mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 16:39:58 +08:00
📦 Game Update 13967
This commit is contained in:
@@ -1,6 +1,6 @@
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'''
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Created using https://github.com/a2x/cs2-dumper
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Fri, 3 Nov 2023 09:09:52 +0000
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Sat, 4 Nov 2023 00:33:03 +0000
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'''
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class ActiveModelConfig_t:
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@@ -717,11 +717,11 @@ class CBodyComponent: # CEntityComponent
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__m_pChainEntity = 0x20 # CNetworkVarChainer
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class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance
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m_animationController = 0x470 # CBaseAnimGraphController
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__m_pChainEntity = 0x750 # CNetworkVarChainer
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m_animationController = 0x480 # CBaseAnimGraphController
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__m_pChainEntity = 0x760 # CNetworkVarChainer
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class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance
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__m_pChainEntity = 0x470 # CNetworkVarChainer
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__m_pChainEntity = 0x480 # CNetworkVarChainer
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class CBodyComponentPoint: # CBodyComponent
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m_sceneNode = 0x50 # CGameSceneNode
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@@ -729,7 +729,7 @@ class CBodyComponentPoint: # CBodyComponent
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class CBodyComponentSkeletonInstance: # CBodyComponent
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m_skeletonInstance = 0x50 # CSkeletonInstance
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__m_pChainEntity = 0x440 # CNetworkVarChainer
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__m_pChainEntity = 0x450 # CNetworkVarChainer
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class CBombTarget: # CBaseTrigger
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m_OnBombExplode = 0x8A8 # CEntityIOOutput
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@@ -1434,36 +1434,36 @@ class CCSPlayerController_InventoryServices: # CPlayerControllerComponent
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m_vecServerAuthoritativeWeaponSlots = 0xF50 # CUtlVectorEmbeddedNetworkVar<ServerAuthoritativeWeaponSlot_t>
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class CCSPlayerPawn: # CCSPlayerPawnBase
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m_pBulletServices = 0x1548 # CCSPlayer_BulletServices*
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m_pHostageServices = 0x1550 # CCSPlayer_HostageServices*
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m_pBuyServices = 0x1558 # CCSPlayer_BuyServices*
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m_pActionTrackingServices = 0x1560 # CCSPlayer_ActionTrackingServices*
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m_pRadioServices = 0x1568 # CCSPlayer_RadioServices*
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m_pDamageReactServices = 0x1570 # CCSPlayer_DamageReactServices*
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m_nCharacterDefIndex = 0x1578 # uint16_t
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m_hPreviousModel = 0x1580 # CStrongHandle<InfoForResourceTypeCModel>
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m_bHasFemaleVoice = 0x1588 # bool
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m_strVOPrefix = 0x1590 # CUtlString
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m_szLastPlaceName = 0x1598 # char[18]
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m_bInBuyZone = 0x1658 # bool
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m_bWasInBuyZone = 0x1659 # bool
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m_bInHostageRescueZone = 0x165A # bool
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m_bInBombZone = 0x165B # bool
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m_bWasInHostageRescueZone = 0x165C # bool
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m_iRetakesOffering = 0x1660 # int32_t
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m_iRetakesOfferingCard = 0x1664 # int32_t
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m_bRetakesHasDefuseKit = 0x1668 # bool
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m_bRetakesMVPLastRound = 0x1669 # bool
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m_iRetakesMVPBoostItem = 0x166C # int32_t
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m_RetakesMVPBoostExtraUtility = 0x1670 # loadout_slot_t
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m_flHealthShotBoostExpirationTime = 0x1674 # GameTime_t
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m_flLandseconds = 0x1678 # float
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m_aimPunchAngle = 0x167C # QAngle
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m_aimPunchAngleVel = 0x1688 # QAngle
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m_aimPunchTickBase = 0x1694 # int32_t
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m_aimPunchTickFraction = 0x1698 # float
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m_aimPunchCache = 0x16A0 # CUtlVector<QAngle>
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m_bIsBuyMenuOpen = 0x16B8 # bool
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m_pBulletServices = 0x1550 # CCSPlayer_BulletServices*
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m_pHostageServices = 0x1558 # CCSPlayer_HostageServices*
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m_pBuyServices = 0x1560 # CCSPlayer_BuyServices*
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m_pActionTrackingServices = 0x1568 # CCSPlayer_ActionTrackingServices*
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m_pRadioServices = 0x1570 # CCSPlayer_RadioServices*
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m_pDamageReactServices = 0x1578 # CCSPlayer_DamageReactServices*
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m_nCharacterDefIndex = 0x1580 # uint16_t
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m_hPreviousModel = 0x1588 # CStrongHandle<InfoForResourceTypeCModel>
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m_bHasFemaleVoice = 0x1590 # bool
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m_strVOPrefix = 0x1598 # CUtlString
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m_szLastPlaceName = 0x15A0 # char[18]
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m_bInBuyZone = 0x1660 # bool
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m_bWasInBuyZone = 0x1661 # bool
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m_bInHostageRescueZone = 0x1662 # bool
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m_bInBombZone = 0x1663 # bool
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m_bWasInHostageRescueZone = 0x1664 # bool
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m_iRetakesOffering = 0x1668 # int32_t
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m_iRetakesOfferingCard = 0x166C # int32_t
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m_bRetakesHasDefuseKit = 0x1670 # bool
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m_bRetakesMVPLastRound = 0x1671 # bool
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m_iRetakesMVPBoostItem = 0x1674 # int32_t
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m_RetakesMVPBoostExtraUtility = 0x1678 # loadout_slot_t
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m_flHealthShotBoostExpirationTime = 0x167C # GameTime_t
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m_flLandseconds = 0x1680 # float
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m_aimPunchAngle = 0x1684 # QAngle
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m_aimPunchAngleVel = 0x1690 # QAngle
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m_aimPunchTickBase = 0x169C # int32_t
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m_aimPunchTickFraction = 0x16A0 # float
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m_aimPunchCache = 0x16A8 # CUtlVector<QAngle>
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m_bIsBuyMenuOpen = 0x16C0 # bool
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m_xLastHeadBoneTransform = 0x1C30 # CTransform
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m_bLastHeadBoneTransformIsValid = 0x1C50 # bool
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m_lastLandTime = 0x1C54 # GameTime_t
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@@ -1483,142 +1483,142 @@ class CCSPlayerPawn: # CCSPlayerPawnBase
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m_bSkipOneHeadConstraintUpdate = 0x1F64 # bool
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class CCSPlayerPawnBase: # CBasePlayerPawn
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m_CTouchExpansionComponent = 0xB60 # CTouchExpansionComponent
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m_pPingServices = 0xBB0 # CCSPlayer_PingServices*
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m_pViewModelServices = 0xBB8 # CPlayer_ViewModelServices*
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m_iDisplayHistoryBits = 0xBC0 # uint32_t
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m_flLastAttackedTeammate = 0xBC4 # float
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m_hOriginalController = 0xBC8 # CHandle<CCSPlayerController>
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m_blindUntilTime = 0xBCC # GameTime_t
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m_blindStartTime = 0xBD0 # GameTime_t
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m_allowAutoFollowTime = 0xBD4 # GameTime_t
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m_entitySpottedState = 0xBD8 # EntitySpottedState_t
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m_nSpotRules = 0xBF0 # int32_t
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m_iPlayerState = 0xBF4 # CSPlayerState
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m_chickenIdleSoundTimer = 0xC00 # CountdownTimer
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m_chickenJumpSoundTimer = 0xC18 # CountdownTimer
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m_vecLastBookmarkedPosition = 0xCD0 # Vector
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m_flLastDistanceTraveledNotice = 0xCDC # float
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m_flAccumulatedDistanceTraveled = 0xCE0 # float
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m_flLastFriendlyFireDamageReductionRatio = 0xCE4 # float
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m_bRespawning = 0xCE8 # bool
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m_nLastPickupPriority = 0xCEC # int32_t
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m_flLastPickupPriorityTime = 0xCF0 # float
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m_bIsScoped = 0xCF4 # bool
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m_bIsWalking = 0xCF5 # bool
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m_bResumeZoom = 0xCF6 # bool
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m_bIsDefusing = 0xCF7 # bool
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m_bIsGrabbingHostage = 0xCF8 # bool
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m_iBlockingUseActionInProgress = 0xCFC # CSPlayerBlockingUseAction_t
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m_fImmuneToGunGameDamageTime = 0xD00 # GameTime_t
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m_bGunGameImmunity = 0xD04 # bool
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m_fMolotovDamageTime = 0xD08 # float
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m_bHasMovedSinceSpawn = 0xD0C # bool
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m_bCanMoveDuringFreezePeriod = 0xD0D # bool
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m_flGuardianTooFarDistFrac = 0xD10 # float
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m_flNextGuardianTooFarHurtTime = 0xD14 # float
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m_flDetectedByEnemySensorTime = 0xD18 # GameTime_t
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m_flDealtDamageToEnemyMostRecentTimestamp = 0xD1C # float
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m_flLastEquippedHelmetTime = 0xD20 # GameTime_t
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m_flLastEquippedArmorTime = 0xD24 # GameTime_t
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m_nHeavyAssaultSuitCooldownRemaining = 0xD28 # int32_t
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m_bResetArmorNextSpawn = 0xD2C # bool
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m_flLastBumpMineBumpTime = 0xD30 # GameTime_t
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m_flEmitSoundTime = 0xD34 # GameTime_t
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m_iNumSpawns = 0xD38 # int32_t
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m_iShouldHaveCash = 0xD3C # int32_t
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m_bInvalidSteamLogonDelayed = 0xD40 # bool
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m_flLastAction = 0xD44 # GameTime_t
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m_flNameChangeHistory = 0xD48 # float[5]
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m_fLastGivenDefuserTime = 0xD5C # float
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m_fLastGivenBombTime = 0xD60 # float
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m_bHasNightVision = 0xD64 # bool
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m_bNightVisionOn = 0xD65 # bool
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m_fNextRadarUpdateTime = 0xD68 # float
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m_flLastMoneyUpdateTime = 0xD6C # float
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m_MenuStringBuffer = 0xD70 # char[1024]
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m_fIntroCamTime = 0x1170 # float
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m_nMyCollisionGroup = 0x1174 # int32_t
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m_bInNoDefuseArea = 0x1178 # bool
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m_bKilledByTaser = 0x1179 # bool
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m_iMoveState = 0x117C # int32_t
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m_grenadeParameterStashTime = 0x1180 # GameTime_t
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m_bGrenadeParametersStashed = 0x1184 # bool
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m_angStashedShootAngles = 0x1188 # QAngle
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m_vecStashedGrenadeThrowPosition = 0x1194 # Vector
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m_vecStashedVelocity = 0x11A0 # Vector
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m_angShootAngleHistory = 0x11AC # QAngle[2]
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m_vecThrowPositionHistory = 0x11C4 # Vector[2]
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m_vecVelocityHistory = 0x11DC # Vector[2]
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m_bDiedAirborne = 0x11F4 # bool
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m_iBombSiteIndex = 0x11F8 # CEntityIndex
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m_nWhichBombZone = 0x11FC # int32_t
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m_bInBombZoneTrigger = 0x1200 # bool
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m_bWasInBombZoneTrigger = 0x1201 # bool
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m_iDirection = 0x1204 # int32_t
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m_iShotsFired = 0x1208 # int32_t
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m_ArmorValue = 0x120C # int32_t
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m_flFlinchStack = 0x1210 # float
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m_flVelocityModifier = 0x1214 # float
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m_flHitHeading = 0x1218 # float
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m_nHitBodyPart = 0x121C # int32_t
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m_iHostagesKilled = 0x1220 # int32_t
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m_vecTotalBulletForce = 0x1224 # Vector
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m_flFlashDuration = 0x1230 # float
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m_flFlashMaxAlpha = 0x1234 # float
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m_flProgressBarStartTime = 0x1238 # float
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m_iProgressBarDuration = 0x123C # int32_t
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m_bWaitForNoAttack = 0x1240 # bool
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m_flLowerBodyYawTarget = 0x1244 # float
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m_bStrafing = 0x1248 # bool
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m_lastStandingPos = 0x124C # Vector
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m_ignoreLadderJumpTime = 0x1258 # float
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m_ladderSurpressionTimer = 0x1260 # CountdownTimer
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m_lastLadderNormal = 0x1278 # Vector
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m_lastLadderPos = 0x1284 # Vector
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m_thirdPersonHeading = 0x1290 # QAngle
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m_flSlopeDropOffset = 0x129C # float
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m_flSlopeDropHeight = 0x12A0 # float
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m_vHeadConstraintOffset = 0x12A4 # Vector
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m_iLastWeaponFireUsercmd = 0x12B8 # int32_t
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m_angEyeAngles = 0x12BC # QAngle
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m_bVCollisionInitted = 0x12C8 # bool
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m_storedSpawnPosition = 0x12CC # Vector
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m_storedSpawnAngle = 0x12D8 # QAngle
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m_bIsSpawning = 0x12E4 # bool
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m_bHideTargetID = 0x12E5 # bool
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m_nNumDangerZoneDamageHits = 0x12E8 # int32_t
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m_bHud_MiniScoreHidden = 0x12EC # bool
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m_bHud_RadarHidden = 0x12ED # bool
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m_nLastKillerIndex = 0x12F0 # CEntityIndex
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m_nLastConcurrentKilled = 0x12F4 # int32_t
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m_nDeathCamMusic = 0x12F8 # int32_t
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m_iAddonBits = 0x12FC # int32_t
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m_iPrimaryAddon = 0x1300 # int32_t
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m_iSecondaryAddon = 0x1304 # int32_t
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m_currentDeafnessFilter = 0x1308 # CUtlStringToken
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m_NumEnemiesKilledThisSpawn = 0x130C # int32_t
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m_NumEnemiesKilledThisRound = 0x1310 # int32_t
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m_NumEnemiesAtRoundStart = 0x1314 # int32_t
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m_wasNotKilledNaturally = 0x1318 # bool
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m_vecPlayerPatchEconIndices = 0x131C # uint32_t[5]
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m_iDeathFlags = 0x1330 # int32_t
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m_hPet = 0x1334 # CHandle<CChicken>
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m_unCurrentEquipmentValue = 0x1500 # uint16_t
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m_unRoundStartEquipmentValue = 0x1502 # uint16_t
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m_unFreezetimeEndEquipmentValue = 0x1504 # uint16_t
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m_nSurvivalTeamNumber = 0x1508 # int32_t
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m_bHasDeathInfo = 0x150C # bool
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m_flDeathInfoTime = 0x1510 # float
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m_vecDeathInfoOrigin = 0x1514 # Vector
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m_bKilledByHeadshot = 0x1520 # bool
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m_LastHitBox = 0x1524 # int32_t
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m_LastHealth = 0x1528 # int32_t
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m_flLastCollisionCeiling = 0x152C # float
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m_flLastCollisionCeilingChangeTime = 0x1530 # float
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m_pBot = 0x1538 # CCSBot*
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m_bBotAllowActive = 0x1540 # bool
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m_bCommittingSuicideOnTeamChange = 0x1541 # bool
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m_CTouchExpansionComponent = 0xB68 # CTouchExpansionComponent
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m_pPingServices = 0xBB8 # CCSPlayer_PingServices*
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m_pViewModelServices = 0xBC0 # CPlayer_ViewModelServices*
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m_iDisplayHistoryBits = 0xBC8 # uint32_t
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m_flLastAttackedTeammate = 0xBCC # float
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m_hOriginalController = 0xBD0 # CHandle<CCSPlayerController>
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m_blindUntilTime = 0xBD4 # GameTime_t
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m_blindStartTime = 0xBD8 # GameTime_t
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m_allowAutoFollowTime = 0xBDC # GameTime_t
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m_entitySpottedState = 0xBE0 # EntitySpottedState_t
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m_nSpotRules = 0xBF8 # int32_t
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m_iPlayerState = 0xBFC # CSPlayerState
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m_chickenIdleSoundTimer = 0xC08 # CountdownTimer
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m_chickenJumpSoundTimer = 0xC20 # CountdownTimer
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m_vecLastBookmarkedPosition = 0xCD8 # Vector
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m_flLastDistanceTraveledNotice = 0xCE4 # float
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m_flAccumulatedDistanceTraveled = 0xCE8 # float
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m_flLastFriendlyFireDamageReductionRatio = 0xCEC # float
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m_bRespawning = 0xCF0 # bool
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m_nLastPickupPriority = 0xCF4 # int32_t
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m_flLastPickupPriorityTime = 0xCF8 # float
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m_bIsScoped = 0xCFC # bool
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m_bIsWalking = 0xCFD # bool
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m_bResumeZoom = 0xCFE # bool
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||||
m_bIsDefusing = 0xCFF # bool
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m_bIsGrabbingHostage = 0xD00 # bool
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m_iBlockingUseActionInProgress = 0xD04 # CSPlayerBlockingUseAction_t
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m_fImmuneToGunGameDamageTime = 0xD08 # GameTime_t
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||||
m_bGunGameImmunity = 0xD0C # bool
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||||
m_fMolotovDamageTime = 0xD10 # float
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||||
m_bHasMovedSinceSpawn = 0xD14 # bool
|
||||
m_bCanMoveDuringFreezePeriod = 0xD15 # bool
|
||||
m_flGuardianTooFarDistFrac = 0xD18 # float
|
||||
m_flNextGuardianTooFarHurtTime = 0xD1C # float
|
||||
m_flDetectedByEnemySensorTime = 0xD20 # GameTime_t
|
||||
m_flDealtDamageToEnemyMostRecentTimestamp = 0xD24 # float
|
||||
m_flLastEquippedHelmetTime = 0xD28 # GameTime_t
|
||||
m_flLastEquippedArmorTime = 0xD2C # GameTime_t
|
||||
m_nHeavyAssaultSuitCooldownRemaining = 0xD30 # int32_t
|
||||
m_bResetArmorNextSpawn = 0xD34 # bool
|
||||
m_flLastBumpMineBumpTime = 0xD38 # GameTime_t
|
||||
m_flEmitSoundTime = 0xD3C # GameTime_t
|
||||
m_iNumSpawns = 0xD40 # int32_t
|
||||
m_iShouldHaveCash = 0xD44 # int32_t
|
||||
m_bInvalidSteamLogonDelayed = 0xD48 # bool
|
||||
m_flLastAction = 0xD4C # GameTime_t
|
||||
m_flNameChangeHistory = 0xD50 # float[5]
|
||||
m_fLastGivenDefuserTime = 0xD64 # float
|
||||
m_fLastGivenBombTime = 0xD68 # float
|
||||
m_bHasNightVision = 0xD6C # bool
|
||||
m_bNightVisionOn = 0xD6D # bool
|
||||
m_fNextRadarUpdateTime = 0xD70 # float
|
||||
m_flLastMoneyUpdateTime = 0xD74 # float
|
||||
m_MenuStringBuffer = 0xD78 # char[1024]
|
||||
m_fIntroCamTime = 0x1178 # float
|
||||
m_nMyCollisionGroup = 0x117C # int32_t
|
||||
m_bInNoDefuseArea = 0x1180 # bool
|
||||
m_bKilledByTaser = 0x1181 # bool
|
||||
m_iMoveState = 0x1184 # int32_t
|
||||
m_grenadeParameterStashTime = 0x1188 # GameTime_t
|
||||
m_bGrenadeParametersStashed = 0x118C # bool
|
||||
m_angStashedShootAngles = 0x1190 # QAngle
|
||||
m_vecStashedGrenadeThrowPosition = 0x119C # Vector
|
||||
m_vecStashedVelocity = 0x11A8 # Vector
|
||||
m_angShootAngleHistory = 0x11B4 # QAngle[2]
|
||||
m_vecThrowPositionHistory = 0x11CC # Vector[2]
|
||||
m_vecVelocityHistory = 0x11E4 # Vector[2]
|
||||
m_bDiedAirborne = 0x11FC # bool
|
||||
m_iBombSiteIndex = 0x1200 # CEntityIndex
|
||||
m_nWhichBombZone = 0x1204 # int32_t
|
||||
m_bInBombZoneTrigger = 0x1208 # bool
|
||||
m_bWasInBombZoneTrigger = 0x1209 # bool
|
||||
m_iDirection = 0x120C # int32_t
|
||||
m_iShotsFired = 0x1210 # int32_t
|
||||
m_ArmorValue = 0x1214 # int32_t
|
||||
m_flFlinchStack = 0x1218 # float
|
||||
m_flVelocityModifier = 0x121C # float
|
||||
m_flHitHeading = 0x1220 # float
|
||||
m_nHitBodyPart = 0x1224 # int32_t
|
||||
m_iHostagesKilled = 0x1228 # int32_t
|
||||
m_vecTotalBulletForce = 0x122C # Vector
|
||||
m_flFlashDuration = 0x1238 # float
|
||||
m_flFlashMaxAlpha = 0x123C # float
|
||||
m_flProgressBarStartTime = 0x1240 # float
|
||||
m_iProgressBarDuration = 0x1244 # int32_t
|
||||
m_bWaitForNoAttack = 0x1248 # bool
|
||||
m_flLowerBodyYawTarget = 0x124C # float
|
||||
m_bStrafing = 0x1250 # bool
|
||||
m_lastStandingPos = 0x1254 # Vector
|
||||
m_ignoreLadderJumpTime = 0x1260 # float
|
||||
m_ladderSurpressionTimer = 0x1268 # CountdownTimer
|
||||
m_lastLadderNormal = 0x1280 # Vector
|
||||
m_lastLadderPos = 0x128C # Vector
|
||||
m_thirdPersonHeading = 0x1298 # QAngle
|
||||
m_flSlopeDropOffset = 0x12A4 # float
|
||||
m_flSlopeDropHeight = 0x12A8 # float
|
||||
m_vHeadConstraintOffset = 0x12AC # Vector
|
||||
m_iLastWeaponFireUsercmd = 0x12C0 # int32_t
|
||||
m_angEyeAngles = 0x12C4 # QAngle
|
||||
m_bVCollisionInitted = 0x12D0 # bool
|
||||
m_storedSpawnPosition = 0x12D4 # Vector
|
||||
m_storedSpawnAngle = 0x12E0 # QAngle
|
||||
m_bIsSpawning = 0x12EC # bool
|
||||
m_bHideTargetID = 0x12ED # bool
|
||||
m_nNumDangerZoneDamageHits = 0x12F0 # int32_t
|
||||
m_bHud_MiniScoreHidden = 0x12F4 # bool
|
||||
m_bHud_RadarHidden = 0x12F5 # bool
|
||||
m_nLastKillerIndex = 0x12F8 # CEntityIndex
|
||||
m_nLastConcurrentKilled = 0x12FC # int32_t
|
||||
m_nDeathCamMusic = 0x1300 # int32_t
|
||||
m_iAddonBits = 0x1304 # int32_t
|
||||
m_iPrimaryAddon = 0x1308 # int32_t
|
||||
m_iSecondaryAddon = 0x130C # int32_t
|
||||
m_currentDeafnessFilter = 0x1310 # CUtlStringToken
|
||||
m_NumEnemiesKilledThisSpawn = 0x1314 # int32_t
|
||||
m_NumEnemiesKilledThisRound = 0x1318 # int32_t
|
||||
m_NumEnemiesAtRoundStart = 0x131C # int32_t
|
||||
m_wasNotKilledNaturally = 0x1320 # bool
|
||||
m_vecPlayerPatchEconIndices = 0x1324 # uint32_t[5]
|
||||
m_iDeathFlags = 0x1338 # int32_t
|
||||
m_hPet = 0x133C # CHandle<CChicken>
|
||||
m_unCurrentEquipmentValue = 0x1508 # uint16_t
|
||||
m_unRoundStartEquipmentValue = 0x150A # uint16_t
|
||||
m_unFreezetimeEndEquipmentValue = 0x150C # uint16_t
|
||||
m_nSurvivalTeamNumber = 0x1510 # int32_t
|
||||
m_bHasDeathInfo = 0x1514 # bool
|
||||
m_flDeathInfoTime = 0x1518 # float
|
||||
m_vecDeathInfoOrigin = 0x151C # Vector
|
||||
m_bKilledByHeadshot = 0x1528 # bool
|
||||
m_LastHitBox = 0x152C # int32_t
|
||||
m_LastHealth = 0x1530 # int32_t
|
||||
m_flLastCollisionCeiling = 0x1534 # float
|
||||
m_flLastCollisionCeilingChangeTime = 0x1538 # float
|
||||
m_pBot = 0x1540 # CCSBot*
|
||||
m_bBotAllowActive = 0x1548 # bool
|
||||
m_bCommittingSuicideOnTeamChange = 0x1549 # bool
|
||||
|
||||
class CCSPlayerResource: # CBaseEntity
|
||||
m_bHostageAlive = 0x4B0 # bool[12]
|
||||
|
||||
Reference in New Issue
Block a user