📦 Game Update 13966

This commit is contained in:
a2x
2023-11-03 11:50:43 +10:00
parent 2b5e87c849
commit 1d32f72cd5
80 changed files with 6318 additions and 6128 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Fri, 27 Oct 2023 01:03:23 +0000
Fri, 3 Nov 2023 01:49:49 +0000
'''
class ActiveModelConfig_t:
@@ -846,33 +846,32 @@ class CLightComponent: # CEntityComponent
m_nShadowPriority = 0x120 # int32_t
m_nBakedShadowIndex = 0x124 # int32_t
m_bRenderToCubemaps = 0x128 # bool
m_LightGroups = 0x130 # CUtlSymbolLarge
m_nDirectLight = 0x138 # int32_t
m_nIndirectLight = 0x13C # int32_t
m_flFadeMinDist = 0x140 # float
m_flFadeMaxDist = 0x144 # float
m_flShadowFadeMinDist = 0x148 # float
m_flShadowFadeMaxDist = 0x14C # float
m_bEnabled = 0x150 # bool
m_bFlicker = 0x151 # bool
m_bPrecomputedFieldsValid = 0x152 # bool
m_vPrecomputedBoundsMins = 0x154 # Vector
m_vPrecomputedBoundsMaxs = 0x160 # Vector
m_vPrecomputedOBBOrigin = 0x16C # Vector
m_vPrecomputedOBBAngles = 0x178 # QAngle
m_vPrecomputedOBBExtent = 0x184 # Vector
m_flPrecomputedMaxRange = 0x190 # float
m_nFogLightingMode = 0x194 # int32_t
m_flFogContributionStength = 0x198 # float
m_flNearClipPlane = 0x19C # float
m_SkyColor = 0x1A0 # Color
m_flSkyIntensity = 0x1A4 # float
m_SkyAmbientBounce = 0x1A8 # Color
m_bUseSecondaryColor = 0x1AC # bool
m_bMixedShadows = 0x1AD # bool
m_flLightStyleStartTime = 0x1B0 # GameTime_t
m_flCapsuleLength = 0x1B4 # float
m_flMinRoughness = 0x1B8 # float
m_nDirectLight = 0x12C # int32_t
m_nIndirectLight = 0x130 # int32_t
m_flFadeMinDist = 0x134 # float
m_flFadeMaxDist = 0x138 # float
m_flShadowFadeMinDist = 0x13C # float
m_flShadowFadeMaxDist = 0x140 # float
m_bEnabled = 0x144 # bool
m_bFlicker = 0x145 # bool
m_bPrecomputedFieldsValid = 0x146 # bool
m_vPrecomputedBoundsMins = 0x148 # Vector
m_vPrecomputedBoundsMaxs = 0x154 # Vector
m_vPrecomputedOBBOrigin = 0x160 # Vector
m_vPrecomputedOBBAngles = 0x16C # QAngle
m_vPrecomputedOBBExtent = 0x178 # Vector
m_flPrecomputedMaxRange = 0x184 # float
m_nFogLightingMode = 0x188 # int32_t
m_flFogContributionStength = 0x18C # float
m_flNearClipPlane = 0x190 # float
m_SkyColor = 0x194 # Color
m_flSkyIntensity = 0x198 # float
m_SkyAmbientBounce = 0x19C # Color
m_bUseSecondaryColor = 0x1A0 # bool
m_bMixedShadows = 0x1A1 # bool
m_flLightStyleStartTime = 0x1A4 # GameTime_t
m_flCapsuleLength = 0x1A8 # float
m_flMinRoughness = 0x1AC # float
class CLogicRelay: # CLogicalEntity
m_OnTrigger = 0x540 # CEntityIOOutput
@@ -1178,16 +1177,16 @@ class C_BaseButton: # C_BaseToggle
m_szDisplayText = 0xCC8 # CUtlSymbolLarge
class C_BaseCSGrenade: # C_CSWeaponBase
m_bClientPredictDelete = 0x1940 # bool
m_bRedraw = 0x1968 # bool
m_bIsHeldByPlayer = 0x1969 # bool
m_bPinPulled = 0x196A # bool
m_bJumpThrow = 0x196B # bool
m_eThrowStatus = 0x196C # EGrenadeThrowState
m_fThrowTime = 0x1970 # GameTime_t
m_flThrowStrength = 0x1974 # float
m_flThrowStrengthApproach = 0x1978 # float
m_fDropTime = 0x197C # GameTime_t
m_bClientPredictDelete = 0x1990 # bool
m_bRedraw = 0x1991 # bool
m_bIsHeldByPlayer = 0x1992 # bool
m_bPinPulled = 0x1993 # bool
m_bJumpThrow = 0x1994 # bool
m_eThrowStatus = 0x1998 # EGrenadeThrowState
m_fThrowTime = 0x199C # GameTime_t
m_flThrowStrength = 0x19A0 # float
m_flThrowStrengthApproach = 0x19A4 # float
m_fDropTime = 0x19A8 # GameTime_t
class C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialVelocity = 0x1068 # Vector
@@ -1366,8 +1365,7 @@ class C_BaseModelEntity: # C_BaseEntity
m_bAllowFadeInView = 0xA72 # bool
m_clrRender = 0xA73 # Color
m_vecRenderAttributes = 0xA78 # C_UtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t>
m_LightGroup = 0xAE0 # CUtlStringToken
m_bRenderToCubemaps = 0xAE4 # bool
m_bRenderToCubemaps = 0xAE0 # bool
m_Collision = 0xAE8 # CCollisionProperty
m_Glow = 0xB98 # CGlowProperty
m_flGlowBackfaceMult = 0xBF0 # float
@@ -1406,14 +1404,16 @@ class C_BasePlayerPawn: # C_BaseCombatCharacter
m_flDeathTime = 0x11F8 # GameTime_t
m_vecPredictionError = 0x11FC # Vector
m_flPredictionErrorTime = 0x1208 # GameTime_t
m_flFOVSensitivityAdjust = 0x120C # float
m_flMouseSensitivity = 0x1210 # float
m_vOldOrigin = 0x1214 # Vector
m_flOldSimulationTime = 0x1220 # float
m_nLastExecutedCommandNumber = 0x1224 # int32_t
m_nLastExecutedCommandTick = 0x1228 # int32_t
m_hController = 0x122C # CHandle<CBasePlayerController>
m_bIsSwappingToPredictableController = 0x1230 # bool
m_vecLastCameraSetupLocalOrigin = 0x120C # Vector
m_flLastCameraSetupTime = 0x1218 # GameTime_t
m_flFOVSensitivityAdjust = 0x121C # float
m_flMouseSensitivity = 0x1220 # float
m_vOldOrigin = 0x1224 # Vector
m_flOldSimulationTime = 0x1230 # float
m_nLastExecutedCommandNumber = 0x1234 # int32_t
m_nLastExecutedCommandTick = 0x1238 # int32_t
m_hController = 0x123C # CHandle<CBasePlayerController>
m_bIsSwappingToPredictableController = 0x1240 # bool
class C_BasePlayerWeapon: # C_EconEntity
m_nNextPrimaryAttackTick = 0x1560 # GameTick_t
@@ -1527,17 +1527,17 @@ class C_BulletHitModel: # CBaseAnimGraph
m_vecStartPos = 0xEC0 # Vector
class C_C4: # C_CSWeaponBase
m_szScreenText = 0x1940 # char[32]
m_bombdroppedlightParticleIndex = 0x1960 # ParticleIndex_t
m_bStartedArming = 0x1964 # bool
m_fArmedTime = 0x1968 # GameTime_t
m_bBombPlacedAnimation = 0x196C # bool
m_bIsPlantingViaUse = 0x196D # bool
m_entitySpottedState = 0x1970 # EntitySpottedState_t
m_nSpotRules = 0x1988 # int32_t
m_bPlayedArmingBeeps = 0x198C # bool[7]
m_bBombPlanted = 0x1993 # bool
m_bDroppedFromDeath = 0x1994 # bool
m_szScreenText = 0x1990 # char[32]
m_bombdroppedlightParticleIndex = 0x19B0 # ParticleIndex_t
m_bStartedArming = 0x19B4 # bool
m_fArmedTime = 0x19B8 # GameTime_t
m_bBombPlacedAnimation = 0x19BC # bool
m_bIsPlantingViaUse = 0x19BD # bool
m_entitySpottedState = 0x19C0 # EntitySpottedState_t
m_nSpotRules = 0x19D8 # int32_t
m_bPlayedArmingBeeps = 0x19DC # bool[7]
m_bBombPlanted = 0x19E3 # bool
m_bDroppedFromDeath = 0x19E4 # bool
class C_CSGOViewModel: # C_PredictedViewModel
m_bShouldIgnoreOffsetAndAccuracy = 0xF10 # bool
@@ -1593,9 +1593,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x22C0 # CUtlString
m_animgraphCharacterModeString = 0x22C8 # CUtlString
m_flInitialModelScale = 0x22D0 # float
m_animgraph = 0x22D8 # CUtlString
m_animgraphCharacterModeString = 0x22E0 # CUtlString
m_flInitialModelScale = 0x22E8 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1747,201 +1747,202 @@ class C_CSGameRulesProxy: # C_GameRulesProxy
class C_CSMinimapBoundary: # C_BaseEntity
class C_CSObserverPawn: # C_CSPlayerPawnBase
m_hDetectParentChange = 0x1698 # CEntityHandle
m_hDetectParentChange = 0x16A8 # CEntityHandle
class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_pBulletServices = 0x1698 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16A0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16A8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16B0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16B8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16C0 # GameTime_t
m_flLastFiredWeaponTime = 0x16C4 # GameTime_t
m_bHasFemaleVoice = 0x16C8 # bool
m_flLandseconds = 0x16CC # float
m_flOldFallVelocity = 0x16D0 # float
m_szLastPlaceName = 0x16D4 # char[18]
m_bPrevDefuser = 0x16E6 # bool
m_bPrevHelmet = 0x16E7 # bool
m_nPrevArmorVal = 0x16E8 # int32_t
m_nPrevGrenadeAmmoCount = 0x16EC # int32_t
m_unPreviousWeaponHash = 0x16F0 # uint32_t
m_unWeaponHash = 0x16F4 # uint32_t
m_bInBuyZone = 0x16F8 # bool
m_bPreviouslyInBuyZone = 0x16F9 # bool
m_aimPunchAngle = 0x16FC # QAngle
m_aimPunchAngleVel = 0x1708 # QAngle
m_aimPunchTickBase = 0x1714 # int32_t
m_aimPunchTickFraction = 0x1718 # float
m_aimPunchCache = 0x1720 # CUtlVector<QAngle>
m_bInLanding = 0x1740 # bool
m_flLandingTime = 0x1744 # float
m_bInHostageRescueZone = 0x1748 # bool
m_bInBombZone = 0x1749 # bool
m_bIsBuyMenuOpen = 0x174A # bool
m_flTimeOfLastInjury = 0x174C # GameTime_t
m_flNextSprayDecalTime = 0x1750 # GameTime_t
m_iRetakesOffering = 0x1868 # int32_t
m_iRetakesOfferingCard = 0x186C # int32_t
m_bRetakesHasDefuseKit = 0x1870 # bool
m_bRetakesMVPLastRound = 0x1871 # bool
m_iRetakesMVPBoostItem = 0x1874 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1878 # loadout_slot_t
m_bNeedToReApplyGloves = 0x1898 # bool
m_EconGloves = 0x18A0 # C_EconItemView
m_bMustSyncRagdollState = 0x1CE8 # bool
m_nRagdollDamageBone = 0x1CEC # int32_t
m_vRagdollDamageForce = 0x1CF0 # Vector
m_vRagdollDamagePosition = 0x1CFC # Vector
m_szRagdollDamageWeaponName = 0x1D08 # char[64]
m_bRagdollDamageHeadshot = 0x1D48 # bool
m_bLastHeadBoneTransformIsValid = 0x2288 # bool
m_lastLandTime = 0x228C # GameTime_t
m_bOnGroundLastTick = 0x2290 # bool
m_qDeathEyeAngles = 0x22AC # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22B8 # bool
m_pBulletServices = 0x16A8 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16B0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16B8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16C0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16C8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16D0 # GameTime_t
m_flLastFiredWeaponTime = 0x16D4 # GameTime_t
m_bHasFemaleVoice = 0x16D8 # bool
m_flLandseconds = 0x16DC # float
m_flOldFallVelocity = 0x16E0 # float
m_szLastPlaceName = 0x16E4 # char[18]
m_bPrevDefuser = 0x16F6 # bool
m_bPrevHelmet = 0x16F7 # bool
m_nPrevArmorVal = 0x16F8 # int32_t
m_nPrevGrenadeAmmoCount = 0x16FC # int32_t
m_unPreviousWeaponHash = 0x1700 # uint32_t
m_unWeaponHash = 0x1704 # uint32_t
m_bInBuyZone = 0x1708 # bool
m_bPreviouslyInBuyZone = 0x1709 # bool
m_aimPunchAngle = 0x170C # QAngle
m_aimPunchAngleVel = 0x1718 # QAngle
m_aimPunchTickBase = 0x1724 # int32_t
m_aimPunchTickFraction = 0x1728 # float
m_aimPunchCache = 0x1730 # CUtlVector<QAngle>
m_bInLanding = 0x1750 # bool
m_flLandingTime = 0x1754 # float
m_bInHostageRescueZone = 0x1758 # bool
m_bInBombZone = 0x1759 # bool
m_bIsBuyMenuOpen = 0x175A # bool
m_flTimeOfLastInjury = 0x175C # GameTime_t
m_flNextSprayDecalTime = 0x1760 # GameTime_t
m_iRetakesOffering = 0x1878 # int32_t
m_iRetakesOfferingCard = 0x187C # int32_t
m_bRetakesHasDefuseKit = 0x1880 # bool
m_bRetakesMVPLastRound = 0x1881 # bool
m_iRetakesMVPBoostItem = 0x1884 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1888 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18A8 # bool
m_EconGloves = 0x18B0 # C_EconItemView
m_bMustSyncRagdollState = 0x1CF8 # bool
m_nRagdollDamageBone = 0x1CFC # int32_t
m_vRagdollDamageForce = 0x1D00 # Vector
m_vRagdollDamagePosition = 0x1D0C # Vector
m_szRagdollDamageWeaponName = 0x1D18 # char[64]
m_bRagdollDamageHeadshot = 0x1D58 # bool
m_vRagdollServerOrigin = 0x1D5C # Vector
m_bLastHeadBoneTransformIsValid = 0x22A0 # bool
m_lastLandTime = 0x22A4 # GameTime_t
m_bOnGroundLastTick = 0x22A8 # bool
m_qDeathEyeAngles = 0x22C4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22D0 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1250 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1258 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1260 # float[4]
m_nLastClipPlaneSetupFrame = 0x1270 # int32_t
m_vecLastClipCameraPos = 0x1274 # Vector
m_vecLastClipCameraForward = 0x1280 # Vector
m_bClipHitStaticWorld = 0x128C # bool
m_bCachedPlaneIsValid = 0x128D # bool
m_pClippingWeapon = 0x1290 # C_CSWeaponBase*
m_previousPlayerState = 0x1298 # CSPlayerState
m_flLastCollisionCeiling = 0x129C # float
m_flLastCollisionCeilingChangeTime = 0x12A0 # float
m_grenadeParameterStashTime = 0x12C0 # GameTime_t
m_bGrenadeParametersStashed = 0x12C4 # bool
m_angStashedShootAngles = 0x12C8 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12D4 # Vector
m_vecStashedVelocity = 0x12E0 # Vector
m_angShootAngleHistory = 0x12EC # QAngle[2]
m_vecThrowPositionHistory = 0x1304 # Vector[2]
m_vecVelocityHistory = 0x131C # Vector[2]
m_thirdPersonHeading = 0x1338 # QAngle
m_flSlopeDropOffset = 0x1350 # float
m_flSlopeDropHeight = 0x1360 # float
m_vHeadConstraintOffset = 0x1370 # Vector
m_bIsScoped = 0x1388 # bool
m_bIsWalking = 0x1389 # bool
m_bResumeZoom = 0x138A # bool
m_iPlayerState = 0x138C # CSPlayerState
m_bIsDefusing = 0x1390 # bool
m_bIsGrabbingHostage = 0x1391 # bool
m_iBlockingUseActionInProgress = 0x1394 # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x1398 # bool
m_fImmuneToGunGameDamageTime = 0x139C # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13A0 # GameTime_t
m_bGunGameImmunity = 0x13A4 # bool
m_bHasMovedSinceSpawn = 0x13A5 # bool
m_fMolotovUseTime = 0x13A8 # float
m_fMolotovDamageTime = 0x13AC # float
m_nWhichBombZone = 0x13B0 # int32_t
m_bInNoDefuseArea = 0x13B4 # bool
m_iThrowGrenadeCounter = 0x13B8 # int32_t
m_bWaitForNoAttack = 0x13BC # bool
m_flGuardianTooFarDistFrac = 0x13C0 # float
m_flDetectedByEnemySensorTime = 0x13C4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13C8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13CC # bool
m_bKilledByTaser = 0x13CD # bool
m_iMoveState = 0x13D0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13D4 # bool
m_flLowerBodyYawTarget = 0x13D8 # float
m_bStrafing = 0x13DC # bool
m_flLastSpawnTimeIndex = 0x13E0 # GameTime_t
m_flEmitSoundTime = 0x13E4 # GameTime_t
m_iAddonBits = 0x13E8 # int32_t
m_iPrimaryAddon = 0x13EC # int32_t
m_iSecondaryAddon = 0x13F0 # int32_t
m_iProgressBarDuration = 0x13F4 # int32_t
m_flProgressBarStartTime = 0x13F8 # float
m_iDirection = 0x13FC # int32_t
m_iShotsFired = 0x1400 # int32_t
m_bNightVisionOn = 0x1404 # bool
m_bHasNightVision = 0x1405 # bool
m_flVelocityModifier = 0x1408 # float
m_flHitHeading = 0x140C # float
m_nHitBodyPart = 0x1410 # int32_t
m_iStartAccount = 0x1414 # int32_t
m_vecIntroStartEyePosition = 0x1418 # Vector
m_vecIntroStartPlayerForward = 0x1424 # Vector
m_flClientDeathTime = 0x1430 # GameTime_t
m_flNightVisionAlpha = 0x1434 # float
m_bScreenTearFrameCaptured = 0x1438 # bool
m_flFlashBangTime = 0x143C # float
m_flFlashScreenshotAlpha = 0x1440 # float
m_flFlashOverlayAlpha = 0x1444 # float
m_bFlashBuildUp = 0x1448 # bool
m_bFlashDspHasBeenCleared = 0x1449 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x144A # bool
m_flFlashMaxAlpha = 0x144C # float
m_flFlashDuration = 0x1450 # float
m_lastStandingPos = 0x1454 # Vector
m_vecLastMuzzleFlashPos = 0x1460 # Vector
m_angLastMuzzleFlashAngle = 0x146C # QAngle
m_hMuzzleFlashShape = 0x1478 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x147C # int32_t
m_flHealthFadeValue = 0x1480 # float
m_flHealthFadeAlpha = 0x1484 # float
m_nMyCollisionGroup = 0x1488 # int32_t
m_ignoreLadderJumpTime = 0x148C # float
m_ladderSurpressionTimer = 0x1490 # CountdownTimer
m_lastLadderNormal = 0x14A8 # Vector
m_lastLadderPos = 0x14B4 # Vector
m_flDeathCCWeight = 0x14C8 # float
m_bOldIsScoped = 0x14CC # bool
m_flPrevRoundEndTime = 0x14D0 # float
m_flPrevMatchEndTime = 0x14D4 # float
m_unCurrentEquipmentValue = 0x14D8 # uint16_t
m_unRoundStartEquipmentValue = 0x14DA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14DC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14E0 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14EC # int32_t
m_ArmorValue = 0x14F0 # int32_t
m_angEyeAngles = 0x14F8 # QAngle
m_fNextThinkPushAway = 0x1510 # float
m_bShouldAutobuyDMWeapons = 0x1514 # bool
m_bShouldAutobuyNow = 0x1515 # bool
m_bHud_MiniScoreHidden = 0x1516 # bool
m_bHud_RadarHidden = 0x1517 # bool
m_nLastKillerIndex = 0x1518 # CEntityIndex
m_nLastConcurrentKilled = 0x151C # int32_t
m_nDeathCamMusic = 0x1520 # int32_t
m_iIDEntIndex = 0x1524 # CEntityIndex
m_delayTargetIDTimer = 0x1528 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1540 # CEntityIndex
m_iOldIDEntIndex = 0x1544 # CEntityIndex
m_holdTargetIDTimer = 0x1548 # CountdownTimer
m_flCurrentMusicStartTime = 0x1564 # float
m_flMusicRoundStartTime = 0x1568 # float
m_bDeferStartMusicOnWarmup = 0x156C # bool
m_cycleLatch = 0x1570 # int32_t
m_serverIntendedCycle = 0x1574 # float
m_vecPlayerPatchEconIndices = 0x1578 # uint32_t[5]
m_bHideTargetID = 0x1594 # bool
m_nextTaserShakeTime = 0x1598 # float
m_firstTaserShakeTime = 0x159C # float
m_flLastSmokeOverlayAlpha = 0x15A0 # float
m_vLastSmokeOverlayColor = 0x15A4 # Vector
m_nPlayerSmokedFx = 0x15B0 # ParticleIndex_t
m_flNextMagDropTime = 0x15B4 # float
m_nLastMagDropAttachmentIndex = 0x15B8 # int32_t
m_vecBulletHitModels = 0x15C0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15D8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x15F0 # Vector
m_entitySpottedState = 0x1618 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1630 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1634 # bool
m_bHasDeathInfo = 0x1635 # bool
m_flDeathInfoTime = 0x1638 # float
m_vecDeathInfoOrigin = 0x163C # Vector
m_bKilledByHeadshot = 0x1648 # bool
m_hOriginalController = 0x164C # CHandle<CCSPlayerController>
m_pPingServices = 0x1260 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1268 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1270 # float[4]
m_nLastClipPlaneSetupFrame = 0x1280 # int32_t
m_vecLastClipCameraPos = 0x1284 # Vector
m_vecLastClipCameraForward = 0x1290 # Vector
m_bClipHitStaticWorld = 0x129C # bool
m_bCachedPlaneIsValid = 0x129D # bool
m_pClippingWeapon = 0x12A0 # C_CSWeaponBase*
m_previousPlayerState = 0x12A8 # CSPlayerState
m_flLastCollisionCeiling = 0x12AC # float
m_flLastCollisionCeilingChangeTime = 0x12B0 # float
m_grenadeParameterStashTime = 0x12D0 # GameTime_t
m_bGrenadeParametersStashed = 0x12D4 # bool
m_angStashedShootAngles = 0x12D8 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12E4 # Vector
m_vecStashedVelocity = 0x12F0 # Vector
m_angShootAngleHistory = 0x12FC # QAngle[2]
m_vecThrowPositionHistory = 0x1314 # Vector[2]
m_vecVelocityHistory = 0x132C # Vector[2]
m_thirdPersonHeading = 0x1348 # QAngle
m_flSlopeDropOffset = 0x1360 # float
m_flSlopeDropHeight = 0x1370 # float
m_vHeadConstraintOffset = 0x1380 # Vector
m_bIsScoped = 0x1398 # bool
m_bIsWalking = 0x1399 # bool
m_bResumeZoom = 0x139A # bool
m_iPlayerState = 0x139C # CSPlayerState
m_bIsDefusing = 0x13A0 # bool
m_bIsGrabbingHostage = 0x13A1 # bool
m_iBlockingUseActionInProgress = 0x13A4 # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x13A8 # bool
m_fImmuneToGunGameDamageTime = 0x13AC # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13B0 # GameTime_t
m_bGunGameImmunity = 0x13B4 # bool
m_bHasMovedSinceSpawn = 0x13B5 # bool
m_fMolotovUseTime = 0x13B8 # float
m_fMolotovDamageTime = 0x13BC # float
m_nWhichBombZone = 0x13C0 # int32_t
m_bInNoDefuseArea = 0x13C4 # bool
m_iThrowGrenadeCounter = 0x13C8 # int32_t
m_bWaitForNoAttack = 0x13CC # bool
m_flGuardianTooFarDistFrac = 0x13D0 # float
m_flDetectedByEnemySensorTime = 0x13D4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13D8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13DC # bool
m_bKilledByTaser = 0x13DD # bool
m_iMoveState = 0x13E0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13E4 # bool
m_flLowerBodyYawTarget = 0x13E8 # float
m_bStrafing = 0x13EC # bool
m_flLastSpawnTimeIndex = 0x13F0 # GameTime_t
m_flEmitSoundTime = 0x13F4 # GameTime_t
m_iAddonBits = 0x13F8 # int32_t
m_iPrimaryAddon = 0x13FC # int32_t
m_iSecondaryAddon = 0x1400 # int32_t
m_iProgressBarDuration = 0x1404 # int32_t
m_flProgressBarStartTime = 0x1408 # float
m_iDirection = 0x140C # int32_t
m_iShotsFired = 0x1410 # int32_t
m_bNightVisionOn = 0x1414 # bool
m_bHasNightVision = 0x1415 # bool
m_flVelocityModifier = 0x1418 # float
m_flHitHeading = 0x141C # float
m_nHitBodyPart = 0x1420 # int32_t
m_iStartAccount = 0x1424 # int32_t
m_vecIntroStartEyePosition = 0x1428 # Vector
m_vecIntroStartPlayerForward = 0x1434 # Vector
m_flClientDeathTime = 0x1440 # GameTime_t
m_flNightVisionAlpha = 0x1444 # float
m_bScreenTearFrameCaptured = 0x1448 # bool
m_flFlashBangTime = 0x144C # float
m_flFlashScreenshotAlpha = 0x1450 # float
m_flFlashOverlayAlpha = 0x1454 # float
m_bFlashBuildUp = 0x1458 # bool
m_bFlashDspHasBeenCleared = 0x1459 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x145A # bool
m_flFlashMaxAlpha = 0x145C # float
m_flFlashDuration = 0x1460 # float
m_lastStandingPos = 0x1464 # Vector
m_vecLastMuzzleFlashPos = 0x1470 # Vector
m_angLastMuzzleFlashAngle = 0x147C # QAngle
m_hMuzzleFlashShape = 0x1488 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x148C # int32_t
m_flHealthFadeValue = 0x1490 # float
m_flHealthFadeAlpha = 0x1494 # float
m_nMyCollisionGroup = 0x1498 # int32_t
m_ignoreLadderJumpTime = 0x149C # float
m_ladderSurpressionTimer = 0x14A0 # CountdownTimer
m_lastLadderNormal = 0x14B8 # Vector
m_lastLadderPos = 0x14C4 # Vector
m_flDeathCCWeight = 0x14D8 # float
m_bOldIsScoped = 0x14DC # bool
m_flPrevRoundEndTime = 0x14E0 # float
m_flPrevMatchEndTime = 0x14E4 # float
m_unCurrentEquipmentValue = 0x14E8 # uint16_t
m_unRoundStartEquipmentValue = 0x14EA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14EC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14F0 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14FC # int32_t
m_ArmorValue = 0x1500 # int32_t
m_angEyeAngles = 0x1508 # QAngle
m_fNextThinkPushAway = 0x1520 # float
m_bShouldAutobuyDMWeapons = 0x1524 # bool
m_bShouldAutobuyNow = 0x1525 # bool
m_bHud_MiniScoreHidden = 0x1526 # bool
m_bHud_RadarHidden = 0x1527 # bool
m_nLastKillerIndex = 0x1528 # CEntityIndex
m_nLastConcurrentKilled = 0x152C # int32_t
m_nDeathCamMusic = 0x1530 # int32_t
m_iIDEntIndex = 0x1534 # CEntityIndex
m_delayTargetIDTimer = 0x1538 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1550 # CEntityIndex
m_iOldIDEntIndex = 0x1554 # CEntityIndex
m_holdTargetIDTimer = 0x1558 # CountdownTimer
m_flCurrentMusicStartTime = 0x1574 # float
m_flMusicRoundStartTime = 0x1578 # float
m_bDeferStartMusicOnWarmup = 0x157C # bool
m_cycleLatch = 0x1580 # int32_t
m_serverIntendedCycle = 0x1584 # float
m_vecPlayerPatchEconIndices = 0x1588 # uint32_t[5]
m_bHideTargetID = 0x15A4 # bool
m_nextTaserShakeTime = 0x15A8 # float
m_firstTaserShakeTime = 0x15AC # float
m_flLastSmokeOverlayAlpha = 0x15B0 # float
m_vLastSmokeOverlayColor = 0x15B4 # Vector
m_nPlayerSmokedFx = 0x15C0 # ParticleIndex_t
m_flNextMagDropTime = 0x15C4 # float
m_nLastMagDropAttachmentIndex = 0x15C8 # int32_t
m_vecBulletHitModels = 0x15D0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15E8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x1600 # Vector
m_entitySpottedState = 0x1628 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1640 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1644 # bool
m_bHasDeathInfo = 0x1645 # bool
m_flDeathInfoTime = 0x1648 # float
m_vecDeathInfoOrigin = 0x164C # Vector
m_bKilledByHeadshot = 0x1658 # bool
m_hOriginalController = 0x165C # CHandle<CCSPlayerController>
class C_CSPlayerResource: # C_BaseEntity
m_bHostageAlive = 0x540 # bool[12]
@@ -1975,68 +1976,73 @@ class C_CSWeaponBase: # C_BasePlayerWeapon
m_seqIdle = 0x15E0 # HSequence
m_seqFirePrimary = 0x15E4 # HSequence
m_seqFireSecondary = 0x15E8 # HSequence
m_ClientPreviousWeaponState = 0x1600 # CSWeaponState_t
m_iState = 0x1604 # CSWeaponState_t
m_flCrosshairDistance = 0x1608 # float
m_iAmmoLastCheck = 0x160C # int32_t
m_iAlpha = 0x1610 # int32_t
m_iScopeTextureID = 0x1614 # int32_t
m_iCrosshairTextureID = 0x1618 # int32_t
m_flGunAccuracyPosition = 0x161C # float
m_nViewModelIndex = 0x1620 # uint32_t
m_bReloadsWithClips = 0x1624 # bool
m_flTimeWeaponIdle = 0x1628 # GameTime_t
m_bFireOnEmpty = 0x162C # bool
m_OnPlayerPickup = 0x1630 # CEntityIOOutput
m_weaponMode = 0x1658 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x165C # float
m_vecTurningInaccuracyEyeDirLast = 0x1660 # Vector
m_flTurningInaccuracy = 0x166C # float
m_fAccuracyPenalty = 0x1670 # float
m_flLastAccuracyUpdateTime = 0x1674 # GameTime_t
m_fAccuracySmoothedForZoom = 0x1678 # float
m_fScopeZoomEndTime = 0x167C # GameTime_t
m_iRecoilIndex = 0x1680 # int32_t
m_flRecoilIndex = 0x1684 # float
m_bBurstMode = 0x1688 # bool
m_flPostponeFireReadyTime = 0x168C # GameTime_t
m_bInReload = 0x1690 # bool
m_bReloadVisuallyComplete = 0x1691 # bool
m_flDroppedAtTime = 0x1694 # GameTime_t
m_bIsHauledBack = 0x1698 # bool
m_bSilencerOn = 0x1699 # bool
m_flTimeSilencerSwitchComplete = 0x169C # GameTime_t
m_iOriginalTeamNumber = 0x16A0 # int32_t
m_flNextAttackRenderTimeOffset = 0x16A4 # float
m_bVisualsDataSet = 0x1728 # bool
m_bOldFirstPersonSpectatedState = 0x1729 # bool
m_hOurPing = 0x172C # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1730 # CEntityIndex
m_vecOurPingPos = 0x1734 # Vector
m_bGlowForPing = 0x1740 # bool
m_bUIWeapon = 0x1741 # bool
m_hPrevOwner = 0x1750 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x1754 # GameTick_t
m_donated = 0x1774 # bool
m_fLastShotTime = 0x1778 # GameTime_t
m_bWasOwnedByCT = 0x177C # bool
m_bWasOwnedByTerrorist = 0x177D # bool
m_gunHeat = 0x1780 # float
m_smokeAttachments = 0x1784 # uint32_t
m_lastSmokeTime = 0x1788 # GameTime_t
m_flLastClientFireBulletTime = 0x178C # float
m_IronSightController = 0x1840 # C_IronSightController
m_iIronSightMode = 0x18F0 # int32_t
m_flLastLOSTraceFailureTime = 0x1900 # GameTime_t
m_iNumEmptyAttacks = 0x1904 # int32_t
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 = 0x1890 # C_IronSightController
m_iIronSightMode = 0x1940 # int32_t
m_flLastLOSTraceFailureTime = 0x1950 # GameTime_t
m_iNumEmptyAttacks = 0x1954 # int32_t
class C_CSWeaponBaseGun: # C_CSWeaponBase
m_zoomLevel = 0x1940 # int32_t
m_iBurstShotsRemaining = 0x1944 # int32_t
m_iSilencerBodygroup = 0x1948 # int32_t
m_silencedModelIndex = 0x1958 # int32_t
m_inPrecache = 0x195C # bool
m_bNeedsBoltAction = 0x195D # bool
m_zoomLevel = 0x1990 # int32_t
m_iBurstShotsRemaining = 0x1994 # int32_t
m_iSilencerBodygroup = 0x1998 # int32_t
m_silencedModelIndex = 0x19A8 # int32_t
m_inPrecache = 0x19AC # bool
m_bNeedsBoltAction = 0x19AD # bool
class C_Chicken: # C_DynamicProp
m_hHolidayHatAddon = 0x10F0 # CHandle<CBaseAnimGraph>
@@ -2108,7 +2114,9 @@ class C_DEagle: # C_CSWeaponBaseGun
class C_DecoyGrenade: # C_BaseCSGrenade
class C_DecoyProjectile: # C_BaseCSGrenadeProjectile
m_flTimeParticleEffectSpawn = 0x1110 # GameTime_t
m_nDecoyShotTick = 0x10F0 # int32_t
m_nClientLastKnownDecoyShotTick = 0x10F4 # int32_t
m_flTimeParticleEffectSpawn = 0x1118 # GameTime_t
class C_DynamicLight: # C_BaseModelEntity
m_Flags = 0xCC0 # uint8_t
@@ -2231,52 +2239,50 @@ class C_EntityFlame: # C_BaseEntity
m_bCheapEffect = 0x56C # bool
class C_EnvCombinedLightProbeVolume: # C_BaseEntity
m_Color = 0x15A8 # Color
m_flBrightness = 0x15AC # float
m_hCubemapTexture = 0x15B0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x15B8 # bool
m_hLightProbeTexture = 0x15C0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x15C8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x15D0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x15D8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x15E0 # Vector
m_vBoxMaxs = 0x15EC # Vector
m_LightGroups = 0x15F8 # CUtlSymbolLarge
m_bMoveable = 0x1600 # bool
m_nHandshake = 0x1604 # int32_t
m_nEnvCubeMapArrayIndex = 0x1608 # int32_t
m_nPriority = 0x160C # int32_t
m_bStartDisabled = 0x1610 # bool
m_flEdgeFadeDist = 0x1614 # float
m_vEdgeFadeDists = 0x1618 # Vector
m_nLightProbeSizeX = 0x1624 # int32_t
m_nLightProbeSizeY = 0x1628 # int32_t
m_nLightProbeSizeZ = 0x162C # int32_t
m_nLightProbeAtlasX = 0x1630 # int32_t
m_nLightProbeAtlasY = 0x1634 # int32_t
m_nLightProbeAtlasZ = 0x1638 # int32_t
m_bEnabled = 0x1651 # bool
m_Color = 0x1598 # Color
m_flBrightness = 0x159C # float
m_hCubemapTexture = 0x15A0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x15A8 # bool
m_hLightProbeTexture = 0x15B0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x15B8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x15C0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x15C8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x15D0 # Vector
m_vBoxMaxs = 0x15DC # Vector
m_bMoveable = 0x15E8 # bool
m_nHandshake = 0x15EC # int32_t
m_nEnvCubeMapArrayIndex = 0x15F0 # int32_t
m_nPriority = 0x15F4 # int32_t
m_bStartDisabled = 0x15F8 # bool
m_flEdgeFadeDist = 0x15FC # float
m_vEdgeFadeDists = 0x1600 # Vector
m_nLightProbeSizeX = 0x160C # int32_t
m_nLightProbeSizeY = 0x1610 # int32_t
m_nLightProbeSizeZ = 0x1614 # int32_t
m_nLightProbeAtlasX = 0x1618 # int32_t
m_nLightProbeAtlasY = 0x161C # int32_t
m_nLightProbeAtlasZ = 0x1620 # int32_t
m_bEnabled = 0x1639 # bool
class C_EnvCubemap: # C_BaseEntity
m_hCubemapTexture = 0x5C8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x5D0 # bool
m_flInfluenceRadius = 0x5D4 # float
m_vBoxProjectMins = 0x5D8 # Vector
m_vBoxProjectMaxs = 0x5E4 # Vector
m_LightGroups = 0x5F0 # CUtlSymbolLarge
m_bMoveable = 0x5F8 # bool
m_nHandshake = 0x5FC # int32_t
m_nEnvCubeMapArrayIndex = 0x600 # int32_t
m_nPriority = 0x604 # int32_t
m_flEdgeFadeDist = 0x608 # float
m_vEdgeFadeDists = 0x60C # Vector
m_flDiffuseScale = 0x618 # float
m_bStartDisabled = 0x61C # bool
m_bDefaultEnvMap = 0x61D # bool
m_bDefaultSpecEnvMap = 0x61E # bool
m_bIndoorCubeMap = 0x61F # bool
m_bCopyDiffuseFromDefaultCubemap = 0x620 # bool
m_bEnabled = 0x630 # bool
m_hCubemapTexture = 0x5C0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x5C8 # bool
m_flInfluenceRadius = 0x5CC # float
m_vBoxProjectMins = 0x5D0 # Vector
m_vBoxProjectMaxs = 0x5DC # Vector
m_bMoveable = 0x5E8 # bool
m_nHandshake = 0x5EC # int32_t
m_nEnvCubeMapArrayIndex = 0x5F0 # int32_t
m_nPriority = 0x5F4 # int32_t
m_flEdgeFadeDist = 0x5F8 # float
m_vEdgeFadeDists = 0x5FC # Vector
m_flDiffuseScale = 0x608 # float
m_bStartDisabled = 0x60C # bool
m_bDefaultEnvMap = 0x60D # bool
m_bDefaultSpecEnvMap = 0x60E # bool
m_bIndoorCubeMap = 0x60F # bool
m_bCopyDiffuseFromDefaultCubemap = 0x610 # bool
m_bEnabled = 0x620 # bool
class C_EnvCubemapBox: # C_EnvCubemap
@@ -2316,24 +2322,23 @@ class C_EnvDetailController: # C_BaseEntity
m_flFadeEndDist = 0x544 # float
class C_EnvLightProbeVolume: # C_BaseEntity
m_hLightProbeTexture = 0x1520 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x1528 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x1530 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x1538 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x1540 # Vector
m_vBoxMaxs = 0x154C # Vector
m_LightGroups = 0x1558 # CUtlSymbolLarge
m_bMoveable = 0x1560 # bool
m_nHandshake = 0x1564 # int32_t
m_nPriority = 0x1568 # int32_t
m_bStartDisabled = 0x156C # bool
m_nLightProbeSizeX = 0x1570 # int32_t
m_nLightProbeSizeY = 0x1574 # int32_t
m_nLightProbeSizeZ = 0x1578 # int32_t
m_nLightProbeAtlasX = 0x157C # int32_t
m_nLightProbeAtlasY = 0x1580 # int32_t
m_nLightProbeAtlasZ = 0x1584 # int32_t
m_bEnabled = 0x1591 # bool
m_hLightProbeTexture = 0x1518 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x1520 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x1528 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x1530 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x1538 # Vector
m_vBoxMaxs = 0x1544 # Vector
m_bMoveable = 0x1550 # bool
m_nHandshake = 0x1554 # int32_t
m_nPriority = 0x1558 # int32_t
m_bStartDisabled = 0x155C # bool
m_nLightProbeSizeX = 0x1560 # int32_t
m_nLightProbeSizeY = 0x1564 # int32_t
m_nLightProbeSizeZ = 0x1568 # int32_t
m_nLightProbeAtlasX = 0x156C # int32_t
m_nLightProbeAtlasY = 0x1570 # int32_t
m_nLightProbeAtlasZ = 0x1574 # int32_t
m_bEnabled = 0x1581 # bool
class C_EnvParticleGlow: # C_ParticleSystem
m_flAlphaScale = 0x1270 # float
@@ -2502,8 +2507,8 @@ class C_Fish: # CBaseAnimGraph
m_averageError = 0xF6C # float
class C_Fists: # C_CSWeaponBase
m_bPlayingUninterruptableAct = 0x1940 # bool
m_nUninterruptableActivity = 0x1944 # PlayerAnimEvent_t
m_bPlayingUninterruptableAct = 0x1990 # bool
m_nUninterruptableActivity = 0x1994 # PlayerAnimEvent_t
class C_Flashbang: # C_BaseCSGrenade
@@ -2763,7 +2768,7 @@ class C_MapVetoPickController: # C_BaseEntity
m_bDisabledHud = 0xE84 # bool
class C_Melee: # C_CSWeaponBase
m_flThrowAt = 0x1940 # GameTime_t
m_flThrowAt = 0x1990 # GameTime_t
class C_ModelPointEntity: # C_BaseModelEntity
@@ -3403,11 +3408,13 @@ class C_WeaponAWP: # C_CSWeaponBaseGun
class C_WeaponAug: # C_CSWeaponBaseGun
class C_WeaponBaseItem: # C_CSWeaponBase
m_SequenceCompleteTimer = 0x1940 # CountdownTimer
m_bRedraw = 0x1958 # bool
m_SequenceCompleteTimer = 0x1990 # CountdownTimer
m_bRedraw = 0x19A8 # bool
class C_WeaponBizon: # C_CSWeaponBaseGun
class C_WeaponCZ75a: # C_CSWeaponBaseGun
class C_WeaponElite: # C_CSWeaponBaseGun
class C_WeaponFamas: # C_CSWeaponBaseGun
@@ -3426,8 +3433,12 @@ class C_WeaponM249: # C_CSWeaponBaseGun
class C_WeaponM4A1: # C_CSWeaponBaseGun
class C_WeaponM4A1Silencer: # C_CSWeaponBaseGun
class C_WeaponMAC10: # C_CSWeaponBaseGun
class C_WeaponMP5SD: # C_CSWeaponBaseGun
class C_WeaponMP7: # C_CSWeaponBaseGun
class C_WeaponMP9: # C_CSWeaponBaseGun
@@ -3442,6 +3453,8 @@ class C_WeaponP250: # C_CSWeaponBaseGun
class C_WeaponP90: # C_CSWeaponBaseGun
class C_WeaponRevolver: # C_CSWeaponBaseGun
class C_WeaponSCAR20: # C_CSWeaponBaseGun
class C_WeaponSG556: # C_CSWeaponBaseGun
@@ -3451,15 +3464,17 @@ class C_WeaponSSG08: # C_CSWeaponBaseGun
class C_WeaponSawedoff: # C_CSWeaponBase
class C_WeaponShield: # C_CSWeaponBaseGun
m_flDisplayHealth = 0x1960 # float
m_flDisplayHealth = 0x19B0 # float
class C_WeaponTaser: # C_CSWeaponBaseGun
m_fFireTime = 0x1960 # GameTime_t
m_fFireTime = 0x19B0 # GameTime_t
class C_WeaponTec9: # C_CSWeaponBaseGun
class C_WeaponUMP45: # C_CSWeaponBaseGun
class C_WeaponUSPSilencer: # C_CSWeaponBaseGun
class C_WeaponXM1014: # C_CSWeaponBase
class C_World: # C_BaseModelEntity
@@ -3716,7 +3731,6 @@ class shard_model_desc_t:
m_bHasParent = 0x54 # bool
m_bParentFrozen = 0x55 # bool
m_SurfacePropStringToken = 0x58 # CUtlStringToken
m_LightGroup = 0x5C # CUtlStringToken
class sky3dparams_t:
scale = 0x8 # int16_t