📦 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
*/
#![allow(non_snake_case, non_upper_case_globals)]
@@ -1318,10 +1318,10 @@ pub mod C_BaseCSGrenade { // C_CSWeaponBase
pub const m_flThrowStrength: usize = 0x1A10; // float
pub const m_flThrowStrengthApproach: usize = 0x1A14; // float
pub const m_fDropTime: usize = 0x1A18; // GameTime_t
pub const m_nNextHoldTick: usize = 0x1A1C; // GameTick_t
pub const m_flNextHoldFrac: usize = 0x1A20; // float
pub const m_bJustPulledPin: usize = 0x1A24; // bool
pub const m_bSwitchWeaponAfterThrow: usize = 0x1A25; // bool
pub const m_bJustPulledPin: usize = 0x1A1C; // bool
pub const m_nNextHoldTick: usize = 0x1A20; // GameTick_t
pub const m_flNextHoldFrac: usize = 0x1A24; // float
pub const m_hSwitchToWeaponAfterThrow: usize = 0x1A28; // CHandle<C_CSWeaponBase>
}
pub mod C_BaseCSGrenadeProjectile { // C_BaseGrenade
@@ -1764,9 +1764,9 @@ pub mod C_CSGO_PreviewModelAlias_csgo_item_previewmodel { // C_CSGO_PreviewModel
}
pub mod C_CSGO_PreviewPlayer { // C_CSPlayerPawn
pub const m_animgraph: usize = 0x23A0; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x23A8; // CUtlString
pub const m_flInitialModelScale: usize = 0x23B0; // float
pub const m_animgraph: usize = 0x23B0; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x23B8; // CUtlString
pub const m_flInitialModelScale: usize = 0x23C0; // float
}
pub mod C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel { // C_CSGO_PreviewPlayer
@@ -1985,11 +1985,11 @@ pub mod C_CSPlayerPawn { // C_CSPlayerPawnBase
pub const m_szRagdollDamageWeaponName: usize = 0x1D20; // char[64]
pub const m_bRagdollDamageHeadshot: usize = 0x1D60; // bool
pub const m_vRagdollServerOrigin: usize = 0x1D64; // Vector
pub const m_bLastHeadBoneTransformIsValid: usize = 0x2368; // bool
pub const m_lastLandTime: usize = 0x236C; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x2370; // bool
pub const m_qDeathEyeAngles: usize = 0x238C; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x2398; // bool
pub const m_bLastHeadBoneTransformIsValid: usize = 0x2378; // bool
pub const m_lastLandTime: usize = 0x237C; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x2380; // bool
pub const m_qDeathEyeAngles: usize = 0x239C; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x23A8; // bool
}
pub mod C_CSPlayerPawnBase { // C_BasePlayerPawn
@@ -2173,59 +2173,59 @@ pub mod C_CSWeaponBase { // C_BasePlayerWeapon
pub const m_thirdPersonFireSequences: usize = 0x15F8; // CUtlVector<HSequence>
pub const m_hCurrentThirdPersonSequence: usize = 0x1610; // HSequence
pub const m_nSilencerBoneIndex: usize = 0x1614; // int32_t
pub const m_thirdPersonSequences: usize = 0x1618; // HSequence[6]
pub const m_ClientPreviousWeaponState: usize = 0x1648; // CSWeaponState_t
pub const m_iState: usize = 0x164C; // CSWeaponState_t
pub const m_flCrosshairDistance: usize = 0x1650; // float
pub const m_iAmmoLastCheck: usize = 0x1654; // int32_t
pub const m_iAlpha: usize = 0x1658; // int32_t
pub const m_iScopeTextureID: usize = 0x165C; // int32_t
pub const m_iCrosshairTextureID: usize = 0x1660; // int32_t
pub const m_flGunAccuracyPosition: usize = 0x1664; // float
pub const m_nViewModelIndex: usize = 0x1668; // uint32_t
pub const m_bReloadsWithClips: usize = 0x166C; // bool
pub const m_flTimeWeaponIdle: usize = 0x1670; // GameTime_t
pub const m_bFireOnEmpty: usize = 0x1674; // bool
pub const m_OnPlayerPickup: usize = 0x1678; // CEntityIOOutput
pub const m_weaponMode: usize = 0x16A0; // CSWeaponMode
pub const m_flTurningInaccuracyDelta: usize = 0x16A4; // float
pub const m_vecTurningInaccuracyEyeDirLast: usize = 0x16A8; // Vector
pub const m_flTurningInaccuracy: usize = 0x16B4; // float
pub const m_fAccuracyPenalty: usize = 0x16B8; // float
pub const m_flLastAccuracyUpdateTime: usize = 0x16BC; // GameTime_t
pub const m_fAccuracySmoothedForZoom: usize = 0x16C0; // float
pub const m_fScopeZoomEndTime: usize = 0x16C4; // GameTime_t
pub const m_iRecoilIndex: usize = 0x16C8; // int32_t
pub const m_flRecoilIndex: usize = 0x16CC; // float
pub const m_bBurstMode: usize = 0x16D0; // bool
pub const m_nPostponeFireReadyTicks: usize = 0x16D4; // GameTick_t
pub const m_flPostponeFireReadyFrac: usize = 0x16D8; // float
pub const m_bInReload: usize = 0x16DC; // bool
pub const m_bReloadVisuallyComplete: usize = 0x16DD; // bool
pub const m_flDroppedAtTime: usize = 0x16E0; // GameTime_t
pub const m_bIsHauledBack: usize = 0x16E4; // bool
pub const m_bSilencerOn: usize = 0x16E5; // bool
pub const m_flTimeSilencerSwitchComplete: usize = 0x16E8; // GameTime_t
pub const m_iOriginalTeamNumber: usize = 0x16EC; // int32_t
pub const m_flNextAttackRenderTimeOffset: usize = 0x16F0; // float
pub const m_bVisualsDataSet: usize = 0x1778; // bool
pub const m_bOldFirstPersonSpectatedState: usize = 0x1779; // bool
pub const m_hOurPing: usize = 0x177C; // CHandle<C_BaseEntity>
pub const m_nOurPingIndex: usize = 0x1780; // CEntityIndex
pub const m_vecOurPingPos: usize = 0x1784; // Vector
pub const m_bGlowForPing: usize = 0x1790; // bool
pub const m_bUIWeapon: usize = 0x1791; // bool
pub const m_hPrevOwner: usize = 0x17A0; // CHandle<C_CSPlayerPawn>
pub const m_nDropTick: usize = 0x17A4; // GameTick_t
pub const m_donated: usize = 0x17C4; // bool
pub const m_fLastShotTime: usize = 0x17C8; // GameTime_t
pub const m_bWasOwnedByCT: usize = 0x17CC; // bool
pub const m_bWasOwnedByTerrorist: usize = 0x17CD; // bool
pub const m_gunHeat: usize = 0x17D0; // float
pub const m_smokeAttachments: usize = 0x17D4; // uint32_t
pub const m_lastSmokeTime: usize = 0x17D8; // GameTime_t
pub const m_flNextClientFireBulletTime: usize = 0x17DC; // float
pub const m_flNextClientFireBulletTime_Repredict: usize = 0x17E0; // float
pub const m_thirdPersonSequences: usize = 0x1618; // HSequence[7]
pub const m_ClientPreviousWeaponState: usize = 0x1650; // CSWeaponState_t
pub const m_iState: usize = 0x1654; // CSWeaponState_t
pub const m_flCrosshairDistance: usize = 0x1658; // float
pub const m_iAmmoLastCheck: usize = 0x165C; // int32_t
pub const m_iAlpha: usize = 0x1660; // int32_t
pub const m_iScopeTextureID: usize = 0x1664; // int32_t
pub const m_iCrosshairTextureID: usize = 0x1668; // int32_t
pub const m_flGunAccuracyPosition: usize = 0x166C; // float
pub const m_nViewModelIndex: usize = 0x1670; // uint32_t
pub const m_bReloadsWithClips: usize = 0x1674; // bool
pub const m_flTimeWeaponIdle: usize = 0x1678; // GameTime_t
pub const m_bFireOnEmpty: usize = 0x167C; // bool
pub const m_OnPlayerPickup: usize = 0x1680; // CEntityIOOutput
pub const m_weaponMode: usize = 0x16A8; // CSWeaponMode
pub const m_flTurningInaccuracyDelta: usize = 0x16AC; // float
pub const m_vecTurningInaccuracyEyeDirLast: usize = 0x16B0; // Vector
pub const m_flTurningInaccuracy: usize = 0x16BC; // float
pub const m_fAccuracyPenalty: usize = 0x16C0; // float
pub const m_flLastAccuracyUpdateTime: usize = 0x16C4; // GameTime_t
pub const m_fAccuracySmoothedForZoom: usize = 0x16C8; // float
pub const m_fScopeZoomEndTime: usize = 0x16CC; // GameTime_t
pub const m_iRecoilIndex: usize = 0x16D0; // int32_t
pub const m_flRecoilIndex: usize = 0x16D4; // float
pub const m_bBurstMode: usize = 0x16D8; // bool
pub const m_nPostponeFireReadyTicks: usize = 0x16DC; // GameTick_t
pub const m_flPostponeFireReadyFrac: usize = 0x16E0; // float
pub const m_bInReload: usize = 0x16E4; // bool
pub const m_bReloadVisuallyComplete: usize = 0x16E5; // bool
pub const m_flDroppedAtTime: usize = 0x16E8; // GameTime_t
pub const m_bIsHauledBack: usize = 0x16EC; // bool
pub const m_bSilencerOn: usize = 0x16ED; // bool
pub const m_flTimeSilencerSwitchComplete: usize = 0x16F0; // GameTime_t
pub const m_iOriginalTeamNumber: usize = 0x16F4; // int32_t
pub const m_flNextAttackRenderTimeOffset: usize = 0x16F8; // float
pub const m_bVisualsDataSet: usize = 0x1780; // bool
pub const m_bOldFirstPersonSpectatedState: usize = 0x1781; // bool
pub const m_hOurPing: usize = 0x1784; // CHandle<C_BaseEntity>
pub const m_nOurPingIndex: usize = 0x1788; // CEntityIndex
pub const m_vecOurPingPos: usize = 0x178C; // Vector
pub const m_bGlowForPing: usize = 0x1798; // bool
pub const m_bUIWeapon: usize = 0x1799; // bool
pub const m_hPrevOwner: usize = 0x17A8; // CHandle<C_CSPlayerPawn>
pub const m_nDropTick: usize = 0x17AC; // GameTick_t
pub const m_donated: usize = 0x17CC; // bool
pub const m_fLastShotTime: usize = 0x17D0; // GameTime_t
pub const m_bWasOwnedByCT: usize = 0x17D4; // bool
pub const m_bWasOwnedByTerrorist: usize = 0x17D5; // bool
pub const m_gunHeat: usize = 0x17D8; // float
pub const m_smokeAttachments: usize = 0x17DC; // uint32_t
pub const m_lastSmokeTime: usize = 0x17E0; // GameTime_t
pub const m_flNextClientFireBulletTime: usize = 0x17E4; // float
pub const m_flNextClientFireBulletTime_Repredict: usize = 0x17E8; // float
pub const m_IronSightController: usize = 0x18C0; // C_IronSightController
pub const m_iIronSightMode: usize = 0x1970; // int32_t
pub const m_flLastLOSTraceFailureTime: usize = 0x1980; // GameTime_t