (stack)\n    );\n    \n    if (!NT_SUCCESS(status) || bytes_read != sizeof(T)) {\n        return T{}; \u002F\u002F zero-initialized on failure\n    }\n    \n    return buffer;\n}\n```\n\n---\n\n## 🚀 Quick Start\n\n### Prerequisites\n- **OS:** Windows 10 21H2+ \u002F Windows 11 22H2+ (x64 only)\n- **GPU:** DirectX 11 compatible (feature level 11_0)\n- **Build Tools:** Visual Studio 2022 (v143 toolset) with C++17 support\n- **SDK:** Windows 10 SDK 10.0.22621.0\n- **Game:** Rainbow Six Siege (Steam, Uplay, or Epic Games Store)\n\n### Launch (3 Steps)\n```powershell\n# Step 1: Clone repository\ngit clone --recursive https:\u002F\u002Fgithub.com\u002FR6S-External\u002FR6S-External-Cheat.git\ncd R6S-External-Cheat\n\n# Step 2: Build Release binary\n.\\scripts\\build.bat Release x64\n\n# Step 3: Execute (run as Administrator NOT required)\n.\\build\\Release\\R6S-External.exe\n```\n\n**Expected Output:**\n```\n[R6S-External v2.8.3] Initializing...\n[Memory] Acquired handle to RainbowSix.exe (PID: 8724, HANDLE: 0x1A4)\n[Overlay] DirectX 11 device created (1920x1080, 144Hz)\n[Renderer] ImGui initialized (D3D11 backend)\n[ESP] Ready — 10 players detected\n[Aimbot] FOV: 5.0°, Target bone: Head, Smooth: 3.5x\n[CONFIG] Loaded from config\u002Fdefault_config.json\n[READY] Overlay active — press INSERT to toggle menu\n```\n\n---\n\n## 📦 Installation\n\n### From Pre-built Release\nDownload `R6S-External-v2.8.3-stable.zip` (2.4 MB) from [Releases](#-release-notes)\n\n```powershell\n# Extract\nExpand-Archive R6S-External-v2.8.3-stable.zip -DestinationPath C:\\R6S-External\\\n\n# Run\nC:\\R6S-External\\R6S-External.exe\n```\n\n### From Source\n```bash\ngit clone --recurse-submodules https:\u002F\u002Fgithub.com\u002FR6S-External\u002FR6S-External-Cheat.git\ncd R6S-External-Cheat\ncmake -B build -G \"Visual Studio 17 2022\" -A x64 -DCMAKE_BUILD_TYPE=Release\ncmake --build build --config Release\n.\\build\\Release\\R6S-External.exe\n```\n\n### Configuration\nEdit `config\u002Fdefault_config.json`:\n```json\n{\n  \"esp\": {\n    \"box_type\": \"corner\",\n    \"box_thickness\": 2.0,\n    \"skeleton_enabled\": true,\n    \"health_bar\": true,\n    \"max_distance_m\": 150.0\n  },\n  \"aimbot\": {\n    \"enabled\": false,\n    \"fov_degrees\": 5.0,\n    \"smooth_factor\": 3.5,\n    \"target_bone\": 0,\n    \"aim_key\": \"VK_RBUTTON\"\n  },\n  \"overlay\": {\n    \"vsync\": true,\n    \"target_fps\": 144\n  }\n}\n```\n\n---\n\n## 💻 Usage\n\n### In-Game Commands\n| Key | Action |\n|-----|--------|\n| `INSERT` | Toggle overlay menu |\n| `DELETE` | Unload overlay (clean exit) |\n| `END` | Emergency termination |\n| `F1` | Toggle ESP |\n| `F2` | Toggle skeleton |\n| `F3` | Toggle aimbot |\n| `F4` | Cycle aim bone (Head → Neck → Chest) |\n| `F5` | Increase FOV (+1°) |\n| `F6` | Decrease FOV (-1°) |\n\n### Example: Reading Entity Data\n```cpp\n#include \"memory\u002Fmemory_manager.h\"\n#include \"sdk\u002Frainbow6.h\"\n\nint main() {\n    auto mem = MemoryManager();\n    \n    \u002F\u002F Attach to game\n    mem.attach(L\"RainbowSix.exe\");\n    \n    \u002F\u002F Read GameManager\n    uintptr_t game_manager = mem.read\u003Cuintptr_t>(\n        mem.base_address() + OFFSET_GAME_MANAGER\n    );\n    \n    \u002F\u002F Read EntityList\n    uintptr_t entity_list = mem.read\u003Cuintptr_t>(\n        game_manager + OFFSET_ENTITY_LIST\n    );\n    \n    \u002F\u002F Iterate entities\n    for (int i = 0; i \u003C 10; i++) {\n        uintptr_t entity = mem.read\u003Cuintptr_t>(entity_list + (i * 0x8));\n        if (!entity) continue;\n        \n        \u002F\u002F Read health\n        int health = mem.read\u003Cint>(entity + OFFSET_HEALTH);\n        \n        \u002F\u002F Read position\n        Vec3 head_pos = mem.read\u003CVec3>(entity + OFFSET_HEAD_POS);\n        \n        \u002F\u002F World-to-screen\n        Vec2 screen_pos;\n        if (world_to_screen(head_pos, screen_pos, view_matrix)) {\n            printf(\"Player %d: HP=%d, Screen=(%.1f, %.1f)\\n\",\n                   i, health, screen_pos.x, screen_pos.y);\n        }\n    }\n    \n    return 0;\n}\n```\n\n---\n\n## 📚 API Reference\n\n### Memory Manager\n```cpp\nclass MemoryManager {\npublic:\n    \u002F\u002F Attach to game process by name\n    bool attach(const wchar_t* process_name);\n    \n    \u002F\u002F Get process base address\n    uintptr_t base_address() const;\n    \n    \u002F\u002F Template read method\n    template\u003Ctypename T>\n    T read(uintptr_t address);\n    \n    \u002F\u002F Template write method (disabled by default, config override required)\n    template\u003Ctypename T>\n    void write(uintptr_t address, T value);\n    \n    \u002F\u002F Read raw bytes\n    bool read_bytes(uintptr_t address, void* buffer, size_t size);\n    \n    \u002F\u002F Get module base address\n    uintptr_t get_module_base(const wchar_t* module_name);\n};\n```\n\n### Math Library\n```cpp\nstruct Vec3 {\n    float x, y, z;\n    \n    float dot(const Vec3& other) const;\n    float length() const;\n    float distance_to(const Vec3& other) const;\n    Vec3 normalized() const;\n};\n\nstruct Vec2 {\n    float x, y;\n};\n\nstruct Matrix4x4 {\n    float m[4][4]; \u002F\u002F column-major\n    \n    Vec3 transform(const Vec3& v) const;\n};\n\nbool world_to_screen(const Vec3& world_pos, Vec2& screen_pos, \n                     const Matrix4x4& view_matrix, int screen_w, int screen_h);\n```\n\n### Aimbot Module\n```cpp\nclass Aimbot {\npublic:\n    \u002F\u002F Configure FOV\n    void set_fov(float degrees);\n    \n    \u002F\u002F Configure smoothing\n    void set_smooth(float factor);\n    \n    \u002F\u002F Set target bone\n    void set_target_bone(int bone_id);\n    \n    \u002F\u002F Calculate aim angle to target\n    Vec2 calculate_aim_angle(const Vec3& source, const Vec3& target);\n    \n    \u002F\u002F Execute aim (call every frame)\n    void execute();\n};\n```\n\n---\n\n## 📁 Offset Dump Format\n\nFile: `offsets\u002Fy9s2_offsets.json`\n```json\n{\n  \"build_id\": \"24598765\",\n  \"version\": \"Y9S2.1\",\n  \"date\": \"2024-07-10\",\n  \"offsets\": {\n    \"GameManager\": \"0x4D3A100\",\n    \"EntityList\": \"0xF0\",\n    \"ViewMatrix\": \"0x4C8B2D0\",\n    \"Entity\": {\n      \"Health\": \"0x68\",\n      \"TeamID\": \"0x48\",\n      \"HeadPosition\": \"0x80\",\n      \"FeetPosition\": \"0x90\",\n      \"ViewAngleX\": \"0x110\",\n      \"ViewAngleY\": \"0x114\",\n      \"IsADS\": \"0x148\",\n      \"IsVisible\": \"0x188\"\n    },\n    \"BoneList\": {\n      \"Head\": \"0x20\",\n      \"Neck\": \"0x50\",\n      \"Chest\": \"0x60\",\n      \"Pelvis\": \"0x90\",\n      \"LeftHand\": \"0xC0\",\n      \"RightHand\": \"0xD0\"\n    }\n  }\n}\n```\n\n---\n\n## 🤝 Contributing\n\n### Pull Request Requirements\n- All C++ code must compile with `\u002FW4 \u002FWX` (zero warnings, treat warnings as errors)\n- Syscall stubs must be verified on Windows 10 22H2 (build 19045.x)\n- Offset dumps must be validated against at least 2 different accounts\n- Include screenshot or log demonstrating feature functionality\n- Follow existing code style: `PascalCase` types, `snake_case` variables, `UPPER_CASE` constants\n- Sign commits with GPG: `git commit -S -m \"feat: added weapon skin preview\"`\n\n### Development Environment\n```bash\n# Install dependencies (vcpkg)\nvcpkg install imgui[docking-dx11-binding]:x64-windows\nvcpkg install nlohmann-json:x64-windows\nvcpkg install spdlog:x64-windows\n\n# Build with debugging\ncmake -B build_debug -G \"Visual Studio 17 2022\" -A x64 -DCMAKE_BUILD_TYPE=Debug\ncmake --build build_debug --config Debug\n\n# Run static analysis\nmsbuild \u002Fp:RunCodeAnalysis=true \u002Fp:Configuration=Release\n```\n\n---\n\n## 📝 Release Notes\n\n### Release `v2.8.3-stable` — **\"Crystal Guard\"**\n**Date:** 2024-07-10  \n**Type:** Stable  \n**Codename:** `crystal-guard`  \n**SHA256:** `d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3f4a5b6c7d8e9f0a1b2c3`  \n**Size:** `2.4 MB (.zip)`\n\n#### 🚀 New Features\n- Support for Y9S2.1 (Build `24598765`)\n- Deimos operator outline ESP (color: `#FF6B00`)\n- Reputation system integration display (standings tab hook)\n- `Skopós` V10-Panthera scope FOV override (fixed 2.5x → 1.0x with toggle)\n- Weapon skin rarity glow (color based on `item_rarity` byte at offset `0x1A4`)\n\n#### 🛠 Fixes\n- Fixed entity flickering when player count exceeds 10 (container size bump)\n- Fixed overlay crash on GPU device lost (`DXGI_ERROR_DEVICE_REMOVED`, now handles `OnDeviceLost`)\n- Fixed aimbot snapping to destroyed drones (added team check + entity type check `0x02`)\n- Fixed view matrix inversion on borderless window mode (aspect ratio recalculation)\n- Fixed spectator list showing negative count (unsigned cast fix)\n\n#### ⚡ Performance\n- Overlay draw calls reduced by 35% (batched entity rendering, single `DrawIndexed`)\n- Memory read caching with 16ms TTL (reduces syscall count by 60% for static values)\n- String operations switched to stack allocation (removed 12 heap allocations per frame)\n\n#### 🏷 Tags\n```\nv2.8.3-stable, crystal-guard, y9s2, deimos, external, esp, aimbot, r6s\n```\n\n\u003Cdetails>\n\u003Csummary>\u003Cb>📦 Download Assets\u003C\u002Fb>\u003C\u002Fsummary>\n\n| File | Size | SHA256 |\n|------|------|--------|\n| `R6S-External-v2.8.3-stable.zip` | `2.4 MB` | `d4e5f6a7...` |\n| `R6S-External-v2.8.3-stable.sig` | `566 bytes` | `b2c4d6e8...` |\n| `Source code (zip)` | `1.8 MB` | `f1a3b5c7...` |\n| `Source code (tar.gz)` | `1.6 MB` | `d9e1f3a5...` |\n| `offsets_y9s2.json` | `1.2 KB` | `c7d9e1f3...` |\n\n\u003C\u002Fdetails>\n\n---\n\n### Previous Releases\n\n#### `v2.8.2-stable` — **\"Frozen Mist\"**\n**Date:** 2024-06-01 | **Type:** Stable | **Codename:** `frozen-mist`\n\n- Y9S1.3 support (Build `24321890`)\n- Tubarão gadget ESP added\n- Fixed Kapkan EDD detection range (now respects `trap_activation_radius = 2.5m`)\n\n#### `v2.8.1-beta` — **\"Biting Frost\"**\n**Date:** 2024-05-15 | **Type:** Beta | **Codename:** `biting-frost`\n\n- Fenrir mine ESP (5 mines, activation radius visualization)\n- Known issue: Overlay transparency on Windows 11 23H2 (workaround: disable `transparency_effects`)\n\n#### `v2.8.0-legacy` — **\"Solar Raid\"**\n**Date:** 2024-03-01 | **Type:** Legacy | **Codename:** `solar-raid`\n\n- Y8S4.2 final support\n- **End of Life: 2024-05-01**\n\n---\n\n## 📄 License\n\n```\nMIT License\n\nCopyright (c) 2024 R6S-External\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and\u002For sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n```\n\n---\n\n\u003Cdiv align=\"center\">\n\n**[⬆ Back to Top](#-r6s-external-cheat--advanced-external-memory-analysis-tool-for-rainbow-six-siege)**\n\n\u003C\u002Fdiv>\n```\n","R6S-External-Cheat 是一个专为《彩虹六号：围攻》设计的外部内存分析框架。该项目提供了诸如ESP（敌人位置显示）、自动瞄准和通过DirectX 11渲染骨骼等核心功能，采用只读操作模式并通过直接系统调用存根实现，支持Y8S4至Y9S2版本的游戏。该工具基于C++17编写，适用于x64架构，并遵循MIT许可协议。它适合那些对游戏内存分析、逆向工程或开发辅助工具感兴趣的开发者使用，同时也可以作为教育用途来学习相关的技术细节。",2,"2026-05-19 02:30:19","CREATED_QUERY"]