📦 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 02:04:50.910543800 UTC
* 2023-10-18 01:33:56.321187500 UTC
*/
public static class ActiveModelConfig_t {
@@ -1422,6 +1422,7 @@ public static class CCSPlayerController_ActionTrackingServices {
public const nint m_matchStats = 0x90; // CSMatchStats_t
public const nint m_iNumRoundKills = 0x148; // int32_t
public const nint m_iNumRoundKillsHeadshots = 0x14C; // int32_t
public const nint m_unTotalRoundDamageDealt = 0x150; // uint32_t
}
public static class CCSPlayerController_DamageServices {
@@ -1528,68 +1529,67 @@ public static class CCSPlayerPawnBase {
public const nint m_iBlockingUseActionInProgress = 0xCFC; // CSPlayerBlockingUseAction_t
public const nint m_fImmuneToGunGameDamageTime = 0xD00; // GameTime_t
public const nint m_bGunGameImmunity = 0xD04; // bool
public const nint m_unTotalRoundDamageDealt = 0xD08; // uint32_t
public const nint m_fMolotovDamageTime = 0xD0C; // float
public const nint m_bHasMovedSinceSpawn = 0xD10; // bool
public const nint m_bCanMoveDuringFreezePeriod = 0xD11; // bool
public const nint m_flGuardianTooFarDistFrac = 0xD14; // float
public const nint m_flNextGuardianTooFarHurtTime = 0xD18; // float
public const nint m_flDetectedByEnemySensorTime = 0xD1C; // GameTime_t
public const nint m_flDealtDamageToEnemyMostRecentTimestamp = 0xD20; // float
public const nint m_flLastEquippedHelmetTime = 0xD24; // GameTime_t
public const nint m_flLastEquippedArmorTime = 0xD28; // GameTime_t
public const nint m_nHeavyAssaultSuitCooldownRemaining = 0xD2C; // int32_t
public const nint m_bResetArmorNextSpawn = 0xD30; // bool
public const nint m_flLastBumpMineBumpTime = 0xD34; // GameTime_t
public const nint m_flEmitSoundTime = 0xD38; // GameTime_t
public const nint m_iNumSpawns = 0xD3C; // int32_t
public const nint m_iShouldHaveCash = 0xD40; // int32_t
public const nint m_bInvalidSteamLogonDelayed = 0xD44; // bool
public const nint m_flLastAction = 0xD48; // GameTime_t
public const nint m_flNameChangeHistory = 0xD4C; // float[5]
public const nint m_fLastGivenDefuserTime = 0xD60; // float
public const nint m_fLastGivenBombTime = 0xD64; // float
public const nint m_bHasNightVision = 0xD68; // bool
public const nint m_bNightVisionOn = 0xD69; // bool
public const nint m_fNextRadarUpdateTime = 0xD6C; // float
public const nint m_flLastMoneyUpdateTime = 0xD70; // float
public const nint m_MenuStringBuffer = 0xD74; // char[1024]
public const nint m_fIntroCamTime = 0x1174; // float
public const nint m_nMyCollisionGroup = 0x1178; // int32_t
public const nint m_bInNoDefuseArea = 0x117C; // bool
public const nint m_bKilledByTaser = 0x117D; // bool
public const nint m_iMoveState = 0x1180; // int32_t
public const nint m_grenadeParameterStashTime = 0x1184; // GameTime_t
public const nint m_bGrenadeParametersStashed = 0x1188; // bool
public const nint m_angStashedShootAngles = 0x118C; // QAngle
public const nint m_vecStashedGrenadeThrowPosition = 0x1198; // Vector
public const nint m_vecStashedVelocity = 0x11A4; // Vector
public const nint m_angShootAngleHistory = 0x11B0; // QAngle[2]
public const nint m_vecThrowPositionHistory = 0x11C8; // Vector[2]
public const nint m_vecVelocityHistory = 0x11E0; // Vector[2]
public const nint m_bDiedAirborne = 0x11F8; // bool
public const nint m_iBombSiteIndex = 0x11FC; // CEntityIndex
public const nint m_nWhichBombZone = 0x1200; // int32_t
public const nint m_bInBombZoneTrigger = 0x1204; // bool
public const nint m_bWasInBombZoneTrigger = 0x1205; // bool
public const nint m_iDirection = 0x1208; // int32_t
public const nint m_iShotsFired = 0x120C; // int32_t
public const nint m_ArmorValue = 0x1210; // int32_t
public const nint m_flFlinchStack = 0x1214; // float
public const nint m_flVelocityModifier = 0x1218; // float
public const nint m_flHitHeading = 0x121C; // float
public const nint m_nHitBodyPart = 0x1220; // int32_t
public const nint m_iHostagesKilled = 0x1224; // int32_t
public const nint m_vecTotalBulletForce = 0x1228; // Vector
public const nint m_flFlashDuration = 0x1234; // float
public const nint m_flFlashMaxAlpha = 0x1238; // float
public const nint m_flProgressBarStartTime = 0x123C; // float
public const nint m_iProgressBarDuration = 0x1240; // int32_t
public const nint m_bWaitForNoAttack = 0x1244; // bool
public const nint m_flLowerBodyYawTarget = 0x1248; // float
public const nint m_bStrafing = 0x124C; // bool
public const nint m_lastStandingPos = 0x1250; // Vector
public const nint m_ignoreLadderJumpTime = 0x125C; // float
public const nint m_fMolotovDamageTime = 0xD08; // float
public const nint m_bHasMovedSinceSpawn = 0xD0C; // bool
public const nint m_bCanMoveDuringFreezePeriod = 0xD0D; // bool
public const nint m_flGuardianTooFarDistFrac = 0xD10; // float
public const nint m_flNextGuardianTooFarHurtTime = 0xD14; // float
public const nint m_flDetectedByEnemySensorTime = 0xD18; // GameTime_t
public const nint m_flDealtDamageToEnemyMostRecentTimestamp = 0xD1C; // float
public const nint m_flLastEquippedHelmetTime = 0xD20; // GameTime_t
public const nint m_flLastEquippedArmorTime = 0xD24; // GameTime_t
public const nint m_nHeavyAssaultSuitCooldownRemaining = 0xD28; // int32_t
public const nint m_bResetArmorNextSpawn = 0xD2C; // bool
public const nint m_flLastBumpMineBumpTime = 0xD30; // GameTime_t
public const nint m_flEmitSoundTime = 0xD34; // GameTime_t
public const nint m_iNumSpawns = 0xD38; // int32_t
public const nint m_iShouldHaveCash = 0xD3C; // int32_t
public const nint m_bInvalidSteamLogonDelayed = 0xD40; // bool
public const nint m_flLastAction = 0xD44; // GameTime_t
public const nint m_flNameChangeHistory = 0xD48; // float[5]
public const nint m_fLastGivenDefuserTime = 0xD5C; // float
public const nint m_fLastGivenBombTime = 0xD60; // float
public const nint m_bHasNightVision = 0xD64; // bool
public const nint m_bNightVisionOn = 0xD65; // bool
public const nint m_fNextRadarUpdateTime = 0xD68; // float
public const nint m_flLastMoneyUpdateTime = 0xD6C; // float
public const nint m_MenuStringBuffer = 0xD70; // char[1024]
public const nint m_fIntroCamTime = 0x1170; // float
public const nint m_nMyCollisionGroup = 0x1174; // int32_t
public const nint m_bInNoDefuseArea = 0x1178; // bool
public const nint m_bKilledByTaser = 0x1179; // bool
public const nint m_iMoveState = 0x117C; // int32_t
public const nint m_grenadeParameterStashTime = 0x1180; // GameTime_t
public const nint m_bGrenadeParametersStashed = 0x1184; // bool
public const nint m_angStashedShootAngles = 0x1188; // QAngle
public const nint m_vecStashedGrenadeThrowPosition = 0x1194; // Vector
public const nint m_vecStashedVelocity = 0x11A0; // Vector
public const nint m_angShootAngleHistory = 0x11AC; // QAngle[2]
public const nint m_vecThrowPositionHistory = 0x11C4; // Vector[2]
public const nint m_vecVelocityHistory = 0x11DC; // Vector[2]
public const nint m_bDiedAirborne = 0x11F4; // bool
public const nint m_iBombSiteIndex = 0x11F8; // CEntityIndex
public const nint m_nWhichBombZone = 0x11FC; // int32_t
public const nint m_bInBombZoneTrigger = 0x1200; // bool
public const nint m_bWasInBombZoneTrigger = 0x1201; // bool
public const nint m_iDirection = 0x1204; // int32_t
public const nint m_iShotsFired = 0x1208; // int32_t
public const nint m_ArmorValue = 0x120C; // int32_t
public const nint m_flFlinchStack = 0x1210; // float
public const nint m_flVelocityModifier = 0x1214; // float
public const nint m_flHitHeading = 0x1218; // float
public const nint m_nHitBodyPart = 0x121C; // int32_t
public const nint m_iHostagesKilled = 0x1220; // int32_t
public const nint m_vecTotalBulletForce = 0x1224; // Vector
public const nint m_flFlashDuration = 0x1230; // float
public const nint m_flFlashMaxAlpha = 0x1234; // float
public const nint m_flProgressBarStartTime = 0x1238; // float
public const nint m_iProgressBarDuration = 0x123C; // int32_t
public const nint m_bWaitForNoAttack = 0x1240; // bool
public const nint m_flLowerBodyYawTarget = 0x1244; // float
public const nint m_bStrafing = 0x1248; // bool
public const nint m_lastStandingPos = 0x124C; // Vector
public const nint m_ignoreLadderJumpTime = 0x1258; // float
public const nint m_ladderSurpressionTimer = 0x1260; // CountdownTimer
public const nint m_lastLadderNormal = 0x1278; // Vector
public const nint m_lastLadderPos = 0x1284; // Vector