📦 Game Update 13970

This commit is contained in:
a2x
2023-11-17 12:26:17 +10:00
parent d9bdf9d6ea
commit 34bcdaad53
82 changed files with 1926 additions and 1767 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Thu, 16 Nov 2023 14:20:13 +0000
Fri, 17 Nov 2023 02:25:38 +0000
'''
class ActiveModelConfig_t:
@@ -86,19 +86,19 @@ class CBaseAnimGraphController: # CSkeletonAnimationController
class CBasePlayerController: # C_BaseEntity
m_nFinalPredictedTick = 0x548 # int32_t
m_CommandContext = 0x550 # C_CommandContext
m_nInButtonsWhichAreToggles = 0x5E8 # uint64_t
m_nTickBase = 0x5F0 # uint32_t
m_hPawn = 0x5F4 # CHandle<C_BasePlayerPawn>
m_hPredictedPawn = 0x5F8 # CHandle<C_BasePlayerPawn>
m_nSplitScreenSlot = 0x5FC # CSplitScreenSlot
m_hSplitOwner = 0x600 # CHandle<CBasePlayerController>
m_hSplitScreenPlayers = 0x608 # CUtlVector<CHandle<CBasePlayerController>>
m_bIsHLTV = 0x620 # bool
m_iConnected = 0x624 # PlayerConnectedState
m_iszPlayerName = 0x628 # char[128]
m_steamID = 0x6B0 # uint64_t
m_bIsLocalPlayerController = 0x6B8 # bool
m_iDesiredFOV = 0x6BC # uint32_t
m_nInButtonsWhichAreToggles = 0x600 # uint64_t
m_nTickBase = 0x608 # uint32_t
m_hPawn = 0x60C # CHandle<C_BasePlayerPawn>
m_hPredictedPawn = 0x610 # CHandle<C_BasePlayerPawn>
m_nSplitScreenSlot = 0x614 # CSplitScreenSlot
m_hSplitOwner = 0x618 # CHandle<CBasePlayerController>
m_hSplitScreenPlayers = 0x620 # CUtlVector<CHandle<CBasePlayerController>>
m_bIsHLTV = 0x638 # bool
m_iConnected = 0x63C # PlayerConnectedState
m_iszPlayerName = 0x640 # char[128]
m_steamID = 0x6C8 # uint64_t
m_bIsLocalPlayerController = 0x6D0 # bool
m_iDesiredFOV = 0x6D4 # uint32_t
class CBasePlayerVData: # CEntitySubclassVDataBase
m_sModelName = 0x28 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
@@ -227,64 +227,64 @@ class CCSPlayerBase_CameraServices: # CPlayer_CameraServices
m_flLastShotFOV = 0x224 # float
class CCSPlayerController: # CBasePlayerController
m_pInGameMoneyServices = 0x6E8 # CCSPlayerController_InGameMoneyServices*
m_pInventoryServices = 0x6F0 # CCSPlayerController_InventoryServices*
m_pActionTrackingServices = 0x6F8 # CCSPlayerController_ActionTrackingServices*
m_pDamageServices = 0x700 # CCSPlayerController_DamageServices*
m_iPing = 0x708 # uint32_t
m_bHasCommunicationAbuseMute = 0x70C # bool
m_szCrosshairCodes = 0x710 # CUtlSymbolLarge
m_iPendingTeamNum = 0x718 # uint8_t
m_flForceTeamTime = 0x71C # GameTime_t
m_iCompTeammateColor = 0x720 # int32_t
m_bEverPlayedOnTeam = 0x724 # bool
m_flPreviousForceJoinTeamTime = 0x728 # GameTime_t
m_szClan = 0x730 # CUtlSymbolLarge
m_sSanitizedPlayerName = 0x738 # CUtlString
m_iCoachingTeam = 0x740 # int32_t
m_nPlayerDominated = 0x748 # uint64_t
m_nPlayerDominatingMe = 0x750 # uint64_t
m_iCompetitiveRanking = 0x758 # int32_t
m_iCompetitiveWins = 0x75C # int32_t
m_iCompetitiveRankType = 0x760 # int8_t
m_iCompetitiveRankingPredicted_Win = 0x764 # int32_t
m_iCompetitiveRankingPredicted_Loss = 0x768 # int32_t
m_iCompetitiveRankingPredicted_Tie = 0x76C # int32_t
m_nEndMatchNextMapVote = 0x770 # int32_t
m_unActiveQuestId = 0x774 # uint16_t
m_nQuestProgressReason = 0x778 # QuestProgress::Reason
m_unPlayerTvControlFlags = 0x77C # uint32_t
m_iDraftIndex = 0x7A8 # int32_t
m_msQueuedModeDisconnectionTimestamp = 0x7AC # uint32_t
m_uiAbandonRecordedReason = 0x7B0 # uint32_t
m_bCannotBeKicked = 0x7B4 # bool
m_bEverFullyConnected = 0x7B5 # bool
m_bAbandonAllowsSurrender = 0x7B6 # bool
m_bAbandonOffersInstantSurrender = 0x7B7 # bool
m_bDisconnection1MinWarningPrinted = 0x7B8 # bool
m_bScoreReported = 0x7B9 # bool
m_nDisconnectionTick = 0x7BC # int32_t
m_bControllingBot = 0x7C8 # bool
m_bHasControlledBotThisRound = 0x7C9 # bool
m_bHasBeenControlledByPlayerThisRound = 0x7CA # bool
m_nBotsControlledThisRound = 0x7CC # int32_t
m_bCanControlObservedBot = 0x7D0 # bool
m_hPlayerPawn = 0x7D4 # CHandle<C_CSPlayerPawn>
m_hObserverPawn = 0x7D8 # CHandle<C_CSObserverPawn>
m_bPawnIsAlive = 0x7DC # bool
m_iPawnHealth = 0x7E0 # uint32_t
m_iPawnArmor = 0x7E4 # int32_t
m_bPawnHasDefuser = 0x7E8 # bool
m_bPawnHasHelmet = 0x7E9 # bool
m_nPawnCharacterDefIndex = 0x7EA # uint16_t
m_iPawnLifetimeStart = 0x7EC # int32_t
m_iPawnLifetimeEnd = 0x7F0 # int32_t
m_iPawnBotDifficulty = 0x7F4 # int32_t
m_hOriginalControllerOfCurrentPawn = 0x7F8 # CHandle<CCSPlayerController>
m_iScore = 0x7FC # int32_t
m_vecKills = 0x800 # C_NetworkUtlVectorBase<EKillTypes_t>
m_iMVPs = 0x818 # int32_t
m_bIsPlayerNameDirty = 0x81C # bool
m_pInGameMoneyServices = 0x700 # CCSPlayerController_InGameMoneyServices*
m_pInventoryServices = 0x708 # CCSPlayerController_InventoryServices*
m_pActionTrackingServices = 0x710 # CCSPlayerController_ActionTrackingServices*
m_pDamageServices = 0x718 # CCSPlayerController_DamageServices*
m_iPing = 0x720 # uint32_t
m_bHasCommunicationAbuseMute = 0x724 # bool
m_szCrosshairCodes = 0x728 # CUtlSymbolLarge
m_iPendingTeamNum = 0x730 # uint8_t
m_flForceTeamTime = 0x734 # GameTime_t
m_iCompTeammateColor = 0x738 # int32_t
m_bEverPlayedOnTeam = 0x73C # bool
m_flPreviousForceJoinTeamTime = 0x740 # GameTime_t
m_szClan = 0x748 # CUtlSymbolLarge
m_sSanitizedPlayerName = 0x750 # CUtlString
m_iCoachingTeam = 0x758 # int32_t
m_nPlayerDominated = 0x760 # uint64_t
m_nPlayerDominatingMe = 0x768 # uint64_t
m_iCompetitiveRanking = 0x770 # int32_t
m_iCompetitiveWins = 0x774 # int32_t
m_iCompetitiveRankType = 0x778 # int8_t
m_iCompetitiveRankingPredicted_Win = 0x77C # int32_t
m_iCompetitiveRankingPredicted_Loss = 0x780 # int32_t
m_iCompetitiveRankingPredicted_Tie = 0x784 # int32_t
m_nEndMatchNextMapVote = 0x788 # int32_t
m_unActiveQuestId = 0x78C # uint16_t
m_nQuestProgressReason = 0x790 # QuestProgress::Reason
m_unPlayerTvControlFlags = 0x794 # uint32_t
m_iDraftIndex = 0x7C0 # int32_t
m_msQueuedModeDisconnectionTimestamp = 0x7C4 # uint32_t
m_uiAbandonRecordedReason = 0x7C8 # uint32_t
m_bCannotBeKicked = 0x7CC # bool
m_bEverFullyConnected = 0x7CD # bool
m_bAbandonAllowsSurrender = 0x7CE # bool
m_bAbandonOffersInstantSurrender = 0x7CF # bool
m_bDisconnection1MinWarningPrinted = 0x7D0 # bool
m_bScoreReported = 0x7D1 # bool
m_nDisconnectionTick = 0x7D4 # int32_t
m_bControllingBot = 0x7E0 # bool
m_bHasControlledBotThisRound = 0x7E1 # bool
m_bHasBeenControlledByPlayerThisRound = 0x7E2 # bool
m_nBotsControlledThisRound = 0x7E4 # int32_t
m_bCanControlObservedBot = 0x7E8 # bool
m_hPlayerPawn = 0x7EC # CHandle<C_CSPlayerPawn>
m_hObserverPawn = 0x7F0 # CHandle<C_CSObserverPawn>
m_bPawnIsAlive = 0x7F4 # bool
m_iPawnHealth = 0x7F8 # uint32_t
m_iPawnArmor = 0x7FC # int32_t
m_bPawnHasDefuser = 0x800 # bool
m_bPawnHasHelmet = 0x801 # bool
m_nPawnCharacterDefIndex = 0x802 # uint16_t
m_iPawnLifetimeStart = 0x804 # int32_t
m_iPawnLifetimeEnd = 0x808 # int32_t
m_iPawnBotDifficulty = 0x80C # int32_t
m_hOriginalControllerOfCurrentPawn = 0x810 # CHandle<CCSPlayerController>
m_iScore = 0x814 # int32_t
m_vecKills = 0x818 # C_NetworkUtlVectorBase<EKillTypes_t>
m_iMVPs = 0x830 # int32_t
m_bIsPlayerNameDirty = 0x834 # bool
class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent
m_perRoundStats = 0x40 # C_UtlVectorEmbeddedNetworkVar<CSPerRoundStats_t>
@@ -556,9 +556,11 @@ class CDecalInfo:
m_flFadeDuration = 0x10 # float
m_nVBSlot = 0x14 # int32_t
m_nBoneIndex = 0x18 # int32_t
m_pNext = 0x28 # CDecalInfo*
m_pPrev = 0x30 # CDecalInfo*
m_nDecalMaterialIndex = 0x90 # int32_t
m_vPosition = 0x28 # Vector
m_flBoundingRadiusSqr = 0x34 # float
m_pNext = 0x40 # CDecalInfo*
m_pPrev = 0x48 # CDecalInfo*
m_nDecalMaterialIndex = 0xA8 # int32_t
class CEconItemAttribute:
m_iAttributeDefinitionIndex = 0x30 # uint16_t
@@ -1180,33 +1182,34 @@ class C_BaseButton: # C_BaseToggle
m_szDisplayText = 0xCC8 # CUtlSymbolLarge
class C_BaseCSGrenade: # C_CSWeaponBase
m_bClientPredictDelete = 0x19D0 # bool
m_bRedraw = 0x19D1 # bool
m_bIsHeldByPlayer = 0x19D2 # bool
m_bPinPulled = 0x19D3 # bool
m_bJumpThrow = 0x19D4 # bool
m_eThrowStatus = 0x19D8 # EGrenadeThrowState
m_fThrowTime = 0x19DC # GameTime_t
m_flThrowStrength = 0x19E0 # float
m_flThrowStrengthApproach = 0x19E4 # float
m_fDropTime = 0x19E8 # GameTime_t
m_bClientPredictDelete = 0x19F0 # bool
m_bRedraw = 0x19F1 # bool
m_bIsHeldByPlayer = 0x19F2 # bool
m_bPinPulled = 0x19F3 # bool
m_bJumpThrow = 0x19F4 # bool
m_eThrowStatus = 0x19F8 # EGrenadeThrowState
m_fThrowTime = 0x19FC # GameTime_t
m_flThrowStrength = 0x1A00 # float
m_flThrowStrengthApproach = 0x1A04 # float
m_fDropTime = 0x1A08 # GameTime_t
class C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialVelocity = 0x1068 # Vector
m_nBounces = 0x1074 # int32_t
m_nExplodeEffectIndex = 0x1078 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nExplodeEffectTickBegin = 0x1080 # int32_t
m_vecExplodeEffectOrigin = 0x1084 # Vector
m_flSpawnTime = 0x1090 # GameTime_t
vecLastTrailLinePos = 0x1094 # Vector
flNextTrailLineTime = 0x10A0 # GameTime_t
m_bExplodeEffectBegan = 0x10A4 # bool
m_bCanCreateGrenadeTrail = 0x10A5 # bool
m_nSnapshotTrajectoryEffectIndex = 0x10A8 # ParticleIndex_t
m_hSnapshotTrajectoryParticleSnapshot = 0x10B0 # CStrongHandle<InfoForResourceTypeIParticleSnapshot>
m_arrTrajectoryTrailPoints = 0x10B8 # CUtlVector<Vector>
m_arrTrajectoryTrailPointCreationTimes = 0x10D0 # CUtlVector<float>
m_flTrajectoryTrailEffectCreationTime = 0x10E8 # float
m_vInitialPosition = 0x1068 # Vector
m_vInitialVelocity = 0x1074 # Vector
m_nBounces = 0x1080 # int32_t
m_nExplodeEffectIndex = 0x1088 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nExplodeEffectTickBegin = 0x1090 # int32_t
m_vecExplodeEffectOrigin = 0x1094 # Vector
m_flSpawnTime = 0x10A0 # GameTime_t
vecLastTrailLinePos = 0x10A4 # Vector
flNextTrailLineTime = 0x10B0 # GameTime_t
m_bExplodeEffectBegan = 0x10B4 # bool
m_bCanCreateGrenadeTrail = 0x10B5 # bool
m_nSnapshotTrajectoryEffectIndex = 0x10B8 # ParticleIndex_t
m_hSnapshotTrajectoryParticleSnapshot = 0x10C0 # CStrongHandle<InfoForResourceTypeIParticleSnapshot>
m_arrTrajectoryTrailPoints = 0x10C8 # CUtlVector<Vector>
m_arrTrajectoryTrailPointCreationTimes = 0x10E0 # CUtlVector<float>
m_flTrajectoryTrailEffectCreationTime = 0x10F8 # float
class C_BaseClientUIEntity: # C_BaseModelEntity
m_bEnabled = 0xCC8 # bool
@@ -1530,17 +1533,18 @@ class C_BulletHitModel: # CBaseAnimGraph
m_vecStartPos = 0xEC0 # Vector
class C_C4: # C_CSWeaponBase
m_szScreenText = 0x19D0 # char[32]
m_bombdroppedlightParticleIndex = 0x19F0 # ParticleIndex_t
m_bStartedArming = 0x19F4 # bool
m_fArmedTime = 0x19F8 # GameTime_t
m_bBombPlacedAnimation = 0x19FC # bool
m_bIsPlantingViaUse = 0x19FD # bool
m_entitySpottedState = 0x1A00 # EntitySpottedState_t
m_nSpotRules = 0x1A18 # int32_t
m_bPlayedArmingBeeps = 0x1A1C # bool[7]
m_bBombPlanted = 0x1A23 # bool
m_bDroppedFromDeath = 0x1A24 # bool
m_szScreenText = 0x19F0 # char[32]
m_activeLightParticleIndex = 0x1A10 # ParticleIndex_t
m_eActiveLightEffect = 0x1A14 # C4LightEffect_t
m_bStartedArming = 0x1A18 # bool
m_fArmedTime = 0x1A1C # GameTime_t
m_bBombPlacedAnimation = 0x1A20 # bool
m_bIsPlantingViaUse = 0x1A21 # bool
m_entitySpottedState = 0x1A28 # EntitySpottedState_t
m_nSpotRules = 0x1A40 # int32_t
m_bPlayedArmingBeeps = 0x1A44 # bool[7]
m_bBombPlanted = 0x1A4B # bool
m_bDroppedFromDeath = 0x1A4C # bool
class C_CSGOViewModel: # C_PredictedViewModel
m_bShouldIgnoreOffsetAndAccuracy = 0xF10 # bool
@@ -1596,9 +1600,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x22E0 # CUtlString
m_animgraphCharacterModeString = 0x22E8 # CUtlString
m_flInitialModelScale = 0x22F0 # float
m_animgraph = 0x22E8 # CUtlString
m_animgraphCharacterModeString = 0x22F0 # CUtlString
m_flInitialModelScale = 0x22F8 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1732,10 +1736,10 @@ class C_CSGameRules: # C_TeamplayRules
m_iNumConsecutiveCTLoses = 0xCEC # int32_t
m_iNumConsecutiveTerroristLoses = 0xCF0 # int32_t
m_bMarkClientStopRecordAtRoundEnd = 0xD10 # bool
m_bMatchAbortedDueToPlayerBan = 0xD68 # bool
m_bHasTriggeredRoundStartMusic = 0xD69 # bool
m_bHasTriggeredCoopSpawnReset = 0xD6A # bool
m_bSwitchingTeamsAtRoundReset = 0xD6B # bool
m_nMatchAbortedEarlyReason = 0xD68 # int32_t
m_bHasTriggeredRoundStartMusic = 0xD6C # bool
m_bHasTriggeredCoopSpawnReset = 0xD6D # bool
m_bSwitchingTeamsAtRoundReset = 0xD6E # bool
m_pGameModeRules = 0xD88 # CCSGameModeRules*
m_RetakeRules = 0xD90 # C_RetakeGameRules
m_nMatchEndCount = 0xEA8 # uint8_t
@@ -1799,11 +1803,11 @@ class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_szRagdollDamageWeaponName = 0x1D20 # char[64]
m_bRagdollDamageHeadshot = 0x1D60 # bool
m_vRagdollServerOrigin = 0x1D64 # Vector
m_bLastHeadBoneTransformIsValid = 0x22A8 # bool
m_lastLandTime = 0x22AC # GameTime_t
m_bOnGroundLastTick = 0x22B0 # bool
m_qDeathEyeAngles = 0x22CC # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22D8 # bool
m_bLastHeadBoneTransformIsValid = 0x22B0 # bool
m_lastLandTime = 0x22B4 # GameTime_t
m_bOnGroundLastTick = 0x22B8 # bool
m_qDeathEyeAngles = 0x22D4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22E0 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1268 # CCSPlayer_PingServices*
@@ -2034,18 +2038,18 @@ class C_CSWeaponBase: # C_BasePlayerWeapon
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
m_IronSightController = 0x18B0 # C_IronSightController
m_iIronSightMode = 0x1960 # int32_t
m_flLastLOSTraceFailureTime = 0x1970 # GameTime_t
m_iNumEmptyAttacks = 0x1974 # int32_t
class C_CSWeaponBaseGun: # C_CSWeaponBase
m_zoomLevel = 0x19D0 # int32_t
m_iBurstShotsRemaining = 0x19D4 # int32_t
m_iSilencerBodygroup = 0x19D8 # int32_t
m_silencedModelIndex = 0x19E8 # int32_t
m_inPrecache = 0x19EC # bool
m_bNeedsBoltAction = 0x19ED # bool
m_zoomLevel = 0x19F0 # int32_t
m_iBurstShotsRemaining = 0x19F4 # int32_t
m_iSilencerBodygroup = 0x19F8 # int32_t
m_silencedModelIndex = 0x1A08 # int32_t
m_inPrecache = 0x1A0C # bool
m_bNeedsBoltAction = 0x1A0D # bool
class C_Chicken: # C_DynamicProp
m_hHolidayHatAddon = 0x10F0 # CHandle<CBaseAnimGraph>
@@ -2106,7 +2110,7 @@ class C_ColorCorrectionVolume: # C_BaseTrigger
class C_CommandContext:
needsprocessing = 0x0 # bool
command_number = 0x90 # int32_t
command_number = 0xA8 # int32_t
class C_CsmFovOverride: # C_BaseEntity
m_cameraName = 0x540 # CUtlString
@@ -2117,9 +2121,9 @@ class C_DEagle: # C_CSWeaponBaseGun
class C_DecoyGrenade: # C_BaseCSGrenade
class C_DecoyProjectile: # C_BaseCSGrenadeProjectile
m_nDecoyShotTick = 0x10F0 # int32_t
m_nClientLastKnownDecoyShotTick = 0x10F4 # int32_t
m_flTimeParticleEffectSpawn = 0x1118 # GameTime_t
m_nDecoyShotTick = 0x1100 # int32_t
m_nClientLastKnownDecoyShotTick = 0x1104 # int32_t
m_flTimeParticleEffectSpawn = 0x1128 # GameTime_t
class C_DynamicLight: # C_BaseModelEntity
m_Flags = 0xCC0 # uint8_t
@@ -2510,8 +2514,8 @@ class C_Fish: # CBaseAnimGraph
m_averageError = 0xF6C # float
class C_Fists: # C_CSWeaponBase
m_bPlayingUninterruptableAct = 0x19D0 # bool
m_nUninterruptableActivity = 0x19D4 # PlayerAnimEvent_t
m_bPlayingUninterruptableAct = 0x19F0 # bool
m_nUninterruptableActivity = 0x19F4 # PlayerAnimEvent_t
class C_Flashbang: # C_BaseCSGrenade
@@ -2771,14 +2775,14 @@ class C_MapVetoPickController: # C_BaseEntity
m_bDisabledHud = 0xE84 # bool
class C_Melee: # C_CSWeaponBase
m_flThrowAt = 0x19D0 # GameTime_t
m_flThrowAt = 0x19F0 # GameTime_t
class C_ModelPointEntity: # C_BaseModelEntity
class C_MolotovGrenade: # C_BaseCSGrenade
class C_MolotovProjectile: # C_BaseCSGrenadeProjectile
m_bIsIncGrenade = 0x10F0 # bool
m_bIsIncGrenade = 0x1100 # bool
class C_Multimeter: # CBaseAnimGraph
m_hTargetC4 = 0xE88 # CHandle<C_PlantedC4>
@@ -3222,14 +3226,14 @@ class C_SkyCamera: # C_BaseEntity
class C_SmokeGrenade: # C_BaseCSGrenade
class C_SmokeGrenadeProjectile: # C_BaseCSGrenadeProjectile
m_nSmokeEffectTickBegin = 0x10F8 # int32_t
m_bDidSmokeEffect = 0x10FC # bool
m_nRandomSeed = 0x1100 # int32_t
m_vSmokeColor = 0x1104 # Vector
m_vSmokeDetonationPos = 0x1110 # Vector
m_VoxelFrameData = 0x1120 # CUtlVector<uint8_t>
m_bSmokeVolumeDataReceived = 0x1138 # bool
m_bSmokeEffectSpawned = 0x1139 # bool
m_nSmokeEffectTickBegin = 0x1108 # int32_t
m_bDidSmokeEffect = 0x110C # bool
m_nRandomSeed = 0x1110 # int32_t
m_vSmokeColor = 0x1114 # Vector
m_vSmokeDetonationPos = 0x1120 # Vector
m_VoxelFrameData = 0x1130 # CUtlVector<uint8_t>
m_bSmokeVolumeDataReceived = 0x1148 # bool
m_bSmokeEffectSpawned = 0x1149 # bool
class C_SoundAreaEntityBase: # C_BaseEntity
m_bDisabled = 0x540 # bool
@@ -3411,8 +3415,8 @@ class C_WeaponAWP: # C_CSWeaponBaseGun
class C_WeaponAug: # C_CSWeaponBaseGun
class C_WeaponBaseItem: # C_CSWeaponBase
m_SequenceCompleteTimer = 0x19D0 # CountdownTimer
m_bRedraw = 0x19E8 # bool
m_SequenceCompleteTimer = 0x19F0 # CountdownTimer
m_bRedraw = 0x1A08 # bool
class C_WeaponBizon: # C_CSWeaponBaseGun
@@ -3467,10 +3471,10 @@ class C_WeaponSSG08: # C_CSWeaponBaseGun
class C_WeaponSawedoff: # C_CSWeaponBase
class C_WeaponShield: # C_CSWeaponBaseGun
m_flDisplayHealth = 0x19F0 # float
m_flDisplayHealth = 0x1A10 # float
class C_WeaponTaser: # C_CSWeaponBaseGun
m_fFireTime = 0x19F0 # GameTime_t
m_fFireTime = 0x1A10 # GameTime_t
class C_WeaponTec9: # C_CSWeaponBaseGun