📦 Game Update 13981

This commit is contained in:
a2x
2023-12-14 11:12:24 +10:00
parent a4e5aea2ea
commit e178b41cdf
78 changed files with 2234 additions and 2225 deletions

View File

@@ -1,6 +1,6 @@
'''
Created using https://github.com/a2x/cs2-dumper
Mon, 11 Dec 2023 23:16:32 +0000
Thu, 14 Dec 2023 01:10:27 +0000
'''
class ActiveModelConfig_t:
@@ -1182,20 +1182,20 @@ class C_BaseButton: # C_BaseToggle
m_szDisplayText = 0xCC8 # CUtlSymbolLarge
class C_BaseCSGrenade: # C_CSWeaponBase
m_bClientPredictDelete = 0x1A00 # bool
m_bRedraw = 0x1A01 # bool
m_bIsHeldByPlayer = 0x1A02 # bool
m_bPinPulled = 0x1A03 # bool
m_bJumpThrow = 0x1A04 # bool
m_bThrowAnimating = 0x1A05 # bool
m_fThrowTime = 0x1A08 # GameTime_t
m_flThrowStrength = 0x1A0C # float
m_flThrowStrengthApproach = 0x1A10 # float
m_fDropTime = 0x1A14 # GameTime_t
m_bJustPulledPin = 0x1A18 # bool
m_nNextHoldTick = 0x1A1C # GameTick_t
m_flNextHoldFrac = 0x1A20 # float
m_hSwitchToWeaponAfterThrow = 0x1A24 # CHandle<C_CSWeaponBase>
m_bClientPredictDelete = 0x1A10 # bool
m_bRedraw = 0x1A11 # bool
m_bIsHeldByPlayer = 0x1A12 # bool
m_bPinPulled = 0x1A13 # bool
m_bJumpThrow = 0x1A14 # bool
m_bThrowAnimating = 0x1A15 # bool
m_fThrowTime = 0x1A18 # GameTime_t
m_flThrowStrength = 0x1A1C # float
m_flThrowStrengthApproach = 0x1A20 # float
m_fDropTime = 0x1A24 # GameTime_t
m_bJustPulledPin = 0x1A28 # bool
m_nNextHoldTick = 0x1A2C # GameTick_t
m_flNextHoldFrac = 0x1A30 # float
m_hSwitchToWeaponAfterThrow = 0x1A34 # CHandle<C_CSWeaponBase>
class C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialPosition = 0x1068 # Vector
@@ -1537,18 +1537,18 @@ class C_BulletHitModel: # CBaseAnimGraph
m_vecStartPos = 0xEC0 # Vector
class C_C4: # C_CSWeaponBase
m_szScreenText = 0x1A00 # char[32]
m_activeLightParticleIndex = 0x1A20 # ParticleIndex_t
m_eActiveLightEffect = 0x1A24 # C4LightEffect_t
m_bStartedArming = 0x1A28 # bool
m_fArmedTime = 0x1A2C # GameTime_t
m_bBombPlacedAnimation = 0x1A30 # bool
m_bIsPlantingViaUse = 0x1A31 # bool
m_entitySpottedState = 0x1A38 # EntitySpottedState_t
m_nSpotRules = 0x1A50 # int32_t
m_bPlayedArmingBeeps = 0x1A54 # bool[7]
m_bBombPlanted = 0x1A5B # bool
m_bDroppedFromDeath = 0x1A5C # bool
m_szScreenText = 0x1A10 # char[32]
m_activeLightParticleIndex = 0x1A30 # ParticleIndex_t
m_eActiveLightEffect = 0x1A34 # C4LightEffect_t
m_bStartedArming = 0x1A38 # bool
m_fArmedTime = 0x1A3C # GameTime_t
m_bBombPlacedAnimation = 0x1A40 # bool
m_bIsPlantingViaUse = 0x1A41 # bool
m_entitySpottedState = 0x1A48 # EntitySpottedState_t
m_nSpotRules = 0x1A60 # int32_t
m_bPlayedArmingBeeps = 0x1A64 # bool[7]
m_bBombPlanted = 0x1A6B # bool
m_bDroppedFromDeath = 0x1A6C # bool
class C_CSGOViewModel: # C_PredictedViewModel
m_bShouldIgnoreOffsetAndAccuracy = 0xF10 # bool
@@ -1604,9 +1604,9 @@ class C_CSGO_PreviewModel: # C_BaseFlex
class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph = 0x23B0 # CUtlString
m_animgraphCharacterModeString = 0x23B8 # CUtlString
m_flInitialModelScale = 0x23C0 # float
m_animgraph = 0x23B8 # CUtlString
m_animgraphCharacterModeString = 0x23C0 # CUtlString
m_flInitialModelScale = 0x23C8 # float
class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
@@ -1758,202 +1758,202 @@ class C_CSGameRulesProxy: # C_GameRulesProxy
class C_CSMinimapBoundary: # C_BaseEntity
class C_CSObserverPawn: # C_CSPlayerPawnBase
m_hDetectParentChange = 0x16B0 # CEntityHandle
m_hDetectParentChange = 0x16B8 # CEntityHandle
class C_CSPlayerPawn: # C_CSPlayerPawnBase
m_pBulletServices = 0x16B0 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16B8 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16C0 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16C8 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16D0 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16D8 # GameTime_t
m_flLastFiredWeaponTime = 0x16DC # GameTime_t
m_bHasFemaleVoice = 0x16E0 # bool
m_flLandseconds = 0x16E4 # float
m_flOldFallVelocity = 0x16E8 # float
m_szLastPlaceName = 0x16EC # char[18]
m_bPrevDefuser = 0x16FE # bool
m_bPrevHelmet = 0x16FF # bool
m_nPrevArmorVal = 0x1700 # int32_t
m_nPrevGrenadeAmmoCount = 0x1704 # int32_t
m_unPreviousWeaponHash = 0x1708 # uint32_t
m_unWeaponHash = 0x170C # uint32_t
m_bInBuyZone = 0x1710 # bool
m_bPreviouslyInBuyZone = 0x1711 # bool
m_aimPunchAngle = 0x1714 # QAngle
m_aimPunchAngleVel = 0x1720 # QAngle
m_aimPunchTickBase = 0x172C # int32_t
m_aimPunchTickFraction = 0x1730 # float
m_aimPunchCache = 0x1738 # CUtlVector<QAngle>
m_bInLanding = 0x1758 # bool
m_flLandingTime = 0x175C # float
m_bInHostageRescueZone = 0x1760 # bool
m_bInBombZone = 0x1761 # bool
m_bIsBuyMenuOpen = 0x1762 # bool
m_flTimeOfLastInjury = 0x1764 # GameTime_t
m_flNextSprayDecalTime = 0x1768 # GameTime_t
m_iRetakesOffering = 0x1880 # int32_t
m_iRetakesOfferingCard = 0x1884 # int32_t
m_bRetakesHasDefuseKit = 0x1888 # bool
m_bRetakesMVPLastRound = 0x1889 # bool
m_iRetakesMVPBoostItem = 0x188C # int32_t
m_RetakesMVPBoostExtraUtility = 0x1890 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18B0 # bool
m_EconGloves = 0x18B8 # C_EconItemView
m_bMustSyncRagdollState = 0x1D00 # bool
m_nRagdollDamageBone = 0x1D04 # int32_t
m_vRagdollDamageForce = 0x1D08 # Vector
m_vRagdollDamagePosition = 0x1D14 # Vector
m_szRagdollDamageWeaponName = 0x1D20 # char[64]
m_bRagdollDamageHeadshot = 0x1D60 # bool
m_vRagdollServerOrigin = 0x1D64 # Vector
m_bLastHeadBoneTransformIsValid = 0x2378 # bool
m_lastLandTime = 0x237C # GameTime_t
m_bOnGroundLastTick = 0x2380 # bool
m_qDeathEyeAngles = 0x239C # QAngle
m_bSkipOneHeadConstraintUpdate = 0x23A8 # bool
m_pBulletServices = 0x16B8 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16C0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16C8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16D0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16D8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16E0 # GameTime_t
m_flLastFiredWeaponTime = 0x16E4 # GameTime_t
m_bHasFemaleVoice = 0x16E8 # bool
m_flLandseconds = 0x16EC # float
m_flOldFallVelocity = 0x16F0 # float
m_szLastPlaceName = 0x16F4 # char[18]
m_bPrevDefuser = 0x1706 # bool
m_bPrevHelmet = 0x1707 # bool
m_nPrevArmorVal = 0x1708 # int32_t
m_nPrevGrenadeAmmoCount = 0x170C # int32_t
m_unPreviousWeaponHash = 0x1710 # uint32_t
m_unWeaponHash = 0x1714 # uint32_t
m_bInBuyZone = 0x1718 # bool
m_bPreviouslyInBuyZone = 0x1719 # bool
m_aimPunchAngle = 0x171C # QAngle
m_aimPunchAngleVel = 0x1728 # QAngle
m_aimPunchTickBase = 0x1734 # int32_t
m_aimPunchTickFraction = 0x1738 # float
m_aimPunchCache = 0x1740 # CUtlVector<QAngle>
m_bInLanding = 0x1760 # bool
m_flLandingTime = 0x1764 # float
m_bInHostageRescueZone = 0x1768 # bool
m_bInBombZone = 0x1769 # bool
m_bIsBuyMenuOpen = 0x176A # bool
m_flTimeOfLastInjury = 0x176C # GameTime_t
m_flNextSprayDecalTime = 0x1770 # GameTime_t
m_iRetakesOffering = 0x1888 # int32_t
m_iRetakesOfferingCard = 0x188C # int32_t
m_bRetakesHasDefuseKit = 0x1890 # bool
m_bRetakesMVPLastRound = 0x1891 # bool
m_iRetakesMVPBoostItem = 0x1894 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1898 # loadout_slot_t
m_bNeedToReApplyGloves = 0x18B8 # bool
m_EconGloves = 0x18C0 # C_EconItemView
m_bMustSyncRagdollState = 0x1D08 # bool
m_nRagdollDamageBone = 0x1D0C # int32_t
m_vRagdollDamageForce = 0x1D10 # Vector
m_vRagdollDamagePosition = 0x1D1C # Vector
m_szRagdollDamageWeaponName = 0x1D28 # char[64]
m_bRagdollDamageHeadshot = 0x1D68 # bool
m_vRagdollServerOrigin = 0x1D6C # Vector
m_bLastHeadBoneTransformIsValid = 0x2380 # bool
m_lastLandTime = 0x2384 # GameTime_t
m_bOnGroundLastTick = 0x2388 # bool
m_qDeathEyeAngles = 0x23A4 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x23B0 # bool
class C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices = 0x1268 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1270 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1278 # float[4]
m_nLastClipPlaneSetupFrame = 0x1288 # int32_t
m_vecLastClipCameraPos = 0x128C # Vector
m_vecLastClipCameraForward = 0x1298 # Vector
m_bClipHitStaticWorld = 0x12A4 # bool
m_bCachedPlaneIsValid = 0x12A5 # bool
m_pClippingWeapon = 0x12A8 # C_CSWeaponBase*
m_previousPlayerState = 0x12B0 # CSPlayerState
m_flLastCollisionCeiling = 0x12B4 # float
m_flLastCollisionCeilingChangeTime = 0x12B8 # float
m_grenadeParameterStashTime = 0x12D8 # GameTime_t
m_bGrenadeParametersStashed = 0x12DC # bool
m_angStashedShootAngles = 0x12E0 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12EC # Vector
m_vecStashedVelocity = 0x12F8 # Vector
m_angShootAngleHistory = 0x1304 # QAngle[2]
m_vecThrowPositionHistory = 0x131C # Vector[2]
m_vecVelocityHistory = 0x1334 # Vector[2]
m_thirdPersonHeading = 0x1350 # QAngle
m_flSlopeDropOffset = 0x1368 # float
m_flSlopeDropHeight = 0x1378 # float
m_vHeadConstraintOffset = 0x1388 # Vector
m_bIsScoped = 0x13A0 # bool
m_bIsWalking = 0x13A1 # bool
m_bResumeZoom = 0x13A2 # bool
m_iPlayerState = 0x13A4 # CSPlayerState
m_bIsDefusing = 0x13A8 # bool
m_bIsGrabbingHostage = 0x13A9 # bool
m_iBlockingUseActionInProgress = 0x13AC # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x13B0 # bool
m_fImmuneToGunGameDamageTime = 0x13B4 # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13B8 # GameTime_t
m_bGunGameImmunity = 0x13BC # bool
m_bHasMovedSinceSpawn = 0x13BD # bool
m_fMolotovUseTime = 0x13C0 # float
m_fMolotovDamageTime = 0x13C4 # float
m_nWhichBombZone = 0x13C8 # int32_t
m_bInNoDefuseArea = 0x13CC # bool
m_iThrowGrenadeCounter = 0x13D0 # int32_t
m_bWaitForNoAttack = 0x13D4 # bool
m_flGuardianTooFarDistFrac = 0x13D8 # float
m_flDetectedByEnemySensorTime = 0x13DC # GameTime_t
m_flNextGuardianTooFarWarning = 0x13E0 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13E4 # bool
m_bKilledByTaser = 0x13E5 # bool
m_iMoveState = 0x13E8 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13EC # bool
m_flLowerBodyYawTarget = 0x13F0 # float
m_bStrafing = 0x13F4 # bool
m_flLastSpawnTimeIndex = 0x13F8 # GameTime_t
m_flEmitSoundTime = 0x13FC # GameTime_t
m_iAddonBits = 0x1400 # int32_t
m_iPrimaryAddon = 0x1404 # int32_t
m_iSecondaryAddon = 0x1408 # int32_t
m_iProgressBarDuration = 0x140C # int32_t
m_flProgressBarStartTime = 0x1410 # float
m_iDirection = 0x1414 # int32_t
m_iShotsFired = 0x1418 # int32_t
m_bNightVisionOn = 0x141C # bool
m_bHasNightVision = 0x141D # bool
m_flVelocityModifier = 0x1420 # float
m_flHitHeading = 0x1424 # float
m_nHitBodyPart = 0x1428 # int32_t
m_iStartAccount = 0x142C # int32_t
m_vecIntroStartEyePosition = 0x1430 # Vector
m_vecIntroStartPlayerForward = 0x143C # Vector
m_flClientDeathTime = 0x1448 # GameTime_t
m_flNightVisionAlpha = 0x144C # float
m_bScreenTearFrameCaptured = 0x1450 # bool
m_flFlashBangTime = 0x1454 # float
m_flFlashScreenshotAlpha = 0x1458 # float
m_flFlashOverlayAlpha = 0x145C # float
m_bFlashBuildUp = 0x1460 # bool
m_bFlashDspHasBeenCleared = 0x1461 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x1462 # bool
m_flFlashMaxAlpha = 0x1464 # float
m_flFlashDuration = 0x1468 # float
m_lastStandingPos = 0x146C # Vector
m_vecLastMuzzleFlashPos = 0x1478 # Vector
m_angLastMuzzleFlashAngle = 0x1484 # QAngle
m_hMuzzleFlashShape = 0x1490 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x1494 # int32_t
m_flHealthFadeValue = 0x1498 # float
m_flHealthFadeAlpha = 0x149C # float
m_nMyCollisionGroup = 0x14A0 # int32_t
m_ignoreLadderJumpTime = 0x14A4 # float
m_ladderSurpressionTimer = 0x14A8 # CountdownTimer
m_lastLadderNormal = 0x14C0 # Vector
m_lastLadderPos = 0x14CC # Vector
m_flDeathCCWeight = 0x14E0 # float
m_bOldIsScoped = 0x14E4 # bool
m_flPrevRoundEndTime = 0x14E8 # float
m_flPrevMatchEndTime = 0x14EC # float
m_unCurrentEquipmentValue = 0x14F0 # uint16_t
m_unRoundStartEquipmentValue = 0x14F2 # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14F4 # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14F8 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x1504 # int32_t
m_ArmorValue = 0x1508 # int32_t
m_angEyeAngles = 0x1510 # QAngle
m_fNextThinkPushAway = 0x1528 # float
m_bShouldAutobuyDMWeapons = 0x152C # bool
m_bShouldAutobuyNow = 0x152D # bool
m_bHud_MiniScoreHidden = 0x152E # bool
m_bHud_RadarHidden = 0x152F # bool
m_nLastKillerIndex = 0x1530 # CEntityIndex
m_nLastConcurrentKilled = 0x1534 # int32_t
m_nDeathCamMusic = 0x1538 # int32_t
m_iIDEntIndex = 0x153C # CEntityIndex
m_delayTargetIDTimer = 0x1540 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1558 # CEntityIndex
m_iOldIDEntIndex = 0x155C # CEntityIndex
m_holdTargetIDTimer = 0x1560 # CountdownTimer
m_flCurrentMusicStartTime = 0x157C # float
m_flMusicRoundStartTime = 0x1580 # float
m_bDeferStartMusicOnWarmup = 0x1584 # bool
m_cycleLatch = 0x1588 # int32_t
m_serverIntendedCycle = 0x158C # float
m_vecPlayerPatchEconIndices = 0x1590 # uint32_t[5]
m_bHideTargetID = 0x15AC # bool
m_nextTaserShakeTime = 0x15B0 # float
m_firstTaserShakeTime = 0x15B4 # float
m_flLastSmokeOverlayAlpha = 0x15B8 # float
m_vLastSmokeOverlayColor = 0x15BC # Vector
m_nPlayerSmokedFx = 0x15C8 # ParticleIndex_t
m_flNextMagDropTime = 0x15CC # float
m_nLastMagDropAttachmentIndex = 0x15D0 # int32_t
m_vecBulletHitModels = 0x15D8 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15F0 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x1608 # Vector
m_entitySpottedState = 0x1630 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1648 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x164C # bool
m_bHasDeathInfo = 0x164D # bool
m_flDeathInfoTime = 0x1650 # float
m_vecDeathInfoOrigin = 0x1654 # Vector
m_bKilledByHeadshot = 0x1660 # bool
m_hOriginalController = 0x1664 # CHandle<CCSPlayerController>
m_fRenderingClipPlane = 0x1280 # float[4]
m_nLastClipPlaneSetupFrame = 0x1290 # int32_t
m_vecLastClipCameraPos = 0x1294 # Vector
m_vecLastClipCameraForward = 0x12A0 # Vector
m_bClipHitStaticWorld = 0x12AC # bool
m_bCachedPlaneIsValid = 0x12AD # bool
m_pClippingWeapon = 0x12B0 # C_CSWeaponBase*
m_previousPlayerState = 0x12B8 # CSPlayerState
m_flLastCollisionCeiling = 0x12BC # float
m_flLastCollisionCeilingChangeTime = 0x12C0 # float
m_grenadeParameterStashTime = 0x12E0 # GameTime_t
m_bGrenadeParametersStashed = 0x12E4 # bool
m_angStashedShootAngles = 0x12E8 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12F4 # Vector
m_vecStashedVelocity = 0x1300 # Vector
m_angShootAngleHistory = 0x130C # QAngle[2]
m_vecThrowPositionHistory = 0x1324 # Vector[2]
m_vecVelocityHistory = 0x133C # Vector[2]
m_thirdPersonHeading = 0x1358 # QAngle
m_flSlopeDropOffset = 0x1370 # float
m_flSlopeDropHeight = 0x1380 # float
m_vHeadConstraintOffset = 0x1390 # Vector
m_bIsScoped = 0x13A8 # bool
m_bIsWalking = 0x13A9 # bool
m_bResumeZoom = 0x13AA # bool
m_iPlayerState = 0x13AC # CSPlayerState
m_bIsDefusing = 0x13B0 # bool
m_bIsGrabbingHostage = 0x13B1 # bool
m_iBlockingUseActionInProgress = 0x13B4 # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x13B8 # bool
m_fImmuneToGunGameDamageTime = 0x13BC # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13C0 # GameTime_t
m_bGunGameImmunity = 0x13C4 # bool
m_bHasMovedSinceSpawn = 0x13C5 # bool
m_fMolotovUseTime = 0x13C8 # float
m_fMolotovDamageTime = 0x13CC # float
m_nWhichBombZone = 0x13D0 # int32_t
m_bInNoDefuseArea = 0x13D4 # bool
m_iThrowGrenadeCounter = 0x13D8 # int32_t
m_bWaitForNoAttack = 0x13DC # bool
m_flGuardianTooFarDistFrac = 0x13E0 # float
m_flDetectedByEnemySensorTime = 0x13E4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13E8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13EC # bool
m_bKilledByTaser = 0x13ED # bool
m_iMoveState = 0x13F0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13F4 # bool
m_flLowerBodyYawTarget = 0x13F8 # float
m_bStrafing = 0x13FC # bool
m_flLastSpawnTimeIndex = 0x1400 # GameTime_t
m_flEmitSoundTime = 0x1404 # GameTime_t
m_iAddonBits = 0x1408 # int32_t
m_iPrimaryAddon = 0x140C # int32_t
m_iSecondaryAddon = 0x1410 # int32_t
m_iProgressBarDuration = 0x1414 # int32_t
m_flProgressBarStartTime = 0x1418 # float
m_iDirection = 0x141C # int32_t
m_iShotsFired = 0x1420 # int32_t
m_bNightVisionOn = 0x1424 # bool
m_bHasNightVision = 0x1425 # bool
m_flVelocityModifier = 0x1428 # float
m_flHitHeading = 0x142C # float
m_nHitBodyPart = 0x1430 # int32_t
m_iStartAccount = 0x1434 # int32_t
m_vecIntroStartEyePosition = 0x1438 # Vector
m_vecIntroStartPlayerForward = 0x1444 # Vector
m_flClientDeathTime = 0x1450 # GameTime_t
m_flNightVisionAlpha = 0x1454 # float
m_bScreenTearFrameCaptured = 0x1458 # bool
m_flFlashBangTime = 0x145C # float
m_flFlashScreenshotAlpha = 0x1460 # float
m_flFlashOverlayAlpha = 0x1464 # float
m_bFlashBuildUp = 0x1468 # bool
m_bFlashDspHasBeenCleared = 0x1469 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x146A # bool
m_flFlashMaxAlpha = 0x146C # float
m_flFlashDuration = 0x1470 # float
m_lastStandingPos = 0x1474 # Vector
m_vecLastMuzzleFlashPos = 0x1480 # Vector
m_angLastMuzzleFlashAngle = 0x148C # QAngle
m_hMuzzleFlashShape = 0x1498 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x149C # int32_t
m_flHealthFadeValue = 0x14A0 # float
m_flHealthFadeAlpha = 0x14A4 # float
m_nMyCollisionGroup = 0x14A8 # int32_t
m_ignoreLadderJumpTime = 0x14AC # float
m_ladderSurpressionTimer = 0x14B0 # CountdownTimer
m_lastLadderNormal = 0x14C8 # Vector
m_lastLadderPos = 0x14D4 # Vector
m_flDeathCCWeight = 0x14E8 # float
m_bOldIsScoped = 0x14EC # bool
m_flPrevRoundEndTime = 0x14F0 # float
m_flPrevMatchEndTime = 0x14F4 # float
m_unCurrentEquipmentValue = 0x14F8 # uint16_t
m_unRoundStartEquipmentValue = 0x14FA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14FC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x1500 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x150C # int32_t
m_ArmorValue = 0x1510 # int32_t
m_angEyeAngles = 0x1518 # QAngle
m_fNextThinkPushAway = 0x1530 # float
m_bShouldAutobuyDMWeapons = 0x1534 # bool
m_bShouldAutobuyNow = 0x1535 # bool
m_bHud_MiniScoreHidden = 0x1536 # bool
m_bHud_RadarHidden = 0x1537 # bool
m_nLastKillerIndex = 0x1538 # CEntityIndex
m_nLastConcurrentKilled = 0x153C # int32_t
m_nDeathCamMusic = 0x1540 # int32_t
m_iIDEntIndex = 0x1544 # CEntityIndex
m_delayTargetIDTimer = 0x1548 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1560 # CEntityIndex
m_iOldIDEntIndex = 0x1564 # CEntityIndex
m_holdTargetIDTimer = 0x1568 # CountdownTimer
m_flCurrentMusicStartTime = 0x1584 # float
m_flMusicRoundStartTime = 0x1588 # float
m_bDeferStartMusicOnWarmup = 0x158C # bool
m_cycleLatch = 0x1590 # int32_t
m_serverIntendedCycle = 0x1594 # float
m_vecPlayerPatchEconIndices = 0x1598 # uint32_t[5]
m_bHideTargetID = 0x15B4 # bool
m_nextTaserShakeTime = 0x15B8 # float
m_firstTaserShakeTime = 0x15BC # float
m_flLastSmokeOverlayAlpha = 0x15C0 # float
m_vLastSmokeOverlayColor = 0x15C4 # Vector
m_nPlayerSmokedFx = 0x15D0 # ParticleIndex_t
m_flNextMagDropTime = 0x15D4 # float
m_nLastMagDropAttachmentIndex = 0x15D8 # int32_t
m_vecBulletHitModels = 0x15E0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15F8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x1610 # Vector
m_entitySpottedState = 0x1638 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1650 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1654 # bool
m_bHasDeathInfo = 0x1655 # bool
m_flDeathInfoTime = 0x1658 # float
m_vecDeathInfoOrigin = 0x165C # Vector
m_bKilledByHeadshot = 0x1668 # bool
m_hOriginalController = 0x166C # CHandle<CCSPlayerController>
class C_CSPlayerResource: # C_BaseEntity
m_bHostageAlive = 0x540 # bool[12]
@@ -2048,14 +2048,15 @@ class C_CSWeaponBase: # C_BasePlayerWeapon
m_iIronSightMode = 0x1970 # int32_t
m_flLastLOSTraceFailureTime = 0x1980 # GameTime_t
m_iNumEmptyAttacks = 0x1984 # int32_t
m_flLastMagDropRequestTime = 0x1A00 # GameTime_t
class C_CSWeaponBaseGun: # C_CSWeaponBase
m_zoomLevel = 0x1A00 # int32_t
m_iBurstShotsRemaining = 0x1A04 # int32_t
m_iSilencerBodygroup = 0x1A08 # int32_t
m_silencedModelIndex = 0x1A18 # int32_t
m_inPrecache = 0x1A1C # bool
m_bNeedsBoltAction = 0x1A1D # bool
m_zoomLevel = 0x1A10 # int32_t
m_iBurstShotsRemaining = 0x1A14 # int32_t
m_iSilencerBodygroup = 0x1A18 # int32_t
m_silencedModelIndex = 0x1A28 # int32_t
m_inPrecache = 0x1A2C # bool
m_bNeedsBoltAction = 0x1A2D # bool
class C_Chicken: # C_DynamicProp
m_hHolidayHatAddon = 0x10F0 # CHandle<CBaseAnimGraph>
@@ -2520,8 +2521,8 @@ class C_Fish: # CBaseAnimGraph
m_averageError = 0xF6C # float
class C_Fists: # C_CSWeaponBase
m_bPlayingUninterruptableAct = 0x1A00 # bool
m_nUninterruptableActivity = 0x1A04 # PlayerAnimEvent_t
m_bPlayingUninterruptableAct = 0x1A10 # bool
m_nUninterruptableActivity = 0x1A14 # PlayerAnimEvent_t
class C_Flashbang: # C_BaseCSGrenade
@@ -3420,8 +3421,8 @@ class C_WeaponAWP: # C_CSWeaponBaseGun
class C_WeaponAug: # C_CSWeaponBaseGun
class C_WeaponBaseItem: # C_CSWeaponBase
m_SequenceCompleteTimer = 0x1A00 # CountdownTimer
m_bRedraw = 0x1A18 # bool
m_SequenceCompleteTimer = 0x1A10 # CountdownTimer
m_bRedraw = 0x1A28 # bool
class C_WeaponBizon: # C_CSWeaponBaseGun
@@ -3476,10 +3477,10 @@ class C_WeaponSSG08: # C_CSWeaponBaseGun
class C_WeaponSawedoff: # C_CSWeaponBase
class C_WeaponShield: # C_CSWeaponBaseGun
m_flDisplayHealth = 0x1A20 # float
m_flDisplayHealth = 0x1A30 # float
class C_WeaponTaser: # C_CSWeaponBaseGun
m_fFireTime = 0x1A20 # GameTime_t
m_fFireTime = 0x1A30 # GameTime_t
class C_WeaponTec9: # C_CSWeaponBaseGun