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https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 13:19:58 +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 05:22:29.004583300 UTC
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* Created using https://github.com/a2x/cs2-dumper
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* 2023-10-20 23:01:50.420995400 UTC
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*/
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#![allow(non_snake_case, non_upper_case_globals)]
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@@ -261,15 +261,15 @@ pub mod CBaseButton { // CBaseToggle
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}
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pub mod CBaseCSGrenade { // CCSWeaponBase
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pub const m_bRedraw: usize = 0xDF8; // bool
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pub const m_bIsHeldByPlayer: usize = 0xDF9; // bool
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pub const m_bPinPulled: usize = 0xDFA; // bool
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pub const m_bJumpThrow: usize = 0xDFB; // bool
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pub const m_eThrowStatus: usize = 0xDFC; // EGrenadeThrowState
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pub const m_fThrowTime: usize = 0xE00; // GameTime_t
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pub const m_flThrowStrength: usize = 0xE04; // float
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pub const m_flThrowStrengthApproach: usize = 0xE08; // float
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pub const m_fDropTime: usize = 0xE0C; // GameTime_t
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pub const m_bRedraw: usize = 0xE00; // bool
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pub const m_bIsHeldByPlayer: usize = 0xE01; // bool
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pub const m_bPinPulled: usize = 0xE02; // bool
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pub const m_bJumpThrow: usize = 0xE03; // bool
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pub const m_eThrowStatus: usize = 0xE04; // EGrenadeThrowState
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pub const m_fThrowTime: usize = 0xE08; // GameTime_t
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pub const m_flThrowStrength: usize = 0xE0C; // float
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pub const m_flThrowStrengthApproach: usize = 0xE10; // float
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pub const m_fDropTime: usize = 0xE14; // GameTime_t
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}
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pub mod CBaseCSGrenadeProjectile { // CBaseGrenade
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@@ -977,18 +977,18 @@ pub mod CBuyZone { // CBaseTrigger
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}
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pub mod CC4 { // CCSWeaponBase
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pub const m_vecLastValidPlayerHeldPosition: usize = 0xDD8; // Vector
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pub const m_vecLastValidDroppedPosition: usize = 0xDE4; // Vector
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pub const m_bDoValidDroppedPositionCheck: usize = 0xDF0; // bool
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pub const m_bStartedArming: usize = 0xDF1; // bool
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pub const m_fArmedTime: usize = 0xDF4; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0xDF8; // bool
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pub const m_bIsPlantingViaUse: usize = 0xDF9; // bool
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pub const m_entitySpottedState: usize = 0xE00; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0xE18; // int32_t
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pub const m_bPlayedArmingBeeps: usize = 0xE1C; // bool[7]
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pub const m_bBombPlanted: usize = 0xE23; // bool
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pub const m_bDroppedFromDeath: usize = 0xE24; // bool
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pub const m_vecLastValidPlayerHeldPosition: usize = 0xDE0; // Vector
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pub const m_vecLastValidDroppedPosition: usize = 0xDEC; // Vector
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pub const m_bDoValidDroppedPositionCheck: usize = 0xDF8; // bool
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pub const m_bStartedArming: usize = 0xDF9; // bool
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pub const m_fArmedTime: usize = 0xDFC; // GameTime_t
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pub const m_bBombPlacedAnimation: usize = 0xE00; // bool
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pub const m_bIsPlantingViaUse: usize = 0xE01; // bool
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pub const m_entitySpottedState: usize = 0xE08; // EntitySpottedState_t
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pub const m_nSpotRules: usize = 0xE20; // int32_t
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pub const m_bPlayedArmingBeeps: usize = 0xE24; // bool[7]
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pub const m_bBombPlanted: usize = 0xE2B; // bool
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pub const m_bDroppedFromDeath: usize = 0xE2C; // bool
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}
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pub mod CCSBot { // CBot
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@@ -1933,34 +1933,34 @@ pub mod CCSWeaponBase { // CBasePlayerWeapon
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pub const m_flTimeSilencerSwitchComplete: usize = 0xD54; // GameTime_t
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pub const m_iOriginalTeamNumber: usize = 0xD58; // int32_t
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pub const m_flNextAttackRenderTimeOffset: usize = 0xD5C; // float
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pub const m_bCanBePickedUp: usize = 0xD68; // bool
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pub const m_bUseCanOverrideNextOwnerTouchTime: usize = 0xD69; // bool
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pub const m_nextOwnerTouchTime: usize = 0xD6C; // GameTime_t
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pub const m_nextPrevOwnerTouchTime: usize = 0xD70; // GameTime_t
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pub const m_hPrevOwner: usize = 0xD74; // CHandle<CCSPlayerPawn>
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pub const m_nDropTick: usize = 0xD78; // GameTick_t
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pub const m_donated: usize = 0xD9C; // bool
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pub const m_fLastShotTime: usize = 0xDA0; // GameTime_t
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pub const m_bWasOwnedByCT: usize = 0xDA4; // bool
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pub const m_bWasOwnedByTerrorist: usize = 0xDA5; // bool
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pub const m_bFiredOutOfAmmoEvent: usize = 0xDA6; // bool
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pub const m_numRemoveUnownedWeaponThink: usize = 0xDA8; // int32_t
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pub const m_IronSightController: usize = 0xDB0; // CIronSightController
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pub const m_iIronSightMode: usize = 0xDC8; // int32_t
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pub const m_flLastLOSTraceFailureTime: usize = 0xDCC; // GameTime_t
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pub const m_iNumEmptyAttacks: usize = 0xDD0; // int32_t
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pub const m_bCanBePickedUp: usize = 0xD70; // bool
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pub const m_bUseCanOverrideNextOwnerTouchTime: usize = 0xD71; // bool
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pub const m_nextOwnerTouchTime: usize = 0xD74; // GameTime_t
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pub const m_nextPrevOwnerTouchTime: usize = 0xD78; // GameTime_t
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pub const m_hPrevOwner: usize = 0xD7C; // CHandle<CCSPlayerPawn>
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pub const m_nDropTick: usize = 0xD80; // GameTick_t
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pub const m_donated: usize = 0xDA4; // bool
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pub const m_fLastShotTime: usize = 0xDA8; // GameTime_t
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pub const m_bWasOwnedByCT: usize = 0xDAC; // bool
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pub const m_bWasOwnedByTerrorist: usize = 0xDAD; // bool
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pub const m_bFiredOutOfAmmoEvent: usize = 0xDAE; // bool
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pub const m_numRemoveUnownedWeaponThink: usize = 0xDB0; // int32_t
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pub const m_IronSightController: usize = 0xDB8; // CIronSightController
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pub const m_iIronSightMode: usize = 0xDD0; // int32_t
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pub const m_flLastLOSTraceFailureTime: usize = 0xDD4; // GameTime_t
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pub const m_iNumEmptyAttacks: usize = 0xDD8; // int32_t
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}
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pub mod CCSWeaponBaseGun { // CCSWeaponBase
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pub const m_zoomLevel: usize = 0xDD8; // int32_t
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pub const m_iBurstShotsRemaining: usize = 0xDDC; // int32_t
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pub const m_silencedModelIndex: usize = 0xDE8; // int32_t
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pub const m_inPrecache: usize = 0xDEC; // bool
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pub const m_bNeedsBoltAction: usize = 0xDED; // bool
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pub const m_bSkillReloadAvailable: usize = 0xDEE; // bool
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pub const m_bSkillReloadLiftedReloadKey: usize = 0xDEF; // bool
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pub const m_bSkillBoltInterruptAvailable: usize = 0xDF0; // bool
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pub const m_bSkillBoltLiftedFireKey: usize = 0xDF1; // bool
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pub const m_zoomLevel: usize = 0xDE0; // int32_t
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pub const m_iBurstShotsRemaining: usize = 0xDE4; // int32_t
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pub const m_silencedModelIndex: usize = 0xDF0; // int32_t
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pub const m_inPrecache: usize = 0xDF4; // bool
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pub const m_bNeedsBoltAction: usize = 0xDF5; // bool
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pub const m_bSkillReloadAvailable: usize = 0xDF6; // bool
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pub const m_bSkillReloadLiftedReloadKey: usize = 0xDF7; // bool
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pub const m_bSkillBoltInterruptAvailable: usize = 0xDF8; // bool
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pub const m_bSkillBoltLiftedFireKey: usize = 0xDF9; // bool
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}
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pub mod CCSWeaponBaseVData { // CBasePlayerWeaponVData
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@@ -3041,13 +3041,13 @@ pub mod CFishPool { // CBaseEntity
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}
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pub mod CFists { // CCSWeaponBase
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pub const m_bPlayingUninterruptableAct: usize = 0xDD8; // bool
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pub const m_nUninterruptableActivity: usize = 0xDDC; // PlayerAnimEvent_t
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pub const m_bRestorePrevWep: usize = 0xDE0; // bool
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pub const m_hWeaponBeforePrevious: usize = 0xDE4; // CHandle<CBasePlayerWeapon>
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pub const m_hWeaponPrevious: usize = 0xDE8; // CHandle<CBasePlayerWeapon>
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pub const m_bDelayedHardPunchIncoming: usize = 0xDEC; // bool
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pub const m_bDestroyAfterTaunt: usize = 0xDED; // bool
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pub const m_bPlayingUninterruptableAct: usize = 0xDE0; // bool
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pub const m_nUninterruptableActivity: usize = 0xDE4; // PlayerAnimEvent_t
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pub const m_bRestorePrevWep: usize = 0xDE8; // bool
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pub const m_hWeaponBeforePrevious: usize = 0xDEC; // CHandle<CBasePlayerWeapon>
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pub const m_hWeaponPrevious: usize = 0xDF0; // CHandle<CBasePlayerWeapon>
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pub const m_bDelayedHardPunchIncoming: usize = 0xDF4; // bool
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pub const m_bDestroyAfterTaunt: usize = 0xDF5; // bool
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}
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pub mod CFlashbang { // CBaseCSGrenade
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@@ -3631,12 +3631,8 @@ pub mod CIncendiaryGrenade { // CMolotovGrenade
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}
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pub mod CInferno { // CBaseModelEntity
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pub const m_fireXDelta: usize = 0x710; // int32_t[64]
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pub const m_fireYDelta: usize = 0x810; // int32_t[64]
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pub const m_fireZDelta: usize = 0x910; // int32_t[64]
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pub const m_fireParentXDelta: usize = 0xA10; // int32_t[64]
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pub const m_fireParentYDelta: usize = 0xB10; // int32_t[64]
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pub const m_fireParentZDelta: usize = 0xC10; // int32_t[64]
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pub const m_firePositions: usize = 0x710; // Vector[64]
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pub const m_fireParentPositions: usize = 0xA10; // Vector[64]
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pub const m_bFireIsBurning: usize = 0xD10; // bool[64]
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pub const m_BurnNormal: usize = 0xD50; // Vector[64]
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pub const m_fireCount: usize = 0x1050; // int32_t
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@@ -4300,9 +4296,9 @@ pub mod CMathRemap { // CLogicalEntity
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}
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pub mod CMelee { // CCSWeaponBase
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pub const m_flThrowAt: usize = 0xDD8; // GameTime_t
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pub const m_hThrower: usize = 0xDDC; // CHandle<CBaseEntity>
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pub const m_bDidThrowDamage: usize = 0xDE0; // bool
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pub const m_flThrowAt: usize = 0xDE0; // GameTime_t
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pub const m_hThrower: usize = 0xDE4; // CHandle<CBaseEntity>
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pub const m_bDidThrowDamage: usize = 0xDE8; // bool
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}
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pub mod CMessage { // CPointEntity
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@@ -6643,8 +6639,8 @@ pub mod CWeaponAug { // CCSWeaponBaseGun
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}
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pub mod CWeaponBaseItem { // CCSWeaponBase
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pub const m_SequenceCompleteTimer: usize = 0xDD8; // CountdownTimer
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pub const m_bRedraw: usize = 0xDF0; // bool
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pub const m_SequenceCompleteTimer: usize = 0xDE0; // CountdownTimer
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pub const m_bRedraw: usize = 0xDF8; // bool
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}
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pub mod CWeaponBizon { // CCSWeaponBaseGun
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@@ -6714,13 +6710,13 @@ pub mod CWeaponSawedoff { // CCSWeaponBase
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}
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pub mod CWeaponShield { // CCSWeaponBaseGun
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pub const m_flBulletDamageAbsorbed: usize = 0xDF8; // float
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pub const m_flLastBulletHitSoundTime: usize = 0xDFC; // GameTime_t
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pub const m_flDisplayHealth: usize = 0xE00; // float
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pub const m_flBulletDamageAbsorbed: usize = 0xE00; // float
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pub const m_flLastBulletHitSoundTime: usize = 0xE04; // GameTime_t
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pub const m_flDisplayHealth: usize = 0xE08; // float
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}
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pub mod CWeaponTaser { // CCSWeaponBaseGun
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pub const m_fFireTime: usize = 0xDF8; // GameTime_t
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pub const m_fFireTime: usize = 0xE00; // GameTime_t
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}
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pub mod CWeaponTec9 { // CCSWeaponBaseGun
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