📦 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 00:38:25 +0000
Thu, 7 Dec 2023 03:13:25 +0000
'''
class ActiveModelConfig_t:
@@ -232,19 +232,19 @@ class CBaseButton: # CBaseToggle
m_szDisplayText = 0x8C0 # CUtlSymbolLarge
class CBaseCSGrenade: # CCSWeaponBase
m_bRedraw = 0xE28 # bool
m_bIsHeldByPlayer = 0xE29 # bool
m_bPinPulled = 0xE2A # bool
m_bJumpThrow = 0xE2B # bool
m_eThrowStatus = 0xE2C # EGrenadeThrowState
m_fThrowTime = 0xE30 # GameTime_t
m_flThrowStrength = 0xE34 # float
m_flThrowStrengthApproach = 0xE38 # float
m_fDropTime = 0xE3C # GameTime_t
m_nNextHoldTick = 0xE40 # GameTick_t
m_flNextHoldFrac = 0xE44 # float
m_bRedraw = 0xE30 # bool
m_bIsHeldByPlayer = 0xE31 # bool
m_bPinPulled = 0xE32 # bool
m_bJumpThrow = 0xE33 # bool
m_eThrowStatus = 0xE34 # EGrenadeThrowState
m_fThrowTime = 0xE38 # GameTime_t
m_flThrowStrength = 0xE3C # float
m_flThrowStrengthApproach = 0xE40 # float
m_fDropTime = 0xE44 # GameTime_t
m_bJustPulledPin = 0xE48 # bool
m_bSwitchWeaponAfterThrow = 0xE49 # bool
m_nNextHoldTick = 0xE4C # GameTick_t
m_flNextHoldFrac = 0xE50 # float
m_hSwitchToWeaponAfterThrow = 0xE54 # CHandle<CCSWeaponBase>
class CBaseCSGrenadeProjectile: # CBaseGrenade
m_vInitialPosition = 0x9C8 # Vector
@@ -901,18 +901,18 @@ class CBuyZone: # CBaseTrigger
m_LegacyTeamNum = 0x8A8 # int32_t
class CC4: # CCSWeaponBase
m_vecLastValidPlayerHeldPosition = 0xE28 # Vector
m_vecLastValidDroppedPosition = 0xE34 # Vector
m_bDoValidDroppedPositionCheck = 0xE40 # bool
m_bStartedArming = 0xE41 # bool
m_fArmedTime = 0xE44 # GameTime_t
m_bBombPlacedAnimation = 0xE48 # bool
m_bIsPlantingViaUse = 0xE49 # bool
m_entitySpottedState = 0xE50 # EntitySpottedState_t
m_nSpotRules = 0xE68 # int32_t
m_bPlayedArmingBeeps = 0xE6C # bool[7]
m_bBombPlanted = 0xE73 # bool
m_bDroppedFromDeath = 0xE74 # bool
m_vecLastValidPlayerHeldPosition = 0xE30 # Vector
m_vecLastValidDroppedPosition = 0xE3C # Vector
m_bDoValidDroppedPositionCheck = 0xE48 # bool
m_bStartedArming = 0xE49 # bool
m_fArmedTime = 0xE4C # GameTime_t
m_bBombPlacedAnimation = 0xE50 # bool
m_bIsPlantingViaUse = 0xE51 # bool
m_entitySpottedState = 0xE58 # EntitySpottedState_t
m_nSpotRules = 0xE70 # int32_t
m_bPlayedArmingBeeps = 0xE74 # bool[7]
m_bBombPlanted = 0xE7B # bool
m_bDroppedFromDeath = 0xE7C # bool
class CCSBot: # CBot
m_lastCoopSpawnPoint = 0xF8 # CHandle<SpawnPointCoopEnemy>
@@ -1476,23 +1476,23 @@ class CCSPlayerPawn: # CCSPlayerPawnBase
m_aimPunchTickFraction = 0x16A0 # float
m_aimPunchCache = 0x16A8 # CUtlVector<QAngle>
m_bIsBuyMenuOpen = 0x16C0 # bool
m_xLastHeadBoneTransform = 0x1CF0 # CTransform
m_bLastHeadBoneTransformIsValid = 0x1D10 # bool
m_lastLandTime = 0x1D14 # GameTime_t
m_bOnGroundLastTick = 0x1D18 # bool
m_iPlayerLocked = 0x1D1C # int32_t
m_flTimeOfLastInjury = 0x1D24 # GameTime_t
m_flNextSprayDecalTime = 0x1D28 # GameTime_t
m_bNextSprayDecalTimeExpedited = 0x1D2C # bool
m_nRagdollDamageBone = 0x1D30 # int32_t
m_vRagdollDamageForce = 0x1D34 # Vector
m_vRagdollDamagePosition = 0x1D40 # Vector
m_szRagdollDamageWeaponName = 0x1D4C # char[64]
m_bRagdollDamageHeadshot = 0x1D8C # bool
m_vRagdollServerOrigin = 0x1D90 # Vector
m_EconGloves = 0x1DA0 # CEconItemView
m_qDeathEyeAngles = 0x2018 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x2024 # bool
m_xLastHeadBoneTransform = 0x1D00 # CTransform
m_bLastHeadBoneTransformIsValid = 0x1D20 # bool
m_lastLandTime = 0x1D24 # GameTime_t
m_bOnGroundLastTick = 0x1D28 # bool
m_iPlayerLocked = 0x1D2C # int32_t
m_flTimeOfLastInjury = 0x1D34 # GameTime_t
m_flNextSprayDecalTime = 0x1D38 # GameTime_t
m_bNextSprayDecalTimeExpedited = 0x1D3C # bool
m_nRagdollDamageBone = 0x1D40 # int32_t
m_vRagdollDamageForce = 0x1D44 # Vector
m_vRagdollDamagePosition = 0x1D50 # Vector
m_szRagdollDamageWeaponName = 0x1D5C # char[64]
m_bRagdollDamageHeadshot = 0x1D9C # bool
m_vRagdollServerOrigin = 0x1DA0 # Vector
m_EconGloves = 0x1DB0 # CEconItemView
m_qDeathEyeAngles = 0x2028 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x2034 # bool
class CCSPlayerPawnBase: # CBasePlayerPawn
m_CTouchExpansionComponent = 0xB68 # CTouchExpansionComponent
@@ -1784,65 +1784,65 @@ class CCSWeaponBase: # CBasePlayerWeapon
m_thirdPersonFireSequences = 0xCB0 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0xCC8 # HSequence
m_nSilencerBoneIndex = 0xCCC # int32_t
m_thirdPersonSequences = 0xCD0 # HSequence[6]
m_bPlayerAmmoStockOnPickup = 0xCF0 # bool
m_bRequireUseToTouch = 0xCF1 # bool
m_iState = 0xCF4 # CSWeaponState_t
m_flLastTimeInAir = 0xCF8 # GameTime_t
m_flLastDeployTime = 0xCFC # GameTime_t
m_nViewModelIndex = 0xD00 # uint32_t
m_bReloadsWithClips = 0xD04 # bool
m_flTimeWeaponIdle = 0xD20 # GameTime_t
m_bFireOnEmpty = 0xD24 # bool
m_OnPlayerPickup = 0xD28 # CEntityIOOutput
m_weaponMode = 0xD50 # CSWeaponMode
m_flTurningInaccuracyDelta = 0xD54 # float
m_vecTurningInaccuracyEyeDirLast = 0xD58 # Vector
m_flTurningInaccuracy = 0xD64 # float
m_fAccuracyPenalty = 0xD68 # float
m_flLastAccuracyUpdateTime = 0xD6C # GameTime_t
m_fAccuracySmoothedForZoom = 0xD70 # float
m_fScopeZoomEndTime = 0xD74 # GameTime_t
m_iRecoilIndex = 0xD78 # int32_t
m_flRecoilIndex = 0xD7C # float
m_bBurstMode = 0xD80 # bool
m_nPostponeFireReadyTicks = 0xD84 # GameTick_t
m_flPostponeFireReadyFrac = 0xD88 # float
m_bInReload = 0xD8C # bool
m_bReloadVisuallyComplete = 0xD8D # bool
m_flDroppedAtTime = 0xD90 # GameTime_t
m_bIsHauledBack = 0xD94 # bool
m_bSilencerOn = 0xD95 # bool
m_flTimeSilencerSwitchComplete = 0xD98 # GameTime_t
m_iOriginalTeamNumber = 0xD9C # int32_t
m_flNextAttackRenderTimeOffset = 0xDA0 # float
m_bCanBePickedUp = 0xDB8 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xDB9 # bool
m_nextOwnerTouchTime = 0xDBC # GameTime_t
m_nextPrevOwnerTouchTime = 0xDC0 # GameTime_t
m_hPrevOwner = 0xDC4 # CHandle<CCSPlayerPawn>
m_nDropTick = 0xDC8 # GameTick_t
m_donated = 0xDEC # bool
m_fLastShotTime = 0xDF0 # GameTime_t
m_bWasOwnedByCT = 0xDF4 # bool
m_bWasOwnedByTerrorist = 0xDF5 # bool
m_bFiredOutOfAmmoEvent = 0xDF6 # bool
m_numRemoveUnownedWeaponThink = 0xDF8 # int32_t
m_IronSightController = 0xE00 # CIronSightController
m_iIronSightMode = 0xE18 # int32_t
m_flLastLOSTraceFailureTime = 0xE1C # GameTime_t
m_iNumEmptyAttacks = 0xE20 # int32_t
m_thirdPersonSequences = 0xCD0 # HSequence[7]
m_bPlayerAmmoStockOnPickup = 0xCF8 # bool
m_bRequireUseToTouch = 0xCF9 # bool
m_iState = 0xCFC # CSWeaponState_t
m_flLastTimeInAir = 0xD00 # GameTime_t
m_flLastDeployTime = 0xD04 # GameTime_t
m_nViewModelIndex = 0xD08 # uint32_t
m_bReloadsWithClips = 0xD0C # bool
m_flTimeWeaponIdle = 0xD28 # GameTime_t
m_bFireOnEmpty = 0xD2C # bool
m_OnPlayerPickup = 0xD30 # CEntityIOOutput
m_weaponMode = 0xD58 # CSWeaponMode
m_flTurningInaccuracyDelta = 0xD5C # float
m_vecTurningInaccuracyEyeDirLast = 0xD60 # Vector
m_flTurningInaccuracy = 0xD6C # float
m_fAccuracyPenalty = 0xD70 # float
m_flLastAccuracyUpdateTime = 0xD74 # GameTime_t
m_fAccuracySmoothedForZoom = 0xD78 # float
m_fScopeZoomEndTime = 0xD7C # GameTime_t
m_iRecoilIndex = 0xD80 # int32_t
m_flRecoilIndex = 0xD84 # float
m_bBurstMode = 0xD88 # bool
m_nPostponeFireReadyTicks = 0xD8C # GameTick_t
m_flPostponeFireReadyFrac = 0xD90 # float
m_bInReload = 0xD94 # bool
m_bReloadVisuallyComplete = 0xD95 # bool
m_flDroppedAtTime = 0xD98 # GameTime_t
m_bIsHauledBack = 0xD9C # bool
m_bSilencerOn = 0xD9D # bool
m_flTimeSilencerSwitchComplete = 0xDA0 # GameTime_t
m_iOriginalTeamNumber = 0xDA4 # int32_t
m_flNextAttackRenderTimeOffset = 0xDA8 # float
m_bCanBePickedUp = 0xDC0 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xDC1 # bool
m_nextOwnerTouchTime = 0xDC4 # GameTime_t
m_nextPrevOwnerTouchTime = 0xDC8 # GameTime_t
m_hPrevOwner = 0xDCC # CHandle<CCSPlayerPawn>
m_nDropTick = 0xDD0 # GameTick_t
m_donated = 0xDF4 # bool
m_fLastShotTime = 0xDF8 # GameTime_t
m_bWasOwnedByCT = 0xDFC # bool
m_bWasOwnedByTerrorist = 0xDFD # bool
m_bFiredOutOfAmmoEvent = 0xDFE # bool
m_numRemoveUnownedWeaponThink = 0xE00 # int32_t
m_IronSightController = 0xE08 # CIronSightController
m_iIronSightMode = 0xE20 # int32_t
m_flLastLOSTraceFailureTime = 0xE24 # GameTime_t
m_iNumEmptyAttacks = 0xE28 # int32_t
class CCSWeaponBaseGun: # CCSWeaponBase
m_zoomLevel = 0xE28 # int32_t
m_iBurstShotsRemaining = 0xE2C # int32_t
m_silencedModelIndex = 0xE38 # int32_t
m_inPrecache = 0xE3C # bool
m_bNeedsBoltAction = 0xE3D # bool
m_bSkillReloadAvailable = 0xE3E # bool
m_bSkillReloadLiftedReloadKey = 0xE3F # bool
m_bSkillBoltInterruptAvailable = 0xE40 # bool
m_bSkillBoltLiftedFireKey = 0xE41 # bool
m_zoomLevel = 0xE30 # int32_t
m_iBurstShotsRemaining = 0xE34 # int32_t
m_silencedModelIndex = 0xE40 # int32_t
m_inPrecache = 0xE44 # bool
m_bNeedsBoltAction = 0xE45 # bool
m_bSkillReloadAvailable = 0xE46 # bool
m_bSkillReloadLiftedReloadKey = 0xE47 # bool
m_bSkillBoltInterruptAvailable = 0xE48 # bool
m_bSkillBoltLiftedFireKey = 0xE49 # bool
class CCSWeaponBaseVData: # CBasePlayerWeaponVData
m_WeaponType = 0x240 # CSWeaponType
@@ -2821,13 +2821,13 @@ class CFishPool: # CBaseEntity
m_visTimer = 0x4F0 # CountdownTimer
class CFists: # CCSWeaponBase
m_bPlayingUninterruptableAct = 0xE28 # bool
m_nUninterruptableActivity = 0xE2C # PlayerAnimEvent_t
m_bRestorePrevWep = 0xE30 # bool
m_hWeaponBeforePrevious = 0xE34 # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xE38 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xE3C # bool
m_bDestroyAfterTaunt = 0xE3D # bool
m_bPlayingUninterruptableAct = 0xE30 # bool
m_nUninterruptableActivity = 0xE34 # PlayerAnimEvent_t
m_bRestorePrevWep = 0xE38 # bool
m_hWeaponBeforePrevious = 0xE3C # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xE40 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xE44 # bool
m_bDestroyAfterTaunt = 0xE45 # bool
class CFlashbang: # CBaseCSGrenade
@@ -3558,7 +3558,7 @@ class CKeepUpright: # CPointEntity
m_bDampAllRotation = 0x4E9 # bool
class CKnife: # CCSWeaponBase
m_bFirstAttack = 0xE28 # bool
m_bFirstAttack = 0xE30 # bool
class CLightComponent: # CEntityComponent
__m_pChainEntity = 0x48 # CNetworkVarChainer
@@ -6002,8 +6002,8 @@ class CWeaponAWP: # CCSWeaponBaseGun
class CWeaponAug: # CCSWeaponBaseGun
class CWeaponBaseItem: # CCSWeaponBase
m_SequenceCompleteTimer = 0xE28 # CountdownTimer
m_bRedraw = 0xE40 # bool
m_SequenceCompleteTimer = 0xE30 # CountdownTimer
m_bRedraw = 0xE48 # bool
class CWeaponBizon: # CCSWeaponBaseGun
@@ -6058,12 +6058,12 @@ class CWeaponSSG08: # CCSWeaponBaseGun
class CWeaponSawedoff: # CCSWeaponBase
class CWeaponShield: # CCSWeaponBaseGun
m_flBulletDamageAbsorbed = 0xE48 # float
m_flLastBulletHitSoundTime = 0xE4C # GameTime_t
m_flDisplayHealth = 0xE50 # float
m_flBulletDamageAbsorbed = 0xE50 # float
m_flLastBulletHitSoundTime = 0xE54 # GameTime_t
m_flDisplayHealth = 0xE58 # float
class CWeaponTaser: # CCSWeaponBaseGun
m_fFireTime = 0xE48 # GameTime_t
m_fFireTime = 0xE50 # GameTime_t
class CWeaponTec9: # CCSWeaponBaseGun