📦 Game Update 13968

This commit is contained in:
a2x
2023-11-09 16:06:21 +10:00
parent c0d406f220
commit 92db16a3d1
79 changed files with 1463 additions and 1359 deletions

View File

@@ -1,6 +1,6 @@
/*
* Created using https://github.com/a2x/cs2-dumper
* Sat, 4 Nov 2023 04:05:16 +0000
* Thu, 9 Nov 2023 06:05:31 +0000
*/
public static class ActiveModelConfig_t {
@@ -257,15 +257,15 @@ public static class CBaseButton { // CBaseToggle
}
public static class CBaseCSGrenade { // CCSWeaponBase
public const nint m_bRedraw = 0xE18; // bool
public const nint m_bIsHeldByPlayer = 0xE19; // bool
public const nint m_bPinPulled = 0xE1A; // bool
public const nint m_bJumpThrow = 0xE1B; // bool
public const nint m_eThrowStatus = 0xE1C; // EGrenadeThrowState
public const nint m_fThrowTime = 0xE20; // GameTime_t
public const nint m_flThrowStrength = 0xE24; // float
public const nint m_flThrowStrengthApproach = 0xE28; // float
public const nint m_fDropTime = 0xE2C; // GameTime_t
public const nint m_bRedraw = 0xE20; // bool
public const nint m_bIsHeldByPlayer = 0xE21; // bool
public const nint m_bPinPulled = 0xE22; // bool
public const nint m_bJumpThrow = 0xE23; // bool
public const nint m_eThrowStatus = 0xE24; // EGrenadeThrowState
public const nint m_fThrowTime = 0xE28; // GameTime_t
public const nint m_flThrowStrength = 0xE2C; // float
public const nint m_flThrowStrengthApproach = 0xE30; // float
public const nint m_fDropTime = 0xE34; // GameTime_t
}
public static class CBaseCSGrenadeProjectile { // CBaseGrenade
@@ -972,18 +972,18 @@ public static class CBuyZone { // CBaseTrigger
}
public static class CC4 { // CCSWeaponBase
public const nint m_vecLastValidPlayerHeldPosition = 0xE18; // Vector
public const nint m_vecLastValidDroppedPosition = 0xE24; // Vector
public const nint m_bDoValidDroppedPositionCheck = 0xE30; // bool
public const nint m_bStartedArming = 0xE31; // bool
public const nint m_fArmedTime = 0xE34; // GameTime_t
public const nint m_bBombPlacedAnimation = 0xE38; // bool
public const nint m_bIsPlantingViaUse = 0xE39; // bool
public const nint m_entitySpottedState = 0xE40; // EntitySpottedState_t
public const nint m_nSpotRules = 0xE58; // int32_t
public const nint m_bPlayedArmingBeeps = 0xE5C; // bool[7]
public const nint m_bBombPlanted = 0xE63; // bool
public const nint m_bDroppedFromDeath = 0xE64; // bool
public const nint m_vecLastValidPlayerHeldPosition = 0xE20; // Vector
public const nint m_vecLastValidDroppedPosition = 0xE2C; // Vector
public const nint m_bDoValidDroppedPositionCheck = 0xE38; // bool
public const nint m_bStartedArming = 0xE39; // bool
public const nint m_fArmedTime = 0xE3C; // GameTime_t
public const nint m_bBombPlacedAnimation = 0xE40; // bool
public const nint m_bIsPlantingViaUse = 0xE41; // bool
public const nint m_entitySpottedState = 0xE48; // EntitySpottedState_t
public const nint m_nSpotRules = 0xE60; // int32_t
public const nint m_bPlayedArmingBeeps = 0xE64; // bool[7]
public const nint m_bBombPlanted = 0xE6B; // bool
public const nint m_bDroppedFromDeath = 0xE6C; // bool
}
public static class CCSBot { // CBot
@@ -1472,11 +1472,12 @@ public static class CCSPlayerController { // CBasePlayerController
public const nint m_iDraftIndex = 0x790; // int32_t
public const nint m_msQueuedModeDisconnectionTimestamp = 0x794; // uint32_t
public const nint m_uiAbandonRecordedReason = 0x798; // uint32_t
public const nint m_bEverFullyConnected = 0x79C; // bool
public const nint m_bAbandonAllowsSurrender = 0x79D; // bool
public const nint m_bAbandonOffersInstantSurrender = 0x79E; // bool
public const nint m_bDisconnection1MinWarningPrinted = 0x79F; // bool
public const nint m_bScoreReported = 0x7A0; // bool
public const nint m_bCannotBeKicked = 0x79C; // bool
public const nint m_bEverFullyConnected = 0x79D; // bool
public const nint m_bAbandonAllowsSurrender = 0x79E; // bool
public const nint m_bAbandonOffersInstantSurrender = 0x79F; // bool
public const nint m_bDisconnection1MinWarningPrinted = 0x7A0; // bool
public const nint m_bScoreReported = 0x7A1; // bool
public const nint m_nDisconnectionTick = 0x7A4; // int32_t
public const nint m_bControllingBot = 0x7B0; // bool
public const nint m_bHasControlledBotThisRound = 0x7B1; // bool
@@ -1504,14 +1505,14 @@ public static class CCSPlayerController { // CBasePlayerController
public const nint m_iMVPs = 0x810; // int32_t
public const nint m_nUpdateCounter = 0x814; // int32_t
public const nint m_flSmoothedPing = 0x818; // float
public const nint m_lastHeldVoteTimer = 0xF8C0; // IntervalTimer
public const nint m_bShowHints = 0xF8D8; // bool
public const nint m_iNextTimeCheck = 0xF8DC; // int32_t
public const nint m_bJustDidTeamKill = 0xF8E0; // bool
public const nint m_bPunishForTeamKill = 0xF8E1; // bool
public const nint m_bGaveTeamDamageWarning = 0xF8E2; // bool
public const nint m_bGaveTeamDamageWarningThisRound = 0xF8E3; // bool
public const nint m_LastTeamDamageWarningTime = 0xF8E4; // GameTime_t
public const nint m_lastHeldVoteTimer = 0x8C0; // IntervalTimer
public const nint m_bShowHints = 0x8D8; // bool
public const nint m_iNextTimeCheck = 0x8DC; // int32_t
public const nint m_bJustDidTeamKill = 0x8E0; // bool
public const nint m_bPunishForTeamKill = 0x8E1; // bool
public const nint m_bGaveTeamDamageWarning = 0x8E2; // bool
public const nint m_bGaveTeamDamageWarningThisRound = 0x8E3; // bool
public const nint m_LastTeamDamageWarningTime = 0x8E4; // GameTime_t
}
public static class CCSPlayerController_ActionTrackingServices { // CPlayerControllerComponent
@@ -1819,6 +1820,8 @@ public static class CCSPlayer_MovementServices { // CPlayer_MovementServices_Hum
public const nint m_flOffsetTickCompleteTime = 0x4E0; // float
public const nint m_flOffsetTickStashedSpeed = 0x4E4; // float
public const nint m_flStamina = 0x4E8; // float
public const nint m_flHeightAtJumpStart = 0x4EC; // float
public const nint m_flMaxJumpHeightThisJump = 0x4F0; // float
}
public static class CCSPlayer_PingServices { // CPlayerPawnComponent
@@ -1893,75 +1896,75 @@ public static class CCSTeam { // CTeam
public static class CCSWeaponBase { // CBasePlayerWeapon
public const nint m_bRemoveable = 0xC88; // bool
public const nint m_flFireSequenceStartTime = 0xC8C; // float
public const nint m_nFireSequenceStartTimeChange = 0xC90; // int32_t
public const nint m_nFireSequenceStartTimeAck = 0xC94; // int32_t
public const nint m_bPlayerFireEventIsPrimary = 0xC98; // bool
public const nint m_seqIdle = 0xC9C; // HSequence
public const nint m_seqFirePrimary = 0xCA0; // HSequence
public const nint m_seqFireSecondary = 0xCA4; // HSequence
public const nint m_thirdPersonFireSequences = 0xCA8; // CUtlVector<HSequence>
public const nint m_hCurrentThirdPersonSequence = 0xCC0; // HSequence
public const nint m_nSilencerBoneIndex = 0xCC4; // int32_t
public const nint m_thirdPersonSequences = 0xCC8; // HSequence[6]
public const nint m_bPlayerAmmoStockOnPickup = 0xCE8; // bool
public const nint m_bRequireUseToTouch = 0xCE9; // bool
public const nint m_iState = 0xCEC; // CSWeaponState_t
public const nint m_flLastTimeInAir = 0xCF0; // GameTime_t
public const nint m_flLastDeployTime = 0xCF4; // GameTime_t
public const nint m_nViewModelIndex = 0xCF8; // uint32_t
public const nint m_bReloadsWithClips = 0xCFC; // bool
public const nint m_flTimeWeaponIdle = 0xD18; // GameTime_t
public const nint m_bFireOnEmpty = 0xD1C; // bool
public const nint m_OnPlayerPickup = 0xD20; // CEntityIOOutput
public const nint m_weaponMode = 0xD48; // CSWeaponMode
public const nint m_flTurningInaccuracyDelta = 0xD4C; // float
public const nint m_vecTurningInaccuracyEyeDirLast = 0xD50; // Vector
public const nint m_flTurningInaccuracy = 0xD5C; // float
public const nint m_fAccuracyPenalty = 0xD60; // float
public const nint m_flLastAccuracyUpdateTime = 0xD64; // GameTime_t
public const nint m_fAccuracySmoothedForZoom = 0xD68; // float
public const nint m_fScopeZoomEndTime = 0xD6C; // GameTime_t
public const nint m_iRecoilIndex = 0xD70; // int32_t
public const nint m_flRecoilIndex = 0xD74; // float
public const nint m_bBurstMode = 0xD78; // bool
public const nint m_flPostponeFireReadyTime = 0xD7C; // GameTime_t
public const nint m_bInReload = 0xD80; // bool
public const nint m_bReloadVisuallyComplete = 0xD81; // bool
public const nint m_flDroppedAtTime = 0xD84; // GameTime_t
public const nint m_bIsHauledBack = 0xD88; // bool
public const nint m_bSilencerOn = 0xD89; // bool
public const nint m_flTimeSilencerSwitchComplete = 0xD8C; // GameTime_t
public const nint m_iOriginalTeamNumber = 0xD90; // int32_t
public const nint m_flNextAttackRenderTimeOffset = 0xD94; // float
public const nint m_bCanBePickedUp = 0xDA8; // bool
public const nint m_bUseCanOverrideNextOwnerTouchTime = 0xDA9; // bool
public const nint m_nextOwnerTouchTime = 0xDAC; // GameTime_t
public const nint m_nextPrevOwnerTouchTime = 0xDB0; // GameTime_t
public const nint m_hPrevOwner = 0xDB4; // CHandle<CCSPlayerPawn>
public const nint m_nDropTick = 0xDB8; // GameTick_t
public const nint m_donated = 0xDDC; // bool
public const nint m_fLastShotTime = 0xDE0; // GameTime_t
public const nint m_bWasOwnedByCT = 0xDE4; // bool
public const nint m_bWasOwnedByTerrorist = 0xDE5; // bool
public const nint m_bFiredOutOfAmmoEvent = 0xDE6; // bool
public const nint m_numRemoveUnownedWeaponThink = 0xDE8; // int32_t
public const nint m_IronSightController = 0xDF0; // CIronSightController
public const nint m_iIronSightMode = 0xE08; // int32_t
public const nint m_flLastLOSTraceFailureTime = 0xE0C; // GameTime_t
public const nint m_iNumEmptyAttacks = 0xE10; // int32_t
public const nint m_flFireSequenceStartTime = 0xC90; // float
public const nint m_nFireSequenceStartTimeChange = 0xC94; // int32_t
public const nint m_nFireSequenceStartTimeAck = 0xC98; // int32_t
public const nint m_bPlayerFireEventIsPrimary = 0xC9C; // bool
public const nint m_seqIdle = 0xCA0; // HSequence
public const nint m_seqFirePrimary = 0xCA4; // HSequence
public const nint m_seqFireSecondary = 0xCA8; // HSequence
public const nint m_thirdPersonFireSequences = 0xCB0; // CUtlVector<HSequence>
public const nint m_hCurrentThirdPersonSequence = 0xCC8; // HSequence
public const nint m_nSilencerBoneIndex = 0xCCC; // int32_t
public const nint m_thirdPersonSequences = 0xCD0; // HSequence[6]
public const nint m_bPlayerAmmoStockOnPickup = 0xCF0; // bool
public const nint m_bRequireUseToTouch = 0xCF1; // bool
public const nint m_iState = 0xCF4; // CSWeaponState_t
public const nint m_flLastTimeInAir = 0xCF8; // GameTime_t
public const nint m_flLastDeployTime = 0xCFC; // GameTime_t
public const nint m_nViewModelIndex = 0xD00; // uint32_t
public const nint m_bReloadsWithClips = 0xD04; // bool
public const nint m_flTimeWeaponIdle = 0xD20; // GameTime_t
public const nint m_bFireOnEmpty = 0xD24; // bool
public const nint m_OnPlayerPickup = 0xD28; // CEntityIOOutput
public const nint m_weaponMode = 0xD50; // CSWeaponMode
public const nint m_flTurningInaccuracyDelta = 0xD54; // float
public const nint m_vecTurningInaccuracyEyeDirLast = 0xD58; // Vector
public const nint m_flTurningInaccuracy = 0xD64; // float
public const nint m_fAccuracyPenalty = 0xD68; // float
public const nint m_flLastAccuracyUpdateTime = 0xD6C; // GameTime_t
public const nint m_fAccuracySmoothedForZoom = 0xD70; // float
public const nint m_fScopeZoomEndTime = 0xD74; // GameTime_t
public const nint m_iRecoilIndex = 0xD78; // int32_t
public const nint m_flRecoilIndex = 0xD7C; // float
public const nint m_bBurstMode = 0xD80; // bool
public const nint m_flPostponeFireReadyTime = 0xD84; // GameTime_t
public const nint m_bInReload = 0xD88; // bool
public const nint m_bReloadVisuallyComplete = 0xD89; // bool
public const nint m_flDroppedAtTime = 0xD8C; // GameTime_t
public const nint m_bIsHauledBack = 0xD90; // bool
public const nint m_bSilencerOn = 0xD91; // bool
public const nint m_flTimeSilencerSwitchComplete = 0xD94; // GameTime_t
public const nint m_iOriginalTeamNumber = 0xD98; // int32_t
public const nint m_flNextAttackRenderTimeOffset = 0xD9C; // float
public const nint m_bCanBePickedUp = 0xDB0; // bool
public const nint m_bUseCanOverrideNextOwnerTouchTime = 0xDB1; // bool
public const nint m_nextOwnerTouchTime = 0xDB4; // GameTime_t
public const nint m_nextPrevOwnerTouchTime = 0xDB8; // GameTime_t
public const nint m_hPrevOwner = 0xDBC; // CHandle<CCSPlayerPawn>
public const nint m_nDropTick = 0xDC0; // GameTick_t
public const nint m_donated = 0xDE4; // bool
public const nint m_fLastShotTime = 0xDE8; // GameTime_t
public const nint m_bWasOwnedByCT = 0xDEC; // bool
public const nint m_bWasOwnedByTerrorist = 0xDED; // bool
public const nint m_bFiredOutOfAmmoEvent = 0xDEE; // bool
public const nint m_numRemoveUnownedWeaponThink = 0xDF0; // int32_t
public const nint m_IronSightController = 0xDF8; // CIronSightController
public const nint m_iIronSightMode = 0xE10; // int32_t
public const nint m_flLastLOSTraceFailureTime = 0xE14; // GameTime_t
public const nint m_iNumEmptyAttacks = 0xE18; // int32_t
}
public static class CCSWeaponBaseGun { // CCSWeaponBase
public const nint m_zoomLevel = 0xE18; // int32_t
public const nint m_iBurstShotsRemaining = 0xE1C; // int32_t
public const nint m_silencedModelIndex = 0xE28; // int32_t
public const nint m_inPrecache = 0xE2C; // bool
public const nint m_bNeedsBoltAction = 0xE2D; // bool
public const nint m_bSkillReloadAvailable = 0xE2E; // bool
public const nint m_bSkillReloadLiftedReloadKey = 0xE2F; // bool
public const nint m_bSkillBoltInterruptAvailable = 0xE30; // bool
public const nint m_bSkillBoltLiftedFireKey = 0xE31; // bool
public const nint m_zoomLevel = 0xE20; // int32_t
public const nint m_iBurstShotsRemaining = 0xE24; // int32_t
public const nint m_silencedModelIndex = 0xE30; // int32_t
public const nint m_inPrecache = 0xE34; // bool
public const nint m_bNeedsBoltAction = 0xE35; // bool
public const nint m_bSkillReloadAvailable = 0xE36; // bool
public const nint m_bSkillReloadLiftedReloadKey = 0xE37; // bool
public const nint m_bSkillBoltInterruptAvailable = 0xE38; // bool
public const nint m_bSkillBoltLiftedFireKey = 0xE39; // bool
}
public static class CCSWeaponBaseVData { // CBasePlayerWeaponVData
@@ -3040,13 +3043,13 @@ public static class CFishPool { // CBaseEntity
}
public static class CFists { // CCSWeaponBase
public const nint m_bPlayingUninterruptableAct = 0xE18; // bool
public const nint m_nUninterruptableActivity = 0xE1C; // PlayerAnimEvent_t
public const nint m_bRestorePrevWep = 0xE20; // bool
public const nint m_hWeaponBeforePrevious = 0xE24; // CHandle<CBasePlayerWeapon>
public const nint m_hWeaponPrevious = 0xE28; // CHandle<CBasePlayerWeapon>
public const nint m_bDelayedHardPunchIncoming = 0xE2C; // bool
public const nint m_bDestroyAfterTaunt = 0xE2D; // bool
public const nint m_bPlayingUninterruptableAct = 0xE20; // bool
public const nint m_nUninterruptableActivity = 0xE24; // PlayerAnimEvent_t
public const nint m_bRestorePrevWep = 0xE28; // bool
public const nint m_hWeaponBeforePrevious = 0xE2C; // CHandle<CBasePlayerWeapon>
public const nint m_hWeaponPrevious = 0xE30; // CHandle<CBasePlayerWeapon>
public const nint m_bDelayedHardPunchIncoming = 0xE34; // bool
public const nint m_bDestroyAfterTaunt = 0xE35; // bool
}
public static class CFlashbang { // CBaseCSGrenade
@@ -3884,7 +3887,7 @@ public static class CKeepUpright { // CPointEntity
}
public static class CKnife { // CCSWeaponBase
public const nint m_bFirstAttack = 0xE18; // bool
public const nint m_bFirstAttack = 0xE20; // bool
}
public static class CLightComponent { // CEntityComponent
@@ -4300,9 +4303,9 @@ public static class CMathRemap { // CLogicalEntity
}
public static class CMelee { // CCSWeaponBase
public const nint m_flThrowAt = 0xE18; // GameTime_t
public const nint m_hThrower = 0xE1C; // CHandle<CBaseEntity>
public const nint m_bDidThrowDamage = 0xE20; // bool
public const nint m_flThrowAt = 0xE20; // GameTime_t
public const nint m_hThrower = 0xE24; // CHandle<CBaseEntity>
public const nint m_bDidThrowDamage = 0xE28; // bool
}
public static class CMessage { // CPointEntity
@@ -6643,8 +6646,8 @@ public static class CWeaponAug { // CCSWeaponBaseGun
}
public static class CWeaponBaseItem { // CCSWeaponBase
public const nint m_SequenceCompleteTimer = 0xE18; // CountdownTimer
public const nint m_bRedraw = 0xE30; // bool
public const nint m_SequenceCompleteTimer = 0xE20; // CountdownTimer
public const nint m_bRedraw = 0xE38; // bool
}
public static class CWeaponBizon { // CCSWeaponBaseGun
@@ -6726,13 +6729,13 @@ public static class CWeaponSawedoff { // CCSWeaponBase
}
public static class CWeaponShield { // CCSWeaponBaseGun
public const nint m_flBulletDamageAbsorbed = 0xE38; // float
public const nint m_flLastBulletHitSoundTime = 0xE3C; // GameTime_t
public const nint m_flDisplayHealth = 0xE40; // float
public const nint m_flBulletDamageAbsorbed = 0xE40; // float
public const nint m_flLastBulletHitSoundTime = 0xE44; // GameTime_t
public const nint m_flDisplayHealth = 0xE48; // float
}
public static class CWeaponTaser { // CCSWeaponBaseGun
public const nint m_fFireTime = 0xE38; // GameTime_t
public const nint m_fFireTime = 0xE40; // GameTime_t
}
public static class CWeaponTec9 { // CCSWeaponBaseGun