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https://github.com/a2x/cs2-dumper.git
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📦 Game Update 13978
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@@ -1,6 +1,6 @@
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/*
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* Created using https://github.com/a2x/cs2-dumper
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* Tue, 5 Dec 2023 00:38:26 +0000
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* Thu, 7 Dec 2023 03:13:25 +0000
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*/
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public static class ActiveModelConfig_t {
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@@ -1316,10 +1316,10 @@ public static class C_BaseCSGrenade { // C_CSWeaponBase
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public const nint m_flThrowStrength = 0x1A10; // float
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public const nint m_flThrowStrengthApproach = 0x1A14; // float
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public const nint m_fDropTime = 0x1A18; // GameTime_t
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public const nint m_nNextHoldTick = 0x1A1C; // GameTick_t
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public const nint m_flNextHoldFrac = 0x1A20; // float
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public const nint m_bJustPulledPin = 0x1A24; // bool
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public const nint m_bSwitchWeaponAfterThrow = 0x1A25; // bool
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public const nint m_bJustPulledPin = 0x1A1C; // bool
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public const nint m_nNextHoldTick = 0x1A20; // GameTick_t
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public const nint m_flNextHoldFrac = 0x1A24; // float
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public const nint m_hSwitchToWeaponAfterThrow = 0x1A28; // CHandle<C_CSWeaponBase>
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}
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public static class C_BaseCSGrenadeProjectile { // C_BaseGrenade
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@@ -1762,9 +1762,9 @@ public static class C_CSGO_PreviewModelAlias_csgo_item_previewmodel { // C_CSGO_
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}
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public static class C_CSGO_PreviewPlayer { // C_CSPlayerPawn
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public const nint m_animgraph = 0x23A0; // CUtlString
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public const nint m_animgraphCharacterModeString = 0x23A8; // CUtlString
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public const nint m_flInitialModelScale = 0x23B0; // float
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public const nint m_animgraph = 0x23B0; // CUtlString
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public const nint m_animgraphCharacterModeString = 0x23B8; // CUtlString
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public const nint m_flInitialModelScale = 0x23C0; // float
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}
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public static class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel { // C_CSGO_PreviewPlayer
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@@ -1983,11 +1983,11 @@ public static class C_CSPlayerPawn { // C_CSPlayerPawnBase
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public const nint m_szRagdollDamageWeaponName = 0x1D20; // char[64]
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public const nint m_bRagdollDamageHeadshot = 0x1D60; // bool
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public const nint m_vRagdollServerOrigin = 0x1D64; // Vector
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public const nint m_bLastHeadBoneTransformIsValid = 0x2368; // bool
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public const nint m_lastLandTime = 0x236C; // GameTime_t
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public const nint m_bOnGroundLastTick = 0x2370; // bool
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public const nint m_qDeathEyeAngles = 0x238C; // QAngle
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public const nint m_bSkipOneHeadConstraintUpdate = 0x2398; // bool
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public const nint m_bLastHeadBoneTransformIsValid = 0x2378; // bool
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public const nint m_lastLandTime = 0x237C; // GameTime_t
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public const nint m_bOnGroundLastTick = 0x2380; // bool
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public const nint m_qDeathEyeAngles = 0x239C; // QAngle
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public const nint m_bSkipOneHeadConstraintUpdate = 0x23A8; // bool
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}
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public static class C_CSPlayerPawnBase { // C_BasePlayerPawn
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@@ -2171,59 +2171,59 @@ public static class C_CSWeaponBase { // C_BasePlayerWeapon
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public const nint m_thirdPersonFireSequences = 0x15F8; // CUtlVector<HSequence>
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public const nint m_hCurrentThirdPersonSequence = 0x1610; // HSequence
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public const nint m_nSilencerBoneIndex = 0x1614; // int32_t
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public const nint m_thirdPersonSequences = 0x1618; // HSequence[6]
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public const nint m_ClientPreviousWeaponState = 0x1648; // CSWeaponState_t
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public const nint m_iState = 0x164C; // CSWeaponState_t
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public const nint m_flCrosshairDistance = 0x1650; // float
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public const nint m_iAmmoLastCheck = 0x1654; // int32_t
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public const nint m_iAlpha = 0x1658; // int32_t
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public const nint m_iScopeTextureID = 0x165C; // int32_t
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public const nint m_iCrosshairTextureID = 0x1660; // int32_t
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public const nint m_flGunAccuracyPosition = 0x1664; // float
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public const nint m_nViewModelIndex = 0x1668; // uint32_t
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public const nint m_bReloadsWithClips = 0x166C; // bool
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public const nint m_flTimeWeaponIdle = 0x1670; // GameTime_t
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public const nint m_bFireOnEmpty = 0x1674; // bool
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public const nint m_OnPlayerPickup = 0x1678; // CEntityIOOutput
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public const nint m_weaponMode = 0x16A0; // CSWeaponMode
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public const nint m_flTurningInaccuracyDelta = 0x16A4; // float
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public const nint m_vecTurningInaccuracyEyeDirLast = 0x16A8; // Vector
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public const nint m_flTurningInaccuracy = 0x16B4; // float
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public const nint m_fAccuracyPenalty = 0x16B8; // float
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public const nint m_flLastAccuracyUpdateTime = 0x16BC; // GameTime_t
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public const nint m_fAccuracySmoothedForZoom = 0x16C0; // float
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public const nint m_fScopeZoomEndTime = 0x16C4; // GameTime_t
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public const nint m_iRecoilIndex = 0x16C8; // int32_t
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public const nint m_flRecoilIndex = 0x16CC; // float
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public const nint m_bBurstMode = 0x16D0; // bool
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public const nint m_nPostponeFireReadyTicks = 0x16D4; // GameTick_t
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public const nint m_flPostponeFireReadyFrac = 0x16D8; // float
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public const nint m_bInReload = 0x16DC; // bool
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public const nint m_bReloadVisuallyComplete = 0x16DD; // bool
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public const nint m_flDroppedAtTime = 0x16E0; // GameTime_t
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public const nint m_bIsHauledBack = 0x16E4; // bool
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public const nint m_bSilencerOn = 0x16E5; // bool
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public const nint m_flTimeSilencerSwitchComplete = 0x16E8; // GameTime_t
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public const nint m_iOriginalTeamNumber = 0x16EC; // int32_t
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public const nint m_flNextAttackRenderTimeOffset = 0x16F0; // float
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public const nint m_bVisualsDataSet = 0x1778; // bool
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public const nint m_bOldFirstPersonSpectatedState = 0x1779; // bool
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public const nint m_hOurPing = 0x177C; // CHandle<C_BaseEntity>
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public const nint m_nOurPingIndex = 0x1780; // CEntityIndex
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public const nint m_vecOurPingPos = 0x1784; // Vector
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public const nint m_bGlowForPing = 0x1790; // bool
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public const nint m_bUIWeapon = 0x1791; // bool
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public const nint m_hPrevOwner = 0x17A0; // CHandle<C_CSPlayerPawn>
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public const nint m_nDropTick = 0x17A4; // GameTick_t
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public const nint m_donated = 0x17C4; // bool
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public const nint m_fLastShotTime = 0x17C8; // GameTime_t
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public const nint m_bWasOwnedByCT = 0x17CC; // bool
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public const nint m_bWasOwnedByTerrorist = 0x17CD; // bool
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public const nint m_gunHeat = 0x17D0; // float
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public const nint m_smokeAttachments = 0x17D4; // uint32_t
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public const nint m_lastSmokeTime = 0x17D8; // GameTime_t
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public const nint m_flNextClientFireBulletTime = 0x17DC; // float
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public const nint m_flNextClientFireBulletTime_Repredict = 0x17E0; // float
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public const nint m_thirdPersonSequences = 0x1618; // HSequence[7]
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public const nint m_ClientPreviousWeaponState = 0x1650; // CSWeaponState_t
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public const nint m_iState = 0x1654; // CSWeaponState_t
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public const nint m_flCrosshairDistance = 0x1658; // float
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public const nint m_iAmmoLastCheck = 0x165C; // int32_t
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public const nint m_iAlpha = 0x1660; // int32_t
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public const nint m_iScopeTextureID = 0x1664; // int32_t
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public const nint m_iCrosshairTextureID = 0x1668; // int32_t
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public const nint m_flGunAccuracyPosition = 0x166C; // float
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public const nint m_nViewModelIndex = 0x1670; // uint32_t
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public const nint m_bReloadsWithClips = 0x1674; // bool
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public const nint m_flTimeWeaponIdle = 0x1678; // GameTime_t
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public const nint m_bFireOnEmpty = 0x167C; // bool
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public const nint m_OnPlayerPickup = 0x1680; // CEntityIOOutput
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public const nint m_weaponMode = 0x16A8; // CSWeaponMode
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public const nint m_flTurningInaccuracyDelta = 0x16AC; // float
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public const nint m_vecTurningInaccuracyEyeDirLast = 0x16B0; // Vector
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public const nint m_flTurningInaccuracy = 0x16BC; // float
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public const nint m_fAccuracyPenalty = 0x16C0; // float
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public const nint m_flLastAccuracyUpdateTime = 0x16C4; // GameTime_t
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public const nint m_fAccuracySmoothedForZoom = 0x16C8; // float
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public const nint m_fScopeZoomEndTime = 0x16CC; // GameTime_t
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public const nint m_iRecoilIndex = 0x16D0; // int32_t
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public const nint m_flRecoilIndex = 0x16D4; // float
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public const nint m_bBurstMode = 0x16D8; // bool
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public const nint m_nPostponeFireReadyTicks = 0x16DC; // GameTick_t
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public const nint m_flPostponeFireReadyFrac = 0x16E0; // float
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public const nint m_bInReload = 0x16E4; // bool
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public const nint m_bReloadVisuallyComplete = 0x16E5; // bool
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public const nint m_flDroppedAtTime = 0x16E8; // GameTime_t
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public const nint m_bIsHauledBack = 0x16EC; // bool
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public const nint m_bSilencerOn = 0x16ED; // bool
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public const nint m_flTimeSilencerSwitchComplete = 0x16F0; // GameTime_t
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public const nint m_iOriginalTeamNumber = 0x16F4; // int32_t
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public const nint m_flNextAttackRenderTimeOffset = 0x16F8; // float
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public const nint m_bVisualsDataSet = 0x1780; // bool
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public const nint m_bOldFirstPersonSpectatedState = 0x1781; // bool
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public const nint m_hOurPing = 0x1784; // CHandle<C_BaseEntity>
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public const nint m_nOurPingIndex = 0x1788; // CEntityIndex
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public const nint m_vecOurPingPos = 0x178C; // Vector
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public const nint m_bGlowForPing = 0x1798; // bool
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public const nint m_bUIWeapon = 0x1799; // bool
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public const nint m_hPrevOwner = 0x17A8; // CHandle<C_CSPlayerPawn>
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public const nint m_nDropTick = 0x17AC; // GameTick_t
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public const nint m_donated = 0x17CC; // bool
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public const nint m_fLastShotTime = 0x17D0; // GameTime_t
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public const nint m_bWasOwnedByCT = 0x17D4; // bool
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public const nint m_bWasOwnedByTerrorist = 0x17D5; // bool
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public const nint m_gunHeat = 0x17D8; // float
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public const nint m_smokeAttachments = 0x17DC; // uint32_t
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public const nint m_lastSmokeTime = 0x17E0; // GameTime_t
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public const nint m_flNextClientFireBulletTime = 0x17E4; // float
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public const nint m_flNextClientFireBulletTime_Repredict = 0x17E8; // float
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public const nint m_IronSightController = 0x18C0; // C_IronSightController
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public const nint m_iIronSightMode = 0x1970; // int32_t
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public const nint m_flLastLOSTraceFailureTime = 0x1980; // GameTime_t
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