📦 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 04:05:17 +0000
Thu, 9 Nov 2023 06:05:31 +0000
'''
class ActiveModelConfig_t:
@@ -232,15 +232,15 @@ class CBaseButton: # CBaseToggle
m_szDisplayText = 0x8C0 # CUtlSymbolLarge
class CBaseCSGrenade: # CCSWeaponBase
m_bRedraw = 0xE18 # bool
m_bIsHeldByPlayer = 0xE19 # bool
m_bPinPulled = 0xE1A # bool
m_bJumpThrow = 0xE1B # bool
m_eThrowStatus = 0xE1C # EGrenadeThrowState
m_fThrowTime = 0xE20 # GameTime_t
m_flThrowStrength = 0xE24 # float
m_flThrowStrengthApproach = 0xE28 # float
m_fDropTime = 0xE2C # GameTime_t
m_bRedraw = 0xE20 # bool
m_bIsHeldByPlayer = 0xE21 # bool
m_bPinPulled = 0xE22 # bool
m_bJumpThrow = 0xE23 # bool
m_eThrowStatus = 0xE24 # EGrenadeThrowState
m_fThrowTime = 0xE28 # GameTime_t
m_flThrowStrength = 0xE2C # float
m_flThrowStrengthApproach = 0xE30 # float
m_fDropTime = 0xE34 # GameTime_t
class CBaseCSGrenadeProjectile: # CBaseGrenade
m_vInitialVelocity = 0x9C8 # Vector
@@ -893,18 +893,18 @@ class CBuyZone: # CBaseTrigger
m_LegacyTeamNum = 0x8A8 # int32_t
class CC4: # CCSWeaponBase
m_vecLastValidPlayerHeldPosition = 0xE18 # Vector
m_vecLastValidDroppedPosition = 0xE24 # Vector
m_bDoValidDroppedPositionCheck = 0xE30 # bool
m_bStartedArming = 0xE31 # bool
m_fArmedTime = 0xE34 # GameTime_t
m_bBombPlacedAnimation = 0xE38 # bool
m_bIsPlantingViaUse = 0xE39 # bool
m_entitySpottedState = 0xE40 # EntitySpottedState_t
m_nSpotRules = 0xE58 # int32_t
m_bPlayedArmingBeeps = 0xE5C # bool[7]
m_bBombPlanted = 0xE63 # bool
m_bDroppedFromDeath = 0xE64 # bool
m_vecLastValidPlayerHeldPosition = 0xE20 # Vector
m_vecLastValidDroppedPosition = 0xE2C # Vector
m_bDoValidDroppedPositionCheck = 0xE38 # bool
m_bStartedArming = 0xE39 # bool
m_fArmedTime = 0xE3C # GameTime_t
m_bBombPlacedAnimation = 0xE40 # bool
m_bIsPlantingViaUse = 0xE41 # bool
m_entitySpottedState = 0xE48 # EntitySpottedState_t
m_nSpotRules = 0xE60 # int32_t
m_bPlayedArmingBeeps = 0xE64 # bool[7]
m_bBombPlanted = 0xE6B # bool
m_bDroppedFromDeath = 0xE6C # bool
class CCSBot: # CBot
m_lastCoopSpawnPoint = 0xF0 # CHandle<SpawnPointCoopEnemy>
@@ -1363,11 +1363,12 @@ class CCSPlayerController: # CBasePlayerController
m_iDraftIndex = 0x790 # int32_t
m_msQueuedModeDisconnectionTimestamp = 0x794 # uint32_t
m_uiAbandonRecordedReason = 0x798 # uint32_t
m_bEverFullyConnected = 0x79C # bool
m_bAbandonAllowsSurrender = 0x79D # bool
m_bAbandonOffersInstantSurrender = 0x79E # bool
m_bDisconnection1MinWarningPrinted = 0x79F # bool
m_bScoreReported = 0x7A0 # bool
m_bCannotBeKicked = 0x79C # bool
m_bEverFullyConnected = 0x79D # bool
m_bAbandonAllowsSurrender = 0x79E # bool
m_bAbandonOffersInstantSurrender = 0x79F # bool
m_bDisconnection1MinWarningPrinted = 0x7A0 # bool
m_bScoreReported = 0x7A1 # bool
m_nDisconnectionTick = 0x7A4 # int32_t
m_bControllingBot = 0x7B0 # bool
m_bHasControlledBotThisRound = 0x7B1 # bool
@@ -1395,14 +1396,14 @@ class CCSPlayerController: # CBasePlayerController
m_iMVPs = 0x810 # int32_t
m_nUpdateCounter = 0x814 # int32_t
m_flSmoothedPing = 0x818 # float
m_lastHeldVoteTimer = 0xF8C0 # IntervalTimer
m_bShowHints = 0xF8D8 # bool
m_iNextTimeCheck = 0xF8DC # int32_t
m_bJustDidTeamKill = 0xF8E0 # bool
m_bPunishForTeamKill = 0xF8E1 # bool
m_bGaveTeamDamageWarning = 0xF8E2 # bool
m_bGaveTeamDamageWarningThisRound = 0xF8E3 # bool
m_LastTeamDamageWarningTime = 0xF8E4 # GameTime_t
m_lastHeldVoteTimer = 0x8C0 # IntervalTimer
m_bShowHints = 0x8D8 # bool
m_iNextTimeCheck = 0x8DC # int32_t
m_bJustDidTeamKill = 0x8E0 # bool
m_bPunishForTeamKill = 0x8E1 # bool
m_bGaveTeamDamageWarning = 0x8E2 # bool
m_bGaveTeamDamageWarningThisRound = 0x8E3 # bool
m_LastTeamDamageWarningTime = 0x8E4 # GameTime_t
class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent
m_perRoundStats = 0x40 # CUtlVectorEmbeddedNetworkVar<CSPerRoundStats_t>
@@ -1695,6 +1696,8 @@ class CCSPlayer_MovementServices: # CPlayer_MovementServices_Humanoid
m_flOffsetTickCompleteTime = 0x4E0 # float
m_flOffsetTickStashedSpeed = 0x4E4 # float
m_flStamina = 0x4E8 # float
m_flHeightAtJumpStart = 0x4EC # float
m_flMaxJumpHeightThisJump = 0x4F0 # float
class CCSPlayer_PingServices: # CPlayerPawnComponent
m_flPlayerPingTokens = 0x40 # GameTime_t[5]
@@ -1759,74 +1762,74 @@ class CCSTeam: # CTeam
class CCSWeaponBase: # CBasePlayerWeapon
m_bRemoveable = 0xC88 # bool
m_flFireSequenceStartTime = 0xC8C # float
m_nFireSequenceStartTimeChange = 0xC90 # int32_t
m_nFireSequenceStartTimeAck = 0xC94 # int32_t
m_bPlayerFireEventIsPrimary = 0xC98 # bool
m_seqIdle = 0xC9C # HSequence
m_seqFirePrimary = 0xCA0 # HSequence
m_seqFireSecondary = 0xCA4 # HSequence
m_thirdPersonFireSequences = 0xCA8 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0xCC0 # HSequence
m_nSilencerBoneIndex = 0xCC4 # int32_t
m_thirdPersonSequences = 0xCC8 # HSequence[6]
m_bPlayerAmmoStockOnPickup = 0xCE8 # bool
m_bRequireUseToTouch = 0xCE9 # bool
m_iState = 0xCEC # CSWeaponState_t
m_flLastTimeInAir = 0xCF0 # GameTime_t
m_flLastDeployTime = 0xCF4 # GameTime_t
m_nViewModelIndex = 0xCF8 # uint32_t
m_bReloadsWithClips = 0xCFC # bool
m_flTimeWeaponIdle = 0xD18 # GameTime_t
m_bFireOnEmpty = 0xD1C # bool
m_OnPlayerPickup = 0xD20 # CEntityIOOutput
m_weaponMode = 0xD48 # CSWeaponMode
m_flTurningInaccuracyDelta = 0xD4C # float
m_vecTurningInaccuracyEyeDirLast = 0xD50 # Vector
m_flTurningInaccuracy = 0xD5C # float
m_fAccuracyPenalty = 0xD60 # float
m_flLastAccuracyUpdateTime = 0xD64 # GameTime_t
m_fAccuracySmoothedForZoom = 0xD68 # float
m_fScopeZoomEndTime = 0xD6C # GameTime_t
m_iRecoilIndex = 0xD70 # int32_t
m_flRecoilIndex = 0xD74 # float
m_bBurstMode = 0xD78 # bool
m_flPostponeFireReadyTime = 0xD7C # GameTime_t
m_bInReload = 0xD80 # bool
m_bReloadVisuallyComplete = 0xD81 # bool
m_flDroppedAtTime = 0xD84 # GameTime_t
m_bIsHauledBack = 0xD88 # bool
m_bSilencerOn = 0xD89 # bool
m_flTimeSilencerSwitchComplete = 0xD8C # GameTime_t
m_iOriginalTeamNumber = 0xD90 # int32_t
m_flNextAttackRenderTimeOffset = 0xD94 # float
m_bCanBePickedUp = 0xDA8 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xDA9 # bool
m_nextOwnerTouchTime = 0xDAC # GameTime_t
m_nextPrevOwnerTouchTime = 0xDB0 # GameTime_t
m_hPrevOwner = 0xDB4 # CHandle<CCSPlayerPawn>
m_nDropTick = 0xDB8 # GameTick_t
m_donated = 0xDDC # bool
m_fLastShotTime = 0xDE0 # GameTime_t
m_bWasOwnedByCT = 0xDE4 # bool
m_bWasOwnedByTerrorist = 0xDE5 # bool
m_bFiredOutOfAmmoEvent = 0xDE6 # bool
m_numRemoveUnownedWeaponThink = 0xDE8 # int32_t
m_IronSightController = 0xDF0 # CIronSightController
m_iIronSightMode = 0xE08 # int32_t
m_flLastLOSTraceFailureTime = 0xE0C # GameTime_t
m_iNumEmptyAttacks = 0xE10 # int32_t
m_flFireSequenceStartTime = 0xC90 # float
m_nFireSequenceStartTimeChange = 0xC94 # int32_t
m_nFireSequenceStartTimeAck = 0xC98 # int32_t
m_bPlayerFireEventIsPrimary = 0xC9C # bool
m_seqIdle = 0xCA0 # HSequence
m_seqFirePrimary = 0xCA4 # HSequence
m_seqFireSecondary = 0xCA8 # HSequence
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_flPostponeFireReadyTime = 0xD84 # GameTime_t
m_bInReload = 0xD88 # bool
m_bReloadVisuallyComplete = 0xD89 # bool
m_flDroppedAtTime = 0xD8C # GameTime_t
m_bIsHauledBack = 0xD90 # bool
m_bSilencerOn = 0xD91 # bool
m_flTimeSilencerSwitchComplete = 0xD94 # GameTime_t
m_iOriginalTeamNumber = 0xD98 # int32_t
m_flNextAttackRenderTimeOffset = 0xD9C # float
m_bCanBePickedUp = 0xDB0 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xDB1 # bool
m_nextOwnerTouchTime = 0xDB4 # GameTime_t
m_nextPrevOwnerTouchTime = 0xDB8 # GameTime_t
m_hPrevOwner = 0xDBC # CHandle<CCSPlayerPawn>
m_nDropTick = 0xDC0 # GameTick_t
m_donated = 0xDE4 # bool
m_fLastShotTime = 0xDE8 # GameTime_t
m_bWasOwnedByCT = 0xDEC # bool
m_bWasOwnedByTerrorist = 0xDED # bool
m_bFiredOutOfAmmoEvent = 0xDEE # bool
m_numRemoveUnownedWeaponThink = 0xDF0 # int32_t
m_IronSightController = 0xDF8 # CIronSightController
m_iIronSightMode = 0xE10 # int32_t
m_flLastLOSTraceFailureTime = 0xE14 # GameTime_t
m_iNumEmptyAttacks = 0xE18 # int32_t
class CCSWeaponBaseGun: # CCSWeaponBase
m_zoomLevel = 0xE18 # int32_t
m_iBurstShotsRemaining = 0xE1C # int32_t
m_silencedModelIndex = 0xE28 # int32_t
m_inPrecache = 0xE2C # bool
m_bNeedsBoltAction = 0xE2D # bool
m_bSkillReloadAvailable = 0xE2E # bool
m_bSkillReloadLiftedReloadKey = 0xE2F # bool
m_bSkillBoltInterruptAvailable = 0xE30 # bool
m_bSkillBoltLiftedFireKey = 0xE31 # bool
m_zoomLevel = 0xE20 # int32_t
m_iBurstShotsRemaining = 0xE24 # int32_t
m_silencedModelIndex = 0xE30 # int32_t
m_inPrecache = 0xE34 # bool
m_bNeedsBoltAction = 0xE35 # bool
m_bSkillReloadAvailable = 0xE36 # bool
m_bSkillReloadLiftedReloadKey = 0xE37 # bool
m_bSkillBoltInterruptAvailable = 0xE38 # bool
m_bSkillBoltLiftedFireKey = 0xE39 # bool
class CCSWeaponBaseVData: # CBasePlayerWeaponVData
m_WeaponType = 0x240 # CSWeaponType
@@ -2805,13 +2808,13 @@ class CFishPool: # CBaseEntity
m_visTimer = 0x4F0 # CountdownTimer
class CFists: # CCSWeaponBase
m_bPlayingUninterruptableAct = 0xE18 # bool
m_nUninterruptableActivity = 0xE1C # PlayerAnimEvent_t
m_bRestorePrevWep = 0xE20 # bool
m_hWeaponBeforePrevious = 0xE24 # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xE28 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xE2C # bool
m_bDestroyAfterTaunt = 0xE2D # bool
m_bPlayingUninterruptableAct = 0xE20 # bool
m_nUninterruptableActivity = 0xE24 # PlayerAnimEvent_t
m_bRestorePrevWep = 0xE28 # bool
m_hWeaponBeforePrevious = 0xE2C # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xE30 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xE34 # bool
m_bDestroyAfterTaunt = 0xE35 # bool
class CFlashbang: # CBaseCSGrenade
@@ -3541,7 +3544,7 @@ class CKeepUpright: # CPointEntity
m_bDampAllRotation = 0x4E9 # bool
class CKnife: # CCSWeaponBase
m_bFirstAttack = 0xE18 # bool
m_bFirstAttack = 0xE20 # bool
class CLightComponent: # CEntityComponent
__m_pChainEntity = 0x48 # CNetworkVarChainer
@@ -3915,9 +3918,9 @@ class CMathRemap: # CLogicalEntity
m_OnFellBelowMax = 0x568 # CEntityIOOutput
class CMelee: # CCSWeaponBase
m_flThrowAt = 0xE18 # GameTime_t
m_hThrower = 0xE1C # CHandle<CBaseEntity>
m_bDidThrowDamage = 0xE20 # bool
m_flThrowAt = 0xE20 # GameTime_t
m_hThrower = 0xE24 # CHandle<CBaseEntity>
m_bDidThrowDamage = 0xE28 # bool
class CMessage: # CPointEntity
m_iszMessage = 0x4B0 # CUtlSymbolLarge
@@ -5980,8 +5983,8 @@ class CWeaponAWP: # CCSWeaponBaseGun
class CWeaponAug: # CCSWeaponBaseGun
class CWeaponBaseItem: # CCSWeaponBase
m_SequenceCompleteTimer = 0xE18 # CountdownTimer
m_bRedraw = 0xE30 # bool
m_SequenceCompleteTimer = 0xE20 # CountdownTimer
m_bRedraw = 0xE38 # bool
class CWeaponBizon: # CCSWeaponBaseGun
@@ -6036,12 +6039,12 @@ class CWeaponSSG08: # CCSWeaponBaseGun
class CWeaponSawedoff: # CCSWeaponBase
class CWeaponShield: # CCSWeaponBaseGun
m_flBulletDamageAbsorbed = 0xE38 # float
m_flLastBulletHitSoundTime = 0xE3C # GameTime_t
m_flDisplayHealth = 0xE40 # float
m_flBulletDamageAbsorbed = 0xE40 # float
m_flLastBulletHitSoundTime = 0xE44 # GameTime_t
m_flDisplayHealth = 0xE48 # float
class CWeaponTaser: # CCSWeaponBaseGun
m_fFireTime = 0xE38 # GameTime_t
m_fFireTime = 0xE40 # GameTime_t
class CWeaponTec9: # CCSWeaponBaseGun