📦 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 09:09:53 +0000
* Sat, 4 Nov 2023 00:33:03 +0000
*/
#![allow(non_snake_case, non_upper_case_globals)]
@@ -164,12 +164,12 @@ pub mod CBodyComponent { // CEntityComponent
}
pub mod CBodyComponentBaseAnimGraph { // CBodyComponentSkeletonInstance
pub const m_animationController: usize = 0x470; // CBaseAnimGraphController
pub const __m_pChainEntity: usize = 0x18B0; // CNetworkVarChainer
pub const m_animationController: usize = 0x480; // CBaseAnimGraphController
pub const __m_pChainEntity: usize = 0x18C0; // CNetworkVarChainer
}
pub mod CBodyComponentBaseModelEntity { // CBodyComponentSkeletonInstance
pub const __m_pChainEntity: usize = 0x470; // CNetworkVarChainer
pub const __m_pChainEntity: usize = 0x480; // CNetworkVarChainer
}
pub mod CBodyComponentPoint { // CBodyComponent
@@ -179,7 +179,7 @@ pub mod CBodyComponentPoint { // CBodyComponent
pub mod CBodyComponentSkeletonInstance { // CBodyComponent
pub const m_skeletonInstance: usize = 0x50; // CSkeletonInstance
pub const __m_pChainEntity: usize = 0x440; // CNetworkVarChainer
pub const __m_pChainEntity: usize = 0x450; // CNetworkVarChainer
}
pub mod CBombTarget { // C_BaseTrigger
@@ -1753,9 +1753,9 @@ pub mod C_CSGO_PreviewModelAlias_csgo_item_previewmodel { // C_CSGO_PreviewModel
}
pub mod C_CSGO_PreviewPlayer { // C_CSPlayerPawn
pub const m_animgraph: usize = 0x22D8; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x22E0; // CUtlString
pub const m_flInitialModelScale: usize = 0x22E8; // float
pub const m_animgraph: usize = 0x22E0; // CUtlString
pub const m_animgraphCharacterModeString: usize = 0x22E8; // CUtlString
pub const m_flInitialModelScale: usize = 0x22F0; // float
}
pub mod C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel { // C_CSGO_PreviewPlayer
@@ -1924,204 +1924,204 @@ pub mod C_CSMinimapBoundary { // C_BaseEntity
}
pub mod C_CSObserverPawn { // C_CSPlayerPawnBase
pub const m_hDetectParentChange: usize = 0x16A8; // CEntityHandle
pub const m_hDetectParentChange: usize = 0x16B0; // CEntityHandle
}
pub mod C_CSPlayerPawn { // C_CSPlayerPawnBase
pub const m_pBulletServices: usize = 0x16A8; // CCSPlayer_BulletServices*
pub const m_pHostageServices: usize = 0x16B0; // CCSPlayer_HostageServices*
pub const m_pBuyServices: usize = 0x16B8; // CCSPlayer_BuyServices*
pub const m_pGlowServices: usize = 0x16C0; // CCSPlayer_GlowServices*
pub const m_pActionTrackingServices: usize = 0x16C8; // CCSPlayer_ActionTrackingServices*
pub const m_flHealthShotBoostExpirationTime: usize = 0x16D0; // GameTime_t
pub const m_flLastFiredWeaponTime: usize = 0x16D4; // GameTime_t
pub const m_bHasFemaleVoice: usize = 0x16D8; // bool
pub const m_flLandseconds: usize = 0x16DC; // float
pub const m_flOldFallVelocity: usize = 0x16E0; // float
pub const m_szLastPlaceName: usize = 0x16E4; // char[18]
pub const m_bPrevDefuser: usize = 0x16F6; // bool
pub const m_bPrevHelmet: usize = 0x16F7; // bool
pub const m_nPrevArmorVal: usize = 0x16F8; // int32_t
pub const m_nPrevGrenadeAmmoCount: usize = 0x16FC; // int32_t
pub const m_unPreviousWeaponHash: usize = 0x1700; // uint32_t
pub const m_unWeaponHash: usize = 0x1704; // uint32_t
pub const m_bInBuyZone: usize = 0x1708; // bool
pub const m_bPreviouslyInBuyZone: usize = 0x1709; // bool
pub const m_aimPunchAngle: usize = 0x170C; // QAngle
pub const m_aimPunchAngleVel: usize = 0x1718; // QAngle
pub const m_aimPunchTickBase: usize = 0x1724; // int32_t
pub const m_aimPunchTickFraction: usize = 0x1728; // float
pub const m_aimPunchCache: usize = 0x1730; // CUtlVector<QAngle>
pub const m_bInLanding: usize = 0x1750; // bool
pub const m_flLandingTime: usize = 0x1754; // float
pub const m_bInHostageRescueZone: usize = 0x1758; // bool
pub const m_bInBombZone: usize = 0x1759; // bool
pub const m_bIsBuyMenuOpen: usize = 0x175A; // bool
pub const m_flTimeOfLastInjury: usize = 0x175C; // GameTime_t
pub const m_flNextSprayDecalTime: usize = 0x1760; // GameTime_t
pub const m_iRetakesOffering: usize = 0x1878; // int32_t
pub const m_iRetakesOfferingCard: usize = 0x187C; // int32_t
pub const m_bRetakesHasDefuseKit: usize = 0x1880; // bool
pub const m_bRetakesMVPLastRound: usize = 0x1881; // bool
pub const m_iRetakesMVPBoostItem: usize = 0x1884; // int32_t
pub const m_RetakesMVPBoostExtraUtility: usize = 0x1888; // loadout_slot_t
pub const m_bNeedToReApplyGloves: usize = 0x18A8; // bool
pub const m_EconGloves: usize = 0x18B0; // C_EconItemView
pub const m_bMustSyncRagdollState: usize = 0x1CF8; // bool
pub const m_nRagdollDamageBone: usize = 0x1CFC; // int32_t
pub const m_vRagdollDamageForce: usize = 0x1D00; // Vector
pub const m_vRagdollDamagePosition: usize = 0x1D0C; // Vector
pub const m_szRagdollDamageWeaponName: usize = 0x1D18; // char[64]
pub const m_bRagdollDamageHeadshot: usize = 0x1D58; // bool
pub const m_vRagdollServerOrigin: usize = 0x1D5C; // Vector
pub const m_bLastHeadBoneTransformIsValid: usize = 0x22A0; // bool
pub const m_lastLandTime: usize = 0x22A4; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x22A8; // bool
pub const m_qDeathEyeAngles: usize = 0x22C4; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x22D0; // bool
pub const m_pBulletServices: usize = 0x16B0; // CCSPlayer_BulletServices*
pub const m_pHostageServices: usize = 0x16B8; // CCSPlayer_HostageServices*
pub const m_pBuyServices: usize = 0x16C0; // CCSPlayer_BuyServices*
pub const m_pGlowServices: usize = 0x16C8; // CCSPlayer_GlowServices*
pub const m_pActionTrackingServices: usize = 0x16D0; // CCSPlayer_ActionTrackingServices*
pub const m_flHealthShotBoostExpirationTime: usize = 0x16D8; // GameTime_t
pub const m_flLastFiredWeaponTime: usize = 0x16DC; // GameTime_t
pub const m_bHasFemaleVoice: usize = 0x16E0; // bool
pub const m_flLandseconds: usize = 0x16E4; // float
pub const m_flOldFallVelocity: usize = 0x16E8; // float
pub const m_szLastPlaceName: usize = 0x16EC; // char[18]
pub const m_bPrevDefuser: usize = 0x16FE; // bool
pub const m_bPrevHelmet: usize = 0x16FF; // bool
pub const m_nPrevArmorVal: usize = 0x1700; // int32_t
pub const m_nPrevGrenadeAmmoCount: usize = 0x1704; // int32_t
pub const m_unPreviousWeaponHash: usize = 0x1708; // uint32_t
pub const m_unWeaponHash: usize = 0x170C; // uint32_t
pub const m_bInBuyZone: usize = 0x1710; // bool
pub const m_bPreviouslyInBuyZone: usize = 0x1711; // bool
pub const m_aimPunchAngle: usize = 0x1714; // QAngle
pub const m_aimPunchAngleVel: usize = 0x1720; // QAngle
pub const m_aimPunchTickBase: usize = 0x172C; // int32_t
pub const m_aimPunchTickFraction: usize = 0x1730; // float
pub const m_aimPunchCache: usize = 0x1738; // CUtlVector<QAngle>
pub const m_bInLanding: usize = 0x1758; // bool
pub const m_flLandingTime: usize = 0x175C; // float
pub const m_bInHostageRescueZone: usize = 0x1760; // bool
pub const m_bInBombZone: usize = 0x1761; // bool
pub const m_bIsBuyMenuOpen: usize = 0x1762; // bool
pub const m_flTimeOfLastInjury: usize = 0x1764; // GameTime_t
pub const m_flNextSprayDecalTime: usize = 0x1768; // GameTime_t
pub const m_iRetakesOffering: usize = 0x1880; // int32_t
pub const m_iRetakesOfferingCard: usize = 0x1884; // int32_t
pub const m_bRetakesHasDefuseKit: usize = 0x1888; // bool
pub const m_bRetakesMVPLastRound: usize = 0x1889; // bool
pub const m_iRetakesMVPBoostItem: usize = 0x188C; // int32_t
pub const m_RetakesMVPBoostExtraUtility: usize = 0x1890; // loadout_slot_t
pub const m_bNeedToReApplyGloves: usize = 0x18B0; // bool
pub const m_EconGloves: usize = 0x18B8; // C_EconItemView
pub const m_bMustSyncRagdollState: usize = 0x1D00; // bool
pub const m_nRagdollDamageBone: usize = 0x1D04; // int32_t
pub const m_vRagdollDamageForce: usize = 0x1D08; // Vector
pub const m_vRagdollDamagePosition: usize = 0x1D14; // Vector
pub const m_szRagdollDamageWeaponName: usize = 0x1D20; // char[64]
pub const m_bRagdollDamageHeadshot: usize = 0x1D60; // bool
pub const m_vRagdollServerOrigin: usize = 0x1D64; // Vector
pub const m_bLastHeadBoneTransformIsValid: usize = 0x22A8; // bool
pub const m_lastLandTime: usize = 0x22AC; // GameTime_t
pub const m_bOnGroundLastTick: usize = 0x22B0; // bool
pub const m_qDeathEyeAngles: usize = 0x22CC; // QAngle
pub const m_bSkipOneHeadConstraintUpdate: usize = 0x22D8; // bool
}
pub mod C_CSPlayerPawnBase { // C_BasePlayerPawn
pub const m_pPingServices: usize = 0x1260; // CCSPlayer_PingServices*
pub const m_pViewModelServices: usize = 0x1268; // CPlayer_ViewModelServices*
pub const m_fRenderingClipPlane: usize = 0x1270; // float[4]
pub const m_nLastClipPlaneSetupFrame: usize = 0x1280; // int32_t
pub const m_vecLastClipCameraPos: usize = 0x1284; // Vector
pub const m_vecLastClipCameraForward: usize = 0x1290; // Vector
pub const m_bClipHitStaticWorld: usize = 0x129C; // bool
pub const m_bCachedPlaneIsValid: usize = 0x129D; // bool
pub const m_pClippingWeapon: usize = 0x12A0; // C_CSWeaponBase*
pub const m_previousPlayerState: usize = 0x12A8; // CSPlayerState
pub const m_flLastCollisionCeiling: usize = 0x12AC; // float
pub const m_flLastCollisionCeilingChangeTime: usize = 0x12B0; // float
pub const m_grenadeParameterStashTime: usize = 0x12D0; // GameTime_t
pub const m_bGrenadeParametersStashed: usize = 0x12D4; // bool
pub const m_angStashedShootAngles: usize = 0x12D8; // QAngle
pub const m_vecStashedGrenadeThrowPosition: usize = 0x12E4; // Vector
pub const m_vecStashedVelocity: usize = 0x12F0; // Vector
pub const m_angShootAngleHistory: usize = 0x12FC; // QAngle[2]
pub const m_vecThrowPositionHistory: usize = 0x1314; // Vector[2]
pub const m_vecVelocityHistory: usize = 0x132C; // Vector[2]
pub const m_thirdPersonHeading: usize = 0x1348; // QAngle
pub const m_flSlopeDropOffset: usize = 0x1360; // float
pub const m_flSlopeDropHeight: usize = 0x1370; // float
pub const m_vHeadConstraintOffset: usize = 0x1380; // Vector
pub const m_bIsScoped: usize = 0x1398; // bool
pub const m_bIsWalking: usize = 0x1399; // bool
pub const m_bResumeZoom: usize = 0x139A; // bool
pub const m_iPlayerState: usize = 0x139C; // CSPlayerState
pub const m_bIsDefusing: usize = 0x13A0; // bool
pub const m_bIsGrabbingHostage: usize = 0x13A1; // bool
pub const m_iBlockingUseActionInProgress: usize = 0x13A4; // CSPlayerBlockingUseAction_t
pub const m_bIsRescuing: usize = 0x13A8; // bool
pub const m_fImmuneToGunGameDamageTime: usize = 0x13AC; // GameTime_t
pub const m_fImmuneToGunGameDamageTimeLast: usize = 0x13B0; // GameTime_t
pub const m_bGunGameImmunity: usize = 0x13B4; // bool
pub const m_bHasMovedSinceSpawn: usize = 0x13B5; // bool
pub const m_fMolotovUseTime: usize = 0x13B8; // float
pub const m_fMolotovDamageTime: usize = 0x13BC; // float
pub const m_nWhichBombZone: usize = 0x13C0; // int32_t
pub const m_bInNoDefuseArea: usize = 0x13C4; // bool
pub const m_iThrowGrenadeCounter: usize = 0x13C8; // int32_t
pub const m_bWaitForNoAttack: usize = 0x13CC; // bool
pub const m_flGuardianTooFarDistFrac: usize = 0x13D0; // float
pub const m_flDetectedByEnemySensorTime: usize = 0x13D4; // GameTime_t
pub const m_flNextGuardianTooFarWarning: usize = 0x13D8; // float
pub const m_bSuppressGuardianTooFarWarningAudio: usize = 0x13DC; // bool
pub const m_bKilledByTaser: usize = 0x13DD; // bool
pub const m_iMoveState: usize = 0x13E0; // int32_t
pub const m_bCanMoveDuringFreezePeriod: usize = 0x13E4; // bool
pub const m_flLowerBodyYawTarget: usize = 0x13E8; // float
pub const m_bStrafing: usize = 0x13EC; // bool
pub const m_flLastSpawnTimeIndex: usize = 0x13F0; // GameTime_t
pub const m_flEmitSoundTime: usize = 0x13F4; // GameTime_t
pub const m_iAddonBits: usize = 0x13F8; // int32_t
pub const m_iPrimaryAddon: usize = 0x13FC; // int32_t
pub const m_iSecondaryAddon: usize = 0x1400; // int32_t
pub const m_iProgressBarDuration: usize = 0x1404; // int32_t
pub const m_flProgressBarStartTime: usize = 0x1408; // float
pub const m_iDirection: usize = 0x140C; // int32_t
pub const m_iShotsFired: usize = 0x1410; // int32_t
pub const m_bNightVisionOn: usize = 0x1414; // bool
pub const m_bHasNightVision: usize = 0x1415; // bool
pub const m_flVelocityModifier: usize = 0x1418; // float
pub const m_flHitHeading: usize = 0x141C; // float
pub const m_nHitBodyPart: usize = 0x1420; // int32_t
pub const m_iStartAccount: usize = 0x1424; // int32_t
pub const m_vecIntroStartEyePosition: usize = 0x1428; // Vector
pub const m_vecIntroStartPlayerForward: usize = 0x1434; // Vector
pub const m_flClientDeathTime: usize = 0x1440; // GameTime_t
pub const m_flNightVisionAlpha: usize = 0x1444; // float
pub const m_bScreenTearFrameCaptured: usize = 0x1448; // bool
pub const m_flFlashBangTime: usize = 0x144C; // float
pub const m_flFlashScreenshotAlpha: usize = 0x1450; // float
pub const m_flFlashOverlayAlpha: usize = 0x1454; // float
pub const m_bFlashBuildUp: usize = 0x1458; // bool
pub const m_bFlashDspHasBeenCleared: usize = 0x1459; // bool
pub const m_bFlashScreenshotHasBeenGrabbed: usize = 0x145A; // bool
pub const m_flFlashMaxAlpha: usize = 0x145C; // float
pub const m_flFlashDuration: usize = 0x1460; // float
pub const m_lastStandingPos: usize = 0x1464; // Vector
pub const m_vecLastMuzzleFlashPos: usize = 0x1470; // Vector
pub const m_angLastMuzzleFlashAngle: usize = 0x147C; // QAngle
pub const m_hMuzzleFlashShape: usize = 0x1488; // CHandle<C_BaseEntity>
pub const m_iHealthBarRenderMaskIndex: usize = 0x148C; // int32_t
pub const m_flHealthFadeValue: usize = 0x1490; // float
pub const m_flHealthFadeAlpha: usize = 0x1494; // float
pub const m_nMyCollisionGroup: usize = 0x1498; // int32_t
pub const m_ignoreLadderJumpTime: usize = 0x149C; // float
pub const m_ladderSurpressionTimer: usize = 0x14A0; // CountdownTimer
pub const m_lastLadderNormal: usize = 0x14B8; // Vector
pub const m_lastLadderPos: usize = 0x14C4; // Vector
pub const m_flDeathCCWeight: usize = 0x14D8; // float
pub const m_bOldIsScoped: usize = 0x14DC; // bool
pub const m_flPrevRoundEndTime: usize = 0x14E0; // float
pub const m_flPrevMatchEndTime: usize = 0x14E4; // float
pub const m_unCurrentEquipmentValue: usize = 0x14E8; // uint16_t
pub const m_unRoundStartEquipmentValue: usize = 0x14EA; // uint16_t
pub const m_unFreezetimeEndEquipmentValue: usize = 0x14EC; // uint16_t
pub const m_vecThirdPersonViewPositionOverride: usize = 0x14F0; // Vector
pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0x14FC; // int32_t
pub const m_ArmorValue: usize = 0x1500; // int32_t
pub const m_angEyeAngles: usize = 0x1508; // QAngle
pub const m_fNextThinkPushAway: usize = 0x1520; // float
pub const m_bShouldAutobuyDMWeapons: usize = 0x1524; // bool
pub const m_bShouldAutobuyNow: usize = 0x1525; // bool
pub const m_bHud_MiniScoreHidden: usize = 0x1526; // bool
pub const m_bHud_RadarHidden: usize = 0x1527; // bool
pub const m_nLastKillerIndex: usize = 0x1528; // CEntityIndex
pub const m_nLastConcurrentKilled: usize = 0x152C; // int32_t
pub const m_nDeathCamMusic: usize = 0x1530; // int32_t
pub const m_iIDEntIndex: usize = 0x1534; // CEntityIndex
pub const m_delayTargetIDTimer: usize = 0x1538; // CountdownTimer
pub const m_iTargetedWeaponEntIndex: usize = 0x1550; // CEntityIndex
pub const m_iOldIDEntIndex: usize = 0x1554; // CEntityIndex
pub const m_holdTargetIDTimer: usize = 0x1558; // CountdownTimer
pub const m_flCurrentMusicStartTime: usize = 0x1574; // float
pub const m_flMusicRoundStartTime: usize = 0x1578; // float
pub const m_bDeferStartMusicOnWarmup: usize = 0x157C; // bool
pub const m_cycleLatch: usize = 0x1580; // int32_t
pub const m_serverIntendedCycle: usize = 0x1584; // float
pub const m_vecPlayerPatchEconIndices: usize = 0x1588; // uint32_t[5]
pub const m_bHideTargetID: usize = 0x15A4; // bool
pub const m_nextTaserShakeTime: usize = 0x15A8; // float
pub const m_firstTaserShakeTime: usize = 0x15AC; // float
pub const m_flLastSmokeOverlayAlpha: usize = 0x15B0; // float
pub const m_vLastSmokeOverlayColor: usize = 0x15B4; // Vector
pub const m_nPlayerSmokedFx: usize = 0x15C0; // ParticleIndex_t
pub const m_flNextMagDropTime: usize = 0x15C4; // float
pub const m_nLastMagDropAttachmentIndex: usize = 0x15C8; // int32_t
pub const m_vecBulletHitModels: usize = 0x15D0; // CUtlVector<C_BulletHitModel*>
pub const m_vecPickupModelSlerpers: usize = 0x15E8; // CUtlVector<C_PickUpModelSlerper*>
pub const m_vecLastAliveLocalVelocity: usize = 0x1600; // Vector
pub const m_entitySpottedState: usize = 0x1628; // EntitySpottedState_t
pub const m_nSurvivalTeamNumber: usize = 0x1640; // int32_t
pub const m_bGuardianShouldSprayCustomXMark: usize = 0x1644; // bool
pub const m_bHasDeathInfo: usize = 0x1645; // bool
pub const m_flDeathInfoTime: usize = 0x1648; // float
pub const m_vecDeathInfoOrigin: usize = 0x164C; // Vector
pub const m_bKilledByHeadshot: usize = 0x1658; // bool
pub const m_hOriginalController: usize = 0x165C; // CHandle<CCSPlayerController>
pub const m_pPingServices: usize = 0x1268; // CCSPlayer_PingServices*
pub const m_pViewModelServices: usize = 0x1270; // CPlayer_ViewModelServices*
pub const m_fRenderingClipPlane: usize = 0x1278; // float[4]
pub const m_nLastClipPlaneSetupFrame: usize = 0x1288; // int32_t
pub const m_vecLastClipCameraPos: usize = 0x128C; // Vector
pub const m_vecLastClipCameraForward: usize = 0x1298; // Vector
pub const m_bClipHitStaticWorld: usize = 0x12A4; // bool
pub const m_bCachedPlaneIsValid: usize = 0x12A5; // bool
pub const m_pClippingWeapon: usize = 0x12A8; // C_CSWeaponBase*
pub const m_previousPlayerState: usize = 0x12B0; // CSPlayerState
pub const m_flLastCollisionCeiling: usize = 0x12B4; // float
pub const m_flLastCollisionCeilingChangeTime: usize = 0x12B8; // float
pub const m_grenadeParameterStashTime: usize = 0x12D8; // GameTime_t
pub const m_bGrenadeParametersStashed: usize = 0x12DC; // bool
pub const m_angStashedShootAngles: usize = 0x12E0; // QAngle
pub const m_vecStashedGrenadeThrowPosition: usize = 0x12EC; // Vector
pub const m_vecStashedVelocity: usize = 0x12F8; // Vector
pub const m_angShootAngleHistory: usize = 0x1304; // QAngle[2]
pub const m_vecThrowPositionHistory: usize = 0x131C; // Vector[2]
pub const m_vecVelocityHistory: usize = 0x1334; // Vector[2]
pub const m_thirdPersonHeading: usize = 0x1350; // QAngle
pub const m_flSlopeDropOffset: usize = 0x1368; // float
pub const m_flSlopeDropHeight: usize = 0x1378; // float
pub const m_vHeadConstraintOffset: usize = 0x1388; // Vector
pub const m_bIsScoped: usize = 0x13A0; // bool
pub const m_bIsWalking: usize = 0x13A1; // bool
pub const m_bResumeZoom: usize = 0x13A2; // bool
pub const m_iPlayerState: usize = 0x13A4; // CSPlayerState
pub const m_bIsDefusing: usize = 0x13A8; // bool
pub const m_bIsGrabbingHostage: usize = 0x13A9; // bool
pub const m_iBlockingUseActionInProgress: usize = 0x13AC; // CSPlayerBlockingUseAction_t
pub const m_bIsRescuing: usize = 0x13B0; // bool
pub const m_fImmuneToGunGameDamageTime: usize = 0x13B4; // GameTime_t
pub const m_fImmuneToGunGameDamageTimeLast: usize = 0x13B8; // GameTime_t
pub const m_bGunGameImmunity: usize = 0x13BC; // bool
pub const m_bHasMovedSinceSpawn: usize = 0x13BD; // bool
pub const m_fMolotovUseTime: usize = 0x13C0; // float
pub const m_fMolotovDamageTime: usize = 0x13C4; // float
pub const m_nWhichBombZone: usize = 0x13C8; // int32_t
pub const m_bInNoDefuseArea: usize = 0x13CC; // bool
pub const m_iThrowGrenadeCounter: usize = 0x13D0; // int32_t
pub const m_bWaitForNoAttack: usize = 0x13D4; // bool
pub const m_flGuardianTooFarDistFrac: usize = 0x13D8; // float
pub const m_flDetectedByEnemySensorTime: usize = 0x13DC; // GameTime_t
pub const m_flNextGuardianTooFarWarning: usize = 0x13E0; // float
pub const m_bSuppressGuardianTooFarWarningAudio: usize = 0x13E4; // bool
pub const m_bKilledByTaser: usize = 0x13E5; // bool
pub const m_iMoveState: usize = 0x13E8; // int32_t
pub const m_bCanMoveDuringFreezePeriod: usize = 0x13EC; // bool
pub const m_flLowerBodyYawTarget: usize = 0x13F0; // float
pub const m_bStrafing: usize = 0x13F4; // bool
pub const m_flLastSpawnTimeIndex: usize = 0x13F8; // GameTime_t
pub const m_flEmitSoundTime: usize = 0x13FC; // GameTime_t
pub const m_iAddonBits: usize = 0x1400; // int32_t
pub const m_iPrimaryAddon: usize = 0x1404; // int32_t
pub const m_iSecondaryAddon: usize = 0x1408; // int32_t
pub const m_iProgressBarDuration: usize = 0x140C; // int32_t
pub const m_flProgressBarStartTime: usize = 0x1410; // float
pub const m_iDirection: usize = 0x1414; // int32_t
pub const m_iShotsFired: usize = 0x1418; // int32_t
pub const m_bNightVisionOn: usize = 0x141C; // bool
pub const m_bHasNightVision: usize = 0x141D; // bool
pub const m_flVelocityModifier: usize = 0x1420; // float
pub const m_flHitHeading: usize = 0x1424; // float
pub const m_nHitBodyPart: usize = 0x1428; // int32_t
pub const m_iStartAccount: usize = 0x142C; // int32_t
pub const m_vecIntroStartEyePosition: usize = 0x1430; // Vector
pub const m_vecIntroStartPlayerForward: usize = 0x143C; // Vector
pub const m_flClientDeathTime: usize = 0x1448; // GameTime_t
pub const m_flNightVisionAlpha: usize = 0x144C; // float
pub const m_bScreenTearFrameCaptured: usize = 0x1450; // bool
pub const m_flFlashBangTime: usize = 0x1454; // float
pub const m_flFlashScreenshotAlpha: usize = 0x1458; // float
pub const m_flFlashOverlayAlpha: usize = 0x145C; // float
pub const m_bFlashBuildUp: usize = 0x1460; // bool
pub const m_bFlashDspHasBeenCleared: usize = 0x1461; // bool
pub const m_bFlashScreenshotHasBeenGrabbed: usize = 0x1462; // bool
pub const m_flFlashMaxAlpha: usize = 0x1464; // float
pub const m_flFlashDuration: usize = 0x1468; // float
pub const m_lastStandingPos: usize = 0x146C; // Vector
pub const m_vecLastMuzzleFlashPos: usize = 0x1478; // Vector
pub const m_angLastMuzzleFlashAngle: usize = 0x1484; // QAngle
pub const m_hMuzzleFlashShape: usize = 0x1490; // CHandle<C_BaseEntity>
pub const m_iHealthBarRenderMaskIndex: usize = 0x1494; // int32_t
pub const m_flHealthFadeValue: usize = 0x1498; // float
pub const m_flHealthFadeAlpha: usize = 0x149C; // float
pub const m_nMyCollisionGroup: usize = 0x14A0; // int32_t
pub const m_ignoreLadderJumpTime: usize = 0x14A4; // float
pub const m_ladderSurpressionTimer: usize = 0x14A8; // CountdownTimer
pub const m_lastLadderNormal: usize = 0x14C0; // Vector
pub const m_lastLadderPos: usize = 0x14CC; // Vector
pub const m_flDeathCCWeight: usize = 0x14E0; // float
pub const m_bOldIsScoped: usize = 0x14E4; // bool
pub const m_flPrevRoundEndTime: usize = 0x14E8; // float
pub const m_flPrevMatchEndTime: usize = 0x14EC; // float
pub const m_unCurrentEquipmentValue: usize = 0x14F0; // uint16_t
pub const m_unRoundStartEquipmentValue: usize = 0x14F2; // uint16_t
pub const m_unFreezetimeEndEquipmentValue: usize = 0x14F4; // uint16_t
pub const m_vecThirdPersonViewPositionOverride: usize = 0x14F8; // Vector
pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0x1504; // int32_t
pub const m_ArmorValue: usize = 0x1508; // int32_t
pub const m_angEyeAngles: usize = 0x1510; // QAngle
pub const m_fNextThinkPushAway: usize = 0x1528; // float
pub const m_bShouldAutobuyDMWeapons: usize = 0x152C; // bool
pub const m_bShouldAutobuyNow: usize = 0x152D; // bool
pub const m_bHud_MiniScoreHidden: usize = 0x152E; // bool
pub const m_bHud_RadarHidden: usize = 0x152F; // bool
pub const m_nLastKillerIndex: usize = 0x1530; // CEntityIndex
pub const m_nLastConcurrentKilled: usize = 0x1534; // int32_t
pub const m_nDeathCamMusic: usize = 0x1538; // int32_t
pub const m_iIDEntIndex: usize = 0x153C; // CEntityIndex
pub const m_delayTargetIDTimer: usize = 0x1540; // CountdownTimer
pub const m_iTargetedWeaponEntIndex: usize = 0x1558; // CEntityIndex
pub const m_iOldIDEntIndex: usize = 0x155C; // CEntityIndex
pub const m_holdTargetIDTimer: usize = 0x1560; // CountdownTimer
pub const m_flCurrentMusicStartTime: usize = 0x157C; // float
pub const m_flMusicRoundStartTime: usize = 0x1580; // float
pub const m_bDeferStartMusicOnWarmup: usize = 0x1584; // bool
pub const m_cycleLatch: usize = 0x1588; // int32_t
pub const m_serverIntendedCycle: usize = 0x158C; // float
pub const m_vecPlayerPatchEconIndices: usize = 0x1590; // uint32_t[5]
pub const m_bHideTargetID: usize = 0x15AC; // bool
pub const m_nextTaserShakeTime: usize = 0x15B0; // float
pub const m_firstTaserShakeTime: usize = 0x15B4; // float
pub const m_flLastSmokeOverlayAlpha: usize = 0x15B8; // float
pub const m_vLastSmokeOverlayColor: usize = 0x15BC; // Vector
pub const m_nPlayerSmokedFx: usize = 0x15C8; // ParticleIndex_t
pub const m_flNextMagDropTime: usize = 0x15CC; // float
pub const m_nLastMagDropAttachmentIndex: usize = 0x15D0; // int32_t
pub const m_vecBulletHitModels: usize = 0x15D8; // CUtlVector<C_BulletHitModel*>
pub const m_vecPickupModelSlerpers: usize = 0x15F0; // CUtlVector<C_PickUpModelSlerper*>
pub const m_vecLastAliveLocalVelocity: usize = 0x1608; // Vector
pub const m_entitySpottedState: usize = 0x1630; // EntitySpottedState_t
pub const m_nSurvivalTeamNumber: usize = 0x1648; // int32_t
pub const m_bGuardianShouldSprayCustomXMark: usize = 0x164C; // bool
pub const m_bHasDeathInfo: usize = 0x164D; // bool
pub const m_flDeathInfoTime: usize = 0x1650; // float
pub const m_vecDeathInfoOrigin: usize = 0x1654; // Vector
pub const m_bKilledByHeadshot: usize = 0x1660; // bool
pub const m_hOriginalController: usize = 0x1664; // CHandle<CCSPlayerController>
}
pub mod C_CSPlayerResource { // C_BaseEntity