mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 13:19:58 +08:00
📦 Game Update 13974
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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* Created using https://github.com/a2x/cs2-dumper
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* Tue, 21 Nov 2023 00:47:43 +0000
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* Fri, 1 Dec 2023 04:38:02 +0000
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*/
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public static class ActiveModelConfig_t {
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@@ -1306,16 +1306,18 @@ public static class C_BaseButton { // C_BaseToggle
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}
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public static class C_BaseCSGrenade { // C_CSWeaponBase
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public const nint m_bClientPredictDelete = 0x19F0; // bool
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public const nint m_bRedraw = 0x19F1; // bool
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public const nint m_bIsHeldByPlayer = 0x19F2; // bool
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public const nint m_bPinPulled = 0x19F3; // bool
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public const nint m_bJumpThrow = 0x19F4; // bool
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public const nint m_eThrowStatus = 0x19F8; // EGrenadeThrowState
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public const nint m_fThrowTime = 0x19FC; // GameTime_t
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public const nint m_flThrowStrength = 0x1A00; // float
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public const nint m_flThrowStrengthApproach = 0x1A04; // float
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public const nint m_fDropTime = 0x1A08; // GameTime_t
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public const nint m_bClientPredictDelete = 0x1A00; // bool
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public const nint m_bRedraw = 0x1A01; // bool
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public const nint m_bIsHeldByPlayer = 0x1A02; // bool
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public const nint m_bPinPulled = 0x1A03; // bool
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public const nint m_bJumpThrow = 0x1A04; // bool
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public const nint m_eThrowStatus = 0x1A08; // EGrenadeThrowState
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public const nint m_fThrowTime = 0x1A0C; // GameTime_t
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public const nint m_flThrowStrength = 0x1A10; // float
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public const nint m_flThrowStrengthApproach = 0x1A14; // float
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public const nint m_fDropTime = 0x1A18; // GameTime_t
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public const nint m_nNextHoldTick = 0x1A1C; // GameTick_t
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public const nint m_flNextHoldFrac = 0x1A20; // float
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}
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public static class C_BaseCSGrenadeProjectile { // C_BaseGrenade
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@@ -1678,18 +1680,18 @@ public static class C_BulletHitModel { // CBaseAnimGraph
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}
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public static class C_C4 { // C_CSWeaponBase
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public const nint m_szScreenText = 0x19F0; // char[32]
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public const nint m_activeLightParticleIndex = 0x1A10; // ParticleIndex_t
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public const nint m_eActiveLightEffect = 0x1A14; // C4LightEffect_t
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public const nint m_bStartedArming = 0x1A18; // bool
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public const nint m_fArmedTime = 0x1A1C; // GameTime_t
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public const nint m_bBombPlacedAnimation = 0x1A20; // bool
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public const nint m_bIsPlantingViaUse = 0x1A21; // bool
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public const nint m_entitySpottedState = 0x1A28; // EntitySpottedState_t
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public const nint m_nSpotRules = 0x1A40; // int32_t
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public const nint m_bPlayedArmingBeeps = 0x1A44; // bool[7]
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public const nint m_bBombPlanted = 0x1A4B; // bool
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public const nint m_bDroppedFromDeath = 0x1A4C; // bool
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public const nint m_szScreenText = 0x1A00; // char[32]
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public const nint m_activeLightParticleIndex = 0x1A20; // ParticleIndex_t
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public const nint m_eActiveLightEffect = 0x1A24; // C4LightEffect_t
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public const nint m_bStartedArming = 0x1A28; // bool
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public const nint m_fArmedTime = 0x1A2C; // GameTime_t
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public const nint m_bBombPlacedAnimation = 0x1A30; // bool
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public const nint m_bIsPlantingViaUse = 0x1A31; // bool
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public const nint m_entitySpottedState = 0x1A38; // EntitySpottedState_t
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public const nint m_nSpotRules = 0x1A50; // int32_t
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public const nint m_bPlayedArmingBeeps = 0x1A54; // bool[7]
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public const nint m_bBombPlanted = 0x1A5B; // bool
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public const nint m_bDroppedFromDeath = 0x1A5C; // bool
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}
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public static class C_CSGOViewModel { // C_PredictedViewModel
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@@ -1758,9 +1760,9 @@ public static class C_CSGO_PreviewModelAlias_csgo_item_previewmodel { // C_CSGO_
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}
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public static class C_CSGO_PreviewPlayer { // C_CSPlayerPawn
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public const nint m_animgraph = 0x22E8; // CUtlString
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public const nint m_animgraphCharacterModeString = 0x22F0; // CUtlString
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public const nint m_flInitialModelScale = 0x22F8; // float
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public const nint m_animgraph = 0x23A0; // CUtlString
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public const nint m_animgraphCharacterModeString = 0x23A8; // CUtlString
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public const nint m_flInitialModelScale = 0x23B0; // float
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}
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public static class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel { // C_CSGO_PreviewPlayer
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@@ -1979,11 +1981,11 @@ public static class C_CSPlayerPawn { // C_CSPlayerPawnBase
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public const nint m_szRagdollDamageWeaponName = 0x1D20; // char[64]
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public const nint m_bRagdollDamageHeadshot = 0x1D60; // bool
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public const nint m_vRagdollServerOrigin = 0x1D64; // Vector
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public const nint m_bLastHeadBoneTransformIsValid = 0x22B0; // bool
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public const nint m_lastLandTime = 0x22B4; // GameTime_t
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public const nint m_bOnGroundLastTick = 0x22B8; // bool
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public const nint m_qDeathEyeAngles = 0x22D4; // QAngle
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public const nint m_bSkipOneHeadConstraintUpdate = 0x22E0; // bool
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public const nint m_bLastHeadBoneTransformIsValid = 0x2368; // bool
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public const nint m_lastLandTime = 0x236C; // GameTime_t
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public const nint m_bOnGroundLastTick = 0x2370; // bool
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public const nint m_qDeathEyeAngles = 0x238C; // QAngle
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public const nint m_bSkipOneHeadConstraintUpdate = 0x2398; // bool
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}
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public static class C_CSPlayerPawnBase { // C_BasePlayerPawn
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@@ -2159,78 +2161,80 @@ public static class C_CSWeaponBase { // C_BasePlayerWeapon
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public const nint m_flFireSequenceStartTime = 0x15D4; // float
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public const nint m_nFireSequenceStartTimeChange = 0x15D8; // int32_t
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public const nint m_nFireSequenceStartTimeAck = 0x15DC; // int32_t
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public const nint m_bPlayerFireEventIsPrimary = 0x15E0; // bool
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public const nint m_seqIdle = 0x15E4; // HSequence
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public const nint m_seqFirePrimary = 0x15E8; // HSequence
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public const nint m_seqFireSecondary = 0x15EC; // HSequence
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public const nint m_thirdPersonFireSequences = 0x15F0; // CUtlVector<HSequence>
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public const nint m_hCurrentThirdPersonSequence = 0x1608; // HSequence
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public const nint m_nSilencerBoneIndex = 0x160C; // int32_t
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public const nint m_thirdPersonSequences = 0x1610; // HSequence[6]
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public const nint m_ClientPreviousWeaponState = 0x1640; // CSWeaponState_t
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public const nint m_iState = 0x1644; // CSWeaponState_t
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public const nint m_flCrosshairDistance = 0x1648; // float
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public const nint m_iAmmoLastCheck = 0x164C; // int32_t
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public const nint m_iAlpha = 0x1650; // int32_t
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public const nint m_iScopeTextureID = 0x1654; // int32_t
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public const nint m_iCrosshairTextureID = 0x1658; // int32_t
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public const nint m_flGunAccuracyPosition = 0x165C; // float
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public const nint m_nViewModelIndex = 0x1660; // uint32_t
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public const nint m_bReloadsWithClips = 0x1664; // bool
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public const nint m_flTimeWeaponIdle = 0x1668; // GameTime_t
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public const nint m_bFireOnEmpty = 0x166C; // bool
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public const nint m_OnPlayerPickup = 0x1670; // CEntityIOOutput
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public const nint m_weaponMode = 0x1698; // CSWeaponMode
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public const nint m_flTurningInaccuracyDelta = 0x169C; // float
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public const nint m_vecTurningInaccuracyEyeDirLast = 0x16A0; // Vector
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public const nint m_flTurningInaccuracy = 0x16AC; // float
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public const nint m_fAccuracyPenalty = 0x16B0; // float
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public const nint m_flLastAccuracyUpdateTime = 0x16B4; // GameTime_t
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public const nint m_fAccuracySmoothedForZoom = 0x16B8; // float
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public const nint m_fScopeZoomEndTime = 0x16BC; // GameTime_t
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public const nint m_iRecoilIndex = 0x16C0; // int32_t
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public const nint m_flRecoilIndex = 0x16C4; // float
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public const nint m_bBurstMode = 0x16C8; // bool
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public const nint m_flPostponeFireReadyTime = 0x16CC; // GameTime_t
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public const nint m_bInReload = 0x16D0; // bool
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public const nint m_bReloadVisuallyComplete = 0x16D1; // bool
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public const nint m_flDroppedAtTime = 0x16D4; // GameTime_t
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public const nint m_bIsHauledBack = 0x16D8; // bool
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public const nint m_bSilencerOn = 0x16D9; // bool
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public const nint m_flTimeSilencerSwitchComplete = 0x16DC; // GameTime_t
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public const nint m_iOriginalTeamNumber = 0x16E0; // int32_t
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public const nint m_flNextAttackRenderTimeOffset = 0x16E4; // float
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public const nint m_bVisualsDataSet = 0x1768; // bool
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public const nint m_bOldFirstPersonSpectatedState = 0x1769; // bool
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public const nint m_hOurPing = 0x176C; // CHandle<C_BaseEntity>
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public const nint m_nOurPingIndex = 0x1770; // CEntityIndex
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public const nint m_vecOurPingPos = 0x1774; // Vector
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public const nint m_bGlowForPing = 0x1780; // bool
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public const nint m_bUIWeapon = 0x1781; // bool
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public const nint m_hPrevOwner = 0x1790; // CHandle<C_CSPlayerPawn>
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public const nint m_nDropTick = 0x1794; // GameTick_t
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public const nint m_donated = 0x17B4; // bool
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public const nint m_fLastShotTime = 0x17B8; // GameTime_t
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public const nint m_bWasOwnedByCT = 0x17BC; // bool
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public const nint m_bWasOwnedByTerrorist = 0x17BD; // bool
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public const nint m_gunHeat = 0x17C0; // float
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public const nint m_smokeAttachments = 0x17C4; // uint32_t
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public const nint m_lastSmokeTime = 0x17C8; // GameTime_t
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public const nint m_flNextClientFireBulletTime = 0x17CC; // float
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public const nint m_flNextClientFireBulletTime_Repredict = 0x17D0; // float
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public const nint m_IronSightController = 0x18B0; // C_IronSightController
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public const nint m_iIronSightMode = 0x1960; // int32_t
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public const nint m_flLastLOSTraceFailureTime = 0x1970; // GameTime_t
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public const nint m_iNumEmptyAttacks = 0x1974; // int32_t
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public const nint m_ePlayerFireEvent = 0x15E0; // PlayerAnimEvent_t
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public const nint m_ePlayerFireEventAttackType = 0x15E4; // WeaponAttackType_t
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public const nint m_seqIdle = 0x15E8; // HSequence
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public const nint m_seqFirePrimary = 0x15EC; // HSequence
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public const nint m_seqFireSecondary = 0x15F0; // HSequence
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public const nint m_thirdPersonFireSequences = 0x15F8; // CUtlVector<HSequence>
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public const nint m_hCurrentThirdPersonSequence = 0x1610; // HSequence
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public const nint m_nSilencerBoneIndex = 0x1614; // int32_t
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public const nint m_thirdPersonSequences = 0x1618; // HSequence[6]
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public const nint m_ClientPreviousWeaponState = 0x1648; // CSWeaponState_t
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public const nint m_iState = 0x164C; // CSWeaponState_t
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public const nint m_flCrosshairDistance = 0x1650; // float
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public const nint m_iAmmoLastCheck = 0x1654; // int32_t
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public const nint m_iAlpha = 0x1658; // int32_t
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public const nint m_iScopeTextureID = 0x165C; // int32_t
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public const nint m_iCrosshairTextureID = 0x1660; // int32_t
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public const nint m_flGunAccuracyPosition = 0x1664; // float
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public const nint m_nViewModelIndex = 0x1668; // uint32_t
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public const nint m_bReloadsWithClips = 0x166C; // bool
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public const nint m_flTimeWeaponIdle = 0x1670; // GameTime_t
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public const nint m_bFireOnEmpty = 0x1674; // bool
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public const nint m_OnPlayerPickup = 0x1678; // CEntityIOOutput
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public const nint m_weaponMode = 0x16A0; // CSWeaponMode
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public const nint m_flTurningInaccuracyDelta = 0x16A4; // float
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public const nint m_vecTurningInaccuracyEyeDirLast = 0x16A8; // Vector
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public const nint m_flTurningInaccuracy = 0x16B4; // float
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public const nint m_fAccuracyPenalty = 0x16B8; // float
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public const nint m_flLastAccuracyUpdateTime = 0x16BC; // GameTime_t
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public const nint m_fAccuracySmoothedForZoom = 0x16C0; // float
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public const nint m_fScopeZoomEndTime = 0x16C4; // GameTime_t
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public const nint m_iRecoilIndex = 0x16C8; // int32_t
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public const nint m_flRecoilIndex = 0x16CC; // float
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public const nint m_bBurstMode = 0x16D0; // bool
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public const nint m_nPostponeFireReadyTicks = 0x16D4; // GameTick_t
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public const nint m_flPostponeFireReadyFrac = 0x16D8; // float
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public const nint m_bInReload = 0x16DC; // bool
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public const nint m_bReloadVisuallyComplete = 0x16DD; // bool
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public const nint m_flDroppedAtTime = 0x16E0; // GameTime_t
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public const nint m_bIsHauledBack = 0x16E4; // bool
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public const nint m_bSilencerOn = 0x16E5; // bool
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public const nint m_flTimeSilencerSwitchComplete = 0x16E8; // GameTime_t
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public const nint m_iOriginalTeamNumber = 0x16EC; // int32_t
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public const nint m_flNextAttackRenderTimeOffset = 0x16F0; // float
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public const nint m_bVisualsDataSet = 0x1778; // bool
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public const nint m_bOldFirstPersonSpectatedState = 0x1779; // bool
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public const nint m_hOurPing = 0x177C; // CHandle<C_BaseEntity>
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public const nint m_nOurPingIndex = 0x1780; // CEntityIndex
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public const nint m_vecOurPingPos = 0x1784; // Vector
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public const nint m_bGlowForPing = 0x1790; // bool
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public const nint m_bUIWeapon = 0x1791; // bool
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public const nint m_hPrevOwner = 0x17A0; // CHandle<C_CSPlayerPawn>
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public const nint m_nDropTick = 0x17A4; // GameTick_t
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public const nint m_donated = 0x17C4; // bool
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public const nint m_fLastShotTime = 0x17C8; // GameTime_t
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public const nint m_bWasOwnedByCT = 0x17CC; // bool
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public const nint m_bWasOwnedByTerrorist = 0x17CD; // bool
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public const nint m_gunHeat = 0x17D0; // float
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public const nint m_smokeAttachments = 0x17D4; // uint32_t
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public const nint m_lastSmokeTime = 0x17D8; // GameTime_t
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public const nint m_flNextClientFireBulletTime = 0x17DC; // float
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public const nint m_flNextClientFireBulletTime_Repredict = 0x17E0; // float
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public const nint m_IronSightController = 0x18C0; // C_IronSightController
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public const nint m_iIronSightMode = 0x1970; // int32_t
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public const nint m_flLastLOSTraceFailureTime = 0x1980; // GameTime_t
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public const nint m_iNumEmptyAttacks = 0x1984; // int32_t
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}
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public static class C_CSWeaponBaseGun { // C_CSWeaponBase
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public const nint m_zoomLevel = 0x19F0; // int32_t
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public const nint m_iBurstShotsRemaining = 0x19F4; // int32_t
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public const nint m_iSilencerBodygroup = 0x19F8; // int32_t
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public const nint m_silencedModelIndex = 0x1A08; // int32_t
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public const nint m_inPrecache = 0x1A0C; // bool
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public const nint m_bNeedsBoltAction = 0x1A0D; // bool
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public const nint m_zoomLevel = 0x1A00; // int32_t
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public const nint m_iBurstShotsRemaining = 0x1A04; // int32_t
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public const nint m_iSilencerBodygroup = 0x1A08; // int32_t
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public const nint m_silencedModelIndex = 0x1A18; // int32_t
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public const nint m_inPrecache = 0x1A1C; // bool
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public const nint m_bNeedsBoltAction = 0x1A1D; // bool
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}
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public static class C_Chicken { // C_DynamicProp
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@@ -2739,8 +2743,8 @@ public static class C_Fish { // CBaseAnimGraph
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}
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public static class C_Fists { // C_CSWeaponBase
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public const nint m_bPlayingUninterruptableAct = 0x19F0; // bool
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public const nint m_nUninterruptableActivity = 0x19F4; // PlayerAnimEvent_t
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public const nint m_bPlayingUninterruptableAct = 0x1A00; // bool
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public const nint m_nUninterruptableActivity = 0x1A04; // PlayerAnimEvent_t
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}
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public static class C_Flashbang { // C_BaseCSGrenade
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@@ -3042,7 +3046,6 @@ public static class C_MapVetoPickController { // C_BaseEntity
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}
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public static class C_Melee { // C_CSWeaponBase
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public const nint m_flThrowAt = 0x19F0; // GameTime_t
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}
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public static class C_ModelPointEntity { // C_BaseModelEntity
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@@ -3764,8 +3767,8 @@ public static class C_WeaponAug { // C_CSWeaponBaseGun
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}
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public static class C_WeaponBaseItem { // C_CSWeaponBase
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public const nint m_SequenceCompleteTimer = 0x19F0; // CountdownTimer
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public const nint m_bRedraw = 0x1A08; // bool
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public const nint m_SequenceCompleteTimer = 0x1A00; // CountdownTimer
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public const nint m_bRedraw = 0x1A18; // bool
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}
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public static class C_WeaponBizon { // C_CSWeaponBaseGun
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@@ -3847,11 +3850,11 @@ public static class C_WeaponSawedoff { // C_CSWeaponBase
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}
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public static class C_WeaponShield { // C_CSWeaponBaseGun
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public const nint m_flDisplayHealth = 0x1A10; // float
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public const nint m_flDisplayHealth = 0x1A20; // float
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}
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public static class C_WeaponTaser { // C_CSWeaponBaseGun
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public const nint m_fFireTime = 0x1A10; // GameTime_t
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public const nint m_fFireTime = 0x1A20; // GameTime_t
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}
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public static class C_WeaponTec9 { // C_CSWeaponBaseGun
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