cs2-dumper/generated/client.dll.yaml

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---
ActiveModelConfig_t:
m_Handle: 40 # ModelConfigHandle_t
m_Name: 48 # CUtlSymbolLarge
m_AssociatedEntities: 56 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_AssociatedEntityNames: 80 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
CAnimGraphNetworkedVariables:
m_PredNetBoolVariables: 8 # C_NetworkUtlVectorBase<uint32_t>
m_PredNetByteVariables: 32 # C_NetworkUtlVectorBase<uint8_t>
m_PredNetUInt16Variables: 56 # C_NetworkUtlVectorBase<uint16_t>
m_PredNetIntVariables: 80 # C_NetworkUtlVectorBase<int32_t>
m_PredNetUInt32Variables: 104 # C_NetworkUtlVectorBase<uint32_t>
m_PredNetUInt64Variables: 128 # C_NetworkUtlVectorBase<uint64_t>
m_PredNetFloatVariables: 152 # C_NetworkUtlVectorBase<float>
m_PredNetVectorVariables: 176 # C_NetworkUtlVectorBase<Vector>
m_PredNetQuaternionVariables: 200 # C_NetworkUtlVectorBase<Quaternion>
m_OwnerOnlyPredNetBoolVariables: 224 # C_NetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetByteVariables: 248 # C_NetworkUtlVectorBase<uint8_t>
m_OwnerOnlyPredNetUInt16Variables: 272 # C_NetworkUtlVectorBase<uint16_t>
m_OwnerOnlyPredNetIntVariables: 296 # C_NetworkUtlVectorBase<int32_t>
m_OwnerOnlyPredNetUInt32Variables: 320 # C_NetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetUInt64Variables: 344 # C_NetworkUtlVectorBase<uint64_t>
m_OwnerOnlyPredNetFloatVariables: 368 # C_NetworkUtlVectorBase<float>
m_OwnerOnlyPredNetVectorVariables: 392 # C_NetworkUtlVectorBase<Vector>
m_OwnerOnlyPredNetQuaternionVariables: 416 # C_NetworkUtlVectorBase<Quaternion>
m_nBoolVariablesCount: 440 # int32_t
m_nOwnerOnlyBoolVariablesCount: 444 # int32_t
m_nRandomSeedOffset: 448 # int32_t
m_flLastTeleportTime: 452 # float
CAttributeList:
m_Attributes: 8 # C_UtlVectorEmbeddedNetworkVar<CEconItemAttribute>
m_pManager: 88 # CAttributeManager*
CAttributeManager:
m_Providers: 8 # CUtlVector<CHandle<C_BaseEntity>>
m_iReapplyProvisionParity: 32 # int32_t
m_hOuter: 36 # CHandle<C_BaseEntity>
m_bPreventLoopback: 40 # bool
m_ProviderType: 44 # attributeprovidertypes_t
m_CachedResults: 48 # CUtlVector<CAttributeManager::cached_attribute_float_t>
CAttributeManager_cached_attribute_float_t:
flIn: 0 # float
iAttribHook: 8 # CUtlSymbolLarge
flOut: 16 # float
CBaseAnimGraph: # C_BaseModelEntity
m_bInitiallyPopulateInterpHistory: 3264 # bool
m_bShouldAnimateDuringGameplayPause: 3265 # bool
m_bSuppressAnimEventSounds: 3267 # bool
m_bAnimGraphUpdateEnabled: 3280 # bool
m_flMaxSlopeDistance: 3284 # float
m_vLastSlopeCheckPos: 3288 # Vector
m_vecForce: 3304 # Vector
m_nForceBone: 3316 # int32_t
m_pClientsideRagdoll: 3320 # CBaseAnimGraph*
m_bBuiltRagdoll: 3328 # bool
m_pRagdollPose: 3352 # PhysicsRagdollPose_t*
m_bClientRagdoll: 3360 # bool
m_bHasAnimatedMaterialAttributes: 3376 # bool
CBaseAnimGraphController: # CSkeletonAnimationController
m_baseLayer: 24 # CNetworkedSequenceOperation
m_animGraphNetworkedVars: 64 # CAnimGraphNetworkedVariables
m_bSequenceFinished: 4896 # bool
m_flLastEventCycle: 4900 # float
m_flLastEventAnimTime: 4904 # float
m_flPlaybackRate: 4908 # CNetworkedQuantizedFloat
m_flPrevAnimTime: 4916 # float
m_bClientSideAnimation: 4920 # bool
m_bNetworkedAnimationInputsChanged: 4921 # bool
m_nPrevNewSequenceParity: 4922 # uint8_t
m_nPrevResetEventsParity: 4923 # uint8_t
m_nNewSequenceParity: 4924 # int32_t
m_nResetEventsParity: 4928 # int32_t
m_nAnimLoopMode: 4932 # AnimLoopMode_t
m_hAnimationUpdate: 5092 # AnimationUpdateListHandle_t
m_hLastAnimEventSequence: 5096 # HSequence
CBasePlayerController: # C_BaseEntity
m_nFinalPredictedTick: 1352 # int32_t
m_CommandContext: 1360 # C_CommandContext
m_nInButtonsWhichAreToggles: 1536 # uint64_t
m_nTickBase: 1544 # uint32_t
m_hPawn: 1548 # CHandle<C_BasePlayerPawn>
m_hPredictedPawn: 1552 # CHandle<C_BasePlayerPawn>
m_nSplitScreenSlot: 1556 # CSplitScreenSlot
m_hSplitOwner: 1560 # CHandle<CBasePlayerController>
m_hSplitScreenPlayers: 1568 # CUtlVector<CHandle<CBasePlayerController>>
m_bIsHLTV: 1592 # bool
m_iConnected: 1596 # PlayerConnectedState
m_iszPlayerName: 1600 # char[128]
m_steamID: 1736 # uint64_t
m_bIsLocalPlayerController: 1744 # bool
m_iDesiredFOV: 1748 # uint32_t
CBasePlayerVData: # CEntitySubclassVDataBase
m_sModelName: 40 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_flHeadDamageMultiplier: 264 # CSkillFloat
m_flChestDamageMultiplier: 280 # CSkillFloat
m_flStomachDamageMultiplier: 296 # CSkillFloat
m_flArmDamageMultiplier: 312 # CSkillFloat
m_flLegDamageMultiplier: 328 # CSkillFloat
m_flHoldBreathTime: 344 # float
m_flDrowningDamageInterval: 348 # float
m_nDrowningDamageInitial: 352 # int32_t
m_nDrowningDamageMax: 356 # int32_t
m_nWaterSpeed: 360 # int32_t
m_flUseRange: 364 # float
m_flUseAngleTolerance: 368 # float
m_flCrouchTime: 372 # float
CBasePlayerWeaponVData: # CEntitySubclassVDataBase
m_szWorldModel: 40 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_bBuiltRightHanded: 264 # bool
m_bAllowFlipping: 265 # bool
m_bIsFullAuto: 266 # bool
m_nNumBullets: 268 # int32_t
m_sMuzzleAttachment: 272 # CUtlString
m_szMuzzleFlashParticle: 280 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_iFlags: 504 # ItemFlagTypes_t
m_nPrimaryAmmoType: 505 # AmmoIndex_t
m_nSecondaryAmmoType: 506 # AmmoIndex_t
m_iMaxClip1: 508 # int32_t
m_iMaxClip2: 512 # int32_t
m_iDefaultClip1: 516 # int32_t
m_iDefaultClip2: 520 # int32_t
m_iWeight: 524 # int32_t
m_bAutoSwitchTo: 528 # bool
m_bAutoSwitchFrom: 529 # bool
m_iRumbleEffect: 532 # RumbleEffect_t
m_aShootSounds: 536 # CUtlMap<WeaponSound_t,CSoundEventName>
m_iSlot: 568 # int32_t
m_iPosition: 572 # int32_t
CBaseProp: # CBaseAnimGraph
m_bModelOverrodeBlockLOS: 3712 # bool
m_iShapeType: 3716 # int32_t
m_bConformToCollisionBounds: 3720 # bool
m_mPreferredCatchTransform: 3724 # matrix3x4_t
CBodyComponent: # CEntityComponent
m_pSceneNode: 8 # CGameSceneNode*
__m_pChainEntity: 32 # CNetworkVarChainer
CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance
m_animationController: 1152 # CBaseAnimGraphController
__m_pChainEntity: 6336 # CNetworkVarChainer
CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance
__m_pChainEntity: 1152 # CNetworkVarChainer
CBodyComponentPoint: # CBodyComponent
m_sceneNode: 80 # CGameSceneNode
__m_pChainEntity: 416 # CNetworkVarChainer
CBodyComponentSkeletonInstance: # CBodyComponent
m_skeletonInstance: 80 # CSkeletonInstance
__m_pChainEntity: 1104 # CNetworkVarChainer
CBombTarget: # C_BaseTrigger
m_bBombPlantedHere: 3272 # bool
CBreachCharge: # C_CSWeaponBase
CBreachChargeProjectile: # C_BaseGrenade
CBumpMine: # C_CSWeaponBase
CBumpMineProjectile: # C_BaseGrenade
CBuoyancyHelper:
m_flFluidDensity: 24 # float
CCSGO_WingmanIntroCharacterPosition: # C_CSGO_TeamIntroCharacterPosition
CCSGO_WingmanIntroCounterTerroristPosition: # CCSGO_WingmanIntroCharacterPosition
CCSGO_WingmanIntroTerroristPosition: # CCSGO_WingmanIntroCharacterPosition
CCSGameModeRules:
__m_pChainEntity: 8 # CNetworkVarChainer
CCSGameModeRules_Deathmatch: # CCSGameModeRules
m_bFirstThink: 48 # bool
m_bFirstThinkAfterConnected: 49 # bool
m_flDMBonusStartTime: 52 # GameTime_t
m_flDMBonusTimeLength: 56 # float
m_nDMBonusWeaponLoadoutSlot: 60 # int16_t
CCSGameModeRules_Noop: # CCSGameModeRules
CCSGameModeRules_Scripted: # CCSGameModeRules
CCSGameModeScript: # CBasePulseGraphInstance
CCSObserver_CameraServices: # CCSPlayerBase_CameraServices
CCSObserver_MovementServices: # CPlayer_MovementServices
CCSObserver_ObserverServices: # CPlayer_ObserverServices
m_hLastObserverTarget: 88 # CEntityHandle
m_vecObserverInterpolateOffset: 92 # Vector
m_vecObserverInterpStartPos: 104 # Vector
m_flObsInterp_PathLength: 116 # float
m_qObsInterp_OrientationStart: 128 # Quaternion
m_qObsInterp_OrientationTravelDir: 144 # Quaternion
m_obsInterpState: 160 # ObserverInterpState_t
m_bObserverInterpolationNeedsDeferredSetup: 164 # bool
CCSObserver_UseServices: # CPlayer_UseServices
CCSObserver_ViewModelServices: # CPlayer_ViewModelServices
CCSPlayerBase_CameraServices: # CPlayer_CameraServices
m_iFOV: 528 # uint32_t
m_iFOVStart: 532 # uint32_t
m_flFOVTime: 536 # GameTime_t
m_flFOVRate: 540 # float
m_hZoomOwner: 544 # CHandle<C_BaseEntity>
m_flLastShotFOV: 548 # float
CCSPlayerController: # CBasePlayerController
m_pInGameMoneyServices: 1792 # CCSPlayerController_InGameMoneyServices*
m_pInventoryServices: 1800 # CCSPlayerController_InventoryServices*
m_pActionTrackingServices: 1808 # CCSPlayerController_ActionTrackingServices*
m_pDamageServices: 1816 # CCSPlayerController_DamageServices*
m_iPing: 1824 # uint32_t
m_bHasCommunicationAbuseMute: 1828 # bool
m_szCrosshairCodes: 1832 # CUtlSymbolLarge
m_iPendingTeamNum: 1840 # uint8_t
m_flForceTeamTime: 1844 # GameTime_t
m_iCompTeammateColor: 1848 # int32_t
m_bEverPlayedOnTeam: 1852 # bool
m_flPreviousForceJoinTeamTime: 1856 # GameTime_t
m_szClan: 1864 # CUtlSymbolLarge
m_sSanitizedPlayerName: 1872 # CUtlString
m_iCoachingTeam: 1880 # int32_t
m_nPlayerDominated: 1888 # uint64_t
m_nPlayerDominatingMe: 1896 # uint64_t
m_iCompetitiveRanking: 1904 # int32_t
m_iCompetitiveWins: 1908 # int32_t
m_iCompetitiveRankType: 1912 # int8_t
m_iCompetitiveRankingPredicted_Win: 1916 # int32_t
m_iCompetitiveRankingPredicted_Loss: 1920 # int32_t
m_iCompetitiveRankingPredicted_Tie: 1924 # int32_t
m_nEndMatchNextMapVote: 1928 # int32_t
m_unActiveQuestId: 1932 # uint16_t
m_nQuestProgressReason: 1936 # QuestProgress::Reason
m_unPlayerTvControlFlags: 1940 # uint32_t
m_iDraftIndex: 1984 # int32_t
m_msQueuedModeDisconnectionTimestamp: 1988 # uint32_t
m_uiAbandonRecordedReason: 1992 # uint32_t
m_bCannotBeKicked: 1996 # bool
m_bEverFullyConnected: 1997 # bool
m_bAbandonAllowsSurrender: 1998 # bool
m_bAbandonOffersInstantSurrender: 1999 # bool
m_bDisconnection1MinWarningPrinted: 2000 # bool
m_bScoreReported: 2001 # bool
m_nDisconnectionTick: 2004 # int32_t
m_bControllingBot: 2016 # bool
m_bHasControlledBotThisRound: 2017 # bool
m_bHasBeenControlledByPlayerThisRound: 2018 # bool
m_nBotsControlledThisRound: 2020 # int32_t
m_bCanControlObservedBot: 2024 # bool
m_hPlayerPawn: 2028 # CHandle<C_CSPlayerPawn>
m_hObserverPawn: 2032 # CHandle<C_CSObserverPawn>
m_bPawnIsAlive: 2036 # bool
m_iPawnHealth: 2040 # uint32_t
m_iPawnArmor: 2044 # int32_t
m_bPawnHasDefuser: 2048 # bool
m_bPawnHasHelmet: 2049 # bool
m_nPawnCharacterDefIndex: 2050 # uint16_t
m_iPawnLifetimeStart: 2052 # int32_t
m_iPawnLifetimeEnd: 2056 # int32_t
m_iPawnBotDifficulty: 2060 # int32_t
m_hOriginalControllerOfCurrentPawn: 2064 # CHandle<CCSPlayerController>
m_iScore: 2068 # int32_t
m_vecKills: 2072 # C_NetworkUtlVectorBase<EKillTypes_t>
m_iMVPs: 2096 # int32_t
m_bIsPlayerNameDirty: 2100 # bool
CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent
m_perRoundStats: 64 # C_UtlVectorEmbeddedNetworkVar<CSPerRoundStats_t>
m_matchStats: 144 # CSMatchStats_t
m_iNumRoundKills: 264 # int32_t
m_iNumRoundKillsHeadshots: 268 # int32_t
m_unTotalRoundDamageDealt: 272 # uint32_t
CCSPlayerController_DamageServices: # CPlayerControllerComponent
m_nSendUpdate: 64 # int32_t
m_DamageList: 72 # C_UtlVectorEmbeddedNetworkVar<CDamageRecord>
CCSPlayerController_InGameMoneyServices: # CPlayerControllerComponent
m_iAccount: 64 # int32_t
m_iStartAccount: 68 # int32_t
m_iTotalCashSpent: 72 # int32_t
m_iCashSpentThisRound: 76 # int32_t
m_nPreviousAccount: 80 # int32_t
CCSPlayerController_InventoryServices: # CPlayerControllerComponent
m_unMusicID: 64 # uint16_t
m_rank: 68 # MedalRank_t[6]
m_nPersonaDataPublicLevel: 92 # int32_t
m_nPersonaDataPublicCommendsLeader: 96 # int32_t
m_nPersonaDataPublicCommendsTeacher: 100 # int32_t
m_nPersonaDataPublicCommendsFriendly: 104 # int32_t
m_vecServerAuthoritativeWeaponSlots: 112 # C_UtlVectorEmbeddedNetworkVar<ServerAuthoritativeWeaponSlot_t>
CCSPlayer_ActionTrackingServices: # CPlayerPawnComponent
m_hLastWeaponBeforeC4AutoSwitch: 64 # CHandle<C_BasePlayerWeapon>
m_bIsRescuing: 68 # bool
m_weaponPurchasesThisMatch: 72 # WeaponPurchaseTracker_t
m_weaponPurchasesThisRound: 160 # WeaponPurchaseTracker_t
CCSPlayer_BulletServices: # CPlayerPawnComponent
m_totalHitsOnServer: 64 # int32_t
CCSPlayer_BuyServices: # CPlayerPawnComponent
m_vecSellbackPurchaseEntries: 64 # C_UtlVectorEmbeddedNetworkVar<SellbackPurchaseEntry_t>
CCSPlayer_CameraServices: # CCSPlayerBase_CameraServices
m_flDeathCamTilt: 552 # float
CCSPlayer_GlowServices: # CPlayerPawnComponent
CCSPlayer_HostageServices: # CPlayerPawnComponent
m_hCarriedHostage: 64 # CHandle<C_BaseEntity>
m_hCarriedHostageProp: 68 # CHandle<C_BaseEntity>
CCSPlayer_ItemServices: # CPlayer_ItemServices
m_bHasDefuser: 64 # bool
m_bHasHelmet: 65 # bool
m_bHasHeavyArmor: 66 # bool
CCSPlayer_MovementServices: # CPlayer_MovementServices_Humanoid
m_flMaxFallVelocity: 528 # float
m_vecLadderNormal: 532 # Vector
m_nLadderSurfacePropIndex: 544 # int32_t
m_flDuckAmount: 548 # float
m_flDuckSpeed: 552 # float
m_bDuckOverride: 556 # bool
m_bDesiresDuck: 557 # bool
m_flDuckOffset: 560 # float
m_nDuckTimeMsecs: 564 # uint32_t
m_nDuckJumpTimeMsecs: 568 # uint32_t
m_nJumpTimeMsecs: 572 # uint32_t
m_flLastDuckTime: 576 # float
m_vecLastPositionAtFullCrouchSpeed: 592 # Vector2D
m_duckUntilOnGround: 600 # bool
m_bHasWalkMovedSinceLastJump: 601 # bool
m_bInStuckTest: 602 # bool
m_flStuckCheckTime: 616 # float[64][2]
m_nTraceCount: 1128 # int32_t
m_StuckLast: 1132 # int32_t
m_bSpeedCropped: 1136 # bool
m_nOldWaterLevel: 1140 # int32_t
m_flWaterEntryTime: 1144 # float
m_vecForward: 1148 # Vector
m_vecLeft: 1160 # Vector
m_vecUp: 1172 # Vector
m_vecPreviouslyPredictedOrigin: 1184 # Vector
m_bOldJumpPressed: 1196 # bool
m_flJumpPressedTime: 1200 # float
m_flJumpUntil: 1204 # float
m_flJumpVel: 1208 # float
m_fStashGrenadeParameterWhen: 1212 # GameTime_t
m_nButtonDownMaskPrev: 1216 # uint64_t
m_flOffsetTickCompleteTime: 1224 # float
m_flOffsetTickStashedSpeed: 1228 # float
m_flStamina: 1232 # float
m_bUpdatePredictedOriginAfterDataUpdate: 1236 # bool
m_flHeightAtJumpStart: 1240 # float
m_flMaxJumpHeightThisJump: 1244 # float
CCSPlayer_PingServices: # CPlayerPawnComponent
m_hPlayerPing: 64 # CHandle<C_BaseEntity>
CCSPlayer_UseServices: # CPlayer_UseServices
CCSPlayer_ViewModelServices: # CPlayer_ViewModelServices
m_hViewModel: 64 # CHandle<C_BaseViewModel>[3]
CCSPlayer_WaterServices: # CPlayer_WaterServices
m_flWaterJumpTime: 64 # float
m_vecWaterJumpVel: 68 # Vector
m_flSwimSoundTime: 80 # float
CCSPlayer_WeaponServices: # CPlayer_WeaponServices
m_flNextAttack: 192 # GameTime_t
m_bIsLookingAtWeapon: 196 # bool
m_bIsHoldingLookAtWeapon: 197 # bool
CCSWeaponBaseVData: # CBasePlayerWeaponVData
m_WeaponType: 576 # CSWeaponType
m_WeaponCategory: 580 # CSWeaponCategory
m_szViewModel: 584 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szPlayerModel: 808 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szWorldDroppedModel: 1032 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szAimsightLensMaskModel: 1256 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szMagazineModel: 1480 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szHeatEffect: 1704 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szEjectBrassEffect: 1928 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashParticleAlt: 2152 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashThirdPersonParticle: 2376 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashThirdPersonParticleAlt: 2600 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szTracerParticle: 2824 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_GearSlot: 3048 # gear_slot_t
m_GearSlotPosition: 3052 # int32_t
m_DefaultLoadoutSlot: 3056 # loadout_slot_t
m_sWrongTeamMsg: 3064 # CUtlString
m_nPrice: 3072 # int32_t
m_nKillAward: 3076 # int32_t
m_nPrimaryReserveAmmoMax: 3080 # int32_t
m_nSecondaryReserveAmmoMax: 3084 # int32_t
m_bMeleeWeapon: 3088 # bool
m_bHasBurstMode: 3089 # bool
m_bIsRevolver: 3090 # bool
m_bCannotShootUnderwater: 3091 # bool
m_szName: 3096 # CUtlString
m_szAnimExtension: 3104 # CUtlString
m_eSilencerType: 3112 # CSWeaponSilencerType
m_nCrosshairMinDistance: 3116 # int32_t
m_nCrosshairDeltaDistance: 3120 # int32_t
m_flCycleTime: 3124 # CFiringModeFloat
m_flMaxSpeed: 3132 # CFiringModeFloat
m_flSpread: 3140 # CFiringModeFloat
m_flInaccuracyCrouch: 3148 # CFiringModeFloat
m_flInaccuracyStand: 3156 # CFiringModeFloat
m_flInaccuracyJump: 3164 # CFiringModeFloat
m_flInaccuracyLand: 3172 # CFiringModeFloat
m_flInaccuracyLadder: 3180 # CFiringModeFloat
m_flInaccuracyFire: 3188 # CFiringModeFloat
m_flInaccuracyMove: 3196 # CFiringModeFloat
m_flRecoilAngle: 3204 # CFiringModeFloat
m_flRecoilAngleVariance: 3212 # CFiringModeFloat
m_flRecoilMagnitude: 3220 # CFiringModeFloat
m_flRecoilMagnitudeVariance: 3228 # CFiringModeFloat
m_nTracerFrequency: 3236 # CFiringModeInt
m_flInaccuracyJumpInitial: 3244 # float
m_flInaccuracyJumpApex: 3248 # float
m_flInaccuracyReload: 3252 # float
m_nRecoilSeed: 3256 # int32_t
m_nSpreadSeed: 3260 # int32_t
m_flTimeToIdleAfterFire: 3264 # float
m_flIdleInterval: 3268 # float
m_flAttackMovespeedFactor: 3272 # float
m_flHeatPerShot: 3276 # float
m_flInaccuracyPitchShift: 3280 # float
m_flInaccuracyAltSoundThreshold: 3284 # float
m_flBotAudibleRange: 3288 # float
m_szUseRadioSubtitle: 3296 # CUtlString
m_bUnzoomsAfterShot: 3304 # bool
m_bHideViewModelWhenZoomed: 3305 # bool
m_nZoomLevels: 3308 # int32_t
m_nZoomFOV1: 3312 # int32_t
m_nZoomFOV2: 3316 # int32_t
m_flZoomTime0: 3320 # float
m_flZoomTime1: 3324 # float
m_flZoomTime2: 3328 # float
m_flIronSightPullUpSpeed: 3332 # float
m_flIronSightPutDownSpeed: 3336 # float
m_flIronSightFOV: 3340 # float
m_flIronSightPivotForward: 3344 # float
m_flIronSightLooseness: 3348 # float
m_angPivotAngle: 3352 # QAngle
m_vecIronSightEyePos: 3364 # Vector
m_nDamage: 3376 # int32_t
m_flHeadshotMultiplier: 3380 # float
m_flArmorRatio: 3384 # float
m_flPenetration: 3388 # float
m_flRange: 3392 # float
m_flRangeModifier: 3396 # float
m_flFlinchVelocityModifierLarge: 3400 # float
m_flFlinchVelocityModifierSmall: 3404 # float
m_flRecoveryTimeCrouch: 3408 # float
m_flRecoveryTimeStand: 3412 # float
m_flRecoveryTimeCrouchFinal: 3416 # float
m_flRecoveryTimeStandFinal: 3420 # float
m_nRecoveryTransitionStartBullet: 3424 # int32_t
m_nRecoveryTransitionEndBullet: 3428 # int32_t
m_flThrowVelocity: 3432 # float
m_vSmokeColor: 3436 # Vector
m_szAnimClass: 3448 # CUtlString
CClientAlphaProperty: # IClientAlphaProperty
m_nRenderFX: 16 # uint8_t
m_nRenderMode: 17 # uint8_t
m_bAlphaOverride: 0 # bitfield:1
m_bShadowAlphaOverride: 0 # bitfield:1
m_nReserved: 0 # bitfield:6
m_nAlpha: 19 # uint8_t
m_nDesyncOffset: 20 # uint16_t
m_nReserved2: 22 # uint16_t
m_nDistFadeStart: 24 # uint16_t
m_nDistFadeEnd: 26 # uint16_t
m_flFadeScale: 28 # float
m_flRenderFxStartTime: 32 # GameTime_t
m_flRenderFxDuration: 36 # float
CCollisionProperty:
m_collisionAttribute: 16 # VPhysicsCollisionAttribute_t
m_vecMins: 64 # Vector
m_vecMaxs: 76 # Vector
m_usSolidFlags: 90 # uint8_t
m_nSolidType: 91 # SolidType_t
m_triggerBloat: 92 # uint8_t
m_nSurroundType: 93 # SurroundingBoundsType_t
m_CollisionGroup: 94 # uint8_t
m_nEnablePhysics: 95 # uint8_t
m_flBoundingRadius: 96 # float
m_vecSpecifiedSurroundingMins: 100 # Vector
m_vecSpecifiedSurroundingMaxs: 112 # Vector
m_vecSurroundingMaxs: 124 # Vector
m_vecSurroundingMins: 136 # Vector
m_vCapsuleCenter1: 148 # Vector
m_vCapsuleCenter2: 160 # Vector
m_flCapsuleRadius: 172 # float
CComicBook:
m_CoverImage: 8 # CPanoramaImageName
m_XmlFile: 24 # CUtlString
CCompositeMaterialEditorDoc:
m_nVersion: 8 # int32_t
m_Points: 16 # CUtlVector<CompositeMaterialEditorPoint_t>
m_KVthumbnail: 40 # KeyValues3
CDamageRecord:
m_PlayerDamager: 40 # CHandle<C_CSPlayerPawnBase>
m_PlayerRecipient: 44 # CHandle<C_CSPlayerPawnBase>
m_hPlayerControllerDamager: 48 # CHandle<CCSPlayerController>
m_hPlayerControllerRecipient: 52 # CHandle<CCSPlayerController>
m_szPlayerDamagerName: 56 # CUtlString
m_szPlayerRecipientName: 64 # CUtlString
m_DamagerXuid: 72 # uint64_t
m_RecipientXuid: 80 # uint64_t
m_iDamage: 88 # int32_t
m_iActualHealthRemoved: 92 # int32_t
m_iNumHits: 96 # int32_t
m_iLastBulletUpdate: 100 # int32_t
m_bIsOtherEnemy: 104 # bool
m_killType: 105 # EKillTypes_t
CDecalInfo:
m_flAnimationScale: 0 # float
m_flAnimationLifeSpan: 4 # float
m_flPlaceTime: 8 # float
m_flFadeStartTime: 12 # float
m_flFadeDuration: 16 # float
m_nVBSlot: 20 # int32_t
m_nBoneIndex: 24 # int32_t
m_vPosition: 40 # Vector
m_flBoundingRadiusSqr: 52 # float
m_pNext: 64 # CDecalInfo*
m_pPrev: 72 # CDecalInfo*
m_nDecalMaterialIndex: 168 # int32_t
CEconItemAttribute:
m_iAttributeDefinitionIndex: 48 # uint16_t
m_flValue: 52 # float
m_flInitialValue: 56 # float
m_nRefundableCurrency: 60 # int32_t
m_bSetBonus: 64 # bool
CEffectData:
m_vOrigin: 8 # Vector
m_vStart: 20 # Vector
m_vNormal: 32 # Vector
m_vAngles: 44 # QAngle
m_hEntity: 56 # CEntityHandle
m_hOtherEntity: 60 # CEntityHandle
m_flScale: 64 # float
m_flMagnitude: 68 # float
m_flRadius: 72 # float
m_nSurfaceProp: 76 # CUtlStringToken
m_nEffectIndex: 80 # CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nDamageType: 88 # uint32_t
m_nPenetrate: 92 # uint8_t
m_nMaterial: 94 # uint16_t
m_nHitBox: 96 # uint16_t
m_nColor: 98 # uint8_t
m_fFlags: 99 # uint8_t
m_nAttachmentIndex: 100 # AttachmentHandle_t
m_nAttachmentName: 104 # CUtlStringToken
m_iEffectName: 108 # uint16_t
m_nExplosionType: 110 # uint8_t
CEntityComponent:
CEntityIdentity:
m_nameStringableIndex: 20 # int32_t
m_name: 24 # CUtlSymbolLarge
m_designerName: 32 # CUtlSymbolLarge
m_flags: 48 # uint32_t
m_worldGroupId: 56 # WorldGroupId_t
m_fDataObjectTypes: 60 # uint32_t
m_PathIndex: 64 # ChangeAccessorFieldPathIndex_t
m_pPrev: 88 # CEntityIdentity*
m_pNext: 96 # CEntityIdentity*
m_pPrevByClass: 104 # CEntityIdentity*
m_pNextByClass: 112 # CEntityIdentity*
CEntityInstance:
m_iszPrivateVScripts: 8 # CUtlSymbolLarge
m_pEntity: 16 # CEntityIdentity*
m_CScriptComponent: 40 # CScriptComponent*
CFireOverlay: # CGlowOverlay
m_pOwner: 208 # C_FireSmoke*
m_vBaseColors: 216 # Vector[4]
m_flScale: 264 # float
m_nGUID: 268 # int32_t
CFlashlightEffect:
m_bIsOn: 16 # bool
m_bMuzzleFlashEnabled: 32 # bool
m_flMuzzleFlashBrightness: 36 # float
m_quatMuzzleFlashOrientation: 48 # Quaternion
m_vecMuzzleFlashOrigin: 64 # Vector
m_flFov: 76 # float
m_flFarZ: 80 # float
m_flLinearAtten: 84 # float
m_bCastsShadows: 88 # bool
m_flCurrentPullBackDist: 92 # float
m_FlashlightTexture: 96 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_MuzzleFlashTexture: 104 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_textureName: 112 # char[64]
CFuncWater: # C_BaseModelEntity
m_BuoyancyHelper: 3264 # CBuoyancyHelper
CGameSceneNode:
m_nodeToWorld: 16 # CTransform
m_pOwner: 48 # CEntityInstance*
m_pParent: 56 # CGameSceneNode*
m_pChild: 64 # CGameSceneNode*
m_pNextSibling: 72 # CGameSceneNode*
m_hParent: 112 # CGameSceneNodeHandle
m_vecOrigin: 128 # CNetworkOriginCellCoordQuantizedVector
m_angRotation: 184 # QAngle
m_flScale: 196 # float
m_vecAbsOrigin: 200 # Vector
m_angAbsRotation: 212 # QAngle
m_flAbsScale: 224 # float
m_nParentAttachmentOrBone: 228 # int16_t
m_bDebugAbsOriginChanges: 230 # bool
m_bDormant: 231 # bool
m_bForceParentToBeNetworked: 232 # bool
m_bDirtyHierarchy: 0 # bitfield:1
m_bDirtyBoneMergeInfo: 0 # bitfield:1
m_bNetworkedPositionChanged: 0 # bitfield:1
m_bNetworkedAnglesChanged: 0 # bitfield:1
m_bNetworkedScaleChanged: 0 # bitfield:1
m_bWillBeCallingPostDataUpdate: 0 # bitfield:1
m_bNotifyBoneTransformsChanged: 0 # bitfield:1
m_bBoneMergeFlex: 0 # bitfield:1
m_nLatchAbsOrigin: 0 # bitfield:2
m_bDirtyBoneMergeBoneToRoot: 0 # bitfield:1
m_nHierarchicalDepth: 235 # uint8_t
m_nHierarchyType: 236 # uint8_t
m_nDoNotSetAnimTimeInInvalidatePhysicsCount: 237 # uint8_t
m_name: 240 # CUtlStringToken
m_hierarchyAttachName: 304 # CUtlStringToken
m_flZOffset: 308 # float
m_vRenderOrigin: 312 # Vector
CGameSceneNodeHandle:
m_hOwner: 8 # CEntityHandle
m_name: 12 # CUtlStringToken
CGlobalLightBase:
m_bSpotLight: 16 # bool
m_SpotLightOrigin: 20 # Vector
m_SpotLightAngles: 32 # QAngle
m_ShadowDirection: 44 # Vector
m_AmbientDirection: 56 # Vector
m_SpecularDirection: 68 # Vector
m_InspectorSpecularDirection: 80 # Vector
m_flSpecularPower: 92 # float
m_flSpecularIndependence: 96 # float
m_SpecularColor: 100 # Color
m_bStartDisabled: 104 # bool
m_bEnabled: 105 # bool
m_LightColor: 106 # Color
m_AmbientColor1: 110 # Color
m_AmbientColor2: 114 # Color
m_AmbientColor3: 118 # Color
m_flSunDistance: 124 # float
m_flFOV: 128 # float
m_flNearZ: 132 # float
m_flFarZ: 136 # float
m_bEnableShadows: 140 # bool
m_bOldEnableShadows: 141 # bool
m_bBackgroundClearNotRequired: 142 # bool
m_flCloudScale: 144 # float
m_flCloud1Speed: 148 # float
m_flCloud1Direction: 152 # float
m_flCloud2Speed: 156 # float
m_flCloud2Direction: 160 # float
m_flAmbientScale1: 176 # float
m_flAmbientScale2: 180 # float
m_flGroundScale: 184 # float
m_flLightScale: 188 # float
m_flFoWDarkness: 192 # float
m_bEnableSeparateSkyboxFog: 196 # bool
m_vFowColor: 200 # Vector
m_ViewOrigin: 212 # Vector
m_ViewAngles: 224 # QAngle
m_flViewFoV: 236 # float
m_WorldPoints: 240 # Vector[8]
m_vFogOffsetLayer0: 1192 # Vector2D
m_vFogOffsetLayer1: 1200 # Vector2D
m_hEnvWind: 1208 # CHandle<C_BaseEntity>
m_hEnvSky: 1212 # CHandle<C_BaseEntity>
CGlowOverlay:
m_vPos: 8 # Vector
m_bDirectional: 20 # bool
m_vDirection: 24 # Vector
m_bInSky: 36 # bool
m_skyObstructionScale: 40 # float
m_Sprites: 48 # CGlowSprite[4]
m_nSprites: 176 # int32_t
m_flProxyRadius: 180 # float
m_flHDRColorScale: 184 # float
m_flGlowObstructionScale: 188 # float
m_bCacheGlowObstruction: 192 # bool
m_bCacheSkyObstruction: 193 # bool
m_bActivated: 194 # int16_t
m_ListIndex: 196 # uint16_t
m_queryHandle: 200 # int32_t
CGlowProperty:
m_fGlowColor: 8 # Vector
m_iGlowType: 48 # int32_t
m_iGlowTeam: 52 # int32_t
m_nGlowRange: 56 # int32_t
m_nGlowRangeMin: 60 # int32_t
m_glowColorOverride: 64 # Color
m_bFlashing: 68 # bool
m_flGlowTime: 72 # float
m_flGlowStartTime: 76 # float
m_bEligibleForScreenHighlight: 80 # bool
m_bGlowing: 81 # bool
CGlowSprite:
m_vColor: 0 # Vector
m_flHorzSize: 12 # float
m_flVertSize: 16 # float
m_hMaterial: 24 # CStrongHandle<InfoForResourceTypeIMaterial2>
CGrenadeTracer: # C_BaseModelEntity
m_flTracerDuration: 3296 # float
m_nType: 3300 # GrenadeType_t
CHitboxComponent: # CEntityComponent
m_bvDisabledHitGroups: 36 # uint32_t[1]
CHostageRescueZone: # CHostageRescueZoneShim
CHostageRescueZoneShim: # C_BaseTrigger
CInfoDynamicShadowHint: # C_PointEntity
m_bDisabled: 1344 # bool
m_flRange: 1348 # float
m_nImportance: 1352 # int32_t
m_nLightChoice: 1356 # int32_t
m_hLight: 1360 # CHandle<C_BaseEntity>
CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint
m_vBoxMins: 1368 # Vector
m_vBoxMaxs: 1380 # Vector
CInfoOffscreenPanoramaTexture: # C_PointEntity
m_bDisabled: 1344 # bool
m_nResolutionX: 1348 # int32_t
m_nResolutionY: 1352 # int32_t
m_szLayoutFileName: 1360 # CUtlSymbolLarge
m_RenderAttrName: 1368 # CUtlSymbolLarge
m_TargetEntities: 1376 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_nTargetChangeCount: 1400 # int32_t
m_vecCSSClasses: 1408 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
m_bCheckCSSClasses: 1784 # bool
CInfoParticleTarget: # C_PointEntity
CInfoTarget: # C_PointEntity
CInfoWorldLayer: # C_BaseEntity
m_pOutputOnEntitiesSpawned: 1344 # CEntityIOOutput
m_worldName: 1384 # CUtlSymbolLarge
m_layerName: 1392 # CUtlSymbolLarge
m_bWorldLayerVisible: 1400 # bool
m_bEntitiesSpawned: 1401 # bool
m_bCreateAsChildSpawnGroup: 1402 # bool
m_hLayerSpawnGroup: 1404 # uint32_t
m_bWorldLayerActuallyVisible: 1408 # bool
CInterpolatedValue:
m_flStartTime: 0 # float
m_flEndTime: 4 # float
m_flStartValue: 8 # float
m_flEndValue: 12 # float
m_nInterpType: 16 # int32_t
CLightComponent: # CEntityComponent
__m_pChainEntity: 72 # CNetworkVarChainer
m_Color: 133 # Color
m_SecondaryColor: 137 # Color
m_flBrightness: 144 # float
m_flBrightnessScale: 148 # float
m_flBrightnessMult: 152 # float
m_flRange: 156 # float
m_flFalloff: 160 # float
m_flAttenuation0: 164 # float
m_flAttenuation1: 168 # float
m_flAttenuation2: 172 # float
m_flTheta: 176 # float
m_flPhi: 180 # float
m_hLightCookie: 184 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_nCascades: 192 # int32_t
m_nCastShadows: 196 # int32_t
m_nShadowWidth: 200 # int32_t
m_nShadowHeight: 204 # int32_t
m_bRenderDiffuse: 208 # bool
m_nRenderSpecular: 212 # int32_t
m_bRenderTransmissive: 216 # bool
m_flOrthoLightWidth: 220 # float
m_flOrthoLightHeight: 224 # float
m_nStyle: 228 # int32_t
m_Pattern: 232 # CUtlString
m_nCascadeRenderStaticObjects: 240 # int32_t
m_flShadowCascadeCrossFade: 244 # float
m_flShadowCascadeDistanceFade: 248 # float
m_flShadowCascadeDistance0: 252 # float
m_flShadowCascadeDistance1: 256 # float
m_flShadowCascadeDistance2: 260 # float
m_flShadowCascadeDistance3: 264 # float
m_nShadowCascadeResolution0: 268 # int32_t
m_nShadowCascadeResolution1: 272 # int32_t
m_nShadowCascadeResolution2: 276 # int32_t
m_nShadowCascadeResolution3: 280 # int32_t
m_bUsesBakedShadowing: 284 # bool
m_nShadowPriority: 288 # int32_t
m_nBakedShadowIndex: 292 # int32_t
m_bRenderToCubemaps: 296 # bool
m_nDirectLight: 300 # int32_t
m_nIndirectLight: 304 # int32_t
m_flFadeMinDist: 308 # float
m_flFadeMaxDist: 312 # float
m_flShadowFadeMinDist: 316 # float
m_flShadowFadeMaxDist: 320 # float
m_bEnabled: 324 # bool
m_bFlicker: 325 # bool
m_bPrecomputedFieldsValid: 326 # bool
m_vPrecomputedBoundsMins: 328 # Vector
m_vPrecomputedBoundsMaxs: 340 # Vector
m_vPrecomputedOBBOrigin: 352 # Vector
m_vPrecomputedOBBAngles: 364 # QAngle
m_vPrecomputedOBBExtent: 376 # Vector
m_flPrecomputedMaxRange: 388 # float
m_nFogLightingMode: 392 # int32_t
m_flFogContributionStength: 396 # float
m_flNearClipPlane: 400 # float
m_SkyColor: 404 # Color
m_flSkyIntensity: 408 # float
m_SkyAmbientBounce: 412 # Color
m_bUseSecondaryColor: 416 # bool
m_bMixedShadows: 417 # bool
m_flLightStyleStartTime: 420 # GameTime_t
m_flCapsuleLength: 424 # float
m_flMinRoughness: 428 # float
CLogicRelay: # CLogicalEntity
m_OnTrigger: 1344 # CEntityIOOutput
m_OnSpawn: 1384 # CEntityIOOutput
m_bDisabled: 1424 # bool
m_bWaitForRefire: 1425 # bool
m_bTriggerOnce: 1426 # bool
m_bFastRetrigger: 1427 # bool
m_bPassthoughCaller: 1428 # bool
CLogicalEntity: # C_BaseEntity
CModelState:
m_hModel: 160 # CStrongHandle<InfoForResourceTypeCModel>
m_ModelName: 168 # CUtlSymbolLarge
m_bClientClothCreationSuppressed: 232 # bool
m_MeshGroupMask: 384 # uint64_t
m_nIdealMotionType: 546 # int8_t
m_nForceLOD: 547 # int8_t
m_nClothUpdateFlags: 548 # int8_t
CNetworkedSequenceOperation:
m_hSequence: 8 # HSequence
m_flPrevCycle: 12 # float
m_flCycle: 16 # float
m_flWeight: 20 # CNetworkedQuantizedFloat
m_bSequenceChangeNetworked: 28 # bool
m_bDiscontinuity: 29 # bool
m_flPrevCycleFromDiscontinuity: 32 # float
m_flPrevCycleForAnimEventDetection: 36 # float
CPlayerSprayDecalRenderHelper:
CPlayer_AutoaimServices: # CPlayerPawnComponent
CPlayer_CameraServices: # CPlayerPawnComponent
m_vecCsViewPunchAngle: 64 # QAngle
m_nCsViewPunchAngleTick: 76 # GameTick_t
m_flCsViewPunchAngleTickRatio: 80 # float
m_PlayerFog: 88 # C_fogplayerparams_t
m_hColorCorrectionCtrl: 152 # CHandle<C_ColorCorrection>
m_hViewEntity: 156 # CHandle<C_BaseEntity>
m_hTonemapController: 160 # CHandle<C_TonemapController2>
m_audio: 168 # audioparams_t
m_PostProcessingVolumes: 288 # C_NetworkUtlVectorBase<CHandle<C_PostProcessingVolume>>
m_flOldPlayerZ: 312 # float
m_flOldPlayerViewOffsetZ: 316 # float
m_CurrentFog: 320 # fogparams_t
m_hOldFogController: 424 # CHandle<C_FogController>
m_bOverrideFogColor: 428 # bool[5]
m_OverrideFogColor: 433 # Color[5]
m_bOverrideFogStartEnd: 453 # bool[5]
m_fOverrideFogStart: 460 # float[5]
m_fOverrideFogEnd: 480 # float[5]
m_hActivePostProcessingVolume: 500 # CHandle<C_PostProcessingVolume>
m_angDemoViewAngles: 504 # QAngle
CPlayer_FlashlightServices: # CPlayerPawnComponent
CPlayer_ItemServices: # CPlayerPawnComponent
CPlayer_MovementServices: # CPlayerPawnComponent
m_nImpulse: 64 # int32_t
m_nButtons: 72 # CInButtonState
m_nQueuedButtonDownMask: 104 # uint64_t
m_nQueuedButtonChangeMask: 112 # uint64_t
m_nButtonDoublePressed: 120 # uint64_t
m_pButtonPressedCmdNumber: 128 # uint32_t[64]
m_nLastCommandNumberProcessed: 384 # uint32_t
m_nToggleButtonDownMask: 392 # uint64_t
m_flMaxspeed: 400 # float
m_arrForceSubtickMoveWhen: 404 # float[4]
m_flForwardMove: 420 # float
m_flLeftMove: 424 # float
m_flUpMove: 428 # float
m_vecLastMovementImpulses: 432 # Vector
m_vecOldViewAngles: 444 # QAngle
CPlayer_MovementServices_Humanoid: # CPlayer_MovementServices
m_flStepSoundTime: 464 # float
m_flFallVelocity: 468 # float
m_bInCrouch: 472 # bool
m_nCrouchState: 476 # uint32_t
m_flCrouchTransitionStartTime: 480 # GameTime_t
m_bDucked: 484 # bool
m_bDucking: 485 # bool
m_bInDuckJump: 486 # bool
m_groundNormal: 488 # Vector
m_flSurfaceFriction: 500 # float
m_surfaceProps: 504 # CUtlStringToken
m_nStepside: 520 # int32_t
CPlayer_ObserverServices: # CPlayerPawnComponent
m_iObserverMode: 64 # uint8_t
m_hObserverTarget: 68 # CHandle<C_BaseEntity>
m_iObserverLastMode: 72 # ObserverMode_t
m_bForcedObserverMode: 76 # bool
m_flObserverChaseDistance: 80 # float
m_flObserverChaseDistanceCalcTime: 84 # GameTime_t
CPlayer_UseServices: # CPlayerPawnComponent
CPlayer_ViewModelServices: # CPlayerPawnComponent
CPlayer_WaterServices: # CPlayerPawnComponent
CPlayer_WeaponServices: # CPlayerPawnComponent
m_bAllowSwitchToNoWeapon: 64 # bool
m_hMyWeapons: 72 # C_NetworkUtlVectorBase<CHandle<C_BasePlayerWeapon>>
m_hActiveWeapon: 96 # CHandle<C_BasePlayerWeapon>
m_hLastWeapon: 100 # CHandle<C_BasePlayerWeapon>
m_iAmmo: 104 # uint16_t[32]
CPointOffScreenIndicatorUi: # C_PointClientUIWorldPanel
m_bBeenEnabled: 3872 # bool
m_bHide: 3873 # bool
m_flSeenTargetTime: 3876 # float
m_pTargetPanel: 3880 # C_PointClientUIWorldPanel*
CPointTemplate: # CLogicalEntity
m_iszWorldName: 1344 # CUtlSymbolLarge
m_iszSource2EntityLumpName: 1352 # CUtlSymbolLarge
m_iszEntityFilterName: 1360 # CUtlSymbolLarge
m_flTimeoutInterval: 1368 # float
m_bAsynchronouslySpawnEntities: 1372 # bool
m_pOutputOnSpawned: 1376 # CEntityIOOutput
m_clientOnlyEntityBehavior: 1416 # PointTemplateClientOnlyEntityBehavior_t
m_ownerSpawnGroupType: 1420 # PointTemplateOwnerSpawnGroupType_t
m_createdSpawnGroupHandles: 1424 # CUtlVector<uint32_t>
m_SpawnedEntityHandles: 1448 # CUtlVector<CEntityHandle>
m_ScriptSpawnCallback: 1472 # HSCRIPT
m_ScriptCallbackScope: 1480 # HSCRIPT
CPrecipitationVData: # CEntitySubclassVDataBase
m_szParticlePrecipitationEffect: 40 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_flInnerDistance: 264 # float
m_nAttachType: 268 # ParticleAttachment_t
m_bBatchSameVolumeType: 272 # bool
m_nRTEnvCP: 276 # int32_t
m_nRTEnvCPComponent: 280 # int32_t
m_szModifier: 288 # CUtlString
CProjectedTextureBase:
m_hTargetEntity: 12 # CHandle<C_BaseEntity>
m_bState: 16 # bool
m_bAlwaysUpdate: 17 # bool
m_flLightFOV: 20 # float
m_bEnableShadows: 24 # bool
m_bSimpleProjection: 25 # bool
m_bLightOnlyTarget: 26 # bool
m_bLightWorld: 27 # bool
m_bCameraSpace: 28 # bool
m_flBrightnessScale: 32 # float
m_LightColor: 36 # Color
m_flIntensity: 40 # float
m_flLinearAttenuation: 44 # float
m_flQuadraticAttenuation: 48 # float
m_bVolumetric: 52 # bool
m_flVolumetricIntensity: 56 # float
m_flNoiseStrength: 60 # float
m_flFlashlightTime: 64 # float
m_nNumPlanes: 68 # uint32_t
m_flPlaneOffset: 72 # float
m_flColorTransitionTime: 76 # float
m_flAmbient: 80 # float
m_SpotlightTextureName: 84 # char[512]
m_nSpotlightTextureFrame: 596 # int32_t
m_nShadowQuality: 600 # uint32_t
m_flNearZ: 604 # float
m_flFarZ: 608 # float
m_flProjectionSize: 612 # float
m_flRotation: 616 # float
m_bFlipHorizontal: 620 # bool
CRenderComponent: # CEntityComponent
__m_pChainEntity: 16 # CNetworkVarChainer
m_bIsRenderingWithViewModels: 80 # bool
m_nSplitscreenFlags: 84 # uint32_t
m_bEnableRendering: 96 # bool
m_bInterpolationReadyToDraw: 176 # bool
CSMatchStats_t: # CSPerRoundStats_t
m_iEnemy5Ks: 104 # int32_t
m_iEnemy4Ks: 108 # int32_t
m_iEnemy3Ks: 112 # int32_t
CSPerRoundStats_t:
m_iKills: 48 # int32_t
m_iDeaths: 52 # int32_t
m_iAssists: 56 # int32_t
m_iDamage: 60 # int32_t
m_iEquipmentValue: 64 # int32_t
m_iMoneySaved: 68 # int32_t
m_iKillReward: 72 # int32_t
m_iLiveTime: 76 # int32_t
m_iHeadShotKills: 80 # int32_t
m_iObjective: 84 # int32_t
m_iCashEarned: 88 # int32_t
m_iUtilityDamage: 92 # int32_t
m_iEnemiesFlashed: 96 # int32_t
CScriptComponent: # CEntityComponent
m_scriptClassName: 48 # CUtlSymbolLarge
CServerOnlyModelEntity: # C_BaseModelEntity
CSkeletonInstance: # CGameSceneNode
m_modelState: 352 # CModelState
m_bIsAnimationEnabled: 912 # bool
m_bUseParentRenderBounds: 913 # bool
m_bDisableSolidCollisionsForHierarchy: 914 # bool
m_bDirtyMotionType: 0 # bitfield:1
m_bIsGeneratingLatchedParentSpaceState: 0 # bitfield:1
m_materialGroup: 916 # CUtlStringToken
m_nHitboxSet: 920 # uint8_t
CSkyboxReference: # C_BaseEntity
m_worldGroupId: 1344 # WorldGroupId_t
m_hSkyCamera: 1348 # CHandle<C_SkyCamera>
CTablet: # C_CSWeaponBase
CTimeline: # IntervalTimer
m_flValues: 16 # float[64]
m_nValueCounts: 272 # int32_t[64]
m_nBucketCount: 528 # int32_t
m_flInterval: 532 # float
m_flFinalValue: 536 # float
m_nCompressionType: 540 # TimelineCompression_t
m_bStopped: 544 # bool
CTripWireFire: # C_BaseCSGrenade
CTripWireFireProjectile: # C_BaseGrenade
CWaterSplasher: # C_BaseModelEntity
CWeaponZoneRepulsor: # C_CSWeaponBaseGun
C_AK47: # C_CSWeaponBaseGun
C_AttributeContainer: # CAttributeManager
m_Item: 80 # C_EconItemView
m_iExternalItemProviderRegisteredToken: 1176 # int32_t
m_ullRegisteredAsItemID: 1184 # uint64_t
C_BarnLight: # C_BaseModelEntity
m_bEnabled: 3264 # bool
m_nColorMode: 3268 # int32_t
m_Color: 3272 # Color
m_flColorTemperature: 3276 # float
m_flBrightness: 3280 # float
m_flBrightnessScale: 3284 # float
m_nDirectLight: 3288 # int32_t
m_nBakedShadowIndex: 3292 # int32_t
m_nLuminaireShape: 3296 # int32_t
m_flLuminaireSize: 3300 # float
m_flLuminaireAnisotropy: 3304 # float
m_LightStyleString: 3312 # CUtlString
m_flLightStyleStartTime: 3320 # GameTime_t
m_QueuedLightStyleStrings: 3328 # C_NetworkUtlVectorBase<CUtlString>
m_LightStyleEvents: 3352 # C_NetworkUtlVectorBase<CUtlString>
m_LightStyleTargets: 3376 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_StyleEvent: 3400 # CEntityIOOutput[4]
m_hLightCookie: 3560 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flShape: 3568 # float
m_flSoftX: 3572 # float
m_flSoftY: 3576 # float
m_flSkirt: 3580 # float
m_flSkirtNear: 3584 # float
m_vSizeParams: 3588 # Vector
m_flRange: 3600 # float
m_vShear: 3604 # Vector
m_nBakeSpecularToCubemaps: 3616 # int32_t
m_vBakeSpecularToCubemapsSize: 3620 # Vector
m_nCastShadows: 3632 # int32_t
m_nShadowMapSize: 3636 # int32_t
m_nShadowPriority: 3640 # int32_t
m_bContactShadow: 3644 # bool
m_nBounceLight: 3648 # int32_t
m_flBounceScale: 3652 # float
m_flMinRoughness: 3656 # float
m_vAlternateColor: 3660 # Vector
m_fAlternateColorBrightness: 3672 # float
m_nFog: 3676 # int32_t
m_flFogStrength: 3680 # float
m_nFogShadows: 3684 # int32_t
m_flFogScale: 3688 # float
m_flFadeSizeStart: 3692 # float
m_flFadeSizeEnd: 3696 # float
m_flShadowFadeSizeStart: 3700 # float
m_flShadowFadeSizeEnd: 3704 # float
m_bPrecomputedFieldsValid: 3708 # bool
m_vPrecomputedBoundsMins: 3712 # Vector
m_vPrecomputedBoundsMaxs: 3724 # Vector
m_vPrecomputedOBBOrigin: 3736 # Vector
m_vPrecomputedOBBAngles: 3748 # QAngle
m_vPrecomputedOBBExtent: 3760 # Vector
C_BaseButton: # C_BaseToggle
m_glowEntity: 3264 # CHandle<C_BaseModelEntity>
m_usable: 3268 # bool
m_szDisplayText: 3272 # CUtlSymbolLarge
C_BaseCSGrenade: # C_CSWeaponBase
m_bClientPredictDelete: 6656 # bool
m_bRedraw: 6657 # bool
m_bIsHeldByPlayer: 6658 # bool
m_bPinPulled: 6659 # bool
m_bJumpThrow: 6660 # bool
2023-12-08 11:41:58 +08:00
m_bThrowAnimating: 6661 # bool
m_fThrowTime: 6664 # GameTime_t
m_flThrowStrength: 6668 # float
m_flThrowStrengthApproach: 6672 # float
m_fDropTime: 6676 # GameTime_t
m_bJustPulledPin: 6680 # bool
m_nNextHoldTick: 6684 # GameTick_t
m_flNextHoldFrac: 6688 # float
m_hSwitchToWeaponAfterThrow: 6692 # CHandle<C_CSWeaponBase>
C_BaseCSGrenadeProjectile: # C_BaseGrenade
m_vInitialPosition: 4200 # Vector
m_vInitialVelocity: 4212 # Vector
m_nBounces: 4224 # int32_t
m_nExplodeEffectIndex: 4232 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nExplodeEffectTickBegin: 4240 # int32_t
m_vecExplodeEffectOrigin: 4244 # Vector
m_flSpawnTime: 4256 # GameTime_t
vecLastTrailLinePos: 4260 # Vector
flNextTrailLineTime: 4272 # GameTime_t
m_bExplodeEffectBegan: 4276 # bool
m_bCanCreateGrenadeTrail: 4277 # bool
m_nSnapshotTrajectoryEffectIndex: 4280 # ParticleIndex_t
m_hSnapshotTrajectoryParticleSnapshot: 4288 # CStrongHandle<InfoForResourceTypeIParticleSnapshot>
m_arrTrajectoryTrailPoints: 4296 # CUtlVector<Vector>
m_arrTrajectoryTrailPointCreationTimes: 4320 # CUtlVector<float>
m_flTrajectoryTrailEffectCreationTime: 4344 # float
C_BaseClientUIEntity: # C_BaseModelEntity
m_bEnabled: 3272 # bool
m_DialogXMLName: 3280 # CUtlSymbolLarge
m_PanelClassName: 3288 # CUtlSymbolLarge
m_PanelID: 3296 # CUtlSymbolLarge
C_BaseCombatCharacter: # C_BaseFlex
m_hMyWearables: 4120 # C_NetworkUtlVectorBase<CHandle<C_EconWearable>>
m_bloodColor: 4144 # int32_t
m_leftFootAttachment: 4148 # AttachmentHandle_t
m_rightFootAttachment: 4149 # AttachmentHandle_t
m_nWaterWakeMode: 4152 # C_BaseCombatCharacter::WaterWakeMode_t
m_flWaterWorldZ: 4156 # float
m_flWaterNextTraceTime: 4160 # float
m_flFieldOfView: 4164 # float
C_BaseDoor: # C_BaseToggle
m_bIsUsable: 3264 # bool
C_BaseEntity: # CEntityInstance
m_CBodyComponent: 48 # CBodyComponent*
m_NetworkTransmitComponent: 56 # CNetworkTransmitComponent
m_nLastThinkTick: 776 # GameTick_t
m_pGameSceneNode: 784 # CGameSceneNode*
m_pRenderComponent: 792 # CRenderComponent*
m_pCollision: 800 # CCollisionProperty*
m_iMaxHealth: 808 # int32_t
m_iHealth: 812 # int32_t
m_lifeState: 816 # uint8_t
m_bTakesDamage: 817 # bool
m_nTakeDamageFlags: 820 # TakeDamageFlags_t
m_ubInterpolationFrame: 824 # uint8_t
m_hSceneObjectController: 828 # CHandle<C_BaseEntity>
m_nNoInterpolationTick: 832 # int32_t
m_nVisibilityNoInterpolationTick: 836 # int32_t
m_flProxyRandomValue: 840 # float
m_iEFlags: 844 # int32_t
m_nWaterType: 848 # uint8_t
m_bInterpolateEvenWithNoModel: 849 # bool
m_bPredictionEligible: 850 # bool
m_bApplyLayerMatchIDToModel: 851 # bool
m_tokLayerMatchID: 852 # CUtlStringToken
m_nSubclassID: 856 # CUtlStringToken
m_nSimulationTick: 872 # int32_t
m_iCurrentThinkContext: 876 # int32_t
m_aThinkFunctions: 880 # CUtlVector<thinkfunc_t>
m_flAnimTime: 904 # float
m_flSimulationTime: 908 # float
m_nSceneObjectOverrideFlags: 912 # uint8_t
m_bHasSuccessfullyInterpolated: 913 # bool
m_bHasAddedVarsToInterpolation: 914 # bool
m_bRenderEvenWhenNotSuccessfullyInterpolated: 915 # bool
m_nInterpolationLatchDirtyFlags: 916 # int32_t[2]
m_ListEntry: 924 # uint16_t[11]
m_flCreateTime: 948 # GameTime_t
m_flSpeed: 952 # float
m_EntClientFlags: 956 # uint16_t
m_bClientSideRagdoll: 958 # bool
m_iTeamNum: 959 # uint8_t
m_spawnflags: 960 # uint32_t
m_nNextThinkTick: 964 # GameTick_t
m_fFlags: 968 # uint32_t
m_vecAbsVelocity: 972 # Vector
m_vecVelocity: 984 # CNetworkVelocityVector
m_vecBaseVelocity: 1032 # Vector
m_hEffectEntity: 1044 # CHandle<C_BaseEntity>
m_hOwnerEntity: 1048 # CHandle<C_BaseEntity>
m_MoveCollide: 1052 # MoveCollide_t
m_MoveType: 1053 # MoveType_t
m_flWaterLevel: 1056 # float
m_fEffects: 1060 # uint32_t
m_hGroundEntity: 1064 # CHandle<C_BaseEntity>
m_flFriction: 1068 # float
m_flElasticity: 1072 # float
m_flGravityScale: 1076 # float
m_flTimeScale: 1080 # float
m_bSimulatedEveryTick: 1084 # bool
m_bAnimatedEveryTick: 1085 # bool
m_flNavIgnoreUntilTime: 1088 # GameTime_t
m_hThink: 1092 # uint16_t
m_fBBoxVisFlags: 1104 # uint8_t
m_bPredictable: 1105 # bool
m_bRenderWithViewModels: 1106 # bool
m_nSplitUserPlayerPredictionSlot: 1108 # CSplitScreenSlot
m_nFirstPredictableCommand: 1112 # int32_t
m_nLastPredictableCommand: 1116 # int32_t
m_hOldMoveParent: 1120 # CHandle<C_BaseEntity>
m_Particles: 1128 # CParticleProperty
m_vecPredictedScriptFloats: 1168 # CUtlVector<float>
m_vecPredictedScriptFloatIDs: 1192 # CUtlVector<int32_t>
m_nNextScriptVarRecordID: 1240 # int32_t
m_vecAngVelocity: 1256 # QAngle
m_DataChangeEventRef: 1268 # int32_t
m_dependencies: 1272 # CUtlVector<CEntityHandle>
m_nCreationTick: 1296 # int32_t
m_bAnimTimeChanged: 1321 # bool
m_bSimulationTimeChanged: 1322 # bool
m_sUniqueHammerID: 1336 # CUtlString
C_BaseFire: # C_BaseEntity
m_flScale: 1344 # float
m_flStartScale: 1348 # float
m_flScaleTime: 1352 # float
m_nFlags: 1356 # uint32_t
C_BaseFlex: # CBaseAnimGraph
m_flexWeight: 3728 # C_NetworkUtlVectorBase<float>
m_vLookTargetPosition: 3752 # Vector
m_blinktoggle: 3776 # bool
m_nLastFlexUpdateFrameCount: 3872 # int32_t
m_CachedViewTarget: 3876 # Vector
m_nNextSceneEventId: 3888 # uint32_t
m_iBlink: 3892 # int32_t
m_blinktime: 3896 # float
m_prevblinktoggle: 3900 # bool
m_iJawOpen: 3904 # int32_t
m_flJawOpenAmount: 3908 # float
m_flBlinkAmount: 3912 # float
m_iMouthAttachment: 3916 # AttachmentHandle_t
m_iEyeAttachment: 3917 # AttachmentHandle_t
m_bResetFlexWeightsOnModelChange: 3918 # bool
m_nEyeOcclusionRendererBone: 3944 # int32_t
m_mEyeOcclusionRendererCameraToBoneTransform: 3948 # matrix3x4_t
m_vEyeOcclusionRendererHalfExtent: 3996 # Vector
m_PhonemeClasses: 4024 # C_BaseFlex::Emphasized_Phoneme[3]
C_BaseFlex_Emphasized_Phoneme:
m_sClassName: 0 # CUtlString
m_flAmount: 24 # float
m_bRequired: 28 # bool
m_bBasechecked: 29 # bool
m_bValid: 30 # bool
C_BaseGrenade: # C_BaseFlex
m_bHasWarnedAI: 4120 # bool
m_bIsSmokeGrenade: 4121 # bool
m_bIsLive: 4122 # bool
m_DmgRadius: 4124 # float
m_flDetonateTime: 4128 # GameTime_t
m_flWarnAITime: 4132 # float
m_flDamage: 4136 # float
m_iszBounceSound: 4144 # CUtlSymbolLarge
m_ExplosionSound: 4152 # CUtlString
m_hThrower: 4164 # CHandle<C_CSPlayerPawn>
m_flNextAttack: 4188 # GameTime_t
m_hOriginalThrower: 4192 # CHandle<C_CSPlayerPawn>
C_BaseModelEntity: # C_BaseEntity
m_CRenderComponent: 2576 # CRenderComponent*
m_CHitboxComponent: 2584 # CHitboxComponent
m_bInitModelEffects: 2656 # bool
m_bIsStaticProp: 2657 # bool
m_nLastAddDecal: 2660 # int32_t
m_nDecalsAdded: 2664 # int32_t
m_iOldHealth: 2668 # int32_t
m_nRenderMode: 2672 # RenderMode_t
m_nRenderFX: 2673 # RenderFx_t
m_bAllowFadeInView: 2674 # bool
m_clrRender: 2675 # Color
m_vecRenderAttributes: 2680 # C_UtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t>
m_bRenderToCubemaps: 2784 # bool
m_Collision: 2792 # CCollisionProperty
m_Glow: 2968 # CGlowProperty
m_flGlowBackfaceMult: 3056 # float
m_fadeMinDist: 3060 # float
m_fadeMaxDist: 3064 # float
m_flFadeScale: 3068 # float
m_flShadowStrength: 3072 # float
m_nObjectCulling: 3076 # uint8_t
m_nAddDecal: 3080 # int32_t
m_vDecalPosition: 3084 # Vector
m_vDecalForwardAxis: 3096 # Vector
m_flDecalHealBloodRate: 3108 # float
m_flDecalHealHeightRate: 3112 # float
m_ConfigEntitiesToPropagateMaterialDecalsTo: 3120 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_vecViewOffset: 3144 # CNetworkViewOffsetVector
m_pClientAlphaProperty: 3192 # CClientAlphaProperty*
m_ClientOverrideTint: 3200 # Color
m_bUseClientOverrideTint: 3204 # bool
C_BasePlayerPawn: # C_BaseCombatCharacter
m_pWeaponServices: 4264 # CPlayer_WeaponServices*
m_pItemServices: 4272 # CPlayer_ItemServices*
m_pAutoaimServices: 4280 # CPlayer_AutoaimServices*
m_pObserverServices: 4288 # CPlayer_ObserverServices*
m_pWaterServices: 4296 # CPlayer_WaterServices*
m_pUseServices: 4304 # CPlayer_UseServices*
m_pFlashlightServices: 4312 # CPlayer_FlashlightServices*
m_pCameraServices: 4320 # CPlayer_CameraServices*
m_pMovementServices: 4328 # CPlayer_MovementServices*
m_ServerViewAngleChanges: 4344 # C_UtlVectorEmbeddedNetworkVar<ViewAngleServerChange_t>
m_nHighestConsumedServerViewAngleChangeIndex: 4424 # uint32_t
v_angle: 4428 # QAngle
v_anglePrevious: 4440 # QAngle
m_iHideHUD: 4452 # uint32_t
m_skybox3d: 4456 # sky3dparams_t
m_flDeathTime: 4600 # GameTime_t
m_vecPredictionError: 4604 # Vector
m_flPredictionErrorTime: 4616 # GameTime_t
m_vecLastCameraSetupLocalOrigin: 4620 # Vector
m_flLastCameraSetupTime: 4632 # GameTime_t
m_flFOVSensitivityAdjust: 4636 # float
m_flMouseSensitivity: 4640 # float
m_vOldOrigin: 4644 # Vector
m_flOldSimulationTime: 4656 # float
m_nLastExecutedCommandNumber: 4660 # int32_t
m_nLastExecutedCommandTick: 4664 # int32_t
m_hController: 4668 # CHandle<CBasePlayerController>
m_bIsSwappingToPredictableController: 4672 # bool
C_BasePlayerWeapon: # C_EconEntity
m_nNextPrimaryAttackTick: 5472 # GameTick_t
m_flNextPrimaryAttackTickRatio: 5476 # float
m_nNextSecondaryAttackTick: 5480 # GameTick_t
m_flNextSecondaryAttackTickRatio: 5484 # float
m_iClip1: 5488 # int32_t
m_iClip2: 5492 # int32_t
m_pReserveAmmo: 5496 # int32_t[2]
C_BasePropDoor: # C_DynamicProp
m_eDoorState: 4344 # DoorState_t
m_modelChanged: 4348 # bool
m_bLocked: 4349 # bool
m_closedPosition: 4352 # Vector
m_closedAngles: 4364 # QAngle
m_hMaster: 4376 # CHandle<C_BasePropDoor>
m_vWhereToSetLightingOrigin: 4380 # Vector
C_BaseToggle: # C_BaseModelEntity
C_BaseTrigger: # C_BaseToggle
m_bDisabled: 3264 # bool
m_bClientSidePredicted: 3265 # bool
C_BaseViewModel: # CBaseAnimGraph
m_vecLastFacing: 3720 # Vector
m_nViewModelIndex: 3732 # uint32_t
m_nAnimationParity: 3736 # uint32_t
m_flAnimationStartTime: 3740 # float
m_hWeapon: 3744 # CHandle<C_BasePlayerWeapon>
m_sVMName: 3752 # CUtlSymbolLarge
m_sAnimationPrefix: 3760 # CUtlSymbolLarge
m_hWeaponModel: 3768 # CHandle<C_ViewmodelWeapon>
m_iCameraAttachment: 3772 # AttachmentHandle_t
m_vecLastCameraAngles: 3776 # QAngle
m_previousElapsedDuration: 3788 # float
m_previousCycle: 3792 # float
m_nOldAnimationParity: 3796 # int32_t
m_hOldLayerSequence: 3800 # HSequence
m_oldLayer: 3804 # int32_t
m_oldLayerStartTime: 3808 # float
m_hControlPanel: 3812 # CHandle<C_BaseEntity>
C_Beam: # C_BaseModelEntity
m_flFrameRate: 3264 # float
m_flHDRColorScale: 3268 # float
m_flFireTime: 3272 # GameTime_t
m_flDamage: 3276 # float
m_nNumBeamEnts: 3280 # uint8_t
m_queryHandleHalo: 3284 # int32_t
m_hBaseMaterial: 3320 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nHaloIndex: 3328 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nBeamType: 3336 # BeamType_t
m_nBeamFlags: 3340 # uint32_t
m_hAttachEntity: 3344 # CHandle<C_BaseEntity>[10]
m_nAttachIndex: 3384 # AttachmentHandle_t[10]
m_fWidth: 3396 # float
m_fEndWidth: 3400 # float
m_fFadeLength: 3404 # float
m_fHaloScale: 3408 # float
m_fAmplitude: 3412 # float
m_fStartFrame: 3416 # float
m_fSpeed: 3420 # float
m_flFrame: 3424 # float
m_nClipStyle: 3428 # BeamClipStyle_t
m_bTurnedOff: 3432 # bool
m_vecEndPos: 3436 # Vector
m_hEndEntity: 3448 # CHandle<C_BaseEntity>
C_Breakable: # C_BaseModelEntity
C_BreakableProp: # CBaseProp
m_OnBreak: 3784 # CEntityIOOutput
m_OnHealthChanged: 3824 # CEntityOutputTemplate<float>
m_OnTakeDamage: 3864 # CEntityIOOutput
m_impactEnergyScale: 3904 # float
m_iMinHealthDmg: 3908 # int32_t
m_flPressureDelay: 3912 # float
m_hBreaker: 3916 # CHandle<C_BaseEntity>
m_PerformanceMode: 3920 # PerformanceMode_t
m_flDmgModBullet: 3924 # float
m_flDmgModClub: 3928 # float
m_flDmgModExplosive: 3932 # float
m_flDmgModFire: 3936 # float
m_iszPhysicsDamageTableName: 3944 # CUtlSymbolLarge
m_iszBasePropData: 3952 # CUtlSymbolLarge
m_iInteractions: 3960 # int32_t
m_flPreventDamageBeforeTime: 3964 # GameTime_t
m_bHasBreakPiecesOrCommands: 3968 # bool
m_explodeDamage: 3972 # float
m_explodeRadius: 3976 # float
m_explosionDelay: 3984 # float
m_explosionBuildupSound: 3992 # CUtlSymbolLarge
m_explosionCustomEffect: 4000 # CUtlSymbolLarge
m_explosionCustomSound: 4008 # CUtlSymbolLarge
m_explosionModifier: 4016 # CUtlSymbolLarge
m_hPhysicsAttacker: 4024 # CHandle<C_BasePlayerPawn>
m_flLastPhysicsInfluenceTime: 4028 # GameTime_t
m_flDefaultFadeScale: 4032 # float
m_hLastAttacker: 4036 # CHandle<C_BaseEntity>
m_hFlareEnt: 4040 # CHandle<C_BaseEntity>
m_noGhostCollision: 4044 # bool
C_BulletHitModel: # CBaseAnimGraph
m_matLocal: 3712 # matrix3x4_t
m_iBoneIndex: 3760 # int32_t
m_hPlayerParent: 3764 # CHandle<C_BaseEntity>
m_bIsHit: 3768 # bool
m_flTimeCreated: 3772 # float
m_vecStartPos: 3776 # Vector
C_C4: # C_CSWeaponBase
m_szScreenText: 6656 # char[32]
m_activeLightParticleIndex: 6688 # ParticleIndex_t
m_eActiveLightEffect: 6692 # C4LightEffect_t
m_bStartedArming: 6696 # bool
m_fArmedTime: 6700 # GameTime_t
m_bBombPlacedAnimation: 6704 # bool
m_bIsPlantingViaUse: 6705 # bool
m_entitySpottedState: 6712 # EntitySpottedState_t
m_nSpotRules: 6736 # int32_t
m_bPlayedArmingBeeps: 6740 # bool[7]
m_bBombPlanted: 6747 # bool
m_bDroppedFromDeath: 6748 # bool
C_CSGOViewModel: # C_PredictedViewModel
m_bShouldIgnoreOffsetAndAccuracy: 3856 # bool
m_nWeaponParity: 3860 # uint32_t
m_nOldWeaponParity: 3864 # uint32_t
m_nLastKnownAssociatedWeaponEntIndex: 3868 # CEntityIndex
m_bNeedToQueueHighResComposite: 3872 # bool
m_vLoweredWeaponOffset: 3940 # QAngle
C_CSGO_CounterTerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera
C_CSGO_CounterTerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera
C_CSGO_EndOfMatchCamera: # C_CSGO_TeamPreviewCamera
C_CSGO_EndOfMatchCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
C_CSGO_EndOfMatchLineupEnd: # C_CSGO_EndOfMatchLineupEndpoint
C_CSGO_EndOfMatchLineupEndpoint: # C_BaseEntity
C_CSGO_EndOfMatchLineupStart: # C_CSGO_EndOfMatchLineupEndpoint
C_CSGO_MapPreviewCameraPath: # C_BaseEntity
m_flZFar: 1344 # float
m_flZNear: 1348 # float
m_bLoop: 1352 # bool
m_bVerticalFOV: 1353 # bool
m_bConstantSpeed: 1354 # bool
m_flDuration: 1356 # float
m_flPathLength: 1424 # float
m_flPathDuration: 1428 # float
C_CSGO_MapPreviewCameraPathNode: # C_BaseEntity
m_szParentPathUniqueID: 1344 # CUtlSymbolLarge
m_nPathIndex: 1352 # int32_t
m_vInTangentLocal: 1356 # Vector
m_vOutTangentLocal: 1368 # Vector
m_flFOV: 1380 # float
m_flSpeed: 1384 # float
m_flEaseIn: 1388 # float
m_flEaseOut: 1392 # float
m_vInTangentWorld: 1396 # Vector
m_vOutTangentWorld: 1408 # Vector
C_CSGO_PreviewModel: # C_BaseFlex
m_animgraph: 4120 # CUtlString
m_animgraphCharacterModeString: 4128 # CUtlString
m_defaultAnim: 4136 # CUtlString
m_nDefaultAnimLoopMode: 4144 # AnimLoopMode_t
m_flInitialModelScale: 4148 # float
C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
C_CSGO_PreviewPlayer: # C_CSPlayerPawn
m_animgraph: 9136 # CUtlString
m_animgraphCharacterModeString: 9144 # CUtlString
m_flInitialModelScale: 9152 # float
C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
C_CSGO_TeamIntroCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
C_CSGO_TeamIntroCounterTerroristPosition: # C_CSGO_TeamIntroCharacterPosition
C_CSGO_TeamIntroTerroristPosition: # C_CSGO_TeamIntroCharacterPosition
C_CSGO_TeamPreviewCamera: # C_CSGO_MapPreviewCameraPath
m_nVariant: 1440 # int32_t
m_bDofEnabled: 1444 # bool
m_flDofNearBlurry: 1448 # float
m_flDofNearCrisp: 1452 # float
m_flDofFarCrisp: 1456 # float
m_flDofFarBlurry: 1460 # float
m_flDofTiltToGround: 1464 # float
C_CSGO_TeamPreviewCharacterPosition: # C_BaseEntity
m_nVariant: 1344 # int32_t
m_nRandom: 1348 # int32_t
m_nOrdinal: 1352 # int32_t
m_sWeaponName: 1360 # CUtlString
m_xuid: 1368 # uint64_t
m_agentItem: 1376 # C_EconItemView
m_glovesItem: 2472 # C_EconItemView
m_weaponItem: 3568 # C_EconItemView
C_CSGO_TeamPreviewModel: # C_CSGO_PreviewPlayer
C_CSGO_TeamSelectCamera: # C_CSGO_TeamPreviewCamera
C_CSGO_TeamSelectCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
C_CSGO_TeamSelectCounterTerroristPosition: # C_CSGO_TeamSelectCharacterPosition
C_CSGO_TeamSelectTerroristPosition: # C_CSGO_TeamSelectCharacterPosition
C_CSGO_TerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera
C_CSGO_TerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera
C_CSGameRules: # C_TeamplayRules
__m_pChainEntity: 8 # CNetworkVarChainer
m_bFreezePeriod: 48 # bool
m_bWarmupPeriod: 49 # bool
m_fWarmupPeriodEnd: 52 # GameTime_t
m_fWarmupPeriodStart: 56 # GameTime_t
m_nTotalPausedTicks: 60 # int32_t
m_nPauseStartTick: 64 # int32_t
m_bServerPaused: 68 # bool
m_bGamePaused: 69 # bool
m_bTerroristTimeOutActive: 70 # bool
m_bCTTimeOutActive: 71 # bool
m_flTerroristTimeOutRemaining: 72 # float
m_flCTTimeOutRemaining: 76 # float
m_nTerroristTimeOuts: 80 # int32_t
m_nCTTimeOuts: 84 # int32_t
m_bTechnicalTimeOut: 88 # bool
m_bMatchWaitingForResume: 89 # bool
m_iRoundTime: 92 # int32_t
m_fMatchStartTime: 96 # float
m_fRoundStartTime: 100 # GameTime_t
m_flRestartRoundTime: 104 # GameTime_t
m_bGameRestart: 108 # bool
m_flGameStartTime: 112 # float
m_timeUntilNextPhaseStarts: 116 # float
m_gamePhase: 120 # int32_t
m_totalRoundsPlayed: 124 # int32_t
m_nRoundsPlayedThisPhase: 128 # int32_t
m_nOvertimePlaying: 132 # int32_t
m_iHostagesRemaining: 136 # int32_t
m_bAnyHostageReached: 140 # bool
m_bMapHasBombTarget: 141 # bool
m_bMapHasRescueZone: 142 # bool
m_bMapHasBuyZone: 143 # bool
m_bIsQueuedMatchmaking: 144 # bool
m_nQueuedMatchmakingMode: 148 # int32_t
m_bIsValveDS: 152 # bool
m_bLogoMap: 153 # bool
m_bPlayAllStepSoundsOnServer: 154 # bool
m_iSpectatorSlotCount: 156 # int32_t
m_MatchDevice: 160 # int32_t
m_bHasMatchStarted: 164 # bool
m_nNextMapInMapgroup: 168 # int32_t
m_szTournamentEventName: 172 # char[512]
m_szTournamentEventStage: 684 # char[512]
m_szMatchStatTxt: 1196 # char[512]
m_szTournamentPredictionsTxt: 1708 # char[512]
m_nTournamentPredictionsPct: 2220 # int32_t
m_flCMMItemDropRevealStartTime: 2224 # GameTime_t
m_flCMMItemDropRevealEndTime: 2228 # GameTime_t
m_bIsDroppingItems: 2232 # bool
m_bIsQuestEligible: 2233 # bool
m_bIsHltvActive: 2234 # bool
m_nGuardianModeWaveNumber: 2236 # int32_t
m_nGuardianModeSpecialKillsRemaining: 2240 # int32_t
m_nGuardianModeSpecialWeaponNeeded: 2244 # int32_t
m_nGuardianGrenadesToGiveBots: 2248 # int32_t
m_nNumHeaviesToSpawn: 2252 # int32_t
m_numGlobalGiftsGiven: 2256 # uint32_t
m_numGlobalGifters: 2260 # uint32_t
m_numGlobalGiftsPeriodSeconds: 2264 # uint32_t
m_arrFeaturedGiftersAccounts: 2268 # uint32_t[4]
m_arrFeaturedGiftersGifts: 2284 # uint32_t[4]
m_arrProhibitedItemIndices: 2300 # uint16_t[100]
m_arrTournamentActiveCasterAccounts: 2500 # uint32_t[4]
m_numBestOfMaps: 2516 # int32_t
m_nHalloweenMaskListSeed: 2520 # int32_t
m_bBombDropped: 2524 # bool
m_bBombPlanted: 2525 # bool
m_iRoundWinStatus: 2528 # int32_t
m_eRoundWinReason: 2532 # int32_t
m_bTCantBuy: 2536 # bool
m_bCTCantBuy: 2537 # bool
m_flGuardianBuyUntilTime: 2540 # GameTime_t
m_iMatchStats_RoundResults: 2544 # int32_t[30]
m_iMatchStats_PlayersAlive_CT: 2664 # int32_t[30]
m_iMatchStats_PlayersAlive_T: 2784 # int32_t[30]
m_TeamRespawnWaveTimes: 2904 # float[32]
m_flNextRespawnWave: 3032 # GameTime_t[32]
m_nServerQuestID: 3160 # int32_t
m_vMinimapMins: 3164 # Vector
m_vMinimapMaxs: 3176 # Vector
m_MinimapVerticalSectionHeights: 3188 # float[8]
m_bDontIncrementCoopWave: 3220 # bool
m_bSpawnedTerrorHuntHeavy: 3221 # bool
m_nEndMatchMapGroupVoteTypes: 3224 # int32_t[10]
m_nEndMatchMapGroupVoteOptions: 3264 # int32_t[10]
m_nEndMatchMapVoteWinner: 3304 # int32_t
m_iNumConsecutiveCTLoses: 3308 # int32_t
m_iNumConsecutiveTerroristLoses: 3312 # int32_t
m_bMarkClientStopRecordAtRoundEnd: 3344 # bool
m_nMatchAbortedEarlyReason: 3432 # int32_t
m_bHasTriggeredRoundStartMusic: 3436 # bool
m_bHasTriggeredCoopSpawnReset: 3437 # bool
m_bSwitchingTeamsAtRoundReset: 3438 # bool
m_pGameModeRules: 3464 # CCSGameModeRules*
m_RetakeRules: 3472 # C_RetakeGameRules
m_nMatchEndCount: 3752 # uint8_t
m_nTTeamIntroVariant: 3756 # int32_t
m_nCTTeamIntroVariant: 3760 # int32_t
m_bTeamIntroPeriod: 3764 # bool
m_flLastPerfSampleTime: 20160 # double
C_CSGameRulesProxy: # C_GameRulesProxy
m_pGameRules: 1344 # C_CSGameRules*
C_CSMinimapBoundary: # C_BaseEntity
C_CSObserverPawn: # C_CSPlayerPawnBase
m_hDetectParentChange: 5808 # CEntityHandle
C_CSPlayerPawn: # C_CSPlayerPawnBase
m_pBulletServices: 5808 # CCSPlayer_BulletServices*
m_pHostageServices: 5816 # CCSPlayer_HostageServices*
m_pBuyServices: 5824 # CCSPlayer_BuyServices*
m_pGlowServices: 5832 # CCSPlayer_GlowServices*
m_pActionTrackingServices: 5840 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime: 5848 # GameTime_t
m_flLastFiredWeaponTime: 5852 # GameTime_t
m_bHasFemaleVoice: 5856 # bool
m_flLandseconds: 5860 # float
m_flOldFallVelocity: 5864 # float
m_szLastPlaceName: 5868 # char[18]
m_bPrevDefuser: 5886 # bool
m_bPrevHelmet: 5887 # bool
m_nPrevArmorVal: 5888 # int32_t
m_nPrevGrenadeAmmoCount: 5892 # int32_t
m_unPreviousWeaponHash: 5896 # uint32_t
m_unWeaponHash: 5900 # uint32_t
m_bInBuyZone: 5904 # bool
m_bPreviouslyInBuyZone: 5905 # bool
m_aimPunchAngle: 5908 # QAngle
m_aimPunchAngleVel: 5920 # QAngle
m_aimPunchTickBase: 5932 # int32_t
m_aimPunchTickFraction: 5936 # float
m_aimPunchCache: 5944 # CUtlVector<QAngle>
m_bInLanding: 5976 # bool
m_flLandingTime: 5980 # float
m_bInHostageRescueZone: 5984 # bool
m_bInBombZone: 5985 # bool
m_bIsBuyMenuOpen: 5986 # bool
m_flTimeOfLastInjury: 5988 # GameTime_t
m_flNextSprayDecalTime: 5992 # GameTime_t
m_iRetakesOffering: 6272 # int32_t
m_iRetakesOfferingCard: 6276 # int32_t
m_bRetakesHasDefuseKit: 6280 # bool
m_bRetakesMVPLastRound: 6281 # bool
m_iRetakesMVPBoostItem: 6284 # int32_t
m_RetakesMVPBoostExtraUtility: 6288 # loadout_slot_t
m_bNeedToReApplyGloves: 6320 # bool
m_EconGloves: 6328 # C_EconItemView
m_bMustSyncRagdollState: 7424 # bool
m_nRagdollDamageBone: 7428 # int32_t
m_vRagdollDamageForce: 7432 # Vector
m_vRagdollDamagePosition: 7444 # Vector
m_szRagdollDamageWeaponName: 7456 # char[64]
m_bRagdollDamageHeadshot: 7520 # bool
m_vRagdollServerOrigin: 7524 # Vector
m_bLastHeadBoneTransformIsValid: 9080 # bool
m_lastLandTime: 9084 # GameTime_t
m_bOnGroundLastTick: 9088 # bool
m_qDeathEyeAngles: 9116 # QAngle
m_bSkipOneHeadConstraintUpdate: 9128 # bool
C_CSPlayerPawnBase: # C_BasePlayerPawn
m_pPingServices: 4712 # CCSPlayer_PingServices*
m_pViewModelServices: 4720 # CPlayer_ViewModelServices*
m_fRenderingClipPlane: 4728 # float[4]
m_nLastClipPlaneSetupFrame: 4744 # int32_t
m_vecLastClipCameraPos: 4748 # Vector
m_vecLastClipCameraForward: 4760 # Vector
m_bClipHitStaticWorld: 4772 # bool
m_bCachedPlaneIsValid: 4773 # bool
m_pClippingWeapon: 4776 # C_CSWeaponBase*
m_previousPlayerState: 4784 # CSPlayerState
m_flLastCollisionCeiling: 4788 # float
m_flLastCollisionCeilingChangeTime: 4792 # float
m_grenadeParameterStashTime: 4824 # GameTime_t
m_bGrenadeParametersStashed: 4828 # bool
m_angStashedShootAngles: 4832 # QAngle
m_vecStashedGrenadeThrowPosition: 4844 # Vector
m_vecStashedVelocity: 4856 # Vector
m_angShootAngleHistory: 4868 # QAngle[2]
m_vecThrowPositionHistory: 4892 # Vector[2]
m_vecVelocityHistory: 4916 # Vector[2]
m_thirdPersonHeading: 4944 # QAngle
m_flSlopeDropOffset: 4968 # float
m_flSlopeDropHeight: 4984 # float
m_vHeadConstraintOffset: 5000 # Vector
m_bIsScoped: 5024 # bool
m_bIsWalking: 5025 # bool
m_bResumeZoom: 5026 # bool
m_iPlayerState: 5028 # CSPlayerState
m_bIsDefusing: 5032 # bool
m_bIsGrabbingHostage: 5033 # bool
m_iBlockingUseActionInProgress: 5036 # CSPlayerBlockingUseAction_t
m_bIsRescuing: 5040 # bool
m_fImmuneToGunGameDamageTime: 5044 # GameTime_t
m_fImmuneToGunGameDamageTimeLast: 5048 # GameTime_t
m_bGunGameImmunity: 5052 # bool
m_bHasMovedSinceSpawn: 5053 # bool
m_fMolotovUseTime: 5056 # float
m_fMolotovDamageTime: 5060 # float
m_nWhichBombZone: 5064 # int32_t
m_bInNoDefuseArea: 5068 # bool
m_iThrowGrenadeCounter: 5072 # int32_t
m_bWaitForNoAttack: 5076 # bool
m_flGuardianTooFarDistFrac: 5080 # float
m_flDetectedByEnemySensorTime: 5084 # GameTime_t
m_flNextGuardianTooFarWarning: 5088 # float
m_bSuppressGuardianTooFarWarningAudio: 5092 # bool
m_bKilledByTaser: 5093 # bool
m_iMoveState: 5096 # int32_t
m_bCanMoveDuringFreezePeriod: 5100 # bool
m_flLowerBodyYawTarget: 5104 # float
m_bStrafing: 5108 # bool
m_flLastSpawnTimeIndex: 5112 # GameTime_t
m_flEmitSoundTime: 5116 # GameTime_t
m_iAddonBits: 5120 # int32_t
m_iPrimaryAddon: 5124 # int32_t
m_iSecondaryAddon: 5128 # int32_t
m_iProgressBarDuration: 5132 # int32_t
m_flProgressBarStartTime: 5136 # float
m_iDirection: 5140 # int32_t
m_iShotsFired: 5144 # int32_t
m_bNightVisionOn: 5148 # bool
m_bHasNightVision: 5149 # bool
m_flVelocityModifier: 5152 # float
m_flHitHeading: 5156 # float
m_nHitBodyPart: 5160 # int32_t
m_iStartAccount: 5164 # int32_t
m_vecIntroStartEyePosition: 5168 # Vector
m_vecIntroStartPlayerForward: 5180 # Vector
m_flClientDeathTime: 5192 # GameTime_t
m_flNightVisionAlpha: 5196 # float
m_bScreenTearFrameCaptured: 5200 # bool
m_flFlashBangTime: 5204 # float
m_flFlashScreenshotAlpha: 5208 # float
m_flFlashOverlayAlpha: 5212 # float
m_bFlashBuildUp: 5216 # bool
m_bFlashDspHasBeenCleared: 5217 # bool
m_bFlashScreenshotHasBeenGrabbed: 5218 # bool
m_flFlashMaxAlpha: 5220 # float
m_flFlashDuration: 5224 # float
m_lastStandingPos: 5228 # Vector
m_vecLastMuzzleFlashPos: 5240 # Vector
m_angLastMuzzleFlashAngle: 5252 # QAngle
m_hMuzzleFlashShape: 5264 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex: 5268 # int32_t
m_flHealthFadeValue: 5272 # float
m_flHealthFadeAlpha: 5276 # float
m_nMyCollisionGroup: 5280 # int32_t
m_ignoreLadderJumpTime: 5284 # float
m_ladderSurpressionTimer: 5288 # CountdownTimer
m_lastLadderNormal: 5312 # Vector
m_lastLadderPos: 5324 # Vector
m_flDeathCCWeight: 5344 # float
m_bOldIsScoped: 5348 # bool
m_flPrevRoundEndTime: 5352 # float
m_flPrevMatchEndTime: 5356 # float
m_unCurrentEquipmentValue: 5360 # uint16_t
m_unRoundStartEquipmentValue: 5362 # uint16_t
m_unFreezetimeEndEquipmentValue: 5364 # uint16_t
m_vecThirdPersonViewPositionOverride: 5368 # Vector
m_nHeavyAssaultSuitCooldownRemaining: 5380 # int32_t
m_ArmorValue: 5384 # int32_t
m_angEyeAngles: 5392 # QAngle
m_fNextThinkPushAway: 5416 # float
m_bShouldAutobuyDMWeapons: 5420 # bool
m_bShouldAutobuyNow: 5421 # bool
m_bHud_MiniScoreHidden: 5422 # bool
m_bHud_RadarHidden: 5423 # bool
m_nLastKillerIndex: 5424 # CEntityIndex
m_nLastConcurrentKilled: 5428 # int32_t
m_nDeathCamMusic: 5432 # int32_t
m_iIDEntIndex: 5436 # CEntityIndex
m_delayTargetIDTimer: 5440 # CountdownTimer
m_iTargetedWeaponEntIndex: 5464 # CEntityIndex
m_iOldIDEntIndex: 5468 # CEntityIndex
m_holdTargetIDTimer: 5472 # CountdownTimer
m_flCurrentMusicStartTime: 5500 # float
m_flMusicRoundStartTime: 5504 # float
m_bDeferStartMusicOnWarmup: 5508 # bool
m_cycleLatch: 5512 # int32_t
m_serverIntendedCycle: 5516 # float
m_vecPlayerPatchEconIndices: 5520 # uint32_t[5]
m_bHideTargetID: 5548 # bool
m_nextTaserShakeTime: 5552 # float
m_firstTaserShakeTime: 5556 # float
m_flLastSmokeOverlayAlpha: 5560 # float
m_vLastSmokeOverlayColor: 5564 # Vector
m_nPlayerSmokedFx: 5576 # ParticleIndex_t
m_flNextMagDropTime: 5580 # float
m_nLastMagDropAttachmentIndex: 5584 # int32_t
m_vecBulletHitModels: 5592 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers: 5616 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity: 5640 # Vector
m_entitySpottedState: 5680 # EntitySpottedState_t
m_nSurvivalTeamNumber: 5704 # int32_t
m_bGuardianShouldSprayCustomXMark: 5708 # bool
m_bHasDeathInfo: 5709 # bool
m_flDeathInfoTime: 5712 # float
m_vecDeathInfoOrigin: 5716 # Vector
m_bKilledByHeadshot: 5728 # bool
m_hOriginalController: 5732 # CHandle<CCSPlayerController>
C_CSPlayerResource: # C_BaseEntity
m_bHostageAlive: 1344 # bool[12]
m_isHostageFollowingSomeone: 1356 # bool[12]
m_iHostageEntityIDs: 1368 # CEntityIndex[12]
m_bombsiteCenterA: 1416 # Vector
m_bombsiteCenterB: 1428 # Vector
m_hostageRescueX: 1440 # int32_t[4]
m_hostageRescueY: 1456 # int32_t[4]
m_hostageRescueZ: 1472 # int32_t[4]
m_bEndMatchNextMapAllVoted: 1488 # bool
m_foundGoalPositions: 1489 # bool
C_CSTeam: # C_Team
m_szTeamMatchStat: 1528 # char[512]
m_numMapVictories: 2040 # int32_t
m_bSurrendered: 2044 # bool
m_scoreFirstHalf: 2048 # int32_t
m_scoreSecondHalf: 2052 # int32_t
m_scoreOvertime: 2056 # int32_t
m_szClanTeamname: 2060 # char[129]
m_iClanID: 2192 # uint32_t
m_szTeamFlagImage: 2196 # char[8]
m_szTeamLogoImage: 2204 # char[8]
C_CSWeaponBase: # C_BasePlayerWeapon
m_flFireSequenceStartTime: 5588 # float
m_nFireSequenceStartTimeChange: 5592 # int32_t
m_nFireSequenceStartTimeAck: 5596 # int32_t
m_ePlayerFireEvent: 5600 # PlayerAnimEvent_t
m_ePlayerFireEventAttackType: 5604 # WeaponAttackType_t
m_seqIdle: 5608 # HSequence
m_seqFirePrimary: 5612 # HSequence
m_seqFireSecondary: 5616 # HSequence
m_thirdPersonFireSequences: 5624 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence: 5648 # HSequence
m_nSilencerBoneIndex: 5652 # int32_t
m_thirdPersonSequences: 5656 # HSequence[7]
m_ClientPreviousWeaponState: 5712 # CSWeaponState_t
m_iState: 5716 # CSWeaponState_t
m_flCrosshairDistance: 5720 # float
m_iAmmoLastCheck: 5724 # int32_t
m_iAlpha: 5728 # int32_t
m_iScopeTextureID: 5732 # int32_t
m_iCrosshairTextureID: 5736 # int32_t
m_flGunAccuracyPosition: 5740 # float
m_nViewModelIndex: 5744 # uint32_t
m_bReloadsWithClips: 5748 # bool
m_flTimeWeaponIdle: 5752 # GameTime_t
m_bFireOnEmpty: 5756 # bool
m_OnPlayerPickup: 5760 # CEntityIOOutput
m_weaponMode: 5800 # CSWeaponMode
m_flTurningInaccuracyDelta: 5804 # float
m_vecTurningInaccuracyEyeDirLast: 5808 # Vector
m_flTurningInaccuracy: 5820 # float
m_fAccuracyPenalty: 5824 # float
m_flLastAccuracyUpdateTime: 5828 # GameTime_t
m_fAccuracySmoothedForZoom: 5832 # float
m_fScopeZoomEndTime: 5836 # GameTime_t
m_iRecoilIndex: 5840 # int32_t
m_flRecoilIndex: 5844 # float
m_bBurstMode: 5848 # bool
m_nPostponeFireReadyTicks: 5852 # GameTick_t
m_flPostponeFireReadyFrac: 5856 # float
m_bInReload: 5860 # bool
m_bReloadVisuallyComplete: 5861 # bool
m_flDroppedAtTime: 5864 # GameTime_t
m_bIsHauledBack: 5868 # bool
m_bSilencerOn: 5869 # bool
m_flTimeSilencerSwitchComplete: 5872 # GameTime_t
m_iOriginalTeamNumber: 5876 # int32_t
m_flNextAttackRenderTimeOffset: 5880 # float
m_bVisualsDataSet: 6016 # bool
m_bOldFirstPersonSpectatedState: 6017 # bool
m_hOurPing: 6020 # CHandle<C_BaseEntity>
m_nOurPingIndex: 6024 # CEntityIndex
m_vecOurPingPos: 6028 # Vector
m_bGlowForPing: 6040 # bool
m_bUIWeapon: 6041 # bool
m_hPrevOwner: 6056 # CHandle<C_CSPlayerPawn>
m_nDropTick: 6060 # GameTick_t
m_donated: 6092 # bool
m_fLastShotTime: 6096 # GameTime_t
m_bWasOwnedByCT: 6100 # bool
m_bWasOwnedByTerrorist: 6101 # bool
m_gunHeat: 6104 # float
m_smokeAttachments: 6108 # uint32_t
m_lastSmokeTime: 6112 # GameTime_t
m_flNextClientFireBulletTime: 6116 # float
m_flNextClientFireBulletTime_Repredict: 6120 # float
m_IronSightController: 6336 # C_IronSightController
m_iIronSightMode: 6512 # int32_t
m_flLastLOSTraceFailureTime: 6528 # GameTime_t
m_iNumEmptyAttacks: 6532 # int32_t
C_CSWeaponBaseGun: # C_CSWeaponBase
m_zoomLevel: 6656 # int32_t
m_iBurstShotsRemaining: 6660 # int32_t
m_iSilencerBodygroup: 6664 # int32_t
m_silencedModelIndex: 6680 # int32_t
m_inPrecache: 6684 # bool
m_bNeedsBoltAction: 6685 # bool
C_Chicken: # C_DynamicProp
m_hHolidayHatAddon: 4336 # CHandle<CBaseAnimGraph>
m_jumpedThisFrame: 4340 # bool
m_leader: 4344 # CHandle<C_CSPlayerPawnBase>
m_AttributeManager: 4352 # C_AttributeContainer
m_OriginalOwnerXuidLow: 5544 # uint32_t
m_OriginalOwnerXuidHigh: 5548 # uint32_t
m_bAttributesInitialized: 5552 # bool
m_hWaterWakeParticles: 5556 # ParticleIndex_t
C_ClientRagdoll: # CBaseAnimGraph
m_bFadeOut: 3712 # bool
m_bImportant: 3713 # bool
m_flEffectTime: 3716 # GameTime_t
m_gibDespawnTime: 3720 # GameTime_t
m_iCurrentFriction: 3724 # int32_t
m_iMinFriction: 3728 # int32_t
m_iMaxFriction: 3732 # int32_t
m_iFrictionAnimState: 3736 # int32_t
m_bReleaseRagdoll: 3740 # bool
m_iEyeAttachment: 3741 # AttachmentHandle_t
m_bFadingOut: 3742 # bool
m_flScaleEnd: 3744 # float[10]
m_flScaleTimeStart: 3784 # GameTime_t[10]
m_flScaleTimeEnd: 3824 # GameTime_t[10]
C_ColorCorrection: # C_BaseEntity
m_vecOrigin: 1344 # Vector
m_MinFalloff: 1356 # float
m_MaxFalloff: 1360 # float
m_flFadeInDuration: 1364 # float
m_flFadeOutDuration: 1368 # float
m_flMaxWeight: 1372 # float
m_flCurWeight: 1376 # float
m_netlookupFilename: 1380 # char[512]
m_bEnabled: 1892 # bool
m_bMaster: 1893 # bool
m_bClientSide: 1894 # bool
m_bExclusive: 1895 # bool
m_bEnabledOnClient: 1896 # bool[1]
m_flCurWeightOnClient: 1900 # float[1]
m_bFadingIn: 1904 # bool[1]
m_flFadeStartWeight: 1908 # float[1]
m_flFadeStartTime: 1912 # float[1]
m_flFadeDuration: 1916 # float[1]
C_ColorCorrectionVolume: # C_BaseTrigger
m_LastEnterWeight: 3272 # float
m_LastEnterTime: 3276 # float
m_LastExitWeight: 3280 # float
m_LastExitTime: 3284 # float
m_bEnabled: 3288 # bool
m_MaxWeight: 3292 # float
m_FadeDuration: 3296 # float
m_Weight: 3300 # float
m_lookupFilename: 3304 # char[512]
C_CommandContext:
needsprocessing: 0 # bool
command_number: 168 # int32_t
C_CsmFovOverride: # C_BaseEntity
m_cameraName: 1344 # CUtlString
m_flCsmFovOverrideValue: 1352 # float
C_DEagle: # C_CSWeaponBaseGun
C_DecoyGrenade: # C_BaseCSGrenade
C_DecoyProjectile: # C_BaseCSGrenadeProjectile
m_nDecoyShotTick: 4352 # int32_t
m_nClientLastKnownDecoyShotTick: 4356 # int32_t
m_flTimeParticleEffectSpawn: 4392 # GameTime_t
C_DynamicLight: # C_BaseModelEntity
m_Flags: 3264 # uint8_t
m_LightStyle: 3265 # uint8_t
m_Radius: 3268 # float
m_Exponent: 3272 # int32_t
m_InnerAngle: 3276 # float
m_OuterAngle: 3280 # float
m_SpotRadius: 3284 # float
C_DynamicProp: # C_BreakableProp
m_bUseHitboxesForRenderBox: 4048 # bool
m_bUseAnimGraph: 4049 # bool
m_pOutputAnimBegun: 4056 # CEntityIOOutput
m_pOutputAnimOver: 4096 # CEntityIOOutput
m_pOutputAnimLoopCycleOver: 4136 # CEntityIOOutput
m_OnAnimReachedStart: 4176 # CEntityIOOutput
m_OnAnimReachedEnd: 4216 # CEntityIOOutput
m_iszDefaultAnim: 4256 # CUtlSymbolLarge
m_nDefaultAnimLoopMode: 4264 # AnimLoopMode_t
m_bAnimateOnServer: 4268 # bool
m_bRandomizeCycle: 4269 # bool
m_bStartDisabled: 4270 # bool
m_bScriptedMovement: 4271 # bool
m_bFiredStartEndOutput: 4272 # bool
m_bForceNpcExclude: 4273 # bool
m_bCreateNonSolid: 4274 # bool
m_bIsOverrideProp: 4275 # bool
m_iInitialGlowState: 4276 # int32_t
m_nGlowRange: 4280 # int32_t
m_nGlowRangeMin: 4284 # int32_t
m_glowColor: 4288 # Color
m_nGlowTeam: 4292 # int32_t
m_iCachedFrameCount: 4296 # int32_t
m_vecCachedRenderMins: 4300 # Vector
m_vecCachedRenderMaxs: 4312 # Vector
C_DynamicPropAlias_cable_dynamic: # C_DynamicProp
C_DynamicPropAlias_dynamic_prop: # C_DynamicProp
C_DynamicPropAlias_prop_dynamic_override: # C_DynamicProp
C_EconEntity: # C_BaseFlex
m_flFlexDelayTime: 4136 # float
m_flFlexDelayedWeight: 4144 # float*
m_bAttributesInitialized: 4152 # bool
m_AttributeManager: 4160 # C_AttributeContainer
m_OriginalOwnerXuidLow: 5352 # uint32_t
m_OriginalOwnerXuidHigh: 5356 # uint32_t
m_nFallbackPaintKit: 5360 # int32_t
m_nFallbackSeed: 5364 # int32_t
m_flFallbackWear: 5368 # float
m_nFallbackStatTrak: 5372 # int32_t
m_bClientside: 5376 # bool
m_bParticleSystemsCreated: 5377 # bool
m_vecAttachedParticles: 5384 # CUtlVector<int32_t>
m_hViewmodelAttachment: 5408 # CHandle<CBaseAnimGraph>
m_iOldTeam: 5412 # int32_t
m_bAttachmentDirty: 5416 # bool
m_nUnloadedModelIndex: 5420 # int32_t
m_iNumOwnerValidationRetries: 5424 # int32_t
m_hOldProvidee: 5440 # CHandle<C_BaseEntity>
m_vecAttachedModels: 5448 # CUtlVector<C_EconEntity::AttachedModelData_t>
C_EconEntity_AttachedModelData_t:
m_iModelDisplayFlags: 0 # int32_t
C_EconItemView: # IEconItemInterface
m_bInventoryImageRgbaRequested: 96 # bool
m_bInventoryImageTriedCache: 97 # bool
m_nInventoryImageRgbaWidth: 128 # int32_t
m_nInventoryImageRgbaHeight: 132 # int32_t
m_szCurrentLoadCachedFileName: 136 # char[260]
m_bRestoreCustomMaterialAfterPrecache: 440 # bool
m_iItemDefinitionIndex: 442 # uint16_t
m_iEntityQuality: 444 # int32_t
m_iEntityLevel: 448 # uint32_t
m_iItemID: 456 # uint64_t
m_iItemIDHigh: 464 # uint32_t
m_iItemIDLow: 468 # uint32_t
m_iAccountID: 472 # uint32_t
m_iInventoryPosition: 476 # uint32_t
m_bInitialized: 488 # bool
m_bIsStoreItem: 489 # bool
m_bIsTradeItem: 490 # bool
m_iEntityQuantity: 492 # int32_t
m_iRarityOverride: 496 # int32_t
m_iQualityOverride: 500 # int32_t
m_unClientFlags: 504 # uint8_t
m_unOverrideStyle: 505 # uint8_t
m_AttributeList: 528 # CAttributeList
m_NetworkedDynamicAttributes: 624 # CAttributeList
m_szCustomName: 720 # char[161]
m_szCustomNameOverride: 881 # char[161]
m_bInitializedTags: 1088 # bool
C_EconWearable: # C_EconEntity
m_nForceSkin: 5472 # int32_t
m_bAlwaysAllow: 5476 # bool
C_EntityDissolve: # C_BaseModelEntity
m_flStartTime: 3272 # GameTime_t
m_flFadeInStart: 3276 # float
m_flFadeInLength: 3280 # float
m_flFadeOutModelStart: 3284 # float
m_flFadeOutModelLength: 3288 # float
m_flFadeOutStart: 3292 # float
m_flFadeOutLength: 3296 # float
m_flNextSparkTime: 3300 # GameTime_t
m_nDissolveType: 3304 # EntityDisolveType_t
m_vDissolverOrigin: 3308 # Vector
m_nMagnitude: 3320 # uint32_t
m_bCoreExplode: 3324 # bool
m_bLinkedToServerEnt: 3325 # bool
C_EntityFlame: # C_BaseEntity
m_hEntAttached: 1344 # CHandle<C_BaseEntity>
m_hOldAttached: 1384 # CHandle<C_BaseEntity>
m_bCheapEffect: 1388 # bool
C_EnvCombinedLightProbeVolume: # C_BaseEntity
m_Color: 5528 # Color
m_flBrightness: 5532 # float
m_hCubemapTexture: 5536 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture: 5544 # bool
m_hLightProbeTexture: 5552 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture: 5560 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture: 5568 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture: 5576 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins: 5584 # Vector
m_vBoxMaxs: 5596 # Vector
m_bMoveable: 5608 # bool
m_nHandshake: 5612 # int32_t
m_nEnvCubeMapArrayIndex: 5616 # int32_t
m_nPriority: 5620 # int32_t
m_bStartDisabled: 5624 # bool
m_flEdgeFadeDist: 5628 # float
m_vEdgeFadeDists: 5632 # Vector
m_nLightProbeSizeX: 5644 # int32_t
m_nLightProbeSizeY: 5648 # int32_t
m_nLightProbeSizeZ: 5652 # int32_t
m_nLightProbeAtlasX: 5656 # int32_t
m_nLightProbeAtlasY: 5660 # int32_t
m_nLightProbeAtlasZ: 5664 # int32_t
m_bEnabled: 5689 # bool
C_EnvCubemap: # C_BaseEntity
m_hCubemapTexture: 1472 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture: 1480 # bool
m_flInfluenceRadius: 1484 # float
m_vBoxProjectMins: 1488 # Vector
m_vBoxProjectMaxs: 1500 # Vector
m_bMoveable: 1512 # bool
m_nHandshake: 1516 # int32_t
m_nEnvCubeMapArrayIndex: 1520 # int32_t
m_nPriority: 1524 # int32_t
m_flEdgeFadeDist: 1528 # float
m_vEdgeFadeDists: 1532 # Vector
m_flDiffuseScale: 1544 # float
m_bStartDisabled: 1548 # bool
m_bDefaultEnvMap: 1549 # bool
m_bDefaultSpecEnvMap: 1550 # bool
m_bIndoorCubeMap: 1551 # bool
m_bCopyDiffuseFromDefaultCubemap: 1552 # bool
m_bEnabled: 1568 # bool
C_EnvCubemapBox: # C_EnvCubemap
C_EnvCubemapFog: # C_BaseEntity
m_flEndDistance: 1344 # float
m_flStartDistance: 1348 # float
m_flFogFalloffExponent: 1352 # float
m_bHeightFogEnabled: 1356 # bool
m_flFogHeightWidth: 1360 # float
m_flFogHeightEnd: 1364 # float
m_flFogHeightStart: 1368 # float
m_flFogHeightExponent: 1372 # float
m_flLODBias: 1376 # float
m_bActive: 1380 # bool
m_bStartDisabled: 1381 # bool
m_flFogMaxOpacity: 1384 # float
m_nCubemapSourceType: 1388 # int32_t
m_hSkyMaterial: 1392 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_iszSkyEntity: 1400 # CUtlSymbolLarge
m_hFogCubemapTexture: 1408 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bHasHeightFogEnd: 1416 # bool
m_bFirstTime: 1417 # bool
C_EnvDecal: # C_BaseModelEntity
m_hDecalMaterial: 3264 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_flWidth: 3272 # float
m_flHeight: 3276 # float
m_flDepth: 3280 # float
m_nRenderOrder: 3284 # uint32_t
m_bProjectOnWorld: 3288 # bool
m_bProjectOnCharacters: 3289 # bool
m_bProjectOnWater: 3290 # bool
m_flDepthSortBias: 3292 # float
C_EnvDetailController: # C_BaseEntity
m_flFadeStartDist: 1344 # float
m_flFadeEndDist: 1348 # float
C_EnvLightProbeVolume: # C_BaseEntity
m_hLightProbeTexture: 5400 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture: 5408 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture: 5416 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture: 5424 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins: 5432 # Vector
m_vBoxMaxs: 5444 # Vector
m_bMoveable: 5456 # bool
m_nHandshake: 5460 # int32_t
m_nPriority: 5464 # int32_t
m_bStartDisabled: 5468 # bool
m_nLightProbeSizeX: 5472 # int32_t
m_nLightProbeSizeY: 5476 # int32_t
m_nLightProbeSizeZ: 5480 # int32_t
m_nLightProbeAtlasX: 5484 # int32_t
m_nLightProbeAtlasY: 5488 # int32_t
m_nLightProbeAtlasZ: 5492 # int32_t
m_bEnabled: 5505 # bool
C_EnvParticleGlow: # C_ParticleSystem
m_flAlphaScale: 4720 # float
m_flRadiusScale: 4724 # float
m_flSelfIllumScale: 4728 # float
m_ColorTint: 4732 # Color
m_hTextureOverride: 4736 # CStrongHandle<InfoForResourceTypeCTextureBase>
C_EnvProjectedTexture: # C_ModelPointEntity
C_EnvScreenOverlay: # C_PointEntity
m_iszOverlayNames: 1344 # CUtlSymbolLarge[10]
m_flOverlayTimes: 1424 # float[10]
m_flStartTime: 1464 # GameTime_t
m_iDesiredOverlay: 1468 # int32_t
m_bIsActive: 1472 # bool
m_bWasActive: 1473 # bool
m_iCachedDesiredOverlay: 1476 # int32_t
m_iCurrentOverlay: 1480 # int32_t
m_flCurrentOverlayTime: 1484 # GameTime_t
C_EnvSky: # C_BaseModelEntity
m_hSkyMaterial: 3264 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hSkyMaterialLightingOnly: 3272 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_bStartDisabled: 3280 # bool
m_vTintColor: 3281 # Color
m_vTintColorLightingOnly: 3285 # Color
m_flBrightnessScale: 3292 # float
m_nFogType: 3296 # int32_t
m_flFogMinStart: 3300 # float
m_flFogMinEnd: 3304 # float
m_flFogMaxStart: 3308 # float
m_flFogMaxEnd: 3312 # float
m_bEnabled: 3316 # bool
C_EnvVolumetricFogController: # C_BaseEntity
m_flScattering: 1344 # float
m_flAnisotropy: 1348 # float
m_flFadeSpeed: 1352 # float
m_flDrawDistance: 1356 # float
m_flFadeInStart: 1360 # float
m_flFadeInEnd: 1364 # float
m_flIndirectStrength: 1368 # float
m_nIndirectTextureDimX: 1372 # int32_t
m_nIndirectTextureDimY: 1376 # int32_t
m_nIndirectTextureDimZ: 1380 # int32_t
m_vBoxMins: 1384 # Vector
m_vBoxMaxs: 1396 # Vector
m_bActive: 1408 # bool
m_flStartAnisoTime: 1412 # GameTime_t
m_flStartScatterTime: 1416 # GameTime_t
m_flStartDrawDistanceTime: 1420 # GameTime_t
m_flStartAnisotropy: 1424 # float
m_flStartScattering: 1428 # float
m_flStartDrawDistance: 1432 # float
m_flDefaultAnisotropy: 1436 # float
m_flDefaultScattering: 1440 # float
m_flDefaultDrawDistance: 1444 # float
m_bStartDisabled: 1448 # bool
m_bEnableIndirect: 1449 # bool
m_bIsMaster: 1450 # bool
m_hFogIndirectTexture: 1456 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_nForceRefreshCount: 1464 # int32_t
m_bFirstTime: 1468 # bool
C_EnvVolumetricFogVolume: # C_BaseEntity
m_bActive: 1344 # bool
m_vBoxMins: 1348 # Vector
m_vBoxMaxs: 1360 # Vector
m_bStartDisabled: 1372 # bool
m_flStrength: 1376 # float
m_nFalloffShape: 1380 # int32_t
m_flFalloffExponent: 1384 # float
C_EnvWind: # C_BaseEntity
m_EnvWindShared: 1344 # C_EnvWindShared
C_EnvWindClientside: # C_BaseEntity
m_EnvWindShared: 1344 # C_EnvWindShared
C_EnvWindShared:
m_flStartTime: 8 # GameTime_t
m_iWindSeed: 12 # uint32_t
m_iMinWind: 16 # uint16_t
m_iMaxWind: 18 # uint16_t
m_windRadius: 20 # int32_t
m_iMinGust: 24 # uint16_t
m_iMaxGust: 26 # uint16_t
m_flMinGustDelay: 28 # float
m_flMaxGustDelay: 32 # float
m_flGustDuration: 36 # float
m_iGustDirChange: 40 # uint16_t
m_location: 44 # Vector
m_iszGustSound: 56 # int32_t
m_iWindDir: 60 # int32_t
m_flWindSpeed: 64 # float
m_currentWindVector: 68 # Vector
m_CurrentSwayVector: 80 # Vector
m_PrevSwayVector: 92 # Vector
m_iInitialWindDir: 104 # uint16_t
m_flInitialWindSpeed: 108 # float
m_flVariationTime: 112 # GameTime_t
m_flSwayTime: 116 # GameTime_t
m_flSimTime: 120 # GameTime_t
m_flSwitchTime: 124 # GameTime_t
m_flAveWindSpeed: 128 # float
m_bGusting: 132 # bool
m_flWindAngleVariation: 136 # float
m_flWindSpeedVariation: 140 # float
m_iEntIndex: 144 # CEntityIndex
C_EnvWindShared_WindAveEvent_t:
m_flStartWindSpeed: 0 # float
m_flAveWindSpeed: 4 # float
C_EnvWindShared_WindVariationEvent_t:
m_flWindAngleVariation: 0 # float
m_flWindSpeedVariation: 4 # float
C_FireCrackerBlast: # C_Inferno
C_FireFromAboveSprite: # C_Sprite
C_FireSmoke: # C_BaseFire
m_nFlameModelIndex: 1360 # int32_t
m_nFlameFromAboveModelIndex: 1364 # int32_t
m_flScaleRegister: 1368 # float
m_flScaleStart: 1372 # float
m_flScaleEnd: 1376 # float
m_flScaleTimeStart: 1380 # GameTime_t
m_flScaleTimeEnd: 1384 # GameTime_t
m_flChildFlameSpread: 1388 # float
m_flClipPerc: 1408 # float
m_bClipTested: 1412 # bool
m_bFadingOut: 1413 # bool
m_tParticleSpawn: 1416 # TimedEvent
m_pFireOverlay: 1424 # CFireOverlay*
C_FireSprite: # C_Sprite
m_vecMoveDir: 3568 # Vector
m_bFadeFromAbove: 3580 # bool
C_Fish: # CBaseAnimGraph
m_pos: 3712 # Vector
m_vel: 3724 # Vector
m_angles: 3736 # QAngle
m_localLifeState: 3748 # int32_t
m_deathDepth: 3752 # float
m_deathAngle: 3756 # float
m_buoyancy: 3760 # float
m_wiggleTimer: 3768 # CountdownTimer
m_wigglePhase: 3792 # float
m_wiggleRate: 3796 # float
m_actualPos: 3800 # Vector
m_actualAngles: 3812 # QAngle
m_poolOrigin: 3824 # Vector
m_waterLevel: 3836 # float
m_gotUpdate: 3840 # bool
m_x: 3844 # float
m_y: 3848 # float
m_z: 3852 # float
m_angle: 3856 # float
m_errorHistory: 3860 # float[20]
m_errorHistoryIndex: 3940 # int32_t
m_errorHistoryCount: 3944 # int32_t
m_averageError: 3948 # float
C_Fists: # C_CSWeaponBase
m_bPlayingUninterruptableAct: 6656 # bool
m_nUninterruptableActivity: 6660 # PlayerAnimEvent_t
C_Flashbang: # C_BaseCSGrenade
C_FlashbangProjectile: # C_BaseCSGrenadeProjectile
C_FogController: # C_BaseEntity
m_fog: 1344 # fogparams_t
m_bUseAngles: 1448 # bool
m_iChangedVariables: 1452 # int32_t
C_FootstepControl: # C_BaseTrigger
m_source: 3272 # CUtlSymbolLarge
m_destination: 3280 # CUtlSymbolLarge
C_FuncBrush: # C_BaseModelEntity
C_FuncConveyor: # C_BaseModelEntity
m_vecMoveDirEntitySpace: 3272 # Vector
m_flTargetSpeed: 3284 # float
m_nTransitionStartTick: 3288 # GameTick_t
m_nTransitionDurationTicks: 3292 # int32_t
m_flTransitionStartSpeed: 3296 # float
m_hConveyorModels: 3304 # C_NetworkUtlVectorBase<CHandle<C_BaseEntity>>
m_flCurrentConveyorOffset: 3328 # float
m_flCurrentConveyorSpeed: 3332 # float
C_FuncElectrifiedVolume: # C_FuncBrush
m_nAmbientEffect: 3264 # ParticleIndex_t
m_EffectName: 3272 # CUtlSymbolLarge
m_bState: 3280 # bool
C_FuncLadder: # C_BaseModelEntity
m_vecLadderDir: 3264 # Vector
m_Dismounts: 3280 # CUtlVector<CHandle<C_InfoLadderDismount>>
m_vecLocalTop: 3304 # Vector
m_vecPlayerMountPositionTop: 3316 # Vector
m_vecPlayerMountPositionBottom: 3328 # Vector
m_flAutoRideSpeed: 3340 # float
m_bDisabled: 3344 # bool
m_bFakeLadder: 3345 # bool
m_bHasSlack: 3346 # bool
C_FuncMonitor: # C_FuncBrush
m_targetCamera: 3264 # CUtlString
m_nResolutionEnum: 3272 # int32_t
m_bRenderShadows: 3276 # bool
m_bUseUniqueColorTarget: 3277 # bool
m_brushModelName: 3280 # CUtlString
m_hTargetCamera: 3288 # CHandle<C_BaseEntity>
m_bEnabled: 3292 # bool
m_bDraw3DSkybox: 3293 # bool
C_FuncMoveLinear: # C_BaseToggle
C_FuncRotating: # C_BaseModelEntity
C_FuncTrackTrain: # C_BaseModelEntity
m_nLongAxis: 3264 # int32_t
m_flRadius: 3268 # float
m_flLineLength: 3272 # float
C_GameRules:
C_GameRulesProxy: # C_BaseEntity
C_GlobalLight: # C_BaseEntity
m_WindClothForceHandle: 2560 # uint16_t
C_GradientFog: # C_BaseEntity
m_hGradientFogTexture: 1344 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flFogStartDistance: 1352 # float
m_flFogEndDistance: 1356 # float
m_bHeightFogEnabled: 1360 # bool
m_flFogStartHeight: 1364 # float
m_flFogEndHeight: 1368 # float
m_flFarZ: 1372 # float
m_flFogMaxOpacity: 1376 # float
m_flFogFalloffExponent: 1380 # float
m_flFogVerticalExponent: 1384 # float
m_fogColor: 1388 # Color
m_flFogStrength: 1392 # float
m_flFadeTime: 1396 # float
m_bStartDisabled: 1400 # bool
m_bIsEnabled: 1401 # bool
m_bGradientFogNeedsTextures: 1402 # bool
C_HEGrenade: # C_BaseCSGrenade
C_HEGrenadeProjectile: # C_BaseCSGrenadeProjectile
C_HandleTest: # C_BaseEntity
m_Handle: 1344 # CHandle<C_BaseEntity>
m_bSendHandle: 1348 # bool
C_Hostage: # C_BaseCombatCharacter
m_entitySpottedState: 4264 # EntitySpottedState_t
m_leader: 4288 # CHandle<C_BaseEntity>
m_reuseTimer: 4296 # CountdownTimer
m_vel: 4320 # Vector
m_isRescued: 4332 # bool
m_jumpedThisFrame: 4333 # bool
m_nHostageState: 4336 # int32_t
m_bHandsHaveBeenCut: 4340 # bool
m_hHostageGrabber: 4344 # CHandle<C_CSPlayerPawn>
m_fLastGrabTime: 4348 # GameTime_t
m_vecGrabbedPos: 4352 # Vector
m_flRescueStartTime: 4364 # GameTime_t
m_flGrabSuccessTime: 4368 # GameTime_t
m_flDropStartTime: 4372 # GameTime_t
m_flDeadOrRescuedTime: 4376 # GameTime_t
m_blinkTimer: 4384 # CountdownTimer
m_lookAt: 4408 # Vector
m_lookAroundTimer: 4424 # CountdownTimer
m_isInit: 4448 # bool
m_eyeAttachment: 4449 # AttachmentHandle_t
m_chestAttachment: 4450 # AttachmentHandle_t
m_pPredictionOwner: 4456 # CBasePlayerController*
m_fNewestAlphaThinkTime: 4464 # GameTime_t
C_HostageCarriableProp: # CBaseAnimGraph
C_IncendiaryGrenade: # C_MolotovGrenade
C_Inferno: # C_BaseModelEntity
m_nfxFireDamageEffect: 3328 # ParticleIndex_t
m_firePositions: 3332 # Vector[64]
m_fireParentPositions: 4100 # Vector[64]
m_bFireIsBurning: 4868 # bool[64]
m_BurnNormal: 4932 # Vector[64]
m_fireCount: 5700 # int32_t
m_nInfernoType: 5704 # int32_t
m_nFireLifetime: 5708 # float
m_bInPostEffectTime: 5712 # bool
m_lastFireCount: 5716 # int32_t
m_nFireEffectTickBegin: 5720 # int32_t
m_drawableCount: 33376 # int32_t
m_blosCheck: 33380 # bool
m_nlosperiod: 33384 # int32_t
m_maxFireHalfWidth: 33388 # float
m_maxFireHeight: 33392 # float
m_minBounds: 33396 # Vector
m_maxBounds: 33408 # Vector
m_flLastGrassBurnThink: 33420 # float
C_InfoInstructorHintHostageRescueZone: # C_PointEntity
C_InfoLadderDismount: # C_BaseEntity
C_InfoVisibilityBox: # C_BaseEntity
m_nMode: 1348 # int32_t
m_vBoxSize: 1352 # Vector
m_bEnabled: 1364 # bool
C_IronSightController:
m_bIronSightAvailable: 16 # bool
m_flIronSightAmount: 20 # float
m_flIronSightAmountGained: 24 # float
m_flIronSightAmountBiased: 28 # float
m_flIronSightAmount_Interpolated: 32 # float
m_flIronSightAmountGained_Interpolated: 36 # float
m_flIronSightAmountBiased_Interpolated: 40 # float
m_flInterpolationLastUpdated: 44 # float
m_angDeltaAverage: 48 # QAngle[8]
m_angViewLast: 144 # QAngle
m_vecDotCoords: 156 # Vector2D
m_flDotBlur: 164 # float
m_flSpeedRatio: 168 # float
C_Item: # C_EconEntity
m_bShouldGlow: 5472 # bool
m_pReticleHintTextName: 5473 # char[256]
C_ItemDogtags: # C_Item
m_OwningPlayer: 5736 # CHandle<C_CSPlayerPawn>
m_KillingPlayer: 5740 # CHandle<C_CSPlayerPawn>
C_Item_Healthshot: # C_WeaponBaseItem
C_Knife: # C_CSWeaponBase
C_LightDirectionalEntity: # C_LightEntity
C_LightEntity: # C_BaseModelEntity
m_CLightComponent: 3264 # CLightComponent*
C_LightEnvironmentEntity: # C_LightDirectionalEntity
C_LightGlow: # C_BaseModelEntity
m_nHorizontalSize: 3264 # uint32_t
m_nVerticalSize: 3268 # uint32_t
m_nMinDist: 3272 # uint32_t
m_nMaxDist: 3276 # uint32_t
m_nOuterMaxDist: 3280 # uint32_t
m_flGlowProxySize: 3284 # float
m_flHDRColorScale: 3288 # float
m_Glow: 3296 # C_LightGlowOverlay
C_LightGlowOverlay: # CGlowOverlay
m_vecOrigin: 208 # Vector
m_vecDirection: 220 # Vector
m_nMinDist: 232 # int32_t
m_nMaxDist: 236 # int32_t
m_nOuterMaxDist: 240 # int32_t
m_bOneSided: 244 # bool
m_bModulateByDot: 245 # bool
C_LightOrthoEntity: # C_LightEntity
C_LightSpotEntity: # C_LightEntity
C_LocalTempEntity: # CBaseAnimGraph
flags: 3736 # int32_t
die: 3740 # GameTime_t
m_flFrameMax: 3744 # float
x: 3748 # float
y: 3752 # float
fadeSpeed: 3756 # float
bounceFactor: 3760 # float
hitSound: 3764 # int32_t
priority: 3768 # int32_t
tentOffset: 3772 # Vector
m_vecTempEntAngVelocity: 3784 # QAngle
tempent_renderamt: 3796 # int32_t
m_vecNormal: 3800 # Vector
m_flSpriteScale: 3812 # float
m_nFlickerFrame: 3816 # int32_t
m_flFrameRate: 3820 # float
m_flFrame: 3824 # float
m_pszImpactEffect: 3832 # char*
m_pszParticleEffect: 3840 # char*
m_bParticleCollision: 3848 # bool
m_iLastCollisionFrame: 3852 # int32_t
m_vLastCollisionOrigin: 3856 # Vector
m_vecTempEntVelocity: 3868 # Vector
m_vecPrevAbsOrigin: 3880 # Vector
m_vecTempEntAcceleration: 3892 # Vector
C_MapPreviewParticleSystem: # C_ParticleSystem
C_MapVetoPickController: # C_BaseEntity
m_nDraftType: 1360 # int32_t
m_nTeamWinningCoinToss: 1364 # int32_t
m_nTeamWithFirstChoice: 1368 # int32_t[64]
m_nVoteMapIdsList: 1624 # int32_t[7]
m_nAccountIDs: 1652 # int32_t[64]
m_nMapId0: 1908 # int32_t[64]
m_nMapId1: 2164 # int32_t[64]
m_nMapId2: 2420 # int32_t[64]
m_nMapId3: 2676 # int32_t[64]
m_nMapId4: 2932 # int32_t[64]
m_nMapId5: 3188 # int32_t[64]
m_nStartingSide0: 3444 # int32_t[64]
m_nCurrentPhase: 3700 # int32_t
m_nPhaseStartTick: 3704 # int32_t
m_nPhaseDurationTicks: 3708 # int32_t
m_nPostDataUpdateTick: 3712 # int32_t
m_bDisabledHud: 3716 # bool
C_Melee: # C_CSWeaponBase
C_ModelPointEntity: # C_BaseModelEntity
C_MolotovGrenade: # C_BaseCSGrenade
C_MolotovProjectile: # C_BaseCSGrenadeProjectile
m_bIsIncGrenade: 4352 # bool
C_Multimeter: # CBaseAnimGraph
m_hTargetC4: 3720 # CHandle<C_PlantedC4>
C_MultiplayRules: # C_GameRules
C_NetTestBaseCombatCharacter: # C_BaseCombatCharacter
C_OmniLight: # C_BarnLight
m_flInnerAngle: 3848 # float
m_flOuterAngle: 3852 # float
m_bShowLight: 3856 # bool
C_ParticleSystem: # C_BaseModelEntity
m_szSnapshotFileName: 3264 # char[512]
m_bActive: 3776 # bool
m_bFrozen: 3777 # bool
m_flFreezeTransitionDuration: 3780 # float
m_nStopType: 3784 # int32_t
m_bAnimateDuringGameplayPause: 3788 # bool
m_iEffectIndex: 3792 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_flStartTime: 3800 # GameTime_t
m_flPreSimTime: 3804 # float
m_vServerControlPoints: 3808 # Vector[4]
m_iServerControlPointAssignments: 3856 # uint8_t[4]
m_hControlPointEnts: 3860 # CHandle<C_BaseEntity>[64]
m_bNoSave: 4116 # bool
m_bNoFreeze: 4117 # bool
m_bNoRamp: 4118 # bool
m_bStartActive: 4119 # bool
m_iszEffectName: 4120 # CUtlSymbolLarge
m_iszControlPointNames: 4128 # CUtlSymbolLarge[64]
m_nDataCP: 4640 # int32_t
m_vecDataCPValue: 4644 # Vector
m_nTintCP: 4656 # int32_t
m_clrTint: 4660 # Color
m_bOldActive: 4696 # bool
m_bOldFrozen: 4697 # bool
C_PathParticleRope: # C_BaseEntity
m_bStartActive: 1344 # bool
m_flMaxSimulationTime: 1348 # float
m_iszEffectName: 1352 # CUtlSymbolLarge
m_PathNodes_Name: 1360 # CUtlVector<CUtlSymbolLarge>
m_flParticleSpacing: 1384 # float
m_flSlack: 1388 # float
m_flRadius: 1392 # float
m_ColorTint: 1396 # Color
m_nEffectState: 1400 # int32_t
m_iEffectIndex: 1408 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_PathNodes_Position: 1416 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_TangentIn: 1440 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_TangentOut: 1464 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_Color: 1488 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_PinEnabled: 1512 # C_NetworkUtlVectorBase<bool>
m_PathNodes_RadiusScale: 1536 # C_NetworkUtlVectorBase<float>
C_PathParticleRopeAlias_path_particle_rope_clientside: # C_PathParticleRope
C_PhysBox: # C_Breakable
C_PhysMagnet: # CBaseAnimGraph
m_aAttachedObjectsFromServer: 3712 # CUtlVector<int32_t>
m_aAttachedObjects: 3736 # CUtlVector<CHandle<C_BaseEntity>>
C_PhysPropClientside: # C_BreakableProp
m_flTouchDelta: 4048 # GameTime_t
m_fDeathTime: 4052 # GameTime_t
m_impactEnergyScale: 4056 # float
m_inertiaScale: 4060 # float
m_flDmgModBullet: 4064 # float
m_flDmgModClub: 4068 # float
m_flDmgModExplosive: 4072 # float
m_flDmgModFire: 4076 # float
m_iszPhysicsDamageTableName: 4080 # CUtlSymbolLarge
m_iszBasePropData: 4088 # CUtlSymbolLarge
m_iInteractions: 4096 # int32_t
m_bHasBreakPiecesOrCommands: 4100 # bool
m_vecDamagePosition: 4104 # Vector
m_vecDamageDirection: 4116 # Vector
m_nDamageType: 4128 # int32_t
C_PhysicsProp: # C_BreakableProp
m_bAwake: 4048 # bool
C_PhysicsPropMultiplayer: # C_PhysicsProp
C_PickUpModelSlerper: # CBaseAnimGraph
m_hPlayerParent: 3712 # CHandle<C_BaseEntity>
m_hItem: 3716 # CHandle<C_BaseEntity>
m_flTimePickedUp: 3720 # float
m_angOriginal: 3724 # QAngle
m_vecPosOriginal: 3736 # Vector
m_angRandom: 3752 # QAngle
C_PlantedC4: # CBaseAnimGraph
m_bBombTicking: 3712 # bool
m_nBombSite: 3716 # int32_t
m_nSourceSoundscapeHash: 3720 # int32_t
m_entitySpottedState: 3728 # EntitySpottedState_t
m_flNextGlow: 3752 # GameTime_t
m_flNextBeep: 3756 # GameTime_t
m_flC4Blow: 3760 # GameTime_t
m_bCannotBeDefused: 3764 # bool
m_bHasExploded: 3765 # bool
m_flTimerLength: 3768 # float
m_bBeingDefused: 3772 # bool
m_bTriggerWarning: 3776 # float
m_bExplodeWarning: 3780 # float
m_bC4Activated: 3784 # bool
m_bTenSecWarning: 3785 # bool
m_flDefuseLength: 3788 # float
m_flDefuseCountDown: 3792 # GameTime_t
m_bBombDefused: 3796 # bool
m_hBombDefuser: 3800 # CHandle<C_CSPlayerPawn>
m_hControlPanel: 3804 # CHandle<C_BaseEntity>
m_hDefuserMultimeter: 3808 # CHandle<C_Multimeter>
m_flNextRadarFlashTime: 3812 # GameTime_t
m_bRadarFlash: 3816 # bool
m_pBombDefuser: 3820 # CHandle<C_CSPlayerPawn>
m_fLastDefuseTime: 3824 # GameTime_t
m_pPredictionOwner: 3832 # CBasePlayerController*
C_PlayerPing: # C_BaseEntity
m_hPlayer: 1392 # CHandle<C_CSPlayerPawn>
m_hPingedEntity: 1396 # CHandle<C_BaseEntity>
m_iType: 1400 # int32_t
m_bUrgent: 1404 # bool
m_szPlaceName: 1405 # char[18]
C_PlayerSprayDecal: # C_ModelPointEntity
m_nUniqueID: 3264 # int32_t
m_unAccountID: 3268 # uint32_t
m_unTraceID: 3272 # uint32_t
m_rtGcTime: 3276 # uint32_t
m_vecEndPos: 3280 # Vector
m_vecStart: 3292 # Vector
m_vecLeft: 3304 # Vector
m_vecNormal: 3316 # Vector
m_nPlayer: 3328 # int32_t
m_nEntity: 3332 # int32_t
m_nHitbox: 3336 # int32_t
m_flCreationTime: 3340 # float
m_nTintID: 3344 # int32_t
m_nVersion: 3348 # uint8_t
m_ubSignature: 3349 # uint8_t[128]
m_SprayRenderHelper: 3488 # CPlayerSprayDecalRenderHelper
C_PlayerVisibility: # C_BaseEntity
m_flVisibilityStrength: 1344 # float
m_flFogDistanceMultiplier: 1348 # float
m_flFogMaxDensityMultiplier: 1352 # float
m_flFadeTime: 1356 # float
m_bStartDisabled: 1360 # bool
m_bIsEnabled: 1361 # bool
C_PointCamera: # C_BaseEntity
m_FOV: 1344 # float
m_Resolution: 1348 # float
m_bFogEnable: 1352 # bool
m_FogColor: 1353 # Color
m_flFogStart: 1360 # float
m_flFogEnd: 1364 # float
m_flFogMaxDensity: 1368 # float
m_bActive: 1372 # bool
m_bUseScreenAspectRatio: 1373 # bool
m_flAspectRatio: 1376 # float
m_bNoSky: 1380 # bool
m_fBrightness: 1384 # float
m_flZFar: 1388 # float
m_flZNear: 1392 # float
m_bCanHLTVUse: 1396 # bool
m_bDofEnabled: 1397 # bool
m_flDofNearBlurry: 1400 # float
m_flDofNearCrisp: 1404 # float
m_flDofFarCrisp: 1408 # float
m_flDofFarBlurry: 1412 # float
m_flDofTiltToGround: 1416 # float
m_TargetFOV: 1420 # float
m_DegreesPerSecond: 1424 # float
m_bIsOn: 1428 # bool
m_pNext: 1432 # C_PointCamera*
C_PointCameraVFOV: # C_PointCamera
m_flVerticalFOV: 1440 # float
C_PointClientUIDialog: # C_BaseClientUIEntity
m_hActivator: 3312 # CHandle<C_BaseEntity>
m_bStartEnabled: 3316 # bool
C_PointClientUIHUD: # C_BaseClientUIEntity
m_bCheckCSSClasses: 3320 # bool
m_bIgnoreInput: 3712 # bool
m_flWidth: 3716 # float
m_flHeight: 3720 # float
m_flDPI: 3724 # float
m_flInteractDistance: 3728 # float
m_flDepthOffset: 3732 # float
m_unOwnerContext: 3736 # uint32_t
m_unHorizontalAlign: 3740 # uint32_t
m_unVerticalAlign: 3744 # uint32_t
m_unOrientation: 3748 # uint32_t
m_bAllowInteractionFromAllSceneWorlds: 3752 # bool
m_vecCSSClasses: 3760 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
C_PointClientUIWorldPanel: # C_BaseClientUIEntity
m_bForceRecreateNextUpdate: 3320 # bool
m_bMoveViewToPlayerNextThink: 3321 # bool
m_bCheckCSSClasses: 3322 # bool
m_anchorDeltaTransform: 3328 # CTransform
m_pOffScreenIndicator: 3744 # CPointOffScreenIndicatorUi*
m_bIgnoreInput: 3784 # bool
m_bLit: 3785 # bool
m_bFollowPlayerAcrossTeleport: 3786 # bool
m_flWidth: 3788 # float
m_flHeight: 3792 # float
m_flDPI: 3796 # float
m_flInteractDistance: 3800 # float
m_flDepthOffset: 3804 # float
m_unOwnerContext: 3808 # uint32_t
m_unHorizontalAlign: 3812 # uint32_t
m_unVerticalAlign: 3816 # uint32_t
m_unOrientation: 3820 # uint32_t
m_bAllowInteractionFromAllSceneWorlds: 3824 # bool
m_vecCSSClasses: 3832 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
m_bOpaque: 3856 # bool
m_bNoDepth: 3857 # bool
m_bRenderBackface: 3858 # bool
m_bUseOffScreenIndicator: 3859 # bool
m_bExcludeFromSaveGames: 3860 # bool
m_bGrabbable: 3861 # bool
m_bOnlyRenderToTexture: 3862 # bool
m_bDisableMipGen: 3863 # bool
m_nExplicitImageLayout: 3864 # int32_t
C_PointClientUIWorldTextPanel: # C_PointClientUIWorldPanel
m_messageText: 3872 # char[512]
C_PointCommentaryNode: # CBaseAnimGraph
m_bActive: 3720 # bool
m_bWasActive: 3721 # bool
m_flEndTime: 3724 # GameTime_t
m_flStartTime: 3728 # GameTime_t
m_flStartTimeInCommentary: 3732 # float
m_iszCommentaryFile: 3736 # CUtlSymbolLarge
m_iszTitle: 3744 # CUtlSymbolLarge
m_iszSpeakers: 3752 # CUtlSymbolLarge
m_iNodeNumber: 3760 # int32_t
m_iNodeNumberMax: 3764 # int32_t
m_bListenedTo: 3768 # bool
m_hViewPosition: 3784 # CHandle<C_BaseEntity>
m_bRestartAfterRestore: 3788 # bool
C_PointEntity: # C_BaseEntity
C_PointValueRemapper: # C_BaseEntity
m_bDisabled: 1344 # bool
m_bDisabledOld: 1345 # bool
m_bUpdateOnClient: 1346 # bool
m_nInputType: 1348 # ValueRemapperInputType_t
m_hRemapLineStart: 1352 # CHandle<C_BaseEntity>
m_hRemapLineEnd: 1356 # CHandle<C_BaseEntity>
m_flMaximumChangePerSecond: 1360 # float
m_flDisengageDistance: 1364 # float
m_flEngageDistance: 1368 # float
m_bRequiresUseKey: 1372 # bool
m_nOutputType: 1376 # ValueRemapperOutputType_t
m_hOutputEntities: 1384 # C_NetworkUtlVectorBase<CHandle<C_BaseEntity>>
m_nHapticsType: 1408 # ValueRemapperHapticsType_t
m_nMomentumType: 1412 # ValueRemapperMomentumType_t
m_flMomentumModifier: 1416 # float
m_flSnapValue: 1420 # float
m_flCurrentMomentum: 1424 # float
m_nRatchetType: 1428 # ValueRemapperRatchetType_t
m_flRatchetOffset: 1432 # float
m_flInputOffset: 1436 # float
m_bEngaged: 1440 # bool
m_bFirstUpdate: 1441 # bool
m_flPreviousValue: 1444 # float
m_flPreviousUpdateTickTime: 1448 # GameTime_t
m_vecPreviousTestPoint: 1452 # Vector
C_PointWorldText: # C_ModelPointEntity
m_bForceRecreateNextUpdate: 3272 # bool
m_messageText: 3288 # char[512]
m_FontName: 3800 # char[64]
m_bEnabled: 3864 # bool
m_bFullbright: 3865 # bool
m_flWorldUnitsPerPx: 3868 # float
m_flFontSize: 3872 # float
m_flDepthOffset: 3876 # float
m_Color: 3880 # Color
m_nJustifyHorizontal: 3884 # PointWorldTextJustifyHorizontal_t
m_nJustifyVertical: 3888 # PointWorldTextJustifyVertical_t
m_nReorientMode: 3892 # PointWorldTextReorientMode_t
C_PostProcessingVolume: # C_BaseTrigger
m_hPostSettings: 3288 # CStrongHandle<InfoForResourceTypeCPostProcessingResource>
m_flFadeDuration: 3296 # float
m_flMinLogExposure: 3300 # float
m_flMaxLogExposure: 3304 # float
m_flMinExposure: 3308 # float
m_flMaxExposure: 3312 # float
m_flExposureCompensation: 3316 # float
m_flExposureFadeSpeedUp: 3320 # float
m_flExposureFadeSpeedDown: 3324 # float
m_flTonemapEVSmoothingRange: 3328 # float
m_bMaster: 3332 # bool
m_bExposureControl: 3333 # bool
m_flRate: 3336 # float
m_flTonemapPercentTarget: 3340 # float
m_flTonemapPercentBrightPixels: 3344 # float
m_flTonemapMinAvgLum: 3348 # float
C_Precipitation: # C_BaseTrigger
m_flDensity: 3272 # float
m_flParticleInnerDist: 3288 # float
m_pParticleDef: 3296 # char*
m_tParticlePrecipTraceTimer: 3336 # TimedEvent[1]
m_bActiveParticlePrecipEmitter: 3344 # bool[1]
m_bParticlePrecipInitialized: 3345 # bool
m_bHasSimulatedSinceLastSceneObjectUpdate: 3346 # bool
m_nAvailableSheetSequencesMaxIndex: 3348 # int32_t
C_PrecipitationBlocker: # C_BaseModelEntity
C_PredictedViewModel: # C_BaseViewModel
m_LagAnglesHistory: 3816 # QAngle
m_vPredictedOffset: 3840 # Vector
C_RagdollManager: # C_BaseEntity
m_iCurrentMaxRagdollCount: 1344 # int8_t
C_RagdollProp: # CBaseAnimGraph
m_ragPos: 3720 # C_NetworkUtlVectorBase<Vector>
m_ragAngles: 3744 # C_NetworkUtlVectorBase<QAngle>
m_flBlendWeight: 3768 # float
m_hRagdollSource: 3772 # CHandle<C_BaseEntity>
m_iEyeAttachment: 3776 # AttachmentHandle_t
m_flBlendWeightCurrent: 3780 # float
m_parentPhysicsBoneIndices: 3784 # CUtlVector<int32_t>
m_worldSpaceBoneComputationOrder: 3808 # CUtlVector<int32_t>
C_RagdollPropAttached: # C_RagdollProp
m_boneIndexAttached: 3832 # uint32_t
m_ragdollAttachedObjectIndex: 3836 # uint32_t
m_attachmentPointBoneSpace: 3840 # Vector
m_attachmentPointRagdollSpace: 3852 # Vector
m_vecOffset: 3864 # Vector
m_parentTime: 3876 # float
m_bHasParent: 3880 # bool
C_RectLight: # C_BarnLight
m_bShowLight: 3848 # bool
C_RetakeGameRules:
m_nMatchSeed: 248 # int32_t
m_bBlockersPresent: 252 # bool
m_bRoundInProgress: 253 # bool
m_iFirstSecondHalfRound: 256 # int32_t
m_iBombSite: 260 # int32_t
C_RopeKeyframe: # C_BaseModelEntity
m_LinksTouchingSomething: 3272 # CBitVec<10>
m_nLinksTouchingSomething: 3276 # int32_t
m_bApplyWind: 3280 # bool
m_fPrevLockedPoints: 3284 # int32_t
m_iForcePointMoveCounter: 3288 # int32_t
m_bPrevEndPointPos: 3292 # bool[2]
m_vPrevEndPointPos: 3296 # Vector[2]
m_flCurScroll: 3320 # float
m_flScrollSpeed: 3324 # float
m_RopeFlags: 3328 # uint16_t
m_iRopeMaterialModelIndex: 3336 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_LightValues: 3968 # Vector[10]
m_nSegments: 4088 # uint8_t
m_hStartPoint: 4092 # CHandle<C_BaseEntity>
m_hEndPoint: 4096 # CHandle<C_BaseEntity>
m_iStartAttachment: 4100 # AttachmentHandle_t
m_iEndAttachment: 4101 # AttachmentHandle_t
m_Subdiv: 4102 # uint8_t
m_RopeLength: 4104 # int16_t
m_Slack: 4106 # int16_t
m_TextureScale: 4108 # float
m_fLockedPoints: 4112 # uint8_t
m_nChangeCount: 4113 # uint8_t
m_Width: 4116 # float
m_PhysicsDelegate: 4120 # C_RopeKeyframe::CPhysicsDelegate
m_hMaterial: 4136 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_TextureHeight: 4144 # int32_t
m_vecImpulse: 4148 # Vector
m_vecPreviousImpulse: 4160 # Vector
m_flCurrentGustTimer: 4172 # float
m_flCurrentGustLifetime: 4176 # float
m_flTimeToNextGust: 4180 # float
m_vWindDir: 4184 # Vector
m_vColorMod: 4196 # Vector
m_vCachedEndPointAttachmentPos: 4208 # Vector[2]
m_vCachedEndPointAttachmentAngle: 4232 # QAngle[2]
m_bConstrainBetweenEndpoints: 4256 # bool
m_bEndPointAttachmentPositionsDirty: 0 # bitfield:1
m_bEndPointAttachmentAnglesDirty: 0 # bitfield:1
m_bNewDataThisFrame: 0 # bitfield:1
m_bPhysicsInitted: 0 # bitfield:1
C_RopeKeyframe_CPhysicsDelegate:
m_pKeyframe: 8 # C_RopeKeyframe*
C_SceneEntity: # C_PointEntity
m_bIsPlayingBack: 1352 # bool
m_bPaused: 1353 # bool
m_bMultiplayer: 1354 # bool
m_bAutogenerated: 1355 # bool
m_flForceClientTime: 1356 # float
m_nSceneStringIndex: 1360 # uint16_t
m_bClientOnly: 1362 # bool
m_hOwner: 1364 # CHandle<C_BaseFlex>
m_hActorList: 1368 # C_NetworkUtlVectorBase<CHandle<C_BaseFlex>>
m_bWasPlaying: 1392 # bool
m_QueuedEvents: 1408 # CUtlVector<C_SceneEntity::QueuedEvents_t>
m_flCurrentTime: 1432 # float
C_SceneEntity_QueuedEvents_t:
starttime: 0 # float
C_SensorGrenade: # C_BaseCSGrenade
C_SensorGrenadeProjectile: # C_BaseCSGrenadeProjectile
C_ShatterGlassShardPhysics: # C_PhysicsProp
m_ShardDesc: 4064 # shard_model_desc_t
C_SingleplayRules: # C_GameRules
C_SkyCamera: # C_BaseEntity
m_skyboxData: 1344 # sky3dparams_t
m_skyboxSlotToken: 1488 # CUtlStringToken
m_bUseAngles: 1492 # bool
m_pNext: 1496 # C_SkyCamera*
C_SmokeGrenade: # C_BaseCSGrenade
C_SmokeGrenadeProjectile: # C_BaseCSGrenadeProjectile
m_nSmokeEffectTickBegin: 4360 # int32_t
m_bDidSmokeEffect: 4364 # bool
m_nRandomSeed: 4368 # int32_t
m_vSmokeColor: 4372 # Vector
m_vSmokeDetonationPos: 4384 # Vector
m_VoxelFrameData: 4400 # CUtlVector<uint8_t>
m_bSmokeVolumeDataReceived: 4424 # bool
m_bSmokeEffectSpawned: 4425 # bool
C_SoundAreaEntityBase: # C_BaseEntity
m_bDisabled: 1344 # bool
m_bWasEnabled: 1352 # bool
m_iszSoundAreaType: 1360 # CUtlSymbolLarge
m_vPos: 1368 # Vector
C_SoundAreaEntityOrientedBox: # C_SoundAreaEntityBase
m_vMin: 1384 # Vector
m_vMax: 1396 # Vector
C_SoundAreaEntitySphere: # C_SoundAreaEntityBase
m_flRadius: 1384 # float
C_SoundOpvarSetAABBEntity: # C_SoundOpvarSetPointEntity
C_SoundOpvarSetOBBEntity: # C_SoundOpvarSetAABBEntity
C_SoundOpvarSetOBBWindEntity: # C_SoundOpvarSetPointBase
C_SoundOpvarSetPathCornerEntity: # C_SoundOpvarSetPointEntity
C_SoundOpvarSetPointBase: # C_BaseEntity
m_iszStackName: 1344 # CUtlSymbolLarge
m_iszOperatorName: 1352 # CUtlSymbolLarge
m_iszOpvarName: 1360 # CUtlSymbolLarge
m_iOpvarIndex: 1368 # int32_t
m_bUseAutoCompare: 1372 # bool
C_SoundOpvarSetPointEntity: # C_SoundOpvarSetPointBase
C_SpotlightEnd: # C_BaseModelEntity
m_flLightScale: 3264 # float
m_Radius: 3268 # float
C_Sprite: # C_BaseModelEntity
m_hSpriteMaterial: 3288 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hAttachedToEntity: 3296 # CHandle<C_BaseEntity>
m_nAttachment: 3300 # AttachmentHandle_t
m_flSpriteFramerate: 3304 # float
m_flFrame: 3308 # float
m_flDieTime: 3312 # GameTime_t
m_nBrightness: 3328 # uint32_t
m_flBrightnessDuration: 3332 # float
m_flSpriteScale: 3336 # float
m_flScaleDuration: 3340 # float
m_bWorldSpaceScale: 3344 # bool
m_flGlowProxySize: 3348 # float
m_flHDRColorScale: 3352 # float
m_flLastTime: 3356 # GameTime_t
m_flMaxFrame: 3360 # float
m_flStartScale: 3364 # float
m_flDestScale: 3368 # float
m_flScaleTimeStart: 3372 # GameTime_t
m_nStartBrightness: 3376 # int32_t
m_nDestBrightness: 3380 # int32_t
m_flBrightnessTimeStart: 3384 # GameTime_t
m_hOldSpriteMaterial: 3392 # CWeakHandle<InfoForResourceTypeIMaterial2>
m_nSpriteWidth: 3560 # int32_t
m_nSpriteHeight: 3564 # int32_t
C_SpriteOriented: # C_Sprite
C_Sun: # C_BaseModelEntity
m_fxSSSunFlareEffectIndex: 3264 # ParticleIndex_t
m_fxSunFlareEffectIndex: 3268 # ParticleIndex_t
m_fdistNormalize: 3272 # float
m_vSunPos: 3276 # Vector
m_vDirection: 3288 # Vector
m_iszEffectName: 3304 # CUtlSymbolLarge
m_iszSSEffectName: 3312 # CUtlSymbolLarge
m_clrOverlay: 3320 # Color
m_bOn: 3324 # bool
m_bmaxColor: 3325 # bool
m_flSize: 3328 # float
m_flHazeScale: 3332 # float
m_flRotation: 3336 # float
m_flHDRColorScale: 3340 # float
m_flAlphaHaze: 3344 # float
m_flAlphaScale: 3348 # float
m_flAlphaHdr: 3352 # float
m_flFarZScale: 3356 # float
C_SunGlowOverlay: # CGlowOverlay
m_bModulateByDot: 208 # bool
C_Team: # C_BaseEntity
m_aPlayerControllers: 1344 # C_NetworkUtlVectorBase<CHandle<CBasePlayerController>>
m_aPlayers: 1368 # C_NetworkUtlVectorBase<CHandle<C_BasePlayerPawn>>
m_iScore: 1392 # int32_t
m_szTeamname: 1396 # char[129]
C_TeamRoundTimer: # C_BaseEntity
m_bTimerPaused: 1344 # bool
m_flTimeRemaining: 1348 # float
m_flTimerEndTime: 1352 # GameTime_t
m_bIsDisabled: 1356 # bool
m_bShowInHUD: 1357 # bool
m_nTimerLength: 1360 # int32_t
m_nTimerInitialLength: 1364 # int32_t
m_nTimerMaxLength: 1368 # int32_t
m_bAutoCountdown: 1372 # bool
m_nSetupTimeLength: 1376 # int32_t
m_nState: 1380 # int32_t
m_bStartPaused: 1384 # bool
m_bInCaptureWatchState: 1385 # bool
m_flTotalTime: 1388 # float
m_bStopWatchTimer: 1392 # bool
m_bFireFinished: 1393 # bool
m_bFire5MinRemain: 1394 # bool
m_bFire4MinRemain: 1395 # bool
m_bFire3MinRemain: 1396 # bool
m_bFire2MinRemain: 1397 # bool
m_bFire1MinRemain: 1398 # bool
m_bFire30SecRemain: 1399 # bool
m_bFire10SecRemain: 1400 # bool
m_bFire5SecRemain: 1401 # bool
m_bFire4SecRemain: 1402 # bool
m_bFire3SecRemain: 1403 # bool
m_bFire2SecRemain: 1404 # bool
m_bFire1SecRemain: 1405 # bool
m_nOldTimerLength: 1408 # int32_t
m_nOldTimerState: 1412 # int32_t
C_TeamplayRules: # C_MultiplayRules
C_TextureBasedAnimatable: # C_BaseModelEntity
m_bLoop: 3264 # bool
m_flFPS: 3268 # float
m_hPositionKeys: 3272 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hRotationKeys: 3280 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vAnimationBoundsMin: 3288 # Vector
m_vAnimationBoundsMax: 3300 # Vector
m_flStartTime: 3312 # float
m_flStartFrame: 3316 # float
C_TintController: # C_BaseEntity
C_TonemapController2: # C_BaseEntity
m_flAutoExposureMin: 1344 # float
m_flAutoExposureMax: 1348 # float
m_flTonemapPercentTarget: 1352 # float
m_flTonemapPercentBrightPixels: 1356 # float
m_flTonemapMinAvgLum: 1360 # float
m_flExposureAdaptationSpeedUp: 1364 # float
m_flExposureAdaptationSpeedDown: 1368 # float
m_flTonemapEVSmoothingRange: 1372 # float
C_TonemapController2Alias_env_tonemap_controller2: # C_TonemapController2
C_TriggerBuoyancy: # C_BaseTrigger
m_BuoyancyHelper: 3272 # CBuoyancyHelper
m_flFluidDensity: 3304 # float
C_TriggerLerpObject: # C_BaseTrigger
C_TriggerMultiple: # C_BaseTrigger
C_TriggerVolume: # C_BaseModelEntity
C_ViewmodelAttachmentModel: # CBaseAnimGraph
C_ViewmodelWeapon: # CBaseAnimGraph
m_worldModel: 3712 # char*
C_VoteController: # C_BaseEntity
m_iActiveIssueIndex: 1360 # int32_t
m_iOnlyTeamToVote: 1364 # int32_t
m_nVoteOptionCount: 1368 # int32_t[5]
m_nPotentialVotes: 1388 # int32_t
m_bVotesDirty: 1392 # bool
m_bTypeDirty: 1393 # bool
m_bIsYesNoVote: 1394 # bool
C_WaterBullet: # CBaseAnimGraph
C_WeaponAWP: # C_CSWeaponBaseGun
C_WeaponAug: # C_CSWeaponBaseGun
C_WeaponBaseItem: # C_CSWeaponBase
m_SequenceCompleteTimer: 6656 # CountdownTimer
m_bRedraw: 6680 # bool
C_WeaponBizon: # C_CSWeaponBaseGun
C_WeaponCZ75a: # C_CSWeaponBaseGun
C_WeaponElite: # C_CSWeaponBaseGun
C_WeaponFamas: # C_CSWeaponBaseGun
C_WeaponFiveSeven: # C_CSWeaponBaseGun
C_WeaponG3SG1: # C_CSWeaponBaseGun
C_WeaponGalilAR: # C_CSWeaponBaseGun
C_WeaponGlock: # C_CSWeaponBaseGun
C_WeaponHKP2000: # C_CSWeaponBaseGun
C_WeaponM249: # C_CSWeaponBaseGun
C_WeaponM4A1: # C_CSWeaponBaseGun
C_WeaponM4A1Silencer: # C_CSWeaponBaseGun
C_WeaponMAC10: # C_CSWeaponBaseGun
C_WeaponMP5SD: # C_CSWeaponBaseGun
C_WeaponMP7: # C_CSWeaponBaseGun
C_WeaponMP9: # C_CSWeaponBaseGun
C_WeaponMag7: # C_CSWeaponBaseGun
C_WeaponNOVA: # C_CSWeaponBase
C_WeaponNegev: # C_CSWeaponBaseGun
C_WeaponP250: # C_CSWeaponBaseGun
C_WeaponP90: # C_CSWeaponBaseGun
C_WeaponRevolver: # C_CSWeaponBaseGun
C_WeaponSCAR20: # C_CSWeaponBaseGun
C_WeaponSG556: # C_CSWeaponBaseGun
C_WeaponSSG08: # C_CSWeaponBaseGun
C_WeaponSawedoff: # C_CSWeaponBase
C_WeaponShield: # C_CSWeaponBaseGun
m_flDisplayHealth: 6688 # float
C_WeaponTaser: # C_CSWeaponBaseGun
m_fFireTime: 6688 # GameTime_t
C_WeaponTec9: # C_CSWeaponBaseGun
C_WeaponUMP45: # C_CSWeaponBaseGun
C_WeaponUSPSilencer: # C_CSWeaponBaseGun
C_WeaponXM1014: # C_CSWeaponBase
C_World: # C_BaseModelEntity
C_WorldModelGloves: # CBaseAnimGraph
C_WorldModelNametag: # CBaseAnimGraph
C_WorldModelStattrak: # CBaseAnimGraph
C_fogplayerparams_t:
m_hCtrl: 8 # CHandle<C_FogController>
m_flTransitionTime: 12 # float
m_OldColor: 16 # Color
m_flOldStart: 20 # float
m_flOldEnd: 24 # float
m_flOldMaxDensity: 28 # float
m_flOldHDRColorScale: 32 # float
m_flOldFarZ: 36 # float
m_NewColor: 40 # Color
m_flNewStart: 44 # float
m_flNewEnd: 48 # float
m_flNewMaxDensity: 52 # float
m_flNewHDRColorScale: 56 # float
m_flNewFarZ: 60 # float
CompMatMutatorCondition_t:
m_nMutatorCondition: 0 # CompMatPropertyMutatorConditionType_t
m_strMutatorConditionContainerName: 8 # CUtlString
m_strMutatorConditionContainerVarName: 16 # CUtlString
m_strMutatorConditionContainerVarValue: 24 # CUtlString
m_bPassWhenTrue: 32 # bool
CompMatPropertyMutator_t:
m_bEnabled: 0 # bool
m_nMutatorCommandType: 4 # CompMatPropertyMutatorType_t
m_strInitWith_Container: 8 # CUtlString
m_strCopyProperty_InputContainerSrc: 16 # CUtlString
m_strCopyProperty_InputContainerProperty: 24 # CUtlString
m_strCopyProperty_TargetProperty: 32 # CUtlString
m_strRandomRollInputVars_SeedInputVar: 40 # CUtlString
m_vecRandomRollInputVars_InputVarsToRoll: 48 # CUtlVector<CUtlString>
m_strCopyMatchingKeys_InputContainerSrc: 72 # CUtlString
m_strCopyKeysWithSuffix_InputContainerSrc: 80 # CUtlString
m_strCopyKeysWithSuffix_FindSuffix: 88 # CUtlString
m_strCopyKeysWithSuffix_ReplaceSuffix: 96 # CUtlString
m_nSetValue_Value: 104 # CompositeMaterialInputLooseVariable_t
m_strGenerateTexture_TargetParam: 728 # CUtlString
m_strGenerateTexture_InitialContainer: 736 # CUtlString
m_nResolution: 744 # int32_t
m_bIsScratchTarget: 748 # bool
m_bSplatDebugInfo: 749 # bool
m_bCaptureInRenderDoc: 750 # bool
m_vecTexGenInstructions: 752 # CUtlVector<CompMatPropertyMutator_t>
m_vecConditionalMutators: 776 # CUtlVector<CompMatPropertyMutator_t>
m_strPopInputQueue_Container: 800 # CUtlString
m_strDrawText_InputContainerSrc: 808 # CUtlString
m_strDrawText_InputContainerProperty: 816 # CUtlString
m_vecDrawText_Position: 824 # Vector2D
m_colDrawText_Color: 832 # Color
m_strDrawText_Font: 840 # CUtlString
m_vecConditions: 848 # CUtlVector<CompMatMutatorCondition_t>
CompositeMaterialAssemblyProcedure_t:
m_vecCompMatIncludes: 0 # CUtlVector<CResourceName>
m_vecMatchFilters: 24 # CUtlVector<CompositeMaterialMatchFilter_t>
m_vecCompositeInputContainers: 48 # CUtlVector<CompositeMaterialInputContainer_t>
m_vecPropertyMutators: 72 # CUtlVector<CompMatPropertyMutator_t>
CompositeMaterialEditorPoint_t:
m_ModelName: 0 # CResourceName
m_nSequenceIndex: 224 # int32_t
m_flCycle: 228 # float
m_KVModelStateChoices: 232 # KeyValues3
m_bEnableChildModel: 248 # bool
m_ChildModelName: 256 # CResourceName
m_vecCompositeMaterialAssemblyProcedures: 480 # CUtlVector<CompositeMaterialAssemblyProcedure_t>
m_vecCompositeMaterials: 504 # CUtlVector<CompositeMaterial_t>
CompositeMaterialInputContainer_t:
m_bEnabled: 0 # bool
m_nCompositeMaterialInputContainerSourceType: 4 # CompositeMaterialInputContainerSourceType_t
m_strSpecificContainerMaterial: 8 # CResourceName
m_strAttrName: 232 # CUtlString
m_strAlias: 240 # CUtlString
m_vecLooseVariables: 248 # CUtlVector<CompositeMaterialInputLooseVariable_t>
m_strAttrNameForVar: 272 # CUtlString
m_bExposeExternally: 280 # bool
CompositeMaterialInputLooseVariable_t:
m_strName: 0 # CUtlString
m_bExposeExternally: 8 # bool
m_strExposedFriendlyName: 16 # CUtlString
m_strExposedFriendlyGroupName: 24 # CUtlString
m_bExposedVariableIsFixedRange: 32 # bool
m_strExposedVisibleWhenTrue: 40 # CUtlString
m_strExposedHiddenWhenTrue: 48 # CUtlString
m_nVariableType: 56 # CompositeMaterialInputLooseVariableType_t
m_bValueBoolean: 60 # bool
m_nValueIntX: 64 # int32_t
m_nValueIntY: 68 # int32_t
m_nValueIntZ: 72 # int32_t
m_nValueIntW: 76 # int32_t
m_bHasFloatBounds: 80 # bool
m_flValueFloatX: 84 # float
m_flValueFloatX_Min: 88 # float
m_flValueFloatX_Max: 92 # float
m_flValueFloatY: 96 # float
m_flValueFloatY_Min: 100 # float
m_flValueFloatY_Max: 104 # float
m_flValueFloatZ: 108 # float
m_flValueFloatZ_Min: 112 # float
m_flValueFloatZ_Max: 116 # float
m_flValueFloatW: 120 # float
m_flValueFloatW_Min: 124 # float
m_flValueFloatW_Max: 128 # float
m_cValueColor4: 132 # Color
m_nValueSystemVar: 136 # CompositeMaterialVarSystemVar_t
m_strResourceMaterial: 144 # CResourceName
m_strTextureContentAssetPath: 368 # CUtlString
m_strTextureRuntimeResourcePath: 376 # CResourceName
m_strTextureCompilationVtexTemplate: 600 # CUtlString
m_nTextureType: 608 # CompositeMaterialInputTextureType_t
m_strString: 616 # CUtlString
CompositeMaterialMatchFilter_t:
m_nCompositeMaterialMatchFilterType: 0 # CompositeMaterialMatchFilterType_t
m_strMatchFilter: 8 # CUtlString
m_strMatchValue: 16 # CUtlString
m_bPassWhenTrue: 24 # bool
CompositeMaterial_t:
m_TargetKVs: 8 # KeyValues3
m_PreGenerationKVs: 24 # KeyValues3
m_FinalKVs: 40 # KeyValues3
m_vecGeneratedTextures: 64 # CUtlVector<GeneratedTextureHandle_t>
CountdownTimer:
m_duration: 8 # float
m_timestamp: 12 # GameTime_t
m_timescale: 16 # float
m_nWorldGroupId: 20 # WorldGroupId_t
EngineCountdownTimer:
m_duration: 8 # float
m_timestamp: 12 # float
m_timescale: 16 # float
EntityRenderAttribute_t:
m_ID: 48 # CUtlStringToken
m_Values: 52 # Vector4D
EntitySpottedState_t:
m_bSpotted: 8 # bool
m_bSpottedByMask: 12 # uint32_t[2]
GeneratedTextureHandle_t:
m_strBitmapName: 0 # CUtlString
IClientAlphaProperty:
IntervalTimer:
m_timestamp: 8 # GameTime_t
m_nWorldGroupId: 12 # WorldGroupId_t
PhysicsRagdollPose_t:
__m_pChainEntity: 8 # CNetworkVarChainer
m_Transforms: 48 # C_NetworkUtlVectorBase<CTransform>
m_hOwner: 72 # CHandle<C_BaseEntity>
m_bDirty: 104 # bool
SellbackPurchaseEntry_t:
m_unDefIdx: 48 # uint16_t
m_nCost: 52 # int32_t
m_nPrevArmor: 56 # int32_t
m_bPrevHelmet: 60 # bool
m_hItem: 64 # CEntityHandle
ServerAuthoritativeWeaponSlot_t:
unClass: 40 # uint16_t
unSlot: 42 # uint16_t
unItemDefIdx: 44 # uint16_t
TimedEvent:
m_TimeBetweenEvents: 0 # float
m_fNextEvent: 4 # float
VPhysicsCollisionAttribute_t:
m_nInteractsAs: 8 # uint64_t
m_nInteractsWith: 16 # uint64_t
m_nInteractsExclude: 24 # uint64_t
m_nEntityId: 32 # uint32_t
m_nOwnerId: 36 # uint32_t
m_nHierarchyId: 40 # uint16_t
m_nCollisionGroup: 42 # uint8_t
m_nCollisionFunctionMask: 43 # uint8_t
ViewAngleServerChange_t:
nType: 48 # FixAngleSet_t
qAngle: 52 # QAngle
nIndex: 64 # uint32_t
WeaponPurchaseCount_t:
m_nItemDefIndex: 48 # uint16_t
m_nCount: 50 # uint16_t
WeaponPurchaseTracker_t:
m_weaponPurchases: 8 # C_UtlVectorEmbeddedNetworkVar<WeaponPurchaseCount_t>
audioparams_t:
localSound: 8 # Vector[8]
soundscapeIndex: 104 # int32_t
localBits: 108 # uint8_t
soundscapeEntityListIndex: 112 # int32_t
soundEventHash: 116 # uint32_t
fogparams_t:
dirPrimary: 8 # Vector
colorPrimary: 20 # Color
colorSecondary: 24 # Color
colorPrimaryLerpTo: 28 # Color
colorSecondaryLerpTo: 32 # Color
start: 36 # float
end: 40 # float
farz: 44 # float
maxdensity: 48 # float
exponent: 52 # float
HDRColorScale: 56 # float
skyboxFogFactor: 60 # float
skyboxFogFactorLerpTo: 64 # float
startLerpTo: 68 # float
endLerpTo: 72 # float
maxdensityLerpTo: 76 # float
lerptime: 80 # GameTime_t
duration: 84 # float
blendtobackground: 88 # float
scattering: 92 # float
locallightscale: 96 # float
enable: 100 # bool
blend: 101 # bool
m_bNoReflectionFog: 102 # bool
m_bPadding: 103 # bool
shard_model_desc_t:
m_nModelID: 8 # int32_t
m_hMaterial: 16 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_solid: 24 # ShardSolid_t
m_ShatterPanelMode: 25 # ShatterPanelMode
m_vecPanelSize: 28 # Vector2D
m_vecStressPositionA: 36 # Vector2D
m_vecStressPositionB: 44 # Vector2D
m_vecPanelVertices: 56 # C_NetworkUtlVectorBase<Vector2D>
m_flGlassHalfThickness: 80 # float
m_bHasParent: 84 # bool
m_bParentFrozen: 85 # bool
m_SurfacePropStringToken: 88 # CUtlStringToken
sky3dparams_t:
scale: 8 # int16_t
origin: 12 # Vector
bClip3DSkyBoxNearToWorldFar: 24 # bool
flClip3DSkyBoxNearToWorldFarOffset: 28 # float
fog: 32 # fogparams_t
m_nWorldGroupID: 136 # WorldGroupId_t