cs2-dumper/generated/server.dll.py

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2023-10-17 10:06:23 +08:00
'''
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Created using https://github.com/a2x/cs2-dumper
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Fri, 17 Nov 2023 02:25:38 +0000
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'''
class ActiveModelConfig_t:
m_Handle = 0x28 # ModelConfigHandle_t
m_Name = 0x30 # CUtlSymbolLarge
m_AssociatedEntities = 0x38 # CNetworkUtlVectorBase<CHandle<CBaseModelEntity>>
m_AssociatedEntityNames = 0x50 # CNetworkUtlVectorBase<CUtlSymbolLarge>
class AmmoIndex_t:
m_Value = 0x0 # int8_t
class AmmoTypeInfo_t:
m_nMaxCarry = 0x10 # int32_t
m_nSplashSize = 0x1C # CRangeInt
m_nFlags = 0x24 # AmmoFlags_t
m_flMass = 0x28 # float
m_flSpeed = 0x2C # CRangeFloat
class AnimationUpdateListHandle_t:
m_Value = 0x0 # uint32_t
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class CAISound: # CPointEntity
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m_iSoundType = 0x4B0 # int32_t
m_iSoundContext = 0x4B4 # int32_t
m_iVolume = 0x4B8 # int32_t
m_iSoundIndex = 0x4BC # int32_t
m_flDuration = 0x4C0 # float
m_iszProxyEntityName = 0x4C8 # CUtlSymbolLarge
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class CAI_ChangeHintGroup: # CBaseEntity
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m_iSearchType = 0x4B0 # int32_t
m_strSearchName = 0x4B8 # CUtlSymbolLarge
m_strNewHintGroup = 0x4C0 # CUtlSymbolLarge
m_flRadius = 0x4C8 # float
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class CAI_ChangeTarget: # CBaseEntity
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m_iszNewTarget = 0x4B0 # CUtlSymbolLarge
class CAI_Expresser:
m_flStopTalkTime = 0x38 # GameTime_t
m_flStopTalkTimeWithoutDelay = 0x3C # GameTime_t
m_flBlockedTalkTime = 0x40 # GameTime_t
m_voicePitch = 0x44 # int32_t
m_flLastTimeAcceptedSpeak = 0x48 # GameTime_t
m_bAllowSpeakingInterrupts = 0x4C # bool
m_bConsiderSceneInvolvementAsSpeech = 0x4D # bool
m_nLastSpokenPriority = 0x50 # int32_t
m_pOuter = 0x58 # CBaseFlex*
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class CAI_ExpresserWithFollowup: # CAI_Expresser
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m_pPostponedFollowup = 0x60 # ResponseFollowup*
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class CAK47: # CCSWeaponBaseGun
class CAmbientGeneric: # CPointEntity
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m_radius = 0x4B0 # float
m_flMaxRadius = 0x4B4 # float
m_iSoundLevel = 0x4B8 # soundlevel_t
m_dpv = 0x4BC # dynpitchvol_t
m_fActive = 0x520 # bool
m_fLooping = 0x521 # bool
m_iszSound = 0x528 # CUtlSymbolLarge
m_sSourceEntName = 0x530 # CUtlSymbolLarge
m_hSoundSource = 0x538 # CHandle<CBaseEntity>
m_nSoundSourceEntIndex = 0x53C # CEntityIndex
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class CAnimEventListener: # CAnimEventListenerBase
class CAnimEventListenerBase:
class CAnimEventQueueListener: # CAnimEventListenerBase
class CAnimGraphControllerBase:
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class CAnimGraphNetworkedVariables:
m_PredNetBoolVariables = 0x8 # CNetworkUtlVectorBase<uint32_t>
m_PredNetByteVariables = 0x20 # CNetworkUtlVectorBase<uint8_t>
m_PredNetUInt16Variables = 0x38 # CNetworkUtlVectorBase<uint16_t>
m_PredNetIntVariables = 0x50 # CNetworkUtlVectorBase<int32_t>
m_PredNetUInt32Variables = 0x68 # CNetworkUtlVectorBase<uint32_t>
m_PredNetUInt64Variables = 0x80 # CNetworkUtlVectorBase<uint64_t>
m_PredNetFloatVariables = 0x98 # CNetworkUtlVectorBase<float>
m_PredNetVectorVariables = 0xB0 # CNetworkUtlVectorBase<Vector>
m_PredNetQuaternionVariables = 0xC8 # CNetworkUtlVectorBase<Quaternion>
m_OwnerOnlyPredNetBoolVariables = 0xE0 # CNetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetByteVariables = 0xF8 # CNetworkUtlVectorBase<uint8_t>
m_OwnerOnlyPredNetUInt16Variables = 0x110 # CNetworkUtlVectorBase<uint16_t>
m_OwnerOnlyPredNetIntVariables = 0x128 # CNetworkUtlVectorBase<int32_t>
m_OwnerOnlyPredNetUInt32Variables = 0x140 # CNetworkUtlVectorBase<uint32_t>
m_OwnerOnlyPredNetUInt64Variables = 0x158 # CNetworkUtlVectorBase<uint64_t>
m_OwnerOnlyPredNetFloatVariables = 0x170 # CNetworkUtlVectorBase<float>
m_OwnerOnlyPredNetVectorVariables = 0x188 # CNetworkUtlVectorBase<Vector>
m_OwnerOnlyPredNetQuaternionVariables = 0x1A0 # CNetworkUtlVectorBase<Quaternion>
m_nBoolVariablesCount = 0x1B8 # int32_t
m_nOwnerOnlyBoolVariablesCount = 0x1BC # int32_t
m_nRandomSeedOffset = 0x1C0 # int32_t
m_flLastTeleportTime = 0x1C4 # float
class CAnimGraphTagRef:
m_nTagIndex = 0x0 # int32_t
m_tagName = 0x10 # CGlobalSymbol
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class CAttributeContainer: # CAttributeManager
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m_Item = 0x50 # CEconItemView
class CAttributeList:
m_Attributes = 0x8 # CUtlVectorEmbeddedNetworkVar<CEconItemAttribute>
m_pManager = 0x58 # CAttributeManager*
class CAttributeManager:
m_Providers = 0x8 # CUtlVector<CHandle<CBaseEntity>>
m_iReapplyProvisionParity = 0x20 # int32_t
m_hOuter = 0x24 # CHandle<CBaseEntity>
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 CBarnLight: # CBaseModelEntity
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m_bEnabled = 0x700 # bool
m_nColorMode = 0x704 # int32_t
m_Color = 0x708 # Color
m_flColorTemperature = 0x70C # float
m_flBrightness = 0x710 # float
m_flBrightnessScale = 0x714 # float
m_nDirectLight = 0x718 # int32_t
m_nBakedShadowIndex = 0x71C # int32_t
m_nLuminaireShape = 0x720 # int32_t
m_flLuminaireSize = 0x724 # float
m_flLuminaireAnisotropy = 0x728 # float
m_LightStyleString = 0x730 # CUtlString
m_flLightStyleStartTime = 0x738 # GameTime_t
m_QueuedLightStyleStrings = 0x740 # CNetworkUtlVectorBase<CUtlString>
m_LightStyleEvents = 0x758 # CNetworkUtlVectorBase<CUtlString>
m_LightStyleTargets = 0x770 # CNetworkUtlVectorBase<CHandle<CBaseModelEntity>>
m_StyleEvent = 0x788 # CEntityIOOutput[4]
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m_hLightCookie = 0x848 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flShape = 0x850 # float
m_flSoftX = 0x854 # float
m_flSoftY = 0x858 # float
m_flSkirt = 0x85C # float
m_flSkirtNear = 0x860 # float
m_vSizeParams = 0x864 # Vector
m_flRange = 0x870 # float
m_vShear = 0x874 # Vector
m_nBakeSpecularToCubemaps = 0x880 # int32_t
m_vBakeSpecularToCubemapsSize = 0x884 # Vector
m_nCastShadows = 0x890 # int32_t
m_nShadowMapSize = 0x894 # int32_t
m_nShadowPriority = 0x898 # int32_t
m_bContactShadow = 0x89C # bool
m_nBounceLight = 0x8A0 # int32_t
m_flBounceScale = 0x8A4 # float
m_flMinRoughness = 0x8A8 # float
m_vAlternateColor = 0x8AC # Vector
m_fAlternateColorBrightness = 0x8B8 # float
m_nFog = 0x8BC # int32_t
m_flFogStrength = 0x8C0 # float
m_nFogShadows = 0x8C4 # int32_t
m_flFogScale = 0x8C8 # float
m_flFadeSizeStart = 0x8CC # float
m_flFadeSizeEnd = 0x8D0 # float
m_flShadowFadeSizeStart = 0x8D4 # float
m_flShadowFadeSizeEnd = 0x8D8 # float
m_bPrecomputedFieldsValid = 0x8DC # bool
m_vPrecomputedBoundsMins = 0x8E0 # Vector
m_vPrecomputedBoundsMaxs = 0x8EC # Vector
m_vPrecomputedOBBOrigin = 0x8F8 # Vector
m_vPrecomputedOBBAngles = 0x904 # QAngle
m_vPrecomputedOBBExtent = 0x910 # Vector
m_bPvsModifyEntity = 0x91C # bool
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class CBaseAnimGraph: # CBaseModelEntity
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m_bInitiallyPopulateInterpHistory = 0x700 # bool
m_bShouldAnimateDuringGameplayPause = 0x701 # bool
m_pChoreoServices = 0x708 # IChoreoServices*
m_bAnimGraphUpdateEnabled = 0x710 # bool
m_flMaxSlopeDistance = 0x714 # float
m_vLastSlopeCheckPos = 0x718 # Vector
m_bAnimGraphDirty = 0x724 # bool
m_vecForce = 0x728 # Vector
m_nForceBone = 0x734 # int32_t
m_pRagdollPose = 0x748 # PhysicsRagdollPose_t*
m_bClientRagdoll = 0x750 # bool
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class CBaseAnimGraphController: # CSkeletonAnimationController
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m_baseLayer = 0x18 # CNetworkedSequenceOperation
m_animGraphNetworkedVars = 0x40 # CAnimGraphNetworkedVariables
m_bSequenceFinished = 0x218 # bool
m_flLastEventCycle = 0x21C # float
m_flLastEventAnimTime = 0x220 # float
m_flPlaybackRate = 0x224 # CNetworkedQuantizedFloat
m_flPrevAnimTime = 0x22C # float
m_bClientSideAnimation = 0x230 # bool
m_bNetworkedAnimationInputsChanged = 0x231 # bool
m_nNewSequenceParity = 0x234 # int32_t
m_nResetEventsParity = 0x238 # int32_t
m_nAnimLoopMode = 0x23C # AnimLoopMode_t
m_hAnimationUpdate = 0x2DC # AnimationUpdateListHandle_t
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class CBaseButton: # CBaseToggle
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m_angMoveEntitySpace = 0x780 # QAngle
m_fStayPushed = 0x78C # bool
m_fRotating = 0x78D # bool
m_ls = 0x790 # locksound_t
m_sUseSound = 0x7B0 # CUtlSymbolLarge
m_sLockedSound = 0x7B8 # CUtlSymbolLarge
m_sUnlockedSound = 0x7C0 # CUtlSymbolLarge
m_bLocked = 0x7C8 # bool
m_bDisabled = 0x7C9 # bool
m_flUseLockedTime = 0x7CC # GameTime_t
m_bSolidBsp = 0x7D0 # bool
m_OnDamaged = 0x7D8 # CEntityIOOutput
m_OnPressed = 0x800 # CEntityIOOutput
m_OnUseLocked = 0x828 # CEntityIOOutput
m_OnIn = 0x850 # CEntityIOOutput
m_OnOut = 0x878 # CEntityIOOutput
m_nState = 0x8A0 # int32_t
m_hConstraint = 0x8A4 # CEntityHandle
m_hConstraintParent = 0x8A8 # CEntityHandle
m_bForceNpcExclude = 0x8AC # bool
m_sGlowEntity = 0x8B0 # CUtlSymbolLarge
m_glowEntity = 0x8B8 # CHandle<CBaseModelEntity>
m_usable = 0x8BC # bool
m_szDisplayText = 0x8C0 # CUtlSymbolLarge
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class CBaseCSGrenade: # CCSWeaponBase
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m_bRedraw = 0xE20 # bool
m_bIsHeldByPlayer = 0xE21 # bool
m_bPinPulled = 0xE22 # bool
m_bJumpThrow = 0xE23 # bool
m_eThrowStatus = 0xE24 # EGrenadeThrowState
m_fThrowTime = 0xE28 # GameTime_t
m_flThrowStrength = 0xE2C # float
m_flThrowStrengthApproach = 0xE30 # float
m_fDropTime = 0xE34 # GameTime_t
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class CBaseCSGrenadeProjectile: # CBaseGrenade
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m_vInitialPosition = 0x9C8 # Vector
m_vInitialVelocity = 0x9D4 # Vector
m_nBounces = 0x9E0 # int32_t
m_nExplodeEffectIndex = 0x9E8 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_nExplodeEffectTickBegin = 0x9F0 # int32_t
m_vecExplodeEffectOrigin = 0x9F4 # Vector
m_flSpawnTime = 0xA00 # GameTime_t
m_unOGSExtraFlags = 0xA04 # uint8_t
m_bDetonationRecorded = 0xA05 # bool
m_flDetonateTime = 0xA08 # GameTime_t
m_nItemIndex = 0xA0C # uint16_t
m_vecOriginalSpawnLocation = 0xA10 # Vector
m_flLastBounceSoundTime = 0xA1C # GameTime_t
m_vecGrenadeSpin = 0xA20 # RotationVector
m_vecLastHitSurfaceNormal = 0xA2C # Vector
m_nTicksAtZeroVelocity = 0xA38 # int32_t
m_bHasEverHitPlayer = 0xA3C # bool
m_bClearFromPlayers = 0xA3D # bool
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class CBaseClientUIEntity: # CBaseModelEntity
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m_bEnabled = 0x700 # bool
m_DialogXMLName = 0x708 # CUtlSymbolLarge
m_PanelClassName = 0x710 # CUtlSymbolLarge
m_PanelID = 0x718 # CUtlSymbolLarge
m_CustomOutput0 = 0x720 # CEntityIOOutput
m_CustomOutput1 = 0x748 # CEntityIOOutput
m_CustomOutput2 = 0x770 # CEntityIOOutput
m_CustomOutput3 = 0x798 # CEntityIOOutput
m_CustomOutput4 = 0x7C0 # CEntityIOOutput
m_CustomOutput5 = 0x7E8 # CEntityIOOutput
m_CustomOutput6 = 0x810 # CEntityIOOutput
m_CustomOutput7 = 0x838 # CEntityIOOutput
m_CustomOutput8 = 0x860 # CEntityIOOutput
m_CustomOutput9 = 0x888 # CEntityIOOutput
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class CBaseCombatCharacter: # CBaseFlex
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m_bForceServerRagdoll = 0x920 # bool
m_hMyWearables = 0x928 # CNetworkUtlVectorBase<CHandle<CEconWearable>>
m_flFieldOfView = 0x940 # float
m_impactEnergyScale = 0x944 # float
m_LastHitGroup = 0x948 # HitGroup_t
m_bApplyStressDamage = 0x94C # bool
m_bloodColor = 0x950 # int32_t
m_navMeshID = 0x9B0 # int32_t
m_iDamageCount = 0x9B4 # int32_t
m_pVecRelationships = 0x9B8 # CUtlVector<RelationshipOverride_t>*
m_strRelationships = 0x9C0 # CUtlSymbolLarge
m_eHull = 0x9C8 # Hull_t
m_nNavHullIdx = 0x9CC # uint32_t
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class CBaseDMStart: # CPointEntity
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m_Master = 0x4B0 # CUtlSymbolLarge
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class CBaseDoor: # CBaseToggle
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m_angMoveEntitySpace = 0x790 # QAngle
m_vecMoveDirParentSpace = 0x79C # Vector
m_ls = 0x7A8 # locksound_t
m_bForceClosed = 0x7C8 # bool
m_bDoorGroup = 0x7C9 # bool
m_bLocked = 0x7CA # bool
m_bIgnoreDebris = 0x7CB # bool
m_eSpawnPosition = 0x7CC # FuncDoorSpawnPos_t
m_flBlockDamage = 0x7D0 # float
m_NoiseMoving = 0x7D8 # CUtlSymbolLarge
m_NoiseArrived = 0x7E0 # CUtlSymbolLarge
m_NoiseMovingClosed = 0x7E8 # CUtlSymbolLarge
m_NoiseArrivedClosed = 0x7F0 # CUtlSymbolLarge
m_ChainTarget = 0x7F8 # CUtlSymbolLarge
m_OnBlockedClosing = 0x800 # CEntityIOOutput
m_OnBlockedOpening = 0x828 # CEntityIOOutput
m_OnUnblockedClosing = 0x850 # CEntityIOOutput
m_OnUnblockedOpening = 0x878 # CEntityIOOutput
m_OnFullyClosed = 0x8A0 # CEntityIOOutput
m_OnFullyOpen = 0x8C8 # CEntityIOOutput
m_OnClose = 0x8F0 # CEntityIOOutput
m_OnOpen = 0x918 # CEntityIOOutput
m_OnLockedUse = 0x940 # CEntityIOOutput
m_bLoopMoveSound = 0x968 # bool
m_bCreateNavObstacle = 0x980 # bool
m_isChaining = 0x981 # bool
m_bIsUsable = 0x982 # bool
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class CBaseEntity: # CEntityInstance
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m_CBodyComponent = 0x30 # CBodyComponent*
m_NetworkTransmitComponent = 0x38 # CNetworkTransmitComponent
m_aThinkFunctions = 0x228 # CUtlVector<thinkfunc_t>
m_iCurrentThinkContext = 0x240 # int32_t
m_nLastThinkTick = 0x244 # GameTick_t
m_isSteadyState = 0x250 # CBitVec<64>
m_lastNetworkChange = 0x258 # float
m_ResponseContexts = 0x268 # CUtlVector<ResponseContext_t>
m_iszResponseContext = 0x280 # CUtlSymbolLarge
m_iHealth = 0x2A8 # int32_t
m_iMaxHealth = 0x2AC # int32_t
m_lifeState = 0x2B0 # uint8_t
m_flDamageAccumulator = 0x2B4 # float
m_bTakesDamage = 0x2B8 # bool
m_nTakeDamageFlags = 0x2BC # TakeDamageFlags_t
m_MoveCollide = 0x2C1 # MoveCollide_t
m_MoveType = 0x2C2 # MoveType_t
m_nWaterTouch = 0x2C3 # uint8_t
m_nSlimeTouch = 0x2C4 # uint8_t
m_bRestoreInHierarchy = 0x2C5 # bool
m_target = 0x2C8 # CUtlSymbolLarge
m_flMoveDoneTime = 0x2D0 # float
m_hDamageFilter = 0x2D4 # CHandle<CBaseFilter>
m_iszDamageFilterName = 0x2D8 # CUtlSymbolLarge
m_nSubclassID = 0x2E0 # CUtlStringToken
m_flAnimTime = 0x2F0 # float
m_flSimulationTime = 0x2F4 # float
m_flCreateTime = 0x2F8 # GameTime_t
m_bClientSideRagdoll = 0x2FC # bool
m_ubInterpolationFrame = 0x2FD # uint8_t
m_vPrevVPhysicsUpdatePos = 0x300 # Vector
m_iTeamNum = 0x30C # uint8_t
m_iGlobalname = 0x310 # CUtlSymbolLarge
m_iSentToClients = 0x318 # int32_t
m_flSpeed = 0x31C # float
m_sUniqueHammerID = 0x320 # CUtlString
m_spawnflags = 0x328 # uint32_t
m_nNextThinkTick = 0x32C # GameTick_t
m_nSimulationTick = 0x330 # int32_t
m_OnKilled = 0x338 # CEntityIOOutput
m_fFlags = 0x360 # uint32_t
m_vecAbsVelocity = 0x364 # Vector
m_vecVelocity = 0x370 # CNetworkVelocityVector
m_vecBaseVelocity = 0x3A0 # Vector
m_nPushEnumCount = 0x3AC # int32_t
m_pCollision = 0x3B0 # CCollisionProperty*
m_hEffectEntity = 0x3B8 # CHandle<CBaseEntity>
m_hOwnerEntity = 0x3BC # CHandle<CBaseEntity>
m_fEffects = 0x3C0 # uint32_t
m_hGroundEntity = 0x3C4 # CHandle<CBaseEntity>
m_flFriction = 0x3C8 # float
m_flElasticity = 0x3CC # float
m_flGravityScale = 0x3D0 # float
m_flTimeScale = 0x3D4 # float
m_flWaterLevel = 0x3D8 # float
m_bSimulatedEveryTick = 0x3DC # bool
m_bAnimatedEveryTick = 0x3DD # bool
m_bDisableLowViolence = 0x3DE # bool
m_nWaterType = 0x3DF # uint8_t
m_iEFlags = 0x3E0 # int32_t
m_OnUser1 = 0x3E8 # CEntityIOOutput
m_OnUser2 = 0x410 # CEntityIOOutput
m_OnUser3 = 0x438 # CEntityIOOutput
m_OnUser4 = 0x460 # CEntityIOOutput
m_iInitialTeamNum = 0x488 # int32_t
m_flNavIgnoreUntilTime = 0x48C # GameTime_t
m_vecAngVelocity = 0x490 # QAngle
m_bNetworkQuantizeOriginAndAngles = 0x49C # bool
m_bLagCompensate = 0x49D # bool
m_flOverriddenFriction = 0x4A0 # float
m_pBlocker = 0x4A4 # CHandle<CBaseEntity>
m_flLocalTime = 0x4A8 # float
m_flVPhysicsUpdateLocalTime = 0x4AC # float
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class CBaseFilter: # CLogicalEntity
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m_bNegated = 0x4B0 # bool
m_OnPass = 0x4B8 # CEntityIOOutput
m_OnFail = 0x4E0 # CEntityIOOutput
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class CBaseFire: # CBaseEntity
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m_flScale = 0x4B0 # float
m_flStartScale = 0x4B4 # float
m_flScaleTime = 0x4B8 # float
m_nFlags = 0x4BC # uint32_t
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class CBaseFlex: # CBaseAnimGraph
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m_flexWeight = 0x890 # CNetworkUtlVectorBase<float>
m_vLookTargetPosition = 0x8A8 # Vector
m_blinktoggle = 0x8B4 # bool
m_flAllowResponsesEndTime = 0x908 # GameTime_t
m_flLastFlexAnimationTime = 0x90C # GameTime_t
m_nNextSceneEventId = 0x910 # uint32_t
m_bUpdateLayerPriorities = 0x914 # bool
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class CBaseFlexAlias_funCBaseFlex: # CBaseFlex
class CBaseGrenade: # CBaseFlex
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m_OnPlayerPickup = 0x928 # CEntityIOOutput
m_OnExplode = 0x950 # CEntityIOOutput
m_bHasWarnedAI = 0x978 # bool
m_bIsSmokeGrenade = 0x979 # bool
m_bIsLive = 0x97A # bool
m_DmgRadius = 0x97C # float
m_flDetonateTime = 0x980 # GameTime_t
m_flWarnAITime = 0x984 # float
m_flDamage = 0x988 # float
m_iszBounceSound = 0x990 # CUtlSymbolLarge
m_ExplosionSound = 0x998 # CUtlString
m_hThrower = 0x9A4 # CHandle<CCSPlayerPawn>
m_flNextAttack = 0x9BC # GameTime_t
m_hOriginalThrower = 0x9C0 # CHandle<CCSPlayerPawn>
class CBaseIssue:
m_szTypeString = 0x20 # char[64]
m_szDetailsString = 0x60 # char[260]
m_iNumYesVotes = 0x164 # int32_t
m_iNumNoVotes = 0x168 # int32_t
m_iNumPotentialVotes = 0x16C # int32_t
m_pVoteController = 0x170 # CVoteController*
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class CBaseModelEntity: # CBaseEntity
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m_CRenderComponent = 0x4B0 # CRenderComponent*
m_CHitboxComponent = 0x4B8 # CHitboxComponent
m_flDissolveStartTime = 0x4E0 # GameTime_t
m_OnIgnite = 0x4E8 # CEntityIOOutput
m_nRenderMode = 0x510 # RenderMode_t
m_nRenderFX = 0x511 # RenderFx_t
m_bAllowFadeInView = 0x512 # bool
m_clrRender = 0x513 # Color
m_vecRenderAttributes = 0x518 # CUtlVectorEmbeddedNetworkVar<EntityRenderAttribute_t>
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m_bRenderToCubemaps = 0x568 # bool
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m_Collision = 0x570 # CCollisionProperty
m_Glow = 0x620 # CGlowProperty
m_flGlowBackfaceMult = 0x678 # float
m_fadeMinDist = 0x67C # float
m_fadeMaxDist = 0x680 # float
m_flFadeScale = 0x684 # float
m_flShadowStrength = 0x688 # float
m_nObjectCulling = 0x68C # uint8_t
m_nAddDecal = 0x690 # int32_t
m_vDecalPosition = 0x694 # Vector
m_vDecalForwardAxis = 0x6A0 # Vector
m_flDecalHealBloodRate = 0x6AC # float
m_flDecalHealHeightRate = 0x6B0 # float
m_ConfigEntitiesToPropagateMaterialDecalsTo = 0x6B8 # CNetworkUtlVectorBase<CHandle<CBaseModelEntity>>
m_vecViewOffset = 0x6D0 # CNetworkViewOffsetVector
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class CBaseMoveBehavior: # CPathKeyFrame
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m_iPositionInterpolator = 0x510 # int32_t
m_iRotationInterpolator = 0x514 # int32_t
m_flAnimStartTime = 0x518 # float
m_flAnimEndTime = 0x51C # float
m_flAverageSpeedAcrossFrame = 0x520 # float
m_pCurrentKeyFrame = 0x528 # CPathKeyFrame*
m_pTargetKeyFrame = 0x530 # CPathKeyFrame*
m_pPreKeyFrame = 0x538 # CPathKeyFrame*
m_pPostKeyFrame = 0x540 # CPathKeyFrame*
m_flTimeIntoFrame = 0x548 # float
m_iDirection = 0x54C # int32_t
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class CBasePlatTrain: # CBaseToggle
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m_NoiseMoving = 0x780 # CUtlSymbolLarge
m_NoiseArrived = 0x788 # CUtlSymbolLarge
m_volume = 0x798 # float
m_flTWidth = 0x79C # float
m_flTLength = 0x7A0 # float
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class CBasePlayerController: # CBaseEntity
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m_nInButtonsWhichAreToggles = 0x4B8 # uint64_t
m_nTickBase = 0x4C0 # uint32_t
m_hPawn = 0x4F0 # CHandle<CBasePlayerPawn>
m_nSplitScreenSlot = 0x4F4 # CSplitScreenSlot
m_hSplitOwner = 0x4F8 # CHandle<CBasePlayerController>
m_hSplitScreenPlayers = 0x500 # CUtlVector<CHandle<CBasePlayerController>>
m_bIsHLTV = 0x518 # bool
m_iConnected = 0x51C # PlayerConnectedState
m_iszPlayerName = 0x520 # char[128]
m_szNetworkIDString = 0x5A0 # CUtlString
m_fLerpTime = 0x5A8 # float
m_bLagCompensation = 0x5AC # bool
m_bPredict = 0x5AD # bool
m_bAutoKickDisabled = 0x5AE # bool
m_bIsLowViolence = 0x5AF # bool
m_bGamePaused = 0x5B0 # bool
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m_nUsecTimestampLastUserCmdReceived = 0x648 # int64_t
m_iIgnoreGlobalChat = 0x660 # ChatIgnoreType_t
m_flLastPlayerTalkTime = 0x664 # float
m_flLastEntitySteadyState = 0x668 # float
m_nAvailableEntitySteadyState = 0x66C # int32_t
m_bHasAnySteadyStateEnts = 0x670 # bool
m_steamID = 0x680 # uint64_t
m_iDesiredFOV = 0x688 # uint32_t
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class CBasePlayerPawn: # CBaseCombatCharacter
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m_pWeaponServices = 0x9D0 # CPlayer_WeaponServices*
m_pItemServices = 0x9D8 # CPlayer_ItemServices*
m_pAutoaimServices = 0x9E0 # CPlayer_AutoaimServices*
m_pObserverServices = 0x9E8 # CPlayer_ObserverServices*
m_pWaterServices = 0x9F0 # CPlayer_WaterServices*
m_pUseServices = 0x9F8 # CPlayer_UseServices*
m_pFlashlightServices = 0xA00 # CPlayer_FlashlightServices*
m_pCameraServices = 0xA08 # CPlayer_CameraServices*
m_pMovementServices = 0xA10 # CPlayer_MovementServices*
m_ServerViewAngleChanges = 0xA20 # CUtlVectorEmbeddedNetworkVar<ViewAngleServerChange_t>
m_nHighestGeneratedServerViewAngleChangeIndex = 0xA70 # uint32_t
v_angle = 0xA74 # QAngle
v_anglePrevious = 0xA80 # QAngle
m_iHideHUD = 0xA8C # uint32_t
m_skybox3d = 0xA90 # sky3dparams_t
m_fTimeLastHurt = 0xB20 # GameTime_t
m_flDeathTime = 0xB24 # GameTime_t
m_fNextSuicideTime = 0xB28 # GameTime_t
m_fInitHUD = 0xB2C # bool
m_pExpresser = 0xB30 # CAI_Expresser*
m_hController = 0xB38 # CHandle<CBasePlayerController>
m_fHltvReplayDelay = 0xB40 # float
m_fHltvReplayEnd = 0xB44 # float
m_iHltvReplayEntity = 0xB48 # CEntityIndex
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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 CBasePlayerWeapon: # CEconEntity
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m_nNextPrimaryAttackTick = 0xC18 # GameTick_t
m_flNextPrimaryAttackTickRatio = 0xC1C # float
m_nNextSecondaryAttackTick = 0xC20 # GameTick_t
m_flNextSecondaryAttackTickRatio = 0xC24 # float
m_iClip1 = 0xC28 # int32_t
m_iClip2 = 0xC2C # int32_t
m_pReserveAmmo = 0xC30 # int32_t[2]
m_OnPlayerUse = 0xC38 # CEntityIOOutput
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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 = 0x890 # bool
m_iShapeType = 0x894 # int32_t
m_bConformToCollisionBounds = 0x898 # bool
m_mPreferredCatchTransform = 0x89C # matrix3x4_t
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class CBasePropDoor: # CDynamicProp
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m_flAutoReturnDelay = 0xB18 # float
m_hDoorList = 0xB20 # CUtlVector<CHandle<CBasePropDoor>>
m_nHardwareType = 0xB38 # int32_t
m_bNeedsHardware = 0xB3C # bool
m_eDoorState = 0xB40 # DoorState_t
m_bLocked = 0xB44 # bool
m_closedPosition = 0xB48 # Vector
m_closedAngles = 0xB54 # QAngle
m_hBlocker = 0xB60 # CHandle<CBaseEntity>
m_bFirstBlocked = 0xB64 # bool
m_ls = 0xB68 # locksound_t
m_bForceClosed = 0xB88 # bool
m_vecLatchWorldPosition = 0xB8C # Vector
m_hActivator = 0xB98 # CHandle<CBaseEntity>
m_SoundMoving = 0xBA8 # CUtlSymbolLarge
m_SoundOpen = 0xBB0 # CUtlSymbolLarge
m_SoundClose = 0xBB8 # CUtlSymbolLarge
m_SoundLock = 0xBC0 # CUtlSymbolLarge
m_SoundUnlock = 0xBC8 # CUtlSymbolLarge
m_SoundLatch = 0xBD0 # CUtlSymbolLarge
m_SoundPound = 0xBD8 # CUtlSymbolLarge
m_SoundJiggle = 0xBE0 # CUtlSymbolLarge
m_SoundLockedAnim = 0xBE8 # CUtlSymbolLarge
m_numCloseAttempts = 0xBF0 # int32_t
m_nPhysicsMaterial = 0xBF4 # CUtlStringToken
m_SlaveName = 0xBF8 # CUtlSymbolLarge
m_hMaster = 0xC00 # CHandle<CBasePropDoor>
m_OnBlockedClosing = 0xC08 # CEntityIOOutput
m_OnBlockedOpening = 0xC30 # CEntityIOOutput
m_OnUnblockedClosing = 0xC58 # CEntityIOOutput
m_OnUnblockedOpening = 0xC80 # CEntityIOOutput
m_OnFullyClosed = 0xCA8 # CEntityIOOutput
m_OnFullyOpen = 0xCD0 # CEntityIOOutput
m_OnClose = 0xCF8 # CEntityIOOutput
m_OnOpen = 0xD20 # CEntityIOOutput
m_OnLockedUse = 0xD48 # CEntityIOOutput
m_OnAjarOpen = 0xD70 # CEntityIOOutput
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class CBaseToggle: # CBaseModelEntity
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m_toggle_state = 0x700 # TOGGLE_STATE
m_flMoveDistance = 0x704 # float
m_flWait = 0x708 # float
m_flLip = 0x70C # float
m_bAlwaysFireBlockedOutputs = 0x710 # bool
m_vecPosition1 = 0x714 # Vector
m_vecPosition2 = 0x720 # Vector
m_vecMoveAng = 0x72C # QAngle
m_vecAngle1 = 0x738 # QAngle
m_vecAngle2 = 0x744 # QAngle
m_flHeight = 0x750 # float
m_hActivator = 0x754 # CHandle<CBaseEntity>
m_vecFinalDest = 0x758 # Vector
m_vecFinalAngle = 0x764 # QAngle
m_movementType = 0x770 # int32_t
m_sMaster = 0x778 # CUtlSymbolLarge
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class CBaseTrigger: # CBaseToggle
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m_bDisabled = 0x780 # bool
m_iFilterName = 0x788 # CUtlSymbolLarge
m_hFilter = 0x790 # CHandle<CBaseFilter>
m_OnStartTouch = 0x798 # CEntityIOOutput
m_OnStartTouchAll = 0x7C0 # CEntityIOOutput
m_OnEndTouch = 0x7E8 # CEntityIOOutput
m_OnEndTouchAll = 0x810 # CEntityIOOutput
m_OnTouching = 0x838 # CEntityIOOutput
m_OnNotTouching = 0x860 # CEntityIOOutput
m_hTouchingEntities = 0x888 # CUtlVector<CHandle<CBaseEntity>>
m_bClientSidePredicted = 0x8A0 # bool
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class CBaseViewModel: # CBaseAnimGraph
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m_vecLastFacing = 0x898 # Vector
m_nViewModelIndex = 0x8A4 # uint32_t
m_nAnimationParity = 0x8A8 # uint32_t
m_flAnimationStartTime = 0x8AC # float
m_hWeapon = 0x8B0 # CHandle<CBasePlayerWeapon>
m_sVMName = 0x8B8 # CUtlSymbolLarge
m_sAnimationPrefix = 0x8C0 # CUtlSymbolLarge
m_hOldLayerSequence = 0x8C8 # HSequence
m_oldLayer = 0x8CC # int32_t
m_oldLayerStartTime = 0x8D0 # float
m_hControlPanel = 0x8D4 # CHandle<CBaseEntity>
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class CBeam: # CBaseModelEntity
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m_flFrameRate = 0x700 # float
m_flHDRColorScale = 0x704 # float
m_flFireTime = 0x708 # GameTime_t
m_flDamage = 0x70C # float
m_nNumBeamEnts = 0x710 # uint8_t
m_hBaseMaterial = 0x718 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nHaloIndex = 0x720 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_nBeamType = 0x728 # BeamType_t
m_nBeamFlags = 0x72C # uint32_t
m_hAttachEntity = 0x730 # CHandle<CBaseEntity>[10]
m_nAttachIndex = 0x758 # AttachmentHandle_t[10]
m_fWidth = 0x764 # float
m_fEndWidth = 0x768 # float
m_fFadeLength = 0x76C # float
m_fHaloScale = 0x770 # float
m_fAmplitude = 0x774 # float
m_fStartFrame = 0x778 # float
m_fSpeed = 0x77C # float
m_flFrame = 0x780 # float
m_nClipStyle = 0x784 # BeamClipStyle_t
m_bTurnedOff = 0x788 # bool
m_vecEndPos = 0x78C # Vector
m_hEndEntity = 0x798 # CHandle<CBaseEntity>
m_nDissolveType = 0x79C # int32_t
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class CBlood: # CPointEntity
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m_vecSprayAngles = 0x4B0 # QAngle
m_vecSprayDir = 0x4BC # Vector
m_flAmount = 0x4C8 # float
m_Color = 0x4CC # int32_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 = 0x480 # CBaseAnimGraphController
__m_pChainEntity = 0x760 # CNetworkVarChainer
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class CBodyComponentBaseModelEntity: # CBodyComponentSkeletonInstance
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__m_pChainEntity = 0x480 # 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
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__m_pChainEntity = 0x450 # CNetworkVarChainer
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class CBombTarget: # CBaseTrigger
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m_OnBombExplode = 0x8A8 # CEntityIOOutput
m_OnBombPlanted = 0x8D0 # CEntityIOOutput
m_OnBombDefused = 0x8F8 # CEntityIOOutput
m_bIsBombSiteB = 0x920 # bool
m_bIsHeistBombTarget = 0x921 # bool
m_bBombPlantedHere = 0x922 # bool
m_szMountTarget = 0x928 # CUtlSymbolLarge
m_hInstructorHint = 0x930 # CHandle<CBaseEntity>
m_nBombSiteDesignation = 0x934 # int32_t
class CBot:
m_pController = 0x10 # CCSPlayerController*
m_pPlayer = 0x18 # CCSPlayerPawn*
m_bHasSpawned = 0x20 # bool
m_id = 0x24 # uint32_t
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m_isRunning = 0xB8 # bool
m_isCrouching = 0xB9 # bool
m_forwardSpeed = 0xBC # float
m_leftSpeed = 0xC0 # float
m_verticalSpeed = 0xC4 # float
m_buttonFlags = 0xC8 # uint64_t
m_jumpTimestamp = 0xD0 # float
m_viewForward = 0xD4 # Vector
m_postureStackIndex = 0xF0 # int32_t
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class CBreachCharge: # CCSWeaponBase
class CBreachChargeProjectile: # CBaseGrenade
class CBreakable: # CBaseModelEntity
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m_Material = 0x710 # Materials
m_hBreaker = 0x714 # CHandle<CBaseEntity>
m_Explosion = 0x718 # Explosions
m_iszSpawnObject = 0x720 # CUtlSymbolLarge
m_flPressureDelay = 0x728 # float
m_iMinHealthDmg = 0x72C # int32_t
m_iszPropData = 0x730 # CUtlSymbolLarge
m_impactEnergyScale = 0x738 # float
m_nOverrideBlockLOS = 0x73C # EOverrideBlockLOS_t
m_OnBreak = 0x740 # CEntityIOOutput
m_OnHealthChanged = 0x768 # CEntityOutputTemplate<float>
m_flDmgModBullet = 0x790 # float
m_flDmgModClub = 0x794 # float
m_flDmgModExplosive = 0x798 # float
m_flDmgModFire = 0x79C # float
m_iszPhysicsDamageTableName = 0x7A0 # CUtlSymbolLarge
m_iszBasePropData = 0x7A8 # CUtlSymbolLarge
m_iInteractions = 0x7B0 # int32_t
m_PerformanceMode = 0x7B4 # PerformanceMode_t
m_hPhysicsAttacker = 0x7B8 # CHandle<CBasePlayerPawn>
m_flLastPhysicsInfluenceTime = 0x7BC # GameTime_t
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class CBreakableProp: # CBaseProp
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m_OnBreak = 0x8E0 # CEntityIOOutput
m_OnHealthChanged = 0x908 # CEntityOutputTemplate<float>
m_OnTakeDamage = 0x930 # CEntityIOOutput
m_impactEnergyScale = 0x958 # float
m_iMinHealthDmg = 0x95C # int32_t
m_preferredCarryAngles = 0x960 # QAngle
m_flPressureDelay = 0x96C # float
m_hBreaker = 0x970 # CHandle<CBaseEntity>
m_PerformanceMode = 0x974 # PerformanceMode_t
m_flDmgModBullet = 0x978 # float
m_flDmgModClub = 0x97C # float
m_flDmgModExplosive = 0x980 # float
m_flDmgModFire = 0x984 # float
m_iszPhysicsDamageTableName = 0x988 # CUtlSymbolLarge
m_iszBasePropData = 0x990 # CUtlSymbolLarge
m_iInteractions = 0x998 # int32_t
m_flPreventDamageBeforeTime = 0x99C # GameTime_t
m_bHasBreakPiecesOrCommands = 0x9A0 # bool
m_explodeDamage = 0x9A4 # float
m_explodeRadius = 0x9A8 # float
m_explosionDelay = 0x9B0 # float
m_explosionBuildupSound = 0x9B8 # CUtlSymbolLarge
m_explosionCustomEffect = 0x9C0 # CUtlSymbolLarge
m_explosionCustomSound = 0x9C8 # CUtlSymbolLarge
m_explosionModifier = 0x9D0 # CUtlSymbolLarge
m_hPhysicsAttacker = 0x9D8 # CHandle<CBasePlayerPawn>
m_flLastPhysicsInfluenceTime = 0x9DC # GameTime_t
m_bOriginalBlockLOS = 0x9E0 # bool
m_flDefaultFadeScale = 0x9E4 # float
m_hLastAttacker = 0x9E8 # CHandle<CBaseEntity>
m_hFlareEnt = 0x9EC # CHandle<CBaseEntity>
m_bUsePuntSound = 0x9F0 # bool
m_iszPuntSound = 0x9F8 # CUtlSymbolLarge
m_noGhostCollision = 0xA00 # bool
class CBreakableStageHelper:
m_nCurrentStage = 0x8 # int32_t
m_nStageCount = 0xC # int32_t
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class CBtActionAim: # CBtNode
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m_szSensorInputKey = 0x68 # CUtlString
m_szAimReadyKey = 0x80 # CUtlString
m_flZoomCooldownTimestamp = 0x88 # float
m_bDoneAiming = 0x8C # bool
m_flLerpStartTime = 0x90 # float
m_flNextLookTargetLerpTime = 0x94 # float
m_flPenaltyReductionRatio = 0x98 # float
m_NextLookTarget = 0x9C # QAngle
m_AimTimer = 0xA8 # CountdownTimer
m_SniperHoldTimer = 0xC0 # CountdownTimer
m_FocusIntervalTimer = 0xD8 # CountdownTimer
m_bAcquired = 0xF0 # bool
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class CBtActionCombatPositioning: # CBtNode
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m_szSensorInputKey = 0x68 # CUtlString
m_szIsAttackingKey = 0x80 # CUtlString
m_ActionTimer = 0x88 # CountdownTimer
m_bCrouching = 0xA0 # bool
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class CBtActionMoveTo: # CBtNode
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m_szDestinationInputKey = 0x60 # CUtlString
m_szHidingSpotInputKey = 0x68 # CUtlString
m_szThreatInputKey = 0x70 # CUtlString
m_vecDestination = 0x78 # Vector
m_bAutoLookAdjust = 0x84 # bool
m_bComputePath = 0x85 # bool
m_flDamagingAreasPenaltyCost = 0x88 # float
m_CheckApproximateCornersTimer = 0x90 # CountdownTimer
m_CheckHighPriorityItem = 0xA8 # CountdownTimer
m_RepathTimer = 0xC0 # CountdownTimer
m_flArrivalEpsilon = 0xD8 # float
m_flAdditionalArrivalEpsilon2D = 0xDC # float
m_flHidingSpotCheckDistanceThreshold = 0xE0 # float
m_flNearestAreaDistanceThreshold = 0xE4 # float
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class CBtActionParachutePositioning: # CBtNode
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m_ActionTimer = 0x58 # CountdownTimer
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class CBtNode:
class CBtNodeComposite: # CBtNode
class CBtNodeCondition: # CBtNodeDecorator
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m_bNegated = 0x58 # bool
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class CBtNodeConditionInactive: # CBtNodeCondition
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m_flRoundStartThresholdSeconds = 0x78 # float
m_flSensorInactivityThresholdSeconds = 0x7C # float
m_SensorInactivityTimer = 0x80 # CountdownTimer
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class CBtNodeDecorator: # CBtNode
class CBubbling: # CBaseModelEntity
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m_density = 0x700 # int32_t
m_frequency = 0x704 # int32_t
m_state = 0x708 # int32_t
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class CBumpMine: # CCSWeaponBase
class CBumpMineProjectile: # CBaseGrenade
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class CBuoyancyHelper:
m_flFluidDensity = 0x18 # float
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class CBuyZone: # CBaseTrigger
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m_LegacyTeamNum = 0x8A8 # int32_t
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class CC4: # CCSWeaponBase
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m_vecLastValidPlayerHeldPosition = 0xE20 # Vector
m_vecLastValidDroppedPosition = 0xE2C # Vector
m_bDoValidDroppedPositionCheck = 0xE38 # bool
m_bStartedArming = 0xE39 # bool
m_fArmedTime = 0xE3C # GameTime_t
m_bBombPlacedAnimation = 0xE40 # bool
m_bIsPlantingViaUse = 0xE41 # bool
m_entitySpottedState = 0xE48 # EntitySpottedState_t
m_nSpotRules = 0xE60 # int32_t
m_bPlayedArmingBeeps = 0xE64 # bool[7]
m_bBombPlanted = 0xE6B # bool
m_bDroppedFromDeath = 0xE6C # bool
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class CCSBot: # CBot
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m_lastCoopSpawnPoint = 0xF8 # CHandle<SpawnPointCoopEnemy>
m_eyePosition = 0x108 # Vector
m_name = 0x114 # char[64]
m_combatRange = 0x154 # float
m_isRogue = 0x158 # bool
m_rogueTimer = 0x160 # CountdownTimer
m_diedLastRound = 0x17C # bool
m_safeTime = 0x180 # float
m_wasSafe = 0x184 # bool
m_blindFire = 0x18C # bool
m_surpriseTimer = 0x190 # CountdownTimer
m_bAllowActive = 0x1A8 # bool
m_isFollowing = 0x1A9 # bool
m_leader = 0x1AC # CHandle<CCSPlayerPawn>
m_followTimestamp = 0x1B0 # float
m_allowAutoFollowTime = 0x1B4 # float
m_hurryTimer = 0x1B8 # CountdownTimer
m_alertTimer = 0x1D0 # CountdownTimer
m_sneakTimer = 0x1E8 # CountdownTimer
m_panicTimer = 0x200 # CountdownTimer
m_stateTimestamp = 0x4D0 # float
m_isAttacking = 0x4D4 # bool
m_isOpeningDoor = 0x4D5 # bool
m_taskEntity = 0x4DC # CHandle<CBaseEntity>
m_goalPosition = 0x4EC # Vector
m_goalEntity = 0x4F8 # CHandle<CBaseEntity>
m_avoid = 0x4FC # CHandle<CBaseEntity>
m_avoidTimestamp = 0x500 # float
m_isStopping = 0x504 # bool
m_hasVisitedEnemySpawn = 0x505 # bool
m_stillTimer = 0x508 # IntervalTimer
m_bEyeAnglesUnderPathFinderControl = 0x518 # bool
m_pathIndex = 0x6610 # int32_t
m_areaEnteredTimestamp = 0x6614 # GameTime_t
m_repathTimer = 0x6618 # CountdownTimer
m_avoidFriendTimer = 0x6630 # CountdownTimer
m_isFriendInTheWay = 0x6648 # bool
m_politeTimer = 0x6650 # CountdownTimer
m_isWaitingBehindFriend = 0x6668 # bool
m_pathLadderEnd = 0x6694 # float
m_mustRunTimer = 0x66E0 # CountdownTimer
m_waitTimer = 0x66F8 # CountdownTimer
m_updateTravelDistanceTimer = 0x6710 # CountdownTimer
m_playerTravelDistance = 0x6728 # float[64]
m_travelDistancePhase = 0x6828 # uint8_t
m_hostageEscortCount = 0x69C0 # uint8_t
m_hostageEscortCountTimestamp = 0x69C4 # float
m_desiredTeam = 0x69C8 # int32_t
m_hasJoined = 0x69CC # bool
m_isWaitingForHostage = 0x69CD # bool
m_inhibitWaitingForHostageTimer = 0x69D0 # CountdownTimer
m_waitForHostageTimer = 0x69E8 # CountdownTimer
m_noisePosition = 0x6A00 # Vector
m_noiseTravelDistance = 0x6A0C # float
m_noiseTimestamp = 0x6A10 # float
m_noiseSource = 0x6A18 # CCSPlayerPawn*
m_noiseBendTimer = 0x6A30 # CountdownTimer
m_bentNoisePosition = 0x6A48 # Vector
m_bendNoisePositionValid = 0x6A54 # bool
m_lookAroundStateTimestamp = 0x6A58 # float
m_lookAheadAngle = 0x6A5C # float
m_forwardAngle = 0x6A60 # float
m_inhibitLookAroundTimestamp = 0x6A64 # float
m_lookAtSpot = 0x6A6C # Vector
m_lookAtSpotDuration = 0x6A7C # float
m_lookAtSpotTimestamp = 0x6A80 # float
m_lookAtSpotAngleTolerance = 0x6A84 # float
m_lookAtSpotClearIfClose = 0x6A88 # bool
m_lookAtSpotAttack = 0x6A89 # bool
m_lookAtDesc = 0x6A90 # char*
m_peripheralTimestamp = 0x6A98 # float
m_approachPointCount = 0x6C20 # uint8_t
m_approachPointViewPosition = 0x6C24 # Vector
m_viewSteadyTimer = 0x6C30 # IntervalTimer
m_tossGrenadeTimer = 0x6C48 # CountdownTimer
m_isAvoidingGrenade = 0x6C68 # CountdownTimer
m_spotCheckTimestamp = 0x6C88 # float
m_checkedHidingSpotCount = 0x7090 # int32_t
m_lookPitch = 0x7094 # float
m_lookPitchVel = 0x7098 # float
m_lookYaw = 0x709C # float
m_lookYawVel = 0x70A0 # float
m_targetSpot = 0x70A4 # Vector
m_targetSpotVelocity = 0x70B0 # Vector
m_targetSpotPredicted = 0x70BC # Vector
m_aimError = 0x70C8 # QAngle
m_aimGoal = 0x70D4 # QAngle
m_targetSpotTime = 0x70E0 # GameTime_t
m_aimFocus = 0x70E4 # float
m_aimFocusInterval = 0x70E8 # float
m_aimFocusNextUpdate = 0x70EC # GameTime_t
m_ignoreEnemiesTimer = 0x70F8 # CountdownTimer
m_enemy = 0x7110 # CHandle<CCSPlayerPawn>
m_isEnemyVisible = 0x7114 # bool
m_visibleEnemyParts = 0x7115 # uint8_t
m_lastEnemyPosition = 0x7118 # Vector
m_lastSawEnemyTimestamp = 0x7124 # float
m_firstSawEnemyTimestamp = 0x7128 # float
m_currentEnemyAcquireTimestamp = 0x712C # float
m_enemyDeathTimestamp = 0x7130 # float
m_friendDeathTimestamp = 0x7134 # float
m_isLastEnemyDead = 0x7138 # bool
m_nearbyEnemyCount = 0x713C # int32_t
m_bomber = 0x7348 # CHandle<CCSPlayerPawn>
m_nearbyFriendCount = 0x734C # int32_t
m_closestVisibleFriend = 0x7350 # CHandle<CCSPlayerPawn>
m_closestVisibleHumanFriend = 0x7354 # CHandle<CCSPlayerPawn>
m_attentionInterval = 0x7358 # IntervalTimer
m_attacker = 0x7368 # CHandle<CCSPlayerPawn>
m_attackedTimestamp = 0x736C # float
m_burnedByFlamesTimer = 0x7370 # IntervalTimer
m_lastVictimID = 0x7380 # int32_t
m_isAimingAtEnemy = 0x7384 # bool
m_isRapidFiring = 0x7385 # bool
m_equipTimer = 0x7388 # IntervalTimer
m_zoomTimer = 0x7398 # CountdownTimer
m_fireWeaponTimestamp = 0x73B0 # GameTime_t
m_lookForWeaponsOnGroundTimer = 0x73B8 # CountdownTimer
m_bIsSleeping = 0x73D0 # bool
m_isEnemySniperVisible = 0x73D1 # bool
m_sawEnemySniperTimer = 0x73D8 # CountdownTimer
m_enemyQueueIndex = 0x7490 # uint8_t
m_enemyQueueCount = 0x7491 # uint8_t
m_enemyQueueAttendIndex = 0x7492 # uint8_t
m_isStuck = 0x7493 # bool
m_stuckTimestamp = 0x7494 # GameTime_t
m_stuckSpot = 0x7498 # Vector
m_wiggleTimer = 0x74A8 # CountdownTimer
m_stuckJumpTimer = 0x74C0 # CountdownTimer
m_nextCleanupCheckTimestamp = 0x74D8 # GameTime_t
m_avgVel = 0x74DC # float[10]
m_avgVelIndex = 0x7504 # int32_t
m_avgVelCount = 0x7508 # int32_t
m_lastOrigin = 0x750C # Vector
m_lastRadioRecievedTimestamp = 0x751C # float
m_lastRadioSentTimestamp = 0x7520 # float
m_radioSubject = 0x7524 # CHandle<CCSPlayerPawn>
m_radioPosition = 0x7528 # Vector
m_voiceEndTimestamp = 0x7534 # float
m_lastValidReactionQueueFrame = 0x7540 # int32_t
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class CCSGOPlayerAnimGraphState:
class CCSGOViewModel: # CPredictedViewModel
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m_bShouldIgnoreOffsetAndAccuracy = 0x8D8 # bool
m_nWeaponParity = 0x8DC # uint32_t
m_nOldWeaponParity = 0x8E0 # uint32_t
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class CCSGO_TeamIntroCharacterPosition: # CCSGO_TeamPreviewCharacterPosition
class CCSGO_TeamIntroCounterTerroristPosition: # CCSGO_TeamIntroCharacterPosition
class CCSGO_TeamIntroTerroristPosition: # CCSGO_TeamIntroCharacterPosition
class CCSGO_TeamPreviewCharacterPosition: # CBaseEntity
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m_nVariant = 0x4B0 # int32_t
m_nRandom = 0x4B4 # int32_t
m_nOrdinal = 0x4B8 # int32_t
m_sWeaponName = 0x4C0 # CUtlString
m_xuid = 0x4C8 # uint64_t
m_agentItem = 0x4D0 # CEconItemView
m_glovesItem = 0x748 # CEconItemView
m_weaponItem = 0x9C0 # CEconItemView
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class CCSGO_TeamSelectCharacterPosition: # CCSGO_TeamPreviewCharacterPosition
class CCSGO_TeamSelectCounterTerroristPosition: # CCSGO_TeamSelectCharacterPosition
class CCSGO_TeamSelectTerroristPosition: # CCSGO_TeamSelectCharacterPosition
class CCSGO_WingmanIntroCharacterPosition: # CCSGO_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 CCSGameRules: # CTeamplayRules
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__m_pChainEntity = 0x98 # CNetworkVarChainer
m_coopMissionManager = 0xC0 # CHandle<CBaseEntity>
m_bFreezePeriod = 0xC4 # bool
m_bWarmupPeriod = 0xC5 # bool
m_fWarmupPeriodEnd = 0xC8 # GameTime_t
m_fWarmupPeriodStart = 0xCC # GameTime_t
m_nTotalPausedTicks = 0xD0 # int32_t
m_nPauseStartTick = 0xD4 # int32_t
m_bServerPaused = 0xD8 # bool
m_bGamePaused = 0xD9 # bool
m_bTerroristTimeOutActive = 0xDA # bool
m_bCTTimeOutActive = 0xDB # bool
m_flTerroristTimeOutRemaining = 0xDC # float
m_flCTTimeOutRemaining = 0xE0 # float
m_nTerroristTimeOuts = 0xE4 # int32_t
m_nCTTimeOuts = 0xE8 # int32_t
m_bTechnicalTimeOut = 0xEC # bool
m_bMatchWaitingForResume = 0xED # bool
m_iRoundTime = 0xF0 # int32_t
m_fMatchStartTime = 0xF4 # float
m_fRoundStartTime = 0xF8 # GameTime_t
m_flRestartRoundTime = 0xFC # GameTime_t
m_bGameRestart = 0x100 # bool
m_flGameStartTime = 0x104 # float
m_timeUntilNextPhaseStarts = 0x108 # float
m_gamePhase = 0x10C # int32_t
m_totalRoundsPlayed = 0x110 # int32_t
m_nRoundsPlayedThisPhase = 0x114 # int32_t
m_nOvertimePlaying = 0x118 # int32_t
m_iHostagesRemaining = 0x11C # int32_t
m_bAnyHostageReached = 0x120 # bool
m_bMapHasBombTarget = 0x121 # bool
m_bMapHasRescueZone = 0x122 # bool
m_bMapHasBuyZone = 0x123 # bool
m_bIsQueuedMatchmaking = 0x124 # bool
m_nQueuedMatchmakingMode = 0x128 # int32_t
m_bIsValveDS = 0x12C # bool
m_bLogoMap = 0x12D # bool
m_bPlayAllStepSoundsOnServer = 0x12E # bool
m_iSpectatorSlotCount = 0x130 # int32_t
m_MatchDevice = 0x134 # int32_t
m_bHasMatchStarted = 0x138 # bool
m_nNextMapInMapgroup = 0x13C # int32_t
m_szTournamentEventName = 0x140 # char[512]
m_szTournamentEventStage = 0x340 # char[512]
m_szMatchStatTxt = 0x540 # char[512]
m_szTournamentPredictionsTxt = 0x740 # char[512]
m_nTournamentPredictionsPct = 0x940 # int32_t
m_flCMMItemDropRevealStartTime = 0x944 # GameTime_t
m_flCMMItemDropRevealEndTime = 0x948 # GameTime_t
m_bIsDroppingItems = 0x94C # bool
m_bIsQuestEligible = 0x94D # bool
m_bIsHltvActive = 0x94E # bool
m_nGuardianModeWaveNumber = 0x950 # int32_t
m_nGuardianModeSpecialKillsRemaining = 0x954 # int32_t
m_nGuardianModeSpecialWeaponNeeded = 0x958 # int32_t
m_nGuardianGrenadesToGiveBots = 0x95C # int32_t
m_nNumHeaviesToSpawn = 0x960 # int32_t
m_numGlobalGiftsGiven = 0x964 # uint32_t
m_numGlobalGifters = 0x968 # uint32_t
m_numGlobalGiftsPeriodSeconds = 0x96C # uint32_t
m_arrFeaturedGiftersAccounts = 0x970 # uint32_t[4]
m_arrFeaturedGiftersGifts = 0x980 # uint32_t[4]
m_arrProhibitedItemIndices = 0x990 # uint16_t[100]
m_arrTournamentActiveCasterAccounts = 0xA58 # uint32_t[4]
m_numBestOfMaps = 0xA68 # int32_t
m_nHalloweenMaskListSeed = 0xA6C # int32_t
m_bBombDropped = 0xA70 # bool
m_bBombPlanted = 0xA71 # bool
m_iRoundWinStatus = 0xA74 # int32_t
m_eRoundWinReason = 0xA78 # int32_t
m_bTCantBuy = 0xA7C # bool
m_bCTCantBuy = 0xA7D # bool
m_flGuardianBuyUntilTime = 0xA80 # GameTime_t
m_iMatchStats_RoundResults = 0xA84 # int32_t[30]
m_iMatchStats_PlayersAlive_CT = 0xAFC # int32_t[30]
m_iMatchStats_PlayersAlive_T = 0xB74 # int32_t[30]
m_TeamRespawnWaveTimes = 0xBEC # float[32]
m_flNextRespawnWave = 0xC6C # GameTime_t[32]
m_nServerQuestID = 0xCEC # int32_t
m_vMinimapMins = 0xCF0 # Vector
m_vMinimapMaxs = 0xCFC # Vector
m_MinimapVerticalSectionHeights = 0xD08 # float[8]
m_bDontIncrementCoopWave = 0xD28 # bool
m_bSpawnedTerrorHuntHeavy = 0xD29 # bool
m_nEndMatchMapGroupVoteTypes = 0xD2C # int32_t[10]
m_nEndMatchMapGroupVoteOptions = 0xD54 # int32_t[10]
m_nEndMatchMapVoteWinner = 0xD7C # int32_t
m_iNumConsecutiveCTLoses = 0xD80 # int32_t
m_iNumConsecutiveTerroristLoses = 0xD84 # int32_t
m_bHasHostageBeenTouched = 0xDA0 # bool
m_flIntermissionStartTime = 0xDA4 # GameTime_t
m_flIntermissionEndTime = 0xDA8 # GameTime_t
m_bLevelInitialized = 0xDAC # bool
m_iTotalRoundsPlayed = 0xDB0 # int32_t
m_iUnBalancedRounds = 0xDB4 # int32_t
m_endMatchOnRoundReset = 0xDB8 # bool
m_endMatchOnThink = 0xDB9 # bool
m_iFreezeTime = 0xDBC # int32_t
m_iNumTerrorist = 0xDC0 # int32_t
m_iNumCT = 0xDC4 # int32_t
m_iNumSpawnableTerrorist = 0xDC8 # int32_t
m_iNumSpawnableCT = 0xDCC # int32_t
m_arrSelectedHostageSpawnIndices = 0xDD0 # CUtlVector<int32_t>
m_bFirstConnected = 0xDE8 # bool
m_bCompleteReset = 0xDE9 # bool
m_bPickNewTeamsOnReset = 0xDEA # bool
m_bScrambleTeamsOnRestart = 0xDEB # bool
m_bSwapTeamsOnRestart = 0xDEC # bool
m_nEndMatchTiedVotes = 0xDF8 # CUtlVector<int32_t>
m_bNeedToAskPlayersForContinueVote = 0xE14 # bool
m_numQueuedMatchmakingAccounts = 0xE18 # uint32_t
m_pQueuedMatchmakingReservationString = 0xE20 # char*
m_numTotalTournamentDrops = 0xE28 # uint32_t
m_numSpectatorsCountMax = 0xE2C # uint32_t
m_numSpectatorsCountMaxTV = 0xE30 # uint32_t
m_numSpectatorsCountMaxLnk = 0xE34 # uint32_t
m_bForceTeamChangeSilent = 0xE40 # bool
m_bLoadingRoundBackupData = 0xE41 # bool
m_nMatchInfoShowType = 0xE78 # int32_t
m_flMatchInfoDecidedTime = 0xE7C # float
m_flCoopRespawnAndHealTime = 0xE98 # float
m_coopBonusCoinsFound = 0xE9C # int32_t
m_coopBonusPistolsOnly = 0xEA0 # bool
m_coopPlayersInDeploymentZone = 0xEA1 # bool
m_coopMissionDeadPlayerRespawnEnabled = 0xEA2 # bool
mTeamDMLastWinningTeamNumber = 0xEA4 # int32_t
mTeamDMLastThinkTime = 0xEA8 # float
m_flTeamDMLastAnnouncementTime = 0xEAC # float
m_iAccountTerrorist = 0xEB0 # int32_t
m_iAccountCT = 0xEB4 # int32_t
m_iSpawnPointCount_Terrorist = 0xEB8 # int32_t
m_iSpawnPointCount_CT = 0xEBC # int32_t
m_iMaxNumTerrorists = 0xEC0 # int32_t
m_iMaxNumCTs = 0xEC4 # int32_t
m_iLoserBonus = 0xEC8 # int32_t
m_iLoserBonusMostRecentTeam = 0xECC # int32_t
m_tmNextPeriodicThink = 0xED0 # float
m_bVoiceWonMatchBragFired = 0xED4 # bool
m_fWarmupNextChatNoticeTime = 0xED8 # float
m_iHostagesRescued = 0xEE0 # int32_t
m_iHostagesTouched = 0xEE4 # int32_t
m_flNextHostageAnnouncement = 0xEE8 # float
m_bNoTerroristsKilled = 0xEEC # bool
m_bNoCTsKilled = 0xEED # bool
m_bNoEnemiesKilled = 0xEEE # bool
m_bCanDonateWeapons = 0xEEF # bool
m_firstKillTime = 0xEF4 # float
m_firstBloodTime = 0xEFC # float
m_hostageWasInjured = 0xF18 # bool
m_hostageWasKilled = 0xF19 # bool
m_bVoteCalled = 0xF28 # bool
m_bServerVoteOnReset = 0xF29 # bool
m_flVoteCheckThrottle = 0xF2C # float
m_bBuyTimeEnded = 0xF30 # bool
m_nLastFreezeEndBeep = 0xF34 # int32_t
m_bTargetBombed = 0xF38 # bool
m_bBombDefused = 0xF39 # bool
m_bMapHasBombZone = 0xF3A # bool
m_vecMainCTSpawnPos = 0xF58 # Vector
m_CTSpawnPointsMasterList = 0xF68 # CUtlVector<SpawnPoint*>
m_TerroristSpawnPointsMasterList = 0xF80 # CUtlVector<SpawnPoint*>
m_iNextCTSpawnPoint = 0xF98 # int32_t
m_iNextTerroristSpawnPoint = 0xF9C # int32_t
m_CTSpawnPoints = 0xFA0 # CUtlVector<SpawnPoint*>
m_TerroristSpawnPoints = 0xFB8 # CUtlVector<SpawnPoint*>
m_bIsUnreservedGameServer = 0xFD0 # bool
m_fAutobalanceDisplayTime = 0xFD4 # float
m_bAllowWeaponSwitch = 0x1240 # bool
m_bRoundTimeWarningTriggered = 0x1241 # bool
m_phaseChangeAnnouncementTime = 0x1244 # GameTime_t
m_fNextUpdateTeamClanNamesTime = 0x1248 # float
m_flLastThinkTime = 0x124C # GameTime_t
m_fAccumulatedRoundOffDamage = 0x1250 # float
m_nShorthandedBonusLastEvalRound = 0x1254 # int32_t
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m_nMatchAbortedEarlyReason = 0x14D0 # int32_t
m_bHasTriggeredRoundStartMusic = 0x14D4 # bool
m_bHasTriggeredCoopSpawnReset = 0x14D5 # bool
m_bSwitchingTeamsAtRoundReset = 0x14D6 # bool
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m_pGameModeRules = 0x14F0 # CCSGameModeRules*
m_BtGlobalBlackboard = 0x14F8 # KeyValues3
m_hPlayerResource = 0x1560 # CHandle<CBaseEntity>
m_RetakeRules = 0x1568 # CRetakeGameRules
m_GuardianBotSkillLevelMax = 0x174C # int32_t
m_GuardianBotSkillLevelMin = 0x1750 # int32_t
m_arrTeamUniqueKillWeaponsMatch = 0x1758 # CUtlVector<int32_t>[4]
m_bTeamLastKillUsedUniqueWeaponMatch = 0x17B8 # bool[4]
m_nMatchEndCount = 0x17E0 # uint8_t
m_nTTeamIntroVariant = 0x17E4 # int32_t
m_nCTTeamIntroVariant = 0x17E8 # int32_t
m_bTeamIntroPeriod = 0x17EC # bool
m_fTeamIntroPeriodEnd = 0x17F0 # GameTime_t
m_bPlayedTeamIntroVO = 0x17F4 # bool
m_flLastPerfSampleTime = 0x5800 # double
m_bSkipNextServerPerfSample = 0x5808 # bool
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class CCSGameRulesProxy: # CGameRulesProxy
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m_pGameRules = 0x4B0 # CCSGameRules*
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class CCSMinimapBoundary: # CBaseEntity
class CCSObserverPawn: # CCSPlayerPawnBase
class CCSObserver_CameraServices: # CCSPlayerBase_CameraServices
class CCSObserver_MovementServices: # CPlayer_MovementServices
class CCSObserver_ObserverServices: # CPlayer_ObserverServices
class CCSObserver_UseServices: # CPlayer_UseServices
class CCSObserver_ViewModelServices: # CPlayer_ViewModelServices
class CCSPlace: # CServerOnlyModelEntity
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m_name = 0x708 # CUtlSymbolLarge
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class CCSPlayerBase_CameraServices: # CPlayer_CameraServices
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m_iFOV = 0x170 # uint32_t
m_iFOVStart = 0x174 # uint32_t
m_flFOVTime = 0x178 # GameTime_t
m_flFOVRate = 0x17C # float
m_hZoomOwner = 0x180 # CHandle<CBaseEntity>
m_hTriggerFogList = 0x188 # CUtlVector<CHandle<CBaseEntity>>
m_hLastFogTrigger = 0x1A0 # CHandle<CBaseEntity>
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class CCSPlayerController: # CBasePlayerController
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m_pInGameMoneyServices = 0x6B8 # CCSPlayerController_InGameMoneyServices*
m_pInventoryServices = 0x6C0 # CCSPlayerController_InventoryServices*
m_pActionTrackingServices = 0x6C8 # CCSPlayerController_ActionTrackingServices*
m_pDamageServices = 0x6D0 # CCSPlayerController_DamageServices*
m_iPing = 0x6D8 # uint32_t
m_bHasCommunicationAbuseMute = 0x6DC # bool
m_szCrosshairCodes = 0x6E0 # CUtlSymbolLarge
m_iPendingTeamNum = 0x6E8 # uint8_t
m_flForceTeamTime = 0x6EC # GameTime_t
m_iCompTeammateColor = 0x6F0 # int32_t
m_bEverPlayedOnTeam = 0x6F4 # bool
m_bAttemptedToGetColor = 0x6F5 # bool
m_iTeammatePreferredColor = 0x6F8 # int32_t
m_bTeamChanged = 0x6FC # bool
m_bInSwitchTeam = 0x6FD # bool
m_bHasSeenJoinGame = 0x6FE # bool
m_bJustBecameSpectator = 0x6FF # bool
m_bSwitchTeamsOnNextRoundReset = 0x700 # bool
m_bRemoveAllItemsOnNextRoundReset = 0x701 # bool
m_szClan = 0x708 # CUtlSymbolLarge
m_szClanName = 0x710 # char[32]
m_iCoachingTeam = 0x730 # int32_t
m_nPlayerDominated = 0x738 # uint64_t
m_nPlayerDominatingMe = 0x740 # uint64_t
m_iCompetitiveRanking = 0x748 # int32_t
m_iCompetitiveWins = 0x74C # int32_t
m_iCompetitiveRankType = 0x750 # int8_t
m_iCompetitiveRankingPredicted_Win = 0x754 # int32_t
m_iCompetitiveRankingPredicted_Loss = 0x758 # int32_t
m_iCompetitiveRankingPredicted_Tie = 0x75C # int32_t
m_nEndMatchNextMapVote = 0x760 # int32_t
m_unActiveQuestId = 0x764 # uint16_t
m_nQuestProgressReason = 0x768 # QuestProgress::Reason
m_unPlayerTvControlFlags = 0x76C # uint32_t
m_iDraftIndex = 0x798 # int32_t
m_msQueuedModeDisconnectionTimestamp = 0x79C # uint32_t
m_uiAbandonRecordedReason = 0x7A0 # uint32_t
m_bCannotBeKicked = 0x7A4 # bool
m_bEverFullyConnected = 0x7A5 # bool
m_bAbandonAllowsSurrender = 0x7A6 # bool
m_bAbandonOffersInstantSurrender = 0x7A7 # bool
m_bDisconnection1MinWarningPrinted = 0x7A8 # bool
m_bScoreReported = 0x7A9 # bool
m_nDisconnectionTick = 0x7AC # int32_t
m_bControllingBot = 0x7B8 # bool
m_bHasControlledBotThisRound = 0x7B9 # bool
m_bHasBeenControlledByPlayerThisRound = 0x7BA # bool
m_nBotsControlledThisRound = 0x7BC # int32_t
m_bCanControlObservedBot = 0x7C0 # bool
m_hPlayerPawn = 0x7C4 # CHandle<CCSPlayerPawn>
m_hObserverPawn = 0x7C8 # CHandle<CCSObserverPawn>
m_DesiredObserverMode = 0x7CC # int32_t
m_hDesiredObserverTarget = 0x7D0 # CEntityHandle
m_bPawnIsAlive = 0x7D4 # bool
m_iPawnHealth = 0x7D8 # uint32_t
m_iPawnArmor = 0x7DC # int32_t
m_bPawnHasDefuser = 0x7E0 # bool
m_bPawnHasHelmet = 0x7E1 # bool
m_nPawnCharacterDefIndex = 0x7E2 # uint16_t
m_iPawnLifetimeStart = 0x7E4 # int32_t
m_iPawnLifetimeEnd = 0x7E8 # int32_t
m_iPawnBotDifficulty = 0x7EC # int32_t
m_hOriginalControllerOfCurrentPawn = 0x7F0 # CHandle<CCSPlayerController>
m_iScore = 0x7F4 # int32_t
m_iRoundScore = 0x7F8 # int32_t
m_iRoundsWon = 0x7FC # int32_t
m_vecKills = 0x800 # CNetworkUtlVectorBase<EKillTypes_t>
m_iMVPs = 0x818 # int32_t
m_nUpdateCounter = 0x81C # int32_t
m_flSmoothedPing = 0x820 # float
m_lastHeldVoteTimer = 0xF8C8 # IntervalTimer
m_bShowHints = 0xF8E0 # bool
m_iNextTimeCheck = 0xF8E4 # int32_t
m_bJustDidTeamKill = 0xF8E8 # bool
m_bPunishForTeamKill = 0xF8E9 # bool
m_bGaveTeamDamageWarning = 0xF8EA # bool
m_bGaveTeamDamageWarningThisRound = 0xF8EB # bool
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m_dblLastReceivedPacketPlatFloatTime = 0xF8F0 # double
m_LastTeamDamageWarningTime = 0xF8F8 # GameTime_t
m_LastTimePlayerWasDisconnectedForPawnsRemove = 0xF8FC # GameTime_t
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class CCSPlayerController_ActionTrackingServices: # CPlayerControllerComponent
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m_perRoundStats = 0x40 # CUtlVectorEmbeddedNetworkVar<CSPerRoundStats_t>
m_matchStats = 0x90 # CSMatchStats_t
m_iNumRoundKills = 0x148 # int32_t
m_iNumRoundKillsHeadshots = 0x14C # int32_t
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m_unTotalRoundDamageDealt = 0x150 # uint32_t
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class CCSPlayerController_DamageServices: # CPlayerControllerComponent
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m_nSendUpdate = 0x40 # int32_t
m_DamageList = 0x48 # CUtlVectorEmbeddedNetworkVar<CDamageRecord>
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class CCSPlayerController_InGameMoneyServices: # CPlayerControllerComponent
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m_bReceivesMoneyNextRound = 0x40 # bool
m_iAccountMoneyEarnedForNextRound = 0x44 # int32_t
m_iAccount = 0x48 # int32_t
m_iStartAccount = 0x4C # int32_t
m_iTotalCashSpent = 0x50 # int32_t
m_iCashSpentThisRound = 0x54 # 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_unEquippedPlayerSprayIDs = 0xF48 # uint32_t[1]
m_vecServerAuthoritativeWeaponSlots = 0xF50 # CUtlVectorEmbeddedNetworkVar<ServerAuthoritativeWeaponSlot_t>
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class CCSPlayerPawn: # CCSPlayerPawnBase
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m_pBulletServices = 0x1550 # CCSPlayer_BulletServices*
m_pHostageServices = 0x1558 # CCSPlayer_HostageServices*
m_pBuyServices = 0x1560 # CCSPlayer_BuyServices*
m_pActionTrackingServices = 0x1568 # CCSPlayer_ActionTrackingServices*
m_pRadioServices = 0x1570 # CCSPlayer_RadioServices*
m_pDamageReactServices = 0x1578 # CCSPlayer_DamageReactServices*
m_nCharacterDefIndex = 0x1580 # uint16_t
m_hPreviousModel = 0x1588 # CStrongHandle<InfoForResourceTypeCModel>
m_bHasFemaleVoice = 0x1590 # bool
m_strVOPrefix = 0x1598 # CUtlString
m_szLastPlaceName = 0x15A0 # char[18]
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m_bInHostageResetZone = 0x1660 # bool
m_bInBuyZone = 0x1661 # bool
m_bWasInBuyZone = 0x1662 # bool
m_bInHostageRescueZone = 0x1663 # bool
m_bInBombZone = 0x1664 # bool
m_bWasInHostageRescueZone = 0x1665 # bool
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m_iRetakesOffering = 0x1668 # int32_t
m_iRetakesOfferingCard = 0x166C # int32_t
m_bRetakesHasDefuseKit = 0x1670 # bool
m_bRetakesMVPLastRound = 0x1671 # bool
m_iRetakesMVPBoostItem = 0x1674 # int32_t
m_RetakesMVPBoostExtraUtility = 0x1678 # loadout_slot_t
m_flHealthShotBoostExpirationTime = 0x167C # GameTime_t
m_flLandseconds = 0x1680 # float
m_aimPunchAngle = 0x1684 # QAngle
m_aimPunchAngleVel = 0x1690 # QAngle
m_aimPunchTickBase = 0x169C # int32_t
m_aimPunchTickFraction = 0x16A0 # float
m_aimPunchCache = 0x16A8 # CUtlVector<QAngle>
m_bIsBuyMenuOpen = 0x16C0 # bool
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m_xLastHeadBoneTransform = 0x1C40 # CTransform
m_bLastHeadBoneTransformIsValid = 0x1C60 # bool
m_lastLandTime = 0x1C64 # GameTime_t
m_bOnGroundLastTick = 0x1C68 # bool
m_iPlayerLocked = 0x1C6C # int32_t
m_flTimeOfLastInjury = 0x1C74 # GameTime_t
m_flNextSprayDecalTime = 0x1C78 # GameTime_t
m_bNextSprayDecalTimeExpedited = 0x1C7C # bool
m_nRagdollDamageBone = 0x1C80 # int32_t
m_vRagdollDamageForce = 0x1C84 # Vector
m_vRagdollDamagePosition = 0x1C90 # Vector
m_szRagdollDamageWeaponName = 0x1C9C # char[64]
m_bRagdollDamageHeadshot = 0x1CDC # bool
m_vRagdollServerOrigin = 0x1CE0 # Vector
m_EconGloves = 0x1CF0 # CEconItemView
m_qDeathEyeAngles = 0x1F68 # QAngle
m_bSkipOneHeadConstraintUpdate = 0x1F74 # bool
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class CCSPlayerPawnBase: # CBasePlayerPawn
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m_CTouchExpansionComponent = 0xB68 # CTouchExpansionComponent
m_pPingServices = 0xBB8 # CCSPlayer_PingServices*
m_pViewModelServices = 0xBC0 # CPlayer_ViewModelServices*
m_iDisplayHistoryBits = 0xBC8 # uint32_t
m_flLastAttackedTeammate = 0xBCC # float
m_hOriginalController = 0xBD0 # CHandle<CCSPlayerController>
m_blindUntilTime = 0xBD4 # GameTime_t
m_blindStartTime = 0xBD8 # GameTime_t
m_allowAutoFollowTime = 0xBDC # GameTime_t
m_entitySpottedState = 0xBE0 # EntitySpottedState_t
m_nSpotRules = 0xBF8 # int32_t
m_iPlayerState = 0xBFC # CSPlayerState
m_chickenIdleSoundTimer = 0xC08 # CountdownTimer
m_chickenJumpSoundTimer = 0xC20 # CountdownTimer
m_vecLastBookmarkedPosition = 0xCD8 # Vector
m_flLastDistanceTraveledNotice = 0xCE4 # float
m_flAccumulatedDistanceTraveled = 0xCE8 # float
m_flLastFriendlyFireDamageReductionRatio = 0xCEC # float
m_bRespawning = 0xCF0 # bool
m_nLastPickupPriority = 0xCF4 # int32_t
m_flLastPickupPriorityTime = 0xCF8 # float
m_bIsScoped = 0xCFC # bool
m_bIsWalking = 0xCFD # bool
m_bResumeZoom = 0xCFE # bool
m_bIsDefusing = 0xCFF # bool
m_bIsGrabbingHostage = 0xD00 # bool
m_iBlockingUseActionInProgress = 0xD04 # CSPlayerBlockingUseAction_t
m_fImmuneToGunGameDamageTime = 0xD08 # GameTime_t
m_bGunGameImmunity = 0xD0C # bool
m_fMolotovDamageTime = 0xD10 # float
m_bHasMovedSinceSpawn = 0xD14 # bool
m_bCanMoveDuringFreezePeriod = 0xD15 # bool
m_flGuardianTooFarDistFrac = 0xD18 # float
m_flNextGuardianTooFarHurtTime = 0xD1C # float
m_flDetectedByEnemySensorTime = 0xD20 # GameTime_t
m_flDealtDamageToEnemyMostRecentTimestamp = 0xD24 # float
m_flLastEquippedHelmetTime = 0xD28 # GameTime_t
m_flLastEquippedArmorTime = 0xD2C # GameTime_t
m_nHeavyAssaultSuitCooldownRemaining = 0xD30 # int32_t
m_bResetArmorNextSpawn = 0xD34 # bool
m_flLastBumpMineBumpTime = 0xD38 # GameTime_t
m_flEmitSoundTime = 0xD3C # GameTime_t
m_iNumSpawns = 0xD40 # int32_t
m_iShouldHaveCash = 0xD44 # int32_t
m_bInvalidSteamLogonDelayed = 0xD48 # bool
m_flLastAction = 0xD4C # GameTime_t
m_flNameChangeHistory = 0xD50 # float[5]
m_fLastGivenDefuserTime = 0xD64 # float
m_fLastGivenBombTime = 0xD68 # float
m_bHasNightVision = 0xD6C # bool
m_bNightVisionOn = 0xD6D # bool
m_fNextRadarUpdateTime = 0xD70 # float
m_flLastMoneyUpdateTime = 0xD74 # float
m_MenuStringBuffer = 0xD78 # char[1024]
m_fIntroCamTime = 0x1178 # float
m_nMyCollisionGroup = 0x117C # int32_t
m_bInNoDefuseArea = 0x1180 # bool
m_bKilledByTaser = 0x1181 # bool
m_iMoveState = 0x1184 # int32_t
m_grenadeParameterStashTime = 0x1188 # GameTime_t
m_bGrenadeParametersStashed = 0x118C # bool
m_angStashedShootAngles = 0x1190 # QAngle
m_vecStashedGrenadeThrowPosition = 0x119C # Vector
m_vecStashedVelocity = 0x11A8 # Vector
m_angShootAngleHistory = 0x11B4 # QAngle[2]
m_vecThrowPositionHistory = 0x11CC # Vector[2]
m_vecVelocityHistory = 0x11E4 # Vector[2]
m_bDiedAirborne = 0x11FC # bool
m_iBombSiteIndex = 0x1200 # CEntityIndex
m_nWhichBombZone = 0x1204 # int32_t
m_bInBombZoneTrigger = 0x1208 # bool
m_bWasInBombZoneTrigger = 0x1209 # bool
m_iDirection = 0x120C # int32_t
m_iShotsFired = 0x1210 # int32_t
m_ArmorValue = 0x1214 # int32_t
m_flFlinchStack = 0x1218 # float
m_flVelocityModifier = 0x121C # float
m_flHitHeading = 0x1220 # float
m_nHitBodyPart = 0x1224 # int32_t
m_iHostagesKilled = 0x1228 # int32_t
m_vecTotalBulletForce = 0x122C # Vector
m_flFlashDuration = 0x1238 # float
m_flFlashMaxAlpha = 0x123C # float
m_flProgressBarStartTime = 0x1240 # float
m_iProgressBarDuration = 0x1244 # int32_t
m_bWaitForNoAttack = 0x1248 # bool
m_flLowerBodyYawTarget = 0x124C # float
m_bStrafing = 0x1250 # bool
m_lastStandingPos = 0x1254 # Vector
m_ignoreLadderJumpTime = 0x1260 # float
m_ladderSurpressionTimer = 0x1268 # CountdownTimer
m_lastLadderNormal = 0x1280 # Vector
m_lastLadderPos = 0x128C # Vector
m_thirdPersonHeading = 0x1298 # QAngle
m_flSlopeDropOffset = 0x12A4 # float
m_flSlopeDropHeight = 0x12A8 # float
m_vHeadConstraintOffset = 0x12AC # Vector
m_iLastWeaponFireUsercmd = 0x12C0 # int32_t
m_angEyeAngles = 0x12C4 # QAngle
m_bVCollisionInitted = 0x12D0 # bool
m_storedSpawnPosition = 0x12D4 # Vector
m_storedSpawnAngle = 0x12E0 # QAngle
m_bIsSpawning = 0x12EC # bool
m_bHideTargetID = 0x12ED # bool
m_nNumDangerZoneDamageHits = 0x12F0 # int32_t
m_bHud_MiniScoreHidden = 0x12F4 # bool
m_bHud_RadarHidden = 0x12F5 # bool
m_nLastKillerIndex = 0x12F8 # CEntityIndex
m_nLastConcurrentKilled = 0x12FC # int32_t
m_nDeathCamMusic = 0x1300 # int32_t
m_iAddonBits = 0x1304 # int32_t
m_iPrimaryAddon = 0x1308 # int32_t
m_iSecondaryAddon = 0x130C # int32_t
m_currentDeafnessFilter = 0x1310 # CUtlStringToken
m_NumEnemiesKilledThisSpawn = 0x1314 # int32_t
m_NumEnemiesKilledThisRound = 0x1318 # int32_t
m_NumEnemiesAtRoundStart = 0x131C # int32_t
m_wasNotKilledNaturally = 0x1320 # bool
m_vecPlayerPatchEconIndices = 0x1324 # uint32_t[5]
m_iDeathFlags = 0x1338 # int32_t
m_hPet = 0x133C # CHandle<CChicken>
m_unCurrentEquipmentValue = 0x1508 # uint16_t
m_unRoundStartEquipmentValue = 0x150A # uint16_t
m_unFreezetimeEndEquipmentValue = 0x150C # uint16_t
m_nSurvivalTeamNumber = 0x1510 # int32_t
m_bHasDeathInfo = 0x1514 # bool
m_flDeathInfoTime = 0x1518 # float
m_vecDeathInfoOrigin = 0x151C # Vector
m_bKilledByHeadshot = 0x1528 # bool
m_LastHitBox = 0x152C # int32_t
m_LastHealth = 0x1530 # int32_t
m_flLastCollisionCeiling = 0x1534 # float
m_flLastCollisionCeilingChangeTime = 0x1538 # float
m_pBot = 0x1540 # CCSBot*
m_bBotAllowActive = 0x1548 # bool
m_bCommittingSuicideOnTeamChange = 0x1549 # bool
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class CCSPlayerResource: # CBaseEntity
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m_bHostageAlive = 0x4B0 # bool[12]
m_isHostageFollowingSomeone = 0x4BC # bool[12]
m_iHostageEntityIDs = 0x4C8 # CEntityIndex[12]
m_bombsiteCenterA = 0x4F8 # Vector
m_bombsiteCenterB = 0x504 # Vector
m_hostageRescueX = 0x510 # int32_t[4]
m_hostageRescueY = 0x520 # int32_t[4]
m_hostageRescueZ = 0x530 # int32_t[4]
m_bEndMatchNextMapAllVoted = 0x540 # bool
m_foundGoalPositions = 0x541 # bool
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class CCSPlayer_ActionTrackingServices: # CPlayerPawnComponent
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m_hLastWeaponBeforeC4AutoSwitch = 0x208 # CHandle<CBasePlayerWeapon>
m_bIsRescuing = 0x23C # bool
m_weaponPurchasesThisMatch = 0x240 # WeaponPurchaseTracker_t
m_weaponPurchasesThisRound = 0x298 # 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 = 0xC8 # CUtlVectorEmbeddedNetworkVar<SellbackPurchaseEntry_t>
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class CCSPlayer_CameraServices: # CCSPlayerBase_CameraServices
class CCSPlayer_DamageReactServices: # CPlayerPawnComponent
class CCSPlayer_HostageServices: # CPlayerPawnComponent
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m_hCarriedHostage = 0x40 # CHandle<CBaseEntity>
m_hCarriedHostageProp = 0x44 # CHandle<CBaseEntity>
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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 = 0x220 # float
m_vecLadderNormal = 0x224 # Vector
m_nLadderSurfacePropIndex = 0x230 # int32_t
m_flDuckAmount = 0x234 # float
m_flDuckSpeed = 0x238 # float
m_bDuckOverride = 0x23C # bool
m_bDesiresDuck = 0x23D # bool
m_flDuckOffset = 0x240 # float
m_nDuckTimeMsecs = 0x244 # uint32_t
m_nDuckJumpTimeMsecs = 0x248 # uint32_t
m_nJumpTimeMsecs = 0x24C # uint32_t
m_flLastDuckTime = 0x250 # float
m_vecLastPositionAtFullCrouchSpeed = 0x260 # Vector2D
m_duckUntilOnGround = 0x268 # bool
m_bHasWalkMovedSinceLastJump = 0x269 # bool
m_bInStuckTest = 0x26A # bool
m_flStuckCheckTime = 0x278 # float[64][2]
m_nTraceCount = 0x478 # int32_t
m_StuckLast = 0x47C # int32_t
m_bSpeedCropped = 0x480 # bool
m_nOldWaterLevel = 0x484 # int32_t
m_flWaterEntryTime = 0x488 # float
m_vecForward = 0x48C # Vector
m_vecLeft = 0x498 # Vector
m_vecUp = 0x4A4 # Vector
m_vecPreviouslyPredictedOrigin = 0x4B0 # Vector
m_bMadeFootstepNoise = 0x4BC # bool
m_iFootsteps = 0x4C0 # int32_t
m_bOldJumpPressed = 0x4C4 # bool
m_flJumpPressedTime = 0x4C8 # float
m_flJumpUntil = 0x4CC # float
m_flJumpVel = 0x4D0 # float
m_fStashGrenadeParameterWhen = 0x4D4 # GameTime_t
m_nButtonDownMaskPrev = 0x4D8 # uint64_t
m_flOffsetTickCompleteTime = 0x4E0 # float
m_flOffsetTickStashedSpeed = 0x4E4 # float
m_flStamina = 0x4E8 # float
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m_flHeightAtJumpStart = 0x4EC # float
m_flMaxJumpHeightThisJump = 0x4F0 # float
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class CCSPlayer_PingServices: # CPlayerPawnComponent
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m_flPlayerPingTokens = 0x40 # GameTime_t[5]
m_hPlayerPing = 0x54 # CHandle<CBaseEntity>
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class CCSPlayer_RadioServices: # CPlayerPawnComponent
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m_flGotHostageTalkTimer = 0x40 # GameTime_t
m_flDefusingTalkTimer = 0x44 # GameTime_t
m_flC4PlantTalkTimer = 0x48 # GameTime_t
m_flRadioTokenSlots = 0x4C # GameTime_t[3]
m_bIgnoreRadio = 0x58 # bool
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class CCSPlayer_UseServices: # CPlayer_UseServices
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m_hLastKnownUseEntity = 0x40 # CHandle<CBaseEntity>
m_flLastUseTimeStamp = 0x44 # GameTime_t
m_flTimeStartedHoldingUse = 0x48 # GameTime_t
m_flTimeLastUsedWindow = 0x4C # GameTime_t
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class CCSPlayer_ViewModelServices: # CPlayer_ViewModelServices
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m_hViewModel = 0x40 # CHandle<CBaseViewModel>[3]
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class CCSPlayer_WaterServices: # CPlayer_WaterServices
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m_NextDrownDamageTime = 0x40 # float
m_nDrownDmgRate = 0x44 # int32_t
m_AirFinishedTime = 0x48 # GameTime_t
m_flWaterJumpTime = 0x4C # float
m_vecWaterJumpVel = 0x50 # Vector
m_flSwimSoundTime = 0x5C # float
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class CCSPlayer_WeaponServices: # CPlayer_WeaponServices
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m_flNextAttack = 0xB0 # GameTime_t
m_bIsLookingAtWeapon = 0xB4 # bool
m_bIsHoldingLookAtWeapon = 0xB5 # bool
m_hSavedWeapon = 0xB8 # CHandle<CBasePlayerWeapon>
m_nTimeToMelee = 0xBC # int32_t
m_nTimeToSecondary = 0xC0 # int32_t
m_nTimeToPrimary = 0xC4 # int32_t
m_nTimeToSniperRifle = 0xC8 # int32_t
m_bIsBeingGivenItem = 0xCC # bool
m_bIsPickingUpItemWithUse = 0xCD # bool
m_bPickedUpWeapon = 0xCE # bool
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class CCSPulseServerFuncs_Globals:
class CCSSprite: # CSprite
class CCSTeam: # CTeam
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m_nLastRecievedShorthandedRoundBonus = 0x568 # int32_t
m_nShorthandedRoundBonusStartRound = 0x56C # int32_t
m_bSurrendered = 0x570 # bool
m_szTeamMatchStat = 0x571 # char[512]
m_numMapVictories = 0x774 # int32_t
m_scoreFirstHalf = 0x778 # int32_t
m_scoreSecondHalf = 0x77C # int32_t
m_scoreOvertime = 0x780 # int32_t
m_szClanTeamname = 0x784 # char[129]
m_iClanID = 0x808 # uint32_t
m_szTeamFlagImage = 0x80C # char[8]
m_szTeamLogoImage = 0x814 # char[8]
m_flNextResourceTime = 0x81C # float
m_iLastUpdateSentAt = 0x820 # int32_t
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class CCSWeaponBase: # CBasePlayerWeapon
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m_bRemoveable = 0xC88 # bool
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m_flFireSequenceStartTime = 0xC90 # float
m_nFireSequenceStartTimeChange = 0xC94 # int32_t
m_nFireSequenceStartTimeAck = 0xC98 # int32_t
m_bPlayerFireEventIsPrimary = 0xC9C # bool
m_seqIdle = 0xCA0 # HSequence
m_seqFirePrimary = 0xCA4 # HSequence
m_seqFireSecondary = 0xCA8 # HSequence
m_thirdPersonFireSequences = 0xCB0 # CUtlVector<HSequence>
m_hCurrentThirdPersonSequence = 0xCC8 # HSequence
m_nSilencerBoneIndex = 0xCCC # int32_t
m_thirdPersonSequences = 0xCD0 # HSequence[6]
m_bPlayerAmmoStockOnPickup = 0xCF0 # bool
m_bRequireUseToTouch = 0xCF1 # bool
m_iState = 0xCF4 # CSWeaponState_t
m_flLastTimeInAir = 0xCF8 # GameTime_t
m_flLastDeployTime = 0xCFC # GameTime_t
m_nViewModelIndex = 0xD00 # uint32_t
m_bReloadsWithClips = 0xD04 # bool
m_flTimeWeaponIdle = 0xD20 # GameTime_t
m_bFireOnEmpty = 0xD24 # bool
m_OnPlayerPickup = 0xD28 # CEntityIOOutput
m_weaponMode = 0xD50 # CSWeaponMode
m_flTurningInaccuracyDelta = 0xD54 # float
m_vecTurningInaccuracyEyeDirLast = 0xD58 # Vector
m_flTurningInaccuracy = 0xD64 # float
m_fAccuracyPenalty = 0xD68 # float
m_flLastAccuracyUpdateTime = 0xD6C # GameTime_t
m_fAccuracySmoothedForZoom = 0xD70 # float
m_fScopeZoomEndTime = 0xD74 # GameTime_t
m_iRecoilIndex = 0xD78 # int32_t
m_flRecoilIndex = 0xD7C # float
m_bBurstMode = 0xD80 # bool
m_flPostponeFireReadyTime = 0xD84 # GameTime_t
m_bInReload = 0xD88 # bool
m_bReloadVisuallyComplete = 0xD89 # bool
m_flDroppedAtTime = 0xD8C # GameTime_t
m_bIsHauledBack = 0xD90 # bool
m_bSilencerOn = 0xD91 # bool
m_flTimeSilencerSwitchComplete = 0xD94 # GameTime_t
m_iOriginalTeamNumber = 0xD98 # int32_t
m_flNextAttackRenderTimeOffset = 0xD9C # float
m_bCanBePickedUp = 0xDB0 # bool
m_bUseCanOverrideNextOwnerTouchTime = 0xDB1 # bool
m_nextOwnerTouchTime = 0xDB4 # GameTime_t
m_nextPrevOwnerTouchTime = 0xDB8 # GameTime_t
m_hPrevOwner = 0xDBC # CHandle<CCSPlayerPawn>
m_nDropTick = 0xDC0 # GameTick_t
m_donated = 0xDE4 # bool
m_fLastShotTime = 0xDE8 # GameTime_t
m_bWasOwnedByCT = 0xDEC # bool
m_bWasOwnedByTerrorist = 0xDED # bool
m_bFiredOutOfAmmoEvent = 0xDEE # bool
m_numRemoveUnownedWeaponThink = 0xDF0 # int32_t
m_IronSightController = 0xDF8 # CIronSightController
m_iIronSightMode = 0xE10 # int32_t
m_flLastLOSTraceFailureTime = 0xE14 # GameTime_t
m_iNumEmptyAttacks = 0xE18 # int32_t
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class CCSWeaponBaseGun: # CCSWeaponBase
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m_zoomLevel = 0xE20 # int32_t
m_iBurstShotsRemaining = 0xE24 # int32_t
m_silencedModelIndex = 0xE30 # int32_t
m_inPrecache = 0xE34 # bool
m_bNeedsBoltAction = 0xE35 # bool
m_bSkillReloadAvailable = 0xE36 # bool
m_bSkillReloadLiftedReloadKey = 0xE37 # bool
m_bSkillBoltInterruptAvailable = 0xE38 # bool
m_bSkillBoltLiftedFireKey = 0xE39 # 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 CChangeLevel: # CBaseTrigger
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m_sMapName = 0x8A8 # CUtlString
m_sLandmarkName = 0x8B0 # CUtlString
m_OnChangeLevel = 0x8B8 # CEntityIOOutput
m_bTouched = 0x8E0 # bool
m_bNoTouch = 0x8E1 # bool
m_bNewChapter = 0x8E2 # bool
m_bOnChangeLevelFired = 0x8E3 # bool
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class CChicken: # CDynamicProp
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m_AttributeManager = 0xB28 # CAttributeContainer
m_OriginalOwnerXuidLow = 0xDF0 # uint32_t
m_OriginalOwnerXuidHigh = 0xDF4 # uint32_t
m_updateTimer = 0xDF8 # CountdownTimer
m_stuckAnchor = 0xE10 # Vector
m_stuckTimer = 0xE20 # CountdownTimer
m_collisionStuckTimer = 0xE38 # CountdownTimer
m_isOnGround = 0xE50 # bool
m_vFallVelocity = 0xE54 # Vector
m_activity = 0xE60 # ChickenActivity
m_activityTimer = 0xE68 # CountdownTimer
m_turnRate = 0xE80 # float
m_fleeFrom = 0xE84 # CHandle<CBaseEntity>
m_moveRateThrottleTimer = 0xE88 # CountdownTimer
m_startleTimer = 0xEA0 # CountdownTimer
m_vocalizeTimer = 0xEB8 # CountdownTimer
m_flWhenZombified = 0xED0 # GameTime_t
m_jumpedThisFrame = 0xED4 # bool
m_leader = 0xED8 # CHandle<CCSPlayerPawn>
m_reuseTimer = 0xEE0 # CountdownTimer
m_hasBeenUsed = 0xEF8 # bool
m_jumpTimer = 0xF00 # CountdownTimer
m_flLastJumpTime = 0xF18 # float
m_bInJump = 0xF1C # bool
m_isWaitingForLeader = 0xF1D # bool
m_repathTimer = 0x2F28 # CountdownTimer
m_inhibitDoorTimer = 0x2F40 # CountdownTimer
m_inhibitObstacleAvoidanceTimer = 0x2FD0 # CountdownTimer
m_vecPathGoal = 0x2FF0 # Vector
m_flActiveFollowStartTime = 0x2FFC # GameTime_t
m_followMinuteTimer = 0x3000 # CountdownTimer
m_vecLastEggPoopPosition = 0x3018 # Vector
m_vecEggsPooped = 0x3028 # CUtlVector<CHandle<CBaseEntity>>
m_BlockDirectionTimer = 0x3048 # CountdownTimer
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
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class CColorCorrection: # CBaseEntity
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m_flFadeInDuration = 0x4B0 # float
m_flFadeOutDuration = 0x4B4 # float
m_flStartFadeInWeight = 0x4B8 # float
m_flStartFadeOutWeight = 0x4BC # float
m_flTimeStartFadeIn = 0x4C0 # GameTime_t
m_flTimeStartFadeOut = 0x4C4 # GameTime_t
m_flMaxWeight = 0x4C8 # float
m_bStartDisabled = 0x4CC # bool
m_bEnabled = 0x4CD # bool
m_bMaster = 0x4CE # bool
m_bClientSide = 0x4CF # bool
m_bExclusive = 0x4D0 # bool
m_MinFalloff = 0x4D4 # float
m_MaxFalloff = 0x4D8 # float
m_flCurWeight = 0x4DC # float
m_netlookupFilename = 0x4E0 # char[512]
m_lookupFilename = 0x6E0 # CUtlSymbolLarge
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class CColorCorrectionVolume: # CBaseTrigger
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m_bEnabled = 0x8A8 # bool
m_MaxWeight = 0x8AC # float
m_FadeDuration = 0x8B0 # float
m_bStartDisabled = 0x8B4 # bool
m_Weight = 0x8B8 # float
m_lookupFilename = 0x8BC # char[512]
m_LastEnterWeight = 0xABC # float
m_LastEnterTime = 0xAC0 # GameTime_t
m_LastExitWeight = 0xAC4 # float
m_LastExitTime = 0xAC8 # GameTime_t
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class CCommentaryAuto: # CBaseEntity
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m_OnCommentaryNewGame = 0x4B0 # CEntityIOOutput
m_OnCommentaryMidGame = 0x4D8 # CEntityIOOutput
m_OnCommentaryMultiplayerSpawn = 0x500 # CEntityIOOutput
class CCommentarySystem:
m_bCommentaryConvarsChanging = 0x11 # bool
m_bCommentaryEnabledMidGame = 0x12 # bool
m_flNextTeleportTime = 0x14 # GameTime_t
m_iTeleportStage = 0x18 # int32_t
m_bCheatState = 0x1C # bool
m_bIsFirstSpawnGroupToLoad = 0x1D # bool
m_hCurrentNode = 0x38 # CHandle<CPointCommentaryNode>
m_hActiveCommentaryNode = 0x3C # CHandle<CPointCommentaryNode>
m_hLastCommentaryNode = 0x40 # CHandle<CPointCommentaryNode>
m_vecNodes = 0x48 # CUtlVector<CHandle<CPointCommentaryNode>>
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class CCommentaryViewPosition: # CSprite
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class CConstantForceController:
m_linear = 0xC # Vector
m_angular = 0x18 # RotationVector
m_linearSave = 0x24 # Vector
m_angularSave = 0x30 # RotationVector
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class CConstraintAnchor: # CBaseAnimGraph
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m_massScale = 0x890 # float
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class CCoopBonusCoin: # CDynamicProp
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class CCopyRecipientFilter:
m_Flags = 0x8 # int32_t
m_Recipients = 0x10 # CUtlVector<CPlayerSlot>
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class CCredits: # CPointEntity
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m_OnCreditsDone = 0x4B0 # CEntityIOOutput
m_bRolledOutroCredits = 0x4D8 # bool
m_flLogoLength = 0x4DC # float
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class CDEagle: # CCSWeaponBaseGun
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class CDamageRecord:
m_PlayerDamager = 0x28 # CHandle<CCSPlayerPawnBase>
m_PlayerRecipient = 0x2C # CHandle<CCSPlayerPawnBase>
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
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class CDebugHistory: # CBaseEntity
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m_nNpcEvents = 0x44F0 # int32_t
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class CDecoyGrenade: # CBaseCSGrenade
class CDecoyProjectile: # CBaseCSGrenadeProjectile
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m_nDecoyShotTick = 0xA48 # int32_t
m_shotsRemaining = 0xA4C # int32_t
m_fExpireTime = 0xA50 # GameTime_t
m_decoyWeaponDefIndex = 0xA60 # uint16_t
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class CDynamicLight: # CBaseModelEntity
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m_ActualFlags = 0x700 # uint8_t
m_Flags = 0x701 # uint8_t
m_LightStyle = 0x702 # uint8_t
m_On = 0x703 # bool
m_Radius = 0x704 # float
m_Exponent = 0x708 # int32_t
m_InnerAngle = 0x70C # float
m_OuterAngle = 0x710 # float
m_SpotRadius = 0x714 # float
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class CDynamicProp: # CBreakableProp
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m_bCreateNavObstacle = 0xA10 # bool
m_bUseHitboxesForRenderBox = 0xA11 # bool
m_bUseAnimGraph = 0xA12 # bool
m_pOutputAnimBegun = 0xA18 # CEntityIOOutput
m_pOutputAnimOver = 0xA40 # CEntityIOOutput
m_pOutputAnimLoopCycleOver = 0xA68 # CEntityIOOutput
m_OnAnimReachedStart = 0xA90 # CEntityIOOutput
m_OnAnimReachedEnd = 0xAB8 # CEntityIOOutput
m_iszDefaultAnim = 0xAE0 # CUtlSymbolLarge
m_nDefaultAnimLoopMode = 0xAE8 # AnimLoopMode_t
m_bAnimateOnServer = 0xAEC # bool
m_bRandomizeCycle = 0xAED # bool
m_bStartDisabled = 0xAEE # bool
m_bScriptedMovement = 0xAEF # bool
m_bFiredStartEndOutput = 0xAF0 # bool
m_bForceNpcExclude = 0xAF1 # bool
m_bCreateNonSolid = 0xAF2 # bool
m_bIsOverrideProp = 0xAF3 # bool
m_iInitialGlowState = 0xAF4 # int32_t
m_nGlowRange = 0xAF8 # int32_t
m_nGlowRangeMin = 0xAFC # int32_t
m_glowColor = 0xB00 # Color
m_nGlowTeam = 0xB04 # int32_t
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class CDynamicPropAlias_cable_dynamic: # CDynamicProp
class CDynamicPropAlias_dynamic_prop: # CDynamicProp
class CDynamicPropAlias_prop_dynamic_override: # CDynamicProp
class CEconEntity: # CBaseFlex
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m_AttributeManager = 0x930 # CAttributeContainer
m_OriginalOwnerXuidLow = 0xBF8 # uint32_t
m_OriginalOwnerXuidHigh = 0xBFC # uint32_t
m_nFallbackPaintKit = 0xC00 # int32_t
m_nFallbackSeed = 0xC04 # int32_t
m_flFallbackWear = 0xC08 # float
m_nFallbackStatTrak = 0xC0C # int32_t
m_hOldProvidee = 0xC10 # CHandle<CBaseEntity>
m_iOldOwnerClass = 0xC14 # 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
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class CEconItemView: # IEconItemInterface
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m_iItemDefinitionIndex = 0x38 # uint16_t
m_iEntityQuality = 0x3C # int32_t
m_iEntityLevel = 0x40 # uint32_t
m_iItemID = 0x48 # uint64_t
m_iItemIDHigh = 0x50 # uint32_t
m_iItemIDLow = 0x54 # uint32_t
m_iAccountID = 0x58 # uint32_t
m_iInventoryPosition = 0x5C # uint32_t
m_bInitialized = 0x68 # bool
m_AttributeList = 0x70 # CAttributeList
m_NetworkedDynamicAttributes = 0xD0 # CAttributeList
m_szCustomName = 0x130 # char[161]
m_szCustomNameOverride = 0x1D1 # char[161]
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class CEconWearable: # CEconEntity
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m_nForceSkin = 0xC18 # int32_t
m_bAlwaysAllow = 0xC1C # 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 CEnableMotionFixup: # CBaseEntity
class CEntityBlocker: # CBaseModelEntity
class CEntityComponent:
class CEntityDissolve: # CBaseModelEntity
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m_flFadeInStart = 0x700 # float
m_flFadeInLength = 0x704 # float
m_flFadeOutModelStart = 0x708 # float
m_flFadeOutModelLength = 0x70C # float
m_flFadeOutStart = 0x710 # float
m_flFadeOutLength = 0x714 # float
m_flStartTime = 0x718 # GameTime_t
m_nDissolveType = 0x71C # EntityDisolveType_t
m_vDissolverOrigin = 0x720 # Vector
m_nMagnitude = 0x72C # uint32_t
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class CEntityFlame: # CBaseEntity
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m_hEntAttached = 0x4B0 # CHandle<CBaseEntity>
m_bCheapEffect = 0x4B4 # bool
m_flSize = 0x4B8 # float
m_bUseHitboxes = 0x4BC # bool
m_iNumHitboxFires = 0x4C0 # int32_t
m_flHitboxFireScale = 0x4C4 # float
m_flLifetime = 0x4C8 # GameTime_t
m_hAttacker = 0x4CC # CHandle<CBaseEntity>
m_iDangerSound = 0x4D0 # int32_t
m_flDirectDamagePerSecond = 0x4D4 # float
m_iCustomDamageType = 0x4D8 # int32_t
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 CEntitySubclassVDataBase:
class CEnvBeam: # CBeam
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m_active = 0x7A0 # int32_t
m_spriteTexture = 0x7A8 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_iszStartEntity = 0x7B0 # CUtlSymbolLarge
m_iszEndEntity = 0x7B8 # CUtlSymbolLarge
m_life = 0x7C0 # float
m_boltWidth = 0x7C4 # float
m_noiseAmplitude = 0x7C8 # float
m_speed = 0x7CC # int32_t
m_restrike = 0x7D0 # float
m_iszSpriteName = 0x7D8 # CUtlSymbolLarge
m_frameStart = 0x7E0 # int32_t
m_vEndPointWorld = 0x7E4 # Vector
m_vEndPointRelative = 0x7F0 # Vector
m_radius = 0x7FC # float
m_TouchType = 0x800 # Touch_t
m_iFilterName = 0x808 # CUtlSymbolLarge
m_hFilter = 0x810 # CHandle<CBaseEntity>
m_iszDecal = 0x818 # CUtlSymbolLarge
m_OnTouchedByEntity = 0x820 # CEntityIOOutput
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class CEnvBeverage: # CBaseEntity
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m_CanInDispenser = 0x4B0 # bool
m_nBeverageType = 0x4B4 # int32_t
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class CEnvCombinedLightProbeVolume: # CBaseEntity
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m_Color = 0x1508 # Color
m_flBrightness = 0x150C # float
m_hCubemapTexture = 0x1510 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x1518 # bool
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_bMoveable = 0x1558 # bool
m_nHandshake = 0x155C # int32_t
m_nEnvCubeMapArrayIndex = 0x1560 # int32_t
m_nPriority = 0x1564 # int32_t
m_bStartDisabled = 0x1568 # bool
m_flEdgeFadeDist = 0x156C # float
m_vEdgeFadeDists = 0x1570 # Vector
m_nLightProbeSizeX = 0x157C # int32_t
m_nLightProbeSizeY = 0x1580 # int32_t
m_nLightProbeSizeZ = 0x1584 # int32_t
m_nLightProbeAtlasX = 0x1588 # int32_t
m_nLightProbeAtlasY = 0x158C # int32_t
m_nLightProbeAtlasZ = 0x1590 # int32_t
m_bEnabled = 0x15A9 # bool
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class CEnvCubemap: # CBaseEntity
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m_hCubemapTexture = 0x530 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bCustomCubemapTexture = 0x538 # bool
m_flInfluenceRadius = 0x53C # float
m_vBoxProjectMins = 0x540 # Vector
m_vBoxProjectMaxs = 0x54C # Vector
m_bMoveable = 0x558 # bool
m_nHandshake = 0x55C # int32_t
m_nEnvCubeMapArrayIndex = 0x560 # int32_t
m_nPriority = 0x564 # int32_t
m_flEdgeFadeDist = 0x568 # float
m_vEdgeFadeDists = 0x56C # Vector
m_flDiffuseScale = 0x578 # float
m_bStartDisabled = 0x57C # bool
m_bDefaultEnvMap = 0x57D # bool
m_bDefaultSpecEnvMap = 0x57E # bool
m_bIndoorCubeMap = 0x57F # bool
m_bCopyDiffuseFromDefaultCubemap = 0x580 # bool
m_bEnabled = 0x590 # bool
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class CEnvCubemapBox: # CEnvCubemap
class CEnvCubemapFog: # CBaseEntity
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m_flEndDistance = 0x4B0 # float
m_flStartDistance = 0x4B4 # float
m_flFogFalloffExponent = 0x4B8 # float
m_bHeightFogEnabled = 0x4BC # bool
m_flFogHeightWidth = 0x4C0 # float
m_flFogHeightEnd = 0x4C4 # float
m_flFogHeightStart = 0x4C8 # float
m_flFogHeightExponent = 0x4CC # float
m_flLODBias = 0x4D0 # float
m_bActive = 0x4D4 # bool
m_bStartDisabled = 0x4D5 # bool
m_flFogMaxOpacity = 0x4D8 # float
m_nCubemapSourceType = 0x4DC # int32_t
m_hSkyMaterial = 0x4E0 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_iszSkyEntity = 0x4E8 # CUtlSymbolLarge
m_hFogCubemapTexture = 0x4F0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_bHasHeightFogEnd = 0x4F8 # bool
m_bFirstTime = 0x4F9 # bool
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class CEnvDecal: # CBaseModelEntity
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m_hDecalMaterial = 0x700 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_flWidth = 0x708 # float
m_flHeight = 0x70C # float
m_flDepth = 0x710 # float
m_nRenderOrder = 0x714 # uint32_t
m_bProjectOnWorld = 0x718 # bool
m_bProjectOnCharacters = 0x719 # bool
m_bProjectOnWater = 0x71A # bool
m_flDepthSortBias = 0x71C # float
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class CEnvDetailController: # CBaseEntity
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m_flFadeStartDist = 0x4B0 # float
m_flFadeEndDist = 0x4B4 # float
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class CEnvEntityIgniter: # CBaseEntity
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m_flLifetime = 0x4B0 # float
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class CEnvEntityMaker: # CPointEntity
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m_vecEntityMins = 0x4B0 # Vector
m_vecEntityMaxs = 0x4BC # Vector
m_hCurrentInstance = 0x4C8 # CHandle<CBaseEntity>
m_hCurrentBlocker = 0x4CC # CHandle<CBaseEntity>
m_vecBlockerOrigin = 0x4D0 # Vector
m_angPostSpawnDirection = 0x4DC # QAngle
m_flPostSpawnDirectionVariance = 0x4E8 # float
m_flPostSpawnSpeed = 0x4EC # float
m_bPostSpawnUseAngles = 0x4F0 # bool
m_iszTemplate = 0x4F8 # CUtlSymbolLarge
m_pOutputOnSpawned = 0x500 # CEntityIOOutput
m_pOutputOnFailedSpawn = 0x528 # CEntityIOOutput
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class CEnvExplosion: # CModelPointEntity
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m_iMagnitude = 0x700 # int32_t
m_flPlayerDamage = 0x704 # float
m_iRadiusOverride = 0x708 # int32_t
m_flInnerRadius = 0x70C # float
m_spriteScale = 0x710 # int32_t
m_flDamageForce = 0x714 # float
m_hInflictor = 0x718 # CHandle<CBaseEntity>
m_iCustomDamageType = 0x71C # int32_t
m_iszExplosionType = 0x728 # CUtlSymbolLarge
m_iszCustomEffectName = 0x730 # CUtlSymbolLarge
m_iszCustomSoundName = 0x738 # CUtlSymbolLarge
m_iClassIgnore = 0x740 # Class_T
m_iClassIgnore2 = 0x744 # Class_T
m_iszEntityIgnoreName = 0x748 # CUtlSymbolLarge
m_hEntityIgnore = 0x750 # CHandle<CBaseEntity>
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class CEnvFade: # CLogicalEntity
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m_fadeColor = 0x4B0 # Color
m_Duration = 0x4B4 # float
m_HoldDuration = 0x4B8 # float
m_OnBeginFade = 0x4C0 # CEntityIOOutput
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class CEnvFireSensor: # CBaseEntity
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m_bEnabled = 0x4B0 # bool
m_bHeatAtLevel = 0x4B1 # bool
m_radius = 0x4B4 # float
m_targetLevel = 0x4B8 # float
m_targetTime = 0x4BC # float
m_levelTime = 0x4C0 # float
m_OnHeatLevelStart = 0x4C8 # CEntityIOOutput
m_OnHeatLevelEnd = 0x4F0 # CEntityIOOutput
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class CEnvFireSource: # CBaseEntity
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m_bEnabled = 0x4B0 # bool
m_radius = 0x4B4 # float
m_damage = 0x4B8 # float
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class CEnvFunnel: # CBaseEntity
class CEnvGlobal: # CLogicalEntity
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m_outCounter = 0x4B0 # CEntityOutputTemplate<int32_t>
m_globalstate = 0x4D8 # CUtlSymbolLarge
m_triggermode = 0x4E0 # int32_t
m_initialstate = 0x4E4 # int32_t
m_counter = 0x4E8 # int32_t
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class CEnvHudHint: # CPointEntity
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m_iszMessage = 0x4B0 # CUtlSymbolLarge
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class CEnvInstructorHint: # CPointEntity
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m_iszName = 0x4B0 # CUtlSymbolLarge
m_iszReplace_Key = 0x4B8 # CUtlSymbolLarge
m_iszHintTargetEntity = 0x4C0 # CUtlSymbolLarge
m_iTimeout = 0x4C8 # int32_t
m_iDisplayLimit = 0x4CC # int32_t
m_iszIcon_Onscreen = 0x4D0 # CUtlSymbolLarge
m_iszIcon_Offscreen = 0x4D8 # CUtlSymbolLarge
m_iszCaption = 0x4E0 # CUtlSymbolLarge
m_iszActivatorCaption = 0x4E8 # CUtlSymbolLarge
m_Color = 0x4F0 # Color
m_fIconOffset = 0x4F4 # float
m_fRange = 0x4F8 # float
m_iPulseOption = 0x4FC # uint8_t
m_iAlphaOption = 0x4FD # uint8_t
m_iShakeOption = 0x4FE # uint8_t
m_bStatic = 0x4FF # bool
m_bNoOffscreen = 0x500 # bool
m_bForceCaption = 0x501 # bool
m_iInstanceType = 0x504 # int32_t
m_bSuppressRest = 0x508 # bool
m_iszBinding = 0x510 # CUtlSymbolLarge
m_bAllowNoDrawTarget = 0x518 # bool
m_bAutoStart = 0x519 # bool
m_bLocalPlayerOnly = 0x51A # bool
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class CEnvInstructorVRHint: # CPointEntity
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m_iszName = 0x4B0 # CUtlSymbolLarge
m_iszHintTargetEntity = 0x4B8 # CUtlSymbolLarge
m_iTimeout = 0x4C0 # int32_t
m_iszCaption = 0x4C8 # CUtlSymbolLarge
m_iszStartSound = 0x4D0 # CUtlSymbolLarge
m_iLayoutFileType = 0x4D8 # int32_t
m_iszCustomLayoutFile = 0x4E0 # CUtlSymbolLarge
m_iAttachType = 0x4E8 # int32_t
m_flHeightOffset = 0x4EC # float
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class CEnvLaser: # CBeam
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m_iszLaserTarget = 0x7A0 # CUtlSymbolLarge
m_pSprite = 0x7A8 # CSprite*
m_iszSpriteName = 0x7B0 # CUtlSymbolLarge
m_firePosition = 0x7B8 # Vector
m_flStartFrame = 0x7C4 # float
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class CEnvLightProbeVolume: # CBaseEntity
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m_hLightProbeTexture = 0x1488 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightIndicesTexture = 0x1490 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightScalarsTexture = 0x1498 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hLightProbeDirectLightShadowsTexture = 0x14A0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vBoxMins = 0x14A8 # Vector
m_vBoxMaxs = 0x14B4 # Vector
m_bMoveable = 0x14C0 # bool
m_nHandshake = 0x14C4 # int32_t
m_nPriority = 0x14C8 # int32_t
m_bStartDisabled = 0x14CC # bool
m_nLightProbeSizeX = 0x14D0 # int32_t
m_nLightProbeSizeY = 0x14D4 # int32_t
m_nLightProbeSizeZ = 0x14D8 # int32_t
m_nLightProbeAtlasX = 0x14DC # int32_t
m_nLightProbeAtlasY = 0x14E0 # int32_t
m_nLightProbeAtlasZ = 0x14E4 # int32_t
m_bEnabled = 0x14F1 # bool
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class CEnvMicrophone: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_hMeasureTarget = 0x4B4 # CHandle<CBaseEntity>
m_nSoundMask = 0x4B8 # int32_t
m_flSensitivity = 0x4BC # float
m_flSmoothFactor = 0x4C0 # float
m_flMaxRange = 0x4C4 # float
m_iszSpeakerName = 0x4C8 # CUtlSymbolLarge
m_hSpeaker = 0x4D0 # CHandle<CBaseEntity>
m_bAvoidFeedback = 0x4D4 # bool
m_iSpeakerDSPPreset = 0x4D8 # int32_t
m_iszListenFilter = 0x4E0 # CUtlSymbolLarge
m_hListenFilter = 0x4E8 # CHandle<CBaseFilter>
m_SoundLevel = 0x4F0 # CEntityOutputTemplate<float>
m_OnRoutedSound = 0x518 # CEntityIOOutput
m_OnHeardSound = 0x540 # CEntityIOOutput
m_szLastSound = 0x568 # char[256]
m_iLastRoutedFrame = 0x668 # int32_t
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class CEnvMuzzleFlash: # CPointEntity
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m_flScale = 0x4B0 # float
m_iszParentAttachment = 0x4B8 # CUtlSymbolLarge
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class CEnvParticleGlow: # CParticleSystem
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m_flAlphaScale = 0xC78 # float
m_flRadiusScale = 0xC7C # float
m_flSelfIllumScale = 0xC80 # float
m_ColorTint = 0xC84 # Color
m_hTextureOverride = 0xC88 # CStrongHandle<InfoForResourceTypeCTextureBase>
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class CEnvProjectedTexture: # CModelPointEntity
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m_hTargetEntity = 0x700 # CHandle<CBaseEntity>
m_bState = 0x704 # bool
m_bAlwaysUpdate = 0x705 # bool
m_flLightFOV = 0x708 # float
m_bEnableShadows = 0x70C # bool
m_bSimpleProjection = 0x70D # bool
m_bLightOnlyTarget = 0x70E # bool
m_bLightWorld = 0x70F # bool
m_bCameraSpace = 0x710 # bool
m_flBrightnessScale = 0x714 # float
m_LightColor = 0x718 # Color
m_flIntensity = 0x71C # float
m_flLinearAttenuation = 0x720 # float
m_flQuadraticAttenuation = 0x724 # float
m_bVolumetric = 0x728 # bool
m_flNoiseStrength = 0x72C # float
m_flFlashlightTime = 0x730 # float
m_nNumPlanes = 0x734 # uint32_t
m_flPlaneOffset = 0x738 # float
m_flVolumetricIntensity = 0x73C # float
m_flColorTransitionTime = 0x740 # float
m_flAmbient = 0x744 # float
m_SpotlightTextureName = 0x748 # char[512]
m_nSpotlightTextureFrame = 0x948 # int32_t
m_nShadowQuality = 0x94C # uint32_t
m_flNearZ = 0x950 # float
m_flFarZ = 0x954 # float
m_flProjectionSize = 0x958 # float
m_flRotation = 0x95C # float
m_bFlipHorizontal = 0x960 # bool
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class CEnvScreenOverlay: # CPointEntity
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m_iszOverlayNames = 0x4B0 # CUtlSymbolLarge[10]
m_flOverlayTimes = 0x500 # float[10]
m_flStartTime = 0x528 # GameTime_t
m_iDesiredOverlay = 0x52C # int32_t
m_bIsActive = 0x530 # bool
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class CEnvShake: # CPointEntity
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m_limitToEntity = 0x4B0 # CUtlSymbolLarge
m_Amplitude = 0x4B8 # float
m_Frequency = 0x4BC # float
m_Duration = 0x4C0 # float
m_Radius = 0x4C4 # float
m_stopTime = 0x4C8 # GameTime_t
m_nextShake = 0x4CC # GameTime_t
m_currentAmp = 0x4D0 # float
m_maxForce = 0x4D4 # Vector
m_shakeCallback = 0x4E8 # CPhysicsShake
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class CEnvSky: # CBaseModelEntity
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m_hSkyMaterial = 0x700 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hSkyMaterialLightingOnly = 0x708 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_bStartDisabled = 0x710 # bool
m_vTintColor = 0x711 # Color
m_vTintColorLightingOnly = 0x715 # Color
m_flBrightnessScale = 0x71C # float
m_nFogType = 0x720 # int32_t
m_flFogMinStart = 0x724 # float
m_flFogMinEnd = 0x728 # float
m_flFogMaxStart = 0x72C # float
m_flFogMaxEnd = 0x730 # float
m_bEnabled = 0x734 # bool
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class CEnvSoundscape: # CServerOnlyEntity
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m_OnPlay = 0x4B0 # CEntityIOOutput
m_flRadius = 0x4D8 # float
m_soundscapeName = 0x4E0 # CUtlSymbolLarge
m_soundEventName = 0x4E8 # CUtlSymbolLarge
m_bOverrideWithEvent = 0x4F0 # bool
m_soundscapeIndex = 0x4F4 # int32_t
m_soundscapeEntityListId = 0x4F8 # int32_t
m_soundEventHash = 0x4FC # uint32_t
m_positionNames = 0x500 # CUtlSymbolLarge[8]
m_hProxySoundscape = 0x540 # CHandle<CEnvSoundscape>
m_bDisabled = 0x544 # bool
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class CEnvSoundscapeAlias_snd_soundscape: # CEnvSoundscape
class CEnvSoundscapeProxy: # CEnvSoundscape
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m_MainSoundscapeName = 0x548 # CUtlSymbolLarge
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class CEnvSoundscapeProxyAlias_snd_soundscape_proxy: # CEnvSoundscapeProxy
class CEnvSoundscapeTriggerable: # CEnvSoundscape
class CEnvSoundscapeTriggerableAlias_snd_soundscape_triggerable: # CEnvSoundscapeTriggerable
class CEnvSpark: # CPointEntity
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m_flDelay = 0x4B0 # float
m_nMagnitude = 0x4B4 # int32_t
m_nTrailLength = 0x4B8 # int32_t
m_nType = 0x4BC # int32_t
m_OnSpark = 0x4C0 # CEntityIOOutput
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class CEnvSplash: # CPointEntity
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m_flScale = 0x4B0 # float
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class CEnvTilt: # CPointEntity
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m_Duration = 0x4B0 # float
m_Radius = 0x4B4 # float
m_TiltTime = 0x4B8 # float
m_stopTime = 0x4BC # GameTime_t
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class CEnvTracer: # CPointEntity
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m_vecEnd = 0x4B0 # Vector
m_flDelay = 0x4BC # float
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class CEnvViewPunch: # CPointEntity
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m_flRadius = 0x4B0 # float
m_angViewPunch = 0x4B4 # QAngle
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class CEnvVolumetricFogController: # CBaseEntity
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m_flScattering = 0x4B0 # float
m_flAnisotropy = 0x4B4 # float
m_flFadeSpeed = 0x4B8 # float
m_flDrawDistance = 0x4BC # float
m_flFadeInStart = 0x4C0 # float
m_flFadeInEnd = 0x4C4 # float
m_flIndirectStrength = 0x4C8 # float
m_nIndirectTextureDimX = 0x4CC # int32_t
m_nIndirectTextureDimY = 0x4D0 # int32_t
m_nIndirectTextureDimZ = 0x4D4 # int32_t
m_vBoxMins = 0x4D8 # Vector
m_vBoxMaxs = 0x4E4 # Vector
m_bActive = 0x4F0 # bool
m_flStartAnisoTime = 0x4F4 # GameTime_t
m_flStartScatterTime = 0x4F8 # GameTime_t
m_flStartDrawDistanceTime = 0x4FC # GameTime_t
m_flStartAnisotropy = 0x500 # float
m_flStartScattering = 0x504 # float
m_flStartDrawDistance = 0x508 # float
m_flDefaultAnisotropy = 0x50C # float
m_flDefaultScattering = 0x510 # float
m_flDefaultDrawDistance = 0x514 # float
m_bStartDisabled = 0x518 # bool
m_bEnableIndirect = 0x519 # bool
m_bIsMaster = 0x51A # bool
m_hFogIndirectTexture = 0x520 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_nForceRefreshCount = 0x528 # int32_t
m_bFirstTime = 0x52C # bool
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class CEnvVolumetricFogVolume: # CBaseEntity
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m_bActive = 0x4B0 # bool
m_vBoxMins = 0x4B4 # Vector
m_vBoxMaxs = 0x4C0 # Vector
m_bStartDisabled = 0x4CC # bool
m_flStrength = 0x4D0 # float
m_nFalloffShape = 0x4D4 # int32_t
m_flFalloffExponent = 0x4D8 # float
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class CEnvWind: # CBaseEntity
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m_EnvWindShared = 0x4B0 # CEnvWindShared
class CEnvWindShared:
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_OnGustStart = 0x70 # CEntityIOOutput
m_OnGustEnd = 0x98 # CEntityIOOutput
m_flVariationTime = 0xC0 # GameTime_t
m_flSwayTime = 0xC4 # GameTime_t
m_flSimTime = 0xC8 # GameTime_t
m_flSwitchTime = 0xCC # GameTime_t
m_flAveWindSpeed = 0xD0 # float
m_bGusting = 0xD4 # bool
m_flWindAngleVariation = 0xD8 # float
m_flWindSpeedVariation = 0xDC # float
m_iEntIndex = 0xE0 # CEntityIndex
class CEnvWindShared_WindAveEvent_t:
m_flStartWindSpeed = 0x0 # float
m_flAveWindSpeed = 0x4 # float
class CEnvWindShared_WindVariationEvent_t:
m_flWindAngleVariation = 0x0 # float
m_flWindSpeedVariation = 0x4 # float
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class CFilterAttributeInt: # CBaseFilter
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m_sAttributeName = 0x508 # CUtlStringToken
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class CFilterClass: # CBaseFilter
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m_iFilterClass = 0x508 # CUtlSymbolLarge
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class CFilterContext: # CBaseFilter
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m_iFilterContext = 0x508 # CUtlSymbolLarge
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class CFilterEnemy: # CBaseFilter
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m_iszEnemyName = 0x508 # CUtlSymbolLarge
m_flRadius = 0x510 # float
m_flOuterRadius = 0x514 # float
m_nMaxSquadmatesPerEnemy = 0x518 # int32_t
m_iszPlayerName = 0x520 # CUtlSymbolLarge
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class CFilterLOS: # CBaseFilter
class CFilterMassGreater: # CBaseFilter
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m_fFilterMass = 0x508 # float
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class CFilterModel: # CBaseFilter
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m_iFilterModel = 0x508 # CUtlSymbolLarge
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class CFilterMultiple: # CBaseFilter
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m_nFilterType = 0x508 # filter_t
m_iFilterName = 0x510 # CUtlSymbolLarge[10]
m_hFilter = 0x560 # CHandle<CBaseEntity>[10]
m_nFilterCount = 0x588 # int32_t
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class CFilterName: # CBaseFilter
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m_iFilterName = 0x508 # CUtlSymbolLarge
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class CFilterProximity: # CBaseFilter
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m_flRadius = 0x508 # float
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class CFire: # CBaseModelEntity
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m_hEffect = 0x700 # CHandle<CBaseFire>
m_hOwner = 0x704 # CHandle<CBaseEntity>
m_nFireType = 0x708 # int32_t
m_flFuel = 0x70C # float
m_flDamageTime = 0x710 # GameTime_t
m_lastDamage = 0x714 # GameTime_t
m_flFireSize = 0x718 # float
m_flLastNavUpdateTime = 0x71C # GameTime_t
m_flHeatLevel = 0x720 # float
m_flHeatAbsorb = 0x724 # float
m_flDamageScale = 0x728 # float
m_flMaxHeat = 0x72C # float
m_flLastHeatLevel = 0x730 # float
m_flAttackTime = 0x734 # float
m_bEnabled = 0x738 # bool
m_bStartDisabled = 0x739 # bool
m_bDidActivate = 0x73A # bool
m_OnIgnited = 0x740 # CEntityIOOutput
m_OnExtinguished = 0x768 # CEntityIOOutput
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class CFireCrackerBlast: # CInferno
class CFireSmoke: # CBaseFire
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m_nFlameModelIndex = 0x4C0 # int32_t
m_nFlameFromAboveModelIndex = 0x4C4 # int32_t
class CFiringModeFloat:
m_flValues = 0x0 # float[2]
class CFiringModeInt:
m_nValues = 0x0 # int32_t[2]
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class CFish: # CBaseAnimGraph
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m_pool = 0x890 # CHandle<CFishPool>
m_id = 0x894 # uint32_t
m_x = 0x898 # float
m_y = 0x89C # float
m_z = 0x8A0 # float
m_angle = 0x8A4 # float
m_angleChange = 0x8A8 # float
m_forward = 0x8AC # Vector
m_perp = 0x8B8 # Vector
m_poolOrigin = 0x8C4 # Vector
m_waterLevel = 0x8D0 # float
m_speed = 0x8D4 # float
m_desiredSpeed = 0x8D8 # float
m_calmSpeed = 0x8DC # float
m_panicSpeed = 0x8E0 # float
m_avoidRange = 0x8E4 # float
m_turnTimer = 0x8E8 # CountdownTimer
m_turnClockwise = 0x900 # bool
m_goTimer = 0x908 # CountdownTimer
m_moveTimer = 0x920 # CountdownTimer
m_panicTimer = 0x938 # CountdownTimer
m_disperseTimer = 0x950 # CountdownTimer
m_proximityTimer = 0x968 # CountdownTimer
m_visible = 0x980 # CUtlVector<CFish*>
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class CFishPool: # CBaseEntity
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m_fishCount = 0x4C0 # int32_t
m_maxRange = 0x4C4 # float
m_swimDepth = 0x4C8 # float
m_waterLevel = 0x4CC # float
m_isDormant = 0x4D0 # bool
m_fishes = 0x4D8 # CUtlVector<CHandle<CFish>>
m_visTimer = 0x4F0 # CountdownTimer
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class CFists: # CCSWeaponBase
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m_bPlayingUninterruptableAct = 0xE20 # bool
m_nUninterruptableActivity = 0xE24 # PlayerAnimEvent_t
m_bRestorePrevWep = 0xE28 # bool
m_hWeaponBeforePrevious = 0xE2C # CHandle<CBasePlayerWeapon>
m_hWeaponPrevious = 0xE30 # CHandle<CBasePlayerWeapon>
m_bDelayedHardPunchIncoming = 0xE34 # bool
m_bDestroyAfterTaunt = 0xE35 # bool
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class CFlashbang: # CBaseCSGrenade
class CFlashbangProjectile: # CBaseCSGrenadeProjectile
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m_flTimeToDetonate = 0xA40 # float
m_numOpponentsHit = 0xA44 # uint8_t
m_numTeammatesHit = 0xA45 # uint8_t
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class CFogController: # CBaseEntity
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m_fog = 0x4B0 # fogparams_t
m_bUseAngles = 0x518 # bool
m_iChangedVariables = 0x51C # int32_t
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class CFogTrigger: # CBaseTrigger
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m_fog = 0x8A8 # fogparams_t
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class CFogVolume: # CServerOnlyModelEntity
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m_fogName = 0x700 # CUtlSymbolLarge
m_postProcessName = 0x708 # CUtlSymbolLarge
m_colorCorrectionName = 0x710 # CUtlSymbolLarge
m_bDisabled = 0x720 # bool
m_bInFogVolumesList = 0x721 # bool
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class CFootstepControl: # CBaseTrigger
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m_source = 0x8A8 # CUtlSymbolLarge
m_destination = 0x8B0 # CUtlSymbolLarge
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class CFootstepTableHandle:
class CFuncBrush: # CBaseModelEntity
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m_iSolidity = 0x700 # BrushSolidities_e
m_iDisabled = 0x704 # int32_t
m_bSolidBsp = 0x708 # bool
m_iszExcludedClass = 0x710 # CUtlSymbolLarge
m_bInvertExclusion = 0x718 # bool
m_bScriptedMovement = 0x719 # bool
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class CFuncConveyor: # CBaseModelEntity
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m_szConveyorModels = 0x700 # CUtlSymbolLarge
m_flTransitionDurationSeconds = 0x708 # float
m_angMoveEntitySpace = 0x70C # QAngle
m_vecMoveDirEntitySpace = 0x718 # Vector
m_flTargetSpeed = 0x724 # float
m_nTransitionStartTick = 0x728 # GameTick_t
m_nTransitionDurationTicks = 0x72C # int32_t
m_flTransitionStartSpeed = 0x730 # float
m_hConveyorModels = 0x738 # CNetworkUtlVectorBase<CHandle<CBaseEntity>>
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class CFuncElectrifiedVolume: # CFuncBrush
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m_EffectName = 0x720 # CUtlSymbolLarge
m_EffectInterpenetrateName = 0x728 # CUtlSymbolLarge
m_EffectZapName = 0x730 # CUtlSymbolLarge
m_iszEffectSource = 0x738 # CUtlSymbolLarge
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class CFuncIllusionary: # CBaseModelEntity
class CFuncInteractionLayerClip: # CBaseModelEntity
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m_bDisabled = 0x700 # bool
m_iszInteractsAs = 0x708 # CUtlSymbolLarge
m_iszInteractsWith = 0x710 # CUtlSymbolLarge
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class CFuncLadder: # CBaseModelEntity
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m_vecLadderDir = 0x700 # Vector
m_Dismounts = 0x710 # CUtlVector<CHandle<CInfoLadderDismount>>
m_vecLocalTop = 0x728 # Vector
m_vecPlayerMountPositionTop = 0x734 # Vector
m_vecPlayerMountPositionBottom = 0x740 # Vector
m_flAutoRideSpeed = 0x74C # float
m_bDisabled = 0x750 # bool
m_bFakeLadder = 0x751 # bool
m_bHasSlack = 0x752 # bool
m_surfacePropName = 0x758 # CUtlSymbolLarge
m_OnPlayerGotOnLadder = 0x760 # CEntityIOOutput
m_OnPlayerGotOffLadder = 0x788 # CEntityIOOutput
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class CFuncLadderAlias_func_useableladder: # CFuncLadder
class CFuncMonitor: # CFuncBrush
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m_targetCamera = 0x720 # CUtlString
m_nResolutionEnum = 0x728 # int32_t
m_bRenderShadows = 0x72C # bool
m_bUseUniqueColorTarget = 0x72D # bool
m_brushModelName = 0x730 # CUtlString
m_hTargetCamera = 0x738 # CHandle<CBaseEntity>
m_bEnabled = 0x73C # bool
m_bDraw3DSkybox = 0x73D # bool
m_bStartEnabled = 0x73E # bool
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class CFuncMoveLinear: # CBaseToggle
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m_authoredPosition = 0x780 # MoveLinearAuthoredPos_t
m_angMoveEntitySpace = 0x784 # QAngle
m_vecMoveDirParentSpace = 0x790 # Vector
m_soundStart = 0x7A0 # CUtlSymbolLarge
m_soundStop = 0x7A8 # CUtlSymbolLarge
m_currentSound = 0x7B0 # CUtlSymbolLarge
m_flBlockDamage = 0x7B8 # float
m_flStartPosition = 0x7BC # float
m_flMoveDistance = 0x7C0 # float
m_OnFullyOpen = 0x7D0 # CEntityIOOutput
m_OnFullyClosed = 0x7F8 # CEntityIOOutput
m_bCreateMovableNavMesh = 0x820 # bool
m_bCreateNavObstacle = 0x821 # bool
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class CFuncMoveLinearAlias_momentary_door: # CFuncMoveLinear
class CFuncNavBlocker: # CBaseModelEntity
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m_bDisabled = 0x700 # bool
m_nBlockedTeamNumber = 0x704 # int32_t
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class CFuncNavObstruction: # CBaseModelEntity
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m_bDisabled = 0x708 # bool
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class CFuncPlat: # CBasePlatTrain
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m_sNoise = 0x7A8 # CUtlSymbolLarge
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class CFuncPlatRot: # CFuncPlat
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m_end = 0x7B0 # QAngle
m_start = 0x7BC # QAngle
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class CFuncPropRespawnZone: # CBaseEntity
class CFuncRotating: # CBaseModelEntity
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m_vecMoveAng = 0x700 # QAngle
m_flFanFriction = 0x70C # float
m_flAttenuation = 0x710 # float
m_flVolume = 0x714 # float
m_flTargetSpeed = 0x718 # float
m_flMaxSpeed = 0x71C # float
m_flBlockDamage = 0x720 # float
m_flTimeScale = 0x724 # float
m_NoiseRunning = 0x728 # CUtlSymbolLarge
m_bReversed = 0x730 # bool
m_angStart = 0x73C # QAngle
m_bStopAtStartPos = 0x748 # bool
m_vecClientOrigin = 0x74C # Vector
m_vecClientAngles = 0x758 # QAngle
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class CFuncShatterglass: # CBaseModelEntity
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m_hGlassMaterialDamaged = 0x700 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hGlassMaterialUndamaged = 0x708 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hConcreteMaterialEdgeFace = 0x710 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hConcreteMaterialEdgeCaps = 0x718 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hConcreteMaterialEdgeFins = 0x720 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_matPanelTransform = 0x728 # matrix3x4_t
m_matPanelTransformWsTemp = 0x758 # matrix3x4_t
m_vecShatterGlassShards = 0x788 # CUtlVector<uint32_t>
m_PanelSize = 0x7A0 # Vector2D
m_vecPanelNormalWs = 0x7A8 # Vector
m_nNumShardsEverCreated = 0x7B4 # int32_t
m_flLastShatterSoundEmitTime = 0x7B8 # GameTime_t
m_flLastCleanupTime = 0x7BC # GameTime_t
m_flInitAtTime = 0x7C0 # GameTime_t
m_flGlassThickness = 0x7C4 # float
m_flSpawnInvulnerability = 0x7C8 # float
m_bBreakSilent = 0x7CC # bool
m_bBreakShardless = 0x7CD # bool
m_bBroken = 0x7CE # bool
m_bHasRateLimitedShards = 0x7CF # bool
m_bGlassNavIgnore = 0x7D0 # bool
m_bGlassInFrame = 0x7D1 # bool
m_bStartBroken = 0x7D2 # bool
m_iInitialDamageType = 0x7D3 # uint8_t
m_szDamagePositioningEntityName01 = 0x7D8 # CUtlSymbolLarge
m_szDamagePositioningEntityName02 = 0x7E0 # CUtlSymbolLarge
m_szDamagePositioningEntityName03 = 0x7E8 # CUtlSymbolLarge
m_szDamagePositioningEntityName04 = 0x7F0 # CUtlSymbolLarge
m_vInitialDamagePositions = 0x7F8 # CUtlVector<Vector>
m_vExtraDamagePositions = 0x810 # CUtlVector<Vector>
m_OnBroken = 0x828 # CEntityIOOutput
m_iSurfaceType = 0x851 # uint8_t
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class CFuncTankTrain: # CFuncTrackTrain
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m_OnDeath = 0x850 # CEntityIOOutput
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class CFuncTimescale: # CBaseEntity
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m_flDesiredTimescale = 0x4B0 # float
m_flAcceleration = 0x4B4 # float
m_flMinBlendRate = 0x4B8 # float
m_flBlendDeltaMultiplier = 0x4BC # float
m_isStarted = 0x4C0 # bool
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class CFuncTrackAuto: # CFuncTrackChange
class CFuncTrackChange: # CFuncPlatRot
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m_trackTop = 0x7C8 # CPathTrack*
m_trackBottom = 0x7D0 # CPathTrack*
m_train = 0x7D8 # CFuncTrackTrain*
m_trackTopName = 0x7E0 # CUtlSymbolLarge
m_trackBottomName = 0x7E8 # CUtlSymbolLarge
m_trainName = 0x7F0 # CUtlSymbolLarge
m_code = 0x7F8 # TRAIN_CODE
m_targetState = 0x7FC # int32_t
m_use = 0x800 # int32_t
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class CFuncTrackTrain: # CBaseModelEntity
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m_ppath = 0x700 # CHandle<CPathTrack>
m_length = 0x704 # float
m_vPosPrev = 0x708 # Vector
m_angPrev = 0x714 # QAngle
m_controlMins = 0x720 # Vector
m_controlMaxs = 0x72C # Vector
m_lastBlockPos = 0x738 # Vector
m_lastBlockTick = 0x744 # int32_t
m_flVolume = 0x748 # float
m_flBank = 0x74C # float
m_oldSpeed = 0x750 # float
m_flBlockDamage = 0x754 # float
m_height = 0x758 # float
m_maxSpeed = 0x75C # float
m_dir = 0x760 # float
m_iszSoundMove = 0x768 # CUtlSymbolLarge
m_iszSoundMovePing = 0x770 # CUtlSymbolLarge
m_iszSoundStart = 0x778 # CUtlSymbolLarge
m_iszSoundStop = 0x780 # CUtlSymbolLarge
m_strPathTarget = 0x788 # CUtlSymbolLarge
m_flMoveSoundMinDuration = 0x790 # float
m_flMoveSoundMaxDuration = 0x794 # float
m_flNextMoveSoundTime = 0x798 # GameTime_t
m_flMoveSoundMinPitch = 0x79C # float
m_flMoveSoundMaxPitch = 0x7A0 # float
m_eOrientationType = 0x7A4 # TrainOrientationType_t
m_eVelocityType = 0x7A8 # TrainVelocityType_t
m_OnStart = 0x7B8 # CEntityIOOutput
m_OnNext = 0x7E0 # CEntityIOOutput
m_OnArrivedAtDestinationNode = 0x808 # CEntityIOOutput
m_bManualSpeedChanges = 0x830 # bool
m_flDesiredSpeed = 0x834 # float
m_flSpeedChangeTime = 0x838 # GameTime_t
m_flAccelSpeed = 0x83C # float
m_flDecelSpeed = 0x840 # float
m_bAccelToSpeed = 0x844 # bool
m_flTimeScale = 0x848 # float
m_flNextMPSoundTime = 0x84C # GameTime_t
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class CFuncTrain: # CBasePlatTrain
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m_hCurrentTarget = 0x7A8 # CHandle<CBaseEntity>
m_activated = 0x7AC # bool
m_hEnemy = 0x7B0 # CHandle<CBaseEntity>
m_flBlockDamage = 0x7B4 # float
m_flNextBlockTime = 0x7B8 # GameTime_t
m_iszLastTarget = 0x7C0 # CUtlSymbolLarge
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class CFuncTrainControls: # CBaseModelEntity
class CFuncVPhysicsClip: # CBaseModelEntity
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m_bDisabled = 0x700 # bool
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class CFuncVehicleClip: # CBaseModelEntity
class CFuncWall: # CBaseModelEntity
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m_nState = 0x700 # int32_t
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class CFuncWallToggle: # CFuncWall
class CFuncWater: # CBaseModelEntity
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m_BuoyancyHelper = 0x700 # CBuoyancyHelper
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class CGameChoreoServices: # IChoreoServices
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m_hOwner = 0x8 # CHandle<CBaseAnimGraph>
m_hScriptedSequence = 0xC # CHandle<CScriptedSequence>
m_scriptState = 0x10 # IChoreoServices::ScriptState_t
m_choreoState = 0x14 # IChoreoServices::ChoreoState_t
m_flTimeStartedState = 0x18 # GameTime_t
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class CGameEnd: # CRulePointEntity
class CGameGibManager: # CBaseEntity
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m_bAllowNewGibs = 0x4D0 # bool
m_iCurrentMaxPieces = 0x4D4 # int32_t
m_iMaxPieces = 0x4D8 # int32_t
m_iLastFrame = 0x4DC # int32_t
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class CGameMoney: # CRulePointEntity
m_OnMoneySpent = 0x710 # CEntityIOOutput
m_OnMoneySpentFail = 0x738 # CEntityIOOutput
m_nMoney = 0x760 # int32_t
m_strAwardText = 0x768 # CUtlString
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class CGamePlayerEquip: # CRulePointEntity
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class CGamePlayerZone: # CRuleBrushEntity
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m_OnPlayerInZone = 0x708 # CEntityIOOutput
m_OnPlayerOutZone = 0x730 # CEntityIOOutput
m_PlayersInCount = 0x758 # CEntityOutputTemplate<int32_t>
m_PlayersOutCount = 0x780 # CEntityOutputTemplate<int32_t>
class CGameRules:
m_szQuestName = 0x8 # char[128]
m_nQuestPhase = 0x88 # int32_t
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class CGameRulesProxy: # CBaseEntity
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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 CGameScriptedMoveData:
m_vDest = 0x0 # Vector
m_vSrc = 0xC # Vector
m_angSrc = 0x18 # QAngle
m_angDst = 0x24 # QAngle
m_angCurrent = 0x30 # QAngle
m_flAngRate = 0x3C # float
m_flDuration = 0x40 # float
m_flStartTime = 0x44 # GameTime_t
m_nPrevMoveType = 0x48 # MoveType_t
m_bActive = 0x49 # bool
m_bTeleportOnEnd = 0x4A # bool
m_bEndOnDestinationReached = 0x4B # bool
m_bIgnoreRotation = 0x4C # bool
m_nType = 0x50 # ScriptedMoveType_t
m_bSuccess = 0x54 # bool
m_nForcedCrouchState = 0x58 # ForcedCrouchState_t
m_bIgnoreCollisions = 0x5C # bool
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class CGameText: # CRulePointEntity
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m_iszMessage = 0x710 # CUtlSymbolLarge
m_textParms = 0x718 # hudtextparms_t
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class CGenericConstraint: # CPhysConstraint
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m_nLinearMotionX = 0x510 # JointMotion_t
m_nLinearMotionY = 0x514 # JointMotion_t
m_nLinearMotionZ = 0x518 # JointMotion_t
m_flLinearFrequencyX = 0x51C # float
m_flLinearFrequencyY = 0x520 # float
m_flLinearFrequencyZ = 0x524 # float
m_flLinearDampingRatioX = 0x528 # float
m_flLinearDampingRatioY = 0x52C # float
m_flLinearDampingRatioZ = 0x530 # float
m_flMaxLinearImpulseX = 0x534 # float
m_flMaxLinearImpulseY = 0x538 # float
m_flMaxLinearImpulseZ = 0x53C # float
m_flBreakAfterTimeX = 0x540 # float
m_flBreakAfterTimeY = 0x544 # float
m_flBreakAfterTimeZ = 0x548 # float
m_flBreakAfterTimeStartTimeX = 0x54C # GameTime_t
m_flBreakAfterTimeStartTimeY = 0x550 # GameTime_t
m_flBreakAfterTimeStartTimeZ = 0x554 # GameTime_t
m_flBreakAfterTimeThresholdX = 0x558 # float
m_flBreakAfterTimeThresholdY = 0x55C # float
m_flBreakAfterTimeThresholdZ = 0x560 # float
m_flNotifyForceX = 0x564 # float
m_flNotifyForceY = 0x568 # float
m_flNotifyForceZ = 0x56C # float
m_flNotifyForceMinTimeX = 0x570 # float
m_flNotifyForceMinTimeY = 0x574 # float
m_flNotifyForceMinTimeZ = 0x578 # float
m_flNotifyForceLastTimeX = 0x57C # GameTime_t
m_flNotifyForceLastTimeY = 0x580 # GameTime_t
m_flNotifyForceLastTimeZ = 0x584 # GameTime_t
m_bAxisNotifiedX = 0x588 # bool
m_bAxisNotifiedY = 0x589 # bool
m_bAxisNotifiedZ = 0x58A # bool
m_nAngularMotionX = 0x58C # JointMotion_t
m_nAngularMotionY = 0x590 # JointMotion_t
m_nAngularMotionZ = 0x594 # JointMotion_t
m_flAngularFrequencyX = 0x598 # float
m_flAngularFrequencyY = 0x59C # float
m_flAngularFrequencyZ = 0x5A0 # float
m_flAngularDampingRatioX = 0x5A4 # float
m_flAngularDampingRatioY = 0x5A8 # float
m_flAngularDampingRatioZ = 0x5AC # float
m_flMaxAngularImpulseX = 0x5B0 # float
m_flMaxAngularImpulseY = 0x5B4 # float
m_flMaxAngularImpulseZ = 0x5B8 # float
m_NotifyForceReachedX = 0x5C0 # CEntityIOOutput
m_NotifyForceReachedY = 0x5E8 # CEntityIOOutput
m_NotifyForceReachedZ = 0x610 # CEntityIOOutput
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
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class CGradientFog: # CBaseEntity
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m_hGradientFogTexture = 0x4B0 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_flFogStartDistance = 0x4B8 # float
m_flFogEndDistance = 0x4BC # float
m_bHeightFogEnabled = 0x4C0 # bool
m_flFogStartHeight = 0x4C4 # float
m_flFogEndHeight = 0x4C8 # float
m_flFarZ = 0x4CC # float
m_flFogMaxOpacity = 0x4D0 # float
m_flFogFalloffExponent = 0x4D4 # float
m_flFogVerticalExponent = 0x4D8 # float
m_fogColor = 0x4DC # Color
m_flFogStrength = 0x4E0 # float
m_flFadeTime = 0x4E4 # float
m_bStartDisabled = 0x4E8 # bool
m_bIsEnabled = 0x4E9 # bool
m_bGradientFogNeedsTextures = 0x4EA # bool
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class CGunTarget: # CBaseToggle
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m_on = 0x780 # bool
m_hTargetEnt = 0x784 # CHandle<CBaseEntity>
m_OnDeath = 0x788 # CEntityIOOutput
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class CHEGrenade: # CBaseCSGrenade
class CHEGrenadeProjectile: # CBaseCSGrenadeProjectile
class CHandleDummy: # CBaseEntity
class CHandleTest: # CBaseEntity
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m_Handle = 0x4B0 # CHandle<CBaseEntity>
m_bSendHandle = 0x4B4 # bool
class CHintMessage:
m_hintString = 0x8 # char*
m_args = 0x10 # CUtlVector<char*>
m_duration = 0x28 # float
class CHintMessageQueue:
m_tmMessageEnd = 0x8 # float
m_messages = 0x10 # CUtlVector<CHintMessage*>
m_pPlayerController = 0x28 # CBasePlayerController*
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class CHitboxComponent: # CEntityComponent
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m_bvDisabledHitGroups = 0x24 # uint32_t[1]
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class CHostage: # CHostageExpresserShim
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m_OnHostageBeginGrab = 0x9E8 # CEntityIOOutput
m_OnFirstPickedUp = 0xA10 # CEntityIOOutput
m_OnDroppedNotRescued = 0xA38 # CEntityIOOutput
m_OnRescued = 0xA60 # CEntityIOOutput
m_entitySpottedState = 0xA88 # EntitySpottedState_t
m_nSpotRules = 0xAA0 # int32_t
m_uiHostageSpawnExclusionGroupMask = 0xAA4 # uint32_t
m_nHostageSpawnRandomFactor = 0xAA8 # uint32_t
m_bRemove = 0xAAC # bool
m_vel = 0xAB0 # Vector
m_isRescued = 0xABC # bool
m_jumpedThisFrame = 0xABD # bool
m_nHostageState = 0xAC0 # int32_t
m_leader = 0xAC4 # CHandle<CBaseEntity>
m_lastLeader = 0xAC8 # CHandle<CCSPlayerPawnBase>
m_reuseTimer = 0xAD0 # CountdownTimer
m_hasBeenUsed = 0xAE8 # bool
m_accel = 0xAEC # Vector
m_isRunning = 0xAF8 # bool
m_isCrouching = 0xAF9 # bool
m_jumpTimer = 0xB00 # CountdownTimer
m_isWaitingForLeader = 0xB18 # bool
m_repathTimer = 0x2B28 # CountdownTimer
m_inhibitDoorTimer = 0x2B40 # CountdownTimer
m_inhibitObstacleAvoidanceTimer = 0x2BD0 # CountdownTimer
m_wiggleTimer = 0x2BF0 # CountdownTimer
m_isAdjusted = 0x2C0C # bool
m_bHandsHaveBeenCut = 0x2C0D # bool
m_hHostageGrabber = 0x2C10 # CHandle<CCSPlayerPawn>
m_fLastGrabTime = 0x2C14 # GameTime_t
m_vecPositionWhenStartedDroppingToGround = 0x2C18 # Vector
m_vecGrabbedPos = 0x2C24 # Vector
m_flRescueStartTime = 0x2C30 # GameTime_t
m_flGrabSuccessTime = 0x2C34 # GameTime_t
m_flDropStartTime = 0x2C38 # GameTime_t
m_nApproachRewardPayouts = 0x2C3C # int32_t
m_nPickupEventCount = 0x2C40 # int32_t
m_vecSpawnGroundPos = 0x2C44 # Vector
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m_vecHostageResetPosition = 0x2C64 # Vector
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class CHostageAlias_info_hostage_spawn: # CHostage
class CHostageCarriableProp: # CBaseAnimGraph
class CHostageExpresserShim: # CBaseCombatCharacter
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m_pExpresser = 0x9D0 # CAI_Expresser*
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class CHostageRescueZone: # CHostageRescueZoneShim
class CHostageRescueZoneShim: # CBaseTrigger
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class CInButtonState:
m_pButtonStates = 0x8 # uint64_t[3]
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class CIncendiaryGrenade: # CMolotovGrenade
class CInferno: # CBaseModelEntity
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m_firePositions = 0x710 # Vector[64]
m_fireParentPositions = 0xA10 # Vector[64]
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m_bFireIsBurning = 0xD10 # bool[64]
m_BurnNormal = 0xD50 # Vector[64]
m_fireCount = 0x1050 # int32_t
m_nInfernoType = 0x1054 # int32_t
m_nFireEffectTickBegin = 0x1058 # int32_t
m_nFireLifetime = 0x105C # float
m_bInPostEffectTime = 0x1060 # bool
m_nFiresExtinguishCount = 0x1064 # int32_t
m_bWasCreatedInSmoke = 0x1068 # bool
m_extent = 0x1270 # Extent
m_damageTimer = 0x1288 # CountdownTimer
m_damageRampTimer = 0x12A0 # CountdownTimer
m_splashVelocity = 0x12B8 # Vector
m_InitialSplashVelocity = 0x12C4 # Vector
m_startPos = 0x12D0 # Vector
m_vecOriginalSpawnLocation = 0x12DC # Vector
m_activeTimer = 0x12E8 # IntervalTimer
m_fireSpawnOffset = 0x12F8 # int32_t
m_nMaxFlames = 0x12FC # int32_t
m_BookkeepingTimer = 0x1300 # CountdownTimer
m_NextSpreadTimer = 0x1318 # CountdownTimer
m_nSourceItemDefIndex = 0x1330 # uint16_t
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class CInfoData: # CServerOnlyEntity
class CInfoDeathmatchSpawn: # SpawnPoint
class CInfoDynamicShadowHint: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_flRange = 0x4B4 # float
m_nImportance = 0x4B8 # int32_t
m_nLightChoice = 0x4BC # int32_t
m_hLight = 0x4C0 # CHandle<CBaseEntity>
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class CInfoDynamicShadowHintBox: # CInfoDynamicShadowHint
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m_vBoxMins = 0x4C8 # Vector
m_vBoxMaxs = 0x4D4 # Vector
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class CInfoEnemyTerroristSpawn: # SpawnPointCoopEnemy
class CInfoGameEventProxy: # CPointEntity
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m_iszEventName = 0x4B0 # CUtlSymbolLarge
m_flRange = 0x4B8 # float
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class CInfoInstructorHintBombTargetA: # CPointEntity
class CInfoInstructorHintBombTargetB: # CPointEntity
class CInfoInstructorHintHostageRescueZone: # CPointEntity
class CInfoInstructorHintTarget: # CPointEntity
class CInfoLadderDismount: # CBaseEntity
class CInfoLandmark: # CPointEntity
class CInfoOffscreenPanoramaTexture: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_nResolutionX = 0x4B4 # int32_t
m_nResolutionY = 0x4B8 # int32_t
m_szLayoutFileName = 0x4C0 # CUtlSymbolLarge
m_RenderAttrName = 0x4C8 # CUtlSymbolLarge
m_TargetEntities = 0x4D0 # CNetworkUtlVectorBase<CHandle<CBaseModelEntity>>
m_nTargetChangeCount = 0x4E8 # int32_t
m_vecCSSClasses = 0x4F0 # CNetworkUtlVectorBase<CUtlSymbolLarge>
m_szTargetsName = 0x508 # CUtlSymbolLarge
m_AdditionalTargetEntities = 0x510 # CUtlVector<CHandle<CBaseModelEntity>>
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class CInfoParticleTarget: # CPointEntity
class CInfoPlayerCounterterrorist: # SpawnPoint
class CInfoPlayerStart: # CPointEntity
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m_bDisabled = 0x4B0 # bool
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class CInfoPlayerTerrorist: # SpawnPoint
class CInfoSpawnGroupLandmark: # CPointEntity
class CInfoSpawnGroupLoadUnload: # CLogicalEntity
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m_OnSpawnGroupLoadStarted = 0x4B0 # CEntityIOOutput
m_OnSpawnGroupLoadFinished = 0x4D8 # CEntityIOOutput
m_OnSpawnGroupUnloadStarted = 0x500 # CEntityIOOutput
m_OnSpawnGroupUnloadFinished = 0x528 # CEntityIOOutput
m_iszSpawnGroupName = 0x550 # CUtlSymbolLarge
m_iszSpawnGroupFilterName = 0x558 # CUtlSymbolLarge
m_iszLandmarkName = 0x560 # CUtlSymbolLarge
m_sFixedSpawnGroupName = 0x568 # CUtlString
m_flTimeoutInterval = 0x570 # float
m_bStreamingStarted = 0x574 # bool
m_bUnloadingStarted = 0x575 # bool
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class CInfoTarget: # CPointEntity
class CInfoTargetServerOnly: # CServerOnlyPointEntity
class CInfoTeleportDestination: # CPointEntity
class CInfoVisibilityBox: # CBaseEntity
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m_nMode = 0x4B4 # int32_t
m_vBoxSize = 0x4B8 # Vector
m_bEnabled = 0x4C4 # bool
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class CInfoWorldLayer: # CBaseEntity
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m_pOutputOnEntitiesSpawned = 0x4B0 # CEntityIOOutput
m_worldName = 0x4D8 # CUtlSymbolLarge
m_layerName = 0x4E0 # CUtlSymbolLarge
m_bWorldLayerVisible = 0x4E8 # bool
m_bEntitiesSpawned = 0x4E9 # bool
m_bCreateAsChildSpawnGroup = 0x4EA # bool
m_hLayerSpawnGroup = 0x4EC # uint32_t
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class CInstancedSceneEntity: # CSceneEntity
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m_hOwner = 0xA08 # CHandle<CBaseEntity>
m_bHadOwner = 0xA0C # bool
m_flPostSpeakDelay = 0xA10 # float
m_flPreDelay = 0xA14 # float
m_bIsBackground = 0xA18 # bool
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class CInstructorEventEntity: # CPointEntity
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m_iszName = 0x4B0 # CUtlSymbolLarge
m_iszHintTargetEntity = 0x4B8 # CUtlSymbolLarge
m_hTargetPlayer = 0x4C0 # CHandle<CBasePlayerPawn>
class CIronSightController:
m_bIronSightAvailable = 0x8 # bool
m_flIronSightAmount = 0xC # float
m_flIronSightAmountGained = 0x10 # float
m_flIronSightAmountBiased = 0x14 # float
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class CItem: # CBaseAnimGraph
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m_OnPlayerTouch = 0x898 # CEntityIOOutput
m_bActivateWhenAtRest = 0x8C0 # bool
m_OnCacheInteraction = 0x8C8 # CEntityIOOutput
m_OnPlayerPickup = 0x8F0 # CEntityIOOutput
m_OnGlovePulled = 0x918 # CEntityIOOutput
m_vOriginalSpawnOrigin = 0x940 # Vector
m_vOriginalSpawnAngles = 0x94C # QAngle
m_bPhysStartAsleep = 0x958 # bool
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class CItemAssaultSuit: # CItem
class CItemDefuser: # CItem
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m_entitySpottedState = 0x968 # EntitySpottedState_t
m_nSpotRules = 0x980 # int32_t
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class CItemDefuserAlias_item_defuser: # CItemDefuser
class CItemDogtags: # CItem
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m_OwningPlayer = 0x968 # CHandle<CCSPlayerPawn>
m_KillingPlayer = 0x96C # CHandle<CCSPlayerPawn>
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class CItemGeneric: # CItem
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m_bHasTriggerRadius = 0x970 # bool
m_bHasPickupRadius = 0x971 # bool
m_flPickupRadiusSqr = 0x974 # float
m_flTriggerRadiusSqr = 0x978 # float
m_flLastPickupCheck = 0x97C # GameTime_t
m_bPlayerCounterListenerAdded = 0x980 # bool
m_bPlayerInTriggerRadius = 0x981 # bool
m_hSpawnParticleEffect = 0x988 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_pAmbientSoundEffect = 0x990 # CUtlSymbolLarge
m_bAutoStartAmbientSound = 0x998 # bool
m_pSpawnScriptFunction = 0x9A0 # CUtlSymbolLarge
m_hPickupParticleEffect = 0x9A8 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_pPickupSoundEffect = 0x9B0 # CUtlSymbolLarge
m_pPickupScriptFunction = 0x9B8 # CUtlSymbolLarge
m_hTimeoutParticleEffect = 0x9C0 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_pTimeoutSoundEffect = 0x9C8 # CUtlSymbolLarge
m_pTimeoutScriptFunction = 0x9D0 # CUtlSymbolLarge
m_pPickupFilterName = 0x9D8 # CUtlSymbolLarge
m_hPickupFilter = 0x9E0 # CHandle<CBaseFilter>
m_OnPickup = 0x9E8 # CEntityIOOutput
m_OnTimeout = 0xA10 # CEntityIOOutput
m_OnTriggerStartTouch = 0xA38 # CEntityIOOutput
m_OnTriggerTouch = 0xA60 # CEntityIOOutput
m_OnTriggerEndTouch = 0xA88 # CEntityIOOutput
m_pAllowPickupScriptFunction = 0xAB0 # CUtlSymbolLarge
m_flPickupRadius = 0xAB8 # float
m_flTriggerRadius = 0xABC # float
m_pTriggerSoundEffect = 0xAC0 # CUtlSymbolLarge
m_bGlowWhenInTrigger = 0xAC8 # bool
m_glowColor = 0xAC9 # Color
m_bUseable = 0xACD # bool
m_hTriggerHelper = 0xAD0 # CHandle<CItemGenericTriggerHelper>
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class CItemGenericTriggerHelper: # CBaseModelEntity
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m_hParentItem = 0x700 # CHandle<CItemGeneric>
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class CItemHeavyAssaultSuit: # CItemAssaultSuit
class CItemKevlar: # CItem
class CItemSoda: # CBaseAnimGraph
class CItem_Healthshot: # CWeaponBaseItem
class CKeepUpright: # CPointEntity
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m_worldGoalAxis = 0x4B8 # Vector
m_localTestAxis = 0x4C4 # Vector
m_nameAttach = 0x4D8 # CUtlSymbolLarge
m_attachedObject = 0x4E0 # CHandle<CBaseEntity>
m_angularLimit = 0x4E4 # float
m_bActive = 0x4E8 # bool
m_bDampAllRotation = 0x4E9 # bool
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class CKnife: # CCSWeaponBase
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m_bFirstAttack = 0xE20 # bool
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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
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m_nDirectLight = 0x12C # int32_t
m_nIndirectLight = 0x130 # int32_t
m_flFadeMinDist = 0x134 # float
m_flFadeMaxDist = 0x138 # float
m_flShadowFadeMinDist = 0x13C # float
m_flShadowFadeMaxDist = 0x140 # float
m_bEnabled = 0x144 # bool
m_bFlicker = 0x145 # bool
m_bPrecomputedFieldsValid = 0x146 # bool
m_vPrecomputedBoundsMins = 0x148 # Vector
m_vPrecomputedBoundsMaxs = 0x154 # Vector
m_vPrecomputedOBBOrigin = 0x160 # Vector
m_vPrecomputedOBBAngles = 0x16C # QAngle
m_vPrecomputedOBBExtent = 0x178 # Vector
m_flPrecomputedMaxRange = 0x184 # float
m_nFogLightingMode = 0x188 # int32_t
m_flFogContributionStength = 0x18C # float
m_flNearClipPlane = 0x190 # float
m_SkyColor = 0x194 # Color
m_flSkyIntensity = 0x198 # float
m_SkyAmbientBounce = 0x19C # Color
m_bUseSecondaryColor = 0x1A0 # bool
m_bMixedShadows = 0x1A1 # bool
m_flLightStyleStartTime = 0x1A4 # GameTime_t
m_flCapsuleLength = 0x1A8 # float
m_flMinRoughness = 0x1AC # float
m_bPvsModifyEntity = 0x1C0 # bool
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class CLightDirectionalEntity: # CLightEntity
class CLightEntity: # CBaseModelEntity
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m_CLightComponent = 0x700 # CLightComponent*
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class CLightEnvironmentEntity: # CLightDirectionalEntity
class CLightGlow: # CBaseModelEntity
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m_nHorizontalSize = 0x700 # uint32_t
m_nVerticalSize = 0x704 # uint32_t
m_nMinDist = 0x708 # uint32_t
m_nMaxDist = 0x70C # uint32_t
m_nOuterMaxDist = 0x710 # uint32_t
m_flGlowProxySize = 0x714 # float
m_flHDRColorScale = 0x718 # float
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class CLightOrthoEntity: # CLightEntity
class CLightSpotEntity: # CLightEntity
class CLogicAchievement: # CLogicalEntity
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m_bDisabled = 0x4B0 # bool
m_iszAchievementEventID = 0x4B8 # CUtlSymbolLarge
m_OnFired = 0x4C0 # CEntityIOOutput
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class CLogicActiveAutosave: # CLogicAutosave
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m_TriggerHitPoints = 0x4C0 # int32_t
m_flTimeToTrigger = 0x4C4 # float
m_flStartTime = 0x4C8 # GameTime_t
m_flDangerousTime = 0x4CC # float
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class CLogicAuto: # CBaseEntity
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m_OnMapSpawn = 0x4B0 # CEntityIOOutput
m_OnDemoMapSpawn = 0x4D8 # CEntityIOOutput
m_OnNewGame = 0x500 # CEntityIOOutput
m_OnLoadGame = 0x528 # CEntityIOOutput
m_OnMapTransition = 0x550 # CEntityIOOutput
m_OnBackgroundMap = 0x578 # CEntityIOOutput
m_OnMultiNewMap = 0x5A0 # CEntityIOOutput
m_OnMultiNewRound = 0x5C8 # CEntityIOOutput
m_OnVREnabled = 0x5F0 # CEntityIOOutput
m_OnVRNotEnabled = 0x618 # CEntityIOOutput
m_globalstate = 0x640 # CUtlSymbolLarge
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class CLogicAutosave: # CLogicalEntity
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m_bForceNewLevelUnit = 0x4B0 # bool
m_minHitPoints = 0x4B4 # int32_t
m_minHitPointsToCommit = 0x4B8 # int32_t
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class CLogicBranch: # CLogicalEntity
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m_bInValue = 0x4B0 # bool
m_Listeners = 0x4B8 # CUtlVector<CHandle<CBaseEntity>>
m_OnTrue = 0x4D0 # CEntityIOOutput
m_OnFalse = 0x4F8 # CEntityIOOutput
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class CLogicBranchList: # CLogicalEntity
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m_nLogicBranchNames = 0x4B0 # CUtlSymbolLarge[16]
m_LogicBranchList = 0x530 # CUtlVector<CHandle<CBaseEntity>>
m_eLastState = 0x548 # CLogicBranchList::LogicBranchListenerLastState_t
m_OnAllTrue = 0x550 # CEntityIOOutput
m_OnAllFalse = 0x578 # CEntityIOOutput
m_OnMixed = 0x5A0 # CEntityIOOutput
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class CLogicCase: # CLogicalEntity
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m_nCase = 0x4B0 # CUtlSymbolLarge[32]
m_nShuffleCases = 0x5B0 # int32_t
m_nLastShuffleCase = 0x5B4 # int32_t
m_uchShuffleCaseMap = 0x5B8 # uint8_t[32]
m_OnCase = 0x5D8 # CEntityIOOutput[32]
m_OnDefault = 0xAD8 # CEntityOutputTemplate<CVariantBase<CVariantDefaultAllocator>>
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class CLogicCollisionPair: # CLogicalEntity
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m_nameAttach1 = 0x4B0 # CUtlSymbolLarge
m_nameAttach2 = 0x4B8 # CUtlSymbolLarge
m_disabled = 0x4C0 # bool
m_succeeded = 0x4C1 # bool
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class CLogicCompare: # CLogicalEntity
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m_flInValue = 0x4B0 # float
m_flCompareValue = 0x4B4 # float
m_OnLessThan = 0x4B8 # CEntityOutputTemplate<float>
m_OnEqualTo = 0x4E0 # CEntityOutputTemplate<float>
m_OnNotEqualTo = 0x508 # CEntityOutputTemplate<float>
m_OnGreaterThan = 0x530 # CEntityOutputTemplate<float>
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class CLogicDistanceAutosave: # CLogicalEntity
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m_iszTargetEntity = 0x4B0 # CUtlSymbolLarge
m_flDistanceToPlayer = 0x4B8 # float
m_bForceNewLevelUnit = 0x4BC # bool
m_bCheckCough = 0x4BD # bool
m_bThinkDangerous = 0x4BE # bool
m_flDangerousTime = 0x4C0 # float
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class CLogicDistanceCheck: # CLogicalEntity
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m_iszEntityA = 0x4B0 # CUtlSymbolLarge
m_iszEntityB = 0x4B8 # CUtlSymbolLarge
m_flZone1Distance = 0x4C0 # float
m_flZone2Distance = 0x4C4 # float
m_InZone1 = 0x4C8 # CEntityIOOutput
m_InZone2 = 0x4F0 # CEntityIOOutput
m_InZone3 = 0x518 # CEntityIOOutput
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class CLogicEventListener: # CLogicalEntity
m_strEventName = 0x4C0 # CUtlString
m_bIsEnabled = 0x4C8 # bool
m_nTeam = 0x4CC # int32_t
m_OnEventFired = 0x4D0 # CEntityIOOutput
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class CLogicGameEvent: # CLogicalEntity
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m_iszEventName = 0x4B0 # CUtlSymbolLarge
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class CLogicGameEventListener: # CLogicalEntity
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m_OnEventFired = 0x4C0 # CEntityIOOutput
m_iszGameEventName = 0x4E8 # CUtlSymbolLarge
m_iszGameEventItem = 0x4F0 # CUtlSymbolLarge
m_bEnabled = 0x4F8 # bool
m_bStartDisabled = 0x4F9 # bool
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class CLogicLineToEntity: # CLogicalEntity
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m_Line = 0x4B0 # CEntityOutputTemplate<Vector>
m_SourceName = 0x4D8 # CUtlSymbolLarge
m_StartEntity = 0x4E0 # CHandle<CBaseEntity>
m_EndEntity = 0x4E4 # CHandle<CBaseEntity>
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class CLogicMeasureMovement: # CLogicalEntity
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m_strMeasureTarget = 0x4B0 # CUtlSymbolLarge
m_strMeasureReference = 0x4B8 # CUtlSymbolLarge
m_strTargetReference = 0x4C0 # CUtlSymbolLarge
m_hMeasureTarget = 0x4C8 # CHandle<CBaseEntity>
m_hMeasureReference = 0x4CC # CHandle<CBaseEntity>
m_hTarget = 0x4D0 # CHandle<CBaseEntity>
m_hTargetReference = 0x4D4 # CHandle<CBaseEntity>
m_flScale = 0x4D8 # float
m_nMeasureType = 0x4DC # int32_t
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class CLogicNPCCounter: # CBaseEntity
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m_OnMinCountAll = 0x4B0 # CEntityIOOutput
m_OnMaxCountAll = 0x4D8 # CEntityIOOutput
m_OnFactorAll = 0x500 # CEntityOutputTemplate<float>
m_OnMinPlayerDistAll = 0x528 # CEntityOutputTemplate<float>
m_OnMinCount_1 = 0x550 # CEntityIOOutput
m_OnMaxCount_1 = 0x578 # CEntityIOOutput
m_OnFactor_1 = 0x5A0 # CEntityOutputTemplate<float>
m_OnMinPlayerDist_1 = 0x5C8 # CEntityOutputTemplate<float>
m_OnMinCount_2 = 0x5F0 # CEntityIOOutput
m_OnMaxCount_2 = 0x618 # CEntityIOOutput
m_OnFactor_2 = 0x640 # CEntityOutputTemplate<float>
m_OnMinPlayerDist_2 = 0x668 # CEntityOutputTemplate<float>
m_OnMinCount_3 = 0x690 # CEntityIOOutput
m_OnMaxCount_3 = 0x6B8 # CEntityIOOutput
m_OnFactor_3 = 0x6E0 # CEntityOutputTemplate<float>
m_OnMinPlayerDist_3 = 0x708 # CEntityOutputTemplate<float>
m_hSource = 0x730 # CEntityHandle
m_iszSourceEntityName = 0x738 # CUtlSymbolLarge
m_flDistanceMax = 0x740 # float
m_bDisabled = 0x744 # bool
m_nMinCountAll = 0x748 # int32_t
m_nMaxCountAll = 0x74C # int32_t
m_nMinFactorAll = 0x750 # int32_t
m_nMaxFactorAll = 0x754 # int32_t
m_iszNPCClassname_1 = 0x760 # CUtlSymbolLarge
m_nNPCState_1 = 0x768 # int32_t
m_bInvertState_1 = 0x76C # bool
m_nMinCount_1 = 0x770 # int32_t
m_nMaxCount_1 = 0x774 # int32_t
m_nMinFactor_1 = 0x778 # int32_t
m_nMaxFactor_1 = 0x77C # int32_t
m_flDefaultDist_1 = 0x784 # float
m_iszNPCClassname_2 = 0x788 # CUtlSymbolLarge
m_nNPCState_2 = 0x790 # int32_t
m_bInvertState_2 = 0x794 # bool
m_nMinCount_2 = 0x798 # int32_t
m_nMaxCount_2 = 0x79C # int32_t
m_nMinFactor_2 = 0x7A0 # int32_t
m_nMaxFactor_2 = 0x7A4 # int32_t
m_flDefaultDist_2 = 0x7AC # float
m_iszNPCClassname_3 = 0x7B0 # CUtlSymbolLarge
m_nNPCState_3 = 0x7B8 # int32_t
m_bInvertState_3 = 0x7BC # bool
m_nMinCount_3 = 0x7C0 # int32_t
m_nMaxCount_3 = 0x7C4 # int32_t
m_nMinFactor_3 = 0x7C8 # int32_t
m_nMaxFactor_3 = 0x7CC # int32_t
m_flDefaultDist_3 = 0x7D4 # float
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class CLogicNPCCounterAABB: # CLogicNPCCounter
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m_vDistanceOuterMins = 0x7F0 # Vector
m_vDistanceOuterMaxs = 0x7FC # Vector
m_vOuterMins = 0x808 # Vector
m_vOuterMaxs = 0x814 # Vector
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class CLogicNPCCounterOBB: # CLogicNPCCounterAABB
class CLogicNavigation: # CLogicalEntity
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m_isOn = 0x4B8 # bool
m_navProperty = 0x4BC # navproperties_t
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class CLogicPlayerProxy: # CLogicalEntity
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m_hPlayer = 0x4B0 # CHandle<CBaseEntity>
m_PlayerHasAmmo = 0x4B8 # CEntityIOOutput
m_PlayerHasNoAmmo = 0x4E0 # CEntityIOOutput
m_PlayerDied = 0x508 # CEntityIOOutput
m_RequestedPlayerHealth = 0x530 # CEntityOutputTemplate<int32_t>
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class CLogicProximity: # CPointEntity
class CLogicRelay: # CLogicalEntity
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m_OnTrigger = 0x4B0 # CEntityIOOutput
m_OnSpawn = 0x4D8 # CEntityIOOutput
m_bDisabled = 0x500 # bool
m_bWaitForRefire = 0x501 # bool
m_bTriggerOnce = 0x502 # bool
m_bFastRetrigger = 0x503 # bool
m_bPassthoughCaller = 0x504 # bool
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class CLogicScript: # CPointEntity
class CLogicalEntity: # CServerOnlyEntity
class CMapInfo: # CPointEntity
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m_iBuyingStatus = 0x4B0 # int32_t
m_flBombRadius = 0x4B4 # float
m_iPetPopulation = 0x4B8 # int32_t
m_bUseNormalSpawnsForDM = 0x4BC # bool
m_bDisableAutoGeneratedDMSpawns = 0x4BD # bool
m_flBotMaxVisionDistance = 0x4C0 # float
m_iHostageCount = 0x4C4 # int32_t
m_bFadePlayerVisibilityFarZ = 0x4C8 # bool
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class CMapVetoPickController: # CBaseEntity
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m_bPlayedIntroVcd = 0x4B0 # bool
m_bNeedToPlayFiveSecondsRemaining = 0x4B1 # bool
m_dblPreMatchDraftSequenceTime = 0x4D0 # double
m_bPreMatchDraftStateChanged = 0x4D8 # bool
m_nDraftType = 0x4DC # int32_t
m_nTeamWinningCoinToss = 0x4E0 # int32_t
m_nTeamWithFirstChoice = 0x4E4 # int32_t[64]
m_nVoteMapIdsList = 0x5E4 # int32_t[7]
m_nAccountIDs = 0x600 # int32_t[64]
m_nMapId0 = 0x700 # int32_t[64]
m_nMapId1 = 0x800 # int32_t[64]
m_nMapId2 = 0x900 # int32_t[64]
m_nMapId3 = 0xA00 # int32_t[64]
m_nMapId4 = 0xB00 # int32_t[64]
m_nMapId5 = 0xC00 # int32_t[64]
m_nStartingSide0 = 0xD00 # int32_t[64]
m_nCurrentPhase = 0xE00 # int32_t
m_nPhaseStartTick = 0xE04 # int32_t
m_nPhaseDurationTicks = 0xE08 # int32_t
m_OnMapVetoed = 0xE10 # CEntityOutputTemplate<CUtlSymbolLarge>
m_OnMapPicked = 0xE38 # CEntityOutputTemplate<CUtlSymbolLarge>
m_OnSidesPicked = 0xE60 # CEntityOutputTemplate<int32_t>
m_OnNewPhaseStarted = 0xE88 # CEntityOutputTemplate<int32_t>
m_OnLevelTransition = 0xEB0 # CEntityOutputTemplate<int32_t>
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class CMarkupVolume: # CBaseModelEntity
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m_bEnabled = 0x700 # bool
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class CMarkupVolumeTagged: # CMarkupVolume
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m_bIsGroup = 0x738 # bool
m_bGroupByPrefab = 0x739 # bool
m_bGroupByVolume = 0x73A # bool
m_bGroupOtherGroups = 0x73B # bool
m_bIsInGroup = 0x73C # bool
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class CMarkupVolumeTagged_Nav: # CMarkupVolumeTagged
class CMarkupVolumeTagged_NavGame: # CMarkupVolumeWithRef
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m_bFloodFillAttribute = 0x758 # bool
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class CMarkupVolumeWithRef: # CMarkupVolumeTagged
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m_bUseRef = 0x740 # bool
m_vRefPos = 0x744 # Vector
m_flRefDot = 0x750 # float
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class CMathColorBlend: # CLogicalEntity
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m_flInMin = 0x4B0 # float
m_flInMax = 0x4B4 # float
m_OutColor1 = 0x4B8 # Color
m_OutColor2 = 0x4BC # Color
m_OutValue = 0x4C0 # CEntityOutputTemplate<Color>
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class CMathCounter: # CLogicalEntity
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m_flMin = 0x4B0 # float
m_flMax = 0x4B4 # float
m_bHitMin = 0x4B8 # bool
m_bHitMax = 0x4B9 # bool
m_bDisabled = 0x4BA # bool
m_OutValue = 0x4C0 # CEntityOutputTemplate<float>
m_OnGetValue = 0x4E8 # CEntityOutputTemplate<float>
m_OnHitMin = 0x510 # CEntityIOOutput
m_OnHitMax = 0x538 # CEntityIOOutput
m_OnChangedFromMin = 0x560 # CEntityIOOutput
m_OnChangedFromMax = 0x588 # CEntityIOOutput
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class CMathRemap: # CLogicalEntity
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m_flInMin = 0x4B0 # float
m_flInMax = 0x4B4 # float
m_flOut1 = 0x4B8 # float
m_flOut2 = 0x4BC # float
m_flOldInValue = 0x4C0 # float
m_bEnabled = 0x4C4 # bool
m_OutValue = 0x4C8 # CEntityOutputTemplate<float>
m_OnRoseAboveMin = 0x4F0 # CEntityIOOutput
m_OnRoseAboveMax = 0x518 # CEntityIOOutput
m_OnFellBelowMin = 0x540 # CEntityIOOutput
m_OnFellBelowMax = 0x568 # CEntityIOOutput
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class CMelee: # CCSWeaponBase
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m_flThrowAt = 0xE20 # GameTime_t
m_hThrower = 0xE24 # CHandle<CBaseEntity>
m_bDidThrowDamage = 0xE28 # bool
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class CMessage: # CPointEntity
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m_iszMessage = 0x4B0 # CUtlSymbolLarge
m_MessageVolume = 0x4B8 # float
m_MessageAttenuation = 0x4BC # int32_t
m_Radius = 0x4C0 # float
m_sNoise = 0x4C8 # CUtlSymbolLarge
m_OnShowMessage = 0x4D0 # CEntityIOOutput
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class CMessageEntity: # CPointEntity
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m_radius = 0x4B0 # int32_t
m_messageText = 0x4B8 # CUtlSymbolLarge
m_drawText = 0x4C0 # bool
m_bDeveloperOnly = 0x4C1 # bool
m_bEnabled = 0x4C2 # bool
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class CModelPointEntity: # CBaseModelEntity
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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
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class CMolotovGrenade: # CBaseCSGrenade
class CMolotovProjectile: # CBaseCSGrenadeProjectile
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m_bIsIncGrenade = 0xA40 # bool
m_bDetonated = 0xA4C # bool
m_stillTimer = 0xA50 # IntervalTimer
m_bHasBouncedOffPlayer = 0xB30 # bool
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class CMomentaryRotButton: # CRotButton
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m_Position = 0x8C8 # CEntityOutputTemplate<float>
m_OnUnpressed = 0x8F0 # CEntityIOOutput
m_OnFullyOpen = 0x918 # CEntityIOOutput
m_OnFullyClosed = 0x940 # CEntityIOOutput
m_OnReachedPosition = 0x968 # CEntityIOOutput
m_lastUsed = 0x990 # int32_t
m_start = 0x994 # QAngle
m_end = 0x9A0 # QAngle
m_IdealYaw = 0x9AC # float
m_sNoise = 0x9B0 # CUtlSymbolLarge
m_bUpdateTarget = 0x9B8 # bool
m_direction = 0x9BC # int32_t
m_returnSpeed = 0x9C0 # float
m_flStartPosition = 0x9C4 # float
class CMotorController:
m_speed = 0x8 # float
m_maxTorque = 0xC # float
m_axis = 0x10 # Vector
m_inertiaFactor = 0x1C # float
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class CMultiLightProxy: # CLogicalEntity
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m_iszLightNameFilter = 0x4B0 # CUtlSymbolLarge
m_iszLightClassFilter = 0x4B8 # CUtlSymbolLarge
m_flLightRadiusFilter = 0x4C0 # float
m_flBrightnessDelta = 0x4C4 # float
m_bPerformScreenFade = 0x4C8 # bool
m_flTargetBrightnessMultiplier = 0x4CC # float
m_flCurrentBrightnessMultiplier = 0x4D0 # float
m_vecLights = 0x4D8 # CUtlVector<CHandle<CLightEntity>>
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class CMultiSource: # CLogicalEntity
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m_rgEntities = 0x4B0 # CHandle<CBaseEntity>[32]
m_rgTriggered = 0x530 # int32_t[32]
m_OnTrigger = 0x5B0 # CEntityIOOutput
m_iTotal = 0x5D8 # int32_t
m_globalstate = 0x5E0 # CUtlSymbolLarge
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class CMultiplayRules: # CGameRules
class CMultiplayer_Expresser: # CAI_ExpresserWithFollowup
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m_bAllowMultipleScenes = 0x70 # bool
class CNavHullPresetVData:
m_vecNavHulls = 0x0 # CUtlVector<CUtlString>
class CNavHullVData:
m_bAgentEnabled = 0x0 # bool
m_agentRadius = 0x4 # float
m_agentHeight = 0x8 # float
m_agentShortHeightEnabled = 0xC # bool
m_agentShortHeight = 0x10 # float
m_agentMaxClimb = 0x14 # float
m_agentMaxSlope = 0x18 # int32_t
m_agentMaxJumpDownDist = 0x1C # float
m_agentMaxJumpHorizDistBase = 0x20 # float
m_agentMaxJumpUpDist = 0x24 # float
m_agentBorderErosion = 0x28 # int32_t
class CNavLinkAnimgraphVar:
m_strAnimgraphVar = 0x0 # CUtlString
m_unAlignmentDegrees = 0x8 # uint32_t
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class CNavLinkAreaEntity: # CPointEntity
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m_flWidth = 0x4B0 # float
m_vLocatorOffset = 0x4B4 # Vector
m_qLocatorAnglesOffset = 0x4C0 # QAngle
m_strMovementForward = 0x4D0 # CUtlSymbolLarge
m_strMovementReverse = 0x4D8 # CUtlSymbolLarge
m_nNavLinkIdForward = 0x4E0 # int32_t
m_nNavLinkIdReverse = 0x4E4 # int32_t
m_bEnabled = 0x4E8 # bool
m_strFilterName = 0x4F0 # CUtlSymbolLarge
m_hFilter = 0x4F8 # CHandle<CBaseFilter>
m_OnNavLinkStart = 0x500 # CEntityIOOutput
m_OnNavLinkFinish = 0x528 # CEntityIOOutput
m_bIsTerminus = 0x550 # bool
class CNavLinkMovementVData:
m_bIsInterpolated = 0x0 # bool
m_unRecommendedDistance = 0x4 # uint32_t
m_vecAnimgraphVars = 0x8 # CUtlVector<CNavLinkAnimgraphVar>
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class CNavSpaceInfo: # CPointEntity
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m_bCreateFlightSpace = 0x4B0 # bool
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class CNavVolume:
class CNavVolumeAll: # CNavVolumeVector
class CNavVolumeBreadthFirstSearch: # CNavVolumeCalculatedVector
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m_vStartPos = 0xA0 # Vector
m_flSearchDist = 0xAC # float
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class CNavVolumeCalculatedVector: # CNavVolume
class CNavVolumeMarkupVolume: # CNavVolume
class CNavVolumeSphere: # CNavVolume
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m_vCenter = 0x70 # Vector
m_flRadius = 0x7C # float
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class CNavVolumeSphericalShell: # CNavVolumeSphere
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m_flRadiusInner = 0x80 # float
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class CNavVolumeVector: # CNavVolume
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m_bHasBeenPreFiltered = 0x78 # bool
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class CNavWalkable: # CPointEntity
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class CNetworkOriginCellCoordQuantizedVector:
m_cellX = 0x10 # uint16_t
m_cellY = 0x12 # uint16_t
m_cellZ = 0x14 # uint16_t
m_nOutsideWorld = 0x16 # uint16_t
m_vecX = 0x18 # CNetworkedQuantizedFloat
m_vecY = 0x20 # CNetworkedQuantizedFloat
m_vecZ = 0x28 # CNetworkedQuantizedFloat
class CNetworkOriginQuantizedVector:
m_vecX = 0x10 # CNetworkedQuantizedFloat
m_vecY = 0x18 # CNetworkedQuantizedFloat
m_vecZ = 0x20 # CNetworkedQuantizedFloat
class CNetworkTransmitComponent:
m_nTransmitStateOwnedCounter = 0x16C # uint8_t
class CNetworkVelocityVector:
m_vecX = 0x10 # CNetworkedQuantizedFloat
m_vecY = 0x18 # CNetworkedQuantizedFloat
m_vecZ = 0x20 # CNetworkedQuantizedFloat
class CNetworkViewOffsetVector:
m_vecX = 0x10 # CNetworkedQuantizedFloat
m_vecY = 0x18 # CNetworkedQuantizedFloat
m_vecZ = 0x20 # CNetworkedQuantizedFloat
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 CNullEntity: # CBaseEntity
class COmniLight: # CBarnLight
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m_flInnerAngle = 0x928 # float
m_flOuterAngle = 0x92C # float
m_bShowLight = 0x930 # bool
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class COrnamentProp: # CDynamicProp
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m_initialOwner = 0xB08 # CUtlSymbolLarge
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class CParticleSystem: # CBaseModelEntity
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m_szSnapshotFileName = 0x700 # char[512]
m_bActive = 0x900 # bool
m_bFrozen = 0x901 # bool
m_flFreezeTransitionDuration = 0x904 # float
m_nStopType = 0x908 # int32_t
m_bAnimateDuringGameplayPause = 0x90C # bool
m_iEffectIndex = 0x910 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_flStartTime = 0x918 # GameTime_t
m_flPreSimTime = 0x91C # float
m_vServerControlPoints = 0x920 # Vector[4]
m_iServerControlPointAssignments = 0x950 # uint8_t[4]
m_hControlPointEnts = 0x954 # CHandle<CBaseEntity>[64]
m_bNoSave = 0xA54 # bool
m_bNoFreeze = 0xA55 # bool
m_bNoRamp = 0xA56 # bool
m_bStartActive = 0xA57 # bool
m_iszEffectName = 0xA58 # CUtlSymbolLarge
m_iszControlPointNames = 0xA60 # CUtlSymbolLarge[64]
m_nDataCP = 0xC60 # int32_t
m_vecDataCPValue = 0xC64 # Vector
m_nTintCP = 0xC70 # int32_t
m_clrTint = 0xC74 # Color
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class CPathCorner: # CPointEntity
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m_flWait = 0x4B0 # float
m_flRadius = 0x4B4 # float
m_OnPass = 0x4B8 # CEntityIOOutput
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class CPathCornerCrash: # CPathCorner
class CPathKeyFrame: # CLogicalEntity
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m_Origin = 0x4B0 # Vector
m_Angles = 0x4BC # QAngle
m_qAngle = 0x4D0 # Quaternion
m_iNextKey = 0x4E0 # CUtlSymbolLarge
m_flNextTime = 0x4E8 # float
m_pNextKey = 0x4F0 # CPathKeyFrame*
m_pPrevKey = 0x4F8 # CPathKeyFrame*
m_flSpeed = 0x500 # float
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class CPathParticleRope: # CBaseEntity
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m_bStartActive = 0x4B0 # bool
m_flMaxSimulationTime = 0x4B4 # float
m_iszEffectName = 0x4B8 # CUtlSymbolLarge
m_PathNodes_Name = 0x4C0 # CUtlVector<CUtlSymbolLarge>
m_flParticleSpacing = 0x4D8 # float
m_flSlack = 0x4DC # float
m_flRadius = 0x4E0 # float
m_ColorTint = 0x4E4 # Color
m_nEffectState = 0x4E8 # int32_t
m_iEffectIndex = 0x4F0 # CStrongHandle<InfoForResourceTypeIParticleSystemDefinition>
m_PathNodes_Position = 0x4F8 # CNetworkUtlVectorBase<Vector>
m_PathNodes_TangentIn = 0x510 # CNetworkUtlVectorBase<Vector>
m_PathNodes_TangentOut = 0x528 # CNetworkUtlVectorBase<Vector>
m_PathNodes_Color = 0x540 # CNetworkUtlVectorBase<Vector>
m_PathNodes_PinEnabled = 0x558 # CNetworkUtlVectorBase<bool>
m_PathNodes_RadiusScale = 0x570 # CNetworkUtlVectorBase<float>
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class CPathParticleRopeAlias_path_particle_rope_clientside: # CPathParticleRope
class CPathTrack: # CPointEntity
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m_pnext = 0x4B0 # CPathTrack*
m_pprevious = 0x4B8 # CPathTrack*
m_paltpath = 0x4C0 # CPathTrack*
m_flRadius = 0x4C8 # float
m_length = 0x4CC # float
m_altName = 0x4D0 # CUtlSymbolLarge
m_nIterVal = 0x4D8 # int32_t
m_eOrientationType = 0x4DC # TrackOrientationType_t
m_OnPass = 0x4E0 # CEntityIOOutput
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class CPhysBallSocket: # CPhysConstraint
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m_flFriction = 0x508 # float
m_bEnableSwingLimit = 0x50C # bool
m_flSwingLimit = 0x510 # float
m_bEnableTwistLimit = 0x514 # bool
m_flMinTwistAngle = 0x518 # float
m_flMaxTwistAngle = 0x51C # float
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class CPhysBox: # CBreakable
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m_damageType = 0x7C0 # int32_t
m_massScale = 0x7C4 # float
m_damageToEnableMotion = 0x7C8 # int32_t
m_flForceToEnableMotion = 0x7CC # float
m_angPreferredCarryAngles = 0x7D0 # QAngle
m_bNotSolidToWorld = 0x7DC # bool
m_bEnableUseOutput = 0x7DD # bool
m_iExploitableByPlayer = 0x7E0 # int32_t
m_flTouchOutputPerEntityDelay = 0x7E4 # float
m_OnDamaged = 0x7E8 # CEntityIOOutput
m_OnAwakened = 0x810 # CEntityIOOutput
m_OnMotionEnabled = 0x838 # CEntityIOOutput
m_OnPlayerUse = 0x860 # CEntityIOOutput
m_OnStartTouch = 0x888 # CEntityIOOutput
m_hCarryingPlayer = 0x8B0 # CHandle<CBasePlayerPawn>
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class CPhysConstraint: # CLogicalEntity
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m_nameAttach1 = 0x4B8 # CUtlSymbolLarge
m_nameAttach2 = 0x4C0 # CUtlSymbolLarge
m_breakSound = 0x4C8 # CUtlSymbolLarge
m_forceLimit = 0x4D0 # float
m_torqueLimit = 0x4D4 # float
m_teleportTick = 0x4D8 # uint32_t
m_minTeleportDistance = 0x4DC # float
m_OnBreak = 0x4E0 # CEntityIOOutput
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class CPhysExplosion: # CPointEntity
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m_bExplodeOnSpawn = 0x4B0 # bool
m_flMagnitude = 0x4B4 # float
m_flDamage = 0x4B8 # float
m_radius = 0x4BC # float
m_targetEntityName = 0x4C0 # CUtlSymbolLarge
m_flInnerRadius = 0x4C8 # float
m_flPushScale = 0x4CC # float
m_bConvertToDebrisWhenPossible = 0x4D0 # bool
m_OnPushedPlayer = 0x4D8 # CEntityIOOutput
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class CPhysFixed: # CPhysConstraint
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m_flLinearFrequency = 0x508 # float
m_flLinearDampingRatio = 0x50C # float
m_flAngularFrequency = 0x510 # float
m_flAngularDampingRatio = 0x514 # float
m_bEnableLinearConstraint = 0x518 # bool
m_bEnableAngularConstraint = 0x519 # bool
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class CPhysForce: # CPointEntity
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m_nameAttach = 0x4B8 # CUtlSymbolLarge
m_force = 0x4C0 # float
m_forceTime = 0x4C4 # float
m_attachedObject = 0x4C8 # CHandle<CBaseEntity>
m_wasRestored = 0x4CC # bool
m_integrator = 0x4D0 # CConstantForceController
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class CPhysHinge: # CPhysConstraint
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m_soundInfo = 0x510 # ConstraintSoundInfo
m_NotifyMinLimitReached = 0x598 # CEntityIOOutput
m_NotifyMaxLimitReached = 0x5C0 # CEntityIOOutput
m_bAtMinLimit = 0x5E8 # bool
m_bAtMaxLimit = 0x5E9 # bool
m_hinge = 0x5EC # constraint_hingeparams_t
m_hingeFriction = 0x62C # float
m_systemLoadScale = 0x630 # float
m_bIsAxisLocal = 0x634 # bool
m_flMinRotation = 0x638 # float
m_flMaxRotation = 0x63C # float
m_flInitialRotation = 0x640 # float
m_flMotorFrequency = 0x644 # float
m_flMotorDampingRatio = 0x648 # float
m_flAngleSpeed = 0x64C # float
m_flAngleSpeedThreshold = 0x650 # float
m_OnStartMoving = 0x658 # CEntityIOOutput
m_OnStopMoving = 0x680 # CEntityIOOutput
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class CPhysHingeAlias_phys_hinge_local: # CPhysHinge
class CPhysImpact: # CPointEntity
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m_damage = 0x4B0 # float
m_distance = 0x4B4 # float
m_directionEntityName = 0x4B8 # CUtlSymbolLarge
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class CPhysLength: # CPhysConstraint
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m_offset = 0x508 # Vector[2]
m_vecAttach = 0x520 # Vector
m_addLength = 0x52C # float
m_minLength = 0x530 # float
m_totalLength = 0x534 # float
m_bEnableCollision = 0x538 # bool
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class CPhysMagnet: # CBaseAnimGraph
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m_OnMagnetAttach = 0x890 # CEntityIOOutput
m_OnMagnetDetach = 0x8B8 # CEntityIOOutput
m_massScale = 0x8E0 # float
m_forceLimit = 0x8E4 # float
m_torqueLimit = 0x8E8 # float
m_MagnettedEntities = 0x8F0 # CUtlVector<magnetted_objects_t>
m_bActive = 0x908 # bool
m_bHasHitSomething = 0x909 # bool
m_flTotalMass = 0x90C # float
m_flRadius = 0x910 # float
m_flNextSuckTime = 0x914 # GameTime_t
m_iMaxObjectsAttached = 0x918 # int32_t
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class CPhysMotor: # CLogicalEntity
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m_nameAttach = 0x4B0 # CUtlSymbolLarge
m_hAttachedObject = 0x4B8 # CHandle<CBaseEntity>
m_spinUp = 0x4BC # float
m_additionalAcceleration = 0x4C0 # float
m_angularAcceleration = 0x4C4 # float
m_lastTime = 0x4C8 # GameTime_t
m_motor = 0x4E0 # CMotorController
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class CPhysPulley: # CPhysConstraint
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m_position2 = 0x508 # Vector
m_offset = 0x514 # Vector[2]
m_addLength = 0x52C # float
m_gearRatio = 0x530 # float
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class CPhysSlideConstraint: # CPhysConstraint
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m_axisEnd = 0x510 # Vector
m_slideFriction = 0x51C # float
m_systemLoadScale = 0x520 # float
m_initialOffset = 0x524 # float
m_bEnableLinearConstraint = 0x528 # bool
m_bEnableAngularConstraint = 0x529 # bool
m_flMotorFrequency = 0x52C # float
m_flMotorDampingRatio = 0x530 # float
m_bUseEntityPivot = 0x534 # bool
m_soundInfo = 0x538 # ConstraintSoundInfo
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class CPhysThruster: # CPhysForce
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m_localOrigin = 0x510 # Vector
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class CPhysTorque: # CPhysForce
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m_axis = 0x510 # Vector
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class CPhysWheelConstraint: # CPhysConstraint
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m_flSuspensionFrequency = 0x508 # float
m_flSuspensionDampingRatio = 0x50C # float
m_flSuspensionHeightOffset = 0x510 # float
m_bEnableSuspensionLimit = 0x514 # bool
m_flMinSuspensionOffset = 0x518 # float
m_flMaxSuspensionOffset = 0x51C # float
m_bEnableSteeringLimit = 0x520 # bool
m_flMinSteeringAngle = 0x524 # float
m_flMaxSteeringAngle = 0x528 # float
m_flSteeringAxisFriction = 0x52C # float
m_flSpinAxisFriction = 0x530 # float
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class CPhysicalButton: # CBaseButton
class CPhysicsEntitySolver: # CLogicalEntity
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m_hMovingEntity = 0x4B8 # CHandle<CBaseEntity>
m_hPhysicsBlocker = 0x4BC # CHandle<CBaseEntity>
m_separationDuration = 0x4C0 # float
m_cancelTime = 0x4C4 # GameTime_t
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class CPhysicsProp: # CBreakableProp
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m_MotionEnabled = 0xA10 # CEntityIOOutput
m_OnAwakened = 0xA38 # CEntityIOOutput
m_OnAwake = 0xA60 # CEntityIOOutput
m_OnAsleep = 0xA88 # CEntityIOOutput
m_OnPlayerUse = 0xAB0 # CEntityIOOutput
m_OnPlayerPickup = 0xAD8 # CEntityIOOutput
m_OnOutOfWorld = 0xB00 # CEntityIOOutput
m_massScale = 0xB28 # float
m_inertiaScale = 0xB2C # float
m_buoyancyScale = 0xB30 # float
m_damageType = 0xB34 # int32_t
m_damageToEnableMotion = 0xB38 # int32_t
m_flForceToEnableMotion = 0xB3C # float
m_bThrownByPlayer = 0xB40 # bool
m_bDroppedByPlayer = 0xB41 # bool
m_bTouchedByPlayer = 0xB42 # bool
m_bFirstCollisionAfterLaunch = 0xB43 # bool
m_iExploitableByPlayer = 0xB44 # int32_t
m_bHasBeenAwakened = 0xB48 # bool
m_bIsOverrideProp = 0xB49 # bool
m_fNextCheckDisableMotionContactsTime = 0xB4C # GameTime_t
m_iInitialGlowState = 0xB50 # int32_t
m_nGlowRange = 0xB54 # int32_t
m_nGlowRangeMin = 0xB58 # int32_t
m_glowColor = 0xB5C # Color
m_bForceNavIgnore = 0xB60 # bool
m_bNoNavmeshBlocker = 0xB61 # bool
m_bForceNpcExclude = 0xB62 # bool
m_bShouldAutoConvertBackFromDebris = 0xB63 # bool
m_bMuteImpactEffects = 0xB64 # bool
m_bAcceptDamageFromHeldObjects = 0xB6C # bool
m_bEnableUseOutput = 0xB6D # bool
m_bAwake = 0xB6E # bool
m_nCollisionGroupOverride = 0xB70 # int32_t
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class CPhysicsPropMultiplayer: # CPhysicsProp
class CPhysicsPropOverride: # CPhysicsProp
class CPhysicsPropRespawnable: # CPhysicsProp
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m_vOriginalSpawnOrigin = 0xB78 # Vector
m_vOriginalSpawnAngles = 0xB84 # QAngle
m_vOriginalMins = 0xB90 # Vector
m_vOriginalMaxs = 0xB9C # Vector
m_flRespawnDuration = 0xBA8 # float
class CPhysicsShake:
m_force = 0x8 # Vector
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class CPhysicsSpring: # CBaseEntity
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m_flFrequency = 0x4B8 # float
m_flDampingRatio = 0x4BC # float
m_flRestLength = 0x4C0 # float
m_nameAttachStart = 0x4C8 # CUtlSymbolLarge
m_nameAttachEnd = 0x4D0 # CUtlSymbolLarge
m_start = 0x4D8 # Vector
m_end = 0x4E4 # Vector
m_teleportTick = 0x4F0 # uint32_t
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class CPhysicsWire: # CBaseEntity
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m_nDensity = 0x4B0 # int32_t
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class CPlantedC4: # CBaseAnimGraph
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m_bBombTicking = 0x890 # bool
m_flC4Blow = 0x894 # GameTime_t
m_nBombSite = 0x898 # int32_t
m_nSourceSoundscapeHash = 0x89C # int32_t
m_OnBombDefused = 0x8A0 # CEntityIOOutput
m_OnBombBeginDefuse = 0x8C8 # CEntityIOOutput
m_OnBombDefuseAborted = 0x8F0 # CEntityIOOutput
m_bCannotBeDefused = 0x918 # bool
m_entitySpottedState = 0x920 # EntitySpottedState_t
m_nSpotRules = 0x938 # int32_t
m_bTrainingPlacedByPlayer = 0x93C # bool
m_bHasExploded = 0x93D # bool
m_flTimerLength = 0x940 # float
m_bBeingDefused = 0x944 # bool
m_fLastDefuseTime = 0x94C # GameTime_t
m_flDefuseLength = 0x954 # float
m_flDefuseCountDown = 0x958 # GameTime_t
m_bBombDefused = 0x95C # bool
m_hBombDefuser = 0x960 # CHandle<CCSPlayerPawn>
m_hControlPanel = 0x964 # CHandle<CBaseEntity>
m_iProgressBarTime = 0x968 # int32_t
m_bVoiceAlertFired = 0x96C # bool
m_bVoiceAlertPlayed = 0x96D # bool[4]
m_flNextBotBeepTime = 0x974 # GameTime_t
m_bPlantedAfterPickup = 0x97C # bool
m_angCatchUpToPlayerEye = 0x980 # QAngle
m_flLastSpinDetectionTime = 0x98C # GameTime_t
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class CPlatTrigger: # CBaseModelEntity
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m_pPlatform = 0x700 # CHandle<CFuncPlat>
class CPlayerControllerComponent:
__m_pChainEntity = 0x8 # CNetworkVarChainer
class CPlayerPawnComponent:
__m_pChainEntity = 0x8 # CNetworkVarChainer
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class CPlayerPing: # CBaseEntity
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m_hPlayer = 0x4B8 # CHandle<CCSPlayerPawn>
m_hPingedEntity = 0x4BC # CHandle<CBaseEntity>
m_iType = 0x4C0 # int32_t
m_bUrgent = 0x4C4 # bool
m_szPlaceName = 0x4C5 # char[18]
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class CPlayerSprayDecal: # CModelPointEntity
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m_nUniqueID = 0x700 # int32_t
m_unAccountID = 0x704 # uint32_t
m_unTraceID = 0x708 # uint32_t
m_rtGcTime = 0x70C # uint32_t
m_vecEndPos = 0x710 # Vector
m_vecStart = 0x71C # Vector
m_vecLeft = 0x728 # Vector
m_vecNormal = 0x734 # Vector
m_nPlayer = 0x740 # int32_t
m_nEntity = 0x744 # int32_t
m_nHitbox = 0x748 # int32_t
m_flCreationTime = 0x74C # float
m_nTintID = 0x750 # int32_t
m_nVersion = 0x754 # uint8_t
m_ubSignature = 0x755 # uint8_t[128]
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class CPlayerVisibility: # CBaseEntity
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m_flVisibilityStrength = 0x4B0 # float
m_flFogDistanceMultiplier = 0x4B4 # float
m_flFogMaxDensityMultiplier = 0x4B8 # float
m_flFadeTime = 0x4BC # float
m_bStartDisabled = 0x4C0 # bool
m_bIsEnabled = 0x4C1 # bool
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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 # fogplayerparams_t
m_hColorCorrectionCtrl = 0x98 # CHandle<CColorCorrection>
m_hViewEntity = 0x9C # CHandle<CBaseEntity>
m_hTonemapController = 0xA0 # CHandle<CTonemapController2>
m_audio = 0xA8 # audioparams_t
m_PostProcessingVolumes = 0x120 # CNetworkUtlVectorBase<CHandle<CPostProcessingVolume>>
m_flOldPlayerZ = 0x138 # float
m_flOldPlayerViewOffsetZ = 0x13C # float
m_hTriggerSoundscapeList = 0x158 # CUtlVector<CHandle<CEnvSoundscapeTriggerable>>
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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
m_iTargetVolume = 0x20C # int32_t
m_vecSmoothedVelocity = 0x210 # Vector
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class CPlayer_ObserverServices: # CPlayerPawnComponent
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m_iObserverMode = 0x40 # uint8_t
m_hObserverTarget = 0x44 # CHandle<CBaseEntity>
m_iObserverLastMode = 0x48 # ObserverMode_t
m_bForcedObserverMode = 0x4C # bool
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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 # CNetworkUtlVectorBase<CHandle<CBasePlayerWeapon>>
m_hActiveWeapon = 0x60 # CHandle<CBasePlayerWeapon>
m_hLastWeapon = 0x64 # CHandle<CBasePlayerWeapon>
m_iAmmo = 0x68 # uint16_t[32]
m_bPreventWeaponPickup = 0xA8 # bool
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class CPointAngleSensor: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_nLookAtName = 0x4B8 # CUtlSymbolLarge
m_hTargetEntity = 0x4C0 # CHandle<CBaseEntity>
m_hLookAtEntity = 0x4C4 # CHandle<CBaseEntity>
m_flDuration = 0x4C8 # float
m_flDotTolerance = 0x4CC # float
m_flFacingTime = 0x4D0 # GameTime_t
m_bFired = 0x4D4 # bool
m_OnFacingLookat = 0x4D8 # CEntityIOOutput
m_OnNotFacingLookat = 0x500 # CEntityIOOutput
m_TargetDir = 0x528 # CEntityOutputTemplate<Vector>
m_FacingPercentage = 0x550 # CEntityOutputTemplate<float>
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class CPointAngularVelocitySensor: # CPointEntity
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m_hTargetEntity = 0x4B0 # CHandle<CBaseEntity>
m_flThreshold = 0x4B4 # float
m_nLastCompareResult = 0x4B8 # int32_t
m_nLastFireResult = 0x4BC # int32_t
m_flFireTime = 0x4C0 # GameTime_t
m_flFireInterval = 0x4C4 # float
m_flLastAngVelocity = 0x4C8 # float
m_lastOrientation = 0x4CC # QAngle
m_vecAxis = 0x4D8 # Vector
m_bUseHelper = 0x4E4 # bool
m_AngularVelocity = 0x4E8 # CEntityOutputTemplate<float>
m_OnLessThan = 0x510 # CEntityIOOutput
m_OnLessThanOrEqualTo = 0x538 # CEntityIOOutput
m_OnGreaterThan = 0x560 # CEntityIOOutput
m_OnGreaterThanOrEqualTo = 0x588 # CEntityIOOutput
m_OnEqualTo = 0x5B0 # CEntityIOOutput
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class CPointBroadcastClientCommand: # CPointEntity
class CPointCamera: # CBaseEntity
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m_FOV = 0x4B0 # float
m_Resolution = 0x4B4 # float
m_bFogEnable = 0x4B8 # bool
m_FogColor = 0x4B9 # Color
m_flFogStart = 0x4C0 # float
m_flFogEnd = 0x4C4 # float
m_flFogMaxDensity = 0x4C8 # float
m_bActive = 0x4CC # bool
m_bUseScreenAspectRatio = 0x4CD # bool
m_flAspectRatio = 0x4D0 # float
m_bNoSky = 0x4D4 # bool
m_fBrightness = 0x4D8 # float
m_flZFar = 0x4DC # float
m_flZNear = 0x4E0 # float
m_bCanHLTVUse = 0x4E4 # bool
m_bDofEnabled = 0x4E5 # bool
m_flDofNearBlurry = 0x4E8 # float
m_flDofNearCrisp = 0x4EC # float
m_flDofFarCrisp = 0x4F0 # float
m_flDofFarBlurry = 0x4F4 # float
m_flDofTiltToGround = 0x4F8 # float
m_TargetFOV = 0x4FC # float
m_DegreesPerSecond = 0x500 # float
m_bIsOn = 0x504 # bool
m_pNext = 0x508 # CPointCamera*
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class CPointCameraVFOV: # CPointCamera
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m_flVerticalFOV = 0x510 # float
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class CPointClientCommand: # CPointEntity
class CPointClientUIDialog: # CBaseClientUIEntity
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m_hActivator = 0x8B0 # CHandle<CBaseEntity>
m_bStartEnabled = 0x8B4 # bool
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class CPointClientUIWorldPanel: # CBaseClientUIEntity
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m_bIgnoreInput = 0x8B0 # bool
m_bLit = 0x8B1 # bool
m_bFollowPlayerAcrossTeleport = 0x8B2 # bool
m_flWidth = 0x8B4 # float
m_flHeight = 0x8B8 # float
m_flDPI = 0x8BC # float
m_flInteractDistance = 0x8C0 # float
m_flDepthOffset = 0x8C4 # float
m_unOwnerContext = 0x8C8 # uint32_t
m_unHorizontalAlign = 0x8CC # uint32_t
m_unVerticalAlign = 0x8D0 # uint32_t
m_unOrientation = 0x8D4 # uint32_t
m_bAllowInteractionFromAllSceneWorlds = 0x8D8 # bool
m_vecCSSClasses = 0x8E0 # CNetworkUtlVectorBase<CUtlSymbolLarge>
m_bOpaque = 0x8F8 # bool
m_bNoDepth = 0x8F9 # bool
m_bRenderBackface = 0x8FA # bool
m_bUseOffScreenIndicator = 0x8FB # bool
m_bExcludeFromSaveGames = 0x8FC # bool
m_bGrabbable = 0x8FD # bool
m_bOnlyRenderToTexture = 0x8FE # bool
m_bDisableMipGen = 0x8FF # bool
m_nExplicitImageLayout = 0x900 # int32_t
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class CPointClientUIWorldTextPanel: # CPointClientUIWorldPanel
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m_messageText = 0x908 # char[512]
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class CPointCommentaryNode: # CBaseAnimGraph
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m_iszPreCommands = 0x890 # CUtlSymbolLarge
m_iszPostCommands = 0x898 # CUtlSymbolLarge
m_iszCommentaryFile = 0x8A0 # CUtlSymbolLarge
m_iszViewTarget = 0x8A8 # CUtlSymbolLarge
m_hViewTarget = 0x8B0 # CHandle<CBaseEntity>
m_hViewTargetAngles = 0x8B4 # CHandle<CBaseEntity>
m_iszViewPosition = 0x8B8 # CUtlSymbolLarge
m_hViewPosition = 0x8C0 # CHandle<CBaseEntity>
m_hViewPositionMover = 0x8C4 # CHandle<CBaseEntity>
m_bPreventMovement = 0x8C8 # bool
m_bUnderCrosshair = 0x8C9 # bool
m_bUnstoppable = 0x8CA # bool
m_flFinishedTime = 0x8CC # GameTime_t
m_vecFinishOrigin = 0x8D0 # Vector
m_vecOriginalAngles = 0x8DC # QAngle
m_vecFinishAngles = 0x8E8 # QAngle
m_bPreventChangesWhileMoving = 0x8F4 # bool
m_bDisabled = 0x8F5 # bool
m_vecTeleportOrigin = 0x8F8 # Vector
m_flAbortedPlaybackAt = 0x904 # GameTime_t
m_pOnCommentaryStarted = 0x908 # CEntityIOOutput
m_pOnCommentaryStopped = 0x930 # CEntityIOOutput
m_bActive = 0x958 # bool
m_flStartTime = 0x95C # GameTime_t
m_flStartTimeInCommentary = 0x960 # float
m_iszTitle = 0x968 # CUtlSymbolLarge
m_iszSpeakers = 0x970 # CUtlSymbolLarge
m_iNodeNumber = 0x978 # int32_t
m_iNodeNumberMax = 0x97C # int32_t
m_bListenedTo = 0x980 # bool
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class CPointEntity: # CBaseEntity
class CPointEntityFinder: # CBaseEntity
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m_hEntity = 0x4B0 # CHandle<CBaseEntity>
m_iFilterName = 0x4B8 # CUtlSymbolLarge
m_hFilter = 0x4C0 # CHandle<CBaseFilter>
m_iRefName = 0x4C8 # CUtlSymbolLarge
m_hReference = 0x4D0 # CHandle<CBaseEntity>
m_FindMethod = 0x4D4 # EntFinderMethod_t
m_OnFoundEntity = 0x4D8 # CEntityIOOutput
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class CPointGamestatsCounter: # CPointEntity
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m_strStatisticName = 0x4B0 # CUtlSymbolLarge
m_bDisabled = 0x4B8 # bool
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class CPointGiveAmmo: # CPointEntity
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m_pActivator = 0x4B0 # CHandle<CBaseEntity>
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class CPointHurt: # CPointEntity
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m_nDamage = 0x4B0 # int32_t
m_bitsDamageType = 0x4B4 # int32_t
m_flRadius = 0x4B8 # float
m_flDelay = 0x4BC # float
m_strTarget = 0x4C0 # CUtlSymbolLarge
m_pActivator = 0x4C8 # CHandle<CBaseEntity>
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class CPointPrefab: # CServerOnlyPointEntity
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m_targetMapName = 0x4B0 # CUtlSymbolLarge
m_forceWorldGroupID = 0x4B8 # CUtlSymbolLarge
m_associatedRelayTargetName = 0x4C0 # CUtlSymbolLarge
m_fixupNames = 0x4C8 # bool
m_bLoadDynamic = 0x4C9 # bool
m_associatedRelayEntity = 0x4CC # CHandle<CPointPrefab>
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class CPointProximitySensor: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_hTargetEntity = 0x4B4 # CHandle<CBaseEntity>
m_Distance = 0x4B8 # CEntityOutputTemplate<float>
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class CPointPulse: # CBaseEntity
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m_sNameFixupStaticPrefix = 0x5C8 # CUtlSymbolLarge
m_sNameFixupParent = 0x5D0 # CUtlSymbolLarge
m_sNameFixupLocal = 0x5D8 # CUtlSymbolLarge
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class CPointPush: # CPointEntity
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m_bEnabled = 0x4B0 # bool
m_flMagnitude = 0x4B4 # float
m_flRadius = 0x4B8 # float
m_flInnerRadius = 0x4BC # float
m_flConeOfInfluence = 0x4C0 # float
m_iszFilterName = 0x4C8 # CUtlSymbolLarge
m_hFilter = 0x4D0 # CHandle<CBaseFilter>
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class CPointScript: # CBaseEntity
class CPointServerCommand: # CPointEntity
class CPointTeleport: # CServerOnlyPointEntity
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m_vSaveOrigin = 0x4B0 # Vector
m_vSaveAngles = 0x4BC # QAngle
m_bTeleportParentedEntities = 0x4C8 # bool
m_bTeleportUseCurrentAngle = 0x4C9 # bool
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class CPointTemplate: # CLogicalEntity
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m_iszWorldName = 0x4B0 # CUtlSymbolLarge
m_iszSource2EntityLumpName = 0x4B8 # CUtlSymbolLarge
m_iszEntityFilterName = 0x4C0 # CUtlSymbolLarge
m_flTimeoutInterval = 0x4C8 # float
m_bAsynchronouslySpawnEntities = 0x4CC # bool
m_pOutputOnSpawned = 0x4D0 # CEntityIOOutput
m_clientOnlyEntityBehavior = 0x4F8 # PointTemplateClientOnlyEntityBehavior_t
m_ownerSpawnGroupType = 0x4FC # PointTemplateOwnerSpawnGroupType_t
m_createdSpawnGroupHandles = 0x500 # CUtlVector<uint32_t>
m_SpawnedEntityHandles = 0x518 # CUtlVector<CEntityHandle>
m_ScriptSpawnCallback = 0x530 # HSCRIPT
m_ScriptCallbackScope = 0x538 # HSCRIPT
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class CPointValueRemapper: # CBaseEntity
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m_bDisabled = 0x4B0 # bool
m_bUpdateOnClient = 0x4B1 # bool
m_nInputType = 0x4B4 # ValueRemapperInputType_t
m_iszRemapLineStartName = 0x4B8 # CUtlSymbolLarge
m_iszRemapLineEndName = 0x4C0 # CUtlSymbolLarge
m_hRemapLineStart = 0x4C8 # CHandle<CBaseEntity>
m_hRemapLineEnd = 0x4CC # CHandle<CBaseEntity>
m_flMaximumChangePerSecond = 0x4D0 # float
m_flDisengageDistance = 0x4D4 # float
m_flEngageDistance = 0x4D8 # float
m_bRequiresUseKey = 0x4DC # bool
m_nOutputType = 0x4E0 # ValueRemapperOutputType_t
m_iszOutputEntityName = 0x4E8 # CUtlSymbolLarge
m_iszOutputEntity2Name = 0x4F0 # CUtlSymbolLarge
m_iszOutputEntity3Name = 0x4F8 # CUtlSymbolLarge
m_iszOutputEntity4Name = 0x500 # CUtlSymbolLarge
m_hOutputEntities = 0x508 # CNetworkUtlVectorBase<CHandle<CBaseEntity>>
m_nHapticsType = 0x520 # ValueRemapperHapticsType_t
m_nMomentumType = 0x524 # ValueRemapperMomentumType_t
m_flMomentumModifier = 0x528 # float
m_flSnapValue = 0x52C # float
m_flCurrentMomentum = 0x530 # float
m_nRatchetType = 0x534 # ValueRemapperRatchetType_t
m_flRatchetOffset = 0x538 # float
m_flInputOffset = 0x53C # float
m_bEngaged = 0x540 # bool
m_bFirstUpdate = 0x541 # bool
m_flPreviousValue = 0x544 # float
m_flPreviousUpdateTickTime = 0x548 # GameTime_t
m_vecPreviousTestPoint = 0x54C # Vector
m_hUsingPlayer = 0x558 # CHandle<CBasePlayerPawn>
m_flCustomOutputValue = 0x55C # float
m_iszSoundEngage = 0x560 # CUtlSymbolLarge
m_iszSoundDisengage = 0x568 # CUtlSymbolLarge
m_iszSoundReachedValueZero = 0x570 # CUtlSymbolLarge
m_iszSoundReachedValueOne = 0x578 # CUtlSymbolLarge
m_iszSoundMovingLoop = 0x580 # CUtlSymbolLarge
m_Position = 0x590 # CEntityOutputTemplate<float>
m_PositionDelta = 0x5B8 # CEntityOutputTemplate<float>
m_OnReachedValueZero = 0x5E0 # CEntityIOOutput
m_OnReachedValueOne = 0x608 # CEntityIOOutput
m_OnReachedValueCustom = 0x630 # CEntityIOOutput
m_OnEngage = 0x658 # CEntityIOOutput
m_OnDisengage = 0x680 # CEntityIOOutput
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class CPointVelocitySensor: # CPointEntity
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m_hTargetEntity = 0x4B0 # CHandle<CBaseEntity>
m_vecAxis = 0x4B4 # Vector
m_bEnabled = 0x4C0 # bool
m_fPrevVelocity = 0x4C4 # float
m_flAvgInterval = 0x4C8 # float
m_Velocity = 0x4D0 # CEntityOutputTemplate<float>
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class CPointWorldText: # CModelPointEntity
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m_messageText = 0x700 # char[512]
m_FontName = 0x900 # char[64]
m_bEnabled = 0x940 # bool
m_bFullbright = 0x941 # bool
m_flWorldUnitsPerPx = 0x944 # float
m_flFontSize = 0x948 # float
m_flDepthOffset = 0x94C # float
m_Color = 0x950 # Color
m_nJustifyHorizontal = 0x954 # PointWorldTextJustifyHorizontal_t
m_nJustifyVertical = 0x958 # PointWorldTextJustifyVertical_t
m_nReorientMode = 0x95C # PointWorldTextReorientMode_t
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class CPostProcessingVolume: # CBaseTrigger
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m_hPostSettings = 0x8B8 # CStrongHandle<InfoForResourceTypeCPostProcessingResource>
m_flFadeDuration = 0x8C0 # float
m_flMinLogExposure = 0x8C4 # float
m_flMaxLogExposure = 0x8C8 # float
m_flMinExposure = 0x8CC # float
m_flMaxExposure = 0x8D0 # float
m_flExposureCompensation = 0x8D4 # float
m_flExposureFadeSpeedUp = 0x8D8 # float
m_flExposureFadeSpeedDown = 0x8DC # float
m_flTonemapEVSmoothingRange = 0x8E0 # float
m_bMaster = 0x8E4 # bool
m_bExposureControl = 0x8E5 # bool
m_flRate = 0x8E8 # float
m_flTonemapPercentTarget = 0x8EC # float
m_flTonemapPercentBrightPixels = 0x8F0 # float
m_flTonemapMinAvgLum = 0x8F4 # float
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class CPrecipitation: # CBaseTrigger
class CPrecipitationBlocker: # CBaseModelEntity
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
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class CPredictedViewModel: # CBaseViewModel
class CProjectedDecal: # CPointEntity
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m_nTexture = 0x4B0 # int32_t
m_flDistance = 0x4B4 # float
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class CPropDoorRotating: # CBasePropDoor
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m_vecAxis = 0xD98 # Vector
m_flDistance = 0xDA4 # float
m_eSpawnPosition = 0xDA8 # PropDoorRotatingSpawnPos_t
m_eOpenDirection = 0xDAC # PropDoorRotatingOpenDirection_e
m_eCurrentOpenDirection = 0xDB0 # PropDoorRotatingOpenDirection_e
m_flAjarAngle = 0xDB4 # float
m_angRotationAjarDeprecated = 0xDB8 # QAngle
m_angRotationClosed = 0xDC4 # QAngle
m_angRotationOpenForward = 0xDD0 # QAngle
m_angRotationOpenBack = 0xDDC # QAngle
m_angGoal = 0xDE8 # QAngle
m_vecForwardBoundsMin = 0xDF4 # Vector
m_vecForwardBoundsMax = 0xE00 # Vector
m_vecBackBoundsMin = 0xE0C # Vector
m_vecBackBoundsMax = 0xE18 # Vector
m_bAjarDoorShouldntAlwaysOpen = 0xE24 # bool
m_hEntityBlocker = 0xE28 # CHandle<CEntityBlocker>
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class CPropDoorRotatingBreakable: # CPropDoorRotating
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m_bBreakable = 0xE30 # bool
m_isAbleToCloseAreaPortals = 0xE31 # bool
m_currentDamageState = 0xE34 # int32_t
m_damageStates = 0xE38 # CUtlVector<CUtlSymbolLarge>
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class CPulseCell_Inflow_GameEvent: # CPulseCell_Inflow_BaseEntrypoint
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m_EventName = 0x70 # CBufferString
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class CPulseCell_Outflow_PlayVCD: # CPulseCell_BaseFlow
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m_vcdFilename = 0x48 # CUtlString
m_OnFinished = 0x50 # CPulse_OutflowConnection
m_Triggers = 0x60 # CUtlVector<CPulse_OutflowConnection>
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class CPulseCell_SoundEventStart: # CPulseCell_BaseFlow
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m_Type = 0x48 # SoundEventStartType_t
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class CPulseCell_Step_EntFire: # CPulseCell_BaseFlow
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m_Input = 0x48 # CUtlString
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class CPulseCell_Step_SetAnimGraphParam: # CPulseCell_BaseFlow
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m_ParamName = 0x48 # CUtlString
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class CPulseCell_Value_FindEntByName: # CPulseCell_BaseValue
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m_EntityType = 0x48 # CUtlString
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class CPulseGraphInstance_ServerPointEntity: # CBasePulseGraphInstance
class CPulseServerFuncs:
class CPulseServerFuncs_Sounds:
class CPushable: # CBreakable
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class CRR_Response:
m_Type = 0x0 # uint8_t
m_szResponseName = 0x1 # char[192]
m_szMatchingRule = 0xC1 # char[128]
m_Params = 0x148 # ResponseParams
m_fMatchScore = 0x168 # float
m_szSpeakerContext = 0x170 # char*
m_szWorldContext = 0x178 # char*
m_Followup = 0x180 # ResponseFollowup
m_pchCriteriaNames = 0x1B8 # CUtlVector<CUtlSymbol>
m_pchCriteriaValues = 0x1D0 # CUtlVector<char*>
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class CRagdollConstraint: # CPhysConstraint
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m_xmin = 0x508 # float
m_xmax = 0x50C # float
m_ymin = 0x510 # float
m_ymax = 0x514 # float
m_zmin = 0x518 # float
m_zmax = 0x51C # float
m_xfriction = 0x520 # float
m_yfriction = 0x524 # float
m_zfriction = 0x528 # float
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class CRagdollMagnet: # CPointEntity
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m_bDisabled = 0x4B0 # bool
m_radius = 0x4B4 # float
m_force = 0x4B8 # float
m_axis = 0x4BC # Vector
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class CRagdollManager: # CBaseEntity
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m_iCurrentMaxRagdollCount = 0x4B0 # int8_t
m_iMaxRagdollCount = 0x4B4 # int32_t
m_bSaveImportant = 0x4B8 # bool
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class CRagdollProp: # CBaseAnimGraph
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m_ragdoll = 0x898 # ragdoll_t
m_bStartDisabled = 0x8D0 # bool
m_ragPos = 0x8D8 # CNetworkUtlVectorBase<Vector>
m_ragAngles = 0x8F0 # CNetworkUtlVectorBase<QAngle>
m_hRagdollSource = 0x908 # CHandle<CBaseEntity>
m_lastUpdateTickCount = 0x90C # uint32_t
m_allAsleep = 0x910 # bool
m_bFirstCollisionAfterLaunch = 0x911 # bool
m_hDamageEntity = 0x914 # CHandle<CBaseEntity>
m_hKiller = 0x918 # CHandle<CBaseEntity>
m_hPhysicsAttacker = 0x91C # CHandle<CBasePlayerPawn>
m_flLastPhysicsInfluenceTime = 0x920 # GameTime_t
m_flFadeOutStartTime = 0x924 # GameTime_t
m_flFadeTime = 0x928 # float
m_vecLastOrigin = 0x92C # Vector
m_flAwakeTime = 0x938 # GameTime_t
m_flLastOriginChangeTime = 0x93C # GameTime_t
m_nBloodColor = 0x940 # int32_t
m_strOriginClassName = 0x948 # CUtlSymbolLarge
m_strSourceClassName = 0x950 # CUtlSymbolLarge
m_bHasBeenPhysgunned = 0x958 # bool
m_bShouldTeleportPhysics = 0x959 # bool
m_flBlendWeight = 0x95C # float
m_flDefaultFadeScale = 0x960 # float
m_ragdollMins = 0x968 # CUtlVector<Vector>
m_ragdollMaxs = 0x980 # CUtlVector<Vector>
m_bShouldDeleteActivationRecord = 0x998 # bool
m_bValidatePoweredRagdollPose = 0x9F8 # bool
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class CRagdollPropAlias_physics_prop_ragdoll: # CRagdollProp
class CRagdollPropAttached: # CRagdollProp
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m_boneIndexAttached = 0xA38 # uint32_t
m_ragdollAttachedObjectIndex = 0xA3C # uint32_t
m_attachmentPointBoneSpace = 0xA40 # Vector
m_attachmentPointRagdollSpace = 0xA4C # Vector
m_bShouldDetach = 0xA58 # bool
m_bShouldDeleteAttachedActivationRecord = 0xA68 # bool
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class CRandSimTimer: # CSimpleSimTimer
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m_minInterval = 0x8 # float
m_maxInterval = 0xC # float
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class CRandStopwatch: # CStopwatchBase
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m_minInterval = 0xC # float
m_maxInterval = 0x10 # float
class CRangeFloat:
m_pValue = 0x0 # float[2]
class CRangeInt:
m_pValue = 0x0 # int32_t[2]
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class CRectLight: # CBarnLight
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m_bShowLight = 0x928 # bool
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class CRemapFloat:
m_pValue = 0x0 # float[4]
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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
class CResponseCriteriaSet:
m_nNumPrefixedContexts = 0x28 # int32_t
m_bOverrideOnAppend = 0x2C # bool
class CResponseQueue:
m_ExpresserTargets = 0x50 # CUtlVector<CAI_Expresser*>
class CResponseQueue_CDeferredResponse:
m_contexts = 0x10 # CResponseCriteriaSet
m_fDispatchTime = 0x40 # float
m_hIssuer = 0x44 # CHandle<CBaseEntity>
m_response = 0x50 # CRR_Response
m_bResponseValid = 0x238 # bool
class CRetakeGameRules:
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 CRevertSaved: # CModelPointEntity
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m_loadTime = 0x700 # float
m_Duration = 0x704 # float
m_HoldTime = 0x708 # float
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class CRopeKeyframe: # CBaseModelEntity
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m_RopeFlags = 0x708 # uint16_t
m_iNextLinkName = 0x710 # CUtlSymbolLarge
m_Slack = 0x718 # int16_t
m_Width = 0x71C # float
m_TextureScale = 0x720 # float
m_nSegments = 0x724 # uint8_t
m_bConstrainBetweenEndpoints = 0x725 # bool
m_strRopeMaterialModel = 0x728 # CUtlSymbolLarge
m_iRopeMaterialModelIndex = 0x730 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_Subdiv = 0x738 # uint8_t
m_nChangeCount = 0x739 # uint8_t
m_RopeLength = 0x73A # int16_t
m_fLockedPoints = 0x73C # uint8_t
m_bCreatedFromMapFile = 0x73D # bool
m_flScrollSpeed = 0x740 # float
m_bStartPointValid = 0x744 # bool
m_bEndPointValid = 0x745 # bool
m_hStartPoint = 0x748 # CHandle<CBaseEntity>
m_hEndPoint = 0x74C # CHandle<CBaseEntity>
m_iStartAttachment = 0x750 # AttachmentHandle_t
m_iEndAttachment = 0x751 # AttachmentHandle_t
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class CRopeKeyframeAlias_move_rope: # CRopeKeyframe
class CRotButton: # CBaseButton
class CRotDoor: # CBaseDoor
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m_bSolidBsp = 0x988 # bool
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class CRuleBrushEntity: # CRuleEntity
class CRuleEntity: # CBaseModelEntity
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m_iszMaster = 0x700 # CUtlSymbolLarge
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class CRulePointEntity: # CRuleEntity
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m_Score = 0x708 # int32_t
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class CSAdditionalMatchStats_t: # CSAdditionalPerRoundStats_t
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m_numRoundsSurvived = 0x14 # int32_t
m_maxNumRoundsSurvived = 0x18 # int32_t
m_numRoundsSurvivedTotal = 0x1C # int32_t
m_iRoundsWonWithoutPurchase = 0x20 # int32_t
m_iRoundsWonWithoutPurchaseTotal = 0x24 # int32_t
m_numFirstKills = 0x28 # int32_t
m_numClutchKills = 0x2C # int32_t
m_numPistolKills = 0x30 # int32_t
m_numSniperKills = 0x34 # int32_t
m_iNumSuicides = 0x38 # int32_t
m_iNumTeamKills = 0x3C # int32_t
m_iTeamDamage = 0x40 # int32_t
class CSAdditionalPerRoundStats_t:
m_numChickensKilled = 0x0 # int32_t
m_killsWhileBlind = 0x4 # int32_t
m_bombCarrierkills = 0x8 # int32_t
m_iBurnDamageInflicted = 0xC # int32_t
m_iDinks = 0x10 # int32_t
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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
m_iEnemy2Ks = 0x74 # int32_t
m_iUtility_Count = 0x78 # int32_t
m_iUtility_Successes = 0x7C # int32_t
m_iUtility_Enemies = 0x80 # int32_t
m_iFlash_Count = 0x84 # int32_t
m_iFlash_Successes = 0x88 # int32_t
m_nHealthPointsRemovedTotal = 0x8C # int32_t
m_nHealthPointsDealtTotal = 0x90 # int32_t
m_nShotsFiredTotal = 0x94 # int32_t
m_nShotsOnTargetTotal = 0x98 # int32_t
m_i1v1Count = 0x9C # int32_t
m_i1v1Wins = 0xA0 # int32_t
m_i1v2Count = 0xA4 # int32_t
m_i1v2Wins = 0xA8 # int32_t
m_iEntryCount = 0xAC # int32_t
m_iEntryWins = 0xB0 # 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 CSceneEntity: # CPointEntity
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m_iszSceneFile = 0x4B8 # CUtlSymbolLarge
m_iszResumeSceneFile = 0x4C0 # CUtlSymbolLarge
m_iszTarget1 = 0x4C8 # CUtlSymbolLarge
m_iszTarget2 = 0x4D0 # CUtlSymbolLarge
m_iszTarget3 = 0x4D8 # CUtlSymbolLarge
m_iszTarget4 = 0x4E0 # CUtlSymbolLarge
m_iszTarget5 = 0x4E8 # CUtlSymbolLarge
m_iszTarget6 = 0x4F0 # CUtlSymbolLarge
m_iszTarget7 = 0x4F8 # CUtlSymbolLarge
m_iszTarget8 = 0x500 # CUtlSymbolLarge
m_hTarget1 = 0x508 # CHandle<CBaseEntity>
m_hTarget2 = 0x50C # CHandle<CBaseEntity>
m_hTarget3 = 0x510 # CHandle<CBaseEntity>
m_hTarget4 = 0x514 # CHandle<CBaseEntity>
m_hTarget5 = 0x518 # CHandle<CBaseEntity>
m_hTarget6 = 0x51C # CHandle<CBaseEntity>
m_hTarget7 = 0x520 # CHandle<CBaseEntity>
m_hTarget8 = 0x524 # CHandle<CBaseEntity>
m_bIsPlayingBack = 0x528 # bool
m_bPaused = 0x529 # bool
m_bMultiplayer = 0x52A # bool
m_bAutogenerated = 0x52B # bool
m_flForceClientTime = 0x52C # float
m_flCurrentTime = 0x530 # float
m_flFrameTime = 0x534 # float
m_bCancelAtNextInterrupt = 0x538 # bool
m_fPitch = 0x53C # float
m_bAutomated = 0x540 # bool
m_nAutomatedAction = 0x544 # int32_t
m_flAutomationDelay = 0x548 # float
m_flAutomationTime = 0x54C # float
m_hWaitingForThisResumeScene = 0x550 # CHandle<CBaseEntity>
m_bWaitingForResumeScene = 0x554 # bool
m_bPausedViaInput = 0x555 # bool
m_bPauseAtNextInterrupt = 0x556 # bool
m_bWaitingForActor = 0x557 # bool
m_bWaitingForInterrupt = 0x558 # bool
m_bInterruptedActorsScenes = 0x559 # bool
m_bBreakOnNonIdle = 0x55A # bool
m_hActorList = 0x560 # CNetworkUtlVectorBase<CHandle<CBaseFlex>>
m_hRemoveActorList = 0x578 # CUtlVector<CHandle<CBaseEntity>>
m_nSceneFlushCounter = 0x5A0 # int32_t
m_nSceneStringIndex = 0x5A4 # uint16_t
m_OnStart = 0x5A8 # CEntityIOOutput
m_OnCompletion = 0x5D0 # CEntityIOOutput
m_OnCanceled = 0x5F8 # CEntityIOOutput
m_OnPaused = 0x620 # CEntityIOOutput
m_OnResumed = 0x648 # CEntityIOOutput
m_OnTrigger = 0x670 # CEntityIOOutput[16]
m_hInterruptScene = 0x980 # CHandle<CSceneEntity>
m_nInterruptCount = 0x984 # int32_t
m_bSceneMissing = 0x988 # bool
m_bInterrupted = 0x989 # bool
m_bCompletedEarly = 0x98A # bool
m_bInterruptSceneFinished = 0x98B # bool
m_bRestoring = 0x98C # bool
m_hNotifySceneCompletion = 0x990 # CUtlVector<CHandle<CSceneEntity>>
m_hListManagers = 0x9A8 # CUtlVector<CHandle<CSceneListManager>>
m_iszSoundName = 0x9E8 # CUtlSymbolLarge
m_hActor = 0x9F0 # CHandle<CBaseFlex>
m_hActivator = 0x9F4 # CHandle<CBaseEntity>
m_BusyActor = 0x9F8 # int32_t
m_iPlayerDeathBehavior = 0x9FC # SceneOnPlayerDeath_t
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class CSceneEntityAlias_logic_choreographed_scene: # CSceneEntity
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class CSceneEventInfo:
m_iLayer = 0x0 # int32_t
m_iPriority = 0x4 # int32_t
m_hSequence = 0x8 # HSequence
m_flWeight = 0xC # float
m_bIsMoving = 0x10 # bool
m_bHasArrived = 0x11 # bool
m_flInitialYaw = 0x14 # float
m_flTargetYaw = 0x18 # float
m_flFacingYaw = 0x1C # float
m_nType = 0x20 # int32_t
m_flNext = 0x24 # GameTime_t
m_bIsGesture = 0x28 # bool
m_bShouldRemove = 0x29 # bool
m_hTarget = 0x54 # CHandle<CBaseEntity>
m_nSceneEventId = 0x58 # uint32_t
m_bClientSide = 0x5C # bool
m_bStarted = 0x5D # bool
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class CSceneListManager: # CLogicalEntity
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m_hListManagers = 0x4B0 # CUtlVector<CHandle<CSceneListManager>>
m_iszScenes = 0x4C8 # CUtlSymbolLarge[16]
m_hScenes = 0x548 # CHandle<CBaseEntity>[16]
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class CScriptComponent: # CEntityComponent
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m_scriptClassName = 0x30 # CUtlSymbolLarge
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class CScriptItem: # CItem
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m_OnPlayerPickup = 0x968 # CEntityIOOutput
m_MoveTypeOverride = 0x990 # MoveType_t
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class CScriptNavBlocker: # CFuncNavBlocker
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m_vExtent = 0x710 # Vector
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class CScriptTriggerHurt: # CTriggerHurt
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m_vExtent = 0x948 # Vector
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class CScriptTriggerMultiple: # CTriggerMultiple
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m_vExtent = 0x8D0 # Vector
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class CScriptTriggerOnce: # CTriggerOnce
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m_vExtent = 0x8D0 # Vector
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class CScriptTriggerPush: # CTriggerPush
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m_vExtent = 0x8D0 # Vector
class CScriptUniformRandomStream:
m_hScriptScope = 0x8 # HSCRIPT
m_nInitialSeed = 0x9C # int32_t
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class CScriptedSequence: # CBaseEntity
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m_iszEntry = 0x4B0 # CUtlSymbolLarge
m_iszPreIdle = 0x4B8 # CUtlSymbolLarge
m_iszPlay = 0x4C0 # CUtlSymbolLarge
m_iszPostIdle = 0x4C8 # CUtlSymbolLarge
m_iszModifierToAddOnPlay = 0x4D0 # CUtlSymbolLarge
m_iszNextScript = 0x4D8 # CUtlSymbolLarge
m_iszEntity = 0x4E0 # CUtlSymbolLarge
m_iszSyncGroup = 0x4E8 # CUtlSymbolLarge
m_nMoveTo = 0x4F0 # ScriptedMoveTo_t
m_bIsPlayingPreIdle = 0x4F4 # bool
m_bIsPlayingEntry = 0x4F5 # bool
m_bIsPlayingAction = 0x4F6 # bool
m_bIsPlayingPostIdle = 0x4F7 # bool
m_bLoopPreIdleSequence = 0x4F8 # bool
m_bLoopActionSequence = 0x4F9 # bool
m_bLoopPostIdleSequence = 0x4FA # bool
m_bSynchPostIdles = 0x4FB # bool
m_bIgnoreGravity = 0x4FC # bool
m_bDisableNPCCollisions = 0x4FD # bool
m_bKeepAnimgraphLockedPost = 0x4FE # bool
m_bDontAddModifiers = 0x4FF # bool
m_flRadius = 0x500 # float
m_flRepeat = 0x504 # float
m_flPlayAnimFadeInTime = 0x508 # float
m_flMoveInterpTime = 0x50C # float
m_flAngRate = 0x510 # float
m_iDelay = 0x514 # int32_t
m_startTime = 0x518 # GameTime_t
m_bWaitForBeginSequence = 0x51C # bool
m_saved_effects = 0x520 # int32_t
m_savedFlags = 0x524 # int32_t
m_savedCollisionGroup = 0x528 # int32_t
m_interruptable = 0x52C # bool
m_sequenceStarted = 0x52D # bool
m_bPrevAnimatedEveryTick = 0x52E # bool
m_bForcedAnimatedEveryTick = 0x52F # bool
m_bPositionRelativeToOtherEntity = 0x530 # bool
m_hTargetEnt = 0x534 # CHandle<CBaseEntity>
m_hNextCine = 0x538 # CHandle<CScriptedSequence>
m_bThinking = 0x53C # bool
m_bInitiatedSelfDelete = 0x53D # bool
m_bIsTeleportingDueToMoveTo = 0x53E # bool
m_bAllowCustomInterruptConditions = 0x53F # bool
m_hLastFoundEntity = 0x540 # CHandle<CBaseEntity>
m_hForcedTarget = 0x544 # CHandle<CBaseAnimGraph>
m_bDontCancelOtherSequences = 0x548 # bool
m_bForceSynch = 0x549 # bool
m_bTargetWasAsleep = 0x54A # bool
m_bPreventUpdateYawOnFinish = 0x54B # bool
m_bEnsureOnNavmeshOnFinish = 0x54C # bool
m_onDeathBehavior = 0x550 # ScriptedOnDeath_t
m_ConflictResponse = 0x554 # ScriptedConflictResponse_t
m_OnBeginSequence = 0x558 # CEntityIOOutput
m_OnActionStartOrLoop = 0x580 # CEntityIOOutput
m_OnEndSequence = 0x5A8 # CEntityIOOutput
m_OnPostIdleEndSequence = 0x5D0 # CEntityIOOutput
m_OnCancelSequence = 0x5F8 # CEntityIOOutput
m_OnCancelFailedSequence = 0x620 # CEntityIOOutput
m_OnScriptEvent = 0x648 # CEntityIOOutput[8]
m_matOtherToMain = 0x790 # CTransform
m_hInteractionMainEntity = 0x7B0 # CHandle<CBaseEntity>
m_iPlayerDeathBehavior = 0x7B4 # int32_t
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class CSensorGrenade: # CBaseCSGrenade
class CSensorGrenadeProjectile: # CBaseCSGrenadeProjectile
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m_fExpireTime = 0xA40 # GameTime_t
m_fNextDetectPlayerSound = 0xA44 # GameTime_t
m_hDisplayGrenade = 0xA48 # CHandle<CBaseEntity>
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class CServerOnlyEntity: # CBaseEntity
class CServerOnlyModelEntity: # CBaseModelEntity
class CServerOnlyPointEntity: # CServerOnlyEntity
class CServerRagdollTrigger: # CBaseTrigger
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class CShatterGlassShard:
m_hShardHandle = 0x8 # uint32_t
m_vecPanelVertices = 0x10 # CUtlVector<Vector2D>
m_vLocalPanelSpaceOrigin = 0x28 # Vector2D
m_hModel = 0x30 # CStrongHandle<InfoForResourceTypeCModel>
m_hPhysicsEntity = 0x38 # CHandle<CShatterGlassShardPhysics>
m_hParentPanel = 0x3C # CHandle<CFuncShatterglass>
m_hParentShard = 0x40 # uint32_t
m_ShatterStressType = 0x44 # ShatterGlassStressType
m_vecStressVelocity = 0x48 # Vector
m_bCreatedModel = 0x54 # bool
m_flLongestEdge = 0x58 # float
m_flShortestEdge = 0x5C # float
m_flLongestAcross = 0x60 # float
m_flShortestAcross = 0x64 # float
m_flSumOfAllEdges = 0x68 # float
m_flArea = 0x6C # float
m_nOnFrameEdge = 0x70 # OnFrame
m_nParentPanelsNthShard = 0x74 # int32_t
m_nSubShardGeneration = 0x78 # int32_t
m_vecAverageVertPosition = 0x7C # Vector2D
m_bAverageVertPositionIsValid = 0x84 # bool
m_vecPanelSpaceStressPositionA = 0x88 # Vector2D
m_vecPanelSpaceStressPositionB = 0x90 # Vector2D
m_bStressPositionAIsValid = 0x98 # bool
m_bStressPositionBIsValid = 0x99 # bool
m_bFlaggedForRemoval = 0x9A # bool
m_flPhysicsEntitySpawnedAtTime = 0x9C # GameTime_t
m_bShatterRateLimited = 0xA0 # bool
m_hEntityHittingMe = 0xA4 # CHandle<CBaseEntity>
m_vecNeighbors = 0xA8 # CUtlVector<uint32_t>
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class CShatterGlassShardPhysics: # CPhysicsProp
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m_bDebris = 0xB78 # bool
m_hParentShard = 0xB7C # uint32_t
m_ShardDesc = 0xB80 # shard_model_desc_t
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class CShower: # CModelPointEntity
class CSimTimer: # CSimpleSimTimer
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m_interval = 0x8 # float
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class CSimpleMarkupVolumeTagged: # CMarkupVolumeTagged
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class CSimpleSimTimer:
m_next = 0x0 # GameTime_t
m_nWorldGroupId = 0x4 # WorldGroupId_t
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class CSimpleStopwatch: # CStopwatchBase
class CSingleplayRules: # CGameRules
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m_bSinglePlayerGameEnding = 0x90 # bool
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class CSkeletonAnimationController: # ISkeletonAnimationController
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m_pSkeletonInstance = 0x8 # CSkeletonInstance*
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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
class CSkillDamage:
m_flDamage = 0x0 # CSkillFloat
m_flPhysicsForceDamage = 0x10 # float
class CSkillFloat:
m_pValue = 0x0 # float[4]
class CSkillInt:
m_pValue = 0x0 # int32_t[4]
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class CSkyCamera: # CBaseEntity
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m_skyboxData = 0x4B0 # sky3dparams_t
m_skyboxSlotToken = 0x540 # CUtlStringToken
m_bUseAngles = 0x544 # bool
m_pNext = 0x548 # CSkyCamera*
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class CSkyboxReference: # CBaseEntity
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m_worldGroupId = 0x4B0 # WorldGroupId_t
m_hSkyCamera = 0x4B4 # CHandle<CSkyCamera>
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class CSmokeGrenade: # CBaseCSGrenade
class CSmokeGrenadeProjectile: # CBaseCSGrenadeProjectile
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m_nSmokeEffectTickBegin = 0xA58 # int32_t
m_bDidSmokeEffect = 0xA5C # bool
m_nRandomSeed = 0xA60 # int32_t
m_vSmokeColor = 0xA64 # Vector
m_vSmokeDetonationPos = 0xA70 # Vector
m_VoxelFrameData = 0xA80 # CUtlVector<uint8_t>
m_flLastBounce = 0xA98 # GameTime_t
m_fllastSimulationTime = 0xA9C # GameTime_t
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class CSmoothFunc:
m_flSmoothAmplitude = 0x8 # float
m_flSmoothBias = 0xC # float
m_flSmoothDuration = 0x10 # float
m_flSmoothRemainingTime = 0x14 # float
m_nSmoothDir = 0x18 # int32_t
class CSound:
m_hOwner = 0x0 # CHandle<CBaseEntity>
m_hTarget = 0x4 # CHandle<CBaseEntity>
m_iVolume = 0x8 # int32_t
m_flOcclusionScale = 0xC # float
m_iType = 0x10 # int32_t
m_iNextAudible = 0x14 # int32_t
m_flExpireTime = 0x18 # GameTime_t
m_iNext = 0x1C # int16_t
m_bNoExpirationTime = 0x1E # bool
m_ownerChannelIndex = 0x20 # int32_t
m_vecOrigin = 0x24 # Vector
m_bHasOwner = 0x30 # bool
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class CSoundAreaEntityBase: # CBaseEntity
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m_bDisabled = 0x4B0 # bool
m_iszSoundAreaType = 0x4B8 # CUtlSymbolLarge
m_vPos = 0x4C0 # Vector
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class CSoundAreaEntityOrientedBox: # CSoundAreaEntityBase
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m_vMin = 0x4D0 # Vector
m_vMax = 0x4DC # Vector
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class CSoundAreaEntitySphere: # CSoundAreaEntityBase
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m_flRadius = 0x4D0 # float
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class CSoundEnt: # CPointEntity
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m_iFreeSound = 0x4B0 # int32_t
m_iActiveSound = 0x4B4 # int32_t
m_cLastActiveSounds = 0x4B8 # int32_t
m_SoundPool = 0x4BC # CSound[128]
class CSoundEnvelope:
m_current = 0x0 # float
m_target = 0x4 # float
m_rate = 0x8 # float
m_forceupdate = 0xC # bool
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class CSoundEventAABBEntity: # CSoundEventEntity
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m_vMins = 0x558 # Vector
m_vMaxs = 0x564 # Vector
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class CSoundEventEntity: # CBaseEntity
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m_bStartOnSpawn = 0x4B0 # bool
m_bToLocalPlayer = 0x4B1 # bool
m_bStopOnNew = 0x4B2 # bool
m_bSaveRestore = 0x4B3 # bool
m_bSavedIsPlaying = 0x4B4 # bool
m_flSavedElapsedTime = 0x4B8 # float
m_iszSourceEntityName = 0x4C0 # CUtlSymbolLarge
m_iszAttachmentName = 0x4C8 # CUtlSymbolLarge
m_onGUIDChanged = 0x4D0 # CEntityOutputTemplate<uint64_t>
m_onSoundFinished = 0x4F8 # CEntityIOOutput
m_iszSoundName = 0x540 # CUtlSymbolLarge
m_hSource = 0x550 # CEntityHandle
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class CSoundEventEntityAlias_snd_event_point: # CSoundEventEntity
class CSoundEventOBBEntity: # CSoundEventEntity
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m_vMins = 0x558 # Vector
m_vMaxs = 0x564 # Vector
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class CSoundEventParameter: # CBaseEntity
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m_iszParamName = 0x4B8 # CUtlSymbolLarge
m_flFloatValue = 0x4C0 # float
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class CSoundEventPathCornerEntity: # CSoundEventEntity
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m_iszPathCorner = 0x558 # CUtlSymbolLarge
m_iCountMax = 0x560 # int32_t
m_flDistanceMax = 0x564 # float
m_flDistMaxSqr = 0x568 # float
m_flDotProductMax = 0x56C # float
bPlaying = 0x570 # bool
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class CSoundOpvarSetAABBEntity: # CSoundOpvarSetPointEntity
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m_vDistanceInnerMins = 0x648 # Vector
m_vDistanceInnerMaxs = 0x654 # Vector
m_vDistanceOuterMins = 0x660 # Vector
m_vDistanceOuterMaxs = 0x66C # Vector
m_nAABBDirection = 0x678 # int32_t
m_vInnerMins = 0x67C # Vector
m_vInnerMaxs = 0x688 # Vector
m_vOuterMins = 0x694 # Vector
m_vOuterMaxs = 0x6A0 # Vector
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class CSoundOpvarSetEntity: # CBaseEntity
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m_iszStackName = 0x4B8 # CUtlSymbolLarge
m_iszOperatorName = 0x4C0 # CUtlSymbolLarge
m_iszOpvarName = 0x4C8 # CUtlSymbolLarge
m_nOpvarType = 0x4D0 # int32_t
m_nOpvarIndex = 0x4D4 # int32_t
m_flOpvarValue = 0x4D8 # float
m_OpvarValueString = 0x4E0 # CUtlSymbolLarge
m_bSetOnSpawn = 0x4E8 # bool
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class CSoundOpvarSetOBBEntity: # CSoundOpvarSetAABBEntity
class CSoundOpvarSetOBBWindEntity: # CSoundOpvarSetPointBase
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m_vMins = 0x548 # Vector
m_vMaxs = 0x554 # Vector
m_vDistanceMins = 0x560 # Vector
m_vDistanceMaxs = 0x56C # Vector
m_flWindMin = 0x578 # float
m_flWindMax = 0x57C # float
m_flWindMapMin = 0x580 # float
m_flWindMapMax = 0x584 # float
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class CSoundOpvarSetPathCornerEntity: # CSoundOpvarSetPointEntity
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m_flDistMinSqr = 0x660 # float
m_flDistMaxSqr = 0x664 # float
m_iszPathCornerEntityName = 0x668 # CUtlSymbolLarge
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class CSoundOpvarSetPointBase: # CBaseEntity
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m_bDisabled = 0x4B0 # bool
m_hSource = 0x4B4 # CEntityHandle
m_iszSourceEntityName = 0x4C0 # CUtlSymbolLarge
m_vLastPosition = 0x518 # Vector
m_iszStackName = 0x528 # CUtlSymbolLarge
m_iszOperatorName = 0x530 # CUtlSymbolLarge
m_iszOpvarName = 0x538 # CUtlSymbolLarge
m_iOpvarIndex = 0x540 # int32_t
m_bUseAutoCompare = 0x544 # bool
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class CSoundOpvarSetPointEntity: # CSoundOpvarSetPointBase
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m_OnEnter = 0x548 # CEntityIOOutput
m_OnExit = 0x570 # CEntityIOOutput
m_bAutoDisable = 0x598 # bool
m_flDistanceMin = 0x5DC # float
m_flDistanceMax = 0x5E0 # float
m_flDistanceMapMin = 0x5E4 # float
m_flDistanceMapMax = 0x5E8 # float
m_flOcclusionRadius = 0x5EC # float
m_flOcclusionMin = 0x5F0 # float
m_flOcclusionMax = 0x5F4 # float
m_flValSetOnDisable = 0x5F8 # float
m_bSetValueOnDisable = 0x5FC # bool
m_nSimulationMode = 0x600 # int32_t
m_nVisibilitySamples = 0x604 # int32_t
m_vDynamicProxyPoint = 0x608 # Vector
m_flDynamicMaximumOcclusion = 0x614 # float
m_hDynamicEntity = 0x618 # CEntityHandle
m_iszDynamicEntityName = 0x620 # CUtlSymbolLarge
m_flPathingDistanceNormFactor = 0x628 # float
m_vPathingSourcePos = 0x62C # Vector
m_vPathingListenerPos = 0x638 # Vector
m_nPathingSourceIndex = 0x644 # int32_t
class CSoundPatch:
m_pitch = 0x8 # CSoundEnvelope
m_volume = 0x18 # CSoundEnvelope
m_shutdownTime = 0x30 # float
m_flLastTime = 0x34 # float
m_iszSoundScriptName = 0x38 # CUtlSymbolLarge
m_hEnt = 0x40 # CHandle<CBaseEntity>
m_soundEntityIndex = 0x44 # CEntityIndex
m_soundOrigin = 0x48 # Vector
m_isPlaying = 0x54 # int32_t
m_Filter = 0x58 # CCopyRecipientFilter
m_flCloseCaptionDuration = 0x80 # float
m_bUpdatedSoundOrigin = 0x84 # bool
m_iszClassName = 0x88 # CUtlSymbolLarge
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class CSoundStackSave: # CLogicalEntity
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m_iszStackName = 0x4B0 # CUtlSymbolLarge
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class CSplineConstraint: # CPhysConstraint
class CSpotlightEnd: # CBaseModelEntity
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m_flLightScale = 0x700 # float
m_Radius = 0x704 # float
m_vSpotlightDir = 0x708 # Vector
m_vSpotlightOrg = 0x714 # Vector
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class CSprite: # CBaseModelEntity
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m_hSpriteMaterial = 0x700 # CStrongHandle<InfoForResourceTypeIMaterial2>
m_hAttachedToEntity = 0x708 # CHandle<CBaseEntity>
m_nAttachment = 0x70C # AttachmentHandle_t
m_flSpriteFramerate = 0x710 # float
m_flFrame = 0x714 # float
m_flDieTime = 0x718 # GameTime_t
m_nBrightness = 0x728 # uint32_t
m_flBrightnessDuration = 0x72C # float
m_flSpriteScale = 0x730 # float
m_flScaleDuration = 0x734 # float
m_bWorldSpaceScale = 0x738 # bool
m_flGlowProxySize = 0x73C # float
m_flHDRColorScale = 0x740 # float
m_flLastTime = 0x744 # GameTime_t
m_flMaxFrame = 0x748 # float
m_flStartScale = 0x74C # float
m_flDestScale = 0x750 # float
m_flScaleTimeStart = 0x754 # GameTime_t
m_nStartBrightness = 0x758 # int32_t
m_nDestBrightness = 0x75C # int32_t
m_flBrightnessTimeStart = 0x760 # GameTime_t
m_nSpriteWidth = 0x764 # int32_t
m_nSpriteHeight = 0x768 # int32_t
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class CSpriteAlias_env_glow: # CSprite
class CSpriteOriented: # CSprite
class CStopwatch: # CStopwatchBase
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m_interval = 0xC # float
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class CStopwatchBase: # CSimpleSimTimer
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m_fIsRunning = 0x8 # bool
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class CSun: # CBaseModelEntity
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m_vDirection = 0x700 # Vector
m_clrOverlay = 0x70C # Color
m_iszEffectName = 0x710 # CUtlSymbolLarge
m_iszSSEffectName = 0x718 # CUtlSymbolLarge
m_bOn = 0x720 # bool
m_bmaxColor = 0x721 # bool
m_flSize = 0x724 # float
m_flRotation = 0x728 # float
m_flHazeScale = 0x72C # float
m_flAlphaHaze = 0x730 # float
m_flAlphaHdr = 0x734 # float
m_flAlphaScale = 0x738 # float
m_flHDRColorScale = 0x73C # float
m_flFarZScale = 0x740 # float
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class CTablet: # CCSWeaponBase
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class CTakeDamageInfo:
m_vecDamageForce = 0x8 # Vector
m_vecDamagePosition = 0x14 # Vector
m_vecReportedPosition = 0x20 # Vector
m_vecDamageDirection = 0x2C # Vector
m_hInflictor = 0x38 # CHandle<CBaseEntity>
m_hAttacker = 0x3C # CHandle<CBaseEntity>
m_hAbility = 0x40 # CHandle<CBaseEntity>
m_flDamage = 0x44 # float
m_bitsDamageType = 0x48 # int32_t
m_iDamageCustom = 0x4C # int32_t
m_iAmmoType = 0x50 # AmmoIndex_t
m_flOriginalDamage = 0x60 # float
m_bShouldBleed = 0x64 # bool
m_bShouldSpark = 0x65 # bool
m_nDamageFlags = 0x70 # TakeDamageFlags_t
m_nNumObjectsPenetrated = 0x74 # int32_t
m_hScriptInstance = 0x78 # HSCRIPT
m_bInTakeDamageFlow = 0x94 # bool
class CTakeDamageResult:
m_nHealthLost = 0x0 # int32_t
m_nDamageTaken = 0x4 # int32_t
class CTakeDamageSummaryScopeGuard:
m_vecSummaries = 0x8 # CUtlVector<SummaryTakeDamageInfo_t*>
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class CTankTargetChange: # CPointEntity
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m_newTarget = 0x4B0 # CVariantBase<CVariantDefaultAllocator>
m_newTargetName = 0x4C0 # CUtlSymbolLarge
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class CTankTrainAI: # CPointEntity
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m_hTrain = 0x4B0 # CHandle<CFuncTrackTrain>
m_hTargetEntity = 0x4B4 # CHandle<CBaseEntity>
m_soundPlaying = 0x4B8 # int32_t
m_startSoundName = 0x4D0 # CUtlSymbolLarge
m_engineSoundName = 0x4D8 # CUtlSymbolLarge
m_movementSoundName = 0x4E0 # CUtlSymbolLarge
m_targetEntityName = 0x4E8 # CUtlSymbolLarge
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class CTeam: # CBaseEntity
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m_aPlayerControllers = 0x4B0 # CNetworkUtlVectorBase<CHandle<CBasePlayerController>>
m_aPlayers = 0x4C8 # CNetworkUtlVectorBase<CHandle<CBasePlayerPawn>>
m_iScore = 0x4E0 # int32_t
m_szTeamname = 0x4E4 # char[129]
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class CTeamplayRules: # CMultiplayRules
class CTestEffect: # CBaseEntity
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m_iLoop = 0x4B0 # int32_t
m_iBeam = 0x4B4 # int32_t
m_pBeam = 0x4B8 # CBeam*[24]
m_flBeamTime = 0x578 # GameTime_t[24]
m_flStartTime = 0x5D8 # GameTime_t
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class CTextureBasedAnimatable: # CBaseModelEntity
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m_bLoop = 0x700 # bool
m_flFPS = 0x704 # float
m_hPositionKeys = 0x708 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_hRotationKeys = 0x710 # CStrongHandle<InfoForResourceTypeCTextureBase>
m_vAnimationBoundsMin = 0x718 # Vector
m_vAnimationBoundsMax = 0x724 # Vector
m_flStartTime = 0x730 # float
m_flStartFrame = 0x734 # float
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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 CTimerEntity: # CLogicalEntity
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m_OnTimer = 0x4B0 # CEntityIOOutput
m_OnTimerHigh = 0x4D8 # CEntityIOOutput
m_OnTimerLow = 0x500 # CEntityIOOutput
m_iDisabled = 0x528 # int32_t
m_flInitialDelay = 0x52C # float
m_flRefireTime = 0x530 # float
m_bUpDownState = 0x534 # bool
m_iUseRandomTime = 0x538 # int32_t
m_bPauseAfterFiring = 0x53C # bool
m_flLowerRandomBound = 0x540 # float
m_flUpperRandomBound = 0x544 # float
m_flRemainingTime = 0x548 # float
m_bPaused = 0x54C # bool
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class CTonemapController2: # CBaseEntity
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m_flAutoExposureMin = 0x4B0 # float
m_flAutoExposureMax = 0x4B4 # float
m_flTonemapPercentTarget = 0x4B8 # float
m_flTonemapPercentBrightPixels = 0x4BC # float
m_flTonemapMinAvgLum = 0x4C0 # float
m_flExposureAdaptationSpeedUp = 0x4C4 # float
m_flExposureAdaptationSpeedDown = 0x4C8 # float
m_flTonemapEVSmoothingRange = 0x4CC # float
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class CTonemapController2Alias_env_tonemap_controller2: # CTonemapController2
class CTonemapTrigger: # CBaseTrigger
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m_tonemapControllerName = 0x8A8 # CUtlSymbolLarge
m_hTonemapController = 0x8B0 # CEntityHandle
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class CTouchExpansionComponent: # CEntityComponent
class CTriggerActiveWeaponDetect: # CBaseTrigger
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m_OnTouchedActiveWeapon = 0x8A8 # CEntityIOOutput
m_iszWeaponClassName = 0x8D0 # CUtlSymbolLarge
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class CTriggerBombReset: # CBaseTrigger
class CTriggerBrush: # CBaseModelEntity
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m_OnStartTouch = 0x700 # CEntityIOOutput
m_OnEndTouch = 0x728 # CEntityIOOutput
m_OnUse = 0x750 # CEntityIOOutput
m_iInputFilter = 0x778 # int32_t
m_iDontMessageParent = 0x77C # int32_t
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class CTriggerBuoyancy: # CBaseTrigger
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m_BuoyancyHelper = 0x8A8 # CBuoyancyHelper
m_flFluidDensity = 0x8C8 # float
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class CTriggerCallback: # CBaseTrigger
class CTriggerDetectBulletFire: # CBaseTrigger
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m_bPlayerFireOnly = 0x8A8 # bool
m_OnDetectedBulletFire = 0x8B0 # CEntityIOOutput
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class CTriggerDetectExplosion: # CBaseTrigger
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m_OnDetectedExplosion = 0x8E0 # CEntityIOOutput
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class CTriggerFan: # CBaseTrigger
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m_vFanOrigin = 0x8A8 # Vector
m_vFanEnd = 0x8B4 # Vector
m_vNoise = 0x8C0 # Vector
m_flForce = 0x8CC # float
m_flPlayerForce = 0x8D0 # float
m_flRampTime = 0x8D4 # float
m_bFalloff = 0x8D8 # bool
m_bPushPlayer = 0x8D9 # bool
m_bRampDown = 0x8DA # bool
m_bAddNoise = 0x8DB # bool
m_RampTimer = 0x8E0 # CountdownTimer
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class CTriggerGameEvent: # CBaseTrigger
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m_strStartTouchEventName = 0x8A8 # CUtlString
m_strEndTouchEventName = 0x8B0 # CUtlString
m_strTriggerID = 0x8B8 # CUtlString
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class CTriggerGravity: # CBaseTrigger
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class CTriggerHostageReset: # CBaseTrigger
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class CTriggerHurt: # CBaseTrigger
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m_flOriginalDamage = 0x8A8 # float
m_flDamage = 0x8AC # float
m_flDamageCap = 0x8B0 # float
m_flLastDmgTime = 0x8B4 # GameTime_t
m_flForgivenessDelay = 0x8B8 # float
m_bitsDamageInflict = 0x8BC # int32_t
m_damageModel = 0x8C0 # int32_t
m_bNoDmgForce = 0x8C4 # bool
m_vDamageForce = 0x8C8 # Vector
m_thinkAlways = 0x8D4 # bool
m_hurtThinkPeriod = 0x8D8 # float
m_OnHurt = 0x8E0 # CEntityIOOutput
m_OnHurtPlayer = 0x908 # CEntityIOOutput
m_hurtEntities = 0x930 # CUtlVector<CHandle<CBaseEntity>>
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class CTriggerHurtGhost: # CTriggerHurt
class CTriggerImpact: # CTriggerMultiple
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m_flMagnitude = 0x8D0 # float
m_flNoise = 0x8D4 # float
m_flViewkick = 0x8D8 # float
m_pOutputForce = 0x8E0 # CEntityOutputTemplate<Vector>
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class CTriggerLerpObject: # CBaseTrigger
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m_iszLerpTarget = 0x8A8 # CUtlSymbolLarge
m_hLerpTarget = 0x8B0 # CHandle<CBaseEntity>
m_iszLerpTargetAttachment = 0x8B8 # CUtlSymbolLarge
m_hLerpTargetAttachment = 0x8C0 # AttachmentHandle_t
m_flLerpDuration = 0x8C4 # float
m_bLerpRestoreMoveType = 0x8C8 # bool
m_bSingleLerpObject = 0x8C9 # bool
m_vecLerpingObjects = 0x8D0 # CUtlVector<lerpdata_t>
m_iszLerpEffect = 0x8E8 # CUtlSymbolLarge
m_iszLerpSound = 0x8F0 # CUtlSymbolLarge
m_OnLerpStarted = 0x8F8 # CEntityIOOutput
m_OnLerpFinished = 0x920 # CEntityIOOutput
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class CTriggerLook: # CTriggerOnce
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m_hLookTarget = 0x8D0 # CHandle<CBaseEntity>
m_flFieldOfView = 0x8D4 # float
m_flLookTime = 0x8D8 # float
m_flLookTimeTotal = 0x8DC # float
m_flLookTimeLast = 0x8E0 # GameTime_t
m_flTimeoutDuration = 0x8E4 # float
m_bTimeoutFired = 0x8E8 # bool
m_bIsLooking = 0x8E9 # bool
m_b2DFOV = 0x8EA # bool
m_bUseVelocity = 0x8EB # bool
m_hActivator = 0x8EC # CHandle<CBaseEntity>
m_bTestOcclusion = 0x8F0 # bool
m_OnTimeout = 0x8F8 # CEntityIOOutput
m_OnStartLook = 0x920 # CEntityIOOutput
m_OnEndLook = 0x948 # CEntityIOOutput
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class CTriggerMultiple: # CBaseTrigger
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m_OnTrigger = 0x8A8 # CEntityIOOutput
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class CTriggerOnce: # CTriggerMultiple
class CTriggerPhysics: # CBaseTrigger
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m_gravityScale = 0x8B8 # float
m_linearLimit = 0x8BC # float
m_linearDamping = 0x8C0 # float
m_angularLimit = 0x8C4 # float
m_angularDamping = 0x8C8 # float
m_linearForce = 0x8CC # float
m_flFrequency = 0x8D0 # float
m_flDampingRatio = 0x8D4 # float
m_vecLinearForcePointAt = 0x8D8 # Vector
m_bCollapseToForcePoint = 0x8E4 # bool
m_vecLinearForcePointAtWorld = 0x8E8 # Vector
m_vecLinearForceDirection = 0x8F4 # Vector
m_bConvertToDebrisWhenPossible = 0x900 # bool
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class CTriggerProximity: # CBaseTrigger
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m_hMeasureTarget = 0x8A8 # CHandle<CBaseEntity>
m_iszMeasureTarget = 0x8B0 # CUtlSymbolLarge
m_fRadius = 0x8B8 # float
m_nTouchers = 0x8BC # int32_t
m_NearestEntityDistance = 0x8C0 # CEntityOutputTemplate<float>
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class CTriggerPush: # CBaseTrigger
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m_angPushEntitySpace = 0x8A8 # QAngle
m_vecPushDirEntitySpace = 0x8B4 # Vector
m_bTriggerOnStartTouch = 0x8C0 # bool
m_flAlternateTicksFix = 0x8C4 # float
m_flPushSpeed = 0x8C8 # float
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class CTriggerRemove: # CBaseTrigger
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m_OnRemove = 0x8A8 # CEntityIOOutput
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class CTriggerSave: # CBaseTrigger
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m_bForceNewLevelUnit = 0x8A8 # bool
m_fDangerousTimer = 0x8AC # float
m_minHitPoints = 0x8B0 # int32_t
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class CTriggerSndSosOpvar: # CBaseTrigger
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m_hTouchingPlayers = 0x8A8 # CUtlVector<CHandle<CBaseEntity>>
m_flPosition = 0x8C0 # Vector
m_flCenterSize = 0x8CC # float
m_flMinVal = 0x8D0 # float
m_flMaxVal = 0x8D4 # float
m_flWait = 0x8D8 # float
m_opvarName = 0x8E0 # CUtlSymbolLarge
m_stackName = 0x8E8 # CUtlSymbolLarge
m_operatorName = 0x8F0 # CUtlSymbolLarge
m_bVolIs2D = 0x8F8 # bool
m_opvarNameChar = 0x8F9 # char[256]
m_stackNameChar = 0x9F9 # char[256]
m_operatorNameChar = 0xAF9 # char[256]
m_VecNormPos = 0xBFC # Vector
m_flNormCenterSize = 0xC08 # float
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class CTriggerSoundscape: # CBaseTrigger
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m_hSoundscape = 0x8A8 # CHandle<CEnvSoundscapeTriggerable>
m_SoundscapeName = 0x8B0 # CUtlSymbolLarge
m_spectators = 0x8B8 # CUtlVector<CHandle<CBasePlayerPawn>>
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class CTriggerTeleport: # CBaseTrigger
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m_iLandmark = 0x8A8 # CUtlSymbolLarge
m_bUseLandmarkAngles = 0x8B0 # bool
m_bMirrorPlayer = 0x8B1 # bool
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class CTriggerToggleSave: # CBaseTrigger
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m_bDisabled = 0x8A8 # bool
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class CTriggerTripWire: # CBaseTrigger
class CTriggerVolume: # CBaseModelEntity
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m_iFilterName = 0x700 # CUtlSymbolLarge
m_hFilter = 0x708 # CHandle<CBaseFilter>
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class CTripWireFire: # CBaseCSGrenade
class CTripWireFireProjectile: # CBaseGrenade
class CVoteController: # CBaseEntity
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m_iActiveIssueIndex = 0x4B0 # int32_t
m_iOnlyTeamToVote = 0x4B4 # int32_t
m_nVoteOptionCount = 0x4B8 # int32_t[5]
m_nPotentialVotes = 0x4CC # int32_t
m_bIsYesNoVote = 0x4D0 # bool
m_acceptingVotesTimer = 0x4D8 # CountdownTimer
m_executeCommandTimer = 0x4F0 # CountdownTimer
m_resetVoteTimer = 0x508 # CountdownTimer
m_nVotesCast = 0x520 # int32_t[64]
m_playerHoldingVote = 0x620 # CPlayerSlot
m_playerOverrideForVote = 0x624 # CPlayerSlot
m_nHighestCountIndex = 0x628 # int32_t
m_potentialIssues = 0x630 # CUtlVector<CBaseIssue*>
m_VoteOptions = 0x648 # CUtlVector<char*>
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class CWaterBullet: # CBaseAnimGraph
class CWeaponAWP: # CCSWeaponBaseGun
class CWeaponAug: # CCSWeaponBaseGun
class CWeaponBaseItem: # CCSWeaponBase
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m_SequenceCompleteTimer = 0xE20 # CountdownTimer
m_bRedraw = 0xE38 # bool
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class CWeaponBizon: # CCSWeaponBaseGun
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class CWeaponCZ75a: # CCSWeaponBaseGun
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class CWeaponElite: # CCSWeaponBaseGun
class CWeaponFamas: # CCSWeaponBaseGun
class CWeaponFiveSeven: # CCSWeaponBaseGun
class CWeaponG3SG1: # CCSWeaponBaseGun
class CWeaponGalilAR: # CCSWeaponBaseGun
class CWeaponGlock: # CCSWeaponBaseGun
class CWeaponHKP2000: # CCSWeaponBaseGun
class CWeaponM249: # CCSWeaponBaseGun
class CWeaponM4A1: # CCSWeaponBaseGun
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class CWeaponM4A1Silencer: # CCSWeaponBaseGun
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class CWeaponMAC10: # CCSWeaponBaseGun
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class CWeaponMP5SD: # CCSWeaponBaseGun
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class CWeaponMP7: # CCSWeaponBaseGun
class CWeaponMP9: # CCSWeaponBaseGun
class CWeaponMag7: # CCSWeaponBaseGun
class CWeaponNOVA: # CCSWeaponBase
class CWeaponNegev: # CCSWeaponBaseGun
class CWeaponP250: # CCSWeaponBaseGun
class CWeaponP90: # CCSWeaponBaseGun
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class CWeaponRevolver: # CCSWeaponBaseGun
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class CWeaponSCAR20: # CCSWeaponBaseGun
class CWeaponSG556: # CCSWeaponBaseGun
class CWeaponSSG08: # CCSWeaponBaseGun
class CWeaponSawedoff: # CCSWeaponBase
class CWeaponShield: # CCSWeaponBaseGun
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m_flBulletDamageAbsorbed = 0xE40 # float
m_flLastBulletHitSoundTime = 0xE44 # GameTime_t
m_flDisplayHealth = 0xE48 # float
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class CWeaponTaser: # CCSWeaponBaseGun
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m_fFireTime = 0xE40 # GameTime_t
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class CWeaponTec9: # CCSWeaponBaseGun
class CWeaponUMP45: # CCSWeaponBaseGun
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class CWeaponUSPSilencer: # CCSWeaponBaseGun
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class CWeaponXM1014: # CCSWeaponBase
class CWeaponZoneRepulsor: # CCSWeaponBaseGun
class CWorld: # CBaseModelEntity
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class CommandToolCommand_t:
m_bEnabled = 0x0 # bool
m_bOpened = 0x1 # bool
m_InternalId = 0x4 # uint32_t
m_ShortName = 0x8 # CUtlString
m_ExecMode = 0x10 # CommandExecMode_t
m_SpawnGroup = 0x18 # CUtlString
m_PeriodicExecDelay = 0x20 # float
m_SpecType = 0x24 # CommandEntitySpecType_t
m_EntitySpec = 0x28 # CUtlString
m_Commands = 0x30 # CUtlString
m_SetDebugBits = 0x38 # DebugOverlayBits_t
m_ClearDebugBits = 0x40 # DebugOverlayBits_t
class ConceptHistory_t:
timeSpoken = 0x0 # float
m_response = 0x8 # CRR_Response
class ConstraintSoundInfo:
m_vSampler = 0x8 # VelocitySampler
m_soundProfile = 0x20 # SimpleConstraintSoundProfile
m_forwardAxis = 0x40 # Vector
m_iszTravelSoundFwd = 0x50 # CUtlSymbolLarge
m_iszTravelSoundBack = 0x58 # CUtlSymbolLarge
m_iszReversalSounds = 0x68 # CUtlSymbolLarge[3]
m_bPlayTravelSound = 0x80 # bool
m_bPlayReversalSound = 0x81 # bool
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 Extent:
lo = 0x0 # Vector
hi = 0xC # Vector
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class FilterDamageType: # CBaseFilter
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m_iDamageType = 0x508 # int32_t
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class FilterHealth: # CBaseFilter
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m_bAdrenalineActive = 0x508 # bool
m_iHealthMin = 0x50C # int32_t
m_iHealthMax = 0x510 # int32_t
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class FilterTeam: # CBaseFilter
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m_iFilterTeam = 0x508 # int32_t
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class GameAmmoTypeInfo_t: # AmmoTypeInfo_t
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m_nBuySize = 0x38 # int32_t
m_nCost = 0x3C # int32_t
class GameTick_t:
m_Value = 0x0 # int32_t
class GameTime_t:
m_Value = 0x0 # float
class HullFlags_t:
m_bHull_Human = 0x0 # bool
m_bHull_SmallCentered = 0x1 # bool
m_bHull_WideHuman = 0x2 # bool
m_bHull_Tiny = 0x3 # bool
m_bHull_Medium = 0x4 # bool
m_bHull_TinyCentered = 0x5 # bool
m_bHull_Large = 0x6 # bool
m_bHull_LargeCentered = 0x7 # bool
m_bHull_MediumTall = 0x8 # bool
m_bHull_Small = 0x9 # bool
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class IChoreoServices:
class IEconItemInterface:
class IHasAttributes:
class IRagdoll:
class ISkeletonAnimationController:
class IVehicle:
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class IntervalTimer:
m_timestamp = 0x8 # GameTime_t
m_nWorldGroupId = 0xC # WorldGroupId_t
class ModelConfigHandle_t:
m_Value = 0x0 # uint32_t
class ParticleIndex_t:
m_Value = 0x0 # int32_t
class PhysicsRagdollPose_t:
__m_pChainEntity = 0x8 # CNetworkVarChainer
m_Transforms = 0x30 # CNetworkUtlVectorBase<CTransform>
m_hOwner = 0x48 # CHandle<CBaseEntity>
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class QuestProgress:
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class RagdollCreationParams_t:
m_vForce = 0x0 # Vector
m_nForceBone = 0xC # int32_t
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class RelationshipOverride_t: # Relationship_t
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entity = 0x8 # CHandle<CBaseEntity>
classType = 0xC # Class_T
class Relationship_t:
disposition = 0x0 # Disposition_t
priority = 0x4 # int32_t
class ResponseContext_t:
m_iszName = 0x0 # CUtlSymbolLarge
m_iszValue = 0x8 # CUtlSymbolLarge
m_fExpirationTime = 0x10 # GameTime_t
class ResponseFollowup:
followup_concept = 0x0 # char*
followup_contexts = 0x8 # char*
followup_delay = 0x10 # float
followup_target = 0x14 # char*
followup_entityiotarget = 0x1C # char*
followup_entityioinput = 0x24 # char*
followup_entityiodelay = 0x2C # float
bFired = 0x30 # bool
class ResponseParams:
odds = 0x10 # int16_t
flags = 0x12 # int16_t
m_pFollowup = 0x18 # ResponseFollowup*
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 SimpleConstraintSoundProfile:
eKeypoints = 0x8 # SimpleConstraintSoundProfile::SimpleConstraintsSoundProfileKeypoints_t
m_keyPoints = 0xC # float[2]
m_reversalSoundThresholds = 0x14 # float[3]
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class SpawnPoint: # CServerOnlyPointEntity
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m_iPriority = 0x4B0 # int32_t
m_bEnabled = 0x4B4 # bool
m_nType = 0x4B8 # int32_t
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class SpawnPointCoopEnemy: # SpawnPoint
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m_szWeaponsToGive = 0x4C0 # CUtlSymbolLarge
m_szPlayerModelToUse = 0x4C8 # CUtlSymbolLarge
m_nArmorToSpawnWith = 0x4D0 # int32_t
m_nDefaultBehavior = 0x4D4 # SpawnPointCoopEnemy::BotDefaultBehavior_t
m_nBotDifficulty = 0x4D8 # int32_t
m_bIsAgressive = 0x4DC # bool
m_bStartAsleep = 0x4DD # bool
m_flHideRadius = 0x4E0 # float
m_szBehaviorTreeFile = 0x4F0 # CUtlSymbolLarge
class SummaryTakeDamageInfo_t:
nSummarisedCount = 0x0 # int32_t
info = 0x8 # CTakeDamageInfo
result = 0xA0 # CTakeDamageResult
hTarget = 0xA8 # CHandle<CBaseEntity>
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 VelocitySampler:
m_prevSample = 0x0 # Vector
m_fPrevSampleTime = 0xC # GameTime_t
m_fIdealSampleRate = 0x10 # float
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 # CUtlVectorEmbeddedNetworkVar<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 dynpitchvol_base_t:
preset = 0x0 # int32_t
pitchrun = 0x4 # int32_t
pitchstart = 0x8 # int32_t
spinup = 0xC # int32_t
spindown = 0x10 # int32_t
volrun = 0x14 # int32_t
volstart = 0x18 # int32_t
fadein = 0x1C # int32_t
fadeout = 0x20 # int32_t
lfotype = 0x24 # int32_t
lforate = 0x28 # int32_t
lfomodpitch = 0x2C # int32_t
lfomodvol = 0x30 # int32_t
cspinup = 0x34 # int32_t
cspincount = 0x38 # int32_t
pitch = 0x3C # int32_t
spinupsav = 0x40 # int32_t
spindownsav = 0x44 # int32_t
pitchfrac = 0x48 # int32_t
vol = 0x4C # int32_t
fadeinsav = 0x50 # int32_t
fadeoutsav = 0x54 # int32_t
volfrac = 0x58 # int32_t
lfofrac = 0x5C # int32_t
lfomult = 0x60 # int32_t
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class dynpitchvol_t: # dynpitchvol_base_t
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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 fogplayerparams_t:
m_hCtrl = 0x8 # CHandle<CFogController>
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 hudtextparms_t:
color1 = 0x0 # Color
color2 = 0x4 # Color
effect = 0x8 # uint8_t
channel = 0x9 # uint8_t
x = 0xC # float
y = 0x10 # float
class lerpdata_t:
m_hEnt = 0x0 # CHandle<CBaseEntity>
m_MoveType = 0x4 # MoveType_t
m_flStartTime = 0x8 # GameTime_t
m_vecStartOrigin = 0xC # Vector
m_qStartRot = 0x20 # Quaternion
m_nFXIndex = 0x30 # ParticleIndex_t
class locksound_t:
sLockedSound = 0x8 # CUtlSymbolLarge
sUnlockedSound = 0x10 # CUtlSymbolLarge
flwaitSound = 0x18 # GameTime_t
class magnetted_objects_t:
hEntity = 0x8 # CHandle<CBaseEntity>
class ragdoll_t:
list = 0x0 # CUtlVector<ragdollelement_t>
boneIndex = 0x18 # CUtlVector<int32_t>
allowStretch = 0x30 # bool
unused = 0x31 # bool
class ragdollelement_t:
originParentSpace = 0x0 # Vector
parentIndex = 0x20 # int32_t
m_flRadius = 0x24 # float
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 # CNetworkUtlVectorBase<Vector2D>
m_flGlassHalfThickness = 0x50 # float
m_bHasParent = 0x54 # bool
m_bParentFrozen = 0x55 # bool
m_SurfacePropStringToken = 0x58 # 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
class thinkfunc_t:
m_hFn = 0x8 # HSCRIPT
m_nContext = 0x10 # CUtlStringToken
m_nNextThinkTick = 0x14 # GameTick_t
m_nLastThinkTick = 0x18 # GameTick_t