📦 Game Update 13978

This commit is contained in:
a2x
2023-12-07 13:22:07 +10:00
parent 28c85f2063
commit 39df7e8163
77 changed files with 1366 additions and 1366 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Tue, 5 Dec 2023 00:38:26 +0000
Thu, 7 Dec 2023 03:13:25 +0000
'''
class ActiveModelConfig_t:
@@ -1192,10 +1192,10 @@ class C_BaseCSGrenade: # C_CSWeaponBase
m_flThrowStrength = 0x1A10 # float
m_flThrowStrengthApproach = 0x1A14 # float
m_fDropTime = 0x1A18 # GameTime_t
m_nNextHoldTick = 0x1A1C # GameTick_t
m_flNextHoldFrac = 0x1A20 # float
m_bJustPulledPin = 0x1A24 # bool
m_bSwitchWeaponAfterThrow = 0x1A25 # bool
m_bJustPulledPin = 0x1A1C # bool
m_nNextHoldTick = 0x1A20 # GameTick_t
m_flNextHoldFrac = 0x1A24 # float
m_hSwitchToWeaponAfterThrow = 0x1A28 # CHandle<C_CSWeaponBase>
class C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialPosition = 0x1068 # Vector
@@ -1604,9 +1604,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x23A0 # CUtlString
m_animgraphCharacterModeString = 0x23A8 # CUtlString
m_flInitialModelScale = 0x23B0 # float
m_animgraph = 0x23B0 # CUtlString
m_animgraphCharacterModeString = 0x23B8 # CUtlString
m_flInitialModelScale = 0x23C0 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1807,11 +1807,11 @@ class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_szRagdollDamageWeaponName = 0x1D20 # char[64]
m_bRagdollDamageHeadshot = 0x1D60 # bool
m_vRagdollServerOrigin = 0x1D64 # Vector
m_bLastHeadBoneTransformIsValid = 0x2368 # bool
m_lastLandTime = 0x236C # GameTime_t
m_bOnGroundLastTick = 0x2370 # bool
m_qDeathEyeAngles = 0x238C # QAngle
m_bSkipOneHeadConstraintUpdate = 0x2398 # bool
m_bLastHeadBoneTransformIsValid = 0x2378 # bool
m_lastLandTime = 0x237C # GameTime_t
m_bOnGroundLastTick = 0x2380 # bool
m_qDeathEyeAngles = 0x239C # QAngle
m_bSkipOneHeadConstraintUpdate = 0x23A8 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1268 # CCSPlayer_PingServices*
@@ -1991,59 +1991,59 @@ class C_CSWeaponBase: # C_BasePlayerWeapon
m_thirdPersonFireSequences = 0x15F8 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0x1610 # HSequence
m_nSilencerBoneIndex = 0x1614 # int32_t
m_thirdPersonSequences = 0x1618 # HSequence[6]
m_ClientPreviousWeaponState = 0x1648 # CSWeaponState_t
m_iState = 0x164C # CSWeaponState_t
m_flCrosshairDistance = 0x1650 # float
m_iAmmoLastCheck = 0x1654 # int32_t
m_iAlpha = 0x1658 # int32_t
m_iScopeTextureID = 0x165C # int32_t
m_iCrosshairTextureID = 0x1660 # int32_t
m_flGunAccuracyPosition = 0x1664 # float
m_nViewModelIndex = 0x1668 # uint32_t
m_bReloadsWithClips = 0x166C # bool
m_flTimeWeaponIdle = 0x1670 # GameTime_t
m_bFireOnEmpty = 0x1674 # bool
m_OnPlayerPickup = 0x1678 # CEntityIOOutput
m_weaponMode = 0x16A0 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x16A4 # float
m_vecTurningInaccuracyEyeDirLast = 0x16A8 # Vector
m_flTurningInaccuracy = 0x16B4 # float
m_fAccuracyPenalty = 0x16B8 # float
m_flLastAccuracyUpdateTime = 0x16BC # GameTime_t
m_fAccuracySmoothedForZoom = 0x16C0 # float
m_fScopeZoomEndTime = 0x16C4 # GameTime_t
m_iRecoilIndex = 0x16C8 # int32_t
m_flRecoilIndex = 0x16CC # float
m_bBurstMode = 0x16D0 # bool
m_nPostponeFireReadyTicks = 0x16D4 # GameTick_t
m_flPostponeFireReadyFrac = 0x16D8 # float
m_bInReload = 0x16DC # bool
m_bReloadVisuallyComplete = 0x16DD # bool
m_flDroppedAtTime = 0x16E0 # GameTime_t
m_bIsHauledBack = 0x16E4 # bool
m_bSilencerOn = 0x16E5 # bool
m_flTimeSilencerSwitchComplete = 0x16E8 # GameTime_t
m_iOriginalTeamNumber = 0x16EC # int32_t
m_flNextAttackRenderTimeOffset = 0x16F0 # float
m_bVisualsDataSet = 0x1778 # bool
m_bOldFirstPersonSpectatedState = 0x1779 # bool
m_hOurPing = 0x177C # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1780 # CEntityIndex
m_vecOurPingPos = 0x1784 # Vector
m_bGlowForPing = 0x1790 # bool
m_bUIWeapon = 0x1791 # bool
m_hPrevOwner = 0x17A0 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x17A4 # GameTick_t
m_donated = 0x17C4 # bool
m_fLastShotTime = 0x17C8 # GameTime_t
m_bWasOwnedByCT = 0x17CC # bool
m_bWasOwnedByTerrorist = 0x17CD # bool
m_gunHeat = 0x17D0 # float
m_smokeAttachments = 0x17D4 # uint32_t
m_lastSmokeTime = 0x17D8 # GameTime_t
m_flNextClientFireBulletTime = 0x17DC # float
m_flNextClientFireBulletTime_Repredict = 0x17E0 # float
m_thirdPersonSequences = 0x1618 # HSequence[7]
m_ClientPreviousWeaponState = 0x1650 # CSWeaponState_t
m_iState = 0x1654 # CSWeaponState_t
m_flCrosshairDistance = 0x1658 # float
m_iAmmoLastCheck = 0x165C # int32_t
m_iAlpha = 0x1660 # int32_t
m_iScopeTextureID = 0x1664 # int32_t
m_iCrosshairTextureID = 0x1668 # int32_t
m_flGunAccuracyPosition = 0x166C # float
m_nViewModelIndex = 0x1670 # uint32_t
m_bReloadsWithClips = 0x1674 # bool
m_flTimeWeaponIdle = 0x1678 # GameTime_t
m_bFireOnEmpty = 0x167C # bool
m_OnPlayerPickup = 0x1680 # CEntityIOOutput
m_weaponMode = 0x16A8 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x16AC # float
m_vecTurningInaccuracyEyeDirLast = 0x16B0 # Vector
m_flTurningInaccuracy = 0x16BC # float
m_fAccuracyPenalty = 0x16C0 # float
m_flLastAccuracyUpdateTime = 0x16C4 # GameTime_t
m_fAccuracySmoothedForZoom = 0x16C8 # float
m_fScopeZoomEndTime = 0x16CC # GameTime_t
m_iRecoilIndex = 0x16D0 # int32_t
m_flRecoilIndex = 0x16D4 # float
m_bBurstMode = 0x16D8 # bool
m_nPostponeFireReadyTicks = 0x16DC # GameTick_t
m_flPostponeFireReadyFrac = 0x16E0 # float
m_bInReload = 0x16E4 # bool
m_bReloadVisuallyComplete = 0x16E5 # bool
m_flDroppedAtTime = 0x16E8 # GameTime_t
m_bIsHauledBack = 0x16EC # bool
m_bSilencerOn = 0x16ED # bool
m_flTimeSilencerSwitchComplete = 0x16F0 # GameTime_t
m_iOriginalTeamNumber = 0x16F4 # int32_t
m_flNextAttackRenderTimeOffset = 0x16F8 # float
m_bVisualsDataSet = 0x1780 # bool
m_bOldFirstPersonSpectatedState = 0x1781 # bool
m_hOurPing = 0x1784 # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1788 # CEntityIndex
m_vecOurPingPos = 0x178C # Vector
m_bGlowForPing = 0x1798 # bool
m_bUIWeapon = 0x1799 # bool
m_hPrevOwner = 0x17A8 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x17AC # GameTick_t
m_donated = 0x17CC # bool
m_fLastShotTime = 0x17D0 # GameTime_t
m_bWasOwnedByCT = 0x17D4 # bool
m_bWasOwnedByTerrorist = 0x17D5 # bool
m_gunHeat = 0x17D8 # float
m_smokeAttachments = 0x17DC # uint32_t
m_lastSmokeTime = 0x17E0 # GameTime_t
m_flNextClientFireBulletTime = 0x17E4 # float
m_flNextClientFireBulletTime_Repredict = 0x17E8 # float
m_IronSightController = 0x18C0 # C_IronSightController
m_iIronSightMode = 0x1970 # int32_t
m_flLastLOSTraceFailureTime = 0x1980 # GameTime_t