📦 Game Update 13987

This commit is contained in:
a2x
2024-02-07 14:08:21 +10:00
parent af4f2b7171
commit d6a68b1ead
100 changed files with 45592 additions and 41378 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Tue, 23 Jan 2024 06:17:17 +0000
Wed, 7 Feb 2024 04:10:48 +0000
'''
class AimMatrixOpFixedSettings_t:
@@ -318,8 +318,8 @@ class CAnimParameterBase:
m_group = 0x20 # CUtlString
m_id = 0x28 # AnimParamID
m_componentName = 0x40 # CUtlString
m_bNetworkingRequested = 0x4C # bool
m_bIsReferenced = 0x4D # bool
m_bNetworkingRequested = 0x60 # bool
m_bIsReferenced = 0x61 # bool
class CAnimParameterManagerUpdater:
m_parameters = 0x18 # CUtlVector<CSmartPtr<CAnimParameterBase>>
@@ -365,7 +365,7 @@ class CAnimTagBase:
m_name = 0x18 # CGlobalSymbol
m_group = 0x20 # CGlobalSymbol
m_tagID = 0x28 # AnimTagID
m_bIsReferenced = 0x2C # bool
m_bIsReferenced = 0x40 # bool
class CAnimTagManagerUpdater:
m_tags = 0x18 # CUtlVector<CSmartPtr<CAnimTagBase>>
@@ -448,13 +448,13 @@ class CAttachment:
m_bIgnoreRotation = 0x84 # bool
class CAudioAnimTag: # CAnimTagBase
m_clipName = 0x38 # CUtlString
m_attachmentName = 0x40 # CUtlString
m_flVolume = 0x48 # float
m_bStopWhenTagEnds = 0x4C # bool
m_bStopWhenGraphEnds = 0x4D # bool
m_bPlayOnServer = 0x4E # bool
m_bPlayOnClient = 0x4F # bool
m_clipName = 0x50 # CUtlString
m_attachmentName = 0x58 # CUtlString
m_flVolume = 0x60 # float
m_bStopWhenTagEnds = 0x64 # bool
m_bStopWhenGraphEnds = 0x65 # bool
m_bPlayOnServer = 0x66 # bool
m_bPlayOnClient = 0x67 # bool
class CBaseConstraint: # CBoneConstraintBase
m_name = 0x28 # CUtlString
@@ -509,8 +509,8 @@ class CBlendUpdateNode: # CAnimUpdateNodeBase
class CBlockSelectionMetricEvaluator: # CMotionMetricEvaluator
class CBodyGroupAnimTag: # CAnimTagBase
m_nPriority = 0x38 # int32_t
m_bodyGroupSettings = 0x40 # CUtlVector<CBodyGroupSetting>
m_nPriority = 0x50 # int32_t
m_bodyGroupSettings = 0x58 # CUtlVector<CBodyGroupSetting>
class CBodyGroupSetting:
m_BodyGroupName = 0x0 # CUtlString
@@ -558,7 +558,7 @@ class CBoneVelocityMetricEvaluator: # CMotionMetricEvaluator
m_nBoneIndex = 0x50 # int32_t
class CBoolAnimParameter: # CConcreteAnimParameter
m_bDefaultValue = 0x60 # bool
m_bDefaultValue = 0x78 # bool
class CCPPScriptComponentUpdater: # CAnimComponentUpdater
m_scriptsToRun = 0x30 # CUtlVector<CGlobalSymbol>
@@ -584,10 +584,10 @@ class CChoiceUpdateNode: # CAnimUpdateNodeBase
class CChoreoUpdateNode: # CUnaryUpdateNode
class CClothSettingsAnimTag: # CAnimTagBase
m_flStiffness = 0x38 # float
m_flEaseIn = 0x3C # float
m_flEaseOut = 0x40 # float
m_nVertexSet = 0x48 # CUtlString
m_flStiffness = 0x50 # float
m_flEaseIn = 0x54 # float
m_flEaseOut = 0x58 # float
m_nVertexSet = 0x60 # CUtlString
class CCompressorGroup:
m_nTotalElementCount = 0x0 # int32_t
@@ -609,12 +609,12 @@ class CCompressorGroup:
m_vector4DCompressor = 0x188 # CUtlVector<CCompressor<Vector4D>*>
class CConcreteAnimParameter: # CAnimParameterBase
m_previewButton = 0x50 # AnimParamButton_t
m_eNetworkSetting = 0x54 # AnimParamNetworkSetting
m_bUseMostRecentValue = 0x58 # bool
m_bAutoReset = 0x59 # bool
m_bGameWritable = 0x5A # bool
m_bGraphWritable = 0x5B # bool
m_previewButton = 0x68 # AnimParamButton_t
m_eNetworkSetting = 0x6C # AnimParamNetworkSetting
m_bUseMostRecentValue = 0x70 # bool
m_bAutoReset = 0x71 # bool
m_bGameWritable = 0x72 # bool
m_bGraphWritable = 0x73 # bool
class CConstraintSlave:
m_qBaseOrientation = 0x0 # Quaternion
@@ -709,39 +709,14 @@ class CEmitTagActionUpdater: # CAnimActionUpdater
m_bIsZeroDuration = 0x1C # bool
class CEnumAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x68 # uint8_t
m_enumOptions = 0x70 # CUtlVector<CUtlString>
m_defaultValue = 0x80 # uint8_t
m_enumOptions = 0x88 # CUtlVector<CUtlString>
class CExpressionActionUpdater: # CAnimActionUpdater
m_hParam = 0x18 # CAnimParamHandle
m_eParamType = 0x1A # AnimParamType_t
m_hScript = 0x1C # AnimScriptHandle
class CFingerBone:
m_boneName = 0x0 # CUtlString
m_hingeAxis = 0x8 # Vector
m_vCapsulePos1 = 0x14 # Vector
m_vCapsulePos2 = 0x20 # Vector
m_flMinAngle = 0x2C # float
m_flMaxAngle = 0x30 # float
m_flRadius = 0x34 # float
class CFingerChain:
m_targets = 0x0 # CUtlVector<CFingerSource>
m_bones = 0x18 # CUtlVector<CFingerBone>
m_name = 0x30 # CUtlString
m_tipParentBoneName = 0x38 # CUtlString
m_vTipOffset = 0x40 # Vector
m_metacarpalBoneName = 0x50 # CUtlString
m_vSplayHingeAxis = 0x58 # Vector
m_flSplayMinAngle = 0x64 # float
m_flSplayMaxAngle = 0x68 # float
m_flFingerScaleRatio = 0x6C # float
class CFingerSource:
m_nFingerIndex = 0x0 # AnimVRFinger_t
m_flFingerWeight = 0x4 # float
class CFlexController:
m_szName = 0x0 # CUtlString
m_szType = 0x8 # CUtlString
@@ -760,10 +735,10 @@ class CFlexRule:
m_FlexOps = 0x8 # CUtlVector<CFlexOp>
class CFloatAnimParameter: # CConcreteAnimParameter
m_fDefaultValue = 0x60 # float
m_fMinValue = 0x64 # float
m_fMaxValue = 0x68 # float
m_bInterpolate = 0x6C # bool
m_fDefaultValue = 0x78 # float
m_fMinValue = 0x7C # float
m_fMaxValue = 0x80 # float
m_bInterpolate = 0x84 # bool
class CFollowAttachmentUpdateNode: # CUnaryUpdateNode
m_opFixedData = 0x70 # FollowAttachmentSettings_t
@@ -822,7 +797,7 @@ class CFootDefinition:
m_flTraceRadius = 0x3C # float
class CFootFallAnimTag: # CAnimTagBase
m_foot = 0x38 # FootFallTagFoot_t
m_foot = 0x50 # FootFallTagFoot_t
class CFootLockUpdateNode: # CUnaryUpdateNode
m_opFixedSettings = 0x68 # FootLockPoseOpFixedSettings
@@ -878,10 +853,10 @@ class CFootTrajectory:
m_flProgression = 0x10 # float
class CFootstepLandedAnimTag: # CAnimTagBase
m_FootstepType = 0x38 # FootstepLandedFootSoundType_t
m_OverrideSoundName = 0x40 # CUtlString
m_DebugAnimSourceString = 0x48 # CUtlString
m_BoneName = 0x50 # CUtlString
m_FootstepType = 0x50 # FootstepLandedFootSoundType_t
m_OverrideSoundName = 0x58 # CUtlString
m_DebugAnimSourceString = 0x60 # CUtlString
m_BoneName = 0x68 # CUtlString
class CFutureFacingMetricEvaluator: # CMotionMetricEvaluator
m_flDistance = 0x50 # float
@@ -930,9 +905,9 @@ class CHitReactUpdateNode: # CUnaryUpdateNode
class CInputStreamUpdateNode: # CLeafUpdateNode
class CIntAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x60 # int32_t
m_minValue = 0x64 # int32_t
m_maxValue = 0x68 # int32_t
m_defaultValue = 0x78 # int32_t
m_minValue = 0x7C # int32_t
m_maxValue = 0x80 # int32_t
class CJiggleBoneUpdateNode: # CUnaryUpdateNode
m_opFixedData = 0x68 # JiggleBoneSettingsList_t
@@ -983,10 +958,10 @@ class CLookComponentUpdater: # CAnimComponentUpdater
m_bNetworkLookTarget = 0x42 # bool
class CMaterialAttributeAnimTag: # CAnimTagBase
m_AttributeName = 0x38 # CUtlString
m_AttributeType = 0x40 # MatterialAttributeTagType_t
m_flValue = 0x44 # float
m_Color = 0x48 # Color
m_AttributeName = 0x50 # CUtlString
m_AttributeType = 0x58 # MatterialAttributeTagType_t
m_flValue = 0x5C # float
m_Color = 0x60 # Color
class CMaterialDrawDescriptor:
m_nPrimitiveType = 0x0 # RenderPrimitiveType_t
@@ -1192,19 +1167,15 @@ class CMotionSearchNode:
m_selectableSamples = 0x68 # CUtlVector<int32_t>
class CMovementComponentUpdater: # CAnimComponentUpdater
m_movementModes = 0x30 # CUtlVector<CMovementMode>
m_motors = 0x48 # CUtlVector<CSmartPtr<CAnimMotorUpdaterBase>>
m_facingDamping = 0x60 # CAnimInputDamping
m_eDefaultFacingMode = 0x70 # FacingMode
m_nDefaultMotorIndex = 0x7C # int32_t
m_bMoveVarsDisabled = 0x80 # bool
m_bNetworkPath = 0x81 # bool
m_bNetworkFacing = 0x82 # bool
m_paramHandles = 0x83 # CAnimParamHandle[30]
class CMovementMode:
m_name = 0x0 # CUtlString
m_flSpeed = 0x8 # float
m_motors = 0x30 # CUtlVector<CSmartPtr<CAnimMotorUpdaterBase>>
m_facingDamping = 0x48 # CAnimInputDamping
m_eDefaultFacingMode = 0x58 # FacingMode
m_nDefaultMotorIndex = 0x64 # int32_t
m_flDefaultRunSpeed = 0x68 # float
m_bMoveVarsDisabled = 0x6C # bool
m_bNetworkPath = 0x6D # bool
m_bNetworkFacing = 0x6E # bool
m_paramHandles = 0x6F # CAnimParamHandle[30]
class CMoverUpdateNode: # CUnaryUpdateNode
m_damping = 0x70 # CAnimInputDamping
@@ -1220,6 +1191,99 @@ class CMoverUpdateNode: # CUnaryUpdateNode
m_bApplyRotation = 0x97 # bool
m_bLimitOnly = 0x98 # bool
class CNmBoneMask:
m_ID = 0x0 # CGlobalSymbol
m_weightInfo = 0x8 # CNmBoneMask::WeightInfo_t
m_weights = 0x18 # CUtlVector<float>
class CNmClip:
m_skeleton = 0x0 # CStrongHandle<InfoForResourceTypeCNmSkeleton>
m_nNumFrames = 0x8 # uint32_t
m_flDuration = 0xC # float
m_compressedPoseData = 0x10 # CUtlBinaryBlock
m_trackCompressionSettings = 0x28 # CUtlVector<NmCompressionSettings_t>
m_compressedPoseOffsets = 0x40 # CUtlVector<uint32_t>
m_syncTrack = 0xA0 # CNmSyncTrack
m_rootMotion = 0x150 # CNmRootMotionData
m_bIsAdditive = 0x1A0 # bool
class CNmEvent:
m_flStartTime = 0x8 # float
m_flDuration = 0xC # float
class CNmFootEvent: # CNmEvent
m_phase = 0x10 # NmFootPhase_t
class CNmFrameSnapEvent: # CNmEvent
m_frameSnapMode = 0x10 # NmFrameSnapEventMode_t
class CNmGraph:
m_persistentNodeIndices = 0x0 # CUtlVector<int16_t>
m_instanceNodeStartOffsets = 0x18 # CUtlVector<uint32_t>
m_instanceRequiredMemory = 0x30 # uint32_t
m_instanceRequiredAlignment = 0x34 # uint32_t
m_rootNodeIdx = 0x38 # int16_t
m_controlParameterIDs = 0x40 # CUtlVector<CGlobalSymbol>
m_virtualParameterIDs = 0x58 # CUtlVector<CGlobalSymbol>
m_virtualParameterNodeIndices = 0x70 # CUtlVector<int16_t>
m_childGraphSlots = 0x88 # CUtlVector<CNmGraph::ChildGraphSlot_t>
m_externalGraphSlots = 0xA0 # CUtlVector<CNmGraph::ExternalGraphSlot_t>
class CNmGraphDataSet:
m_variationID = 0x0 # CGlobalSymbol
m_skeleton = 0x8 # CStrongHandle<InfoForResourceTypeCNmSkeleton>
m_resources = 0x10 # CUtlVector<CStrongHandleVoid>
class CNmGraphVariation:
m_graph = 0x0 # CStrongHandle<InfoForResourceTypeCNmGraph>
m_dataSet = 0x8 # CStrongHandle<InfoForResourceTypeCNmGraphDataSet>
class CNmGraph_ChildGraphSlot_t:
m_nNodeIdx = 0x0 # int16_t
m_dataSlotIdx = 0x2 # int16_t
class CNmGraph_ExternalGraphSlot_t:
m_nNodeIdx = 0x0 # int16_t
m_slotID = 0x8 # CGlobalSymbol
class CNmIDEvent: # CNmEvent
m_ID = 0x10 # CGlobalSymbol
class CNmLegacyEvent: # CNmEvent
class CNmRootMotionData:
m_transforms = 0x0 # CUtlVector<CTransform>
m_nNumFrames = 0x18 # int32_t
m_flAverageLinearVelocity = 0x1C # float
m_flAverageAngularVelocityRadians = 0x20 # float
m_totalDelta = 0x30 # CTransform
class CNmSkeleton:
m_ID = 0x0 # CGlobalSymbol
m_boneIDs = 0x8 # CUtlLeanVector<CGlobalSymbol>
m_parentIndices = 0x18 # CUtlVector<int32_t>
m_parentSpaceReferencePose = 0x30 # CUtlVector<CTransform>
m_modelSpaceReferencePose = 0x48 # CUtlVector<CTransform>
m_numBonesToSampleAtLowLOD = 0x60 # int32_t
m_boneMasks = 0x68 # CUtlLeanVector<CNmBoneMask>
class CNmSyncTrack:
m_syncEvents = 0x0 # CUtlLeanVectorFixedGrowable<CNmSyncTrack::Event_t>
m_nStartEventOffset = 0xA8 # int32_t
class CNmSyncTrack_EventMarker_t:
m_startTime = 0x0 # NmPercent_t
m_ID = 0x8 # CGlobalSymbol
class CNmSyncTrack_Event_t:
m_ID = 0x0 # CGlobalSymbol
m_startTime = 0x8 # NmPercent_t
m_duration = 0xC # NmPercent_t
class CNmTransitionEvent: # CNmEvent
m_rule = 0x10 # NmTransitionRule_t
m_ID = 0x18 # CGlobalSymbol
class COrientConstraint: # CBaseConstraint
class CParamSpanUpdater:
@@ -1228,16 +1292,16 @@ class CParamSpanUpdater:
class CParentConstraint: # CBaseConstraint
class CParticleAnimTag: # CAnimTagBase
m_hParticleSystem = 0x38 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_particleSystemName = 0x40 # CUtlString
m_configName = 0x48 # CUtlString
m_bDetachFromOwner = 0x50 # bool
m_bStopWhenTagEnds = 0x51 # bool
m_bTagEndStopIsInstant = 0x52 # bool
m_attachmentName = 0x58 # CUtlString
m_attachmentType = 0x60 # ParticleAttachment_t
m_attachmentCP1Name = 0x68 # CUtlString
m_attachmentCP1Type = 0x70 # ParticleAttachment_t
m_hParticleSystem = 0x50 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_particleSystemName = 0x58 # CUtlString
m_configName = 0x60 # CUtlString
m_bDetachFromOwner = 0x68 # bool
m_bStopWhenTagEnds = 0x69 # bool
m_bTagEndStopIsInstant = 0x6A # bool
m_attachmentName = 0x70 # CUtlString
m_attachmentType = 0x78 # ParticleAttachment_t
m_attachmentCP1Name = 0x80 # CUtlString
m_attachmentCP1Type = 0x88 # ParticleAttachment_t
class CPathAnimMotorUpdater: # CPathAnimMotorUpdaterBase
@@ -1312,16 +1376,16 @@ class CProductQuantizer:
m_nDimensions = 0x18 # int32_t
class CQuaternionAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x60 # Quaternion
m_bInterpolate = 0x70 # bool
m_defaultValue = 0x80 # Quaternion
m_bInterpolate = 0x90 # bool
class CRagdollAnimTag: # CAnimTagBase
m_nPoseControl = 0x38 # AnimPoseControl
m_flFrequency = 0x3C # float
m_flDampingRatio = 0x40 # float
m_flDecayDuration = 0x44 # float
m_flDecayBias = 0x48 # float
m_bDestroy = 0x4C # bool
m_nPoseControl = 0x50 # AnimPoseControl
m_flFrequency = 0x54 # float
m_flDampingRatio = 0x58 # float
m_flDecayDuration = 0x5C # float
m_flDecayBias = 0x60 # float
m_bDestroy = 0x64 # bool
class CRagdollComponentUpdater: # CAnimComponentUpdater
m_ragdollNodePaths = 0x30 # CUtlVector<CAnimNodePath>
@@ -1331,6 +1395,7 @@ class CRagdollComponentUpdater: # CAnimComponentUpdater
m_flSpringFrequencyMin = 0x90 # float
m_flSpringFrequencyMax = 0x94 # float
m_flMaxStretch = 0x98 # float
m_bSolidCollisionAtZeroWeight = 0x9C # bool
class CRagdollUpdateNode: # CUnaryUpdateNode
m_nWeightListIndex = 0x68 # int32_t
@@ -1340,10 +1405,21 @@ class CRenderBufferBinding:
m_hBuffer = 0x0 # uint64_t
m_nBindOffsetBytes = 0x10 # uint32_t
class CRenderGroom:
m_nSegmentsPerHairStrand = 0x0 # int32_t
m_nGuideHairCount = 0x4 # int32_t
m_nHairCount = 0x8 # int32_t
m_nGroomGroupID = 0xC # int32_t
m_nAttachBoneIdx = 0x10 # int32_t
m_hairInfoBufferData = 0x18 # CUtlBinaryBlock
m_hairs = 0x30 # CUtlVector<RenderHairStrandInfo_t>
class CRenderMesh:
m_sceneObjects = 0x10 # CUtlVectorFixedGrowable<CSceneObjectData>
m_constraints = 0xA0 # CUtlVector<CBaseConstraint*>
m_skeleton = 0xB8 # CRenderSkeleton
m_meshDeformParams = 0x1E0 # DynamicMeshDeformParams_t
m_pGroomData = 0x1F0 # CRenderGroom*
class CRenderSkeleton:
m_bones = 0x0 # CUtlVector<RenderSkeletonBone_t>
@@ -1436,6 +1512,8 @@ class CSeqMultiFetch:
m_poseKeyArray1 = 0x48 # CUtlVector<float>
m_nLocalCyclePoseParameter = 0x60 # int32_t
m_bCalculatePoseParameters = 0x64 # bool
m_bFixedBlendWeight = 0x65 # bool
m_flFixedBlendWeightVals = 0x68 # float[2]
class CSeqMultiFetchFlag:
m_bRealtime = 0x0 # bool
@@ -1466,14 +1544,14 @@ class CSeqS1SeqDesc:
m_sName = 0x0 # CBufferString
m_flags = 0x10 # CSeqSeqDescFlag
m_fetch = 0x20 # CSeqMultiFetch
m_nLocalWeightlist = 0x88 # int32_t
m_autoLayerArray = 0x90 # CUtlVector<CSeqAutoLayer>
m_IKLockArray = 0xA8 # CUtlVector<CSeqIKLock>
m_transition = 0xC0 # CSeqTransition
m_SequenceKeys = 0xC8 # KeyValues3
m_LegacyKeyValueText = 0xD8 # CBufferString
m_activityArray = 0xE8 # CUtlVector<CAnimActivity>
m_footMotion = 0x100 # CUtlVector<CFootMotion>
m_nLocalWeightlist = 0x90 # int32_t
m_autoLayerArray = 0x98 # CUtlVector<CSeqAutoLayer>
m_IKLockArray = 0xB0 # CUtlVector<CSeqIKLock>
m_transition = 0xC8 # CSeqTransition
m_SequenceKeys = 0xD0 # KeyValues3
m_LegacyKeyValueText = 0xE0 # CBufferString
m_activityArray = 0xF0 # CUtlVector<CAnimActivity>
m_footMotion = 0x108 # CUtlVector<CFootMotion>
class CSeqScaleSet:
m_sName = 0x0 # CBufferString
@@ -1508,7 +1586,7 @@ class CSeqTransition:
m_flFadeOutTime = 0x4 # float
class CSequenceFinishedAnimTag: # CAnimTagBase
m_sequenceName = 0x38 # CUtlString
m_sequenceName = 0x50 # CUtlString
class CSequenceGroupData:
m_sName = 0x10 # CBufferString
@@ -1548,9 +1626,6 @@ class CSingleFrameUpdateNode: # CLeafUpdateNode
m_hSequence = 0x74 # HSequence
m_flCycle = 0x78 # float
class CSkeletalInputUpdateNode: # CLeafUpdateNode
m_fixedOpData = 0x58 # SkeletalInputOpFixedSettings_t
class CSlopeComponentUpdater: # CAnimComponentUpdater
m_flTraceDistance = 0x34 # float
m_hSlopeAngle = 0x38 # CAnimParamHandle
@@ -1644,6 +1719,9 @@ class CSubtractUpdateNode: # CBinaryUpdateNode
m_bApplyChannelsSeparately = 0x91 # bool
m_bUseModelSpace = 0x92 # bool
class CSymbolAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x78 # CGlobalSymbol
class CTaskStatusAnimTag: # CAnimTagBase
class CTiltTwistConstraint: # CBaseConstraint
@@ -1687,20 +1765,9 @@ class CUnaryUpdateNode: # CAnimUpdateNodeBase
class CVPhysXSurfacePropertiesList:
m_surfacePropertiesList = 0x0 # CUtlVector<CPhysSurfaceProperties*>
class CVRInputComponentUpdater: # CAnimComponentUpdater
m_FingerCurl_Thumb = 0x34 # CAnimParamHandle
m_FingerCurl_Index = 0x36 # CAnimParamHandle
m_FingerCurl_Middle = 0x38 # CAnimParamHandle
m_FingerCurl_Ring = 0x3A # CAnimParamHandle
m_FingerCurl_Pinky = 0x3C # CAnimParamHandle
m_FingerSplay_Thumb_Index = 0x3E # CAnimParamHandle
m_FingerSplay_Index_Middle = 0x40 # CAnimParamHandle
m_FingerSplay_Middle_Ring = 0x42 # CAnimParamHandle
m_FingerSplay_Ring_Pinky = 0x44 # CAnimParamHandle
class CVectorAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x60 # Vector
m_bInterpolate = 0x6C # bool
m_defaultValue = 0x78 # Vector
m_bInterpolate = 0x84 # bool
class CVectorQuantizer:
m_centroidVectors = 0x0 # CUtlVector<float>
@@ -1708,16 +1775,8 @@ class CVectorQuantizer:
m_nDimensions = 0x1C # int32_t
class CVirtualAnimParameter: # CAnimParameterBase
m_expressionString = 0x50 # CUtlString
m_eParamType = 0x58 # AnimParamType_t
class CVrSkeletalInputSettings:
m_wristBones = 0x0 # CUtlVector<CWristBone>
m_fingers = 0x18 # CUtlVector<CFingerChain>
m_name = 0x30 # CUtlString
m_outerKnuckle1 = 0x38 # CUtlString
m_outerKnuckle2 = 0x40 # CUtlString
m_eHand = 0x48 # AnimVRHand_t
m_expressionString = 0x68 # CUtlString
m_eParamType = 0x70 # AnimParamType_t
class CWayPointHelperUpdateNode: # CUnaryUpdateNode
m_flStartCycle = 0x6C # float
@@ -1726,12 +1785,6 @@ class CWayPointHelperUpdateNode: # CUnaryUpdateNode
m_bPreventOvershoot = 0x75 # bool
m_bPreventUndershoot = 0x76 # bool
class CWristBone:
m_name = 0x0 # CUtlString
m_vForwardLS = 0x8 # Vector
m_vUpLS = 0x14 # Vector
m_vOffset = 0x20 # Vector
class CZeroPoseUpdateNode: # CLeafUpdateNode
class ChainToSolveData_t:
@@ -1746,29 +1799,11 @@ class ConfigIndex:
m_nGroup = 0x0 # uint16_t
m_nConfig = 0x2 # uint16_t
class FingerBone_t:
m_boneIndex = 0x0 # int32_t
m_hingeAxis = 0x4 # Vector
m_vCapsulePos1 = 0x10 # Vector
m_vCapsulePos2 = 0x1C # Vector
m_flMinAngle = 0x28 # float
m_flMaxAngle = 0x2C # float
m_flRadius = 0x30 # float
class FingerChain_t:
m_targets = 0x0 # CUtlVector<FingerSource_t>
m_bones = 0x18 # CUtlVector<FingerBone_t>
m_vTipOffset = 0x30 # Vector
m_vSplayHingeAxis = 0x3C # Vector
m_tipParentBoneIndex = 0x48 # int32_t
m_metacarpalBoneIndex = 0x4C # int32_t
m_flSplayMinAngle = 0x50 # float
m_flSplayMaxAngle = 0x54 # float
m_flFingerScaleRatio = 0x58 # float
class FingerSource_t:
m_nFingerIndex = 0x0 # AnimVRFinger_t
m_flFingerWeight = 0x4 # float
class DynamicMeshDeformParams_t:
m_flTensionCompressScale = 0x0 # float
m_flTensionStretchScale = 0x4 # float
m_bRecomputeSmoothNormalsAfterAnimation = 0x8 # bool
m_bComputeDynamicMeshTensionAfterAnimation = 0x9 # bool
class FollowAttachmentSettings_t:
m_attachment = 0x0 # CAnimAttachment
@@ -1961,6 +1996,31 @@ class MotionIndex:
m_nGroup = 0x0 # uint16_t
m_nMotion = 0x2 # uint16_t
class NmCompressionSettings_t:
m_translationRangeX = 0x0 # NmCompressionSettings_t::QuantizationRange_t
m_translationRangeY = 0x8 # NmCompressionSettings_t::QuantizationRange_t
m_translationRangeZ = 0x10 # NmCompressionSettings_t::QuantizationRange_t
m_scaleRange = 0x18 # NmCompressionSettings_t::QuantizationRange_t
m_constantRotation = 0x20 # Quaternion
m_bIsRotationStatic = 0x30 # bool
m_bIsTranslationStatic = 0x31 # bool
m_bIsScaleStatic = 0x32 # bool
class NmCompressionSettings_t_QuantizationRange_t:
m_flRangeStart = 0x0 # float
m_flRangeLength = 0x4 # float
class NmPercent_t:
m_flValue = 0x0 # float
class NmSyncTrackTimeRange_t:
m_startTime = 0x0 # NmSyncTrackTime_t
m_endTime = 0x8 # NmSyncTrackTime_t
class NmSyncTrackTime_t:
m_nEventIdx = 0x0 # int32_t
m_percentageThrough = 0x4 # NmPercent_t
class ParamSpanSample_t:
m_value = 0x0 # CAnimVariant
m_flCycle = 0x14 # float
@@ -2027,6 +2087,15 @@ class PhysSoftbodyDesc_t:
m_InitPose = 0x60 # CUtlVector<CTransform>
m_ParticleBoneName = 0x78 # CUtlVector<CUtlString>
class RenderHairStrandInfo_t:
m_nGuideIdx = 0x0 # uint32_t[3]
m_nBaseTriIdx = 0xC # uint32_t
m_vGuideBarycentric = 0x10 # Vector2D
m_vBaseBarycentric = 0x18 # Vector2D
m_vRootOffset_flLengthScale = 0x20 # uint16_t[4]
m_nPackedBaseMeshUv = 0x28 # uint32_t
m_nPad = 0x2C # uint32_t
class RenderSkeletonBone_t:
m_boneName = 0x0 # CUtlString
m_parentName = 0x8 # CUtlString
@@ -2044,21 +2113,57 @@ class ScriptInfo_t:
m_proxyWriteParams = 0x38 # CUtlVector<int32_t>
m_eScriptType = 0x50 # AnimScriptType
class SkeletalInputOpFixedSettings_t:
m_wristBones = 0x0 # CUtlVector<WristBone_t>
m_fingers = 0x18 # CUtlVector<FingerChain_t>
m_outerKnuckle1 = 0x30 # int32_t
m_outerKnuckle2 = 0x34 # int32_t
m_eHand = 0x38 # AnimVRHand_t
m_eMotionRange = 0x3C # AnimVRHandMotionRange_t
m_eTransformSource = 0x40 # AnimVrBoneTransformSource_t
m_bEnableIK = 0x44 # bool
m_bEnableCollision = 0x45 # bool
class SkeletonAnimCapture_t:
m_nEntIndex = 0x0 # CEntityIndex
m_nEntParent = 0x4 # CEntityIndex
m_ImportedCollision = 0x8 # CUtlVector<CEntityIndex>
m_ModelName = 0x20 # CUtlString
m_CaptureName = 0x28 # CUtlString
m_ModelBindPose = 0x30 # CUtlVector<SkeletonAnimCapture_t::Bone_t>
m_FeModelInitPose = 0x48 # CUtlVector<SkeletonAnimCapture_t::Bone_t>
m_nFlexControllers = 0x60 # int32_t
m_bPredicted = 0x64 # bool
m_Frames = 0xA8 # CUtlVector<SkeletonAnimCapture_t::Frame_t>
class SkeletonAnimCapture_t_Bone_t:
m_Name = 0x0 # CUtlString
m_BindPose = 0x10 # CTransform
m_nParent = 0x30 # int32_t
class SkeletonAnimCapture_t_Camera_t:
m_tmCamera = 0x0 # CTransform
m_flTime = 0x20 # float
class SkeletonAnimCapture_t_FrameStamp_t:
m_flTime = 0x0 # float
m_flEntitySimTime = 0x4 # float
m_bTeleportTick = 0x8 # bool
m_bPredicted = 0x9 # bool
m_flCurTime = 0xC # float
m_flRealTime = 0x10 # float
m_nFrameCount = 0x14 # int32_t
m_nTickCount = 0x18 # int32_t
class SkeletonAnimCapture_t_Frame_t:
m_flTime = 0x0 # float
m_Stamp = 0x4 # SkeletonAnimCapture_t::FrameStamp_t
m_Transform = 0x20 # CTransform
m_bTeleport = 0x40 # bool
m_CompositeBones = 0x48 # CUtlVector<CTransform>
m_SimStateBones = 0x60 # CUtlVector<CTransform>
m_FeModelAnims = 0x78 # CUtlVector<CTransform>
m_FeModelPos = 0x90 # CUtlVector<VectorAligned>
m_FlexControllerWeights = 0xA8 # CUtlVector<float>
class SkeletonBoneBounds_t:
m_vecCenter = 0x0 # Vector
m_vecSize = 0xC # Vector
class SkeletonDemoDb_t:
m_AnimCaptures = 0x0 # CUtlVector<SkeletonAnimCapture_t*>
m_CameraTrack = 0x18 # CUtlVector<SkeletonAnimCapture_t::Camera_t>
m_flRecordingTime = 0x30 # float
class SolveIKChainPoseOpFixedSettings_t:
m_ChainsToSolveData = 0x0 # CUtlVector<ChainToSolveData_t>
m_bMatchTargetOrientation = 0x18 # bool
@@ -2227,7 +2332,3 @@ class VPhysics2ShapeDef_t:
class WeightList:
m_name = 0x0 # CUtlString
m_weights = 0x8 # CUtlVector<float>
class WristBone_t:
m_xOffsetTransformMS = 0x0 # CTransform
m_boneIndex = 0x20 # int32_t