mirror of
https://github.com/a2x/cs2-dumper.git
synced 2026-04-17 16:39:58 +08:00
📦 Game Update 13987
This commit is contained in:
@@ -1,6 +1,6 @@
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'''
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Created using https://github.com/a2x/cs2-dumper
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Tue, 23 Jan 2024 06:17:17 +0000
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Wed, 7 Feb 2024 04:10:48 +0000
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'''
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class CFeIndexedJiggleBone:
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@@ -259,6 +259,11 @@ class FeSimdQuad_t:
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vShape = 0x30 # FourVectors[4]
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f4Weights = 0xF0 # fltx4[4]
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class FeSimdRodConstraintAnim_t:
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nNode = 0x0 # uint16_t[4][2]
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f4Weight0 = 0x10 # fltx4
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f4RelaxationFactor = 0x20 # fltx4
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class FeSimdRodConstraint_t:
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nNode = 0x0 # uint16_t[4][2]
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f4MaxDist = 0x10 # fltx4
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@@ -421,78 +426,80 @@ class PhysFeModelDesc_t:
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m_SimdQuads = 0xC0 # CUtlVector<FeSimdQuad_t>
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m_SimdTris = 0xD8 # CUtlVector<FeSimdTri_t>
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m_SimdRods = 0xF0 # CUtlVector<FeSimdRodConstraint_t>
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m_InitPose = 0x108 # CUtlVector<CTransform>
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m_Rods = 0x120 # CUtlVector<FeRodConstraint_t>
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m_Twists = 0x138 # CUtlVector<FeTwistConstraint_t>
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m_AxialEdges = 0x150 # CUtlVector<FeAxialEdgeBend_t>
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m_NodeInvMasses = 0x168 # CUtlVector<float>
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m_CtrlOffsets = 0x180 # CUtlVector<FeCtrlOffset_t>
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m_CtrlOsOffsets = 0x198 # CUtlVector<FeCtrlOsOffset_t>
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m_FollowNodes = 0x1B0 # CUtlVector<FeFollowNode_t>
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m_CollisionPlanes = 0x1C8 # CUtlVector<FeCollisionPlane_t>
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m_NodeIntegrator = 0x1E0 # CUtlVector<FeNodeIntegrator_t>
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m_SpringIntegrator = 0x1F8 # CUtlVector<FeSpringIntegrator_t>
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m_SimdSpringIntegrator = 0x210 # CUtlVector<FeSimdSpringIntegrator_t>
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m_WorldCollisionParams = 0x228 # CUtlVector<FeWorldCollisionParams_t>
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m_LegacyStretchForce = 0x240 # CUtlVector<float>
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m_NodeCollisionRadii = 0x258 # CUtlVector<float>
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m_DynNodeFriction = 0x270 # CUtlVector<float>
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m_LocalRotation = 0x288 # CUtlVector<float>
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m_LocalForce = 0x2A0 # CUtlVector<float>
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m_TaperedCapsuleStretches = 0x2B8 # CUtlVector<FeTaperedCapsuleStretch_t>
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m_TaperedCapsuleRigids = 0x2D0 # CUtlVector<FeTaperedCapsuleRigid_t>
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m_SphereRigids = 0x2E8 # CUtlVector<FeSphereRigid_t>
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m_WorldCollisionNodes = 0x300 # CUtlVector<uint16_t>
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m_TreeParents = 0x318 # CUtlVector<uint16_t>
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m_TreeCollisionMasks = 0x330 # CUtlVector<uint16_t>
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m_TreeChildren = 0x348 # CUtlVector<FeTreeChildren_t>
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m_FreeNodes = 0x360 # CUtlVector<uint16_t>
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m_FitMatrices = 0x378 # CUtlVector<FeFitMatrix_t>
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m_FitWeights = 0x390 # CUtlVector<FeFitWeight_t>
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m_ReverseOffsets = 0x3A8 # CUtlVector<FeNodeReverseOffset_t>
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m_AnimStrayRadii = 0x3C0 # CUtlVector<FeAnimStrayRadius_t>
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m_SimdAnimStrayRadii = 0x3D8 # CUtlVector<FeSimdAnimStrayRadius_t>
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m_KelagerBends = 0x3F0 # CUtlVector<FeKelagerBend2_t>
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m_CtrlSoftOffsets = 0x408 # CUtlVector<FeCtrlSoftOffset_t>
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m_JiggleBones = 0x420 # CUtlVector<CFeIndexedJiggleBone>
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m_SourceElems = 0x438 # CUtlVector<uint16_t>
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m_GoalDampedSpringIntegrators = 0x450 # CUtlVector<uint32_t>
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m_Tris = 0x468 # CUtlVector<FeTri_t>
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m_nTriCount1 = 0x480 # uint16_t
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m_nTriCount2 = 0x482 # uint16_t
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m_nReservedUint8 = 0x484 # uint8_t
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m_nExtraPressureIterations = 0x485 # uint8_t
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m_nExtraGoalIterations = 0x486 # uint8_t
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m_nExtraIterations = 0x487 # uint8_t
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m_BoxRigids = 0x488 # CUtlVector<FeBoxRigid_t>
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m_DynNodeVertexSet = 0x4A0 # CUtlVector<uint8_t>
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m_VertexSetNames = 0x4B8 # CUtlVector<uint32_t>
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m_RigidColliderPriorities = 0x4D0 # CUtlVector<FeRigidColliderIndices_t>
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m_MorphLayers = 0x4E8 # CUtlVector<FeMorphLayerDepr_t>
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m_MorphSetData = 0x500 # CUtlVector<uint8_t>
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m_VertexMaps = 0x518 # CUtlVector<FeVertexMapDesc_t>
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m_VertexMapValues = 0x530 # CUtlVector<uint8_t>
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m_Effects = 0x548 # CUtlVector<FeEffectDesc_t>
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m_LockToParent = 0x560 # CUtlVector<FeCtrlOffset_t>
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m_LockToGoal = 0x578 # CUtlVector<uint16_t>
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m_DynNodeWindBases = 0x590 # CUtlVector<FeNodeWindBase_t>
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m_flInternalPressure = 0x5A8 # float
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m_flDefaultTimeDilation = 0x5AC # float
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m_flWindage = 0x5B0 # float
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m_flWindDrag = 0x5B4 # float
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m_flDefaultSurfaceStretch = 0x5B8 # float
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m_flDefaultThreadStretch = 0x5BC # float
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m_flDefaultGravityScale = 0x5C0 # float
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m_flDefaultVelAirDrag = 0x5C4 # float
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m_flDefaultExpAirDrag = 0x5C8 # float
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m_flDefaultVelQuadAirDrag = 0x5CC # float
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m_flDefaultExpQuadAirDrag = 0x5D0 # float
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m_flRodVelocitySmoothRate = 0x5D4 # float
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m_flQuadVelocitySmoothRate = 0x5D8 # float
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m_flAddWorldCollisionRadius = 0x5DC # float
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m_flDefaultVolumetricSolveAmount = 0x5E0 # float
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m_nRodVelocitySmoothIterations = 0x5E4 # uint16_t
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m_nQuadVelocitySmoothIterations = 0x5E6 # uint16_t
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m_SimdRodsAnim = 0x108 # CUtlVector<FeSimdRodConstraintAnim_t>
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m_InitPose = 0x120 # CUtlVector<CTransform>
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m_Rods = 0x138 # CUtlVector<FeRodConstraint_t>
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m_Twists = 0x150 # CUtlVector<FeTwistConstraint_t>
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m_AxialEdges = 0x168 # CUtlVector<FeAxialEdgeBend_t>
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m_NodeInvMasses = 0x180 # CUtlVector<float>
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m_CtrlOffsets = 0x198 # CUtlVector<FeCtrlOffset_t>
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m_CtrlOsOffsets = 0x1B0 # CUtlVector<FeCtrlOsOffset_t>
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m_FollowNodes = 0x1C8 # CUtlVector<FeFollowNode_t>
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m_CollisionPlanes = 0x1E0 # CUtlVector<FeCollisionPlane_t>
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m_NodeIntegrator = 0x1F8 # CUtlVector<FeNodeIntegrator_t>
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m_SpringIntegrator = 0x210 # CUtlVector<FeSpringIntegrator_t>
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m_SimdSpringIntegrator = 0x228 # CUtlVector<FeSimdSpringIntegrator_t>
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m_WorldCollisionParams = 0x240 # CUtlVector<FeWorldCollisionParams_t>
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m_LegacyStretchForce = 0x258 # CUtlVector<float>
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m_NodeCollisionRadii = 0x270 # CUtlVector<float>
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m_DynNodeFriction = 0x288 # CUtlVector<float>
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m_LocalRotation = 0x2A0 # CUtlVector<float>
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m_LocalForce = 0x2B8 # CUtlVector<float>
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m_TaperedCapsuleStretches = 0x2D0 # CUtlVector<FeTaperedCapsuleStretch_t>
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m_TaperedCapsuleRigids = 0x2E8 # CUtlVector<FeTaperedCapsuleRigid_t>
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m_SphereRigids = 0x300 # CUtlVector<FeSphereRigid_t>
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m_WorldCollisionNodes = 0x318 # CUtlVector<uint16_t>
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m_TreeParents = 0x330 # CUtlVector<uint16_t>
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m_TreeCollisionMasks = 0x348 # CUtlVector<uint16_t>
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m_TreeChildren = 0x360 # CUtlVector<FeTreeChildren_t>
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m_FreeNodes = 0x378 # CUtlVector<uint16_t>
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m_FitMatrices = 0x390 # CUtlVector<FeFitMatrix_t>
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m_FitWeights = 0x3A8 # CUtlVector<FeFitWeight_t>
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m_ReverseOffsets = 0x3C0 # CUtlVector<FeNodeReverseOffset_t>
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m_AnimStrayRadii = 0x3D8 # CUtlVector<FeAnimStrayRadius_t>
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m_SimdAnimStrayRadii = 0x3F0 # CUtlVector<FeSimdAnimStrayRadius_t>
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m_KelagerBends = 0x408 # CUtlVector<FeKelagerBend2_t>
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m_CtrlSoftOffsets = 0x420 # CUtlVector<FeCtrlSoftOffset_t>
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m_JiggleBones = 0x438 # CUtlVector<CFeIndexedJiggleBone>
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m_SourceElems = 0x450 # CUtlVector<uint16_t>
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m_GoalDampedSpringIntegrators = 0x468 # CUtlVector<uint32_t>
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m_Tris = 0x480 # CUtlVector<FeTri_t>
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m_nTriCount1 = 0x498 # uint16_t
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m_nTriCount2 = 0x49A # uint16_t
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m_nReservedUint8 = 0x49C # uint8_t
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m_nExtraPressureIterations = 0x49D # uint8_t
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m_nExtraGoalIterations = 0x49E # uint8_t
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m_nExtraIterations = 0x49F # uint8_t
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m_BoxRigids = 0x4A0 # CUtlVector<FeBoxRigid_t>
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m_DynNodeVertexSet = 0x4B8 # CUtlVector<uint8_t>
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m_VertexSetNames = 0x4D0 # CUtlVector<uint32_t>
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m_RigidColliderPriorities = 0x4E8 # CUtlVector<FeRigidColliderIndices_t>
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m_MorphLayers = 0x500 # CUtlVector<FeMorphLayerDepr_t>
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m_MorphSetData = 0x518 # CUtlVector<uint8_t>
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m_VertexMaps = 0x530 # CUtlVector<FeVertexMapDesc_t>
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m_VertexMapValues = 0x548 # CUtlVector<uint8_t>
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m_Effects = 0x560 # CUtlVector<FeEffectDesc_t>
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m_LockToParent = 0x578 # CUtlVector<FeCtrlOffset_t>
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m_LockToGoal = 0x590 # CUtlVector<uint16_t>
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m_SkelParents = 0x5A8 # CUtlVector<int16_t>
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m_DynNodeWindBases = 0x5C0 # CUtlVector<FeNodeWindBase_t>
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m_flInternalPressure = 0x5D8 # float
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m_flDefaultTimeDilation = 0x5DC # float
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m_flWindage = 0x5E0 # float
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m_flWindDrag = 0x5E4 # float
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m_flDefaultSurfaceStretch = 0x5E8 # float
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m_flDefaultThreadStretch = 0x5EC # float
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m_flDefaultGravityScale = 0x5F0 # float
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m_flDefaultVelAirDrag = 0x5F4 # float
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m_flDefaultExpAirDrag = 0x5F8 # float
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m_flDefaultVelQuadAirDrag = 0x5FC # float
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m_flDefaultExpQuadAirDrag = 0x600 # float
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m_flRodVelocitySmoothRate = 0x604 # float
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m_flQuadVelocitySmoothRate = 0x608 # float
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m_flAddWorldCollisionRadius = 0x60C # float
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m_flDefaultVolumetricSolveAmount = 0x610 # float
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m_nRodVelocitySmoothIterations = 0x614 # uint16_t
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m_nQuadVelocitySmoothIterations = 0x616 # uint16_t
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class RnBlendVertex_t:
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m_nWeight0 = 0x0 # uint16_t
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@@ -567,13 +574,14 @@ class RnHull_t:
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m_vOrthographicAreas = 0x28 # Vector
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m_MassProperties = 0x34 # matrix3x4_t
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m_flVolume = 0x64 # float
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m_Vertices = 0x68 # CUtlVector<RnVertex_t>
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m_VertexPositions = 0x80 # CUtlVector<Vector>
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m_Edges = 0x98 # CUtlVector<RnHalfEdge_t>
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m_Faces = 0xB0 # CUtlVector<RnFace_t>
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m_FacePlanes = 0xC8 # CUtlVector<RnPlane_t>
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m_nFlags = 0xE0 # uint32_t
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m_pRegionSVM = 0xE8 # CRegionSVM*
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m_flSurfaceArea = 0x68 # float
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m_Vertices = 0x70 # CUtlVector<RnVertex_t>
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m_VertexPositions = 0x88 # CUtlVector<Vector>
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m_Edges = 0xA0 # CUtlVector<RnHalfEdge_t>
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m_Faces = 0xB8 # CUtlVector<RnFace_t>
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m_FacePlanes = 0xD0 # CUtlVector<RnPlane_t>
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m_nFlags = 0xE8 # uint32_t
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m_pRegionSVM = 0xF0 # CRegionSVM*
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class RnMeshDesc_t: # RnShapeDesc_t
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m_Mesh = 0x10 # RnMesh_t
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@@ -618,11 +626,7 @@ class RnSoftbodySpring_t:
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m_flLength = 0x4 # float
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class RnSphereDesc_t: # RnShapeDesc_t
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m_Sphere = 0x10 # RnSphere_t
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class RnSphere_t:
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m_vCenter = 0x0 # Vector
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m_flRadius = 0xC # float
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m_Sphere = 0x10 # SphereBase_t<float>
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class RnTriangle_t:
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m_nIndex = 0x0 # int32_t[3]
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