mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 16:39:58 +08:00
📦 Game Update 13963
This commit is contained in:
@@ -1,6 +1,6 @@
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'''
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https://github.com/a2x/cs2-dumper
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2023-10-17 02:04:50.982256700 UTC
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2023-10-18 01:33:56.395977700 UTC
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'''
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class ActiveModelConfig_t:
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@@ -1345,6 +1345,7 @@ class CCSPlayerController_ActionTrackingServices:
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m_matchStats = 0x90 # CSMatchStats_t
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m_iNumRoundKills = 0x148 # int32_t
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m_iNumRoundKillsHeadshots = 0x14C # int32_t
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m_unTotalRoundDamageDealt = 0x150 # uint32_t
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class CCSPlayerController_DamageServices:
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m_nSendUpdate = 0x40 # int32_t
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@@ -1446,68 +1447,67 @@ class CCSPlayerPawnBase:
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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_unTotalRoundDamageDealt = 0xD08 # uint32_t
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m_fMolotovDamageTime = 0xD0C # float
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m_bHasMovedSinceSpawn = 0xD10 # bool
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m_bCanMoveDuringFreezePeriod = 0xD11 # bool
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m_flGuardianTooFarDistFrac = 0xD14 # float
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m_flNextGuardianTooFarHurtTime = 0xD18 # float
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m_flDetectedByEnemySensorTime = 0xD1C # GameTime_t
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m_flDealtDamageToEnemyMostRecentTimestamp = 0xD20 # float
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m_flLastEquippedHelmetTime = 0xD24 # GameTime_t
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m_flLastEquippedArmorTime = 0xD28 # GameTime_t
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m_nHeavyAssaultSuitCooldownRemaining = 0xD2C # int32_t
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m_bResetArmorNextSpawn = 0xD30 # bool
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m_flLastBumpMineBumpTime = 0xD34 # GameTime_t
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m_flEmitSoundTime = 0xD38 # GameTime_t
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m_iNumSpawns = 0xD3C # int32_t
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m_iShouldHaveCash = 0xD40 # int32_t
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m_bInvalidSteamLogonDelayed = 0xD44 # bool
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m_flLastAction = 0xD48 # GameTime_t
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m_flNameChangeHistory = 0xD4C # float[5]
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m_fLastGivenDefuserTime = 0xD60 # float
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m_fLastGivenBombTime = 0xD64 # float
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m_bHasNightVision = 0xD68 # bool
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m_bNightVisionOn = 0xD69 # bool
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m_fNextRadarUpdateTime = 0xD6C # float
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m_flLastMoneyUpdateTime = 0xD70 # float
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m_MenuStringBuffer = 0xD74 # char[1024]
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m_fIntroCamTime = 0x1174 # float
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m_nMyCollisionGroup = 0x1178 # int32_t
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m_bInNoDefuseArea = 0x117C # bool
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m_bKilledByTaser = 0x117D # bool
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m_iMoveState = 0x1180 # int32_t
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m_grenadeParameterStashTime = 0x1184 # GameTime_t
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m_bGrenadeParametersStashed = 0x1188 # bool
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m_angStashedShootAngles = 0x118C # QAngle
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m_vecStashedGrenadeThrowPosition = 0x1198 # Vector
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m_vecStashedVelocity = 0x11A4 # Vector
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m_angShootAngleHistory = 0x11B0 # QAngle[2]
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m_vecThrowPositionHistory = 0x11C8 # Vector[2]
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m_vecVelocityHistory = 0x11E0 # Vector[2]
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m_bDiedAirborne = 0x11F8 # bool
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m_iBombSiteIndex = 0x11FC # CEntityIndex
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m_nWhichBombZone = 0x1200 # int32_t
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m_bInBombZoneTrigger = 0x1204 # bool
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m_bWasInBombZoneTrigger = 0x1205 # bool
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m_iDirection = 0x1208 # int32_t
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m_iShotsFired = 0x120C # int32_t
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m_ArmorValue = 0x1210 # int32_t
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m_flFlinchStack = 0x1214 # float
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m_flVelocityModifier = 0x1218 # float
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m_flHitHeading = 0x121C # float
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m_nHitBodyPart = 0x1220 # int32_t
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m_iHostagesKilled = 0x1224 # int32_t
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m_vecTotalBulletForce = 0x1228 # Vector
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m_flFlashDuration = 0x1234 # float
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m_flFlashMaxAlpha = 0x1238 # float
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m_flProgressBarStartTime = 0x123C # float
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m_iProgressBarDuration = 0x1240 # int32_t
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m_bWaitForNoAttack = 0x1244 # bool
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m_flLowerBodyYawTarget = 0x1248 # float
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m_bStrafing = 0x124C # bool
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m_lastStandingPos = 0x1250 # Vector
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m_ignoreLadderJumpTime = 0x125C # float
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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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