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https://github.com/a2x/cs2-dumper.git
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📦 Game Update 13963
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@@ -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 02:04:51.051900700 UTC
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* 2023-10-18 01:33:56.465776500 UTC
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*/
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#![allow(non_snake_case, non_upper_case_globals)]
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@@ -1424,6 +1424,7 @@ pub mod CCSPlayerController_ActionTrackingServices {
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pub const m_matchStats: usize = 0x90; // CSMatchStats_t
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pub const m_iNumRoundKills: usize = 0x148; // int32_t
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pub const m_iNumRoundKillsHeadshots: usize = 0x14C; // int32_t
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pub const m_unTotalRoundDamageDealt: usize = 0x150; // uint32_t
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}
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pub mod CCSPlayerController_DamageServices {
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@@ -1530,68 +1531,67 @@ pub mod CCSPlayerPawnBase {
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pub const m_iBlockingUseActionInProgress: usize = 0xCFC; // CSPlayerBlockingUseAction_t
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pub const m_fImmuneToGunGameDamageTime: usize = 0xD00; // GameTime_t
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pub const m_bGunGameImmunity: usize = 0xD04; // bool
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pub const m_unTotalRoundDamageDealt: usize = 0xD08; // uint32_t
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pub const m_fMolotovDamageTime: usize = 0xD0C; // float
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pub const m_bHasMovedSinceSpawn: usize = 0xD10; // bool
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pub const m_bCanMoveDuringFreezePeriod: usize = 0xD11; // bool
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pub const m_flGuardianTooFarDistFrac: usize = 0xD14; // float
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pub const m_flNextGuardianTooFarHurtTime: usize = 0xD18; // float
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pub const m_flDetectedByEnemySensorTime: usize = 0xD1C; // GameTime_t
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pub const m_flDealtDamageToEnemyMostRecentTimestamp: usize = 0xD20; // float
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pub const m_flLastEquippedHelmetTime: usize = 0xD24; // GameTime_t
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pub const m_flLastEquippedArmorTime: usize = 0xD28; // GameTime_t
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pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0xD2C; // int32_t
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pub const m_bResetArmorNextSpawn: usize = 0xD30; // bool
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pub const m_flLastBumpMineBumpTime: usize = 0xD34; // GameTime_t
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pub const m_flEmitSoundTime: usize = 0xD38; // GameTime_t
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pub const m_iNumSpawns: usize = 0xD3C; // int32_t
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pub const m_iShouldHaveCash: usize = 0xD40; // int32_t
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pub const m_bInvalidSteamLogonDelayed: usize = 0xD44; // bool
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pub const m_flLastAction: usize = 0xD48; // GameTime_t
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pub const m_flNameChangeHistory: usize = 0xD4C; // float[5]
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pub const m_fLastGivenDefuserTime: usize = 0xD60; // float
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pub const m_fLastGivenBombTime: usize = 0xD64; // float
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pub const m_bHasNightVision: usize = 0xD68; // bool
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pub const m_bNightVisionOn: usize = 0xD69; // bool
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pub const m_fNextRadarUpdateTime: usize = 0xD6C; // float
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pub const m_flLastMoneyUpdateTime: usize = 0xD70; // float
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pub const m_MenuStringBuffer: usize = 0xD74; // char[1024]
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pub const m_fIntroCamTime: usize = 0x1174; // float
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pub const m_nMyCollisionGroup: usize = 0x1178; // int32_t
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pub const m_bInNoDefuseArea: usize = 0x117C; // bool
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pub const m_bKilledByTaser: usize = 0x117D; // bool
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pub const m_iMoveState: usize = 0x1180; // int32_t
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pub const m_grenadeParameterStashTime: usize = 0x1184; // GameTime_t
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pub const m_bGrenadeParametersStashed: usize = 0x1188; // bool
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pub const m_angStashedShootAngles: usize = 0x118C; // QAngle
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pub const m_vecStashedGrenadeThrowPosition: usize = 0x1198; // Vector
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pub const m_vecStashedVelocity: usize = 0x11A4; // Vector
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pub const m_angShootAngleHistory: usize = 0x11B0; // QAngle[2]
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pub const m_vecThrowPositionHistory: usize = 0x11C8; // Vector[2]
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pub const m_vecVelocityHistory: usize = 0x11E0; // Vector[2]
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pub const m_bDiedAirborne: usize = 0x11F8; // bool
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pub const m_iBombSiteIndex: usize = 0x11FC; // CEntityIndex
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pub const m_nWhichBombZone: usize = 0x1200; // int32_t
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pub const m_bInBombZoneTrigger: usize = 0x1204; // bool
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pub const m_bWasInBombZoneTrigger: usize = 0x1205; // bool
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pub const m_iDirection: usize = 0x1208; // int32_t
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pub const m_iShotsFired: usize = 0x120C; // int32_t
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pub const m_ArmorValue: usize = 0x1210; // int32_t
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pub const m_flFlinchStack: usize = 0x1214; // float
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pub const m_flVelocityModifier: usize = 0x1218; // float
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pub const m_flHitHeading: usize = 0x121C; // float
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pub const m_nHitBodyPart: usize = 0x1220; // int32_t
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pub const m_iHostagesKilled: usize = 0x1224; // int32_t
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pub const m_vecTotalBulletForce: usize = 0x1228; // Vector
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pub const m_flFlashDuration: usize = 0x1234; // float
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pub const m_flFlashMaxAlpha: usize = 0x1238; // float
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pub const m_flProgressBarStartTime: usize = 0x123C; // float
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pub const m_iProgressBarDuration: usize = 0x1240; // int32_t
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pub const m_bWaitForNoAttack: usize = 0x1244; // bool
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pub const m_flLowerBodyYawTarget: usize = 0x1248; // float
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pub const m_bStrafing: usize = 0x124C; // bool
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pub const m_lastStandingPos: usize = 0x1250; // Vector
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pub const m_ignoreLadderJumpTime: usize = 0x125C; // float
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pub const m_fMolotovDamageTime: usize = 0xD08; // float
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pub const m_bHasMovedSinceSpawn: usize = 0xD0C; // bool
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pub const m_bCanMoveDuringFreezePeriod: usize = 0xD0D; // bool
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pub const m_flGuardianTooFarDistFrac: usize = 0xD10; // float
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pub const m_flNextGuardianTooFarHurtTime: usize = 0xD14; // float
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pub const m_flDetectedByEnemySensorTime: usize = 0xD18; // GameTime_t
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pub const m_flDealtDamageToEnemyMostRecentTimestamp: usize = 0xD1C; // float
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pub const m_flLastEquippedHelmetTime: usize = 0xD20; // GameTime_t
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pub const m_flLastEquippedArmorTime: usize = 0xD24; // GameTime_t
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pub const m_nHeavyAssaultSuitCooldownRemaining: usize = 0xD28; // int32_t
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pub const m_bResetArmorNextSpawn: usize = 0xD2C; // bool
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pub const m_flLastBumpMineBumpTime: usize = 0xD30; // GameTime_t
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pub const m_flEmitSoundTime: usize = 0xD34; // GameTime_t
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pub const m_iNumSpawns: usize = 0xD38; // int32_t
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pub const m_iShouldHaveCash: usize = 0xD3C; // int32_t
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pub const m_bInvalidSteamLogonDelayed: usize = 0xD40; // bool
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pub const m_flLastAction: usize = 0xD44; // GameTime_t
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pub const m_flNameChangeHistory: usize = 0xD48; // float[5]
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pub const m_fLastGivenDefuserTime: usize = 0xD5C; // float
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pub const m_fLastGivenBombTime: usize = 0xD60; // float
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pub const m_bHasNightVision: usize = 0xD64; // bool
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pub const m_bNightVisionOn: usize = 0xD65; // bool
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pub const m_fNextRadarUpdateTime: usize = 0xD68; // float
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pub const m_flLastMoneyUpdateTime: usize = 0xD6C; // float
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pub const m_MenuStringBuffer: usize = 0xD70; // char[1024]
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pub const m_fIntroCamTime: usize = 0x1170; // float
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pub const m_nMyCollisionGroup: usize = 0x1174; // int32_t
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pub const m_bInNoDefuseArea: usize = 0x1178; // bool
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pub const m_bKilledByTaser: usize = 0x1179; // bool
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pub const m_iMoveState: usize = 0x117C; // int32_t
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pub const m_grenadeParameterStashTime: usize = 0x1180; // GameTime_t
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pub const m_bGrenadeParametersStashed: usize = 0x1184; // bool
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pub const m_angStashedShootAngles: usize = 0x1188; // QAngle
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pub const m_vecStashedGrenadeThrowPosition: usize = 0x1194; // Vector
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pub const m_vecStashedVelocity: usize = 0x11A0; // Vector
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pub const m_angShootAngleHistory: usize = 0x11AC; // QAngle[2]
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pub const m_vecThrowPositionHistory: usize = 0x11C4; // Vector[2]
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pub const m_vecVelocityHistory: usize = 0x11DC; // Vector[2]
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pub const m_bDiedAirborne: usize = 0x11F4; // bool
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pub const m_iBombSiteIndex: usize = 0x11F8; // CEntityIndex
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pub const m_nWhichBombZone: usize = 0x11FC; // int32_t
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pub const m_bInBombZoneTrigger: usize = 0x1200; // bool
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pub const m_bWasInBombZoneTrigger: usize = 0x1201; // bool
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pub const m_iDirection: usize = 0x1204; // int32_t
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pub const m_iShotsFired: usize = 0x1208; // int32_t
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pub const m_ArmorValue: usize = 0x120C; // int32_t
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pub const m_flFlinchStack: usize = 0x1210; // float
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pub const m_flVelocityModifier: usize = 0x1214; // float
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pub const m_flHitHeading: usize = 0x1218; // float
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pub const m_nHitBodyPart: usize = 0x121C; // int32_t
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pub const m_iHostagesKilled: usize = 0x1220; // int32_t
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pub const m_vecTotalBulletForce: usize = 0x1224; // Vector
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pub const m_flFlashDuration: usize = 0x1230; // float
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pub const m_flFlashMaxAlpha: usize = 0x1234; // float
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pub const m_flProgressBarStartTime: usize = 0x1238; // float
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pub const m_iProgressBarDuration: usize = 0x123C; // int32_t
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pub const m_bWaitForNoAttack: usize = 0x1240; // bool
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pub const m_flLowerBodyYawTarget: usize = 0x1244; // float
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pub const m_bStrafing: usize = 0x1248; // bool
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pub const m_lastStandingPos: usize = 0x124C; // Vector
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pub const m_ignoreLadderJumpTime: usize = 0x1258; // float
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pub const m_ladderSurpressionTimer: usize = 0x1260; // CountdownTimer
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pub const m_lastLadderNormal: usize = 0x1278; // Vector
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pub const m_lastLadderPos: usize = 0x1284; // Vector
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