📦 Game Update 13974

This commit is contained in:
a2x
2023-12-01 14:38:32 +10:00
parent b7ee68c67e
commit 170df6cc47
79 changed files with 1700 additions and 1686 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Tue, 21 Nov 2023 00:47:43 +0000
Fri, 1 Dec 2023 04:38:02 +0000
'''
class ActiveModelConfig_t:
@@ -1182,16 +1182,18 @@ class C_BaseButton: # C_BaseToggle
m_szDisplayText = 0xCC8 # CUtlSymbolLarge
class C_BaseCSGrenade: # C_CSWeaponBase
m_bClientPredictDelete = 0x19F0 # bool
m_bRedraw = 0x19F1 # bool
m_bIsHeldByPlayer = 0x19F2 # bool
m_bPinPulled = 0x19F3 # bool
m_bJumpThrow = 0x19F4 # bool
m_eThrowStatus = 0x19F8 # EGrenadeThrowState
m_fThrowTime = 0x19FC # GameTime_t
m_flThrowStrength = 0x1A00 # float
m_flThrowStrengthApproach = 0x1A04 # float
m_fDropTime = 0x1A08 # GameTime_t
m_bClientPredictDelete = 0x1A00 # bool
m_bRedraw = 0x1A01 # bool
m_bIsHeldByPlayer = 0x1A02 # bool
m_bPinPulled = 0x1A03 # bool
m_bJumpThrow = 0x1A04 # bool
m_eThrowStatus = 0x1A08 # EGrenadeThrowState
m_fThrowTime = 0x1A0C # GameTime_t
m_flThrowStrength = 0x1A10 # float
m_flThrowStrengthApproach = 0x1A14 # float
m_fDropTime = 0x1A18 # GameTime_t
m_nNextHoldTick = 0x1A1C # GameTick_t
m_flNextHoldFrac = 0x1A20 # float
class C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialPosition = 0x1068 # Vector
@@ -1533,18 +1535,18 @@ class C_BulletHitModel: # CBaseAnimGraph
m_vecStartPos = 0xEC0 # Vector
class C_C4: # C_CSWeaponBase
m_szScreenText = 0x19F0 # char[32]
m_activeLightParticleIndex = 0x1A10 # ParticleIndex_t
m_eActiveLightEffect = 0x1A14 # C4LightEffect_t
m_bStartedArming = 0x1A18 # bool
m_fArmedTime = 0x1A1C # GameTime_t
m_bBombPlacedAnimation = 0x1A20 # bool
m_bIsPlantingViaUse = 0x1A21 # bool
m_entitySpottedState = 0x1A28 # EntitySpottedState_t
m_nSpotRules = 0x1A40 # int32_t
m_bPlayedArmingBeeps = 0x1A44 # bool[7]
m_bBombPlanted = 0x1A4B # bool
m_bDroppedFromDeath = 0x1A4C # bool
m_szScreenText = 0x1A00 # char[32]
m_activeLightParticleIndex = 0x1A20 # ParticleIndex_t
m_eActiveLightEffect = 0x1A24 # C4LightEffect_t
m_bStartedArming = 0x1A28 # bool
m_fArmedTime = 0x1A2C # GameTime_t
m_bBombPlacedAnimation = 0x1A30 # bool
m_bIsPlantingViaUse = 0x1A31 # bool
m_entitySpottedState = 0x1A38 # EntitySpottedState_t
m_nSpotRules = 0x1A50 # int32_t
m_bPlayedArmingBeeps = 0x1A54 # bool[7]
m_bBombPlanted = 0x1A5B # bool
m_bDroppedFromDeath = 0x1A5C # bool
class C_CSGOViewModel: # C_PredictedViewModel
m_bShouldIgnoreOffsetAndAccuracy = 0xF10 # bool
@@ -1600,9 +1602,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x22E8 # CUtlString
m_animgraphCharacterModeString = 0x22F0 # CUtlString
m_flInitialModelScale = 0x22F8 # float
m_animgraph = 0x23A0 # CUtlString
m_animgraphCharacterModeString = 0x23A8 # CUtlString
m_flInitialModelScale = 0x23B0 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1803,11 +1805,11 @@ class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_szRagdollDamageWeaponName = 0x1D20 # char[64]
m_bRagdollDamageHeadshot = 0x1D60 # bool
m_vRagdollServerOrigin = 0x1D64 # Vector
m_bLastHeadBoneTransformIsValid = 0x22B0 # bool
m_lastLandTime = 0x22B4 # GameTime_t
m_bOnGroundLastTick = 0x22B8 # bool
m_qDeathEyeAngles = 0x22D4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22E0 # bool
m_bLastHeadBoneTransformIsValid = 0x2368 # bool
m_lastLandTime = 0x236C # GameTime_t
m_bOnGroundLastTick = 0x2370 # bool
m_qDeathEyeAngles = 0x238C # QAngle
m_bSkipOneHeadConstraintUpdate = 0x2398 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1268 # CCSPlayer_PingServices*
@@ -1979,77 +1981,79 @@ class C_CSWeaponBase: # C_BasePlayerWeapon
m_flFireSequenceStartTime = 0x15D4 # float
m_nFireSequenceStartTimeChange = 0x15D8 # int32_t
m_nFireSequenceStartTimeAck = 0x15DC # int32_t
m_bPlayerFireEventIsPrimary = 0x15E0 # bool
m_seqIdle = 0x15E4 # HSequence
m_seqFirePrimary = 0x15E8 # HSequence
m_seqFireSecondary = 0x15EC # HSequence
m_thirdPersonFireSequences = 0x15F0 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0x1608 # HSequence
m_nSilencerBoneIndex = 0x160C # int32_t
m_thirdPersonSequences = 0x1610 # HSequence[6]
m_ClientPreviousWeaponState = 0x1640 # CSWeaponState_t
m_iState = 0x1644 # CSWeaponState_t
m_flCrosshairDistance = 0x1648 # float
m_iAmmoLastCheck = 0x164C # int32_t
m_iAlpha = 0x1650 # int32_t
m_iScopeTextureID = 0x1654 # int32_t
m_iCrosshairTextureID = 0x1658 # int32_t
m_flGunAccuracyPosition = 0x165C # float
m_nViewModelIndex = 0x1660 # uint32_t
m_bReloadsWithClips = 0x1664 # bool
m_flTimeWeaponIdle = 0x1668 # GameTime_t
m_bFireOnEmpty = 0x166C # bool
m_OnPlayerPickup = 0x1670 # CEntityIOOutput
m_weaponMode = 0x1698 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x169C # float
m_vecTurningInaccuracyEyeDirLast = 0x16A0 # Vector
m_flTurningInaccuracy = 0x16AC # float
m_fAccuracyPenalty = 0x16B0 # float
m_flLastAccuracyUpdateTime = 0x16B4 # GameTime_t
m_fAccuracySmoothedForZoom = 0x16B8 # float
m_fScopeZoomEndTime = 0x16BC # GameTime_t
m_iRecoilIndex = 0x16C0 # int32_t
m_flRecoilIndex = 0x16C4 # float
m_bBurstMode = 0x16C8 # bool
m_flPostponeFireReadyTime = 0x16CC # GameTime_t
m_bInReload = 0x16D0 # bool
m_bReloadVisuallyComplete = 0x16D1 # bool
m_flDroppedAtTime = 0x16D4 # GameTime_t
m_bIsHauledBack = 0x16D8 # bool
m_bSilencerOn = 0x16D9 # bool
m_flTimeSilencerSwitchComplete = 0x16DC # GameTime_t
m_iOriginalTeamNumber = 0x16E0 # int32_t
m_flNextAttackRenderTimeOffset = 0x16E4 # float
m_bVisualsDataSet = 0x1768 # bool
m_bOldFirstPersonSpectatedState = 0x1769 # bool
m_hOurPing = 0x176C # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1770 # CEntityIndex
m_vecOurPingPos = 0x1774 # Vector
m_bGlowForPing = 0x1780 # bool
m_bUIWeapon = 0x1781 # bool
m_hPrevOwner = 0x1790 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x1794 # GameTick_t
m_donated = 0x17B4 # bool
m_fLastShotTime = 0x17B8 # GameTime_t
m_bWasOwnedByCT = 0x17BC # bool
m_bWasOwnedByTerrorist = 0x17BD # bool
m_gunHeat = 0x17C0 # float
m_smokeAttachments = 0x17C4 # uint32_t
m_lastSmokeTime = 0x17C8 # GameTime_t
m_flNextClientFireBulletTime = 0x17CC # float
m_flNextClientFireBulletTime_Repredict = 0x17D0 # float
m_IronSightController = 0x18B0 # C_IronSightController
m_iIronSightMode = 0x1960 # int32_t
m_flLastLOSTraceFailureTime = 0x1970 # GameTime_t
m_iNumEmptyAttacks = 0x1974 # int32_t
m_ePlayerFireEvent = 0x15E0 # PlayerAnimEvent_t
m_ePlayerFireEventAttackType = 0x15E4 # WeaponAttackType_t
m_seqIdle = 0x15E8 # HSequence
m_seqFirePrimary = 0x15EC # HSequence
m_seqFireSecondary = 0x15F0 # HSequence
m_thirdPersonFireSequences = 0x15F8 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0x1610 # HSequence
m_nSilencerBoneIndex = 0x1614 # int32_t
m_thirdPersonSequences = 0x1618 # HSequence[6]
m_ClientPreviousWeaponState = 0x1648 # CSWeaponState_t
m_iState = 0x164C # CSWeaponState_t
m_flCrosshairDistance = 0x1650 # float
m_iAmmoLastCheck = 0x1654 # int32_t
m_iAlpha = 0x1658 # int32_t
m_iScopeTextureID = 0x165C # int32_t
m_iCrosshairTextureID = 0x1660 # int32_t
m_flGunAccuracyPosition = 0x1664 # float
m_nViewModelIndex = 0x1668 # uint32_t
m_bReloadsWithClips = 0x166C # bool
m_flTimeWeaponIdle = 0x1670 # GameTime_t
m_bFireOnEmpty = 0x1674 # bool
m_OnPlayerPickup = 0x1678 # CEntityIOOutput
m_weaponMode = 0x16A0 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x16A4 # float
m_vecTurningInaccuracyEyeDirLast = 0x16A8 # Vector
m_flTurningInaccuracy = 0x16B4 # float
m_fAccuracyPenalty = 0x16B8 # float
m_flLastAccuracyUpdateTime = 0x16BC # GameTime_t
m_fAccuracySmoothedForZoom = 0x16C0 # float
m_fScopeZoomEndTime = 0x16C4 # GameTime_t
m_iRecoilIndex = 0x16C8 # int32_t
m_flRecoilIndex = 0x16CC # float
m_bBurstMode = 0x16D0 # bool
m_nPostponeFireReadyTicks = 0x16D4 # GameTick_t
m_flPostponeFireReadyFrac = 0x16D8 # float
m_bInReload = 0x16DC # bool
m_bReloadVisuallyComplete = 0x16DD # bool
m_flDroppedAtTime = 0x16E0 # GameTime_t
m_bIsHauledBack = 0x16E4 # bool
m_bSilencerOn = 0x16E5 # bool
m_flTimeSilencerSwitchComplete = 0x16E8 # GameTime_t
m_iOriginalTeamNumber = 0x16EC # int32_t
m_flNextAttackRenderTimeOffset = 0x16F0 # float
m_bVisualsDataSet = 0x1778 # bool
m_bOldFirstPersonSpectatedState = 0x1779 # bool
m_hOurPing = 0x177C # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1780 # CEntityIndex
m_vecOurPingPos = 0x1784 # Vector
m_bGlowForPing = 0x1790 # bool
m_bUIWeapon = 0x1791 # bool
m_hPrevOwner = 0x17A0 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x17A4 # GameTick_t
m_donated = 0x17C4 # bool
m_fLastShotTime = 0x17C8 # GameTime_t
m_bWasOwnedByCT = 0x17CC # bool
m_bWasOwnedByTerrorist = 0x17CD # bool
m_gunHeat = 0x17D0 # float
m_smokeAttachments = 0x17D4 # uint32_t
m_lastSmokeTime = 0x17D8 # GameTime_t
m_flNextClientFireBulletTime = 0x17DC # float
m_flNextClientFireBulletTime_Repredict = 0x17E0 # float
m_IronSightController = 0x18C0 # C_IronSightController
m_iIronSightMode = 0x1970 # int32_t
m_flLastLOSTraceFailureTime = 0x1980 # GameTime_t
m_iNumEmptyAttacks = 0x1984 # int32_t
class C_CSWeaponBaseGun: # C_CSWeaponBase
m_zoomLevel = 0x19F0 # int32_t
m_iBurstShotsRemaining = 0x19F4 # int32_t
m_iSilencerBodygroup = 0x19F8 # int32_t
m_silencedModelIndex = 0x1A08 # int32_t
m_inPrecache = 0x1A0C # bool
m_bNeedsBoltAction = 0x1A0D # bool
m_zoomLevel = 0x1A00 # int32_t
m_iBurstShotsRemaining = 0x1A04 # int32_t
m_iSilencerBodygroup = 0x1A08 # int32_t
m_silencedModelIndex = 0x1A18 # int32_t
m_inPrecache = 0x1A1C # bool
m_bNeedsBoltAction = 0x1A1D # bool
class C_Chicken: # C_DynamicProp
m_hHolidayHatAddon = 0x10F0 # CHandle<CBaseAnimGraph>
@@ -2514,8 +2518,8 @@ class C_Fish: # CBaseAnimGraph
m_averageError = 0xF6C # float
class C_Fists: # C_CSWeaponBase
m_bPlayingUninterruptableAct = 0x19F0 # bool
m_nUninterruptableActivity = 0x19F4 # PlayerAnimEvent_t
m_bPlayingUninterruptableAct = 0x1A00 # bool
m_nUninterruptableActivity = 0x1A04 # PlayerAnimEvent_t
class C_Flashbang: # C_BaseCSGrenade
@@ -2775,7 +2779,6 @@ class C_MapVetoPickController: # C_BaseEntity
m_bDisabledHud = 0xE84 # bool
class C_Melee: # C_CSWeaponBase
m_flThrowAt = 0x19F0 # GameTime_t
class C_ModelPointEntity: # C_BaseModelEntity
@@ -3415,8 +3418,8 @@ class C_WeaponAWP: # C_CSWeaponBaseGun
class C_WeaponAug: # C_CSWeaponBaseGun
class C_WeaponBaseItem: # C_CSWeaponBase
m_SequenceCompleteTimer = 0x19F0 # CountdownTimer
m_bRedraw = 0x1A08 # bool
m_SequenceCompleteTimer = 0x1A00 # CountdownTimer
m_bRedraw = 0x1A18 # bool
class C_WeaponBizon: # C_CSWeaponBaseGun
@@ -3471,10 +3474,10 @@ class C_WeaponSSG08: # C_CSWeaponBaseGun
class C_WeaponSawedoff: # C_CSWeaponBase
class C_WeaponShield: # C_CSWeaponBaseGun
m_flDisplayHealth = 0x1A10 # float
m_flDisplayHealth = 0x1A20 # float
class C_WeaponTaser: # C_CSWeaponBaseGun
m_fFireTime = 0x1A10 # GameTime_t
m_fFireTime = 0x1A20 # GameTime_t
class C_WeaponTec9: # C_CSWeaponBaseGun