📦 Game Update 13963

This commit is contained in:
a2x
2023-10-18 11:35:36 +10:00
parent 0a86db6b40
commit c8921b5e83
77 changed files with 1682 additions and 1682 deletions

View File

@@ -1,6 +1,6 @@
'''
https://github.com/a2x/cs2-dumper
2023-10-17 02:04:51.425967900 UTC
2023-10-18 01:33:56.687439800 UTC
'''
class ActiveModelConfig_t:
@@ -262,6 +262,7 @@ class CCSPlayerController_ActionTrackingServices:
m_matchStats = 0x90 # CSMatchStats_t
m_iNumRoundKills = 0x108 # int32_t
m_iNumRoundKillsHeadshots = 0x10C # int32_t
m_unTotalRoundDamageDealt = 0x110 # uint32_t
class CCSPlayerController_DamageServices:
m_nSendUpdate = 0x40 # int32_t
@@ -1500,9 +1501,9 @@ class C_CSGO_PreviewModel:
m_flInitialModelScale = 0x1034 # float
class C_CSGO_PreviewPlayer:
m_animgraph = 0x22C8 # CUtlString
m_animgraphCharacterModeString = 0x22D0 # CUtlString
m_flInitialModelScale = 0x22D8 # float
m_animgraph = 0x22C0 # CUtlString
m_animgraphCharacterModeString = 0x22C8 # CUtlString
m_flInitialModelScale = 0x22D0 # float
class C_CSGO_TeamPreviewCamera:
m_nVariant = 0x5A0 # int32_t
@@ -1630,59 +1631,59 @@ class C_CSGameRulesProxy:
m_pGameRules = 0x540 # C_CSGameRules*
class C_CSObserverPawn:
m_hDetectParentChange = 0x16A0 # CEntityHandle
m_hDetectParentChange = 0x1698 # CEntityHandle
class C_CSPlayerPawn:
m_pBulletServices = 0x16A0 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16A8 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16B0 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16B8 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16C0 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16C8 # GameTime_t
m_flLastFiredWeaponTime = 0x16CC # GameTime_t
m_bHasFemaleVoice = 0x16D0 # bool
m_flLandseconds = 0x16D4 # float
m_flOldFallVelocity = 0x16D8 # float
m_szLastPlaceName = 0x16DC # char[18]
m_bPrevDefuser = 0x16EE # bool
m_bPrevHelmet = 0x16EF # bool
m_nPrevArmorVal = 0x16F0 # int32_t
m_nPrevGrenadeAmmoCount = 0x16F4 # int32_t
m_unPreviousWeaponHash = 0x16F8 # uint32_t
m_unWeaponHash = 0x16FC # uint32_t
m_bInBuyZone = 0x1700 # bool
m_bPreviouslyInBuyZone = 0x1701 # bool
m_aimPunchAngle = 0x1704 # QAngle
m_aimPunchAngleVel = 0x1710 # QAngle
m_aimPunchTickBase = 0x171C # int32_t
m_aimPunchTickFraction = 0x1720 # float
m_aimPunchCache = 0x1728 # CUtlVector<QAngle>
m_bInLanding = 0x1748 # bool
m_flLandingTime = 0x174C # float
m_bInHostageRescueZone = 0x1750 # bool
m_bInBombZone = 0x1751 # bool
m_bIsBuyMenuOpen = 0x1752 # bool
m_flTimeOfLastInjury = 0x1754 # GameTime_t
m_flNextSprayDecalTime = 0x1758 # GameTime_t
m_iRetakesOffering = 0x1870 # int32_t
m_iRetakesOfferingCard = 0x1874 # int32_t
m_bRetakesHasDefuseKit = 0x1878 # bool
m_bRetakesMVPLastRound = 0x1879 # bool
m_iRetakesMVPBoostItem = 0x187C # int32_t
m_RetakesMVPBoostExtraUtility = 0x1880 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18A0 # bool
m_EconGloves = 0x18A8 # C_EconItemView
m_bMustSyncRagdollState = 0x1CF0 # bool
m_nRagdollDamageBone = 0x1CF4 # int32_t
m_vRagdollDamageForce = 0x1CF8 # Vector
m_vRagdollDamagePosition = 0x1D04 # Vector
m_szRagdollDamageWeaponName = 0x1D10 # char[64]
m_bRagdollDamageHeadshot = 0x1D50 # bool
m_bLastHeadBoneTransformIsValid = 0x2290 # bool
m_lastLandTime = 0x2294 # GameTime_t
m_bOnGroundLastTick = 0x2298 # bool
m_qDeathEyeAngles = 0x22B4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22C0 # bool
m_pBulletServices = 0x1698 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16A0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16A8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16B0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16B8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16C0 # GameTime_t
m_flLastFiredWeaponTime = 0x16C4 # GameTime_t
m_bHasFemaleVoice = 0x16C8 # bool
m_flLandseconds = 0x16CC # float
m_flOldFallVelocity = 0x16D0 # float
m_szLastPlaceName = 0x16D4 # char[18]
m_bPrevDefuser = 0x16E6 # bool
m_bPrevHelmet = 0x16E7 # bool
m_nPrevArmorVal = 0x16E8 # int32_t
m_nPrevGrenadeAmmoCount = 0x16EC # int32_t
m_unPreviousWeaponHash = 0x16F0 # uint32_t
m_unWeaponHash = 0x16F4 # uint32_t
m_bInBuyZone = 0x16F8 # bool
m_bPreviouslyInBuyZone = 0x16F9 # bool
m_aimPunchAngle = 0x16FC # QAngle
m_aimPunchAngleVel = 0x1708 # QAngle
m_aimPunchTickBase = 0x1714 # int32_t
m_aimPunchTickFraction = 0x1718 # float
m_aimPunchCache = 0x1720 # CUtlVector<QAngle>
m_bInLanding = 0x1740 # bool
m_flLandingTime = 0x1744 # float
m_bInHostageRescueZone = 0x1748 # bool
m_bInBombZone = 0x1749 # bool
m_bIsBuyMenuOpen = 0x174A # bool
m_flTimeOfLastInjury = 0x174C # GameTime_t
m_flNextSprayDecalTime = 0x1750 # GameTime_t
m_iRetakesOffering = 0x1868 # int32_t
m_iRetakesOfferingCard = 0x186C # int32_t
m_bRetakesHasDefuseKit = 0x1870 # bool
m_bRetakesMVPLastRound = 0x1871 # bool
m_iRetakesMVPBoostItem = 0x1874 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1878 # loadout_slot_t
m_bNeedToReApplyGloves = 0x1898 # bool
m_EconGloves = 0x18A0 # C_EconItemView
m_bMustSyncRagdollState = 0x1CE8 # bool
m_nRagdollDamageBone = 0x1CEC # int32_t
m_vRagdollDamageForce = 0x1CF0 # Vector
m_vRagdollDamagePosition = 0x1CFC # Vector
m_szRagdollDamageWeaponName = 0x1D08 # char[64]
m_bRagdollDamageHeadshot = 0x1D48 # bool
m_bLastHeadBoneTransformIsValid = 0x2288 # bool
m_lastLandTime = 0x228C # GameTime_t
m_bOnGroundLastTick = 0x2290 # bool
m_qDeathEyeAngles = 0x22AC # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22B8 # bool
class C_CSPlayerPawnBase:
m_pPingServices = 0x1250 # CCSPlayer_PingServices*
@@ -1721,111 +1722,110 @@ class C_CSPlayerPawnBase:
m_fImmuneToGunGameDamageTimeLast = 0x13A0 # GameTime_t
m_bGunGameImmunity = 0x13A4 # bool
m_bHasMovedSinceSpawn = 0x13A5 # bool
m_unTotalRoundDamageDealt = 0x13A8 # uint32_t
m_fMolotovUseTime = 0x13AC # float
m_fMolotovDamageTime = 0x13B0 # float
m_nWhichBombZone = 0x13B4 # int32_t
m_bInNoDefuseArea = 0x13B8 # bool
m_iThrowGrenadeCounter = 0x13BC # int32_t
m_bWaitForNoAttack = 0x13C0 # bool
m_flGuardianTooFarDistFrac = 0x13C4 # float
m_flDetectedByEnemySensorTime = 0x13C8 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13CC # float
m_bSuppressGuardianTooFarWarningAudio = 0x13D0 # bool
m_bKilledByTaser = 0x13D1 # bool
m_iMoveState = 0x13D4 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13D8 # bool
m_flLowerBodyYawTarget = 0x13DC # float
m_bStrafing = 0x13E0 # bool
m_flLastSpawnTimeIndex = 0x13E4 # GameTime_t
m_flEmitSoundTime = 0x13E8 # GameTime_t
m_iAddonBits = 0x13EC # int32_t
m_iPrimaryAddon = 0x13F0 # int32_t
m_iSecondaryAddon = 0x13F4 # int32_t
m_iProgressBarDuration = 0x13F8 # int32_t
m_flProgressBarStartTime = 0x13FC # float
m_iDirection = 0x1400 # int32_t
m_iShotsFired = 0x1404 # int32_t
m_bNightVisionOn = 0x1408 # bool
m_bHasNightVision = 0x1409 # bool
m_flVelocityModifier = 0x140C # float
m_flHitHeading = 0x1410 # float
m_nHitBodyPart = 0x1414 # int32_t
m_iStartAccount = 0x1418 # int32_t
m_vecIntroStartEyePosition = 0x141C # Vector
m_vecIntroStartPlayerForward = 0x1428 # Vector
m_flClientDeathTime = 0x1434 # GameTime_t
m_flNightVisionAlpha = 0x1438 # float
m_bScreenTearFrameCaptured = 0x143C # bool
m_flFlashBangTime = 0x1440 # float
m_flFlashScreenshotAlpha = 0x1444 # float
m_flFlashOverlayAlpha = 0x1448 # float
m_bFlashBuildUp = 0x144C # bool
m_bFlashDspHasBeenCleared = 0x144D # bool
m_bFlashScreenshotHasBeenGrabbed = 0x144E # bool
m_flFlashMaxAlpha = 0x1450 # float
m_flFlashDuration = 0x1454 # float
m_lastStandingPos = 0x1458 # Vector
m_vecLastMuzzleFlashPos = 0x1464 # Vector
m_angLastMuzzleFlashAngle = 0x1470 # QAngle
m_hMuzzleFlashShape = 0x147C # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x1480 # int32_t
m_flHealthFadeValue = 0x1484 # float
m_flHealthFadeAlpha = 0x1488 # float
m_nMyCollisionGroup = 0x148C # int32_t
m_ignoreLadderJumpTime = 0x1490 # float
m_ladderSurpressionTimer = 0x1498 # CountdownTimer
m_lastLadderNormal = 0x14B0 # Vector
m_lastLadderPos = 0x14BC # Vector
m_flDeathCCWeight = 0x14D0 # float
m_bOldIsScoped = 0x14D4 # bool
m_flPrevRoundEndTime = 0x14D8 # float
m_flPrevMatchEndTime = 0x14DC # float
m_unCurrentEquipmentValue = 0x14E0 # uint16_t
m_unRoundStartEquipmentValue = 0x14E2 # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14E4 # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14E8 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14F4 # int32_t
m_ArmorValue = 0x14F8 # int32_t
m_angEyeAngles = 0x1500 # QAngle
m_fNextThinkPushAway = 0x1518 # float
m_bShouldAutobuyDMWeapons = 0x151C # bool
m_bShouldAutobuyNow = 0x151D # bool
m_bHud_MiniScoreHidden = 0x151E # bool
m_bHud_RadarHidden = 0x151F # bool
m_nLastKillerIndex = 0x1520 # CEntityIndex
m_nLastConcurrentKilled = 0x1524 # int32_t
m_nDeathCamMusic = 0x1528 # int32_t
m_iIDEntIndex = 0x152C # CEntityIndex
m_delayTargetIDTimer = 0x1530 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1548 # CEntityIndex
m_iOldIDEntIndex = 0x154C # CEntityIndex
m_holdTargetIDTimer = 0x1550 # CountdownTimer
m_flCurrentMusicStartTime = 0x156C # float
m_flMusicRoundStartTime = 0x1570 # float
m_bDeferStartMusicOnWarmup = 0x1574 # bool
m_cycleLatch = 0x1578 # int32_t
m_serverIntendedCycle = 0x157C # float
m_vecPlayerPatchEconIndices = 0x1580 # uint32_t[5]
m_bHideTargetID = 0x159C # bool
m_nextTaserShakeTime = 0x15A0 # float
m_firstTaserShakeTime = 0x15A4 # float
m_flLastSmokeOverlayAlpha = 0x15A8 # float
m_vLastSmokeOverlayColor = 0x15AC # Vector
m_nPlayerSmokedFx = 0x15B8 # ParticleIndex_t
m_flNextMagDropTime = 0x15BC # float
m_nLastMagDropAttachmentIndex = 0x15C0 # int32_t
m_vecBulletHitModels = 0x15C8 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15E0 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x15F8 # Vector
m_entitySpottedState = 0x1620 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1638 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x163C # bool
m_bHasDeathInfo = 0x163D # bool
m_flDeathInfoTime = 0x1640 # float
m_vecDeathInfoOrigin = 0x1644 # Vector
m_bKilledByHeadshot = 0x1650 # bool
m_hOriginalController = 0x1654 # CHandle<CCSPlayerController>
m_fMolotovUseTime = 0x13A8 # float
m_fMolotovDamageTime = 0x13AC # float
m_nWhichBombZone = 0x13B0 # int32_t
m_bInNoDefuseArea = 0x13B4 # bool
m_iThrowGrenadeCounter = 0x13B8 # int32_t
m_bWaitForNoAttack = 0x13BC # bool
m_flGuardianTooFarDistFrac = 0x13C0 # float
m_flDetectedByEnemySensorTime = 0x13C4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13C8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13CC # bool
m_bKilledByTaser = 0x13CD # bool
m_iMoveState = 0x13D0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13D4 # bool
m_flLowerBodyYawTarget = 0x13D8 # float
m_bStrafing = 0x13DC # bool
m_flLastSpawnTimeIndex = 0x13E0 # GameTime_t
m_flEmitSoundTime = 0x13E4 # GameTime_t
m_iAddonBits = 0x13E8 # int32_t
m_iPrimaryAddon = 0x13EC # int32_t
m_iSecondaryAddon = 0x13F0 # int32_t
m_iProgressBarDuration = 0x13F4 # int32_t
m_flProgressBarStartTime = 0x13F8 # float
m_iDirection = 0x13FC # int32_t
m_iShotsFired = 0x1400 # int32_t
m_bNightVisionOn = 0x1404 # bool
m_bHasNightVision = 0x1405 # bool
m_flVelocityModifier = 0x1408 # float
m_flHitHeading = 0x140C # float
m_nHitBodyPart = 0x1410 # int32_t
m_iStartAccount = 0x1414 # int32_t
m_vecIntroStartEyePosition = 0x1418 # Vector
m_vecIntroStartPlayerForward = 0x1424 # Vector
m_flClientDeathTime = 0x1430 # GameTime_t
m_flNightVisionAlpha = 0x1434 # float
m_bScreenTearFrameCaptured = 0x1438 # bool
m_flFlashBangTime = 0x143C # float
m_flFlashScreenshotAlpha = 0x1440 # float
m_flFlashOverlayAlpha = 0x1444 # float
m_bFlashBuildUp = 0x1448 # bool
m_bFlashDspHasBeenCleared = 0x1449 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x144A # bool
m_flFlashMaxAlpha = 0x144C # float
m_flFlashDuration = 0x1450 # float
m_lastStandingPos = 0x1454 # Vector
m_vecLastMuzzleFlashPos = 0x1460 # Vector
m_angLastMuzzleFlashAngle = 0x146C # QAngle
m_hMuzzleFlashShape = 0x1478 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x147C # int32_t
m_flHealthFadeValue = 0x1480 # float
m_flHealthFadeAlpha = 0x1484 # float
m_nMyCollisionGroup = 0x1488 # int32_t
m_ignoreLadderJumpTime = 0x148C # float
m_ladderSurpressionTimer = 0x1490 # CountdownTimer
m_lastLadderNormal = 0x14A8 # Vector
m_lastLadderPos = 0x14B4 # Vector
m_flDeathCCWeight = 0x14C8 # float
m_bOldIsScoped = 0x14CC # bool
m_flPrevRoundEndTime = 0x14D0 # float
m_flPrevMatchEndTime = 0x14D4 # float
m_unCurrentEquipmentValue = 0x14D8 # uint16_t
m_unRoundStartEquipmentValue = 0x14DA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14DC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14E0 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14EC # int32_t
m_ArmorValue = 0x14F0 # int32_t
m_angEyeAngles = 0x14F8 # QAngle
m_fNextThinkPushAway = 0x1510 # float
m_bShouldAutobuyDMWeapons = 0x1514 # bool
m_bShouldAutobuyNow = 0x1515 # bool
m_bHud_MiniScoreHidden = 0x1516 # bool
m_bHud_RadarHidden = 0x1517 # bool
m_nLastKillerIndex = 0x1518 # CEntityIndex
m_nLastConcurrentKilled = 0x151C # int32_t
m_nDeathCamMusic = 0x1520 # int32_t
m_iIDEntIndex = 0x1524 # CEntityIndex
m_delayTargetIDTimer = 0x1528 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1540 # CEntityIndex
m_iOldIDEntIndex = 0x1544 # CEntityIndex
m_holdTargetIDTimer = 0x1548 # CountdownTimer
m_flCurrentMusicStartTime = 0x1564 # float
m_flMusicRoundStartTime = 0x1568 # float
m_bDeferStartMusicOnWarmup = 0x156C # bool
m_cycleLatch = 0x1570 # int32_t
m_serverIntendedCycle = 0x1574 # float
m_vecPlayerPatchEconIndices = 0x1578 # uint32_t[5]
m_bHideTargetID = 0x1594 # bool
m_nextTaserShakeTime = 0x1598 # float
m_firstTaserShakeTime = 0x159C # float
m_flLastSmokeOverlayAlpha = 0x15A0 # float
m_vLastSmokeOverlayColor = 0x15A4 # Vector
m_nPlayerSmokedFx = 0x15B0 # ParticleIndex_t
m_flNextMagDropTime = 0x15B4 # float
m_nLastMagDropAttachmentIndex = 0x15B8 # int32_t
m_vecBulletHitModels = 0x15C0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15D8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x15F0 # Vector
m_entitySpottedState = 0x1618 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1630 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1634 # bool
m_bHasDeathInfo = 0x1635 # bool
m_flDeathInfoTime = 0x1638 # float
m_vecDeathInfoOrigin = 0x163C # Vector
m_bKilledByHeadshot = 0x1648 # bool
m_hOriginalController = 0x164C # CHandle<CCSPlayerController>
class C_CSPlayerResource:
m_bHostageAlive = 0x540 # bool[12]
@@ -2694,20 +2694,20 @@ class C_PlantedC4:
m_bHasExploded = 0xEB5 # bool
m_flTimerLength = 0xEB8 # float
m_bBeingDefused = 0xEBC # bool
m_bTenSecWarning = 0xEC0 # float
m_bTriggerWarning = 0xEC4 # float
m_bExplodeWarning = 0xEC8 # float
m_bC4Activated = 0xECC # bool
m_flDefuseLength = 0xED0 # float
m_flDefuseCountDown = 0xED4 # GameTime_t
m_bBombDefused = 0xED8 # bool
m_hBombDefuser = 0xEDC # CHandle<C_CSPlayerPawn>
m_hControlPanel = 0xEE0 # CHandle<C_BaseEntity>
m_hDefuserMultimeter = 0xEE4 # CHandle<C_Multimeter>
m_flNextRadarFlashTime = 0xEE8 # GameTime_t
m_bRadarFlash = 0xEEC # bool
m_pBombDefuser = 0xEF0 # CHandle<C_CSPlayerPawn>
m_fLastDefuseTime = 0xEF4 # GameTime_t
m_bTriggerWarning = 0xEC0 # float
m_bExplodeWarning = 0xEC4 # float
m_bC4Activated = 0xEC8 # bool
m_bTenSecWarning = 0xEC9 # bool
m_flDefuseLength = 0xECC # float
m_flDefuseCountDown = 0xED0 # GameTime_t
m_bBombDefused = 0xED4 # bool
m_hBombDefuser = 0xED8 # CHandle<C_CSPlayerPawn>
m_hControlPanel = 0xEDC # CHandle<C_BaseEntity>
m_hDefuserMultimeter = 0xEE0 # CHandle<C_Multimeter>
m_flNextRadarFlashTime = 0xEE4 # GameTime_t
m_bRadarFlash = 0xEE8 # bool
m_pBombDefuser = 0xEEC # CHandle<C_CSPlayerPawn>
m_fLastDefuseTime = 0xEF0 # GameTime_t
m_pPredictionOwner = 0xEF8 # CBasePlayerController*
class C_PlayerPing: