mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 22:59:59 +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 00:47:42 +0000
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* Fri, 1 Dec 2023 04:38:02 +0000
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*/
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#![allow(non_snake_case, non_upper_case_globals)]
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@@ -259,15 +259,17 @@ pub mod CBaseButton { // CBaseToggle
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}
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pub mod CBaseCSGrenade { // CCSWeaponBase
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pub const m_bRedraw: usize = 0xE20; // bool
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pub const m_bIsHeldByPlayer: usize = 0xE21; // bool
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pub const m_bPinPulled: usize = 0xE22; // bool
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pub const m_bJumpThrow: usize = 0xE23; // bool
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pub const m_eThrowStatus: usize = 0xE24; // EGrenadeThrowState
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pub const m_fThrowTime: usize = 0xE28; // GameTime_t
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pub const m_flThrowStrength: usize = 0xE2C; // float
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pub const m_flThrowStrengthApproach: usize = 0xE30; // float
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pub const m_fDropTime: usize = 0xE34; // GameTime_t
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pub const m_bRedraw: usize = 0xE28; // bool
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pub const m_bIsHeldByPlayer: usize = 0xE29; // bool
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pub const m_bPinPulled: usize = 0xE2A; // bool
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pub const m_bJumpThrow: usize = 0xE2B; // bool
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pub const m_eThrowStatus: usize = 0xE2C; // EGrenadeThrowState
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pub const m_fThrowTime: usize = 0xE30; // GameTime_t
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pub const m_flThrowStrength: usize = 0xE34; // float
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pub const m_flThrowStrengthApproach: usize = 0xE38; // float
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pub const m_fDropTime: usize = 0xE3C; // GameTime_t
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pub const m_nNextHoldTick: usize = 0xE40; // GameTick_t
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pub const m_flNextHoldFrac: usize = 0xE44; // float
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}
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pub mod CBaseCSGrenadeProjectile { // CBaseGrenade
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@@ -977,18 +979,18 @@ pub mod CBuyZone { // CBaseTrigger
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}
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pub mod CC4 { // CCSWeaponBase
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pub const m_vecLastValidPlayerHeldPosition: usize = 0xE20; // Vector
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pub const m_vecLastValidDroppedPosition: usize = 0xE2C; // Vector
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pub const m_bDoValidDroppedPositionCheck: usize = 0xE38; // bool
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pub const m_bStartedArming: usize = 0xE39; // bool
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pub const m_fArmedTime: usize = 0xE3C; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0xE40; // bool
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pub const m_bIsPlantingViaUse: usize = 0xE41; // bool
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pub const m_entitySpottedState: usize = 0xE48; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0xE60; // int32_t
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pub const m_bPlayedArmingBeeps: usize = 0xE64; // bool[7]
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pub const m_bBombPlanted: usize = 0xE6B; // bool
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pub const m_bDroppedFromDeath: usize = 0xE6C; // bool
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pub const m_vecLastValidPlayerHeldPosition: usize = 0xE28; // Vector
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pub const m_vecLastValidDroppedPosition: usize = 0xE34; // Vector
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pub const m_bDoValidDroppedPositionCheck: usize = 0xE40; // bool
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pub const m_bStartedArming: usize = 0xE41; // bool
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pub const m_fArmedTime: usize = 0xE44; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0xE48; // bool
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pub const m_bIsPlantingViaUse: usize = 0xE49; // bool
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pub const m_entitySpottedState: usize = 0xE50; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0xE68; // int32_t
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pub const m_bPlayedArmingBeeps: usize = 0xE6C; // bool[7]
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pub const m_bBombPlanted: usize = 0xE73; // bool
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pub const m_bDroppedFromDeath: usize = 0xE74; // bool
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}
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pub mod CCSBot { // CBot
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@@ -1587,23 +1589,23 @@ pub mod CCSPlayerPawn { // CCSPlayerPawnBase
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pub const m_aimPunchTickFraction: usize = 0x16A0; // float
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pub const m_aimPunchCache: usize = 0x16A8; // CUtlVector<QAngle>
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pub const m_bIsBuyMenuOpen: usize = 0x16C0; // bool
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pub const m_xLastHeadBoneTransform: usize = 0x1C40; // CTransform
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pub const m_bLastHeadBoneTransformIsValid: usize = 0x1C60; // bool
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pub const m_lastLandTime: usize = 0x1C64; // GameTime_t
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pub const m_bOnGroundLastTick: usize = 0x1C68; // bool
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pub const m_iPlayerLocked: usize = 0x1C6C; // int32_t
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pub const m_flTimeOfLastInjury: usize = 0x1C74; // GameTime_t
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pub const m_flNextSprayDecalTime: usize = 0x1C78; // GameTime_t
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pub const m_bNextSprayDecalTimeExpedited: usize = 0x1C7C; // bool
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pub const m_nRagdollDamageBone: usize = 0x1C80; // int32_t
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pub const m_vRagdollDamageForce: usize = 0x1C84; // Vector
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pub const m_vRagdollDamagePosition: usize = 0x1C90; // Vector
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pub const m_szRagdollDamageWeaponName: usize = 0x1C9C; // char[64]
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pub const m_bRagdollDamageHeadshot: usize = 0x1CDC; // bool
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pub const m_vRagdollServerOrigin: usize = 0x1CE0; // Vector
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pub const m_EconGloves: usize = 0x1CF0; // CEconItemView
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pub const m_qDeathEyeAngles: usize = 0x1F68; // QAngle
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pub const m_bSkipOneHeadConstraintUpdate: usize = 0x1F74; // bool
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pub const m_xLastHeadBoneTransform: usize = 0x1CF0; // CTransform
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pub const m_bLastHeadBoneTransformIsValid: usize = 0x1D10; // bool
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pub const m_lastLandTime: usize = 0x1D14; // GameTime_t
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pub const m_bOnGroundLastTick: usize = 0x1D18; // bool
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pub const m_iPlayerLocked: usize = 0x1D1C; // int32_t
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pub const m_flTimeOfLastInjury: usize = 0x1D24; // GameTime_t
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pub const m_flNextSprayDecalTime: usize = 0x1D28; // GameTime_t
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pub const m_bNextSprayDecalTimeExpedited: usize = 0x1D2C; // bool
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pub const m_nRagdollDamageBone: usize = 0x1D30; // int32_t
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pub const m_vRagdollDamageForce: usize = 0x1D34; // Vector
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pub const m_vRagdollDamagePosition: usize = 0x1D40; // Vector
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pub const m_szRagdollDamageWeaponName: usize = 0x1D4C; // char[64]
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pub const m_bRagdollDamageHeadshot: usize = 0x1D8C; // bool
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pub const m_vRagdollServerOrigin: usize = 0x1D90; // Vector
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pub const m_EconGloves: usize = 0x1DA0; // CEconItemView
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pub const m_qDeathEyeAngles: usize = 0x2018; // QAngle
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pub const m_bSkipOneHeadConstraintUpdate: usize = 0x2024; // bool
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}
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pub mod CCSPlayerPawnBase { // CBasePlayerPawn
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@@ -1907,10 +1909,11 @@ pub mod CCSWeaponBase { // CBasePlayerWeapon
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pub const m_flFireSequenceStartTime: usize = 0xC90; // float
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pub const m_nFireSequenceStartTimeChange: usize = 0xC94; // int32_t
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pub const m_nFireSequenceStartTimeAck: usize = 0xC98; // int32_t
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pub const m_bPlayerFireEventIsPrimary: usize = 0xC9C; // bool
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pub const m_seqIdle: usize = 0xCA0; // HSequence
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pub const m_seqFirePrimary: usize = 0xCA4; // HSequence
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pub const m_seqFireSecondary: usize = 0xCA8; // HSequence
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pub const m_ePlayerFireEvent: usize = 0xC9C; // PlayerAnimEvent_t
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pub const m_ePlayerFireEventAttackType: usize = 0xCA0; // WeaponAttackType_t
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pub const m_seqIdle: usize = 0xCA4; // HSequence
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pub const m_seqFirePrimary: usize = 0xCA8; // HSequence
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pub const m_seqFireSecondary: usize = 0xCAC; // HSequence
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pub const m_thirdPersonFireSequences: usize = 0xCB0; // CUtlVector<HSequence>
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pub const m_hCurrentThirdPersonSequence: usize = 0xCC8; // HSequence
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pub const m_nSilencerBoneIndex: usize = 0xCCC; // int32_t
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@@ -1936,43 +1939,44 @@ pub mod CCSWeaponBase { // CBasePlayerWeapon
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pub const m_iRecoilIndex: usize = 0xD78; // int32_t
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pub const m_flRecoilIndex: usize = 0xD7C; // float
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pub const m_bBurstMode: usize = 0xD80; // bool
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pub const m_flPostponeFireReadyTime: usize = 0xD84; // GameTime_t
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pub const m_bInReload: usize = 0xD88; // bool
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pub const m_bReloadVisuallyComplete: usize = 0xD89; // bool
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pub const m_flDroppedAtTime: usize = 0xD8C; // GameTime_t
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pub const m_bIsHauledBack: usize = 0xD90; // bool
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pub const m_bSilencerOn: usize = 0xD91; // bool
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pub const m_flTimeSilencerSwitchComplete: usize = 0xD94; // GameTime_t
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pub const m_iOriginalTeamNumber: usize = 0xD98; // int32_t
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pub const m_flNextAttackRenderTimeOffset: usize = 0xD9C; // float
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pub const m_bCanBePickedUp: usize = 0xDB0; // bool
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pub const m_bUseCanOverrideNextOwnerTouchTime: usize = 0xDB1; // bool
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pub const m_nextOwnerTouchTime: usize = 0xDB4; // GameTime_t
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pub const m_nextPrevOwnerTouchTime: usize = 0xDB8; // GameTime_t
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pub const m_hPrevOwner: usize = 0xDBC; // CHandle<CCSPlayerPawn>
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pub const m_nDropTick: usize = 0xDC0; // GameTick_t
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pub const m_donated: usize = 0xDE4; // bool
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pub const m_fLastShotTime: usize = 0xDE8; // GameTime_t
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pub const m_bWasOwnedByCT: usize = 0xDEC; // bool
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pub const m_bWasOwnedByTerrorist: usize = 0xDED; // bool
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pub const m_bFiredOutOfAmmoEvent: usize = 0xDEE; // bool
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pub const m_numRemoveUnownedWeaponThink: usize = 0xDF0; // int32_t
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pub const m_IronSightController: usize = 0xDF8; // CIronSightController
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pub const m_iIronSightMode: usize = 0xE10; // int32_t
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pub const m_flLastLOSTraceFailureTime: usize = 0xE14; // GameTime_t
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pub const m_iNumEmptyAttacks: usize = 0xE18; // int32_t
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pub const m_nPostponeFireReadyTicks: usize = 0xD84; // GameTick_t
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pub const m_flPostponeFireReadyFrac: usize = 0xD88; // float
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pub const m_bInReload: usize = 0xD8C; // bool
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pub const m_bReloadVisuallyComplete: usize = 0xD8D; // bool
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pub const m_flDroppedAtTime: usize = 0xD90; // GameTime_t
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pub const m_bIsHauledBack: usize = 0xD94; // bool
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pub const m_bSilencerOn: usize = 0xD95; // bool
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pub const m_flTimeSilencerSwitchComplete: usize = 0xD98; // GameTime_t
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pub const m_iOriginalTeamNumber: usize = 0xD9C; // int32_t
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pub const m_flNextAttackRenderTimeOffset: usize = 0xDA0; // float
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pub const m_bCanBePickedUp: usize = 0xDB8; // bool
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pub const m_bUseCanOverrideNextOwnerTouchTime: usize = 0xDB9; // bool
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pub const m_nextOwnerTouchTime: usize = 0xDBC; // GameTime_t
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pub const m_nextPrevOwnerTouchTime: usize = 0xDC0; // GameTime_t
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pub const m_hPrevOwner: usize = 0xDC4; // CHandle<CCSPlayerPawn>
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pub const m_nDropTick: usize = 0xDC8; // GameTick_t
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pub const m_donated: usize = 0xDEC; // bool
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pub const m_fLastShotTime: usize = 0xDF0; // GameTime_t
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pub const m_bWasOwnedByCT: usize = 0xDF4; // bool
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pub const m_bWasOwnedByTerrorist: usize = 0xDF5; // bool
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pub const m_bFiredOutOfAmmoEvent: usize = 0xDF6; // bool
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pub const m_numRemoveUnownedWeaponThink: usize = 0xDF8; // int32_t
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pub const m_IronSightController: usize = 0xE00; // CIronSightController
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pub const m_iIronSightMode: usize = 0xE18; // int32_t
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pub const m_flLastLOSTraceFailureTime: usize = 0xE1C; // GameTime_t
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pub const m_iNumEmptyAttacks: usize = 0xE20; // int32_t
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}
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pub mod CCSWeaponBaseGun { // CCSWeaponBase
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pub const m_zoomLevel: usize = 0xE20; // int32_t
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pub const m_iBurstShotsRemaining: usize = 0xE24; // int32_t
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pub const m_silencedModelIndex: usize = 0xE30; // int32_t
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pub const m_inPrecache: usize = 0xE34; // bool
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pub const m_bNeedsBoltAction: usize = 0xE35; // bool
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pub const m_bSkillReloadAvailable: usize = 0xE36; // bool
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pub const m_bSkillReloadLiftedReloadKey: usize = 0xE37; // bool
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pub const m_bSkillBoltInterruptAvailable: usize = 0xE38; // bool
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pub const m_bSkillBoltLiftedFireKey: usize = 0xE39; // bool
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pub const m_zoomLevel: usize = 0xE28; // int32_t
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pub const m_iBurstShotsRemaining: usize = 0xE2C; // int32_t
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pub const m_silencedModelIndex: usize = 0xE38; // int32_t
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pub const m_inPrecache: usize = 0xE3C; // bool
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pub const m_bNeedsBoltAction: usize = 0xE3D; // bool
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pub const m_bSkillReloadAvailable: usize = 0xE3E; // bool
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pub const m_bSkillReloadLiftedReloadKey: usize = 0xE3F; // bool
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pub const m_bSkillBoltInterruptAvailable: usize = 0xE40; // bool
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pub const m_bSkillBoltLiftedFireKey: usize = 0xE41; // bool
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}
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pub mod CCSWeaponBaseVData { // CBasePlayerWeaponVData
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@@ -3051,13 +3055,13 @@ pub mod CFishPool { // CBaseEntity
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}
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pub mod CFists { // CCSWeaponBase
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pub const m_bPlayingUninterruptableAct: usize = 0xE20; // bool
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pub const m_nUninterruptableActivity: usize = 0xE24; // PlayerAnimEvent_t
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pub const m_bRestorePrevWep: usize = 0xE28; // bool
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pub const m_hWeaponBeforePrevious: usize = 0xE2C; // CHandle<CBasePlayerWeapon>
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pub const m_hWeaponPrevious: usize = 0xE30; // CHandle<CBasePlayerWeapon>
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pub const m_bDelayedHardPunchIncoming: usize = 0xE34; // bool
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pub const m_bDestroyAfterTaunt: usize = 0xE35; // bool
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pub const m_bPlayingUninterruptableAct: usize = 0xE28; // bool
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pub const m_nUninterruptableActivity: usize = 0xE2C; // PlayerAnimEvent_t
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pub const m_bRestorePrevWep: usize = 0xE30; // bool
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pub const m_hWeaponBeforePrevious: usize = 0xE34; // CHandle<CBasePlayerWeapon>
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pub const m_hWeaponPrevious: usize = 0xE38; // CHandle<CBasePlayerWeapon>
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pub const m_bDelayedHardPunchIncoming: usize = 0xE3C; // bool
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pub const m_bDestroyAfterTaunt: usize = 0xE3D; // bool
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}
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pub mod CFlashbang { // CBaseCSGrenade
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@@ -3896,7 +3900,7 @@ pub mod CKeepUpright { // CPointEntity
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}
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pub mod CKnife { // CCSWeaponBase
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pub const m_bFirstAttack: usize = 0xE20; // bool
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pub const m_bFirstAttack: usize = 0xE28; // bool
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}
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pub mod CLightComponent { // CEntityComponent
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@@ -4319,9 +4323,6 @@ pub mod CMathRemap { // CLogicalEntity
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}
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pub mod CMelee { // CCSWeaponBase
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pub const m_flThrowAt: usize = 0xE20; // GameTime_t
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pub const m_hThrower: usize = 0xE24; // CHandle<CBaseEntity>
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pub const m_bDidThrowDamage: usize = 0xE28; // bool
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}
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pub mod CMessage { // CPointEntity
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@@ -6665,8 +6666,8 @@ pub mod CWeaponAug { // CCSWeaponBaseGun
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}
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pub mod CWeaponBaseItem { // CCSWeaponBase
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pub const m_SequenceCompleteTimer: usize = 0xE20; // CountdownTimer
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pub const m_bRedraw: usize = 0xE38; // bool
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pub const m_SequenceCompleteTimer: usize = 0xE28; // CountdownTimer
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pub const m_bRedraw: usize = 0xE40; // bool
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}
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pub mod CWeaponBizon { // CCSWeaponBaseGun
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@@ -6748,13 +6749,13 @@ pub mod CWeaponSawedoff { // CCSWeaponBase
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}
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pub mod CWeaponShield { // CCSWeaponBaseGun
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pub const m_flBulletDamageAbsorbed: usize = 0xE40; // float
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pub const m_flLastBulletHitSoundTime: usize = 0xE44; // GameTime_t
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pub const m_flDisplayHealth: usize = 0xE48; // float
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pub const m_flBulletDamageAbsorbed: usize = 0xE48; // float
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pub const m_flLastBulletHitSoundTime: usize = 0xE4C; // GameTime_t
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pub const m_flDisplayHealth: usize = 0xE50; // float
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}
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pub mod CWeaponTaser { // CCSWeaponBaseGun
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pub const m_fFireTime: usize = 0xE40; // GameTime_t
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pub const m_fFireTime: usize = 0xE48; // GameTime_t
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}
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pub mod CWeaponTec9 { // CCSWeaponBaseGun
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