📦 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
*/
#![allow(non_snake_case, non_upper_case_globals)]
@@ -934,33 +934,32 @@ pub mod CLightComponent { // CEntityComponent
pub const m_nShadowPriority: usize = 0x120; // int32_t
pub const m_nBakedShadowIndex: usize = 0x124; // int32_t
pub const m_bRenderToCubemaps: usize = 0x128; // bool
pub const m_LightGroups: usize = 0x130; // CUtlSymbolLarge
pub const m_nDirectLight: usize = 0x138; // int32_t
pub const m_nIndirectLight: usize = 0x13C; // int32_t
pub const m_flFadeMinDist: usize = 0x140; // float
pub const m_flFadeMaxDist: usize = 0x144; // float
pub const m_flShadowFadeMinDist: usize = 0x148; // float
pub const m_flShadowFadeMaxDist: usize = 0x14C; // float
pub const m_bEnabled: usize = 0x150; // bool
pub const m_bFlicker: usize = 0x151; // bool
pub const m_bPrecomputedFieldsValid: usize = 0x152; // bool
pub const m_vPrecomputedBoundsMins: usize = 0x154; // Vector
pub const m_vPrecomputedBoundsMaxs: usize = 0x160; // Vector
pub const m_vPrecomputedOBBOrigin: usize = 0x16C; // Vector
pub const m_vPrecomputedOBBAngles: usize = 0x178; // QAngle
pub const m_vPrecomputedOBBExtent: usize = 0x184; // Vector
pub const m_flPrecomputedMaxRange: usize = 0x190; // float
pub const m_nFogLightingMode: usize = 0x194; // int32_t
pub const m_flFogContributionStength: usize = 0x198; // float
pub const m_flNearClipPlane: usize = 0x19C; // float
pub const m_SkyColor: usize = 0x1A0; // Color
pub const m_flSkyIntensity: usize = 0x1A4; // float
pub const m_SkyAmbientBounce: usize = 0x1A8; // Color
pub const m_bUseSecondaryColor: usize = 0x1AC; // bool
pub const m_bMixedShadows: usize = 0x1AD; // bool
pub const m_flLightStyleStartTime: usize = 0x1B0; // GameTime_t
pub const m_flCapsuleLength: usize = 0x1B4; // float
pub const m_flMinRoughness: usize = 0x1B8; // float
pub const m_nDirectLight: usize = 0x12C; // int32_t
pub const m_nIndirectLight: usize = 0x130; // int32_t
pub const m_flFadeMinDist: usize = 0x134; // float
pub const m_flFadeMaxDist: usize = 0x138; // float
pub const m_flShadowFadeMinDist: usize = 0x13C; // float
pub const m_flShadowFadeMaxDist: usize = 0x140; // float
pub const m_bEnabled: usize = 0x144; // bool
pub const m_bFlicker: usize = 0x145; // bool
pub const m_bPrecomputedFieldsValid: usize = 0x146; // bool
pub const m_vPrecomputedBoundsMins: usize = 0x148; // Vector
pub const m_vPrecomputedBoundsMaxs: usize = 0x154; // Vector
pub const m_vPrecomputedOBBOrigin: usize = 0x160; // Vector
pub const m_vPrecomputedOBBAngles: usize = 0x16C; // QAngle
pub const m_vPrecomputedOBBExtent: usize = 0x178; // Vector
pub const m_flPrecomputedMaxRange: usize = 0x184; // float
pub const m_nFogLightingMode: usize = 0x188; // int32_t
pub const m_flFogContributionStength: usize = 0x18C; // float
pub const m_flNearClipPlane: usize = 0x190; // float
pub const m_SkyColor: usize = 0x194; // Color
pub const m_flSkyIntensity: usize = 0x198; // float
pub const m_SkyAmbientBounce: usize = 0x19C; // Color
pub const m_bUseSecondaryColor: usize = 0x1A0; // bool
pub const m_bMixedShadows: usize = 0x1A1; // bool
pub const m_flLightStyleStartTime: usize = 0x1A4; // GameTime_t
pub const m_flCapsuleLength: usize = 0x1A8; // float
pub const m_flMinRoughness: usize = 0x1AC; // float
}
pub mod CLogicRelay { // CLogicalEntity
@@ -1304,16 +1303,16 @@ pub mod C_BaseButton { // C_BaseToggle
}
pub mod C_BaseCSGrenade { // C_CSWeaponBase
pub const m_bClientPredictDelete: usize = 0x1940; // bool
pub const m_bRedraw: usize = 0x1968; // bool
pub const m_bIsHeldByPlayer: usize = 0x1969; // bool
pub const m_bPinPulled: usize = 0x196A; // bool
pub const m_bJumpThrow: usize = 0x196B; // bool
pub const m_eThrowStatus: usize = 0x196C; // EGrenadeThrowState
pub const m_fThrowTime: usize = 0x1970; // GameTime_t
pub const m_flThrowStrength: usize = 0x1974; // float
pub const m_flThrowStrengthApproach: usize = 0x1978; // float
pub const m_fDropTime: usize = 0x197C; // GameTime_t
pub const m_bClientPredictDelete: usize = 0x1990; // bool
pub const m_bRedraw: usize = 0x1991; // bool
pub const m_bIsHeldByPlayer: usize = 0x1992; // bool
pub const m_bPinPulled: usize = 0x1993; // bool
pub const m_bJumpThrow: usize = 0x1994; // bool
pub const m_eThrowStatus: usize = 0x1998; // EGrenadeThrowState
pub const m_fThrowTime: usize = 0x199C; // GameTime_t
pub const m_flThrowStrength: usize = 0x19A0; // float
pub const m_flThrowStrengthApproach: usize = 0x19A4; // float
pub const m_fDropTime: usize = 0x19A8; // GameTime_t
}
pub mod C_BaseCSGrenadeProjectile { // C_BaseGrenade
@@ -1502,8 +1501,7 @@ pub mod C_BaseModelEntity { // C_BaseEntity
pub const m_bAllowFadeInView: usize = 0xA72; // bool
pub const m_clrRender: usize = 0xA73; // Color
pub const m_vecRenderAttributes: usize = 0xA78; // C_UtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t>
pub const m_LightGroup: usize = 0xAE0; // CUtlStringToken
pub const m_bRenderToCubemaps: usize = 0xAE4; // bool
pub const m_bRenderToCubemaps: usize = 0xAE0; // bool
pub const m_Collision: usize = 0xAE8; // CCollisionProperty
pub const m_Glow: usize = 0xB98; // CGlowProperty
pub const m_flGlowBackfaceMult: usize = 0xBF0; // float
@@ -1543,14 +1541,16 @@ pub mod C_BasePlayerPawn { // C_BaseCombatCharacter
pub const m_flDeathTime: usize = 0x11F8; // GameTime_t
pub const m_vecPredictionError: usize = 0x11FC; // Vector
pub const m_flPredictionErrorTime: usize = 0x1208; // GameTime_t
pub const m_flFOVSensitivityAdjust: usize = 0x120C; // float
pub const m_flMouseSensitivity: usize = 0x1210; // float
pub const m_vOldOrigin: usize = 0x1214; // Vector
pub const m_flOldSimulationTime: usize = 0x1220; // float
pub const m_nLastExecutedCommandNumber: usize = 0x1224; // int32_t
pub const m_nLastExecutedCommandTick: usize = 0x1228; // int32_t
pub const m_hController: usize = 0x122C; // CHandle<CBasePlayerController>
pub const m_bIsSwappingToPredictableController: usize = 0x1230; // bool
pub const m_vecLastCameraSetupLocalOrigin: usize = 0x120C; // Vector
pub const m_flLastCameraSetupTime: usize = 0x1218; // GameTime_t
pub const m_flFOVSensitivityAdjust: usize = 0x121C; // float
pub const m_flMouseSensitivity: usize = 0x1220; // float
pub const m_vOldOrigin: usize = 0x1224; // Vector
pub const m_flOldSimulationTime: usize = 0x1230; // float
pub const m_nLastExecutedCommandNumber: usize = 0x1234; // int32_t
pub const m_nLastExecutedCommandTick: usize = 0x1238; // int32_t
pub const m_hController: usize = 0x123C; // CHandle<CBasePlayerController>
pub const m_bIsSwappingToPredictableController: usize = 0x1240; // bool
}
pub mod C_BasePlayerWeapon { // C_EconEntity
@@ -1674,17 +1674,17 @@ pub mod C_BulletHitModel { // CBaseAnimGraph
}
pub mod C_C4 { // C_CSWeaponBase
pub const m_szScreenText: usize = 0x1940; // char[32]
pub const m_bombdroppedlightParticleIndex: usize = 0x1960; // ParticleIndex_t
pub const m_bStartedArming: usize = 0x1964; // bool
pub const m_fArmedTime: usize = 0x1968; // GameTime_t
pub const m_bBombPlacedAnimation: usize = 0x196C; // bool
pub const m_bIsPlantingViaUse: usize = 0x196D; // bool
pub const m_entitySpottedState: usize = 0x1970; // EntitySpottedState_t
pub const m_nSpotRules: usize = 0x1988; // int32_t
pub const m_bPlayedArmingBeeps: usize = 0x198C; // bool[7]
pub const m_bBombPlanted: usize = 0x1993; // bool
pub const m_bDroppedFromDeath: usize = 0x1994; // bool
pub const m_szScreenText: usize = 0x1990; // char[32]
pub const m_bombdroppedlightParticleIndex: usize = 0x19B0; // ParticleIndex_t
pub const m_bStartedArming: usize = 0x19B4; // bool
pub const m_fArmedTime: usize = 0x19B8; // GameTime_t
pub const m_bBombPlacedAnimation: usize = 0x19BC; // bool
pub const m_bIsPlantingViaUse: usize = 0x19BD; // bool
pub const m_entitySpottedState: usize = 0x19C0; // EntitySpottedState_t
pub const m_nSpotRules: usize = 0x19D8; // int32_t
pub const m_bPlayedArmingBeeps: usize = 0x19DC; // bool[7]
pub const m_bBombPlanted: usize = 0x19E3; // bool
pub const m_bDroppedFromDeath: usize = 0x19E4; // bool
}
pub mod C_CSGOViewModel { // C_PredictedViewModel
@@ -1753,9 +1753,9 @@ pub mod C_CSGO_PreviewModelAlias_csgo_item_previewmodel { // C_CSGO_PreviewModel
}
pub mod C_CSGO_PreviewPlayer { // C_CSPlayerPawn
pub const m_animgraph: usize = 0x22C0; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x22C8; // CUtlString
pub const m_flInitialModelScale: usize = 0x22D0; // float
pub const m_animgraph: usize = 0x22D8; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x22E0; // CUtlString
pub const m_flInitialModelScale: usize = 0x22E8; // float
}
pub mod C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel { // C_CSGO_PreviewPlayer
@@ -1924,203 +1924,204 @@ pub mod C_CSMinimapBoundary { // C_BaseEntity
}
pub mod C_CSObserverPawn { // C_CSPlayerPawnBase
pub const m_hDetectParentChange: usize = 0x1698; // CEntityHandle
pub const m_hDetectParentChange: usize = 0x16A8; // CEntityHandle
}
pub mod C_CSPlayerPawn { // C_CSPlayerPawnBase
pub const m_pBulletServices: usize = 0x1698; // CCSPlayer_BulletServices*
pub const m_pHostageServices: usize = 0x16A0; // CCSPlayer_HostageServices*
pub const m_pBuyServices: usize = 0x16A8; // CCSPlayer_BuyServices*
pub const m_pGlowServices: usize = 0x16B0; // CCSPlayer_GlowServices*
pub const m_pActionTrackingServices: usize = 0x16B8; // CCSPlayer_ActionTrackingServices*
pub const m_flHealthShotBoostExpirationTime: usize = 0x16C0; // GameTime_t
pub const m_flLastFiredWeaponTime: usize = 0x16C4; // GameTime_t
pub const m_bHasFemaleVoice: usize = 0x16C8; // bool
pub const m_flLandseconds: usize = 0x16CC; // float
pub const m_flOldFallVelocity: usize = 0x16D0; // float
pub const m_szLastPlaceName: usize = 0x16D4; // char[18]
pub const m_bPrevDefuser: usize = 0x16E6; // bool
pub const m_bPrevHelmet: usize = 0x16E7; // bool
pub const m_nPrevArmorVal: usize = 0x16E8; // int32_t
pub const m_nPrevGrenadeAmmoCount: usize = 0x16EC; // int32_t
pub const m_unPreviousWeaponHash: usize = 0x16F0; // uint32_t
pub const m_unWeaponHash: usize = 0x16F4; // uint32_t
pub const m_bInBuyZone: usize = 0x16F8; // bool
pub const m_bPreviouslyInBuyZone: usize = 0x16F9; // bool
pub const m_aimPunchAngle: usize = 0x16FC; // QAngle
pub const m_aimPunchAngleVel: usize = 0x1708; // QAngle
pub const m_aimPunchTickBase: usize = 0x1714; // int32_t
pub const m_aimPunchTickFraction: usize = 0x1718; // float
pub const m_aimPunchCache: usize = 0x1720; // CUtlVector<QAngle>
pub const m_bInLanding: usize = 0x1740; // bool
pub const m_flLandingTime: usize = 0x1744; // float
pub const m_bInHostageRescueZone: usize = 0x1748; // bool
pub const m_bInBombZone: usize = 0x1749; // bool
pub const m_bIsBuyMenuOpen: usize = 0x174A; // bool
pub const m_flTimeOfLastInjury: usize = 0x174C; // GameTime_t
pub const m_flNextSprayDecalTime: usize = 0x1750; // GameTime_t
pub const m_iRetakesOffering: usize = 0x1868; // int32_t
pub const m_iRetakesOfferingCard: usize = 0x186C; // int32_t
pub const m_bRetakesHasDefuseKit: usize = 0x1870; // bool
pub const m_bRetakesMVPLastRound: usize = 0x1871; // bool
pub const m_iRetakesMVPBoostItem: usize = 0x1874; // int32_t
pub const m_RetakesMVPBoostExtraUtility: usize = 0x1878; // loadout_slot_t
pub const m_bNeedToReApplyGloves: usize = 0x1898; // bool
pub const m_EconGloves: usize = 0x18A0; // C_EconItemView
pub const m_bMustSyncRagdollState: usize = 0x1CE8; // bool
pub const m_nRagdollDamageBone: usize = 0x1CEC; // int32_t
pub const m_vRagdollDamageForce: usize = 0x1CF0; // Vector
pub const m_vRagdollDamagePosition: usize = 0x1CFC; // Vector
pub const m_szRagdollDamageWeaponName: usize = 0x1D08; // char[64]
pub const m_bRagdollDamageHeadshot: usize = 0x1D48; // bool
pub const m_bLastHeadBoneTransformIsValid: usize = 0x2288; // bool
pub const m_lastLandTime: usize = 0x228C; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x2290; // bool
pub const m_qDeathEyeAngles: usize = 0x22AC; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x22B8; // bool
pub const m_pBulletServices: usize = 0x16A8; // CCSPlayer_BulletServices*
pub const m_pHostageServices: usize = 0x16B0; // CCSPlayer_HostageServices*
pub const m_pBuyServices: usize = 0x16B8; // CCSPlayer_BuyServices*
pub const m_pGlowServices: usize = 0x16C0; // CCSPlayer_GlowServices*
pub const m_pActionTrackingServices: usize = 0x16C8; // CCSPlayer_ActionTrackingServices*
pub const m_flHealthShotBoostExpirationTime: usize = 0x16D0; // GameTime_t
pub const m_flLastFiredWeaponTime: usize = 0x16D4; // GameTime_t
pub const m_bHasFemaleVoice: usize = 0x16D8; // bool
pub const m_flLandseconds: usize = 0x16DC; // float
pub const m_flOldFallVelocity: usize = 0x16E0; // float
pub const m_szLastPlaceName: usize = 0x16E4; // char[18]
pub const m_bPrevDefuser: usize = 0x16F6; // bool
pub const m_bPrevHelmet: usize = 0x16F7; // bool
pub const m_nPrevArmorVal: usize = 0x16F8; // int32_t
pub const m_nPrevGrenadeAmmoCount: usize = 0x16FC; // int32_t
pub const m_unPreviousWeaponHash: usize = 0x1700; // uint32_t
pub const m_unWeaponHash: usize = 0x1704; // uint32_t
pub const m_bInBuyZone: usize = 0x1708; // bool
pub const m_bPreviouslyInBuyZone: usize = 0x1709; // bool
pub const m_aimPunchAngle: usize = 0x170C; // QAngle
pub const m_aimPunchAngleVel: usize = 0x1718; // QAngle
pub const m_aimPunchTickBase: usize = 0x1724; // int32_t
pub const m_aimPunchTickFraction: usize = 0x1728; // float
pub const m_aimPunchCache: usize = 0x1730; // CUtlVector<QAngle>
pub const m_bInLanding: usize = 0x1750; // bool
pub const m_flLandingTime: usize = 0x1754; // float
pub const m_bInHostageRescueZone: usize = 0x1758; // bool
pub const m_bInBombZone: usize = 0x1759; // bool
pub const m_bIsBuyMenuOpen: usize = 0x175A; // bool
pub const m_flTimeOfLastInjury: usize = 0x175C; // GameTime_t
pub const m_flNextSprayDecalTime: usize = 0x1760; // GameTime_t
pub const m_iRetakesOffering: usize = 0x1878; // int32_t
pub const m_iRetakesOfferingCard: usize = 0x187C; // int32_t
pub const m_bRetakesHasDefuseKit: usize = 0x1880; // bool
pub const m_bRetakesMVPLastRound: usize = 0x1881; // bool
pub const m_iRetakesMVPBoostItem: usize = 0x1884; // int32_t
pub const m_RetakesMVPBoostExtraUtility: usize = 0x1888; // loadout_slot_t
pub const m_bNeedToReApplyGloves: usize = 0x18A8; // bool
pub const m_EconGloves: usize = 0x18B0; // C_EconItemView
pub const m_bMustSyncRagdollState: usize = 0x1CF8; // bool
pub const m_nRagdollDamageBone: usize = 0x1CFC; // int32_t
pub const m_vRagdollDamageForce: usize = 0x1D00; // Vector
pub const m_vRagdollDamagePosition: usize = 0x1D0C; // Vector
pub const m_szRagdollDamageWeaponName: usize = 0x1D18; // char[64]
pub const m_bRagdollDamageHeadshot: usize = 0x1D58; // bool
pub const m_vRagdollServerOrigin: usize = 0x1D5C; // Vector
pub const m_bLastHeadBoneTransformIsValid: usize = 0x22A0; // bool
pub const m_lastLandTime: usize = 0x22A4; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x22A8; // bool
pub const m_qDeathEyeAngles: usize = 0x22C4; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x22D0; // bool
}
pub mod C_CSPlayerPawnBase { // C_BasePlayerPawn
pub const m_pPingServices: usize = 0x1250; // CCSPlayer_PingServices*
pub const m_pViewModelServices: usize = 0x1258; // CPlayer_ViewModelServices*
pub const m_fRenderingClipPlane: usize = 0x1260; // float[4]
pub const m_nLastClipPlaneSetupFrame: usize = 0x1270; // int32_t
pub const m_vecLastClipCameraPos: usize = 0x1274; // Vector
pub const m_vecLastClipCameraForward: usize = 0x1280; // Vector
pub const m_bClipHitStaticWorld: usize = 0x128C; // bool
pub const m_bCachedPlaneIsValid: usize = 0x128D; // bool
pub const m_pClippingWeapon: usize = 0x1290; // C_CSWeaponBase*
pub const m_previousPlayerState: usize = 0x1298; // CSPlayerState
pub const m_flLastCollisionCeiling: usize = 0x129C; // float
pub const m_flLastCollisionCeilingChangeTime: usize = 0x12A0; // float
pub const m_grenadeParameterStashTime: usize = 0x12C0; // GameTime_t
pub const m_bGrenadeParametersStashed: usize = 0x12C4; // bool
pub const m_angStashedShootAngles: usize = 0x12C8; // QAngle
pub const m_vecStashedGrenadeThrowPosition: usize = 0x12D4; // Vector
pub const m_vecStashedVelocity: usize = 0x12E0; // Vector
pub const m_angShootAngleHistory: usize = 0x12EC; // QAngle[2]
pub const m_vecThrowPositionHistory: usize = 0x1304; // Vector[2]
pub const m_vecVelocityHistory: usize = 0x131C; // Vector[2]
pub const m_thirdPersonHeading: usize = 0x1338; // QAngle
pub const m_flSlopeDropOffset: usize = 0x1350; // float
pub const m_flSlopeDropHeight: usize = 0x1360; // float
pub const m_vHeadConstraintOffset: usize = 0x1370; // Vector
pub const m_bIsScoped: usize = 0x1388; // bool
pub const m_bIsWalking: usize = 0x1389; // bool
pub const m_bResumeZoom: usize = 0x138A; // bool
pub const m_iPlayerState: usize = 0x138C; // CSPlayerState
pub const m_bIsDefusing: usize = 0x1390; // bool
pub const m_bIsGrabbingHostage: usize = 0x1391; // bool
pub const m_iBlockingUseActionInProgress: usize = 0x1394; // CSPlayerBlockingUseAction_t
pub const m_bIsRescuing: usize = 0x1398; // bool
pub const m_fImmuneToGunGameDamageTime: usize = 0x139C; // GameTime_t
pub const m_fImmuneToGunGameDamageTimeLast: usize = 0x13A0; // GameTime_t
pub const m_bGunGameImmunity: usize = 0x13A4; // bool
pub const m_bHasMovedSinceSpawn: usize = 0x13A5; // bool
pub const m_fMolotovUseTime: usize = 0x13A8; // float
pub const m_fMolotovDamageTime: usize = 0x13AC; // float
pub const m_nWhichBombZone: usize = 0x13B0; // int32_t
pub const m_bInNoDefuseArea: usize = 0x13B4; // bool
pub const m_iThrowGrenadeCounter: usize = 0x13B8; // int32_t
pub const m_bWaitForNoAttack: usize = 0x13BC; // bool
pub const m_flGuardianTooFarDistFrac: usize = 0x13C0; // float
pub const m_flDetectedByEnemySensorTime: usize = 0x13C4; // GameTime_t
pub const m_flNextGuardianTooFarWarning: usize = 0x13C8; // float
pub const m_bSuppressGuardianTooFarWarningAudio: usize = 0x13CC; // bool
pub const m_bKilledByTaser: usize = 0x13CD; // bool
pub const m_iMoveState: usize = 0x13D0; // int32_t
pub const m_bCanMoveDuringFreezePeriod: usize = 0x13D4; // bool
pub const m_flLowerBodyYawTarget: usize = 0x13D8; // float
pub const m_bStrafing: usize = 0x13DC; // bool
pub const m_flLastSpawnTimeIndex: usize = 0x13E0; // GameTime_t
pub const m_flEmitSoundTime: usize = 0x13E4; // GameTime_t
pub const m_iAddonBits: usize = 0x13E8; // int32_t
pub const m_iPrimaryAddon: usize = 0x13EC; // int32_t
pub const m_iSecondaryAddon: usize = 0x13F0; // int32_t
pub const m_iProgressBarDuration: usize = 0x13F4; // int32_t
pub const m_flProgressBarStartTime: usize = 0x13F8; // float
pub const m_iDirection: usize = 0x13FC; // int32_t
pub const m_iShotsFired: usize = 0x1400; // int32_t
pub const m_bNightVisionOn: usize = 0x1404; // bool
pub const m_bHasNightVision: usize = 0x1405; // bool
pub const m_flVelocityModifier: usize = 0x1408; // float
pub const m_flHitHeading: usize = 0x140C; // float
pub const m_nHitBodyPart: usize = 0x1410; // int32_t
pub const m_iStartAccount: usize = 0x1414; // int32_t
pub const m_vecIntroStartEyePosition: usize = 0x1418; // Vector
pub const m_vecIntroStartPlayerForward: usize = 0x1424; // Vector
pub const m_flClientDeathTime: usize = 0x1430; // GameTime_t
pub const m_flNightVisionAlpha: usize = 0x1434; // float
pub const m_bScreenTearFrameCaptured: usize = 0x1438; // bool
pub const m_flFlashBangTime: usize = 0x143C; // float
pub const m_flFlashScreenshotAlpha: usize = 0x1440; // float
pub const m_flFlashOverlayAlpha: usize = 0x1444; // float
pub const m_bFlashBuildUp: usize = 0x1448; // bool
pub const m_bFlashDspHasBeenCleared: usize = 0x1449; // bool
pub const m_bFlashScreenshotHasBeenGrabbed: usize = 0x144A; // bool
pub const m_flFlashMaxAlpha: usize = 0x144C; // float
pub const m_flFlashDuration: usize = 0x1450; // float
pub const m_lastStandingPos: usize = 0x1454; // Vector
pub const m_vecLastMuzzleFlashPos: usize = 0x1460; // Vector
pub const m_angLastMuzzleFlashAngle: usize = 0x146C; // QAngle
pub const m_hMuzzleFlashShape: usize = 0x1478; // CHandle<C_BaseEntity>
pub const m_iHealthBarRenderMaskIndex: usize = 0x147C; // int32_t
pub const m_flHealthFadeValue: usize = 0x1480; // float
pub const m_flHealthFadeAlpha: usize = 0x1484; // float
pub const m_nMyCollisionGroup: usize = 0x1488; // int32_t
pub const m_ignoreLadderJumpTime: usize = 0x148C; // float
pub const m_ladderSurpressionTimer: usize = 0x1490; // CountdownTimer
pub const m_lastLadderNormal: usize = 0x14A8; // Vector
pub const m_lastLadderPos: usize = 0x14B4; // Vector
pub const m_flDeathCCWeight: usize = 0x14C8; // float
pub const m_bOldIsScoped: usize = 0x14CC; // bool
pub const m_flPrevRoundEndTime: usize = 0x14D0; // float
pub const m_flPrevMatchEndTime: usize = 0x14D4; // float
pub const m_unCurrentEquipmentValue: usize = 0x14D8; // uint16_t
pub const m_unRoundStartEquipmentValue: usize = 0x14DA; // uint16_t
pub const m_unFreezetimeEndEquipmentValue: usize = 0x14DC; // uint16_t
pub const m_vecThirdPersonViewPositionOverride: usize = 0x14E0; // Vector
pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0x14EC; // int32_t
pub const m_ArmorValue: usize = 0x14F0; // int32_t
pub const m_angEyeAngles: usize = 0x14F8; // QAngle
pub const m_fNextThinkPushAway: usize = 0x1510; // float
pub const m_bShouldAutobuyDMWeapons: usize = 0x1514; // bool
pub const m_bShouldAutobuyNow: usize = 0x1515; // bool
pub const m_bHud_MiniScoreHidden: usize = 0x1516; // bool
pub const m_bHud_RadarHidden: usize = 0x1517; // bool
pub const m_nLastKillerIndex: usize = 0x1518; // CEntityIndex
pub const m_nLastConcurrentKilled: usize = 0x151C; // int32_t
pub const m_nDeathCamMusic: usize = 0x1520; // int32_t
pub const m_iIDEntIndex: usize = 0x1524; // CEntityIndex
pub const m_delayTargetIDTimer: usize = 0x1528; // CountdownTimer
pub const m_iTargetedWeaponEntIndex: usize = 0x1540; // CEntityIndex
pub const m_iOldIDEntIndex: usize = 0x1544; // CEntityIndex
pub const m_holdTargetIDTimer: usize = 0x1548; // CountdownTimer
pub const m_flCurrentMusicStartTime: usize = 0x1564; // float
pub const m_flMusicRoundStartTime: usize = 0x1568; // float
pub const m_bDeferStartMusicOnWarmup: usize = 0x156C; // bool
pub const m_cycleLatch: usize = 0x1570; // int32_t
pub const m_serverIntendedCycle: usize = 0x1574; // float
pub const m_vecPlayerPatchEconIndices: usize = 0x1578; // uint32_t[5]
pub const m_bHideTargetID: usize = 0x1594; // bool
pub const m_nextTaserShakeTime: usize = 0x1598; // float
pub const m_firstTaserShakeTime: usize = 0x159C; // float
pub const m_flLastSmokeOverlayAlpha: usize = 0x15A0; // float
pub const m_vLastSmokeOverlayColor: usize = 0x15A4; // Vector
pub const m_nPlayerSmokedFx: usize = 0x15B0; // ParticleIndex_t
pub const m_flNextMagDropTime: usize = 0x15B4; // float
pub const m_nLastMagDropAttachmentIndex: usize = 0x15B8; // int32_t
pub const m_vecBulletHitModels: usize = 0x15C0; // CUtlVector<C_BulletHitModel*>
pub const m_vecPickupModelSlerpers: usize = 0x15D8; // CUtlVector<C_PickUpModelSlerper*>
pub const m_vecLastAliveLocalVelocity: usize = 0x15F0; // Vector
pub const m_entitySpottedState: usize = 0x1618; // EntitySpottedState_t
pub const m_nSurvivalTeamNumber: usize = 0x1630; // int32_t
pub const m_bGuardianShouldSprayCustomXMark: usize = 0x1634; // bool
pub const m_bHasDeathInfo: usize = 0x1635; // bool
pub const m_flDeathInfoTime: usize = 0x1638; // float
pub const m_vecDeathInfoOrigin: usize = 0x163C; // Vector
pub const m_bKilledByHeadshot: usize = 0x1648; // bool
pub const m_hOriginalController: usize = 0x164C; // CHandle<CCSPlayerController>
pub const m_pPingServices: usize = 0x1260; // CCSPlayer_PingServices*
pub const m_pViewModelServices: usize = 0x1268; // CPlayer_ViewModelServices*
pub const m_fRenderingClipPlane: usize = 0x1270; // float[4]
pub const m_nLastClipPlaneSetupFrame: usize = 0x1280; // int32_t
pub const m_vecLastClipCameraPos: usize = 0x1284; // Vector
pub const m_vecLastClipCameraForward: usize = 0x1290; // Vector
pub const m_bClipHitStaticWorld: usize = 0x129C; // bool
pub const m_bCachedPlaneIsValid: usize = 0x129D; // bool
pub const m_pClippingWeapon: usize = 0x12A0; // C_CSWeaponBase*
pub const m_previousPlayerState: usize = 0x12A8; // CSPlayerState
pub const m_flLastCollisionCeiling: usize = 0x12AC; // float
pub const m_flLastCollisionCeilingChangeTime: usize = 0x12B0; // float
pub const m_grenadeParameterStashTime: usize = 0x12D0; // GameTime_t
pub const m_bGrenadeParametersStashed: usize = 0x12D4; // bool
pub const m_angStashedShootAngles: usize = 0x12D8; // QAngle
pub const m_vecStashedGrenadeThrowPosition: usize = 0x12E4; // Vector
pub const m_vecStashedVelocity: usize = 0x12F0; // Vector
pub const m_angShootAngleHistory: usize = 0x12FC; // QAngle[2]
pub const m_vecThrowPositionHistory: usize = 0x1314; // Vector[2]
pub const m_vecVelocityHistory: usize = 0x132C; // Vector[2]
pub const m_thirdPersonHeading: usize = 0x1348; // QAngle
pub const m_flSlopeDropOffset: usize = 0x1360; // float
pub const m_flSlopeDropHeight: usize = 0x1370; // float
pub const m_vHeadConstraintOffset: usize = 0x1380; // Vector
pub const m_bIsScoped: usize = 0x1398; // bool
pub const m_bIsWalking: usize = 0x1399; // bool
pub const m_bResumeZoom: usize = 0x139A; // bool
pub const m_iPlayerState: usize = 0x139C; // CSPlayerState
pub const m_bIsDefusing: usize = 0x13A0; // bool
pub const m_bIsGrabbingHostage: usize = 0x13A1; // bool
pub const m_iBlockingUseActionInProgress: usize = 0x13A4; // CSPlayerBlockingUseAction_t
pub const m_bIsRescuing: usize = 0x13A8; // bool
pub const m_fImmuneToGunGameDamageTime: usize = 0x13AC; // GameTime_t
pub const m_fImmuneToGunGameDamageTimeLast: usize = 0x13B0; // GameTime_t
pub const m_bGunGameImmunity: usize = 0x13B4; // bool
pub const m_bHasMovedSinceSpawn: usize = 0x13B5; // bool
pub const m_fMolotovUseTime: usize = 0x13B8; // float
pub const m_fMolotovDamageTime: usize = 0x13BC; // float
pub const m_nWhichBombZone: usize = 0x13C0; // int32_t
pub const m_bInNoDefuseArea: usize = 0x13C4; // bool
pub const m_iThrowGrenadeCounter: usize = 0x13C8; // int32_t
pub const m_bWaitForNoAttack: usize = 0x13CC; // bool
pub const m_flGuardianTooFarDistFrac: usize = 0x13D0; // float
pub const m_flDetectedByEnemySensorTime: usize = 0x13D4; // GameTime_t
pub const m_flNextGuardianTooFarWarning: usize = 0x13D8; // float
pub const m_bSuppressGuardianTooFarWarningAudio: usize = 0x13DC; // bool
pub const m_bKilledByTaser: usize = 0x13DD; // bool
pub const m_iMoveState: usize = 0x13E0; // int32_t
pub const m_bCanMoveDuringFreezePeriod: usize = 0x13E4; // bool
pub const m_flLowerBodyYawTarget: usize = 0x13E8; // float
pub const m_bStrafing: usize = 0x13EC; // bool
pub const m_flLastSpawnTimeIndex: usize = 0x13F0; // GameTime_t
pub const m_flEmitSoundTime: usize = 0x13F4; // GameTime_t
pub const m_iAddonBits: usize = 0x13F8; // int32_t
pub const m_iPrimaryAddon: usize = 0x13FC; // int32_t
pub const m_iSecondaryAddon: usize = 0x1400; // int32_t
pub const m_iProgressBarDuration: usize = 0x1404; // int32_t
pub const m_flProgressBarStartTime: usize = 0x1408; // float
pub const m_iDirection: usize = 0x140C; // int32_t
pub const m_iShotsFired: usize = 0x1410; // int32_t
pub const m_bNightVisionOn: usize = 0x1414; // bool
pub const m_bHasNightVision: usize = 0x1415; // bool
pub const m_flVelocityModifier: usize = 0x1418; // float
pub const m_flHitHeading: usize = 0x141C; // float
pub const m_nHitBodyPart: usize = 0x1420; // int32_t
pub const m_iStartAccount: usize = 0x1424; // int32_t
pub const m_vecIntroStartEyePosition: usize = 0x1428; // Vector
pub const m_vecIntroStartPlayerForward: usize = 0x1434; // Vector
pub const m_flClientDeathTime: usize = 0x1440; // GameTime_t
pub const m_flNightVisionAlpha: usize = 0x1444; // float
pub const m_bScreenTearFrameCaptured: usize = 0x1448; // bool
pub const m_flFlashBangTime: usize = 0x144C; // float
pub const m_flFlashScreenshotAlpha: usize = 0x1450; // float
pub const m_flFlashOverlayAlpha: usize = 0x1454; // float
pub const m_bFlashBuildUp: usize = 0x1458; // bool
pub const m_bFlashDspHasBeenCleared: usize = 0x1459; // bool
pub const m_bFlashScreenshotHasBeenGrabbed: usize = 0x145A; // bool
pub const m_flFlashMaxAlpha: usize = 0x145C; // float
pub const m_flFlashDuration: usize = 0x1460; // float
pub const m_lastStandingPos: usize = 0x1464; // Vector
pub const m_vecLastMuzzleFlashPos: usize = 0x1470; // Vector
pub const m_angLastMuzzleFlashAngle: usize = 0x147C; // QAngle
pub const m_hMuzzleFlashShape: usize = 0x1488; // CHandle<C_BaseEntity>
pub const m_iHealthBarRenderMaskIndex: usize = 0x148C; // int32_t
pub const m_flHealthFadeValue: usize = 0x1490; // float
pub const m_flHealthFadeAlpha: usize = 0x1494; // float
pub const m_nMyCollisionGroup: usize = 0x1498; // int32_t
pub const m_ignoreLadderJumpTime: usize = 0x149C; // float
pub const m_ladderSurpressionTimer: usize = 0x14A0; // CountdownTimer
pub const m_lastLadderNormal: usize = 0x14B8; // Vector
pub const m_lastLadderPos: usize = 0x14C4; // Vector
pub const m_flDeathCCWeight: usize = 0x14D8; // float
pub const m_bOldIsScoped: usize = 0x14DC; // bool
pub const m_flPrevRoundEndTime: usize = 0x14E0; // float
pub const m_flPrevMatchEndTime: usize = 0x14E4; // float
pub const m_unCurrentEquipmentValue: usize = 0x14E8; // uint16_t
pub const m_unRoundStartEquipmentValue: usize = 0x14EA; // uint16_t
pub const m_unFreezetimeEndEquipmentValue: usize = 0x14EC; // uint16_t
pub const m_vecThirdPersonViewPositionOverride: usize = 0x14F0; // Vector
pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0x14FC; // int32_t
pub const m_ArmorValue: usize = 0x1500; // int32_t
pub const m_angEyeAngles: usize = 0x1508; // QAngle
pub const m_fNextThinkPushAway: usize = 0x1520; // float
pub const m_bShouldAutobuyDMWeapons: usize = 0x1524; // bool
pub const m_bShouldAutobuyNow: usize = 0x1525; // bool
pub const m_bHud_MiniScoreHidden: usize = 0x1526; // bool
pub const m_bHud_RadarHidden: usize = 0x1527; // bool
pub const m_nLastKillerIndex: usize = 0x1528; // CEntityIndex
pub const m_nLastConcurrentKilled: usize = 0x152C; // int32_t
pub const m_nDeathCamMusic: usize = 0x1530; // int32_t
pub const m_iIDEntIndex: usize = 0x1534; // CEntityIndex
pub const m_delayTargetIDTimer: usize = 0x1538; // CountdownTimer
pub const m_iTargetedWeaponEntIndex: usize = 0x1550; // CEntityIndex
pub const m_iOldIDEntIndex: usize = 0x1554; // CEntityIndex
pub const m_holdTargetIDTimer: usize = 0x1558; // CountdownTimer
pub const m_flCurrentMusicStartTime: usize = 0x1574; // float
pub const m_flMusicRoundStartTime: usize = 0x1578; // float
pub const m_bDeferStartMusicOnWarmup: usize = 0x157C; // bool
pub const m_cycleLatch: usize = 0x1580; // int32_t
pub const m_serverIntendedCycle: usize = 0x1584; // float
pub const m_vecPlayerPatchEconIndices: usize = 0x1588; // uint32_t[5]
pub const m_bHideTargetID: usize = 0x15A4; // bool
pub const m_nextTaserShakeTime: usize = 0x15A8; // float
pub const m_firstTaserShakeTime: usize = 0x15AC; // float
pub const m_flLastSmokeOverlayAlpha: usize = 0x15B0; // float
pub const m_vLastSmokeOverlayColor: usize = 0x15B4; // Vector
pub const m_nPlayerSmokedFx: usize = 0x15C0; // ParticleIndex_t
pub const m_flNextMagDropTime: usize = 0x15C4; // float
pub const m_nLastMagDropAttachmentIndex: usize = 0x15C8; // int32_t
pub const m_vecBulletHitModels: usize = 0x15D0; // CUtlVector<C_BulletHitModel*>
pub const m_vecPickupModelSlerpers: usize = 0x15E8; // CUtlVector<C_PickUpModelSlerper*>
pub const m_vecLastAliveLocalVelocity: usize = 0x1600; // Vector
pub const m_entitySpottedState: usize = 0x1628; // EntitySpottedState_t
pub const m_nSurvivalTeamNumber: usize = 0x1640; // int32_t
pub const m_bGuardianShouldSprayCustomXMark: usize = 0x1644; // bool
pub const m_bHasDeathInfo: usize = 0x1645; // bool
pub const m_flDeathInfoTime: usize = 0x1648; // float
pub const m_vecDeathInfoOrigin: usize = 0x164C; // Vector
pub const m_bKilledByHeadshot: usize = 0x1658; // bool
pub const m_hOriginalController: usize = 0x165C; // CHandle<CCSPlayerController>
}
pub mod C_CSPlayerResource { // C_BaseEntity
@@ -2157,69 +2158,74 @@ pub mod C_CSWeaponBase { // C_BasePlayerWeapon
pub const m_seqIdle: usize = 0x15E0; // HSequence
pub const m_seqFirePrimary: usize = 0x15E4; // HSequence
pub const m_seqFireSecondary: usize = 0x15E8; // HSequence
pub const m_ClientPreviousWeaponState: usize = 0x1600; // CSWeaponState_t
pub const m_iState: usize = 0x1604; // CSWeaponState_t
pub const m_flCrosshairDistance: usize = 0x1608; // float
pub const m_iAmmoLastCheck: usize = 0x160C; // int32_t
pub const m_iAlpha: usize = 0x1610; // int32_t
pub const m_iScopeTextureID: usize = 0x1614; // int32_t
pub const m_iCrosshairTextureID: usize = 0x1618; // int32_t
pub const m_flGunAccuracyPosition: usize = 0x161C; // float
pub const m_nViewModelIndex: usize = 0x1620; // uint32_t
pub const m_bReloadsWithClips: usize = 0x1624; // bool
pub const m_flTimeWeaponIdle: usize = 0x1628; // GameTime_t
pub const m_bFireOnEmpty: usize = 0x162C; // bool
pub const m_OnPlayerPickup: usize = 0x1630; // CEntityIOOutput
pub const m_weaponMode: usize = 0x1658; // CSWeaponMode
pub const m_flTurningInaccuracyDelta: usize = 0x165C; // float
pub const m_vecTurningInaccuracyEyeDirLast: usize = 0x1660; // Vector
pub const m_flTurningInaccuracy: usize = 0x166C; // float
pub const m_fAccuracyPenalty: usize = 0x1670; // float
pub const m_flLastAccuracyUpdateTime: usize = 0x1674; // GameTime_t
pub const m_fAccuracySmoothedForZoom: usize = 0x1678; // float
pub const m_fScopeZoomEndTime: usize = 0x167C; // GameTime_t
pub const m_iRecoilIndex: usize = 0x1680; // int32_t
pub const m_flRecoilIndex: usize = 0x1684; // float
pub const m_bBurstMode: usize = 0x1688; // bool
pub const m_flPostponeFireReadyTime: usize = 0x168C; // GameTime_t
pub const m_bInReload: usize = 0x1690; // bool
pub const m_bReloadVisuallyComplete: usize = 0x1691; // bool
pub const m_flDroppedAtTime: usize = 0x1694; // GameTime_t
pub const m_bIsHauledBack: usize = 0x1698; // bool
pub const m_bSilencerOn: usize = 0x1699; // bool
pub const m_flTimeSilencerSwitchComplete: usize = 0x169C; // GameTime_t
pub const m_iOriginalTeamNumber: usize = 0x16A0; // int32_t
pub const m_flNextAttackRenderTimeOffset: usize = 0x16A4; // float
pub const m_bVisualsDataSet: usize = 0x1728; // bool
pub const m_bOldFirstPersonSpectatedState: usize = 0x1729; // bool
pub const m_hOurPing: usize = 0x172C; // CHandle<C_BaseEntity>
pub const m_nOurPingIndex: usize = 0x1730; // CEntityIndex
pub const m_vecOurPingPos: usize = 0x1734; // Vector
pub const m_bGlowForPing: usize = 0x1740; // bool
pub const m_bUIWeapon: usize = 0x1741; // bool
pub const m_hPrevOwner: usize = 0x1750; // CHandle<C_CSPlayerPawn>
pub const m_nDropTick: usize = 0x1754; // GameTick_t
pub const m_donated: usize = 0x1774; // bool
pub const m_fLastShotTime: usize = 0x1778; // GameTime_t
pub const m_bWasOwnedByCT: usize = 0x177C; // bool
pub const m_bWasOwnedByTerrorist: usize = 0x177D; // bool
pub const m_gunHeat: usize = 0x1780; // float
pub const m_smokeAttachments: usize = 0x1784; // uint32_t
pub const m_lastSmokeTime: usize = 0x1788; // GameTime_t
pub const m_flLastClientFireBulletTime: usize = 0x178C; // float
pub const m_IronSightController: usize = 0x1840; // C_IronSightController
pub const m_iIronSightMode: usize = 0x18F0; // int32_t
pub const m_flLastLOSTraceFailureTime: usize = 0x1900; // GameTime_t
pub const m_iNumEmptyAttacks: usize = 0x1904; // int32_t
pub const m_thirdPersonFireSequences: usize = 0x15F0; // CUtlVector<HSequence>
pub const m_hCurrentThirdPersonSequence: usize = 0x1608; // HSequence
pub const m_nSilencerBoneIndex: usize = 0x160C; // int32_t
pub const m_thirdPersonSequences: usize = 0x1610; // HSequence[6]
pub const m_ClientPreviousWeaponState: usize = 0x1640; // CSWeaponState_t
pub const m_iState: usize = 0x1644; // CSWeaponState_t
pub const m_flCrosshairDistance: usize = 0x1648; // float
pub const m_iAmmoLastCheck: usize = 0x164C; // int32_t
pub const m_iAlpha: usize = 0x1650; // int32_t
pub const m_iScopeTextureID: usize = 0x1654; // int32_t
pub const m_iCrosshairTextureID: usize = 0x1658; // int32_t
pub const m_flGunAccuracyPosition: usize = 0x165C; // float
pub const m_nViewModelIndex: usize = 0x1660; // uint32_t
pub const m_bReloadsWithClips: usize = 0x1664; // bool
pub const m_flTimeWeaponIdle: usize = 0x1668; // GameTime_t
pub const m_bFireOnEmpty: usize = 0x166C; // bool
pub const m_OnPlayerPickup: usize = 0x1670; // CEntityIOOutput
pub const m_weaponMode: usize = 0x1698; // CSWeaponMode
pub const m_flTurningInaccuracyDelta: usize = 0x169C; // float
pub const m_vecTurningInaccuracyEyeDirLast: usize = 0x16A0; // Vector
pub const m_flTurningInaccuracy: usize = 0x16AC; // float
pub const m_fAccuracyPenalty: usize = 0x16B0; // float
pub const m_flLastAccuracyUpdateTime: usize = 0x16B4; // GameTime_t
pub const m_fAccuracySmoothedForZoom: usize = 0x16B8; // float
pub const m_fScopeZoomEndTime: usize = 0x16BC; // GameTime_t
pub const m_iRecoilIndex: usize = 0x16C0; // int32_t
pub const m_flRecoilIndex: usize = 0x16C4; // float
pub const m_bBurstMode: usize = 0x16C8; // bool
pub const m_flPostponeFireReadyTime: usize = 0x16CC; // GameTime_t
pub const m_bInReload: usize = 0x16D0; // bool
pub const m_bReloadVisuallyComplete: usize = 0x16D1; // bool
pub const m_flDroppedAtTime: usize = 0x16D4; // GameTime_t
pub const m_bIsHauledBack: usize = 0x16D8; // bool
pub const m_bSilencerOn: usize = 0x16D9; // bool
pub const m_flTimeSilencerSwitchComplete: usize = 0x16DC; // GameTime_t
pub const m_iOriginalTeamNumber: usize = 0x16E0; // int32_t
pub const m_flNextAttackRenderTimeOffset: usize = 0x16E4; // float
pub const m_bVisualsDataSet: usize = 0x1768; // bool
pub const m_bOldFirstPersonSpectatedState: usize = 0x1769; // bool
pub const m_hOurPing: usize = 0x176C; // CHandle<C_BaseEntity>
pub const m_nOurPingIndex: usize = 0x1770; // CEntityIndex
pub const m_vecOurPingPos: usize = 0x1774; // Vector
pub const m_bGlowForPing: usize = 0x1780; // bool
pub const m_bUIWeapon: usize = 0x1781; // bool
pub const m_hPrevOwner: usize = 0x1790; // CHandle<C_CSPlayerPawn>
pub const m_nDropTick: usize = 0x1794; // GameTick_t
pub const m_donated: usize = 0x17B4; // bool
pub const m_fLastShotTime: usize = 0x17B8; // GameTime_t
pub const m_bWasOwnedByCT: usize = 0x17BC; // bool
pub const m_bWasOwnedByTerrorist: usize = 0x17BD; // bool
pub const m_gunHeat: usize = 0x17C0; // float
pub const m_smokeAttachments: usize = 0x17C4; // uint32_t
pub const m_lastSmokeTime: usize = 0x17C8; // GameTime_t
pub const m_flNextClientFireBulletTime: usize = 0x17CC; // float
pub const m_flNextClientFireBulletTime_Repredict: usize = 0x17D0; // float
pub const m_IronSightController: usize = 0x1890; // C_IronSightController
pub const m_iIronSightMode: usize = 0x1940; // int32_t
pub const m_flLastLOSTraceFailureTime: usize = 0x1950; // GameTime_t
pub const m_iNumEmptyAttacks: usize = 0x1954; // int32_t
}
pub mod C_CSWeaponBaseGun { // C_CSWeaponBase
pub const m_zoomLevel: usize = 0x1940; // int32_t
pub const m_iBurstShotsRemaining: usize = 0x1944; // int32_t
pub const m_iSilencerBodygroup: usize = 0x1948; // int32_t
pub const m_silencedModelIndex: usize = 0x1958; // int32_t
pub const m_inPrecache: usize = 0x195C; // bool
pub const m_bNeedsBoltAction: usize = 0x195D; // bool
pub const m_zoomLevel: usize = 0x1990; // int32_t
pub const m_iBurstShotsRemaining: usize = 0x1994; // int32_t
pub const m_iSilencerBodygroup: usize = 0x1998; // int32_t
pub const m_silencedModelIndex: usize = 0x19A8; // int32_t
pub const m_inPrecache: usize = 0x19AC; // bool
pub const m_bNeedsBoltAction: usize = 0x19AD; // bool
}
pub mod C_Chicken { // C_DynamicProp
@@ -2300,7 +2306,9 @@ pub mod C_DecoyGrenade { // C_BaseCSGrenade
}
pub mod C_DecoyProjectile { // C_BaseCSGrenadeProjectile
pub const m_flTimeParticleEffectSpawn: usize = 0x1110; // GameTime_t
pub const m_nDecoyShotTick: usize = 0x10F0; // int32_t
pub const m_nClientLastKnownDecoyShotTick: usize = 0x10F4; // int32_t
pub const m_flTimeParticleEffectSpawn: usize = 0x1118; // GameTime_t
}
pub mod C_DynamicLight { // C_BaseModelEntity
@@ -2435,53 +2443,51 @@ pub mod C_EntityFlame { // C_BaseEntity
}
pub mod C_EnvCombinedLightProbeVolume { // C_BaseEntity
pub const m_Color: usize = 0x15A8; // Color
pub const m_flBrightness: usize = 0x15AC; // float
pub const m_hCubemapTexture: usize = 0x15B0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_bCustomCubemapTexture: usize = 0x15B8; // bool
pub const m_hLightProbeTexture: usize = 0x15C0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightIndicesTexture: usize = 0x15C8; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightScalarsTexture: usize = 0x15D0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightShadowsTexture: usize = 0x15D8; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_vBoxMins: usize = 0x15E0; // Vector
pub const m_vBoxMaxs: usize = 0x15EC; // Vector
pub const m_LightGroups: usize = 0x15F8; // CUtlSymbolLarge
pub const m_bMoveable: usize = 0x1600; // bool
pub const m_nHandshake: usize = 0x1604; // int32_t
pub const m_nEnvCubeMapArrayIndex: usize = 0x1608; // int32_t
pub const m_nPriority: usize = 0x160C; // int32_t
pub const m_bStartDisabled: usize = 0x1610; // bool
pub const m_flEdgeFadeDist: usize = 0x1614; // float
pub const m_vEdgeFadeDists: usize = 0x1618; // Vector
pub const m_nLightProbeSizeX: usize = 0x1624; // int32_t
pub const m_nLightProbeSizeY: usize = 0x1628; // int32_t
pub const m_nLightProbeSizeZ: usize = 0x162C; // int32_t
pub const m_nLightProbeAtlasX: usize = 0x1630; // int32_t
pub const m_nLightProbeAtlasY: usize = 0x1634; // int32_t
pub const m_nLightProbeAtlasZ: usize = 0x1638; // int32_t
pub const m_bEnabled: usize = 0x1651; // bool
pub const m_Color: usize = 0x1598; // Color
pub const m_flBrightness: usize = 0x159C; // float
pub const m_hCubemapTexture: usize = 0x15A0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_bCustomCubemapTexture: usize = 0x15A8; // bool
pub const m_hLightProbeTexture: usize = 0x15B0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightIndicesTexture: usize = 0x15B8; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightScalarsTexture: usize = 0x15C0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightShadowsTexture: usize = 0x15C8; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_vBoxMins: usize = 0x15D0; // Vector
pub const m_vBoxMaxs: usize = 0x15DC; // Vector
pub const m_bMoveable: usize = 0x15E8; // bool
pub const m_nHandshake: usize = 0x15EC; // int32_t
pub const m_nEnvCubeMapArrayIndex: usize = 0x15F0; // int32_t
pub const m_nPriority: usize = 0x15F4; // int32_t
pub const m_bStartDisabled: usize = 0x15F8; // bool
pub const m_flEdgeFadeDist: usize = 0x15FC; // float
pub const m_vEdgeFadeDists: usize = 0x1600; // Vector
pub const m_nLightProbeSizeX: usize = 0x160C; // int32_t
pub const m_nLightProbeSizeY: usize = 0x1610; // int32_t
pub const m_nLightProbeSizeZ: usize = 0x1614; // int32_t
pub const m_nLightProbeAtlasX: usize = 0x1618; // int32_t
pub const m_nLightProbeAtlasY: usize = 0x161C; // int32_t
pub const m_nLightProbeAtlasZ: usize = 0x1620; // int32_t
pub const m_bEnabled: usize = 0x1639; // bool
}
pub mod C_EnvCubemap { // C_BaseEntity
pub const m_hCubemapTexture: usize = 0x5C8; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_bCustomCubemapTexture: usize = 0x5D0; // bool
pub const m_flInfluenceRadius: usize = 0x5D4; // float
pub const m_vBoxProjectMins: usize = 0x5D8; // Vector
pub const m_vBoxProjectMaxs: usize = 0x5E4; // Vector
pub const m_LightGroups: usize = 0x5F0; // CUtlSymbolLarge
pub const m_bMoveable: usize = 0x5F8; // bool
pub const m_nHandshake: usize = 0x5FC; // int32_t
pub const m_nEnvCubeMapArrayIndex: usize = 0x600; // int32_t
pub const m_nPriority: usize = 0x604; // int32_t
pub const m_flEdgeFadeDist: usize = 0x608; // float
pub const m_vEdgeFadeDists: usize = 0x60C; // Vector
pub const m_flDiffuseScale: usize = 0x618; // float
pub const m_bStartDisabled: usize = 0x61C; // bool
pub const m_bDefaultEnvMap: usize = 0x61D; // bool
pub const m_bDefaultSpecEnvMap: usize = 0x61E; // bool
pub const m_bIndoorCubeMap: usize = 0x61F; // bool
pub const m_bCopyDiffuseFromDefaultCubemap: usize = 0x620; // bool
pub const m_bEnabled: usize = 0x630; // bool
pub const m_hCubemapTexture: usize = 0x5C0; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_bCustomCubemapTexture: usize = 0x5C8; // bool
pub const m_flInfluenceRadius: usize = 0x5CC; // float
pub const m_vBoxProjectMins: usize = 0x5D0; // Vector
pub const m_vBoxProjectMaxs: usize = 0x5DC; // Vector
pub const m_bMoveable: usize = 0x5E8; // bool
pub const m_nHandshake: usize = 0x5EC; // int32_t
pub const m_nEnvCubeMapArrayIndex: usize = 0x5F0; // int32_t
pub const m_nPriority: usize = 0x5F4; // int32_t
pub const m_flEdgeFadeDist: usize = 0x5F8; // float
pub const m_vEdgeFadeDists: usize = 0x5FC; // Vector
pub const m_flDiffuseScale: usize = 0x608; // float
pub const m_bStartDisabled: usize = 0x60C; // bool
pub const m_bDefaultEnvMap: usize = 0x60D; // bool
pub const m_bDefaultSpecEnvMap: usize = 0x60E; // bool
pub const m_bIndoorCubeMap: usize = 0x60F; // bool
pub const m_bCopyDiffuseFromDefaultCubemap: usize = 0x610; // bool
pub const m_bEnabled: usize = 0x620; // bool
}
pub mod C_EnvCubemapBox { // C_EnvCubemap
@@ -2526,24 +2532,23 @@ pub mod C_EnvDetailController { // C_BaseEntity
}
pub mod C_EnvLightProbeVolume { // C_BaseEntity
pub const m_hLightProbeTexture: usize = 0x1520; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightIndicesTexture: usize = 0x1528; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightScalarsTexture: usize = 0x1530; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightShadowsTexture: usize = 0x1538; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_vBoxMins: usize = 0x1540; // Vector
pub const m_vBoxMaxs: usize = 0x154C; // Vector
pub const m_LightGroups: usize = 0x1558; // CUtlSymbolLarge
pub const m_bMoveable: usize = 0x1560; // bool
pub const m_nHandshake: usize = 0x1564; // int32_t
pub const m_nPriority: usize = 0x1568; // int32_t
pub const m_bStartDisabled: usize = 0x156C; // bool
pub const m_nLightProbeSizeX: usize = 0x1570; // int32_t
pub const m_nLightProbeSizeY: usize = 0x1574; // int32_t
pub const m_nLightProbeSizeZ: usize = 0x1578; // int32_t
pub const m_nLightProbeAtlasX: usize = 0x157C; // int32_t
pub const m_nLightProbeAtlasY: usize = 0x1580; // int32_t
pub const m_nLightProbeAtlasZ: usize = 0x1584; // int32_t
pub const m_bEnabled: usize = 0x1591; // bool
pub const m_hLightProbeTexture: usize = 0x1518; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightIndicesTexture: usize = 0x1520; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightScalarsTexture: usize = 0x1528; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_hLightProbeDirectLightShadowsTexture: usize = 0x1530; // CStrongHandle<InfoForResourceTypeCTextureBase>
pub const m_vBoxMins: usize = 0x1538; // Vector
pub const m_vBoxMaxs: usize = 0x1544; // Vector
pub const m_bMoveable: usize = 0x1550; // bool
pub const m_nHandshake: usize = 0x1554; // int32_t
pub const m_nPriority: usize = 0x1558; // int32_t
pub const m_bStartDisabled: usize = 0x155C; // bool
pub const m_nLightProbeSizeX: usize = 0x1560; // int32_t
pub const m_nLightProbeSizeY: usize = 0x1564; // int32_t
pub const m_nLightProbeSizeZ: usize = 0x1568; // int32_t
pub const m_nLightProbeAtlasX: usize = 0x156C; // int32_t
pub const m_nLightProbeAtlasY: usize = 0x1570; // int32_t
pub const m_nLightProbeAtlasZ: usize = 0x1574; // int32_t
pub const m_bEnabled: usize = 0x1581; // bool
}
pub mod C_EnvParticleGlow { // C_ParticleSystem
@@ -2729,8 +2734,8 @@ pub mod C_Fish { // CBaseAnimGraph
}
pub mod C_Fists { // C_CSWeaponBase
pub const m_bPlayingUninterruptableAct: usize = 0x1940; // bool
pub const m_nUninterruptableActivity: usize = 0x1944; // PlayerAnimEvent_t
pub const m_bPlayingUninterruptableAct: usize = 0x1990; // bool
pub const m_nUninterruptableActivity: usize = 0x1994; // PlayerAnimEvent_t
}
pub mod C_Flashbang { // C_BaseCSGrenade
@@ -3032,7 +3037,7 @@ pub mod C_MapVetoPickController { // C_BaseEntity
}
pub mod C_Melee { // C_CSWeaponBase
pub const m_flThrowAt: usize = 0x1940; // GameTime_t
pub const m_flThrowAt: usize = 0x1990; // GameTime_t
}
pub mod C_ModelPointEntity { // C_BaseModelEntity
@@ -3754,13 +3759,16 @@ pub mod C_WeaponAug { // C_CSWeaponBaseGun
}
pub mod C_WeaponBaseItem { // C_CSWeaponBase
pub const m_SequenceCompleteTimer: usize = 0x1940; // CountdownTimer
pub const m_bRedraw: usize = 0x1958; // bool
pub const m_SequenceCompleteTimer: usize = 0x1990; // CountdownTimer
pub const m_bRedraw: usize = 0x19A8; // bool
}
pub mod C_WeaponBizon { // C_CSWeaponBaseGun
}
pub mod C_WeaponCZ75a { // C_CSWeaponBaseGun
}
pub mod C_WeaponElite { // C_CSWeaponBaseGun
}
@@ -3788,9 +3796,15 @@ pub mod C_WeaponM249 { // C_CSWeaponBaseGun
pub mod C_WeaponM4A1 { // C_CSWeaponBaseGun
}
pub mod C_WeaponM4A1Silencer { // C_CSWeaponBaseGun
}
pub mod C_WeaponMAC10 { // C_CSWeaponBaseGun
}
pub mod C_WeaponMP5SD { // C_CSWeaponBaseGun
}
pub mod C_WeaponMP7 { // C_CSWeaponBaseGun
}
@@ -3812,6 +3826,9 @@ pub mod C_WeaponP250 { // C_CSWeaponBaseGun
pub mod C_WeaponP90 { // C_CSWeaponBaseGun
}
pub mod C_WeaponRevolver { // C_CSWeaponBaseGun
}
pub mod C_WeaponSCAR20 { // C_CSWeaponBaseGun
}
@@ -3825,11 +3842,11 @@ pub mod C_WeaponSawedoff { // C_CSWeaponBase
}
pub mod C_WeaponShield { // C_CSWeaponBaseGun
pub const m_flDisplayHealth: usize = 0x1960; // float
pub const m_flDisplayHealth: usize = 0x19B0; // float
}
pub mod C_WeaponTaser { // C_CSWeaponBaseGun
pub const m_fFireTime: usize = 0x1960; // GameTime_t
pub const m_fFireTime: usize = 0x19B0; // GameTime_t
}
pub mod C_WeaponTec9 { // C_CSWeaponBaseGun
@@ -3838,6 +3855,9 @@ pub mod C_WeaponTec9 { // C_CSWeaponBaseGun
pub mod C_WeaponUMP45 { // C_CSWeaponBaseGun
}
pub mod C_WeaponUSPSilencer { // C_CSWeaponBaseGun
}
pub mod C_WeaponXM1014 { // C_CSWeaponBase
}
@@ -4125,7 +4145,6 @@ pub mod shard_model_desc_t {
pub const m_bHasParent: usize = 0x54; // bool
pub const m_bParentFrozen: usize = 0x55; // bool
pub const m_SurfacePropStringToken: usize = 0x58; // CUtlStringToken
pub const m_LightGroup: usize = 0x5C; // CUtlStringToken
}
pub mod sky3dparams_t {