cs2-dumper/generated_linux/libanimationsystem.so.py

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2024-03-07 18:38:34 +08:00
'''
Generated using https://github.com/a2x/cs2-dumper
2024-03-17 06:09:52 +08:00
Sat, 16 Mar 2024 22:03:47 +0000
2024-03-07 18:38:34 +08:00
'''
class AimMatrixOpFixedSettings_t:
m_attachment = 0x0 # CAnimAttachment
m_damping = 0x80 # CAnimInputDamping
m_poseCacheHandles = 0x90 # CPoseHandle[10]
m_eBlendMode = 0xB8 # AimMatrixBlendMode
m_fAngleIncrement = 0xBC # float
m_nSequenceMaxFrame = 0xC0 # int32_t
m_nBoneMaskIndex = 0xC4 # int32_t
m_bTargetIsPosition = 0xC8 # bool
class AnimComponentID:
m_id = 0x0 # uint32_t
class AnimNodeID:
m_id = 0x0 # uint32_t
class AnimNodeOutputID:
m_id = 0x0 # uint32_t
class AnimParamID:
m_id = 0x0 # uint32_t
class AnimScriptHandle:
m_id = 0x0 # uint32_t
class AnimStateID:
m_id = 0x0 # uint32_t
class AnimTagID:
m_id = 0x0 # uint32_t
class AnimationDecodeDebugDumpElement_t:
m_nEntityIndex = 0x0 # int32_t
m_modelName = 0x8 # CUtlString
m_poseParams = 0x10 # CUtlVector<CUtlString>
m_decodeOps = 0x28 # CUtlVector<CUtlString>
m_internalOps = 0x40 # CUtlVector<CUtlString>
m_decodedAnims = 0x58 # CUtlVector<CUtlString>
class AnimationDecodeDebugDump_t:
m_processingType = 0x0 # AnimationProcessingType_t
m_elems = 0x8 # CUtlVector<AnimationDecodeDebugDumpElement_t>
class AnimationSnapshotBase_t:
m_flRealTime = 0x0 # float
m_rootToWorld = 0x10 # matrix3x4a_t
m_bBonesInWorldSpace = 0x40 # bool
m_boneSetupMask = 0x48 # CUtlVector<uint32_t>
m_boneTransforms = 0x60 # CUtlVector<matrix3x4a_t>
m_flexControllers = 0x78 # CUtlVector<float>
m_SnapshotType = 0x90 # AnimationSnapshotType_t
m_bHasDecodeDump = 0x94 # bool
m_DecodeDump = 0x98 # AnimationDecodeDebugDumpElement_t
class AnimationSnapshot_t: # AnimationSnapshotBase_t
m_nEntIndex = 0x108 # int32_t
m_modelName = 0x110 # CUtlString
class AttachmentHandle_t:
m_Value = 0x0 # uint8_t
class BlendItem_t:
m_tags = 0x0 # CUtlVector<TagSpan_t>
m_pChild = 0x18 # CAnimUpdateNodeRef
m_hSequence = 0x28 # HSequence
m_vPos = 0x2C # Vector2D
m_flDuration = 0x34 # float
m_bUseCustomDuration = 0x38 # bool
class BoneDemoCaptureSettings_t:
m_boneName = 0x0 # CUtlString
m_flChainLength = 0x8 # float
class CActionComponentUpdater: # CAnimComponentUpdater
m_actions = 0x30 # CUtlVector<CSmartPtr<CAnimActionUpdater>>
class CAddUpdateNode: # CBinaryUpdateNode
m_footMotionTiming = 0x88 # BinaryNodeChildOption
m_bApplyToFootMotion = 0x8C # bool
m_bApplyChannelsSeparately = 0x8D # bool
m_bUseModelSpace = 0x8E # bool
class CAimConstraint: # CBaseConstraint
m_qAimOffset = 0x70 # Quaternion
m_nUpType = 0x80 # uint32_t
class CAimMatrixUpdateNode: # CUnaryUpdateNode
m_opFixedSettings = 0x70 # AimMatrixOpFixedSettings_t
m_target = 0x148 # AnimVectorSource
m_paramIndex = 0x14C # CAnimParamHandle
m_hSequence = 0x150 # HSequence
m_bResetChild = 0x154 # bool
m_bLockWhenWaning = 0x155 # bool
class CAnimActionUpdater:
class CAnimActivity:
m_name = 0x0 # CBufferString
m_nActivity = 0x10 # int32_t
m_nFlags = 0x14 # int32_t
m_nWeight = 0x18 # int32_t
class CAnimAttachment:
m_influenceRotations = 0x0 # Quaternion[3]
m_influenceOffsets = 0x30 # VectorAligned[3]
m_influenceIndices = 0x60 # int32_t[3]
m_influenceWeights = 0x6C # float[3]
m_numInfluences = 0x78 # uint8_t
class CAnimBone:
m_name = 0x0 # CBufferString
m_parent = 0x10 # int32_t
m_pos = 0x14 # Vector
m_quat = 0x20 # QuaternionStorage
m_scale = 0x30 # float
m_qAlignment = 0x34 # QuaternionStorage
m_flags = 0x44 # int32_t
class CAnimBoneDifference:
m_name = 0x0 # CBufferString
m_parent = 0x10 # CBufferString
m_posError = 0x20 # Vector
m_bHasRotation = 0x2C # bool
m_bHasMovement = 0x2D # bool
class CAnimComponentUpdater:
m_name = 0x18 # CUtlString
m_id = 0x20 # AnimComponentID
m_networkMode = 0x24 # AnimNodeNetworkMode
m_bStartEnabled = 0x28 # bool
class CAnimCycle: # CCycleBase
class CAnimData:
m_name = 0x10 # CBufferString
m_animArray = 0x20 # CUtlVector<CAnimDesc>
m_decoderArray = 0x38 # CUtlVector<CAnimDecoder>
m_nMaxUniqueFrameIndex = 0x50 # int32_t
m_segmentArray = 0x58 # CUtlVector<CAnimFrameSegment>
class CAnimDataChannelDesc:
m_szChannelClass = 0x0 # CBufferString
m_szVariableName = 0x10 # CBufferString
m_nFlags = 0x20 # int32_t
m_nType = 0x24 # int32_t
m_szGrouping = 0x28 # CBufferString
m_szDescription = 0x38 # CBufferString
m_szElementNameArray = 0x48 # CUtlVector<CBufferString>
m_nElementIndexArray = 0x60 # CUtlVector<int32_t>
m_nElementMaskArray = 0x78 # CUtlVector<uint32_t>
class CAnimDecoder:
m_szName = 0x0 # CBufferString
m_nVersion = 0x10 # int32_t
m_nType = 0x14 # int32_t
class CAnimDemoCaptureSettings:
m_rangeBoneChainLength = 0x0 # Vector2D
m_rangeMaxSplineErrorRotation = 0x8 # Vector2D
m_flMaxSplineErrorTranslation = 0x10 # float
m_flMaxSplineErrorScale = 0x14 # float
m_flIkRotation_MaxSplineError = 0x18 # float
m_flIkTranslation_MaxSplineError = 0x1C # float
m_flMaxQuantizationErrorRotation = 0x20 # float
m_flMaxQuantizationErrorTranslation = 0x24 # float
m_flMaxQuantizationErrorScale = 0x28 # float
m_flIkRotation_MaxQuantizationError = 0x2C # float
m_flIkTranslation_MaxQuantizationError = 0x30 # float
m_baseSequence = 0x38 # CUtlString
m_nBaseSequenceFrame = 0x40 # int32_t
m_boneSelectionMode = 0x44 # EDemoBoneSelectionMode
m_bones = 0x48 # CUtlVector<BoneDemoCaptureSettings_t>
m_ikChains = 0x60 # CUtlVector<IKDemoCaptureSettings_t>
class CAnimDesc:
m_name = 0x0 # CBufferString
m_flags = 0x10 # CAnimDesc_Flag
fps = 0x18 # float
m_Data = 0x20 # CAnimEncodedFrames
m_movementArray = 0xF8 # CUtlVector<CAnimMovement>
m_eventArray = 0x110 # CUtlVector<CAnimEventDefinition>
m_activityArray = 0x128 # CUtlVector<CAnimActivity>
m_hierarchyArray = 0x140 # CUtlVector<CAnimLocalHierarchy>
framestalltime = 0x158 # float
m_vecRootMin = 0x15C # Vector
m_vecRootMax = 0x168 # Vector
m_vecBoneWorldMin = 0x178 # CUtlVector<Vector>
m_vecBoneWorldMax = 0x190 # CUtlVector<Vector>
m_sequenceParams = 0x1A8 # CAnimSequenceParams
class CAnimDesc_Flag:
m_bLooping = 0x0 # bool
m_bAllZeros = 0x1 # bool
m_bHidden = 0x2 # bool
m_bDelta = 0x3 # bool
m_bLegacyWorldspace = 0x4 # bool
m_bModelDoc = 0x5 # bool
m_bImplicitSeqIgnoreDelta = 0x6 # bool
m_bAnimGraphAdditive = 0x7 # bool
class CAnimEncodeDifference:
m_boneArray = 0x0 # CUtlVector<CAnimBoneDifference>
m_morphArray = 0x18 # CUtlVector<CAnimMorphDifference>
m_userArray = 0x30 # CUtlVector<CAnimUserDifference>
m_bHasRotationBitArray = 0x48 # CUtlVector<uint8_t>
m_bHasMovementBitArray = 0x60 # CUtlVector<uint8_t>
m_bHasMorphBitArray = 0x78 # CUtlVector<uint8_t>
m_bHasUserBitArray = 0x90 # CUtlVector<uint8_t>
class CAnimEncodedFrames:
m_fileName = 0x0 # CBufferString
m_nFrames = 0x10 # int32_t
m_nFramesPerBlock = 0x14 # int32_t
m_frameblockArray = 0x18 # CUtlVector<CAnimFrameBlockAnim>
m_usageDifferences = 0x30 # CAnimEncodeDifference
class CAnimEnum:
m_value = 0x0 # uint8_t
class CAnimEventDefinition:
m_nFrame = 0x8 # int32_t
m_flCycle = 0xC # float
m_EventData = 0x10 # KeyValues3
m_sLegacyOptions = 0x20 # CBufferString
m_sEventName = 0x30 # CGlobalSymbol
class CAnimFoot:
m_name = 0x0 # CUtlString
m_vBallOffset = 0x8 # Vector
m_vHeelOffset = 0x14 # Vector
m_ankleBoneIndex = 0x20 # int32_t
m_toeBoneIndex = 0x24 # int32_t
class CAnimFrameBlockAnim:
m_nStartFrame = 0x0 # int32_t
m_nEndFrame = 0x4 # int32_t
m_segmentIndexArray = 0x8 # CUtlVector<int32_t>
class CAnimFrameSegment:
m_nUniqueFrameIndex = 0x0 # int32_t
m_nLocalElementMasks = 0x4 # uint32_t
m_nLocalChannel = 0x8 # int32_t
m_container = 0x10 # CUtlBinaryBlock
class CAnimGraphDebugReplay:
m_animGraphFileName = 0x40 # CUtlString
m_frameList = 0x48 # CUtlVector<CSmartPtr<CAnimReplayFrame>>
m_startIndex = 0x60 # int32_t
m_writeIndex = 0x64 # int32_t
m_frameCount = 0x68 # int32_t
class CAnimGraphModelBinding:
m_modelName = 0x8 # CUtlString
m_pSharedData = 0x10 # CSmartPtr<CAnimUpdateSharedData>
class CAnimGraphNetworkSettings: # CAnimGraphSettingsGroup
m_bNetworkingEnabled = 0x20 # bool
class CAnimGraphSettingsGroup:
class CAnimGraphSettingsManager:
m_settingsGroups = 0x18 # CUtlVector<CSmartPtr<CAnimGraphSettingsGroup>>
class CAnimInputDamping:
m_speedFunction = 0x8 # DampingSpeedFunction
m_fSpeedScale = 0xC # float
class CAnimKeyData:
m_name = 0x0 # CBufferString
m_boneArray = 0x10 # CUtlVector<CAnimBone>
m_userArray = 0x28 # CUtlVector<CAnimUser>
m_morphArray = 0x40 # CUtlVector<CBufferString>
m_nChannelElements = 0x58 # int32_t
m_dataChannelArray = 0x60 # CUtlVector<CAnimDataChannelDesc>
class CAnimLocalHierarchy:
m_sBone = 0x0 # CBufferString
m_sNewParent = 0x10 # CBufferString
m_nStartFrame = 0x20 # int32_t
m_nPeakFrame = 0x24 # int32_t
m_nTailFrame = 0x28 # int32_t
m_nEndFrame = 0x2C # int32_t
class CAnimMorphDifference:
m_name = 0x0 # CBufferString
class CAnimMotorUpdaterBase:
m_name = 0x10 # CUtlString
m_bDefault = 0x18 # bool
class CAnimMovement:
endframe = 0x0 # int32_t
motionflags = 0x4 # int32_t
v0 = 0x8 # float
v1 = 0xC # float
angle = 0x10 # float
vector = 0x14 # Vector
position = 0x20 # Vector
class CAnimNodePath:
m_path = 0x0 # AnimNodeID[11]
m_nCount = 0x2C # int32_t
class CAnimParamHandle:
m_type = 0x0 # AnimParamType_t
m_index = 0x1 # uint8_t
class CAnimParamHandleMap:
m_list = 0x0 # CUtlHashtable<uint16_t,int16_t>
class CAnimParameterBase:
m_name = 0x18 # CGlobalSymbol
m_group = 0x20 # CUtlString
m_id = 0x28 # AnimParamID
m_componentName = 0x40 # CUtlString
m_bNetworkingRequested = 0x60 # bool
m_bIsReferenced = 0x61 # bool
class CAnimParameterManagerUpdater:
m_parameters = 0x18 # CUtlVector<CSmartPtr<CAnimParameterBase>>
m_idToIndexMap = 0x30 # CUtlHashtable<AnimParamID,int32_t>
m_nameToIndexMap = 0x50 # CUtlHashtable<CUtlString,int32_t>
m_indexToHandle = 0x70 # CUtlVector<CAnimParamHandle>
m_autoResetParams = 0x88 # CUtlVector<CUtlPair<CAnimParamHandle,CAnimVariant>>
m_autoResetMap = 0xA0 # CUtlHashtable<CAnimParamHandle,int16_t>
class CAnimReplayFrame:
m_inputDataBlocks = 0x10 # CUtlVector<CUtlBinaryBlock>
m_instanceData = 0x28 # CUtlBinaryBlock
m_startingLocalToWorldTransform = 0x40 # CTransform
m_localToWorldTransform = 0x60 # CTransform
m_timeStamp = 0x80 # float
class CAnimScriptComponentUpdater: # CAnimComponentUpdater
m_hScript = 0x30 # AnimScriptHandle
class CAnimScriptManager:
m_scriptInfo = 0x10 # CUtlVector<ScriptInfo_t>
class CAnimSequenceParams:
m_flFadeInTime = 0x0 # float
m_flFadeOutTime = 0x4 # float
class CAnimSkeleton:
m_localSpaceTransforms = 0x10 # CUtlVector<CTransform>
m_modelSpaceTransforms = 0x28 # CUtlVector<CTransform>
m_boneNames = 0x40 # CUtlVector<CUtlString>
m_children = 0x58 # CUtlVector<CUtlVector<int32_t>>
m_parents = 0x70 # CUtlVector<int32_t>
m_feet = 0x88 # CUtlVector<CAnimFoot>
m_morphNames = 0xA0 # CUtlVector<CUtlString>
m_lodBoneCounts = 0xB8 # CUtlVector<int32_t>
class CAnimStateMachineUpdater:
m_states = 0x8 # CUtlVector<CStateUpdateData>
m_transitions = 0x20 # CUtlVector<CTransitionUpdateData>
m_startStateIndex = 0x50 # int32_t
class CAnimTagBase:
m_name = 0x18 # CGlobalSymbol
m_group = 0x20 # CGlobalSymbol
m_tagID = 0x28 # AnimTagID
m_bIsReferenced = 0x40 # bool
class CAnimTagManagerUpdater:
m_tags = 0x18 # CUtlVector<CSmartPtr<CAnimTagBase>>
class CAnimUpdateNodeBase:
m_nodePath = 0x14 # CAnimNodePath
m_networkMode = 0x44 # AnimNodeNetworkMode
m_name = 0x50 # CUtlString
class CAnimUpdateNodeRef:
m_nodeIndex = 0x8 # int32_t
class CAnimUpdateSharedData:
m_nodes = 0x10 # CUtlVector<CSmartPtr<CAnimUpdateNodeBase>>
m_nodeIndexMap = 0x28 # CUtlHashtable<CAnimNodePath,int32_t>
m_components = 0x48 # CUtlVector<CSmartPtr<CAnimComponentUpdater>>
m_pParamListUpdater = 0x60 # CSmartPtr<CAnimParameterManagerUpdater>
m_pTagManagerUpdater = 0x68 # CSmartPtr<CAnimTagManagerUpdater>
m_scriptManager = 0x70 # CSmartPtr<CAnimScriptManager>
m_settings = 0x78 # CAnimGraphSettingsManager
m_pStaticPoseCache = 0xA8 # CSmartPtr<CStaticPoseCacheBuilder>
m_pSkeleton = 0xB0 # CSmartPtr<CAnimSkeleton>
m_rootNodePath = 0xB8 # CAnimNodePath
class CAnimUser:
m_name = 0x0 # CBufferString
m_nType = 0x10 # int32_t
class CAnimUserDifference:
m_name = 0x0 # CBufferString
m_nType = 0x10 # int32_t
class CAnimationGraphVisualizerAxis: # CAnimationGraphVisualizerPrimitiveBase
m_xWsTransform = 0x40 # CTransform
m_flAxisSize = 0x60 # float
class CAnimationGraphVisualizerLine: # CAnimationGraphVisualizerPrimitiveBase
m_vWsPositionStart = 0x40 # VectorAligned
m_vWsPositionEnd = 0x50 # VectorAligned
m_Color = 0x60 # Color
class CAnimationGraphVisualizerPie: # CAnimationGraphVisualizerPrimitiveBase
m_vWsCenter = 0x40 # VectorAligned
m_vWsStart = 0x50 # VectorAligned
m_vWsEnd = 0x60 # VectorAligned
m_Color = 0x70 # Color
class CAnimationGraphVisualizerPrimitiveBase:
m_Type = 0x8 # CAnimationGraphVisualizerPrimitiveType
m_OwningAnimNodePaths = 0xC # AnimNodeID[11]
m_nOwningAnimNodePathCount = 0x38 # int32_t
class CAnimationGraphVisualizerSphere: # CAnimationGraphVisualizerPrimitiveBase
m_vWsPosition = 0x40 # VectorAligned
m_flRadius = 0x50 # float
m_Color = 0x54 # Color
class CAnimationGraphVisualizerText: # CAnimationGraphVisualizerPrimitiveBase
m_vWsPosition = 0x40 # VectorAligned
m_Color = 0x50 # Color
m_Text = 0x58 # CUtlString
class CAnimationGroup:
m_nFlags = 0xC # uint32_t
m_name = 0x10 # CBufferString
m_localHAnimArray_Handle = 0x58 # CUtlVector<CStrongHandle<InfoForResourceTypeCAnimData>>
m_includedGroupArray_Handle = 0x70 # CUtlVector<CStrongHandle<InfoForResourceTypeCAnimationGroup>>
m_directHSeqGroup_Handle = 0x88 # CStrongHandle<InfoForResourceTypeCSequenceGroupData>
m_decodeKey = 0x90 # CAnimKeyData
m_szScripts = 0x108 # CUtlVector<CBufferString>
class CAttachment:
m_name = 0x0 # CUtlString
m_influenceNames = 0x8 # CUtlString[3]
m_vInfluenceRotations = 0x20 # Quaternion[3]
m_vInfluenceOffsets = 0x50 # Vector[3]
m_influenceWeights = 0x74 # float[3]
m_bInfluenceRootTransform = 0x80 # bool[3]
m_nInfluences = 0x83 # uint8_t
m_bIgnoreRotation = 0x84 # bool
class CAudioAnimTag: # CAnimTagBase
m_clipName = 0x50 # CUtlString
m_attachmentName = 0x58 # CUtlString
m_flVolume = 0x60 # float
m_bStopWhenTagEnds = 0x64 # bool
m_bStopWhenGraphEnds = 0x65 # bool
m_bPlayOnServer = 0x66 # bool
m_bPlayOnClient = 0x67 # bool
class CBaseConstraint: # CBoneConstraintBase
m_name = 0x28 # CUtlString
m_vUpVector = 0x30 # Vector
m_slaves = 0x40 # CUtlVector<CConstraintSlave>
m_targets = 0x58 # CUtlVector<CConstraintTarget>
class CBinaryUpdateNode: # CAnimUpdateNodeBase
m_pChild1 = 0x58 # CAnimUpdateNodeRef
m_pChild2 = 0x68 # CAnimUpdateNodeRef
m_timingBehavior = 0x78 # BinaryNodeTiming
m_flTimingBlend = 0x7C # float
m_bResetChild1 = 0x80 # bool
m_bResetChild2 = 0x81 # bool
class CBindPoseUpdateNode: # CLeafUpdateNode
class CBlend2DUpdateNode: # CAnimUpdateNodeBase
m_items = 0x60 # CUtlVector<BlendItem_t>
m_tags = 0x78 # CUtlVector<TagSpan_t>
m_paramSpans = 0x90 # CParamSpanUpdater
m_nodeItemIndices = 0xA8 # CUtlVector<int32_t>
m_damping = 0xC0 # CAnimInputDamping
m_blendSourceX = 0xD0 # AnimValueSource
m_paramX = 0xD4 # CAnimParamHandle
m_blendSourceY = 0xD8 # AnimValueSource
m_paramY = 0xDC # CAnimParamHandle
m_eBlendMode = 0xE0 # Blend2DMode
m_playbackSpeed = 0xE4 # float
m_bLoop = 0xE8 # bool
m_bLockBlendOnReset = 0xE9 # bool
m_bLockWhenWaning = 0xEA # bool
m_bAnimEventsAndTagsOnMostWeightedOnly = 0xEB # bool
class CBlendCurve:
m_flControlPoint1 = 0x0 # float
m_flControlPoint2 = 0x4 # float
class CBlendUpdateNode: # CAnimUpdateNodeBase
m_children = 0x60 # CUtlVector<CAnimUpdateNodeRef>
m_sortedOrder = 0x78 # CUtlVector<uint8_t>
m_targetValues = 0x90 # CUtlVector<float>
m_blendValueSource = 0xAC # AnimValueSource
m_paramIndex = 0xB0 # CAnimParamHandle
m_damping = 0xB8 # CAnimInputDamping
m_blendKeyType = 0xC8 # BlendKeyType
m_bLockBlendOnReset = 0xCC # bool
m_bSyncCycles = 0xCD # bool
m_bLoop = 0xCE # bool
m_bLockWhenWaning = 0xCF # bool
class CBlockSelectionMetricEvaluator: # CMotionMetricEvaluator
class CBodyGroupAnimTag: # CAnimTagBase
m_nPriority = 0x50 # int32_t
m_bodyGroupSettings = 0x58 # CUtlVector<CBodyGroupSetting>
class CBodyGroupSetting:
m_BodyGroupName = 0x0 # CUtlString
m_nBodyGroupOption = 0x8 # int32_t
class CBoneConstraintBase:
class CBoneConstraintDotToMorph: # CBoneConstraintBase
m_sBoneName = 0x28 # CUtlString
m_sTargetBoneName = 0x30 # CUtlString
m_sMorphChannelName = 0x38 # CUtlString
m_flRemap = 0x40 # float[4]
class CBoneConstraintPoseSpaceBone: # CBaseConstraint
m_inputList = 0x70 # CUtlVector<CBoneConstraintPoseSpaceBone::Input_t>
class CBoneConstraintPoseSpaceBone_Input_t:
m_inputValue = 0x0 # Vector
m_outputTransformList = 0x10 # CUtlVector<CTransform>
class CBoneConstraintPoseSpaceMorph: # CBoneConstraintBase
m_sBoneName = 0x28 # CUtlString
m_sAttachmentName = 0x30 # CUtlString
m_outputMorph = 0x38 # CUtlVector<CUtlString>
m_inputList = 0x50 # CUtlVector<CBoneConstraintPoseSpaceMorph::Input_t>
m_bClamp = 0x68 # bool
class CBoneConstraintPoseSpaceMorph_Input_t:
m_inputValue = 0x0 # Vector
m_outputWeightList = 0x10 # CUtlVector<float>
class CBoneMaskUpdateNode: # CBinaryUpdateNode
m_nWeightListIndex = 0x88 # int32_t
m_flRootMotionBlend = 0x8C # float
m_blendSpace = 0x90 # BoneMaskBlendSpace
m_footMotionTiming = 0x94 # BinaryNodeChildOption
m_bUseBlendScale = 0x98 # bool
m_blendValueSource = 0x9C # AnimValueSource
m_hBlendParameter = 0xA0 # CAnimParamHandle
class CBonePositionMetricEvaluator: # CMotionMetricEvaluator
m_nBoneIndex = 0x50 # int32_t
class CBoneVelocityMetricEvaluator: # CMotionMetricEvaluator
m_nBoneIndex = 0x50 # int32_t
class CBoolAnimParameter: # CConcreteAnimParameter
m_bDefaultValue = 0x70 # bool
class CCPPScriptComponentUpdater: # CAnimComponentUpdater
m_scriptsToRun = 0x30 # CUtlVector<CGlobalSymbol>
class CCachedPose:
m_transforms = 0x8 # CUtlVector<CTransform>
m_morphWeights = 0x20 # CUtlVector<float>
m_hSequence = 0x38 # HSequence
m_flCycle = 0x3C # float
class CChoiceUpdateNode: # CAnimUpdateNodeBase
m_children = 0x58 # CUtlVector<CAnimUpdateNodeRef>
m_weights = 0x70 # CUtlVector<float>
m_blendTimes = 0x88 # CUtlVector<float>
m_choiceMethod = 0xA0 # ChoiceMethod
m_choiceChangeMethod = 0xA4 # ChoiceChangeMethod
m_blendMethod = 0xA8 # ChoiceBlendMethod
m_blendTime = 0xAC # float
m_bCrossFade = 0xB0 # bool
m_bResetChosen = 0xB1 # bool
m_bDontResetSameSelection = 0xB2 # bool
class CChoreoUpdateNode: # CUnaryUpdateNode
class CClothSettingsAnimTag: # CAnimTagBase
m_flStiffness = 0x50 # float
m_flEaseIn = 0x54 # float
m_flEaseOut = 0x58 # float
m_nVertexSet = 0x60 # CUtlString
class CCompressorGroup:
m_nTotalElementCount = 0x0 # int32_t
m_szChannelClass = 0x8 # CUtlVector<char*>
m_szVariableName = 0x20 # CUtlVector<char*>
m_nType = 0x38 # CUtlVector<fieldtype_t>
m_nFlags = 0x50 # CUtlVector<int32_t>
m_szGrouping = 0x68 # CUtlVector<CUtlString>
m_nCompressorIndex = 0x80 # CUtlVector<int32_t>
m_szElementNames = 0x98 # CUtlVector<CUtlVector<char*>>
m_nElementUniqueID = 0xB0 # CUtlVector<CUtlVector<int32_t>>
m_nElementMask = 0xC8 # CUtlVector<uint32_t>
m_vectorCompressor = 0xF8 # CUtlVector<CCompressor<Vector>*>
m_quaternionCompressor = 0x110 # CUtlVector<CCompressor<QuaternionStorage>*>
m_intCompressor = 0x128 # CUtlVector<CCompressor<int32_t>*>
m_boolCompressor = 0x140 # CUtlVector<CCompressor<bool>*>
m_colorCompressor = 0x158 # CUtlVector<CCompressor<Color>*>
m_vector2DCompressor = 0x170 # CUtlVector<CCompressor<Vector2D>*>
m_vector4DCompressor = 0x188 # CUtlVector<CCompressor<Vector4D>*>
class CConcreteAnimParameter: # CAnimParameterBase
m_previewButton = 0x64 # AnimParamButton_t
m_eNetworkSetting = 0x68 # AnimParamNetworkSetting
m_bUseMostRecentValue = 0x6C # bool
m_bAutoReset = 0x6D # bool
m_bGameWritable = 0x6E # bool
m_bGraphWritable = 0x6F # bool
class CConstraintSlave:
m_qBaseOrientation = 0x0 # Quaternion
m_vBasePosition = 0x10 # Vector
m_nBoneHash = 0x1C # uint32_t
m_flWeight = 0x20 # float
m_sName = 0x28 # CUtlString
class CConstraintTarget:
m_qOffset = 0x20 # Quaternion
m_vOffset = 0x30 # Vector
m_nBoneHash = 0x3C # uint32_t
m_sName = 0x40 # CUtlString
m_flWeight = 0x48 # float
m_bIsAttachment = 0x59 # bool
class CCurrentRotationVelocityMetricEvaluator: # CMotionMetricEvaluator
class CCurrentVelocityMetricEvaluator: # CMotionMetricEvaluator
class CCycleBase:
m_flCycle = 0x0 # float
class CCycleControlClipUpdateNode: # CLeafUpdateNode
m_tags = 0x60 # CUtlVector<TagSpan_t>
m_hSequence = 0x7C # HSequence
m_duration = 0x80 # float
m_valueSource = 0x84 # AnimValueSource
m_paramIndex = 0x88 # CAnimParamHandle
class CCycleControlUpdateNode: # CUnaryUpdateNode
m_valueSource = 0x68 # AnimValueSource
m_paramIndex = 0x6C # CAnimParamHandle
class CDampedPathAnimMotorUpdater: # CPathAnimMotorUpdaterBase
m_flAnticipationTime = 0x20 # float
m_flMinSpeedScale = 0x24 # float
m_hAnticipationPosParam = 0x28 # CAnimParamHandle
m_hAnticipationHeadingParam = 0x2A # CAnimParamHandle
m_flSpringConstant = 0x2C # float
m_flMinSpringTension = 0x30 # float
m_flMaxSpringTension = 0x34 # float
class CDampedValueComponentUpdater: # CAnimComponentUpdater
m_items = 0x30 # CUtlVector<CDampedValueUpdateItem>
class CDampedValueUpdateItem:
m_damping = 0x0 # CAnimInputDamping
m_hParamIn = 0x18 # CAnimParamHandle
m_hParamOut = 0x1A # CAnimParamHandle
class CDemoSettingsComponentUpdater: # CAnimComponentUpdater
m_settings = 0x30 # CAnimDemoCaptureSettings
class CDirectPlaybackTagData:
m_sequenceName = 0x0 # CUtlString
m_tags = 0x8 # CUtlVector<TagSpan_t>
class CDirectPlaybackUpdateNode: # CUnaryUpdateNode
m_bFinishEarly = 0x6C # bool
m_bResetOnFinish = 0x6D # bool
m_allTags = 0x70 # CUtlVector<CDirectPlaybackTagData>
class CDirectionalBlendUpdateNode: # CLeafUpdateNode
m_hSequences = 0x5C # HSequence[8]
m_damping = 0x80 # CAnimInputDamping
m_blendValueSource = 0x90 # AnimValueSource
m_paramIndex = 0x94 # CAnimParamHandle
m_playbackSpeed = 0x98 # float
m_duration = 0x9C # float
m_bLoop = 0xA0 # bool
m_bLockBlendOnReset = 0xA1 # bool
class CDistanceRemainingMetricEvaluator: # CMotionMetricEvaluator
m_flMaxDistance = 0x50 # float
m_flMinDistance = 0x54 # float
m_flStartGoalFilterDistance = 0x58 # float
m_flMaxGoalOvershootScale = 0x5C # float
m_bFilterFixedMinDistance = 0x60 # bool
m_bFilterGoalDistance = 0x61 # bool
m_bFilterGoalOvershoot = 0x62 # bool
class CDrawCullingData:
m_vConeApex = 0x0 # Vector
m_ConeAxis = 0xC # int8_t[3]
m_ConeCutoff = 0xF # int8_t
class CEditableMotionGraph: # CMotionGraph
class CEmitTagActionUpdater: # CAnimActionUpdater
m_nTagIndex = 0x18 # int32_t
m_bIsZeroDuration = 0x1C # bool
class CEnumAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x78 # uint8_t
m_enumOptions = 0x80 # CUtlVector<CUtlString>
class CExpressionActionUpdater: # CAnimActionUpdater
m_hParam = 0x18 # CAnimParamHandle
m_eParamType = 0x1A # AnimParamType_t
m_hScript = 0x1C # AnimScriptHandle
class CFlexController:
m_szName = 0x0 # CUtlString
m_szType = 0x8 # CUtlString
min = 0x10 # float
max = 0x14 # float
class CFlexDesc:
m_szFacs = 0x0 # CUtlString
class CFlexOp:
m_OpCode = 0x0 # FlexOpCode_t
m_Data = 0x4 # int32_t
class CFlexRule:
m_nFlex = 0x0 # int32_t
m_FlexOps = 0x8 # CUtlVector<CFlexOp>
class CFloatAnimParameter: # CConcreteAnimParameter
m_fDefaultValue = 0x70 # float
m_fMinValue = 0x74 # float
m_fMaxValue = 0x78 # float
m_bInterpolate = 0x7C # bool
class CFollowAttachmentUpdateNode: # CUnaryUpdateNode
m_opFixedData = 0x70 # FollowAttachmentSettings_t
class CFollowPathUpdateNode: # CUnaryUpdateNode
m_flBlendOutTime = 0x6C # float
m_bBlockNonPathMovement = 0x70 # bool
m_bStopFeetAtGoal = 0x71 # bool
m_bScaleSpeed = 0x72 # bool
m_flScale = 0x74 # float
m_flMinAngle = 0x78 # float
m_flMaxAngle = 0x7C # float
m_flSpeedScaleBlending = 0x80 # float
m_turnDamping = 0x88 # CAnimInputDamping
m_facingTarget = 0x98 # AnimValueSource
m_hParam = 0x9C # CAnimParamHandle
m_flTurnToFaceOffset = 0xA0 # float
m_bTurnToFace = 0xA4 # bool
class CFootAdjustmentUpdateNode: # CUnaryUpdateNode
m_clips = 0x70 # CUtlVector<HSequence>
m_hBasePoseCacheHandle = 0x88 # CPoseHandle
m_facingTarget = 0x8C # CAnimParamHandle
m_flTurnTimeMin = 0x90 # float
m_flTurnTimeMax = 0x94 # float
m_flStepHeightMax = 0x98 # float
m_flStepHeightMaxAngle = 0x9C # float
m_bResetChild = 0xA0 # bool
m_bAnimationDriven = 0xA1 # bool
class CFootCycle: # CCycleBase
class CFootCycleDefinition:
m_vStancePositionMS = 0x0 # Vector
m_vMidpointPositionMS = 0xC # Vector
m_flStanceDirectionMS = 0x18 # float
m_vToStrideStartPos = 0x1C # Vector
m_stanceCycle = 0x28 # CAnimCycle
m_footLiftCycle = 0x2C # CFootCycle
m_footOffCycle = 0x30 # CFootCycle
m_footStrikeCycle = 0x34 # CFootCycle
m_footLandCycle = 0x38 # CFootCycle
class CFootCycleMetricEvaluator: # CMotionMetricEvaluator
m_footIndices = 0x50 # CUtlVector<int32_t>
class CFootDefinition:
m_name = 0x0 # CUtlString
m_ankleBoneName = 0x8 # CUtlString
m_toeBoneName = 0x10 # CUtlString
m_vBallOffset = 0x18 # Vector
m_vHeelOffset = 0x24 # Vector
m_flFootLength = 0x30 # float
m_flBindPoseDirectionMS = 0x34 # float
m_flTraceHeight = 0x38 # float
m_flTraceRadius = 0x3C # float
class CFootFallAnimTag: # CAnimTagBase
m_foot = 0x50 # FootFallTagFoot_t
class CFootLockUpdateNode: # CUnaryUpdateNode
m_opFixedSettings = 0x68 # FootLockPoseOpFixedSettings
m_footSettings = 0xD0 # CUtlVector<FootFixedSettings>
m_hipShiftDamping = 0xE8 # CAnimInputDamping
m_rootHeightDamping = 0xF8 # CAnimInputDamping
m_flStrideCurveScale = 0x108 # float
m_flStrideCurveLimitScale = 0x10C # float
m_flStepHeightIncreaseScale = 0x110 # float
m_flStepHeightDecreaseScale = 0x114 # float
m_flHipShiftScale = 0x118 # float
m_flBlendTime = 0x11C # float
m_flMaxRootHeightOffset = 0x120 # float
m_flMinRootHeightOffset = 0x124 # float
m_flTiltPlanePitchSpringStrength = 0x128 # float
m_flTiltPlaneRollSpringStrength = 0x12C # float
m_bApplyFootRotationLimits = 0x130 # bool
m_bApplyHipShift = 0x131 # bool
m_bModulateStepHeight = 0x132 # bool
m_bResetChild = 0x133 # bool
m_bEnableVerticalCurvedPaths = 0x134 # bool
m_bEnableRootHeightDamping = 0x135 # bool
class CFootMotion:
m_strides = 0x0 # CUtlVector<CFootStride>
m_name = 0x18 # CUtlString
m_bAdditive = 0x20 # bool
class CFootPinningUpdateNode: # CUnaryUpdateNode
m_poseOpFixedData = 0x70 # FootPinningPoseOpFixedData_t
m_eTimingSource = 0xA0 # FootPinningTimingSource
m_params = 0xA8 # CUtlVector<CAnimParamHandle>
m_bResetChild = 0xC0 # bool
class CFootPositionMetricEvaluator: # CMotionMetricEvaluator
m_footIndices = 0x50 # CUtlVector<int32_t>
m_bIgnoreSlope = 0x68 # bool
class CFootStepTriggerUpdateNode: # CUnaryUpdateNode
m_triggers = 0x68 # CUtlVector<FootStepTrigger>
m_flTolerance = 0x84 # float
class CFootStride:
m_definition = 0x0 # CFootCycleDefinition
m_trajectories = 0x40 # CFootTrajectories
class CFootTrajectories:
m_trajectories = 0x0 # CUtlVector<CFootTrajectory>
class CFootTrajectory:
m_vOffset = 0x0 # Vector
m_flRotationOffset = 0xC # float
m_flProgression = 0x10 # float
class CFootstepLandedAnimTag: # CAnimTagBase
m_FootstepType = 0x50 # FootstepLandedFootSoundType_t
m_OverrideSoundName = 0x58 # CUtlString
m_DebugAnimSourceString = 0x60 # CUtlString
m_BoneName = 0x68 # CUtlString
class CFutureFacingMetricEvaluator: # CMotionMetricEvaluator
m_flDistance = 0x50 # float
m_flTime = 0x54 # float
class CFutureVelocityMetricEvaluator: # CMotionMetricEvaluator
m_flDistance = 0x50 # float
m_flStoppingDistance = 0x54 # float
m_flTargetSpeed = 0x58 # float
m_eMode = 0x5C # VelocityMetricMode
class CHitBox:
m_name = 0x0 # CUtlString
m_sSurfaceProperty = 0x8 # CUtlString
m_sBoneName = 0x10 # CUtlString
m_vMinBounds = 0x18 # Vector
m_vMaxBounds = 0x24 # Vector
m_flShapeRadius = 0x30 # float
m_nBoneNameHash = 0x34 # uint32_t
m_nGroupId = 0x38 # int32_t
m_nShapeType = 0x3C # uint8_t
m_bTranslationOnly = 0x3D # bool
m_CRC = 0x40 # uint32_t
m_cRenderColor = 0x44 # Color
m_nHitBoxIndex = 0x48 # uint16_t
class CHitBoxSet:
m_name = 0x0 # CUtlString
m_nNameHash = 0x8 # uint32_t
m_HitBoxes = 0x10 # CUtlVector<CHitBox>
m_SourceFilename = 0x28 # CUtlString
class CHitBoxSetList:
m_HitBoxSets = 0x0 # CUtlVector<CHitBoxSet>
class CHitReactUpdateNode: # CUnaryUpdateNode
m_opFixedSettings = 0x68 # HitReactFixedSettings_t
m_triggerParam = 0xB4 # CAnimParamHandle
m_hitBoneParam = 0xB6 # CAnimParamHandle
m_hitOffsetParam = 0xB8 # CAnimParamHandle
m_hitDirectionParam = 0xBA # CAnimParamHandle
m_hitStrengthParam = 0xBC # CAnimParamHandle
m_flMinDelayBetweenHits = 0xC0 # float
m_bResetChild = 0xC4 # bool
class CInputStreamUpdateNode: # CLeafUpdateNode
class CIntAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x70 # int32_t
m_minValue = 0x74 # int32_t
m_maxValue = 0x78 # int32_t
class CJiggleBoneUpdateNode: # CUnaryUpdateNode
m_opFixedData = 0x68 # JiggleBoneSettingsList_t
class CJumpHelperUpdateNode: # CSequenceUpdateNode
m_hTargetParam = 0xA1 # CAnimParamHandle
m_flOriginalJumpMovement = 0xA4 # Vector
m_flOriginalJumpDuration = 0xB0 # float
m_flJumpStartCycle = 0xB4 # float
m_flJumpEndCycle = 0xB8 # float
m_eCorrectionMethod = 0xBC # JumpCorrectionMethod
m_bTranslationAxis = 0xC0 # bool[3]
m_bScaleSpeed = 0xC3 # bool
class CLODComponentUpdater: # CAnimComponentUpdater
m_nServerLOD = 0x30 # int32_t
class CLeafUpdateNode: # CAnimUpdateNodeBase
class CLeanMatrixUpdateNode: # CLeafUpdateNode
m_frameCorners = 0x5C # int32_t[3][3]
m_poses = 0x80 # CPoseHandle[9]
m_damping = 0xA8 # CAnimInputDamping
m_blendSource = 0xB8 # AnimVectorSource
m_paramIndex = 0xBC # CAnimParamHandle
m_verticalAxis = 0xC0 # Vector
m_horizontalAxis = 0xCC # Vector
m_hSequence = 0xD8 # HSequence
m_flMaxValue = 0xDC # float
m_nSequenceMaxFrame = 0xE0 # int32_t
class CLookAtUpdateNode: # CUnaryUpdateNode
m_opFixedSettings = 0x70 # LookAtOpFixedSettings_t
m_target = 0x138 # AnimVectorSource
m_paramIndex = 0x13C # CAnimParamHandle
m_weightParamIndex = 0x13E # CAnimParamHandle
m_bResetChild = 0x140 # bool
m_bLockWhenWaning = 0x141 # bool
class CLookComponentUpdater: # CAnimComponentUpdater
m_hLookHeading = 0x34 # CAnimParamHandle
m_hLookHeadingVelocity = 0x36 # CAnimParamHandle
m_hLookPitch = 0x38 # CAnimParamHandle
m_hLookDistance = 0x3A # CAnimParamHandle
m_hLookDirection = 0x3C # CAnimParamHandle
m_hLookTarget = 0x3E # CAnimParamHandle
m_hLookTargetWorldSpace = 0x40 # CAnimParamHandle
m_bNetworkLookTarget = 0x42 # bool
class CMaterialAttributeAnimTag: # CAnimTagBase
m_AttributeName = 0x50 # CUtlString
m_AttributeType = 0x58 # MatterialAttributeTagType_t
m_flValue = 0x5C # float
m_Color = 0x60 # Color
class CMaterialDrawDescriptor:
m_nPrimitiveType = 0x0 # RenderPrimitiveType_t
m_nBaseVertex = 0x4 # int32_t
m_nVertexCount = 0x8 # int32_t
m_nStartIndex = 0xC # int32_t
m_nIndexCount = 0x10 # int32_t
m_flUvDensity = 0x14 # float
m_vTintColor = 0x18 # Vector
m_flAlpha = 0x24 # float
m_nFirstMeshlet = 0x2C # uint32_t
m_nNumMeshlets = 0x30 # uint16_t
m_indexBuffer = 0xB8 # CRenderBufferBinding
m_material = 0xE0 # CStrongHandle<InfoForResourceTypeIMaterial2>
class CMeshletDescriptor:
m_PackedAABB = 0x0 # PackedAABB_t
m_CullingData = 0x8 # CDrawCullingData
class CModelConfig:
m_ConfigName = 0x0 # CUtlString
m_Elements = 0x8 # CUtlVector<CModelConfigElement*>
m_bTopLevel = 0x20 # bool
class CModelConfigElement:
m_ElementName = 0x8 # CUtlString
m_NestedElements = 0x10 # CUtlVector<CModelConfigElement*>
class CModelConfigElement_AttachedModel: # CModelConfigElement
m_InstanceName = 0x48 # CUtlString
m_EntityClass = 0x50 # CUtlString
m_hModel = 0x58 # CStrongHandle<InfoForResourceTypeCModel>
m_vOffset = 0x60 # Vector
m_aAngOffset = 0x6C # QAngle
m_AttachmentName = 0x78 # CUtlString
m_LocalAttachmentOffsetName = 0x80 # CUtlString
m_AttachmentType = 0x88 # ModelConfigAttachmentType_t
m_bBoneMergeFlex = 0x8C # bool
m_bUserSpecifiedColor = 0x8D # bool
m_bUserSpecifiedMaterialGroup = 0x8E # bool
m_bAcceptParentMaterialDrivenDecals = 0x8F # bool
m_BodygroupOnOtherModels = 0x90 # CUtlString
m_MaterialGroupOnOtherModels = 0x98 # CUtlString
class CModelConfigElement_Command: # CModelConfigElement
m_Command = 0x48 # CUtlString
m_Args = 0x50 # KeyValues3
class CModelConfigElement_RandomColor: # CModelConfigElement
m_Gradient = 0x48 # CColorGradient
class CModelConfigElement_RandomPick: # CModelConfigElement
m_Choices = 0x48 # CUtlVector<CUtlString>
m_ChoiceWeights = 0x60 # CUtlVector<float>
class CModelConfigElement_SetBodygroup: # CModelConfigElement
m_GroupName = 0x48 # CUtlString
m_nChoice = 0x50 # int32_t
class CModelConfigElement_SetBodygroupOnAttachedModels: # CModelConfigElement
m_GroupName = 0x48 # CUtlString
m_nChoice = 0x50 # int32_t
class CModelConfigElement_SetMaterialGroup: # CModelConfigElement
m_MaterialGroupName = 0x48 # CUtlString
class CModelConfigElement_SetMaterialGroupOnAttachedModels: # CModelConfigElement
m_MaterialGroupName = 0x48 # CUtlString
class CModelConfigElement_SetRenderColor: # CModelConfigElement
m_Color = 0x48 # Color
class CModelConfigElement_UserPick: # CModelConfigElement
m_Choices = 0x48 # CUtlVector<CUtlString>
class CModelConfigList:
m_bHideMaterialGroupInTools = 0x0 # bool
m_bHideRenderColorInTools = 0x1 # bool
m_Configs = 0x8 # CUtlVector<CModelConfig*>
class CMoodVData:
m_sModelName = 0x0 # CResourceNameTyped<CWeakHandle<InfoForResourceTypeCModel>>
m_nMoodType = 0xE0 # MoodType_t
m_animationLayers = 0xE8 # CUtlVector<MoodAnimationLayer_t>
class CMorphBundleData:
m_flULeftSrc = 0x0 # float
m_flVTopSrc = 0x4 # float
m_offsets = 0x8 # CUtlVector<float>
m_ranges = 0x20 # CUtlVector<float>
class CMorphConstraint: # CBaseConstraint
m_sTargetMorph = 0x70 # CUtlString
m_nSlaveChannel = 0x78 # int32_t
m_flMin = 0x7C # float
m_flMax = 0x80 # float
class CMorphData:
m_name = 0x0 # CUtlString
m_morphRectDatas = 0x8 # CUtlVector<CMorphRectData>
class CMorphRectData:
m_nXLeftDst = 0x0 # int16_t
m_nYTopDst = 0x2 # int16_t
m_flUWidthSrc = 0x4 # float
m_flVHeightSrc = 0x8 # float
m_bundleDatas = 0x10 # CUtlVector<CMorphBundleData>
class CMorphSetData:
m_nWidth = 0xC # int32_t
m_nHeight = 0x10 # int32_t
m_bundleTypes = 0x18 # CUtlVector<MorphBundleType_t>
m_morphDatas = 0x30 # CUtlVector<CMorphData>
m_pTextureAtlas = 0x48 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_FlexDesc = 0x50 # CUtlVector<CFlexDesc>
m_FlexControllers = 0x68 # CUtlVector<CFlexController>
m_FlexRules = 0x80 # CUtlVector<CFlexRule>
class CMotionDataSet:
m_groups = 0x0 # CUtlVector<CMotionGraphGroup>
m_nDimensionCount = 0x18 # int32_t
class CMotionGraph:
m_paramSpans = 0x10 # CParamSpanUpdater
m_tags = 0x28 # CUtlVector<TagSpan_t>
m_pRootNode = 0x40 # CSmartPtr<CMotionNode>
m_nParameterCount = 0x48 # int32_t
m_nConfigStartIndex = 0x4C # int32_t
m_nConfigCount = 0x50 # int32_t
m_bLoop = 0x54 # bool
class CMotionGraphConfig:
m_paramValues = 0x0 # float[4]
m_flDuration = 0x10 # float
m_nMotionIndex = 0x14 # MotionIndex
m_nSampleStart = 0x18 # int32_t
m_nSampleCount = 0x1C # int32_t
class CMotionGraphGroup:
m_searchDB = 0x0 # CMotionSearchDB
m_motionGraphs = 0xB8 # CUtlVector<CSmartPtr<CMotionGraph>>
m_motionGraphConfigs = 0xD0 # CUtlVector<CMotionGraphConfig>
m_sampleToConfig = 0xE8 # CUtlVector<int32_t>
m_hIsActiveScript = 0x100 # AnimScriptHandle
class CMotionGraphUpdateNode: # CLeafUpdateNode
m_pMotionGraph = 0x58 # CSmartPtr<CMotionGraph>
class CMotionMatchingUpdateNode: # CLeafUpdateNode
m_dataSet = 0x58 # CMotionDataSet
m_metrics = 0x78 # CUtlVector<CSmartPtr<CMotionMetricEvaluator>>
m_weights = 0x90 # CUtlVector<float>
m_bSearchEveryTick = 0xE0 # bool
m_flSearchInterval = 0xE4 # float
m_bSearchWhenClipEnds = 0xE8 # bool
m_bSearchWhenGoalChanges = 0xE9 # bool
m_blendCurve = 0xEC # CBlendCurve
m_flSampleRate = 0xF4 # float
m_flBlendTime = 0xF8 # float
m_bLockClipWhenWaning = 0xFC # bool
m_flSelectionThreshold = 0x100 # float
m_flReselectionTimeWindow = 0x104 # float
m_bEnableRotationCorrection = 0x108 # bool
m_bGoalAssist = 0x109 # bool
m_flGoalAssistDistance = 0x10C # float
m_flGoalAssistTolerance = 0x110 # float
m_distanceScale_Damping = 0x118 # CAnimInputDamping
m_flDistanceScale_OuterRadius = 0x128 # float
m_flDistanceScale_InnerRadius = 0x12C # float
m_flDistanceScale_MaxScale = 0x130 # float
m_flDistanceScale_MinScale = 0x134 # float
m_bEnableDistanceScaling = 0x138 # bool
class CMotionMetricEvaluator:
m_means = 0x18 # CUtlVector<float>
m_standardDeviations = 0x30 # CUtlVector<float>
m_flWeight = 0x48 # float
m_nDimensionStartIndex = 0x4C # int32_t
class CMotionNode:
m_name = 0x18 # CUtlString
m_id = 0x20 # AnimNodeID
class CMotionNodeBlend1D: # CMotionNode
m_blendItems = 0x28 # CUtlVector<MotionBlendItem>
m_nParamIndex = 0x40 # int32_t
class CMotionNodeSequence: # CMotionNode
m_tags = 0x28 # CUtlVector<TagSpan_t>
m_hSequence = 0x40 # HSequence
m_flPlaybackSpeed = 0x44 # float
class CMotionSearchDB:
m_rootNode = 0x0 # CMotionSearchNode
m_residualQuantizer = 0x80 # CProductQuantizer
m_codeIndices = 0xA0 # CUtlVector<MotionDBIndex>
class CMotionSearchNode:
m_children = 0x0 # CUtlVector<CMotionSearchNode*>
m_quantizer = 0x18 # CVectorQuantizer
m_sampleCodes = 0x38 # CUtlVector<CUtlVector<SampleCode>>
m_sampleIndices = 0x50 # CUtlVector<CUtlVector<int32_t>>
m_selectableSamples = 0x68 # CUtlVector<int32_t>
class CMovementComponentUpdater: # CAnimComponentUpdater
m_motors = 0x30 # CUtlVector<CSmartPtr<CAnimMotorUpdaterBase>>
m_facingDamping = 0x48 # CAnimInputDamping
m_eDefaultFacingMode = 0x58 # FacingMode
m_nDefaultMotorIndex = 0x64 # int32_t
m_flDefaultRunSpeed = 0x68 # float
m_bMoveVarsDisabled = 0x6C # bool
m_bNetworkPath = 0x6D # bool
m_bNetworkFacing = 0x6E # bool
m_paramHandles = 0x6F # CAnimParamHandle[30]
class CMoverUpdateNode: # CUnaryUpdateNode
m_damping = 0x70 # CAnimInputDamping
m_facingTarget = 0x80 # AnimValueSource
m_hMoveVecParam = 0x84 # CAnimParamHandle
m_hMoveHeadingParam = 0x86 # CAnimParamHandle
m_hTurnToFaceParam = 0x88 # CAnimParamHandle
m_flTurnToFaceOffset = 0x8C # float
m_flTurnToFaceLimit = 0x90 # float
m_bAdditive = 0x94 # bool
m_bApplyMovement = 0x95 # bool
m_bOrientMovement = 0x96 # bool
m_bApplyRotation = 0x97 # bool
m_bLimitOnly = 0x98 # bool
class CNmBoneMask:
m_ID = 0x0 # CGlobalSymbol
m_weightInfo = 0x8 # CNmBoneMask::WeightInfo_t
m_weights = 0x18 # CUtlVector<float>
class CNmClip:
m_skeleton = 0x0 # CStrongHandle<InfoForResourceTypeCNmSkeleton>
m_nNumFrames = 0x8 # uint32_t
m_flDuration = 0xC # float
m_compressedPoseData = 0x10 # CUtlBinaryBlock
m_trackCompressionSettings = 0x28 # CUtlVector<NmCompressionSettings_t>
m_compressedPoseOffsets = 0x40 # CUtlVector<uint32_t>
m_syncTrack = 0xA0 # CNmSyncTrack
m_rootMotion = 0x150 # CNmRootMotionData
m_bIsAdditive = 0x1A0 # bool
class CNmEvent:
m_flStartTime = 0x8 # float
m_flDuration = 0xC # float
class CNmFootEvent: # CNmEvent
m_phase = 0x10 # NmFootPhase_t
class CNmFrameSnapEvent: # CNmEvent
m_frameSnapMode = 0x10 # NmFrameSnapEventMode_t
class CNmGraph:
m_persistentNodeIndices = 0x0 # CUtlVector<int16_t>
m_instanceNodeStartOffsets = 0x18 # CUtlVector<uint32_t>
m_instanceRequiredMemory = 0x30 # uint32_t
m_instanceRequiredAlignment = 0x34 # uint32_t
m_rootNodeIdx = 0x38 # int16_t
m_controlParameterIDs = 0x40 # CUtlVector<CGlobalSymbol>
m_virtualParameterIDs = 0x58 # CUtlVector<CGlobalSymbol>
m_virtualParameterNodeIndices = 0x70 # CUtlVector<int16_t>
m_childGraphSlots = 0x88 # CUtlVector<CNmGraph::ChildGraphSlot_t>
m_externalGraphSlots = 0xA0 # CUtlVector<CNmGraph::ExternalGraphSlot_t>
class CNmGraphDataSet:
m_variationID = 0x0 # CGlobalSymbol
m_skeleton = 0x8 # CStrongHandle<InfoForResourceTypeCNmSkeleton>
m_resources = 0x10 # CUtlVector<CStrongHandleVoid>
class CNmGraphVariation:
m_graph = 0x0 # CStrongHandle<InfoForResourceTypeCNmGraph>
m_dataSet = 0x8 # CStrongHandle<InfoForResourceTypeCNmGraphDataSet>
class CNmGraph_ChildGraphSlot_t:
m_nNodeIdx = 0x0 # int16_t
m_dataSlotIdx = 0x2 # int16_t
class CNmGraph_ExternalGraphSlot_t:
m_nNodeIdx = 0x0 # int16_t
m_slotID = 0x8 # CGlobalSymbol
class CNmIDEvent: # CNmEvent
m_ID = 0x10 # CGlobalSymbol
class CNmLegacyEvent: # CNmEvent
class CNmRootMotionData:
m_transforms = 0x0 # CUtlVector<CTransform>
m_nNumFrames = 0x18 # int32_t
m_flAverageLinearVelocity = 0x1C # float
m_flAverageAngularVelocityRadians = 0x20 # float
m_totalDelta = 0x30 # CTransform
class CNmSkeleton:
m_ID = 0x0 # CGlobalSymbol
m_boneIDs = 0x8 # CUtlLeanVector<CGlobalSymbol>
m_parentIndices = 0x18 # CUtlVector<int32_t>
m_parentSpaceReferencePose = 0x30 # CUtlVector<CTransform>
m_modelSpaceReferencePose = 0x48 # CUtlVector<CTransform>
m_numBonesToSampleAtLowLOD = 0x60 # int32_t
m_boneMasks = 0x68 # CUtlLeanVector<CNmBoneMask>
class CNmSyncTrack:
m_syncEvents = 0x0 # CUtlLeanVectorFixedGrowable<CNmSyncTrack::Event_t>
m_nStartEventOffset = 0xA8 # int32_t
class CNmSyncTrack_EventMarker_t:
m_startTime = 0x0 # NmPercent_t
m_ID = 0x8 # CGlobalSymbol
class CNmSyncTrack_Event_t:
m_ID = 0x0 # CGlobalSymbol
m_startTime = 0x8 # NmPercent_t
m_duration = 0xC # NmPercent_t
class CNmTransitionEvent: # CNmEvent
m_rule = 0x10 # NmTransitionRule_t
m_ID = 0x18 # CGlobalSymbol
class COrientConstraint: # CBaseConstraint
class CParamSpanUpdater:
m_spans = 0x0 # CUtlVector<ParamSpan_t>
class CParentConstraint: # CBaseConstraint
class CParticleAnimTag: # CAnimTagBase
m_hParticleSystem = 0x50 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_particleSystemName = 0x58 # CUtlString
m_configName = 0x60 # CUtlString
m_bDetachFromOwner = 0x68 # bool
m_bStopWhenTagEnds = 0x69 # bool
m_bTagEndStopIsInstant = 0x6A # bool
m_attachmentName = 0x70 # CUtlString
m_attachmentType = 0x78 # ParticleAttachment_t
m_attachmentCP1Name = 0x80 # CUtlString
m_attachmentCP1Type = 0x88 # ParticleAttachment_t
class CPathAnimMotorUpdater: # CPathAnimMotorUpdaterBase
class CPathAnimMotorUpdaterBase: # CAnimMotorUpdaterBase
m_bLockToPath = 0x19 # bool
class CPathHelperUpdateNode: # CUnaryUpdateNode
m_flStoppingRadius = 0x68 # float
m_flStoppingSpeedScale = 0x6C # float
class CPathMetricEvaluator: # CMotionMetricEvaluator
m_pathTimeSamples = 0x50 # CUtlVector<float>
m_flDistance = 0x68 # float
m_bExtrapolateMovement = 0x6C # bool
m_flMinExtrapolationSpeed = 0x70 # float
class CPhysSurfaceProperties:
m_name = 0x0 # CUtlString
m_nameHash = 0x8 # uint32_t
m_baseNameHash = 0xC # uint32_t
m_bHidden = 0x18 # bool
m_description = 0x20 # CUtlString
m_physics = 0x28 # CPhysSurfacePropertiesPhysics
m_audioSounds = 0x48 # CPhysSurfacePropertiesSoundNames
m_audioParams = 0x88 # CPhysSurfacePropertiesAudio
class CPhysSurfacePropertiesAudio:
m_reflectivity = 0x0 # float
m_hardnessFactor = 0x4 # float
m_roughnessFactor = 0x8 # float
m_roughThreshold = 0xC # float
m_hardThreshold = 0x10 # float
m_hardVelocityThreshold = 0x14 # float
m_flStaticImpactVolume = 0x18 # float
m_flOcclusionFactor = 0x1C # float
class CPhysSurfacePropertiesPhysics:
m_friction = 0x0 # float
m_elasticity = 0x4 # float
m_density = 0x8 # float
m_thickness = 0xC # float
m_softContactFrequency = 0x10 # float
m_softContactDampingRatio = 0x14 # float
m_wheelDrag = 0x18 # float
class CPhysSurfacePropertiesSoundNames:
m_impactSoft = 0x0 # CUtlString
m_impactHard = 0x8 # CUtlString
m_scrapeSmooth = 0x10 # CUtlString
m_scrapeRough = 0x18 # CUtlString
m_bulletImpact = 0x20 # CUtlString
m_rolling = 0x28 # CUtlString
m_break = 0x30 # CUtlString
m_strain = 0x38 # CUtlString
class CPlayerInputAnimMotorUpdater: # CAnimMotorUpdaterBase
m_sampleTimes = 0x20 # CUtlVector<float>
m_flSpringConstant = 0x3C # float
m_flAnticipationDistance = 0x40 # float
m_hAnticipationPosParam = 0x44 # CAnimParamHandle
m_hAnticipationHeadingParam = 0x46 # CAnimParamHandle
m_bUseAcceleration = 0x48 # bool
class CPointConstraint: # CBaseConstraint
class CPoseHandle:
m_nIndex = 0x0 # uint16_t
m_eType = 0x2 # PoseType_t
class CProductQuantizer:
m_subQuantizers = 0x0 # CUtlVector<CVectorQuantizer>
m_nDimensions = 0x18 # int32_t
class CQuaternionAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x70 # Quaternion
m_bInterpolate = 0x80 # bool
class CRagdollAnimTag: # CAnimTagBase
m_nPoseControl = 0x50 # AnimPoseControl
m_flFrequency = 0x54 # float
m_flDampingRatio = 0x58 # float
m_flDecayDuration = 0x5C # float
m_flDecayBias = 0x60 # float
m_bDestroy = 0x64 # bool
class CRagdollComponentUpdater: # CAnimComponentUpdater
m_ragdollNodePaths = 0x30 # CUtlVector<CAnimNodePath>
m_boneIndices = 0x48 # CUtlVector<int32_t>
m_boneNames = 0x60 # CUtlVector<CUtlString>
m_weightLists = 0x78 # CUtlVector<WeightList>
m_flSpringFrequencyMin = 0x90 # float
m_flSpringFrequencyMax = 0x94 # float
m_flMaxStretch = 0x98 # float
m_bSolidCollisionAtZeroWeight = 0x9C # bool
class CRagdollUpdateNode: # CUnaryUpdateNode
m_nWeightListIndex = 0x68 # int32_t
m_poseControlMethod = 0x6C # RagdollPoseControl
class CRenderBufferBinding:
m_hBuffer = 0x0 # uint64_t
m_nBindOffsetBytes = 0x10 # uint32_t
class CRenderGroom:
m_nSegmentsPerHairStrand = 0x0 # int32_t
m_nGuideHairCount = 0x4 # int32_t
m_nHairCount = 0x8 # int32_t
m_nGroomGroupID = 0xC # int32_t
m_nAttachBoneIdx = 0x10 # int32_t
m_hairInfoBufferData = 0x18 # CUtlBinaryBlock
m_hairs = 0x30 # CUtlVector<RenderHairStrandInfo_t>
class CRenderMesh:
m_sceneObjects = 0x10 # CUtlVectorFixedGrowable<CSceneObjectData>
m_constraints = 0xA0 # CUtlVector<CBaseConstraint*>
m_skeleton = 0xB8 # CRenderSkeleton
m_meshDeformParams = 0x1E0 # DynamicMeshDeformParams_t
m_pGroomData = 0x1F0 # CRenderGroom*
class CRenderSkeleton:
m_bones = 0x0 # CUtlVector<RenderSkeletonBone_t>
m_boneParents = 0x30 # CUtlVector<int32_t>
m_nBoneWeightCount = 0x48 # int32_t
class CRootUpdateNode: # CUnaryUpdateNode
class CSceneObjectData:
m_vMinBounds = 0x0 # Vector
m_vMaxBounds = 0xC # Vector
m_drawCalls = 0x18 # CUtlVector<CMaterialDrawDescriptor>
m_drawBounds = 0x30 # CUtlVector<AABB_t>
m_meshlets = 0x48 # CUtlVector<CMeshletDescriptor>
m_vTintColor = 0x60 # Vector4D
class CSelectorUpdateNode: # CAnimUpdateNodeBase
m_children = 0x58 # CUtlVector<CAnimUpdateNodeRef>
m_tags = 0x70 # CUtlVector<int8_t>
m_blendCurve = 0x8C # CBlendCurve
m_flBlendTime = 0x94 # CAnimValue<float>
m_hParameter = 0x9C # CAnimParamHandle
m_eTagBehavior = 0xA0 # SelectorTagBehavior_t
m_bResetOnChange = 0xA4 # bool
m_bSyncCyclesOnChange = 0xA5 # bool
class CSeqAutoLayer:
m_nLocalReference = 0x0 # int16_t
m_nLocalPose = 0x2 # int16_t
m_flags = 0x4 # CSeqAutoLayerFlag
m_start = 0xC # float
m_peak = 0x10 # float
m_tail = 0x14 # float
m_end = 0x18 # float
class CSeqAutoLayerFlag:
m_bPost = 0x0 # bool
m_bSpline = 0x1 # bool
m_bXFade = 0x2 # bool
m_bNoBlend = 0x3 # bool
m_bLocal = 0x4 # bool
m_bPose = 0x5 # bool
m_bFetchFrame = 0x6 # bool
m_bSubtract = 0x7 # bool
class CSeqBoneMaskList:
m_sName = 0x0 # CBufferString
m_nLocalBoneArray = 0x10 # CUtlVector<int16_t>
m_flBoneWeightArray = 0x28 # CUtlVector<float>
m_flDefaultMorphCtrlWeight = 0x40 # float
m_morphCtrlWeightArray = 0x48 # CUtlVector<CUtlPair<CBufferString,float>>
class CSeqCmdLayer:
m_cmd = 0x0 # int16_t
m_nLocalReference = 0x2 # int16_t
m_nLocalBonemask = 0x4 # int16_t
m_nDstResult = 0x6 # int16_t
m_nSrcResult = 0x8 # int16_t
m_bSpline = 0xA # bool
m_flVar1 = 0xC # float
m_flVar2 = 0x10 # float
m_nLineNumber = 0x14 # int16_t
class CSeqCmdSeqDesc:
m_sName = 0x0 # CBufferString
m_flags = 0x10 # CSeqSeqDescFlag
m_transition = 0x1C # CSeqTransition
m_nFrameRangeSequence = 0x24 # int16_t
m_nFrameCount = 0x26 # int16_t
m_flFPS = 0x28 # float
m_nSubCycles = 0x2C # int16_t
m_numLocalResults = 0x2E # int16_t
m_cmdLayerArray = 0x30 # CUtlVector<CSeqCmdLayer>
m_eventArray = 0x48 # CUtlVector<CAnimEventDefinition>
m_activityArray = 0x60 # CUtlVector<CAnimActivity>
m_poseSettingArray = 0x78 # CUtlVector<CSeqPoseSetting>
class CSeqIKLock:
m_flPosWeight = 0x0 # float
m_flAngleWeight = 0x4 # float
m_nLocalBone = 0x8 # int16_t
m_bBonesOrientedAlongPositiveX = 0xA # bool
class CSeqMultiFetch:
m_flags = 0x0 # CSeqMultiFetchFlag
m_localReferenceArray = 0x8 # CUtlVector<int16_t>
m_nGroupSize = 0x20 # int32_t[2]
m_nLocalPose = 0x28 # int32_t[2]
m_poseKeyArray0 = 0x30 # CUtlVector<float>
m_poseKeyArray1 = 0x48 # CUtlVector<float>
m_nLocalCyclePoseParameter = 0x60 # int32_t
m_bCalculatePoseParameters = 0x64 # bool
m_bFixedBlendWeight = 0x65 # bool
m_flFixedBlendWeightVals = 0x68 # float[2]
class CSeqMultiFetchFlag:
m_bRealtime = 0x0 # bool
m_bCylepose = 0x1 # bool
m_b0D = 0x2 # bool
m_b1D = 0x3 # bool
m_b2D = 0x4 # bool
m_b2D_TRI = 0x5 # bool
class CSeqPoseParamDesc:
m_sName = 0x0 # CBufferString
m_flStart = 0x10 # float
m_flEnd = 0x14 # float
m_flLoop = 0x18 # float
m_bLooping = 0x1C # bool
class CSeqPoseSetting:
m_sPoseParameter = 0x0 # CBufferString
m_sAttachment = 0x10 # CBufferString
m_sReferenceSequence = 0x20 # CBufferString
m_flValue = 0x30 # float
m_bX = 0x34 # bool
m_bY = 0x35 # bool
m_bZ = 0x36 # bool
m_eType = 0x38 # int32_t
class CSeqS1SeqDesc:
m_sName = 0x0 # CBufferString
m_flags = 0x10 # CSeqSeqDescFlag
m_fetch = 0x20 # CSeqMultiFetch
m_nLocalWeightlist = 0x90 # int32_t
m_autoLayerArray = 0x98 # CUtlVector<CSeqAutoLayer>
m_IKLockArray = 0xB0 # CUtlVector<CSeqIKLock>
m_transition = 0xC8 # CSeqTransition
m_SequenceKeys = 0xD0 # KeyValues3
m_LegacyKeyValueText = 0xE0 # CBufferString
m_activityArray = 0xF0 # CUtlVector<CAnimActivity>
m_footMotion = 0x108 # CUtlVector<CFootMotion>
class CSeqScaleSet:
m_sName = 0x0 # CBufferString
m_bRootOffset = 0x10 # bool
m_vRootOffset = 0x14 # Vector
m_nLocalBoneArray = 0x20 # CUtlVector<int16_t>
m_flBoneScaleArray = 0x38 # CUtlVector<float>
class CSeqSeqDescFlag:
m_bLooping = 0x0 # bool
m_bSnap = 0x1 # bool
m_bAutoplay = 0x2 # bool
m_bPost = 0x3 # bool
m_bHidden = 0x4 # bool
m_bMulti = 0x5 # bool
m_bLegacyDelta = 0x6 # bool
m_bLegacyWorldspace = 0x7 # bool
m_bLegacyCyclepose = 0x8 # bool
m_bLegacyRealtime = 0x9 # bool
m_bModelDoc = 0xA # bool
class CSeqSynthAnimDesc:
m_sName = 0x0 # CBufferString
m_flags = 0x10 # CSeqSeqDescFlag
m_transition = 0x1C # CSeqTransition
m_nLocalBaseReference = 0x24 # int16_t
m_nLocalBoneMask = 0x26 # int16_t
m_activityArray = 0x28 # CUtlVector<CAnimActivity>
class CSeqTransition:
m_flFadeInTime = 0x0 # float
m_flFadeOutTime = 0x4 # float
class CSequenceFinishedAnimTag: # CAnimTagBase
m_sequenceName = 0x50 # CUtlString
class CSequenceGroupData:
m_sName = 0x10 # CBufferString
m_nFlags = 0x20 # uint32_t
m_localSequenceNameArray = 0x28 # CUtlVector<CBufferString>
m_localS1SeqDescArray = 0x40 # CUtlVector<CSeqS1SeqDesc>
m_localMultiSeqDescArray = 0x58 # CUtlVector<CSeqS1SeqDesc>
m_localSynthAnimDescArray = 0x70 # CUtlVector<CSeqSynthAnimDesc>
m_localCmdSeqDescArray = 0x88 # CUtlVector<CSeqCmdSeqDesc>
m_localBoneMaskArray = 0xA0 # CUtlVector<CSeqBoneMaskList>
m_localScaleSetArray = 0xB8 # CUtlVector<CSeqScaleSet>
m_localBoneNameArray = 0xD0 # CUtlVector<CBufferString>
m_localNodeName = 0xE8 # CBufferString
m_localPoseParamArray = 0xF8 # CUtlVector<CSeqPoseParamDesc>
m_keyValues = 0x110 # KeyValues3
m_localIKAutoplayLockArray = 0x120 # CUtlVector<CSeqIKLock>
class CSequenceUpdateNode: # CLeafUpdateNode
m_paramSpans = 0x60 # CParamSpanUpdater
m_tags = 0x78 # CUtlVector<TagSpan_t>
m_hSequence = 0x94 # HSequence
m_playbackSpeed = 0x98 # float
m_duration = 0x9C # float
m_bLoop = 0xA0 # bool
class CSetFacingUpdateNode: # CUnaryUpdateNode
m_facingMode = 0x68 # FacingMode
m_bResetChild = 0x6C # bool
class CSetParameterActionUpdater: # CAnimActionUpdater
m_hParam = 0x18 # CAnimParamHandle
m_value = 0x1A # CAnimVariant
class CSingleFrameUpdateNode: # CLeafUpdateNode
m_actions = 0x58 # CUtlVector<CSmartPtr<CAnimActionUpdater>>
m_hPoseCacheHandle = 0x70 # CPoseHandle
m_hSequence = 0x74 # HSequence
m_flCycle = 0x78 # float
class CSlopeComponentUpdater: # CAnimComponentUpdater
m_flTraceDistance = 0x34 # float
m_hSlopeAngle = 0x38 # CAnimParamHandle
m_hSlopeAngleFront = 0x3A # CAnimParamHandle
m_hSlopeAngleSide = 0x3C # CAnimParamHandle
m_hSlopeHeading = 0x3E # CAnimParamHandle
m_hSlopeNormal = 0x40 # CAnimParamHandle
m_hSlopeNormal_WorldSpace = 0x42 # CAnimParamHandle
class CSlowDownOnSlopesUpdateNode: # CUnaryUpdateNode
m_flSlowDownStrength = 0x68 # float
class CSolveIKChainUpdateNode: # CUnaryUpdateNode
m_targetHandles = 0x68 # CUtlVector<CSolveIKTargetHandle_t>
m_opFixedData = 0x80 # SolveIKChainPoseOpFixedSettings_t
class CSolveIKTargetHandle_t:
m_positionHandle = 0x0 # CAnimParamHandle
m_orientationHandle = 0x2 # CAnimParamHandle
class CSpeedScaleUpdateNode: # CUnaryUpdateNode
m_paramIndex = 0x68 # CAnimParamHandle
class CStanceOverrideUpdateNode: # CUnaryUpdateNode
m_footStanceInfo = 0x68 # CUtlVector<StanceInfo_t>
m_pStanceSourceNode = 0x80 # CAnimUpdateNodeRef
m_hParameter = 0x90 # CAnimParamHandle
m_eMode = 0x94 # StanceOverrideMode
class CStanceScaleUpdateNode: # CUnaryUpdateNode
m_hParam = 0x68 # CAnimParamHandle
class CStateActionUpdater:
m_pAction = 0x0 # CSmartPtr<CAnimActionUpdater>
m_eBehavior = 0x8 # StateActionBehavior
class CStateMachineComponentUpdater: # CAnimComponentUpdater
m_stateMachine = 0x30 # CAnimStateMachineUpdater
class CStateMachineUpdateNode: # CAnimUpdateNodeBase
m_stateMachine = 0x68 # CAnimStateMachineUpdater
m_stateData = 0xC0 # CUtlVector<CStateNodeStateData>
m_transitionData = 0xD8 # CUtlVector<CStateNodeTransitionData>
m_bBlockWaningTags = 0xF4 # bool
m_bLockStateWhenWaning = 0xF5 # bool
class CStateNodeStateData:
m_pChild = 0x0 # CAnimUpdateNodeRef
m_bExclusiveRootMotion = 0x0 # bitfield:1
class CStateNodeTransitionData:
m_curve = 0x0 # CBlendCurve
m_blendDuration = 0x8 # CAnimValue<float>
m_resetCycleValue = 0x10 # CAnimValue<float>
m_bReset = 0x0 # bitfield:1
m_resetCycleOption = 0x0 # bitfield:3
class CStateUpdateData:
m_name = 0x0 # CUtlString
m_hScript = 0x8 # AnimScriptHandle
m_transitionIndices = 0x10 # CUtlVector<int32_t>
m_actions = 0x28 # CUtlVector<CStateActionUpdater>
m_stateID = 0x40 # AnimStateID
m_bIsStartState = 0x0 # bitfield:1
m_bIsEndState = 0x0 # bitfield:1
m_bIsPassthrough = 0x0 # bitfield:1
class CStaticPoseCache:
m_poses = 0x10 # CUtlVector<CCachedPose>
m_nBoneCount = 0x28 # int32_t
m_nMorphCount = 0x2C # int32_t
class CStaticPoseCacheBuilder: # CStaticPoseCache
class CStepsRemainingMetricEvaluator: # CMotionMetricEvaluator
m_footIndices = 0x50 # CUtlVector<int32_t>
m_flMinStepsRemaining = 0x68 # float
class CStopAtGoalUpdateNode: # CUnaryUpdateNode
m_flOuterRadius = 0x6C # float
m_flInnerRadius = 0x70 # float
m_flMaxScale = 0x74 # float
m_flMinScale = 0x78 # float
m_damping = 0x80 # CAnimInputDamping
class CStringAnimTag: # CAnimTagBase
class CSubtractUpdateNode: # CBinaryUpdateNode
m_footMotionTiming = 0x88 # BinaryNodeChildOption
m_bApplyToFootMotion = 0x8C # bool
m_bApplyChannelsSeparately = 0x8D # bool
m_bUseModelSpace = 0x8E # bool
class CSymbolAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x70 # CGlobalSymbol
class CTaskStatusAnimTag: # CAnimTagBase
class CTiltTwistConstraint: # CBaseConstraint
m_nTargetAxis = 0x70 # int32_t
m_nSlaveAxis = 0x74 # int32_t
class CTimeRemainingMetricEvaluator: # CMotionMetricEvaluator
m_bMatchByTimeRemaining = 0x50 # bool
m_flMaxTimeRemaining = 0x54 # float
m_bFilterByTimeRemaining = 0x58 # bool
m_flMinTimeRemaining = 0x5C # float
class CToggleComponentActionUpdater: # CAnimActionUpdater
m_componentID = 0x18 # AnimComponentID
m_bSetEnabled = 0x1C # bool
class CTransitionUpdateData:
m_srcStateIndex = 0x0 # uint8_t
m_destStateIndex = 0x1 # uint8_t
m_bDisabled = 0x0 # bitfield:1
class CTurnHelperUpdateNode: # CUnaryUpdateNode
m_facingTarget = 0x6C # AnimValueSource
m_turnStartTimeOffset = 0x70 # float
m_turnDuration = 0x74 # float
m_bMatchChildDuration = 0x78 # bool
m_manualTurnOffset = 0x7C # float
m_bUseManualTurnOffset = 0x80 # bool
class CTwistConstraint: # CBaseConstraint
m_bInverse = 0x70 # bool
m_qParentBindRotation = 0x80 # Quaternion
m_qChildBindRotation = 0x90 # Quaternion
class CTwoBoneIKUpdateNode: # CUnaryUpdateNode
m_opFixedData = 0x70 # TwoBoneIKSettings_t
class CUnaryUpdateNode: # CAnimUpdateNodeBase
m_pChildNode = 0x58 # CAnimUpdateNodeRef
class CVPhysXSurfacePropertiesList:
m_surfacePropertiesList = 0x0 # CUtlVector<CPhysSurfaceProperties*>
class CVectorAnimParameter: # CConcreteAnimParameter
m_defaultValue = 0x70 # Vector
m_bInterpolate = 0x7C # bool
class CVectorQuantizer:
m_centroidVectors = 0x0 # CUtlVector<float>
m_nCentroids = 0x18 # int32_t
m_nDimensions = 0x1C # int32_t
class CVirtualAnimParameter: # CAnimParameterBase
m_expressionString = 0x68 # CUtlString
m_eParamType = 0x70 # AnimParamType_t
class CWayPointHelperUpdateNode: # CUnaryUpdateNode
m_flStartCycle = 0x6C # float
m_flEndCycle = 0x70 # float
m_bOnlyGoals = 0x74 # bool
m_bPreventOvershoot = 0x75 # bool
m_bPreventUndershoot = 0x76 # bool
class CZeroPoseUpdateNode: # CLeafUpdateNode
class ChainToSolveData_t:
m_nChainIndex = 0x0 # int32_t
m_SolverSettings = 0x4 # IKSolverSettings_t
m_TargetSettings = 0x10 # IKTargetSettings_t
m_DebugSetting = 0x38 # SolveIKChainAnimNodeDebugSetting
m_flDebugNormalizedValue = 0x3C # float
m_vDebugOffset = 0x40 # VectorAligned
class ConfigIndex:
m_nGroup = 0x0 # uint16_t
m_nConfig = 0x2 # uint16_t
class DynamicMeshDeformParams_t:
m_flTensionCompressScale = 0x0 # float
m_flTensionStretchScale = 0x4 # float
m_bRecomputeSmoothNormalsAfterAnimation = 0x8 # bool
m_bComputeDynamicMeshTensionAfterAnimation = 0x9 # bool
class FollowAttachmentSettings_t:
m_attachment = 0x0 # CAnimAttachment
m_boneIndex = 0x80 # int32_t
m_bMatchTranslation = 0x84 # bool
m_bMatchRotation = 0x85 # bool
class FootFixedData_t:
m_vToeOffset = 0x0 # VectorAligned
m_vHeelOffset = 0x10 # VectorAligned
m_nTargetBoneIndex = 0x20 # int32_t
m_nAnkleBoneIndex = 0x24 # int32_t
m_nIKAnchorBoneIndex = 0x28 # int32_t
m_ikChainIndex = 0x2C # int32_t
m_flMaxIKLength = 0x30 # float
m_nFootIndex = 0x34 # int32_t
m_nTagIndex = 0x38 # int32_t
m_flMaxRotationLeft = 0x3C # float
m_flMaxRotationRight = 0x40 # float
class FootFixedSettings:
m_traceSettings = 0x0 # TraceSettings_t
m_vFootBaseBindPosePositionMS = 0x10 # VectorAligned
m_flFootBaseLength = 0x20 # float
m_flMaxRotationLeft = 0x24 # float
m_flMaxRotationRight = 0x28 # float
m_footstepLandedTagIndex = 0x2C # int32_t
m_bEnableTracing = 0x30 # bool
m_flTraceAngleBlend = 0x34 # float
m_nDisableTagIndex = 0x38 # int32_t
m_nFootIndex = 0x3C # int32_t
class FootLockPoseOpFixedSettings:
m_footInfo = 0x0 # CUtlVector<FootFixedData_t>
m_hipDampingSettings = 0x18 # CAnimInputDamping
m_nHipBoneIndex = 0x28 # int32_t
m_ikSolverType = 0x2C # IKSolverType
m_bApplyTilt = 0x30 # bool
m_bApplyHipDrop = 0x31 # bool
m_bAlwaysUseFallbackHinge = 0x32 # bool
m_bApplyFootRotationLimits = 0x33 # bool
m_bApplyLegTwistLimits = 0x34 # bool
m_flMaxFootHeight = 0x38 # float
m_flExtensionScale = 0x3C # float
m_flMaxLegTwist = 0x40 # float
m_bEnableLockBreaking = 0x44 # bool
m_flLockBreakTolerance = 0x48 # float
m_flLockBlendTime = 0x4C # float
m_bEnableStretching = 0x50 # bool
m_flMaxStretchAmount = 0x54 # float
m_flStretchExtensionScale = 0x58 # float
class FootPinningPoseOpFixedData_t:
m_footInfo = 0x0 # CUtlVector<FootFixedData_t>
m_flBlendTime = 0x18 # float
m_flLockBreakDistance = 0x1C # float
m_flMaxLegTwist = 0x20 # float
m_nHipBoneIndex = 0x24 # int32_t
m_bApplyLegTwistLimits = 0x28 # bool
m_bApplyFootRotationLimits = 0x29 # bool
class FootStepTrigger:
m_tags = 0x0 # CUtlVector<int32_t>
m_nFootIndex = 0x18 # int32_t
m_triggerPhase = 0x1C # StepPhase
class HSequence:
m_Value = 0x0 # int32_t
class HitReactFixedSettings_t:
m_nWeightListIndex = 0x0 # int32_t
m_nEffectedBoneCount = 0x4 # int32_t
m_flMaxImpactForce = 0x8 # float
m_flMinImpactForce = 0xC # float
m_flWhipImpactScale = 0x10 # float
m_flCounterRotationScale = 0x14 # float
m_flDistanceFadeScale = 0x18 # float
m_flPropagationScale = 0x1C # float
m_flWhipDelay = 0x20 # float
m_flSpringStrength = 0x24 # float
m_flWhipSpringStrength = 0x28 # float
m_flMaxAngleRadians = 0x2C # float
m_nHipBoneIndex = 0x30 # int32_t
m_flHipBoneTranslationScale = 0x34 # float
m_flHipDipSpringStrength = 0x38 # float
m_flHipDipImpactScale = 0x3C # float
m_flHipDipDelay = 0x40 # float
class IKBoneNameAndIndex_t:
m_Name = 0x0 # CUtlString
class IKDemoCaptureSettings_t:
m_parentBoneName = 0x0 # CUtlString
m_eMode = 0x8 # IKChannelMode
m_ikChainName = 0x10 # CUtlString
m_oneBoneStart = 0x18 # CUtlString
m_oneBoneEnd = 0x20 # CUtlString
class IKSolverSettings_t:
m_SolverType = 0x0 # IKSolverType
m_nNumIterations = 0x4 # int32_t
class IKTargetSettings_t:
m_TargetSource = 0x0 # IKTargetSource
m_Bone = 0x8 # IKBoneNameAndIndex_t
m_AnimgraphParameterNamePosition = 0x18 # AnimParamID
m_AnimgraphParameterNameOrientation = 0x1C # AnimParamID
m_TargetCoordSystem = 0x20 # IKTargetCoordinateSystem
class JiggleBoneSettingsList_t:
m_boneSettings = 0x0 # CUtlVector<JiggleBoneSettings_t>
class JiggleBoneSettings_t:
m_nBoneIndex = 0x0 # int32_t
m_flSpringStrength = 0x4 # float
m_flMaxTimeStep = 0x8 # float
m_flDamping = 0xC # float
m_vBoundsMaxLS = 0x10 # Vector
m_vBoundsMinLS = 0x1C # Vector
m_eSimSpace = 0x28 # JiggleBoneSimSpace
class LookAtBone_t:
m_index = 0x0 # int32_t
m_weight = 0x4 # float
class LookAtOpFixedSettings_t:
m_attachment = 0x0 # CAnimAttachment
m_damping = 0x80 # CAnimInputDamping
m_bones = 0x90 # CUtlVector<LookAtBone_t>
m_flYawLimit = 0xA8 # float
m_flPitchLimit = 0xAC # float
m_flHysteresisInnerAngle = 0xB0 # float
m_flHysteresisOuterAngle = 0xB4 # float
m_bRotateYawForward = 0xB8 # bool
m_bMaintainUpDirection = 0xB9 # bool
m_bTargetIsPosition = 0xBA # bool
m_bUseHysteresis = 0xBB # bool
class MaterialGroup_t:
m_name = 0x0 # CUtlString
m_materials = 0x8 # CUtlVector<CStrongHandle<InfoForResourceTypeIMaterial2>>
class ModelBoneFlexDriverControl_t:
m_nBoneComponent = 0x0 # ModelBoneFlexComponent_t
m_flexController = 0x8 # CUtlString
m_flexControllerToken = 0x10 # uint32_t
m_flMin = 0x14 # float
m_flMax = 0x18 # float
class ModelBoneFlexDriver_t:
m_boneName = 0x0 # CUtlString
m_boneNameToken = 0x8 # uint32_t
m_controls = 0x10 # CUtlVector<ModelBoneFlexDriverControl_t>
class ModelSkeletonData_t:
m_boneName = 0x0 # CUtlVector<CUtlString>
m_nParent = 0x18 # CUtlVector<int16_t>
m_boneSphere = 0x30 # CUtlVector<float>
m_nFlag = 0x48 # CUtlVector<uint32_t>
m_bonePosParent = 0x60 # CUtlVector<Vector>
m_boneRotParent = 0x78 # CUtlVector<QuaternionStorage>
m_boneScaleParent = 0x90 # CUtlVector<float>
class MoodAnimationLayer_t:
m_sName = 0x0 # CUtlString
m_bActiveListening = 0x8 # bool
m_bActiveTalking = 0x9 # bool
m_layerAnimations = 0x10 # CUtlVector<MoodAnimation_t>
m_flIntensity = 0x28 # CRangeFloat
m_flDurationScale = 0x30 # CRangeFloat
m_bScaleWithInts = 0x38 # bool
m_flNextStart = 0x3C # CRangeFloat
m_flStartOffset = 0x44 # CRangeFloat
m_flEndOffset = 0x4C # CRangeFloat
m_flFadeIn = 0x54 # float
m_flFadeOut = 0x58 # float
class MoodAnimation_t:
m_sName = 0x0 # CUtlString
m_flWeight = 0x8 # float
class MotionBlendItem:
m_pChild = 0x0 # CSmartPtr<CMotionNode>
m_flKeyValue = 0x8 # float
class MotionDBIndex:
m_nIndex = 0x0 # uint32_t
class MotionIndex:
m_nGroup = 0x0 # uint16_t
m_nMotion = 0x2 # uint16_t
class NmCompressionSettings_t:
m_translationRangeX = 0x0 # NmCompressionSettings_t::QuantizationRange_t
m_translationRangeY = 0x8 # NmCompressionSettings_t::QuantizationRange_t
m_translationRangeZ = 0x10 # NmCompressionSettings_t::QuantizationRange_t
m_scaleRange = 0x18 # NmCompressionSettings_t::QuantizationRange_t
m_constantRotation = 0x20 # Quaternion
m_bIsRotationStatic = 0x30 # bool
m_bIsTranslationStatic = 0x31 # bool
m_bIsScaleStatic = 0x32 # bool
class NmCompressionSettings_t_QuantizationRange_t:
m_flRangeStart = 0x0 # float
m_flRangeLength = 0x4 # float
class NmPercent_t:
m_flValue = 0x0 # float
class NmSyncTrackTimeRange_t:
m_startTime = 0x0 # NmSyncTrackTime_t
m_endTime = 0x8 # NmSyncTrackTime_t
class NmSyncTrackTime_t:
m_nEventIdx = 0x0 # int32_t
m_percentageThrough = 0x4 # NmPercent_t
class ParamSpanSample_t:
m_value = 0x0 # CAnimVariant
m_flCycle = 0x14 # float
class ParamSpan_t:
m_samples = 0x0 # CUtlVector<ParamSpanSample_t>
m_hParam = 0x18 # CAnimParamHandle
m_eParamType = 0x1A # AnimParamType_t
m_flStartCycle = 0x1C # float
m_flEndCycle = 0x20 # float
class PermModelDataAnimatedMaterialAttribute_t:
m_AttributeName = 0x0 # CUtlString
m_nNumChannels = 0x8 # int32_t
class PermModelData_t:
m_name = 0x0 # CUtlString
m_modelInfo = 0x8 # PermModelInfo_t
m_ExtParts = 0x60 # CUtlVector<PermModelExtPart_t>
m_refMeshes = 0x78 # CUtlVector<CStrongHandle<InfoForResourceTypeCRenderMesh>>
m_refMeshGroupMasks = 0x90 # CUtlVector<uint64_t>
m_refPhysGroupMasks = 0xA8 # CUtlVector<uint64_t>
m_refLODGroupMasks = 0xC0 # CUtlVector<uint8_t>
m_lodGroupSwitchDistances = 0xD8 # CUtlVector<float>
m_refPhysicsData = 0xF0 # CUtlVector<CStrongHandle<InfoForResourceTypeCPhysAggregateData>>
m_refPhysicsHitboxData = 0x108 # CUtlVector<CStrongHandle<InfoForResourceTypeCPhysAggregateData>>
m_refAnimGroups = 0x120 # CUtlVector<CStrongHandle<InfoForResourceTypeCAnimationGroup>>
m_refSequenceGroups = 0x138 # CUtlVector<CStrongHandle<InfoForResourceTypeCSequenceGroupData>>
m_meshGroups = 0x150 # CUtlVector<CUtlString>
m_materialGroups = 0x168 # CUtlVector<MaterialGroup_t>
m_nDefaultMeshGroupMask = 0x180 # uint64_t
m_modelSkeleton = 0x188 # ModelSkeletonData_t
m_remappingTable = 0x230 # CUtlVector<int16_t>
m_remappingTableStarts = 0x248 # CUtlVector<uint16_t>
m_boneFlexDrivers = 0x260 # CUtlVector<ModelBoneFlexDriver_t>
m_pModelConfigList = 0x278 # CModelConfigList*
m_BodyGroupsHiddenInTools = 0x280 # CUtlVector<CUtlString>
m_refAnimIncludeModels = 0x298 # CUtlVector<CStrongHandle<InfoForResourceTypeCModel>>
m_AnimatedMaterialAttributes = 0x2B0 # CUtlVector<PermModelDataAnimatedMaterialAttribute_t>
class PermModelExtPart_t:
m_Transform = 0x0 # CTransform
m_Name = 0x20 # CUtlString
m_nParent = 0x28 # int32_t
m_refModel = 0x30 # CStrongHandle<InfoForResourceTypeCModel>
class PermModelInfo_t:
m_nFlags = 0x0 # uint32_t
m_vHullMin = 0x4 # Vector
m_vHullMax = 0x10 # Vector
m_vViewMin = 0x1C # Vector
m_vViewMax = 0x28 # Vector
m_flMass = 0x34 # float
m_vEyePosition = 0x38 # Vector
m_flMaxEyeDeflection = 0x44 # float
m_sSurfaceProperty = 0x48 # CUtlString
m_keyValueText = 0x50 # CUtlString
class PhysSoftbodyDesc_t:
m_ParticleBoneHash = 0x0 # CUtlVector<uint32_t>
m_Particles = 0x18 # CUtlVector<RnSoftbodyParticle_t>
m_Springs = 0x30 # CUtlVector<RnSoftbodySpring_t>
m_Capsules = 0x48 # CUtlVector<RnSoftbodyCapsule_t>
m_InitPose = 0x60 # CUtlVector<CTransform>
m_ParticleBoneName = 0x78 # CUtlVector<CUtlString>
class RenderHairStrandInfo_t:
m_nGuideIdx = 0x0 # uint32_t[3]
m_nBaseTriIdx = 0xC # uint32_t
m_vGuideBarycentric = 0x10 # Vector2D
m_vBaseBarycentric = 0x18 # Vector2D
m_vRootOffset_flLengthScale = 0x20 # uint16_t[4]
m_nPackedBaseMeshUv = 0x28 # uint32_t
m_nPad = 0x2C # uint32_t
class RenderSkeletonBone_t:
m_boneName = 0x0 # CUtlString
m_parentName = 0x8 # CUtlString
m_invBindPose = 0x10 # matrix3x4_t
m_bbox = 0x40 # SkeletonBoneBounds_t
m_flSphereRadius = 0x58 # float
class SampleCode:
m_subCode = 0x0 # uint8_t[8]
class ScriptInfo_t:
m_code = 0x0 # CUtlString
m_paramsModified = 0x8 # CUtlVector<CAnimParamHandle>
m_proxyReadParams = 0x20 # CUtlVector<int32_t>
m_proxyWriteParams = 0x38 # CUtlVector<int32_t>
m_eScriptType = 0x50 # AnimScriptType
class SkeletonAnimCapture_t:
m_nEntIndex = 0x0 # CEntityIndex
m_nEntParent = 0x4 # CEntityIndex
m_ImportedCollision = 0x8 # CUtlVector<CEntityIndex>
m_ModelName = 0x20 # CUtlString
m_CaptureName = 0x28 # CUtlString
m_ModelBindPose = 0x30 # CUtlVector<SkeletonAnimCapture_t::Bone_t>
m_FeModelInitPose = 0x48 # CUtlVector<SkeletonAnimCapture_t::Bone_t>
m_nFlexControllers = 0x60 # int32_t
m_bPredicted = 0x64 # bool
m_Frames = 0xA8 # CUtlVector<SkeletonAnimCapture_t::Frame_t>
class SkeletonAnimCapture_t_Bone_t:
m_Name = 0x0 # CUtlString
m_BindPose = 0x10 # CTransform
m_nParent = 0x30 # int32_t
class SkeletonAnimCapture_t_Camera_t:
m_tmCamera = 0x0 # CTransform
m_flTime = 0x20 # float
class SkeletonAnimCapture_t_FrameStamp_t:
m_flTime = 0x0 # float
m_flEntitySimTime = 0x4 # float
m_bTeleportTick = 0x8 # bool
m_bPredicted = 0x9 # bool
m_flCurTime = 0xC # float
m_flRealTime = 0x10 # float
m_nFrameCount = 0x14 # int32_t
m_nTickCount = 0x18 # int32_t
class SkeletonAnimCapture_t_Frame_t:
m_flTime = 0x0 # float
m_Stamp = 0x4 # SkeletonAnimCapture_t::FrameStamp_t
m_Transform = 0x20 # CTransform
m_bTeleport = 0x40 # bool
m_CompositeBones = 0x48 # CUtlVector<CTransform>
m_SimStateBones = 0x60 # CUtlVector<CTransform>
m_FeModelAnims = 0x78 # CUtlVector<CTransform>
m_FeModelPos = 0x90 # CUtlVector<VectorAligned>
m_FlexControllerWeights = 0xA8 # CUtlVector<float>
class SkeletonBoneBounds_t:
m_vecCenter = 0x0 # Vector
m_vecSize = 0xC # Vector
class SkeletonDemoDb_t:
m_AnimCaptures = 0x0 # CUtlVector<SkeletonAnimCapture_t*>
m_CameraTrack = 0x18 # CUtlVector<SkeletonAnimCapture_t::Camera_t>
m_flRecordingTime = 0x30 # float
class SolveIKChainPoseOpFixedSettings_t:
m_ChainsToSolveData = 0x0 # CUtlVector<ChainToSolveData_t>
m_bMatchTargetOrientation = 0x18 # bool
class StanceInfo_t:
m_vPosition = 0x0 # Vector
m_flDirection = 0xC # float
class TagSpan_t:
m_tagIndex = 0x0 # int32_t
m_startCycle = 0x4 # float
m_endCycle = 0x8 # float
class TraceSettings_t:
m_flTraceHeight = 0x0 # float
m_flTraceRadius = 0x4 # float
class TwoBoneIKSettings_t:
m_endEffectorType = 0x0 # IkEndEffectorType
m_endEffectorAttachment = 0x10 # CAnimAttachment
m_targetType = 0x90 # IkTargetType
m_targetAttachment = 0xA0 # CAnimAttachment
m_targetBoneIndex = 0x120 # int32_t
m_hPositionParam = 0x124 # CAnimParamHandle
m_hRotationParam = 0x126 # CAnimParamHandle
m_bAlwaysUseFallbackHinge = 0x128 # bool
m_vLsFallbackHingeAxis = 0x130 # VectorAligned
m_nFixedBoneIndex = 0x140 # int32_t
m_nMiddleBoneIndex = 0x144 # int32_t
m_nEndBoneIndex = 0x148 # int32_t
m_bMatchTargetOrientation = 0x14C # bool
m_bConstrainTwist = 0x14D # bool
m_flMaxTwist = 0x150 # float
class VPhysXAggregateData_t:
m_nFlags = 0x0 # uint16_t
m_nRefCounter = 0x2 # uint16_t
m_bonesHash = 0x8 # CUtlVector<uint32_t>
m_boneNames = 0x20 # CUtlVector<CUtlString>
m_indexNames = 0x38 # CUtlVector<uint16_t>
m_indexHash = 0x50 # CUtlVector<uint16_t>
m_bindPose = 0x68 # CUtlVector<matrix3x4a_t>
m_parts = 0x80 # CUtlVector<VPhysXBodyPart_t>
m_constraints2 = 0x98 # CUtlVector<VPhysXConstraint2_t>
m_joints = 0xB0 # CUtlVector<VPhysXJoint_t>
m_pFeModel = 0xC8 # PhysFeModelDesc_t*
m_boneParents = 0xD0 # CUtlVector<uint16_t>
m_surfacePropertyHashes = 0xE8 # CUtlVector<uint32_t>
m_collisionAttributes = 0x100 # CUtlVector<VPhysXCollisionAttributes_t>
m_debugPartNames = 0x118 # CUtlVector<CUtlString>
m_embeddedKeyvalues = 0x130 # CUtlString
class VPhysXBodyPart_t:
m_nFlags = 0x0 # uint32_t
m_flMass = 0x4 # float
m_rnShape = 0x8 # VPhysics2ShapeDef_t
m_nCollisionAttributeIndex = 0x80 # uint16_t
m_nReserved = 0x82 # uint16_t
m_flInertiaScale = 0x84 # float
m_flLinearDamping = 0x88 # float
m_flAngularDamping = 0x8C # float
m_bOverrideMassCenter = 0x90 # bool
m_vMassCenterOverride = 0x94 # Vector
class VPhysXCollisionAttributes_t:
m_CollisionGroup = 0x0 # uint32_t
m_InteractAs = 0x8 # CUtlVector<uint32_t>
m_InteractWith = 0x20 # CUtlVector<uint32_t>
m_InteractExclude = 0x38 # CUtlVector<uint32_t>
m_CollisionGroupString = 0x50 # CUtlString
m_InteractAsStrings = 0x58 # CUtlVector<CUtlString>
m_InteractWithStrings = 0x70 # CUtlVector<CUtlString>
m_InteractExcludeStrings = 0x88 # CUtlVector<CUtlString>
class VPhysXConstraint2_t:
m_nFlags = 0x0 # uint32_t
m_nParent = 0x4 # uint16_t
m_nChild = 0x6 # uint16_t
m_params = 0x8 # VPhysXConstraintParams_t
class VPhysXConstraintParams_t:
m_nType = 0x0 # int8_t
m_nTranslateMotion = 0x1 # int8_t
m_nRotateMotion = 0x2 # int8_t
m_nFlags = 0x3 # int8_t
m_anchor = 0x4 # Vector[2]
m_axes = 0x1C # QuaternionStorage[2]
m_maxForce = 0x3C # float
m_maxTorque = 0x40 # float
m_linearLimitValue = 0x44 # float
m_linearLimitRestitution = 0x48 # float
m_linearLimitSpring = 0x4C # float
m_linearLimitDamping = 0x50 # float
m_twistLowLimitValue = 0x54 # float
m_twistLowLimitRestitution = 0x58 # float
m_twistLowLimitSpring = 0x5C # float
m_twistLowLimitDamping = 0x60 # float
m_twistHighLimitValue = 0x64 # float
m_twistHighLimitRestitution = 0x68 # float
m_twistHighLimitSpring = 0x6C # float
m_twistHighLimitDamping = 0x70 # float
m_swing1LimitValue = 0x74 # float
m_swing1LimitRestitution = 0x78 # float
m_swing1LimitSpring = 0x7C # float
m_swing1LimitDamping = 0x80 # float
m_swing2LimitValue = 0x84 # float
m_swing2LimitRestitution = 0x88 # float
m_swing2LimitSpring = 0x8C # float
m_swing2LimitDamping = 0x90 # float
m_goalPosition = 0x94 # Vector
m_goalOrientation = 0xA0 # QuaternionStorage
m_goalAngularVelocity = 0xB0 # Vector
m_driveSpringX = 0xBC # float
m_driveSpringY = 0xC0 # float
m_driveSpringZ = 0xC4 # float
m_driveDampingX = 0xC8 # float
m_driveDampingY = 0xCC # float
m_driveDampingZ = 0xD0 # float
m_driveSpringTwist = 0xD4 # float
m_driveSpringSwing = 0xD8 # float
m_driveSpringSlerp = 0xDC # float
m_driveDampingTwist = 0xE0 # float
m_driveDampingSwing = 0xE4 # float
m_driveDampingSlerp = 0xE8 # float
m_solverIterationCount = 0xEC # int32_t
m_projectionLinearTolerance = 0xF0 # float
m_projectionAngularTolerance = 0xF4 # float
class VPhysXJoint_t:
m_nType = 0x0 # uint16_t
m_nBody1 = 0x2 # uint16_t
m_nBody2 = 0x4 # uint16_t
m_nFlags = 0x6 # uint16_t
m_Frame1 = 0x10 # CTransform
m_Frame2 = 0x30 # CTransform
m_bEnableCollision = 0x50 # bool
m_bEnableLinearLimit = 0x51 # bool
m_LinearLimit = 0x54 # VPhysXRange_t
m_bEnableLinearMotor = 0x5C # bool
m_vLinearTargetVelocity = 0x60 # Vector
m_flMaxForce = 0x6C # float
m_bEnableSwingLimit = 0x70 # bool
m_SwingLimit = 0x74 # VPhysXRange_t
m_bEnableTwistLimit = 0x7C # bool
m_TwistLimit = 0x80 # VPhysXRange_t
m_bEnableAngularMotor = 0x88 # bool
m_vAngularTargetVelocity = 0x8C # Vector
m_flMaxTorque = 0x98 # float
m_flLinearFrequency = 0x9C # float
m_flLinearDampingRatio = 0xA0 # float
m_flAngularFrequency = 0xA4 # float
m_flAngularDampingRatio = 0xA8 # float
m_flFriction = 0xAC # float
class VPhysXRange_t:
m_flMin = 0x0 # float
m_flMax = 0x4 # float
class VPhysics2ShapeDef_t:
m_spheres = 0x0 # CUtlVector<RnSphereDesc_t>
m_capsules = 0x18 # CUtlVector<RnCapsuleDesc_t>
m_hulls = 0x30 # CUtlVector<RnHullDesc_t>
m_meshes = 0x48 # CUtlVector<RnMeshDesc_t>
m_CollisionAttributeIndices = 0x60 # CUtlVector<uint16_t>
class WeightList:
m_name = 0x0 # CUtlString
m_weights = 0x8 # CUtlVector<float>