📦 Game Update 13964

This commit is contained in:
a2x
2023-10-21 09:43:23 +10:00
parent 74a0693f53
commit 631668429c
78 changed files with 1000 additions and 1051 deletions

View File

@@ -1,6 +1,6 @@
'''
https://github.com/a2x/cs2-dumper
2023-10-20 05:22:28.932997900 UTC
Created using https://github.com/a2x/cs2-dumper
2023-10-20 23:01:50.351699500 UTC
'''
class ActiveModelConfig_t:
@@ -234,15 +234,15 @@ class CBaseButton: # CBaseToggle
m_szDisplayText = 0x8C0 # CUtlSymbolLarge
class CBaseCSGrenade: # CCSWeaponBase
m_bRedraw = 0xDF8 # bool
m_bIsHeldByPlayer = 0xDF9 # bool
m_bPinPulled = 0xDFA # bool
m_bJumpThrow = 0xDFB # bool
m_eThrowStatus = 0xDFC # EGrenadeThrowState
m_fThrowTime = 0xE00 # GameTime_t
m_flThrowStrength = 0xE04 # float
m_flThrowStrengthApproach = 0xE08 # float
m_fDropTime = 0xE0C # GameTime_t
m_bRedraw = 0xE00 # bool
m_bIsHeldByPlayer = 0xE01 # bool
m_bPinPulled = 0xE02 # bool
m_bJumpThrow = 0xE03 # bool
m_eThrowStatus = 0xE04 # EGrenadeThrowState
m_fThrowTime = 0xE08 # GameTime_t
m_flThrowStrength = 0xE0C # float
m_flThrowStrengthApproach = 0xE10 # float
m_fDropTime = 0xE14 # GameTime_t
class CBaseCSGrenadeProjectile: # CBaseGrenade
m_vInitialVelocity = 0x9C8 # Vector
@@ -896,18 +896,18 @@ class CBuyZone: # CBaseTrigger
m_LegacyTeamNum = 0x8A8 # int32_t
class CC4: # CCSWeaponBase
m_vecLastValidPlayerHeldPosition = 0xDD8 # Vector
m_vecLastValidDroppedPosition = 0xDE4 # Vector
m_bDoValidDroppedPositionCheck = 0xDF0 # bool
m_bStartedArming = 0xDF1 # bool
m_fArmedTime = 0xDF4 # GameTime_t
m_bBombPlacedAnimation = 0xDF8 # bool
m_bIsPlantingViaUse = 0xDF9 # bool
m_entitySpottedState = 0xE00 # EntitySpottedState_t
m_nSpotRules = 0xE18 # int32_t
m_bPlayedArmingBeeps = 0xE1C # bool[7]
m_bBombPlanted = 0xE23 # bool
m_bDroppedFromDeath = 0xE24 # bool
m_vecLastValidPlayerHeldPosition = 0xDE0 # Vector
m_vecLastValidDroppedPosition = 0xDEC # Vector
m_bDoValidDroppedPositionCheck = 0xDF8 # bool
m_bStartedArming = 0xDF9 # bool
m_fArmedTime = 0xDFC # GameTime_t
m_bBombPlacedAnimation = 0xE00 # bool
m_bIsPlantingViaUse = 0xE01 # bool
m_entitySpottedState = 0xE08 # EntitySpottedState_t
m_nSpotRules = 0xE20 # int32_t
m_bPlayedArmingBeeps = 0xE24 # bool[7]
m_bBombPlanted = 0xE2B # bool
m_bDroppedFromDeath = 0xE2C # bool
class CCSBot: # CBot
m_lastCoopSpawnPoint = 0xD8 # CHandle<SpawnPointCoopEnemy>
@@ -1797,33 +1797,33 @@ class CCSWeaponBase: # CBasePlayerWeapon
m_flTimeSilencerSwitchComplete = 0xD54 # GameTime_t
m_iOriginalTeamNumber = 0xD58 # int32_t
m_flNextAttackRenderTimeOffset = 0xD5C # float
m_bCanBePickedUp = 0xD68 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xD69 # bool
m_nextOwnerTouchTime = 0xD6C # GameTime_t
m_nextPrevOwnerTouchTime = 0xD70 # GameTime_t
m_hPrevOwner = 0xD74 # CHandle<CCSPlayerPawn>
m_nDropTick = 0xD78 # GameTick_t
m_donated = 0xD9C # bool
m_fLastShotTime = 0xDA0 # GameTime_t
m_bWasOwnedByCT = 0xDA4 # bool
m_bWasOwnedByTerrorist = 0xDA5 # bool
m_bFiredOutOfAmmoEvent = 0xDA6 # bool
m_numRemoveUnownedWeaponThink = 0xDA8 # int32_t
m_IronSightController = 0xDB0 # CIronSightController
m_iIronSightMode = 0xDC8 # int32_t
m_flLastLOSTraceFailureTime = 0xDCC # GameTime_t
m_iNumEmptyAttacks = 0xDD0 # int32_t
m_bCanBePickedUp = 0xD70 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xD71 # bool
m_nextOwnerTouchTime = 0xD74 # GameTime_t
m_nextPrevOwnerTouchTime = 0xD78 # GameTime_t
m_hPrevOwner = 0xD7C # CHandle<CCSPlayerPawn>
m_nDropTick = 0xD80 # GameTick_t
m_donated = 0xDA4 # bool
m_fLastShotTime = 0xDA8 # GameTime_t
m_bWasOwnedByCT = 0xDAC # bool
m_bWasOwnedByTerrorist = 0xDAD # bool
m_bFiredOutOfAmmoEvent = 0xDAE # bool
m_numRemoveUnownedWeaponThink = 0xDB0 # int32_t
m_IronSightController = 0xDB8 # CIronSightController
m_iIronSightMode = 0xDD0 # int32_t
m_flLastLOSTraceFailureTime = 0xDD4 # GameTime_t
m_iNumEmptyAttacks = 0xDD8 # int32_t
class CCSWeaponBaseGun: # CCSWeaponBase
m_zoomLevel = 0xDD8 # int32_t
m_iBurstShotsRemaining = 0xDDC # int32_t
m_silencedModelIndex = 0xDE8 # int32_t
m_inPrecache = 0xDEC # bool
m_bNeedsBoltAction = 0xDED # bool
m_bSkillReloadAvailable = 0xDEE # bool
m_bSkillReloadLiftedReloadKey = 0xDEF # bool
m_bSkillBoltInterruptAvailable = 0xDF0 # bool
m_bSkillBoltLiftedFireKey = 0xDF1 # bool
m_zoomLevel = 0xDE0 # int32_t
m_iBurstShotsRemaining = 0xDE4 # int32_t
m_silencedModelIndex = 0xDF0 # int32_t
m_inPrecache = 0xDF4 # bool
m_bNeedsBoltAction = 0xDF5 # bool
m_bSkillReloadAvailable = 0xDF6 # bool
m_bSkillReloadLiftedReloadKey = 0xDF7 # bool
m_bSkillBoltInterruptAvailable = 0xDF8 # bool
m_bSkillBoltLiftedFireKey = 0xDF9 # bool
class CCSWeaponBaseVData: # CBasePlayerWeaponVData
m_WeaponType = 0x240 # CSWeaponType
@@ -2804,13 +2804,13 @@ class CFishPool: # CBaseEntity
m_visTimer = 0x4F0 # CountdownTimer
class CFists: # CCSWeaponBase
m_bPlayingUninterruptableAct = 0xDD8 # bool
m_nUninterruptableActivity = 0xDDC # PlayerAnimEvent_t
m_bRestorePrevWep = 0xDE0 # bool
m_hWeaponBeforePrevious = 0xDE4 # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xDE8 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xDEC # bool
m_bDestroyAfterTaunt = 0xDED # bool
m_bPlayingUninterruptableAct = 0xDE0 # bool
m_nUninterruptableActivity = 0xDE4 # PlayerAnimEvent_t
m_bRestorePrevWep = 0xDE8 # bool
m_hWeaponBeforePrevious = 0xDEC # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xDF0 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xDF4 # bool
m_bDestroyAfterTaunt = 0xDF5 # bool
class CFlashbang: # CBaseCSGrenade
@@ -3327,12 +3327,8 @@ class CInButtonState:
class CIncendiaryGrenade: # CMolotovGrenade
class CInferno: # CBaseModelEntity
m_fireXDelta = 0x710 # int32_t[64]
m_fireYDelta = 0x810 # int32_t[64]
m_fireZDelta = 0x910 # int32_t[64]
m_fireParentXDelta = 0xA10 # int32_t[64]
m_fireParentYDelta = 0xB10 # int32_t[64]
m_fireParentZDelta = 0xC10 # int32_t[64]
m_firePositions = 0x710 # Vector[64]
m_fireParentPositions = 0xA10 # Vector[64]
m_bFireIsBurning = 0xD10 # bool[64]
m_BurnNormal = 0xD50 # Vector[64]
m_fireCount = 0x1050 # int32_t
@@ -3914,9 +3910,9 @@ class CMathRemap: # CLogicalEntity
m_OnFellBelowMax = 0x568 # CEntityIOOutput
class CMelee: # CCSWeaponBase
m_flThrowAt = 0xDD8 # GameTime_t
m_hThrower = 0xDDC # CHandle<CBaseEntity>
m_bDidThrowDamage = 0xDE0 # bool
m_flThrowAt = 0xDE0 # GameTime_t
m_hThrower = 0xDE4 # CHandle<CBaseEntity>
m_bDidThrowDamage = 0xDE8 # bool
class CMessage: # CPointEntity
m_iszMessage = 0x4B0 # CUtlSymbolLarge
@@ -5979,8 +5975,8 @@ class CWeaponAWP: # CCSWeaponBaseGun
class CWeaponAug: # CCSWeaponBaseGun
class CWeaponBaseItem: # CCSWeaponBase
m_SequenceCompleteTimer = 0xDD8 # CountdownTimer
m_bRedraw = 0xDF0 # bool
m_SequenceCompleteTimer = 0xDE0 # CountdownTimer
m_bRedraw = 0xDF8 # bool
class CWeaponBizon: # CCSWeaponBaseGun
@@ -6027,12 +6023,12 @@ class CWeaponSSG08: # CCSWeaponBaseGun
class CWeaponSawedoff: # CCSWeaponBase
class CWeaponShield: # CCSWeaponBaseGun
m_flBulletDamageAbsorbed = 0xDF8 # float
m_flLastBulletHitSoundTime = 0xDFC # GameTime_t
m_flDisplayHealth = 0xE00 # float
m_flBulletDamageAbsorbed = 0xE00 # float
m_flLastBulletHitSoundTime = 0xE04 # GameTime_t
m_flDisplayHealth = 0xE08 # float
class CWeaponTaser: # CCSWeaponBaseGun
m_fFireTime = 0xDF8 # GameTime_t
m_fFireTime = 0xE00 # GameTime_t
class CWeaponTec9: # CCSWeaponBaseGun