📦 Game Update 13967

This commit is contained in:
a2x
2023-11-04 11:34:04 +10:00
parent 2378c280ab
commit b258d78813
78 changed files with 2635 additions and 2637 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Fri, 3 Nov 2023 09:09:52 +0000
Sat, 4 Nov 2023 00:33:03 +0000
'''
class ActiveModelConfig_t:
@@ -150,11 +150,11 @@ class CBodyComponent: # CEntityComponent
__m_pChainEntity = 0x20 # CNetworkVarChainer
class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance
m_animationController = 0x470 # CBaseAnimGraphController
__m_pChainEntity = 0x18B0 # CNetworkVarChainer
m_animationController = 0x480 # CBaseAnimGraphController
__m_pChainEntity = 0x18C0 # CNetworkVarChainer
class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance
__m_pChainEntity = 0x470 # CNetworkVarChainer
__m_pChainEntity = 0x480 # CNetworkVarChainer
class CBodyComponentPoint: # CBodyComponent
m_sceneNode = 0x50 # CGameSceneNode
@@ -162,7 +162,7 @@ class CBodyComponentPoint: # CBodyComponent
class CBodyComponentSkeletonInstance: # CBodyComponent
m_skeletonInstance = 0x50 # CSkeletonInstance
__m_pChainEntity = 0x440 # CNetworkVarChainer
__m_pChainEntity = 0x450 # CNetworkVarChainer
class CBombTarget: # C_BaseTrigger
m_bBombPlantedHere = 0xCC8 # bool
@@ -1593,9 +1593,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x22D8 # CUtlString
m_animgraphCharacterModeString = 0x22E0 # CUtlString
m_flInitialModelScale = 0x22E8 # float
m_animgraph = 0x22E0 # CUtlString
m_animgraphCharacterModeString = 0x22E8 # CUtlString
m_flInitialModelScale = 0x22F0 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1747,202 +1747,202 @@ class C_CSGameRulesProxy: # C_GameRulesProxy
class C_CSMinimapBoundary: # C_BaseEntity
class C_CSObserverPawn: # C_CSPlayerPawnBase
m_hDetectParentChange = 0x16A8 # CEntityHandle
m_hDetectParentChange = 0x16B0 # CEntityHandle
class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_pBulletServices = 0x16A8 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16B0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16B8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16C0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16C8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16D0 # GameTime_t
m_flLastFiredWeaponTime = 0x16D4 # GameTime_t
m_bHasFemaleVoice = 0x16D8 # bool
m_flLandseconds = 0x16DC # float
m_flOldFallVelocity = 0x16E0 # float
m_szLastPlaceName = 0x16E4 # char[18]
m_bPrevDefuser = 0x16F6 # bool
m_bPrevHelmet = 0x16F7 # bool
m_nPrevArmorVal = 0x16F8 # int32_t
m_nPrevGrenadeAmmoCount = 0x16FC # int32_t
m_unPreviousWeaponHash = 0x1700 # uint32_t
m_unWeaponHash = 0x1704 # uint32_t
m_bInBuyZone = 0x1708 # bool
m_bPreviouslyInBuyZone = 0x1709 # bool
m_aimPunchAngle = 0x170C # QAngle
m_aimPunchAngleVel = 0x1718 # QAngle
m_aimPunchTickBase = 0x1724 # int32_t
m_aimPunchTickFraction = 0x1728 # float
m_aimPunchCache = 0x1730 # CUtlVector<QAngle>
m_bInLanding = 0x1750 # bool
m_flLandingTime = 0x1754 # float
m_bInHostageRescueZone = 0x1758 # bool
m_bInBombZone = 0x1759 # bool
m_bIsBuyMenuOpen = 0x175A # bool
m_flTimeOfLastInjury = 0x175C # GameTime_t
m_flNextSprayDecalTime = 0x1760 # GameTime_t
m_iRetakesOffering = 0x1878 # int32_t
m_iRetakesOfferingCard = 0x187C # int32_t
m_bRetakesHasDefuseKit = 0x1880 # bool
m_bRetakesMVPLastRound = 0x1881 # bool
m_iRetakesMVPBoostItem = 0x1884 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1888 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18A8 # bool
m_EconGloves = 0x18B0 # C_EconItemView
m_bMustSyncRagdollState = 0x1CF8 # bool
m_nRagdollDamageBone = 0x1CFC # int32_t
m_vRagdollDamageForce = 0x1D00 # Vector
m_vRagdollDamagePosition = 0x1D0C # Vector
m_szRagdollDamageWeaponName = 0x1D18 # char[64]
m_bRagdollDamageHeadshot = 0x1D58 # bool
m_vRagdollServerOrigin = 0x1D5C # Vector
m_bLastHeadBoneTransformIsValid = 0x22A0 # bool
m_lastLandTime = 0x22A4 # GameTime_t
m_bOnGroundLastTick = 0x22A8 # bool
m_qDeathEyeAngles = 0x22C4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22D0 # bool
m_pBulletServices = 0x16B0 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16B8 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16C0 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16C8 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16D0 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16D8 # GameTime_t
m_flLastFiredWeaponTime = 0x16DC # GameTime_t
m_bHasFemaleVoice = 0x16E0 # bool
m_flLandseconds = 0x16E4 # float
m_flOldFallVelocity = 0x16E8 # float
m_szLastPlaceName = 0x16EC # char[18]
m_bPrevDefuser = 0x16FE # bool
m_bPrevHelmet = 0x16FF # bool
m_nPrevArmorVal = 0x1700 # int32_t
m_nPrevGrenadeAmmoCount = 0x1704 # int32_t
m_unPreviousWeaponHash = 0x1708 # uint32_t
m_unWeaponHash = 0x170C # uint32_t
m_bInBuyZone = 0x1710 # bool
m_bPreviouslyInBuyZone = 0x1711 # bool
m_aimPunchAngle = 0x1714 # QAngle
m_aimPunchAngleVel = 0x1720 # QAngle
m_aimPunchTickBase = 0x172C # int32_t
m_aimPunchTickFraction = 0x1730 # float
m_aimPunchCache = 0x1738 # CUtlVector<QAngle>
m_bInLanding = 0x1758 # bool
m_flLandingTime = 0x175C # float
m_bInHostageRescueZone = 0x1760 # bool
m_bInBombZone = 0x1761 # bool
m_bIsBuyMenuOpen = 0x1762 # bool
m_flTimeOfLastInjury = 0x1764 # GameTime_t
m_flNextSprayDecalTime = 0x1768 # GameTime_t
m_iRetakesOffering = 0x1880 # int32_t
m_iRetakesOfferingCard = 0x1884 # int32_t
m_bRetakesHasDefuseKit = 0x1888 # bool
m_bRetakesMVPLastRound = 0x1889 # bool
m_iRetakesMVPBoostItem = 0x188C # int32_t
m_RetakesMVPBoostExtraUtility = 0x1890 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18B0 # bool
m_EconGloves = 0x18B8 # C_EconItemView
m_bMustSyncRagdollState = 0x1D00 # bool
m_nRagdollDamageBone = 0x1D04 # int32_t
m_vRagdollDamageForce = 0x1D08 # Vector
m_vRagdollDamagePosition = 0x1D14 # Vector
m_szRagdollDamageWeaponName = 0x1D20 # char[64]
m_bRagdollDamageHeadshot = 0x1D60 # bool
m_vRagdollServerOrigin = 0x1D64 # Vector
m_bLastHeadBoneTransformIsValid = 0x22A8 # bool
m_lastLandTime = 0x22AC # GameTime_t
m_bOnGroundLastTick = 0x22B0 # bool
m_qDeathEyeAngles = 0x22CC # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22D8 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1260 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1268 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1270 # float[4]
m_nLastClipPlaneSetupFrame = 0x1280 # int32_t
m_vecLastClipCameraPos = 0x1284 # Vector
m_vecLastClipCameraForward = 0x1290 # Vector
m_bClipHitStaticWorld = 0x129C # bool
m_bCachedPlaneIsValid = 0x129D # bool
m_pClippingWeapon = 0x12A0 # C_CSWeaponBase*
m_previousPlayerState = 0x12A8 # CSPlayerState
m_flLastCollisionCeiling = 0x12AC # float
m_flLastCollisionCeilingChangeTime = 0x12B0 # float
m_grenadeParameterStashTime = 0x12D0 # GameTime_t
m_bGrenadeParametersStashed = 0x12D4 # bool
m_angStashedShootAngles = 0x12D8 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12E4 # Vector
m_vecStashedVelocity = 0x12F0 # Vector
m_angShootAngleHistory = 0x12FC # QAngle[2]
m_vecThrowPositionHistory = 0x1314 # Vector[2]
m_vecVelocityHistory = 0x132C # Vector[2]
m_thirdPersonHeading = 0x1348 # QAngle
m_flSlopeDropOffset = 0x1360 # float
m_flSlopeDropHeight = 0x1370 # float
m_vHeadConstraintOffset = 0x1380 # Vector
m_bIsScoped = 0x1398 # bool
m_bIsWalking = 0x1399 # bool
m_bResumeZoom = 0x139A # bool
m_iPlayerState = 0x139C # CSPlayerState
m_bIsDefusing = 0x13A0 # bool
m_bIsGrabbingHostage = 0x13A1 # bool
m_iBlockingUseActionInProgress = 0x13A4 # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x13A8 # bool
m_fImmuneToGunGameDamageTime = 0x13AC # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13B0 # GameTime_t
m_bGunGameImmunity = 0x13B4 # bool
m_bHasMovedSinceSpawn = 0x13B5 # bool
m_fMolotovUseTime = 0x13B8 # float
m_fMolotovDamageTime = 0x13BC # float
m_nWhichBombZone = 0x13C0 # int32_t
m_bInNoDefuseArea = 0x13C4 # bool
m_iThrowGrenadeCounter = 0x13C8 # int32_t
m_bWaitForNoAttack = 0x13CC # bool
m_flGuardianTooFarDistFrac = 0x13D0 # float
m_flDetectedByEnemySensorTime = 0x13D4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13D8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13DC # bool
m_bKilledByTaser = 0x13DD # bool
m_iMoveState = 0x13E0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13E4 # bool
m_flLowerBodyYawTarget = 0x13E8 # float
m_bStrafing = 0x13EC # bool
m_flLastSpawnTimeIndex = 0x13F0 # GameTime_t
m_flEmitSoundTime = 0x13F4 # GameTime_t
m_iAddonBits = 0x13F8 # int32_t
m_iPrimaryAddon = 0x13FC # int32_t
m_iSecondaryAddon = 0x1400 # int32_t
m_iProgressBarDuration = 0x1404 # int32_t
m_flProgressBarStartTime = 0x1408 # float
m_iDirection = 0x140C # int32_t
m_iShotsFired = 0x1410 # int32_t
m_bNightVisionOn = 0x1414 # bool
m_bHasNightVision = 0x1415 # bool
m_flVelocityModifier = 0x1418 # float
m_flHitHeading = 0x141C # float
m_nHitBodyPart = 0x1420 # int32_t
m_iStartAccount = 0x1424 # int32_t
m_vecIntroStartEyePosition = 0x1428 # Vector
m_vecIntroStartPlayerForward = 0x1434 # Vector
m_flClientDeathTime = 0x1440 # GameTime_t
m_flNightVisionAlpha = 0x1444 # float
m_bScreenTearFrameCaptured = 0x1448 # bool
m_flFlashBangTime = 0x144C # float
m_flFlashScreenshotAlpha = 0x1450 # float
m_flFlashOverlayAlpha = 0x1454 # float
m_bFlashBuildUp = 0x1458 # bool
m_bFlashDspHasBeenCleared = 0x1459 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x145A # bool
m_flFlashMaxAlpha = 0x145C # float
m_flFlashDuration = 0x1460 # float
m_lastStandingPos = 0x1464 # Vector
m_vecLastMuzzleFlashPos = 0x1470 # Vector
m_angLastMuzzleFlashAngle = 0x147C # QAngle
m_hMuzzleFlashShape = 0x1488 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x148C # int32_t
m_flHealthFadeValue = 0x1490 # float
m_flHealthFadeAlpha = 0x1494 # float
m_nMyCollisionGroup = 0x1498 # int32_t
m_ignoreLadderJumpTime = 0x149C # float
m_ladderSurpressionTimer = 0x14A0 # CountdownTimer
m_lastLadderNormal = 0x14B8 # Vector
m_lastLadderPos = 0x14C4 # Vector
m_flDeathCCWeight = 0x14D8 # float
m_bOldIsScoped = 0x14DC # bool
m_flPrevRoundEndTime = 0x14E0 # float
m_flPrevMatchEndTime = 0x14E4 # float
m_unCurrentEquipmentValue = 0x14E8 # uint16_t
m_unRoundStartEquipmentValue = 0x14EA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14EC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14F0 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14FC # int32_t
m_ArmorValue = 0x1500 # int32_t
m_angEyeAngles = 0x1508 # QAngle
m_fNextThinkPushAway = 0x1520 # float
m_bShouldAutobuyDMWeapons = 0x1524 # bool
m_bShouldAutobuyNow = 0x1525 # bool
m_bHud_MiniScoreHidden = 0x1526 # bool
m_bHud_RadarHidden = 0x1527 # bool
m_nLastKillerIndex = 0x1528 # CEntityIndex
m_nLastConcurrentKilled = 0x152C # int32_t
m_nDeathCamMusic = 0x1530 # int32_t
m_iIDEntIndex = 0x1534 # CEntityIndex
m_delayTargetIDTimer = 0x1538 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1550 # CEntityIndex
m_iOldIDEntIndex = 0x1554 # CEntityIndex
m_holdTargetIDTimer = 0x1558 # CountdownTimer
m_flCurrentMusicStartTime = 0x1574 # float
m_flMusicRoundStartTime = 0x1578 # float
m_bDeferStartMusicOnWarmup = 0x157C # bool
m_cycleLatch = 0x1580 # int32_t
m_serverIntendedCycle = 0x1584 # float
m_vecPlayerPatchEconIndices = 0x1588 # uint32_t[5]
m_bHideTargetID = 0x15A4 # bool
m_nextTaserShakeTime = 0x15A8 # float
m_firstTaserShakeTime = 0x15AC # float
m_flLastSmokeOverlayAlpha = 0x15B0 # float
m_vLastSmokeOverlayColor = 0x15B4 # Vector
m_nPlayerSmokedFx = 0x15C0 # ParticleIndex_t
m_flNextMagDropTime = 0x15C4 # float
m_nLastMagDropAttachmentIndex = 0x15C8 # int32_t
m_vecBulletHitModels = 0x15D0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15E8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x1600 # Vector
m_entitySpottedState = 0x1628 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1640 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1644 # bool
m_bHasDeathInfo = 0x1645 # bool
m_flDeathInfoTime = 0x1648 # float
m_vecDeathInfoOrigin = 0x164C # Vector
m_bKilledByHeadshot = 0x1658 # bool
m_hOriginalController = 0x165C # CHandle<CCSPlayerController>
m_pPingServices = 0x1268 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1270 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1278 # float[4]
m_nLastClipPlaneSetupFrame = 0x1288 # int32_t
m_vecLastClipCameraPos = 0x128C # Vector
m_vecLastClipCameraForward = 0x1298 # Vector
m_bClipHitStaticWorld = 0x12A4 # bool
m_bCachedPlaneIsValid = 0x12A5 # bool
m_pClippingWeapon = 0x12A8 # C_CSWeaponBase*
m_previousPlayerState = 0x12B0 # CSPlayerState
m_flLastCollisionCeiling = 0x12B4 # float
m_flLastCollisionCeilingChangeTime = 0x12B8 # float
m_grenadeParameterStashTime = 0x12D8 # GameTime_t
m_bGrenadeParametersStashed = 0x12DC # bool
m_angStashedShootAngles = 0x12E0 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12EC # Vector
m_vecStashedVelocity = 0x12F8 # Vector
m_angShootAngleHistory = 0x1304 # QAngle[2]
m_vecThrowPositionHistory = 0x131C # Vector[2]
m_vecVelocityHistory = 0x1334 # Vector[2]
m_thirdPersonHeading = 0x1350 # QAngle
m_flSlopeDropOffset = 0x1368 # float
m_flSlopeDropHeight = 0x1378 # float
m_vHeadConstraintOffset = 0x1388 # Vector
m_bIsScoped = 0x13A0 # bool
m_bIsWalking = 0x13A1 # bool
m_bResumeZoom = 0x13A2 # bool
m_iPlayerState = 0x13A4 # CSPlayerState
m_bIsDefusing = 0x13A8 # bool
m_bIsGrabbingHostage = 0x13A9 # bool
m_iBlockingUseActionInProgress = 0x13AC # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x13B0 # bool
m_fImmuneToGunGameDamageTime = 0x13B4 # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13B8 # GameTime_t
m_bGunGameImmunity = 0x13BC # bool
m_bHasMovedSinceSpawn = 0x13BD # bool
m_fMolotovUseTime = 0x13C0 # float
m_fMolotovDamageTime = 0x13C4 # float
m_nWhichBombZone = 0x13C8 # int32_t
m_bInNoDefuseArea = 0x13CC # bool
m_iThrowGrenadeCounter = 0x13D0 # int32_t
m_bWaitForNoAttack = 0x13D4 # bool
m_flGuardianTooFarDistFrac = 0x13D8 # float
m_flDetectedByEnemySensorTime = 0x13DC # GameTime_t
m_flNextGuardianTooFarWarning = 0x13E0 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13E4 # bool
m_bKilledByTaser = 0x13E5 # bool
m_iMoveState = 0x13E8 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13EC # bool
m_flLowerBodyYawTarget = 0x13F0 # float
m_bStrafing = 0x13F4 # bool
m_flLastSpawnTimeIndex = 0x13F8 # GameTime_t
m_flEmitSoundTime = 0x13FC # GameTime_t
m_iAddonBits = 0x1400 # int32_t
m_iPrimaryAddon = 0x1404 # int32_t
m_iSecondaryAddon = 0x1408 # int32_t
m_iProgressBarDuration = 0x140C # int32_t
m_flProgressBarStartTime = 0x1410 # float
m_iDirection = 0x1414 # int32_t
m_iShotsFired = 0x1418 # int32_t
m_bNightVisionOn = 0x141C # bool
m_bHasNightVision = 0x141D # bool
m_flVelocityModifier = 0x1420 # float
m_flHitHeading = 0x1424 # float
m_nHitBodyPart = 0x1428 # int32_t
m_iStartAccount = 0x142C # int32_t
m_vecIntroStartEyePosition = 0x1430 # Vector
m_vecIntroStartPlayerForward = 0x143C # Vector
m_flClientDeathTime = 0x1448 # GameTime_t
m_flNightVisionAlpha = 0x144C # float
m_bScreenTearFrameCaptured = 0x1450 # bool
m_flFlashBangTime = 0x1454 # float
m_flFlashScreenshotAlpha = 0x1458 # float
m_flFlashOverlayAlpha = 0x145C # float
m_bFlashBuildUp = 0x1460 # bool
m_bFlashDspHasBeenCleared = 0x1461 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x1462 # bool
m_flFlashMaxAlpha = 0x1464 # float
m_flFlashDuration = 0x1468 # float
m_lastStandingPos = 0x146C # Vector
m_vecLastMuzzleFlashPos = 0x1478 # Vector
m_angLastMuzzleFlashAngle = 0x1484 # QAngle
m_hMuzzleFlashShape = 0x1490 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x1494 # int32_t
m_flHealthFadeValue = 0x1498 # float
m_flHealthFadeAlpha = 0x149C # float
m_nMyCollisionGroup = 0x14A0 # int32_t
m_ignoreLadderJumpTime = 0x14A4 # float
m_ladderSurpressionTimer = 0x14A8 # CountdownTimer
m_lastLadderNormal = 0x14C0 # Vector
m_lastLadderPos = 0x14CC # Vector
m_flDeathCCWeight = 0x14E0 # float
m_bOldIsScoped = 0x14E4 # bool
m_flPrevRoundEndTime = 0x14E8 # float
m_flPrevMatchEndTime = 0x14EC # float
m_unCurrentEquipmentValue = 0x14F0 # uint16_t
m_unRoundStartEquipmentValue = 0x14F2 # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14F4 # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14F8 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x1504 # int32_t
m_ArmorValue = 0x1508 # int32_t
m_angEyeAngles = 0x1510 # QAngle
m_fNextThinkPushAway = 0x1528 # float
m_bShouldAutobuyDMWeapons = 0x152C # bool
m_bShouldAutobuyNow = 0x152D # bool
m_bHud_MiniScoreHidden = 0x152E # bool
m_bHud_RadarHidden = 0x152F # bool
m_nLastKillerIndex = 0x1530 # CEntityIndex
m_nLastConcurrentKilled = 0x1534 # int32_t
m_nDeathCamMusic = 0x1538 # int32_t
m_iIDEntIndex = 0x153C # CEntityIndex
m_delayTargetIDTimer = 0x1540 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1558 # CEntityIndex
m_iOldIDEntIndex = 0x155C # CEntityIndex
m_holdTargetIDTimer = 0x1560 # CountdownTimer
m_flCurrentMusicStartTime = 0x157C # float
m_flMusicRoundStartTime = 0x1580 # float
m_bDeferStartMusicOnWarmup = 0x1584 # bool
m_cycleLatch = 0x1588 # int32_t
m_serverIntendedCycle = 0x158C # float
m_vecPlayerPatchEconIndices = 0x1590 # uint32_t[5]
m_bHideTargetID = 0x15AC # bool
m_nextTaserShakeTime = 0x15B0 # float
m_firstTaserShakeTime = 0x15B4 # float
m_flLastSmokeOverlayAlpha = 0x15B8 # float
m_vLastSmokeOverlayColor = 0x15BC # Vector
m_nPlayerSmokedFx = 0x15C8 # ParticleIndex_t
m_flNextMagDropTime = 0x15CC # float
m_nLastMagDropAttachmentIndex = 0x15D0 # int32_t
m_vecBulletHitModels = 0x15D8 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15F0 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x1608 # Vector
m_entitySpottedState = 0x1630 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1648 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x164C # bool
m_bHasDeathInfo = 0x164D # bool
m_flDeathInfoTime = 0x1650 # float
m_vecDeathInfoOrigin = 0x1654 # Vector
m_bKilledByHeadshot = 0x1660 # bool
m_hOriginalController = 0x1664 # CHandle<CCSPlayerController>
class C_CSPlayerResource: # C_BaseEntity
m_bHostageAlive = 0x540 # bool[12]