cs2-dumper/generated/client.dll.py

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2023-10-17 10:06:23 +08:00
'''
2023-10-21 07:43:23 +08:00
Created using https://github.com/a2x/cs2-dumper
2023-10-27 09:04:47 +08:00
Fri, 27 Oct 2023 01:03:23 +0000
2023-10-17 10:06:23 +08:00
'''
class ActiveModelConfig_t:
m_Handle = 0x28 # ModelConfigHandle_t
m_Name = 0x30 # CUtlSymbolLarge
m_AssociatedEntities = 0x38 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_AssociatedEntityNames = 0x50 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
class CAnimGraphNetworkedVariables:
m_PredNetBoolVariables = 0x8 # C_NetworkUtlVectorBase<uint32_t>
m_PredNetByteVariables = 0x20 # C_NetworkUtlVectorBase<uint8_t>
m_PredNetUInt16Variables = 0x38 # C_NetworkUtlVectorBase<uint16_t>
m_PredNetIntVariables = 0x50 # C_NetworkUtlVectorBase<int32_t>
m_PredNetUInt32Variables = 0x68 # C_NetworkUtlVectorBase<uint32_t>
m_PredNetUInt64Variables = 0x80 # C_NetworkUtlVectorBase<uint64_t>
m_PredNetFloatVariables = 0x98 # C_NetworkUtlVectorBase<float>
m_PredNetVectorVariables = 0xB0 # C_NetworkUtlVectorBase<Vector>
m_PredNetQuaternionVariables = 0xC8 # C_NetworkUtlVectorBase<Quaternion>
m_OwnerOnlyPredNetBoolVariables = 0xE0 # C_NetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetByteVariables = 0xF8 # C_NetworkUtlVectorBase<uint8_t>
m_OwnerOnlyPredNetUInt16Variables = 0x110 # C_NetworkUtlVectorBase<uint16_t>
m_OwnerOnlyPredNetIntVariables = 0x128 # C_NetworkUtlVectorBase<int32_t>
m_OwnerOnlyPredNetUInt32Variables = 0x140 # C_NetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetUInt64Variables = 0x158 # C_NetworkUtlVectorBase<uint64_t>
m_OwnerOnlyPredNetFloatVariables = 0x170 # C_NetworkUtlVectorBase<float>
m_OwnerOnlyPredNetVectorVariables = 0x188 # C_NetworkUtlVectorBase<Vector>
m_OwnerOnlyPredNetQuaternionVariables = 0x1A0 # C_NetworkUtlVectorBase<Quaternion>
m_nBoolVariablesCount = 0x1B8 # int32_t
m_nOwnerOnlyBoolVariablesCount = 0x1BC # int32_t
m_nRandomSeedOffset = 0x1C0 # int32_t
m_flLastTeleportTime = 0x1C4 # float
class CAttributeList:
m_Attributes = 0x8 # C_UtlVectorEmbeddedNetworkVar<CEconItemAttribute>
m_pManager = 0x58 # CAttributeManager*
class CAttributeManager:
m_Providers = 0x8 # CUtlVector<CHandle<C_BaseEntity>>
m_iReapplyProvisionParity = 0x20 # int32_t
m_hOuter = 0x24 # CHandle<C_BaseEntity>
m_bPreventLoopback = 0x28 # bool
m_ProviderType = 0x2C # attributeprovidertypes_t
m_CachedResults = 0x30 # CUtlVector<CAttributeManager::cached_attribute_float_t>
class CAttributeManager_cached_attribute_float_t:
flIn = 0x0 # float
iAttribHook = 0x8 # CUtlSymbolLarge
flOut = 0x10 # float
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class CBaseAnimGraph: # C_BaseModelEntity
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m_bInitiallyPopulateInterpHistory = 0xCC0 # bool
m_bShouldAnimateDuringGameplayPause = 0xCC1 # bool
m_bSuppressAnimEventSounds = 0xCC3 # bool
m_bAnimGraphUpdateEnabled = 0xCD0 # bool
m_flMaxSlopeDistance = 0xCD4 # float
m_vLastSlopeCheckPos = 0xCD8 # Vector
m_vecForce = 0xCE8 # Vector
m_nForceBone = 0xCF4 # int32_t
m_pClientsideRagdoll = 0xCF8 # CBaseAnimGraph*
m_bBuiltRagdoll = 0xD00 # bool
m_pRagdollPose = 0xD18 # PhysicsRagdollPose_t*
m_bClientRagdoll = 0xD20 # bool
m_bHasAnimatedMaterialAttributes = 0xD30 # bool
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class CBaseAnimGraphController: # CSkeletonAnimationController
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m_baseLayer = 0x18 # CNetworkedSequenceOperation
m_animGraphNetworkedVars = 0x40 # CAnimGraphNetworkedVariables
m_bSequenceFinished = 0x1320 # bool
m_flLastEventCycle = 0x1324 # float
m_flLastEventAnimTime = 0x1328 # float
m_flPlaybackRate = 0x132C # CNetworkedQuantizedFloat
m_flPrevAnimTime = 0x1334 # float
m_bClientSideAnimation = 0x1338 # bool
m_bNetworkedAnimationInputsChanged = 0x1339 # bool
m_nPrevNewSequenceParity = 0x133A # uint8_t
m_nPrevResetEventsParity = 0x133B # uint8_t
m_nNewSequenceParity = 0x133C # int32_t
m_nResetEventsParity = 0x1340 # int32_t
m_nAnimLoopMode = 0x1344 # AnimLoopMode_t
m_hAnimationUpdate = 0x13E4 # AnimationUpdateListHandle_t
m_hLastAnimEventSequence = 0x13E8 # HSequence
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class CBasePlayerController: # C_BaseEntity
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m_nFinalPredictedTick = 0x548 # int32_t
m_CommandContext = 0x550 # C_CommandContext
m_nInButtonsWhichAreToggles = 0x5D0 # uint64_t
m_nTickBase = 0x5D8 # uint32_t
m_hPawn = 0x5DC # CHandle<C_BasePlayerPawn>
m_hPredictedPawn = 0x5E0 # CHandle<C_BasePlayerPawn>
m_nSplitScreenSlot = 0x5E4 # CSplitScreenSlot
m_hSplitOwner = 0x5E8 # CHandle<CBasePlayerController>
m_hSplitScreenPlayers = 0x5F0 # CUtlVector<CHandle<CBasePlayerController>>
m_bIsHLTV = 0x608 # bool
m_iConnected = 0x60C # PlayerConnectedState
m_iszPlayerName = 0x610 # char[128]
m_steamID = 0x698 # uint64_t
m_bIsLocalPlayerController = 0x6A0 # bool
m_iDesiredFOV = 0x6A4 # uint32_t
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class CBasePlayerVData: # CEntitySubclassVDataBase
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m_sModelName = 0x28 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_flHeadDamageMultiplier = 0x108 # CSkillFloat
m_flChestDamageMultiplier = 0x118 # CSkillFloat
m_flStomachDamageMultiplier = 0x128 # CSkillFloat
m_flArmDamageMultiplier = 0x138 # CSkillFloat
m_flLegDamageMultiplier = 0x148 # CSkillFloat
m_flHoldBreathTime = 0x158 # float
m_flDrowningDamageInterval = 0x15C # float
m_nDrowningDamageInitial = 0x160 # int32_t
m_nDrowningDamageMax = 0x164 # int32_t
m_nWaterSpeed = 0x168 # int32_t
m_flUseRange = 0x16C # float
m_flUseAngleTolerance = 0x170 # float
m_flCrouchTime = 0x174 # float
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class CBasePlayerWeaponVData: # CEntitySubclassVDataBase
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m_szWorldModel = 0x28 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_bBuiltRightHanded = 0x108 # bool
m_bAllowFlipping = 0x109 # bool
m_bIsFullAuto = 0x10A # bool
m_nNumBullets = 0x10C # int32_t
m_sMuzzleAttachment = 0x110 # CUtlString
m_szMuzzleFlashParticle = 0x118 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_iFlags = 0x1F8 # ItemFlagTypes_t
m_nPrimaryAmmoType = 0x1F9 # AmmoIndex_t
m_nSecondaryAmmoType = 0x1FA # AmmoIndex_t
m_iMaxClip1 = 0x1FC # int32_t
m_iMaxClip2 = 0x200 # int32_t
m_iDefaultClip1 = 0x204 # int32_t
m_iDefaultClip2 = 0x208 # int32_t
m_iWeight = 0x20C # int32_t
m_bAutoSwitchTo = 0x210 # bool
m_bAutoSwitchFrom = 0x211 # bool
m_iRumbleEffect = 0x214 # RumbleEffect_t
m_aShootSounds = 0x218 # CUtlMap<WeaponSound_t,CSoundEventName>
m_iSlot = 0x238 # int32_t
m_iPosition = 0x23C # int32_t
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class CBaseProp: # CBaseAnimGraph
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m_bModelOverrodeBlockLOS = 0xE80 # bool
m_iShapeType = 0xE84 # int32_t
m_bConformToCollisionBounds = 0xE88 # bool
m_mPreferredCatchTransform = 0xE8C # matrix3x4_t
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class CBodyComponent: # CEntityComponent
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m_pSceneNode = 0x8 # CGameSceneNode*
__m_pChainEntity = 0x20 # CNetworkVarChainer
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class CBodyComponentBaseAnimGraph: # CBodyComponentSkeletonInstance
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m_animationController = 0x470 # CBaseAnimGraphController
__m_pChainEntity = 0x18B0 # CNetworkVarChainer
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class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance
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__m_pChainEntity = 0x470 # CNetworkVarChainer
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class CBodyComponentPoint: # CBodyComponent
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m_sceneNode = 0x50 # CGameSceneNode
__m_pChainEntity = 0x1A0 # CNetworkVarChainer
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class CBodyComponentSkeletonInstance: # CBodyComponent
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m_skeletonInstance = 0x50 # CSkeletonInstance
__m_pChainEntity = 0x440 # CNetworkVarChainer
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class CBombTarget: # C_BaseTrigger
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m_bBombPlantedHere = 0xCC8 # bool
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class CBreachCharge: # C_CSWeaponBase
class CBreachChargeProjectile: # C_BaseGrenade
class CBumpMine: # C_CSWeaponBase
class CBumpMineProjectile: # C_BaseGrenade
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class CBuoyancyHelper:
m_flFluidDensity = 0x18 # float
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class CCSGO_WingmanIntroCharacterPosition: # C_CSGO_TeamIntroCharacterPosition
class CCSGO_WingmanIntroCounterTerroristPosition: # CCSGO_WingmanIntroCharacterPosition
class CCSGO_WingmanIntroTerroristPosition: # CCSGO_WingmanIntroCharacterPosition
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class CCSGameModeRules:
__m_pChainEntity = 0x8 # CNetworkVarChainer
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class CCSGameModeRules_Deathmatch: # CCSGameModeRules
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m_bFirstThink = 0x30 # bool
m_bFirstThinkAfterConnected = 0x31 # bool
m_flDMBonusStartTime = 0x34 # GameTime_t
m_flDMBonusTimeLength = 0x38 # float
m_nDMBonusWeaponLoadoutSlot = 0x3C # int16_t
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class CCSGameModeRules_Noop: # CCSGameModeRules
class CCSGameModeRules_Scripted: # CCSGameModeRules
class CCSGameModeScript: # CBasePulseGraphInstance
class CCSObserver_CameraServices: # CCSPlayerBase_CameraServices
class CCSObserver_MovementServices: # CPlayer_MovementServices
class CCSObserver_ObserverServices: # CPlayer_ObserverServices
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m_hLastObserverTarget = 0x58 # CEntityHandle
m_vecObserverInterpolateOffset = 0x5C # Vector
m_vecObserverInterpStartPos = 0x68 # Vector
m_flObsInterp_PathLength = 0x74 # float
m_qObsInterp_OrientationStart = 0x80 # Quaternion
m_qObsInterp_OrientationTravelDir = 0x90 # Quaternion
m_obsInterpState = 0xA0 # ObserverInterpState_t
m_bObserverInterpolationNeedsDeferredSetup = 0xA4 # bool
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class CCSObserver_UseServices: # CPlayer_UseServices
class CCSObserver_ViewModelServices: # CPlayer_ViewModelServices
class CCSPlayerBase_CameraServices: # CPlayer_CameraServices
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m_iFOV = 0x210 # uint32_t
m_iFOVStart = 0x214 # uint32_t
m_flFOVTime = 0x218 # GameTime_t
m_flFOVRate = 0x21C # float
m_hZoomOwner = 0x220 # CHandle<C_BaseEntity>
m_flLastShotFOV = 0x224 # float
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class CCSPlayerController: # CBasePlayerController
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m_pInGameMoneyServices = 0x6D0 # CCSPlayerController_InGameMoneyServices*
m_pInventoryServices = 0x6D8 # CCSPlayerController_InventoryServices*
m_pActionTrackingServices = 0x6E0 # CCSPlayerController_ActionTrackingServices*
m_pDamageServices = 0x6E8 # CCSPlayerController_DamageServices*
m_iPing = 0x6F0 # uint32_t
m_bHasCommunicationAbuseMute = 0x6F4 # bool
m_szCrosshairCodes = 0x6F8 # CUtlSymbolLarge
m_iPendingTeamNum = 0x700 # uint8_t
m_flForceTeamTime = 0x704 # GameTime_t
m_iCompTeammateColor = 0x708 # int32_t
m_bEverPlayedOnTeam = 0x70C # bool
m_flPreviousForceJoinTeamTime = 0x710 # GameTime_t
m_szClan = 0x718 # CUtlSymbolLarge
m_sSanitizedPlayerName = 0x720 # CUtlString
m_iCoachingTeam = 0x728 # int32_t
m_nPlayerDominated = 0x730 # uint64_t
m_nPlayerDominatingMe = 0x738 # uint64_t
m_iCompetitiveRanking = 0x740 # int32_t
m_iCompetitiveWins = 0x744 # int32_t
m_iCompetitiveRankType = 0x748 # int8_t
m_iCompetitiveRankingPredicted_Win = 0x74C # int32_t
m_iCompetitiveRankingPredicted_Loss = 0x750 # int32_t
m_iCompetitiveRankingPredicted_Tie = 0x754 # int32_t
m_nEndMatchNextMapVote = 0x758 # int32_t
m_unActiveQuestId = 0x75C # uint16_t
m_nQuestProgressReason = 0x760 # QuestProgress::Reason
m_unPlayerTvControlFlags = 0x764 # uint32_t
m_iDraftIndex = 0x790 # int32_t
m_msQueuedModeDisconnectionTimestamp = 0x794 # uint32_t
m_uiAbandonRecordedReason = 0x798 # uint32_t
m_bEverFullyConnected = 0x79C # bool
m_bAbandonAllowsSurrender = 0x79D # bool
m_bAbandonOffersInstantSurrender = 0x79E # bool
m_bDisconnection1MinWarningPrinted = 0x79F # bool
m_bScoreReported = 0x7A0 # bool
m_nDisconnectionTick = 0x7A4 # int32_t
m_bControllingBot = 0x7B0 # bool
m_bHasControlledBotThisRound = 0x7B1 # bool
m_bHasBeenControlledByPlayerThisRound = 0x7B2 # bool
m_nBotsControlledThisRound = 0x7B4 # int32_t
m_bCanControlObservedBot = 0x7B8 # bool
m_hPlayerPawn = 0x7BC # CHandle<C_CSPlayerPawn>
m_hObserverPawn = 0x7C0 # CHandle<C_CSObserverPawn>
m_bPawnIsAlive = 0x7C4 # bool
m_iPawnHealth = 0x7C8 # uint32_t
m_iPawnArmor = 0x7CC # int32_t
m_bPawnHasDefuser = 0x7D0 # bool
m_bPawnHasHelmet = 0x7D1 # bool
m_nPawnCharacterDefIndex = 0x7D2 # uint16_t
m_iPawnLifetimeStart = 0x7D4 # int32_t
m_iPawnLifetimeEnd = 0x7D8 # int32_t
m_iPawnBotDifficulty = 0x7DC # int32_t
m_hOriginalControllerOfCurrentPawn = 0x7E0 # CHandle<CCSPlayerController>
m_iScore = 0x7E4 # int32_t
m_vecKills = 0x7E8 # C_NetworkUtlVectorBase<EKillTypes_t>
m_iMVPs = 0x800 # int32_t
m_bIsPlayerNameDirty = 0x804 # bool
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class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent
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m_perRoundStats = 0x40 # C_UtlVectorEmbeddedNetworkVar<CSPerRoundStats_t>
m_matchStats = 0x90 # CSMatchStats_t
m_iNumRoundKills = 0x108 # int32_t
m_iNumRoundKillsHeadshots = 0x10C # int32_t
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m_unTotalRoundDamageDealt = 0x110 # uint32_t
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class CCSPlayerController_DamageServices: # CPlayerControllerComponent
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m_nSendUpdate = 0x40 # int32_t
m_DamageList = 0x48 # C_UtlVectorEmbeddedNetworkVar<CDamageRecord>
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class CCSPlayerController_InGameMoneyServices: # CPlayerControllerComponent
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m_iAccount = 0x40 # int32_t
m_iStartAccount = 0x44 # int32_t
m_iTotalCashSpent = 0x48 # int32_t
m_iCashSpentThisRound = 0x4C # int32_t
m_nPreviousAccount = 0x50 # int32_t
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class CCSPlayerController_InventoryServices: # CPlayerControllerComponent
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m_unMusicID = 0x40 # uint16_t
m_rank = 0x44 # MedalRank_t[6]
m_nPersonaDataPublicLevel = 0x5C # int32_t
m_nPersonaDataPublicCommendsLeader = 0x60 # int32_t
m_nPersonaDataPublicCommendsTeacher = 0x64 # int32_t
m_nPersonaDataPublicCommendsFriendly = 0x68 # int32_t
m_vecServerAuthoritativeWeaponSlots = 0x70 # C_UtlVectorEmbeddedNetworkVar<ServerAuthoritativeWeaponSlot_t>
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class CCSPlayer_ActionTrackingServices: # CPlayerPawnComponent
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m_hLastWeaponBeforeC4AutoSwitch = 0x40 # CHandle<C_BasePlayerWeapon>
m_bIsRescuing = 0x44 # bool
m_weaponPurchasesThisMatch = 0x48 # WeaponPurchaseTracker_t
m_weaponPurchasesThisRound = 0xA0 # WeaponPurchaseTracker_t
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class CCSPlayer_BulletServices: # CPlayerPawnComponent
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m_totalHitsOnServer = 0x40 # int32_t
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class CCSPlayer_BuyServices: # CPlayerPawnComponent
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m_vecSellbackPurchaseEntries = 0x40 # C_UtlVectorEmbeddedNetworkVar<SellbackPurchaseEntry_t>
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class CCSPlayer_CameraServices: # CCSPlayerBase_CameraServices
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m_flDeathCamTilt = 0x228 # float
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class CCSPlayer_GlowServices: # CPlayerPawnComponent
class CCSPlayer_HostageServices: # CPlayerPawnComponent
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m_hCarriedHostage = 0x40 # CHandle<C_BaseEntity>
m_hCarriedHostageProp = 0x44 # CHandle<C_BaseEntity>
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class CCSPlayer_ItemServices: # CPlayer_ItemServices
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m_bHasDefuser = 0x40 # bool
m_bHasHelmet = 0x41 # bool
m_bHasHeavyArmor = 0x42 # bool
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class CCSPlayer_MovementServices: # CPlayer_MovementServices_Humanoid
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m_flMaxFallVelocity = 0x210 # float
m_vecLadderNormal = 0x214 # Vector
m_nLadderSurfacePropIndex = 0x220 # int32_t
m_flDuckAmount = 0x224 # float
m_flDuckSpeed = 0x228 # float
m_bDuckOverride = 0x22C # bool
m_bDesiresDuck = 0x22D # bool
m_flDuckOffset = 0x230 # float
m_nDuckTimeMsecs = 0x234 # uint32_t
m_nDuckJumpTimeMsecs = 0x238 # uint32_t
m_nJumpTimeMsecs = 0x23C # uint32_t
m_flLastDuckTime = 0x240 # float
m_vecLastPositionAtFullCrouchSpeed = 0x250 # Vector2D
m_duckUntilOnGround = 0x258 # bool
m_bHasWalkMovedSinceLastJump = 0x259 # bool
m_bInStuckTest = 0x25A # bool
m_flStuckCheckTime = 0x268 # float[64][2]
m_nTraceCount = 0x468 # int32_t
m_StuckLast = 0x46C # int32_t
m_bSpeedCropped = 0x470 # bool
m_nOldWaterLevel = 0x474 # int32_t
m_flWaterEntryTime = 0x478 # float
m_vecForward = 0x47C # Vector
m_vecLeft = 0x488 # Vector
m_vecUp = 0x494 # Vector
m_vecPreviouslyPredictedOrigin = 0x4A0 # Vector
m_bOldJumpPressed = 0x4AC # bool
m_flJumpPressedTime = 0x4B0 # float
m_flJumpUntil = 0x4B4 # float
m_flJumpVel = 0x4B8 # float
m_fStashGrenadeParameterWhen = 0x4BC # GameTime_t
m_nButtonDownMaskPrev = 0x4C0 # uint64_t
m_flOffsetTickCompleteTime = 0x4C8 # float
m_flOffsetTickStashedSpeed = 0x4CC # float
m_flStamina = 0x4D0 # float
m_bUpdatePredictedOriginAfterDataUpdate = 0x4D4 # bool
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class CCSPlayer_PingServices: # CPlayerPawnComponent
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m_hPlayerPing = 0x40 # CHandle<C_BaseEntity>
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class CCSPlayer_UseServices: # CPlayer_UseServices
class CCSPlayer_ViewModelServices: # CPlayer_ViewModelServices
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m_hViewModel = 0x40 # CHandle<C_BaseViewModel>[3]
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class CCSPlayer_WaterServices: # CPlayer_WaterServices
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m_flWaterJumpTime = 0x40 # float
m_vecWaterJumpVel = 0x44 # Vector
m_flSwimSoundTime = 0x50 # float
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class CCSPlayer_WeaponServices: # CPlayer_WeaponServices
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m_flNextAttack = 0xA8 # GameTime_t
m_bIsLookingAtWeapon = 0xAC # bool
m_bIsHoldingLookAtWeapon = 0xAD # bool
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class CCSWeaponBaseVData: # CBasePlayerWeaponVData
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m_WeaponType = 0x240 # CSWeaponType
m_WeaponCategory = 0x244 # CSWeaponCategory
m_szViewModel = 0x248 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szPlayerModel = 0x328 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szWorldDroppedModel = 0x408 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szAimsightLensMaskModel = 0x4E8 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szMagazineModel = 0x5C8 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_szHeatEffect = 0x6A8 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szEjectBrassEffect = 0x788 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashParticleAlt = 0x868 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashThirdPersonParticle = 0x948 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szMuzzleFlashThirdPersonParticleAlt = 0xA28 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_szTracerParticle = 0xB08 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_GearSlot = 0xBE8 # gear_slot_t
m_GearSlotPosition = 0xBEC # int32_t
m_DefaultLoadoutSlot = 0xBF0 # loadout_slot_t
m_sWrongTeamMsg = 0xBF8 # CUtlString
m_nPrice = 0xC00 # int32_t
m_nKillAward = 0xC04 # int32_t
m_nPrimaryReserveAmmoMax = 0xC08 # int32_t
m_nSecondaryReserveAmmoMax = 0xC0C # int32_t
m_bMeleeWeapon = 0xC10 # bool
m_bHasBurstMode = 0xC11 # bool
m_bIsRevolver = 0xC12 # bool
m_bCannotShootUnderwater = 0xC13 # bool
m_szName = 0xC18 # CUtlString
m_szAnimExtension = 0xC20 # CUtlString
m_eSilencerType = 0xC28 # CSWeaponSilencerType
m_nCrosshairMinDistance = 0xC2C # int32_t
m_nCrosshairDeltaDistance = 0xC30 # int32_t
m_flCycleTime = 0xC34 # CFiringModeFloat
m_flMaxSpeed = 0xC3C # CFiringModeFloat
m_flSpread = 0xC44 # CFiringModeFloat
m_flInaccuracyCrouch = 0xC4C # CFiringModeFloat
m_flInaccuracyStand = 0xC54 # CFiringModeFloat
m_flInaccuracyJump = 0xC5C # CFiringModeFloat
m_flInaccuracyLand = 0xC64 # CFiringModeFloat
m_flInaccuracyLadder = 0xC6C # CFiringModeFloat
m_flInaccuracyFire = 0xC74 # CFiringModeFloat
m_flInaccuracyMove = 0xC7C # CFiringModeFloat
m_flRecoilAngle = 0xC84 # CFiringModeFloat
m_flRecoilAngleVariance = 0xC8C # CFiringModeFloat
m_flRecoilMagnitude = 0xC94 # CFiringModeFloat
m_flRecoilMagnitudeVariance = 0xC9C # CFiringModeFloat
m_nTracerFrequency = 0xCA4 # CFiringModeInt
m_flInaccuracyJumpInitial = 0xCAC # float
m_flInaccuracyJumpApex = 0xCB0 # float
m_flInaccuracyReload = 0xCB4 # float
m_nRecoilSeed = 0xCB8 # int32_t
m_nSpreadSeed = 0xCBC # int32_t
m_flTimeToIdleAfterFire = 0xCC0 # float
m_flIdleInterval = 0xCC4 # float
m_flAttackMovespeedFactor = 0xCC8 # float
m_flHeatPerShot = 0xCCC # float
m_flInaccuracyPitchShift = 0xCD0 # float
m_flInaccuracyAltSoundThreshold = 0xCD4 # float
m_flBotAudibleRange = 0xCD8 # float
m_szUseRadioSubtitle = 0xCE0 # CUtlString
m_bUnzoomsAfterShot = 0xCE8 # bool
m_bHideViewModelWhenZoomed = 0xCE9 # bool
m_nZoomLevels = 0xCEC # int32_t
m_nZoomFOV1 = 0xCF0 # int32_t
m_nZoomFOV2 = 0xCF4 # int32_t
m_flZoomTime0 = 0xCF8 # float
m_flZoomTime1 = 0xCFC # float
m_flZoomTime2 = 0xD00 # float
m_flIronSightPullUpSpeed = 0xD04 # float
m_flIronSightPutDownSpeed = 0xD08 # float
m_flIronSightFOV = 0xD0C # float
m_flIronSightPivotForward = 0xD10 # float
m_flIronSightLooseness = 0xD14 # float
m_angPivotAngle = 0xD18 # QAngle
m_vecIronSightEyePos = 0xD24 # Vector
m_nDamage = 0xD30 # int32_t
m_flHeadshotMultiplier = 0xD34 # float
m_flArmorRatio = 0xD38 # float
m_flPenetration = 0xD3C # float
m_flRange = 0xD40 # float
m_flRangeModifier = 0xD44 # float
m_flFlinchVelocityModifierLarge = 0xD48 # float
m_flFlinchVelocityModifierSmall = 0xD4C # float
m_flRecoveryTimeCrouch = 0xD50 # float
m_flRecoveryTimeStand = 0xD54 # float
m_flRecoveryTimeCrouchFinal = 0xD58 # float
m_flRecoveryTimeStandFinal = 0xD5C # float
m_nRecoveryTransitionStartBullet = 0xD60 # int32_t
m_nRecoveryTransitionEndBullet = 0xD64 # int32_t
m_flThrowVelocity = 0xD68 # float
m_vSmokeColor = 0xD6C # Vector
m_szAnimClass = 0xD78 # CUtlString
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class CClientAlphaProperty: # IClientAlphaProperty
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m_nRenderFX = 0x10 # uint8_t
m_nRenderMode = 0x11 # uint8_t
m_bAlphaOverride = 0x0 # bitfield:1
m_bShadowAlphaOverride = 0x0 # bitfield:1
m_nReserved = 0x0 # bitfield:6
m_nAlpha = 0x13 # uint8_t
m_nDesyncOffset = 0x14 # uint16_t
m_nReserved2 = 0x16 # uint16_t
m_nDistFadeStart = 0x18 # uint16_t
m_nDistFadeEnd = 0x1A # uint16_t
m_flFadeScale = 0x1C # float
m_flRenderFxStartTime = 0x20 # GameTime_t
m_flRenderFxDuration = 0x24 # float
class CCollisionProperty:
m_collisionAttribute = 0x10 # VPhysicsCollisionAttribute_t
m_vecMins = 0x40 # Vector
m_vecMaxs = 0x4C # Vector
m_usSolidFlags = 0x5A # uint8_t
m_nSolidType = 0x5B # SolidType_t
m_triggerBloat = 0x5C # uint8_t
m_nSurroundType = 0x5D # SurroundingBoundsType_t
m_CollisionGroup = 0x5E # uint8_t
m_nEnablePhysics = 0x5F # uint8_t
m_flBoundingRadius = 0x60 # float
m_vecSpecifiedSurroundingMins = 0x64 # Vector
m_vecSpecifiedSurroundingMaxs = 0x70 # Vector
m_vecSurroundingMaxs = 0x7C # Vector
m_vecSurroundingMins = 0x88 # Vector
m_vCapsuleCenter1 = 0x94 # Vector
m_vCapsuleCenter2 = 0xA0 # Vector
m_flCapsuleRadius = 0xAC # float
class CComicBook:
m_CoverImage = 0x8 # CPanoramaImageName
m_XmlFile = 0x18 # CUtlString
class CCompositeMaterialEditorDoc:
m_nVersion = 0x8 # int32_t
m_Points = 0x10 # CUtlVector<CompositeMaterialEditorPoint_t>
m_KVthumbnail = 0x28 # KeyValues3
class CDamageRecord:
m_PlayerDamager = 0x28 # CHandle<C_CSPlayerPawnBase>
m_PlayerRecipient = 0x2C # CHandle<C_CSPlayerPawnBase>
m_hPlayerControllerDamager = 0x30 # CHandle<CCSPlayerController>
m_hPlayerControllerRecipient = 0x34 # CHandle<CCSPlayerController>
m_szPlayerDamagerName = 0x38 # CUtlString
m_szPlayerRecipientName = 0x40 # CUtlString
m_DamagerXuid = 0x48 # uint64_t
m_RecipientXuid = 0x50 # uint64_t
m_iDamage = 0x58 # int32_t
m_iActualHealthRemoved = 0x5C # int32_t
m_iNumHits = 0x60 # int32_t
m_iLastBulletUpdate = 0x64 # int32_t
m_bIsOtherEnemy = 0x68 # bool
m_killType = 0x69 # EKillTypes_t
class CDecalInfo:
m_flAnimationScale = 0x0 # float
m_flAnimationLifeSpan = 0x4 # float
m_flPlaceTime = 0x8 # float
m_flFadeStartTime = 0xC # float
m_flFadeDuration = 0x10 # float
m_nVBSlot = 0x14 # int32_t
m_nBoneIndex = 0x18 # int32_t
m_pNext = 0x28 # CDecalInfo*
m_pPrev = 0x30 # CDecalInfo*
m_nDecalMaterialIndex = 0x90 # int32_t
class CEconItemAttribute:
m_iAttributeDefinitionIndex = 0x30 # uint16_t
m_flValue = 0x34 # float
m_flInitialValue = 0x38 # float
m_nRefundableCurrency = 0x3C # int32_t
m_bSetBonus = 0x40 # bool
class CEffectData:
m_vOrigin = 0x8 # Vector
m_vStart = 0x14 # Vector
m_vNormal = 0x20 # Vector
m_vAngles = 0x2C # QAngle
m_hEntity = 0x38 # CEntityHandle
m_hOtherEntity = 0x3C # CEntityHandle
m_flScale = 0x40 # float
m_flMagnitude = 0x44 # float
m_flRadius = 0x48 # float
m_nSurfaceProp = 0x4C # CUtlStringToken
m_nEffectIndex = 0x50 # CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nDamageType = 0x58 # uint32_t
m_nPenetrate = 0x5C # uint8_t
m_nMaterial = 0x5E # uint16_t
m_nHitBox = 0x60 # uint16_t
m_nColor = 0x62 # uint8_t
m_fFlags = 0x63 # uint8_t
m_nAttachmentIndex = 0x64 # AttachmentHandle_t
m_nAttachmentName = 0x68 # CUtlStringToken
m_iEffectName = 0x6C # uint16_t
m_nExplosionType = 0x6E # uint8_t
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class CEntityComponent:
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class CEntityIdentity:
m_nameStringableIndex = 0x14 # int32_t
m_name = 0x18 # CUtlSymbolLarge
m_designerName = 0x20 # CUtlSymbolLarge
m_flags = 0x30 # uint32_t
m_worldGroupId = 0x38 # WorldGroupId_t
m_fDataObjectTypes = 0x3C # uint32_t
m_PathIndex = 0x40 # ChangeAccessorFieldPathIndex_t
m_pPrev = 0x58 # CEntityIdentity*
m_pNext = 0x60 # CEntityIdentity*
m_pPrevByClass = 0x68 # CEntityIdentity*
m_pNextByClass = 0x70 # CEntityIdentity*
class CEntityInstance:
m_iszPrivateVScripts = 0x8 # CUtlSymbolLarge
m_pEntity = 0x10 # CEntityIdentity*
m_CScriptComponent = 0x28 # CScriptComponent*
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class CFireOverlay: # CGlowOverlay
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m_pOwner = 0xD0 # C_FireSmoke*
m_vBaseColors = 0xD8 # Vector[4]
m_flScale = 0x108 # float
m_nGUID = 0x10C # int32_t
class CFlashlightEffect:
m_bIsOn = 0x10 # bool
m_bMuzzleFlashEnabled = 0x20 # bool
m_flMuzzleFlashBrightness = 0x24 # float
m_quatMuzzleFlashOrientation = 0x30 # Quaternion
m_vecMuzzleFlashOrigin = 0x40 # Vector
m_flFov = 0x4C # float
m_flFarZ = 0x50 # float
m_flLinearAtten = 0x54 # float
m_bCastsShadows = 0x58 # bool
m_flCurrentPullBackDist = 0x5C # float
m_FlashlightTexture = 0x60 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_MuzzleFlashTexture = 0x68 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_textureName = 0x70 # char[64]
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class CFuncWater: # C_BaseModelEntity
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m_BuoyancyHelper = 0xCC0 # CBuoyancyHelper
class CGameSceneNode:
m_nodeToWorld = 0x10 # CTransform
m_pOwner = 0x30 # CEntityInstance*
m_pParent = 0x38 # CGameSceneNode*
m_pChild = 0x40 # CGameSceneNode*
m_pNextSibling = 0x48 # CGameSceneNode*
m_hParent = 0x70 # CGameSceneNodeHandle
m_vecOrigin = 0x80 # CNetworkOriginCellCoordQuantizedVector
m_angRotation = 0xB8 # QAngle
m_flScale = 0xC4 # float
m_vecAbsOrigin = 0xC8 # Vector
m_angAbsRotation = 0xD4 # QAngle
m_flAbsScale = 0xE0 # float
m_nParentAttachmentOrBone = 0xE4 # int16_t
m_bDebugAbsOriginChanges = 0xE6 # bool
m_bDormant = 0xE7 # bool
m_bForceParentToBeNetworked = 0xE8 # bool
m_bDirtyHierarchy = 0x0 # bitfield:1
m_bDirtyBoneMergeInfo = 0x0 # bitfield:1
m_bNetworkedPositionChanged = 0x0 # bitfield:1
m_bNetworkedAnglesChanged = 0x0 # bitfield:1
m_bNetworkedScaleChanged = 0x0 # bitfield:1
m_bWillBeCallingPostDataUpdate = 0x0 # bitfield:1
m_bNotifyBoneTransformsChanged = 0x0 # bitfield:1
m_bBoneMergeFlex = 0x0 # bitfield:1
m_nLatchAbsOrigin = 0x0 # bitfield:2
m_bDirtyBoneMergeBoneToRoot = 0x0 # bitfield:1
m_nHierarchicalDepth = 0xEB # uint8_t
m_nHierarchyType = 0xEC # uint8_t
m_nDoNotSetAnimTimeInInvalidatePhysicsCount = 0xED # uint8_t
m_name = 0xF0 # CUtlStringToken
m_hierarchyAttachName = 0x130 # CUtlStringToken
m_flZOffset = 0x134 # float
m_vRenderOrigin = 0x138 # Vector
class CGameSceneNodeHandle:
m_hOwner = 0x8 # CEntityHandle
m_name = 0xC # CUtlStringToken
class CGlobalLightBase:
m_bSpotLight = 0x10 # bool
m_SpotLightOrigin = 0x14 # Vector
m_SpotLightAngles = 0x20 # QAngle
m_ShadowDirection = 0x2C # Vector
m_AmbientDirection = 0x38 # Vector
m_SpecularDirection = 0x44 # Vector
m_InspectorSpecularDirection = 0x50 # Vector
m_flSpecularPower = 0x5C # float
m_flSpecularIndependence = 0x60 # float
m_SpecularColor = 0x64 # Color
m_bStartDisabled = 0x68 # bool
m_bEnabled = 0x69 # bool
m_LightColor = 0x6A # Color
m_AmbientColor1 = 0x6E # Color
m_AmbientColor2 = 0x72 # Color
m_AmbientColor3 = 0x76 # Color
m_flSunDistance = 0x7C # float
m_flFOV = 0x80 # float
m_flNearZ = 0x84 # float
m_flFarZ = 0x88 # float
m_bEnableShadows = 0x8C # bool
m_bOldEnableShadows = 0x8D # bool
m_bBackgroundClearNotRequired = 0x8E # bool
m_flCloudScale = 0x90 # float
m_flCloud1Speed = 0x94 # float
m_flCloud1Direction = 0x98 # float
m_flCloud2Speed = 0x9C # float
m_flCloud2Direction = 0xA0 # float
m_flAmbientScale1 = 0xB0 # float
m_flAmbientScale2 = 0xB4 # float
m_flGroundScale = 0xB8 # float
m_flLightScale = 0xBC # float
m_flFoWDarkness = 0xC0 # float
m_bEnableSeparateSkyboxFog = 0xC4 # bool
m_vFowColor = 0xC8 # Vector
m_ViewOrigin = 0xD4 # Vector
m_ViewAngles = 0xE0 # QAngle
m_flViewFoV = 0xEC # float
m_WorldPoints = 0xF0 # Vector[8]
m_vFogOffsetLayer0 = 0x4A8 # Vector2D
m_vFogOffsetLayer1 = 0x4B0 # Vector2D
m_hEnvWind = 0x4B8 # CHandle<C_BaseEntity>
m_hEnvSky = 0x4BC # CHandle<C_BaseEntity>
class CGlowOverlay:
m_vPos = 0x8 # Vector
m_bDirectional = 0x14 # bool
m_vDirection = 0x18 # Vector
m_bInSky = 0x24 # bool
m_skyObstructionScale = 0x28 # float
m_Sprites = 0x30 # CGlowSprite[4]
m_nSprites = 0xB0 # int32_t
m_flProxyRadius = 0xB4 # float
m_flHDRColorScale = 0xB8 # float
m_flGlowObstructionScale = 0xBC # float
m_bCacheGlowObstruction = 0xC0 # bool
m_bCacheSkyObstruction = 0xC1 # bool
m_bActivated = 0xC2 # int16_t
m_ListIndex = 0xC4 # uint16_t
m_queryHandle = 0xC8 # int32_t
class CGlowProperty:
m_fGlowColor = 0x8 # Vector
m_iGlowType = 0x30 # int32_t
m_iGlowTeam = 0x34 # int32_t
m_nGlowRange = 0x38 # int32_t
m_nGlowRangeMin = 0x3C # int32_t
m_glowColorOverride = 0x40 # Color
m_bFlashing = 0x44 # bool
m_flGlowTime = 0x48 # float
m_flGlowStartTime = 0x4C # float
m_bEligibleForScreenHighlight = 0x50 # bool
m_bGlowing = 0x51 # bool
class CGlowSprite:
m_vColor = 0x0 # Vector
m_flHorzSize = 0xC # float
m_flVertSize = 0x10 # float
m_hMaterial = 0x18 # CStrongHandle<InfoForResourceTypeIMaterial2>
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class CGrenadeTracer: # C_BaseModelEntity
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m_flTracerDuration = 0xCE0 # float
m_nType = 0xCE4 # GrenadeType_t
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class CHitboxComponent: # CEntityComponent
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m_bvDisabledHitGroups = 0x24 # uint32_t[1]
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class CHostageRescueZone: # CHostageRescueZoneShim
class CHostageRescueZoneShim: # C_BaseTrigger
class CInfoDynamicShadowHint: # C_PointEntity
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m_bDisabled = 0x540 # bool
m_flRange = 0x544 # float
m_nImportance = 0x548 # int32_t
m_nLightChoice = 0x54C # int32_t
m_hLight = 0x550 # CHandle<C_BaseEntity>
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class CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint
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m_vBoxMins = 0x558 # Vector
m_vBoxMaxs = 0x564 # Vector
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class CInfoOffscreenPanoramaTexture: # C_PointEntity
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m_bDisabled = 0x540 # bool
m_nResolutionX = 0x544 # int32_t
m_nResolutionY = 0x548 # int32_t
m_szLayoutFileName = 0x550 # CUtlSymbolLarge
m_RenderAttrName = 0x558 # CUtlSymbolLarge
m_TargetEntities = 0x560 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_nTargetChangeCount = 0x578 # int32_t
m_vecCSSClasses = 0x580 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
m_bCheckCSSClasses = 0x6F8 # bool
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class CInfoParticleTarget: # C_PointEntity
class CInfoTarget: # C_PointEntity
class CInfoWorldLayer: # C_BaseEntity
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m_pOutputOnEntitiesSpawned = 0x540 # CEntityIOOutput
m_worldName = 0x568 # CUtlSymbolLarge
m_layerName = 0x570 # CUtlSymbolLarge
m_bWorldLayerVisible = 0x578 # bool
m_bEntitiesSpawned = 0x579 # bool
m_bCreateAsChildSpawnGroup = 0x57A # bool
m_hLayerSpawnGroup = 0x57C # uint32_t
m_bWorldLayerActuallyVisible = 0x580 # bool
class CInterpolatedValue:
m_flStartTime = 0x0 # float
m_flEndTime = 0x4 # float
m_flStartValue = 0x8 # float
m_flEndValue = 0xC # float
m_nInterpType = 0x10 # int32_t
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class CLightComponent: # CEntityComponent
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__m_pChainEntity = 0x48 # CNetworkVarChainer
m_Color = 0x85 # Color
m_SecondaryColor = 0x89 # Color
m_flBrightness = 0x90 # float
m_flBrightnessScale = 0x94 # float
m_flBrightnessMult = 0x98 # float
m_flRange = 0x9C # float
m_flFalloff = 0xA0 # float
m_flAttenuation0 = 0xA4 # float
m_flAttenuation1 = 0xA8 # float
m_flAttenuation2 = 0xAC # float
m_flTheta = 0xB0 # float
m_flPhi = 0xB4 # float
m_hLightCookie = 0xB8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_nCascades = 0xC0 # int32_t
m_nCastShadows = 0xC4 # int32_t
m_nShadowWidth = 0xC8 # int32_t
m_nShadowHeight = 0xCC # int32_t
m_bRenderDiffuse = 0xD0 # bool
m_nRenderSpecular = 0xD4 # int32_t
m_bRenderTransmissive = 0xD8 # bool
m_flOrthoLightWidth = 0xDC # float
m_flOrthoLightHeight = 0xE0 # float
m_nStyle = 0xE4 # int32_t
m_Pattern = 0xE8 # CUtlString
m_nCascadeRenderStaticObjects = 0xF0 # int32_t
m_flShadowCascadeCrossFade = 0xF4 # float
m_flShadowCascadeDistanceFade = 0xF8 # float
m_flShadowCascadeDistance0 = 0xFC # float
m_flShadowCascadeDistance1 = 0x100 # float
m_flShadowCascadeDistance2 = 0x104 # float
m_flShadowCascadeDistance3 = 0x108 # float
m_nShadowCascadeResolution0 = 0x10C # int32_t
m_nShadowCascadeResolution1 = 0x110 # int32_t
m_nShadowCascadeResolution2 = 0x114 # int32_t
m_nShadowCascadeResolution3 = 0x118 # int32_t
m_bUsesBakedShadowing = 0x11C # bool
m_nShadowPriority = 0x120 # int32_t
m_nBakedShadowIndex = 0x124 # int32_t
m_bRenderToCubemaps = 0x128 # bool
m_LightGroups = 0x130 # CUtlSymbolLarge
m_nDirectLight = 0x138 # int32_t
m_nIndirectLight = 0x13C # int32_t
m_flFadeMinDist = 0x140 # float
m_flFadeMaxDist = 0x144 # float
m_flShadowFadeMinDist = 0x148 # float
m_flShadowFadeMaxDist = 0x14C # float
m_bEnabled = 0x150 # bool
m_bFlicker = 0x151 # bool
m_bPrecomputedFieldsValid = 0x152 # bool
m_vPrecomputedBoundsMins = 0x154 # Vector
m_vPrecomputedBoundsMaxs = 0x160 # Vector
m_vPrecomputedOBBOrigin = 0x16C # Vector
m_vPrecomputedOBBAngles = 0x178 # QAngle
m_vPrecomputedOBBExtent = 0x184 # Vector
m_flPrecomputedMaxRange = 0x190 # float
m_nFogLightingMode = 0x194 # int32_t
m_flFogContributionStength = 0x198 # float
m_flNearClipPlane = 0x19C # float
m_SkyColor = 0x1A0 # Color
m_flSkyIntensity = 0x1A4 # float
m_SkyAmbientBounce = 0x1A8 # Color
m_bUseSecondaryColor = 0x1AC # bool
m_bMixedShadows = 0x1AD # bool
m_flLightStyleStartTime = 0x1B0 # GameTime_t
m_flCapsuleLength = 0x1B4 # float
m_flMinRoughness = 0x1B8 # float
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class CLogicRelay: # CLogicalEntity
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m_OnTrigger = 0x540 # CEntityIOOutput
m_OnSpawn = 0x568 # CEntityIOOutput
m_bDisabled = 0x590 # bool
m_bWaitForRefire = 0x591 # bool
m_bTriggerOnce = 0x592 # bool
m_bFastRetrigger = 0x593 # bool
m_bPassthoughCaller = 0x594 # bool
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class CLogicalEntity: # C_BaseEntity
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class CModelState:
m_hModel = 0xA0 # CStrongHandle<InfoForResourceTypeCModel>
m_ModelName = 0xA8 # CUtlSymbolLarge
m_bClientClothCreationSuppressed = 0xE8 # bool
m_MeshGroupMask = 0x180 # uint64_t
m_nIdealMotionType = 0x222 # int8_t
m_nForceLOD = 0x223 # int8_t
m_nClothUpdateFlags = 0x224 # int8_t
class CNetworkedSequenceOperation:
m_hSequence = 0x8 # HSequence
m_flPrevCycle = 0xC # float
m_flCycle = 0x10 # float
m_flWeight = 0x14 # CNetworkedQuantizedFloat
m_bSequenceChangeNetworked = 0x1C # bool
m_bDiscontinuity = 0x1D # bool
m_flPrevCycleFromDiscontinuity = 0x20 # float
m_flPrevCycleForAnimEventDetection = 0x24 # float
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class CPlayerSprayDecalRenderHelper:
class CPlayer_AutoaimServices: # CPlayerPawnComponent
class CPlayer_CameraServices: # CPlayerPawnComponent
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m_vecCsViewPunchAngle = 0x40 # QAngle
m_nCsViewPunchAngleTick = 0x4C # GameTick_t
m_flCsViewPunchAngleTickRatio = 0x50 # float
m_PlayerFog = 0x58 # C_fogplayerparams_t
m_hColorCorrectionCtrl = 0x98 # CHandle<C_ColorCorrection>
m_hViewEntity = 0x9C # CHandle<C_BaseEntity>
m_hTonemapController = 0xA0 # CHandle<C_TonemapController2>
m_audio = 0xA8 # audioparams_t
m_PostProcessingVolumes = 0x120 # C_NetworkUtlVectorBase<CHandle<C_PostProcessingVolume>>
m_flOldPlayerZ = 0x138 # float
m_flOldPlayerViewOffsetZ = 0x13C # float
m_CurrentFog = 0x140 # fogparams_t
m_hOldFogController = 0x1A8 # CHandle<C_FogController>
m_bOverrideFogColor = 0x1AC # bool[5]
m_OverrideFogColor = 0x1B1 # Color[5]
m_bOverrideFogStartEnd = 0x1C5 # bool[5]
m_fOverrideFogStart = 0x1CC # float[5]
m_fOverrideFogEnd = 0x1E0 # float[5]
m_hActivePostProcessingVolume = 0x1F4 # CHandle<C_PostProcessingVolume>
m_angDemoViewAngles = 0x1F8 # QAngle
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class CPlayer_FlashlightServices: # CPlayerPawnComponent
class CPlayer_ItemServices: # CPlayerPawnComponent
class CPlayer_MovementServices: # CPlayerPawnComponent
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m_nImpulse = 0x40 # int32_t
m_nButtons = 0x48 # CInButtonState
m_nQueuedButtonDownMask = 0x68 # uint64_t
m_nQueuedButtonChangeMask = 0x70 # uint64_t
m_nButtonDoublePressed = 0x78 # uint64_t
m_pButtonPressedCmdNumber = 0x80 # uint32_t[64]
m_nLastCommandNumberProcessed = 0x180 # uint32_t
m_nToggleButtonDownMask = 0x188 # uint64_t
m_flMaxspeed = 0x190 # float
m_arrForceSubtickMoveWhen = 0x194 # float[4]
m_flForwardMove = 0x1A4 # float
m_flLeftMove = 0x1A8 # float
m_flUpMove = 0x1AC # float
m_vecLastMovementImpulses = 0x1B0 # Vector
m_vecOldViewAngles = 0x1BC # QAngle
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class CPlayer_MovementServices_Humanoid: # CPlayer_MovementServices
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m_flStepSoundTime = 0x1D0 # float
m_flFallVelocity = 0x1D4 # float
m_bInCrouch = 0x1D8 # bool
m_nCrouchState = 0x1DC # uint32_t
m_flCrouchTransitionStartTime = 0x1E0 # GameTime_t
m_bDucked = 0x1E4 # bool
m_bDucking = 0x1E5 # bool
m_bInDuckJump = 0x1E6 # bool
m_groundNormal = 0x1E8 # Vector
m_flSurfaceFriction = 0x1F4 # float
m_surfaceProps = 0x1F8 # CUtlStringToken
m_nStepside = 0x208 # int32_t
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class CPlayer_ObserverServices: # CPlayerPawnComponent
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m_iObserverMode = 0x40 # uint8_t
m_hObserverTarget = 0x44 # CHandle<C_BaseEntity>
m_iObserverLastMode = 0x48 # ObserverMode_t
m_bForcedObserverMode = 0x4C # bool
m_flObserverChaseDistance = 0x50 # float
m_flObserverChaseDistanceCalcTime = 0x54 # GameTime_t
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class CPlayer_UseServices: # CPlayerPawnComponent
class CPlayer_ViewModelServices: # CPlayerPawnComponent
class CPlayer_WaterServices: # CPlayerPawnComponent
class CPlayer_WeaponServices: # CPlayerPawnComponent
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m_bAllowSwitchToNoWeapon = 0x40 # bool
m_hMyWeapons = 0x48 # C_NetworkUtlVectorBase<CHandle<C_BasePlayerWeapon>>
m_hActiveWeapon = 0x60 # CHandle<C_BasePlayerWeapon>
m_hLastWeapon = 0x64 # CHandle<C_BasePlayerWeapon>
m_iAmmo = 0x68 # uint16_t[32]
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class CPointOffScreenIndicatorUi: # C_PointClientUIWorldPanel
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m_bBeenEnabled = 0xF20 # bool
m_bHide = 0xF21 # bool
m_flSeenTargetTime = 0xF24 # float
m_pTargetPanel = 0xF28 # C_PointClientUIWorldPanel*
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class CPointTemplate: # CLogicalEntity
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m_iszWorldName = 0x540 # CUtlSymbolLarge
m_iszSource2EntityLumpName = 0x548 # CUtlSymbolLarge
m_iszEntityFilterName = 0x550 # CUtlSymbolLarge
m_flTimeoutInterval = 0x558 # float
m_bAsynchronouslySpawnEntities = 0x55C # bool
m_pOutputOnSpawned = 0x560 # CEntityIOOutput
m_clientOnlyEntityBehavior = 0x588 # PointTemplateClientOnlyEntityBehavior_t
m_ownerSpawnGroupType = 0x58C # PointTemplateOwnerSpawnGroupType_t
m_createdSpawnGroupHandles = 0x590 # CUtlVector<uint32_t>
m_SpawnedEntityHandles = 0x5A8 # CUtlVector<CEntityHandle>
m_ScriptSpawnCallback = 0x5C0 # HSCRIPT
m_ScriptCallbackScope = 0x5C8 # HSCRIPT
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class CPrecipitationVData: # CEntitySubclassVDataBase
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m_szParticlePrecipitationEffect = 0x28 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>>
m_flInnerDistance = 0x108 # float
m_nAttachType = 0x10C # ParticleAttachment_t
m_bBatchSameVolumeType = 0x110 # bool
m_nRTEnvCP = 0x114 # int32_t
m_nRTEnvCPComponent = 0x118 # int32_t
m_szModifier = 0x120 # CUtlString
class CProjectedTextureBase:
m_hTargetEntity = 0xC # CHandle<C_BaseEntity>
m_bState = 0x10 # bool
m_bAlwaysUpdate = 0x11 # bool
m_flLightFOV = 0x14 # float
m_bEnableShadows = 0x18 # bool
m_bSimpleProjection = 0x19 # bool
m_bLightOnlyTarget = 0x1A # bool
m_bLightWorld = 0x1B # bool
m_bCameraSpace = 0x1C # bool
m_flBrightnessScale = 0x20 # float
m_LightColor = 0x24 # Color
m_flIntensity = 0x28 # float
m_flLinearAttenuation = 0x2C # float
m_flQuadraticAttenuation = 0x30 # float
m_bVolumetric = 0x34 # bool
m_flVolumetricIntensity = 0x38 # float
m_flNoiseStrength = 0x3C # float
m_flFlashlightTime = 0x40 # float
m_nNumPlanes = 0x44 # uint32_t
m_flPlaneOffset = 0x48 # float
m_flColorTransitionTime = 0x4C # float
m_flAmbient = 0x50 # float
m_SpotlightTextureName = 0x54 # char[512]
m_nSpotlightTextureFrame = 0x254 # int32_t
m_nShadowQuality = 0x258 # uint32_t
m_flNearZ = 0x25C # float
m_flFarZ = 0x260 # float
m_flProjectionSize = 0x264 # float
m_flRotation = 0x268 # float
m_bFlipHorizontal = 0x26C # bool
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class CRenderComponent: # CEntityComponent
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__m_pChainEntity = 0x10 # CNetworkVarChainer
m_bIsRenderingWithViewModels = 0x50 # bool
m_nSplitscreenFlags = 0x54 # uint32_t
m_bEnableRendering = 0x60 # bool
m_bInterpolationReadyToDraw = 0xB0 # bool
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class CSMatchStats_t: # CSPerRoundStats_t
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m_iEnemy5Ks = 0x68 # int32_t
m_iEnemy4Ks = 0x6C # int32_t
m_iEnemy3Ks = 0x70 # int32_t
class CSPerRoundStats_t:
m_iKills = 0x30 # int32_t
m_iDeaths = 0x34 # int32_t
m_iAssists = 0x38 # int32_t
m_iDamage = 0x3C # int32_t
m_iEquipmentValue = 0x40 # int32_t
m_iMoneySaved = 0x44 # int32_t
m_iKillReward = 0x48 # int32_t
m_iLiveTime = 0x4C # int32_t
m_iHeadShotKills = 0x50 # int32_t
m_iObjective = 0x54 # int32_t
m_iCashEarned = 0x58 # int32_t
m_iUtilityDamage = 0x5C # int32_t
m_iEnemiesFlashed = 0x60 # int32_t
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class CScriptComponent: # CEntityComponent
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m_scriptClassName = 0x30 # CUtlSymbolLarge
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class CServerOnlyModelEntity: # C_BaseModelEntity
class CSkeletonInstance: # CGameSceneNode
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m_modelState = 0x160 # CModelState
m_bIsAnimationEnabled = 0x390 # bool
m_bUseParentRenderBounds = 0x391 # bool
m_bDisableSolidCollisionsForHierarchy = 0x392 # bool
m_bDirtyMotionType = 0x0 # bitfield:1
m_bIsGeneratingLatchedParentSpaceState = 0x0 # bitfield:1
m_materialGroup = 0x394 # CUtlStringToken
m_nHitboxSet = 0x398 # uint8_t
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class CSkyboxReference: # C_BaseEntity
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m_worldGroupId = 0x540 # WorldGroupId_t
m_hSkyCamera = 0x544 # CHandle<C_SkyCamera>
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class CTablet: # C_CSWeaponBase
class CTimeline: # IntervalTimer
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m_flValues = 0x10 # float[64]
m_nValueCounts = 0x110 # int32_t[64]
m_nBucketCount = 0x210 # int32_t
m_flInterval = 0x214 # float
m_flFinalValue = 0x218 # float
m_nCompressionType = 0x21C # TimelineCompression_t
m_bStopped = 0x220 # bool
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class CTripWireFire: # C_BaseCSGrenade
class CTripWireFireProjectile: # C_BaseGrenade
class CWaterSplasher: # C_BaseModelEntity
class CWeaponZoneRepulsor: # C_CSWeaponBaseGun
class C_AK47: # C_CSWeaponBaseGun
class C_AttributeContainer: # CAttributeManager
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m_Item = 0x50 # C_EconItemView
m_iExternalItemProviderRegisteredToken = 0x498 # int32_t
m_ullRegisteredAsItemID = 0x4A0 # uint64_t
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class C_BarnLight: # C_BaseModelEntity
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m_bEnabled = 0xCC0 # bool
m_nColorMode = 0xCC4 # int32_t
m_Color = 0xCC8 # Color
m_flColorTemperature = 0xCCC # float
m_flBrightness = 0xCD0 # float
m_flBrightnessScale = 0xCD4 # float
m_nDirectLight = 0xCD8 # int32_t
m_nBakedShadowIndex = 0xCDC # int32_t
m_nLuminaireShape = 0xCE0 # int32_t
m_flLuminaireSize = 0xCE4 # float
m_flLuminaireAnisotropy = 0xCE8 # float
m_LightStyleString = 0xCF0 # CUtlString
m_flLightStyleStartTime = 0xCF8 # GameTime_t
m_QueuedLightStyleStrings = 0xD00 # C_NetworkUtlVectorBase<CUtlString>
m_LightStyleEvents = 0xD18 # C_NetworkUtlVectorBase<CUtlString>
m_LightStyleTargets = 0xD30 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_StyleEvent = 0xD48 # CEntityIOOutput[4]
m_hLightCookie = 0xDE8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flShape = 0xDF0 # float
m_flSoftX = 0xDF4 # float
m_flSoftY = 0xDF8 # float
m_flSkirt = 0xDFC # float
m_flSkirtNear = 0xE00 # float
m_vSizeParams = 0xE04 # Vector
m_flRange = 0xE10 # float
m_vShear = 0xE14 # Vector
m_nBakeSpecularToCubemaps = 0xE20 # int32_t
m_vBakeSpecularToCubemapsSize = 0xE24 # Vector
m_nCastShadows = 0xE30 # int32_t
m_nShadowMapSize = 0xE34 # int32_t
m_nShadowPriority = 0xE38 # int32_t
m_bContactShadow = 0xE3C # bool
m_nBounceLight = 0xE40 # int32_t
m_flBounceScale = 0xE44 # float
m_flMinRoughness = 0xE48 # float
m_vAlternateColor = 0xE4C # Vector
m_fAlternateColorBrightness = 0xE58 # float
m_nFog = 0xE5C # int32_t
m_flFogStrength = 0xE60 # float
m_nFogShadows = 0xE64 # int32_t
m_flFogScale = 0xE68 # float
m_flFadeSizeStart = 0xE6C # float
m_flFadeSizeEnd = 0xE70 # float
m_flShadowFadeSizeStart = 0xE74 # float
m_flShadowFadeSizeEnd = 0xE78 # float
m_bPrecomputedFieldsValid = 0xE7C # bool
m_vPrecomputedBoundsMins = 0xE80 # Vector
m_vPrecomputedBoundsMaxs = 0xE8C # Vector
m_vPrecomputedOBBOrigin = 0xE98 # Vector
m_vPrecomputedOBBAngles = 0xEA4 # QAngle
m_vPrecomputedOBBExtent = 0xEB0 # Vector
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class C_BaseButton: # C_BaseToggle
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m_glowEntity = 0xCC0 # CHandle<C_BaseModelEntity>
m_usable = 0xCC4 # bool
m_szDisplayText = 0xCC8 # CUtlSymbolLarge
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class C_BaseCSGrenade: # C_CSWeaponBase
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m_bClientPredictDelete = 0x1940 # bool
m_bRedraw = 0x1968 # bool
m_bIsHeldByPlayer = 0x1969 # bool
m_bPinPulled = 0x196A # bool
m_bJumpThrow = 0x196B # bool
m_eThrowStatus = 0x196C # EGrenadeThrowState
m_fThrowTime = 0x1970 # GameTime_t
m_flThrowStrength = 0x1974 # float
m_flThrowStrengthApproach = 0x1978 # float
m_fDropTime = 0x197C # GameTime_t
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class C_BaseCSGrenadeProjectile: # C_BaseGrenade
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m_vInitialVelocity = 0x1068 # Vector
m_nBounces = 0x1074 # int32_t
m_nExplodeEffectIndex = 0x1078 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nExplodeEffectTickBegin = 0x1080 # int32_t
m_vecExplodeEffectOrigin = 0x1084 # Vector
m_flSpawnTime = 0x1090 # GameTime_t
vecLastTrailLinePos = 0x1094 # Vector
flNextTrailLineTime = 0x10A0 # GameTime_t
m_bExplodeEffectBegan = 0x10A4 # bool
m_bCanCreateGrenadeTrail = 0x10A5 # bool
m_nSnapshotTrajectoryEffectIndex = 0x10A8 # ParticleIndex_t
m_hSnapshotTrajectoryParticleSnapshot = 0x10B0 # CStrongHandle<InfoForResourceTypeIParticleSnapshot>
m_arrTrajectoryTrailPoints = 0x10B8 # CUtlVector<Vector>
m_arrTrajectoryTrailPointCreationTimes = 0x10D0 # CUtlVector<float>
m_flTrajectoryTrailEffectCreationTime = 0x10E8 # float
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class C_BaseClientUIEntity: # C_BaseModelEntity
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m_bEnabled = 0xCC8 # bool
m_DialogXMLName = 0xCD0 # CUtlSymbolLarge
m_PanelClassName = 0xCD8 # CUtlSymbolLarge
m_PanelID = 0xCE0 # CUtlSymbolLarge
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class C_BaseCombatCharacter: # C_BaseFlex
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m_hMyWearables = 0x1018 # C_NetworkUtlVectorBase<CHandle<C_EconWearable>>
m_bloodColor = 0x1030 # int32_t
m_leftFootAttachment = 0x1034 # AttachmentHandle_t
m_rightFootAttachment = 0x1035 # AttachmentHandle_t
m_nWaterWakeMode = 0x1038 # C_BaseCombatCharacter::WaterWakeMode_t
m_flWaterWorldZ = 0x103C # float
m_flWaterNextTraceTime = 0x1040 # float
m_flFieldOfView = 0x1044 # float
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class C_BaseDoor: # C_BaseToggle
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m_bIsUsable = 0xCC0 # bool
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class C_BaseEntity: # CEntityInstance
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m_CBodyComponent = 0x30 # CBodyComponent*
m_NetworkTransmitComponent = 0x38 # CNetworkTransmitComponent
m_nLastThinkTick = 0x308 # GameTick_t
m_pGameSceneNode = 0x310 # CGameSceneNode*
m_pRenderComponent = 0x318 # CRenderComponent*
m_pCollision = 0x320 # CCollisionProperty*
m_iMaxHealth = 0x328 # int32_t
m_iHealth = 0x32C # int32_t
m_lifeState = 0x330 # uint8_t
m_bTakesDamage = 0x331 # bool
m_nTakeDamageFlags = 0x334 # TakeDamageFlags_t
m_ubInterpolationFrame = 0x338 # uint8_t
m_hSceneObjectController = 0x33C # CHandle<C_BaseEntity>
m_nNoInterpolationTick = 0x340 # int32_t
m_nVisibilityNoInterpolationTick = 0x344 # int32_t
m_flProxyRandomValue = 0x348 # float
m_iEFlags = 0x34C # int32_t
m_nWaterType = 0x350 # uint8_t
m_bInterpolateEvenWithNoModel = 0x351 # bool
m_bPredictionEligible = 0x352 # bool
m_bApplyLayerMatchIDToModel = 0x353 # bool
m_tokLayerMatchID = 0x354 # CUtlStringToken
m_nSubclassID = 0x358 # CUtlStringToken
m_nSimulationTick = 0x368 # int32_t
m_iCurrentThinkContext = 0x36C # int32_t
m_aThinkFunctions = 0x370 # CUtlVector<thinkfunc_t>
m_flAnimTime = 0x388 # float
m_flSimulationTime = 0x38C # float
m_nSceneObjectOverrideFlags = 0x390 # uint8_t
m_bHasSuccessfullyInterpolated = 0x391 # bool
m_bHasAddedVarsToInterpolation = 0x392 # bool
m_bRenderEvenWhenNotSuccessfullyInterpolated = 0x393 # bool
m_nInterpolationLatchDirtyFlags = 0x394 # int32_t[2]
m_ListEntry = 0x39C # uint16_t[11]
m_flCreateTime = 0x3B4 # GameTime_t
m_flSpeed = 0x3B8 # float
m_EntClientFlags = 0x3BC # uint16_t
m_bClientSideRagdoll = 0x3BE # bool
m_iTeamNum = 0x3BF # uint8_t
m_spawnflags = 0x3C0 # uint32_t
m_nNextThinkTick = 0x3C4 # GameTick_t
m_fFlags = 0x3C8 # uint32_t
m_vecAbsVelocity = 0x3CC # Vector
m_vecVelocity = 0x3D8 # CNetworkVelocityVector
m_vecBaseVelocity = 0x408 # Vector
m_hEffectEntity = 0x414 # CHandle<C_BaseEntity>
m_hOwnerEntity = 0x418 # CHandle<C_BaseEntity>
m_MoveCollide = 0x41C # MoveCollide_t
m_MoveType = 0x41D # MoveType_t
m_flWaterLevel = 0x420 # float
m_fEffects = 0x424 # uint32_t
m_hGroundEntity = 0x428 # CHandle<C_BaseEntity>
m_flFriction = 0x42C # float
m_flElasticity = 0x430 # float
m_flGravityScale = 0x434 # float
m_flTimeScale = 0x438 # float
m_bSimulatedEveryTick = 0x43C # bool
m_bAnimatedEveryTick = 0x43D # bool
m_flNavIgnoreUntilTime = 0x440 # GameTime_t
m_hThink = 0x444 # uint16_t
m_fBBoxVisFlags = 0x450 # uint8_t
m_bPredictable = 0x451 # bool
m_bRenderWithViewModels = 0x452 # bool
m_nSplitUserPlayerPredictionSlot = 0x454 # CSplitScreenSlot
m_nFirstPredictableCommand = 0x458 # int32_t
m_nLastPredictableCommand = 0x45C # int32_t
m_hOldMoveParent = 0x460 # CHandle<C_BaseEntity>
m_Particles = 0x468 # CParticleProperty
m_vecPredictedScriptFloats = 0x490 # CUtlVector<float>
m_vecPredictedScriptFloatIDs = 0x4A8 # CUtlVector<int32_t>
m_nNextScriptVarRecordID = 0x4D8 # int32_t
m_vecAngVelocity = 0x4E8 # QAngle
m_DataChangeEventRef = 0x4F4 # int32_t
m_dependencies = 0x4F8 # CUtlVector<CEntityHandle>
m_nCreationTick = 0x510 # int32_t
m_bAnimTimeChanged = 0x529 # bool
m_bSimulationTimeChanged = 0x52A # bool
m_sUniqueHammerID = 0x538 # CUtlString
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class C_BaseFire: # C_BaseEntity
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m_flScale = 0x540 # float
m_flStartScale = 0x544 # float
m_flScaleTime = 0x548 # float
m_nFlags = 0x54C # uint32_t
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class C_BaseFlex: # CBaseAnimGraph
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m_flexWeight = 0xE90 # C_NetworkUtlVectorBase<float>
m_vLookTargetPosition = 0xEA8 # Vector
m_blinktoggle = 0xEC0 # bool
m_nLastFlexUpdateFrameCount = 0xF20 # int32_t
m_CachedViewTarget = 0xF24 # Vector
m_nNextSceneEventId = 0xF30 # uint32_t
m_iBlink = 0xF34 # int32_t
m_blinktime = 0xF38 # float
m_prevblinktoggle = 0xF3C # bool
m_iJawOpen = 0xF40 # int32_t
m_flJawOpenAmount = 0xF44 # float
m_flBlinkAmount = 0xF48 # float
m_iMouthAttachment = 0xF4C # AttachmentHandle_t
m_iEyeAttachment = 0xF4D # AttachmentHandle_t
m_bResetFlexWeightsOnModelChange = 0xF4E # bool
m_nEyeOcclusionRendererBone = 0xF68 # int32_t
m_mEyeOcclusionRendererCameraToBoneTransform = 0xF6C # matrix3x4_t
m_vEyeOcclusionRendererHalfExtent = 0xF9C # Vector
m_PhonemeClasses = 0xFB8 # C_BaseFlex::Emphasized_Phoneme[3]
class C_BaseFlex_Emphasized_Phoneme:
m_sClassName = 0x0 # CUtlString
m_flAmount = 0x18 # float
m_bRequired = 0x1C # bool
m_bBasechecked = 0x1D # bool
m_bValid = 0x1E # bool
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class C_BaseGrenade: # C_BaseFlex
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m_bHasWarnedAI = 0x1018 # bool
m_bIsSmokeGrenade = 0x1019 # bool
m_bIsLive = 0x101A # bool
m_DmgRadius = 0x101C # float
m_flDetonateTime = 0x1020 # GameTime_t
m_flWarnAITime = 0x1024 # float
m_flDamage = 0x1028 # float
m_iszBounceSound = 0x1030 # CUtlSymbolLarge
m_ExplosionSound = 0x1038 # CUtlString
m_hThrower = 0x1044 # CHandle<C_CSPlayerPawn>
m_flNextAttack = 0x105C # GameTime_t
m_hOriginalThrower = 0x1060 # CHandle<C_CSPlayerPawn>
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class C_BaseModelEntity: # C_BaseEntity
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m_CRenderComponent = 0xA10 # CRenderComponent*
m_CHitboxComponent = 0xA18 # CHitboxComponent
m_bInitModelEffects = 0xA60 # bool
m_bIsStaticProp = 0xA61 # bool
m_nLastAddDecal = 0xA64 # int32_t
m_nDecalsAdded = 0xA68 # int32_t
m_iOldHealth = 0xA6C # int32_t
m_nRenderMode = 0xA70 # RenderMode_t
m_nRenderFX = 0xA71 # RenderFx_t
m_bAllowFadeInView = 0xA72 # bool
m_clrRender = 0xA73 # Color
m_vecRenderAttributes = 0xA78 # C_UtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t>
m_LightGroup = 0xAE0 # CUtlStringToken
m_bRenderToCubemaps = 0xAE4 # bool
m_Collision = 0xAE8 # CCollisionProperty
m_Glow = 0xB98 # CGlowProperty
m_flGlowBackfaceMult = 0xBF0 # float
m_fadeMinDist = 0xBF4 # float
m_fadeMaxDist = 0xBF8 # float
m_flFadeScale = 0xBFC # float
m_flShadowStrength = 0xC00 # float
m_nObjectCulling = 0xC04 # uint8_t
m_nAddDecal = 0xC08 # int32_t
m_vDecalPosition = 0xC0C # Vector
m_vDecalForwardAxis = 0xC18 # Vector
m_flDecalHealBloodRate = 0xC24 # float
m_flDecalHealHeightRate = 0xC28 # float
m_ConfigEntitiesToPropagateMaterialDecalsTo = 0xC30 # C_NetworkUtlVectorBase<CHandle<C_BaseModelEntity>>
m_vecViewOffset = 0xC48 # CNetworkViewOffsetVector
m_pClientAlphaProperty = 0xC78 # CClientAlphaProperty*
m_ClientOverrideTint = 0xC80 # Color
m_bUseClientOverrideTint = 0xC84 # bool
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class C_BasePlayerPawn: # C_BaseCombatCharacter
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m_pWeaponServices = 0x10A8 # CPlayer_WeaponServices*
m_pItemServices = 0x10B0 # CPlayer_ItemServices*
m_pAutoaimServices = 0x10B8 # CPlayer_AutoaimServices*
m_pObserverServices = 0x10C0 # CPlayer_ObserverServices*
m_pWaterServices = 0x10C8 # CPlayer_WaterServices*
m_pUseServices = 0x10D0 # CPlayer_UseServices*
m_pFlashlightServices = 0x10D8 # CPlayer_FlashlightServices*
m_pCameraServices = 0x10E0 # CPlayer_CameraServices*
m_pMovementServices = 0x10E8 # CPlayer_MovementServices*
m_ServerViewAngleChanges = 0x10F8 # C_UtlVectorEmbeddedNetworkVar<ViewAngleServerChange_t>
m_nHighestConsumedServerViewAngleChangeIndex = 0x1148 # uint32_t
v_angle = 0x114C # QAngle
v_anglePrevious = 0x1158 # QAngle
m_iHideHUD = 0x1164 # uint32_t
m_skybox3d = 0x1168 # sky3dparams_t
m_flDeathTime = 0x11F8 # GameTime_t
m_vecPredictionError = 0x11FC # Vector
m_flPredictionErrorTime = 0x1208 # GameTime_t
m_flFOVSensitivityAdjust = 0x120C # float
m_flMouseSensitivity = 0x1210 # float
m_vOldOrigin = 0x1214 # Vector
m_flOldSimulationTime = 0x1220 # float
m_nLastExecutedCommandNumber = 0x1224 # int32_t
m_nLastExecutedCommandTick = 0x1228 # int32_t
m_hController = 0x122C # CHandle<CBasePlayerController>
m_bIsSwappingToPredictableController = 0x1230 # bool
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class C_BasePlayerWeapon: # C_EconEntity
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m_nNextPrimaryAttackTick = 0x1560 # GameTick_t
m_flNextPrimaryAttackTickRatio = 0x1564 # float
m_nNextSecondaryAttackTick = 0x1568 # GameTick_t
m_flNextSecondaryAttackTickRatio = 0x156C # float
m_iClip1 = 0x1570 # int32_t
m_iClip2 = 0x1574 # int32_t
m_pReserveAmmo = 0x1578 # int32_t[2]
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class C_BasePropDoor: # C_DynamicProp
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m_eDoorState = 0x10F8 # DoorState_t
m_modelChanged = 0x10FC # bool
m_bLocked = 0x10FD # bool
m_closedPosition = 0x1100 # Vector
m_closedAngles = 0x110C # QAngle
m_hMaster = 0x1118 # CHandle<C_BasePropDoor>
m_vWhereToSetLightingOrigin = 0x111C # Vector
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class C_BaseToggle: # C_BaseModelEntity
class C_BaseTrigger: # C_BaseToggle
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m_bDisabled = 0xCC0 # bool
m_bClientSidePredicted = 0xCC1 # bool
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class C_BaseViewModel: # CBaseAnimGraph
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m_vecLastFacing = 0xE88 # Vector
m_nViewModelIndex = 0xE94 # uint32_t
m_nAnimationParity = 0xE98 # uint32_t
m_flAnimationStartTime = 0xE9C # float
m_hWeapon = 0xEA0 # CHandle<C_BasePlayerWeapon>
m_sVMName = 0xEA8 # CUtlSymbolLarge
m_sAnimationPrefix = 0xEB0 # CUtlSymbolLarge
m_hWeaponModel = 0xEB8 # CHandle<C_ViewmodelWeapon>
m_iCameraAttachment = 0xEBC # AttachmentHandle_t
m_vecLastCameraAngles = 0xEC0 # QAngle
m_previousElapsedDuration = 0xECC # float
m_previousCycle = 0xED0 # float
m_nOldAnimationParity = 0xED4 # int32_t
m_hOldLayerSequence = 0xED8 # HSequence
m_oldLayer = 0xEDC # int32_t
m_oldLayerStartTime = 0xEE0 # float
m_hControlPanel = 0xEE4 # CHandle<C_BaseEntity>
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class C_Beam: # C_BaseModelEntity
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m_flFrameRate = 0xCC0 # float
m_flHDRColorScale = 0xCC4 # float
m_flFireTime = 0xCC8 # GameTime_t
m_flDamage = 0xCCC # float
m_nNumBeamEnts = 0xCD0 # uint8_t
m_queryHandleHalo = 0xCD4 # int32_t
m_hBaseMaterial = 0xCF8 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nHaloIndex = 0xD00 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nBeamType = 0xD08 # BeamType_t
m_nBeamFlags = 0xD0C # uint32_t
m_hAttachEntity = 0xD10 # CHandle<C_BaseEntity>[10]
m_nAttachIndex = 0xD38 # AttachmentHandle_t[10]
m_fWidth = 0xD44 # float
m_fEndWidth = 0xD48 # float
m_fFadeLength = 0xD4C # float
m_fHaloScale = 0xD50 # float
m_fAmplitude = 0xD54 # float
m_fStartFrame = 0xD58 # float
m_fSpeed = 0xD5C # float
m_flFrame = 0xD60 # float
m_nClipStyle = 0xD64 # BeamClipStyle_t
m_bTurnedOff = 0xD68 # bool
m_vecEndPos = 0xD6C # Vector
m_hEndEntity = 0xD78 # CHandle<C_BaseEntity>
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class C_Breakable: # C_BaseModelEntity
class C_BreakableProp: # CBaseProp
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m_OnBreak = 0xEC8 # CEntityIOOutput
m_OnHealthChanged = 0xEF0 # CEntityOutputTemplate<float>
m_OnTakeDamage = 0xF18 # CEntityIOOutput
m_impactEnergyScale = 0xF40 # float
m_iMinHealthDmg = 0xF44 # int32_t
m_flPressureDelay = 0xF48 # float
m_hBreaker = 0xF4C # CHandle<C_BaseEntity>
m_PerformanceMode = 0xF50 # PerformanceMode_t
m_flDmgModBullet = 0xF54 # float
m_flDmgModClub = 0xF58 # float
m_flDmgModExplosive = 0xF5C # float
m_flDmgModFire = 0xF60 # float
m_iszPhysicsDamageTableName = 0xF68 # CUtlSymbolLarge
m_iszBasePropData = 0xF70 # CUtlSymbolLarge
m_iInteractions = 0xF78 # int32_t
m_flPreventDamageBeforeTime = 0xF7C # GameTime_t
m_bHasBreakPiecesOrCommands = 0xF80 # bool
m_explodeDamage = 0xF84 # float
m_explodeRadius = 0xF88 # float
m_explosionDelay = 0xF90 # float
m_explosionBuildupSound = 0xF98 # CUtlSymbolLarge
m_explosionCustomEffect = 0xFA0 # CUtlSymbolLarge
m_explosionCustomSound = 0xFA8 # CUtlSymbolLarge
m_explosionModifier = 0xFB0 # CUtlSymbolLarge
m_hPhysicsAttacker = 0xFB8 # CHandle<C_BasePlayerPawn>
m_flLastPhysicsInfluenceTime = 0xFBC # GameTime_t
m_flDefaultFadeScale = 0xFC0 # float
m_hLastAttacker = 0xFC4 # CHandle<C_BaseEntity>
m_hFlareEnt = 0xFC8 # CHandle<C_BaseEntity>
m_noGhostCollision = 0xFCC # bool
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class C_BulletHitModel: # CBaseAnimGraph
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m_matLocal = 0xE80 # matrix3x4_t
m_iBoneIndex = 0xEB0 # int32_t
m_hPlayerParent = 0xEB4 # CHandle<C_BaseEntity>
m_bIsHit = 0xEB8 # bool
m_flTimeCreated = 0xEBC # float
m_vecStartPos = 0xEC0 # Vector
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class C_C4: # C_CSWeaponBase
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m_szScreenText = 0x1940 # char[32]
m_bombdroppedlightParticleIndex = 0x1960 # ParticleIndex_t
m_bStartedArming = 0x1964 # bool
m_fArmedTime = 0x1968 # GameTime_t
m_bBombPlacedAnimation = 0x196C # bool
m_bIsPlantingViaUse = 0x196D # bool
m_entitySpottedState = 0x1970 # EntitySpottedState_t
m_nSpotRules = 0x1988 # int32_t
m_bPlayedArmingBeeps = 0x198C # bool[7]
m_bBombPlanted = 0x1993 # bool
m_bDroppedFromDeath = 0x1994 # bool
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class C_CSGOViewModel: # C_PredictedViewModel
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m_bShouldIgnoreOffsetAndAccuracy = 0xF10 # bool
m_nWeaponParity = 0xF14 # uint32_t
m_nOldWeaponParity = 0xF18 # uint32_t
m_nLastKnownAssociatedWeaponEntIndex = 0xF1C # CEntityIndex
m_bNeedToQueueHighResComposite = 0xF20 # bool
m_vLoweredWeaponOffset = 0xF64 # QAngle
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class C_CSGO_CounterTerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera
class C_CSGO_CounterTerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera
class C_CSGO_EndOfMatchCamera: # C_CSGO_TeamPreviewCamera
class C_CSGO_EndOfMatchCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
class C_CSGO_EndOfMatchLineupEnd: # C_CSGO_EndOfMatchLineupEndpoint
class C_CSGO_EndOfMatchLineupEndpoint: # C_BaseEntity
class C_CSGO_EndOfMatchLineupStart: # C_CSGO_EndOfMatchLineupEndpoint
class C_CSGO_MapPreviewCameraPath: # C_BaseEntity
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m_flZFar = 0x540 # float
m_flZNear = 0x544 # float
m_bLoop = 0x548 # bool
m_bVerticalFOV = 0x549 # bool
m_bConstantSpeed = 0x54A # bool
m_flDuration = 0x54C # float
m_flPathLength = 0x590 # float
m_flPathDuration = 0x594 # float
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class C_CSGO_MapPreviewCameraPathNode: # C_BaseEntity
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m_szParentPathUniqueID = 0x540 # CUtlSymbolLarge
m_nPathIndex = 0x548 # int32_t
m_vInTangentLocal = 0x54C # Vector
m_vOutTangentLocal = 0x558 # Vector
m_flFOV = 0x564 # float
m_flSpeed = 0x568 # float
m_flEaseIn = 0x56C # float
m_flEaseOut = 0x570 # float
m_vInTangentWorld = 0x574 # Vector
m_vOutTangentWorld = 0x580 # Vector
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class C_CSGO_PreviewModel: # C_BaseFlex
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m_animgraph = 0x1018 # CUtlString
m_animgraphCharacterModeString = 0x1020 # CUtlString
m_defaultAnim = 0x1028 # CUtlString
m_nDefaultAnimLoopMode = 0x1030 # AnimLoopMode_t
m_flInitialModelScale = 0x1034 # float
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class C_CSGO_PreviewModelAlias_csgo_item_previewmodel: # C_CSGO_PreviewModel
class C_CSGO_PreviewPlayer: # C_CSPlayerPawn
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m_animgraph = 0x22C0 # CUtlString
m_animgraphCharacterModeString = 0x22C8 # CUtlString
m_flInitialModelScale = 0x22D0 # float
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class C_CSGO_PreviewPlayerAlias_csgo_player_previewmodel: # C_CSGO_PreviewPlayer
class C_CSGO_TeamIntroCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
class C_CSGO_TeamIntroCounterTerroristPosition: # C_CSGO_TeamIntroCharacterPosition
class C_CSGO_TeamIntroTerroristPosition: # C_CSGO_TeamIntroCharacterPosition
class C_CSGO_TeamPreviewCamera: # C_CSGO_MapPreviewCameraPath
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m_nVariant = 0x5A0 # int32_t
m_bDofEnabled = 0x5A4 # bool
m_flDofNearBlurry = 0x5A8 # float
m_flDofNearCrisp = 0x5AC # float
m_flDofFarCrisp = 0x5B0 # float
m_flDofFarBlurry = 0x5B4 # float
m_flDofTiltToGround = 0x5B8 # float
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class C_CSGO_TeamPreviewCharacterPosition: # C_BaseEntity
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m_nVariant = 0x540 # int32_t
m_nRandom = 0x544 # int32_t
m_nOrdinal = 0x548 # int32_t
m_sWeaponName = 0x550 # CUtlString
m_xuid = 0x558 # uint64_t
m_agentItem = 0x560 # C_EconItemView
m_glovesItem = 0x9A8 # C_EconItemView
m_weaponItem = 0xDF0 # C_EconItemView
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class C_CSGO_TeamPreviewModel: # C_CSGO_PreviewPlayer
class C_CSGO_TeamSelectCamera: # C_CSGO_TeamPreviewCamera
class C_CSGO_TeamSelectCharacterPosition: # C_CSGO_TeamPreviewCharacterPosition
class C_CSGO_TeamSelectCounterTerroristPosition: # C_CSGO_TeamSelectCharacterPosition
class C_CSGO_TeamSelectTerroristPosition: # C_CSGO_TeamSelectCharacterPosition
class C_CSGO_TerroristTeamIntroCamera: # C_CSGO_TeamPreviewCamera
class C_CSGO_TerroristWingmanIntroCamera: # C_CSGO_TeamPreviewCamera
class C_CSGameRules: # C_TeamplayRules
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__m_pChainEntity = 0x8 # CNetworkVarChainer
m_bFreezePeriod = 0x30 # bool
m_bWarmupPeriod = 0x31 # bool
m_fWarmupPeriodEnd = 0x34 # GameTime_t
m_fWarmupPeriodStart = 0x38 # GameTime_t
m_nTotalPausedTicks = 0x3C # int32_t
m_nPauseStartTick = 0x40 # int32_t
m_bServerPaused = 0x44 # bool
m_bGamePaused = 0x45 # bool
m_bTerroristTimeOutActive = 0x46 # bool
m_bCTTimeOutActive = 0x47 # bool
m_flTerroristTimeOutRemaining = 0x48 # float
m_flCTTimeOutRemaining = 0x4C # float
m_nTerroristTimeOuts = 0x50 # int32_t
m_nCTTimeOuts = 0x54 # int32_t
m_bTechnicalTimeOut = 0x58 # bool
m_bMatchWaitingForResume = 0x59 # bool
m_iRoundTime = 0x5C # int32_t
m_fMatchStartTime = 0x60 # float
m_fRoundStartTime = 0x64 # GameTime_t
m_flRestartRoundTime = 0x68 # GameTime_t
m_bGameRestart = 0x6C # bool
m_flGameStartTime = 0x70 # float
m_timeUntilNextPhaseStarts = 0x74 # float
m_gamePhase = 0x78 # int32_t
m_totalRoundsPlayed = 0x7C # int32_t
m_nRoundsPlayedThisPhase = 0x80 # int32_t
m_nOvertimePlaying = 0x84 # int32_t
m_iHostagesRemaining = 0x88 # int32_t
m_bAnyHostageReached = 0x8C # bool
m_bMapHasBombTarget = 0x8D # bool
m_bMapHasRescueZone = 0x8E # bool
m_bMapHasBuyZone = 0x8F # bool
m_bIsQueuedMatchmaking = 0x90 # bool
m_nQueuedMatchmakingMode = 0x94 # int32_t
m_bIsValveDS = 0x98 # bool
m_bLogoMap = 0x99 # bool
m_bPlayAllStepSoundsOnServer = 0x9A # bool
m_iSpectatorSlotCount = 0x9C # int32_t
m_MatchDevice = 0xA0 # int32_t
m_bHasMatchStarted = 0xA4 # bool
m_nNextMapInMapgroup = 0xA8 # int32_t
m_szTournamentEventName = 0xAC # char[512]
m_szTournamentEventStage = 0x2AC # char[512]
m_szMatchStatTxt = 0x4AC # char[512]
m_szTournamentPredictionsTxt = 0x6AC # char[512]
m_nTournamentPredictionsPct = 0x8AC # int32_t
m_flCMMItemDropRevealStartTime = 0x8B0 # GameTime_t
m_flCMMItemDropRevealEndTime = 0x8B4 # GameTime_t
m_bIsDroppingItems = 0x8B8 # bool
m_bIsQuestEligible = 0x8B9 # bool
m_bIsHltvActive = 0x8BA # bool
m_nGuardianModeWaveNumber = 0x8BC # int32_t
m_nGuardianModeSpecialKillsRemaining = 0x8C0 # int32_t
m_nGuardianModeSpecialWeaponNeeded = 0x8C4 # int32_t
m_nGuardianGrenadesToGiveBots = 0x8C8 # int32_t
m_nNumHeaviesToSpawn = 0x8CC # int32_t
m_numGlobalGiftsGiven = 0x8D0 # uint32_t
m_numGlobalGifters = 0x8D4 # uint32_t
m_numGlobalGiftsPeriodSeconds = 0x8D8 # uint32_t
m_arrFeaturedGiftersAccounts = 0x8DC # uint32_t[4]
m_arrFeaturedGiftersGifts = 0x8EC # uint32_t[4]
m_arrProhibitedItemIndices = 0x8FC # uint16_t[100]
m_arrTournamentActiveCasterAccounts = 0x9C4 # uint32_t[4]
m_numBestOfMaps = 0x9D4 # int32_t
m_nHalloweenMaskListSeed = 0x9D8 # int32_t
m_bBombDropped = 0x9DC # bool
m_bBombPlanted = 0x9DD # bool
m_iRoundWinStatus = 0x9E0 # int32_t
m_eRoundWinReason = 0x9E4 # int32_t
m_bTCantBuy = 0x9E8 # bool
m_bCTCantBuy = 0x9E9 # bool
m_flGuardianBuyUntilTime = 0x9EC # GameTime_t
m_iMatchStats_RoundResults = 0x9F0 # int32_t[30]
m_iMatchStats_PlayersAlive_CT = 0xA68 # int32_t[30]
m_iMatchStats_PlayersAlive_T = 0xAE0 # int32_t[30]
m_TeamRespawnWaveTimes = 0xB58 # float[32]
m_flNextRespawnWave = 0xBD8 # GameTime_t[32]
m_nServerQuestID = 0xC58 # int32_t
m_vMinimapMins = 0xC5C # Vector
m_vMinimapMaxs = 0xC68 # Vector
m_MinimapVerticalSectionHeights = 0xC74 # float[8]
m_bDontIncrementCoopWave = 0xC94 # bool
m_bSpawnedTerrorHuntHeavy = 0xC95 # bool
m_nEndMatchMapGroupVoteTypes = 0xC98 # int32_t[10]
m_nEndMatchMapGroupVoteOptions = 0xCC0 # int32_t[10]
m_nEndMatchMapVoteWinner = 0xCE8 # int32_t
m_iNumConsecutiveCTLoses = 0xCEC # int32_t
m_iNumConsecutiveTerroristLoses = 0xCF0 # int32_t
m_bMarkClientStopRecordAtRoundEnd = 0xD10 # bool
m_bMatchAbortedDueToPlayerBan = 0xD68 # bool
m_bHasTriggeredRoundStartMusic = 0xD69 # bool
m_bHasTriggeredCoopSpawnReset = 0xD6A # bool
m_bSwitchingTeamsAtRoundReset = 0xD6B # bool
m_pGameModeRules = 0xD88 # CCSGameModeRules*
m_RetakeRules = 0xD90 # C_RetakeGameRules
m_nMatchEndCount = 0xEA8 # uint8_t
m_nTTeamIntroVariant = 0xEAC # int32_t
m_nCTTeamIntroVariant = 0xEB0 # int32_t
m_bTeamIntroPeriod = 0xEB4 # bool
m_flLastPerfSampleTime = 0x4EC0 # double
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class C_CSGameRulesProxy: # C_GameRulesProxy
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m_pGameRules = 0x540 # C_CSGameRules*
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class C_CSMinimapBoundary: # C_BaseEntity
class C_CSObserverPawn: # C_CSPlayerPawnBase
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m_hDetectParentChange = 0x1698 # CEntityHandle
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class C_CSPlayerPawn: # C_CSPlayerPawnBase
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m_pBulletServices = 0x1698 # CCSPlayer_BulletServices*
m_pHostageServices = 0x16A0 # CCSPlayer_HostageServices*
m_pBuyServices = 0x16A8 # CCSPlayer_BuyServices*
m_pGlowServices = 0x16B0 # CCSPlayer_GlowServices*
m_pActionTrackingServices = 0x16B8 # CCSPlayer_ActionTrackingServices*
m_flHealthShotBoostExpirationTime = 0x16C0 # GameTime_t
m_flLastFiredWeaponTime = 0x16C4 # GameTime_t
m_bHasFemaleVoice = 0x16C8 # bool
m_flLandseconds = 0x16CC # float
m_flOldFallVelocity = 0x16D0 # float
m_szLastPlaceName = 0x16D4 # char[18]
m_bPrevDefuser = 0x16E6 # bool
m_bPrevHelmet = 0x16E7 # bool
m_nPrevArmorVal = 0x16E8 # int32_t
m_nPrevGrenadeAmmoCount = 0x16EC # int32_t
m_unPreviousWeaponHash = 0x16F0 # uint32_t
m_unWeaponHash = 0x16F4 # uint32_t
m_bInBuyZone = 0x16F8 # bool
m_bPreviouslyInBuyZone = 0x16F9 # bool
m_aimPunchAngle = 0x16FC # QAngle
m_aimPunchAngleVel = 0x1708 # QAngle
m_aimPunchTickBase = 0x1714 # int32_t
m_aimPunchTickFraction = 0x1718 # float
m_aimPunchCache = 0x1720 # CUtlVector<QAngle>
m_bInLanding = 0x1740 # bool
m_flLandingTime = 0x1744 # float
m_bInHostageRescueZone = 0x1748 # bool
m_bInBombZone = 0x1749 # bool
m_bIsBuyMenuOpen = 0x174A # bool
m_flTimeOfLastInjury = 0x174C # GameTime_t
m_flNextSprayDecalTime = 0x1750 # GameTime_t
m_iRetakesOffering = 0x1868 # int32_t
m_iRetakesOfferingCard = 0x186C # int32_t
m_bRetakesHasDefuseKit = 0x1870 # bool
m_bRetakesMVPLastRound = 0x1871 # bool
m_iRetakesMVPBoostItem = 0x1874 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1878 # loadout_slot_t
m_bNeedToReApplyGloves = 0x1898 # bool
m_EconGloves = 0x18A0 # C_EconItemView
m_bMustSyncRagdollState = 0x1CE8 # bool
m_nRagdollDamageBone = 0x1CEC # int32_t
m_vRagdollDamageForce = 0x1CF0 # Vector
m_vRagdollDamagePosition = 0x1CFC # Vector
m_szRagdollDamageWeaponName = 0x1D08 # char[64]
m_bRagdollDamageHeadshot = 0x1D48 # bool
m_bLastHeadBoneTransformIsValid = 0x2288 # bool
m_lastLandTime = 0x228C # GameTime_t
m_bOnGroundLastTick = 0x2290 # bool
m_qDeathEyeAngles = 0x22AC # QAngle
m_bSkipOneHeadConstraintUpdate = 0x22B8 # bool
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class C_CSPlayerPawnBase: # C_BasePlayerPawn
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m_pPingServices = 0x1250 # CCSPlayer_PingServices*
m_pViewModelServices = 0x1258 # CPlayer_ViewModelServices*
m_fRenderingClipPlane = 0x1260 # float[4]
m_nLastClipPlaneSetupFrame = 0x1270 # int32_t
m_vecLastClipCameraPos = 0x1274 # Vector
m_vecLastClipCameraForward = 0x1280 # Vector
m_bClipHitStaticWorld = 0x128C # bool
m_bCachedPlaneIsValid = 0x128D # bool
m_pClippingWeapon = 0x1290 # C_CSWeaponBase*
m_previousPlayerState = 0x1298 # CSPlayerState
m_flLastCollisionCeiling = 0x129C # float
m_flLastCollisionCeilingChangeTime = 0x12A0 # float
m_grenadeParameterStashTime = 0x12C0 # GameTime_t
m_bGrenadeParametersStashed = 0x12C4 # bool
m_angStashedShootAngles = 0x12C8 # QAngle
m_vecStashedGrenadeThrowPosition = 0x12D4 # Vector
m_vecStashedVelocity = 0x12E0 # Vector
m_angShootAngleHistory = 0x12EC # QAngle[2]
m_vecThrowPositionHistory = 0x1304 # Vector[2]
m_vecVelocityHistory = 0x131C # Vector[2]
m_thirdPersonHeading = 0x1338 # QAngle
m_flSlopeDropOffset = 0x1350 # float
m_flSlopeDropHeight = 0x1360 # float
m_vHeadConstraintOffset = 0x1370 # Vector
m_bIsScoped = 0x1388 # bool
m_bIsWalking = 0x1389 # bool
m_bResumeZoom = 0x138A # bool
m_iPlayerState = 0x138C # CSPlayerState
m_bIsDefusing = 0x1390 # bool
m_bIsGrabbingHostage = 0x1391 # bool
m_iBlockingUseActionInProgress = 0x1394 # CSPlayerBlockingUseAction_t
m_bIsRescuing = 0x1398 # bool
m_fImmuneToGunGameDamageTime = 0x139C # GameTime_t
m_fImmuneToGunGameDamageTimeLast = 0x13A0 # GameTime_t
m_bGunGameImmunity = 0x13A4 # bool
m_bHasMovedSinceSpawn = 0x13A5 # bool
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m_fMolotovUseTime = 0x13A8 # float
m_fMolotovDamageTime = 0x13AC # float
m_nWhichBombZone = 0x13B0 # int32_t
m_bInNoDefuseArea = 0x13B4 # bool
m_iThrowGrenadeCounter = 0x13B8 # int32_t
m_bWaitForNoAttack = 0x13BC # bool
m_flGuardianTooFarDistFrac = 0x13C0 # float
m_flDetectedByEnemySensorTime = 0x13C4 # GameTime_t
m_flNextGuardianTooFarWarning = 0x13C8 # float
m_bSuppressGuardianTooFarWarningAudio = 0x13CC # bool
m_bKilledByTaser = 0x13CD # bool
m_iMoveState = 0x13D0 # int32_t
m_bCanMoveDuringFreezePeriod = 0x13D4 # bool
m_flLowerBodyYawTarget = 0x13D8 # float
m_bStrafing = 0x13DC # bool
m_flLastSpawnTimeIndex = 0x13E0 # GameTime_t
m_flEmitSoundTime = 0x13E4 # GameTime_t
m_iAddonBits = 0x13E8 # int32_t
m_iPrimaryAddon = 0x13EC # int32_t
m_iSecondaryAddon = 0x13F0 # int32_t
m_iProgressBarDuration = 0x13F4 # int32_t
m_flProgressBarStartTime = 0x13F8 # float
m_iDirection = 0x13FC # int32_t
m_iShotsFired = 0x1400 # int32_t
m_bNightVisionOn = 0x1404 # bool
m_bHasNightVision = 0x1405 # bool
m_flVelocityModifier = 0x1408 # float
m_flHitHeading = 0x140C # float
m_nHitBodyPart = 0x1410 # int32_t
m_iStartAccount = 0x1414 # int32_t
m_vecIntroStartEyePosition = 0x1418 # Vector
m_vecIntroStartPlayerForward = 0x1424 # Vector
m_flClientDeathTime = 0x1430 # GameTime_t
m_flNightVisionAlpha = 0x1434 # float
m_bScreenTearFrameCaptured = 0x1438 # bool
m_flFlashBangTime = 0x143C # float
m_flFlashScreenshotAlpha = 0x1440 # float
m_flFlashOverlayAlpha = 0x1444 # float
m_bFlashBuildUp = 0x1448 # bool
m_bFlashDspHasBeenCleared = 0x1449 # bool
m_bFlashScreenshotHasBeenGrabbed = 0x144A # bool
m_flFlashMaxAlpha = 0x144C # float
m_flFlashDuration = 0x1450 # float
m_lastStandingPos = 0x1454 # Vector
m_vecLastMuzzleFlashPos = 0x1460 # Vector
m_angLastMuzzleFlashAngle = 0x146C # QAngle
m_hMuzzleFlashShape = 0x1478 # CHandle<C_BaseEntity>
m_iHealthBarRenderMaskIndex = 0x147C # int32_t
m_flHealthFadeValue = 0x1480 # float
m_flHealthFadeAlpha = 0x1484 # float
m_nMyCollisionGroup = 0x1488 # int32_t
m_ignoreLadderJumpTime = 0x148C # float
m_ladderSurpressionTimer = 0x1490 # CountdownTimer
m_lastLadderNormal = 0x14A8 # Vector
m_lastLadderPos = 0x14B4 # Vector
m_flDeathCCWeight = 0x14C8 # float
m_bOldIsScoped = 0x14CC # bool
m_flPrevRoundEndTime = 0x14D0 # float
m_flPrevMatchEndTime = 0x14D4 # float
m_unCurrentEquipmentValue = 0x14D8 # uint16_t
m_unRoundStartEquipmentValue = 0x14DA # uint16_t
m_unFreezetimeEndEquipmentValue = 0x14DC # uint16_t
m_vecThirdPersonViewPositionOverride = 0x14E0 # Vector
m_nHeavyAssaultSuitCooldownRemaining = 0x14EC # int32_t
m_ArmorValue = 0x14F0 # int32_t
m_angEyeAngles = 0x14F8 # QAngle
m_fNextThinkPushAway = 0x1510 # float
m_bShouldAutobuyDMWeapons = 0x1514 # bool
m_bShouldAutobuyNow = 0x1515 # bool
m_bHud_MiniScoreHidden = 0x1516 # bool
m_bHud_RadarHidden = 0x1517 # bool
m_nLastKillerIndex = 0x1518 # CEntityIndex
m_nLastConcurrentKilled = 0x151C # int32_t
m_nDeathCamMusic = 0x1520 # int32_t
m_iIDEntIndex = 0x1524 # CEntityIndex
m_delayTargetIDTimer = 0x1528 # CountdownTimer
m_iTargetedWeaponEntIndex = 0x1540 # CEntityIndex
m_iOldIDEntIndex = 0x1544 # CEntityIndex
m_holdTargetIDTimer = 0x1548 # CountdownTimer
m_flCurrentMusicStartTime = 0x1564 # float
m_flMusicRoundStartTime = 0x1568 # float
m_bDeferStartMusicOnWarmup = 0x156C # bool
m_cycleLatch = 0x1570 # int32_t
m_serverIntendedCycle = 0x1574 # float
m_vecPlayerPatchEconIndices = 0x1578 # uint32_t[5]
m_bHideTargetID = 0x1594 # bool
m_nextTaserShakeTime = 0x1598 # float
m_firstTaserShakeTime = 0x159C # float
m_flLastSmokeOverlayAlpha = 0x15A0 # float
m_vLastSmokeOverlayColor = 0x15A4 # Vector
m_nPlayerSmokedFx = 0x15B0 # ParticleIndex_t
m_flNextMagDropTime = 0x15B4 # float
m_nLastMagDropAttachmentIndex = 0x15B8 # int32_t
m_vecBulletHitModels = 0x15C0 # CUtlVector<C_BulletHitModel*>
m_vecPickupModelSlerpers = 0x15D8 # CUtlVector<C_PickUpModelSlerper*>
m_vecLastAliveLocalVelocity = 0x15F0 # Vector
m_entitySpottedState = 0x1618 # EntitySpottedState_t
m_nSurvivalTeamNumber = 0x1630 # int32_t
m_bGuardianShouldSprayCustomXMark = 0x1634 # bool
m_bHasDeathInfo = 0x1635 # bool
m_flDeathInfoTime = 0x1638 # float
m_vecDeathInfoOrigin = 0x163C # Vector
m_bKilledByHeadshot = 0x1648 # bool
m_hOriginalController = 0x164C # CHandle<CCSPlayerController>
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class C_CSPlayerResource: # C_BaseEntity
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m_bHostageAlive = 0x540 # bool[12]
m_isHostageFollowingSomeone = 0x54C # bool[12]
m_iHostageEntityIDs = 0x558 # CEntityIndex[12]
m_bombsiteCenterA = 0x588 # Vector
m_bombsiteCenterB = 0x594 # Vector
m_hostageRescueX = 0x5A0 # int32_t[4]
m_hostageRescueY = 0x5B0 # int32_t[4]
m_hostageRescueZ = 0x5C0 # int32_t[4]
m_bEndMatchNextMapAllVoted = 0x5D0 # bool
m_foundGoalPositions = 0x5D1 # bool
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class C_CSTeam: # C_Team
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m_szTeamMatchStat = 0x5F8 # char[512]
m_numMapVictories = 0x7F8 # int32_t
m_bSurrendered = 0x7FC # bool
m_scoreFirstHalf = 0x800 # int32_t
m_scoreSecondHalf = 0x804 # int32_t
m_scoreOvertime = 0x808 # int32_t
m_szClanTeamname = 0x80C # char[129]
m_iClanID = 0x890 # uint32_t
m_szTeamFlagImage = 0x894 # char[8]
m_szTeamLogoImage = 0x89C # char[8]
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class C_CSWeaponBase: # C_BasePlayerWeapon
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m_flFireSequenceStartTime = 0x15D0 # float
m_nFireSequenceStartTimeChange = 0x15D4 # int32_t
m_nFireSequenceStartTimeAck = 0x15D8 # int32_t
m_bPlayerFireEventIsPrimary = 0x15DC # bool
m_seqIdle = 0x15E0 # HSequence
m_seqFirePrimary = 0x15E4 # HSequence
m_seqFireSecondary = 0x15E8 # HSequence
m_ClientPreviousWeaponState = 0x1600 # CSWeaponState_t
m_iState = 0x1604 # CSWeaponState_t
m_flCrosshairDistance = 0x1608 # float
m_iAmmoLastCheck = 0x160C # int32_t
m_iAlpha = 0x1610 # int32_t
m_iScopeTextureID = 0x1614 # int32_t
m_iCrosshairTextureID = 0x1618 # int32_t
m_flGunAccuracyPosition = 0x161C # float
m_nViewModelIndex = 0x1620 # uint32_t
m_bReloadsWithClips = 0x1624 # bool
m_flTimeWeaponIdle = 0x1628 # GameTime_t
m_bFireOnEmpty = 0x162C # bool
m_OnPlayerPickup = 0x1630 # CEntityIOOutput
m_weaponMode = 0x1658 # CSWeaponMode
m_flTurningInaccuracyDelta = 0x165C # float
m_vecTurningInaccuracyEyeDirLast = 0x1660 # Vector
m_flTurningInaccuracy = 0x166C # float
m_fAccuracyPenalty = 0x1670 # float
m_flLastAccuracyUpdateTime = 0x1674 # GameTime_t
m_fAccuracySmoothedForZoom = 0x1678 # float
m_fScopeZoomEndTime = 0x167C # GameTime_t
m_iRecoilIndex = 0x1680 # int32_t
m_flRecoilIndex = 0x1684 # float
m_bBurstMode = 0x1688 # bool
m_flPostponeFireReadyTime = 0x168C # GameTime_t
m_bInReload = 0x1690 # bool
m_bReloadVisuallyComplete = 0x1691 # bool
m_flDroppedAtTime = 0x1694 # GameTime_t
m_bIsHauledBack = 0x1698 # bool
m_bSilencerOn = 0x1699 # bool
m_flTimeSilencerSwitchComplete = 0x169C # GameTime_t
m_iOriginalTeamNumber = 0x16A0 # int32_t
m_flNextAttackRenderTimeOffset = 0x16A4 # float
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m_bVisualsDataSet = 0x1728 # bool
m_bOldFirstPersonSpectatedState = 0x1729 # bool
m_hOurPing = 0x172C # CHandle<C_BaseEntity>
m_nOurPingIndex = 0x1730 # CEntityIndex
m_vecOurPingPos = 0x1734 # Vector
m_bGlowForPing = 0x1740 # bool
m_bUIWeapon = 0x1741 # bool
m_hPrevOwner = 0x1750 # CHandle<C_CSPlayerPawn>
m_nDropTick = 0x1754 # GameTick_t
m_donated = 0x1774 # bool
m_fLastShotTime = 0x1778 # GameTime_t
m_bWasOwnedByCT = 0x177C # bool
m_bWasOwnedByTerrorist = 0x177D # bool
m_gunHeat = 0x1780 # float
m_smokeAttachments = 0x1784 # uint32_t
m_lastSmokeTime = 0x1788 # GameTime_t
m_flLastClientFireBulletTime = 0x178C # float
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m_IronSightController = 0x1840 # C_IronSightController
m_iIronSightMode = 0x18F0 # int32_t
m_flLastLOSTraceFailureTime = 0x1900 # GameTime_t
m_iNumEmptyAttacks = 0x1904 # int32_t
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class C_CSWeaponBaseGun: # C_CSWeaponBase
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m_zoomLevel = 0x1940 # int32_t
m_iBurstShotsRemaining = 0x1944 # int32_t
m_iSilencerBodygroup = 0x1948 # int32_t
m_silencedModelIndex = 0x1958 # int32_t
m_inPrecache = 0x195C # bool
m_bNeedsBoltAction = 0x195D # bool
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class C_Chicken: # C_DynamicProp
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m_hHolidayHatAddon = 0x10F0 # CHandle<CBaseAnimGraph>
m_jumpedThisFrame = 0x10F4 # bool
m_leader = 0x10F8 # CHandle<C_CSPlayerPawnBase>
m_AttributeManager = 0x1100 # C_AttributeContainer
m_OriginalOwnerXuidLow = 0x15A8 # uint32_t
m_OriginalOwnerXuidHigh = 0x15AC # uint32_t
m_bAttributesInitialized = 0x15B0 # bool
m_hWaterWakeParticles = 0x15B4 # ParticleIndex_t
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class C_ClientRagdoll: # CBaseAnimGraph
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m_bFadeOut = 0xE80 # bool
m_bImportant = 0xE81 # bool
m_flEffectTime = 0xE84 # GameTime_t
m_gibDespawnTime = 0xE88 # GameTime_t
m_iCurrentFriction = 0xE8C # int32_t
m_iMinFriction = 0xE90 # int32_t
m_iMaxFriction = 0xE94 # int32_t
m_iFrictionAnimState = 0xE98 # int32_t
m_bReleaseRagdoll = 0xE9C # bool
m_iEyeAttachment = 0xE9D # AttachmentHandle_t
m_bFadingOut = 0xE9E # bool
m_flScaleEnd = 0xEA0 # float[10]
m_flScaleTimeStart = 0xEC8 # GameTime_t[10]
m_flScaleTimeEnd = 0xEF0 # GameTime_t[10]
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class C_ColorCorrection: # C_BaseEntity
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m_vecOrigin = 0x540 # Vector
m_MinFalloff = 0x54C # float
m_MaxFalloff = 0x550 # float
m_flFadeInDuration = 0x554 # float
m_flFadeOutDuration = 0x558 # float
m_flMaxWeight = 0x55C # float
m_flCurWeight = 0x560 # float
m_netlookupFilename = 0x564 # char[512]
m_bEnabled = 0x764 # bool
m_bMaster = 0x765 # bool
m_bClientSide = 0x766 # bool
m_bExclusive = 0x767 # bool
m_bEnabledOnClient = 0x768 # bool[1]
m_flCurWeightOnClient = 0x76C # float[1]
m_bFadingIn = 0x770 # bool[1]
m_flFadeStartWeight = 0x774 # float[1]
m_flFadeStartTime = 0x778 # float[1]
m_flFadeDuration = 0x77C # float[1]
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class C_ColorCorrectionVolume: # C_BaseTrigger
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m_LastEnterWeight = 0xCC8 # float
m_LastEnterTime = 0xCCC # float
m_LastExitWeight = 0xCD0 # float
m_LastExitTime = 0xCD4 # float
m_bEnabled = 0xCD8 # bool
m_MaxWeight = 0xCDC # float
m_FadeDuration = 0xCE0 # float
m_Weight = 0xCE4 # float
m_lookupFilename = 0xCE8 # char[512]
class C_CommandContext:
needsprocessing = 0x0 # bool
command_number = 0x78 # int32_t
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class C_CsmFovOverride: # C_BaseEntity
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m_cameraName = 0x540 # CUtlString
m_flCsmFovOverrideValue = 0x548 # float
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class C_DEagle: # C_CSWeaponBaseGun
class C_DecoyGrenade: # C_BaseCSGrenade
class C_DecoyProjectile: # C_BaseCSGrenadeProjectile
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m_flTimeParticleEffectSpawn = 0x1110 # GameTime_t
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class C_DynamicLight: # C_BaseModelEntity
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m_Flags = 0xCC0 # uint8_t
m_LightStyle = 0xCC1 # uint8_t
m_Radius = 0xCC4 # float
m_Exponent = 0xCC8 # int32_t
m_InnerAngle = 0xCCC # float
m_OuterAngle = 0xCD0 # float
m_SpotRadius = 0xCD4 # float
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class C_DynamicProp: # C_BreakableProp
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m_bUseHitboxesForRenderBox = 0xFD0 # bool
m_bUseAnimGraph = 0xFD1 # bool
m_pOutputAnimBegun = 0xFD8 # CEntityIOOutput
m_pOutputAnimOver = 0x1000 # CEntityIOOutput
m_pOutputAnimLoopCycleOver = 0x1028 # CEntityIOOutput
m_OnAnimReachedStart = 0x1050 # CEntityIOOutput
m_OnAnimReachedEnd = 0x1078 # CEntityIOOutput
m_iszDefaultAnim = 0x10A0 # CUtlSymbolLarge
m_nDefaultAnimLoopMode = 0x10A8 # AnimLoopMode_t
m_bAnimateOnServer = 0x10AC # bool
m_bRandomizeCycle = 0x10AD # bool
m_bStartDisabled = 0x10AE # bool
m_bScriptedMovement = 0x10AF # bool
m_bFiredStartEndOutput = 0x10B0 # bool
m_bForceNpcExclude = 0x10B1 # bool
m_bCreateNonSolid = 0x10B2 # bool
m_bIsOverrideProp = 0x10B3 # bool
m_iInitialGlowState = 0x10B4 # int32_t
m_nGlowRange = 0x10B8 # int32_t
m_nGlowRangeMin = 0x10BC # int32_t
m_glowColor = 0x10C0 # Color
m_nGlowTeam = 0x10C4 # int32_t
m_iCachedFrameCount = 0x10C8 # int32_t
m_vecCachedRenderMins = 0x10CC # Vector
m_vecCachedRenderMaxs = 0x10D8 # Vector
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class C_DynamicPropAlias_cable_dynamic: # C_DynamicProp
class C_DynamicPropAlias_dynamic_prop: # C_DynamicProp
class C_DynamicPropAlias_prop_dynamic_override: # C_DynamicProp
class C_EconEntity: # C_BaseFlex
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m_flFlexDelayTime = 0x1028 # float
m_flFlexDelayedWeight = 0x1030 # float*
m_bAttributesInitialized = 0x1038 # bool
m_AttributeManager = 0x1040 # C_AttributeContainer
m_OriginalOwnerXuidLow = 0x14E8 # uint32_t
m_OriginalOwnerXuidHigh = 0x14EC # uint32_t
m_nFallbackPaintKit = 0x14F0 # int32_t
m_nFallbackSeed = 0x14F4 # int32_t
m_flFallbackWear = 0x14F8 # float
m_nFallbackStatTrak = 0x14FC # int32_t
m_bClientside = 0x1500 # bool
m_bParticleSystemsCreated = 0x1501 # bool
m_vecAttachedParticles = 0x1508 # CUtlVector<int32_t>
m_hViewmodelAttachment = 0x1520 # CHandle<CBaseAnimGraph>
m_iOldTeam = 0x1524 # int32_t
m_bAttachmentDirty = 0x1528 # bool
m_nUnloadedModelIndex = 0x152C # int32_t
m_iNumOwnerValidationRetries = 0x1530 # int32_t
m_hOldProvidee = 0x1540 # CHandle<C_BaseEntity>
m_vecAttachedModels = 0x1548 # CUtlVector<C_EconEntity::AttachedModelData_t>
class C_EconEntity_AttachedModelData_t:
m_iModelDisplayFlags = 0x0 # int32_t
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class C_EconItemView: # IEconItemInterface
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m_bInventoryImageRgbaRequested = 0x60 # bool
m_bInventoryImageTriedCache = 0x61 # bool
m_nInventoryImageRgbaWidth = 0x80 # int32_t
m_nInventoryImageRgbaHeight = 0x84 # int32_t
m_szCurrentLoadCachedFileName = 0x88 # char[260]
m_bRestoreCustomMaterialAfterPrecache = 0x1B8 # bool
m_iItemDefinitionIndex = 0x1BA # uint16_t
m_iEntityQuality = 0x1BC # int32_t
m_iEntityLevel = 0x1C0 # uint32_t
m_iItemID = 0x1C8 # uint64_t
m_iItemIDHigh = 0x1D0 # uint32_t
m_iItemIDLow = 0x1D4 # uint32_t
m_iAccountID = 0x1D8 # uint32_t
m_iInventoryPosition = 0x1DC # uint32_t
m_bInitialized = 0x1E8 # bool
m_bIsStoreItem = 0x1E9 # bool
m_bIsTradeItem = 0x1EA # bool
m_iEntityQuantity = 0x1EC # int32_t
m_iRarityOverride = 0x1F0 # int32_t
m_iQualityOverride = 0x1F4 # int32_t
m_unClientFlags = 0x1F8 # uint8_t
m_unOverrideStyle = 0x1F9 # uint8_t
m_AttributeList = 0x210 # CAttributeList
m_NetworkedDynamicAttributes = 0x270 # CAttributeList
m_szCustomName = 0x2D0 # char[161]
m_szCustomNameOverride = 0x371 # char[161]
m_bInitializedTags = 0x440 # bool
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class C_EconWearable: # C_EconEntity
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m_nForceSkin = 0x1560 # int32_t
m_bAlwaysAllow = 0x1564 # bool
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class C_EntityDissolve: # C_BaseModelEntity
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m_flStartTime = 0xCC8 # GameTime_t
m_flFadeInStart = 0xCCC # float
m_flFadeInLength = 0xCD0 # float
m_flFadeOutModelStart = 0xCD4 # float
m_flFadeOutModelLength = 0xCD8 # float
m_flFadeOutStart = 0xCDC # float
m_flFadeOutLength = 0xCE0 # float
m_flNextSparkTime = 0xCE4 # GameTime_t
m_nDissolveType = 0xCE8 # EntityDisolveType_t
m_vDissolverOrigin = 0xCEC # Vector
m_nMagnitude = 0xCF8 # uint32_t
m_bCoreExplode = 0xCFC # bool
m_bLinkedToServerEnt = 0xCFD # bool
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class C_EntityFlame: # C_BaseEntity
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m_hEntAttached = 0x540 # CHandle<C_BaseEntity>
m_hOldAttached = 0x568 # CHandle<C_BaseEntity>
m_bCheapEffect = 0x56C # bool
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class C_EnvCombinedLightProbeVolume: # C_BaseEntity
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m_Color = 0x15A8 # Color
m_flBrightness = 0x15AC # float
m_hCubemapTexture = 0x15B0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x15B8 # bool
m_hLightProbeTexture = 0x15C0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x15C8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x15D0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x15D8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x15E0 # Vector
m_vBoxMaxs = 0x15EC # Vector
m_LightGroups = 0x15F8 # CUtlSymbolLarge
m_bMoveable = 0x1600 # bool
m_nHandshake = 0x1604 # int32_t
m_nEnvCubeMapArrayIndex = 0x1608 # int32_t
m_nPriority = 0x160C # int32_t
m_bStartDisabled = 0x1610 # bool
m_flEdgeFadeDist = 0x1614 # float
m_vEdgeFadeDists = 0x1618 # Vector
m_nLightProbeSizeX = 0x1624 # int32_t
m_nLightProbeSizeY = 0x1628 # int32_t
m_nLightProbeSizeZ = 0x162C # int32_t
m_nLightProbeAtlasX = 0x1630 # int32_t
m_nLightProbeAtlasY = 0x1634 # int32_t
m_nLightProbeAtlasZ = 0x1638 # int32_t
m_bEnabled = 0x1651 # bool
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class C_EnvCubemap: # C_BaseEntity
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m_hCubemapTexture = 0x5C8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x5D0 # bool
m_flInfluenceRadius = 0x5D4 # float
m_vBoxProjectMins = 0x5D8 # Vector
m_vBoxProjectMaxs = 0x5E4 # Vector
m_LightGroups = 0x5F0 # CUtlSymbolLarge
m_bMoveable = 0x5F8 # bool
m_nHandshake = 0x5FC # int32_t
m_nEnvCubeMapArrayIndex = 0x600 # int32_t
m_nPriority = 0x604 # int32_t
m_flEdgeFadeDist = 0x608 # float
m_vEdgeFadeDists = 0x60C # Vector
m_flDiffuseScale = 0x618 # float
m_bStartDisabled = 0x61C # bool
m_bDefaultEnvMap = 0x61D # bool
m_bDefaultSpecEnvMap = 0x61E # bool
m_bIndoorCubeMap = 0x61F # bool
m_bCopyDiffuseFromDefaultCubemap = 0x620 # bool
m_bEnabled = 0x630 # bool
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class C_EnvCubemapBox: # C_EnvCubemap
class C_EnvCubemapFog: # C_BaseEntity
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m_flEndDistance = 0x540 # float
m_flStartDistance = 0x544 # float
m_flFogFalloffExponent = 0x548 # float
m_bHeightFogEnabled = 0x54C # bool
m_flFogHeightWidth = 0x550 # float
m_flFogHeightEnd = 0x554 # float
m_flFogHeightStart = 0x558 # float
m_flFogHeightExponent = 0x55C # float
m_flLODBias = 0x560 # float
m_bActive = 0x564 # bool
m_bStartDisabled = 0x565 # bool
m_flFogMaxOpacity = 0x568 # float
m_nCubemapSourceType = 0x56C # int32_t
m_hSkyMaterial = 0x570 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_iszSkyEntity = 0x578 # CUtlSymbolLarge
m_hFogCubemapTexture = 0x580 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bHasHeightFogEnd = 0x588 # bool
m_bFirstTime = 0x589 # bool
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class C_EnvDecal: # C_BaseModelEntity
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m_hDecalMaterial = 0xCC0 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_flWidth = 0xCC8 # float
m_flHeight = 0xCCC # float
m_flDepth = 0xCD0 # float
m_nRenderOrder = 0xCD4 # uint32_t
m_bProjectOnWorld = 0xCD8 # bool
m_bProjectOnCharacters = 0xCD9 # bool
m_bProjectOnWater = 0xCDA # bool
m_flDepthSortBias = 0xCDC # float
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class C_EnvDetailController: # C_BaseEntity
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m_flFadeStartDist = 0x540 # float
m_flFadeEndDist = 0x544 # float
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class C_EnvLightProbeVolume: # C_BaseEntity
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m_hLightProbeTexture = 0x1520 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x1528 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x1530 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x1538 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x1540 # Vector
m_vBoxMaxs = 0x154C # Vector
m_LightGroups = 0x1558 # CUtlSymbolLarge
m_bMoveable = 0x1560 # bool
m_nHandshake = 0x1564 # int32_t
m_nPriority = 0x1568 # int32_t
m_bStartDisabled = 0x156C # bool
m_nLightProbeSizeX = 0x1570 # int32_t
m_nLightProbeSizeY = 0x1574 # int32_t
m_nLightProbeSizeZ = 0x1578 # int32_t
m_nLightProbeAtlasX = 0x157C # int32_t
m_nLightProbeAtlasY = 0x1580 # int32_t
m_nLightProbeAtlasZ = 0x1584 # int32_t
m_bEnabled = 0x1591 # bool
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class C_EnvParticleGlow: # C_ParticleSystem
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m_flAlphaScale = 0x1270 # float
m_flRadiusScale = 0x1274 # float
m_flSelfIllumScale = 0x1278 # float
m_ColorTint = 0x127C # Color
m_hTextureOverride = 0x1280 # CStrongHandle<InfoForResourceTypeCTextureBase>
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class C_EnvProjectedTexture: # C_ModelPointEntity
class C_EnvScreenOverlay: # C_PointEntity
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m_iszOverlayNames = 0x540 # CUtlSymbolLarge[10]
m_flOverlayTimes = 0x590 # float[10]
m_flStartTime = 0x5B8 # GameTime_t
m_iDesiredOverlay = 0x5BC # int32_t
m_bIsActive = 0x5C0 # bool
m_bWasActive = 0x5C1 # bool
m_iCachedDesiredOverlay = 0x5C4 # int32_t
m_iCurrentOverlay = 0x5C8 # int32_t
m_flCurrentOverlayTime = 0x5CC # GameTime_t
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class C_EnvSky: # C_BaseModelEntity
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m_hSkyMaterial = 0xCC0 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hSkyMaterialLightingOnly = 0xCC8 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_bStartDisabled = 0xCD0 # bool
m_vTintColor = 0xCD1 # Color
m_vTintColorLightingOnly = 0xCD5 # Color
m_flBrightnessScale = 0xCDC # float
m_nFogType = 0xCE0 # int32_t
m_flFogMinStart = 0xCE4 # float
m_flFogMinEnd = 0xCE8 # float
m_flFogMaxStart = 0xCEC # float
m_flFogMaxEnd = 0xCF0 # float
m_bEnabled = 0xCF4 # bool
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class C_EnvVolumetricFogController: # C_BaseEntity
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m_flScattering = 0x540 # float
m_flAnisotropy = 0x544 # float
m_flFadeSpeed = 0x548 # float
m_flDrawDistance = 0x54C # float
m_flFadeInStart = 0x550 # float
m_flFadeInEnd = 0x554 # float
m_flIndirectStrength = 0x558 # float
m_nIndirectTextureDimX = 0x55C # int32_t
m_nIndirectTextureDimY = 0x560 # int32_t
m_nIndirectTextureDimZ = 0x564 # int32_t
m_vBoxMins = 0x568 # Vector
m_vBoxMaxs = 0x574 # Vector
m_bActive = 0x580 # bool
m_flStartAnisoTime = 0x584 # GameTime_t
m_flStartScatterTime = 0x588 # GameTime_t
m_flStartDrawDistanceTime = 0x58C # GameTime_t
m_flStartAnisotropy = 0x590 # float
m_flStartScattering = 0x594 # float
m_flStartDrawDistance = 0x598 # float
m_flDefaultAnisotropy = 0x59C # float
m_flDefaultScattering = 0x5A0 # float
m_flDefaultDrawDistance = 0x5A4 # float
m_bStartDisabled = 0x5A8 # bool
m_bEnableIndirect = 0x5A9 # bool
m_bIsMaster = 0x5AA # bool
m_hFogIndirectTexture = 0x5B0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_nForceRefreshCount = 0x5B8 # int32_t
m_bFirstTime = 0x5BC # bool
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class C_EnvVolumetricFogVolume: # C_BaseEntity
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m_bActive = 0x540 # bool
m_vBoxMins = 0x544 # Vector
m_vBoxMaxs = 0x550 # Vector
m_bStartDisabled = 0x55C # bool
m_flStrength = 0x560 # float
m_nFalloffShape = 0x564 # int32_t
m_flFalloffExponent = 0x568 # float
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class C_EnvWind: # C_BaseEntity
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m_EnvWindShared = 0x540 # C_EnvWindShared
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class C_EnvWindClientside: # C_BaseEntity
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m_EnvWindShared = 0x540 # C_EnvWindShared
class C_EnvWindShared:
m_flStartTime = 0x8 # GameTime_t
m_iWindSeed = 0xC # uint32_t
m_iMinWind = 0x10 # uint16_t
m_iMaxWind = 0x12 # uint16_t
m_windRadius = 0x14 # int32_t
m_iMinGust = 0x18 # uint16_t
m_iMaxGust = 0x1A # uint16_t
m_flMinGustDelay = 0x1C # float
m_flMaxGustDelay = 0x20 # float
m_flGustDuration = 0x24 # float
m_iGustDirChange = 0x28 # uint16_t
m_location = 0x2C # Vector
m_iszGustSound = 0x38 # int32_t
m_iWindDir = 0x3C # int32_t
m_flWindSpeed = 0x40 # float
m_currentWindVector = 0x44 # Vector
m_CurrentSwayVector = 0x50 # Vector
m_PrevSwayVector = 0x5C # Vector
m_iInitialWindDir = 0x68 # uint16_t
m_flInitialWindSpeed = 0x6C # float
m_flVariationTime = 0x70 # GameTime_t
m_flSwayTime = 0x74 # GameTime_t
m_flSimTime = 0x78 # GameTime_t
m_flSwitchTime = 0x7C # GameTime_t
m_flAveWindSpeed = 0x80 # float
m_bGusting = 0x84 # bool
m_flWindAngleVariation = 0x88 # float
m_flWindSpeedVariation = 0x8C # float
m_iEntIndex = 0x90 # CEntityIndex
class C_EnvWindShared_WindAveEvent_t:
m_flStartWindSpeed = 0x0 # float
m_flAveWindSpeed = 0x4 # float
class C_EnvWindShared_WindVariationEvent_t:
m_flWindAngleVariation = 0x0 # float
m_flWindSpeedVariation = 0x4 # float
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class C_FireCrackerBlast: # C_Inferno
class C_FireFromAboveSprite: # C_Sprite
class C_FireSmoke: # C_BaseFire
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m_nFlameModelIndex = 0x550 # int32_t
m_nFlameFromAboveModelIndex = 0x554 # int32_t
m_flScaleRegister = 0x558 # float
m_flScaleStart = 0x55C # float
m_flScaleEnd = 0x560 # float
m_flScaleTimeStart = 0x564 # GameTime_t
m_flScaleTimeEnd = 0x568 # GameTime_t
m_flChildFlameSpread = 0x56C # float
m_flClipPerc = 0x580 # float
m_bClipTested = 0x584 # bool
m_bFadingOut = 0x585 # bool
m_tParticleSpawn = 0x588 # TimedEvent
m_pFireOverlay = 0x590 # CFireOverlay*
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class C_FireSprite: # C_Sprite
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m_vecMoveDir = 0xDF0 # Vector
m_bFadeFromAbove = 0xDFC # bool
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class C_Fish: # CBaseAnimGraph
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m_pos = 0xE80 # Vector
m_vel = 0xE8C # Vector
m_angles = 0xE98 # QAngle
m_localLifeState = 0xEA4 # int32_t
m_deathDepth = 0xEA8 # float
m_deathAngle = 0xEAC # float
m_buoyancy = 0xEB0 # float
m_wiggleTimer = 0xEB8 # CountdownTimer
m_wigglePhase = 0xED0 # float
m_wiggleRate = 0xED4 # float
m_actualPos = 0xED8 # Vector
m_actualAngles = 0xEE4 # QAngle
m_poolOrigin = 0xEF0 # Vector
m_waterLevel = 0xEFC # float
m_gotUpdate = 0xF00 # bool
m_x = 0xF04 # float
m_y = 0xF08 # float
m_z = 0xF0C # float
m_angle = 0xF10 # float
m_errorHistory = 0xF14 # float[20]
m_errorHistoryIndex = 0xF64 # int32_t
m_errorHistoryCount = 0xF68 # int32_t
m_averageError = 0xF6C # float
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class C_Fists: # C_CSWeaponBase
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m_bPlayingUninterruptableAct = 0x1940 # bool
m_nUninterruptableActivity = 0x1944 # PlayerAnimEvent_t
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class C_Flashbang: # C_BaseCSGrenade
class C_FlashbangProjectile: # C_BaseCSGrenadeProjectile
class C_FogController: # C_BaseEntity
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m_fog = 0x540 # fogparams_t
m_bUseAngles = 0x5A8 # bool
m_iChangedVariables = 0x5AC # int32_t
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class C_FootstepControl: # C_BaseTrigger
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m_source = 0xCC8 # CUtlSymbolLarge
m_destination = 0xCD0 # CUtlSymbolLarge
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class C_FuncBrush: # C_BaseModelEntity
class C_FuncConveyor: # C_BaseModelEntity
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m_vecMoveDirEntitySpace = 0xCC8 # Vector
m_flTargetSpeed = 0xCD4 # float
m_nTransitionStartTick = 0xCD8 # GameTick_t
m_nTransitionDurationTicks = 0xCDC # int32_t
m_flTransitionStartSpeed = 0xCE0 # float
m_hConveyorModels = 0xCE8 # C_NetworkUtlVectorBase<CHandle<C_BaseEntity>>
m_flCurrentConveyorOffset = 0xD00 # float
m_flCurrentConveyorSpeed = 0xD04 # float
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class C_FuncElectrifiedVolume: # C_FuncBrush
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m_nAmbientEffect = 0xCC0 # ParticleIndex_t
m_EffectName = 0xCC8 # CUtlSymbolLarge
m_bState = 0xCD0 # bool
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class C_FuncLadder: # C_BaseModelEntity
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m_vecLadderDir = 0xCC0 # Vector
m_Dismounts = 0xCD0 # CUtlVector<CHandle<C_InfoLadderDismount>>
m_vecLocalTop = 0xCE8 # Vector
m_vecPlayerMountPositionTop = 0xCF4 # Vector
m_vecPlayerMountPositionBottom = 0xD00 # Vector
m_flAutoRideSpeed = 0xD0C # float
m_bDisabled = 0xD10 # bool
m_bFakeLadder = 0xD11 # bool
m_bHasSlack = 0xD12 # bool
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class C_FuncMonitor: # C_FuncBrush
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m_targetCamera = 0xCC0 # CUtlString
m_nResolutionEnum = 0xCC8 # int32_t
m_bRenderShadows = 0xCCC # bool
m_bUseUniqueColorTarget = 0xCCD # bool
m_brushModelName = 0xCD0 # CUtlString
m_hTargetCamera = 0xCD8 # CHandle<C_BaseEntity>
m_bEnabled = 0xCDC # bool
m_bDraw3DSkybox = 0xCDD # bool
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class C_FuncMoveLinear: # C_BaseToggle
class C_FuncRotating: # C_BaseModelEntity
class C_FuncTrackTrain: # C_BaseModelEntity
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m_nLongAxis = 0xCC0 # int32_t
m_flRadius = 0xCC4 # float
m_flLineLength = 0xCC8 # float
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class C_GameRules:
class C_GameRulesProxy: # C_BaseEntity
class C_GlobalLight: # C_BaseEntity
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m_WindClothForceHandle = 0xA00 # uint16_t
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class C_GradientFog: # C_BaseEntity
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m_hGradientFogTexture = 0x540 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flFogStartDistance = 0x548 # float
m_flFogEndDistance = 0x54C # float
m_bHeightFogEnabled = 0x550 # bool
m_flFogStartHeight = 0x554 # float
m_flFogEndHeight = 0x558 # float
m_flFarZ = 0x55C # float
m_flFogMaxOpacity = 0x560 # float
m_flFogFalloffExponent = 0x564 # float
m_flFogVerticalExponent = 0x568 # float
m_fogColor = 0x56C # Color
m_flFogStrength = 0x570 # float
m_flFadeTime = 0x574 # float
m_bStartDisabled = 0x578 # bool
m_bIsEnabled = 0x579 # bool
m_bGradientFogNeedsTextures = 0x57A # bool
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class C_HEGrenade: # C_BaseCSGrenade
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class C_HEGrenadeProjectile: # C_BaseCSGrenadeProjectile
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class C_HandleTest: # C_BaseEntity
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m_Handle = 0x540 # CHandle<C_BaseEntity>
m_bSendHandle = 0x544 # bool
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class C_Hostage: # C_BaseCombatCharacter
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m_entitySpottedState = 0x10A8 # EntitySpottedState_t
m_leader = 0x10C0 # CHandle<C_BaseEntity>
m_reuseTimer = 0x10C8 # CountdownTimer
m_vel = 0x10E0 # Vector
m_isRescued = 0x10EC # bool
m_jumpedThisFrame = 0x10ED # bool
m_nHostageState = 0x10F0 # int32_t
m_bHandsHaveBeenCut = 0x10F4 # bool
m_hHostageGrabber = 0x10F8 # CHandle<C_CSPlayerPawn>
m_fLastGrabTime = 0x10FC # GameTime_t
m_vecGrabbedPos = 0x1100 # Vector
m_flRescueStartTime = 0x110C # GameTime_t
m_flGrabSuccessTime = 0x1110 # GameTime_t
m_flDropStartTime = 0x1114 # GameTime_t
m_flDeadOrRescuedTime = 0x1118 # GameTime_t
m_blinkTimer = 0x1120 # CountdownTimer
m_lookAt = 0x1138 # Vector
m_lookAroundTimer = 0x1148 # CountdownTimer
m_isInit = 0x1160 # bool
m_eyeAttachment = 0x1161 # AttachmentHandle_t
m_chestAttachment = 0x1162 # AttachmentHandle_t
m_pPredictionOwner = 0x1168 # CBasePlayerController*
m_fNewestAlphaThinkTime = 0x1170 # GameTime_t
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class C_HostageCarriableProp: # CBaseAnimGraph
class C_IncendiaryGrenade: # C_MolotovGrenade
class C_Inferno: # C_BaseModelEntity
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m_nfxFireDamageEffect = 0xD00 # ParticleIndex_t
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m_firePositions = 0xD04 # Vector[64]
m_fireParentPositions = 0x1004 # Vector[64]
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m_bFireIsBurning = 0x1304 # bool[64]
m_BurnNormal = 0x1344 # Vector[64]
m_fireCount = 0x1644 # int32_t
m_nInfernoType = 0x1648 # int32_t
m_nFireLifetime = 0x164C # float
m_bInPostEffectTime = 0x1650 # bool
m_lastFireCount = 0x1654 # int32_t
m_nFireEffectTickBegin = 0x1658 # int32_t
m_drawableCount = 0x8260 # int32_t
m_blosCheck = 0x8264 # bool
m_nlosperiod = 0x8268 # int32_t
m_maxFireHalfWidth = 0x826C # float
m_maxFireHeight = 0x8270 # float
m_minBounds = 0x8274 # Vector
m_maxBounds = 0x8280 # Vector
m_flLastGrassBurnThink = 0x828C # float
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class C_InfoInstructorHintHostageRescueZone: # C_PointEntity
class C_InfoLadderDismount: # C_BaseEntity
class C_InfoVisibilityBox: # C_BaseEntity
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m_nMode = 0x544 # int32_t
m_vBoxSize = 0x548 # Vector
m_bEnabled = 0x554 # bool
class C_IronSightController:
m_bIronSightAvailable = 0x10 # bool
m_flIronSightAmount = 0x14 # float
m_flIronSightAmountGained = 0x18 # float
m_flIronSightAmountBiased = 0x1C # float
m_flIronSightAmount_Interpolated = 0x20 # float
m_flIronSightAmountGained_Interpolated = 0x24 # float
m_flIronSightAmountBiased_Interpolated = 0x28 # float
m_flInterpolationLastUpdated = 0x2C # float
m_angDeltaAverage = 0x30 # QAngle[8]
m_angViewLast = 0x90 # QAngle
m_vecDotCoords = 0x9C # Vector2D
m_flDotBlur = 0xA4 # float
m_flSpeedRatio = 0xA8 # float
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class C_Item: # C_EconEntity
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m_bShouldGlow = 0x1560 # bool
m_pReticleHintTextName = 0x1561 # char[256]
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class C_ItemDogtags: # C_Item
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m_OwningPlayer = 0x1668 # CHandle<C_CSPlayerPawn>
m_KillingPlayer = 0x166C # CHandle<C_CSPlayerPawn>
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class C_Item_Healthshot: # C_WeaponBaseItem
class C_Knife: # C_CSWeaponBase
class C_LightDirectionalEntity: # C_LightEntity
class C_LightEntity: # C_BaseModelEntity
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m_CLightComponent = 0xCC0 # CLightComponent*
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class C_LightEnvironmentEntity: # C_LightDirectionalEntity
class C_LightGlow: # C_BaseModelEntity
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m_nHorizontalSize = 0xCC0 # uint32_t
m_nVerticalSize = 0xCC4 # uint32_t
m_nMinDist = 0xCC8 # uint32_t
m_nMaxDist = 0xCCC # uint32_t
m_nOuterMaxDist = 0xCD0 # uint32_t
m_flGlowProxySize = 0xCD4 # float
m_flHDRColorScale = 0xCD8 # float
m_Glow = 0xCE0 # C_LightGlowOverlay
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class C_LightGlowOverlay: # CGlowOverlay
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m_vecOrigin = 0xD0 # Vector
m_vecDirection = 0xDC # Vector
m_nMinDist = 0xE8 # int32_t
m_nMaxDist = 0xEC # int32_t
m_nOuterMaxDist = 0xF0 # int32_t
m_bOneSided = 0xF4 # bool
m_bModulateByDot = 0xF5 # bool
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class C_LightOrthoEntity: # C_LightEntity
class C_LightSpotEntity: # C_LightEntity
class C_LocalTempEntity: # CBaseAnimGraph
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flags = 0xE98 # int32_t
die = 0xE9C # GameTime_t
m_flFrameMax = 0xEA0 # float
x = 0xEA4 # float
y = 0xEA8 # float
fadeSpeed = 0xEAC # float
bounceFactor = 0xEB0 # float
hitSound = 0xEB4 # int32_t
priority = 0xEB8 # int32_t
tentOffset = 0xEBC # Vector
m_vecTempEntAngVelocity = 0xEC8 # QAngle
tempent_renderamt = 0xED4 # int32_t
m_vecNormal = 0xED8 # Vector
m_flSpriteScale = 0xEE4 # float
m_nFlickerFrame = 0xEE8 # int32_t
m_flFrameRate = 0xEEC # float
m_flFrame = 0xEF0 # float
m_pszImpactEffect = 0xEF8 # char*
m_pszParticleEffect = 0xF00 # char*
m_bParticleCollision = 0xF08 # bool
m_iLastCollisionFrame = 0xF0C # int32_t
m_vLastCollisionOrigin = 0xF10 # Vector
m_vecTempEntVelocity = 0xF1C # Vector
m_vecPrevAbsOrigin = 0xF28 # Vector
m_vecTempEntAcceleration = 0xF34 # Vector
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class C_MapPreviewParticleSystem: # C_ParticleSystem
class C_MapVetoPickController: # C_BaseEntity
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m_nDraftType = 0x550 # int32_t
m_nTeamWinningCoinToss = 0x554 # int32_t
m_nTeamWithFirstChoice = 0x558 # int32_t[64]
m_nVoteMapIdsList = 0x658 # int32_t[7]
m_nAccountIDs = 0x674 # int32_t[64]
m_nMapId0 = 0x774 # int32_t[64]
m_nMapId1 = 0x874 # int32_t[64]
m_nMapId2 = 0x974 # int32_t[64]
m_nMapId3 = 0xA74 # int32_t[64]
m_nMapId4 = 0xB74 # int32_t[64]
m_nMapId5 = 0xC74 # int32_t[64]
m_nStartingSide0 = 0xD74 # int32_t[64]
m_nCurrentPhase = 0xE74 # int32_t
m_nPhaseStartTick = 0xE78 # int32_t
m_nPhaseDurationTicks = 0xE7C # int32_t
m_nPostDataUpdateTick = 0xE80 # int32_t
m_bDisabledHud = 0xE84 # bool
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class C_Melee: # C_CSWeaponBase
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m_flThrowAt = 0x1940 # GameTime_t
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class C_ModelPointEntity: # C_BaseModelEntity
class C_MolotovGrenade: # C_BaseCSGrenade
class C_MolotovProjectile: # C_BaseCSGrenadeProjectile
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m_bIsIncGrenade = 0x10F0 # bool
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class C_Multimeter: # CBaseAnimGraph
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m_hTargetC4 = 0xE88 # CHandle<C_PlantedC4>
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class C_MultiplayRules: # C_GameRules
class C_NetTestBaseCombatCharacter: # C_BaseCombatCharacter
class C_OmniLight: # C_BarnLight
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m_flInnerAngle = 0xF08 # float
m_flOuterAngle = 0xF0C # float
m_bShowLight = 0xF10 # bool
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class C_ParticleSystem: # C_BaseModelEntity
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m_szSnapshotFileName = 0xCC0 # char[512]
m_bActive = 0xEC0 # bool
m_bFrozen = 0xEC1 # bool
m_flFreezeTransitionDuration = 0xEC4 # float
m_nStopType = 0xEC8 # int32_t
m_bAnimateDuringGameplayPause = 0xECC # bool
m_iEffectIndex = 0xED0 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_flStartTime = 0xED8 # GameTime_t
m_flPreSimTime = 0xEDC # float
m_vServerControlPoints = 0xEE0 # Vector[4]
m_iServerControlPointAssignments = 0xF10 # uint8_t[4]
m_hControlPointEnts = 0xF14 # CHandle<C_BaseEntity>[64]
m_bNoSave = 0x1014 # bool
m_bNoFreeze = 0x1015 # bool
m_bNoRamp = 0x1016 # bool
m_bStartActive = 0x1017 # bool
m_iszEffectName = 0x1018 # CUtlSymbolLarge
m_iszControlPointNames = 0x1020 # CUtlSymbolLarge[64]
m_nDataCP = 0x1220 # int32_t
m_vecDataCPValue = 0x1224 # Vector
m_nTintCP = 0x1230 # int32_t
m_clrTint = 0x1234 # Color
m_bOldActive = 0x1258 # bool
m_bOldFrozen = 0x1259 # bool
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class C_PathParticleRope: # C_BaseEntity
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m_bStartActive = 0x540 # bool
m_flMaxSimulationTime = 0x544 # float
m_iszEffectName = 0x548 # CUtlSymbolLarge
m_PathNodes_Name = 0x550 # CUtlVector<CUtlSymbolLarge>
m_flParticleSpacing = 0x568 # float
m_flSlack = 0x56C # float
m_flRadius = 0x570 # float
m_ColorTint = 0x574 # Color
m_nEffectState = 0x578 # int32_t
m_iEffectIndex = 0x580 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_PathNodes_Position = 0x588 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_TangentIn = 0x5A0 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_TangentOut = 0x5B8 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_Color = 0x5D0 # C_NetworkUtlVectorBase<Vector>
m_PathNodes_PinEnabled = 0x5E8 # C_NetworkUtlVectorBase<bool>
m_PathNodes_RadiusScale = 0x600 # C_NetworkUtlVectorBase<float>
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class C_PathParticleRopeAlias_path_particle_rope_clientside: # C_PathParticleRope
class C_PhysBox: # C_Breakable
class C_PhysMagnet: # CBaseAnimGraph
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m_aAttachedObjectsFromServer = 0xE80 # CUtlVector<int32_t>
m_aAttachedObjects = 0xE98 # CUtlVector<CHandle<C_BaseEntity>>
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class C_PhysPropClientside: # C_BreakableProp
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m_flTouchDelta = 0xFD0 # GameTime_t
m_fDeathTime = 0xFD4 # GameTime_t
m_impactEnergyScale = 0xFD8 # float
m_inertiaScale = 0xFDC # float
m_flDmgModBullet = 0xFE0 # float
m_flDmgModClub = 0xFE4 # float
m_flDmgModExplosive = 0xFE8 # float
m_flDmgModFire = 0xFEC # float
m_iszPhysicsDamageTableName = 0xFF0 # CUtlSymbolLarge
m_iszBasePropData = 0xFF8 # CUtlSymbolLarge
m_iInteractions = 0x1000 # int32_t
m_bHasBreakPiecesOrCommands = 0x1004 # bool
m_vecDamagePosition = 0x1008 # Vector
m_vecDamageDirection = 0x1014 # Vector
m_nDamageType = 0x1020 # int32_t
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class C_PhysicsProp: # C_BreakableProp
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m_bAwake = 0xFD0 # bool
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class C_PhysicsPropMultiplayer: # C_PhysicsProp
class C_PickUpModelSlerper: # CBaseAnimGraph
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m_hPlayerParent = 0xE80 # CHandle<C_BaseEntity>
m_hItem = 0xE84 # CHandle<C_BaseEntity>
m_flTimePickedUp = 0xE88 # float
m_angOriginal = 0xE8C # QAngle
m_vecPosOriginal = 0xE98 # Vector
m_angRandom = 0xEA8 # QAngle
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class C_PlantedC4: # CBaseAnimGraph
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m_bBombTicking = 0xE80 # bool
m_nBombSite = 0xE84 # int32_t
m_nSourceSoundscapeHash = 0xE88 # int32_t
m_entitySpottedState = 0xE90 # EntitySpottedState_t
m_flNextGlow = 0xEA8 # GameTime_t
m_flNextBeep = 0xEAC # GameTime_t
m_flC4Blow = 0xEB0 # GameTime_t
m_bCannotBeDefused = 0xEB4 # bool
m_bHasExploded = 0xEB5 # bool
m_flTimerLength = 0xEB8 # float
m_bBeingDefused = 0xEBC # bool
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m_bTriggerWarning = 0xEC0 # float
m_bExplodeWarning = 0xEC4 # float
m_bC4Activated = 0xEC8 # bool
m_bTenSecWarning = 0xEC9 # bool
m_flDefuseLength = 0xECC # float
m_flDefuseCountDown = 0xED0 # GameTime_t
m_bBombDefused = 0xED4 # bool
m_hBombDefuser = 0xED8 # CHandle<C_CSPlayerPawn>
m_hControlPanel = 0xEDC # CHandle<C_BaseEntity>
m_hDefuserMultimeter = 0xEE0 # CHandle<C_Multimeter>
m_flNextRadarFlashTime = 0xEE4 # GameTime_t
m_bRadarFlash = 0xEE8 # bool
m_pBombDefuser = 0xEEC # CHandle<C_CSPlayerPawn>
m_fLastDefuseTime = 0xEF0 # GameTime_t
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m_pPredictionOwner = 0xEF8 # CBasePlayerController*
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class C_PlayerPing: # C_BaseEntity
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m_hPlayer = 0x570 # CHandle<C_CSPlayerPawn>
m_hPingedEntity = 0x574 # CHandle<C_BaseEntity>
m_iType = 0x578 # int32_t
m_bUrgent = 0x57C # bool
m_szPlaceName = 0x57D # char[18]
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class C_PlayerSprayDecal: # C_ModelPointEntity
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m_nUniqueID = 0xCC0 # int32_t
m_unAccountID = 0xCC4 # uint32_t
m_unTraceID = 0xCC8 # uint32_t
m_rtGcTime = 0xCCC # uint32_t
m_vecEndPos = 0xCD0 # Vector
m_vecStart = 0xCDC # Vector
m_vecLeft = 0xCE8 # Vector
m_vecNormal = 0xCF4 # Vector
m_nPlayer = 0xD00 # int32_t
m_nEntity = 0xD04 # int32_t
m_nHitbox = 0xD08 # int32_t
m_flCreationTime = 0xD0C # float
m_nTintID = 0xD10 # int32_t
m_nVersion = 0xD14 # uint8_t
m_ubSignature = 0xD15 # uint8_t[128]
m_SprayRenderHelper = 0xDA0 # CPlayerSprayDecalRenderHelper
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class C_PlayerVisibility: # C_BaseEntity
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m_flVisibilityStrength = 0x540 # float
m_flFogDistanceMultiplier = 0x544 # float
m_flFogMaxDensityMultiplier = 0x548 # float
m_flFadeTime = 0x54C # float
m_bStartDisabled = 0x550 # bool
m_bIsEnabled = 0x551 # bool
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class C_PointCamera: # C_BaseEntity
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m_FOV = 0x540 # float
m_Resolution = 0x544 # float
m_bFogEnable = 0x548 # bool
m_FogColor = 0x549 # Color
m_flFogStart = 0x550 # float
m_flFogEnd = 0x554 # float
m_flFogMaxDensity = 0x558 # float
m_bActive = 0x55C # bool
m_bUseScreenAspectRatio = 0x55D # bool
m_flAspectRatio = 0x560 # float
m_bNoSky = 0x564 # bool
m_fBrightness = 0x568 # float
m_flZFar = 0x56C # float
m_flZNear = 0x570 # float
m_bCanHLTVUse = 0x574 # bool
m_bDofEnabled = 0x575 # bool
m_flDofNearBlurry = 0x578 # float
m_flDofNearCrisp = 0x57C # float
m_flDofFarCrisp = 0x580 # float
m_flDofFarBlurry = 0x584 # float
m_flDofTiltToGround = 0x588 # float
m_TargetFOV = 0x58C # float
m_DegreesPerSecond = 0x590 # float
m_bIsOn = 0x594 # bool
m_pNext = 0x598 # C_PointCamera*
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class C_PointCameraVFOV: # C_PointCamera
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m_flVerticalFOV = 0x5A0 # float
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class C_PointClientUIDialog: # C_BaseClientUIEntity
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m_hActivator = 0xCF0 # CHandle<C_BaseEntity>
m_bStartEnabled = 0xCF4 # bool
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class C_PointClientUIHUD: # C_BaseClientUIEntity
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m_bCheckCSSClasses = 0xCF8 # bool
m_bIgnoreInput = 0xE80 # bool
m_flWidth = 0xE84 # float
m_flHeight = 0xE88 # float
m_flDPI = 0xE8C # float
m_flInteractDistance = 0xE90 # float
m_flDepthOffset = 0xE94 # float
m_unOwnerContext = 0xE98 # uint32_t
m_unHorizontalAlign = 0xE9C # uint32_t
m_unVerticalAlign = 0xEA0 # uint32_t
m_unOrientation = 0xEA4 # uint32_t
m_bAllowInteractionFromAllSceneWorlds = 0xEA8 # bool
m_vecCSSClasses = 0xEB0 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
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class C_PointClientUIWorldPanel: # C_BaseClientUIEntity
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m_bForceRecreateNextUpdate = 0xCF8 # bool
m_bMoveViewToPlayerNextThink = 0xCF9 # bool
m_bCheckCSSClasses = 0xCFA # bool
m_anchorDeltaTransform = 0xD00 # CTransform
m_pOffScreenIndicator = 0xEA0 # CPointOffScreenIndicatorUi*
m_bIgnoreInput = 0xEC8 # bool
m_bLit = 0xEC9 # bool
m_bFollowPlayerAcrossTeleport = 0xECA # bool
m_flWidth = 0xECC # float
m_flHeight = 0xED0 # float
m_flDPI = 0xED4 # float
m_flInteractDistance = 0xED8 # float
m_flDepthOffset = 0xEDC # float
m_unOwnerContext = 0xEE0 # uint32_t
m_unHorizontalAlign = 0xEE4 # uint32_t
m_unVerticalAlign = 0xEE8 # uint32_t
m_unOrientation = 0xEEC # uint32_t
m_bAllowInteractionFromAllSceneWorlds = 0xEF0 # bool
m_vecCSSClasses = 0xEF8 # C_NetworkUtlVectorBase<CUtlSymbolLarge>
m_bOpaque = 0xF10 # bool
m_bNoDepth = 0xF11 # bool
m_bRenderBackface = 0xF12 # bool
m_bUseOffScreenIndicator = 0xF13 # bool
m_bExcludeFromSaveGames = 0xF14 # bool
m_bGrabbable = 0xF15 # bool
m_bOnlyRenderToTexture = 0xF16 # bool
m_bDisableMipGen = 0xF17 # bool
m_nExplicitImageLayout = 0xF18 # int32_t
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class C_PointClientUIWorldTextPanel: # C_PointClientUIWorldPanel
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m_messageText = 0xF20 # char[512]
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class C_PointCommentaryNode: # CBaseAnimGraph
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m_bActive = 0xE88 # bool
m_bWasActive = 0xE89 # bool
m_flEndTime = 0xE8C # GameTime_t
m_flStartTime = 0xE90 # GameTime_t
m_flStartTimeInCommentary = 0xE94 # float
m_iszCommentaryFile = 0xE98 # CUtlSymbolLarge
m_iszTitle = 0xEA0 # CUtlSymbolLarge
m_iszSpeakers = 0xEA8 # CUtlSymbolLarge
m_iNodeNumber = 0xEB0 # int32_t
m_iNodeNumberMax = 0xEB4 # int32_t
m_bListenedTo = 0xEB8 # bool
m_hViewPosition = 0xEC8 # CHandle<C_BaseEntity>
m_bRestartAfterRestore = 0xECC # bool
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class C_PointEntity: # C_BaseEntity
class C_PointValueRemapper: # C_BaseEntity
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m_bDisabled = 0x540 # bool
m_bDisabledOld = 0x541 # bool
m_bUpdateOnClient = 0x542 # bool
m_nInputType = 0x544 # ValueRemapperInputType_t
m_hRemapLineStart = 0x548 # CHandle<C_BaseEntity>
m_hRemapLineEnd = 0x54C # CHandle<C_BaseEntity>
m_flMaximumChangePerSecond = 0x550 # float
m_flDisengageDistance = 0x554 # float
m_flEngageDistance = 0x558 # float
m_bRequiresUseKey = 0x55C # bool
m_nOutputType = 0x560 # ValueRemapperOutputType_t
m_hOutputEntities = 0x568 # C_NetworkUtlVectorBase<CHandle<C_BaseEntity>>
m_nHapticsType = 0x580 # ValueRemapperHapticsType_t
m_nMomentumType = 0x584 # ValueRemapperMomentumType_t
m_flMomentumModifier = 0x588 # float
m_flSnapValue = 0x58C # float
m_flCurrentMomentum = 0x590 # float
m_nRatchetType = 0x594 # ValueRemapperRatchetType_t
m_flRatchetOffset = 0x598 # float
m_flInputOffset = 0x59C # float
m_bEngaged = 0x5A0 # bool
m_bFirstUpdate = 0x5A1 # bool
m_flPreviousValue = 0x5A4 # float
m_flPreviousUpdateTickTime = 0x5A8 # GameTime_t
m_vecPreviousTestPoint = 0x5AC # Vector
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class C_PointWorldText: # C_ModelPointEntity
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m_bForceRecreateNextUpdate = 0xCC8 # bool
m_messageText = 0xCD8 # char[512]
m_FontName = 0xED8 # char[64]
m_bEnabled = 0xF18 # bool
m_bFullbright = 0xF19 # bool
m_flWorldUnitsPerPx = 0xF1C # float
m_flFontSize = 0xF20 # float
m_flDepthOffset = 0xF24 # float
m_Color = 0xF28 # Color
m_nJustifyHorizontal = 0xF2C # PointWorldTextJustifyHorizontal_t
m_nJustifyVertical = 0xF30 # PointWorldTextJustifyVertical_t
m_nReorientMode = 0xF34 # PointWorldTextReorientMode_t
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class C_PostProcessingVolume: # C_BaseTrigger
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m_hPostSettings = 0xCD8 # CStrongHandle<InfoForResourceTypeCPostProcessingResource>
m_flFadeDuration = 0xCE0 # float
m_flMinLogExposure = 0xCE4 # float
m_flMaxLogExposure = 0xCE8 # float
m_flMinExposure = 0xCEC # float
m_flMaxExposure = 0xCF0 # float
m_flExposureCompensation = 0xCF4 # float
m_flExposureFadeSpeedUp = 0xCF8 # float
m_flExposureFadeSpeedDown = 0xCFC # float
m_flTonemapEVSmoothingRange = 0xD00 # float
m_bMaster = 0xD04 # bool
m_bExposureControl = 0xD05 # bool
m_flRate = 0xD08 # float
m_flTonemapPercentTarget = 0xD0C # float
m_flTonemapPercentBrightPixels = 0xD10 # float
m_flTonemapMinAvgLum = 0xD14 # float
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class C_Precipitation: # C_BaseTrigger
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m_flDensity = 0xCC8 # float
m_flParticleInnerDist = 0xCD8 # float
m_pParticleDef = 0xCE0 # char*
m_tParticlePrecipTraceTimer = 0xD08 # TimedEvent[1]
m_bActiveParticlePrecipEmitter = 0xD10 # bool[1]
m_bParticlePrecipInitialized = 0xD11 # bool
m_bHasSimulatedSinceLastSceneObjectUpdate = 0xD12 # bool
m_nAvailableSheetSequencesMaxIndex = 0xD14 # int32_t
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class C_PrecipitationBlocker: # C_BaseModelEntity
class C_PredictedViewModel: # C_BaseViewModel
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m_LagAnglesHistory = 0xEE8 # QAngle
m_vPredictedOffset = 0xF00 # Vector
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class C_RagdollManager: # C_BaseEntity
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m_iCurrentMaxRagdollCount = 0x540 # int8_t
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class C_RagdollProp: # CBaseAnimGraph
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m_ragPos = 0xE88 # C_NetworkUtlVectorBase<Vector>
m_ragAngles = 0xEA0 # C_NetworkUtlVectorBase<QAngle>
m_flBlendWeight = 0xEB8 # float
m_hRagdollSource = 0xEBC # CHandle<C_BaseEntity>
m_iEyeAttachment = 0xEC0 # AttachmentHandle_t
m_flBlendWeightCurrent = 0xEC4 # float
m_parentPhysicsBoneIndices = 0xEC8 # CUtlVector<int32_t>
m_worldSpaceBoneComputationOrder = 0xEE0 # CUtlVector<int32_t>
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class C_RagdollPropAttached: # C_RagdollProp
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m_boneIndexAttached = 0xEF8 # uint32_t
m_ragdollAttachedObjectIndex = 0xEFC # uint32_t
m_attachmentPointBoneSpace = 0xF00 # Vector
m_attachmentPointRagdollSpace = 0xF0C # Vector
m_vecOffset = 0xF18 # Vector
m_parentTime = 0xF24 # float
m_bHasParent = 0xF28 # bool
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class C_RectLight: # C_BarnLight
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m_bShowLight = 0xF08 # bool
class C_RetakeGameRules:
m_nMatchSeed = 0xF8 # int32_t
m_bBlockersPresent = 0xFC # bool
m_bRoundInProgress = 0xFD # bool
m_iFirstSecondHalfRound = 0x100 # int32_t
m_iBombSite = 0x104 # int32_t
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class C_RopeKeyframe: # C_BaseModelEntity
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m_LinksTouchingSomething = 0xCC8 # CBitVec<10>
m_nLinksTouchingSomething = 0xCCC # int32_t
m_bApplyWind = 0xCD0 # bool
m_fPrevLockedPoints = 0xCD4 # int32_t
m_iForcePointMoveCounter = 0xCD8 # int32_t
m_bPrevEndPointPos = 0xCDC # bool[2]
m_vPrevEndPointPos = 0xCE0 # Vector[2]
m_flCurScroll = 0xCF8 # float
m_flScrollSpeed = 0xCFC # float
m_RopeFlags = 0xD00 # uint16_t
m_iRopeMaterialModelIndex = 0xD08 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_LightValues = 0xF80 # Vector[10]
m_nSegments = 0xFF8 # uint8_t
m_hStartPoint = 0xFFC # CHandle<C_BaseEntity>
m_hEndPoint = 0x1000 # CHandle<C_BaseEntity>
m_iStartAttachment = 0x1004 # AttachmentHandle_t
m_iEndAttachment = 0x1005 # AttachmentHandle_t
m_Subdiv = 0x1006 # uint8_t
m_RopeLength = 0x1008 # int16_t
m_Slack = 0x100A # int16_t
m_TextureScale = 0x100C # float
m_fLockedPoints = 0x1010 # uint8_t
m_nChangeCount = 0x1011 # uint8_t
m_Width = 0x1014 # float
m_PhysicsDelegate = 0x1018 # C_RopeKeyframe::CPhysicsDelegate
m_hMaterial = 0x1028 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_TextureHeight = 0x1030 # int32_t
m_vecImpulse = 0x1034 # Vector
m_vecPreviousImpulse = 0x1040 # Vector
m_flCurrentGustTimer = 0x104C # float
m_flCurrentGustLifetime = 0x1050 # float
m_flTimeToNextGust = 0x1054 # float
m_vWindDir = 0x1058 # Vector
m_vColorMod = 0x1064 # Vector
m_vCachedEndPointAttachmentPos = 0x1070 # Vector[2]
m_vCachedEndPointAttachmentAngle = 0x1088 # QAngle[2]
m_bConstrainBetweenEndpoints = 0x10A0 # bool
m_bEndPointAttachmentPositionsDirty = 0x0 # bitfield:1
m_bEndPointAttachmentAnglesDirty = 0x0 # bitfield:1
m_bNewDataThisFrame = 0x0 # bitfield:1
m_bPhysicsInitted = 0x0 # bitfield:1
class C_RopeKeyframe_CPhysicsDelegate:
m_pKeyframe = 0x8 # C_RopeKeyframe*
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class C_SceneEntity: # C_PointEntity
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m_bIsPlayingBack = 0x548 # bool
m_bPaused = 0x549 # bool
m_bMultiplayer = 0x54A # bool
m_bAutogenerated = 0x54B # bool
m_flForceClientTime = 0x54C # float
m_nSceneStringIndex = 0x550 # uint16_t
m_bClientOnly = 0x552 # bool
m_hOwner = 0x554 # CHandle<C_BaseFlex>
m_hActorList = 0x558 # C_NetworkUtlVectorBase<CHandle<C_BaseFlex>>
m_bWasPlaying = 0x570 # bool
m_QueuedEvents = 0x580 # CUtlVector<C_SceneEntity::QueuedEvents_t>
m_flCurrentTime = 0x598 # float
class C_SceneEntity_QueuedEvents_t:
starttime = 0x0 # float
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class C_SensorGrenade: # C_BaseCSGrenade
class C_SensorGrenadeProjectile: # C_BaseCSGrenadeProjectile
class C_ShatterGlassShardPhysics: # C_PhysicsProp
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m_ShardDesc = 0xFE0 # shard_model_desc_t
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class C_SingleplayRules: # C_GameRules
class C_SkyCamera: # C_BaseEntity
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m_skyboxData = 0x540 # sky3dparams_t
m_skyboxSlotToken = 0x5D0 # CUtlStringToken
m_bUseAngles = 0x5D4 # bool
m_pNext = 0x5D8 # C_SkyCamera*
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class C_SmokeGrenade: # C_BaseCSGrenade
class C_SmokeGrenadeProjectile: # C_BaseCSGrenadeProjectile
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m_nSmokeEffectTickBegin = 0x10F8 # int32_t
m_bDidSmokeEffect = 0x10FC # bool
m_nRandomSeed = 0x1100 # int32_t
m_vSmokeColor = 0x1104 # Vector
m_vSmokeDetonationPos = 0x1110 # Vector
m_VoxelFrameData = 0x1120 # CUtlVector<uint8_t>
m_bSmokeVolumeDataReceived = 0x1138 # bool
m_bSmokeEffectSpawned = 0x1139 # bool
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class C_SoundAreaEntityBase: # C_BaseEntity
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m_bDisabled = 0x540 # bool
m_bWasEnabled = 0x548 # bool
m_iszSoundAreaType = 0x550 # CUtlSymbolLarge
m_vPos = 0x558 # Vector
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class C_SoundAreaEntityOrientedBox: # C_SoundAreaEntityBase
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m_vMin = 0x568 # Vector
m_vMax = 0x574 # Vector
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class C_SoundAreaEntitySphere: # C_SoundAreaEntityBase
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m_flRadius = 0x568 # float
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class C_SoundOpvarSetAABBEntity: # C_SoundOpvarSetPointEntity
class C_SoundOpvarSetOBBEntity: # C_SoundOpvarSetAABBEntity
class C_SoundOpvarSetOBBWindEntity: # C_SoundOpvarSetPointBase
class C_SoundOpvarSetPathCornerEntity: # C_SoundOpvarSetPointEntity
class C_SoundOpvarSetPointBase: # C_BaseEntity
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m_iszStackName = 0x540 # CUtlSymbolLarge
m_iszOperatorName = 0x548 # CUtlSymbolLarge
m_iszOpvarName = 0x550 # CUtlSymbolLarge
m_iOpvarIndex = 0x558 # int32_t
m_bUseAutoCompare = 0x55C # bool
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class C_SoundOpvarSetPointEntity: # C_SoundOpvarSetPointBase
class C_SpotlightEnd: # C_BaseModelEntity
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m_flLightScale = 0xCC0 # float
m_Radius = 0xCC4 # float
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class C_Sprite: # C_BaseModelEntity
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m_hSpriteMaterial = 0xCD8 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hAttachedToEntity = 0xCE0 # CHandle<C_BaseEntity>
m_nAttachment = 0xCE4 # AttachmentHandle_t
m_flSpriteFramerate = 0xCE8 # float
m_flFrame = 0xCEC # float
m_flDieTime = 0xCF0 # GameTime_t
m_nBrightness = 0xD00 # uint32_t
m_flBrightnessDuration = 0xD04 # float
m_flSpriteScale = 0xD08 # float
m_flScaleDuration = 0xD0C # float
m_bWorldSpaceScale = 0xD10 # bool
m_flGlowProxySize = 0xD14 # float
m_flHDRColorScale = 0xD18 # float
m_flLastTime = 0xD1C # GameTime_t
m_flMaxFrame = 0xD20 # float
m_flStartScale = 0xD24 # float
m_flDestScale = 0xD28 # float
m_flScaleTimeStart = 0xD2C # GameTime_t
m_nStartBrightness = 0xD30 # int32_t
m_nDestBrightness = 0xD34 # int32_t
m_flBrightnessTimeStart = 0xD38 # GameTime_t
m_hOldSpriteMaterial = 0xD40 # CWeakHandle<InfoForResourceTypeIMaterial2>
m_nSpriteWidth = 0xDE8 # int32_t
m_nSpriteHeight = 0xDEC # int32_t
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class C_SpriteOriented: # C_Sprite
class C_Sun: # C_BaseModelEntity
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m_fxSSSunFlareEffectIndex = 0xCC0 # ParticleIndex_t
m_fxSunFlareEffectIndex = 0xCC4 # ParticleIndex_t
m_fdistNormalize = 0xCC8 # float
m_vSunPos = 0xCCC # Vector
m_vDirection = 0xCD8 # Vector
m_iszEffectName = 0xCE8 # CUtlSymbolLarge
m_iszSSEffectName = 0xCF0 # CUtlSymbolLarge
m_clrOverlay = 0xCF8 # Color
m_bOn = 0xCFC # bool
m_bmaxColor = 0xCFD # bool
m_flSize = 0xD00 # float
m_flHazeScale = 0xD04 # float
m_flRotation = 0xD08 # float
m_flHDRColorScale = 0xD0C # float
m_flAlphaHaze = 0xD10 # float
m_flAlphaScale = 0xD14 # float
m_flAlphaHdr = 0xD18 # float
m_flFarZScale = 0xD1C # float
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class C_SunGlowOverlay: # CGlowOverlay
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m_bModulateByDot = 0xD0 # bool
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class C_Team: # C_BaseEntity
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m_aPlayerControllers = 0x540 # C_NetworkUtlVectorBase<CHandle<CBasePlayerController>>
m_aPlayers = 0x558 # C_NetworkUtlVectorBase<CHandle<C_BasePlayerPawn>>
m_iScore = 0x570 # int32_t
m_szTeamname = 0x574 # char[129]
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class C_TeamRoundTimer: # C_BaseEntity
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m_bTimerPaused = 0x540 # bool
m_flTimeRemaining = 0x544 # float
m_flTimerEndTime = 0x548 # GameTime_t
m_bIsDisabled = 0x54C # bool
m_bShowInHUD = 0x54D # bool
m_nTimerLength = 0x550 # int32_t
m_nTimerInitialLength = 0x554 # int32_t
m_nTimerMaxLength = 0x558 # int32_t
m_bAutoCountdown = 0x55C # bool
m_nSetupTimeLength = 0x560 # int32_t
m_nState = 0x564 # int32_t
m_bStartPaused = 0x568 # bool
m_bInCaptureWatchState = 0x569 # bool
m_flTotalTime = 0x56C # float
m_bStopWatchTimer = 0x570 # bool
m_bFireFinished = 0x571 # bool
m_bFire5MinRemain = 0x572 # bool
m_bFire4MinRemain = 0x573 # bool
m_bFire3MinRemain = 0x574 # bool
m_bFire2MinRemain = 0x575 # bool
m_bFire1MinRemain = 0x576 # bool
m_bFire30SecRemain = 0x577 # bool
m_bFire10SecRemain = 0x578 # bool
m_bFire5SecRemain = 0x579 # bool
m_bFire4SecRemain = 0x57A # bool
m_bFire3SecRemain = 0x57B # bool
m_bFire2SecRemain = 0x57C # bool
m_bFire1SecRemain = 0x57D # bool
m_nOldTimerLength = 0x580 # int32_t
m_nOldTimerState = 0x584 # int32_t
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class C_TeamplayRules: # C_MultiplayRules
class C_TextureBasedAnimatable: # C_BaseModelEntity
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m_bLoop = 0xCC0 # bool
m_flFPS = 0xCC4 # float
m_hPositionKeys = 0xCC8 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hRotationKeys = 0xCD0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vAnimationBoundsMin = 0xCD8 # Vector
m_vAnimationBoundsMax = 0xCE4 # Vector
m_flStartTime = 0xCF0 # float
m_flStartFrame = 0xCF4 # float
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class C_TintController: # C_BaseEntity
class C_TonemapController2: # C_BaseEntity
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m_flAutoExposureMin = 0x540 # float
m_flAutoExposureMax = 0x544 # float
m_flTonemapPercentTarget = 0x548 # float
m_flTonemapPercentBrightPixels = 0x54C # float
m_flTonemapMinAvgLum = 0x550 # float
m_flExposureAdaptationSpeedUp = 0x554 # float
m_flExposureAdaptationSpeedDown = 0x558 # float
m_flTonemapEVSmoothingRange = 0x55C # float
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class C_TonemapController2Alias_env_tonemap_controller2: # C_TonemapController2
class C_TriggerBuoyancy: # C_BaseTrigger
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m_BuoyancyHelper = 0xCC8 # CBuoyancyHelper
m_flFluidDensity = 0xCE8 # float
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class C_TriggerLerpObject: # C_BaseTrigger
class C_TriggerMultiple: # C_BaseTrigger
class C_TriggerVolume: # C_BaseModelEntity
class C_ViewmodelAttachmentModel: # CBaseAnimGraph
class C_ViewmodelWeapon: # CBaseAnimGraph
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m_worldModel = 0xE80 # char*
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class C_VoteController: # C_BaseEntity
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m_iActiveIssueIndex = 0x550 # int32_t
m_iOnlyTeamToVote = 0x554 # int32_t
m_nVoteOptionCount = 0x558 # int32_t[5]
m_nPotentialVotes = 0x56C # int32_t
m_bVotesDirty = 0x570 # bool
m_bTypeDirty = 0x571 # bool
m_bIsYesNoVote = 0x572 # bool
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class C_WaterBullet: # CBaseAnimGraph
class C_WeaponAWP: # C_CSWeaponBaseGun
class C_WeaponAug: # C_CSWeaponBaseGun
class C_WeaponBaseItem: # C_CSWeaponBase
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m_SequenceCompleteTimer = 0x1940 # CountdownTimer
m_bRedraw = 0x1958 # bool
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class C_WeaponBizon: # C_CSWeaponBaseGun
class C_WeaponElite: # C_CSWeaponBaseGun
class C_WeaponFamas: # C_CSWeaponBaseGun
class C_WeaponFiveSeven: # C_CSWeaponBaseGun
class C_WeaponG3SG1: # C_CSWeaponBaseGun
class C_WeaponGalilAR: # C_CSWeaponBaseGun
class C_WeaponGlock: # C_CSWeaponBaseGun
class C_WeaponHKP2000: # C_CSWeaponBaseGun
class C_WeaponM249: # C_CSWeaponBaseGun
class C_WeaponM4A1: # C_CSWeaponBaseGun
class C_WeaponMAC10: # C_CSWeaponBaseGun
class C_WeaponMP7: # C_CSWeaponBaseGun
class C_WeaponMP9: # C_CSWeaponBaseGun
class C_WeaponMag7: # C_CSWeaponBaseGun
class C_WeaponNOVA: # C_CSWeaponBase
class C_WeaponNegev: # C_CSWeaponBaseGun
class C_WeaponP250: # C_CSWeaponBaseGun
class C_WeaponP90: # C_CSWeaponBaseGun
class C_WeaponSCAR20: # C_CSWeaponBaseGun
class C_WeaponSG556: # C_CSWeaponBaseGun
class C_WeaponSSG08: # C_CSWeaponBaseGun
class C_WeaponSawedoff: # C_CSWeaponBase
class C_WeaponShield: # C_CSWeaponBaseGun
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m_flDisplayHealth = 0x1960 # float
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class C_WeaponTaser: # C_CSWeaponBaseGun
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m_fFireTime = 0x1960 # GameTime_t
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class C_WeaponTec9: # C_CSWeaponBaseGun
class C_WeaponUMP45: # C_CSWeaponBaseGun
class C_WeaponXM1014: # C_CSWeaponBase
class C_World: # C_BaseModelEntity
class C_WorldModelGloves: # CBaseAnimGraph
class C_WorldModelNametag: # CBaseAnimGraph
class C_WorldModelStattrak: # CBaseAnimGraph
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class C_fogplayerparams_t:
m_hCtrl = 0x8 # CHandle<C_FogController>
m_flTransitionTime = 0xC # float
m_OldColor = 0x10 # Color
m_flOldStart = 0x14 # float
m_flOldEnd = 0x18 # float
m_flOldMaxDensity = 0x1C # float
m_flOldHDRColorScale = 0x20 # float
m_flOldFarZ = 0x24 # float
m_NewColor = 0x28 # Color
m_flNewStart = 0x2C # float
m_flNewEnd = 0x30 # float
m_flNewMaxDensity = 0x34 # float
m_flNewHDRColorScale = 0x38 # float
m_flNewFarZ = 0x3C # float
class CompMatMutatorCondition_t:
m_nMutatorCondition = 0x0 # CompMatPropertyMutatorConditionType_t
m_strMutatorConditionContainerName = 0x8 # CUtlString
m_strMutatorConditionContainerVarName = 0x10 # CUtlString
m_strMutatorConditionContainerVarValue = 0x18 # CUtlString
m_bPassWhenTrue = 0x20 # bool
class CompMatPropertyMutator_t:
m_bEnabled = 0x0 # bool
m_nMutatorCommandType = 0x4 # CompMatPropertyMutatorType_t
m_strInitWith_Container = 0x8 # CUtlString
m_strCopyProperty_InputContainerSrc = 0x10 # CUtlString
m_strCopyProperty_InputContainerProperty = 0x18 # CUtlString
m_strCopyProperty_TargetProperty = 0x20 # CUtlString
m_strRandomRollInputVars_SeedInputVar = 0x28 # CUtlString
m_vecRandomRollInputVars_InputVarsToRoll = 0x30 # CUtlVector<CUtlString>
m_strCopyMatchingKeys_InputContainerSrc = 0x48 # CUtlString
m_strCopyKeysWithSuffix_InputContainerSrc = 0x50 # CUtlString
m_strCopyKeysWithSuffix_FindSuffix = 0x58 # CUtlString
m_strCopyKeysWithSuffix_ReplaceSuffix = 0x60 # CUtlString
m_nSetValue_Value = 0x68 # CompositeMaterialInputLooseVariable_t
m_strGenerateTexture_TargetParam = 0x2D8 # CUtlString
m_strGenerateTexture_InitialContainer = 0x2E0 # CUtlString
m_nResolution = 0x2E8 # int32_t
m_bIsScratchTarget = 0x2EC # bool
m_bSplatDebugInfo = 0x2ED # bool
m_bCaptureInRenderDoc = 0x2EE # bool
m_vecTexGenInstructions = 0x2F0 # CUtlVector<CompMatPropertyMutator_t>
m_vecConditionalMutators = 0x308 # CUtlVector<CompMatPropertyMutator_t>
m_strPopInputQueue_Container = 0x320 # CUtlString
m_strDrawText_InputContainerSrc = 0x328 # CUtlString
m_strDrawText_InputContainerProperty = 0x330 # CUtlString
m_vecDrawText_Position = 0x338 # Vector2D
m_colDrawText_Color = 0x340 # Color
m_strDrawText_Font = 0x348 # CUtlString
m_vecConditions = 0x350 # CUtlVector<CompMatMutatorCondition_t>
class CompositeMaterialAssemblyProcedure_t:
m_vecCompMatIncludes = 0x0 # CUtlVector<CResourceName>
m_vecMatchFilters = 0x18 # CUtlVector<CompositeMaterialMatchFilter_t>
m_vecCompositeInputContainers = 0x30 # CUtlVector<CompositeMaterialInputContainer_t>
m_vecPropertyMutators = 0x48 # CUtlVector<CompMatPropertyMutator_t>
class CompositeMaterialEditorPoint_t:
m_ModelName = 0x0 # CResourceName
m_nSequenceIndex = 0xE0 # int32_t
m_flCycle = 0xE4 # float
m_KVModelStateChoices = 0xE8 # KeyValues3
m_bEnableChildModel = 0xF8 # bool
m_ChildModelName = 0x100 # CResourceName
m_vecCompositeMaterialAssemblyProcedures = 0x1E0 # CUtlVector<CompositeMaterialAssemblyProcedure_t>
m_vecCompositeMaterials = 0x1F8 # CUtlVector<CompositeMaterial_t>
class CompositeMaterialInputContainer_t:
m_bEnabled = 0x0 # bool
m_nCompositeMaterialInputContainerSourceType = 0x4 # CompositeMaterialInputContainerSourceType_t
m_strSpecificContainerMaterial = 0x8 # CResourceName
m_strAttrName = 0xE8 # CUtlString
m_strAlias = 0xF0 # CUtlString
m_vecLooseVariables = 0xF8 # CUtlVector<CompositeMaterialInputLooseVariable_t>
m_strAttrNameForVar = 0x110 # CUtlString
m_bExposeExternally = 0x118 # bool
class CompositeMaterialInputLooseVariable_t:
m_strName = 0x0 # CUtlString
m_bExposeExternally = 0x8 # bool
m_strExposedFriendlyName = 0x10 # CUtlString
m_strExposedFriendlyGroupName = 0x18 # CUtlString
m_bExposedVariableIsFixedRange = 0x20 # bool
m_strExposedVisibleWhenTrue = 0x28 # CUtlString
m_strExposedHiddenWhenTrue = 0x30 # CUtlString
m_nVariableType = 0x38 # CompositeMaterialInputLooseVariableType_t
m_bValueBoolean = 0x3C # bool
m_nValueIntX = 0x40 # int32_t
m_nValueIntY = 0x44 # int32_t
m_nValueIntZ = 0x48 # int32_t
m_nValueIntW = 0x4C # int32_t
m_bHasFloatBounds = 0x50 # bool
m_flValueFloatX = 0x54 # float
m_flValueFloatX_Min = 0x58 # float
m_flValueFloatX_Max = 0x5C # float
m_flValueFloatY = 0x60 # float
m_flValueFloatY_Min = 0x64 # float
m_flValueFloatY_Max = 0x68 # float
m_flValueFloatZ = 0x6C # float
m_flValueFloatZ_Min = 0x70 # float
m_flValueFloatZ_Max = 0x74 # float
m_flValueFloatW = 0x78 # float
m_flValueFloatW_Min = 0x7C # float
m_flValueFloatW_Max = 0x80 # float
m_cValueColor4 = 0x84 # Color
m_nValueSystemVar = 0x88 # CompositeMaterialVarSystemVar_t
m_strResourceMaterial = 0x90 # CResourceName
m_strTextureContentAssetPath = 0x170 # CUtlString
m_strTextureRuntimeResourcePath = 0x178 # CResourceName
m_strTextureCompilationVtexTemplate = 0x258 # CUtlString
m_nTextureType = 0x260 # CompositeMaterialInputTextureType_t
m_strString = 0x268 # CUtlString
class CompositeMaterialMatchFilter_t:
m_nCompositeMaterialMatchFilterType = 0x0 # CompositeMaterialMatchFilterType_t
m_strMatchFilter = 0x8 # CUtlString
m_strMatchValue = 0x10 # CUtlString
m_bPassWhenTrue = 0x18 # bool
class CompositeMaterial_t:
m_TargetKVs = 0x8 # KeyValues3
m_PreGenerationKVs = 0x18 # KeyValues3
m_FinalKVs = 0x28 # KeyValues3
m_vecGeneratedTextures = 0x40 # CUtlVector<GeneratedTextureHandle_t>
class CountdownTimer:
m_duration = 0x8 # float
m_timestamp = 0xC # GameTime_t
m_timescale = 0x10 # float
m_nWorldGroupId = 0x14 # WorldGroupId_t
class EngineCountdownTimer:
m_duration = 0x8 # float
m_timestamp = 0xC # float
m_timescale = 0x10 # float
class EntityRenderAttribute_t:
m_ID = 0x30 # CUtlStringToken
m_Values = 0x34 # Vector4D
class EntitySpottedState_t:
m_bSpotted = 0x8 # bool
m_bSpottedByMask = 0xC # uint32_t[2]
class GeneratedTextureHandle_t:
m_strBitmapName = 0x0 # CUtlString
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class IClientAlphaProperty:
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class IntervalTimer:
m_timestamp = 0x8 # GameTime_t
m_nWorldGroupId = 0xC # WorldGroupId_t
class PhysicsRagdollPose_t:
__m_pChainEntity = 0x8 # CNetworkVarChainer
m_Transforms = 0x30 # C_NetworkUtlVectorBase<CTransform>
m_hOwner = 0x48 # CHandle<C_BaseEntity>
m_bDirty = 0x68 # bool
class SellbackPurchaseEntry_t:
m_unDefIdx = 0x30 # uint16_t
m_nCost = 0x34 # int32_t
m_nPrevArmor = 0x38 # int32_t
m_bPrevHelmet = 0x3C # bool
m_hItem = 0x40 # CEntityHandle
class ServerAuthoritativeWeaponSlot_t:
unClass = 0x28 # uint16_t
unSlot = 0x2A # uint16_t
unItemDefIdx = 0x2C # uint16_t
class TimedEvent:
m_TimeBetweenEvents = 0x0 # float
m_fNextEvent = 0x4 # float
class VPhysicsCollisionAttribute_t:
m_nInteractsAs = 0x8 # uint64_t
m_nInteractsWith = 0x10 # uint64_t
m_nInteractsExclude = 0x18 # uint64_t
m_nEntityId = 0x20 # uint32_t
m_nOwnerId = 0x24 # uint32_t
m_nHierarchyId = 0x28 # uint16_t
m_nCollisionGroup = 0x2A # uint8_t
m_nCollisionFunctionMask = 0x2B # uint8_t
class ViewAngleServerChange_t:
nType = 0x30 # FixAngleSet_t
qAngle = 0x34 # QAngle
nIndex = 0x40 # uint32_t
class WeaponPurchaseCount_t:
m_nItemDefIndex = 0x30 # uint16_t
m_nCount = 0x32 # uint16_t
class WeaponPurchaseTracker_t:
m_weaponPurchases = 0x8 # C_UtlVectorEmbeddedNetworkVar<WeaponPurchaseCount_t>
class audioparams_t:
localSound = 0x8 # Vector[8]
soundscapeIndex = 0x68 # int32_t
localBits = 0x6C # uint8_t
soundscapeEntityListIndex = 0x70 # int32_t
soundEventHash = 0x74 # uint32_t
class fogparams_t:
dirPrimary = 0x8 # Vector
colorPrimary = 0x14 # Color
colorSecondary = 0x18 # Color
colorPrimaryLerpTo = 0x1C # Color
colorSecondaryLerpTo = 0x20 # Color
start = 0x24 # float
end = 0x28 # float
farz = 0x2C # float
maxdensity = 0x30 # float
exponent = 0x34 # float
HDRColorScale = 0x38 # float
skyboxFogFactor = 0x3C # float
skyboxFogFactorLerpTo = 0x40 # float
startLerpTo = 0x44 # float
endLerpTo = 0x48 # float
maxdensityLerpTo = 0x4C # float
lerptime = 0x50 # GameTime_t
duration = 0x54 # float
blendtobackground = 0x58 # float
scattering = 0x5C # float
locallightscale = 0x60 # float
enable = 0x64 # bool
blend = 0x65 # bool
m_bNoReflectionFog = 0x66 # bool
m_bPadding = 0x67 # bool
class shard_model_desc_t:
m_nModelID = 0x8 # int32_t
m_hMaterial = 0x10 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_solid = 0x18 # ShardSolid_t
m_ShatterPanelMode = 0x19 # ShatterPanelMode
m_vecPanelSize = 0x1C # Vector2D
m_vecStressPositionA = 0x24 # Vector2D
m_vecStressPositionB = 0x2C # Vector2D
m_vecPanelVertices = 0x38 # C_NetworkUtlVectorBase<Vector2D>
m_flGlassHalfThickness = 0x50 # float
m_bHasParent = 0x54 # bool
m_bParentFrozen = 0x55 # bool
m_SurfacePropStringToken = 0x58 # CUtlStringToken
m_LightGroup = 0x5C # CUtlStringToken
class sky3dparams_t:
scale = 0x8 # int16_t
origin = 0xC # Vector
bClip3DSkyBoxNearToWorldFar = 0x18 # bool
flClip3DSkyBoxNearToWorldFarOffset = 0x1C # float
fog = 0x20 # fogparams_t
m_nWorldGroupID = 0x88 # WorldGroupId_t