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https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 16:39:58 +08:00
📦 Game Update 13964
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@@ -1,6 +1,6 @@
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'''
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https://github.com/a2x/cs2-dumper
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2023-10-20 05:22:28.932997900 UTC
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Created using https://github.com/a2x/cs2-dumper
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2023-10-20 23:01:50.351699500 UTC
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'''
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class ActiveModelConfig_t:
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@@ -234,15 +234,15 @@ class CBaseButton: # CBaseToggle
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m_szDisplayText = 0x8C0 # CUtlSymbolLarge
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class CBaseCSGrenade: # CCSWeaponBase
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m_bRedraw = 0xDF8 # bool
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m_bIsHeldByPlayer = 0xDF9 # bool
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m_bPinPulled = 0xDFA # bool
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m_bJumpThrow = 0xDFB # bool
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m_eThrowStatus = 0xDFC # EGrenadeThrowState
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m_fThrowTime = 0xE00 # GameTime_t
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m_flThrowStrength = 0xE04 # float
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m_flThrowStrengthApproach = 0xE08 # float
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m_fDropTime = 0xE0C # GameTime_t
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m_bRedraw = 0xE00 # bool
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m_bIsHeldByPlayer = 0xE01 # bool
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m_bPinPulled = 0xE02 # bool
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m_bJumpThrow = 0xE03 # bool
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m_eThrowStatus = 0xE04 # EGrenadeThrowState
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m_fThrowTime = 0xE08 # GameTime_t
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m_flThrowStrength = 0xE0C # float
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m_flThrowStrengthApproach = 0xE10 # float
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m_fDropTime = 0xE14 # GameTime_t
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class CBaseCSGrenadeProjectile: # CBaseGrenade
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m_vInitialVelocity = 0x9C8 # Vector
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@@ -896,18 +896,18 @@ class CBuyZone: # CBaseTrigger
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m_LegacyTeamNum = 0x8A8 # int32_t
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class CC4: # CCSWeaponBase
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m_vecLastValidPlayerHeldPosition = 0xDD8 # Vector
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m_vecLastValidDroppedPosition = 0xDE4 # Vector
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m_bDoValidDroppedPositionCheck = 0xDF0 # bool
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m_bStartedArming = 0xDF1 # bool
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m_fArmedTime = 0xDF4 # GameTime_t
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m_bBombPlacedAnimation = 0xDF8 # bool
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m_bIsPlantingViaUse = 0xDF9 # bool
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m_entitySpottedState = 0xE00 # EntitySpottedState_t
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m_nSpotRules = 0xE18 # int32_t
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m_bPlayedArmingBeeps = 0xE1C # bool[7]
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m_bBombPlanted = 0xE23 # bool
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m_bDroppedFromDeath = 0xE24 # bool
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m_vecLastValidPlayerHeldPosition = 0xDE0 # Vector
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m_vecLastValidDroppedPosition = 0xDEC # Vector
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m_bDoValidDroppedPositionCheck = 0xDF8 # bool
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m_bStartedArming = 0xDF9 # bool
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m_fArmedTime = 0xDFC # GameTime_t
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m_bBombPlacedAnimation = 0xE00 # bool
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m_bIsPlantingViaUse = 0xE01 # bool
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m_entitySpottedState = 0xE08 # EntitySpottedState_t
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m_nSpotRules = 0xE20 # int32_t
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m_bPlayedArmingBeeps = 0xE24 # bool[7]
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m_bBombPlanted = 0xE2B # bool
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m_bDroppedFromDeath = 0xE2C # bool
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class CCSBot: # CBot
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m_lastCoopSpawnPoint = 0xD8 # CHandle<SpawnPointCoopEnemy>
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@@ -1797,33 +1797,33 @@ class CCSWeaponBase: # CBasePlayerWeapon
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m_flTimeSilencerSwitchComplete = 0xD54 # GameTime_t
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m_iOriginalTeamNumber = 0xD58 # int32_t
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m_flNextAttackRenderTimeOffset = 0xD5C # float
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m_bCanBePickedUp = 0xD68 # bool
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m_bUseCanOverrideNextOwnerTouchTime = 0xD69 # bool
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m_nextOwnerTouchTime = 0xD6C # GameTime_t
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m_nextPrevOwnerTouchTime = 0xD70 # GameTime_t
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m_hPrevOwner = 0xD74 # CHandle<CCSPlayerPawn>
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m_nDropTick = 0xD78 # GameTick_t
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m_donated = 0xD9C # bool
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m_fLastShotTime = 0xDA0 # GameTime_t
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m_bWasOwnedByCT = 0xDA4 # bool
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m_bWasOwnedByTerrorist = 0xDA5 # bool
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m_bFiredOutOfAmmoEvent = 0xDA6 # bool
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m_numRemoveUnownedWeaponThink = 0xDA8 # int32_t
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m_IronSightController = 0xDB0 # CIronSightController
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m_iIronSightMode = 0xDC8 # int32_t
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m_flLastLOSTraceFailureTime = 0xDCC # GameTime_t
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m_iNumEmptyAttacks = 0xDD0 # int32_t
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m_bCanBePickedUp = 0xD70 # bool
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m_bUseCanOverrideNextOwnerTouchTime = 0xD71 # bool
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m_nextOwnerTouchTime = 0xD74 # GameTime_t
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m_nextPrevOwnerTouchTime = 0xD78 # GameTime_t
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m_hPrevOwner = 0xD7C # CHandle<CCSPlayerPawn>
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m_nDropTick = 0xD80 # GameTick_t
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m_donated = 0xDA4 # bool
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m_fLastShotTime = 0xDA8 # GameTime_t
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m_bWasOwnedByCT = 0xDAC # bool
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m_bWasOwnedByTerrorist = 0xDAD # bool
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m_bFiredOutOfAmmoEvent = 0xDAE # bool
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m_numRemoveUnownedWeaponThink = 0xDB0 # int32_t
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m_IronSightController = 0xDB8 # CIronSightController
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m_iIronSightMode = 0xDD0 # int32_t
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m_flLastLOSTraceFailureTime = 0xDD4 # GameTime_t
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m_iNumEmptyAttacks = 0xDD8 # int32_t
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class CCSWeaponBaseGun: # CCSWeaponBase
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m_zoomLevel = 0xDD8 # int32_t
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m_iBurstShotsRemaining = 0xDDC # int32_t
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m_silencedModelIndex = 0xDE8 # int32_t
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m_inPrecache = 0xDEC # bool
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m_bNeedsBoltAction = 0xDED # bool
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m_bSkillReloadAvailable = 0xDEE # bool
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m_bSkillReloadLiftedReloadKey = 0xDEF # bool
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m_bSkillBoltInterruptAvailable = 0xDF0 # bool
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m_bSkillBoltLiftedFireKey = 0xDF1 # bool
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m_zoomLevel = 0xDE0 # int32_t
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m_iBurstShotsRemaining = 0xDE4 # int32_t
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m_silencedModelIndex = 0xDF0 # int32_t
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m_inPrecache = 0xDF4 # bool
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m_bNeedsBoltAction = 0xDF5 # bool
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m_bSkillReloadAvailable = 0xDF6 # bool
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m_bSkillReloadLiftedReloadKey = 0xDF7 # bool
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m_bSkillBoltInterruptAvailable = 0xDF8 # bool
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m_bSkillBoltLiftedFireKey = 0xDF9 # bool
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class CCSWeaponBaseVData: # CBasePlayerWeaponVData
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m_WeaponType = 0x240 # CSWeaponType
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@@ -2804,13 +2804,13 @@ class CFishPool: # CBaseEntity
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m_visTimer = 0x4F0 # CountdownTimer
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class CFists: # CCSWeaponBase
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m_bPlayingUninterruptableAct = 0xDD8 # bool
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m_nUninterruptableActivity = 0xDDC # PlayerAnimEvent_t
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m_bRestorePrevWep = 0xDE0 # bool
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m_hWeaponBeforePrevious = 0xDE4 # CHandle<CBasePlayerWeapon>
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m_hWeaponPrevious = 0xDE8 # CHandle<CBasePlayerWeapon>
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m_bDelayedHardPunchIncoming = 0xDEC # bool
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m_bDestroyAfterTaunt = 0xDED # bool
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m_bPlayingUninterruptableAct = 0xDE0 # bool
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m_nUninterruptableActivity = 0xDE4 # PlayerAnimEvent_t
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m_bRestorePrevWep = 0xDE8 # bool
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m_hWeaponBeforePrevious = 0xDEC # CHandle<CBasePlayerWeapon>
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m_hWeaponPrevious = 0xDF0 # CHandle<CBasePlayerWeapon>
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m_bDelayedHardPunchIncoming = 0xDF4 # bool
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m_bDestroyAfterTaunt = 0xDF5 # bool
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class CFlashbang: # CBaseCSGrenade
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@@ -3327,12 +3327,8 @@ class CInButtonState:
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class CIncendiaryGrenade: # CMolotovGrenade
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class CInferno: # CBaseModelEntity
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m_fireXDelta = 0x710 # int32_t[64]
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m_fireYDelta = 0x810 # int32_t[64]
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m_fireZDelta = 0x910 # int32_t[64]
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m_fireParentXDelta = 0xA10 # int32_t[64]
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m_fireParentYDelta = 0xB10 # int32_t[64]
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m_fireParentZDelta = 0xC10 # int32_t[64]
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m_firePositions = 0x710 # Vector[64]
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m_fireParentPositions = 0xA10 # Vector[64]
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m_bFireIsBurning = 0xD10 # bool[64]
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m_BurnNormal = 0xD50 # Vector[64]
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m_fireCount = 0x1050 # int32_t
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@@ -3914,9 +3910,9 @@ class CMathRemap: # CLogicalEntity
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m_OnFellBelowMax = 0x568 # CEntityIOOutput
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class CMelee: # CCSWeaponBase
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m_flThrowAt = 0xDD8 # GameTime_t
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m_hThrower = 0xDDC # CHandle<CBaseEntity>
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m_bDidThrowDamage = 0xDE0 # bool
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m_flThrowAt = 0xDE0 # GameTime_t
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m_hThrower = 0xDE4 # CHandle<CBaseEntity>
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m_bDidThrowDamage = 0xDE8 # bool
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class CMessage: # CPointEntity
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m_iszMessage = 0x4B0 # CUtlSymbolLarge
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@@ -5979,8 +5975,8 @@ class CWeaponAWP: # CCSWeaponBaseGun
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class CWeaponAug: # CCSWeaponBaseGun
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class CWeaponBaseItem: # CCSWeaponBase
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m_SequenceCompleteTimer = 0xDD8 # CountdownTimer
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m_bRedraw = 0xDF0 # bool
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m_SequenceCompleteTimer = 0xDE0 # CountdownTimer
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m_bRedraw = 0xDF8 # bool
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class CWeaponBizon: # CCSWeaponBaseGun
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@@ -6027,12 +6023,12 @@ class CWeaponSSG08: # CCSWeaponBaseGun
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class CWeaponSawedoff: # CCSWeaponBase
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class CWeaponShield: # CCSWeaponBaseGun
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m_flBulletDamageAbsorbed = 0xDF8 # float
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m_flLastBulletHitSoundTime = 0xDFC # GameTime_t
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m_flDisplayHealth = 0xE00 # float
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m_flBulletDamageAbsorbed = 0xE00 # float
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m_flLastBulletHitSoundTime = 0xE04 # GameTime_t
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m_flDisplayHealth = 0xE08 # float
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class CWeaponTaser: # CCSWeaponBaseGun
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m_fFireTime = 0xDF8 # GameTime_t
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m_fFireTime = 0xE00 # GameTime_t
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class CWeaponTec9: # CCSWeaponBaseGun
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